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+/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#include "GLContextProvider.h"
+#include "GLContextCGL.h"
+#include "GLLibraryLoader.h"
+#include "nsDebug.h"
+#include "nsIWidget.h"
+#include <OpenGL/gl.h>
+#include "gfxFailure.h"
+#include "mozilla/IntegerRange.h"
+#include "mozilla/StaticPrefs_gfx.h"
+#include "mozilla/StaticPrefs_gl.h"
+#include "mozilla/StaticPrefs_layout.h"
+#include "prenv.h"
+#include "prlink.h"
+#include "mozilla/ProfilerLabels.h"
+#include "MozFramebuffer.h"
+#include "mozilla/layers/CompositorOptions.h"
+#include "mozilla/widget/CompositorWidget.h"
+#include "ScopedGLHelpers.h"
+
+#include <OpenGL/OpenGL.h>
+
+namespace mozilla {
+namespace gl {
+
+using namespace mozilla::gfx;
+using namespace mozilla::widget;
+
+class CGLLibrary {
+ public:
+ bool EnsureInitialized() {
+ if (mInitialized) {
+ return true;
+ }
+ if (!mOGLLibrary) {
+ mOGLLibrary = PR_LoadLibrary("/System/Library/Frameworks/OpenGL.framework/OpenGL");
+ if (!mOGLLibrary) {
+ NS_WARNING("Couldn't load OpenGL Framework.");
+ return false;
+ }
+ }
+
+ mInitialized = true;
+ return true;
+ }
+
+ const auto& Library() const { return mOGLLibrary; }
+
+ private:
+ bool mInitialized = false;
+ PRLibrary* mOGLLibrary = nullptr;
+};
+
+CGLLibrary sCGLLibrary;
+
+GLContextCGL::GLContextCGL(const GLContextDesc& desc, NSOpenGLContext* context)
+ : GLContext(desc), mContext(context) {
+ CGDisplayRegisterReconfigurationCallback(DisplayReconfigurationCallback, this);
+}
+
+GLContextCGL::~GLContextCGL() {
+ MarkDestroyed();
+
+ CGDisplayRemoveReconfigurationCallback(DisplayReconfigurationCallback, this);
+
+ if (mContext) {
+ if ([NSOpenGLContext currentContext] == mContext) {
+ // Clear the current context before releasing. If we don't do
+ // this, the next time we call [NSOpenGLContext currentContext],
+ // "invalid context" will be printed to the console.
+ [NSOpenGLContext clearCurrentContext];
+ }
+ [mContext release];
+ }
+}
+
+CGLContextObj GLContextCGL::GetCGLContext() const {
+ return static_cast<CGLContextObj>([mContext CGLContextObj]);
+}
+
+bool GLContextCGL::MakeCurrentImpl() const {
+ if (mContext) {
+ [mContext makeCurrentContext];
+ MOZ_ASSERT(IsCurrentImpl());
+ // Use non-blocking swap in "ASAP mode".
+ // ASAP mode means that rendering is iterated as fast as possible.
+ // ASAP mode is entered when layout.frame_rate=0 (requires restart).
+ // If swapInt is 1, then glSwapBuffers will block and wait for a vblank signal.
+ // When we're iterating as fast as possible, however, we want a non-blocking
+ // glSwapBuffers, which will happen when swapInt==0.
+ GLint swapInt = StaticPrefs::layout_frame_rate() == 0 ? 0 : 1;
+ [mContext setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];
+ }
+ return true;
+}
+
+bool GLContextCGL::IsCurrentImpl() const { return [NSOpenGLContext currentContext] == mContext; }
+
+/* static */ void GLContextCGL::DisplayReconfigurationCallback(CGDirectDisplayID aDisplay,
+ CGDisplayChangeSummaryFlags aFlags,
+ void* aUserInfo) {
+ if (aFlags & kCGDisplaySetModeFlag) {
+ static_cast<GLContextCGL*>(aUserInfo)->mActiveGPUSwitchMayHaveOccurred = true;
+ }
+}
+
+static NSOpenGLContext* CreateWithFormat(const NSOpenGLPixelFormatAttribute* attribs) {
+ NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attribs];
+ if (!format) {
+ NS_WARNING("Failed to create NSOpenGLPixelFormat.");
+ return nullptr;
+ }
+
+ NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:format shareContext:nullptr];
+
+ [format release];
+
+ return context;
+}
+
+// Get the "OpenGL display mask" for a fresh context. The return value of this
+// function depends on the time at which this function is called.
+// In practice, on a Macbook Pro with an integrated and a discrete GPU, this function returns the
+// display mask for the GPU that currently drives the internal display.
+//
+// Quick reference of the concepts involved in the code below:
+// GPU switch: On Mac devices with an integrated and a discrete GPU, a GPU switch changes which
+// GPU drives the internal display. Both GPUs are still usable at all times. (When the
+// integrated GPU is driving the internal display, using the discrete GPU can incur a longer
+// warm-up cost.)
+// Virtual screen: A CGL concept. A "virtual screen" corresponds to a GL renderer. There's one
+// for the integrated GPU, one for each discrete GPU, and one for the Apple software renderer.
+// The list of virtual screens is per-NSOpenGLPixelFormat; it is filtered down to only the
+// renderers that support the requirements from the pixel format attributes. Indexes into this
+// list (such as currentVirtualScreen) cannot be used interchangably across different
+// NSOpenGLPixelFormat instances.
+// Display mask: A bitset per GL renderer. Different renderers have disjoint display masks. The
+// Apple software renderer has all bits zeroed. For each CGDirectDisplayID,
+// CGDisplayIDToOpenGLDisplayMask(displayID) returns a single bit in the display mask.
+// CGDirectDisplayID: An ID for each (physical screen, GPU which can drive this screen) pair. The
+// current CGDirectDisplayID for an NSScreen object can be obtained using [[[screen
+// deviceDescription] objectForKey:@"NSScreenNumber"] unsignedIntValue]; it changes depending on
+// which GPU is currently driving the screen.
+static CGOpenGLDisplayMask GetFreshContextDisplayMask() {
+ NSOpenGLPixelFormatAttribute attribs[] = {NSOpenGLPFAAllowOfflineRenderers, 0};
+ NSOpenGLPixelFormat* pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attribs];
+ MOZ_RELEASE_ASSERT(pixelFormat);
+ NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:pixelFormat
+ shareContext:nullptr];
+ GLint displayMask = 0;
+ [pixelFormat getValues:&displayMask
+ forAttribute:NSOpenGLPFAScreenMask
+ forVirtualScreen:[context currentVirtualScreen]];
+ [pixelFormat release];
+ [context release];
+ return static_cast<CGOpenGLDisplayMask>(displayMask);
+}
+
+static bool IsSameGPU(CGOpenGLDisplayMask mask1, CGOpenGLDisplayMask mask2) {
+ if ((mask1 & mask2) != 0) {
+ return true;
+ }
+ // Both masks can be zero, when using the Apple software renderer.
+ return !mask1 && !mask2;
+}
+
+void GLContextCGL::MigrateToActiveGPU() {
+ if (!mActiveGPUSwitchMayHaveOccurred.compareExchange(true, false)) {
+ return;
+ }
+
+ CGOpenGLDisplayMask newPreferredDisplayMask = GetFreshContextDisplayMask();
+ NSOpenGLPixelFormat* pixelFormat = [mContext pixelFormat];
+ GLint currentVirtualScreen = [mContext currentVirtualScreen];
+ GLint currentDisplayMask = 0;
+ [pixelFormat getValues:&currentDisplayMask
+ forAttribute:NSOpenGLPFAScreenMask
+ forVirtualScreen:currentVirtualScreen];
+ if (IsSameGPU(currentDisplayMask, newPreferredDisplayMask)) {
+ // No "virtual screen" change needed.
+ return;
+ }
+
+ // Find the "virtual screen" with a display mask that matches newPreferredDisplayMask, if
+ // available, and switch the context over to it.
+ // This code was inspired by equivalent functionality in -[NSOpenGLContext update] which only
+ // kicks in for contexts that present via a CAOpenGLLayer.
+ for (const auto i : IntegerRange([pixelFormat numberOfVirtualScreens])) {
+ GLint displayMask = 0;
+ [pixelFormat getValues:&displayMask forAttribute:NSOpenGLPFAScreenMask forVirtualScreen:i];
+ if (IsSameGPU(displayMask, newPreferredDisplayMask)) {
+ CGLSetVirtualScreen([mContext CGLContextObj], i);
+ return;
+ }
+ }
+}
+
+GLenum GLContextCGL::GetPreferredARGB32Format() const { return LOCAL_GL_BGRA; }
+
+bool GLContextCGL::SwapBuffers() {
+ AUTO_PROFILER_LABEL("GLContextCGL::SwapBuffers", GRAPHICS);
+
+ // We do not have a default framebuffer. Just do a flush.
+ // Flushing is necessary if we want our IOSurfaces to have the correct
+ // content once they're picked up by the WindowServer from our CALayers.
+ fFlush();
+
+ return true;
+}
+
+void GLContextCGL::GetWSIInfo(nsCString* const out) const { out->AppendLiteral("CGL"); }
+
+Maybe<SymbolLoader> GLContextCGL::GetSymbolLoader() const {
+ const auto& lib = sCGLLibrary.Library();
+ return Some(SymbolLoader(*lib));
+}
+
+already_AddRefed<GLContext> GLContextProviderCGL::CreateForCompositorWidget(
+ CompositorWidget* aCompositorWidget, bool aHardwareWebRender, bool aForceAccelerated) {
+ CreateContextFlags flags = CreateContextFlags::ALLOW_OFFLINE_RENDERER;
+ if (aForceAccelerated) {
+ flags |= CreateContextFlags::FORBID_SOFTWARE;
+ }
+ if (!aHardwareWebRender) {
+ flags |= CreateContextFlags::REQUIRE_COMPAT_PROFILE;
+ }
+ nsCString failureUnused;
+ return CreateHeadless({flags}, &failureUnused);
+}
+
+static RefPtr<GLContextCGL> CreateOffscreenFBOContext(GLContextCreateDesc desc) {
+ if (!sCGLLibrary.EnsureInitialized()) {
+ return nullptr;
+ }
+
+ NSOpenGLContext* context = nullptr;
+
+ std::vector<NSOpenGLPixelFormatAttribute> attribs;
+ auto& flags = desc.flags;
+
+ if (!StaticPrefs::gl_allow_high_power()) {
+ flags &= ~CreateContextFlags::HIGH_POWER;
+ }
+ if (flags & CreateContextFlags::ALLOW_OFFLINE_RENDERER ||
+ !(flags & CreateContextFlags::HIGH_POWER)) {
+ // This is really poorly named on Apple's part, but "AllowOfflineRenderers" means
+ // that we want to allow running on the iGPU instead of requiring the dGPU.
+ attribs.push_back(NSOpenGLPFAAllowOfflineRenderers);
+ }
+
+ if (flags & CreateContextFlags::FORBID_SOFTWARE) {
+ if (flags & CreateContextFlags::FORBID_HARDWARE) {
+ NS_WARNING("Both !hardware and !software.");
+ return nullptr;
+ }
+ attribs.push_back(NSOpenGLPFAAccelerated);
+ }
+ if (flags & CreateContextFlags::FORBID_HARDWARE) {
+ /* NSOpenGLPFARendererID:
+ * > OpenGL renderers that match the specified ID are preferred.
+ * > Constants to select specific renderers are provided in the
+ * > GLRenderers.h header of the OpenGL framework.
+ * > Of note is kCGLRendererGenericID which selects the Apple software
+ * > renderer.
+ * > The other constants select renderers for specific hardware vendors.
+ */
+ attribs.push_back(NSOpenGLPFARendererID);
+ attribs.push_back(kCGLRendererGenericID);
+ }
+
+ if (!(flags & CreateContextFlags::REQUIRE_COMPAT_PROFILE)) {
+ auto coreAttribs = attribs;
+ coreAttribs.push_back(NSOpenGLPFAOpenGLProfile);
+ coreAttribs.push_back(NSOpenGLProfileVersion3_2Core);
+ coreAttribs.push_back(0);
+ context = CreateWithFormat(coreAttribs.data());
+ }
+
+ if (!context) {
+ attribs.push_back(0);
+ context = CreateWithFormat(attribs.data());
+ }
+
+ if (!context) {
+ NS_WARNING("Failed to create NSOpenGLContext.");
+ return nullptr;
+ }
+
+ RefPtr<GLContextCGL> glContext = new GLContextCGL({desc, true}, context);
+
+ if (flags & CreateContextFlags::PREFER_MULTITHREADED) {
+ CGLEnable(glContext->GetCGLContext(), kCGLCEMPEngine);
+ }
+ return glContext;
+}
+
+already_AddRefed<GLContext> GLContextProviderCGL::CreateHeadless(const GLContextCreateDesc& desc,
+ nsACString* const out_failureId) {
+ auto gl = CreateOffscreenFBOContext(desc);
+ if (!gl) {
+ *out_failureId = "FEATURE_FAILURE_CGL_FBO"_ns;
+ return nullptr;
+ }
+
+ if (!gl->Init()) {
+ *out_failureId = "FEATURE_FAILURE_CGL_INIT"_ns;
+ NS_WARNING("Failed during Init.");
+ return nullptr;
+ }
+
+ return gl.forget();
+}
+
+static RefPtr<GLContext> gGlobalContext;
+
+GLContext* GLContextProviderCGL::GetGlobalContext() {
+ static bool triedToCreateContext = false;
+ if (!triedToCreateContext) {
+ triedToCreateContext = true;
+
+ MOZ_RELEASE_ASSERT(!gGlobalContext);
+ nsCString discardFailureId;
+ RefPtr<GLContext> temp = CreateHeadless({}, &discardFailureId);
+ gGlobalContext = temp;
+
+ if (!gGlobalContext) {
+ NS_WARNING("Couldn't init gGlobalContext.");
+ }
+ }
+
+ return gGlobalContext;
+}
+
+void GLContextProviderCGL::Shutdown() { gGlobalContext = nullptr; }
+
+} /* namespace gl */
+} /* namespace mozilla */