diff options
Diffstat (limited to 'gfx/wr/webrender/src/device/gl.rs')
-rw-r--r-- | gfx/wr/webrender/src/device/gl.rs | 4814 |
1 files changed, 4814 insertions, 0 deletions
diff --git a/gfx/wr/webrender/src/device/gl.rs b/gfx/wr/webrender/src/device/gl.rs new file mode 100644 index 0000000000..f240083bf7 --- /dev/null +++ b/gfx/wr/webrender/src/device/gl.rs @@ -0,0 +1,4814 @@ +/* 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/. */ + +use super::super::shader_source::{OPTIMIZED_SHADERS, UNOPTIMIZED_SHADERS}; +use api::{ImageDescriptor, ImageFormat, Parameter, BoolParameter, IntParameter, ImageRendering}; +use api::{MixBlendMode, ImageBufferKind, VoidPtrToSizeFn}; +use api::{CrashAnnotator, CrashAnnotation, CrashAnnotatorGuard}; +use api::units::*; +use euclid::default::Transform3D; +use gleam::gl; +use crate::render_api::MemoryReport; +use crate::internal_types::{FastHashMap, RenderTargetInfo, Swizzle, SwizzleSettings}; +use crate::util::round_up_to_multiple; +use crate::profiler; +use log::Level; +use smallvec::SmallVec; +use std::{ + borrow::Cow, + cell::{Cell, RefCell}, + cmp, + collections::hash_map::Entry, + marker::PhantomData, + mem, + num::NonZeroUsize, + os::raw::c_void, + ops::Add, + path::PathBuf, + ptr, + rc::Rc, + slice, + sync::Arc, + thread, + time::Duration, +}; +use webrender_build::shader::{ + ProgramSourceDigest, ShaderKind, ShaderVersion, build_shader_main_string, + build_shader_prefix_string, do_build_shader_string, shader_source_from_file, +}; +use malloc_size_of::MallocSizeOfOps; + +/// Sequence number for frames, as tracked by the device layer. +#[derive(Debug, Copy, Clone, PartialEq, Ord, Eq, PartialOrd)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct GpuFrameId(usize); + +impl GpuFrameId { + pub fn new(value: usize) -> Self { + GpuFrameId(value) + } +} + +impl Add<usize> for GpuFrameId { + type Output = GpuFrameId; + + fn add(self, other: usize) -> GpuFrameId { + GpuFrameId(self.0 + other) + } +} + +pub struct TextureSlot(pub usize); + +// In some places we need to temporarily bind a texture to any slot. +const DEFAULT_TEXTURE: TextureSlot = TextureSlot(0); + +#[repr(u32)] +pub enum DepthFunction { + Always = gl::ALWAYS, + Less = gl::LESS, + LessEqual = gl::LEQUAL, +} + +#[repr(u32)] +#[derive(Copy, Clone, Debug, Eq, PartialEq)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub enum TextureFilter { + Nearest, + Linear, + Trilinear, +} + +/// A structure defining a particular workflow of texture transfers. +#[derive(Clone, Debug)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct TextureFormatPair<T> { + /// Format the GPU natively stores texels in. + pub internal: T, + /// Format we expect the users to provide the texels in. + pub external: T, +} + +impl<T: Copy> From<T> for TextureFormatPair<T> { + fn from(value: T) -> Self { + TextureFormatPair { + internal: value, + external: value, + } + } +} + +#[derive(Debug)] +pub enum VertexAttributeKind { + F32, + U8Norm, + U16Norm, + I32, + U16, +} + +#[derive(Debug)] +pub struct VertexAttribute { + pub name: &'static str, + pub count: u32, + pub kind: VertexAttributeKind, +} + +#[derive(Debug)] +pub struct VertexDescriptor { + pub vertex_attributes: &'static [VertexAttribute], + pub instance_attributes: &'static [VertexAttribute], +} + +enum FBOTarget { + Read, + Draw, +} + +/// Method of uploading texel data from CPU to GPU. +#[derive(Debug, Clone)] +pub enum UploadMethod { + /// Just call `glTexSubImage` directly with the CPU data pointer + Immediate, + /// Accumulate the changes in PBO first before transferring to a texture. + PixelBuffer(VertexUsageHint), +} + +/// Plain old data that can be used to initialize a texture. +pub unsafe trait Texel: Copy {} +unsafe impl Texel for u8 {} +unsafe impl Texel for f32 {} + +/// Returns the size in bytes of a depth target with the given dimensions. +fn depth_target_size_in_bytes(dimensions: &DeviceIntSize) -> usize { + // DEPTH24 textures generally reserve 3 bytes for depth and 1 byte + // for stencil, so we measure them as 32 bits. + let pixels = dimensions.width * dimensions.height; + (pixels as usize) * 4 +} + +pub fn get_gl_target(target: ImageBufferKind) -> gl::GLuint { + match target { + ImageBufferKind::Texture2D => gl::TEXTURE_2D, + ImageBufferKind::TextureRect => gl::TEXTURE_RECTANGLE, + ImageBufferKind::TextureExternal => gl::TEXTURE_EXTERNAL_OES, + } +} + +pub fn from_gl_target(target: gl::GLuint) -> ImageBufferKind { + match target { + gl::TEXTURE_2D => ImageBufferKind::Texture2D, + gl::TEXTURE_RECTANGLE => ImageBufferKind::TextureRect, + gl::TEXTURE_EXTERNAL_OES => ImageBufferKind::TextureExternal, + _ => panic!("Unexpected target {:?}", target), + } +} + +fn supports_extension(extensions: &[String], extension: &str) -> bool { + extensions.iter().any(|s| s == extension) +} + +fn get_shader_version(gl: &dyn gl::Gl) -> ShaderVersion { + match gl.get_type() { + gl::GlType::Gl => ShaderVersion::Gl, + gl::GlType::Gles => ShaderVersion::Gles, + } +} + +// Get an unoptimized shader string by name, from the built in resources or +// an override path, if supplied. +pub fn get_unoptimized_shader_source(shader_name: &str, base_path: Option<&PathBuf>) -> Cow<'static, str> { + if let Some(ref base) = base_path { + let shader_path = base.join(&format!("{}.glsl", shader_name)); + Cow::Owned(shader_source_from_file(&shader_path)) + } else { + Cow::Borrowed( + UNOPTIMIZED_SHADERS + .get(shader_name) + .expect("Shader not found") + .source + ) + } +} + +pub trait FileWatcherHandler: Send { + fn file_changed(&self, path: PathBuf); +} + +impl VertexAttributeKind { + fn size_in_bytes(&self) -> u32 { + match *self { + VertexAttributeKind::F32 => 4, + VertexAttributeKind::U8Norm => 1, + VertexAttributeKind::U16Norm => 2, + VertexAttributeKind::I32 => 4, + VertexAttributeKind::U16 => 2, + } + } +} + +impl VertexAttribute { + fn size_in_bytes(&self) -> u32 { + self.count * self.kind.size_in_bytes() + } + + fn bind_to_vao( + &self, + attr_index: gl::GLuint, + divisor: gl::GLuint, + stride: gl::GLint, + offset: gl::GLuint, + gl: &dyn gl::Gl, + ) { + gl.enable_vertex_attrib_array(attr_index); + gl.vertex_attrib_divisor(attr_index, divisor); + + match self.kind { + VertexAttributeKind::F32 => { + gl.vertex_attrib_pointer( + attr_index, + self.count as gl::GLint, + gl::FLOAT, + false, + stride, + offset, + ); + } + VertexAttributeKind::U8Norm => { + gl.vertex_attrib_pointer( + attr_index, + self.count as gl::GLint, + gl::UNSIGNED_BYTE, + true, + stride, + offset, + ); + } + VertexAttributeKind::U16Norm => { + gl.vertex_attrib_pointer( + attr_index, + self.count as gl::GLint, + gl::UNSIGNED_SHORT, + true, + stride, + offset, + ); + } + VertexAttributeKind::I32 => { + gl.vertex_attrib_i_pointer( + attr_index, + self.count as gl::GLint, + gl::INT, + stride, + offset, + ); + } + VertexAttributeKind::U16 => { + gl.vertex_attrib_i_pointer( + attr_index, + self.count as gl::GLint, + gl::UNSIGNED_SHORT, + stride, + offset, + ); + } + } + } +} + +impl VertexDescriptor { + fn instance_stride(&self) -> u32 { + self.instance_attributes + .iter() + .map(|attr| attr.size_in_bytes()) + .sum() + } + + fn bind_attributes( + attributes: &[VertexAttribute], + start_index: usize, + divisor: u32, + gl: &dyn gl::Gl, + vbo: VBOId, + ) { + vbo.bind(gl); + + let stride: u32 = attributes + .iter() + .map(|attr| attr.size_in_bytes()) + .sum(); + + let mut offset = 0; + for (i, attr) in attributes.iter().enumerate() { + let attr_index = (start_index + i) as gl::GLuint; + attr.bind_to_vao(attr_index, divisor, stride as _, offset, gl); + offset += attr.size_in_bytes(); + } + } + + fn bind(&self, gl: &dyn gl::Gl, main: VBOId, instance: VBOId, instance_divisor: u32) { + Self::bind_attributes(self.vertex_attributes, 0, 0, gl, main); + + if !self.instance_attributes.is_empty() { + Self::bind_attributes( + self.instance_attributes, + self.vertex_attributes.len(), + instance_divisor, + gl, + instance, + ); + } + } +} + +impl VBOId { + fn bind(&self, gl: &dyn gl::Gl) { + gl.bind_buffer(gl::ARRAY_BUFFER, self.0); + } +} + +impl IBOId { + fn bind(&self, gl: &dyn gl::Gl) { + gl.bind_buffer(gl::ELEMENT_ARRAY_BUFFER, self.0); + } +} + +impl FBOId { + fn bind(&self, gl: &dyn gl::Gl, target: FBOTarget) { + let target = match target { + FBOTarget::Read => gl::READ_FRAMEBUFFER, + FBOTarget::Draw => gl::DRAW_FRAMEBUFFER, + }; + gl.bind_framebuffer(target, self.0); + } +} + +pub struct Stream<'a> { + attributes: &'a [VertexAttribute], + vbo: VBOId, +} + +pub struct VBO<V> { + id: gl::GLuint, + target: gl::GLenum, + allocated_count: usize, + marker: PhantomData<V>, +} + +impl<V> VBO<V> { + pub fn allocated_count(&self) -> usize { + self.allocated_count + } + + pub fn stream_with<'a>(&self, attributes: &'a [VertexAttribute]) -> Stream<'a> { + debug_assert_eq!( + mem::size_of::<V>(), + attributes.iter().map(|a| a.size_in_bytes() as usize).sum::<usize>() + ); + Stream { + attributes, + vbo: VBOId(self.id), + } + } +} + +impl<T> Drop for VBO<T> { + fn drop(&mut self) { + debug_assert!(thread::panicking() || self.id == 0); + } +} + +#[cfg_attr(feature = "replay", derive(Clone))] +#[derive(Debug)] +pub struct ExternalTexture { + id: gl::GLuint, + target: gl::GLuint, + uv_rect: TexelRect, + image_rendering: ImageRendering, +} + +impl ExternalTexture { + pub fn new( + id: u32, + target: ImageBufferKind, + uv_rect: TexelRect, + image_rendering: ImageRendering, + ) -> Self { + ExternalTexture { + id, + target: get_gl_target(target), + uv_rect, + image_rendering, + } + } + + #[cfg(feature = "replay")] + pub fn internal_id(&self) -> gl::GLuint { + self.id + } + + pub fn get_uv_rect(&self) -> TexelRect { + self.uv_rect + } +} + +bitflags! { + #[derive(Default)] + pub struct TextureFlags: u32 { + /// This texture corresponds to one of the shared texture caches. + const IS_SHARED_TEXTURE_CACHE = 1 << 0; + } +} + +/// WebRender interface to an OpenGL texture. +/// +/// Because freeing a texture requires various device handles that are not +/// reachable from this struct, manual destruction via `Device` is required. +/// Our `Drop` implementation asserts that this has happened. +#[derive(Debug)] +pub struct Texture { + id: gl::GLuint, + target: gl::GLuint, + format: ImageFormat, + size: DeviceIntSize, + filter: TextureFilter, + flags: TextureFlags, + /// An internally mutable swizzling state that may change between batches. + active_swizzle: Cell<Swizzle>, + /// Framebuffer Object allowing this texture to be rendered to. + /// + /// Empty if this texture is not used as a render target or if a depth buffer is needed. + fbo: Option<FBOId>, + /// Same as the above, but with a depth buffer attached. + /// + /// FBOs are cheap to create but expensive to reconfigure (since doing so + /// invalidates framebuffer completeness caching). Moreover, rendering with + /// a depth buffer attached but the depth write+test disabled relies on the + /// driver to optimize it out of the rendering pass, which most drivers + /// probably do but, according to jgilbert, is best not to rely on. + /// + /// So we lazily generate a second list of FBOs with depth. This list is + /// empty if this texture is not used as a render target _or_ if it is, but + /// the depth buffer has never been requested. + /// + /// Note that we always fill fbo, and then lazily create fbo_with_depth + /// when needed. We could make both lazy (i.e. render targets would have one + /// or the other, but not both, unless they were actually used in both + /// configurations). But that would complicate a lot of logic in this module, + /// and FBOs are cheap enough to create. + fbo_with_depth: Option<FBOId>, + last_frame_used: GpuFrameId, +} + +impl Texture { + pub fn get_dimensions(&self) -> DeviceIntSize { + self.size + } + + pub fn get_format(&self) -> ImageFormat { + self.format + } + + pub fn get_filter(&self) -> TextureFilter { + self.filter + } + + pub fn get_target(&self) -> ImageBufferKind { + from_gl_target(self.target) + } + + pub fn supports_depth(&self) -> bool { + self.fbo_with_depth.is_some() + } + + pub fn last_frame_used(&self) -> GpuFrameId { + self.last_frame_used + } + + pub fn used_in_frame(&self, frame_id: GpuFrameId) -> bool { + self.last_frame_used == frame_id + } + + pub fn is_render_target(&self) -> bool { + self.fbo.is_some() + } + + /// Returns true if this texture was used within `threshold` frames of + /// the current frame. + pub fn used_recently(&self, current_frame_id: GpuFrameId, threshold: usize) -> bool { + self.last_frame_used + threshold >= current_frame_id + } + + /// Returns the flags for this texture. + pub fn flags(&self) -> &TextureFlags { + &self.flags + } + + /// Returns a mutable borrow of the flags for this texture. + pub fn flags_mut(&mut self) -> &mut TextureFlags { + &mut self.flags + } + + /// Returns the number of bytes (generally in GPU memory) that this texture + /// consumes. + pub fn size_in_bytes(&self) -> usize { + let bpp = self.format.bytes_per_pixel() as usize; + let w = self.size.width as usize; + let h = self.size.height as usize; + bpp * w * h + } + + #[cfg(feature = "replay")] + pub fn into_external(mut self) -> ExternalTexture { + let ext = ExternalTexture { + id: self.id, + target: self.target, + // TODO(gw): Support custom UV rect for external textures during captures + uv_rect: TexelRect::new( + 0.0, + 0.0, + self.size.width as f32, + self.size.height as f32, + ), + image_rendering: ImageRendering::Auto, + }; + self.id = 0; // don't complain, moved out + ext + } +} + +impl Drop for Texture { + fn drop(&mut self) { + debug_assert!(thread::panicking() || self.id == 0); + } +} + +pub struct Program { + id: gl::GLuint, + u_transform: gl::GLint, + u_mode: gl::GLint, + u_texture_size: gl::GLint, + source_info: ProgramSourceInfo, + is_initialized: bool, +} + +impl Program { + pub fn is_initialized(&self) -> bool { + self.is_initialized + } +} + +impl Drop for Program { + fn drop(&mut self) { + debug_assert!( + thread::panicking() || self.id == 0, + "renderer::deinit not called" + ); + } +} + +pub struct CustomVAO { + id: gl::GLuint, +} + +impl Drop for CustomVAO { + fn drop(&mut self) { + debug_assert!( + thread::panicking() || self.id == 0, + "renderer::deinit not called" + ); + } +} + +pub struct VAO { + id: gl::GLuint, + ibo_id: IBOId, + main_vbo_id: VBOId, + instance_vbo_id: VBOId, + instance_stride: usize, + instance_divisor: u32, + owns_vertices_and_indices: bool, +} + +impl Drop for VAO { + fn drop(&mut self) { + debug_assert!( + thread::panicking() || self.id == 0, + "renderer::deinit not called" + ); + } +} + +#[derive(Debug)] +pub struct PBO { + id: gl::GLuint, + reserved_size: usize, +} + +impl PBO { + pub fn get_reserved_size(&self) -> usize { + self.reserved_size + } +} + +impl Drop for PBO { + fn drop(&mut self) { + debug_assert!( + thread::panicking() || self.id == 0, + "renderer::deinit not called or PBO not returned to pool" + ); + } +} + +pub struct BoundPBO<'a> { + device: &'a mut Device, + pub data: &'a [u8] +} + +impl<'a> Drop for BoundPBO<'a> { + fn drop(&mut self) { + self.device.gl.unmap_buffer(gl::PIXEL_PACK_BUFFER); + self.device.gl.bind_buffer(gl::PIXEL_PACK_BUFFER, 0); + } +} + +#[derive(PartialEq, Eq, Hash, Debug, Copy, Clone)] +pub struct FBOId(gl::GLuint); + +#[derive(PartialEq, Eq, Hash, Debug, Copy, Clone)] +pub struct RBOId(gl::GLuint); + +#[derive(PartialEq, Eq, Hash, Debug, Copy, Clone)] +pub struct VBOId(gl::GLuint); + +#[derive(PartialEq, Eq, Hash, Debug, Copy, Clone)] +struct IBOId(gl::GLuint); + +#[derive(Clone, Debug)] +enum ProgramSourceType { + Unoptimized, + Optimized(ShaderVersion), +} + +#[derive(Clone, Debug)] +pub struct ProgramSourceInfo { + base_filename: &'static str, + features: Vec<&'static str>, + full_name_cstr: Rc<std::ffi::CString>, + source_type: ProgramSourceType, + digest: ProgramSourceDigest, +} + +impl ProgramSourceInfo { + fn new( + device: &Device, + name: &'static str, + features: &[&'static str], + ) -> Self { + + // Compute the digest. Assuming the device has a `ProgramCache`, this + // will always be needed, whereas the source is rarely needed. + + use std::collections::hash_map::DefaultHasher; + use std::hash::Hasher; + + // Setup. + let mut hasher = DefaultHasher::new(); + let gl_version = get_shader_version(&*device.gl()); + + // Hash the renderer name. + hasher.write(device.capabilities.renderer_name.as_bytes()); + + let full_name = Self::make_full_name(name, features); + + let optimized_source = if device.use_optimized_shaders { + OPTIMIZED_SHADERS.get(&(gl_version, &full_name)).or_else(|| { + warn!("Missing optimized shader source for {}", &full_name); + None + }) + } else { + None + }; + + let source_type = match optimized_source { + Some(source_and_digest) => { + // Optimized shader sources are used as-is, without any run-time processing. + // The vertex and fragment shaders are different, so must both be hashed. + // We use the hashes that were computed at build time, and verify it in debug builds. + if cfg!(debug_assertions) { + let mut h = DefaultHasher::new(); + h.write(source_and_digest.vert_source.as_bytes()); + h.write(source_and_digest.frag_source.as_bytes()); + let d: ProgramSourceDigest = h.into(); + let digest = d.to_string(); + debug_assert_eq!(digest, source_and_digest.digest); + hasher.write(digest.as_bytes()); + } else { + hasher.write(source_and_digest.digest.as_bytes()); + } + + ProgramSourceType::Optimized(gl_version) + } + None => { + // For non-optimized sources we compute the hash by walking the static strings + // in the same order as we would when concatenating the source, to avoid + // heap-allocating in the common case. + // + // Note that we cheat a bit to make the hashing more efficient. First, the only + // difference between the vertex and fragment shader is a single deterministic + // define, so we don't need to hash both. Second, we precompute the digest of the + // expanded source file at build time, and then just hash that digest here. + let override_path = device.resource_override_path.as_ref(); + let source_and_digest = UNOPTIMIZED_SHADERS.get(&name).expect("Shader not found"); + + // Hash the prefix string. + build_shader_prefix_string( + gl_version, + &features, + ShaderKind::Vertex, + &name, + &mut |s| hasher.write(s.as_bytes()), + ); + + // Hash the shader file contents. We use a precomputed digest, and + // verify it in debug builds. + if override_path.is_some() || cfg!(debug_assertions) { + let mut h = DefaultHasher::new(); + build_shader_main_string( + &name, + &|f| get_unoptimized_shader_source(f, override_path), + &mut |s| h.write(s.as_bytes()) + ); + let d: ProgramSourceDigest = h.into(); + let digest = format!("{}", d); + debug_assert!(override_path.is_some() || digest == source_and_digest.digest); + hasher.write(digest.as_bytes()); + } else { + hasher.write(source_and_digest.digest.as_bytes()); + } + + ProgramSourceType::Unoptimized + } + }; + + // Finish. + ProgramSourceInfo { + base_filename: name, + features: features.to_vec(), + full_name_cstr: Rc::new(std::ffi::CString::new(full_name).unwrap()), + source_type, + digest: hasher.into(), + } + } + + fn compute_source(&self, device: &Device, kind: ShaderKind) -> String { + let full_name = self.full_name(); + match self.source_type { + ProgramSourceType::Optimized(gl_version) => { + let shader = OPTIMIZED_SHADERS + .get(&(gl_version, &full_name)) + .unwrap_or_else(|| panic!("Missing optimized shader source for {}", full_name)); + + match kind { + ShaderKind::Vertex => shader.vert_source.to_string(), + ShaderKind::Fragment => shader.frag_source.to_string(), + } + }, + ProgramSourceType::Unoptimized => { + let mut src = String::new(); + device.build_shader_string( + &self.features, + kind, + self.base_filename, + |s| src.push_str(s), + ); + src + } + } + } + + fn make_full_name(base_filename: &'static str, features: &[&'static str]) -> String { + if features.is_empty() { + base_filename.to_string() + } else { + format!("{}_{}", base_filename, features.join("_")) + } + } + + fn full_name(&self) -> String { + Self::make_full_name(self.base_filename, &self.features) + } +} + +#[cfg_attr(feature = "serialize_program", derive(Deserialize, Serialize))] +pub struct ProgramBinary { + bytes: Vec<u8>, + format: gl::GLenum, + source_digest: ProgramSourceDigest, +} + +impl ProgramBinary { + fn new(bytes: Vec<u8>, + format: gl::GLenum, + source_digest: ProgramSourceDigest) -> Self { + ProgramBinary { + bytes, + format, + source_digest, + } + } + + /// Returns a reference to the source digest hash. + pub fn source_digest(&self) -> &ProgramSourceDigest { + &self.source_digest + } +} + +/// The interfaces that an application can implement to handle ProgramCache update +pub trait ProgramCacheObserver { + fn save_shaders_to_disk(&self, entries: Vec<Arc<ProgramBinary>>); + fn set_startup_shaders(&self, entries: Vec<Arc<ProgramBinary>>); + fn try_load_shader_from_disk(&self, digest: &ProgramSourceDigest, program_cache: &Rc<ProgramCache>); + fn notify_program_binary_failed(&self, program_binary: &Arc<ProgramBinary>); +} + +struct ProgramCacheEntry { + /// The binary. + binary: Arc<ProgramBinary>, + /// True if the binary has been linked, i.e. used for rendering. + linked: bool, +} + +pub struct ProgramCache { + entries: RefCell<FastHashMap<ProgramSourceDigest, ProgramCacheEntry>>, + + /// Optional trait object that allows the client + /// application to handle ProgramCache updating + program_cache_handler: Option<Box<dyn ProgramCacheObserver>>, + + /// Programs that have not yet been cached to disk (by program_cache_handler) + pending_entries: RefCell<Vec<Arc<ProgramBinary>>>, +} + +impl ProgramCache { + pub fn new(program_cache_observer: Option<Box<dyn ProgramCacheObserver>>) -> Rc<Self> { + Rc::new( + ProgramCache { + entries: RefCell::new(FastHashMap::default()), + program_cache_handler: program_cache_observer, + pending_entries: RefCell::new(Vec::default()), + } + ) + } + + /// Save any new program binaries to the disk cache, and if startup has + /// just completed then write the list of shaders to load on next startup. + fn update_disk_cache(&self, startup_complete: bool) { + if let Some(ref handler) = self.program_cache_handler { + if !self.pending_entries.borrow().is_empty() { + let pending_entries = self.pending_entries.replace(Vec::default()); + handler.save_shaders_to_disk(pending_entries); + } + + if startup_complete { + let startup_shaders = self.entries.borrow().values() + .filter(|e| e.linked).map(|e| e.binary.clone()) + .collect::<Vec<_>>(); + handler.set_startup_shaders(startup_shaders); + } + } + } + + /// Add a new ProgramBinary to the cache. + /// This function is typically used after compiling and linking a new program. + /// The binary will be saved to disk the next time update_disk_cache() is called. + fn add_new_program_binary(&self, program_binary: Arc<ProgramBinary>) { + self.pending_entries.borrow_mut().push(program_binary.clone()); + + let digest = program_binary.source_digest.clone(); + let entry = ProgramCacheEntry { + binary: program_binary, + linked: true, + }; + self.entries.borrow_mut().insert(digest, entry); + } + + /// Load ProgramBinary to ProgramCache. + /// The function is typically used to load ProgramBinary from disk. + #[cfg(feature = "serialize_program")] + pub fn load_program_binary(&self, program_binary: Arc<ProgramBinary>) { + let digest = program_binary.source_digest.clone(); + let entry = ProgramCacheEntry { + binary: program_binary, + linked: false, + }; + self.entries.borrow_mut().insert(digest, entry); + } + + /// Returns the number of bytes allocated for shaders in the cache. + pub fn report_memory(&self, op: VoidPtrToSizeFn) -> usize { + self.entries.borrow().values() + .map(|e| unsafe { op(e.binary.bytes.as_ptr() as *const c_void ) }) + .sum() + } +} + +#[derive(Debug, Copy, Clone)] +pub enum VertexUsageHint { + Static, + Dynamic, + Stream, +} + +impl VertexUsageHint { + fn to_gl(&self) -> gl::GLuint { + match *self { + VertexUsageHint::Static => gl::STATIC_DRAW, + VertexUsageHint::Dynamic => gl::DYNAMIC_DRAW, + VertexUsageHint::Stream => gl::STREAM_DRAW, + } + } +} + +#[derive(Copy, Clone, Debug)] +pub struct UniformLocation(gl::GLint); + +impl UniformLocation { + pub const INVALID: Self = UniformLocation(-1); +} + +#[derive(Debug)] +pub struct Capabilities { + /// Whether multisampled render targets are supported. + pub supports_multisampling: bool, + /// Whether the function `glCopyImageSubData` is available. + pub supports_copy_image_sub_data: bool, + /// Whether the RGBAF32 textures can be bound to framebuffers. + pub supports_color_buffer_float: bool, + /// Whether the device supports persistently mapped buffers, via glBufferStorage. + pub supports_buffer_storage: bool, + /// Whether advanced blend equations are supported. + pub supports_advanced_blend_equation: bool, + /// Whether dual-source blending is supported. + pub supports_dual_source_blending: bool, + /// Whether KHR_debug is supported for getting debug messages from + /// the driver. + pub supports_khr_debug: bool, + /// Whether we can configure texture units to do swizzling on sampling. + pub supports_texture_swizzle: bool, + /// Whether the driver supports uploading to textures from a non-zero + /// offset within a PBO. + pub supports_nonzero_pbo_offsets: bool, + /// Whether the driver supports specifying the texture usage up front. + pub supports_texture_usage: bool, + /// Whether offscreen render targets can be partially updated. + pub supports_render_target_partial_update: bool, + /// Whether we can use SSBOs. + pub supports_shader_storage_object: bool, + /// Whether to enforce that texture uploads be batched regardless of what + /// the pref says. + pub requires_batched_texture_uploads: Option<bool>, + /// Whether we are able to ue glClear to clear regions of an alpha render target. + /// If false, we must use a shader to clear instead. + pub supports_alpha_target_clears: bool, + /// Whether we must perform a full unscissored glClear on alpha targets + /// prior to rendering. + pub requires_alpha_target_full_clear: bool, + /// Whether clearing a render target (immediately after binding it) is faster using a scissor + /// rect to clear just the required area, or clearing the entire target without a scissor rect. + pub prefers_clear_scissor: bool, + /// Whether the driver can correctly invalidate render targets. This can be + /// a worthwhile optimization, but is buggy on some devices. + pub supports_render_target_invalidate: bool, + /// Whether the driver can reliably upload data to R8 format textures. + pub supports_r8_texture_upload: bool, + /// Whether the extension QCOM_tiled_rendering is supported. + pub supports_qcom_tiled_rendering: bool, + /// Whether clip-masking is supported natively by the GL implementation + /// rather than emulated in shaders. + pub uses_native_clip_mask: bool, + /// Whether anti-aliasing is supported natively by the GL implementation + /// rather than emulated in shaders. + pub uses_native_antialiasing: bool, + /// Whether the extension GL_OES_EGL_image_external_essl3 is supported. If true, external + /// textures can be used as normal. If false, external textures can only be rendered with + /// certain shaders, and must first be copied in to regular textures for others. + pub supports_image_external_essl3: bool, + /// Whether the VAO must be rebound after an attached VBO has been orphaned. + pub requires_vao_rebind_after_orphaning: bool, + /// The name of the renderer, as reported by GL + pub renderer_name: String, +} + +#[derive(Clone, Debug)] +pub enum ShaderError { + Compilation(String, String), // name, error message + Link(String, String), // name, error message +} + +/// A refcounted depth target, which may be shared by multiple textures across +/// the device. +struct SharedDepthTarget { + /// The Render Buffer Object representing the depth target. + rbo_id: RBOId, + /// Reference count. When this drops to zero, the RBO is deleted. + refcount: usize, +} + +#[cfg(debug_assertions)] +impl Drop for SharedDepthTarget { + fn drop(&mut self) { + debug_assert!(thread::panicking() || self.refcount == 0); + } +} + +/// Describes for which texture formats to use the glTexStorage* +/// family of functions. +#[derive(PartialEq, Debug)] +enum TexStorageUsage { + Never, + NonBGRA8, + Always, +} + +/// Describes a required alignment for a stride, +/// which can either be represented in bytes or pixels. +#[derive(Copy, Clone, Debug)] +pub enum StrideAlignment { + Bytes(NonZeroUsize), + Pixels(NonZeroUsize), +} + +impl StrideAlignment { + pub fn num_bytes(&self, format: ImageFormat) -> NonZeroUsize { + match *self { + Self::Bytes(bytes) => bytes, + Self::Pixels(pixels) => { + assert!(format.bytes_per_pixel() > 0); + NonZeroUsize::new(pixels.get() * format.bytes_per_pixel() as usize).unwrap() + } + } + } +} + +// We get 24 bits of Z value - use up 22 bits of it to give us +// 4 bits to account for GPU issues. This seems to manifest on +// some GPUs under certain perspectives due to z interpolation +// precision problems. +const RESERVE_DEPTH_BITS: i32 = 2; + +pub struct Device { + gl: Rc<dyn gl::Gl>, + + /// If non-None, |gl| points to a profiling wrapper, and this points to the + /// underling Gl instance. + base_gl: Option<Rc<dyn gl::Gl>>, + + // device state + bound_textures: [gl::GLuint; 16], + bound_program: gl::GLuint, + bound_program_name: Rc<std::ffi::CString>, + bound_vao: gl::GLuint, + bound_read_fbo: (FBOId, DeviceIntPoint), + bound_draw_fbo: FBOId, + program_mode_id: UniformLocation, + default_read_fbo: FBOId, + default_draw_fbo: FBOId, + + /// Track depth state for assertions. Note that the default FBO has depth, + /// so this defaults to true. + depth_available: bool, + + upload_method: UploadMethod, + use_batched_texture_uploads: bool, + /// Whether to use draw calls instead of regular blitting commands. + /// + /// Note: this currently only applies to the batched texture uploads + /// path. + use_draw_calls_for_texture_copy: bool, + /// Number of pixels below which we prefer batched uploads. + batched_upload_threshold: i32, + + // HW or API capabilities + capabilities: Capabilities, + + color_formats: TextureFormatPair<ImageFormat>, + bgra_formats: TextureFormatPair<gl::GLuint>, + bgra_pixel_type: gl::GLuint, + swizzle_settings: SwizzleSettings, + depth_format: gl::GLuint, + + /// Map from texture dimensions to shared depth buffers for render targets. + /// + /// Render targets often have the same width/height, so we can save memory + /// by sharing these across targets. + depth_targets: FastHashMap<DeviceIntSize, SharedDepthTarget>, + + // debug + inside_frame: bool, + crash_annotator: Option<Box<dyn CrashAnnotator>>, + annotate_draw_call_crashes: bool, + + // resources + resource_override_path: Option<PathBuf>, + + /// Whether to use shaders that have been optimized at build time. + use_optimized_shaders: bool, + + max_texture_size: i32, + cached_programs: Option<Rc<ProgramCache>>, + + // Frame counter. This is used to map between CPU + // frames and GPU frames. + frame_id: GpuFrameId, + + /// When to use glTexStorage*. We prefer this over glTexImage* because it + /// guarantees that mipmaps won't be generated (which they otherwise are on + /// some drivers, particularly ANGLE). However, it is not always supported + /// at all, or for BGRA8 format. If it's not supported for the required + /// format, we fall back to glTexImage*. + texture_storage_usage: TexStorageUsage, + + /// Required stride alignment for pixel transfers. This may be required for + /// correctness reasons due to driver bugs, or for performance reasons to + /// ensure we remain on the fast-path for transfers. + required_pbo_stride: StrideAlignment, + + /// Whether we must ensure the source strings passed to glShaderSource() + /// are null-terminated, to work around driver bugs. + requires_null_terminated_shader_source: bool, + + /// Whether we must unbind any texture from GL_TEXTURE_EXTERNAL_OES before + /// binding to GL_TEXTURE_2D, to work around an android emulator bug. + requires_texture_external_unbind: bool, + + /// + is_software_webrender: bool, + + // GL extensions + extensions: Vec<String>, + + /// Dumps the source of the shader with the given name + dump_shader_source: Option<String>, + + surface_origin_is_top_left: bool, + + /// A debug boolean for tracking if the shader program has been set after + /// a blend mode change. + /// + /// This is needed for compatibility with next-gen + /// GPU APIs that switch states using "pipeline object" that bundles + /// together the blending state with the shader. + /// + /// Having the constraint of always binding the shader last would allow + /// us to have the "pipeline object" bound at that time. Without this + /// constraint, we'd either have to eagerly bind the "pipeline object" + /// on changing either the shader or the blend more, or lazily bind it + /// at draw call time, neither of which is desirable. + #[cfg(debug_assertions)] + shader_is_ready: bool, + + // count created/deleted textures to report in the profiler. + pub textures_created: u32, + pub textures_deleted: u32, +} + +/// Contains the parameters necessary to bind a draw target. +#[derive(Clone, Copy, Debug)] +pub enum DrawTarget { + /// Use the device's default draw target, with the provided dimensions, + /// which are used to set the viewport. + Default { + /// Target rectangle to draw. + rect: FramebufferIntRect, + /// Total size of the target. + total_size: FramebufferIntSize, + surface_origin_is_top_left: bool, + }, + /// Use the provided texture. + Texture { + /// Size of the texture in pixels + dimensions: DeviceIntSize, + /// Whether to draw with the texture's associated depth target + with_depth: bool, + /// FBO that corresponds to the selected layer / depth mode + fbo_id: FBOId, + /// Native GL texture ID + id: gl::GLuint, + /// Native GL texture target + target: gl::GLuint, + }, + /// Use an FBO attached to an external texture. + External { + fbo: FBOId, + size: FramebufferIntSize, + }, + /// An OS compositor surface + NativeSurface { + offset: DeviceIntPoint, + external_fbo_id: u32, + dimensions: DeviceIntSize, + }, +} + +impl DrawTarget { + pub fn new_default(size: DeviceIntSize, surface_origin_is_top_left: bool) -> Self { + let total_size = device_size_as_framebuffer_size(size); + DrawTarget::Default { + rect: total_size.into(), + total_size, + surface_origin_is_top_left, + } + } + + /// Returns true if this draw target corresponds to the default framebuffer. + pub fn is_default(&self) -> bool { + match *self { + DrawTarget::Default {..} => true, + _ => false, + } + } + + pub fn from_texture( + texture: &Texture, + with_depth: bool, + ) -> Self { + let fbo_id = if with_depth { + texture.fbo_with_depth.unwrap() + } else { + texture.fbo.unwrap() + }; + + DrawTarget::Texture { + dimensions: texture.get_dimensions(), + fbo_id, + with_depth, + id: texture.id, + target: texture.target, + } + } + + /// Returns the dimensions of this draw-target. + pub fn dimensions(&self) -> DeviceIntSize { + match *self { + DrawTarget::Default { total_size, .. } => total_size.cast_unit(), + DrawTarget::Texture { dimensions, .. } => dimensions, + DrawTarget::External { size, .. } => size.cast_unit(), + DrawTarget::NativeSurface { dimensions, .. } => dimensions, + } + } + + pub fn offset(&self) -> DeviceIntPoint { + match *self { + DrawTarget::Default { .. } | + DrawTarget::Texture { .. } | + DrawTarget::External { .. } => { + DeviceIntPoint::zero() + } + DrawTarget::NativeSurface { offset, .. } => offset, + } + } + + pub fn to_framebuffer_rect(&self, device_rect: DeviceIntRect) -> FramebufferIntRect { + let mut fb_rect = device_rect_as_framebuffer_rect(&device_rect); + match *self { + DrawTarget::Default { ref rect, surface_origin_is_top_left, .. } => { + // perform a Y-flip here + if !surface_origin_is_top_left { + let w = fb_rect.width(); + let h = fb_rect.height(); + fb_rect.min.x = fb_rect.min.x + rect.min.x; + fb_rect.min.y = rect.max.y - fb_rect.max.y; + fb_rect.max.x = fb_rect.min.x + w; + fb_rect.max.y = fb_rect.min.y + h; + } + } + DrawTarget::Texture { .. } | DrawTarget::External { .. } | DrawTarget::NativeSurface { .. } => (), + } + fb_rect + } + + pub fn surface_origin_is_top_left(&self) -> bool { + match *self { + DrawTarget::Default { surface_origin_is_top_left, .. } => surface_origin_is_top_left, + DrawTarget::Texture { .. } | DrawTarget::External { .. } | DrawTarget::NativeSurface { .. } => true, + } + } + + /// Given a scissor rect, convert it to the right coordinate space + /// depending on the draw target kind. If no scissor rect was supplied, + /// returns a scissor rect that encloses the entire render target. + pub fn build_scissor_rect( + &self, + scissor_rect: Option<DeviceIntRect>, + ) -> FramebufferIntRect { + let dimensions = self.dimensions(); + + match scissor_rect { + Some(scissor_rect) => match *self { + DrawTarget::Default { ref rect, .. } => { + self.to_framebuffer_rect(scissor_rect) + .intersection(rect) + .unwrap_or_else(FramebufferIntRect::zero) + } + DrawTarget::NativeSurface { offset, .. } => { + device_rect_as_framebuffer_rect(&scissor_rect.translate(offset.to_vector())) + } + DrawTarget::Texture { .. } | DrawTarget::External { .. } => { + device_rect_as_framebuffer_rect(&scissor_rect) + } + } + None => { + FramebufferIntRect::from_size( + device_size_as_framebuffer_size(dimensions), + ) + } + } + } +} + +/// Contains the parameters necessary to bind a texture-backed read target. +#[derive(Clone, Copy, Debug)] +pub enum ReadTarget { + /// Use the device's default draw target. + Default, + /// Use the provided texture, + Texture { + /// ID of the FBO to read from. + fbo_id: FBOId, + }, + /// Use an FBO attached to an external texture. + External { + fbo: FBOId, + }, + /// An FBO bound to a native (OS compositor) surface + NativeSurface { + fbo_id: FBOId, + offset: DeviceIntPoint, + }, +} + +impl ReadTarget { + pub fn from_texture( + texture: &Texture, + ) -> Self { + ReadTarget::Texture { + fbo_id: texture.fbo.unwrap(), + } + } + + fn offset(&self) -> DeviceIntPoint { + match *self { + ReadTarget::Default | + ReadTarget::Texture { .. } | + ReadTarget::External { .. } => { + DeviceIntPoint::zero() + } + + ReadTarget::NativeSurface { offset, .. } => { + offset + } + } + } +} + +impl From<DrawTarget> for ReadTarget { + fn from(t: DrawTarget) -> Self { + match t { + DrawTarget::Default { .. } => { + ReadTarget::Default + } + DrawTarget::NativeSurface { external_fbo_id, offset, .. } => { + ReadTarget::NativeSurface { + fbo_id: FBOId(external_fbo_id), + offset, + } + } + DrawTarget::Texture { fbo_id, .. } => { + ReadTarget::Texture { fbo_id } + } + DrawTarget::External { fbo, .. } => { + ReadTarget::External { fbo } + } + } + } +} + +/// Parses the major, release, and patch versions from a GL_VERSION string on +/// Mali devices. For example, for the version string +/// "OpenGL ES 3.2 v1.r36p0-01eac0.28ab3a577f105e026887e2b4c93552fb" this +/// returns Some((1, 36, 0)). Returns None if the version cannot be parsed. +fn parse_mali_version(version_string: &str) -> Option<(u32, u32, u32)> { + let (_prefix, version_string) = version_string.split_once("v")?; + let (v_str, version_string) = version_string.split_once(".r")?; + let v = v_str.parse().ok()?; + + let (r_str, version_string) = version_string.split_once("p")?; + let r = r_str.parse().ok()?; + + let (p_str, _) = version_string.split_once("-")?; + let p = p_str.parse().ok()?; + + Some((v, r, p)) +} + +impl Device { + pub fn new( + mut gl: Rc<dyn gl::Gl>, + crash_annotator: Option<Box<dyn CrashAnnotator>>, + resource_override_path: Option<PathBuf>, + use_optimized_shaders: bool, + upload_method: UploadMethod, + batched_upload_threshold: i32, + cached_programs: Option<Rc<ProgramCache>>, + allow_texture_storage_support: bool, + allow_texture_swizzling: bool, + dump_shader_source: Option<String>, + surface_origin_is_top_left: bool, + panic_on_gl_error: bool, + ) -> Device { + let mut max_texture_size = [0]; + unsafe { + gl.get_integer_v(gl::MAX_TEXTURE_SIZE, &mut max_texture_size); + } + + // We cap the max texture size at 16384. Some hardware report higher + // capabilities but get very unstable with very large textures. + // Bug 1702494 tracks re-evaluating this cap. + let max_texture_size = max_texture_size[0].min(16384); + + let renderer_name = gl.get_string(gl::RENDERER); + info!("Renderer: {}", renderer_name); + let version_string = gl.get_string(gl::VERSION); + info!("Version: {}", version_string); + info!("Max texture size: {}", max_texture_size); + + let mut extension_count = [0]; + unsafe { + gl.get_integer_v(gl::NUM_EXTENSIONS, &mut extension_count); + } + let extension_count = extension_count[0] as gl::GLuint; + let mut extensions = Vec::new(); + for i in 0 .. extension_count { + extensions.push(gl.get_string_i(gl::EXTENSIONS, i)); + } + + // On debug builds, assert that each GL call is error-free. We don't do + // this on release builds because the synchronous call can stall the + // pipeline. + let supports_khr_debug = supports_extension(&extensions, "GL_KHR_debug"); + if panic_on_gl_error || cfg!(debug_assertions) { + gl = gl::ErrorReactingGl::wrap(gl, move |gl, name, code| { + if supports_khr_debug { + Self::log_driver_messages(gl); + } + error!("Caught GL error {:x} at {}", code, name); + panic!("Caught GL error {:x} at {}", code, name); + }); + } + + if supports_extension(&extensions, "GL_ANGLE_provoking_vertex") { + gl.provoking_vertex_angle(gl::FIRST_VERTEX_CONVENTION); + } + + let supports_texture_usage = supports_extension(&extensions, "GL_ANGLE_texture_usage"); + + // Our common-case image data in Firefox is BGRA, so we make an effort + // to use BGRA as the internal texture storage format to avoid the need + // to swizzle during upload. Currently we only do this on GLES (and thus + // for Windows, via ANGLE). + // + // On Mac, Apple docs [1] claim that BGRA is a more efficient internal + // format, but they don't support it with glTextureStorage. As a workaround, + // we pretend that it's RGBA8 for the purposes of texture transfers, + // but swizzle R with B for the texture sampling. + // + // We also need our internal format types to be sized, since glTexStorage* + // will reject non-sized internal format types. + // + // Unfortunately, with GL_EXT_texture_format_BGRA8888, BGRA8 is not a + // valid internal format (for glTexImage* or glTexStorage*) unless + // GL_EXT_texture_storage is also available [2][3], which is usually + // not the case on GLES 3 as the latter's functionality has been + // included by default but the former has not been updated. + // The extension is available on ANGLE, but on Android this usually + // means we must fall back to using unsized BGRA and glTexImage*. + // + // Overall, we have the following factors in play when choosing the formats: + // - with glTexStorage, the internal format needs to match the external format, + // or the driver would have to do the conversion, which is slow + // - on desktop GL, there is no BGRA internal format. However, initializing + // the textures with glTexImage as RGBA appears to use BGRA internally, + // preferring BGRA external data [4]. + // - when glTexStorage + BGRA internal format is not supported, + // and the external data is BGRA, we have the following options: + // 1. use glTexImage with RGBA internal format, this costs us VRAM for mipmaps + // 2. use glTexStorage with RGBA internal format, this costs us the conversion by the driver + // 3. pretend we are uploading RGBA and set up the swizzling of the texture unit - this costs us batch breaks + // + // [1] https://developer.apple.com/library/archive/documentation/ + // GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/ + // opengl_texturedata.html#//apple_ref/doc/uid/TP40001987-CH407-SW22 + // [2] https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_texture_format_BGRA8888.txt + // [3] https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_texture_storage.txt + // [4] http://http.download.nvidia.com/developer/Papers/2005/Fast_Texture_Transfers/Fast_Texture_Transfers.pdf + + // On the android emulator glTexImage fails to create textures larger than 3379. + // So we must use glTexStorage instead. See bug 1591436. + let is_emulator = renderer_name.starts_with("Android Emulator"); + let avoid_tex_image = is_emulator; + let mut gl_version = [0; 2]; + unsafe { + gl.get_integer_v(gl::MAJOR_VERSION, &mut gl_version[0..1]); + gl.get_integer_v(gl::MINOR_VERSION, &mut gl_version[1..2]); + } + info!("GL context {:?} {}.{}", gl.get_type(), gl_version[0], gl_version[1]); + + // We block texture storage on mac because it doesn't support BGRA + let supports_texture_storage = allow_texture_storage_support && !cfg!(target_os = "macos") && + match gl.get_type() { + gl::GlType::Gl => supports_extension(&extensions, "GL_ARB_texture_storage"), + gl::GlType::Gles => true, + }; + + // The GL_EXT_texture_format_BGRA8888 extension allows us to use BGRA as an internal format + // with glTexImage on GLES. However, we can only use BGRA8 as an internal format for + // glTexStorage when GL_EXT_texture_storage is also explicitly supported. This is because + // glTexStorage was added in GLES 3, but GL_EXT_texture_format_BGRA8888 was written against + // GLES 2 and GL_EXT_texture_storage. + // To complicate things even further, some Intel devices claim to support both extensions + // but in practice do not allow BGRA to be used with glTexStorage. + let supports_gles_bgra = supports_extension(&extensions, "GL_EXT_texture_format_BGRA8888"); + let supports_texture_storage_with_gles_bgra = supports_gles_bgra + && supports_extension(&extensions, "GL_EXT_texture_storage") + && !renderer_name.starts_with("Intel(R) HD Graphics for BayTrail") + && !renderer_name.starts_with("Intel(R) HD Graphics for Atom(TM) x5/x7"); + + let supports_texture_swizzle = allow_texture_swizzling && + match gl.get_type() { + // see https://www.g-truc.net/post-0734.html + gl::GlType::Gl => gl_version >= [3, 3] || + supports_extension(&extensions, "GL_ARB_texture_swizzle"), + gl::GlType::Gles => true, + }; + + let (color_formats, bgra_formats, bgra_pixel_type, bgra8_sampling_swizzle, texture_storage_usage) = match gl.get_type() { + // There is `glTexStorage`, use it and expect RGBA on the input. + gl::GlType::Gl if supports_texture_storage && supports_texture_swizzle => ( + TextureFormatPair::from(ImageFormat::RGBA8), + TextureFormatPair { internal: gl::RGBA8, external: gl::RGBA }, + gl::UNSIGNED_BYTE, + Swizzle::Bgra, // pretend it's RGBA, rely on swizzling + TexStorageUsage::Always + ), + // There is no `glTexStorage`, upload as `glTexImage` with BGRA input. + gl::GlType::Gl => ( + TextureFormatPair { internal: ImageFormat::BGRA8, external: ImageFormat::BGRA8 }, + TextureFormatPair { internal: gl::RGBA, external: gl::BGRA }, + gl::UNSIGNED_INT_8_8_8_8_REV, + Swizzle::Rgba, // converted on uploads by the driver, no swizzling needed + TexStorageUsage::Never + ), + // glTexStorage is always supported in GLES 3, but because the GL_EXT_texture_storage + // extension is supported we can use glTexStorage with BGRA8 as the internal format. + // Prefer BGRA textures over RGBA. + gl::GlType::Gles if supports_texture_storage_with_gles_bgra => ( + TextureFormatPair::from(ImageFormat::BGRA8), + TextureFormatPair { internal: gl::BGRA8_EXT, external: gl::BGRA_EXT }, + gl::UNSIGNED_BYTE, + Swizzle::Rgba, // no conversion needed + TexStorageUsage::Always, + ), + // BGRA is not supported as an internal format with glTexStorage, therefore we will + // use RGBA textures instead and pretend BGRA data is RGBA when uploading. + // The swizzling will happen at the texture unit. + gl::GlType::Gles if supports_texture_swizzle => ( + TextureFormatPair::from(ImageFormat::RGBA8), + TextureFormatPair { internal: gl::RGBA8, external: gl::RGBA }, + gl::UNSIGNED_BYTE, + Swizzle::Bgra, // pretend it's RGBA, rely on swizzling + TexStorageUsage::Always, + ), + // BGRA is not supported as an internal format with glTexStorage, and we cannot use + // swizzling either. Therefore prefer BGRA textures over RGBA, but use glTexImage + // to initialize BGRA textures. glTexStorage can still be used for other formats. + gl::GlType::Gles if supports_gles_bgra && !avoid_tex_image => ( + TextureFormatPair::from(ImageFormat::BGRA8), + TextureFormatPair::from(gl::BGRA_EXT), + gl::UNSIGNED_BYTE, + Swizzle::Rgba, // no conversion needed + TexStorageUsage::NonBGRA8, + ), + // Neither BGRA or swizzling are supported. GLES does not allow format conversion + // during upload so we must use RGBA textures and pretend BGRA data is RGBA when + // uploading. Images may be rendered incorrectly as a result. + gl::GlType::Gles => { + warn!("Neither BGRA or texture swizzling are supported. Images may be rendered incorrectly."); + ( + TextureFormatPair::from(ImageFormat::RGBA8), + TextureFormatPair { internal: gl::RGBA8, external: gl::RGBA }, + gl::UNSIGNED_BYTE, + Swizzle::Rgba, + TexStorageUsage::Always, + ) + } + }; + + let is_software_webrender = renderer_name.starts_with("Software WebRender"); + let upload_method = if is_software_webrender { + // Uploads in SWGL generally reduce to simple memory copies. + UploadMethod::Immediate + } else { + upload_method + }; + // Prefer 24-bit depth format. While 16-bit depth also works, it may exhaust depth ids easily. + let depth_format = gl::DEPTH_COMPONENT24; + + info!("GL texture cache {:?}, bgra {:?} swizzle {:?}, texture storage {:?}, depth {:?}", + color_formats, bgra_formats, bgra8_sampling_swizzle, texture_storage_usage, depth_format); + + // On Mali-T devices glCopyImageSubData appears to stall the pipeline until any pending + // renders to the source texture have completed. On Mali-G, it has been observed to + // indefinitely hang in some circumstances. Using an alternative such as glBlitFramebuffer + // is preferable on such devices, so pretend we don't support glCopyImageSubData. + // See bugs 1669494 and 1677757. + let supports_copy_image_sub_data = if renderer_name.starts_with("Mali") { + false + } else { + supports_extension(&extensions, "GL_EXT_copy_image") || + supports_extension(&extensions, "GL_ARB_copy_image") + }; + + // We have seen crashes on x86 PowerVR Rogue G6430 devices during GPU cache + // updates using the scatter shader. It seems likely that GL_EXT_color_buffer_float + // is broken. See bug 1709408. + let is_x86_powervr_rogue_g6430 = renderer_name.starts_with("PowerVR Rogue G6430") + && cfg!(target_arch = "x86"); + let supports_color_buffer_float = match gl.get_type() { + gl::GlType::Gl => true, + gl::GlType::Gles if is_x86_powervr_rogue_g6430 => false, + gl::GlType::Gles => supports_extension(&extensions, "GL_EXT_color_buffer_float"), + }; + + let is_adreno = renderer_name.starts_with("Adreno"); + + // There appears to be a driver bug on older versions of the Adreno + // driver which prevents usage of persistenly mapped buffers. + // See bugs 1678585 and 1683936. + // TODO: only disable feature for affected driver versions. + let supports_buffer_storage = if is_adreno { + false + } else { + supports_extension(&extensions, "GL_EXT_buffer_storage") || + supports_extension(&extensions, "GL_ARB_buffer_storage") + }; + + // KHR_blend_equation_advanced renders incorrectly on Adreno + // devices. This has only been confirmed up to Adreno 5xx, and has been + // fixed for Android 9, so this condition could be made more specific. + let supports_advanced_blend_equation = + supports_extension(&extensions, "GL_KHR_blend_equation_advanced") && + !is_adreno; + + let supports_dual_source_blending = match gl.get_type() { + gl::GlType::Gl => supports_extension(&extensions,"GL_ARB_blend_func_extended") && + supports_extension(&extensions,"GL_ARB_explicit_attrib_location"), + gl::GlType::Gles => supports_extension(&extensions,"GL_EXT_blend_func_extended"), + }; + + // Software webrender relies on the unoptimized shader source. + let use_optimized_shaders = use_optimized_shaders && !is_software_webrender; + + // On the android emulator, and possibly some Mali devices, glShaderSource + // can crash if the source strings are not null-terminated. + // See bug 1591945 and bug 1799722. + let requires_null_terminated_shader_source = is_emulator || renderer_name == "Mali-T628" + || renderer_name == "Mali-T720" || renderer_name == "Mali-T760"; + + // The android emulator gets confused if you don't explicitly unbind any texture + // from GL_TEXTURE_EXTERNAL_OES before binding another to GL_TEXTURE_2D. See bug 1636085. + let requires_texture_external_unbind = is_emulator; + + let is_macos = cfg!(target_os = "macos"); + // && renderer_name.starts_with("AMD"); + // (XXX: we apply this restriction to all GPUs to handle switching) + + let is_windows_angle = cfg!(target_os = "windows") + && renderer_name.starts_with("ANGLE"); + let is_adreno_3xx = renderer_name.starts_with("Adreno (TM) 3"); + + // Some GPUs require the stride of the data during texture uploads to be + // aligned to certain requirements, either for correctness or performance + // reasons. + let required_pbo_stride = if is_adreno_3xx { + // On Adreno 3xx, alignments of < 128 bytes can result in corrupted + // glyphs. See bug 1696039. + StrideAlignment::Bytes(NonZeroUsize::new(128).unwrap()) + } else if is_adreno { + // On later Adreno devices it must be a multiple of 64 *pixels* to + // hit the fast path, meaning value in bytes varies with the texture + // format. This is purely an optimization. + StrideAlignment::Pixels(NonZeroUsize::new(64).unwrap()) + } else if is_macos { + // On AMD Mac, it must always be a multiple of 256 bytes. + // We apply this restriction to all GPUs to handle switching + StrideAlignment::Bytes(NonZeroUsize::new(256).unwrap()) + } else if is_windows_angle { + // On ANGLE-on-D3D, PBO texture uploads get incorrectly truncated + // if the stride is greater than the width * bpp. + StrideAlignment::Bytes(NonZeroUsize::new(1).unwrap()) + } else { + // Other platforms may have similar requirements and should be added + // here. The default value should be 4 bytes. + StrideAlignment::Bytes(NonZeroUsize::new(4).unwrap()) + }; + + // On AMD Macs there is a driver bug which causes some texture uploads + // from a non-zero offset within a PBO to fail. See bug 1603783. + let supports_nonzero_pbo_offsets = !is_macos; + + // We have encountered several issues when only partially updating render targets on a + // variety of Mali GPUs. As a precaution avoid doing so on all Midgard and Bifrost GPUs. + // Valhall (eg Mali-Gx7 onwards) appears to be unnaffected. See bug 1691955, bug 1558374, + // and bug 1663355. + let supports_render_target_partial_update = !(renderer_name.starts_with("Mali-T") + || renderer_name == "Mali-G31" + || renderer_name == "Mali-G51" + || renderer_name == "Mali-G71" + || renderer_name == "Mali-G52" + || renderer_name == "Mali-G72" + || renderer_name == "Mali-G76"); + + let supports_shader_storage_object = match gl.get_type() { + // see https://www.g-truc.net/post-0734.html + gl::GlType::Gl => supports_extension(&extensions, "GL_ARB_shader_storage_buffer_object"), + gl::GlType::Gles => gl_version >= [3, 1], + }; + + // SWGL uses swgl_clipMask() instead of implementing clip-masking in shaders. + // This allows certain shaders to potentially bypass the more expensive alpha- + // pass variants if they know the alpha-pass was only required to deal with + // clip-masking. + let uses_native_clip_mask = is_software_webrender; + + // SWGL uses swgl_antiAlias() instead of implementing anti-aliasing in shaders. + // As above, this allows bypassing certain alpha-pass variants. + let uses_native_antialiasing = is_software_webrender; + + // If running on android with a mesa driver (eg intel chromebooks), parse the mesa version. + let mut android_mesa_version = None; + if cfg!(target_os = "android") && renderer_name.starts_with("Mesa") { + if let Some((_, mesa_version)) = version_string.split_once("Mesa ") { + if let Some((major_str, _)) = mesa_version.split_once(".") { + if let Ok(major) = major_str.parse::<i32>() { + android_mesa_version = Some(major); + } + } + } + } + + // If the device supports OES_EGL_image_external_essl3 we can use it to render + // external images. If not, we must use the ESSL 1.0 OES_EGL_image_external + // extension instead. + // Mesa versions prior to 20.0 do not implement textureSize(samplerExternalOES), + // so we must use the fallback path. + let supports_image_external_essl3 = match android_mesa_version { + Some(major) if major < 20 => false, + _ => supports_extension(&extensions, "GL_OES_EGL_image_external_essl3"), + }; + + let mut requires_batched_texture_uploads = None; + if is_software_webrender { + // No benefit to batching texture uploads with swgl. + requires_batched_texture_uploads = Some(false); + } else if renderer_name.starts_with("Mali-G") { + // On Mali-Gxx the driver really struggles with many small texture uploads, + // and handles fewer, larger uploads better. + requires_batched_texture_uploads = Some(true); + } + + // On Mali-Txxx devices we have observed crashes during draw calls when rendering + // to an alpha target immediately after using glClear to clear regions of it. + // Using a shader to clear the regions avoids the crash. See bug 1638593. + let supports_alpha_target_clears = !renderer_name.starts_with("Mali-T"); + + // On Adreno 4xx devices with older drivers we have seen render tasks to alpha targets have + // no effect unless the target is fully cleared prior to rendering. See bug 1714227. + let is_adreno_4xx = renderer_name.starts_with("Adreno (TM) 4"); + let requires_alpha_target_full_clear = is_adreno_4xx; + + // Testing on Intel and nVidia GPUs, as well as software webrender, showed large performance + // wins applying a scissor rect when clearing render targets. Assume this is the best + // default. On mobile GPUs, however, it can be much more efficient to clear the entire + // render target. For now, enable the scissor everywhere except Android hardware + // webrender. We can tweak this further if needs be. + let prefers_clear_scissor = !cfg!(target_os = "android") || is_software_webrender; + + let mut supports_render_target_invalidate = true; + + // On PowerVR Rogue devices we have seen that invalidating render targets after we are done + // with them can incorrectly cause pending renders to be written to different targets + // instead. See bug 1719345. + let is_powervr_rogue = renderer_name.starts_with("PowerVR Rogue"); + if is_powervr_rogue { + supports_render_target_invalidate = false; + } + + // On Mali Valhall devices with a driver version v1.r36p0 we have seen that invalidating + // render targets can result in image corruption, perhaps due to subsequent reuses of the + // render target not correctly reinitializing them to a valid state. See bug 1787520. + if renderer_name.starts_with("Mali-G77") + || renderer_name.starts_with("Mali-G78") + || renderer_name.starts_with("Mali-G710") + { + match parse_mali_version(&version_string) { + Some(version) if version >= (1, 36, 0) => supports_render_target_invalidate = false, + _ => {} + } + } + + // On Linux we we have seen uploads to R8 format textures result in + // corruption on some AMD cards. + // See https://bugzilla.mozilla.org/show_bug.cgi?id=1687554#c13 + let supports_r8_texture_upload = if cfg!(target_os = "linux") + && renderer_name.starts_with("AMD Radeon RX") + { + false + } else { + true + }; + + // We have encountered rendering errors on a variety of Adreno GPUs specifically on driver + // version V@0490, so block this extension on that driver version. + let supports_qcom_tiled_rendering = + supports_extension(&extensions, "GL_QCOM_tiled_rendering") + && !(is_adreno && version_string.contains("V@0490")); + + // On some Adreno 3xx devices the vertex array object must be unbound and rebound after + // an attached buffer has been orphaned. + let requires_vao_rebind_after_orphaning = is_adreno_3xx; + + Device { + gl, + base_gl: None, + crash_annotator, + annotate_draw_call_crashes: false, + resource_override_path, + use_optimized_shaders, + upload_method, + use_batched_texture_uploads: requires_batched_texture_uploads.unwrap_or(false), + use_draw_calls_for_texture_copy: false, + batched_upload_threshold, + + inside_frame: false, + + capabilities: Capabilities { + supports_multisampling: false, //TODO + supports_copy_image_sub_data, + supports_color_buffer_float, + supports_buffer_storage, + supports_advanced_blend_equation, + supports_dual_source_blending, + supports_khr_debug, + supports_texture_swizzle, + supports_nonzero_pbo_offsets, + supports_texture_usage, + supports_render_target_partial_update, + supports_shader_storage_object, + requires_batched_texture_uploads, + supports_alpha_target_clears, + requires_alpha_target_full_clear, + prefers_clear_scissor, + supports_render_target_invalidate, + supports_r8_texture_upload, + supports_qcom_tiled_rendering, + uses_native_clip_mask, + uses_native_antialiasing, + supports_image_external_essl3, + requires_vao_rebind_after_orphaning, + renderer_name, + }, + + color_formats, + bgra_formats, + bgra_pixel_type, + swizzle_settings: SwizzleSettings { + bgra8_sampling_swizzle, + }, + depth_format, + + depth_targets: FastHashMap::default(), + + bound_textures: [0; 16], + bound_program: 0, + bound_program_name: Rc::new(std::ffi::CString::new("").unwrap()), + bound_vao: 0, + bound_read_fbo: (FBOId(0), DeviceIntPoint::zero()), + bound_draw_fbo: FBOId(0), + program_mode_id: UniformLocation::INVALID, + default_read_fbo: FBOId(0), + default_draw_fbo: FBOId(0), + + depth_available: true, + + max_texture_size, + cached_programs, + frame_id: GpuFrameId(0), + extensions, + texture_storage_usage, + requires_null_terminated_shader_source, + requires_texture_external_unbind, + is_software_webrender, + required_pbo_stride, + dump_shader_source, + surface_origin_is_top_left, + + #[cfg(debug_assertions)] + shader_is_ready: false, + + textures_created: 0, + textures_deleted: 0, + } + } + + pub fn gl(&self) -> &dyn gl::Gl { + &*self.gl + } + + pub fn rc_gl(&self) -> &Rc<dyn gl::Gl> { + &self.gl + } + + pub fn set_parameter(&mut self, param: &Parameter) { + match param { + Parameter::Bool(BoolParameter::PboUploads, enabled) => { + if !self.is_software_webrender { + self.upload_method = if *enabled { + UploadMethod::PixelBuffer(crate::ONE_TIME_USAGE_HINT) + } else { + UploadMethod::Immediate + }; + } + } + Parameter::Bool(BoolParameter::BatchedUploads, enabled) => { + self.use_batched_texture_uploads = *enabled; + } + Parameter::Bool(BoolParameter::DrawCallsForTextureCopy, enabled) => { + if self.capabilities.requires_batched_texture_uploads.is_none() { + self.use_draw_calls_for_texture_copy = *enabled; + } + } + Parameter::Int(IntParameter::BatchedUploadThreshold, threshold) => { + self.batched_upload_threshold = *threshold; + } + _ => {} + } + } + + /// Ensures that the maximum texture size is less than or equal to the + /// provided value. If the provided value is less than the value supported + /// by the driver, the latter is used. + pub fn clamp_max_texture_size(&mut self, size: i32) { + self.max_texture_size = self.max_texture_size.min(size); + } + + /// Returns the limit on texture dimensions (width or height). + pub fn max_texture_size(&self) -> i32 { + self.max_texture_size + } + + pub fn surface_origin_is_top_left(&self) -> bool { + self.surface_origin_is_top_left + } + + pub fn get_capabilities(&self) -> &Capabilities { + &self.capabilities + } + + pub fn preferred_color_formats(&self) -> TextureFormatPair<ImageFormat> { + self.color_formats.clone() + } + + pub fn swizzle_settings(&self) -> Option<SwizzleSettings> { + if self.capabilities.supports_texture_swizzle { + Some(self.swizzle_settings) + } else { + None + } + } + + pub fn depth_bits(&self) -> i32 { + match self.depth_format { + gl::DEPTH_COMPONENT16 => 16, + gl::DEPTH_COMPONENT24 => 24, + _ => panic!("Unknown depth format {:?}", self.depth_format), + } + } + + // See gpu_types.rs where we declare the number of possible documents and + // number of items per document. This should match up with that. + pub fn max_depth_ids(&self) -> i32 { + return 1 << (self.depth_bits() - RESERVE_DEPTH_BITS); + } + + pub fn ortho_near_plane(&self) -> f32 { + return -self.max_depth_ids() as f32; + } + + pub fn ortho_far_plane(&self) -> f32 { + return (self.max_depth_ids() - 1) as f32; + } + + pub fn required_pbo_stride(&self) -> StrideAlignment { + self.required_pbo_stride + } + + pub fn upload_method(&self) -> &UploadMethod { + &self.upload_method + } + + pub fn use_batched_texture_uploads(&self) -> bool { + self.use_batched_texture_uploads + } + + pub fn use_draw_calls_for_texture_copy(&self) -> bool { + self.use_draw_calls_for_texture_copy + } + + pub fn batched_upload_threshold(&self) -> i32 { + self.batched_upload_threshold + } + + pub fn reset_state(&mut self) { + for i in 0 .. self.bound_textures.len() { + self.bound_textures[i] = 0; + self.gl.active_texture(gl::TEXTURE0 + i as gl::GLuint); + self.gl.bind_texture(gl::TEXTURE_2D, 0); + } + + self.bound_vao = 0; + self.gl.bind_vertex_array(0); + + self.bound_read_fbo = (self.default_read_fbo, DeviceIntPoint::zero()); + self.gl.bind_framebuffer(gl::READ_FRAMEBUFFER, self.default_read_fbo.0); + + self.bound_draw_fbo = self.default_draw_fbo; + self.gl.bind_framebuffer(gl::DRAW_FRAMEBUFFER, self.bound_draw_fbo.0); + } + + #[cfg(debug_assertions)] + fn print_shader_errors(source: &str, log: &str) { + // hacky way to extract the offending lines + if !log.starts_with("0:") && !log.starts_with("0(") { + return; + } + let end_pos = match log[2..].chars().position(|c| !c.is_digit(10)) { + Some(pos) => 2 + pos, + None => return, + }; + let base_line_number = match log[2 .. end_pos].parse::<usize>() { + Ok(number) if number >= 2 => number - 2, + _ => return, + }; + for (line, prefix) in source.lines().skip(base_line_number).zip(&["|",">","|"]) { + error!("{}\t{}", prefix, line); + } + } + + pub fn compile_shader( + &self, + name: &str, + shader_type: gl::GLenum, + source: &String, + ) -> Result<gl::GLuint, ShaderError> { + debug!("compile {}", name); + let id = self.gl.create_shader(shader_type); + + let mut new_source = Cow::from(source.as_str()); + // Ensure the source strings we pass to glShaderSource are + // null-terminated on buggy platforms. + if self.requires_null_terminated_shader_source { + new_source.to_mut().push('\0'); + } + + self.gl.shader_source(id, &[new_source.as_bytes()]); + self.gl.compile_shader(id); + let log = self.gl.get_shader_info_log(id); + let mut status = [0]; + unsafe { + self.gl.get_shader_iv(id, gl::COMPILE_STATUS, &mut status); + } + if status[0] == 0 { + let type_str = match shader_type { + gl::VERTEX_SHADER => "vertex", + gl::FRAGMENT_SHADER => "fragment", + _ => panic!("Unexpected shader type {:x}", shader_type), + }; + error!("Failed to compile {} shader: {}\n{}", type_str, name, log); + #[cfg(debug_assertions)] + Self::print_shader_errors(source, &log); + Err(ShaderError::Compilation(name.to_string(), log)) + } else { + if !log.is_empty() { + warn!("Warnings detected on shader: {}\n{}", name, log); + } + Ok(id) + } + } + + pub fn begin_frame(&mut self) -> GpuFrameId { + debug_assert!(!self.inside_frame); + self.inside_frame = true; + #[cfg(debug_assertions)] + { + self.shader_is_ready = false; + } + + self.textures_created = 0; + self.textures_deleted = 0; + + // If our profiler state has changed, apply or remove the profiling + // wrapper from our GL context. + let being_profiled = profiler::thread_is_being_profiled(); + let using_wrapper = self.base_gl.is_some(); + + // We can usually unwind driver stacks on x86 so we don't need to manually instrument + // gl calls there. Timestamps can be pretty expensive on Windows (2us each and perhaps + // an opportunity to be descheduled?) which makes the profiles gathered with this + // turned on less useful so only profile on ARM. + if cfg!(any(target_arch = "arm", target_arch = "aarch64")) + && being_profiled + && !using_wrapper + { + fn note(name: &str, duration: Duration) { + profiler::add_text_marker("OpenGL Calls", name, duration); + } + let threshold = Duration::from_millis(1); + let wrapped = gl::ProfilingGl::wrap(self.gl.clone(), threshold, note); + let base = mem::replace(&mut self.gl, wrapped); + self.base_gl = Some(base); + } else if !being_profiled && using_wrapper { + self.gl = self.base_gl.take().unwrap(); + } + + // Retrieve the currently set FBO. + let mut default_read_fbo = [0]; + unsafe { + self.gl.get_integer_v(gl::READ_FRAMEBUFFER_BINDING, &mut default_read_fbo); + } + self.default_read_fbo = FBOId(default_read_fbo[0] as gl::GLuint); + let mut default_draw_fbo = [0]; + unsafe { + self.gl.get_integer_v(gl::DRAW_FRAMEBUFFER_BINDING, &mut default_draw_fbo); + } + self.default_draw_fbo = FBOId(default_draw_fbo[0] as gl::GLuint); + + // Shader state + self.bound_program = 0; + self.program_mode_id = UniformLocation::INVALID; + self.gl.use_program(0); + + // Reset common state + self.reset_state(); + + // Pixel op state + self.gl.pixel_store_i(gl::UNPACK_ALIGNMENT, 1); + self.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, 0); + + // Default is sampler 0, always + self.gl.active_texture(gl::TEXTURE0); + + self.frame_id + } + + fn bind_texture_impl( + &mut self, + slot: TextureSlot, + id: gl::GLuint, + target: gl::GLenum, + set_swizzle: Option<Swizzle>, + image_rendering: Option<ImageRendering>, + ) { + debug_assert!(self.inside_frame); + + if self.bound_textures[slot.0] != id || set_swizzle.is_some() || image_rendering.is_some() { + self.gl.active_texture(gl::TEXTURE0 + slot.0 as gl::GLuint); + // The android emulator gets confused if you don't explicitly unbind any texture + // from GL_TEXTURE_EXTERNAL_OES before binding to GL_TEXTURE_2D. See bug 1636085. + if target == gl::TEXTURE_2D && self.requires_texture_external_unbind { + self.gl.bind_texture(gl::TEXTURE_EXTERNAL_OES, 0); + } + self.gl.bind_texture(target, id); + if let Some(swizzle) = set_swizzle { + if self.capabilities.supports_texture_swizzle { + let components = match swizzle { + Swizzle::Rgba => [gl::RED, gl::GREEN, gl::BLUE, gl::ALPHA], + Swizzle::Bgra => [gl::BLUE, gl::GREEN, gl::RED, gl::ALPHA], + }; + self.gl.tex_parameter_i(target, gl::TEXTURE_SWIZZLE_R, components[0] as i32); + self.gl.tex_parameter_i(target, gl::TEXTURE_SWIZZLE_G, components[1] as i32); + self.gl.tex_parameter_i(target, gl::TEXTURE_SWIZZLE_B, components[2] as i32); + self.gl.tex_parameter_i(target, gl::TEXTURE_SWIZZLE_A, components[3] as i32); + } else { + debug_assert_eq!(swizzle, Swizzle::default()); + } + } + if let Some(image_rendering) = image_rendering { + let filter = match image_rendering { + ImageRendering::Auto | ImageRendering::CrispEdges => gl::LINEAR, + ImageRendering::Pixelated => gl::NEAREST, + }; + self.gl.tex_parameter_i(target, gl::TEXTURE_MIN_FILTER, filter as i32); + self.gl.tex_parameter_i(target, gl::TEXTURE_MAG_FILTER, filter as i32); + } + self.gl.active_texture(gl::TEXTURE0); + self.bound_textures[slot.0] = id; + } + } + + pub fn bind_texture<S>(&mut self, slot: S, texture: &Texture, swizzle: Swizzle) + where + S: Into<TextureSlot>, + { + let old_swizzle = texture.active_swizzle.replace(swizzle); + let set_swizzle = if old_swizzle != swizzle { + Some(swizzle) + } else { + None + }; + self.bind_texture_impl(slot.into(), texture.id, texture.target, set_swizzle, None); + } + + pub fn bind_external_texture<S>(&mut self, slot: S, external_texture: &ExternalTexture) + where + S: Into<TextureSlot>, + { + self.bind_texture_impl( + slot.into(), + external_texture.id, + external_texture.target, + None, + Some(external_texture.image_rendering), + ); + } + + pub fn bind_read_target_impl( + &mut self, + fbo_id: FBOId, + offset: DeviceIntPoint, + ) { + debug_assert!(self.inside_frame); + + if self.bound_read_fbo != (fbo_id, offset) { + fbo_id.bind(self.gl(), FBOTarget::Read); + } + + self.bound_read_fbo = (fbo_id, offset); + } + + pub fn bind_read_target(&mut self, target: ReadTarget) { + let fbo_id = match target { + ReadTarget::Default => self.default_read_fbo, + ReadTarget::Texture { fbo_id } => fbo_id, + ReadTarget::External { fbo } => fbo, + ReadTarget::NativeSurface { fbo_id, .. } => fbo_id, + }; + + self.bind_read_target_impl(fbo_id, target.offset()) + } + + fn bind_draw_target_impl(&mut self, fbo_id: FBOId) { + debug_assert!(self.inside_frame); + + if self.bound_draw_fbo != fbo_id { + self.bound_draw_fbo = fbo_id; + fbo_id.bind(self.gl(), FBOTarget::Draw); + } + } + + pub fn reset_read_target(&mut self) { + let fbo = self.default_read_fbo; + self.bind_read_target_impl(fbo, DeviceIntPoint::zero()); + } + + + pub fn reset_draw_target(&mut self) { + let fbo = self.default_draw_fbo; + self.bind_draw_target_impl(fbo); + self.depth_available = true; + } + + pub fn bind_draw_target( + &mut self, + target: DrawTarget, + ) { + let (fbo_id, rect, depth_available) = match target { + DrawTarget::Default { rect, .. } => { + (self.default_draw_fbo, rect, false) + } + DrawTarget::Texture { dimensions, fbo_id, with_depth, .. } => { + let rect = FramebufferIntRect::from_size( + device_size_as_framebuffer_size(dimensions), + ); + (fbo_id, rect, with_depth) + }, + DrawTarget::External { fbo, size } => { + (fbo, size.into(), false) + } + DrawTarget::NativeSurface { external_fbo_id, offset, dimensions, .. } => { + ( + FBOId(external_fbo_id), + device_rect_as_framebuffer_rect(&DeviceIntRect::from_origin_and_size(offset, dimensions)), + true + ) + } + }; + + self.depth_available = depth_available; + self.bind_draw_target_impl(fbo_id); + self.gl.viewport( + rect.min.x, + rect.min.y, + rect.width(), + rect.height(), + ); + } + + /// Creates an unbound FBO object. Additional attachment API calls are + /// required to make it complete. + pub fn create_fbo(&mut self) -> FBOId { + FBOId(self.gl.gen_framebuffers(1)[0]) + } + + /// Creates an FBO with the given texture bound as the color attachment. + pub fn create_fbo_for_external_texture(&mut self, texture_id: u32) -> FBOId { + let fbo = self.create_fbo(); + fbo.bind(self.gl(), FBOTarget::Draw); + self.gl.framebuffer_texture_2d( + gl::DRAW_FRAMEBUFFER, + gl::COLOR_ATTACHMENT0, + gl::TEXTURE_2D, + texture_id, + 0, + ); + debug_assert_eq!( + self.gl.check_frame_buffer_status(gl::DRAW_FRAMEBUFFER), + gl::FRAMEBUFFER_COMPLETE, + "Incomplete framebuffer", + ); + self.bound_draw_fbo.bind(self.gl(), FBOTarget::Draw); + fbo + } + + pub fn delete_fbo(&mut self, fbo: FBOId) { + self.gl.delete_framebuffers(&[fbo.0]); + } + + pub fn bind_external_draw_target(&mut self, fbo_id: FBOId) { + debug_assert!(self.inside_frame); + + if self.bound_draw_fbo != fbo_id { + self.bound_draw_fbo = fbo_id; + fbo_id.bind(self.gl(), FBOTarget::Draw); + } + } + + /// Link a program, attaching the supplied vertex format. + /// + /// If `create_program()` finds a binary shader on disk, it will kick + /// off linking immediately, which some drivers (notably ANGLE) run + /// in parallel on background threads. As such, this function should + /// ideally be run sometime later, to give the driver time to do that + /// before blocking due to an API call accessing the shader. + /// + /// This generally means that the first run of the application will have + /// to do a bunch of blocking work to compile the shader from source, but + /// subsequent runs should load quickly. + pub fn link_program( + &mut self, + program: &mut Program, + descriptor: &VertexDescriptor, + ) -> Result<(), ShaderError> { + profile_scope!("compile shader"); + + let _guard = CrashAnnotatorGuard::new( + &self.crash_annotator, + CrashAnnotation::CompileShader, + &program.source_info.full_name_cstr + ); + + assert!(!program.is_initialized()); + let mut build_program = true; + let info = &program.source_info; + + // See if we hit the binary shader cache + if let Some(ref cached_programs) = self.cached_programs { + // If the shader is not in the cache, attempt to load it from disk + if cached_programs.entries.borrow().get(&program.source_info.digest).is_none() { + if let Some(ref handler) = cached_programs.program_cache_handler { + handler.try_load_shader_from_disk(&program.source_info.digest, cached_programs); + if let Some(entry) = cached_programs.entries.borrow().get(&program.source_info.digest) { + self.gl.program_binary(program.id, entry.binary.format, &entry.binary.bytes); + } + } + } + + if let Some(entry) = cached_programs.entries.borrow_mut().get_mut(&info.digest) { + let mut link_status = [0]; + unsafe { + self.gl.get_program_iv(program.id, gl::LINK_STATUS, &mut link_status); + } + if link_status[0] == 0 { + let error_log = self.gl.get_program_info_log(program.id); + error!( + "Failed to load a program object with a program binary: {} renderer {}\n{}", + &info.base_filename, + self.capabilities.renderer_name, + error_log + ); + if let Some(ref program_cache_handler) = cached_programs.program_cache_handler { + program_cache_handler.notify_program_binary_failed(&entry.binary); + } + } else { + entry.linked = true; + build_program = false; + } + } + } + + // If not, we need to do a normal compile + link pass. + if build_program { + // Compile the vertex shader + let vs_source = info.compute_source(self, ShaderKind::Vertex); + let vs_id = match self.compile_shader(&info.full_name(), gl::VERTEX_SHADER, &vs_source) { + Ok(vs_id) => vs_id, + Err(err) => return Err(err), + }; + + // Compile the fragment shader + let fs_source = info.compute_source(self, ShaderKind::Fragment); + let fs_id = + match self.compile_shader(&info.full_name(), gl::FRAGMENT_SHADER, &fs_source) { + Ok(fs_id) => fs_id, + Err(err) => { + self.gl.delete_shader(vs_id); + return Err(err); + } + }; + + // Check if shader source should be dumped + if Some(info.base_filename) == self.dump_shader_source.as_ref().map(String::as_ref) { + let path = std::path::Path::new(info.base_filename); + std::fs::write(path.with_extension("vert"), vs_source).unwrap(); + std::fs::write(path.with_extension("frag"), fs_source).unwrap(); + } + + // Attach shaders + self.gl.attach_shader(program.id, vs_id); + self.gl.attach_shader(program.id, fs_id); + + // Bind vertex attributes + for (i, attr) in descriptor + .vertex_attributes + .iter() + .chain(descriptor.instance_attributes.iter()) + .enumerate() + { + self.gl + .bind_attrib_location(program.id, i as gl::GLuint, attr.name); + } + + if self.cached_programs.is_some() { + self.gl.program_parameter_i(program.id, gl::PROGRAM_BINARY_RETRIEVABLE_HINT, gl::TRUE as gl::GLint); + } + + // Link! + self.gl.link_program(program.id); + + // GL recommends detaching and deleting shaders once the link + // is complete (whether successful or not). This allows the driver + // to free any memory associated with the parsing and compilation. + self.gl.detach_shader(program.id, vs_id); + self.gl.detach_shader(program.id, fs_id); + self.gl.delete_shader(vs_id); + self.gl.delete_shader(fs_id); + + let mut link_status = [0]; + unsafe { + self.gl.get_program_iv(program.id, gl::LINK_STATUS, &mut link_status); + } + if link_status[0] == 0 { + let error_log = self.gl.get_program_info_log(program.id); + error!( + "Failed to link shader program: {}\n{}", + &info.base_filename, + error_log + ); + self.gl.delete_program(program.id); + return Err(ShaderError::Link(info.base_filename.to_owned(), error_log)); + } + + if let Some(ref cached_programs) = self.cached_programs { + if !cached_programs.entries.borrow().contains_key(&info.digest) { + let (buffer, format) = self.gl.get_program_binary(program.id); + if buffer.len() > 0 { + let binary = Arc::new(ProgramBinary::new(buffer, format, info.digest.clone())); + cached_programs.add_new_program_binary(binary); + } + } + } + } + + // If we get here, the link succeeded, so get the uniforms. + program.is_initialized = true; + program.u_transform = self.gl.get_uniform_location(program.id, "uTransform"); + program.u_mode = self.gl.get_uniform_location(program.id, "uMode"); + program.u_texture_size = self.gl.get_uniform_location(program.id, "uTextureSize"); + + Ok(()) + } + + pub fn bind_program(&mut self, program: &Program) -> bool { + debug_assert!(self.inside_frame); + debug_assert!(program.is_initialized()); + if !program.is_initialized() { + return false; + } + #[cfg(debug_assertions)] + { + self.shader_is_ready = true; + } + + if self.bound_program != program.id { + self.gl.use_program(program.id); + self.bound_program = program.id; + self.bound_program_name = program.source_info.full_name_cstr.clone(); + self.program_mode_id = UniformLocation(program.u_mode); + } + true + } + + pub fn create_texture( + &mut self, + target: ImageBufferKind, + format: ImageFormat, + mut width: i32, + mut height: i32, + filter: TextureFilter, + render_target: Option<RenderTargetInfo>, + ) -> Texture { + debug_assert!(self.inside_frame); + + if width > self.max_texture_size || height > self.max_texture_size { + error!("Attempting to allocate a texture of size {}x{} above the limit, trimming", width, height); + width = width.min(self.max_texture_size); + height = height.min(self.max_texture_size); + } + + // Set up the texture book-keeping. + let mut texture = Texture { + id: self.gl.gen_textures(1)[0], + target: get_gl_target(target), + size: DeviceIntSize::new(width, height), + format, + filter, + active_swizzle: Cell::default(), + fbo: None, + fbo_with_depth: None, + last_frame_used: self.frame_id, + flags: TextureFlags::default(), + }; + self.bind_texture(DEFAULT_TEXTURE, &texture, Swizzle::default()); + self.set_texture_parameters(texture.target, filter); + + if self.capabilities.supports_texture_usage && render_target.is_some() { + self.gl.tex_parameter_i(texture.target, gl::TEXTURE_USAGE_ANGLE, gl::FRAMEBUFFER_ATTACHMENT_ANGLE as gl::GLint); + } + + // Allocate storage. + let desc = self.gl_describe_format(texture.format); + + // Firefox doesn't use mipmaps, but Servo uses them for standalone image + // textures images larger than 512 pixels. This is the only case where + // we set the filter to trilinear. + let mipmap_levels = if texture.filter == TextureFilter::Trilinear { + let max_dimension = cmp::max(width, height); + ((max_dimension) as f64).log2() as gl::GLint + 1 + } else { + 1 + }; + + // We never want to upload texture data at the same time as allocating the texture. + self.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, 0); + + // Use glTexStorage where available, since it avoids allocating + // unnecessary mipmap storage and generally improves performance with + // stronger invariants. + let use_texture_storage = match self.texture_storage_usage { + TexStorageUsage::Always => true, + TexStorageUsage::NonBGRA8 => texture.format != ImageFormat::BGRA8, + TexStorageUsage::Never => false, + }; + if use_texture_storage { + self.gl.tex_storage_2d( + texture.target, + mipmap_levels, + desc.internal, + texture.size.width as gl::GLint, + texture.size.height as gl::GLint, + ); + } else { + self.gl.tex_image_2d( + texture.target, + 0, + desc.internal as gl::GLint, + texture.size.width as gl::GLint, + texture.size.height as gl::GLint, + 0, + desc.external, + desc.pixel_type, + None, + ); + } + + // Set up FBOs, if required. + if let Some(rt_info) = render_target { + self.init_fbos(&mut texture, false); + if rt_info.has_depth { + self.init_fbos(&mut texture, true); + } + } + + self.textures_created += 1; + + texture + } + + fn set_texture_parameters(&mut self, target: gl::GLuint, filter: TextureFilter) { + let mag_filter = match filter { + TextureFilter::Nearest => gl::NEAREST, + TextureFilter::Linear | TextureFilter::Trilinear => gl::LINEAR, + }; + + let min_filter = match filter { + TextureFilter::Nearest => gl::NEAREST, + TextureFilter::Linear => gl::LINEAR, + TextureFilter::Trilinear => gl::LINEAR_MIPMAP_LINEAR, + }; + + self.gl + .tex_parameter_i(target, gl::TEXTURE_MAG_FILTER, mag_filter as gl::GLint); + self.gl + .tex_parameter_i(target, gl::TEXTURE_MIN_FILTER, min_filter as gl::GLint); + + self.gl + .tex_parameter_i(target, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as gl::GLint); + self.gl + .tex_parameter_i(target, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as gl::GLint); + } + + /// Copies the entire contents of one texture to another. The dest texture must be at least + /// as large as the source texture in each dimension. No scaling is performed, so if the dest + /// texture is larger than the source texture then some of its pixels will not be written to. + pub fn copy_entire_texture( + &mut self, + dst: &mut Texture, + src: &Texture, + ) { + debug_assert!(self.inside_frame); + debug_assert!(dst.size.width >= src.size.width); + debug_assert!(dst.size.height >= src.size.height); + + self.copy_texture_sub_region( + src, + 0, + 0, + dst, + 0, + 0, + src.size.width as _, + src.size.height as _, + ); + } + + /// Copies the specified subregion from src_texture to dest_texture. + pub fn copy_texture_sub_region( + &mut self, + src_texture: &Texture, + src_x: usize, + src_y: usize, + dest_texture: &Texture, + dest_x: usize, + dest_y: usize, + width: usize, + height: usize, + ) { + if self.capabilities.supports_copy_image_sub_data { + assert_ne!( + src_texture.id, dest_texture.id, + "glCopyImageSubData's behaviour is undefined if src and dst images are identical and the rectangles overlap." + ); + unsafe { + self.gl.copy_image_sub_data( + src_texture.id, + src_texture.target, + 0, + src_x as _, + src_y as _, + 0, + dest_texture.id, + dest_texture.target, + 0, + dest_x as _, + dest_y as _, + 0, + width as _, + height as _, + 1, + ); + } + } else { + let src_offset = FramebufferIntPoint::new(src_x as i32, src_y as i32); + let dest_offset = FramebufferIntPoint::new(dest_x as i32, dest_y as i32); + let size = FramebufferIntSize::new(width as i32, height as i32); + + self.blit_render_target( + ReadTarget::from_texture(src_texture), + FramebufferIntRect::from_origin_and_size(src_offset, size), + DrawTarget::from_texture(dest_texture, false), + FramebufferIntRect::from_origin_and_size(dest_offset, size), + // In most cases the filter shouldn't matter, as there is no scaling involved + // in the blit. We were previously using Linear, but this caused issues when + // blitting RGBAF32 textures on Mali, so use Nearest to be safe. + TextureFilter::Nearest, + ); + } + } + + /// Notifies the device that the contents of a render target are no longer + /// needed. + pub fn invalidate_render_target(&mut self, texture: &Texture) { + if self.capabilities.supports_render_target_invalidate { + let (fbo, attachments) = if texture.supports_depth() { + (&texture.fbo_with_depth, + &[gl::COLOR_ATTACHMENT0, gl::DEPTH_ATTACHMENT] as &[gl::GLenum]) + } else { + (&texture.fbo, &[gl::COLOR_ATTACHMENT0] as &[gl::GLenum]) + }; + + if let Some(fbo_id) = fbo { + let original_bound_fbo = self.bound_draw_fbo; + // Note: The invalidate extension may not be supported, in which + // case this is a no-op. That's ok though, because it's just a + // hint. + self.bind_external_draw_target(*fbo_id); + self.gl.invalidate_framebuffer(gl::FRAMEBUFFER, attachments); + self.bind_external_draw_target(original_bound_fbo); + } + } + } + + /// Notifies the device that the contents of the current framebuffer's depth + /// attachment is no longer needed. Unlike invalidate_render_target, this can + /// be called even when the contents of the colour attachment is still required. + /// This should be called before unbinding the framebuffer at the end of a pass, + /// to allow tiled GPUs to avoid writing the contents back to memory. + pub fn invalidate_depth_target(&mut self) { + assert!(self.depth_available); + let attachments = if self.bound_draw_fbo == self.default_draw_fbo { + &[gl::DEPTH] as &[gl::GLenum] + } else { + &[gl::DEPTH_ATTACHMENT] as &[gl::GLenum] + }; + self.gl.invalidate_framebuffer(gl::DRAW_FRAMEBUFFER, attachments); + } + + /// Notifies the device that a render target is about to be reused. + /// + /// This method adds or removes a depth target as necessary. + pub fn reuse_render_target<T: Texel>( + &mut self, + texture: &mut Texture, + rt_info: RenderTargetInfo, + ) { + texture.last_frame_used = self.frame_id; + + // Add depth support if needed. + if rt_info.has_depth && !texture.supports_depth() { + self.init_fbos(texture, true); + } + } + + fn init_fbos(&mut self, texture: &mut Texture, with_depth: bool) { + let (fbo, depth_rb) = if with_depth { + let depth_target = self.acquire_depth_target(texture.get_dimensions()); + (&mut texture.fbo_with_depth, Some(depth_target)) + } else { + (&mut texture.fbo, None) + }; + + // Generate the FBOs. + assert!(fbo.is_none()); + let fbo_id = FBOId(*self.gl.gen_framebuffers(1).first().unwrap()); + *fbo = Some(fbo_id); + + // Bind the FBOs. + let original_bound_fbo = self.bound_draw_fbo; + + self.bind_external_draw_target(fbo_id); + + self.gl.framebuffer_texture_2d( + gl::DRAW_FRAMEBUFFER, + gl::COLOR_ATTACHMENT0, + texture.target, + texture.id, + 0, + ); + + if let Some(depth_rb) = depth_rb { + self.gl.framebuffer_renderbuffer( + gl::DRAW_FRAMEBUFFER, + gl::DEPTH_ATTACHMENT, + gl::RENDERBUFFER, + depth_rb.0, + ); + } + + debug_assert_eq!( + self.gl.check_frame_buffer_status(gl::DRAW_FRAMEBUFFER), + gl::FRAMEBUFFER_COMPLETE, + "Incomplete framebuffer", + ); + + self.bind_external_draw_target(original_bound_fbo); + } + + fn acquire_depth_target(&mut self, dimensions: DeviceIntSize) -> RBOId { + let gl = &self.gl; + let depth_format = self.depth_format; + let target = self.depth_targets.entry(dimensions).or_insert_with(|| { + let renderbuffer_ids = gl.gen_renderbuffers(1); + let depth_rb = renderbuffer_ids[0]; + gl.bind_renderbuffer(gl::RENDERBUFFER, depth_rb); + gl.renderbuffer_storage( + gl::RENDERBUFFER, + depth_format, + dimensions.width as _, + dimensions.height as _, + ); + SharedDepthTarget { + rbo_id: RBOId(depth_rb), + refcount: 0, + } + }); + target.refcount += 1; + target.rbo_id + } + + fn release_depth_target(&mut self, dimensions: DeviceIntSize) { + let mut entry = match self.depth_targets.entry(dimensions) { + Entry::Occupied(x) => x, + Entry::Vacant(..) => panic!("Releasing unknown depth target"), + }; + debug_assert!(entry.get().refcount != 0); + entry.get_mut().refcount -= 1; + if entry.get().refcount == 0 { + let (_, target) = entry.remove_entry(); + self.gl.delete_renderbuffers(&[target.rbo_id.0]); + } + } + + /// Perform a blit between self.bound_read_fbo and self.bound_draw_fbo. + fn blit_render_target_impl( + &mut self, + src_rect: FramebufferIntRect, + dest_rect: FramebufferIntRect, + filter: TextureFilter, + ) { + debug_assert!(self.inside_frame); + + let filter = match filter { + TextureFilter::Nearest => gl::NEAREST, + TextureFilter::Linear | TextureFilter::Trilinear => gl::LINEAR, + }; + + let src_x0 = src_rect.min.x + self.bound_read_fbo.1.x; + let src_y0 = src_rect.min.y + self.bound_read_fbo.1.y; + + self.gl.blit_framebuffer( + src_x0, + src_y0, + src_x0 + src_rect.width(), + src_y0 + src_rect.height(), + dest_rect.min.x, + dest_rect.min.y, + dest_rect.max.x, + dest_rect.max.y, + gl::COLOR_BUFFER_BIT, + filter, + ); + } + + /// Perform a blit between src_target and dest_target. + /// This will overwrite self.bound_read_fbo and self.bound_draw_fbo. + pub fn blit_render_target( + &mut self, + src_target: ReadTarget, + src_rect: FramebufferIntRect, + dest_target: DrawTarget, + dest_rect: FramebufferIntRect, + filter: TextureFilter, + ) { + debug_assert!(self.inside_frame); + + self.bind_read_target(src_target); + + self.bind_draw_target(dest_target); + + self.blit_render_target_impl(src_rect, dest_rect, filter); + } + + /// Performs a blit while flipping vertically. Useful for blitting textures + /// (which use origin-bottom-left) to the main framebuffer (which uses + /// origin-top-left). + pub fn blit_render_target_invert_y( + &mut self, + src_target: ReadTarget, + src_rect: FramebufferIntRect, + dest_target: DrawTarget, + dest_rect: FramebufferIntRect, + ) { + debug_assert!(self.inside_frame); + + let mut inverted_dest_rect = dest_rect; + inverted_dest_rect.min.y = dest_rect.max.y; + inverted_dest_rect.max.y = dest_rect.min.y; + + self.blit_render_target( + src_target, + src_rect, + dest_target, + inverted_dest_rect, + TextureFilter::Linear, + ); + } + + pub fn delete_texture(&mut self, mut texture: Texture) { + debug_assert!(self.inside_frame); + let had_depth = texture.supports_depth(); + if let Some(fbo) = texture.fbo { + self.gl.delete_framebuffers(&[fbo.0]); + texture.fbo = None; + } + if let Some(fbo) = texture.fbo_with_depth { + self.gl.delete_framebuffers(&[fbo.0]); + texture.fbo_with_depth = None; + } + + if had_depth { + self.release_depth_target(texture.get_dimensions()); + } + + self.gl.delete_textures(&[texture.id]); + + for bound_texture in &mut self.bound_textures { + if *bound_texture == texture.id { + *bound_texture = 0; + } + } + + self.textures_deleted += 1; + + // Disarm the assert in Texture::drop(). + texture.id = 0; + } + + #[cfg(feature = "replay")] + pub fn delete_external_texture(&mut self, mut external: ExternalTexture) { + self.gl.delete_textures(&[external.id]); + external.id = 0; + } + + pub fn delete_program(&mut self, mut program: Program) { + self.gl.delete_program(program.id); + program.id = 0; + } + + /// Create a shader program and link it immediately. + pub fn create_program_linked( + &mut self, + base_filename: &'static str, + features: &[&'static str], + descriptor: &VertexDescriptor, + ) -> Result<Program, ShaderError> { + let mut program = self.create_program(base_filename, features)?; + self.link_program(&mut program, descriptor)?; + Ok(program) + } + + /// Create a shader program. This does minimal amount of work to start + /// loading a binary shader. If a binary shader is found, we invoke + /// glProgramBinary, which, at least on ANGLE, will load and link the + /// binary on a background thread. This can speed things up later when + /// we invoke `link_program()`. + pub fn create_program( + &mut self, + base_filename: &'static str, + features: &[&'static str], + ) -> Result<Program, ShaderError> { + debug_assert!(self.inside_frame); + + let source_info = ProgramSourceInfo::new(self, base_filename, features); + + // Create program + let pid = self.gl.create_program(); + + // Attempt to load a cached binary if possible. + if let Some(ref cached_programs) = self.cached_programs { + if let Some(entry) = cached_programs.entries.borrow().get(&source_info.digest) { + self.gl.program_binary(pid, entry.binary.format, &entry.binary.bytes); + } + } + + // Use 0 for the uniforms as they are initialized by link_program. + let program = Program { + id: pid, + u_transform: 0, + u_mode: 0, + u_texture_size: 0, + source_info, + is_initialized: false, + }; + + Ok(program) + } + + fn build_shader_string<F: FnMut(&str)>( + &self, + features: &[&'static str], + kind: ShaderKind, + base_filename: &str, + output: F, + ) { + do_build_shader_string( + get_shader_version(&*self.gl), + features, + kind, + base_filename, + &|f| get_unoptimized_shader_source(f, self.resource_override_path.as_ref()), + output, + ) + } + + pub fn bind_shader_samplers<S>(&mut self, program: &Program, bindings: &[(&'static str, S)]) + where + S: Into<TextureSlot> + Copy, + { + // bind_program() must be called before calling bind_shader_samplers + assert_eq!(self.bound_program, program.id); + + for binding in bindings { + let u_location = self.gl.get_uniform_location(program.id, binding.0); + if u_location != -1 { + self.bind_program(program); + self.gl + .uniform_1i(u_location, binding.1.into().0 as gl::GLint); + } + } + } + + pub fn get_uniform_location(&self, program: &Program, name: &str) -> UniformLocation { + UniformLocation(self.gl.get_uniform_location(program.id, name)) + } + + pub fn set_uniforms( + &self, + program: &Program, + transform: &Transform3D<f32>, + ) { + debug_assert!(self.inside_frame); + #[cfg(debug_assertions)] + debug_assert!(self.shader_is_ready); + + self.gl + .uniform_matrix_4fv(program.u_transform, false, &transform.to_array()); + } + + pub fn switch_mode(&self, mode: i32) { + debug_assert!(self.inside_frame); + #[cfg(debug_assertions)] + debug_assert!(self.shader_is_ready); + + self.gl.uniform_1i(self.program_mode_id.0, mode); + } + + /// Sets the uTextureSize uniform. Most shaders do not require this to be called + /// as they use the textureSize GLSL function instead. + pub fn set_shader_texture_size( + &self, + program: &Program, + texture_size: DeviceSize, + ) { + debug_assert!(self.inside_frame); + #[cfg(debug_assertions)] + debug_assert!(self.shader_is_ready); + + if program.u_texture_size != -1 { + self.gl.uniform_2f(program.u_texture_size, texture_size.width, texture_size.height); + } + } + + pub fn create_pbo(&mut self) -> PBO { + let id = self.gl.gen_buffers(1)[0]; + PBO { + id, + reserved_size: 0, + } + } + + pub fn create_pbo_with_size(&mut self, size: usize) -> PBO { + let mut pbo = self.create_pbo(); + + self.gl.bind_buffer(gl::PIXEL_PACK_BUFFER, pbo.id); + self.gl.pixel_store_i(gl::PACK_ALIGNMENT, 1); + self.gl.buffer_data_untyped( + gl::PIXEL_PACK_BUFFER, + size as _, + ptr::null(), + gl::STREAM_READ, + ); + self.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, 0); + + pbo.reserved_size = size; + pbo + } + + pub fn read_pixels_into_pbo( + &mut self, + read_target: ReadTarget, + rect: DeviceIntRect, + format: ImageFormat, + pbo: &PBO, + ) { + let byte_size = rect.area() as usize * format.bytes_per_pixel() as usize; + + assert!(byte_size <= pbo.reserved_size); + + self.bind_read_target(read_target); + + self.gl.bind_buffer(gl::PIXEL_PACK_BUFFER, pbo.id); + self.gl.pixel_store_i(gl::PACK_ALIGNMENT, 1); + + let gl_format = self.gl_describe_format(format); + + unsafe { + self.gl.read_pixels_into_pbo( + rect.min.x as _, + rect.min.y as _, + rect.width() as _, + rect.height() as _, + gl_format.read, + gl_format.pixel_type, + ); + } + + self.gl.bind_buffer(gl::PIXEL_PACK_BUFFER, 0); + } + + pub fn map_pbo_for_readback<'a>(&'a mut self, pbo: &'a PBO) -> Option<BoundPBO<'a>> { + self.gl.bind_buffer(gl::PIXEL_PACK_BUFFER, pbo.id); + + let buf_ptr = match self.gl.get_type() { + gl::GlType::Gl => { + self.gl.map_buffer(gl::PIXEL_PACK_BUFFER, gl::READ_ONLY) + } + + gl::GlType::Gles => { + self.gl.map_buffer_range( + gl::PIXEL_PACK_BUFFER, + 0, + pbo.reserved_size as _, + gl::MAP_READ_BIT) + } + }; + + if buf_ptr.is_null() { + return None; + } + + let buffer = unsafe { slice::from_raw_parts(buf_ptr as *const u8, pbo.reserved_size) }; + + Some(BoundPBO { + device: self, + data: buffer, + }) + } + + pub fn delete_pbo(&mut self, mut pbo: PBO) { + self.gl.delete_buffers(&[pbo.id]); + pbo.id = 0; + pbo.reserved_size = 0 + } + + /// Returns the size and stride in bytes required to upload an area of pixels + /// of the specified size, to a texture of the specified format. + pub fn required_upload_size_and_stride(&self, size: DeviceIntSize, format: ImageFormat) -> (usize, usize) { + assert!(size.width >= 0); + assert!(size.height >= 0); + + let bytes_pp = format.bytes_per_pixel() as usize; + let width_bytes = size.width as usize * bytes_pp; + + let dst_stride = round_up_to_multiple(width_bytes, self.required_pbo_stride.num_bytes(format)); + + // The size of the chunk should only need to be (height - 1) * dst_stride + width_bytes, + // however, the android emulator will error unless it is height * dst_stride. + // See bug 1587047 for details. + // Using the full final row also ensures that the offset of the next chunk is + // optimally aligned. + let dst_size = dst_stride * size.height as usize; + + (dst_size, dst_stride) + } + + /// Returns a `TextureUploader` which can be used to upload texture data to `texture`. + /// Once uploads have been performed the uploader must be flushed with `TextureUploader::flush()`. + pub fn upload_texture<'a>( + &mut self, + pbo_pool: &'a mut UploadPBOPool, + ) -> TextureUploader<'a> { + debug_assert!(self.inside_frame); + + pbo_pool.begin_frame(self); + + TextureUploader { + buffers: Vec::new(), + pbo_pool, + } + } + + /// Performs an immediate (non-PBO) texture upload. + pub fn upload_texture_immediate<T: Texel>( + &mut self, + texture: &Texture, + pixels: &[T] + ) { + self.bind_texture(DEFAULT_TEXTURE, texture, Swizzle::default()); + let desc = self.gl_describe_format(texture.format); + self.gl.tex_sub_image_2d( + texture.target, + 0, + 0, + 0, + texture.size.width as gl::GLint, + texture.size.height as gl::GLint, + desc.external, + desc.pixel_type, + texels_to_u8_slice(pixels), + ); + } + + pub fn read_pixels(&mut self, img_desc: &ImageDescriptor) -> Vec<u8> { + let desc = self.gl_describe_format(img_desc.format); + self.gl.read_pixels( + 0, 0, + img_desc.size.width as i32, + img_desc.size.height as i32, + desc.read, + desc.pixel_type, + ) + } + + /// Read rectangle of pixels into the specified output slice. + pub fn read_pixels_into( + &mut self, + rect: FramebufferIntRect, + format: ImageFormat, + output: &mut [u8], + ) { + let bytes_per_pixel = format.bytes_per_pixel(); + let desc = self.gl_describe_format(format); + let size_in_bytes = (bytes_per_pixel * rect.area()) as usize; + assert_eq!(output.len(), size_in_bytes); + + self.gl.flush(); + self.gl.read_pixels_into_buffer( + rect.min.x as _, + rect.min.y as _, + rect.width() as _, + rect.height() as _, + desc.read, + desc.pixel_type, + output, + ); + } + + /// Get texels of a texture into the specified output slice. + pub fn get_tex_image_into( + &mut self, + texture: &Texture, + format: ImageFormat, + output: &mut [u8], + ) { + self.bind_texture(DEFAULT_TEXTURE, texture, Swizzle::default()); + let desc = self.gl_describe_format(format); + self.gl.get_tex_image_into_buffer( + texture.target, + 0, + desc.external, + desc.pixel_type, + output, + ); + } + + /// Attaches the provided texture to the current Read FBO binding. + fn attach_read_texture_raw(&mut self, texture_id: gl::GLuint, target: gl::GLuint) { + self.gl.framebuffer_texture_2d( + gl::READ_FRAMEBUFFER, + gl::COLOR_ATTACHMENT0, + target, + texture_id, + 0, + ) + } + + pub fn attach_read_texture_external( + &mut self, texture_id: gl::GLuint, target: ImageBufferKind + ) { + self.attach_read_texture_raw(texture_id, get_gl_target(target)) + } + + pub fn attach_read_texture(&mut self, texture: &Texture) { + self.attach_read_texture_raw(texture.id, texture.target) + } + + fn bind_vao_impl(&mut self, id: gl::GLuint) { + debug_assert!(self.inside_frame); + + if self.bound_vao != id { + self.bound_vao = id; + self.gl.bind_vertex_array(id); + } + } + + pub fn bind_vao(&mut self, vao: &VAO) { + self.bind_vao_impl(vao.id) + } + + pub fn bind_custom_vao(&mut self, vao: &CustomVAO) { + self.bind_vao_impl(vao.id) + } + + fn create_vao_with_vbos( + &mut self, + descriptor: &VertexDescriptor, + main_vbo_id: VBOId, + instance_vbo_id: VBOId, + instance_divisor: u32, + ibo_id: IBOId, + owns_vertices_and_indices: bool, + ) -> VAO { + let instance_stride = descriptor.instance_stride() as usize; + let vao_id = self.gl.gen_vertex_arrays(1)[0]; + + self.bind_vao_impl(vao_id); + + descriptor.bind(self.gl(), main_vbo_id, instance_vbo_id, instance_divisor); + ibo_id.bind(self.gl()); // force it to be a part of VAO + + VAO { + id: vao_id, + ibo_id, + main_vbo_id, + instance_vbo_id, + instance_stride, + instance_divisor, + owns_vertices_and_indices, + } + } + + pub fn create_custom_vao( + &mut self, + streams: &[Stream], + ) -> CustomVAO { + debug_assert!(self.inside_frame); + + let vao_id = self.gl.gen_vertex_arrays(1)[0]; + self.bind_vao_impl(vao_id); + + let mut attrib_index = 0; + for stream in streams { + VertexDescriptor::bind_attributes( + stream.attributes, + attrib_index, + 0, + self.gl(), + stream.vbo, + ); + attrib_index += stream.attributes.len(); + } + + CustomVAO { + id: vao_id, + } + } + + pub fn delete_custom_vao(&mut self, mut vao: CustomVAO) { + self.gl.delete_vertex_arrays(&[vao.id]); + vao.id = 0; + } + + pub fn create_vbo<T>(&mut self) -> VBO<T> { + let ids = self.gl.gen_buffers(1); + VBO { + id: ids[0], + target: gl::ARRAY_BUFFER, + allocated_count: 0, + marker: PhantomData, + } + } + + pub fn delete_vbo<T>(&mut self, mut vbo: VBO<T>) { + self.gl.delete_buffers(&[vbo.id]); + vbo.id = 0; + } + + pub fn create_vao(&mut self, descriptor: &VertexDescriptor, instance_divisor: u32) -> VAO { + debug_assert!(self.inside_frame); + + let buffer_ids = self.gl.gen_buffers(3); + let ibo_id = IBOId(buffer_ids[0]); + let main_vbo_id = VBOId(buffer_ids[1]); + let intance_vbo_id = VBOId(buffer_ids[2]); + + self.create_vao_with_vbos(descriptor, main_vbo_id, intance_vbo_id, instance_divisor, ibo_id, true) + } + + pub fn delete_vao(&mut self, mut vao: VAO) { + self.gl.delete_vertex_arrays(&[vao.id]); + vao.id = 0; + + if vao.owns_vertices_and_indices { + self.gl.delete_buffers(&[vao.ibo_id.0]); + self.gl.delete_buffers(&[vao.main_vbo_id.0]); + } + + self.gl.delete_buffers(&[vao.instance_vbo_id.0]) + } + + pub fn allocate_vbo<V>( + &mut self, + vbo: &mut VBO<V>, + count: usize, + usage_hint: VertexUsageHint, + ) { + debug_assert!(self.inside_frame); + vbo.allocated_count = count; + + self.gl.bind_buffer(vbo.target, vbo.id); + self.gl.buffer_data_untyped( + vbo.target, + (count * mem::size_of::<V>()) as _, + ptr::null(), + usage_hint.to_gl(), + ); + } + + pub fn fill_vbo<V>( + &mut self, + vbo: &VBO<V>, + data: &[V], + offset: usize, + ) { + debug_assert!(self.inside_frame); + assert!(offset + data.len() <= vbo.allocated_count); + let stride = mem::size_of::<V>(); + + self.gl.bind_buffer(vbo.target, vbo.id); + self.gl.buffer_sub_data_untyped( + vbo.target, + (offset * stride) as _, + (data.len() * stride) as _, + data.as_ptr() as _, + ); + } + + fn update_vbo_data<V>( + &mut self, + vbo: VBOId, + vertices: &[V], + usage_hint: VertexUsageHint, + ) { + debug_assert!(self.inside_frame); + + vbo.bind(self.gl()); + gl::buffer_data(self.gl(), gl::ARRAY_BUFFER, vertices, usage_hint.to_gl()); + } + + pub fn create_vao_with_new_instances( + &mut self, + descriptor: &VertexDescriptor, + base_vao: &VAO, + ) -> VAO { + debug_assert!(self.inside_frame); + + let buffer_ids = self.gl.gen_buffers(1); + let intance_vbo_id = VBOId(buffer_ids[0]); + + self.create_vao_with_vbos( + descriptor, + base_vao.main_vbo_id, + intance_vbo_id, + base_vao.instance_divisor, + base_vao.ibo_id, + false, + ) + } + + pub fn update_vao_main_vertices<V>( + &mut self, + vao: &VAO, + vertices: &[V], + usage_hint: VertexUsageHint, + ) { + debug_assert_eq!(self.bound_vao, vao.id); + self.update_vbo_data(vao.main_vbo_id, vertices, usage_hint) + } + + pub fn update_vao_instances<V: Clone>( + &mut self, + vao: &VAO, + instances: &[V], + usage_hint: VertexUsageHint, + // if `Some(count)`, each instance is repeated `count` times + repeat: Option<NonZeroUsize>, + ) { + debug_assert_eq!(self.bound_vao, vao.id); + debug_assert_eq!(vao.instance_stride as usize, mem::size_of::<V>()); + + match repeat { + Some(count) => { + let target = gl::ARRAY_BUFFER; + self.gl.bind_buffer(target, vao.instance_vbo_id.0); + let size = instances.len() * count.get() * mem::size_of::<V>(); + self.gl.buffer_data_untyped( + target, + size as _, + ptr::null(), + usage_hint.to_gl(), + ); + + let ptr = match self.gl.get_type() { + gl::GlType::Gl => { + self.gl.map_buffer(target, gl::WRITE_ONLY) + } + gl::GlType::Gles => { + self.gl.map_buffer_range(target, 0, size as _, gl::MAP_WRITE_BIT) + } + }; + assert!(!ptr.is_null()); + + let buffer_slice = unsafe { + slice::from_raw_parts_mut(ptr as *mut V, instances.len() * count.get()) + }; + for (quad, instance) in buffer_slice.chunks_mut(4).zip(instances) { + quad[0] = instance.clone(); + quad[1] = instance.clone(); + quad[2] = instance.clone(); + quad[3] = instance.clone(); + } + self.gl.unmap_buffer(target); + } + None => { + self.update_vbo_data(vao.instance_vbo_id, instances, usage_hint); + } + } + + // On some devices the VAO must be manually unbound and rebound after an attached buffer has + // been orphaned. Failure to do so appeared to result in the orphaned buffer's contents + // being used for the subsequent draw call, rather than the new buffer's contents. + if self.capabilities.requires_vao_rebind_after_orphaning { + self.bind_vao_impl(0); + self.bind_vao_impl(vao.id); + } + } + + pub fn update_vao_indices<I>(&mut self, vao: &VAO, indices: &[I], usage_hint: VertexUsageHint) { + debug_assert!(self.inside_frame); + debug_assert_eq!(self.bound_vao, vao.id); + + vao.ibo_id.bind(self.gl()); + gl::buffer_data( + self.gl(), + gl::ELEMENT_ARRAY_BUFFER, + indices, + usage_hint.to_gl(), + ); + } + + pub fn draw_triangles_u16(&mut self, first_vertex: i32, index_count: i32) { + debug_assert!(self.inside_frame); + #[cfg(debug_assertions)] + debug_assert!(self.shader_is_ready); + + let _guard = if self.annotate_draw_call_crashes { + Some(CrashAnnotatorGuard::new( + &self.crash_annotator, + CrashAnnotation::DrawShader, + &self.bound_program_name, + )) + } else { + None + }; + + self.gl.draw_elements( + gl::TRIANGLES, + index_count, + gl::UNSIGNED_SHORT, + first_vertex as u32 * 2, + ); + } + + pub fn draw_triangles_u32(&mut self, first_vertex: i32, index_count: i32) { + debug_assert!(self.inside_frame); + #[cfg(debug_assertions)] + debug_assert!(self.shader_is_ready); + + let _guard = if self.annotate_draw_call_crashes { + Some(CrashAnnotatorGuard::new( + &self.crash_annotator, + CrashAnnotation::DrawShader, + &self.bound_program_name, + )) + } else { + None + }; + + self.gl.draw_elements( + gl::TRIANGLES, + index_count, + gl::UNSIGNED_INT, + first_vertex as u32 * 4, + ); + } + + pub fn draw_nonindexed_points(&mut self, first_vertex: i32, vertex_count: i32) { + debug_assert!(self.inside_frame); + #[cfg(debug_assertions)] + debug_assert!(self.shader_is_ready); + + let _guard = if self.annotate_draw_call_crashes { + Some(CrashAnnotatorGuard::new( + &self.crash_annotator, + CrashAnnotation::DrawShader, + &self.bound_program_name, + )) + } else { + None + }; + + self.gl.draw_arrays(gl::POINTS, first_vertex, vertex_count); + } + + pub fn draw_nonindexed_lines(&mut self, first_vertex: i32, vertex_count: i32) { + debug_assert!(self.inside_frame); + #[cfg(debug_assertions)] + debug_assert!(self.shader_is_ready); + + let _guard = if self.annotate_draw_call_crashes { + Some(CrashAnnotatorGuard::new( + &self.crash_annotator, + CrashAnnotation::DrawShader, + &self.bound_program_name, + )) + } else { + None + }; + + self.gl.draw_arrays(gl::LINES, first_vertex, vertex_count); + } + + pub fn draw_indexed_triangles(&mut self, index_count: i32) { + debug_assert!(self.inside_frame); + #[cfg(debug_assertions)] + debug_assert!(self.shader_is_ready); + + let _guard = if self.annotate_draw_call_crashes { + Some(CrashAnnotatorGuard::new( + &self.crash_annotator, + CrashAnnotation::DrawShader, + &self.bound_program_name, + )) + } else { + None + }; + + self.gl.draw_elements( + gl::TRIANGLES, + index_count, + gl::UNSIGNED_SHORT, + 0, + ); + } + + pub fn draw_indexed_triangles_instanced_u16(&mut self, index_count: i32, instance_count: i32) { + debug_assert!(self.inside_frame); + #[cfg(debug_assertions)] + debug_assert!(self.shader_is_ready); + + let _guard = if self.annotate_draw_call_crashes { + Some(CrashAnnotatorGuard::new( + &self.crash_annotator, + CrashAnnotation::DrawShader, + &self.bound_program_name, + )) + } else { + None + }; + + self.gl.draw_elements_instanced( + gl::TRIANGLES, + index_count, + gl::UNSIGNED_SHORT, + 0, + instance_count, + ); + } + + pub fn end_frame(&mut self) { + self.reset_draw_target(); + self.reset_read_target(); + + debug_assert!(self.inside_frame); + self.inside_frame = false; + + self.gl.bind_texture(gl::TEXTURE_2D, 0); + self.gl.use_program(0); + + for i in 0 .. self.bound_textures.len() { + self.gl.active_texture(gl::TEXTURE0 + i as gl::GLuint); + self.gl.bind_texture(gl::TEXTURE_2D, 0); + } + + self.gl.active_texture(gl::TEXTURE0); + + self.frame_id.0 += 1; + + // Save any shaders compiled this frame to disk. + // If this is the tenth frame then treat startup as complete, meaning the + // current set of in-use shaders are the ones to load on the next startup. + if let Some(ref cache) = self.cached_programs { + cache.update_disk_cache(self.frame_id.0 == 10); + } + } + + pub fn clear_target( + &self, + color: Option<[f32; 4]>, + depth: Option<f32>, + rect: Option<FramebufferIntRect>, + ) { + let mut clear_bits = 0; + + if let Some(color) = color { + self.gl.clear_color(color[0], color[1], color[2], color[3]); + clear_bits |= gl::COLOR_BUFFER_BIT; + } + + if let Some(depth) = depth { + if cfg!(debug_assertions) { + let mut mask = [0]; + unsafe { + self.gl.get_boolean_v(gl::DEPTH_WRITEMASK, &mut mask); + } + assert_ne!(mask[0], 0); + } + self.gl.clear_depth(depth as f64); + clear_bits |= gl::DEPTH_BUFFER_BIT; + } + + if clear_bits != 0 { + match rect { + Some(rect) => { + self.gl.enable(gl::SCISSOR_TEST); + self.gl.scissor( + rect.min.x, + rect.min.y, + rect.width(), + rect.height(), + ); + self.gl.clear(clear_bits); + self.gl.disable(gl::SCISSOR_TEST); + } + None => { + self.gl.clear(clear_bits); + } + } + } + } + + pub fn enable_depth(&self, depth_func: DepthFunction) { + assert!(self.depth_available, "Enabling depth test without depth target"); + self.gl.enable(gl::DEPTH_TEST); + self.gl.depth_func(depth_func as gl::GLuint); + } + + pub fn disable_depth(&self) { + self.gl.disable(gl::DEPTH_TEST); + } + + pub fn enable_depth_write(&self) { + assert!(self.depth_available, "Enabling depth write without depth target"); + self.gl.depth_mask(true); + } + + pub fn disable_depth_write(&self) { + self.gl.depth_mask(false); + } + + pub fn disable_stencil(&self) { + self.gl.disable(gl::STENCIL_TEST); + } + + pub fn set_scissor_rect(&self, rect: FramebufferIntRect) { + self.gl.scissor( + rect.min.x, + rect.min.y, + rect.width(), + rect.height(), + ); + } + + pub fn enable_scissor(&self) { + self.gl.enable(gl::SCISSOR_TEST); + } + + pub fn disable_scissor(&self) { + self.gl.disable(gl::SCISSOR_TEST); + } + + pub fn enable_color_write(&self) { + self.gl.color_mask(true, true, true, true); + } + + pub fn disable_color_write(&self) { + self.gl.color_mask(false, false, false, false); + } + + pub fn set_blend(&mut self, enable: bool) { + if enable { + self.gl.enable(gl::BLEND); + } else { + self.gl.disable(gl::BLEND); + } + #[cfg(debug_assertions)] + { + self.shader_is_ready = false; + } + } + + fn set_blend_factors( + &mut self, + color: (gl::GLenum, gl::GLenum), + alpha: (gl::GLenum, gl::GLenum), + ) { + self.gl.blend_equation(gl::FUNC_ADD); + if color == alpha { + self.gl.blend_func(color.0, color.1); + } else { + self.gl.blend_func_separate(color.0, color.1, alpha.0, alpha.1); + } + #[cfg(debug_assertions)] + { + self.shader_is_ready = false; + } + } + + pub fn set_blend_mode_alpha(&mut self) { + self.set_blend_factors( + (gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA), + (gl::ONE, gl::ONE_MINUS_SRC_ALPHA), + ); + } + + pub fn set_blend_mode_premultiplied_alpha(&mut self) { + self.set_blend_factors( + (gl::ONE, gl::ONE_MINUS_SRC_ALPHA), + (gl::ONE, gl::ONE_MINUS_SRC_ALPHA), + ); + } + + pub fn set_blend_mode_premultiplied_dest_out(&mut self) { + self.set_blend_factors( + (gl::ZERO, gl::ONE_MINUS_SRC_ALPHA), + (gl::ZERO, gl::ONE_MINUS_SRC_ALPHA), + ); + } + + pub fn set_blend_mode_multiply(&mut self) { + self.set_blend_factors( + (gl::ZERO, gl::SRC_COLOR), + (gl::ZERO, gl::SRC_ALPHA), + ); + } + pub fn set_blend_mode_subpixel_pass0(&mut self) { + self.set_blend_factors( + (gl::ZERO, gl::ONE_MINUS_SRC_COLOR), + (gl::ZERO, gl::ONE_MINUS_SRC_ALPHA), + ); + } + pub fn set_blend_mode_subpixel_pass1(&mut self) { + self.set_blend_factors( + (gl::ONE, gl::ONE), + (gl::ONE, gl::ONE), + ); + } + pub fn set_blend_mode_subpixel_with_bg_color_pass0(&mut self) { + self.set_blend_factors( + (gl::ZERO, gl::ONE_MINUS_SRC_COLOR), + (gl::ZERO, gl::ONE), + ); + } + pub fn set_blend_mode_subpixel_with_bg_color_pass1(&mut self) { + self.set_blend_factors( + (gl::ONE_MINUS_DST_ALPHA, gl::ONE), + (gl::ZERO, gl::ONE), + ); + } + pub fn set_blend_mode_subpixel_with_bg_color_pass2(&mut self) { + self.set_blend_factors( + (gl::ONE, gl::ONE), + (gl::ONE, gl::ONE_MINUS_SRC_ALPHA), + ); + } + pub fn set_blend_mode_subpixel_dual_source(&mut self) { + self.set_blend_factors( + (gl::ONE, gl::ONE_MINUS_SRC1_COLOR), + (gl::ONE, gl::ONE_MINUS_SRC1_ALPHA), + ); + } + pub fn set_blend_mode_multiply_dual_source(&mut self) { + self.set_blend_factors( + (gl::ONE_MINUS_DST_ALPHA, gl::ONE_MINUS_SRC1_COLOR), + (gl::ONE, gl::ONE_MINUS_SRC_ALPHA), + ); + } + pub fn set_blend_mode_screen(&mut self) { + self.set_blend_factors( + (gl::ONE, gl::ONE_MINUS_SRC_COLOR), + (gl::ONE, gl::ONE_MINUS_SRC_ALPHA), + ); + } + pub fn set_blend_mode_plus_lighter(&mut self) { + self.set_blend_factors( + (gl::ONE, gl::ONE), + (gl::ONE, gl::ONE), + ); + } + pub fn set_blend_mode_exclusion(&mut self) { + self.set_blend_factors( + (gl::ONE_MINUS_DST_COLOR, gl::ONE_MINUS_SRC_COLOR), + (gl::ONE, gl::ONE_MINUS_SRC_ALPHA), + ); + } + pub fn set_blend_mode_show_overdraw(&mut self) { + self.set_blend_factors( + (gl::ONE, gl::ONE_MINUS_SRC_ALPHA), + (gl::ONE, gl::ONE_MINUS_SRC_ALPHA), + ); + } + + pub fn set_blend_mode_max(&mut self) { + self.gl + .blend_func_separate(gl::ONE, gl::ONE, gl::ONE, gl::ONE); + self.gl.blend_equation_separate(gl::MAX, gl::FUNC_ADD); + #[cfg(debug_assertions)] + { + self.shader_is_ready = false; + } + } + pub fn set_blend_mode_min(&mut self) { + self.gl + .blend_func_separate(gl::ONE, gl::ONE, gl::ONE, gl::ONE); + self.gl.blend_equation_separate(gl::MIN, gl::FUNC_ADD); + #[cfg(debug_assertions)] + { + self.shader_is_ready = false; + } + } + pub fn set_blend_mode_advanced(&mut self, mode: MixBlendMode) { + self.gl.blend_equation(match mode { + MixBlendMode::Normal => { + // blend factor only make sense for the normal mode + self.gl.blend_func_separate(gl::ZERO, gl::SRC_COLOR, gl::ZERO, gl::SRC_ALPHA); + gl::FUNC_ADD + }, + MixBlendMode::PlusLighter => { + return self.set_blend_mode_plus_lighter(); + }, + MixBlendMode::Multiply => gl::MULTIPLY_KHR, + MixBlendMode::Screen => gl::SCREEN_KHR, + MixBlendMode::Overlay => gl::OVERLAY_KHR, + MixBlendMode::Darken => gl::DARKEN_KHR, + MixBlendMode::Lighten => gl::LIGHTEN_KHR, + MixBlendMode::ColorDodge => gl::COLORDODGE_KHR, + MixBlendMode::ColorBurn => gl::COLORBURN_KHR, + MixBlendMode::HardLight => gl::HARDLIGHT_KHR, + MixBlendMode::SoftLight => gl::SOFTLIGHT_KHR, + MixBlendMode::Difference => gl::DIFFERENCE_KHR, + MixBlendMode::Exclusion => gl::EXCLUSION_KHR, + MixBlendMode::Hue => gl::HSL_HUE_KHR, + MixBlendMode::Saturation => gl::HSL_SATURATION_KHR, + MixBlendMode::Color => gl::HSL_COLOR_KHR, + MixBlendMode::Luminosity => gl::HSL_LUMINOSITY_KHR, + }); + #[cfg(debug_assertions)] + { + self.shader_is_ready = false; + } + } + + pub fn supports_extension(&self, extension: &str) -> bool { + supports_extension(&self.extensions, extension) + } + + pub fn echo_driver_messages(&self) { + if self.capabilities.supports_khr_debug { + Device::log_driver_messages(self.gl()); + } + } + + fn log_driver_messages(gl: &dyn gl::Gl) { + for msg in gl.get_debug_messages() { + let level = match msg.severity { + gl::DEBUG_SEVERITY_HIGH => Level::Error, + gl::DEBUG_SEVERITY_MEDIUM => Level::Warn, + gl::DEBUG_SEVERITY_LOW => Level::Info, + gl::DEBUG_SEVERITY_NOTIFICATION => Level::Debug, + _ => Level::Trace, + }; + let ty = match msg.ty { + gl::DEBUG_TYPE_ERROR => "error", + gl::DEBUG_TYPE_DEPRECATED_BEHAVIOR => "deprecated", + gl::DEBUG_TYPE_UNDEFINED_BEHAVIOR => "undefined", + gl::DEBUG_TYPE_PORTABILITY => "portability", + gl::DEBUG_TYPE_PERFORMANCE => "perf", + gl::DEBUG_TYPE_MARKER => "marker", + gl::DEBUG_TYPE_PUSH_GROUP => "group push", + gl::DEBUG_TYPE_POP_GROUP => "group pop", + gl::DEBUG_TYPE_OTHER => "other", + _ => "?", + }; + log!(level, "({}) {}", ty, msg.message); + } + } + + pub fn gl_describe_format(&self, format: ImageFormat) -> FormatDesc { + match format { + ImageFormat::R8 => FormatDesc { + internal: gl::R8, + external: gl::RED, + read: gl::RED, + pixel_type: gl::UNSIGNED_BYTE, + }, + ImageFormat::R16 => FormatDesc { + internal: gl::R16, + external: gl::RED, + read: gl::RED, + pixel_type: gl::UNSIGNED_SHORT, + }, + ImageFormat::BGRA8 => { + FormatDesc { + internal: self.bgra_formats.internal, + external: self.bgra_formats.external, + read: gl::BGRA, + pixel_type: self.bgra_pixel_type, + } + }, + ImageFormat::RGBA8 => { + FormatDesc { + internal: gl::RGBA8, + external: gl::RGBA, + read: gl::RGBA, + pixel_type: gl::UNSIGNED_BYTE, + } + }, + ImageFormat::RGBAF32 => FormatDesc { + internal: gl::RGBA32F, + external: gl::RGBA, + read: gl::RGBA, + pixel_type: gl::FLOAT, + }, + ImageFormat::RGBAI32 => FormatDesc { + internal: gl::RGBA32I, + external: gl::RGBA_INTEGER, + read: gl::RGBA_INTEGER, + pixel_type: gl::INT, + }, + ImageFormat::RG8 => FormatDesc { + internal: gl::RG8, + external: gl::RG, + read: gl::RG, + pixel_type: gl::UNSIGNED_BYTE, + }, + ImageFormat::RG16 => FormatDesc { + internal: gl::RG16, + external: gl::RG, + read: gl::RG, + pixel_type: gl::UNSIGNED_SHORT, + }, + } + } + + /// Generates a memory report for the resources managed by the device layer. + pub fn report_memory(&self, size_op_funs: &MallocSizeOfOps, swgl: *mut c_void) -> MemoryReport { + let mut report = MemoryReport::default(); + report.depth_target_textures += self.depth_targets_memory(); + + #[cfg(feature = "sw_compositor")] + if !swgl.is_null() { + report.swgl += swgl::Context::from(swgl).report_memory(size_op_funs.size_of_op); + } + // unconditionally use swgl stuff + let _ = size_op_funs; + let _ = swgl; + report + } + + pub fn depth_targets_memory(&self) -> usize { + let mut total = 0; + for dim in self.depth_targets.keys() { + total += depth_target_size_in_bytes(dim); + } + + total + } +} + +pub struct FormatDesc { + /// Format the texel data is internally stored in within a texture. + pub internal: gl::GLenum, + /// Format that we expect the data to be provided when filling the texture. + pub external: gl::GLuint, + /// Format to read the texels as, so that they can be uploaded as `external` + /// later on. + pub read: gl::GLuint, + /// Associated pixel type. + pub pixel_type: gl::GLuint, +} + +#[derive(Debug)] +struct UploadChunk<'a> { + rect: DeviceIntRect, + stride: Option<i32>, + offset: usize, + format_override: Option<ImageFormat>, + texture: &'a Texture, +} + +#[derive(Debug)] +struct PixelBuffer<'a> { + size_used: usize, + // small vector avoids heap allocation for a single chunk + chunks: SmallVec<[UploadChunk<'a>; 1]>, + inner: UploadPBO, + mapping: &'a mut [mem::MaybeUninit<u8>], +} + +impl<'a> PixelBuffer<'a> { + fn new( + pbo: UploadPBO, + ) -> Self { + let mapping = unsafe { + slice::from_raw_parts_mut(pbo.mapping.get_ptr().as_ptr(), pbo.pbo.reserved_size) + }; + Self { + size_used: 0, + chunks: SmallVec::new(), + inner: pbo, + mapping, + } + } + + fn flush_chunks(&mut self, device: &mut Device) { + for chunk in self.chunks.drain(..) { + TextureUploader::update_impl(device, chunk); + } + } +} + +impl<'a> Drop for PixelBuffer<'a> { + fn drop(&mut self) { + assert_eq!(self.chunks.len(), 0, "PixelBuffer must be flushed before dropping."); + } +} + +#[derive(Debug)] +enum PBOMapping { + Unmapped, + Transient(ptr::NonNull<mem::MaybeUninit<u8>>), + Persistent(ptr::NonNull<mem::MaybeUninit<u8>>), +} + +impl PBOMapping { + fn get_ptr(&self) -> ptr::NonNull<mem::MaybeUninit<u8>> { + match self { + PBOMapping::Unmapped => unreachable!("Cannot get pointer to unmapped PBO."), + PBOMapping::Transient(ptr) => *ptr, + PBOMapping::Persistent(ptr) => *ptr, + } + } +} + +/// A PBO for uploading texture data, managed by UploadPBOPool. +#[derive(Debug)] +struct UploadPBO { + pbo: PBO, + mapping: PBOMapping, + can_recycle: bool, +} + +impl UploadPBO { + fn empty() -> Self { + Self { + pbo: PBO { + id: 0, + reserved_size: 0, + }, + mapping: PBOMapping::Unmapped, + can_recycle: false, + } + } +} + +/// Allocates and recycles PBOs used for uploading texture data. +/// Tries to allocate and recycle PBOs of a fixed size, but will make exceptions when +/// a larger buffer is required or to work around driver bugs. +pub struct UploadPBOPool { + /// Usage hint to provide to the driver for optimizations. + usage_hint: VertexUsageHint, + /// The preferred size, in bytes, of the buffers to allocate. + default_size: usize, + /// List of allocated PBOs ready to be re-used. + available_buffers: Vec<UploadPBO>, + /// PBOs which have been returned during the current frame, + /// and do not yet have an associated sync object. + returned_buffers: Vec<UploadPBO>, + /// PBOs which are waiting until their sync object is signalled, + /// indicating they can are ready to be re-used. + waiting_buffers: Vec<(gl::GLsync, Vec<UploadPBO>)>, + /// PBOs which have been orphaned. + /// We can recycle their IDs but must reallocate their storage. + orphaned_buffers: Vec<PBO>, +} + +impl UploadPBOPool { + pub fn new(device: &mut Device, default_size: usize) -> Self { + let usage_hint = match device.upload_method { + UploadMethod::Immediate => VertexUsageHint::Stream, + UploadMethod::PixelBuffer(usage_hint) => usage_hint, + }; + Self { + usage_hint, + default_size, + available_buffers: Vec::new(), + returned_buffers: Vec::new(), + waiting_buffers: Vec::new(), + orphaned_buffers: Vec::new(), + } + } + + /// To be called at the beginning of a series of uploads. + /// Moves any buffers which are now ready to be used from the waiting list to the ready list. + pub fn begin_frame(&mut self, device: &mut Device) { + // Iterate through the waiting buffers and check if each fence has been signalled. + // If a fence is signalled, move its corresponding buffers to the available list. + // On error, delete the buffers. Stop when we find the first non-signalled fence, + // and clean up the signalled fences. + let mut first_not_signalled = self.waiting_buffers.len(); + for (i, (sync, buffers)) in self.waiting_buffers.iter_mut().enumerate() { + match device.gl.client_wait_sync(*sync, 0, 0) { + gl::TIMEOUT_EXPIRED => { + first_not_signalled = i; + break; + }, + gl::ALREADY_SIGNALED | gl::CONDITION_SATISFIED => { + self.available_buffers.extend(buffers.drain(..)); + } + gl::WAIT_FAILED | _ => { + warn!("glClientWaitSync error in UploadPBOPool::begin_frame()"); + for buffer in buffers.drain(..) { + device.delete_pbo(buffer.pbo); + } + } + } + } + + // Delete signalled fences, and remove their now-empty Vecs from waiting_buffers. + for (sync, _) in self.waiting_buffers.drain(0..first_not_signalled) { + device.gl.delete_sync(sync); + } + } + + // To be called at the end of a series of uploads. + // Creates a sync object, and adds the buffers returned during this frame to waiting_buffers. + pub fn end_frame(&mut self, device: &mut Device) { + if !self.returned_buffers.is_empty() { + let sync = device.gl.fence_sync(gl::SYNC_GPU_COMMANDS_COMPLETE, 0); + if !sync.is_null() { + self.waiting_buffers.push((sync, mem::replace(&mut self.returned_buffers, Vec::new()))) + } else { + warn!("glFenceSync error in UploadPBOPool::end_frame()"); + + for buffer in self.returned_buffers.drain(..) { + device.delete_pbo(buffer.pbo); + } + } + } + } + + /// Obtain a PBO, either by reusing an existing PBO or allocating a new one. + /// min_size specifies the minimum required size of the PBO. The returned PBO + /// may be larger than required. + fn get_pbo(&mut self, device: &mut Device, min_size: usize) -> Result<UploadPBO, String> { + + // If min_size is smaller than our default size, then use the default size. + // The exception to this is when due to driver bugs we cannot upload from + // offsets other than zero within a PBO. In this case, there is no point in + // allocating buffers larger than required, as they cannot be shared. + let (can_recycle, size) = if min_size <= self.default_size && device.capabilities.supports_nonzero_pbo_offsets { + (true, self.default_size) + } else { + (false, min_size) + }; + + // Try to recycle an already allocated PBO. + if can_recycle { + if let Some(mut buffer) = self.available_buffers.pop() { + assert_eq!(buffer.pbo.reserved_size, size); + assert!(buffer.can_recycle); + + device.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, buffer.pbo.id); + + match buffer.mapping { + PBOMapping::Unmapped => { + // If buffer was unmapped then transiently map it. + let ptr = device.gl.map_buffer_range( + gl::PIXEL_UNPACK_BUFFER, + 0, + buffer.pbo.reserved_size as _, + gl::MAP_WRITE_BIT | gl::MAP_UNSYNCHRONIZED_BIT, + ) as *mut _; + + let ptr = ptr::NonNull::new(ptr).ok_or_else( + || format!("Failed to transiently map PBO of size {} bytes", buffer.pbo.reserved_size) + )?; + + buffer.mapping = PBOMapping::Transient(ptr); + } + PBOMapping::Transient(_) => { + unreachable!("Transiently mapped UploadPBO must be unmapped before returning to pool."); + } + PBOMapping::Persistent(_) => { + } + } + + return Ok(buffer); + } + } + + // Try to recycle a PBO ID (but not its allocation) from a previously allocated PBO. + // If there are none available, create a new PBO. + let mut pbo = match self.orphaned_buffers.pop() { + Some(pbo) => pbo, + None => device.create_pbo(), + }; + + assert_eq!(pbo.reserved_size, 0); + pbo.reserved_size = size; + + device.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, pbo.id); + let mapping = if device.capabilities.supports_buffer_storage && can_recycle { + device.gl.buffer_storage( + gl::PIXEL_UNPACK_BUFFER, + pbo.reserved_size as _, + ptr::null(), + gl::MAP_WRITE_BIT | gl::MAP_PERSISTENT_BIT, + ); + let ptr = device.gl.map_buffer_range( + gl::PIXEL_UNPACK_BUFFER, + 0, + pbo.reserved_size as _, + // GL_MAP_COHERENT_BIT doesn't seem to work on Adreno, so use glFlushMappedBufferRange. + // kvark notes that coherent memory can be faster on some platforms, such as nvidia, + // so in the future we could choose which to use at run time. + gl::MAP_WRITE_BIT | gl::MAP_PERSISTENT_BIT | gl::MAP_FLUSH_EXPLICIT_BIT, + ) as *mut _; + + let ptr = ptr::NonNull::new(ptr).ok_or_else( + || format!("Failed to transiently map PBO of size {} bytes", pbo.reserved_size) + )?; + + PBOMapping::Persistent(ptr) + } else { + device.gl.buffer_data_untyped( + gl::PIXEL_UNPACK_BUFFER, + pbo.reserved_size as _, + ptr::null(), + self.usage_hint.to_gl(), + ); + let ptr = device.gl.map_buffer_range( + gl::PIXEL_UNPACK_BUFFER, + 0, + pbo.reserved_size as _, + // Unlike the above code path, where we are re-mapping a buffer that has previously been unmapped, + // this buffer has just been created there is no need for GL_MAP_UNSYNCHRONIZED_BIT. + gl::MAP_WRITE_BIT, + ) as *mut _; + + let ptr = ptr::NonNull::new(ptr).ok_or_else( + || format!("Failed to transiently map PBO of size {} bytes", pbo.reserved_size) + )?; + + PBOMapping::Transient(ptr) + }; + + Ok(UploadPBO { pbo, mapping, can_recycle }) + } + + /// Returns a PBO to the pool. If the PBO is recyclable it is placed in the waiting list. + /// Otherwise we orphan the allocation immediately, and will subsequently reuse just the ID. + fn return_pbo(&mut self, device: &mut Device, mut buffer: UploadPBO) { + assert!( + !matches!(buffer.mapping, PBOMapping::Transient(_)), + "Transiently mapped UploadPBO must be unmapped before returning to pool.", + ); + + if buffer.can_recycle { + self.returned_buffers.push(buffer); + } else { + device.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, buffer.pbo.id); + device.gl.buffer_data_untyped( + gl::PIXEL_UNPACK_BUFFER, + 0, + ptr::null(), + gl::STREAM_DRAW, + ); + buffer.pbo.reserved_size = 0; + self.orphaned_buffers.push(buffer.pbo); + } + + device.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, 0); + } + + /// Frees all allocated buffers in response to a memory pressure event. + pub fn on_memory_pressure(&mut self, device: &mut Device) { + for buffer in self.available_buffers.drain(..) { + device.delete_pbo(buffer.pbo); + } + for buffer in self.returned_buffers.drain(..) { + device.delete_pbo(buffer.pbo) + } + for (sync, buffers) in self.waiting_buffers.drain(..) { + device.gl.delete_sync(sync); + for buffer in buffers { + device.delete_pbo(buffer.pbo) + } + } + // There is no need to delete orphaned PBOs on memory pressure. + } + + /// Generates a memory report. + pub fn report_memory(&self) -> MemoryReport { + let mut report = MemoryReport::default(); + for buffer in &self.available_buffers { + report.texture_upload_pbos += buffer.pbo.reserved_size; + } + for buffer in &self.returned_buffers { + report.texture_upload_pbos += buffer.pbo.reserved_size; + } + for (_, buffers) in &self.waiting_buffers { + for buffer in buffers { + report.texture_upload_pbos += buffer.pbo.reserved_size; + } + } + report + } + + pub fn deinit(&mut self, device: &mut Device) { + for buffer in self.available_buffers.drain(..) { + device.delete_pbo(buffer.pbo); + } + for buffer in self.returned_buffers.drain(..) { + device.delete_pbo(buffer.pbo) + } + for (sync, buffers) in self.waiting_buffers.drain(..) { + device.gl.delete_sync(sync); + for buffer in buffers { + device.delete_pbo(buffer.pbo) + } + } + for pbo in self.orphaned_buffers.drain(..) { + device.delete_pbo(pbo); + } + } +} + +/// Used to perform a series of texture uploads. +/// Create using Device::upload_texture(). Perform a series of uploads using either +/// upload(), or stage() and upload_staged(), then call flush(). +pub struct TextureUploader<'a> { + /// A list of buffers containing uploads that need to be flushed. + buffers: Vec<PixelBuffer<'a>>, + /// Pool used to obtain PBOs to fill with texture data. + pub pbo_pool: &'a mut UploadPBOPool, +} + +impl<'a> Drop for TextureUploader<'a> { + fn drop(&mut self) { + assert!( + thread::panicking() || self.buffers.is_empty(), + "TextureUploader must be flushed before it is dropped." + ); + } +} + +/// A buffer used to manually stage data to be uploaded to a texture. +/// Created by calling TextureUploader::stage(), the data can then be written to via get_mapping(). +#[derive(Debug)] +pub struct UploadStagingBuffer<'a> { + /// The PixelBuffer containing this upload. + buffer: PixelBuffer<'a>, + /// The offset of this upload within the PixelBuffer. + offset: usize, + /// The size of this upload. + size: usize, + /// The stride of the data within the buffer. + stride: usize, +} + +impl<'a> UploadStagingBuffer<'a> { + /// Returns the required stride of the data to be written to the buffer. + pub fn get_stride(&self) -> usize { + self.stride + } + + /// Returns a mapping of the data in the buffer, to be written to. + pub fn get_mapping(&mut self) -> &mut [mem::MaybeUninit<u8>] { + &mut self.buffer.mapping[self.offset..self.offset + self.size] + } +} + +impl<'a> TextureUploader<'a> { + /// Returns an UploadStagingBuffer which can be used to manually stage data to be uploaded. + /// Once the data has been staged, it can be uploaded with upload_staged(). + pub fn stage( + &mut self, + device: &mut Device, + format: ImageFormat, + size: DeviceIntSize, + ) -> Result<UploadStagingBuffer<'a>, String> { + assert!(matches!(device.upload_method, UploadMethod::PixelBuffer(_)), "Texture uploads should only be staged when using pixel buffers."); + + // for optimal PBO texture uploads the offset and stride of the data in + // the buffer may have to be a multiple of a certain value. + let (dst_size, dst_stride) = device.required_upload_size_and_stride( + size, + format, + ); + + // Find a pixel buffer with enough space remaining, creating a new one if required. + let buffer_index = self.buffers.iter().position(|buffer| { + buffer.size_used + dst_size <= buffer.inner.pbo.reserved_size + }); + let buffer = match buffer_index { + Some(i) => self.buffers.swap_remove(i), + None => PixelBuffer::new(self.pbo_pool.get_pbo(device, dst_size)?), + }; + + if !device.capabilities.supports_nonzero_pbo_offsets { + assert_eq!(buffer.size_used, 0, "PBO uploads from non-zero offset are not supported."); + } + assert!(buffer.size_used + dst_size <= buffer.inner.pbo.reserved_size, "PixelBuffer is too small"); + + let offset = buffer.size_used; + + Ok(UploadStagingBuffer { + buffer, + offset, + size: dst_size, + stride: dst_stride, + }) + } + + /// Uploads manually staged texture data to the specified texture. + pub fn upload_staged( + &mut self, + device: &mut Device, + texture: &'a Texture, + rect: DeviceIntRect, + format_override: Option<ImageFormat>, + mut staging_buffer: UploadStagingBuffer<'a>, + ) -> usize { + let size = staging_buffer.size; + + staging_buffer.buffer.chunks.push(UploadChunk { + rect, + stride: Some(staging_buffer.stride as i32), + offset: staging_buffer.offset, + format_override, + texture, + }); + staging_buffer.buffer.size_used += staging_buffer.size; + + // Flush the buffer if it is full, otherwise return it to the uploader for further use. + if staging_buffer.buffer.size_used < staging_buffer.buffer.inner.pbo.reserved_size { + self.buffers.push(staging_buffer.buffer); + } else { + Self::flush_buffer(device, self.pbo_pool, staging_buffer.buffer); + } + + size + } + + /// Uploads texture data to the specified texture. + pub fn upload<T>( + &mut self, + device: &mut Device, + texture: &'a Texture, + mut rect: DeviceIntRect, + stride: Option<i32>, + format_override: Option<ImageFormat>, + data: *const T, + len: usize, + ) -> usize { + // Textures dimensions may have been clamped by the hardware. Crop the + // upload region to match. + let cropped = rect.intersection( + &DeviceIntRect::from_size(texture.get_dimensions()) + ); + if cfg!(debug_assertions) && cropped.map_or(true, |r| r != rect) { + warn!("Cropping texture upload {:?} to {:?}", rect, cropped); + } + rect = match cropped { + None => return 0, + Some(r) => r, + }; + + let bytes_pp = texture.format.bytes_per_pixel() as usize; + let width_bytes = rect.width() as usize * bytes_pp; + + let src_stride = stride.map_or(width_bytes, |stride| { + assert!(stride >= 0); + stride as usize + }); + let src_size = (rect.height() as usize - 1) * src_stride + width_bytes; + assert!(src_size <= len * mem::size_of::<T>()); + + match device.upload_method { + UploadMethod::Immediate => { + if cfg!(debug_assertions) { + let mut bound_buffer = [0]; + unsafe { + device.gl.get_integer_v(gl::PIXEL_UNPACK_BUFFER_BINDING, &mut bound_buffer); + } + assert_eq!(bound_buffer[0], 0, "GL_PIXEL_UNPACK_BUFFER must not be bound for immediate uploads."); + } + + Self::update_impl(device, UploadChunk { + rect, + stride: Some(src_stride as i32), + offset: data as _, + format_override, + texture, + }); + + width_bytes * rect.height() as usize + } + UploadMethod::PixelBuffer(_) => { + let mut staging_buffer = match self.stage(device, texture.format, rect.size()) { + Ok(staging_buffer) => staging_buffer, + Err(_) => return 0, + }; + let dst_stride = staging_buffer.get_stride(); + + unsafe { + let src: &[mem::MaybeUninit<u8>] = slice::from_raw_parts(data as *const _, src_size); + + if src_stride == dst_stride { + // the stride is already optimal, so simply copy + // the data as-is in to the buffer + staging_buffer.get_mapping()[..src_size].copy_from_slice(src); + } else { + // copy the data line-by-line in to the buffer so + // that it has an optimal stride + for y in 0..rect.height() as usize { + let src_start = y * src_stride; + let src_end = src_start + width_bytes; + let dst_start = y * staging_buffer.get_stride(); + let dst_end = dst_start + width_bytes; + + staging_buffer.get_mapping()[dst_start..dst_end].copy_from_slice(&src[src_start..src_end]) + } + } + } + + self.upload_staged(device, texture, rect, format_override, staging_buffer) + } + } + } + + fn flush_buffer(device: &mut Device, pbo_pool: &mut UploadPBOPool, mut buffer: PixelBuffer) { + device.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, buffer.inner.pbo.id); + match buffer.inner.mapping { + PBOMapping::Unmapped => unreachable!("UploadPBO should be mapped at this stage."), + PBOMapping::Transient(_) => { + device.gl.unmap_buffer(gl::PIXEL_UNPACK_BUFFER); + buffer.inner.mapping = PBOMapping::Unmapped; + } + PBOMapping::Persistent(_) => { + device.gl.flush_mapped_buffer_range(gl::PIXEL_UNPACK_BUFFER, 0, buffer.size_used as _); + } + } + buffer.flush_chunks(device); + let pbo = mem::replace(&mut buffer.inner, UploadPBO::empty()); + pbo_pool.return_pbo(device, pbo); + } + + /// Flushes all pending texture uploads. Must be called after all + /// required upload() or upload_staged() calls have been made. + pub fn flush(mut self, device: &mut Device) { + for buffer in self.buffers.drain(..) { + Self::flush_buffer(device, self.pbo_pool, buffer); + } + + device.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, 0); + } + + fn update_impl(device: &mut Device, chunk: UploadChunk) { + device.bind_texture(DEFAULT_TEXTURE, chunk.texture, Swizzle::default()); + + let format = chunk.format_override.unwrap_or(chunk.texture.format); + let (gl_format, bpp, data_type) = match format { + ImageFormat::R8 => (gl::RED, 1, gl::UNSIGNED_BYTE), + ImageFormat::R16 => (gl::RED, 2, gl::UNSIGNED_SHORT), + ImageFormat::BGRA8 => (device.bgra_formats.external, 4, device.bgra_pixel_type), + ImageFormat::RGBA8 => (gl::RGBA, 4, gl::UNSIGNED_BYTE), + ImageFormat::RG8 => (gl::RG, 2, gl::UNSIGNED_BYTE), + ImageFormat::RG16 => (gl::RG, 4, gl::UNSIGNED_SHORT), + ImageFormat::RGBAF32 => (gl::RGBA, 16, gl::FLOAT), + ImageFormat::RGBAI32 => (gl::RGBA_INTEGER, 16, gl::INT), + }; + + let row_length = match chunk.stride { + Some(value) => value / bpp, + None => chunk.texture.size.width, + }; + + if chunk.stride.is_some() { + device.gl.pixel_store_i( + gl::UNPACK_ROW_LENGTH, + row_length as _, + ); + } + + let pos = chunk.rect.min; + let size = chunk.rect.size(); + + match chunk.texture.target { + gl::TEXTURE_2D | gl::TEXTURE_RECTANGLE | gl::TEXTURE_EXTERNAL_OES => { + device.gl.tex_sub_image_2d_pbo( + chunk.texture.target, + 0, + pos.x as _, + pos.y as _, + size.width as _, + size.height as _, + gl_format, + data_type, + chunk.offset, + ); + } + _ => panic!("BUG: Unexpected texture target!"), + } + + // If using tri-linear filtering, build the mip-map chain for this texture. + if chunk.texture.filter == TextureFilter::Trilinear { + device.gl.generate_mipmap(chunk.texture.target); + } + + // Reset row length to 0, otherwise the stride would apply to all texture uploads. + if chunk.stride.is_some() { + device.gl.pixel_store_i(gl::UNPACK_ROW_LENGTH, 0 as _); + } + } +} + +fn texels_to_u8_slice<T: Texel>(texels: &[T]) -> &[u8] { + unsafe { + slice::from_raw_parts(texels.as_ptr() as *const u8, texels.len() * mem::size_of::<T>()) + } +} |