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Diffstat (limited to 'gfx/gl/GLContextProviderCGL.mm')
-rw-r--r-- | gfx/gl/GLContextProviderCGL.mm | 325 |
1 files changed, 325 insertions, 0 deletions
diff --git a/gfx/gl/GLContextProviderCGL.mm b/gfx/gl/GLContextProviderCGL.mm new file mode 100644 index 0000000000..bcb39c2f68 --- /dev/null +++ b/gfx/gl/GLContextProviderCGL.mm @@ -0,0 +1,325 @@ +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ + +#include "GLContextProvider.h" +#include "GLContextCGL.h" +#include "GLLibraryLoader.h" +#include "nsDebug.h" +#include "nsIWidget.h" +#include <OpenGL/gl.h> +#include "gfxFailure.h" +#include "mozilla/IntegerRange.h" +#include "mozilla/StaticPrefs_gfx.h" +#include "mozilla/StaticPrefs_gl.h" +#include "mozilla/StaticPrefs_layout.h" +#include "prenv.h" +#include "prlink.h" +#include "mozilla/ProfilerLabels.h" +#include "MozFramebuffer.h" +#include "mozilla/layers/CompositorOptions.h" +#include "mozilla/widget/CompositorWidget.h" +#include "ScopedGLHelpers.h" + +#include <OpenGL/OpenGL.h> + +namespace mozilla { +namespace gl { + +using namespace mozilla::gfx; +using namespace mozilla::widget; + +class CGLLibrary { + public: + bool EnsureInitialized() { + if (mInitialized) { + return true; + } + if (!mOGLLibrary) { + mOGLLibrary = PR_LoadLibrary("/System/Library/Frameworks/OpenGL.framework/OpenGL"); + if (!mOGLLibrary) { + NS_WARNING("Couldn't load OpenGL Framework."); + return false; + } + } + + mInitialized = true; + return true; + } + + const auto& Library() const { return mOGLLibrary; } + + private: + bool mInitialized = false; + PRLibrary* mOGLLibrary = nullptr; +}; + +CGLLibrary sCGLLibrary; + +GLContextCGL::GLContextCGL(const GLContextDesc& desc, NSOpenGLContext* context) + : GLContext(desc), mContext(context) { + CGDisplayRegisterReconfigurationCallback(DisplayReconfigurationCallback, this); +} + +GLContextCGL::~GLContextCGL() { + MarkDestroyed(); + + CGDisplayRemoveReconfigurationCallback(DisplayReconfigurationCallback, this); + + if (mContext) { + if ([NSOpenGLContext currentContext] == mContext) { + // Clear the current context before releasing. If we don't do + // this, the next time we call [NSOpenGLContext currentContext], + // "invalid context" will be printed to the console. + [NSOpenGLContext clearCurrentContext]; + } + [mContext release]; + } +} + +CGLContextObj GLContextCGL::GetCGLContext() const { + return static_cast<CGLContextObj>([mContext CGLContextObj]); +} + +bool GLContextCGL::MakeCurrentImpl() const { + if (mContext) { + [mContext makeCurrentContext]; + MOZ_ASSERT(IsCurrentImpl()); + // Use non-blocking swap in "ASAP mode". + // ASAP mode means that rendering is iterated as fast as possible. + // ASAP mode is entered when layout.frame_rate=0 (requires restart). + // If swapInt is 1, then glSwapBuffers will block and wait for a vblank signal. + // When we're iterating as fast as possible, however, we want a non-blocking + // glSwapBuffers, which will happen when swapInt==0. + GLint swapInt = StaticPrefs::layout_frame_rate() == 0 ? 0 : 1; + [mContext setValues:&swapInt forParameter:NSOpenGLCPSwapInterval]; + } + return true; +} + +bool GLContextCGL::IsCurrentImpl() const { return [NSOpenGLContext currentContext] == mContext; } + +/* static */ void GLContextCGL::DisplayReconfigurationCallback(CGDirectDisplayID aDisplay, + CGDisplayChangeSummaryFlags aFlags, + void* aUserInfo) { + if (aFlags & kCGDisplaySetModeFlag) { + static_cast<GLContextCGL*>(aUserInfo)->mActiveGPUSwitchMayHaveOccurred = true; + } +} + +static NSOpenGLContext* CreateWithFormat(const NSOpenGLPixelFormatAttribute* attribs) { + NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attribs]; + if (!format) { + NS_WARNING("Failed to create NSOpenGLPixelFormat."); + return nullptr; + } + + NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:format shareContext:nullptr]; + + [format release]; + + return context; +} + +// Get the "OpenGL display mask" for a fresh context. The return value of this +// function depends on the time at which this function is called. +// In practice, on a Macbook Pro with an integrated and a discrete GPU, this function returns the +// display mask for the GPU that currently drives the internal display. +// +// Quick reference of the concepts involved in the code below: +// GPU switch: On Mac devices with an integrated and a discrete GPU, a GPU switch changes which +// GPU drives the internal display. Both GPUs are still usable at all times. (When the +// integrated GPU is driving the internal display, using the discrete GPU can incur a longer +// warm-up cost.) +// Virtual screen: A CGL concept. A "virtual screen" corresponds to a GL renderer. There's one +// for the integrated GPU, one for each discrete GPU, and one for the Apple software renderer. +// The list of virtual screens is per-NSOpenGLPixelFormat; it is filtered down to only the +// renderers that support the requirements from the pixel format attributes. Indexes into this +// list (such as currentVirtualScreen) cannot be used interchangably across different +// NSOpenGLPixelFormat instances. +// Display mask: A bitset per GL renderer. Different renderers have disjoint display masks. The +// Apple software renderer has all bits zeroed. For each CGDirectDisplayID, +// CGDisplayIDToOpenGLDisplayMask(displayID) returns a single bit in the display mask. +// CGDirectDisplayID: An ID for each (physical screen, GPU which can drive this screen) pair. The +// current CGDirectDisplayID for an NSScreen object can be obtained using [[[screen +// deviceDescription] objectForKey:@"NSScreenNumber"] unsignedIntValue]; it changes depending on +// which GPU is currently driving the screen. +static CGOpenGLDisplayMask GetFreshContextDisplayMask() { + NSOpenGLPixelFormatAttribute attribs[] = {NSOpenGLPFAAllowOfflineRenderers, 0}; + NSOpenGLPixelFormat* pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attribs]; + MOZ_RELEASE_ASSERT(pixelFormat); + NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:pixelFormat + shareContext:nullptr]; + GLint displayMask = 0; + [pixelFormat getValues:&displayMask + forAttribute:NSOpenGLPFAScreenMask + forVirtualScreen:[context currentVirtualScreen]]; + [pixelFormat release]; + [context release]; + return static_cast<CGOpenGLDisplayMask>(displayMask); +} + +static bool IsSameGPU(CGOpenGLDisplayMask mask1, CGOpenGLDisplayMask mask2) { + if ((mask1 & mask2) != 0) { + return true; + } + // Both masks can be zero, when using the Apple software renderer. + return !mask1 && !mask2; +} + +void GLContextCGL::MigrateToActiveGPU() { + if (!mActiveGPUSwitchMayHaveOccurred.compareExchange(true, false)) { + return; + } + + CGOpenGLDisplayMask newPreferredDisplayMask = GetFreshContextDisplayMask(); + NSOpenGLPixelFormat* pixelFormat = [mContext pixelFormat]; + GLint currentVirtualScreen = [mContext currentVirtualScreen]; + GLint currentDisplayMask = 0; + [pixelFormat getValues:¤tDisplayMask + forAttribute:NSOpenGLPFAScreenMask + forVirtualScreen:currentVirtualScreen]; + if (IsSameGPU(currentDisplayMask, newPreferredDisplayMask)) { + // No "virtual screen" change needed. + return; + } + + // Find the "virtual screen" with a display mask that matches newPreferredDisplayMask, if + // available, and switch the context over to it. + // This code was inspired by equivalent functionality in -[NSOpenGLContext update] which only + // kicks in for contexts that present via a CAOpenGLLayer. + for (const auto i : IntegerRange([pixelFormat numberOfVirtualScreens])) { + GLint displayMask = 0; + [pixelFormat getValues:&displayMask forAttribute:NSOpenGLPFAScreenMask forVirtualScreen:i]; + if (IsSameGPU(displayMask, newPreferredDisplayMask)) { + CGLSetVirtualScreen([mContext CGLContextObj], i); + return; + } + } +} + +GLenum GLContextCGL::GetPreferredARGB32Format() const { return LOCAL_GL_BGRA; } + +bool GLContextCGL::SwapBuffers() { + AUTO_PROFILER_LABEL("GLContextCGL::SwapBuffers", GRAPHICS); + + // We do not have a default framebuffer. Just do a flush. + // Flushing is necessary if we want our IOSurfaces to have the correct + // content once they're picked up by the WindowServer from our CALayers. + fFlush(); + + return true; +} + +void GLContextCGL::GetWSIInfo(nsCString* const out) const { out->AppendLiteral("CGL"); } + +Maybe<SymbolLoader> GLContextCGL::GetSymbolLoader() const { + const auto& lib = sCGLLibrary.Library(); + return Some(SymbolLoader(*lib)); +} + +already_AddRefed<GLContext> GLContextProviderCGL::CreateForCompositorWidget( + CompositorWidget* aCompositorWidget, bool aHardwareWebRender, bool aForceAccelerated) { + CreateContextFlags flags = CreateContextFlags::ALLOW_OFFLINE_RENDERER; + if (aForceAccelerated) { + flags |= CreateContextFlags::FORCE_ENABLE_HARDWARE; + } + if (!aHardwareWebRender) { + flags |= CreateContextFlags::REQUIRE_COMPAT_PROFILE; + } + nsCString failureUnused; + return CreateHeadless({flags}, &failureUnused); +} + +static RefPtr<GLContextCGL> CreateOffscreenFBOContext(GLContextCreateDesc desc) { + if (!sCGLLibrary.EnsureInitialized()) { + return nullptr; + } + + NSOpenGLContext* context = nullptr; + + std::vector<NSOpenGLPixelFormatAttribute> attribs; + auto& flags = desc.flags; + + if (!StaticPrefs::gl_allow_high_power()) { + flags &= ~CreateContextFlags::HIGH_POWER; + } + if (flags & CreateContextFlags::ALLOW_OFFLINE_RENDERER || + !(flags & CreateContextFlags::HIGH_POWER)) { + // This is really poorly named on Apple's part, but "AllowOfflineRenderers" means + // that we want to allow running on the iGPU instead of requiring the dGPU. + attribs.push_back(NSOpenGLPFAAllowOfflineRenderers); + } + + if (flags & CreateContextFlags::FORCE_ENABLE_HARDWARE) { + attribs.push_back(NSOpenGLPFAAccelerated); + } + + if (!(flags & CreateContextFlags::REQUIRE_COMPAT_PROFILE)) { + auto coreAttribs = attribs; + coreAttribs.push_back(NSOpenGLPFAOpenGLProfile); + coreAttribs.push_back(NSOpenGLProfileVersion3_2Core); + coreAttribs.push_back(0); + context = CreateWithFormat(coreAttribs.data()); + } + + if (!context) { + attribs.push_back(0); + context = CreateWithFormat(attribs.data()); + } + + if (!context) { + NS_WARNING("Failed to create NSOpenGLContext."); + return nullptr; + } + + RefPtr<GLContextCGL> glContext = new GLContextCGL({desc, true}, context); + + if (flags & CreateContextFlags::PREFER_MULTITHREADED) { + CGLEnable(glContext->GetCGLContext(), kCGLCEMPEngine); + } + return glContext; +} + +already_AddRefed<GLContext> GLContextProviderCGL::CreateHeadless(const GLContextCreateDesc& desc, + nsACString* const out_failureId) { + auto gl = CreateOffscreenFBOContext(desc); + if (!gl) { + *out_failureId = "FEATURE_FAILURE_CGL_FBO"_ns; + return nullptr; + } + + if (!gl->Init()) { + *out_failureId = "FEATURE_FAILURE_CGL_INIT"_ns; + NS_WARNING("Failed during Init."); + return nullptr; + } + + return gl.forget(); +} + +static RefPtr<GLContext> gGlobalContext; + +GLContext* GLContextProviderCGL::GetGlobalContext() { + static bool triedToCreateContext = false; + if (!triedToCreateContext) { + triedToCreateContext = true; + + MOZ_RELEASE_ASSERT(!gGlobalContext); + nsCString discardFailureId; + RefPtr<GLContext> temp = CreateHeadless({}, &discardFailureId); + gGlobalContext = temp; + + if (!gGlobalContext) { + NS_WARNING("Couldn't init gGlobalContext."); + } + } + + return gGlobalContext; +} + +void GLContextProviderCGL::Shutdown() { gGlobalContext = nullptr; } + +} /* namespace gl */ +} /* namespace mozilla */ |