/* 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 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 { /// Format the GPU natively stores texels in. pub internal: T, /// Format we expect the users to provide the texels in. pub external: T, } impl From for TextureFormatPair { 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 { id: gl::GLuint, target: gl::GLenum, allocated_count: usize, marker: PhantomData, } impl VBO { 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::(), attributes.iter().map(|a| a.size_in_bytes() as usize).sum::() ); Stream { attributes, vbo: VBOId(self.id), } } } impl Drop for VBO { 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, /// 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, /// 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, 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, 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, format: gl::GLenum, source_digest: ProgramSourceDigest, } impl ProgramBinary { fn new(bytes: Vec, 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>); fn set_startup_shaders(&self, entries: Vec>); fn try_load_shader_from_disk(&self, digest: &ProgramSourceDigest, program_cache: &Rc); fn notify_program_binary_failed(&self, program_binary: &Arc); } struct ProgramCacheEntry { /// The binary. binary: Arc, /// True if the binary has been linked, i.e. used for rendering. linked: bool, } pub struct ProgramCache { entries: RefCell>, /// Optional trait object that allows the client /// application to handle ProgramCache updating program_cache_handler: Option>, /// Programs that have not yet been cached to disk (by program_cache_handler) pending_entries: RefCell>>, } impl ProgramCache { pub fn new(program_cache_observer: Option>) -> Rc { 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::>(); 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) { 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) { 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, /// 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 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, /// If non-None, |gl| points to a profiling wrapper, and this points to the /// underling Gl instance. base_gl: Option>, // device state bound_textures: [gl::GLuint; 16], bound_program: gl::GLuint, bound_program_name: Rc, 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, bgra_formats: TextureFormatPair, 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, // debug inside_frame: bool, crash_annotator: Option>, annotate_draw_call_crashes: bool, // resources resource_override_path: Option, /// Whether to use shaders that have been optimized at build time. use_optimized_shaders: bool, max_texture_size: i32, cached_programs: Option>, // 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, /// Dumps the source of the shader with the given name dump_shader_source: Option, 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, ) -> 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 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, crash_annotator: Option>, resource_override_path: Option, use_optimized_shaders: bool, upload_method: UploadMethod, batched_upload_threshold: i32, cached_programs: Option>, allow_texture_storage_support: bool, allow_texture_swizzling: bool, dump_shader_source: Option, 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; // On Mali-Gxx and Txxx there is a driver bug when rendering partial updates to // offscreen render targets, so we must ensure we render to the entire target. // See bug 1663355. let is_mali_g = renderer_name.starts_with("Mali-G"); let is_mali_t = renderer_name.starts_with("Mali-T"); let supports_render_target_partial_update = !is_mali_g && !is_mali_t; 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::() { 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 is_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 = !is_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 showed large performance wins applying a scissor rect // when clearing render targets. Assume this is the best default. On Mali, however, it is // much more efficient to clear the entire render target (due to allowing it to skip reading // the previous contents in to tile memory). This may be true for other GPUs too. let prefers_clear_scissor = !renderer_name.starts_with("Mali"); 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-G78 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-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 }; // 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, 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 { &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 { self.color_formats.clone() } pub fn swizzle_settings(&self) -> Option { 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::() { 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 { 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, image_rendering: Option, ) { 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(&mut self, slot: S, texture: &Texture, swizzle: Swizzle) where S: Into, { 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(&mut self, slot: S, external_texture: &ExternalTexture) where S: Into, { 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, ) -> 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( &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 { 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 { 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( &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(&mut self, program: &Program, bindings: &[(&'static str, S)]) where S: Into + 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, ) { 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> { 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( &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 { 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(&mut self) -> VBO { let ids = self.gl.gen_buffers(1); VBO { id: ids[0], target: gl::ARRAY_BUFFER, allocated_count: 0, marker: PhantomData, } } pub fn delete_vbo(&mut self, mut vbo: VBO) { 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( &mut self, vbo: &mut VBO, 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::()) as _, ptr::null(), usage_hint.to_gl(), ); } pub fn fill_vbo( &mut self, vbo: &VBO, data: &[V], offset: usize, ) { debug_assert!(self.inside_frame); assert!(offset + data.len() <= vbo.allocated_count); let stride = mem::size_of::(); 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( &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( &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( &mut self, vao: &VAO, instances: &[V], usage_hint: VertexUsageHint, // if `Some(count)`, each instance is repeated `count` times repeat: Option, ) { debug_assert_eq!(self.bound_vao, vao.id); debug_assert_eq!(vao.instance_stride as usize, mem::size_of::()); 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::(); 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(&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, rect: Option, ) { 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, offset: usize, format_override: Option, 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], } 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>), Persistent(ptr::NonNull>), } impl PBOMapping { fn get_ptr(&self) -> ptr::NonNull> { 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, /// PBOs which have been returned during the current frame, /// and do not yet have an associated sync object. returned_buffers: Vec, /// 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)>, /// PBOs which have been orphaned. /// We can recycle their IDs but must reallocate their storage. orphaned_buffers: Vec, } 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 { // 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>, /// 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] { &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, 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, 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( &mut self, device: &mut Device, texture: &'a Texture, mut rect: DeviceIntRect, stride: Option, format_override: Option, 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::()); 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] = 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(texels: &[T]) -> &[u8] { unsafe { slice::from_raw_parts(texels.as_ptr() as *const u8, texels.len() * mem::size_of::()) } }