Back out patches from bug 749678, except for the include guards - no review, fix regression (Bug 753350)

Unfortunately, in-process plugins using OpenGL break the assumption made by these patches, that the current GL context is only changed by GLContext::MakeCurrent. Another issue, regardless of in-process, is that our host-side code in nsCoreAnimationSupport.mm uses direct CGL calls, bypassing GLContext.
This commit is contained in:
Benoit Jacob 2012-05-12 19:23:56 -04:00
Родитель b523d533e2
Коммит 0f7357a542
8 изменённых файлов: 77 добавлений и 147 удалений

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@ -64,8 +64,9 @@ using namespace mozilla::gfx;
namespace mozilla {
namespace gl {
tls::key GLContextTLSStorage::sTLSKey;
bool GLContextTLSStorage::sTLSKeyAlreadyCreated = false;
#ifdef DEBUG
PRUintn GLContext::sCurrentGLContextTLS = -1;
#endif
PRUint32 GLContext::sDebugMode = 0;

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@ -67,7 +67,6 @@
#include "nsRegion.h"
#include "nsAutoPtr.h"
#include "nsThreadUtils.h"
#include "thread_helper.h"
typedef char realGLboolean;
@ -525,77 +524,6 @@ struct THEBES_API ContextFormat
int colorBits() const { return red + green + blue; }
};
/*
* This is a helper class to do the little bit of TLS storage that we need
* to allow GLContext to keep track of the current GLContext for a given thread.
*
* This is mostly an optimization to avoid calling MakeCurrent on an
* already-current context,which depending on OpenGL libraries/drivers can be
* very expensive. An earlier optimization consisted in calling
* getCurrentContext to check if the context was already current, but
* even that was shown to be very slow at least on Mac and on Linux NVIDIA,
* see bug 749678.
*
* In a general setting, we would have to do a TLS lookup on every MakeCurrent
* call. But in GLContext, we currently assume that we only ever make GL calls
* on a given GLContext in the same thread that created it (the "owning thread").
* That assumption allows us to avoid doing a TLS lookup on every MakeCurrent
* call. It's checked by assertions in MOZ_GL_DEBUG mode.
*
* The way this works is that inside each GLContext, we store a pointer to the
* TLS pointer to the current context for this thread. This pointer-to-pointer
* (mStorage->mCurrentGLContext) is set during GL context creation: that's where
* we rely on the assumption that all GL calls on a given context are made on
* the same thread that created that context.
*/
class GLContextTLSStorage
{
struct Storage
{
GLContext *mCurrentGLContext;
NS_INLINE_DECL_REFCOUNTING(Storage)
Storage() : mCurrentGLContext(nsnull) {}
~Storage() {
// avoid keeping a dangling TLS pointer to the Storage object being destroyed
tls::set<Storage>(sTLSKey, nsnull);
}
};
nsRefPtr<Storage> mStorage;
static tls::key sTLSKey;
static bool sTLSKeyAlreadyCreated;
public:
GLContextTLSStorage() {
if (!sTLSKeyAlreadyCreated) {
tls::create(&sTLSKey);
sTLSKeyAlreadyCreated = true;
}
mStorage = tls::get<Storage>(sTLSKey);
if (!mStorage) {
mStorage = new Storage;
tls::set<Storage>(sTLSKey, mStorage);
}
}
~GLContextTLSStorage() {
}
GLContext *CurrentGLContext() const {
return mStorage->mCurrentGLContext;
}
void SetCurrentGLContext(GLContext *c) {
mStorage->mCurrentGLContext = c;
}
};
class GLContext
: public GLLibraryLoader
{
@ -647,7 +575,7 @@ public:
}
virtual ~GLContext() {
NS_ABORT_IF_FALSE(IsDestroyed(), "GLContext implementation must call MarkDestroyed in destructor!");
NS_ASSERTION(IsDestroyed(), "GLContext implementation must call MarkDestroyed in destructor!");
#ifdef DEBUG
if (mSharedContext) {
GLContext *tip = mSharedContext;
@ -657,8 +585,6 @@ public:
tip->ReportOutstandingNames();
}
#endif
if (this == CurrentGLContext())
SetCurrentGLContext(nsnull);
}
enum ContextFlags {
@ -677,43 +603,19 @@ public:
virtual GLContextType GetContextType() { return ContextTypeUnknown; }
virtual bool MakeCurrentImpl() = 0;
virtual bool MakeCurrentImpl(bool aForce = false) = 0;
void CheckOwningThreadInDebugMode() {
#ifdef DEBUG
if (!NS_GetCurrentThread()) {
// happens during shutdown. Drop this check in that case.
return;
}
if (!IsOwningThreadCurrent())
{
printf_stderr(
"This GL context (%p) is owned by thread %p, but the current thread is %p. "
"That's fine by itself, but our current code in GLContext::MakeCurrent, checking "
"if the context is already current, relies on the assumption that GL calls on a given "
"GLContext are only made by the thread that created that GLContext. If you want to "
"start making GL calls from non-owning threads, you'll have to change a few things "
"around here, see Bug 749678 comments 13 and 15.\n",
this, mOwningThread.get(), NS_GetCurrentThread());
NS_ABORT();
}
#endif
static void StaticInit() {
PR_NewThreadPrivateIndex(&sCurrentGLContextTLS, NULL);
}
#endif
bool MakeCurrent(bool aForce = false) {
CheckOwningThreadInDebugMode();
if (!aForce &&
this == CurrentGLContext())
{
return true;
}
bool success = MakeCurrentImpl();
if (success) {
SetCurrentGLContext(this);
}
return success;
#ifdef DEBUG
PR_SetThreadPrivate(sCurrentGLContextTLS, this);
#endif
return MakeCurrentImpl(aForce);
}
bool IsContextLost() { return mContextLost; }
@ -1200,16 +1102,6 @@ public:
}
private:
GLContext *CurrentGLContext() const {
return mTLSStorage.CurrentGLContext();
}
void SetCurrentGLContext(GLContext *c) {
mTLSStorage.SetCurrentGLContext(c);
}
bool mOffscreenFBOsDirty;
void GetShaderPrecisionFormatNonES2(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
@ -1737,6 +1629,15 @@ protected:
GLContextSymbols mSymbols;
#ifdef DEBUG
// GLDebugMode will check that we don't send call
// to a GLContext that isn't current on the current
// thread.
// Store the current context when binding to thread local
// storage to support DebugMode on an arbitrary thread.
static PRUintn sCurrentGLContextTLS;
#endif
void UpdateActualFormat();
ContextFormat mActualFormat;
@ -1745,8 +1646,6 @@ protected:
GLuint mOffscreenTexture;
bool mFlipped;
GLContextTLSStorage mTLSStorage;
// lazy-initialized things
GLuint mBlitProgram, mBlitFramebuffer;
void UseBlitProgram();
@ -1924,13 +1823,16 @@ public:
void BeforeGLCall(const char* glFunction) {
if (DebugMode()) {
GLContext *currentGLContext = NULL;
currentGLContext = (GLContext*)PR_GetThreadPrivate(sCurrentGLContextTLS);
if (DebugMode() & DebugTrace)
printf_stderr("[gl:%p] > %s\n", this, glFunction);
CheckOwningThreadInDebugMode();
if (this != CurrentGLContext()) {
if (this != currentGLContext) {
printf_stderr("Fatal: %s called on non-current context %p. "
"The current context for this thread is %p.\n",
glFunction, this, CurrentGLContext());
glFunction, this, currentGLContext);
NS_ABORT();
}
}

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@ -171,8 +171,12 @@ public:
}
}
bool MakeCurrentImpl()
bool MakeCurrentImpl(bool aForce = false)
{
if (!aForce && [NSOpenGLContext currentContext] == mContext) {
return true;
}
if (mContext) {
[mContext makeCurrentContext];
}

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@ -420,7 +420,7 @@ public:
return true;
}
bool MakeCurrentImpl() {
bool MakeCurrentImpl(bool aForce = false) {
bool succeeded = true;
// Assume that EGL has the same problem as WGL does,
@ -442,24 +442,25 @@ public:
return succeeded;
}
#endif
if (aForce || sEGLLibrary.fGetCurrentContext() != mContext) {
#ifdef MOZ_WIDGET_QT
// Shared Qt GL context need to be informed about context switch
if (mSharedContext) {
QGLContext* qglCtx = static_cast<QGLContext*>(static_cast<GLContextEGL*>(mSharedContext.get())->mPlatformContext);
if (qglCtx) {
qglCtx->doneCurrent();
// Shared Qt GL context need to be informed about context switch
if (mSharedContext) {
QGLContext* qglCtx = static_cast<QGLContext*>(static_cast<GLContextEGL*>(mSharedContext.get())->mPlatformContext);
if (qglCtx) {
qglCtx->doneCurrent();
}
}
}
#endif
succeeded = sEGLLibrary.fMakeCurrent(EGL_DISPLAY(),
mSurface, mSurface,
mContext);
if (!succeeded && sEGLLibrary.fGetError() == LOCAL_EGL_CONTEXT_LOST) {
mContextLost = true;
NS_WARNING("EGL context has been lost.");
succeeded = sEGLLibrary.fMakeCurrent(EGL_DISPLAY(),
mSurface, mSurface,
mContext);
if (!succeeded && sEGLLibrary.fGetError() == LOCAL_EGL_CONTEXT_LOST) {
mContextLost = true;
NS_WARNING("EGL context has been lost.");
}
NS_ASSERTION(succeeded, "Failed to make GL context current!");
}
NS_ASSERTION(succeeded, "Failed to make GL context current!");
return succeeded;
}

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@ -793,10 +793,20 @@ TRY_AGAIN_NO_SHARING:
return true;
}
bool MakeCurrentImpl()
bool MakeCurrentImpl(bool aForce = false)
{
bool succeeded = sGLXLibrary.xMakeCurrent(mDisplay, mDrawable, mContext);
NS_ASSERTION(succeeded, "Failed to make GL context current!");
bool succeeded = true;
// With the ATI FGLRX driver, glxMakeCurrent is very slow even when the context doesn't change.
// (This is not the case with other drivers such as NVIDIA).
// So avoid calling it more than necessary. Since GLX documentation says that:
// "glXGetCurrentContext returns client-side information.
// It does not make a round trip to the server."
// I assume that it's not worth using our own TLS slot here.
if (aForce || sGLXLibrary.xGetCurrentContext() != mContext) {
succeeded = sGLXLibrary.xMakeCurrent(mDisplay, mDrawable, mContext);
NS_ASSERTION(succeeded, "Failed to make GL context current!");
}
return succeeded;
}

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@ -213,7 +213,7 @@ public:
return InitWithPrefix("gl", true);
}
bool MakeCurrentImpl()
bool MakeCurrentImpl(bool aForce = false)
{
bool succeeded
= sOSMesaLibrary.fMakeCurrent(mContext, mThebesSurface->Data(),

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@ -333,10 +333,18 @@ public:
return true;
}
bool MakeCurrentImpl()
bool MakeCurrentImpl(bool aForce = false)
{
bool succeeded = sWGLLibrary.fMakeCurrent(mDC, mContext);
NS_ASSERTION(succeeded, "Failed to make GL context current!");
BOOL succeeded = true;
// wglGetCurrentContext seems to just pull the HGLRC out
// of its TLS slot, so no need to do our own tls slot.
// You would think that wglMakeCurrent would avoid doing
// work if mContext was already current, but not so much..
if (aForce || sWGLLibrary.fGetCurrentContext() != mContext) {
succeeded = sWGLLibrary.fMakeCurrent(mDC, mContext);
NS_ASSERTION(succeeded, "Failed to make GL context current!");
}
return succeeded;
}

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@ -301,6 +301,10 @@ gfxPlatform::Init()
#error "No gfxPlatform implementation available"
#endif
#ifdef DEBUG
mozilla::gl::GLContext::StaticInit();
#endif
nsresult rv;
#if defined(XP_MACOSX) || defined(XP_WIN) || defined(ANDROID) // temporary, until this is implemented on others