зеркало из https://github.com/mozilla/gecko-dev.git
327 строки
16 KiB
C++
Executable File
327 строки
16 KiB
C++
Executable File
/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "skia/include/gpu/GrContext.h"
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#include "skia/include/gpu/gl/GrGLInterface.h"
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#include "mozilla/gfx/2D.h"
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#include "mozilla/ThreadLocal.h"
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#include "mozilla/DebugOnly.h"
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/* SkPostConfig.h includes windows.h, which includes windef.h
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* which redefines min/max. We don't want that. */
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#ifdef _WIN32
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#undef min
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#undef max
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#endif
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#include "GLContext.h"
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#include "SkiaGLGlue.h"
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using mozilla::gl::GLContext;
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using mozilla::gl::GLFeature;
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using mozilla::gl::SkiaGLGlue;
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using mozilla::gfx::DrawTarget;
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template<typename R, typename... A>
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static inline GrGLFunction<R (*)(A...)>
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WrapGL(RefPtr<GLContext> aContext, R (GLContext::*aFunc)(A...))
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{
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return [aContext, aFunc] (A... args) -> R
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{
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aContext->MakeCurrent();
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return (aContext->*aFunc)(args...);
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};
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}
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template<typename R, typename... A>
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static inline GrGLFunction<R (*)(A...)>
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WrapGL(RefPtr<GLContext> aContext, R (*aFunc)(GLContext*, A...))
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{
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return [aContext, aFunc] (A... args) -> R
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{
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aContext->MakeCurrent();
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return (*aFunc)(aContext, args...);
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};
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}
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// Core GL functions required by Ganesh
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static const GLubyte*
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glGetString_mozilla(GLContext* aContext, GrGLenum aName)
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{
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// GLContext only exposes a OpenGL 2.0 style API, so we have to intercept a bunch
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// of checks that Ganesh makes to determine which capabilities are present
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// on the GL implementation and change them to match what GLContext actually exposes.
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if (aName == LOCAL_GL_VERSION) {
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if (aContext->IsGLES()) {
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return reinterpret_cast<const GLubyte*>("OpenGL ES 2.0");
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} else {
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return reinterpret_cast<const GLubyte*>("2.0");
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}
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} else if (aName == LOCAL_GL_EXTENSIONS) {
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// Only expose the bare minimum extensions we want to support to ensure a functional Ganesh
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// as GLContext only exposes certain extensions
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static bool extensionsStringBuilt = false;
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static char extensionsString[1024];
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if (!extensionsStringBuilt) {
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extensionsString[0] = '\0';
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if (aContext->IsGLES()) {
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// OES is only applicable to GLES2
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if (aContext->IsExtensionSupported(GLContext::OES_packed_depth_stencil)) {
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strcat(extensionsString, "GL_OES_packed_depth_stencil ");
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}
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if (aContext->IsExtensionSupported(GLContext::OES_rgb8_rgba8)) {
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strcat(extensionsString, "GL_OES_rgb8_rgba8 ");
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}
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if (aContext->IsExtensionSupported(GLContext::OES_texture_npot)) {
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strcat(extensionsString, "GL_OES_texture_npot ");
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}
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if (aContext->IsExtensionSupported(GLContext::OES_vertex_array_object)) {
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strcat(extensionsString, "GL_OES_vertex_array_object ");
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}
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if (aContext->IsSupported(GLFeature::standard_derivatives)) {
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strcat(extensionsString, "GL_OES_standard_derivatives ");
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}
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} else {
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if (aContext->IsSupported(GLFeature::framebuffer_object)) {
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strcat(extensionsString, "GL_ARB_framebuffer_object ");
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} else if (aContext->IsExtensionSupported(GLContext::EXT_framebuffer_object)) {
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strcat(extensionsString, "GL_EXT_framebuffer_object ");
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}
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if (aContext->IsSupported(GLFeature::texture_rg)) {
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strcat(extensionsString, "GL_ARB_texture_rg ");
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}
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}
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if (aContext->IsExtensionSupported(GLContext::EXT_texture_format_BGRA8888)) {
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strcat(extensionsString, "GL_EXT_texture_format_BGRA8888 ");
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}
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if (aContext->IsExtensionSupported(GLContext::EXT_packed_depth_stencil)) {
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strcat(extensionsString, "GL_EXT_packed_depth_stencil ");
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}
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if (aContext->IsExtensionSupported(GLContext::EXT_bgra)) {
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strcat(extensionsString, "GL_EXT_bgra ");
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}
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if (aContext->IsExtensionSupported(GLContext::EXT_read_format_bgra)) {
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strcat(extensionsString, "GL_EXT_read_format_bgra ");
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}
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extensionsStringBuilt = true;
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#ifdef DEBUG
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printf_stderr("Exported SkiaGL extensions: %s\n", extensionsString);
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#endif
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}
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return reinterpret_cast<const GLubyte*>(extensionsString);
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} else if (aName == LOCAL_GL_SHADING_LANGUAGE_VERSION) {
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if (aContext->IsGLES()) {
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return reinterpret_cast<const GLubyte*>("OpenGL ES GLSL ES 1.0");
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} else {
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return reinterpret_cast<const GLubyte*>("1.10");
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}
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}
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return aContext->fGetString(aName);
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}
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static GrGLInterface* CreateGrGLInterfaceFromGLContext(GLContext* context)
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{
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GrGLInterface* i = new GrGLInterface();
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context->MakeCurrent();
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// We support both desktop GL and GLES2
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if (context->IsGLES()) {
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i->fStandard = kGLES_GrGLStandard;
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} else {
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i->fStandard = kGL_GrGLStandard;
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}
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GrGLFunction<GrGLGetStringProc> getString = WrapGL(context, &glGetString_mozilla);
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GrGLFunction<GrGLGetIntegervProc> getIntegerv = WrapGL(context, &GLContext::fGetIntegerv);
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GrGLExtensions extensions;
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if (!extensions.init(i->fStandard, getString, nullptr, getIntegerv)) {
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delete i;
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return nullptr;
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}
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i->fExtensions.swap(&extensions);
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// Core GL functions required by Ganesh
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i->fFunctions.fActiveTexture = WrapGL(context, &GLContext::fActiveTexture);
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i->fFunctions.fAttachShader = WrapGL(context, &GLContext::fAttachShader);
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i->fFunctions.fBindAttribLocation = WrapGL(context, &GLContext::fBindAttribLocation);
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i->fFunctions.fBindBuffer = WrapGL(context, &GLContext::fBindBuffer);
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i->fFunctions.fBindFramebuffer = WrapGL(context, &GLContext::fBindFramebuffer);
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i->fFunctions.fBindRenderbuffer = WrapGL(context, &GLContext::fBindRenderbuffer);
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i->fFunctions.fBindTexture = WrapGL(context, &GLContext::fBindTexture);
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i->fFunctions.fBlendFunc = WrapGL(context, &GLContext::fBlendFunc);
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i->fFunctions.fBlendColor = WrapGL(context, &GLContext::fBlendColor);
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i->fFunctions.fBlendEquation = WrapGL(context, &GLContext::fBlendEquation);
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i->fFunctions.fBufferData = WrapGL(context, &GLContext::fBufferData);
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i->fFunctions.fBufferSubData = WrapGL(context, &GLContext::fBufferSubData);
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i->fFunctions.fCheckFramebufferStatus = WrapGL(context, &GLContext::fCheckFramebufferStatus);
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i->fFunctions.fClear = WrapGL(context, &GLContext::fClear);
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i->fFunctions.fClearColor = WrapGL(context, &GLContext::fClearColor);
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i->fFunctions.fClearStencil = WrapGL(context, &GLContext::fClearStencil);
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i->fFunctions.fColorMask = WrapGL(context, &GLContext::fColorMask);
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i->fFunctions.fCompileShader = WrapGL(context, &GLContext::fCompileShader);
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i->fFunctions.fCopyTexSubImage2D = WrapGL(context, &GLContext::fCopyTexSubImage2D);
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i->fFunctions.fCreateProgram = WrapGL(context, &GLContext::fCreateProgram);
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i->fFunctions.fCreateShader = WrapGL(context, &GLContext::fCreateShader);
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i->fFunctions.fCullFace = WrapGL(context, &GLContext::fCullFace);
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i->fFunctions.fDeleteBuffers = WrapGL(context, &GLContext::fDeleteBuffers);
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i->fFunctions.fDeleteFramebuffers = WrapGL(context, &GLContext::fDeleteFramebuffers);
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i->fFunctions.fDeleteProgram = WrapGL(context, &GLContext::fDeleteProgram);
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i->fFunctions.fDeleteRenderbuffers = WrapGL(context, &GLContext::fDeleteRenderbuffers);
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i->fFunctions.fDeleteShader = WrapGL(context, &GLContext::fDeleteShader);
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i->fFunctions.fDeleteTextures = WrapGL(context, &GLContext::fDeleteTextures);
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i->fFunctions.fDepthMask = WrapGL(context, &GLContext::fDepthMask);
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i->fFunctions.fDisable = WrapGL(context, &GLContext::fDisable);
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i->fFunctions.fDisableVertexAttribArray = WrapGL(context, &GLContext::fDisableVertexAttribArray);
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i->fFunctions.fDrawArrays = WrapGL(context, &GLContext::fDrawArrays);
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i->fFunctions.fDrawElements = WrapGL(context, &GLContext::fDrawElements);
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i->fFunctions.fEnable = WrapGL(context, &GLContext::fEnable);
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i->fFunctions.fEnableVertexAttribArray = WrapGL(context, &GLContext::fEnableVertexAttribArray);
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i->fFunctions.fFinish = WrapGL(context, &GLContext::fFinish);
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i->fFunctions.fFlush = WrapGL(context, &GLContext::fFlush);
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i->fFunctions.fFramebufferRenderbuffer = WrapGL(context, &GLContext::fFramebufferRenderbuffer);
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i->fFunctions.fFramebufferTexture2D = WrapGL(context, &GLContext::fFramebufferTexture2D);
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i->fFunctions.fFrontFace = WrapGL(context, &GLContext::fFrontFace);
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i->fFunctions.fGenBuffers = WrapGL(context, &GLContext::fGenBuffers);
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i->fFunctions.fGenFramebuffers = WrapGL(context, &GLContext::fGenFramebuffers);
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i->fFunctions.fGenRenderbuffers = WrapGL(context, &GLContext::fGenRenderbuffers);
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i->fFunctions.fGetFramebufferAttachmentParameteriv = WrapGL(context, &GLContext::fGetFramebufferAttachmentParameteriv);
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i->fFunctions.fGenTextures = WrapGL(context, &GLContext::fGenTextures);
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i->fFunctions.fGenerateMipmap = WrapGL(context, &GLContext::fGenerateMipmap);
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i->fFunctions.fGetBufferParameteriv = WrapGL(context, &GLContext::fGetBufferParameteriv);
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i->fFunctions.fGetError = WrapGL(context, &GLContext::fGetError);
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i->fFunctions.fGetIntegerv = getIntegerv;
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i->fFunctions.fGetProgramInfoLog = WrapGL(context, &GLContext::fGetProgramInfoLog);
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i->fFunctions.fGetProgramiv = WrapGL(context, &GLContext::fGetProgramiv);
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i->fFunctions.fGetRenderbufferParameteriv = WrapGL(context, &GLContext::fGetRenderbufferParameteriv);
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i->fFunctions.fGetShaderInfoLog = WrapGL(context, &GLContext::fGetShaderInfoLog);
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i->fFunctions.fGetShaderiv = WrapGL(context, &GLContext::fGetShaderiv);
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i->fFunctions.fGetShaderPrecisionFormat = WrapGL(context, &GLContext::fGetShaderPrecisionFormat);
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i->fFunctions.fGetString = getString;
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i->fFunctions.fGetUniformLocation = WrapGL(context, &GLContext::fGetUniformLocation);
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i->fFunctions.fLineWidth = WrapGL(context, &GLContext::fLineWidth);
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i->fFunctions.fLinkProgram = WrapGL(context, &GLContext::fLinkProgram);
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i->fFunctions.fPixelStorei = WrapGL(context, &GLContext::fPixelStorei);
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i->fFunctions.fReadPixels = WrapGL(context, &GLContext::fReadPixels);
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i->fFunctions.fRenderbufferStorage = WrapGL(context, &GLContext::fRenderbufferStorage);
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i->fFunctions.fScissor = WrapGL(context, &GLContext::fScissor);
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i->fFunctions.fShaderSource = WrapGL(context, &GLContext::fShaderSource);
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i->fFunctions.fStencilFunc = WrapGL(context, &GLContext::fStencilFunc);
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i->fFunctions.fStencilMask = WrapGL(context, &GLContext::fStencilMask);
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i->fFunctions.fStencilOp = WrapGL(context, &GLContext::fStencilOp);
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i->fFunctions.fTexImage2D = WrapGL(context, &GLContext::fTexImage2D);
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i->fFunctions.fTexParameteri = WrapGL(context, &GLContext::fTexParameteri);
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i->fFunctions.fTexParameteriv = WrapGL(context, &GLContext::fTexParameteriv);
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i->fFunctions.fTexSubImage2D = WrapGL(context, &GLContext::fTexSubImage2D);
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i->fFunctions.fUniform1f = WrapGL(context, &GLContext::fUniform1f);
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i->fFunctions.fUniform1i = WrapGL(context, &GLContext::fUniform1i);
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i->fFunctions.fUniform1fv = WrapGL(context, &GLContext::fUniform1fv);
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i->fFunctions.fUniform1iv = WrapGL(context, &GLContext::fUniform1iv);
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i->fFunctions.fUniform2f = WrapGL(context, &GLContext::fUniform2f);
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i->fFunctions.fUniform2i = WrapGL(context, &GLContext::fUniform2i);
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i->fFunctions.fUniform2fv = WrapGL(context, &GLContext::fUniform2fv);
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i->fFunctions.fUniform2iv = WrapGL(context, &GLContext::fUniform2iv);
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i->fFunctions.fUniform3f = WrapGL(context, &GLContext::fUniform3f);
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i->fFunctions.fUniform3i = WrapGL(context, &GLContext::fUniform3i);
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i->fFunctions.fUniform3fv = WrapGL(context, &GLContext::fUniform3fv);
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i->fFunctions.fUniform3iv = WrapGL(context, &GLContext::fUniform3iv);
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i->fFunctions.fUniform4f = WrapGL(context, &GLContext::fUniform4f);
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i->fFunctions.fUniform4i = WrapGL(context, &GLContext::fUniform4i);
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i->fFunctions.fUniform4fv = WrapGL(context, &GLContext::fUniform4fv);
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i->fFunctions.fUniform4iv = WrapGL(context, &GLContext::fUniform4iv);
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i->fFunctions.fUniformMatrix2fv = WrapGL(context, &GLContext::fUniformMatrix2fv);
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i->fFunctions.fUniformMatrix3fv = WrapGL(context, &GLContext::fUniformMatrix3fv);
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i->fFunctions.fUniformMatrix4fv = WrapGL(context, &GLContext::fUniformMatrix4fv);
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i->fFunctions.fUseProgram = WrapGL(context, &GLContext::fUseProgram);
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i->fFunctions.fVertexAttrib1f = WrapGL(context, &GLContext::fVertexAttrib1f);
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i->fFunctions.fVertexAttrib2fv = WrapGL(context, &GLContext::fVertexAttrib2fv);
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i->fFunctions.fVertexAttrib3fv = WrapGL(context, &GLContext::fVertexAttrib3fv);
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i->fFunctions.fVertexAttrib4fv = WrapGL(context, &GLContext::fVertexAttrib4fv);
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i->fFunctions.fVertexAttribPointer = WrapGL(context, &GLContext::fVertexAttribPointer);
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i->fFunctions.fViewport = WrapGL(context, &GLContext::fViewport);
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// Required for either desktop OpenGL 2.0 or OpenGL ES 2.0
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i->fFunctions.fStencilFuncSeparate = WrapGL(context, &GLContext::fStencilFuncSeparate);
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i->fFunctions.fStencilMaskSeparate = WrapGL(context, &GLContext::fStencilMaskSeparate);
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i->fFunctions.fStencilOpSeparate = WrapGL(context, &GLContext::fStencilOpSeparate);
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// GLContext supports glMapBuffer
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i->fFunctions.fMapBuffer = WrapGL(context, &GLContext::fMapBuffer);
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i->fFunctions.fUnmapBuffer = WrapGL(context, &GLContext::fUnmapBuffer);
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// GLContext supports glRenderbufferStorageMultisample/glBlitFramebuffer
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i->fFunctions.fRenderbufferStorageMultisample = WrapGL(context, &GLContext::fRenderbufferStorageMultisample);
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i->fFunctions.fBlitFramebuffer = WrapGL(context, &GLContext::fBlitFramebuffer);
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// GLContext supports glCompressedTexImage2D
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i->fFunctions.fCompressedTexImage2D = WrapGL(context, &GLContext::fCompressedTexImage2D);
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// GL_OES_vertex_array_object
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i->fFunctions.fBindVertexArray = WrapGL(context, &GLContext::fBindVertexArray);
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i->fFunctions.fDeleteVertexArrays = WrapGL(context, &GLContext::fDeleteVertexArrays);
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i->fFunctions.fGenVertexArrays = WrapGL(context, &GLContext::fGenVertexArrays);
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// Desktop GL
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i->fFunctions.fGetTexLevelParameteriv = WrapGL(context, &GLContext::fGetTexLevelParameteriv);
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i->fFunctions.fDrawBuffer = WrapGL(context, &GLContext::fDrawBuffer);
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i->fFunctions.fReadBuffer = WrapGL(context, &GLContext::fReadBuffer);
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// Desktop OpenGL > 1.5
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i->fFunctions.fGenQueries = WrapGL(context, &GLContext::fGenQueries);
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i->fFunctions.fDeleteQueries = WrapGL(context, &GLContext::fDeleteQueries);
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i->fFunctions.fBeginQuery = WrapGL(context, &GLContext::fBeginQuery);
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i->fFunctions.fEndQuery = WrapGL(context, &GLContext::fEndQuery);
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i->fFunctions.fGetQueryiv = WrapGL(context, &GLContext::fGetQueryiv);
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i->fFunctions.fGetQueryObjectiv = WrapGL(context, &GLContext::fGetQueryObjectiv);
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i->fFunctions.fGetQueryObjectuiv = WrapGL(context, &GLContext::fGetQueryObjectuiv);
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// Desktop OpenGL > 2.0
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i->fFunctions.fDrawBuffers = WrapGL(context, &GLContext::fDrawBuffers);
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return i;
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}
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SkiaGLGlue::SkiaGLGlue(GLContext* context)
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: mGLContext(context)
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{
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mGrGLInterface.adopt(CreateGrGLInterfaceFromGLContext(mGLContext));
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mGrContext.adopt(GrContext::Create(kOpenGL_GrBackend, (GrBackendContext)mGrGLInterface.get()));
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}
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SkiaGLGlue::~SkiaGLGlue()
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{
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/*
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* These members have inter-dependencies, but do not keep each other alive, so
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* destruction order is very important here: mGrContext uses mGrGLInterface, and
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* through it, uses mGLContext
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*/
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mGrContext = nullptr;
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if (mGrGLInterface) {
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// Ensure that no references to the GLContext remain, even if the GrContext still lives.
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mGrGLInterface->fFunctions = GrGLInterface::Functions();
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mGrGLInterface = nullptr;
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}
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mGLContext = nullptr;
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}
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