gecko-dev/gfx/gl/SkiaGLGlue.cpp

376 строки
16 KiB
C++

/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 4; -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "skia/include/gpu/GrContext.h"
#include "skia/include/gpu/gl/GrGLInterface.h"
#include "mozilla/gfx/2D.h"
#include "mozilla/ThreadLocal.h"
#include "mozilla/DebugOnly.h"
/* SkPostConfig.h includes windows.h, which includes windef.h
* which redefines min/max. We don't want that. */
#ifdef _WIN32
#undef min
#undef max
#endif
#include "GLContext.h"
#include "SkiaGLGlue.h"
using mozilla::gl::GLContext;
using mozilla::gl::GLFeature;
using mozilla::gl::SkiaGLGlue;
template <typename R, typename... A>
static inline GrGLFunction<R (*)(A...)> WrapGL(RefPtr<GLContext> aContext,
R (GLContext::*aFunc)(A...)) {
return [aContext, aFunc](A... args) -> R {
aContext->MakeCurrent();
return (aContext->*aFunc)(args...);
};
}
template <typename R, typename... A>
static inline GrGLFunction<R (*)(A...)> WrapGL(RefPtr<GLContext> aContext,
R (*aFunc)(GLContext*, A...)) {
return [aContext, aFunc](A... args) -> R {
aContext->MakeCurrent();
return (*aFunc)(aContext, args...);
};
}
// Core GL functions required by Ganesh
static const GLubyte* glGetString_mozilla(GLContext* aContext, GrGLenum aName) {
// GLContext only exposes a OpenGL 2.0 style API, so we have to intercept a
// bunch of checks that Ganesh makes to determine which capabilities are
// present on the GL implementation and change them to match what GLContext
// actually exposes.
if (aName == LOCAL_GL_VERSION) {
if (aContext->IsGLES()) {
return reinterpret_cast<const GLubyte*>("OpenGL ES 2.0");
}
return reinterpret_cast<const GLubyte*>("2.0");
} else if (aName == LOCAL_GL_EXTENSIONS) {
// Only expose the bare minimum extensions we want to support to ensure a
// functional Ganesh as GLContext only exposes certain extensions
static bool extensionsStringBuilt = false;
static char extensionsString[1024];
if (!extensionsStringBuilt) {
extensionsString[0] = '\0';
if (aContext->IsGLES()) {
// OES is only applicable to GLES2
if (aContext->IsExtensionSupported(
GLContext::OES_packed_depth_stencil)) {
strcat(extensionsString, "GL_OES_packed_depth_stencil ");
}
if (aContext->IsExtensionSupported(GLContext::OES_rgb8_rgba8)) {
strcat(extensionsString, "GL_OES_rgb8_rgba8 ");
}
if (aContext->IsExtensionSupported(GLContext::OES_texture_npot)) {
strcat(extensionsString, "GL_OES_texture_npot ");
}
if (aContext->IsExtensionSupported(
GLContext::OES_vertex_array_object)) {
strcat(extensionsString, "GL_OES_vertex_array_object ");
}
if (aContext->IsSupported(GLFeature::standard_derivatives)) {
strcat(extensionsString, "GL_OES_standard_derivatives ");
}
} else {
if (aContext->IsSupported(GLFeature::framebuffer_object)) {
strcat(extensionsString, "GL_ARB_framebuffer_object ");
} else if (aContext->IsExtensionSupported(
GLContext::EXT_framebuffer_object)) {
strcat(extensionsString, "GL_EXT_framebuffer_object ");
}
if (aContext->IsSupported(GLFeature::texture_rg)) {
strcat(extensionsString, "GL_ARB_texture_rg ");
}
}
if (aContext->IsExtensionSupported(
GLContext::EXT_texture_format_BGRA8888)) {
strcat(extensionsString, "GL_EXT_texture_format_BGRA8888 ");
}
if (aContext->IsExtensionSupported(GLContext::EXT_packed_depth_stencil)) {
strcat(extensionsString, "GL_EXT_packed_depth_stencil ");
}
if (aContext->IsExtensionSupported(GLContext::EXT_bgra)) {
strcat(extensionsString, "GL_EXT_bgra ");
}
if (aContext->IsExtensionSupported(GLContext::EXT_read_format_bgra)) {
strcat(extensionsString, "GL_EXT_read_format_bgra ");
}
extensionsStringBuilt = true;
#ifdef DEBUG
printf_stderr("Exported SkiaGL extensions: %s\n", extensionsString);
#endif
}
return reinterpret_cast<const GLubyte*>(extensionsString);
} else if (aName == LOCAL_GL_SHADING_LANGUAGE_VERSION) {
if (aContext->IsGLES()) {
return reinterpret_cast<const GLubyte*>("OpenGL ES GLSL ES 1.0");
}
return reinterpret_cast<const GLubyte*>("1.10");
}
return aContext->fGetString(aName);
}
static GrGLInterface* CreateGrGLInterfaceFromGLContext(GLContext* context) {
auto* i = new GrGLInterface();
context->MakeCurrent();
// We support both desktop GL and GLES2
if (context->IsGLES()) {
i->fStandard = kGLES_GrGLStandard;
} else {
i->fStandard = kGL_GrGLStandard;
}
GrGLFunction<GrGLGetStringFn> getString =
WrapGL(context, &glGetString_mozilla);
GrGLFunction<GrGLGetIntegervFn> getIntegerv =
WrapGL(context, &GLContext::fGetIntegerv);
GrGLExtensions extensions;
if (!extensions.init(i->fStandard, getString, nullptr, getIntegerv)) {
delete i;
return nullptr;
}
i->fExtensions.swap(&extensions);
// Core GL functions required by Ganesh
i->fFunctions.fActiveTexture = WrapGL(context, &GLContext::fActiveTexture);
i->fFunctions.fAttachShader = WrapGL(context, &GLContext::fAttachShader);
i->fFunctions.fBindAttribLocation =
WrapGL(context, &GLContext::fBindAttribLocation);
i->fFunctions.fBindBuffer = WrapGL(context, &GLContext::fBindBuffer);
i->fFunctions.fBindFramebuffer =
WrapGL(context, &GLContext::fBindFramebuffer);
i->fFunctions.fBindRenderbuffer =
WrapGL(context, &GLContext::fBindRenderbuffer);
i->fFunctions.fBindTexture = WrapGL(context, &GLContext::fBindTexture);
i->fFunctions.fBlendFunc = WrapGL(context, &GLContext::fBlendFunc);
i->fFunctions.fBlendColor = WrapGL(context, &GLContext::fBlendColor);
i->fFunctions.fBlendEquation = WrapGL(context, &GLContext::fBlendEquation);
i->fFunctions.fBufferData = WrapGL(context, &GLContext::fBufferData);
i->fFunctions.fBufferSubData = WrapGL(context, &GLContext::fBufferSubData);
i->fFunctions.fCheckFramebufferStatus =
WrapGL(context, &GLContext::fCheckFramebufferStatus);
i->fFunctions.fClear = WrapGL(context, &GLContext::fClear);
i->fFunctions.fClearColor = WrapGL(context, &GLContext::fClearColor);
i->fFunctions.fClearStencil = WrapGL(context, &GLContext::fClearStencil);
i->fFunctions.fColorMask = WrapGL(context, &GLContext::fColorMask);
i->fFunctions.fCompileShader = WrapGL(context, &GLContext::fCompileShader);
i->fFunctions.fCompressedTexImage2D =
WrapGL(context, &GLContext::fCompressedTexImage2D);
i->fFunctions.fCompressedTexSubImage2D =
WrapGL(context, &GLContext::fCompressedTexSubImage2D);
i->fFunctions.fCopyTexSubImage2D =
WrapGL(context, &GLContext::fCopyTexSubImage2D);
i->fFunctions.fCreateProgram = WrapGL(context, &GLContext::fCreateProgram);
i->fFunctions.fCreateShader = WrapGL(context, &GLContext::fCreateShader);
i->fFunctions.fCullFace = WrapGL(context, &GLContext::fCullFace);
i->fFunctions.fDeleteBuffers = WrapGL(context, &GLContext::fDeleteBuffers);
i->fFunctions.fDeleteFramebuffers =
WrapGL(context, &GLContext::fDeleteFramebuffers);
i->fFunctions.fDeleteProgram = WrapGL(context, &GLContext::fDeleteProgram);
i->fFunctions.fDeleteRenderbuffers =
WrapGL(context, &GLContext::fDeleteRenderbuffers);
i->fFunctions.fDeleteShader = WrapGL(context, &GLContext::fDeleteShader);
i->fFunctions.fDeleteTextures = WrapGL(context, &GLContext::fDeleteTextures);
i->fFunctions.fDepthMask = WrapGL(context, &GLContext::fDepthMask);
i->fFunctions.fDisable = WrapGL(context, &GLContext::fDisable);
i->fFunctions.fDisableVertexAttribArray =
WrapGL(context, &GLContext::fDisableVertexAttribArray);
i->fFunctions.fDrawArrays = WrapGL(context, &GLContext::fDrawArrays);
i->fFunctions.fDrawElements = WrapGL(context, &GLContext::fDrawElements);
i->fFunctions.fDrawRangeElements =
WrapGL(context, &GLContext::fDrawRangeElements);
i->fFunctions.fEnable = WrapGL(context, &GLContext::fEnable);
i->fFunctions.fEnableVertexAttribArray =
WrapGL(context, &GLContext::fEnableVertexAttribArray);
i->fFunctions.fFinish = WrapGL(context, &GLContext::fFinish);
i->fFunctions.fFlush = WrapGL(context, &GLContext::fFlush);
i->fFunctions.fFramebufferRenderbuffer =
WrapGL(context, &GLContext::fFramebufferRenderbuffer);
i->fFunctions.fFramebufferTexture2D =
WrapGL(context, &GLContext::fFramebufferTexture2D);
i->fFunctions.fFrontFace = WrapGL(context, &GLContext::fFrontFace);
i->fFunctions.fGenBuffers = WrapGL(context, &GLContext::fGenBuffers);
i->fFunctions.fGenFramebuffers =
WrapGL(context, &GLContext::fGenFramebuffers);
i->fFunctions.fGenRenderbuffers =
WrapGL(context, &GLContext::fGenRenderbuffers);
i->fFunctions.fGetFramebufferAttachmentParameteriv =
WrapGL(context, &GLContext::fGetFramebufferAttachmentParameteriv);
i->fFunctions.fGenTextures = WrapGL(context, &GLContext::fGenTextures);
i->fFunctions.fGenerateMipmap = WrapGL(context, &GLContext::fGenerateMipmap);
i->fFunctions.fGetBufferParameteriv =
WrapGL(context, &GLContext::fGetBufferParameteriv);
i->fFunctions.fGetError = WrapGL(context, &GLContext::fGetError);
i->fFunctions.fGetIntegerv = getIntegerv;
i->fFunctions.fGetProgramInfoLog =
WrapGL(context, &GLContext::fGetProgramInfoLog);
i->fFunctions.fGetProgramiv = WrapGL(context, &GLContext::fGetProgramiv);
i->fFunctions.fGetRenderbufferParameteriv =
WrapGL(context, &GLContext::fGetRenderbufferParameteriv);
i->fFunctions.fGetShaderInfoLog =
WrapGL(context, &GLContext::fGetShaderInfoLog);
i->fFunctions.fGetShaderiv = WrapGL(context, &GLContext::fGetShaderiv);
i->fFunctions.fGetShaderPrecisionFormat =
WrapGL(context, &GLContext::fGetShaderPrecisionFormat);
i->fFunctions.fGetString = getString;
i->fFunctions.fGetUniformLocation =
WrapGL(context, &GLContext::fGetUniformLocation);
i->fFunctions.fIsTexture = WrapGL(context, &GLContext::fIsTexture);
i->fFunctions.fLineWidth = WrapGL(context, &GLContext::fLineWidth);
i->fFunctions.fLinkProgram = WrapGL(context, &GLContext::fLinkProgram);
i->fFunctions.fPixelStorei = WrapGL(context, &GLContext::fPixelStorei);
i->fFunctions.fPolygonMode = WrapGL(context, &GLContext::fPolygonMode);
i->fFunctions.fReadPixels = WrapGL(context, &GLContext::fReadPixels);
i->fFunctions.fRenderbufferStorage =
WrapGL(context, &GLContext::fRenderbufferStorage);
i->fFunctions.fScissor = WrapGL(context, &GLContext::fScissor);
i->fFunctions.fShaderSource = WrapGL(context, &GLContext::fShaderSource);
i->fFunctions.fStencilFunc = WrapGL(context, &GLContext::fStencilFunc);
i->fFunctions.fStencilFuncSeparate =
WrapGL(context, &GLContext::fStencilFuncSeparate);
i->fFunctions.fStencilMask = WrapGL(context, &GLContext::fStencilMask);
i->fFunctions.fStencilMaskSeparate =
WrapGL(context, &GLContext::fStencilMaskSeparate);
i->fFunctions.fStencilOp = WrapGL(context, &GLContext::fStencilOp);
i->fFunctions.fStencilOpSeparate =
WrapGL(context, &GLContext::fStencilOpSeparate);
i->fFunctions.fTexImage2D = WrapGL(context, &GLContext::fTexImage2D);
i->fFunctions.fTexParameteri = WrapGL(context, &GLContext::fTexParameteri);
i->fFunctions.fTexParameteriv = WrapGL(context, &GLContext::fTexParameteriv);
i->fFunctions.fTexSubImage2D = WrapGL(context, &GLContext::fTexSubImage2D);
i->fFunctions.fUniform1f = WrapGL(context, &GLContext::fUniform1f);
i->fFunctions.fUniform1i = WrapGL(context, &GLContext::fUniform1i);
i->fFunctions.fUniform1fv = WrapGL(context, &GLContext::fUniform1fv);
i->fFunctions.fUniform1iv = WrapGL(context, &GLContext::fUniform1iv);
i->fFunctions.fUniform2f = WrapGL(context, &GLContext::fUniform2f);
i->fFunctions.fUniform2i = WrapGL(context, &GLContext::fUniform2i);
i->fFunctions.fUniform2fv = WrapGL(context, &GLContext::fUniform2fv);
i->fFunctions.fUniform2iv = WrapGL(context, &GLContext::fUniform2iv);
i->fFunctions.fUniform3f = WrapGL(context, &GLContext::fUniform3f);
i->fFunctions.fUniform3i = WrapGL(context, &GLContext::fUniform3i);
i->fFunctions.fUniform3fv = WrapGL(context, &GLContext::fUniform3fv);
i->fFunctions.fUniform3iv = WrapGL(context, &GLContext::fUniform3iv);
i->fFunctions.fUniform4f = WrapGL(context, &GLContext::fUniform4f);
i->fFunctions.fUniform4i = WrapGL(context, &GLContext::fUniform4i);
i->fFunctions.fUniform4fv = WrapGL(context, &GLContext::fUniform4fv);
i->fFunctions.fUniform4iv = WrapGL(context, &GLContext::fUniform4iv);
i->fFunctions.fUniformMatrix2fv =
WrapGL(context, &GLContext::fUniformMatrix2fv);
i->fFunctions.fUniformMatrix3fv =
WrapGL(context, &GLContext::fUniformMatrix3fv);
i->fFunctions.fUniformMatrix4fv =
WrapGL(context, &GLContext::fUniformMatrix4fv);
i->fFunctions.fUseProgram = WrapGL(context, &GLContext::fUseProgram);
i->fFunctions.fVertexAttrib1f = WrapGL(context, &GLContext::fVertexAttrib1f);
i->fFunctions.fVertexAttrib2fv =
WrapGL(context, &GLContext::fVertexAttrib2fv);
i->fFunctions.fVertexAttrib3fv =
WrapGL(context, &GLContext::fVertexAttrib3fv);
i->fFunctions.fVertexAttrib4fv =
WrapGL(context, &GLContext::fVertexAttrib4fv);
i->fFunctions.fVertexAttribPointer =
WrapGL(context, &GLContext::fVertexAttribPointer);
i->fFunctions.fViewport = WrapGL(context, &GLContext::fViewport);
// Required for either desktop OpenGL 2.0 or OpenGL ES 2.0
i->fFunctions.fStencilFuncSeparate =
WrapGL(context, &GLContext::fStencilFuncSeparate);
i->fFunctions.fStencilMaskSeparate =
WrapGL(context, &GLContext::fStencilMaskSeparate);
i->fFunctions.fStencilOpSeparate =
WrapGL(context, &GLContext::fStencilOpSeparate);
// GLContext supports glMapBuffer
i->fFunctions.fMapBuffer = WrapGL(context, &GLContext::fMapBuffer);
i->fFunctions.fUnmapBuffer = WrapGL(context, &GLContext::fUnmapBuffer);
// GLContext supports glRenderbufferStorageMultisample/glBlitFramebuffer
i->fFunctions.fRenderbufferStorageMultisample =
WrapGL(context, &GLContext::fRenderbufferStorageMultisample);
i->fFunctions.fBlitFramebuffer =
WrapGL(context, &GLContext::fBlitFramebuffer);
// GLContext supports glCompressedTexImage2D
i->fFunctions.fCompressedTexImage2D =
WrapGL(context, &GLContext::fCompressedTexImage2D);
// GL_OES_vertex_array_object
i->fFunctions.fBindVertexArray =
WrapGL(context, &GLContext::fBindVertexArray);
i->fFunctions.fDeleteVertexArrays =
WrapGL(context, &GLContext::fDeleteVertexArrays);
i->fFunctions.fGenVertexArrays =
WrapGL(context, &GLContext::fGenVertexArrays);
// Desktop GL
i->fFunctions.fGetTexLevelParameteriv =
WrapGL(context, &GLContext::fGetTexLevelParameteriv);
i->fFunctions.fDrawBuffer = WrapGL(context, &GLContext::fDrawBuffer);
i->fFunctions.fReadBuffer = WrapGL(context, &GLContext::fReadBuffer);
// Desktop OpenGL > 1.5
i->fFunctions.fGenQueries = WrapGL(context, &GLContext::fGenQueries);
i->fFunctions.fDeleteQueries = WrapGL(context, &GLContext::fDeleteQueries);
i->fFunctions.fBeginQuery = WrapGL(context, &GLContext::fBeginQuery);
i->fFunctions.fEndQuery = WrapGL(context, &GLContext::fEndQuery);
i->fFunctions.fGetQueryiv = WrapGL(context, &GLContext::fGetQueryiv);
i->fFunctions.fGetQueryObjectiv =
WrapGL(context, &GLContext::fGetQueryObjectiv);
i->fFunctions.fGetQueryObjectuiv =
WrapGL(context, &GLContext::fGetQueryObjectuiv);
// Desktop OpenGL > 2.0
i->fFunctions.fDrawBuffers = WrapGL(context, &GLContext::fDrawBuffers);
return i;
}
SkiaGLGlue::SkiaGLGlue(GLContext* context) : mGLContext(context) {
mGrGLInterface.reset(CreateGrGLInterfaceFromGLContext(mGLContext));
mGrContext = GrContext::MakeGL(mGrGLInterface);
}
SkiaGLGlue::~SkiaGLGlue() {
/*
* These members have inter-dependencies, but do not keep each other alive, so
* destruction order is very important here: mGrContext uses mGrGLInterface,
* and through it, uses mGLContext
*/
mGrContext = nullptr;
if (mGrGLInterface) {
// Ensure that no references to the GLContext remain, even if the GrContext
// still lives.
mGrGLInterface->fFunctions = GrGLInterface::Functions();
mGrGLInterface = nullptr;
}
mGLContext = nullptr;
}