// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef UI_GL_GL_CONTEXT_H_ #define UI_GL_GL_CONTEXT_H_ #include #include #include #include "base/atomicops.h" #include "base/cancelable_callback.h" #include "base/macros.h" #include "base/memory/ref_counted.h" #include "base/memory/weak_ptr.h" #include "base/synchronization/atomic_flag.h" #include "build/build_config.h" #include "ui/gfx/extension_set.h" #include "ui/gl/gl_export.h" #include "ui/gl/gl_implementation_wrapper.h" #include "ui/gl/gl_share_group.h" #include "ui/gl/gl_state_restorer.h" #include "ui/gl/gl_workarounds.h" #include "ui/gl/gpu_preference.h" namespace gfx { class ColorSpace; } // namespace gfx namespace gl { class YUVToRGBConverter; } // namespace gl namespace gpu { class GLContextVirtual; } // namespace gpu namespace gl { struct CurrentGL; class LogGLApi; struct DriverGL; class GLApi; class GLFence; class GLSurface; class GPUTiming; class GPUTimingClient; struct GLVersionInfo; class RealGLApi; class TraceGLApi; // Where available, choose a GL context priority for devices that support it. // Currently this requires the EGL_IMG_context_priority extension that is // present on Daydream ready Android devices. Default is Medium, and the // attribute is ignored if the extension is missing. // // "High" priority must only be used for special cases with strong realtime // requirements, it is incompatible with other critical system GL work such as // the GVR library's asynchronous reprojection for VR viewing. Please avoid // using it for any GL contexts that may be used during VR presentation, // see crbug.com/727800. // // Instead, consider using "Low" priority for possibly-slow GL work such as // user WebGL content. enum ContextPriority { ContextPriorityLow, ContextPriorityMedium, ContextPriorityHigh }; struct GL_EXPORT GLContextAttribs { GLContextAttribs(); GLContextAttribs(const GLContextAttribs& other); GLContextAttribs(GLContextAttribs&& other); ~GLContextAttribs(); GLContextAttribs& operator=(const GLContextAttribs& other); GLContextAttribs& operator=(GLContextAttribs&& other); GpuPreference gpu_preference = GpuPreference::kLowPower; bool bind_generates_resource = true; bool webgl_compatibility_context = false; bool global_texture_share_group = false; bool global_semaphore_share_group = false; bool robust_resource_initialization = false; bool robust_buffer_access = false; int client_major_es_version = 3; int client_minor_es_version = 0; bool can_skip_validation = false; // If true, and if supported (for EGL, this requires the robustness // extension), set the reset notification strategy to lose context on reset. // This setting can be changed independently of robust_buffer_access. // (True by default to match previous behavior.) bool lose_context_on_reset = true; // If true, EGL_ANGLE_external_context_and_surface extension will be used to // create ANGLE context from the current native EGL context. bool angle_create_from_external_context = false; // If true, an ANGLE external context will be created with // EGL_EXTERNAL_CONTEXT_SAVE_STATE_ANGLE is true, so when ReleaseCurrent is // called, ANGLE will restore the GL state of the native EGL context to the // state when MakeCurrent was previously called. bool angle_restore_external_context_state = false; ContextPriority context_priority = ContextPriorityMedium; }; // Encapsulates an OpenGL context, hiding platform specific management. class GL_EXPORT GLContext : public base::RefCounted, public base::SupportsWeakPtr { public: explicit GLContext(GLShareGroup* share_group); static int32_t TotalGLContexts(); static bool SwitchableGPUsSupported(); // This should be called at most once at GPU process startup time. // By default, GPU switching is not supported unless this is called. static void SetSwitchableGPUsSupported(); // This should be called at most once at GPU process startup time. static void SetForcedGpuPreference(GpuPreference gpu_preference); // If a gpu preference is forced (by GPU driver bug workaround, etc), return // it. Otherwise, return the original input preference. static GpuPreference AdjustGpuPreference(GpuPreference gpu_preference); // Initializes the GL context to be compatible with the given surface. The GL // context can be made with other surface's of the same type. The compatible // surface is only needed for certain platforms like WGL and GLX. It // should be specific for all platforms though. virtual bool Initialize(GLSurface* compatible_surface, const GLContextAttribs& attribs) = 0; // Makes the GL context and a surface current on the current thread. bool MakeCurrent(GLSurface* surface); // Releases this GL context and surface as current on the current thread. virtual void ReleaseCurrent(GLSurface* surface) = 0; // Returns true if this context and surface is current. Pass a null surface // if the current surface is not important. virtual bool IsCurrent(GLSurface* surface) = 0; // Get the underlying platform specific GL context "handle". virtual void* GetHandle() = 0; // Creates a GPUTimingClient class which abstracts various GPU Timing exts. virtual scoped_refptr CreateGPUTimingClient() = 0; // Set the GL workarounds. void SetGLWorkarounds(const GLWorkarounds& workarounds); void SetDisabledGLExtensions(const std::string& disabled_gl_extensions); // Gets the GLStateRestorer for the context. GLStateRestorer* GetGLStateRestorer(); // Sets the GLStateRestorer for the context (takes ownership). void SetGLStateRestorer(GLStateRestorer* state_restorer); // Returns set of extensions. The context must be current. virtual const gfx::ExtensionSet& GetExtensions() = 0; // Indicate that it is safe to force this context to switch GPUs, since // transitioning can cause corruption and hangs (OS X only). virtual void SetSafeToForceGpuSwitch(); // Attempt to force the context to move to the GPU of its sharegroup. Return // false only in the event of an unexpected error on the context. virtual bool ForceGpuSwitchIfNeeded(); // Indicate that the real context switches should unbind the FBO first // (For an Android work-around only). virtual void SetUnbindFboOnMakeCurrent(); // Indicate that the context has become visible/invisible. This can be due to // tab-switching, window minimization, etc. virtual void SetVisibility(bool visibility) {} // Returns whether the current context supports the named extension. The // context must be current. bool HasExtension(const char* name); // Returns version info of the underlying GL context. The context must be // current. const GLVersionInfo* GetVersionInfo(); GLShareGroup* share_group(); static bool LosesAllContextsOnContextLost(); // Returns the last GLContext made current, virtual or real. static GLContext* GetCurrent(); // Returns the 'sticky' value of glGetGraphicsResetStatus, if available. // 'sticky' implies that if glGetGraphicsResetStatus ever returns a value // other than GL_NO_ERROR, that value is returned until the context is // destroyed. // The context must be current. unsigned int CheckStickyGraphicsResetStatus(); // Make this context current when used for context virtualization. bool MakeVirtuallyCurrent(GLContext* virtual_context, GLSurface* surface); // Notify this context that |virtual_context|, that was using us, is // being released or destroyed. void OnReleaseVirtuallyCurrent(GLContext* virtual_context); // Returns the GL version string. The context must be current. virtual std::string GetGLVersion(); // Returns the GL renderer string. The context must be current. virtual std::string GetGLRenderer(); // Returns a helper structure to convert the YUV color space |color_space| // to its associated full-range RGB color space. virtual YUVToRGBConverter* GetYUVToRGBConverter( const gfx::ColorSpace& color_space); // Get the CurrentGL object for this context containing the driver, version // and API. CurrentGL* GetCurrentGL(); // Reinitialize the dynamic bindings of this context. Needed when the driver // may be exposing different extensions compared to when it was initialized. // TODO(geofflang): Try to make this call uncessessary by pre-loading all // extension entry points. void ReinitializeDynamicBindings(); // Forces this context, which must be a virtual context, to be no // longer considered virtually current. The real context remains // current. virtual void ForceReleaseVirtuallyCurrent(); // Indicates that some GL state was modified that was not tracked by virtual // contexts. Forces full reset from unknown state the next time a virtual // context is made current. void DirtyVirtualContextState(); #if defined(OS_APPLE) // Create a fence for all work submitted to this context so far, and return a // monotonically increasing handle to it. This returned handle never needs to // be freed. This method is used to create backpressure to throttle GL work // on macOS, so that we do not starve CoreAnimation. virtual uint64_t BackpressureFenceCreate(); // Perform a client-side wait on a previously-created fence. virtual void BackpressureFenceWait(uint64_t fence); // Flush the underlying context to avoid crashes due to driver bugs on macOS. // https://crbug.com/863817 virtual void FlushForDriverCrashWorkaround(); #endif protected: virtual ~GLContext(); // Create the GLApi for this context using the provided driver. Creates a // RealGLApi by default. virtual GLApi* CreateGLApi(DriverGL* driver); // Will release the current context when going out of scope, unless canceled. class ScopedReleaseCurrent { public: ScopedReleaseCurrent(); ~ScopedReleaseCurrent(); void Cancel(); private: bool canceled_; }; // Sets the GL api to the real hardware API (vs the VirtualAPI) void BindGLApi(); virtual void SetCurrent(GLSurface* surface); // Initialize function pointers to functions where the bound version depends // on GL version or supported extensions. Should be called immediately after // this context is made current. void InitializeDynamicBindings(); // Returns the last real (non-virtual) GLContext made current. static GLContext* GetRealCurrent(); virtual bool MakeCurrentImpl(GLSurface* surface) = 0; virtual unsigned int CheckStickyGraphicsResetStatusImpl(); virtual void ResetExtensions() = 0; GLApi* gl_api() { return gl_api_wrapper_->api(); } #if defined(OS_APPLE) // Child classes are responsible for calling DestroyBackpressureFences during // their destruction while a context is current. bool HasBackpressureFences() const; void DestroyBackpressureFences(); #endif private: friend class base::RefCounted; // For GetRealCurrent. friend class gpu::GLContextVirtual; std::unique_ptr GenerateGLVersionInfo(); static base::subtle::Atomic32 total_gl_contexts_; static bool switchable_gpus_supported_; static GpuPreference forced_gpu_preference_; GLWorkarounds gl_workarounds_; std::string disabled_gl_extensions_; bool static_bindings_initialized_ = false; bool dynamic_bindings_initialized_ = false; std::unique_ptr driver_gl_; std::unique_ptr gl_api_wrapper_; std::unique_ptr current_gl_; // Copy of the real API (if one was created) for dynamic initialization RealGLApi* real_gl_api_ = nullptr; scoped_refptr share_group_; GLContext* current_virtual_context_ = nullptr; bool state_dirtied_externally_ = false; std::unique_ptr state_restorer_; std::unique_ptr version_info_; // This bit allows us to avoid virtual context state restoration in the case // where this underlying context becomes lost. https://crbug.com/1061442 bool context_lost_ = false; #if defined(OS_APPLE) std::map> backpressure_fences_; uint64_t next_backpressure_fence_ = 0; #endif DISALLOW_COPY_AND_ASSIGN(GLContext); }; class GL_EXPORT GLContextReal : public GLContext { public: explicit GLContextReal(GLShareGroup* share_group); scoped_refptr CreateGPUTimingClient() override; const gfx::ExtensionSet& GetExtensions() override; protected: ~GLContextReal() override; void ResetExtensions() override; void SetCurrent(GLSurface* surface) override; void SetExtensionsFromString(std::string extensions); const std::string& extension_string() { return extensions_string_; } private: std::unique_ptr gpu_timing_; std::string extensions_string_; gfx::ExtensionSet extensions_; bool extensions_initialized_ = false; DISALLOW_COPY_AND_ASSIGN(GLContextReal); }; // Wraps GLContext in scoped_refptr and tries to initializes it. Returns a // scoped_refptr containing the initialized GLContext or nullptr if // initialization fails. GL_EXPORT scoped_refptr InitializeGLContext( scoped_refptr context, GLSurface* compatible_surface, const GLContextAttribs& attribs); } // namespace gl #endif // UI_GL_GL_CONTEXT_H_