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// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ui/gl/gl_context.h"
#include <string>
#include "base/cancelable_callback.h"
#include "base/command_line.h"
#include "base/functional/bind.h"
#include "base/lazy_instance.h"
#include "base/logging.h"
#include "base/memory/ptr_util.h"
#include "base/strings/string_util.h"
#include "base/trace_event/trace_event.h"
#include "build/build_config.h"
#include "third_party/abseil-cpp/absl/base/attributes.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_fence.h"
#include "ui/gl/gl_gl_api_implementation.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gl_surface.h"
#include "ui/gl/gl_switches.h"
#include "ui/gl/gl_version_info.h"
#include "ui/gl/gpu_timing.h"
#if BUILDFLAG(IS_MAC)
#include "base/mac/mac_util.h"
#endif
namespace gl {
namespace {
ABSL_CONST_INIT thread_local GLContext* current_context = nullptr;
ABSL_CONST_INIT thread_local GLContext* current_real_context = nullptr;
} // namespace
// static
base::subtle::Atomic32 GLContext::total_gl_contexts_ = 0;
// static
bool GLContext::switchable_gpus_supported_ = false;
GLContext::ScopedReleaseCurrent::ScopedReleaseCurrent() : canceled_(false) {}
GLContext::ScopedReleaseCurrent::~ScopedReleaseCurrent() {
if (!canceled_ && GetCurrent()) {
GetCurrent()->ReleaseCurrent(nullptr);
}
}
void GLContext::ScopedReleaseCurrent::Cancel() {
canceled_ = true;
}
GLContextAttribs::GLContextAttribs() = default;
GLContextAttribs::GLContextAttribs(const GLContextAttribs& other) = default;
GLContextAttribs::GLContextAttribs(GLContextAttribs&& other) = default;
GLContextAttribs::~GLContextAttribs() = default;
GLContextAttribs& GLContextAttribs::operator=(const GLContextAttribs& other) =
default;
GLContextAttribs& GLContextAttribs::operator=(GLContextAttribs&& other) =
default;
GLContext::GLContext(GLShareGroup* share_group) : share_group_(share_group) {
if (!share_group_.get())
share_group_ = new gl::GLShareGroup();
share_group_->AddContext(this);
base::subtle::NoBarrier_AtomicIncrement(&total_gl_contexts_, 1);
}
GLContext::~GLContext() {
DCHECK(has_called_on_destory_);
#if BUILDFLAG(IS_APPLE)
DCHECK(!HasBackpressureFences());
#endif
share_group_->RemoveContext(this);
if (GetCurrent() == this) {
SetCurrent(nullptr);
SetThreadLocalCurrentGL(nullptr);
}
base::subtle::Atomic32 after_value =
base::subtle::NoBarrier_AtomicIncrement(&total_gl_contexts_, -1);
DCHECK(after_value >= 0);
}
// static
int32_t GLContext::TotalGLContexts() {
return static_cast<int32_t>(
base::subtle::NoBarrier_Load(&total_gl_contexts_));
}
// static
bool GLContext::SwitchableGPUsSupported() {
return switchable_gpus_supported_;
}
// static
void GLContext::SetSwitchableGPUsSupported() {
DCHECK(!switchable_gpus_supported_);
switchable_gpus_supported_ = true;
}
bool GLContext::Initialize(GLSurface* compatible_surface,
const GLContextAttribs& attribs) {
DCHECK(compatible_surface && !default_surface_);
if (compatible_surface->IsOffscreen()) {
default_surface_ = compatible_surface;
}
return InitializeImpl(compatible_surface, attribs);
}
bool GLContext::MakeCurrent(GLSurface* surface) {
if (context_lost_) {
LOG(ERROR) << "Failed to make current since context is marked as lost";
return false;
}
return MakeCurrentImpl(surface);
}
bool GLContext::MakeCurrentDefault() {
if (!default_surface()) {
LOG(ERROR) << "Failed to make current offscreen since the context was not "
"initialized with an offscreen surface.";
return false;
}
return MakeCurrent(default_surface());
}
void GLContext::AddObserver(GLContextObserver* observer) {
observer_list_.AddObserver(observer);
}
void GLContext::RemoveObserver(GLContextObserver* observer) {
observer_list_.RemoveObserver(observer);
}
GLApi* GLContext::CreateGLApi(DriverGL* driver) {
real_gl_api_ = new RealGLApi;
real_gl_api_->SetDisabledExtensions(disabled_gl_extensions_);
real_gl_api_->Initialize(driver);
return real_gl_api_;
}
void GLContext::SetSafeToForceGpuSwitch() {
}
bool GLContext::ForceGpuSwitchIfNeeded() {
return true;
}
void GLContext::SetUnbindFboOnMakeCurrent() {
NOTIMPLEMENTED();
}
std::string GLContext::GetGLVersion() {
DCHECK(IsCurrent(nullptr));
DCHECK(gl_api_wrapper_);
const char* version = reinterpret_cast<const char*>(
gl_api_wrapper_->api()->glGetStringFn(GL_VERSION));
return std::string(version ? version : "");
}
std::string GLContext::GetGLRenderer() {
DCHECK(IsCurrent(nullptr));
DCHECK(gl_api_wrapper_);
const char* renderer = reinterpret_cast<const char*>(
gl_api_wrapper_->api()->glGetStringFn(GL_RENDERER));
return std::string(renderer ? renderer : "");
}
CurrentGL* GLContext::GetCurrentGL() {
if (!static_bindings_initialized_) {
driver_gl_ = std::make_unique<DriverGL>();
driver_gl_->InitializeStaticBindings();
auto gl_api = base::WrapUnique<GLApi>(CreateGLApi(driver_gl_.get()));
gl_api_wrapper_ =
std::make_unique<GL_IMPL_WRAPPER_TYPE(GL)>(std::move(gl_api));
current_gl_ = std::make_unique<CurrentGL>();
current_gl_->Driver = driver_gl_.get();
current_gl_->Api = gl_api_wrapper_->api();
current_gl_->Version = version_info_.get();
static_bindings_initialized_ = true;
}
return current_gl_.get();
}
void GLContext::ReinitializeDynamicBindings() {
DCHECK(IsCurrent(nullptr));
dynamic_bindings_initialized_ = false;
ResetExtensions();
InitializeDynamicBindings();
}
void GLContext::ForceReleaseVirtuallyCurrent() {
NOTREACHED();
}
void GLContext::DirtyVirtualContextState() {
current_virtual_context_ = nullptr;
}
#if defined(USE_EGL)
GLDisplayEGL* GLContext::GetGLDisplayEGL() {
return nullptr;
}
#endif // USE_EGL
#if BUILDFLAG(IS_APPLE)
constexpr uint64_t kInvalidFenceId = 0;
void GLContext::AddMetalSharedEventsForBackpressure(
std::vector<std::unique_ptr<gpu::BackpressureMetalSharedEvent>> events) {
// Only enqueue events if fences are supported since they are only consumed
// along with fences.
if (gl::GLFence::IsSupported()) {
for (auto& e : events) {
next_backpressure_events_.push_back(std::move(e));
}
}
}
uint64_t GLContext::BackpressureFenceCreate() {
TRACE_EVENT0("gpu", "GLContext::BackpressureFenceCreate");
// This flush will trigger a crash if FlushForDriverCrashWorkaround is not
// called sufficiently frequently.
glFlush();
if (gl::GLFence::IsSupported()) {
next_backpressure_fence_ += 1;
backpressure_fences_[next_backpressure_fence_] = {
GLFence::Create(), std::move(next_backpressure_events_)};
return next_backpressure_fence_;
}
glFinish();
return kInvalidFenceId;
}
void GLContext::BackpressureFenceWait(uint64_t fence_id) {
TRACE_EVENT0("gpu", "GLContext::BackpressureFenceWait");
if (fence_id == kInvalidFenceId) {
return;
}
// If a fence is not found, then it has already been waited on.
auto found = backpressure_fences_.find(fence_id);
if (found == backpressure_fences_.end())
return;
auto [fence, events] = std::move(found->second);
backpressure_fences_.erase(found);
// Poll for all Metal shared events to be signaled with a 1ms delay.
bool events_complete = false;
while (!events_complete) {
events_complete = true;
{
TRACE_EVENT0("gpu", "BackpressureMetalSharedEvent::HasCompleted");
for (const auto& e : events) {
if (!e->HasCompleted()) {
events_complete = false;
break;
}
}
}
if (!events_complete) {
base::PlatformThread::Sleep(base::Milliseconds(1));
}
}
// While we could call GLFence::ClientWait, this performs a busy wait on
// Mac, leading to high CPU usage. Instead we poll with a 1ms delay. This
// should have minimal impact, as we will only hit this path when we are
// more than one frame (16ms) behind.
//
// Note that on some platforms (10.9), fences appear to sometimes get
// lost and will never pass. Add a 32ms timeout to prevent these
// situations from causing a GPU process hang.
// https://crbug.com/618075
bool fence_completed = false;
for (int poll_iter = 0; !fence_completed && poll_iter < 32; ++poll_iter) {
if (poll_iter > 0) {
base::PlatformThread::Sleep(base::Milliseconds(1));
}
{
TRACE_EVENT0("gpu", "GLFence::HasCompleted");
fence_completed = fence->HasCompleted();
}
}
if (!fence_completed) {
TRACE_EVENT0("gpu", "Finish");
// We timed out waiting for the above fence, just issue a glFinish.
glFinish();
}
fence.reset();
// Waiting on |fence_id| has implicitly waited on all previous fences, so
// remove them.
while (!backpressure_fences_.empty() &&
backpressure_fences_.begin()->first < fence_id) {
backpressure_fences_.erase(backpressure_fences_.begin());
}
}
bool GLContext::HasBackpressureFences() const {
return !backpressure_fences_.empty();
}
void GLContext::DestroyBackpressureFences() {
backpressure_fences_.clear();
}
#endif
#if BUILDFLAG(IS_MAC)
void GLContext::FlushForDriverCrashWorkaround() {
// If running on Apple silicon, regardless of the architecture, disable this
// workaround. See https://crbug.com/1131312.
static const bool needs_flush =
base::mac::GetCPUType() == base::mac::CPUType::kIntel;
if (!needs_flush || !IsCurrent(nullptr))
return;
TRACE_EVENT0("gpu", "GLContext::FlushForDriverCrashWorkaround");
glFlush();
}
#endif
bool GLContext::HasExtension(const char* name) {
return gfx::HasExtension(GetExtensions(), name);
}
const GLVersionInfo* GLContext::GetVersionInfo() {
if (!version_info_) {
version_info_ = GenerateGLVersionInfo();
// current_gl_ may be null for virtual contexts
if (current_gl_) {
current_gl_->Version = version_info_.get();
}
}
return version_info_.get();
}
GLShareGroup* GLContext::share_group() {
return share_group_.get();
}
bool GLContext::LosesAllContextsOnContextLost() {
switch (GetGLImplementation()) {
case kGLImplementationEGLGLES2:
case kGLImplementationEGLANGLE:
return true;
case kGLImplementationMockGL:
case kGLImplementationStubGL:
return false;
default:
NOTREACHED();
return true;
}
}
GLContext* GLContext::GetCurrent() {
return current_context;
}
GLContext* GLContext::GetRealCurrent() {
return current_real_context;
}
void GLContext::OnContextWillDestroy() {
DCHECK(!has_called_on_destory_);
has_called_on_destory_ = true;
for (auto& obs : observer_list_) {
obs.OnGLContextWillDestroy(this);
}
}
std::unique_ptr<gl::GLVersionInfo> GLContext::GenerateGLVersionInfo() {
return std::make_unique<GLVersionInfo>(
GetGLVersion().c_str(), GetGLRenderer().c_str(), GetExtensions());
}
void GLContext::MarkContextLost() {
context_lost_ = true;
for (auto& obs : observer_list_) {
obs.OnGLContextLost(this);
}
}
void GLContext::SetCurrent(GLSurface* surface) {
current_context = surface ? this : nullptr;
if (surface) {
surface->SetCurrent();
} else {
GLSurface::ClearCurrent();
}
// Leave the real GL api current so that unit tests work correctly.
// TODO(sievers): Remove this, but needs all gpu_unittest classes
// to create and make current a context.
if (!surface && GetGLImplementation() != kGLImplementationMockGL &&
GetGLImplementation() != kGLImplementationStubGL) {
SetThreadLocalCurrentGL(nullptr);
}
}
void GLContext::SetDisabledGLExtensions(
const std::string& disabled_extensions) {
DCHECK(!real_gl_api_);
disabled_gl_extensions_ = disabled_extensions;
}
GLStateRestorer* GLContext::GetGLStateRestorer() {
return state_restorer_.get();
}
void GLContext::SetGLStateRestorer(GLStateRestorer* state_restorer) {
state_restorer_ = base::WrapUnique(state_restorer);
}
GLenum GLContext::CheckStickyGraphicsResetStatus() {
GLenum status = CheckStickyGraphicsResetStatusImpl();
if (status != GL_NO_ERROR) {
MarkContextLost();
}
return status;
}
GLenum GLContext::CheckStickyGraphicsResetStatusImpl() {
DCHECK(IsCurrent(nullptr));
return GL_NO_ERROR;
}
void GLContext::InitializeDynamicBindings() {
DCHECK(IsCurrent(nullptr));
BindGLApi();
DCHECK(static_bindings_initialized_);
if (!dynamic_bindings_initialized_) {
if (real_gl_api_) {
// This is called everytime DoRequestExtensionCHROMIUM() is called in
// passthrough command buffer. So the underlying ANGLE driver will have
// different GL extensions, therefore we need to clear the cache and
// recompute on demand later.
real_gl_api_->ClearCachedGLExtensions();
real_gl_api_->set_version(GenerateGLVersionInfo());
}
driver_gl_->InitializeDynamicBindings(GetVersionInfo(), GetExtensions());
dynamic_bindings_initialized_ = true;
}
}
bool GLContext::MakeVirtuallyCurrent(
GLContext* virtual_context, GLSurface* surface) {
if (!ForceGpuSwitchIfNeeded())
return false;
if (context_lost_)
return false;
bool switched_real_contexts = GLContext::GetRealCurrent() != this;
if (switched_real_contexts || !surface->IsCurrent()) {
GLSurface* current_surface = GLSurface::GetCurrent();
// MakeCurrent 'lite' path that avoids potentially expensive MakeCurrent()
// calls if the GLSurface uses the same underlying surface or renders to
// an FBO.
if (switched_real_contexts || !current_surface ||
!virtual_context->IsCurrent(surface)) {
if (!MakeCurrent(surface)) {
MarkContextLost();
return false;
}
}
}
DCHECK_EQ(this, GLContext::GetRealCurrent());
DCHECK(IsCurrent(NULL));
DCHECK(virtual_context->IsCurrent(surface));
if (switched_real_contexts || virtual_context != current_virtual_context_) {
#if DCHECK_IS_ON()
GLenum error = glGetError();
// Accepting a context loss error here enables using debug mode to work on
// context loss handling in virtual context mode.
// There should be no other errors from the previous context leaking into
// the new context.
DCHECK(error == GL_NO_ERROR || error == GL_CONTEXT_LOST_KHR) <<
"GL error was: " << error;
#endif
// Set all state that is different from the real state
if (virtual_context->GetGLStateRestorer()->IsInitialized()) {
GLStateRestorer* virtual_state = virtual_context->GetGLStateRestorer();
GLStateRestorer* current_state =
current_virtual_context_
? current_virtual_context_->GetGLStateRestorer()
: nullptr;
if (current_state)
current_state->PauseQueries();
virtual_state->ResumeQueries();
virtual_state->RestoreState(
(current_state && !switched_real_contexts) ? current_state : NULL);
}
current_virtual_context_ = virtual_context;
}
virtual_context->SetCurrent(surface);
if (!surface->OnMakeCurrent(virtual_context)) {
LOG(ERROR) << "Could not make GLSurface current.";
MarkContextLost();
return false;
}
return true;
}
void GLContext::OnReleaseVirtuallyCurrent(GLContext* virtual_context) {
if (current_virtual_context_ == virtual_context)
current_virtual_context_ = nullptr;
}
void GLContext::BindGLApi() {
SetThreadLocalCurrentGL(GetCurrentGL());
}
GLContextReal::GLContextReal(GLShareGroup* share_group)
: GLContext(share_group) {}
scoped_refptr<GPUTimingClient> GLContextReal::CreateGPUTimingClient() {
if (!gpu_timing_) {
gpu_timing_.reset(GPUTiming::CreateGPUTiming(this));
}
return gpu_timing_->CreateGPUTimingClient();
}
const gfx::ExtensionSet& GLContextReal::GetExtensions() {
DCHECK(IsCurrent(nullptr));
if (!extensions_initialized_) {
SetExtensionsFromString(GetGLExtensionsFromCurrentContext(gl_api()));
}
return extensions_;
}
GLContextReal::~GLContextReal() {
if (GetRealCurrent() == this) {
current_real_context = nullptr;
}
}
void GLContextReal::SetCurrent(GLSurface* surface) {
GLContext::SetCurrent(surface);
current_real_context = surface ? this : nullptr;
}
scoped_refptr<GLContext> InitializeGLContext(scoped_refptr<GLContext> context,
GLSurface* compatible_surface,
const GLContextAttribs& attribs) {
if (!context->Initialize(compatible_surface, attribs))
return nullptr;
return context;
}
void GLContextReal::SetExtensionsFromString(std::string extensions) {
extensions_string_ = std::move(extensions);
extensions_ = gfx::MakeExtensionSet(extensions_string_);
extensions_initialized_ = true;
}
void GLContextReal::ResetExtensions() {
extensions_.clear();
extensions_string_.clear();
extensions_initialized_ = false;
}
} // namespace gl
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