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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_egl.h"
#include <algorithm>
#include <memory>
#include "base/command_line.h"
#include "base/logging.h"
#include "base/trace_event/trace_event.h"
#include "build/build_config.h"
#include "third_party/khronos/EGL/egl.h"
#include "third_party/khronos/EGL/eglext.h"
#include "ui/gl/egl_util.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_display.h"
#include "ui/gl/gl_features.h"
#include "ui/gl/gl_fence.h"
#include "ui/gl/gl_gl_api_implementation.h"
#include "ui/gl/gl_surface_egl.h"
#if BUILDFLAG(IS_MAC)
#include "base/mac/mac_util.h"
#endif
#if BUILDFLAG(IS_WIN)
#include "base/win/windows_version.h"
#endif
#ifndef EGL_ANGLE_create_context_passthrough_shaders
#define EGL_ANGLE_create_context_passthrough_shaders 1
#define EGL_CONTEXT_PASSTHROUGH_SHADERS_ANGLE 0x3463
#endif /* EGL_ANGLE_create_context_passthrough_shaders */
using ui::GetEGLErrorString;
using ui::GetLastEGLErrorString;
namespace gl {
namespace {
// Change the specified attribute in context_attributes. This fails if
// the attribute is not already present. Returns true on success, false
// otherwise.
bool ChangeContextAttributes(std::vector<EGLint>& context_attributes,
EGLint attribute,
EGLint value) {
auto iter = std::ranges::find(context_attributes, attribute);
if (iter != context_attributes.end()) {
++iter;
if (iter != context_attributes.end()) {
*iter = value;
return true;
}
}
return false;
}
bool IsARMSwiftShaderPlatform() {
#if BUILDFLAG(IS_MAC)
return base::mac::GetCPUType() == base::mac::CPUType::kArm;
#elif BUILDFLAG(IS_IOS)
return true;
#elif BUILDFLAG(IS_WIN)
base::win::OSInfo::WindowsArchitecture windows_architecture =
base::win::OSInfo::GetInstance()->GetArchitecture();
base::win::OSInfo* os_info = base::win::OSInfo::GetInstance();
return windows_architecture == base::win::OSInfo::ARM64_ARCHITECTURE ||
os_info->IsWowX86OnARM64() || os_info->IsWowAMD64OnARM64();
#else
// SwiftShader is not used on Android
return false;
#endif
}
} // namespace
GLContextEGL::GLContextEGL(GLShareGroup* share_group)
: GLContextReal(share_group) {}
bool GLContextEGL::InitializeImpl(GLSurface* compatible_surface,
const GLContextAttribs& attribs) {
DCHECK(compatible_surface);
DCHECK(!context_);
gl_display_ = static_cast<GLDisplayEGL*>(compatible_surface->GetGLDisplay());
DCHECK(gl_display_);
EGLint context_client_major_version = attribs.client_major_es_version;
EGLint context_client_minor_version = attribs.client_minor_es_version;
// Always prefer to use EGL_KHR_no_config_context so that all surfaces and
// contexts are compatible
if (!gl_display_->ext->b_EGL_KHR_no_config_context) {
config_ = compatible_surface->GetConfig();
if (!config_) {
LOG(ERROR) << "Failed to get config for surface "
<< compatible_surface->GetHandle();
return false;
}
EGLint config_renderable_type = 0;
if (!eglGetConfigAttrib(gl_display_->GetDisplay(), config_,
EGL_RENDERABLE_TYPE, &config_renderable_type)) {
LOG(ERROR) << "eglGetConfigAttrib failed with error "
<< GetLastEGLErrorString();
return false;
}
// If the requested context is ES3 but the config cannot support ES3,
// request ES2 instead.
if ((config_renderable_type & EGL_OPENGL_ES3_BIT) == 0 &&
context_client_major_version >= 3) {
context_client_major_version = 2;
context_client_minor_version = 0;
}
}
std::vector<EGLint> context_attributes;
if (attribs.can_skip_validation &&
GetGLImplementation() == kGLImplementationEGLANGLE) {
context_attributes.push_back(EGL_CONTEXT_OPENGL_NO_ERROR_KHR);
context_attributes.push_back(EGL_TRUE);
}
if (attribs.passthrough_shaders &&
gl_display_->ext->b_EGL_ANGLE_create_context_passthrough_shaders) {
context_attributes.push_back(EGL_CONTEXT_PASSTHROUGH_SHADERS_ANGLE);
context_attributes.push_back(EGL_TRUE);
}
// EGL_KHR_create_context allows requesting both a major and minor context
// version
if (gl_display_->ext->b_EGL_KHR_create_context) {
context_attributes.push_back(EGL_CONTEXT_MAJOR_VERSION);
context_attributes.push_back(context_client_major_version);
context_attributes.push_back(EGL_CONTEXT_MINOR_VERSION);
context_attributes.push_back(context_client_minor_version);
} else {
context_attributes.push_back(EGL_CONTEXT_CLIENT_VERSION);
context_attributes.push_back(context_client_major_version);
// Can only request 2.0 or 3.0 contexts without the EGL_KHR_create_context
// extension, DCHECK to make sure we update the code to support devices
// without this extension
DCHECK(context_client_minor_version == 0);
}
bool is_swangle = IsSwiftShaderGLImplementation(GetGLImplementationParts());
if (attribs.webgl_compatibility_context && is_swangle &&
IsARMSwiftShaderPlatform() &&
!features::IsSwiftShaderAllowedByCommandLine(
base::CommandLine::ForCurrentProcess())) {
// crbug.com/1378476: LLVM 10 is used as the JIT compiler for SwiftShader,
// which doesn't fully support ARM. Disable Swiftshader on ARM CPUs for
// WebGL until LLVM is upgraded.
// Allow SwiftShader if explicitly requested by command line for testing.
DVLOG(1) << __FUNCTION__
<< ": Software WebGL contexts are not supported on ARM CPUs.";
return false;
}
if (gl_display_->ext->b_EGL_EXT_create_context_robustness || is_swangle) {
DVLOG(1) << "EGL_EXT_create_context_robustness supported.";
context_attributes.push_back(EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT);
context_attributes.push_back(
(attribs.robust_buffer_access || is_swangle) ? EGL_TRUE : EGL_FALSE);
if (attribs.lose_context_on_reset) {
context_attributes.push_back(
EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT);
context_attributes.push_back(EGL_LOSE_CONTEXT_ON_RESET_EXT);
if (gl_display_->ext->b_EGL_NV_robustness_video_memory_purge) {
context_attributes.push_back(
EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV);
context_attributes.push_back(EGL_TRUE);
}
}
} else {
// At some point we should require the presence of the robustness
// extension and remove this code path.
DVLOG(1) << "EGL_EXT_create_context_robustness NOT supported.";
}
if (!eglBindAPI(EGL_OPENGL_ES_API)) {
LOG(ERROR) << "eglBindApi failed with error "
<< GetLastEGLErrorString();
return false;
}
if (gl_display_->ext->b_EGL_CHROMIUM_create_context_bind_generates_resource) {
context_attributes.push_back(EGL_CONTEXT_BIND_GENERATES_RESOURCE_CHROMIUM);
context_attributes.push_back(attribs.bind_generates_resource ? EGL_TRUE
: EGL_FALSE);
} else {
DCHECK(attribs.bind_generates_resource);
}
if (gl_display_->ext->b_EGL_ANGLE_create_context_webgl_compatibility) {
context_attributes.push_back(EGL_CONTEXT_WEBGL_COMPATIBILITY_ANGLE);
context_attributes.push_back(
attribs.webgl_compatibility_context ? EGL_TRUE : EGL_FALSE);
} else {
DCHECK(!attribs.webgl_compatibility_context);
}
if (gl_display_->IsEGLContextPrioritySupported()) {
// Medium priority is the default, only set the attribute if
// a different priority is requested.
if (attribs.context_priority == ContextPriorityLow) {
DVLOG(1) << __FUNCTION__ << ": setting ContextPriorityLow";
context_attributes.push_back(EGL_CONTEXT_PRIORITY_LEVEL_IMG);
context_attributes.push_back(EGL_CONTEXT_PRIORITY_LOW_IMG);
} else if (attribs.context_priority == ContextPriorityHigh) {
DVLOG(1) << __FUNCTION__ << ": setting ContextPriorityHigh";
context_attributes.push_back(EGL_CONTEXT_PRIORITY_LEVEL_IMG);
context_attributes.push_back(EGL_CONTEXT_PRIORITY_HIGH_IMG);
}
}
global_texture_share_group_ = attribs.global_texture_share_group;
if (gl_display_->ext->b_EGL_ANGLE_display_texture_share_group) {
context_attributes.push_back(EGL_DISPLAY_TEXTURE_SHARE_GROUP_ANGLE);
context_attributes.push_back(global_texture_share_group_ ? EGL_TRUE
: EGL_FALSE);
} else {
DCHECK(!global_texture_share_group_);
}
if (gl_display_->ext->b_EGL_ANGLE_display_semaphore_share_group) {
context_attributes.push_back(EGL_DISPLAY_SEMAPHORE_SHARE_GROUP_ANGLE);
context_attributes.push_back(
attribs.global_semaphore_share_group ? EGL_TRUE : EGL_FALSE);
} else {
DCHECK(!attribs.global_semaphore_share_group);
}
if (gl_display_->ext->b_EGL_ANGLE_create_context_client_arrays) {
context_attributes.push_back(EGL_CONTEXT_CLIENT_ARRAYS_ENABLED_ANGLE);
context_attributes.push_back(attribs.allow_client_arrays ? EGL_TRUE
: EGL_FALSE);
} else {
// Client arrays are allowed by default without
// ANGLE_create_context_client_arrays to control it. Verify that's the
// requested behavior.
DCHECK(attribs.allow_client_arrays);
}
if (gl_display_->ext->b_EGL_ANGLE_robust_resource_initialization ||
is_swangle) {
context_attributes.push_back(EGL_ROBUST_RESOURCE_INITIALIZATION_ANGLE);
context_attributes.push_back(
(attribs.robust_resource_initialization || is_swangle) ? EGL_TRUE
: EGL_FALSE);
} else {
DCHECK(!attribs.robust_resource_initialization);
}
if (gl_display_->ext->b_EGL_ANGLE_create_context_backwards_compatible) {
// Request a specific context version. The Passthrough command decoder
// relies on the returned context being the exact version it requested.
context_attributes.push_back(EGL_CONTEXT_OPENGL_BACKWARDS_COMPATIBLE_ANGLE);
context_attributes.push_back(EGL_FALSE);
}
if (gl_display_->ext->b_EGL_ANGLE_power_preference) {
GpuPreference pref = attribs.gpu_preference;
pref = GLSurface::AdjustGpuPreference(pref);
switch (pref) {
case GpuPreference::kDefault:
// Don't request any GPU, let ANGLE and the native driver decide.
break;
case GpuPreference::kLowPower:
context_attributes.push_back(EGL_POWER_PREFERENCE_ANGLE);
context_attributes.push_back(EGL_LOW_POWER_ANGLE);
break;
case GpuPreference::kHighPerformance:
context_attributes.push_back(EGL_POWER_PREFERENCE_ANGLE);
context_attributes.push_back(EGL_HIGH_POWER_ANGLE);
break;
default:
NOTREACHED();
}
}
if (gl_display_->ext->b_EGL_ANGLE_external_context_and_surface) {
if (attribs.angle_create_from_external_context) {
context_attributes.push_back(EGL_EXTERNAL_CONTEXT_ANGLE);
context_attributes.push_back(EGL_TRUE);
}
}
angle_context_virtualization_group_number_ =
attribs.angle_context_virtualization_group_number;
if (gl_display_->ext->b_EGL_ANGLE_context_virtualization) {
context_attributes.push_back(EGL_CONTEXT_VIRTUALIZATION_GROUP_ANGLE);
context_attributes.push_back(
static_cast<EGLint>(angle_context_virtualization_group_number_));
}
// Append final EGL_NONE to signal the context attributes are finished
context_attributes.push_back(EGL_NONE);
context_attributes.push_back(EGL_NONE);
context_ =
eglCreateContext(gl_display_->GetDisplay(), config_,
share_group() ? share_group()->GetHandle() : nullptr,
context_attributes.data());
if (context_) {
return true;
}
// If EGL_KHR_no_config_context is in use and context creation failed,
// it might indicate that an unsupported ES version was requested. Try
// falling back to a lower version.
GLint error = eglGetError();
if (gl_display_->ext->b_EGL_KHR_no_config_context &&
(error == EGL_BAD_MATCH || error == EGL_BAD_ATTRIBUTE)) {
// Set up the list of versions to try: 3.1 -> 3.0 -> 2.0
std::vector<std::pair<EGLint, EGLint>> candidate_versions;
if (context_client_major_version == 3 &&
context_client_minor_version == 1) {
candidate_versions.emplace_back(3, 0);
candidate_versions.emplace_back(2, 0);
} else if (context_client_major_version == 3 &&
context_client_minor_version == 0) {
candidate_versions.emplace_back(2, 0);
}
for (const auto& version : candidate_versions) {
if (!ChangeContextAttributes(context_attributes,
EGL_CONTEXT_MAJOR_VERSION, version.first) ||
!ChangeContextAttributes(context_attributes,
EGL_CONTEXT_MINOR_VERSION, version.second)) {
break;
}
context_ =
eglCreateContext(gl_display_->GetDisplay(), config_,
share_group() ? share_group()->GetHandle() : nullptr,
context_attributes.data());
// Stop searching as soon as a context is successfully created.
if (context_) {
return true;
} else {
error = eglGetError();
}
}
}
LOG(ERROR) << "eglCreateContext failed with error "
<< GetEGLErrorString(error);
return false;
}
void GLContextEGL::Destroy() {
ReleaseBackpressureFences();
OnContextWillDestroy();
if (context_) {
if (!eglDestroyContext(gl_display_->GetDisplay(), context_)) {
LOG(ERROR) << "eglDestroyContext failed with error "
<< GetLastEGLErrorString();
}
context_ = nullptr;
}
}
void GLContextEGL::SetVisibility(bool visibility) {
if (gl_display_->ext->b_EGL_ANGLE_power_preference) {
// It doesn't matter whether this context was explicitly allocated
// with a power preference - ANGLE will take care of any default behavior.
if (visibility) {
eglReacquireHighPowerGPUANGLE(gl_display_->GetDisplay(), context_);
} else {
eglReleaseHighPowerGPUANGLE(gl_display_->GetDisplay(), context_);
}
}
}
GLDisplayEGL* GLContextEGL::GetGLDisplayEGL() {
return gl_display_;
}
GLContextEGL* GLContextEGL::AsGLContextEGL() {
return this;
}
bool GLContextEGL::CanShareTexturesWithContext(GLContext* other_context) {
GLContextEGL* other_egl_context = other_context->AsGLContextEGL();
if (!other_egl_context) {
return false;
}
if (GLContext::CanShareTexturesWithContext(other_egl_context)) {
return true;
}
// Contexts can share texture using EGL_ANGLE_display_texture_share_group
// extension if they are on the same display and same virtualization group
// number.
return global_texture_share_group_ &&
other_egl_context->global_texture_share_group_ &&
angle_context_virtualization_group_number_ ==
other_egl_context->angle_context_virtualization_group_number_ &&
GetGLDisplayEGL() == other_egl_context->GetGLDisplayEGL();
}
void GLContextEGL::ReleaseBackpressureFences() {
#if BUILDFLAG(IS_APPLE)
bool has_backpressure_fences = HasBackpressureFences();
#else
bool has_backpressure_fences = false;
#endif
if (has_backpressure_fences) {
// If this context is not current, bind this context's API so that the YUV
// converter can safely destruct
GLContext* prev_current_context = GetRealCurrent();
if (prev_current_context != this) {
SetThreadLocalCurrentGL(GetCurrentGL());
}
EGLContext current_egl_context = eglGetCurrentContext();
EGLSurface current_draw_surface = EGL_NO_SURFACE;
EGLSurface current_read_surface = EGL_NO_SURFACE;
if (context_ != current_egl_context) {
current_draw_surface = eglGetCurrentSurface(EGL_DRAW);
current_read_surface = eglGetCurrentSurface(EGL_READ);
if (!eglMakeCurrent(gl_display_->GetDisplay(), EGL_NO_SURFACE,
EGL_NO_SURFACE, context_)) {
LOG(ERROR) << "eglMakeCurrent failed with error "
<< GetLastEGLErrorString();
}
}
#if BUILDFLAG(IS_APPLE)
DestroyBackpressureFences();
#endif
// Rebind the current context's API if needed.
if (prev_current_context != this) {
SetThreadLocalCurrentGL(prev_current_context
? prev_current_context->GetCurrentGL()
: nullptr);
}
if (context_ != current_egl_context) {
if (!eglMakeCurrent(gl_display_->GetDisplay(), current_draw_surface,
current_read_surface, current_egl_context)) {
LOG(ERROR) << "eglMakeCurrent failed with error "
<< GetLastEGLErrorString();
}
}
}
}
bool GLContextEGL::MakeCurrentImpl(GLSurface* surface) {
DCHECK(context_);
if (lost_) {
LOG(ERROR) << "Failed to make context current since it is marked as lost";
return false;
}
if (IsCurrent(surface))
return true;
ScopedReleaseCurrent release_current;
TRACE_EVENT2("gpu", "GLContextEGL::MakeCurrent", "context",
static_cast<void*>(context_), "surface",
static_cast<void*>(surface));
if (unbind_fbo_on_makecurrent_ && GetCurrent()) {
glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
}
if (!eglMakeCurrent(gl_display_->GetDisplay(), surface->GetHandle(),
surface->GetHandle(), context_)) {
LOG(ERROR) << "eglMakeCurrent failed with error "
<< GetLastEGLErrorString();
return false;
}
// Set this as soon as the context is current, since we might call into GL.
BindGLApi();
SetCurrent(surface);
InitializeDynamicBindings();
if (!surface->OnMakeCurrent(this)) {
LOG(ERROR) << "Could not make current.";
return false;
}
release_current.Cancel();
return true;
}
void GLContextEGL::SetUnbindFboOnMakeCurrent() {
unbind_fbo_on_makecurrent_ = true;
}
void GLContextEGL::ReleaseCurrent(GLSurface* surface) {
if (!IsCurrent(surface))
return;
if (unbind_fbo_on_makecurrent_)
glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
SetCurrent(nullptr);
if (!eglMakeCurrent(gl_display_->GetDisplay(), EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT)) {
LOG(ERROR) << "eglMakeCurrent failed to release current with error "
<< GetLastEGLErrorString();
lost_ = true;
}
DCHECK(!IsCurrent(nullptr));
}
bool GLContextEGL::IsCurrent(GLSurface* surface) {
DCHECK(context_);
if (lost_)
return false;
bool native_context_is_current = context_ == eglGetCurrentContext();
// If our context is current then our notion of which GLContext is
// current must be correct. On the other hand, third-party code
// using OpenGL might change the current context.
DCHECK(!native_context_is_current || (GetRealCurrent() == this));
if (!native_context_is_current)
return false;
if (surface) {
if (surface->GetHandle() != eglGetCurrentSurface(EGL_DRAW))
return false;
}
if (gl_display_) {
if (gl_display_->GetDisplay() != eglGetCurrentDisplay()) {
return false;
}
}
return true;
}
void* GLContextEGL::GetHandle() {
return context_;
}
unsigned int GLContextEGL::CheckStickyGraphicsResetStatusImpl() {
DCHECK(IsCurrent(nullptr));
DCHECK(g_current_gl_driver);
const ExtensionsGL& ext = g_current_gl_driver->ext;
if ((graphics_reset_status_ == GL_NO_ERROR) &&
gl_display_->ext->b_EGL_EXT_create_context_robustness &&
(ext.b_GL_KHR_robustness || ext.b_GL_EXT_robustness)) {
graphics_reset_status_ = glGetGraphicsResetStatusARB();
}
return graphics_reset_status_;
}
GLContextEGL::~GLContextEGL() {
Destroy();
}
} // namespace gl
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