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/*
* Copyright (C) 2020 Igalia S.L. All rights reserved.
* Copyright (C) 2021-2023 Apple, Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "WebXROpaqueFramebuffer.h"
#if ENABLE(WEBXR)
#include "IntSize.h"
#include "WebGLFramebuffer.h"
#include "WebGL2RenderingContext.h"
#include "WebGLRenderingContext.h"
#include "WebGLRenderingContextBase.h"
#include <wtf/Scope.h>
#if USE(IOSURFACE_FOR_XR_LAYER_DATA) || USE(MTLTEXTURE_FOR_XR_LAYER_DATA)
#include "GraphicsContextGLCocoa.h"
#endif
namespace WebCore {
using GL = GraphicsContextGL;
#if USE(IOSURFACE_FOR_XR_LAYER_DATA) || USE(MTLTEXTURE_FOR_XR_LAYER_DATA)
static std::optional<GL::EGLImageAttachResult> createAndBindCompositorTexture(GL& gl, GCGLenum target, GCGLOwnedTexture& texture, GL::EGLImageSource source)
{
texture.ensure(gl);
gl.bindTexture(target, texture);
gl.texParameteri(target, GL::TEXTURE_MAG_FILTER, GL::LINEAR);
gl.texParameteri(target, GL::TEXTURE_MIN_FILTER, GL::LINEAR);
gl.texParameteri(target, GL::TEXTURE_WRAP_S, GL::CLAMP_TO_EDGE);
gl.texParameteri(target, GL::TEXTURE_WRAP_T, GL::CLAMP_TO_EDGE);
auto attachResult = gl.createAndBindEGLImage(target, source);
if (!attachResult || !std::get<GCEGLImage>(*attachResult) || std::get<IntSize>(*attachResult).isEmpty()) {
texture.release(gl);
return std::nullopt;
}
return attachResult;
}
static std::optional<GL::EGLImageAttachResult> createAndBindCompositorBuffer(GL& gl, GCGLOwnedRenderbuffer& buffer, GL::EGLImageSource source)
{
buffer.ensure(gl);
gl.bindRenderbuffer(GL::RENDERBUFFER, buffer);
auto attachResult = gl.createAndBindEGLImage(GL::RENDERBUFFER, source);
if (!attachResult || !std::get<GCEGLImage>(*attachResult) || std::get<IntSize>(*attachResult).isEmpty()) {
buffer.release(gl);
return std::nullopt;
}
return attachResult;
}
static GL::EGLImageSource makeEGLImageSource(const std::tuple<WTF::MachSendRight, bool>& imageSource)
{
auto [imageHandle, isSharedTexture] = imageSource;
if (isSharedTexture)
return GL::EGLImageSourceMTLSharedTextureHandle { WTF::MachSendRight(imageHandle) };
return GL::EGLImageSourceIOSurfaceHandle { WTF::MachSendRight(imageHandle) };
}
#endif
std::unique_ptr<WebXROpaqueFramebuffer> WebXROpaqueFramebuffer::create(PlatformXR::LayerHandle handle, WebGLRenderingContextBase& context, Attributes&& attributes, IntSize framebufferSize)
{
auto framebuffer = WebGLFramebuffer::createOpaque(context);
auto opaque = std::unique_ptr<WebXROpaqueFramebuffer>(new WebXROpaqueFramebuffer(handle, WTFMove(framebuffer), context, WTFMove(attributes), framebufferSize));
return opaque;
}
WebXROpaqueFramebuffer::WebXROpaqueFramebuffer(PlatformXR::LayerHandle handle, Ref<WebGLFramebuffer>&& framebuffer, WebGLRenderingContextBase& context, Attributes&& attributes, IntSize framebufferSize)
: m_handle(handle)
, m_framebuffer(WTFMove(framebuffer))
, m_context(context)
, m_attributes(WTFMove(attributes))
, m_framebufferSize(framebufferSize)
{
}
WebXROpaqueFramebuffer::~WebXROpaqueFramebuffer()
{
if (auto gl = m_context.graphicsContextGL()) {
#if USE(IOSURFACE_FOR_XR_LAYER_DATA) || USE(MTLTEXTURE_FOR_XR_LAYER_DATA)
m_colorTexture.release(*gl);
#endif
m_depthStencilBuffer.release(*gl);
m_multisampleColorBuffer.release(*gl);
m_resolvedFBO.release(*gl);
m_context.deleteFramebuffer(m_framebuffer.ptr());
} else {
// The GraphicsContextGL is gone, so disarm the GCGLOwned objects so
// their destructors don't assert.
#if USE(IOSURFACE_FOR_XR_LAYER_DATA) || USE(MTLTEXTURE_FOR_XR_LAYER_DATA)
m_colorTexture.release(*gl);
#endif
m_depthStencilBuffer.leakObject();
m_multisampleColorBuffer.leakObject();
m_resolvedFBO.leakObject();
}
}
void WebXROpaqueFramebuffer::startFrame(const PlatformXR::Device::FrameData::LayerData& data)
{
if (!m_context.graphicsContextGL())
return;
auto& gl = *m_context.graphicsContextGL();
auto [textureTarget, textureTargetBinding] = gl.externalImageTextureBindingPoint();
m_framebuffer->setOpaqueActive(true);
GCGLint boundFBO = gl.getInteger(GL::FRAMEBUFFER_BINDING);
GCGLint boundRenderbuffer = gl.getInteger(GL::RENDERBUFFER_BINDING);
GCGLint boundTexture = gl.getInteger(textureTargetBinding);
auto scopedBindings = makeScopeExit([=, textureTarget = textureTarget, &gl]() {
gl.bindFramebuffer(GL::FRAMEBUFFER, boundFBO);
gl.bindRenderbuffer(GL::RENDERBUFFER, boundRenderbuffer);
gl.bindTexture(textureTarget, boundTexture);
});
gl.bindFramebuffer(GraphicsContextGL::FRAMEBUFFER, m_framebuffer->object());
// https://immersive-web.github.io/webxr/#opaque-framebuffer
// The buffers attached to an opaque framebuffer MUST be cleared to the values in the provided table when first created,
// or prior to the processing of each XR animation frame.
// FIXME: Actually do the clearing (not using invalidateFramebuffer). This will have to be done after we've attached
// the textures/renderbuffers.
#if USE(IOSURFACE_FOR_XR_LAYER_DATA)
// FIXME: This is temporary until Cocoa-specific platforms migrate to MTLTEXTURE_FOR_XR_LAYER_DATA.
auto colorTextureSource = makeEGLImageSource({ data.surface->createSendRight(), false });
auto depthStencilBufferSource = makeEGLImageSource({ MachSendRight(), false });
#elif USE(MTLTEXTURE_FOR_XR_LAYER_DATA)
auto colorTextureSource = makeEGLImageSource(data.colorTexture);
auto depthStencilBufferSource = makeEGLImageSource(data.depthStencilBuffer);
#endif
#if USE(IOSURFACE_FOR_XR_LAYER_DATA) || USE(MTLTEXTURE_FOR_XR_LAYER_DATA)
auto colorTextureAttachment = createAndBindCompositorTexture(gl, textureTarget, m_colorTexture, colorTextureSource);
auto depthStencilBufferAttachment = createAndBindCompositorBuffer(gl, m_depthStencilBuffer, depthStencilBufferSource);
if (!colorTextureAttachment)
return;
IntSize bufferSize;
std::tie(m_colorImage, bufferSize) = colorTextureAttachment.value();
if (depthStencilBufferAttachment)
std::tie(m_depthStencilImage, std::ignore) = depthStencilBufferAttachment.value();
// The drawing target can change size at any point during the session. If this happens, we need
// to recreate the framebuffer.
if (m_framebufferSize != bufferSize) {
m_framebufferSize = bufferSize;
if (!setupFramebuffer())
return;
}
// Set up the framebuffer to use the texture that points to the IOSurface. If we're not multisampling,
// the target framebuffer is m_framebuffer->object() (bound above). If we are multisampling, the target
// is the resolved framebuffer we created in setupFramebuffer.
if (m_multisampleColorBuffer)
gl.bindFramebuffer(GL::FRAMEBUFFER, m_resolvedFBO);
gl.framebufferTexture2D(GL::FRAMEBUFFER, GL::COLOR_ATTACHMENT0, textureTarget, m_colorTexture, 0);
if (m_depthStencilBuffer)
gl.framebufferRenderbuffer(GL::FRAMEBUFFER, GL::DEPTH_STENCIL_ATTACHMENT, GL::RENDERBUFFER, m_depthStencilBuffer);
// At this point the framebuffer should be "complete".
ASSERT(gl.checkFramebufferStatus(GL::FRAMEBUFFER) == GL::FRAMEBUFFER_COMPLETE);
#else
m_colorTexture = data.opaqueTexture;
if (!m_multisampleColorBuffer)
gl.framebufferTexture2D(GL::FRAMEBUFFER, GL::COLOR_ATTACHMENT0, GL::TEXTURE_2D, m_colorTexture, 0);
#endif
#if USE(MTLSHAREDEVENT_FOR_XR_FRAME_COMPLETION)
m_completionSyncEvent = std::tuple(data.completionSyncEvent);
#endif
}
void WebXROpaqueFramebuffer::endFrame()
{
m_framebuffer->setOpaqueActive(false);
if (!m_context.graphicsContextGL())
return;
auto& gl = *m_context.graphicsContextGL();
if (m_multisampleColorBuffer) {
// FIXME: These may be needed when using ANGLE, but it didn't compile in the initial implementation.
// https://bugs.webkit.org/show_bug.cgi?id=245210
// TemporaryOpenGLSetting scopedScissor(GL::SCISSOR_TEST, 0);
// TemporaryOpenGLSetting scopedDither(GL::DITHER, 0);
// TemporaryOpenGLSetting scopedDepth(GL::DEPTH_TEST, 0);
// TemporaryOpenGLSetting scopedStencil(GL::STENCIL_TEST, 0);
GCGLint boundFBO { 0 };
GCGLint boundReadFBO { 0 };
GCGLint boundDrawFBO { 0 };
gl.getIntegerv(GL::FRAMEBUFFER_BINDING, std::span(&boundFBO, 1));
gl.getIntegerv(GL::READ_FRAMEBUFFER_BINDING, std::span(&boundReadFBO, 1));
gl.getIntegerv(GL::DRAW_FRAMEBUFFER_BINDING, std::span(&boundDrawFBO, 1));
auto scopedBindings = makeScopeExit([&gl, boundFBO, boundReadFBO, boundDrawFBO]() {
gl.bindFramebuffer(GL::FRAMEBUFFER, boundFBO);
gl.bindFramebuffer(GL::READ_FRAMEBUFFER, boundReadFBO);
gl.bindFramebuffer(GL::DRAW_FRAMEBUFFER, boundDrawFBO);
});
GCGLbitfield buffers = GL::COLOR_BUFFER_BIT;
if (m_depthStencilBuffer)
buffers |= GL::DEPTH_BUFFER_BIT | GL::STENCIL_BUFFER_BIT;
gl.bindFramebuffer(GL::READ_FRAMEBUFFER, m_framebuffer->object());
gl.bindFramebuffer(GL::DRAW_FRAMEBUFFER, m_resolvedFBO);
gl.blitFramebufferANGLE(0, 0, width(), height(), 0, 0, width(), height(), buffers, GL::NEAREST);
}
#if USE(MTLSHAREDEVENT_FOR_XR_FRAME_COMPLETION)
if (std::get<MachSendRight>(m_completionSyncEvent)) {
auto completionSync = gl.createEGLSync(m_completionSyncEvent);
ASSERT(completionSync);
constexpr uint64_t kTimeout = 1'000'000'000; // 1 second
gl.clientWaitEGLSyncWithFlush(completionSync, kTimeout);
gl.destroyEGLSync(completionSync);
} else
gl.finish();
#else
// FIXME: We have to call finish rather than flush because we only want to disconnect
// the IOSurface and signal the DeviceProxy when we know the content has been rendered.
// It might be possible to set this up so the completion of the rendering triggers
// the endFrame call.
gl.finish();
#endif
#if USE(IOSURFACE_FOR_XR_LAYER_DATA) || USE(MTLTEXTURE_FOR_XR_LAYER_DATA)
if (m_colorImage) {
gl.destroyEGLImage(m_colorImage);
m_colorImage = nullptr;
}
if (m_depthStencilImage) {
gl.destroyEGLImage(m_depthStencilImage);
m_depthStencilImage = nullptr;
}
#endif
}
bool WebXROpaqueFramebuffer::setupFramebuffer()
{
if (!m_context.graphicsContextGL())
return false;
auto& gl = *m_context.graphicsContextGL();
// Restore bindings when exiting the function.
GCGLint boundFBO = gl.getInteger(GL::FRAMEBUFFER_BINDING);
GCGLint boundRenderbuffer = gl.getInteger(GL::RENDERBUFFER_BINDING);
auto scopedBindings = makeScopeExit([=, &gl]() {
gl.bindFramebuffer(GL::FRAMEBUFFER, boundFBO);
gl.bindRenderbuffer(GL::RENDERBUFFER, boundRenderbuffer);
});
// Set up color, depth and stencil formats
const bool hasDepthOrStencil = m_attributes.stencil || m_attributes.depth;
// Set up recommended samples for WebXR.
auto sampleCount = [](GraphicsContextGL& gl, bool isAntialias) {
if (!isAntialias)
return 0;
// FIXME: check if we can get recommended values from each device platform.
GCGLint maxSampleCount;
gl.getIntegerv(GL::MAX_SAMPLES, std::span(&maxSampleCount, 1));
// Cap the maximum multisample count at 4. Any more than this is likely overkill and will impact performance.
return std::min(4, maxSampleCount);
}(gl, m_attributes.antialias);
gl.bindFramebuffer(GL::FRAMEBUFFER, m_framebuffer->object());
if (m_attributes.antialias) {
m_resolvedFBO.ensure(gl);
auto colorBuffer = allocateColorStorage(gl, sampleCount, m_framebufferSize);
bindColorBuffer(gl, colorBuffer);
m_multisampleColorBuffer.adopt(gl, colorBuffer);
if (hasDepthOrStencil) {
auto depthStencilBuffer = allocateDepthStencilStorage(gl, sampleCount, m_framebufferSize);
bindDepthStencilBuffer(gl, depthStencilBuffer);
m_multisampleDepthStencilBuffer.adopt(gl, depthStencilBuffer);
}
} else if (hasDepthOrStencil && !m_depthStencilBuffer) {
auto depthStencilBuffer = allocateDepthStencilStorage(gl, sampleCount, m_framebufferSize);
bindDepthStencilBuffer(gl, depthStencilBuffer);
m_depthStencilBuffer.adopt(gl, depthStencilBuffer);
}
return gl.checkFramebufferStatus(GL::FRAMEBUFFER) == GL::FRAMEBUFFER_COMPLETE;
}
PlatformGLObject WebXROpaqueFramebuffer::allocateRenderbufferStorage(GraphicsContextGL& gl, GCGLsizei samples, GCGLenum internalFormat, IntSize size)
{
PlatformGLObject renderbuffer = gl.createRenderbuffer();
ASSERT(renderbuffer);
gl.bindRenderbuffer(GL::RENDERBUFFER, renderbuffer);
gl.renderbufferStorageMultisampleANGLE(GL::RENDERBUFFER, samples, internalFormat, size.width(), size.height());
return renderbuffer;
}
PlatformGLObject WebXROpaqueFramebuffer::allocateColorStorage(GraphicsContextGL& gl, GCGLsizei samples, IntSize size)
{
return allocateRenderbufferStorage(gl, samples, GL::SRGB8_ALPHA8, size);
}
PlatformGLObject WebXROpaqueFramebuffer::allocateDepthStencilStorage(GraphicsContextGL& gl, GCGLsizei samples, IntSize size)
{
return allocateRenderbufferStorage(gl, samples, GL::DEPTH24_STENCIL8, size);
}
void WebXROpaqueFramebuffer::bindColorBuffer(GraphicsContextGL& gl, PlatformGLObject colorBuffer)
{
gl.framebufferRenderbuffer(GL::FRAMEBUFFER, GL::COLOR_ATTACHMENT0, GL::RENDERBUFFER, colorBuffer);
}
void WebXROpaqueFramebuffer::bindDepthStencilBuffer(GraphicsContextGL& gl, PlatformGLObject depthStencilBuffer)
{
// NOTE: In WebGL2, GL::DEPTH_STENCIL_ATTACHMENT is an alias to set GL::DEPTH_ATTACHMENT and GL::STENCIL_ATTACHMENT, which is all we require.
ASSERT(m_attributes.stencil || m_attributes.depth);
gl.framebufferRenderbuffer(GL::FRAMEBUFFER, GL::DEPTH_STENCIL_ATTACHMENT, GL::RENDERBUFFER, depthStencilBuffer);
}
} // namespace WebCore
#endif // ENABLE(WEBXR)
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