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/*
* Copyright (C) 2024 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) && PLATFORM(COCOA)
#include "GraphicsContextGLCocoa.h"
#include "IntSize.h"
#include "Logging.h"
#include "WebGL2RenderingContext.h"
#include "WebGLFramebuffer.h"
#include "WebGLRenderingContext.h"
#include "WebGLRenderingContextBase.h"
#include "WebGLUtilities.h"
#include <wtf/Scope.h>
#include <wtf/SystemTracing.h>
namespace WebCore {
using GL = GraphicsContextGL;
static void ensure(GL& gl, GCGLOwnedFramebuffer& framebuffer)
{
if (!framebuffer) {
auto object = gl.createFramebuffer();
if (!object)
return;
framebuffer.adopt(gl, object);
}
}
static void createAndBindCompositorBuffer(GL& gl, WebXRExternalRenderbuffer& buffer, GCGLenum internalFormat, GL::ExternalImageSource source, GCGLint layer)
{
if (!buffer.renderBufferObject) {
auto object = gl.createRenderbuffer();
if (!object)
return;
buffer.renderBufferObject.adopt(gl, object);
}
gl.bindRenderbuffer(GL::RENDERBUFFER, buffer.renderBufferObject);
auto image = gl.createExternalImage(WTFMove(source), internalFormat, layer);
if (!image)
return;
gl.bindExternalImage(GL::RENDERBUFFER, image);
buffer.image.adopt(gl, image);
}
static GL::ExternalImageSource makeExternalImageSource(const PlatformXR::FrameData::ExternalTexture& imageSource)
{
if (imageSource.isSharedTexture)
return GraphicsContextGLExternalImageSourceMTLSharedTextureHandle { MachSendRight(imageSource.handle) };
return GraphicsContextGLExternalImageSourceIOSurfaceHandle { MachSendRight(imageSource.handle) };
}
static void createAndBindTempBuffer(GL& gl, WebXRExternalRenderbuffer& buffer, GCGLenum internalFormat, IntSize size)
{
if (!buffer.renderBufferObject) {
auto object = gl.createRenderbuffer();
if (!object)
return;
buffer.renderBufferObject.adopt(gl, object);
}
gl.bindRenderbuffer(GL::RENDERBUFFER, buffer.renderBufferObject);
gl.renderbufferStorage(GL::RENDERBUFFER, internalFormat, size.width(), size.height());
}
static IntSize toIntSize(const auto& size)
{
return IntSize(size[0], size[1]);
}
std::unique_ptr<WebXROpaqueFramebuffer> WebXROpaqueFramebuffer::create(PlatformXR::LayerHandle handle, WebGLRenderingContextBase& context, Attributes&& attributes, IntSize framebufferSize)
{
auto framebuffer = WebGLFramebuffer::createOpaque(context);
if (!framebuffer)
return nullptr;
return std::unique_ptr<WebXROpaqueFramebuffer>(new WebXROpaqueFramebuffer(handle, framebuffer.releaseNonNull(), context, WTFMove(attributes), framebufferSize));
}
WebXROpaqueFramebuffer::WebXROpaqueFramebuffer(PlatformXR::LayerHandle handle, Ref<WebGLFramebuffer>&& framebuffer, WebGLRenderingContextBase& context, Attributes&& attributes, IntSize framebufferSize)
: m_handle(handle)
, m_drawFramebuffer(WTFMove(framebuffer))
, m_context(context)
, m_attributes(WTFMove(attributes))
, m_framebufferSize(framebufferSize)
{
}
WebXROpaqueFramebuffer::~WebXROpaqueFramebuffer()
{
releaseAllDisplayAttachments();
if (RefPtr gl = m_context.graphicsContextGL()) {
m_drawAttachments.release(*gl);
m_resolveAttachments.release(*gl);
m_displayFBO.release(*gl);
m_resolvedFBO.release(*gl);
m_context.deleteFramebuffer(m_drawFramebuffer.ptr());
} else {
// The GraphicsContextGL is gone, so disarm the GCGLOwned objects so
// their destructors don't assert.
m_drawAttachments.leakObject();
m_resolveAttachments.leakObject();
m_displayFBO.leakObject();
m_resolvedFBO.leakObject();
}
}
void WebXROpaqueFramebuffer::startFrame(PlatformXR::FrameData::LayerData& data)
{
RefPtr gl = m_context.graphicsContextGL();
if (!gl)
return;
tracePoint(WebXRLayerStartFrameStart);
auto scopeExit = makeScopeExit([&]() {
tracePoint(WebXRLayerStartFrameEnd);
});
auto [textureTarget, textureTargetBinding] = gl->externalImageTextureBindingPoint();
ScopedWebGLRestoreFramebuffer restoreFramebuffer { m_context };
ScopedWebGLRestoreTexture restoreTexture { m_context, textureTarget };
ScopedWebGLRestoreRenderbuffer restoreRenderBuffer { m_context };
gl->bindFramebuffer(GL::FRAMEBUFFER, m_drawFramebuffer->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 (data.layerSetup) {
// The drawing target can change size at any point during the session. If this happens, we need
// to recreate the framebuffer.
if (!setupFramebuffer(*gl, *data.layerSetup))
return;
m_completionSyncEvent = MachSendRight(data.layerSetup->completionSyncEvent);
}
bindCompositorTexturesForDisplay(*gl, data);
auto displayAttachmentSet = reusableDisplayAttachmentsAtIndex(m_currentDisplayAttachmentIndex);
ASSERT(displayAttachmentSet);
if (!displayAttachmentSet) {
RELEASE_LOG_ERROR(XR, "WebXROpaqueFramebuffer::startFrame(): unable to find display attachments at index: %zu", m_currentDisplayAttachmentIndex);
return;
}
if (!(*displayAttachmentSet)[0].colorBuffer.image) {
RELEASE_LOG_ERROR(XR, "WebXROpaqueFramebuffer::startFrame(): no color texture at index: %zu", m_currentDisplayAttachmentIndex);
return;
}
m_renderingFrameIndex = data.renderingFrameIndex;
m_blitDepth = data.requestDepth;
// WebXR must always clear for the rAF of the session. Currently we assume content does not do redundant initial clear,
// as the spec says the buffer always starts cleared.
ScopedDisableRasterizerDiscard disableRasterizerDiscard { m_context };
ScopedEnableBackbuffer enableBackBuffer { m_context };
ScopedDisableScissorTest disableScissorTest { m_context };
ScopedClearColorAndMask zeroClear { m_context, 0.f, 0.f, 0.f, 0.f, true, true, true, true, };
ScopedClearDepthAndMask zeroDepth { m_context, 1.0f, true, m_attributes.depth };
ScopedClearStencilAndMask zeroStencil { m_context, 0, 0xFFFFFFFF, m_attributes.stencil };
GCGLenum clearMask = GL::COLOR_BUFFER_BIT;
if (m_attributes.depth)
clearMask |= GL::DEPTH_BUFFER_BIT;
if (m_attributes.stencil)
clearMask |= GL::STENCIL_BUFFER_BIT;
gl->bindFramebuffer(GL::FRAMEBUFFER, m_drawFramebuffer->object());
gl->clear(clearMask);
}
void WebXROpaqueFramebuffer::endFrame()
{
RefPtr gl = m_context.graphicsContextGL();
if (!gl)
return;
tracePoint(WebXRLayerEndFrameStart);
auto scopeExit = makeScopeExit([&]() {
tracePoint(WebXRLayerEndFrameEnd);
});
ScopedWebGLRestoreFramebuffer restoreFramebuffer { m_context };
switch (m_displayLayout) {
case PlatformXR::Layout::Shared:
blitShared(*gl);
break;
case PlatformXR::Layout::Layered:
blitSharedToLayered(*gl);
break;
}
if (m_completionSyncEvent) {
auto completionSync = gl->createExternalSync(std::tuple(m_completionSyncEvent, m_renderingFrameIndex));
ASSERT(completionSync);
if (completionSync) {
gl->flush();
gl->deleteExternalSync(completionSync);
}
} else
gl->finish();
}
bool WebXROpaqueFramebuffer::usesLayeredMode() const
{
return m_displayLayout == PlatformXR::Layout::Layered;
}
void WebXROpaqueFramebuffer::releaseAllDisplayAttachments()
{
for (size_t i = 0; i < m_displayAttachmentsSets.size(); ++i)
releaseDisplayAttachmentsAtIndex(i);
m_displayAttachmentsSets.clear();
}
void WebXROpaqueFramebuffer::resolveMSAAFramebuffer(GraphicsContextGL& gl)
{
#if PLATFORM(VISION) && !PLATFORM(IOS_FAMILY_SIMULATOR)
// End of rendering. Discard the MSAA buffers to avoid writing them back to
// memory since we only need the resolved versions.
Vector<GCGLenum, 3> discardAttachments = { GL::COLOR_ATTACHMENT0, GL::DEPTH_ATTACHMENT, GL::STENCIL_ATTACHMENT };
gl.framebufferDiscard(GL::FRAMEBUFFER, discardAttachments);
#else
IntSize size = m_framebufferSize; // Physical Space
PlatformGLObject readFBO = m_drawFramebuffer->object();
PlatformGLObject drawFBO = m_resolvedFBO ? m_resolvedFBO : m_displayFBO;
GCGLbitfield buffers = GL::COLOR_BUFFER_BIT;
if (m_drawAttachments.depthStencilBuffer) {
// FIXME: Is it necessary to resolve stencil?
buffers |= GL::DEPTH_BUFFER_BIT | GL::STENCIL_BUFFER_BIT;
}
gl.bindFramebuffer(GL::READ_FRAMEBUFFER, readFBO);
ASSERT(gl.checkFramebufferStatus(GL::READ_FRAMEBUFFER) == GL::FRAMEBUFFER_COMPLETE);
gl.bindFramebuffer(GL::DRAW_FRAMEBUFFER, drawFBO);
ASSERT(gl.checkFramebufferStatus(GL::DRAW_FRAMEBUFFER) == GL::FRAMEBUFFER_COMPLETE);
gl.blitFramebuffer(0, 0, size.width(), size.height(), 0, 0, size.width(), size.height(), buffers, GL::NEAREST);
#endif
}
void WebXROpaqueFramebuffer::blitShared(GraphicsContextGL& gl)
{
ASSERT(!m_resolvedFBO, "blitShared should not require intermediate resolve buffers");
auto displayAttachmentSet = reusableDisplayAttachmentsAtIndex(m_currentDisplayAttachmentIndex);
ASSERT(displayAttachmentSet);
if (!displayAttachmentSet) {
RELEASE_LOG_ERROR(XR, "WebXROpaqueFramebuffer::blitShared(): unable to find display attachments at index: %zu", m_currentDisplayAttachmentIndex);
return;
}
ensure(gl, m_displayFBO);
gl.bindFramebuffer(GL::FRAMEBUFFER, m_displayFBO);
gl.framebufferRenderbuffer(GL::FRAMEBUFFER, GL::COLOR_ATTACHMENT0, GL::RENDERBUFFER, (*displayAttachmentSet)[0].colorBuffer.renderBufferObject);
ASSERT(gl.checkFramebufferStatus(GL::FRAMEBUFFER) == GL::FRAMEBUFFER_COMPLETE);
resolveMSAAFramebuffer(gl);
}
void WebXROpaqueFramebuffer::blitSharedToLayered(GraphicsContextGL& gl)
{
ensure(gl, m_displayFBO);
PlatformGLObject readFBO = (m_resolvedFBO && m_attributes.antialias) ? m_resolvedFBO : m_drawFramebuffer->object();
ASSERT(readFBO, "readFBO shouldn't be the default framebuffer");
PlatformGLObject drawFBO = m_displayFBO;
ASSERT(drawFBO, "drawFBO shouldn't be the default framebuffer");
auto displayAttachmentSet = reusableDisplayAttachmentsAtIndex(m_currentDisplayAttachmentIndex);
ASSERT(displayAttachmentSet);
if (!displayAttachmentSet) {
RELEASE_LOG_ERROR(XR, "WebXROpaqueFramebuffer::blitSharedToLayered(): unable to find display attachments at index: %zu", m_currentDisplayAttachmentIndex);
return;
}
GCGLint xOffset = 0;
GCGLint width = m_leftPhysicalSize.width();
GCGLint height = m_leftPhysicalSize.height();
if (m_resolvedFBO && m_attributes.antialias)
resolveMSAAFramebuffer(gl);
for (int layer = 0; layer < 2; ++layer) {
gl.bindFramebuffer(GL::READ_FRAMEBUFFER, readFBO);
gl.bindFramebuffer(GL::DRAW_FRAMEBUFFER, drawFBO);
GCGLbitfield buffers = GL::COLOR_BUFFER_BIT;
gl.framebufferRenderbuffer(GL::DRAW_FRAMEBUFFER, GL::COLOR_ATTACHMENT0, GL::RENDERBUFFER, (*displayAttachmentSet)[layer].colorBuffer.renderBufferObject);
if (m_blitDepth && (*displayAttachmentSet)[layer].depthStencilBuffer.image) {
buffers |= GL::DEPTH_BUFFER_BIT;
gl.framebufferRenderbuffer(GL::DRAW_FRAMEBUFFER, GL::DEPTH_STENCIL_ATTACHMENT, GL::RENDERBUFFER, (*displayAttachmentSet)[layer].depthStencilBuffer.renderBufferObject);
}
ASSERT(gl.checkFramebufferStatus(GL::DRAW_FRAMEBUFFER) == GL::FRAMEBUFFER_COMPLETE);
gl.blitFramebuffer(xOffset, 0, xOffset + width, height, 0, 0, width, height, buffers, GL::NEAREST);
xOffset += width;
width = m_rightPhysicalSize.width();
height = m_rightPhysicalSize.height();
}
}
bool WebXROpaqueFramebuffer::supportsDynamicViewportScaling() const
{
#if PLATFORM(VISION)
return false;
#else
return true;
#endif
}
IntSize WebXROpaqueFramebuffer::drawFramebufferSize() const
{
auto framebufferRect = unionRect(m_leftViewport, m_rightViewport);
RELEASE_ASSERT(framebufferRect.location().isZero());
// rdar://127893021 - Games exported by Unity set the viewport to the reported size of the framebuffer and
// adjust the rendering for each eye's viewport in shaders, not with WebGL setViewport/setScissor calls.
return framebufferRect.size();
}
IntRect WebXROpaqueFramebuffer::drawViewport(PlatformXR::Eye eye) const
{
switch (eye) {
case PlatformXR::Eye::None:
RELEASE_ASSERT(!m_usingFoveation);
return IntRect(IntPoint::zero(), drawFramebufferSize());
case PlatformXR::Eye::Left:
return m_leftViewport;
case PlatformXR::Eye::Right:
return m_rightViewport;
}
}
static PlatformXR::Layout displayLayout(const PlatformXR::FrameData::LayerSetupData& data)
{
return data.physicalSize[1][0] > 0 ? PlatformXR::Layout::Layered : PlatformXR::Layout::Shared;
}
static IntSize calcFramebufferPhysicalSize(const IntSize& leftPhysicalSize, const IntSize& rightPhysicalSize)
{
if (rightPhysicalSize.isEmpty())
return leftPhysicalSize;
RELEASE_ASSERT(leftPhysicalSize.height() == rightPhysicalSize.height(), "Only side-by-side shared framebuffer layout is supported");
return { leftPhysicalSize.width() + rightPhysicalSize.width(), leftPhysicalSize.height() };
}
bool WebXROpaqueFramebuffer::setupFramebuffer(GraphicsContextGL& gl, const PlatformXR::FrameData::LayerSetupData& data)
{
auto leftPhysicalSize = toIntSize(data.physicalSize[0]);
auto rightPhysicalSize = toIntSize(data.physicalSize[1]);
auto framebufferSize = calcFramebufferPhysicalSize(leftPhysicalSize, rightPhysicalSize);
bool framebufferResize = !m_drawAttachments || m_framebufferSize != framebufferSize || m_displayLayout != displayLayout(data);
bool usingFoveation = !data.foveationRateMapDesc.screenSize.isEmpty();
bool foveationChange = m_usingFoveation ^ usingFoveation;
m_displayLayout = displayLayout(data);
m_framebufferSize = framebufferSize;
m_leftViewport = data.viewports[0];
m_leftPhysicalSize = leftPhysicalSize;
m_rightViewport = data.viewports[1];
m_rightPhysicalSize = rightPhysicalSize;
m_usingFoveation = usingFoveation;
const bool layeredLayout = m_displayLayout == PlatformXR::Layout::Layered;
const bool needsIntermediateResolve = m_attributes.antialias && layeredLayout;
// Set up recommended samples for WebXR.
auto sampleCount = m_attributes.antialias ? std::min(4, m_context.maxSamples()) : 0;
// Drawing target
if (framebufferResize) {
// FIXME: We always allocate a new drawing target
allocateAttachments(gl, m_drawAttachments, sampleCount, m_framebufferSize);
gl.bindFramebuffer(GL::FRAMEBUFFER, m_drawFramebuffer->object());
bindAttachments(gl, m_drawAttachments);
ASSERT(gl.checkFramebufferStatus(GL::FRAMEBUFFER) == GL::FRAMEBUFFER_COMPLETE);
}
// Calculate viewports of each eye
if (foveationChange) {
if (m_usingFoveation) {
const auto& frmd = data.foveationRateMapDesc;
if (!gl.addFoveation(leftPhysicalSize, rightPhysicalSize, frmd.screenSize, frmd.horizontalSamplesLeft, frmd.verticalSamples, frmd.horizontalSamplesRight))
return false;
gl.enableFoveation(m_drawAttachments.colorBuffer);
} else
gl.disableFoveation();
}
// Intermediate resolve target
if ((!m_resolvedFBO || framebufferResize) && needsIntermediateResolve) {
allocateAttachments(gl, m_resolveAttachments, 0, m_framebufferSize);
#if PLATFORM(VISION) && !PLATFORM(IOS_FAMILY_SIMULATOR)
gl.bindFramebuffer(GL::FRAMEBUFFER, m_drawFramebuffer->object());
bindResolveAttachments(gl, m_resolveAttachments);
ASSERT(gl.checkFramebufferStatus(GL::FRAMEBUFFER) == GL::FRAMEBUFFER_COMPLETE);
#endif
ensure(gl, m_resolvedFBO);
gl.bindFramebuffer(GL::FRAMEBUFFER, m_resolvedFBO);
bindAttachments(gl, m_resolveAttachments);
ASSERT(gl.checkFramebufferStatus(GL::FRAMEBUFFER) == GL::FRAMEBUFFER_COMPLETE);
if (gl.checkFramebufferStatus(GL::FRAMEBUFFER) != GL::FRAMEBUFFER_COMPLETE)
return false;
}
return gl.checkFramebufferStatus(GL::FRAMEBUFFER) == GL::FRAMEBUFFER_COMPLETE;
}
const std::array<WebXRExternalAttachments, 2>* WebXROpaqueFramebuffer::reusableDisplayAttachments(const PlatformXR::FrameData::ExternalTextureData& textureData) const
{
auto [imageHandle, isSharedTexture] = textureData.colorTexture;
if (imageHandle)
return nullptr;
auto reusableTextureIndex = textureData.reusableTextureIndex;
if (reusableTextureIndex >= m_displayAttachmentsSets.size() || !m_displayAttachmentsSets[reusableTextureIndex][0]) {
RELEASE_LOG_FAULT(XR, "Unable to find reusable texture at index: %zu", reusableTextureIndex);
ASSERT_NOT_REACHED();
return nullptr;
}
return &m_displayAttachmentsSets[reusableTextureIndex];
}
void WebXROpaqueFramebuffer::bindCompositorTexturesForDisplay(GraphicsContextGL& gl, const PlatformXR::FrameData::LayerData& layerData)
{
int layerCount = (m_displayLayout == PlatformXR::Layout::Layered) ? 2 : 1;
m_currentDisplayAttachmentIndex = layerData.textureData ? layerData.textureData->reusableTextureIndex : 0;
if (m_displayAttachmentsSets.size() <= m_currentDisplayAttachmentIndex)
m_displayAttachmentsSets.resizeToFit(m_currentDisplayAttachmentIndex + 1);
if (!layerData.textureData) {
m_currentDisplayAttachmentIndex = 0;
for (int layer = 0; layer < layerCount; ++layer) {
IntSize framebufferSize = layerData.layerSetup ? toIntSize(layerData.layerSetup->physicalSize[0]) : IntSize(32, 32);
createAndBindTempBuffer(gl, m_displayAttachmentsSets[m_currentDisplayAttachmentIndex][layer].colorBuffer, GL::RGBA8, framebufferSize);
}
return;
}
auto displayAttachments = reusableDisplayAttachments(*(layerData.textureData));
if (displayAttachments)
return;
releaseDisplayAttachmentsAtIndex(m_currentDisplayAttachmentIndex);
for (int layer = 0; layer < layerCount; ++layer) {
ASSERT(layerData.textureData->colorTexture.handle);
if (!layerData.textureData->colorTexture.handle)
return;
auto colorTextureSource = makeExternalImageSource(layerData.textureData->colorTexture);
createAndBindCompositorBuffer(gl, m_displayAttachmentsSets[m_currentDisplayAttachmentIndex][layer].colorBuffer, GL::BGRA_EXT, WTFMove(colorTextureSource), layer);
ASSERT(m_displayAttachmentsSets[m_currentDisplayAttachmentIndex][layer].colorBuffer.image);
if (!m_displayAttachmentsSets[m_currentDisplayAttachmentIndex][layer].colorBuffer.image)
return;
if (layerData.textureData->depthStencilBuffer.handle) {
auto depthStencilBufferSource = makeExternalImageSource(layerData.textureData->depthStencilBuffer);
createAndBindCompositorBuffer(gl, m_displayAttachmentsSets[m_currentDisplayAttachmentIndex][layer].depthStencilBuffer, GL::DEPTH24_STENCIL8, WTFMove(depthStencilBufferSource), layer);
}
}
}
const std::array<WebXRExternalAttachments, 2>* WebXROpaqueFramebuffer::reusableDisplayAttachmentsAtIndex(size_t index)
{
if (index >= m_displayAttachmentsSets.size())
return nullptr;
return &m_displayAttachmentsSets[index];
}
void WebXROpaqueFramebuffer::releaseDisplayAttachmentsAtIndex(size_t index)
{
if (index >= m_displayAttachmentsSets.size())
return;
RefPtr gl = m_context.graphicsContextGL();
for (auto& attachments : m_displayAttachmentsSets[index]) {
if (gl)
attachments.release(*gl);
else
attachments.leakObject();
}
}
void WebXROpaqueFramebuffer::allocateRenderbufferStorage(GraphicsContextGL& gl, GCGLOwnedRenderbuffer& buffer, 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());
buffer.adopt(gl, renderbuffer);
}
void WebXROpaqueFramebuffer::allocateAttachments(GraphicsContextGL& gl, WebXRAttachments& attachments, GCGLsizei samples, IntSize size)
{
const bool hasDepthOrStencil = m_attributes.stencil || m_attributes.depth;
allocateRenderbufferStorage(gl, attachments.colorBuffer, samples, GL::RGBA8, size);
if (hasDepthOrStencil)
allocateRenderbufferStorage(gl, attachments.depthStencilBuffer, samples, GL::DEPTH24_STENCIL8, size);
}
void WebXROpaqueFramebuffer::bindAttachments(GraphicsContextGL& gl, WebXRAttachments& attachments)
{
gl.framebufferRenderbuffer(GL::FRAMEBUFFER, GL::COLOR_ATTACHMENT0, GL::RENDERBUFFER, attachments.colorBuffer);
// 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) && attachments.depthStencilBuffer);
gl.framebufferRenderbuffer(GL::FRAMEBUFFER, GL::DEPTH_STENCIL_ATTACHMENT, GL::RENDERBUFFER, attachments.depthStencilBuffer);
}
void WebXROpaqueFramebuffer::bindResolveAttachments(GraphicsContextGL& gl, WebXRAttachments& attachments)
{
gl.framebufferResolveRenderbuffer(GL::FRAMEBUFFER, GL::COLOR_ATTACHMENT0, GL::RENDERBUFFER, attachments.colorBuffer);
// 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) && attachments.depthStencilBuffer);
gl.framebufferResolveRenderbuffer(GL::FRAMEBUFFER, GL::DEPTH_STENCIL_ATTACHMENT, GL::RENDERBUFFER, attachments.depthStencilBuffer);
}
void WebXRExternalRenderbuffer::destroyImage(GraphicsContextGL& gl)
{
image.release(gl);
}
void WebXRExternalRenderbuffer::release(GraphicsContextGL& gl)
{
renderBufferObject.release(gl);
image.release(gl);
}
void WebXRExternalRenderbuffer::leakObject()
{
renderBufferObject.leakObject();
image.leakObject();
}
} // namespace WebCore
#endif // ENABLE(WEBXR) && PLATFORM(COCOA)
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