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/*
* Copyright (C) 2024 Igalia S.L.
*
* 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 COMPUTER, INC. ``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 COMPUTER, INC. OR
* 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 "PlatformDisplay.h"
#if USE(SKIA)
#include "FontRenderOptions.h"
#include "GLContext.h"
WTF_IGNORE_WARNINGS_IN_THIRD_PARTY_CODE_BEGIN
#include <skia/core/SkColorSpace.h>
#include <skia/gpu/ganesh/GrBackendSurface.h>
#include <skia/gpu/ganesh/SkSurfaceGanesh.h>
#include <skia/gpu/ganesh/gl/GrGLBackendSurface.h>
#include <skia/gpu/ganesh/gl/GrGLDirectContext.h>
#include <skia/gpu/ganesh/gl/GrGLInterface.h>
#if USE(LIBEPOXY)
#include <skia/gpu/ganesh/gl/epoxy/GrGLMakeEpoxyEGLInterface.h>
#else
#include <skia/gpu/ganesh/gl/egl/GrGLMakeEGLInterface.h>
#endif
WTF_IGNORE_WARNINGS_IN_THIRD_PARTY_CODE_BEGIN
#include <wtf/NeverDestroyed.h>
#include <wtf/RunLoop.h>
#include <wtf/ThreadSafeWeakPtr.h>
#include <wtf/text/StringToIntegerConversion.h>
#include <wtf/threads/BinarySemaphore.h>
namespace WebCore {
#if PLATFORM(WPE)
#if CPU(X86) || CPU(X86_64)
// On x86 ot x86_64 we need at least 8 samples for the antialiasing result to be similar
// to non MSAA.
static const unsigned s_defaultSampleCount = 8;
#else
// On embedded, we sacrifice a bit of antialiasing quality to save memory and improve
// performance.
static const unsigned s_defaultSampleCount = 4;
#endif
#else
// Disable MSAA by default.
static const unsigned s_defaultSampleCount = 0;
#endif
#if !(PLATFORM(PLAYSTATION) && USE(COORDINATED_GRAPHICS))
static sk_sp<const GrGLInterface> skiaGLInterface()
{
static NeverDestroyed<sk_sp<const GrGLInterface>> grGLInterface {
#if USE(LIBEPOXY)
GrGLInterfaces::MakeEpoxyEGL()
#else
GrGLInterfaces::MakeEGL()
#endif
};
return grGLInterface.get();
}
static thread_local RefPtr<SkiaGLContext> s_skiaGLContext;
unsigned initializeMSAASampleCount(GrDirectContext* grContext)
{
static std::once_flag onceFlag;
static int sampleCount = s_defaultSampleCount;
std::call_once(onceFlag, [grContext] {
// Let the user override the default sample count if they want to.
String envString = String::fromLatin1(getenv("WEBKIT_SKIA_MSAA_SAMPLE_COUNT"));
if (!envString.isEmpty())
sampleCount = parseInteger<unsigned>(envString).value_or(0);
if (sampleCount <= 1) {
// Values of 0 or 1 mean disabling MSAA.
sampleCount = 0;
return;
}
// Skia checks internally whether MSAA is supported, but also disables it for several platforms where it
// knows there are bugs. The only way to know whether our sample count will work is trying to create a
// surface with that value and check whether it works.
auto imageInfo = SkImageInfo::Make(512, 512, kRGBA_8888_SkColorType, kPremul_SkAlphaType, SkColorSpace::MakeSRGB());
SkSurfaceProps properties = { 0, FontRenderOptions::singleton().subpixelOrder() };
auto surface = SkSurfaces::RenderTarget(grContext, skgpu::Budgeted::kNo, imageInfo, sampleCount, kTopLeft_GrSurfaceOrigin, &properties);
// If the creation of the surface failed, disable MSAA.
if (!surface)
sampleCount = 0;
});
return sampleCount;
}
class SkiaGLContext : public ThreadSafeRefCountedAndCanMakeThreadSafeWeakPtr<SkiaGLContext> {
public:
static Ref<SkiaGLContext> create(PlatformDisplay& display)
{
return adoptRef(*new SkiaGLContext(display));
}
~SkiaGLContext() = default;
void invalidate()
{
if (&RunLoop::current() == m_runLoop) {
invalidateOnCurrentThread();
return;
}
BinarySemaphore semaphore;
m_runLoop->dispatch([&semaphore, this] {
invalidateOnCurrentThread();
semaphore.signal();
});
semaphore.wait();
}
GLContext* skiaGLContext() const
{
Locker locker { m_lock };
return m_skiaGLContext.get();
}
GrDirectContext* skiaGrContext() const
{
Locker locker { m_lock };
return m_skiaGrContext.get();
}
unsigned sampleCount() const
{
return m_sampleCount;
}
private:
explicit SkiaGLContext(PlatformDisplay& display)
: m_runLoop(&RunLoop::current())
{
auto glContext = GLContext::createOffscreen(display);
if (!glContext || !glContext->makeContextCurrent())
return;
// FIXME: add GrContextOptions, shader cache, etc.
if (auto grContext = GrDirectContexts::MakeGL(skiaGLInterface())) {
m_skiaGLContext = WTFMove(glContext);
m_skiaGrContext = WTFMove(grContext);
m_sampleCount = initializeMSAASampleCount(m_skiaGrContext.get());
}
}
void invalidateOnCurrentThread()
{
Locker locker { m_lock };
m_skiaGrContext = nullptr;
m_skiaGLContext = nullptr;
}
RunLoop* m_runLoop { nullptr };
std::unique_ptr<GLContext> m_skiaGLContext WTF_GUARDED_BY_LOCK(m_lock);
sk_sp<GrDirectContext> m_skiaGrContext WTF_GUARDED_BY_LOCK(m_lock);
mutable Lock m_lock;
unsigned m_sampleCount { 0 };
};
#endif
GLContext* PlatformDisplay::skiaGLContext()
{
#if PLATFORM(GTK) || PLATFORM(WPE) || (PLATFORM(PLAYSTATION) && !USE(COORDINATED_GRAPHICS))
if (!s_skiaGLContext) {
s_skiaGLContext = SkiaGLContext::create(*this);
m_skiaGLContexts.add(*s_skiaGLContext);
}
return s_skiaGLContext->skiaGLContext();
#else
// The PlayStation OpenGL implementation does not dispatch to the context bound to
// the current thread so Skia cannot use OpenGL with coordinated graphics.
return nullptr;
#endif
}
GrDirectContext* PlatformDisplay::skiaGrContext()
{
RELEASE_ASSERT(s_skiaGLContext);
return s_skiaGLContext->skiaGrContext();
}
unsigned PlatformDisplay::msaaSampleCount() const
{
return s_skiaGLContext->sampleCount();
}
void PlatformDisplay::invalidateSkiaGLContexts()
{
auto contexts = WTFMove(m_skiaGLContexts);
contexts.forEach([](auto& context) {
context.invalidate();
});
}
} // namespace WebCore
#endif // USE(SKIA)
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