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LibWeb: Implement GLES2 context creation
For now only macOS is supported. IOSurface is used as a backing store because it will allow us to read it from Skia and write to it from OpenGL without any extra copying: - ANGLE_metal_texture_client_buffer extension is used to create EGLSurface from IOSurface. - Then the same IOSurface is wrapped into Metal texture and passed to Skia allowing to share the same memory between Skia Metal backend and ANGLE.
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38488b9ef3
Notes:
github-actions[bot]
2024-12-03 22:37:28 +00:00
Author: https://github.com/kalenikaliaksandr
Commit: 38488b9ef3
Pull-request: https://github.com/LadybirdBrowser/ladybird/pull/2688
Reviewed-by: https://github.com/ADKaster ✅
5 changed files with 223 additions and 19 deletions
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@ -5,17 +5,197 @@
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*/
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#include <AK/OwnPtr.h>
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#include <AK/String.h>
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#include <LibGfx/PaintingSurface.h>
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#include <LibWeb/WebGL/OpenGLContext.h>
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#ifdef AK_OS_MACOS
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# include <EGL/egl.h>
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# include <EGL/eglext.h>
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# include <EGL/eglext_angle.h>
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# include <GLES2/gl2.h>
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# include <GLES2/gl2ext.h>
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# include <GLES2/gl2ext_angle.h>
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#endif
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namespace Web::WebGL {
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OwnPtr<OpenGLContext> OpenGLContext::create()
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struct OpenGLContext::Impl {
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#ifdef AK_OS_MACOS
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EGLDisplay display { nullptr };
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EGLConfig config { nullptr };
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EGLContext context { nullptr };
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EGLSurface surface { nullptr };
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GLuint framebuffer { 0 };
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GLuint depth_buffer { 0 };
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#endif
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};
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OpenGLContext::OpenGLContext(NonnullRefPtr<Gfx::SkiaBackendContext> skia_backend_context, Impl impl)
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: m_skia_backend_context(move(skia_backend_context))
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, m_impl(make<Impl>(impl))
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{
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return {};
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}
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OpenGLContext::~OpenGLContext()
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{
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#ifdef AK_OS_MACOS
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eglMakeCurrent(m_impl->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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glDeleteFramebuffers(1, &m_impl->framebuffer);
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glDeleteRenderbuffers(1, &m_impl->depth_buffer);
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eglDestroyContext(m_impl->display, m_impl->context);
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eglDestroySurface(m_impl->display, m_impl->surface);
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#endif
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}
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#ifdef AK_OS_MACOS
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static EGLConfig get_egl_config(EGLDisplay display)
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{
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EGLint const config_attribs[] = {
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 24,
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EGL_STENCIL_SIZE, 8,
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EGL_NONE
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};
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EGLint number_of_configs;
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eglChooseConfig(display, config_attribs, NULL, 0, &number_of_configs);
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Vector<EGLConfig> configs;
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configs.resize(number_of_configs);
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eglChooseConfig(display, config_attribs, configs.data(), number_of_configs, &number_of_configs);
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return configs[0];
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}
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#endif
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OwnPtr<OpenGLContext> OpenGLContext::create(NonnullRefPtr<Gfx::SkiaBackendContext> skia_backend_context)
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{
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#ifdef AK_OS_MACOS
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EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if (display == EGL_NO_DISPLAY) {
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dbgln("Failed to get EGL display");
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return {};
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}
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EGLint major, minor;
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if (!eglInitialize(display, &major, &minor)) {
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dbgln("Failed to initialize EGL");
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return {};
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}
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auto* config = get_egl_config(display);
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EGLint context_attributes[] = {
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE
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};
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EGLContext context = eglCreateContext(display, config, EGL_NO_CONTEXT, context_attributes);
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if (context == EGL_NO_CONTEXT) {
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dbgln("Failed to create EGL context");
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return {};
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}
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return make<OpenGLContext>(skia_backend_context, Impl { .display = display, .config = config, .context = context });
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#else
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(void)skia_backend_context;
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return nullptr;
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#endif
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}
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void OpenGLContext::clear_buffer_to_default_values()
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{
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}
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void OpenGLContext::allocate_painting_surface_if_needed()
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{
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#ifdef AK_OS_MACOS
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if (m_painting_surface)
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return;
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VERIFY(!m_size.is_empty());
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auto iosurface = Core::IOSurfaceHandle::create(m_size.width(), m_size.height());
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m_painting_surface = Gfx::PaintingSurface::wrap_iosurface(iosurface, m_skia_backend_context);
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auto width = m_size.width();
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auto height = m_size.height();
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auto* display = m_impl->display;
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auto* config = m_impl->config;
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EGLint target = 0;
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eglGetConfigAttrib(display, config, EGL_BIND_TO_TEXTURE_TARGET_ANGLE, &target);
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EGLint const surface_attributes[] = {
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EGL_WIDTH,
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width,
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EGL_HEIGHT,
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height,
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EGL_IOSURFACE_PLANE_ANGLE,
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0,
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EGL_TEXTURE_TARGET,
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target,
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EGL_TEXTURE_INTERNAL_FORMAT_ANGLE,
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GL_BGRA_EXT,
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EGL_TEXTURE_FORMAT,
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EGL_TEXTURE_RGBA,
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EGL_TEXTURE_TYPE_ANGLE,
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GL_UNSIGNED_BYTE,
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EGL_NONE,
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EGL_NONE,
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};
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m_impl->surface = eglCreatePbufferFromClientBuffer(display, EGL_IOSURFACE_ANGLE, iosurface.core_foundation_pointer(), config, surface_attributes);
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eglMakeCurrent(m_impl->display, m_impl->surface, m_impl->surface, m_impl->context);
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EGLint texture_target_angle = 0;
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eglGetConfigAttrib(display, config, EGL_BIND_TO_TEXTURE_TARGET_ANGLE, &texture_target_angle);
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VERIFY(texture_target_angle == EGL_TEXTURE_RECTANGLE_ANGLE);
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GLuint texture = 0;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
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auto result = eglBindTexImage(display, m_impl->surface, EGL_BACK_BUFFER);
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VERIFY(result == EGL_TRUE);
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glGenFramebuffers(1, &m_impl->framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_impl->framebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ANGLE, texture, 0);
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// NOTE: ANGLE doesn't allocate depth buffer for us, so we need to do it manually
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// FIXME: Depth buffer only needs to be allocated if it's configured in WebGL context attributes
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glGenRenderbuffers(1, &m_impl->depth_buffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_impl->depth_buffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_impl->depth_buffer);
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#endif
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}
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void OpenGLContext::set_size(Gfx::IntSize const& size)
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{
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if (m_size != size) {
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m_painting_surface = nullptr;
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}
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m_size = size;
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}
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void OpenGLContext::make_current()
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{
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#ifdef AK_OS_MACOS
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allocate_painting_surface_if_needed();
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eglMakeCurrent(m_impl->display, m_impl->surface, m_impl->surface, m_impl->context);
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#endif
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}
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RefPtr<Gfx::PaintingSurface> OpenGLContext::surface()
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{
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return m_painting_surface;
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}
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}
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