Shareable Vulkan image allocation on Linux relies on the dma-buf
interface, which is a Linux-specific thing. Therefore, we should only be
compiling it (and any code that uses it) on Linux. This change adds
preprocessor guards to do that. Enabling similar functionality on other
operating systems will need to leverage analogous interfaces on those
platforms, e.g. win32 handles on Windows.
All Vulkan image code will now be guarded by the USE_VULKAN_IMAGES
preprocessor definition, currently enabled on Linux if Vulkan is
available. Additionally, we shuffle around some code in
OpenGLContext.cpp to simplify the preprocessor conditionals.
This enabled WebGL on Linux. It uses ANGLE's OpenGL backend running atop
EGL_PLATFORM_SURFACELESS_MESA. Eventually we should probably switch to
the Vulkan backend but that doesn't seem to be enabled in the vcpkg
angle package. Anyway, switching later should be trivial.
The painting surface is allocated through Vulkan and then imported into
EGL as a dma-buf. The DRM format modifier mechanism, along with Vulkan
initializing the image with VK_IMAGE_LAYOUT_GENERAL, should ensure
surface compatibility across the two APIs.
For now, we will synchronize rendering and presentation using glFinish,
although this is admittedly suboptimal. Really we should grab an
EGLSync, export that to an fd, import it into Skia and have it wait for
it before reading from the image. That can be implemented in a future
change, though.
If a WebGL canvas is resized through the set_size function, we will
re-create the painting surface. However, this currently leaks all of the
associated EGL/OpenGL objects. This change introduces the
free_surface_resources function which will free all resources associated
with the painting surface. It will be called before allocating a new
surface and during context destruction. It keeps track of the OpenGL
texture for the color buffer in m_impl instead of just storing it on the
stack.
With the Metal backend, glFlush flushes the command buffer, but doesn't
wait for the commands to be scheduled on the GPU.
eglWaitUntilWorkScheduledANGLE does wait, hence the name.
This fixes flickering on Rive animations rendered with WebGL.
This is used to put together the list of supported WebGL extensions
based on the available extensions, per-extension required extensions
and WebGL version.
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.