/* * Copyright (c) 2024, Aliaksandr Kalenik * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include #ifdef AK_OS_MACOS # include # include # include # define GL_GLEXT_PROTOTYPES 1 # include # include extern "C" { # include } #endif namespace Web::WebGL { struct OpenGLContext::Impl { #ifdef AK_OS_MACOS EGLDisplay display { nullptr }; EGLConfig config { nullptr }; EGLContext context { nullptr }; EGLSurface surface { nullptr }; GLuint framebuffer { 0 }; GLuint depth_buffer { 0 }; #endif }; OpenGLContext::OpenGLContext(NonnullRefPtr skia_backend_context, Impl impl, WebGLVersion webgl_version) : m_skia_backend_context(move(skia_backend_context)) , m_impl(make(impl)) , m_webgl_version(webgl_version) { } OpenGLContext::~OpenGLContext() { #ifdef AK_OS_MACOS eglMakeCurrent(m_impl->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); glDeleteFramebuffers(1, &m_impl->framebuffer); glDeleteRenderbuffers(1, &m_impl->depth_buffer); eglDestroyContext(m_impl->display, m_impl->context); eglReleaseTexImage(m_impl->display, m_impl->surface, EGL_BACK_BUFFER); eglDestroySurface(m_impl->display, m_impl->surface); #endif } #ifdef AK_OS_MACOS static EGLConfig get_egl_config(EGLDisplay display) { EGLint const config_attribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_STENCIL_SIZE, 8, EGL_NONE }; EGLint number_of_configs; eglChooseConfig(display, config_attribs, NULL, 0, &number_of_configs); Vector configs; configs.resize(number_of_configs); eglChooseConfig(display, config_attribs, configs.data(), number_of_configs, &number_of_configs); return configs[0]; } #endif OwnPtr OpenGLContext::create(NonnullRefPtr skia_backend_context, WebGLVersion webgl_version) { #ifdef AK_OS_MACOS EGLAttrib display_attributes[] = { EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_METAL_ANGLE, EGL_NONE, }; EGLDisplay display = eglGetPlatformDisplay(EGL_PLATFORM_ANGLE_ANGLE, reinterpret_cast(EGL_DEFAULT_DISPLAY), display_attributes); if (display == EGL_NO_DISPLAY) { dbgln("Failed to get EGL display"); return {}; } EGLint major, minor; if (!eglInitialize(display, &major, &minor)) { dbgln("Failed to initialize EGL"); return {}; } auto* config = get_egl_config(display); EGLint context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, webgl_version == WebGLVersion::WebGL1 ? 2 : 3, EGL_CONTEXT_WEBGL_COMPATIBILITY_ANGLE, EGL_TRUE, EGL_ROBUST_RESOURCE_INITIALIZATION_ANGLE, EGL_TRUE, EGL_CONTEXT_OPENGL_BACKWARDS_COMPATIBLE_ANGLE, EGL_FALSE, EGL_NONE, EGL_NONE, }; EGLContext context = eglCreateContext(display, config, EGL_NO_CONTEXT, context_attributes); if (context == EGL_NO_CONTEXT) { dbgln("Failed to create EGL context"); return {}; } return make(skia_backend_context, Impl { .display = display, .config = config, .context = context }, webgl_version); #else (void)skia_backend_context; (void)webgl_version; return nullptr; #endif } void OpenGLContext::notify_content_will_change() { m_painting_surface->notify_content_will_change(); } void OpenGLContext::clear_buffer_to_default_values() { #ifdef AK_OS_MACOS Array current_clear_color; glGetFloatv(GL_COLOR_CLEAR_VALUE, current_clear_color.data()); GLfloat current_clear_depth; glGetFloatv(GL_DEPTH_CLEAR_VALUE, ¤t_clear_depth); GLint current_clear_stencil; glGetIntegerv(GL_STENCIL_CLEAR_VALUE, ¤t_clear_stencil); // The implicit clear value for the color buffer is (0, 0, 0, 0) glClearColor(0, 0, 0, 0); // The implicit clear value for the depth buffer is 1.0. glClearDepthf(1.0f); // The implicit clear value for the stencil buffer is 0. glClearStencil(0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Restore the clear values. glClearColor(current_clear_color[0], current_clear_color[1], current_clear_color[2], current_clear_color[3]); glClearDepthf(current_clear_depth); glClearStencil(current_clear_stencil); #endif } void OpenGLContext::allocate_painting_surface_if_needed() { #ifdef AK_OS_MACOS if (m_painting_surface) return; VERIFY(!m_size.is_empty()); auto iosurface = Core::IOSurfaceHandle::create(m_size.width(), m_size.height()); m_painting_surface = Gfx::PaintingSurface::wrap_iosurface(iosurface, m_skia_backend_context, Gfx::PaintingSurface::Origin::BottomLeft); auto width = m_size.width(); auto height = m_size.height(); auto* display = m_impl->display; auto* config = m_impl->config; EGLint target = 0; eglGetConfigAttrib(display, config, EGL_BIND_TO_TEXTURE_TARGET_ANGLE, &target); EGLint const surface_attributes[] = { EGL_WIDTH, width, EGL_HEIGHT, height, EGL_IOSURFACE_PLANE_ANGLE, 0, EGL_TEXTURE_TARGET, target, EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT, EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA, EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE, EGL_NONE, EGL_NONE, }; m_impl->surface = eglCreatePbufferFromClientBuffer(display, EGL_IOSURFACE_ANGLE, iosurface.core_foundation_pointer(), config, surface_attributes); eglMakeCurrent(m_impl->display, m_impl->surface, m_impl->surface, m_impl->context); EGLint texture_target_name = 0; eglGetConfigAttrib(display, config, EGL_BIND_TO_TEXTURE_TARGET_ANGLE, &texture_target_name); VERIFY(texture_target_name == EGL_TEXTURE_RECTANGLE_ANGLE || texture_target_name == EGL_TEXTURE_2D); GLuint texture = 0; glGenTextures(1, &texture); glBindTexture(texture_target_name == EGL_TEXTURE_RECTANGLE_ANGLE ? GL_TEXTURE_RECTANGLE_ANGLE : GL_TEXTURE_2D, texture); auto result = eglBindTexImage(display, m_impl->surface, EGL_BACK_BUFFER); VERIFY(result == EGL_TRUE); glGenFramebuffers(1, &m_impl->framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, m_impl->framebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target_name == EGL_TEXTURE_RECTANGLE_ANGLE ? GL_TEXTURE_RECTANGLE_ANGLE : GL_TEXTURE_2D, texture, 0); // NOTE: ANGLE doesn't allocate depth buffer for us, so we need to do it manually // FIXME: Depth buffer only needs to be allocated if it's configured in WebGL context attributes glGenRenderbuffers(1, &m_impl->depth_buffer); glBindRenderbuffer(GL_RENDERBUFFER, m_impl->depth_buffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_impl->depth_buffer); #endif } void OpenGLContext::set_size(Gfx::IntSize const& size) { if (m_size != size) { m_painting_surface = nullptr; } m_size = size; } void OpenGLContext::make_current() { #ifdef AK_OS_MACOS allocate_painting_surface_if_needed(); eglMakeCurrent(m_impl->display, m_impl->surface, m_impl->surface, m_impl->context); #endif } RefPtr OpenGLContext::surface() { return m_painting_surface; } u32 OpenGLContext::default_renderbuffer() const { #ifdef AK_OS_MACOS return m_impl->depth_buffer; #else return 0; #endif } u32 OpenGLContext::default_framebuffer() const { #ifdef AK_OS_MACOS return m_impl->framebuffer; #else return 0; #endif } struct Extension { String webgl_extension_name; Vector required_angle_extensions; Optional only_for_webgl_version { OptionalNone {} }; }; Vector s_available_webgl_extensions { // Khronos ratified WebGL Extensions { "ANGLE_instanced_arrays"_string, { "GL_ANGLE_instanced_arrays"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "EXT_blend_minmax"_string, { "GL_EXT_blend_minmax"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "EXT_frag_depth"_string, { "GL_EXT_frag_depth"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "EXT_shader_texture_lod"_string, { "GL_EXT_shader_texture_lod"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "EXT_texture_filter_anisotropic"_string, { "GL_EXT_texture_filter_anisotropic"sv } }, { "OES_element_index_uint"_string, { "GL_OES_element_index_uint"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "OES_standard_derivatives"_string, { "GL_OES_standard_derivatives"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "OES_texture_float"_string, { "GL_OES_texture_float"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "OES_texture_float_linear"_string, { "GL_OES_texture_float_linear"sv } }, { "OES_texture_half_float"_string, { "GL_OES_texture_half_float"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "OES_texture_half_float_linear"_string, { "GL_OES_texture_half_float_linear"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "OES_vertex_array_object"_string, { "GL_OES_vertex_array_object"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "WEBGL_compressed_texture_s3tc"_string, { "GL_EXT_texture_compression_dxt1"sv, "GL_ANGLE_texture_compression_dxt3"sv, "GL_ANGLE_texture_compression_dxt5"sv } }, { "WEBGL_debug_renderer_info"_string, {} }, { "WEBGL_debug_shaders"_string, {} }, { "WEBGL_depth_texture"_string, { "GL_ANGLE_depth_texture"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "WEBGL_draw_buffers"_string, { "GL_EXT_draw_buffers"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "WEBGL_lose_context"_string, {} }, // Community approved WebGL Extensions { "EXT_clip_control"_string, { "GL_EXT_clip_control"sv } }, { "EXT_color_buffer_float"_string, { "GL_EXT_color_buffer_float"sv }, OpenGLContext::WebGLVersion::WebGL2 }, { "EXT_color_buffer_half_float"_string, { "GL_EXT_color_buffer_half_float"sv } }, { "EXT_conservative_depth"_string, { "GL_EXT_conservative_depth"sv }, OpenGLContext::WebGLVersion::WebGL2 }, { "EXT_depth_clamp"_string, { "GL_EXT_depth_clamp"sv } }, { "EXT_disjoint_timer_query"_string, { "GL_EXT_disjoint_timer_query"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "EXT_disjoint_timer_query_webgl2"_string, { "GL_EXT_disjoint_timer_query"sv }, OpenGLContext::WebGLVersion::WebGL2 }, { "EXT_float_blend"_string, { "GL_EXT_float_blend"sv } }, { "EXT_polygon_offset_clamp"_string, { "GL_EXT_polygon_offset_clamp"sv } }, { "EXT_render_snorm"_string, { "GL_EXT_render_snorm"sv }, OpenGLContext::WebGLVersion::WebGL2 }, { "EXT_sRGB"_string, { "GL_EXT_sRGB"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "EXT_texture_compression_bptc"_string, { "GL_EXT_texture_compression_bptc"sv } }, { "EXT_texture_compression_rgtc"_string, { "GL_EXT_texture_compression_rgtc"sv } }, { "EXT_texture_mirror_clamp_to_edge"_string, { "GL_EXT_texture_mirror_clamp_to_edge"sv } }, { "EXT_texture_norm16"_string, { "GL_EXT_texture_norm16"sv }, OpenGLContext::WebGLVersion::WebGL2 }, { "KHR_parallel_shader_compile"_string, { "GL_KHR_parallel_shader_compile"sv } }, { "NV_shader_noperspective_interpolation"_string, { "GL_NV_shader_noperspective_interpolation"sv }, OpenGLContext::WebGLVersion::WebGL2 }, { "OES_draw_buffers_indexed"_string, { "GL_OES_draw_buffers_indexed"sv } }, { "OES_fbo_render_mipmap"_string, { "GL_OES_fbo_render_mipmap"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "OES_sample_variables"_string, { "GL_OES_sample_variables"sv }, OpenGLContext::WebGLVersion::WebGL2 }, { "OES_shader_multisample_interpolation"_string, { "GL_OES_shader_multisample_interpolation"sv }, OpenGLContext::WebGLVersion::WebGL2 }, { "OVR_multiview2"_string, { "GL_OVR_multiview2"sv }, OpenGLContext::WebGLVersion::WebGL2 }, { "WEBGL_blend_func_extended"_string, { "GL_EXT_blend_func_extended"sv } }, { "WEBGL_clip_cull_distance"_string, { "GL_EXT_clip_cull_distance"sv }, OpenGLContext::WebGLVersion::WebGL2 }, { "WEBGL_color_buffer_float"_string, { "EXT_color_buffer_half_float"sv, "OES_texture_float"sv }, OpenGLContext::WebGLVersion::WebGL1 }, { "WEBGL_compressed_texture_astc"_string, { "KHR_texture_compression_astc_hdr"sv, "KHR_texture_compression_astc_ldr"sv } }, { "WEBGL_compressed_texture_etc"_string, { "GL_ANGLE_compressed_texture_etc"sv } }, { "WEBGL_compressed_texture_etc1"_string, { "GL_OES_compressed_ETC1_RGB8_texture"sv } }, { "WEBGL_compressed_texture_pvrtc"_string, { "GL_IMG_texture_compression_pvrtc"sv } }, { "WEBGL_compressed_texture_s3tc_srgb"_string, { "GL_EXT_texture_compression_s3tc_srgb"sv } }, { "WEBGL_multi_draw"_string, { "GL_ANGLE_multi_draw"sv } }, { "WEBGL_polygon_mode"_string, { "GL_ANGLE_polygon_mode"sv } }, { "WEBGL_provoking_vertex"_string, { "GL_ANGLE_provoking_vertex"sv }, OpenGLContext::WebGLVersion::WebGL2 }, { "WEBGL_render_shared_exponent"_string, { "GL_QCOM_render_shared_exponent"sv }, OpenGLContext::WebGLVersion::WebGL2 }, { "WEBGL_stencil_texturing"_string, { "GL_ANGLE_stencil_texturing"sv }, OpenGLContext::WebGLVersion::WebGL2 }, }; Vector OpenGLContext::get_supported_extensions() { #ifdef AK_OS_MACOS if (m_requestable_extensions.has_value()) return m_requestable_extensions.value(); make_current(); auto const* requestable_extensions_string = reinterpret_cast(glGetString(GL_REQUESTABLE_EXTENSIONS_ANGLE)); StringView requestable_extensions_view(requestable_extensions_string, strlen(requestable_extensions_string)); auto requestable_extensions = requestable_extensions_view.split_view(' '); Vector extensions; for (auto const& available_extension : s_available_webgl_extensions) { bool supported = !available_extension.only_for_webgl_version.has_value() || m_webgl_version == available_extension.only_for_webgl_version; if (supported) { for (auto const& required_extension : available_extension.required_angle_extensions) { auto maybe_required_extension = requestable_extensions.find_if([&](StringView requestable_extension) { return required_extension == requestable_extension; }); if (maybe_required_extension == requestable_extensions.end()) { supported = false; break; } } } if (supported) extensions.append(available_extension.webgl_extension_name); } // We must cache this, because once extensions have been requested, they're no longer requestable extensions and would // not appear in this list. However, we must always report every supported extension, regardless of what has already // been requested. m_requestable_extensions = extensions; return extensions; #else return {}; #endif } void OpenGLContext::request_extension(char const* extension_name) { #ifdef AK_OS_MACOS make_current(); glRequestExtensionANGLE(extension_name); #else (void)extension_name; #endif } }