ladybird/Libraries/LibWeb/WebGL/OpenGLContext.cpp

390 lines
15 KiB
C++

/*
* Copyright (c) 2024, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/HashMap.h>
#include <AK/OwnPtr.h>
#include <AK/String.h>
#include <LibGfx/PaintingSurface.h>
#include <LibWeb/WebGL/OpenGLContext.h>
#ifdef AK_OS_MACOS
# include <EGL/egl.h>
# include <EGL/eglext.h>
# include <EGL/eglext_angle.h>
# define GL_GLEXT_PROTOTYPES 1
# include <GLES2/gl2.h>
# include <GLES2/gl2ext.h>
extern "C" {
# include <GLES2/gl2ext_angle.h>
}
#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<Gfx::SkiaBackendContext> skia_backend_context, Impl impl, WebGLVersion webgl_version)
: m_skia_backend_context(move(skia_backend_context))
, m_impl(make<Impl>(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<EGLConfig> configs;
configs.resize(number_of_configs);
eglChooseConfig(display, config_attribs, configs.data(), number_of_configs, &number_of_configs);
return configs[0];
}
#endif
OwnPtr<OpenGLContext> OpenGLContext::create(NonnullRefPtr<Gfx::SkiaBackendContext> 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<void*>(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<OpenGLContext>(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<GLfloat, 4> current_clear_color;
glGetFloatv(GL_COLOR_CLEAR_VALUE, current_clear_color.data());
GLfloat current_clear_depth;
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &current_clear_depth);
GLint current_clear_stencil;
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &current_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<Gfx::PaintingSurface> 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<StringView> required_angle_extensions;
Optional<OpenGLContext::WebGLVersion> only_for_webgl_version { OptionalNone {} };
};
Vector<Extension> 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<String> 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<char const*>(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<String> 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
}
}