1/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- 2 * This Source Code Form is subject to the terms of the Mozilla Public 3 * License, v. 2.0. If a copy of the MPL was not distributed with this 4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ 5 6#include "GLContextProvider.h" 7#include "GLContextCGL.h" 8#include "GLLibraryLoader.h" 9#include "nsDebug.h" 10#include "nsIWidget.h" 11#include <OpenGL/gl.h> 12#include "gfxFailure.h" 13#include "mozilla/IntegerRange.h" 14#include "mozilla/StaticPrefs_gfx.h" 15#include "mozilla/StaticPrefs_gl.h" 16#include "mozilla/StaticPrefs_layout.h" 17#include "prenv.h" 18#include "prlink.h" 19#include "mozilla/ProfilerLabels.h" 20#include "MozFramebuffer.h" 21#include "mozilla/layers/CompositorOptions.h" 22#include "mozilla/widget/CompositorWidget.h" 23#include "ScopedGLHelpers.h" 24 25#include <OpenGL/OpenGL.h> 26 27namespace mozilla { 28namespace gl { 29 30using namespace mozilla::gfx; 31using namespace mozilla::widget; 32 33class CGLLibrary { 34 public: 35 bool EnsureInitialized() { 36 if (mInitialized) { 37 return true; 38 } 39 if (!mOGLLibrary) { 40 mOGLLibrary = PR_LoadLibrary("/System/Library/Frameworks/OpenGL.framework/OpenGL"); 41 if (!mOGLLibrary) { 42 NS_WARNING("Couldn't load OpenGL Framework."); 43 return false; 44 } 45 } 46 47 mInitialized = true; 48 return true; 49 } 50 51 const auto& Library() const { return mOGLLibrary; } 52 53 private: 54 bool mInitialized = false; 55 PRLibrary* mOGLLibrary = nullptr; 56}; 57 58CGLLibrary sCGLLibrary; 59 60GLContextCGL::GLContextCGL(const GLContextDesc& desc, NSOpenGLContext* context) 61 : GLContext(desc), mContext(context) { 62 CGDisplayRegisterReconfigurationCallback(DisplayReconfigurationCallback, this); 63} 64 65GLContextCGL::~GLContextCGL() { 66 MarkDestroyed(); 67 68 CGDisplayRemoveReconfigurationCallback(DisplayReconfigurationCallback, this); 69 70 if (mContext) { 71 if ([NSOpenGLContext currentContext] == mContext) { 72 // Clear the current context before releasing. If we don't do 73 // this, the next time we call [NSOpenGLContext currentContext], 74 // "invalid context" will be printed to the console. 75 [NSOpenGLContext clearCurrentContext]; 76 } 77 [mContext release]; 78 } 79} 80 81CGLContextObj GLContextCGL::GetCGLContext() const { 82 return static_cast<CGLContextObj>([mContext CGLContextObj]); 83} 84 85bool GLContextCGL::MakeCurrentImpl() const { 86 if (mContext) { 87 [mContext makeCurrentContext]; 88 MOZ_ASSERT(IsCurrentImpl()); 89 // Use non-blocking swap in "ASAP mode". 90 // ASAP mode means that rendering is iterated as fast as possible. 91 // ASAP mode is entered when layout.frame_rate=0 (requires restart). 92 // If swapInt is 1, then glSwapBuffers will block and wait for a vblank signal. 93 // When we're iterating as fast as possible, however, we want a non-blocking 94 // glSwapBuffers, which will happen when swapInt==0. 95 GLint swapInt = StaticPrefs::layout_frame_rate() == 0 ? 0 : 1; 96 [mContext setValues:&swapInt forParameter:NSOpenGLCPSwapInterval]; 97 } 98 return true; 99} 100 101bool GLContextCGL::IsCurrentImpl() const { return [NSOpenGLContext currentContext] == mContext; } 102 103/* static */ void GLContextCGL::DisplayReconfigurationCallback(CGDirectDisplayID aDisplay, 104 CGDisplayChangeSummaryFlags aFlags, 105 void* aUserInfo) { 106 if (aFlags & kCGDisplaySetModeFlag) { 107 static_cast<GLContextCGL*>(aUserInfo)->mActiveGPUSwitchMayHaveOccurred = true; 108 } 109} 110 111static NSOpenGLContext* CreateWithFormat(const NSOpenGLPixelFormatAttribute* attribs) { 112 NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attribs]; 113 if (!format) { 114 NS_WARNING("Failed to create NSOpenGLPixelFormat."); 115 return nullptr; 116 } 117 118 NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:format shareContext:nullptr]; 119 120 [format release]; 121 122 return context; 123} 124 125// Get the "OpenGL display mask" for a fresh context. The return value of this 126// function depends on the time at which this function is called. 127// In practice, on a Macbook Pro with an integrated and a discrete GPU, this function returns the 128// display mask for the GPU that currently drives the internal display. 129// 130// Quick reference of the concepts involved in the code below: 131// GPU switch: On Mac devices with an integrated and a discrete GPU, a GPU switch changes which 132// GPU drives the internal display. Both GPUs are still usable at all times. (When the 133// integrated GPU is driving the internal display, using the discrete GPU can incur a longer 134// warm-up cost.) 135// Virtual screen: A CGL concept. A "virtual screen" corresponds to a GL renderer. There's one 136// for the integrated GPU, one for each discrete GPU, and one for the Apple software renderer. 137// The list of virtual screens is per-NSOpenGLPixelFormat; it is filtered down to only the 138// renderers that support the requirements from the pixel format attributes. Indexes into this 139// list (such as currentVirtualScreen) cannot be used interchangably across different 140// NSOpenGLPixelFormat instances. 141// Display mask: A bitset per GL renderer. Different renderers have disjoint display masks. The 142// Apple software renderer has all bits zeroed. For each CGDirectDisplayID, 143// CGDisplayIDToOpenGLDisplayMask(displayID) returns a single bit in the display mask. 144// CGDirectDisplayID: An ID for each (physical screen, GPU which can drive this screen) pair. The 145// current CGDirectDisplayID for an NSScreen object can be obtained using [[[screen 146// deviceDescription] objectForKey:@"NSScreenNumber"] unsignedIntValue]; it changes depending on 147// which GPU is currently driving the screen. 148static CGOpenGLDisplayMask GetFreshContextDisplayMask() { 149 NSOpenGLPixelFormatAttribute attribs[] = {NSOpenGLPFAAllowOfflineRenderers, 0}; 150 NSOpenGLPixelFormat* pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attribs]; 151 MOZ_RELEASE_ASSERT(pixelFormat); 152 NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:pixelFormat 153 shareContext:nullptr]; 154 GLint displayMask = 0; 155 [pixelFormat getValues:&displayMask 156 forAttribute:NSOpenGLPFAScreenMask 157 forVirtualScreen:[context currentVirtualScreen]]; 158 [pixelFormat release]; 159 [context release]; 160 return static_cast<CGOpenGLDisplayMask>(displayMask); 161} 162 163static bool IsSameGPU(CGOpenGLDisplayMask mask1, CGOpenGLDisplayMask mask2) { 164 if ((mask1 & mask2) != 0) { 165 return true; 166 } 167 // Both masks can be zero, when using the Apple software renderer. 168 return !mask1 && !mask2; 169} 170 171void GLContextCGL::MigrateToActiveGPU() { 172 if (!mActiveGPUSwitchMayHaveOccurred.compareExchange(true, false)) { 173 return; 174 } 175 176 CGOpenGLDisplayMask newPreferredDisplayMask = GetFreshContextDisplayMask(); 177 NSOpenGLPixelFormat* pixelFormat = [mContext pixelFormat]; 178 GLint currentVirtualScreen = [mContext currentVirtualScreen]; 179 GLint currentDisplayMask = 0; 180 [pixelFormat getValues:¤tDisplayMask 181 forAttribute:NSOpenGLPFAScreenMask 182 forVirtualScreen:currentVirtualScreen]; 183 if (IsSameGPU(currentDisplayMask, newPreferredDisplayMask)) { 184 // No "virtual screen" change needed. 185 return; 186 } 187 188 // Find the "virtual screen" with a display mask that matches newPreferredDisplayMask, if 189 // available, and switch the context over to it. 190 // This code was inspired by equivalent functionality in -[NSOpenGLContext update] which only 191 // kicks in for contexts that present via a CAOpenGLLayer. 192 for (const auto i : IntegerRange([pixelFormat numberOfVirtualScreens])) { 193 GLint displayMask = 0; 194 [pixelFormat getValues:&displayMask forAttribute:NSOpenGLPFAScreenMask forVirtualScreen:i]; 195 if (IsSameGPU(displayMask, newPreferredDisplayMask)) { 196 CGLSetVirtualScreen([mContext CGLContextObj], i); 197 return; 198 } 199 } 200} 201 202GLenum GLContextCGL::GetPreferredARGB32Format() const { return LOCAL_GL_BGRA; } 203 204bool GLContextCGL::SwapBuffers() { 205 AUTO_PROFILER_LABEL("GLContextCGL::SwapBuffers", GRAPHICS); 206 207 // We do not have a default framebuffer. Just do a flush. 208 // Flushing is necessary if we want our IOSurfaces to have the correct 209 // content once they're picked up by the WindowServer from our CALayers. 210 fFlush(); 211 212 return true; 213} 214 215void GLContextCGL::GetWSIInfo(nsCString* const out) const { out->AppendLiteral("CGL"); } 216 217Maybe<SymbolLoader> GLContextCGL::GetSymbolLoader() const { 218 const auto& lib = sCGLLibrary.Library(); 219 return Some(SymbolLoader(*lib)); 220} 221 222already_AddRefed<GLContext> GLContextProviderCGL::CreateForCompositorWidget( 223 CompositorWidget* aCompositorWidget, bool aHardwareWebRender, bool aForceAccelerated) { 224 CreateContextFlags flags = CreateContextFlags::ALLOW_OFFLINE_RENDERER; 225 if (aForceAccelerated) { 226 flags |= CreateContextFlags::FORCE_ENABLE_HARDWARE; 227 } 228 if (!aHardwareWebRender) { 229 flags |= CreateContextFlags::REQUIRE_COMPAT_PROFILE; 230 } 231 nsCString failureUnused; 232 return CreateHeadless({flags}, &failureUnused); 233} 234 235static RefPtr<GLContextCGL> CreateOffscreenFBOContext(GLContextCreateDesc desc) { 236 if (!sCGLLibrary.EnsureInitialized()) { 237 return nullptr; 238 } 239 240 NSOpenGLContext* context = nullptr; 241 242 std::vector<NSOpenGLPixelFormatAttribute> attribs; 243 auto& flags = desc.flags; 244 245 if (!StaticPrefs::gl_allow_high_power()) { 246 flags &= ~CreateContextFlags::HIGH_POWER; 247 } 248 if (flags & CreateContextFlags::ALLOW_OFFLINE_RENDERER || 249 !(flags & CreateContextFlags::HIGH_POWER)) { 250 // This is really poorly named on Apple's part, but "AllowOfflineRenderers" means 251 // that we want to allow running on the iGPU instead of requiring the dGPU. 252 attribs.push_back(NSOpenGLPFAAllowOfflineRenderers); 253 } 254 255 if (flags & CreateContextFlags::FORCE_ENABLE_HARDWARE) { 256 attribs.push_back(NSOpenGLPFAAccelerated); 257 } 258 259 if (!(flags & CreateContextFlags::REQUIRE_COMPAT_PROFILE)) { 260 auto coreAttribs = attribs; 261 coreAttribs.push_back(NSOpenGLPFAOpenGLProfile); 262 coreAttribs.push_back(NSOpenGLProfileVersion3_2Core); 263 coreAttribs.push_back(0); 264 context = CreateWithFormat(coreAttribs.data()); 265 } 266 267 if (!context) { 268 attribs.push_back(0); 269 context = CreateWithFormat(attribs.data()); 270 } 271 272 if (!context) { 273 NS_WARNING("Failed to create NSOpenGLContext."); 274 return nullptr; 275 } 276 277 RefPtr<GLContextCGL> glContext = new GLContextCGL({desc, true}, context); 278 279 if (flags & CreateContextFlags::PREFER_MULTITHREADED) { 280 CGLEnable(glContext->GetCGLContext(), kCGLCEMPEngine); 281 } 282 return glContext; 283} 284 285already_AddRefed<GLContext> GLContextProviderCGL::CreateHeadless(const GLContextCreateDesc& desc, 286 nsACString* const out_failureId) { 287 auto gl = CreateOffscreenFBOContext(desc); 288 if (!gl) { 289 *out_failureId = "FEATURE_FAILURE_CGL_FBO"_ns; 290 return nullptr; 291 } 292 293 if (!gl->Init()) { 294 *out_failureId = "FEATURE_FAILURE_CGL_INIT"_ns; 295 NS_WARNING("Failed during Init."); 296 return nullptr; 297 } 298 299 return gl.forget(); 300} 301 302static RefPtr<GLContext> gGlobalContext; 303 304GLContext* GLContextProviderCGL::GetGlobalContext() { 305 static bool triedToCreateContext = false; 306 if (!triedToCreateContext) { 307 triedToCreateContext = true; 308 309 MOZ_RELEASE_ASSERT(!gGlobalContext); 310 nsCString discardFailureId; 311 RefPtr<GLContext> temp = CreateHeadless({}, &discardFailureId); 312 gGlobalContext = temp; 313 314 if (!gGlobalContext) { 315 NS_WARNING("Couldn't init gGlobalContext."); 316 } 317 } 318 319 return gGlobalContext; 320} 321 322void GLContextProviderCGL::Shutdown() { gGlobalContext = nullptr; } 323 324} /* namespace gl */ 325} /* namespace mozilla */ 326