Hash :
c19b66f6
Author :
Date :
2023-04-06T11:30:03
EAGL: Define ANGLE_ENABLE_EAGL in build system ANGLE_ENABLE_EAGL is a "build system" decision. Set this and new variable ANGLE_ENABLE_CGL in BUILD.gn file. This is consistent with the other backends. Remove ANGLE_CPU_ARM64. This was used to do ANGLE_ENABLE_EAGL=TRUE when on Catalyst. Instead, let the build system set this. For ANGLE/Chrome buildsystem, this is not set, as Catalyst is not implemented. For WebKit, this should be set at WebKit build settings. Replace `defined(ANGLE_PLATFORM_MACCATALYST) && defined(ANGLE_CPU_ARM64)` with simpler expression: `defined(ANGLE_ENABLE_EAGL)`. Replace `defined(ANGLE_PLATFORM_MACOS) || defined(ANGLE_PLATFORM_IOS)` with simpler expression: `defined(ANGLE_PLATFORM_APPLE)`. Bug: angleproject:8121 Change-Id: I3a0bbabb4347ad11f693e3f7c336ff12f66203d7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4404160 Commit-Queue: Kimmo Kinnunen <kkinnunen@apple.com> Reviewed-by: Dan Glastonbury <djg@apple.com> Reviewed-by: Kenneth Russell <kbr@chromium.org>
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//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// WindowSurfaceEAGL.cpp: EAGL implementation of egl::Surface
#import "libANGLE/renderer/gl/eagl/WindowSurfaceEAGL.h"
#import <QuartzCore/QuartzCore.h>
#import "common/debug.h"
#import "common/platform.h"
#import "libANGLE/Context.h"
#import "libANGLE/renderer/gl/FramebufferGL.h"
#import "libANGLE/renderer/gl/RendererGL.h"
#import "libANGLE/renderer/gl/StateManagerGL.h"
#import "libANGLE/renderer/gl/eagl/DisplayEAGL.h"
#import "libANGLE/renderer/gl/eagl/FunctionsEAGL.h"
#if defined(ANGLE_PLATFORM_MACCATALYST)
// TODO(dino): Necessary because CAEAGLLayer is not in the public QuartzCore headers in this
// configuration.
// TODO(dino): Check that this won't cause an application using ANGLE directly to be flagged
// for non-public API use on Apple's App Store.
@interface CAEAGLLayer : CALayer
@end
#endif
@interface SwapLayerEAGL : CAEAGLLayer {
EAGLContextObj mDisplayContext;
bool initialized;
rx::SharedSwapState *mSwapState;
const rx::FunctionsGL *mFunctions;
GLuint mReadFramebuffer;
}
- (id)initWithSharedState:(rx::SharedSwapState *)swapState
withContext:(EAGLContextObj)displayContext
withFunctions:(const rx::FunctionsGL *)functions;
@end
@implementation SwapLayerEAGL
- (id)initWithSharedState:(rx::SharedSwapState *)swapState
withContext:(EAGLContextObj)displayContext
withFunctions:(const rx::FunctionsGL *)functions
{
self = [super init];
if (self != nil)
{
mDisplayContext = displayContext;
initialized = false;
mSwapState = swapState;
mFunctions = functions;
[self setFrame:CGRectMake(0, 0, mSwapState->textures[0].width,
mSwapState->textures[0].height)];
}
return self;
}
- (void)display
{
pthread_mutex_lock(&mSwapState->mutex);
{
if (mSwapState->lastRendered->swapId > mSwapState->beingPresented->swapId)
{
std::swap(mSwapState->lastRendered, mSwapState->beingPresented);
}
}
pthread_mutex_unlock(&mSwapState->mutex);
[getEAGLContextClass() setCurrentContext:mDisplayContext];
if (!initialized)
{
initialized = true;
mFunctions->genFramebuffers(1, &mReadFramebuffer);
}
const auto &texture = *mSwapState->beingPresented;
if ([self frame].size.width != texture.width || [self frame].size.height != texture.height)
{
[self setFrame:CGRectMake(0, 0, texture.width, texture.height)];
// TODO(anglebug.com/4275): If this continues to remain an EAGLLayer, then this is
// where we'd probably want to create the renderbuffer storage.
[self setNeedsDisplay];
}
// TODO(cwallez) support 2.1 contexts too that don't have blitFramebuffer nor the
// GL_DRAW_FRAMEBUFFER_BINDING query
GLint drawFBO;
mFunctions->getIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &drawFBO);
mFunctions->bindFramebuffer(GL_FRAMEBUFFER, mReadFramebuffer);
mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture.texture, 0);
mFunctions->bindFramebuffer(GL_READ_FRAMEBUFFER, mReadFramebuffer);
mFunctions->bindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
mFunctions->blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width,
texture.height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
mFunctions->bindRenderbuffer(GL_RENDERBUFFER, texture.texture);
[mDisplayContext presentRenderbuffer:GL_RENDERBUFFER];
[getEAGLContextClass() setCurrentContext:nil];
}
@end
namespace rx
{
WindowSurfaceEAGL::WindowSurfaceEAGL(const egl::SurfaceState &state,
RendererGL *renderer,
EGLNativeWindowType layer,
EAGLContextObj context)
: SurfaceGL(state),
mSwapLayer(nil),
mCurrentSwapId(0),
mLayer((__bridge CALayer *)layer),
mContext(context),
mFunctions(renderer->getFunctions()),
mStateManager(renderer->getStateManager()),
mDSRenderbuffer(0),
mFramebufferID(0)
{
pthread_mutex_init(&mSwapState.mutex, nullptr);
}
WindowSurfaceEAGL::~WindowSurfaceEAGL()
{
pthread_mutex_destroy(&mSwapState.mutex);
if (mFramebufferID != 0)
{
mStateManager->deleteFramebuffer(mFramebufferID);
mFramebufferID = 0;
}
if (mDSRenderbuffer != 0)
{
mFunctions->deleteRenderbuffers(1, &mDSRenderbuffer);
mDSRenderbuffer = 0;
}
if (mSwapLayer != nil)
{
[mSwapLayer removeFromSuperlayer];
mSwapLayer = nil;
}
for (size_t i = 0; i < ArraySize(mSwapState.textures); ++i)
{
if (mSwapState.textures[i].texture != 0)
{
mFunctions->deleteTextures(1, &mSwapState.textures[i].texture);
mSwapState.textures[i].texture = 0;
}
}
}
egl::Error WindowSurfaceEAGL::initialize(const egl::Display *display)
{
unsigned width = getWidth();
unsigned height = getHeight();
for (size_t i = 0; i < ArraySize(mSwapState.textures); ++i)
{
mFunctions->genTextures(1, &mSwapState.textures[i].texture);
mStateManager->bindTexture(gl::TextureType::_2D, mSwapState.textures[i].texture);
mFunctions->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
mSwapState.textures[i].width = width;
mSwapState.textures[i].height = height;
mSwapState.textures[i].swapId = 0;
}
mSwapState.beingRendered = &mSwapState.textures[0];
mSwapState.lastRendered = &mSwapState.textures[1];
mSwapState.beingPresented = &mSwapState.textures[2];
mSwapLayer = [[SwapLayerEAGL alloc] initWithSharedState:&mSwapState
withContext:mContext
withFunctions:mFunctions];
[mLayer addSublayer:mSwapLayer];
[mSwapLayer setContentsScale:[mLayer contentsScale]];
mFunctions->genRenderbuffers(1, &mDSRenderbuffer);
mStateManager->bindRenderbuffer(GL_RENDERBUFFER, mDSRenderbuffer);
mFunctions->renderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
return egl::Error(EGL_SUCCESS);
}
egl::Error WindowSurfaceEAGL::makeCurrent(const gl::Context *context)
{
return egl::Error(EGL_SUCCESS);
}
egl::Error WindowSurfaceEAGL::swap(const gl::Context *context)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
functions->flush();
mSwapState.beingRendered->swapId = ++mCurrentSwapId;
pthread_mutex_lock(&mSwapState.mutex);
{
std::swap(mSwapState.beingRendered, mSwapState.lastRendered);
}
pthread_mutex_unlock(&mSwapState.mutex);
unsigned width = getWidth();
unsigned height = getHeight();
auto &texture = *mSwapState.beingRendered;
if (texture.width != width || texture.height != height)
{
stateManager->bindTexture(gl::TextureType::_2D, texture.texture);
functions->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
stateManager->bindRenderbuffer(GL_RENDERBUFFER, mDSRenderbuffer);
functions->renderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
texture.width = width;
texture.height = height;
}
ASSERT(mFramebufferID ==
GetImplAs<FramebufferGL>(context->getFramebuffer({0}))->getFramebufferID());
stateManager->bindFramebuffer(GL_FRAMEBUFFER, mFramebufferID);
functions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mSwapState.beingRendered->texture, 0);
return egl::Error(EGL_SUCCESS);
}
egl::Error WindowSurfaceEAGL::postSubBuffer(const gl::Context *context,
EGLint x,
EGLint y,
EGLint width,
EGLint height)
{
UNIMPLEMENTED();
return egl::Error(EGL_SUCCESS);
}
egl::Error WindowSurfaceEAGL::querySurfacePointerANGLE(EGLint attribute, void **value)
{
UNIMPLEMENTED();
return egl::Error(EGL_SUCCESS);
}
egl::Error WindowSurfaceEAGL::bindTexImage(const gl::Context *context,
gl::Texture *texture,
EGLint buffer)
{
UNIMPLEMENTED();
return egl::Error(EGL_SUCCESS);
}
egl::Error WindowSurfaceEAGL::releaseTexImage(const gl::Context *context, EGLint buffer)
{
UNIMPLEMENTED();
return egl::Error(EGL_SUCCESS);
}
void WindowSurfaceEAGL::setSwapInterval(EGLint interval)
{
// TODO(cwallez) investigate implementing swap intervals other than 0
}
EGLint WindowSurfaceEAGL::getWidth() const
{
return static_cast<EGLint>(CGRectGetWidth([mLayer frame]) * [mLayer contentsScale]);
}
EGLint WindowSurfaceEAGL::getHeight() const
{
return static_cast<EGLint>(CGRectGetHeight([mLayer frame]) * [mLayer contentsScale]);
}
EGLint WindowSurfaceEAGL::isPostSubBufferSupported() const
{
UNIMPLEMENTED();
return EGL_FALSE;
}
EGLint WindowSurfaceEAGL::getSwapBehavior() const
{
return EGL_BUFFER_DESTROYED;
}
egl::Error WindowSurfaceEAGL::attachToFramebuffer(const gl::Context *context,
gl::Framebuffer *framebuffer)
{
FramebufferGL *framebufferGL = GetImplAs<FramebufferGL>(framebuffer);
ASSERT(framebufferGL->getFramebufferID() == 0);
if (mFramebufferID == 0)
{
GLuint framebufferID = 0;
mFunctions->genFramebuffers(1, &framebufferID);
mStateManager->bindFramebuffer(GL_FRAMEBUFFER, framebufferID);
mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mSwapState.beingRendered->texture, 0);
mFunctions->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, mDSRenderbuffer);
mFramebufferID = framebufferID;
}
framebufferGL->setFramebufferID(mFramebufferID);
return egl::NoError();
}
egl::Error WindowSurfaceEAGL::detachFromFramebuffer(const gl::Context *context,
gl::Framebuffer *framebuffer)
{
FramebufferGL *framebufferGL = GetImplAs<FramebufferGL>(framebuffer);
ASSERT(framebufferGL->getFramebufferID() == mFramebufferID);
framebufferGL->setFramebufferID(0);
return egl::NoError();
}
} // namespace rx