// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "ui/gl/gl_context_egl.h" #include #include "base/command_line.h" #include "base/logging.h" #include "base/trace_event/trace_event.h" #include "build/build_config.h" #include "third_party/khronos/EGL/egl.h" #include "third_party/khronos/EGL/eglext.h" #include "ui/gl/egl_util.h" #include "ui/gl/gl_bindings.h" #include "ui/gl/gl_fence.h" #include "ui/gl/gl_gl_api_implementation.h" #include "ui/gl/gl_surface_egl.h" #include "ui/gl/yuv_to_rgb_converter.h" #ifndef EGL_CHROMIUM_create_context_bind_generates_resource #define EGL_CHROMIUM_create_context_bind_generates_resource 1 #define EGL_CONTEXT_BIND_GENERATES_RESOURCE_CHROMIUM 0x33AD #endif /* EGL_CHROMIUM_create_context_bind_generates_resource */ #ifndef EGL_ANGLE_create_context_webgl_compatibility #define EGL_ANGLE_create_context_webgl_compatibility 1 #define EGL_CONTEXT_WEBGL_COMPATIBILITY_ANGLE 0x33AC #endif /* EGL_ANGLE_create_context_webgl_compatibility */ #ifndef EGL_ANGLE_display_texture_share_group #define EGL_ANGLE_display_texture_share_group 1 #define EGL_DISPLAY_TEXTURE_SHARE_GROUP_ANGLE 0x33AF #endif /* EGL_ANGLE_display_texture_share_group */ #ifndef EGL_ANGLE_create_context_client_arrays #define EGL_ANGLE_create_context_client_arrays 1 #define EGL_CONTEXT_CLIENT_ARRAYS_ENABLED_ANGLE 0x3452 #endif /* EGL_ANGLE_create_context_client_arrays */ #ifndef EGL_ANGLE_robust_resource_initialization #define EGL_ANGLE_robust_resource_initialization 1 #define EGL_ROBUST_RESOURCE_INITIALIZATION_ANGLE 0x3453 #endif /* EGL_ANGLE_display_robust_resource_initialization */ #ifndef EGL_ANGLE_create_context_backwards_compatible #define EGL_ANGLE_create_context_backwards_compatible 1 #define EGL_CONTEXT_OPENGL_BACKWARDS_COMPATIBLE_ANGLE 0x3483 #endif /* EGL_ANGLE_create_context_backwards_compatible */ #ifndef EGL_CONTEXT_PRIORITY_LEVEL_IMG #define EGL_CONTEXT_PRIORITY_LEVEL_IMG 0x3100 #define EGL_CONTEXT_PRIORITY_HIGH_IMG 0x3101 #define EGL_CONTEXT_PRIORITY_MEDIUM_IMG 0x3102 #define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103 #endif /* EGL_CONTEXT_PRIORITY_LEVEL */ #ifndef EGL_ANGLE_power_preference #define EGL_ANGLE_power_preference 1 #define EGL_POWER_PREFERENCE_ANGLE 0x3482 #define EGL_LOW_POWER_ANGLE 0x0001 #define EGL_HIGH_POWER_ANGLE 0x0002 #endif /* EGL_ANGLE_power_preference */ using ui::GetLastEGLErrorString; namespace gl { GLContextEGL::GLContextEGL(GLShareGroup* share_group) : GLContextReal(share_group) {} bool GLContextEGL::Initialize(GLSurface* compatible_surface, const GLContextAttribs& attribs) { DCHECK(compatible_surface); DCHECK(!context_); display_ = compatible_surface->GetDisplay(); config_ = compatible_surface->GetConfig(); EGLint config_renderable_type = 0; if (!eglGetConfigAttrib(display_, config_, EGL_RENDERABLE_TYPE, &config_renderable_type)) { LOG(ERROR) << "eglGetConfigAttrib failed with error " << GetLastEGLErrorString(); return false; } EGLint context_client_major_version = attribs.client_major_es_version; EGLint context_client_minor_version = attribs.client_minor_es_version; // If the requested context is ES3 but the config cannot support ES3, request // ES2 instead. if ((config_renderable_type & EGL_OPENGL_ES3_BIT) == 0 && context_client_major_version >= 3) { context_client_major_version = 2; context_client_minor_version = 0; } std::vector context_attributes; if (attribs.can_skip_validation && GetGLImplementation() == kGLImplementationEGLANGLE) { context_attributes.push_back(EGL_CONTEXT_OPENGL_NO_ERROR_KHR); context_attributes.push_back(EGL_TRUE); } // EGL_KHR_create_context allows requesting both a major and minor context // version if (GLSurfaceEGL::HasEGLExtension("EGL_KHR_create_context")) { context_attributes.push_back(EGL_CONTEXT_MAJOR_VERSION); context_attributes.push_back(context_client_major_version); context_attributes.push_back(EGL_CONTEXT_MINOR_VERSION); context_attributes.push_back(context_client_minor_version); } else { context_attributes.push_back(EGL_CONTEXT_CLIENT_VERSION); context_attributes.push_back(context_client_major_version); // Can only request 2.0 or 3.0 contexts without the EGL_KHR_create_context // extension, DCHECK to make sure we update the code to support devices // without this extension DCHECK(context_client_minor_version == 0); } if (GLSurfaceEGL::IsCreateContextRobustnessSupported()) { DVLOG(1) << "EGL_EXT_create_context_robustness supported."; context_attributes.push_back(EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT); context_attributes.push_back(attribs.robust_buffer_access ? EGL_TRUE : EGL_FALSE); context_attributes.push_back( EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT); context_attributes.push_back(EGL_LOSE_CONTEXT_ON_RESET_EXT); } else { // At some point we should require the presence of the robustness // extension and remove this code path. DVLOG(1) << "EGL_EXT_create_context_robustness NOT supported."; } if (!eglBindAPI(EGL_OPENGL_ES_API)) { LOG(ERROR) << "eglBindApi failed with error " << GetLastEGLErrorString(); return false; } if (GLSurfaceEGL::IsCreateContextBindGeneratesResourceSupported()) { context_attributes.push_back(EGL_CONTEXT_BIND_GENERATES_RESOURCE_CHROMIUM); context_attributes.push_back(attribs.bind_generates_resource ? EGL_TRUE : EGL_FALSE); } else { DCHECK(attribs.bind_generates_resource); } if (GLSurfaceEGL::IsCreateContextWebGLCompatabilitySupported()) { context_attributes.push_back(EGL_CONTEXT_WEBGL_COMPATIBILITY_ANGLE); context_attributes.push_back( attribs.webgl_compatibility_context ? EGL_TRUE : EGL_FALSE); } else { DCHECK(!attribs.webgl_compatibility_context); } if (GLSurfaceEGL::IsEGLContextPrioritySupported()) { // Medium priority is the default, only set the attribute if // a different priority is requested. if (attribs.context_priority == ContextPriorityLow) { DVLOG(1) << __FUNCTION__ << ": setting ContextPriorityLow"; context_attributes.push_back(EGL_CONTEXT_PRIORITY_LEVEL_IMG); context_attributes.push_back(EGL_CONTEXT_PRIORITY_LOW_IMG); } else if (attribs.context_priority == ContextPriorityHigh) { DVLOG(1) << __FUNCTION__ << ": setting ContextPriorityHigh"; context_attributes.push_back(EGL_CONTEXT_PRIORITY_LEVEL_IMG); context_attributes.push_back(EGL_CONTEXT_PRIORITY_HIGH_IMG); } } if (GLSurfaceEGL::IsDisplayTextureShareGroupSupported()) { context_attributes.push_back(EGL_DISPLAY_TEXTURE_SHARE_GROUP_ANGLE); context_attributes.push_back( attribs.global_texture_share_group ? EGL_TRUE : EGL_FALSE); } else { DCHECK(!attribs.global_texture_share_group); } if (GLSurfaceEGL::IsCreateContextClientArraysSupported()) { // Disable client arrays if the context supports it context_attributes.push_back(EGL_CONTEXT_CLIENT_ARRAYS_ENABLED_ANGLE); context_attributes.push_back(EGL_FALSE); } if (GLSurfaceEGL::IsRobustResourceInitSupported()) { context_attributes.push_back(EGL_ROBUST_RESOURCE_INITIALIZATION_ANGLE); context_attributes.push_back( attribs.robust_resource_initialization ? EGL_TRUE : EGL_FALSE); } else { DCHECK(!attribs.robust_resource_initialization); } if (GLSurfaceEGL::HasEGLExtension( "EGL_ANGLE_create_context_backwards_compatible")) { // Request a specific context version. The Passthrough command decoder // relies on the returned context being the exact version it requested. context_attributes.push_back(EGL_CONTEXT_OPENGL_BACKWARDS_COMPATIBLE_ANGLE); context_attributes.push_back(EGL_FALSE); } if (GLSurfaceEGL::IsANGLEPowerPreferenceSupported()) { switch (attribs.gpu_preference) { case GpuPreference ::kDefault: // Don't request any GPU, let ANGLE and the native driver decide. break; case GpuPreference ::kLowPower: context_attributes.push_back(EGL_POWER_PREFERENCE_ANGLE); context_attributes.push_back(EGL_LOW_POWER_ANGLE); break; case GpuPreference ::kHighPerformance: context_attributes.push_back(EGL_POWER_PREFERENCE_ANGLE); context_attributes.push_back(EGL_HIGH_POWER_ANGLE); break; default: NOTREACHED(); } } // Append final EGL_NONE to signal the context attributes are finished context_attributes.push_back(EGL_NONE); context_attributes.push_back(EGL_NONE); context_ = eglCreateContext( display_, config_, share_group() ? share_group()->GetHandle() : nullptr, context_attributes.data()); if (!context_) { LOG(ERROR) << "eglCreateContext failed with error " << GetLastEGLErrorString(); return false; } return true; } void GLContextEGL::Destroy() { ReleaseYUVToRGBConvertersAndBackpressureFences(); if (context_) { if (!eglDestroyContext(display_, context_)) { LOG(ERROR) << "eglDestroyContext failed with error " << GetLastEGLErrorString(); } context_ = nullptr; } } YUVToRGBConverter* GLContextEGL::GetYUVToRGBConverter( const gfx::ColorSpace& color_space) { // Make sure YUVToRGBConverter objects never get created when surfaceless EGL // contexts aren't supported since support for surfaceless EGL contexts is // required in order to properly release YUVToRGBConverter objects (see // GLContextEGL::ReleaseYUVToRGBConvertersAndBackpressureFences()) if (!GLSurfaceEGL::IsEGLSurfacelessContextSupported()) { return nullptr; } std::unique_ptr& yuv_to_rgb_converter = yuv_to_rgb_converters_[color_space]; if (!yuv_to_rgb_converter) { yuv_to_rgb_converter = std::make_unique(*GetVersionInfo(), color_space); } return yuv_to_rgb_converter.get(); } void GLContextEGL::SetVisibility(bool visibility) { if (GLSurfaceEGL::IsANGLEPowerPreferenceSupported()) { // It doesn't matter whether this context was explicitly allocated // with a power preference - ANGLE will take care of any default behavior. if (visibility) { eglReacquireHighPowerGPUANGLE(display_, context_); } else { eglReleaseHighPowerGPUANGLE(display_, context_); } } } void GLContextEGL::ReleaseYUVToRGBConvertersAndBackpressureFences() { #if defined(OS_MACOSX) bool has_backpressure_fences = HasBackpressureFences(); #else bool has_backpressure_fences = false; #endif if (!yuv_to_rgb_converters_.empty() || has_backpressure_fences) { // If this context is not current, bind this context's API so that the YUV // converter can safely destruct GLContext* current_context = GetRealCurrent(); if (current_context != this) { SetCurrentGL(GetCurrentGL()); } EGLContext current_egl_context = eglGetCurrentContext(); EGLSurface current_draw_surface = EGL_NO_SURFACE; EGLSurface current_read_surface = EGL_NO_SURFACE; if (context_ != current_egl_context) { current_draw_surface = eglGetCurrentSurface(EGL_DRAW); current_read_surface = eglGetCurrentSurface(EGL_READ); // This call relies on the fact that yuv_to_rgb_converters_ are only ever // allocated in GLImageIOSurfaceEGL::CopyTexImage, which is only on // MacOS, where surfaceless EGL contexts are always supported. if (!eglMakeCurrent(display_, EGL_NO_SURFACE, EGL_NO_SURFACE, context_)) { DVLOG(1) << "eglMakeCurrent failed with error " << GetLastEGLErrorString(); } } yuv_to_rgb_converters_.clear(); #if defined(OS_MACOSX) DestroyBackpressureFences(); #endif // Rebind the current context's API if needed. if (current_context && current_context != this) { SetCurrentGL(current_context->GetCurrentGL()); } if (context_ != current_egl_context) { if (!eglMakeCurrent(display_, current_draw_surface, current_read_surface, current_egl_context)) { DVLOG(1) << "eglMakeCurrent failed with error " << GetLastEGLErrorString(); } } } } bool GLContextEGL::MakeCurrent(GLSurface* surface) { DCHECK(context_); if (lost_) return false; if (IsCurrent(surface)) return true; ScopedReleaseCurrent release_current; TRACE_EVENT2("gpu", "GLContextEGL::MakeCurrent", "context", context_, "surface", surface); if (unbind_fbo_on_makecurrent_ && GetCurrent()) { glBindFramebufferEXT(GL_FRAMEBUFFER, 0); } if (!eglMakeCurrent(display_, surface->GetHandle(), surface->GetHandle(), context_)) { DVLOG(1) << "eglMakeCurrent failed with error " << GetLastEGLErrorString(); return false; } // Set this as soon as the context is current, since we might call into GL. BindGLApi(); SetCurrent(surface); InitializeDynamicBindings(); if (!surface->OnMakeCurrent(this)) { LOG(ERROR) << "Could not make current."; return false; } release_current.Cancel(); return true; } void GLContextEGL::SetUnbindFboOnMakeCurrent() { unbind_fbo_on_makecurrent_ = true; } void GLContextEGL::ReleaseCurrent(GLSurface* surface) { if (!IsCurrent(surface)) return; if (unbind_fbo_on_makecurrent_) glBindFramebufferEXT(GL_FRAMEBUFFER, 0); SetCurrent(nullptr); if (!eglMakeCurrent(display_, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) { DVLOG(1) << "eglMakeCurrent failed to release current with error " << GetLastEGLErrorString(); lost_ = true; } DCHECK(!IsCurrent(nullptr)); } bool GLContextEGL::IsCurrent(GLSurface* surface) { DCHECK(context_); if (lost_) return false; bool native_context_is_current = context_ == eglGetCurrentContext(); // If our context is current then our notion of which GLContext is // current must be correct. On the other hand, third-party code // using OpenGL might change the current context. DCHECK(!native_context_is_current || (GetRealCurrent() == this)); if (!native_context_is_current) return false; if (surface) { if (surface->GetHandle() != eglGetCurrentSurface(EGL_DRAW)) return false; } return true; } void* GLContextEGL::GetHandle() { return context_; } unsigned int GLContextEGL::CheckStickyGraphicsResetStatus() { DCHECK(IsCurrent(nullptr)); DCHECK(g_current_gl_driver); const ExtensionsGL& ext = g_current_gl_driver->ext; if ((graphics_reset_status_ == GL_NO_ERROR) && GLSurfaceEGL::IsCreateContextRobustnessSupported() && (ext.b_GL_KHR_robustness || ext.b_GL_EXT_robustness || ext.b_GL_ARB_robustness)) { graphics_reset_status_ = glGetGraphicsResetStatusARB(); } return graphics_reset_status_; } GLContextEGL::~GLContextEGL() { Destroy(); } } // namespace gl