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- // 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_cgl.h"
- #include <OpenGL/CGLRenderers.h>
- #include <OpenGL/CGLTypes.h>
- #include <memory>
- #include <sstream>
- #include <vector>
- #include "base/bind.h"
- #include "base/location.h"
- #include "base/logging.h"
- #include "base/task/single_thread_task_runner.h"
- #include "base/threading/thread_task_runner_handle.h"
- #include "base/trace_event/trace_event.h"
- #include "ui/gl/dual_gpu_state_mac.h"
- #include "ui/gl/gl_bindings.h"
- #include "ui/gl/gl_gl_api_implementation.h"
- #include "ui/gl/gl_implementation.h"
- #include "ui/gl/gl_surface.h"
- #include "ui/gl/gpu_switching_manager.h"
- #include "ui/gl/scoped_cgl.h"
- #include "ui/gl/yuv_to_rgb_converter.h"
- namespace gl {
- namespace {
- bool g_support_renderer_switching;
- } // namespace
- static CGLPixelFormatObj GetPixelFormat() {
- static CGLPixelFormatObj format;
- if (format)
- return format;
- std::vector<CGLPixelFormatAttribute> attribs;
- // If the system supports dual gpus then allow offline renderers for every
- // context, so that they can all be in the same share group.
- if (GLContext::SwitchableGPUsSupported()) {
- attribs.push_back(kCGLPFAAllowOfflineRenderers);
- g_support_renderer_switching = true;
- }
- if (GetGLImplementation() == kGLImplementationDesktopGLCoreProfile) {
- attribs.push_back(kCGLPFAOpenGLProfile);
- attribs.push_back((CGLPixelFormatAttribute)kCGLOGLPVersion_3_2_Core);
- }
- attribs.push_back((CGLPixelFormatAttribute) 0);
- GLint num_virtual_screens;
- if (CGLChoosePixelFormat(&attribs.front(),
- &format,
- &num_virtual_screens) != kCGLNoError) {
- LOG(ERROR) << "Error choosing pixel format.";
- return nullptr;
- }
- if (!format) {
- LOG(ERROR) << "format == 0.";
- return nullptr;
- }
- DCHECK_NE(num_virtual_screens, 0);
- return format;
- }
- GLContextCGL::GLContextCGL(GLShareGroup* share_group)
- : GLContextReal(share_group) {}
- bool GLContextCGL::Initialize(GLSurface* compatible_surface,
- const GLContextAttribs& attribs) {
- DCHECK(compatible_surface);
- DCHECK(share_group());
- // webgl_compatibility_context and disabling bind_generates_resource are not
- // supported.
- DCHECK(!attribs.webgl_compatibility_context &&
- attribs.bind_generates_resource);
- GpuPreference gpu_preference =
- GLSurface::AdjustGpuPreference(attribs.gpu_preference);
- CGLPixelFormatObj format = GetPixelFormat();
- if (!format)
- return false;
- // If using the discrete gpu, create a pixel format requiring it before we
- // create the context. If switchable GPUs are unsupported, we should bias
- // toward the discrete gpu.
- if (!GLContext::SwitchableGPUsSupported() ||
- gpu_preference == GpuPreference::kHighPerformance) {
- DualGPUStateMac::GetInstance()->RegisterHighPerformanceContext(this);
- is_high_performance_context_ = true;
- // The renderer might be switched after this, so ignore the saved ID.
- share_group()->SetRendererID(-1);
- }
- CGLError res = CGLCreateContext(
- format, static_cast<CGLContextObj>(share_group()->GetHandle()),
- reinterpret_cast<CGLContextObj*>(&context_));
- if (res != kCGLNoError) {
- LOG(ERROR) << "Error creating context.";
- Destroy();
- return false;
- }
- gpu_preference_ = gpu_preference;
- // Contexts that prefer low power gpu are known to use only the subset of GL
- // that can be safely migrated between the iGPU and the dGPU. Mark those
- // contexts as safe to forcibly transition between the GPUs by default.
- // http://crbug.com/180876, http://crbug.com/227228
- safe_to_force_gpu_switch_ = gpu_preference == GpuPreference::kLowPower;
- return true;
- }
- void GLContextCGL::Destroy() {
- if (!yuv_to_rgb_converters_.empty() || HasBackpressureFences()) {
- // If this context is not current, bind this context's API so that the YUV
- // converter and GLFences can safely destruct
- GLContext* current_context = GetRealCurrent();
- if (current_context != this) {
- SetCurrentGL(GetCurrentGL());
- }
- ScopedCGLSetCurrentContext scoped_set_current(
- static_cast<CGLContextObj>(context_));
- yuv_to_rgb_converters_.clear();
- DestroyBackpressureFences();
- // Rebind the current context's API if needed.
- if (current_context && current_context != this) {
- SetCurrentGL(current_context->GetCurrentGL());
- }
- }
- if (is_high_performance_context_) {
- DualGPUStateMac::GetInstance()->RemoveHighPerformanceContext(this);
- }
- if (context_) {
- CGLDestroyContext(static_cast<CGLContextObj>(context_));
- context_ = nullptr;
- }
- }
- bool GLContextCGL::ForceGpuSwitchIfNeeded() {
- DCHECK(context_);
- // The call to CGLSetVirtualScreen can hang on some AMD drivers
- // http://crbug.com/227228
- if (safe_to_force_gpu_switch_) {
- int renderer_id = share_group()->GetRendererID();
- int screen;
- CGLGetVirtualScreen(static_cast<CGLContextObj>(context_), &screen);
- if (g_support_renderer_switching && !is_high_performance_context_ &&
- renderer_id != -1 &&
- (screen != screen_ || renderer_id != renderer_id_)) {
- // Attempt to find a virtual screen that's using the requested renderer,
- // and switch the context to use that screen. Don't attempt to switch if
- // the context requires the discrete GPU.
- CGLPixelFormatObj format = GetPixelFormat();
- int virtual_screen_count;
- if (CGLDescribePixelFormat(format, 0, kCGLPFAVirtualScreenCount,
- &virtual_screen_count) != kCGLNoError)
- return false;
- for (int i = 0; i < virtual_screen_count; ++i) {
- int screen_renderer_id;
- if (CGLDescribePixelFormat(format, i, kCGLPFARendererID,
- &screen_renderer_id) != kCGLNoError)
- return false;
- screen_renderer_id &= kCGLRendererIDMatchingMask;
- if (screen_renderer_id == renderer_id) {
- CGLSetVirtualScreen(static_cast<CGLContextObj>(context_), i);
- screen_ = i;
- break;
- }
- }
- renderer_id_ = renderer_id;
- has_switched_gpus_ = true;
- }
- }
- return true;
- }
- YUVToRGBConverter* GLContextCGL::GetYUVToRGBConverter(
- const gfx::ColorSpace& color_space) {
- std::unique_ptr<YUVToRGBConverter>& yuv_to_rgb_converter =
- yuv_to_rgb_converters_[color_space];
- if (!yuv_to_rgb_converter)
- yuv_to_rgb_converter =
- std::make_unique<YUVToRGBConverter>(*GetVersionInfo(), color_space);
- return yuv_to_rgb_converter.get();
- }
- bool GLContextCGL::MakeCurrentImpl(GLSurface* surface) {
- DCHECK(context_);
- if (!ForceGpuSwitchIfNeeded())
- return false;
- if (IsCurrent(surface))
- return true;
- // It's likely we're going to switch OpenGL contexts at this point.
- // Before doing so, if there is a current context, flush it. There
- // are many implicit assumptions of flush ordering between contexts
- // at higher levels, and if a flush isn't performed, OpenGL commands
- // may be issued in unexpected orders, causing flickering and other
- // artifacts.
- if (CGLGetCurrentContext() != nullptr) {
- glFlush();
- }
- ScopedReleaseCurrent release_current;
- TRACE_EVENT0("gpu", "GLContextCGL::MakeCurrent");
- if (CGLSetCurrentContext(
- static_cast<CGLContextObj>(context_)) != kCGLNoError) {
- LOG(ERROR) << "Unable to make gl context current.";
- 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) << "Unable to make gl context current.";
- return false;
- }
- release_current.Cancel();
- return true;
- }
- void GLContextCGL::SetVisibility(bool visibility) {
- if (!is_high_performance_context_ || !g_support_renderer_switching)
- return;
- if (visibility)
- DualGPUStateMac::GetInstance()->RegisterHighPerformanceContext(this);
- else
- DualGPUStateMac::GetInstance()->RemoveHighPerformanceContext(this);
- }
- void GLContextCGL::ReleaseCurrent(GLSurface* surface) {
- if (!IsCurrent(surface))
- return;
- // Before releasing the current context, flush it. This ensures that
- // all commands issued by higher levels will be seen by the OpenGL
- // implementation, which is assumed throughout the code. See comment
- // in MakeCurrent, above.
- glFlush();
- SetCurrent(nullptr);
- CGLSetCurrentContext(nullptr);
- }
- bool GLContextCGL::IsCurrent(GLSurface* surface) {
- bool native_context_is_current = CGLGetCurrentContext() == context_;
- // 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;
- return true;
- }
- void* GLContextCGL::GetHandle() {
- return context_;
- }
- void GLContextCGL::SetSafeToForceGpuSwitch() {
- safe_to_force_gpu_switch_ = true;
- }
- GLContextCGL::~GLContextCGL() {
- Destroy();
- }
- GpuPreference GLContextCGL::GetGpuPreference() {
- return gpu_preference_;
- }
- } // namespace gl
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