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webgl: Move framebuffer initialization logic to WebGL thread.
This commit is contained in:
parent
df8e36aa78
commit
1b08dd5232
6 changed files with 238 additions and 75 deletions
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@ -18,6 +18,33 @@ use webrender_api;
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/// It allows to get a WebGLThread handle for each script pipeline.
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pub use ::webgl_mode::WebGLThreads;
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struct GLContextData {
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ctx: GLContextWrapper,
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state: GLState,
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}
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pub struct GLState {
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clear_color: (f32, f32, f32, f32),
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scissor_test_enabled: bool,
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stencil_write_mask: (u32, u32),
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stencil_clear_value: i32,
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depth_write_mask: bool,
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depth_clear_value: f64,
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}
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impl Default for GLState {
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fn default() -> GLState {
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GLState {
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clear_color: (0., 0., 0., 0.),
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scissor_test_enabled: false,
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stencil_write_mask: (0, 0),
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stencil_clear_value: 0,
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depth_write_mask: true,
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depth_clear_value: 1.,
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}
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}
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}
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/// A WebGLThread manages the life cycle and message multiplexing of
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/// a set of WebGLContexts living in the same thread.
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pub struct WebGLThread<VR: WebVRRenderHandler + 'static, OB: WebGLThreadObserver> {
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@ -26,7 +53,7 @@ pub struct WebGLThread<VR: WebVRRenderHandler + 'static, OB: WebGLThreadObserver
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/// Channel used to generate/update or delete `webrender_api::ImageKey`s.
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webrender_api: webrender_api::RenderApi,
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/// Map of live WebGLContexts.
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contexts: FnvHashMap<WebGLContextId, GLContextWrapper>,
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contexts: FnvHashMap<WebGLContextId, GLContextData>,
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/// Cached information for WebGLContexts.
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cached_context_info: FnvHashMap<WebGLContextId, WebGLContextInfo>,
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/// Current bound context.
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@ -93,9 +120,9 @@ impl<VR: WebVRRenderHandler + 'static, OB: WebGLThreadObserver> WebGLThread<VR,
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WebGLMsg::CreateContext(version, size, attributes, result_sender) => {
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let result = self.create_webgl_context(version, size, attributes);
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result_sender.send(result.map(|(id, limits, share_mode)| {
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let ctx = Self::make_current_if_needed(id, &self.contexts, &mut self.bound_context_id)
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let data = Self::make_current_if_needed(id, &self.contexts, &mut self.bound_context_id)
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.expect("WebGLContext not found");
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let glsl_version = Self::get_glsl_version(ctx);
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let glsl_version = Self::get_glsl_version(&data.ctx);
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WebGLCreateContextResult {
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sender: WebGLMsgSender::new(id, webgl_chan.clone()),
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@ -139,8 +166,9 @@ impl<VR: WebVRRenderHandler + 'static, OB: WebGLThreadObserver> WebGLThread<VR,
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/// Handles a WebGLCommand for a specific WebGLContext
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fn handle_webgl_command(&mut self, context_id: WebGLContextId, command: WebGLCommand) {
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if let Some(ctx) = Self::make_current_if_needed(context_id, &self.contexts, &mut self.bound_context_id) {
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ctx.apply_command(command);
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let data = Self::make_current_if_needed_mut(context_id, &mut self.contexts, &mut self.bound_context_id);
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if let Some(data) = data {
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data.ctx.apply_command(command, &mut data.state);
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}
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}
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@ -158,28 +186,28 @@ impl<VR: WebVRRenderHandler + 'static, OB: WebGLThreadObserver> WebGLThread<VR,
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/// Handles a lock external callback received from webrender::ExternalImageHandler
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fn handle_lock(&mut self, context_id: WebGLContextId, sender: WebGLSender<(u32, Size2D<i32>, usize)>) {
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let ctx = Self::make_current_if_needed(context_id, &self.contexts, &mut self.bound_context_id)
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let data = Self::make_current_if_needed(context_id, &self.contexts, &mut self.bound_context_id)
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.expect("WebGLContext not found in a WebGLMsg::Lock message");
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let info = self.cached_context_info.get_mut(&context_id).unwrap();
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// Insert a OpenGL Fence sync object that sends a signal when all the WebGL commands are finished.
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// The related gl().wait_sync call is performed in the WR thread. See WebGLExternalImageApi for mor details.
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let gl_sync = ctx.gl().fence_sync(gl::SYNC_GPU_COMMANDS_COMPLETE, 0);
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let gl_sync = data.ctx.gl().fence_sync(gl::SYNC_GPU_COMMANDS_COMPLETE, 0);
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info.gl_sync = Some(gl_sync);
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// It is important that the fence sync is properly flushed into the GPU's command queue.
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// Without proper flushing, the sync object may never be signaled.
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ctx.gl().flush();
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data.ctx.gl().flush();
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sender.send((info.texture_id, info.size, gl_sync as usize)).unwrap();
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}
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/// Handles an unlock external callback received from webrender::ExternalImageHandler
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fn handle_unlock(&mut self, context_id: WebGLContextId) {
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let ctx = Self::make_current_if_needed(context_id, &self.contexts, &mut self.bound_context_id)
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let data = Self::make_current_if_needed(context_id, &self.contexts, &mut self.bound_context_id)
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.expect("WebGLContext not found in a WebGLMsg::Unlock message");
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let info = self.cached_context_info.get_mut(&context_id).unwrap();
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if let Some(gl_sync) = info.gl_sync.take() {
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// Release the GLSync object.
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ctx.gl().delete_sync(gl_sync);
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data.ctx.gl().delete_sync(gl_sync);
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}
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}
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@ -207,7 +235,10 @@ impl<VR: WebVRRenderHandler + 'static, OB: WebGLThreadObserver> WebGLThread<VR,
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let id = WebGLContextId(self.next_webgl_id);
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let (size, texture_id, limits) = ctx.get_info();
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self.next_webgl_id += 1;
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self.contexts.insert(id, ctx);
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self.contexts.insert(id, GLContextData {
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ctx,
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state: Default::default(),
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});
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self.cached_context_info.insert(id, WebGLContextInfo {
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texture_id,
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size,
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@ -232,10 +263,14 @@ impl<VR: WebVRRenderHandler + 'static, OB: WebGLThreadObserver> WebGLThread<VR,
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context_id: WebGLContextId,
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size: Size2D<i32>,
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sender: WebGLSender<Result<(), String>>) {
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let ctx = Self::make_current_if_needed_mut(context_id, &mut self.contexts, &mut self.bound_context_id);
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match ctx.resize(size) {
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let data = Self::make_current_if_needed_mut(
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context_id,
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&mut self.contexts,
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&mut self.bound_context_id
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).expect("Missing WebGL context!");
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match data.ctx.resize(size) {
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Ok(_) => {
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let (real_size, texture_id, _) = ctx.get_info();
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let (real_size, texture_id, _) = data.ctx.get_info();
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self.observer.on_context_resize(context_id, texture_id, real_size);
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let info = self.cached_context_info.get_mut(&context_id).unwrap();
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@ -306,7 +341,7 @@ impl<VR: WebVRRenderHandler + 'static, OB: WebGLThreadObserver> WebGLThread<VR,
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})
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},
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WebGLContextShareMode::Readback => {
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let pixels = Self::raw_pixels(&self.contexts[&context_id], info.size);
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let pixels = Self::raw_pixels(&self.contexts[&context_id].ctx, info.size);
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match info.image_key.clone() {
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Some(image_key) => {
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// ImageKey was already created, but WR Images must
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@ -339,18 +374,20 @@ impl<VR: WebVRRenderHandler + 'static, OB: WebGLThreadObserver> WebGLThread<VR,
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fn handle_dom_to_texture(&mut self, command: DOMToTextureCommand) {
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match command {
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DOMToTextureCommand::Attach(context_id, texture_id, document_id, pipeline_id, size) => {
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let ctx = Self::make_current_if_needed(context_id, &self.contexts, &mut self.bound_context_id)
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let data = Self::make_current_if_needed(context_id, &self.contexts, &mut self.bound_context_id)
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.expect("WebGLContext not found in a WebGL DOMToTextureCommand::Attach command");
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// Initialize the texture that WR will use for frame outputs.
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ctx.gl().tex_image_2d(gl::TEXTURE_2D,
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0,
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gl::RGBA as gl::GLint,
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size.width,
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size.height,
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0,
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gl::RGBA,
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gl::UNSIGNED_BYTE,
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None);
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data.ctx.gl().tex_image_2d(
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gl::TEXTURE_2D,
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0,
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gl::RGBA as gl::GLint,
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size.width,
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size.height,
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0,
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gl::RGBA,
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gl::UNSIGNED_BYTE,
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None
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);
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self.dom_outputs.insert(pipeline_id, DOMToTextureData {
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context_id, texture_id, document_id, size
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});
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@ -361,14 +398,14 @@ impl<VR: WebVRRenderHandler + 'static, OB: WebGLThreadObserver> WebGLThread<VR,
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DOMToTextureCommand::Lock(pipeline_id, gl_sync, sender) => {
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let contexts = &self.contexts;
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let bound_context_id = &mut self.bound_context_id;
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let result = self.dom_outputs.get(&pipeline_id).and_then(|data| {
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let ctx = Self::make_current_if_needed(data.context_id, contexts, bound_context_id);
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ctx.and_then(|ctx| {
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let result = self.dom_outputs.get(&pipeline_id).and_then(|dom_data| {
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let data = Self::make_current_if_needed(dom_data.context_id, contexts, bound_context_id);
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data.and_then(|data| {
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// The next glWaitSync call is used to synchronize the two flows of
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// OpenGL commands (WR and WebGL) in order to avoid using semi-ready WR textures.
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// glWaitSync doesn't block WebGL CPU thread.
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ctx.gl().wait_sync(gl_sync as gl::GLsync, 0, gl::TIMEOUT_IGNORED);
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Some((data.texture_id.get(), data.size))
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data.ctx.gl().wait_sync(gl_sync as gl::GLsync, 0, gl::TIMEOUT_IGNORED);
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Some((dom_data.texture_id.get(), dom_data.size))
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})
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});
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@ -390,28 +427,37 @@ impl<VR: WebVRRenderHandler + 'static, OB: WebGLThreadObserver> WebGLThread<VR,
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/// Gets a reference to a GLContextWrapper for a given WebGLContextId and makes it current if required.
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fn make_current_if_needed<'a>(context_id: WebGLContextId,
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contexts: &'a FnvHashMap<WebGLContextId, GLContextWrapper>,
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bound_id: &mut Option<WebGLContextId>) -> Option<&'a GLContextWrapper> {
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contexts.get(&context_id).and_then(|ctx| {
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contexts: &'a FnvHashMap<WebGLContextId, GLContextData>,
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bound_id: &mut Option<WebGLContextId>) -> Option<&'a GLContextData> {
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let data = contexts.get(&context_id);
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if let Some(data) = data {
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if Some(context_id) != *bound_id {
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ctx.make_current();
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data.ctx.make_current();
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*bound_id = Some(context_id);
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}
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}
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Some(ctx)
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})
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data
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}
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/// Gets a mutable reference to a GLContextWrapper for a WebGLContextId and makes it current if required.
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fn make_current_if_needed_mut<'a>(context_id: WebGLContextId,
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contexts: &'a mut FnvHashMap<WebGLContextId, GLContextWrapper>,
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bound_id: &mut Option<WebGLContextId>) -> &'a mut GLContextWrapper {
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let ctx = contexts.get_mut(&context_id).expect("WebGLContext not found!");
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if Some(context_id) != *bound_id {
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ctx.make_current();
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*bound_id = Some(context_id);
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fn make_current_if_needed_mut<'a>(
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context_id: WebGLContextId,
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contexts: &'a mut FnvHashMap<WebGLContextId, GLContextData>,
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bound_id: &mut Option<WebGLContextId>)
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-> Option<&'a mut GLContextData>
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{
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let data = contexts.get_mut(&context_id);
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if let Some(ref data) = data {
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if Some(context_id) != *bound_id {
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data.ctx.make_current();
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*bound_id = Some(context_id);
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}
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}
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ctx
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data
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}
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/// Creates a `webrender_api::ImageKey` that uses shared textures.
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@ -636,7 +682,11 @@ pub struct WebGLImpl;
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impl WebGLImpl {
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#[allow(unsafe_code)]
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pub fn apply<Native: NativeGLContextMethods>(ctx: &GLContext<Native>, command: WebGLCommand) {
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pub fn apply<Native: NativeGLContextMethods>(
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ctx: &GLContext<Native>,
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state: &mut GLState,
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command: WebGLCommand
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) {
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match command {
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WebGLCommand::GetContextAttributes(ref sender) =>
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sender.send(*ctx.borrow_attributes()).unwrap(),
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@ -667,13 +717,19 @@ impl WebGLImpl {
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},
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WebGLCommand::Clear(mask) =>
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ctx.gl().clear(mask),
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WebGLCommand::ClearColor(r, g, b, a) =>
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ctx.gl().clear_color(r, g, b, a),
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WebGLCommand::ClearDepth(depth) => {
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ctx.gl().clear_depth(depth.max(0.).min(1.) as f64)
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WebGLCommand::ClearColor(r, g, b, a) => {
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state.clear_color = (r, g, b, a);
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ctx.gl().clear_color(r, g, b, a);
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}
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WebGLCommand::ClearDepth(depth) => {
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let value = depth.max(0.).min(1.) as f64;
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state.depth_clear_value = value;
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ctx.gl().clear_depth(value)
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}
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WebGLCommand::ClearStencil(stencil) => {
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state.stencil_clear_value = stencil;
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ctx.gl().clear_stencil(stencil);
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}
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WebGLCommand::ClearStencil(stencil) =>
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ctx.gl().clear_stencil(stencil),
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WebGLCommand::ColorMask(r, g, b, a) =>
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ctx.gl().color_mask(r, g, b, a),
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WebGLCommand::CopyTexImage2D(target, level, internal_format, x, y, width, height, border) =>
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@ -684,15 +740,25 @@ impl WebGLImpl {
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ctx.gl().cull_face(mode),
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WebGLCommand::DepthFunc(func) =>
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ctx.gl().depth_func(func),
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WebGLCommand::DepthMask(flag) =>
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ctx.gl().depth_mask(flag),
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WebGLCommand::DepthMask(flag) => {
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state.depth_write_mask = flag;
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ctx.gl().depth_mask(flag);
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}
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WebGLCommand::DepthRange(near, far) => {
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ctx.gl().depth_range(near.max(0.).min(1.) as f64, far.max(0.).min(1.) as f64)
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}
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WebGLCommand::Disable(cap) =>
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ctx.gl().disable(cap),
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WebGLCommand::Enable(cap) =>
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ctx.gl().enable(cap),
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WebGLCommand::Disable(cap) => {
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if cap == gl::SCISSOR_TEST {
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state.scissor_test_enabled = false;
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}
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ctx.gl().disable(cap);
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}
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WebGLCommand::Enable(cap) => {
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if cap == gl::SCISSOR_TEST {
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state.scissor_test_enabled = true;
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}
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ctx.gl().enable(cap);
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}
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WebGLCommand::FramebufferRenderbuffer(target, attachment, renderbuffertarget, rb) => {
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let attach = |attachment| {
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ctx.gl().framebuffer_renderbuffer(target, attachment,
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@ -745,10 +811,18 @@ impl WebGLImpl {
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ctx.gl().stencil_func(func, ref_, mask),
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WebGLCommand::StencilFuncSeparate(face, func, ref_, mask) =>
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ctx.gl().stencil_func_separate(face, func, ref_, mask),
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WebGLCommand::StencilMask(mask) =>
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ctx.gl().stencil_mask(mask),
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WebGLCommand::StencilMaskSeparate(face, mask) =>
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ctx.gl().stencil_mask_separate(face, mask),
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WebGLCommand::StencilMask(mask) => {
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state.stencil_write_mask = (mask, mask);
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ctx.gl().stencil_mask(mask);
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}
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WebGLCommand::StencilMaskSeparate(face, mask) => {
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if face == gl::FRONT {
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state.stencil_write_mask.0 = mask;
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} else {
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state.stencil_write_mask.1 = mask;
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}
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ctx.gl().stencil_mask_separate(face, mask);
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}
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WebGLCommand::StencilOp(fail, zfail, zpass) =>
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ctx.gl().stencil_op(fail, zfail, zpass),
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WebGLCommand::StencilOpSeparate(face, fail, zfail, zpass) =>
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@ -1124,6 +1198,9 @@ impl WebGLImpl {
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}
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sender.send(value).unwrap();
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}
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WebGLCommand::InitializeFramebuffer { color, depth, stencil } => {
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Self::initialize_framebuffer(ctx.gl(), state, color, depth, stencil)
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}
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}
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// TODO: update test expectations in order to enable debug assertions
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@ -1134,6 +1211,62 @@ impl WebGLImpl {
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assert_eq!(error, gl::NO_ERROR, "Unexpected WebGL error: 0x{:x} ({})", error, error);
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}
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fn initialize_framebuffer(
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gl: &gl::Gl,
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state: &GLState,
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color: bool,
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depth: bool,
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stencil: bool,
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) {
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let bits = [
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(color, gl::COLOR_BUFFER_BIT),
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(depth, gl::DEPTH_BUFFER_BIT),
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(stencil, gl::STENCIL_BUFFER_BIT),
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].iter().fold(0, |bits, &(enabled, bit)| bits | if enabled { bit } else { 0 });
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if state.scissor_test_enabled {
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gl.disable(gl::SCISSOR_TEST);
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}
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if color {
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gl.clear_color(0., 0., 0., 0.);
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}
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if depth {
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gl.depth_mask(true);
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gl.clear_depth(1.);
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}
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if stencil {
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gl.stencil_mask_separate(gl::FRONT, 0xFFFFFFFF);
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gl.stencil_mask_separate(gl::BACK, 0xFFFFFFFF);
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gl.clear_stencil(0);
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}
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gl.clear(bits);
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if state.scissor_test_enabled {
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gl.enable(gl::SCISSOR_TEST);
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}
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if color {
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let (r, g, b, a) = state.clear_color;
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gl.clear_color(r, g, b, a);
|
||||
}
|
||||
|
||||
if depth {
|
||||
gl.depth_mask(state.depth_write_mask);
|
||||
gl.clear_depth(state.depth_clear_value);
|
||||
}
|
||||
|
||||
if stencil {
|
||||
let (front, back) = state.stencil_write_mask;
|
||||
gl.stencil_mask_separate(gl::FRONT, front);
|
||||
gl.stencil_mask_separate(gl::BACK, back);
|
||||
gl.clear_stencil(state.stencil_clear_value);
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(unsafe_code)]
|
||||
fn link_program(gl: &gl::Gl, program: WebGLProgramId) -> ProgramLinkInfo {
|
||||
gl.link_program(program.get());
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue