Use surfman for managing GL surfaces

Co-authored-by: Alan Jeffrey <ajeffrey@mozilla.com>
Co-authored-by: Zakor Gyula <gyula.zakor@h-lab.eu>
Co-authored-by: Josh Matthews <josh@joshmatthews.net>
This commit is contained in:
Patrick Walton 2019-10-15 12:57:00 -05:00 committed by Alan Jeffrey
parent 48d918dcde
commit a358bca766
52 changed files with 1929 additions and 2195 deletions

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@ -14,10 +14,11 @@ path = "lib.rs"
canvas2d-azure = ["azure"]
canvas2d-raqote = ["raqote"]
webgl_backtrace = ["canvas_traits/webgl_backtrace"]
no_wgl = ["offscreen_gl_context/no_wgl"]
no-wgl = ["surfman/sm-no-wgl"]
[dependencies]
azure = {git = "https://github.com/servo/rust-azure", optional = true}
bitflags = "1.0"
byteorder = "1"
canvas_traits = {path = "../canvas_traits"}
cssparser = "0.27.1"
@ -29,12 +30,14 @@ half = "1"
ipc-channel = "0.12"
log = "0.4"
num-traits = "0.2"
offscreen_gl_context = {version = "0.25", features = ["serde", "osmesa"]}
raqote = {git = "https://github.com/jrmuizel/raqote", optional = true}
pixels = {path = "../pixels"}
servo_config = {path = "../config"}
sparkle = "0.1"
sparkle = "0.1.8"
webrender = {git = "https://github.com/servo/webrender"}
webrender_api = {git = "https://github.com/servo/webrender", features = ["ipc"]}
webrender_traits = {path = "../webrender_traits"}
webxr-api = {git = "https://github.com/servo/webxr", features = ["ipc"]}
# NOTE: the sm-angle feature only enables angle on windows, not other platforms!
surfman = { git = "https://github.com/pcwalton/surfman", features = ["sm-angle", "sm-osmesa"] }
surfman-chains = { git = "https://github.com/asajeffrey/surfman-chains" }

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@ -1,283 +0,0 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
use super::webgl_thread::{GLState, WebGLImpl};
use canvas_traits::webgl::{
GLContextAttributes, GLFormats, GLLimits, WebGLCommand, WebGLCommandBacktrace, WebGLVersion,
};
use euclid::default::Size2D;
use offscreen_gl_context::{
ColorAttachmentType, DrawBuffer, GLContext, GLContextAttributes as RawGLContextAttributes,
GLContextDispatcher,
};
use offscreen_gl_context::{GLFormats as RawGLFormats, GLLimits as RawGLLimits, GLVersion};
use offscreen_gl_context::{NativeGLContext, NativeGLContextHandle, NativeGLContextMethods};
use offscreen_gl_context::{OSMesaContext, OSMesaContextHandle};
use sparkle::gl;
pub trait CloneableDispatcher: GLContextDispatcher {
fn clone(&self) -> Box<dyn GLContextDispatcher>;
}
/// The GLContextFactory is used to create shared GL contexts with the main thread GL context.
/// Currently, shared textures are used to render WebGL textures into the WR compositor.
/// In order to create a shared context, the GLContextFactory stores the handle of the main GL context.
pub enum GLContextFactory {
Native(
NativeGLContextHandle,
Option<Box<dyn CloneableDispatcher + Send>>,
gl::GlType,
),
OSMesa(OSMesaContextHandle),
}
impl GLContextFactory {
/// Creates a new GLContextFactory that uses the currently bound GL context to create shared contexts.
pub fn current_native_handle(
dispatcher: Box<dyn CloneableDispatcher + Send>,
api_type: gl::GlType,
) -> Option<GLContextFactory> {
let dispatcher = if cfg!(target_os = "windows") {
// Used to dispatch functions from the GLContext thread to the main thread's
// event loop. Required to allow WGL GLContext sharing in Windows.
Some(dispatcher)
} else {
None
};
// FIXME(emilio): This assumes a single GL backend per platform which is
// not true on Linux, we probably need a third `Egl` variant or abstract
// it a bit more...
NativeGLContext::current_handle()
.map(|handle| GLContextFactory::Native(handle, dispatcher, api_type))
}
/// Creates a new GLContextFactory that uses the currently bound OSMesa context to create shared contexts.
pub fn current_osmesa_handle() -> Option<GLContextFactory> {
OSMesaContext::current_handle().map(GLContextFactory::OSMesa)
}
/// Creates a new shared GLContext with the main GLContext
pub fn new_shared_context(
&self,
webgl_version: WebGLVersion,
size: Size2D<u32>,
attributes: GLContextAttributes,
) -> Result<GLContextWrapper, &'static str> {
let attributes = map_attrs(attributes);
Ok(match *self {
GLContextFactory::Native(ref handle, ref dispatcher, ref api_type) => {
GLContextWrapper::Native(GLContext::new_shared_with_dispatcher(
// FIXME(nox): Why are those i32 values?
size.to_i32(),
attributes,
ColorAttachmentType::Texture,
*api_type,
Self::gl_version(webgl_version),
Some(handle),
dispatcher.as_ref().map(|d| (**d).clone()),
)?)
},
GLContextFactory::OSMesa(ref handle) => {
GLContextWrapper::OSMesa(GLContext::new_shared_with_dispatcher(
// FIXME(nox): Why are those i32 values?
size.to_i32(),
attributes,
ColorAttachmentType::Texture,
gl::GlType::Gl,
Self::gl_version(webgl_version),
Some(handle),
None,
)?)
},
})
}
/// Creates a new non-shared GLContext
pub fn new_context(
&self,
webgl_version: WebGLVersion,
size: Size2D<u32>,
attributes: GLContextAttributes,
) -> Result<GLContextWrapper, &'static str> {
let attributes = map_attrs(attributes);
Ok(match *self {
GLContextFactory::Native(_, _, ref api_type) => {
GLContextWrapper::Native(GLContext::new_shared_with_dispatcher(
// FIXME(nox): Why are those i32 values?
size.to_i32(),
attributes,
ColorAttachmentType::Texture,
*api_type,
Self::gl_version(webgl_version),
None,
None,
)?)
},
GLContextFactory::OSMesa(_) => {
GLContextWrapper::OSMesa(GLContext::new_shared_with_dispatcher(
// FIXME(nox): Why are those i32 values?
size.to_i32(),
attributes,
ColorAttachmentType::Texture,
gl::GlType::Gl,
Self::gl_version(webgl_version),
None,
None,
)?)
},
})
}
fn gl_version(webgl_version: WebGLVersion) -> GLVersion {
match webgl_version {
WebGLVersion::WebGL1 => GLVersion::Major(2),
WebGLVersion::WebGL2 => GLVersion::Major(3),
}
}
}
/// GLContextWrapper used to abstract NativeGLContext and OSMesaContext types
pub enum GLContextWrapper {
Native(GLContext<NativeGLContext>),
OSMesa(GLContext<OSMesaContext>),
}
impl GLContextWrapper {
pub fn make_current(&self) {
match *self {
GLContextWrapper::Native(ref ctx) => {
ctx.make_current().unwrap();
},
GLContextWrapper::OSMesa(ref ctx) => {
ctx.make_current().unwrap();
},
}
}
pub fn apply_command(
&self,
cmd: WebGLCommand,
use_apple_vertex_array: bool,
backtrace: WebGLCommandBacktrace,
state: &mut GLState,
) {
match *self {
GLContextWrapper::Native(ref ctx) => {
WebGLImpl::apply(ctx, state, use_apple_vertex_array, cmd, backtrace);
},
GLContextWrapper::OSMesa(ref ctx) => {
WebGLImpl::apply(ctx, state, false, cmd, backtrace);
},
}
}
pub fn gl(&self) -> &gl::Gl {
match *self {
GLContextWrapper::Native(ref ctx) => ctx.gl(),
GLContextWrapper::OSMesa(ref ctx) => ctx.gl(),
}
}
pub fn framebuffer(&self) -> gl::GLuint {
match *self {
GLContextWrapper::Native(ref ctx) => {
ctx.borrow_draw_buffer().unwrap().get_framebuffer()
},
GLContextWrapper::OSMesa(ref ctx) => {
ctx.borrow_draw_buffer().unwrap().get_framebuffer()
},
}
}
pub fn get_info(&self) -> (Size2D<i32>, u32, GLLimits, GLFormats) {
match *self {
GLContextWrapper::Native(ref ctx) => {
let (real_size, texture_id) = {
let draw_buffer = ctx.borrow_draw_buffer().unwrap();
(
draw_buffer.size(),
draw_buffer.get_bound_texture_id().unwrap(),
)
};
let limits = ctx.borrow_limits().clone();
let formats = map_formats(ctx.borrow_formats());
(real_size, texture_id, map_limits(limits), formats)
},
GLContextWrapper::OSMesa(ref ctx) => {
let (real_size, texture_id) = {
let draw_buffer = ctx.borrow_draw_buffer().unwrap();
(
draw_buffer.size(),
draw_buffer.get_bound_texture_id().unwrap(),
)
};
let limits = ctx.borrow_limits().clone();
let formats = map_formats(ctx.borrow_formats());
(real_size, texture_id, map_limits(limits), formats)
},
}
}
pub fn resize(&mut self, size: Size2D<u32>) -> Result<DrawBuffer, &'static str> {
match *self {
GLContextWrapper::Native(ref mut ctx) => {
// FIXME(nox): Why are those i32 values?
ctx.resize(size.to_i32())
},
GLContextWrapper::OSMesa(ref mut ctx) => {
// FIXME(nox): Why are those i32 values?
ctx.resize(size.to_i32())
},
}
}
}
fn map_limits(limits: RawGLLimits) -> GLLimits {
GLLimits {
max_vertex_attribs: limits.max_vertex_attribs,
max_tex_size: limits.max_tex_size,
max_cube_map_tex_size: limits.max_cube_map_tex_size,
max_combined_texture_image_units: limits.max_combined_texture_image_units,
max_fragment_uniform_vectors: limits.max_fragment_uniform_vectors,
max_renderbuffer_size: limits.max_renderbuffer_size,
max_texture_image_units: limits.max_texture_image_units,
max_varying_vectors: limits.max_varying_vectors,
max_vertex_texture_image_units: limits.max_vertex_texture_image_units,
max_vertex_uniform_vectors: limits.max_vertex_uniform_vectors,
max_client_wait_timeout_webgl: std::time::Duration::new(1, 0),
}
}
pub fn map_attrs(attrs: GLContextAttributes) -> RawGLContextAttributes {
RawGLContextAttributes {
alpha: attrs.alpha,
depth: attrs.depth,
stencil: attrs.stencil,
antialias: attrs.antialias,
premultiplied_alpha: attrs.premultiplied_alpha,
preserve_drawing_buffer: attrs.preserve_drawing_buffer,
}
}
pub fn map_attrs_to_script_attrs(attrs: RawGLContextAttributes) -> GLContextAttributes {
GLContextAttributes {
alpha: attrs.alpha,
depth: attrs.depth,
stencil: attrs.stencil,
antialias: attrs.antialias,
premultiplied_alpha: attrs.premultiplied_alpha,
preserve_drawing_buffer: attrs.preserve_drawing_buffer,
}
}
fn map_formats(formats: &RawGLFormats) -> GLFormats {
GLFormats {
texture_format: formats.texture,
texture_type: formats.texture_type,
}
}

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@ -4,6 +4,8 @@
#![deny(unsafe_code)]
#[macro_use]
extern crate bitflags;
#[macro_use]
extern crate log;
@ -13,8 +15,10 @@ mod azure_backend;
#[cfg(feature = "canvas2d-raqote")]
mod raqote_backend;
pub use webgl_mode::WebGLComm;
pub mod canvas_data;
pub mod canvas_paint_thread;
pub mod gl_context;
mod webgl_limits;
mod webgl_mode;
pub mod webgl_thread;

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@ -0,0 +1,96 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
use canvas_traits::webgl::GLLimits;
use sparkle::gl;
use sparkle::gl::GLenum;
use sparkle::gl::Gl;
pub trait GLLimitsDetect {
fn detect(gl: &Gl) -> Self;
}
impl GLLimitsDetect for GLLimits {
fn detect(gl: &Gl) -> GLLimits {
let max_vertex_attribs = gl.get_integer(gl::MAX_VERTEX_ATTRIBS);
let max_tex_size = gl.get_integer(gl::MAX_TEXTURE_SIZE);
let max_cube_map_tex_size = gl.get_integer(gl::MAX_CUBE_MAP_TEXTURE_SIZE);
let max_combined_texture_image_units = gl.get_integer(gl::MAX_COMBINED_TEXTURE_IMAGE_UNITS);
let max_renderbuffer_size = gl.get_integer(gl::MAX_RENDERBUFFER_SIZE);
let max_texture_image_units = gl.get_integer(gl::MAX_TEXTURE_IMAGE_UNITS);
let max_vertex_texture_image_units = gl.get_integer(gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS);
// TODO: better value for this?
let max_client_wait_timeout_webgl = std::time::Duration::new(1, 0);
// Based on:
// https://searchfox.org/mozilla-central/rev/5a744713370ec47969595e369fd5125f123e6d24/dom/canvas/WebGLContextValidate.cpp#523-558
let (max_fragment_uniform_vectors, max_varying_vectors, max_vertex_uniform_vectors);
match gl.try_get_integer(gl::MAX_FRAGMENT_UNIFORM_VECTORS) {
Some(max_vectors) => {
max_fragment_uniform_vectors = max_vectors;
max_varying_vectors = gl.get_integer(gl::MAX_VARYING_VECTORS);
max_vertex_uniform_vectors = gl.get_integer(gl::MAX_VERTEX_UNIFORM_VECTORS);
},
None => {
let max_fragment_uniform_components =
gl.get_integer(gl::MAX_FRAGMENT_UNIFORM_COMPONENTS);
let max_vertex_uniform_components =
gl.get_integer(gl::MAX_VERTEX_UNIFORM_COMPONENTS);
let max_vertex_output_components = gl
.try_get_integer(gl::MAX_VERTEX_OUTPUT_COMPONENTS)
.unwrap_or(0);
let max_fragment_input_components = gl
.try_get_integer(gl::MAX_FRAGMENT_INPUT_COMPONENTS)
.unwrap_or(0);
let max_varying_components = max_vertex_output_components
.min(max_fragment_input_components)
.max(16);
max_fragment_uniform_vectors = max_fragment_uniform_components / 4;
max_varying_vectors = max_varying_components / 4;
max_vertex_uniform_vectors = max_vertex_uniform_components / 4;
},
}
GLLimits {
max_vertex_attribs,
max_tex_size,
max_cube_map_tex_size,
max_combined_texture_image_units,
max_fragment_uniform_vectors,
max_renderbuffer_size,
max_texture_image_units,
max_varying_vectors,
max_vertex_texture_image_units,
max_vertex_uniform_vectors,
max_client_wait_timeout_webgl,
}
}
}
trait GLExt {
fn try_get_integer(self, parameter: GLenum) -> Option<u32>;
fn get_integer(self, parameter: GLenum) -> u32;
}
impl<'a> GLExt for &'a Gl {
#[allow(unsafe_code)]
fn try_get_integer(self, parameter: GLenum) -> Option<u32> {
let mut value = [0];
unsafe {
self.get_integer_v(parameter, &mut value);
}
if self.get_error() != gl::NO_ERROR {
None
} else {
Some(value[0] as u32)
}
}
fn get_integer(self, parameter: GLenum) -> u32 {
self.try_get_integer(parameter).unwrap()
}
}

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@ -1,224 +1,160 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
use crate::gl_context::GLContextFactory;
use crate::webgl_thread::{WebGLMainThread, WebGLThread, WebGLThreadInit};
use canvas_traits::webgl::webgl_channel;
use canvas_traits::webgl::DOMToTextureCommand;
use canvas_traits::webgl::{WebGLChan, WebGLContextId, WebGLMsg, WebGLPipeline, WebGLReceiver};
use canvas_traits::webgl::{WebGLSender, WebVRRenderHandler};
use embedder_traits::EventLoopWaker;
use crate::webgl_thread::{WebGLThread, WebGLThreadInit};
use canvas_traits::webgl::{webgl_channel, WebVRRenderHandler};
use canvas_traits::webgl::{WebGLContextId, WebGLMsg, WebGLThreads};
use euclid::default::Size2D;
use fnv::FnvHashMap;
use gleam::gl;
use gleam;
use servo_config::pref;
use sparkle::gl;
use sparkle::gl::GlType;
use std::default::Default;
use std::rc::Rc;
use std::sync::{Arc, Mutex};
use surfman::platform::generic::universal::context::Context;
use surfman::platform::generic::universal::device::Device;
use surfman::platform::generic::universal::surface::SurfaceTexture;
use surfman_chains::SwapChains;
use webrender_traits::{WebrenderExternalImageApi, WebrenderExternalImageRegistry};
use webxr_api::WebGLExternalImageApi;
use webxr_api::SwapChainId as WebXRSwapChainId;
/// WebGL Threading API entry point that lives in the constellation.
pub struct WebGLThreads(WebGLSender<WebGLMsg>);
pub enum ThreadMode {
MainThread(Box<dyn EventLoopWaker>),
OffThread,
pub struct WebGLComm {
pub webgl_threads: WebGLThreads,
pub webxr_swap_chains: SwapChains<WebXRSwapChainId>,
pub image_handler: Box<dyn WebrenderExternalImageApi>,
pub output_handler: Option<Box<dyn webrender::OutputImageHandler>>,
}
impl WebGLThreads {
/// Creates a new WebGLThreads object
impl WebGLComm {
/// Creates a new `WebGLComm` object.
pub fn new(
gl_factory: GLContextFactory,
webrender_gl: Rc<dyn gl::Gl>,
device: Device,
context: Context,
webrender_gl: Rc<dyn gleam::gl::Gl>,
webrender_api_sender: webrender_api::RenderApiSender,
webvr_compositor: Option<Box<dyn WebVRRenderHandler>>,
external_images: Arc<Mutex<WebrenderExternalImageRegistry>>,
mode: ThreadMode,
) -> (
WebGLThreads,
Option<Rc<WebGLMainThread>>,
Box<dyn webxr_api::WebGLExternalImageApi>,
Box<dyn WebrenderExternalImageApi>,
Option<Box<dyn webrender::OutputImageHandler>>,
) {
api_type: GlType,
) -> WebGLComm {
debug!("WebGLThreads::new()");
let (sender, receiver) = webgl_channel::<WebGLMsg>().unwrap();
let webrender_swap_chains = SwapChains::new();
let webxr_swap_chains = SwapChains::new();
// This implementation creates a single `WebGLThread` for all the pipelines.
let init = WebGLThreadInit {
gl_factory,
webrender_api_sender,
webvr_compositor,
external_images,
sender: sender.clone(),
receiver,
webrender_swap_chains: webrender_swap_chains.clone(),
webxr_swap_chains: webxr_swap_chains.clone(),
connection: device.connection(),
adapter: device.adapter(),
api_type,
};
let output_handler = if pref!(dom.webgl.dom_to_texture.enabled) {
Some(Box::new(OutputHandler::new(
webrender_gl.clone(),
sender.clone(),
)))
Some(Box::new(OutputHandler::new(webrender_gl.clone())))
} else {
None
};
let external = WebGLExternalImages::new(webrender_gl, sender.clone());
let external = WebGLExternalImages::new(device, context, webrender_swap_chains);
let webgl_thread = match mode {
ThreadMode::MainThread(event_loop_waker) => {
let thread = WebGLThread::run_on_current_thread(init, event_loop_waker);
Some(thread)
},
ThreadMode::OffThread => {
WebGLThread::run_on_own_thread(init);
None
},
};
WebGLThread::run_on_own_thread(init);
(
WebGLThreads(sender),
webgl_thread,
external.sendable.clone_box(),
Box::new(external),
output_handler.map(|b| b as Box<_>),
)
}
/// Gets the WebGLThread handle for each script pipeline.
pub fn pipeline(&self) -> WebGLPipeline {
// This mode creates a single thread, so the existing WebGLChan is just cloned.
WebGLPipeline(WebGLChan(self.0.clone()))
}
/// Sends a exit message to close the WebGLThreads and release all WebGLContexts.
pub fn exit(&self) -> Result<(), &'static str> {
self.0
.send(WebGLMsg::Exit)
.map_err(|_| "Failed to send Exit message")
}
}
/// Bridge between the webxr_api::ExternalImage callbacks and the WebGLThreads.
struct SendableWebGLExternalImages {
webgl_channel: WebGLSender<WebGLMsg>,
// Used to avoid creating a new channel on each received WebRender request.
lock_channel: (
WebGLSender<(u32, Size2D<i32>, usize)>,
WebGLReceiver<(u32, Size2D<i32>, usize)>,
),
}
impl SendableWebGLExternalImages {
fn new(channel: WebGLSender<WebGLMsg>) -> Self {
Self {
webgl_channel: channel,
lock_channel: webgl_channel().unwrap(),
WebGLComm {
webgl_threads: WebGLThreads(sender),
webxr_swap_chains,
image_handler: Box::new(external),
output_handler: output_handler.map(|b| b as Box<_>),
}
}
}
impl SendableWebGLExternalImages {
fn lock_and_get_current_texture(&self, id: usize) -> (u32, Size2D<i32>, Option<gl::GLsync>) {
if let Some(main_thread) = WebGLMainThread::on_current_thread() {
// If we're on the same thread as WebGL, we can get the data directly
let (image_id, size) = main_thread
.thread_data
.borrow_mut()
.handle_lock_unsync(WebGLContextId(id as usize));
// We don't need a GLsync object if we're running on the main thread
// Might be better to return an option?
(image_id, size, None)
} else {
// WebGL Thread has it's own GL command queue that we need to synchronize with the WR GL command queue.
// The WebGLMsg::Lock message inserts a fence in the WebGL command queue.
self.webgl_channel
.send(WebGLMsg::Lock(
WebGLContextId(id as usize),
self.lock_channel.0.clone(),
))
.unwrap();
let (image_id, size, gl_sync) = self.lock_channel.1.recv().unwrap();
(image_id, size, Some(gl_sync as gl::GLsync))
}
}
}
impl webxr_api::WebGLExternalImageApi for SendableWebGLExternalImages {
fn lock(&self, id: usize) -> Option<gl::GLsync> {
let (_, _, gl_sync) = self.lock_and_get_current_texture(id);
gl_sync
}
fn unlock(&self, id: usize) {
if let Some(main_thread) = WebGLMainThread::on_current_thread() {
// If we're on the same thread as WebGL, we can unlock directly
main_thread
.thread_data
.borrow_mut()
.handle_unlock(WebGLContextId(id as usize))
} else {
self.webgl_channel
.send(WebGLMsg::Unlock(WebGLContextId(id as usize)))
.unwrap()
}
}
fn clone_box(&self) -> Box<dyn webxr_api::WebGLExternalImageApi> {
Box::new(Self::new(self.webgl_channel.clone()))
}
}
/// Bridge between the webrender::ExternalImage callbacks and the WebGLThreads.
struct WebGLExternalImages {
webrender_gl: Rc<dyn gl::Gl>,
sendable: SendableWebGLExternalImages,
device: Device,
context: Context,
swap_chains: SwapChains<WebGLContextId>,
locked_front_buffers: FnvHashMap<WebGLContextId, SurfaceTexture>,
}
impl Drop for WebGLExternalImages {
fn drop(&mut self) {
let _ = self.device.destroy_context(&mut self.context);
}
}
impl WebGLExternalImages {
fn new(webrender_gl: Rc<dyn gl::Gl>, channel: WebGLSender<WebGLMsg>) -> Self {
fn new(device: Device, context: Context, swap_chains: SwapChains<WebGLContextId>) -> Self {
Self {
webrender_gl,
sendable: SendableWebGLExternalImages::new(channel),
device,
context,
swap_chains,
locked_front_buffers: FnvHashMap::default(),
}
}
fn lock_swap_chain(&mut self, id: WebGLContextId) -> Option<(u32, Size2D<i32>)> {
debug!("... locking chain {:?}", id);
let front_buffer = self.swap_chains.get(id)?.take_surface()?;
debug!("... getting texture for surface {:?}", front_buffer.id());
let size = front_buffer.size();
let front_buffer_texture = self
.device
.create_surface_texture(&mut self.context, front_buffer)
.unwrap();
let gl_texture = front_buffer_texture.gl_texture();
self.locked_front_buffers.insert(id, front_buffer_texture);
Some((gl_texture, size))
}
fn unlock_swap_chain(&mut self, id: WebGLContextId) -> Option<()> {
let locked_front_buffer = self.locked_front_buffers.remove(&id)?;
let locked_front_buffer = self
.device
.destroy_surface_texture(&mut self.context, locked_front_buffer)
.unwrap();
debug!("... unlocked chain {:?}", id);
self.swap_chains
.get(id)?
.recycle_surface(locked_front_buffer);
Some(())
}
}
impl WebrenderExternalImageApi for WebGLExternalImages {
fn lock(&mut self, id: u64) -> (u32, Size2D<i32>) {
let (image_id, size, gl_sync) = self.sendable.lock_and_get_current_texture(id as usize);
// The next glWaitSync call is run on the WR thread and it's used to synchronize the two
// flows of OpenGL commands in order to avoid WR using a semi-ready WebGL texture.
// glWaitSync doesn't block WR thread, it affects only internal OpenGL subsystem.
if let Some(gl_sync) = gl_sync {
self.webrender_gl.wait_sync(gl_sync, 0, gl::TIMEOUT_IGNORED);
}
(image_id, size)
let id = WebGLContextId(id);
self.lock_swap_chain(id).unwrap_or_default()
}
fn unlock(&mut self, id: u64) {
self.sendable.unlock(id as usize);
let id = WebGLContextId(id);
self.unlock_swap_chain(id);
}
}
/// struct used to implement DOMToTexture feature and webrender::OutputImageHandler trait.
type OutputHandlerData = Option<(u32, Size2D<i32>)>;
struct OutputHandler {
webrender_gl: Rc<dyn gl::Gl>,
webgl_channel: WebGLSender<WebGLMsg>,
// Used to avoid creating a new channel on each received WebRender request.
lock_channel: (
WebGLSender<OutputHandlerData>,
WebGLReceiver<OutputHandlerData>,
),
sync_objects: FnvHashMap<webrender_api::PipelineId, gl::GLsync>,
webrender_gl: Rc<dyn gleam::gl::Gl>,
sync_objects: FnvHashMap<webrender_api::PipelineId, gleam::gl::GLsync>,
}
impl OutputHandler {
fn new(webrender_gl: Rc<dyn gl::Gl>, channel: WebGLSender<WebGLMsg>) -> Self {
fn new(webrender_gl: Rc<dyn gleam::gl::Gl>) -> Self {
OutputHandler {
webrender_gl,
webgl_channel: channel,
lock_channel: webgl_channel().unwrap(),
sync_objects: Default::default(),
}
}
@ -235,28 +171,8 @@ impl webrender::OutputImageHandler for OutputHandler {
.webrender_gl
.fence_sync(gl::SYNC_GPU_COMMANDS_COMPLETE, 0);
self.sync_objects.insert(id, gl_sync);
let result = if let Some(main_thread) = WebGLMainThread::on_current_thread() {
main_thread
.thread_data
.borrow_mut()
.handle_dom_to_texture_lock(id, gl_sync as usize)
} else {
// The lock command adds a WaitSync call on the WebGL command flow.
let command =
DOMToTextureCommand::Lock(id, gl_sync as usize, self.lock_channel.0.clone());
self.webgl_channel
.send(WebGLMsg::DOMToTextureCommand(command))
.unwrap();
self.lock_channel.1.recv().unwrap()
};
result.map(|(tex_id, size)| {
(
tex_id,
webrender_api::units::FramebufferIntSize::new(size.width, size.height),
)
})
// https://github.com/servo/servo/issues/24615
None
}
fn unlock(&mut self, id: webrender_api::PipelineId) {

View file

@ -3,4 +3,5 @@
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
mod inprocess;
pub use self::inprocess::{ThreadMode, WebGLThreads};
pub use self::inprocess::WebGLComm;

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