/* * Copyright (c) 2024, Aliaksandr Kalenik * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #ifdef AK_OS_MACOS # include # include # include # include # include # include #endif namespace Web::WebGL { struct OpenGLContext::Impl { #ifdef AK_OS_MACOS EGLDisplay display { nullptr }; EGLConfig config { nullptr }; EGLContext context { nullptr }; EGLSurface surface { nullptr }; GLuint framebuffer { 0 }; GLuint depth_buffer { 0 }; #endif }; OpenGLContext::OpenGLContext(NonnullRefPtr skia_backend_context, Impl impl) : m_skia_backend_context(move(skia_backend_context)) , m_impl(make(impl)) { } OpenGLContext::~OpenGLContext() { #ifdef AK_OS_MACOS eglMakeCurrent(m_impl->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); glDeleteFramebuffers(1, &m_impl->framebuffer); glDeleteRenderbuffers(1, &m_impl->depth_buffer); eglDestroyContext(m_impl->display, m_impl->context); eglDestroySurface(m_impl->display, m_impl->surface); #endif } #ifdef AK_OS_MACOS static EGLConfig get_egl_config(EGLDisplay display) { EGLint const config_attribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_STENCIL_SIZE, 8, EGL_NONE }; EGLint number_of_configs; eglChooseConfig(display, config_attribs, NULL, 0, &number_of_configs); Vector configs; configs.resize(number_of_configs); eglChooseConfig(display, config_attribs, configs.data(), number_of_configs, &number_of_configs); return configs[0]; } #endif OwnPtr OpenGLContext::create(NonnullRefPtr skia_backend_context) { #ifdef AK_OS_MACOS EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (display == EGL_NO_DISPLAY) { dbgln("Failed to get EGL display"); return {}; } EGLint major, minor; if (!eglInitialize(display, &major, &minor)) { dbgln("Failed to initialize EGL"); return {}; } auto* config = get_egl_config(display); EGLint context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; EGLContext context = eglCreateContext(display, config, EGL_NO_CONTEXT, context_attributes); if (context == EGL_NO_CONTEXT) { dbgln("Failed to create EGL context"); return {}; } return make(skia_backend_context, Impl { .display = display, .config = config, .context = context }); #else (void)skia_backend_context; return nullptr; #endif } void OpenGLContext::notify_content_will_change() { m_painting_surface->notify_content_will_change(); } void OpenGLContext::clear_buffer_to_default_values() { } void OpenGLContext::allocate_painting_surface_if_needed() { #ifdef AK_OS_MACOS if (m_painting_surface) return; VERIFY(!m_size.is_empty()); auto iosurface = Core::IOSurfaceHandle::create(m_size.width(), m_size.height()); m_painting_surface = Gfx::PaintingSurface::wrap_iosurface(iosurface, m_skia_backend_context, Gfx::PaintingSurface::Origin::BottomLeft); auto width = m_size.width(); auto height = m_size.height(); auto* display = m_impl->display; auto* config = m_impl->config; EGLint target = 0; eglGetConfigAttrib(display, config, EGL_BIND_TO_TEXTURE_TARGET_ANGLE, &target); EGLint const surface_attributes[] = { EGL_WIDTH, width, EGL_HEIGHT, height, EGL_IOSURFACE_PLANE_ANGLE, 0, EGL_TEXTURE_TARGET, target, EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT, EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA, EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE, EGL_NONE, EGL_NONE, }; m_impl->surface = eglCreatePbufferFromClientBuffer(display, EGL_IOSURFACE_ANGLE, iosurface.core_foundation_pointer(), config, surface_attributes); eglMakeCurrent(m_impl->display, m_impl->surface, m_impl->surface, m_impl->context); EGLint texture_target_name = 0; eglGetConfigAttrib(display, config, EGL_BIND_TO_TEXTURE_TARGET_ANGLE, &texture_target_name); VERIFY(texture_target_name == EGL_TEXTURE_RECTANGLE_ANGLE || texture_target_name == EGL_TEXTURE_2D); GLuint texture = 0; glGenTextures(1, &texture); glBindTexture(texture_target_name == EGL_TEXTURE_RECTANGLE_ANGLE ? GL_TEXTURE_RECTANGLE_ANGLE : GL_TEXTURE_2D, texture); auto result = eglBindTexImage(display, m_impl->surface, EGL_BACK_BUFFER); VERIFY(result == EGL_TRUE); glGenFramebuffers(1, &m_impl->framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, m_impl->framebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ANGLE, texture, 0); // NOTE: ANGLE doesn't allocate depth buffer for us, so we need to do it manually // FIXME: Depth buffer only needs to be allocated if it's configured in WebGL context attributes glGenRenderbuffers(1, &m_impl->depth_buffer); glBindRenderbuffer(GL_RENDERBUFFER, m_impl->depth_buffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_impl->depth_buffer); #endif } void OpenGLContext::set_size(Gfx::IntSize const& size) { if (m_size != size) { m_painting_surface = nullptr; } m_size = size; } void OpenGLContext::make_current() { #ifdef AK_OS_MACOS allocate_painting_surface_if_needed(); eglMakeCurrent(m_impl->display, m_impl->surface, m_impl->surface, m_impl->context); #endif } RefPtr OpenGLContext::surface() { return m_painting_surface; } Vector s_available_webgl_extensions { // Khronos ratified WebGL Extensions "ANGLE_instanced_arrays"sv, "EXT_blend_minmax"sv, "EXT_frag_depth"sv, "EXT_shader_texture_lod"sv, "EXT_texture_filter_anisotropic"sv, "OES_element_index_uint"sv, "OES_standard_derivatives"sv, "OES_texture_float"sv, "OES_texture_float_linear"sv, "OES_texture_half_float"sv, "OES_texture_half_float_linear"sv, "OES_vertex_array_object"sv, "WEBGL_compressed_texture_s3tc"sv, "WEBGL_debug_renderer_info"sv, "WEBGL_debug_shaders"sv, "WEBGL_depth_texture"sv, "WEBGL_draw_buffers"sv, "WEBGL_lose_context"sv, // Community approved WebGL Extensions "EXT_clip_control"sv, "EXT_color_buffer_float"sv, "EXT_color_buffer_half_float"sv, "EXT_conservative_depth"sv, "EXT_depth_clamp"sv, "EXT_disjoint_timer_query"sv, "EXT_disjoint_timer_query_webgl2"sv, "EXT_float_blend"sv, "EXT_polygon_offset_clamp"sv, "EXT_render_snorm"sv, "EXT_sRGB"sv, "EXT_texture_compression_bptc"sv, "EXT_texture_compression_rgtc"sv, "EXT_texture_mirror_clamp_to_edge"sv, "EXT_texture_norm16"sv, "KHR_parallel_shader_compile"sv, "NV_shader_noperspective_interpolation"sv, "OES_draw_buffers_indexed"sv, "OES_fbo_render_mipmap"sv, "OES_sample_variables"sv, "OES_shader_multisample_interpolation"sv, "OVR_multiview2"sv, "WEBGL_blend_func_extended"sv, "WEBGL_clip_cull_distance"sv, "WEBGL_color_buffer_float"sv, "WEBGL_compressed_texture_astc"sv, "WEBGL_compressed_texture_etc"sv, "WEBGL_compressed_texture_etc1"sv, "WEBGL_compressed_texture_pvrtc"sv, "WEBGL_compressed_texture_s3tc_srgb"sv, "WEBGL_multi_draw"sv, "WEBGL_polygon_mode"sv, "WEBGL_provoking_vertex"sv, "WEBGL_render_shared_exponent"sv, "WEBGL_stencil_texturing"sv, }; Vector OpenGLContext::get_supported_extensions() { #ifdef AK_OS_MACOS make_current(); auto const* extensions_string = reinterpret_cast(glGetString(GL_EXTENSIONS)); StringView extensions_view(extensions_string, strlen(extensions_string)); Vector extensions; for (auto const& extension : extensions_view.split_view(' ')) { auto extension_name_without_gl_prefix = extension.substring_view(3); // FIXME: WebGL 1 and WebGL 2 have different sets of available extensions, but for now we simply // filter out everything that is not listed in https://registry.khronos.org/webgl/extensions/ if (s_available_webgl_extensions.contains_slow(extension_name_without_gl_prefix)) extensions.append(MUST(String::from_utf8(extension_name_without_gl_prefix))); } return extensions; #else return {}; #endif } }