ladybird/Libraries/LibWeb/WebGL/OpenGLContext.cpp
Aliaksandr Kalenik 45e0f50463 LibWeb: Flip vertically PaintingSurface attached to WebGL context
OpenGL's origin is at the bottom-left corner, while Skia's origin is at
the top-left corner. This change adds a transformation to compensate for
this difference when rendering PaintingSurface attached to WebGL
context.
2024-12-03 23:35:45 +01:00

202 lines
5.8 KiB
C++

/*
* Copyright (c) 2024, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/OwnPtr.h>
#include <AK/String.h>
#include <LibGfx/PaintingSurface.h>
#include <LibWeb/WebGL/OpenGLContext.h>
#ifdef AK_OS_MACOS
# include <EGL/egl.h>
# include <EGL/eglext.h>
# include <EGL/eglext_angle.h>
# include <GLES2/gl2.h>
# include <GLES2/gl2ext.h>
# include <GLES2/gl2ext_angle.h>
#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<Gfx::SkiaBackendContext> skia_backend_context, Impl impl)
: m_skia_backend_context(move(skia_backend_context))
, m_impl(make<Impl>(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<EGLConfig> configs;
configs.resize(number_of_configs);
eglChooseConfig(display, config_attribs, configs.data(), number_of_configs, &number_of_configs);
return configs[0];
}
#endif
OwnPtr<OpenGLContext> OpenGLContext::create(NonnullRefPtr<Gfx::SkiaBackendContext> 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<OpenGLContext>(skia_backend_context, Impl { .display = display, .config = config, .context = context });
#else
(void)skia_backend_context;
return nullptr;
#endif
}
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);
m_painting_surface->set_flip_vertically();
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_angle = 0;
eglGetConfigAttrib(display, config, EGL_BIND_TO_TEXTURE_TARGET_ANGLE, &texture_target_angle);
VERIFY(texture_target_angle == EGL_TEXTURE_RECTANGLE_ANGLE);
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, 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<Gfx::PaintingSurface> OpenGLContext::surface()
{
return m_painting_surface;
}
}