| /* |
| * Copyright 2022 Rive |
| */ |
| |
| #include "rive/renderer/gl/render_context_gl_impl.hpp" |
| |
| #include "rive/renderer/gl/render_buffer_gl_impl.hpp" |
| #include "rive/renderer/gl/render_target_gl.hpp" |
| #include "rive/renderer/draw.hpp" |
| #include "rive/renderer/rive_renderer.hpp" |
| #include "rive/renderer/texture.hpp" |
| #include "rive/profiler/profiler_macros.h" |
| #include "shaders/constants.glsl" |
| |
| #include "generated/shaders/advanced_blend.glsl.hpp" |
| #include "generated/shaders/color_ramp.glsl.hpp" |
| #include "generated/shaders/constants.glsl.hpp" |
| #include "generated/shaders/common.glsl.hpp" |
| #include "generated/shaders/draw_path_common.glsl.hpp" |
| #include "generated/shaders/draw_path.glsl.hpp" |
| #include "generated/shaders/draw_image_mesh.glsl.hpp" |
| #include "generated/shaders/bezier_utils.glsl.hpp" |
| #include "generated/shaders/tessellate.glsl.hpp" |
| #include "generated/shaders/render_atlas.glsl.hpp" |
| #include "generated/shaders/blit_texture_as_draw.glsl.hpp" |
| #include "generated/shaders/stencil_draw.glsl.hpp" |
| |
| #ifdef RIVE_ANDROID |
| #include "generated/shaders/resolve_atlas.glsl.hpp" |
| #endif |
| |
| #ifdef RIVE_WEBGL |
| #include <emscripten/emscripten.h> |
| #include <emscripten/html5.h> |
| |
| // In an effort to save space on web, and since web doesn't have ES 3.1 level |
| // support, don't include the atomic sources. |
| namespace rive::gpu::glsl |
| { |
| const char atomic_draw[] = ""; |
| } |
| #define DISABLE_PLS_ATOMICS |
| #else |
| #include "generated/shaders/atomic_draw.glsl.hpp" |
| #endif |
| |
| namespace rive::gpu |
| { |
| |
| static bool is_tessellation_draw(gpu::DrawType drawType) |
| { |
| switch (drawType) |
| { |
| case gpu::DrawType::midpointFanPatches: |
| case gpu::DrawType::midpointFanCenterAAPatches: |
| case gpu::DrawType::outerCurvePatches: |
| case gpu::DrawType::msaaStrokes: |
| case gpu::DrawType::msaaMidpointFanBorrowedCoverage: |
| case gpu::DrawType::msaaMidpointFans: |
| case gpu::DrawType::msaaMidpointFanStencilReset: |
| case gpu::DrawType::msaaMidpointFanPathsStencil: |
| case gpu::DrawType::msaaMidpointFanPathsCover: |
| case gpu::DrawType::msaaOuterCubics: |
| return true; |
| case gpu::DrawType::imageRect: |
| case gpu::DrawType::imageMesh: |
| case gpu::DrawType::interiorTriangulation: |
| case gpu::DrawType::atlasBlit: |
| case gpu::DrawType::atomicInitialize: |
| case gpu::DrawType::atomicResolve: |
| case gpu::DrawType::msaaStencilClipReset: |
| return false; |
| } |
| RIVE_UNREACHABLE(); |
| } |
| |
| // Returns atlasDesiredType, or the next supported AtlasType down the list if it |
| // is not supported. |
| static RenderContextGLImpl::AtlasType select_atlas_type( |
| const GLCapabilities& capabilities, |
| RenderContextGLImpl::AtlasType atlasDesiredType = |
| RenderContextGLImpl::AtlasType::r32f) |
| { |
| switch (atlasDesiredType) |
| { |
| using AtlasType = RenderContextGLImpl::AtlasType; |
| case AtlasType::r32f: |
| if (capabilities.EXT_color_buffer_float && |
| capabilities.EXT_float_blend) |
| { |
| // fp32 is ideal for the atlas. When there's a lot of overlap, |
| // fp16 can run out of precision. |
| return AtlasType::r32f; |
| } |
| [[fallthrough]]; |
| case AtlasType::r16f: |
| if (capabilities.EXT_color_buffer_half_float) |
| { |
| return AtlasType::r16f; |
| } |
| [[fallthrough]]; |
| case AtlasType::r32uiFramebufferFetch: |
| if (capabilities.EXT_shader_framebuffer_fetch) |
| { |
| return AtlasType::r32uiFramebufferFetch; |
| } |
| [[fallthrough]]; |
| case AtlasType::r32uiPixelLocalStorage: |
| #ifdef RIVE_ANDROID |
| if (capabilities.EXT_shader_pixel_local_storage) |
| { |
| return AtlasType::r32uiPixelLocalStorage; |
| } |
| #else |
| if (capabilities.ANGLE_shader_pixel_local_storage_coherent) |
| { |
| return AtlasType::r32uiPixelLocalStorage; |
| } |
| #endif |
| [[fallthrough]]; |
| case AtlasType::r32iAtomicTexture: |
| #ifndef RIVE_WEBGL |
| if (capabilities.ARB_shader_image_load_store || |
| capabilities.OES_shader_image_atomic) |
| { |
| return AtlasType::r32iAtomicTexture; |
| } |
| #endif |
| [[fallthrough]]; |
| case AtlasType::rgba8: |
| return AtlasType::rgba8; |
| } |
| RIVE_UNREACHABLE(); |
| } |
| |
| RenderContextGLImpl::RenderContextGLImpl( |
| const char* rendererString, |
| GLCapabilities capabilities, |
| std::unique_ptr<PixelLocalStorageImpl> plsImpl, |
| ShaderCompilationMode shaderCompilationMode) : |
| m_capabilities(capabilities), |
| m_plsImpl(std::move(plsImpl)), |
| m_atlasType(select_atlas_type(m_capabilities)), |
| m_vsManager(this), |
| m_pipelineManager(shaderCompilationMode, this), |
| m_state(make_rcp<GLState>(m_capabilities)) |
| |
| { |
| if (m_capabilities.isANGLEOrWebGL && |
| capabilities.KHR_blend_equation_advanced) |
| { |
| // Some ANGLE devices report support for this extension but render |
| // incorrectly with it, so we'll need to run a quick test to validate |
| // that we get the proper color out of doing advance blending before |
| // rendering with it. |
| m_testForAdvancedBlendError = true; |
| } |
| |
| if (m_plsImpl != nullptr) |
| { |
| m_platformFeatures.supportsRasterOrdering = |
| m_plsImpl->supportsRasterOrdering(m_capabilities); |
| m_platformFeatures.supportsFragmentShaderAtomics = |
| m_plsImpl->supportsFragmentShaderAtomics(m_capabilities); |
| } |
| if (m_capabilities.KHR_blend_equation_advanced || |
| m_capabilities.KHR_blend_equation_advanced_coherent) |
| { |
| m_platformFeatures.supportsBlendAdvancedKHR = true; |
| } |
| if (m_capabilities.KHR_blend_equation_advanced_coherent) |
| { |
| m_platformFeatures.supportsBlendAdvancedCoherentKHR = true; |
| } |
| if (m_capabilities.EXT_clip_cull_distance) |
| { |
| m_platformFeatures.supportsClipPlanes = true; |
| } |
| if (strstr(rendererString, "Apple") && strstr(rendererString, "Metal")) |
| { |
| // In Metal, non-flat varyings preserve their exact value if all |
| // vertices in the triangle emit the same value, and we also see a small |
| // (5-10%) improvement from not using flat varyings. |
| m_platformFeatures.avoidFlatVaryings = true; |
| } |
| if (m_capabilities.isPowerVR) |
| { |
| // Vivo Y21 (PowerVR Rogue GE8320; OpenGL ES 3.2 build 1.13@5776728a) |
| // seems to hit some sort of reset condition that corrupts pixel local |
| // storage when rendering a complex feather. For now, feather directly |
| // to the screen on PowerVR; always go offscreen. |
| m_platformFeatures.alwaysFeatherToAtlas = true; |
| } |
| m_platformFeatures.clipSpaceBottomUp = true; |
| m_platformFeatures.framebufferBottomUp = true; |
| |
| GLint maxTextureSize; |
| glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); |
| m_platformFeatures.maxTextureSize = maxTextureSize; |
| |
| std::vector<const char*> generalDefines; |
| if (!m_capabilities.ARB_shader_storage_buffer_object) |
| { |
| generalDefines.push_back(GLSL_DISABLE_SHADER_STORAGE_BUFFERS); |
| } |
| |
| const char* colorRampSources[] = {glsl::constants, |
| glsl::common, |
| glsl::color_ramp}; |
| m_colorRampProgram.compileAndAttachShader(GL_VERTEX_SHADER, |
| generalDefines.data(), |
| generalDefines.size(), |
| colorRampSources, |
| std::size(colorRampSources), |
| m_capabilities); |
| m_colorRampProgram.compileAndAttachShader(GL_FRAGMENT_SHADER, |
| generalDefines.data(), |
| generalDefines.size(), |
| colorRampSources, |
| std::size(colorRampSources), |
| m_capabilities); |
| m_colorRampProgram.link(); |
| glUniformBlockBinding( |
| m_colorRampProgram, |
| glGetUniformBlockIndex(m_colorRampProgram, GLSL_FlushUniforms), |
| FLUSH_UNIFORM_BUFFER_IDX); |
| |
| m_state->bindVAO(m_colorRampVAO); |
| glEnableVertexAttribArray(0); |
| glVertexAttribDivisor(0, 1); |
| |
| // Emulate the feather texture1d array as a texture2d since GLES doesn't |
| // have texture1d. |
| glActiveTexture(GL_TEXTURE0 + FEATHER_TEXTURE_IDX); |
| glBindTexture(GL_TEXTURE_2D, m_featherTexture); |
| glTexStorage2D(GL_TEXTURE_2D, |
| 1, |
| GL_R16F, |
| gpu::GAUSSIAN_TABLE_SIZE, |
| FEATHER_TEXTURE_1D_ARRAY_LENGTH); |
| m_state->bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); |
| glTexSubImage2D(GL_TEXTURE_2D, |
| 0, |
| 0, |
| FEATHER_FUNCTION_ARRAY_INDEX, |
| gpu::GAUSSIAN_TABLE_SIZE, |
| 1, |
| GL_RED, |
| GL_HALF_FLOAT, |
| gpu::g_gaussianIntegralTableF16); |
| glTexSubImage2D(GL_TEXTURE_2D, |
| 0, |
| 0, |
| FEATHER_INVERSE_FUNCTION_ARRAY_INDEX, |
| gpu::GAUSSIAN_TABLE_SIZE, |
| 1, |
| GL_RED, |
| GL_HALF_FLOAT, |
| gpu::g_inverseGaussianIntegralTableF16); |
| glutils::SetTexture2DSamplingParams(GL_LINEAR, GL_LINEAR); |
| |
| const char* tessellateSources[] = {glsl::constants, |
| glsl::common, |
| glsl::bezier_utils, |
| glsl::tessellate}; |
| m_tessellateProgram.compileAndAttachShader(GL_VERTEX_SHADER, |
| generalDefines.data(), |
| generalDefines.size(), |
| tessellateSources, |
| std::size(tessellateSources), |
| m_capabilities); |
| m_tessellateProgram.compileAndAttachShader(GL_FRAGMENT_SHADER, |
| generalDefines.data(), |
| generalDefines.size(), |
| tessellateSources, |
| std::size(tessellateSources), |
| m_capabilities); |
| m_tessellateProgram.link(); |
| m_state->bindProgram(m_tessellateProgram); |
| glutils::Uniform1iByName(m_tessellateProgram, |
| GLSL_featherTexture, |
| FEATHER_TEXTURE_IDX); |
| glUniformBlockBinding( |
| m_tessellateProgram, |
| glGetUniformBlockIndex(m_tessellateProgram, GLSL_FlushUniforms), |
| FLUSH_UNIFORM_BUFFER_IDX); |
| if (!m_capabilities.ARB_shader_storage_buffer_object) |
| { |
| // Our GL driver doesn't support storage buffers. We polyfill these |
| // buffers as textures. |
| glutils::Uniform1iByName(m_tessellateProgram, |
| GLSL_pathBuffer, |
| PATH_BUFFER_IDX); |
| glutils::Uniform1iByName(m_tessellateProgram, |
| GLSL_contourBuffer, |
| CONTOUR_BUFFER_IDX); |
| } |
| |
| m_state->bindVAO(m_tessellateVAO); |
| for (int i = 0; i < 4; ++i) |
| { |
| glEnableVertexAttribArray(i); |
| // Draw two instances per TessVertexSpan: one normal and one optional |
| // reflection. |
| glVertexAttribDivisor(i, 1); |
| } |
| |
| m_state->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_tessSpanIndexBuffer); |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, |
| sizeof(gpu::kTessSpanIndices), |
| gpu::kTessSpanIndices, |
| GL_STATIC_DRAW); |
| |
| m_state->bindVAO(m_drawVAO); |
| |
| PatchVertex patchVertices[kPatchVertexBufferCount]; |
| uint16_t patchIndices[kPatchIndexBufferCount]; |
| GeneratePatchBufferData(patchVertices, patchIndices); |
| |
| m_state->bindBuffer(GL_ARRAY_BUFFER, m_patchVerticesBuffer); |
| glBufferData(GL_ARRAY_BUFFER, |
| sizeof(patchVertices), |
| patchVertices, |
| GL_STATIC_DRAW); |
| |
| m_state->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_patchIndicesBuffer); |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, |
| sizeof(patchIndices), |
| patchIndices, |
| GL_STATIC_DRAW); |
| |
| glEnableVertexAttribArray(0); |
| glVertexAttribPointer(0, |
| 4, |
| GL_FLOAT, |
| GL_FALSE, |
| sizeof(PatchVertex), |
| nullptr); |
| |
| glEnableVertexAttribArray(1); |
| glVertexAttribPointer(1, |
| 4, |
| GL_FLOAT, |
| GL_FALSE, |
| sizeof(PatchVertex), |
| reinterpret_cast<const void*>(sizeof(float) * 4)); |
| |
| m_state->bindVAO(m_trianglesVAO); |
| glEnableVertexAttribArray(0); |
| |
| // We draw imageRects when in atomic mode. |
| m_state->bindVAO(m_imageRectVAO); |
| |
| m_state->bindBuffer(GL_ARRAY_BUFFER, m_imageRectVertexBuffer); |
| glBufferData(GL_ARRAY_BUFFER, |
| sizeof(gpu::kImageRectVertices), |
| gpu::kImageRectVertices, |
| GL_STATIC_DRAW); |
| |
| glEnableVertexAttribArray(0); |
| glVertexAttribPointer(0, |
| 4, |
| GL_FLOAT, |
| GL_FALSE, |
| sizeof(gpu::ImageRectVertex), |
| nullptr); |
| |
| m_state->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_imageRectIndexBuffer); |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, |
| sizeof(gpu::kImageRectIndices), |
| gpu::kImageRectIndices, |
| GL_STATIC_DRAW); |
| |
| m_state->bindVAO(m_imageMeshVAO); |
| glEnableVertexAttribArray(0); |
| glEnableVertexAttribArray(1); |
| |
| if (m_plsImpl != nullptr) |
| { |
| m_plsImpl->init(m_state); |
| } |
| } |
| |
| RenderContextGLImpl::~RenderContextGLImpl() |
| { |
| glDeleteTextures(1, &m_gradientTexture); |
| glDeleteTextures(1, &m_tessVertexTexture); |
| |
| // Because glutils wrappers delete GL objects that might affect bindings. |
| m_state->invalidate(); |
| } |
| |
| void RenderContextGLImpl::buildAtlasRenderPipelines() |
| { |
| std::vector<const char*> defines; |
| defines.push_back(GLSL_DRAW_PATH); |
| defines.push_back(GLSL_ENABLE_FEATHER); |
| defines.push_back(GLSL_ENABLE_INSTANCE_INDEX); |
| if (!m_capabilities.ARB_shader_storage_buffer_object) |
| { |
| defines.push_back(GLSL_DISABLE_SHADER_STORAGE_BUFFERS); |
| } |
| m_atlasFillPipelineState = gpu::ATLAS_FILL_PIPELINE_STATE; |
| m_atlasStrokePipelineState = gpu::ATLAS_STROKE_PIPELINE_STATE; |
| switch (m_atlasType) |
| { |
| case AtlasType::r32f: |
| case AtlasType::r16f: |
| break; |
| case AtlasType::r32uiFramebufferFetch: |
| defines.push_back(GLSL_ATLAS_RENDER_TARGET_R32UI_FRAMEBUFFER_FETCH); |
| m_atlasFillPipelineState.blendEquation = gpu::BlendEquation::none; |
| m_atlasStrokePipelineState.blendEquation = gpu::BlendEquation::none; |
| break; |
| case AtlasType::r32uiPixelLocalStorage: |
| #ifdef RIVE_ANDROID |
| defines.push_back(GLSL_ATLAS_RENDER_TARGET_R32UI_PLS_EXT); |
| #else |
| defines.push_back(GLSL_ATLAS_RENDER_TARGET_R32UI_PLS_ANGLE); |
| #endif |
| m_atlasFillPipelineState.blendEquation = gpu::BlendEquation::none; |
| m_atlasStrokePipelineState.blendEquation = gpu::BlendEquation::none; |
| break; |
| case AtlasType::r32iAtomicTexture: |
| #ifndef RIVE_WEBGL |
| defines.push_back(GLSL_ATLAS_RENDER_TARGET_R32I_ATOMIC_TEXTURE); |
| m_atlasFillPipelineState.colorWriteEnabled = false; |
| m_atlasFillPipelineState.blendEquation = gpu::BlendEquation::none; |
| m_atlasStrokePipelineState.colorWriteEnabled = false; |
| m_atlasStrokePipelineState.blendEquation = gpu::BlendEquation::none; |
| #endif |
| break; |
| case AtlasType::rgba8: |
| defines.push_back(GLSL_ATLAS_RENDER_TARGET_RGBA8_UNORM); |
| break; |
| } |
| |
| const char* atlasSources[] = {glsl::constants, |
| glsl::common, |
| glsl::draw_path_common, |
| glsl::render_atlas}; |
| m_atlasVertexShader.compile(GL_VERTEX_SHADER, |
| defines.data(), |
| defines.size(), |
| atlasSources, |
| std::size(atlasSources), |
| m_capabilities); |
| |
| defines.push_back(GLSL_ATLAS_FEATHERED_FILL); |
| m_atlasFillProgram.compile(m_atlasVertexShader, |
| defines.data(), |
| defines.size(), |
| atlasSources, |
| std::size(atlasSources), |
| m_capabilities, |
| m_state.get()); |
| defines.pop_back(); |
| |
| defines.push_back(GLSL_ATLAS_FEATHERED_STROKE); |
| m_atlasStrokeProgram.compile(m_atlasVertexShader, |
| defines.data(), |
| defines.size(), |
| atlasSources, |
| std::size(atlasSources), |
| m_capabilities, |
| m_state.get()); |
| defines.pop_back(); |
| |
| #ifdef RIVE_ANDROID |
| if (m_atlasType == AtlasType::r32uiPixelLocalStorage) |
| { |
| // Build the pipelines for clearing and resolving |
| // EXT_shader_pixel_local_storage. |
| m_atlasResolveVertexShader.compile(GL_VERTEX_SHADER, |
| glsl::resolve_atlas, |
| m_capabilities); |
| |
| const char* atlasClearDefines[] = { |
| GLSL_ATLAS_RENDER_TARGET_R32UI_PLS_EXT, |
| GLSL_CLEAR_COVERAGE}; |
| const char* atlasClearSources[] = {glsl::resolve_atlas}; |
| m_atlasClearProgram = glutils::Program(); |
| glAttachShader(m_atlasClearProgram, m_atlasResolveVertexShader); |
| m_atlasClearProgram.compileAndAttachShader(GL_FRAGMENT_SHADER, |
| atlasClearDefines, |
| std::size(atlasClearDefines), |
| atlasClearSources, |
| std::size(atlasClearSources), |
| m_capabilities); |
| m_atlasClearProgram.link(); |
| |
| const char* atlasResolveDefines[] = { |
| GLSL_ATLAS_RENDER_TARGET_R32UI_PLS_EXT, |
| }; |
| const char* atlasResolveSources[] = {glsl::resolve_atlas}; |
| m_atlasResolveProgram = glutils::Program(); |
| glAttachShader(m_atlasResolveProgram, m_atlasResolveVertexShader); |
| m_atlasResolveProgram.compileAndAttachShader( |
| GL_FRAGMENT_SHADER, |
| atlasResolveDefines, |
| std::size(atlasResolveDefines), |
| atlasResolveSources, |
| std::size(atlasResolveSources), |
| m_capabilities); |
| m_atlasResolveProgram.link(); |
| } |
| #endif |
| } |
| |
| void RenderContextGLImpl::invalidateGLState() |
| { |
| glActiveTexture(GL_TEXTURE0 + TESS_VERTEX_TEXTURE_IDX); |
| glBindTexture(GL_TEXTURE_2D, m_tessVertexTexture); |
| |
| glActiveTexture(GL_TEXTURE0 + GRAD_TEXTURE_IDX); |
| glBindTexture(GL_TEXTURE_2D, m_gradientTexture); |
| |
| glActiveTexture(GL_TEXTURE0 + FEATHER_TEXTURE_IDX); |
| glBindTexture(GL_TEXTURE_2D, m_featherTexture); |
| |
| glActiveTexture(GL_TEXTURE0 + ATLAS_TEXTURE_IDX); |
| glBindTexture(GL_TEXTURE_2D, m_atlasTexture); |
| |
| m_state->invalidate(); |
| } |
| |
| void RenderContextGLImpl::unbindGLInternalResources() |
| { |
| m_state->bindVAO(0); |
| m_state->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| m_state->bindBuffer(GL_ARRAY_BUFFER, 0); |
| m_state->bindBuffer(GL_UNIFORM_BUFFER, 0); |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| for (int i = 0; i <= DEFAULT_BINDINGS_SET_SIZE; ++i) |
| { |
| glActiveTexture(GL_TEXTURE0 + i); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| } |
| } |
| |
| rcp<RenderBuffer> RenderContextGLImpl::makeRenderBuffer(RenderBufferType type, |
| RenderBufferFlags flags, |
| size_t sizeInBytes) |
| { |
| return make_rcp<RenderBufferGLImpl>(type, flags, sizeInBytes, m_state); |
| } |
| |
| class TextureGLImpl : public Texture |
| { |
| public: |
| TextureGLImpl(uint32_t width, |
| uint32_t height, |
| GLuint textureID, |
| const GLCapabilities& capabilities) : |
| Texture(width, height), m_texture(glutils::Texture::Adopt(textureID)) |
| {} |
| |
| operator GLuint() const { return m_texture; } |
| |
| private: |
| glutils::Texture m_texture; |
| }; |
| |
| rcp<Texture> RenderContextGLImpl::makeImageTexture( |
| uint32_t width, |
| uint32_t height, |
| uint32_t mipLevelCount, |
| const uint8_t imageDataRGBAPremul[]) |
| { |
| GLuint textureID; |
| glGenTextures(1, &textureID); |
| glActiveTexture(GL_TEXTURE0 + IMAGE_TEXTURE_IDX); |
| glBindTexture(GL_TEXTURE_2D, textureID); |
| glTexStorage2D(GL_TEXTURE_2D, mipLevelCount, GL_RGBA8, width, height); |
| if (imageDataRGBAPremul != nullptr) |
| { |
| glTexSubImage2D(GL_TEXTURE_2D, |
| 0, |
| 0, |
| 0, |
| width, |
| height, |
| GL_RGBA, |
| GL_UNSIGNED_BYTE, |
| imageDataRGBAPremul); |
| glGenerateMipmap(GL_TEXTURE_2D); |
| } |
| return adoptImageTexture(width, height, textureID); |
| } |
| |
| rcp<Texture> RenderContextGLImpl::adoptImageTexture(uint32_t width, |
| uint32_t height, |
| GLuint textureID) |
| { |
| return make_rcp<TextureGLImpl>(width, height, textureID, m_capabilities); |
| } |
| |
| // BufferRingImpl in GL on a given buffer target. In order to support WebGL2, we |
| // don't do hardware mapping. |
| class BufferRingGLImpl : public BufferRing |
| { |
| public: |
| static std::unique_ptr<BufferRingGLImpl> Make(size_t capacityInBytes, |
| GLenum target, |
| rcp<GLState> state) |
| { |
| return capacityInBytes != 0 |
| ? std::unique_ptr<BufferRingGLImpl>( |
| new BufferRingGLImpl(target, |
| capacityInBytes, |
| std::move(state))) |
| : nullptr; |
| } |
| |
| ~BufferRingGLImpl() { m_state->deleteBuffer(m_bufferID); } |
| |
| GLuint bufferID() const { return m_bufferID; } |
| |
| protected: |
| BufferRingGLImpl(GLenum target, |
| size_t capacityInBytes, |
| rcp<GLState> state) : |
| BufferRing(capacityInBytes), m_target(target), m_state(std::move(state)) |
| { |
| glGenBuffers(1, &m_bufferID); |
| m_state->bindBuffer(m_target, m_bufferID); |
| glBufferData(m_target, capacityInBytes, nullptr, GL_DYNAMIC_DRAW); |
| } |
| |
| void* onMapBuffer(int bufferIdx, size_t mapSizeInBytes) override |
| { |
| if (m_state->capabilities().isANGLEOrWebGL) |
| { |
| // WebGL doesn't support buffer mapping. |
| return shadowBuffer(); |
| } |
| else |
| { |
| #ifndef RIVE_WEBGL |
| m_state->bindBuffer(m_target, m_bufferID); |
| return glMapBufferRange(m_target, |
| 0, |
| mapSizeInBytes, |
| GL_MAP_WRITE_BIT | |
| GL_MAP_INVALIDATE_BUFFER_BIT); |
| #else |
| // WebGL doesn't declare glMapBufferRange(). |
| RIVE_UNREACHABLE(); |
| #endif |
| } |
| } |
| |
| void onUnmapAndSubmitBuffer(int bufferIdx, size_t mapSizeInBytes) override |
| { |
| m_state->bindBuffer(m_target, m_bufferID); |
| if (m_state->capabilities().isANGLEOrWebGL) |
| { |
| // WebGL doesn't support buffer mapping. |
| glBufferSubData(m_target, 0, mapSizeInBytes, shadowBuffer()); |
| } |
| else |
| { |
| #ifndef RIVE_WEBGL |
| glUnmapBuffer(m_target); |
| #else |
| // WebGL doesn't declare glUnmapBuffer(). |
| RIVE_UNREACHABLE(); |
| #endif |
| } |
| } |
| |
| const GLenum m_target; |
| GLuint m_bufferID; |
| const rcp<GLState> m_state; |
| }; |
| |
| // GL internalformat to use for a texture that polyfills a storage buffer. |
| static GLenum storage_texture_internalformat( |
| gpu::StorageBufferStructure bufferStructure) |
| { |
| switch (bufferStructure) |
| { |
| case gpu::StorageBufferStructure::uint32x4: |
| return GL_RGBA32UI; |
| case gpu::StorageBufferStructure::uint32x2: |
| return GL_RG32UI; |
| case gpu::StorageBufferStructure::float32x4: |
| return GL_RGBA32F; |
| } |
| RIVE_UNREACHABLE(); |
| } |
| |
| // GL format to use for a texture that polyfills a storage buffer. |
| static GLenum storage_texture_format( |
| gpu::StorageBufferStructure bufferStructure) |
| { |
| switch (bufferStructure) |
| { |
| case gpu::StorageBufferStructure::uint32x4: |
| return GL_RGBA_INTEGER; |
| case gpu::StorageBufferStructure::uint32x2: |
| return GL_RG_INTEGER; |
| case gpu::StorageBufferStructure::float32x4: |
| return GL_RGBA; |
| } |
| RIVE_UNREACHABLE(); |
| } |
| |
| // GL type to use for a texture that polyfills a storage buffer. |
| static GLenum storage_texture_type(gpu::StorageBufferStructure bufferStructure) |
| { |
| switch (bufferStructure) |
| { |
| case gpu::StorageBufferStructure::uint32x4: |
| return GL_UNSIGNED_INT; |
| case gpu::StorageBufferStructure::uint32x2: |
| return GL_UNSIGNED_INT; |
| case gpu::StorageBufferStructure::float32x4: |
| return GL_FLOAT; |
| } |
| RIVE_UNREACHABLE(); |
| } |
| |
| class StorageBufferRingGLImpl : public BufferRingGLImpl |
| { |
| public: |
| StorageBufferRingGLImpl(size_t capacityInBytes, |
| gpu::StorageBufferStructure bufferStructure, |
| rcp<GLState> state) : |
| BufferRingGLImpl( |
| // If we don't support storage buffers, instead make a pixel-unpack |
| // buffer that will be used to copy data into the polyfill texture. |
| GL_SHADER_STORAGE_BUFFER, |
| capacityInBytes, |
| std::move(state)), |
| m_bufferStructure(bufferStructure) |
| {} |
| |
| void bindToRenderContext(uint32_t bindingIdx, |
| size_t bindingSizeInBytes, |
| size_t offsetSizeInBytes) const |
| { |
| glBindBufferRange(GL_SHADER_STORAGE_BUFFER, |
| bindingIdx, |
| bufferID(), |
| offsetSizeInBytes, |
| bindingSizeInBytes); |
| } |
| |
| protected: |
| const gpu::StorageBufferStructure m_bufferStructure; |
| }; |
| |
| class TexelBufferRingWebGL : public BufferRing |
| { |
| public: |
| TexelBufferRingWebGL(size_t capacityInBytes, |
| gpu::StorageBufferStructure bufferStructure, |
| rcp<GLState> state) : |
| BufferRing( |
| gpu::StorageTextureBufferSize(capacityInBytes, bufferStructure)), |
| m_bufferStructure(bufferStructure), |
| m_state(std::move(state)) |
| { |
| auto [width, height] = |
| gpu::StorageTextureSize(capacityInBytes, m_bufferStructure); |
| GLenum internalformat = |
| storage_texture_internalformat(m_bufferStructure); |
| glGenTextures(1, &m_textureID); |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, m_textureID); |
| glTexStorage2D(GL_TEXTURE_2D, 1, internalformat, width, height); |
| glutils::SetTexture2DSamplingParams(GL_NEAREST, GL_NEAREST); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| } |
| |
| ~TexelBufferRingWebGL() { glDeleteTextures(1, &m_textureID); } |
| |
| void* onMapBuffer(int bufferIdx, size_t mapSizeInBytes) override |
| { |
| return shadowBuffer(); |
| } |
| void onUnmapAndSubmitBuffer(int bufferIdx, size_t mapSizeInBytes) override |
| {} |
| |
| void bindToRenderContext(uint32_t bindingIdx, |
| size_t bindingSizeInBytes, |
| size_t offsetSizeInBytes) const |
| { |
| auto [updateWidth, updateHeight] = |
| gpu::StorageTextureSize(bindingSizeInBytes, m_bufferStructure); |
| glActiveTexture(GL_TEXTURE0 + bindingIdx); |
| glBindTexture(GL_TEXTURE_2D, m_textureID); |
| glTexSubImage2D(GL_TEXTURE_2D, |
| 0, |
| 0, |
| 0, |
| updateWidth, |
| updateHeight, |
| storage_texture_format(m_bufferStructure), |
| storage_texture_type(m_bufferStructure), |
| shadowBuffer() + offsetSizeInBytes); |
| } |
| |
| protected: |
| const gpu::StorageBufferStructure m_bufferStructure; |
| const rcp<GLState> m_state; |
| GLuint m_textureID; |
| }; |
| |
| std::unique_ptr<BufferRing> RenderContextGLImpl::makeUniformBufferRing( |
| size_t capacityInBytes) |
| { |
| return BufferRingGLImpl::Make(capacityInBytes, GL_UNIFORM_BUFFER, m_state); |
| } |
| |
| std::unique_ptr<BufferRing> RenderContextGLImpl::makeStorageBufferRing( |
| size_t capacityInBytes, |
| gpu::StorageBufferStructure bufferStructure) |
| { |
| if (capacityInBytes == 0) |
| { |
| return nullptr; |
| } |
| else if (m_capabilities.ARB_shader_storage_buffer_object) |
| { |
| return std::make_unique<StorageBufferRingGLImpl>(capacityInBytes, |
| bufferStructure, |
| m_state); |
| } |
| else |
| { |
| return std::make_unique<TexelBufferRingWebGL>(capacityInBytes, |
| bufferStructure, |
| m_state); |
| } |
| } |
| |
| std::unique_ptr<BufferRing> RenderContextGLImpl::makeVertexBufferRing( |
| size_t capacityInBytes) |
| { |
| return BufferRingGLImpl::Make(capacityInBytes, GL_ARRAY_BUFFER, m_state); |
| } |
| |
| void RenderContextGLImpl::resizeGradientTexture(uint32_t width, uint32_t height) |
| { |
| glDeleteTextures(1, &m_gradientTexture); |
| if (width == 0 || height == 0) |
| { |
| m_gradientTexture = 0; |
| } |
| else |
| { |
| glGenTextures(1, &m_gradientTexture); |
| glActiveTexture(GL_TEXTURE0 + GRAD_TEXTURE_IDX); |
| glBindTexture(GL_TEXTURE_2D, m_gradientTexture); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height); |
| glutils::SetTexture2DSamplingParams(GL_LINEAR, GL_LINEAR); |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, m_colorRampFBO); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, |
| GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_2D, |
| m_gradientTexture, |
| 0); |
| } |
| |
| void RenderContextGLImpl::resizeTessellationTexture(uint32_t width, |
| uint32_t height) |
| { |
| glDeleteTextures(1, &m_tessVertexTexture); |
| if (width == 0 || height == 0) |
| { |
| m_tessVertexTexture = 0; |
| } |
| else |
| { |
| glGenTextures(1, &m_tessVertexTexture); |
| glActiveTexture(GL_TEXTURE0 + TESS_VERTEX_TEXTURE_IDX); |
| glBindTexture(GL_TEXTURE_2D, m_tessVertexTexture); |
| glTexStorage2D(GL_TEXTURE_2D, |
| 1, |
| m_capabilities.needsFloatingPointTessellationTexture |
| ? GL_RGBA32F |
| : GL_RGBA32UI, |
| width, |
| height); |
| glutils::SetTexture2DSamplingParams(GL_NEAREST, GL_NEAREST); |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, m_tessellateFBO); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, |
| GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_2D, |
| m_tessVertexTexture, |
| 0); |
| } |
| |
| void RenderContextGLImpl::AtlasProgram::compile( |
| GLuint vertexShaderID, |
| const char* defines[], |
| size_t numDefines, |
| const char* sources[], |
| size_t numSources, |
| const GLCapabilities& capabilities, |
| GLState* state) |
| { |
| m_program = glutils::Program(); |
| glAttachShader(m_program, vertexShaderID); |
| m_program.compileAndAttachShader(GL_FRAGMENT_SHADER, |
| defines, |
| numDefines, |
| sources, |
| numSources, |
| capabilities); |
| m_program.link(); |
| state->bindProgram(m_program); |
| glUniformBlockBinding(m_program, |
| glGetUniformBlockIndex(m_program, GLSL_FlushUniforms), |
| FLUSH_UNIFORM_BUFFER_IDX); |
| glutils::Uniform1iByName(m_program, |
| GLSL_tessVertexTexture, |
| TESS_VERTEX_TEXTURE_IDX); |
| glutils::Uniform1iByName(m_program, |
| GLSL_featherTexture, |
| FEATHER_TEXTURE_IDX); |
| if (!capabilities.ARB_shader_storage_buffer_object) |
| { |
| glutils::Uniform1iByName(m_program, GLSL_pathBuffer, PATH_BUFFER_IDX); |
| glutils::Uniform1iByName(m_program, |
| GLSL_contourBuffer, |
| CONTOUR_BUFFER_IDX); |
| } |
| if (!capabilities.ANGLE_base_vertex_base_instance_shader_builtin) |
| { |
| m_baseInstanceUniformLocation = |
| glGetUniformLocation(m_program, |
| glutils::BASE_INSTANCE_UNIFORM_NAME); |
| } |
| } |
| |
| static GLenum atlas_gl_format(RenderContextGLImpl::AtlasType atlasType, |
| const GLCapabilities& capabilities) |
| { |
| switch (atlasType) |
| { |
| using AtlasType = RenderContextGLImpl::AtlasType; |
| case AtlasType::r32f: |
| return GL_R32F; |
| case AtlasType::r16f: |
| return GL_R16F; |
| case AtlasType::r32uiFramebufferFetch: |
| case AtlasType::r32uiPixelLocalStorage: |
| return GL_R32UI; |
| case AtlasType::r32iAtomicTexture: |
| return GL_R32I; |
| case AtlasType::rgba8: |
| return GL_RGBA8; |
| } |
| RIVE_UNREACHABLE(); |
| } |
| |
| void RenderContextGLImpl::resizeAtlasTexture(uint32_t width, uint32_t height) |
| { |
| if (width == 0 || height == 0) |
| { |
| m_atlasTexture = glutils::Texture::Zero(); |
| } |
| else |
| { |
| m_atlasTexture = glutils::Texture(); |
| glActiveTexture(GL_TEXTURE0 + ATLAS_TEXTURE_IDX); |
| glBindTexture(GL_TEXTURE_2D, m_atlasTexture); |
| glTexStorage2D(GL_TEXTURE_2D, |
| 1, |
| atlas_gl_format(m_atlasType, m_capabilities), |
| width, |
| height); |
| glutils::SetTexture2DSamplingParams(GL_NEAREST, GL_NEAREST); |
| |
| if (m_atlasVertexShader == 0) |
| { |
| // Don't compile the atlas programs until we get an indication that |
| // they will be used. |
| // FIXME: Do this in parallel at startup!! |
| buildAtlasRenderPipelines(); |
| } |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, m_atlasFBO); |
| #ifndef RIVE_ANDROID |
| if (m_atlasType == AtlasType::r32uiPixelLocalStorage) |
| { |
| glFramebufferTexturePixelLocalStorageANGLE(0, m_atlasTexture, 0, 0); |
| } |
| else |
| #endif |
| { |
| glFramebufferTexture2D(GL_FRAMEBUFFER, |
| GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_2D, |
| m_atlasTexture, |
| 0); |
| } |
| } |
| |
| RenderContextGLImpl::DrawShader::DrawShader( |
| RenderContextGLImpl* renderContextImpl, |
| GLenum shaderType, |
| gpu::DrawType drawType, |
| ShaderFeatures shaderFeatures, |
| gpu::InterlockMode interlockMode, |
| gpu::ShaderMiscFlags shaderMiscFlags) |
| { |
| #ifdef DISABLE_PLS_ATOMICS |
| if (interlockMode == gpu::InterlockMode::atomics) |
| { |
| // Don't draw anything in atomic mode if support for it isn't compiled |
| // in. |
| return; |
| } |
| #endif |
| |
| std::vector<const char*> defines; |
| if (renderContextImpl->m_plsImpl != nullptr) |
| { |
| renderContextImpl->m_plsImpl->pushShaderDefines(interlockMode, |
| &defines); |
| } |
| if (interlockMode == gpu::InterlockMode::atomics) |
| { |
| // Atomics are currently always done on storage textures. |
| defines.push_back(GLSL_USING_PLS_STORAGE_TEXTURES); |
| } |
| if (shaderMiscFlags & gpu::ShaderMiscFlags::fixedFunctionColorOutput) |
| { |
| defines.push_back(GLSL_FIXED_FUNCTION_COLOR_OUTPUT); |
| } |
| if (shaderMiscFlags & gpu::ShaderMiscFlags::clockwiseFill) |
| { |
| defines.push_back(GLSL_CLOCKWISE_FILL); |
| } |
| for (size_t i = 0; i < kShaderFeatureCount; ++i) |
| { |
| ShaderFeatures feature = static_cast<ShaderFeatures>(1 << i); |
| if (shaderFeatures & feature) |
| { |
| assert((kVertexShaderFeaturesMask & feature) || |
| shaderType == GL_FRAGMENT_SHADER); |
| if (interlockMode == gpu::InterlockMode::msaa && |
| feature == gpu::ShaderFeatures::ENABLE_ADVANCED_BLEND && |
| renderContextImpl->m_capabilities.KHR_blend_equation_advanced) |
| { |
| defines.push_back(GLSL_ENABLE_KHR_BLEND); |
| } |
| else |
| { |
| defines.push_back(GetShaderFeatureGLSLName(feature)); |
| } |
| } |
| } |
| if (interlockMode == gpu::InterlockMode::msaa) |
| { |
| defines.push_back(GLSL_RENDER_MODE_MSAA); |
| } |
| assert(renderContextImpl->platformFeatures().framebufferBottomUp); |
| defines.push_back(GLSL_FRAMEBUFFER_BOTTOM_UP); |
| |
| std::vector<const char*> sources; |
| sources.push_back(glsl::constants); |
| sources.push_back(glsl::common); |
| if (shaderType == GL_FRAGMENT_SHADER && |
| (shaderFeatures & ShaderFeatures::ENABLE_ADVANCED_BLEND)) |
| { |
| sources.push_back(glsl::advanced_blend); |
| } |
| if (renderContextImpl->platformFeatures().avoidFlatVaryings) |
| { |
| sources.push_back("#define " GLSL_OPTIONALLY_FLAT "\n"); |
| } |
| else |
| { |
| sources.push_back("#define " GLSL_OPTIONALLY_FLAT " flat\n"); |
| } |
| switch (drawType) |
| { |
| case gpu::DrawType::midpointFanPatches: |
| case gpu::DrawType::midpointFanCenterAAPatches: |
| case gpu::DrawType::outerCurvePatches: |
| case gpu::DrawType::msaaStrokes: |
| case gpu::DrawType::msaaMidpointFanBorrowedCoverage: |
| case gpu::DrawType::msaaMidpointFans: |
| case gpu::DrawType::msaaMidpointFanStencilReset: |
| case gpu::DrawType::msaaMidpointFanPathsStencil: |
| case gpu::DrawType::msaaMidpointFanPathsCover: |
| case gpu::DrawType::msaaOuterCubics: |
| if (shaderType == GL_VERTEX_SHADER) |
| { |
| defines.push_back(GLSL_ENABLE_INSTANCE_INDEX); |
| } |
| defines.push_back(GLSL_DRAW_PATH); |
| sources.push_back(gpu::glsl::draw_path_common); |
| sources.push_back(interlockMode == gpu::InterlockMode::atomics |
| ? gpu::glsl::atomic_draw |
| : gpu::glsl::draw_path); |
| break; |
| case gpu::DrawType::msaaStencilClipReset: |
| assert(interlockMode == gpu::InterlockMode::msaa); |
| sources.push_back(gpu::glsl::stencil_draw); |
| break; |
| case gpu::DrawType::atlasBlit: |
| defines.push_back(GLSL_ATLAS_BLIT); |
| switch (renderContextImpl->m_atlasType) |
| { |
| case AtlasType::r32f: |
| case AtlasType::r16f: |
| break; |
| case AtlasType::r32uiFramebufferFetch: |
| case AtlasType::r32uiPixelLocalStorage: |
| defines.push_back(GLSL_ATLAS_TEXTURE_R32UI_FLOAT_BITS); |
| break; |
| case AtlasType::r32iAtomicTexture: |
| defines.push_back(GLSL_ATLAS_TEXTURE_R32I_FIXED_POINT); |
| break; |
| case AtlasType::rgba8: |
| defines.push_back(GLSL_ATLAS_TEXTURE_RGBA8_UNORM); |
| break; |
| } |
| [[fallthrough]]; |
| case gpu::DrawType::interiorTriangulation: |
| defines.push_back(GLSL_DRAW_INTERIOR_TRIANGLES); |
| sources.push_back(gpu::glsl::draw_path_common); |
| sources.push_back(interlockMode == gpu::InterlockMode::atomics |
| ? gpu::glsl::atomic_draw |
| : gpu::glsl::draw_path); |
| break; |
| case gpu::DrawType::imageRect: |
| assert(interlockMode == gpu::InterlockMode::atomics); |
| defines.push_back(GLSL_DRAW_IMAGE); |
| defines.push_back(GLSL_DRAW_IMAGE_RECT); |
| sources.push_back(gpu::glsl::draw_path_common); |
| sources.push_back(gpu::glsl::atomic_draw); |
| break; |
| case gpu::DrawType::imageMesh: |
| defines.push_back(GLSL_DRAW_IMAGE); |
| defines.push_back(GLSL_DRAW_IMAGE_MESH); |
| if (interlockMode == gpu::InterlockMode::atomics) |
| { |
| sources.push_back(gpu::glsl::draw_path_common); |
| sources.push_back(gpu::glsl::atomic_draw); |
| } |
| else |
| { |
| sources.push_back(gpu::glsl::draw_image_mesh); |
| } |
| break; |
| case gpu::DrawType::atomicResolve: |
| assert(interlockMode == gpu::InterlockMode::atomics); |
| defines.push_back(GLSL_DRAW_RENDER_TARGET_UPDATE_BOUNDS); |
| defines.push_back(GLSL_RESOLVE_PLS); |
| if (shaderMiscFlags & |
| gpu::ShaderMiscFlags::coalescedResolveAndTransfer) |
| { |
| assert(shaderType == GL_FRAGMENT_SHADER); |
| defines.push_back(GLSL_COALESCED_PLS_RESOLVE_AND_TRANSFER); |
| } |
| sources.push_back(gpu::glsl::draw_path_common); |
| sources.push_back(gpu::glsl::atomic_draw); |
| break; |
| case gpu::DrawType::atomicInitialize: |
| assert(interlockMode == gpu::InterlockMode::atomics); |
| RIVE_UNREACHABLE(); |
| } |
| if (!renderContextImpl->m_capabilities.ARB_shader_storage_buffer_object) |
| { |
| defines.push_back(GLSL_DISABLE_SHADER_STORAGE_BUFFERS); |
| } |
| |
| m_id = glutils::CompileShader(shaderType, |
| defines.data(), |
| defines.size(), |
| sources.data(), |
| sources.size(), |
| renderContextImpl->m_capabilities, |
| glutils::DebugPrintErrorAndAbort::no); |
| } |
| |
| RenderContextGLImpl::DrawShader::DrawShader(DrawShader&& moveFrom) : |
| m_id(std::exchange(moveFrom.m_id, 0)) |
| {} |
| |
| RenderContextGLImpl::DrawShader& RenderContextGLImpl::DrawShader ::operator=( |
| DrawShader&& moveFrom) |
| { |
| if (&moveFrom != this) |
| { |
| if (m_id != 0) |
| { |
| glDeleteShader(m_id); |
| } |
| |
| m_id = std::exchange(moveFrom.m_id, 0); |
| } |
| |
| return *this; |
| } |
| |
| RenderContextGLImpl::DrawShader::~DrawShader() |
| { |
| if (m_id != 0) |
| { |
| glDeleteShader(m_id); |
| } |
| } |
| |
| RenderContextGLImpl::DrawProgram::DrawProgram( |
| RenderContextGLImpl* renderContextImpl, |
| PipelineCreateType createType, |
| gpu::DrawType drawType, |
| gpu::ShaderFeatures shaderFeatures, |
| gpu::InterlockMode interlockMode, |
| gpu::ShaderMiscFlags shaderMiscFlags |
| #ifdef WITH_RIVE_TOOLS |
| , |
| SynthesizedFailureType synthesizedFailureType |
| #endif |
| ) : |
| m_fragmentShader(renderContextImpl, |
| GL_FRAGMENT_SHADER, |
| drawType, |
| shaderFeatures, |
| interlockMode, |
| shaderMiscFlags), |
| m_state(renderContextImpl->m_state) |
| { |
| #ifdef WITH_RIVE_TOOLS |
| m_synthesizedFailureType = synthesizedFailureType; |
| if (m_synthesizedFailureType == SynthesizedFailureType::shaderCompilation) |
| { |
| m_creationState = CreationState::error; |
| return; |
| } |
| #endif |
| |
| const DrawShader& vertexShader = |
| renderContextImpl->m_vsManager.getShader(drawType, |
| shaderFeatures, |
| interlockMode); |
| |
| m_vertexShader = &vertexShader; |
| m_id = glCreateProgram(); |
| |
| std::ignore = advanceCreation(renderContextImpl, |
| createType, |
| drawType, |
| shaderFeatures, |
| interlockMode, |
| shaderMiscFlags); |
| } |
| |
| bool RenderContextGLImpl::DrawProgram::advanceCreation( |
| RenderContextGLImpl* renderContextImpl, |
| PipelineCreateType createType, |
| gpu::DrawType drawType, |
| ShaderFeatures shaderFeatures, |
| gpu::InterlockMode interlockMode, |
| gpu::ShaderMiscFlags shaderMiscFlags) |
| { |
| // This function should only be called if we're in the middle of creation. |
| assert(m_creationState != CreationState::complete); |
| assert(m_creationState != CreationState::error); |
| |
| if (m_creationState == CreationState::waitingOnShaders) |
| { |
| if (createType == PipelineCreateType::async && |
| renderContextImpl->capabilities().KHR_parallel_shader_compile) |
| { |
| // This is async creation and we have parallel shader compilation, |
| // so check to see that both of the shaders are completed before |
| // we can move on. |
| GLint completed = 0; |
| glGetShaderiv(m_vertexShader->id(), |
| GL_COMPLETION_STATUS_KHR, |
| &completed); |
| if (completed == GL_FALSE) |
| { |
| return false; |
| } |
| |
| completed = 0; |
| glGetShaderiv(m_fragmentShader.id(), |
| GL_COMPLETION_STATUS_KHR, |
| &completed); |
| if (completed == GL_FALSE) |
| { |
| return false; |
| } |
| } |
| |
| { |
| // Both shaders are completed now, time to check if they compiled |
| // successfully or not. |
| GLint compiledSuccessfully = 0; |
| glGetShaderiv(m_vertexShader->id(), |
| GL_COMPILE_STATUS, |
| &compiledSuccessfully); |
| if (compiledSuccessfully == GL_FALSE) |
| { |
| #ifdef DEBUG |
| glutils::PrintShaderCompilationErrors(m_vertexShader->id()); |
| #endif |
| m_creationState = CreationState::error; |
| return false; |
| } |
| |
| glGetShaderiv(m_fragmentShader.id(), |
| GL_COMPILE_STATUS, |
| &compiledSuccessfully); |
| if (compiledSuccessfully == GL_FALSE) |
| { |
| #ifdef DEBUG |
| glutils::PrintShaderCompilationErrors(m_fragmentShader.id()); |
| #endif |
| m_creationState = CreationState::error; |
| return false; |
| } |
| } |
| |
| glAttachShader(m_id, m_vertexShader->id()); |
| glAttachShader(m_id, m_fragmentShader.id()); |
| glutils::LinkProgram(m_id, glutils::DebugPrintErrorAndAbort::no); |
| m_creationState = CreationState::waitingOnProgram; |
| } |
| |
| assert(m_creationState == CreationState::waitingOnProgram); |
| |
| if (createType == PipelineCreateType::async && |
| renderContextImpl->capabilities().KHR_parallel_shader_compile) |
| { |
| // Like above, this is async creation so verify the program is linked |
| // before continuing. |
| |
| GLint completed = 0; |
| glGetProgramiv(m_id, GL_COMPLETION_STATUS_KHR, &completed); |
| if (completed == 0) |
| { |
| return false; |
| } |
| } |
| |
| #ifdef WITH_RIVE_TOOLS |
| if (m_synthesizedFailureType == SynthesizedFailureType::pipelineCreation) |
| { |
| m_creationState = CreationState::error; |
| return false; |
| } |
| #endif |
| |
| { |
| GLint successfullyLinked = 0; |
| glGetProgramiv(m_id, GL_LINK_STATUS, &successfullyLinked); |
| if (successfullyLinked == GL_FALSE) |
| { |
| #ifdef DEBUG |
| glutils::PrintLinkProgramErrors(m_id); |
| #endif |
| m_creationState = CreationState::error; |
| return false; |
| } |
| } |
| |
| m_state->bindProgram(m_id); |
| glUniformBlockBinding(m_id, |
| glGetUniformBlockIndex(m_id, GLSL_FlushUniforms), |
| FLUSH_UNIFORM_BUFFER_IDX); |
| |
| const bool isImageDraw = gpu::DrawTypeIsImageDraw(drawType); |
| const bool isTessellationDraw = is_tessellation_draw(drawType); |
| const bool isPaintDraw = isTessellationDraw || |
| drawType == gpu::DrawType::interiorTriangulation || |
| drawType == gpu::DrawType::atlasBlit; |
| if (isImageDraw) |
| { |
| glUniformBlockBinding( |
| m_id, |
| glGetUniformBlockIndex(m_id, GLSL_ImageDrawUniforms), |
| IMAGE_DRAW_UNIFORM_BUFFER_IDX); |
| } |
| if (isTessellationDraw) |
| { |
| glutils::Uniform1iByName(m_id, |
| GLSL_tessVertexTexture, |
| TESS_VERTEX_TEXTURE_IDX); |
| } |
| // Since atomic mode emits the color of the *previous* path, it needs the |
| // gradient texture bound for every draw. |
| if (isPaintDraw || interlockMode == gpu::InterlockMode::atomics) |
| { |
| glutils::Uniform1iByName(m_id, GLSL_gradTexture, GRAD_TEXTURE_IDX); |
| } |
| if ((isTessellationDraw && |
| (shaderFeatures & ShaderFeatures::ENABLE_FEATHER)) || |
| drawType == gpu::DrawType::atlasBlit) |
| { |
| assert(isPaintDraw || interlockMode == gpu::InterlockMode::atomics); |
| glutils::Uniform1iByName(m_id, |
| GLSL_featherTexture, |
| FEATHER_TEXTURE_IDX); |
| } |
| // Atomic mode doesn't support image paints on paths. |
| if (drawType == gpu::DrawType::atlasBlit) |
| { |
| glutils::Uniform1iByName(m_id, GLSL_atlasTexture, ATLAS_TEXTURE_IDX); |
| } |
| if (isImageDraw || |
| (isPaintDraw && interlockMode != gpu::InterlockMode::atomics)) |
| { |
| glutils::Uniform1iByName(m_id, GLSL_imageTexture, IMAGE_TEXTURE_IDX); |
| } |
| if (!renderContextImpl->m_capabilities.ARB_shader_storage_buffer_object) |
| { |
| // Our GL driver doesn't support storage buffers. We polyfill these |
| // buffers as textures. |
| if (isPaintDraw) |
| { |
| glutils::Uniform1iByName(m_id, GLSL_pathBuffer, PATH_BUFFER_IDX); |
| } |
| if (isPaintDraw || interlockMode == gpu::InterlockMode::atomics) |
| { |
| glutils::Uniform1iByName(m_id, GLSL_paintBuffer, PAINT_BUFFER_IDX); |
| glutils::Uniform1iByName(m_id, |
| GLSL_paintAuxBuffer, |
| PAINT_AUX_BUFFER_IDX); |
| } |
| if (isTessellationDraw) |
| { |
| glutils::Uniform1iByName(m_id, |
| GLSL_contourBuffer, |
| CONTOUR_BUFFER_IDX); |
| } |
| } |
| if (interlockMode == gpu::InterlockMode::msaa && |
| (shaderFeatures & gpu::ShaderFeatures::ENABLE_ADVANCED_BLEND) && |
| !renderContextImpl->m_capabilities.KHR_blend_equation_advanced) |
| { |
| glutils::Uniform1iByName(m_id, |
| GLSL_dstColorTexture, |
| DST_COLOR_TEXTURE_IDX); |
| } |
| if (!renderContextImpl->m_capabilities |
| .ANGLE_base_vertex_base_instance_shader_builtin) |
| { |
| m_baseInstanceUniformLocation = |
| glGetUniformLocation(m_id, glutils::BASE_INSTANCE_UNIFORM_NAME); |
| } |
| |
| // All done! This program is now usable by the renderer. |
| m_creationState = CreationState::complete; |
| return true; |
| } |
| |
| RenderContextGLImpl::DrawProgram::~DrawProgram() |
| { |
| if (m_id != 0) |
| { |
| m_state->deleteProgram(m_id); |
| } |
| } |
| |
| static GLuint gl_buffer_id(const BufferRing* bufferRing) |
| { |
| return static_cast<const BufferRingGLImpl*>(bufferRing)->bufferID(); |
| } |
| |
| static void bind_storage_buffer(const GLCapabilities& capabilities, |
| const BufferRing* bufferRing, |
| uint32_t bindingIdx, |
| size_t bindingSizeInBytes, |
| size_t offsetSizeInBytes) |
| { |
| assert(bufferRing != nullptr); |
| assert(bindingSizeInBytes > 0); |
| if (capabilities.ARB_shader_storage_buffer_object) |
| { |
| static_cast<const StorageBufferRingGLImpl*>(bufferRing) |
| ->bindToRenderContext(bindingIdx, |
| bindingSizeInBytes, |
| offsetSizeInBytes); |
| } |
| else |
| { |
| static_cast<const TexelBufferRingWebGL*>(bufferRing) |
| ->bindToRenderContext(bindingIdx, |
| bindingSizeInBytes, |
| offsetSizeInBytes); |
| } |
| } |
| |
| void RenderContextGLImpl::PixelLocalStorageImpl::ensureRasterOrderingEnabled( |
| RenderContextGLImpl* renderContextImpl, |
| const gpu::FlushDescriptor& desc, |
| bool enabled) |
| { |
| assert(!enabled || |
| supportsRasterOrdering(renderContextImpl->m_capabilities)); |
| auto rasterOrderState = enabled ? gpu::TriState::yes : gpu::TriState::no; |
| if (m_rasterOrderingEnabled != rasterOrderState) |
| { |
| onEnableRasterOrdering(enabled); |
| m_rasterOrderingEnabled = rasterOrderState; |
| // We only need a barrier when turning raster ordering OFF, because PLS |
| // already inserts the necessary barriers after draws when it's |
| // disabled. |
| if (m_rasterOrderingEnabled == gpu::TriState::no) |
| { |
| onBarrier(desc); |
| } |
| } |
| } |
| |
| void RenderContextGLImpl::preBeginFrame(RenderContext* ctx) |
| { |
| if (!m_testForAdvancedBlendError) |
| { |
| return; |
| } |
| |
| // We need to do a test to check whether or not KHR_blend_equation_advanced |
| // actually works as advertised. This is basically done by rendering a |
| // quad with a fancy blend mode to a tiny render target, reading it back, |
| // then checking how close to the true color we are. |
| |
| m_testForAdvancedBlendError = false; |
| |
| constexpr uint32_t RT_WIDTH = 4; |
| constexpr uint32_t RT_HEIGHT = 4; |
| constexpr ColorInt RT_CLEAR_COLOR = 0x8000ffff; |
| |
| RenderContext::FrameDescriptor fd = { |
| .renderTargetWidth = RT_WIDTH, |
| .renderTargetHeight = RT_HEIGHT, |
| .clearColor = RT_CLEAR_COLOR, |
| }; |
| |
| glutils::Texture texture; |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, RT_WIDTH, RT_HEIGHT); |
| |
| TextureRenderTargetGL rt{RT_WIDTH, RT_HEIGHT}; |
| rt.setTargetTexture(texture); |
| |
| ctx->beginFrame(fd); |
| |
| RiveRenderer renderer{ctx}; |
| |
| constexpr ColorInt RT_QUAD_FILL_COLOR = 0x80404000; |
| |
| auto paint = ctx->makeRenderPaint(); |
| paint->style(RenderPaintStyle::fill); |
| paint->color(RT_QUAD_FILL_COLOR); |
| paint->blendMode(BlendMode::colorBurn); |
| |
| auto path = ctx->makeEmptyRenderPath(); |
| path->fillRule(FillRule::clockwise); |
| path->moveTo(-1.0f, -1.0f); |
| path->lineTo(float(RT_WIDTH + 1), -1.0f); |
| path->lineTo(float(RT_WIDTH + 1), float(RT_HEIGHT + 1)); |
| path->lineTo(-1.0f, float(RT_HEIGHT + 1)); |
| |
| renderer.drawPath(path.get(), paint.get()); |
| |
| ctx->flush({.renderTarget = &rt}); |
| |
| rt.bindDestinationFramebuffer(GL_READ_FRAMEBUFFER); |
| |
| uint8_t pixel[4]; |
| glReadPixels(1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel); |
| |
| // Note that this color is *not* in the same channel order as the above |
| // colors. |
| uint8_t EXPECTED_COLOR[] = {0x10, 0x90, 0x80, 0xc0}; |
| |
| int maxRGBDiff = std::max({std::abs(int(pixel[0] - EXPECTED_COLOR[0])), |
| std::abs(int(pixel[1] - EXPECTED_COLOR[1])), |
| std::abs(int(pixel[2] - EXPECTED_COLOR[2]))}); |
| |
| // Note that the RGB mismatch we are seeing that this is fixing is 96. |
| constexpr int DIFF_TOLERANCE = 40; |
| if (maxRGBDiff > DIFF_TOLERANCE) |
| { |
| // If the blending was out of tolerance then we need to disable this |
| // feature. |
| m_capabilities.KHR_blend_equation_advanced = false; |
| m_platformFeatures.supportsBlendAdvancedKHR = false; |
| |
| // We also need to clear the shader caches because shaders get built |
| // differently based on whether KHR_blend_equation_advanced is set. |
| // Thankfully we should only have a couple that we just created for |
| // the test. |
| m_vsManager.clearCache(); |
| m_pipelineManager.clearCache(); |
| } |
| } |
| |
| void RenderContextGLImpl::flush(const FlushDescriptor& desc) |
| { |
| assert(desc.interlockMode != gpu::InterlockMode::clockwiseAtomic); |
| auto renderTarget = static_cast<RenderTargetGL*>(desc.renderTarget); |
| |
| // All programs use the same set of per-flush uniforms. |
| glBindBufferRange(GL_UNIFORM_BUFFER, |
| FLUSH_UNIFORM_BUFFER_IDX, |
| gl_buffer_id(flushUniformBufferRing()), |
| desc.flushUniformDataOffsetInBytes, |
| sizeof(gpu::FlushUniforms)); |
| |
| // All programs use the same storage buffers. |
| if (desc.pathCount > 0) |
| { |
| bind_storage_buffer(m_capabilities, |
| pathBufferRing(), |
| PATH_BUFFER_IDX, |
| desc.pathCount * sizeof(gpu::PathData), |
| desc.firstPath * sizeof(gpu::PathData)); |
| |
| bind_storage_buffer(m_capabilities, |
| paintBufferRing(), |
| PAINT_BUFFER_IDX, |
| desc.pathCount * sizeof(gpu::PaintData), |
| desc.firstPaint * sizeof(gpu::PaintData)); |
| |
| bind_storage_buffer(m_capabilities, |
| paintAuxBufferRing(), |
| PAINT_AUX_BUFFER_IDX, |
| desc.pathCount * sizeof(gpu::PaintAuxData), |
| desc.firstPaintAux * sizeof(gpu::PaintAuxData)); |
| } |
| |
| if (desc.contourCount > 0) |
| { |
| bind_storage_buffer(m_capabilities, |
| contourBufferRing(), |
| CONTOUR_BUFFER_IDX, |
| desc.contourCount * sizeof(gpu::ContourData), |
| desc.firstContour * sizeof(gpu::ContourData)); |
| } |
| |
| // Render the complex color ramps into the gradient texture. |
| if (desc.gradSpanCount > 0) |
| { |
| if (m_capabilities.isPowerVR) |
| { |
| // PowerVR needs an extra little update to the gradient texture to |
| // help with synchronization. |
| glActiveTexture(GL_TEXTURE0 + GRAD_TEXTURE_IDX); |
| uint32_t nullData = 0; |
| glTexSubImage2D(GL_TEXTURE_2D, |
| 0, |
| 0, |
| 0, |
| 1, |
| 1, |
| GL_RGBA, |
| GL_UNSIGNED_BYTE, |
| &nullData); |
| } |
| |
| m_state->setPipelineState(gpu::COLOR_ONLY_PIPELINE_STATE); |
| m_state->bindBuffer(GL_ARRAY_BUFFER, |
| gl_buffer_id(gradSpanBufferRing())); |
| m_state->bindVAO(m_colorRampVAO); |
| glVertexAttribIPointer( |
| 0, |
| 4, |
| GL_UNSIGNED_INT, |
| 0, |
| reinterpret_cast<const void*>(desc.firstGradSpan * |
| sizeof(gpu::GradientSpan))); |
| glViewport(0, 0, kGradTextureWidth, desc.gradDataHeight); |
| glBindFramebuffer(GL_FRAMEBUFFER, m_colorRampFBO); |
| m_state->bindProgram(m_colorRampProgram); |
| GLenum colorAttachment0 = GL_COLOR_ATTACHMENT0; |
| glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, &colorAttachment0); |
| glDrawArraysInstanced(GL_TRIANGLE_STRIP, |
| 0, |
| gpu::GRAD_SPAN_TRI_STRIP_VERTEX_COUNT, |
| desc.gradSpanCount); |
| } |
| |
| // Tessellate all curves into vertices in the tessellation texture. |
| if (desc.tessVertexSpanCount > 0) |
| { |
| m_state->setPipelineState(gpu::COLOR_ONLY_PIPELINE_STATE); |
| m_state->bindBuffer(GL_ARRAY_BUFFER, |
| gl_buffer_id(tessSpanBufferRing())); |
| m_state->bindVAO(m_tessellateVAO); |
| size_t tessSpanOffsetInBytes = |
| desc.firstTessVertexSpan * sizeof(gpu::TessVertexSpan); |
| for (GLuint i = 0; i < 3; ++i) |
| { |
| glVertexAttribPointer(i, |
| 4, |
| GL_FLOAT, |
| GL_FALSE, |
| sizeof(TessVertexSpan), |
| reinterpret_cast<const void*>( |
| tessSpanOffsetInBytes + i * 4 * 4)); |
| } |
| glVertexAttribIPointer( |
| 3, |
| 4, |
| GL_UNSIGNED_INT, |
| sizeof(TessVertexSpan), |
| reinterpret_cast<const void*>(tessSpanOffsetInBytes + |
| offsetof(TessVertexSpan, x0x1))); |
| glViewport(0, 0, gpu::kTessTextureWidth, desc.tessDataHeight); |
| glBindFramebuffer(GL_FRAMEBUFFER, m_tessellateFBO); |
| m_state->bindProgram(m_tessellateProgram); |
| GLenum colorAttachment0 = GL_COLOR_ATTACHMENT0; |
| glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, &colorAttachment0); |
| glDrawElementsInstanced(GL_TRIANGLES, |
| std::size(gpu::kTessSpanIndices), |
| GL_UNSIGNED_SHORT, |
| 0, |
| desc.tessVertexSpanCount); |
| } |
| |
| // Render the atlas if we have any offscreen feathers. |
| if ((desc.atlasFillBatchCount | desc.atlasStrokeBatchCount) != 0) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, m_atlasFBO); |
| glViewport(0, 0, desc.atlasContentWidth, desc.atlasContentHeight); |
| |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(0, 0, desc.atlasContentWidth, desc.atlasContentHeight); |
| |
| // Invert the front face for atlas draws because GL is bottom up. |
| glFrontFace(GL_CCW); |
| |
| // Finish setting up the atlas render pass and clear the atlas. |
| m_state->setPipelineState(gpu::COLOR_ONLY_PIPELINE_STATE); |
| switch (m_atlasType) |
| { |
| case AtlasType::r32f: |
| case AtlasType::r16f: |
| case AtlasType::rgba8: |
| { |
| constexpr GLfloat clearZero4f[4]{}; |
| glClearBufferfv(GL_COLOR, 0, clearZero4f); |
| break; |
| } |
| case AtlasType::r32uiFramebufferFetch: |
| { |
| constexpr GLuint clearZero4ui[4]{}; |
| glClearBufferuiv(GL_COLOR, 0, clearZero4ui); |
| break; |
| } |
| case AtlasType::r32uiPixelLocalStorage: |
| { |
| #ifdef RIVE_ANDROID |
| glEnable(GL_SHADER_PIXEL_LOCAL_STORAGE_EXT); |
| // EXT_shader_pixel_local_storage doesn't support clearing. |
| // Render the clear color. |
| m_state->bindProgram(m_atlasClearProgram); |
| m_state->bindVAO(m_atlasResolveVAO); |
| m_state->setCullFace(GL_FRONT); |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| #else |
| glBeginPixelLocalStorageANGLE( |
| 1, |
| std::array<GLenum, 1>{GL_LOAD_OP_ZERO_ANGLE}.data()); |
| #endif |
| break; |
| } |
| case AtlasType::r32iAtomicTexture: |
| { |
| #ifndef RIVE_WEBGL |
| constexpr GLint clearZero4i[4]{}; |
| glClearBufferiv(GL_COLOR, 0, clearZero4i); |
| glBindImageTexture(0, |
| m_atlasTexture, |
| 0, |
| GL_FALSE, |
| 0, |
| GL_READ_WRITE, |
| GL_R32I); |
| #endif |
| break; |
| } |
| } |
| m_state->bindVAO(m_drawVAO); |
| |
| // Draw the atlas fills. |
| if (desc.atlasFillBatchCount != 0) |
| { |
| m_state->setPipelineState(m_atlasFillPipelineState); |
| m_state->bindProgram(m_atlasFillProgram); |
| for (size_t i = 0; i < desc.atlasFillBatchCount; ++i) |
| { |
| const gpu::AtlasDrawBatch& fillBatch = desc.atlasFillBatches[i]; |
| glScissor(fillBatch.scissor.left, |
| fillBatch.scissor.top, |
| fillBatch.scissor.width(), |
| fillBatch.scissor.height()); |
| drawIndexedInstancedNoInstancedAttribs( |
| GL_TRIANGLES, |
| gpu::kMidpointFanCenterAAPatchIndexCount, |
| gpu::kMidpointFanCenterAAPatchBaseIndex, |
| fillBatch.patchCount, |
| fillBatch.basePatch, |
| m_atlasFillProgram.baseInstanceUniformLocation()); |
| } |
| } |
| |
| // Draw the atlas strokes. |
| if (desc.atlasStrokeBatchCount != 0) |
| { |
| m_state->setPipelineState(m_atlasStrokePipelineState); |
| m_state->bindProgram(m_atlasStrokeProgram); |
| for (size_t i = 0; i < desc.atlasStrokeBatchCount; ++i) |
| { |
| const gpu::AtlasDrawBatch& strokeBatch = |
| desc.atlasStrokeBatches[i]; |
| glScissor(strokeBatch.scissor.left, |
| strokeBatch.scissor.top, |
| strokeBatch.scissor.width(), |
| strokeBatch.scissor.height()); |
| drawIndexedInstancedNoInstancedAttribs( |
| GL_TRIANGLES, |
| gpu::kMidpointFanPatchBorderIndexCount, |
| gpu::kMidpointFanPatchBaseIndex, |
| strokeBatch.patchCount, |
| strokeBatch.basePatch, |
| m_atlasFillProgram.baseInstanceUniformLocation()); |
| } |
| } |
| |
| // Close the atlas render pass if needed. (i.e., pixel local storage |
| // needs to be disabled.) |
| if (m_atlasType == AtlasType::r32uiPixelLocalStorage) |
| { |
| #ifdef RIVE_ANDROID |
| // EXT_shader_pixel_local_storage needs to be explicity resolved |
| // with a draw. |
| m_state->bindProgram(m_atlasResolveProgram); |
| m_state->bindVAO(m_atlasResolveVAO); |
| m_state->setCullFace(GL_FRONT); |
| glScissor(0, 0, desc.atlasContentWidth, desc.atlasContentHeight); |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| glDisable(GL_SHADER_PIXEL_LOCAL_STORAGE_EXT); |
| #else |
| glEndPixelLocalStorageANGLE( |
| 1, |
| std::array<GLenum, 1>{GL_STORE_OP_STORE_ANGLE}.data()); |
| #endif |
| } |
| |
| glFrontFace(GL_CW); |
| glDisable(GL_SCISSOR_TEST); |
| } |
| |
| // Bind the currently-submitted buffer in the triangleBufferRing to its |
| // vertex array. |
| if (desc.hasTriangleVertices) |
| { |
| m_state->bindVAO(m_trianglesVAO); |
| m_state->bindBuffer(GL_ARRAY_BUFFER, |
| gl_buffer_id(triangleBufferRing())); |
| glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr); |
| } |
| |
| glViewport(0, 0, renderTarget->width(), renderTarget->height()); |
| |
| #ifdef RIVE_DESKTOP_GL |
| if (m_capabilities.ANGLE_polygon_mode && desc.wireframe) |
| { |
| glPolygonModeANGLE(GL_FRONT_AND_BACK, GL_LINE_ANGLE); |
| glLineWidth(2); |
| } |
| #endif |
| |
| auto msaaResolveAction = RenderTargetGL::MSAAResolveAction::automatic; |
| std::array<GLenum, 3> msaaDepthStencilColor; |
| if (desc.interlockMode != gpu::InterlockMode::msaa) |
| { |
| assert(desc.msaaSampleCount == 0); |
| m_plsImpl->activatePixelLocalStorage(this, desc); |
| if (desc.interlockMode == gpu::InterlockMode::atomics) |
| { |
| m_plsImpl->ensureRasterOrderingEnabled(this, desc, false); |
| } |
| } |
| else |
| { |
| assert(desc.msaaSampleCount > 0); |
| bool preserveRenderTarget = |
| desc.colorLoadAction == gpu::LoadAction::preserveRenderTarget; |
| bool isFBO0; |
| msaaResolveAction = renderTarget->bindMSAAFramebuffer( |
| this, |
| desc.msaaSampleCount, |
| preserveRenderTarget ? &desc.renderTargetUpdateBounds : nullptr, |
| &isFBO0); |
| |
| // Hint to tilers to not load unnecessary buffers from memory. |
| if (isFBO0) |
| { |
| msaaDepthStencilColor = {GL_DEPTH, GL_STENCIL, GL_COLOR}; |
| } |
| else |
| { |
| msaaDepthStencilColor = {GL_DEPTH_ATTACHMENT, |
| GL_STENCIL_ATTACHMENT, |
| GL_COLOR_ATTACHMENT0}; |
| } |
| glInvalidateFramebuffer(GL_FRAMEBUFFER, |
| preserveRenderTarget ? 2 : 3, |
| msaaDepthStencilColor.data()); |
| |
| GLbitfield buffersToClear = GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT; |
| if (desc.colorLoadAction == gpu::LoadAction::clear) |
| { |
| float cc[4]; |
| UnpackColorToRGBA32FPremul(desc.colorClearValue, cc); |
| glClearColor(cc[0], cc[1], cc[2], cc[3]); |
| buffersToClear |= GL_COLOR_BUFFER_BIT; |
| } |
| m_state->setWriteMasks(true, true, 0xff); |
| glClear(buffersToClear); |
| |
| if (desc.combinedShaderFeatures & |
| gpu::ShaderFeatures::ENABLE_ADVANCED_BLEND) |
| { |
| if (m_capabilities.KHR_blend_equation_advanced_coherent) |
| { |
| glEnable(GL_BLEND_ADVANCED_COHERENT_KHR); |
| } |
| else |
| { |
| // Set up an internal texture to copy the framebuffer into, for |
| // in-shader blending. |
| renderTarget->bindInternalDstTexture(GL_TEXTURE0 + |
| DST_COLOR_TEXTURE_IDX); |
| } |
| } |
| } |
| |
| bool clipPlanesEnabled = false; |
| |
| // Execute the DrawList. |
| for (const DrawBatch& batch : *desc.drawList) |
| { |
| const gpu::DrawType drawType = batch.drawType; |
| gpu::ShaderFeatures shaderFeatures = |
| desc.interlockMode == gpu::InterlockMode::atomics |
| ? desc.combinedShaderFeatures |
| : batch.shaderFeatures; |
| gpu::ShaderMiscFlags shaderMiscFlags = batch.shaderMiscFlags; |
| if (m_plsImpl != nullptr) |
| { |
| shaderMiscFlags |= m_plsImpl->shaderMiscFlags(desc, drawType); |
| } |
| if (desc.interlockMode == gpu::InterlockMode::rasterOrdering && |
| (batch.drawContents & gpu::DrawContents::clockwiseFill)) |
| { |
| shaderMiscFlags |= gpu::ShaderMiscFlags::clockwiseFill; |
| } |
| const DrawProgram* drawProgram = m_pipelineManager.tryGetPipeline({ |
| .drawType = drawType, |
| .shaderFeatures = shaderFeatures, |
| .interlockMode = desc.interlockMode, |
| .shaderMiscFlags = shaderMiscFlags, |
| #ifdef WITH_RIVE_TOOLS |
| .synthesizedFailureType = desc.synthesizedFailureType, |
| #endif |
| }); |
| if (drawProgram == nullptr) |
| { |
| // There was an issue getting either the requested draw program or |
| // its ubershader counterpart so we cannot draw anything. |
| continue; |
| } |
| |
| m_state->bindProgram(drawProgram->id()); |
| |
| if (auto imageTextureGL = |
| static_cast<const TextureGLImpl*>(batch.imageTexture)) |
| { |
| glActiveTexture(GL_TEXTURE0 + IMAGE_TEXTURE_IDX); |
| glBindTexture(GL_TEXTURE_2D, *imageTextureGL); |
| glutils::SetTexture2DSamplingParams(batch.imageSampler); |
| } |
| |
| gpu::PipelineState pipelineState; |
| gpu::get_pipeline_state(batch, |
| desc, |
| m_platformFeatures, |
| &pipelineState); |
| if (desc.interlockMode == gpu::InterlockMode::msaa) |
| { |
| // Set up the next clipRect. |
| bool needsClipPlanes = |
| (shaderFeatures & gpu::ShaderFeatures::ENABLE_CLIP_RECT); |
| if (needsClipPlanes != clipPlanesEnabled) |
| { |
| auto toggleEnableOrDisable = |
| needsClipPlanes ? glEnable : glDisable; |
| toggleEnableOrDisable(GL_CLIP_DISTANCE0_EXT); |
| toggleEnableOrDisable(GL_CLIP_DISTANCE1_EXT); |
| toggleEnableOrDisable(GL_CLIP_DISTANCE2_EXT); |
| toggleEnableOrDisable(GL_CLIP_DISTANCE3_EXT); |
| clipPlanesEnabled = needsClipPlanes; |
| } |
| } |
| else if (desc.interlockMode == gpu::InterlockMode::atomics) |
| { |
| if (!desc.atomicFixedFunctionColorOutput && |
| drawType != gpu::DrawType::atomicResolve) |
| { |
| // When rendering to an offscreen texture in atomic mode, GL |
| // leaves the target framebuffer bound the whole time, but |
| // disables color writes until it's time to resolve. |
| pipelineState.colorWriteEnabled = false; |
| } |
| } |
| m_state->setPipelineState(pipelineState); |
| |
| if (batch.barriers & |
| (BarrierFlags::plsAtomic | BarrierFlags::plsAtomicPreResolve)) |
| { |
| assert(desc.interlockMode == gpu::InterlockMode::atomics); |
| m_plsImpl->barrier(desc); |
| } |
| else if (batch.barriers & BarrierFlags::dstBlend) |
| { |
| assert(!m_capabilities.KHR_blend_equation_advanced_coherent); |
| if (m_capabilities.KHR_blend_equation_advanced) |
| { |
| glBlendBarrierKHR(); |
| } |
| else |
| { |
| // Read back the framebuffer where we need a dstColor for |
| // blending. |
| assert(desc.interlockMode == gpu::InterlockMode::msaa); |
| assert(batch.dstReadList != nullptr); |
| renderTarget->bindInternalFramebuffer( |
| GL_DRAW_FRAMEBUFFER, |
| RenderTargetGL::DrawBufferMask::color); |
| for (const Draw* draw = batch.dstReadList; draw != nullptr; |
| draw = draw->nextDstRead()) |
| { |
| assert(draw->blendMode() != BlendMode::srcOver); |
| glutils::BlitFramebuffer(draw->pixelBounds(), |
| renderTarget->height()); |
| } |
| renderTarget->bindMSAAFramebuffer(this, desc.msaaSampleCount); |
| } |
| } |
| |
| switch (drawType) |
| { |
| case DrawType::midpointFanPatches: |
| case DrawType::midpointFanCenterAAPatches: |
| case DrawType::outerCurvePatches: |
| case DrawType::msaaStrokes: |
| case DrawType::msaaMidpointFanBorrowedCoverage: |
| case DrawType::msaaMidpointFans: |
| case DrawType::msaaMidpointFanStencilReset: |
| case DrawType::msaaMidpointFanPathsStencil: |
| case DrawType::msaaMidpointFanPathsCover: |
| case DrawType::msaaOuterCubics: |
| { |
| m_state->bindVAO(m_drawVAO); |
| if (desc.interlockMode == gpu::InterlockMode::rasterOrdering) |
| { |
| m_plsImpl->ensureRasterOrderingEnabled(this, desc, true); |
| } |
| drawIndexedInstancedNoInstancedAttribs( |
| GL_TRIANGLES, |
| gpu::PatchIndexCount(drawType), |
| gpu::PatchBaseIndex(drawType), |
| batch.elementCount, |
| batch.baseElement, |
| drawProgram->baseInstanceUniformLocation()); |
| break; |
| } |
| |
| case gpu::DrawType::msaaStencilClipReset: |
| { |
| m_state->bindVAO(m_trianglesVAO); |
| glDrawArrays(GL_TRIANGLES, |
| batch.baseElement, |
| batch.elementCount); |
| break; |
| } |
| |
| case gpu::DrawType::interiorTriangulation: |
| case gpu::DrawType::atlasBlit: |
| { |
| m_state->bindVAO(m_trianglesVAO); |
| if (desc.interlockMode == gpu::InterlockMode::rasterOrdering) |
| { |
| // Disable raster ordering if we're drawing true interior |
| // triangles (not atlas coverage). We know the triangulation |
| // is large enough that it's faster to issue a barrier than |
| // to force raster ordering in the fragment shader. |
| m_plsImpl->ensureRasterOrderingEnabled( |
| this, |
| desc, |
| drawType != gpu::DrawType::interiorTriangulation); |
| } |
| glDrawArrays(GL_TRIANGLES, |
| batch.baseElement, |
| batch.elementCount); |
| if (desc.interlockMode == gpu::InterlockMode::rasterOrdering && |
| drawType != gpu::DrawType::atlasBlit) |
| { |
| // We turned off raster ordering even though we're in |
| // "rasterOrdering" mode because it improves performance and |
| // we know the interior triangles don't overlap. But now we |
| // have to insert a barrier before we draw anything else. |
| m_plsImpl->barrier(desc); |
| } |
| break; |
| } |
| |
| case gpu::DrawType::imageRect: |
| { |
| // m_imageRectVAO should have gotten lazily allocated by now. |
| assert(desc.interlockMode == gpu::InterlockMode::atomics); |
| assert(m_plsImpl->rasterOrderingKnownDisabled()); |
| assert(m_imageRectVAO != 0); |
| m_state->bindVAO(m_imageRectVAO); |
| glBindBufferRange(GL_UNIFORM_BUFFER, |
| IMAGE_DRAW_UNIFORM_BUFFER_IDX, |
| gl_buffer_id(imageDrawUniformBufferRing()), |
| batch.imageDrawDataOffset, |
| sizeof(gpu::ImageDrawUniforms)); |
| glDrawElements(GL_TRIANGLES, |
| std::size(gpu::kImageRectIndices), |
| GL_UNSIGNED_SHORT, |
| nullptr); |
| break; |
| } |
| |
| case gpu::DrawType::imageMesh: |
| { |
| LITE_RTTI_CAST_OR_BREAK(vertexBuffer, |
| RenderBufferGLImpl*, |
| batch.vertexBuffer); |
| LITE_RTTI_CAST_OR_BREAK(uvBuffer, |
| RenderBufferGLImpl*, |
| batch.uvBuffer); |
| LITE_RTTI_CAST_OR_BREAK(indexBuffer, |
| RenderBufferGLImpl*, |
| batch.indexBuffer); |
| m_state->bindVAO(m_imageMeshVAO); |
| m_state->bindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferID()); |
| glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr); |
| m_state->bindBuffer(GL_ARRAY_BUFFER, uvBuffer->bufferID()); |
| glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, nullptr); |
| m_state->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, |
| indexBuffer->bufferID()); |
| glBindBufferRange(GL_UNIFORM_BUFFER, |
| IMAGE_DRAW_UNIFORM_BUFFER_IDX, |
| gl_buffer_id(imageDrawUniformBufferRing()), |
| batch.imageDrawDataOffset, |
| sizeof(gpu::ImageDrawUniforms)); |
| if (desc.interlockMode == gpu::InterlockMode::rasterOrdering) |
| { |
| m_plsImpl->ensureRasterOrderingEnabled(this, desc, true); |
| } |
| glDrawElements(GL_TRIANGLES, |
| batch.elementCount, |
| GL_UNSIGNED_SHORT, |
| reinterpret_cast<const void*>(batch.baseElement * |
| sizeof(uint16_t))); |
| break; |
| } |
| |
| case gpu::DrawType::atomicResolve: |
| { |
| assert(desc.interlockMode == gpu::InterlockMode::atomics); |
| assert(m_plsImpl->rasterOrderingKnownDisabled()); |
| m_state->bindVAO(m_emptyVAO); |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| break; |
| } |
| |
| case gpu::DrawType::atomicInitialize: |
| { |
| RIVE_UNREACHABLE(); |
| } |
| } |
| } |
| |
| if (desc.interlockMode != gpu::InterlockMode::msaa) |
| { |
| m_plsImpl->deactivatePixelLocalStorage(this, desc); |
| } |
| else |
| { |
| // Depth/stencil can be discarded. |
| glInvalidateFramebuffer(GL_FRAMEBUFFER, |
| 2, |
| msaaDepthStencilColor.data()); |
| if (msaaResolveAction == |
| RenderTargetGL::MSAAResolveAction::framebufferBlit) |
| { |
| renderTarget->bindDestinationFramebuffer(GL_DRAW_FRAMEBUFFER); |
| glutils::BlitFramebuffer(desc.renderTargetUpdateBounds, |
| renderTarget->height(), |
| GL_COLOR_BUFFER_BIT); |
| // Now that color is resolved elsewhere we can discard the MSAA |
| // color buffer as well. |
| glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, |
| 1, |
| msaaDepthStencilColor.data() + 2); |
| } |
| |
| if ((desc.combinedShaderFeatures & |
| gpu::ShaderFeatures::ENABLE_ADVANCED_BLEND) && |
| m_capabilities.KHR_blend_equation_advanced_coherent) |
| { |
| glDisable(GL_BLEND_ADVANCED_COHERENT_KHR); |
| } |
| if (clipPlanesEnabled) |
| { |
| glDisable(GL_CLIP_DISTANCE0_EXT); |
| glDisable(GL_CLIP_DISTANCE1_EXT); |
| glDisable(GL_CLIP_DISTANCE2_EXT); |
| glDisable(GL_CLIP_DISTANCE3_EXT); |
| } |
| } |
| |
| #ifdef RIVE_DESKTOP_GL |
| if (m_capabilities.ANGLE_polygon_mode && desc.wireframe) |
| { |
| glPolygonModeANGLE(GL_FRONT_AND_BACK, GL_FILL_ANGLE); |
| } |
| #endif |
| |
| if (m_capabilities.isAdreno) |
| { |
| // Qualcomm experiences synchronization issues with multiple flushes per |
| // frame if we don't call glFlush in between. |
| glFlush(); |
| } |
| } |
| |
| void RenderContextGLImpl::drawIndexedInstancedNoInstancedAttribs( |
| GLenum primitiveTopology, |
| uint32_t indexCount, |
| uint32_t baseIndex, |
| uint32_t instanceCount, |
| uint32_t baseInstance, |
| GLint baseInstanceUniformLocation) |
| { |
| assert(m_capabilities.ANGLE_base_vertex_base_instance_shader_builtin == |
| (baseInstanceUniformLocation < 0)); |
| const void* indexOffset = |
| reinterpret_cast<const void*>(baseIndex * sizeof(uint16_t)); |
| for (uint32_t endInstance = baseInstance + instanceCount; |
| baseInstance < endInstance;) |
| |
| { |
| uint32_t subInstanceCount = |
| std::min(endInstance - baseInstance, |
| m_capabilities.maxSupportedInstancesPerDrawCommand); |
| #ifndef RIVE_WEBGL |
| if (m_capabilities.ANGLE_base_vertex_base_instance_shader_builtin) |
| { |
| glDrawElementsInstancedBaseInstanceEXT(primitiveTopology, |
| indexCount, |
| GL_UNSIGNED_SHORT, |
| indexOffset, |
| subInstanceCount, |
| baseInstance); |
| } |
| else |
| #endif |
| { |
| glUniform1i(baseInstanceUniformLocation, baseInstance); |
| glDrawElementsInstanced(primitiveTopology, |
| indexCount, |
| GL_UNSIGNED_SHORT, |
| indexOffset, |
| subInstanceCount); |
| } |
| baseInstance += subInstanceCount; |
| } |
| } |
| |
| void RenderContextGLImpl::blitTextureToFramebufferAsDraw( |
| GLuint textureID, |
| const IAABB& bounds, |
| uint32_t renderTargetHeight) |
| { |
| if (m_blitAsDrawProgram == 0) |
| { |
| // Define "USE_TEXEL_FETCH_WITH_FRAG_COORD" so the shader uses |
| // texelFetch() on the source texture instead of sampling it. This way |
| // we don't have to configure the texture's sampling parameters, and |
| // since textureID potentially refers to an external texture, it would |
| // be very messy to try and change its sampling params. |
| const char* blitDefines[] = {GLSL_USE_TEXEL_FETCH_WITH_FRAG_COORD}; |
| const char* blitSources[] = {glsl::constants, |
| glsl::blit_texture_as_draw}; |
| m_blitAsDrawProgram = glutils::Program(); |
| m_blitAsDrawProgram.compileAndAttachShader(GL_VERTEX_SHADER, |
| blitDefines, |
| std::size(blitDefines), |
| blitSources, |
| std::size(blitSources), |
| m_capabilities); |
| m_blitAsDrawProgram.compileAndAttachShader(GL_FRAGMENT_SHADER, |
| blitDefines, |
| std::size(blitDefines), |
| blitSources, |
| std::size(blitSources), |
| m_capabilities); |
| m_blitAsDrawProgram.link(); |
| m_state->bindProgram(m_blitAsDrawProgram); |
| glutils::Uniform1iByName(m_blitAsDrawProgram, GLSL_sourceTexture, 0); |
| } |
| |
| m_state->setPipelineState(gpu::COLOR_ONLY_PIPELINE_STATE); |
| m_state->bindProgram(m_blitAsDrawProgram); |
| m_state->bindVAO(m_emptyVAO); |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, textureID); |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(bounds.left, |
| renderTargetHeight - bounds.bottom, |
| bounds.width(), |
| bounds.height()); |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| glDisable(GL_SCISSOR_TEST); |
| } |
| |
| #ifdef WITH_RIVE_TOOLS |
| void RenderContextGLImpl::testingOnly_resetAtlasDesiredType( |
| RenderContext* owningRenderContext, |
| AtlasType atlasDesiredType) |
| { |
| owningRenderContext->releaseResources(); |
| assert(m_atlasTexture == 0); // Should be cleared by releaseResources(). |
| m_atlasFBO = {}; |
| |
| // Now release the atlas pipelines so they can be recompiled for the new |
| // AtlasType. |
| m_atlasVertexShader = {}; |
| m_atlasFillProgram = {}; |
| m_atlasStrokeProgram = {}; |
| #ifdef RIVE_ANDROID |
| m_atlasResolveVertexShader = {}; |
| m_atlasClearProgram = glutils::Program::Zero(); |
| m_atlasResolveProgram = glutils::Program::Zero(); |
| #endif |
| |
| // ...And release all the DrawShaders in case any need to be recompiled for |
| // sampling a different AtlasType. |
| m_pipelineManager.clearCache(); |
| |
| m_atlasType = select_atlas_type(m_capabilities, atlasDesiredType); |
| } |
| #endif |
| |
| std::unique_ptr<RenderContext> RenderContextGLImpl::MakeContext( |
| const ContextOptions& contextOptions) |
| { |
| GLCapabilities capabilities{}; |
| |
| const char* glVersionStr = (const char*)glGetString(GL_VERSION); |
| #ifdef RIVE_WEBGL |
| capabilities.isGLES = true; |
| #else |
| capabilities.isGLES = strstr(glVersionStr, "OpenGL ES") != nullptr; |
| #endif |
| if (capabilities.isGLES) |
| { |
| #ifdef _MSC_VER |
| sscanf_s( |
| #else |
| sscanf( |
| #endif |
| glVersionStr, |
| "OpenGL ES %d.%d", |
| &capabilities.contextVersionMajor, |
| &capabilities.contextVersionMinor); |
| } |
| else |
| { |
| #ifdef _MSC_VER |
| sscanf_s( |
| #else |
| sscanf( |
| #endif |
| glVersionStr, |
| "%d.%d", |
| &capabilities.contextVersionMajor, |
| &capabilities.contextVersionMinor); |
| } |
| #ifdef RIVE_DESKTOP_GL |
| assert(capabilities.contextVersionMajor == GLAD_GL_version_major); |
| assert(capabilities.contextVersionMinor == GLAD_GL_version_minor); |
| assert(capabilities.isGLES == static_cast<bool>(GLAD_GL_version_es)); |
| #endif |
| |
| if (capabilities.isGLES) |
| { |
| if (!capabilities.isContextVersionAtLeast(3, 0)) |
| { |
| fprintf(stderr, |
| "OpenGL ES %i.%i not supported. Minimum supported version " |
| "is 3.0.\n", |
| capabilities.contextVersionMajor, |
| capabilities.contextVersionMinor); |
| return nullptr; |
| } |
| } |
| else |
| { |
| if (!capabilities.isContextVersionAtLeast(4, 2)) |
| { |
| fprintf(stderr, |
| "OpenGL %i.%i not supported. Minimum supported version is " |
| "4.2.\n", |
| capabilities.contextVersionMajor, |
| capabilities.contextVersionMinor); |
| return nullptr; |
| } |
| } |
| |
| GLenum rendererToken = GL_RENDERER; |
| #ifdef RIVE_WEBGL |
| if (emscripten_webgl_enable_extension( |
| emscripten_webgl_get_current_context(), |
| "WEBGL_debug_renderer_info")) |
| { |
| rendererToken = GL_UNMASKED_RENDERER_WEBGL; |
| } |
| #endif |
| const char* rendererString = |
| reinterpret_cast<const char*>(glGetString(rendererToken)); |
| #ifdef RIVE_WEBGL |
| capabilities.isANGLEOrWebGL = true; |
| #else |
| capabilities.isANGLEOrWebGL = strstr(glVersionStr, "ANGLE") != nullptr || |
| strstr(rendererString, "ANGLE") != nullptr; |
| #endif |
| capabilities.isAdreno = strstr(rendererString, "Adreno"); |
| capabilities.isMali = strstr(rendererString, "Mali"); |
| capabilities.isPowerVR = strstr(rendererString, "PowerVR"); |
| if (capabilities.isMali || capabilities.isPowerVR) |
| { |
| // We have observed crashes on Mali-G71 when issuing instanced draws |
| // with somewhere between 2^15 and 2^16 instances. |
| // |
| // Skia also reports crashes on PowerVR when drawing somewhere between |
| // 2^14 and 2^15 instances. |
| // |
| // Limit the maximum number of instances we issue per-draw-call on these |
| // devices to a safe value, far below the observed crash thresholds. |
| capabilities.maxSupportedInstancesPerDrawCommand = 999; |
| } |
| else |
| { |
| capabilities.maxSupportedInstancesPerDrawCommand = ~0u; |
| } |
| |
| // Our baseline feature set is GLES 3.0. Capabilities from newer context |
| // versions are reported as extensions. |
| if (capabilities.isGLES) |
| { |
| if (capabilities.isContextVersionAtLeast(3, 1)) |
| { |
| capabilities.ARB_shader_storage_buffer_object = true; |
| } |
| if (capabilities.isContextVersionAtLeast(3, 2)) |
| { |
| capabilities.OES_shader_image_atomic = true; |
| } |
| } |
| else |
| { |
| if (capabilities.isContextVersionAtLeast(4, 2)) |
| { |
| capabilities.ARB_shader_image_load_store = true; |
| } |
| if (capabilities.isContextVersionAtLeast(4, 3)) |
| { |
| capabilities.ARB_shader_storage_buffer_object = true; |
| } |
| capabilities.EXT_clip_cull_distance = true; |
| } |
| |
| #ifndef RIVE_WEBGL |
| GLint extensionCount; |
| glGetIntegerv(GL_NUM_EXTENSIONS, &extensionCount); |
| for (int i = 0; i < extensionCount; ++i) |
| { |
| auto* ext = |
| reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, i)); |
| if (strcmp(ext, "GL_ANGLE_base_vertex_base_instance_shader_builtin") == |
| 0) |
| { |
| capabilities.ANGLE_base_vertex_base_instance_shader_builtin = true; |
| } |
| else if (strcmp(ext, "GL_ANGLE_shader_pixel_local_storage") == 0) |
| { |
| capabilities.ANGLE_shader_pixel_local_storage = true; |
| } |
| else if (strcmp(ext, "GL_ANGLE_shader_pixel_local_storage_coherent") == |
| 0) |
| { |
| capabilities.ANGLE_shader_pixel_local_storage_coherent = true; |
| } |
| else if (strcmp(ext, "GL_ANGLE_provoking_vertex") == 0) |
| { |
| capabilities.ANGLE_provoking_vertex = true; |
| } |
| else if (strcmp(ext, "GL_ANGLE_polygon_mode") == 0) |
| { |
| capabilities.ANGLE_polygon_mode = true; |
| } |
| else if (strcmp(ext, "GL_ARM_shader_framebuffer_fetch") == 0) |
| { |
| capabilities.ARM_shader_framebuffer_fetch = true; |
| } |
| else if (strcmp(ext, "GL_ARB_fragment_shader_interlock") == 0) |
| { |
| capabilities.ARB_fragment_shader_interlock = true; |
| } |
| else if (strcmp(ext, "GL_ARB_shader_image_load_store") == 0) |
| { |
| capabilities.ARB_shader_image_load_store = true; |
| } |
| else if (strcmp(ext, "GL_ARB_shader_storage_buffer_object") == 0) |
| { |
| capabilities.ARB_shader_storage_buffer_object = true; |
| } |
| else if (strcmp(ext, "GL_OES_shader_image_atomic") == 0) |
| { |
| capabilities.OES_shader_image_atomic = true; |
| } |
| else if (strcmp(ext, "GL_KHR_blend_equation_advanced") == 0) |
| { |
| capabilities.KHR_blend_equation_advanced = true; |
| } |
| else if (strcmp(ext, "GL_KHR_blend_equation_advanced_coherent") == 0) |
| { |
| capabilities.KHR_blend_equation_advanced_coherent = true; |
| } |
| else if (strcmp(ext, "GL_KHR_parallel_shader_compile") == 0) |
| { |
| capabilities.KHR_parallel_shader_compile = true; |
| // Don't call glMaxShaderCompilerThreadsKHR on ANGLE. Various Galaxy |
| // devices using ANGLE crash immediately when we call it. (This |
| // should be fine because the initial value of |
| // GL_MAX_SHADER_COMPILER_THREADS_KHR is specified to be an |
| // implementation-dependent maximum number of threads. We choose to |
| // only ignore this call selectively because on some drivers, the |
| // parallel compilation does not actually activate without |
| // explicitly setting it.) |
| capabilities.avoidMaxShaderCompilerThreadsKHR = |
| capabilities.isANGLEOrWebGL; |
| } |
| else if (strcmp(ext, "GL_EXT_base_instance") == 0) |
| { |
| capabilities.EXT_base_instance = true; |
| } |
| else if (strcmp(ext, "GL_EXT_clip_cull_distance") == 0 || |
| strcmp(ext, "GL_ANGLE_clip_cull_distance") == 0) |
| { |
| #ifdef RIVE_ANDROID |
| // Don't use EXT_clip_cull_distance or ANGLE_clip_cull_distance if |
| // we're on ANGLE. Various Galaxy devices using ANGLE have bugs with |
| // these extensions. |
| capabilities.EXT_clip_cull_distance = !capabilities.isANGLEOrWebGL; |
| #else |
| capabilities.EXT_clip_cull_distance = true; |
| #endif |
| } |
| else if (strcmp(ext, "GL_EXT_multisampled_render_to_texture") == 0) |
| { |
| capabilities.EXT_multisampled_render_to_texture = true; |
| } |
| else if (strcmp(ext, "GL_INTEL_fragment_shader_ordering") == 0) |
| { |
| capabilities.INTEL_fragment_shader_ordering = true; |
| } |
| else if (strcmp(ext, "GL_EXT_color_buffer_half_float") == 0) |
| { |
| capabilities.EXT_color_buffer_half_float = true; |
| } |
| else if (strcmp(ext, "GL_EXT_color_buffer_float") == 0) |
| { |
| capabilities.EXT_color_buffer_float = true; |
| } |
| else if (strcmp(ext, "GL_EXT_float_blend") == 0) |
| { |
| capabilities.EXT_float_blend = true; |
| } |
| else if (strcmp(ext, "GL_ARB_color_buffer_float") == 0) |
| { |
| capabilities.EXT_color_buffer_half_float = true; |
| capabilities.EXT_color_buffer_float = true; |
| capabilities.EXT_float_blend = true; |
| } |
| else if (strcmp(ext, "GL_EXT_shader_framebuffer_fetch") == 0) |
| { |
| capabilities.EXT_shader_framebuffer_fetch = true; |
| } |
| else if (strcmp(ext, "GL_EXT_shader_pixel_local_storage") == 0) |
| { |
| capabilities.EXT_shader_pixel_local_storage = true; |
| } |
| else if (strcmp(ext, "GL_EXT_shader_pixel_local_storage2") == 0) |
| { |
| capabilities.EXT_shader_pixel_local_storage2 = true; |
| } |
| else if (strcmp(ext, "GL_QCOM_shader_framebuffer_fetch_noncoherent") == |
| 0) |
| { |
| capabilities.QCOM_shader_framebuffer_fetch_noncoherent = true; |
| } |
| } |
| #else // !RIVE_WEBGL -> RIVE_WEBGL |
| if (webgl_enable_WEBGL_shader_pixel_local_storage_coherent()) |
| { |
| capabilities.ANGLE_shader_pixel_local_storage = true; |
| capabilities.ANGLE_shader_pixel_local_storage_coherent = true; |
| } |
| if (webgl_enable_WEBGL_provoking_vertex()) |
| { |
| capabilities.ANGLE_provoking_vertex = true; |
| } |
| if (emscripten_webgl_enable_extension( |
| emscripten_webgl_get_current_context(), |
| "WEBGL_clip_cull_distance")) |
| { |
| capabilities.EXT_clip_cull_distance = true; |
| } |
| if (emscripten_webgl_enable_extension( |
| emscripten_webgl_get_current_context(), |
| "EXT_color_buffer_half_float")) |
| { |
| capabilities.EXT_color_buffer_half_float = true; |
| } |
| if (emscripten_webgl_enable_extension( |
| emscripten_webgl_get_current_context(), |
| "EXT_color_buffer_float")) |
| { |
| capabilities.EXT_color_buffer_float = true; |
| } |
| if (emscripten_webgl_enable_extension( |
| emscripten_webgl_get_current_context(), |
| "EXT_float_blend")) |
| { |
| capabilities.EXT_float_blend = true; |
| } |
| if (emscripten_webgl_enable_extension( |
| emscripten_webgl_get_current_context(), |
| "KHR_parallel_shader_compile")) |
| { |
| capabilities.KHR_parallel_shader_compile = true; |
| } |
| #endif // RIVE_WEBGL |
| |
| #ifdef RIVE_DESKTOP_GL |
| if (GLAD_GL_ANGLE_base_vertex_base_instance_shader_builtin) |
| { |
| capabilities.ANGLE_base_vertex_base_instance_shader_builtin = true; |
| } |
| if (GLAD_GL_ANGLE_polygon_mode) |
| { |
| capabilities.ANGLE_polygon_mode = true; |
| } |
| if (GLAD_GL_EXT_base_instance) |
| { |
| capabilities.EXT_base_instance = true; |
| } |
| #endif |
| |
| if (capabilities.ARB_shader_storage_buffer_object) |
| { |
| // We need four storage buffers in the vertex shader. Disable the |
| // extension if this isn't supported. |
| int maxVertexShaderStorageBlocks; |
| glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, |
| &maxVertexShaderStorageBlocks); |
| if (maxVertexShaderStorageBlocks < gpu::kMaxStorageBuffers) |
| { |
| capabilities.ARB_shader_storage_buffer_object = false; |
| } |
| } |
| |
| if (capabilities.OES_shader_image_atomic) |
| { |
| if (capabilities.isMali || capabilities.isPowerVR) |
| { |
| // Don't use shader images for feathering on Mali or PowerVR. |
| // On PowerVR they just don't render, and on Mali they lead to a |
| // failures that says: |
| // |
| // Error:glDrawElementsInstanced::failed to allocate CPU memory |
| // |
| // This is not at all surprising since neither of these vendors |
| // support "fragmentStoresAndAtomics" on Vulkan. |
| capabilities.OES_shader_image_atomic = false; |
| } |
| } |
| |
| if (capabilities.ANGLE_shader_pixel_local_storage || |
| capabilities.ANGLE_shader_pixel_local_storage_coherent) |
| { |
| // ANGLE_shader_pixel_local_storage enum values had a breaking change in |
| // early 2025. Disable the extension if we can't verify that we're |
| // running on the latest spec. |
| if (!glutils::validate_pixel_local_storage_angle()) |
| { |
| fprintf(stderr, |
| "WARNING: detected an old version of " |
| "ANGLE_shader_pixel_local_storage. Disabling the " |
| "extension. Please update your drivers.\n"); |
| capabilities.ANGLE_shader_pixel_local_storage = |
| capabilities.ANGLE_shader_pixel_local_storage_coherent = false; |
| } |
| } |
| |
| if (contextOptions.disableFragmentShaderInterlock) |
| { |
| // Disable the extensions we don't want to use internally. |
| capabilities.ARB_fragment_shader_interlock = false; |
| capabilities.INTEL_fragment_shader_ordering = false; |
| } |
| |
| if (strstr(rendererString, "Metal") != nullptr || |
| strstr(rendererString, "Direct3D") != nullptr) |
| { |
| // Disable ANGLE_base_vertex_base_instance_shader_builtin on ANGLE/D3D |
| // and ANGLE/Metal. |
| // The extension is polyfilled on D3D anyway, and on Metal it crashes. |
| capabilities.ANGLE_base_vertex_base_instance_shader_builtin = false; |
| } |
| |
| if (strstr(rendererString, "Direct3D") != nullptr) |
| { |
| // Our use of EXT_multisampled_render_to_texture causes a segfault in |
| // the Microsoft WARP (software) renderer. Just don't use this extension |
| // on D3D since it's polyfilled anyway. |
| capabilities.EXT_multisampled_render_to_texture = false; |
| } |
| |
| if (strstr(rendererString, "ANGLE Metal Renderer") != nullptr && |
| capabilities.EXT_color_buffer_float) |
| { |
| capabilities.needsFloatingPointTessellationTexture = true; |
| } |
| else |
| { |
| capabilities.needsFloatingPointTessellationTexture = false; |
| } |
| #ifdef RIVE_ANDROID |
| // Android doesn't load extension functions for us. |
| LoadGLESExtensions(capabilities); |
| #endif |
| |
| if (!contextOptions.disablePixelLocalStorage) |
| { |
| #ifdef RIVE_ANDROID |
| if (capabilities.EXT_shader_pixel_local_storage && |
| (capabilities.ARM_shader_framebuffer_fetch || |
| capabilities.EXT_shader_framebuffer_fetch)) |
| { |
| return MakeContext(rendererString, |
| capabilities, |
| MakePLSImplEXTNative(capabilities), |
| contextOptions.shaderCompilationMode); |
| } |
| #else |
| if (capabilities.ANGLE_shader_pixel_local_storage_coherent) |
| { |
| // EXT_shader_framebuffer_fetch is costly on Qualcomm, with or |
| // without the "noncoherent" extension. Use MSAA on Adreno. |
| if (!capabilities.isAdreno) |
| { |
| return MakeContext(rendererString, |
| capabilities, |
| MakePLSImplWebGL(), |
| contextOptions.shaderCompilationMode); |
| } |
| } |
| #endif |
| |
| #ifdef RIVE_DESKTOP_GL |
| if (capabilities.ARB_shader_image_load_store) |
| { |
| return MakeContext(rendererString, |
| capabilities, |
| MakePLSImplRWTexture(), |
| contextOptions.shaderCompilationMode); |
| } |
| #endif |
| } |
| |
| return MakeContext(rendererString, |
| capabilities, |
| nullptr, |
| contextOptions.shaderCompilationMode); |
| } |
| |
| RenderContextGLImpl::GLPipelineManager::GLPipelineManager( |
| ShaderCompilationMode mode, |
| RenderContextGLImpl* context) : |
| Super(mode), m_context(context) |
| {} |
| |
| std::unique_ptr<RenderContextGLImpl::DrawProgram> RenderContextGLImpl:: |
| GLPipelineManager::createPipeline(PipelineCreateType createType, |
| uint32_t, // unused key |
| const PipelineProps& props) |
| { |
| return std::make_unique<DrawProgram>(m_context, |
| createType, |
| props.drawType, |
| props.shaderFeatures, |
| props.interlockMode, |
| props.shaderMiscFlags |
| #ifdef WITH_RIVE_TOOLS |
| , |
| props.synthesizedFailureType |
| #endif |
| ); |
| } |
| |
| PipelineStatus RenderContextGLImpl::GLPipelineManager::getPipelineStatus( |
| const DrawProgram& state) const |
| { |
| return state.status(); |
| } |
| |
| bool RenderContextGLImpl::GLPipelineManager::advanceCreation( |
| DrawProgram& pipelineState, |
| const PipelineProps& props) |
| { |
| return pipelineState.advanceCreation(m_context, |
| PipelineCreateType::async, |
| props.drawType, |
| props.shaderFeatures, |
| props.interlockMode, |
| props.shaderMiscFlags); |
| } |
| |
| RenderContextGLImpl::GLVertexShaderManager::GLVertexShaderManager( |
| RenderContextGLImpl* context) : |
| m_context(context) |
| {} |
| |
| RenderContextGLImpl::DrawShader RenderContextGLImpl::GLVertexShaderManager :: |
| createVertexShader(gpu::DrawType drawType, |
| gpu::ShaderFeatures shaderFeatures, |
| gpu::InterlockMode interlockMode) |
| { |
| return DrawShader(m_context, |
| GL_VERTEX_SHADER, |
| drawType, |
| shaderFeatures, |
| interlockMode, |
| gpu::ShaderMiscFlags::none); |
| } |
| |
| std::unique_ptr<RenderContext> RenderContextGLImpl::MakeContext( |
| const char* rendererString, |
| GLCapabilities capabilities, |
| std::unique_ptr<PixelLocalStorageImpl> plsImpl, |
| ShaderCompilationMode shaderCompilationMode) |
| { |
| auto renderContextImpl = std::unique_ptr<RenderContextGLImpl>( |
| new RenderContextGLImpl(rendererString, |
| capabilities, |
| std::move(plsImpl), |
| shaderCompilationMode)); |
| return std::make_unique<RenderContext>(std::move(renderContextImpl)); |
| } |
| } // namespace rive::gpu |