| /* | |
| * 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 "instance_chunker.hpp" | |
| #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::msaaStencilClipReset: | |
| case gpu::DrawType::renderPassInitialize: | |
| case gpu::DrawType::renderPassResolve: | |
| 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_pipelineManager(shaderCompilationMode, this), | |
| m_state(make_rcp<GLState>(m_capabilities)) | |
| { | |
| if (m_capabilities.isANGLESystemDriver && | |
| 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 | |
| { | |
| #ifndef RIVE_WEBGL | |
| // WebGL doesn't support buffer mapping. Don't use it on ANGLE either | |
| // since we don't trust ANGLE with features that haven't been validated | |
| // by WebGL. | |
| if (!m_state->capabilities().isANGLESystemDriver) | |
| { | |
| m_state->bindBuffer(m_target, m_bufferID); | |
| return glMapBufferRange(m_target, | |
| 0, | |
| mapSizeInBytes, | |
| GL_MAP_WRITE_BIT | | |
| GL_MAP_INVALIDATE_BUFFER_BIT); | |
| } | |
| else | |
| #endif | |
| { | |
| return shadowBuffer(); | |
| } | |
| } | |
| void onUnmapAndSubmitBuffer(int bufferIdx, size_t mapSizeInBytes) override | |
| { | |
| m_state->bindBuffer(m_target, m_bufferID); | |
| #ifndef RIVE_WEBGL | |
| // WebGL doesn't support buffer mapping. Don't use it on ANGLE either | |
| // since we don't trust ANGLE with features that haven't been validated | |
| // by WebGL. | |
| if (!m_state->capabilities().isANGLESystemDriver) | |
| { | |
| glUnmapBuffer(m_target); | |
| } | |
| else | |
| #endif | |
| { | |
| glBufferSubData(m_target, 0, mapSizeInBytes, shadowBuffer()); | |
| } | |
| } | |
| 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::renderPassResolve: | |
| 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::renderPassInitialize: | |
| 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_state(renderContextImpl->m_state) | |
| { | |
| #ifdef WITH_RIVE_TOOLS | |
| m_synthesizedFailureType = synthesizedFailureType; | |
| if (m_synthesizedFailureType == SynthesizedFailureType::shaderCompilation) | |
| { | |
| m_pipelineStatus = PipelineStatus::errored; | |
| return; | |
| } | |
| #endif | |
| m_vertexShader = | |
| &renderContextImpl->m_pipelineManager.getVertexShaderSynchronous( | |
| drawType, | |
| shaderFeatures, | |
| interlockMode); | |
| m_fragmentShader = | |
| &renderContextImpl->m_pipelineManager.getFragmentShaderSynchronous( | |
| drawType, | |
| shaderFeatures, | |
| interlockMode, | |
| shaderMiscFlags); | |
| m_id = glCreateProgram(); | |
| // In async mode, we do not need to wait for the shaders to finish compiling | |
| // before doing the link - the link is what we actually can poll to ensure | |
| // everything finishes. If the linking fails, that is where we can check the | |
| // compilation statuses and display compilation errors as needed. | |
| glAttachShader(m_id, m_vertexShader->id()); | |
| glAttachShader(m_id, m_fragmentShader->id()); | |
| glutils::LinkProgram(m_id, glutils::DebugPrintErrorAndAbort::no); | |
| 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_pipelineStatus == PipelineStatus::notReady); | |
| 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_pipelineStatus = PipelineStatus::errored; | |
| return false; | |
| } | |
| #endif | |
| { | |
| GLint successfullyLinked = 0; | |
| glGetProgramiv(m_id, GL_LINK_STATUS, &successfullyLinked); | |
| if (successfullyLinked == GL_FALSE) | |
| { | |
| #ifdef DEBUG | |
| // The link failed, which might have been caused by compilation | |
| // failures, so output any compilation failure messages first. | |
| GLint compiledSuccessfully = 0; | |
| glGetShaderiv(m_vertexShader->id(), | |
| GL_COMPILE_STATUS, | |
| &compiledSuccessfully); | |
| if (compiledSuccessfully == GL_FALSE) | |
| { | |
| glutils::PrintShaderCompilationErrors(m_vertexShader->id()); | |
| } | |
| glGetShaderiv(m_fragmentShader->id(), | |
| GL_COMPILE_STATUS, | |
| &compiledSuccessfully); | |
| if (compiledSuccessfully == GL_FALSE) | |
| { | |
| glutils::PrintShaderCompilationErrors(m_fragmentShader->id()); | |
| } | |
| glutils::PrintLinkProgramErrors(m_id); | |
| #endif | |
| m_pipelineStatus = PipelineStatus::errored; | |
| 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_pipelineStatus = PipelineStatus::ready; | |
| 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_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->bindProgram(m_colorRampProgram); | |
| glBindFramebuffer(GL_FRAMEBUFFER, m_colorRampFBO); | |
| glViewport(0, 0, kGradTextureWidth, desc.gradDataHeight); | |
| m_state->setPipelineState(gpu::COLOR_ONLY_PIPELINE_STATE); | |
| m_state->bindBuffer(GL_ARRAY_BUFFER, | |
| gl_buffer_id(gradSpanBufferRing())); | |
| m_state->bindVAO(m_colorRampVAO); | |
| GLenum colorAttachment0 = GL_COLOR_ATTACHMENT0; | |
| glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, &colorAttachment0); | |
| for (auto [instanceCount, baseInstance] : InstanceChunker( | |
| desc.gradSpanCount, | |
| math::lossless_numeric_cast<uint32_t>(desc.firstGradSpan), | |
| m_capabilities.maxSupportedInstancesPerDrawCommand)) | |
| { | |
| glVertexAttribIPointer( | |
| 0, | |
| 4, | |
| GL_UNSIGNED_INT, | |
| 0, | |
| reinterpret_cast<const void*>(baseInstance * | |
| sizeof(gpu::GradientSpan))); | |
| glDrawArraysInstanced(GL_TRIANGLE_STRIP, | |
| 0, | |
| gpu::GRAD_SPAN_TRI_STRIP_VERTEX_COUNT, | |
| instanceCount); | |
| } | |
| } | |
| // Tessellate all curves into vertices in the tessellation texture. | |
| if (desc.tessVertexSpanCount > 0) | |
| { | |
| m_state->bindProgram(m_tessellateProgram); | |
| glBindFramebuffer(GL_FRAMEBUFFER, m_tessellateFBO); | |
| glViewport(0, 0, gpu::kTessTextureWidth, desc.tessDataHeight); | |
| m_state->setPipelineState(gpu::COLOR_ONLY_PIPELINE_STATE); | |
| m_state->bindBuffer(GL_ARRAY_BUFFER, | |
| gl_buffer_id(tessSpanBufferRing())); | |
| m_state->bindVAO(m_tessellateVAO); | |
| GLenum colorAttachment0 = GL_COLOR_ATTACHMENT0; | |
| glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, &colorAttachment0); | |
| for (auto [instanceCount, baseInstance] : InstanceChunker( | |
| desc.tessVertexSpanCount, | |
| math::lossless_numeric_cast<uint32_t>( | |
| desc.firstTessVertexSpan), | |
| m_capabilities.maxSupportedInstancesPerDrawCommand)) | |
| { | |
| size_t tessSpanOffsetInBytes = | |
| baseInstance * 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))); | |
| glDrawElementsInstanced(GL_TRIANGLES, | |
| std::size(gpu::kTessSpanIndices), | |
| GL_UNSIGNED_SHORT, | |
| 0, | |
| instanceCount); | |
| } | |
| } | |
| // 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); | |
| glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | | |
| GL_TEXTURE_FETCH_BARRIER_BIT | | |
| GL_FRAMEBUFFER_BARRIER_BIT); | |
| #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()); | |
| } | |
| } | |
| // Finalize the atlas render pass if needed. | |
| switch (m_atlasType) | |
| { | |
| case AtlasType::r32f: | |
| case AtlasType::r16f: | |
| case AtlasType::rgba8: | |
| case AtlasType::r32uiFramebufferFetch: | |
| break; | |
| case 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 | |
| break; | |
| } | |
| case AtlasType::r32iAtomicTexture: | |
| #ifndef RIVE_WEBGL | |
| glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | | |
| GL_TEXTURE_FETCH_BARRIER_BIT | | |
| GL_FRAMEBUFFER_BARRIER_BIT); | |
| #endif | |
| break; | |
| } | |
| 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 | |
| }, | |
| m_platformFeatures); | |
| 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::renderPassResolve) | |
| { | |
| // 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::renderPassResolve: | |
| { | |
| 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::renderPassInitialize: | |
| { | |
| 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 | |
| // Various Android vendors experience synchronization issues with multiple | |
| // flushes per frame if we don't call glFlush in between. | |
| glFlush(); | |
| #ifndef RIVE_WEBGL | |
| // ARM Mali-G78 also needs a memory barrier sometimes to ensure a resolve of | |
| // EXT_multisampled_render_to_texture. (Note that the spec says these | |
| // resolves should all be implicit and automatic.) | |
| // | |
| // ALSO NOTE: We only do this barrier on Mali because the barrier actually | |
| // introduces corruption on Xiaomi Redmi Note 8 (Qualcomm Adreno 610). | |
| if (m_capabilities.isMali && m_capabilities.isGLES && | |
| m_capabilities.isContextVersionAtLeast(3, 1)) | |
| { | |
| glMemoryBarrier(GL_ALL_BARRIER_BITS); | |
| } | |
| #endif | |
| } | |
| 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 (auto [chunkInstanceCount, chunkBaseInstance] : | |
| InstanceChunker(instanceCount, | |
| baseInstance, | |
| m_capabilities.maxSupportedInstancesPerDrawCommand)) | |
| { | |
| #ifndef RIVE_WEBGL | |
| if (m_capabilities.ANGLE_base_vertex_base_instance_shader_builtin) | |
| { | |
| glDrawElementsInstancedBaseInstanceEXT(primitiveTopology, | |
| indexCount, | |
| GL_UNSIGNED_SHORT, | |
| indexOffset, | |
| chunkInstanceCount, | |
| chunkBaseInstance); | |
| } | |
| else | |
| #endif | |
| { | |
| glUniform1i(baseInstanceUniformLocation, chunkBaseInstance); | |
| glDrawElementsInstanced(primitiveTopology, | |
| indexCount, | |
| GL_UNSIGNED_SHORT, | |
| indexOffset, | |
| chunkInstanceCount); | |
| } | |
| } | |
| } | |
| void RenderContextGLImpl::blitTextureToFramebufferAsDraw( | |
| GLuint textureID, | |
| const IAABB& bounds, | |
| uint32_t renderTargetHeight) | |
| { | |
| if (m_blitAsDrawProgram == 0) | |
| { | |
| const char* blitSources[] = {glsl::constants, | |
| glsl::common, | |
| glsl::blit_texture_as_draw}; | |
| m_blitAsDrawProgram = glutils::Program(); | |
| m_blitAsDrawProgram.compileAndAttachShader(GL_VERTEX_SHADER, | |
| nullptr, | |
| 0, | |
| blitSources, | |
| std::size(blitSources), | |
| m_capabilities); | |
| m_blitAsDrawProgram.compileAndAttachShader(GL_FRAGMENT_SHADER, | |
| nullptr, | |
| 0, | |
| 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 | |
| #ifdef _MSC_VER | |
| #define SSCANF sscanf_s | |
| #else | |
| #define SSCANF sscanf | |
| #endif | |
| std::unique_ptr<RenderContext> RenderContextGLImpl::MakeContext( | |
| const ContextOptions& contextOptions) | |
| { | |
| const char* glVersionStr = (const char*)glGetString(GL_VERSION); | |
| 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)); | |
| GLCapabilities capabilities{}; | |
| #ifdef RIVE_WEBGL | |
| capabilities.isGLES = true; | |
| // If GL_UNMASKED_RENDERER_WEBGL says "ANGLE", that means we are running on | |
| // an ANGLE system driver. e.g.: | |
| // | |
| // WebGL (probably ANGLE) -> System OpenGL ES (also ANGLE) -> Vulkan | |
| // | |
| capabilities.isANGLESystemDriver = | |
| strstr(rendererString, "ANGLE") != nullptr; | |
| #else | |
| capabilities.isGLES = strstr(glVersionStr, "OpenGL ES") != nullptr; | |
| capabilities.isANGLESystemDriver = | |
| 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.isGLES) | |
| { | |
| SSCANF(glVersionStr, | |
| "%u.%u", | |
| &capabilities.contextVersionMajor, | |
| &capabilities.contextVersionMinor); | |
| } | |
| else if (capabilities.isPowerVR) | |
| { | |
| SSCANF(glVersionStr, | |
| "OpenGL ES %u.%u build %u.%u@", | |
| &capabilities.contextVersionMajor, | |
| &capabilities.contextVersionMinor, | |
| &capabilities.vendorDriverVersionMajor, | |
| &capabilities.vendorDriverVersionMinor); | |
| } | |
| else | |
| { | |
| SSCANF(glVersionStr, | |
| "OpenGL ES %u.%u", | |
| &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; | |
| } | |
| } | |
| 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; | |
| } | |
| 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) | |
| { | |
| capabilities.EXT_clip_cull_distance = true; | |
| } | |
| 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 || | |
| (capabilities.isAdreno && | |
| strstr(rendererString, "Adreno (TM) 640") == nullptr)) | |
| { | |
| // Don't use image atomics for feathering on Adreno, Mali, or | |
| // PowerVR. On Adreno (specifically 660 & 642L) and PowerVR they | |
| // sometimes just don't render, and on Mali they lead to a failure | |
| // that says: | |
| // | |
| // Error:glDrawElementsInstanced::failed to allocate CPU memory | |
| // | |
| // NOTE: We allow Adreno 640 to use atomics because it works | |
| // reliably on our CI and gives us coverage of this codepath for ES. | |
| // | |
| // Realistically these vendors have better ways to render the | |
| // feather atlas that they will use in real lifeanyway, namely, | |
| // EXT_float_blend, EXT_color_buffer_half_float, | |
| // EXT_shader_framebuffer_fetch, and/or | |
| // EXT_shader_pixel_local_storage. | |
| // | |
| // It's possible we have some barriers wrong, but a fallback this | |
| // deep isn't a priority right now on GL. | |
| 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 (capabilities.ANGLE_base_vertex_base_instance_shader_builtin) | |
| { | |
| 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 (capabilities.EXT_clip_cull_distance) | |
| { | |
| if (capabilities.isANGLESystemDriver) | |
| { | |
| // Don't use EXT_clip_cull_distance or ANGLE_clip_cull_distance if | |
| // our system GL driver is ANGLE. Various Galaxy devices using ANGLE | |
| // have bugs with these extensions. | |
| capabilities.EXT_clip_cull_distance = false; | |
| } | |
| } | |
| if (capabilities.EXT_multisampled_render_to_texture) | |
| { | |
| 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 (capabilities.isPowerVR && | |
| !capabilities.isVendorDriverVersionAtLeast(1, 13)) | |
| { | |
| // PowerVR Rogue GE8300, OpenGL ES 3.2 build 1.10@5187610 and | |
| // PowerVR Rogue GM9446; OpenGL ES 3.2 build 1.11@5425693 both have | |
| // similar artifacts when using EXT_multisampled_render_to_texture. | |
| // Block the extension before the earliest known good driver, which | |
| // is 1.13. | |
| capabilities.EXT_multisampled_render_to_texture = 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; | |
| } | |
| #ifdef RIVE_ANDROID | |
| // On Android we need to explicitly load the extension functions. This will | |
| // additionally clear the capabilities flags for any extension that could | |
| // not load. | |
| LoadAndValidateGLESExtensions(&capabilities); | |
| #endif | |
| if (strstr(rendererString, "ANGLE Metal Renderer") != nullptr && | |
| capabilities.EXT_color_buffer_float) | |
| { | |
| capabilities.needsFloatingPointTessellationTexture = true; | |
| } | |
| else | |
| { | |
| capabilities.needsFloatingPointTessellationTexture = false; | |
| } | |
| if (capabilities.EXT_shader_pixel_local_storage2) | |
| { | |
| if (capabilities.isPowerVR && | |
| !capabilities.isVendorDriverVersionAtLeast(1, 11)) | |
| { | |
| // PowerVR Rogue GE8300, OpenGL ES 3.2 build 1.10@5187610 has severe | |
| // pixel local storage corruption issues with our renderer. Using | |
| // some of the EXT_shader_pixel_local_storage2 API is an apparent | |
| // workaround that comes with worse performance and other, less | |
| // severe visual artifacts. | |
| // Require this workaround before the earliest known good driver, | |
| // which is 1.11. | |
| capabilities.needsPixelLocalStorage2 = true; | |
| } | |
| } | |
| if (!contextOptions.disablePixelLocalStorage) | |
| { | |
| #ifdef RIVE_ANDROID | |
| if (capabilities.EXT_shader_pixel_local_storage && | |
| (capabilities.ARM_shader_framebuffer_fetch || | |
| capabilities.EXT_shader_framebuffer_fetch)) | |
| { | |
| // Favor MSAA over pixel local storage on PowerVR due to various | |
| // bugs in its driver, except on PowerVR pre-1.15, where MSAA | |
| // doesn't work. | |
| if (!capabilities.isPowerVR || | |
| !capabilities.isVendorDriverVersionAtLeast(1, 15)) | |
| { | |
| 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); | |
| } | |
| std::unique_ptr<RenderContextGLImpl::DrawShader> RenderContextGLImpl:: | |
| GLPipelineManager::createVertexShader(DrawType drawType, | |
| ShaderFeatures shaderFeatures, | |
| InterlockMode interlockMode) | |
| { | |
| return std::make_unique<DrawShader>(m_context, | |
| GL_VERTEX_SHADER, | |
| drawType, | |
| shaderFeatures, | |
| interlockMode, | |
| ShaderMiscFlags::none); | |
| } | |
| std::unique_ptr<RenderContextGLImpl::DrawShader> RenderContextGLImpl:: | |
| GLPipelineManager::createFragmentShader(DrawType drawType, | |
| ShaderFeatures shaderFeatures, | |
| InterlockMode interlockMode, | |
| ShaderMiscFlags miscFlags) | |
| { | |
| return std::make_unique<DrawShader>(m_context, | |
| GL_FRAGMENT_SHADER, | |
| drawType, | |
| shaderFeatures, | |
| interlockMode, | |
| miscFlags); | |
| } | |
| 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 |