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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
use super::super::shader_source::{OPTIMIZED_SHADERS, UNOPTIMIZED_SHADERS};
use api::{ImageDescriptor, ImageFormat, Parameter, BoolParameter, IntParameter, ImageRendering};
use api::{MixBlendMode, ImageBufferKind, VoidPtrToSizeFn};
use api::{CrashAnnotator, CrashAnnotation, CrashAnnotatorGuard};
use api::units::*;
use euclid::default::Transform3D;
use gleam::gl;
use crate::render_api::MemoryReport;
use crate::internal_types::{FastHashMap, RenderTargetInfo, Swizzle, SwizzleSettings};
use crate::util::round_up_to_multiple;
use crate::profiler;
use log::Level;
use smallvec::SmallVec;
use std::{
borrow::Cow,
cell::{Cell, RefCell},
cmp,
collections::hash_map::Entry,
marker::PhantomData,
mem,
num::NonZeroUsize,
os::raw::c_void,
ops::Add,
path::PathBuf,
ptr,
rc::Rc,
slice,
sync::Arc,
thread,
time::Duration,
};
use webrender_build::shader::{
ProgramSourceDigest, ShaderKind, ShaderVersion, build_shader_main_string,
build_shader_prefix_string, do_build_shader_string, shader_source_from_file,
};
use malloc_size_of::MallocSizeOfOps;
/// Sequence number for frames, as tracked by the device layer.
#[derive(Debug, Copy, Clone, PartialEq, Ord, Eq, PartialOrd)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct GpuFrameId(usize);
impl GpuFrameId {
pub fn new(value: usize) -> Self {
GpuFrameId(value)
}
}
impl Add<usize> for GpuFrameId {
type Output = GpuFrameId;
fn add(self, other: usize) -> GpuFrameId {
GpuFrameId(self.0 + other)
}
}
pub struct TextureSlot(pub usize);
// In some places we need to temporarily bind a texture to any slot.
const DEFAULT_TEXTURE: TextureSlot = TextureSlot(0);
#[repr(u32)]
pub enum DepthFunction {
Always = gl::ALWAYS,
Less = gl::LESS,
LessEqual = gl::LEQUAL,
}
#[repr(u32)]
#[derive(Copy, Clone, Debug, Eq, PartialEq)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum TextureFilter {
Nearest,
Linear,
Trilinear,
}
/// A structure defining a particular workflow of texture transfers.
#[derive(Clone, Debug)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct TextureFormatPair<T> {
/// Format the GPU natively stores texels in.
pub internal: T,
/// Format we expect the users to provide the texels in.
pub external: T,
}
impl<T: Copy> From<T> for TextureFormatPair<T> {
fn from(value: T) -> Self {
TextureFormatPair {
internal: value,
external: value,
}
}
}
#[derive(Debug)]
pub enum VertexAttributeKind {
F32,
U8Norm,
U16Norm,
I32,
U16,
}
#[derive(Debug)]
pub struct VertexAttribute {
pub name: &'static str,
pub count: u32,
pub kind: VertexAttributeKind,
}
#[derive(Debug)]
pub struct VertexDescriptor {
pub vertex_attributes: &'static [VertexAttribute],
pub instance_attributes: &'static [VertexAttribute],
}
enum FBOTarget {
Read,
Draw,
}
/// Method of uploading texel data from CPU to GPU.
#[derive(Debug, Clone)]
pub enum UploadMethod {
/// Just call `glTexSubImage` directly with the CPU data pointer
Immediate,
/// Accumulate the changes in PBO first before transferring to a texture.
PixelBuffer(VertexUsageHint),
}
/// Plain old data that can be used to initialize a texture.
pub unsafe trait Texel: Copy + Default {
fn image_format() -> ImageFormat;
}
unsafe impl Texel for u8 {
fn image_format() -> ImageFormat { ImageFormat::R8 }
}
/// Returns the size in bytes of a depth target with the given dimensions.
fn depth_target_size_in_bytes(dimensions: &DeviceIntSize) -> usize {
// DEPTH24 textures generally reserve 3 bytes for depth and 1 byte
// for stencil, so we measure them as 32 bits.
let pixels = dimensions.width * dimensions.height;
(pixels as usize) * 4
}
pub fn get_gl_target(target: ImageBufferKind) -> gl::GLuint {
match target {
ImageBufferKind::Texture2D => gl::TEXTURE_2D,
ImageBufferKind::TextureRect => gl::TEXTURE_RECTANGLE,
ImageBufferKind::TextureExternal => gl::TEXTURE_EXTERNAL_OES,
ImageBufferKind::TextureExternalBT709 => gl::TEXTURE_EXTERNAL_OES,
}
}
pub fn from_gl_target(target: gl::GLuint) -> ImageBufferKind {
match target {
gl::TEXTURE_2D => ImageBufferKind::Texture2D,
gl::TEXTURE_RECTANGLE => ImageBufferKind::TextureRect,
gl::TEXTURE_EXTERNAL_OES => ImageBufferKind::TextureExternal,
_ => panic!("Unexpected target {:?}", target),
}
}
fn supports_extension(extensions: &[String], extension: &str) -> bool {
extensions.iter().any(|s| s == extension)
}
fn get_shader_version(gl: &dyn gl::Gl) -> ShaderVersion {
match gl.get_type() {
gl::GlType::Gl => ShaderVersion::Gl,
gl::GlType::Gles => ShaderVersion::Gles,
}
}
// Get an unoptimized shader string by name, from the built in resources or
// an override path, if supplied.
pub fn get_unoptimized_shader_source(shader_name: &str, base_path: Option<&PathBuf>) -> Cow<'static, str> {
if let Some(ref base) = base_path {
let shader_path = base.join(&format!("{}.glsl", shader_name));
Cow::Owned(shader_source_from_file(&shader_path))
} else {
Cow::Borrowed(
UNOPTIMIZED_SHADERS
.get(shader_name)
.expect("Shader not found")
.source
)
}
}
impl VertexAttributeKind {
fn size_in_bytes(&self) -> u32 {
match *self {
VertexAttributeKind::F32 => 4,
VertexAttributeKind::U8Norm => 1,
VertexAttributeKind::U16Norm => 2,
VertexAttributeKind::I32 => 4,
VertexAttributeKind::U16 => 2,
}
}
}
impl VertexAttribute {
fn size_in_bytes(&self) -> u32 {
self.count * self.kind.size_in_bytes()
}
fn bind_to_vao(
&self,
attr_index: gl::GLuint,
divisor: gl::GLuint,
stride: gl::GLint,
offset: gl::GLuint,
gl: &dyn gl::Gl,
) {
gl.enable_vertex_attrib_array(attr_index);
gl.vertex_attrib_divisor(attr_index, divisor);
match self.kind {
VertexAttributeKind::F32 => {
gl.vertex_attrib_pointer(
attr_index,
self.count as gl::GLint,
gl::FLOAT,
false,
stride,
offset,
);
}
VertexAttributeKind::U8Norm => {
gl.vertex_attrib_pointer(
attr_index,
self.count as gl::GLint,
gl::UNSIGNED_BYTE,
true,
stride,
offset,
);
}
VertexAttributeKind::U16Norm => {
gl.vertex_attrib_pointer(
attr_index,
self.count as gl::GLint,
gl::UNSIGNED_SHORT,
true,
stride,
offset,
);
}
VertexAttributeKind::I32 => {
gl.vertex_attrib_i_pointer(
attr_index,
self.count as gl::GLint,
gl::INT,
stride,
offset,
);
}
VertexAttributeKind::U16 => {
gl.vertex_attrib_i_pointer(
attr_index,
self.count as gl::GLint,
gl::UNSIGNED_SHORT,
stride,
offset,
);
}
}
}
}
impl VertexDescriptor {
fn instance_stride(&self) -> u32 {
self.instance_attributes
.iter()
.map(|attr| attr.size_in_bytes())
.sum()
}
fn bind_attributes(
attributes: &[VertexAttribute],
start_index: usize,
divisor: u32,
gl: &dyn gl::Gl,
vbo: VBOId,
) {
vbo.bind(gl);
let stride: u32 = attributes
.iter()
.map(|attr| attr.size_in_bytes())
.sum();
let mut offset = 0;
for (i, attr) in attributes.iter().enumerate() {
let attr_index = (start_index + i) as gl::GLuint;
attr.bind_to_vao(attr_index, divisor, stride as _, offset, gl);
offset += attr.size_in_bytes();
}
}
fn bind(&self, gl: &dyn gl::Gl, main: VBOId, instance: VBOId, instance_divisor: u32) {
Self::bind_attributes(self.vertex_attributes, 0, 0, gl, main);
if !self.instance_attributes.is_empty() {
Self::bind_attributes(
self.instance_attributes,
self.vertex_attributes.len(),
instance_divisor,
gl,
instance,
);
}
}
}
impl VBOId {
fn bind(&self, gl: &dyn gl::Gl) {
gl.bind_buffer(gl::ARRAY_BUFFER, self.0);
}
}
impl IBOId {
fn bind(&self, gl: &dyn gl::Gl) {
gl.bind_buffer(gl::ELEMENT_ARRAY_BUFFER, self.0);
}
}
impl FBOId {
fn bind(&self, gl: &dyn gl::Gl, target: FBOTarget) {
let target = match target {
FBOTarget::Read => gl::READ_FRAMEBUFFER,
FBOTarget::Draw => gl::DRAW_FRAMEBUFFER,
};
gl.bind_framebuffer(target, self.0);
}
}
pub struct Stream<'a> {
attributes: &'a [VertexAttribute],
vbo: VBOId,
}
pub struct VBO<V> {
id: gl::GLuint,
target: gl::GLenum,
allocated_count: usize,
marker: PhantomData<V>,
}
impl<V> VBO<V> {
pub fn allocated_count(&self) -> usize {
self.allocated_count
}
pub fn stream_with<'a>(&self, attributes: &'a [VertexAttribute]) -> Stream<'a> {
debug_assert_eq!(
mem::size_of::<V>(),
attributes.iter().map(|a| a.size_in_bytes() as usize).sum::<usize>()
);
Stream {
attributes,
vbo: VBOId(self.id),
}
}
}
impl<T> Drop for VBO<T> {
fn drop(&mut self) {
debug_assert!(thread::panicking() || self.id == 0);
}
}
#[cfg_attr(feature = "replay", derive(Clone))]
#[derive(Debug)]
pub struct ExternalTexture {
id: gl::GLuint,
target: gl::GLuint,
uv_rect: TexelRect,
image_rendering: ImageRendering,
}
impl ExternalTexture {
pub fn new(
id: u32,
target: ImageBufferKind,
uv_rect: TexelRect,
image_rendering: ImageRendering,
) -> Self {
ExternalTexture {
id,
target: get_gl_target(target),
uv_rect,
image_rendering,
}
}
#[cfg(feature = "replay")]
pub fn internal_id(&self) -> gl::GLuint {
self.id
}
pub fn get_uv_rect(&self) -> TexelRect {
self.uv_rect
}
}
bitflags! {
#[derive(Default, Debug, Copy, PartialEq, Eq, Clone, PartialOrd, Ord, Hash)]
pub struct TextureFlags: u32 {
/// This texture corresponds to one of the shared texture caches.
const IS_SHARED_TEXTURE_CACHE = 1 << 0;
}
}
/// WebRender interface to an OpenGL texture.
///
/// Because freeing a texture requires various device handles that are not
/// reachable from this struct, manual destruction via `Device` is required.
/// Our `Drop` implementation asserts that this has happened.
#[derive(Debug)]
pub struct Texture {
id: gl::GLuint,
target: gl::GLuint,
format: ImageFormat,
size: DeviceIntSize,
filter: TextureFilter,
flags: TextureFlags,
/// An internally mutable swizzling state that may change between batches.
active_swizzle: Cell<Swizzle>,
/// Framebuffer Object allowing this texture to be rendered to.
///
/// Empty if this texture is not used as a render target or if a depth buffer is needed.
fbo: Option<FBOId>,
/// Same as the above, but with a depth buffer attached.
///
/// FBOs are cheap to create but expensive to reconfigure (since doing so
/// invalidates framebuffer completeness caching). Moreover, rendering with
/// a depth buffer attached but the depth write+test disabled relies on the
/// driver to optimize it out of the rendering pass, which most drivers
/// probably do but, according to jgilbert, is best not to rely on.
///
/// So we lazily generate a second list of FBOs with depth. This list is
/// empty if this texture is not used as a render target _or_ if it is, but
/// the depth buffer has never been requested.
///
/// Note that we always fill fbo, and then lazily create fbo_with_depth
/// when needed. We could make both lazy (i.e. render targets would have one
/// or the other, but not both, unless they were actually used in both
/// configurations). But that would complicate a lot of logic in this module,
/// and FBOs are cheap enough to create.
fbo_with_depth: Option<FBOId>,
last_frame_used: GpuFrameId,
}
impl Texture {
pub fn get_dimensions(&self) -> DeviceIntSize {
self.size
}
pub fn get_format(&self) -> ImageFormat {
self.format
}
pub fn get_filter(&self) -> TextureFilter {
self.filter
}
pub fn get_target(&self) -> ImageBufferKind {
from_gl_target(self.target)
}
pub fn supports_depth(&self) -> bool {
self.fbo_with_depth.is_some()
}
pub fn last_frame_used(&self) -> GpuFrameId {
self.last_frame_used
}
pub fn used_in_frame(&self, frame_id: GpuFrameId) -> bool {
self.last_frame_used == frame_id
}
pub fn is_render_target(&self) -> bool {
self.fbo.is_some()
}
/// Returns true if this texture was used within `threshold` frames of
/// the current frame.
pub fn used_recently(&self, current_frame_id: GpuFrameId, threshold: usize) -> bool {
self.last_frame_used + threshold >= current_frame_id
}
/// Returns the flags for this texture.
pub fn flags(&self) -> &TextureFlags {
&self.flags
}
/// Returns a mutable borrow of the flags for this texture.
pub fn flags_mut(&mut self) -> &mut TextureFlags {
&mut self.flags
}
/// Returns the number of bytes (generally in GPU memory) that this texture
/// consumes.
pub fn size_in_bytes(&self) -> usize {
let bpp = self.format.bytes_per_pixel() as usize;
let w = self.size.width as usize;
let h = self.size.height as usize;
bpp * w * h
}
#[cfg(feature = "replay")]
pub fn into_external(mut self) -> ExternalTexture {
let ext = ExternalTexture {
id: self.id,
target: self.target,
// TODO(gw): Support custom UV rect for external textures during captures
uv_rect: TexelRect::new(
0.0,
0.0,
self.size.width as f32,
self.size.height as f32,
),
image_rendering: ImageRendering::Auto,
};
self.id = 0; // don't complain, moved out
ext
}
}
impl Drop for Texture {
fn drop(&mut self) {
debug_assert!(thread::panicking() || self.id == 0);
}
}
pub struct Program {
id: gl::GLuint,
u_transform: gl::GLint,
u_texture_size: gl::GLint,
source_info: ProgramSourceInfo,
is_initialized: bool,
}
impl Program {
pub fn is_initialized(&self) -> bool {
self.is_initialized
}
}
impl Drop for Program {
fn drop(&mut self) {
debug_assert!(
thread::panicking() || self.id == 0,
"renderer::deinit not called"
);
}
}
pub struct CustomVAO {
id: gl::GLuint,
}
impl Drop for CustomVAO {
fn drop(&mut self) {
debug_assert!(
thread::panicking() || self.id == 0,
"renderer::deinit not called"
);
}
}
pub struct VAO {
id: gl::GLuint,
ibo_id: IBOId,
main_vbo_id: VBOId,
instance_vbo_id: VBOId,
instance_stride: usize,
instance_divisor: u32,
owns_vertices_and_indices: bool,
}
impl Drop for VAO {
fn drop(&mut self) {
debug_assert!(
thread::panicking() || self.id == 0,
"renderer::deinit not called"
);
}
}
#[derive(Debug)]
pub struct PBO {
id: gl::GLuint,
reserved_size: usize,
}
impl PBO {
pub fn get_reserved_size(&self) -> usize {
self.reserved_size
}
}
impl Drop for PBO {
fn drop(&mut self) {
debug_assert!(
thread::panicking() || self.id == 0,
"renderer::deinit not called or PBO not returned to pool"
);
}
}
pub struct BoundPBO<'a> {
device: &'a mut Device,
pub data: &'a [u8]
}
impl<'a> Drop for BoundPBO<'a> {
fn drop(&mut self) {
self.device.gl.unmap_buffer(gl::PIXEL_PACK_BUFFER);
self.device.gl.bind_buffer(gl::PIXEL_PACK_BUFFER, 0);
}
}
#[derive(PartialEq, Eq, Hash, Debug, Copy, Clone)]
pub struct FBOId(gl::GLuint);
#[derive(PartialEq, Eq, Hash, Debug, Copy, Clone)]
pub struct RBOId(gl::GLuint);
#[derive(PartialEq, Eq, Hash, Debug, Copy, Clone)]
pub struct VBOId(gl::GLuint);
#[derive(PartialEq, Eq, Hash, Debug, Copy, Clone)]
struct IBOId(gl::GLuint);
#[derive(Clone, Debug)]
enum ProgramSourceType {
Unoptimized,
Optimized(ShaderVersion),
}
#[derive(Clone, Debug)]
pub struct ProgramSourceInfo {
base_filename: &'static str,
features: Vec<&'static str>,
full_name_cstr: Rc<std::ffi::CString>,
source_type: ProgramSourceType,
digest: ProgramSourceDigest,
}
impl ProgramSourceInfo {
fn new(
device: &Device,
name: &'static str,
features: &[&'static str],
) -> Self {
// Compute the digest. Assuming the device has a `ProgramCache`, this
// will always be needed, whereas the source is rarely needed.
use std::collections::hash_map::DefaultHasher;
use std::hash::Hasher;
// Setup.
let mut hasher = DefaultHasher::new();
let gl_version = get_shader_version(&*device.gl());
// Hash the renderer name.
hasher.write(device.capabilities.renderer_name.as_bytes());
let full_name = Self::make_full_name(name, features);
let optimized_source = if device.use_optimized_shaders {
OPTIMIZED_SHADERS.get(&(gl_version, &full_name)).or_else(|| {
warn!("Missing optimized shader source for {}", &full_name);
None
})
} else {
None
};
let source_type = match optimized_source {
Some(source_and_digest) => {
// Optimized shader sources are used as-is, without any run-time processing.
// The vertex and fragment shaders are different, so must both be hashed.
// We use the hashes that were computed at build time, and verify it in debug builds.
if cfg!(debug_assertions) {
let mut h = DefaultHasher::new();
h.write(source_and_digest.vert_source.as_bytes());
h.write(source_and_digest.frag_source.as_bytes());
let d: ProgramSourceDigest = h.into();
let digest = d.to_string();
debug_assert_eq!(digest, source_and_digest.digest);
hasher.write(digest.as_bytes());
} else {
hasher.write(source_and_digest.digest.as_bytes());
}
ProgramSourceType::Optimized(gl_version)
}
None => {
// For non-optimized sources we compute the hash by walking the static strings
// in the same order as we would when concatenating the source, to avoid
// heap-allocating in the common case.
//
// Note that we cheat a bit to make the hashing more efficient. First, the only
// difference between the vertex and fragment shader is a single deterministic
// define, so we don't need to hash both. Second, we precompute the digest of the
// expanded source file at build time, and then just hash that digest here.
let override_path = device.resource_override_path.as_ref();
let source_and_digest = UNOPTIMIZED_SHADERS.get(&name).expect("Shader not found");
// Hash the prefix string.
build_shader_prefix_string(
gl_version,
&features,
ShaderKind::Vertex,
&name,
&mut |s| hasher.write(s.as_bytes()),
);
// Hash the shader file contents. We use a precomputed digest, and
// verify it in debug builds.
if override_path.is_some() || cfg!(debug_assertions) {
let mut h = DefaultHasher::new();
build_shader_main_string(
&name,
&|f| get_unoptimized_shader_source(f, override_path),
&mut |s| h.write(s.as_bytes())
);
let d: ProgramSourceDigest = h.into();
let digest = format!("{}", d);
debug_assert!(override_path.is_some() || digest == source_and_digest.digest);
hasher.write(digest.as_bytes());
} else {
hasher.write(source_and_digest.digest.as_bytes());
}
ProgramSourceType::Unoptimized
}
};
// Finish.
ProgramSourceInfo {
base_filename: name,
features: features.to_vec(),
full_name_cstr: Rc::new(std::ffi::CString::new(full_name).unwrap()),
source_type,
digest: hasher.into(),
}
}
fn compute_source(&self, device: &Device, kind: ShaderKind) -> String {
let full_name = self.full_name();
match self.source_type {
ProgramSourceType::Optimized(gl_version) => {
let shader = OPTIMIZED_SHADERS
.get(&(gl_version, &full_name))
.unwrap_or_else(|| panic!("Missing optimized shader source for {}", full_name));
match kind {
ShaderKind::Vertex => shader.vert_source.to_string(),
ShaderKind::Fragment => shader.frag_source.to_string(),
}
},
ProgramSourceType::Unoptimized => {
let mut src = String::new();
device.build_shader_string(
&self.features,
kind,
self.base_filename,
|s| src.push_str(s),
);
src
}
}
}
fn make_full_name(base_filename: &'static str, features: &[&'static str]) -> String {
if features.is_empty() {
base_filename.to_string()
} else {
format!("{}_{}", base_filename, features.join("_"))
}
}
fn full_name(&self) -> String {
Self::make_full_name(self.base_filename, &self.features)
}
}
#[cfg_attr(feature = "serialize_program", derive(Deserialize, Serialize))]
pub struct ProgramBinary {
bytes: Vec<u8>,
format: gl::GLenum,
source_digest: ProgramSourceDigest,
}
impl ProgramBinary {
fn new(bytes: Vec<u8>,
format: gl::GLenum,
source_digest: ProgramSourceDigest) -> Self {
ProgramBinary {
bytes,
format,
source_digest,
}
}
/// Returns a reference to the source digest hash.
pub fn source_digest(&self) -> &ProgramSourceDigest {
&self.source_digest
}
}
/// The interfaces that an application can implement to handle ProgramCache update
pub trait ProgramCacheObserver {
fn save_shaders_to_disk(&self, entries: Vec<Arc<ProgramBinary>>);
fn set_startup_shaders(&self, entries: Vec<Arc<ProgramBinary>>);
fn try_load_shader_from_disk(&self, digest: &ProgramSourceDigest, program_cache: &Rc<ProgramCache>);
fn notify_program_binary_failed(&self, program_binary: &Arc<ProgramBinary>);
}
struct ProgramCacheEntry {
/// The binary.
binary: Arc<ProgramBinary>,
/// True if the binary has been linked, i.e. used for rendering.
linked: bool,
}
pub struct ProgramCache {
entries: RefCell<FastHashMap<ProgramSourceDigest, ProgramCacheEntry>>,
/// Optional trait object that allows the client
/// application to handle ProgramCache updating
program_cache_handler: Option<Box<dyn ProgramCacheObserver>>,
/// Programs that have not yet been cached to disk (by program_cache_handler)
pending_entries: RefCell<Vec<Arc<ProgramBinary>>>,
}
impl ProgramCache {
pub fn new(program_cache_observer: Option<Box<dyn ProgramCacheObserver>>) -> Rc<Self> {
Rc::new(
ProgramCache {
entries: RefCell::new(FastHashMap::default()),
program_cache_handler: program_cache_observer,
pending_entries: RefCell::new(Vec::default()),
}
)
}
/// Save any new program binaries to the disk cache, and if startup has
/// just completed then write the list of shaders to load on next startup.
fn update_disk_cache(&self, startup_complete: bool) {
if let Some(ref handler) = self.program_cache_handler {
if !self.pending_entries.borrow().is_empty() {
let pending_entries = self.pending_entries.replace(Vec::default());
handler.save_shaders_to_disk(pending_entries);
}
if startup_complete {
let startup_shaders = self.entries.borrow().values()
.filter(|e| e.linked).map(|e| e.binary.clone())
.collect::<Vec<_>>();
handler.set_startup_shaders(startup_shaders);
}
}
}
/// Add a new ProgramBinary to the cache.
/// This function is typically used after compiling and linking a new program.
/// The binary will be saved to disk the next time update_disk_cache() is called.
fn add_new_program_binary(&self, program_binary: Arc<ProgramBinary>) {
self.pending_entries.borrow_mut().push(program_binary.clone());
let digest = program_binary.source_digest.clone();
let entry = ProgramCacheEntry {
binary: program_binary,
linked: true,
};
self.entries.borrow_mut().insert(digest, entry);
}
/// Load ProgramBinary to ProgramCache.
/// The function is typically used to load ProgramBinary from disk.
#[cfg(feature = "serialize_program")]
pub fn load_program_binary(&self, program_binary: Arc<ProgramBinary>) {
let digest = program_binary.source_digest.clone();
let entry = ProgramCacheEntry {
binary: program_binary,
linked: false,
};
self.entries.borrow_mut().insert(digest, entry);
}
/// Returns the number of bytes allocated for shaders in the cache.
pub fn report_memory(&self, op: VoidPtrToSizeFn) -> usize {
self.entries.borrow().values()
.map(|e| unsafe { op(e.binary.bytes.as_ptr() as *const c_void ) })
.sum()
}
}
#[derive(Debug, Copy, Clone)]
pub enum VertexUsageHint {
Static,
Dynamic,
Stream,
}
impl VertexUsageHint {
fn to_gl(&self) -> gl::GLuint {
match *self {
VertexUsageHint::Static => gl::STATIC_DRAW,
VertexUsageHint::Dynamic => gl::DYNAMIC_DRAW,
VertexUsageHint::Stream => gl::STREAM_DRAW,
}
}
}
#[derive(Copy, Clone, Debug)]
pub struct UniformLocation(#[allow(dead_code)] gl::GLint);
impl UniformLocation {
pub const INVALID: Self = UniformLocation(-1);
}
#[derive(Debug)]
pub struct Capabilities {
/// Whether multisampled render targets are supported.
pub supports_multisampling: bool,
/// Whether the function `glCopyImageSubData` is available.
pub supports_copy_image_sub_data: bool,
/// Whether the RGBAF32 textures can be bound to framebuffers.
pub supports_color_buffer_float: bool,
/// Whether the device supports persistently mapped buffers, via glBufferStorage.
pub supports_buffer_storage: bool,
/// Whether advanced blend equations are supported.
pub supports_advanced_blend_equation: bool,
/// Whether dual-source blending is supported.
pub supports_dual_source_blending: bool,
/// Whether KHR_debug is supported for getting debug messages from
/// the driver.
pub supports_khr_debug: bool,
/// Whether we can configure texture units to do swizzling on sampling.
pub supports_texture_swizzle: bool,
/// Whether the driver supports uploading to textures from a non-zero
/// offset within a PBO.
pub supports_nonzero_pbo_offsets: bool,
/// Whether the driver supports specifying the texture usage up front.
pub supports_texture_usage: bool,
/// Whether offscreen render targets can be partially updated.
pub supports_render_target_partial_update: bool,
/// Whether we can use SSBOs.
pub supports_shader_storage_object: bool,
/// Whether to enforce that texture uploads be batched regardless of what
/// the pref says.
pub requires_batched_texture_uploads: Option<bool>,
/// Whether we are able to ue glClear to clear regions of an alpha render target.
/// If false, we must use a shader to clear instead.
pub supports_alpha_target_clears: bool,
/// Whether we must perform a full unscissored glClear on alpha targets
/// prior to rendering.
pub requires_alpha_target_full_clear: bool,
/// Whether clearing a render target (immediately after binding it) is faster using a scissor
/// rect to clear just the required area, or clearing the entire target without a scissor rect.
pub prefers_clear_scissor: bool,
/// Whether the driver can correctly invalidate render targets. This can be
/// a worthwhile optimization, but is buggy on some devices.
pub supports_render_target_invalidate: bool,
/// Whether the driver can reliably upload data to R8 format textures.
pub supports_r8_texture_upload: bool,
/// Whether the extension QCOM_tiled_rendering is supported.
pub supports_qcom_tiled_rendering: bool,
/// Whether clip-masking is supported natively by the GL implementation
/// rather than emulated in shaders.
pub uses_native_clip_mask: bool,
/// Whether anti-aliasing is supported natively by the GL implementation
/// rather than emulated in shaders.
pub uses_native_antialiasing: bool,
/// Whether the extension GL_OES_EGL_image_external_essl3 is supported. If true, external
/// textures can be used as normal. If false, external textures can only be rendered with
/// certain shaders, and must first be copied in to regular textures for others.
pub supports_image_external_essl3: bool,
/// Whether the VAO must be rebound after an attached VBO has been orphaned.
pub requires_vao_rebind_after_orphaning: bool,
/// The name of the renderer, as reported by GL
pub renderer_name: String,
}
#[derive(Clone, Debug)]
pub enum ShaderError {
Compilation(String, String), // name, error message
Link(String, String), // name, error message
}
/// A refcounted depth target, which may be shared by multiple textures across
/// the device.
struct SharedDepthTarget {
/// The Render Buffer Object representing the depth target.
rbo_id: RBOId,
/// Reference count. When this drops to zero, the RBO is deleted.
refcount: usize,
}
#[cfg(debug_assertions)]
impl Drop for SharedDepthTarget {
fn drop(&mut self) {
debug_assert!(thread::panicking() || self.refcount == 0);
}
}
/// Describes for which texture formats to use the glTexStorage*
/// family of functions.
#[derive(PartialEq, Debug)]
enum TexStorageUsage {
Never,
NonBGRA8,
Always,
}
/// Describes a required alignment for a stride,
/// which can either be represented in bytes or pixels.
#[derive(Copy, Clone, Debug)]
pub enum StrideAlignment {
Bytes(NonZeroUsize),
Pixels(NonZeroUsize),
}
impl StrideAlignment {
pub fn num_bytes(&self, format: ImageFormat) -> NonZeroUsize {
match *self {
Self::Bytes(bytes) => bytes,
Self::Pixels(pixels) => {
assert!(format.bytes_per_pixel() > 0);
NonZeroUsize::new(pixels.get() * format.bytes_per_pixel() as usize).unwrap()
}
}
}
}
// We get 24 bits of Z value - use up 22 bits of it to give us
// 4 bits to account for GPU issues. This seems to manifest on
// some GPUs under certain perspectives due to z interpolation
// precision problems.
const RESERVE_DEPTH_BITS: i32 = 2;
pub struct Device {
gl: Rc<dyn gl::Gl>,
/// If non-None, |gl| points to a profiling wrapper, and this points to the
/// underling Gl instance.
base_gl: Option<Rc<dyn gl::Gl>>,
// device state
bound_textures: [gl::GLuint; 16],
bound_program: gl::GLuint,
bound_program_name: Rc<std::ffi::CString>,
bound_vao: gl::GLuint,
bound_read_fbo: (FBOId, DeviceIntPoint),
bound_draw_fbo: FBOId,
default_read_fbo: FBOId,
default_draw_fbo: FBOId,
/// Track depth state for assertions. Note that the default FBO has depth,
/// so this defaults to true.
depth_available: bool,
upload_method: UploadMethod,
use_batched_texture_uploads: bool,
/// Whether to use draw calls instead of regular blitting commands.
///
/// Note: this currently only applies to the batched texture uploads
/// path.
use_draw_calls_for_texture_copy: bool,
/// Number of pixels below which we prefer batched uploads.
batched_upload_threshold: i32,
// HW or API capabilities
capabilities: Capabilities,
color_formats: TextureFormatPair<ImageFormat>,
bgra_formats: TextureFormatPair<gl::GLuint>,
bgra_pixel_type: gl::GLuint,
swizzle_settings: SwizzleSettings,
depth_format: gl::GLuint,
/// Map from texture dimensions to shared depth buffers for render targets.
///
/// Render targets often have the same width/height, so we can save memory
/// by sharing these across targets.
depth_targets: FastHashMap<DeviceIntSize, SharedDepthTarget>,
// debug
inside_frame: bool,
crash_annotator: Option<Box<dyn CrashAnnotator>>,
annotate_draw_call_crashes: bool,
// resources
resource_override_path: Option<PathBuf>,
/// Whether to use shaders that have been optimized at build time.
use_optimized_shaders: bool,
max_texture_size: i32,
cached_programs: Option<Rc<ProgramCache>>,
// Frame counter. This is used to map between CPU
// frames and GPU frames.
frame_id: GpuFrameId,
/// When to use glTexStorage*. We prefer this over glTexImage* because it
/// guarantees that mipmaps won't be generated (which they otherwise are on
/// some drivers, particularly ANGLE). However, it is not always supported
/// at all, or for BGRA8 format. If it's not supported for the required
/// format, we fall back to glTexImage*.
texture_storage_usage: TexStorageUsage,
/// Required stride alignment for pixel transfers. This may be required for
/// correctness reasons due to driver bugs, or for performance reasons to
/// ensure we remain on the fast-path for transfers.
required_pbo_stride: StrideAlignment,
/// Whether we must ensure the source strings passed to glShaderSource()
/// are null-terminated, to work around driver bugs.
requires_null_terminated_shader_source: bool,
/// Whether we must unbind any texture from GL_TEXTURE_EXTERNAL_OES before
/// binding to GL_TEXTURE_2D, to work around an android emulator bug.
requires_texture_external_unbind: bool,
///
is_software_webrender: bool,
// GL extensions
extensions: Vec<String>,
/// Dumps the source of the shader with the given name
dump_shader_source: Option<String>,
surface_origin_is_top_left: bool,
/// A debug boolean for tracking if the shader program has been set after
/// a blend mode change.
///
/// This is needed for compatibility with next-gen
/// GPU APIs that switch states using "pipeline object" that bundles
/// together the blending state with the shader.
///
/// Having the constraint of always binding the shader last would allow
/// us to have the "pipeline object" bound at that time. Without this
/// constraint, we'd either have to eagerly bind the "pipeline object"
/// on changing either the shader or the blend more, or lazily bind it
/// at draw call time, neither of which is desirable.
#[cfg(debug_assertions)]
shader_is_ready: bool,
// count created/deleted textures to report in the profiler.
pub textures_created: u32,
pub textures_deleted: u32,
}
/// Contains the parameters necessary to bind a draw target.
#[derive(Clone, Copy, Debug)]
pub enum DrawTarget {
/// Use the device's default draw target, with the provided dimensions,
/// which are used to set the viewport.
Default {
/// Target rectangle to draw.
rect: FramebufferIntRect,
/// Total size of the target.
total_size: FramebufferIntSize,
surface_origin_is_top_left: bool,
},
/// Use the provided texture.
Texture {
/// Size of the texture in pixels
dimensions: DeviceIntSize,
/// Whether to draw with the texture's associated depth target
with_depth: bool,
/// FBO that corresponds to the selected layer / depth mode
fbo_id: FBOId,
/// Native GL texture ID
id: gl::GLuint,
/// Native GL texture target
target: gl::GLuint,
},
/// Use an FBO attached to an external texture.
External {
fbo: FBOId,
size: FramebufferIntSize,
},
/// An OS compositor surface
NativeSurface {
offset: DeviceIntPoint,
external_fbo_id: u32,
dimensions: DeviceIntSize,
},
}
impl DrawTarget {
pub fn new_default(size: DeviceIntSize, surface_origin_is_top_left: bool) -> Self {
let total_size = device_size_as_framebuffer_size(size);
DrawTarget::Default {
rect: total_size.into(),
total_size,
surface_origin_is_top_left,
}
}
/// Returns true if this draw target corresponds to the default framebuffer.
pub fn is_default(&self) -> bool {
match *self {
DrawTarget::Default {..} => true,
_ => false,
}
}
pub fn from_texture(
texture: &Texture,
with_depth: bool,
) -> Self {
let fbo_id = if with_depth {
texture.fbo_with_depth.unwrap()
} else {
texture.fbo.unwrap()
};
DrawTarget::Texture {
dimensions: texture.get_dimensions(),
fbo_id,
with_depth,
id: texture.id,
target: texture.target,
}
}
/// Returns the dimensions of this draw-target.
pub fn dimensions(&self) -> DeviceIntSize {
match *self {
DrawTarget::Default { total_size, .. } => total_size.cast_unit(),
DrawTarget::Texture { dimensions, .. } => dimensions,
DrawTarget::External { size, .. } => size.cast_unit(),
DrawTarget::NativeSurface { dimensions, .. } => dimensions,
}
}
pub fn offset(&self) -> DeviceIntPoint {
match *self {
DrawTarget::Default { .. } |
DrawTarget::Texture { .. } |
DrawTarget::External { .. } => {
DeviceIntPoint::zero()
}
DrawTarget::NativeSurface { offset, .. } => offset,
}
}
pub fn to_framebuffer_rect(&self, device_rect: DeviceIntRect) -> FramebufferIntRect {
let mut fb_rect = device_rect_as_framebuffer_rect(&device_rect);
match *self {
DrawTarget::Default { ref rect, surface_origin_is_top_left, .. } => {
// perform a Y-flip here
if !surface_origin_is_top_left {
let w = fb_rect.width();
let h = fb_rect.height();
fb_rect.min.x = fb_rect.min.x + rect.min.x;
fb_rect.min.y = rect.max.y - fb_rect.max.y;
fb_rect.max.x = fb_rect.min.x + w;
fb_rect.max.y = fb_rect.min.y + h;
}
}
DrawTarget::Texture { .. } | DrawTarget::External { .. } | DrawTarget::NativeSurface { .. } => (),
}
fb_rect
}
pub fn surface_origin_is_top_left(&self) -> bool {
match *self {
DrawTarget::Default { surface_origin_is_top_left, .. } => surface_origin_is_top_left,
DrawTarget::Texture { .. } | DrawTarget::External { .. } | DrawTarget::NativeSurface { .. } => true,
}
}
/// Given a scissor rect, convert it to the right coordinate space
/// depending on the draw target kind. If no scissor rect was supplied,
/// returns a scissor rect that encloses the entire render target.
pub fn build_scissor_rect(
&self,
scissor_rect: Option<DeviceIntRect>,
) -> FramebufferIntRect {
let dimensions = self.dimensions();
match scissor_rect {
Some(scissor_rect) => match *self {
DrawTarget::Default { ref rect, .. } => {
self.to_framebuffer_rect(scissor_rect)
.intersection(rect)
.unwrap_or_else(FramebufferIntRect::zero)
}
DrawTarget::NativeSurface { offset, .. } => {
device_rect_as_framebuffer_rect(&scissor_rect.translate(offset.to_vector()))
}
DrawTarget::Texture { .. } | DrawTarget::External { .. } => {
device_rect_as_framebuffer_rect(&scissor_rect)
}
}
None => {
FramebufferIntRect::from_size(
device_size_as_framebuffer_size(dimensions),
)
}
}
}
}
/// Contains the parameters necessary to bind a texture-backed read target.
#[derive(Clone, Copy, Debug)]
pub enum ReadTarget {
/// Use the device's default draw target.
Default,
/// Use the provided texture,
Texture {
/// ID of the FBO to read from.
fbo_id: FBOId,
},
/// Use an FBO attached to an external texture.
External {
fbo: FBOId,
},
/// An FBO bound to a native (OS compositor) surface
NativeSurface {
fbo_id: FBOId,
offset: DeviceIntPoint,
},
}
impl ReadTarget {
pub fn from_texture(
texture: &Texture,
) -> Self {
ReadTarget::Texture {
fbo_id: texture.fbo.unwrap(),
}
}
fn offset(&self) -> DeviceIntPoint {
match *self {
ReadTarget::Default |
ReadTarget::Texture { .. } |
ReadTarget::External { .. } => {
DeviceIntPoint::zero()
}
ReadTarget::NativeSurface { offset, .. } => {
offset
}
}
}
}
impl From<DrawTarget> for ReadTarget {
fn from(t: DrawTarget) -> Self {
match t {
DrawTarget::Default { .. } => {
ReadTarget::Default
}
DrawTarget::NativeSurface { external_fbo_id, offset, .. } => {
ReadTarget::NativeSurface {
fbo_id: FBOId(external_fbo_id),
offset,
}
}
DrawTarget::Texture { fbo_id, .. } => {
ReadTarget::Texture { fbo_id }
}
DrawTarget::External { fbo, .. } => {
ReadTarget::External { fbo }
}
}
}
}
/// Parses the major, release, and patch versions from a GL_VERSION string on
/// Mali devices. For example, for the version string
/// "OpenGL ES 3.2 v1.r36p0-01eac0.28ab3a577f105e026887e2b4c93552fb" this
/// returns Some((1, 36, 0)). Returns None if the version cannot be parsed.
fn parse_mali_version(version_string: &str) -> Option<(u32, u32, u32)> {
let (_prefix, version_string) = version_string.split_once("v")?;
let (v_str, version_string) = version_string.split_once(".r")?;
let v = v_str.parse().ok()?;
let (r_str, version_string) = version_string.split_once("p")?;
let r = r_str.parse().ok()?;
let (p_str, _) = version_string.split_once("-")?;
let p = p_str.parse().ok()?;
Some((v, r, p))
}
/// Returns whether this GPU belongs to the Mali Midgard family
fn is_mali_midgard(renderer_name: &str) -> bool {
renderer_name.starts_with("Mali-T")
}
/// Returns whether this GPU belongs to the Mali Bifrost family
fn is_mali_bifrost(renderer_name: &str) -> bool {
renderer_name == "Mali-G31"
|| renderer_name == "Mali-G51"
|| renderer_name == "Mali-G71"
|| renderer_name == "Mali-G52"
|| renderer_name == "Mali-G72"
|| renderer_name == "Mali-G76"
}
/// Returns whether this GPU belongs to the Mali Valhall family
fn is_mali_valhall(renderer_name: &str) -> bool {
// As new Valhall GPUs may be released in the future we match all Mali-G models, apart from
// Bifrost models (of which we don't expect any new ones to be released)
renderer_name.starts_with("Mali-G") && !is_mali_bifrost(renderer_name)
}
impl Device {
pub fn new(
mut gl: Rc<dyn gl::Gl>,
crash_annotator: Option<Box<dyn CrashAnnotator>>,
resource_override_path: Option<PathBuf>,
use_optimized_shaders: bool,
upload_method: UploadMethod,
batched_upload_threshold: i32,
cached_programs: Option<Rc<ProgramCache>>,
allow_texture_storage_support: bool,
allow_texture_swizzling: bool,
dump_shader_source: Option<String>,
surface_origin_is_top_left: bool,
panic_on_gl_error: bool,
) -> Device {
let mut max_texture_size = [0];
unsafe {
gl.get_integer_v(gl::MAX_TEXTURE_SIZE, &mut max_texture_size);
}
// We cap the max texture size at 16384. Some hardware report higher
// capabilities but get very unstable with very large textures.
// Bug 1702494 tracks re-evaluating this cap.
let max_texture_size = max_texture_size[0].min(16384);
let renderer_name = gl.get_string(gl::RENDERER);
info!("Renderer: {}", renderer_name);
let version_string = gl.get_string(gl::VERSION);
info!("Version: {}", version_string);
info!("Max texture size: {}", max_texture_size);
let mut extension_count = [0];
unsafe {
gl.get_integer_v(gl::NUM_EXTENSIONS, &mut extension_count);
}
let extension_count = extension_count[0] as gl::GLuint;
let mut extensions = Vec::new();
for i in 0 .. extension_count {
extensions.push(gl.get_string_i(gl::EXTENSIONS, i));
}
// On debug builds, assert that each GL call is error-free. We don't do
// this on release builds because the synchronous call can stall the
// pipeline.
// We block this on Mali Valhall GPUs as the extension's functions always return
// GL_OUT_OF_MEMORY, causing us to panic in debug builds.
let supports_khr_debug =
supports_extension(&extensions, "GL_KHR_debug") && !is_mali_valhall(&renderer_name);
if panic_on_gl_error || cfg!(debug_assertions) {
gl = gl::ErrorReactingGl::wrap(gl, move |gl, name, code| {
if supports_khr_debug {
Self::log_driver_messages(gl);
}
error!("Caught GL error {:x} at {}", code, name);
panic!("Caught GL error {:x} at {}", code, name);
});
}
if supports_extension(&extensions, "GL_ANGLE_provoking_vertex") {
gl.provoking_vertex_angle(gl::FIRST_VERTEX_CONVENTION);
}
let supports_texture_usage = supports_extension(&extensions, "GL_ANGLE_texture_usage");
// Our common-case image data in Firefox is BGRA, so we make an effort
// to use BGRA as the internal texture storage format to avoid the need
// to swizzle during upload. Currently we only do this on GLES (and thus
// for Windows, via ANGLE).
//
// On Mac, Apple docs [1] claim that BGRA is a more efficient internal
// format, but they don't support it with glTextureStorage. As a workaround,
// we pretend that it's RGBA8 for the purposes of texture transfers,
// but swizzle R with B for the texture sampling.
//
// We also need our internal format types to be sized, since glTexStorage*
// will reject non-sized internal format types.
//
// Unfortunately, with GL_EXT_texture_format_BGRA8888, BGRA8 is not a
// valid internal format (for glTexImage* or glTexStorage*) unless
// GL_EXT_texture_storage is also available [2][3], which is usually
// not the case on GLES 3 as the latter's functionality has been
// included by default but the former has not been updated.
// The extension is available on ANGLE, but on Android this usually
// means we must fall back to using unsized BGRA and glTexImage*.
//
// Overall, we have the following factors in play when choosing the formats:
// - with glTexStorage, the internal format needs to match the external format,
// or the driver would have to do the conversion, which is slow
// - on desktop GL, there is no BGRA internal format. However, initializing
// the textures with glTexImage as RGBA appears to use BGRA internally,
// preferring BGRA external data [4].
// - when glTexStorage + BGRA internal format is not supported,
// and the external data is BGRA, we have the following options:
// 1. use glTexImage with RGBA internal format, this costs us VRAM for mipmaps
// 2. use glTexStorage with RGBA internal format, this costs us the conversion by the driver
// 3. pretend we are uploading RGBA and set up the swizzling of the texture unit - this costs us batch breaks
//
// GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/
// opengl_texturedata.html#//apple_ref/doc/uid/TP40001987-CH407-SW22
// On the android emulator glTexImage fails to create textures larger than 3379.
// So we must use glTexStorage instead. See bug 1591436.
let is_emulator = renderer_name.starts_with("Android Emulator");
let avoid_tex_image = is_emulator;
let mut gl_version = [0; 2];
unsafe {
gl.get_integer_v(gl::MAJOR_VERSION, &mut gl_version[0..1]);
gl.get_integer_v(gl::MINOR_VERSION, &mut gl_version[1..2]);
}
info!("GL context {:?} {}.{}", gl.get_type(), gl_version[0], gl_version[1]);
// We block texture storage on mac because it doesn't support BGRA
let supports_texture_storage = allow_texture_storage_support && !cfg!(target_os = "macos") &&
match gl.get_type() {
gl::GlType::Gl => supports_extension(&extensions, "GL_ARB_texture_storage"),
gl::GlType::Gles => true,
};
// The GL_EXT_texture_format_BGRA8888 extension allows us to use BGRA as an internal format
// with glTexImage on GLES. However, we can only use BGRA8 as an internal format for
// glTexStorage when GL_EXT_texture_storage is also explicitly supported. This is because
// glTexStorage was added in GLES 3, but GL_EXT_texture_format_BGRA8888 was written against
// GLES 2 and GL_EXT_texture_storage.
// To complicate things even further, some Intel devices claim to support both extensions
// but in practice do not allow BGRA to be used with glTexStorage.
let supports_gles_bgra = supports_extension(&extensions, "GL_EXT_texture_format_BGRA8888");
let supports_texture_storage_with_gles_bgra = supports_gles_bgra
&& supports_extension(&extensions, "GL_EXT_texture_storage")
&& !renderer_name.starts_with("Intel(R) HD Graphics for BayTrail")
&& !renderer_name.starts_with("Intel(R) HD Graphics for Atom(TM) x5/x7");
let supports_texture_swizzle = allow_texture_swizzling &&
match gl.get_type() {
gl::GlType::Gl => gl_version >= [3, 3] ||
supports_extension(&extensions, "GL_ARB_texture_swizzle"),
gl::GlType::Gles => true,
};
let (color_formats, bgra_formats, bgra_pixel_type, bgra8_sampling_swizzle, texture_storage_usage) = match gl.get_type() {
// There is `glTexStorage`, use it and expect RGBA on the input.
gl::GlType::Gl if supports_texture_storage && supports_texture_swizzle => (
TextureFormatPair::from(ImageFormat::RGBA8),
TextureFormatPair { internal: gl::RGBA8, external: gl::RGBA },
gl::UNSIGNED_BYTE,
Swizzle::Bgra, // pretend it's RGBA, rely on swizzling
TexStorageUsage::Always
),
// There is no `glTexStorage`, upload as `glTexImage` with BGRA input.
gl::GlType::Gl => (
TextureFormatPair { internal: ImageFormat::BGRA8, external: ImageFormat::BGRA8 },
TextureFormatPair { internal: gl::RGBA, external: gl::BGRA },
gl::UNSIGNED_INT_8_8_8_8_REV,
Swizzle::Rgba, // converted on uploads by the driver, no swizzling needed
TexStorageUsage::Never
),
// glTexStorage is always supported in GLES 3, but because the GL_EXT_texture_storage
// extension is supported we can use glTexStorage with BGRA8 as the internal format.
// Prefer BGRA textures over RGBA.
gl::GlType::Gles if supports_texture_storage_with_gles_bgra => (
TextureFormatPair::from(ImageFormat::BGRA8),
TextureFormatPair { internal: gl::BGRA8_EXT, external: gl::BGRA_EXT },
gl::UNSIGNED_BYTE,
Swizzle::Rgba, // no conversion needed
TexStorageUsage::Always,
),
// BGRA is not supported as an internal format with glTexStorage, therefore we will
// use RGBA textures instead and pretend BGRA data is RGBA when uploading.
// The swizzling will happen at the texture unit.
gl::GlType::Gles if supports_texture_swizzle => (
TextureFormatPair::from(ImageFormat::RGBA8),
TextureFormatPair { internal: gl::RGBA8, external: gl::RGBA },
gl::UNSIGNED_BYTE,
Swizzle::Bgra, // pretend it's RGBA, rely on swizzling
TexStorageUsage::Always,
),
// BGRA is not supported as an internal format with glTexStorage, and we cannot use
// swizzling either. Therefore prefer BGRA textures over RGBA, but use glTexImage
// to initialize BGRA textures. glTexStorage can still be used for other formats.
gl::GlType::Gles if supports_gles_bgra && !avoid_tex_image => (
TextureFormatPair::from(ImageFormat::BGRA8),
TextureFormatPair::from(gl::BGRA_EXT),
gl::UNSIGNED_BYTE,
Swizzle::Rgba, // no conversion needed
TexStorageUsage::NonBGRA8,
),
// Neither BGRA or swizzling are supported. GLES does not allow format conversion
// during upload so we must use RGBA textures and pretend BGRA data is RGBA when
// uploading. Images may be rendered incorrectly as a result.
gl::GlType::Gles => {
warn!("Neither BGRA or texture swizzling are supported. Images may be rendered incorrectly.");
(
TextureFormatPair::from(ImageFormat::RGBA8),
TextureFormatPair { internal: gl::RGBA8, external: gl::RGBA },
gl::UNSIGNED_BYTE,
Swizzle::Rgba,
TexStorageUsage::Always,
)
}
};
let is_software_webrender = renderer_name.starts_with("Software WebRender");
let upload_method = if is_software_webrender {
// Uploads in SWGL generally reduce to simple memory copies.
UploadMethod::Immediate
} else {
upload_method
};
// Prefer 24-bit depth format. While 16-bit depth also works, it may exhaust depth ids easily.
let depth_format = gl::DEPTH_COMPONENT24;
info!("GL texture cache {:?}, bgra {:?} swizzle {:?}, texture storage {:?}, depth {:?}",
color_formats, bgra_formats, bgra8_sampling_swizzle, texture_storage_usage, depth_format);
// On Mali-T devices glCopyImageSubData appears to stall the pipeline until any pending
// renders to the source texture have completed. On Mali-G, it has been observed to
// indefinitely hang in some circumstances. Using an alternative such as glBlitFramebuffer
// is preferable on such devices, so pretend we don't support glCopyImageSubData.
// See bugs 1669494 and 1677757.
let supports_copy_image_sub_data = if renderer_name.starts_with("Mali") {
false
} else {
supports_extension(&extensions, "GL_EXT_copy_image") ||
supports_extension(&extensions, "GL_ARB_copy_image")
};
// We have seen crashes on x86 PowerVR Rogue G6430 devices during GPU cache
// updates using the scatter shader. It seems likely that GL_EXT_color_buffer_float
// is broken. See bug 1709408.
let is_x86_powervr_rogue_g6430 = renderer_name.starts_with("PowerVR Rogue G6430")
&& cfg!(target_arch = "x86");
let supports_color_buffer_float = match gl.get_type() {
gl::GlType::Gl => true,
gl::GlType::Gles if is_x86_powervr_rogue_g6430 => false,
gl::GlType::Gles => supports_extension(&extensions, "GL_EXT_color_buffer_float"),
};
let is_adreno = renderer_name.starts_with("Adreno");
// There appears to be a driver bug on older versions of the Adreno
// driver which prevents usage of persistenly mapped buffers.
// See bugs 1678585 and 1683936.
// TODO: only disable feature for affected driver versions.
let supports_buffer_storage = if is_adreno {
false
} else {
supports_extension(&extensions, "GL_EXT_buffer_storage") ||
supports_extension(&extensions, "GL_ARB_buffer_storage")
};
// KHR_blend_equation_advanced renders incorrectly on Adreno
// devices. This has only been confirmed up to Adreno 5xx, and has been
// fixed for Android 9, so this condition could be made more specific.
let supports_advanced_blend_equation =
supports_extension(&extensions, "GL_KHR_blend_equation_advanced") &&
!is_adreno;
let supports_dual_source_blending = match gl.get_type() {
gl::GlType::Gl => supports_extension(&extensions,"GL_ARB_blend_func_extended") &&
supports_extension(&extensions,"GL_ARB_explicit_attrib_location"),
gl::GlType::Gles => supports_extension(&extensions,"GL_EXT_blend_func_extended"),
};
// Software webrender relies on the unoptimized shader source.
let use_optimized_shaders = use_optimized_shaders && !is_software_webrender;
// On the android emulator, and possibly some Mali devices, glShaderSource
// can crash if the source strings are not null-terminated.
// See bug 1591945 and bug 1799722.
let requires_null_terminated_shader_source = is_emulator || renderer_name == "Mali-T628"
|| renderer_name == "Mali-T720" || renderer_name == "Mali-T760";
// The android emulator gets confused if you don't explicitly unbind any texture
// from GL_TEXTURE_EXTERNAL_OES before binding another to GL_TEXTURE_2D. See bug 1636085.
let requires_texture_external_unbind = is_emulator;
let is_macos = cfg!(target_os = "macos");
// && renderer_name.starts_with("AMD");
// (XXX: we apply this restriction to all GPUs to handle switching)
let is_windows_angle = cfg!(target_os = "windows")
&& renderer_name.starts_with("ANGLE");
let is_adreno_3xx = renderer_name.starts_with("Adreno (TM) 3");
// Some GPUs require the stride of the data during texture uploads to be
// aligned to certain requirements, either for correctness or performance
// reasons.
let required_pbo_stride = if is_adreno_3xx {
// On Adreno 3xx, alignments of < 128 bytes can result in corrupted
// glyphs. See bug 1696039.
StrideAlignment::Bytes(NonZeroUsize::new(128).unwrap())
} else if is_adreno {
// On later Adreno devices it must be a multiple of 64 *pixels* to
// hit the fast path, meaning value in bytes varies with the texture
// format. This is purely an optimization.
StrideAlignment::Pixels(NonZeroUsize::new(64).unwrap())
} else if is_macos {
// On AMD Mac, it must always be a multiple of 256 bytes.
// We apply this restriction to all GPUs to handle switching
StrideAlignment::Bytes(NonZeroUsize::new(256).unwrap())
} else if is_windows_angle {
// On ANGLE-on-D3D, PBO texture uploads get incorrectly truncated
// if the stride is greater than the width * bpp.
StrideAlignment::Bytes(NonZeroUsize::new(1).unwrap())
} else {
// Other platforms may have similar requirements and should be added
// here. The default value should be 4 bytes.
StrideAlignment::Bytes(NonZeroUsize::new(4).unwrap())
};
// On AMD Macs there is a driver bug which causes some texture uploads
// from a non-zero offset within a PBO to fail. See bug 1603783.
let supports_nonzero_pbo_offsets = !is_macos;
// We have encountered several issues when only partially updating render targets on a
// variety of Mali GPUs. As a precaution avoid doing so on all Midgard and Bifrost GPUs.
// Valhall (eg Mali-Gx7 onwards) appears to be unnaffected. See bug 1691955, bug 1558374,
// and bug 1663355.
let supports_render_target_partial_update =
!is_mali_midgard(&renderer_name) && !is_mali_bifrost(&renderer_name);
let supports_shader_storage_object = match gl.get_type() {
gl::GlType::Gl => supports_extension(&extensions, "GL_ARB_shader_storage_buffer_object"),
gl::GlType::Gles => gl_version >= [3, 1],
};
// SWGL uses swgl_clipMask() instead of implementing clip-masking in shaders.
// This allows certain shaders to potentially bypass the more expensive alpha-
// pass variants if they know the alpha-pass was only required to deal with
// clip-masking.
let uses_native_clip_mask = is_software_webrender;
// SWGL uses swgl_antiAlias() instead of implementing anti-aliasing in shaders.
// As above, this allows bypassing certain alpha-pass variants.
let uses_native_antialiasing = is_software_webrender;
// If running on android with a mesa driver (eg intel chromebooks), parse the mesa version.
let mut android_mesa_version = None;
if cfg!(target_os = "android") && renderer_name.starts_with("Mesa") {
if let Some((_, mesa_version)) = version_string.split_once("Mesa ") {
if let Some((major_str, _)) = mesa_version.split_once(".") {
if let Ok(major) = major_str.parse::<i32>() {
android_mesa_version = Some(major);
}
}
}
}
// If the device supports OES_EGL_image_external_essl3 we can use it to render
// external images. If not, we must use the ESSL 1.0 OES_EGL_image_external
// extension instead.
// Mesa versions prior to 20.0 do not implement textureSize(samplerExternalOES),
// so we must use the fallback path.
let supports_image_external_essl3 = match android_mesa_version {
Some(major) if major < 20 => false,
_ => supports_extension(&extensions, "GL_OES_EGL_image_external_essl3"),
};
let mut requires_batched_texture_uploads = None;
if is_software_webrender {
// No benefit to batching texture uploads with swgl.
requires_batched_texture_uploads = Some(false);
} else if renderer_name.starts_with("Mali-G") {
// On Mali-Gxx the driver really struggles with many small texture uploads,
// and handles fewer, larger uploads better.
requires_batched_texture_uploads = Some(true);
}
// On Mali-Txxx devices we have observed crashes during draw calls when rendering
// to an alpha target immediately after using glClear to clear regions of it.
// Using a shader to clear the regions avoids the crash. See bug 1638593.
let supports_alpha_target_clears = !is_mali_midgard(&renderer_name);
// On Adreno 4xx devices with older drivers we have seen render tasks to alpha targets have
// no effect unless the target is fully cleared prior to rendering. See bug 1714227.
let is_adreno_4xx = renderer_name.starts_with("Adreno (TM) 4");
let requires_alpha_target_full_clear = is_adreno_4xx;
// Testing on Intel and nVidia GPUs, as well as software webrender, showed large performance
// wins applying a scissor rect when clearing render targets. Assume this is the best
// default. On mobile GPUs, however, it can be much more efficient to clear the entire
// render target. For now, enable the scissor everywhere except Android hardware
// webrender. We can tweak this further if needs be.
let prefers_clear_scissor = !cfg!(target_os = "android") || is_software_webrender;
let mut supports_render_target_invalidate = true;
// On PowerVR Rogue devices we have seen that invalidating render targets after we are done
// with them can incorrectly cause pending renders to be written to different targets
// instead. See bug 1719345.
let is_powervr_rogue = renderer_name.starts_with("PowerVR Rogue");
if is_powervr_rogue {
supports_render_target_invalidate = false;
}
// On Mali Valhall devices with a driver version v1.r36p0 we have seen that invalidating
// render targets can result in image corruption, perhaps due to subsequent reuses of the
// render target not correctly reinitializing them to a valid state. See bug 1787520.
if is_mali_valhall(&renderer_name) {
match parse_mali_version(&version_string) {
Some(version) if version >= (1, 36, 0) => supports_render_target_invalidate = false,
_ => {}
}
}
// On Linux we we have seen uploads to R8 format textures result in
// corruption on some AMD cards.
let supports_r8_texture_upload = if cfg!(target_os = "linux")
&& renderer_name.starts_with("AMD Radeon RX")
{
false
} else {
true
};
let supports_qcom_tiled_rendering = if is_adreno && version_string.contains("V@0490") {
// We have encountered rendering errors on a variety of Adreno GPUs specifically on
// driver version V@0490, so block this extension on that driver version. See bug 1828248.
false
} else if renderer_name == "Adreno (TM) 308" {
// And specifically on Areno 308 GPUs we have encountered rendering errors on driver
// versions V@331, V@415, and V@0502. We presume this therefore affects all driver
// versions. See bug 1843749 and bug 1847319.
false
} else {
supports_extension(&extensions, "GL_QCOM_tiled_rendering")
};
// On some Adreno 3xx devices the vertex array object must be unbound and rebound after
// an attached buffer has been orphaned.
let requires_vao_rebind_after_orphaning = is_adreno_3xx;
Device {
gl,
base_gl: None,
crash_annotator,
annotate_draw_call_crashes: false,
resource_override_path,
use_optimized_shaders,
upload_method,
use_batched_texture_uploads: requires_batched_texture_uploads.unwrap_or(false),
use_draw_calls_for_texture_copy: false,
batched_upload_threshold,
inside_frame: false,
capabilities: Capabilities {
supports_multisampling: false, //TODO
supports_copy_image_sub_data,
supports_color_buffer_float,
supports_buffer_storage,
supports_advanced_blend_equation,
supports_dual_source_blending,
supports_khr_debug,
supports_texture_swizzle,
supports_nonzero_pbo_offsets,
supports_texture_usage,
supports_render_target_partial_update,
supports_shader_storage_object,
requires_batched_texture_uploads,
supports_alpha_target_clears,
requires_alpha_target_full_clear,
prefers_clear_scissor,
supports_render_target_invalidate,
supports_r8_texture_upload,
supports_qcom_tiled_rendering,
uses_native_clip_mask,
uses_native_antialiasing,
supports_image_external_essl3,
requires_vao_rebind_after_orphaning,
renderer_name,
},
color_formats,
bgra_formats,
bgra_pixel_type,
swizzle_settings: SwizzleSettings {
bgra8_sampling_swizzle,
},
depth_format,
depth_targets: FastHashMap::default(),
bound_textures: [0; 16],
bound_program: 0,
bound_program_name: Rc::new(std::ffi::CString::new("").unwrap()),
bound_vao: 0,
bound_read_fbo: (FBOId(0), DeviceIntPoint::zero()),
bound_draw_fbo: FBOId(0),
default_read_fbo: FBOId(0),
default_draw_fbo: FBOId(0),
depth_available: true,
max_texture_size,
cached_programs,
frame_id: GpuFrameId(0),
extensions,
texture_storage_usage,
requires_null_terminated_shader_source,
requires_texture_external_unbind,
is_software_webrender,
required_pbo_stride,
dump_shader_source,
surface_origin_is_top_left,
#[cfg(debug_assertions)]
shader_is_ready: false,
textures_created: 0,
textures_deleted: 0,
}
}
pub fn gl(&self) -> &dyn gl::Gl {
&*self.gl
}
pub fn rc_gl(&self) -> &Rc<dyn gl::Gl> {
&self.gl
}
pub fn set_parameter(&mut self, param: &Parameter) {
match param {
Parameter::Bool(BoolParameter::PboUploads, enabled) => {
if !self.is_software_webrender {
self.upload_method = if *enabled {
UploadMethod::PixelBuffer(crate::ONE_TIME_USAGE_HINT)
} else {
UploadMethod::Immediate
};
}
}
Parameter::Bool(BoolParameter::BatchedUploads, enabled) => {
if self.capabilities.requires_batched_texture_uploads.is_none() {
self.use_batched_texture_uploads = *enabled;
}
}
Parameter::Bool(BoolParameter::DrawCallsForTextureCopy, enabled) => {
self.use_draw_calls_for_texture_copy = *enabled;
}
Parameter::Int(IntParameter::BatchedUploadThreshold, threshold) => {
self.batched_upload_threshold = *threshold;
}
_ => {}
}
}
/// Ensures that the maximum texture size is less than or equal to the
/// provided value. If the provided value is less than the value supported
/// by the driver, the latter is used.
pub fn clamp_max_texture_size(&mut self, size: i32) {
self.max_texture_size = self.max_texture_size.min(size);
}
/// Returns the limit on texture dimensions (width or height).
pub fn max_texture_size(&self) -> i32 {
self.max_texture_size
}
pub fn surface_origin_is_top_left(&self) -> bool {
self.surface_origin_is_top_left
}
pub fn get_capabilities(&self) -> &Capabilities {
&self.capabilities
}
pub fn preferred_color_formats(&self) -> TextureFormatPair<ImageFormat> {
self.color_formats.clone()
}
pub fn swizzle_settings(&self) -> Option<SwizzleSettings> {
if self.capabilities.supports_texture_swizzle {
Some(self.swizzle_settings)
} else {
None
}
}
pub fn depth_bits(&self) -> i32 {
match self.depth_format {
gl::DEPTH_COMPONENT16 => 16,
gl::DEPTH_COMPONENT24 => 24,
_ => panic!("Unknown depth format {:?}", self.depth_format),
}
}
// See gpu_types.rs where we declare the number of possible documents and
// number of items per document. This should match up with that.
pub fn max_depth_ids(&self) -> i32 {
return 1 << (self.depth_bits() - RESERVE_DEPTH_BITS);
}
pub fn ortho_near_plane(&self) -> f32 {
return -self.max_depth_ids() as f32;
}
pub fn ortho_far_plane(&self) -> f32 {
return (self.max_depth_ids() - 1) as f32;
}
pub fn required_pbo_stride(&self) -> StrideAlignment {
self.required_pbo_stride
}
pub fn upload_method(&self) -> &UploadMethod {
&self.upload_method
}
pub fn use_batched_texture_uploads(&self) -> bool {
self.use_batched_texture_uploads
}
pub fn use_draw_calls_for_texture_copy(&self) -> bool {
self.use_draw_calls_for_texture_copy
}
pub fn batched_upload_threshold(&self) -> i32 {
self.batched_upload_threshold
}
pub fn reset_state(&mut self) {
for i in 0 .. self.bound_textures.len() {
self.bound_textures[i] = 0;
self.gl.active_texture(gl::TEXTURE0 + i as gl::GLuint);
self.gl.bind_texture(gl::TEXTURE_2D, 0);
}
self.bound_vao = 0;
self.gl.bind_vertex_array(0);
self.bound_read_fbo = (self.default_read_fbo, DeviceIntPoint::zero());
self.gl.bind_framebuffer(gl::READ_FRAMEBUFFER, self.default_read_fbo.0);
self.bound_draw_fbo = self.default_draw_fbo;
self.gl.bind_framebuffer(gl::DRAW_FRAMEBUFFER, self.bound_draw_fbo.0);
}
#[cfg(debug_assertions)]
fn print_shader_errors(source: &str, log: &str) {
// hacky way to extract the offending lines
if !log.starts_with("0:") && !log.starts_with("0(") {
return;
}
let end_pos = match log[2..].chars().position(|c| !c.is_digit(10)) {
Some(pos) => 2 + pos,
None => return,
};
let base_line_number = match log[2 .. end_pos].parse::<usize>() {
Ok(number) if number >= 2 => number - 2,
_ => return,
};
for (line, prefix) in source.lines().skip(base_line_number).zip(&["|",">","|"]) {
error!("{}\t{}", prefix, line);
}
}
pub fn compile_shader(
&self,
name: &str,
shader_type: gl::GLenum,
source: &String,
) -> Result<gl::GLuint, ShaderError> {
debug!("compile {}", name);
let id = self.gl.create_shader(shader_type);
let mut new_source = Cow::from(source.as_str());
// Ensure the source strings we pass to glShaderSource are
// null-terminated on buggy platforms.
if self.requires_null_terminated_shader_source {
new_source.to_mut().push('\0');
}
self.gl.shader_source(id, &[new_source.as_bytes()]);
self.gl.compile_shader(id);
let log = self.gl.get_shader_info_log(id);
let mut status = [0];
unsafe {
self.gl.get_shader_iv(id, gl::COMPILE_STATUS, &mut status);
}
if status[0] == 0 {
let type_str = match shader_type {
gl::VERTEX_SHADER => "vertex",
gl::FRAGMENT_SHADER => "fragment",
_ => panic!("Unexpected shader type {:x}", shader_type),
};
error!("Failed to compile {} shader: {}\n{}", type_str, name, log);
#[cfg(debug_assertions)]
Self::print_shader_errors(source, &log);
Err(ShaderError::Compilation(name.to_string(), log))
} else {
if !log.is_empty() {
warn!("Warnings detected on shader: {}\n{}", name, log);
}
Ok(id)
}
}
pub fn begin_frame(&mut self) -> GpuFrameId {
debug_assert!(!self.inside_frame);
self.inside_frame = true;
#[cfg(debug_assertions)]
{
self.shader_is_ready = false;
}
self.textures_created = 0;
self.textures_deleted = 0;
// If our profiler state has changed, apply or remove the profiling
// wrapper from our GL context.
let being_profiled = profiler::thread_is_being_profiled();
let using_wrapper = self.base_gl.is_some();
// We can usually unwind driver stacks on x86 so we don't need to manually instrument
// gl calls there. Timestamps can be pretty expensive on Windows (2us each and perhaps
// an opportunity to be descheduled?) which makes the profiles gathered with this
// turned on less useful so only profile on ARM.
if cfg!(any(target_arch = "arm", target_arch = "aarch64"))
&& being_profiled
&& !using_wrapper
{
fn note(name: &str, duration: Duration) {
profiler::add_text_marker("OpenGL Calls", name, duration);
}
let threshold = Duration::from_millis(1);
let wrapped = gl::ProfilingGl::wrap(self.gl.clone(), threshold, note);
let base = mem::replace(&mut self.gl, wrapped);
self.base_gl = Some(base);
} else if !being_profiled && using_wrapper {
self.gl = self.base_gl.take().unwrap();
}
// Retrieve the currently set FBO.
let mut default_read_fbo = [0];
unsafe {
self.gl.get_integer_v(gl::READ_FRAMEBUFFER_BINDING, &mut default_read_fbo);
}
self.default_read_fbo = FBOId(default_read_fbo[0] as gl::GLuint);
let mut default_draw_fbo = [0];
unsafe {
self.gl.get_integer_v(gl::DRAW_FRAMEBUFFER_BINDING, &mut default_draw_fbo);
}
self.default_draw_fbo = FBOId(default_draw_fbo[0] as gl::GLuint);
// Shader state
self.bound_program = 0;
self.gl.use_program(0);
// Reset common state
self.reset_state();
// Pixel op state
self.gl.pixel_store_i(gl::UNPACK_ALIGNMENT, 1);
self.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, 0);
// Default is sampler 0, always
self.gl.active_texture(gl::TEXTURE0);
self.frame_id
}
fn bind_texture_impl(
&mut self,
slot: TextureSlot,
id: gl::GLuint,
target: gl::GLenum,
set_swizzle: Option<Swizzle>,
image_rendering: Option<ImageRendering>,
) {
debug_assert!(self.inside_frame);
if self.bound_textures[slot.0] != id || set_swizzle.is_some() || image_rendering.is_some() {
self.gl.active_texture(gl::TEXTURE0 + slot.0 as gl::GLuint);
// The android emulator gets confused if you don't explicitly unbind any texture
// from GL_TEXTURE_EXTERNAL_OES before binding to GL_TEXTURE_2D. See bug 1636085.
if target == gl::TEXTURE_2D && self.requires_texture_external_unbind {
self.gl.bind_texture(gl::TEXTURE_EXTERNAL_OES, 0);
}
self.gl.bind_texture(target, id);
if let Some(swizzle) = set_swizzle {
if self.capabilities.supports_texture_swizzle {
let components = match swizzle {
Swizzle::Rgba => [gl::RED, gl::GREEN, gl::BLUE, gl::ALPHA],
Swizzle::Bgra => [gl::BLUE, gl::GREEN, gl::RED, gl::ALPHA],
};
self.gl.tex_parameter_i(target, gl::TEXTURE_SWIZZLE_R, components[0] as i32);
self.gl.tex_parameter_i(target, gl::TEXTURE_SWIZZLE_G, components[1] as i32);
self.gl.tex_parameter_i(target, gl::TEXTURE_SWIZZLE_B, components[2] as i32);
self.gl.tex_parameter_i(target, gl::TEXTURE_SWIZZLE_A, components[3] as i32);
} else {
debug_assert_eq!(swizzle, Swizzle::default());
}
}
if let Some(image_rendering) = image_rendering {
let filter = match image_rendering {
ImageRendering::Auto | ImageRendering::CrispEdges => gl::LINEAR,
ImageRendering::Pixelated => gl::NEAREST,
};
self.gl.tex_parameter_i(target, gl::TEXTURE_MIN_FILTER, filter as i32);
self.gl.tex_parameter_i(target, gl::TEXTURE_MAG_FILTER, filter as i32);
}
self.gl.active_texture(gl::TEXTURE0);
self.bound_textures[slot.0] = id;
}
}
pub fn bind_texture<S>(&mut self, slot: S, texture: &Texture, swizzle: Swizzle)
where
S: Into<TextureSlot>,
{
let old_swizzle = texture.active_swizzle.replace(swizzle);
let set_swizzle = if old_swizzle != swizzle {
Some(swizzle)
} else {
None
};
self.bind_texture_impl(slot.into(), texture.id, texture.target, set_swizzle, None);
}
pub fn bind_external_texture<S>(&mut self, slot: S, external_texture: &ExternalTexture)
where
S: Into<TextureSlot>,
{
self.bind_texture_impl(
slot.into(),
external_texture.id,
external_texture.target,
None,
Some(external_texture.image_rendering),
);
}
pub fn bind_read_target_impl(
&mut self,
fbo_id: FBOId,
offset: DeviceIntPoint,
) {
debug_assert!(self.inside_frame);
if self.bound_read_fbo != (fbo_id, offset) {
fbo_id.bind(self.gl(), FBOTarget::Read);
}
self.bound_read_fbo = (fbo_id, offset);
}
pub fn bind_read_target(&mut self, target: ReadTarget) {
let fbo_id = match target {
ReadTarget::Default => self.default_read_fbo,
ReadTarget::Texture { fbo_id } => fbo_id,
ReadTarget::External { fbo } => fbo,
ReadTarget::NativeSurface { fbo_id, .. } => fbo_id,
};
self.bind_read_target_impl(fbo_id, target.offset())
}
fn bind_draw_target_impl(&mut self, fbo_id: FBOId) {
debug_assert!(self.inside_frame);
if self.bound_draw_fbo != fbo_id {
self.bound_draw_fbo = fbo_id;
fbo_id.bind(self.gl(), FBOTarget::Draw);
}
}
pub fn reset_read_target(&mut self) {
let fbo = self.default_read_fbo;
self.bind_read_target_impl(fbo, DeviceIntPoint::zero());
}
pub fn reset_draw_target(&mut self) {
let fbo = self.default_draw_fbo;
self.bind_draw_target_impl(fbo);
self.depth_available = true;
}
pub fn bind_draw_target(
&mut self,
target: DrawTarget,
) {
let (fbo_id, rect, depth_available) = match target {
DrawTarget::Default { rect, .. } => {
(self.default_draw_fbo, rect, false)
}
DrawTarget::Texture { dimensions, fbo_id, with_depth, .. } => {
let rect = FramebufferIntRect::from_size(
device_size_as_framebuffer_size(dimensions),
);
(fbo_id, rect, with_depth)
},
DrawTarget::External { fbo, size } => {
(fbo, size.into(), false)
}
DrawTarget::NativeSurface { external_fbo_id, offset, dimensions, .. } => {
(
FBOId(external_fbo_id),
device_rect_as_framebuffer_rect(&DeviceIntRect::from_origin_and_size(offset, dimensions)),
true
)
}
};
self.depth_available = depth_available;
self.bind_draw_target_impl(fbo_id);
self.gl.viewport(
rect.min.x,
rect.min.y,
rect.width(),
rect.height(),
);
}
/// Creates an unbound FBO object. Additional attachment API calls are
/// required to make it complete.
pub fn create_fbo(&mut self) -> FBOId {
FBOId(self.gl.gen_framebuffers(1)[0])
}
/// Creates an FBO with the given texture bound as the color attachment.
pub fn create_fbo_for_external_texture(&mut self, texture_id: u32) -> FBOId {
let fbo = self.create_fbo();
fbo.bind(self.gl(), FBOTarget::Draw);
self.gl.framebuffer_texture_2d(
gl::DRAW_FRAMEBUFFER,
gl::COLOR_ATTACHMENT0,
gl::TEXTURE_2D,
texture_id,
0,
);
debug_assert_eq!(
self.gl.check_frame_buffer_status(gl::DRAW_FRAMEBUFFER),
gl::FRAMEBUFFER_COMPLETE,
"Incomplete framebuffer",
);
self.bound_draw_fbo.bind(self.gl(), FBOTarget::Draw);
fbo
}
pub fn delete_fbo(&mut self, fbo: FBOId) {
self.gl.delete_framebuffers(&[fbo.0]);
}
pub fn bind_external_draw_target(&mut self, fbo_id: FBOId) {
debug_assert!(self.inside_frame);
if self.bound_draw_fbo != fbo_id {
self.bound_draw_fbo = fbo_id;
fbo_id.bind(self.gl(), FBOTarget::Draw);
}
}
/// Link a program, attaching the supplied vertex format.
///
/// If `create_program()` finds a binary shader on disk, it will kick
/// off linking immediately, which some drivers (notably ANGLE) run
/// in parallel on background threads. As such, this function should
/// ideally be run sometime later, to give the driver time to do that
/// before blocking due to an API call accessing the shader.
///
/// This generally means that the first run of the application will have
/// to do a bunch of blocking work to compile the shader from source, but
/// subsequent runs should load quickly.
pub fn link_program(
&mut self,
program: &mut Program,
descriptor: &VertexDescriptor,
) -> Result<(), ShaderError> {
profile_scope!("compile shader");
let _guard = CrashAnnotatorGuard::new(
&self.crash_annotator,
CrashAnnotation::CompileShader,
&program.source_info.full_name_cstr
);
assert!(!program.is_initialized());
let mut build_program = true;
let info = &program.source_info;
// See if we hit the binary shader cache
if let Some(ref cached_programs) = self.cached_programs {
// If the shader is not in the cache, attempt to load it from disk
if cached_programs.entries.borrow().get(&program.source_info.digest).is_none() {
if let Some(ref handler) = cached_programs.program_cache_handler {
handler.try_load_shader_from_disk(&program.source_info.digest, cached_programs);
if let Some(entry) = cached_programs.entries.borrow().get(&program.source_info.digest) {
self.gl.program_binary(program.id, entry.binary.format, &entry.binary.bytes);
}
}
}
if let Some(entry) = cached_programs.entries.borrow_mut().get_mut(&info.digest) {
let mut link_status = [0];
unsafe {
self.gl.get_program_iv(program.id, gl::LINK_STATUS, &mut link_status);
}
if link_status[0] == 0 {
let error_log = self.gl.get_program_info_log(program.id);
error!(
"Failed to load a program object with a program binary: {} renderer {}\n{}",
&info.base_filename,
self.capabilities.renderer_name,
error_log
);
if let Some(ref program_cache_handler) = cached_programs.program_cache_handler {
program_cache_handler.notify_program_binary_failed(&entry.binary);
}
} else {
entry.linked = true;
build_program = false;
}
}
}
// If not, we need to do a normal compile + link pass.
if build_program {
// Compile the vertex shader
let vs_source = info.compute_source(self, ShaderKind::Vertex);
let vs_id = match self.compile_shader(&info.full_name(), gl::VERTEX_SHADER, &vs_source) {
Ok(vs_id) => vs_id,
Err(err) => return Err(err),
};
// Compile the fragment shader
let fs_source = info.compute_source(self, ShaderKind::Fragment);
let fs_id =
match self.compile_shader(&info.full_name(), gl::FRAGMENT_SHADER, &fs_source) {
Ok(fs_id) => fs_id,
Err(err) => {
self.gl.delete_shader(vs_id);
return Err(err);
}
};
// Check if shader source should be dumped
if Some(info.base_filename) == self.dump_shader_source.as_ref().map(String::as_ref) {
let path = std::path::Path::new(info.base_filename);
std::fs::write(path.with_extension("vert"), vs_source).unwrap();
std::fs::write(path.with_extension("frag"), fs_source).unwrap();
}
// Attach shaders
self.gl.attach_shader(program.id, vs_id);
self.gl.attach_shader(program.id, fs_id);
// Bind vertex attributes
for (i, attr) in descriptor
.vertex_attributes
.iter()
.chain(descriptor.instance_attributes.iter())
.enumerate()
{
self.gl
.bind_attrib_location(program.id, i as gl::GLuint, attr.name);
}
if self.cached_programs.is_some() {
self.gl.program_parameter_i(program.id, gl::PROGRAM_BINARY_RETRIEVABLE_HINT, gl::TRUE as gl::GLint);
}
// Link!
self.gl.link_program(program.id);
// GL recommends detaching and deleting shaders once the link
// is complete (whether successful or not). This allows the driver
// to free any memory associated with the parsing and compilation.
self.gl.detach_shader(program.id, vs_id);
self.gl.detach_shader(program.id, fs_id);
self.gl.delete_shader(vs_id);
self.gl.delete_shader(fs_id);
let mut link_status = [0];
unsafe {
self.gl.get_program_iv(program.id, gl::LINK_STATUS, &mut link_status);
}
if link_status[0] == 0 {
let error_log = self.gl.get_program_info_log(program.id);
error!(
"Failed to link shader program: {}\n{}",
&info.base_filename,
error_log
);
self.gl.delete_program(program.id);
return Err(ShaderError::Link(info.base_filename.to_owned(), error_log));
}
if let Some(ref cached_programs) = self.cached_programs {
if !cached_programs.entries.borrow().contains_key(&info.digest) {
let (buffer, format) = self.gl.get_program_binary(program.id);
if buffer.len() > 0 {
let binary = Arc::new(ProgramBinary::new(buffer, format, info.digest.clone()));
cached_programs.add_new_program_binary(binary);
}
}
}
}
// If we get here, the link succeeded, so get the uniforms.
program.is_initialized = true;
program.u_transform = self.gl.get_uniform_location(program.id, "uTransform");
program.u_texture_size = self.gl.get_uniform_location(program.id, "uTextureSize");
Ok(())
}
pub fn bind_program(&mut self, program: &Program) -> bool {
debug_assert!(self.inside_frame);
debug_assert!(program.is_initialized());
if !program.is_initialized() {
return false;
}
#[cfg(debug_assertions)]
{
self.shader_is_ready = true;
}
if self.bound_program != program.id {
self.gl.use_program(program.id);
self.bound_program = program.id;
self.bound_program_name = program.source_info.full_name_cstr.clone();
}
true
}
pub fn create_texture(
&mut self,
target: ImageBufferKind,
format: ImageFormat,
mut width: i32,
mut height: i32,
filter: TextureFilter,
render_target: Option<RenderTargetInfo>,
) -> Texture {
debug_assert!(self.inside_frame);
if width > self.max_texture_size || height > self.max_texture_size {
error!("Attempting to allocate a texture of size {}x{} above the limit, trimming", width, height);
width = width.min(self.max_texture_size);
height = height.min(self.max_texture_size);
}
// Set up the texture book-keeping.
let mut texture = Texture {
id: self.gl.gen_textures(1)[0],
target: get_gl_target(target),
size: DeviceIntSize::new(width, height),
format,
filter,
active_swizzle: Cell::default(),
fbo: None,
fbo_with_depth: None,
last_frame_used: self.frame_id,
flags: TextureFlags::default(),
};
self.bind_texture(DEFAULT_TEXTURE, &texture, Swizzle::default());
self.set_texture_parameters(texture.target, filter);
if self.capabilities.supports_texture_usage && render_target.is_some() {
self.gl.tex_parameter_i(texture.target, gl::TEXTURE_USAGE_ANGLE, gl::FRAMEBUFFER_ATTACHMENT_ANGLE as gl::GLint);
}
// Allocate storage.
let desc = self.gl_describe_format(texture.format);
// Firefox doesn't use mipmaps, but Servo uses them for standalone image
// textures images larger than 512 pixels. This is the only case where
// we set the filter to trilinear.
let mipmap_levels = if texture.filter == TextureFilter::Trilinear {
let max_dimension = cmp::max(width, height);
((max_dimension) as f64).log2() as gl::GLint + 1
} else {
1
};
// We never want to upload texture data at the same time as allocating the texture.
self.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, 0);
// Use glTexStorage where available, since it avoids allocating
// unnecessary mipmap storage and generally improves performance with
// stronger invariants.
let use_texture_storage = match self.texture_storage_usage {
TexStorageUsage::Always => true,
TexStorageUsage::NonBGRA8 => texture.format != ImageFormat::BGRA8,
TexStorageUsage::Never => false,
};
if use_texture_storage {
self.gl.tex_storage_2d(
texture.target,
mipmap_levels,
desc.internal,
texture.size.width as gl::GLint,
texture.size.height as gl::GLint,
);
} else {
self.gl.tex_image_2d(
texture.target,
0,
desc.internal as gl::GLint,
texture.size.width as gl::GLint,
texture.size.height as gl::GLint,
0,
desc.external,
desc.pixel_type,
None,
);
}
// Set up FBOs, if required.
if let Some(rt_info) = render_target {
self.init_fbos(&mut texture, false);
if rt_info.has_depth {
self.init_fbos(&mut texture, true);
}
}
self.textures_created += 1;
texture
}
fn set_texture_parameters(&mut self, target: gl::GLuint, filter: TextureFilter) {
let mag_filter = match filter {
TextureFilter::Nearest => gl::NEAREST,
TextureFilter::Linear | TextureFilter::Trilinear => gl::LINEAR,
};
let min_filter = match filter {
TextureFilter::Nearest => gl::NEAREST,
TextureFilter::Linear => gl::LINEAR,
TextureFilter::Trilinear => gl::LINEAR_MIPMAP_LINEAR,
};
self.gl
.tex_parameter_i(target, gl::TEXTURE_MAG_FILTER, mag_filter as gl::GLint);
self.gl
.tex_parameter_i(target, gl::TEXTURE_MIN_FILTER, min_filter as gl::GLint);
self.gl
.tex_parameter_i(target, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as gl::GLint);
self.gl
.tex_parameter_i(target, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as gl::GLint);
}
/// Copies the entire contents of one texture to another. The dest texture must be at least
/// as large as the source texture in each dimension. No scaling is performed, so if the dest
/// texture is larger than the source texture then some of its pixels will not be written to.
pub fn copy_entire_texture(
&mut self,
dst: &mut Texture,
src: &Texture,
) {
debug_assert!(self.inside_frame);
debug_assert!(dst.size.width >= src.size.width);
debug_assert!(dst.size.height >= src.size.height);
self.copy_texture_sub_region(
src,
0,
0,
dst,
0,
0,
src.size.width as _,
src.size.height as _,
);
}
/// Copies the specified subregion from src_texture to dest_texture.
pub fn copy_texture_sub_region(
&mut self,
src_texture: &Texture,
src_x: usize,
src_y: usize,
dest_texture: &Texture,
dest_x: usize,
dest_y: usize,
width: usize,
height: usize,
) {
if self.capabilities.supports_copy_image_sub_data {
assert_ne!(
src_texture.id, dest_texture.id,
"glCopyImageSubData's behaviour is undefined if src and dst images are identical and the rectangles overlap."
);
unsafe {
self.gl.copy_image_sub_data(
src_texture.id,
src_texture.target,
0,
src_x as _,
src_y as _,
0,
dest_texture.id,
dest_texture.target,
0,
dest_x as _,
dest_y as _,
0,
width as _,
height as _,
1,
);
}
} else {
let src_offset = FramebufferIntPoint::new(src_x as i32, src_y as i32);
let dest_offset = FramebufferIntPoint::new(dest_x as i32, dest_y as i32);
let size = FramebufferIntSize::new(width as i32, height as i32);
self.blit_render_target(
ReadTarget::from_texture(src_texture),
FramebufferIntRect::from_origin_and_size(src_offset, size),
DrawTarget::from_texture(dest_texture, false),
FramebufferIntRect::from_origin_and_size(dest_offset, size),
// In most cases the filter shouldn't matter, as there is no scaling involved
// in the blit. We were previously using Linear, but this caused issues when
// blitting RGBAF32 textures on Mali, so use Nearest to be safe.
TextureFilter::Nearest,
);
}
}
/// Notifies the device that the contents of a render target are no longer
/// needed.
pub fn invalidate_render_target(&mut self, texture: &Texture) {
if self.capabilities.supports_render_target_invalidate {
let (fbo, attachments) = if texture.supports_depth() {
(&texture.fbo_with_depth,
&[gl::COLOR_ATTACHMENT0, gl::DEPTH_ATTACHMENT] as &[gl::GLenum])
} else {
(&texture.fbo, &[gl::COLOR_ATTACHMENT0] as &[gl::GLenum])
};
if let Some(fbo_id) = fbo {
let original_bound_fbo = self.bound_draw_fbo;
// Note: The invalidate extension may not be supported, in which
// case this is a no-op. That's ok though, because it's just a
// hint.
self.bind_external_draw_target(*fbo_id);
self.gl.invalidate_framebuffer(gl::FRAMEBUFFER, attachments);
self.bind_external_draw_target(original_bound_fbo);
}
}
}
/// Notifies the device that the contents of the current framebuffer's depth
/// attachment is no longer needed. Unlike invalidate_render_target, this can
/// be called even when the contents of the colour attachment is still required.
/// This should be called before unbinding the framebuffer at the end of a pass,
/// to allow tiled GPUs to avoid writing the contents back to memory.
pub fn invalidate_depth_target(&mut self) {
assert!(self.depth_available);
let attachments = if self.bound_draw_fbo == self.default_draw_fbo {
&[gl::DEPTH] as &[gl::GLenum]
} else {
&[gl::DEPTH_ATTACHMENT] as &[gl::GLenum]
};
self.gl.invalidate_framebuffer(gl::DRAW_FRAMEBUFFER, attachments);
}
/// Notifies the device that a render target is about to be reused.
///
/// This method adds or removes a depth target as necessary.
pub fn reuse_render_target<T: Texel>(
&mut self,
texture: &mut Texture,
rt_info: RenderTargetInfo,
) {
texture.last_frame_used = self.frame_id;
// Add depth support if needed.
if rt_info.has_depth && !texture.supports_depth() {
self.init_fbos(texture, true);
}
}
fn init_fbos(&mut self, texture: &mut Texture, with_depth: bool) {
let (fbo, depth_rb) = if with_depth {
let depth_target = self.acquire_depth_target(texture.get_dimensions());
(&mut texture.fbo_with_depth, Some(depth_target))
} else {
(&mut texture.fbo, None)
};
// Generate the FBOs.
assert!(fbo.is_none());
let fbo_id = FBOId(*self.gl.gen_framebuffers(1).first().unwrap());
*fbo = Some(fbo_id);
// Bind the FBOs.
let original_bound_fbo = self.bound_draw_fbo;
self.bind_external_draw_target(fbo_id);
self.gl.framebuffer_texture_2d(
gl::DRAW_FRAMEBUFFER,
gl::COLOR_ATTACHMENT0,
texture.target,
texture.id,
0,
);
if let Some(depth_rb) = depth_rb {
self.gl.framebuffer_renderbuffer(
gl::DRAW_FRAMEBUFFER,
gl::DEPTH_ATTACHMENT,
gl::RENDERBUFFER,
depth_rb.0,
);
}
debug_assert_eq!(
self.gl.check_frame_buffer_status(gl::DRAW_FRAMEBUFFER),
gl::FRAMEBUFFER_COMPLETE,
"Incomplete framebuffer",
);
self.bind_external_draw_target(original_bound_fbo);
}
fn acquire_depth_target(&mut self, dimensions: DeviceIntSize) -> RBOId {
let gl = &self.gl;
let depth_format = self.depth_format;
let target = self.depth_targets.entry(dimensions).or_insert_with(|| {
let renderbuffer_ids = gl.gen_renderbuffers(1);
let depth_rb = renderbuffer_ids[0];
gl.bind_renderbuffer(gl::RENDERBUFFER, depth_rb);
gl.renderbuffer_storage(
gl::RENDERBUFFER,
depth_format,
dimensions.width as _,
dimensions.height as _,
);
SharedDepthTarget {
rbo_id: RBOId(depth_rb),
refcount: 0,
}
});
target.refcount += 1;
target.rbo_id
}
fn release_depth_target(&mut self, dimensions: DeviceIntSize) {
let mut entry = match self.depth_targets.entry(dimensions) {
Entry::Occupied(x) => x,
Entry::Vacant(..) => panic!("Releasing unknown depth target"),
};
debug_assert!(entry.get().refcount != 0);
entry.get_mut().refcount -= 1;
if entry.get().refcount == 0 {
let (_, target) = entry.remove_entry();
self.gl.delete_renderbuffers(&[target.rbo_id.0]);
}
}
/// Perform a blit between self.bound_read_fbo and self.bound_draw_fbo.
fn blit_render_target_impl(
&mut self,
src_rect: FramebufferIntRect,
dest_rect: FramebufferIntRect,
filter: TextureFilter,
) {
debug_assert!(self.inside_frame);
let filter = match filter {
TextureFilter::Nearest => gl::NEAREST,
TextureFilter::Linear | TextureFilter::Trilinear => gl::LINEAR,
};
let src_x0 = src_rect.min.x + self.bound_read_fbo.1.x;
let src_y0 = src_rect.min.y + self.bound_read_fbo.1.y;
self.gl.blit_framebuffer(
src_x0,
src_y0,
src_x0 + src_rect.width(),
src_y0 + src_rect.height(),
dest_rect.min.x,
dest_rect.min.y,
dest_rect.max.x,
dest_rect.max.y,
gl::COLOR_BUFFER_BIT,
filter,
);
}
/// Perform a blit between src_target and dest_target.
/// This will overwrite self.bound_read_fbo and self.bound_draw_fbo.
pub fn blit_render_target(
&mut self,
src_target: ReadTarget,
src_rect: FramebufferIntRect,
dest_target: DrawTarget,
dest_rect: FramebufferIntRect,
filter: TextureFilter,
) {
debug_assert!(self.inside_frame);
self.bind_read_target(src_target);
self.bind_draw_target(dest_target);
self.blit_render_target_impl(src_rect, dest_rect, filter);
}
/// Performs a blit while flipping vertically. Useful for blitting textures
/// (which use origin-bottom-left) to the main framebuffer (which uses
/// origin-top-left).
pub fn blit_render_target_invert_y(
&mut self,
src_target: ReadTarget,
src_rect: FramebufferIntRect,
dest_target: DrawTarget,
dest_rect: FramebufferIntRect,
) {
debug_assert!(self.inside_frame);
let mut inverted_dest_rect = dest_rect;
inverted_dest_rect.min.y = dest_rect.max.y;
inverted_dest_rect.max.y = dest_rect.min.y;
self.blit_render_target(
src_target,
src_rect,
dest_target,
inverted_dest_rect,
TextureFilter::Linear,
);
}
pub fn delete_texture(&mut self, mut texture: Texture) {
debug_assert!(self.inside_frame);
let had_depth = texture.supports_depth();
if let Some(fbo) = texture.fbo {
self.gl.delete_framebuffers(&[fbo.0]);
texture.fbo = None;
}
if let Some(fbo) = texture.fbo_with_depth {
self.gl.delete_framebuffers(&[fbo.0]);
texture.fbo_with_depth = None;
}
if had_depth {
self.release_depth_target(texture.get_dimensions());
}
self.gl.delete_textures(&[texture.id]);
for bound_texture in &mut self.bound_textures {
if *bound_texture == texture.id {
*bound_texture = 0;
}
}
self.textures_deleted += 1;
// Disarm the assert in Texture::drop().
texture.id = 0;
}
#[cfg(feature = "replay")]
pub fn delete_external_texture(&mut self, mut external: ExternalTexture) {
self.gl.delete_textures(&[external.id]);
external.id = 0;
}
pub fn delete_program(&mut self, mut program: Program) {
self.gl.delete_program(program.id);
program.id = 0;
}
/// Create a shader program and link it immediately.
pub fn create_program_linked(
&mut self,
base_filename: &'static str,
features: &[&'static str],
descriptor: &VertexDescriptor,
) -> Result<Program, ShaderError> {
let mut program = self.create_program(base_filename, features)?;
self.link_program(&mut program, descriptor)?;
Ok(program)
}
/// Create a shader program. This does minimal amount of work to start
/// loading a binary shader. If a binary shader is found, we invoke
/// glProgramBinary, which, at least on ANGLE, will load and link the
/// binary on a background thread. This can speed things up later when
/// we invoke `link_program()`.
pub fn create_program(
&mut self,
base_filename: &'static str,
features: &[&'static str],
) -> Result<Program, ShaderError> {
debug_assert!(self.inside_frame);
let source_info = ProgramSourceInfo::new(self, base_filename, features);
// Create program
let pid = self.gl.create_program();
// Attempt to load a cached binary if possible.
if let Some(ref cached_programs) = self.cached_programs {
if let Some(entry) = cached_programs.entries.borrow().get(&source_info.digest) {
self.gl.program_binary(pid, entry.binary.format, &entry.binary.bytes);
}
}
// Use 0 for the uniforms as they are initialized by link_program.
let program = Program {
id: pid,
u_transform: 0,
u_texture_size: 0,
source_info,
is_initialized: false,
};
Ok(program)
}
fn build_shader_string<F: FnMut(&str)>(
&self,
features: &[&'static str],
kind: ShaderKind,
base_filename: &str,
output: F,
) {
do_build_shader_string(
get_shader_version(&*self.gl),
features,
kind,
base_filename,
&|f| get_unoptimized_shader_source(f, self.resource_override_path.as_ref()),
output,
)
}
pub fn bind_shader_samplers<S>(&mut self, program: &Program, bindings: &[(&'static str, S)])
where
S: Into<TextureSlot> + Copy,
{
// bind_program() must be called before calling bind_shader_samplers
assert_eq!(self.bound_program, program.id);
for binding in bindings {
let u_location = self.gl.get_uniform_location(program.id, binding.0);
if u_location != -1 {
self.bind_program(program);
self.gl
.uniform_1i(u_location, binding.1.into().0 as gl::GLint);
}
}
}
pub fn get_uniform_location(&self, program: &Program, name: &str) -> UniformLocation {
UniformLocation(self.gl.get_uniform_location(program.id, name))
}
pub fn set_uniforms(
&self,
program: &Program,
transform: &Transform3D<f32>,
) {
debug_assert!(self.inside_frame);
#[cfg(debug_assertions)]
debug_assert!(self.shader_is_ready);
self.gl
.uniform_matrix_4fv(program.u_transform, false, &transform.to_array());
}
/// Sets the uTextureSize uniform. Most shaders do not require this to be called
/// as they use the textureSize GLSL function instead.
pub fn set_shader_texture_size(
&self,
program: &Program,
texture_size: DeviceSize,
) {
debug_assert!(self.inside_frame);
#[cfg(debug_assertions)]
debug_assert!(self.shader_is_ready);
if program.u_texture_size != -1 {
self.gl.uniform_2f(program.u_texture_size, texture_size.width, texture_size.height);
}
}
pub fn create_pbo(&mut self) -> PBO {
let id = self.gl.gen_buffers(1)[0];
PBO {
id,
reserved_size: 0,
}
}
pub fn create_pbo_with_size(&mut self, size: usize) -> PBO {
let mut pbo = self.create_pbo();
self.gl.bind_buffer(gl::PIXEL_PACK_BUFFER, pbo.id);
self.gl.pixel_store_i(gl::PACK_ALIGNMENT, 1);
self.gl.buffer_data_untyped(
gl::PIXEL_PACK_BUFFER,
size as _,
ptr::null(),
gl::STREAM_READ,
);
self.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, 0);
pbo.reserved_size = size;
pbo
}
pub fn read_pixels_into_pbo(
&mut self,
read_target: ReadTarget,
rect: DeviceIntRect,
format: ImageFormat,
pbo: &PBO,
) {
let byte_size = rect.area() as usize * format.bytes_per_pixel() as usize;
assert!(byte_size <= pbo.reserved_size);
self.bind_read_target(read_target);
self.gl.bind_buffer(gl::PIXEL_PACK_BUFFER, pbo.id);
self.gl.pixel_store_i(gl::PACK_ALIGNMENT, 1);
let gl_format = self.gl_describe_format(format);
unsafe {
self.gl.read_pixels_into_pbo(
rect.min.x as _,
rect.min.y as _,
rect.width() as _,
rect.height() as _,
gl_format.read,
gl_format.pixel_type,
);
}
self.gl.bind_buffer(gl::PIXEL_PACK_BUFFER, 0);
}
pub fn map_pbo_for_readback<'a>(&'a mut self, pbo: &'a PBO) -> Option<BoundPBO<'a>> {
self.gl.bind_buffer(gl::PIXEL_PACK_BUFFER, pbo.id);
let buf_ptr = match self.gl.get_type() {
gl::GlType::Gl => {
self.gl.map_buffer(gl::PIXEL_PACK_BUFFER, gl::READ_ONLY)
}
gl::GlType::Gles => {
self.gl.map_buffer_range(
gl::PIXEL_PACK_BUFFER,
0,
pbo.reserved_size as _,
gl::MAP_READ_BIT)
}
};
if buf_ptr.is_null() {
return None;
}
let buffer = unsafe { slice::from_raw_parts(buf_ptr as *const u8, pbo.reserved_size) };
Some(BoundPBO {
device: self,
data: buffer,
})
}
pub fn delete_pbo(&mut self, mut pbo: PBO) {
self.gl.delete_buffers(&[pbo.id]);
pbo.id = 0;
pbo.reserved_size = 0
}
/// Returns the size and stride in bytes required to upload an area of pixels
/// of the specified size, to a texture of the specified format.
pub fn required_upload_size_and_stride(&self, size: DeviceIntSize, format: ImageFormat) -> (usize, usize) {
assert!(size.width >= 0);
assert!(size.height >= 0);
let bytes_pp = format.bytes_per_pixel() as usize;
let width_bytes = size.width as usize * bytes_pp;
let dst_stride = round_up_to_multiple(width_bytes, self.required_pbo_stride.num_bytes(format));
// The size of the chunk should only need to be (height - 1) * dst_stride + width_bytes,
// however, the android emulator will error unless it is height * dst_stride.
// See bug 1587047 for details.
// Using the full final row also ensures that the offset of the next chunk is
// optimally aligned.
let dst_size = dst_stride * size.height as usize;
(dst_size, dst_stride)
}
/// Returns a `TextureUploader` which can be used to upload texture data to `texture`.
/// Once uploads have been performed the uploader must be flushed with `TextureUploader::flush()`.
pub fn upload_texture<'a>(
&mut self,
pbo_pool: &'a mut UploadPBOPool,
) -> TextureUploader<'a> {
debug_assert!(self.inside_frame);
pbo_pool.begin_frame(self);
TextureUploader {
buffers: Vec::new(),
pbo_pool,
}
}
/// Performs an immediate (non-PBO) texture upload.
pub fn upload_texture_immediate<T: Texel>(
&mut self,
texture: &Texture,
pixels: &[T]
) {
self.bind_texture(DEFAULT_TEXTURE, texture, Swizzle::default());
let desc = self.gl_describe_format(texture.format);
self.gl.tex_sub_image_2d(
texture.target,
0,
0,
0,
texture.size.width as gl::GLint,
texture.size.height as gl::GLint,
desc.external,
desc.pixel_type,
texels_to_u8_slice(pixels),
);
}
pub fn read_pixels(&mut self, img_desc: &ImageDescriptor) -> Vec<u8> {
let desc = self.gl_describe_format(img_desc.format);
self.gl.read_pixels(
0, 0,
img_desc.size.width as i32,
img_desc.size.height as i32,
desc.read,
desc.pixel_type,
)
}
/// Read rectangle of pixels into the specified output slice.
pub fn read_pixels_into(
&mut self,
rect: FramebufferIntRect,
format: ImageFormat,
output: &mut [u8],
) {
let bytes_per_pixel = format.bytes_per_pixel();
let desc = self.gl_describe_format(format);
let size_in_bytes = (bytes_per_pixel * rect.area()) as usize;
assert_eq!(output.len(), size_in_bytes);
self.gl.flush();
self.gl.read_pixels_into_buffer(
rect.min.x as _,
rect.min.y as _,
rect.width() as _,
rect.height() as _,
desc.read,
desc.pixel_type,
output,
);
}
/// Get texels of a texture into the specified output slice.
pub fn get_tex_image_into(
&mut self,
texture: &Texture,
format: ImageFormat,
output: &mut [u8],
) {
self.bind_texture(DEFAULT_TEXTURE, texture, Swizzle::default());
let desc = self.gl_describe_format(format);
self.gl.get_tex_image_into_buffer(
texture.target,
0,
desc.external,
desc.pixel_type,
output,
);
}
/// Attaches the provided texture to the current Read FBO binding.
fn attach_read_texture_raw(&mut self, texture_id: gl::GLuint, target: gl::GLuint) {
self.gl.framebuffer_texture_2d(
gl::READ_FRAMEBUFFER,
gl::COLOR_ATTACHMENT0,
target,
texture_id,
0,
)
}
pub fn attach_read_texture_external(
&mut self, texture_id: gl::GLuint, target: ImageBufferKind
) {
self.attach_read_texture_raw(texture_id, get_gl_target(target))
}
pub fn attach_read_texture(&mut self, texture: &Texture) {
self.attach_read_texture_raw(texture.id, texture.target)
}
fn bind_vao_impl(&mut self, id: gl::GLuint) {
debug_assert!(self.inside_frame);
if self.bound_vao != id {
self.bound_vao = id;
self.gl.bind_vertex_array(id);
}
}
pub fn bind_vao(&mut self, vao: &VAO) {
self.bind_vao_impl(vao.id)
}
pub fn bind_custom_vao(&mut self, vao: &CustomVAO) {
self.bind_vao_impl(vao.id)
}
fn create_vao_with_vbos(
&mut self,
descriptor: &VertexDescriptor,
main_vbo_id: VBOId,
instance_vbo_id: VBOId,
instance_divisor: u32,
ibo_id: IBOId,
owns_vertices_and_indices: bool,
) -> VAO {
let instance_stride = descriptor.instance_stride() as usize;
let vao_id = self.gl.gen_vertex_arrays(1)[0];
self.bind_vao_impl(vao_id);
descriptor.bind(self.gl(), main_vbo_id, instance_vbo_id, instance_divisor);
ibo_id.bind(self.gl()); // force it to be a part of VAO
VAO {
id: vao_id,
ibo_id,
main_vbo_id,
instance_vbo_id,
instance_stride,
instance_divisor,
owns_vertices_and_indices,
}
}
pub fn create_custom_vao(
&mut self,
streams: &[Stream],
) -> CustomVAO {
debug_assert!(self.inside_frame);
let vao_id = self.gl.gen_vertex_arrays(1)[0];
self.bind_vao_impl(vao_id);
let mut attrib_index = 0;
for stream in streams {
VertexDescriptor::bind_attributes(
stream.attributes,
attrib_index,
0,
self.gl(),
stream.vbo,
);
attrib_index += stream.attributes.len();
}
CustomVAO {
id: vao_id,
}
}
pub fn delete_custom_vao(&mut self, mut vao: CustomVAO) {
self.gl.delete_vertex_arrays(&[vao.id]);
vao.id = 0;
}
pub fn create_vbo<T>(&mut self) -> VBO<T> {
let ids = self.gl.gen_buffers(1);
VBO {
id: ids[0],
target: gl::ARRAY_BUFFER,
allocated_count: 0,
marker: PhantomData,
}
}
pub fn delete_vbo<T>(&mut self, mut vbo: VBO<T>) {
self.gl.delete_buffers(&[vbo.id]);
vbo.id = 0;
}
pub fn create_vao(&mut self, descriptor: &VertexDescriptor, instance_divisor: u32) -> VAO {
debug_assert!(self.inside_frame);
let buffer_ids = self.gl.gen_buffers(3);
let ibo_id = IBOId(buffer_ids[0]);
let main_vbo_id = VBOId(buffer_ids[1]);
let intance_vbo_id = VBOId(buffer_ids[2]);
self.create_vao_with_vbos(descriptor, main_vbo_id, intance_vbo_id, instance_divisor, ibo_id, true)
}
pub fn delete_vao(&mut self, mut vao: VAO) {
self.gl.delete_vertex_arrays(&[vao.id]);
vao.id = 0;
if vao.owns_vertices_and_indices {
self.gl.delete_buffers(&[vao.ibo_id.0]);
self.gl.delete_buffers(&[vao.main_vbo_id.0]);
}
self.gl.delete_buffers(&[vao.instance_vbo_id.0])
}
pub fn allocate_vbo<V>(
&mut self,
vbo: &mut VBO<V>,
count: usize,
usage_hint: VertexUsageHint,
) {
debug_assert!(self.inside_frame);
vbo.allocated_count = count;
self.gl.bind_buffer(vbo.target, vbo.id);
self.gl.buffer_data_untyped(
vbo.target,
(count * mem::size_of::<V>()) as _,
ptr::null(),
usage_hint.to_gl(),
);
}
pub fn fill_vbo<V>(
&mut self,
vbo: &VBO<V>,
data: &[V],
offset: usize,
) {
debug_assert!(self.inside_frame);
assert!(offset + data.len() <= vbo.allocated_count);
let stride = mem::size_of::<V>();
self.gl.bind_buffer(vbo.target, vbo.id);
self.gl.buffer_sub_data_untyped(
vbo.target,
(offset * stride) as _,
(data.len() * stride) as _,
data.as_ptr() as _,
);
}
fn update_vbo_data<V>(
&mut self,
vbo: VBOId,
vertices: &[V],
usage_hint: VertexUsageHint,
) {
debug_assert!(self.inside_frame);
vbo.bind(self.gl());
gl::buffer_data(self.gl(), gl::ARRAY_BUFFER, vertices, usage_hint.to_gl());
}
pub fn create_vao_with_new_instances(
&mut self,
descriptor: &VertexDescriptor,
base_vao: &VAO,
) -> VAO {
debug_assert!(self.inside_frame);
let buffer_ids = self.gl.gen_buffers(1);
let intance_vbo_id = VBOId(buffer_ids[0]);
self.create_vao_with_vbos(
descriptor,
base_vao.main_vbo_id,
intance_vbo_id,
base_vao.instance_divisor,
base_vao.ibo_id,
false,
)
}
pub fn update_vao_main_vertices<V>(
&mut self,
vao: &VAO,
vertices: &[V],
usage_hint: VertexUsageHint,
) {
debug_assert_eq!(self.bound_vao, vao.id);
self.update_vbo_data(vao.main_vbo_id, vertices, usage_hint)
}
pub fn update_vao_instances<V: Clone>(
&mut self,
vao: &VAO,
instances: &[V],
usage_hint: VertexUsageHint,
// if `Some(count)`, each instance is repeated `count` times
repeat: Option<NonZeroUsize>,
) {
debug_assert_eq!(self.bound_vao, vao.id);
debug_assert_eq!(vao.instance_stride as usize, mem::size_of::<V>());
match repeat {
Some(count) => {
let target = gl::ARRAY_BUFFER;
self.gl.bind_buffer(target, vao.instance_vbo_id.0);
let size = instances.len() * count.get() * mem::size_of::<V>();
self.gl.buffer_data_untyped(
target,
size as _,
ptr::null(),
usage_hint.to_gl(),
);
let ptr = match self.gl.get_type() {
gl::GlType::Gl => {
self.gl.map_buffer(target, gl::WRITE_ONLY)
}
gl::GlType::Gles => {
self.gl.map_buffer_range(target, 0, size as _, gl::MAP_WRITE_BIT)
}
};
assert!(!ptr.is_null());
let buffer_slice = unsafe {
slice::from_raw_parts_mut(ptr as *mut V, instances.len() * count.get())
};
for (quad, instance) in buffer_slice.chunks_mut(4).zip(instances) {
quad[0] = instance.clone();
quad[1] = instance.clone();
quad[2] = instance.clone();
quad[3] = instance.clone();
}
self.gl.unmap_buffer(target);
}
None => {
self.update_vbo_data(vao.instance_vbo_id, instances, usage_hint);
}
}
// On some devices the VAO must be manually unbound and rebound after an attached buffer has
// been orphaned. Failure to do so appeared to result in the orphaned buffer's contents
// being used for the subsequent draw call, rather than the new buffer's contents.
if self.capabilities.requires_vao_rebind_after_orphaning {
self.bind_vao_impl(0);
self.bind_vao_impl(vao.id);
}
}
pub fn update_vao_indices<I>(&mut self, vao: &VAO, indices: &[I], usage_hint: VertexUsageHint) {
debug_assert!(self.inside_frame);
debug_assert_eq!(self.bound_vao, vao.id);
vao.ibo_id.bind(self.gl());
gl::buffer_data(
self.gl(),
gl::ELEMENT_ARRAY_BUFFER,
indices,
usage_hint.to_gl(),
);
}
pub fn draw_triangles_u16(&mut self, first_vertex: i32, index_count: i32) {
debug_assert!(self.inside_frame);
#[cfg(debug_assertions)]
debug_assert!(self.shader_is_ready);
let _guard = if self.annotate_draw_call_crashes {
Some(CrashAnnotatorGuard::new(
&self.crash_annotator,
CrashAnnotation::DrawShader,
&self.bound_program_name,
))
} else {
None
};
self.gl.draw_elements(
gl::TRIANGLES,
index_count,
gl::UNSIGNED_SHORT,
first_vertex as u32 * 2,
);
}
pub fn draw_triangles_u32(&mut self, first_vertex: i32, index_count: i32) {
debug_assert!(self.inside_frame);
#[cfg(debug_assertions)]
debug_assert!(self.shader_is_ready);
let _guard = if self.annotate_draw_call_crashes {
Some(CrashAnnotatorGuard::new(
&self.crash_annotator,
CrashAnnotation::DrawShader,
&self.bound_program_name,
))
} else {
None
};
self.gl.draw_elements(
gl::TRIANGLES,
index_count,
gl::UNSIGNED_INT,
first_vertex as u32 * 4,
);
}
pub fn draw_nonindexed_points(&mut self, first_vertex: i32, vertex_count: i32) {
debug_assert!(self.inside_frame);
#[cfg(debug_assertions)]
debug_assert!(self.shader_is_ready);
let _guard = if self.annotate_draw_call_crashes {
Some(CrashAnnotatorGuard::new(
&self.crash_annotator,
CrashAnnotation::DrawShader,
&self.bound_program_name,
))
} else {
None
};
self.gl.draw_arrays(gl::POINTS, first_vertex, vertex_count);
}
pub fn draw_nonindexed_lines(&mut self, first_vertex: i32, vertex_count: i32) {
debug_assert!(self.inside_frame);
#[cfg(debug_assertions)]
debug_assert!(self.shader_is_ready);
let _guard = if self.annotate_draw_call_crashes {
Some(CrashAnnotatorGuard::new(
&self.crash_annotator,
CrashAnnotation::DrawShader,
&self.bound_program_name,
))
} else {
None
};
self.gl.draw_arrays(gl::LINES, first_vertex, vertex_count);
}
pub fn draw_indexed_triangles(&mut self, index_count: i32) {
debug_assert!(self.inside_frame);
#[cfg(debug_assertions)]
debug_assert!(self.shader_is_ready);
let _guard = if self.annotate_draw_call_crashes {
Some(CrashAnnotatorGuard::new(
&self.crash_annotator,
CrashAnnotation::DrawShader,
&self.bound_program_name,
))
} else {
None
};
self.gl.draw_elements(
gl::TRIANGLES,
index_count,
gl::UNSIGNED_SHORT,
0,
);
}
pub fn draw_indexed_triangles_instanced_u16(&mut self, index_count: i32, instance_count: i32) {
debug_assert!(self.inside_frame);
#[cfg(debug_assertions)]
debug_assert!(self.shader_is_ready);
let _guard = if self.annotate_draw_call_crashes {
Some(CrashAnnotatorGuard::new(
&self.crash_annotator,
CrashAnnotation::DrawShader,
&self.bound_program_name,
))
} else {
None
};
self.gl.draw_elements_instanced(
gl::TRIANGLES,
index_count,
gl::UNSIGNED_SHORT,
0,
instance_count,
);
}
pub fn end_frame(&mut self) {
self.reset_draw_target();
self.reset_read_target();
debug_assert!(self.inside_frame);
self.inside_frame = false;
self.gl.bind_texture(gl::TEXTURE_2D, 0);
self.gl.use_program(0);
for i in 0 .. self.bound_textures.len() {
self.gl.active_texture(gl::TEXTURE0 + i as gl::GLuint);
self.gl.bind_texture(gl::TEXTURE_2D, 0);
}
self.gl.active_texture(gl::TEXTURE0);
self.frame_id.0 += 1;
// Save any shaders compiled this frame to disk.
// If this is the tenth frame then treat startup as complete, meaning the
// current set of in-use shaders are the ones to load on the next startup.
if let Some(ref cache) = self.cached_programs {
cache.update_disk_cache(self.frame_id.0 == 10);
}
}
pub fn clear_target(
&self,
color: Option<[f32; 4]>,
depth: Option<f32>,
rect: Option<FramebufferIntRect>,
) {
let mut clear_bits = 0;
if let Some(color) = color {
self.gl.clear_color(color[0], color[1], color[2], color[3]);
clear_bits |= gl::COLOR_BUFFER_BIT;
}
if let Some(depth) = depth {
if cfg!(debug_assertions) {
let mut mask = [0];
unsafe {
self.gl.get_boolean_v(gl::DEPTH_WRITEMASK, &mut mask);
}
assert_ne!(mask[0], 0);
}
self.gl.clear_depth(depth as f64);
clear_bits |= gl::DEPTH_BUFFER_BIT;
}
if clear_bits != 0 {
match rect {
Some(rect) => {
self.gl.enable(gl::SCISSOR_TEST);
self.gl.scissor(
rect.min.x,
rect.min.y,
rect.width(),
rect.height(),
);
self.gl.clear(clear_bits);
self.gl.disable(gl::SCISSOR_TEST);
}
None => {
self.gl.clear(clear_bits);
}
}
}
}
pub fn enable_depth(&self, depth_func: DepthFunction) {
assert!(self.depth_available, "Enabling depth test without depth target");
self.gl.enable(gl::DEPTH_TEST);
self.gl.depth_func(depth_func as gl::GLuint);
}
pub fn disable_depth(&self) {
self.gl.disable(gl::DEPTH_TEST);
}
pub fn enable_depth_write(&self) {
assert!(self.depth_available, "Enabling depth write without depth target");
self.gl.depth_mask(true);
}
pub fn disable_depth_write(&self) {
self.gl.depth_mask(false);
}
pub fn disable_stencil(&self) {
self.gl.disable(gl::STENCIL_TEST);
}
pub fn set_scissor_rect(&self, rect: FramebufferIntRect) {
self.gl.scissor(
rect.min.x,
rect.min.y,
rect.width(),
rect.height(),
);
}
pub fn enable_scissor(&self) {
self.gl.enable(gl::SCISSOR_TEST);
}
pub fn disable_scissor(&self) {
self.gl.disable(gl::SCISSOR_TEST);
}
pub fn enable_color_write(&self) {
self.gl.color_mask(true, true, true, true);
}
pub fn disable_color_write(&self) {
self.gl.color_mask(false, false, false, false);
}
pub fn set_blend(&mut self, enable: bool) {
if enable {
self.gl.enable(gl::BLEND);
} else {
self.gl.disable(gl::BLEND);
}
#[cfg(debug_assertions)]
{
self.shader_is_ready = false;
}
}
fn set_blend_factors(
&mut self,
color: (gl::GLenum, gl::GLenum),
alpha: (gl::GLenum, gl::GLenum),
) {
self.gl.blend_equation(gl::FUNC_ADD);
if color == alpha {
self.gl.blend_func(color.0, color.1);
} else {
self.gl.blend_func_separate(color.0, color.1, alpha.0, alpha.1);
}
#[cfg(debug_assertions)]
{
self.shader_is_ready = false;
}
}
pub fn set_blend_mode_alpha(&mut self) {
self.set_blend_factors(
(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA),
(gl::ONE, gl::ONE_MINUS_SRC_ALPHA),
);
}
pub fn set_blend_mode_premultiplied_alpha(&mut self) {
self.set_blend_factors(
(gl::ONE, gl::ONE_MINUS_SRC_ALPHA),
(gl::ONE, gl::ONE_MINUS_SRC_ALPHA),
);
}
pub fn set_blend_mode_premultiplied_dest_out(&mut self) {
self.set_blend_factors(
(gl::ZERO, gl::ONE_MINUS_SRC_ALPHA),
(gl::ZERO, gl::ONE_MINUS_SRC_ALPHA),
);
}
pub fn set_blend_mode_multiply(&mut self) {
self.set_blend_factors(
(gl::ZERO, gl::SRC_COLOR),
(gl::ZERO, gl::SRC_ALPHA),
);
}
pub fn set_blend_mode_subpixel_pass0(&mut self) {
self.set_blend_factors(
(gl::ZERO, gl::ONE_MINUS_SRC_COLOR),
(gl::ZERO, gl::ONE_MINUS_SRC_ALPHA),
);
}
pub fn set_blend_mode_subpixel_pass1(&mut self) {
self.set_blend_factors(
(gl::ONE, gl::ONE),
(gl::ONE, gl::ONE),
);
}
pub fn set_blend_mode_subpixel_dual_source(&mut self) {
self.set_blend_factors(
(gl::ONE, gl::ONE_MINUS_SRC1_COLOR),
(gl::ONE, gl::ONE_MINUS_SRC1_ALPHA),
);
}
pub fn set_blend_mode_multiply_dual_source(&mut self) {
self.set_blend_factors(
(gl::ONE_MINUS_DST_ALPHA, gl::ONE_MINUS_SRC1_COLOR),
(gl::ONE, gl::ONE_MINUS_SRC_ALPHA),
);
}
pub fn set_blend_mode_screen(&mut self) {
self.set_blend_factors(
(gl::ONE, gl::ONE_MINUS_SRC_COLOR),
(gl::ONE, gl::ONE_MINUS_SRC_ALPHA),
);
}
pub fn set_blend_mode_plus_lighter(&mut self) {
self.set_blend_factors(
(gl::ONE, gl::ONE),
(gl::ONE, gl::ONE),
);
}
pub fn set_blend_mode_exclusion(&mut self) {
self.set_blend_factors(
(gl::ONE_MINUS_DST_COLOR, gl::ONE_MINUS_SRC_COLOR),
(gl::ONE, gl::ONE_MINUS_SRC_ALPHA),
);
}
pub fn set_blend_mode_show_overdraw(&mut self) {
self.set_blend_factors(
(gl::ONE, gl::ONE_MINUS_SRC_ALPHA),
(gl::ONE, gl::ONE_MINUS_SRC_ALPHA),
);
}
pub fn set_blend_mode_max(&mut self) {
self.gl
.blend_func_separate(gl::ONE, gl::ONE, gl::ONE, gl::ONE);
self.gl.blend_equation_separate(gl::MAX, gl::FUNC_ADD);
#[cfg(debug_assertions)]
{
self.shader_is_ready = false;
}
}
pub fn set_blend_mode_min(&mut self) {
self.gl
.blend_func_separate(gl::ONE, gl::ONE, gl::ONE, gl::ONE);
self.gl.blend_equation_separate(gl::MIN, gl::FUNC_ADD);
#[cfg(debug_assertions)]
{
self.shader_is_ready = false;
}
}
pub fn set_blend_mode_advanced(&mut self, mode: MixBlendMode) {
self.gl.blend_equation(match mode {
MixBlendMode::Normal => {
// blend factor only make sense for the normal mode
self.gl.blend_func_separate(gl::ZERO, gl::SRC_COLOR, gl::ZERO, gl::SRC_ALPHA);
gl::FUNC_ADD
},
MixBlendMode::PlusLighter => {
return self.set_blend_mode_plus_lighter();
},
MixBlendMode::Multiply => gl::MULTIPLY_KHR,
MixBlendMode::Screen => gl::SCREEN_KHR,
MixBlendMode::Overlay => gl::OVERLAY_KHR,
MixBlendMode::Darken => gl::DARKEN_KHR,
MixBlendMode::Lighten => gl::LIGHTEN_KHR,
MixBlendMode::ColorDodge => gl::COLORDODGE_KHR,
MixBlendMode::ColorBurn => gl::COLORBURN_KHR,
MixBlendMode::HardLight => gl::HARDLIGHT_KHR,
MixBlendMode::SoftLight => gl::SOFTLIGHT_KHR,
MixBlendMode::Difference => gl::DIFFERENCE_KHR,
MixBlendMode::Exclusion => gl::EXCLUSION_KHR,
MixBlendMode::Hue => gl::HSL_HUE_KHR,
MixBlendMode::Saturation => gl::HSL_SATURATION_KHR,
MixBlendMode::Color => gl::HSL_COLOR_KHR,
MixBlendMode::Luminosity => gl::HSL_LUMINOSITY_KHR,
});
#[cfg(debug_assertions)]
{
self.shader_is_ready = false;
}
}
pub fn supports_extension(&self, extension: &str) -> bool {
supports_extension(&self.extensions, extension)
}
pub fn echo_driver_messages(&self) {
if self.capabilities.supports_khr_debug {
Device::log_driver_messages(self.gl());
}
}
fn log_driver_messages(gl: &dyn gl::Gl) {
for msg in gl.get_debug_messages() {
let level = match msg.severity {
gl::DEBUG_SEVERITY_HIGH => Level::Error,
gl::DEBUG_SEVERITY_MEDIUM => Level::Warn,
gl::DEBUG_SEVERITY_LOW => Level::Info,
gl::DEBUG_SEVERITY_NOTIFICATION => Level::Debug,
_ => Level::Trace,
};
let ty = match msg.ty {
gl::DEBUG_TYPE_ERROR => "error",
gl::DEBUG_TYPE_DEPRECATED_BEHAVIOR => "deprecated",
gl::DEBUG_TYPE_UNDEFINED_BEHAVIOR => "undefined",
gl::DEBUG_TYPE_PORTABILITY => "portability",
gl::DEBUG_TYPE_PERFORMANCE => "perf",
gl::DEBUG_TYPE_MARKER => "marker",
gl::DEBUG_TYPE_PUSH_GROUP => "group push",
gl::DEBUG_TYPE_POP_GROUP => "group pop",
gl::DEBUG_TYPE_OTHER => "other",
_ => "?",
};
log!(level, "({}) {}", ty, msg.message);
}
}
pub fn gl_describe_format(&self, format: ImageFormat) -> FormatDesc {
match format {
ImageFormat::R8 => FormatDesc {
internal: gl::R8,
external: gl::RED,
read: gl::RED,
pixel_type: gl::UNSIGNED_BYTE,
},
ImageFormat::R16 => FormatDesc {
internal: gl::R16,
external: gl::RED,
read: gl::RED,
pixel_type: gl::UNSIGNED_SHORT,
},
ImageFormat::BGRA8 => {
FormatDesc {
internal: self.bgra_formats.internal,
external: self.bgra_formats.external,
read: gl::BGRA,
pixel_type: self.bgra_pixel_type,
}
},
ImageFormat::RGBA8 => {
FormatDesc {
internal: gl::RGBA8,
external: gl::RGBA,
read: gl::RGBA,
pixel_type: gl::UNSIGNED_BYTE,
}
},
ImageFormat::RGBAF32 => FormatDesc {
internal: gl::RGBA32F,
external: gl::RGBA,
read: gl::RGBA,
pixel_type: gl::FLOAT,
},
ImageFormat::RGBAI32 => FormatDesc {
internal: gl::RGBA32I,
external: gl::RGBA_INTEGER,
read: gl::RGBA_INTEGER,
pixel_type: gl::INT,
},
ImageFormat::RG8 => FormatDesc {
internal: gl::RG8,
external: gl::RG,
read: gl::RG,
pixel_type: gl::UNSIGNED_BYTE,
},
ImageFormat::RG16 => FormatDesc {
internal: gl::RG16,
external: gl::RG,
read: gl::RG,
pixel_type: gl::UNSIGNED_SHORT,
},
}
}
/// Generates a memory report for the resources managed by the device layer.
pub fn report_memory(&self, size_op_funs: &MallocSizeOfOps, swgl: *mut c_void) -> MemoryReport {
let mut report = MemoryReport::default();
report.depth_target_textures += self.depth_targets_memory();
#[cfg(feature = "sw_compositor")]
if !swgl.is_null() {
report.swgl += swgl::Context::from(swgl).report_memory(size_op_funs.size_of_op);
}
// unconditionally use swgl stuff
let _ = size_op_funs;
let _ = swgl;
report
}
pub fn depth_targets_memory(&self) -> usize {
let mut total = 0;
for dim in self.depth_targets.keys() {
total += depth_target_size_in_bytes(dim);
}
total
}
}
pub struct FormatDesc {
/// Format the texel data is internally stored in within a texture.
pub internal: gl::GLenum,
/// Format that we expect the data to be provided when filling the texture.
pub external: gl::GLuint,
/// Format to read the texels as, so that they can be uploaded as `external`
/// later on.
pub read: gl::GLuint,
/// Associated pixel type.
pub pixel_type: gl::GLuint,
}
#[derive(Debug)]
struct UploadChunk<'a> {
rect: DeviceIntRect,
stride: Option<i32>,
offset: usize,
format_override: Option<ImageFormat>,
texture: &'a Texture,
}
#[derive(Debug)]
struct PixelBuffer<'a> {
size_used: usize,
// small vector avoids heap allocation for a single chunk
chunks: SmallVec<[UploadChunk<'a>; 1]>,
inner: UploadPBO,
mapping: &'a mut [mem::MaybeUninit<u8>],
}
impl<'a> PixelBuffer<'a> {
fn new(
pbo: UploadPBO,
) -> Self {
let mapping = unsafe {
slice::from_raw_parts_mut(pbo.mapping.get_ptr().as_ptr(), pbo.pbo.reserved_size)
};
Self {
size_used: 0,
chunks: SmallVec::new(),
inner: pbo,
mapping,
}
}
fn flush_chunks(&mut self, device: &mut Device) {
for chunk in self.chunks.drain(..) {
TextureUploader::update_impl(device, chunk);
}
}
}
impl<'a> Drop for PixelBuffer<'a> {
fn drop(&mut self) {
assert_eq!(self.chunks.len(), 0, "PixelBuffer must be flushed before dropping.");
}
}
#[derive(Debug)]
enum PBOMapping {
Unmapped,
Transient(ptr::NonNull<mem::MaybeUninit<u8>>),
Persistent(ptr::NonNull<mem::MaybeUninit<u8>>),
}
impl PBOMapping {
fn get_ptr(&self) -> ptr::NonNull<mem::MaybeUninit<u8>> {
match self {
PBOMapping::Unmapped => unreachable!("Cannot get pointer to unmapped PBO."),
PBOMapping::Transient(ptr) => *ptr,
PBOMapping::Persistent(ptr) => *ptr,
}
}
}
/// A PBO for uploading texture data, managed by UploadPBOPool.
#[derive(Debug)]
struct UploadPBO {
pbo: PBO,
mapping: PBOMapping,
can_recycle: bool,
}
impl UploadPBO {
fn empty() -> Self {
Self {
pbo: PBO {
id: 0,
reserved_size: 0,
},
mapping: PBOMapping::Unmapped,
can_recycle: false,
}
}
}
/// Allocates and recycles PBOs used for uploading texture data.
/// Tries to allocate and recycle PBOs of a fixed size, but will make exceptions when
/// a larger buffer is required or to work around driver bugs.
pub struct UploadPBOPool {
/// Usage hint to provide to the driver for optimizations.
usage_hint: VertexUsageHint,
/// The preferred size, in bytes, of the buffers to allocate.
default_size: usize,
/// List of allocated PBOs ready to be re-used.
available_buffers: Vec<UploadPBO>,
/// PBOs which have been returned during the current frame,
/// and do not yet have an associated sync object.
returned_buffers: Vec<UploadPBO>,
/// PBOs which are waiting until their sync object is signalled,
/// indicating they can are ready to be re-used.
waiting_buffers: Vec<(gl::GLsync, Vec<UploadPBO>)>,
/// PBOs which have been orphaned.
/// We can recycle their IDs but must reallocate their storage.
orphaned_buffers: Vec<PBO>,
}
impl UploadPBOPool {
pub fn new(device: &mut Device, default_size: usize) -> Self {
let usage_hint = match device.upload_method {
UploadMethod::Immediate => VertexUsageHint::Stream,
UploadMethod::PixelBuffer(usage_hint) => usage_hint,
};
Self {
usage_hint,
default_size,
available_buffers: Vec::new(),
returned_buffers: Vec::new(),
waiting_buffers: Vec::new(),
orphaned_buffers: Vec::new(),
}
}
/// To be called at the beginning of a series of uploads.
/// Moves any buffers which are now ready to be used from the waiting list to the ready list.
pub fn begin_frame(&mut self, device: &mut Device) {
// Iterate through the waiting buffers and check if each fence has been signalled.
// If a fence is signalled, move its corresponding buffers to the available list.
// On error, delete the buffers. Stop when we find the first non-signalled fence,
// and clean up the signalled fences.
let mut first_not_signalled = self.waiting_buffers.len();
for (i, (sync, buffers)) in self.waiting_buffers.iter_mut().enumerate() {
match device.gl.client_wait_sync(*sync, 0, 0) {
gl::TIMEOUT_EXPIRED => {
first_not_signalled = i;
break;
},
gl::ALREADY_SIGNALED | gl::CONDITION_SATISFIED => {
self.available_buffers.extend(buffers.drain(..));
}
gl::WAIT_FAILED | _ => {
warn!("glClientWaitSync error in UploadPBOPool::begin_frame()");
for buffer in buffers.drain(..) {
device.delete_pbo(buffer.pbo);
}
}
}
}
// Delete signalled fences, and remove their now-empty Vecs from waiting_buffers.
for (sync, _) in self.waiting_buffers.drain(0..first_not_signalled) {
device.gl.delete_sync(sync);
}
}
// To be called at the end of a series of uploads.
// Creates a sync object, and adds the buffers returned during this frame to waiting_buffers.
pub fn end_frame(&mut self, device: &mut Device) {
if !self.returned_buffers.is_empty() {
let sync = device.gl.fence_sync(gl::SYNC_GPU_COMMANDS_COMPLETE, 0);
if !sync.is_null() {
self.waiting_buffers.push((sync, mem::replace(&mut self.returned_buffers, Vec::new())))
} else {
warn!("glFenceSync error in UploadPBOPool::end_frame()");
for buffer in self.returned_buffers.drain(..) {
device.delete_pbo(buffer.pbo);
}
}
}
}
/// Obtain a PBO, either by reusing an existing PBO or allocating a new one.
/// min_size specifies the minimum required size of the PBO. The returned PBO
/// may be larger than required.
fn get_pbo(&mut self, device: &mut Device, min_size: usize) -> Result<UploadPBO, String> {
// If min_size is smaller than our default size, then use the default size.
// The exception to this is when due to driver bugs we cannot upload from
// offsets other than zero within a PBO. In this case, there is no point in
// allocating buffers larger than required, as they cannot be shared.
let (can_recycle, size) = if min_size <= self.default_size && device.capabilities.supports_nonzero_pbo_offsets {
(true, self.default_size)
} else {
(false, min_size)
};
// Try to recycle an already allocated PBO.
if can_recycle {
if let Some(mut buffer) = self.available_buffers.pop() {
assert_eq!(buffer.pbo.reserved_size, size);
assert!(buffer.can_recycle);
device.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, buffer.pbo.id);
match buffer.mapping {
PBOMapping::Unmapped => {
// If buffer was unmapped then transiently map it.
let ptr = device.gl.map_buffer_range(
gl::PIXEL_UNPACK_BUFFER,
0,
buffer.pbo.reserved_size as _,
gl::MAP_WRITE_BIT | gl::MAP_UNSYNCHRONIZED_BIT,
) as *mut _;
let ptr = ptr::NonNull::new(ptr).ok_or_else(
|| format!("Failed to transiently map PBO of size {} bytes", buffer.pbo.reserved_size)
)?;
buffer.mapping = PBOMapping::Transient(ptr);
}
PBOMapping::Transient(_) => {
unreachable!("Transiently mapped UploadPBO must be unmapped before returning to pool.");
}
PBOMapping::Persistent(_) => {
}
}
return Ok(buffer);
}
}
// Try to recycle a PBO ID (but not its allocation) from a previously allocated PBO.
// If there are none available, create a new PBO.
let mut pbo = match self.orphaned_buffers.pop() {
Some(pbo) => pbo,
None => device.create_pbo(),
};
assert_eq!(pbo.reserved_size, 0);
pbo.reserved_size = size;
device.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, pbo.id);
let mapping = if device.capabilities.supports_buffer_storage && can_recycle {
device.gl.buffer_storage(
gl::PIXEL_UNPACK_BUFFER,
pbo.reserved_size as _,
ptr::null(),
gl::MAP_WRITE_BIT | gl::MAP_PERSISTENT_BIT,
);
let ptr = device.gl.map_buffer_range(
gl::PIXEL_UNPACK_BUFFER,
0,
pbo.reserved_size as _,
// GL_MAP_COHERENT_BIT doesn't seem to work on Adreno, so use glFlushMappedBufferRange.
// kvark notes that coherent memory can be faster on some platforms, such as nvidia,
// so in the future we could choose which to use at run time.
gl::MAP_WRITE_BIT | gl::MAP_PERSISTENT_BIT | gl::MAP_FLUSH_EXPLICIT_BIT,
) as *mut _;
let ptr = ptr::NonNull::new(ptr).ok_or_else(
|| format!("Failed to transiently map PBO of size {} bytes", pbo.reserved_size)
)?;
PBOMapping::Persistent(ptr)
} else {
device.gl.buffer_data_untyped(
gl::PIXEL_UNPACK_BUFFER,
pbo.reserved_size as _,
ptr::null(),
self.usage_hint.to_gl(),
);
let ptr = device.gl.map_buffer_range(
gl::PIXEL_UNPACK_BUFFER,
0,
pbo.reserved_size as _,
// Unlike the above code path, where we are re-mapping a buffer that has previously been unmapped,
// this buffer has just been created there is no need for GL_MAP_UNSYNCHRONIZED_BIT.
gl::MAP_WRITE_BIT,
) as *mut _;
let ptr = ptr::NonNull::new(ptr).ok_or_else(
|| format!("Failed to transiently map PBO of size {} bytes", pbo.reserved_size)
)?;
PBOMapping::Transient(ptr)
};
Ok(UploadPBO { pbo, mapping, can_recycle })
}
/// Returns a PBO to the pool. If the PBO is recyclable it is placed in the waiting list.
/// Otherwise we orphan the allocation immediately, and will subsequently reuse just the ID.
fn return_pbo(&mut self, device: &mut Device, mut buffer: UploadPBO) {
assert!(
!matches!(buffer.mapping, PBOMapping::Transient(_)),
"Transiently mapped UploadPBO must be unmapped before returning to pool.",
);
if buffer.can_recycle {
self.returned_buffers.push(buffer);
} else {
device.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, buffer.pbo.id);
device.gl.buffer_data_untyped(
gl::PIXEL_UNPACK_BUFFER,
0,
ptr::null(),
gl::STREAM_DRAW,
);
buffer.pbo.reserved_size = 0;
self.orphaned_buffers.push(buffer.pbo);
}
device.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, 0);
}
/// Frees all allocated buffers in response to a memory pressure event.
pub fn on_memory_pressure(&mut self, device: &mut Device) {
for buffer in self.available_buffers.drain(..) {
device.delete_pbo(buffer.pbo);
}
for buffer in self.returned_buffers.drain(..) {
device.delete_pbo(buffer.pbo)
}
for (sync, buffers) in self.waiting_buffers.drain(..) {
device.gl.delete_sync(sync);
for buffer in buffers {
device.delete_pbo(buffer.pbo)
}
}
// There is no need to delete orphaned PBOs on memory pressure.
}
/// Generates a memory report.
pub fn report_memory(&self) -> MemoryReport {
let mut report = MemoryReport::default();
for buffer in &self.available_buffers {
report.texture_upload_pbos += buffer.pbo.reserved_size;
}
for buffer in &self.returned_buffers {
report.texture_upload_pbos += buffer.pbo.reserved_size;
}
for (_, buffers) in &self.waiting_buffers {
for buffer in buffers {
report.texture_upload_pbos += buffer.pbo.reserved_size;
}
}
report
}
pub fn deinit(&mut self, device: &mut Device) {
for buffer in self.available_buffers.drain(..) {
device.delete_pbo(buffer.pbo);
}
for buffer in self.returned_buffers.drain(..) {
device.delete_pbo(buffer.pbo)
}
for (sync, buffers) in self.waiting_buffers.drain(..) {
device.gl.delete_sync(sync);
for buffer in buffers {
device.delete_pbo(buffer.pbo)
}
}
for pbo in self.orphaned_buffers.drain(..) {
device.delete_pbo(pbo);
}
}
}
/// Used to perform a series of texture uploads.
/// Create using Device::upload_texture(). Perform a series of uploads using either
/// upload(), or stage() and upload_staged(), then call flush().
pub struct TextureUploader<'a> {
/// A list of buffers containing uploads that need to be flushed.
buffers: Vec<PixelBuffer<'a>>,
/// Pool used to obtain PBOs to fill with texture data.
pub pbo_pool: &'a mut UploadPBOPool,
}
impl<'a> Drop for TextureUploader<'a> {
fn drop(&mut self) {
assert!(
thread::panicking() || self.buffers.is_empty(),
"TextureUploader must be flushed before it is dropped."
);
}
}
/// A buffer used to manually stage data to be uploaded to a texture.
/// Created by calling TextureUploader::stage(), the data can then be written to via get_mapping().
#[derive(Debug)]
pub struct UploadStagingBuffer<'a> {
/// The PixelBuffer containing this upload.
buffer: PixelBuffer<'a>,
/// The offset of this upload within the PixelBuffer.
offset: usize,
/// The size of this upload.
size: usize,
/// The stride of the data within the buffer.
stride: usize,
}
impl<'a> UploadStagingBuffer<'a> {
/// Returns the required stride of the data to be written to the buffer.
pub fn get_stride(&self) -> usize {
self.stride
}
/// Returns a mapping of the data in the buffer, to be written to.
pub fn get_mapping(&mut self) -> &mut [mem::MaybeUninit<u8>] {
&mut self.buffer.mapping[self.offset..self.offset + self.size]
}
}
impl<'a> TextureUploader<'a> {
/// Returns an UploadStagingBuffer which can be used to manually stage data to be uploaded.
/// Once the data has been staged, it can be uploaded with upload_staged().
pub fn stage(
&mut self,
device: &mut Device,
format: ImageFormat,
size: DeviceIntSize,
) -> Result<UploadStagingBuffer<'a>, String> {
assert!(matches!(device.upload_method, UploadMethod::PixelBuffer(_)), "Texture uploads should only be staged when using pixel buffers.");
// for optimal PBO texture uploads the offset and stride of the data in
// the buffer may have to be a multiple of a certain value.
let (dst_size, dst_stride) = device.required_upload_size_and_stride(
size,
format,
);
// Find a pixel buffer with enough space remaining, creating a new one if required.
let buffer_index = self.buffers.iter().position(|buffer| {
buffer.size_used + dst_size <= buffer.inner.pbo.reserved_size
});
let buffer = match buffer_index {
Some(i) => self.buffers.swap_remove(i),
None => PixelBuffer::new(self.pbo_pool.get_pbo(device, dst_size)?),
};
if !device.capabilities.supports_nonzero_pbo_offsets {
assert_eq!(buffer.size_used, 0, "PBO uploads from non-zero offset are not supported.");
}
assert!(buffer.size_used + dst_size <= buffer.inner.pbo.reserved_size, "PixelBuffer is too small");
let offset = buffer.size_used;
Ok(UploadStagingBuffer {
buffer,
offset,
size: dst_size,
stride: dst_stride,
})
}
/// Uploads manually staged texture data to the specified texture.
pub fn upload_staged(
&mut self,
device: &mut Device,
texture: &'a Texture,
rect: DeviceIntRect,
format_override: Option<ImageFormat>,
mut staging_buffer: UploadStagingBuffer<'a>,
) -> usize {
let size = staging_buffer.size;
staging_buffer.buffer.chunks.push(UploadChunk {
rect,
stride: Some(staging_buffer.stride as i32),
offset: staging_buffer.offset,
format_override,
texture,
});
staging_buffer.buffer.size_used += staging_buffer.size;
// Flush the buffer if it is full, otherwise return it to the uploader for further use.
if staging_buffer.buffer.size_used < staging_buffer.buffer.inner.pbo.reserved_size {
self.buffers.push(staging_buffer.buffer);
} else {
Self::flush_buffer(device, self.pbo_pool, staging_buffer.buffer);
}
size
}
/// Uploads texture data to the specified texture.
pub fn upload<T>(
&mut self,
device: &mut Device,
texture: &'a Texture,
mut rect: DeviceIntRect,
stride: Option<i32>,
format_override: Option<ImageFormat>,
data: *const T,
len: usize,
) -> usize {
// Textures dimensions may have been clamped by the hardware. Crop the
// upload region to match.
let cropped = rect.intersection(
&DeviceIntRect::from_size(texture.get_dimensions())
);
if cfg!(debug_assertions) && cropped.map_or(true, |r| r != rect) {
warn!("Cropping texture upload {:?} to {:?}", rect, cropped);
}
rect = match cropped {
None => return 0,
Some(r) => r,
};
let bytes_pp = texture.format.bytes_per_pixel() as usize;
let width_bytes = rect.width() as usize * bytes_pp;
let src_stride = stride.map_or(width_bytes, |stride| {
assert!(stride >= 0);
stride as usize
});
let src_size = (rect.height() as usize - 1) * src_stride + width_bytes;
assert!(src_size <= len * mem::size_of::<T>());
match device.upload_method {
UploadMethod::Immediate => {
if cfg!(debug_assertions) {
let mut bound_buffer = [0];
unsafe {
device.gl.get_integer_v(gl::PIXEL_UNPACK_BUFFER_BINDING, &mut bound_buffer);
}
assert_eq!(bound_buffer[0], 0, "GL_PIXEL_UNPACK_BUFFER must not be bound for immediate uploads.");
}
Self::update_impl(device, UploadChunk {
rect,
stride: Some(src_stride as i32),
offset: data as _,
format_override,
texture,
});
width_bytes * rect.height() as usize
}
UploadMethod::PixelBuffer(_) => {
let mut staging_buffer = match self.stage(device, texture.format, rect.size()) {
Ok(staging_buffer) => staging_buffer,
Err(_) => return 0,
};
let dst_stride = staging_buffer.get_stride();
unsafe {
let src: &[mem::MaybeUninit<u8>] = slice::from_raw_parts(data as *const _, src_size);
if src_stride == dst_stride {
// the stride is already optimal, so simply copy
// the data as-is in to the buffer
staging_buffer.get_mapping()[..src_size].copy_from_slice(src);
} else {
// copy the data line-by-line in to the buffer so
// that it has an optimal stride
for y in 0..rect.height() as usize {
let src_start = y * src_stride;
let src_end = src_start + width_bytes;
let dst_start = y * staging_buffer.get_stride();
let dst_end = dst_start + width_bytes;
staging_buffer.get_mapping()[dst_start..dst_end].copy_from_slice(&src[src_start..src_end])
}
}
}
self.upload_staged(device, texture, rect, format_override, staging_buffer)
}
}
}
fn flush_buffer(device: &mut Device, pbo_pool: &mut UploadPBOPool, mut buffer: PixelBuffer) {
device.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, buffer.inner.pbo.id);
match buffer.inner.mapping {
PBOMapping::Unmapped => unreachable!("UploadPBO should be mapped at this stage."),
PBOMapping::Transient(_) => {
device.gl.unmap_buffer(gl::PIXEL_UNPACK_BUFFER);
buffer.inner.mapping = PBOMapping::Unmapped;
}
PBOMapping::Persistent(_) => {
device.gl.flush_mapped_buffer_range(gl::PIXEL_UNPACK_BUFFER, 0, buffer.size_used as _);
}
}
buffer.flush_chunks(device);
let pbo = mem::replace(&mut buffer.inner, UploadPBO::empty());
pbo_pool.return_pbo(device, pbo);
}
/// Flushes all pending texture uploads. Must be called after all
/// required upload() or upload_staged() calls have been made.
pub fn flush(mut self, device: &mut Device) {
for buffer in self.buffers.drain(..) {
Self::flush_buffer(device, self.pbo_pool, buffer);
}
device.gl.bind_buffer(gl::PIXEL_UNPACK_BUFFER, 0);
}
fn update_impl(device: &mut Device, chunk: UploadChunk) {
device.bind_texture(DEFAULT_TEXTURE, chunk.texture, Swizzle::default());
let format = chunk.format_override.unwrap_or(chunk.texture.format);
let (gl_format, bpp, data_type) = match format {
ImageFormat::R8 => (gl::RED, 1, gl::UNSIGNED_BYTE),
ImageFormat::R16 => (gl::RED, 2, gl::UNSIGNED_SHORT),
ImageFormat::BGRA8 => (device.bgra_formats.external, 4, device.bgra_pixel_type),
ImageFormat::RGBA8 => (gl::RGBA, 4, gl::UNSIGNED_BYTE),
ImageFormat::RG8 => (gl::RG, 2, gl::UNSIGNED_BYTE),
ImageFormat::RG16 => (gl::RG, 4, gl::UNSIGNED_SHORT),
ImageFormat::RGBAF32 => (gl::RGBA, 16, gl::FLOAT),
ImageFormat::RGBAI32 => (gl::RGBA_INTEGER, 16, gl::INT),
};
let row_length = match chunk.stride {
Some(value) => value / bpp,
None => chunk.texture.size.width,
};
if chunk.stride.is_some() {
device.gl.pixel_store_i(
gl::UNPACK_ROW_LENGTH,
row_length as _,
);
}
let pos = chunk.rect.min;
let size = chunk.rect.size();
match chunk.texture.target {
gl::TEXTURE_2D | gl::TEXTURE_RECTANGLE | gl::TEXTURE_EXTERNAL_OES => {
device.gl.tex_sub_image_2d_pbo(
chunk.texture.target,
0,
pos.x as _,
pos.y as _,
size.width as _,
size.height as _,
gl_format,
data_type,
chunk.offset,
);
}
_ => panic!("BUG: Unexpected texture target!"),
}
// If using tri-linear filtering, build the mip-map chain for this texture.
if chunk.texture.filter == TextureFilter::Trilinear {
device.gl.generate_mipmap(chunk.texture.target);
}
// Reset row length to 0, otherwise the stride would apply to all texture uploads.
if chunk.stride.is_some() {
device.gl.pixel_store_i(gl::UNPACK_ROW_LENGTH, 0 as _);
}
}
}
fn texels_to_u8_slice<T: Texel>(texels: &[T]) -> &[u8] {
unsafe {
slice::from_raw_parts(texels.as_ptr() as *const u8, texels.len() * mem::size_of::<T>())
}
}