blob: e5b4974a8f413573f6cad86219ee05520faacabe [file] [log] [blame]
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "gpu/command_buffer/service/context_group.h"
#include <algorithm>
#include <string>
#include "base/command_line.h"
#include "gpu/command_buffer/common/value_state.h"
#include "gpu/command_buffer/service/buffer_manager.h"
#include "gpu/command_buffer/service/framebuffer_manager.h"
#include "gpu/command_buffer/service/gpu_switches.h"
#include "gpu/command_buffer/service/mailbox_manager_impl.h"
#include "gpu/command_buffer/service/path_manager.h"
#include "gpu/command_buffer/service/program_manager.h"
#include "gpu/command_buffer/service/renderbuffer_manager.h"
#include "gpu/command_buffer/service/shader_manager.h"
#include "gpu/command_buffer/service/texture_manager.h"
#include "gpu/command_buffer/service/transfer_buffer_manager.h"
#include "gpu/command_buffer/service/valuebuffer_manager.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_version_info.h"
namespace gpu {
namespace gles2 {
ContextGroup::ContextGroup(
const scoped_refptr<MailboxManager>& mailbox_manager,
const scoped_refptr<MemoryTracker>& memory_tracker,
const scoped_refptr<ShaderTranslatorCache>& shader_translator_cache,
const scoped_refptr<FramebufferCompletenessCache>&
framebuffer_completeness_cache,
const scoped_refptr<FeatureInfo>& feature_info,
const scoped_refptr<SubscriptionRefSet>& subscription_ref_set,
const scoped_refptr<ValueStateMap>& pending_valuebuffer_state,
bool bind_generates_resource)
: context_type_(CONTEXT_TYPE_OPENGLES2),
mailbox_manager_(mailbox_manager),
memory_tracker_(memory_tracker),
shader_translator_cache_(shader_translator_cache),
#if defined(OS_MACOSX)
// Framebuffer completeness is not cacheable on OS X because of dynamic
// graphics switching.
// http://crbug.com/180876
// TODO(tobiasjs): determine whether GPU switching is possible
// programmatically, rather than just hardcoding this behaviour
// for OS X.
framebuffer_completeness_cache_(NULL),
#else
framebuffer_completeness_cache_(framebuffer_completeness_cache),
#endif
subscription_ref_set_(subscription_ref_set),
pending_valuebuffer_state_(pending_valuebuffer_state),
enforce_gl_minimums_(
base::CommandLine::InitializedForCurrentProcess()
? base::CommandLine::ForCurrentProcess()->HasSwitch(
switches::kEnforceGLMinimums)
: false),
bind_generates_resource_(bind_generates_resource),
max_vertex_attribs_(0u),
max_texture_units_(0u),
max_texture_image_units_(0u),
max_vertex_texture_image_units_(0u),
max_fragment_uniform_vectors_(0u),
max_varying_vectors_(0u),
max_vertex_uniform_vectors_(0u),
max_color_attachments_(1u),
max_draw_buffers_(1u),
program_cache_(NULL),
feature_info_(feature_info) {
{
if (!mailbox_manager_.get())
mailbox_manager_ = new MailboxManagerImpl;
if (!subscription_ref_set_.get())
subscription_ref_set_ = new SubscriptionRefSet();
if (!pending_valuebuffer_state_.get())
pending_valuebuffer_state_ = new ValueStateMap();
if (!feature_info.get())
feature_info_ = new FeatureInfo;
transfer_buffer_manager_ = new TransferBufferManager(memory_tracker_.get());
}
}
static void GetIntegerv(GLenum pname, uint32* var) {
GLint value = 0;
glGetIntegerv(pname, &value);
*var = value;
}
bool ContextGroup::Initialize(GLES2Decoder* decoder,
ContextType context_type,
const DisallowedFeatures& disallowed_features) {
if (!HaveContexts()) {
context_type_ = context_type;
} else if (context_type_ != context_type) {
LOG(ERROR) << "ContextGroup::Initialize failed because the type of "
<< "the context does not fit with the group.";
return false;
}
// If we've already initialized the group just add the context.
if (HaveContexts()) {
decoders_.push_back(base::AsWeakPtr<GLES2Decoder>(decoder));
return true;
}
if (!feature_info_->Initialize(disallowed_features)) {
LOG(ERROR) << "ContextGroup::Initialize failed because FeatureInfo "
<< "initialization failed.";
return false;
}
transfer_buffer_manager_->Initialize();
const GLint kMinRenderbufferSize = 512; // GL says 1 pixel!
GLint max_renderbuffer_size = 0;
if (!QueryGLFeature(
GL_MAX_RENDERBUFFER_SIZE, kMinRenderbufferSize,
&max_renderbuffer_size)) {
LOG(ERROR) << "ContextGroup::Initialize failed because maximum "
<< "renderbuffer size too small (" << max_renderbuffer_size
<< ", should be " << kMinRenderbufferSize << ").";
return false;
}
GLint max_samples = 0;
if (feature_info_->feature_flags().chromium_framebuffer_multisample ||
feature_info_->feature_flags().multisampled_render_to_texture) {
if (feature_info_->feature_flags(
).use_img_for_multisampled_render_to_texture) {
glGetIntegerv(GL_MAX_SAMPLES_IMG, &max_samples);
} else {
glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
}
}
if (feature_info_->feature_flags().ext_draw_buffers) {
GetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &max_color_attachments_);
if (max_color_attachments_ < 1)
max_color_attachments_ = 1;
GetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buffers_);
if (max_draw_buffers_ < 1)
max_draw_buffers_ = 1;
}
buffer_manager_.reset(
new BufferManager(memory_tracker_.get(), feature_info_.get()));
framebuffer_manager_.reset(
new FramebufferManager(max_draw_buffers_, max_color_attachments_,
context_type, framebuffer_completeness_cache_));
renderbuffer_manager_.reset(new RenderbufferManager(
memory_tracker_.get(), max_renderbuffer_size, max_samples,
feature_info_.get()));
shader_manager_.reset(new ShaderManager());
valuebuffer_manager_.reset(
new ValuebufferManager(subscription_ref_set_.get(),
pending_valuebuffer_state_.get()));
// Lookup GL things we need to know.
const GLint kGLES2RequiredMinimumVertexAttribs = 8u;
if (!QueryGLFeatureU(
GL_MAX_VERTEX_ATTRIBS, kGLES2RequiredMinimumVertexAttribs,
&max_vertex_attribs_)) {
LOG(ERROR) << "ContextGroup::Initialize failed because too few "
<< "vertex attributes supported.";
return false;
}
const GLuint kGLES2RequiredMinimumTextureUnits = 8u;
if (!QueryGLFeatureU(
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, kGLES2RequiredMinimumTextureUnits,
&max_texture_units_)) {
LOG(ERROR) << "ContextGroup::Initialize failed because too few "
<< "texture units supported.";
return false;
}
GLint max_texture_size = 0;
GLint max_cube_map_texture_size = 0;
GLint max_rectangle_texture_size = 0;
GLint max_3d_texture_size = 0;
const GLint kMinTextureSize = 2048; // GL actually says 64!?!?
// TODO(zmo): In ES3, max cubemap size is required to be at least 2048.
const GLint kMinCubeMapSize = 256; // GL actually says 16!?!?
const GLint kMinRectangleTextureSize = 64;
const GLint kMin3DTextureSize = 256;
if (!QueryGLFeature(GL_MAX_TEXTURE_SIZE, kMinTextureSize,
&max_texture_size) ||
!QueryGLFeature(GL_MAX_CUBE_MAP_TEXTURE_SIZE, kMinCubeMapSize,
&max_cube_map_texture_size) ||
(feature_info_->gl_version_info().IsES3Capable() &&
!QueryGLFeature(GL_MAX_3D_TEXTURE_SIZE, kMin3DTextureSize,
&max_3d_texture_size)) ||
(feature_info_->feature_flags().arb_texture_rectangle &&
!QueryGLFeature(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB,
kMinRectangleTextureSize,
&max_rectangle_texture_size))) {
LOG(ERROR) << "ContextGroup::Initialize failed because maximum "
<< "texture size is too small.";
return false;
}
if (feature_info_->workarounds().max_texture_size) {
max_texture_size = std::min(
max_texture_size,
feature_info_->workarounds().max_texture_size);
max_rectangle_texture_size = std::min(
max_rectangle_texture_size,
feature_info_->workarounds().max_texture_size);
}
if (feature_info_->workarounds().max_cube_map_texture_size) {
max_cube_map_texture_size = std::min(
max_cube_map_texture_size,
feature_info_->workarounds().max_cube_map_texture_size);
}
texture_manager_.reset(new TextureManager(memory_tracker_.get(),
feature_info_.get(),
max_texture_size,
max_cube_map_texture_size,
max_rectangle_texture_size,
max_3d_texture_size,
bind_generates_resource_));
texture_manager_->set_framebuffer_manager(framebuffer_manager_.get());
const GLint kMinTextureImageUnits = 8;
const GLint kMinVertexTextureImageUnits = 0;
if (!QueryGLFeatureU(
GL_MAX_TEXTURE_IMAGE_UNITS, kMinTextureImageUnits,
&max_texture_image_units_) ||
!QueryGLFeatureU(
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, kMinVertexTextureImageUnits,
&max_vertex_texture_image_units_)) {
LOG(ERROR) << "ContextGroup::Initialize failed because too few "
<< "texture units.";
return false;
}
if (feature_info_->gl_version_info().BehavesLikeGLES()) {
GetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS,
&max_fragment_uniform_vectors_);
GetIntegerv(GL_MAX_VARYING_VECTORS, &max_varying_vectors_);
GetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &max_vertex_uniform_vectors_);
} else {
GetIntegerv(
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &max_fragment_uniform_vectors_);
max_fragment_uniform_vectors_ /= 4;
GetIntegerv(GL_MAX_VARYING_FLOATS, &max_varying_vectors_);
max_varying_vectors_ /= 4;
GetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &max_vertex_uniform_vectors_);
max_vertex_uniform_vectors_ /= 4;
}
const GLint kMinFragmentUniformVectors = 16;
const GLint kMinVaryingVectors = 8;
const GLint kMinVertexUniformVectors = 128;
if (!CheckGLFeatureU(
kMinFragmentUniformVectors, &max_fragment_uniform_vectors_) ||
!CheckGLFeatureU(kMinVaryingVectors, &max_varying_vectors_) ||
!CheckGLFeatureU(
kMinVertexUniformVectors, &max_vertex_uniform_vectors_)) {
LOG(ERROR) << "ContextGroup::Initialize failed because too few "
<< "uniforms or varyings supported.";
return false;
}
// Some shaders in Skia need more than the min available vertex and
// fragment shader uniform vectors in case of OSMesa GL Implementation
if (feature_info_->workarounds().max_fragment_uniform_vectors) {
max_fragment_uniform_vectors_ = std::min(
max_fragment_uniform_vectors_,
static_cast<uint32>(
feature_info_->workarounds().max_fragment_uniform_vectors));
}
if (feature_info_->workarounds().max_varying_vectors) {
max_varying_vectors_ = std::min(
max_varying_vectors_,
static_cast<uint32>(feature_info_->workarounds().max_varying_vectors));
}
if (feature_info_->workarounds().max_vertex_uniform_vectors) {
max_vertex_uniform_vectors_ =
std::min(max_vertex_uniform_vectors_,
static_cast<uint32>(
feature_info_->workarounds().max_vertex_uniform_vectors));
}
path_manager_.reset(new PathManager());
program_manager_.reset(new ProgramManager(
program_cache_, max_varying_vectors_));
if (!texture_manager_->Initialize()) {
LOG(ERROR) << "Context::Group::Initialize failed because texture manager "
<< "failed to initialize.";
return false;
}
decoders_.push_back(base::AsWeakPtr<GLES2Decoder>(decoder));
return true;
}
namespace {
bool IsNull(const base::WeakPtr<gles2::GLES2Decoder>& decoder) {
return !decoder.get();
}
template <typename T>
class WeakPtrEquals {
public:
explicit WeakPtrEquals(T* t) : t_(t) {}
bool operator()(const base::WeakPtr<T>& t) {
return t.get() == t_;
}
private:
T* const t_;
};
} // namespace anonymous
bool ContextGroup::HaveContexts() {
decoders_.erase(std::remove_if(decoders_.begin(), decoders_.end(), IsNull),
decoders_.end());
return !decoders_.empty();
}
void ContextGroup::Destroy(GLES2Decoder* decoder, bool have_context) {
decoders_.erase(std::remove_if(decoders_.begin(), decoders_.end(),
WeakPtrEquals<gles2::GLES2Decoder>(decoder)),
decoders_.end());
// If we still have contexts do nothing.
if (HaveContexts()) {
return;
}
if (buffer_manager_ != NULL) {
buffer_manager_->Destroy(have_context);
buffer_manager_.reset();
}
if (framebuffer_manager_ != NULL) {
framebuffer_manager_->Destroy(have_context);
if (texture_manager_)
texture_manager_->set_framebuffer_manager(NULL);
framebuffer_manager_.reset();
}
if (renderbuffer_manager_ != NULL) {
renderbuffer_manager_->Destroy(have_context);
renderbuffer_manager_.reset();
}
if (texture_manager_ != NULL) {
texture_manager_->Destroy(have_context);
texture_manager_.reset();
}
if (path_manager_ != NULL) {
path_manager_->Destroy(have_context);
path_manager_.reset();
}
if (program_manager_ != NULL) {
program_manager_->Destroy(have_context);
program_manager_.reset();
}
if (shader_manager_ != NULL) {
shader_manager_->Destroy(have_context);
shader_manager_.reset();
}
if (valuebuffer_manager_ != NULL) {
valuebuffer_manager_->Destroy();
valuebuffer_manager_.reset();
}
memory_tracker_ = NULL;
}
uint32 ContextGroup::GetMemRepresented() const {
uint32 total = 0;
if (buffer_manager_.get())
total += buffer_manager_->mem_represented();
if (renderbuffer_manager_.get())
total += renderbuffer_manager_->mem_represented();
if (texture_manager_.get())
total += texture_manager_->mem_represented();
return total;
}
void ContextGroup::LoseContexts(error::ContextLostReason reason) {
for (size_t ii = 0; ii < decoders_.size(); ++ii) {
if (decoders_[ii].get()) {
decoders_[ii]->MarkContextLost(reason);
}
}
}
ContextGroup::~ContextGroup() {
CHECK(!HaveContexts());
}
bool ContextGroup::CheckGLFeature(GLint min_required, GLint* v) {
GLint value = *v;
if (enforce_gl_minimums_) {
value = std::min(min_required, value);
}
*v = value;
return value >= min_required;
}
bool ContextGroup::CheckGLFeatureU(GLint min_required, uint32* v) {
GLint value = *v;
if (enforce_gl_minimums_) {
value = std::min(min_required, value);
}
*v = value;
return value >= min_required;
}
bool ContextGroup::QueryGLFeature(
GLenum pname, GLint min_required, GLint* v) {
GLint value = 0;
glGetIntegerv(pname, &value);
*v = value;
return CheckGLFeature(min_required, v);
}
bool ContextGroup::QueryGLFeatureU(
GLenum pname, GLint min_required, uint32* v) {
uint32 value = 0;
GetIntegerv(pname, &value);
bool result = CheckGLFeatureU(min_required, &value);
*v = value;
return result;
}
bool ContextGroup::GetBufferServiceId(
GLuint client_id, GLuint* service_id) const {
Buffer* buffer = buffer_manager_->GetBuffer(client_id);
if (!buffer)
return false;
*service_id = buffer->service_id();
return true;
}
} // namespace gles2
} // namespace gpu