blob: bdb3abffe922a7faa28e8656c92ff73581d31a37 [file] [log] [blame]
// Copyright 2013 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 "content/browser/compositor/io_surface_layer_mac.h"
#include <sstream>
#include <CoreFoundation/CoreFoundation.h>
#include <OpenGL/CGLIOSurface.h>
#include <OpenGL/CGLRenderers.h>
#include <OpenGL/gl.h>
#include <OpenGL/OpenGL.h>
#include "base/mac/mac_util.h"
#include "base/mac/sdk_forward_declarations.h"
#include "content/browser/gpu/gpu_data_manager_impl.h"
#include "content/browser/renderer_host/render_widget_host_impl.h"
#include "content/browser/renderer_host/render_widget_host_view_mac.h"
#include "ui/base/cocoa/animation_utils.h"
#include "ui/gfx/size_conversions.h"
#include "ui/gl/scoped_cgl.h"
#include "ui/gl/gpu_switching_manager.h"
// Convenience macro for checking errors in the below code.
#define CHECK_GL_ERROR() do { \
GLenum gl_error = glGetError(); \
LOG_IF(ERROR, gl_error != GL_NO_ERROR) << "GL Error: " << gl_error; \
} while (0)
namespace {
// Helper function for logging error codes.
template<typename T>
std::string to_string(T value) {
std::ostringstream stream;
stream << value;
return stream.str();
}
// Helper function posted to destroy textures on a clean stack.
void DestroyTexture(
base::ScopedTypeRef<CGLContextObj> context,
base::ScopedCFTypeRef<IOSurfaceRef> io_surface,
GLuint texture) {
// Destroy the texture before tearing down the context, and while the
// IOSurface is still being kept around.
CGLSetCurrentContext(context);
glDeleteTextures(1, &texture);
CGLSetCurrentContext(NULL);
// Release (and likely destroy) the context.
context.reset();
// Finally release the IOSurface.
io_surface.reset();
}
}
////////////////////////////////////////////////////////////////////////////////
// IOSurfaceLayer(Private)
@interface IOSurfaceLayer(Private)
// Reset the texture and post a task to clean it up.
- (void)resetTextureAndPostDestroy;
// Force a draw immediately, but only if one was requested.
- (void)displayIfNeededAndAck;
// Called when it has been a fixed interval of time and a frame has yet to be
// drawn.
- (void)timerFired;
@end
////////////////////////////////////////////////////////////////////////////////
// IOSurfaceLayerHelper
namespace content {
// IOSurfaceLayerHelper provides C++ functionality needed for the
// IOSurfaceLayer class (interfacing with base::DelayTimer).
class IOSurfaceLayerHelper {
public:
IOSurfaceLayerHelper(IOSurfaceLayer* layer);
~IOSurfaceLayerHelper();
void ResetTimer();
private:
void TimerFired();
// The layer that owns this helper.
IOSurfaceLayer* const layer_;
// The browser places back-pressure on the GPU by not acknowledging swap
// calls until they appear on the screen. This can lead to hangs if the
// view is moved offscreen (among other things). Prevent hangs by always
// acknowledging the frame after timeout of 1/6th of a second has passed.
base::DelayTimer<IOSurfaceLayerHelper> timer_;
};
IOSurfaceLayerHelper::IOSurfaceLayerHelper(
IOSurfaceLayer* layer)
: layer_(layer),
timer_(
FROM_HERE,
base::TimeDelta::FromSeconds(1) / 6,
this,
&IOSurfaceLayerHelper::TimerFired) {}
IOSurfaceLayerHelper::~IOSurfaceLayerHelper() {
}
void IOSurfaceLayerHelper::ResetTimer() {
timer_.Reset();
}
void IOSurfaceLayerHelper::TimerFired() {
[layer_ timerFired];
}
} // namespace content
////////////////////////////////////////////////////////////////////////////////
// IOSurfaceLayer
@implementation IOSurfaceLayer
- (id)initWithClient:(content::IOSurfaceLayerClient*)client
withScaleFactor:(float)scale_factor {
if (self = [super init]) {
client_ = client;
helper_.reset(new content::IOSurfaceLayerHelper(self));
needs_display_ = false;
has_pending_frame_ = false;
did_not_draw_counter_ = 0;
is_pumping_frames_ = false;
io_surface_texture_ = 0;
cgl_renderer_id_ = 0;
[self setBackgroundColor:CGColorGetConstantColor(kCGColorWhite)];
[self setAnchorPoint:CGPointMake(0, 0)];
// Setting contents gravity is necessary to prevent the layer from being
// scaled during dyanmic resizes (especially with devtools open).
[self setContentsGravity:kCAGravityTopLeft];
if ([self respondsToSelector:(@selector(setContentsScale:))])
[self setContentsScale:scale_factor];
}
return self;
}
- (void)dealloc {
DCHECK(!helper_ && !client_);
[super dealloc];
}
- (float)scaleFactor {
if ([self respondsToSelector:(@selector(contentsScale))])
return [self contentsScale];
return 1;
}
- (int)rendererID {
return cgl_renderer_id_;
}
- (void)timerFired {
[self displayIfNeededAndAck];
}
- (void)resetClient {
// Any acks that were waiting on this layer to draw will not occur, so ack
// them now to prevent blocking the renderer.
[self ackPendingFrame];
helper_.reset();
client_ = NULL;
}
- (void)gotFrameWithIOSurface:(IOSurfaceID)io_surface_id
withPixelSize:(gfx::Size)pixel_size
withScaleFactor:(float)scale_factor {
// A trace value of 2 indicates that there is a pending swap ack. See
// canDrawInCGLContext for other value meanings.
TRACE_COUNTER_ID1("browser", "PendingSwapAck", self, 2);
has_pending_frame_ = true;
needs_display_ = true;
helper_->ResetTimer();
frame_pixel_size_ = pixel_size;
// If this is a new IOSurface, open the IOSurface and mark that the
// GL texture needs to bind to the new surface.
if (!io_surface_ || io_surface_id != IOSurfaceGetID(io_surface_)) {
io_surface_.reset(IOSurfaceLookup(io_surface_id));
if (!io_surface_) {
[self resetTextureAndPostDestroy];
content::GpuDataManagerImpl::GetInstance()->AddLogMessage(
logging::LOG_ERROR,
"IOSurfaceLayer",
"Failed to open IOSurface in gotFrameWithIOSurface");
if (client_)
client_->IOSurfaceLayerHitError();
}
}
// If reqested, draw immediately and don't bother trying to use the
// isAsynchronous property to ensure smooth animation. If this is while
// frames are being pumped then ack and display immediately to get a
// correct-sized frame displayed as soon as possible.
if (is_pumping_frames_ ||
(client_ && client_->IOSurfaceLayerShouldAckImmediately())) {
[self setNeedsDisplayAndDisplayAndAck];
} else {
if (![self isAsynchronous])
[self setAsynchronous:YES];
}
}
- (BOOL)canDrawInCGLContext:(CGLContextObj)glContext
pixelFormat:(CGLPixelFormatObj)pixelFormat
forLayerTime:(CFTimeInterval)timeInterval
displayTime:(const CVTimeStamp*)timeStamp {
// If we return NO 30 times in a row, switch to being synchronous to avoid
// burning CPU cycles on this callback.
if (needs_display_) {
did_not_draw_counter_ = 0;
} else {
did_not_draw_counter_ += 1;
if (did_not_draw_counter_ == 30)
[self setAsynchronous:NO];
}
// Add an instantaneous blip to the PendingSwapAck state to indicate
// that CoreAnimation asked if a frame is ready. A blip up to to 3 (usually
// from 2, indicating that a swap ack is pending) indicates that we
// requested a draw. A blip up to 1 (usually from 0, indicating there is no
// pending swap ack) indicates that we did not request a draw. This would
// be more natural to do with a tracing pseudo-thread
// http://crbug.com/366300
TRACE_COUNTER_ID1("browser", "PendingSwapAck", self, needs_display_ ? 3 : 1);
TRACE_COUNTER_ID1("browser", "PendingSwapAck", self,
has_pending_frame_ ? 2 : 0);
return needs_display_;
}
- (void)ackPendingFrame {
if (!has_pending_frame_)
return;
has_pending_frame_ = false;
if (client_)
client_->IOSurfaceLayerDidDrawFrame();
// A trace value of 0 indicates that there is no longer a pending swap ack.
TRACE_COUNTER_ID1("browser", "PendingSwapAck", self, 0);
}
- (void)setNeedsDisplayAndDisplayAndAck {
// Drawing using setNeedsDisplay and displayIfNeeded will result in
// subsequent canDrawInCGLContext callbacks getting dropped, and jerky
// animation. Disable asynchronous drawing before issuing these calls as a
// workaround.
// http://crbug.com/395827
if ([self isAsynchronous])
[self setAsynchronous:NO];
[self setNeedsDisplay];
[self displayIfNeededAndAck];
}
- (void)displayIfNeededAndAck {
if (!needs_display_)
return;
// As in SetNeedsDisplayAndDisplayAndAck, disable asynchronous drawing before
// issuing displayIfNeeded.
// http://crbug.com/395827
if ([self isAsynchronous])
[self setAsynchronous:NO];
// Do not bother drawing while pumping new frames -- wait until the waiting
// block ends to draw any of the new frames.
if (!is_pumping_frames_)
[self displayIfNeeded];
// Calls to setNeedsDisplay can sometimes be ignored, especially if issued
// rapidly (e.g, with vsync off). This is unacceptable because the failure
// to ack a single frame will hang the renderer. Ensure that the renderer
// not be blocked by lying and claiming that we drew the frame.
[self ackPendingFrame];
}
- (void)beginPumpingFrames {
is_pumping_frames_ = true;
}
- (void)endPumpingFrames {
is_pumping_frames_ = false;
[self displayIfNeededAndAck];
}
// The remaining methods implement the CAOpenGLLayer interface.
- (CGLPixelFormatObj)copyCGLPixelFormatForDisplayMask:(uint32_t)mask {
// Create the pixel format object for the context.
std::vector<CGLPixelFormatAttribute> attribs;
attribs.push_back(kCGLPFADepthSize);
attribs.push_back(static_cast<CGLPixelFormatAttribute>(0));
if (ui::GpuSwitchingManager::GetInstance()->SupportsDualGpus()) {
attribs.push_back(kCGLPFAAllowOfflineRenderers);
attribs.push_back(static_cast<CGLPixelFormatAttribute>(1));
}
attribs.push_back(static_cast<CGLPixelFormatAttribute>(0));
GLint number_virtual_screens = 0;
base::ScopedTypeRef<CGLPixelFormatObj> pixel_format;
CGLError cgl_error = CGLChoosePixelFormat(
&attribs.front(), pixel_format.InitializeInto(), &number_virtual_screens);
if (cgl_error != kCGLNoError) {
content::GpuDataManagerImpl::GetInstance()->AddLogMessage(
logging::LOG_ERROR,
"IOSurfaceLayer",
std::string("Failed to create pixel format object with CGL error ") +
to_string(static_cast<int>(cgl_error)));
return NULL;
}
return CGLRetainPixelFormat(pixel_format);
}
- (void)releaseCGLContext:(CGLContextObj)glContext {
// The GL context is being destroyed, so mark the resources as needing to be
// recreated.
[self resetTextureAndPostDestroy];
[super releaseCGLContext:glContext];
}
- (void)setNeedsDisplay {
needs_display_ = true;
[super setNeedsDisplay];
}
- (void)drawInCGLContext:(CGLContextObj)glContext
pixelFormat:(CGLPixelFormatObj)pixelFormat
forLayerTime:(CFTimeInterval)timeInterval
displayTime:(const CVTimeStamp*)timeStamp {
TRACE_EVENT0("browser", "IOSurfaceLayer::drawInCGLContext");
// Create the texture if it has not been created in this context yet.
if (!io_surface_texture_) {
DCHECK(!io_surface_texture_io_surface_);
DCHECK(!io_surface_texture_context_);
glGenTextures(1, &io_surface_texture_);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, io_surface_texture_);
glTexParameteri(
GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(
GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
io_surface_texture_context_.reset(glContext, base::scoped_policy::RETAIN);
}
DCHECK(io_surface_texture_context_ == glContext);
// Associate the IOSurface with this texture, if the underlying IOSurface has
// been changed.
if (io_surface_ != io_surface_texture_io_surface_) {
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, io_surface_texture_);
CGLError cgl_error = CGLTexImageIOSurface2D(
glContext,
GL_TEXTURE_RECTANGLE_ARB,
GL_RGBA,
IOSurfaceGetWidth(io_surface_),
IOSurfaceGetHeight(io_surface_),
GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV,
io_surface_.get(),
0 /* plane */);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
if (cgl_error == kCGLNoError) {
io_surface_texture_io_surface_ = io_surface_;
} else {
[self resetTextureAndPostDestroy];
content::GpuDataManagerImpl::GetInstance()->AddLogMessage(
logging::LOG_ERROR,
"IOSurfaceLayer",
std::string("CGLTexImageIOSurface2D failed with CGL error ") +
to_string(cgl_error));
if (client_)
client_->IOSurfaceLayerHitError();
}
} else if (!io_surface_) {
[self resetTextureAndPostDestroy];
}
// Fill the viewport with the texture. The viewport must be smaller or equal
// than the texture, because it is resized as frames arrive.
if (io_surface_texture_) {
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gfx::Size viewport_pixel_size(viewport[2], viewport[3]);
DCHECK_LE(
viewport_pixel_size.width(),
frame_pixel_size_.width());
DCHECK_LE(
viewport_pixel_size.height(),
frame_pixel_size_.height());
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, viewport_pixel_size.width(),
0, viewport_pixel_size.height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor4f(1, 1, 1, 1);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, io_surface_texture_);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(viewport[2], 0);
glVertex2f(frame_pixel_size_.width(), 0);
glTexCoord2f(viewport[2], viewport[3]);
glVertex2f(frame_pixel_size_.width(), frame_pixel_size_.height());
glTexCoord2f(0, viewport[3]);
glVertex2f(0, frame_pixel_size_.height());
glEnd();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
// Workaround for issue 158469. Issue a dummy draw call with
// io_surface_texture_ not bound to a texture, in order to shake all
// references to the IOSurface out of the driver.
glBegin(GL_TRIANGLES);
glEnd();
} else {
content::GpuDataManagerImpl::GetInstance()->AddLogMessage(
logging::LOG_ERROR,
"IOSurfaceLayer",
std::string("No texture to draw, clearing to white"));
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
}
// Query the current GL renderer to send back to the GPU process.
{
CGLError cgl_error = CGLGetParameter(
glContext, kCGLCPCurrentRendererID, &cgl_renderer_id_);
if (cgl_error == kCGLNoError) {
cgl_renderer_id_ &= kCGLRendererIDMatchingMask;
} else {
content::GpuDataManagerImpl::GetInstance()->AddLogMessage(
logging::LOG_ERROR,
"IOSurfaceLayer",
std::string("CGLGetParameter for kCGLCPCurrentRendererID failed ") +
std::string("with CGL error ") + to_string(cgl_error));
cgl_renderer_id_ = 0;
}
}
// If we hit any errors, tell the client.
while (GLenum gl_error = glGetError()) {
content::GpuDataManagerImpl::GetInstance()->AddLogMessage(
logging::LOG_ERROR,
"IOSurfaceLayer",
std::string("Hit GL error ") + to_string(gl_error) +
std::string(" in drawInCGLContext"));
if (client_)
client_->IOSurfaceLayerHitError();
}
needs_display_ = false;
[super drawInCGLContext:glContext
pixelFormat:pixelFormat
forLayerTime:timeInterval
displayTime:timeStamp];
[self ackPendingFrame];
}
- (void)resetTextureAndPostDestroy {
if (!io_surface_texture_) {
DCHECK(!io_surface_texture_context_);
DCHECK(!io_surface_texture_io_surface_);
return;
}
// Post a task to clean up the texture on a clean stack.
base::MessageLoop::current()->PostTask(
FROM_HERE,
base::Bind(&DestroyTexture,
io_surface_texture_context_,
io_surface_texture_io_surface_,
io_surface_texture_));
// Reset the texture state.
io_surface_texture_ = 0;
io_surface_texture_context_.reset();
io_surface_texture_io_surface_.reset();
cgl_renderer_id_ = 0;
}
@end