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// Copyright (c) 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/renderer_host/compositing_iosurface_context_mac.h"
#include <OpenGL/gl.h>
#include <OpenGL/OpenGL.h>
#include <vector>
#include "base/command_line.h"
#include "base/logging.h"
#include "content/browser/renderer_host/compositing_iosurface_shader_programs_mac.h"
#include "ui/gl/gl_switches.h"
#include "ui/gl/gpu_switching_manager.h"
namespace content {
scoped_refptr<CompositingIOSurfaceContext>
CompositingIOSurfaceContext::Get(
CompositingIOSurfaceMac::SurfaceOrder surface_order) {
std::vector<NSOpenGLPixelFormatAttribute> attributes;
attributes.push_back(NSOpenGLPFADoubleBuffer);
// We don't need a depth buffer - try setting its size to 0...
attributes.push_back(NSOpenGLPFADepthSize); attributes.push_back(0);
if (ui::GpuSwitchingManager::GetInstance()->SupportsDualGpus())
attributes.push_back(NSOpenGLPFAAllowOfflineRenderers);
attributes.push_back(0);
scoped_nsobject<NSOpenGLPixelFormat> glPixelFormat(
[[NSOpenGLPixelFormat alloc] initWithAttributes:&attributes.front()]);
if (!glPixelFormat) {
LOG(ERROR) << "NSOpenGLPixelFormat initWithAttributes failed";
return NULL;
}
scoped_nsobject<NSOpenGLContext> nsgl_context(
[[NSOpenGLContext alloc] initWithFormat:glPixelFormat
shareContext:nil]);
if (!nsgl_context) {
LOG(ERROR) << "NSOpenGLContext initWithFormat failed";
return NULL;
}
// If requested, ask the WindowServer to render the OpenGL surface underneath
// the window. This, combined with a hole punched in the window, will allow
// for views to "overlap" the GL surface from the user's point of view.
if (surface_order == CompositingIOSurfaceMac::SURFACE_ORDER_BELOW_WINDOW) {
GLint gl_surface_order = -1;
[nsgl_context setValues:&gl_surface_order
forParameter:NSOpenGLCPSurfaceOrder];
}
CGLContextObj cgl_context = (CGLContextObj)[nsgl_context CGLContextObj];
if (!cgl_context) {
LOG(ERROR) << "CGLContextObj failed";
return NULL;
}
// Draw at beam vsync.
bool is_vsync_disabled =
CommandLine::ForCurrentProcess()->HasSwitch(switches::kDisableGpuVsync);
GLint swapInterval = is_vsync_disabled ? 0 : 1;
[nsgl_context setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
// Prepare the shader program cache. Precompile only the shader programs
// needed to draw the IO Surface.
CGLSetCurrentContext(cgl_context);
scoped_ptr<CompositingIOSurfaceShaderPrograms> shader_program_cache(
new CompositingIOSurfaceShaderPrograms());
const bool prepared = (
shader_program_cache->UseBlitProgram() &&
shader_program_cache->UseSolidWhiteProgram());
glUseProgram(0u);
CGLSetCurrentContext(0);
if (!prepared) {
LOG(ERROR) << "IOSurface failed to compile/link required shader programs.";
return NULL;
}
return new CompositingIOSurfaceContext(
surface_order,
nsgl_context.release(),
cgl_context,
is_vsync_disabled,
shader_program_cache.Pass());
}
CompositingIOSurfaceContext::CompositingIOSurfaceContext(
CompositingIOSurfaceMac::SurfaceOrder surface_order,
NSOpenGLContext* nsgl_context,
CGLContextObj cgl_context,
bool is_vsync_disabled,
scoped_ptr<CompositingIOSurfaceShaderPrograms> shader_program_cache)
: surface_order_(surface_order),
nsgl_context_(nsgl_context),
cgl_context_(cgl_context),
shader_program_cache_(shader_program_cache.Pass()) {
}
CompositingIOSurfaceContext::~CompositingIOSurfaceContext() {
CGLSetCurrentContext(cgl_context_);
shader_program_cache_->Reset();
CGLSetCurrentContext(0);
}
} // namespace content
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