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|
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* 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/.
*/
#include <vcl/opengl/GLMHelper.hxx>
#include <vcl/opengl/OpenGLHelper.hxx>
#include <osl/file.hxx>
#include <rtl/bootstrap.hxx>
#include <rtl/digest.h>
#include <rtl/strbuf.hxx>
#include <rtl/ustring.hxx>
#include <config_folders.h>
#include <vcl/salbtype.hxx>
#include <vcl/bitmapaccess.hxx>
#include <memory>
#include <vcl/pngwrite.hxx>
#include <vcl/graph.hxx>
#include <vcl/svapp.hxx>
#include <officecfg/Office/Common.hxx>
#include <com/sun/star/util/XFlushable.hpp>
#include <com/sun/star/configuration/theDefaultProvider.hpp>
#include <stdarg.h>
#include <vector>
#include <deque>
#include <unordered_map>
#include "svdata.hxx"
#include "salgdi.hxx"
#include "salinst.hxx"
#include "opengl/zone.hxx"
#include "opengl/watchdog.hxx"
#include <osl/conditn.h>
#include <vcl/opengl/OpenGLWrapper.hxx>
#include <vcl/opengl/OpenGLContext.hxx>
#if defined UNX && !defined MACOSX && !defined IOS && !defined ANDROID
#include "opengl/x11/X11DeviceInfo.hxx"
#elif defined (_WIN32)
#include "opengl/win/WinDeviceInfo.hxx"
#endif
static bool volatile gbInShaderCompile = false;
sal_uInt64 volatile OpenGLZone::gnEnterCount = 0;
sal_uInt64 volatile OpenGLZone::gnLeaveCount = 0;
namespace {
using namespace rtl;
OUString getShaderFolder()
{
OUString aUrl("$BRAND_BASE_DIR/" LIBO_ETC_FOLDER);
rtl::Bootstrap::expandMacros(aUrl);
return aUrl + "/opengl/";
}
OString loadShader(const OUString& rFilename)
{
OUString aFileURL = getShaderFolder() + rFilename +".glsl";
osl::File aFile(aFileURL);
SAL_INFO("vcl.opengl", "Reading " << aFileURL);
if(aFile.open(osl_File_OpenFlag_Read) == osl::FileBase::E_None)
{
sal_uInt64 nSize = 0;
aFile.getSize(nSize);
std::unique_ptr<char[]> content(new char[nSize+1]);
sal_uInt64 nBytesRead = 0;
aFile.read(content.get(), nSize, nBytesRead);
assert(nSize == nBytesRead);
content.get()[nBytesRead] = 0;
return OString(content.get());
}
else
{
SAL_WARN("vcl.opengl", "could not load the file: " << aFileURL);
}
return OString();
}
OString& getShaderSource(const OUString& rFilename)
{
static std::unordered_map<OUString, OString, OUStringHash> aMap;
if (aMap.find(rFilename) == aMap.end())
{
aMap[rFilename] = loadShader(rFilename);
}
return aMap[rFilename];
}
}
namespace {
int LogCompilerError(GLuint nId, const rtl::OUString &rDetail,
const rtl::OUString &rName, bool bShaderNotProgram)
{
OpenGLZone aZone;
int InfoLogLength = 0;
CHECK_GL_ERROR();
if (bShaderNotProgram)
glGetShaderiv (nId, GL_INFO_LOG_LENGTH, &InfoLogLength);
else
glGetProgramiv(nId, GL_INFO_LOG_LENGTH, &InfoLogLength);
CHECK_GL_ERROR();
if ( InfoLogLength > 0 )
{
std::vector<char> ErrorMessage(InfoLogLength+1);
if (bShaderNotProgram)
glGetShaderInfoLog (nId, InfoLogLength, nullptr, &ErrorMessage[0]);
else
glGetProgramInfoLog(nId, InfoLogLength, nullptr, &ErrorMessage[0]);
CHECK_GL_ERROR();
ErrorMessage.push_back('\0');
SAL_WARN("vcl.opengl", rDetail << " shader " << nId << " compile for " << rName << " failed : " << &ErrorMessage[0]);
}
else
SAL_WARN("vcl.opengl", rDetail << " shader: " << rName << " compile " << nId << " failed without error log");
return 0;
}
}
static void addPreamble(OString& rShaderSource, const OString& rPreamble)
{
if (rPreamble.isEmpty())
return;
OString aVersionStr("#version");
int nVersionStrStartPos = rShaderSource.indexOf(aVersionStr);
if (nVersionStrStartPos == -1)
{
rShaderSource = rPreamble + "\n" + rShaderSource;
}
else
{
int nVersionStrEndPos = rShaderSource.indexOf('\n', nVersionStrStartPos);
SAL_WARN_IF(nVersionStrEndPos == -1, "vcl.opengl", "syntax error in shader");
if (nVersionStrEndPos == -1)
nVersionStrEndPos = nVersionStrStartPos + 8;
OString aVersionLine = rShaderSource.copy(0, nVersionStrEndPos - nVersionStrStartPos);
OString aShaderBody = rShaderSource.copy(nVersionStrEndPos - nVersionStrStartPos);
rShaderSource = aVersionLine + "\n" + rPreamble + "\n" + aShaderBody;
}
}
namespace
{
static const sal_uInt32 GLenumSize = sizeof(GLenum);
OString getHexString(const sal_uInt8* pData, sal_uInt32 nLength)
{
static const char* pHexData = "0123456789ABCDEF";
bool bIsZero = true;
OStringBuffer aHexStr;
for(size_t i = 0; i < nLength; ++i)
{
sal_uInt8 val = pData[i];
if( val != 0 )
bIsZero = false;
aHexStr.append( pHexData[ val & 0xf ] );
aHexStr.append( pHexData[ val >> 4 ] );
}
if( bIsZero )
return OString();
else
return aHexStr.makeStringAndClear();
}
OString generateMD5(const void* pData, size_t length)
{
sal_uInt8 pBuffer[RTL_DIGEST_LENGTH_MD5];
rtlDigestError aError = rtl_digest_MD5(pData, length,
pBuffer, RTL_DIGEST_LENGTH_MD5);
SAL_WARN_IF(aError != rtl_Digest_E_None, "vcl.opengl", "md5 generation failed");
return getHexString(pBuffer, RTL_DIGEST_LENGTH_MD5);
}
OString getStringDigest( const OUString& rVertexShaderName,
const OUString& rFragmentShaderName,
const OString& rPreamble )
{
// read shaders source
OString aVertexShaderSource = getShaderSource( rVertexShaderName );
OString aFragmentShaderSource = getShaderSource( rFragmentShaderName );
// get info about the graphic device
#if defined( SAL_UNX ) && !defined( MACOSX ) && !defined( IOS )&& !defined( ANDROID )
static const X11OpenGLDeviceInfo aInfo;
static const OString aDeviceInfo (
aInfo.GetOS() +
aInfo.GetOSRelease() +
aInfo.GetRenderer() +
aInfo.GetVendor() +
aInfo.GetVersion() );
#elif defined( _WIN32 )
static const WinOpenGLDeviceInfo aInfo;
static const OString aDeviceInfo (
OUStringToOString( aInfo.GetAdapterVendorID(), RTL_TEXTENCODING_UTF8 ) +
OUStringToOString( aInfo.GetAdapterDeviceID(), RTL_TEXTENCODING_UTF8 ) +
OUStringToOString( aInfo.GetDriverVersion(), RTL_TEXTENCODING_UTF8 ) +
OString::number( aInfo.GetWindowsVersion() ) );
#else
static const OString aDeviceInfo (
OString( reinterpret_cast<const char*>(glGetString(GL_VENDOR)) ) +
OString( reinterpret_cast<const char*>(glGetString(GL_RENDERER)) ) +
OString( reinterpret_cast<const char*>(glGetString(GL_VERSION)) ) );
#endif
OString aMessage;
aMessage += rPreamble;
aMessage += aVertexShaderSource;
aMessage += aFragmentShaderSource;
aMessage += aDeviceInfo;
return generateMD5(aMessage.getStr(), aMessage.getLength());
}
OString getCacheFolder()
{
OUString url("${$BRAND_BASE_DIR/" LIBO_ETC_FOLDER "/" SAL_CONFIGFILE("bootstrap") ":UserInstallation}/cache/");
rtl::Bootstrap::expandMacros(url);
osl::Directory::create(url);
return rtl::OUStringToOString(url, RTL_TEXTENCODING_UTF8);
}
bool writeProgramBinary( const OString& rBinaryFileName,
const std::vector<sal_uInt8>& rBinary )
{
osl::File aFile(rtl::OStringToOUString(rBinaryFileName, RTL_TEXTENCODING_UTF8));
osl::FileBase::RC eStatus = aFile.open(
osl_File_OpenFlag_Write | osl_File_OpenFlag_Create );
if( eStatus != osl::FileBase::E_None )
{
// when file already exists we do not have to save it:
// we can be sure that the binary to save is exactly equal
// to the already saved binary, since they have the same hash value
if( eStatus == osl::FileBase::E_EXIST )
{
SAL_INFO( "vcl.opengl",
"No binary program saved. A file with the same hash already exists: '" << rBinaryFileName << "'" );
return true;
}
return false;
}
sal_uInt64 nBytesWritten = 0;
aFile.write( rBinary.data(), rBinary.size(), nBytesWritten );
assert( rBinary.size() == nBytesWritten );
return true;
}
bool readProgramBinary( const OString& rBinaryFileName,
std::vector<sal_uInt8>& rBinary )
{
osl::File aFile( rtl::OStringToOUString( rBinaryFileName, RTL_TEXTENCODING_UTF8 ) );
if(aFile.open( osl_File_OpenFlag_Read ) == osl::FileBase::E_None)
{
sal_uInt64 nSize = 0;
aFile.getSize( nSize );
rBinary.resize( nSize );
sal_uInt64 nBytesRead = 0;
aFile.read( rBinary.data(), nSize, nBytesRead );
assert( nSize == nBytesRead );
SAL_INFO("vcl.opengl", "Loading file: '" << rBinaryFileName << "': success" );
return true;
}
else
{
SAL_WARN("vcl.opengl", "Loading file: '" << rBinaryFileName << "': FAIL");
}
return false;
}
OString createFileName( const OUString& rVertexShaderName,
const OUString& rFragmentShaderName,
const OUString& rGeometryShaderName,
const OString& rDigest )
{
OString aFileName;
aFileName += getCacheFolder();
aFileName += rtl::OUStringToOString( rVertexShaderName, RTL_TEXTENCODING_UTF8 ) + "-";
aFileName += rtl::OUStringToOString( rFragmentShaderName, RTL_TEXTENCODING_UTF8 ) + "-";
if (!rGeometryShaderName.isEmpty())
aFileName += rtl::OUStringToOString( rGeometryShaderName, RTL_TEXTENCODING_UTF8 ) + "-";
aFileName += rDigest + ".bin";
return aFileName;
}
GLint loadProgramBinary( GLuint nProgramID, const OString& rBinaryFileName )
{
GLint nResult = GL_FALSE;
GLenum nBinaryFormat;
std::vector<sal_uInt8> aBinary;
if( readProgramBinary( rBinaryFileName, aBinary ) && aBinary.size() > GLenumSize )
{
GLint nBinaryLength = aBinary.size() - GLenumSize;
// Extract binary format
sal_uInt8* pBF = reinterpret_cast<sal_uInt8*>(&nBinaryFormat);
for( size_t i = 0; i < GLenumSize; ++i )
{
pBF[i] = aBinary[nBinaryLength + i];
}
// Load the program
glProgramBinary( nProgramID, nBinaryFormat, aBinary.data(), nBinaryLength );
// Check the program
glGetProgramiv(nProgramID, GL_LINK_STATUS, &nResult);
}
return nResult;
}
void saveProgramBinary( GLint nProgramID, const OString& rBinaryFileName )
{
GLint nBinaryLength = 0;
GLenum nBinaryFormat = GL_NONE;
glGetProgramiv( nProgramID, GL_PROGRAM_BINARY_LENGTH, &nBinaryLength );
if( !( nBinaryLength > 0 ) )
{
SAL_WARN( "vcl.opengl", "Binary size is zero" );
return;
}
std::vector<sal_uInt8> aBinary( nBinaryLength + GLenumSize );
glGetProgramBinary( nProgramID, nBinaryLength, nullptr, &nBinaryFormat, aBinary.data() );
const sal_uInt8* pBF = reinterpret_cast<const sal_uInt8*>(&nBinaryFormat);
aBinary.insert( aBinary.end(), pBF, pBF + GLenumSize );
SAL_INFO("vcl.opengl", "Program id: " << nProgramID );
SAL_INFO("vcl.opengl", "Binary length: " << nBinaryLength );
SAL_INFO("vcl.opengl", "Binary format: " << nBinaryFormat );
if( !writeProgramBinary( rBinaryFileName, aBinary ) )
SAL_WARN("vcl.opengl", "Writing binary file '" << rBinaryFileName << "': FAIL");
else
SAL_INFO("vcl.opengl", "Writing binary file '" << rBinaryFileName << "': success");
}
}
rtl::OString OpenGLHelper::GetDigest( const OUString& rVertexShaderName,
const OUString& rFragmentShaderName,
const OString& rPreamble )
{
return getStringDigest(rVertexShaderName, rFragmentShaderName, rPreamble);
}
GLint OpenGLHelper::LoadShaders(const OUString& rVertexShaderName,
const OUString& rFragmentShaderName,
const OUString& rGeometryShaderName,
const OString& preamble,
const OString& rDigest)
{
OpenGLZone aZone;
gbInShaderCompile = true;
bool bHasGeometryShader = !rGeometryShaderName.isEmpty();
// create the program object
GLint ProgramID = glCreateProgram();
// read shaders from file
OString aVertexShaderSource = getShaderSource(rVertexShaderName);
OString aFragmentShaderSource = getShaderSource(rFragmentShaderName);
OString aGeometryShaderSource;
if (bHasGeometryShader)
aGeometryShaderSource = getShaderSource(rGeometryShaderName);
GLint bBinaryResult = GL_FALSE;
if( GLEW_ARB_get_program_binary && !rDigest.isEmpty() )
{
OString aFileName =
createFileName(rVertexShaderName, rFragmentShaderName, rGeometryShaderName, rDigest);
bBinaryResult = loadProgramBinary(ProgramID, aFileName);
VCL_GL_INFO("Load binary shader from '" << aFileName << "'" << bBinaryResult);
CHECK_GL_ERROR();
}
if( bBinaryResult != GL_FALSE )
return ProgramID;
if (bHasGeometryShader)
VCL_GL_INFO("Load shader: vertex " << rVertexShaderName << " fragment " << rFragmentShaderName << " geometry " << rGeometryShaderName);
else
VCL_GL_INFO("Load shader: vertex " << rVertexShaderName << " fragment " << rFragmentShaderName);
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
GLuint GeometryShaderID = 0;
if (bHasGeometryShader)
GeometryShaderID = glCreateShader(GL_GEOMETRY_SHADER);
GLint Result = GL_FALSE;
// Compile Vertex Shader
if( !preamble.isEmpty())
addPreamble( aVertexShaderSource, preamble );
char const * VertexSourcePointer = aVertexShaderSource.getStr();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , nullptr);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
if (!Result)
return LogCompilerError(VertexShaderID, "vertex",
rVertexShaderName, true);
// Compile Fragment Shader
if( !preamble.isEmpty())
addPreamble( aFragmentShaderSource, preamble );
char const * FragmentSourcePointer = aFragmentShaderSource.getStr();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , nullptr);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
if (!Result)
return LogCompilerError(FragmentShaderID, "fragment",
rFragmentShaderName, true);
if (bHasGeometryShader)
{
// Compile Geometry Shader
if( !preamble.isEmpty())
addPreamble( aGeometryShaderSource, preamble );
char const * GeometrySourcePointer = aGeometryShaderSource.getStr();
glShaderSource(GeometryShaderID, 1, &GeometrySourcePointer , nullptr);
glCompileShader(GeometryShaderID);
// Check Geometry Shader
glGetShaderiv(GeometryShaderID, GL_COMPILE_STATUS, &Result);
if (!Result)
return LogCompilerError(GeometryShaderID, "geometry",
rGeometryShaderName, true);
}
// Link the program
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
if (bHasGeometryShader)
glAttachShader(ProgramID, GeometryShaderID);
if( GLEW_ARB_get_program_binary && !rDigest.isEmpty() )
{
glProgramParameteri(ProgramID, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
glLinkProgram(ProgramID);
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
if (!Result)
{
SAL_WARN("vcl.opengl", "linking failed: " << Result );
return LogCompilerError(ProgramID, "program", "<both>", false);
}
OString aFileName =
createFileName(rVertexShaderName, rFragmentShaderName, rGeometryShaderName, rDigest);
saveProgramBinary(ProgramID, aFileName);
}
else
{
glLinkProgram(ProgramID);
}
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
if (bHasGeometryShader)
glDeleteShader(GeometryShaderID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
if (!Result)
return LogCompilerError(ProgramID, "program", "<both>", false);
CHECK_GL_ERROR();
// Ensure we bump our counts before we leave the shader zone.
{ OpenGLZone aMakeProgress; }
gbInShaderCompile = false;
return ProgramID;
}
GLint OpenGLHelper::LoadShaders(const OUString& rVertexShaderName,
const OUString& rFragmentShaderName,
const OString& preamble,
const OString& rDigest)
{
return LoadShaders(rVertexShaderName, rFragmentShaderName, OUString(), preamble, rDigest);
}
GLint OpenGLHelper::LoadShaders(const OUString& rVertexShaderName,
const OUString& rFragmentShaderName,
const OUString& rGeometryShaderName)
{
return LoadShaders(rVertexShaderName, rFragmentShaderName, rGeometryShaderName, OString(), OString());
}
GLint OpenGLHelper::LoadShaders(const OUString& rVertexShaderName,
const OUString& rFragmentShaderName)
{
return LoadShaders(rVertexShaderName, rFragmentShaderName, OUString(), "", "");
}
void OpenGLHelper::ConvertBitmapExToRGBATextureBuffer(const BitmapEx& rBitmapEx, sal_uInt8* o_pRGBABuffer, const bool bFlip)
{
long nBmpWidth = rBitmapEx.GetSizePixel().Width();
long nBmpHeight = rBitmapEx.GetSizePixel().Height();
Bitmap aBitmap (rBitmapEx.GetBitmap());
AlphaMask aAlpha (rBitmapEx.GetAlpha());
Bitmap::ScopedReadAccess pReadAccces( aBitmap );
AlphaMask::ScopedReadAccess pAlphaReadAccess( aAlpha );
size_t i = 0;
for (long ny = (bFlip ? nBmpHeight - 1 : 0); (bFlip ? ny >= 0 : ny < nBmpHeight); (bFlip ? ny-- : ny++))
{
Scanline pAScan = pAlphaReadAccess ? pAlphaReadAccess->GetScanline(ny) : nullptr;
for(long nx = 0; nx < nBmpWidth; nx++)
{
BitmapColor aCol = pReadAccces->GetColor( ny, nx );
o_pRGBABuffer[i++] = aCol.GetRed();
o_pRGBABuffer[i++] = aCol.GetGreen();
o_pRGBABuffer[i++] = aCol.GetBlue();
o_pRGBABuffer[i++] = pAScan ? 255 - *pAScan++ : 255;
}
}
}
void OpenGLHelper::renderToFile(long nWidth, long nHeight, const OUString& rFileName)
{
OpenGLZone aZone;
std::unique_ptr<sal_uInt8[]> pBuffer(new sal_uInt8[nWidth*nHeight*4]);
glReadPixels(0, 0, nWidth, nHeight, GL_BGRA, GL_UNSIGNED_BYTE, pBuffer.get());
BitmapEx aBitmap = ConvertBGRABufferToBitmapEx(pBuffer.get(), nWidth, nHeight);
try {
vcl::PNGWriter aWriter( aBitmap );
SvFileStream sOutput( rFileName, StreamMode::WRITE );
aWriter.Write( sOutput );
sOutput.Close();
} catch (...) {
SAL_WARN("vcl.opengl", "Error writing png to " << rFileName);
}
CHECK_GL_ERROR();
}
BitmapEx OpenGLHelper::ConvertBGRABufferToBitmapEx(const sal_uInt8* const pBuffer, long nWidth, long nHeight)
{
assert(pBuffer);
Bitmap aBitmap( Size(nWidth, nHeight), 24 );
AlphaMask aAlpha( Size(nWidth, nHeight) );
{
Bitmap::ScopedWriteAccess pWriteAccess( aBitmap );
AlphaMask::ScopedWriteAccess pAlphaWriteAccess( aAlpha );
size_t nCurPos = 0;
for( long y = 0; y < nHeight; ++y)
{
Scanline pScan = pWriteAccess->GetScanline(y);
Scanline pAlphaScan = pAlphaWriteAccess->GetScanline(y);
for( long x = 0; x < nWidth; ++x )
{
*pScan++ = pBuffer[nCurPos];
*pScan++ = pBuffer[nCurPos+1];
*pScan++ = pBuffer[nCurPos+2];
nCurPos += 3;
*pAlphaScan++ = static_cast<sal_uInt8>( 255 - pBuffer[nCurPos++] );
}
}
}
return BitmapEx(aBitmap, aAlpha);
}
const char* OpenGLHelper::GLErrorString(GLenum errorCode)
{
static const struct {
GLenum code;
const char *string;
} errors[]=
{
/* GL */
{GL_NO_ERROR, "no error"},
{GL_INVALID_ENUM, "invalid enumerant"},
{GL_INVALID_VALUE, "invalid value"},
{GL_INVALID_OPERATION, "invalid operation"},
{GL_STACK_OVERFLOW, "stack overflow"},
{GL_STACK_UNDERFLOW, "stack underflow"},
{GL_OUT_OF_MEMORY, "out of memory"},
{GL_INVALID_FRAMEBUFFER_OPERATION, "invalid framebuffer operation"},
{0, nullptr }
};
int i;
for (i=0; errors[i].string; i++)
{
if (errors[i].code == errorCode)
{
return errors[i].string;
}
}
return nullptr;
}
std::ostream& operator<<(std::ostream& rStrm, const glm::vec4& rPos)
{
rStrm << "( " << rPos[0] << ", " << rPos[1] << ", " << rPos[2] << ", " << rPos[3] << ")";
return rStrm;
}
std::ostream& operator<<(std::ostream& rStrm, const glm::vec3& rPos)
{
rStrm << "( " << rPos[0] << ", " << rPos[1] << ", " << rPos[2] << ")";
return rStrm;
}
std::ostream& operator<<(std::ostream& rStrm, const glm::mat4& rMatrix)
{
for(int i = 0; i < 4; ++i)
{
rStrm << "\n( ";
for(int j = 0; j < 4; ++j)
{
rStrm << rMatrix[j][i];
rStrm << " ";
}
rStrm << ")\n";
}
return rStrm;
}
void OpenGLHelper::createFramebuffer(long nWidth, long nHeight, GLuint& nFramebufferId,
GLuint& nRenderbufferDepthId, GLuint& nRenderbufferColorId, bool bRenderbuffer)
{
OpenGLZone aZone;
// create a renderbuffer for depth attachment
glGenRenderbuffers(1, &nRenderbufferDepthId);
glBindRenderbuffer(GL_RENDERBUFFER, nRenderbufferDepthId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, nWidth, nHeight);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
if(bRenderbuffer)
{
// create a renderbuffer for color attachment
glGenRenderbuffers(1, &nRenderbufferColorId);
glBindRenderbuffer(GL_RENDERBUFFER, nRenderbufferColorId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, nWidth, nHeight);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
else
{
glGenTextures(1, &nRenderbufferColorId);
glBindTexture(GL_TEXTURE_2D, nRenderbufferColorId);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, nWidth, nHeight, 0,
GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, nRenderbufferColorId, 0);
}
// create a framebuffer object and attach renderbuffer
glGenFramebuffers(1, &nFramebufferId);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, nFramebufferId);
// attach a renderbuffer to FBO color attachment point
glBindRenderbuffer(GL_RENDERBUFFER, nRenderbufferColorId);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, nRenderbufferColorId);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
// attach a renderbuffer to depth attachment point
glBindRenderbuffer(GL_RENDERBUFFER, nRenderbufferDepthId);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, nRenderbufferDepthId);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
SAL_WARN("vcl.opengl", "invalid framebuffer status");
}
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
CHECK_GL_ERROR();
}
float OpenGLHelper::getGLVersion()
{
float fVersion = 1.0;
const GLubyte* aVersion = glGetString( GL_VERSION );
if( aVersion && aVersion[0] )
{
fVersion = aVersion[0] - '0';
if( aVersion[1] == '.' && aVersion[2] )
{
fVersion += (aVersion[2] - '0')/10.0;
}
}
CHECK_GL_ERROR();
return fVersion;
}
void OpenGLHelper::checkGLError(const char* pFile, size_t nLine)
{
OpenGLZone aZone;
int nErrors = 0;
for (;;)
{
GLenum glErr = glGetError();
if (glErr == GL_NO_ERROR)
{
break;
}
const char* sError = OpenGLHelper::GLErrorString(glErr);
if (!sError)
sError = "no message available";
SAL_WARN("vcl.opengl", "GL Error " << std::hex << std::setw(4) << std::setfill('0') << glErr << std::dec << std::setw(0) << std::setfill(' ') << " (" << sError << ") in file " << pFile << " at line " << nLine);
// tdf#93798 - apitrace appears to sometimes cause issues with an infinite loop here.
if (++nErrors >= 8)
{
SAL_WARN("vcl.opengl", "Breaking potentially recursive glGetError loop");
break;
}
}
}
bool OpenGLHelper::isDeviceBlacklisted()
{
static bool bSet = false;
static bool bBlacklisted = true; // assume the worst
if (!bSet)
{
OpenGLZone aZone;
#if defined UNX && !defined MACOSX && !defined IOS && !defined ANDROID
X11OpenGLDeviceInfo aInfo;
bBlacklisted = aInfo.isDeviceBlocked();
SAL_INFO("vcl.opengl", "blacklisted: " << bBlacklisted);
#elif defined( _WIN32 )
WinOpenGLDeviceInfo aInfo;
bBlacklisted = aInfo.isDeviceBlocked();
#else
bBlacklisted = false;
#endif
bSet = true;
}
return bBlacklisted;
}
bool OpenGLHelper::supportsVCLOpenGL()
{
static bool bDisableGL = !!getenv("SAL_DISABLEGL");
bool bBlacklisted = isDeviceBlacklisted();
if (bDisableGL || bBlacklisted)
return false;
else
return true;
}
void OpenGLZone::enter() { gnEnterCount++; }
void OpenGLZone::leave() { gnLeaveCount++; }
namespace {
static volatile bool gbWatchdogFiring = false;
static oslCondition gpWatchdogExit = nullptr;
static rtl::Reference<OpenGLWatchdogThread> gxWatchdog;
}
OpenGLWatchdogThread::OpenGLWatchdogThread()
: salhelper::Thread("OpenGL Watchdog")
{
}
void OpenGLWatchdogThread::execute()
{
// delays to take various actions in 1/4 of a second increments.
static const int nDisableEntries[2] = { 6 /* 1.5s */, 20 /* 5s */ };
static const int nAbortAfter[2] = { 20 /* 10s */, 120 /* 30s */ };
int nUnchanged = 0; // how many unchanged nEnters
TimeValue aHalfSecond(0, 1000*1000*1000*0.25);
bool bAbortFired = false;
do {
sal_uInt64 nLastEnters = OpenGLZone::gnEnterCount;
osl_waitCondition(gpWatchdogExit, &aHalfSecond);
if (OpenGLZone::isInZone())
{
int nType = 0;
// The shader compiler can take a long time, first time.
if (gbInShaderCompile)
nType = 1;
if (nLastEnters == OpenGLZone::gnEnterCount)
nUnchanged++;
else
nUnchanged = 0;
SAL_INFO("vcl.opengl", "GL watchdog - unchanged " <<
nUnchanged << " enter count " <<
OpenGLZone::gnEnterCount << " type " <<
(nType ? "in shader" : "normal gl") <<
"breakpoints mid: " << nDisableEntries[nType] <<
" max " << nAbortAfter[nType]);
// Not making progress
if (nUnchanged >= nDisableEntries[nType])
{
static bool bFired = false;
if (!bFired)
{
gbWatchdogFiring = true;
SAL_WARN("vcl.opengl", "Watchdog triggered: hard disable GL");
OpenGLZone::hardDisable();
gbWatchdogFiring = false;
}
bFired = true;
// we can hang using VCL in the abort handling -> be impatient
if (bAbortFired)
{
SAL_WARN("vcl.opengl", "Watchdog gave up: hard exiting");
_exit(1);
}
}
// Not making even more progress
if (nUnchanged >= nAbortAfter[nType])
{
if (!bAbortFired)
{
SAL_WARN("vcl.opengl", "Watchdog gave up: aborting");
gbWatchdogFiring = true;
std::abort();
}
// coverity[dead_error_line] - we might have caught SIGABRT and failed to exit yet
bAbortFired = true;
}
}
else
{
nUnchanged = 0;
}
} while (!osl_checkCondition(gpWatchdogExit));
}
void OpenGLWatchdogThread::start()
{
assert (gxWatchdog == nullptr);
gpWatchdogExit = osl_createCondition();
gxWatchdog.set(new OpenGLWatchdogThread());
gxWatchdog->launch();
}
void OpenGLWatchdogThread::stop()
{
if (gbWatchdogFiring)
return; // in watchdog thread
if (gpWatchdogExit)
osl_setCondition(gpWatchdogExit);
if (gxWatchdog.is())
{
gxWatchdog->join();
gxWatchdog.clear();
}
if (gpWatchdogExit)
osl_destroyCondition(gpWatchdogExit);
gpWatchdogExit = nullptr;
}
/**
* Called from a signal handler or watchdog thread if we get
* a crash or hang in some GL code.
*/
void OpenGLZone::hardDisable()
{
// protect ourselves from double calling etc.
static bool bDisabled = false;
if (!bDisabled)
{
bDisabled = true;
// Disable the OpenGL support
std::shared_ptr<comphelper::ConfigurationChanges> xChanges(
comphelper::ConfigurationChanges::create());
officecfg::Office::Common::VCL::UseOpenGL::set(false, xChanges);
xChanges->commit();
// Force synchronous config write
css::uno::Reference< css::util::XFlushable >(
css::configuration::theDefaultProvider::get(
comphelper::getProcessComponentContext()),
css::uno::UNO_QUERY_THROW)->flush();
OpenGLWatchdogThread::stop();
}
}
OpenGLVCLContextZone::OpenGLVCLContextZone()
{
OpenGLContext::makeVCLCurrent();
}
bool OpenGLHelper::isVCLOpenGLEnabled()
{
/**
* The !bSet part should only be called once! Changing the results in the same
* run will mix OpenGL and normal rendering.
*/
static bool bSet = false;
static bool bEnable = false;
static bool bForceOpenGL = false;
// If we are a console app, then we don't use OpenGL
if ( Application::IsConsoleOnly() )
return false;
if (bSet)
{
return bForceOpenGL || bEnable;
}
/*
* There are a number of cases that these environment variables cover:
* * SAL_FORCEGL forces OpenGL independent of any other option
* * SAL_DISABLEGL or a blacklisted driver avoid the use of OpenGL if SAL_FORCEGL is not set
* * SAL_ENABLEGL overrides VCL_HIDE_WINDOWS and the configuration variable
* * the configuration variable is checked if no environment variable is set
*/
bSet = true;
bForceOpenGL = !!getenv("SAL_FORCEGL") || officecfg::Office::Common::VCL::ForceOpenGL::get();
bool bRet = false;
if (bForceOpenGL)
{
bRet = true;
}
else if (!supportsVCLOpenGL())
{
bRet = false;
}
else
{
static bool bEnableGLEnv = !!getenv("SAL_ENABLEGL");
bEnable = bEnableGLEnv;
static bool bDuringBuild = getenv("VCL_HIDE_WINDOWS");
if (bDuringBuild && !bEnable /* env. enable overrides */)
bEnable = false;
else if (officecfg::Office::Common::VCL::UseOpenGL::get())
bEnable = true;
bRet = bEnable;
}
if (bRet)
{
if (!getenv("SAL_DISABLE_GL_WATCHDOG"))
OpenGLWatchdogThread::start();
}
return bRet;
}
bool OpenGLWrapper::isVCLOpenGLEnabled()
{
return OpenGLHelper::isVCLOpenGLEnabled();
}
void OpenGLHelper::debugMsgStream(std::ostringstream const &pStream)
{
debugMsgPrint ("%x: %s", osl_getThreadIdentifier(nullptr),
pStream.str().c_str());
}
void OpenGLHelper::debugMsgPrint(const char *pFormat, ...)
{
va_list aArgs;
va_start (aArgs, pFormat);
char pStr[1044];
#ifdef _WIN32
#define vsnprintf _vsnprintf
#endif
vsnprintf(pStr, sizeof(pStr), pFormat, aArgs);
pStr[sizeof(pStr)-20] = '\0';
bool bHasContext = OpenGLContext::hasCurrent();
if (!bHasContext)
strcat(pStr, "- no GL context");
SAL_INFO("vcl.opengl", pStr);
if (bHasContext)
{
OpenGLZone aZone;
if (GLEW_KHR_debug)
glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_OTHER,
1, // one[sic] id is as good as another ?
// GL_DEBUG_SEVERITY_NOTIFICATION for >= GL4.3 ?
GL_DEBUG_SEVERITY_LOW,
strlen(pStr), pStr);
else if (GLEW_AMD_debug_output)
glDebugMessageInsertAMD(GL_DEBUG_CATEGORY_APPLICATION_AMD,
GL_DEBUG_SEVERITY_LOW_AMD,
1, // one[sic] id is as good as another ?
strlen(pStr), pStr);
}
va_end (aArgs);
}
#if defined UNX && !defined MACOSX && !defined IOS && !defined ANDROID && !defined(LIBO_HEADLESS)
bool OpenGLHelper::GetVisualInfo(Display* pDisplay, int nScreen, XVisualInfo& rVI)
{
OpenGLZone aZone;
XVisualInfo* pVI;
int aAttrib[] = { GLX_RGBA,
GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_DEPTH_SIZE, 24,
GLX_STENCIL_SIZE, 8,
None };
pVI = glXChooseVisual( pDisplay, nScreen, aAttrib );
if( !pVI )
return false;
rVI = *pVI;
XFree( pVI );
CHECK_GL_ERROR();
return true;
}
GLXFBConfig OpenGLHelper::GetPixmapFBConfig( Display* pDisplay, bool& bInverted )
{
OpenGLZone aZone;
int nScreen = DefaultScreen( pDisplay );
GLXFBConfig *aFbConfigs;
int i, nFbConfigs, nValue;
aFbConfigs = glXGetFBConfigs( pDisplay, nScreen, &nFbConfigs );
for( i = 0; i < nFbConfigs; i++ )
{
glXGetFBConfigAttrib( pDisplay, aFbConfigs[i], GLX_DRAWABLE_TYPE, &nValue );
if( !(nValue & GLX_PIXMAP_BIT) )
continue;
glXGetFBConfigAttrib( pDisplay, aFbConfigs[i], GLX_BIND_TO_TEXTURE_TARGETS_EXT, &nValue );
if( !(nValue & GLX_TEXTURE_2D_BIT_EXT) )
continue;
glXGetFBConfigAttrib( pDisplay, aFbConfigs[i], GLX_DEPTH_SIZE, &nValue );
if( nValue != 24 )
continue;
glXGetFBConfigAttrib( pDisplay, aFbConfigs[i], GLX_RED_SIZE, &nValue );
if( nValue != 8 )
continue;
SAL_INFO( "vcl.opengl", "Red is " << nValue );
// TODO: lfrb: Make it configurable wrt RGB/RGBA
glXGetFBConfigAttrib( pDisplay, aFbConfigs[i], GLX_BIND_TO_TEXTURE_RGB_EXT, &nValue );
if( nValue == False )
{
glXGetFBConfigAttrib( pDisplay, aFbConfigs[i], GLX_BIND_TO_TEXTURE_RGBA_EXT, &nValue );
if( nValue == False )
continue;
}
glXGetFBConfigAttrib( pDisplay, aFbConfigs[i], GLX_Y_INVERTED_EXT, &nValue );
// Looks like that X sends GLX_DONT_CARE but this usually means "true" for most
// of the X implementations. Investigation on internet pointed that this could be
// safely "true" all the time (for example gnome-shell always assumes "true").
bInverted = nValue == True || nValue == int(GLX_DONT_CARE);
break;
}
if( i == nFbConfigs )
{
SAL_WARN( "vcl.opengl", "Unable to find FBconfig for pixmap texturing" );
return nullptr;
}
CHECK_GL_ERROR();
return aFbConfigs[i];
}
#endif
OutputDevice::PaintScope::PaintScope(OutputDevice *pDev)
: pHandle( nullptr )
{
if( pDev->mpGraphics || pDev->AcquireGraphics() )
{
}
}
/**
* Flush all the queued rendering commands to the screen for this context.
*/
void OutputDevice::PaintScope::flush()
{
if( pHandle )
{
OpenGLContext *pContext = static_cast<OpenGLContext *>( pHandle );
pHandle = nullptr;
pContext->mnPainting--;
assert( pContext->mnPainting >= 0 );
if( pContext->mnPainting == 0 )
{
pContext->makeCurrent();
pContext->AcquireDefaultFramebuffer();
glFlush();
pContext->swapBuffers();
CHECK_GL_ERROR();
}
pContext->release();
}
}
OutputDevice::PaintScope::~PaintScope()
{
flush();
}
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