343 lines
9.7 KiB
C++
343 lines
9.7 KiB
C++
// Copyright 2018 The Chromium Embedded Framework Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "cef/libcef/browser/gpu/external_texture_manager.h"
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#include "gpu/command_buffer/service/service_utils.h"
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#include "third_party/khronos/EGL/egl.h"
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#include "third_party/khronos/EGL/eglext.h"
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#include "ui/gl/gl_bindings.h"
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#include "ui/gl/gl_context_egl.h"
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#include "ui/gl/gl_image.h"
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#include "ui/gl/gl_surface_egl.h"
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#include "ui/gl/init/gl_factory.h"
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#if BUILDFLAG(IS_WIN)
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#include <d3d11_1.h>
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#include "ui/gl/gl_angle_util_win.h"
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#include "ui/gl/gl_image_dxgi.h"
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#endif
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#ifndef EGL_ANGLE_d3d_texture_client_buffer
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#define EGL_ANGLE_d3d_texture_client_buffer 1
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#define EGL_D3D_TEXTURE_ANGLE 0x33A3
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#endif
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namespace gpu {
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namespace gles2 {
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namespace {
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#if BUILDFLAG(IS_WIN)
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class GLImageDXGISharedHandle : public gl::GLImageDXGI {
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public:
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GLImageDXGISharedHandle(const gfx::Size& size)
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: GLImageDXGI(size, nullptr),
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handle_((HANDLE)0),
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surface_(EGL_NO_SURFACE),
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texture_id_(0) {}
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void* share_handle() const { return handle_; }
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bool Initialize() {
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Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device =
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gl::QueryD3D11DeviceObjectFromANGLE();
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if (!d3d11_device) {
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return false;
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}
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Microsoft::WRL::ComPtr<ID3D11Device1> d3d11_device1;
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HRESULT hr = d3d11_device.As(&d3d11_device1);
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if (FAILED(hr)) {
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return false;
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}
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D3D11_TEXTURE2D_DESC td = {0};
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td.ArraySize = 1;
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td.CPUAccessFlags = 0;
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td.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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td.Width = GetSize().width();
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td.Height = GetSize().height();
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td.MipLevels = 1;
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td.SampleDesc.Count = 1;
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td.SampleDesc.Quality = 0;
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td.Usage = D3D11_USAGE_DEFAULT;
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td.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
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td.MiscFlags = 0;
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hr = d3d11_device1->CreateTexture2D(&td, nullptr, texture_.GetAddressOf());
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if (FAILED(hr)) {
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return false;
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}
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// Create a staging texture that will not be a render-target, but will be
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// shared. We could make the render target directly shareable, but the
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// staged copy is safer for synchronization and less problematic
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td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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td.MiscFlags = D3D11_RESOURCE_MISC_SHARED;
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hr = d3d11_device1->CreateTexture2D(&td, nullptr,
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staging_texture_.GetAddressOf());
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if (FAILED(hr)) {
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return false;
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}
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// If using a staging texture ... then we need the shared handle for that
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Microsoft::WRL::ComPtr<IDXGIResource> dxgi_res;
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if (staging_texture_.Get()) {
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hr = staging_texture_.As(&dxgi_res);
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} else {
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hr = texture_.As(&dxgi_res);
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}
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if (SUCCEEDED(hr)) {
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dxgi_res->GetSharedHandle(&handle_);
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}
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return true;
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}
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void Lock() {
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// In the future a keyed mutex could be utilized here.
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}
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void Unlock() {
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if (staging_texture_.Get() && texture_.Get()) {
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Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device;
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staging_texture_->GetDevice(&d3d11_device);
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if (d3d11_device.Get()) {
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Microsoft::WRL::ComPtr<ID3D11DeviceContext> d3d11_ctx;
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d3d11_device->GetImmediateContext(&d3d11_ctx);
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if (d3d11_ctx.Get()) {
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d3d11_ctx->CopyResource(staging_texture_.Get(), texture_.Get());
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}
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}
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}
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}
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void SetSurface(EGLSurface surface, GLuint texture_id) {
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surface_ = surface;
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texture_id_ = texture_id;
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}
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EGLSurface surface() const { return surface_; }
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GLuint texture_id() const { return texture_id_; }
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protected:
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~GLImageDXGISharedHandle() override {}
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private:
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HANDLE handle_;
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Microsoft::WRL::ComPtr<ID3D11Texture2D> staging_texture_;
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EGLSurface surface_;
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GLuint texture_id_;
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};
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#endif // BUILDFLAG(IS_WIN)
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} // namespace
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ExternalTextureManager::ExternalTextureManager() {}
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ExternalTextureManager::~ExternalTextureManager() {}
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void* ExternalTextureManager::CreateTexture(GLuint texture_id,
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uint32_t width,
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uint32_t height,
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TextureManager* tex_man) {
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void* share_handle = nullptr;
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#if BUILDFLAG(IS_WIN)
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EGLDisplay egl_display = gl::GLSurfaceEGL::GetHardwareDisplay();
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if (egl_display == EGL_NO_DISPLAY) {
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return nullptr;
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}
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EGLContext curContext = eglGetCurrentContext();
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if (curContext == EGL_NO_CONTEXT) {
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return nullptr;
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}
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gfx::Size size(width, height);
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scoped_refptr<gl::GLImage> image;
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void* texture = nullptr;
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GLImageDXGISharedHandle* dxgi_image = new GLImageDXGISharedHandle(size);
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if (!dxgi_image->Initialize()) {
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return nullptr;
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}
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image = dxgi_image;
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share_handle = dxgi_image->share_handle();
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texture = dxgi_image->texture().Get();
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if (!image) { // this check seems unnecessary
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return nullptr;
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}
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EGLint numConfigs = 0;
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EGLint configAttrs[] = {
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EGL_RENDERABLE_TYPE,
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EGL_OPENGL_ES3_BIT, // must remain in this position for ES2 fallback
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EGL_SURFACE_TYPE,
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EGL_PBUFFER_BIT,
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EGL_BUFFER_SIZE,
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32,
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EGL_RED_SIZE,
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8,
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EGL_GREEN_SIZE,
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8,
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EGL_BLUE_SIZE,
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8,
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EGL_ALPHA_SIZE,
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8,
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EGL_DEPTH_SIZE,
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0,
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EGL_STENCIL_SIZE,
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0,
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EGL_SAMPLE_BUFFERS,
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0,
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EGL_NONE};
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EGLConfig config = nullptr;
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if (eglChooseConfig(egl_display, configAttrs, &config, 1, &numConfigs) !=
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EGL_TRUE) {
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return nullptr;
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}
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EGLSurface surface = EGL_NO_SURFACE;
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EGLint surfAttrs[] = {EGL_WIDTH,
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width,
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EGL_HEIGHT,
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height,
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EGL_TEXTURE_TARGET,
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EGL_TEXTURE_2D,
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EGL_TEXTURE_FORMAT,
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EGL_TEXTURE_RGBA,
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EGL_NONE};
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surface = eglCreatePbufferFromClientBuffer(egl_display, EGL_D3D_TEXTURE_ANGLE,
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texture, config, surfAttrs);
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if (surface == EGL_NO_SURFACE) {
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// fallback to ES2 - it could be that we're running on older hardware
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// and ES3 isn't available
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// EGL_RENDERABLE_TYPE is the bit at configAttrs[0]
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configAttrs[1] = EGL_OPENGL_ES2_BIT;
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config = nullptr;
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if (eglChooseConfig(egl_display, configAttrs, &config, 1, &numConfigs) ==
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EGL_TRUE) {
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surface = eglCreatePbufferFromClientBuffer(
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egl_display, EGL_D3D_TEXTURE_ANGLE, texture, config, surfAttrs);
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}
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// still no surface? we're done
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if (surface == EGL_NO_SURFACE) {
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return nullptr;
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}
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}
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dxgi_image->SetSurface(surface, texture_id);
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surfaceMap_[share_handle] = image;
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EGLSurface drawSurface = eglGetCurrentSurface(EGL_DRAW);
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EGLSurface readSurface = eglGetCurrentSurface(EGL_READ);
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eglMakeCurrent(egl_display, surface, surface, curContext);
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if (eglBindTexImage(egl_display, surface, EGL_BACK_BUFFER)) {
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if (tex_man) {
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TextureRef* texture_ref = tex_man->GetTexture(texture_id);
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tex_man->SetLevelInfo(texture_ref, GL_TEXTURE_2D, 0, GL_BGRA_EXT, width,
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height, 1, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE,
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gfx::Rect(size));
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tex_man->SetLevelImage(texture_ref, GL_TEXTURE_2D, 0, image.get(),
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Texture::BOUND);
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}
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}
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eglMakeCurrent(egl_display, drawSurface, readSurface, curContext);
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#endif // BUILDFLAG(IS_WIN)
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return share_handle;
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}
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void ExternalTextureManager::LockTexture(void* handle) {
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#if BUILDFLAG(IS_WIN)
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auto const img = surfaceMap_.find(handle);
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if (img != surfaceMap_.end()) {
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GLImageDXGISharedHandle* dxgi_image =
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reinterpret_cast<GLImageDXGISharedHandle*>(img->second.get());
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dxgi_image->Lock();
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}
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#endif // BUILDFLAG(IS_WIN)
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}
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void ExternalTextureManager::UnlockTexture(void* handle) {
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#if BUILDFLAG(IS_WIN)
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auto const img = surfaceMap_.find(handle);
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if (img != surfaceMap_.end()) {
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GLImageDXGISharedHandle* dxgi_image =
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reinterpret_cast<GLImageDXGISharedHandle*>(img->second.get());
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dxgi_image->Unlock();
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}
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#endif // BUILDFLAG(IS_WIN)
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}
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void ExternalTextureManager::DeleteTexture(void* handle,
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TextureManager* tex_man) {
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#if BUILDFLAG(IS_WIN)
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EGLDisplay egl_display = gl::GLSurfaceEGL::GetHardwareDisplay();
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if (egl_display == EGL_NO_DISPLAY) {
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return;
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}
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auto const img = surfaceMap_.find(handle);
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if (img == surfaceMap_.end()) {
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return;
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}
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EGLSurface surface = EGL_NO_SURFACE;
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GLuint texture_id = 0;
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GLImageDXGISharedHandle* dxgi_image =
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reinterpret_cast<GLImageDXGISharedHandle*>(img->second.get());
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surface = dxgi_image->surface();
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texture_id = dxgi_image->texture_id();
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if (surface != EGL_NO_SURFACE) {
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EGLContext curContext = eglGetCurrentContext();
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if (curContext != EGL_NO_CONTEXT) {
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EGLSurface drawSurface = eglGetCurrentSurface(EGL_DRAW);
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EGLSurface readSurface = eglGetCurrentSurface(EGL_READ);
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eglMakeCurrent(egl_display, surface, surface, curContext);
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TextureRef* texture_ref = nullptr;
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if (tex_man) {
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texture_ref = tex_man->GetTexture(texture_id);
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}
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eglReleaseTexImage(egl_display, surface, EGL_BACK_BUFFER);
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if (tex_man && texture_ref) {
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tex_man->SetLevelInfo(texture_ref, GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1,
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0, GL_RGBA, GL_UNSIGNED_BYTE, gfx::Rect());
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tex_man->SetLevelImage(texture_ref, GL_TEXTURE_2D, 0, nullptr,
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Texture::UNBOUND);
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}
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eglMakeCurrent(egl_display, drawSurface, readSurface, curContext);
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eglDestroySurface(egl_display, surface);
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}
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}
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surfaceMap_.erase(img);
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#endif // BUILDFLAG(IS_WIN)
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}
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} // namespace gles2
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} // namespace gpu
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