// Copyright 2021 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "android_webview/browser/gfx/scoped_app_gl_state_restore_impl.h"
#include <string>
#include "base/android/build_info.h"
#include "base/lazy_instance.h"
#include "base/metrics/histogram_macros.h"
#include "components/viz/common/features.h"
#include "gpu/config/gpu_finch_features.h"
#include "third_party/abseil-cpp/absl/cleanup/cleanup.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_context.h"
#include "ui/gl/gl_surface_stub.h"
#include "ui/gl/init/gl_factory.h"
// We can't include khronos headers because of conflict with gl_bindings.h, but
// we need this constant for restoring state.
#ifndef GL_ARM_shader_framebuffer_fetch
#define GL_ARM_shader_framebuffer_fetch 1
#define GL_FETCH_PER_SAMPLE_ARM 0x8F65
#define GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM 0x8F66
#endif /* GL_ARM_shader_framebuffer_fetch */
#ifndef GL_NV_conservative_raster
#define GL_NV_conservative_raster 1
#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346
#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347
#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348
#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349
#endif /* GL_NV_conservative_raster */
namespace android_webview {
namespace {
// "App" context is a bit of a stretch. Basically we use this context while
// saving and restoring the App GL state.
class AppContextSurface {
public:
AppContextSurface()
: surface_(new gl::GLSurfaceStub()),
context_(gl::init::CreateGLContext(nullptr,
surface_.get(),
gl::GLContextAttribs())) {}
AppContextSurface(const AppContextSurface&) = delete;
AppContextSurface& operator=(const AppContextSurface&) = delete;
void MakeCurrent() { context_->MakeCurrent(surface_.get()); }
private:
scoped_refptr<gl::GLSurface> surface_;
scoped_refptr<gl::GLContext> context_;
};
base::LazyInstance<AppContextSurface>::DestructorAtExit g_app_context_surface =
LAZY_INSTANCE_INITIALIZER;
// Make the global g_app_context_surface current so that the gl_binding is not
// NULL for making gl* calls. The binding can be null if another GlContext was
// destroyed immediately before gl* calls here.
void MakeAppContextCurrent() {
g_app_context_surface.Get().MakeCurrent();
}
void GLEnableDisable(GLenum cap, bool enable) {
if (enable)
glEnable(cap);
else
glDisable(cap);
}
bool ClearGLErrors(bool warn, const char* msg) {
bool no_error = true;
GLenum error;
CHECK(gl::g_current_gl_context);
while ((error = glGetError()) != GL_NO_ERROR) {
DLOG_IF(WARNING, warn) << error << " " << msg;
no_error = false;
}
return no_error;
}
bool g_globals_initialized = false;
GLint g_gl_max_texture_units = 0;
GLint g_gl_max_vertex_attribs = 0;
bool g_supports_oes_vertex_array_object = false;
bool g_supports_arm_shader_framebuffer_fetch = false;
bool g_supports_nv_concervative_raster = false;
bool g_supports_disable_multisample = false;
} // namespace
namespace internal {
ScopedAppGLStateRestoreImpl::ScopedAppGLStateRestoreImpl(
ScopedAppGLStateRestore::CallMode mode,
bool save_restore)
: mode_(mode), save_restore_(save_restore) {
MakeAppContextCurrent();
ClearGLErrors(true, "Incoming GLError");
if (mode_ == ScopedAppGLStateRestore::MODE_DRAW &&
base::android::BuildInfo::GetInstance()->sdk_int() ==
base::android::SDK_VERSION_S) {
GLint red_bits = 0;
GLint green_bits = 0;
GLint blue_bits = 0;
GLint alpha_bits = 0;
glGetIntegerv(GL_RED_BITS, &red_bits);
glGetIntegerv(GL_GREEN_BITS, &green_bits);
glGetIntegerv(GL_BLUE_BITS, &blue_bits);
glGetIntegerv(GL_ALPHA_BITS, &alpha_bits);
skip_draw_ =
red_bits == 8 && green_bits == 0 && blue_bits == 0 && alpha_bits == 0;
}
glGetBooleanv(GL_STENCIL_TEST, &stencil_state_.stencil_test_enabled);
glGetIntegerv(GL_STENCIL_FUNC, &stencil_state_.stencil_front_func);
glGetIntegerv(GL_STENCIL_VALUE_MASK, &stencil_state_.stencil_front_mask);
glGetIntegerv(GL_STENCIL_REF, &stencil_state_.stencil_front_ref);
glGetIntegerv(GL_STENCIL_BACK_FUNC, &stencil_state_.stencil_back_func);
glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, &stencil_state_.stencil_back_mask);
glGetIntegerv(GL_STENCIL_BACK_REF, &stencil_state_.stencil_back_ref);
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencil_state_.stencil_clear);
glGetIntegerv(GL_STENCIL_WRITEMASK, &stencil_state_.stencil_front_writemask);
glGetIntegerv(GL_STENCIL_BACK_WRITEMASK,
&stencil_state_.stencil_back_writemask);
glGetIntegerv(GL_STENCIL_FAIL, &stencil_state_.stencil_front_fail_op);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL,
&stencil_state_.stencil_front_z_fail_op);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS,
&stencil_state_.stencil_front_z_pass_op);
glGetIntegerv(GL_STENCIL_BACK_FAIL, &stencil_state_.stencil_back_fail_op);
glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL,
&stencil_state_.stencil_back_z_fail_op);
glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS,
&stencil_state_.stencil_back_z_pass_op);
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &framebuffer_binding_ext_);
if (!g_globals_initialized) {
g_globals_initialized = true;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &g_gl_max_vertex_attribs);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &g_gl_max_texture_units);
const char* extensions_string =
reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
if (extensions_string) {
gfx::ExtensionSet extensions(gfx::MakeExtensionSet(extensions_string));
g_supports_oes_vertex_array_object =
extensions.contains("GL_OES_vertex_array_object");
g_supports_arm_shader_framebuffer_fetch =
extensions.contains("GL_ARM_shader_framebuffer_fetch");
g_supports_nv_concervative_raster =
extensions.contains("GL_NV_conservative_raster");
g_supports_disable_multisample =
extensions.contains("GL_EXT_multisample_compatibility");
}
}
SaveHWUIState(save_restore);
if (mode_ == ScopedAppGLStateRestore::MODE_RESOURCE_MANAGEMENT &&
::gl::g_current_gl_driver->fn.glBindRenderbufferEXTFn != nullptr) {
// Android 5.0.0 specific qualcomm workaround. See crbug.com/434570.
// Null check the binding since checking the proper condition is hard. See
// crbug.com/950472.
glBindRenderbufferEXT(GL_RENDERBUFFER, 0);
}
DCHECK(ClearGLErrors(false, NULL));
}
void ScopedAppGLStateRestoreImpl::SaveHWUIState(bool save_restore) {
absl::Cleanup uma_runner =
[start_time = base::TimeTicks::Now()] {
UMA_HISTOGRAM_CUSTOM_MICROSECONDS_TIMES(
"Android.WebView.Gfx.SaveHWUIStateNonANGLEMicroseconds",
base::TimeTicks::Now() - start_time, base::Microseconds(1),
base::Seconds(1), 100);
};
if (g_supports_arm_shader_framebuffer_fetch)
glGetBooleanv(GL_FETCH_PER_SAMPLE_ARM, &fetch_per_sample_arm_enabled_);
if (g_supports_disable_multisample)
glGetBooleanv(GL_MULTISAMPLE, &multisample_enabled_);
vertex_attrib_.resize(g_gl_max_vertex_attribs);
for (GLint i = 0; i < g_gl_max_vertex_attribs; ++i) {
glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
&vertex_attrib_[i].vertex_attrib_array_buffer_binding);
}
if (!save_restore)
return;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &vertex_array_buffer_binding_);
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &index_array_buffer_binding_);
switch (mode_) {
case ScopedAppGLStateRestore::MODE_DRAW:
DCHECK_EQ(0, vertex_array_buffer_binding_);
DCHECK_EQ(0, index_array_buffer_binding_);
break;
case ScopedAppGLStateRestore::MODE_RESOURCE_MANAGEMENT:
glGetBooleanv(GL_BLEND, &blend_enabled_);
glGetIntegerv(GL_BLEND_SRC_RGB, &blend_src_rgb_);
glGetIntegerv(GL_BLEND_SRC_ALPHA, &blend_src_alpha_);
glGetIntegerv(GL_BLEND_DST_RGB, &blend_dest_rgb_);
glGetIntegerv(GL_BLEND_DST_ALPHA, &blend_dest_alpha_);
glGetIntegerv(GL_VIEWPORT, viewport_);
glGetBooleanv(GL_SCISSOR_TEST, &scissor_test_);
glGetIntegerv(GL_SCISSOR_BOX, scissor_box_);
break;
}
glGetIntegerv(GL_PACK_ALIGNMENT, &pack_alignment_);
glGetIntegerv(GL_UNPACK_ALIGNMENT, &unpack_alignment_);
glGetBooleanv(GL_DEPTH_TEST, &depth_test_);
glGetBooleanv(GL_CULL_FACE, &cull_face_);
glGetIntegerv(GL_CULL_FACE_MODE, &cull_face_mode_);
glGetBooleanv(GL_COLOR_WRITEMASK, color_mask_);
glGetIntegerv(GL_CURRENT_PROGRAM, ¤t_program_);
glGetFloatv(GL_COLOR_CLEAR_VALUE, color_clear_);
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depth_clear_);
glGetFloatv(GL_BLEND_COLOR, blend_color_);
glGetIntegerv(GL_DEPTH_FUNC, &depth_func_);
glGetBooleanv(GL_DEPTH_WRITEMASK, &depth_mask_);
glGetFloatv(GL_DEPTH_RANGE, depth_rage_);
glGetIntegerv(GL_FRONT_FACE, &front_face_);
glGetIntegerv(GL_GENERATE_MIPMAP_HINT, &hint_generate_mipmap_);
glGetFloatv(GL_LINE_WIDTH, &line_width_);
glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &polygon_offset_factor_);
glGetFloatv(GL_POLYGON_OFFSET_UNITS, &polygon_offset_units_);
glGetFloatv(GL_SAMPLE_COVERAGE_VALUE, &sample_coverage_value_);
glGetBooleanv(GL_SAMPLE_COVERAGE_INVERT, &sample_coverage_invert_);
glGetIntegerv(GL_BLEND_EQUATION_RGB, &blend_equation_rgb_);
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blend_equation_alpha_);
glGetBooleanv(GL_DITHER, &enable_dither_);
glGetBooleanv(GL_POLYGON_OFFSET_FILL, &enable_polygon_offset_fill_);
glGetBooleanv(GL_SAMPLE_ALPHA_TO_COVERAGE, &enable_sample_alpha_to_coverage_);
glGetBooleanv(GL_SAMPLE_COVERAGE, &enable_sample_coverage_);
glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture_);
texture_bindings_.resize(g_gl_max_texture_units);
for (int ii = 0; ii < g_gl_max_texture_units; ++ii) {
glActiveTexture(GL_TEXTURE0 + ii);
TextureBindings& bindings = texture_bindings_[ii];
glGetIntegerv(GL_TEXTURE_BINDING_2D, &bindings.texture_2d);
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &bindings.texture_cube_map);
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES,
&bindings.texture_external_oes);
}
if (g_supports_oes_vertex_array_object) {
glGetIntegerv(GL_VERTEX_ARRAY_BINDING_OES, &vertex_array_bindings_oes_);
glBindVertexArrayOES(0);
}
for (GLint i = 0; i < g_gl_max_vertex_attribs; ++i) {
glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED,
&vertex_attrib_[i].enabled);
glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_SIZE,
&vertex_attrib_[i].size);
glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_TYPE,
&vertex_attrib_[i].type);
glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED,
&vertex_attrib_[i].normalized);
glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
&vertex_attrib_[i].stride);
glGetVertexAttribPointerv(i, GL_VERTEX_ATTRIB_ARRAY_POINTER,
&vertex_attrib_[i].pointer.AsEphemeralRawAddr());
glGetVertexAttribfv(i, GL_CURRENT_VERTEX_ATTRIB,
vertex_attrib_[i].current_vertex_attrib);
}
}
ScopedAppGLStateRestoreImpl::~ScopedAppGLStateRestoreImpl() {
MakeAppContextCurrent();
DCHECK(ClearGLErrors(false, NULL));
RestoreHWUIState(save_restore_);
// Do not leak GLError out of chromium.
ClearGLErrors(true, "Chromium GLError");
}
void ScopedAppGLStateRestoreImpl::RestoreHWUIState(bool save_restore) {
// Some state is restored when skia renderer is enabled, even when
// `save_restore` is false. This is because newer skia version can modify
// newer GL state that older versions of Android were not aware of, so did
// not restore automatically. Note some of these are just resetting back
// to default state for this reason. This code is currently conservative;
// it's likely that not all android versions needs all of these states
// restored.
if (gl::g_current_gl_driver->fn.glWindowRectanglesEXTFn)
glWindowRectanglesEXT(GL_EXCLUSIVE_EXT, 0, nullptr);
if (g_supports_arm_shader_framebuffer_fetch)
GLEnableDisable(GL_FETCH_PER_SAMPLE_ARM, fetch_per_sample_arm_enabled_);
if (g_supports_disable_multisample)
GLEnableDisable(GL_MULTISAMPLE, multisample_enabled_);
// We do restore it even with Skia on the other side because it's new
// extension that skia on Android P and Q didn't use.
if (g_supports_nv_concervative_raster)
glDisable(GL_CONSERVATIVE_RASTERIZATION_NV);
if (!save_restore) {
if (gl::g_current_gl_driver->fn.glVertexAttribDivisorANGLEFn) {
for (GLint i = 0; i < g_gl_max_vertex_attribs; ++i) {
glBindBuffer(GL_ARRAY_BUFFER,
vertex_attrib_[i].vertex_attrib_array_buffer_binding);
glVertexAttribDivisorANGLE(i, 0);
}
}
if (gl::g_current_gl_driver->fn.glBindSamplerFn) {
for (int ii = 0; ii < g_gl_max_texture_units; ++ii) {
glActiveTexture(GL_TEXTURE0 + ii);
glBindSampler(ii, 0);
}
}
return;
}
DCHECK(save_restore);
glBindFramebufferEXT(GL_FRAMEBUFFER, framebuffer_binding_ext_);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_buffer_binding_);
if (g_supports_oes_vertex_array_object)
glBindVertexArrayOES(0);
for (GLint i = 0; i < g_gl_max_vertex_attribs; ++i) {
glBindBuffer(GL_ARRAY_BUFFER,
vertex_attrib_[i].vertex_attrib_array_buffer_binding);
glVertexAttribPointer(i, vertex_attrib_[i].size, vertex_attrib_[i].type,
vertex_attrib_[i].normalized,
vertex_attrib_[i].stride, vertex_attrib_[i].pointer);
glVertexAttrib4fv(i, vertex_attrib_[i].current_vertex_attrib);
// We don't query this values as this code intends to run on older (O and
// below) Android versions and HWUI there doesn't use the state, while
// SkiaRenderer does, so we just reset it to default value.
// Note despite the name function is no ANGLE specific.
if (gl::g_current_gl_driver->fn.glVertexAttribDivisorANGLEFn) {
glVertexAttribDivisorANGLE(i, 0);
}
if (vertex_attrib_[i].enabled) {
glEnableVertexAttribArray(i);
} else {
glDisableVertexAttribArray(i);
}
}
if (g_supports_oes_vertex_array_object && vertex_array_bindings_oes_ != 0)
glBindVertexArrayOES(vertex_array_bindings_oes_);
glBindBuffer(GL_ARRAY_BUFFER, vertex_array_buffer_binding_);
for (int ii = 0; ii < g_gl_max_texture_units; ++ii) {
glActiveTexture(GL_TEXTURE0 + ii);
TextureBindings& bindings = texture_bindings_[ii];
glBindTexture(GL_TEXTURE_2D, bindings.texture_2d);
glBindTexture(GL_TEXTURE_CUBE_MAP, bindings.texture_cube_map);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, bindings.texture_external_oes);
// reset glSamplers if supported.
if (gl::g_current_gl_driver->fn.glBindSamplerFn)
glBindSampler(ii, 0);
}
glActiveTexture(active_texture_);
glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment_);
glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment_);
GLEnableDisable(GL_DEPTH_TEST, depth_test_);
GLEnableDisable(GL_CULL_FACE, cull_face_);
glCullFace(cull_face_mode_);
glColorMask(color_mask_[0], color_mask_[1], color_mask_[2], color_mask_[3]);
glUseProgram(current_program_);
glClearColor(color_clear_[0], color_clear_[1], color_clear_[2],
color_clear_[3]);
glBlendColor(blend_color_[0], blend_color_[1], blend_color_[2],
blend_color_[3]);
glClearDepth(depth_clear_);
glDepthFunc(depth_func_);
glDepthMask(depth_mask_);
glDepthRange(depth_rage_[0], depth_rage_[1]);
glFrontFace(front_face_);
glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap_);
// TODO(boliu): GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES ??
glLineWidth(line_width_);
glPolygonOffset(polygon_offset_factor_, polygon_offset_units_);
glSampleCoverage(sample_coverage_value_, sample_coverage_invert_);
glBlendEquationSeparate(blend_equation_rgb_, blend_equation_alpha_);
GLEnableDisable(GL_DITHER, enable_dither_);
GLEnableDisable(GL_POLYGON_OFFSET_FILL, enable_polygon_offset_fill_);
GLEnableDisable(GL_SAMPLE_ALPHA_TO_COVERAGE,
enable_sample_alpha_to_coverage_);
GLEnableDisable(GL_SAMPLE_COVERAGE, enable_sample_coverage_);
switch (mode_) {
case ScopedAppGLStateRestore::MODE_DRAW:
// No-op.
break;
case ScopedAppGLStateRestore::MODE_RESOURCE_MANAGEMENT:
GLEnableDisable(GL_BLEND, blend_enabled_);
glBlendFuncSeparate(blend_src_rgb_, blend_dest_rgb_, blend_src_alpha_,
blend_dest_alpha_);
glViewport(viewport_[0], viewport_[1], viewport_[2], viewport_[3]);
GLEnableDisable(GL_SCISSOR_TEST, scissor_test_);
glScissor(scissor_box_[0], scissor_box_[1], scissor_box_[2],
scissor_box_[3]);
break;
}
GLEnableDisable(GL_STENCIL_TEST, stencil_state_.stencil_test_enabled);
glStencilFuncSeparate(GL_FRONT, stencil_state_.stencil_front_func,
stencil_state_.stencil_front_mask,
stencil_state_.stencil_front_ref);
glStencilFuncSeparate(GL_BACK, stencil_state_.stencil_back_func,
stencil_state_.stencil_back_mask,
stencil_state_.stencil_back_ref);
glClearStencil(stencil_state_.stencil_clear);
glStencilMaskSeparate(GL_FRONT, stencil_state_.stencil_front_writemask);
glStencilMaskSeparate(GL_BACK, stencil_state_.stencil_back_writemask);
glStencilOpSeparate(GL_FRONT, stencil_state_.stencil_front_fail_op,
stencil_state_.stencil_front_z_fail_op,
stencil_state_.stencil_front_z_pass_op);
glStencilOpSeparate(GL_BACK, stencil_state_.stencil_back_fail_op,
stencil_state_.stencil_back_z_fail_op,
stencil_state_.stencil_back_z_pass_op);
}
} // namespace internal
} // namespace android_webview