7c2d654d67
Chrome can't use Absl's CHECK because of collisions with its own version. PiperOrigin-RevId: 561740965
494 lines
18 KiB
Objective-C
494 lines
18 KiB
Objective-C
// Copyright 2019 The MediaPipe Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef MEDIAPIPE_GPU_GL_CONTEXT_H_
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#define MEDIAPIPE_GPU_GL_CONTEXT_H_
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#include <pthread.h>
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#include <atomic>
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#include <functional>
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#include <memory>
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#include "absl/container/flat_hash_map.h"
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#include "absl/log/absl_check.h"
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#include "absl/synchronization/mutex.h"
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#include "mediapipe/framework/executor.h"
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#include "mediapipe/framework/mediapipe_profiling.h"
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#include "mediapipe/framework/port/status.h"
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#include "mediapipe/framework/port/statusor.h"
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#include "mediapipe/framework/port/threadpool.h"
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#include "mediapipe/framework/timestamp.h"
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#include "mediapipe/gpu/attachments.h"
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#include "mediapipe/gpu/gl_base.h"
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#include "mediapipe/gpu/gpu_buffer_format.h"
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#ifdef __APPLE__
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#include <CoreVideo/CoreVideo.h>
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#include "mediapipe/objc/CFHolder.h"
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#if TARGET_OS_OSX
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#ifdef __OBJC__
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@class NSOpenGLContext;
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@class NSOpenGLPixelFormat;
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#else
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struct NSOpenGLContext;
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struct NSOpenGLPixelFormat;
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#endif // __OBJC___
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#else
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#ifdef __OBJC__
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@class EAGLSharegroup;
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@class EAGLContext;
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#else
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struct EAGLSharegroup;
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struct EAGLContext;
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#endif // __OBJC___
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#endif // TARGET_OS_OSX
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#else
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#endif // __APPLE__
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namespace mediapipe {
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typedef std::function<void()> GlVoidFunction;
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typedef std::function<absl::Status()> GlStatusFunction;
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class GlContext;
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// Generic interface for synchronizing access to a shared resource from a
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// different context. This is an abstract class to keep users from
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// depending on its contents. The implementation may differ depending on
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// the capabilities of the GL context.
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class GlSyncPoint {
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public:
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explicit GlSyncPoint(const std::shared_ptr<GlContext>& gl_context)
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: gl_context_(gl_context) {}
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virtual ~GlSyncPoint() {}
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// Waits until the GPU has executed all commands up to the sync point.
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// This blocks the CPU, and ensures the commands are complete from the
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// point of view of all threads and contexts.
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virtual void Wait() = 0;
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// Ensures that the following commands on the current OpenGL context will
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// not be executed until the sync point has been reached.
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// This does not block the CPU, and only affects the current OpenGL context.
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virtual void WaitOnGpu() { Wait(); }
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// Returns whether the sync point has been reached. Does not block.
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virtual bool IsReady() = 0;
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// Returns the GlContext object associated with this sync point, if any.
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const std::shared_ptr<GlContext>& GetContext() { return gl_context_; }
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protected:
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std::shared_ptr<GlContext> gl_context_;
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};
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// Combines sync points for multiple contexts.
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class GlMultiSyncPoint : public GlSyncPoint {
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public:
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GlMultiSyncPoint() : GlSyncPoint(nullptr) {}
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// Adds a new sync to the multisync.
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// If we already have a sync from the same context, overwrite it.
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// Commands on the same context are serialized, and we only care about
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// when the last one is done.
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void Add(std::shared_ptr<GlSyncPoint> new_sync);
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void Wait() override;
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void WaitOnGpu() override;
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bool IsReady() override;
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private:
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std::vector<std::shared_ptr<GlSyncPoint>> syncs_;
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};
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// TODO: remove.
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typedef std::shared_ptr<GlSyncPoint> GlSyncToken;
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#if defined(__EMSCRIPTEN__)
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typedef EMSCRIPTEN_WEBGL_CONTEXT_HANDLE PlatformGlContext;
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constexpr PlatformGlContext kPlatformGlContextNone = 0;
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#elif HAS_EGL
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typedef EGLContext PlatformGlContext;
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constexpr PlatformGlContext kPlatformGlContextNone = EGL_NO_CONTEXT;
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#elif HAS_EAGL
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typedef EAGLContext* PlatformGlContext;
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constexpr PlatformGlContext kPlatformGlContextNone = nil;
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#elif HAS_NSGL
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typedef NSOpenGLContext* PlatformGlContext;
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constexpr PlatformGlContext kPlatformGlContextNone = nil;
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#endif // defined(__EMSCRIPTEN__)
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// This class provides a common API for creating and managing GL contexts.
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//
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// It handles the following responsibilities:
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// - Providing a cross-platform interface over platform-specific APIs like EGL
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// and EAGL.
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// - Managing the interaction between threads and GL contexts.
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// - Managing synchronization between different GL contexts.
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//
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class GlContext : public std::enable_shared_from_this<GlContext> {
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public:
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using StatusOrGlContext = absl::StatusOr<std::shared_ptr<GlContext>>;
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// Creates a GlContext.
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//
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// The first argument (which can be a GlContext, or a platform-specific type)
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// indicates a context with which to share resources (e.g. textures).
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// Resources will be shared amongst all contexts linked in this way. You can
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// pass null if sharing is not desired.
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//
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// If create_thread is true, the context will create a thread and run all
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// OpenGL tasks on it.
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static StatusOrGlContext Create(std::nullptr_t nullp, bool create_thread);
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static StatusOrGlContext Create(const GlContext& share_context,
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bool create_thread);
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static StatusOrGlContext Create(PlatformGlContext share_context,
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bool create_thread);
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#if HAS_EAGL
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static StatusOrGlContext Create(EAGLSharegroup* sharegroup,
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bool create_thread);
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#endif // HAS_EAGL
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// Returns the GlContext that is current on this thread. May return nullptr.
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static std::shared_ptr<GlContext> GetCurrent();
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GlContext(const GlContext&) = delete;
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GlContext& operator=(const GlContext&) = delete;
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~GlContext();
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// Initializes this GlContext with the graph tracing and profiling interface.
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// Also initializes the GlProfilingHelper object for this GlContext if the
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// GlProfilingHelper is uninitialized. This ensures that the GlProfilingHelper
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// is unique to and only initialized once per GlContext object.
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void SetProfilingContext(
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std::shared_ptr<mediapipe::ProfilingContext> profiling_context);
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// Executes a function in the GL context. Waits for the
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// function's execution to be complete before returning to the caller.
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absl::Status Run(GlStatusFunction gl_func, int node_id = -1,
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Timestamp input_timestamp = Timestamp::Unset());
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// Like Run, but does not wait.
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void RunWithoutWaiting(GlVoidFunction gl_func);
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// Returns a synchronization token.
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// This should not be called outside of the GlContext thread.
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std::shared_ptr<GlSyncPoint> CreateSyncToken();
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// If another part of the framework calls glFinish, it should call this
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// method to let the context know that it has done so. The context can use
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// that information to avoid inserting additional glFinish calls in some
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// cases.
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void GlFinishCalled();
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// Ensures that the changes to shared resources covered by the token are
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// visible in the current context.
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// This should only be called outside a job.
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void WaitSyncToken(const std::shared_ptr<GlSyncPoint>& token);
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// Checks whether the token's sync point has been reached. Returns true
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// iff WaitSyncToken would not have to wait.
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// This is thread-safe.
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bool SyncTokenIsReady(const std::shared_ptr<GlSyncPoint>& token);
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#if defined(__EMSCRIPTEN__)
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// Returns the EMSCRIPTEN_WEBGL_CONTEXT_HANDLE for our context.
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EMSCRIPTEN_WEBGL_CONTEXT_HANDLE webgl_context() const { return context_; }
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EmscriptenWebGLContextAttributes webgl_attributes() const { return attrs_; }
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#elif HAS_EGL
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// Returns the EGLDisplay used by our context.
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EGLDisplay egl_display() const { return display_; }
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// Returns the EGLConfig used to create our context.
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EGLConfig egl_config() const { return config_; }
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// Returns our EGLContext.
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EGLContext egl_context() const { return context_; }
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#elif HAS_EAGL
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EAGLContext* eagl_context() const { return context_; }
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CVOpenGLESTextureCacheRef cv_texture_cache() const { return *texture_cache_; }
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#elif HAS_NSGL
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NSOpenGLContext* nsgl_context() const { return context_; }
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NSOpenGLPixelFormat* nsgl_pixel_format() const { return pixel_format_; }
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CVOpenGLTextureCacheRef cv_texture_cache() const { return *texture_cache_; }
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#endif // HAS_EGL
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// Returns whatever the current platform's native context handle is.
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// Prefer the explicit *_context methods above, unless you're going to use
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// this in a context that you are sure will work with whatever definition of
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// PlatformGlContext is in use.
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PlatformGlContext native_context() const { return context_; }
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// Check if the context is current on this thread. Mainly for test purposes.
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bool IsCurrent() const;
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GLint gl_major_version() const { return gl_major_version_; }
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GLint gl_minor_version() const { return gl_minor_version_; }
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static bool ParseGlVersion(absl::string_view version_string, GLint* major,
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GLint* minor);
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// Returns a GlVersion code used with GpuBufferFormat.
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// TODO: make this more generally applicable.
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GlVersion GetGlVersion() const;
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// Simple query for GL extension support; only valid after GlContext has
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// finished its initialization successfully.
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bool HasGlExtension(absl::string_view extension) const;
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int64_t gl_finish_count() { return gl_finish_count_; }
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// Used by GlFinishSyncPoint. The count_to_pass cannot exceed the current
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// gl_finish_count_ (but it can be equal).
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void WaitForGlFinishCountPast(int64_t count_to_pass);
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// Convenience version of Run for arguments with a void result type.
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// Waits for the function to finish executing before returning.
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//
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// Implementation note: we cannot use a std::function<void(void)> argument
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// here, because that would break passing in a lambda that returns a status;
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// e.g.:
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// RunInGlContext([]() -> absl::Status { ... });
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//
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// The reason is that std::function<void(...)> allows the implicit conversion
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// of a callable with any result type, as long as the argument types match.
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// As a result, the above lambda would be implicitly convertible to both
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// std::function<absl::Status(void)> and std::function<void(void)>, and
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// the invocation would be ambiguous.
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//
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// Therefore, instead of using std::function<void(void)>, we use a template
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// that only accepts arguments with a void result type.
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template <typename T, typename = typename std::enable_if<std::is_void<
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typename std::result_of<T()>::type>::value>::type>
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void Run(T f) {
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Run([f] {
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f();
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return absl::OkStatus();
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}).IgnoreError();
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}
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// Sets default texture filtering parameters.
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void SetStandardTextureParams(GLenum target, GLint internal_format);
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using AttachmentBase = internal::AttachmentBase<GlContext>;
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template <class T>
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using Attachment = internal::Attachment<GlContext, T>;
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// TOOD: const result?
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template <class T>
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T& GetCachedAttachment(const Attachment<T>& attachment) {
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ABSL_DCHECK(IsCurrent());
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internal::AttachmentPtr<void>& entry = attachments_[&attachment];
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if (entry == nullptr) {
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entry = attachment.factory()(*this);
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}
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return *static_cast<T*>(entry.get());
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}
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// Returns true if any GL context, including external contexts not managed by
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// the GlContext class, is current.
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static bool IsAnyContextCurrent();
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// Returns the current native context, whether managed by this class or not.
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// Useful as a cross-platform way to get the current PlatformGlContext.
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static PlatformGlContext GetCurrentNativeContext();
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// Creates a synchronization token for the current, non-GlContext-owned
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// context. This can be passed to MediaPipe so it can synchronize with the
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// commands issued in the external context up to this point.
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// Note: if the current context does not support sync fences, this calls
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// glFinish and returns nullptr.
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// TODO: return GlNopSyncPoint instead?
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static std::shared_ptr<GlSyncPoint> CreateSyncTokenForCurrentExternalContext(
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const std::shared_ptr<GlContext>& delegate_graph_context);
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// These are used for testing specific SyncToken implementations. Do not use
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// outside of tests.
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enum class SyncTokenTypeForTest {
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kGlFinish,
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};
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std::shared_ptr<GlSyncPoint> TestOnly_CreateSpecificSyncToken(
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SyncTokenTypeForTest type);
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private:
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GlContext();
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bool ShouldUseFenceSync() const;
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#if defined(__EMSCRIPTEN__)
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absl::Status CreateContext(EMSCRIPTEN_WEBGL_CONTEXT_HANDLE share_context);
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absl::Status CreateContextInternal(
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EMSCRIPTEN_WEBGL_CONTEXT_HANDLE share_context, int webgl_version);
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EMSCRIPTEN_WEBGL_CONTEXT_HANDLE context_ = 0;
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EmscriptenWebGLContextAttributes attrs_;
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#elif HAS_EGL
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absl::Status CreateContext(EGLContext share_context);
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absl::Status CreateContextInternal(EGLContext share_context, int gl_version);
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EGLDisplay display_ = EGL_NO_DISPLAY;
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EGLConfig config_;
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EGLSurface surface_ = EGL_NO_SURFACE;
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EGLContext context_ = EGL_NO_CONTEXT;
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#elif HAS_EAGL
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absl::Status CreateContext(EAGLSharegroup* sharegroup);
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EAGLContext* context_;
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CFHolder<CVOpenGLESTextureCacheRef> texture_cache_;
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#elif HAS_NSGL
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absl::Status CreateContext(NSOpenGLContext* share_context);
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NSOpenGLContext* context_;
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NSOpenGLPixelFormat* pixel_format_;
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CFHolder<CVOpenGLTextureCacheRef> texture_cache_;
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#endif // defined(__EMSCRIPTEN__)
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class DedicatedThread;
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// A context binding represents the minimal set of information needed to make
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// a context current on a thread. Its contents depend on the platform.
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struct ContextBinding {
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// The context_object is null if this binding refers to a context not
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// managed by GlContext.
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std::weak_ptr<GlContext> context_object;
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#if defined(__EMSCRIPTEN__)
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EMSCRIPTEN_WEBGL_CONTEXT_HANDLE context = 0;
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#elif HAS_EGL
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EGLDisplay display = EGL_NO_DISPLAY;
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EGLSurface draw_surface = EGL_NO_SURFACE;
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EGLSurface read_surface = EGL_NO_SURFACE;
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EGLContext context = EGL_NO_CONTEXT;
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#elif HAS_EAGL
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EAGLContext* context = nullptr;
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#elif HAS_NSGL
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NSOpenGLContext* context = nullptr;
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#endif // HAS_EGL
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};
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absl::Status FinishInitialization(bool create_thread);
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// This wraps a thread_local.
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static std::weak_ptr<GlContext>& CurrentContext();
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static absl::Status SwitchContext(ContextBinding* saved_context,
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const ContextBinding& new_context);
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absl::Status EnterContext(ContextBinding* saved_context);
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absl::Status ExitContext(const ContextBinding* saved_context);
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void DestroyContext();
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bool HasContext() const;
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// This function clears out any tripped gl Errors and just logs them. This
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// is used by code that needs to check glGetError() to know if it succeeded,
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// but can't rely on the existing state to be 'clean'.
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void ForceClearExistingGlErrors();
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// Returns true if there were any GL errors. Note that this may be a no-op
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// for performance reasons in some contexts (specifically Emscripten opt).
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bool CheckForGlErrors();
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// Same as `CheckForGLErrors()` but with the option of forcing the check
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// even if we would otherwise skip for performance reasons.
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bool CheckForGlErrors(bool force);
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void LogUncheckedGlErrors(bool had_gl_errors);
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absl::Status GetGlExtensions();
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absl::Status GetGlExtensionsCompat();
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// Make the context current, run gl_func, and restore the previous context.
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// Internal helper only; callers should use Run or RunWithoutWaiting instead,
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// which delegates to the dedicated thread if required.
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absl::Status SwitchContextAndRun(GlStatusFunction gl_func);
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// The following ContextBinding functions have platform-specific
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// implementations.
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// A binding that can be used to make this GlContext current.
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ContextBinding ThisContextBinding();
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// Fill in platform-specific fields. Must _not_ set context_obj.
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ContextBinding ThisContextBindingPlatform();
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// Fills in a ContextBinding with platform-specific information about which
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// context is current on this thread.
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static void GetCurrentContextBinding(ContextBinding* binding);
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// Makes the context described by new_context current on this thread.
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static absl::Status SetCurrentContextBinding(
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const ContextBinding& new_binding);
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// If not null, a dedicated thread used to execute tasks on this context.
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// Used on Android due to expensive context switching on some configurations.
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std::unique_ptr<DedicatedThread> thread_;
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GLint gl_major_version_ = 0;
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GLint gl_minor_version_ = 0;
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// glGetString and glGetStringi both return pointers to static strings,
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// so we should be fine storing the extension pieces as string_view's.
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std::set<absl::string_view> gl_extensions_;
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// Used by SetStandardTextureParams. Do we want several of these bools, or a
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// better mechanism?
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bool can_linear_filter_float_textures_;
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absl::flat_hash_map<const AttachmentBase*, internal::AttachmentPtr<void>>
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attachments_;
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// Number of glFinish calls completed on the GL thread.
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// Changes should be guarded by mutex_. However, we use simple atomic
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// loads for efficiency on the fast path.
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std::atomic<int64_t> gl_finish_count_ = 0;
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std::atomic<int64_t> gl_finish_count_target_ = 0;
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GlContext* context_waiting_on_ ABSL_GUARDED_BY(mutex_) = nullptr;
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// This mutex is held by a thread while this GL context is current on that
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// thread. Since it may be held for extended periods of time, it should not
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// be used for other pieces of status.
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absl::Mutex context_use_mutex_;
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// This mutex is used to guard a few different members and condition
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// variables. It should only be held for a short time.
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absl::Mutex mutex_;
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absl::CondVar wait_for_gl_finish_cv_ ABSL_GUARDED_BY(mutex_);
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std::unique_ptr<mediapipe::GlProfilingHelper> profiling_helper_ = nullptr;
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bool destructing_ = false;
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};
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// A framebuffer that the framework can use to attach textures for rendering
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// etc.
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// This could just be a member of GlContext, but it serves as a basic example
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// of an attachment.
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ABSL_CONST_INIT extern const GlContext::Attachment<GLuint> kUtilityFramebuffer;
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// For backward compatibility. TODO: migrate remaining callers.
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ABSL_DEPRECATED(
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"Prefer passing an explicit GlVersion argument (use "
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"GlContext::GetGlVersion)")
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const GlTextureInfo& GlTextureInfoForGpuBufferFormat(GpuBufferFormat format,
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int plane);
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} // namespace mediapipe
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#endif // MEDIAPIPE_GPU_GL_CONTEXT_H_
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