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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
// This is a workaround to be able to include Qt headers without
// "redefinition of 'NSString' as different kind of symbol" errors.
// TODO: Remove this when namespace ambiguity issues are fixed properly,
// see get_forward_declaration_macro() in cmake/Functions.cmake
#undef Q_FORWARD_DECLARE_OBJC_CLASS
#import <AppKit/AppKit.h>
#import <IOSurface/IOSurface.h>
#import <Metal/Metal.h>
#include <QtGui/qtguiglobal.h>
#include <QtQuick/qquickwindow.h>
#include <QtQuick/qsgrendererinterface.h>
#include <QtQuick/qsgtexture.h>
#if QT_CONFIG(opengl)
#include <OpenGL/OpenGL.h>
#include <QtGui/qopenglcontext.h>
#include <QtGui/qopenglextrafunctions.h>
#include <QtOpenGL/qopengltextureblitter.h>
#include <QtOpenGL/qopenglframebufferobject.h>
#endif
namespace QtWebEngineCore {
QSGTexture *makeMetalTexture(QQuickWindow *win, IOSurfaceRef ioSurface, uint ioSurfacePlane,
const QSize &size, QQuickWindow::CreateTextureOptions texOpts)
{
auto desc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
width:size.width()
height:size.height()
mipmapped:false];
QSGRendererInterface *ri = win->rendererInterface();
auto device = (__bridge id<MTLDevice>)(ri->getResource(win, QSGRendererInterface::DeviceResource));
auto texture = [device newTextureWithDescriptor:desc iosurface:ioSurface plane:ioSurfacePlane];
return QNativeInterface::QSGMetalTexture::fromNative(texture, win, size, texOpts);
}
#if QT_CONFIG(opengl)
uint32_t makeCGLTexture(QQuickWindow *win, IOSurfaceRef ioSurface, const QSize &size)
{
const int width = size.width();
const int height = size.height();
auto glContext = QOpenGLContext::currentContext();
auto glFun = glContext->extraFunctions();
auto nscontext = glContext->nativeInterface<QNativeInterface::QCocoaGLContext>()->nativeContext();
CGLContextObj cglContext = [nscontext CGLContextObj];
win->beginExternalCommands();
// Bind the IO surface to a texture
GLuint glTexture;
glFun->glGenTextures(1, &glTexture);
glFun->glBindTexture(GL_TEXTURE_RECTANGLE_ARB, glTexture);
CGLTexImageIOSurface2D(cglContext, GL_TEXTURE_RECTANGLE_ARB, GL_RGBA, width, height, GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV, ioSurface, 0);
glFun->glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glFun->glViewport(0, 0, width, height);
// The bound IO surface is a weird dynamic bind, so take a snapshot of it to a normal texture
{
QOpenGLFramebufferObject fbo(width, height, GL_TEXTURE_2D);
auto success = fbo.bind();
Q_ASSERT(success);
QOpenGLTextureBlitter blitter;
success = blitter.create();
Q_ASSERT(success);
glFun->glDisable(GL_BLEND);
glFun->glDisable(GL_SCISSOR_TEST);
blitter.bind(GL_TEXTURE_RECTANGLE_ARB);
blitter.blit(glTexture, {}, QOpenGLTextureBlitter::OriginBottomLeft);
blitter.release();
blitter.destroy();
glFun->glDeleteTextures(1, &glTexture);
glTexture = fbo.takeTexture();
fbo.release();
}
win->endExternalCommands();
return glTexture;
}
#endif // QT_CONFIG(opengl)
} // namespace
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