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path: root/vcl/source/opengl/OpenGLHelper.cxx
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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/bmpacc.hxx>
#include <memory>
#include <vcl/pngwrite.hxx>
#include <vcl/graphic.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);
    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;
        SAL_INFO("vcl.opengl", "Read " << nBytesRead << " bytes from " << aFileURL);
        return OString(content.get());
    }
    else
    {
        SAL_WARN("vcl.opengl", "Could not open " << 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);
        OString aShaderBody = rShaderSource.copy(nVersionStrEndPos + 1);

        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 );
            VCL_GL_INFO("Loading file: '" << rBinaryFileName << "': success" );
            return true;
        }
        else
        {
            VCL_GL_INFO("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);
        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();
        ImplGetSVData()->maWinData.mbNoSaveBackground = true;
    }

    return bRet;
}

bool OpenGLWrapper::isVCLOpenGLEnabled()
{
    return OpenGLHelper::isVCLOpenGLEnabled();
}

void OpenGLHelper::debugMsgStream(std::ostringstream const &pStream)
{
    debugMsgPrint("%s", 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() )
    {
        OpenGLContext *pContext = pDev->mpGraphics->BeginPaint();
        if( pContext )
        {
            assert( pContext->mnPainting >= 0 );
            pContext->mnPainting++;
            pContext->acquire();
            pHandle = static_cast<void *>( pContext );
        }
    }
}

/**
 * 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();
}

/* vim:set shiftwidth=4 softtabstop=4 expandtab: */