gfx::Color is currently misused in many places. The DrawTargets expect
the color space to be in device space, e.g. what we are actually going
to draw using. Everything sitting above generally deals with sRGB, as
specified in CSS. Sometimes we missed the conversion from sRGB to device
space when issuing draw calls, and similarly sometimes we converted the
color to device space twice.
This patch splits the type in two. sRGBColor and DeviceColor now
represent sRGB and device color spaces respectively. DrawTarget only
accepts DeviceColor, and one can get a DeviceColor from an sRGBColor via
the ToDeviceColor helper API. The reftests now pass with color
management enabled for everything (e.g. CSS) instead of just tagged
raster images.
There will be a follow up patch to enable color management everywhere by
default on all supported platforms.
Differential Revision: https://phabricator.services.mozilla.com/D64771
--HG--
extra : moz-landing-system : lando
Windows programs run via Wine don't like Unix absolute paths (they look
like command line arguments), so we need to use relative paths.
Mingw already run fxc2 via wine, but for some reason it doesn't care
about the Unix absolute paths. genshaders does need some adjustements to
run properly with the real fxc.
Now, on actual Windows, because the temporary directory where
tempfile.NamedTemporaryFile creates files by default is not necessarily
on the same drive as where the command runs from, a relative path can't
be constructed. So we also force the temporary file to be created in the
current (obj) directory.
There is no similar concern for other files because we only go from
objdir to srcdir, and the build system already doesn't support both
being on a separate drive.
While here, flush stdout when the genshared script writes to it, so that
the messages are printed out immediately rather than randomly, later,
after output from subprocesses.
Differential Revision: https://phabricator.services.mozilla.com/D64294
--HG--
extra : moz-landing-system : lando
We want to be able to send IPC messages from the translation in the parent. So
the simplest thing it move the top level actor parts of CanvasParent into
CanvasTranslator.
This patch also moves the canvas thread management parts out into a new
CanvasThreadHolder class and hopefully makes the lifecycle management of these
much more robust. This includes the use of a TaskQueue per CanvasTranslator to
manage serial processing on the canvas workers, instead of a boolean.
Differential Revision: https://phabricator.services.mozilla.com/D60887
--HG--
rename : gfx/layers/ipc/CanvasParent.cpp => gfx/layers/ipc/CanvasThread.cpp
rename : gfx/layers/ipc/CanvasParent.h => gfx/layers/ipc/CanvasThread.h
rename : gfx/layers/CanvasTranslator.cpp => gfx/layers/ipc/CanvasTranslator.cpp
rename : gfx/layers/CanvasTranslator.h => gfx/layers/ipc/CanvasTranslator.h
extra : moz-landing-system : lando
SyncObjectD3D11Host::Synchronize() calling in RenderCompositorANGLE::BeginFrame() is still necessary for D3D11DXVA2Manager::CopyToImage(). Then backout Bug 1596630.
Differential Revision: https://phabricator.services.mozilla.com/D61658
--HG--
extra : moz-landing-system : lando
SurfaceDescriptorGPUVideo, which currently only represents RemoteDecoder video, switches from being a struct to a union that holds a SurfaceDescriptorRemoteDecoder struct. SurfaceDescriptorRemoteDecoder is a new name for the old SurfceDescriptorGPUVideo. This is done so that we can later add SurfaceDescriptorPlugin as another type of SurfaceDescriptorGPUVideo.
Differential Revision: https://phabricator.services.mozilla.com/D52400
--HG--
extra : moz-landing-system : lando
mSyncObject->Synchronize() was necessary to handle a case that D3D Texture was created on main thread of content process and the Texture does not have a keyed mutex. But with WebRender, the situation does not happen often. Further the Synchronize() is sometimes very slow. Therefore it is better to remove it from RenderCompositorANGLE::BeginFrame().
Canvas 2d does not use keyed mutex yet. Then the change adds keyed mutex usage for the canvas 2d.
D3D11DXVA2Manager still uses the Synchronize(). In this case, the Synchronize() is manually called in D3D11DXVA2Manager::CopyToImage(). Then RenderCompositorANGLE still needs to create SyncObjectHost.
Differential Revision: https://phabricator.services.mozilla.com/D53168
--HG--
extra : moz-landing-system : lando
The patch permits to resize compositor window's size after ::SetParent() call to prevent a conflict between ::SetParent() and ::SetWindowPos(). Then it triggers a composite after SetParent() call to resize compositor window correctly.
Differential Revision: https://phabricator.services.mozilla.com/D49884
--HG--
extra : moz-landing-system : lando
The patch permits to resize compositor window's size after ::SetParent() call to prevent a conflict between ::SetParent() and ::SetWindowPos(). Then it triggers a composite after SetParent() call to resize compositor window correctly.
Differential Revision: https://phabricator.services.mozilla.com/D49884
--HG--
extra : moz-landing-system : lando
When high contrast mode is enabled, title bar is drawn as transparent and on-client area rendering by DWM is shown. But when compositor window in GPU process is used, the on-client area rendering was not shown. To address the proboem, window needs to be cleard as transparent and SwapChain of compositor window needs to be DXGI_ALPHA_MODE_PREMULTIPLIED.
WinCompositorWidget::mTransparencyMode is changed to atomic, since it is accessed from compositor thread and render thread.
Differential Revision: https://phabricator.services.mozilla.com/D48302
--HG--
extra : moz-landing-system : lando
This change is a continuation of Part 1 (Bug 1570128), where the 2D content rendered by Firefox for Firefox Reality on Desktop is marshalled through VRHost so that it can be presented in a VR environment.
A new class, FxrOutputHandler, is created to manage creating a sharable texture, sharing it through VRShMem, and updating it when content updates. This class updates content with both WebRender and conventional rendering output.
This initial iteration of FxrOutputHandler does not have synchronization between reading and writing this shared texture across processes. A subsequent fix (Bug 1581881) is pending, which will reuse WebVR code to manage writing to and reading from a pool of textures.
This also presents issues with rendering protected media, so an additional class, FxrWindowManager, is created to manage all windows created for Firefox Reality on Desktop so that it can inform whether or not protected media can be presented.
The automated manual tests in vrhosttest.cpp now show the real shared texture handle rather than a fake value, which shows that marshaling succeeded.
Differential Revision: https://phabricator.services.mozilla.com/D46179
--HG--
extra : moz-landing-system : lando
This change is a continuation of Part 1 (Bug 1570128), where the 2D content rendered by Firefox for Firefox Reality on Desktop is marshalled through VRHost so that it can be presented in a VR environment.
A new class, FxrOutputHandler, is created to manage creating a sharable texture, sharing it through VRShMem, and updating it when content updates. This class updates content with both WebRender and conventional rendering output.
This initial iteration of FxrOutputHandler does not have synchronization between reading and writing this shared texture across processes. A subsequent fix (Bug 1581881) is pending, which will reuse WebVR code to manage writing to and reading from a pool of textures.
This also presents issues with rendering protected media, so an additional class, FxrWindowManager, is created to manage all windows created for Firefox Reality on Desktop so that it can inform whether or not protected media can be presented.
The automated manual tests in vrhosttest.cpp now show the real shared texture handle rather than a fake value, which shows that marshaling succeeded.
Differential Revision: https://phabricator.services.mozilla.com/D46179
--HG--
extra : moz-landing-system : lando
This removes any *TargetContext methods from the Compositor interface and moves
mTarget tracking into the compositor implementations.
Differential Revision: https://phabricator.services.mozilla.com/D43872
--HG--
extra : moz-landing-system : lando
In the end we want to have BeginFrameForWindow, BeginFrameForTarget, and
BeginFrameForNativeLayers, the latter with multiple Begin/EndRenderingToNativeLayer
pairs nested inside.
This is the first step.
CompositorOGL and CompositorD3D11 keep their internal BeginFrame method but make
it private.
Differential Revision: https://phabricator.services.mozilla.com/D43871
--HG--
extra : moz-landing-system : lando
Whenever *aRenderBoundsOut was non-empty and aClipRectOut was non-null,
*aClipRectOut was set to the same value as *aRenderBoundsOut.
Depends on D43368
Differential Revision: https://phabricator.services.mozilla.com/D43369
--HG--
extra : moz-landing-system : lando
It looks like a big patch but it's mostly just moved code, with some duplication:
- Layer creation and destruction moves to LayerManagerComposite and RendererOGL.
- BasicCompositor IOSurface setup code moves to BasicCompositor.cpp.
- OpenGL IOSurface setup code moves to CompositorOGL and RenderCompositorOGL.
The duplication is a bit unfortunate but the LayerManagerComposite code will
diverge from the WebRender code soon.
BeginFrame gets a new argument aNativeLayer. This argument will go away again
over the course of this patch queue. But for now, BeginFrame is the best place
to do the layer setup because it's a very close place to PreRender which is
where that code was previously.
I wasn't able to think of a nice way to give CompositorOGL and BasicCompositor
platform-specific behavior without #ifdefs. So now LayerManagerComposite uses
the "cross-platform" NativeLayer interface, but CompositorOGL and
BasicCompositor use NativeLayerCA because they actually need the IOSurface, and
they do that in #ifdef'd code.
Luckily, NativeLayerCA.h can be included in both .cpp files and in .mm files.
Differential Revision: https://phabricator.services.mozilla.com/D42402
--HG--
extra : moz-landing-system : lando
This requires replacing inclusions of it with inclusions of more specific prefs
files.
The exception is that StaticPrefsAll.h, which is equivalent to StaticPrefs.h,
and is used in `Codegen.py` because doing something smarter is tricky and
suitable for a follow-up. As a result, any change to StaticPrefList.yaml will
still trigger recompilation of all the generated DOM bindings files, but that's
still a big improvement over trigger recompilation of every file that uses
static prefs.
Most of the changes in this commit are very boring. The only changes that are
not boring are modules/libpref/*, Codegen.py, and ServoBindings.toml.
Differential Revision: https://phabricator.services.mozilla.com/D39138
--HG--
extra : moz-landing-system : lando
GPUVideoTextureHost::NumSubTextures() returns 0 when wrapped TextureHost does not exist. In this case, we do not have a content of GPUVideoTextureHost for WR render. And EnsureWrappedTextureHost() calling is added in GPUVideoTextureHost::NumSubTextures(), since GPUVideoTextureHost is not explicit about when a wrapped TextureHost is created.
Differential Revision: https://phabricator.services.mozilla.com/D39137
--HG--
extra : moz-landing-system : lando
Currently it's completely unclear at use sites that the getters for `once`
static prefs return the pref value from startup, rather than the current pref
value. (Bugs have been caused by this.) This commit improves things by changing
the getter name to make it clear that the pref value obtained is from startup.
This required changing things within libpref so it distinguishes between the
"base id" (`foo_bar`) and the "full id" (`foo_bar` or
`foo_bar_DoNotUseDirectly` or `foo_bar_AtStartup` or
`foo_bar_AtStartup_DoNotUseDirectly`; the name used depends on the `mirror` and
`do_not_use_directly` values in the YAML definition.) The "full id" is used in
most places, while the "base id" is used for the `GetPrefName_*` and
`GetPrefDefault_*` functions.
(This is a nice demonstration of the benefits of the YAML file, BTW. Making
this change with the old code would have involved adding an entry to every
single pref in StaticPrefList.h.)
The patch also rejigs the comment at the top of StaticPrefList.yaml, to clarify
some things.
Differential Revision: https://phabricator.services.mozilla.com/D38604
--HG--
extra : moz-landing-system : lando
When double buffering is enable with compositor, DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL is used without DirectComposition. There are some devices that swap chain with DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL does not work well. In this case, device reset happens very often. To avoid the situation, the double buffering needs to be disabled when device reset happens.
Differential Revision: https://phabricator.services.mozilla.com/D36579
--HG--
extra : moz-landing-system : lando
The patch also removes the layers.mlgpu.enable-container-resizing pref, because
it's dead.
Differential Revision: https://phabricator.services.mozilla.com/D36159
--HG--
extra : rebase_source : e215d584aed18f865d2e8d00a78e76e9b0323e6e
RecordedTextureData records TextureData calls for play back in the GPU process.
CanvasChild and CanvasParent set up the recorder and translator.
They also help to manage the starting of translation and co-ordinating the
translation with the frame transactions.
This patch also includes other changes to wire up recording and playback.