gecko-dev/gfx/layers/Compositor.h
Iris Hsiao 554a65e406 Backed out 6 changesets (bug 1343814) for bustage
Backed out changeset 64c73abd4190 (bug 1343814)
Backed out changeset 3bf615dfeba0 (bug 1343814)
Backed out changeset d55f871c503d (bug 1343814)
Backed out changeset 11811b48bbbe (bug 1343814)
Backed out changeset 53c6fa699fa7 (bug 1343814)
Backed out changeset 4768fe2f6131 (bug 1343814)
2017-03-10 10:25:22 +08:00

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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/. */
#ifndef MOZILLA_GFX_COMPOSITOR_H
#define MOZILLA_GFX_COMPOSITOR_H
#include "Units.h" // for ScreenPoint
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/RefPtr.h" // for already_AddRefed, RefCounted
#include "mozilla/gfx/2D.h" // for DrawTarget
#include "mozilla/gfx/MatrixFwd.h" // for Matrix4x4
#include "mozilla/gfx/Point.h" // for IntSize, Point
#include "mozilla/gfx/Polygon.h" // for Polygon
#include "mozilla/gfx/Rect.h" // for Rect, IntRect
#include "mozilla/gfx/Types.h" // for Float
#include "mozilla/gfx/Triangle.h" // for Triangle, TexturedTriangle
#include "mozilla/layers/CompositorTypes.h" // for DiagnosticTypes, etc
#include "mozilla/layers/LayersTypes.h" // for LayersBackend
#include "mozilla/widget/CompositorWidget.h"
#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
#include "nsRegion.h"
#include <vector>
#include "mozilla/WidgetUtils.h"
/**
* Different elements of a web pages are rendered into separate "layers" before
* they are flattened into the final image that is brought to the screen.
* See Layers.h for more informations about layers and why we use retained
* structures.
* Most of the documentation for layers is directly in the source code in the
* form of doc comments. An overview can also be found in the the wiki:
* https://wiki.mozilla.org/Gecko:Overview#Graphics
*
*
* # Main interfaces and abstractions
*
* - Layer, ShadowableLayer and LayerComposite
* (see Layers.h and ipc/ShadowLayers.h)
* - CompositableClient and CompositableHost
* (client/CompositableClient.h composite/CompositableHost.h)
* - TextureClient and TextureHost
* (client/TextureClient.h composite/TextureHost.h)
* - TextureSource
* (composite/TextureHost.h)
* - Forwarders
* (ipc/CompositableForwarder.h ipc/ShadowLayers.h)
* - Compositor
* (this file)
* - IPDL protocols
* (.ipdl files under the gfx/layers/ipc directory)
*
* The *Client and Shadowable* classes are always used on the content thread.
* Forwarders are always used on the content thread.
* The *Host and Shadow* classes are always used on the compositor thread.
* Compositors, TextureSource, and Effects are always used on the compositor
* thread.
* Most enums and constants are declared in LayersTypes.h and CompositorTypes.h.
*
*
* # Texture transfer
*
* Most layer classes own a Compositable plus some extra information like
* transforms and clip rects. They are platform independent.
* Compositable classes manipulate Texture objects and are reponsible for
* things like tiling, buffer rotation or double buffering. Compositables
* are also platform-independent. Examples of compositable classes are:
* - ImageClient
* - CanvasClient
* - ContentHost
* - etc.
* Texture classes (TextureClient and TextureHost) are thin abstractions over
* platform-dependent texture memory. They are maniplulated by compositables
* and don't know about buffer rotations and such. The purposes of TextureClient
* and TextureHost are to synchronize, serialize and deserialize texture data.
* TextureHosts provide access to TextureSources that are views on the
* Texture data providing the necessary api for Compositor backend to composite
* them.
*
* Compositable and Texture clients and hosts are created using factory methods.
* They should only be created by using their constructor in exceptional
* circumstances. The factory methods are located:
* TextureClient - CompositableClient::CreateTextureClient
* TextureHost - TextureHost::CreateTextureHost, which calls a
* platform-specific function, e.g., CreateTextureHostOGL
* CompositableClient - in the appropriate subclass, e.g.,
* CanvasClient::CreateCanvasClient
* CompositableHost - CompositableHost::Create
*
*
* # IPDL
*
* If off-main-thread compositing (OMTC) is enabled, compositing is performed
* in a dedicated thread. In some setups compositing happens in a dedicated
* process. Documentation may refer to either the compositor thread or the
* compositor process.
* See explanations in ShadowLayers.h.
*
*
* # Backend implementations
*
* Compositor backends like OpenGL or flavours of D3D live in their own directory
* under gfx/layers/. To add a new backend, implement at least the following
* interfaces:
* - Compositor (ex. CompositorOGL)
* - TextureHost (ex. SurfaceTextureHost)
* Depending on the type of data that needs to be serialized, you may need to
* add specific TextureClient implementations.
*/
class nsIWidget;
namespace mozilla {
namespace gfx {
class Matrix;
class DrawTarget;
class DataSourceSurface;
} // namespace gfx
namespace layers {
struct Effect;
struct EffectChain;
class Image;
class Layer;
class TextureSource;
class DataTextureSource;
class CompositingRenderTarget;
class CompositorBridgeParent;
class LayerManagerComposite;
class CompositorOGL;
class CompositorD3D11;
class BasicCompositor;
class TextureHost;
class TextureReadLock;
enum SurfaceInitMode
{
INIT_MODE_NONE,
INIT_MODE_CLEAR
};
/**
* Common interface for compositor backends.
*
* Compositor provides a cross-platform interface to a set of operations for
* compositing quads. Compositor knows nothing about the layer tree. It must be
* told everything about each composited quad - contents, location, transform,
* opacity, etc.
*
* In theory it should be possible for different widgets to use the same
* compositor. In practice, we use one compositor per window.
*
* # Usage
*
* For an example of a user of Compositor, see LayerManagerComposite.
*
* Initialization: create a Compositor object, call Initialize().
*
* Destruction: destroy any resources associated with the compositor, call
* Destroy(), delete the Compositor object.
*
* Composition:
* call BeginFrame,
* for each quad to be composited:
* call MakeCurrent if necessary (not necessary if no other context has been
* made current),
* take care of any texture upload required to composite the quad, this step
* is backend-dependent,
* construct an EffectChain for the quad,
* call DrawQuad,
* call EndFrame.
*
* By default, the compositor will render to the screen, to render to a target,
* call SetTargetContext or SetRenderTarget, the latter with a target created
* by CreateRenderTarget or CreateRenderTargetFromSource.
*
* The target and viewport methods can be called before any DrawQuad call and
* affect any subsequent DrawQuad calls.
*/
class Compositor
{
protected:
virtual ~Compositor();
public:
NS_INLINE_DECL_REFCOUNTING(Compositor)
explicit Compositor(widget::CompositorWidget* aWidget,
CompositorBridgeParent* aParent = nullptr);
virtual already_AddRefed<DataTextureSource> CreateDataTextureSource(TextureFlags aFlags = TextureFlags::NO_FLAGS) = 0;
virtual already_AddRefed<DataTextureSource>
CreateDataTextureSourceAround(gfx::DataSourceSurface* aSurface) { return nullptr; }
virtual already_AddRefed<DataTextureSource>
CreateDataTextureSourceAroundYCbCr(TextureHost* aTexture) { return nullptr; }
virtual bool Initialize(nsCString* const out_failureReason) = 0;
virtual void Destroy();
bool IsDestroyed() const { return mIsDestroyed; }
virtual void DetachWidget() { mWidget = nullptr; }
/**
* Return true if the effect type is supported.
*
* By default Compositor implementations should support all effects but in
* some rare cases it is not possible to support an effect efficiently.
* This is the case for BasicCompositor with EffectYCbCr.
*/
virtual bool SupportsEffect(EffectTypes aEffect) { return true; }
/**
* Request a texture host identifier that may be used for creating textures
* across process or thread boundaries that are compatible with this
* compositor.
*/
virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() = 0;
/**
* Properties of the compositor.
*/
virtual bool CanUseCanvasLayerForSize(const gfx::IntSize& aSize) = 0;
virtual int32_t GetMaxTextureSize() const = 0;
/**
* Set the target for rendering. Results will have been written to aTarget by
* the time that EndFrame returns.
*
* If this method is not used, or we pass in nullptr, we target the compositor's
* usual swap chain and render to the screen.
*/
void SetTargetContext(gfx::DrawTarget* aTarget, const gfx::IntRect& aRect)
{
mTarget = aTarget;
mTargetBounds = aRect;
}
gfx::DrawTarget* GetTargetContext() const
{
return mTarget;
}
void ClearTargetContext()
{
mTarget = nullptr;
}
typedef uint32_t MakeCurrentFlags;
static const MakeCurrentFlags ForceMakeCurrent = 0x1;
/**
* Make this compositor's rendering context the current context for the
* underlying graphics API. This may be a global operation, depending on the
* API. Our context will remain the current one until someone else changes it.
*
* Clients of the compositor should call this at the start of the compositing
* process, it might be required by texture uploads etc.
*
* If aFlags == ForceMakeCurrent then we will (re-)set our context on the
* underlying API even if it is already the current context.
*/
virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) = 0;
/**
* Creates a Surface that can be used as a rendering target by this
* compositor.
*/
virtual already_AddRefed<CompositingRenderTarget>
CreateRenderTarget(const gfx::IntRect& aRect, SurfaceInitMode aInit) = 0;
/**
* Creates a Surface that can be used as a rendering target by this
* compositor, and initializes the surface by copying from aSource.
* If aSource is null, then the current screen buffer is used as source.
*
* aSourcePoint specifies the point in aSource to copy data from.
*/
virtual already_AddRefed<CompositingRenderTarget>
CreateRenderTargetFromSource(const gfx::IntRect& aRect,
const CompositingRenderTarget* aSource,
const gfx::IntPoint& aSourcePoint) = 0;
/**
* Sets the given surface as the target for subsequent calls to DrawQuad.
* Passing null as aSurface sets the screen as the target.
*/
virtual void SetRenderTarget(CompositingRenderTarget* aSurface) = 0;
/**
* Returns the current target for rendering. Will return null if we are
* rendering to the screen.
*/
virtual CompositingRenderTarget* GetCurrentRenderTarget() const = 0;
/**
* Mostly the compositor will pull the size from a widget and this method will
* be ignored, but compositor implementations are free to use it if they like.
*/
virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) = 0;
/**
* Declare an offset to use when rendering layers. This will be ignored when
* rendering to a target instead of the screen.
*/
virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) = 0;
void DrawGeometry(const gfx::Rect& aRect,
const gfx::IntRect& aClipRect,
const EffectChain &aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect,
const Maybe<gfx::Polygon>& aGeometry);
void DrawGeometry(const gfx::Rect& aRect,
const gfx::IntRect& aClipRect,
const EffectChain &aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const Maybe<gfx::Polygon>& aGeometry)
{
DrawGeometry(aRect, aClipRect, aEffectChain, aOpacity,
aTransform, aRect, aGeometry);
}
/**
* Tell the compositor to draw a quad. What to do draw and how it is
* drawn is specified by aEffectChain. aRect is the quad to draw, in user space.
* aTransform transforms from user space to screen space. If texture coords are
* required, these will be in the primary effect in the effect chain.
* aVisibleRect is used to determine which edges should be antialiased,
* without applying the effect to the inner edges of a tiled layer.
*/
virtual void DrawQuad(const gfx::Rect& aRect, const gfx::IntRect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity, const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect) = 0;
/**
* Overload of DrawQuad, with aVisibleRect defaulted to the value of aRect.
* Use this when you are drawing a single quad that is not part of a tiled
* layer.
*/
void DrawQuad(const gfx::Rect& aRect, const gfx::IntRect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity, const gfx::Matrix4x4& aTransform) {
DrawQuad(aRect, aClipRect, aEffectChain, aOpacity, aTransform, aRect);
}
virtual void DrawTriangle(const gfx::TexturedTriangle& aTriangle,
const gfx::IntRect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect)
{
MOZ_CRASH("Compositor::DrawTriangle is not implemented for the current platform!");
}
virtual bool SupportsLayerGeometry() const
{
return false;
}
/**
* Draw an unfilled solid color rect. Typically used for debugging overlays.
*/
void SlowDrawRect(const gfx::Rect& aRect, const gfx::Color& color,
const gfx::IntRect& aClipRect = gfx::IntRect(),
const gfx::Matrix4x4& aTransform = gfx::Matrix4x4(),
int aStrokeWidth = 1);
/**
* Draw a solid color filled rect. This is a simple DrawQuad helper.
*/
void FillRect(const gfx::Rect& aRect, const gfx::Color& color,
const gfx::IntRect& aClipRect = gfx::IntRect(),
const gfx::Matrix4x4& aTransform = gfx::Matrix4x4());
void SetClearColor(const gfx::Color& aColor) {
mClearColor = aColor;
}
void SetDefaultClearColor(const gfx::Color& aColor) {
mDefaultClearColor = aColor;
}
void SetClearColorToDefault() {
mClearColor = mDefaultClearColor;
}
/*
* Clear aRect on current render target.
*/
virtual void ClearRect(const gfx::Rect& aRect) = 0;
/**
* Start a new frame.
*
* aInvalidRect is the invalid region of the screen; it can be ignored for
* compositors where the performance for compositing the entire window is
* sufficient.
*
* aClipRectIn is the clip rect for the window in window space (optional).
* aTransform is the transform from user space to window space.
* aRenderBounds bounding rect for rendering, in user space.
*
* If aClipRectIn is null, this method sets *aClipRectOut to the clip rect
* actually used for rendering (if aClipRectIn is non-null, we will use that
* for the clip rect).
*
* If aRenderBoundsOut is non-null, it will be set to the render bounds
* actually used by the compositor in window space. If aRenderBoundsOut
* is returned empty, composition should be aborted.
*
* If aOpaque is true, then all of aInvalidRegion will be drawn to with
* opaque content.
*/
virtual void BeginFrame(const nsIntRegion& aInvalidRegion,
const gfx::IntRect* aClipRectIn,
const gfx::IntRect& aRenderBounds,
const nsIntRegion& aOpaqueRegion,
gfx::IntRect* aClipRectOut = nullptr,
gfx::IntRect* aRenderBoundsOut = nullptr) = 0;
/**
* Flush the current frame to the screen and tidy up.
*
* Derived class overriding this should call Compositor::EndFrame.
*/
virtual void EndFrame();
virtual void CancelFrame() { ReadUnlockTextures(); }
virtual void SetDispAcquireFence(Layer* aLayer);
/**
* Whether textures created by this compositor can receive partial updates.
*/
virtual bool SupportsPartialTextureUpdate() = 0;
void SetDiagnosticTypes(DiagnosticTypes aDiagnostics)
{
mDiagnosticTypes = aDiagnostics;
}
DiagnosticTypes GetDiagnosticTypes() const
{
return mDiagnosticTypes;
}
void DrawDiagnostics(DiagnosticFlags aFlags,
const gfx::Rect& visibleRect,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& transform,
uint32_t aFlashCounter = DIAGNOSTIC_FLASH_COUNTER_MAX);
void DrawDiagnostics(DiagnosticFlags aFlags,
const nsIntRegion& visibleRegion,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& transform,
uint32_t aFlashCounter = DIAGNOSTIC_FLASH_COUNTER_MAX);
#ifdef MOZ_DUMP_PAINTING
virtual const char* Name() const = 0;
#endif // MOZ_DUMP_PAINTING
virtual LayersBackend GetBackendType() const = 0;
virtual CompositorOGL* AsCompositorOGL() { return nullptr; }
virtual CompositorD3D11* AsCompositorD3D11() { return nullptr; }
virtual BasicCompositor* AsBasicCompositor() { return nullptr; }
/**
* Each Compositor has a unique ID.
* This ID is used to keep references to each Compositor in a map accessed
* from the compositor thread only, so that async compositables can find
* the right compositor parent and schedule compositing even if the compositor
* changed.
*/
uint32_t GetCompositorID() const
{
return mCompositorID;
}
void SetCompositorID(uint32_t aID)
{
MOZ_ASSERT(mCompositorID == 0, "The compositor ID must be set only once.");
mCompositorID = aID;
}
/**
* Notify the compositor that composition is being paused. This allows the
* compositor to temporarily release any resources.
* Between calling Pause and Resume, compositing may fail.
*/
virtual void Pause() {}
/**
* Notify the compositor that composition is being resumed. The compositor
* regain any resources it requires for compositing.
* Returns true if succeeded.
*/
virtual bool Resume() { return true; }
/**
* Call before rendering begins to ensure the compositor is ready to
* composite. Returns false if rendering should be aborted.
*/
virtual bool Ready() { return true; }
virtual void ForcePresent() { }
virtual bool IsPendingComposite() { return false; }
virtual void FinishPendingComposite() {}
widget::CompositorWidget* GetWidget() const { return mWidget; }
/**
* Debug-build assertion that can be called to ensure code is running on the
* compositor thread.
*/
static void AssertOnCompositorThread();
size_t GetFillRatio() {
float fillRatio = 0;
if (mPixelsFilled > 0 && mPixelsPerFrame > 0) {
fillRatio = 100.0f * float(mPixelsFilled) / float(mPixelsPerFrame);
if (fillRatio > 999.0f) {
fillRatio = 999.0f;
}
}
return fillRatio;
}
ScreenRotation GetScreenRotation() const {
return mScreenRotation;
}
void SetScreenRotation(ScreenRotation aRotation) {
mScreenRotation = aRotation;
}
// A stale Compositor has no CompositorBridgeParent; it will not process
// frames and should not be used.
void SetInvalid();
virtual bool IsValid() const;
CompositorBridgeParent* GetCompositorBridgeParent() const {
return mParent;
}
/// Most compositor backends operate asynchronously under the hood. This
/// means that when a layer stops using a texture it is often desirable to
/// wait for the end of the next composition before releasing the texture's
/// ReadLock.
/// This function provides a convenient way to do this delayed unlocking, if
/// the texture itself requires it.
void UnlockAfterComposition(TextureHost* aTexture);
/// Most compositor backends operate asynchronously under the hood. This
/// means that when a layer stops using a texture it is often desirable to
/// wait for the end of the next composition before NotifyNotUsed() call.
/// This function provides a convenient way to do this delayed NotifyNotUsed()
/// call, if the texture itself requires it.
/// See bug 1260611 and bug 1252835
void NotifyNotUsedAfterComposition(TextureHost* aTextureHost);
void FlushPendingNotifyNotUsed();
protected:
void DrawDiagnosticsInternal(DiagnosticFlags aFlags,
const gfx::Rect& aVisibleRect,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& transform,
uint32_t aFlashCounter);
bool ShouldDrawDiagnostics(DiagnosticFlags);
// Should be called at the end of each composition.
void ReadUnlockTextures();
/**
* Given a layer rect, clip, and transform, compute the area of the backdrop that
* needs to be copied for mix-blending. The output transform translates from 0..1
* space into the backdrop rect space.
*
* The transformed layer quad is also optionally returned - this is the same as
* the result rect, before rounding.
*/
gfx::IntRect ComputeBackdropCopyRect(const gfx::Rect& aRect,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& aTransform,
gfx::Matrix4x4* aOutTransform,
gfx::Rect* aOutLayerQuad = nullptr);
gfx::IntRect ComputeBackdropCopyRect(const gfx::Triangle& aTriangle,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& aTransform,
gfx::Matrix4x4* aOutTransform,
gfx::Rect* aOutLayerQuad = nullptr);
virtual void DrawTriangles(const nsTArray<gfx::TexturedTriangle>& aTriangles,
const gfx::Rect& aRect,
const gfx::IntRect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect);
virtual void DrawPolygon(const gfx::Polygon& aPolygon,
const gfx::Rect& aRect,
const gfx::IntRect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect);
/**
* An array of locks that will need to be unlocked after the next composition.
*/
nsTArray<RefPtr<TextureHost>> mUnlockAfterComposition;
/**
* An array of TextureHosts that will need to call NotifyNotUsed() after the next composition.
*/
nsTArray<RefPtr<TextureHost>> mNotifyNotUsedAfterComposition;
/**
* Last Composition end time.
*/
TimeStamp mLastCompositionEndTime;
uint32_t mCompositorID;
DiagnosticTypes mDiagnosticTypes;
CompositorBridgeParent* mParent;
/**
* We keep track of the total number of pixels filled as we composite the
* current frame. This value is an approximation and is not accurate,
* especially in the presence of transforms.
*/
size_t mPixelsPerFrame;
size_t mPixelsFilled;
ScreenRotation mScreenRotation;
RefPtr<gfx::DrawTarget> mTarget;
gfx::IntRect mTargetBounds;
widget::CompositorWidget* mWidget;
bool mIsDestroyed;
gfx::Color mClearColor;
gfx::Color mDefaultClearColor;
private:
static LayersBackend sBackend;
};
// Returns the number of rects. (Up to 4)
typedef gfx::Rect decomposedRectArrayT[4];
size_t DecomposeIntoNoRepeatRects(const gfx::Rect& aRect,
const gfx::Rect& aTexCoordRect,
decomposedRectArrayT* aLayerRects,
decomposedRectArrayT* aTextureRects);
static inline bool
BlendOpIsMixBlendMode(gfx::CompositionOp aOp)
{
switch (aOp) {
case gfx::CompositionOp::OP_MULTIPLY:
case gfx::CompositionOp::OP_SCREEN:
case gfx::CompositionOp::OP_OVERLAY:
case gfx::CompositionOp::OP_DARKEN:
case gfx::CompositionOp::OP_LIGHTEN:
case gfx::CompositionOp::OP_COLOR_DODGE:
case gfx::CompositionOp::OP_COLOR_BURN:
case gfx::CompositionOp::OP_HARD_LIGHT:
case gfx::CompositionOp::OP_SOFT_LIGHT:
case gfx::CompositionOp::OP_DIFFERENCE:
case gfx::CompositionOp::OP_EXCLUSION:
case gfx::CompositionOp::OP_HUE:
case gfx::CompositionOp::OP_SATURATION:
case gfx::CompositionOp::OP_COLOR:
case gfx::CompositionOp::OP_LUMINOSITY:
return true;
default:
return false;
}
}
} // namespace layers
} // namespace mozilla
#endif /* MOZILLA_GFX_COMPOSITOR_H */