gecko-dev/gfx/layers/composite/LayerManagerComposite.h

595 lines
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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 GFX_LayerManagerComposite_H
#define GFX_LayerManagerComposite_H
#include <stdint.h> // for int32_t, uint32_t
#include "GLDefs.h" // for GLenum
#include "Layers.h"
#include "Units.h" // for ParentLayerIntRect
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/Attributes.h" // for override
#include "mozilla/RefPtr.h" // for RefPtr, already_AddRefed
#include "mozilla/gfx/2D.h"
#include "mozilla/gfx/Point.h" // for IntSize
#include "mozilla/gfx/Rect.h" // for Rect
#include "mozilla/gfx/Types.h" // for SurfaceFormat
#include "mozilla/layers/CompositorTypes.h"
#include "mozilla/layers/Effects.h" // for EffectChain
#include "mozilla/layers/LayersTypes.h" // for LayersBackend, etc
#include "mozilla/Maybe.h" // for Maybe
#include "mozilla/RefPtr.h"
#include "mozilla/UniquePtr.h"
#include "nsAString.h"
#include "nsRefPtr.h" // for nsRefPtr
#include "nsCOMPtr.h" // for already_AddRefed
#include "nsDebug.h" // for NS_ASSERTION
#include "nsISupportsImpl.h" // for Layer::AddRef, etc
#include "nsRect.h" // for mozilla::gfx::IntRect
#include "nsRegion.h" // for nsIntRegion
#include "nscore.h" // for nsAString, etc
#include "LayerTreeInvalidation.h"
class gfxContext;
#ifdef XP_WIN
#include <windows.h>
#endif
namespace mozilla {
namespace gfx {
class DrawTarget;
}
namespace layers {
class CanvasLayerComposite;
class ColorLayerComposite;
class CompositableHost;
class Compositor;
class ContainerLayerComposite;
struct EffectChain;
class ImageLayer;
class ImageLayerComposite;
class LayerComposite;
class RefLayerComposite;
class PaintedLayerComposite;
class TextRenderer;
class CompositingRenderTarget;
struct FPSState;
static const int kVisualWarningDuration = 150; // ms
class LayerManagerComposite final : public LayerManager
{
typedef mozilla::gfx::DrawTarget DrawTarget;
typedef mozilla::gfx::IntSize IntSize;
typedef mozilla::gfx::SurfaceFormat SurfaceFormat;
public:
explicit LayerManagerComposite(Compositor* aCompositor);
~LayerManagerComposite();
virtual void Destroy() override;
/**
* return True if initialization was succesful, false when it was not.
*/
bool Initialize();
/**
* Sets the clipping region for this layer manager. This is important on
* windows because using OGL we no longer have GDI's native clipping. Therefor
* widget must tell us what part of the screen is being invalidated,
* and we should clip to this.
*
* \param aClippingRegion Region to clip to. Setting an empty region
* will disable clipping.
*/
void SetClippingRegion(const nsIntRegion& aClippingRegion)
{
mClippingRegion = aClippingRegion;
}
/**
* LayerManager implementation.
*/
virtual LayerManagerComposite* AsLayerManagerComposite() override
{
return this;
}
void UpdateRenderBounds(const gfx::IntRect& aRect);
virtual void BeginTransaction() override;
virtual void BeginTransactionWithTarget(gfxContext* aTarget) override
{
MOZ_CRASH("Use BeginTransactionWithDrawTarget");
}
void BeginTransactionWithDrawTarget(gfx::DrawTarget* aTarget, const gfx::IntRect& aRect);
virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT) override;
virtual void EndTransaction(DrawPaintedLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT) override;
virtual void SetRoot(Layer* aLayer) override { mRoot = aLayer; }
// XXX[nrc]: never called, we should move this logic to ClientLayerManager
// (bug 946926).
virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) override;
virtual int32_t GetMaxTextureSize() const override
{
MOZ_CRASH("Call on compositor, not LayerManagerComposite");
}
virtual void ClearCachedResources(Layer* aSubtree = nullptr) override;
virtual already_AddRefed<PaintedLayer> CreatePaintedLayer() override;
virtual already_AddRefed<ContainerLayer> CreateContainerLayer() override;
virtual already_AddRefed<ImageLayer> CreateImageLayer() override;
virtual already_AddRefed<ColorLayer> CreateColorLayer() override;
virtual already_AddRefed<CanvasLayer> CreateCanvasLayer() override;
already_AddRefed<PaintedLayerComposite> CreatePaintedLayerComposite();
already_AddRefed<ContainerLayerComposite> CreateContainerLayerComposite();
already_AddRefed<ImageLayerComposite> CreateImageLayerComposite();
already_AddRefed<ColorLayerComposite> CreateColorLayerComposite();
already_AddRefed<CanvasLayerComposite> CreateCanvasLayerComposite();
already_AddRefed<RefLayerComposite> CreateRefLayerComposite();
virtual LayersBackend GetBackendType() override
{
MOZ_CRASH("Shouldn't be called for composited layer manager");
}
virtual void GetBackendName(nsAString& name) override
{
MOZ_CRASH("Shouldn't be called for composited layer manager");
}
virtual bool AreComponentAlphaLayersEnabled() override;
virtual already_AddRefed<DrawTarget>
CreateOptimalMaskDrawTarget(const IntSize &aSize) override;
virtual const char* Name() const override { return ""; }
/**
* Restricts the shadow visible region of layers that are covered with
* opaque content. aOpaqueRegion is the region already known to be covered
* with opaque content, in the post-transform coordinate space of aLayer.
*/
void ApplyOcclusionCulling(Layer* aLayer, nsIntRegion& aOpaqueRegion);
/**
* RAII helper class to add a mask effect with the compositable from aMaskLayer
* to the EffectChain aEffect and notify the compositable when we are done.
*/
class AutoAddMaskEffect
{
public:
AutoAddMaskEffect(Layer* aMaskLayer,
EffectChain& aEffect,
bool aIs3D = false);
~AutoAddMaskEffect();
bool Failed() const { return mFailed; }
private:
CompositableHost* mCompositable;
bool mFailed;
};
/**
* Creates a DrawTarget which is optimized for inter-operating with this
* layermanager.
*/
virtual already_AddRefed<mozilla::gfx::DrawTarget>
CreateDrawTarget(const mozilla::gfx::IntSize& aSize,
mozilla::gfx::SurfaceFormat aFormat) override;
/**
* Calculates the 'completeness' of the rendering that intersected with the
* screen on the last render. This is only useful when progressive tile
* drawing is enabled, otherwise this will always return 1.0.
* This function's expense scales with the size of the layer tree and the
* complexity of individual layers' valid regions.
*/
float ComputeRenderIntegrity();
/**
* returns true if PlatformAllocBuffer will return a buffer that supports
* direct texturing
*/
static bool SupportsDirectTexturing();
static void PlatformSyncBeforeReplyUpdate();
void AddInvalidRegion(const nsIntRegion& aRegion)
{
mInvalidRegion.Or(mInvalidRegion, aRegion);
}
Compositor* GetCompositor() const
{
return mCompositor;
}
/**
* LayerManagerComposite provides sophisticated debug overlays
* that can request a next frame.
*/
bool DebugOverlayWantsNextFrame() { return mDebugOverlayWantsNextFrame; }
void SetDebugOverlayWantsNextFrame(bool aVal)
{ mDebugOverlayWantsNextFrame = aVal; }
void NotifyShadowTreeTransaction();
TextRenderer* GetTextRenderer() { return mTextRenderer; }
/**
* Add an on frame warning.
* @param severity ranges from 0 to 1. It's used to compute the warning color.
*/
void VisualFrameWarning(float severity) {
mozilla::TimeStamp now = TimeStamp::Now();
if (mWarnTime.IsNull() ||
severity > mWarningLevel ||
mWarnTime + TimeDuration::FromMilliseconds(kVisualWarningDuration) < now) {
mWarnTime = now;
mWarningLevel = severity;
}
}
void UnusedApzTransformWarning() {
mUnusedApzTransformWarning = true;
}
bool LastFrameMissedHWC() { return mLastFrameMissedHWC; }
bool AsyncPanZoomEnabled() const override;
private:
/** Region we're clipping our current drawing to. */
nsIntRegion mClippingRegion;
gfx::IntRect mRenderBounds;
/** Current root layer. */
LayerComposite* RootLayer() const;
/**
* Recursive helper method for use by ComputeRenderIntegrity. Subtracts
* any incomplete rendering on aLayer from aScreenRegion. Any low-precision
* rendering is included in aLowPrecisionScreenRegion. aTransform is the
* accumulated transform of intermediate surfaces beneath aLayer.
*/
static void ComputeRenderIntegrityInternal(Layer* aLayer,
nsIntRegion& aScreenRegion,
nsIntRegion& aLowPrecisionScreenRegion,
const gfx::Matrix4x4& aTransform);
/**
* Render the current layer tree to the active target.
*/
void Render();
#ifdef MOZ_WIDGET_ANDROID
void RenderToPresentationSurface();
#endif
/**
* Render debug overlays such as the FPS/FrameCounter above the frame.
*/
void RenderDebugOverlay(const gfx::Rect& aBounds);
RefPtr<CompositingRenderTarget> PushGroupForLayerEffects();
void PopGroupForLayerEffects(RefPtr<CompositingRenderTarget> aPreviousTarget,
gfx::IntRect aClipRect,
bool aGrayscaleEffect,
bool aInvertEffect,
float aContrastEffect);
float mWarningLevel;
mozilla::TimeStamp mWarnTime;
bool mUnusedApzTransformWarning;
RefPtr<Compositor> mCompositor;
UniquePtr<LayerProperties> mClonedLayerTreeProperties;
/**
* Context target, nullptr when drawing directly to our swap chain.
*/
RefPtr<gfx::DrawTarget> mTarget;
gfx::IntRect mTargetBounds;
nsIntRegion mInvalidRegion;
UniquePtr<FPSState> mFPS;
bool mInTransaction;
bool mIsCompositorReady;
bool mDebugOverlayWantsNextFrame;
RefPtr<CompositingRenderTarget> mTwoPassTmpTarget;
RefPtr<TextRenderer> mTextRenderer;
bool mGeometryChanged;
// Testing property. If hardware composer is supported, this will return
// true if the last frame was deemed 'too complicated' to be rendered.
bool mLastFrameMissedHWC;
};
/**
* Composite layers are for use with OMTC on the compositor thread only. There
* must be corresponding Basic layers on the content thread. For composite
* layers, the layer manager only maintains the layer tree, all rendering is
* done by a Compositor (see Compositor.h). As such, composite layers are
* platform-independent and can be used on any platform for which there is a
* Compositor implementation.
*
* The composite layer tree reflects exactly the basic layer tree. To
* composite to screen, the layer manager walks the layer tree calling render
* methods which in turn call into their CompositableHosts' Composite methods.
* These call Compositor::DrawQuad to do the rendering.
*
* Mostly, layers are updated during the layers transaction. This is done from
* CompositableClient to CompositableHost without interacting with the layer.
*
* A reference to the Compositor is stored in LayerManagerComposite.
*/
class LayerComposite
{
public:
explicit LayerComposite(LayerManagerComposite* aManager);
virtual ~LayerComposite();
virtual LayerComposite* GetFirstChildComposite()
{
return nullptr;
}
/* Do NOT call this from the generic LayerComposite destructor. Only from the
* concrete class destructor
*/
virtual void Destroy();
virtual Layer* GetLayer() = 0;
virtual void SetLayerManager(LayerManagerComposite* aManager);
/**
* Perform a first pass over the layer tree to render all of the intermediate
* surfaces that we can. This allows us to avoid framebuffer switches in the
* middle of our render which is inefficient especially on mobile GPUs. This
* must be called before RenderLayer.
*/
virtual void Prepare(const RenderTargetIntRect& aClipRect) {}
// TODO: This should also take RenderTargetIntRect like Prepare.
virtual void RenderLayer(const gfx::IntRect& aClipRect) = 0;
virtual bool SetCompositableHost(CompositableHost*)
{
// We must handle this gracefully, see bug 967824
NS_WARNING("called SetCompositableHost for a layer type not accepting a compositable");
return false;
}
virtual CompositableHost* GetCompositableHost() = 0;
virtual void CleanupResources() = 0;
virtual void DestroyFrontBuffer() { }
void AddBlendModeEffect(EffectChain& aEffectChain);
virtual void GenEffectChain(EffectChain& aEffect) { }
/**
* The following methods are
*
* CONSTRUCTION PHASE ONLY
*
* They are analogous to the Layer interface.
*/
void SetShadowVisibleRegion(const nsIntRegion& aRegion)
{
mShadowVisibleRegion = aRegion;
}
void SetShadowOpacity(float aOpacity)
{
mShadowOpacity = aOpacity;
}
void SetShadowClipRect(const Maybe<ParentLayerIntRect>& aRect)
{
mShadowClipRect = aRect;
}
void SetShadowTransform(const gfx::Matrix4x4& aMatrix)
{
mShadowTransform = aMatrix;
}
void SetShadowTransformSetByAnimation(bool aSetByAnimation)
{
mShadowTransformSetByAnimation = aSetByAnimation;
}
void SetLayerComposited(bool value)
{
mLayerComposited = value;
}
void SetClearRect(const gfx::IntRect& aRect)
{
mClearRect = aRect;
}
// These getters can be used anytime.
float GetShadowOpacity() { return mShadowOpacity; }
const Maybe<ParentLayerIntRect>& GetShadowClipRect() { return mShadowClipRect; }
const nsIntRegion& GetShadowVisibleRegion() { return mShadowVisibleRegion; }
const gfx::Matrix4x4& GetShadowTransform() { return mShadowTransform; }
bool GetShadowTransformSetByAnimation() { return mShadowTransformSetByAnimation; }
bool HasLayerBeenComposited() { return mLayerComposited; }
gfx::IntRect GetClearRect() { return mClearRect; }
/**
* Return the part of the visible region that has been fully rendered.
* While progressive drawing is in progress this region will be
* a subset of the shadow visible region.
*/
nsIntRegion GetFullyRenderedRegion();
protected:
gfx::Matrix4x4 mShadowTransform;
nsIntRegion mShadowVisibleRegion;
Maybe<ParentLayerIntRect> mShadowClipRect;
LayerManagerComposite* mCompositeManager;
RefPtr<Compositor> mCompositor;
float mShadowOpacity;
bool mShadowTransformSetByAnimation;
bool mDestroyed;
bool mLayerComposited;
gfx::IntRect mClearRect;
};
// Render aLayer using aCompositor and apply all mask layers of aLayer: The
// layer's own mask layer (aLayer->GetMaskLayer()), and any ancestor mask
// layers.
// If more than one mask layer needs to be applied, we use intermediate surfaces
// (CompositingRenderTargets) for rendering, applying one mask layer at a time.
// Callers need to provide a callback function aRenderCallback that does the
// actual rendering of the source. It needs to have the following form:
// void (EffectChain& effectChain, const Rect& clipRect)
// aRenderCallback is called exactly once, inside this function, unless aLayer's
// visible region is completely clipped out (in that case, aRenderCallback won't
// be called at all).
// This function calls aLayer->AsLayerComposite()->AddBlendModeEffect for the
// final rendering pass.
//
// (This function should really live in LayerManagerComposite.cpp, but we
// need to use templates for passing lambdas until bug 1164522 is resolved.)
template<typename RenderCallbackType>
void
RenderWithAllMasks(Layer* aLayer, Compositor* aCompositor,
const gfx::IntRect& aClipRect,
RenderCallbackType aRenderCallback)
{
Layer* firstMask = nullptr;
size_t maskLayerCount = 0;
size_t nextAncestorMaskLayer = 0;
size_t ancestorMaskLayerCount = aLayer->GetAncestorMaskLayerCount();
if (Layer* ownMask = aLayer->GetMaskLayer()) {
firstMask = ownMask;
maskLayerCount = ancestorMaskLayerCount + 1;
nextAncestorMaskLayer = 0;
} else if (ancestorMaskLayerCount > 0) {
firstMask = aLayer->GetAncestorMaskLayerAt(0);
maskLayerCount = ancestorMaskLayerCount;
nextAncestorMaskLayer = 1;
} else {
// no mask layers at all
}
bool firstMaskIs3D = false;
if (ContainerLayer* container = aLayer->AsContainerLayer()) {
firstMaskIs3D = !container->GetTransform().CanDraw2D();
}
if (maskLayerCount <= 1) {
// This is the common case. Render in one pass and return.
EffectChain effectChain(aLayer);
LayerManagerComposite::AutoAddMaskEffect
autoMaskEffect(firstMask, effectChain, firstMaskIs3D);
aLayer->AsLayerComposite()->AddBlendModeEffect(effectChain);
aRenderCallback(effectChain, gfx::Rect(aClipRect));
return;
}
// We have multiple mask layers.
// We split our list of mask layers into three parts:
// (1) The first mask
// (2) The list of intermediate masks (every mask except first and last)
// (3) The final mask.
// Part (2) can be empty.
// For parts (1) and (2) we need to allocate intermediate surfaces to render
// into. The final mask gets rendered into the original render target.
// Calculate the size of the intermediate surfaces.
gfx::Rect visibleRect(aLayer->GetEffectiveVisibleRegion().GetBounds());
gfx::Matrix4x4 transform = aLayer->GetEffectiveTransform();
// TODO: Use RenderTargetIntRect and TransformTo<...> here
gfx::IntRect surfaceRect =
RoundedOut(transform.TransformBounds(visibleRect)).Intersect(aClipRect);
if (surfaceRect.IsEmpty()) {
return;
}
RefPtr<CompositingRenderTarget> originalTarget =
aCompositor->GetCurrentRenderTarget();
RefPtr<CompositingRenderTarget> firstTarget =
aCompositor->CreateRenderTarget(surfaceRect, INIT_MODE_CLEAR);
if (!firstTarget) {
return;
}
// Render the source while applying the first mask.
aCompositor->SetRenderTarget(firstTarget);
{
EffectChain firstEffectChain(aLayer);
LayerManagerComposite::AutoAddMaskEffect
firstMaskEffect(firstMask, firstEffectChain, firstMaskIs3D);
aRenderCallback(firstEffectChain, gfx::Rect(aClipRect - surfaceRect.TopLeft()));
// firstTarget now contains the transformed source with the first mask and
// opacity already applied.
}
// Apply the intermediate masks.
gfx::Rect intermediateClip(surfaceRect - surfaceRect.TopLeft());
RefPtr<CompositingRenderTarget> previousTarget = firstTarget;
for (size_t i = nextAncestorMaskLayer; i < ancestorMaskLayerCount - 1; i++) {
Layer* intermediateMask = aLayer->GetAncestorMaskLayerAt(i);
RefPtr<CompositingRenderTarget> intermediateTarget =
aCompositor->CreateRenderTarget(surfaceRect, INIT_MODE_CLEAR);
if (!intermediateTarget) {
break;
}
aCompositor->SetRenderTarget(intermediateTarget);
EffectChain intermediateEffectChain(aLayer);
LayerManagerComposite::AutoAddMaskEffect
intermediateMaskEffect(intermediateMask, intermediateEffectChain);
if (intermediateMaskEffect.Failed()) {
continue;
}
intermediateEffectChain.mPrimaryEffect = new EffectRenderTarget(previousTarget);
aCompositor->DrawQuad(gfx::Rect(surfaceRect), intermediateClip,
intermediateEffectChain, 1.0, gfx::Matrix4x4());
previousTarget = intermediateTarget;
}
aCompositor->SetRenderTarget(originalTarget);
// Apply the final mask, rendering into originalTarget.
EffectChain finalEffectChain(aLayer);
finalEffectChain.mPrimaryEffect = new EffectRenderTarget(previousTarget);
Layer* finalMask = aLayer->GetAncestorMaskLayerAt(ancestorMaskLayerCount - 1);
// The blend mode needs to be applied in this final step, because this is
// where we're blending with the actual background (which is in originalTarget).
aLayer->AsLayerComposite()->AddBlendModeEffect(finalEffectChain);
LayerManagerComposite::AutoAddMaskEffect autoMaskEffect(finalMask, finalEffectChain);
if (!autoMaskEffect.Failed()) {
aCompositor->DrawQuad(gfx::Rect(surfaceRect), gfx::Rect(aClipRect),
finalEffectChain, 1.0, gfx::Matrix4x4());
}
}
} /* layers */
} /* mozilla */
#endif /* GFX_LayerManagerComposite_H */