gecko-dev/gfx/layers/Compositor.h
Markus Stange 0f70058b6f Bug 1592044 - Reduce the frequency of IOSurface and framebuffer creation and destruction with the help of a surface pool. r=jgilbert
There are multiple SurfacePools: Main thread painting and the non-WebRender compositors create a new pool per window, and WebRender creates one shared pool across all windows. The non-WebRender users set the pool size limit to zero, i.e. no recycling across paints. This preserves the pre-existing behavior.
WebRender's pool size is configurable with the gfx.webrender.compositor.surface-pool-size pref.
Every window holds on to a SurfacePoolHandle. A SurfacePoolHandle has an owning reference to the pool, via a surface pool wrapper. Once all handles are gone, the surface pool goes away, too.
The SurfacePool holds on to IOSurfaces and MozFramebuffers. Both are created on demand, independently, but are associated with each other.
A given NativeLayer uses only one surface pool handle during its lifetime. The native layer no longer influences which GLContext its framebuffers are created for; the GL context is now managed by the surface pool handle.
As a result, a NativeLayer can no longer change which GLContext its framebuffers are created by.
So in the future, if we ever need to migrate a window frome one GLContext to another, we will need to recreate the NativeLayers inside it. I think that's ok.

Differential Revision: https://phabricator.services.mozilla.com/D54859

--HG--
extra : moz-landing-system : lando
2019-12-18 21:01:51 +00:00

757 lines
29 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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 Matrix, 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/layers/SurfacePool.h" // for SurfacePoolHandle
#include "mozilla/layers/TextureSourceProvider.h"
#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 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 NativeLayer;
class CompositorOGL;
class CompositorD3D11;
class BasicCompositor;
class TextureReadLock;
struct GPUStats;
class AsyncReadbackBuffer;
class RecordedFrame;
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 if BeginFrameForWindow
* is called. To render to a target, call BeginFrameForTarget or
* 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 : public TextureSourceProvider {
protected:
virtual ~Compositor();
public:
explicit Compositor(widget::CompositorWidget* aWidget,
CompositorBridgeParent* aParent = nullptr);
virtual bool Initialize(nsCString* const out_failureReason) = 0;
void Destroy() override;
bool IsDestroyed() const { return mIsDestroyed; }
/**
* 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;
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;
/**
* Grab a snapshot of aSource and store it in aDest, so that the pixels can
* be read on the CPU by mapping aDest at some point in the future.
* aSource and aDest must have the same size.
* If this is a GPU compositor, this call must not block on the GPU.
* Returns whether the operation was successful.
*/
virtual bool ReadbackRenderTarget(CompositingRenderTarget* aSource,
AsyncReadbackBuffer* aDest) {
return false;
}
/**
* Create an AsyncReadbackBuffer of the specified size. Can return null.
*/
virtual already_AddRefed<AsyncReadbackBuffer> CreateAsyncReadbackBuffer(
const gfx::IntSize& aSize) {
return nullptr;
}
/**
* Draw a part of aSource into the current render target.
* Scaling is done with linear filtering.
* Returns whether the operation was successful.
*/
virtual bool BlitRenderTarget(CompositingRenderTarget* aSource,
const gfx::IntSize& aSourceSize,
const gfx::IntSize& aDestSize) {
return false;
}
/**
* 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 already_AddRefed<CompositingRenderTarget> GetCurrentRenderTarget()
const = 0;
/**
* Returns a render target which contains the entire window's drawing.
* On platforms where no such render target is used during compositing (e.g.
* with buffered BasicCompositor, where only the invalid area is drawn to a
* render target), this will return null.
*/
virtual already_AddRefed<CompositingRenderTarget> GetWindowRenderTarget()
const {
return nullptr;
}
/**
* 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 for rendering to the window.
* Needs to be paired with a call to EndFrame() if the return value is not
* Nothing().
*
* aInvalidRegion is the invalid region of the window.
* aClipRect is the clip rect for all drawing (optional).
* aRenderBounds is the bounding rect for rendering.
* aOpaqueRegion is the area that contains opaque content.
* All coordinates are in window space.
*
* Returns the non-empty render bounds actually used by the compositor in
* window space, or Nothing() if composition should be aborted.
*/
virtual Maybe<gfx::IntRect> BeginFrameForWindow(
const nsIntRegion& aInvalidRegion, const Maybe<gfx::IntRect>& aClipRect,
const gfx::IntRect& aRenderBounds, const nsIntRegion& aOpaqueRegion) = 0;
/**
* Start a new frame for rendering to a DrawTarget. Rendering can happen
* directly into the DrawTarget, or it can happen in an offscreen GPU buffer
* and read back into the DrawTarget in EndFrame, or it can happen inside the
* window and read back into the DrawTarget in EndFrame.
* Needs to be paired with a call to EndFrame() if the return value is not
* Nothing().
*
* aInvalidRegion is the invalid region in the target.
* aClipRect is the clip rect for all drawing (optional).
* aRenderBounds is the bounding rect for rendering.
* aOpaqueRegion is the area that contains opaque content.
* aTarget is the DrawTarget which should contain the rendering after
* EndFrame() has been called.
* aTargetBounds are the DrawTarget's bounds.
* All coordinates are in window space.
*
* Returns the non-empty render bounds actually used by the compositor in
* window space, or Nothing() if composition should be aborted.
*
* If BeginFrame succeeds, the compositor keeps a reference to aTarget until
* EndFrame is called.
*/
virtual Maybe<gfx::IntRect> BeginFrameForTarget(
const nsIntRegion& aInvalidRegion, const Maybe<gfx::IntRect>& aClipRect,
const gfx::IntRect& aRenderBounds, const nsIntRegion& aOpaqueRegion,
gfx::DrawTarget* aTarget, const gfx::IntRect& aTargetBounds) = 0;
/**
* Start a new frame for rendering to one or more native layers. Needs to be
* paired with a call to EndFrame().
*
* This puts the compositor in a state where offscreen rendering is allowed.
* Rendering an actual native layer is only possible via a call to
* BeginRenderingToNativeLayer(), after BeginFrameForNativeLayers() has run.
*
* The following is true for the entire time between
* BeginFrameForNativeLayers() and EndFrame(), even outside pairs of calls to
* Begin/EndRenderingToNativeLayer():
* - GetCurrentRenderTarget() will return something non-null.
* - CreateRenderTarget() and SetRenderTarget() can be called, in order to
* facilitate offscreen rendering.
* The render target that this method sets as the current render target is not
* useful. Do not render to it. It exists so that calls of the form
* SetRenderTarget(previousTarget) do not crash.
*
* Do not call on platforms that do not support native layers.
*/
virtual void BeginFrameForNativeLayers() = 0;
/**
* Start rendering into aNativeLayer.
* Needs to be paired with a call to EndRenderingToNativeLayer() if the return
* value is not Nothing().
*
* Must be called between BeginFrameForNativeLayers() and EndFrame().
*
* aInvalidRegion is the invalid region in the native layer.
* aClipRect is the clip rect for all drawing (optional).
* aOpaqueRegion is the area that contains opaque content.
* aNativeLayer is the native layer.
* All coordinates, including aNativeLayer->GetRect(), are in window space.
*
* Returns the non-empty layer rect, or Nothing() if rendering to this layer
* should be skipped.
*
* If BeginRenderingToNativeLayer succeeds, the compositor keeps a reference
* to aNativeLayer until EndRenderingToNativeLayer is called.
*
* Do not call on platforms that do not support native layers.
*/
virtual Maybe<gfx::IntRect> BeginRenderingToNativeLayer(
const nsIntRegion& aInvalidRegion, const Maybe<gfx::IntRect>& aClipRect,
const nsIntRegion& aOpaqueRegion, NativeLayer* aNativeLayer) = 0;
/**
* Stop rendering to the native layer and submit the rendering as the layer's
* new content.
*
* Do not call on platforms that do not support native layers.
*/
virtual void EndRenderingToNativeLayer() = 0;
/**
* Notification that we've finished issuing draw commands for normal
* layers (as opposed to the diagnostic overlay which comes after).
* This is called between BeginFrame* and EndFrame, and it's called before
* GetWindowRenderTarget() is called for the purposes of screenshot capturing.
* That next call to GetWindowRenderTarget() expects up-to-date contents for
* the current frame.
* When rendering to native layers, this should be called for every layer,
* between BeginRenderingToNativeLayer and EndRenderingToNativeLayer, at a
* time at which the current render target is the one that
* BeginRenderingToNativeLayer has put in place.
* When not rendering to native layers, this should be called at a time when
* the current render target is the one that BeginFrameForWindow put in place.
*/
virtual void NormalDrawingDone() {}
/**
* Flush the current frame to the screen and tidy up.
*
* Derived class overriding this should call Compositor::EndFrame.
*/
virtual void EndFrame();
virtual void CancelFrame(bool aNeedFlush = true) { ReadUnlockTextures(); }
virtual void WaitForGPU() {}
virtual RefPtr<SurfacePoolHandle> GetSurfacePoolHandle() { return nullptr; }
/**
* 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 CompositorD3D11* AsCompositorD3D11() { return nullptr; }
Compositor* AsCompositor() override { return this; }
TimeStamp GetLastCompositionEndTime() const override {
return mLastCompositionEndTime;
}
void UnlockAfterComposition(TextureHost* aTexture) override;
bool NotifyNotUsedAfterComposition(TextureHost* aTextureHost) override;
/**
* 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; }
// Return statistics for the most recent frame we computed statistics for.
virtual void GetFrameStats(GPUStats* aStats);
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();
bool IsValid() const override;
CompositorBridgeParent* GetCompositorBridgeParent() const { return mParent; }
/**
* Request the compositor to allow recording its frames.
*
* This is a noop on |CompositorOGL|.
*/
virtual void RequestAllowFrameRecording(bool aWillRecord) {
mRecordFrames = aWillRecord;
}
/**
* Record the current frame for readback by the |CompositionRecorder|.
*
* If this compositor does not support this feature, a null pointer is
* returned instead.
*/
already_AddRefed<RecordedFrame> RecordFrame(const TimeStamp& aTimeStamp);
protected:
void DrawDiagnosticsInternal(DiagnosticFlags aFlags,
const gfx::Rect& aVisibleRect,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& transform,
uint32_t aFlashCounter);
bool ShouldDrawDiagnostics(DiagnosticFlags);
/**
* 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);
/**
* Whether or not the compositor should be prepared to record frames. While
* this returns true, compositors are expected to maintain a full window
* render target that they return from GetWindowRenderTarget() between
* NormalDrawingDone() and EndFrame().
*
* This will be true when either we are recording a profile with screenshots
* enabled or the |LayerManagerComposite| has requested us to record frames
* for the |CompositionRecorder|.
*/
bool ShouldRecordFrames() const;
/**
* Last Composition end time.
*/
TimeStamp mLastCompositionEndTime;
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;
widget::CompositorWidget* mWidget;
bool mIsDestroyed;
gfx::Color mClearColor;
gfx::Color mDefaultClearColor;
bool mRecordFrames = false;
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;
}
}
class AsyncReadbackBuffer {
public:
NS_INLINE_DECL_REFCOUNTING(AsyncReadbackBuffer)
gfx::IntSize GetSize() const { return mSize; }
virtual bool MapAndCopyInto(gfx::DataSourceSurface* aSurface,
const gfx::IntSize& aReadSize) const = 0;
protected:
explicit AsyncReadbackBuffer(const gfx::IntSize& aSize) : mSize(aSize) {}
virtual ~AsyncReadbackBuffer() = default;
gfx::IntSize mSize;
};
struct TexturedVertex {
float position[2];
float texCoords[2];
};
nsTArray<TexturedVertex> TexturedTrianglesToVertexArray(
const nsTArray<gfx::TexturedTriangle>& aTriangles);
} // namespace layers
} // namespace mozilla
#endif /* MOZILLA_GFX_COMPOSITOR_H */