mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-11-23 21:01:08 +00:00
12aaadd1d1
Differential Revision: https://phabricator.services.mozilla.com/D175986
603 lines
24 KiB
C++
603 lines
24 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef _MOZILLA_GFX_DRAWTARGETWEBGL_H
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#define _MOZILLA_GFX_DRAWTARGETWEBGL_H
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#include "mozilla/gfx/2D.h"
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#include "mozilla/gfx/PathSkia.h"
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#include "mozilla/LinkedList.h"
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#include "mozilla/WeakPtr.h"
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#include "mozilla/ThreadLocal.h"
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#include "mozilla/ipc/Shmem.h"
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#include <vector>
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namespace WGR {
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struct OutputVertex;
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}
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namespace mozilla {
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class ClientWebGLContext;
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class WebGLBufferJS;
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class WebGLFramebufferJS;
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class WebGLProgramJS;
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class WebGLRenderbufferJS;
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class WebGLTextureJS;
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class WebGLUniformLocationJS;
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class WebGLVertexArrayJS;
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namespace layers {
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class SurfaceDescriptor;
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}
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namespace gfx {
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class DataSourceSurface;
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class DrawTargetSkia;
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class DrawTargetWebgl;
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class PathSkia;
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class SourceSurfaceSkia;
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class SourceSurfaceWebgl;
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class TextureHandle;
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class SharedTexture;
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class SharedTextureHandle;
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class StandaloneTexture;
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class GlyphCache;
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class PathCache;
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struct PathVertexRange;
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// DrawTargetWebgl implements a subset of the DrawTarget API suitable for use
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// by CanvasRenderingContext2D. It maps these to a client WebGL context so that
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// they can be accelerated where possible by WebGL. It manages both routing to
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// appropriate shaders and texture allocation/caching for surfaces. For commands
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// that are not feasible to accelerate with WebGL, it mirrors state to a backup
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// DrawTargetSkia that can be used as a fallback software renderer. Multiple
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// instances of DrawTargetWebgl within a process will actually share a single
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// WebGL context so that data can be more easily interchanged between them and
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// also to enable more reasonable limiting of resource usage.
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class DrawTargetWebgl : public DrawTarget, public SupportsWeakPtr {
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friend class SharedTextureHandle;
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friend class StandaloneTexture;
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friend class TextureHandle;
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friend class SourceSurfaceWebgl;
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friend class AutoSaveContext;
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public:
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MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(DrawTargetWebgl, override)
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private:
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IntSize mSize;
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RefPtr<WebGLFramebufferJS> mFramebuffer;
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RefPtr<WebGLTextureJS> mTex;
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RefPtr<WebGLTextureJS> mClipMask;
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// The integer-aligned, scissor-compatible conservative bounds of the clip.
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IntRect mClipBounds;
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// The fractional, AA'd bounds of the clip rect, if applicable.
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Rect mClipAARect;
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RefPtr<DrawTargetSkia> mSkia;
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// Skia DT pointing to the same pixel data, but without any applied clips.
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RefPtr<DrawTargetSkia> mSkiaNoClip;
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// The Shmem backing the Skia DT, if applicable.
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mozilla::ipc::Shmem mShmem;
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// The currently cached snapshot of the WebGL context
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RefPtr<DataSourceSurface> mSnapshot;
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// Whether the framebuffer is still in the initially clear state.
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bool mIsClear = true;
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// Whether or not the Skia target has valid contents and is being drawn to
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bool mSkiaValid = false;
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// Whether or not Skia layering over the WebGL context is enabled
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bool mSkiaLayer = false;
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// Whether the WebGL target was clear when the Skia layer was established.
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bool mSkiaLayerClear = false;
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// Whether or not the WebGL context has valid contents and is being drawn to
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bool mWebglValid = true;
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// Whether or not the clip state has changed since last used by SharedContext.
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bool mClipChanged = true;
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// Whether or not the clip state needs to be refreshed. Sometimes the clip
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// state may be overwritten and require a refresh later, even though it has
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// not changed.
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bool mRefreshClipState = true;
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// The framebuffer has been modified and should be copied to the swap chain.
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bool mNeedsPresent = true;
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// The number of layers currently pushed.
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int32_t mLayerDepth = 0;
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RefPtr<TextureHandle> mSnapshotTexture;
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// Store a log of clips currently pushed so that they can be used to init
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// the clip state of temporary DTs.
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struct ClipStack {
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Matrix mTransform;
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Rect mRect;
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RefPtr<const Path> mPath;
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bool operator==(const ClipStack& aOther) const;
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};
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std::vector<ClipStack> mClipStack;
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// The previous state of the clip stack when a mask was generated.
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std::vector<ClipStack> mCachedClipStack;
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// UsageProfile stores per-frame counters for significant profiling events
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// that assist in determining whether acceleration should still be used for
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// a Canvas2D user.
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struct UsageProfile {
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uint32_t mFailedFrames = 0;
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uint32_t mFrameCount = 0;
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uint32_t mCacheMisses = 0;
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uint32_t mCacheHits = 0;
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uint32_t mUncachedDraws = 0;
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uint32_t mLayers = 0;
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uint32_t mReadbacks = 0;
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uint32_t mFallbacks = 0;
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void BeginFrame();
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void EndFrame();
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bool RequiresRefresh() const;
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void OnCacheMiss() { ++mCacheMisses; }
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void OnCacheHit() { ++mCacheHits; }
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void OnUncachedDraw() { ++mUncachedDraws; }
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void OnLayer() { ++mLayers; }
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void OnReadback() { ++mReadbacks; }
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void OnFallback() { ++mFallbacks; }
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};
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UsageProfile mProfile;
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// SharedContext stores most of the actual WebGL state that may be used by
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// any number of DrawTargetWebgl's that use it. Foremost, it holds the actual
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// WebGL client context, programs, and buffers for mapping to WebGL.
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// Secondarily, it holds shared caches for surfaces, glyphs, paths, and
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// shadows so that each DrawTargetWebgl does not require its own cache. It is
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// important that SetTarget is called to install the current DrawTargetWebgl
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// before actually using the SharedContext, as the individual framebuffers
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// and viewport are still maintained in DrawTargetWebgl itself.
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class SharedContext : public mozilla::RefCounted<SharedContext>,
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public mozilla::SupportsWeakPtr {
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public:
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MOZ_DECLARE_REFCOUNTED_TYPENAME(SharedContext)
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SharedContext();
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~SharedContext();
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WeakPtr<DrawTargetWebgl> mCurrentTarget;
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IntSize mViewportSize;
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// The current integer-aligned scissor rect.
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IntRect mClipRect;
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// The current fractional AA'd clip rect bounds.
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Rect mClipAARect;
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RefPtr<ClientWebGLContext> mWebgl;
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// Avoid spurious state changes by caching last used state.
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RefPtr<WebGLProgramJS> mLastProgram;
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RefPtr<WebGLTextureJS> mLastTexture;
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RefPtr<WebGLTextureJS> mLastClipMask;
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// Whether the shader viewport state requires updating.
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bool mDirtyViewport = true;
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// Whether the shader anti-aliasing state requires updating.
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bool mDirtyAA = true;
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// Whether the shader clip AA bounds require updating.
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bool mDirtyClip = true;
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// WebGL shader resources
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RefPtr<WebGLBufferJS> mPathVertexBuffer;
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RefPtr<WebGLVertexArrayJS> mPathVertexArray;
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// The current insertion offset into the GPU path buffer.
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uint32_t mPathVertexOffset = 0;
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// The maximum size of the GPU path buffer.
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uint32_t mPathVertexCapacity = 0;
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// The maximum supported type complexity of a GPU path.
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uint32_t mPathMaxComplexity = 0;
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// Whether to accelerate stroked paths with AAStroke.
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bool mPathAAStroke = true;
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// Whether to accelerate stroked paths with WGR.
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bool mPathWGRStroke = false;
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// Temporary buffer for generating WGR output into.
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UniquePtr<WGR::OutputVertex[]> mWGROutputBuffer;
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RefPtr<WebGLProgramJS> mSolidProgram;
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RefPtr<WebGLUniformLocationJS> mSolidProgramViewport;
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RefPtr<WebGLUniformLocationJS> mSolidProgramAA;
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RefPtr<WebGLUniformLocationJS> mSolidProgramTransform;
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RefPtr<WebGLUniformLocationJS> mSolidProgramColor;
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RefPtr<WebGLUniformLocationJS> mSolidProgramClipMask;
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RefPtr<WebGLUniformLocationJS> mSolidProgramClipBounds;
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RefPtr<WebGLProgramJS> mImageProgram;
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RefPtr<WebGLUniformLocationJS> mImageProgramViewport;
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RefPtr<WebGLUniformLocationJS> mImageProgramAA;
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RefPtr<WebGLUniformLocationJS> mImageProgramTransform;
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RefPtr<WebGLUniformLocationJS> mImageProgramTexMatrix;
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RefPtr<WebGLUniformLocationJS> mImageProgramTexBounds;
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RefPtr<WebGLUniformLocationJS> mImageProgramColor;
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RefPtr<WebGLUniformLocationJS> mImageProgramSwizzle;
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RefPtr<WebGLUniformLocationJS> mImageProgramSampler;
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RefPtr<WebGLUniformLocationJS> mImageProgramClipMask;
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RefPtr<WebGLUniformLocationJS> mImageProgramClipBounds;
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// Scratch framebuffer used to wrap textures for miscellaneous utility ops.
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RefPtr<WebGLFramebufferJS> mScratchFramebuffer;
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// Buffer filled with zero data for initializing textures.
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RefPtr<WebGLBufferJS> mZeroBuffer;
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size_t mZeroSize = 0;
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// 1x1 texture with solid white mask for disabling clipping
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RefPtr<WebGLTextureJS> mNoClipMask;
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uint32_t mMaxTextureSize = 0;
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bool mRasterizationTruncates = false;
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// The current blending operation.
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CompositionOp mLastCompositionOp = CompositionOp::OP_SOURCE;
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// The constant blend color used for the blending operation.
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Maybe<DeviceColor> mLastBlendColor;
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// The cached scissor state. Operations that rely on scissor state should
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// take care to enable or disable the cached scissor state as necessary.
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bool mScissorEnabled = false;
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IntRect mLastScissor = {-1, -1, -1, -1};
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// A most-recently-used list of allocated texture handles.
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LinkedList<RefPtr<TextureHandle>> mTextureHandles;
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size_t mNumTextureHandles = 0;
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// User data key linking a SourceSurface with its TextureHandle.
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UserDataKey mTextureHandleKey = {0};
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// User data key linking a SourceSurface with its shadow blur TextureHandle.
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UserDataKey mShadowTextureKey = {0};
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// User data key linking a ScaledFont with its GlyphCache.
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UserDataKey mGlyphCacheKey = {0};
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// List of all GlyphCaches currently allocated to fonts.
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LinkedList<GlyphCache> mGlyphCaches;
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// Cache of rasterized paths.
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UniquePtr<PathCache> mPathCache;
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// Collection of allocated shared texture pages that may be shared amongst
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// many handles.
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std::vector<RefPtr<SharedTexture>> mSharedTextures;
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// Collection of allocated standalone textures that have a single assigned
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// handle.
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std::vector<RefPtr<StandaloneTexture>> mStandaloneTextures;
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size_t mUsedTextureMemory = 0;
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size_t mTotalTextureMemory = 0;
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// The total reserved memory for empty texture pages that are kept around
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// for future allocations.
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size_t mEmptyTextureMemory = 0;
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// A memory pressure event may signal from another thread that caches should
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// be cleared if possible.
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Atomic<bool> mShouldClearCaches;
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// Whether the Shmem is currently being processed by the remote side. If so,
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// we need to wait for processing to complete before any further commands
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// modifying the Skia DT can proceed.
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bool mWaitForShmem = false;
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const Matrix& GetTransform() const { return mCurrentTarget->mTransform; }
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bool IsContextLost() const;
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bool Initialize();
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bool CreateShaders();
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void ResetPathVertexBuffer(bool aChanged = true);
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void SetBlendState(CompositionOp aOp,
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const Maybe<DeviceColor>& aBlendColor = Nothing());
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void SetClipRect(const Rect& aClipRect);
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void SetClipRect(const IntRect& aClipRect) { SetClipRect(Rect(aClipRect)); }
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bool SetClipMask(const RefPtr<WebGLTextureJS>& aTex);
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bool SetNoClipMask();
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bool HasClipMask() const {
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return mLastClipMask && mLastClipMask != mNoClipMask;
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}
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bool IsCurrentTarget(DrawTargetWebgl* aDT) const {
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return aDT == mCurrentTarget;
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}
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bool SetTarget(DrawTargetWebgl* aDT);
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// Reset the current target.
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void ClearTarget() { mCurrentTarget = nullptr; }
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// Reset the last used texture to force binding next use.
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void ClearLastTexture();
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bool SupportsPattern(const Pattern& aPattern);
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void EnableScissor(const IntRect& aRect);
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void DisableScissor();
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void SetTexFilter(WebGLTextureJS* aTex, bool aFilter);
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void InitTexParameters(WebGLTextureJS* aTex, bool aFilter = true);
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bool ReadInto(uint8_t* aDstData, int32_t aDstStride, SurfaceFormat aFormat,
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const IntRect& aBounds, TextureHandle* aHandle = nullptr);
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already_AddRefed<DataSourceSurface> ReadSnapshot(
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TextureHandle* aHandle = nullptr);
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already_AddRefed<TextureHandle> WrapSnapshot(const IntSize& aSize,
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SurfaceFormat aFormat,
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RefPtr<WebGLTextureJS> aTex);
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already_AddRefed<TextureHandle> CopySnapshot(
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const IntRect& aRect, TextureHandle* aHandle = nullptr);
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already_AddRefed<WebGLTextureJS> GetCompatibleSnapshot(
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SourceSurface* aSurface) const;
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bool IsCompatibleSurface(SourceSurface* aSurface) const;
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bool UploadSurface(DataSourceSurface* aData, SurfaceFormat aFormat,
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const IntRect& aSrcRect, const IntPoint& aDstOffset,
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bool aInit, bool aZero = false,
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const RefPtr<WebGLTextureJS>& aTex = nullptr);
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bool DrawRectAccel(const Rect& aRect, const Pattern& aPattern,
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const DrawOptions& aOptions,
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Maybe<DeviceColor> aMaskColor = Nothing(),
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RefPtr<TextureHandle>* aHandle = nullptr,
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bool aTransformed = true, bool aClipped = true,
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bool aAccelOnly = false, bool aForceUpdate = false,
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const StrokeOptions* aStrokeOptions = nullptr,
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const PathVertexRange* aVertexRange = nullptr);
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bool DrawPathAccel(const Path* aPath, const Pattern& aPattern,
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const DrawOptions& aOptions,
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const StrokeOptions* aStrokeOptions = nullptr,
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const ShadowOptions* aShadow = nullptr,
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bool aCacheable = true);
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bool DrawGlyphsAccel(ScaledFont* aFont, const GlyphBuffer& aBuffer,
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const Pattern& aPattern, const DrawOptions& aOptions,
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const StrokeOptions* aStrokeOptions,
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bool aUseSubpixelAA);
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void PruneTextureHandle(const RefPtr<TextureHandle>& aHandle);
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bool PruneTextureMemory(size_t aMargin = 0, bool aPruneUnused = true);
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bool RemoveSharedTexture(const RefPtr<SharedTexture>& aTexture);
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bool RemoveStandaloneTexture(const RefPtr<StandaloneTexture>& aTexture);
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void UnlinkSurfaceTextures();
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void UnlinkSurfaceTexture(const RefPtr<TextureHandle>& aHandle);
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void UnlinkGlyphCaches();
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void OnMemoryPressure();
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void ClearAllTextures();
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void ClearEmptyTextureMemory();
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void ClearCachesIfNecessary();
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void WaitForShmem(DrawTargetWebgl* aTarget);
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void CachePrefs();
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};
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RefPtr<SharedContext> mSharedContext;
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static MOZ_THREAD_LOCAL(SharedContext*) sSharedContext;
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// Try to keep around the shared context for the main thread in case canvases
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// are rapidly recreated and destroyed.
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static RefPtr<SharedContext> sMainSharedContext;
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public:
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DrawTargetWebgl();
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~DrawTargetWebgl();
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static already_AddRefed<DrawTargetWebgl> Create(const IntSize& aSize,
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SurfaceFormat aFormat);
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bool Init(const IntSize& aSize, SurfaceFormat aFormat);
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bool IsValid() const override;
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DrawTargetType GetType() const override {
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return DrawTargetType::HARDWARE_RASTER;
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}
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BackendType GetBackendType() const override { return BackendType::WEBGL; }
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IntSize GetSize() const override { return mSize; }
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already_AddRefed<SourceSurface> GetDataSnapshot();
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already_AddRefed<SourceSurface> Snapshot() override;
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already_AddRefed<SourceSurface> GetOptimizedSnapshot(DrawTarget* aTarget);
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already_AddRefed<SourceSurface> GetBackingSurface() override;
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void DetachAllSnapshots() override;
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void BeginFrame(const IntRect& aPersistedRect);
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void EndFrame();
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bool RequiresRefresh() const { return mProfile.RequiresRefresh(); }
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bool LockBits(uint8_t** aData, IntSize* aSize, int32_t* aStride,
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SurfaceFormat* aFormat, IntPoint* aOrigin = nullptr) override;
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void ReleaseBits(uint8_t* aData) override;
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void Flush() override {}
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void DrawSurface(
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SourceSurface* aSurface, const Rect& aDest, const Rect& aSource,
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const DrawSurfaceOptions& aSurfOptions = DrawSurfaceOptions(),
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const DrawOptions& aOptions = DrawOptions()) override;
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void DrawFilter(FilterNode* aNode, const Rect& aSourceRect,
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const Point& aDestPoint,
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const DrawOptions& aOptions = DrawOptions()) override;
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void DrawSurfaceWithShadow(SourceSurface* aSurface, const Point& aDest,
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const ShadowOptions& aShadow,
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CompositionOp aOperator) override;
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void DrawShadow(const Path* aPath, const Pattern& aPattern,
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const ShadowOptions& aShadow, const DrawOptions& aOptions,
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const StrokeOptions* aStrokeOptions = nullptr) override;
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void ClearRect(const Rect& aRect) override;
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void CopySurface(SourceSurface* aSurface, const IntRect& aSourceRect,
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const IntPoint& aDestination) override;
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void FillRect(const Rect& aRect, const Pattern& aPattern,
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const DrawOptions& aOptions = DrawOptions()) override;
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void StrokeRect(const Rect& aRect, const Pattern& aPattern,
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const StrokeOptions& aStrokeOptions = StrokeOptions(),
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const DrawOptions& aOptions = DrawOptions()) override;
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bool StrokeLineAccel(const Point& aStart, const Point& aEnd,
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const Pattern& aPattern,
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const StrokeOptions& aStrokeOptions,
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const DrawOptions& aOptions, bool aClosed = false);
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void StrokeLine(const Point& aStart, const Point& aEnd,
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const Pattern& aPattern,
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const StrokeOptions& aStrokeOptions = StrokeOptions(),
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const DrawOptions& aOptions = DrawOptions()) override;
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void Stroke(const Path* aPath, const Pattern& aPattern,
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const StrokeOptions& aStrokeOptions = StrokeOptions(),
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const DrawOptions& aOptions = DrawOptions()) override;
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void Fill(const Path* aPath, const Pattern& aPattern,
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const DrawOptions& aOptions = DrawOptions()) override;
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void SetPermitSubpixelAA(bool aPermitSubpixelAA) override;
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void FillGlyphs(ScaledFont* aFont, const GlyphBuffer& aBuffer,
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const Pattern& aPattern,
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const DrawOptions& aOptions = DrawOptions()) override;
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void StrokeGlyphs(ScaledFont* aFont, const GlyphBuffer& aBuffer,
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const Pattern& aPattern,
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const StrokeOptions& aStrokeOptions = StrokeOptions(),
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const DrawOptions& aOptions = DrawOptions()) override;
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void Mask(const Pattern& aSource, const Pattern& aMask,
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const DrawOptions& aOptions = DrawOptions()) override;
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void MaskSurface(const Pattern& aSource, SourceSurface* aMask, Point aOffset,
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const DrawOptions& aOptions = DrawOptions()) override;
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bool Draw3DTransformedSurface(SourceSurface* aSurface,
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const Matrix4x4& aMatrix) override;
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void PushClip(const Path* aPath) override;
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void PushClipRect(const Rect& aRect) override;
|
|
void PushDeviceSpaceClipRects(const IntRect* aRects,
|
|
uint32_t aCount) override;
|
|
void PopClip() override;
|
|
bool RemoveAllClips() override;
|
|
void PushLayer(bool aOpaque, Float aOpacity, SourceSurface* aMask,
|
|
const Matrix& aMaskTransform,
|
|
const IntRect& aBounds = IntRect(),
|
|
bool aCopyBackground = false) override;
|
|
void PushLayerWithBlend(
|
|
bool aOpaque, Float aOpacity, SourceSurface* aMask,
|
|
const Matrix& aMaskTransform, const IntRect& aBounds = IntRect(),
|
|
bool aCopyBackground = false,
|
|
CompositionOp aCompositionOp = CompositionOp::OP_OVER) override;
|
|
void PopLayer() override;
|
|
already_AddRefed<SourceSurface> CreateSourceSurfaceFromData(
|
|
unsigned char* aData, const IntSize& aSize, int32_t aStride,
|
|
SurfaceFormat aFormat) const override;
|
|
already_AddRefed<SourceSurface> OptimizeSourceSurface(
|
|
SourceSurface* aSurface) const override;
|
|
already_AddRefed<SourceSurface> OptimizeSourceSurfaceForUnknownAlpha(
|
|
SourceSurface* aSurface) const override;
|
|
already_AddRefed<SourceSurface> CreateSourceSurfaceFromNativeSurface(
|
|
const NativeSurface& aSurface) const override;
|
|
already_AddRefed<DrawTarget> CreateSimilarDrawTarget(
|
|
const IntSize& aSize, SurfaceFormat aFormat) const override;
|
|
bool CanCreateSimilarDrawTarget(const IntSize& aSize,
|
|
SurfaceFormat aFormat) const override;
|
|
RefPtr<DrawTarget> CreateClippedDrawTarget(const Rect& aBounds,
|
|
SurfaceFormat aFormat) override;
|
|
|
|
already_AddRefed<PathBuilder> CreatePathBuilder(
|
|
FillRule aFillRule = FillRule::FILL_WINDING) const override;
|
|
already_AddRefed<GradientStops> CreateGradientStops(
|
|
GradientStop* aStops, uint32_t aNumStops,
|
|
ExtendMode aExtendMode = ExtendMode::CLAMP) const override;
|
|
already_AddRefed<FilterNode> CreateFilter(FilterType aType) override;
|
|
void SetTransform(const Matrix& aTransform) override;
|
|
void* GetNativeSurface(NativeSurfaceType aType) override;
|
|
|
|
Maybe<layers::SurfaceDescriptor> GetFrontBuffer();
|
|
|
|
void OnMemoryPressure() { mSharedContext->OnMemoryPressure(); }
|
|
|
|
operator std::string() const {
|
|
std::stringstream stream;
|
|
stream << "DrawTargetWebgl(" << this << ")";
|
|
return stream.str();
|
|
}
|
|
|
|
private:
|
|
bool SupportsPattern(const Pattern& aPattern) {
|
|
return mSharedContext->SupportsPattern(aPattern);
|
|
}
|
|
|
|
bool SetSimpleClipRect();
|
|
bool GenerateComplexClipMask();
|
|
bool PrepareContext(bool aClipped = true);
|
|
|
|
void DrawRectFallback(const Rect& aRect, const Pattern& aPattern,
|
|
const DrawOptions& aOptions,
|
|
Maybe<DeviceColor> aMaskColor = Nothing(),
|
|
bool aTransform = true, bool aClipped = true,
|
|
const StrokeOptions* aStrokeOptions = nullptr);
|
|
bool DrawRect(const Rect& aRect, const Pattern& aPattern,
|
|
const DrawOptions& aOptions,
|
|
Maybe<DeviceColor> aMaskColor = Nothing(),
|
|
RefPtr<TextureHandle>* aHandle = nullptr,
|
|
bool aTransformed = true, bool aClipped = true,
|
|
bool aAccelOnly = false, bool aForceUpdate = false,
|
|
const StrokeOptions* aStrokeOptions = nullptr);
|
|
|
|
ColorPattern GetClearPattern() const;
|
|
|
|
bool RectContainsViewport(const Rect& aRect) const;
|
|
|
|
bool ShouldAccelPath(const DrawOptions& aOptions,
|
|
const StrokeOptions* aStrokeOptions);
|
|
void DrawPath(const Path* aPath, const Pattern& aPattern,
|
|
const DrawOptions& aOptions,
|
|
const StrokeOptions* aStrokeOptions = nullptr);
|
|
|
|
bool MarkChanged();
|
|
|
|
void ReadIntoSkia();
|
|
void FlattenSkia();
|
|
bool FlushFromSkia();
|
|
|
|
void WaitForShmem() {
|
|
if (mSharedContext->mWaitForShmem) {
|
|
mSharedContext->WaitForShmem(this);
|
|
}
|
|
}
|
|
|
|
void MarkSkiaChanged(bool aOverwrite = false) {
|
|
WaitForShmem();
|
|
if (aOverwrite) {
|
|
mSkiaValid = true;
|
|
mSkiaLayer = false;
|
|
} else if (!mSkiaValid) {
|
|
ReadIntoSkia();
|
|
} else if (mSkiaLayer) {
|
|
FlattenSkia();
|
|
}
|
|
mWebglValid = false;
|
|
mIsClear = false;
|
|
}
|
|
|
|
void MarkSkiaChanged(const DrawOptions& aOptions);
|
|
|
|
bool ShouldUseSubpixelAA(ScaledFont* aFont, const DrawOptions& aOptions);
|
|
|
|
bool ReadInto(uint8_t* aDstData, int32_t aDstStride);
|
|
already_AddRefed<DataSourceSurface> ReadSnapshot();
|
|
already_AddRefed<TextureHandle> CopySnapshot(const IntRect& aRect);
|
|
already_AddRefed<TextureHandle> CopySnapshot() {
|
|
return CopySnapshot(GetRect());
|
|
}
|
|
|
|
void ClearSnapshot(bool aCopyOnWrite = true, bool aNeedHandle = false);
|
|
|
|
bool CreateFramebuffer();
|
|
|
|
// PrepareContext may sometimes be used recursively. When this occurs, ensure
|
|
// that clip state is restored after the context is used.
|
|
struct AutoRestoreContext {
|
|
DrawTargetWebgl* mTarget;
|
|
Rect mClipAARect;
|
|
RefPtr<WebGLTextureJS> mLastClipMask;
|
|
|
|
explicit AutoRestoreContext(DrawTargetWebgl* aTarget);
|
|
|
|
~AutoRestoreContext();
|
|
};
|
|
};
|
|
|
|
} // namespace gfx
|
|
} // namespace mozilla
|
|
|
|
#endif // _MOZILLA_GFX_DRAWTARGETWEBGL_H
|