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545 lines
19 KiB
C++
545 lines
19 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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_COMPOSITOR_H
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#define MOZILLA_GFX_COMPOSITOR_H
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#include "Units.h" // for ScreenPoint
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#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
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#include "mozilla/RefPtr.h" // for TemporaryRef, RefCounted
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#include "mozilla/gfx/Point.h" // for IntSize, Point
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#include "mozilla/gfx/Rect.h" // for Rect, IntRect
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#include "mozilla/gfx/Types.h" // for Float
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#include "mozilla/layers/CompositorTypes.h" // for DiagnosticTypes, etc
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#include "mozilla/layers/LayersTypes.h" // for LayersBackend
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#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
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#include "nsRegion.h"
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#include <vector>
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#include "mozilla/WidgetUtils.h"
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/**
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* Different elements of a web pages are rendered into separate "layers" before
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* they are flattened into the final image that is brought to the screen.
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* See Layers.h for more informations about layers and why we use retained
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* structures.
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* Most of the documentation for layers is directly in the source code in the
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* form of doc comments. An overview can also be found in the the wiki:
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* https://wiki.mozilla.org/Gecko:Overview#Graphics
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*
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*
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* # Main interfaces and abstractions
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*
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* - Layer, ShadowableLayer and LayerComposite
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* (see Layers.h and ipc/ShadowLayers.h)
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* - CompositableClient and CompositableHost
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* (client/CompositableClient.h composite/CompositableHost.h)
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* - TextureClient and TextureHost
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* (client/TextureClient.h composite/TextureHost.h)
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* - TextureSource
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* (composite/TextureHost.h)
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* - Forwarders
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* (ipc/CompositableForwarder.h ipc/ShadowLayers.h)
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* - Compositor
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* (this file)
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* - IPDL protocols
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* (.ipdl files under the gfx/layers/ipc directory)
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*
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* The *Client and Shadowable* classes are always used on the content thread.
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* Forwarders are always used on the content thread.
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* The *Host and Shadow* classes are always used on the compositor thread.
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* Compositors, TextureSource, and Effects are always used on the compositor
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* thread.
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* Most enums and constants are declared in LayersTypes.h and CompositorTypes.h.
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*
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*
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* # Texture transfer
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*
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* Most layer classes own a Compositable plus some extra information like
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* transforms and clip rects. They are platform independent.
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* Compositable classes manipulate Texture objects and are reponsible for
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* things like tiling, buffer rotation or double buffering. Compositables
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* are also platform-independent. Examples of compositable classes are:
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* - ImageClient
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* - CanvasClient
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* - ContentHost
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* - etc.
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* Texture classes (TextureClient and TextureHost) are thin abstractions over
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* platform-dependent texture memory. They are maniplulated by compositables
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* and don't know about buffer rotations and such. The purposes of TextureClient
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* and TextureHost are to synchronize, serialize and deserialize texture data.
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* TextureHosts provide access to TextureSources that are views on the
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* Texture data providing the necessary api for Compositor backend to composite
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* them.
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*
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* Compositable and Texture clients and hosts are created using factory methods.
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* They should only be created by using their constructor in exceptional
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* circumstances. The factory methods are located:
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* TextureClient - CompositableClient::CreateTextureClient
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* TextureHost - TextureHost::CreateTextureHost, which calls a
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* platform-specific function, e.g., CreateTextureHostOGL
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* CompositableClient - in the appropriate subclass, e.g.,
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* CanvasClient::CreateCanvasClient
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* CompositableHost - CompositableHost::Create
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*
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*
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* # IPDL
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*
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* If off-main-thread compositing (OMTC) is enabled, compositing is performed
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* in a dedicated thread. In some setups compositing happens in a dedicated
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* process. Documentation may refer to either the compositor thread or the
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* compositor process.
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* See explanations in ShadowLayers.h.
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*
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*
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* # Backend implementations
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*
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* Compositor backends like OpenGL or flavours of D3D live in their own directory
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* under gfx/layers/. To add a new backend, implement at least the following
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* interfaces:
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* - Compositor (ex. CompositorOGL)
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* - TextureHost (ex. SharedTextureHostOGL)
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* Depending on the type of data that needs to be serialized, you may need to
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* add specific TextureClient implementations.
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*/
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class nsIWidget;
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struct nsIntSize;
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class nsIntRegion;
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namespace mozilla {
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namespace gfx {
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class Matrix;
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class Matrix4x4;
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class DrawTarget;
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}
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namespace layers {
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struct Effect;
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struct EffectChain;
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class Image;
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class ISurfaceAllocator;
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class Layer;
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class NewTextureSource;
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class DataTextureSource;
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class CompositingRenderTarget;
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class PCompositorParent;
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class LayerManagerComposite;
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enum SurfaceInitMode
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{
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INIT_MODE_NONE,
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INIT_MODE_CLEAR
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};
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/**
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* A base class for a platform-dependent helper for use by TextureHost.
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*/
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class CompositorBackendSpecificData
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{
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NS_INLINE_DECL_REFCOUNTING(CompositorBackendSpecificData)
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protected:
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virtual ~CompositorBackendSpecificData() {}
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};
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/**
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* Common interface for compositor backends.
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*
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* Compositor provides a cross-platform interface to a set of operations for
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* compositing quads. Compositor knows nothing about the layer tree. It must be
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* told everything about each composited quad - contents, location, transform,
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* opacity, etc.
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*
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* In theory it should be possible for different widgets to use the same
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* compositor. In practice, we use one compositor per window.
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*
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* # Usage
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*
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* For an example of a user of Compositor, see LayerManagerComposite.
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*
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* Initialization: create a Compositor object, call Initialize().
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*
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* Destruction: destroy any resources associated with the compositor, call
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* Destroy(), delete the Compositor object.
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*
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* Composition:
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* call BeginFrame,
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* for each quad to be composited:
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* call MakeCurrent if necessary (not necessary if no other context has been
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* made current),
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* take care of any texture upload required to composite the quad, this step
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* is backend-dependent,
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* construct an EffectChain for the quad,
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* call DrawQuad,
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* call EndFrame.
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* If the user has to stop compositing at any point before EndFrame, call
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* AbortFrame.
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* If the compositor is usually used for compositing but compositing is
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* temporarily done without the compositor, call EndFrameForExternalComposition
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* after compositing each frame so the compositor can remain internally
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* consistent.
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*
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* By default, the compositor will render to the screen, to render to a target,
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* call SetTargetContext or SetRenderTarget, the latter with a target created
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* by CreateRenderTarget or CreateRenderTargetFromSource.
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*
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* The target and viewport methods can be called before any DrawQuad call and
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* affect any subsequent DrawQuad calls.
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*/
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class Compositor
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{
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protected:
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virtual ~Compositor() {}
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public:
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NS_INLINE_DECL_REFCOUNTING(Compositor)
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Compositor(PCompositorParent* aParent = nullptr)
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: mCompositorID(0)
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, mDiagnosticTypes(DiagnosticTypes::NO_DIAGNOSTIC)
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, mParent(aParent)
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, mScreenRotation(ROTATION_0)
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{
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}
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virtual TemporaryRef<DataTextureSource> CreateDataTextureSource(TextureFlags aFlags = TextureFlags::NO_FLAGS) = 0;
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virtual bool Initialize() = 0;
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virtual void Destroy() = 0;
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/**
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* Return true if the effect type is supported.
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*
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* By default Compositor implementations should support all effects but in
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* some rare cases it is not possible to support an effect efficiently.
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* This is the case for BasicCompositor with EffectYCbCr.
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*/
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virtual bool SupportsEffect(EffectTypes aEffect) { return true; }
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/**
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* Request a texture host identifier that may be used for creating textures
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* across process or thread boundaries that are compatible with this
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* compositor.
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*/
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virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() = 0;
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/**
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* Properties of the compositor.
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*/
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virtual bool CanUseCanvasLayerForSize(const gfx::IntSize& aSize) = 0;
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virtual int32_t GetMaxTextureSize() const = 0;
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/**
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* Set the target for rendering. Results will have been written to aTarget by
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* the time that EndFrame returns.
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*
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* If this method is not used, or we pass in nullptr, we target the compositor's
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* usual swap chain and render to the screen.
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*/
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void SetTargetContext(gfx::DrawTarget* aTarget, const nsIntRect& aRect)
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{
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mTarget = aTarget;
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mTargetBounds = aRect;
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}
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void ClearTargetContext()
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{
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mTarget = nullptr;
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}
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typedef uint32_t MakeCurrentFlags;
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static const MakeCurrentFlags ForceMakeCurrent = 0x1;
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/**
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* Make this compositor's rendering context the current context for the
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* underlying graphics API. This may be a global operation, depending on the
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* API. Our context will remain the current one until someone else changes it.
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*
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* Clients of the compositor should call this at the start of the compositing
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* process, it might be required by texture uploads etc.
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*
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* If aFlags == ForceMakeCurrent then we will (re-)set our context on the
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* underlying API even if it is already the current context.
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*/
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virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) = 0;
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/**
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* Creates a Surface that can be used as a rendering target by this
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* compositor.
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*/
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virtual TemporaryRef<CompositingRenderTarget>
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CreateRenderTarget(const gfx::IntRect& aRect, SurfaceInitMode aInit) = 0;
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/**
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* Creates a Surface that can be used as a rendering target by this
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* compositor, and initializes the surface by copying from aSource.
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* If aSource is null, then the current screen buffer is used as source.
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*
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* aSourcePoint specifies the point in aSource to copy data from.
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*/
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virtual TemporaryRef<CompositingRenderTarget>
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CreateRenderTargetFromSource(const gfx::IntRect& aRect,
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const CompositingRenderTarget* aSource,
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const gfx::IntPoint& aSourcePoint) = 0;
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/**
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* Sets the given surface as the target for subsequent calls to DrawQuad.
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* Passing null as aSurface sets the screen as the target.
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*/
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virtual void SetRenderTarget(CompositingRenderTarget* aSurface) = 0;
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/**
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* Returns the current target for rendering. Will return null if we are
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* rendering to the screen.
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*/
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virtual CompositingRenderTarget* GetCurrentRenderTarget() const = 0;
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/**
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* Mostly the compositor will pull the size from a widget and this method will
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* be ignored, but compositor implementations are free to use it if they like.
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*/
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virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) = 0;
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/**
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* Declare an offset to use when rendering layers. This will be ignored when
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* rendering to a target instead of the screen.
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*/
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virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) = 0;
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/**
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* Tell the compositor to draw a quad. What to do draw and how it is
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* drawn is specified by aEffectChain. aRect is the quad to draw, in user space.
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* aTransform transforms from user space to screen space. If texture coords are
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* required, these will be in the primary effect in the effect chain.
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*/
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virtual void DrawQuad(const gfx::Rect& aRect, const gfx::Rect& aClipRect,
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const EffectChain& aEffectChain,
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gfx::Float aOpacity, const gfx::Matrix4x4 &aTransform) = 0;
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/*
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* Clear aRect on current render target.
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*/
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virtual void ClearRect(const gfx::Rect& aRect) = 0;
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/**
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* Start a new frame.
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*
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* aInvalidRect is the invalid region of the screen; it can be ignored for
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* compositors where the performance for compositing the entire window is
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* sufficient.
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*
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* aClipRectIn is the clip rect for the window in window space (optional).
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* aTransform is the transform from user space to window space.
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* aRenderBounds bounding rect for rendering, in user space.
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*
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* If aClipRectIn is null, this method sets *aClipRectOut to the clip rect
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* actually used for rendering (if aClipRectIn is non-null, we will use that
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* for the clip rect).
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*
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* If aRenderBoundsOut is non-null, it will be set to the render bounds
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* actually used by the compositor in window space. If aRenderBoundsOut
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* is returned empty, composition should be aborted.
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*/
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virtual void BeginFrame(const nsIntRegion& aInvalidRegion,
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const gfx::Rect* aClipRectIn,
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const gfx::Matrix& aTransform,
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const gfx::Rect& aRenderBounds,
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gfx::Rect* aClipRectOut = nullptr,
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gfx::Rect* aRenderBoundsOut = nullptr) = 0;
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/**
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* Flush the current frame to the screen and tidy up.
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*/
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virtual void EndFrame() = 0;
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virtual void SetFBAcquireFence(Layer* aLayer) {}
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/**
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* Post-rendering stuff if the rendering is done outside of this Compositor
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* e.g., by Composer2D.
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* aTransform is the transform from user space to window space.
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*/
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virtual void EndFrameForExternalComposition(const gfx::Matrix& aTransform) = 0;
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/**
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* Tidy up if BeginFrame has been called, but EndFrame won't be.
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*/
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virtual void AbortFrame() = 0;
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/**
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* Setup the viewport and projection matrix for rendering to a target of the
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* given dimensions. The size and transform here will override those set in
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* BeginFrame. BeginFrame sets a size and transform for the default render
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* target, usually the screen. Calling this method prepares the compositor to
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* render using a different viewport (that is, size and transform), usually
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* associated with a new render target.
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* aWorldTransform is the transform from user space to the new viewport's
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* coordinate space.
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*/
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virtual void PrepareViewport(const gfx::IntSize& aSize,
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const gfx::Matrix& aWorldTransform) = 0;
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/**
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* Whether textures created by this compositor can receive partial updates.
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*/
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virtual bool SupportsPartialTextureUpdate() = 0;
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void SetDiagnosticTypes(DiagnosticTypes aDiagnostics)
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{
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mDiagnosticTypes = aDiagnostics;
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}
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DiagnosticTypes GetDiagnosticTypes() const
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{
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return mDiagnosticTypes;
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}
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void DrawDiagnostics(DiagnosticFlags aFlags,
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const gfx::Rect& visibleRect,
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const gfx::Rect& aClipRect,
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const gfx::Matrix4x4& transform,
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uint32_t aFlashCounter = DIAGNOSTIC_FLASH_COUNTER_MAX);
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void DrawDiagnostics(DiagnosticFlags aFlags,
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const nsIntRegion& visibleRegion,
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const gfx::Rect& aClipRect,
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const gfx::Matrix4x4& transform,
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uint32_t aFlashCounter = DIAGNOSTIC_FLASH_COUNTER_MAX);
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#ifdef MOZ_DUMP_PAINTING
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virtual const char* Name() const = 0;
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#endif // MOZ_DUMP_PAINTING
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virtual LayersBackend GetBackendType() const = 0;
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/**
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* Each Compositor has a unique ID.
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* This ID is used to keep references to each Compositor in a map accessed
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* from the compositor thread only, so that async compositables can find
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* the right compositor parent and schedule compositing even if the compositor
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* changed.
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*/
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uint32_t GetCompositorID() const
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{
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return mCompositorID;
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}
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void SetCompositorID(uint32_t aID)
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{
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MOZ_ASSERT(mCompositorID == 0, "The compositor ID must be set only once.");
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mCompositorID = aID;
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}
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/**
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* Notify the compositor that composition is being paused. This allows the
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* compositor to temporarily release any resources.
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* Between calling Pause and Resume, compositing may fail.
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*/
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virtual void Pause() {}
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/**
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* Notify the compositor that composition is being resumed. The compositor
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* regain any resources it requires for compositing.
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* Returns true if succeeded.
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*/
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virtual bool Resume() { return true; }
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/**
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* Call before rendering begins to ensure the compositor is ready to
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* composite. Returns false if rendering should be aborted.
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*/
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virtual bool Ready() { return true; }
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// XXX I expect we will want to move mWidget into this class and implement
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// these methods properly.
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virtual nsIWidget* GetWidget() const { return nullptr; }
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/**
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* Debug-build assertion that can be called to ensure code is running on the
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* compositor thread.
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*/
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static void AssertOnCompositorThread();
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/**
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* We enforce that there can only be one Compositor backend type off the main
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* thread at the same time. The backend type in use can be checked with this
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* static method. We need this for creating texture clients/hosts etc. when we
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* don't have a reference to a Compositor.
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*
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* This can only be used from the compositor thread!
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*/
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static LayersBackend GetBackend();
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size_t GetFillRatio() {
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float fillRatio = 0;
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if (mPixelsFilled > 0 && mPixelsPerFrame > 0) {
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fillRatio = 100.0f * float(mPixelsFilled) / float(mPixelsPerFrame);
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if (fillRatio > 999.0f) {
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fillRatio = 999.0f;
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}
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}
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return fillRatio;
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}
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virtual CompositorBackendSpecificData* GetCompositorBackendSpecificData() {
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return nullptr;
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}
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ScreenRotation GetScreenRotation() const {
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return mScreenRotation;
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}
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void SetScreenRotation(ScreenRotation aRotation) {
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mScreenRotation = aRotation;
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}
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// On b2g the clip rect is in the coordinate space of the physical screen
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// independently of its rotation, while the coordinate space of the layers,
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// on the other hand, depends on the screen orientation.
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// This only applies to b2g as with other platforms, orientation is handled
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// at the OS level rather than in Gecko.
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// In addition, the clip rect needs to be offset by the rendering origin.
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// This becomes important if intermediate surfaces are used.
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gfx::Rect ClipRectInLayersCoordinates(gfx::Rect aClip) const;
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protected:
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void DrawDiagnosticsInternal(DiagnosticFlags aFlags,
|
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const gfx::Rect& aVisibleRect,
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const gfx::Rect& aClipRect,
|
|
const gfx::Matrix4x4& transform,
|
|
uint32_t aFlashCounter);
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|
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bool ShouldDrawDiagnostics(DiagnosticFlags);
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/**
|
|
* Set the global Compositor backend, checking that one isn't already set.
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|
*/
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static void SetBackend(LayersBackend backend);
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uint32_t mCompositorID;
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DiagnosticTypes mDiagnosticTypes;
|
|
PCompositorParent* mParent;
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|
|
|
/**
|
|
* 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;
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|
|
ScreenRotation mScreenRotation;
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|
|
|
virtual gfx::IntSize GetWidgetSize() const = 0;
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|
|
|
RefPtr<gfx::DrawTarget> mTarget;
|
|
nsIntRect mTargetBounds;
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|
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private:
|
|
static LayersBackend sBackend;
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|
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};
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} // namespace layers
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} // namespace mozilla
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#endif /* MOZILLA_GFX_COMPOSITOR_H */
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