gecko-dev/dom/canvas/DrawTargetWebgl.cpp

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

1806 строки
71 KiB
C++
Исходник Обычный вид История

Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
/* -*- 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/. */
#include "DrawTargetWebglInternal.h"
#include "mozilla/StaticPrefs_gfx.h"
#include "mozilla/gfx/Blur.h"
#include "mozilla/gfx/DrawTargetSkia.h"
#include "mozilla/gfx/HelpersSkia.h"
#include "mozilla/gfx/Logging.h"
#include "mozilla/gfx/PathSkia.h"
#include "mozilla/gfx/Swizzle.h"
#include "ClientWebGLContext.h"
#include "gfxPlatform.h"
#include "gfxUtils.h"
namespace mozilla::gfx {
// Inserts (allocated) a rectangle of the requested size into the tree.
Maybe<IntPoint> TexturePacker::Insert(const IntSize& aSize) {
// Check if the available space could possibly fit the requested size. If
// not, there is no reason to continue searching within this sub-tree.
if (mAvailable < std::min(aSize.width, aSize.height) ||
mBounds.width < aSize.width || mBounds.height < aSize.height) {
return Nothing();
}
if (mChildren[0]) {
// If this node has children, then try to insert into each of the children
// in turn.
Maybe<IntPoint> inserted = mChildren[0]->Insert(aSize);
if (!inserted) {
inserted = mChildren[1]->Insert(aSize);
}
// If the insertion succeeded, adjust the available state to reflect the
// remaining space in the children.
if (inserted) {
mAvailable = std::max(mChildren[0]->mAvailable, mChildren[1]->mAvailable);
if (!mAvailable) {
DiscardChildren();
}
}
return inserted;
}
// If we get here, we've encountered a leaf node. First check if its size is
// exactly the requested size. If so, mark the node as unavailable and return
// its offset.
if (mBounds.Size() == aSize) {
mAvailable = 0;
return Some(mBounds.TopLeft());
}
// The node is larger than the requested size. Choose the axis which has the
// most excess space beyond the requested size and split it so that at least
// one of the children matches the requested size for that axis.
if (mBounds.width - aSize.width > mBounds.height - aSize.height) {
mChildren[0].reset(new TexturePacker(
IntRect(mBounds.x, mBounds.y, aSize.width, mBounds.height)));
mChildren[1].reset(new TexturePacker(
IntRect(mBounds.x + aSize.width, mBounds.y, mBounds.width - aSize.width,
mBounds.height)));
} else {
mChildren[0].reset(new TexturePacker(
IntRect(mBounds.x, mBounds.y, mBounds.width, aSize.height)));
mChildren[1].reset(new TexturePacker(
IntRect(mBounds.x, mBounds.y + aSize.height, mBounds.width,
mBounds.height - aSize.height)));
}
// After splitting, try to insert into the first child, which should usually
// be big enough to accomodate the request. Adjust the available state to the
// remaining space.
Maybe<IntPoint> inserted = mChildren[0]->Insert(aSize);
mAvailable = std::max(mChildren[0]->mAvailable, mChildren[1]->mAvailable);
return inserted;
}
// Removes (frees) a rectangle with the given bounds from the tree.
bool TexturePacker::Remove(const IntRect& aBounds) {
if (!mChildren[0]) {
// If there are no children, we encountered a leaf node. Non-zero available
// state means that this node was already removed previously. Also, if the
// bounds don't contain the request, and assuming the tree was previously
// split during insertion, then this node is not the node we're searching
// for.
if (mAvailable > 0 || !mBounds.Contains(aBounds)) {
return false;
}
// The bounds match exactly and it was previously inserted, so in this case
// we can just remove it.
if (mBounds == aBounds) {
mAvailable = std::min(mBounds.width, mBounds.height);
return true;
}
// We need to split this leaf node so that it can exactly match the removed
// bounds. We know the leaf node at least contains the removed bounds, but
// needs to be subdivided until it has a child node that exactly matches.
// Choose the axis to split with the largest amount of excess space. Within
// that axis, choose the larger of the space before or after the subrect as
// the split point to the new children.
if (mBounds.width - aBounds.width > mBounds.height - aBounds.height) {
int split = aBounds.x - mBounds.x > mBounds.XMost() - aBounds.XMost()
? aBounds.x
: aBounds.XMost();
mChildren[0].reset(new TexturePacker(
IntRect(mBounds.x, mBounds.y, split - mBounds.x, mBounds.height),
false));
mChildren[1].reset(new TexturePacker(
IntRect(split, mBounds.y, mBounds.XMost() - split, mBounds.height),
false));
} else {
int split = aBounds.y - mBounds.y > mBounds.YMost() - aBounds.YMost()
? aBounds.y
: aBounds.YMost();
mChildren[0].reset(new TexturePacker(
IntRect(mBounds.x, mBounds.y, mBounds.width, split - mBounds.y),
false));
mChildren[1].reset(new TexturePacker(
IntRect(mBounds.x, split, mBounds.width, mBounds.YMost() - split),
false));
}
}
// We've encountered a branch node. Determine which of the two child nodes
// would possibly contain the removed bounds. We first check which axis the
// children were split on and then whether the removed bounds on that axis
// are past the start of the second child. Proceed to recurse into that
// child node for removal.
bool next = mChildren[0]->mBounds.x < mChildren[1]->mBounds.x
? aBounds.x >= mChildren[1]->mBounds.x
: aBounds.y >= mChildren[1]->mBounds.y;
bool removed = mChildren[next ? 1 : 0]->Remove(aBounds);
if (removed) {
if (mChildren[0]->IsFullyAvailable() && mChildren[1]->IsFullyAvailable()) {
DiscardChildren();
mAvailable = std::min(mBounds.width, mBounds.height);
} else {
mAvailable = std::max(mChildren[0]->mAvailable, mChildren[1]->mAvailable);
}
}
return removed;
}
SharedTexture::SharedTexture(const IntSize& aSize, SurfaceFormat aFormat,
const RefPtr<WebGLTextureJS>& aTexture)
: mPacker(IntRect(IntPoint(0, 0), aSize)),
mFormat(aFormat),
mTexture(aTexture) {}
SharedTextureHandle::SharedTextureHandle(const IntRect& aBounds,
SharedTexture* aTexture)
: mBounds(aBounds), mTexture(aTexture) {}
already_AddRefed<SharedTextureHandle> SharedTexture::Allocate(
const IntSize& aSize) {
RefPtr<SharedTextureHandle> handle;
if (Maybe<IntPoint> origin = mPacker.Insert(aSize)) {
handle = new SharedTextureHandle(IntRect(*origin, aSize), this);
++mAllocatedHandles;
}
return handle.forget();
}
bool SharedTexture::Free(const SharedTextureHandle& aHandle) {
if (aHandle.mTexture != this) {
return false;
}
if (!mPacker.Remove(aHandle.mBounds)) {
return false;
}
--mAllocatedHandles;
return true;
}
StandaloneTexture::StandaloneTexture(const IntSize& aSize,
SurfaceFormat aFormat,
const RefPtr<WebGLTextureJS>& aTexture)
: mSize(aSize), mFormat(aFormat), mTexture(aTexture) {}
DrawTargetWebgl::DrawTargetWebgl() = default;
DrawTargetWebgl::~DrawTargetWebgl() {
while (!mTextureHandles.isEmpty()) {
PruneTextureHandle(mTextureHandles.popLast());
--mNumTextureHandles;
}
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
UnlinkSurfaceTextures();
UnlinkGlyphCaches();
}
// Remove any SourceSurface user data associated with this TextureHandle.
inline void DrawTargetWebgl::UnlinkSurfaceTexture(
const RefPtr<TextureHandle>& aHandle) {
if (SourceSurface* surface = aHandle->GetSurface()) {
surface->RemoveUserData(aHandle->IsShadow() ? &mShadowTextureKey
: &mTextureHandleKey);
}
}
// Unlinks TextureHandles from any SourceSurface user data.
void DrawTargetWebgl::UnlinkSurfaceTextures() {
for (RefPtr<TextureHandle> handle = mTextureHandles.getFirst(); handle;
handle = handle->getNext()) {
UnlinkSurfaceTexture(handle);
}
}
// Unlinks GlyphCaches from any ScaledFont user data.
void DrawTargetWebgl::UnlinkGlyphCaches() {
GlyphCache* cache = mGlyphCaches.getFirst();
while (cache) {
ScaledFont* font = cache->GetFont();
// Access the next cache before removing the user data, as it might destroy
// the cache.
cache = cache->getNext();
font->RemoveUserData(&mGlyphCacheKey);
}
}
// Try to initialize a new WebGL context. Verifies that the requested size does
// not exceed the available texture limits and that shader creation succeeded.
bool DrawTargetWebgl::Init(const IntSize& size, const SurfaceFormat format) {
WebGLContextOptions options = {};
options.alpha = !IsOpaque(format);
options.depth = false;
options.stencil = false;
options.antialias = true;
options.preserveDrawingBuffer = true;
options.failIfMajorPerformanceCaveat = true;
mWebgl = new ClientWebGLContext(true);
mWebgl->SetContextOptions(options);
if (mWebgl->SetDimensions(size.width, size.height) != NS_OK) {
mWebgl = nullptr;
return false;
}
// Cache the max texture size in case the WebGL context is lost.
mMaxTextureSize = mWebgl->Limits().maxTex2dSize;
if (size_t(std::max(size.width, size.height)) > mMaxTextureSize) {
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
mWebgl = nullptr;
return false;
}
if (!CreateShaders()) {
mWebgl = nullptr;
return false;
}
mSkia = new DrawTargetSkia;
if (!mSkia->Init(size, SurfaceFormat::B8G8R8A8)) {
return false;
}
mSize = size;
mFormat = format;
return true;
}
// Signal to CanvasRenderingContext2D when the WebGL context is lost.
bool DrawTargetWebgl::IsValid() const {
return mWebgl && !mWebgl->IsContextLost();
}
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
already_AddRefed<DrawTargetWebgl> DrawTargetWebgl::Create(
const IntSize& aSize, SurfaceFormat aFormat) {
if (!StaticPrefs::gfx_canvas_accelerated()) {
return nullptr;
}
// The interpretation of the min-size and max-size follows from the old
// SkiaGL prefs. First just ensure that the context is not unreasonably
// small.
static const int32_t kMinDimension = 16;
if (std::min(aSize.width, aSize.height) < kMinDimension) {
return nullptr;
}
int32_t minSize = StaticPrefs::gfx_canvas_accelerated_min_size();
if (aSize.width * aSize.height < minSize * minSize) {
return nullptr;
}
// Maximum pref allows 3 different options:
// 0 means unlimited size,
// > 0 means use value as an absolute threshold,
// < 0 means use the number of screen pixels as a threshold.
int32_t maxSize = StaticPrefs::gfx_canvas_accelerated_max_size();
if (maxSize > 0) {
if (std::max(aSize.width, aSize.height) > maxSize) {
return nullptr;
}
} else if (maxSize < 0) {
// Default to historical mobile screen size of 980x480, like FishIEtank.
// In addition, allow acceleration up to this size even if the screen is
// smaller. A lot content expects this size to work well. See Bug 999841
static const int32_t kScreenPixels = 980 * 480;
IntSize screenSize = gfxPlatform::GetPlatform()->GetScreenSize();
if (aSize.width * aSize.height >
std::max(screenSize.width * screenSize.height, kScreenPixels)) {
return nullptr;
}
}
RefPtr<DrawTargetWebgl> dt = new DrawTargetWebgl;
if (!dt->Init(aSize, aFormat) || !dt->IsValid()) {
return nullptr;
}
return dt.forget();
}
void* DrawTargetWebgl::GetNativeSurface(NativeSurfaceType aType) {
switch (aType) {
case NativeSurfaceType::WEBGL_CONTEXT:
// If the context is lost, then don't attempt to access it.
if (mWebgl->IsContextLost()) {
return nullptr;
}
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
if (!mWebglValid) {
FlushFromSkia();
}
return mWebgl.get();
default:
return nullptr;
}
}
already_AddRefed<SourceSurface> DrawTargetWebgl::Snapshot() {
// If already using the Skia fallback, then just snapshot that.
if (mSkiaValid) {
return mSkia->Snapshot();
}
// Check if there's already a snapshot.
RefPtr<SourceSurface> snapshot = mSnapshot;
if (snapshot) {
return snapshot.forget();
}
// If there's no valid Skia and the WebGL context is lost, there is nothing to
// snapshot.
if (mWebgl->IsContextLost()) {
return nullptr;
}
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
// If no snapshot, then allocate one, map it, and read from the WebGL context
// into the surface.
mSnapshot = Factory::CreateDataSourceSurface(mSize, mFormat);
if (!mSnapshot) {
return nullptr;
}
DataSourceSurface::ScopedMap dstMap(mSnapshot, DataSourceSurface::WRITE);
if (!dstMap.IsMapped() || !ReadInto(dstMap.GetData(), dstMap.GetStride())) {
mSnapshot = nullptr;
return nullptr;
}
snapshot = mSnapshot;
return snapshot.forget();
}
// Read from the WebGL context into a buffer. This handles both swizzling BGRA
// to RGBA and flipping the image.
bool DrawTargetWebgl::ReadInto(uint8_t* aDstData, int32_t aDstStride) {
RefPtr<DataSourceSurface> temp =
Factory::CreateDataSourceSurface(mSize, mFormat);
if (!temp) {
return false;
}
DataSourceSurface::ScopedMap srcMap(temp, DataSourceSurface::READ_WRITE);
if (!srcMap.IsMapped()) {
return false;
}
int32_t srcStride = srcMap.GetStride();
webgl::ReadPixelsDesc desc;
desc.srcOffset = {0, 0};
desc.size = *uvec2::FromSize(mSize);
desc.packState.rowLength = srcStride / 4;
Range<uint8_t> range = {srcMap.GetData(), size_t(srcStride) * mSize.height};
mWebgl->DoReadPixels(desc, range);
const uint8_t* srcRow = srcMap.GetData();
uint8_t* dstRow = aDstData + size_t(aDstStride) * mSize.height;
for (int y = 0; y < mSize.height; y++) {
dstRow -= aDstStride;
SwizzleData(srcRow, srcMap.GetStride(), SurfaceFormat::B8G8R8A8, dstRow,
aDstStride, SurfaceFormat::R8G8B8A8, IntSize(mSize.width, 1));
srcRow += srcStride;
}
return true;
}
already_AddRefed<SourceSurface> DrawTargetWebgl::GetBackingSurface() {
return Snapshot();
}
void DrawTargetWebgl::MarkChanged() {
mSkiaValid = false;
mSnapshot = nullptr;
}
bool DrawTargetWebgl::LockBits(uint8_t** aData, IntSize* aSize,
int32_t* aStride, SurfaceFormat* aFormat,
IntPoint* aOrigin) {
if (mSkiaValid) {
return mSkia->LockBits(aData, aSize, aStride, aFormat, aOrigin);
}
return false;
}
void DrawTargetWebgl::ReleaseBits(uint8_t* aData) {
if (mSkiaValid) {
mSkia->ReleaseBits(aData);
}
}
// Attempts to create all shaders and resources to be used for drawing commands.
// Returns whether or not this succeeded.
bool DrawTargetWebgl::CreateShaders() {
if (!mVertexArray) {
mVertexArray = mWebgl->CreateVertexArray();
}
if (!mVertexBuffer) {
mVertexBuffer = mWebgl->CreateBuffer();
static const float rectData[8] = {0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f};
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
mWebgl->BindVertexArray(mVertexArray.get());
mWebgl->BindBuffer(LOCAL_GL_ARRAY_BUFFER, mVertexBuffer.get());
mWebgl->RawBufferData(LOCAL_GL_ARRAY_BUFFER,
{(const uint8_t*)rectData, sizeof(rectData)},
LOCAL_GL_STATIC_DRAW);
mWebgl->EnableVertexAttribArray(0);
mWebgl->VertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, 0);
}
if (!mSolidProgram) {
auto vsSource =
u"attribute vec2 a_vertex;\n"
"uniform vec2 u_transform[3];\n"
"void main() {\n"
" vec2 vertex = u_transform[0] * a_vertex.x +\n"
" u_transform[1] * a_vertex.y +\n"
" u_transform[2];\n"
" gl_Position = vec4(vertex, 0.0, 1.0);\n"
"}\n"_ns;
auto fsSource =
u"precision mediump float;\n"
"uniform vec4 u_color;\n"
"void main() {\n"
" gl_FragColor = u_color;\n"
"}\n"_ns;
RefPtr<WebGLShaderJS> vsId = mWebgl->CreateShader(LOCAL_GL_VERTEX_SHADER);
mWebgl->ShaderSource(*vsId, vsSource);
mWebgl->CompileShader(*vsId);
if (!mWebgl->GetCompileResult(*vsId).success) {
return false;
}
RefPtr<WebGLShaderJS> fsId = mWebgl->CreateShader(LOCAL_GL_FRAGMENT_SHADER);
mWebgl->ShaderSource(*fsId, fsSource);
mWebgl->CompileShader(*fsId);
if (!mWebgl->GetCompileResult(*fsId).success) {
return false;
}
mSolidProgram = mWebgl->CreateProgram();
mWebgl->AttachShader(*mSolidProgram, *vsId);
mWebgl->AttachShader(*mSolidProgram, *fsId);
mWebgl->BindAttribLocation(*mSolidProgram, 0, u"a_vertex"_ns);
mWebgl->LinkProgram(*mSolidProgram);
if (!mWebgl->GetLinkResult(*mSolidProgram).success) {
return false;
}
mSolidProgramTransform =
mWebgl->GetUniformLocation(*mSolidProgram, u"u_transform"_ns);
mSolidProgramColor =
mWebgl->GetUniformLocation(*mSolidProgram, u"u_color"_ns);
if (!mSolidProgramTransform || !mSolidProgramColor) {
return false;
}
}
if (!mImageProgram) {
auto vsSource =
u"attribute vec2 a_vertex;\n"
"varying vec2 v_texcoord;\n"
"uniform vec2 u_transform[3];\n"
"uniform vec2 u_texmatrix[3];\n"
"void main() {\n"
" vec2 vertex = u_transform[0] * a_vertex.x +\n"
" u_transform[1] * a_vertex.y +\n"
" u_transform[2];\n"
" gl_Position = vec4(vertex, 0.0, 1.0);\n"
" v_texcoord = u_texmatrix[0] * a_vertex.x +\n"
" u_texmatrix[1] * a_vertex.y +\n"
" u_texmatrix[2];\n"
"}\n"_ns;
auto fsSource =
u"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform vec4 u_texbounds;\n"
"uniform vec4 u_color;\n"
"uniform float u_swizzle;\n"
"uniform sampler2D u_sampler;\n"
"void main() {\n"
" vec2 tc = clamp(v_texcoord, u_texbounds.xy, u_texbounds.zw);\n"
" vec4 image = texture2D(u_sampler, tc);\n"
" gl_FragColor = u_color * mix(image.bgra, image.rrrr, u_swizzle);\n"
"}\n"_ns;
RefPtr<WebGLShaderJS> vsId = mWebgl->CreateShader(LOCAL_GL_VERTEX_SHADER);
mWebgl->ShaderSource(*vsId, vsSource);
mWebgl->CompileShader(*vsId);
if (!mWebgl->GetCompileResult(*vsId).success) {
return false;
}
RefPtr<WebGLShaderJS> fsId = mWebgl->CreateShader(LOCAL_GL_FRAGMENT_SHADER);
mWebgl->ShaderSource(*fsId, fsSource);
mWebgl->CompileShader(*fsId);
if (!mWebgl->GetCompileResult(*fsId).success) {
return false;
}
mImageProgram = mWebgl->CreateProgram();
mWebgl->AttachShader(*mImageProgram, *vsId);
mWebgl->AttachShader(*mImageProgram, *fsId);
mWebgl->BindAttribLocation(*mImageProgram, 0, u"a_vertex"_ns);
mWebgl->LinkProgram(*mImageProgram);
if (!mWebgl->GetLinkResult(*mImageProgram).success) {
return false;
}
mImageProgramTransform =
mWebgl->GetUniformLocation(*mImageProgram, u"u_transform"_ns);
mImageProgramTexMatrix =
mWebgl->GetUniformLocation(*mImageProgram, u"u_texmatrix"_ns);
mImageProgramTexBounds =
mWebgl->GetUniformLocation(*mImageProgram, u"u_texbounds"_ns);
mImageProgramSwizzle =
mWebgl->GetUniformLocation(*mImageProgram, u"u_swizzle"_ns);
mImageProgramColor =
mWebgl->GetUniformLocation(*mImageProgram, u"u_color"_ns);
mImageProgramSampler =
mWebgl->GetUniformLocation(*mImageProgram, u"u_sampler"_ns);
if (!mImageProgramTransform || !mImageProgramTexMatrix ||
!mImageProgramTexBounds || !mImageProgramSwizzle ||
!mImageProgramColor || !mImageProgramSampler) {
return false;
}
}
return true;
}
void DrawTargetWebgl::ClearRect(const Rect& aRect) {
ColorPattern pattern(
DeviceColor(0.0f, 0.0f, 0.0f, IsOpaque(mFormat) ? 1.0f : 0.0f));
DrawRect(aRect, pattern, DrawOptions(1.0f, CompositionOp::OP_SOURCE));
}
void DrawTargetWebgl::CopySurface(SourceSurface* aSurface,
const IntRect& aSourceRect,
const IntPoint& aDestination) {
if (mSkiaValid) {
MarkSkiaChanged();
mSkia->CopySurface(aSurface, aSourceRect, aDestination);
return;
}
Matrix matrix = Matrix::Translation(aDestination - aSourceRect.TopLeft());
SurfacePattern pattern(aSurface, ExtendMode::CLAMP, matrix);
DrawRect(Rect(IntRect(aDestination, aSourceRect.Size())), pattern,
DrawOptions(1.0f, CompositionOp::OP_SOURCE), Nothing(), nullptr,
false, false);
}
void DrawTargetWebgl::PushClip(const Path* aPath) { mSkia->PushClip(aPath); }
void DrawTargetWebgl::PushClipRect(const Rect& aRect) {
mSkia->PushClipRect(aRect);
}
void DrawTargetWebgl::PushDeviceSpaceClipRects(const IntRect* aRects,
uint32_t aCount) {
mSkia->PushDeviceSpaceClipRects(aRects, aCount);
}
void DrawTargetWebgl::PopClip() { mSkia->PopClip(); }
// Whether a given composition operator can be mapped to a WebGL blend mode.
static inline bool SupportsDrawOptions(const DrawOptions& aOptions) {
switch (aOptions.mCompositionOp) {
case CompositionOp::OP_OVER:
case CompositionOp::OP_ADD:
case CompositionOp::OP_ATOP:
case CompositionOp::OP_SOURCE:
return true;
default:
return false;
}
}
// Whether a pattern can be mapped to an available WebGL shader.
bool DrawTargetWebgl::SupportsPattern(const Pattern& aPattern) {
switch (aPattern.GetType()) {
case PatternType::COLOR:
return true;
case PatternType::SURFACE: {
auto surfacePattern = static_cast<const SurfacePattern&>(aPattern);
if (surfacePattern.mSurface) {
IntSize size = surfacePattern.mSurface->GetSize();
// The maximum size a surface can be before triggering a fallback to
// software. Bound the maximum surface size by the actual texture size
// limit.
int32_t maxSize = int32_t(
std::min(StaticPrefs::gfx_canvas_accelerated_max_surface_size(),
mMaxTextureSize));
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
// Check if either of the surface dimensions or the sampling rect,
// if supplied, exceed the maximum.
if (std::max(size.width, size.height) > maxSize &&
(surfacePattern.mSamplingRect.IsEmpty() ||
std::max(surfacePattern.mSamplingRect.width,
surfacePattern.mSamplingRect.height) > maxSize)) {
return false;
}
}
return true;
}
default:
// Patterns other than colors and surfaces are currently not accelerated.
return false;
}
}
// When a texture handle is no longer referenced, it must mark itself unused
// by unlinking its owning surface.
static void ReleaseTextureHandle(void* aPtr) {
static_cast<TextureHandle*>(aPtr)->SetSurface(nullptr);
}
// Common rectangle and pattern drawing function shared my many DrawTarget
// commands. If aMaskColor is specified, the provided surface pattern will be
// treated as a mask. If aHandle is specified, then the surface pattern's
// texture will be cached in the supplied handle, as opposed to using the
// surface's user data. If aTransformed or aClipped are false, then transforms
// and/or clipping will be disabled. If aAccelOnly is specified, then this
// function will return before it would have otherwise drawn without
// acceleration. If aForceUpdate is specified, then the provided texture handle
// will be respecified with the provided surface.
bool DrawTargetWebgl::DrawRect(const Rect& aRect, const Pattern& aPattern,
const DrawOptions& aOptions,
Maybe<DeviceColor> aMaskColor,
RefPtr<TextureHandle>* aHandle,
bool aTransformed, bool aClipped,
bool aAccelOnly, bool aForceUpdate) {
if (aRect.IsEmpty()) {
return true;
}
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
// Determine whether the clipping rectangle is simple enough to accelerate.
Maybe<IntRect> intClip;
if (!aClipped) {
// If no clipping requested, just set it to the size of the target.
intClip = Some(IntRect(IntPoint(), mSize));
} else if (Maybe<Rect> clip = mSkia->GetDeviceClipRect()) {
// Check if there is a device space clip rectangle available from the Skia
// target. If the clip is empty, trivially discard the draw request.
if (clip->IsEmpty()) {
return true;
}
// Check if the clip rectangle is imperceptibly close to pixel boundaries
// so that rounding won't noticeably change the clipping result. Scissoring
// only supports integer coordinates.
IntRect intRect = RoundedToInt(*clip);
if (clip->WithinEpsilonOf(Rect(intRect), 1.0e-3f)) {
intClip = Some(intRect);
}
}
// Check if the drawing options, the pattern, and the clip rectangle support
// acceleration. If not, fall back to using the Skia target.
if (!SupportsDrawOptions(aOptions) || !SupportsPattern(aPattern) ||
!intClip || mWebgl->IsContextLost()) {
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
// If only accelerated drawing was requested, bail out.
if (aAccelOnly) {
return false;
}
// Invalidate the WebGL target and prepare the Skia target for drawing.
MarkSkiaChanged();
if (aTransformed) {
// If transforms are requested, then just translate back to FillRect.
if (aMaskColor) {
mSkia->Mask(ColorPattern(*aMaskColor), aPattern, aOptions);
} else {
mSkia->FillRect(aRect, aPattern, aOptions);
}
} else if (aClipped) {
// If no transform was requested but clipping is still required, then
// temporarily reset the transform before translating to FillRect.
mSkia->SetTransform(Matrix());
if (aMaskColor) {
auto surfacePattern = static_cast<const SurfacePattern&>(aPattern);
if (surfacePattern.mSamplingRect.IsEmpty()) {
mSkia->MaskSurface(ColorPattern(*aMaskColor), surfacePattern.mSurface,
aRect.TopLeft(), aOptions);
} else {
mSkia->Mask(ColorPattern(*aMaskColor), aPattern, aOptions);
}
} else {
mSkia->FillRect(aRect, aPattern, aOptions);
}
mSkia->SetTransform(mTransform);
} else if (aPattern.GetType() == PatternType::SURFACE) {
// No transform nor clipping was requested, so it is essentially just a
// copy.
auto surfacePattern = static_cast<const SurfacePattern&>(aPattern);
mSkia->CopySurface(surfacePattern.mSurface,
surfacePattern.mSurface->GetRect(),
IntPoint::Round(aRect.TopLeft()));
} else {
MOZ_ASSERT(false);
}
return false;
}
// The drawing command can be accelerated. Ensure the Skia target contents if
// flushed to the WebGL context if necessary.
if (!mWebglValid) {
FlushFromSkia();
}
MarkChanged();
// Map the composition op to a WebGL blend mode, if possible.
if (aOptions.mCompositionOp != mLastCompositionOp) {
mLastCompositionOp = aOptions.mCompositionOp;
mWebgl->Enable(LOCAL_GL_BLEND);
switch (aOptions.mCompositionOp) {
case CompositionOp::OP_OVER:
mWebgl->BlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA);
break;
case CompositionOp::OP_ADD:
mWebgl->BlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE, LOCAL_GL_ONE,
LOCAL_GL_ONE);
break;
case CompositionOp::OP_ATOP:
mWebgl->BlendFuncSeparate(
LOCAL_GL_DST_ALPHA, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_DST_ALPHA, LOCAL_GL_ONE_MINUS_SRC_ALPHA);
break;
case CompositionOp::OP_SOURCE:
default:
mWebgl->Disable(LOCAL_GL_BLEND);
break;
}
}
// Set up the scissor test to reflect the clipping rectangle, if supplied.
if (intClip->Contains(IntRect(IntPoint(), mSize))) {
intClip = Nothing();
} else {
mWebgl->Enable(LOCAL_GL_SCISSOR_TEST);
mWebgl->Scissor(intClip->x, mSize.height - (intClip->y + intClip->height),
intClip->width, intClip->height);
}
// Now try to actually draw the pattern...
switch (aPattern.GetType()) {
case PatternType::COLOR: {
auto color = static_cast<const ColorPattern&>(aPattern).mColor;
if (((color.a * aOptions.mAlpha == 1.0f &&
aOptions.mCompositionOp == CompositionOp::OP_OVER) ||
aOptions.mCompositionOp == CompositionOp::OP_SOURCE) &&
mTransform.HasOnlyIntegerTranslation()) {
// Certain color patterns can be mapped to scissored cleared. The
// composition op must effectively overwrite the destination, and the
// transform must map to an axis-aligned integer rectangle.
auto intRect = RoundedToInt(aRect);
if (aRect.WithinEpsilonOf(Rect(intRect), 1.0e-3f)) {
intRect += RoundedToInt(mTransform.GetTranslation());
IntRect bounds = intClip.refOr(IntRect(IntPoint(), mSize));
bool scissor = !intRect.Contains(bounds);
if (scissor) {
mWebgl->Enable(LOCAL_GL_SCISSOR_TEST);
intRect =
intRect.Intersect(intClip.refOr(IntRect(IntPoint(), mSize)));
mWebgl->Scissor(intRect.x,
mSize.height - (intRect.y + intRect.height),
intRect.width, intRect.height);
}
float a = color.a * aOptions.mAlpha;
mWebgl->ClearColor(color.r * a, color.g * a, color.b * a, a);
mWebgl->Clear(LOCAL_GL_COLOR_BUFFER_BIT);
if (scissor) {
mWebgl->Disable(LOCAL_GL_SCISSOR_TEST);
}
break;
}
}
// Since it couldn't be mapped to a scissored clear, we need to use the
// solid color shader with supplied transform.
mWebgl->UseProgram(mSolidProgram.get());
float a = color.a * aOptions.mAlpha;
float colorData[4] = {color.r * a, color.g * a, color.b * a, a};
Matrix xform(aRect.width, 0.0f, 0.0f, aRect.height, aRect.x, aRect.y);
if (aTransformed) {
xform *= mTransform;
}
xform *= Matrix(2.0f / float(mSize.width), 0.0f, 0.0f,
-2.0f / float(mSize.height), -1, 1);
float xformData[6] = {xform._11, xform._12, xform._21,
xform._22, xform._31, xform._32};
mWebgl->UniformData(LOCAL_GL_FLOAT_VEC2, mSolidProgramTransform, false,
{(const uint8_t*)xformData, sizeof(xformData)});
mWebgl->UniformData(LOCAL_GL_FLOAT_VEC4, mSolidProgramColor, false,
{(const uint8_t*)colorData, sizeof(colorData)});
// Finally draw the colored rectangle.
mWebgl->DrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
break;
}
case PatternType::SURFACE: {
auto surfacePattern = static_cast<const SurfacePattern&>(aPattern);
// If a texture handle was supplied, or if the surface already has an
// assigned texture handle stashed in its used data, try to use it.
RefPtr<TextureHandle> handle =
aHandle ? aHandle->get()
: (surfacePattern.mSurface
? static_cast<TextureHandle*>(
surfacePattern.mSurface->GetUserData(
&mTextureHandleKey))
: nullptr);
IntSize texSize;
IntPoint offset;
SurfaceFormat format;
// Check if the found handle is still valid and if its sampling rect
// matches the requested sampling rect.
if (handle && handle->IsValid() &&
(surfacePattern.mSamplingRect.IsEmpty() ||
handle->GetSamplingRect().IsEqualEdges(
surfacePattern.mSamplingRect))) {
texSize = handle->GetSize();
format = handle->GetFormat();
offset = handle->GetSamplingOffset();
} else {
// Otherwise, there is no handle that can be used yet, so extract
// information from the surface pattern.
handle = nullptr;
if (!surfacePattern.mSurface) {
// If there was no actual surface supplied, then we tried to draw
// using a texture handle, but the texture handle wasn't valid.
break;
}
texSize = surfacePattern.mSurface->GetSize();
format = surfacePattern.mSurface->GetFormat();
if (!surfacePattern.mSamplingRect.IsEmpty()) {
texSize = surfacePattern.mSamplingRect.Size();
offset = surfacePattern.mSamplingRect.TopLeft();
}
}
// Switch to the image shader and set up relevant transforms.
mWebgl->UseProgram(mImageProgram.get());
DeviceColor color = aMaskColor.valueOr(DeviceColor(1, 1, 1, 1));
float a = color.a * aOptions.mAlpha;
float colorData[4] = {color.r * a, color.g * a, color.b * a, a};
float swizzleData = aMaskColor ? 1.0f : 0.0f;
Matrix xform(aRect.width, 0.0f, 0.0f, aRect.height, aRect.x, aRect.y);
if (aTransformed) {
xform *= mTransform;
}
xform *= Matrix(2.0f / float(mSize.width), 0.0f, 0.0f,
-2.0f / float(mSize.height), -1, 1);
float xformData[6] = {xform._11, xform._12, xform._21,
xform._22, xform._31, xform._32};
mWebgl->UniformData(LOCAL_GL_FLOAT_VEC2, mImageProgramTransform, false,
{(const uint8_t*)xformData, sizeof(xformData)});
mWebgl->UniformData(LOCAL_GL_FLOAT_VEC4, mImageProgramColor, false,
{(const uint8_t*)colorData, sizeof(colorData)});
mWebgl->UniformData(LOCAL_GL_FLOAT, mImageProgramSwizzle, false,
{(const uint8_t*)&swizzleData, sizeof(swizzleData)});
int32_t samplerData = 0;
mWebgl->UniformData(LOCAL_GL_INT, mImageProgramSampler, false,
{(const uint8_t*)&samplerData, sizeof(samplerData)});
RefPtr<WebGLTextureJS> tex;
IntRect bounds;
IntSize backingSize;
bool update = aForceUpdate;
bool init = false;
if (handle) {
// If using an existing handle, move it to the front of the MRU list.
handle->remove();
mTextureHandles.insertFront(handle);
if (update) {
// The size of the texture may change if we update contents.
mUsedTextureMemory -= handle->UsedBytes();
handle->UpdateSize(texSize);
mUsedTextureMemory += handle->UsedBytes();
handle->SetSamplingOffset(surfacePattern.mSamplingRect.TopLeft());
}
} else {
// There is no existing handle. Calculate the bytes that would be used
// by this texture, and prune enough other textures to ensure we have
// that much usable texture space available to allocate.
size_t usedBytes = TextureHandle::UsedBytes(format, texSize);
PruneTextureMemory(usedBytes, false);
// The requested page size for shared textures.
int32_t pageSize = int32_t(
std::min(StaticPrefs::gfx_canvas_accelerated_shared_page_size(),
mMaxTextureSize));
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
if (!aForceUpdate &&
std::max(texSize.width, texSize.height) <= pageSize / 2) {
// Ensure that the surface size won't change via forced update and
// that the surface is no bigger than a quadrant of a shared texture
// page. If so, try to allocate it to a shared texture. Look for any
// existing shared texture page with a matching format and allocate
// from that if possible.
for (auto& shared : mSharedTextures) {
if (shared->GetFormat() == format) {
handle = shared->Allocate(texSize);
if (handle) {
break;
}
}
}
// If we couldn't find an existing shared texture page with matching
// format, then allocate a new page to put the request in.
if (!handle) {
tex = mWebgl->CreateTexture();
if (!tex) {
MOZ_ASSERT(false);
break;
}
RefPtr<SharedTexture> shared =
new SharedTexture(IntSize(pageSize, pageSize), format, tex);
mSharedTextures.push_back(shared);
mTotalTextureMemory += shared->UsedBytes();
handle = shared->Allocate(texSize);
if (!handle) {
MOZ_ASSERT(false);
break;
}
init = true;
}
update = true;
} else {
// The surface wouldn't fit in a shared texture page, so we need to
// allocate a standalone texture for it instead.
tex = mWebgl->CreateTexture();
if (!tex) {
MOZ_ASSERT(false);
break;
}
RefPtr<StandaloneTexture> standalone =
new StandaloneTexture(texSize, format, tex);
mStandaloneTextures.push_back(standalone);
mTotalTextureMemory += standalone->UsedBytes();
handle = standalone;
update = true;
init = true;
}
// Insert the new texture handle into the front of the MRU list and
// update used space for it.
mTextureHandles.insertFront(handle);
++mNumTextureHandles;
mUsedTextureMemory += handle->UsedBytes();
// Link the handle to the surface's user data.
handle->SetSamplingOffset(surfacePattern.mSamplingRect.TopLeft());
if (aHandle) {
*aHandle = handle;
} else {
handle->SetSurface(surfacePattern.mSurface);
surfacePattern.mSurface->AddUserData(&mTextureHandleKey, handle.get(),
ReleaseTextureHandle);
}
}
// Start binding the WebGL state for the texture.
if (!tex) {
tex = handle->GetWebGLTexture();
}
bounds = handle->GetBounds();
backingSize = handle->GetBackingSize();
mWebgl->BindTexture(LOCAL_GL_TEXTURE_2D, tex.get());
if (init) {
// If this is the first time the texture is used, we need to initialize
// the clamping and filtering state.
mWebgl->TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S,
LOCAL_GL_CLAMP_TO_EDGE);
mWebgl->TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T,
LOCAL_GL_CLAMP_TO_EDGE);
mWebgl->TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER,
LOCAL_GL_LINEAR);
mWebgl->TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER,
LOCAL_GL_LINEAR);
if (texSize != backingSize) {
// If this is a shared texture handle whose actual backing texture is
// larger than it, then we need to allocate the texture page to the
// full backing size before we can do a partial upload of the surface.
GLenum intFormat =
format == SurfaceFormat::A8 ? LOCAL_GL_R8 : LOCAL_GL_RGBA8;
GLenum extFormat =
format == SurfaceFormat::A8 ? LOCAL_GL_RED : LOCAL_GL_RGBA;
webgl::PackingInfo texPI = {extFormat, LOCAL_GL_UNSIGNED_BYTE};
webgl::TexUnpackBlobDesc texDesc = {
LOCAL_GL_TEXTURE_2D,
{uint32_t(backingSize.width), uint32_t(backingSize.height), 1},
};
mWebgl->RawTexImage(0, intFormat, {0, 0, 0}, texPI, texDesc);
}
}
if (update) {
// The surface needs to be uploaded to its backing texture either to
// initialize or update the texture handle contents. Map the data
// contents of the surface so it can be read.
RefPtr<DataSourceSurface> data =
surfacePattern.mSurface->GetDataSurface();
DataSourceSurface::ScopedMap map(data, DataSourceSurface::READ);
int32_t stride = map.GetStride();
int32_t bpp = BytesPerPixel(format);
// Get the data pointer range considering the sampling rect offset and
// size.
Range<const uint8_t> range(
map.GetData() + offset.y * size_t(stride) + offset.x * bpp,
texSize.height * size_t(stride));
webgl::TexUnpackBlobDesc texDesc = {
LOCAL_GL_TEXTURE_2D,
{uint32_t(texSize.width), uint32_t(texSize.height), 1},
gfxAlphaType::NonPremult,
Some(RawBuffer(range)),
};
// If the stride happens to be 4 byte aligned, assume that is the
// desired alignment regardless of format (even A8). Otherwise, we
// default to byte alignment.
texDesc.unpacking.mUnpackAlignment = stride % 4 ? 1 : 4;
texDesc.unpacking.mUnpackRowLength = stride / bpp;
texDesc.unpacking.mUnpackImageHeight = texSize.height;
// Upload as RGBA8 to avoid swizzling during upload. Surfaces provide
// data as BGRA, but we manually swizzle that in the shader. An A8
// surface will be stored as an R8 texture that will also be swizzled
// in the shader.
GLenum intFormat =
format == SurfaceFormat::A8 ? LOCAL_GL_R8 : LOCAL_GL_RGBA8;
GLenum extFormat =
format == SurfaceFormat::A8 ? LOCAL_GL_RED : LOCAL_GL_RGBA;
webgl::PackingInfo texPI = {extFormat, LOCAL_GL_UNSIGNED_BYTE};
// Do the (partial) upload for the shared or standalone texture.
mWebgl->RawTexImage(0, texSize == backingSize ? intFormat : 0,
{uint32_t(bounds.x), uint32_t(bounds.y), 0}, texPI,
texDesc);
}
// Set up the texture coordinate matrix to map from the input rectangle to
// the backing texture subrect.
Size backingSizeF(backingSize);
Matrix uvMatrix(aRect.width, 0.0f, 0.0f, aRect.height, aRect.x, aRect.y);
uvMatrix *= surfacePattern.mMatrix.Inverse();
uvMatrix *=
Matrix(1.0f / backingSizeF.width, 0, 0, 1.0f / backingSizeF.height,
float(bounds.x - offset.x) / backingSizeF.width,
float(bounds.y - offset.y) / backingSizeF.height);
float uvData[6] = {uvMatrix._11, uvMatrix._12, uvMatrix._21,
uvMatrix._22, uvMatrix._31, uvMatrix._32};
mWebgl->UniformData(LOCAL_GL_FLOAT_VEC2, mImageProgramTexMatrix, false,
{(const uint8_t*)uvData, sizeof(uvData)});
// Clamp sampling to within the bounds of the backing texture subrect.
float texBounds[4] = {
(bounds.x + 0.5f) / backingSizeF.width,
(bounds.y + 0.5f) / backingSizeF.height,
(bounds.XMost() - 0.5f) / backingSizeF.width,
(bounds.YMost() - 0.5f) / backingSizeF.height,
};
mWebgl->UniformData(LOCAL_GL_FLOAT_VEC4, mImageProgramTexBounds, false,
{(const uint8_t*)texBounds, sizeof(texBounds)});
// Finally draw the image rectangle.
mWebgl->DrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
break;
}
default:
gfxWarning() << "Unknown DrawTargetWebgl::DrawRect pattern type: "
<< (int)aPattern.GetType();
break;
}
// mWebgl->Disable(LOCAL_GL_BLEND);
// Clean up any scissor state if there was clipping.
if (intClip) {
mWebgl->Disable(LOCAL_GL_SCISSOR_TEST);
}
return true;
}
bool DrawTargetWebgl::RemoveSharedTexture(
const RefPtr<SharedTexture>& aTexture) {
auto pos =
std::find(mSharedTextures.begin(), mSharedTextures.end(), aTexture);
if (pos == mSharedTextures.end()) {
return false;
}
mTotalTextureMemory -= aTexture->UsedBytes();
mSharedTextures.erase(pos);
return true;
}
void SharedTextureHandle::Cleanup(DrawTargetWebgl& aDT) {
mTexture->Free(*this);
// Check if the shared handle's owning page has no more allocated handles
// after we freed it. If so, remove the empty shared texture page also.
if (!mTexture->HasAllocatedHandles()) {
aDT.RemoveSharedTexture(mTexture);
}
}
bool DrawTargetWebgl::RemoveStandaloneTexture(
const RefPtr<StandaloneTexture>& aTexture) {
auto pos = std::find(mStandaloneTextures.begin(), mStandaloneTextures.end(),
aTexture);
if (pos == mStandaloneTextures.end()) {
return false;
}
mTotalTextureMemory -= aTexture->UsedBytes();
mStandaloneTextures.erase(pos);
return true;
}
void StandaloneTexture::Cleanup(DrawTargetWebgl& aDT) {
aDT.RemoveStandaloneTexture(this);
}
// Prune a given texture handle and release its associated resources.
void DrawTargetWebgl::PruneTextureHandle(RefPtr<TextureHandle> aHandle) {
// Invalidate the handle so nothing will subsequently use its contents.
aHandle->Invalidate();
// If the handle has an associated SourceSurface, unlink it.
UnlinkSurfaceTexture(aHandle);
// If the handle has an associated GlyphCacheEntry, unlink it.
if (RefPtr<GlyphCacheEntry> entry = aHandle->GetGlyphCacheEntry()) {
entry->Unlink();
}
// Deduct the used space from the total.
mUsedTextureMemory -= aHandle->UsedBytes();
// Ensure any allocated shared or standalone texture regions get freed.
aHandle->Cleanup(*this);
}
// Prune any texture memory above the limit (or margin below the limit) or any
// least-recently-used handles that are no longer associated with any usable
// surface.
bool DrawTargetWebgl::PruneTextureMemory(size_t aMargin, bool aPruneUnused) {
// The maximum amount of texture memory that may be used by textures.
size_t maxBytes = StaticPrefs::gfx_canvas_accelerated_cache_size() << 20;
maxBytes -= std::min(maxBytes, aMargin);
size_t maxItems = StaticPrefs::gfx_canvas_accelerated_cache_items();
size_t oldItems = mNumTextureHandles;
while (!mTextureHandles.isEmpty() &&
(mUsedTextureMemory > maxBytes || mNumTextureHandles > maxItems ||
(aPruneUnused && !mTextureHandles.getLast()->IsUsed()))) {
PruneTextureHandle(mTextureHandles.popLast());
--mNumTextureHandles;
}
return mNumTextureHandles < oldItems;
}
void DrawTargetWebgl::FillRect(const Rect& aRect, const Pattern& aPattern,
const DrawOptions& aOptions) {
DrawRect(aRect, aPattern, aOptions);
}
void DrawTargetWebgl::Fill(const Path* aPath, const Pattern& aPattern,
const DrawOptions& aOptions) {
if (!aPath || aPath->GetBackendType() != BackendType::SKIA) {
return;
}
const auto& skiaPath = static_cast<const PathSkia*>(aPath)->GetPath();
SkRect rect;
if (skiaPath.isRect(&rect)) {
DrawRect(SkRectToRect(rect), aPattern, aOptions);
} else {
MarkSkiaChanged();
mSkia->Fill(aPath, aPattern, aOptions);
}
}
void DrawTargetWebgl::DrawSurface(SourceSurface* aSurface, const Rect& aDest,
const Rect& aSource,
const DrawSurfaceOptions& aSurfOptions,
const DrawOptions& aOptions) {
Matrix matrix = Matrix::Scaling(aDest.width / aSource.width,
aDest.height / aSource.height);
matrix.PreTranslate(-aSource.x, -aSource.y);
matrix.PostTranslate(aDest.x, aDest.y);
SurfacePattern pattern(aSurface, ExtendMode::CLAMP, matrix);
DrawRect(aDest, pattern, aOptions);
}
void DrawTargetWebgl::Mask(const Pattern& aSource, const Pattern& aMask,
const DrawOptions& aOptions) {
if (!SupportsDrawOptions(aOptions) ||
aMask.GetType() != PatternType::SURFACE ||
aSource.GetType() != PatternType::COLOR) {
MarkSkiaChanged();
mSkia->Mask(aSource, aMask, aOptions);
return;
}
auto sourceColor = static_cast<const ColorPattern&>(aSource).mColor;
auto maskPattern = static_cast<const SurfacePattern&>(aMask);
DrawRect(Rect(IntRect(IntPoint(), maskPattern.mSurface->GetSize())),
maskPattern, aOptions, Some(sourceColor));
}
void DrawTargetWebgl::MaskSurface(const Pattern& aSource, SourceSurface* aMask,
Point aOffset, const DrawOptions& aOptions) {
if (!SupportsDrawOptions(aOptions) ||
aSource.GetType() != PatternType::COLOR) {
MarkSkiaChanged();
mSkia->MaskSurface(aSource, aMask, aOffset, aOptions);
} else {
auto sourceColor = static_cast<const ColorPattern&>(aSource).mColor;
SurfacePattern pattern(aMask, ExtendMode::CLAMP,
Matrix::Translation(aOffset));
DrawRect(Rect(aOffset, Size(aMask->GetSize())), pattern, aOptions,
Some(sourceColor));
}
}
// Extract the surface's alpha values into an A8 surface.
static already_AddRefed<DataSourceSurface> ExtractAlpha(
SourceSurface* aSurface) {
RefPtr<DataSourceSurface> surfaceData = aSurface->GetDataSurface();
if (!surfaceData) {
return nullptr;
}
DataSourceSurface::ScopedMap srcMap(surfaceData, DataSourceSurface::READ);
if (!srcMap.IsMapped()) {
return nullptr;
}
IntSize size = surfaceData->GetSize();
RefPtr<DataSourceSurface> alpha =
Factory::CreateDataSourceSurface(size, SurfaceFormat::A8, false);
if (!alpha) {
return nullptr;
}
DataSourceSurface::ScopedMap dstMap(alpha, DataSourceSurface::WRITE);
if (!dstMap.IsMapped()) {
return nullptr;
}
SwizzleData(srcMap.GetData(), srcMap.GetStride(), surfaceData->GetFormat(),
dstMap.GetData(), dstMap.GetStride(), SurfaceFormat::A8, size);
return alpha.forget();
}
void DrawTargetWebgl::DrawSurfaceWithShadow(SourceSurface* aSurface,
const Point& aDest,
const DeviceColor& aColor,
const Point& aOffset, Float aSigma,
CompositionOp aOperator) {
// Attempts to generate a software blur of the surface which will then be
// cached in a texture handle as well as the original surface. Both will
// then be subsequently blended to the WebGL context. First, look for an
// existing cached shadow texture assigned to the surface.
IntSize size = aSurface->GetSize();
RefPtr<TextureHandle> handle =
static_cast<TextureHandle*>(aSurface->GetUserData(&mShadowTextureKey));
if (!handle || !handle->IsValid() || handle->GetSigma() != aSigma) {
// If there is no existing shadow texture, we need to generate one. Extract
// the surface's alpha values and blur them with the provided sigma.
RefPtr<DataSourceSurface> alpha;
if (RefPtr<DataSourceSurface> alphaData = ExtractAlpha(aSurface)) {
DataSourceSurface::ScopedMap dstMap(alphaData,
DataSourceSurface::READ_WRITE);
if (dstMap.IsMapped()) {
AlphaBoxBlur blur(Rect(0, 0, size.width, size.height),
dstMap.GetStride(), aSigma, aSigma);
blur.Blur(dstMap.GetData());
alpha = alphaData;
}
}
if (alpha) {
// Once we successfully generate the blurred shadow surface, we now need
// to generate a cached texture for it.
IntPoint shadowOffset = IntPoint::Round(aDest + aOffset);
SurfacePattern shadowMask(alpha, ExtendMode::CLAMP,
Matrix::Translation(Point(shadowOffset)));
handle = nullptr;
if (DrawRect(Rect(IntRect(shadowOffset, size)), shadowMask,
DrawOptions(1.0f, aOperator), Some(aColor), &handle, false,
true) &&
handle) {
// If drawing succeeded, then we now have a cached texture for the
// shadow that can be assigned to the surface for reuse.
handle->SetSurface(aSurface);
handle->SetSigma(aSigma);
aSurface->AddUserData(&mShadowTextureKey, handle.get(),
ReleaseTextureHandle);
}
// Finally draw the original surface.
IntPoint surfaceOffset = IntPoint::Round(aDest);
SurfacePattern surfacePattern(aSurface, ExtendMode::CLAMP,
Matrix::Translation(Point(surfaceOffset)));
DrawRect(Rect(IntRect(surfaceOffset, size)), surfacePattern,
DrawOptions(1.0f, aOperator), Nothing(), nullptr, false, true);
return;
}
} else {
// We found a cached shadow texture. Try to draw with it.
IntPoint shadowOffset = IntPoint::Round(aDest + aOffset);
SurfacePattern shadowMask(nullptr, ExtendMode::CLAMP,
Matrix::Translation(Point(shadowOffset)));
if (DrawRect(Rect(IntRect(shadowOffset, size)), shadowMask,
DrawOptions(1.0f, aOperator), Some(aColor), &handle, false,
true, true)) {
// If drawing the cached shadow texture succeeded, then proceed to draw
// the original surface as well.
IntPoint surfaceOffset = IntPoint::Round(aDest);
SurfacePattern surfacePattern(aSurface, ExtendMode::CLAMP,
Matrix::Translation(Point(surfaceOffset)));
DrawRect(Rect(IntRect(surfaceOffset, size)), surfacePattern,
DrawOptions(1.0f, aOperator), Nothing(), nullptr, false, true);
return;
}
}
// If it wasn't possible to draw the shadow and surface to the WebGL context,
// just fall back to drawing it to the Skia target.
MarkSkiaChanged();
mSkia->DrawSurfaceWithShadow(aSurface, aDest, aColor, aOffset, aSigma,
aOperator);
}
already_AddRefed<PathBuilder> DrawTargetWebgl::CreatePathBuilder(
FillRule aFillRule) const {
return mSkia->CreatePathBuilder(aFillRule);
}
void DrawTargetWebgl::SetTransform(const Matrix& aTransform) {
DrawTarget::SetTransform(aTransform);
mSkia->SetTransform(aTransform);
}
void DrawTargetWebgl::StrokeRect(const Rect& aRect, const Pattern& aPattern,
const StrokeOptions& aStrokeOptions,
const DrawOptions& aOptions) {
MarkSkiaChanged();
mSkia->StrokeRect(aRect, aPattern, aStrokeOptions, aOptions);
}
void DrawTargetWebgl::StrokeLine(const Point& aStart, const Point& aEnd,
const Pattern& aPattern,
const StrokeOptions& aStrokeOptions,
const DrawOptions& aOptions) {
MarkSkiaChanged();
mSkia->StrokeLine(aStart, aEnd, aPattern, aStrokeOptions, aOptions);
}
void DrawTargetWebgl::Stroke(const Path* aPath, const Pattern& aPattern,
const StrokeOptions& aStrokeOptions,
const DrawOptions& aOptions) {
MarkSkiaChanged();
mSkia->Stroke(aPath, aPattern, aStrokeOptions, aOptions);
}
void DrawTargetWebgl::StrokeGlyphs(ScaledFont* aFont,
const GlyphBuffer& aBuffer,
const Pattern& aPattern,
const StrokeOptions& aStrokeOptions,
const DrawOptions& aOptions) {
MarkSkiaChanged();
mSkia->StrokeGlyphs(aFont, aBuffer, aPattern, aStrokeOptions, aOptions);
}
// Skia only supports subpixel positioning to the nearest 1/4 fraction. It
// would be wasteful to attempt to cache text runs with positioning that is
// anymore precise than this. To prevent this cache bloat, we quantize the
// transformed glyph positions to the nearest 1/4.
static inline IntPoint QuantizePosition(const Matrix& aTransform,
const IntPoint& aOffset,
const Point& aPosition) {
IntPoint pos =
RoundedToInt(aTransform.TransformPoint(aPosition) * 4.0f) - aOffset * 4;
return IntPoint(pos.x & 3, pos.y & 3);
}
// Hashes a glyph buffer to a single hash value that can be used for quick
// comparisons. Each glyph position is transformed and quantized before
// hashing.
HashNumber GlyphCacheEntry::HashGlyphs(const GlyphBuffer& aBuffer,
const Matrix& aTransform) {
HashNumber hash = 0;
IntPoint offset =
TruncatedToInt(aTransform.TransformPoint(aBuffer.mGlyphs[0].mPosition));
for (size_t i = 0; i < aBuffer.mNumGlyphs; i++) {
const Glyph& glyph = aBuffer.mGlyphs[i];
hash = AddToHash(hash, glyph.mIndex);
IntPoint pos = QuantizePosition(aTransform, offset, glyph.mPosition);
hash = AddToHash(hash, pos.x);
hash = AddToHash(hash, pos.y);
}
return hash;
}
// When caching text runs, we need to ensure the scale and orientation of the
// text is approximately the same. The offset will be considered separately.
static inline bool HasMatchingScale(const Matrix& aTransform1,
const Matrix& aTransform2) {
return FuzzyEqual(aTransform1._11, aTransform2._11) &&
FuzzyEqual(aTransform1._12, aTransform2._12) &&
FuzzyEqual(aTransform1._21, aTransform2._21) &&
FuzzyEqual(aTransform1._22, aTransform2._22);
}
// Determines if an existing glyph cache entry matches an incoming text run.
bool GlyphCacheEntry::MatchesGlyphs(const GlyphBuffer& aBuffer,
const DeviceColor& aColor,
const Matrix& aTransform,
const IntRect& aBounds, HashNumber aHash) {
// First check if the hash matches to quickly reject the text run before any
// more expensive checking. If it matches, then check if the color, transform,
// and bounds are the same.
if (aHash != mHash || aBuffer.mNumGlyphs != mBuffer.mNumGlyphs ||
aColor != mColor || !HasMatchingScale(aTransform, mTransform) ||
aBounds.Size() != mBounds.Size()) {
return false;
}
IntPoint offset =
TruncatedToInt(aTransform.TransformPoint(aBuffer.mGlyphs[0].mPosition));
if (aBounds.TopLeft() - offset != mBounds.TopLeft()) {
return false;
}
// Finally check if all glyphs and their quantized positions match.
for (size_t i = 0; i < aBuffer.mNumGlyphs; i++) {
const Glyph& dst = mBuffer.mGlyphs[i];
const Glyph& src = aBuffer.mGlyphs[i];
if (dst.mIndex != src.mIndex ||
dst.mPosition !=
Point(QuantizePosition(aTransform, offset, src.mPosition))) {
return false;
}
}
return true;
}
GlyphCacheEntry::GlyphCacheEntry(const GlyphBuffer& aBuffer,
const DeviceColor& aColor,
const Matrix& aTransform,
const IntRect& aBounds, HashNumber aHash)
: mColor(aColor),
mTransform(aTransform),
mBounds(aBounds),
mHash(aHash ? aHash : HashGlyphs(aBuffer, aTransform)) {
// Store a copy of the glyph buffer with positions already quantized for fast
// comparison later.
Glyph* glyphs = new Glyph[aBuffer.mNumGlyphs];
IntPoint offset =
TruncatedToInt(aTransform.TransformPoint(aBuffer.mGlyphs[0].mPosition));
mBounds -= offset;
for (size_t i = 0; i < aBuffer.mNumGlyphs; i++) {
Glyph& dst = glyphs[i];
const Glyph& src = aBuffer.mGlyphs[i];
dst.mIndex = src.mIndex;
dst.mPosition = Point(QuantizePosition(aTransform, offset, src.mPosition));
}
mBuffer.mGlyphs = glyphs;
mBuffer.mNumGlyphs = aBuffer.mNumGlyphs;
}
// Attempt to find a matching entry in the glyph cache. If one isn't found,
// a new entry will be created. The caller should check whether the contained
// texture handle is valid to determine if it will need to render the text run
// or just reuse the cached texture.
already_AddRefed<GlyphCacheEntry> GlyphCache::FindOrInsertEntry(
const GlyphBuffer& aBuffer, const DeviceColor& aColor,
const Matrix& aTransform, const IntRect& aBounds, HashNumber aHash) {
if (!aHash) {
aHash = GlyphCacheEntry::HashGlyphs(aBuffer, aTransform);
}
for (const RefPtr<GlyphCacheEntry>& entry : mEntries) {
if (entry->MatchesGlyphs(aBuffer, aColor, aTransform, aBounds, aHash)) {
return do_AddRef(entry);
}
}
RefPtr<GlyphCacheEntry> entry =
new GlyphCacheEntry(aBuffer, aColor, aTransform, aBounds, aHash);
mEntries.insertFront(entry);
return entry.forget();
}
GlyphCache::GlyphCache(ScaledFont* aFont) : mFont(aFont) {}
void GlyphCacheEntry::Link(const RefPtr<TextureHandle>& aHandle) {
mHandle = aHandle;
mHandle->SetGlyphCacheEntry(this);
}
// When the GlyphCacheEntry becomes unused, it marks the corresponding
// TextureHandle as unused and unlinks it from the GlyphCacheEntry. The
// entry is removed from its containing GlyphCache, if applicable.
void GlyphCacheEntry::Unlink() {
if (isInList()) {
remove();
}
// The entry may not have a valid handle if rasterization failed.
if (mHandle) {
mHandle->SetGlyphCacheEntry(nullptr);
mHandle = nullptr;
}
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
}
GlyphCache::~GlyphCache() {
while (RefPtr<GlyphCacheEntry> entry = mEntries.popLast()) {
entry->Unlink();
}
}
static void ReleaseGlyphCache(void* aPtr) {
delete static_cast<GlyphCache*>(aPtr);
}
void DrawTargetWebgl::SetPermitSubpixelAA(bool aPermitSubpixelAA) {
DrawTarget::SetPermitSubpixelAA(aPermitSubpixelAA);
mSkia->SetPermitSubpixelAA(aPermitSubpixelAA);
}
// Check for any color glyphs contained within a rasterized BGRA8 text result.
static bool CheckForColorGlyphs(const RefPtr<SourceSurface>& aSurface) {
if (aSurface->GetFormat() != SurfaceFormat::B8G8R8A8) {
return false;
}
RefPtr<DataSourceSurface> dataSurf = aSurface->GetDataSurface();
if (!dataSurf) {
return true;
}
DataSourceSurface::ScopedMap map(dataSurf, DataSourceSurface::READ);
if (!map.IsMapped()) {
return true;
}
IntSize size = dataSurf->GetSize();
const uint8_t* data = map.GetData();
int32_t stride = map.GetStride();
for (int y = 0; y < size.height; y++) {
const uint32_t* x = (const uint32_t*)data;
const uint32_t* end = x + size.width;
for (; x < end; x++) {
// Verify if all components are the same as for premultiplied grayscale.
uint32_t color = *x;
uint32_t gray = color & 0xFF;
gray |= gray << 8;
gray |= gray << 16;
if (color != gray) return true;
}
data += stride;
}
return false;
}
void DrawTargetWebgl::FillGlyphs(ScaledFont* aFont, const GlyphBuffer& aBuffer,
const Pattern& aPattern,
const DrawOptions& aOptions) {
// Draws glyphs to the WebGL target by trying to generate a cached texture for
// the text run that can be subsequently reused to quickly render the text run
// without using any software surfaces.
if (!aFont || !aBuffer.mNumGlyphs) {
return;
}
if (mWebglValid && SupportsDrawOptions(aOptions) &&
aPattern.GetType() == PatternType::COLOR) {
// Get the local bounds of the text run.
Maybe<Rect> bounds =
mSkia->GetGlyphLocalBounds(aFont, aBuffer, aPattern, nullptr, aOptions);
if (bounds) {
// Transform the local bounds into device space so that we know how big
// the cached texture will be.
Rect xformBounds =
mTransform.TransformBounds(*bounds).Intersect(Rect(mSkia->GetRect()));
if (xformBounds.IsEmpty()) {
return;
}
IntRect intBounds = RoundedOut(xformBounds);
// Determine what type of surface we will need to render the text run to.
// Grayscale AA can render to an A8 texture, whereas subpixel AA requires
// rendering the subpixel masks to a BGRA texture.
AntialiasMode aaMode = aFont->GetDefaultAAMode();
if (aOptions.mAntialiasMode != AntialiasMode::DEFAULT) {
aaMode = aOptions.mAntialiasMode;
}
bool useSubpixelAA =
GetPermitSubpixelAA() && (aaMode == AntialiasMode::DEFAULT ||
aaMode == AntialiasMode::SUBPIXEL);
// Whether to render the text as a full color result as opposed to as a
// grayscale mask. Subpixel AA or fonts with color glyphs require this.
// We currently have to check to check the rasterized result to see if
// there are any color glyphs as there is not yet a way to a priori know
// this.
bool useColor = useSubpixelAA;
// Look for an existing glyph cache on the font. If not there, create it.
GlyphCache* cache =
static_cast<GlyphCache*>(aFont->GetUserData(&mGlyphCacheKey));
if (!cache) {
cache = new GlyphCache(aFont);
aFont->AddUserData(&mGlyphCacheKey, cache, ReleaseGlyphCache);
mGlyphCaches.insertFront(cache);
}
// Hash the incoming text run and looking for a matching entry.
HashNumber hash = GlyphCacheEntry::HashGlyphs(aBuffer, mTransform);
DeviceColor color = static_cast<const ColorPattern&>(aPattern).mColor;
color.a *= aOptions.mAlpha;
DeviceColor aaColor =
useColor ? color : DeviceColor(1.0f, 1.0f, 1.0f, 1.0f);
RefPtr<GlyphCacheEntry> entry = cache->FindOrInsertEntry(
aBuffer, aaColor, mTransform, intBounds, hash);
if (entry) {
RefPtr<TextureHandle> handle = entry->GetHandle();
if (handle && handle->IsValid()) {
// If there is an entry with a valid cached texture handle, then try
// to draw with that. If that for some reason failed, then fall back
// to using the Skia target as that means we were preventing from
// drawing to the WebGL context based on something other than the
// texture.
SurfacePattern pattern(nullptr, ExtendMode::CLAMP,
Matrix::Translation(intBounds.TopLeft()));
if (!DrawRect(Rect(intBounds), pattern, aOptions,
handle->GetFormat() == SurfaceFormat::A8 ? Some(color)
: Nothing(),
&handle, false, true, true)) {
MarkSkiaChanged();
mSkia->FillGlyphs(aFont, aBuffer, aPattern, aOptions);
}
return;
}
handle = nullptr;
// If we get here, either there wasn't a cached texture handle or it
// wasn't valid. Render the text run into a temporary target.
RefPtr<DrawTargetSkia> textDT = new DrawTargetSkia;
if (textDT->Init(intBounds.Size(), SurfaceFormat::B8G8R8A8)) {
textDT->SetTransform(mTransform *
Matrix::Translation(-intBounds.TopLeft()));
textDT->FillGlyphs(aFont, aBuffer, ColorPattern(aaColor));
RefPtr<SourceSurface> textSurface = textDT->Snapshot();
if (textSurface) {
if (!useColor) {
// If we don't expect the text surface to contain color glyphs
// such as from subpixel AA, then do one final check to see if
// any ended up in the result. If not, extract the alpha values
// from the surface so we can render it as a mask.
if (CheckForColorGlyphs(textSurface)) {
useColor = true;
} else {
textSurface = ExtractAlpha(textSurface);
if (!textSurface) {
// Failed extracting alpha for the text surface...
return;
}
}
}
// Attempt to upload the rendered text surface into a texture
// handle and draw it.
SurfacePattern pattern(textSurface, ExtendMode::CLAMP,
Matrix::Translation(intBounds.TopLeft()));
if (DrawRect(Rect(intBounds), pattern, aOptions,
useColor ? Nothing() : Some(color), &handle, false,
true) &&
handle) {
// If drawing succeeded, then the text surface was uploaded to
// a texture handle. Assign it to the glyph cache entry.
entry->Link(handle);
} else {
// If drawing failed, remove the entry from the cache.
entry->Unlink();
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
}
return;
}
}
}
}
}
// If not able to cache the text run to a texture, then just fall back to
// drawing with the Skia target.
MarkSkiaChanged();
mSkia->FillGlyphs(aFont, aBuffer, aPattern, aOptions);
}
// Attempts to read the contents of the WebGL context into the Skia target.
void DrawTargetWebgl::ReadIntoSkia() {
if (mSkiaValid) {
return;
}
if (mWebglValid && !mWebgl->IsContextLost()) {
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
uint8_t* data = nullptr;
IntSize size;
int32_t stride;
SurfaceFormat format;
// If there's no existing snapshot and we can successfully map the Skia
// target for reading, then try to read into that.
if (!mSnapshot && mSkia->LockBits(&data, &size, &stride, &format)) {
(void)ReadInto(data, stride);
mSkia->ReleaseBits(data);
} else if (RefPtr<SourceSurface> snapshot = Snapshot()) {
// Otherwise, fall back to getting a snapshot from WebGL if available
// and then copying that to Skia.
mSkia->CopySurface(snapshot, GetRect(), IntPoint(0, 0));
}
}
mSkiaValid = true;
}
// Attempts to draw the contents of the Skia target into the WebGL context.
bool DrawTargetWebgl::FlushFromSkia() {
// If the WebGL context has been lost, then mark it as invalid and fail.
if (mWebgl->IsContextLost()) {
mWebglValid = false;
return false;
}
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
if (mWebglValid) {
return true;
}
mWebglValid = true;
if (mSkiaValid) {
RefPtr<SourceSurface> skiaSnapshot = mSkia->Snapshot();
if (skiaSnapshot) {
SurfacePattern pattern(skiaSnapshot, ExtendMode::CLAMP);
DrawRect(Rect(GetRect()), pattern,
DrawOptions(1.0f, CompositionOp::OP_SOURCE), Nothing(),
Bug 1739448 - Implement a prototype WebGL-backed Canvas2D. r=gfx-reviewers,nical,jrmuizel This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget API necessary for integration with CanvasRenderingContext2D. It translates them to suitable commands for its internal ClientWebGLContext, which then manages remoting WebGL requests to the parent/GPU process. Currently two shaders are used for drawing Canvas2D primitives, but can be expanded in the future. These are an image shader and a solid color shader. The core of this implementation revolves around TexturePacker and TextureHandle, which cope with the necessity of frequently uploading SourceSurfaces for use with WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads into texture pages, which can either be SharedTextures if they are reasonably small, or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload is assigned a TextureHandle which is used to manage it in a move-to-front cache, so that we can easily eject TextureHandles from the back of the cache if we have too many. These TextureHandles are associated with the SourceSurface that spawned them to more easily manage their lifetimes. There are further dependent caches for dealing with blurred shadows and with text. Shadows are cached in an uploaded texture bound to the SourceSurface that generated them. Text is handled by caching entire runs in the GlyphCache (keyed by both their rendering parameters and their glyphs). The text is first rasterized to a surface and then uploaded to a texture in the GlyphCache which can be reused should the text be encountered again. To deal with commands we can't accelerate, a separate internal DrawTargetSkia is also maintained. The content of the WebGL framebuffer is copied into it so that drawing can then proceed in software from there. It remains in this fallover state until the next frame, when it resets back to using the WebGL framebuffer again. This acceleration is disabled by default. To enable it, you must toggle the pref "gfx.canvas.accelerated" to true. This should be suitably different from the naming of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs that follow from the previous SkiaGL prefs for setting the size limitations for acceleration and also limitations for the internal texture cache. Differential Revision: https://phabricator.services.mozilla.com/D130388
2021-11-11 10:16:58 +03:00
&mSnapshotTexture, false, false, false, true);
}
}
return true;
}
// For use within CanvasRenderingContext2D, Flush is only called at the end of
// a frame. This ensures the WebGL context is ready and presents it.
void DrawTargetWebgl::Flush() {
// If still rendering into the Skia target, switch back to the WebGL context.
if (!mWebglValid) {
FlushFromSkia();
}
// Present the WebGL context.
mWebgl->OnBeforePaintTransaction();
// Ensure we're not somehow using more than the allowed texture memory.
PruneTextureMemory();
}
already_AddRefed<DrawTarget> DrawTargetWebgl::CreateSimilarDrawTarget(
const IntSize& aSize, SurfaceFormat aFormat) const {
return mSkia->CreateSimilarDrawTarget(aSize, aFormat);
}
bool DrawTargetWebgl::CanCreateSimilarDrawTarget(const IntSize& aSize,
SurfaceFormat aFormat) const {
return mSkia->CanCreateSimilarDrawTarget(aSize, aFormat);
}
RefPtr<DrawTarget> DrawTargetWebgl::CreateClippedDrawTarget(
const Rect& aBounds, SurfaceFormat aFormat) {
return mSkia->CreateClippedDrawTarget(aBounds, aFormat);
}
already_AddRefed<SourceSurface> DrawTargetWebgl::CreateSourceSurfaceFromData(
unsigned char* aData, const IntSize& aSize, int32_t aStride,
SurfaceFormat aFormat) const {
return mSkia->CreateSourceSurfaceFromData(aData, aSize, aStride, aFormat);
}
already_AddRefed<SourceSurface>
DrawTargetWebgl::CreateSourceSurfaceFromNativeSurface(
const NativeSurface& aSurface) const {
return mSkia->CreateSourceSurfaceFromNativeSurface(aSurface);
}
already_AddRefed<SourceSurface> DrawTargetWebgl::OptimizeSourceSurface(
SourceSurface* aSurface) const {
return mSkia->OptimizeSourceSurface(aSurface);
}
already_AddRefed<SourceSurface>
DrawTargetWebgl::OptimizeSourceSurfaceForUnknownAlpha(
SourceSurface* aSurface) const {
return mSkia->OptimizeSourceSurfaceForUnknownAlpha(aSurface);
}
already_AddRefed<GradientStops> DrawTargetWebgl::CreateGradientStops(
GradientStop* aStops, uint32_t aNumStops, ExtendMode aExtendMode) const {
return mSkia->CreateGradientStops(aStops, aNumStops, aExtendMode);
}
already_AddRefed<FilterNode> DrawTargetWebgl::CreateFilter(FilterType aType) {
return mSkia->CreateFilter(aType);
}
void DrawTargetWebgl::DrawFilter(FilterNode* aNode, const Rect& aSourceRect,
const Point& aDestPoint,
const DrawOptions& aOptions) {
MarkSkiaChanged();
mSkia->DrawFilter(aNode, aSourceRect, aDestPoint, aOptions);
}
bool DrawTargetWebgl::Draw3DTransformedSurface(SourceSurface* aSurface,
const Matrix4x4& aMatrix) {
MarkSkiaChanged();
return mSkia->Draw3DTransformedSurface(aSurface, aMatrix);
}
} // namespace mozilla::gfx