/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef MOZILLA_GFX_TEXTUREHOST_H #define MOZILLA_GFX_TEXTUREHOST_H #include // for size_t #include // for uint64_t, uint32_t, uint8_t #include "gfxTypes.h" #include "mozilla/Assertions.h" // for MOZ_ASSERT, etc #include "mozilla/Attributes.h" // for override #include "mozilla/RefPtr.h" // for RefPtr, already_AddRefed, etc #include "mozilla/gfx/2D.h" // for DataSourceSurface #include "mozilla/gfx/Point.h" // for IntSize, IntPoint #include "mozilla/gfx/Types.h" // for SurfaceFormat, etc #include "mozilla/layers/Compositor.h" // for Compositor #include "mozilla/layers/CompositorTypes.h" // for TextureFlags, etc #include "mozilla/layers/FenceUtils.h" // for FenceHandle #include "mozilla/layers/LayersTypes.h" // for LayerRenderState, etc #include "mozilla/mozalloc.h" // for operator delete #include "mozilla/UniquePtr.h" // for UniquePtr #include "nsCOMPtr.h" // for already_AddRefed #include "nsDebug.h" // for NS_RUNTIMEABORT #include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc #include "nsRegion.h" // for nsIntRegion #include "nsTraceRefcnt.h" // for MOZ_COUNT_CTOR, etc #include "nscore.h" // for nsACString #include "mozilla/layers/AtomicRefCountedWithFinalize.h" #include "mozilla/gfx/Rect.h" namespace mozilla { namespace ipc { class Shmem; } namespace layers { class Compositor; class CompositableParentManager; class SurfaceDescriptor; class ISurfaceAllocator; class TextureHostOGL; class TextureSourceOGL; class TextureSourceD3D9; class TextureSourceD3D11; class TextureSourceBasic; class DataTextureSource; class PTextureParent; class TextureParent; /** * A view on a TextureHost where the texture is internally represented as tiles * (contrast with a tiled buffer, where each texture is a tile). For iteration by * the texture's buffer host. * This is only useful when the underlying surface is too big to fit in one * device texture, which forces us to split it in smaller parts. * Tiled Compositable is a different thing. */ class BigImageIterator { public: virtual void BeginBigImageIteration() = 0; virtual void EndBigImageIteration() {}; virtual gfx::IntRect GetTileRect() = 0; virtual size_t GetTileCount() = 0; virtual bool NextTile() = 0; }; /** * TextureSource is the interface for texture objects that can be composited * by a given compositor backend. Since the drawing APIs are different * between backends, the TextureSource interface is split into different * interfaces (TextureSourceOGL, etc.), and TextureSource mostly provide * access to these interfaces. * * This class is used on the compositor side. */ class TextureSource: public RefCounted { public: MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(TextureSource) TextureSource(); virtual ~TextureSource(); /** * Should be overridden in order to deallocate the data that is associated * with the rendering backend, such as GL textures. */ virtual void DeallocateDeviceData() {} /** * Return the size of the texture in texels. * If this is a tile iterator, GetSize must return the size of the current tile. */ virtual gfx::IntSize GetSize() const = 0; /** * Return the pixel format of this texture */ virtual gfx::SurfaceFormat GetFormat() const { return gfx::SurfaceFormat::UNKNOWN; } /** * Cast to a TextureSource for for each backend.. */ virtual TextureSourceOGL* AsSourceOGL() { return nullptr; } virtual TextureSourceD3D9* AsSourceD3D9() { return nullptr; } virtual TextureSourceD3D11* AsSourceD3D11() { return nullptr; } virtual TextureSourceBasic* AsSourceBasic() { return nullptr; } /** * Cast to a DataTextureSurce. */ virtual DataTextureSource* AsDataTextureSource() { return nullptr; } /** * Overload this if the TextureSource supports big textures that don't fit in * one device texture and must be tiled internally. */ virtual BigImageIterator* AsBigImageIterator() { return nullptr; } virtual void SetCompositor(Compositor* aCompositor) {} void SetNextSibling(TextureSource* aTexture) { mNextSibling = aTexture; } TextureSource* GetNextSibling() const { return mNextSibling; } /** * In some rare cases we currently need to consider a group of textures as one * TextureSource, that can be split in sub-TextureSources. */ TextureSource* GetSubSource(int index) { switch (index) { case 0: return this; case 1: return GetNextSibling(); case 2: return GetNextSibling() ? GetNextSibling()->GetNextSibling() : nullptr; } return nullptr; } void AddCompositableRef() { ++mCompositableCount; } void ReleaseCompositableRef() { --mCompositableCount; MOZ_ASSERT(mCompositableCount >= 0); } int NumCompositableRefs() const { return mCompositableCount; } protected: RefPtr mNextSibling; int mCompositableCount; }; /** * equivalent of a RefPtr, that calls AddCompositableRef and * ReleaseCompositableRef in addition to the usual AddRef and Release. */ template class CompositableTextureRef { public: CompositableTextureRef() {} explicit CompositableTextureRef(const CompositableTextureRef& aOther) { *this = aOther; } explicit CompositableTextureRef(T* aOther) { *this = aOther; } ~CompositableTextureRef() { if (mRef) { mRef->ReleaseCompositableRef(); } } CompositableTextureRef& operator=(const CompositableTextureRef& aOther) { if (aOther.get()) { aOther->AddCompositableRef(); } if (mRef) { mRef->ReleaseCompositableRef(); } mRef = aOther.get(); return *this; } CompositableTextureRef& operator=(T* aOther) { if (aOther) { aOther->AddCompositableRef(); } if (mRef) { mRef->ReleaseCompositableRef(); } mRef = aOther; return *this; } T* get() const { return mRef; } operator T*() const { return mRef; } T* operator->() const { return mRef; } T& operator*() const { return *mRef; } private: RefPtr mRef; }; typedef CompositableTextureRef CompositableTextureSourceRef; typedef CompositableTextureRef CompositableTextureHostRef; /** * Interface for TextureSources that can be updated from a DataSourceSurface. * * All backend should implement at least one DataTextureSource. */ class DataTextureSource : public TextureSource { public: DataTextureSource() : mUpdateSerial(0) {} virtual DataTextureSource* AsDataTextureSource() override { return this; } /** * Upload a (portion of) surface to the TextureSource. * * The DataTextureSource doesn't own aSurface, although it owns and manage * the device texture it uploads to internally. */ virtual bool Update(gfx::DataSourceSurface* aSurface, nsIntRegion* aDestRegion = nullptr, gfx::IntPoint* aSrcOffset = nullptr) = 0; /** * A facility to avoid reuploading when it is not necessary. * The caller of Update can use GetUpdateSerial to see if the number has changed * since last update, and call SetUpdateSerial after each successful update. * The caller is responsible for managing the update serial except when the * texture data is deallocated in which case the TextureSource should always * reset the update serial to zero. */ uint32_t GetUpdateSerial() const { return mUpdateSerial; } void SetUpdateSerial(uint32_t aValue) { mUpdateSerial = aValue; } // By default at least set the update serial to zero. // overloaded versions should do that too. virtual void DeallocateDeviceData() override { SetUpdateSerial(0); } #ifdef DEBUG /** * Provide read access to the data as a DataSourceSurface. * * This is expected to be very slow and should be used for mostly debugging. * XXX - implement everywhere and make it pure virtual. */ virtual already_AddRefed ReadBack() { return nullptr; }; #endif private: uint32_t mUpdateSerial; }; /** * TextureHost is a thin abstraction over texture data that need to be shared * between the content process and the compositor process. It is the * compositor-side half of a TextureClient/TextureHost pair. A corresponding * TextureClient lives on the content-side. * * TextureHost only knows how to deserialize or synchronize generic image data * (SurfaceDescriptor) and provide access to one or more TextureSource objects * (these provide the necessary APIs for compositor backends to composite the * image). * * A TextureHost implementation corresponds to one SurfaceDescriptor type, as * opposed to TextureSource that corresponds to device textures. * This means that for YCbCr planes, even though they are represented as * 3 textures internally (3 TextureSources), we use 1 TextureHost and not 3, * because the 3 planes are stored in the same buffer of shared memory, before * they are uploaded separately. * * There is always one and only one TextureHost per TextureClient, and the * TextureClient/Host pair only owns one buffer of image data through its * lifetime. This means that the lifetime of the underlying shared data * matches the lifetime of the TextureClient/Host pair. It also means * TextureClient/Host do not implement double buffering, which is the * reponsibility of the compositable (which would use two Texture pairs). * * The Lock/Unlock mecanism here mirrors Lock/Unlock in TextureClient. * */ class TextureHost : public AtomicRefCountedWithFinalize { /** * Called once, just before the destructor. * * Here goes the shut-down code that uses virtual methods. * Must only be called by Release(). */ void Finalize(); friend class AtomicRefCountedWithFinalize; public: explicit TextureHost(TextureFlags aFlags); protected: virtual ~TextureHost(); public: /** * Factory method. */ static already_AddRefed Create(const SurfaceDescriptor& aDesc, ISurfaceAllocator* aDeallocator, TextureFlags aFlags); /** * Tell to TextureChild that TextureHost is recycled. * This function should be called from TextureHost's RecycleCallback. * If SetRecycleCallback is set to TextureHost. * TextureHost can be recycled by calling RecycleCallback * when reference count becomes one. * One reference count is always added by TextureChild. */ void CompositorRecycle(); /** * Lock the texture host for compositing. */ virtual bool Lock() { return true; } /** * Unlock the texture host after compositing. */ virtual void Unlock() {} /** * Note that the texture host format can be different from its corresponding * texture source's. For example a ShmemTextureHost can have the ycbcr * format and produce 3 "alpha" textures sources. */ virtual gfx::SurfaceFormat GetFormat() const = 0; /** * Called during the transaction. The TextureSource may or may not be composited. * * Note that this is called outside of lock/unlock. */ virtual void PrepareTextureSource(CompositableTextureSourceRef& aTexture) {} /** * Called at composition time, just before compositing the TextureSource composited. * * Note that this is called only withing lock/unlock. */ virtual bool BindTextureSource(CompositableTextureSourceRef& aTexture) = 0; /** * Called when another TextureHost will take over. */ virtual void UnbindTextureSource() {} /** * Is called before compositing if the shared data has changed since last * composition. * This method should be overload in cases like when we need to do a texture * upload for example. * * @param aRegion The region that has been changed, if nil, it means that the * entire surface should be updated. */ void Updated(const nsIntRegion* aRegion = nullptr); /** * Sets this TextureHost's compositor. * A TextureHost can change compositor on certain occasions, in particular if * it belongs to an async Compositable. * aCompositor can be null, in which case the TextureHost must cleanup all * of it's device textures. */ virtual void SetCompositor(Compositor* aCompositor) {} /** * Should be overridden in order to deallocate the data that is associated * with the rendering backend, such as GL textures. */ virtual void DeallocateDeviceData() {} /** * Should be overridden in order to deallocate the data that is shared with * the content side, such as shared memory. */ virtual void DeallocateSharedData() {} /** * Should be overridden in order to force the TextureHost to drop all references * to it's shared data. * * This is important to ensure the correctness of the deallocation protocol. */ virtual void ForgetSharedData() {} virtual gfx::IntSize GetSize() const = 0; /** * Debug facility. * XXX - cool kids use Moz2D. See bug 882113. */ virtual already_AddRefed GetAsSurface() = 0; /** * XXX - Flags should only be set at creation time, this will be removed. */ void SetFlags(TextureFlags aFlags) { mFlags = aFlags; } /** * XXX - Flags should only be set at creation time, this will be removed. */ void AddFlag(TextureFlags aFlag) { mFlags |= aFlag; } TextureFlags GetFlags() { return mFlags; } /** * Allocate and deallocate a TextureParent actor. * * TextureParent< is an implementation detail of TextureHost that is not * exposed to the rest of the code base. CreateIPDLActor and DestroyIPDLActor * are for use with the managing IPDL protocols only (so that they can * implement AllocPTextureParent and DeallocPTextureParent). */ static PTextureParent* CreateIPDLActor(CompositableParentManager* aManager, const SurfaceDescriptor& aSharedData, TextureFlags aFlags); static bool DestroyIPDLActor(PTextureParent* actor); /** * Destroy the TextureChild/Parent pair. */ static bool SendDeleteIPDLActor(PTextureParent* actor); /** * Get the TextureHost corresponding to the actor passed in parameter. */ static TextureHost* AsTextureHost(PTextureParent* actor); /** * Return a pointer to the IPDLActor. * * This is to be used with IPDL messages only. Do not store the returned * pointer. */ PTextureParent* GetIPDLActor(); /** * Specific to B2G's Composer2D * XXX - more doc here */ virtual LayerRenderState GetRenderState() { // By default we return an empty render state, this should be overridden // by the TextureHost implementations that are used on B2G with Composer2D return LayerRenderState(); } // If a texture host holds a reference to shmem, it should override this method // to forget about the shmem _without_ releasing it. virtual void OnShutdown() {} // Forget buffer actor. Used only for hacky fix for bug 966446. virtual void ForgetBufferActor() {} virtual const char *Name() { return "TextureHost"; } virtual void PrintInfo(std::stringstream& aStream, const char* aPrefix); /** * Indicates whether the TextureHost implementation is backed by an * in-memory buffer. The consequence of this is that locking the * TextureHost does not contend with locking the texture on the client side. */ virtual bool HasInternalBuffer() const { return false; } void AddCompositableRef() { ++mCompositableCount; } void ReleaseCompositableRef() { --mCompositableCount; MOZ_ASSERT(mCompositableCount >= 0); if (mCompositableCount == 0) { UnbindTextureSource(); } } int NumCompositableRefs() const { return mCompositableCount; } /** * Store a fence that will signal when the current buffer is no longer being read. * Similar to android's GLConsumer::setReleaseFence() */ bool SetReleaseFenceHandle(const FenceHandle& aReleaseFenceHandle); /** * Return a releaseFence's Fence and clear a reference to the Fence. */ FenceHandle GetAndResetReleaseFenceHandle(); void SetAcquireFenceHandle(const FenceHandle& aAcquireFenceHandle); /** * Return a acquireFence's Fence and clear a reference to the Fence. */ FenceHandle GetAndResetAcquireFenceHandle(); virtual void WaitAcquireFenceHandleSyncComplete() {}; protected: FenceHandle mReleaseFenceHandle; FenceHandle mAcquireFenceHandle; void RecycleTexture(TextureFlags aFlags); virtual void UpdatedInternal(const nsIntRegion *Region) {} PTextureParent* mActor; TextureFlags mFlags; int mCompositableCount; friend class TextureParent; }; /** * TextureHost that wraps a random access buffer such as a Shmem or some raw * memory. * * This TextureHost is backend-independent and the backend-specific bits are * in the TextureSource. * This class must be inherited to implement GetBuffer and DeallocSharedData * (see ShmemTextureHost and MemoryTextureHost) * * Uploads happen when Lock is called. * * BufferTextureHost supports YCbCr and flavours of RGBA images (RGBX, A, etc.). */ class BufferTextureHost : public TextureHost { public: BufferTextureHost(gfx::SurfaceFormat aFormat, TextureFlags aFlags); ~BufferTextureHost(); virtual uint8_t* GetBuffer() = 0; virtual size_t GetBufferSize() = 0; virtual bool Lock() override; virtual void Unlock() override; virtual bool BindTextureSource(CompositableTextureSourceRef& aTexture) override; virtual void DeallocateDeviceData() override; virtual void SetCompositor(Compositor* aCompositor) override; /** * Return the format that is exposed to the compositor when calling * BindTextureSource. * * If the shared format is YCbCr and the compositor does not support it, * GetFormat will be RGB32 (even though mFormat is SurfaceFormat::YUV). */ virtual gfx::SurfaceFormat GetFormat() const override; virtual gfx::IntSize GetSize() const override { return mSize; } virtual already_AddRefed GetAsSurface() override; virtual bool HasInternalBuffer() const override { return true; } protected: bool Upload(nsIntRegion *aRegion = nullptr); bool MaybeUpload(nsIntRegion *aRegion = nullptr); void InitSize(); virtual void UpdatedInternal(const nsIntRegion* aRegion = nullptr) override; RefPtr mCompositor; RefPtr mFirstSource; nsIntRegion mMaybeUpdatedRegion; gfx::IntSize mSize; // format of the data that is shared with the content process. gfx::SurfaceFormat mFormat; uint32_t mUpdateSerial; bool mLocked; bool mNeedsFullUpdate; }; /** * TextureHost that wraps shared memory. * the corresponding texture on the client side is ShmemTextureClient. * This TextureHost is backend-independent. */ class ShmemTextureHost : public BufferTextureHost { public: ShmemTextureHost(const mozilla::ipc::Shmem& aShmem, gfx::SurfaceFormat aFormat, ISurfaceAllocator* aDeallocator, TextureFlags aFlags); protected: ~ShmemTextureHost(); public: virtual void DeallocateSharedData() override; virtual void ForgetSharedData() override; virtual uint8_t* GetBuffer() override; virtual size_t GetBufferSize() override; virtual const char *Name() override { return "ShmemTextureHost"; } virtual void OnShutdown() override; protected: UniquePtr mShmem; RefPtr mDeallocator; }; /** * TextureHost that wraps raw memory. * The corresponding texture on the client side is MemoryTextureClient. * Can obviously not be used in a cross process setup. * This TextureHost is backend-independent. */ class MemoryTextureHost : public BufferTextureHost { public: MemoryTextureHost(uint8_t* aBuffer, gfx::SurfaceFormat aFormat, TextureFlags aFlags); protected: ~MemoryTextureHost(); public: virtual void DeallocateSharedData() override; virtual void ForgetSharedData() override; virtual uint8_t* GetBuffer() override; virtual size_t GetBufferSize() override; virtual const char *Name() override { return "MemoryTextureHost"; } protected: uint8_t* mBuffer; }; class MOZ_STACK_CLASS AutoLockTextureHost { public: explicit AutoLockTextureHost(TextureHost* aTexture) : mTexture(aTexture) { mLocked = mTexture ? mTexture->Lock() : false; } ~AutoLockTextureHost() { if (mTexture && mLocked) { mTexture->Unlock(); } } bool Failed() { return mTexture && !mLocked; } private: RefPtr mTexture; bool mLocked; }; /** * This can be used as an offscreen rendering target by the compositor, and * subsequently can be used as a source by the compositor. */ class CompositingRenderTarget: public TextureSource { public: explicit CompositingRenderTarget(const gfx::IntPoint& aOrigin) : mClearOnBind(false) , mOrigin(aOrigin) {} virtual ~CompositingRenderTarget() {} #ifdef MOZ_DUMP_PAINTING virtual already_AddRefed Dump(Compositor* aCompositor) { return nullptr; } #endif /** * Perform a clear when recycling a non opaque surface. * The clear is deferred to when the render target is bound. */ void ClearOnBind() { mClearOnBind = true; } const gfx::IntPoint& GetOrigin() { return mOrigin; } gfx::IntRect GetRect() { return gfx::IntRect(GetOrigin(), GetSize()); } protected: bool mClearOnBind; private: gfx::IntPoint mOrigin; }; /** * Creates a TextureHost that can be used with any of the existing backends * Not all SurfaceDescriptor types are supported */ already_AddRefed CreateBackendIndependentTextureHost(const SurfaceDescriptor& aDesc, ISurfaceAllocator* aDeallocator, TextureFlags aFlags); } } #endif