зеркало из https://github.com/mozilla/gecko-dev.git
425 строки
15 KiB
C++
425 строки
15 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef MOZILLA_GFX_COMPOSITOR_H
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#define MOZILLA_GFX_COMPOSITOR_H
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#include "Units.h" // for ScreenPoint
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#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
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#include "mozilla/RefPtr.h" // for already_AddRefed, RefCounted
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#include "mozilla/gfx/2D.h" // for DrawTarget
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#include "mozilla/gfx/MatrixFwd.h" // for Matrix, Matrix4x4
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#include "mozilla/gfx/Point.h" // for IntSize, Point
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#include "mozilla/gfx/Polygon.h" // for Polygon
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#include "mozilla/gfx/Rect.h" // for Rect, IntRect
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#include "mozilla/gfx/Types.h" // for Float
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#include "mozilla/gfx/Triangle.h" // for Triangle, TexturedTriangle
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#include "mozilla/layers/CompositorTypes.h" // for DiagnosticTypes, etc
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#include "mozilla/layers/LayersTypes.h" // for LayersBackend
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#include "mozilla/layers/SurfacePool.h" // for SurfacePoolHandle
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#include "mozilla/layers/TextureSourceProvider.h"
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#include "mozilla/widget/CompositorWidget.h"
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#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
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#include "nsRegion.h"
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#include <vector>
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#include "mozilla/WidgetUtils.h"
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/**
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* Different elements of a web pages are rendered into separate "layers" before
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* they are flattened into the final image that is brought to the screen.
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* See Layers.h for more informations about layers and why we use retained
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* structures.
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* Most of the documentation for layers is directly in the source code in the
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* form of doc comments. An overview can also be found in the the wiki:
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* https://wiki.mozilla.org/Gecko:Overview#Graphics
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*
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*
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* # Main interfaces and abstractions
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*
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* - CompositableClient and CompositableHost
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* (client/CompositableClient.h composite/CompositableHost.h)
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* - TextureClient and TextureHost
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* (client/TextureClient.h composite/TextureHost.h)
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* - TextureSource
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* (composite/TextureHost.h)
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* - Forwarders
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* (ipc/CompositableForwarder.h ipc/ShadowLayers.h)
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* - Compositor
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* (this file)
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* - IPDL protocols
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* (.ipdl files under the gfx/layers/ipc directory)
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*
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* The *Client and Shadowable* classes are always used on the content thread.
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* Forwarders are always used on the content thread.
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* The *Host and Shadow* classes are always used on the compositor thread.
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* Compositors, TextureSource, and Effects are always used on the compositor
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* thread.
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* Most enums and constants are declared in LayersTypes.h and CompositorTypes.h.
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*
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*
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* # Texture transfer
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*
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* Most layer classes own a Compositable plus some extra information like
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* transforms and clip rects. They are platform independent.
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* Compositable classes manipulate Texture objects and are reponsible for
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* things like tiling, buffer rotation or double buffering. Compositables
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* are also platform-independent. Examples of compositable classes are:
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* - ImageClient
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* - CanvasClient
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* - etc.
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* Texture classes (TextureClient and TextureHost) are thin abstractions over
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* platform-dependent texture memory. They are maniplulated by compositables
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* and don't know about buffer rotations and such. The purposes of TextureClient
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* and TextureHost are to synchronize, serialize and deserialize texture data.
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* TextureHosts provide access to TextureSources that are views on the
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* Texture data providing the necessary api for Compositor backend to composite
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* them.
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*
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* Compositable and Texture clients and hosts are created using factory methods.
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* They should only be created by using their constructor in exceptional
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* circumstances. The factory methods are located:
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* TextureClient - CompositableClient::CreateTextureClient
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* TextureHost - TextureHost::CreateTextureHost, which calls a
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* platform-specific function, e.g.,
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* CreateTextureHostOGL CompositableClient - in the appropriate subclass, e.g.,
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* CanvasClient::CreateCanvasClient
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* CompositableHost - CompositableHost::Create
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*
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*
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* # IPDL
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*
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* If off-main-thread compositing (OMTC) is enabled, compositing is performed
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* in a dedicated thread. In some setups compositing happens in a dedicated
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* process. Documentation may refer to either the compositor thread or the
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* compositor process.
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* See explanations in ShadowLayers.h.
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*
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*
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* # Backend implementations
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*
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* Compositor backends like OpenGL or flavours of D3D live in their own
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* directory under gfx/layers/. To add a new backend, implement at least the
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* following interfaces:
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* - Compositor (ex. CompositorOGL)
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* - TextureHost (ex. SurfaceTextureHost)
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* Depending on the type of data that needs to be serialized, you may need to
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* add specific TextureClient implementations.
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*/
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class nsIWidget;
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namespace mozilla {
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namespace gfx {
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class DrawTarget;
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class DataSourceSurface;
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} // namespace gfx
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namespace layers {
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struct Effect;
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struct EffectChain;
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class Image;
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class Layer;
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class TextureSource;
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class DataTextureSource;
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class CompositingRenderTarget;
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class CompositorBridgeParent;
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class NativeLayer;
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class CompositorOGL;
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class CompositorD3D11;
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class TextureReadLock;
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struct GPUStats;
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class AsyncReadbackBuffer;
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class RecordedFrame;
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enum SurfaceInitMode { INIT_MODE_NONE, INIT_MODE_CLEAR };
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/**
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* Common interface for compositor backends.
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*
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* Compositor provides a cross-platform interface to a set of operations for
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* compositing quads. Compositor knows nothing about the layer tree. It must be
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* told everything about each composited quad - contents, location, transform,
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* opacity, etc.
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*
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* In theory it should be possible for different widgets to use the same
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* compositor. In practice, we use one compositor per window.
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*
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* # Usage
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*
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* For an example of a user of Compositor, see LayerManagerComposite.
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*
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* Initialization: create a Compositor object, call Initialize().
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*
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* Destruction: destroy any resources associated with the compositor, call
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* Destroy(), delete the Compositor object.
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*
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* Composition:
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* call BeginFrame,
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* for each quad to be composited:
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* call MakeCurrent if necessary (not necessary if no other context has been
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* made current),
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* take care of any texture upload required to composite the quad, this step
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* is backend-dependent,
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* construct an EffectChain for the quad,
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* call DrawQuad,
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* call EndFrame.
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*
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* By default, the compositor will render to the screen if BeginFrameForWindow
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* is called. To render to a target, call BeginFrameForTarget or
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* or SetRenderTarget, the latter with a target created
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* by CreateRenderTarget or CreateRenderTargetFromSource.
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*
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* The target and viewport methods can be called before any DrawQuad call and
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* affect any subsequent DrawQuad calls.
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*/
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class Compositor : public TextureSourceProvider {
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protected:
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virtual ~Compositor();
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public:
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explicit Compositor(widget::CompositorWidget* aWidget);
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bool IsValid() const override { return true; }
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virtual bool Initialize(nsCString* const out_failureReason) = 0;
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void Destroy() override;
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bool IsDestroyed() const { return mIsDestroyed; }
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/**
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* Creates a Surface that can be used as a rendering target by this
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* compositor.
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*/
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virtual already_AddRefed<CompositingRenderTarget> CreateRenderTarget(
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const gfx::IntRect& aRect, SurfaceInitMode aInit) = 0;
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/**
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* Grab a snapshot of aSource and store it in aDest, so that the pixels can
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* be read on the CPU by mapping aDest at some point in the future.
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* aSource and aDest must have the same size.
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* If this is a GPU compositor, this call must not block on the GPU.
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* Returns whether the operation was successful.
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*/
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virtual bool ReadbackRenderTarget(CompositingRenderTarget* aSource,
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AsyncReadbackBuffer* aDest) = 0;
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/**
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* Create an AsyncReadbackBuffer of the specified size. Can return null.
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*/
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virtual already_AddRefed<AsyncReadbackBuffer> CreateAsyncReadbackBuffer(
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const gfx::IntSize& aSize) = 0;
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/**
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* Draw a part of aSource into the current render target.
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* Scaling is done with linear filtering.
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* Returns whether the operation was successful.
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*/
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virtual bool BlitRenderTarget(CompositingRenderTarget* aSource,
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const gfx::IntSize& aSourceSize,
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const gfx::IntSize& aDestSize) = 0;
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/**
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* Sets the given surface as the target for subsequent calls to DrawQuad.
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* Passing null as aSurface sets the screen as the target.
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*/
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virtual void SetRenderTarget(CompositingRenderTarget* aSurface) = 0;
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/**
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* Returns the current target for rendering. Will return null if we are
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* rendering to the screen.
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*/
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virtual already_AddRefed<CompositingRenderTarget> GetCurrentRenderTarget()
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const = 0;
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/**
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* Returns a render target which contains the entire window's drawing.
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* On platforms where no such render target is used during compositing (e.g.
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* with buffered BasicCompositor, where only the invalid area is drawn to a
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* render target), this will return null.
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*/
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virtual already_AddRefed<CompositingRenderTarget> GetWindowRenderTarget()
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const = 0;
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/**
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* Mostly the compositor will pull the size from a widget and this method will
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* be ignored, but compositor implementations are free to use it if they like.
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*/
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virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) = 0;
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/**
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* Tell the compositor to draw a quad. What to do draw and how it is
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* drawn is specified by aEffectChain. aRect is the quad to draw, in user
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* space. aTransform transforms from user space to screen space. If texture
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* coords are required, these will be in the primary effect in the effect
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* chain. aVisibleRect is used to determine which edges should be antialiased,
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* without applying the effect to the inner edges of a tiled layer.
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*/
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virtual void DrawQuad(const gfx::Rect& aRect, const gfx::IntRect& aClipRect,
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const EffectChain& aEffectChain, gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect) = 0;
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void SetClearColor(const gfx::DeviceColor& aColor) { mClearColor = aColor; }
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/**
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* Start a new frame for rendering to the window.
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* Needs to be paired with a call to EndFrame() if the return value is not
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* Nothing().
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*
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* aInvalidRegion is the invalid region of the window.
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* aClipRect is the clip rect for all drawing (optional).
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* aRenderBounds is the bounding rect for rendering.
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* aOpaqueRegion is the area that contains opaque content.
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* All coordinates are in window space.
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*
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* Returns the non-empty render bounds actually used by the compositor in
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* window space, or Nothing() if composition should be aborted.
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*/
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virtual Maybe<gfx::IntRect> BeginFrameForWindow(
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const nsIntRegion& aInvalidRegion, const Maybe<gfx::IntRect>& aClipRect,
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const gfx::IntRect& aRenderBounds, const nsIntRegion& aOpaqueRegion) = 0;
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/**
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* Flush the current frame to the screen and tidy up.
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*
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* Derived class overriding this should call Compositor::EndFrame.
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*/
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virtual void EndFrame();
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virtual void CancelFrame(bool aNeedFlush = true) {}
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#ifdef MOZ_DUMP_PAINTING
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virtual const char* Name() const = 0;
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#endif // MOZ_DUMP_PAINTING
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virtual CompositorD3D11* AsCompositorD3D11() { return nullptr; }
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Compositor* AsCompositor() override { return this; }
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TimeStamp GetLastCompositionEndTime() const override {
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return mLastCompositionEndTime;
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}
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/**
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* Notify the compositor that composition is being paused. This allows the
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* compositor to temporarily release any resources.
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* Between calling Pause and Resume, compositing may fail.
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*/
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virtual void Pause() {}
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/**
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* Notify the compositor that composition is being resumed. The compositor
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* regain any resources it requires for compositing.
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* Returns true if succeeded.
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*/
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virtual bool Resume() { return true; }
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widget::CompositorWidget* GetWidget() const { return mWidget; }
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/**
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* Request the compositor to allow recording its frames.
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*
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* This is a noop on |CompositorOGL|.
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*/
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virtual void RequestAllowFrameRecording(bool aWillRecord) {
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mRecordFrames = aWillRecord;
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}
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/**
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* Record the current frame for readback by the |CompositionRecorder|.
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*
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* If this compositor does not support this feature, a null pointer is
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* returned instead.
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*/
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already_AddRefed<RecordedFrame> RecordFrame(const TimeStamp& aTimeStamp);
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protected:
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/**
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* Whether or not the compositor should be prepared to record frames. While
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* this returns true, compositors are expected to maintain a full window
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* render target that they return from GetWindowRenderTarget() between
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* NormalDrawingDone() and EndFrame().
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*
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* This will be true when either we are recording a profile with screenshots
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* enabled or the |LayerManagerComposite| has requested us to record frames
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* for the |CompositionRecorder|.
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*/
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bool ShouldRecordFrames() const;
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/**
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* Last Composition end time.
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*/
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TimeStamp mLastCompositionEndTime;
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widget::CompositorWidget* mWidget;
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bool mIsDestroyed;
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gfx::DeviceColor mClearColor;
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bool mRecordFrames = false;
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private:
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static LayersBackend sBackend;
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};
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// Returns the number of rects. (Up to 4)
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typedef gfx::Rect decomposedRectArrayT[4];
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size_t DecomposeIntoNoRepeatRects(const gfx::Rect& aRect,
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const gfx::Rect& aTexCoordRect,
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decomposedRectArrayT* aLayerRects,
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decomposedRectArrayT* aTextureRects);
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static inline bool BlendOpIsMixBlendMode(gfx::CompositionOp aOp) {
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switch (aOp) {
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case gfx::CompositionOp::OP_MULTIPLY:
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case gfx::CompositionOp::OP_SCREEN:
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case gfx::CompositionOp::OP_OVERLAY:
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case gfx::CompositionOp::OP_DARKEN:
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case gfx::CompositionOp::OP_LIGHTEN:
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case gfx::CompositionOp::OP_COLOR_DODGE:
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case gfx::CompositionOp::OP_COLOR_BURN:
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case gfx::CompositionOp::OP_HARD_LIGHT:
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case gfx::CompositionOp::OP_SOFT_LIGHT:
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case gfx::CompositionOp::OP_DIFFERENCE:
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case gfx::CompositionOp::OP_EXCLUSION:
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case gfx::CompositionOp::OP_HUE:
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case gfx::CompositionOp::OP_SATURATION:
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case gfx::CompositionOp::OP_COLOR:
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case gfx::CompositionOp::OP_LUMINOSITY:
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return true;
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default:
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return false;
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}
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}
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class AsyncReadbackBuffer {
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public:
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NS_INLINE_DECL_REFCOUNTING(AsyncReadbackBuffer)
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gfx::IntSize GetSize() const { return mSize; }
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virtual bool MapAndCopyInto(gfx::DataSourceSurface* aSurface,
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const gfx::IntSize& aReadSize) const = 0;
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protected:
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explicit AsyncReadbackBuffer(const gfx::IntSize& aSize) : mSize(aSize) {}
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virtual ~AsyncReadbackBuffer() = default;
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gfx::IntSize mSize;
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};
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struct TexturedVertex {
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float position[2];
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float texCoords[2];
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};
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nsTArray<TexturedVertex> TexturedTrianglesToVertexArray(
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const nsTArray<gfx::TexturedTriangle>& aTriangles);
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} // namespace layers
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} // namespace mozilla
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#endif /* MOZILLA_GFX_COMPOSITOR_H */
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