gecko-dev/dom/canvas/DrawTargetWebgl.cpp

2628 строки
102 KiB
C++

/* -*- 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 "SourceSurfaceWebgl.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;
inline void DrawTargetWebgl::SharedContext::ClearLastTexture() {
mLastTexture = nullptr;
}
// Attempts to clear the snapshot state. If the snapshot is only referenced by
// this target, then it should simply be destroyed. If it is a WebGL surface in
// use by something else, then special cleanup such as reusing the texture or
// copy-on-write may be possible.
void DrawTargetWebgl::ClearSnapshot(bool aCopyOnWrite) {
if (!mSnapshot) {
return;
}
mSharedContext->ClearLastTexture();
if (mSnapshot->hasOneRef() || mSnapshot->GetType() != SurfaceType::WEBGL) {
mSnapshot = nullptr;
return;
}
RefPtr<SourceSurfaceWebgl> snapshot =
mSnapshot.forget().downcast<SourceSurfaceWebgl>();
if (aCopyOnWrite) {
// WebGL snapshots must be notified that the framebuffer contents will be
// changing so that it can copy the data.
snapshot->DrawTargetWillChange();
} else {
// If not copying, then give the backing texture to the surface for reuse.
snapshot->GiveTexture(
mSharedContext->WrapSnapshot(GetSize(), GetFormat(), mTex.forget()));
}
}
DrawTargetWebgl::~DrawTargetWebgl() { ClearSnapshot(false); }
DrawTargetWebgl::SharedContext::SharedContext() = default;
DrawTargetWebgl::SharedContext::~SharedContext() {
if (sSharedContext.init() && sSharedContext.get() == this) {
sSharedContext.set(nullptr);
}
while (!mTextureHandles.isEmpty()) {
PruneTextureHandle(mTextureHandles.popLast());
--mNumTextureHandles;
}
UnlinkSurfaceTextures();
UnlinkGlyphCaches();
}
// Remove any SourceSurface user data associated with this TextureHandle.
inline void DrawTargetWebgl::SharedContext::UnlinkSurfaceTexture(
const RefPtr<TextureHandle>& aHandle) {
if (SourceSurface* surface = aHandle->GetSurface()) {
// Ensure any WebGL snapshot textures get unlinked.
if (surface->GetType() == SurfaceType::WEBGL) {
static_cast<SourceSurfaceWebgl*>(surface)->OnUnlinkTexture(this);
}
surface->RemoveUserData(aHandle->IsShadow() ? &mShadowTextureKey
: &mTextureHandleKey);
}
}
// Unlinks TextureHandles from any SourceSurface user data.
void DrawTargetWebgl::SharedContext::UnlinkSurfaceTextures() {
for (RefPtr<TextureHandle> handle = mTextureHandles.getFirst(); handle;
handle = handle->getNext()) {
UnlinkSurfaceTexture(handle);
}
}
// Unlinks GlyphCaches from any ScaledFont user data.
void DrawTargetWebgl::SharedContext::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);
}
}
MOZ_THREAD_LOCAL(DrawTargetWebgl::SharedContext*)
DrawTargetWebgl::sSharedContext;
// 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) {
MOZ_ASSERT(format == SurfaceFormat::B8G8R8A8 ||
format == SurfaceFormat::B8G8R8X8);
mSize = size;
mFormat = format;
if (!sSharedContext.init()) {
return false;
}
DrawTargetWebgl::SharedContext* sharedContext = sSharedContext.get();
if (!sharedContext || sharedContext->IsContextLost()) {
mSharedContext = new DrawTargetWebgl::SharedContext;
if (!mSharedContext->Initialize()) {
mSharedContext = nullptr;
return false;
}
sSharedContext.set(mSharedContext.get());
} else {
mSharedContext = sharedContext;
}
if (size_t(std::max(size.width, size.height)) >
mSharedContext->mMaxTextureSize) {
return false;
}
if (!CreateFramebuffer()) {
return false;
}
mSkia = new DrawTargetSkia;
if (!mSkia->Init(size, SurfaceFormat::B8G8R8A8)) {
return false;
}
mSkia->SetPermitSubpixelAA(IsOpaque(format));
return true;
}
bool DrawTargetWebgl::SharedContext::Initialize() {
WebGLContextOptions options = {};
options.alpha = true;
options.depth = false;
options.stencil = false;
options.antialias = false;
options.preserveDrawingBuffer = true;
options.failIfMajorPerformanceCaveat = true;
mWebgl = new ClientWebGLContext(true);
mWebgl->SetContextOptions(options);
if (mWebgl->SetDimensions(1, 1) != NS_OK) {
mWebgl = nullptr;
return false;
}
mMaxTextureSize = mWebgl->Limits().maxTex2dSize;
if (!CreateShaders()) {
mWebgl = nullptr;
return false;
}
return true;
}
void DrawTargetWebgl::SharedContext::SetBlendState(CompositionOp aOp) {
if (aOp == mLastCompositionOp) {
return;
}
mLastCompositionOp = aOp;
// Map the composition op to a WebGL blend mode, if possible.
mWebgl->Enable(LOCAL_GL_BLEND);
switch (aOp) {
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;
}
}
// Ensure the WebGL framebuffer is set to the current target.
bool DrawTargetWebgl::SharedContext::SetTarget(DrawTargetWebgl* aDT) {
if (mWebgl->IsContextLost()) {
return false;
}
if (aDT != mCurrentTarget) {
mCurrentTarget = aDT;
if (aDT) {
mWebgl->BindFramebuffer(LOCAL_GL_FRAMEBUFFER, aDT->mFramebuffer);
mViewportSize = aDT->GetSize();
mWebgl->Viewport(0, 0, mViewportSize.width, mViewportSize.height);
}
}
return true;
}
// Installs the Skia clip rectangle, if applicable, onto the shared WebGL
// context as well as sets the WebGL framebuffer to the current target.
bool DrawTargetWebgl::PrepareContext(bool aClipped) {
if (!aClipped) {
// If no clipping requested, just set the clip rect to the viewport.
mSharedContext->SetClipRect(IntRect(IntPoint(), mSize));
// Ensure the clip gets reset if clipping is later requested for the target.
mClipDirty = true;
} else if (mClipDirty || !mSharedContext->IsCurrentTarget(this)) {
// Determine whether the clipping rectangle is simple enough to accelerate.
// Check if there is a device space clip rectangle available from the Skia
// target.
Maybe<Rect> clip = mSkia->GetDeviceClipRect();
if (!clip) {
return false;
}
// If the clip is empty, leave the final integer clip rectangle empty to
// trivially discard the draw request.
IntRect intClip;
if (!clip->IsEmpty()) {
// Otherwise, 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.
intClip = RoundedToInt(*clip);
if (!clip->WithinEpsilonOf(Rect(intClip), 1.0e-3f)) {
return false;
}
// If the clip rect is larger than the viewport, just set it to the
// viewport.
if (intClip.Contains(IntRect(IntPoint(), mSize))) {
intClip = IntRect(IntPoint(), mSize);
}
}
mSharedContext->SetClipRect(intClip);
mClipDirty = false;
}
return mSharedContext->SetTarget(this);
}
bool DrawTargetWebgl::SharedContext::IsContextLost() const {
return mWebgl->IsContextLost();
}
// Signal to CanvasRenderingContext2D when the WebGL context is lost.
bool DrawTargetWebgl::IsValid() const {
return mSharedContext && !mSharedContext->IsContextLost();
}
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 (mSharedContext->IsContextLost()) {
return nullptr;
}
if (!mWebglValid) {
FlushFromSkia();
}
return mSharedContext->mWebgl.get();
default:
return nullptr;
}
}
// Wrap a WebGL texture holding a snapshot with a texture handle. Note that
// while the texture is still in use as the backing texture of a framebuffer,
// it's texture memory is not currently tracked with other texture handles.
// Once it is finally orphaned and used as a texture handle, it must be added
// to the resource usage totals.
already_AddRefed<TextureHandle> DrawTargetWebgl::SharedContext::WrapSnapshot(
const IntSize& aSize, SurfaceFormat aFormat, RefPtr<WebGLTextureJS> aTex) {
// Ensure there is enough space for the texture.
size_t usedBytes = TextureHandle::UsedBytes(aFormat, aSize);
PruneTextureMemory(usedBytes, false);
// Allocate a handle for the texture
RefPtr<StandaloneTexture> handle =
new StandaloneTexture(aSize, aFormat, aTex.forget());
mStandaloneTextures.push_back(handle);
mTextureHandles.insertFront(handle);
mTotalTextureMemory += usedBytes;
mUsedTextureMemory += usedBytes;
++mNumTextureHandles;
return handle.forget();
}
void DrawTargetWebgl::SharedContext::InitTexParameters(WebGLTextureJS* aTex) {
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);
}
// Copy the contents of the WebGL framebuffer into a WebGL texture.
already_AddRefed<TextureHandle> DrawTargetWebgl::SharedContext::CopySnapshot() {
// If the target is going away, then we can just directly reuse the
// framebuffer texture since it will never change.
RefPtr<WebGLTextureJS> tex = mWebgl->CreateTexture();
if (!tex) {
return nullptr;
}
SurfaceFormat format = mCurrentTarget->GetFormat();
IntSize size = mCurrentTarget->GetSize();
// Create a texture to hold the copy
mWebgl->BindTexture(LOCAL_GL_TEXTURE_2D, tex);
mWebgl->TexStorage2D(LOCAL_GL_TEXTURE_2D, 1, LOCAL_GL_RGBA8, size.width,
size.height);
InitTexParameters(tex);
// Copy the framebuffer into the texture
mWebgl->CopyTexSubImage2D(LOCAL_GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.width,
size.height);
ClearLastTexture();
return WrapSnapshot(size, format, tex.forget());
}
// Utility method to install the target before copying a snapshot.
already_AddRefed<TextureHandle> DrawTargetWebgl::CopySnapshot() {
AutoRestoreContext restore(this);
if (!PrepareContext(false)) {
return nullptr;
}
return mSharedContext->CopySnapshot();
}
already_AddRefed<SourceSurface> DrawTargetWebgl::Snapshot() {
// If already using the Skia fallback, then just snapshot that.
if (mSkiaValid) {
if (mSkiaLayer) {
FlattenSkia();
}
return mSkia->Snapshot(mFormat);
}
// There's no valid Skia snapshot, so we need to get one from the WebGL
// context.
if (!mSnapshot) {
// First just try to create a copy-on-write reference to this target.
RefPtr<SourceSurfaceWebgl> snapshot = new SourceSurfaceWebgl;
if (snapshot->Init(this)) {
mSnapshot = snapshot;
} else {
// Otherwse, we have to just read back the framebuffer contents. This may
// fail if the WebGL context is lost.
mSnapshot = ReadSnapshot();
}
}
return do_AddRef(mSnapshot);
}
// Read from the WebGL context into a buffer. This handles both swizzling BGRA
// to RGBA and flipping the image.
bool DrawTargetWebgl::SharedContext::ReadInto(uint8_t* aDstData,
int32_t aDstStride,
SurfaceFormat aFormat,
const IntRect& aBounds,
TextureHandle* aHandle) {
MOZ_ASSERT(aFormat == SurfaceFormat::B8G8R8A8 ||
aFormat == SurfaceFormat::B8G8R8X8);
// If reading into a new texture, we have to bind it to a scratch framebuffer
// for reading.
if (aHandle) {
if (!mScratchFramebuffer) {
mScratchFramebuffer = mWebgl->CreateFramebuffer();
}
mWebgl->BindFramebuffer(LOCAL_GL_FRAMEBUFFER, mScratchFramebuffer);
mWebgl->FramebufferTexture2D(
LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, LOCAL_GL_TEXTURE_2D,
aHandle->GetWebGLTexture(), 0);
}
webgl::ReadPixelsDesc desc;
desc.srcOffset = *ivec2::From(aBounds);
desc.size = *uvec2::FromSize(aBounds);
desc.packState.rowLength = aDstStride / 4;
Range<uint8_t> range = {aDstData, size_t(aDstStride) * aBounds.height};
bool success = mWebgl->DoReadPixels(desc, range);
// Restore the actual framebuffer after reading is done.
if (aHandle && mCurrentTarget) {
mWebgl->BindFramebuffer(LOCAL_GL_FRAMEBUFFER, mCurrentTarget->mFramebuffer);
}
return success;
}
already_AddRefed<DataSourceSurface>
DrawTargetWebgl::SharedContext::ReadSnapshot(TextureHandle* aHandle) {
// Allocate a data surface, map it, and read from the WebGL context into the
// surface.
SurfaceFormat format = SurfaceFormat::UNKNOWN;
IntRect bounds;
if (aHandle) {
format = aHandle->GetFormat();
bounds = aHandle->GetBounds();
} else {
format = mCurrentTarget->GetFormat();
bounds = mCurrentTarget->GetRect();
}
RefPtr<DataSourceSurface> surface =
Factory::CreateDataSourceSurface(bounds.Size(), format);
if (!surface) {
return nullptr;
}
DataSourceSurface::ScopedMap dstMap(surface, DataSourceSurface::WRITE);
if (!dstMap.IsMapped() || !ReadInto(dstMap.GetData(), dstMap.GetStride(),
format, bounds, aHandle)) {
return nullptr;
}
return surface.forget();
}
// Utility method to install the target before reading a snapshot.
bool DrawTargetWebgl::ReadInto(uint8_t* aDstData, int32_t aDstStride) {
if (!PrepareContext(false)) {
return false;
}
return mSharedContext->ReadInto(aDstData, aDstStride, GetFormat(), GetRect());
}
// Utility method to install the target before reading a snapshot.
already_AddRefed<DataSourceSurface> DrawTargetWebgl::ReadSnapshot() {
AutoRestoreContext restore(this);
if (!PrepareContext(false)) {
return nullptr;
}
return mSharedContext->ReadSnapshot();
}
already_AddRefed<SourceSurface> DrawTargetWebgl::GetBackingSurface() {
return Snapshot();
}
bool DrawTargetWebgl::CopySnapshotTo(DrawTarget* aDT) {
if (mSkiaValid ||
(mSnapshot &&
(mSnapshot->GetType() != SurfaceType::WEBGL ||
static_cast<SourceSurfaceWebgl*>(mSnapshot.get())->HasReadData()))) {
// There's already a snapshot that is mapped, so just use that.
return false;
}
// Otherwise, attempt to read the data directly into the DT pixels to avoid an
// intermediate copy.
if (!PrepareContext(false)) {
return false;
}
uint8_t* data = nullptr;
IntSize size;
int32_t stride = 0;
SurfaceFormat format = SurfaceFormat::UNKNOWN;
if (!aDT->LockBits(&data, &size, &stride, &format)) {
return false;
}
bool result =
mSharedContext->ReadInto(data, stride, format,
{0, 0, std::min(size.width, mSize.width),
std::min(size.height, mSize.height)});
aDT->ReleaseBits(data);
return result;
}
void DrawTargetWebgl::DetachAllSnapshots() {
mSkia->DetachAllSnapshots();
ClearSnapshot();
}
// Prepare the framebuffer for accelerated drawing. Any cached snapshots will
// be invalidated if not detached and copied here. Ensure the WebGL
// framebuffer's contents are updated if still somehow stored in the Skia
// framebuffer.
bool DrawTargetWebgl::MarkChanged() {
if (mSnapshot) {
ClearSnapshot();
}
if (!mWebglValid && !FlushFromSkia()) {
return false;
}
mSkiaValid = false;
return true;
}
bool DrawTargetWebgl::LockBits(uint8_t** aData, IntSize* aSize,
int32_t* aStride, SurfaceFormat* aFormat,
IntPoint* aOrigin) {
// Can only access pixels if there is valid, flattened Skia data.
if (mSkiaValid && !mSkiaLayer) {
return mSkia->LockBits(aData, aSize, aStride, aFormat, aOrigin);
}
return false;
}
void DrawTargetWebgl::ReleaseBits(uint8_t* aData) {
// Can only access pixels if there is valid, flattened Skia data.
if (mSkiaValid && !mSkiaLayer) {
mSkia->ReleaseBits(aData);
}
}
// Attempts to create all shaders and resources to be used for drawing commands.
// Returns whether or not this succeeded.
bool DrawTargetWebgl::SharedContext::CreateShaders() {
if (!mVertexArray) {
mVertexArray = mWebgl->CreateVertexArray();
}
if (!mVertexBuffer) {
mVertexBuffer = mWebgl->CreateBuffer();
static const float rectData[8] = {0.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f};
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, 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;
}
mWebgl->UseProgram(mImageProgram);
int32_t samplerData = 0;
mWebgl->UniformData(LOCAL_GL_INT, mImageProgramSampler, false,
{(const uint8_t*)&samplerData, sizeof(samplerData)});
}
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));
}
// Attempts to create the framebuffer used for drawing and also any relevant
// non-shared resources. Returns whether or not this succeeded.
bool DrawTargetWebgl::CreateFramebuffer() {
RefPtr<ClientWebGLContext> webgl = mSharedContext->mWebgl;
if (!mFramebuffer) {
mFramebuffer = webgl->CreateFramebuffer();
}
if (!mTex) {
mTex = webgl->CreateTexture();
webgl->BindTexture(LOCAL_GL_TEXTURE_2D, mTex);
webgl->TexStorage2D(LOCAL_GL_TEXTURE_2D, 1, LOCAL_GL_RGBA8, mSize.width,
mSize.height);
mSharedContext->InitTexParameters(mTex);
webgl->BindFramebuffer(LOCAL_GL_FRAMEBUFFER, mFramebuffer);
webgl->FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0, LOCAL_GL_TEXTURE_2D,
mTex, 0);
webgl->Viewport(0, 0, mSize.width, mSize.height);
webgl->ClearColor(0.0f, 0.0f, 0.0f, IsOpaque(mFormat) ? 1.0f : 0.0f);
webgl->Clear(LOCAL_GL_COLOR_BUFFER_BIT);
mSharedContext->ClearTarget();
mSharedContext->ClearLastTexture();
}
return true;
}
void DrawTargetWebgl::CopySurface(SourceSurface* aSurface,
const IntRect& aSourceRect,
const IntPoint& aDestination) {
if (mSkiaValid) {
if (mSkiaLayer) {
if (IntRect(aDestination, aSourceRect.Size()).Contains(GetRect())) {
// If the the destination would override the entire layer, discard the
// layer.
mSkiaLayer = false;
} else if (!IsOpaque(aSurface->GetFormat())) {
// If the surface is not opaque, copying it into the layer results in
// unintended blending rather than a copy to the destination.
FlattenSkia();
}
} else {
// If there is no layer, copying is safe.
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) {
mClipDirty = true;
mSkia->PushClip(aPath);
}
void DrawTargetWebgl::PushClipRect(const Rect& aRect) {
mClipDirty = true;
mSkia->PushClipRect(aRect);
}
void DrawTargetWebgl::PushDeviceSpaceClipRects(const IntRect* aRects,
uint32_t aCount) {
mClipDirty = true;
mSkia->PushDeviceSpaceClipRects(aRects, aCount);
}
void DrawTargetWebgl::PopClip() {
mClipDirty = true;
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::SharedContext::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));
// 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;
}
}
// Whether a given composition operator is associative and thus allows drawing
// into a separate layer that can be later composited back into the WebGL
// context.
static inline bool SupportsLayering(const DrawOptions& aOptions) {
switch (aOptions.mCompositionOp) {
case CompositionOp::OP_OVER:
// Layering is only supported for the default source-over composition op.
return true;
default:
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);
}
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,
const StrokeOptions* aStrokeOptions) {
// If there is nothing to draw, then don't draw...
if (aRect.IsEmpty()) {
return true;
}
// If we're already drawing directly to the WebGL context, then we want to
// continue to do so. However, if we're drawing into a Skia layer over the
// WebGL context, then we need to be careful to avoid repeatedly clearing
// and flushing the layer if we hit a drawing request that can be accelerated
// in between layered drawing requests, as clearing and flushing the layer
// can be significantly expensive when repeated. So when a Skia layer is
// active, if it is possible to continue drawing into the layer, then don't
// accelerate the drawing request.
if (mWebglValid ||
(mSkiaLayer && (aAccelOnly || !SupportsLayering(aOptions)))) {
// If we get here, either the WebGL context is being directly drawn to
// or we are going to flush the Skia layer to it before doing so. The shared
// context still needs to be claimed and prepared for drawing. If this
// fails, we just fall back to drawing with Skia below.
if (PrepareContext(aClipped)) {
// The shared context is claimed and the framebuffer is now valid, so try
// accelerated drawing.
return mSharedContext->DrawRectAccel(
aRect, aPattern, aOptions, aMaskColor, aHandle, aTransformed,
aClipped, aAccelOnly, aForceUpdate, aStrokeOptions);
}
}
// Either there is no valid WebGL target to draw into, or we failed to prepare
// it for drawing. The only thing we can do at this point is fall back to
// drawing with Skia. If the request explicitly requires accelerated drawing,
// then draw nothing before returning failure.
if (!aAccelOnly) {
DrawRectFallback(aRect, aPattern, aOptions, aMaskColor, aTransformed,
aClipped, aStrokeOptions);
}
return false;
}
void DrawTargetWebgl::DrawRectFallback(const Rect& aRect,
const Pattern& aPattern,
const DrawOptions& aOptions,
Maybe<DeviceColor> aMaskColor,
bool aTransformed, bool aClipped,
const StrokeOptions* aStrokeOptions) {
// Invalidate the WebGL target and prepare the Skia target for drawing.
MarkSkiaChanged(aOptions);
if (aTransformed) {
// If transforms are requested, then just translate back to FillRect.
if (aMaskColor) {
mSkia->Mask(ColorPattern(*aMaskColor), aPattern, aOptions);
} else if (aStrokeOptions) {
mSkia->StrokeRect(aRect, aPattern, *aStrokeOptions, 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 if (aStrokeOptions) {
mSkia->StrokeRect(aRect, aPattern, *aStrokeOptions, 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);
}
}
inline already_AddRefed<WebGLTextureJS>
DrawTargetWebgl::SharedContext::GetCompatibleSnapshot(SourceSurface* aSurface) {
if (aSurface->GetType() == SurfaceType::WEBGL) {
RefPtr<SourceSurfaceWebgl> webglSurf =
static_cast<SourceSurfaceWebgl*>(aSurface);
if (this == webglSurf->mSharedContext) {
// If there is a snapshot copy in a texture handle, use that.
if (webglSurf->mHandle) {
return do_AddRef(webglSurf->mHandle->GetWebGLTexture());
}
if (RefPtr<DrawTargetWebgl> webglDT = webglSurf->GetTarget()) {
// If there is a copy-on-write reference to a target, use its backing
// texture directly. This is only safe if the targets don't match, but
// MarkChanged should ensure that any snapshots were copied into a
// texture handle before we ever get here.
if (!IsCurrentTarget(webglDT)) {
return do_AddRef(webglDT->mTex);
}
}
}
}
return nullptr;
}
bool DrawTargetWebgl::SharedContext::UploadSurface(DataSourceSurface* aData,
SurfaceFormat aFormat,
const IntRect& aSrcRect,
const IntPoint& aDstOffset,
bool aInit) {
webgl::TexUnpackBlobDesc texDesc = {
LOCAL_GL_TEXTURE_2D,
{uint32_t(aSrcRect.width), uint32_t(aSrcRect.height), 1}};
if (aData) {
// 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.
DataSourceSurface::ScopedMap map(aData, DataSourceSurface::READ);
if (!map.IsMapped()) {
return false;
}
int32_t stride = map.GetStride();
int32_t bpp = BytesPerPixel(aFormat);
// Get the data pointer range considering the sampling rect offset and
// size.
Range<const uint8_t> range(
map.GetData() + aSrcRect.y * size_t(stride) + aSrcRect.x * bpp,
std::max(aSrcRect.height - 1, 0) * size_t(stride) +
aSrcRect.width * bpp);
texDesc.cpuData = 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.alignmentInTypeElems = stride % 4 ? 1 : 4;
texDesc.unpacking.rowLength = stride / bpp;
texDesc.unpacking.imageHeight = aSrcRect.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 =
aFormat == SurfaceFormat::A8 ? LOCAL_GL_R8 : LOCAL_GL_RGBA8;
GLenum extFormat =
aFormat == 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, aInit ? intFormat : 0,
{uint32_t(aDstOffset.x), uint32_t(aDstOffset.y), 0},
texPI, texDesc);
return true;
}
// Common rectangle and pattern drawing function shared by 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::SharedContext::DrawRectAccel(
const Rect& aRect, const Pattern& aPattern, const DrawOptions& aOptions,
Maybe<DeviceColor> aMaskColor, RefPtr<TextureHandle>* aHandle,
bool aTransformed, bool aClipped, bool aAccelOnly, bool aForceUpdate,
const StrokeOptions* aStrokeOptions) {
// If the rect or clip rect is empty, then there is nothing to draw.
if (aRect.IsEmpty() || mClipRect.IsEmpty()) {
return true;
}
// Check if the drawing options and the pattern support acceleration. Also
// ensure the framebuffer is prepared for drawing. If not, fall back to using
// the Skia target.
if (!SupportsDrawOptions(aOptions) || !SupportsPattern(aPattern) ||
!mCurrentTarget->MarkChanged()) {
// If only accelerated drawing was requested, bail out without software
// drawing fallback.
if (!aAccelOnly) {
mCurrentTarget->DrawRectFallback(aRect, aPattern, aOptions, aMaskColor,
aTransformed, aClipped, aStrokeOptions);
}
return false;
}
// Map the composition op to a WebGL blend mode, if possible.
SetBlendState(aOptions.mCompositionOp);
// Set up the scissor test to reflect the clipping rectangle, if supplied.
bool scissor = false;
if (!mClipRect.Contains(IntRect(IntPoint(), mViewportSize))) {
scissor = true;
mWebgl->Enable(LOCAL_GL_SCISSOR_TEST);
mWebgl->Scissor(mClipRect.x, mClipRect.y, mClipRect.width,
mClipRect.height);
}
const Matrix& currentTransform = GetTransform();
bool success = false;
// 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) &&
(!aTransformed || currentTransform.HasOnlyIntegerTranslation()) &&
!aStrokeOptions) {
// 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)) {
if (aTransformed) {
intRect += RoundedToInt(currentTransform.GetTranslation());
}
if (!intRect.Contains(mClipRect)) {
scissor = true;
mWebgl->Enable(LOCAL_GL_SCISSOR_TEST);
intRect = intRect.Intersect(mClipRect);
mWebgl->Scissor(intRect.x, intRect.y, intRect.width,
intRect.height);
}
float a = color.a * aOptions.mAlpha;
mWebgl->ClearColor(color.b * a, color.g * a, color.r * a, a);
mWebgl->Clear(LOCAL_GL_COLOR_BUFFER_BIT);
success = true;
break;
}
}
// Since it couldn't be mapped to a scissored clear, we need to use the
// solid color shader with supplied transform.
if (mLastProgram != mSolidProgram) {
mWebgl->UseProgram(mSolidProgram);
mLastProgram = mSolidProgram;
}
float a = color.a * aOptions.mAlpha;
float colorData[4] = {color.b * a, color.g * a, color.r * a, a};
Matrix xform(aRect.width, 0.0f, 0.0f, aRect.height, aRect.x, aRect.y);
if (aTransformed) {
xform *= currentTransform;
}
xform *= Matrix(2.0f / float(mViewportSize.width), 0.0f, 0.0f,
2.0f / float(mViewportSize.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(
aStrokeOptions ? LOCAL_GL_LINE_LOOP : LOCAL_GL_TRIANGLE_FAN, 0, 4);
success = true;
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();
}
}
RefPtr<WebGLTextureJS> tex;
IntRect bounds;
IntSize backingSize;
RefPtr<DataSourceSurface> data;
bool init = false;
if (handle) {
if (aForceUpdate) {
data = surfacePattern.mSurface->GetDataSurface();
if (!data) {
break;
}
// 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());
}
// If using an existing handle, move it to the front of the MRU list.
handle->remove();
mTextureHandles.insertFront(handle);
} else if ((tex = GetCompatibleSnapshot(surfacePattern.mSurface))) {
backingSize = surfacePattern.mSurface->GetSize();
bounds = IntRect(offset, texSize);
} else {
// If we get here, we need a data surface for a texture upload.
data = surfacePattern.mSurface->GetDataSurface();
if (!data) {
break;
}
// If the surface is mapped to an axis-aligned rectangle with no scale,
// then it's possible to do a texture upload directly to the
// framebuffer. This is only safe if there is no blending enabled.
if ((aOptions.mCompositionOp == CompositionOp::OP_SOURCE ||
(aOptions.mCompositionOp == CompositionOp::OP_OVER &&
format == SurfaceFormat::B8G8R8X8)) &&
aOptions.mAlpha == 1.0f &&
(!aTransformed || currentTransform.HasOnlyIntegerTranslation()) &&
surfacePattern.mMatrix.HasOnlyIntegerTranslation() &&
!aStrokeOptions && !aMaskColor) {
auto intRect = RoundedToInt(aRect);
if (aRect.WithinEpsilonOf(Rect(intRect), 1.0e-3f)) {
if (aTransformed) {
intRect += RoundedToInt(currentTransform.GetTranslation());
}
intRect = intRect.Intersect(mClipRect);
auto destOffset =
RoundedToInt(surfacePattern.mMatrix.GetTranslation());
bounds = (IntRect(offset, texSize) + destOffset).Intersect(intRect);
if (bounds.IsEmpty()) {
success = true;
break;
}
if (mLastTexture != mCurrentTarget->mTex) {
mWebgl->BindTexture(LOCAL_GL_TEXTURE_2D, mCurrentTarget->mTex);
mLastTexture = mCurrentTarget->mTex;
}
if (UploadSurface(data, format, bounds - destOffset,
bounds.TopLeft(), false)) {
success = true;
}
break;
}
}
// 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));
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;
}
} 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;
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);
}
}
// Switch to the image shader and set up relevant transforms.
if (mLastProgram != mImageProgram) {
mWebgl->UseProgram(mImageProgram);
mLastProgram = mImageProgram;
}
DeviceColor color = aMaskColor.valueOr(DeviceColor(1, 1, 1, 1));
float a = color.a * aOptions.mAlpha;
float colorData[4] = {color.b * a, color.g * a, color.r * 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 *= currentTransform;
}
xform *= Matrix(2.0f / float(mViewportSize.width), 0.0f, 0.0f,
2.0f / float(mViewportSize.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)});
// Start binding the WebGL state for the texture.
if (handle) {
if (!tex) {
tex = handle->GetWebGLTexture();
}
bounds = handle->GetBounds();
backingSize = handle->GetBackingSize();
}
if (mLastTexture != tex) {
mWebgl->BindTexture(LOCAL_GL_TEXTURE_2D, tex);
mLastTexture = tex;
}
if (init) {
// If this is the first time the texture is used, we need to initialize
// the clamping and filtering state.
InitTexParameters(tex);
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.
UploadSurface(nullptr, format, IntRect(IntPoint(), backingSize),
IntPoint(), true);
}
}
if (data) {
UploadSurface(data, format, IntRect(offset, texSize), bounds.TopLeft(),
texSize == backingSize);
}
// 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, 0.0f, 0.0f,
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(
aStrokeOptions ? LOCAL_GL_LINE_LOOP : LOCAL_GL_TRIANGLE_FAN, 0, 4);
success = true;
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 (scissor) {
mWebgl->Disable(LOCAL_GL_SCISSOR_TEST);
}
return success;
}
bool DrawTargetWebgl::SharedContext::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);
ClearLastTexture();
return true;
}
void SharedTextureHandle::Cleanup(DrawTargetWebgl::SharedContext& aContext) {
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()) {
aContext.RemoveSharedTexture(mTexture);
}
}
bool DrawTargetWebgl::SharedContext::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);
ClearLastTexture();
return true;
}
void StandaloneTexture::Cleanup(DrawTargetWebgl::SharedContext& aContext) {
aContext.RemoveStandaloneTexture(this);
}
// Prune a given texture handle and release its associated resources.
void DrawTargetWebgl::SharedContext::PruneTextureHandle(
const 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 CacheEntry, unlink it.
if (RefPtr<CacheEntry> entry = aHandle->GetCacheEntry()) {
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::SharedContext::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) {
if (SupportsPattern(aPattern)) {
DrawRect(aRect, aPattern, aOptions);
} else if (!mWebglValid) {
MarkSkiaChanged(aOptions);
mSkia->FillRect(aRect, aPattern, aOptions);
} else {
// If the pattern is unsupported, then transform the rect to a path so it
// can be cached.
SkPath skiaPath;
skiaPath.addRect(RectToSkRect(aRect));
RefPtr<PathSkia> path = new PathSkia(skiaPath, FillRule::FILL_WINDING);
DrawPath(path, aPattern, aOptions);
}
}
void CacheEntry::Link(const RefPtr<TextureHandle>& aHandle) {
mHandle = aHandle;
mHandle->SetCacheEntry(this);
}
// When the CacheEntry becomes unused, it marks the corresponding
// TextureHandle as unused and unlinks it from the CacheEntry. The
// entry is removed from its containing Cache, if applicable.
void CacheEntry::Unlink() {
RemoveFromList();
// The entry may not have a valid handle if rasterization failed.
if (mHandle) {
mHandle->SetCacheEntry(nullptr);
mHandle = nullptr;
}
}
// Hashes a path and pattern to a single hash value that can be used for quick
// comparisons. This currently avoids to expensive hashing of internal path
// and pattern data for speed, relying instead on later exact comparisons for
// disambiguation.
HashNumber PathCacheEntry::HashPath(const SkPath& aPath,
const Pattern* aPattern,
const Matrix& aTransform,
const IntRect& aBounds) {
HashNumber hash = 0;
hash = AddToHash(hash, aPath.countVerbs());
hash = AddToHash(hash, aPath.countPoints());
hash = AddToHash(hash, aBounds.width);
hash = AddToHash(hash, aBounds.height);
if (aPattern) {
hash = AddToHash(hash, (int)aPattern->GetType());
}
return hash;
}
// When caching rendered geometry, we need to ensure the scale and orientation
// 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 path cache entry matches an incoming path and
// pattern.
bool PathCacheEntry::MatchesPath(const SkPath& aPath, const Pattern* aPattern,
const StrokeOptions* aStrokeOptions,
const Matrix& aTransform,
const IntRect& aBounds, HashNumber aHash) {
return aHash == mHash && HasMatchingScale(aTransform, mTransform) &&
aBounds.Size() == mBounds.Size() && aPath == mPath &&
(!aPattern ? !mPattern : mPattern && *aPattern == *mPattern) &&
(!aStrokeOptions
? !mStrokeOptions
: mStrokeOptions && *aStrokeOptions == *mStrokeOptions);
}
PathCacheEntry::PathCacheEntry(const SkPath& aPath, Pattern* aPattern,
StoredStrokeOptions* aStrokeOptions,
const Matrix& aTransform, const IntRect& aBounds,
const Point& aOrigin, HashNumber aHash)
: CacheEntryImpl<PathCacheEntry>(aTransform, aBounds, aHash),
mPath(aPath),
mOrigin(aOrigin),
mPattern(aPattern),
mStrokeOptions(aStrokeOptions) {}
// Attempt to find a matching entry in the path 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<PathCacheEntry> PathCache::FindOrInsertEntry(
const SkPath& aPath, const Pattern* aPattern,
const StrokeOptions* aStrokeOptions, const Matrix& aTransform,
const IntRect& aBounds, const Point& aOrigin) {
HashNumber hash =
PathCacheEntry::HashPath(aPath, aPattern, aTransform, aBounds);
for (const RefPtr<PathCacheEntry>& entry : mEntries) {
if (entry->MatchesPath(aPath, aPattern, aStrokeOptions, aTransform, aBounds,
hash)) {
return do_AddRef(entry);
}
}
Pattern* pattern = nullptr;
if (aPattern) {
pattern = aPattern->Clone();
if (!pattern) {
return nullptr;
}
}
StoredStrokeOptions* strokeOptions = nullptr;
if (aStrokeOptions) {
strokeOptions = aStrokeOptions->Clone();
if (!strokeOptions) {
return nullptr;
}
}
RefPtr<PathCacheEntry> entry = new PathCacheEntry(
aPath, pattern, strokeOptions, aTransform, aBounds, aOrigin, hash);
mEntries.insertFront(entry);
return entry.forget();
}
void DrawTargetWebgl::Fill(const Path* aPath, const Pattern& aPattern,
const DrawOptions& aOptions) {
if (!aPath || aPath->GetBackendType() != BackendType::SKIA) {
return;
}
const SkPath& skiaPath = static_cast<const PathSkia*>(aPath)->GetPath();
SkRect rect;
// Draw the path as a simple rectangle with a supported pattern when possible.
if (skiaPath.isRect(&rect) && SupportsPattern(aPattern)) {
DrawRect(SkRectToRect(rect), aPattern, aOptions);
} else {
DrawPath(aPath, aPattern, aOptions);
}
}
bool DrawTargetWebgl::SharedContext::DrawPathAccel(
const Path* aPath, const Pattern& aPattern, const DrawOptions& aOptions,
const StrokeOptions* aStrokeOptions) {
// Get the transformed bounds for the path and conservatively check if the
// bounds overlap the canvas.
const PathSkia* pathSkia = static_cast<const PathSkia*>(aPath);
const Matrix& currentTransform = GetTransform();
Rect bounds = pathSkia->GetFastBounds(currentTransform, aStrokeOptions)
.Intersect(Rect(IntRect(IntPoint(), mViewportSize)));
// If the path doesn't intersect the viewport, then there is nothing to draw.
if (bounds.IsEmpty()) {
return true;
}
IntRect intBounds = RoundedOut(bounds);
// If the pattern is a solid color, then this will be used along with a path
// mask to render the path, as opposed to baking the pattern into the cached
// path texture.
Maybe<DeviceColor> color =
aPattern.GetType() == PatternType::COLOR
? Some(static_cast<const ColorPattern&>(aPattern).mColor)
: Nothing();
if (!mPathCache) {
mPathCache = MakeUnique<PathCache>();
}
// Look for an existing path cache entry, if possible, or otherwise create
// one.
RefPtr<PathCacheEntry> entry = mPathCache->FindOrInsertEntry(
pathSkia->GetPath(), color ? nullptr : &aPattern, aStrokeOptions,
currentTransform, intBounds, bounds.TopLeft());
if (!entry) {
return false;
}
RefPtr<TextureHandle> handle = entry->GetHandle();
if (handle && handle->IsValid()) {
// If the entry has a valid texture handle still, use it. However, only
// the rounded integer bounds of the path are considered, so we need to
// be careful to subtract off the old subpixel offset from the cached
// patch and add in the new subpixel offset. The integer bounds origin
// is subtracted from the path offset when it is cached, so we rather
// need to consider the offset as the difference between the path's real
// bounds origin and the rounded integer origin.
Point oldOffset = entry->GetOrigin() - entry->GetBounds().TopLeft();
Point newOffset = bounds.TopLeft() - intBounds.TopLeft();
Rect offsetRect = Rect(intBounds) + (newOffset - oldOffset);
SurfacePattern pathPattern(nullptr, ExtendMode::CLAMP,
Matrix::Translation(offsetRect.TopLeft()));
if (DrawRectAccel(offsetRect, pathPattern, aOptions, color, &handle, false,
true, true)) {
return true;
}
} else {
// If there isn't a valid texture handle, then we need to rasterize the
// path in a software canvas and upload this to a texture. Solid color
// patterns will be rendered as a path mask that can then be modulated
// with any color. Other pattern types have to rasterize the pattern
// directly into the cached texture.
handle = nullptr;
RefPtr<DrawTargetSkia> pathDT = new DrawTargetSkia;
if (pathDT->Init(intBounds.Size(),
color ? SurfaceFormat::A8 : SurfaceFormat::B8G8R8A8)) {
pathDT->SetTransform(currentTransform *
Matrix::Translation(-intBounds.TopLeft()));
DrawOptions drawOptions(1.0f, CompositionOp::OP_OVER,
aOptions.mAntialiasMode);
static const ColorPattern maskPattern(
DeviceColor(1.0f, 1.0f, 1.0f, 1.0f));
const Pattern& cachePattern = color ? maskPattern : aPattern;
if (aStrokeOptions) {
pathDT->Stroke(aPath, cachePattern, *aStrokeOptions, drawOptions);
} else {
pathDT->Fill(aPath, cachePattern, drawOptions);
}
RefPtr<SourceSurface> pathSurface = pathDT->Snapshot();
if (pathSurface) {
SurfacePattern pathPattern(pathSurface, ExtendMode::CLAMP,
Matrix::Translation(intBounds.TopLeft()));
// Try and upload the rasterized path to a texture. If there is a
// valid texture handle after this, then link it to the entry.
// Otherwise, we might have to fall back to software drawing the
// path, so unlink it from the entry.
if (DrawRectAccel(Rect(intBounds), pathPattern, aOptions, color,
&handle, false, true) &&
handle) {
entry->Link(handle);
} else {
entry->Unlink();
}
return true;
}
}
}
return false;
}
void DrawTargetWebgl::DrawPath(const Path* aPath, const Pattern& aPattern,
const DrawOptions& aOptions,
const StrokeOptions* aStrokeOptions) {
// If there is a WebGL context, then try to cache the path to avoid slow
// fallbacks.
if (mWebglValid && SupportsDrawOptions(aOptions) && PrepareContext() &&
mSharedContext->DrawPathAccel(aPath, aPattern, aOptions,
aStrokeOptions)) {
return;
}
// There was no path cache entry available to use, so fall back to drawing the
// path with Skia.
MarkSkiaChanged(aOptions);
if (aStrokeOptions) {
mSkia->Stroke(aPath, aPattern, *aStrokeOptions, aOptions);
} else {
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(aOptions);
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(aOptions);
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();
}
bool DrawTargetWebgl::SharedContext::DrawSurfaceWithShadowAccel(
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 (DrawRectAccel(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)));
DrawRectAccel(Rect(IntRect(surfaceOffset, size)), surfacePattern,
DrawOptions(1.0f, aOperator), Nothing(), nullptr, false,
true);
return true;
}
} 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 (DrawRectAccel(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)));
DrawRectAccel(Rect(IntRect(surfaceOffset, size)), surfacePattern,
DrawOptions(1.0f, aOperator), Nothing(), nullptr, false,
true);
return true;
}
}
return false;
}
void DrawTargetWebgl::DrawSurfaceWithShadow(SourceSurface* aSurface,
const Point& aDest,
const DeviceColor& aColor,
const Point& aOffset, Float aSigma,
CompositionOp aOperator) {
if (mWebglValid && PrepareContext() &&
mSharedContext->DrawSurfaceWithShadowAccel(aSurface, aDest, aColor,
aOffset, aSigma, aOperator)) {
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) {
// TODO: Support other stroke options. Ensure that we only stroke with the
// default settings for now.
if (aStrokeOptions == StrokeOptions() && mTransform.PreservesDistance()) {
DrawRect(aRect, aPattern, aOptions, Nothing(), nullptr, true, true, false,
false, &aStrokeOptions);
} else if (!mWebglValid || !SupportsPattern(aPattern)) {
MarkSkiaChanged(aOptions);
mSkia->StrokeRect(aRect, aPattern, aStrokeOptions, aOptions);
} else {
// If the stroke options are unsupported, then transform the rect to a path
// so it can be cached.
SkPath skiaPath;
skiaPath.addRect(RectToSkRect(aRect));
RefPtr<PathSkia> path = new PathSkia(skiaPath, FillRule::FILL_WINDING);
DrawPath(path, aPattern, aOptions, &aStrokeOptions);
}
}
void DrawTargetWebgl::StrokeLine(const Point& aStart, const Point& aEnd,
const Pattern& aPattern,
const StrokeOptions& aStrokeOptions,
const DrawOptions& aOptions) {
MarkSkiaChanged(aOptions);
mSkia->StrokeLine(aStart, aEnd, aPattern, aStrokeOptions, aOptions);
}
void DrawTargetWebgl::Stroke(const Path* aPath, const Pattern& aPattern,
const StrokeOptions& aStrokeOptions,
const DrawOptions& aOptions) {
if (!aPath || aPath->GetBackendType() != BackendType::SKIA) {
return;
}
const auto& skiaPath = static_cast<const PathSkia*>(aPath)->GetPath();
SkRect rect;
SkPoint line[2];
if (!mWebglValid) {
MarkSkiaChanged(aOptions);
mSkia->Stroke(aPath, aPattern, aStrokeOptions, aOptions);
} else if (skiaPath.isRect(&rect)) {
StrokeRect(SkRectToRect(rect), aPattern, aStrokeOptions, aOptions);
} else if (skiaPath.isLine(line)) {
StrokeLine(SkPointToPoint(line[0]), SkPointToPoint(line[1]), aPattern,
aStrokeOptions, aOptions);
} else {
DrawPath(aPath, aPattern, aOptions, &aStrokeOptions);
}
}
void DrawTargetWebgl::StrokeGlyphs(ScaledFont* aFont,
const GlyphBuffer& aBuffer,
const Pattern& aPattern,
const StrokeOptions& aStrokeOptions,
const DrawOptions& aOptions) {
MarkSkiaChanged(aOptions);
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;
}
// 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)
: CacheEntryImpl<GlyphCacheEntry>(aTransform, aBounds, aHash),
mColor(aColor) {
// 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 hash = GlyphCacheEntry::HashGlyphs(aBuffer, aTransform);
for (const RefPtr<GlyphCacheEntry>& entry : mEntries) {
if (entry->MatchesGlyphs(aBuffer, aColor, aTransform, aBounds, hash)) {
return do_AddRef(entry);
}
}
RefPtr<GlyphCacheEntry> entry =
new GlyphCacheEntry(aBuffer, aColor, aTransform, aBounds, hash);
mEntries.insertFront(entry);
return entry.forget();
}
GlyphCache::GlyphCache(ScaledFont* aFont) : mFont(aFont) {}
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;
}
bool DrawTargetWebgl::SharedContext::FillGlyphsAccel(
ScaledFont* aFont, const GlyphBuffer& aBuffer, const Pattern& aPattern,
const DrawOptions& aOptions, bool aUseSubpixelAA) {
// 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.
// Get the local bounds of the text run.
Maybe<Rect> bounds = mCurrentTarget->mSkia->GetGlyphLocalBounds(
aFont, aBuffer, aPattern, nullptr, aOptions);
if (!bounds) {
return false;
}
// Transform the local bounds into device space so that we know how big
// the cached texture will be.
const Matrix& currentTransform = GetTransform();
Rect xformBounds = currentTransform.TransformBounds(*bounds).Intersect(
Rect(IntRect(IntPoint(), mViewportSize)));
if (xformBounds.IsEmpty()) {
return true;
}
// Ensure there is a clear border around the text.
xformBounds.Inflate(1);
IntRect intBounds = RoundedOut(xformBounds);
// 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 = aUseSubpixelAA;
// 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.
DeviceColor color = static_cast<const ColorPattern&>(aPattern).mColor;
DeviceColor aaColor = useColor ? color : DeviceColor(1.0f, 1.0f, 1.0f, 1.0f);
RefPtr<GlyphCacheEntry> entry =
cache->FindOrInsertEntry(aBuffer, aaColor, currentTransform, intBounds);
if (!entry) {
return false;
}
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 (DrawRectAccel(
Rect(intBounds), pattern, aOptions,
handle->GetFormat() == SurfaceFormat::A8 ? Some(color) : Nothing(),
&handle, false, true, true)) {
return true;
}
} else {
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(currentTransform *
Matrix::Translation(-intBounds.TopLeft()));
textDT->SetPermitSubpixelAA(aUseSubpixelAA);
DrawOptions drawOptions(1.0f, CompositionOp::OP_OVER,
aOptions.mAntialiasMode);
textDT->FillGlyphs(aFont, aBuffer, ColorPattern(aaColor), drawOptions);
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 false;
}
}
}
// Attempt to upload the rendered text surface into a texture
// handle and draw it.
SurfacePattern pattern(textSurface, ExtendMode::CLAMP,
Matrix::Translation(intBounds.TopLeft()));
if (DrawRectAccel(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();
}
return true;
}
}
}
return false;
}
void DrawTargetWebgl::FillGlyphs(ScaledFont* aFont, const GlyphBuffer& aBuffer,
const Pattern& aPattern,
const DrawOptions& aOptions) {
if (!aFont || !aBuffer.mNumGlyphs) {
return;
}
AntialiasMode aaMode = aFont->GetDefaultAAMode();
if (aOptions.mAntialiasMode != AntialiasMode::DEFAULT) {
aaMode = aOptions.mAntialiasMode;
}
bool useSubpixelAA =
GetPermitSubpixelAA() &&
(aaMode == AntialiasMode::DEFAULT || aaMode == AntialiasMode::SUBPIXEL);
if (mWebglValid && SupportsDrawOptions(aOptions) &&
aPattern.GetType() == PatternType::COLOR && PrepareContext() &&
mSharedContext->FillGlyphsAccel(aFont, aBuffer, aPattern, aOptions,
useSubpixelAA)) {
return;
}
// If not able to cache the text run to a texture, then just fall back to
// drawing with the Skia target.
if (useSubpixelAA) {
// Subpixel AA does not support layering because the subpixel masks can't
// blend with the over op.
MarkSkiaChanged();
} else {
MarkSkiaChanged(aOptions);
}
mSkia->FillGlyphs(aFont, aBuffer, aPattern, aOptions);
}
void DrawTargetWebgl::MarkSkiaChanged(const DrawOptions& aOptions) {
if (SupportsLayering(aOptions)) {
if (!mSkiaValid) {
// If the Skia context needs initialization, clear it and enable layering.
mSkiaValid = true;
if (mWebglValid) {
mSkiaLayer = true;
mSkia->Clear();
}
}
// The WebGL context is no longer up-to-date.
mWebglValid = false;
} else {
// For other composition ops, just overwrite the Skia data.
MarkSkiaChanged();
}
}
// Attempts to read the contents of the WebGL context into the Skia target.
void DrawTargetWebgl::ReadIntoSkia() {
if (mSkiaValid) {
return;
}
if (mWebglValid) {
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;
// The Skia data is flat after reading, so disable any layering.
mSkiaLayer = false;
}
// Reads data from the WebGL context and blends it with the current Skia layer.
void DrawTargetWebgl::FlattenSkia() {
if (!mSkiaValid || !mSkiaLayer) {
return;
}
if (RefPtr<DataSourceSurface> base = ReadSnapshot()) {
mSkia->BlendSurface(base, GetRect(), IntPoint(),
CompositionOp::OP_DEST_OVER);
}
mSkiaLayer = false;
}
// 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 (mSharedContext->IsContextLost()) {
mWebglValid = false;
return false;
}
// The WebGL target is already valid, so there is nothing to do.
if (mWebglValid) {
return true;
}
// Ensure that DrawRect doesn't recursively call into FlushFromSkia. If
// the Skia target isn't valid, then it doesn't matter what is in the the
// WebGL target either, so only try to blend if there is a valid Skia target.
mWebglValid = true;
if (mSkiaValid) {
RefPtr<SourceSurface> skiaSnapshot = mSkia->Snapshot();
if (!skiaSnapshot) {
// There's a valid Skia target to draw to, but for some reason there is
// no available snapshot, so just keep using the Skia target.
mWebglValid = false;
return false;
}
AutoRestoreContext restore(this);
SurfacePattern pattern(skiaSnapshot, ExtendMode::CLAMP);
// If there is a layer, blend the snapshot with the WebGL context,
// otherwise copy it.
if (!DrawRect(Rect(GetRect()), pattern,
DrawOptions(1.0f, mSkiaLayer ? CompositionOp::OP_OVER
: CompositionOp::OP_SOURCE),
Nothing(), mSkiaLayer ? &mSnapshotTexture : nullptr, false,
false, true, true)) {
// If accelerated drawing failed for some reason, then leave the Skia
// target unchanged.
mWebglValid = false;
return false;
}
}
return true;
}
// For use within CanvasRenderingContext2D, called on BorrowDrawTarget.
void DrawTargetWebgl::BeginFrame(const IntRect& aPersistedRect) {
if (mNeedsPresent) {
mNeedsPresent = false;
// If still rendering into the Skia target, switch back to the WebGL
// context.
if (!mWebglValid) {
if (aPersistedRect.IsEmpty()) {
// If nothing needs to persist, just mark the WebGL context valid.
mWebglValid = true;
} else {
FlushFromSkia();
}
}
}
}
// For use within CanvasRenderingContext2D, called on ReturnDrawTarget.
void DrawTargetWebgl::EndFrame() {
// Ensure we're not somehow using more than the allowed texture memory.
mSharedContext->PruneTextureMemory();
// Signal that we're done rendering the frame in case no present occurs.
mSharedContext->mWebgl->EndOfFrame();
// The framebuffer is dirty, so it needs to be copied to the swapchain.
mNeedsPresent = true;
}
Maybe<layers::SurfaceDescriptor> DrawTargetWebgl::GetFrontBuffer() {
// Only try to present and retrieve the front buffer if there is a valid
// WebGL framebuffer that can be sent to the compositor. Otherwise, return
// nothing to try to reuse the Skia snapshot.
if (mSharedContext->mWebgl->GetTexTypeForSwapChain() ==
layers::TextureType::Unknown) {
return Nothing();
}
if (mNeedsPresent) {
mNeedsPresent = false;
if (mWebglValid || FlushFromSkia()) {
// Copy and swizzle the WebGL framebuffer to the swap chain front buffer.
webgl::SwapChainOptions options;
options.bgra = true;
mSharedContext->mWebgl->CopyToSwapChain(mFramebuffer, options);
}
}
if (mWebglValid) {
return mSharedContext->mWebgl->GetFrontBuffer(mFramebuffer);
}
return Nothing();
}
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 {
if (aSurface->GetType() == SurfaceType::WEBGL) {
return do_AddRef(aSurface);
}
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(aOptions);
mSkia->DrawFilter(aNode, aSourceRect, aDestPoint, aOptions);
}
bool DrawTargetWebgl::Draw3DTransformedSurface(SourceSurface* aSurface,
const Matrix4x4& aMatrix) {
MarkSkiaChanged();
return mSkia->Draw3DTransformedSurface(aSurface, aMatrix);
}
} // namespace mozilla::gfx