gecko/gfx/layers/Compositor.h

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef MOZILLA_GFX_COMPOSITOR_H
#define MOZILLA_GFX_COMPOSITOR_H
#include "Units.h" // for ScreenPoint
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/RefPtr.h" // for TemporaryRef, RefCounted
#include "mozilla/gfx/Point.h" // for IntSize, Point
#include "mozilla/gfx/Rect.h" // for Rect, IntRect
#include "mozilla/gfx/Types.h" // for Float
#include "mozilla/layers/CompositorTypes.h" // for DiagnosticTypes, etc
#include "mozilla/layers/LayersTypes.h" // for LayersBackend
#include "nsTraceRefcnt.h" // for MOZ_COUNT_CTOR, etc
/**
* Different elements of a web pages are rendered into separate "layers" before
* they are flattened into the final image that is brought to the screen.
* See Layers.h for more informations about layers and why we use retained
* structures.
* Most of the documentation for layers is directly in the source code in the
* form of doc comments. An overview can also be found in the the wiki:
* https://wiki.mozilla.org/Gecko:Overview#Graphics
*
*
* # Main interfaces and abstractions
*
* - Layer, ShadowableLayer and LayerComposite
* (see Layers.h and ipc/ShadowLayers.h)
* - CompositableClient and CompositableHost
* (client/CompositableClient.h composite/CompositableHost.h)
* - TextureClient and TextureHost
* (client/TextureClient.h composite/TextureHost.h)
* - TextureSource
* (composite/TextureHost.h)
* - Forwarders
* (ipc/CompositableForwarder.h ipc/ShadowLayers.h)
* - Compositor
* (this file)
* - IPDL protocols
* (.ipdl files under the gfx/layers/ipc directory)
*
* The *Client and Shadowable* classes are always used on the content thread.
* Forwarders are always used on the content thread.
* The *Host and Shadow* classes are always used on the compositor thread.
* Compositors, TextureSource, and Effects are always used on the compositor
* thread.
* Most enums and constants are declared in LayersTypes.h and CompositorTypes.h.
*
*
* # Texture transfer
*
* Most layer classes own a Compositable plus some extra information like
* transforms and clip rects. They are platform independent.
* Compositable classes manipulate Texture objects and are reponsible for
* things like tiling, buffer rotation or double buffering. Compositables
* are also platform-independent. Examples of compositable classes are:
* - ImageClient
* - CanvasClient
* - ContentHost
* - etc.
* Texture classes (TextureClient and TextureHost) are thin abstractions over
* platform-dependent texture memory. They are maniplulated by compositables
* and don't know about buffer rotations and such. The purposes of TextureClient
* and TextureHost are to synchronize, serialize and deserialize texture data.
* TextureHosts provide access to TextureSources that are views on the
* Texture data providing the necessary api for Compositor backend to composite
* them.
*
* Compositable and Texture clients and hosts are created using factory methods.
* They should only be created by using their constructor in exceptional
* circumstances. The factory methods are located:
* TextureClient - CompositableClient::CreateTextureClient
* TextureHost - TextureHost::CreateTextureHost, which calls a
* platform-specific function, e.g., CreateTextureHostOGL
* CompositableClient - in the appropriate subclass, e.g.,
* CanvasClient::CreateCanvasClient
* CompositableHost - CompositableHost::Create
*
*
* # IPDL
*
* If off-main-thread compositing (OMTC) is enabled, compositing is performed
* in a dedicated thread. In some setups compositing happens in a dedicated
* process. Documentation may refer to either the compositor thread or the
* compositor process.
* See explanations in ShadowLayers.h.
*
*
* # Backend implementations
*
* Compositor backends like OpenGL or flavours of D3D live in their own directory
* under gfx/layers/. To add a new backend, implement at least the following
* interfaces:
* - Compositor (ex. CompositorOGL)
* - TextureHost (ex. SharedTextureHostOGL)
* Depending on the type of data that needs to be serialized, you may need to
* add specific TextureClient implementations.
*/
class nsIWidget;
struct gfxMatrix;
struct nsIntSize;
namespace mozilla {
namespace gfx {
class Matrix4x4;
class DrawTarget;
}
namespace layers {
struct Effect;
struct EffectChain;
class Image;
class ISurfaceAllocator;
class NewTextureSource;
class DataTextureSource;
class CompositingRenderTarget;
enum SurfaceInitMode
{
INIT_MODE_NONE,
INIT_MODE_CLEAR,
INIT_MODE_COPY
};
/**
* Common interface for compositor backends.
*
* Compositor provides a cross-platform interface to a set of operations for
* compositing quads. Compositor knows nothing about the layer tree. It must be
* told everything about each composited quad - contents, location, transform,
* opacity, etc.
*
* In theory it should be possible for different widgets to use the same
* compositor. In practice, we use one compositor per window.
*
* # Usage
*
* For an example of a user of Compositor, see LayerManagerComposite.
*
* Initialization: create a Compositor object, call Initialize().
*
* Destruction: destroy any resources associated with the compositor, call
* Destroy(), delete the Compositor object.
*
* Composition:
* call BeginFrame,
* for each quad to be composited:
* call MakeCurrent if necessary (not necessary if no other context has been
* made current),
* take care of any texture upload required to composite the quad, this step
* is backend-dependent,
* construct an EffectChain for the quad,
* call DrawQuad,
* call EndFrame.
* If the user has to stop compositing at any point before EndFrame, call
* AbortFrame.
* If the compositor is usually used for compositing but compositing is
* temporarily done without the compositor, call EndFrameForExternalComposition
* after compositing each frame so the compositor can remain internally
* consistent.
*
* By default, the compositor will render to the screen, to render to a target,
* call SetTargetContext or SetRenderTarget, the latter with a target created
* by CreateRenderTarget or CreateRenderTargetFromSource.
*
* The target and viewport methods can be called before any DrawQuad call and
* affect any subsequent DrawQuad calls.
*/
class Compositor : public RefCounted<Compositor>
{
public:
Compositor()
: mCompositorID(0)
, mDiagnosticTypes(DIAGNOSTIC_NONE)
{
MOZ_COUNT_CTOR(Compositor);
}
virtual ~Compositor()
{
MOZ_COUNT_DTOR(Compositor);
}
virtual TemporaryRef<DataTextureSource> CreateDataTextureSource(TextureFlags aFlags = 0) = 0;
virtual bool Initialize() = 0;
virtual void Destroy() = 0;
/**
* Return true if the effect type is supported.
*
* By default Compositor implementations should support all effects but in
* some rare cases it is not possible to support an effect efficiently.
* This is the case for BasicCompositor with EffectYCbCr.
*/
virtual bool SupportsEffect(EffectTypes aEffect) { return true; }
/**
* Request a texture host identifier that may be used for creating textures
* across process or thread boundaries that are compatible with this
* compositor.
*/
virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() = 0;
/**
* Properties of the compositor.
*/
virtual bool CanUseCanvasLayerForSize(const gfx::IntSize& aSize) = 0;
virtual int32_t GetMaxTextureSize() const = 0;
/**
* Set the target for rendering. Results will have been written to aTarget by
* the time that EndFrame returns.
*
* If this method is not used, or we pass in nullptr, we target the compositor's
* usual swap chain and render to the screen.
*/
virtual void SetTargetContext(gfx::DrawTarget* aTarget) = 0;
typedef uint32_t MakeCurrentFlags;
static const MakeCurrentFlags ForceMakeCurrent = 0x1;
/**
* Make this compositor's rendering context the current context for the
* underlying graphics API. This may be a global operation, depending on the
* API. Our context will remain the current one until someone else changes it.
*
* Clients of the compositor should call this at the start of the compositing
* process, it might be required by texture uploads etc.
*
* If aFlags == ForceMakeCurrent then we will (re-)set our context on the
* underlying API even if it is already the current context.
*/
virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) = 0;
/**
* Creates a Surface that can be used as a rendering target by this
* compositor.
*/
virtual TemporaryRef<CompositingRenderTarget>
CreateRenderTarget(const gfx::IntRect& aRect, SurfaceInitMode aInit) = 0;
/**
* Creates a Surface that can be used as a rendering target by this
* compositor, and initializes the surface by copying from aSource.
* If aSource is null, then the current screen buffer is used as source.
*/
virtual TemporaryRef<CompositingRenderTarget>
CreateRenderTargetFromSource(const gfx::IntRect& aRect,
const CompositingRenderTarget* aSource) = 0;
/**
* Sets the given surface as the target for subsequent calls to DrawQuad.
* Passing null as aSurface sets the screen as the target.
*/
virtual void SetRenderTarget(CompositingRenderTarget* aSurface) = 0;
/**
* Returns the current target for rendering. Will return null if we are
* rendering to the screen.
*/
virtual CompositingRenderTarget* GetCurrentRenderTarget() = 0;
/**
* Mostly the compositor will pull the size from a widget and this method will
* be ignored, but compositor implementations are free to use it if they like.
*/
virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) = 0;
/**
* Declare an offset to use when rendering layers. This will be ignored when
* rendering to a target instead of the screen.
*/
virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) = 0;
/**
* Tell the compositor to actually draw a quad. What to do draw and how it is
* drawn is specified by aEffectChain. aRect is the quad to draw, in user space.
* aTransform transforms from user space to screen space. aOffset is the
* offset of the render target from 0,0 of the screen. If texture coords are
* required, these will be in the primary effect in the effect chain.
*/
virtual void DrawQuad(const gfx::Rect& aRect, const gfx::Rect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity, const gfx::Matrix4x4 &aTransform,
const gfx::Point& aOffset) = 0;
/**
* Start a new frame.
* aClipRectIn is the clip rect for the window in window space (optional).
* aTransform is the transform from user space to window space.
* aRenderBounds bounding rect for rendering, in user space.
* If aClipRectIn is null, this method sets *aClipRectOut to the clip rect
* actually used for rendering (if aClipRectIn is non-null, we will use that
* for the clip rect).
* If aRenderBoundsOut is non-null, it will be set to the render bounds
* actually used by the compositor in window space.
*/
virtual void BeginFrame(const gfx::Rect* aClipRectIn,
const gfxMatrix& aTransform,
const gfx::Rect& aRenderBounds,
gfx::Rect* aClipRectOut = nullptr,
gfx::Rect* aRenderBoundsOut = nullptr) = 0;
/**
* Flush the current frame to the screen and tidy up.
*/
virtual void EndFrame() = 0;
/**
* Post-rendering stuff if the rendering is done outside of this Compositor
* e.g., by Composer2D.
* aTransform is the transform from user space to window space.
*/
virtual void EndFrameForExternalComposition(const gfxMatrix& aTransform) = 0;
/**
* Tidy up if BeginFrame has been called, but EndFrame won't be.
*/
virtual void AbortFrame() = 0;
/**
* Setup the viewport and projection matrix for rendering to a target of the
* given dimensions. The size and transform here will override those set in
* BeginFrame. BeginFrame sets a size and transform for the default render
* target, usually the screen. Calling this method prepares the compositor to
* render using a different viewport (that is, size and transform), usually
* associated with a new render target.
* aWorldTransform is the transform from user space to the new viewport's
* coordinate space.
*/
virtual void PrepareViewport(const gfx::IntSize& aSize,
const gfxMatrix& aWorldTransform) = 0;
/**
* Whether textures created by this compositor can receive partial updates.
*/
virtual bool SupportsPartialTextureUpdate() = 0;
void SetDiagnosticTypes(DiagnosticTypes aDiagnostics)
{
mDiagnosticTypes = aDiagnostics;
}
void DrawDiagnostics(DiagnosticFlags aFlags,
const gfx::Rect& visibleRect,
const gfx::Rect& aClipRect,
const gfx::Matrix4x4& transform,
const gfx::Point& aOffset);
#ifdef MOZ_DUMP_PAINTING
virtual const char* Name() const = 0;
#endif // MOZ_DUMP_PAINTING
/**
* Each Compositor has a unique ID.
* This ID is used to keep references to each Compositor in a map accessed
* from the compositor thread only, so that async compositables can find
* the right compositor parent and schedule compositing even if the compositor
* changed.
*/
uint32_t GetCompositorID() const
{
return mCompositorID;
}
void SetCompositorID(uint32_t aID)
{
MOZ_ASSERT(mCompositorID == 0, "The compositor ID must be set only once.");
mCompositorID = aID;
}
/**
* Notify the compositor that a layers transaction has occured. This is only
* used for FPS information at the moment.
* XXX: surely there is a better way to do this?
*/
virtual void NotifyLayersTransaction() = 0;
/**
* Notify the compositor that composition is being paused. This allows the
* compositor to temporarily release any resources.
* Between calling Pause and Resume, compositing may fail.
*/
virtual void Pause() {}
/**
* Notify the compositor that composition is being resumed. The compositor
* regain any resources it requires for compositing.
* Returns true if succeeded.
*/
virtual bool Resume() { return true; }
// XXX I expect we will want to move mWidget into this class and implement
// these methods properly.
virtual nsIWidget* GetWidget() const { return nullptr; }
virtual const nsIntSize& GetWidgetSize() = 0;
// Call before and after any rendering not done by this compositor but which
// might affect the compositor's internal state or the state of any APIs it
// uses. For example, internal GL state.
virtual void SaveState() {}
virtual void RestoreState() {}
/**
* Debug-build assertion that can be called to ensure code is running on the
* compositor thread.
*/
static void AssertOnCompositorThread();
/**
* We enforce that there can only be one Compositor backend type off the main
* thread at the same time. The backend type in use can be checked with this
* static method. We need this for creating texture clients/hosts etc. when we
* don't have a reference to a Compositor.
*
* This can only be used from the compositor thread!
*/
static LayersBackend GetBackend();
protected:
uint32_t mCompositorID;
static LayersBackend sBackend;
DiagnosticTypes mDiagnosticTypes;
/**
* We keep track of the total number of pixels filled as we composite the
* current frame. This value is an approximation and is not accurate,
* especially in the presence of transforms.
*/
size_t mPixelsPerFrame;
size_t mPixelsFilled;
};
} // namespace layers
} // namespace mozilla
#endif /* MOZILLA_GFX_COMPOSITOR_H */