/* -*- 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 #include "nsRegion.h" #include /** * 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; class nsIntRegion; namespace mozilla { namespace gfx { class Matrix4x4; class DrawTarget; } namespace layers { struct Effect; struct EffectChain; class Image; class ISurfaceAllocator; class NewTextureSource; class DataTextureSource; class CompositingRenderTarget; class PCompositorParent; class LayerManagerComposite; enum SurfaceInitMode { INIT_MODE_NONE, INIT_MODE_CLEAR }; /** * 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 { public: Compositor(PCompositorParent* aParent = nullptr) : mCompositorID(0) , mDiagnosticTypes(DIAGNOSTIC_NONE) , mParent(aParent) { MOZ_COUNT_CTOR(Compositor); } virtual ~Compositor() { MOZ_COUNT_DTOR(Compositor); } virtual TemporaryRef 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 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. * * aSourcePoint specifies the point in aSource to copy data from. */ virtual TemporaryRef CreateRenderTargetFromSource(const gfx::IntRect& aRect, const CompositingRenderTarget* aSource, const gfx::IntPoint& aSourcePoint) = 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 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. 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) = 0; /** * Tell the compositor to draw lines connecting the points. Behaves like * DrawQuad. */ virtual void DrawLines(const std::vector& aLines, const gfx::Rect& aClipRect, const gfx::Color& aColor, gfx::Float aOpacity, const gfx::Matrix4x4 &aTransform) { /* Should turn into pure virtual once implemented in D3D */ } /** * Start a new frame. * * aInvalidRect is the invalid region of the screen; it can be ignored for * compositors where the performance for compositing the entire window is * sufficient. * * 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. If aRenderBoundsOut * is returned empty, composition should be aborted. */ virtual void BeginFrame(const nsIntRegion& aInvalidRegion, 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); void DrawDiagnostics(DiagnosticFlags aFlags, const nsIntRegion& visibleRegion, const gfx::Rect& aClipRect, const gfx::Matrix4x4& transform); #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; } /** * Call before rendering begins to ensure the compositor is ready to * composite. Returns false if rendering should be aborted. */ virtual bool Ready() { 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; } // 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: void DrawDiagnosticsInternal(DiagnosticFlags aFlags, const gfx::Rect& aVisibleRect, const gfx::Rect& aClipRect, const gfx::Matrix4x4& transform); bool ShouldDrawDiagnostics(DiagnosticFlags); uint32_t mCompositorID; static LayersBackend sBackend; DiagnosticTypes mDiagnosticTypes; PCompositorParent* mParent; /** * 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 */