gecko/gfx/layers/Compositor.cpp

485 lines
16 KiB
C++

/* -*- 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/. */
#include "mozilla/layers/Compositor.h"
#include "base/message_loop.h" // for MessageLoop
#include "mozilla/layers/CompositorParent.h" // for CompositorParent
#include "mozilla/layers/Effects.h" // for Effect, EffectChain, etc
#include "mozilla/mozalloc.h" // for operator delete, etc
#include "gfx2DGlue.h"
#include "nsAppRunner.h"
#if defined(MOZ_WIDGET_GONK) && ANDROID_VERSION >= 17
#include "libdisplay/GonkDisplay.h" // for GonkDisplay
#include <ui/Fence.h>
#include "nsWindow.h"
#include "nsScreenManagerGonk.h"
#endif
#ifdef XP_WIN
#include "dxgi.h"
#endif
namespace mozilla {
namespace layers {
TextureFactoryIdentifier&
TextureFactoryIdentifier::operator=(const TextureFactoryIdentifier& aOther) = default;
TextureFactoryIdentifier::TextureFactoryIdentifier(const TextureFactoryIdentifier& aOther)
{
*this = aOther;
}
TextureFactoryIdentifier::TextureFactoryIdentifier(LayersBackend aLayersBackend,
GeckoProcessType aParentProcessId,
int32_t aMaxTextureSize,
bool aSupportsTextureBlitting,
bool aSupportsPartialUploads,
SyncHandle aSyncHandle,
IDXGISwapChain* aSwapChain)
: mParentBackend(aLayersBackend)
, mParentProcessId(aParentProcessId)
, mSupportedBlendModes(gfx::CompositionOp::OP_OVER)
, mMaxTextureSize(aMaxTextureSize)
, mSupportsTextureBlitting(aSupportsTextureBlitting)
, mSupportsPartialUploads(aSupportsPartialUploads)
, mSyncHandle(aSyncHandle)
, mSwapChain(aSwapChain)
{}
TextureFactoryIdentifier::~TextureFactoryIdentifier()
{}
void
TextureFactoryIdentifier::SetSwapChain(IDXGISwapChain* aSwapChain)
{
mSwapChain = aSwapChain;
}
/* static */ void
Compositor::AssertOnCompositorThread()
{
MOZ_ASSERT(!CompositorParent::CompositorLoop() ||
CompositorParent::CompositorLoop() == MessageLoop::current(),
"Can only call this from the compositor thread!");
}
bool
Compositor::ShouldDrawDiagnostics(DiagnosticFlags aFlags)
{
if ((aFlags & DiagnosticFlags::TILE) && !(mDiagnosticTypes & DiagnosticTypes::TILE_BORDERS)) {
return false;
}
if ((aFlags & DiagnosticFlags::BIGIMAGE) &&
!(mDiagnosticTypes & DiagnosticTypes::BIGIMAGE_BORDERS)) {
return false;
}
if (mDiagnosticTypes == DiagnosticTypes::NO_DIAGNOSTIC) {
return false;
}
return true;
}
void
Compositor::DrawDiagnostics(DiagnosticFlags aFlags,
const nsIntRegion& aVisibleRegion,
const gfx::Rect& aClipRect,
const gfx::Matrix4x4& aTransform,
uint32_t aFlashCounter)
{
if (!ShouldDrawDiagnostics(aFlags)) {
return;
}
if (aVisibleRegion.GetNumRects() > 1) {
for (auto iter = aVisibleRegion.RectIter(); !iter.Done(); iter.Next()) {
DrawDiagnostics(aFlags | DiagnosticFlags::REGION_RECT,
IntRectToRect(iter.Get()), aClipRect, aTransform,
aFlashCounter);
}
}
DrawDiagnostics(aFlags, IntRectToRect(aVisibleRegion.GetBounds()),
aClipRect, aTransform, aFlashCounter);
}
void
Compositor::DrawDiagnostics(DiagnosticFlags aFlags,
const gfx::Rect& aVisibleRect,
const gfx::Rect& aClipRect,
const gfx::Matrix4x4& aTransform,
uint32_t aFlashCounter)
{
if (!ShouldDrawDiagnostics(aFlags)) {
return;
}
DrawDiagnosticsInternal(aFlags, aVisibleRect, aClipRect, aTransform,
aFlashCounter);
}
void
Compositor::DrawDiagnosticsInternal(DiagnosticFlags aFlags,
const gfx::Rect& aVisibleRect,
const gfx::Rect& aClipRect,
const gfx::Matrix4x4& aTransform,
uint32_t aFlashCounter)
{
#ifdef MOZ_B2G
int lWidth = 4;
#elif defined(ANDROID)
int lWidth = 10;
#else
int lWidth = 2;
#endif
gfx::Color color;
if (aFlags & DiagnosticFlags::CONTENT) {
color = gfx::Color(0.0f, 1.0f, 0.0f, 1.0f); // green
if (aFlags & DiagnosticFlags::COMPONENT_ALPHA) {
color = gfx::Color(0.0f, 1.0f, 1.0f, 1.0f); // greenish blue
}
} else if (aFlags & DiagnosticFlags::IMAGE) {
if (aFlags & DiagnosticFlags::NV12) {
color = gfx::Color(1.0f, 1.0f, 0.0f, 1.0f); // yellow
} else if (aFlags & DiagnosticFlags::YCBCR) {
color = gfx::Color(1.0f, 0.55f, 0.0f, 1.0f); // orange
} else {
color = gfx::Color(1.0f, 0.0f, 0.0f, 1.0f); // red
}
} else if (aFlags & DiagnosticFlags::COLOR) {
color = gfx::Color(0.0f, 0.0f, 1.0f, 1.0f); // blue
} else if (aFlags & DiagnosticFlags::CONTAINER) {
color = gfx::Color(0.8f, 0.0f, 0.8f, 1.0f); // purple
}
// make tile borders a bit more transparent to keep layer borders readable.
if (aFlags & DiagnosticFlags::TILE ||
aFlags & DiagnosticFlags::BIGIMAGE ||
aFlags & DiagnosticFlags::REGION_RECT) {
lWidth = 1;
color.r *= 0.7f;
color.g *= 0.7f;
color.b *= 0.7f;
color.a = color.a * 0.5f;
} else {
color.a = color.a * 0.7f;
}
if (mDiagnosticTypes & DiagnosticTypes::FLASH_BORDERS) {
float flash = (float)aFlashCounter / (float)DIAGNOSTIC_FLASH_COUNTER_MAX;
color.r *= flash;
color.g *= flash;
color.b *= flash;
}
SlowDrawRect(aVisibleRect, color, aClipRect, aTransform, lWidth);
}
void
Compositor::SlowDrawRect(const gfx::Rect& aRect, const gfx::Color& aColor,
const gfx::Rect& aClipRect,
const gfx::Matrix4x4& aTransform, int aStrokeWidth)
{
// TODO This should draw a rect using a single draw call but since
// this is only used for debugging overlays it's not worth optimizing ATM.
float opacity = 1.0f;
EffectChain effects;
effects.mPrimaryEffect = new EffectSolidColor(aColor);
// left
this->DrawQuad(gfx::Rect(aRect.x, aRect.y,
aStrokeWidth, aRect.height),
aClipRect, effects, opacity,
aTransform);
// top
this->DrawQuad(gfx::Rect(aRect.x + aStrokeWidth, aRect.y,
aRect.width - 2 * aStrokeWidth, aStrokeWidth),
aClipRect, effects, opacity,
aTransform);
// right
this->DrawQuad(gfx::Rect(aRect.x + aRect.width - aStrokeWidth, aRect.y,
aStrokeWidth, aRect.height),
aClipRect, effects, opacity,
aTransform);
// bottom
this->DrawQuad(gfx::Rect(aRect.x + aStrokeWidth, aRect.y + aRect.height - aStrokeWidth,
aRect.width - 2 * aStrokeWidth, aStrokeWidth),
aClipRect, effects, opacity,
aTransform);
}
void
Compositor::FillRect(const gfx::Rect& aRect, const gfx::Color& aColor,
const gfx::Rect& aClipRect,
const gfx::Matrix4x4& aTransform)
{
float opacity = 1.0f;
EffectChain effects;
effects.mPrimaryEffect = new EffectSolidColor(aColor);
this->DrawQuad(aRect,
aClipRect, effects, opacity,
aTransform);
}
static float
WrapTexCoord(float v)
{
// This should return values in range [0, 1.0)
return v - floorf(v);
}
static void
SetRects(size_t n,
decomposedRectArrayT* aLayerRects,
decomposedRectArrayT* aTextureRects,
float x0, float y0, float x1, float y1,
float tx0, float ty0, float tx1, float ty1,
bool flip_y)
{
if (flip_y) {
std::swap(ty0, ty1);
}
(*aLayerRects)[n] = gfx::Rect(x0, y0, x1 - x0, y1 - y0);
(*aTextureRects)[n] = gfx::Rect(tx0, ty0, tx1 - tx0, ty1 - ty0);
}
#ifdef DEBUG
static inline bool
FuzzyEqual(float a, float b)
{
return fabs(a - b) < 0.0001f;
}
static inline bool
FuzzyLTE(float a, float b)
{
return a <= b + 0.0001f;
}
#endif
size_t
DecomposeIntoNoRepeatRects(const gfx::Rect& aRect,
const gfx::Rect& aTexCoordRect,
decomposedRectArrayT* aLayerRects,
decomposedRectArrayT* aTextureRects)
{
gfx::Rect texCoordRect = aTexCoordRect;
// If the texture should be flipped, it will have negative height. Detect that
// here and compensate for it. We will flip each rect as we emit it.
bool flipped = false;
if (texCoordRect.height < 0) {
flipped = true;
texCoordRect.y += texCoordRect.height;
texCoordRect.height = -texCoordRect.height;
}
// Wrap the texture coordinates so they are within [0,1] and cap width/height
// at 1. We rely on this below.
texCoordRect = gfx::Rect(gfx::Point(WrapTexCoord(texCoordRect.x),
WrapTexCoord(texCoordRect.y)),
gfx::Size(std::min(texCoordRect.width, 1.0f),
std::min(texCoordRect.height, 1.0f)));
NS_ASSERTION(texCoordRect.x >= 0.0f && texCoordRect.x <= 1.0f &&
texCoordRect.y >= 0.0f && texCoordRect.y <= 1.0f &&
texCoordRect.width >= 0.0f && texCoordRect.width <= 1.0f &&
texCoordRect.height >= 0.0f && texCoordRect.height <= 1.0f &&
texCoordRect.XMost() >= 0.0f && texCoordRect.XMost() <= 2.0f &&
texCoordRect.YMost() >= 0.0f && texCoordRect.YMost() <= 2.0f,
"We just wrapped the texture coordinates, didn't we?");
// Get the top left and bottom right points of the rectangle. Note that
// tl.x/tl.y are within [0,1] but br.x/br.y are within [0,2].
gfx::Point tl = texCoordRect.TopLeft();
gfx::Point br = texCoordRect.BottomRight();
NS_ASSERTION(tl.x >= 0.0f && tl.x <= 1.0f &&
tl.y >= 0.0f && tl.y <= 1.0f &&
br.x >= tl.x && br.x <= 2.0f &&
br.y >= tl.y && br.y <= 2.0f &&
FuzzyLTE(br.x - tl.x, 1.0f) &&
FuzzyLTE(br.y - tl.y, 1.0f),
"Somehow generated invalid texture coordinates");
// Then check if we wrap in either the x or y axis.
bool xwrap = br.x > 1.0f;
bool ywrap = br.y > 1.0f;
// If xwrap is false, the texture will be sampled from tl.x .. br.x.
// If xwrap is true, then it will be split into tl.x .. 1.0, and
// 0.0 .. WrapTexCoord(br.x). Same for the Y axis. The destination
// rectangle is also split appropriately, according to the calculated
// xmid/ymid values.
if (!xwrap && !ywrap) {
SetRects(0, aLayerRects, aTextureRects,
aRect.x, aRect.y, aRect.XMost(), aRect.YMost(),
tl.x, tl.y, br.x, br.y,
flipped);
return 1;
}
// If we are dealing with wrapping br.x and br.y are greater than 1.0 so
// wrap them here as well.
br = gfx::Point(xwrap ? WrapTexCoord(br.x) : br.x,
ywrap ? WrapTexCoord(br.y) : br.y);
// If we wrap around along the x axis, we will draw first from
// tl.x .. 1.0 and then from 0.0 .. br.x (which we just wrapped above).
// The same applies for the Y axis. The midpoints we calculate here are
// only valid if we actually wrap around.
GLfloat xmid = aRect.x + (1.0f - tl.x) / texCoordRect.width * aRect.width;
GLfloat ymid = aRect.y + (1.0f - tl.y) / texCoordRect.height * aRect.height;
NS_ASSERTION(!xwrap ||
(xmid > aRect.x &&
xmid < aRect.XMost() &&
FuzzyEqual((xmid - aRect.x) + (aRect.XMost() - xmid), aRect.width)),
"xmid should be within [x,XMost()] and the wrapped rect should have the same width");
NS_ASSERTION(!ywrap ||
(ymid > aRect.y &&
ymid < aRect.YMost() &&
FuzzyEqual((ymid - aRect.y) + (aRect.YMost() - ymid), aRect.height)),
"ymid should be within [y,YMost()] and the wrapped rect should have the same height");
if (!xwrap && ywrap) {
SetRects(0, aLayerRects, aTextureRects,
aRect.x, aRect.y, aRect.XMost(), ymid,
tl.x, tl.y, br.x, 1.0f,
flipped);
SetRects(1, aLayerRects, aTextureRects,
aRect.x, ymid, aRect.XMost(), aRect.YMost(),
tl.x, 0.0f, br.x, br.y,
flipped);
return 2;
}
if (xwrap && !ywrap) {
SetRects(0, aLayerRects, aTextureRects,
aRect.x, aRect.y, xmid, aRect.YMost(),
tl.x, tl.y, 1.0f, br.y,
flipped);
SetRects(1, aLayerRects, aTextureRects,
xmid, aRect.y, aRect.XMost(), aRect.YMost(),
0.0f, tl.y, br.x, br.y,
flipped);
return 2;
}
SetRects(0, aLayerRects, aTextureRects,
aRect.x, aRect.y, xmid, ymid,
tl.x, tl.y, 1.0f, 1.0f,
flipped);
SetRects(1, aLayerRects, aTextureRects,
xmid, aRect.y, aRect.XMost(), ymid,
0.0f, tl.y, br.x, 1.0f,
flipped);
SetRects(2, aLayerRects, aTextureRects,
aRect.x, ymid, xmid, aRect.YMost(),
tl.x, 0.0f, 1.0f, br.y,
flipped);
SetRects(3, aLayerRects, aTextureRects,
xmid, ymid, aRect.XMost(), aRect.YMost(),
0.0f, 0.0f, br.x, br.y,
flipped);
return 4;
}
gfx::IntRect
Compositor::ComputeBackdropCopyRect(const gfx::Rect& aRect,
const gfx::Rect& aClipRect,
const gfx::Matrix4x4& aTransform,
gfx::Matrix4x4* aOutTransform,
gfx::Rect* aOutLayerQuad)
{
// Compute the clip.
gfx::IntPoint rtOffset = GetCurrentRenderTarget()->GetOrigin();
gfx::IntSize rtSize = GetCurrentRenderTarget()->GetSize();
gfx::Rect renderBounds(0, 0, rtSize.width, rtSize.height);
renderBounds.IntersectRect(renderBounds, aClipRect);
renderBounds.MoveBy(rtOffset);
// Apply the layer transform.
gfx::RectDouble dest = aTransform.TransformAndClipBounds(
gfx::RectDouble(aRect.x, aRect.y, aRect.width, aRect.height),
gfx::RectDouble(renderBounds.x, renderBounds.y, renderBounds.width, renderBounds.height));
dest -= rtOffset;
// Ensure we don't round out to -1, which trips up Direct3D.
dest.IntersectRect(dest, gfx::RectDouble(0, 0, rtSize.width, rtSize.height));
if (aOutLayerQuad) {
*aOutLayerQuad = gfx::Rect(dest.x, dest.y, dest.width, dest.height);
}
// Round out to integer.
gfx::IntRect result;
dest.RoundOut();
dest.ToIntRect(&result);
// Create a transform from adjusted clip space to render target space,
// translate it for the backdrop rect, then transform it into the backdrop's
// uv-space.
gfx::Matrix4x4 transform;
transform.PostScale(rtSize.width, rtSize.height, 1.0);
transform.PostTranslate(-result.x, -result.y, 0.0);
transform.PostScale(1 / float(result.width), 1 / float(result.height), 1.0);
*aOutTransform = transform;
return result;
}
#if defined(MOZ_WIDGET_GONK) && ANDROID_VERSION >= 17
void
Compositor::SetDispAcquireFence(Layer* aLayer, nsIWidget* aWidget)
{
// OpenGL does not provide ReleaseFence for rendering.
// Instead use DispAcquireFence as layer buffer's ReleaseFence
// to prevent flickering and tearing.
// DispAcquireFence is DisplaySurface's AcquireFence.
// AcquireFence will be signaled when a buffer's content is available.
// See Bug 974152.
if (!aLayer || !aWidget) {
return;
}
nsWindow* window = static_cast<nsWindow*>(aWidget);
RefPtr<FenceHandle::FdObj> fence = new FenceHandle::FdObj(
window->GetScreen()->GetPrevDispAcquireFd());
mReleaseFenceHandle.Merge(FenceHandle(fence));
}
FenceHandle
Compositor::GetReleaseFence()
{
if (!mReleaseFenceHandle.IsValid()) {
return FenceHandle();
}
RefPtr<FenceHandle::FdObj> fdObj = mReleaseFenceHandle.GetDupFdObj();
return FenceHandle(fdObj);
}
#else
void
Compositor::SetDispAcquireFence(Layer* aLayer, nsIWidget* aWidget)
{
}
FenceHandle
Compositor::GetReleaseFence()
{
return FenceHandle();
}
#endif
} // namespace layers
} // namespace mozilla