mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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ce40761651
MozReview-Commit-ID: JbPdhIi9zCd
485 lines
16 KiB
C++
485 lines
16 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "mozilla/layers/Compositor.h"
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#include "base/message_loop.h" // for MessageLoop
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#include "mozilla/layers/CompositorParent.h" // for CompositorParent
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#include "mozilla/layers/Effects.h" // for Effect, EffectChain, etc
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#include "mozilla/mozalloc.h" // for operator delete, etc
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#include "gfx2DGlue.h"
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#include "nsAppRunner.h"
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#if defined(MOZ_WIDGET_GONK) && ANDROID_VERSION >= 17
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#include "libdisplay/GonkDisplay.h" // for GonkDisplay
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#include <ui/Fence.h>
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#include "nsWindow.h"
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#include "nsScreenManagerGonk.h"
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#endif
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#ifdef XP_WIN
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#include "dxgi.h"
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#endif
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namespace mozilla {
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namespace layers {
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TextureFactoryIdentifier&
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TextureFactoryIdentifier::operator=(const TextureFactoryIdentifier& aOther) = default;
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TextureFactoryIdentifier::TextureFactoryIdentifier(const TextureFactoryIdentifier& aOther)
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{
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*this = aOther;
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}
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TextureFactoryIdentifier::TextureFactoryIdentifier(LayersBackend aLayersBackend,
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GeckoProcessType aParentProcessId,
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int32_t aMaxTextureSize,
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bool aSupportsTextureBlitting,
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bool aSupportsPartialUploads,
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SyncHandle aSyncHandle,
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IDXGISwapChain* aSwapChain)
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: mParentBackend(aLayersBackend)
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, mParentProcessId(aParentProcessId)
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, mSupportedBlendModes(gfx::CompositionOp::OP_OVER)
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, mMaxTextureSize(aMaxTextureSize)
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, mSupportsTextureBlitting(aSupportsTextureBlitting)
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, mSupportsPartialUploads(aSupportsPartialUploads)
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, mSyncHandle(aSyncHandle)
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, mSwapChain(aSwapChain)
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{}
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TextureFactoryIdentifier::~TextureFactoryIdentifier()
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{}
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void
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TextureFactoryIdentifier::SetSwapChain(IDXGISwapChain* aSwapChain)
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{
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mSwapChain = aSwapChain;
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}
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/* static */ void
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Compositor::AssertOnCompositorThread()
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{
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MOZ_ASSERT(!CompositorParent::CompositorLoop() ||
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CompositorParent::CompositorLoop() == MessageLoop::current(),
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"Can only call this from the compositor thread!");
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}
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bool
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Compositor::ShouldDrawDiagnostics(DiagnosticFlags aFlags)
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{
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if ((aFlags & DiagnosticFlags::TILE) && !(mDiagnosticTypes & DiagnosticTypes::TILE_BORDERS)) {
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return false;
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}
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if ((aFlags & DiagnosticFlags::BIGIMAGE) &&
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!(mDiagnosticTypes & DiagnosticTypes::BIGIMAGE_BORDERS)) {
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return false;
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}
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if (mDiagnosticTypes == DiagnosticTypes::NO_DIAGNOSTIC) {
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return false;
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}
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return true;
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}
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void
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Compositor::DrawDiagnostics(DiagnosticFlags aFlags,
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const nsIntRegion& aVisibleRegion,
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const gfx::Rect& aClipRect,
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const gfx::Matrix4x4& aTransform,
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uint32_t aFlashCounter)
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{
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if (!ShouldDrawDiagnostics(aFlags)) {
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return;
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}
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if (aVisibleRegion.GetNumRects() > 1) {
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for (auto iter = aVisibleRegion.RectIter(); !iter.Done(); iter.Next()) {
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DrawDiagnostics(aFlags | DiagnosticFlags::REGION_RECT,
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IntRectToRect(iter.Get()), aClipRect, aTransform,
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aFlashCounter);
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}
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}
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DrawDiagnostics(aFlags, IntRectToRect(aVisibleRegion.GetBounds()),
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aClipRect, aTransform, aFlashCounter);
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}
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void
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Compositor::DrawDiagnostics(DiagnosticFlags aFlags,
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const gfx::Rect& aVisibleRect,
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const gfx::Rect& aClipRect,
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const gfx::Matrix4x4& aTransform,
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uint32_t aFlashCounter)
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{
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if (!ShouldDrawDiagnostics(aFlags)) {
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return;
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}
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DrawDiagnosticsInternal(aFlags, aVisibleRect, aClipRect, aTransform,
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aFlashCounter);
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}
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void
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Compositor::DrawDiagnosticsInternal(DiagnosticFlags aFlags,
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const gfx::Rect& aVisibleRect,
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const gfx::Rect& aClipRect,
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const gfx::Matrix4x4& aTransform,
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uint32_t aFlashCounter)
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{
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#ifdef MOZ_B2G
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int lWidth = 4;
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#elif defined(ANDROID)
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int lWidth = 10;
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#else
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int lWidth = 2;
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#endif
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gfx::Color color;
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if (aFlags & DiagnosticFlags::CONTENT) {
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color = gfx::Color(0.0f, 1.0f, 0.0f, 1.0f); // green
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if (aFlags & DiagnosticFlags::COMPONENT_ALPHA) {
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color = gfx::Color(0.0f, 1.0f, 1.0f, 1.0f); // greenish blue
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}
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} else if (aFlags & DiagnosticFlags::IMAGE) {
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if (aFlags & DiagnosticFlags::NV12) {
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color = gfx::Color(1.0f, 1.0f, 0.0f, 1.0f); // yellow
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} else if (aFlags & DiagnosticFlags::YCBCR) {
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color = gfx::Color(1.0f, 0.55f, 0.0f, 1.0f); // orange
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} else {
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color = gfx::Color(1.0f, 0.0f, 0.0f, 1.0f); // red
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}
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} else if (aFlags & DiagnosticFlags::COLOR) {
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color = gfx::Color(0.0f, 0.0f, 1.0f, 1.0f); // blue
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} else if (aFlags & DiagnosticFlags::CONTAINER) {
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color = gfx::Color(0.8f, 0.0f, 0.8f, 1.0f); // purple
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}
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// make tile borders a bit more transparent to keep layer borders readable.
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if (aFlags & DiagnosticFlags::TILE ||
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aFlags & DiagnosticFlags::BIGIMAGE ||
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aFlags & DiagnosticFlags::REGION_RECT) {
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lWidth = 1;
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color.r *= 0.7f;
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color.g *= 0.7f;
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color.b *= 0.7f;
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color.a = color.a * 0.5f;
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} else {
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color.a = color.a * 0.7f;
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}
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if (mDiagnosticTypes & DiagnosticTypes::FLASH_BORDERS) {
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float flash = (float)aFlashCounter / (float)DIAGNOSTIC_FLASH_COUNTER_MAX;
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color.r *= flash;
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color.g *= flash;
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color.b *= flash;
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}
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SlowDrawRect(aVisibleRect, color, aClipRect, aTransform, lWidth);
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}
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void
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Compositor::SlowDrawRect(const gfx::Rect& aRect, const gfx::Color& aColor,
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const gfx::Rect& aClipRect,
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const gfx::Matrix4x4& aTransform, int aStrokeWidth)
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{
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// TODO This should draw a rect using a single draw call but since
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// this is only used for debugging overlays it's not worth optimizing ATM.
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float opacity = 1.0f;
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EffectChain effects;
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effects.mPrimaryEffect = new EffectSolidColor(aColor);
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// left
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this->DrawQuad(gfx::Rect(aRect.x, aRect.y,
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aStrokeWidth, aRect.height),
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aClipRect, effects, opacity,
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aTransform);
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// top
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this->DrawQuad(gfx::Rect(aRect.x + aStrokeWidth, aRect.y,
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aRect.width - 2 * aStrokeWidth, aStrokeWidth),
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aClipRect, effects, opacity,
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aTransform);
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// right
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this->DrawQuad(gfx::Rect(aRect.x + aRect.width - aStrokeWidth, aRect.y,
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aStrokeWidth, aRect.height),
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aClipRect, effects, opacity,
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aTransform);
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// bottom
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this->DrawQuad(gfx::Rect(aRect.x + aStrokeWidth, aRect.y + aRect.height - aStrokeWidth,
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aRect.width - 2 * aStrokeWidth, aStrokeWidth),
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aClipRect, effects, opacity,
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aTransform);
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}
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void
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Compositor::FillRect(const gfx::Rect& aRect, const gfx::Color& aColor,
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const gfx::Rect& aClipRect,
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const gfx::Matrix4x4& aTransform)
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{
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float opacity = 1.0f;
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EffectChain effects;
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effects.mPrimaryEffect = new EffectSolidColor(aColor);
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this->DrawQuad(aRect,
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aClipRect, effects, opacity,
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aTransform);
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}
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static float
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WrapTexCoord(float v)
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{
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// This should return values in range [0, 1.0)
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return v - floorf(v);
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}
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static void
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SetRects(size_t n,
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decomposedRectArrayT* aLayerRects,
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decomposedRectArrayT* aTextureRects,
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float x0, float y0, float x1, float y1,
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float tx0, float ty0, float tx1, float ty1,
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bool flip_y)
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{
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if (flip_y) {
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std::swap(ty0, ty1);
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}
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(*aLayerRects)[n] = gfx::Rect(x0, y0, x1 - x0, y1 - y0);
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(*aTextureRects)[n] = gfx::Rect(tx0, ty0, tx1 - tx0, ty1 - ty0);
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}
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#ifdef DEBUG
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static inline bool
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FuzzyEqual(float a, float b)
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{
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return fabs(a - b) < 0.0001f;
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}
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static inline bool
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FuzzyLTE(float a, float b)
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{
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return a <= b + 0.0001f;
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}
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#endif
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size_t
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DecomposeIntoNoRepeatRects(const gfx::Rect& aRect,
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const gfx::Rect& aTexCoordRect,
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decomposedRectArrayT* aLayerRects,
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decomposedRectArrayT* aTextureRects)
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{
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gfx::Rect texCoordRect = aTexCoordRect;
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// If the texture should be flipped, it will have negative height. Detect that
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// here and compensate for it. We will flip each rect as we emit it.
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bool flipped = false;
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if (texCoordRect.height < 0) {
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flipped = true;
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texCoordRect.y += texCoordRect.height;
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texCoordRect.height = -texCoordRect.height;
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}
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// Wrap the texture coordinates so they are within [0,1] and cap width/height
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// at 1. We rely on this below.
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texCoordRect = gfx::Rect(gfx::Point(WrapTexCoord(texCoordRect.x),
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WrapTexCoord(texCoordRect.y)),
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gfx::Size(std::min(texCoordRect.width, 1.0f),
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std::min(texCoordRect.height, 1.0f)));
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NS_ASSERTION(texCoordRect.x >= 0.0f && texCoordRect.x <= 1.0f &&
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texCoordRect.y >= 0.0f && texCoordRect.y <= 1.0f &&
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texCoordRect.width >= 0.0f && texCoordRect.width <= 1.0f &&
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texCoordRect.height >= 0.0f && texCoordRect.height <= 1.0f &&
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texCoordRect.XMost() >= 0.0f && texCoordRect.XMost() <= 2.0f &&
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texCoordRect.YMost() >= 0.0f && texCoordRect.YMost() <= 2.0f,
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"We just wrapped the texture coordinates, didn't we?");
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// Get the top left and bottom right points of the rectangle. Note that
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// tl.x/tl.y are within [0,1] but br.x/br.y are within [0,2].
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gfx::Point tl = texCoordRect.TopLeft();
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gfx::Point br = texCoordRect.BottomRight();
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NS_ASSERTION(tl.x >= 0.0f && tl.x <= 1.0f &&
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tl.y >= 0.0f && tl.y <= 1.0f &&
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br.x >= tl.x && br.x <= 2.0f &&
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br.y >= tl.y && br.y <= 2.0f &&
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FuzzyLTE(br.x - tl.x, 1.0f) &&
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FuzzyLTE(br.y - tl.y, 1.0f),
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"Somehow generated invalid texture coordinates");
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// Then check if we wrap in either the x or y axis.
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bool xwrap = br.x > 1.0f;
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bool ywrap = br.y > 1.0f;
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// If xwrap is false, the texture will be sampled from tl.x .. br.x.
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// If xwrap is true, then it will be split into tl.x .. 1.0, and
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// 0.0 .. WrapTexCoord(br.x). Same for the Y axis. The destination
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// rectangle is also split appropriately, according to the calculated
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// xmid/ymid values.
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if (!xwrap && !ywrap) {
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SetRects(0, aLayerRects, aTextureRects,
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aRect.x, aRect.y, aRect.XMost(), aRect.YMost(),
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tl.x, tl.y, br.x, br.y,
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flipped);
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return 1;
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}
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// If we are dealing with wrapping br.x and br.y are greater than 1.0 so
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// wrap them here as well.
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br = gfx::Point(xwrap ? WrapTexCoord(br.x) : br.x,
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ywrap ? WrapTexCoord(br.y) : br.y);
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// If we wrap around along the x axis, we will draw first from
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// tl.x .. 1.0 and then from 0.0 .. br.x (which we just wrapped above).
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// The same applies for the Y axis. The midpoints we calculate here are
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// only valid if we actually wrap around.
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GLfloat xmid = aRect.x + (1.0f - tl.x) / texCoordRect.width * aRect.width;
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GLfloat ymid = aRect.y + (1.0f - tl.y) / texCoordRect.height * aRect.height;
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NS_ASSERTION(!xwrap ||
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(xmid > aRect.x &&
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xmid < aRect.XMost() &&
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FuzzyEqual((xmid - aRect.x) + (aRect.XMost() - xmid), aRect.width)),
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"xmid should be within [x,XMost()] and the wrapped rect should have the same width");
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NS_ASSERTION(!ywrap ||
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(ymid > aRect.y &&
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ymid < aRect.YMost() &&
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FuzzyEqual((ymid - aRect.y) + (aRect.YMost() - ymid), aRect.height)),
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"ymid should be within [y,YMost()] and the wrapped rect should have the same height");
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if (!xwrap && ywrap) {
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SetRects(0, aLayerRects, aTextureRects,
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aRect.x, aRect.y, aRect.XMost(), ymid,
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tl.x, tl.y, br.x, 1.0f,
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flipped);
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SetRects(1, aLayerRects, aTextureRects,
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aRect.x, ymid, aRect.XMost(), aRect.YMost(),
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tl.x, 0.0f, br.x, br.y,
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flipped);
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return 2;
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}
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if (xwrap && !ywrap) {
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SetRects(0, aLayerRects, aTextureRects,
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aRect.x, aRect.y, xmid, aRect.YMost(),
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tl.x, tl.y, 1.0f, br.y,
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flipped);
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SetRects(1, aLayerRects, aTextureRects,
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xmid, aRect.y, aRect.XMost(), aRect.YMost(),
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0.0f, tl.y, br.x, br.y,
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flipped);
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return 2;
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}
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SetRects(0, aLayerRects, aTextureRects,
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aRect.x, aRect.y, xmid, ymid,
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tl.x, tl.y, 1.0f, 1.0f,
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flipped);
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SetRects(1, aLayerRects, aTextureRects,
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xmid, aRect.y, aRect.XMost(), ymid,
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0.0f, tl.y, br.x, 1.0f,
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flipped);
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SetRects(2, aLayerRects, aTextureRects,
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aRect.x, ymid, xmid, aRect.YMost(),
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tl.x, 0.0f, 1.0f, br.y,
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flipped);
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SetRects(3, aLayerRects, aTextureRects,
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xmid, ymid, aRect.XMost(), aRect.YMost(),
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0.0f, 0.0f, br.x, br.y,
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flipped);
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return 4;
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}
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gfx::IntRect
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Compositor::ComputeBackdropCopyRect(const gfx::Rect& aRect,
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const gfx::Rect& aClipRect,
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const gfx::Matrix4x4& aTransform,
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gfx::Matrix4x4* aOutTransform,
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gfx::Rect* aOutLayerQuad)
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{
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// Compute the clip.
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gfx::IntPoint rtOffset = GetCurrentRenderTarget()->GetOrigin();
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gfx::IntSize rtSize = GetCurrentRenderTarget()->GetSize();
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gfx::Rect renderBounds(0, 0, rtSize.width, rtSize.height);
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renderBounds.IntersectRect(renderBounds, aClipRect);
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renderBounds.MoveBy(rtOffset);
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// Apply the layer transform.
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gfx::RectDouble dest = aTransform.TransformAndClipBounds(
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gfx::RectDouble(aRect.x, aRect.y, aRect.width, aRect.height),
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gfx::RectDouble(renderBounds.x, renderBounds.y, renderBounds.width, renderBounds.height));
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dest -= rtOffset;
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// Ensure we don't round out to -1, which trips up Direct3D.
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dest.IntersectRect(dest, gfx::RectDouble(0, 0, rtSize.width, rtSize.height));
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if (aOutLayerQuad) {
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*aOutLayerQuad = gfx::Rect(dest.x, dest.y, dest.width, dest.height);
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}
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// Round out to integer.
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gfx::IntRect result;
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dest.RoundOut();
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dest.ToIntRect(&result);
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// Create a transform from adjusted clip space to render target space,
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// translate it for the backdrop rect, then transform it into the backdrop's
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// uv-space.
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gfx::Matrix4x4 transform;
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transform.PostScale(rtSize.width, rtSize.height, 1.0);
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transform.PostTranslate(-result.x, -result.y, 0.0);
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transform.PostScale(1 / float(result.width), 1 / float(result.height), 1.0);
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*aOutTransform = transform;
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return result;
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}
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#if defined(MOZ_WIDGET_GONK) && ANDROID_VERSION >= 17
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void
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Compositor::SetDispAcquireFence(Layer* aLayer, nsIWidget* aWidget)
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{
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// OpenGL does not provide ReleaseFence for rendering.
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// Instead use DispAcquireFence as layer buffer's ReleaseFence
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// to prevent flickering and tearing.
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// DispAcquireFence is DisplaySurface's AcquireFence.
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// AcquireFence will be signaled when a buffer's content is available.
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// See Bug 974152.
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if (!aLayer || !aWidget) {
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return;
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}
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nsWindow* window = static_cast<nsWindow*>(aWidget);
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RefPtr<FenceHandle::FdObj> fence = new FenceHandle::FdObj(
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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
|