gecko/gfx/layers/composite/LayerManagerComposite.h

468 lines
15 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/. */
#ifndef GFX_LayerManagerComposite_H
#define GFX_LayerManagerComposite_H
#include <stdint.h> // for int32_t, uint32_t
#include "GLDefs.h" // for GLenum
#include "Layers.h"
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/Attributes.h" // for override
#include "mozilla/RefPtr.h" // for RefPtr, TemporaryRef
#include "mozilla/gfx/2D.h"
#include "mozilla/gfx/Point.h" // for IntSize
#include "mozilla/gfx/Rect.h" // for Rect
#include "mozilla/gfx/Types.h" // for SurfaceFormat
#include "mozilla/layers/CompositorTypes.h"
#include "mozilla/layers/LayersTypes.h" // for LayersBackend, etc
#include "mozilla/RefPtr.h"
#include "mozilla/UniquePtr.h"
#include "nsAString.h"
#include "nsRefPtr.h" // for nsRefPtr
#include "nsCOMPtr.h" // for already_AddRefed
#include "nsDebug.h" // for NS_ASSERTION
#include "nsISupportsImpl.h" // for Layer::AddRef, etc
#include "nsRect.h" // for nsIntRect
#include "nsRegion.h" // for nsIntRegion
#include "nscore.h" // for nsAString, etc
#include "LayerTreeInvalidation.h"
class gfxContext;
#ifdef XP_WIN
#include <windows.h>
#endif
namespace mozilla {
namespace gfx {
class DrawTarget;
}
namespace gl {
class GLContext;
class TextureImage;
}
namespace layers {
class CanvasLayerComposite;
class ColorLayerComposite;
class CompositableHost;
class Compositor;
class ContainerLayerComposite;
struct EffectChain;
class ImageLayer;
class ImageLayerComposite;
class LayerComposite;
class RefLayerComposite;
class SurfaceDescriptor;
class PaintedLayerComposite;
class TiledLayerComposer;
class TextRenderer;
class CompositingRenderTarget;
struct FPSState;
static const int kVisualWarningDuration = 150; // ms
class LayerManagerComposite final : public LayerManager
{
typedef mozilla::gfx::DrawTarget DrawTarget;
typedef mozilla::gfx::IntSize IntSize;
typedef mozilla::gfx::SurfaceFormat SurfaceFormat;
public:
explicit LayerManagerComposite(Compositor* aCompositor);
~LayerManagerComposite();
virtual void Destroy() override;
/**
* return True if initialization was succesful, false when it was not.
*/
bool Initialize();
/**
* Sets the clipping region for this layer manager. This is important on
* windows because using OGL we no longer have GDI's native clipping. Therefor
* widget must tell us what part of the screen is being invalidated,
* and we should clip to this.
*
* \param aClippingRegion Region to clip to. Setting an empty region
* will disable clipping.
*/
void SetClippingRegion(const nsIntRegion& aClippingRegion)
{
mClippingRegion = aClippingRegion;
}
/**
* LayerManager implementation.
*/
virtual LayerManagerComposite* AsLayerManagerComposite() override
{
return this;
}
void UpdateRenderBounds(const nsIntRect& aRect);
virtual void BeginTransaction() override;
virtual void BeginTransactionWithTarget(gfxContext* aTarget) override
{
MOZ_CRASH("Use BeginTransactionWithDrawTarget");
}
void BeginTransactionWithDrawTarget(gfx::DrawTarget* aTarget, const nsIntRect& aRect);
virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT) override;
virtual void EndTransaction(DrawPaintedLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT) override;
virtual void SetRoot(Layer* aLayer) override { mRoot = aLayer; }
// XXX[nrc]: never called, we should move this logic to ClientLayerManager
// (bug 946926).
virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) override;
virtual int32_t GetMaxTextureSize() const override
{
MOZ_CRASH("Call on compositor, not LayerManagerComposite");
}
virtual void ClearCachedResources(Layer* aSubtree = nullptr) override;
virtual already_AddRefed<PaintedLayer> CreatePaintedLayer() override;
virtual already_AddRefed<ContainerLayer> CreateContainerLayer() override;
virtual already_AddRefed<ImageLayer> CreateImageLayer() override;
virtual already_AddRefed<ColorLayer> CreateColorLayer() override;
virtual already_AddRefed<CanvasLayer> CreateCanvasLayer() override;
already_AddRefed<PaintedLayerComposite> CreatePaintedLayerComposite();
already_AddRefed<ContainerLayerComposite> CreateContainerLayerComposite();
already_AddRefed<ImageLayerComposite> CreateImageLayerComposite();
already_AddRefed<ColorLayerComposite> CreateColorLayerComposite();
already_AddRefed<CanvasLayerComposite> CreateCanvasLayerComposite();
already_AddRefed<RefLayerComposite> CreateRefLayerComposite();
virtual LayersBackend GetBackendType() override
{
MOZ_CRASH("Shouldn't be called for composited layer manager");
}
virtual void GetBackendName(nsAString& name) override
{
MOZ_CRASH("Shouldn't be called for composited layer manager");
}
virtual bool AreComponentAlphaLayersEnabled() override;
virtual TemporaryRef<DrawTarget>
CreateOptimalMaskDrawTarget(const IntSize &aSize) override;
virtual const char* Name() const override { return ""; }
/**
* Restricts the shadow visible region of layers that are covered with
* opaque content. aOpaqueRegion is the region already known to be covered
* with opaque content, in the post-transform coordinate space of aLayer.
*/
void ApplyOcclusionCulling(Layer* aLayer, nsIntRegion& aOpaqueRegion);
/**
* RAII helper class to add a mask effect with the compositable from aMaskLayer
* to the EffectChain aEffect and notify the compositable when we are done.
*/
class AutoAddMaskEffect
{
public:
AutoAddMaskEffect(Layer* aMaskLayer,
EffectChain& aEffect,
bool aIs3D = false);
~AutoAddMaskEffect();
bool Failed() const { return mFailed; }
private:
CompositableHost* mCompositable;
bool mFailed;
};
/**
* Creates a DrawTarget which is optimized for inter-operating with this
* layermanager.
*/
virtual TemporaryRef<mozilla::gfx::DrawTarget>
CreateDrawTarget(const mozilla::gfx::IntSize& aSize,
mozilla::gfx::SurfaceFormat aFormat) override;
/**
* Calculates the 'completeness' of the rendering that intersected with the
* screen on the last render. This is only useful when progressive tile
* drawing is enabled, otherwise this will always return 1.0.
* This function's expense scales with the size of the layer tree and the
* complexity of individual layers' valid regions.
*/
float ComputeRenderIntegrity();
/**
* returns true if PlatformAllocBuffer will return a buffer that supports
* direct texturing
*/
static bool SupportsDirectTexturing();
static void PlatformSyncBeforeReplyUpdate();
void AddInvalidRegion(const nsIntRegion& aRegion)
{
mInvalidRegion.Or(mInvalidRegion, aRegion);
}
Compositor* GetCompositor() const
{
return mCompositor;
}
/**
* LayerManagerComposite provides sophisticated debug overlays
* that can request a next frame.
*/
bool DebugOverlayWantsNextFrame() { return mDebugOverlayWantsNextFrame; }
void SetDebugOverlayWantsNextFrame(bool aVal)
{ mDebugOverlayWantsNextFrame = aVal; }
void NotifyShadowTreeTransaction();
TextRenderer* GetTextRenderer() { return mTextRenderer; }
/**
* Add an on frame warning.
* @param severity ranges from 0 to 1. It's used to compute the warning color.
*/
void VisualFrameWarning(float severity) {
mozilla::TimeStamp now = TimeStamp::Now();
if (mWarnTime.IsNull() ||
severity > mWarningLevel ||
mWarnTime + TimeDuration::FromMilliseconds(kVisualWarningDuration) < now) {
mWarnTime = now;
mWarningLevel = severity;
}
}
void UnusedApzTransformWarning() {
mUnusedApzTransformWarning = true;
}
bool LastFrameMissedHWC() { return mLastFrameMissedHWC; }
private:
/** Region we're clipping our current drawing to. */
nsIntRegion mClippingRegion;
nsIntRect mRenderBounds;
/** Current root layer. */
LayerComposite* RootLayer() const;
/**
* Recursive helper method for use by ComputeRenderIntegrity. Subtracts
* any incomplete rendering on aLayer from aScreenRegion. Any low-precision
* rendering is included in aLowPrecisionScreenRegion. aTransform is the
* accumulated transform of intermediate surfaces beneath aLayer.
*/
static void ComputeRenderIntegrityInternal(Layer* aLayer,
nsIntRegion& aScreenRegion,
nsIntRegion& aLowPrecisionScreenRegion,
const gfx::Matrix4x4& aTransform);
/**
* Render the current layer tree to the active target.
*/
void Render();
/**
* Render debug overlays such as the FPS/FrameCounter above the frame.
*/
void RenderDebugOverlay(const gfx::Rect& aBounds);
RefPtr<CompositingRenderTarget> PushGroupForLayerEffects();
void PopGroupForLayerEffects(RefPtr<CompositingRenderTarget> aPreviousTarget,
nsIntRect aClipRect,
bool aGrayscaleEffect,
bool aInvertEffect,
float aContrastEffect);
float mWarningLevel;
mozilla::TimeStamp mWarnTime;
bool mUnusedApzTransformWarning;
RefPtr<Compositor> mCompositor;
UniquePtr<LayerProperties> mClonedLayerTreeProperties;
/**
* Context target, nullptr when drawing directly to our swap chain.
*/
RefPtr<gfx::DrawTarget> mTarget;
nsIntRect mTargetBounds;
nsIntRegion mInvalidRegion;
UniquePtr<FPSState> mFPS;
bool mInTransaction;
bool mIsCompositorReady;
bool mDebugOverlayWantsNextFrame;
RefPtr<CompositingRenderTarget> mTwoPassTmpTarget;
RefPtr<TextRenderer> mTextRenderer;
bool mGeometryChanged;
// Testing property. If hardware composer is supported, this will return
// true if the last frame was deemed 'too complicated' to be rendered.
bool mLastFrameMissedHWC;
};
/**
* Composite layers are for use with OMTC on the compositor thread only. There
* must be corresponding Basic layers on the content thread. For composite
* layers, the layer manager only maintains the layer tree, all rendering is
* done by a Compositor (see Compositor.h). As such, composite layers are
* platform-independent and can be used on any platform for which there is a
* Compositor implementation.
*
* The composite layer tree reflects exactly the basic layer tree. To
* composite to screen, the layer manager walks the layer tree calling render
* methods which in turn call into their CompositableHosts' Composite methods.
* These call Compositor::DrawQuad to do the rendering.
*
* Mostly, layers are updated during the layers transaction. This is done from
* CompositableClient to CompositableHost without interacting with the layer.
*
* A reference to the Compositor is stored in LayerManagerComposite.
*/
class LayerComposite
{
public:
explicit LayerComposite(LayerManagerComposite* aManager);
virtual ~LayerComposite();
virtual LayerComposite* GetFirstChildComposite()
{
return nullptr;
}
/* Do NOT call this from the generic LayerComposite destructor. Only from the
* concrete class destructor
*/
virtual void Destroy();
virtual Layer* GetLayer() = 0;
virtual void SetLayerManager(LayerManagerComposite* aManager);
/**
* Perform a first pass over the layer tree to render all of the intermediate
* surfaces that we can. This allows us to avoid framebuffer switches in the
* middle of our render which is inefficient especially on mobile GPUs. This
* must be called before RenderLayer.
*/
virtual void Prepare(const RenderTargetIntRect& aClipRect) {}
// TODO: This should also take RenderTargetIntRect like Prepare.
virtual void RenderLayer(const nsIntRect& aClipRect) = 0;
virtual bool SetCompositableHost(CompositableHost*)
{
// We must handle this gracefully, see bug 967824
NS_WARNING("called SetCompositableHost for a layer type not accepting a compositable");
return false;
}
virtual CompositableHost* GetCompositableHost() = 0;
virtual void CleanupResources() = 0;
virtual TiledLayerComposer* GetTiledLayerComposer() { return nullptr; }
virtual void DestroyFrontBuffer() { }
void AddBlendModeEffect(EffectChain& aEffectChain);
virtual void GenEffectChain(EffectChain& aEffect) { }
/**
* The following methods are
*
* CONSTRUCTION PHASE ONLY
*
* They are analogous to the Layer interface.
*/
void SetShadowVisibleRegion(const nsIntRegion& aRegion)
{
mShadowVisibleRegion = aRegion;
}
void SetShadowOpacity(float aOpacity)
{
mShadowOpacity = aOpacity;
}
void SetShadowClipRect(const nsIntRect* aRect)
{
mUseShadowClipRect = aRect != nullptr;
if (aRect) {
mShadowClipRect = *aRect;
}
}
void SetShadowTransform(const gfx::Matrix4x4& aMatrix)
{
mShadowTransform = aMatrix;
}
void SetShadowTransformSetByAnimation(bool aSetByAnimation)
{
mShadowTransformSetByAnimation = aSetByAnimation;
}
void SetLayerComposited(bool value)
{
mLayerComposited = value;
}
void SetClearRect(const nsIntRect& aRect)
{
mClearRect = aRect;
}
// These getters can be used anytime.
float GetShadowOpacity() { return mShadowOpacity; }
const nsIntRect* GetShadowClipRect() { return mUseShadowClipRect ? &mShadowClipRect : nullptr; }
const nsIntRegion& GetShadowVisibleRegion() { return mShadowVisibleRegion; }
const gfx::Matrix4x4& GetShadowTransform() { return mShadowTransform; }
bool GetShadowTransformSetByAnimation() { return mShadowTransformSetByAnimation; }
bool HasLayerBeenComposited() { return mLayerComposited; }
nsIntRect GetClearRect() { return mClearRect; }
/**
* Return the part of the visible region that has been fully rendered.
* While progressive drawing is in progress this region will be
* a subset of the shadow visible region.
*/
nsIntRegion GetFullyRenderedRegion();
protected:
gfx::Matrix4x4 mShadowTransform;
nsIntRegion mShadowVisibleRegion;
nsIntRect mShadowClipRect;
LayerManagerComposite* mCompositeManager;
RefPtr<Compositor> mCompositor;
float mShadowOpacity;
bool mUseShadowClipRect;
bool mShadowTransformSetByAnimation;
bool mDestroyed;
bool mLayerComposited;
nsIntRect mClearRect;
};
} /* layers */
} /* mozilla */
#endif /* GFX_LayerManagerComposite_H */