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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/layers/Compositor.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/layers/Compositor.cpp')
-rw-r--r-- | gfx/layers/Compositor.cpp | 609 |
1 files changed, 609 insertions, 0 deletions
diff --git a/gfx/layers/Compositor.cpp b/gfx/layers/Compositor.cpp new file mode 100644 index 000000000..ce7eb9008 --- /dev/null +++ b/gfx/layers/Compositor.cpp @@ -0,0 +1,609 @@ +/* -*- 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/CompositorBridgeParent.h" // for CompositorBridgeParent +#include "mozilla/layers/Effects.h" // for Effect, EffectChain, etc +#include "mozilla/layers/TextureClient.h" +#include "mozilla/layers/TextureHost.h" +#include "mozilla/layers/CompositorThread.h" +#include "mozilla/mozalloc.h" // for operator delete, etc +#include "gfx2DGlue.h" +#include "nsAppRunner.h" + +namespace mozilla { + +namespace layers { + +Compositor::Compositor(widget::CompositorWidget* aWidget, + CompositorBridgeParent* aParent) + : mCompositorID(0) + , mDiagnosticTypes(DiagnosticTypes::NO_DIAGNOSTIC) + , mParent(aParent) + , mPixelsPerFrame(0) + , mPixelsFilled(0) + , mScreenRotation(ROTATION_0) + , mWidget(aWidget) + , mIsDestroyed(false) +#if defined(MOZ_WIDGET_ANDROID) + // If the default color isn't white for Fennec, there is a black + // flash before the first page of a tab is loaded. + , mClearColor(1.0, 1.0, 1.0, 1.0) + , mDefaultClearColor(1.0, 1.0, 1.0, 1.0) +#else + , mClearColor(0.0, 0.0, 0.0, 0.0) + , mDefaultClearColor(0.0, 0.0, 0.0, 0.0) +#endif +{ +} + +Compositor::~Compositor() +{ + ReadUnlockTextures(); +} + +void +Compositor::Destroy() +{ + ReadUnlockTextures(); + FlushPendingNotifyNotUsed(); + mIsDestroyed = true; +} + +void +Compositor::EndFrame() +{ + ReadUnlockTextures(); + mLastCompositionEndTime = TimeStamp::Now(); +} + +void +Compositor::ReadUnlockTextures() +{ + for (auto& texture : mUnlockAfterComposition) { + texture->ReadUnlock(); + } + mUnlockAfterComposition.Clear(); +} + +void +Compositor::UnlockAfterComposition(TextureHost* aTexture) +{ + mUnlockAfterComposition.AppendElement(aTexture); +} + +void +Compositor::NotifyNotUsedAfterComposition(TextureHost* aTextureHost) +{ + MOZ_ASSERT(!mIsDestroyed); + + mNotifyNotUsedAfterComposition.AppendElement(aTextureHost); + + // If Compositor holds many TextureHosts without compositing, + // the TextureHosts should be flushed to reduce memory consumption. + const int thresholdCount = 5; + const double thresholdSec = 2.0f; + if (mNotifyNotUsedAfterComposition.Length() > thresholdCount) { + TimeDuration duration = mLastCompositionEndTime ? TimeStamp::Now() - mLastCompositionEndTime : TimeDuration(); + // Check if we could flush + if (duration.ToSeconds() > thresholdSec) { + FlushPendingNotifyNotUsed(); + } + } +} + +void +Compositor::FlushPendingNotifyNotUsed() +{ + for (auto& textureHost : mNotifyNotUsedAfterComposition) { + textureHost->CallNotifyNotUsed(); + } + mNotifyNotUsedAfterComposition.Clear(); +} + +/* static */ void +Compositor::AssertOnCompositorThread() +{ + MOZ_ASSERT(!CompositorThreadHolder::Loop() || + CompositorThreadHolder::Loop() == 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::IntRect& 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::IntRect& 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::IntRect& 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); +} + +static void +UpdateTextureCoordinates(gfx::TexturedTriangle& aTriangle, + const gfx::Rect& aRect, + const gfx::Rect& aIntersection, + gfx::Rect aTextureCoords) +{ + // Calculate the relative offset of the intersection within the layer. + float dx = (aIntersection.x - aRect.x) / aRect.width; + float dy = (aIntersection.y - aRect.y) / aRect.height; + + // Update the texture offset. + float x = aTextureCoords.x + dx * aTextureCoords.width; + float y = aTextureCoords.y + dy * aTextureCoords.height; + + // Scale the texture width and height. + float w = aTextureCoords.width * aIntersection.width / aRect.width; + float h = aTextureCoords.height * aIntersection.height / aRect.height; + + static const auto ValidateAndClamp = [](float& f) { + // Allow some numerical inaccuracy. + MOZ_ASSERT(f >= -0.0001f && f <= 1.0001f); + + if (f >= 1.0f) f = 1.0f; + if (f <= 0.0f) f = 0.0f; + }; + + auto UpdatePoint = [&](const gfx::Point& p, gfx::Point& t) + { + t.x = x + (p.x - aIntersection.x) / aIntersection.width * w; + t.y = y + (p.y - aIntersection.y) / aIntersection.height * h; + + ValidateAndClamp(t.x); + ValidateAndClamp(t.y); + }; + + UpdatePoint(aTriangle.p1, aTriangle.textureCoords.p1); + UpdatePoint(aTriangle.p2, aTriangle.textureCoords.p2); + UpdatePoint(aTriangle.p3, aTriangle.textureCoords.p3); +} + +void +Compositor::DrawGeometry(const gfx::Rect& aRect, + const gfx::IntRect& aClipRect, + const EffectChain& aEffectChain, + gfx::Float aOpacity, + const gfx::Matrix4x4& aTransform, + const gfx::Rect& aVisibleRect, + const Maybe<gfx::Polygon3D>& aGeometry) +{ + if (!aGeometry) { + DrawQuad(aRect, aClipRect, aEffectChain, + aOpacity, aTransform, aVisibleRect); + return; + } + + // Cull invisible polygons. + if (aRect.Intersect(aGeometry->BoundingBox()).IsEmpty()) { + return; + } + + gfx::Polygon3D clipped = aGeometry->ClipPolygon(aRect); + nsTArray<gfx::Triangle> triangles = clipped.ToTriangles(); + + for (gfx::Triangle& geometry : triangles) { + const gfx::Rect intersection = aRect.Intersect(geometry.BoundingBox()); + + // Cull invisible triangles. + if (intersection.IsEmpty()) { + continue; + } + + MOZ_ASSERT(aRect.width > 0.0f && aRect.height > 0.0f); + MOZ_ASSERT(intersection.width > 0.0f && intersection.height > 0.0f); + + gfx::TexturedTriangle triangle(Move(geometry)); + triangle.width = aRect.width; + triangle.height = aRect.height; + + // Since the texture was created for non-split geometry, we need to + // update the texture coordinates to account for the split. + if (aEffectChain.mPrimaryEffect->mType == EffectTypes::RGB) { + TexturedEffect* texturedEffect = + static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get()); + + UpdateTextureCoordinates(triangle, aRect, intersection, + texturedEffect->mTextureCoords); + } + + DrawTriangle(triangle, aClipRect, aEffectChain, + aOpacity, aTransform, aVisibleRect); + } +} + +void +Compositor::SlowDrawRect(const gfx::Rect& aRect, const gfx::Color& aColor, + const gfx::IntRect& 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::IntRect& 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; + + // Due to floating-point inaccuracy, we have to use XMost()-x and YMost()-y + // to calculate width and height, respectively, to ensure that size will + // remain consistent going from absolute to relative and back again. + NS_ASSERTION(!xwrap || + (xmid >= aRect.x && + xmid <= aRect.XMost() && + FuzzyEqual((xmid - aRect.x) + (aRect.XMost() - xmid), aRect.XMost() - aRect.x)), + "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.YMost() - aRect.y)), + "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::IntRect& 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::IntRect 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; +} + +gfx::IntRect +Compositor::ComputeBackdropCopyRect(const gfx::Triangle& aTriangle, + const gfx::IntRect& aClipRect, + const gfx::Matrix4x4& aTransform, + gfx::Matrix4x4* aOutTransform, + gfx::Rect* aOutLayerQuad) +{ + gfx::Rect boundingBox = aTriangle.BoundingBox(); + return ComputeBackdropCopyRect(boundingBox, aClipRect, aTransform, + aOutTransform, aOutLayerQuad); +} + +void +Compositor::SetInvalid() +{ + mParent = nullptr; +} + +bool +Compositor::IsValid() const +{ + return !!mParent; +} + +void +Compositor::SetDispAcquireFence(Layer* aLayer) +{ +} + +} // namespace layers +} // namespace mozilla |