233 lines
7.8 KiB
C++
233 lines
7.8 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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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#ifndef MOZILLA_LAYERS_KNOWSCOMPOSITOR
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#define MOZILLA_LAYERS_KNOWSCOMPOSITOR
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#include "mozilla/layers/LayersTypes.h" // for LayersBackend
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#include "mozilla/layers/CompositorTypes.h"
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#include "mozilla/DataMutex.h"
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#include "mozilla/layers/SyncObject.h"
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namespace mozilla::layers {
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class TextureForwarder;
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class LayersIPCActor;
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class ImageBridgeChild;
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/**
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* An abstract interface for classes that are tied to a specific Compositor
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* across IPDL and uses TextureFactoryIdentifier to describe this Compositor.
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*/
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class KnowsCompositor {
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public:
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NS_INLINE_DECL_PURE_VIRTUAL_REFCOUNTING
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KnowsCompositor();
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virtual ~KnowsCompositor();
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void IdentifyTextureHost(const TextureFactoryIdentifier& aIdentifier);
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// The sync object for the global content device.
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RefPtr<SyncObjectClient> GetSyncObject() {
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auto lock = mData.Lock();
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if (lock.ref().mSyncObject) {
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lock.ref().mSyncObject->EnsureInitialized();
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}
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return lock.ref().mSyncObject;
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}
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/// And by "thread-safe" here we merely mean "okay to hold strong references
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/// to from multiple threads". Not all methods actually are thread-safe.
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virtual bool IsThreadSafe() const { return true; }
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virtual RefPtr<KnowsCompositor> GetForMedia() {
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return RefPtr<KnowsCompositor>(this);
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}
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int32_t GetMaxTextureSize() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier.mMaxTextureSize;
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}
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/**
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* Returns the type of backend that is used off the main thread.
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* We only don't allow changing the backend type at runtime so this value can
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* be queried once and will not change until Gecko is restarted.
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*/
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LayersBackend GetCompositorBackendType() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier.mParentBackend;
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}
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WebRenderCompositor GetWebRenderCompositorType() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier.mWebRenderCompositor;
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}
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bool SupportsTextureBlitting() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier.mSupportsTextureBlitting;
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}
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bool SupportsPartialUploads() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier.mSupportsPartialUploads;
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}
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bool SupportsComponentAlpha() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier.mSupportsComponentAlpha;
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}
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bool SupportsD3D11NV12() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier.mSupportsD3D11NV12;
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}
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bool SupportsD3D11() const {
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auto lock = mData.Lock();
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return SupportsD3D11(lock.ref().mTextureFactoryIdentifier);
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}
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static bool SupportsD3D11(
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const TextureFactoryIdentifier aTextureFactoryIdentifier) {
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return aTextureFactoryIdentifier.mParentBackend ==
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layers::LayersBackend::LAYERS_WR &&
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(aTextureFactoryIdentifier.mCompositorUseANGLE ||
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aTextureFactoryIdentifier.mWebRenderCompositor ==
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layers::WebRenderCompositor::D3D11);
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}
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bool GetCompositorUseANGLE() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier.mCompositorUseANGLE;
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}
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bool GetCompositorUseDComp() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier.mCompositorUseDComp;
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}
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bool GetUseCompositorWnd() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier.mUseCompositorWnd;
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}
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WebRenderBackend GetWebRenderBackend() const {
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auto lock = mData.Lock();
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MOZ_ASSERT(lock.ref().mTextureFactoryIdentifier.mParentBackend ==
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layers::LayersBackend::LAYERS_WR);
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return lock.ref().mTextureFactoryIdentifier.mWebRenderBackend;
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}
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bool UsingHardwareWebRender() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier.mParentBackend ==
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layers::LayersBackend::LAYERS_WR &&
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lock.ref().mTextureFactoryIdentifier.mWebRenderBackend ==
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WebRenderBackend::HARDWARE;
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}
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bool UsingSoftwareWebRender() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier.mParentBackend ==
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layers::LayersBackend::LAYERS_WR &&
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lock.ref().mTextureFactoryIdentifier.mWebRenderBackend ==
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WebRenderBackend::SOFTWARE;
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}
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bool UsingSoftwareWebRenderD3D11() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier.mParentBackend ==
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layers::LayersBackend::LAYERS_WR &&
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lock.ref().mTextureFactoryIdentifier.mWebRenderBackend ==
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WebRenderBackend::SOFTWARE &&
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lock.ref().mTextureFactoryIdentifier.mWebRenderCompositor ==
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layers::WebRenderCompositor::D3D11;
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}
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bool UsingSoftwareWebRenderOpenGL() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier.mParentBackend ==
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layers::LayersBackend::LAYERS_WR &&
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lock.ref().mTextureFactoryIdentifier.mWebRenderBackend ==
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WebRenderBackend::SOFTWARE &&
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lock.ref().mTextureFactoryIdentifier.mWebRenderCompositor ==
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layers::WebRenderCompositor::OPENGL;
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}
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TextureFactoryIdentifier GetTextureFactoryIdentifier() const {
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auto lock = mData.Lock();
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return lock.ref().mTextureFactoryIdentifier;
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}
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int32_t GetSerial() const { return mSerial; }
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/**
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* Sends a synchronous ping to the compsoitor.
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*
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* This is bad for performance and should only be called as a last resort if
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* the compositor may be blocked for a long period of time, to avoid that the
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* content process accumulates resource allocations that the compositor is not
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* consuming and releasing.
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*/
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virtual void SyncWithCompositor(
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const Maybe<uint64_t>& aWindowID = Nothing()) {
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MOZ_ASSERT_UNREACHABLE("Unimplemented");
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}
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/**
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* Helpers for finding other related interface. These are infallible.
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*/
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virtual TextureForwarder* GetTextureForwarder() = 0;
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virtual LayersIPCActor* GetLayersIPCActor() = 0;
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protected:
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struct SharedData {
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TextureFactoryIdentifier mTextureFactoryIdentifier;
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RefPtr<SyncObjectClient> mSyncObject;
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};
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mutable DataMutex<SharedData> mData;
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const int32_t mSerial;
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static mozilla::Atomic<int32_t> sSerialCounter;
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};
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/// Some implementations of KnowsCompositor can be used off their IPDL thread
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/// like the ImageBridgeChild, and others just can't. Instead of passing them
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/// we create a proxy KnowsCompositor that has information about compositor
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/// backend but proxies allocations to the ImageBridge.
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/// This is kind of specific to the needs of media which wants to allocate
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/// textures, usually through the Image Bridge accessed by KnowsCompositor but
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/// also wants access to the compositor backend information that ImageBridge
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/// doesn't know about.
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///
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/// This is really a band aid to what turned into a class hierarchy horror show.
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/// Hopefully we can come back and simplify this some way.
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class KnowsCompositorMediaProxy : public KnowsCompositor {
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public:
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(KnowsCompositorMediaProxy, override);
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explicit KnowsCompositorMediaProxy(
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const TextureFactoryIdentifier& aIdentifier);
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TextureForwarder* GetTextureForwarder() override;
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LayersIPCActor* GetLayersIPCActor() override;
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void SyncWithCompositor(
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const Maybe<uint64_t>& aWindowID = Nothing()) override;
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protected:
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virtual ~KnowsCompositorMediaProxy();
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RefPtr<ImageBridgeChild> mThreadSafeAllocator;
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};
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} // namespace mozilla::layers
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#endif
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