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-rw-r--r--gfx/layers/mlgpu/BufferCache.cpp96
-rw-r--r--gfx/layers/mlgpu/BufferCache.h82
-rw-r--r--gfx/layers/mlgpu/CanvasLayerMLGPU.cpp81
-rw-r--r--gfx/layers/mlgpu/CanvasLayerMLGPU.h57
-rw-r--r--gfx/layers/mlgpu/ClearRegionHelper.h30
-rw-r--r--gfx/layers/mlgpu/ContainerLayerMLGPU.cpp242
-rw-r--r--gfx/layers/mlgpu/ContainerLayerMLGPU.h96
-rw-r--r--gfx/layers/mlgpu/FrameBuilder.cpp412
-rw-r--r--gfx/layers/mlgpu/FrameBuilder.h126
-rw-r--r--gfx/layers/mlgpu/ImageLayerMLGPU.cpp108
-rw-r--r--gfx/layers/mlgpu/ImageLayerMLGPU.h51
-rw-r--r--gfx/layers/mlgpu/LayerMLGPU.cpp141
-rw-r--r--gfx/layers/mlgpu/LayerMLGPU.h161
-rw-r--r--gfx/layers/mlgpu/LayerManagerMLGPU.cpp588
-rw-r--r--gfx/layers/mlgpu/LayerManagerMLGPU.h145
-rw-r--r--gfx/layers/mlgpu/MLGDevice.cpp348
-rw-r--r--gfx/layers/mlgpu/MLGDevice.h481
-rw-r--r--gfx/layers/mlgpu/MLGDeviceTypes.h102
-rw-r--r--gfx/layers/mlgpu/MLGPUScreenshotGrabber.cpp336
-rw-r--r--gfx/layers/mlgpu/MLGPUScreenshotGrabber.h59
-rw-r--r--gfx/layers/mlgpu/MaskOperation.cpp173
-rw-r--r--gfx/layers/mlgpu/MaskOperation.h89
-rw-r--r--gfx/layers/mlgpu/MemoryReportingMLGPU.cpp54
-rw-r--r--gfx/layers/mlgpu/MemoryReportingMLGPU.h26
-rw-r--r--gfx/layers/mlgpu/PaintedLayerMLGPU.cpp219
-rw-r--r--gfx/layers/mlgpu/PaintedLayerMLGPU.h100
-rw-r--r--gfx/layers/mlgpu/RenderPassMLGPU-inl.h67
-rw-r--r--gfx/layers/mlgpu/RenderPassMLGPU.cpp971
-rw-r--r--gfx/layers/mlgpu/RenderPassMLGPU.h439
-rw-r--r--gfx/layers/mlgpu/RenderViewMLGPU.cpp549
-rw-r--r--gfx/layers/mlgpu/RenderViewMLGPU.h136
-rw-r--r--gfx/layers/mlgpu/ShaderDefinitionsMLGPU-inl.h79
-rw-r--r--gfx/layers/mlgpu/ShaderDefinitionsMLGPU.h195
-rw-r--r--gfx/layers/mlgpu/SharedBufferMLGPU.cpp275
-rw-r--r--gfx/layers/mlgpu/SharedBufferMLGPU.h273
-rw-r--r--gfx/layers/mlgpu/StagingBuffer.cpp18
-rw-r--r--gfx/layers/mlgpu/StagingBuffer.h271
-rw-r--r--gfx/layers/mlgpu/TextureSourceProviderMLGPU.cpp96
-rw-r--r--gfx/layers/mlgpu/TextureSourceProviderMLGPU.h56
-rw-r--r--gfx/layers/mlgpu/TexturedLayerMLGPU.cpp196
-rw-r--r--gfx/layers/mlgpu/TexturedLayerMLGPU.h90
-rw-r--r--gfx/layers/mlgpu/UtilityMLGPU.h45
42 files changed, 8159 insertions, 0 deletions
diff --git a/gfx/layers/mlgpu/BufferCache.cpp b/gfx/layers/mlgpu/BufferCache.cpp
new file mode 100644
index 0000000000..8a2668a5ef
--- /dev/null
+++ b/gfx/layers/mlgpu/BufferCache.cpp
@@ -0,0 +1,96 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "BufferCache.h"
+#include "MLGDevice.h"
+#include "ShaderDefinitionsMLGPU.h"
+#include "mozilla/MathAlgorithms.h"
+
+namespace mozilla {
+namespace layers {
+
+using namespace mlg;
+
+BufferCache::BufferCache(MLGDevice* aDevice)
+ : mDevice(aDevice),
+ mFirstSizeClass(CeilingLog2(kConstantBufferElementSize)),
+ mFrameNumber(0),
+ mNextSizeClassToShrink(0) {
+ // Create a cache of buffers for each size class, where each size class is a
+ // power of 2 between the minimum and maximum size of a constant buffer.
+ size_t maxBindSize = mDevice->GetMaxConstantBufferBindSize();
+ MOZ_ASSERT(IsPowerOfTwo(maxBindSize));
+
+ size_t lastSizeClass = CeilingLog2(maxBindSize);
+ MOZ_ASSERT(lastSizeClass >= mFirstSizeClass);
+
+ mCaches.resize(lastSizeClass - mFirstSizeClass + 1);
+}
+
+BufferCache::~BufferCache() = default;
+
+RefPtr<MLGBuffer> BufferCache::GetOrCreateBuffer(size_t aBytes) {
+ size_t sizeClass = CeilingLog2(aBytes);
+ size_t sizeClassIndex = sizeClass - mFirstSizeClass;
+ if (sizeClassIndex >= mCaches.size()) {
+ return mDevice->CreateBuffer(MLGBufferType::Constant, aBytes,
+ MLGUsage::Dynamic, nullptr);
+ }
+
+ CachePool& pool = mCaches[sizeClassIndex];
+
+ // See if we've cached a buffer that wasn't used in the past 2 frames. A
+ // buffer used this frame could have already been mapped and written to, and a
+ // buffer used the previous frame might still be in-use by the GPU. While the
+ // latter case is okay, it causes aliasing in the driver. Since content is
+ // double buffered we do not let the compositor get more than 1 frames ahead,
+ // and a count of 2 frames should ensure the buffer is unused.
+ if (!pool.empty() && mFrameNumber >= pool.front().mLastUsedFrame + 2) {
+ RefPtr<MLGBuffer> buffer = pool.front().mBuffer;
+ pool.pop_front();
+ pool.push_back(CacheEntry(mFrameNumber, buffer));
+ MOZ_RELEASE_ASSERT(buffer->GetSize() >= aBytes);
+ return buffer;
+ }
+
+ // Allocate a new buffer and cache it.
+ size_t bytes = (size_t(1) << sizeClass);
+ MOZ_ASSERT(bytes >= aBytes);
+
+ RefPtr<MLGBuffer> buffer = mDevice->CreateBuffer(
+ MLGBufferType::Constant, bytes, MLGUsage::Dynamic, nullptr);
+ if (!buffer) {
+ return nullptr;
+ }
+
+ pool.push_back(CacheEntry(mFrameNumber, buffer));
+ return buffer;
+}
+
+void BufferCache::EndFrame() {
+ // Consider a buffer dead after ~5 seconds assuming 60 fps.
+ static size_t kMaxUnusedFrameCount = 60 * 5;
+
+ // At the end of each frame we pick one size class and see if it has any
+ // buffers that haven't been used for many frames. If so we clear them.
+ // The next frame we'll search the next size class. (This is just to spread
+ // work over more than one frame.)
+ CachePool& pool = mCaches[mNextSizeClassToShrink];
+ while (!pool.empty()) {
+ // Since the deque is sorted oldest-to-newest, front-to-back, we can stop
+ // searching as soon as a buffer is active.
+ if (mFrameNumber - pool.front().mLastUsedFrame < kMaxUnusedFrameCount) {
+ break;
+ }
+ pool.pop_front();
+ }
+ mNextSizeClassToShrink = (mNextSizeClassToShrink + 1) % mCaches.size();
+
+ mFrameNumber++;
+}
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/BufferCache.h b/gfx/layers/mlgpu/BufferCache.h
new file mode 100644
index 0000000000..0f67597e3a
--- /dev/null
+++ b/gfx/layers/mlgpu/BufferCache.h
@@ -0,0 +1,82 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_BufferCache_h
+#define mozilla_gfx_layers_mlgpu_BufferCache_h
+
+#include "mozilla/EnumeratedArray.h"
+#include "mozilla/RefPtr.h"
+#include <deque>
+#include <vector>
+
+namespace mozilla {
+namespace layers {
+
+class MLGBuffer;
+class MLGDevice;
+
+// Cache MLGBuffers based on how long ago they were last used.
+class BufferCache final {
+ public:
+ explicit BufferCache(MLGDevice* aDevice);
+ ~BufferCache();
+
+ // Get a buffer that has at least |aBytes|, or create a new one
+ // if none can be re-used.
+ RefPtr<MLGBuffer> GetOrCreateBuffer(size_t aBytes);
+
+ // Age out old buffers after a frame has been completed.
+ void EndFrame();
+
+ private:
+ // Not RefPtr since this would create a cycle.
+ MLGDevice* mDevice;
+
+ // The first size class is Log2(N), where 16 is the minimum size of a
+ // constant buffer (currently 16 bytes).
+ size_t mFirstSizeClass;
+
+ // Each size class is a power of 2. Each pool of buffers is represented as a
+ // deque, with the least-recently-used (i.e., oldest) buffers at the front,
+ // and most-recently-used (i.e., newest) buffers at the back. To re-use a
+ // buffer it is popped off the front and re-added to the back.
+ //
+ // This is not always efficient use of storage: if a single frame allocates
+ // 300 buffers of the same size, we may keep recycling through all those
+ // buffers for a long time, as long as at least one gets used per frame.
+ // But since buffers use tiny amounts of memory, and they are only mapped
+ // while drawing, it shouldn't be a big deal.
+ struct CacheEntry {
+ CacheEntry() : mLastUsedFrame(0) {}
+ // XXX The copy constructor can be deleted once RefPtr's move constructor is
+ // declared noexcept, see Bug 1612680.
+ CacheEntry(const CacheEntry& aEntry) = default;
+ CacheEntry(CacheEntry&& aEntry) = default;
+ CacheEntry(size_t aLastUsedFrame, MLGBuffer* aBuffer)
+ : mLastUsedFrame(aLastUsedFrame), mBuffer(aBuffer) {}
+
+ uint64_t mLastUsedFrame;
+ RefPtr<MLGBuffer> mBuffer;
+ };
+ typedef std::deque<CacheEntry> CachePool;
+
+ // We track how many frames have occurred to determine the age of cache
+ // entries.
+ uint64_t mFrameNumber;
+
+ // To avoid doing too much work in one frame, we only shrink one size class
+ // per frame.
+ uint64_t mNextSizeClassToShrink;
+
+ // There is one pool of buffers for each power of 2 allocation size. The
+ // maximum buffer size is at most 64KB on Direct3D 11.
+ std::vector<CachePool> mCaches;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_BufferCache_h
diff --git a/gfx/layers/mlgpu/CanvasLayerMLGPU.cpp b/gfx/layers/mlgpu/CanvasLayerMLGPU.cpp
new file mode 100644
index 0000000000..3e47709bc7
--- /dev/null
+++ b/gfx/layers/mlgpu/CanvasLayerMLGPU.cpp
@@ -0,0 +1,81 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "CanvasLayerMLGPU.h"
+#include "composite/CompositableHost.h" // for CompositableHost
+#include "gfx2DGlue.h" // for ToFilter
+#include "gfxEnv.h" // for gfxEnv, etc
+#include "mozilla/gfx/Matrix.h" // for Matrix4x4
+#include "mozilla/gfx/Point.h" // for Point
+#include "mozilla/gfx/Rect.h" // for Rect
+#include "mozilla/layers/Compositor.h" // for Compositor
+#include "mozilla/layers/Effects.h" // for EffectChain
+#include "mozilla/layers/ImageHost.h"
+#include "mozilla/mozalloc.h" // for operator delete
+#include "nsAString.h"
+#include "mozilla/RefPtr.h" // for nsRefPtr
+#include "MaskOperation.h"
+#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
+#include "nsString.h" // for nsAutoCString
+
+namespace mozilla {
+namespace layers {
+
+using namespace mozilla::gfx;
+
+CanvasLayerMLGPU::CanvasLayerMLGPU(LayerManagerMLGPU* aManager)
+ : CanvasLayer(aManager, nullptr), TexturedLayerMLGPU(aManager) {}
+
+CanvasLayerMLGPU::~CanvasLayerMLGPU() { CleanupResources(); }
+
+Layer* CanvasLayerMLGPU::GetLayer() { return this; }
+
+gfx::SamplingFilter CanvasLayerMLGPU::GetSamplingFilter() {
+ gfx::SamplingFilter filter = mSamplingFilter;
+#ifdef ANDROID
+ // Bug 691354
+ // Using the LINEAR filter we get unexplained artifacts.
+ // Use NEAREST when no scaling is required.
+ Matrix matrix;
+ bool is2D = GetEffectiveTransform().Is2D(&matrix);
+ if (is2D && !ThebesMatrix(matrix).HasNonTranslationOrFlip()) {
+ filter = SamplingFilter::POINT;
+ }
+#endif
+ return filter;
+}
+
+void CanvasLayerMLGPU::PrintInfo(std::stringstream& aStream,
+ const char* aPrefix) {
+ CanvasLayer::PrintInfo(aStream, aPrefix);
+ aStream << "\n";
+ if (mHost && mHost->IsAttached()) {
+ nsAutoCString pfx(aPrefix);
+ pfx += " ";
+ mHost->PrintInfo(aStream, pfx.get());
+ }
+}
+
+void CanvasLayerMLGPU::CleanupResources() {
+ if (mHost) {
+ mHost->Detach(this);
+ }
+ mTexture = nullptr;
+ mBigImageTexture = nullptr;
+ mHost = nullptr;
+}
+
+void CanvasLayerMLGPU::Disconnect() { CleanupResources(); }
+
+void CanvasLayerMLGPU::ClearCachedResources() { CleanupResources(); }
+
+void CanvasLayerMLGPU::SetRenderRegion(LayerIntRegion&& aRegion) {
+ aRegion.AndWith(LayerIntRect::FromUnknownRect(mPictureRect));
+ LayerMLGPU::SetRenderRegion(std::move(aRegion));
+}
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/CanvasLayerMLGPU.h b/gfx/layers/mlgpu/CanvasLayerMLGPU.h
new file mode 100644
index 0000000000..d7c740a40d
--- /dev/null
+++ b/gfx/layers/mlgpu/CanvasLayerMLGPU.h
@@ -0,0 +1,57 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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_CanvasLayerMLGPU_H
+#define GFX_CanvasLayerMLGPU_H
+
+#include "Layers.h" // for CanvasLayer, etc
+#include "TexturedLayerMLGPU.h"
+#include "mozilla/Attributes.h" // for override
+#include "mozilla/RefPtr.h" // for RefPtr
+#include "mozilla/layers/LayerManagerMLGPU.h" // for LayerComposite, etc
+#include "mozilla/layers/LayersTypes.h" // for LayerRenderState, etc
+#include "nsRect.h" // for mozilla::gfx::IntRect
+#include "nscore.h" // for nsACString
+
+namespace mozilla {
+namespace layers {
+
+class CompositableHost;
+class ImageHost;
+
+class CanvasLayerMLGPU final : public CanvasLayer, public TexturedLayerMLGPU {
+ public:
+ explicit CanvasLayerMLGPU(LayerManagerMLGPU* aManager);
+
+ protected:
+ virtual ~CanvasLayerMLGPU();
+
+ public:
+ Layer* GetLayer() override;
+ void Disconnect() override;
+
+ HostLayer* AsHostLayer() override { return this; }
+ CanvasLayerMLGPU* AsCanvasLayerMLGPU() override { return this; }
+ gfx::SamplingFilter GetSamplingFilter() override;
+ void ClearCachedResources() override;
+ void SetRenderRegion(LayerIntRegion&& aRegion) override;
+
+ MOZ_LAYER_DECL_NAME("CanvasLayerMLGPU", TYPE_CANVAS)
+
+ protected:
+ RefPtr<CanvasRenderer> CreateCanvasRendererInternal() override {
+ MOZ_CRASH("Incompatible surface type");
+ return nullptr;
+ }
+
+ void PrintInfo(std::stringstream& aStream, const char* aPrefix) override;
+ void CleanupResources();
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif /* GFX_CanvasLayerMLGPU_H */
diff --git a/gfx/layers/mlgpu/ClearRegionHelper.h b/gfx/layers/mlgpu/ClearRegionHelper.h
new file mode 100644
index 0000000000..910972c9c1
--- /dev/null
+++ b/gfx/layers/mlgpu/ClearRegionHelper.h
@@ -0,0 +1,30 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_ClearRegionHelper_h
+#define mozilla_gfx_layers_mlgpu_ClearRegionHelper_h
+
+#include "SharedBufferMLGPU.h"
+
+namespace mozilla {
+namespace layers {
+
+// This is a helper class for issuing a clear operation based on either
+// a shader or an API like ClearView. It also works when the depth
+// buffer is enabled.
+struct ClearRegionHelper {
+ // If using ClearView-based clears, we fill mRegions.
+ nsTArray<gfx::IntRect> mRects;
+
+ // If using shader-based clears, we fill these buffers.
+ VertexBufferSection mInput;
+ ConstantBufferSection mVSBuffer;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_ClearRegionHelper_h
diff --git a/gfx/layers/mlgpu/ContainerLayerMLGPU.cpp b/gfx/layers/mlgpu/ContainerLayerMLGPU.cpp
new file mode 100644
index 0000000000..e4fc8f737e
--- /dev/null
+++ b/gfx/layers/mlgpu/ContainerLayerMLGPU.cpp
@@ -0,0 +1,242 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "ContainerLayerMLGPU.h"
+#include "mozilla/StaticPrefs_layers.h"
+#include "LayerManagerMLGPU.h"
+#include "MLGDevice.h"
+#include "mozilla/gfx/Rect.h"
+#include "mozilla/gfx/Types.h"
+#include "UnitTransforms.h"
+#include "UtilityMLGPU.h"
+
+namespace mozilla {
+namespace layers {
+
+using namespace gfx;
+
+ContainerLayerMLGPU::ContainerLayerMLGPU(LayerManagerMLGPU* aManager)
+ : ContainerLayer(aManager, nullptr),
+ LayerMLGPU(aManager),
+ mInvalidateEntireSurface(false),
+ mSurfaceCopyNeeded(false),
+ mView(nullptr) {}
+
+ContainerLayerMLGPU::~ContainerLayerMLGPU() {
+ while (mFirstChild) {
+ RemoveChild(mFirstChild);
+ }
+}
+
+bool ContainerLayerMLGPU::OnPrepareToRender(FrameBuilder* aBuilder) {
+ mView = nullptr;
+
+ if (!UseIntermediateSurface()) {
+ // Set this so we invalidate the entire cached render target (if any)
+ // if our container uses an intermediate surface again later.
+ mInvalidateEntireSurface = true;
+ return true;
+ }
+
+ mChildrenChanged = false;
+
+ mTargetOffset = GetIntermediateSurfaceRect().TopLeft().ToUnknownPoint();
+ mTargetSize = GetIntermediateSurfaceRect().Size().ToUnknownSize();
+
+ if (mRenderTarget && mRenderTarget->GetSize() != mTargetSize) {
+ mRenderTarget = nullptr;
+ }
+
+ // Note that if a surface copy is needed, we always redraw the
+ // whole surface (on-demand). This is a rare case - the old
+ // Compositor already does this - and it saves us having to
+ // do much more complicated invalidation.
+ bool surfaceCopyNeeded = false;
+ DefaultComputeSupportsComponentAlphaChildren(&surfaceCopyNeeded);
+ if (surfaceCopyNeeded != mSurfaceCopyNeeded || surfaceCopyNeeded) {
+ mInvalidateEntireSurface = true;
+ }
+ mSurfaceCopyNeeded = surfaceCopyNeeded;
+
+ gfx::IntRect viewport(gfx::IntPoint(0, 0), mTargetSize);
+ if (!mRenderTarget || !StaticPrefs::layers_mlgpu_enable_invalidation() ||
+ mInvalidateEntireSurface) {
+ // Fine-grained invalidation is disabled, invalidate everything.
+ mInvalidRect = viewport;
+ } else {
+ // Clamp the invalid rect to the viewport.
+ mInvalidRect -= mTargetOffset;
+ mInvalidRect = mInvalidRect.Intersect(viewport);
+ }
+
+ mInvalidateEntireSurface = false;
+ return true;
+}
+
+static IntRect GetTransformedBounds(Layer* aLayer) {
+ IntRect bounds = aLayer->GetLocalVisibleRegion().GetBounds().ToUnknownRect();
+ if (bounds.IsEmpty()) {
+ return bounds;
+ }
+
+ const Matrix4x4& transform = aLayer->GetEffectiveTransform();
+ Rect rect =
+ transform.TransformAndClipBounds(Rect(bounds), Rect::MaxIntRect());
+ rect.RoundOut();
+ rect.ToIntRect(&bounds);
+ return bounds;
+}
+
+/* static */
+Maybe<IntRect> ContainerLayerMLGPU::FindVisibleBounds(
+ Layer* aLayer, const Maybe<RenderTargetIntRect>& aClip) {
+ AL_LOG(" visiting child %p\n", aLayer);
+ AL_LOG_IF(aClip, " parent clip: %s\n", Stringify(aClip.value()).c_str());
+
+ ContainerLayer* container = aLayer->AsContainerLayer();
+ if (container) {
+ if (container->UseIntermediateSurface()) {
+ ContainerLayerMLGPU* c =
+ container->AsHostLayer()->AsLayerMLGPU()->AsContainerLayerMLGPU();
+ if (!c) {
+ gfxCriticalError()
+ << "not container: "
+ << container->AsHostLayer()->AsLayerMLGPU()->GetType();
+ }
+ MOZ_RELEASE_ASSERT(c);
+ c->ComputeIntermediateSurfaceBounds();
+ } else {
+ Maybe<IntRect> accumulated = Some(IntRect());
+
+ // Traverse children.
+ for (Layer* child = container->GetFirstChild(); child;
+ child = child->GetNextSibling()) {
+ Maybe<RenderTargetIntRect> clip = aClip;
+ if (const Maybe<ParentLayerIntRect>& childClip =
+ child->AsHostLayer()->GetShadowClipRect()) {
+ RenderTargetIntRect rtChildClip = TransformBy(
+ ViewAs<ParentLayerToRenderTargetMatrix4x4>(
+ aLayer->GetEffectiveTransform(),
+ PixelCastJustification::RenderTargetIsParentLayerForRoot),
+ childClip.value());
+ clip = IntersectMaybeRects(clip, Some(rtChildClip));
+ AL_LOG(" target clip: %s\n", Stringify(rtChildClip).c_str());
+ AL_LOG_IF(clip, " full clip: %s\n",
+ Stringify(clip.value()).c_str());
+ }
+
+ Maybe<IntRect> childBounds = FindVisibleBounds(child, clip);
+ if (!childBounds) {
+ return Nothing();
+ }
+
+ accumulated = accumulated->SafeUnion(childBounds.value());
+ if (!accumulated) {
+ return Nothing();
+ }
+ }
+ return accumulated;
+ }
+ }
+
+ IntRect bounds = GetTransformedBounds(aLayer);
+ AL_LOG(" layer bounds: %s\n", Stringify(bounds).c_str());
+
+ if (aClip) {
+ bounds = bounds.Intersect(aClip.value().ToUnknownRect());
+ AL_LOG(" clipped bounds: %s\n", Stringify(bounds).c_str());
+ }
+ return Some(bounds);
+}
+
+void ContainerLayerMLGPU::ComputeIntermediateSurfaceBounds() {
+ Maybe<IntRect> bounds = Some(IntRect());
+ for (Layer* child = GetFirstChild(); child; child = child->GetNextSibling()) {
+ Maybe<RenderTargetIntRect> clip = ViewAs<RenderTargetPixel>(
+ child->AsHostLayer()->GetShadowClipRect(),
+ PixelCastJustification::RenderTargetIsParentLayerForRoot);
+ Maybe<IntRect> childBounds = FindVisibleBounds(child, clip);
+ if (!childBounds) {
+ return;
+ }
+
+ bounds = bounds->SafeUnion(childBounds.value());
+ if (!bounds) {
+ return;
+ }
+ }
+
+ SetShadowVisibleRegion(LayerIntRect::FromUnknownRect(bounds.value()));
+}
+
+void ContainerLayerMLGPU::OnLayerManagerChange(LayerManagerMLGPU* aManager) {
+ ClearCachedResources();
+}
+
+RefPtr<MLGRenderTarget> ContainerLayerMLGPU::UpdateRenderTarget(
+ MLGDevice* aDevice, MLGRenderTargetFlags aFlags) {
+ if (mRenderTarget) {
+ return mRenderTarget;
+ }
+
+ mRenderTarget = aDevice->CreateRenderTarget(mTargetSize, aFlags);
+ if (!mRenderTarget) {
+ gfxWarning()
+ << "Failed to create an intermediate render target for ContainerLayer";
+ return nullptr;
+ }
+
+ return mRenderTarget;
+}
+
+void ContainerLayerMLGPU::SetInvalidCompositeRect(const gfx::IntRect* aRect) {
+ // For simplicity we only track the bounds of the invalid area, since regions
+ // are expensive.
+ //
+ // Note we add the bounds to the invalid rect from the last frame, since we
+ // only clear the area that we actually paint. If this overflows we use the
+ // last render target size, since if that changes we'll invalidate everything
+ // anyway.
+ if (aRect) {
+ if (Maybe<gfx::IntRect> result = mInvalidRect.SafeUnion(*aRect)) {
+ mInvalidRect = result.value();
+ } else {
+ mInvalidateEntireSurface = true;
+ }
+ } else {
+ mInvalidateEntireSurface = true;
+ }
+}
+
+void ContainerLayerMLGPU::ClearCachedResources() { mRenderTarget = nullptr; }
+
+bool ContainerLayerMLGPU::IsContentOpaque() {
+ if (GetMixBlendMode() != gfx::CompositionOp::OP_OVER) {
+ // We need to read from what's underneath us, so we consider our content to
+ // be not opaque.
+ return false;
+ }
+ return LayerMLGPU::IsContentOpaque();
+}
+
+const LayerIntRegion& ContainerLayerMLGPU::GetShadowVisibleRegion() {
+ if (!UseIntermediateSurface()) {
+ RecomputeShadowVisibleRegionFromChildren();
+ }
+
+ return mShadowVisibleRegion;
+}
+
+const LayerIntRegion& RefLayerMLGPU::GetShadowVisibleRegion() {
+ if (!UseIntermediateSurface()) {
+ RecomputeShadowVisibleRegionFromChildren();
+ }
+
+ return mShadowVisibleRegion;
+}
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/ContainerLayerMLGPU.h b/gfx/layers/mlgpu/ContainerLayerMLGPU.h
new file mode 100644
index 0000000000..733bd8477f
--- /dev/null
+++ b/gfx/layers/mlgpu/ContainerLayerMLGPU.h
@@ -0,0 +1,96 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_ContainerLayerMLGPU_h
+#define mozilla_gfx_layers_mlgpu_ContainerLayerMLGPU_h
+
+#include "LayerMLGPU.h"
+#include "MLGDeviceTypes.h"
+
+namespace mozilla {
+namespace layers {
+
+class MLGDevice;
+class RenderViewMLGPU;
+
+class ContainerLayerMLGPU final : public ContainerLayer, public LayerMLGPU {
+ public:
+ explicit ContainerLayerMLGPU(LayerManagerMLGPU* aManager);
+ virtual ~ContainerLayerMLGPU();
+
+ MOZ_LAYER_DECL_NAME("ContainerLayerMLGPU", TYPE_CONTAINER)
+
+ HostLayer* AsHostLayer() override { return this; }
+ ContainerLayerMLGPU* AsContainerLayerMLGPU() override { return this; }
+ Layer* GetLayer() override { return this; }
+
+ void ComputeEffectiveTransforms(
+ const gfx::Matrix4x4& aTransformToSurface) override {
+ DefaultComputeEffectiveTransforms(aTransformToSurface);
+ }
+ void SetInvalidCompositeRect(const gfx::IntRect* aRect) override;
+ void ClearCachedResources() override;
+
+ const LayerIntRegion& GetShadowVisibleRegion() override;
+
+ RefPtr<MLGRenderTarget> UpdateRenderTarget(MLGDevice* aDevice,
+ MLGRenderTargetFlags aFlags);
+
+ MLGRenderTarget* GetRenderTarget() const { return mRenderTarget; }
+ gfx::IntPoint GetTargetOffset() const { return mTargetOffset; }
+ gfx::IntSize GetTargetSize() const { return mTargetSize; }
+ const gfx::IntRect& GetInvalidRect() const { return mInvalidRect; }
+ void ClearInvalidRect() { mInvalidRect.SetEmpty(); }
+ bool IsContentOpaque() override;
+ bool NeedsSurfaceCopy() const { return mSurfaceCopyNeeded; }
+
+ RenderViewMLGPU* GetRenderView() const { return mView; }
+ void SetRenderView(RenderViewMLGPU* aView) {
+ MOZ_ASSERT(!mView);
+ mView = aView;
+ }
+
+ void ComputeIntermediateSurfaceBounds();
+
+ // Similar to ContainerLayerComposite, we need to include the pres shell
+ // resolution, if there is one, in the layer's post-scale.
+ float GetPostXScale() const override {
+ return mSimpleAttrs.GetPostXScale() * mPresShellResolution;
+ }
+ float GetPostYScale() const override {
+ return mSimpleAttrs.GetPostYScale() * mPresShellResolution;
+ }
+
+ protected:
+ bool OnPrepareToRender(FrameBuilder* aBuilder) override;
+ void OnLayerManagerChange(LayerManagerMLGPU* aManager) override;
+
+ private:
+ static Maybe<gfx::IntRect> FindVisibleBounds(
+ Layer* aLayer, const Maybe<RenderTargetIntRect>& aClip);
+
+ RefPtr<MLGRenderTarget> mRenderTarget;
+
+ // We cache these since occlusion culling can change the visible region.
+ gfx::IntPoint mTargetOffset;
+ gfx::IntSize mTargetSize;
+
+ // The region of the container that needs to be recomposited if visible. We
+ // store this as a rectangle instead of an nsIntRegion for efficiency. This
+ // is in layer coordinates.
+ gfx::IntRect mInvalidRect;
+ bool mInvalidateEntireSurface;
+ bool mSurfaceCopyNeeded;
+
+ // This is only valid for intermediate surfaces while an instance of
+ // FrameBuilder is live.
+ RenderViewMLGPU* mView;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_ContainerLayerMLGPU_h
diff --git a/gfx/layers/mlgpu/FrameBuilder.cpp b/gfx/layers/mlgpu/FrameBuilder.cpp
new file mode 100644
index 0000000000..adb4e8425c
--- /dev/null
+++ b/gfx/layers/mlgpu/FrameBuilder.cpp
@@ -0,0 +1,412 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "FrameBuilder.h"
+#include "ContainerLayerMLGPU.h"
+#include "GeckoProfiler.h" // for profiler_*
+#include "LayerMLGPU.h"
+#include "LayerManagerMLGPU.h"
+#include "MaskOperation.h"
+#include "MLGDevice.h" // for MLGSwapChain
+#include "RenderPassMLGPU.h"
+#include "RenderViewMLGPU.h"
+#include "mozilla/gfx/Logging.h"
+#include "mozilla/gfx/Polygon.h"
+#include "mozilla/layers/BSPTree.h"
+#include "mozilla/layers/LayersHelpers.h"
+
+namespace mozilla {
+namespace layers {
+
+using namespace mlg;
+
+FrameBuilder::FrameBuilder(LayerManagerMLGPU* aManager,
+ MLGSwapChain* aSwapChain)
+ : mManager(aManager),
+ mDevice(aManager->GetDevice()),
+ mSwapChain(aSwapChain) {
+ // test_bug1124898.html has a root ColorLayer, so we don't assume the root is
+ // a container.
+ mRoot = mManager->GetRoot()->AsHostLayer()->AsLayerMLGPU();
+}
+
+FrameBuilder::~FrameBuilder() = default;
+
+bool FrameBuilder::Build() {
+ AUTO_PROFILER_LABEL("FrameBuilder::Build", GRAPHICS);
+
+ // AcquireBackBuffer can fail, so we check the result here.
+ RefPtr<MLGRenderTarget> target = mSwapChain->AcquireBackBuffer();
+ if (!target) {
+ return false;
+ }
+
+ // This updates the frame sequence number, so layers can quickly check if
+ // they've already been prepared.
+ LayerMLGPU::BeginFrame();
+
+ // Note: we don't clip draw calls to the invalid region per se, but instead
+ // the region bounds. Clipping all draw calls would incur a significant
+ // CPU cost on large layer trees, and would greatly complicate how draw
+ // rects are added in RenderPassMLGPU, since we would need to break
+ // each call into additional items based on the intersection with the
+ // invalid region.
+ //
+ // Instead we scissor to the invalid region bounds. As a result, all items
+ // affecting the invalid bounds are redrawn, even if not all are in the
+ // precise region.
+ const nsIntRegion& region = mSwapChain->GetBackBufferInvalidRegion();
+
+ mWidgetRenderView = new RenderViewMLGPU(this, target, region);
+
+ // Traverse the layer tree and compute visible region for intermediate
+ // surfaces
+ if (ContainerLayerMLGPU* root =
+ mRoot->AsLayerMLGPU()->AsContainerLayerMLGPU()) {
+ root->ComputeIntermediateSurfaceBounds();
+ }
+
+ // Traverse the layer tree and assign each layer to tiles.
+ {
+ Maybe<gfx::Polygon> geometry;
+ RenderTargetIntRect clip(0, 0, target->GetSize().width,
+ target->GetSize().height);
+
+ AssignLayer(mRoot->GetLayer(), mWidgetRenderView, clip,
+ std::move(geometry));
+ }
+
+ // Build the default mask buffer.
+ {
+ MaskInformation defaultMaskInfo(1.0f, false);
+ if (!mDevice->GetSharedPSBuffer()->Allocate(&mDefaultMaskInfo,
+ defaultMaskInfo)) {
+ return false;
+ }
+ }
+
+ // Build render passes and buffer information for each pass.
+ mWidgetRenderView->FinishBuilding();
+ mWidgetRenderView->Prepare();
+
+ // Prepare masks that need to be combined.
+ for (const auto& pair : mCombinedTextureMasks) {
+ pair.second->PrepareForRendering();
+ }
+
+ FinishCurrentLayerBuffer();
+ FinishCurrentMaskRectBuffer();
+ return true;
+}
+
+void FrameBuilder::Render() {
+ AUTO_PROFILER_LABEL("FrameBuilder::Render", GRAPHICS);
+
+ // Render combined masks into single mask textures.
+ for (const auto& pair : mCombinedTextureMasks) {
+ pair.second->Render();
+ }
+
+ // Render to all targets, front-to-back.
+ mWidgetRenderView->Render();
+}
+
+void FrameBuilder::AssignLayer(Layer* aLayer, RenderViewMLGPU* aView,
+ const RenderTargetIntRect& aClipRect,
+ Maybe<gfx::Polygon>&& aGeometry) {
+ LayerMLGPU* layer = aLayer->AsHostLayer()->AsLayerMLGPU();
+
+ if (ContainerLayer* container = aLayer->AsContainerLayer()) {
+ // This returns false if we don't need to (or can't) process the layer any
+ // further. This always returns false for non-leaf ContainerLayers.
+ if (!ProcessContainerLayer(container, aView, aClipRect, aGeometry)) {
+ return;
+ }
+ } else {
+ // Set the precomputed clip and any textures/resources that are needed.
+ if (!layer->PrepareToRender(this, aClipRect)) {
+ return;
+ }
+ }
+
+ // If we are dealing with a nested 3D context, we might need to transform
+ // the geometry back to the coordinate space of the current layer.
+ if (aGeometry) {
+ TransformLayerGeometry(aLayer, aGeometry);
+ }
+
+ // Finally, assign the layer to a rendering batch in the current render
+ // target.
+ layer->AssignToView(this, aView, std::move(aGeometry));
+}
+
+bool FrameBuilder::ProcessContainerLayer(ContainerLayer* aContainer,
+ RenderViewMLGPU* aView,
+ const RenderTargetIntRect& aClipRect,
+ Maybe<gfx::Polygon>& aGeometry) {
+ LayerMLGPU* layer = aContainer->AsHostLayer()->AsLayerMLGPU();
+
+ // Diagnostic information for bug 1387467.
+ if (!layer) {
+ gfxDevCrash(gfx::LogReason::InvalidLayerType)
+ << "Layer type is invalid: " << aContainer->Name();
+ return false;
+ }
+
+ // We don't want to traverse containers twice, so we only traverse them if
+ // they haven't been prepared yet.
+ bool isFirstVisit = !layer->IsPrepared();
+ if (isFirstVisit && !layer->PrepareToRender(this, aClipRect)) {
+ return false;
+ }
+
+ if (!aContainer->UseIntermediateSurface()) {
+ // In case the layer previously required an intermediate surface, we
+ // clear any intermediate render targets here.
+ layer->ClearCachedResources();
+
+ // This is a pass-through container, so we just process children and
+ // instruct AssignLayer to early-return.
+ ProcessChildList(aContainer, aView, aClipRect, aGeometry);
+ return false;
+ }
+
+ // If this is the first visit of the container this frame, and the
+ // container has an unpainted area, we traverse the container. Note that
+ // RefLayers do not have intermediate surfaces so this is guaranteed
+ // to be a full-fledged ContainerLayerMLGPU.
+ ContainerLayerMLGPU* viewContainer = layer->AsContainerLayerMLGPU();
+ if (!viewContainer) {
+ gfxDevCrash(gfx::LogReason::InvalidLayerType)
+ << "Container layer type is invalid: " << aContainer->Name();
+ return false;
+ }
+
+ if (isFirstVisit && !viewContainer->GetInvalidRect().IsEmpty()) {
+ // The RenderView constructor automatically attaches itself to the parent.
+ RefPtr<RenderViewMLGPU> view =
+ new RenderViewMLGPU(this, viewContainer, aView);
+ ProcessChildList(aContainer, view, aClipRect, Nothing());
+ view->FinishBuilding();
+ }
+ return true;
+}
+
+void FrameBuilder::ProcessChildList(
+ ContainerLayer* aContainer, RenderViewMLGPU* aView,
+ const RenderTargetIntRect& aParentClipRect,
+ const Maybe<gfx::Polygon>& aParentGeometry) {
+ nsTArray<LayerPolygon> polygons = aContainer->SortChildrenBy3DZOrder(
+ ContainerLayer::SortMode::WITH_GEOMETRY);
+
+ // Visit layers in front-to-back order.
+ for (auto iter = polygons.rbegin(); iter != polygons.rend(); iter++) {
+ LayerPolygon& entry = *iter;
+ Layer* child = entry.layer;
+ if (child->IsBackfaceHidden() || !child->IsVisible()) {
+ continue;
+ }
+
+ RenderTargetIntRect clip = child->CalculateScissorRect(aParentClipRect);
+ if (clip.IsEmpty()) {
+ continue;
+ }
+
+ Maybe<gfx::Polygon> geometry;
+ if (aParentGeometry && entry.geometry) {
+ // Both parent and child are split.
+ geometry = Some(aParentGeometry->ClipPolygon(*entry.geometry));
+ } else if (aParentGeometry) {
+ geometry = aParentGeometry;
+ } else if (entry.geometry) {
+ geometry = std::move(entry.geometry);
+ }
+
+ AssignLayer(child, aView, clip, std::move(geometry));
+ }
+}
+
+bool FrameBuilder::AddLayerToConstantBuffer(ItemInfo& aItem) {
+ LayerMLGPU* layer = aItem.layer;
+
+ // If this layer could appear multiple times, cache it.
+ if (aItem.geometry) {
+ if (mLayerBufferMap.Get(layer, &aItem.layerIndex)) {
+ return true;
+ }
+ }
+
+ LayerConstants* info = AllocateLayerInfo(aItem);
+ if (!info) {
+ return false;
+ }
+
+ // Note we do not use GetEffectiveTransformForBuffer, since we calculate
+ // the correct scaling when we build texture coordinates.
+ Layer* baseLayer = layer->GetLayer();
+ const gfx::Matrix4x4& transform = baseLayer->GetEffectiveTransform();
+
+ memcpy(&info->transform, &transform._11, 64);
+ info->clipRect = gfx::Rect(layer->GetComputedClipRect().ToUnknownRect());
+ info->maskIndex = 0;
+ if (MaskOperation* op = layer->GetMask()) {
+ // Note: we use 0 as an invalid index, and so indices are offset by 1.
+ gfx::Rect rect = op->ComputeMaskRect(baseLayer);
+ AddMaskRect(rect, &info->maskIndex);
+ }
+
+ if (aItem.geometry) {
+ mLayerBufferMap.Put(layer, aItem.layerIndex);
+ }
+ return true;
+}
+
+MaskOperation* FrameBuilder::AddMaskOperation(LayerMLGPU* aLayer) {
+ Layer* layer = aLayer->GetLayer();
+ MOZ_ASSERT(layer->HasMaskLayers());
+
+ // Multiple masks are combined into a single mask.
+ if ((layer->GetMaskLayer() && layer->GetAncestorMaskLayerCount()) ||
+ layer->GetAncestorMaskLayerCount() > 1) {
+ // Since each mask can be moved independently of the other, we must create
+ // a separate combined mask for every new positioning we encounter.
+ MaskTextureList textures;
+ if (Layer* maskLayer = layer->GetMaskLayer()) {
+ AppendToMaskTextureList(textures, maskLayer);
+ }
+ for (size_t i = 0; i < layer->GetAncestorMaskLayerCount(); i++) {
+ AppendToMaskTextureList(textures, layer->GetAncestorMaskLayerAt(i));
+ }
+
+ auto iter = mCombinedTextureMasks.find(textures);
+ if (iter != mCombinedTextureMasks.end()) {
+ return iter->second;
+ }
+
+ RefPtr<MaskCombineOperation> op = new MaskCombineOperation(this);
+ op->Init(textures);
+
+ mCombinedTextureMasks[textures] = op;
+ return op;
+ }
+
+ Layer* maskLayer = layer->GetMaskLayer() ? layer->GetMaskLayer()
+ : layer->GetAncestorMaskLayerAt(0);
+ RefPtr<TextureSource> texture = GetMaskLayerTexture(maskLayer);
+ if (!texture) {
+ return nullptr;
+ }
+
+ RefPtr<MaskOperation> op;
+ mSingleTextureMasks.Get(texture, getter_AddRefs(op));
+ if (op) {
+ return op;
+ }
+
+ RefPtr<MLGTexture> wrapped = mDevice->CreateTexture(texture);
+
+ op = new MaskOperation(this, wrapped);
+ mSingleTextureMasks.Put(texture, RefPtr{op});
+ return op;
+}
+
+void FrameBuilder::RetainTemporaryLayer(LayerMLGPU* aLayer) {
+ // This should only be used with temporary layers. Temporary layers do not
+ // have parents.
+ MOZ_ASSERT(!aLayer->GetLayer()->GetParent());
+ mTemporaryLayers.push_back(aLayer->GetLayer());
+}
+
+MLGRenderTarget* FrameBuilder::GetWidgetRT() {
+ return mWidgetRenderView->GetRenderTarget();
+}
+
+LayerConstants* FrameBuilder::AllocateLayerInfo(ItemInfo& aItem) {
+ if (((mCurrentLayerBuffer.Length() + 1) * sizeof(LayerConstants)) >
+ mDevice->GetMaxConstantBufferBindSize()) {
+ FinishCurrentLayerBuffer();
+ mLayerBufferMap.Clear();
+ mCurrentLayerBuffer.ClearAndRetainStorage();
+ }
+
+ LayerConstants* info = mCurrentLayerBuffer.AppendElement(mozilla::fallible);
+ if (!info) {
+ return nullptr;
+ }
+
+ aItem.layerIndex = mCurrentLayerBuffer.Length() - 1;
+ return info;
+}
+
+void FrameBuilder::FinishCurrentLayerBuffer() {
+ if (mCurrentLayerBuffer.IsEmpty()) {
+ return;
+ }
+
+ // Note: we append the buffer even if we couldn't allocate one, since
+ // that keeps the indices sane.
+ ConstantBufferSection section;
+ mDevice->GetSharedVSBuffer()->Allocate(
+ &section, mCurrentLayerBuffer.Elements(), mCurrentLayerBuffer.Length());
+ mLayerBuffers.AppendElement(section);
+}
+
+size_t FrameBuilder::CurrentLayerBufferIndex() const {
+ // The mask rect buffer list doesn't contain the buffer currently being
+ // built, so we don't subtract 1 here.
+ return mLayerBuffers.Length();
+}
+
+ConstantBufferSection FrameBuilder::GetLayerBufferByIndex(size_t aIndex) const {
+ if (aIndex >= mLayerBuffers.Length()) {
+ return ConstantBufferSection();
+ }
+ return mLayerBuffers[aIndex];
+}
+
+bool FrameBuilder::AddMaskRect(const gfx::Rect& aRect, uint32_t* aOutIndex) {
+ if (((mCurrentMaskRectList.Length() + 1) * sizeof(gfx::Rect)) >
+ mDevice->GetMaxConstantBufferBindSize()) {
+ FinishCurrentMaskRectBuffer();
+ mCurrentMaskRectList.ClearAndRetainStorage();
+ }
+
+ mCurrentMaskRectList.AppendElement(aRect);
+
+ // Mask indices start at 1 so the shader can use 0 as a no-mask indicator.
+ *aOutIndex = mCurrentMaskRectList.Length();
+ return true;
+}
+
+void FrameBuilder::FinishCurrentMaskRectBuffer() {
+ if (mCurrentMaskRectList.IsEmpty()) {
+ return;
+ }
+
+ // Note: we append the buffer even if we couldn't allocate one, since
+ // that keeps the indices sane.
+ ConstantBufferSection section;
+ mDevice->GetSharedVSBuffer()->Allocate(
+ &section, mCurrentMaskRectList.Elements(), mCurrentMaskRectList.Length());
+ mMaskRectBuffers.AppendElement(section);
+}
+
+size_t FrameBuilder::CurrentMaskRectBufferIndex() const {
+ // The mask rect buffer list doesn't contain the buffer currently being
+ // built, so we don't subtract 1 here.
+ return mMaskRectBuffers.Length();
+}
+
+ConstantBufferSection FrameBuilder::GetMaskRectBufferByIndex(
+ size_t aIndex) const {
+ if (aIndex >= mMaskRectBuffers.Length()) {
+ return ConstantBufferSection();
+ }
+ return mMaskRectBuffers[aIndex];
+}
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/FrameBuilder.h b/gfx/layers/mlgpu/FrameBuilder.h
new file mode 100644
index 0000000000..5cf5714767
--- /dev/null
+++ b/gfx/layers/mlgpu/FrameBuilder.h
@@ -0,0 +1,126 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_FrameBuilder_h
+#define mozilla_gfx_layers_mlgpu_FrameBuilder_h
+
+#include "mozilla/RefPtr.h"
+#include "mozilla/gfx/Point.h"
+#include "mozilla/gfx/Types.h"
+#include "MaskOperation.h"
+#include "MLGDevice.h"
+#include "nsDataHashtable.h"
+#include "nsRefPtrHashtable.h"
+#include "ShaderDefinitionsMLGPU.h"
+#include "SharedBufferMLGPU.h"
+#include "Units.h"
+#include <map>
+#include <vector>
+
+namespace mozilla {
+namespace layers {
+
+class ContainerLayer;
+class ContainerLayerMLGPU;
+class Layer;
+class LayerMLGPU;
+class LayerManagerMLGPU;
+class MLGDevice;
+class MLGRenderTarget;
+class MLGSwapChain;
+class RenderViewMLGPU;
+struct ItemInfo;
+
+class FrameBuilder final {
+ public:
+ FrameBuilder(LayerManagerMLGPU* aManager, MLGSwapChain* aSwapChain);
+ ~FrameBuilder();
+
+ bool Build();
+ void Render();
+
+ bool AddLayerToConstantBuffer(ItemInfo& aItem);
+
+ LayerManagerMLGPU* GetManager() const { return mManager; }
+ MLGDevice* GetDevice() const { return mDevice; }
+ const ConstantBufferSection& GetDefaultMaskInfo() const {
+ return mDefaultMaskInfo;
+ }
+
+ // Called during tile construction. Finds or adds a mask layer chain to the
+ // cache, that will be flattened as a dependency to rendering batches.
+ MaskOperation* AddMaskOperation(LayerMLGPU* aLayer);
+
+ // Note: These should only be called during batch construction.
+ size_t CurrentLayerBufferIndex() const;
+ size_t CurrentMaskRectBufferIndex() const;
+
+ // These are called during rendering, and may return null if a buffer
+ // couldn't be allocated.
+ ConstantBufferSection GetLayerBufferByIndex(size_t aIndex) const;
+ ConstantBufferSection GetMaskRectBufferByIndex(size_t aIndex) const;
+
+ // Hold a layer alive until the frame ends.
+ void RetainTemporaryLayer(LayerMLGPU* aLayer);
+
+ MLGRenderTarget* GetWidgetRT();
+
+ private:
+ void AssignLayer(Layer* aLayer, RenderViewMLGPU* aView,
+ const RenderTargetIntRect& aClipRect,
+ Maybe<gfx::Polygon>&& aGeometry);
+
+ void ProcessChildList(ContainerLayer* aContainer, RenderViewMLGPU* aView,
+ const RenderTargetIntRect& aParentClipRect,
+ const Maybe<gfx::Polygon>& aParentGeometry);
+
+ mlg::LayerConstants* AllocateLayerInfo(ItemInfo& aItem);
+ bool AddMaskRect(const gfx::Rect& aRect, uint32_t* aOutIndex);
+ void FinishCurrentLayerBuffer();
+ void FinishCurrentMaskRectBuffer();
+
+ // Returns true to continue, false to stop - false does not indicate
+ // failure.
+ bool ProcessContainerLayer(ContainerLayer* aLayer, RenderViewMLGPU* aView,
+ const RenderTargetIntRect& aClipRect,
+ Maybe<gfx::Polygon>& aGeometry);
+
+ private:
+ RefPtr<LayerManagerMLGPU> mManager;
+ RefPtr<MLGDevice> mDevice;
+ RefPtr<MLGSwapChain> mSwapChain;
+ RefPtr<RenderViewMLGPU> mWidgetRenderView;
+ LayerMLGPU* mRoot;
+
+ // Each time we consume a layer in a tile, we make sure a constant buffer
+ // exists that contains information about the layer. The mapping is valid
+ // for the most recent buffer, and once the buffer fills, we begin a new
+ // one and clear the map.
+ nsTArray<ConstantBufferSection> mLayerBuffers;
+ nsTArray<mlg::LayerConstants> mCurrentLayerBuffer;
+ nsDataHashtable<nsPtrHashKey<LayerMLGPU>, uint32_t> mLayerBufferMap;
+
+ // We keep mask rects in a separate buffer since they're rare.
+ nsTArray<ConstantBufferSection> mMaskRectBuffers;
+ nsTArray<gfx::Rect> mCurrentMaskRectList;
+
+ // For values that *can* change every render pass, but almost certainly do
+ // not, we pre-fill and cache some buffers.
+ ConstantBufferSection mDefaultMaskInfo;
+
+ // Cache for MaskOperations.
+ nsRefPtrHashtable<nsRefPtrHashKey<TextureSource>, MaskOperation>
+ mSingleTextureMasks;
+ std::map<MaskTextureList, RefPtr<MaskCombineOperation>> mCombinedTextureMasks;
+
+ // This list of temporary layers is wiped out when the frame is completed.
+ std::vector<RefPtr<Layer>> mTemporaryLayers;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_FrameBuilder_h
diff --git a/gfx/layers/mlgpu/ImageLayerMLGPU.cpp b/gfx/layers/mlgpu/ImageLayerMLGPU.cpp
new file mode 100644
index 0000000000..9d236bf91f
--- /dev/null
+++ b/gfx/layers/mlgpu/ImageLayerMLGPU.cpp
@@ -0,0 +1,108 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "ImageLayerMLGPU.h"
+#include "LayerManagerMLGPU.h"
+
+namespace mozilla {
+
+using namespace gfx;
+
+namespace layers {
+
+ImageLayerMLGPU::ImageLayerMLGPU(LayerManagerMLGPU* aManager)
+ : ImageLayer(aManager, static_cast<HostLayer*>(this)),
+ TexturedLayerMLGPU(aManager) {}
+
+ImageLayerMLGPU::~ImageLayerMLGPU() { CleanupResources(); }
+
+void ImageLayerMLGPU::ComputeEffectiveTransforms(
+ const gfx::Matrix4x4& aTransformToSurface) {
+ Matrix4x4 local = GetLocalTransform();
+
+ // Snap image edges to pixel boundaries.
+ gfxRect sourceRect(0, 0, 0, 0);
+ if (mHost && mHost->IsAttached()) {
+ IntSize size = mHost->GetImageSize();
+ sourceRect.SizeTo(size.width, size.height);
+ }
+
+ // Snap our local transform first, and snap the inherited transform as well.
+ // This makes our snapping equivalent to what would happen if our content
+ // was drawn into a PaintedLayer (gfxContext would snap using the local
+ // transform, then we'd snap again when compositing the PaintedLayer).
+ mEffectiveTransform = SnapTransform(local, sourceRect, nullptr) *
+ SnapTransformTranslation(aTransformToSurface, nullptr);
+ mEffectiveTransformForBuffer = mEffectiveTransform;
+
+ if (mScaleMode == ScaleMode::STRETCH && mScaleToSize.width != 0.0 &&
+ mScaleToSize.height != 0.0) {
+ Size scale(sourceRect.Width() / mScaleToSize.width,
+ sourceRect.Height() / mScaleToSize.height);
+ mScale = Some(scale);
+ }
+
+ ComputeEffectiveTransformForMaskLayers(aTransformToSurface);
+}
+
+gfx::SamplingFilter ImageLayerMLGPU::GetSamplingFilter() {
+ return ImageLayer::GetSamplingFilter();
+}
+
+bool ImageLayerMLGPU::IsContentOpaque() {
+ if (mPictureRect.Width() == 0 || mPictureRect.Height() == 0) {
+ return false;
+ }
+ if (mScaleMode == ScaleMode::STRETCH) {
+ return gfx::IsOpaque(mHost->CurrentTextureHost()->GetFormat());
+ }
+ return false;
+}
+
+void ImageLayerMLGPU::SetRenderRegion(LayerIntRegion&& aRegion) {
+ switch (mScaleMode) {
+ case ScaleMode::STRETCH:
+ // See bug 1264142.
+ aRegion.AndWith(
+ LayerIntRect(0, 0, mScaleToSize.width, mScaleToSize.height));
+ break;
+ default:
+ // Clamp the visible region to the texture size. (see bug 1396507)
+ MOZ_ASSERT(mScaleMode == ScaleMode::SCALE_NONE);
+ aRegion.AndWith(
+ LayerIntRect(0, 0, mPictureRect.Width(), mPictureRect.Height()));
+ break;
+ }
+ LayerMLGPU::SetRenderRegion(std::move(aRegion));
+}
+
+void ImageLayerMLGPU::CleanupResources() {
+ if (mHost) {
+ mHost->CleanupResources();
+ mHost->Detach(this);
+ }
+ mTexture = nullptr;
+ mBigImageTexture = nullptr;
+ mHost = nullptr;
+}
+
+void ImageLayerMLGPU::PrintInfo(std::stringstream& aStream,
+ const char* aPrefix) {
+ ImageLayer::PrintInfo(aStream, aPrefix);
+ if (mHost && mHost->IsAttached()) {
+ aStream << "\n";
+ nsAutoCString pfx(aPrefix);
+ pfx += " ";
+ mHost->PrintInfo(aStream, pfx.get());
+ }
+}
+
+void ImageLayerMLGPU::Disconnect() { CleanupResources(); }
+
+void ImageLayerMLGPU::ClearCachedResources() { CleanupResources(); }
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/ImageLayerMLGPU.h b/gfx/layers/mlgpu/ImageLayerMLGPU.h
new file mode 100644
index 0000000000..33d2e4f3e9
--- /dev/null
+++ b/gfx/layers/mlgpu/ImageLayerMLGPU.h
@@ -0,0 +1,51 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 MOZILLA_GFX_IMAGELAYERMLGPU_H
+#define MOZILLA_GFX_IMAGELAYERMLGPU_H
+
+#include "LayerManagerMLGPU.h"
+#include "TexturedLayerMLGPU.h"
+#include "ImageLayers.h"
+#include "mozilla/layers/ImageHost.h"
+
+namespace mozilla {
+namespace layers {
+
+class ImageLayerMLGPU final : public ImageLayer, public TexturedLayerMLGPU {
+ public:
+ explicit ImageLayerMLGPU(LayerManagerMLGPU* aManager);
+
+ Layer* GetLayer() override { return this; }
+ HostLayer* AsHostLayer() override { return this; }
+ ImageLayerMLGPU* AsImageLayerMLGPU() override { return this; }
+
+ void ComputeEffectiveTransforms(
+ const gfx::Matrix4x4& aTransformToSurface) override;
+ void SetRenderRegion(LayerIntRegion&& aRegion) override;
+ gfx::SamplingFilter GetSamplingFilter() override;
+ void ClearCachedResources() override;
+ bool IsContentOpaque() override;
+ void Disconnect() override;
+
+ Maybe<gfx::Size> GetPictureScale() const override { return mScale; }
+
+ MOZ_LAYER_DECL_NAME("ImageLayerMLGPU", TYPE_IMAGE)
+
+ protected:
+ virtual ~ImageLayerMLGPU();
+
+ void PrintInfo(std::stringstream& aStream, const char* aPrefix) override;
+ void CleanupResources();
+
+ private:
+ Maybe<gfx::Size> mScale;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif
diff --git a/gfx/layers/mlgpu/LayerMLGPU.cpp b/gfx/layers/mlgpu/LayerMLGPU.cpp
new file mode 100644
index 0000000000..714214e83b
--- /dev/null
+++ b/gfx/layers/mlgpu/LayerMLGPU.cpp
@@ -0,0 +1,141 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "LayerManagerMLGPU.h"
+#include "RenderPassMLGPU.h"
+#include "RenderViewMLGPU.h"
+#include "FrameBuilder.h"
+#include "mozilla/layers/ImageHost.h"
+#include "mozilla/layers/LayerManagerComposite.h"
+
+namespace mozilla {
+namespace layers {
+
+using namespace gfx;
+
+uint64_t LayerMLGPU::sFrameKey = 0;
+
+LayerMLGPU::~LayerMLGPU() = default;
+
+LayerMLGPU::LayerMLGPU(LayerManagerMLGPU* aManager)
+ : HostLayer(aManager),
+ mFrameKey(0),
+ mComputedOpacity(0.0),
+ mPrepared(false) {}
+
+/* static */
+void LayerMLGPU::BeginFrame() { sFrameKey++; }
+
+LayerManagerMLGPU* LayerMLGPU::GetManager() {
+ return static_cast<LayerManagerMLGPU*>(mCompositorManager);
+}
+
+bool LayerMLGPU::PrepareToRender(FrameBuilder* aBuilder,
+ const RenderTargetIntRect& aClipRect) {
+ if (mFrameKey == sFrameKey) {
+ return mPrepared;
+ }
+ mFrameKey = sFrameKey;
+ mPrepared = false;
+
+ Layer* layer = GetLayer();
+
+ // Only container layers may have mixed blend modes.
+ MOZ_ASSERT_IF(layer->GetMixBlendMode() != CompositionOp::OP_OVER,
+ layer->GetType() == Layer::TYPE_CONTAINER);
+
+ mComputedClipRect = aClipRect;
+ mComputedOpacity = layer->GetEffectiveOpacity();
+
+ if (layer->HasMaskLayers()) {
+ mMask = aBuilder->AddMaskOperation(this);
+ // If the mask has no texture, the pixel shader can't read any non-zero
+ // values for the mask, so we can consider the whole thing invisible.
+ if (mMask && mMask->IsEmpty()) {
+ mComputedOpacity = 0.0f;
+ }
+ } else {
+ mMask = nullptr;
+ }
+
+ if (!OnPrepareToRender(aBuilder)) {
+ return false;
+ }
+
+ mPrepared = true;
+ return true;
+}
+
+void LayerMLGPU::AssignToView(FrameBuilder* aBuilder, RenderViewMLGPU* aView,
+ Maybe<gfx::Polygon>&& aGeometry) {
+ AddBoundsToView(aBuilder, aView, std::move(aGeometry));
+}
+
+void LayerMLGPU::AddBoundsToView(FrameBuilder* aBuilder, RenderViewMLGPU* aView,
+ Maybe<gfx::Polygon>&& aGeometry) {
+ IntRect bounds = GetClippedBoundingBox(aView, aGeometry);
+ aView->AddItem(this, bounds, std::move(aGeometry));
+}
+
+IntRect LayerMLGPU::GetClippedBoundingBox(
+ RenderViewMLGPU* aView, const Maybe<gfx::Polygon>& aGeometry) {
+ MOZ_ASSERT(IsPrepared());
+
+ Layer* layer = GetLayer();
+ const Matrix4x4& transform = layer->GetEffectiveTransform();
+
+ Rect rect =
+ aGeometry
+ ? aGeometry->BoundingBox()
+ : Rect(layer->GetLocalVisibleRegion().GetBounds().ToUnknownRect());
+ rect = transform.TransformBounds(rect);
+ rect.MoveBy(-aView->GetTargetOffset());
+ rect = rect.Intersect(Rect(mComputedClipRect.ToUnknownRect()));
+
+ IntRect bounds;
+ rect.RoundOut();
+ rect.ToIntRect(&bounds);
+ return bounds;
+}
+
+void LayerMLGPU::MarkPrepared() {
+ mFrameKey = sFrameKey;
+ mPrepared = true;
+}
+
+bool LayerMLGPU::IsContentOpaque() { return GetLayer()->IsOpaque(); }
+
+void LayerMLGPU::SetRenderRegion(LayerIntRegion&& aRegion) {
+ mRenderRegion = std::move(aRegion);
+}
+
+void LayerMLGPU::SetLayerManager(HostLayerManager* aManager) {
+ LayerManagerMLGPU* manager = aManager->AsLayerManagerMLGPU();
+ MOZ_RELEASE_ASSERT(manager);
+
+ HostLayer::SetLayerManager(aManager);
+ GetLayer()->SetManager(manager, this);
+
+ if (CompositableHost* host = GetCompositableHost()) {
+ host->SetTextureSourceProvider(manager->GetTextureSourceProvider());
+ }
+
+ OnLayerManagerChange(manager);
+}
+
+RefLayerMLGPU::RefLayerMLGPU(LayerManagerMLGPU* aManager)
+ : RefLayer(aManager, static_cast<HostLayer*>(this)), LayerMLGPU(aManager) {}
+
+RefLayerMLGPU::~RefLayerMLGPU() = default;
+
+ColorLayerMLGPU::ColorLayerMLGPU(LayerManagerMLGPU* aManager)
+ : ColorLayer(aManager, static_cast<HostLayer*>(this)),
+ LayerMLGPU(aManager) {}
+
+ColorLayerMLGPU::~ColorLayerMLGPU() = default;
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/LayerMLGPU.h b/gfx/layers/mlgpu/LayerMLGPU.h
new file mode 100644
index 0000000000..d11106688f
--- /dev/null
+++ b/gfx/layers/mlgpu/LayerMLGPU.h
@@ -0,0 +1,161 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_LayerMLGPU_h
+#define mozilla_gfx_layers_mlgpu_LayerMLGPU_h
+
+#include "Layers.h"
+#include "mozilla/layers/LayerManagerComposite.h"
+
+namespace mozilla {
+namespace layers {
+
+class CanvasLayerMLGPU;
+class ColorLayerMLGPU;
+class ContainerLayerMLGPU;
+class FrameBuilder;
+class ImageHost;
+class ImageLayerMLGPU;
+class LayerManagerMLGPU;
+class MaskOperation;
+class MLGRenderTarget;
+class PaintedLayerMLGPU;
+class RefLayerMLGPU;
+class RenderViewMLGPU;
+class TexturedLayerMLGPU;
+class TextureSource;
+
+class LayerMLGPU : public HostLayer {
+ public:
+ LayerMLGPU* AsLayerMLGPU() override { return this; }
+ virtual PaintedLayerMLGPU* AsPaintedLayerMLGPU() { return nullptr; }
+ virtual ImageLayerMLGPU* AsImageLayerMLGPU() { return nullptr; }
+ virtual CanvasLayerMLGPU* AsCanvasLayerMLGPU() { return nullptr; }
+ virtual ContainerLayerMLGPU* AsContainerLayerMLGPU() { return nullptr; }
+ virtual RefLayerMLGPU* AsRefLayerMLGPU() { return nullptr; }
+ virtual ColorLayerMLGPU* AsColorLayerMLGPU() { return nullptr; }
+ virtual TexturedLayerMLGPU* AsTexturedLayerMLGPU() { return nullptr; }
+
+ static void BeginFrame();
+
+ // Ask the layer to acquire any resources or per-frame information needed
+ // to render. If this returns false, the layer will be skipped entirely.
+ bool PrepareToRender(FrameBuilder* aBuilder,
+ const RenderTargetIntRect& aClipRect);
+
+ Layer::LayerType GetType() { return GetLayer()->GetType(); }
+ const RenderTargetIntRect& GetComputedClipRect() const {
+ return mComputedClipRect;
+ }
+ MaskOperation* GetMask() const { return mMask; }
+ float GetComputedOpacity() const { return mComputedOpacity; }
+
+ // Return the bounding box of this layer in render target space, clipped to
+ // the computed clip rect, and rounded out to an integer rect.
+ gfx::IntRect GetClippedBoundingBox(RenderViewMLGPU* aView,
+ const Maybe<gfx::Polygon>& aGeometry);
+
+ // If this layer has already been prepared for the current frame, return
+ // true. This should only be used to guard against double-processing
+ // container layers after 3d-sorting.
+ bool IsPrepared() const { return mFrameKey == sFrameKey && mPrepared; }
+
+ // Return true if the content in this layer is opaque (not factoring in
+ // blend modes or opacity), false otherwise.
+ virtual bool IsContentOpaque();
+
+ // Returns the region that this layer will draw pixels to. If the layer and
+ // its content are opaque, this is the layer's opaque region.
+ const LayerIntRegion& GetRenderRegion() const { return mRenderRegion; }
+
+ // Some layers have visible regions that extend beyond what is actually drawn.
+ // When performing CPU-based occlusion culling we must clamp the visible
+ // region to the actual area. Note that if a layer is opaque, it must not
+ // expand its visible region such that it might include non-opaque pixels, as
+ // may be the case for PaintedLayers with a restricted visible region.
+ virtual void SetRenderRegion(LayerIntRegion&& aRegion);
+
+ virtual void AssignToView(FrameBuilder* aBuilder, RenderViewMLGPU* aView,
+ Maybe<gfx::Polygon>&& aGeometry);
+
+ // Callback for when PrepareToRender has finished successfully. If this
+ // returns false, PrepareToRender will return false.
+ virtual bool OnPrepareToRender(FrameBuilder* aBuilder) { return true; }
+
+ virtual void ClearCachedResources() {}
+ CompositableHost* GetCompositableHost() override { return nullptr; }
+
+ protected:
+ LayerMLGPU(LayerManagerMLGPU* aManager);
+ ~LayerMLGPU();
+ LayerManagerMLGPU* GetManager();
+
+ void AddBoundsToView(FrameBuilder* aBuilder, RenderViewMLGPU* aView,
+ Maybe<gfx::Polygon>&& aGeometry);
+
+ void MarkPrepared();
+
+ // We don't want derivative layers overriding this directly - we provide a
+ // callback instead.
+ void SetLayerManager(HostLayerManager* aManager) override;
+ virtual void OnLayerManagerChange(LayerManagerMLGPU* aManager) {}
+
+ private:
+ // This is a monotonic counter used to check whether a layer appears twice
+ // when 3d sorting.
+ static uint64_t sFrameKey;
+
+ protected:
+ // These are set during PrepareToRender.
+ RenderTargetIntRect mComputedClipRect;
+ RefPtr<MaskOperation> mMask;
+ uint64_t mFrameKey;
+ float mComputedOpacity;
+ bool mPrepared;
+ LayerIntRegion mRenderRegion;
+};
+
+class RefLayerMLGPU final : public RefLayer, public LayerMLGPU {
+ public:
+ explicit RefLayerMLGPU(LayerManagerMLGPU* aManager);
+ virtual ~RefLayerMLGPU();
+
+ // Layer
+ HostLayer* AsHostLayer() override { return this; }
+ RefLayerMLGPU* AsRefLayerMLGPU() override { return this; }
+ Layer* GetLayer() override { return this; }
+
+ // ContainerLayer
+ void ComputeEffectiveTransforms(
+ const gfx::Matrix4x4& aTransformToSurface) override {
+ DefaultComputeEffectiveTransforms(aTransformToSurface);
+ }
+
+ const LayerIntRegion& GetShadowVisibleRegion() override;
+
+ MOZ_LAYER_DECL_NAME("RefLayerMLGPU", TYPE_REF)
+};
+
+class ColorLayerMLGPU final : public ColorLayer, public LayerMLGPU {
+ public:
+ explicit ColorLayerMLGPU(LayerManagerMLGPU* aManager);
+ virtual ~ColorLayerMLGPU();
+
+ // LayerMLGPU
+ bool IsContentOpaque() override { return mColor.a >= 1.0f; }
+
+ // Layer
+ HostLayer* AsHostLayer() override { return this; }
+ ColorLayerMLGPU* AsColorLayerMLGPU() override { return this; }
+ Layer* GetLayer() override { return this; }
+
+ MOZ_LAYER_DECL_NAME("ColorLayerMLGPU", TYPE_COLOR)
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_LayerMLGPU_h
diff --git a/gfx/layers/mlgpu/LayerManagerMLGPU.cpp b/gfx/layers/mlgpu/LayerManagerMLGPU.cpp
new file mode 100644
index 0000000000..0379ffe785
--- /dev/null
+++ b/gfx/layers/mlgpu/LayerManagerMLGPU.cpp
@@ -0,0 +1,588 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "LayerManagerMLGPU.h"
+#include "LayerTreeInvalidation.h"
+#include "PaintedLayerMLGPU.h"
+#include "ImageLayerMLGPU.h"
+#include "CanvasLayerMLGPU.h"
+#include "ContainerLayerMLGPU.h"
+#include "GeckoProfiler.h" // for profiler_*
+#include "gfxEnv.h" // for gfxEnv
+#include "MLGDevice.h"
+#include "RenderPassMLGPU.h"
+#include "RenderViewMLGPU.h"
+#include "ShaderDefinitionsMLGPU.h"
+#include "SharedBufferMLGPU.h"
+#include "UnitTransforms.h"
+#include "TextureSourceProviderMLGPU.h"
+#include "TreeTraversal.h"
+#include "FrameBuilder.h"
+#include "UtilityMLGPU.h"
+#include "CompositionRecorder.h"
+#include "mozilla/layers/Diagnostics.h"
+#include "mozilla/layers/TextRenderer.h"
+#include "mozilla/StaticPrefs_layers.h"
+#include "mozilla/ToString.h"
+
+#ifdef XP_WIN
+# include "mozilla/widget/WinCompositorWidget.h"
+# include "mozilla/gfx/DeviceManagerDx.h"
+#endif
+
+namespace mozilla {
+namespace layers {
+
+using namespace gfx;
+
+static const int kDebugOverlayX = 2;
+static const int kDebugOverlayY = 5;
+static const int kDebugOverlayMaxWidth = 600;
+static const int kDebugOverlayMaxHeight = 96;
+
+class RecordedFrameMLGPU : public RecordedFrame {
+ public:
+ RecordedFrameMLGPU(MLGDevice* aDevice, MLGTexture* aTexture,
+ const TimeStamp& aTimestamp)
+ : RecordedFrame(aTimestamp), mDevice(aDevice) {
+ mSoftTexture =
+ aDevice->CreateTexture(aTexture->GetSize(), SurfaceFormat::B8G8R8A8,
+ MLGUsage::Staging, MLGTextureFlags::None);
+
+ aDevice->CopyTexture(mSoftTexture, IntPoint(), aTexture,
+ IntRect(IntPoint(), aTexture->GetSize()));
+ }
+
+ ~RecordedFrameMLGPU() {
+ if (mIsMapped) {
+ mDevice->Unmap(mSoftTexture);
+ }
+ }
+
+ virtual already_AddRefed<gfx::DataSourceSurface> GetSourceSurface() override {
+ if (mDataSurf) {
+ return RefPtr<DataSourceSurface>(mDataSurf).forget();
+ }
+ MLGMappedResource map;
+ if (!mDevice->Map(mSoftTexture, MLGMapType::READ, &map)) {
+ return nullptr;
+ }
+
+ mIsMapped = true;
+ mDataSurf = Factory::CreateWrappingDataSourceSurface(
+ map.mData, map.mStride, mSoftTexture->GetSize(),
+ SurfaceFormat::B8G8R8A8);
+ return RefPtr<DataSourceSurface>(mDataSurf).forget();
+ }
+
+ private:
+ RefPtr<MLGDevice> mDevice;
+ // Software texture in VRAM.
+ RefPtr<MLGTexture> mSoftTexture;
+ RefPtr<DataSourceSurface> mDataSurf;
+ bool mIsMapped = false;
+};
+
+LayerManagerMLGPU::LayerManagerMLGPU(widget::CompositorWidget* aWidget)
+ : mWidget(aWidget),
+ mDrawDiagnostics(false),
+ mUsingInvalidation(false),
+ mCurrentFrame(nullptr),
+ mDebugFrameNumber(0) {
+ if (!aWidget) {
+ return;
+ }
+
+#ifdef WIN32
+ mDevice = DeviceManagerDx::Get()->GetMLGDevice();
+#endif
+ if (!mDevice || !mDevice->IsValid()) {
+ gfxWarning() << "Could not acquire an MLGDevice!";
+ return;
+ }
+
+ mSwapChain = mDevice->CreateSwapChainForWidget(aWidget);
+ if (!mSwapChain) {
+ gfxWarning() << "Could not acquire an MLGSwapChain!";
+ return;
+ }
+
+ mDiagnostics = MakeUnique<Diagnostics>();
+ mTextRenderer = new TextRenderer();
+}
+
+LayerManagerMLGPU::~LayerManagerMLGPU() {
+ if (mTextureSourceProvider) {
+ mTextureSourceProvider->Destroy();
+ }
+}
+
+bool LayerManagerMLGPU::Initialize() {
+ if (!mDevice || !mSwapChain) {
+ return false;
+ }
+
+ mTextureSourceProvider = new TextureSourceProviderMLGPU(this, mDevice);
+ return true;
+}
+
+void LayerManagerMLGPU::Destroy() {
+ if (IsDestroyed()) {
+ return;
+ }
+
+ LayerManager::Destroy();
+ mProfilerScreenshotGrabber.Destroy();
+
+ if (mDevice && mDevice->IsValid()) {
+ mDevice->Flush();
+ }
+ if (mSwapChain) {
+ mSwapChain->Destroy();
+ mSwapChain = nullptr;
+ }
+ if (mTextureSourceProvider) {
+ mTextureSourceProvider->Destroy();
+ mTextureSourceProvider = nullptr;
+ }
+ mWidget = nullptr;
+ mDevice = nullptr;
+}
+
+void LayerManagerMLGPU::ForcePresent() {
+ if (!mDevice->IsValid()) {
+ return;
+ }
+
+ IntSize windowSize = mWidget->GetClientSize().ToUnknownSize();
+ if (mSwapChain->GetSize() != windowSize) {
+ return;
+ }
+
+ mSwapChain->ForcePresent();
+}
+
+already_AddRefed<ContainerLayer> LayerManagerMLGPU::CreateContainerLayer() {
+ return MakeAndAddRef<ContainerLayerMLGPU>(this);
+}
+
+already_AddRefed<ColorLayer> LayerManagerMLGPU::CreateColorLayer() {
+ return MakeAndAddRef<ColorLayerMLGPU>(this);
+}
+
+already_AddRefed<RefLayer> LayerManagerMLGPU::CreateRefLayer() {
+ return MakeAndAddRef<RefLayerMLGPU>(this);
+}
+
+already_AddRefed<PaintedLayer> LayerManagerMLGPU::CreatePaintedLayer() {
+ return MakeAndAddRef<PaintedLayerMLGPU>(this);
+}
+
+already_AddRefed<ImageLayer> LayerManagerMLGPU::CreateImageLayer() {
+ return MakeAndAddRef<ImageLayerMLGPU>(this);
+}
+
+already_AddRefed<CanvasLayer> LayerManagerMLGPU::CreateCanvasLayer() {
+ return MakeAndAddRef<CanvasLayerMLGPU>(this);
+}
+
+TextureFactoryIdentifier LayerManagerMLGPU::GetTextureFactoryIdentifier() {
+ TextureFactoryIdentifier ident;
+ if (mDevice) {
+ ident = mDevice->GetTextureFactoryIdentifier(mWidget);
+ }
+ ident.mUsingAdvancedLayers = true;
+ return ident;
+}
+
+LayersBackend LayerManagerMLGPU::GetBackendType() {
+ return mDevice ? mDevice->GetLayersBackend() : LayersBackend::LAYERS_NONE;
+}
+
+void LayerManagerMLGPU::SetRoot(Layer* aLayer) { mRoot = aLayer; }
+
+bool LayerManagerMLGPU::BeginTransaction(const nsCString& aURL) { return true; }
+
+void LayerManagerMLGPU::BeginTransactionWithDrawTarget(
+ gfx::DrawTarget* aTarget, const gfx::IntRect& aRect) {
+ MOZ_ASSERT(!mTarget);
+
+ mTarget = aTarget;
+ mTargetRect = aRect;
+}
+
+// Helper class for making sure textures are unlocked.
+class MOZ_STACK_CLASS AutoUnlockAllTextures final {
+ public:
+ explicit AutoUnlockAllTextures(MLGDevice* aDevice) : mDevice(aDevice) {}
+ ~AutoUnlockAllTextures() { mDevice->UnlockAllTextures(); }
+
+ private:
+ RefPtr<MLGDevice> mDevice;
+};
+
+void LayerManagerMLGPU::EndTransaction(const TimeStamp& aTimeStamp,
+ EndTransactionFlags aFlags) {
+ AUTO_PROFILER_LABEL("LayerManager::EndTransaction", GRAPHICS);
+
+ TextureSourceProvider::AutoReadUnlockTextures unlock(mTextureSourceProvider);
+
+ if (!mRoot || (aFlags & END_NO_IMMEDIATE_REDRAW) || !mWidget) {
+ return;
+ }
+
+ if (!mDevice->IsValid()) {
+ // Waiting device reset handling.
+ return;
+ }
+
+ mCompositionOpportunityId = mCompositionOpportunityId.Next();
+ SetCompositionTime(aTimeStamp);
+
+ mCompositionStartTime = TimeStamp::Now();
+
+ IntSize windowSize = mWidget->GetClientSize().ToUnknownSize();
+ if (windowSize.IsEmpty()) {
+ return;
+ }
+
+ // Resize the window if needed.
+#ifdef XP_WIN
+ mWidget->AsWindows()->UpdateCompositorWndSizeIfNecessary();
+#endif
+ if (mSwapChain->GetSize() != windowSize) {
+ // Note: all references to the backbuffer must be cleared.
+ mDevice->SetRenderTarget(nullptr);
+ if (!mSwapChain->ResizeBuffers(windowSize)) {
+ gfxCriticalNote << "Could not resize the swapchain ("
+ << hexa(windowSize.width) << ","
+ << hexa(windowSize.height) << ")";
+ return;
+ }
+ }
+
+ // Don't draw the diagnostic overlay if we want to snapshot the output.
+ mDrawDiagnostics = StaticPrefs::layers_acceleration_draw_fps() && !mTarget;
+ mUsingInvalidation = StaticPrefs::layers_mlgpu_enable_invalidation();
+ mDebugFrameNumber++;
+
+ AL_LOG("--- Compositing frame %d ---\n", mDebugFrameNumber);
+
+ // Compute transforms - and the changed area, if enabled.
+ mRoot->ComputeEffectiveTransforms(Matrix4x4());
+ ComputeInvalidRegion();
+
+ // Build and execute draw commands, and present.
+ if (PreRender()) {
+ Composite();
+ PostRender();
+ }
+
+ mTextureSourceProvider->FlushPendingNotifyNotUsed();
+
+ // Finish composition.
+ mLastCompositionEndTime = TimeStamp::Now();
+}
+
+void LayerManagerMLGPU::Composite() {
+ if (gfxEnv::SkipComposition()) {
+ return;
+ }
+
+ AUTO_PROFILER_LABEL("LayerManagerMLGPU::Composite", GRAPHICS);
+
+ // Don't composite if we're minimized/hidden, or if there is nothing to draw.
+ if (mWidget->IsHidden()) {
+ return;
+ }
+
+ // Make sure the diagnostic area gets invalidated. We do this now, rather than
+ // earlier, so we don't accidentally cause extra composites.
+ Maybe<IntRect> diagnosticRect;
+ if (mDrawDiagnostics) {
+ diagnosticRect =
+ Some(IntRect(kDebugOverlayX, kDebugOverlayY, kDebugOverlayMaxWidth,
+ kDebugOverlayMaxHeight));
+ }
+
+ AL_LOG("Computed invalid region: %s\n", Stringify(mInvalidRegion).c_str());
+
+ // Now that we have the final invalid region, give it to the swap chain which
+ // will tell us if we still need to render.
+ if (!mSwapChain->ApplyNewInvalidRegion(std::move(mInvalidRegion),
+ diagnosticRect)) {
+ mProfilerScreenshotGrabber.NotifyEmptyFrame();
+
+ // Discard the current payloads. These payloads did not require a composite
+ // (they caused no changes to anything visible), so we don't want to measure
+ // their latency.
+ mPayload.Clear();
+
+ return;
+ }
+
+ AutoUnlockAllTextures autoUnlock(mDevice);
+
+ mDevice->BeginFrame();
+
+ RenderLayers();
+
+ if (mDrawDiagnostics) {
+ DrawDebugOverlay();
+ }
+
+ if (mTarget) {
+ mSwapChain->CopyBackbuffer(mTarget, mTargetRect);
+ mTarget = nullptr;
+ mTargetRect = IntRect();
+ }
+ mSwapChain->Present();
+
+ // We call this here to mimic the behavior in LayerManagerComposite, as to
+ // not change what Talos measures. That is, we do not record an empty frame
+ // as a frame, since we short-circuit at the top of this function.
+ RecordFrame();
+
+ mDevice->EndFrame();
+
+ // Free the old cloned property tree, then clone a new one. Note that we do
+ // this after compositing, since layer preparation actually mutates the layer
+ // tree (for example, ImageHost::mLastFrameID). We want the property tree to
+ // pick up these changes. Similarly, we are careful to not mutate the tree
+ // in any way that we *don't* want LayerProperties to catch, lest we cause
+ // extra invalidation.
+ //
+ // Note that the old Compositor performs occlusion culling directly on the
+ // shadow visible region, and does this *before* cloning layer tree
+ // properties. Advanced Layers keeps the occlusion region separate and
+ // performs invalidation against the clean layer tree.
+ mClonedLayerTreeProperties = nullptr;
+ mClonedLayerTreeProperties = LayerProperties::CloneFrom(mRoot);
+
+ PayloadPresented(TimeStamp::Now());
+
+ mPayload.Clear();
+}
+
+void LayerManagerMLGPU::RenderLayers() {
+ AUTO_PROFILER_LABEL("LayerManagerMLGPU::RenderLayers", GRAPHICS);
+
+ // Traverse the layer tree and assign each layer to a render target.
+ FrameBuilder builder(this, mSwapChain);
+ mCurrentFrame = &builder;
+
+ if (!builder.Build()) {
+ return;
+ }
+
+ if (mDrawDiagnostics) {
+ mDiagnostics->RecordPrepareTime(
+ (TimeStamp::Now() - mCompositionStartTime).ToMilliseconds());
+ }
+
+ // Make sure we acquire/release the sync object.
+ if (!mDevice->Synchronize()) {
+ // Catastrophic failure - probably a device reset.
+ return;
+ }
+
+ TimeStamp start = TimeStamp::Now();
+
+ // Upload shared buffers.
+ mDevice->FinishSharedBufferUse();
+
+ // Prepare the pipeline.
+ if (mDrawDiagnostics) {
+ IntSize size = mSwapChain->GetBackBufferInvalidRegion().GetBounds().Size();
+ uint32_t numPixels = size.width * size.height;
+ mDevice->StartDiagnostics(numPixels);
+ }
+
+ // Execute all render passes.
+ builder.Render();
+
+ mProfilerScreenshotGrabber.MaybeGrabScreenshot(
+ mDevice, builder.GetWidgetRT()->GetTexture());
+
+ if (mCompositionRecorder) {
+ bool hasContentPaint = false;
+ for (CompositionPayload& payload : mPayload) {
+ if (payload.mType == CompositionPayloadType::eContentPaint) {
+ hasContentPaint = true;
+ break;
+ }
+ }
+
+ if (hasContentPaint) {
+ RefPtr<RecordedFrame> frame = new RecordedFrameMLGPU(
+ mDevice, builder.GetWidgetRT()->GetTexture(), TimeStamp::Now());
+ mCompositionRecorder->RecordFrame(frame);
+ }
+ }
+ mCurrentFrame = nullptr;
+
+ if (mDrawDiagnostics) {
+ mDiagnostics->RecordCompositeTime(
+ (TimeStamp::Now() - start).ToMilliseconds());
+ mDevice->EndDiagnostics();
+ }
+}
+
+void LayerManagerMLGPU::DrawDebugOverlay() {
+ IntSize windowSize = mSwapChain->GetSize();
+
+ GPUStats stats;
+ mDevice->GetDiagnostics(&stats);
+ stats.mScreenPixels = windowSize.width * windowSize.height;
+
+ std::string text = mDiagnostics->GetFrameOverlayString(stats);
+ RefPtr<TextureSource> texture = mTextRenderer->RenderText(
+ mTextureSourceProvider, text, 600, TextRenderer::FontType::FixedWidth);
+ if (!texture) {
+ return;
+ }
+
+ if (mUsingInvalidation &&
+ (texture->GetSize().width > kDebugOverlayMaxWidth ||
+ texture->GetSize().height > kDebugOverlayMaxHeight)) {
+ gfxCriticalNote << "Diagnostic overlay exceeds invalidation area: %s"
+ << ToString(texture->GetSize()).c_str();
+ }
+
+ struct DebugRect {
+ Rect bounds;
+ Rect texCoords;
+ };
+
+ if (!mDiagnosticVertices) {
+ DebugRect rect;
+ rect.bounds =
+ Rect(Point(kDebugOverlayX, kDebugOverlayY), Size(texture->GetSize()));
+ rect.texCoords = Rect(0.0, 0.0, 1.0, 1.0);
+
+ VertexStagingBuffer instances;
+ if (!instances.AppendItem(rect)) {
+ return;
+ }
+
+ mDiagnosticVertices = mDevice->CreateBuffer(
+ MLGBufferType::Vertex, instances.NumItems() * instances.SizeOfItem(),
+ MLGUsage::Immutable, instances.GetBufferStart());
+ if (!mDiagnosticVertices) {
+ return;
+ }
+ }
+
+ // Note: we rely on the world transform being correctly left bound by the
+ // outermost render view.
+ mDevice->SetScissorRect(Nothing());
+ mDevice->SetDepthTestMode(MLGDepthTestMode::Disabled);
+ mDevice->SetTopology(MLGPrimitiveTopology::UnitQuad);
+ mDevice->SetVertexShader(VertexShaderID::DiagnosticText);
+ mDevice->SetVertexBuffer(1, mDiagnosticVertices, sizeof(DebugRect));
+ mDevice->SetPixelShader(PixelShaderID::DiagnosticText);
+ mDevice->SetBlendState(MLGBlendState::Over);
+ mDevice->SetPSTexture(0, texture);
+ mDevice->SetSamplerMode(0, SamplerMode::Point);
+ mDevice->DrawInstanced(4, 1, 0, 0);
+}
+
+void LayerManagerMLGPU::ComputeInvalidRegion() {
+ // If invalidation is disabled, throw away cloned properties and redraw the
+ // whole target area.
+ if (!mUsingInvalidation) {
+ mInvalidRegion = mTarget ? mTargetRect : mRenderBounds;
+ mNextFrameInvalidRegion.SetEmpty();
+ return;
+ }
+
+ nsIntRegion changed;
+ if (mClonedLayerTreeProperties) {
+ if (!mClonedLayerTreeProperties->ComputeDifferences(mRoot, changed,
+ nullptr)) {
+ changed = mRenderBounds;
+ }
+ } else {
+ changed = mRenderBounds;
+ }
+
+ // We compute the change region, but if we're painting to a target, we save
+ // it for the next frame instead.
+ if (mTarget) {
+ mInvalidRegion = mTargetRect;
+ mNextFrameInvalidRegion.OrWith(changed);
+ } else {
+ mInvalidRegion = std::move(mNextFrameInvalidRegion);
+ mInvalidRegion.OrWith(changed);
+ }
+}
+
+void LayerManagerMLGPU::AddInvalidRegion(const nsIntRegion& aRegion) {
+ mNextFrameInvalidRegion.OrWith(aRegion);
+}
+
+TextureSourceProvider* LayerManagerMLGPU::GetTextureSourceProvider() const {
+ return mTextureSourceProvider;
+}
+
+bool LayerManagerMLGPU::IsCompositingToScreen() const { return !mTarget; }
+
+bool LayerManagerMLGPU::AreComponentAlphaLayersEnabled() {
+ return LayerManager::AreComponentAlphaLayersEnabled();
+}
+
+bool LayerManagerMLGPU::BlendingRequiresIntermediateSurface() { return true; }
+
+void LayerManagerMLGPU::EndTransaction(DrawPaintedLayerCallback aCallback,
+ void* aCallbackData,
+ EndTransactionFlags aFlags) {
+ MOZ_CRASH("GFX: Use EndTransaction(aTimeStamp)");
+}
+
+void LayerManagerMLGPU::ClearCachedResources(Layer* aSubtree) {
+ Layer* root = aSubtree ? aSubtree : mRoot.get();
+ if (!root) {
+ return;
+ }
+
+ ForEachNode<ForwardIterator>(root, [](Layer* aLayer) {
+ LayerMLGPU* layer = aLayer->AsHostLayer()->AsLayerMLGPU();
+ if (!layer) {
+ return;
+ }
+ layer->ClearCachedResources();
+ });
+}
+
+void LayerManagerMLGPU::NotifyShadowTreeTransaction() {
+ if (StaticPrefs::layers_acceleration_draw_fps()) {
+ mDiagnostics->AddTxnFrame();
+ }
+}
+
+void LayerManagerMLGPU::UpdateRenderBounds(const gfx::IntRect& aRect) {
+ mRenderBounds = aRect;
+}
+
+bool LayerManagerMLGPU::PreRender() {
+ AUTO_PROFILER_LABEL("LayerManagerMLGPU::PreRender", GRAPHICS);
+
+ widget::WidgetRenderingContext context;
+ if (!mWidget->PreRender(&context)) {
+ return false;
+ }
+ mWidgetContext = Some(context);
+ return true;
+}
+
+void LayerManagerMLGPU::PostRender() {
+ mWidget->PostRender(mWidgetContext.ptr());
+ mProfilerScreenshotGrabber.MaybeProcessQueue();
+ mWidgetContext = Nothing();
+}
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/LayerManagerMLGPU.h b/gfx/layers/mlgpu/LayerManagerMLGPU.h
new file mode 100644
index 0000000000..438779a337
--- /dev/null
+++ b/gfx/layers/mlgpu/LayerManagerMLGPU.h
@@ -0,0 +1,145 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 MOZILLA_GFX_LAYERMANAGERMLGPU_H
+#define MOZILLA_GFX_LAYERMANAGERMLGPU_H
+
+#include <cstdint> // for uint32_t
+#include "mozilla/AlreadyAddRefed.h" // for already_AddRefed
+#include "mozilla/Assertions.h" // for AssertionConditionType, MOZ_ASSERT, MOZ_ASSERT_HELPER1
+#include "mozilla/Maybe.h" // for Maybe
+#include "mozilla/RefPtr.h" // for RefPtr
+#include "mozilla/TimeStamp.h" // for TimeStamp
+#include "mozilla/UniquePtr.h" // for UniquePtr
+#include "mozilla/gfx/Rect.h" // for IntRect
+#include "mozilla/layers/CompositorTypes.h" // for TextureFactoryIdentifier
+#include "mozilla/layers/LayerManager.h" // for LayerManager::EndTransactionFlags, LayerManager::DrawPaintedLayerCallback
+#include "mozilla/layers/LayerManagerComposite.h" // for HostLayerManager
+#include "mozilla/layers/LayersTypes.h" // for LayersBackend
+#include "mozilla/layers/MLGPUScreenshotGrabber.h" // for MLGPUScreenshotGrabber
+#include "nsRegion.h" // for nsIntRegion
+#include "nsStringFwd.h" // for nsCString
+
+namespace mozilla {
+namespace layers {
+
+class FrameBuilder;
+class RenderPassMLGPU;
+class SharedBufferMLGPU;
+class TextRenderer;
+class TextureSourceProviderMLGPU;
+class MLGBuffer;
+class MLGDevice;
+class MLGSwapChain;
+class MLGTileBuffer;
+struct LayerProperties;
+
+class LayerManagerMLGPU final : public HostLayerManager {
+ public:
+ explicit LayerManagerMLGPU(widget::CompositorWidget* aWidget);
+ virtual ~LayerManagerMLGPU();
+
+ bool Initialize();
+ void Destroy() override;
+
+ // LayerManager methods
+ bool BeginTransaction(const nsCString& aURL) override;
+ void BeginTransactionWithDrawTarget(gfx::DrawTarget* aTarget,
+ const gfx::IntRect& aRect) override;
+ void SetRoot(Layer* aLayer) override;
+ already_AddRefed<PaintedLayer> CreatePaintedLayer() override;
+ already_AddRefed<ContainerLayer> CreateContainerLayer() override;
+ already_AddRefed<ImageLayer> CreateImageLayer() override;
+ already_AddRefed<ColorLayer> CreateColorLayer() override;
+ already_AddRefed<CanvasLayer> CreateCanvasLayer() override;
+ already_AddRefed<RefLayer> CreateRefLayer() override;
+
+ bool AreComponentAlphaLayersEnabled() override;
+ bool BlendingRequiresIntermediateSurface() override;
+
+ // HostLayerManager methods
+ void ForcePresent() override;
+ TextureFactoryIdentifier GetTextureFactoryIdentifier() override;
+ LayersBackend GetBackendType() override;
+ void AddInvalidRegion(const nsIntRegion& aRegion) override;
+ void EndTransaction(const TimeStamp& aTimeStamp,
+ EndTransactionFlags aFlags) override;
+ void EndTransaction(DrawPaintedLayerCallback aCallback, void* aCallbackData,
+ EndTransactionFlags aFlags) override;
+ Compositor* GetCompositor() const override { return nullptr; }
+ bool IsCompositingToScreen() const override;
+ TextureSourceProvider* GetTextureSourceProvider() const override;
+ void ClearCachedResources(Layer* aSubtree = nullptr) override;
+ void NotifyShadowTreeTransaction() override;
+ void UpdateRenderBounds(const gfx::IntRect& aRect) override;
+
+ void InvalidateAll() override {
+ AddInvalidRegion(nsIntRegion(mRenderBounds));
+ }
+
+ LayerManagerMLGPU* AsLayerManagerMLGPU() override { return this; }
+ const char* Name() const override { return ""; }
+
+ // This should only be called while a FrameBuilder is live.
+ FrameBuilder* GetCurrentFrame() const {
+ MOZ_ASSERT(mCurrentFrame);
+ return mCurrentFrame;
+ }
+ MLGDevice* GetDevice() { return mDevice; }
+
+ TimeStamp GetLastCompositionEndTime() const {
+ return mLastCompositionEndTime;
+ }
+ const nsIntRegion& GetRegionToClear() const { return mRegionToClear; }
+ uint32_t GetDebugFrameNumber() const { return mDebugFrameNumber; }
+
+ private:
+ void Composite();
+ void ComputeInvalidRegion();
+ void RenderLayers();
+ void DrawDebugOverlay();
+ bool PreRender();
+ void PostRender();
+
+ private:
+ RefPtr<MLGDevice> mDevice;
+ RefPtr<MLGSwapChain> mSwapChain;
+ RefPtr<TextureSourceProviderMLGPU> mTextureSourceProvider;
+ RefPtr<TextRenderer> mTextRenderer;
+ widget::CompositorWidget* mWidget;
+
+ UniquePtr<LayerProperties> mClonedLayerTreeProperties;
+ nsIntRegion mNextFrameInvalidRegion;
+ gfx::IntRect mRenderBounds;
+
+ // These are per-frame only.
+ bool mDrawDiagnostics;
+ bool mUsingInvalidation;
+ nsIntRegion mInvalidRegion;
+ Maybe<widget::WidgetRenderingContext> mWidgetContext;
+
+ IntSize mWindowSize;
+ TimeStamp mCompositionStartTime;
+ TimeStamp mLastCompositionEndTime;
+
+ RefPtr<DrawTarget> mTarget;
+ gfx::IntRect mTargetRect;
+ FrameBuilder* mCurrentFrame;
+
+ // The debug frame number is incremented every frame and is included in the
+ // WorldConstants bound to vertex shaders. This allows us to correlate
+ // a frame in RenderDoc to spew in the console.
+ uint32_t mDebugFrameNumber;
+ RefPtr<MLGBuffer> mDiagnosticVertices;
+
+ // Screenshotting for the profiler.
+ MLGPUScreenshotGrabber mProfilerScreenshotGrabber;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif
diff --git a/gfx/layers/mlgpu/MLGDevice.cpp b/gfx/layers/mlgpu/MLGDevice.cpp
new file mode 100644
index 0000000000..ca6e35e49d
--- /dev/null
+++ b/gfx/layers/mlgpu/MLGDevice.cpp
@@ -0,0 +1,348 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "MLGDevice.h"
+#include "mozilla/layers/TextureHost.h"
+#include "BufferCache.h"
+#include "ClearRegionHelper.h"
+#include "gfxConfig.h"
+#include "mozilla/StaticPrefs_layers.h"
+#include "gfxUtils.h"
+#include "ShaderDefinitionsMLGPU.h"
+#include "SharedBufferMLGPU.h"
+#include "UtilityMLGPU.h"
+
+namespace mozilla {
+namespace layers {
+
+using namespace gfx;
+using namespace mlg;
+
+MLGRenderTarget::MLGRenderTarget(MLGRenderTargetFlags aFlags)
+ : mFlags(aFlags), mLastDepthStart(-1) {}
+
+MLGSwapChain::MLGSwapChain() : mIsDoubleBuffered(false) {}
+
+bool MLGSwapChain::ApplyNewInvalidRegion(
+ nsIntRegion&& aRegion, const Maybe<gfx::IntRect>& aExtraRect) {
+ // We clamp the invalid region to the backbuffer size, otherwise the present
+ // can fail.
+ IntRect bounds(IntPoint(0, 0), GetSize());
+ nsIntRegion invalid = std::move(aRegion);
+ invalid.AndWith(bounds);
+ if (invalid.IsEmpty()) {
+ return false;
+ }
+
+ if (aExtraRect) {
+ IntRect rect = aExtraRect.value().Intersect(bounds);
+ if (!rect.IsEmpty()) {
+ invalid.OrWith(rect);
+ }
+ }
+
+ // This area is now invalid in the back and front buffers. Note that the front
+ // buffer is either totally valid or totally invalid, since either the last
+ // paint succeeded or was thrown out due to a buffer resize. Effectively, it
+ // will now contain the invalid region specific to this frame.
+ mBackBufferInvalid.OrWith(invalid);
+ AL_LOG("Backbuffer invalid region: %s\n",
+ Stringify(mBackBufferInvalid).c_str());
+
+ if (mIsDoubleBuffered) {
+ mFrontBufferInvalid.OrWith(invalid);
+ AL_LOG("Frontbuffer invalid region: %s\n",
+ Stringify(mFrontBufferInvalid).c_str());
+ }
+ return true;
+}
+
+MLGDevice::MLGDevice()
+ : mTopology(MLGPrimitiveTopology::Unknown),
+ mInitialized(false),
+ mIsValid(false),
+ mCanUseClearView(false),
+ mCanUseConstantBufferOffsetBinding(false),
+ mMaxConstantBufferBindSize(0) {}
+
+MLGDevice::~MLGDevice() = default;
+
+bool MLGDevice::Initialize() {
+ if (!mMaxConstantBufferBindSize) {
+ return Fail("FEATURE_FAILURE_NO_MAX_CB_BIND_SIZE",
+ "Failed to set a max constant buffer bind size");
+ }
+ if (mMaxConstantBufferBindSize < mlg::kMaxConstantBufferSize) {
+ // StagingBuffer depends on this value being accurate, so for now we just
+ // double-check it here.
+ return Fail("FEATURE_FAILURE_MIN_MAX_CB_BIND_SIZE",
+ "Minimum constant buffer bind size not met");
+ }
+
+ // We allow this to be pref'd off for testing. Switching it off enables
+ // Direct3D 11.0/Windows 7/OpenGL-style buffer code paths.
+ if (!StaticPrefs::layers_mlgpu_enable_buffer_sharing_AtStartup()) {
+ gfxConfig::EnableFallback(Fallback::NO_CONSTANT_BUFFER_OFFSETTING,
+ "Disabled by pref");
+ mCanUseConstantBufferOffsetBinding = false;
+ }
+ if (mCanUseConstantBufferOffsetBinding && !VerifyConstantBufferOffsetting()) {
+ gfxConfig::EnableFallback(Fallback::NO_CONSTANT_BUFFER_OFFSETTING,
+ "Constant buffer offset binding does not work");
+ mCanUseConstantBufferOffsetBinding = false;
+ }
+
+ // We allow this to be pref'd off for testing. Disabling it turns on
+ // ID3D11DeviceContext1::ClearView support, which is present on
+ // newer Windows 8+ drivers.
+ if (!StaticPrefs::layers_mlgpu_enable_clear_view_AtStartup()) {
+ mCanUseClearView = false;
+ }
+
+ // When compositing normal sized layer trees, we typically have small vertex
+ // buffers. Empirically the vertex and pixel constant buffer sizes are
+ // generally under 1KB and the vertex constant buffer size is under 8KB.
+ static const size_t kDefaultVertexBufferSize = 4096;
+ static const size_t kDefaultVSConstantBufferSize =
+ 512 * kConstantBufferElementSize;
+ static const size_t kDefaultPSConstantBufferSize =
+ 256 * kConstantBufferElementSize;
+
+ // Note: we create these after we've verified all the device-specific
+ // properties above.
+ mSharedVertexBuffer =
+ MakeUnique<SharedVertexBuffer>(this, kDefaultVertexBufferSize);
+ mSharedVSBuffer =
+ MakeUnique<SharedConstantBuffer>(this, kDefaultVSConstantBufferSize);
+ mSharedPSBuffer =
+ MakeUnique<SharedConstantBuffer>(this, kDefaultPSConstantBufferSize);
+
+ if (!mSharedVertexBuffer->Init() || !mSharedVSBuffer->Init() ||
+ !mSharedPSBuffer->Init()) {
+ return Fail("FEATURE_FAILURE_ALLOC_SHARED_BUFFER",
+ "Failed to allocate a shared shader buffer");
+ }
+
+ if (StaticPrefs::layers_mlgpu_enable_buffer_cache_AtStartup()) {
+ mConstantBufferCache = MakeUnique<BufferCache>(this);
+ }
+
+ mInitialized = true;
+ mIsValid = true;
+ return true;
+}
+
+void MLGDevice::BeginFrame() {
+ mSharedVertexBuffer->Reset();
+ mSharedPSBuffer->Reset();
+ mSharedVSBuffer->Reset();
+}
+
+void MLGDevice::EndFrame() {
+ if (mConstantBufferCache) {
+ mConstantBufferCache->EndFrame();
+ }
+}
+
+void MLGDevice::FinishSharedBufferUse() {
+ mSharedVertexBuffer->PrepareForUsage();
+ mSharedPSBuffer->PrepareForUsage();
+ mSharedVSBuffer->PrepareForUsage();
+}
+
+void MLGDevice::SetTopology(MLGPrimitiveTopology aTopology) {
+ if (mTopology == aTopology) {
+ return;
+ }
+ SetPrimitiveTopology(aTopology);
+ mTopology = aTopology;
+}
+
+void MLGDevice::SetVertexBuffer(uint32_t aSlot,
+ const VertexBufferSection* aSection) {
+ if (!aSection->IsValid()) {
+ return;
+ }
+ SetVertexBuffer(aSlot, aSection->GetBuffer(), aSection->Stride(),
+ aSection->Offset());
+}
+
+void MLGDevice::SetPSConstantBuffer(uint32_t aSlot,
+ const ConstantBufferSection* aSection) {
+ if (!aSection->IsValid()) {
+ return;
+ }
+
+ MLGBuffer* buffer = aSection->GetBuffer();
+
+ if (aSection->HasOffset()) {
+ uint32_t first = aSection->Offset();
+ uint32_t numConstants = aSection->NumConstants();
+ SetPSConstantBuffer(aSlot, buffer, first, numConstants);
+ } else {
+ SetPSConstantBuffer(aSlot, buffer);
+ }
+}
+
+void MLGDevice::SetVSConstantBuffer(uint32_t aSlot,
+ const ConstantBufferSection* aSection) {
+ if (!aSection->IsValid()) {
+ return;
+ }
+
+ MLGBuffer* buffer = aSection->GetBuffer();
+
+ if (aSection->HasOffset()) {
+ uint32_t first = aSection->Offset();
+ uint32_t numConstants = aSection->NumConstants();
+ SetVSConstantBuffer(aSlot, buffer, first, numConstants);
+ } else {
+ SetVSConstantBuffer(aSlot, buffer);
+ }
+}
+
+void MLGDevice::SetPSTexturesYUV(uint32_t aSlot, TextureSource* aTexture) {
+ // Note, we don't support tiled YCbCr textures.
+ const int Y = 0, Cb = 1, Cr = 2;
+ TextureSource* textures[3] = {aTexture->GetSubSource(Y),
+ aTexture->GetSubSource(Cb),
+ aTexture->GetSubSource(Cr)};
+ MOZ_ASSERT(textures[0]);
+ MOZ_ASSERT(textures[1]);
+ MOZ_ASSERT(textures[2]);
+
+ SetPSTextures(0, 3, textures);
+}
+
+void MLGDevice::SetPSTexture(uint32_t aSlot, TextureSource* aSource) {
+ SetPSTextures(aSlot, 1, &aSource);
+}
+
+void MLGDevice::SetSamplerMode(uint32_t aIndex, gfx::SamplingFilter aFilter) {
+ SetSamplerMode(aIndex, FilterToSamplerMode(aFilter));
+}
+
+bool MLGDevice::Fail(const nsCString& aFailureId, const nsCString* aMessage) {
+ const char* message =
+ aMessage ? aMessage->get() : "Failed initializing MLGDeviceD3D11";
+ gfxWarning() << "Failure initializing MLGDeviceD3D11: " << message;
+ mFailureId = aFailureId;
+ mFailureMessage = message;
+ return false;
+}
+
+void MLGDevice::UnmapSharedBuffers() {
+ mSharedVertexBuffer->Reset();
+ mSharedPSBuffer->Reset();
+ mSharedVSBuffer->Reset();
+}
+
+RefPtr<MLGBuffer> MLGDevice::GetBufferForColorSpace(YUVColorSpace aColorSpace) {
+ if (mColorSpaceBuffers[aColorSpace]) {
+ return mColorSpaceBuffers[aColorSpace];
+ }
+
+ YCbCrShaderConstants buffer;
+ memcpy(&buffer.yuvColorMatrix,
+ gfxUtils::YuvToRgbMatrix4x3RowMajor(aColorSpace),
+ sizeof(buffer.yuvColorMatrix));
+
+ RefPtr<MLGBuffer> resource = CreateBuffer(
+ MLGBufferType::Constant, sizeof(buffer), MLGUsage::Immutable, &buffer);
+ if (!resource) {
+ return nullptr;
+ }
+
+ mColorSpaceBuffers[aColorSpace] = resource;
+ return resource;
+}
+
+RefPtr<MLGBuffer> MLGDevice::GetBufferForColorDepthCoefficient(
+ ColorDepth aColorDepth) {
+ if (mColorDepthBuffers[aColorDepth]) {
+ return mColorDepthBuffers[aColorDepth];
+ }
+
+ YCbCrColorDepthConstants buffer;
+ buffer.coefficient = gfx::RescalingFactorForColorDepth(aColorDepth);
+
+ RefPtr<MLGBuffer> resource = CreateBuffer(
+ MLGBufferType::Constant, sizeof(buffer), MLGUsage::Immutable, &buffer);
+ if (!resource) {
+ return nullptr;
+ }
+
+ mColorDepthBuffers[aColorDepth] = resource;
+ return resource;
+}
+
+bool MLGDevice::Synchronize() { return true; }
+
+void MLGDevice::PrepareClearRegion(ClearRegionHelper* aOut,
+ nsTArray<gfx::IntRect>&& aRects,
+ const Maybe<int32_t>& aSortIndex) {
+ if (CanUseClearView() && !aSortIndex) {
+ aOut->mRects = std::move(aRects);
+ return;
+ }
+
+ mSharedVertexBuffer->Allocate(&aOut->mInput, aRects.Length(), sizeof(IntRect),
+ aRects.Elements());
+
+ ClearConstants consts(aSortIndex ? aSortIndex.value() : 1);
+ mSharedVSBuffer->Allocate(&aOut->mVSBuffer, consts);
+}
+
+void MLGDevice::DrawClearRegion(const ClearRegionHelper& aHelper) {
+ // If we've set up vertices for a shader-based clear, execute that now.
+ if (aHelper.mInput.IsValid()) {
+ SetTopology(MLGPrimitiveTopology::UnitQuad);
+ SetVertexShader(VertexShaderID::Clear);
+ SetVertexBuffer(1, &aHelper.mInput);
+ SetVSConstantBuffer(kClearConstantBufferSlot, &aHelper.mVSBuffer);
+ SetBlendState(MLGBlendState::Copy);
+ SetPixelShader(PixelShaderID::Clear);
+ DrawInstanced(4, aHelper.mInput.NumVertices(), 0, 0);
+ return;
+ }
+
+ // Otherwise, if we have a normal rect list, we wanted to use the faster
+ // ClearView.
+ if (!aHelper.mRects.IsEmpty()) {
+ DeviceColor color(0.0, 0.0, 0.0, 0.0);
+ ClearView(mCurrentRT, color, aHelper.mRects.Elements(),
+ aHelper.mRects.Length());
+ }
+}
+
+void MLGDevice::WriteAsPNG(MLGTexture* aTexture, const char* aPath) {
+ MLGMappedResource map;
+ if (!Map(aTexture, MLGMapType::READ, &map)) {
+ return;
+ }
+
+ RefPtr<DataSourceSurface> surface = Factory::CreateWrappingDataSourceSurface(
+ map.mData, map.mStride, aTexture->GetSize(), SurfaceFormat::B8G8R8A8);
+ gfxUtils::WriteAsPNG(surface, aPath);
+
+ Unmap(aTexture);
+}
+
+RefPtr<MLGTexture> MLGDevice::CopyAndCreateReadbackTexture(
+ MLGTexture* aTexture) {
+ RefPtr<MLGTexture> copy =
+ CreateTexture(aTexture->GetSize(), SurfaceFormat::B8G8R8A8,
+ MLGUsage::Staging, MLGTextureFlags::None);
+ if (!copy) {
+ return nullptr;
+ }
+ CopyTexture(copy, IntPoint(0, 0), aTexture,
+ IntRect(IntPoint(0, 0), aTexture->GetSize()));
+ return copy;
+}
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/MLGDevice.h b/gfx/layers/mlgpu/MLGDevice.h
new file mode 100644
index 0000000000..a8e49add2c
--- /dev/null
+++ b/gfx/layers/mlgpu/MLGDevice.h
@@ -0,0 +1,481 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_MLGDevice_h
+#define mozilla_gfx_layers_mlgpu_MLGDevice_h
+
+#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
+#include "mozilla/EnumeratedArray.h"
+#include "mozilla/RefPtr.h" // for already_AddRefed, RefCounted
+#include "mozilla/TypedEnumBits.h"
+#include "mozilla/WidgetUtils.h"
+#include "mozilla/gfx/Types.h"
+#include "mozilla/layers/CompositorTypes.h"
+#include "mozilla/layers/LayersTypes.h"
+#include "ImageTypes.h"
+#include "MLGDeviceTypes.h"
+#include "nsISupportsImpl.h"
+#include "nsString.h"
+#include "nsPrintfCString.h"
+
+namespace mozilla {
+
+namespace widget {
+class CompositorWidget;
+} // namespace widget
+namespace gfx {
+class DrawTarget;
+} // namespace gfx
+
+namespace layers {
+
+struct GPUStats;
+class BufferCache;
+class ConstantBufferSection;
+class DataTextureSource;
+class MLGBufferD3D11;
+class MLGDeviceD3D11;
+class MLGRenderTargetD3D11;
+class MLGResourceD3D11;
+class MLGTexture;
+class MLGTextureD3D11;
+class SharedVertexBuffer;
+class SharedConstantBuffer;
+class TextureSource;
+class VertexBufferSection;
+struct ClearRegionHelper;
+
+class MLGRenderTarget {
+ public:
+ NS_INLINE_DECL_THREADSAFE_REFCOUNTING(MLGRenderTarget)
+
+ virtual gfx::IntSize GetSize() const = 0;
+ virtual MLGRenderTargetD3D11* AsD3D11() { return nullptr; }
+
+ // Returns the underlying texture of the render target.
+ virtual MLGTexture* GetTexture() = 0;
+
+ bool HasDepthBuffer() const {
+ return (mFlags & MLGRenderTargetFlags::ZBuffer) ==
+ MLGRenderTargetFlags::ZBuffer;
+ }
+
+ int32_t GetLastDepthStart() const { return mLastDepthStart; }
+ void SetLastDepthStart(int32_t aDepthStart) { mLastDepthStart = aDepthStart; }
+
+ protected:
+ explicit MLGRenderTarget(MLGRenderTargetFlags aFlags);
+ virtual ~MLGRenderTarget() = default;
+
+ protected:
+ MLGRenderTargetFlags mFlags;
+
+ // When using a depth buffer, callers can track the range of depth values
+ // that were last used.
+ int32_t mLastDepthStart;
+};
+
+class MLGSwapChain {
+ protected:
+ virtual ~MLGSwapChain() = default;
+
+ public:
+ NS_INLINE_DECL_THREADSAFE_REFCOUNTING(MLGSwapChain)
+
+ virtual RefPtr<MLGRenderTarget> AcquireBackBuffer() = 0;
+ virtual bool ResizeBuffers(const gfx::IntSize& aSize) = 0;
+ virtual gfx::IntSize GetSize() const = 0;
+
+ // Present to the screen.
+ virtual void Present() = 0;
+
+ // Force a present without waiting for the previous frame's present to
+ // complete.
+ virtual void ForcePresent() = 0;
+
+ // Copy an area of the backbuffer to a draw target.
+ virtual void CopyBackbuffer(gfx::DrawTarget* aTarget,
+ const gfx::IntRect& aBounds) = 0;
+
+ // Free any internal resources.
+ virtual void Destroy() = 0;
+
+ // Give the new invalid region to the swap chain in preparation for
+ // acquiring the backbuffer. If the new invalid region is empty,
+ // this returns false and no composite is required.
+ //
+ // The extra rect is used for the debug overlay, which is factored in
+ // separately to avoid causing unnecessary composites.
+ bool ApplyNewInvalidRegion(nsIntRegion&& aRegion,
+ const Maybe<gfx::IntRect>& aExtraRect);
+
+ const nsIntRegion& GetBackBufferInvalidRegion() const {
+ return mBackBufferInvalid;
+ }
+
+ protected:
+ MLGSwapChain();
+
+ protected:
+ gfx::IntSize mLastPresentSize;
+ // The swap chain tracks the invalid region of its buffers. After presenting,
+ // the invalid region for the backbuffer is cleared. If using double
+ // buffering, it is set to the area of the non-presented buffer that was not
+ // painted this frame. The initial invalid region each frame comes from
+ // LayerManagerMLGPU, and is combined with the back buffer's invalid region
+ // before frame building begins.
+ nsIntRegion mBackBufferInvalid;
+ nsIntRegion mFrontBufferInvalid;
+ bool mIsDoubleBuffered;
+};
+
+class MLGResource {
+ NS_INLINE_DECL_THREADSAFE_REFCOUNTING(MLGResource)
+
+ public:
+ enum class Type { Buffer, Texture };
+
+ virtual Type GetType() const = 0;
+ virtual MLGResourceD3D11* AsResourceD3D11() { return nullptr; }
+
+ protected:
+ virtual ~MLGResource() = default;
+};
+
+// A buffer for use as a shader input.
+class MLGBuffer : public MLGResource {
+ public:
+ Type GetType() const override { return Type::Buffer; }
+ virtual MLGBufferD3D11* AsD3D11() { return nullptr; }
+ virtual size_t GetSize() const = 0;
+
+ protected:
+ virtual ~MLGBuffer() = default;
+};
+
+// This is a lower-level resource than a TextureSource. It wraps
+// a 2D texture.
+class MLGTexture : public MLGResource {
+ public:
+ Type GetType() const override { return Type::Texture; }
+ virtual MLGTextureD3D11* AsD3D11() { return nullptr; }
+ const gfx::IntSize& GetSize() const { return mSize; }
+
+ protected:
+ gfx::IntSize mSize;
+};
+
+enum class VertexShaderID {
+ TexturedQuad,
+ TexturedVertex,
+ ColoredQuad,
+ ColoredVertex,
+ BlendVertex,
+ Clear,
+ MaskCombiner,
+ DiagnosticText,
+ MaxShaders
+};
+
+enum class PixelShaderID {
+ ColoredQuad,
+ ColoredVertex,
+ TexturedQuadRGB,
+ TexturedQuadRGBA,
+ TexturedVertexRGB,
+ TexturedVertexRGBA,
+ TexturedQuadIMC4,
+ TexturedQuadIdentityIMC4,
+ TexturedQuadNV12,
+ TexturedVertexIMC4,
+ TexturedVertexIdentityIMC4,
+ TexturedVertexNV12,
+ ComponentAlphaQuad,
+ ComponentAlphaVertex,
+ BlendMultiply,
+ BlendScreen,
+ BlendOverlay,
+ BlendDarken,
+ BlendLighten,
+ BlendColorDodge,
+ BlendColorBurn,
+ BlendHardLight,
+ BlendSoftLight,
+ BlendDifference,
+ BlendExclusion,
+ BlendHue,
+ BlendSaturation,
+ BlendColor,
+ BlendLuminosity,
+ Clear,
+ MaskCombiner,
+ DiagnosticText,
+ MaxShaders
+};
+
+class MLGDevice {
+ public:
+ NS_INLINE_DECL_THREADSAFE_REFCOUNTING(MLGDevice)
+
+ MLGDevice();
+
+ virtual bool Initialize();
+
+ virtual TextureFactoryIdentifier GetTextureFactoryIdentifier(
+ widget::CompositorWidget* aWidget) const = 0;
+ virtual int32_t GetMaxTextureSize() const = 0;
+ virtual LayersBackend GetLayersBackend() const = 0;
+
+ virtual RefPtr<MLGSwapChain> CreateSwapChainForWidget(
+ widget::CompositorWidget* aWidget) = 0;
+
+ // Markers for when we start and finish issuing "normal" (i.e., non-
+ // diagnostic) draw commands for the frame.
+ virtual void StartDiagnostics(uint32_t aInvalidPixels) = 0;
+ virtual void EndDiagnostics() = 0;
+ virtual void GetDiagnostics(GPUStats* aStats) = 0;
+
+ // Layers interaction.
+ virtual RefPtr<DataTextureSource> CreateDataTextureSource(
+ TextureFlags aFlags) = 0;
+
+ // Resource access
+ virtual bool Map(MLGResource* aResource, MLGMapType aType,
+ MLGMappedResource* aMap) = 0;
+ virtual void Unmap(MLGResource* aResource) = 0;
+ virtual void UpdatePartialResource(MLGResource* aResource,
+ const gfx::IntRect* aRect, void* aData,
+ uint32_t aStride) = 0;
+ virtual void CopyTexture(MLGTexture* aDest, const gfx::IntPoint& aTarget,
+ MLGTexture* aSource, const gfx::IntRect& aRect) = 0;
+
+ // Begin a frame. This clears and resets all shared buffers.
+ virtual void BeginFrame();
+ virtual void EndFrame();
+
+ // State setup commands.
+ virtual void SetRenderTarget(MLGRenderTarget* aRT) = 0;
+ virtual MLGRenderTarget* GetRenderTarget() = 0;
+ virtual void SetViewport(const gfx::IntRect& aRT) = 0;
+ virtual void SetScissorRect(const Maybe<gfx::IntRect>& aScissorRect) = 0;
+ virtual void SetVertexShader(VertexShaderID aVertexShader) = 0;
+ virtual void SetPixelShader(PixelShaderID aPixelShader) = 0;
+ virtual void SetSamplerMode(uint32_t aIndex, SamplerMode aSamplerMode) = 0;
+ virtual void SetBlendState(MLGBlendState aBlendState) = 0;
+ virtual void SetVertexBuffer(uint32_t aSlot, MLGBuffer* aBuffer,
+ uint32_t aStride, uint32_t aOffset = 0) = 0;
+ virtual void SetVSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer) = 0;
+ virtual void SetPSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer) = 0;
+ virtual void SetPSTextures(uint32_t aSlot, uint32_t aNumTextures,
+ TextureSource* const* aTextures) = 0;
+ virtual void SetPSTexture(uint32_t aSlot, MLGTexture* aTexture) = 0;
+ virtual void SetDepthTestMode(MLGDepthTestMode aMode) = 0;
+
+ // If supported, bind constant buffers at a particular offset. These can only
+ // be used if CanUseConstantBufferOffsetBinding returns true.
+ virtual void SetVSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer,
+ uint32_t aFirstConstant,
+ uint32_t aNumConstants) = 0;
+ virtual void SetPSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer,
+ uint32_t aFirstConstant,
+ uint32_t aNumConstants) = 0;
+
+ // Set the topology. No API call is made if the topology has not changed.
+ // The UnitQuad topology implicity binds a unit quad triangle strip as
+ // vertex buffer #0.
+ void SetTopology(MLGPrimitiveTopology aTopology);
+
+ // Set textures that have special binding logic, and bind to multiple slots.
+ virtual void SetPSTexturesNV12(uint32_t aSlot, TextureSource* aTexture) = 0;
+ void SetPSTexturesYUV(uint32_t aSlot, TextureSource* aTexture);
+
+ virtual RefPtr<MLGBuffer> CreateBuffer(
+ MLGBufferType aType, uint32_t aSize, MLGUsage aUsage,
+ const void* aInitialData = nullptr) = 0;
+
+ virtual RefPtr<MLGTexture> CreateTexture(const gfx::IntSize& aSize,
+ gfx::SurfaceFormat aFormat,
+ MLGUsage aUsage,
+ MLGTextureFlags aFlags) = 0;
+
+ // Unwrap the underlying GPU texture in the given TextureSource, and re-wrap
+ // it in an MLGTexture structure.
+ virtual RefPtr<MLGTexture> CreateTexture(TextureSource* aSource) = 0;
+
+ virtual RefPtr<MLGRenderTarget> CreateRenderTarget(
+ const gfx::IntSize& aSize,
+ MLGRenderTargetFlags aFlags = MLGRenderTargetFlags::Default) = 0;
+
+ // Clear a render target to the given color, or clear a depth buffer.
+ virtual void Clear(MLGRenderTarget* aRT, const gfx::DeviceColor& aColor) = 0;
+ virtual void ClearDepthBuffer(MLGRenderTarget* aRT) = 0;
+
+ // This is only available if CanUseClearView() returns true.
+ virtual void ClearView(MLGRenderTarget* aRT, const gfx::DeviceColor& aColor,
+ const gfx::IntRect* aRects, size_t aNumRects) = 0;
+
+ // Drawing Commands
+ virtual void Draw(uint32_t aVertexCount, uint32_t aOffset) = 0;
+ virtual void DrawInstanced(uint32_t aVertexCountPerInstance,
+ uint32_t aInstanceCount, uint32_t aVertexOffset,
+ uint32_t aInstanceOffset) = 0;
+ virtual void Flush() = 0;
+
+ // This unlocks any textures that were implicitly locked during drawing.
+ virtual void UnlockAllTextures() = 0;
+
+ virtual MLGDeviceD3D11* AsD3D11() { return nullptr; }
+
+ // Helpers.
+ void SetVertexBuffer(uint32_t aSlot, const VertexBufferSection* aSection);
+ void SetPSConstantBuffer(uint32_t aSlot,
+ const ConstantBufferSection* aSection);
+ void SetVSConstantBuffer(uint32_t aSlot,
+ const ConstantBufferSection* aSection);
+ void SetPSTexture(uint32_t aSlot, TextureSource* aSource);
+ void SetSamplerMode(uint32_t aIndex, gfx::SamplingFilter aFilter);
+
+ // This creates or returns a previously created constant buffer, containing
+ // a YCbCrShaderConstants instance.
+ RefPtr<MLGBuffer> GetBufferForColorSpace(gfx::YUVColorSpace aColorSpace);
+ // This creates or returns a previously created constant buffer, containing
+ // a YCbCrBitDepthConstants instance.
+ RefPtr<MLGBuffer> GetBufferForColorDepthCoefficient(
+ gfx::ColorDepth aColorDepth);
+
+ // A shared buffer that can be used to build VertexBufferSections.
+ SharedVertexBuffer* GetSharedVertexBuffer() {
+ return mSharedVertexBuffer.get();
+ }
+ // A shared buffer that can be used to build ConstantBufferSections. Intended
+ // to be used with vertex shaders.
+ SharedConstantBuffer* GetSharedVSBuffer() { return mSharedVSBuffer.get(); }
+ // A shared buffer that can be used to build ConstantBufferSections. Intended
+ // to be used with pixel shaders.
+ SharedConstantBuffer* GetSharedPSBuffer() { return mSharedPSBuffer.get(); }
+ // A cache for constant buffers, used when offset-based binding is not
+ // supported.
+ BufferCache* GetConstantBufferCache() { return mConstantBufferCache.get(); }
+
+ // Unmap and upload all shared buffers to the GPU.
+ void FinishSharedBufferUse();
+
+ // These are used to detect and report initialization failure.
+ virtual bool IsValid() const { return mInitialized && mIsValid; }
+ const nsCString& GetFailureId() const { return mFailureId; }
+ const nsCString& GetFailureMessage() const { return mFailureMessage; }
+
+ // Prepare a clear-region operation to be run at a later time.
+ void PrepareClearRegion(ClearRegionHelper* aOut,
+ nsTArray<gfx::IntRect>&& aRects,
+ const Maybe<int32_t>& aSortIndex);
+
+ // Execute a clear-region operation. This may change shader state.
+ void DrawClearRegion(const ClearRegionHelper& aHelper);
+
+ // If supported, synchronize with the SyncObject given to clients.
+ virtual bool Synchronize();
+
+ // If this returns true, ClearView() can be called.
+ bool CanUseClearView() const { return mCanUseClearView; }
+
+ // If this returns true, constant buffers can be bound at specific offsets for
+ // a given run of bytes. This is only supported on Windows 8+ for Direct3D 11.
+ bool CanUseConstantBufferOffsetBinding() const {
+ return mCanUseConstantBufferOffsetBinding;
+ }
+
+ // Return the maximum number of elements that can be bound to a constant
+ // buffer. This is different than the maximum size of a buffer (there is
+ // no such limit on Direct3D 11.1).
+ //
+ // The return value must be a power of two.
+ size_t GetMaxConstantBufferBindSize() const {
+ return mMaxConstantBufferBindSize;
+ }
+
+ // Helper function for unbinding textures since SetPSTexture is overloaded.
+ void UnsetPSTexture(uint32_t aSlot) {
+ TextureSource* nullTexture = nullptr;
+ SetPSTexture(aSlot, nullTexture);
+ }
+
+ // Debugging helper function for dumping an MLGTexture to a file.
+ void WriteAsPNG(MLGTexture* aTexture, const char* aPath);
+
+ // Debugging helper function for copying a texture for later dumping to a
+ // file.
+ RefPtr<MLGTexture> CopyAndCreateReadbackTexture(MLGTexture* aTexture);
+
+ protected:
+ virtual ~MLGDevice();
+
+ virtual void SetPrimitiveTopology(MLGPrimitiveTopology aTopology) = 0;
+
+ // Optionally run a runtime test to determine if constant buffer offset
+ // binding works.
+ virtual bool VerifyConstantBufferOffsetting() { return true; }
+
+ // Used during initialization to record failure reasons.
+ bool Fail(const nsCString& aFailureId, const nsCString* aMessage);
+
+ // Used during initialization to record failure reasons. Note: our
+ // MOZ_FORMAT_PRINTF macro does not work on this function, so we
+ // disable the warning.
+#if defined(__GNUC__)
+# pragma GCC diagnostic push
+# pragma GCC diagnostic ignored "-Wformat-security"
+#endif
+ template <typename... T>
+ bool Fail(const char* aFailureId) {
+ nsCString failureId(aFailureId);
+ return Fail(failureId, nullptr);
+ }
+ template <typename... T>
+ bool Fail(const char* aFailureId, const char* aMessage, const T&... args) {
+ nsCString failureId(aFailureId);
+ nsPrintfCString message(aMessage, args...);
+ return Fail(failureId, &message);
+ }
+#if defined(__GNUC__)
+# pragma GCC diagnostic pop
+#endif
+
+ void UnmapSharedBuffers();
+
+ private:
+ MLGPrimitiveTopology mTopology;
+ UniquePtr<SharedVertexBuffer> mSharedVertexBuffer;
+ UniquePtr<SharedConstantBuffer> mSharedVSBuffer;
+ UniquePtr<SharedConstantBuffer> mSharedPSBuffer;
+ UniquePtr<BufferCache> mConstantBufferCache;
+
+ nsCString mFailureId;
+ nsCString mFailureMessage;
+ bool mInitialized;
+
+ typedef EnumeratedArray<gfx::YUVColorSpace, gfx::YUVColorSpace::UNKNOWN,
+ RefPtr<MLGBuffer>>
+ ColorSpaceArray;
+ ColorSpaceArray mColorSpaceBuffers;
+ typedef EnumeratedArray<gfx::ColorDepth, gfx::ColorDepth::UNKNOWN,
+ RefPtr<MLGBuffer>>
+ ColorDepthArray;
+ ColorDepthArray mColorDepthBuffers;
+
+ protected:
+ bool mIsValid;
+ bool mCanUseClearView;
+ bool mCanUseConstantBufferOffsetBinding;
+ size_t mMaxConstantBufferBindSize;
+
+ RefPtr<MLGRenderTarget> mCurrentRT;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_MLGDevice_h
diff --git a/gfx/layers/mlgpu/MLGDeviceTypes.h b/gfx/layers/mlgpu/MLGDeviceTypes.h
new file mode 100644
index 0000000000..3af46e6a36
--- /dev/null
+++ b/gfx/layers/mlgpu/MLGDeviceTypes.h
@@ -0,0 +1,102 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_MLGDeviceTypes_h
+#define mozilla_gfx_layers_mlgpu_MLGDeviceTypes_h
+
+#include "mozilla/TypedEnumBits.h"
+#include "mozilla/gfx/Types.h"
+
+namespace mozilla {
+namespace layers {
+
+enum class MLGUsage {
+ // GPU read-only, CPU write once on creation and read/write never.
+ Immutable,
+
+ // GPU read-only, CPU write-only. Must be mapped with WRITE_DISCARD.
+ Dynamic,
+
+ // GPU read/write-only, no CPU access.
+ Default,
+
+ // GPU->CPU transfer, and read from the CPU.
+ Staging
+};
+
+enum class MLGDepthTestMode {
+ Disabled,
+ Write,
+ ReadOnly,
+ AlwaysWrite,
+ MaxModes
+};
+
+enum class MLGBufferType : uint32_t { Vertex, Constant };
+
+enum class SamplerMode {
+ // Linear filter, clamped to border.
+ LinearClamp = 0,
+ // Linear filter, clamped to transparent pixels.
+ LinearClampToZero,
+ // Linear filter, wrap edges.
+ LinearRepeat,
+ // Point filter, clamped to border.
+ Point,
+ MaxModes
+};
+
+enum class MLGBlendState {
+ Copy = 0,
+ Over,
+ OverAndPremultiply,
+ Min,
+ ComponentAlpha,
+ MaxStates
+};
+
+enum class MLGPrimitiveTopology {
+ Unknown = 0,
+ TriangleStrip = 1,
+ TriangleList = 2,
+ UnitQuad = 3,
+ UnitTriangle = 4
+};
+
+struct MLGMappedResource {
+ uint8_t* mData;
+ uint32_t mStride;
+};
+
+enum class MLGMapType { READ = 0, WRITE, READ_WRITE, WRITE_DISCARD };
+
+enum class MLGTextureFlags { None, ShaderResource, RenderTarget };
+MOZ_MAKE_ENUM_CLASS_BITWISE_OPERATORS(MLGTextureFlags);
+
+enum class MLGRenderTargetFlags : uint32_t { Default = 0, ZBuffer = (1 << 0) };
+MOZ_MAKE_ENUM_CLASS_BITWISE_OPERATORS(MLGRenderTargetFlags);
+
+// NVIDIA drivers crash when we supply too many rects to ClearView - it
+// seems to cause a stack overflow >= 20 rects. We cap to 12 for now.
+static const size_t kMaxClearViewRects = 12;
+
+static inline SamplerMode FilterToSamplerMode(gfx::SamplingFilter aFilter) {
+ switch (aFilter) {
+ case gfx::SamplingFilter::POINT:
+ return SamplerMode::Point;
+ case gfx::SamplingFilter::LINEAR:
+ case gfx::SamplingFilter::GOOD:
+ return SamplerMode::LinearClamp;
+ default:
+ MOZ_ASSERT_UNREACHABLE("Unknown sampler mode");
+ return SamplerMode::LinearClamp;
+ }
+}
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_MLGDeviceTypes_h
diff --git a/gfx/layers/mlgpu/MLGPUScreenshotGrabber.cpp b/gfx/layers/mlgpu/MLGPUScreenshotGrabber.cpp
new file mode 100644
index 0000000000..01ca9dbf9c
--- /dev/null
+++ b/gfx/layers/mlgpu/MLGPUScreenshotGrabber.cpp
@@ -0,0 +1,336 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "MLGPUScreenshotGrabber.h"
+
+#include "mozilla/RefPtr.h"
+#include "mozilla/TimeStamp.h"
+#include "mozilla/UniquePtr.h"
+
+#include "mozilla/layers/ProfilerScreenshots.h"
+#include "mozilla/gfx/Point.h"
+#include "mozilla/gfx/Swizzle.h"
+#include "mozilla/ProfilerMarkers.h"
+#include "SharedBufferMLGPU.h"
+#include "ShaderDefinitionsMLGPU.h"
+#include "nsTArray.h"
+
+namespace mozilla {
+
+using namespace gfx;
+
+namespace layers {
+
+using namespace mlg;
+
+/**
+ * The actual implementation of screenshot grabbing.
+ * The MLGPUScreenshotGrabberImpl object is destroyed if the profiler is
+ * disabled and MaybeGrabScreenshot notices it.
+ */
+class MLGPUScreenshotGrabberImpl final {
+ public:
+ explicit MLGPUScreenshotGrabberImpl(const IntSize& aReadbackTextureSize);
+ ~MLGPUScreenshotGrabberImpl();
+
+ void GrabScreenshot(MLGDevice* aDevice, MLGTexture* aTexture);
+ void ProcessQueue();
+
+ private:
+ struct QueueItem final {
+ mozilla::TimeStamp mTimeStamp;
+ RefPtr<MLGTexture> mScreenshotReadbackTexture;
+ gfx::IntSize mScreenshotSize;
+ gfx::IntSize mWindowSize;
+ RefPtr<MLGDevice> mDevice;
+ uintptr_t mWindowIdentifier;
+ };
+
+ RefPtr<MLGTexture> ScaleDownWindowTargetToSize(MLGDevice* aCompositor,
+ const gfx::IntSize& aDestSize,
+ MLGTexture* aWindowTarget,
+ size_t aLevel);
+
+ struct CachedLevel {
+ RefPtr<MLGRenderTarget> mRenderTarget;
+ RefPtr<MLGBuffer> mVertexBuffer;
+ RefPtr<MLGBuffer> mWorldConstants;
+ };
+ bool BlitTexture(MLGDevice* aDevice, CachedLevel& aDest, MLGTexture* aSource,
+ const IntSize& aSourceSize, const IntSize& aDestSize);
+
+ already_AddRefed<MLGTexture> TakeNextReadbackTexture(MLGDevice* aCompositor);
+ void ReturnReadbackTexture(MLGTexture* aReadbackTexture);
+
+ nsTArray<CachedLevel> mCachedLevels;
+ nsTArray<RefPtr<MLGTexture>> mAvailableReadbackTextures;
+ Maybe<QueueItem> mCurrentFrameQueueItem;
+ nsTArray<QueueItem> mQueue;
+ RefPtr<ProfilerScreenshots> mProfilerScreenshots;
+ const IntSize mReadbackTextureSize;
+};
+
+MLGPUScreenshotGrabber::MLGPUScreenshotGrabber() = default;
+
+MLGPUScreenshotGrabber::~MLGPUScreenshotGrabber() = default;
+
+void MLGPUScreenshotGrabber::MaybeGrabScreenshot(MLGDevice* aDevice,
+ MLGTexture* aTexture) {
+ if (ProfilerScreenshots::IsEnabled()) {
+ if (!mImpl) {
+ mImpl = MakeUnique<MLGPUScreenshotGrabberImpl>(
+ ProfilerScreenshots::ScreenshotSize());
+ }
+ mImpl->GrabScreenshot(aDevice, aTexture);
+ } else if (mImpl) {
+ Destroy();
+ }
+}
+
+void MLGPUScreenshotGrabber::MaybeProcessQueue() {
+ if (ProfilerScreenshots::IsEnabled()) {
+ if (!mImpl) {
+ mImpl = MakeUnique<MLGPUScreenshotGrabberImpl>(
+ ProfilerScreenshots::ScreenshotSize());
+ }
+ mImpl->ProcessQueue();
+ } else if (mImpl) {
+ Destroy();
+ }
+}
+
+void MLGPUScreenshotGrabber::NotifyEmptyFrame() {
+#ifdef MOZ_GECKO_PROFILER
+ PROFILER_MARKER_UNTYPED("NoCompositorScreenshot because nothing changed",
+ GRAPHICS);
+#endif
+}
+
+void MLGPUScreenshotGrabber::Destroy() { mImpl = nullptr; }
+
+MLGPUScreenshotGrabberImpl::MLGPUScreenshotGrabberImpl(
+ const IntSize& aReadbackTextureSize)
+ : mReadbackTextureSize(aReadbackTextureSize) {}
+
+MLGPUScreenshotGrabberImpl::~MLGPUScreenshotGrabberImpl() {
+ // Any queue items in mQueue or mCurrentFrameQueueItem will be lost.
+ // That's ok: Either the profiler has stopped and we don't care about these
+ // screenshots, or the window is closing and we don't really need the last
+ // few frames from the window.
+}
+
+// Scale down aWindowTexture into a MLGTexture of size
+// mReadbackTextureSize * (1 << aLevel) and return that MLGTexture.
+// Don't scale down by more than a factor of 2 with a single scaling operation,
+// because it'll look bad. If higher scales are needed, use another
+// intermediate target by calling this function recursively with aLevel + 1.
+RefPtr<MLGTexture> MLGPUScreenshotGrabberImpl::ScaleDownWindowTargetToSize(
+ MLGDevice* aDevice, const IntSize& aDestSize, MLGTexture* aWindowTexture,
+ size_t aLevel) {
+ aDevice->SetScissorRect(Nothing());
+ aDevice->SetDepthTestMode(MLGDepthTestMode::Disabled);
+ aDevice->SetTopology(MLGPrimitiveTopology::UnitQuad);
+ // DiagnosticText happens to be the simplest shader we have to draw a quad.
+ aDevice->SetVertexShader(VertexShaderID::DiagnosticText);
+ aDevice->SetPixelShader(PixelShaderID::DiagnosticText);
+ aDevice->SetBlendState(MLGBlendState::Copy);
+ aDevice->SetSamplerMode(0, SamplerMode::LinearClamp);
+
+ if (aLevel == mCachedLevels.Length()) {
+ RefPtr<MLGRenderTarget> rt =
+ aDevice->CreateRenderTarget(mReadbackTextureSize * (1 << aLevel));
+ mCachedLevels.AppendElement(CachedLevel{rt, nullptr, nullptr});
+ }
+ MOZ_RELEASE_ASSERT(aLevel < mCachedLevels.Length());
+
+ RefPtr<MLGTexture> sourceTarget = aWindowTexture;
+ IntSize sourceSize = aWindowTexture->GetSize();
+ if (aWindowTexture->GetSize().width > aDestSize.width * 2) {
+ sourceSize = aDestSize * 2;
+ sourceTarget = ScaleDownWindowTargetToSize(aDevice, sourceSize,
+ aWindowTexture, aLevel + 1);
+ }
+
+ if (sourceTarget) {
+ if (BlitTexture(aDevice, mCachedLevels[aLevel], sourceTarget, sourceSize,
+ aDestSize)) {
+ return mCachedLevels[aLevel].mRenderTarget->GetTexture();
+ }
+ }
+ return nullptr;
+}
+
+bool MLGPUScreenshotGrabberImpl::BlitTexture(MLGDevice* aDevice,
+ CachedLevel& aLevel,
+ MLGTexture* aSource,
+ const IntSize& aSourceSize,
+ const IntSize& aDestSize) {
+ MOZ_ASSERT(aLevel.mRenderTarget);
+ MLGRenderTarget* rt = aLevel.mRenderTarget;
+ MOZ_ASSERT(aDestSize <= rt->GetSize());
+
+ struct TextureRect {
+ Rect bounds;
+ Rect texCoords;
+ };
+
+ if (!aLevel.mVertexBuffer) {
+ TextureRect rect;
+ rect.bounds = Rect(Point(), Size(aDestSize));
+ rect.texCoords =
+ Rect(0.0, 0.0, Float(aSourceSize.width) / aSource->GetSize().width,
+ Float(aSourceSize.height) / aSource->GetSize().height);
+
+ VertexStagingBuffer instances;
+ if (!instances.AppendItem(rect)) {
+ return false;
+ }
+
+ RefPtr<MLGBuffer> vertices = aDevice->CreateBuffer(
+ MLGBufferType::Vertex, instances.NumItems() * instances.SizeOfItem(),
+ MLGUsage::Immutable, instances.GetBufferStart());
+ if (!vertices) {
+ return false;
+ }
+
+ aLevel.mVertexBuffer = vertices;
+ }
+
+ if (!aLevel.mWorldConstants) {
+ WorldConstants vsConstants;
+ Matrix4x4 projection = Matrix4x4::Translation(-1.0, 1.0, 0.0);
+ projection.PreScale(2.0 / float(rt->GetSize().width),
+ 2.0 / float(rt->GetSize().height), 1.0f);
+ projection.PreScale(1.0f, -1.0f, 1.0f);
+
+ memcpy(vsConstants.projection, &projection._11, 64);
+ vsConstants.targetOffset = Point();
+ vsConstants.sortIndexOffset = 0;
+ vsConstants.debugFrameNumber = 0;
+
+ aLevel.mWorldConstants =
+ aDevice->CreateBuffer(MLGBufferType::Constant, sizeof(vsConstants),
+ MLGUsage::Immutable, &vsConstants);
+
+ if (!aLevel.mWorldConstants) {
+ return false;
+ }
+ }
+
+ aDevice->SetRenderTarget(rt);
+ aDevice->SetPSTexture(0, aSource);
+ aDevice->SetViewport(IntRect(IntPoint(0, 0), rt->GetSize()));
+ aDevice->SetVertexBuffer(1, aLevel.mVertexBuffer, sizeof(TextureRect));
+ aDevice->SetVSConstantBuffer(kWorldConstantBufferSlot,
+ aLevel.mWorldConstants);
+ aDevice->DrawInstanced(4, 1, 0, 0);
+ return true;
+}
+
+void MLGPUScreenshotGrabberImpl::GrabScreenshot(MLGDevice* aDevice,
+ MLGTexture* aTexture) {
+ Size windowSize(aTexture->GetSize());
+ float scale = std::min(mReadbackTextureSize.width / windowSize.width,
+ mReadbackTextureSize.height / windowSize.height);
+ IntSize scaledSize = IntSize::Round(windowSize * scale);
+
+ // The initial target is non-GPU readable. This copy could probably be
+ // avoided if we had created the swap chain differently. However we
+ // don't know if that may inadvertently affect performance in the
+ // non-profiling case.
+ RefPtr<MLGTexture> windowTexture = aDevice->CreateTexture(
+ aTexture->GetSize(), SurfaceFormat::B8G8R8A8, MLGUsage::Default,
+ MLGTextureFlags::ShaderResource);
+ aDevice->CopyTexture(windowTexture, IntPoint(), aTexture,
+ IntRect(IntPoint(), aTexture->GetSize()));
+
+ RefPtr<MLGTexture> scaledTarget =
+ ScaleDownWindowTargetToSize(aDevice, scaledSize, windowTexture, 0);
+
+ if (!scaledTarget) {
+ PROFILER_MARKER_UNTYPED(
+ "NoCompositorScreenshot because ScaleDownWindowTargetToSize failed",
+ GRAPHICS);
+ return;
+ }
+
+ RefPtr<MLGTexture> readbackTexture = TakeNextReadbackTexture(aDevice);
+ if (!readbackTexture) {
+ PROFILER_MARKER_UNTYPED(
+ "NoCompositorScreenshot because AsyncReadbackReadbackTexture creation "
+ "failed",
+ GRAPHICS);
+ return;
+ }
+
+ aDevice->CopyTexture(readbackTexture, IntPoint(), scaledTarget,
+ IntRect(IntPoint(), mReadbackTextureSize));
+
+ // This QueueItem will be added to the queue at the end of the next call to
+ // ProcessQueue(). This ensures that the ReadbackTexture isn't mapped into
+ // main memory until the next frame. If we did it in this frame, we'd block on
+ // the GPU.
+ mCurrentFrameQueueItem =
+ Some(QueueItem{TimeStamp::Now(), std::move(readbackTexture), scaledSize,
+ aTexture->GetSize(), aDevice,
+ reinterpret_cast<uintptr_t>(static_cast<void*>(this))});
+}
+
+already_AddRefed<MLGTexture>
+MLGPUScreenshotGrabberImpl::TakeNextReadbackTexture(MLGDevice* aDevice) {
+ if (!mAvailableReadbackTextures.IsEmpty()) {
+ RefPtr<MLGTexture> readbackTexture = mAvailableReadbackTextures[0];
+ mAvailableReadbackTextures.RemoveElementAt(0);
+ return readbackTexture.forget();
+ }
+ return aDevice
+ ->CreateTexture(mReadbackTextureSize, SurfaceFormat::B8G8R8A8,
+ MLGUsage::Staging, MLGTextureFlags::None)
+ .forget();
+}
+
+void MLGPUScreenshotGrabberImpl::ReturnReadbackTexture(
+ MLGTexture* aReadbackTexture) {
+ mAvailableReadbackTextures.AppendElement(aReadbackTexture);
+}
+
+void MLGPUScreenshotGrabberImpl::ProcessQueue() {
+ if (!mQueue.IsEmpty()) {
+ if (!mProfilerScreenshots) {
+ mProfilerScreenshots = new ProfilerScreenshots();
+ }
+ for (const auto& item : mQueue) {
+ mProfilerScreenshots->SubmitScreenshot(
+ item.mWindowIdentifier, item.mWindowSize, item.mScreenshotSize,
+ item.mTimeStamp, [&item](DataSourceSurface* aTargetSurface) {
+ MLGMappedResource map;
+ if (!item.mDevice->Map(item.mScreenshotReadbackTexture,
+ MLGMapType::READ, &map)) {
+ return false;
+ }
+ DataSourceSurface::ScopedMap destMap(aTargetSurface,
+ DataSourceSurface::WRITE);
+ bool result =
+ SwizzleData(map.mData, map.mStride, SurfaceFormat::B8G8R8A8,
+ destMap.GetData(), destMap.GetStride(),
+ aTargetSurface->GetFormat(), item.mScreenshotSize);
+
+ item.mDevice->Unmap(item.mScreenshotReadbackTexture);
+ return result;
+ });
+ ReturnReadbackTexture(item.mScreenshotReadbackTexture);
+ }
+ }
+ mQueue.Clear();
+
+ if (mCurrentFrameQueueItem) {
+ mQueue.AppendElement(std::move(*mCurrentFrameQueueItem));
+ mCurrentFrameQueueItem = Nothing();
+ }
+}
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/MLGPUScreenshotGrabber.h b/gfx/layers/mlgpu/MLGPUScreenshotGrabber.h
new file mode 100644
index 0000000000..1be5c0f0fb
--- /dev/null
+++ b/gfx/layers/mlgpu/MLGPUScreenshotGrabber.h
@@ -0,0 +1,59 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_layers_MLGPUScreenshotGrabber_h
+#define mozilla_layers_MLGPUScreenshotGrabber_h
+
+#include "mozilla/UniquePtr.h"
+#include "mozilla/layers/MLGDevice.h"
+
+namespace mozilla {
+namespace layers {
+
+class MLGPUScreenshotGrabberImpl;
+
+/**
+ * Used by LayerManagerComposite to grab snapshots from the compositor and
+ * submit them to the Gecko profiler.
+ * Doesn't do any work if the profiler is not running or the "screenshots"
+ * feature is not enabled.
+ * Screenshots are scaled down to fit within a fixed size, and read back to
+ * main memory using async readback. Scaling is done in multiple scale-by-0.5x
+ * steps using CompositingRenderTargets and Compositor::BlitFromRenderTarget,
+ * and readback is done using AsyncReadbackBuffers.
+ */
+class MLGPUScreenshotGrabber final {
+ public:
+ MLGPUScreenshotGrabber();
+ ~MLGPUScreenshotGrabber();
+
+ // Scale the contents of aTexture into an appropriately sized MLGTexture
+ // and read its contents into an AsyncReadbackBuffer. The AsyncReadbackBuffer
+ // is not mapped into main memory until the second call to
+ // MaybeProcessQueue() after this call to MaybeGrabScreenshot().
+ void MaybeGrabScreenshot(MLGDevice* aDevice, MLGTexture* aTexture);
+
+ // Map the contents of any outstanding AsyncReadbackBuffers from previous
+ // composites into main memory and submit each screenshot to the profiler.
+ void MaybeProcessQueue();
+
+ // Insert a special profiler marker for a composite that didn't do any actual
+ // compositing, so that the profiler knows why no screenshot was taken for
+ // this frame.
+ void NotifyEmptyFrame();
+
+ // Destroy all Compositor-related resources that this class is holding on to.
+ void Destroy();
+
+ private:
+ // non-null while ProfilerScreenshots::IsEnabled() returns true
+ UniquePtr<MLGPUScreenshotGrabberImpl> mImpl;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_layers_MLGPUScreenshotGrabber_h
diff --git a/gfx/layers/mlgpu/MaskOperation.cpp b/gfx/layers/mlgpu/MaskOperation.cpp
new file mode 100644
index 0000000000..9976ec4f62
--- /dev/null
+++ b/gfx/layers/mlgpu/MaskOperation.cpp
@@ -0,0 +1,173 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "MaskOperation.h"
+#include "FrameBuilder.h"
+#include "LayerMLGPU.h"
+#include "mozilla/layers/LayersHelpers.h"
+#include "MLGDevice.h"
+#include "TexturedLayerMLGPU.h"
+
+namespace mozilla {
+namespace layers {
+
+using namespace gfx;
+
+MaskOperation::MaskOperation(FrameBuilder* aBuilder) {}
+
+MaskOperation::MaskOperation(FrameBuilder* aBuilder, MLGTexture* aSource)
+ : mTexture(aSource) {}
+
+MaskOperation::~MaskOperation() = default;
+
+static gfx::Rect ComputeQuadForMaskLayer(Layer* aLayer, const IntSize& aSize) {
+ const Matrix4x4& transform = aLayer->GetEffectiveTransform();
+ MOZ_ASSERT(transform.Is2D(), "Mask layers should not have 3d transforms");
+
+ Rect bounds(Point(0, 0), Size(aSize));
+ return transform.As2D().TransformBounds(bounds);
+}
+
+Rect MaskOperation::ComputeMaskRect(Layer* aLayer) const {
+ Layer* maskLayer = aLayer->GetMaskLayer() ? aLayer->GetMaskLayer()
+ : aLayer->GetAncestorMaskLayerAt(0);
+ MOZ_ASSERT(
+ (aLayer->GetAncestorMaskLayerCount() == 0 && aLayer->GetMaskLayer()) ||
+ (aLayer->GetAncestorMaskLayerCount() == 1 && !aLayer->GetMaskLayer()));
+
+ return ComputeQuadForMaskLayer(maskLayer, mTexture->GetSize());
+}
+
+// This is only needed for std::map.
+bool MaskTexture::operator<(const MaskTexture& aOther) const {
+ if (mRect.X() != aOther.mRect.X()) {
+ return mRect.X() < aOther.mRect.X();
+ }
+ if (mRect.Y() != aOther.mRect.Y()) {
+ return mRect.Y() < aOther.mRect.Y();
+ }
+ if (mRect.Width() != aOther.mRect.Width()) {
+ return mRect.Width() < aOther.mRect.Width();
+ }
+ if (mRect.Height() != aOther.mRect.Height()) {
+ return mRect.Height() < aOther.mRect.Height();
+ }
+ return mSource < aOther.mSource;
+}
+
+RefPtr<TextureSource> GetMaskLayerTexture(Layer* aLayer) {
+ LayerMLGPU* layer = aLayer->AsHostLayer()->AsLayerMLGPU();
+ TexturedLayerMLGPU* texLayer = layer->AsTexturedLayerMLGPU();
+ if (!texLayer) {
+ MOZ_ASSERT_UNREACHABLE("Mask layers should be texture layers");
+ return nullptr;
+ }
+
+ RefPtr<TextureSource> source = texLayer->BindAndGetTexture();
+ if (!source) {
+ gfxWarning() << "Mask layer does not have a TextureSource";
+ return nullptr;
+ }
+ return source;
+}
+
+MaskCombineOperation::MaskCombineOperation(FrameBuilder* aBuilder)
+ : MaskOperation(aBuilder), mBuilder(aBuilder) {}
+
+MaskCombineOperation::~MaskCombineOperation() = default;
+
+void MaskCombineOperation::Init(const MaskTextureList& aTextures) {
+ // All masks for a single layer exist in the same coordinate space. Find the
+ // area that covers all rects.
+ Rect area = aTextures[0].mRect;
+ for (size_t i = 1; i < aTextures.size(); i++) {
+ area = area.Intersect(aTextures[i].mRect);
+ }
+
+ // Go through and decide which areas of the textures are relevant.
+ for (size_t i = 0; i < aTextures.size(); i++) {
+ Rect rect = aTextures[i].mRect.Intersect(area);
+ if (rect.IsEmpty()) {
+ continue;
+ }
+
+ rect -= aTextures[i].mRect.TopLeft();
+ mTextures.push_back(MaskTexture(rect, aTextures[i].mSource));
+ }
+
+ IntRect size;
+ Rect bounds = area;
+ bounds.RoundOut();
+ bounds.ToIntRect(&size);
+
+ if (size.IsEmpty()) {
+ return;
+ }
+
+ mTarget = mBuilder->GetDevice()->CreateRenderTarget(size.Size());
+ if (mTarget) {
+ mTexture = mTarget->GetTexture();
+ }
+ mArea = area;
+}
+
+void MaskCombineOperation::PrepareForRendering() {
+ for (const auto& entry : mTextures) {
+ Rect texCoords = TextureRectToCoords(entry.mRect, entry.mSource->GetSize());
+
+ SharedVertexBuffer* shared = mBuilder->GetDevice()->GetSharedVertexBuffer();
+
+ VertexBufferSection section;
+ if (!shared->Allocate(&section, 1, sizeof(texCoords), &texCoords)) {
+ continue;
+ }
+ mInputBuffers.push_back(section);
+ }
+}
+
+void MaskCombineOperation::Render() {
+ if (!mTarget) {
+ return;
+ }
+
+ RefPtr<MLGDevice> device = mBuilder->GetDevice();
+
+ device->SetTopology(MLGPrimitiveTopology::UnitQuad);
+ device->SetVertexShader(VertexShaderID::MaskCombiner);
+
+ device->SetPixelShader(PixelShaderID::MaskCombiner);
+ device->SetSamplerMode(0, SamplerMode::LinearClamp);
+ device->SetBlendState(MLGBlendState::Min);
+
+ // Since the mask operation is effectively an AND operation, we initialize
+ // the entire r-channel to 1.
+ device->Clear(mTarget, DeviceColor(1, 0, 0, 1));
+ device->SetScissorRect(Nothing());
+ device->SetRenderTarget(mTarget);
+ device->SetViewport(IntRect(IntPoint(0, 0), mTarget->GetSize()));
+
+ for (size_t i = 0; i < mInputBuffers.size(); i++) {
+ if (!mInputBuffers[i].IsValid()) {
+ continue;
+ }
+ device->SetVertexBuffer(1, &mInputBuffers[i]);
+ device->SetPSTexture(0, mTextures[i].mSource);
+ device->DrawInstanced(4, mInputBuffers[i].NumVertices(), 0, 0);
+ }
+}
+
+void AppendToMaskTextureList(MaskTextureList& aList, Layer* aLayer) {
+ RefPtr<TextureSource> source = GetMaskLayerTexture(aLayer);
+ if (!source) {
+ return;
+ }
+
+ gfx::Rect rect = ComputeQuadForMaskLayer(aLayer, source->GetSize());
+ aList.push_back(MaskTexture(rect, source));
+}
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/MaskOperation.h b/gfx/layers/mlgpu/MaskOperation.h
new file mode 100644
index 0000000000..2cf74196ea
--- /dev/null
+++ b/gfx/layers/mlgpu/MaskOperation.h
@@ -0,0 +1,89 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_MaskOperation_h
+#define mozilla_gfx_layers_mlgpu_MaskOperation_h
+
+#include "mozilla/RefPtr.h"
+#include "mozilla/gfx/Rect.h"
+#include "SharedBufferMLGPU.h"
+#include <vector>
+
+namespace mozilla {
+namespace layers {
+
+class FrameBuilder;
+class Layer;
+class MLGDevice;
+class MLGRenderTarget;
+class MLGTexture;
+class TextureSource;
+
+class MaskOperation {
+ NS_INLINE_DECL_REFCOUNTING(MaskOperation)
+
+ public:
+ // For when the exact texture is known ahead of time.
+ MaskOperation(FrameBuilder* aBuilder, MLGTexture* aSource);
+
+ // Return the mask rectangle in screen coordinates. This function takes a
+ // layer because a single-texture mask operation is not dependent on a
+ // specific mask transform. (Multiple mask layer operations are, and they
+ // ignore the layer parameter).
+ virtual gfx::Rect ComputeMaskRect(Layer* aLayer) const;
+
+ MLGTexture* GetTexture() const { return mTexture; }
+ bool IsEmpty() const { return !mTexture; }
+
+ protected:
+ explicit MaskOperation(FrameBuilder* aBuilder);
+ virtual ~MaskOperation();
+
+ protected:
+ RefPtr<MLGTexture> mTexture;
+};
+
+struct MaskTexture {
+ MaskTexture() : mSource(nullptr) {}
+ MaskTexture(const gfx::Rect& aRect, TextureSource* aSource)
+ : mRect(aRect), mSource(aSource) {}
+
+ bool operator<(const MaskTexture& aOther) const;
+
+ gfx::Rect mRect;
+ RefPtr<TextureSource> mSource;
+};
+
+typedef std::vector<MaskTexture> MaskTextureList;
+
+class MaskCombineOperation final : public MaskOperation {
+ public:
+ explicit MaskCombineOperation(FrameBuilder* aBuilder);
+ virtual ~MaskCombineOperation();
+
+ void Init(const MaskTextureList& aTextures);
+
+ void PrepareForRendering();
+ void Render();
+
+ gfx::Rect ComputeMaskRect(Layer* aLayer) const override { return mArea; }
+
+ private:
+ FrameBuilder* mBuilder;
+ gfx::Rect mArea;
+ MaskTextureList mTextures;
+ RefPtr<MLGRenderTarget> mTarget;
+
+ std::vector<VertexBufferSection> mInputBuffers;
+};
+
+RefPtr<TextureSource> GetMaskLayerTexture(Layer* aLayer);
+void AppendToMaskTextureList(MaskTextureList& aList, Layer* aLayer);
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_MaskOperation_h
diff --git a/gfx/layers/mlgpu/MemoryReportingMLGPU.cpp b/gfx/layers/mlgpu/MemoryReportingMLGPU.cpp
new file mode 100644
index 0000000000..efb66220b9
--- /dev/null
+++ b/gfx/layers/mlgpu/MemoryReportingMLGPU.cpp
@@ -0,0 +1,54 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "MemoryReportingMLGPU.h"
+#include "nsIMemoryReporter.h"
+
+namespace mozilla {
+namespace layers {
+namespace mlg {
+
+mozilla::Atomic<size_t> sConstantBufferUsage;
+mozilla::Atomic<size_t> sVertexBufferUsage;
+mozilla::Atomic<size_t> sRenderTargetUsage;
+
+class MemoryReportingMLGPU final : public nsIMemoryReporter {
+ public:
+ NS_DECL_ISUPPORTS
+
+ NS_IMETHOD CollectReports(nsIHandleReportCallback* aHandleReport,
+ nsISupports* aData, bool aAnonymize) override {
+ if (sConstantBufferUsage) {
+ MOZ_COLLECT_REPORT("mlgpu-constant-buffers", KIND_OTHER, UNITS_BYTES,
+ sConstantBufferUsage,
+ "Advanced Layers shader constant buffers.");
+ }
+ if (sVertexBufferUsage) {
+ MOZ_COLLECT_REPORT("mlgpu-vertex-buffers", KIND_OTHER, UNITS_BYTES,
+ sVertexBufferUsage,
+ "Advanced Layers shader vertex buffers.");
+ }
+ if (sRenderTargetUsage) {
+ MOZ_COLLECT_REPORT(
+ "mlgpu-render-targets", KIND_OTHER, UNITS_BYTES, sRenderTargetUsage,
+ "Advanced Layers render target textures and depth buffers.");
+ }
+ return NS_OK;
+ }
+
+ private:
+ ~MemoryReportingMLGPU() = default;
+};
+
+NS_IMPL_ISUPPORTS(MemoryReportingMLGPU, nsIMemoryReporter);
+
+void InitializeMemoryReporters() {
+ RegisterStrongMemoryReporter(new MemoryReportingMLGPU());
+}
+
+} // namespace mlg
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/MemoryReportingMLGPU.h b/gfx/layers/mlgpu/MemoryReportingMLGPU.h
new file mode 100644
index 0000000000..21ac0ea940
--- /dev/null
+++ b/gfx/layers/mlgpu/MemoryReportingMLGPU.h
@@ -0,0 +1,26 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_MemoryReportingMLGPU_h
+#define mozilla_gfx_layers_mlgpu_MemoryReportingMLGPU_h
+
+#include "mozilla/Atomics.h"
+
+namespace mozilla {
+namespace layers {
+namespace mlg {
+
+void InitializeMemoryReporters();
+
+extern mozilla::Atomic<size_t> sConstantBufferUsage;
+extern mozilla::Atomic<size_t> sVertexBufferUsage;
+extern mozilla::Atomic<size_t> sRenderTargetUsage;
+
+} // namespace mlg
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_MemoryReportingMLGPU_h
diff --git a/gfx/layers/mlgpu/PaintedLayerMLGPU.cpp b/gfx/layers/mlgpu/PaintedLayerMLGPU.cpp
new file mode 100644
index 0000000000..cdd7ac386d
--- /dev/null
+++ b/gfx/layers/mlgpu/PaintedLayerMLGPU.cpp
@@ -0,0 +1,219 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "PaintedLayerMLGPU.h"
+#include "LayerManagerMLGPU.h"
+#include "mozilla/layers/LayersHelpers.h"
+#include "mozilla/layers/TiledContentHost.h"
+#include "UnitTransforms.h"
+
+namespace mozilla {
+
+using namespace gfx;
+
+namespace layers {
+
+PaintedLayerMLGPU::PaintedLayerMLGPU(LayerManagerMLGPU* aManager)
+ : PaintedLayer(aManager, static_cast<HostLayer*>(this)),
+ LayerMLGPU(aManager) {
+ MOZ_COUNT_CTOR(PaintedLayerMLGPU);
+}
+
+PaintedLayerMLGPU::~PaintedLayerMLGPU() {
+ MOZ_COUNT_DTOR(PaintedLayerMLGPU);
+
+ CleanupResources();
+}
+
+bool PaintedLayerMLGPU::OnPrepareToRender(FrameBuilder* aBuilder) {
+ // Reset our cached texture pointers. The next call to AssignToView will
+ // populate them again.
+ mTexture = nullptr;
+ mTextureOnWhite = nullptr;
+ return !!mHost;
+}
+
+void PaintedLayerMLGPU::SetRenderRegion(LayerIntRegion&& aRegion) {
+ mRenderRegion = std::move(aRegion);
+
+ LayerIntRect bounds(mRenderRegion.GetBounds().TopLeft(),
+ ViewAs<LayerPixel>(mTexture->GetSize()));
+ mRenderRegion.AndWith(bounds);
+}
+
+const LayerIntRegion& PaintedLayerMLGPU::GetDrawRects() {
+#ifndef MOZ_IGNORE_PAINT_WILL_RESAMPLE
+ // Note: we don't set PaintWillResample on our ContentTextureHost. The old
+ // compositor must do this since ContentHost is responsible for issuing
+ // draw calls, but in AL we can handle it directly here.
+ //
+ // Note that when AL performs CPU-based occlusion culling (the default
+ // behavior), we might break up the visible region again. If that turns
+ // out to be a problem, we can factor this into ForEachDrawRect instead.
+ if (MayResample()) {
+ mDrawRects = mRenderRegion.GetBounds();
+ return mDrawRects;
+ }
+#endif
+ return mRenderRegion;
+}
+
+bool PaintedLayerMLGPU::SetCompositableHost(CompositableHost* aHost) {
+ switch (aHost->GetType()) {
+ case CompositableType::CONTENT_TILED:
+ case CompositableType::CONTENT_SINGLE:
+ case CompositableType::CONTENT_DOUBLE: {
+ if (mHost && mHost != aHost->AsContentHost()) {
+ mHost->Detach(this);
+ }
+ mHost = aHost->AsContentHost();
+ if (!mHost) {
+ gfxWarning() << "ContentHostBase is not a ContentHostTexture";
+ }
+ return true;
+ }
+ default:
+ return false;
+ }
+}
+
+CompositableHost* PaintedLayerMLGPU::GetCompositableHost() { return mHost; }
+
+gfx::Point PaintedLayerMLGPU::GetDestOrigin() const { return mDestOrigin; }
+
+void PaintedLayerMLGPU::AssignToView(FrameBuilder* aBuilder,
+ RenderViewMLGPU* aView,
+ Maybe<Polygon>&& aGeometry) {
+ if (TiledContentHost* tiles = mHost->AsTiledContentHost()) {
+ // Note: we do not support the low-res buffer yet.
+ MOZ_ASSERT(tiles->GetLowResBuffer().GetTileCount() == 0);
+ AssignHighResTilesToView(aBuilder, aView, tiles, aGeometry);
+ return;
+ }
+
+ // If we don't have a texture yet, acquire one from the ContentHost now.
+ if (!mTexture) {
+ ContentHostTexture* single = mHost->AsContentHostTexture();
+ if (!single) {
+ return;
+ }
+
+ mTexture = single->AcquireTextureSource();
+ if (!mTexture) {
+ return;
+ }
+ mTextureOnWhite = single->AcquireTextureSourceOnWhite();
+ mDestOrigin = single->GetOriginOffset();
+ }
+
+ // Fall through to the single texture case.
+ LayerMLGPU::AssignToView(aBuilder, aView, std::move(aGeometry));
+}
+
+void PaintedLayerMLGPU::AssignHighResTilesToView(
+ FrameBuilder* aBuilder, RenderViewMLGPU* aView, TiledContentHost* aTileHost,
+ const Maybe<Polygon>& aGeometry) {
+ TiledLayerBufferComposite& tiles = aTileHost->GetHighResBuffer();
+
+ LayerIntRegion compositeRegion = ViewAs<LayerPixel>(tiles.GetValidRegion());
+ compositeRegion.AndWith(GetShadowVisibleRegion());
+ if (compositeRegion.IsEmpty()) {
+ return;
+ }
+
+ AssignTileBufferToView(aBuilder, aView, tiles, compositeRegion, aGeometry);
+}
+
+void PaintedLayerMLGPU::AssignTileBufferToView(
+ FrameBuilder* aBuilder, RenderViewMLGPU* aView,
+ TiledLayerBufferComposite& aTiles, const LayerIntRegion& aCompositeRegion,
+ const Maybe<Polygon>& aGeometry) {
+ float resolution = aTiles.GetResolution();
+
+ // Save these so they can be restored at the end.
+ float baseOpacity = mComputedOpacity;
+ LayerIntRegion visible = GetShadowVisibleRegion();
+
+ for (size_t i = 0; i < aTiles.GetTileCount(); i++) {
+ TileHost& tile = aTiles.GetTile(i);
+ if (tile.IsPlaceholderTile()) {
+ continue;
+ }
+
+ TileCoordIntPoint coord = aTiles.GetPlacement().TileCoord(i);
+ // A sanity check that catches a lot of mistakes.
+ MOZ_ASSERT(coord.x == tile.mTileCoord.x && coord.y == tile.mTileCoord.y);
+
+ IntPoint offset = aTiles.GetTileOffset(coord);
+
+ // Use LayerIntRect here so we don't have to keep re-allocating the region
+ // to change the unit type.
+ LayerIntRect tileRect(ViewAs<LayerPixel>(offset),
+ ViewAs<LayerPixel>(aTiles.GetScaledTileSize()));
+ LayerIntRegion tileDrawRegion = tileRect;
+ tileDrawRegion.AndWith(aCompositeRegion);
+ if (tileDrawRegion.IsEmpty()) {
+ continue;
+ }
+ tileDrawRegion.ScaleRoundOut(resolution, resolution);
+
+ // Update layer state for this tile - that includes the texture, visible
+ // region, and opacity.
+ mTexture = tile.AcquireTextureSource();
+ if (!mTexture) {
+ continue;
+ }
+
+ mTextureOnWhite = tile.AcquireTextureSourceOnWhite();
+
+ SetShadowVisibleRegion(tileDrawRegion);
+ mComputedOpacity = tile.GetFadeInOpacity(baseOpacity);
+ mDestOrigin = offset;
+
+ // Yes, it's a bit weird that we're assigning the same layer to the same
+ // view multiple times. Note that each time, the texture, computed
+ // opacity, origin, and visible region are updated to match the current
+ // tile, and we restore these properties after we've finished processing
+ // all tiles.
+ Maybe<Polygon> geometry = aGeometry;
+ LayerMLGPU::AssignToView(aBuilder, aView, std::move(geometry));
+ }
+
+ // Restore the computed opacity and visible region.
+ mComputedOpacity = baseOpacity;
+ SetShadowVisibleRegion(std::move(visible));
+}
+
+void PaintedLayerMLGPU::CleanupResources() {
+ if (mHost) {
+ mHost->Detach(this);
+ }
+ mTexture = nullptr;
+ mTextureOnWhite = nullptr;
+ mHost = nullptr;
+}
+
+void PaintedLayerMLGPU::PrintInfo(std::stringstream& aStream,
+ const char* aPrefix) {
+ PaintedLayer::PrintInfo(aStream, aPrefix);
+ if (mHost && mHost->IsAttached()) {
+ aStream << "\n";
+ nsAutoCString pfx(aPrefix);
+ pfx += " ";
+ mHost->PrintInfo(aStream, pfx.get());
+ }
+}
+
+void PaintedLayerMLGPU::Disconnect() { CleanupResources(); }
+
+bool PaintedLayerMLGPU::IsContentOpaque() {
+ return !!(GetContentFlags() & CONTENT_OPAQUE);
+}
+
+void PaintedLayerMLGPU::CleanupCachedResources() { CleanupResources(); }
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/PaintedLayerMLGPU.h b/gfx/layers/mlgpu/PaintedLayerMLGPU.h
new file mode 100644
index 0000000000..670ede556a
--- /dev/null
+++ b/gfx/layers/mlgpu/PaintedLayerMLGPU.h
@@ -0,0 +1,100 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 MOZILLA_GFX_PAINTEDLAYERMLGPU_H
+#define MOZILLA_GFX_PAINTEDLAYERMLGPU_H
+
+#include "LayerManagerMLGPU.h"
+#include "mozilla/layers/ContentHost.h"
+#include "mozilla/layers/LayerMLGPU.h"
+#include "MLGDeviceTypes.h"
+#include "nsRegionFwd.h"
+#include <functional>
+
+namespace mozilla {
+namespace layers {
+
+class TiledLayerBufferComposite;
+
+class PaintedLayerMLGPU final : public PaintedLayer, public LayerMLGPU {
+ public:
+ explicit PaintedLayerMLGPU(LayerManagerMLGPU* aManager);
+ virtual ~PaintedLayerMLGPU();
+
+ // Layer
+ HostLayer* AsHostLayer() override { return this; }
+ PaintedLayerMLGPU* AsPaintedLayerMLGPU() override { return this; }
+ Layer* GetLayer() override { return this; }
+ bool SetCompositableHost(CompositableHost*) override;
+ CompositableHost* GetCompositableHost() override;
+ void Disconnect() override;
+ bool IsContentOpaque() override;
+
+ // PaintedLayer
+ void InvalidateRegion(const nsIntRegion& aRegion) override {
+ MOZ_CRASH("PaintedLayerMLGPU can't fill invalidated regions");
+ }
+
+ bool HasComponentAlpha() const { return !!mTextureOnWhite; }
+ TextureSource* GetTexture() const { return mTexture; }
+ TextureSource* GetTextureOnWhite() const {
+ MOZ_ASSERT(HasComponentAlpha());
+ return mTextureOnWhite;
+ }
+ gfx::Point GetDestOrigin() const;
+
+ SamplerMode GetSamplerMode() {
+ // Note that when resamping, we must break the texture coordinates into
+ // no-repeat rects. When we have simple integer translations we can
+ // simply wrap around the edge of the buffer texture.
+ return MayResample() ? SamplerMode::LinearClamp : SamplerMode::LinearRepeat;
+ }
+
+ void SetRenderRegion(LayerIntRegion&& aRegion) override;
+
+ // To avoid sampling issues with complex regions and transforms, we
+ // squash the visible region for PaintedLayers into a single draw
+ // rect. RenderPasses should use this method instead of GetRenderRegion.
+ const LayerIntRegion& GetDrawRects();
+
+ MOZ_LAYER_DECL_NAME("PaintedLayerMLGPU", TYPE_PAINTED)
+
+ void CleanupCachedResources();
+
+ protected:
+ void PrintInfo(std::stringstream& aStream, const char* aPrefix) override;
+ bool OnPrepareToRender(FrameBuilder* aBuilder) override;
+
+ // We override this to support tiling.
+ void AssignToView(FrameBuilder* aBuilder, RenderViewMLGPU* aView,
+ Maybe<gfx::Polygon>&& aGeometry) override;
+
+ void AssignHighResTilesToView(FrameBuilder* aBuilder, RenderViewMLGPU* aView,
+ TiledContentHost* aTileHost,
+ const Maybe<gfx::Polygon>& aGeometry);
+
+ // Helper for Assign*TilesToView.
+ void AssignTileBufferToView(FrameBuilder* aBuilder, RenderViewMLGPU* aView,
+ TiledLayerBufferComposite& aTiles,
+ const LayerIntRegion& aCompositeRegion,
+ const Maybe<gfx::Polygon>& aGeometry);
+
+ void CleanupResources();
+
+ private:
+ RefPtr<ContentHost> mHost;
+ RefPtr<TextureSource> mTexture;
+ RefPtr<TextureSource> mTextureOnWhite;
+#ifndef MOZ_IGNORE_PAINT_WILL_RESAMPLE
+ LayerIntRegion mDrawRects;
+#endif
+ gfx::IntPoint mDestOrigin;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif
diff --git a/gfx/layers/mlgpu/RenderPassMLGPU-inl.h b/gfx/layers/mlgpu/RenderPassMLGPU-inl.h
new file mode 100644
index 0000000000..6e497a8595
--- /dev/null
+++ b/gfx/layers/mlgpu/RenderPassMLGPU-inl.h
@@ -0,0 +1,67 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_RenderPassMLGPU_inl_h
+#define mozilla_gfx_layers_mlgpu_RenderPassMLGPU_inl_h
+
+namespace mozilla {
+namespace layers {
+
+template <typename Traits>
+static inline bool AddShaderTriangles(VertexStagingBuffer* aBuffer,
+ const Traits& aTraits,
+ const gfx::Polygon* aGeometry = nullptr) {
+ typedef typename Traits::TriangleVertices TriangleVertices;
+ typedef typename Traits::FirstTriangle FirstTriangle;
+ typedef typename Traits::SecondTriangle SecondTriangle;
+
+ if (!aGeometry) {
+ TriangleVertices base1 = aTraits.MakeVertex(FirstTriangle());
+ TriangleVertices base2 = aTraits.MakeVertex(SecondTriangle());
+ auto data1 = aTraits.MakeVertexData(FirstTriangle());
+ auto data2 = aTraits.MakeVertexData(SecondTriangle());
+ return aBuffer->PrependItem(base1, data1) &&
+ aBuffer->PrependItem(base2, data2);
+ }
+
+ auto triangles = aTraits.GenerateTriangles(*aGeometry);
+ for (const auto& triangle : triangles) {
+ TriangleVertices base = aTraits.MakeVertex(triangle);
+ auto data = aTraits.MakeVertexData(triangle);
+ if (!aBuffer->PrependItem(base, data)) {
+ return false;
+ }
+ }
+ return true;
+}
+
+template <typename Traits>
+inline bool BatchRenderPass<Traits>::Txn::AddImpl(const Traits& aTraits) {
+ VertexStagingBuffer* instances = mPass->GetInstances();
+
+ if (mPass->mGeometry == GeometryMode::Polygon) {
+ if (const Maybe<gfx::Polygon>& geometry = aTraits.geometry()) {
+ gfx::Polygon polygon = geometry->ClipPolygon(aTraits.rect());
+ if (polygon.IsEmpty()) {
+ return true;
+ }
+ return AddShaderTriangles(instances, aTraits, &polygon);
+ }
+ return AddShaderTriangles(instances, aTraits);
+ }
+
+ typedef typename Traits::UnitQuadVertex UnitQuadVertex;
+ typedef typename Traits::UnitQuad UnitQuad;
+
+ UnitQuadVertex base = aTraits.MakeUnitQuadVertex();
+ auto data = aTraits.MakeVertexData(UnitQuad());
+ return instances->AddItem(base, data);
+}
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_RenderPassMLGPU_inl_h
diff --git a/gfx/layers/mlgpu/RenderPassMLGPU.cpp b/gfx/layers/mlgpu/RenderPassMLGPU.cpp
new file mode 100644
index 0000000000..1fd970e4a8
--- /dev/null
+++ b/gfx/layers/mlgpu/RenderPassMLGPU.cpp
@@ -0,0 +1,971 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "RenderPassMLGPU.h"
+#include "ContainerLayerMLGPU.h"
+#include "FrameBuilder.h"
+#include "ImageLayerMLGPU.h"
+#include "MaskOperation.h"
+#include "MLGDevice.h"
+#include "PaintedLayerMLGPU.h"
+#include "RenderViewMLGPU.h"
+#include "ShaderDefinitionsMLGPU.h"
+#include "ShaderDefinitionsMLGPU-inl.h"
+#include "SharedBufferMLGPU.h"
+#include "mozilla/layers/LayersHelpers.h"
+#include "mozilla/layers/LayersMessages.h"
+#include "RenderPassMLGPU-inl.h"
+
+namespace mozilla {
+namespace layers {
+
+using namespace gfx;
+
+ItemInfo::ItemInfo(FrameBuilder* aBuilder, RenderViewMLGPU* aView,
+ LayerMLGPU* aLayer, int32_t aSortOrder,
+ const IntRect& aBounds, Maybe<Polygon>&& aGeometry)
+ : view(aView),
+ layer(aLayer),
+ type(RenderPassType::Unknown),
+ layerIndex(kInvalidResourceIndex),
+ sortOrder(aSortOrder),
+ bounds(aBounds),
+ geometry(std::move(aGeometry)) {
+ const Matrix4x4& transform = aLayer->GetLayer()->GetEffectiveTransform();
+
+ Matrix transform2D;
+ if (!geometry && transform.Is2D(&transform2D) &&
+ transform2D.IsRectilinear()) {
+ this->rectilinear = true;
+ if (transform2D.IsIntegerTranslation()) {
+ this->translation =
+ Some(IntPoint::Truncate(transform2D.GetTranslation()));
+ }
+ } else {
+ this->rectilinear = false;
+ }
+
+ // Layers can have arbitrary clips or transforms, and we can't use built-in
+ // scissor functionality when batching. Instead, pixel shaders will write
+ // transparent pixels for positions outside of the clip. Unfortunately that
+ // breaks z-buffering because the transparent pixels will still write to
+ // the depth buffer.
+ //
+ // To make this work, we clamp the final vertices in the vertex shader to
+ // the clip rect. We can only do this for rectilinear transforms. If a
+ // transform can produce a rotation or perspective change, then we might
+ // accidentally change the geometry. These items are not treated as
+ // opaque.
+ //
+ // Also, we someday want non-rectilinear items to be antialiased with DEAA,
+ // and we can't do this if the items are rendered front-to-back, since
+ // such items cannot be blended. (Though we could consider adding these
+ // items in two separate draw calls, one for DEAA and for not - that is
+ // definitely future work.)
+ if (aLayer->GetComputedOpacity() != 1.0f || aLayer->GetMask() ||
+ !aLayer->IsContentOpaque() || !rectilinear) {
+ this->opaque = false;
+ this->renderOrder = RenderOrder::BackToFront;
+ } else {
+ this->opaque = true;
+ this->renderOrder = aView->HasDepthBuffer() ? RenderOrder::FrontToBack
+ : RenderOrder::BackToFront;
+ }
+
+ this->type = RenderPassMLGPU::GetPreferredPassType(aBuilder, *this);
+}
+
+RenderPassType RenderPassMLGPU::GetPreferredPassType(FrameBuilder* aBuilder,
+ const ItemInfo& aItem) {
+ LayerMLGPU* layer = aItem.layer;
+ switch (layer->GetType()) {
+ case Layer::TYPE_COLOR: {
+ if (aBuilder->GetDevice()->CanUseClearView() &&
+ aItem.HasRectTransformAndClip() && aItem.translation &&
+ aItem.opaque && !aItem.view->HasDepthBuffer()) {
+ // Note: we don't have ClearView set up to do depth buffer writes, so we
+ // exclude depth buffering from the test above.
+ return RenderPassType::ClearView;
+ }
+ return RenderPassType::SolidColor;
+ }
+ case Layer::TYPE_PAINTED: {
+ PaintedLayerMLGPU* painted = layer->AsPaintedLayerMLGPU();
+ if (painted->HasComponentAlpha()) {
+ return RenderPassType::ComponentAlpha;
+ }
+ return RenderPassType::SingleTexture;
+ }
+ case Layer::TYPE_CANVAS:
+ return RenderPassType::SingleTexture;
+ case Layer::TYPE_IMAGE: {
+ ImageHost* host = layer->AsTexturedLayerMLGPU()->GetImageHost();
+ TextureHost* texture = host->CurrentTextureHost();
+ if (texture->GetReadFormat() == SurfaceFormat::YUV ||
+ texture->GetReadFormat() == SurfaceFormat::NV12 ||
+ texture->GetReadFormat() == SurfaceFormat::P010 ||
+ texture->GetReadFormat() == SurfaceFormat::P016) {
+ return RenderPassType::Video;
+ }
+ return RenderPassType::SingleTexture;
+ }
+ case Layer::TYPE_CONTAINER:
+ return RenderPassType::RenderView;
+ default:
+ return RenderPassType::Unknown;
+ }
+}
+
+RefPtr<RenderPassMLGPU> RenderPassMLGPU::CreatePass(FrameBuilder* aBuilder,
+ const ItemInfo& aItem) {
+ switch (aItem.type) {
+ case RenderPassType::SolidColor:
+ return MakeAndAddRef<SolidColorPass>(aBuilder, aItem);
+ case RenderPassType::SingleTexture:
+ return MakeAndAddRef<SingleTexturePass>(aBuilder, aItem);
+ case RenderPassType::RenderView:
+ return MakeAndAddRef<RenderViewPass>(aBuilder, aItem);
+ case RenderPassType::Video:
+ return MakeAndAddRef<VideoRenderPass>(aBuilder, aItem);
+ case RenderPassType::ComponentAlpha:
+ return MakeAndAddRef<ComponentAlphaPass>(aBuilder, aItem);
+ case RenderPassType::ClearView:
+ return MakeAndAddRef<ClearViewPass>(aBuilder, aItem);
+ default:
+ return nullptr;
+ }
+}
+
+RenderPassMLGPU::RenderPassMLGPU(FrameBuilder* aBuilder, const ItemInfo& aItem)
+ : mBuilder(aBuilder),
+ mDevice(aBuilder->GetDevice()),
+ mLayerBufferIndex(aBuilder->CurrentLayerBufferIndex()),
+ mMaskRectBufferIndex(kInvalidResourceIndex),
+ mPrepared(false) {}
+
+RenderPassMLGPU::~RenderPassMLGPU() = default;
+
+bool RenderPassMLGPU::IsCompatible(const ItemInfo& aItem) {
+ if (GetType() != aItem.type) {
+ return false;
+ }
+ if (mLayerBufferIndex != mBuilder->CurrentLayerBufferIndex()) {
+ return false;
+ }
+ return true;
+}
+
+bool RenderPassMLGPU::AcceptItem(ItemInfo& aInfo) {
+ MOZ_ASSERT(IsCompatible(aInfo));
+
+ if (!AddToPass(aInfo.layer, aInfo)) {
+ return false;
+ }
+
+ if (aInfo.renderOrder == RenderOrder::BackToFront) {
+ mAffectedRegion.OrWith(aInfo.bounds);
+ mAffectedRegion.SimplifyOutward(4);
+ }
+ return true;
+}
+
+bool RenderPassMLGPU::Intersects(const ItemInfo& aItem) {
+ MOZ_ASSERT(aItem.renderOrder == RenderOrder::BackToFront);
+ return !mAffectedRegion.Intersect(aItem.bounds).IsEmpty();
+}
+
+void RenderPassMLGPU::PrepareForRendering() { mPrepared = true; }
+
+ShaderRenderPass::ShaderRenderPass(FrameBuilder* aBuilder,
+ const ItemInfo& aItem)
+ : RenderPassMLGPU(aBuilder, aItem),
+ mGeometry(GeometryMode::Unknown),
+ mHasRectTransformAndClip(aItem.HasRectTransformAndClip()) {
+ mMask = aItem.layer->GetMask();
+ if (mMask) {
+ mMaskRectBufferIndex = mBuilder->CurrentMaskRectBufferIndex();
+ }
+}
+
+bool ShaderRenderPass::IsCompatible(const ItemInfo& aItem) {
+ MOZ_ASSERT(mGeometry != GeometryMode::Unknown);
+
+ if (!RenderPassMLGPU::IsCompatible(aItem)) {
+ return false;
+ }
+
+ // A masked batch cannot accept non-masked items, since the pixel shader
+ // bakes in whether a mask is present. Also, the pixel shader can only bind
+ // one specific mask at a time.
+ if (aItem.layer->GetMask() != mMask) {
+ return false;
+ }
+ if (mMask && mBuilder->CurrentMaskRectBufferIndex() != mMaskRectBufferIndex) {
+ return false;
+ }
+
+ // We key batches on this property, since we can use more efficient pixel
+ // shaders if we don't need to propagate a clip and a mask.
+ if (mHasRectTransformAndClip != aItem.HasRectTransformAndClip()) {
+ return false;
+ }
+
+ // We should be assured at this point, that if the item requires complex
+ // geometry, then it should have already been rejected from a unit-quad
+ // batch. Therefore this batch should be in polygon mode.
+ MOZ_ASSERT_IF(aItem.geometry.isSome(), mGeometry == GeometryMode::Polygon);
+ return true;
+}
+
+void ShaderRenderPass::SetGeometry(const ItemInfo& aItem, GeometryMode aMode) {
+ MOZ_ASSERT(mGeometry == GeometryMode::Unknown);
+
+ if (aMode == GeometryMode::Unknown) {
+ mGeometry = mHasRectTransformAndClip ? GeometryMode::UnitQuad
+ : GeometryMode::Polygon;
+ } else {
+ mGeometry = aMode;
+ }
+
+ // Since we process layers front-to-back, back-to-front items are
+ // in the wrong order. We address this by automatically reversing
+ // the buffers we use to build vertices.
+ if (aItem.renderOrder != RenderOrder::FrontToBack) {
+ mInstances.SetReversed();
+ }
+}
+
+void ShaderRenderPass::PrepareForRendering() {
+ if (mInstances.IsEmpty()) {
+ return;
+ }
+ if (!mDevice->GetSharedVertexBuffer()->Allocate(&mInstanceBuffer,
+ mInstances) ||
+ !SetupPSBuffer0(GetOpacity()) || !OnPrepareBuffers()) {
+ return;
+ }
+ return RenderPassMLGPU::PrepareForRendering();
+}
+
+bool ShaderRenderPass::SetupPSBuffer0(float aOpacity) {
+ if (aOpacity == 1.0f && !HasMask()) {
+ mPSBuffer0 = mBuilder->GetDefaultMaskInfo();
+ return true;
+ }
+
+ MaskInformation cb(aOpacity, HasMask());
+ return mDevice->GetSharedPSBuffer()->Allocate(&mPSBuffer0, cb);
+}
+
+void ShaderRenderPass::ExecuteRendering() {
+ if (mInstances.IsEmpty()) {
+ return;
+ }
+
+ // Change the blend state if needed.
+ if (Maybe<MLGBlendState> blendState = GetBlendState()) {
+ mDevice->SetBlendState(blendState.value());
+ }
+
+ mDevice->SetPSConstantBuffer(0, &mPSBuffer0);
+ if (MaskOperation* mask = GetMask()) {
+ mDevice->SetPSTexture(kMaskLayerTextureSlot, mask->GetTexture());
+ mDevice->SetSamplerMode(kMaskSamplerSlot, SamplerMode::LinearClampToZero);
+ }
+
+ SetupPipeline();
+
+ if (mGeometry == GeometryMode::Polygon) {
+ mDevice->SetTopology(MLGPrimitiveTopology::UnitTriangle);
+ } else {
+ mDevice->SetTopology(MLGPrimitiveTopology::UnitQuad);
+ }
+ mDevice->SetVertexBuffer(1, &mInstanceBuffer);
+
+ if (mGeometry == GeometryMode::Polygon) {
+ mDevice->DrawInstanced(3, mInstanceBuffer.NumVertices(), 0, 0);
+ } else {
+ mDevice->DrawInstanced(4, mInstanceBuffer.NumVertices(), 0, 0);
+ }
+}
+
+static inline DeviceColor ComputeLayerColor(LayerMLGPU* aLayer,
+ const DeviceColor& aColor) {
+ float opacity = aLayer->GetComputedOpacity();
+ return DeviceColor(aColor.r * aColor.a * opacity,
+ aColor.g * aColor.a * opacity,
+ aColor.b * aColor.a * opacity, aColor.a * opacity);
+}
+
+ClearViewPass::ClearViewPass(FrameBuilder* aBuilder, const ItemInfo& aItem)
+ : RenderPassMLGPU(aBuilder, aItem), mView(aItem.view) {
+ // Note: we could write to the depth buffer, but since the depth buffer is
+ // disabled by default, we don't bother yet.
+ MOZ_ASSERT(!mView->HasDepthBuffer());
+
+ ColorLayer* colorLayer = aItem.layer->GetLayer()->AsColorLayer();
+ mColor = ComputeLayerColor(aItem.layer, colorLayer->GetColor());
+}
+
+bool ClearViewPass::IsCompatible(const ItemInfo& aItem) {
+ if (!RenderPassMLGPU::IsCompatible(aItem)) {
+ return false;
+ }
+
+ // These should be true if we computed a ClearView pass type.
+ MOZ_ASSERT(aItem.translation);
+ MOZ_ASSERT(aItem.opaque);
+ MOZ_ASSERT(aItem.HasRectTransformAndClip());
+
+ // Each call only supports a single color.
+ ColorLayer* colorLayer = aItem.layer->GetLayer()->AsColorLayer();
+ if (mColor != ComputeLayerColor(aItem.layer, colorLayer->GetColor())) {
+ return false;
+ }
+
+ // We don't support opacity here since it would not blend correctly.
+ MOZ_ASSERT(mColor.a == 1.0f);
+ return true;
+}
+
+bool ClearViewPass::AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) {
+ const LayerIntRegion& region = aItem->GetRenderRegion();
+ for (auto iter = region.RectIter(); !iter.Done(); iter.Next()) {
+ IntRect rect = iter.Get().ToUnknownRect();
+ rect += aInfo.translation.value();
+ rect -= mView->GetTargetOffset();
+ mRects.AppendElement(rect);
+ }
+ return true;
+}
+
+void ClearViewPass::ExecuteRendering() {
+ mDevice->ClearView(mDevice->GetRenderTarget(), mColor, mRects.Elements(),
+ mRects.Length());
+}
+
+SolidColorPass::SolidColorPass(FrameBuilder* aBuilder, const ItemInfo& aItem)
+ : BatchRenderPass(aBuilder, aItem) {
+ SetDefaultGeometry(aItem);
+}
+
+bool SolidColorPass::AddToPass(LayerMLGPU* aLayer, ItemInfo& aInfo) {
+ MOZ_ASSERT(aLayer->GetType() == Layer::TYPE_COLOR);
+
+ ColorLayer* colorLayer = aLayer->GetLayer()->AsColorLayer();
+
+ Txn txn(this);
+
+ gfx::DeviceColor color = ComputeLayerColor(aLayer, colorLayer->GetColor());
+
+ const LayerIntRegion& region = aLayer->GetRenderRegion();
+ for (auto iter = region.RectIter(); !iter.Done(); iter.Next()) {
+ const IntRect rect = iter.Get().ToUnknownRect();
+ ColorTraits traits(aInfo, Rect(rect), color);
+
+ if (!txn.Add(traits)) {
+ return false;
+ }
+ }
+ return txn.Commit();
+}
+
+float SolidColorPass::GetOpacity() const {
+ // Note our pixel shader just ignores the opacity, since we baked it
+ // into our color values already. Just return 1, which ensures we can
+ // use the default constant buffer binding.
+ return 1.0f;
+}
+
+void SolidColorPass::SetupPipeline() {
+ if (mGeometry == GeometryMode::UnitQuad) {
+ mDevice->SetVertexShader(VertexShaderID::ColoredQuad);
+ mDevice->SetPixelShader(PixelShaderID::ColoredQuad);
+ } else {
+ mDevice->SetVertexShader(VertexShaderID::ColoredVertex);
+ mDevice->SetPixelShader(PixelShaderID::ColoredVertex);
+ }
+}
+
+TexturedRenderPass::TexturedRenderPass(FrameBuilder* aBuilder,
+ const ItemInfo& aItem)
+ : BatchRenderPass(aBuilder, aItem), mTextureFlags(TextureFlags::NO_FLAGS) {}
+
+TexturedRenderPass::Info::Info(const ItemInfo& aItem, PaintedLayerMLGPU* aLayer)
+ : item(aItem),
+ textureSize(aLayer->GetTexture()->GetSize()),
+ destOrigin(aLayer->GetDestOrigin()),
+ decomposeIntoNoRepeatRects(aLayer->MayResample()) {}
+
+TexturedRenderPass::Info::Info(const ItemInfo& aItem,
+ TexturedLayerMLGPU* aLayer)
+ : item(aItem),
+ textureSize(aLayer->GetTexture()->GetSize()),
+ scale(aLayer->GetPictureScale()),
+ decomposeIntoNoRepeatRects(false) {}
+
+TexturedRenderPass::Info::Info(const ItemInfo& aItem,
+ ContainerLayerMLGPU* aLayer)
+ : item(aItem),
+ textureSize(aLayer->GetTargetSize()),
+ destOrigin(aLayer->GetTargetOffset()),
+ decomposeIntoNoRepeatRects(false) {}
+
+bool TexturedRenderPass::AddItem(Txn& aTxn, const Info& aInfo,
+ const Rect& aDrawRect) {
+ if (mGeometry == GeometryMode::Polygon) {
+ // This path will not clamp the draw rect to the layer clip, so we can pass
+ // the draw rect texture rects straight through.
+ return AddClippedItem(aTxn, aInfo, aDrawRect);
+ }
+
+ const ItemInfo& item = aInfo.item;
+
+ MOZ_ASSERT(!item.geometry);
+ MOZ_ASSERT(item.HasRectTransformAndClip());
+ MOZ_ASSERT(mHasRectTransformAndClip);
+
+ const Matrix4x4& fullTransform =
+ item.layer->GetLayer()->GetEffectiveTransformForBuffer();
+ Matrix transform = fullTransform.As2D();
+ Matrix inverse = transform;
+ if (!inverse.Invert()) {
+ // Degenerate transforms are not visible, since there is no mapping to
+ // screen space. Just return without adding any draws.
+ return true;
+ }
+ MOZ_ASSERT(inverse.IsRectilinear());
+
+ // Transform the clip rect.
+ IntRect clipRect = item.layer->GetComputedClipRect().ToUnknownRect();
+ clipRect += item.view->GetTargetOffset();
+
+ // Clip and adjust the texture rect.
+ Rect localClip = inverse.TransformBounds(Rect(clipRect));
+ Rect clippedDrawRect = aDrawRect.Intersect(localClip);
+ if (clippedDrawRect.IsEmpty()) {
+ return true;
+ }
+
+ return AddClippedItem(aTxn, aInfo, clippedDrawRect);
+}
+
+bool TexturedRenderPass::AddClippedItem(Txn& aTxn, const Info& aInfo,
+ const gfx::Rect& aDrawRect) {
+ float xScale = 1.0;
+ float yScale = 1.0;
+ if (aInfo.scale) {
+ xScale = aInfo.scale->width;
+ yScale = aInfo.scale->height;
+ }
+
+ Point offset = aDrawRect.TopLeft() - aInfo.destOrigin;
+ Rect textureRect(offset.x * xScale, offset.y * yScale,
+ aDrawRect.Width() * xScale, aDrawRect.Height() * yScale);
+
+ Rect textureCoords = TextureRectToCoords(textureRect, aInfo.textureSize);
+ if (mTextureFlags & TextureFlags::ORIGIN_BOTTOM_LEFT) {
+ textureCoords.MoveToY(1.0 - textureCoords.Y());
+ textureCoords.SetHeight(-textureCoords.Height());
+ }
+
+ if (!aInfo.decomposeIntoNoRepeatRects) {
+ // Fast, normal case, we can use the texture coordinates as-s and the caller
+ // will use a repeat sampler if needed.
+ TexturedTraits traits(aInfo.item, aDrawRect, textureCoords);
+ if (!aTxn.Add(traits)) {
+ return false;
+ }
+ } else {
+ Rect layerRects[4];
+ Rect textureRects[4];
+ size_t numRects = DecomposeIntoNoRepeatRects(aDrawRect, textureCoords,
+ &layerRects, &textureRects);
+
+ for (size_t i = 0; i < numRects; i++) {
+ TexturedTraits traits(aInfo.item, layerRects[i], textureRects[i]);
+ if (!aTxn.Add(traits)) {
+ return false;
+ }
+ }
+ }
+ return true;
+}
+
+SingleTexturePass::SingleTexturePass(FrameBuilder* aBuilder,
+ const ItemInfo& aItem)
+ : TexturedRenderPass(aBuilder, aItem),
+ mSamplerMode(SamplerMode::LinearClamp),
+ mOpacity(1.0f) {
+ SetDefaultGeometry(aItem);
+}
+
+bool SingleTexturePass::AddToPass(LayerMLGPU* aLayer, ItemInfo& aItem) {
+ RefPtr<TextureSource> texture;
+
+ SamplerMode sampler;
+ TextureFlags flags = TextureFlags::NO_FLAGS;
+ if (PaintedLayerMLGPU* paintedLayer = aLayer->AsPaintedLayerMLGPU()) {
+ if (paintedLayer->HasComponentAlpha()) {
+ return false;
+ }
+ texture = paintedLayer->GetTexture();
+ sampler = paintedLayer->GetSamplerMode();
+ } else if (TexturedLayerMLGPU* texLayer = aLayer->AsTexturedLayerMLGPU()) {
+ texture = texLayer->GetTexture();
+ sampler = FilterToSamplerMode(texLayer->GetSamplingFilter());
+ TextureHost* host = texLayer->GetImageHost()->CurrentTextureHost();
+ flags = host->GetFlags();
+ } else {
+ return false;
+ }
+
+ // We should not assign a texture-based layer to tiles if it has no texture.
+ MOZ_ASSERT(texture);
+
+ float opacity = aLayer->GetComputedOpacity();
+ if (mTexture) {
+ if (texture != mTexture) {
+ return false;
+ }
+ if (mSamplerMode != sampler) {
+ return false;
+ }
+ if (mOpacity != opacity) {
+ return false;
+ }
+ // Note: premultiplied, origin-bottom-left are already implied by the
+ // texture source.
+ } else {
+ mTexture = texture;
+ mSamplerMode = sampler;
+ mOpacity = opacity;
+ mTextureFlags = flags;
+ }
+
+ Txn txn(this);
+
+ // Note: these are two separate cases since no Info constructor takes in a
+ // base LayerMLGPU class.
+ if (PaintedLayerMLGPU* layer = aLayer->AsPaintedLayerMLGPU()) {
+ Info info(aItem, layer);
+ if (!AddItems(txn, info, layer->GetDrawRects())) {
+ return false;
+ }
+ } else if (TexturedLayerMLGPU* layer = aLayer->AsTexturedLayerMLGPU()) {
+ Info info(aItem, layer);
+ if (!AddItems(txn, info, layer->GetRenderRegion())) {
+ return false;
+ }
+ }
+
+ return txn.Commit();
+}
+
+Maybe<MLGBlendState> SingleTexturePass::GetBlendState() const {
+ return (mTextureFlags & TextureFlags::NON_PREMULTIPLIED)
+ ? Some(MLGBlendState::OverAndPremultiply)
+ : Some(MLGBlendState::Over);
+}
+
+void SingleTexturePass::SetupPipeline() {
+ MOZ_ASSERT(mTexture);
+
+ if (mGeometry == GeometryMode::UnitQuad) {
+ mDevice->SetVertexShader(VertexShaderID::TexturedQuad);
+ } else {
+ mDevice->SetVertexShader(VertexShaderID::TexturedVertex);
+ }
+
+ mDevice->SetPSTexture(0, mTexture);
+ mDevice->SetSamplerMode(kDefaultSamplerSlot, mSamplerMode);
+ switch (mTexture.get()->GetFormat()) {
+ case SurfaceFormat::B8G8R8A8:
+ case SurfaceFormat::R8G8B8A8:
+ if (mGeometry == GeometryMode::UnitQuad)
+ mDevice->SetPixelShader(PixelShaderID::TexturedQuadRGBA);
+ else
+ mDevice->SetPixelShader(PixelShaderID::TexturedVertexRGBA);
+ break;
+ default:
+ if (mGeometry == GeometryMode::UnitQuad)
+ mDevice->SetPixelShader(PixelShaderID::TexturedQuadRGB);
+ else
+ mDevice->SetPixelShader(PixelShaderID::TexturedVertexRGB);
+ break;
+ }
+}
+
+ComponentAlphaPass::ComponentAlphaPass(FrameBuilder* aBuilder,
+ const ItemInfo& aItem)
+ : TexturedRenderPass(aBuilder, aItem),
+ mOpacity(1.0f),
+ mSamplerMode(SamplerMode::LinearClamp) {
+ SetDefaultGeometry(aItem);
+}
+
+bool ComponentAlphaPass::AddToPass(LayerMLGPU* aLayer, ItemInfo& aItem) {
+ PaintedLayerMLGPU* layer = aLayer->AsPaintedLayerMLGPU();
+ MOZ_ASSERT(layer);
+
+ if (mTextureOnBlack) {
+ if (layer->GetTexture() != mTextureOnBlack ||
+ layer->GetTextureOnWhite() != mTextureOnWhite ||
+ layer->GetOpacity() != mOpacity ||
+ layer->GetSamplerMode() != mSamplerMode) {
+ return false;
+ }
+ } else {
+ mOpacity = layer->GetComputedOpacity();
+ mSamplerMode = layer->GetSamplerMode();
+ mTextureOnBlack = layer->GetTexture();
+ mTextureOnWhite = layer->GetTextureOnWhite();
+ }
+
+ Txn txn(this);
+
+ Info info(aItem, layer);
+ if (!AddItems(txn, info, layer->GetDrawRects())) {
+ return false;
+ }
+ return txn.Commit();
+}
+
+float ComponentAlphaPass::GetOpacity() const { return mOpacity; }
+
+void ComponentAlphaPass::SetupPipeline() {
+ TextureSource* textures[2] = {mTextureOnBlack, mTextureOnWhite};
+ MOZ_ASSERT(textures[0]);
+ MOZ_ASSERT(textures[1]);
+
+ if (mGeometry == GeometryMode::UnitQuad) {
+ mDevice->SetVertexShader(VertexShaderID::TexturedQuad);
+ mDevice->SetPixelShader(PixelShaderID::ComponentAlphaQuad);
+ } else {
+ mDevice->SetVertexShader(VertexShaderID::TexturedVertex);
+ mDevice->SetPixelShader(PixelShaderID::ComponentAlphaVertex);
+ }
+
+ mDevice->SetSamplerMode(kDefaultSamplerSlot, mSamplerMode);
+ mDevice->SetPSTextures(0, 2, textures);
+}
+
+VideoRenderPass::VideoRenderPass(FrameBuilder* aBuilder, const ItemInfo& aItem)
+ : TexturedRenderPass(aBuilder, aItem),
+ mSamplerMode(SamplerMode::LinearClamp),
+ mOpacity(1.0f) {
+ SetDefaultGeometry(aItem);
+}
+
+bool VideoRenderPass::AddToPass(LayerMLGPU* aLayer, ItemInfo& aItem) {
+ ImageLayerMLGPU* layer = aLayer->AsImageLayerMLGPU();
+ if (!layer) {
+ return false;
+ }
+
+ RefPtr<TextureHost> host = layer->GetImageHost()->CurrentTextureHost();
+ RefPtr<TextureSource> source = layer->GetTexture();
+ float opacity = layer->GetComputedOpacity();
+ SamplerMode sampler = FilterToSamplerMode(layer->GetSamplingFilter());
+
+ if (mHost) {
+ if (mHost != host) {
+ return false;
+ }
+ if (mTexture != source) {
+ return false;
+ }
+ if (mOpacity != opacity) {
+ return false;
+ }
+ if (mSamplerMode != sampler) {
+ return false;
+ }
+ } else {
+ mHost = host;
+ mTexture = source;
+ mOpacity = opacity;
+ mSamplerMode = sampler;
+ }
+ MOZ_ASSERT(!mTexture->AsBigImageIterator());
+ MOZ_ASSERT(!(mHost->GetFlags() & TextureFlags::NON_PREMULTIPLIED));
+ MOZ_ASSERT(!(mHost->GetFlags() & TextureFlags::ORIGIN_BOTTOM_LEFT));
+
+ Txn txn(this);
+
+ Info info(aItem, layer);
+ if (!AddItems(txn, info, layer->GetRenderRegion())) {
+ return false;
+ }
+ return txn.Commit();
+}
+
+void VideoRenderPass::SetupPipeline() {
+ YUVColorSpace colorSpace = YUVColorSpace::UNKNOWN;
+ switch (mHost->GetReadFormat()) {
+ case SurfaceFormat::YUV:
+ case SurfaceFormat::NV12:
+ case SurfaceFormat::P010:
+ case SurfaceFormat::P016:
+ colorSpace = mHost->GetYUVColorSpace();
+ break;
+ default:
+ MOZ_ASSERT_UNREACHABLE("Unexpected surface format in VideoRenderPass");
+ break;
+ }
+ MOZ_ASSERT(colorSpace != YUVColorSpace::UNKNOWN);
+
+ RefPtr<MLGBuffer> ps1 = mDevice->GetBufferForColorSpace(colorSpace);
+ if (!ps1) {
+ return;
+ }
+
+ RefPtr<MLGBuffer> ps2 =
+ mDevice->GetBufferForColorDepthCoefficient(mHost->GetColorDepth());
+ if (!ps2) {
+ return;
+ }
+
+ if (mGeometry == GeometryMode::UnitQuad) {
+ mDevice->SetVertexShader(VertexShaderID::TexturedQuad);
+ } else {
+ mDevice->SetVertexShader(VertexShaderID::TexturedVertex);
+ }
+
+ switch (mHost->GetReadFormat()) {
+ case SurfaceFormat::YUV: {
+ if (colorSpace == YUVColorSpace::Identity) {
+ if (mGeometry == GeometryMode::UnitQuad)
+ mDevice->SetPixelShader(PixelShaderID::TexturedQuadIdentityIMC4);
+ else
+ mDevice->SetPixelShader(PixelShaderID::TexturedVertexIdentityIMC4);
+ } else {
+ if (mGeometry == GeometryMode::UnitQuad)
+ mDevice->SetPixelShader(PixelShaderID::TexturedQuadIMC4);
+ else
+ mDevice->SetPixelShader(PixelShaderID::TexturedVertexIMC4);
+ }
+ mDevice->SetPSTexturesYUV(0, mTexture);
+ break;
+ }
+ case SurfaceFormat::NV12:
+ case SurfaceFormat::P010:
+ case SurfaceFormat::P016:
+ if (mGeometry == GeometryMode::UnitQuad)
+ mDevice->SetPixelShader(PixelShaderID::TexturedQuadNV12);
+ else
+ mDevice->SetPixelShader(PixelShaderID::TexturedVertexNV12);
+ mDevice->SetPSTexturesNV12(0, mTexture);
+ break;
+ default:
+ MOZ_ASSERT_UNREACHABLE("Unknown video format");
+ break;
+ }
+
+ mDevice->SetSamplerMode(kDefaultSamplerSlot, mSamplerMode);
+ mDevice->SetPSConstantBuffer(1, ps1);
+ mDevice->SetPSConstantBuffer(2, ps2);
+}
+
+RenderViewPass::RenderViewPass(FrameBuilder* aBuilder, const ItemInfo& aItem)
+ : TexturedRenderPass(aBuilder, aItem), mParentView(nullptr) {
+ mAssignedLayer = aItem.layer->AsContainerLayerMLGPU();
+
+ CompositionOp blendOp = mAssignedLayer->GetMixBlendMode();
+ if (BlendOpIsMixBlendMode(blendOp)) {
+ mBlendMode = Some(blendOp);
+ }
+
+ if (mBlendMode) {
+ // We do not have fast-path rect shaders for blending.
+ SetGeometry(aItem, GeometryMode::Polygon);
+ } else {
+ SetDefaultGeometry(aItem);
+ }
+}
+
+bool RenderViewPass::AddToPass(LayerMLGPU* aLayer, ItemInfo& aItem) {
+ // We bake in the layer ahead of time, which also guarantees the blend mode
+ // is baked in, as well as the geometry requirement.
+ if (mAssignedLayer != aLayer) {
+ return false;
+ }
+
+ mSource = mAssignedLayer->GetRenderTarget();
+ if (!mSource) {
+ return false;
+ }
+
+ mParentView = aItem.view;
+
+ Txn txn(this);
+
+ IntPoint offset = mAssignedLayer->GetTargetOffset();
+ IntSize size = mAssignedLayer->GetTargetSize();
+
+ // Clamp the visible region to the texture size.
+ nsIntRegion visible = mAssignedLayer->GetRenderRegion().ToUnknownRegion();
+ visible.AndWith(IntRect(offset, size));
+
+ Info info(aItem, mAssignedLayer);
+ if (!AddItems(txn, info, visible)) {
+ return false;
+ }
+ return txn.Commit();
+}
+
+float RenderViewPass::GetOpacity() const {
+ return mAssignedLayer->GetLayer()->GetEffectiveOpacity();
+}
+
+bool RenderViewPass::OnPrepareBuffers() {
+ if (mBlendMode && !PrepareBlendState()) {
+ return false;
+ }
+ return true;
+}
+
+static inline PixelShaderID GetShaderForBlendMode(CompositionOp aOp) {
+ switch (aOp) {
+ case CompositionOp::OP_MULTIPLY:
+ return PixelShaderID::BlendMultiply;
+ case CompositionOp::OP_SCREEN:
+ return PixelShaderID::BlendScreen;
+ case CompositionOp::OP_OVERLAY:
+ return PixelShaderID::BlendOverlay;
+ case CompositionOp::OP_DARKEN:
+ return PixelShaderID::BlendDarken;
+ case CompositionOp::OP_LIGHTEN:
+ return PixelShaderID::BlendLighten;
+ case CompositionOp::OP_COLOR_DODGE:
+ return PixelShaderID::BlendColorDodge;
+ case CompositionOp::OP_COLOR_BURN:
+ return PixelShaderID::BlendColorBurn;
+ case CompositionOp::OP_HARD_LIGHT:
+ return PixelShaderID::BlendHardLight;
+ case CompositionOp::OP_SOFT_LIGHT:
+ return PixelShaderID::BlendSoftLight;
+ case CompositionOp::OP_DIFFERENCE:
+ return PixelShaderID::BlendDifference;
+ case CompositionOp::OP_EXCLUSION:
+ return PixelShaderID::BlendExclusion;
+ case CompositionOp::OP_HUE:
+ return PixelShaderID::BlendHue;
+ case CompositionOp::OP_SATURATION:
+ return PixelShaderID::BlendSaturation;
+ case CompositionOp::OP_COLOR:
+ return PixelShaderID::BlendColor;
+ case CompositionOp::OP_LUMINOSITY:
+ return PixelShaderID::BlendLuminosity;
+ default:
+ MOZ_ASSERT_UNREACHABLE("Unexpected blend mode");
+ return PixelShaderID::TexturedVertexRGBA;
+ }
+}
+
+bool RenderViewPass::PrepareBlendState() {
+ Rect visibleRect(
+ mAssignedLayer->GetRenderRegion().GetBounds().ToUnknownRect());
+ IntRect clipRect(mAssignedLayer->GetComputedClipRect().ToUnknownRect());
+ const Matrix4x4& transform =
+ mAssignedLayer->GetLayer()->GetEffectiveTransformForBuffer();
+
+ // Note that we must use our parent RenderView for this calculation,
+ // since we're copying the backdrop, not our actual local target.
+ IntRect rtRect(mParentView->GetTargetOffset(), mParentView->GetSize());
+
+ Matrix4x4 backdropTransform;
+ mBackdropCopyRect = ComputeBackdropCopyRect(visibleRect, clipRect, transform,
+ rtRect, &backdropTransform);
+
+ AutoBufferUpload<BlendVertexShaderConstants> cb;
+ if (!mDevice->GetSharedVSBuffer()->Allocate(&mBlendConstants, &cb)) {
+ return false;
+ }
+ memcpy(cb->backdropTransform, &backdropTransform._11, 64);
+ return true;
+}
+
+void RenderViewPass::SetupPipeline() {
+ if (mBlendMode) {
+ RefPtr<MLGRenderTarget> backdrop = mParentView->GetRenderTarget();
+ MOZ_ASSERT(mDevice->GetRenderTarget() == backdrop);
+
+ RefPtr<MLGTexture> copy = mDevice->CreateTexture(
+ mBackdropCopyRect.Size(), SurfaceFormat::B8G8R8A8, MLGUsage::Default,
+ MLGTextureFlags::ShaderResource);
+ if (!copy) {
+ return;
+ }
+
+ mDevice->CopyTexture(copy, IntPoint(0, 0), backdrop->GetTexture(),
+ mBackdropCopyRect);
+
+ MOZ_ASSERT(mGeometry == GeometryMode::Polygon);
+ mDevice->SetVertexShader(VertexShaderID::BlendVertex);
+ mDevice->SetPixelShader(GetShaderForBlendMode(mBlendMode.value()));
+ mDevice->SetVSConstantBuffer(kBlendConstantBufferSlot, &mBlendConstants);
+ mDevice->SetPSTexture(1, copy);
+ } else {
+ if (mGeometry == GeometryMode::UnitQuad) {
+ mDevice->SetVertexShader(VertexShaderID::TexturedQuad);
+ mDevice->SetPixelShader(PixelShaderID::TexturedQuadRGBA);
+ } else {
+ mDevice->SetVertexShader(VertexShaderID::TexturedVertex);
+ mDevice->SetPixelShader(PixelShaderID::TexturedVertexRGBA);
+ }
+ }
+
+ mDevice->SetPSTexture(0, mSource->GetTexture());
+ mDevice->SetSamplerMode(kDefaultSamplerSlot, SamplerMode::LinearClamp);
+}
+
+void RenderViewPass::ExecuteRendering() {
+ if (mAssignedLayer->NeedsSurfaceCopy()) {
+ RenderWithBackdropCopy();
+ return;
+ }
+
+ TexturedRenderPass::ExecuteRendering();
+}
+
+void RenderViewPass::RenderWithBackdropCopy() {
+ MOZ_ASSERT(mAssignedLayer->NeedsSurfaceCopy());
+
+ DebugOnly<Matrix> transform2d;
+ const Matrix4x4& transform = mAssignedLayer->GetEffectiveTransform();
+ MOZ_ASSERT(transform.Is2D(&transform2d) &&
+ !gfx::ThebesMatrix(transform2d).HasNonIntegerTranslation());
+
+ IntPoint translation = IntPoint::Truncate(transform._41, transform._42);
+
+ RenderViewMLGPU* childView = mAssignedLayer->GetRenderView();
+
+ IntRect visible =
+ mAssignedLayer->GetRenderRegion().GetBounds().ToUnknownRect();
+ IntRect sourceRect = visible + translation - mParentView->GetTargetOffset();
+ IntPoint destPoint = visible.TopLeft() - childView->GetTargetOffset();
+
+ RefPtr<MLGTexture> dest = mAssignedLayer->GetRenderTarget()->GetTexture();
+ RefPtr<MLGTexture> source = mParentView->GetRenderTarget()->GetTexture();
+
+ // Clamp the source rect to the source texture size.
+ sourceRect = sourceRect.Intersect(IntRect(IntPoint(0, 0), source->GetSize()));
+
+ // Clamp the source rect to the destination texture size.
+ IntRect destRect(destPoint, sourceRect.Size());
+ destRect = destRect.Intersect(IntRect(IntPoint(0, 0), dest->GetSize()));
+ sourceRect =
+ sourceRect.Intersect(IntRect(sourceRect.TopLeft(), destRect.Size()));
+
+ mDevice->CopyTexture(dest, destPoint, source, sourceRect);
+ childView->RenderAfterBackdropCopy();
+ mParentView->RestoreDeviceState();
+ TexturedRenderPass::ExecuteRendering();
+}
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/RenderPassMLGPU.h b/gfx/layers/mlgpu/RenderPassMLGPU.h
new file mode 100644
index 0000000000..55739953ea
--- /dev/null
+++ b/gfx/layers/mlgpu/RenderPassMLGPU.h
@@ -0,0 +1,439 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 MOZILLA_GFX_RENDERPASSMLGPU_H
+#define MOZILLA_GFX_RENDERPASSMLGPU_H
+
+#include "LayerMLGPU.h"
+#include "LayerManagerMLGPU.h"
+#include "ShaderDefinitionsMLGPU.h"
+#include "SharedBufferMLGPU.h"
+#include "StagingBuffer.h"
+
+namespace mozilla {
+namespace layers {
+
+using namespace mlg;
+
+class RenderViewMLGPU;
+
+enum class RenderPassType {
+ ClearView,
+ SolidColor,
+ SingleTexture,
+ RenderView,
+ Video,
+ ComponentAlpha,
+ Unknown
+};
+
+enum class RenderOrder {
+ // Used for all items when not using a depth buffer. Otherwise, used for
+ // items that may draw transparent pixels.
+ BackToFront,
+
+ // Only used when the depth buffer is enabled, and only for items that are
+ // guaranteed to only draw opaque pixels.
+ FrontToBack
+};
+
+static const uint32_t kInvalidResourceIndex = uint32_t(-1);
+
+struct ItemInfo final {
+ ItemInfo(FrameBuilder* aBuilder, RenderViewMLGPU* aView, LayerMLGPU* aLayer,
+ int32_t aSortOrder, const gfx::IntRect& aBounds,
+ Maybe<gfx::Polygon>&& aGeometry);
+
+ // Return true if a layer can be clipped by the vertex shader; false
+ // otherwise. Any kind of textured mask or non-rectilinear transform
+ // will cause this to return false.
+ bool HasRectTransformAndClip() const {
+ return rectilinear && !layer->GetMask();
+ }
+
+ RenderViewMLGPU* view;
+ LayerMLGPU* layer;
+ RenderPassType type;
+ uint32_t layerIndex;
+ int32_t sortOrder;
+ gfx::IntRect bounds;
+ RenderOrder renderOrder;
+ Maybe<gfx::Polygon> geometry;
+
+ // Set only when the transform is a 2D integer translation.
+ Maybe<gfx::IntPoint> translation;
+
+ // Set when the item bounds will occlude anything below it.
+ bool opaque;
+
+ // Set when the item's transform is 2D and rectilinear.
+ bool rectilinear;
+};
+
+// Base class for anything that can render in a batch to the GPU.
+class RenderPassMLGPU {
+ NS_INLINE_DECL_REFCOUNTING(RenderPassMLGPU)
+
+ public:
+ static RenderPassType GetPreferredPassType(FrameBuilder* aBuilder,
+ const ItemInfo& aInfo);
+
+ static RefPtr<RenderPassMLGPU> CreatePass(FrameBuilder* aBuilder,
+ const ItemInfo& aInfo);
+
+ // Return true if this pass is compatible with the given item, false
+ // otherwise. This does not guarantee the pass will accept the item,
+ // but does guarantee we can try.
+ virtual bool IsCompatible(const ItemInfo& aItem);
+
+ virtual RenderPassType GetType() const = 0;
+
+ // Return true if the layer was compatible with and added to this pass,
+ // false otherwise.
+ bool AcceptItem(ItemInfo& aInfo);
+
+ // Prepare constants buffers and textures.
+ virtual void PrepareForRendering();
+
+ // Execute this render pass to the currently selected surface.
+ virtual void ExecuteRendering() = 0;
+
+ virtual Maybe<MLGBlendState> GetBlendState() const { return Nothing(); }
+
+ size_t GetLayerBufferIndex() const { return mLayerBufferIndex; }
+ Maybe<uint32_t> GetMaskRectBufferIndex() const {
+ return mMaskRectBufferIndex == kInvalidResourceIndex
+ ? Nothing()
+ : Some(mMaskRectBufferIndex);
+ }
+
+ // Returns true if this pass overlaps the affected region of an item. This
+ // only ever returns true for transparent items and transparent batches,
+ // and should not be used otherwise.
+ bool Intersects(const ItemInfo& aItem);
+
+ // Returns true if pass has been successfully prepared.
+ bool IsPrepared() const { return mPrepared; }
+
+ protected:
+ RenderPassMLGPU(FrameBuilder* aBuilder, const ItemInfo& aItem);
+ virtual ~RenderPassMLGPU();
+
+ // Return true if the item was consumed, false otherwise.
+ virtual bool AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) = 0;
+
+ protected:
+ enum class GeometryMode { Unknown, UnitQuad, Polygon };
+
+ protected:
+ FrameBuilder* mBuilder;
+ RefPtr<MLGDevice> mDevice;
+ size_t mLayerBufferIndex;
+ size_t mMaskRectBufferIndex;
+ gfx::IntRegion mAffectedRegion;
+ bool mPrepared;
+};
+
+// Shader-based render passes execute a draw call, vs. non-shader passes that
+// use non-shader APIs (like ClearView).
+class ShaderRenderPass : public RenderPassMLGPU {
+ public:
+ ShaderRenderPass(FrameBuilder* aBuilder, const ItemInfo& aItem);
+
+ // Used by ShaderDefinitions for writing traits.
+ VertexStagingBuffer* GetInstances() { return &mInstances; }
+
+ bool IsCompatible(const ItemInfo& aItem) override;
+ void PrepareForRendering() override;
+ void ExecuteRendering() override;
+
+ Maybe<MLGBlendState> GetBlendState() const override {
+ return Some(MLGBlendState::Over);
+ }
+
+ protected:
+ // If this batch has a uniform opacity, return it here. Otherwise this should
+ // return 1.0.
+ virtual float GetOpacity() const = 0;
+
+ // Set any components of the pipeline that won't be handled by
+ // ExecuteRendering. This is called only once even if multiple draw calls
+ // are issued.
+ virtual void SetupPipeline() = 0;
+
+ protected:
+ // Set the geometry this pass will use. This must be called by every
+ // derived constructor. Use GeometryMode::Unknown to pick the default
+ // behavior: UnitQuads for rectilinear transform+clips, and polygons
+ // otherwise.
+ void SetGeometry(const ItemInfo& aItem, GeometryMode aMode);
+
+ void SetDefaultGeometry(const ItemInfo& aItem) {
+ SetGeometry(aItem, GeometryMode::Unknown);
+ }
+
+ // Called after PrepareForRendering() has finished. If this returns false,
+ // PrepareForRendering() will return false.
+ virtual bool OnPrepareBuffers() { return true; }
+
+ // Prepare the mask/opacity buffer bound in most pixel shaders.
+ bool SetupPSBuffer0(float aOpacity);
+
+ bool HasMask() const { return !!mMask; }
+ MaskOperation* GetMask() const { return mMask; }
+
+ protected:
+ GeometryMode mGeometry;
+ RefPtr<MaskOperation> mMask;
+ bool mHasRectTransformAndClip;
+
+ VertexStagingBuffer mInstances;
+ VertexBufferSection mInstanceBuffer;
+
+ ConstantBufferSection mPSBuffer0;
+};
+
+// This contains various helper functions for building vertices and shader
+// inputs for layers.
+template <typename Traits>
+class BatchRenderPass : public ShaderRenderPass {
+ public:
+ BatchRenderPass(FrameBuilder* aBuilder, const ItemInfo& aItem)
+ : ShaderRenderPass(aBuilder, aItem) {}
+
+ protected:
+ // It is tricky to determine ahead of time whether or not we'll have enough
+ // room in our buffers to hold all draw commands for a layer, especially
+ // since layers can have multiple draw rects. We don't want to draw one rect,
+ // reject the item, then redraw the same rect again in another batch.
+ // To deal with this we use a transaction approach and reject the transaction
+ // if we couldn't add everything.
+ class Txn final {
+ public:
+ explicit Txn(BatchRenderPass* aPass)
+ : mPass(aPass), mPrevInstancePos(aPass->mInstances.GetPosition()) {}
+
+ bool Add(const Traits& aTraits) {
+ if (!AddImpl(aTraits)) {
+ return Fail();
+ }
+ return true;
+ }
+
+ // Add an item based on a draw rect, layer, and optional geometry. This is
+ // defined in RenderPassMLGPU-inl.h, since it needs access to
+ // ShaderDefinitionsMLGPU-inl.h.
+ bool AddImpl(const Traits& aTraits);
+
+ bool Fail() {
+ MOZ_ASSERT(!mStatus.isSome() || !mStatus.value());
+ mStatus = Some(false);
+ return false;
+ }
+
+ bool Commit() {
+ MOZ_ASSERT(!mStatus.isSome() || !mStatus.value());
+ if (mStatus.isSome()) {
+ return false;
+ }
+ mStatus = Some(true);
+ return true;
+ }
+
+ ~Txn() {
+ if (!mStatus.isSome() || !mStatus.value()) {
+ mPass->mInstances.RestorePosition(mPrevInstancePos);
+ }
+ }
+
+ private:
+ BatchRenderPass* mPass;
+ VertexStagingBuffer::Position mPrevVertexPos;
+ VertexStagingBuffer::Position mPrevItemPos;
+ ConstantStagingBuffer::Position mPrevInstancePos;
+ Maybe<bool> mStatus;
+ };
+};
+
+// Shaders which sample from a texture should inherit from this.
+class TexturedRenderPass : public BatchRenderPass<TexturedTraits> {
+ public:
+ explicit TexturedRenderPass(FrameBuilder* aBuilder, const ItemInfo& aItem);
+
+ protected:
+ struct Info final {
+ Info(const ItemInfo& aItem, PaintedLayerMLGPU* aLayer);
+ Info(const ItemInfo& aItem, TexturedLayerMLGPU* aLayer);
+ Info(const ItemInfo& aItem, ContainerLayerMLGPU* aLayer);
+
+ const ItemInfo& item;
+ gfx::IntSize textureSize;
+ gfx::Point destOrigin;
+ Maybe<gfx::Size> scale;
+ bool decomposeIntoNoRepeatRects;
+ };
+
+ // Add a set of draw rects based on a visible region. The texture size and
+ // scaling factor are used to compute uv-coordinates.
+ //
+ // The origin is the offset from the draw rect to the layer bounds. You can
+ // also think of it as the translation from layer space into texture space,
+ // pre-scaling. For example, ImageLayers use the texture bounds as their
+ // draw rect, so the origin will be (0, 0). ContainerLayer intermediate
+ // surfaces, on the other hand, are relative to the target offset of the
+ // layer. In all cases the visible region may be partially occluded, so
+ // knowing the true origin is important.
+ template <typename RegionType>
+ bool AddItems(Txn& aTxn, const Info& aInfo, const RegionType& aDrawRegion) {
+ for (auto iter = aDrawRegion.RectIter(); !iter.Done(); iter.Next()) {
+ gfx::Rect drawRect = gfx::Rect(iter.Get().ToUnknownRect());
+ if (!AddItem(aTxn, aInfo, drawRect)) {
+ return false;
+ }
+ }
+ return true;
+ }
+
+ private:
+ // Add a draw instance to the given destination rect. Texture coordinates
+ // are built from the given texture size, optional scaling factor, and
+ // texture origin relative to the draw rect. This will ultimately call
+ // AddClippedItem, potentially clipping the draw rect if needed.
+ bool AddItem(Txn& aTxn, const Info& aInfo, const gfx::Rect& aDrawRect);
+
+ // Add an item that has gone through any necessary clipping already. This
+ // is the final destination for handling textured items.
+ bool AddClippedItem(Txn& aTxn, const Info& aInfo, const gfx::Rect& aDrawRect);
+
+ protected:
+ TextureFlags mTextureFlags;
+};
+
+// This is only available when MLGDevice::CanUseClearView returns true.
+class ClearViewPass final : public RenderPassMLGPU {
+ public:
+ ClearViewPass(FrameBuilder* aBuilder, const ItemInfo& aItem);
+
+ bool IsCompatible(const ItemInfo& aItem) override;
+ void ExecuteRendering() override;
+
+ RenderPassType GetType() const override { return RenderPassType::ClearView; }
+
+ private:
+ bool AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) override;
+
+ private:
+ // Note: Not a RefPtr since this would create a cycle.
+ RenderViewMLGPU* mView;
+ gfx::DeviceColor mColor;
+ nsTArray<gfx::IntRect> mRects;
+};
+
+// SolidColorPass is used when ClearViewPass is not available, or when
+// the layer has masks, or subpixel or complex transforms.
+class SolidColorPass final : public BatchRenderPass<ColorTraits> {
+ public:
+ explicit SolidColorPass(FrameBuilder* aBuilder, const ItemInfo& aItem);
+
+ RenderPassType GetType() const override { return RenderPassType::SolidColor; }
+
+ private:
+ bool AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) override;
+ void SetupPipeline() override;
+ float GetOpacity() const override;
+};
+
+class SingleTexturePass final : public TexturedRenderPass {
+ public:
+ explicit SingleTexturePass(FrameBuilder* aBuilder, const ItemInfo& aItem);
+
+ RenderPassType GetType() const override {
+ return RenderPassType::SingleTexture;
+ }
+
+ private:
+ bool AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) override;
+ void SetupPipeline() override;
+ float GetOpacity() const override { return mOpacity; }
+ Maybe<MLGBlendState> GetBlendState() const override;
+
+ private:
+ RefPtr<TextureSource> mTexture;
+ SamplerMode mSamplerMode;
+ float mOpacity;
+};
+
+class ComponentAlphaPass final : public TexturedRenderPass {
+ public:
+ explicit ComponentAlphaPass(FrameBuilder* aBuilder, const ItemInfo& aItem);
+
+ RenderPassType GetType() const override {
+ return RenderPassType::ComponentAlpha;
+ }
+
+ private:
+ bool AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) override;
+ void SetupPipeline() override;
+ float GetOpacity() const override;
+ Maybe<MLGBlendState> GetBlendState() const override {
+ return Some(MLGBlendState::ComponentAlpha);
+ }
+
+ private:
+ float mOpacity;
+ SamplerMode mSamplerMode;
+ RefPtr<TextureSource> mTextureOnBlack;
+ RefPtr<TextureSource> mTextureOnWhite;
+};
+
+class VideoRenderPass final : public TexturedRenderPass {
+ public:
+ explicit VideoRenderPass(FrameBuilder* aBuilder, const ItemInfo& aItem);
+
+ RenderPassType GetType() const override { return RenderPassType::Video; }
+
+ private:
+ bool AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) override;
+ void SetupPipeline() override;
+ float GetOpacity() const override { return mOpacity; }
+
+ private:
+ RefPtr<TextureHost> mHost;
+ RefPtr<TextureSource> mTexture;
+ SamplerMode mSamplerMode;
+ float mOpacity;
+};
+
+class RenderViewPass final : public TexturedRenderPass {
+ public:
+ RenderViewPass(FrameBuilder* aBuilder, const ItemInfo& aItem);
+
+ RenderPassType GetType() const override { return RenderPassType::RenderView; }
+
+ private:
+ bool AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) override;
+ void SetupPipeline() override;
+ bool OnPrepareBuffers() override;
+ void ExecuteRendering() override;
+ float GetOpacity() const override;
+ bool PrepareBlendState();
+ void RenderWithBackdropCopy();
+
+ private:
+ ConstantBufferSection mBlendConstants;
+ ContainerLayerMLGPU* mAssignedLayer;
+ RefPtr<MLGRenderTarget> mSource;
+ // Note: we don't use RefPtr here since that would cause a cycle. RenderViews
+ // and RenderPasses are both scoped to the frame anyway.
+ RenderViewMLGPU* mParentView;
+ gfx::IntRect mBackdropCopyRect;
+ Maybe<gfx::CompositionOp> mBlendMode;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif
diff --git a/gfx/layers/mlgpu/RenderViewMLGPU.cpp b/gfx/layers/mlgpu/RenderViewMLGPU.cpp
new file mode 100644
index 0000000000..f6aceadeb5
--- /dev/null
+++ b/gfx/layers/mlgpu/RenderViewMLGPU.cpp
@@ -0,0 +1,549 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "RenderViewMLGPU.h"
+#include "ContainerLayerMLGPU.h"
+#include "FrameBuilder.h"
+#include "mozilla/StaticPrefs_layers.h"
+#include "LayersHelpers.h"
+#include "MLGDevice.h"
+#include "RenderPassMLGPU.h"
+#include "ShaderDefinitionsMLGPU.h"
+#include "Units.h"
+#include "UnitTransforms.h"
+#include "UtilityMLGPU.h"
+
+namespace mozilla {
+namespace layers {
+
+using namespace gfx;
+
+RenderViewMLGPU::RenderViewMLGPU(FrameBuilder* aBuilder,
+ MLGRenderTarget* aTarget,
+ const nsIntRegion& aInvalidRegion)
+ : RenderViewMLGPU(aBuilder, nullptr) {
+ mTarget = aTarget;
+ mInvalidBounds = aInvalidRegion.GetBounds();
+
+ // The clear region on the layer manager is the area that must be clear after
+ // we finish drawing.
+ mPostClearRegion = aBuilder->GetManager()->GetRegionToClear();
+
+ // Clamp the post-clear region to the invalid bounds, since clears don't go
+ // through the scissor rect if using ClearView.
+ mPostClearRegion.AndWith(mInvalidBounds);
+
+ // Since the post-clear will occlude everything, we include it in the final
+ // opaque area.
+ mOccludedRegion.OrWith(ViewAs<LayerPixel>(
+ mPostClearRegion,
+ PixelCastJustification::RenderTargetIsParentLayerForRoot));
+
+ AL_LOG("RenderView %p root with invalid area %s, clear area %s\n", this,
+ Stringify(mInvalidBounds).c_str(),
+ Stringify(mPostClearRegion).c_str());
+}
+
+RenderViewMLGPU::RenderViewMLGPU(FrameBuilder* aBuilder,
+ ContainerLayerMLGPU* aContainer,
+ RenderViewMLGPU* aParent)
+ : RenderViewMLGPU(aBuilder, aParent) {
+ mContainer = aContainer;
+ mTargetOffset = aContainer->GetTargetOffset();
+ mInvalidBounds = aContainer->GetInvalidRect();
+ MOZ_ASSERT(!mInvalidBounds.IsEmpty());
+
+ AL_LOG("RenderView %p starting with container %p and invalid area %s\n", this,
+ aContainer->GetLayer(), Stringify(mInvalidBounds).c_str());
+
+ mContainer->SetRenderView(this);
+}
+
+RenderViewMLGPU::RenderViewMLGPU(FrameBuilder* aBuilder,
+ RenderViewMLGPU* aParent)
+ : mBuilder(aBuilder),
+ mDevice(aBuilder->GetDevice()),
+ mParent(aParent),
+ mContainer(nullptr),
+ mFinishedBuilding(false),
+ mCurrentLayerBufferIndex(kInvalidResourceIndex),
+ mCurrentMaskRectBufferIndex(kInvalidResourceIndex),
+ mCurrentDepthMode(MLGDepthTestMode::Disabled),
+ mNextSortIndex(1),
+ mUseDepthBuffer(
+ StaticPrefs::layers_mlgpu_enable_depth_buffer_AtStartup()),
+ mDepthBufferNeedsClear(false) {
+ if (aParent) {
+ aParent->AddChild(this);
+ }
+}
+
+RenderViewMLGPU::~RenderViewMLGPU() {
+ for (const auto& child : mChildren) {
+ child->mParent = nullptr;
+ }
+}
+
+IntSize RenderViewMLGPU::GetSize() const {
+ MOZ_ASSERT(mFinishedBuilding);
+ return mTarget->GetSize();
+}
+
+MLGRenderTarget* RenderViewMLGPU::GetRenderTarget() const {
+ MOZ_ASSERT(mFinishedBuilding);
+ return mTarget;
+}
+
+void RenderViewMLGPU::AddChild(RenderViewMLGPU* aParent) {
+ mChildren.push_back(aParent);
+}
+
+void RenderViewMLGPU::Render() {
+ // We render views depth-first to minimize render target switching.
+ for (const auto& child : mChildren) {
+ child->Render();
+ }
+
+ // If the view requires a surface copy (of its backdrop), then we delay
+ // rendering it until it is added to a batch.
+ if (mContainer && mContainer->NeedsSurfaceCopy()) {
+ return;
+ }
+ ExecuteRendering();
+}
+
+void RenderViewMLGPU::RenderAfterBackdropCopy() {
+ MOZ_ASSERT(mContainer && mContainer->NeedsSurfaceCopy());
+
+ // Update the invalid bounds based on the container's visible region. This
+ // of course won't affect the prepared pipeline, but it will change the
+ // scissor rect in SetDeviceState.
+ mInvalidBounds = mContainer->GetRenderRegion().GetBounds().ToUnknownRect() -
+ GetTargetOffset();
+
+ ExecuteRendering();
+}
+
+void RenderViewMLGPU::FinishBuilding() {
+ MOZ_ASSERT(!mFinishedBuilding);
+ mFinishedBuilding = true;
+
+ if (mContainer) {
+ MOZ_ASSERT(!mTarget);
+
+ MLGRenderTargetFlags flags = MLGRenderTargetFlags::Default;
+ if (mUseDepthBuffer) {
+ flags |= MLGRenderTargetFlags::ZBuffer;
+ }
+ mTarget = mContainer->UpdateRenderTarget(mDevice, flags);
+ }
+}
+
+void RenderViewMLGPU::AddItem(LayerMLGPU* aItem, const IntRect& aRect,
+ Maybe<Polygon>&& aGeometry) {
+ AL_LOG("RenderView %p analyzing layer %p\n", this, aItem->GetLayer());
+
+ // If the item is not visible at all, skip it.
+ if (aItem->GetComputedOpacity() == 0.0f) {
+ AL_LOG("RenderView %p culling item %p with no opacity\n", this,
+ aItem->GetLayer());
+ return;
+ }
+
+ // When using the depth buffer, the z-index for items is important.
+ //
+ // Sort order starts at 1 and goes to positive infinity, with smaller values
+ // being closer to the screen. Our viewport is the same, with anything
+ // outside of [0.0, 1.0] being culled, and lower values occluding higher
+ // values. To make this work our projection transform scales the z-axis.
+ // Note that we do not use 0 as a sorting index (when depth-testing is
+ // enabled) because this would result in a z-value of 1.0, which would be
+ // culled.
+ ItemInfo info(mBuilder, this, aItem, mNextSortIndex++, aRect,
+ std::move(aGeometry));
+
+ // If the item is not visible, or we can't add it to the layer constant
+ // buffer for some reason, bail out.
+ if (!UpdateVisibleRegion(info) || !mBuilder->AddLayerToConstantBuffer(info)) {
+ AL_LOG("RenderView %p culled item %p!\n", this, aItem->GetLayer());
+ return;
+ }
+
+ // We support all layer types now.
+ MOZ_ASSERT(info.type != RenderPassType::Unknown);
+
+ if (info.renderOrder == RenderOrder::FrontToBack) {
+ AddItemFrontToBack(aItem, info);
+ } else {
+ AddItemBackToFront(aItem, info);
+ }
+}
+
+bool RenderViewMLGPU::UpdateVisibleRegion(ItemInfo& aItem) {
+ // If the item has some kind of complex transform, we perform a very
+ // simple occlusion test and move on. We using a depth buffer we skip
+ // CPU-based occlusion culling as well, since the GPU will do most of our
+ // culling work for us.
+ if (mUseDepthBuffer || !aItem.translation ||
+ !StaticPrefs::layers_mlgpu_enable_cpu_occlusion_AtStartup()) {
+ // Update the render region even if we won't compute visibility, since some
+ // layer types (like Canvas and Image) need to have the visible region
+ // clamped.
+ LayerIntRegion region = aItem.layer->GetShadowVisibleRegion();
+ aItem.layer->SetRenderRegion(std::move(region));
+
+ AL_LOG("RenderView %p simple occlusion test, bounds=%s, translation?=%d\n",
+ this, Stringify(aItem.bounds).c_str(), aItem.translation ? 1 : 0);
+ return mInvalidBounds.Intersects(aItem.bounds);
+ }
+
+ MOZ_ASSERT(aItem.rectilinear);
+
+ AL_LOG("RenderView %p starting visibility tests:\n", this);
+ AL_LOG(" occluded=%s\n", Stringify(mOccludedRegion).c_str());
+
+ // Compute the translation into render target space.
+ LayerIntPoint translation = LayerIntPoint::FromUnknownPoint(
+ aItem.translation.value() - mTargetOffset);
+ AL_LOG(" translation=%s\n", Stringify(translation).c_str());
+
+ IntRect clip = aItem.layer->GetComputedClipRect().ToUnknownRect();
+ AL_LOG(" clip=%s\n", Stringify(translation).c_str());
+
+ LayerIntRegion region = aItem.layer->GetShadowVisibleRegion();
+ region.MoveBy(translation);
+ AL_LOG(" effective-visible=%s\n", Stringify(region).c_str());
+
+ region.SubOut(mOccludedRegion);
+ region.AndWith(LayerIntRect::FromUnknownRect(mInvalidBounds));
+ region.AndWith(LayerIntRect::FromUnknownRect(clip));
+ if (region.IsEmpty()) {
+ return false;
+ }
+
+ // Move the visible region back into layer space.
+ region.MoveBy(-translation);
+ AL_LOG(" new-local-visible=%s\n", Stringify(region).c_str());
+
+ aItem.layer->SetRenderRegion(std::move(region));
+
+ // Apply the new occluded area. We do another dance with the translation to
+ // avoid copying the region. We do this after the SetRegionToRender call to
+ // accomodate the possiblity of a layer changing its visible region.
+ if (aItem.opaque) {
+ mOccludedRegion.MoveBy(-translation);
+ mOccludedRegion.OrWith(aItem.layer->GetRenderRegion());
+ mOccludedRegion.MoveBy(translation);
+ AL_LOG(" new-occluded=%s\n", Stringify(mOccludedRegion).c_str());
+
+ // If the occluded region gets too complicated, we reset it.
+ if (mOccludedRegion.GetNumRects() >= 32) {
+ mOccludedRegion.SetEmpty();
+ AL_LOG(" clear-occluded, too many rects\n");
+ }
+ }
+ return true;
+}
+
+void RenderViewMLGPU::AddItemFrontToBack(LayerMLGPU* aLayer, ItemInfo& aItem) {
+ // We receive items in front-to-back order. Ideally we want to push items
+ // as far back into batches impossible, to ensure the GPU can do a good
+ // job at culling. However we also want to make sure we actually batch
+ // items versus drawing one primitive per pass.
+ //
+ // As a compromise we look at the most 3 recent batches and then give up.
+ // This can be tweaked in the future.
+ static const size_t kMaxSearch = 3;
+ size_t iterations = 0;
+ for (auto iter = mFrontToBack.rbegin(); iter != mFrontToBack.rend(); iter++) {
+ RenderPassMLGPU* pass = (*iter);
+ if (pass->IsCompatible(aItem) && pass->AcceptItem(aItem)) {
+ AL_LOG("RenderView %p added layer %p to pass %p (%d)\n", this,
+ aLayer->GetLayer(), pass, int(pass->GetType()));
+ return;
+ }
+ if (++iterations > kMaxSearch) {
+ break;
+ }
+ }
+
+ RefPtr<RenderPassMLGPU> pass = RenderPassMLGPU::CreatePass(mBuilder, aItem);
+ if (!pass || !pass->AcceptItem(aItem)) {
+ MOZ_ASSERT_UNREACHABLE("Could not build a pass for item!");
+ return;
+ }
+ AL_LOG("RenderView %p added layer %p to new pass %p (%d)\n", this,
+ aLayer->GetLayer(), pass.get(), int(pass->GetType()));
+
+ mFrontToBack.push_back(pass);
+}
+
+void RenderViewMLGPU::AddItemBackToFront(LayerMLGPU* aLayer, ItemInfo& aItem) {
+ // We receive layers in front-to-back order, but there are two cases when we
+ // actually draw back-to-front: when the depth buffer is disabled, or when
+ // using the depth buffer and the item has transparent pixels (and therefore
+ // requires blending). In these cases we will build vertex and constant
+ // buffers in reverse, as well as execute batches in reverse, to ensure the
+ // correct ordering.
+ //
+ // Note: We limit the number of batches we search through, since it's better
+ // to add new draw calls than spend too much time finding compatible
+ // batches further down.
+ static const size_t kMaxSearch = 10;
+ size_t iterations = 0;
+ for (auto iter = mBackToFront.begin(); iter != mBackToFront.end(); iter++) {
+ RenderPassMLGPU* pass = (*iter);
+ if (pass->IsCompatible(aItem) && pass->AcceptItem(aItem)) {
+ AL_LOG("RenderView %p added layer %p to pass %p (%d)\n", this,
+ aLayer->GetLayer(), pass, int(pass->GetType()));
+ return;
+ }
+ if (pass->Intersects(aItem)) {
+ break;
+ }
+ if (++iterations > kMaxSearch) {
+ break;
+ }
+ }
+
+ RefPtr<RenderPassMLGPU> pass = RenderPassMLGPU::CreatePass(mBuilder, aItem);
+ if (!pass || !pass->AcceptItem(aItem)) {
+ MOZ_ASSERT_UNREACHABLE("Could not build a pass for item!");
+ return;
+ }
+ AL_LOG("RenderView %p added layer %p to new pass %p (%d)\n", this,
+ aLayer->GetLayer(), pass.get(), int(pass->GetType()));
+
+ mBackToFront.push_front(pass);
+}
+
+void RenderViewMLGPU::Prepare() {
+ if (!mTarget) {
+ return;
+ }
+
+ // Prepare front-to-back passes. These are only present when using the depth
+ // buffer, and they contain only opaque data.
+ for (RefPtr<RenderPassMLGPU>& pass : mFrontToBack) {
+ pass->PrepareForRendering();
+ }
+
+ // Prepare the Clear buffer, which will fill the render target with
+ // transparent pixels. This must happen before we set up world constants,
+ // since it can create new z-indices.
+ PrepareClears();
+
+ // Prepare the world constant buffer. This must be called after we've
+ // finished allocating all z-indices.
+ {
+ WorldConstants vsConstants;
+ Matrix4x4 projection = Matrix4x4::Translation(-1.0, 1.0, 0.0);
+ projection.PreScale(2.0 / float(mTarget->GetSize().width),
+ 2.0 / float(mTarget->GetSize().height), 1.0f);
+ projection.PreScale(1.0f, -1.0f, 1.0f);
+
+ memcpy(vsConstants.projection, &projection._11, 64);
+ vsConstants.targetOffset = Point(mTargetOffset);
+ vsConstants.sortIndexOffset = PrepareDepthBuffer();
+ vsConstants.debugFrameNumber =
+ mBuilder->GetManager()->GetDebugFrameNumber();
+
+ SharedConstantBuffer* shared = mDevice->GetSharedVSBuffer();
+ if (!shared->Allocate(&mWorldConstants, vsConstants)) {
+ return;
+ }
+ }
+
+ // Prepare back-to-front passes. In depth buffer mode, these contain draw
+ // calls that might produce transparent pixels. When using CPU-based occlusion
+ // culling, all draw calls are back-to-front.
+ for (RefPtr<RenderPassMLGPU>& pass : mBackToFront) {
+ pass->PrepareForRendering();
+ }
+
+ // Now, process children.
+ for (const auto& iter : mChildren) {
+ iter->Prepare();
+ }
+}
+
+void RenderViewMLGPU::ExecuteRendering() {
+ if (!mTarget) {
+ return;
+ }
+ if (!mWorldConstants.IsValid()) {
+ gfxWarning() << "Failed to allocate constant buffer for world transform";
+ return;
+ }
+
+ SetDeviceState();
+
+ // If using the depth buffer, clear it (if needed) and enable writes.
+ if (mUseDepthBuffer) {
+ if (mDepthBufferNeedsClear) {
+ mDevice->ClearDepthBuffer(mTarget);
+ }
+ SetDepthTestMode(MLGDepthTestMode::Write);
+ }
+
+ // Opaque items, rendered front-to-back.
+ for (auto iter = mFrontToBack.begin(); iter != mFrontToBack.end(); iter++) {
+ ExecutePass(*iter);
+ }
+
+ if (mUseDepthBuffer) {
+ // From now on we might be rendering transparent pixels, so we disable
+ // writing to the z-buffer.
+ SetDepthTestMode(MLGDepthTestMode::ReadOnly);
+ }
+
+ // Clear any pixels that are not occluded, and therefore might require
+ // blending.
+ mDevice->DrawClearRegion(mPreClear);
+
+ // Render back-to-front passes.
+ for (auto iter = mBackToFront.begin(); iter != mBackToFront.end(); iter++) {
+ ExecutePass(*iter);
+ }
+
+ // Make sure the post-clear area has no pixels.
+ if (!mPostClearRegion.IsEmpty()) {
+ mDevice->DrawClearRegion(mPostClear);
+ }
+
+ // We repaint the entire invalid region, even if it is partially occluded.
+ // Thus it's safe for us to clear the invalid area here. If we ever switch
+ // to nsIntRegions, we will have to take the difference between the paitned
+ // area and the invalid area.
+ if (mContainer) {
+ mContainer->ClearInvalidRect();
+ }
+}
+
+void RenderViewMLGPU::ExecutePass(RenderPassMLGPU* aPass) {
+ if (!aPass->IsPrepared()) {
+ return;
+ }
+
+ // Change the layer buffer if needed.
+ if (aPass->GetLayerBufferIndex() != mCurrentLayerBufferIndex) {
+ mCurrentLayerBufferIndex = aPass->GetLayerBufferIndex();
+
+ ConstantBufferSection section =
+ mBuilder->GetLayerBufferByIndex(mCurrentLayerBufferIndex);
+ mDevice->SetVSConstantBuffer(kLayerBufferSlot, &section);
+ }
+
+ // Change the mask rect buffer if needed.
+ if (aPass->GetMaskRectBufferIndex() &&
+ aPass->GetMaskRectBufferIndex().value() != mCurrentMaskRectBufferIndex) {
+ mCurrentMaskRectBufferIndex = aPass->GetMaskRectBufferIndex().value();
+
+ ConstantBufferSection section =
+ mBuilder->GetMaskRectBufferByIndex(mCurrentMaskRectBufferIndex);
+ mDevice->SetVSConstantBuffer(kMaskBufferSlot, &section);
+ }
+
+ aPass->ExecuteRendering();
+}
+
+void RenderViewMLGPU::SetDeviceState() {
+ // Note: we unbind slot 0 (which is where the render target could have been
+ // bound on a previous frame). Otherwise we trigger
+ // D3D11_DEVICE_PSSETSHADERRESOURCES_HAZARD.
+ mDevice->UnsetPSTexture(0);
+ mDevice->SetRenderTarget(mTarget);
+ mDevice->SetViewport(IntRect(IntPoint(0, 0), mTarget->GetSize()));
+ mDevice->SetScissorRect(Some(mInvalidBounds));
+ mDevice->SetVSConstantBuffer(kWorldConstantBufferSlot, &mWorldConstants);
+}
+
+void RenderViewMLGPU::SetDepthTestMode(MLGDepthTestMode aMode) {
+ mDevice->SetDepthTestMode(aMode);
+ mCurrentDepthMode = aMode;
+}
+
+void RenderViewMLGPU::RestoreDeviceState() {
+ SetDeviceState();
+ mDevice->SetDepthTestMode(mCurrentDepthMode);
+ mCurrentLayerBufferIndex = kInvalidResourceIndex;
+ mCurrentMaskRectBufferIndex = kInvalidResourceIndex;
+}
+
+int32_t RenderViewMLGPU::PrepareDepthBuffer() {
+ if (!mUseDepthBuffer) {
+ return 0;
+ }
+
+ // Rather than clear the depth buffer every frame, we offset z-indices each
+ // frame, starting with indices far away from the screen and moving toward
+ // the user each successive frame. This ensures that frames can re-use the
+ // depth buffer but never collide with previously written values.
+ //
+ // Once a frame runs out of sort indices, we finally clear the depth buffer
+ // and start over again.
+
+ // Note: the lowest sort index (kDepthLimit) is always occluded since it will
+ // resolve to the clear value - kDepthLimit / kDepthLimit == 1.0.
+ //
+ // If we don't have any more indices to allocate, we need to clear the depth
+ // buffer and start fresh.
+ int32_t highestIndex = mTarget->GetLastDepthStart();
+ if (highestIndex < mNextSortIndex) {
+ mDepthBufferNeedsClear = true;
+ highestIndex = kDepthLimit;
+ }
+
+ // We should not have more than kDepthLimit layers to draw. The last known
+ // sort index might appear in the depth buffer and occlude something, so
+ // we subtract 1. This ensures all our indices will compare less than all
+ // old indices.
+ int32_t sortOffset = highestIndex - mNextSortIndex - 1;
+ MOZ_ASSERT(sortOffset >= 0);
+
+ mTarget->SetLastDepthStart(sortOffset);
+ return sortOffset;
+}
+
+void RenderViewMLGPU::PrepareClears() {
+ // We don't do any clearing if we're copying from a source backdrop.
+ if (mContainer && mContainer->NeedsSurfaceCopy()) {
+ return;
+ }
+
+ // Get the list of rects to clear. If using the depth buffer, we don't
+ // care if it's accurate since the GPU will do occlusion testing for us.
+ // If not using the depth buffer, we subtract out the occluded region.
+ LayerIntRegion region = LayerIntRect::FromUnknownRect(mInvalidBounds);
+ if (!mUseDepthBuffer) {
+ // Don't let the clear region become too complicated.
+ region.SubOut(mOccludedRegion);
+ region.SimplifyOutward(kMaxClearViewRects);
+ }
+
+ Maybe<int32_t> sortIndex;
+ if (mUseDepthBuffer) {
+ // Note that we use the lowest available sorting index, to ensure that when
+ // using the z-buffer, we don't draw over already-drawn content.
+ sortIndex = Some(mNextSortIndex++);
+ }
+
+ nsTArray<IntRect> rects = ToRectArray(region);
+ mDevice->PrepareClearRegion(&mPreClear, std::move(rects), sortIndex);
+
+ if (!mPostClearRegion.IsEmpty()) {
+ // Prepare the final clear as well. Note that we always do this clear at the
+ // very end, even when the depth buffer is enabled, so we don't bother
+ // setting a useful sorting index. If and when we try to ship the depth
+ // buffer, we would execute this clear earlier in the pipeline and give it
+ // the closest possible z-ordering to the screen.
+ nsTArray<IntRect> rects = ToRectArray(mPostClearRegion);
+ mDevice->PrepareClearRegion(&mPostClear, std::move(rects), Nothing());
+ }
+}
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/RenderViewMLGPU.h b/gfx/layers/mlgpu/RenderViewMLGPU.h
new file mode 100644
index 0000000000..1ad6c20eda
--- /dev/null
+++ b/gfx/layers/mlgpu/RenderViewMLGPU.h
@@ -0,0 +1,136 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_RenderViewMLGPU_h
+#define mozilla_gfx_layers_mlgpu_RenderViewMLGPU_h
+
+#include "LayerManagerMLGPU.h"
+#include "ClearRegionHelper.h"
+#include "RenderPassMLGPU.h"
+#include "Units.h"
+#include <deque>
+
+namespace mozilla {
+namespace layers {
+
+class FrameBuilder;
+class ContainerLayerMLGPU;
+class MLGRenderTarget;
+
+class RenderViewMLGPU {
+ public:
+ NS_INLINE_DECL_REFCOUNTING(RenderViewMLGPU)
+
+ // Constructor for the widget render target.
+ RenderViewMLGPU(FrameBuilder* aBuilder, MLGRenderTarget* aTarget,
+ const nsIntRegion& aInvalidRegion);
+
+ // Constructor for intermediate surfaces.
+ RenderViewMLGPU(FrameBuilder* aBuilder, ContainerLayerMLGPU* aContainer,
+ RenderViewMLGPU* aParent);
+
+ void Prepare();
+ void Render();
+ void AddChild(RenderViewMLGPU* aParent);
+ void AddItem(LayerMLGPU* aItem, const gfx::IntRect& aBounds,
+ Maybe<gfx::Polygon>&& aGeometry);
+ void FinishBuilding();
+
+ const gfx::IntPoint& GetTargetOffset() const { return mTargetOffset; }
+ RenderViewMLGPU* GetParent() const { return mParent; }
+ bool HasDepthBuffer() const { return mUseDepthBuffer; }
+
+ // Render after having previously delayed rendering due to the view
+ // requiring a backdrop copy.
+ void RenderAfterBackdropCopy();
+ void RestoreDeviceState();
+
+ // The size and render target cannot be read until the view has finished
+ // building, since we try to right-size the render target to the visible
+ // region.
+ MLGRenderTarget* GetRenderTarget() const;
+ gfx::IntSize GetSize() const;
+
+ gfx::IntRect GetInvalidRect() const { return mInvalidBounds; }
+
+ private:
+ RenderViewMLGPU(FrameBuilder* aBuilder, RenderViewMLGPU* aParent);
+ ~RenderViewMLGPU();
+
+ void ExecuteRendering();
+ bool UpdateVisibleRegion(ItemInfo& aItem);
+ void AddItemFrontToBack(LayerMLGPU* aLayer, ItemInfo& aItem);
+ void AddItemBackToFront(LayerMLGPU* aLayer, ItemInfo& aItem);
+
+ void PrepareClears();
+ void SetDeviceState();
+ void SetDepthTestMode(MLGDepthTestMode aMode);
+
+ void ExecutePass(RenderPassMLGPU* aPass);
+
+ // Return the sorting index offset to use.
+ int32_t PrepareDepthBuffer();
+
+ private:
+ std::deque<RefPtr<RenderPassMLGPU>> mFrontToBack;
+ std::deque<RefPtr<RenderPassMLGPU>> mBackToFront;
+
+ FrameBuilder* mBuilder;
+ RefPtr<MLGDevice> mDevice;
+ RenderViewMLGPU* mParent;
+ std::vector<RefPtr<RenderViewMLGPU>> mChildren;
+
+ // Shader data.
+ ConstantBufferSection mWorldConstants;
+
+ // Information for the initial target surface clear. This covers the area that
+ // won't be occluded by opaque content.
+ ClearRegionHelper mPreClear;
+
+ // The post-clear region, that must be cleared after all drawing is done.
+ nsIntRegion mPostClearRegion;
+ ClearRegionHelper mPostClear;
+
+ // Either an MLGSwapChain-derived render target, or an intermediate surface.
+ RefPtr<MLGRenderTarget> mTarget;
+
+ // For intermediate render targets only, this is the layer owning the render
+ // target.
+ ContainerLayerMLGPU* mContainer;
+
+ // The offset adjustment from container layer space to render target space.
+ // This is 0,0 for the root view.
+ gfx::IntPoint mTargetOffset;
+
+ // The invalid bounds as computed by LayerTreeInvalidation. This is the
+ // initial render bounds size, if invalidation is disabled.
+ gfx::IntRect mInvalidBounds;
+
+ // The occluded region, which is updated every time we process an opaque,
+ // rectangular item. This is not actually in LayerPixels, we do this to
+ // avoid FromUnknownRegion which has array copies.
+ LayerIntRegion mOccludedRegion;
+
+ // True if we've finished adding layers to the view.
+ bool mFinishedBuilding;
+
+ // This state is used to avoid changing buffers while we execute batches.
+ size_t mCurrentLayerBufferIndex;
+ size_t mCurrentMaskRectBufferIndex;
+
+ // This state is saved locally so it can be restored in RestoreDeviceState.
+ MLGDepthTestMode mCurrentDepthMode;
+
+ // Depth-buffer tracking.
+ int32_t mNextSortIndex;
+ bool mUseDepthBuffer;
+ bool mDepthBufferNeedsClear;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_RenderViewMLGPU_h
diff --git a/gfx/layers/mlgpu/ShaderDefinitionsMLGPU-inl.h b/gfx/layers/mlgpu/ShaderDefinitionsMLGPU-inl.h
new file mode 100644
index 0000000000..9197f7e870
--- /dev/null
+++ b/gfx/layers/mlgpu/ShaderDefinitionsMLGPU-inl.h
@@ -0,0 +1,79 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 _include_gfx_layers_mlgpu_ShaderDefinitions_inl_h
+#define _include_gfx_layers_mlgpu_ShaderDefinitions_inl_h
+
+namespace mozilla {
+namespace layers {
+namespace mlg {
+
+inline const Maybe<gfx::Polygon>& SimpleTraits::geometry() const {
+ return mItem.geometry;
+}
+
+inline nsTArray<gfx::Triangle> SimpleTraits::GenerateTriangles(
+ const gfx::Polygon& aPolygon) const {
+ return aPolygon.ToTriangles();
+}
+
+inline SimpleTraits::TriangleVertices SimpleTraits::MakeVertex(
+ const FirstTriangle& aIgnore) const {
+ TriangleVertices v = {mRect.BottomLeft(), mRect.TopLeft(), mRect.TopRight(),
+ mItem.layerIndex, mItem.sortOrder};
+ return v;
+}
+
+inline SimpleTraits::TriangleVertices SimpleTraits::MakeVertex(
+ const SecondTriangle& aIgnore) const {
+ TriangleVertices v = {mRect.TopRight(), mRect.BottomRight(),
+ mRect.BottomLeft(), mItem.layerIndex, mItem.sortOrder};
+ return v;
+}
+
+inline SimpleTraits::TriangleVertices SimpleTraits::MakeVertex(
+ const gfx::Triangle& aTriangle) const {
+ TriangleVertices v = {aTriangle.p1, aTriangle.p2, aTriangle.p3,
+ mItem.layerIndex, mItem.sortOrder};
+ return v;
+}
+
+inline SimpleTraits::UnitQuadVertex SimpleTraits::MakeUnitQuadVertex() const {
+ UnitQuadVertex v = {mRect, mItem.layerIndex, mItem.sortOrder};
+ return v;
+}
+
+inline nsTArray<gfx::TexturedTriangle> TexturedTraits::GenerateTriangles(
+ const gfx::Polygon& aPolygon) const {
+ return GenerateTexturedTriangles(aPolygon, mRect, mTexCoords);
+}
+
+inline TexturedTraits::VertexData TexturedTraits::MakeVertexData(
+ const FirstTriangle& aIgnore) const {
+ VertexData v = {mTexCoords.BottomLeft(), mTexCoords.TopLeft(),
+ mTexCoords.TopRight()};
+ return v;
+}
+
+inline TexturedTraits::VertexData TexturedTraits::MakeVertexData(
+ const SecondTriangle& aIgnore) const {
+ VertexData v = {mTexCoords.TopRight(), mTexCoords.BottomRight(),
+ mTexCoords.BottomLeft()};
+ return v;
+}
+
+inline TexturedTraits::VertexData TexturedTraits::MakeVertexData(
+ const gfx::TexturedTriangle& aTriangle) const {
+ VertexData v = {aTriangle.textureCoords.p1, aTriangle.textureCoords.p2,
+ aTriangle.textureCoords.p3};
+ return v;
+}
+
+} // namespace mlg
+} // namespace layers
+} // namespace mozilla
+
+#endif // _include_gfx_layers_mlgpu_ShaderDefinitions_inl_h
diff --git a/gfx/layers/mlgpu/ShaderDefinitionsMLGPU.h b/gfx/layers/mlgpu/ShaderDefinitionsMLGPU.h
new file mode 100644
index 0000000000..9c3d490a28
--- /dev/null
+++ b/gfx/layers/mlgpu/ShaderDefinitionsMLGPU.h
@@ -0,0 +1,195 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 MOZILLA_GFX_SHADERDEFINITIONSMLGPU_H
+#define MOZILLA_GFX_SHADERDEFINITIONSMLGPU_H
+
+#include "mozilla/gfx/Point.h"
+#include "mozilla/gfx/Triangle.h"
+#include "mozilla/gfx/Types.h"
+#include "mozilla/layers/LayersHelpers.h"
+#include "nsTArray.h"
+
+namespace mozilla {
+namespace layers {
+
+struct ItemInfo;
+class ShaderRenderPass;
+
+namespace mlg {
+
+// These may need to move into run-time values determined by MLGDevice.
+static const size_t kConstantBufferElementSize = 16;
+static const size_t kMaxConstantBufferSize = 4096 * kConstantBufferElementSize;
+
+// Vertex shader slots. We reverse the first two slots across all shaders,
+// and the first three slots free across all RenderPass shaders, for
+// uniformity.
+static const uint32_t kWorldConstantBufferSlot = 0;
+static const uint32_t kLayerBufferSlot = 1;
+static const uint32_t kMaskBufferSlot = 3;
+static const uint32_t kBlendConstantBufferSlot = 4;
+static const uint32_t kClearConstantBufferSlot = 2;
+
+// This is specified in common-ps.hlsl.
+static const uint32_t kMaskLayerTextureSlot = 4;
+static const uint32_t kDefaultSamplerSlot = 0;
+static const uint32_t kMaskSamplerSlot = 1;
+
+// These are the maximum slot numbers we bind. We assert that no binding
+// happens above the max slot, since we try to clear buffer bindings at
+// the end of each frame.
+static const uint32_t kMaxVertexShaderConstantBuffers = 5;
+static const uint32_t kMaxPixelShaderConstantBuffers = 3;
+
+// Maximum depth in the depth buffer. This must match common-vs.hlsl.
+static const int32_t kDepthLimit = 1000000;
+
+struct WorldConstants {
+ float projection[4][4];
+ gfx::Point targetOffset;
+ int sortIndexOffset;
+ unsigned debugFrameNumber;
+};
+
+struct ClearConstants {
+ explicit ClearConstants(int aDepth) : depth(aDepth) {}
+ int depth;
+ int padding[3];
+};
+
+struct LayerConstants {
+ float transform[4][4];
+ gfx::Rect clipRect;
+ uint32_t maskIndex;
+ uint32_t padding[3];
+};
+
+struct MaskCombineInput {
+ float texCoords[4];
+};
+
+struct MaskInformation {
+ MaskInformation(float aOpacity, bool aHasMask)
+ : opacity(aOpacity), hasMask(aHasMask ? 1 : 0) {}
+ float opacity;
+ uint32_t hasMask;
+ uint32_t padding[2];
+};
+
+struct YCbCrShaderConstants {
+ float yuvColorMatrix[3][4];
+};
+
+struct YCbCrColorDepthConstants {
+ float coefficient;
+ uint32_t padding[3];
+};
+
+struct BlendVertexShaderConstants {
+ float backdropTransform[4][4];
+};
+
+template <typename T>
+static inline nsTArray<gfx::IntRect> ToRectArray(const T& aRegion) {
+ nsTArray<gfx::IntRect> rects;
+ for (auto iter = aRegion.RectIter(); !iter.Done(); iter.Next()) {
+ rects.AppendElement(iter.Get().ToUnknownRect());
+ }
+ return rects;
+}
+
+struct SimpleTraits {
+ SimpleTraits(const ItemInfo& aItem, const gfx::Rect& aRect)
+ : mItem(aItem), mRect(aRect) {}
+
+ // Helper nonce structs so functions can break vertex data up by each
+ // triangle in a quad, or return vertex info for a unit quad.
+ struct AnyTriangle {};
+ struct FirstTriangle : AnyTriangle {};
+ struct SecondTriangle : AnyTriangle {};
+ struct UnitQuad {};
+
+ // This is the base vertex layout used by all unit quad shaders.
+ struct UnitQuadVertex {
+ gfx::Rect rect;
+ uint32_t layerIndex;
+ int depth;
+ };
+
+ // This is the base vertex layout used by all unit triangle shaders.
+ struct TriangleVertices {
+ gfx::Point p1, p2, p3;
+ uint32_t layerIndex;
+ int depth;
+ };
+
+ // Helper functions for populating a TriangleVertices. The first two use mRect
+ // to generate triangles, the third function uses coordinates from an already
+ // computed triangle.
+ TriangleVertices MakeVertex(const FirstTriangle& aIgnore) const;
+ TriangleVertices MakeVertex(const SecondTriangle& aIgnore) const;
+ TriangleVertices MakeVertex(const gfx::Triangle& aTriangle) const;
+
+ UnitQuadVertex MakeUnitQuadVertex() const;
+
+ // This default GenerateTriangles only computes the 3 points of each triangle
+ // in the polygon. If needed, shaders can override this and return a more
+ // complex triangle, to encode dependent information in extended vertex data.
+ //
+ // AddShaderVertices will deduce this return type. It should be an nsTArray<T>
+ // where T inherits from Triangle.
+ nsTArray<gfx::Triangle> GenerateTriangles(const gfx::Polygon& aPolygon) const;
+
+ // Accessors.
+ const Maybe<gfx::Polygon>& geometry() const;
+ const gfx::Rect& rect() const { return mRect; }
+
+ const ItemInfo& mItem;
+ gfx::Rect mRect;
+};
+
+struct ColorTraits : public SimpleTraits {
+ ColorTraits(const ItemInfo& aItem, const gfx::Rect& aRect,
+ const gfx::DeviceColor& aColor)
+ : SimpleTraits(aItem, aRect), mColor(aColor) {}
+
+ // Color data is the same across all vertex types.
+ template <typename VertexType>
+ const gfx::DeviceColor& MakeVertexData(const VertexType& aIgnore) const {
+ return mColor;
+ }
+
+ gfx::DeviceColor mColor;
+};
+
+struct TexturedTraits : public SimpleTraits {
+ TexturedTraits(const ItemInfo& aItem, const gfx::Rect& aRect,
+ const gfx::Rect& aTexCoords)
+ : SimpleTraits(aItem, aRect), mTexCoords(aTexCoords) {}
+
+ // Textured triangles need to compute a texture coordinate for each vertex.
+ nsTArray<gfx::TexturedTriangle> GenerateTriangles(
+ const gfx::Polygon& aPolygon) const;
+
+ struct VertexData {
+ gfx::Point p1, p2, p3;
+ };
+ VertexData MakeVertexData(const FirstTriangle& aIgnore) const;
+ VertexData MakeVertexData(const SecondTriangle& aIgnore) const;
+ VertexData MakeVertexData(const gfx::TexturedTriangle& aTriangle) const;
+ const gfx::Rect& MakeVertexData(const UnitQuad& aIgnore) const {
+ return mTexCoords;
+ }
+
+ gfx::Rect mTexCoords;
+};
+
+} // namespace mlg
+} // namespace layers
+} // namespace mozilla
+
+#endif
diff --git a/gfx/layers/mlgpu/SharedBufferMLGPU.cpp b/gfx/layers/mlgpu/SharedBufferMLGPU.cpp
new file mode 100644
index 0000000000..b6c9978c80
--- /dev/null
+++ b/gfx/layers/mlgpu/SharedBufferMLGPU.cpp
@@ -0,0 +1,275 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "SharedBufferMLGPU.h"
+#include "BufferCache.h"
+#include "MLGDevice.h"
+
+namespace mozilla {
+namespace layers {
+
+SharedBufferMLGPU::SharedBufferMLGPU(MLGDevice* aDevice, MLGBufferType aType,
+ size_t aDefaultSize)
+ : mDevice(aDevice),
+ mType(aType),
+ mDefaultSize(aDefaultSize),
+ mCanUseOffsetAllocation(true),
+ mCurrentPosition(0),
+ mMaxSize(0),
+ mMap(),
+ mMapped(false),
+ mBytesUsedThisFrame(0),
+ mNumSmallFrames(0) {
+ MOZ_COUNT_CTOR(SharedBufferMLGPU);
+}
+
+SharedBufferMLGPU::~SharedBufferMLGPU() {
+ MOZ_COUNT_DTOR(SharedBufferMLGPU);
+ Unmap();
+}
+
+bool SharedBufferMLGPU::Init() {
+ // If we can't use buffer offset binding, we never allocated shared buffers.
+ if (!mCanUseOffsetAllocation) {
+ return true;
+ }
+
+ // If we can use offset binding, allocate an initial shared buffer now.
+ if (!GrowBuffer(mDefaultSize)) {
+ return false;
+ }
+ return true;
+}
+
+void SharedBufferMLGPU::Reset() {
+ // We shouldn't be mapped here, but just in case, unmap now.
+ Unmap();
+ mBytesUsedThisFrame = 0;
+
+ // If we allocated a large buffer for a particularly heavy layer tree,
+ // but have not used most of the buffer again for many frames, we
+ // discard the buffer. This is to prevent having to perform large
+ // pointless uploads after visiting a single havy page - it also
+ // lessens ping-ponging between large and small buffers.
+ if (mBuffer && (mBuffer->GetSize() > mDefaultSize * 4) &&
+ mNumSmallFrames >= 10) {
+ mBuffer = nullptr;
+ }
+
+ // Note that we do not aggressively map a new buffer. There's no reason to,
+ // and it'd cause unnecessary uploads when painting empty frames.
+}
+
+bool SharedBufferMLGPU::EnsureMappedBuffer(size_t aBytes) {
+ if (!mBuffer || (mMaxSize - mCurrentPosition < aBytes)) {
+ if (!GrowBuffer(aBytes)) {
+ return false;
+ }
+ }
+ if (!mMapped && !Map()) {
+ return false;
+ }
+ return true;
+}
+
+// We don't want to cache large buffers, since it results in larger uploads
+// that might not be needed.
+static const size_t kMaxCachedBufferSize = 128 * 1024;
+
+bool SharedBufferMLGPU::GrowBuffer(size_t aBytes) {
+ // We only pre-allocate buffers if we can use offset allocation.
+ MOZ_ASSERT(mCanUseOffsetAllocation);
+
+ // Unmap the previous buffer. This will retain mBuffer, but free up the
+ // address space used by its mapping.
+ Unmap();
+
+ size_t maybeSize = mDefaultSize;
+ if (mBuffer) {
+ // Try to first grow the previous allocation size.
+ maybeSize = std::min(kMaxCachedBufferSize, mBuffer->GetSize() * 2);
+ }
+
+ size_t bytes = std::max(aBytes, maybeSize);
+ mBuffer = mDevice->CreateBuffer(mType, bytes, MLGUsage::Dynamic);
+ if (!mBuffer) {
+ return false;
+ }
+
+ mCurrentPosition = 0;
+ mMaxSize = mBuffer->GetSize();
+ return true;
+}
+
+void SharedBufferMLGPU::PrepareForUsage() {
+ Unmap();
+
+ if (mBytesUsedThisFrame <= mDefaultSize) {
+ mNumSmallFrames++;
+ } else {
+ mNumSmallFrames = 0;
+ }
+}
+
+bool SharedBufferMLGPU::Map() {
+ MOZ_ASSERT(mBuffer);
+ MOZ_ASSERT(!mMapped);
+
+ if (!mDevice->Map(mBuffer, MLGMapType::WRITE_DISCARD, &mMap)) {
+ // Don't retain the buffer, it's useless if we can't map it.
+ mBuffer = nullptr;
+ return false;
+ }
+
+ mCurrentPosition = 0;
+ mMapped = true;
+ return true;
+}
+
+void SharedBufferMLGPU::Unmap() {
+ if (!mMapped) {
+ return;
+ }
+
+ mBytesUsedThisFrame += mCurrentPosition;
+
+ mDevice->Unmap(mBuffer);
+ mMap = MLGMappedResource();
+ mMapped = false;
+}
+
+uint8_t* SharedBufferMLGPU::GetBufferPointer(size_t aBytes,
+ ptrdiff_t* aOutOffset,
+ RefPtr<MLGBuffer>* aOutBuffer) {
+ if (!EnsureMappedBuffer(aBytes)) {
+ return nullptr;
+ }
+
+ ptrdiff_t newPos = mCurrentPosition + aBytes;
+ MOZ_ASSERT(size_t(newPos) <= mMaxSize);
+
+ *aOutOffset = mCurrentPosition;
+ *aOutBuffer = mBuffer;
+
+ uint8_t* ptr = reinterpret_cast<uint8_t*>(mMap.mData) + mCurrentPosition;
+ mCurrentPosition = newPos;
+ return ptr;
+}
+
+VertexBufferSection::VertexBufferSection()
+ : mOffset(-1), mNumVertices(0), mStride(0) {}
+
+void VertexBufferSection::Init(MLGBuffer* aBuffer, ptrdiff_t aOffset,
+ size_t aNumVertices, size_t aStride) {
+ mBuffer = aBuffer;
+ mOffset = aOffset;
+ mNumVertices = aNumVertices;
+ mStride = aStride;
+}
+
+ConstantBufferSection::ConstantBufferSection()
+ : mOffset(-1), mNumBytes(0), mNumItems(0) {}
+
+void ConstantBufferSection::Init(MLGBuffer* aBuffer, ptrdiff_t aOffset,
+ size_t aBytes, size_t aNumItems) {
+ mBuffer = aBuffer;
+ mOffset = aOffset;
+ mNumBytes = aBytes;
+ mNumItems = aNumItems;
+}
+
+SharedVertexBuffer::SharedVertexBuffer(MLGDevice* aDevice, size_t aDefaultSize)
+ : SharedBufferMLGPU(aDevice, MLGBufferType::Vertex, aDefaultSize) {}
+
+bool SharedVertexBuffer::Allocate(VertexBufferSection* aHolder,
+ size_t aNumItems, size_t aSizeOfItem,
+ const void* aData) {
+ RefPtr<MLGBuffer> buffer;
+ ptrdiff_t offset;
+ size_t bytes = aSizeOfItem * aNumItems;
+ uint8_t* ptr = GetBufferPointer(bytes, &offset, &buffer);
+ if (!ptr) {
+ return false;
+ }
+
+ memcpy(ptr, aData, bytes);
+ aHolder->Init(buffer, offset, aNumItems, aSizeOfItem);
+ return true;
+}
+
+AutoBufferUploadBase::AutoBufferUploadBase() : mPtr(nullptr) {}
+
+AutoBufferUploadBase::~AutoBufferUploadBase() {
+ if (mBuffer) {
+ UnmapBuffer();
+ }
+}
+
+void AutoBufferUploadBase::Init(void* aPtr, MLGDevice* aDevice,
+ MLGBuffer* aBuffer) {
+ MOZ_ASSERT(!mPtr && aPtr);
+ mPtr = aPtr;
+ mDevice = aDevice;
+ mBuffer = aBuffer;
+}
+
+SharedConstantBuffer::SharedConstantBuffer(MLGDevice* aDevice,
+ size_t aDefaultSize)
+ : SharedBufferMLGPU(aDevice, MLGBufferType::Constant, aDefaultSize) {
+ mMaxConstantBufferBindSize = aDevice->GetMaxConstantBufferBindSize();
+ mCanUseOffsetAllocation = aDevice->CanUseConstantBufferOffsetBinding();
+}
+
+bool SharedConstantBuffer::Allocate(ConstantBufferSection* aHolder,
+ AutoBufferUploadBase* aPtr,
+ size_t aNumItems, size_t aSizeOfItem) {
+ MOZ_ASSERT(aSizeOfItem % 16 == 0, "Items must be padded to 16 bytes");
+
+ size_t bytes = aNumItems * aSizeOfItem;
+ if (bytes > mMaxConstantBufferBindSize) {
+ gfxWarning()
+ << "Attempted to allocate too many bytes into a constant buffer";
+ return false;
+ }
+
+ RefPtr<MLGBuffer> buffer;
+ ptrdiff_t offset;
+ if (!GetBufferPointer(aPtr, bytes, &offset, &buffer)) {
+ return false;
+ }
+
+ aHolder->Init(buffer, offset, bytes, aNumItems);
+ return true;
+}
+
+uint8_t* SharedConstantBuffer::AllocateNewBuffer(
+ size_t aBytes, ptrdiff_t* aOutOffset, RefPtr<MLGBuffer>* aOutBuffer) {
+ RefPtr<MLGBuffer> buffer;
+ if (BufferCache* cache = mDevice->GetConstantBufferCache()) {
+ buffer = cache->GetOrCreateBuffer(aBytes);
+ } else {
+ buffer = mDevice->CreateBuffer(MLGBufferType::Constant, aBytes,
+ MLGUsage::Dynamic);
+ }
+ if (!buffer) {
+ return nullptr;
+ }
+
+ MLGMappedResource map;
+ if (!mDevice->Map(buffer, MLGMapType::WRITE_DISCARD, &map)) {
+ return nullptr;
+ }
+
+ // Signal that offsetting is not supported.
+ *aOutOffset = -1;
+ *aOutBuffer = buffer;
+ return reinterpret_cast<uint8_t*>(map.mData);
+}
+
+void AutoBufferUploadBase::UnmapBuffer() { mDevice->Unmap(mBuffer); }
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/SharedBufferMLGPU.h b/gfx/layers/mlgpu/SharedBufferMLGPU.h
new file mode 100644
index 0000000000..19ece7ff11
--- /dev/null
+++ b/gfx/layers/mlgpu/SharedBufferMLGPU.h
@@ -0,0 +1,273 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_SharedBufferMLGPU_h
+#define mozilla_gfx_layers_mlgpu_SharedBufferMLGPU_h
+
+#include "ShaderDefinitionsMLGPU.h"
+#include "MLGDevice.h"
+#include "MLGDeviceTypes.h"
+#include "StagingBuffer.h"
+#include "mozilla/gfx/Logging.h"
+
+namespace mozilla {
+namespace layers {
+
+class MLGBuffer;
+
+class SharedBufferMLGPU {
+ public:
+ virtual ~SharedBufferMLGPU();
+
+ bool Init();
+
+ // Call before starting a new frame.
+ void Reset();
+
+ // Call to finish any pending uploads.
+ void PrepareForUsage();
+
+ protected:
+ SharedBufferMLGPU(MLGDevice* aDevice, MLGBufferType aType,
+ size_t aDefaultSize);
+
+ bool EnsureMappedBuffer(size_t aBytes);
+ bool GrowBuffer(size_t aBytes);
+ void ForgetBuffer();
+ bool Map();
+ void Unmap();
+
+ uint8_t* GetBufferPointer(size_t aBytes, ptrdiff_t* aOutOffset,
+ RefPtr<MLGBuffer>* aOutBuffer);
+
+ protected:
+ // Note: RefPtr here would cause a cycle. Only MLGDevice should own
+ // SharedBufferMLGPU objects for now.
+ MLGDevice* mDevice;
+ MLGBufferType mType;
+ size_t mDefaultSize;
+ bool mCanUseOffsetAllocation;
+
+ // When |mBuffer| is non-null, mMaxSize is the buffer size. If mapped, the
+ // position is between 0 and mMaxSize, otherwise it is always 0.
+ RefPtr<MLGBuffer> mBuffer;
+ ptrdiff_t mCurrentPosition;
+ size_t mMaxSize;
+
+ MLGMappedResource mMap;
+ bool mMapped;
+
+ // These are used to track how many frames come in under the default
+ // buffer size in a row.
+ size_t mBytesUsedThisFrame;
+ size_t mNumSmallFrames;
+};
+
+class VertexBufferSection final {
+ friend class SharedVertexBuffer;
+
+ public:
+ VertexBufferSection();
+
+ uint32_t Stride() const { return mStride; }
+ MLGBuffer* GetBuffer() const { return mBuffer; }
+ ptrdiff_t Offset() const {
+ MOZ_ASSERT(IsValid());
+ return mOffset;
+ }
+ size_t NumVertices() const { return mNumVertices; }
+ bool IsValid() const { return !!mBuffer; }
+
+ protected:
+ void Init(MLGBuffer* aBuffer, ptrdiff_t aOffset, size_t aNumVertices,
+ size_t aStride);
+
+ protected:
+ RefPtr<MLGBuffer> mBuffer;
+ ptrdiff_t mOffset;
+ size_t mNumVertices;
+ size_t mStride;
+};
+
+class ConstantBufferSection final {
+ friend class SharedConstantBuffer;
+
+ public:
+ ConstantBufferSection();
+
+ uint32_t NumConstants() const { return NumConstantsForBytes(mNumBytes); }
+ size_t NumItems() const { return mNumItems; }
+ uint32_t Offset() const {
+ MOZ_ASSERT(IsValid());
+ return mOffset / 16;
+ }
+ MLGBuffer* GetBuffer() const { return mBuffer; }
+ bool IsValid() const { return !!mBuffer; }
+ bool HasOffset() const { return mOffset != -1; }
+
+ protected:
+ static constexpr size_t NumConstantsForBytes(size_t aBytes) {
+ return (aBytes + ((256 - (aBytes % 256)) % 256)) / 16;
+ }
+
+ void Init(MLGBuffer* aBuffer, ptrdiff_t aOffset, size_t aBytes,
+ size_t aNumItems);
+
+ protected:
+ RefPtr<MLGBuffer> mBuffer;
+ ptrdiff_t mOffset;
+ size_t mNumBytes;
+ size_t mNumItems;
+};
+
+// Vertex buffers don't need special alignment.
+typedef StagingBuffer<0> VertexStagingBuffer;
+
+class SharedVertexBuffer final : public SharedBufferMLGPU {
+ public:
+ SharedVertexBuffer(MLGDevice* aDevice, size_t aDefaultSize);
+
+ // Allocate a buffer that can be uploaded immediately.
+ bool Allocate(VertexBufferSection* aHolder,
+ const VertexStagingBuffer& aStaging) {
+ return Allocate(aHolder, aStaging.NumItems(), aStaging.SizeOfItem(),
+ aStaging.GetBufferStart());
+ }
+
+ // Allocate a buffer that can be uploaded immediately. This is the
+ // direct access version, for cases where a StagingBuffer is not
+ // needed.
+ bool Allocate(VertexBufferSection* aHolder, size_t aNumItems,
+ size_t aSizeOfItem, const void* aData);
+
+ template <typename T>
+ bool Allocate(VertexBufferSection* aHolder, const T& aItem) {
+ return Allocate(aHolder, 1, sizeof(T), &aItem);
+ }
+};
+
+// To support older Direct3D versions, we need to support one-off MLGBuffers,
+// where data is uploaded immediately rather than at the end of all batch
+// preparation. We achieve this through a small helper class.
+//
+// Note: the unmap is not inline sincce we don't include MLGDevice.h.
+class MOZ_STACK_CLASS AutoBufferUploadBase {
+ public:
+ AutoBufferUploadBase();
+ ~AutoBufferUploadBase();
+
+ void Init(void* aPtr) {
+ MOZ_ASSERT(!mPtr && aPtr);
+ mPtr = aPtr;
+ }
+ void Init(void* aPtr, MLGDevice* aDevice, MLGBuffer* aBuffer);
+ void* get() { return const_cast<void*>(mPtr); }
+
+ private:
+ void UnmapBuffer();
+
+ protected:
+ RefPtr<MLGDevice> mDevice;
+ RefPtr<MLGBuffer> mBuffer;
+ void* mPtr;
+};
+
+// This is a typed helper for AutoBufferUploadBase.
+template <typename T>
+class AutoBufferUpload : public AutoBufferUploadBase {
+ public:
+ AutoBufferUpload() = default;
+
+ T* operator->() const { return reinterpret_cast<T*>(mPtr); }
+};
+
+class SharedConstantBuffer final : public SharedBufferMLGPU {
+ public:
+ SharedConstantBuffer(MLGDevice* aDevice, size_t aDefaultSize);
+
+ // Allocate a buffer that can be immediately uploaded.
+ bool Allocate(ConstantBufferSection* aHolder,
+ const ConstantStagingBuffer& aStaging) {
+ MOZ_ASSERT(aStaging.NumItems() * aStaging.SizeOfItem() ==
+ aStaging.NumBytes());
+ return Allocate(aHolder, aStaging.NumItems(), aStaging.SizeOfItem(),
+ aStaging.GetBufferStart());
+ }
+
+ // Allocate a buffer of one item that can be immediately uploaded.
+ template <typename T>
+ bool Allocate(ConstantBufferSection* aHolder, const T& aItem) {
+ return Allocate(aHolder, 1, sizeof(aItem), &aItem);
+ }
+
+ // Allocate a buffer of N items that can be immediately uploaded.
+ template <typename T>
+ bool Allocate(ConstantBufferSection* aHolder, const T* aItems,
+ size_t aNumItems) {
+ return Allocate(aHolder, aNumItems, sizeof(T), aItems);
+ }
+
+ // Allocate a buffer that is uploaded after the caller has finished writing
+ // to it. This should method should generally not be used unless copying T
+ // is expensive, since the default immediate-upload version has an implicit
+ // extra copy to the GPU. This version exposes the mapped memory directly.
+ template <typename T>
+ bool Allocate(ConstantBufferSection* aHolder, AutoBufferUpload<T>* aPtr) {
+ MOZ_ASSERT(sizeof(T) % 16 == 0, "Items must be padded to 16 bytes");
+
+ return Allocate(aHolder, aPtr, 1, sizeof(T));
+ }
+
+ private:
+ bool Allocate(ConstantBufferSection* aHolder, size_t aNumItems,
+ size_t aSizeOfItem, const void* aData) {
+ AutoBufferUploadBase ptr;
+ if (!Allocate(aHolder, &ptr, aNumItems, aSizeOfItem)) {
+ return false;
+ }
+ memcpy(ptr.get(), aData, aNumItems * aSizeOfItem);
+ return true;
+ }
+
+ bool Allocate(ConstantBufferSection* aHolder, AutoBufferUploadBase* aPtr,
+ size_t aNumItems, size_t aSizeOfItem);
+
+ bool GetBufferPointer(AutoBufferUploadBase* aPtr, size_t aBytes,
+ ptrdiff_t* aOutOffset, RefPtr<MLGBuffer>* aOutBuffer) {
+ if (!mCanUseOffsetAllocation) {
+ uint8_t* ptr = AllocateNewBuffer(aBytes, aOutOffset, aOutBuffer);
+ if (!ptr) {
+ return false;
+ }
+ aPtr->Init(ptr, mDevice, *aOutBuffer);
+ return true;
+ }
+
+ // Align up the allocation to 256 bytes, since D3D11 requires that
+ // constant buffers start at multiples of 16 elements.
+ size_t alignedBytes = AlignUp<256>::calc(aBytes);
+
+ uint8_t* ptr = SharedBufferMLGPU::GetBufferPointer(alignedBytes, aOutOffset,
+ aOutBuffer);
+ if (!ptr) {
+ return false;
+ }
+
+ aPtr->Init(ptr);
+ return true;
+ }
+
+ uint8_t* AllocateNewBuffer(size_t aBytes, ptrdiff_t* aOutOffset,
+ RefPtr<MLGBuffer>* aOutBuffer);
+
+ private:
+ size_t mMaxConstantBufferBindSize;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_SharedBufferMLGPU_h
diff --git a/gfx/layers/mlgpu/StagingBuffer.cpp b/gfx/layers/mlgpu/StagingBuffer.cpp
new file mode 100644
index 0000000000..d82531be5e
--- /dev/null
+++ b/gfx/layers/mlgpu/StagingBuffer.cpp
@@ -0,0 +1,18 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "StagingBuffer.h"
+#include "MLGDevice.h"
+#include "ShaderDefinitionsMLGPU.h"
+
+namespace mozilla {
+namespace layers {
+
+ConstantStagingBuffer::ConstantStagingBuffer(MLGDevice* aDevice)
+ : StagingBuffer(mlg::kMaxConstantBufferSize) {}
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/StagingBuffer.h b/gfx/layers/mlgpu/StagingBuffer.h
new file mode 100644
index 0000000000..1bbb0959ba
--- /dev/null
+++ b/gfx/layers/mlgpu/StagingBuffer.h
@@ -0,0 +1,271 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_StagingBuffer_h
+#define mozilla_gfx_layers_mlgpu_StagingBuffer_h
+
+#include "mozilla/MathAlgorithms.h"
+#include "mozilla/UniquePtr.h"
+#include "UtilityMLGPU.h"
+#include <algorithm>
+#include <utility>
+#include <limits.h>
+
+namespace mozilla {
+namespace layers {
+
+class MLGDevice;
+
+// A StagingBuffer is a writable memory buffer for arbitrary contents.
+template <size_t Alignment = 0>
+class StagingBuffer {
+ public:
+ StagingBuffer() : StagingBuffer(0) {}
+
+ // By default, staging buffers operate in "forward" mode: items are added to
+ // the end of the buffer. In "reverse" mode the cursor is at the end of the
+ // buffer, and items are added to the beginning.
+ //
+ // This must be called before the buffer is written.
+ void SetReversed() {
+ MOZ_ASSERT(IsEmpty());
+ mReversed = true;
+ }
+
+ // Write a series of components as a single item. When this is first used, the
+ // buffer records the initial item size and requires that all future items be
+ // the exact same size.
+ //
+ // This directs to either AppendItem or PrependItem depending on the buffer
+ // state.
+ template <typename T>
+ bool AddItem(const T& aItem) {
+ if (mReversed) {
+ return PrependItem(aItem);
+ }
+ return AppendItem(aItem);
+ }
+
+ // Helper for adding a single item as two components.
+ template <typename T1, typename T2>
+ bool AddItem(const T1& aItem1, const T2& aItem2) {
+ if (mReversed) {
+ return PrependItem(aItem1, aItem2);
+ }
+ return AppendItem(aItem1, aItem2);
+ }
+
+ // This may only be called on forward buffers.
+ template <typename T>
+ bool AppendItem(const T& aItem) {
+ MOZ_ASSERT(!mReversed);
+
+ size_t alignedBytes = AlignUp<Alignment>::calc(sizeof(aItem));
+ if (!mUniformSize) {
+ mUniformSize = alignedBytes;
+ }
+
+ if (!EnsureForwardRoomFor(alignedBytes)) {
+ return false;
+ }
+ if (mUniformSize != alignedBytes) {
+ MOZ_ASSERT_UNREACHABLE("item of incorrect size added!");
+ return false;
+ }
+
+ *reinterpret_cast<T*>(mPos) = aItem;
+ mPos += alignedBytes;
+ MOZ_ASSERT(mPos <= mEnd);
+
+ mNumItems++;
+ return true;
+ }
+
+ // Append an item in two stages.
+ template <typename T1, typename T2>
+ bool AppendItem(const T1& aFirst, const T2& aSecond) {
+ struct Combined {
+ T1 first;
+ T2 second;
+ } value = {aFirst, aSecond};
+
+ // The combined value must be packed.
+ static_assert(sizeof(value) == sizeof(aFirst) + sizeof(aSecond),
+ "Items must be packed within struct");
+ return AppendItem(value);
+ }
+
+ // This may only be called on reversed buffers.
+ template <typename T>
+ bool PrependItem(const T& aItem) {
+ MOZ_ASSERT(mReversed);
+
+ size_t alignedBytes = AlignUp<Alignment>::calc(sizeof(aItem));
+ if (!mUniformSize) {
+ mUniformSize = alignedBytes;
+ }
+
+ if (!EnsureBackwardRoomFor(alignedBytes)) {
+ return false;
+ }
+ if (mUniformSize != alignedBytes) {
+ MOZ_ASSERT_UNREACHABLE("item of incorrect size added!");
+ return false;
+ }
+
+ mPos -= alignedBytes;
+ *reinterpret_cast<T*>(mPos) = aItem;
+ MOZ_ASSERT(mPos >= mBuffer.get());
+
+ mNumItems++;
+ return true;
+ }
+
+ // Prepend an item in two stages.
+ template <typename T1, typename T2>
+ bool PrependItem(const T1& aFirst, const T2& aSecond) {
+ struct Combined {
+ T1 first;
+ T2 second;
+ } value = {aFirst, aSecond};
+
+ // The combined value must be packed.
+ static_assert(sizeof(value) == sizeof(aFirst) + sizeof(aSecond),
+ "Items must be packed within struct");
+ return PrependItem(value);
+ }
+
+ size_t NumBytes() const {
+ return mReversed ? mEnd - mPos : mPos - mBuffer.get();
+ }
+ uint8_t* GetBufferStart() const { return mReversed ? mPos : mBuffer.get(); }
+ size_t SizeOfItem() const { return mUniformSize; }
+ size_t NumItems() const { return mNumItems; }
+
+ void Reset() {
+ mPos = mReversed ? mEnd : mBuffer.get();
+ mUniformSize = 0;
+ mNumItems = 0;
+ }
+
+ // RestorePosition must only be called with a previous call to
+ // GetPosition.
+ typedef std::pair<size_t, size_t> Position;
+ Position GetPosition() const { return std::make_pair(NumBytes(), mNumItems); }
+ void RestorePosition(const Position& aPosition) {
+ mPos = mBuffer.get() + aPosition.first;
+ mNumItems = aPosition.second;
+ if (mNumItems == 0) {
+ mUniformSize = 0;
+ }
+
+ // Make sure the buffer is still coherent.
+ MOZ_ASSERT(mPos >= mBuffer.get() && mPos <= mEnd);
+ MOZ_ASSERT(mNumItems * mUniformSize == NumBytes());
+ }
+
+ bool IsEmpty() const { return mNumItems == 0; }
+
+ protected:
+ explicit StagingBuffer(size_t aMaxSize)
+ : mPos(nullptr),
+ mEnd(nullptr),
+ mUniformSize(0),
+ mNumItems(0),
+ mMaxSize(aMaxSize),
+ mReversed(false) {}
+
+ static const size_t kDefaultSize = 8;
+
+ bool EnsureForwardRoomFor(size_t aAlignedBytes) {
+ if (size_t(mEnd - mPos) < aAlignedBytes) {
+ return GrowBuffer(aAlignedBytes);
+ }
+ return true;
+ }
+
+ bool EnsureBackwardRoomFor(size_t aAlignedBytes) {
+ if (size_t(mPos - mBuffer.get()) < aAlignedBytes) {
+ return GrowBuffer(aAlignedBytes);
+ }
+ return true;
+ }
+
+ bool GrowBuffer(size_t aAlignedBytes) {
+ // We should not be writing items that are potentially bigger than the
+ // maximum constant buffer size, that's crazy. An assert should be good
+ // enough since the size of writes is static - and shader compilers
+ // would explode anyway.
+ MOZ_ASSERT_IF(mMaxSize, aAlignedBytes < mMaxSize);
+ MOZ_ASSERT_IF(mMaxSize, kDefaultSize * Alignment < mMaxSize);
+
+ if (!mBuffer) {
+ size_t newSize = std::max(kDefaultSize * Alignment, aAlignedBytes);
+ MOZ_ASSERT_IF(mMaxSize, newSize < mMaxSize);
+
+ mBuffer = MakeUnique<uint8_t[]>(newSize);
+ mEnd = mBuffer.get() + newSize;
+ mPos = mReversed ? mEnd : mBuffer.get();
+ return true;
+ }
+
+ // Take the bigger of exact-fit or 1.5x the previous size, and make sure
+ // the new size doesn't overflow size_t. If needed, clamp to the max
+ // size.
+ size_t oldSize = mEnd - mBuffer.get();
+ size_t trySize = std::max(oldSize + aAlignedBytes, oldSize + oldSize / 2);
+ size_t newSize = mMaxSize ? std::min(trySize, mMaxSize) : trySize;
+ if (newSize < oldSize || newSize - oldSize < aAlignedBytes) {
+ return false;
+ }
+
+ UniquePtr<uint8_t[]> newBuffer = MakeUnique<uint8_t[]>(newSize);
+ if (!newBuffer) {
+ return false;
+ }
+
+ // When the buffer is in reverse mode, we have to copy from the end of the
+ // buffer, not the beginning.
+ if (mReversed) {
+ size_t usedBytes = mEnd - mPos;
+ size_t newPos = newSize - usedBytes;
+ MOZ_RELEASE_ASSERT(newPos + usedBytes <= newSize);
+
+ memcpy(newBuffer.get() + newPos, mPos, usedBytes);
+ mPos = newBuffer.get() + newPos;
+ } else {
+ size_t usedBytes = mPos - mBuffer.get();
+ MOZ_RELEASE_ASSERT(usedBytes <= newSize);
+
+ memcpy(newBuffer.get(), mBuffer.get(), usedBytes);
+ mPos = newBuffer.get() + usedBytes;
+ }
+ mEnd = newBuffer.get() + newSize;
+ mBuffer = std::move(newBuffer);
+
+ MOZ_RELEASE_ASSERT(mPos >= mBuffer.get() && mPos <= mEnd);
+ return true;
+ }
+
+ protected:
+ UniquePtr<uint8_t[]> mBuffer;
+ uint8_t* mPos;
+ uint8_t* mEnd;
+ size_t mUniformSize;
+ size_t mNumItems;
+ size_t mMaxSize;
+ bool mReversed;
+};
+
+class ConstantStagingBuffer : public StagingBuffer<16> {
+ public:
+ explicit ConstantStagingBuffer(MLGDevice* aDevice);
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_StagingBuffer_h
diff --git a/gfx/layers/mlgpu/TextureSourceProviderMLGPU.cpp b/gfx/layers/mlgpu/TextureSourceProviderMLGPU.cpp
new file mode 100644
index 0000000000..7ddf475588
--- /dev/null
+++ b/gfx/layers/mlgpu/TextureSourceProviderMLGPU.cpp
@@ -0,0 +1,96 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "TextureSourceProviderMLGPU.h"
+#include "LayerManagerMLGPU.h"
+#include "MLGDevice.h"
+#ifdef XP_WIN
+# include "mozilla/layers/MLGDeviceD3D11.h"
+#endif
+
+namespace mozilla {
+namespace layers {
+
+TextureSourceProviderMLGPU::TextureSourceProviderMLGPU(
+ LayerManagerMLGPU* aLayerManager, MLGDevice* aDevice)
+ : mLayerManager(aLayerManager), mDevice(aDevice) {}
+
+TextureSourceProviderMLGPU::~TextureSourceProviderMLGPU() = default;
+
+int32_t TextureSourceProviderMLGPU::GetMaxTextureSize() const {
+ if (!mDevice) {
+ return 0;
+ }
+ return mDevice->GetMaxTextureSize();
+}
+
+bool TextureSourceProviderMLGPU::SupportsEffect(EffectTypes aEffect) {
+ switch (aEffect) {
+ case EffectTypes::YCBCR:
+ return true;
+ default:
+ MOZ_ASSERT_UNREACHABLE("NYI");
+ }
+ return false;
+}
+
+bool TextureSourceProviderMLGPU::IsValid() const { return !!mLayerManager; }
+
+void TextureSourceProviderMLGPU::Destroy() {
+ mLayerManager = nullptr;
+ mDevice = nullptr;
+ TextureSourceProvider::Destroy();
+}
+
+#ifdef XP_WIN
+ID3D11Device* TextureSourceProviderMLGPU::GetD3D11Device() const {
+ if (!mDevice) {
+ return nullptr;
+ }
+ return mDevice->AsD3D11()->GetD3D11Device();
+}
+#endif
+
+TimeStamp TextureSourceProviderMLGPU::GetLastCompositionEndTime() const {
+ if (!mLayerManager) {
+ return TimeStamp();
+ }
+ return mLayerManager->GetLastCompositionEndTime();
+}
+
+already_AddRefed<DataTextureSource>
+TextureSourceProviderMLGPU::CreateDataTextureSource(TextureFlags aFlags) {
+ RefPtr<DataTextureSource> texture = mDevice->CreateDataTextureSource(aFlags);
+ return texture.forget();
+}
+
+already_AddRefed<DataTextureSource>
+TextureSourceProviderMLGPU::CreateDataTextureSourceAround(
+ gfx::DataSourceSurface* aSurface) {
+ MOZ_ASSERT_UNREACHABLE("NYI");
+ return nullptr;
+}
+
+void TextureSourceProviderMLGPU::UnlockAfterComposition(TextureHost* aTexture) {
+ TextureSourceProvider::UnlockAfterComposition(aTexture);
+
+ // If this is being called after we shutdown the compositor, we must finish
+ // read unlocking now to prevent a cycle.
+ if (!IsValid()) {
+ ReadUnlockTextures();
+ }
+}
+
+bool TextureSourceProviderMLGPU::NotifyNotUsedAfterComposition(
+ TextureHost* aTextureHost) {
+ if (!IsValid()) {
+ return false;
+ }
+ return TextureSourceProvider::NotifyNotUsedAfterComposition(aTextureHost);
+}
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/TextureSourceProviderMLGPU.h b/gfx/layers/mlgpu/TextureSourceProviderMLGPU.h
new file mode 100644
index 0000000000..4210206c72
--- /dev/null
+++ b/gfx/layers/mlgpu/TextureSourceProviderMLGPU.h
@@ -0,0 +1,56 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_TextureSourceProviderMLGPU_h
+#define mozilla_gfx_layers_mlgpu_TextureSourceProviderMLGPU_h
+
+#include "mozilla/layers/TextureSourceProvider.h"
+
+namespace mozilla {
+namespace layers {
+
+class MLGDevice;
+class LayerManagerMLGPU;
+
+class TextureSourceProviderMLGPU final : public TextureSourceProvider {
+ public:
+ TextureSourceProviderMLGPU(LayerManagerMLGPU* aLayerManager,
+ MLGDevice* aDevice);
+ virtual ~TextureSourceProviderMLGPU();
+
+ already_AddRefed<DataTextureSource> CreateDataTextureSource(
+ TextureFlags aFlags) override;
+
+ already_AddRefed<DataTextureSource> CreateDataTextureSourceAround(
+ gfx::DataSourceSurface* aSurface) override;
+
+ void UnlockAfterComposition(TextureHost* aTexture) override;
+ bool NotifyNotUsedAfterComposition(TextureHost* aTextureHost) override;
+
+ int32_t GetMaxTextureSize() const override;
+ TimeStamp GetLastCompositionEndTime() const override;
+ bool SupportsEffect(EffectTypes aEffect) override;
+ bool IsValid() const override;
+
+#ifdef XP_WIN
+ ID3D11Device* GetD3D11Device() const override;
+#endif
+
+ void ReadUnlockTextures() { TextureSourceProvider::ReadUnlockTextures(); }
+
+ // Release references to the layer manager.
+ void Destroy() override;
+
+ private:
+ // Using RefPtr<> here would be a circular reference.
+ LayerManagerMLGPU* mLayerManager;
+ RefPtr<MLGDevice> mDevice;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_TextureSourceProviderMLGPU_h
diff --git a/gfx/layers/mlgpu/TexturedLayerMLGPU.cpp b/gfx/layers/mlgpu/TexturedLayerMLGPU.cpp
new file mode 100644
index 0000000000..0cb8ccfc16
--- /dev/null
+++ b/gfx/layers/mlgpu/TexturedLayerMLGPU.cpp
@@ -0,0 +1,196 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "TexturedLayerMLGPU.h"
+#include "LayerManagerMLGPU.h"
+#include "RenderViewMLGPU.h"
+#include "FrameBuilder.h"
+#include "mozilla/gfx/Types.h"
+#include "mozilla/layers/ImageHost.h"
+#include "UnitTransforms.h"
+
+namespace mozilla {
+namespace layers {
+
+using namespace gfx;
+
+TexturedLayerMLGPU::TexturedLayerMLGPU(LayerManagerMLGPU* aManager)
+ : LayerMLGPU(aManager) {}
+
+TexturedLayerMLGPU::~TexturedLayerMLGPU() {
+ // Note: we have to cleanup resources in derived classes, since we can't
+ // easily tell in our destructor if we have a TempImageLayerMLGPU, which
+ // should not have its compositable detached, and we can't call GetLayer
+ // here.
+}
+
+bool TexturedLayerMLGPU::SetCompositableHost(CompositableHost* aHost) {
+ switch (aHost->GetType()) {
+ case CompositableType::IMAGE:
+ mHost = aHost->AsImageHost();
+ return true;
+ default:
+ return false;
+ }
+}
+
+CompositableHost* TexturedLayerMLGPU::GetCompositableHost() {
+ if (mHost && mHost->IsAttached()) {
+ return mHost.get();
+ }
+ return nullptr;
+}
+
+RefPtr<TextureSource> TexturedLayerMLGPU::BindAndGetTexture() {
+ if (!mHost) {
+ return nullptr;
+ }
+
+ LayerManagerMLGPU* lm = GetLayerManager()->AsLayerManagerMLGPU();
+
+ // Note: we don't call FinishRendering since mask layers do not need
+ // composite notifications or bias updates. (This function should
+ // not be called for non-mask-layers).
+ ImageHost::RenderInfo info;
+ if (!mHost->PrepareToRender(lm->GetTextureSourceProvider(), &info)) {
+ return nullptr;
+ }
+
+ RefPtr<TextureSource> source = mHost->AcquireTextureSource(info);
+ if (!source) {
+ return nullptr;
+ }
+
+ mTexture = source;
+ return source;
+}
+
+bool TexturedLayerMLGPU::OnPrepareToRender(FrameBuilder* aBuilder) {
+ if (!mHost) {
+ return false;
+ }
+
+ LayerManagerMLGPU* lm = GetLayerManager()->AsLayerManagerMLGPU();
+
+ ImageHost::RenderInfo info;
+ if (!mHost->PrepareToRender(lm->GetTextureSourceProvider(), &info)) {
+ return false;
+ }
+
+ RefPtr<TextureSource> source = mHost->AcquireTextureSource(info);
+ if (!source) {
+ return false;
+ }
+
+ if (source->AsBigImageIterator()) {
+ mBigImageTexture = source;
+ mTexture = nullptr;
+ } else {
+ mTexture = source;
+ }
+
+ mPictureRect = IntRect(0, 0, info.img->mPictureRect.Width(),
+ info.img->mPictureRect.Height());
+
+ mHost->FinishRendering(info);
+ return true;
+}
+
+void TexturedLayerMLGPU::AssignToView(FrameBuilder* aBuilder,
+ RenderViewMLGPU* aView,
+ Maybe<Polygon>&& aGeometry) {
+ if (mBigImageTexture) {
+ BigImageIterator* iter = mBigImageTexture->AsBigImageIterator();
+ iter->BeginBigImageIteration();
+ AssignBigImage(aBuilder, aView, iter, aGeometry);
+ iter->EndBigImageIteration();
+ } else {
+ LayerMLGPU::AssignToView(aBuilder, aView, std::move(aGeometry));
+ }
+}
+
+void TexturedLayerMLGPU::AssignBigImage(FrameBuilder* aBuilder,
+ RenderViewMLGPU* aView,
+ BigImageIterator* aIter,
+ const Maybe<Polygon>& aGeometry) {
+ const Matrix4x4& transform = GetLayer()->GetEffectiveTransformForBuffer();
+
+ // Note that we don't need to assign these in any particular order, since
+ // they do not overlap.
+ do {
+ IntRect tileRect = aIter->GetTileRect();
+ IntRect rect = tileRect.Intersect(mPictureRect);
+ if (rect.IsEmpty()) {
+ continue;
+ }
+
+ {
+ Rect screenRect = transform.TransformBounds(Rect(rect));
+ screenRect.MoveBy(-aView->GetTargetOffset());
+ screenRect =
+ screenRect.Intersect(Rect(mComputedClipRect.ToUnknownRect()));
+ if (screenRect.IsEmpty()) {
+ // This tile is not in the clip region, so skip it.
+ continue;
+ }
+ }
+
+ RefPtr<TextureSource> tile = mBigImageTexture->ExtractCurrentTile();
+ if (!tile) {
+ continue;
+ }
+
+ // Create a temporary item.
+ RefPtr<TempImageLayerMLGPU> item =
+ new TempImageLayerMLGPU(aBuilder->GetManager());
+ item->Init(this, tile, rect);
+
+ Maybe<Polygon> geometry = aGeometry;
+ item->AddBoundsToView(aBuilder, aView, std::move(geometry));
+
+ // Since the layer tree is not holding this alive, we have to ask the
+ // FrameBuilder to do it for us.
+ aBuilder->RetainTemporaryLayer(item);
+ } while (aIter->NextTile());
+}
+
+TempImageLayerMLGPU::TempImageLayerMLGPU(LayerManagerMLGPU* aManager)
+ : ImageLayer(aManager, static_cast<HostLayer*>(this)),
+ TexturedLayerMLGPU(aManager),
+ mFilter(gfx::SamplingFilter::GOOD),
+ mIsOpaque(false) {}
+
+TempImageLayerMLGPU::~TempImageLayerMLGPU() = default;
+
+void TempImageLayerMLGPU::Init(TexturedLayerMLGPU* aSource,
+ const RefPtr<TextureSource>& aTexture,
+ const gfx::IntRect& aPictureRect) {
+ // ImageLayer properties.
+ mEffectiveTransform = aSource->GetLayer()->GetEffectiveTransform();
+ mEffectiveTransformForBuffer =
+ aSource->GetLayer()->GetEffectiveTransformForBuffer();
+
+ // Base LayerMLGPU properties.
+ mComputedClipRect = aSource->GetComputedClipRect();
+ mMask = aSource->GetMask();
+ mComputedOpacity = aSource->GetComputedOpacity();
+
+ // TexturedLayerMLGPU properties.
+ mHost = aSource->GetImageHost();
+ mTexture = aTexture;
+ mPictureRect = aPictureRect;
+
+ // Local properties.
+ mFilter = aSource->GetSamplingFilter();
+ mShadowVisibleRegion = aSource->GetShadowVisibleRegion();
+ mIsOpaque = aSource->IsContentOpaque();
+
+ // Set this layer to prepared so IsPrepared() assertions don't fire.
+ MarkPrepared();
+}
+
+} // namespace layers
+} // namespace mozilla
diff --git a/gfx/layers/mlgpu/TexturedLayerMLGPU.h b/gfx/layers/mlgpu/TexturedLayerMLGPU.h
new file mode 100644
index 0000000000..e6b4e69587
--- /dev/null
+++ b/gfx/layers/mlgpu/TexturedLayerMLGPU.h
@@ -0,0 +1,90 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_TexturedLayerMLGPU_h
+#define mozilla_gfx_layers_mlgpu_TexturedLayerMLGPU_h
+
+#include "LayerMLGPU.h"
+#include "ImageLayers.h"
+#include "mozilla/layers/ImageHost.h"
+
+namespace mozilla {
+namespace layers {
+
+// This is the base class for canvas and image layers.
+class TexturedLayerMLGPU : public LayerMLGPU {
+ public:
+ TexturedLayerMLGPU* AsTexturedLayerMLGPU() override { return this; }
+
+ virtual gfx::SamplingFilter GetSamplingFilter() = 0;
+
+ bool SetCompositableHost(CompositableHost* aHost) override;
+ CompositableHost* GetCompositableHost() override;
+
+ void AssignToView(FrameBuilder* aBuilder, RenderViewMLGPU* aView,
+ Maybe<gfx::Polygon>&& aGeometry) override;
+
+ TextureSource* GetTexture() const { return mTexture; }
+ ImageHost* GetImageHost() const { return mHost; }
+
+ // Return the scale factor from the texture source to the picture rect.
+ virtual Maybe<gfx::Size> GetPictureScale() const { return Nothing(); }
+
+ // Mask layers aren't prepared like normal layers. They are bound as
+ // mask operations are built. Mask layers are never tiled (they are
+ // scaled to a lower resolution if too big), so this pathway returns
+ // a TextureSource.
+ RefPtr<TextureSource> BindAndGetTexture();
+
+ protected:
+ explicit TexturedLayerMLGPU(LayerManagerMLGPU* aManager);
+ virtual ~TexturedLayerMLGPU();
+
+ void AssignBigImage(FrameBuilder* aBuilder, RenderViewMLGPU* aView,
+ BigImageIterator* aIter,
+ const Maybe<gfx::Polygon>& aGeometry);
+
+ bool OnPrepareToRender(FrameBuilder* aBuilder) override;
+
+ protected:
+ RefPtr<ImageHost> mHost;
+ RefPtr<TextureSource> mTexture;
+ RefPtr<TextureSource> mBigImageTexture;
+ gfx::IntRect mPictureRect;
+};
+
+// This is a pseudo layer that wraps a tile in an ImageLayer backed by a
+// BigImage. Without this, we wouldn't have anything sensible to add to
+// RenderPasses. In the future we could potentially consume the source
+// layer more intelligently instead (for example, having it compute
+// which textures are relevant for a given tile).
+class TempImageLayerMLGPU final : public ImageLayer, public TexturedLayerMLGPU {
+ public:
+ explicit TempImageLayerMLGPU(LayerManagerMLGPU* aManager);
+
+ // Layer
+ HostLayer* AsHostLayer() override { return this; }
+ gfx::SamplingFilter GetSamplingFilter() override { return mFilter; }
+ bool IsContentOpaque() override { return mIsOpaque; }
+
+ void Init(TexturedLayerMLGPU* aSource, const RefPtr<TextureSource>& aTexture,
+ const gfx::IntRect& aPictureRect);
+
+ // HostLayer
+ Layer* GetLayer() override { return this; }
+
+ protected:
+ virtual ~TempImageLayerMLGPU();
+
+ private:
+ gfx::SamplingFilter mFilter;
+ bool mIsOpaque;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_TexturedLayerMLGPU_h
diff --git a/gfx/layers/mlgpu/UtilityMLGPU.h b/gfx/layers/mlgpu/UtilityMLGPU.h
new file mode 100644
index 0000000000..2432bf88b6
--- /dev/null
+++ b/gfx/layers/mlgpu/UtilityMLGPU.h
@@ -0,0 +1,45 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 mozilla_gfx_layers_mlgpu_UtilityMLGPU_h
+#define mozilla_gfx_layers_mlgpu_UtilityMLGPU_h
+
+#include "mozilla/Assertions.h"
+#include "mozilla/MathAlgorithms.h"
+
+namespace mozilla {
+namespace layers {
+
+template <size_t T>
+struct AlignUp {
+ static inline size_t calc(size_t aAmount) {
+ MOZ_ASSERT(IsPowerOfTwo(T), "alignment must be a power of two");
+ return aAmount + ((T - (aAmount % T)) % T);
+ }
+};
+
+template <>
+struct AlignUp<0> {
+ static inline size_t calc(size_t aAmount) { return aAmount; }
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#ifdef ENABLE_AL_LOGGING
+# define AL_LOG(...) printf_stderr("AL: " __VA_ARGS__)
+# define AL_LOG_IF(cond, ...) \
+ do { \
+ if (cond) { \
+ printf_stderr("AL: " __VA_ARGS__); \
+ } \
+ } while (0)
+#else
+# define AL_LOG(...)
+# define AL_LOG_IF(...)
+#endif
+
+#endif // mozilla_gfx_layers_mlgpu_UtilityMLGPU_h