/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef mozilla_layers_NativeLayerCA_h #define mozilla_layers_NativeLayerCA_h #include #include #include #include "mozilla/Mutex.h" #include "mozilla/gfx/MacIOSurface.h" #include "mozilla/layers/NativeLayer.h" #include "CFTypeRefPtr.h" #include "nsRegion.h" #include "nsISupportsImpl.h" #ifdef __OBJC__ @class CALayer; #else typedef void CALayer; #endif namespace mozilla { namespace gl { class GLContextCGL; class MozFramebuffer; } // namespace gl namespace wr { class RenderMacIOSurfaceTextureHost; } // namespace wr namespace layers { class NativeLayerRootSnapshotterCA; class SurfacePoolHandleCA; // NativeLayerRootCA is the CoreAnimation implementation of the NativeLayerRoot // interface. A NativeLayerRootCA is created by the widget around an existing // CALayer with a call to CreateForCALayer - this CALayer is the root of the // "onscreen" representation of this layer tree. // All methods can be called from any thread, there is internal locking. // All effects from mutating methods are buffered locally and don't modify the // underlying CoreAnimation layers until CommitToScreen() is called. This // ensures that the modifications happen on the right thread. // // More specifically: During normal operation, screen updates are driven from a // compositing thread. On this thread, the layers are created / destroyed, their // contents are painted, and the result is committed to the screen. However, // there are some scenarios that need to involve the main thread, most notably // window resizing: During a window resize, we still need the drawing part to // happen on the compositing thread, but the modifications to the underlying // CALayers need to happen on the main thread, once compositing is done. // // NativeLayerRootCA + NativeLayerCA create and maintain *two* CALayer tree // representations: An "onscreen" representation and an "offscreen" // representation. These representations are updated via calls to // CommitToScreen() and CommitOffscreen(), respectively. The reason for having // two representations is the following: Our implementation of the snapshotter // API uses CARenderer, which lets us render the composited result of our layer // tree into a GPU buffer. But CARenderer requires "ownership" of the rendered // CALayers in the sense that it associates the CALayers with a local // "CAContext". A CALayer can only be associated with one CAContext at any time. // If we wanted te render our *onscreen* CALayers with CARenderer, we would need // to remove them from the window, reparent them to the CARenderer, render them, // and then put them back into the window. This would lead to a visible flashing // effect. To solve this problem, we build two CALayer representations, so that // one representation can stay inside the window and the other can stay attached // to the CARenderer. class NativeLayerRootCA : public NativeLayerRoot { public: static already_AddRefed CreateForCALayer(CALayer* aLayer); // Can be called on any thread at any point. Returns whether comitting was // successful. Will return false if called off the main thread while // off-main-thread commits are suspended. bool CommitToScreen() override; void CommitOffscreen(); void OnNativeLayerRootSnapshotterDestroyed( NativeLayerRootSnapshotterCA* aNativeLayerRootSnapshotter); // Enters a mode during which CommitToScreen(), when called on a non-main // thread, will not apply any updates to the CALayer tree. void SuspendOffMainThreadCommits(); // Exits the mode entered by SuspendOffMainThreadCommits(). // Returns true if the last CommitToScreen() was canceled due to suspension, // indicating that another call to CommitToScreen() is needed. bool UnsuspendOffMainThreadCommits(); bool AreOffMainThreadCommitsSuspended(); enum class WhichRepresentation : uint8_t { ONSCREEN, OFFSCREEN }; // Overridden methods already_AddRefed CreateLayer( const gfx::IntSize& aSize, bool aIsOpaque, SurfacePoolHandle* aSurfacePoolHandle) override; void AppendLayer(NativeLayer* aLayer) override; void RemoveLayer(NativeLayer* aLayer) override; void SetLayers(const nsTArray>& aLayers) override; UniquePtr CreateSnapshotter() override; void SetBackingScale(float aBackingScale); float BackingScale(); already_AddRefed CreateLayerForExternalTexture( bool aIsOpaque) override; protected: explicit NativeLayerRootCA(CALayer* aLayer); ~NativeLayerRootCA() override; struct Representation { explicit Representation(CALayer* aRootCALayer); ~Representation(); void Commit(WhichRepresentation aRepresentation, const nsTArray>& aSublayers); CALayer* mRootCALayer = nullptr; // strong bool mMutated = false; }; template void ForAllRepresentations(F aFn); Mutex mMutex; // protects all other fields Representation mOnscreenRepresentation; Representation mOffscreenRepresentation; NativeLayerRootSnapshotterCA* mWeakSnapshotter = nullptr; nsTArray> mSublayers; // in z-order float mBackingScale = 1.0f; bool mMutated = false; // While mOffMainThreadCommitsSuspended is true, no commits // should happen on a non-main thread, because they might race with // main-thread driven updates such as window shape changes, and cause // glitches. bool mOffMainThreadCommitsSuspended = false; // Set to true if CommitToScreen() was aborted because of commit suspension. // Set to false when CommitToScreen() completes successfully. When true, // indicates that CommitToScreen() needs to be called at the next available // opportunity. bool mCommitPending = false; }; class RenderSourceNLRS; class NativeLayerRootSnapshotterCA final : public NativeLayerRootSnapshotter { public: static UniquePtr Create( NativeLayerRootCA* aLayerRoot, CALayer* aRootCALayer); virtual ~NativeLayerRootSnapshotterCA(); bool ReadbackPixels(const gfx::IntSize& aReadbackSize, gfx::SurfaceFormat aReadbackFormat, const Range& aReadbackBuffer) override; already_AddRefed GetWindowContents( const gfx::IntSize& aWindowSize) override; already_AddRefed CreateDownscaleTarget( const gfx::IntSize& aSize) override; already_AddRefed CreateAsyncReadbackBuffer(const gfx::IntSize& aSize) override; protected: NativeLayerRootSnapshotterCA(NativeLayerRootCA* aLayerRoot, RefPtr&& aGL, CALayer* aRootCALayer); void UpdateSnapshot(const gfx::IntSize& aSize); RefPtr mLayerRoot; RefPtr mGL; // Can be null. Created and updated in UpdateSnapshot. RefPtr mSnapshot; CARenderer* mRenderer = nullptr; // strong }; // NativeLayerCA wraps a CALayer and lets you draw to it. It ensures that only // fully-drawn frames make their way to the screen, by maintaining a swap chain // of IOSurfaces. // All calls to mutating methods are buffered, and don't take effect on the // underlying CoreAnimation layers until ApplyChanges() is called. // The two most important methods are NextSurface and NotifySurfaceReady: // NextSurface takes an available surface from the swap chain or creates a new // surface if necessary. This surface can then be drawn to. Once drawing is // finished, NotifySurfaceReady marks the surface as ready. This surface is // committed to the layer during the next call to ApplyChanges(). // The swap chain keeps track of invalid areas within the surfaces. class NativeLayerCA : public NativeLayer { public: virtual NativeLayerCA* AsNativeLayerCA() override { return this; } // Overridden methods gfx::IntSize GetSize() override; void SetPosition(const gfx::IntPoint& aPosition) override; gfx::IntPoint GetPosition() override; void SetTransform(const gfx::Matrix4x4& aTransform) override; gfx::Matrix4x4 GetTransform() override; gfx::IntRect GetRect() override; void SetSamplingFilter(gfx::SamplingFilter aSamplingFilter) override; RefPtr NextSurfaceAsDrawTarget( const gfx::IntRect& aDisplayRect, const gfx::IntRegion& aUpdateRegion, gfx::BackendType aBackendType) override; Maybe NextSurfaceAsFramebuffer(const gfx::IntRect& aDisplayRect, const gfx::IntRegion& aUpdateRegion, bool aNeedsDepth) override; void NotifySurfaceReady() override; void DiscardBackbuffers() override; bool IsOpaque() override; void SetClipRect(const Maybe& aClipRect) override; Maybe ClipRect() override; gfx::IntRect CurrentSurfaceDisplayRect() override; void SetSurfaceIsFlipped(bool aIsFlipped) override; bool SurfaceIsFlipped() override; void AttachExternalImage(wr::RenderTextureHost* aExternalImage) override; protected: friend class NativeLayerRootCA; NativeLayerCA(const gfx::IntSize& aSize, bool aIsOpaque, SurfacePoolHandleCA* aSurfacePoolHandle); explicit NativeLayerCA(bool aIsOpaque); ~NativeLayerCA() override; // Gets the next surface for drawing from our swap chain and stores it in // mInProgressSurface. Returns whether this was successful. // mInProgressSurface is guaranteed to be not in use by the window server. // After a call to NextSurface, NextSurface must not be called again until // after NotifySurfaceReady has been called. Can be called on any thread. When // used from multiple threads, callers need to make sure that they still only // call NextSurface and NotifySurfaceReady alternatingly and not in any other // order. bool NextSurface(const MutexAutoLock&); // To be called by NativeLayerRootCA: typedef NativeLayerRootCA::WhichRepresentation WhichRepresentation; CALayer* UnderlyingCALayer(WhichRepresentation aRepresentation); void ApplyChanges(WhichRepresentation aRepresentation); void SetBackingScale(float aBackingScale); // Invalidates the specified region in all surfaces that are tracked by this // layer. void InvalidateRegionThroughoutSwapchain(const MutexAutoLock&, const gfx::IntRegion& aRegion); GLuint GetOrCreateFramebufferForSurface(const MutexAutoLock&, CFTypeRefPtr aSurface, bool aNeedsDepth); // Invalidate aUpdateRegion and make sure that mInProgressSurface retains any // valid content from the previous surface outside of aUpdateRegion, so that // only aUpdateRegion needs to be drawn. If content needs to be copied, // aCopyFn is called to do the copying. // aCopyFn: Fn(CFTypeRefPtr aValidSourceIOSurface, // const gfx::IntRegion& aCopyRegion) -> void template void HandlePartialUpdate(const MutexAutoLock&, const gfx::IntRect& aDisplayRect, const gfx::IntRegion& aUpdateRegion, F&& aCopyFn); struct SurfaceWithInvalidRegion { CFTypeRefPtr mSurface; gfx::IntRegion mInvalidRegion; }; struct SurfaceWithInvalidRegionAndCheckCount { SurfaceWithInvalidRegion mEntry; uint32_t mCheckCount; // The number of calls to IOSurfaceIsInUse }; Maybe GetUnusedSurfaceAndCleanUp( const MutexAutoLock&); // Wraps one CALayer representation of this NativeLayer. struct Representation { ~Representation(); CALayer* UnderlyingCALayer() { return mWrappingCALayer; } // Applies buffered changes to the native CALayers. The contract with the // caller is as follows: If any of these values have changed since the last // call to ApplyChanges, mMutated[Field] needs to have been set to true // before the call. void ApplyChanges(const gfx::IntSize& aSize, bool aIsOpaque, const gfx::IntPoint& aPosition, const gfx::Matrix4x4& aTransform, const gfx::IntRect& aDisplayRect, const Maybe& aClipRect, float aBackingScale, bool aSurfaceIsFlipped, gfx::SamplingFilter aSamplingFilter, CFTypeRefPtr aFrontSurface); // Lazily initialized by first call to ApplyChanges. mWrappingLayer is the // layer that applies the intersection of mDisplayRect and mClipRect (if // set), and mContentCALayer is the layer that hosts the IOSurface. We do // not share clip layers between consecutive NativeLayerCA objects with the // same clip rect. CALayer* mWrappingCALayer = nullptr; // strong CALayer* mContentCALayer = nullptr; // strong CALayer* mOpaquenessTintLayer = nullptr; // strong bool mMutatedPosition = true; bool mMutatedTransform = true; bool mMutatedDisplayRect = true; bool mMutatedClipRect = true; bool mMutatedBackingScale = true; bool mMutatedSize = true; bool mMutatedSurfaceIsFlipped = true; bool mMutatedFrontSurface = true; bool mMutatedSamplingFilter = true; }; Representation& GetRepresentation(WhichRepresentation aRepresentation); template void ForAllRepresentations(F aFn); // Controls access to all fields of this class. Mutex mMutex; // Each IOSurface is initially created inside NextSurface. // The surface stays alive until the recycling mechanism in NextSurface // determines it is no longer needed (because the swap chain has grown too // long) or until DiscardBackbuffers() is called or the layer is destroyed. // During the surface's lifetime, it will continuously move through the fields // mInProgressSurface, mFrontSurface, and back to front through the mSurfaces // queue: // // mSurfaces.front() // ------[NextSurface()]-----> mInProgressSurface // --[NotifySurfaceReady()]--> mFrontSurface // --[NotifySurfaceReady()]--> mSurfaces.back() --> .... --> // mSurfaces.front() // // We mark an IOSurface as "in use" as long as it is either in // mInProgressSurface. When it is in mFrontSurface or in the mSurfaces queue, // it is not marked as "in use" by us - but it can be "in use" by the window // server. Consequently, IOSurfaceIsInUse on a surface from mSurfaces reflects // whether the window server is still reading from the surface, and we can use // this indicator to decide when to recycle the surface. // // Users of NativeLayerCA normally proceed in this order: // 1. Begin a frame by calling NextSurface to get the surface. // 2. Draw to the surface. // 3. Mark the surface as done by calling NotifySurfaceReady. // 4. Call NativeLayerRoot::CommitToScreen(), which calls ApplyChanges() // during a CATransaction. // The surface we returned from the most recent call to NextSurface, before // the matching call to NotifySurfaceReady. // Will only be Some() between calls to NextSurface and NotifySurfaceReady. Maybe mInProgressSurface; Maybe mInProgressUpdateRegion; Maybe mInProgressDisplayRect; // The surface that the most recent call to NotifySurfaceReady was for. // Will be Some() after the first call to NotifySurfaceReady, for the rest of // the layer's life time. Maybe mFrontSurface; // The queue of surfaces which make up the rest of our "swap chain". // mSurfaces.front() is the next surface we'll attempt to use. // mSurfaces.back() is the one that was used most recently. std::vector mSurfaces; // Non-null between calls to NextSurfaceAsDrawTarget and NotifySurfaceReady. RefPtr mInProgressLockedIOSurface; RefPtr mSurfacePoolHandle; RefPtr mTextureHost; Representation mOnscreenRepresentation; Representation mOffscreenRepresentation; gfx::IntPoint mPosition; gfx::Matrix4x4 mTransform; gfx::IntRect mDisplayRect; gfx::IntSize mSize; Maybe mClipRect; gfx::SamplingFilter mSamplingFilter = gfx::SamplingFilter::POINT; float mBackingScale = 1.0f; bool mSurfaceIsFlipped = false; const bool mIsOpaque = false; }; } // namespace layers } // namespace mozilla #endif // mozilla_layers_NativeLayerCA_h