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|
/* 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/. */
#![deny(missing_docs)]
use std::cell::Cell;
use std::fmt;
use std::marker::PhantomData;
use std::path::PathBuf;
use std::sync::Arc;
use std::u32;
use time::precise_time_ns;
//use crate::api::peek_poke::PeekPoke;
use crate::api::channel::{Sender, single_msg_channel, unbounded_channel};
use crate::api::{ColorF, BuiltDisplayList, IdNamespace, ExternalScrollId};
use crate::api::{SharedFontInstanceMap, FontKey, FontInstanceKey, NativeFontHandle, ZoomFactor};
use crate::api::{BlobImageData, BlobImageKey, ImageData, ImageDescriptor, ImageKey, Epoch, QualitySettings};
use crate::api::{BlobImageParams, BlobImageRequest, BlobImageResult, AsyncBlobImageRasterizer, BlobImageHandler};
use crate::api::{DocumentId, PipelineId, PropertyBindingId, PropertyBindingKey, ExternalEvent};
use crate::api::{HitTestResult, HitTesterRequest, ApiHitTester, PropertyValue, DynamicProperties};
use crate::api::{ScrollClamping, TileSize, NotificationRequest, DebugFlags, ScrollNodeState};
use crate::api::{GlyphDimensionRequest, GlyphIndexRequest, GlyphIndex, GlyphDimensions};
use crate::api::{FontInstanceOptions, FontInstancePlatformOptions, FontVariation};
use crate::api::DEFAULT_TILE_SIZE;
use crate::api::units::*;
use crate::api_resources::ApiResources;
use crate::scene_builder_thread::{SceneBuilderRequest, SceneBuilderResult};
use crate::intern::InterningMemoryReport;
use crate::profiler::{self, TransactionProfile};
#[repr(C)]
#[derive(Clone, Copy, Debug)]
#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
struct ResourceId(pub u32);
/// Update of a persistent resource in WebRender.
///
/// ResourceUpdate changes keep theirs effect across display list changes.
#[derive(Clone)]
#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
pub enum ResourceUpdate {
/// See `AddImage`.
AddImage(AddImage),
/// See `UpdateImage`.
UpdateImage(UpdateImage),
/// Delete an existing image resource.
///
/// It is invalid to continue referring to the image key in any display list
/// in the transaction that contains the `DeleteImage` message and subsequent
/// transactions.
DeleteImage(ImageKey),
/// See `AddBlobImage`.
AddBlobImage(AddBlobImage),
/// See `UpdateBlobImage`.
UpdateBlobImage(UpdateBlobImage),
/// Delete existing blob image resource.
DeleteBlobImage(BlobImageKey),
/// See `AddBlobImage::visible_area`.
SetBlobImageVisibleArea(BlobImageKey, DeviceIntRect),
/// See `AddFont`.
AddFont(AddFont),
/// Deletes an already existing font resource.
///
/// It is invalid to continue referring to the font key in any display list
/// in the transaction that contains the `DeleteImage` message and subsequent
/// transactions.
DeleteFont(FontKey),
/// See `AddFontInstance`.
AddFontInstance(AddFontInstance),
/// Deletes an already existing font instance resource.
///
/// It is invalid to continue referring to the font instance in any display
/// list in the transaction that contains the `DeleteImage` message and
/// subsequent transactions.
DeleteFontInstance(FontInstanceKey),
}
impl fmt::Debug for ResourceUpdate {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
match self {
ResourceUpdate::AddImage(ref i) => f.write_fmt(format_args!(
"ResourceUpdate::AddImage size({:?})",
&i.descriptor.size
)),
ResourceUpdate::UpdateImage(ref i) => f.write_fmt(format_args!(
"ResourceUpdate::UpdateImage size({:?})",
&i.descriptor.size
)),
ResourceUpdate::AddBlobImage(ref i) => f.write_fmt(format_args!(
"ResourceUFpdate::AddBlobImage size({:?})",
&i.descriptor.size
)),
ResourceUpdate::UpdateBlobImage(i) => f.write_fmt(format_args!(
"ResourceUpdate::UpdateBlobImage size({:?})",
&i.descriptor.size
)),
ResourceUpdate::DeleteImage(..) => f.write_str("ResourceUpdate::DeleteImage"),
ResourceUpdate::DeleteBlobImage(..) => f.write_str("ResourceUpdate::DeleteBlobImage"),
ResourceUpdate::SetBlobImageVisibleArea(..) => f.write_str("ResourceUpdate::SetBlobImageVisibleArea"),
ResourceUpdate::AddFont(..) => f.write_str("ResourceUpdate::AddFont"),
ResourceUpdate::DeleteFont(..) => f.write_str("ResourceUpdate::DeleteFont"),
ResourceUpdate::AddFontInstance(..) => f.write_str("ResourceUpdate::AddFontInstance"),
ResourceUpdate::DeleteFontInstance(..) => f.write_str("ResourceUpdate::DeleteFontInstance"),
}
}
}
/// Whether to generate a frame, and if so, an id that allows tracking this
/// transaction through the various frame stages.
#[derive(Clone, Debug)]
pub enum GenerateFrame {
/// Generate a frame if something changed.
Yes {
/// An id that allows tracking the frame transaction through the various
/// frame stages. Specified by the caller of generate_frame().
id: u64,
},
/// Don't generate a frame even if something has changed.
No,
}
impl GenerateFrame {
///
pub fn as_bool(&self) -> bool {
match self {
GenerateFrame::Yes { .. } => true,
GenerateFrame::No => false,
}
}
/// Return the frame ID, if a frame is generated.
pub fn id(&self) -> Option<u64> {
match self {
GenerateFrame::Yes { id } => Some(*id),
GenerateFrame::No => None,
}
}
}
/// A Transaction is a group of commands to apply atomically to a document.
///
/// This mechanism ensures that:
/// - no other message can be interleaved between two commands that need to be applied together.
/// - no redundant work is performed if two commands in the same transaction cause the scene or
/// the frame to be rebuilt.
pub struct Transaction {
/// Operations affecting the scene (applied before scene building).
scene_ops: Vec<SceneMsg>,
/// Operations affecting the generation of frames (applied after scene building).
frame_ops: Vec<FrameMsg>,
notifications: Vec<NotificationRequest>,
/// Persistent resource updates to apply as part of this transaction.
pub resource_updates: Vec<ResourceUpdate>,
/// If true the transaction is piped through the scene building thread, if false
/// it will be applied directly on the render backend.
use_scene_builder_thread: bool,
/// Whether to generate a frame, and if so, an id that allows tracking this
/// transaction through the various frame stages. Specified by the caller of
/// generate_frame().
generate_frame: GenerateFrame,
/// Set to true in order to force re-rendering even if WebRender can't internally
/// detect that something has changed.
pub invalidate_rendered_frame: bool,
low_priority: bool,
}
impl Transaction {
/// Constructor.
pub fn new() -> Self {
Transaction {
scene_ops: Vec::new(),
frame_ops: Vec::new(),
resource_updates: Vec::new(),
notifications: Vec::new(),
use_scene_builder_thread: true,
generate_frame: GenerateFrame::No,
invalidate_rendered_frame: false,
low_priority: false,
}
}
/// Marks this transaction to allow it to skip going through the scene builder
/// thread.
///
/// This is useful to avoid jank in transaction associated with animated
/// property updates, panning and zooming.
///
/// Note that transactions that skip the scene builder thread can race ahead of
/// transactions that don't skip it.
pub fn skip_scene_builder(&mut self) {
self.use_scene_builder_thread = false;
}
/// Marks this transaction to enforce going through the scene builder thread.
pub fn use_scene_builder_thread(&mut self) {
self.use_scene_builder_thread = true;
}
/// Returns true if the transaction has no effect.
pub fn is_empty(&self) -> bool {
!self.generate_frame.as_bool() &&
!self.invalidate_rendered_frame &&
self.scene_ops.is_empty() &&
self.frame_ops.is_empty() &&
self.resource_updates.is_empty() &&
self.notifications.is_empty()
}
/// Update a pipeline's epoch.
pub fn update_epoch(&mut self, pipeline_id: PipelineId, epoch: Epoch) {
// We track epochs before and after scene building.
// This one will be applied to the pending scene right away:
self.scene_ops.push(SceneMsg::UpdateEpoch(pipeline_id, epoch));
// And this one will be applied to the currently built scene at the end
// of the transaction (potentially long after the scene_ops one).
self.frame_ops.push(FrameMsg::UpdateEpoch(pipeline_id, epoch));
// We could avoid the duplication here by storing the epoch updates in a
// separate array and let the render backend schedule the updates at the
// proper times, but it wouldn't make things simpler.
}
/// Sets the root pipeline.
///
/// # Examples
///
/// ```
/// # use webrender::api::{PipelineId};
/// # use webrender::api::units::{DeviceIntSize};
/// # use webrender::render_api::{RenderApiSender, Transaction};
/// # fn example() {
/// let pipeline_id = PipelineId(0, 0);
/// let mut txn = Transaction::new();
/// txn.set_root_pipeline(pipeline_id);
/// # }
/// ```
pub fn set_root_pipeline(&mut self, pipeline_id: PipelineId) {
self.scene_ops.push(SceneMsg::SetRootPipeline(pipeline_id));
}
/// Removes data associated with a pipeline from the internal data structures.
/// If the specified `pipeline_id` is for the root pipeline, the root pipeline
/// is reset back to `None`.
pub fn remove_pipeline(&mut self, pipeline_id: PipelineId) {
self.scene_ops.push(SceneMsg::RemovePipeline(pipeline_id));
}
/// Supplies a new frame to WebRender.
///
/// Non-blocking, it notifies a worker process which processes the display list.
///
/// Note: Scrolling doesn't require an own Frame.
///
/// Arguments:
///
/// * `epoch`: The unique Frame ID, monotonically increasing.
/// * `background`: The background color of this pipeline.
/// * `viewport_size`: The size of the viewport for this frame.
/// * `pipeline_id`: The ID of the pipeline that is supplying this display list.
/// * `display_list`: The root Display list used in this frame.
/// * `preserve_frame_state`: If a previous frame exists which matches this pipeline
/// id, this setting determines if frame state (such as scrolling
/// position) should be preserved for this new display list.
pub fn set_display_list(
&mut self,
epoch: Epoch,
background: Option<ColorF>,
viewport_size: LayoutSize,
(pipeline_id, mut display_list): (PipelineId, BuiltDisplayList),
preserve_frame_state: bool,
) {
display_list.set_send_time_ns(precise_time_ns());
self.scene_ops.push(
SceneMsg::SetDisplayList {
display_list,
epoch,
pipeline_id,
background,
viewport_size,
preserve_frame_state,
}
);
}
/// Add a set of persistent resource updates to apply as part of this transaction.
pub fn update_resources(&mut self, mut resources: Vec<ResourceUpdate>) {
self.resource_updates.append(&mut resources);
}
// Note: Gecko uses this to get notified when a transaction that contains
// potentially long blob rasterization or scene build is ready to be rendered.
// so that the tab-switching integration can react adequately when tab
// switching takes too long. For this use case when matters is that the
// notification doesn't fire before scene building and blob rasterization.
/// Trigger a notification at a certain stage of the rendering pipeline.
///
/// Not that notification requests are skipped during serialization, so is is
/// best to use them for synchronization purposes and not for things that could
/// affect the WebRender's state.
pub fn notify(&mut self, event: NotificationRequest) {
self.notifications.push(event);
}
/// Setup the output region in the framebuffer for a given document.
pub fn set_document_view(
&mut self,
device_rect: DeviceIntRect,
device_pixel_ratio: f32,
) {
assert!(device_pixel_ratio > 0.0);
window_size_sanity_check(device_rect.size);
self.scene_ops.push(
SceneMsg::SetDocumentView {
device_rect,
device_pixel_ratio,
},
);
}
/// Scrolls the node identified by the given external scroll id to the
/// given scroll position, relative to the pre-scrolled offset for the
/// scrolling layer. That is, providing an origin of (0,0) will reset
/// any WR-side scrolling and just render the display items at the
/// pre-scrolled offsets as provided in the display list. Larger `origin`
/// values will cause the layer to be scrolled further towards the end of
/// the scroll range.
/// If the ScrollClamping argument is set to clamp, the scroll position
/// is clamped to what WebRender understands to be the bounds of the
/// scroll range, based on the sizes of the scrollable content and the
/// scroll port.
pub fn scroll_node_with_id(
&mut self,
origin: LayoutPoint,
id: ExternalScrollId,
clamp: ScrollClamping,
) {
self.frame_ops.push(FrameMsg::ScrollNodeWithId(origin, id, clamp));
}
/// Set the current quality / performance settings for this document.
pub fn set_quality_settings(&mut self, settings: QualitySettings) {
self.scene_ops.push(SceneMsg::SetQualitySettings { settings });
}
///
pub fn set_page_zoom(&mut self, page_zoom: ZoomFactor) {
self.scene_ops.push(SceneMsg::SetPageZoom(page_zoom));
}
///
pub fn set_pinch_zoom(&mut self, pinch_zoom: ZoomFactor) {
self.frame_ops.push(FrameMsg::SetPinchZoom(pinch_zoom));
}
///
pub fn set_is_transform_async_zooming(&mut self, is_zooming: bool, animation_id: PropertyBindingId) {
self.frame_ops.push(FrameMsg::SetIsTransformAsyncZooming(is_zooming, animation_id));
}
///
pub fn set_pan(&mut self, pan: DeviceIntPoint) {
self.frame_ops.push(FrameMsg::SetPan(pan));
}
/// Generate a new frame. When it's done and a RenderNotifier has been set
/// in `webrender::Renderer`, [new_frame_ready()][notifier] gets called.
/// Note that the notifier is called even if the frame generation was a
/// no-op; the arguments passed to `new_frame_ready` will provide information
/// as to when happened.
///
/// [notifier]: trait.RenderNotifier.html#tymethod.new_frame_ready
pub fn generate_frame(&mut self, id: u64) {
self.generate_frame = GenerateFrame::Yes{ id };
}
/// Invalidate rendered frame. It ensure that frame will be rendered during
/// next frame generation. WebRender could skip frame rendering if there
/// is no update.
/// But there are cases that needs to force rendering.
/// - Content of image is updated by reusing same ExternalImageId.
/// - Platform requests it if pixels become stale (like wakeup from standby).
pub fn invalidate_rendered_frame(&mut self) {
self.invalidate_rendered_frame = true;
}
/// Supply a list of animated property bindings that should be used to resolve
/// bindings in the current display list.
pub fn update_dynamic_properties(&mut self, properties: DynamicProperties) {
self.frame_ops.push(FrameMsg::UpdateDynamicProperties(properties));
}
/// Add to the list of animated property bindings that should be used to
/// resolve bindings in the current display list. This is a convenience method
/// so the caller doesn't have to figure out all the dynamic properties before
/// setting them on the transaction but can do them incrementally.
pub fn append_dynamic_transform_properties(&mut self, transforms: Vec<PropertyValue<LayoutTransform>>) {
self.frame_ops.push(FrameMsg::AppendDynamicTransformProperties(transforms));
}
/// Consumes this object and just returns the frame ops.
pub fn get_frame_ops(self) -> Vec<FrameMsg> {
self.frame_ops
}
fn finalize(self, document_id: DocumentId) -> Box<TransactionMsg> {
Box::new(TransactionMsg {
document_id,
scene_ops: self.scene_ops,
frame_ops: self.frame_ops,
resource_updates: self.resource_updates,
notifications: self.notifications,
use_scene_builder_thread: self.use_scene_builder_thread,
generate_frame: self.generate_frame,
invalidate_rendered_frame: self.invalidate_rendered_frame,
low_priority: self.low_priority,
blob_rasterizer: None,
blob_requests: Vec::new(),
rasterized_blobs: Vec::new(),
profile: TransactionProfile::new(),
})
}
/// See `ResourceUpdate::AddImage`.
pub fn add_image(
&mut self,
key: ImageKey,
descriptor: ImageDescriptor,
data: ImageData,
tiling: Option<TileSize>,
) {
self.resource_updates.push(ResourceUpdate::AddImage(AddImage {
key,
descriptor,
data,
tiling,
}));
}
/// See `ResourceUpdate::UpdateImage`.
pub fn update_image(
&mut self,
key: ImageKey,
descriptor: ImageDescriptor,
data: ImageData,
dirty_rect: &ImageDirtyRect,
) {
self.resource_updates.push(ResourceUpdate::UpdateImage(UpdateImage {
key,
descriptor,
data,
dirty_rect: *dirty_rect,
}));
}
/// See `ResourceUpdate::DeleteImage`.
pub fn delete_image(&mut self, key: ImageKey) {
self.resource_updates.push(ResourceUpdate::DeleteImage(key));
}
/// See `ResourceUpdate::AddBlobImage`.
pub fn add_blob_image(
&mut self,
key: BlobImageKey,
descriptor: ImageDescriptor,
data: Arc<BlobImageData>,
visible_rect: DeviceIntRect,
tile_size: Option<TileSize>,
) {
self.resource_updates.push(
ResourceUpdate::AddBlobImage(AddBlobImage {
key,
descriptor,
data,
visible_rect,
tile_size: tile_size.unwrap_or(DEFAULT_TILE_SIZE),
})
);
}
/// See `ResourceUpdate::UpdateBlobImage`.
pub fn update_blob_image(
&mut self,
key: BlobImageKey,
descriptor: ImageDescriptor,
data: Arc<BlobImageData>,
visible_rect: DeviceIntRect,
dirty_rect: &BlobDirtyRect,
) {
self.resource_updates.push(
ResourceUpdate::UpdateBlobImage(UpdateBlobImage {
key,
descriptor,
data,
visible_rect,
dirty_rect: *dirty_rect,
})
);
}
/// See `ResourceUpdate::DeleteBlobImage`.
pub fn delete_blob_image(&mut self, key: BlobImageKey) {
self.resource_updates.push(ResourceUpdate::DeleteBlobImage(key));
}
/// See `ResourceUpdate::SetBlobImageVisibleArea`.
pub fn set_blob_image_visible_area(&mut self, key: BlobImageKey, area: DeviceIntRect) {
self.resource_updates.push(ResourceUpdate::SetBlobImageVisibleArea(key, area));
}
/// See `ResourceUpdate::AddFont`.
pub fn add_raw_font(&mut self, key: FontKey, bytes: Vec<u8>, index: u32) {
self.resource_updates
.push(ResourceUpdate::AddFont(AddFont::Raw(key, Arc::new(bytes), index)));
}
/// See `ResourceUpdate::AddFont`.
pub fn add_native_font(&mut self, key: FontKey, native_handle: NativeFontHandle) {
self.resource_updates
.push(ResourceUpdate::AddFont(AddFont::Native(key, native_handle)));
}
/// See `ResourceUpdate::DeleteFont`.
pub fn delete_font(&mut self, key: FontKey) {
self.resource_updates.push(ResourceUpdate::DeleteFont(key));
}
/// See `ResourceUpdate::AddFontInstance`.
pub fn add_font_instance(
&mut self,
key: FontInstanceKey,
font_key: FontKey,
glyph_size: f32,
options: Option<FontInstanceOptions>,
platform_options: Option<FontInstancePlatformOptions>,
variations: Vec<FontVariation>,
) {
self.resource_updates
.push(ResourceUpdate::AddFontInstance(AddFontInstance {
key,
font_key,
glyph_size,
options,
platform_options,
variations,
}));
}
/// See `ResourceUpdate::DeleteFontInstance`.
pub fn delete_font_instance(&mut self, key: FontInstanceKey) {
self.resource_updates.push(ResourceUpdate::DeleteFontInstance(key));
}
/// A hint that this transaction can be processed at a lower priority. High-
/// priority transactions can jump ahead of regular-priority transactions,
/// but both high- and regular-priority transactions are processed in order
/// relative to other transactions of the same priority.
pub fn set_low_priority(&mut self, low_priority: bool) {
self.low_priority = low_priority;
}
/// Returns whether this transaction is marked as low priority.
pub fn is_low_priority(&self) -> bool {
self.low_priority
}
}
///
pub struct DocumentTransaction {
///
pub document_id: DocumentId,
///
pub transaction: Transaction,
}
/// Represents a transaction in the format sent through the channel.
pub struct TransactionMsg {
///
pub document_id: DocumentId,
/// Changes that require re-building the scene.
pub scene_ops: Vec<SceneMsg>,
/// Changes to animated properties that do not require re-building the scene.
pub frame_ops: Vec<FrameMsg>,
/// Updates to resources that persist across display lists.
pub resource_updates: Vec<ResourceUpdate>,
/// Whether to trigger frame building and rendering if something has changed.
pub generate_frame: GenerateFrame,
/// Whether to force frame building and rendering even if no changes are internally
/// observed.
pub invalidate_rendered_frame: bool,
/// Whether to enforce that this transaction go through the scene builder.
pub use_scene_builder_thread: bool,
///
pub low_priority: bool,
/// Handlers to notify at certain points of the pipeline.
pub notifications: Vec<NotificationRequest>,
///
pub blob_rasterizer: Option<Box<dyn AsyncBlobImageRasterizer>>,
///
pub blob_requests: Vec<BlobImageParams>,
///
pub rasterized_blobs: Vec<(BlobImageRequest, BlobImageResult)>,
/// Collect various data along the rendering pipeline to display it in the embedded profiler.
pub profile: TransactionProfile,
}
impl fmt::Debug for TransactionMsg {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
writeln!(f, "threaded={}, genframe={:?}, invalidate={}, low_priority={}",
self.use_scene_builder_thread,
self.generate_frame,
self.invalidate_rendered_frame,
self.low_priority,
).unwrap();
for scene_op in &self.scene_ops {
writeln!(f, "\t\t{:?}", scene_op).unwrap();
}
for frame_op in &self.frame_ops {
writeln!(f, "\t\t{:?}", frame_op).unwrap();
}
for resource_update in &self.resource_updates {
writeln!(f, "\t\t{:?}", resource_update).unwrap();
}
Ok(())
}
}
impl TransactionMsg {
/// Returns true if this transaction has no effect.
pub fn is_empty(&self) -> bool {
!self.generate_frame.as_bool() &&
!self.invalidate_rendered_frame &&
self.scene_ops.is_empty() &&
self.frame_ops.is_empty() &&
self.resource_updates.is_empty() &&
self.notifications.is_empty()
}
}
/// Creates an image resource with provided parameters.
///
/// Must be matched with a `DeleteImage` at some point to prevent memory leaks.
#[derive(Clone)]
#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
pub struct AddImage {
/// A key to identify the image resource.
pub key: ImageKey,
/// Properties of the image.
pub descriptor: ImageDescriptor,
/// The pixels of the image.
pub data: ImageData,
/// An optional tiling scheme to apply when storing the image's data
/// on the GPU. Applies to both width and heights of the tiles.
///
/// Note that WebRender may internally chose to tile large images
/// even if this member is set to `None`.
pub tiling: Option<TileSize>,
}
/// Updates an already existing image resource.
#[derive(Clone)]
#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
pub struct UpdateImage {
/// The key identfying the image resource to update.
pub key: ImageKey,
/// Properties of the image.
pub descriptor: ImageDescriptor,
/// The pixels of the image.
pub data: ImageData,
/// An optional dirty rect that lets WebRender optimize the amount of
/// data to transfer to the GPU.
///
/// The data provided must still represent the entire image.
pub dirty_rect: ImageDirtyRect,
}
/// Creates a blob-image resource with provided parameters.
///
/// Must be matched with a `DeleteImage` at some point to prevent memory leaks.
#[derive(Clone)]
#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
pub struct AddBlobImage {
/// A key to identify the blob-image resource.
pub key: BlobImageKey,
/// Properties of the image.
pub descriptor: ImageDescriptor,
/// The blob-image's serialized commands.
pub data: Arc<BlobImageData>,
/// The portion of the plane in the blob-image's internal coordinate
/// system that is stretched to fill the image display item.
///
/// Unlike regular images, blob images are not limited in size. The
/// top-left corner of their internal coordinate system is also not
/// necessary at (0, 0).
/// This means that blob images can be updated to insert/remove content
/// in any direction to support panning and zooming.
pub visible_rect: DeviceIntRect,
/// The blob image's tile size to apply when rasterizing the blob-image
/// and when storing its rasterized data on the GPU.
/// Applies to both width and heights of the tiles.
///
/// All blob images are tiled.
pub tile_size: TileSize,
}
/// Updates an already existing blob-image resource.
#[derive(Clone)]
#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
pub struct UpdateBlobImage {
/// The key identfying the blob-image resource to update.
pub key: BlobImageKey,
/// Properties of the image.
pub descriptor: ImageDescriptor,
/// The blob-image's serialized commands.
pub data: Arc<BlobImageData>,
/// See `AddBlobImage::visible_rect`.
pub visible_rect: DeviceIntRect,
/// An optional dirty rect that lets WebRender optimize the amount of
/// data to to rasterize and transfer to the GPU.
pub dirty_rect: BlobDirtyRect,
}
/// Creates a font resource.
///
/// Must be matched with a corresponding `ResourceUpdate::DeleteFont` at some point to prevent
/// memory leaks.
#[derive(Clone)]
#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
pub enum AddFont {
///
Raw(FontKey, Arc<Vec<u8>>, u32),
///
Native(FontKey, NativeFontHandle),
}
/// Creates a font instance resource.
///
/// Must be matched with a corresponding `DeleteFontInstance` at some point
/// to prevent memory leaks.
#[derive(Clone)]
#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
pub struct AddFontInstance {
/// A key to identify the font instance.
pub key: FontInstanceKey,
/// The font resource's key.
pub font_key: FontKey,
/// Glyph size in app units.
pub glyph_size: f32,
///
pub options: Option<FontInstanceOptions>,
///
pub platform_options: Option<FontInstancePlatformOptions>,
///
pub variations: Vec<FontVariation>,
}
/// Frame messages affect building the scene.
pub enum SceneMsg {
///
UpdateEpoch(PipelineId, Epoch),
///
SetPageZoom(ZoomFactor),
///
SetRootPipeline(PipelineId),
///
RemovePipeline(PipelineId),
///
SetDisplayList {
///
display_list: BuiltDisplayList,
///
epoch: Epoch,
///
pipeline_id: PipelineId,
///
background: Option<ColorF>,
///
viewport_size: LayoutSize,
///
preserve_frame_state: bool,
},
///
SetDocumentView {
///
device_rect: DeviceIntRect,
///
device_pixel_ratio: f32,
},
/// Set the current quality / performance configuration for this document.
SetQualitySettings {
/// The set of available quality / performance config values.
settings: QualitySettings,
},
}
/// Frame messages affect frame generation (applied after building the scene).
pub enum FrameMsg {
///
UpdateEpoch(PipelineId, Epoch),
///
HitTest(Option<PipelineId>, WorldPoint, Sender<HitTestResult>),
///
RequestHitTester(Sender<Arc<dyn ApiHitTester>>),
///
SetPan(DeviceIntPoint),
///
ScrollNodeWithId(LayoutPoint, ExternalScrollId, ScrollClamping),
///
GetScrollNodeState(Sender<Vec<ScrollNodeState>>),
///
UpdateDynamicProperties(DynamicProperties),
///
AppendDynamicTransformProperties(Vec<PropertyValue<LayoutTransform>>),
///
SetPinchZoom(ZoomFactor),
///
SetIsTransformAsyncZooming(bool, PropertyBindingId),
}
impl fmt::Debug for SceneMsg {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
f.write_str(match *self {
SceneMsg::UpdateEpoch(..) => "SceneMsg::UpdateEpoch",
SceneMsg::SetDisplayList { .. } => "SceneMsg::SetDisplayList",
SceneMsg::SetPageZoom(..) => "SceneMsg::SetPageZoom",
SceneMsg::RemovePipeline(..) => "SceneMsg::RemovePipeline",
SceneMsg::SetDocumentView { .. } => "SceneMsg::SetDocumentView",
SceneMsg::SetRootPipeline(..) => "SceneMsg::SetRootPipeline",
SceneMsg::SetQualitySettings { .. } => "SceneMsg::SetQualitySettings",
})
}
}
impl fmt::Debug for FrameMsg {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
f.write_str(match *self {
FrameMsg::UpdateEpoch(..) => "FrameMsg::UpdateEpoch",
FrameMsg::HitTest(..) => "FrameMsg::HitTest",
FrameMsg::RequestHitTester(..) => "FrameMsg::RequestHitTester",
FrameMsg::SetPan(..) => "FrameMsg::SetPan",
FrameMsg::ScrollNodeWithId(..) => "FrameMsg::ScrollNodeWithId",
FrameMsg::GetScrollNodeState(..) => "FrameMsg::GetScrollNodeState",
FrameMsg::UpdateDynamicProperties(..) => "FrameMsg::UpdateDynamicProperties",
FrameMsg::AppendDynamicTransformProperties(..) => "FrameMsg::AppendDynamicTransformProperties",
FrameMsg::SetPinchZoom(..) => "FrameMsg::SetPinchZoom",
FrameMsg::SetIsTransformAsyncZooming(..) => "FrameMsg::SetIsTransformAsyncZooming",
})
}
}
bitflags!{
/// Bit flags for WR stages to store in a capture.
// Note: capturing `FRAME` without `SCENE` is not currently supported.
pub struct CaptureBits: u8 {
///
const SCENE = 0x1;
///
const FRAME = 0x2;
///
const TILE_CACHE = 0x4;
///
const EXTERNAL_RESOURCES = 0x8;
}
}
bitflags!{
/// Mask for clearing caches in debug commands.
pub struct ClearCache: u8 {
///
const IMAGES = 0b1;
///
const GLYPHS = 0b10;
///
const GLYPH_DIMENSIONS = 0b100;
///
const RENDER_TASKS = 0b1000;
///
const TEXTURE_CACHE = 0b10000;
/// Clear render target pool
const RENDER_TARGETS = 0b100000;
}
}
/// Information about a loaded capture of each document
/// that is returned by `RenderBackend`.
#[derive(Clone, Debug)]
pub struct CapturedDocument {
///
pub document_id: DocumentId,
///
pub root_pipeline_id: Option<PipelineId>,
}
/// Update of the state of built-in debugging facilities.
#[derive(Clone)]
pub enum DebugCommand {
/// Sets the provided debug flags.
SetFlags(DebugFlags),
/// Configure if dual-source blending is used, if available.
EnableDualSourceBlending(bool),
/// Fetch current documents and display lists.
FetchDocuments,
/// Fetch current passes and batches.
FetchPasses,
// TODO: This should be called FetchClipScrollTree. However, that requires making
// changes to webrender's web debugger ui, touching a 4Mb minified file that
// is too big to submit through the conventional means.
/// Fetch the spatial tree.
FetchClipScrollTree,
/// Fetch render tasks.
FetchRenderTasks,
/// Fetch screenshot.
FetchScreenshot,
/// Save a capture of all the documents state.
SaveCapture(PathBuf, CaptureBits),
/// Load a capture of all the documents state.
LoadCapture(PathBuf, Option<(u32, u32)>, Sender<CapturedDocument>),
/// Start capturing a sequence of scene/frame changes.
StartCaptureSequence(PathBuf, CaptureBits),
/// Stop capturing a sequence of scene/frame changes.
StopCaptureSequence,
/// Clear cached resources, forcing them to be re-uploaded from templates.
ClearCaches(ClearCache),
/// Enable/disable native compositor usage
EnableNativeCompositor(bool),
/// Enable/disable parallel job execution with rayon.
EnableMultithreading(bool),
/// Sets the maximum amount of existing batches to visit before creating a new one.
SetBatchingLookback(u32),
/// Invalidate GPU cache, forcing the update from the CPU mirror.
InvalidateGpuCache,
/// Causes the scene builder to pause for a given amount of milliseconds each time it
/// processes a transaction.
SimulateLongSceneBuild(u32),
/// Causes the low priority scene builder to pause for a given amount of milliseconds
/// each time it processes a transaction.
SimulateLongLowPrioritySceneBuild(u32),
/// Set an override tile size to use for picture caches
SetPictureTileSize(Option<DeviceIntSize>),
}
/// Message sent by the `RenderApi` to the render backend thread.
pub enum ApiMsg {
/// Adds a new document namespace.
CloneApi(Sender<IdNamespace>),
/// Adds a new document namespace.
CloneApiByClient(IdNamespace),
/// Adds a new document with given initial size.
AddDocument(DocumentId, DeviceIntSize),
/// A message targeted at a particular document.
UpdateDocuments(Vec<Box<TransactionMsg>>),
/// Flush from the caches anything that isn't necessary, to free some memory.
MemoryPressure,
/// Collects a memory report.
ReportMemory(Sender<Box<MemoryReport>>),
/// Change debugging options.
DebugCommand(DebugCommand),
/// Wakes the render backend's event loop up. Needed when an event is communicated
/// through another channel.
WakeUp,
/// Message from the scene builder thread.
SceneBuilderResult(SceneBuilderResult),
}
impl fmt::Debug for ApiMsg {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
f.write_str(match *self {
ApiMsg::CloneApi(..) => "ApiMsg::CloneApi",
ApiMsg::CloneApiByClient(..) => "ApiMsg::CloneApiByClient",
ApiMsg::AddDocument(..) => "ApiMsg::AddDocument",
ApiMsg::UpdateDocuments(..) => "ApiMsg::UpdateDocuments",
ApiMsg::MemoryPressure => "ApiMsg::MemoryPressure",
ApiMsg::ReportMemory(..) => "ApiMsg::ReportMemory",
ApiMsg::DebugCommand(..) => "ApiMsg::DebugCommand",
ApiMsg::WakeUp => "ApiMsg::WakeUp",
ApiMsg::SceneBuilderResult(..) => "ApiMsg::SceneBuilderResult",
})
}
}
/// Allows the API to communicate with WebRender.
///
/// This object is created along with the `Renderer` and it's main use from a
/// user perspective is to create one or several `RenderApi` objects.
pub struct RenderApiSender {
api_sender: Sender<ApiMsg>,
scene_sender: Sender<SceneBuilderRequest>,
low_priority_scene_sender: Sender<SceneBuilderRequest>,
blob_image_handler: Option<Box<dyn BlobImageHandler>>,
shared_font_instances: SharedFontInstanceMap,
}
impl RenderApiSender {
/// Used internally by the `Renderer`.
pub fn new(
api_sender: Sender<ApiMsg>,
scene_sender: Sender<SceneBuilderRequest>,
low_priority_scene_sender: Sender<SceneBuilderRequest>,
blob_image_handler: Option<Box<dyn BlobImageHandler>>,
shared_font_instances: SharedFontInstanceMap,
) -> Self {
RenderApiSender {
api_sender,
scene_sender,
low_priority_scene_sender,
blob_image_handler,
shared_font_instances,
}
}
/// Creates a new resource API object with a dedicated namespace.
pub fn create_api(&self) -> RenderApi {
let (sync_tx, sync_rx) = single_msg_channel();
let msg = ApiMsg::CloneApi(sync_tx);
self.api_sender.send(msg).expect("Failed to send CloneApi message");
let namespace_id = match sync_rx.recv() {
Ok(id) => id,
Err(e) => {
// This is used to discover the underlying cause of https://github.com/servo/servo/issues/13480.
let webrender_is_alive = self.api_sender.send(ApiMsg::WakeUp);
if webrender_is_alive.is_err() {
panic!("WebRender was shut down before processing CloneApi: {}", e);
} else {
panic!("CloneApi message response was dropped while WebRender was still alive: {}", e);
}
}
};
RenderApi {
api_sender: self.api_sender.clone(),
scene_sender: self.scene_sender.clone(),
low_priority_scene_sender: self.low_priority_scene_sender.clone(),
namespace_id,
next_id: Cell::new(ResourceId(0)),
resources: ApiResources::new(
self.blob_image_handler.as_ref().map(|handler| handler.create_similar()),
self.shared_font_instances.clone(),
),
}
}
/// Creates a new resource API object with a dedicated namespace.
/// Namespace id is allocated by client.
///
/// The function could be used only when RendererOptions::namespace_alloc_by_client is true.
/// When the option is true, create_api() could not be used to prevent namespace id conflict.
pub fn create_api_by_client(&self, namespace_id: IdNamespace) -> RenderApi {
let msg = ApiMsg::CloneApiByClient(namespace_id);
self.api_sender.send(msg).expect("Failed to send CloneApiByClient message");
RenderApi {
api_sender: self.api_sender.clone(),
scene_sender: self.scene_sender.clone(),
low_priority_scene_sender: self.low_priority_scene_sender.clone(),
namespace_id,
next_id: Cell::new(ResourceId(0)),
resources: ApiResources::new(
self.blob_image_handler.as_ref().map(|handler| handler.create_similar()),
self.shared_font_instances.clone(),
),
}
}
}
/// The main entry point to interact with WebRender.
pub struct RenderApi {
api_sender: Sender<ApiMsg>,
scene_sender: Sender<SceneBuilderRequest>,
low_priority_scene_sender: Sender<SceneBuilderRequest>,
namespace_id: IdNamespace,
next_id: Cell<ResourceId>,
resources: ApiResources,
}
impl RenderApi {
/// Returns the namespace ID used by this API object.
pub fn get_namespace_id(&self) -> IdNamespace {
self.namespace_id
}
///
pub fn create_sender(&self) -> RenderApiSender {
RenderApiSender::new(
self.api_sender.clone(),
self.scene_sender.clone(),
self.low_priority_scene_sender.clone(),
self.resources.blob_image_handler.as_ref().map(|handler| handler.create_similar()),
self.resources.get_shared_font_instances(),
)
}
/// Add a document to the WebRender instance.
///
/// Instances can manage one or several documents (using the same render backend thread).
/// Each document will internally correspond to a single scene, and scenes are made of
/// one or several pipelines.
pub fn add_document(&self, initial_size: DeviceIntSize) -> DocumentId {
let new_id = self.next_unique_id();
self.add_document_with_id(initial_size, new_id)
}
/// See `add_document`
pub fn add_document_with_id(&self,
initial_size: DeviceIntSize,
id: u32) -> DocumentId {
window_size_sanity_check(initial_size);
let document_id = DocumentId::new(self.namespace_id, id);
// We send this message to both the render backend and the scene builder instead of having
// the scene builder thread forward it to the render backend as we do elswhere. This is because
// some transactions can skip the scene builder thread and we want to avoid them arriving before
// the render backend knows about the existence of the corresponding document id.
// It may not be necessary, though.
self.api_sender.send(
ApiMsg::AddDocument(document_id, initial_size)
).unwrap();
self.scene_sender.send(
SceneBuilderRequest::AddDocument(document_id, initial_size)
).unwrap();
document_id
}
/// Delete a document.
pub fn delete_document(&self, document_id: DocumentId) {
self.low_priority_scene_sender.send(
SceneBuilderRequest::DeleteDocument(document_id)
).unwrap();
}
/// Generate a new font key
pub fn generate_font_key(&self) -> FontKey {
let new_id = self.next_unique_id();
FontKey::new(self.namespace_id, new_id)
}
/// Generate a new font instance key
pub fn generate_font_instance_key(&self) -> FontInstanceKey {
let new_id = self.next_unique_id();
FontInstanceKey::new(self.namespace_id, new_id)
}
/// Gets the dimensions for the supplied glyph keys
///
/// Note: Internally, the internal texture cache doesn't store
/// 'empty' textures (height or width = 0)
/// This means that glyph dimensions e.g. for spaces (' ') will mostly be None.
pub fn get_glyph_dimensions(
&self,
key: FontInstanceKey,
glyph_indices: Vec<GlyphIndex>,
) -> Vec<Option<GlyphDimensions>> {
let (sender, rx) = single_msg_channel();
let msg = SceneBuilderRequest::GetGlyphDimensions(GlyphDimensionRequest {
key,
glyph_indices,
sender
});
self.low_priority_scene_sender.send(msg).unwrap();
rx.recv().unwrap()
}
/// Gets the glyph indices for the supplied string. These
/// can be used to construct GlyphKeys.
pub fn get_glyph_indices(&self, key: FontKey, text: &str) -> Vec<Option<u32>> {
let (sender, rx) = single_msg_channel();
let msg = SceneBuilderRequest::GetGlyphIndices(GlyphIndexRequest {
key,
text: text.to_string(),
sender,
});
self.low_priority_scene_sender.send(msg).unwrap();
rx.recv().unwrap()
}
/// Creates an `ImageKey`.
pub fn generate_image_key(&self) -> ImageKey {
let new_id = self.next_unique_id();
ImageKey::new(self.namespace_id, new_id)
}
/// Creates a `BlobImageKey`.
pub fn generate_blob_image_key(&self) -> BlobImageKey {
BlobImageKey(self.generate_image_key())
}
/// A Gecko-specific notification mechanism to get some code executed on the
/// `Renderer`'s thread, mostly replaced by `NotificationHandler`. You should
/// probably use the latter instead.
pub fn send_external_event(&self, evt: ExternalEvent) {
let msg = SceneBuilderRequest::ExternalEvent(evt);
self.low_priority_scene_sender.send(msg).unwrap();
}
/// Notify WebRender that now is a good time to flush caches and release
/// as much memory as possible.
pub fn notify_memory_pressure(&self) {
self.api_sender.send(ApiMsg::MemoryPressure).unwrap();
}
/// Synchronously requests memory report.
pub fn report_memory(&self, _ops: malloc_size_of::MallocSizeOfOps) -> MemoryReport {
let (tx, rx) = single_msg_channel();
self.api_sender.send(ApiMsg::ReportMemory(tx)).unwrap();
*rx.recv().unwrap()
}
/// Update debugging flags.
pub fn set_debug_flags(&self, flags: DebugFlags) {
let cmd = DebugCommand::SetFlags(flags);
self.api_sender.send(ApiMsg::DebugCommand(cmd)).unwrap();
}
/// Shut the WebRender instance down.
pub fn shut_down(&self, synchronously: bool) {
if synchronously {
let (tx, rx) = single_msg_channel();
self.low_priority_scene_sender.send(SceneBuilderRequest::ShutDown(Some(tx))).unwrap();
rx.recv().unwrap();
} else {
self.low_priority_scene_sender.send(SceneBuilderRequest::ShutDown(None)).unwrap();
}
}
/// Create a new unique key that can be used for
/// animated property bindings.
pub fn generate_property_binding_key<T: Copy>(&self) -> PropertyBindingKey<T> {
let new_id = self.next_unique_id();
PropertyBindingKey {
id: PropertyBindingId {
namespace: self.namespace_id,
uid: new_id,
},
_phantom: PhantomData,
}
}
#[inline]
fn next_unique_id(&self) -> u32 {
let ResourceId(id) = self.next_id.get();
self.next_id.set(ResourceId(id + 1));
id
}
// For use in Wrench only
#[doc(hidden)]
pub fn send_message(&self, msg: ApiMsg) {
self.api_sender.send(msg).unwrap();
}
/// Creates a transaction message from a single frame message.
fn frame_message(&self, msg: FrameMsg, document_id: DocumentId) -> Box<TransactionMsg> {
Box::new(TransactionMsg {
document_id,
scene_ops: Vec::new(),
frame_ops: vec![msg],
resource_updates: Vec::new(),
notifications: Vec::new(),
generate_frame: GenerateFrame::No,
invalidate_rendered_frame: false,
use_scene_builder_thread: false,
low_priority: false,
blob_rasterizer: None,
blob_requests: Vec::new(),
rasterized_blobs: Vec::new(),
profile: TransactionProfile::new(),
})
}
/// Creates a transaction message from a single scene message.
fn scene_message(&self, msg: SceneMsg, document_id: DocumentId) -> Box<TransactionMsg> {
Box::new(TransactionMsg {
document_id,
scene_ops: vec![msg],
frame_ops: Vec::new(),
resource_updates: Vec::new(),
notifications: Vec::new(),
generate_frame: GenerateFrame::No,
invalidate_rendered_frame: false,
use_scene_builder_thread: false,
low_priority: false,
blob_rasterizer: None,
blob_requests: Vec::new(),
rasterized_blobs: Vec::new(),
profile: TransactionProfile::new(),
})
}
/// A helper method to send document messages.
fn send_scene_msg(&self, document_id: DocumentId, msg: SceneMsg) {
// This assertion fails on Servo use-cases, because it creates different
// `RenderApi` instances for layout and compositor.
//assert_eq!(document_id.0, self.namespace_id);
self.api_sender
.send(ApiMsg::UpdateDocuments(vec![self.scene_message(msg, document_id)]))
.unwrap()
}
/// A helper method to send document messages.
fn send_frame_msg(&self, document_id: DocumentId, msg: FrameMsg) {
// This assertion fails on Servo use-cases, because it creates different
// `RenderApi` instances for layout and compositor.
//assert_eq!(document_id.0, self.namespace_id);
self.api_sender
.send(ApiMsg::UpdateDocuments(vec![self.frame_message(msg, document_id)]))
.unwrap()
}
/// Send a transaction to WebRender.
pub fn send_transaction(&mut self, document_id: DocumentId, transaction: Transaction) {
let mut transaction = transaction.finalize(document_id);
self.resources.update(&mut transaction);
transaction.use_scene_builder_thread |= !transaction.scene_ops.is_empty();
if transaction.generate_frame.as_bool() {
transaction.profile.start_time(profiler::API_SEND_TIME);
transaction.profile.start_time(profiler::TOTAL_FRAME_CPU_TIME);
}
if transaction.use_scene_builder_thread {
let sender = if transaction.low_priority {
&mut self.low_priority_scene_sender
} else {
&mut self.scene_sender
};
sender.send(SceneBuilderRequest::Transactions(vec![transaction])).unwrap();
} else {
self.api_sender.send(ApiMsg::UpdateDocuments(vec![transaction])).unwrap();
}
}
/// Send multiple transactions.
pub fn send_transactions(&mut self, document_ids: Vec<DocumentId>, mut transactions: Vec<Transaction>) {
debug_assert!(document_ids.len() == transactions.len());
let msgs: Vec<Box<TransactionMsg>> = transactions.drain(..).zip(document_ids)
.map(|(txn, id)| {
let mut txn = txn.finalize(id);
self.resources.update(&mut txn);
if txn.generate_frame.as_bool() {
txn.profile.start_time(profiler::API_SEND_TIME);
txn.profile.start_time(profiler::TOTAL_FRAME_CPU_TIME);
}
txn
})
.collect();
let use_scene_builder = msgs.iter().any(
|msg| msg.use_scene_builder_thread
);
let high_priority = msgs.iter().any(
|msg| !msg.low_priority
);
if use_scene_builder {
let sender = if high_priority {
&mut self.scene_sender
} else {
&mut self.low_priority_scene_sender
};
sender.send(SceneBuilderRequest::Transactions(msgs)).unwrap();
} else {
self.api_sender.send(ApiMsg::UpdateDocuments(msgs)).unwrap();
}
}
/// Does a hit test on display items in the specified document, at the given
/// point. If a pipeline_id is specified, it is used to further restrict the
/// hit results so that only items inside that pipeline are matched. The vector
/// of hit results will contain all display items that match, ordered from
/// front to back.
pub fn hit_test(&self,
document_id: DocumentId,
pipeline_id: Option<PipelineId>,
point: WorldPoint,
) -> HitTestResult {
let (tx, rx) = single_msg_channel();
self.send_frame_msg(
document_id,
FrameMsg::HitTest(pipeline_id, point, tx)
);
rx.recv().unwrap()
}
/// Synchronously request an object that can perform fast hit testing queries.
pub fn request_hit_tester(&self, document_id: DocumentId) -> HitTesterRequest {
let (tx, rx) = single_msg_channel();
self.send_frame_msg(
document_id,
FrameMsg::RequestHitTester(tx)
);
HitTesterRequest { rx }
}
/// Setup the output region in the framebuffer for a given document.
pub fn set_document_view(
&self,
document_id: DocumentId,
device_rect: DeviceIntRect,
device_pixel_ratio: f32,
) {
assert!(device_pixel_ratio > 0.0);
window_size_sanity_check(device_rect.size);
self.send_scene_msg(
document_id,
SceneMsg::SetDocumentView { device_rect, device_pixel_ratio },
);
}
///
pub fn get_scroll_node_state(&self, document_id: DocumentId) -> Vec<ScrollNodeState> {
let (tx, rx) = single_msg_channel();
self.send_frame_msg(document_id, FrameMsg::GetScrollNodeState(tx));
rx.recv().unwrap()
}
// Some internal scheduling magic that leaked into the API.
// Buckle up and see APZUpdater.cpp for more info about what this is about.
#[doc(hidden)]
pub fn wake_scene_builder(&self) {
self.scene_sender.send(SceneBuilderRequest::WakeUp).unwrap();
}
/// Block until a round-trip to the scene builder thread has completed. This
/// ensures that any transactions (including ones deferred to the scene
/// builder thread) have been processed.
pub fn flush_scene_builder(&self) {
let (tx, rx) = single_msg_channel();
self.low_priority_scene_sender.send(SceneBuilderRequest::Flush(tx)).unwrap();
rx.recv().unwrap(); // Block until done.
}
/// Save a capture of the current frame state for debugging.
pub fn save_capture(&self, path: PathBuf, bits: CaptureBits) {
let msg = ApiMsg::DebugCommand(DebugCommand::SaveCapture(path, bits));
self.send_message(msg);
}
/// Load a capture of the current frame state for debugging.
pub fn load_capture(&self, path: PathBuf, ids: Option<(u32, u32)>) -> Vec<CapturedDocument> {
// First flush the scene builder otherwise async scenes might clobber
// the capture we are about to load.
self.flush_scene_builder();
let (tx, rx) = unbounded_channel();
let msg = ApiMsg::DebugCommand(DebugCommand::LoadCapture(path, ids, tx));
self.send_message(msg);
let mut documents = Vec::new();
while let Ok(captured_doc) = rx.recv() {
documents.push(captured_doc);
}
documents
}
/// Start capturing a sequence of frames.
pub fn start_capture_sequence(&self, path: PathBuf, bits: CaptureBits) {
let msg = ApiMsg::DebugCommand(DebugCommand::StartCaptureSequence(path, bits));
self.send_message(msg);
}
/// Stop capturing sequences of frames.
pub fn stop_capture_sequence(&self) {
let msg = ApiMsg::DebugCommand(DebugCommand::StopCaptureSequence);
self.send_message(msg);
}
/// Update the state of builtin debugging facilities.
pub fn send_debug_cmd(&mut self, cmd: DebugCommand) {
if let DebugCommand::EnableMultithreading(enable) = cmd {
// TODO(nical) we should enable it for all RenderApis.
self.resources.enable_multithreading(enable);
}
let msg = ApiMsg::DebugCommand(cmd);
self.send_message(msg);
}
}
impl Drop for RenderApi {
fn drop(&mut self) {
let msg = SceneBuilderRequest::ClearNamespace(self.namespace_id);
let _ = self.low_priority_scene_sender.send(msg);
}
}
fn window_size_sanity_check(size: DeviceIntSize) {
// Anything bigger than this will crash later when attempting to create
// a render task.
use crate::render_task::MAX_RENDER_TASK_SIZE;
if size.width > MAX_RENDER_TASK_SIZE || size.height > MAX_RENDER_TASK_SIZE {
panic!("Attempting to create a {}x{} window/document", size.width, size.height);
}
}
/// Collection of heap sizes, in bytes.
/// cbindgen:derive-eq=false
/// cbindgen:derive-ostream=false
#[repr(C)]
#[allow(missing_docs)]
#[derive(AddAssign, Clone, Debug, Default)]
pub struct MemoryReport {
//
// CPU Memory.
//
pub clip_stores: usize,
pub gpu_cache_metadata: usize,
pub gpu_cache_cpu_mirror: usize,
pub render_tasks: usize,
pub hit_testers: usize,
pub fonts: usize,
pub weak_fonts: usize,
pub images: usize,
pub rasterized_blobs: usize,
pub shader_cache: usize,
pub interning: InterningMemoryReport,
pub display_list: usize,
//
// GPU memory.
//
pub gpu_cache_textures: usize,
pub vertex_data_textures: usize,
pub render_target_textures: usize,
pub texture_cache_textures: usize,
pub texture_cache_structures: usize,
pub depth_target_textures: usize,
pub texture_upload_pbos: usize,
pub swap_chain: usize,
pub render_texture_hosts: usize,
}
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