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+/* -*- 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_DRAWTARGETWEBGL_H
+#define _MOZILLA_GFX_DRAWTARGETWEBGL_H
+
+#include "mozilla/gfx/2D.h"
+#include "mozilla/gfx/PathSkia.h"
+#include "mozilla/LinkedList.h"
+#include "mozilla/WeakPtr.h"
+#include "mozilla/ThreadLocal.h"
+#include "mozilla/ipc/Shmem.h"
+#include <vector>
+
+namespace WGR {
+struct OutputVertex;
+}
+
+namespace mozilla {
+
+class ClientWebGLContext;
+class WebGLBufferJS;
+class WebGLFramebufferJS;
+class WebGLProgramJS;
+class WebGLRenderbufferJS;
+class WebGLTextureJS;
+class WebGLUniformLocationJS;
+class WebGLVertexArrayJS;
+
+namespace layers {
+class SurfaceDescriptor;
+}
+
+namespace gfx {
+
+class DataSourceSurface;
+class DrawTargetSkia;
+class DrawTargetWebgl;
+class PathSkia;
+class SourceSurfaceSkia;
+class SourceSurfaceWebgl;
+
+class TextureHandle;
+class SharedTexture;
+class SharedTextureHandle;
+class StandaloneTexture;
+class GlyphCache;
+class PathCache;
+struct PathVertexRange;
+
+// DrawTargetWebgl implements a subset of the DrawTarget API suitable for use
+// by CanvasRenderingContext2D. It maps these to a client WebGL context so that
+// they can be accelerated where possible by WebGL. It manages both routing to
+// appropriate shaders and texture allocation/caching for surfaces. For commands
+// that are not feasible to accelerate with WebGL, it mirrors state to a backup
+// DrawTargetSkia that can be used as a fallback software renderer. Multiple
+// instances of DrawTargetWebgl within a process will actually share a single
+// WebGL context so that data can be more easily interchanged between them and
+// also to enable more reasonable limiting of resource usage.
+class DrawTargetWebgl : public DrawTarget, public SupportsWeakPtr {
+ friend class SharedTextureHandle;
+ friend class StandaloneTexture;
+ friend class TextureHandle;
+ friend class SourceSurfaceWebgl;
+ friend class AutoSaveContext;
+
+ public:
+ MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(DrawTargetWebgl, override)
+
+ private:
+ IntSize mSize;
+ RefPtr<WebGLFramebufferJS> mFramebuffer;
+ RefPtr<WebGLTextureJS> mTex;
+ RefPtr<WebGLTextureJS> mClipMask;
+ // The integer-aligned, scissor-compatible conservative bounds of the clip.
+ IntRect mClipBounds;
+ // The fractional, AA'd bounds of the clip rect, if applicable.
+ Rect mClipAARect;
+ RefPtr<DrawTargetSkia> mSkia;
+ // Skia DT pointing to the same pixel data, but without any applied clips.
+ RefPtr<DrawTargetSkia> mSkiaNoClip;
+ // The Shmem backing the Skia DT, if applicable.
+ mozilla::ipc::Shmem mShmem;
+ // The currently cached snapshot of the WebGL context
+ RefPtr<DataSourceSurface> mSnapshot;
+ // Whether the framebuffer is still in the initially clear state.
+ bool mIsClear = true;
+ // Whether or not the Skia target has valid contents and is being drawn to
+ bool mSkiaValid = false;
+ // Whether or not Skia layering over the WebGL context is enabled
+ bool mSkiaLayer = false;
+ // Whether the WebGL target was clear when the Skia layer was established.
+ bool mSkiaLayerClear = false;
+ // Whether or not the WebGL context has valid contents and is being drawn to
+ bool mWebglValid = true;
+ // Whether or not the clip state has changed since last used by SharedContext.
+ bool mClipChanged = true;
+ // Whether or not the clip state needs to be refreshed. Sometimes the clip
+ // state may be overwritten and require a refresh later, even though it has
+ // not changed.
+ bool mRefreshClipState = true;
+ // The framebuffer has been modified and should be copied to the swap chain.
+ bool mNeedsPresent = true;
+ // The number of layers currently pushed.
+ int32_t mLayerDepth = 0;
+
+ RefPtr<TextureHandle> mSnapshotTexture;
+
+ // Store a log of clips currently pushed so that they can be used to init
+ // the clip state of temporary DTs.
+ struct ClipStack {
+ Matrix mTransform;
+ Rect mRect;
+ RefPtr<const Path> mPath;
+
+ bool operator==(const ClipStack& aOther) const;
+ };
+
+ std::vector<ClipStack> mClipStack;
+
+ // The previous state of the clip stack when a mask was generated.
+ std::vector<ClipStack> mCachedClipStack;
+
+ // UsageProfile stores per-frame counters for significant profiling events
+ // that assist in determining whether acceleration should still be used for
+ // a Canvas2D user.
+ struct UsageProfile {
+ uint32_t mFailedFrames = 0;
+ uint32_t mFrameCount = 0;
+ uint32_t mCacheMisses = 0;
+ uint32_t mCacheHits = 0;
+ uint32_t mUncachedDraws = 0;
+ uint32_t mLayers = 0;
+ uint32_t mReadbacks = 0;
+ uint32_t mFallbacks = 0;
+
+ void BeginFrame();
+ void EndFrame();
+ bool RequiresRefresh() const;
+
+ void OnCacheMiss() { ++mCacheMisses; }
+ void OnCacheHit() { ++mCacheHits; }
+ void OnUncachedDraw() { ++mUncachedDraws; }
+ void OnLayer() { ++mLayers; }
+ void OnReadback() { ++mReadbacks; }
+ void OnFallback() { ++mFallbacks; }
+ };
+
+ UsageProfile mProfile;
+
+ // SharedContext stores most of the actual WebGL state that may be used by
+ // any number of DrawTargetWebgl's that use it. Foremost, it holds the actual
+ // WebGL client context, programs, and buffers for mapping to WebGL.
+ // Secondarily, it holds shared caches for surfaces, glyphs, paths, and
+ // shadows so that each DrawTargetWebgl does not require its own cache. It is
+ // important that SetTarget is called to install the current DrawTargetWebgl
+ // before actually using the SharedContext, as the individual framebuffers
+ // and viewport are still maintained in DrawTargetWebgl itself.
+ class SharedContext : public mozilla::RefCounted<SharedContext>,
+ public mozilla::SupportsWeakPtr {
+ public:
+ MOZ_DECLARE_REFCOUNTED_TYPENAME(SharedContext)
+
+ SharedContext();
+ ~SharedContext();
+
+ WeakPtr<DrawTargetWebgl> mCurrentTarget;
+ IntSize mViewportSize;
+ // The current integer-aligned scissor rect.
+ IntRect mClipRect;
+ // The current fractional AA'd clip rect bounds.
+ Rect mClipAARect;
+
+ RefPtr<ClientWebGLContext> mWebgl;
+
+ // Avoid spurious state changes by caching last used state.
+ RefPtr<WebGLProgramJS> mLastProgram;
+ RefPtr<WebGLTextureJS> mLastTexture;
+ RefPtr<WebGLTextureJS> mLastClipMask;
+ // Whether the shader viewport state requires updating.
+ bool mDirtyViewport = true;
+ // Whether the shader anti-aliasing state requires updating.
+ bool mDirtyAA = true;
+ // Whether the shader clip AA bounds require updating.
+ bool mDirtyClip = true;
+
+ // WebGL shader resources
+ RefPtr<WebGLBufferJS> mPathVertexBuffer;
+ RefPtr<WebGLVertexArrayJS> mPathVertexArray;
+ // The current insertion offset into the GPU path buffer.
+ uint32_t mPathVertexOffset = 0;
+ // The maximum size of the GPU path buffer.
+ uint32_t mPathVertexCapacity = 0;
+ // The maximum supported type complexity of a GPU path.
+ uint32_t mPathMaxComplexity = 0;
+ // Whether to accelerate stroked paths with AAStroke.
+ bool mPathAAStroke = true;
+ // Whether to accelerate stroked paths with WGR.
+ bool mPathWGRStroke = false;
+ // Temporary buffer for generating WGR output into.
+ UniquePtr<WGR::OutputVertex[]> mWGROutputBuffer;
+ RefPtr<WebGLProgramJS> mSolidProgram;
+ RefPtr<WebGLUniformLocationJS> mSolidProgramViewport;
+ RefPtr<WebGLUniformLocationJS> mSolidProgramAA;
+ RefPtr<WebGLUniformLocationJS> mSolidProgramTransform;
+ RefPtr<WebGLUniformLocationJS> mSolidProgramColor;
+ RefPtr<WebGLUniformLocationJS> mSolidProgramClipMask;
+ RefPtr<WebGLUniformLocationJS> mSolidProgramClipBounds;
+ RefPtr<WebGLProgramJS> mImageProgram;
+ RefPtr<WebGLUniformLocationJS> mImageProgramViewport;
+ RefPtr<WebGLUniformLocationJS> mImageProgramAA;
+ RefPtr<WebGLUniformLocationJS> mImageProgramTransform;
+ RefPtr<WebGLUniformLocationJS> mImageProgramTexMatrix;
+ RefPtr<WebGLUniformLocationJS> mImageProgramTexBounds;
+ RefPtr<WebGLUniformLocationJS> mImageProgramColor;
+ RefPtr<WebGLUniformLocationJS> mImageProgramSwizzle;
+ RefPtr<WebGLUniformLocationJS> mImageProgramSampler;
+ RefPtr<WebGLUniformLocationJS> mImageProgramClipMask;
+ RefPtr<WebGLUniformLocationJS> mImageProgramClipBounds;
+
+ // Scratch framebuffer used to wrap textures for miscellaneous utility ops.
+ RefPtr<WebGLFramebufferJS> mScratchFramebuffer;
+ // Buffer filled with zero data for initializing textures.
+ RefPtr<WebGLBufferJS> mZeroBuffer;
+ size_t mZeroSize = 0;
+ // 1x1 texture with solid white mask for disabling clipping
+ RefPtr<WebGLTextureJS> mNoClipMask;
+
+ uint32_t mMaxTextureSize = 0;
+ bool mRasterizationTruncates = false;
+
+ // The current blending operation.
+ CompositionOp mLastCompositionOp = CompositionOp::OP_SOURCE;
+ // The constant blend color used for the blending operation.
+ Maybe<DeviceColor> mLastBlendColor;
+
+ // The cached scissor state. Operations that rely on scissor state should
+ // take care to enable or disable the cached scissor state as necessary.
+ bool mScissorEnabled = false;
+ IntRect mLastScissor = {-1, -1, -1, -1};
+
+ // A most-recently-used list of allocated texture handles.
+ LinkedList<RefPtr<TextureHandle>> mTextureHandles;
+ size_t mNumTextureHandles = 0;
+ // User data key linking a SourceSurface with its TextureHandle.
+ UserDataKey mTextureHandleKey = {0};
+ // User data key linking a SourceSurface with its shadow blur TextureHandle.
+ UserDataKey mShadowTextureKey = {0};
+ // User data key linking a ScaledFont with its GlyphCache.
+ UserDataKey mGlyphCacheKey = {0};
+ // List of all GlyphCaches currently allocated to fonts.
+ LinkedList<GlyphCache> mGlyphCaches;
+ // Cache of rasterized paths.
+ UniquePtr<PathCache> mPathCache;
+ // Collection of allocated shared texture pages that may be shared amongst
+ // many handles.
+ std::vector<RefPtr<SharedTexture>> mSharedTextures;
+ // Collection of allocated standalone textures that have a single assigned
+ // handle.
+ std::vector<RefPtr<StandaloneTexture>> mStandaloneTextures;
+ size_t mUsedTextureMemory = 0;
+ size_t mTotalTextureMemory = 0;
+ // The total reserved memory for empty texture pages that are kept around
+ // for future allocations.
+ size_t mEmptyTextureMemory = 0;
+ // A memory pressure event may signal from another thread that caches should
+ // be cleared if possible.
+ Atomic<bool> mShouldClearCaches;
+ // Whether the Shmem is currently being processed by the remote side. If so,
+ // we need to wait for processing to complete before any further commands
+ // modifying the Skia DT can proceed.
+ bool mWaitForShmem = false;
+
+ const Matrix& GetTransform() const { return mCurrentTarget->mTransform; }
+
+ bool IsContextLost() const;
+
+ bool Initialize();
+ bool CreateShaders();
+ void ResetPathVertexBuffer(bool aChanged = true);
+
+ void SetBlendState(CompositionOp aOp,
+ const Maybe<DeviceColor>& aBlendColor = Nothing());
+
+ void SetClipRect(const Rect& aClipRect);
+ void SetClipRect(const IntRect& aClipRect) { SetClipRect(Rect(aClipRect)); }
+ bool SetClipMask(const RefPtr<WebGLTextureJS>& aTex);
+ bool SetNoClipMask();
+ bool HasClipMask() const {
+ return mLastClipMask && mLastClipMask != mNoClipMask;
+ }
+
+ bool IsCurrentTarget(DrawTargetWebgl* aDT) const {
+ return aDT == mCurrentTarget;
+ }
+ bool SetTarget(DrawTargetWebgl* aDT);
+
+ // Reset the current target.
+ void ClearTarget() { mCurrentTarget = nullptr; }
+ // Reset the last used texture to force binding next use.
+ void ClearLastTexture();
+
+ bool SupportsPattern(const Pattern& aPattern);
+
+ void EnableScissor(const IntRect& aRect);
+ void DisableScissor();
+
+ void SetTexFilter(WebGLTextureJS* aTex, bool aFilter);
+ void InitTexParameters(WebGLTextureJS* aTex, bool aFilter = true);
+
+ bool ReadInto(uint8_t* aDstData, int32_t aDstStride, SurfaceFormat aFormat,
+ const IntRect& aBounds, TextureHandle* aHandle = nullptr);
+ already_AddRefed<DataSourceSurface> ReadSnapshot(
+ TextureHandle* aHandle = nullptr);
+ already_AddRefed<TextureHandle> WrapSnapshot(const IntSize& aSize,
+ SurfaceFormat aFormat,
+ RefPtr<WebGLTextureJS> aTex);
+ already_AddRefed<TextureHandle> CopySnapshot(
+ const IntRect& aRect, TextureHandle* aHandle = nullptr);
+
+ already_AddRefed<WebGLTextureJS> GetCompatibleSnapshot(
+ SourceSurface* aSurface) const;
+ bool IsCompatibleSurface(SourceSurface* aSurface) const;
+
+ bool UploadSurface(DataSourceSurface* aData, SurfaceFormat aFormat,
+ const IntRect& aSrcRect, const IntPoint& aDstOffset,
+ bool aInit, bool aZero = false,
+ const RefPtr<WebGLTextureJS>& aTex = nullptr);
+ bool DrawRectAccel(const Rect& aRect, const Pattern& aPattern,
+ const DrawOptions& aOptions,
+ Maybe<DeviceColor> aMaskColor = Nothing(),
+ RefPtr<TextureHandle>* aHandle = nullptr,
+ bool aTransformed = true, bool aClipped = true,
+ bool aAccelOnly = false, bool aForceUpdate = false,
+ const StrokeOptions* aStrokeOptions = nullptr,
+ const PathVertexRange* aVertexRange = nullptr);
+
+ bool DrawPathAccel(const Path* aPath, const Pattern& aPattern,
+ const DrawOptions& aOptions,
+ const StrokeOptions* aStrokeOptions = nullptr,
+ const ShadowOptions* aShadow = nullptr,
+ bool aCacheable = true);
+
+ bool DrawGlyphsAccel(ScaledFont* aFont, const GlyphBuffer& aBuffer,
+ const Pattern& aPattern, const DrawOptions& aOptions,
+ const StrokeOptions* aStrokeOptions,
+ bool aUseSubpixelAA);
+
+ void PruneTextureHandle(const RefPtr<TextureHandle>& aHandle);
+ bool PruneTextureMemory(size_t aMargin = 0, bool aPruneUnused = true);
+
+ bool RemoveSharedTexture(const RefPtr<SharedTexture>& aTexture);
+ bool RemoveStandaloneTexture(const RefPtr<StandaloneTexture>& aTexture);
+
+ void UnlinkSurfaceTextures();
+ void UnlinkSurfaceTexture(const RefPtr<TextureHandle>& aHandle);
+ void UnlinkGlyphCaches();
+
+ void OnMemoryPressure();
+ void ClearAllTextures();
+ void ClearEmptyTextureMemory();
+ void ClearCachesIfNecessary();
+
+ void WaitForShmem(DrawTargetWebgl* aTarget);
+
+ void CachePrefs();
+ };
+
+ RefPtr<SharedContext> mSharedContext;
+
+ static MOZ_THREAD_LOCAL(SharedContext*) sSharedContext;
+
+ // Try to keep around the shared context for the main thread in case canvases
+ // are rapidly recreated and destroyed.
+ static RefPtr<SharedContext> sMainSharedContext;
+
+ public:
+ DrawTargetWebgl();
+ ~DrawTargetWebgl();
+
+ static already_AddRefed<DrawTargetWebgl> Create(const IntSize& aSize,
+ SurfaceFormat aFormat);
+
+ bool Init(const IntSize& aSize, SurfaceFormat aFormat);
+
+ bool IsValid() const override;
+
+ DrawTargetType GetType() const override {
+ return DrawTargetType::HARDWARE_RASTER;
+ }
+ BackendType GetBackendType() const override { return BackendType::WEBGL; }
+ IntSize GetSize() const override { return mSize; }
+
+ already_AddRefed<SourceSurface> GetDataSnapshot();
+ already_AddRefed<SourceSurface> Snapshot() override;
+ already_AddRefed<SourceSurface> GetOptimizedSnapshot(DrawTarget* aTarget);
+ already_AddRefed<SourceSurface> GetBackingSurface() override;
+ void DetachAllSnapshots() override;
+
+ void BeginFrame(const IntRect& aPersistedRect);
+ void EndFrame();
+ bool RequiresRefresh() const { return mProfile.RequiresRefresh(); }
+
+ bool LockBits(uint8_t** aData, IntSize* aSize, int32_t* aStride,
+ SurfaceFormat* aFormat, IntPoint* aOrigin = nullptr) override;
+ void ReleaseBits(uint8_t* aData) override;
+
+ void Flush() override {}
+ void DrawSurface(
+ SourceSurface* aSurface, const Rect& aDest, const Rect& aSource,
+ const DrawSurfaceOptions& aSurfOptions = DrawSurfaceOptions(),
+ const DrawOptions& aOptions = DrawOptions()) override;
+ void DrawFilter(FilterNode* aNode, const Rect& aSourceRect,
+ const Point& aDestPoint,
+ const DrawOptions& aOptions = DrawOptions()) override;
+ void DrawSurfaceWithShadow(SourceSurface* aSurface, const Point& aDest,
+ const ShadowOptions& aShadow,
+ CompositionOp aOperator) override;
+ void DrawShadow(const Path* aPath, const Pattern& aPattern,
+ const ShadowOptions& aShadow, const DrawOptions& aOptions,
+ const StrokeOptions* aStrokeOptions = nullptr) override;
+
+ void ClearRect(const Rect& aRect) override;
+ void CopySurface(SourceSurface* aSurface, const IntRect& aSourceRect,
+ const IntPoint& aDestination) override;
+ void FillRect(const Rect& aRect, const Pattern& aPattern,
+ const DrawOptions& aOptions = DrawOptions()) override;
+ void StrokeRect(const Rect& aRect, const Pattern& aPattern,
+ const StrokeOptions& aStrokeOptions = StrokeOptions(),
+ const DrawOptions& aOptions = DrawOptions()) override;
+ bool StrokeLineAccel(const Point& aStart, const Point& aEnd,
+ const Pattern& aPattern,
+ const StrokeOptions& aStrokeOptions,
+ const DrawOptions& aOptions, bool aClosed = false);
+ void StrokeLine(const Point& aStart, const Point& aEnd,
+ const Pattern& aPattern,
+ const StrokeOptions& aStrokeOptions = StrokeOptions(),
+ const DrawOptions& aOptions = DrawOptions()) override;
+ void Stroke(const Path* aPath, const Pattern& aPattern,
+ const StrokeOptions& aStrokeOptions = StrokeOptions(),
+ const DrawOptions& aOptions = DrawOptions()) override;
+ void Fill(const Path* aPath, const Pattern& aPattern,
+ const DrawOptions& aOptions = DrawOptions()) override;
+
+ void SetPermitSubpixelAA(bool aPermitSubpixelAA) override;
+ void FillGlyphs(ScaledFont* aFont, const GlyphBuffer& aBuffer,
+ const Pattern& aPattern,
+ const DrawOptions& aOptions = DrawOptions()) override;
+ void StrokeGlyphs(ScaledFont* aFont, const GlyphBuffer& aBuffer,
+ const Pattern& aPattern,
+ const StrokeOptions& aStrokeOptions = StrokeOptions(),
+ const DrawOptions& aOptions = DrawOptions()) override;
+ void Mask(const Pattern& aSource, const Pattern& aMask,
+ const DrawOptions& aOptions = DrawOptions()) override;
+ void MaskSurface(const Pattern& aSource, SourceSurface* aMask, Point aOffset,
+ const DrawOptions& aOptions = DrawOptions()) override;
+ bool Draw3DTransformedSurface(SourceSurface* aSurface,
+ const Matrix4x4& aMatrix) override;
+ void PushClip(const Path* aPath) override;
+ void PushClipRect(const Rect& aRect) override;
+ void PushDeviceSpaceClipRects(const IntRect* aRects,
+ uint32_t aCount) override;
+ void PopClip() override;
+ bool RemoveAllClips() override;
+ void PushLayer(bool aOpaque, Float aOpacity, SourceSurface* aMask,
+ const Matrix& aMaskTransform,
+ const IntRect& aBounds = IntRect(),
+ bool aCopyBackground = false) override;
+ void PushLayerWithBlend(
+ bool aOpaque, Float aOpacity, SourceSurface* aMask,
+ const Matrix& aMaskTransform, const IntRect& aBounds = IntRect(),
+ bool aCopyBackground = false,
+ CompositionOp aCompositionOp = CompositionOp::OP_OVER) override;
+ void PopLayer() override;
+ already_AddRefed<SourceSurface> CreateSourceSurfaceFromData(
+ unsigned char* aData, const IntSize& aSize, int32_t aStride,
+ SurfaceFormat aFormat) const override;
+ already_AddRefed<SourceSurface> OptimizeSourceSurface(
+ SourceSurface* aSurface) const override;
+ already_AddRefed<SourceSurface> OptimizeSourceSurfaceForUnknownAlpha(
+ SourceSurface* aSurface) const override;
+ already_AddRefed<SourceSurface> CreateSourceSurfaceFromNativeSurface(
+ const NativeSurface& aSurface) const override;
+ already_AddRefed<DrawTarget> CreateSimilarDrawTarget(
+ const IntSize& aSize, SurfaceFormat aFormat) const override;
+ bool CanCreateSimilarDrawTarget(const IntSize& aSize,
+ SurfaceFormat aFormat) const override;
+ RefPtr<DrawTarget> CreateClippedDrawTarget(const Rect& aBounds,
+ SurfaceFormat aFormat) override;
+
+ already_AddRefed<PathBuilder> CreatePathBuilder(
+ FillRule aFillRule = FillRule::FILL_WINDING) const override;
+ already_AddRefed<GradientStops> CreateGradientStops(
+ GradientStop* aStops, uint32_t aNumStops,
+ ExtendMode aExtendMode = ExtendMode::CLAMP) const override;
+ already_AddRefed<FilterNode> CreateFilter(FilterType aType) override;
+ void SetTransform(const Matrix& aTransform) override;
+ void* GetNativeSurface(NativeSurfaceType aType) override;
+
+ Maybe<layers::SurfaceDescriptor> GetFrontBuffer();
+
+ void OnMemoryPressure() { mSharedContext->OnMemoryPressure(); }
+
+ operator std::string() const {
+ std::stringstream stream;
+ stream << "DrawTargetWebgl(" << this << ")";
+ return stream.str();
+ }
+
+ private:
+ bool SupportsPattern(const Pattern& aPattern) {
+ return mSharedContext->SupportsPattern(aPattern);
+ }
+
+ bool SetSimpleClipRect();
+ bool GenerateComplexClipMask();
+ bool PrepareContext(bool aClipped = true);
+
+ void DrawRectFallback(const Rect& aRect, const Pattern& aPattern,
+ const DrawOptions& aOptions,
+ Maybe<DeviceColor> aMaskColor = Nothing(),
+ bool aTransform = true, bool aClipped = true,
+ const StrokeOptions* aStrokeOptions = nullptr);
+ bool DrawRect(const Rect& aRect, const Pattern& aPattern,
+ const DrawOptions& aOptions,
+ Maybe<DeviceColor> aMaskColor = Nothing(),
+ RefPtr<TextureHandle>* aHandle = nullptr,
+ bool aTransformed = true, bool aClipped = true,
+ bool aAccelOnly = false, bool aForceUpdate = false,
+ const StrokeOptions* aStrokeOptions = nullptr);
+
+ ColorPattern GetClearPattern() const;
+
+ bool RectContainsViewport(const Rect& aRect) const;
+
+ bool ShouldAccelPath(const DrawOptions& aOptions,
+ const StrokeOptions* aStrokeOptions);
+ void DrawPath(const Path* aPath, const Pattern& aPattern,
+ const DrawOptions& aOptions,
+ const StrokeOptions* aStrokeOptions = nullptr);
+
+ bool MarkChanged();
+
+ void ReadIntoSkia();
+ void FlattenSkia();
+ bool FlushFromSkia();
+
+ void WaitForShmem() {
+ if (mSharedContext->mWaitForShmem) {
+ mSharedContext->WaitForShmem(this);
+ }
+ }
+
+ void MarkSkiaChanged(bool aOverwrite = false) {
+ WaitForShmem();
+ if (aOverwrite) {
+ mSkiaValid = true;
+ mSkiaLayer = false;
+ } else if (!mSkiaValid) {
+ ReadIntoSkia();
+ } else if (mSkiaLayer) {
+ FlattenSkia();
+ }
+ mWebglValid = false;
+ mIsClear = false;
+ }
+
+ void MarkSkiaChanged(const DrawOptions& aOptions);
+
+ bool ShouldUseSubpixelAA(ScaledFont* aFont, const DrawOptions& aOptions);
+
+ bool ReadInto(uint8_t* aDstData, int32_t aDstStride);
+ already_AddRefed<DataSourceSurface> ReadSnapshot();
+ already_AddRefed<TextureHandle> CopySnapshot(const IntRect& aRect);
+ already_AddRefed<TextureHandle> CopySnapshot() {
+ return CopySnapshot(GetRect());
+ }
+
+ void ClearSnapshot(bool aCopyOnWrite = true, bool aNeedHandle = false);
+
+ bool CreateFramebuffer();
+
+ // PrepareContext may sometimes be used recursively. When this occurs, ensure
+ // that clip state is restored after the context is used.
+ struct AutoRestoreContext {
+ DrawTargetWebgl* mTarget;
+ Rect mClipAARect;
+ RefPtr<WebGLTextureJS> mLastClipMask;
+
+ explicit AutoRestoreContext(DrawTargetWebgl* aTarget);
+
+ ~AutoRestoreContext();
+ };
+};
+
+} // namespace gfx
+} // namespace mozilla
+
+#endif // _MOZILLA_GFX_DRAWTARGETWEBGL_H