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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /dom/canvas/DrawTargetWebgl.cpp | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/DrawTargetWebgl.cpp')
-rw-r--r-- | dom/canvas/DrawTargetWebgl.cpp | 4841 |
1 files changed, 4841 insertions, 0 deletions
diff --git a/dom/canvas/DrawTargetWebgl.cpp b/dom/canvas/DrawTargetWebgl.cpp new file mode 100644 index 0000000000..6055fa72e1 --- /dev/null +++ b/dom/canvas/DrawTargetWebgl.cpp @@ -0,0 +1,4841 @@ +/* -*- 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 "DrawTargetWebglInternal.h" +#include "SourceSurfaceWebgl.h" + +#include "mozilla/ClearOnShutdown.h" +#include "mozilla/StaticPrefs_gfx.h" +#include "mozilla/gfx/AAStroke.h" +#include "mozilla/gfx/Blur.h" +#include "mozilla/gfx/DrawTargetSkia.h" +#include "mozilla/gfx/gfxVars.h" +#include "mozilla/gfx/Helpers.h" +#include "mozilla/gfx/HelpersSkia.h" +#include "mozilla/gfx/Logging.h" +#include "mozilla/gfx/PathHelpers.h" +#include "mozilla/gfx/PathSkia.h" +#include "mozilla/gfx/Swizzle.h" +#include "mozilla/layers/CanvasRenderer.h" +#include "mozilla/layers/ImageBridgeChild.h" +#include "mozilla/layers/ImageDataSerializer.h" +#include "mozilla/layers/RemoteTextureMap.h" +#include "skia/include/core/SkPixmap.h" +#include "nsContentUtils.h" + +#include "GLContext.h" +#include "WebGLContext.h" +#include "WebGLChild.h" +#include "WebGLBuffer.h" +#include "WebGLFramebuffer.h" +#include "WebGLProgram.h" +#include "WebGLShader.h" +#include "WebGLTexture.h" +#include "WebGLVertexArray.h" + +#include "gfxPlatform.h" + +namespace mozilla::gfx { + +// Inserts (allocates) a rectangle of the requested size into the tree. +Maybe<IntPoint> TexturePacker::Insert(const IntSize& aSize) { + // Check if the available space could possibly fit the requested size. If + // not, there is no reason to continue searching within this sub-tree. + if (mAvailable < std::min(aSize.width, aSize.height) || + mBounds.width < aSize.width || mBounds.height < aSize.height) { + return Nothing(); + } + if (mChildren) { + // If this node has children, then try to insert into each of the children + // in turn. + Maybe<IntPoint> inserted = mChildren[0].Insert(aSize); + if (!inserted) { + inserted = mChildren[1].Insert(aSize); + } + // If the insertion succeeded, adjust the available state to reflect the + // remaining space in the children. + if (inserted) { + mAvailable = std::max(mChildren[0].mAvailable, mChildren[1].mAvailable); + if (!mAvailable) { + DiscardChildren(); + } + } + return inserted; + } + // If we get here, we've encountered a leaf node. First check if its size is + // exactly the requested size. If so, mark the node as unavailable and return + // its offset. + if (mBounds.Size() == aSize) { + mAvailable = 0; + return Some(mBounds.TopLeft()); + } + // The node is larger than the requested size. Choose the axis which has the + // most excess space beyond the requested size and split it so that at least + // one of the children matches the requested size for that axis. + if (mBounds.width - aSize.width > mBounds.height - aSize.height) { + mChildren.reset(new TexturePacker[2]{ + TexturePacker( + IntRect(mBounds.x, mBounds.y, aSize.width, mBounds.height)), + TexturePacker(IntRect(mBounds.x + aSize.width, mBounds.y, + mBounds.width - aSize.width, mBounds.height))}); + } else { + mChildren.reset(new TexturePacker[2]{ + TexturePacker( + IntRect(mBounds.x, mBounds.y, mBounds.width, aSize.height)), + TexturePacker(IntRect(mBounds.x, mBounds.y + aSize.height, + mBounds.width, mBounds.height - aSize.height))}); + } + // After splitting, try to insert into the first child, which should usually + // be big enough to accomodate the request. Adjust the available state to the + // remaining space. + Maybe<IntPoint> inserted = mChildren[0].Insert(aSize); + mAvailable = std::max(mChildren[0].mAvailable, mChildren[1].mAvailable); + return inserted; +} + +// Removes (frees) a rectangle with the given bounds from the tree. +bool TexturePacker::Remove(const IntRect& aBounds) { + if (!mChildren) { + // If there are no children, we encountered a leaf node. Non-zero available + // state means that this node was already removed previously. Also, if the + // bounds don't contain the request, and assuming the tree was previously + // split during insertion, then this node is not the node we're searching + // for. + if (mAvailable > 0 || !mBounds.Contains(aBounds)) { + return false; + } + // The bounds match exactly and it was previously inserted, so in this case + // we can just remove it. + if (mBounds == aBounds) { + mAvailable = std::min(mBounds.width, mBounds.height); + return true; + } + // We need to split this leaf node so that it can exactly match the removed + // bounds. We know the leaf node at least contains the removed bounds, but + // needs to be subdivided until it has a child node that exactly matches. + // Choose the axis to split with the largest amount of excess space. Within + // that axis, choose the larger of the space before or after the subrect as + // the split point to the new children. + if (mBounds.width - aBounds.width > mBounds.height - aBounds.height) { + int split = aBounds.x - mBounds.x > mBounds.XMost() - aBounds.XMost() + ? aBounds.x + : aBounds.XMost(); + mChildren.reset(new TexturePacker[2]{ + TexturePacker( + IntRect(mBounds.x, mBounds.y, split - mBounds.x, mBounds.height), + false), + TexturePacker(IntRect(split, mBounds.y, mBounds.XMost() - split, + mBounds.height), + false)}); + } else { + int split = aBounds.y - mBounds.y > mBounds.YMost() - aBounds.YMost() + ? aBounds.y + : aBounds.YMost(); + mChildren.reset(new TexturePacker[2]{ + TexturePacker( + IntRect(mBounds.x, mBounds.y, mBounds.width, split - mBounds.y), + false), + TexturePacker( + IntRect(mBounds.x, split, mBounds.width, mBounds.YMost() - split), + false)}); + } + } + // We've encountered a branch node. Determine which of the two child nodes + // would possibly contain the removed bounds. We first check which axis the + // children were split on and then whether the removed bounds on that axis + // are past the start of the second child. Proceed to recurse into that + // child node for removal. + bool next = mChildren[0].mBounds.x < mChildren[1].mBounds.x + ? aBounds.x >= mChildren[1].mBounds.x + : aBounds.y >= mChildren[1].mBounds.y; + bool removed = mChildren[next ? 1 : 0].Remove(aBounds); + if (removed) { + if (mChildren[0].IsFullyAvailable() && mChildren[1].IsFullyAvailable()) { + DiscardChildren(); + mAvailable = std::min(mBounds.width, mBounds.height); + } else { + mAvailable = std::max(mChildren[0].mAvailable, mChildren[1].mAvailable); + } + } + return removed; +} + +BackingTexture::BackingTexture(const IntSize& aSize, SurfaceFormat aFormat, + const RefPtr<WebGLTexture>& aTexture) + : mSize(aSize), mFormat(aFormat), mTexture(aTexture) {} + +SharedTexture::SharedTexture(const IntSize& aSize, SurfaceFormat aFormat, + const RefPtr<WebGLTexture>& aTexture) + : BackingTexture(aSize, aFormat, aTexture), + mPacker(IntRect(IntPoint(0, 0), aSize)) {} + +SharedTextureHandle::SharedTextureHandle(const IntRect& aBounds, + SharedTexture* aTexture) + : mBounds(aBounds), mTexture(aTexture) {} + +already_AddRefed<SharedTextureHandle> SharedTexture::Allocate( + const IntSize& aSize) { + RefPtr<SharedTextureHandle> handle; + if (Maybe<IntPoint> origin = mPacker.Insert(aSize)) { + handle = new SharedTextureHandle(IntRect(*origin, aSize), this); + ++mAllocatedHandles; + } + return handle.forget(); +} + +bool SharedTexture::Free(const SharedTextureHandle& aHandle) { + if (aHandle.mTexture != this) { + return false; + } + if (!mPacker.Remove(aHandle.mBounds)) { + return false; + } + --mAllocatedHandles; + return true; +} + +StandaloneTexture::StandaloneTexture(const IntSize& aSize, + SurfaceFormat aFormat, + const RefPtr<WebGLTexture>& aTexture) + : BackingTexture(aSize, aFormat, aTexture) {} + +DrawTargetWebgl::DrawTargetWebgl() = default; + +inline void SharedContextWebgl::ClearLastTexture(bool aFullClear) { + mLastTexture = nullptr; + if (aFullClear) { + mLastClipMask = nullptr; + } +} + +// Attempts to clear the snapshot state. If the snapshot is only referenced by +// this target, then it should simply be destroyed. If it is a WebGL surface in +// use by something else, then special cleanup such as reusing the texture or +// copy-on-write may be possible. +void DrawTargetWebgl::ClearSnapshot(bool aCopyOnWrite, bool aNeedHandle) { + if (!mSnapshot) { + return; + } + mSharedContext->ClearLastTexture(); + RefPtr<SourceSurfaceWebgl> snapshot = mSnapshot.forget(); + if (snapshot->hasOneRef()) { + return; + } + if (aCopyOnWrite) { + // WebGL snapshots must be notified that the framebuffer contents will be + // changing so that it can copy the data. + snapshot->DrawTargetWillChange(aNeedHandle); + } else { + // If not copying, then give the backing texture to the surface for reuse. + snapshot->GiveTexture( + mSharedContext->WrapSnapshot(GetSize(), GetFormat(), mTex.forget())); + } +} + +DrawTargetWebgl::~DrawTargetWebgl() { + ClearSnapshot(false); + if (mSharedContext) { + // Force any Skia snapshots to copy the shmem before it deallocs. + if (mSkia) { + mSkia->DetachAllSnapshots(); + } + mSharedContext->ClearLastTexture(true); + mClipMask = nullptr; + mFramebuffer = nullptr; + mTex = nullptr; + mSharedContext->mDrawTargetCount--; + } +} + +SharedContextWebgl::SharedContextWebgl() = default; + +SharedContextWebgl::~SharedContextWebgl() { + // Detect context loss before deletion. + if (mWebgl) { + ExitTlsScope(); + mWebgl->ActiveTexture(0); + } + if (mWGRPathBuilder) { + WGR::wgr_builder_release(mWGRPathBuilder); + mWGRPathBuilder = nullptr; + } + ClearAllTextures(); + UnlinkSurfaceTextures(); + UnlinkGlyphCaches(); +} + +gl::GLContext* SharedContextWebgl::GetGLContext() { + return mWebgl ? mWebgl->GL() : nullptr; +} + +void SharedContextWebgl::EnterTlsScope() { + if (mTlsScope.isSome()) { + return; + } + if (gl::GLContext* gl = GetGLContext()) { + mTlsScope = Some(gl->mUseTLSIsCurrent); + gl::GLContext::InvalidateCurrentContext(); + gl->mUseTLSIsCurrent = true; + } +} + +void SharedContextWebgl::ExitTlsScope() { + if (mTlsScope.isNothing()) { + return; + } + if (gl::GLContext* gl = GetGLContext()) { + gl->mUseTLSIsCurrent = mTlsScope.value(); + } + mTlsScope = Nothing(); +} + +// Remove any SourceSurface user data associated with this TextureHandle. +inline void SharedContextWebgl::UnlinkSurfaceTexture( + const RefPtr<TextureHandle>& aHandle) { + if (RefPtr<SourceSurface> surface = aHandle->GetSurface()) { + // Ensure any WebGL snapshot textures get unlinked. + if (surface->GetType() == SurfaceType::WEBGL) { + static_cast<SourceSurfaceWebgl*>(surface.get())->OnUnlinkTexture(this); + } + surface->RemoveUserData(aHandle->IsShadow() ? &mShadowTextureKey + : &mTextureHandleKey); + } +} + +// Unlinks TextureHandles from any SourceSurface user data. +void SharedContextWebgl::UnlinkSurfaceTextures() { + for (RefPtr<TextureHandle> handle = mTextureHandles.getFirst(); handle; + handle = handle->getNext()) { + UnlinkSurfaceTexture(handle); + } +} + +// Unlinks GlyphCaches from any ScaledFont user data. +void SharedContextWebgl::UnlinkGlyphCaches() { + GlyphCache* cache = mGlyphCaches.getFirst(); + while (cache) { + ScaledFont* font = cache->GetFont(); + // Access the next cache before removing the user data, as it might destroy + // the cache. + cache = cache->getNext(); + font->RemoveUserData(&mGlyphCacheKey); + } +} + +void SharedContextWebgl::OnMemoryPressure() { mShouldClearCaches = true; } + +// Clear out the entire list of texture handles from any source. +void SharedContextWebgl::ClearAllTextures() { + while (!mTextureHandles.isEmpty()) { + PruneTextureHandle(mTextureHandles.popLast()); + --mNumTextureHandles; + } +} + +// Scan through the shared texture pages looking for any that are empty and +// delete them. +void SharedContextWebgl::ClearEmptyTextureMemory() { + for (auto pos = mSharedTextures.begin(); pos != mSharedTextures.end();) { + if (!(*pos)->HasAllocatedHandles()) { + RefPtr<SharedTexture> shared = *pos; + size_t usedBytes = shared->UsedBytes(); + mEmptyTextureMemory -= usedBytes; + mTotalTextureMemory -= usedBytes; + pos = mSharedTextures.erase(pos); + } else { + ++pos; + } + } +} + +// If there is a request to clear out the caches because of memory pressure, +// then first clear out all the texture handles in the texture cache. If there +// are still empty texture pages being kept around, then clear those too. +void SharedContextWebgl::ClearCachesIfNecessary() { + if (!mShouldClearCaches.exchange(false)) { + return; + } + mZeroBuffer = nullptr; + ClearAllTextures(); + if (mEmptyTextureMemory) { + ClearEmptyTextureMemory(); + } + ClearLastTexture(); +} + +// Try to initialize a new WebGL context. Verifies that the requested size does +// not exceed the available texture limits and that shader creation succeeded. +bool DrawTargetWebgl::Init(const IntSize& size, const SurfaceFormat format, + const RefPtr<SharedContextWebgl>& aSharedContext) { + MOZ_ASSERT(format == SurfaceFormat::B8G8R8A8 || + format == SurfaceFormat::B8G8R8X8); + + mSize = size; + mFormat = format; + + if (!aSharedContext || aSharedContext->IsContextLost() || + aSharedContext->mDrawTargetCount >= + StaticPrefs::gfx_canvas_accelerated_max_draw_target_count()) { + return false; + } + mSharedContext = aSharedContext; + mSharedContext->mDrawTargetCount++; + + if (size_t(std::max(size.width, size.height)) > + mSharedContext->mMaxTextureSize) { + return false; + } + + if (!CreateFramebuffer()) { + return false; + } + + size_t byteSize = layers::ImageDataSerializer::ComputeRGBBufferSize( + mSize, SurfaceFormat::B8G8R8A8); + if (byteSize == 0) { + return false; + } + + size_t shmemSize = mozilla::ipc::SharedMemory::PageAlignedSize(byteSize); + if (NS_WARN_IF(shmemSize > UINT32_MAX)) { + MOZ_ASSERT_UNREACHABLE("Buffer too big?"); + return false; + } + + auto shmem = MakeRefPtr<mozilla::ipc::SharedMemoryBasic>(); + if (NS_WARN_IF(!shmem->Create(shmemSize)) || + NS_WARN_IF(!shmem->Map(shmemSize))) { + return false; + } + + mShmem = std::move(shmem); + mShmemSize = shmemSize; + + mSkia = new DrawTargetSkia; + auto stride = layers::ImageDataSerializer::ComputeRGBStride( + SurfaceFormat::B8G8R8A8, size.width); + if (!mSkia->Init(reinterpret_cast<uint8_t*>(mShmem->memory()), size, stride, + SurfaceFormat::B8G8R8A8, true)) { + return false; + } + + // Allocate an unclipped copy of the DT pointing to its data. + uint8_t* dtData = nullptr; + IntSize dtSize; + int32_t dtStride = 0; + SurfaceFormat dtFormat = SurfaceFormat::UNKNOWN; + if (!mSkia->LockBits(&dtData, &dtSize, &dtStride, &dtFormat)) { + return false; + } + mSkiaNoClip = new DrawTargetSkia; + if (!mSkiaNoClip->Init(dtData, dtSize, dtStride, dtFormat, true)) { + mSkia->ReleaseBits(dtData); + return false; + } + mSkia->ReleaseBits(dtData); + + SetPermitSubpixelAA(IsOpaque(format)); + return true; +} + +// If a non-recoverable error occurred that would stop the canvas from initing. +static Atomic<bool> sContextInitError(false); + +already_AddRefed<SharedContextWebgl> SharedContextWebgl::Create() { + // If context initialization would fail, don't even try to create a context. + if (sContextInitError) { + return nullptr; + } + RefPtr<SharedContextWebgl> sharedContext = new SharedContextWebgl; + if (!sharedContext->Initialize()) { + return nullptr; + } + return sharedContext.forget(); +} + +bool SharedContextWebgl::Initialize() { + WebGLContextOptions options = {}; + options.alpha = true; + options.depth = false; + options.stencil = false; + options.antialias = false; + options.preserveDrawingBuffer = true; + options.failIfMajorPerformanceCaveat = false; + + const bool resistFingerprinting = nsContentUtils::ShouldResistFingerprinting( + "Fallback", RFPTarget::WebGLRenderCapability); + const auto initDesc = + webgl::InitContextDesc{/*isWebgl2*/ true, resistFingerprinting, + /*size*/ {1, 1}, options, /*principalKey*/ 0}; + + webgl::InitContextResult initResult; + mWebgl = WebGLContext::Create(nullptr, initDesc, &initResult); + if (!mWebgl) { + // There was a non-recoverable error when trying to create a host context. + sContextInitError = true; + mWebgl = nullptr; + return false; + } + if (mWebgl->IsContextLost()) { + mWebgl = nullptr; + return false; + } + + mMaxTextureSize = initResult.limits.maxTex2dSize; + + if (kIsMacOS) { + mRasterizationTruncates = initResult.vendor == gl::GLVendor::ATI; + } + + CachePrefs(); + + if (!CreateShaders()) { + // There was a non-recoverable error when trying to init shaders. + sContextInitError = true; + mWebgl = nullptr; + return false; + } + + mWGRPathBuilder = WGR::wgr_new_builder(); + + return true; +} + +inline void SharedContextWebgl::BlendFunc(GLenum aSrcFactor, + GLenum aDstFactor) { + mWebgl->BlendFuncSeparate({}, aSrcFactor, aDstFactor, aSrcFactor, aDstFactor); +} + +void SharedContextWebgl::SetBlendState(CompositionOp aOp, + const Maybe<DeviceColor>& aColor) { + if (aOp == mLastCompositionOp && mLastBlendColor == aColor) { + return; + } + mLastCompositionOp = aOp; + mLastBlendColor = aColor; + // AA is not supported for all composition ops, so switching blend modes may + // cause a toggle in AA state. Certain ops such as OP_SOURCE require output + // alpha that is blended separately from AA coverage. This would require two + // stage blending which can incur a substantial performance penalty, so to + // work around this currently we just disable AA for those ops. + + // Map the composition op to a WebGL blend mode, if possible. + bool enabled = true; + switch (aOp) { + case CompositionOp::OP_OVER: + if (aColor) { + // If a color is supplied, then we blend subpixel text. + mWebgl->BlendColor(aColor->b, aColor->g, aColor->r, 1.0f); + BlendFunc(LOCAL_GL_CONSTANT_COLOR, LOCAL_GL_ONE_MINUS_SRC_COLOR); + } else { + BlendFunc(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA); + } + break; + case CompositionOp::OP_ADD: + BlendFunc(LOCAL_GL_ONE, LOCAL_GL_ONE); + break; + case CompositionOp::OP_ATOP: + BlendFunc(LOCAL_GL_DST_ALPHA, LOCAL_GL_ONE_MINUS_SRC_ALPHA); + break; + case CompositionOp::OP_SOURCE: + if (aColor) { + // If a color is supplied, then we assume there is clipping or AA. This + // requires that we still use an over blend func with the clip/AA alpha, + // while filling the interior with the unaltered color. Normally this + // would require dual source blending, but we can emulate it with only + // a blend color. + mWebgl->BlendColor(aColor->b, aColor->g, aColor->r, aColor->a); + BlendFunc(LOCAL_GL_CONSTANT_COLOR, LOCAL_GL_ONE_MINUS_SRC_COLOR); + } else { + enabled = false; + } + break; + case CompositionOp::OP_CLEAR: + // Assume the source is an alpha mask for clearing. Be careful to blend in + // the correct alpha if the target is opaque. + mWebgl->BlendFuncSeparate( + {}, LOCAL_GL_ZERO, LOCAL_GL_ONE_MINUS_SRC_ALPHA, + IsOpaque(mCurrentTarget->GetFormat()) ? LOCAL_GL_ONE : LOCAL_GL_ZERO, + LOCAL_GL_ONE_MINUS_SRC_ALPHA); + break; + default: + enabled = false; + break; + } + + mWebgl->SetEnabled(LOCAL_GL_BLEND, {}, enabled); +} + +// Ensure the WebGL framebuffer is set to the current target. +bool SharedContextWebgl::SetTarget(DrawTargetWebgl* aDT) { + if (!mWebgl || mWebgl->IsContextLost()) { + return false; + } + if (aDT != mCurrentTarget) { + mCurrentTarget = aDT; + if (aDT) { + mWebgl->BindFramebuffer(LOCAL_GL_FRAMEBUFFER, aDT->mFramebuffer); + mViewportSize = aDT->GetSize(); + mWebgl->Viewport(0, 0, mViewportSize.width, mViewportSize.height); + } + } + return true; +} + +// Replace the current clip rect with a new potentially-AA'd clip rect. +void SharedContextWebgl::SetClipRect(const Rect& aClipRect) { + // Only invalidate the clip rect if it actually changes. + if (!mClipAARect.IsEqualEdges(aClipRect)) { + mClipAARect = aClipRect; + // Store the integer-aligned bounds. + mClipRect = RoundedOut(aClipRect); + } +} + +bool SharedContextWebgl::SetClipMask(const RefPtr<WebGLTexture>& aTex) { + if (mLastClipMask != aTex) { + if (!mWebgl) { + return false; + } + mWebgl->ActiveTexture(1); + mWebgl->BindTexture(LOCAL_GL_TEXTURE_2D, aTex); + mWebgl->ActiveTexture(0); + mLastClipMask = aTex; + } + return true; +} + +bool SharedContextWebgl::SetNoClipMask() { + if (mNoClipMask) { + return SetClipMask(mNoClipMask); + } + if (!mWebgl) { + return false; + } + mNoClipMask = mWebgl->CreateTexture(); + if (!mNoClipMask) { + return false; + } + mWebgl->ActiveTexture(1); + mWebgl->BindTexture(LOCAL_GL_TEXTURE_2D, mNoClipMask); + static const uint8_t solidMask[4] = {0xFF, 0xFF, 0xFF, 0xFF}; + mWebgl->TexImage( + 0, LOCAL_GL_RGBA8, {0, 0, 0}, {LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE}, + {LOCAL_GL_TEXTURE_2D, + {1, 1, 1}, + gfxAlphaType::NonPremult, + Some(RawBuffer(Range<const uint8_t>(solidMask, sizeof(solidMask))))}); + InitTexParameters(mNoClipMask, false); + mWebgl->ActiveTexture(0); + mLastClipMask = mNoClipMask; + return true; +} + +inline bool DrawTargetWebgl::ClipStack::operator==( + const DrawTargetWebgl::ClipStack& aOther) const { + // Verify the transform and bounds match. + if (!mTransform.FuzzyEquals(aOther.mTransform) || + !mRect.IsEqualInterior(aOther.mRect)) { + return false; + } + // Verify the paths match. + if (!mPath) { + return !aOther.mPath; + } + if (!aOther.mPath || + mPath->GetBackendType() != aOther.mPath->GetBackendType()) { + return false; + } + if (mPath->GetBackendType() != BackendType::SKIA) { + return mPath == aOther.mPath; + } + return static_cast<const PathSkia*>(mPath.get())->GetPath() == + static_cast<const PathSkia*>(aOther.mPath.get())->GetPath(); +} + +// If the clip region can't be approximated by a simple clip rect, then we need +// to generate a clip mask that can represent the clip region per-pixel. We +// render to the Skia target temporarily, transparent outside the clip region, +// opaque inside, and upload this to a texture that can be used by the shaders. +bool DrawTargetWebgl::GenerateComplexClipMask() { + if (!mClipChanged || (mClipMask && mCachedClipStack == mClipStack)) { + mClipChanged = false; + // If the clip mask was already generated, use the cached mask and bounds. + mSharedContext->SetClipMask(mClipMask); + mSharedContext->SetClipRect(mClipBounds); + return true; + } + if (!mWebglValid) { + // If the Skia target is currently being used, then we can't render the mask + // in it. + return false; + } + RefPtr<WebGLContext> webgl = mSharedContext->mWebgl; + if (!webgl) { + return false; + } + bool init = false; + if (!mClipMask) { + mClipMask = webgl->CreateTexture(); + if (!mClipMask) { + return false; + } + init = true; + } + // Try to get the bounds of the clip to limit the size of the mask. + if (Maybe<IntRect> clip = mSkia->GetDeviceClipRect(true)) { + mClipBounds = *clip; + } else { + // If we can't get bounds, then just use the entire viewport. + mClipBounds = GetRect(); + } + mClipAARect = Rect(mClipBounds); + // If initializing the clip mask, then allocate the entire texture to ensure + // all pixels get filled with an empty mask regardless. Otherwise, restrict + // uploading to only the clip region. + RefPtr<DrawTargetSkia> dt = new DrawTargetSkia; + if (!dt->Init(mClipBounds.Size(), SurfaceFormat::A8)) { + return false; + } + // Set the clip region and fill the entire inside of it + // with opaque white. + mCachedClipStack.clear(); + for (auto& clipStack : mClipStack) { + // Record the current state of the clip stack for this mask. + mCachedClipStack.push_back(clipStack); + dt->SetTransform( + Matrix(clipStack.mTransform).PostTranslate(-mClipBounds.TopLeft())); + if (clipStack.mPath) { + dt->PushClip(clipStack.mPath); + } else { + dt->PushClipRect(clipStack.mRect); + } + } + dt->SetTransform(Matrix::Translation(-mClipBounds.TopLeft())); + dt->FillRect(Rect(mClipBounds), ColorPattern(DeviceColor(1, 1, 1, 1))); + // Bind the clip mask for uploading. + webgl->ActiveTexture(1); + webgl->BindTexture(LOCAL_GL_TEXTURE_2D, mClipMask); + if (init) { + mSharedContext->InitTexParameters(mClipMask, false); + } + RefPtr<DataSourceSurface> data; + if (RefPtr<SourceSurface> snapshot = dt->Snapshot()) { + data = snapshot->GetDataSurface(); + } + // Finally, upload the texture data and initialize texture storage if + // necessary. + if (init && mClipBounds.Size() != mSize) { + mSharedContext->UploadSurface(nullptr, SurfaceFormat::A8, GetRect(), + IntPoint(), true, true); + init = false; + } + mSharedContext->UploadSurface(data, SurfaceFormat::A8, + IntRect(IntPoint(), mClipBounds.Size()), + mClipBounds.TopLeft(), init); + webgl->ActiveTexture(0); + // We already bound the texture, so notify the shared context that the clip + // mask changed to it. + mSharedContext->mLastClipMask = mClipMask; + mSharedContext->SetClipRect(mClipBounds); + // We uploaded a surface, just as if we missed the texture cache, so account + // for that here. + mProfile.OnCacheMiss(); + return !!data; +} + +bool DrawTargetWebgl::SetSimpleClipRect() { + // Determine whether the clipping rectangle is simple enough to accelerate. + // Check if there is a device space clip rectangle available from the Skia + // target. + if (Maybe<IntRect> clip = mSkia->GetDeviceClipRect(false)) { + // If the clip is empty, leave the final integer clip rectangle empty to + // trivially discard the draw request. + // If the clip rect is larger than the viewport, just set it to the + // viewport. + if (!clip->IsEmpty() && clip->Contains(GetRect())) { + clip = Some(GetRect()); + } + mSharedContext->SetClipRect(*clip); + mSharedContext->SetNoClipMask(); + return true; + } + + // There was no pixel-aligned clip rect available, so check the clip stack to + // see if there is an AA'd axis-aligned rectangle clip. + Rect rect(GetRect()); + for (auto& clipStack : mClipStack) { + // If clip is a path or it has a non-axis-aligned transform, then it is + // complex. + if (clipStack.mPath || + !clipStack.mTransform.PreservesAxisAlignedRectangles()) { + return false; + } + // Transform the rect and intersect it with the current clip. + rect = + clipStack.mTransform.TransformBounds(clipStack.mRect).Intersect(rect); + } + mSharedContext->SetClipRect(rect); + mSharedContext->SetNoClipMask(); + return true; +} + +// Installs the Skia clip rectangle, if applicable, onto the shared WebGL +// context as well as sets the WebGL framebuffer to the current target. +bool DrawTargetWebgl::PrepareContext(bool aClipped) { + if (!aClipped) { + // If no clipping requested, just set the clip rect to the viewport. + mSharedContext->SetClipRect(GetRect()); + mSharedContext->SetNoClipMask(); + // Ensure the clip gets reset if clipping is later requested for the target. + mRefreshClipState = true; + } else if (mRefreshClipState || !mSharedContext->IsCurrentTarget(this)) { + // Try to use a simple clip rect if possible. Otherwise, fall back to + // generating a clip mask texture that can represent complex clip regions. + if (!SetSimpleClipRect() && !GenerateComplexClipMask()) { + return false; + } + mClipChanged = false; + mRefreshClipState = false; + } + return mSharedContext->SetTarget(this); +} + +bool SharedContextWebgl::IsContextLost() const { + return !mWebgl || mWebgl->IsContextLost(); +} + +// Signal to CanvasRenderingContext2D when the WebGL context is lost. +bool DrawTargetWebgl::IsValid() const { + return mSharedContext && !mSharedContext->IsContextLost(); +} + +bool DrawTargetWebgl::CanCreate(const IntSize& aSize, SurfaceFormat aFormat) { + if (!gfxVars::UseAcceleratedCanvas2D()) { + return false; + } + + if (!Factory::AllowedSurfaceSize(aSize)) { + return false; + } + + // The interpretation of the min-size and max-size follows from the old + // SkiaGL prefs. First just ensure that the context is not unreasonably + // small. + static const int32_t kMinDimension = 16; + if (std::min(aSize.width, aSize.height) < kMinDimension) { + return false; + } + + int32_t minSize = StaticPrefs::gfx_canvas_accelerated_min_size(); + if (aSize.width * aSize.height < minSize * minSize) { + return false; + } + + // Maximum pref allows 3 different options: + // 0 means unlimited size, + // > 0 means use value as an absolute threshold, + // < 0 means use the number of screen pixels as a threshold. + int32_t maxSize = StaticPrefs::gfx_canvas_accelerated_max_size(); + if (maxSize > 0) { + if (std::max(aSize.width, aSize.height) > maxSize) { + return false; + } + } else if (maxSize < 0) { + // Default to historical mobile screen size of 980x480, like FishIEtank. + // In addition, allow acceleration up to this size even if the screen is + // smaller. A lot content expects this size to work well. See Bug 999841 + static const int32_t kScreenPixels = 980 * 480; + IntSize screenSize = gfxPlatform::GetPlatform()->GetScreenSize(); + if (aSize.width * aSize.height > + std::max(screenSize.width * screenSize.height, kScreenPixels)) { + return false; + } + } + + return true; +} + +already_AddRefed<DrawTargetWebgl> DrawTargetWebgl::Create( + const IntSize& aSize, SurfaceFormat aFormat, + const RefPtr<SharedContextWebgl>& aSharedContext) { + // Validate the size and format. + if (!CanCreate(aSize, aFormat)) { + return nullptr; + } + + RefPtr<DrawTargetWebgl> dt = new DrawTargetWebgl; + if (!dt->Init(aSize, aFormat, aSharedContext) || !dt->IsValid()) { + return nullptr; + } + + return dt.forget(); +} + +void* DrawTargetWebgl::GetNativeSurface(NativeSurfaceType aType) { + switch (aType) { + case NativeSurfaceType::WEBGL_CONTEXT: + // If the context is lost, then don't attempt to access it. + if (mSharedContext->IsContextLost()) { + return nullptr; + } + if (!mWebglValid) { + FlushFromSkia(); + } + return mSharedContext->mWebgl.get(); + default: + return nullptr; + } +} + +// Wrap a WebGL texture holding a snapshot with a texture handle. Note that +// while the texture is still in use as the backing texture of a framebuffer, +// it's texture memory is not currently tracked with other texture handles. +// Once it is finally orphaned and used as a texture handle, it must be added +// to the resource usage totals. +already_AddRefed<TextureHandle> SharedContextWebgl::WrapSnapshot( + const IntSize& aSize, SurfaceFormat aFormat, RefPtr<WebGLTexture> aTex) { + // Ensure there is enough space for the texture. + size_t usedBytes = BackingTexture::UsedBytes(aFormat, aSize); + PruneTextureMemory(usedBytes, false); + // Allocate a handle for the texture + RefPtr<StandaloneTexture> handle = + new StandaloneTexture(aSize, aFormat, aTex.forget()); + mStandaloneTextures.push_back(handle); + mTextureHandles.insertFront(handle); + mTotalTextureMemory += usedBytes; + mUsedTextureMemory += usedBytes; + ++mNumTextureHandles; + return handle.forget(); +} + +void SharedContextWebgl::SetTexFilter(WebGLTexture* aTex, bool aFilter) { + mWebgl->TexParameter_base( + LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, + FloatOrInt(aFilter ? LOCAL_GL_LINEAR : LOCAL_GL_NEAREST)); + mWebgl->TexParameter_base( + LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, + FloatOrInt(aFilter ? LOCAL_GL_LINEAR : LOCAL_GL_NEAREST)); +} + +void SharedContextWebgl::InitTexParameters(WebGLTexture* aTex, bool aFilter) { + mWebgl->TexParameter_base(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, + FloatOrInt(LOCAL_GL_CLAMP_TO_EDGE)); + mWebgl->TexParameter_base(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, + FloatOrInt(LOCAL_GL_CLAMP_TO_EDGE)); + SetTexFilter(aTex, aFilter); +} + +// Copy the contents of the WebGL framebuffer into a WebGL texture. +already_AddRefed<TextureHandle> SharedContextWebgl::CopySnapshot( + const IntRect& aRect, TextureHandle* aHandle) { + if (!mWebgl || mWebgl->IsContextLost()) { + return nullptr; + } + + // If the target is going away, then we can just directly reuse the + // framebuffer texture since it will never change. + RefPtr<WebGLTexture> tex = mWebgl->CreateTexture(); + if (!tex) { + return nullptr; + } + + // If copying from a non-DT source, we have to bind a scratch framebuffer for + // reading. + if (aHandle) { + if (!mScratchFramebuffer) { + mScratchFramebuffer = mWebgl->CreateFramebuffer(); + } + mWebgl->BindFramebuffer(LOCAL_GL_FRAMEBUFFER, mScratchFramebuffer); + + webgl::FbAttachInfo attachInfo; + attachInfo.tex = aHandle->GetBackingTexture()->GetWebGLTexture(); + mWebgl->FramebufferAttach(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, + LOCAL_GL_TEXTURE_2D, attachInfo); + } + + // Create a texture to hold the copy + mWebgl->BindTexture(LOCAL_GL_TEXTURE_2D, tex); + mWebgl->TexStorage(LOCAL_GL_TEXTURE_2D, 1, LOCAL_GL_RGBA8, + {uint32_t(aRect.width), uint32_t(aRect.height), 1}); + InitTexParameters(tex); + // Copy the framebuffer into the texture + mWebgl->CopyTexImage(LOCAL_GL_TEXTURE_2D, 0, 0, {0, 0, 0}, {aRect.x, aRect.y}, + {uint32_t(aRect.width), uint32_t(aRect.height)}); + ClearLastTexture(); + + SurfaceFormat format = + aHandle ? aHandle->GetFormat() : mCurrentTarget->GetFormat(); + already_AddRefed<TextureHandle> result = + WrapSnapshot(aRect.Size(), format, tex.forget()); + + // Restore the actual framebuffer after reading is done. + if (aHandle && mCurrentTarget) { + mWebgl->BindFramebuffer(LOCAL_GL_FRAMEBUFFER, mCurrentTarget->mFramebuffer); + } + + return result; +} + +inline DrawTargetWebgl::AutoRestoreContext::AutoRestoreContext( + DrawTargetWebgl* aTarget) + : mTarget(aTarget), + mClipAARect(aTarget->mSharedContext->mClipAARect), + mLastClipMask(aTarget->mSharedContext->mLastClipMask) {} + +inline DrawTargetWebgl::AutoRestoreContext::~AutoRestoreContext() { + mTarget->mSharedContext->SetClipRect(mClipAARect); + if (mLastClipMask) { + mTarget->mSharedContext->SetClipMask(mLastClipMask); + } + mTarget->mRefreshClipState = true; +} + +// Utility method to install the target before copying a snapshot. +already_AddRefed<TextureHandle> DrawTargetWebgl::CopySnapshot( + const IntRect& aRect) { + AutoRestoreContext restore(this); + if (!PrepareContext(false)) { + return nullptr; + } + return mSharedContext->CopySnapshot(aRect); +} + +bool DrawTargetWebgl::HasDataSnapshot() const { + return (mSkiaValid && !mSkiaLayer) || (mSnapshot && mSnapshot->HasReadData()); +} + +bool DrawTargetWebgl::PrepareSkia() { + if (!mSkiaValid) { + ReadIntoSkia(); + } else if (mSkiaLayer) { + FlattenSkia(); + } + return mSkiaValid; +} + +bool DrawTargetWebgl::EnsureDataSnapshot() { + return HasDataSnapshot() || PrepareSkia(); +} + +void DrawTargetWebgl::PrepareShmem() { PrepareSkia(); } + +// Borrow a snapshot that may be used by another thread for composition. Only +// Skia snapshots are safe to pass around. +already_AddRefed<SourceSurface> DrawTargetWebgl::GetDataSnapshot() { + PrepareSkia(); + return mSkia->Snapshot(mFormat); +} + +already_AddRefed<SourceSurface> DrawTargetWebgl::Snapshot() { + // If already using the Skia fallback, then just snapshot that. + if (mSkiaValid) { + return GetDataSnapshot(); + } + + // There's no valid Skia snapshot, so we need to get one from the WebGL + // context. + if (!mSnapshot) { + // Create a copy-on-write reference to this target. + mSnapshot = new SourceSurfaceWebgl(this); + } + return do_AddRef(mSnapshot); +} + +// If we need to provide a snapshot for another DrawTargetWebgl that shares the +// same WebGL context, then it is safe to directly return a snapshot. Otherwise, +// we may be exporting to another thread and require a data snapshot. +already_AddRefed<SourceSurface> DrawTargetWebgl::GetOptimizedSnapshot( + DrawTarget* aTarget) { + if (aTarget && aTarget->GetBackendType() == BackendType::WEBGL && + static_cast<DrawTargetWebgl*>(aTarget)->mSharedContext == + mSharedContext) { + return Snapshot(); + } + return GetDataSnapshot(); +} + +// Read from the WebGL context into a buffer. This handles both swizzling BGRA +// to RGBA and flipping the image. +bool SharedContextWebgl::ReadInto(uint8_t* aDstData, int32_t aDstStride, + SurfaceFormat aFormat, const IntRect& aBounds, + TextureHandle* aHandle) { + MOZ_ASSERT(aFormat == SurfaceFormat::B8G8R8A8 || + aFormat == SurfaceFormat::B8G8R8X8); + + // If reading into a new texture, we have to bind it to a scratch framebuffer + // for reading. + if (aHandle) { + if (!mScratchFramebuffer) { + mScratchFramebuffer = mWebgl->CreateFramebuffer(); + } + mWebgl->BindFramebuffer(LOCAL_GL_FRAMEBUFFER, mScratchFramebuffer); + webgl::FbAttachInfo attachInfo; + attachInfo.tex = aHandle->GetBackingTexture()->GetWebGLTexture(); + mWebgl->FramebufferAttach(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, + LOCAL_GL_TEXTURE_2D, attachInfo); + } else if (mCurrentTarget && mCurrentTarget->mIsClear) { + // If reading from a target that is still clear, then avoid the readback by + // just clearing the data. + SkPixmap(MakeSkiaImageInfo(aBounds.Size(), aFormat), aDstData, aDstStride) + .erase(IsOpaque(aFormat) ? SK_ColorBLACK : SK_ColorTRANSPARENT); + return true; + } + + webgl::ReadPixelsDesc desc; + desc.srcOffset = *ivec2::From(aBounds); + desc.size = *uvec2::FromSize(aBounds); + desc.packState.rowLength = aDstStride / 4; + Range<uint8_t> range = {aDstData, size_t(aDstStride) * aBounds.height}; + mWebgl->ReadPixelsInto(desc, range); + + // Restore the actual framebuffer after reading is done. + if (aHandle && mCurrentTarget) { + mWebgl->BindFramebuffer(LOCAL_GL_FRAMEBUFFER, mCurrentTarget->mFramebuffer); + } + + return true; +} + +already_AddRefed<DataSourceSurface> SharedContextWebgl::ReadSnapshot( + TextureHandle* aHandle) { + // Allocate a data surface, map it, and read from the WebGL context into the + // surface. + SurfaceFormat format = SurfaceFormat::UNKNOWN; + IntRect bounds; + if (aHandle) { + format = aHandle->GetFormat(); + bounds = aHandle->GetBounds(); + } else { + format = mCurrentTarget->GetFormat(); + bounds = mCurrentTarget->GetRect(); + } + RefPtr<DataSourceSurface> surface = + Factory::CreateDataSourceSurface(bounds.Size(), format); + if (!surface) { + return nullptr; + } + DataSourceSurface::ScopedMap dstMap(surface, DataSourceSurface::WRITE); + if (!dstMap.IsMapped() || !ReadInto(dstMap.GetData(), dstMap.GetStride(), + format, bounds, aHandle)) { + return nullptr; + } + return surface.forget(); +} + +// Utility method to install the target before reading a snapshot. +bool DrawTargetWebgl::ReadInto(uint8_t* aDstData, int32_t aDstStride) { + if (!PrepareContext(false)) { + return false; + } + + return mSharedContext->ReadInto(aDstData, aDstStride, GetFormat(), GetRect()); +} + +// Utility method to install the target before reading a snapshot. +already_AddRefed<DataSourceSurface> DrawTargetWebgl::ReadSnapshot() { + AutoRestoreContext restore(this); + if (!PrepareContext(false)) { + return nullptr; + } + mProfile.OnReadback(); + return mSharedContext->ReadSnapshot(); +} + +already_AddRefed<SourceSurface> DrawTargetWebgl::GetBackingSurface() { + return Snapshot(); +} + +void DrawTargetWebgl::DetachAllSnapshots() { + mSkia->DetachAllSnapshots(); + ClearSnapshot(); +} + +// Prepare the framebuffer for accelerated drawing. Any cached snapshots will +// be invalidated if not detached and copied here. Ensure the WebGL +// framebuffer's contents are updated if still somehow stored in the Skia +// framebuffer. +bool DrawTargetWebgl::MarkChanged() { + if (mSnapshot) { + // Try to copy the target into a new texture if possible. + ClearSnapshot(true, true); + } + if (!mWebglValid && !FlushFromSkia()) { + return false; + } + mSkiaValid = false; + mIsClear = false; + return true; +} + +void DrawTargetWebgl::MarkSkiaChanged(bool aOverwrite) { + if (aOverwrite) { + mSkiaValid = true; + mSkiaLayer = false; + } else if (!mSkiaValid) { + if (ReadIntoSkia()) { + // Signal that we've hit a complete software fallback. + mProfile.OnFallback(); + } + } else if (mSkiaLayer) { + FlattenSkia(); + } + mWebglValid = false; + mIsClear = false; +} + +// Whether a given composition operator is associative and thus allows drawing +// into a separate layer that can be later composited back into the WebGL +// context. +static inline bool SupportsLayering(const DrawOptions& aOptions) { + switch (aOptions.mCompositionOp) { + case CompositionOp::OP_OVER: + // Layering is only supported for the default source-over composition op. + return true; + default: + return false; + } +} + +void DrawTargetWebgl::MarkSkiaChanged(const DrawOptions& aOptions) { + if (SupportsLayering(aOptions)) { + if (!mSkiaValid) { + // If the Skia context needs initialization, clear it and enable layering. + mSkiaValid = true; + if (mWebglValid) { + mProfile.OnLayer(); + mSkiaLayer = true; + mSkiaLayerClear = mIsClear; + mSkia->DetachAllSnapshots(); + if (mSkiaLayerClear) { + // Avoid blending later by making sure the layer background is filled + // with opaque alpha values if necessary. + mSkiaNoClip->FillRect(Rect(mSkiaNoClip->GetRect()), GetClearPattern(), + DrawOptions(1.0f, CompositionOp::OP_SOURCE)); + } else { + mSkiaNoClip->ClearRect(Rect(mSkiaNoClip->GetRect())); + } + } + } + // The WebGL context is no longer up-to-date. + mWebglValid = false; + mIsClear = false; + } else { + // For other composition ops, just overwrite the Skia data. + MarkSkiaChanged(); + } +} + +bool DrawTargetWebgl::LockBits(uint8_t** aData, IntSize* aSize, + int32_t* aStride, SurfaceFormat* aFormat, + IntPoint* aOrigin) { + // Can only access pixels if there is valid, flattened Skia data. + if (mSkiaValid && !mSkiaLayer) { + MarkSkiaChanged(); + return mSkia->LockBits(aData, aSize, aStride, aFormat, aOrigin); + } + return false; +} + +void DrawTargetWebgl::ReleaseBits(uint8_t* aData) { + // Can only access pixels if there is valid, flattened Skia data. + if (mSkiaValid && !mSkiaLayer) { + mSkia->ReleaseBits(aData); + } +} + +// Format is x, y, alpha +static const float kRectVertexData[12] = {0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f}; + +// Orphans the contents of the path vertex buffer. The beginning of the buffer +// always contains data for a simple rectangle draw to avoid needing to switch +// buffers. +void SharedContextWebgl::ResetPathVertexBuffer(bool aChanged) { + mWebgl->BindBuffer(LOCAL_GL_ARRAY_BUFFER, mPathVertexBuffer.get()); + mWebgl->UninitializedBufferData_SizeOnly( + LOCAL_GL_ARRAY_BUFFER, + std::max(size_t(mPathVertexCapacity), sizeof(kRectVertexData)), + LOCAL_GL_DYNAMIC_DRAW); + mWebgl->BufferSubData(LOCAL_GL_ARRAY_BUFFER, 0, sizeof(kRectVertexData), + (const uint8_t*)kRectVertexData); + mPathVertexOffset = sizeof(kRectVertexData); + if (aChanged) { + mWGROutputBuffer.reset( + mPathVertexCapacity > 0 + ? new (fallible) WGR::OutputVertex[mPathVertexCapacity / + sizeof(WGR::OutputVertex)] + : nullptr); + } +} + +// Attempts to create all shaders and resources to be used for drawing commands. +// Returns whether or not this succeeded. +bool SharedContextWebgl::CreateShaders() { + if (!mPathVertexArray) { + mPathVertexArray = mWebgl->CreateVertexArray(); + } + if (!mPathVertexBuffer) { + mPathVertexBuffer = mWebgl->CreateBuffer(); + mWebgl->BindVertexArray(mPathVertexArray.get()); + ResetPathVertexBuffer(); + mWebgl->EnableVertexAttribArray(0); + + webgl::VertAttribPointerDesc attribDesc; + attribDesc.channels = 3; + attribDesc.type = LOCAL_GL_FLOAT; + attribDesc.normalized = false; + mWebgl->VertexAttribPointer(0, attribDesc); + } + if (!mSolidProgram) { + // AA is computed by using the basis vectors of the transform to determine + // both the scale and orientation. The scale is then used to extrude the + // rectangle outward by 1 screen-space pixel to account for the AA region. + // The distance to the rectangle edges is passed to the fragment shader in + // an interpolant, biased by 0.5 so it represents the desired coverage. The + // minimum coverage is then chosen by the fragment shader to use as an AA + // coverage value to modulate the color. + auto vsSource = + "attribute vec3 a_vertex;\n" + "uniform vec2 u_transform[3];\n" + "uniform vec2 u_viewport;\n" + "uniform vec4 u_clipbounds;\n" + "uniform float u_aa;\n" + "varying vec2 v_cliptc;\n" + "varying vec4 v_clipdist;\n" + "varying vec4 v_dist;\n" + "varying float v_alpha;\n" + "void main() {\n" + " vec2 scale = vec2(dot(u_transform[0], u_transform[0]),\n" + " dot(u_transform[1], u_transform[1]));\n" + " vec2 invScale = u_aa * inversesqrt(scale + 1.0e-6);\n" + " scale *= invScale;\n" + " vec2 extrude = a_vertex.xy + invScale * (2.0 * a_vertex.xy - " + "1.0);\n" + " vec2 vertex = u_transform[0] * extrude.x +\n" + " u_transform[1] * extrude.y +\n" + " u_transform[2];\n" + " gl_Position = vec4(vertex * 2.0 / u_viewport - 1.0, 0.0, 1.0);\n" + " v_cliptc = vertex / u_viewport;\n" + " v_clipdist = vec4(vertex - u_clipbounds.xy,\n" + " u_clipbounds.zw - vertex);\n" + " v_dist = vec4(extrude, 1.0 - extrude) * scale.xyxy + 1.5 - u_aa;\n" + " v_alpha = a_vertex.z;\n" + "}\n"; + auto fsSource = + "precision mediump float;\n" + "uniform vec4 u_color;\n" + "uniform sampler2D u_clipmask;\n" + "varying highp vec2 v_cliptc;\n" + "varying vec4 v_clipdist;\n" + "varying vec4 v_dist;\n" + "varying float v_alpha;\n" + "void main() {\n" + " float clip = texture2D(u_clipmask, v_cliptc).r;\n" + " vec4 dist = min(v_dist, v_clipdist);\n" + " dist.xy = min(dist.xy, dist.zw);\n" + " float aa = v_alpha * clamp(min(dist.x, dist.y), 0.0, 1.0);\n" + " gl_FragColor = clip * aa * u_color;\n" + "}\n"; + RefPtr<WebGLShader> vsId = mWebgl->CreateShader(LOCAL_GL_VERTEX_SHADER); + mWebgl->ShaderSource(*vsId, vsSource); + mWebgl->CompileShader(*vsId); + if (!mWebgl->GetCompileResult(*vsId).success) { + return false; + } + RefPtr<WebGLShader> fsId = mWebgl->CreateShader(LOCAL_GL_FRAGMENT_SHADER); + mWebgl->ShaderSource(*fsId, fsSource); + mWebgl->CompileShader(*fsId); + if (!mWebgl->GetCompileResult(*fsId).success) { + return false; + } + mSolidProgram = mWebgl->CreateProgram(); + mWebgl->AttachShader(*mSolidProgram, *vsId); + mWebgl->AttachShader(*mSolidProgram, *fsId); + mWebgl->BindAttribLocation(*mSolidProgram, 0, "a_vertex"); + mWebgl->LinkProgram(*mSolidProgram); + if (!mWebgl->GetLinkResult(*mSolidProgram).success) { + return false; + } + mSolidProgramViewport = GetUniformLocation(mSolidProgram, "u_viewport"); + mSolidProgramAA = GetUniformLocation(mSolidProgram, "u_aa"); + mSolidProgramTransform = GetUniformLocation(mSolidProgram, "u_transform"); + mSolidProgramColor = GetUniformLocation(mSolidProgram, "u_color"); + mSolidProgramClipMask = GetUniformLocation(mSolidProgram, "u_clipmask"); + mSolidProgramClipBounds = GetUniformLocation(mSolidProgram, "u_clipbounds"); + if (!mSolidProgramViewport || !mSolidProgramAA || !mSolidProgramTransform || + !mSolidProgramColor || !mSolidProgramClipMask || + !mSolidProgramClipBounds) { + return false; + } + mWebgl->UseProgram(mSolidProgram); + UniformData(LOCAL_GL_INT, mSolidProgramClipMask, Array<int32_t, 1>{1}); + } + + if (!mImageProgram) { + auto vsSource = + "attribute vec3 a_vertex;\n" + "uniform vec2 u_viewport;\n" + "uniform vec4 u_clipbounds;\n" + "uniform float u_aa;\n" + "uniform vec2 u_transform[3];\n" + "uniform vec2 u_texmatrix[3];\n" + "varying vec2 v_cliptc;\n" + "varying vec2 v_texcoord;\n" + "varying vec4 v_clipdist;\n" + "varying vec4 v_dist;\n" + "varying float v_alpha;\n" + "void main() {\n" + " vec2 scale = vec2(dot(u_transform[0], u_transform[0]),\n" + " dot(u_transform[1], u_transform[1]));\n" + " vec2 invScale = u_aa * inversesqrt(scale + 1.0e-6);\n" + " scale *= invScale;\n" + " vec2 extrude = a_vertex.xy + invScale * (2.0 * a_vertex.xy - " + "1.0);\n" + " vec2 vertex = u_transform[0] * extrude.x +\n" + " u_transform[1] * extrude.y +\n" + " u_transform[2];\n" + " gl_Position = vec4(vertex * 2.0 / u_viewport - 1.0, 0.0, 1.0);\n" + " v_cliptc = vertex / u_viewport;\n" + " v_clipdist = vec4(vertex - u_clipbounds.xy,\n" + " u_clipbounds.zw - vertex);\n" + " v_texcoord = u_texmatrix[0] * extrude.x +\n" + " u_texmatrix[1] * extrude.y +\n" + " u_texmatrix[2];\n" + " v_dist = vec4(extrude, 1.0 - extrude) * scale.xyxy + 1.5 - u_aa;\n" + " v_alpha = a_vertex.z;\n" + "}\n"; + auto fsSource = + "precision mediump float;\n" + "uniform vec4 u_texbounds;\n" + "uniform vec4 u_color;\n" + "uniform float u_swizzle;\n" + "uniform sampler2D u_sampler;\n" + "uniform sampler2D u_clipmask;\n" + "varying highp vec2 v_cliptc;\n" + "varying highp vec2 v_texcoord;\n" + "varying vec4 v_clipdist;\n" + "varying vec4 v_dist;\n" + "varying float v_alpha;\n" + "void main() {\n" + " highp vec2 tc = clamp(v_texcoord, u_texbounds.xy,\n" + " u_texbounds.zw);\n" + " vec4 image = texture2D(u_sampler, tc);\n" + " float clip = texture2D(u_clipmask, v_cliptc).r;\n" + " vec4 dist = min(v_dist, v_clipdist);\n" + " dist.xy = min(dist.xy, dist.zw);\n" + " float aa = v_alpha * clamp(min(dist.x, dist.y), 0.0, 1.0);\n" + " gl_FragColor = clip * aa * u_color *\n" + " mix(image, image.rrrr, u_swizzle);\n" + "}\n"; + RefPtr<WebGLShader> vsId = mWebgl->CreateShader(LOCAL_GL_VERTEX_SHADER); + mWebgl->ShaderSource(*vsId, vsSource); + mWebgl->CompileShader(*vsId); + if (!mWebgl->GetCompileResult(*vsId).success) { + return false; + } + RefPtr<WebGLShader> fsId = mWebgl->CreateShader(LOCAL_GL_FRAGMENT_SHADER); + mWebgl->ShaderSource(*fsId, fsSource); + mWebgl->CompileShader(*fsId); + if (!mWebgl->GetCompileResult(*fsId).success) { + return false; + } + mImageProgram = mWebgl->CreateProgram(); + mWebgl->AttachShader(*mImageProgram, *vsId); + mWebgl->AttachShader(*mImageProgram, *fsId); + mWebgl->BindAttribLocation(*mImageProgram, 0, "a_vertex"); + mWebgl->LinkProgram(*mImageProgram); + if (!mWebgl->GetLinkResult(*mImageProgram).success) { + return false; + } + mImageProgramViewport = GetUniformLocation(mImageProgram, "u_viewport"); + mImageProgramAA = GetUniformLocation(mImageProgram, "u_aa"); + mImageProgramTransform = GetUniformLocation(mImageProgram, "u_transform"); + mImageProgramTexMatrix = GetUniformLocation(mImageProgram, "u_texmatrix"); + mImageProgramTexBounds = GetUniformLocation(mImageProgram, "u_texbounds"); + mImageProgramSwizzle = GetUniformLocation(mImageProgram, "u_swizzle"); + mImageProgramColor = GetUniformLocation(mImageProgram, "u_color"); + mImageProgramSampler = GetUniformLocation(mImageProgram, "u_sampler"); + mImageProgramClipMask = GetUniformLocation(mImageProgram, "u_clipmask"); + mImageProgramClipBounds = GetUniformLocation(mImageProgram, "u_clipbounds"); + if (!mImageProgramViewport || !mImageProgramAA || !mImageProgramTransform || + !mImageProgramTexMatrix || !mImageProgramTexBounds || + !mImageProgramSwizzle || !mImageProgramColor || !mImageProgramSampler || + !mImageProgramClipMask || !mImageProgramClipBounds) { + return false; + } + mWebgl->UseProgram(mImageProgram); + UniformData(LOCAL_GL_INT, mImageProgramSampler, Array<int32_t, 1>{0}); + UniformData(LOCAL_GL_INT, mImageProgramClipMask, Array<int32_t, 1>{1}); + } + return true; +} + +void SharedContextWebgl::EnableScissor(const IntRect& aRect) { + // Only update scissor state if it actually changes. + if (!mLastScissor.IsEqualEdges(aRect)) { + mLastScissor = aRect; + mWebgl->Scissor(aRect.x, aRect.y, aRect.width, aRect.height); + } + if (!mScissorEnabled) { + mScissorEnabled = true; + mWebgl->SetEnabled(LOCAL_GL_SCISSOR_TEST, {}, true); + } +} + +void SharedContextWebgl::DisableScissor() { + if (mScissorEnabled) { + mScissorEnabled = false; + mWebgl->SetEnabled(LOCAL_GL_SCISSOR_TEST, {}, false); + } +} + +inline ColorPattern DrawTargetWebgl::GetClearPattern() const { + return ColorPattern( + DeviceColor(0.0f, 0.0f, 0.0f, IsOpaque(mFormat) ? 1.0f : 0.0f)); +} + +// Check if the transformed rect would contain the entire viewport. +inline bool DrawTargetWebgl::RectContainsViewport(const Rect& aRect) const { + return mTransform.PreservesAxisAlignedRectangles() && + MatrixDouble(mTransform) + .TransformBounds( + RectDouble(aRect.x, aRect.y, aRect.width, aRect.height)) + .Contains(RectDouble(GetRect())); +} + +// Ensure that the rect, after transform, is within reasonable precision limits +// such that when transformed and clipped in the shader it will not round bits +// from the mantissa in a way that will diverge in a noticeable way from path +// geometry calculated by the path fallback. +static inline bool RectInsidePrecisionLimits(const Rect& aRect, + const Matrix& aTransform) { + return Rect(-(1 << 20), -(1 << 20), 2 << 20, 2 << 20) + .Contains(aTransform.TransformBounds(aRect)); +} + +void DrawTargetWebgl::ClearRect(const Rect& aRect) { + if (mIsClear) { + // No need to clear anything if the entire framebuffer is already clear. + return; + } + + bool containsViewport = RectContainsViewport(aRect); + if (containsViewport) { + // If the rect encompasses the entire viewport, just clear the viewport + // instead to avoid transform issues. + DrawRect(Rect(GetRect()), GetClearPattern(), + DrawOptions(1.0f, CompositionOp::OP_CLEAR), Nothing(), nullptr, + false); + } else if (RectInsidePrecisionLimits(aRect, mTransform)) { + // If the rect transform won't stress precision, then just use it. + DrawRect(aRect, GetClearPattern(), + DrawOptions(1.0f, CompositionOp::OP_CLEAR)); + } else { + // Otherwise, using the transform in the shader may lead to inaccuracies, so + // just fall back. + MarkSkiaChanged(); + mSkia->ClearRect(aRect); + } + + // If the clear rectangle encompasses the entire viewport and is not clipped, + // then mark the target as entirely clear. + if (containsViewport && mSharedContext->IsCurrentTarget(this) && + !mSharedContext->HasClipMask() && + mSharedContext->mClipAARect.Contains(Rect(GetRect()))) { + mIsClear = true; + } +} + +static inline DeviceColor PremultiplyColor(const DeviceColor& aColor, + float aAlpha = 1.0f) { + float a = aColor.a * aAlpha; + return DeviceColor(aColor.r * a, aColor.g * a, aColor.b * a, a); +} + +// Attempts to create the framebuffer used for drawing and also any relevant +// non-shared resources. Returns whether or not this succeeded. +bool DrawTargetWebgl::CreateFramebuffer() { + RefPtr<WebGLContext> webgl = mSharedContext->mWebgl; + if (!mFramebuffer) { + mFramebuffer = webgl->CreateFramebuffer(); + } + if (!mTex) { + mTex = webgl->CreateTexture(); + webgl->BindTexture(LOCAL_GL_TEXTURE_2D, mTex); + webgl->TexStorage(LOCAL_GL_TEXTURE_2D, 1, LOCAL_GL_RGBA8, + {uint32_t(mSize.width), uint32_t(mSize.height), 1}); + mSharedContext->InitTexParameters(mTex); + webgl->BindFramebuffer(LOCAL_GL_FRAMEBUFFER, mFramebuffer); + webgl::FbAttachInfo attachInfo; + attachInfo.tex = mTex; + webgl->FramebufferAttach(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, + LOCAL_GL_TEXTURE_2D, attachInfo); + webgl->Viewport(0, 0, mSize.width, mSize.height); + mSharedContext->DisableScissor(); + DeviceColor color = PremultiplyColor(GetClearPattern().mColor); + webgl->ClearColor(color.b, color.g, color.r, color.a); + webgl->Clear(LOCAL_GL_COLOR_BUFFER_BIT); + mSharedContext->ClearTarget(); + mSharedContext->ClearLastTexture(); + } + return true; +} + +void DrawTargetWebgl::CopySurface(SourceSurface* aSurface, + const IntRect& aSourceRect, + const IntPoint& aDestination) { + // Intersect the source and destination rectangles with the viewport bounds. + IntRect destRect = + IntRect(aDestination, aSourceRect.Size()).SafeIntersect(GetRect()); + IntRect srcRect = destRect - aDestination + aSourceRect.TopLeft(); + if (srcRect.IsEmpty()) { + return; + } + + if (mSkiaValid) { + if (mSkiaLayer) { + if (destRect.Contains(GetRect())) { + // If the the destination would override the entire layer, discard the + // layer. + mSkiaLayer = false; + } else if (!IsOpaque(aSurface->GetFormat())) { + // If the surface is not opaque, copying it into the layer results in + // unintended blending rather than a copy to the destination. + FlattenSkia(); + } + } else { + // If there is no layer, copying is safe. + MarkSkiaChanged(); + } + mSkia->CopySurface(aSurface, srcRect, destRect.TopLeft()); + return; + } + + IntRect samplingRect; + if (!mSharedContext->IsCompatibleSurface(aSurface)) { + // If this data surface completely overwrites the framebuffer, then just + // copy it to the Skia target. + if (destRect.Contains(GetRect())) { + MarkSkiaChanged(true); + mSkia->DetachAllSnapshots(); + mSkiaNoClip->CopySurface(aSurface, srcRect, destRect.TopLeft()); + return; + } + + // CopySurface usually only samples a surface once, so don't cache the + // entire surface as it is unlikely to be reused. Limit it to the used + // source rectangle instead. + IntRect surfaceRect = aSurface->GetRect(); + if (!srcRect.IsEqualEdges(surfaceRect)) { + samplingRect = srcRect.SafeIntersect(surfaceRect); + } + } + + Matrix matrix = Matrix::Translation(destRect.TopLeft() - srcRect.TopLeft()); + SurfacePattern pattern(aSurface, ExtendMode::CLAMP, matrix, + SamplingFilter::POINT, samplingRect); + DrawRect(Rect(destRect), pattern, DrawOptions(1.0f, CompositionOp::OP_SOURCE), + Nothing(), nullptr, false, false); +} + +void DrawTargetWebgl::PushClip(const Path* aPath) { + if (aPath && aPath->GetBackendType() == BackendType::SKIA) { + // Detect if the path is really just a rect to simplify caching. + const PathSkia* pathSkia = static_cast<const PathSkia*>(aPath); + const SkPath& skPath = pathSkia->GetPath(); + SkRect rect = SkRect::MakeEmpty(); + if (skPath.isRect(&rect)) { + PushClipRect(SkRectToRect(rect)); + return; + } + } + + mClipChanged = true; + mRefreshClipState = true; + mSkia->PushClip(aPath); + + mClipStack.push_back({GetTransform(), Rect(), aPath}); +} + +void DrawTargetWebgl::PushClipRect(const Rect& aRect) { + mClipChanged = true; + mRefreshClipState = true; + mSkia->PushClipRect(aRect); + + mClipStack.push_back({GetTransform(), aRect, nullptr}); +} + +void DrawTargetWebgl::PushDeviceSpaceClipRects(const IntRect* aRects, + uint32_t aCount) { + mClipChanged = true; + mRefreshClipState = true; + mSkia->PushDeviceSpaceClipRects(aRects, aCount); + + for (uint32_t i = 0; i < aCount; i++) { + mClipStack.push_back({Matrix(), Rect(aRects[i]), nullptr}); + } +} + +void DrawTargetWebgl::PopClip() { + mClipChanged = true; + mRefreshClipState = true; + mSkia->PopClip(); + + mClipStack.pop_back(); +} + +bool DrawTargetWebgl::RemoveAllClips() { + if (mClipStack.empty()) { + return true; + } + if (!mSkia->RemoveAllClips()) { + return false; + } + mClipChanged = true; + mRefreshClipState = true; + mClipStack.clear(); + return true; +} + +void DrawTargetWebgl::CopyToFallback(DrawTarget* aDT) { + if (RefPtr<SourceSurface> snapshot = Snapshot()) { + aDT->CopySurface(snapshot, snapshot->GetRect(), gfx::IntPoint(0, 0)); + } + aDT->RemoveAllClips(); + for (auto& clipStack : mClipStack) { + aDT->SetTransform(clipStack.mTransform); + if (clipStack.mPath) { + aDT->PushClip(clipStack.mPath); + } else { + aDT->PushClipRect(clipStack.mRect); + } + } + aDT->SetTransform(GetTransform()); +} + +// Whether a given composition operator can be mapped to a WebGL blend mode. +static inline bool SupportsDrawOptions(const DrawOptions& aOptions) { + switch (aOptions.mCompositionOp) { + case CompositionOp::OP_OVER: + case CompositionOp::OP_ADD: + case CompositionOp::OP_ATOP: + case CompositionOp::OP_SOURCE: + case CompositionOp::OP_CLEAR: + return true; + default: + return false; + } +} + +// Whether a pattern can be mapped to an available WebGL shader. +bool SharedContextWebgl::SupportsPattern(const Pattern& aPattern) { + switch (aPattern.GetType()) { + case PatternType::COLOR: + return true; + case PatternType::SURFACE: { + auto surfacePattern = static_cast<const SurfacePattern&>(aPattern); + if (surfacePattern.mExtendMode != ExtendMode::CLAMP) { + return false; + } + if (surfacePattern.mSurface) { + // If the surface is already uploaded to a texture, then just use it. + if (IsCompatibleSurface(surfacePattern.mSurface)) { + return true; + } + + IntSize size = surfacePattern.mSurface->GetSize(); + // The maximum size a surface can be before triggering a fallback to + // software. Bound the maximum surface size by the actual texture size + // limit. + int32_t maxSize = int32_t( + std::min(StaticPrefs::gfx_canvas_accelerated_max_surface_size(), + mMaxTextureSize)); + // Check if either of the surface dimensions or the sampling rect, + // if supplied, exceed the maximum. + if (std::max(size.width, size.height) > maxSize && + (surfacePattern.mSamplingRect.IsEmpty() || + std::max(surfacePattern.mSamplingRect.width, + surfacePattern.mSamplingRect.height) > maxSize)) { + return false; + } + } + return true; + } + default: + // Patterns other than colors and surfaces are currently not accelerated. + return false; + } +} + +bool DrawTargetWebgl::DrawRect(const Rect& aRect, const Pattern& aPattern, + const DrawOptions& aOptions, + Maybe<DeviceColor> aMaskColor, + RefPtr<TextureHandle>* aHandle, + bool aTransformed, bool aClipped, + bool aAccelOnly, bool aForceUpdate, + const StrokeOptions* aStrokeOptions) { + // If there is nothing to draw, then don't draw... + if (aRect.IsEmpty()) { + return true; + } + + // If we're already drawing directly to the WebGL context, then we want to + // continue to do so. However, if we're drawing into a Skia layer over the + // WebGL context, then we need to be careful to avoid repeatedly clearing + // and flushing the layer if we hit a drawing request that can be accelerated + // in between layered drawing requests, as clearing and flushing the layer + // can be significantly expensive when repeated. So when a Skia layer is + // active, if it is possible to continue drawing into the layer, then don't + // accelerate the drawing request. + if (mWebglValid || (mSkiaLayer && !mLayerDepth && + (aAccelOnly || !SupportsLayering(aOptions)))) { + // If we get here, either the WebGL context is being directly drawn to + // or we are going to flush the Skia layer to it before doing so. The shared + // context still needs to be claimed and prepared for drawing. If this + // fails, we just fall back to drawing with Skia below. + if (PrepareContext(aClipped)) { + // The shared context is claimed and the framebuffer is now valid, so try + // accelerated drawing. + return mSharedContext->DrawRectAccel( + aRect, aPattern, aOptions, aMaskColor, aHandle, aTransformed, + aClipped, aAccelOnly, aForceUpdate, aStrokeOptions); + } + } + + // Either there is no valid WebGL target to draw into, or we failed to prepare + // it for drawing. The only thing we can do at this point is fall back to + // drawing with Skia. If the request explicitly requires accelerated drawing, + // then draw nothing before returning failure. + if (!aAccelOnly) { + DrawRectFallback(aRect, aPattern, aOptions, aMaskColor, aTransformed, + aClipped, aStrokeOptions); + } + return false; +} + +void DrawTargetWebgl::DrawRectFallback(const Rect& aRect, + const Pattern& aPattern, + const DrawOptions& aOptions, + Maybe<DeviceColor> aMaskColor, + bool aTransformed, bool aClipped, + const StrokeOptions* aStrokeOptions) { + // Invalidate the WebGL target and prepare the Skia target for drawing. + MarkSkiaChanged(aOptions); + + if (aTransformed) { + // If transforms are requested, then just translate back to FillRect. + if (aMaskColor) { + mSkia->Mask(ColorPattern(*aMaskColor), aPattern, aOptions); + } else if (aStrokeOptions) { + mSkia->StrokeRect(aRect, aPattern, *aStrokeOptions, aOptions); + } else { + mSkia->FillRect(aRect, aPattern, aOptions); + } + } else if (aClipped) { + // If no transform was requested but clipping is still required, then + // temporarily reset the transform before translating to FillRect. + mSkia->SetTransform(Matrix()); + if (aMaskColor) { + auto surfacePattern = static_cast<const SurfacePattern&>(aPattern); + if (surfacePattern.mSamplingRect.IsEmpty()) { + mSkia->MaskSurface(ColorPattern(*aMaskColor), surfacePattern.mSurface, + aRect.TopLeft(), aOptions); + } else { + mSkia->Mask(ColorPattern(*aMaskColor), aPattern, aOptions); + } + } else if (aStrokeOptions) { + mSkia->StrokeRect(aRect, aPattern, *aStrokeOptions, aOptions); + } else { + mSkia->FillRect(aRect, aPattern, aOptions); + } + mSkia->SetTransform(mTransform); + } else if (aPattern.GetType() == PatternType::SURFACE) { + // No transform nor clipping was requested, so it is essentially just a + // copy. + auto surfacePattern = static_cast<const SurfacePattern&>(aPattern); + mSkia->CopySurface(surfacePattern.mSurface, + surfacePattern.mSurface->GetRect(), + IntPoint::Round(aRect.TopLeft())); + } else { + MOZ_ASSERT(false); + } +} + +inline already_AddRefed<WebGLTexture> SharedContextWebgl::GetCompatibleSnapshot( + SourceSurface* aSurface) const { + if (aSurface->GetType() == SurfaceType::WEBGL) { + RefPtr<SourceSurfaceWebgl> webglSurf = + static_cast<SourceSurfaceWebgl*>(aSurface); + if (this == webglSurf->mSharedContext) { + // If there is a snapshot copy in a texture handle, use that. + if (webglSurf->mHandle) { + return do_AddRef( + webglSurf->mHandle->GetBackingTexture()->GetWebGLTexture()); + } + if (RefPtr<DrawTargetWebgl> webglDT = webglSurf->GetTarget()) { + // If there is a copy-on-write reference to a target, use its backing + // texture directly. This is only safe if the targets don't match, but + // MarkChanged should ensure that any snapshots were copied into a + // texture handle before we ever get here. + if (!IsCurrentTarget(webglDT)) { + return do_AddRef(webglDT->mTex); + } + } + } + } + return nullptr; +} + +inline bool SharedContextWebgl::IsCompatibleSurface( + SourceSurface* aSurface) const { + return bool(RefPtr<WebGLTexture>(GetCompatibleSnapshot(aSurface))); +} + +bool SharedContextWebgl::UploadSurface(DataSourceSurface* aData, + SurfaceFormat aFormat, + const IntRect& aSrcRect, + const IntPoint& aDstOffset, bool aInit, + bool aZero, + const RefPtr<WebGLTexture>& aTex) { + webgl::TexUnpackBlobDesc texDesc = { + LOCAL_GL_TEXTURE_2D, + {uint32_t(aSrcRect.width), uint32_t(aSrcRect.height), 1}}; + if (aData) { + // The surface needs to be uploaded to its backing texture either to + // initialize or update the texture handle contents. Map the data + // contents of the surface so it can be read. + DataSourceSurface::ScopedMap map(aData, DataSourceSurface::READ); + if (!map.IsMapped()) { + return false; + } + int32_t stride = map.GetStride(); + int32_t bpp = BytesPerPixel(aFormat); + // Get the data pointer range considering the sampling rect offset and + // size. + Range<const uint8_t> range( + map.GetData() + aSrcRect.y * size_t(stride) + aSrcRect.x * bpp, + std::max(aSrcRect.height - 1, 0) * size_t(stride) + + aSrcRect.width * bpp); + texDesc.cpuData = Some(RawBuffer(range)); + // If the stride happens to be 4 byte aligned, assume that is the + // desired alignment regardless of format (even A8). Otherwise, we + // default to byte alignment. + texDesc.unpacking.alignmentInTypeElems = stride % 4 ? 1 : 4; + texDesc.unpacking.rowLength = stride / bpp; + } else if (aZero) { + // Create a PBO filled with zero data to initialize the texture data and + // avoid slow initialization inside WebGL. + MOZ_ASSERT(aSrcRect.TopLeft() == IntPoint(0, 0)); + size_t size = + size_t(GetAlignedStride<4>(aSrcRect.width, BytesPerPixel(aFormat))) * + aSrcRect.height; + if (!mZeroBuffer || size > mZeroSize) { + mZeroBuffer = mWebgl->CreateBuffer(); + mZeroSize = size; + mWebgl->BindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, mZeroBuffer); + // WebGL will zero initialize the empty buffer, so we don't send zero data + // explicitly. + mWebgl->BufferData(LOCAL_GL_PIXEL_UNPACK_BUFFER, size, nullptr, + LOCAL_GL_STATIC_DRAW); + } else { + mWebgl->BindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, mZeroBuffer); + } + texDesc.pboOffset = Some(0); + } + // Upload as RGBA8 to avoid swizzling during upload. Surfaces provide + // data as BGRA, but we manually swizzle that in the shader. An A8 + // surface will be stored as an R8 texture that will also be swizzled + // in the shader. + GLenum intFormat = + aFormat == SurfaceFormat::A8 ? LOCAL_GL_R8 : LOCAL_GL_RGBA8; + GLenum extFormat = + aFormat == SurfaceFormat::A8 ? LOCAL_GL_RED : LOCAL_GL_RGBA; + webgl::PackingInfo texPI = {extFormat, LOCAL_GL_UNSIGNED_BYTE}; + // Do the (partial) upload for the shared or standalone texture. + if (aTex) { + mWebgl->BindTexture(LOCAL_GL_TEXTURE_2D, aTex); + } + mWebgl->TexImage(0, aInit ? intFormat : 0, + {uint32_t(aDstOffset.x), uint32_t(aDstOffset.y), 0}, texPI, + texDesc); + if (aTex) { + mWebgl->BindTexture(LOCAL_GL_TEXTURE_2D, mLastTexture); + } + if (!aData && aZero) { + mWebgl->BindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, 0); + } + return true; +} + +// Allocate a new texture handle backed by either a standalone texture or as a +// sub-texture of a larger shared texture. +already_AddRefed<TextureHandle> SharedContextWebgl::AllocateTextureHandle( + SurfaceFormat aFormat, const IntSize& aSize, bool aAllowShared, + bool aRenderable) { + RefPtr<TextureHandle> handle; + // Calculate the bytes that would be used by this texture handle, and prune + // enough other textures to ensure we have that much usable texture space + // available to allocate. + size_t usedBytes = BackingTexture::UsedBytes(aFormat, aSize); + PruneTextureMemory(usedBytes, false); + // The requested page size for shared textures. + int32_t pageSize = int32_t(std::min( + StaticPrefs::gfx_canvas_accelerated_shared_page_size(), mMaxTextureSize)); + if (aAllowShared && std::max(aSize.width, aSize.height) <= pageSize / 2) { + // Ensure that the surface is no bigger than a quadrant of a shared texture + // page. If so, try to allocate it to a shared texture. Look for any + // existing shared texture page with a matching format and allocate + // from that if possible. + for (auto& shared : mSharedTextures) { + if (shared->GetFormat() == aFormat && + shared->IsRenderable() == aRenderable) { + bool wasEmpty = !shared->HasAllocatedHandles(); + handle = shared->Allocate(aSize); + if (handle) { + if (wasEmpty) { + // If the page was previously empty, then deduct it from the + // empty memory reserves. + mEmptyTextureMemory -= shared->UsedBytes(); + } + break; + } + } + } + // If we couldn't find an existing shared texture page with matching + // format, then allocate a new page to put the request in. + if (!handle) { + if (RefPtr<WebGLTexture> tex = mWebgl->CreateTexture()) { + RefPtr<SharedTexture> shared = + new SharedTexture(IntSize(pageSize, pageSize), aFormat, tex); + if (aRenderable) { + shared->MarkRenderable(); + } + mSharedTextures.push_back(shared); + mTotalTextureMemory += shared->UsedBytes(); + handle = shared->Allocate(aSize); + } + } + } else { + // The surface wouldn't fit in a shared texture page, so we need to + // allocate a standalone texture for it instead. + if (RefPtr<WebGLTexture> tex = mWebgl->CreateTexture()) { + RefPtr<StandaloneTexture> standalone = + new StandaloneTexture(aSize, aFormat, tex); + if (aRenderable) { + standalone->MarkRenderable(); + } + mStandaloneTextures.push_back(standalone); + mTotalTextureMemory += standalone->UsedBytes(); + handle = standalone; + } + } + + if (!handle) { + return nullptr; + } + + // Insert the new texture handle into the front of the MRU list and + // update used space for it. + mTextureHandles.insertFront(handle); + ++mNumTextureHandles; + mUsedTextureMemory += handle->UsedBytes(); + + return handle.forget(); +} + +static inline SamplingFilter GetSamplingFilter(const Pattern& aPattern) { + return aPattern.GetType() == PatternType::SURFACE + ? static_cast<const SurfacePattern&>(aPattern).mSamplingFilter + : SamplingFilter::GOOD; +} + +static inline bool UseNearestFilter(const Pattern& aPattern) { + return GetSamplingFilter(aPattern) == SamplingFilter::POINT; +} + +// Determine if the rectangle is still axis-aligned and pixel-aligned. +static inline Maybe<IntRect> IsAlignedRect(bool aTransformed, + const Matrix& aCurrentTransform, + const Rect& aRect) { + if (!aTransformed || aCurrentTransform.HasOnlyIntegerTranslation()) { + auto intRect = RoundedToInt(aRect); + if (aRect.WithinEpsilonOf(Rect(intRect), 1.0e-3f)) { + if (aTransformed) { + intRect += RoundedToInt(aCurrentTransform.GetTranslation()); + } + return Some(intRect); + } + } + return Nothing(); +} + +Maybe<uint32_t> SharedContextWebgl::GetUniformLocation( + const RefPtr<WebGLProgram>& aProg, const std::string& aName) const { + if (!aProg || !aProg->LinkInfo()) { + return Nothing(); + } + + for (const auto& activeUniform : aProg->LinkInfo()->active.activeUniforms) { + if (activeUniform.block_index != -1) continue; + + auto locName = activeUniform.name; + const auto indexed = webgl::ParseIndexed(locName); + if (indexed) { + locName = indexed->name; + } + + const auto baseLength = locName.size(); + for (const auto& pair : activeUniform.locByIndex) { + if (indexed) { + locName.erase(baseLength); // Erase previous "[N]". + locName += '['; + locName += std::to_string(pair.first); + locName += ']'; + } + if (locName == aName || locName == aName + "[0]") { + return Some(pair.second); + } + } + } + + return Nothing(); +} + +template <class T> +struct IsUniformDataValT : std::false_type {}; +template <> +struct IsUniformDataValT<webgl::UniformDataVal> : std::true_type {}; +template <> +struct IsUniformDataValT<float> : std::true_type {}; +template <> +struct IsUniformDataValT<int32_t> : std::true_type {}; +template <> +struct IsUniformDataValT<uint32_t> : std::true_type {}; + +template <typename T, typename = std::enable_if_t<IsUniformDataValT<T>::value>> +inline Range<const webgl::UniformDataVal> AsUniformDataVal( + const Range<const T>& data) { + return {data.begin().template ReinterpretCast<const webgl::UniformDataVal>(), + data.end().template ReinterpretCast<const webgl::UniformDataVal>()}; +} + +template <class T, size_t N> +inline void SharedContextWebgl::UniformData(GLenum aFuncElemType, + const Maybe<uint32_t>& aLoc, + const Array<T, N>& aData) { + // We currently always pass false for transpose. If in the future we need + // support for transpose then caching needs to take that in to account. + mWebgl->UniformData(*aLoc, false, + AsUniformDataVal(Range<const T>(Span<const T>(aData)))); +} + +template <class T, size_t N> +void SharedContextWebgl::MaybeUniformData(GLenum aFuncElemType, + const Maybe<uint32_t>& aLoc, + const Array<T, N>& aData, + Maybe<Array<T, N>>& aCached) { + if (aCached.isNothing() || !(*aCached == aData)) { + aCached = Some(aData); + UniformData(aFuncElemType, aLoc, aData); + } +} + +inline void SharedContextWebgl::DrawQuad() { + mWebgl->DrawArraysInstanced(LOCAL_GL_TRIANGLE_FAN, 0, 4, 1); +} + +void SharedContextWebgl::DrawTriangles(const PathVertexRange& aRange) { + mWebgl->DrawArraysInstanced(LOCAL_GL_TRIANGLES, GLint(aRange.mOffset), + GLsizei(aRange.mLength), 1); +} + +// Common rectangle and pattern drawing function shared by many DrawTarget +// commands. If aMaskColor is specified, the provided surface pattern will be +// treated as a mask. If aHandle is specified, then the surface pattern's +// texture will be cached in the supplied handle, as opposed to using the +// surface's user data. If aTransformed or aClipped are false, then transforms +// and/or clipping will be disabled. If aAccelOnly is specified, then this +// function will return before it would have otherwise drawn without +// acceleration. If aForceUpdate is specified, then the provided texture handle +// will be respecified with the provided surface. +bool SharedContextWebgl::DrawRectAccel( + const Rect& aRect, const Pattern& aPattern, const DrawOptions& aOptions, + Maybe<DeviceColor> aMaskColor, RefPtr<TextureHandle>* aHandle, + bool aTransformed, bool aClipped, bool aAccelOnly, bool aForceUpdate, + const StrokeOptions* aStrokeOptions, const PathVertexRange* aVertexRange, + const Matrix* aRectXform) { + // If the rect or clip rect is empty, then there is nothing to draw. + if (aRect.IsEmpty() || mClipRect.IsEmpty()) { + return true; + } + + // Check if the drawing options and the pattern support acceleration. Also + // ensure the framebuffer is prepared for drawing. If not, fall back to using + // the Skia target. When we need to forcefully update a texture, we must be + // careful to override any pattern limits, as the caller ensures the pattern + // is otherwise a supported type. + if (!SupportsDrawOptions(aOptions) || + (!aForceUpdate && !SupportsPattern(aPattern)) || aStrokeOptions || + !mCurrentTarget->MarkChanged()) { + // If only accelerated drawing was requested, bail out without software + // drawing fallback. + if (!aAccelOnly) { + MOZ_ASSERT(!aVertexRange); + mCurrentTarget->DrawRectFallback(aRect, aPattern, aOptions, aMaskColor, + aTransformed, aClipped, aStrokeOptions); + } + return false; + } + + const Matrix& currentTransform = mCurrentTarget->GetTransform(); + // rectXform only applies to the rect, but should not apply to the pattern, + // as it might inadvertently alter the pattern. + Matrix rectXform = currentTransform; + if (aRectXform) { + rectXform.PreMultiply(*aRectXform); + } + + if (aOptions.mCompositionOp == CompositionOp::OP_SOURCE && aTransformed && + aClipped && + (HasClipMask() || !rectXform.PreservesAxisAlignedRectangles() || + !rectXform.TransformBounds(aRect).Contains(Rect(mClipAARect)) || + (aPattern.GetType() == PatternType::SURFACE && + !IsAlignedRect(aTransformed, rectXform, aRect)))) { + // Clear outside the mask region for masks that are not bounded by clip. + return DrawRectAccel(Rect(mClipRect), ColorPattern(DeviceColor(0, 0, 0, 0)), + DrawOptions(1.0f, CompositionOp::OP_SOURCE, + aOptions.mAntialiasMode), + Nothing(), nullptr, false, aClipped, aAccelOnly) && + DrawRectAccel(aRect, aPattern, + DrawOptions(aOptions.mAlpha, CompositionOp::OP_ADD, + aOptions.mAntialiasMode), + aMaskColor, aHandle, aTransformed, aClipped, + aAccelOnly, aForceUpdate, aStrokeOptions, aVertexRange, + aRectXform); + } + if (aOptions.mCompositionOp == CompositionOp::OP_CLEAR && + aPattern.GetType() == PatternType::SURFACE && !aMaskColor) { + // If the surface being drawn with clear is not a mask, then its contents + // needs to be ignored. Just use a color pattern instead. + return DrawRectAccel(aRect, ColorPattern(DeviceColor(1, 1, 1, 1)), aOptions, + Nothing(), aHandle, aTransformed, aClipped, aAccelOnly, + aForceUpdate, aStrokeOptions, aVertexRange, + aRectXform); + } + + // Set up the scissor test to reflect the clipping rectangle, if supplied. + if (!mClipRect.Contains(IntRect(IntPoint(), mViewportSize))) { + EnableScissor(mClipRect); + } else { + DisableScissor(); + } + + bool success = false; + + // Now try to actually draw the pattern... + switch (aPattern.GetType()) { + case PatternType::COLOR: { + if (!aVertexRange) { + // Only an uncached draw if not using the vertex cache. + mCurrentTarget->mProfile.OnUncachedDraw(); + } + DeviceColor color = PremultiplyColor( + static_cast<const ColorPattern&>(aPattern).mColor, aOptions.mAlpha); + if (((color.a == 1.0f && + aOptions.mCompositionOp == CompositionOp::OP_OVER) || + aOptions.mCompositionOp == CompositionOp::OP_SOURCE || + aOptions.mCompositionOp == CompositionOp::OP_CLEAR) && + !aStrokeOptions && !aVertexRange && !HasClipMask() && + mClipAARect.IsEqualEdges(Rect(mClipRect))) { + // Certain color patterns can be mapped to scissored clears. The + // composition op must effectively overwrite the destination, and the + // transform must map to an axis-aligned integer rectangle. + if (Maybe<IntRect> intRect = + IsAlignedRect(aTransformed, rectXform, aRect)) { + // Only use a clear if the area is larger than a quarter or the + // viewport. + if (intRect->Area() >= + (mViewportSize.width / 2) * (mViewportSize.height / 2)) { + if (!intRect->Contains(mClipRect)) { + EnableScissor(intRect->Intersect(mClipRect)); + } + if (aOptions.mCompositionOp == CompositionOp::OP_CLEAR) { + color = + PremultiplyColor(mCurrentTarget->GetClearPattern().mColor); + } + mWebgl->ClearColor(color.b, color.g, color.r, color.a); + mWebgl->Clear(LOCAL_GL_COLOR_BUFFER_BIT); + success = true; + break; + } + } + } + // Map the composition op to a WebGL blend mode, if possible. + Maybe<DeviceColor> blendColor; + if (aOptions.mCompositionOp == CompositionOp::OP_SOURCE || + aOptions.mCompositionOp == CompositionOp::OP_CLEAR) { + // The source operator can support clipping and AA by emulating it with + // the over op. Supply the color with blend state, and set the shader + // color to white, to avoid needing dual-source blending. + blendColor = Some(color); + // Both source and clear operators should output a mask from the shader. + color = DeviceColor(1, 1, 1, 1); + } + SetBlendState(aOptions.mCompositionOp, blendColor); + // Since it couldn't be mapped to a scissored clear, we need to use the + // solid color shader with supplied transform. + if (mLastProgram != mSolidProgram) { + mWebgl->UseProgram(mSolidProgram); + mLastProgram = mSolidProgram; + } + Array<float, 2> viewportData = {float(mViewportSize.width), + float(mViewportSize.height)}; + MaybeUniformData(LOCAL_GL_FLOAT_VEC2, mSolidProgramViewport, viewportData, + mSolidProgramUniformState.mViewport); + + // Generated paths provide their own AA as vertex alpha. + Array<float, 1> aaData = {aVertexRange ? 0.0f : 1.0f}; + MaybeUniformData(LOCAL_GL_FLOAT, mSolidProgramAA, aaData, + mSolidProgramUniformState.mAA); + + // Offset the clip AA bounds by 0.5 to ensure AA falls to 0 at pixel + // boundary. + Array<float, 4> clipData = {mClipAARect.x - 0.5f, mClipAARect.y - 0.5f, + mClipAARect.XMost() + 0.5f, + mClipAARect.YMost() + 0.5f}; + MaybeUniformData(LOCAL_GL_FLOAT_VEC4, mSolidProgramClipBounds, clipData, + mSolidProgramUniformState.mClipBounds); + + Array<float, 4> colorData = {color.b, color.g, color.r, color.a}; + Matrix xform(aRect.width, 0.0f, 0.0f, aRect.height, aRect.x, aRect.y); + if (aTransformed) { + xform *= rectXform; + } + Array<float, 6> xformData = {xform._11, xform._12, xform._21, + xform._22, xform._31, xform._32}; + MaybeUniformData(LOCAL_GL_FLOAT_VEC2, mSolidProgramTransform, xformData, + mSolidProgramUniformState.mTransform); + + MaybeUniformData(LOCAL_GL_FLOAT_VEC4, mSolidProgramColor, colorData, + mSolidProgramUniformState.mColor); + + // Finally draw the colored rectangle. + if (aVertexRange) { + // If there's a vertex range, then we need to draw triangles within from + // generated from a path stored in the path vertex buffer. + DrawTriangles(*aVertexRange); + } else { + // Otherwise we're drawing a simple filled rectangle. + DrawQuad(); + } + success = true; + break; + } + case PatternType::SURFACE: { + auto surfacePattern = static_cast<const SurfacePattern&>(aPattern); + // If a texture handle was supplied, or if the surface already has an + // assigned texture handle stashed in its used data, try to use it. + RefPtr<TextureHandle> handle = + aHandle ? aHandle->get() + : (surfacePattern.mSurface + ? static_cast<TextureHandle*>( + surfacePattern.mSurface->GetUserData( + &mTextureHandleKey)) + : nullptr); + IntSize texSize; + IntPoint offset; + SurfaceFormat format; + // Check if the found handle is still valid and if its sampling rect + // matches the requested sampling rect. + if (handle && handle->IsValid() && + (surfacePattern.mSamplingRect.IsEmpty() || + handle->GetSamplingRect().IsEqualEdges( + surfacePattern.mSamplingRect))) { + texSize = handle->GetSize(); + format = handle->GetFormat(); + offset = handle->GetSamplingOffset(); + } else { + // Otherwise, there is no handle that can be used yet, so extract + // information from the surface pattern. + handle = nullptr; + if (!surfacePattern.mSurface) { + // If there was no actual surface supplied, then we tried to draw + // using a texture handle, but the texture handle wasn't valid. + break; + } + texSize = surfacePattern.mSurface->GetSize(); + format = surfacePattern.mSurface->GetFormat(); + if (!surfacePattern.mSamplingRect.IsEmpty()) { + texSize = surfacePattern.mSamplingRect.Size(); + offset = surfacePattern.mSamplingRect.TopLeft(); + } + } + + // We need to be able to transform from local space into texture space. + Matrix invMatrix = surfacePattern.mMatrix; + // If drawing a pre-transformed vertex range, then we need to ensure the + // user-space pattern is still transformed to screen-space. + if (aVertexRange && !aTransformed) { + invMatrix *= currentTransform; + } + if (!invMatrix.Invert()) { + break; + } + if (aRectXform) { + // If there is aRectXform, it must be applied to the source rectangle to + // generate the proper input coordinates for the inverse pattern matrix. + invMatrix.PreMultiply(*aRectXform); + } + + RefPtr<WebGLTexture> tex; + IntRect bounds; + IntSize backingSize; + RefPtr<DataSourceSurface> data; + if (handle) { + if (aForceUpdate) { + data = surfacePattern.mSurface->GetDataSurface(); + if (!data) { + break; + } + // The size of the texture may change if we update contents. + mUsedTextureMemory -= handle->UsedBytes(); + handle->UpdateSize(texSize); + mUsedTextureMemory += handle->UsedBytes(); + handle->SetSamplingOffset(surfacePattern.mSamplingRect.TopLeft()); + } + // If using an existing handle, move it to the front of the MRU list. + handle->remove(); + mTextureHandles.insertFront(handle); + } else if ((tex = GetCompatibleSnapshot(surfacePattern.mSurface))) { + backingSize = surfacePattern.mSurface->GetSize(); + bounds = IntRect(offset, texSize); + // Count reusing a snapshot texture (no readback) as a cache hit. + mCurrentTarget->mProfile.OnCacheHit(); + } else { + // If we get here, we need a data surface for a texture upload. + data = surfacePattern.mSurface->GetDataSurface(); + if (!data) { + break; + } + // There is no existing handle. Try to allocate a new one. If the + // surface size may change via a forced update, then don't allocate + // from a shared texture page. + handle = AllocateTextureHandle(format, texSize, !aForceUpdate); + if (!handle) { + MOZ_ASSERT(false); + break; + } + // Link the handle to the surface's user data. + handle->SetSamplingOffset(surfacePattern.mSamplingRect.TopLeft()); + if (aHandle) { + *aHandle = handle; + } else { + handle->SetSurface(surfacePattern.mSurface); + surfacePattern.mSurface->AddUserData(&mTextureHandleKey, handle.get(), + nullptr); + } + } + + // Map the composition op to a WebGL blend mode, if possible. If there is + // a mask color and a texture with multiple channels, assume subpixel + // blending. If we encounter the source op here, then assume the surface + // is opaque (non-opaque is handled above) and emulate it with over. + SetBlendState(aOptions.mCompositionOp, + format != SurfaceFormat::A8 ? aMaskColor : Nothing()); + // Switch to the image shader and set up relevant transforms. + if (mLastProgram != mImageProgram) { + mWebgl->UseProgram(mImageProgram); + mLastProgram = mImageProgram; + } + + Array<float, 2> viewportData = {float(mViewportSize.width), + float(mViewportSize.height)}; + MaybeUniformData(LOCAL_GL_FLOAT_VEC2, mImageProgramViewport, viewportData, + mImageProgramUniformState.mViewport); + + // AA is not supported for OP_SOURCE. Generated paths provide their own + // AA as vertex alpha. + Array<float, 1> aaData = { + mLastCompositionOp == CompositionOp::OP_SOURCE || aVertexRange + ? 0.0f + : 1.0f}; + MaybeUniformData(LOCAL_GL_FLOAT, mImageProgramAA, aaData, + mImageProgramUniformState.mAA); + + // Offset the clip AA bounds by 0.5 to ensure AA falls to 0 at pixel + // boundary. + Array<float, 4> clipData = {mClipAARect.x - 0.5f, mClipAARect.y - 0.5f, + mClipAARect.XMost() + 0.5f, + mClipAARect.YMost() + 0.5f}; + MaybeUniformData(LOCAL_GL_FLOAT_VEC4, mImageProgramClipBounds, clipData, + mImageProgramUniformState.mClipBounds); + + DeviceColor color = + mLastCompositionOp == CompositionOp::OP_CLEAR + ? DeviceColor(1, 1, 1, 1) + : PremultiplyColor( + aMaskColor && format != SurfaceFormat::A8 + ? DeviceColor::Mask(1.0f, aMaskColor->a) + : aMaskColor.valueOr(DeviceColor(1, 1, 1, 1)), + aOptions.mAlpha); + Array<float, 4> colorData = {color.b, color.g, color.r, color.a}; + Array<float, 1> swizzleData = {format == SurfaceFormat::A8 ? 1.0f : 0.0f}; + Matrix xform(aRect.width, 0.0f, 0.0f, aRect.height, aRect.x, aRect.y); + if (aTransformed) { + xform *= rectXform; + } + Array<float, 6> xformData = {xform._11, xform._12, xform._21, + xform._22, xform._31, xform._32}; + MaybeUniformData(LOCAL_GL_FLOAT_VEC2, mImageProgramTransform, xformData, + mImageProgramUniformState.mTransform); + + MaybeUniformData(LOCAL_GL_FLOAT_VEC4, mImageProgramColor, colorData, + mImageProgramUniformState.mColor); + + MaybeUniformData(LOCAL_GL_FLOAT, mImageProgramSwizzle, swizzleData, + mImageProgramUniformState.mSwizzle); + + // Start binding the WebGL state for the texture. + BackingTexture* backing = nullptr; + if (handle) { + backing = handle->GetBackingTexture(); + if (!tex) { + tex = backing->GetWebGLTexture(); + } + bounds = handle->GetBounds(); + backingSize = backing->GetSize(); + } + if (mLastTexture != tex) { + mWebgl->BindTexture(LOCAL_GL_TEXTURE_2D, tex); + mLastTexture = tex; + } + + if (backing && !backing->IsInitialized()) { + // If this is the first time the texture is used, we need to initialize + // the clamping and filtering state. + backing->MarkInitialized(); + InitTexParameters(tex); + if (texSize != backingSize) { + // If this is a shared texture handle whose actual backing texture is + // larger than it, then we need to allocate the texture page to the + // full backing size before we can do a partial upload of the surface. + UploadSurface(nullptr, format, IntRect(IntPoint(), backingSize), + IntPoint(), true, true); + } + } + + if (data) { + UploadSurface(data, format, IntRect(offset, texSize), bounds.TopLeft(), + texSize == backingSize); + // Signal that we had to upload new data to the texture cache. + mCurrentTarget->mProfile.OnCacheMiss(); + } else { + // Signal that we are reusing data from the texture cache. + mCurrentTarget->mProfile.OnCacheHit(); + } + + // Set up the texture coordinate matrix to map from the input rectangle to + // the backing texture subrect. + Size backingSizeF(backingSize); + Matrix uvMatrix(aRect.width, 0.0f, 0.0f, aRect.height, aRect.x, aRect.y); + uvMatrix *= invMatrix; + uvMatrix *= Matrix(1.0f / backingSizeF.width, 0.0f, 0.0f, + 1.0f / backingSizeF.height, + float(bounds.x - offset.x) / backingSizeF.width, + float(bounds.y - offset.y) / backingSizeF.height); + Array<float, 6> uvData = {uvMatrix._11, uvMatrix._12, uvMatrix._21, + uvMatrix._22, uvMatrix._31, uvMatrix._32}; + MaybeUniformData(LOCAL_GL_FLOAT_VEC2, mImageProgramTexMatrix, uvData, + mImageProgramUniformState.mTexMatrix); + + // Clamp sampling to within the bounds of the backing texture subrect. + Array<float, 4> texBounds = { + (bounds.x + 0.5f) / backingSizeF.width, + (bounds.y + 0.5f) / backingSizeF.height, + (bounds.XMost() - 0.5f) / backingSizeF.width, + (bounds.YMost() - 0.5f) / backingSizeF.height, + }; + MaybeUniformData(LOCAL_GL_FLOAT_VEC4, mImageProgramTexBounds, texBounds, + mImageProgramUniformState.mTexBounds); + + // Ensure we use nearest filtering when no antialiasing is requested. + if (UseNearestFilter(surfacePattern)) { + SetTexFilter(tex, false); + } + + // Finally draw the image rectangle. + if (aVertexRange) { + // If there's a vertex range, then we need to draw triangles within from + // generated from a path stored in the path vertex buffer. + DrawTriangles(*aVertexRange); + } else { + // Otherwise we're drawing a simple filled rectangle. + DrawQuad(); + } + + // Restore the default linear filter if overridden. + if (UseNearestFilter(surfacePattern)) { + SetTexFilter(tex, true); + } + + success = true; + break; + } + default: + gfxWarning() << "Unknown DrawTargetWebgl::DrawRect pattern type: " + << (int)aPattern.GetType(); + break; + } + + return success; +} + +bool SharedContextWebgl::RemoveSharedTexture( + const RefPtr<SharedTexture>& aTexture) { + auto pos = + std::find(mSharedTextures.begin(), mSharedTextures.end(), aTexture); + if (pos == mSharedTextures.end()) { + return false; + } + // Keep around a reserve of empty pages to avoid initialization costs from + // allocating shared pages. If still below the limit of reserved pages, then + // just add it to the reserve. Otherwise, erase the empty texture page. + size_t maxBytes = StaticPrefs::gfx_canvas_accelerated_reserve_empty_cache() + << 20; + size_t usedBytes = aTexture->UsedBytes(); + if (mEmptyTextureMemory + usedBytes <= maxBytes) { + mEmptyTextureMemory += usedBytes; + } else { + mTotalTextureMemory -= usedBytes; + mSharedTextures.erase(pos); + ClearLastTexture(); + } + return true; +} + +void SharedTextureHandle::Cleanup(SharedContextWebgl& aContext) { + mTexture->Free(*this); + + // Check if the shared handle's owning page has no more allocated handles + // after we freed it. If so, remove the empty shared texture page also. + if (!mTexture->HasAllocatedHandles()) { + aContext.RemoveSharedTexture(mTexture); + } +} + +bool SharedContextWebgl::RemoveStandaloneTexture( + const RefPtr<StandaloneTexture>& aTexture) { + auto pos = std::find(mStandaloneTextures.begin(), mStandaloneTextures.end(), + aTexture); + if (pos == mStandaloneTextures.end()) { + return false; + } + mTotalTextureMemory -= aTexture->UsedBytes(); + mStandaloneTextures.erase(pos); + ClearLastTexture(); + return true; +} + +void StandaloneTexture::Cleanup(SharedContextWebgl& aContext) { + aContext.RemoveStandaloneTexture(this); +} + +// Prune a given texture handle and release its associated resources. +void SharedContextWebgl::PruneTextureHandle( + const RefPtr<TextureHandle>& aHandle) { + // Invalidate the handle so nothing will subsequently use its contents. + aHandle->Invalidate(); + // If the handle has an associated SourceSurface, unlink it. + UnlinkSurfaceTexture(aHandle); + // If the handle has an associated CacheEntry, unlink it. + if (RefPtr<CacheEntry> entry = aHandle->GetCacheEntry()) { + entry->Unlink(); + } + // Deduct the used space from the total. + mUsedTextureMemory -= aHandle->UsedBytes(); + // Ensure any allocated shared or standalone texture regions get freed. + aHandle->Cleanup(*this); +} + +// Prune any texture memory above the limit (or margin below the limit) or any +// least-recently-used handles that are no longer associated with any usable +// surface. +bool SharedContextWebgl::PruneTextureMemory(size_t aMargin, bool aPruneUnused) { + // The maximum amount of texture memory that may be used by textures. + size_t maxBytes = StaticPrefs::gfx_canvas_accelerated_cache_size() << 20; + maxBytes -= std::min(maxBytes, aMargin); + size_t maxItems = StaticPrefs::gfx_canvas_accelerated_cache_items(); + size_t oldItems = mNumTextureHandles; + while (!mTextureHandles.isEmpty() && + (mUsedTextureMemory > maxBytes || mNumTextureHandles > maxItems || + (aPruneUnused && !mTextureHandles.getLast()->IsUsed()))) { + PruneTextureHandle(mTextureHandles.popLast()); + --mNumTextureHandles; + } + return mNumTextureHandles < oldItems; +} + +void DrawTargetWebgl::FillRect(const Rect& aRect, const Pattern& aPattern, + const DrawOptions& aOptions) { + if (SupportsPattern(aPattern)) { + if (RectInsidePrecisionLimits(aRect, mTransform)) { + DrawRect(aRect, aPattern, aOptions); + return; + } + if (aPattern.GetType() == PatternType::COLOR && + RectContainsViewport(aRect)) { + // If the pattern is transform-invariant and the rect encompasses the + // entire viewport, just clip drawing to the viewport to avoid transform + // issues. + DrawRect(Rect(GetRect()), aPattern, aOptions, Nothing(), nullptr, false); + return; + } + } + if (!mWebglValid) { + MarkSkiaChanged(aOptions); + mSkia->FillRect(aRect, aPattern, aOptions); + } else { + // If the pattern is unsupported, then transform the rect to a path so it + // can be cached. + SkPath skiaPath; + skiaPath.addRect(RectToSkRect(aRect)); + RefPtr<PathSkia> path = new PathSkia(skiaPath, FillRule::FILL_WINDING); + DrawPath(path, aPattern, aOptions); + } +} + +void CacheEntry::Link(const RefPtr<TextureHandle>& aHandle) { + mHandle = aHandle; + mHandle->SetCacheEntry(this); +} + +// When the CacheEntry becomes unused, it marks the corresponding +// TextureHandle as unused and unlinks it from the CacheEntry. The +// entry is removed from its containing Cache, if applicable. +void CacheEntry::Unlink() { + // The entry may not have a valid handle if rasterization failed. + if (mHandle) { + mHandle->SetCacheEntry(nullptr); + mHandle = nullptr; + } + + RemoveFromList(); +} + +// Hashes a path and pattern to a single hash value that can be used for quick +// comparisons. This currently avoids to expensive hashing of internal path +// and pattern data for speed, relying instead on later exact comparisons for +// disambiguation. +HashNumber PathCacheEntry::HashPath(const QuantizedPath& aPath, + const Pattern* aPattern, + const Matrix& aTransform, + const IntRect& aBounds, + const Point& aOrigin) { + HashNumber hash = 0; + hash = AddToHash(hash, aPath.mPath.num_types); + hash = AddToHash(hash, aPath.mPath.num_points); + if (aPath.mPath.num_points > 0) { + hash = AddToHash(hash, aPath.mPath.points[0].x); + hash = AddToHash(hash, aPath.mPath.points[0].y); + if (aPath.mPath.num_points > 1) { + hash = AddToHash(hash, aPath.mPath.points[1].x); + hash = AddToHash(hash, aPath.mPath.points[1].y); + } + } + // Quantize the relative offset of the path to its bounds. + IntPoint offset = RoundedToInt((aOrigin - Point(aBounds.TopLeft())) * 16.0f); + hash = AddToHash(hash, offset.x); + hash = AddToHash(hash, offset.y); + hash = AddToHash(hash, aBounds.width); + hash = AddToHash(hash, aBounds.height); + if (aPattern) { + hash = AddToHash(hash, (int)aPattern->GetType()); + } + return hash; +} + +// When caching rendered geometry, we need to ensure the scale and orientation +// is approximately the same. The offset will be considered separately. +static inline bool HasMatchingScale(const Matrix& aTransform1, + const Matrix& aTransform2) { + return FuzzyEqual(aTransform1._11, aTransform2._11) && + FuzzyEqual(aTransform1._12, aTransform2._12) && + FuzzyEqual(aTransform1._21, aTransform2._21) && + FuzzyEqual(aTransform1._22, aTransform2._22); +} + +// Determines if an existing path cache entry matches an incoming path and +// pattern. +inline bool PathCacheEntry::MatchesPath(const QuantizedPath& aPath, + const Pattern* aPattern, + const StrokeOptions* aStrokeOptions, + const Matrix& aTransform, + const IntRect& aBounds, + const Point& aOrigin, HashNumber aHash, + float aSigma) { + return aHash == mHash && HasMatchingScale(aTransform, mTransform) && + // Ensure the clipped relative bounds fit inside those of the entry + aBounds.x - aOrigin.x >= mBounds.x - mOrigin.x && + (aBounds.x - aOrigin.x) + aBounds.width <= + (mBounds.x - mOrigin.x) + mBounds.width && + aBounds.y - aOrigin.y >= mBounds.y - mOrigin.y && + (aBounds.y - aOrigin.y) + aBounds.height <= + (mBounds.y - mOrigin.y) + mBounds.height && + aPath == mPath && + (!aPattern ? !mPattern : mPattern && *aPattern == *mPattern) && + (!aStrokeOptions + ? !mStrokeOptions + : mStrokeOptions && *aStrokeOptions == *mStrokeOptions) && + aSigma == mSigma; +} + +PathCacheEntry::PathCacheEntry(QuantizedPath&& aPath, Pattern* aPattern, + StoredStrokeOptions* aStrokeOptions, + const Matrix& aTransform, const IntRect& aBounds, + const Point& aOrigin, HashNumber aHash, + float aSigma) + : CacheEntryImpl<PathCacheEntry>(aTransform, aBounds, aHash), + mPath(std::move(aPath)), + mOrigin(aOrigin), + mPattern(aPattern), + mStrokeOptions(aStrokeOptions), + mSigma(aSigma) {} + +// Attempt to find a matching entry in the path cache. If one isn't found, +// a new entry will be created. The caller should check whether the contained +// texture handle is valid to determine if it will need to render the text run +// or just reuse the cached texture. +already_AddRefed<PathCacheEntry> PathCache::FindOrInsertEntry( + QuantizedPath aPath, const Pattern* aPattern, + const StrokeOptions* aStrokeOptions, const Matrix& aTransform, + const IntRect& aBounds, const Point& aOrigin, float aSigma) { + HashNumber hash = + PathCacheEntry::HashPath(aPath, aPattern, aTransform, aBounds, aOrigin); + for (const RefPtr<PathCacheEntry>& entry : GetChain(hash)) { + if (entry->MatchesPath(aPath, aPattern, aStrokeOptions, aTransform, aBounds, + aOrigin, hash, aSigma)) { + return do_AddRef(entry); + } + } + Pattern* pattern = nullptr; + if (aPattern) { + pattern = aPattern->CloneWeak(); + if (!pattern) { + return nullptr; + } + } + StoredStrokeOptions* strokeOptions = nullptr; + if (aStrokeOptions) { + strokeOptions = aStrokeOptions->Clone(); + if (!strokeOptions) { + return nullptr; + } + } + RefPtr<PathCacheEntry> entry = + new PathCacheEntry(std::move(aPath), pattern, strokeOptions, aTransform, + aBounds, aOrigin, hash, aSigma); + Insert(entry); + return entry.forget(); +} + +void DrawTargetWebgl::Fill(const Path* aPath, const Pattern& aPattern, + const DrawOptions& aOptions) { + if (!aPath || aPath->GetBackendType() != BackendType::SKIA) { + return; + } + + const SkPath& skiaPath = static_cast<const PathSkia*>(aPath)->GetPath(); + SkRect skiaRect = SkRect::MakeEmpty(); + // Draw the path as a simple rectangle with a supported pattern when possible. + if (skiaPath.isRect(&skiaRect) && SupportsPattern(aPattern)) { + Rect rect = SkRectToRect(skiaRect); + if (RectInsidePrecisionLimits(rect, mTransform)) { + DrawRect(rect, aPattern, aOptions); + return; + } + if (aPattern.GetType() == PatternType::COLOR && + RectContainsViewport(rect)) { + // If the pattern is transform-invariant and the rect encompasses the + // entire viewport, just clip drawing to the viewport to avoid transform + // issues. + DrawRect(Rect(GetRect()), aPattern, aOptions, Nothing(), nullptr, false); + return; + } + } + + DrawPath(aPath, aPattern, aOptions); +} + +void DrawTargetWebgl::FillCircle(const Point& aOrigin, float aRadius, + const Pattern& aPattern, + const DrawOptions& aOptions) { + DrawCircle(aOrigin, aRadius, aPattern, aOptions); +} + +QuantizedPath::QuantizedPath(const WGR::Path& aPath) : mPath(aPath) {} + +QuantizedPath::QuantizedPath(QuantizedPath&& aPath) noexcept + : mPath(aPath.mPath) { + aPath.mPath.points = nullptr; + aPath.mPath.num_points = 0; + aPath.mPath.types = nullptr; + aPath.mPath.num_types = 0; +} + +QuantizedPath::~QuantizedPath() { + if (mPath.points || mPath.types) { + WGR::wgr_path_release(mPath); + } +} + +bool QuantizedPath::operator==(const QuantizedPath& aOther) const { + return mPath.num_types == aOther.mPath.num_types && + mPath.num_points == aOther.mPath.num_points && + mPath.fill_mode == aOther.mPath.fill_mode && + !memcmp(mPath.types, aOther.mPath.types, + mPath.num_types * sizeof(uint8_t)) && + !memcmp(mPath.points, aOther.mPath.points, + mPath.num_points * sizeof(WGR::Point)); +} + +// Generate a quantized path from the Skia path using WGR. The supplied +// transform will be applied to the path. The path is stored relative to its +// bounds origin to support translation later. +static Maybe<QuantizedPath> GenerateQuantizedPath( + WGR::PathBuilder* aPathBuilder, const SkPath& aPath, const Rect& aBounds, + const Matrix& aTransform) { + if (!aPathBuilder) { + return Nothing(); + } + + WGR::wgr_builder_reset(aPathBuilder); + WGR::wgr_builder_set_fill_mode(aPathBuilder, + aPath.getFillType() == SkPathFillType::kWinding + ? WGR::FillMode::Winding + : WGR::FillMode::EvenOdd); + + SkPath::RawIter iter(aPath); + SkPoint params[4]; + SkPath::Verb currentVerb; + + // printf_stderr("bounds: (%d, %d) %d x %d\n", aBounds.x, aBounds.y, + // aBounds.width, aBounds.height); + Matrix transform = aTransform; + transform.PostTranslate(-aBounds.TopLeft()); + while ((currentVerb = iter.next(params)) != SkPath::kDone_Verb) { + switch (currentVerb) { + case SkPath::kMove_Verb: { + Point p0 = transform.TransformPoint(SkPointToPoint(params[0])); + WGR::wgr_builder_move_to(aPathBuilder, p0.x, p0.y); + break; + } + case SkPath::kLine_Verb: { + Point p1 = transform.TransformPoint(SkPointToPoint(params[1])); + WGR::wgr_builder_line_to(aPathBuilder, p1.x, p1.y); + break; + } + case SkPath::kCubic_Verb: { + Point p1 = transform.TransformPoint(SkPointToPoint(params[1])); + Point p2 = transform.TransformPoint(SkPointToPoint(params[2])); + Point p3 = transform.TransformPoint(SkPointToPoint(params[3])); + // printf_stderr("cubic (%f, %f), (%f, %f), (%f, %f)\n", p1.x, p1.y, + // p2.x, p2.y, p3.x, p3.y); + WGR::wgr_builder_curve_to(aPathBuilder, p1.x, p1.y, p2.x, p2.y, p3.x, + p3.y); + break; + } + case SkPath::kQuad_Verb: { + Point p1 = transform.TransformPoint(SkPointToPoint(params[1])); + Point p2 = transform.TransformPoint(SkPointToPoint(params[2])); + // printf_stderr("quad (%f, %f), (%f, %f)\n", p1.x, p1.y, p2.x, p2.y); + WGR::wgr_builder_quad_to(aPathBuilder, p1.x, p1.y, p2.x, p2.y); + break; + } + case SkPath::kConic_Verb: { + Point p0 = transform.TransformPoint(SkPointToPoint(params[0])); + Point p1 = transform.TransformPoint(SkPointToPoint(params[1])); + Point p2 = transform.TransformPoint(SkPointToPoint(params[2])); + float w = iter.conicWeight(); + std::vector<Point> quads; + int numQuads = ConvertConicToQuads(p0, p1, p2, w, quads); + for (int i = 0; i < numQuads; i++) { + Point q1 = quads[2 * i + 1]; + Point q2 = quads[2 * i + 2]; + // printf_stderr("conic quad (%f, %f), (%f, %f)\n", q1.x, q1.y, q2.x, + // q2.y); + WGR::wgr_builder_quad_to(aPathBuilder, q1.x, q1.y, q2.x, q2.y); + } + break; + } + case SkPath::kClose_Verb: + // printf_stderr("close\n"); + WGR::wgr_builder_close(aPathBuilder); + break; + default: + MOZ_ASSERT(false); + // Unexpected verb found in path! + return Nothing(); + } + } + + WGR::Path p = WGR::wgr_builder_get_path(aPathBuilder); + if (!p.num_points || !p.num_types) { + WGR::wgr_path_release(p); + return Nothing(); + } + return Some(QuantizedPath(p)); +} + +// Get the output vertex buffer using WGR from an input quantized path. +static Maybe<WGR::VertexBuffer> GeneratePathVertexBuffer( + const QuantizedPath& aPath, const IntRect& aClipRect, + bool aRasterizationTruncates, WGR::OutputVertex* aBuffer, + size_t aBufferCapacity) { + WGR::VertexBuffer vb = WGR::wgr_path_rasterize_to_tri_list( + &aPath.mPath, aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height, + true, false, aRasterizationTruncates, aBuffer, aBufferCapacity); + if (!vb.len || (aBuffer && vb.len > aBufferCapacity)) { + WGR::wgr_vertex_buffer_release(vb); + return Nothing(); + } + return Some(vb); +} + +static inline AAStroke::LineJoin ToAAStrokeLineJoin(JoinStyle aJoin) { + switch (aJoin) { + case JoinStyle::BEVEL: + return AAStroke::LineJoin::Bevel; + case JoinStyle::ROUND: + return AAStroke::LineJoin::Round; + case JoinStyle::MITER: + case JoinStyle::MITER_OR_BEVEL: + return AAStroke::LineJoin::Miter; + } + return AAStroke::LineJoin::Miter; +} + +static inline AAStroke::LineCap ToAAStrokeLineCap(CapStyle aCap) { + switch (aCap) { + case CapStyle::BUTT: + return AAStroke::LineCap::Butt; + case CapStyle::ROUND: + return AAStroke::LineCap::Round; + case CapStyle::SQUARE: + return AAStroke::LineCap::Square; + } + return AAStroke::LineCap::Butt; +} + +static inline Point WGRPointToPoint(const WGR::Point& aPoint) { + return Point(IntPoint(aPoint.x, aPoint.y)) * (1.0f / 16.0f); +} + +// Generates a vertex buffer for a stroked path using aa-stroke. +static Maybe<AAStroke::VertexBuffer> GenerateStrokeVertexBuffer( + const QuantizedPath& aPath, const StrokeOptions* aStrokeOptions, + float aScale, WGR::OutputVertex* aBuffer, size_t aBufferCapacity) { + AAStroke::StrokeStyle style = {aStrokeOptions->mLineWidth * aScale, + ToAAStrokeLineCap(aStrokeOptions->mLineCap), + ToAAStrokeLineJoin(aStrokeOptions->mLineJoin), + aStrokeOptions->mMiterLimit}; + if (style.width <= 0.0f || !std::isfinite(style.width) || + style.miter_limit <= 0.0f || !std::isfinite(style.miter_limit)) { + return Nothing(); + } + AAStroke::Stroker* s = AAStroke::aa_stroke_new( + &style, (AAStroke::OutputVertex*)aBuffer, aBufferCapacity); + bool valid = true; + size_t curPoint = 0; + for (size_t curType = 0; valid && curType < aPath.mPath.num_types;) { + // Verify that we are at the start of a sub-path. + if ((aPath.mPath.types[curType] & WGR::PathPointTypePathTypeMask) != + WGR::PathPointTypeStart) { + valid = false; + break; + } + // Find where the next sub-path starts so we can locate the end. + size_t endType = curType + 1; + for (; endType < aPath.mPath.num_types; endType++) { + if ((aPath.mPath.types[endType] & WGR::PathPointTypePathTypeMask) == + WGR::PathPointTypeStart) { + break; + } + } + // Check if the path is closed. This is a flag modifying the last type. + bool closed = + (aPath.mPath.types[endType - 1] & WGR::PathPointTypeCloseSubpath) != 0; + for (; curType < endType; curType++) { + // If this is the last type and the sub-path is not closed, determine if + // this segment should be capped. + bool end = curType + 1 == endType && !closed; + switch (aPath.mPath.types[curType] & WGR::PathPointTypePathTypeMask) { + case WGR::PathPointTypeStart: { + if (curPoint + 1 > aPath.mPath.num_points) { + valid = false; + break; + } + Point p1 = WGRPointToPoint(aPath.mPath.points[curPoint]); + AAStroke::aa_stroke_move_to(s, p1.x, p1.y, closed); + if (end) { + AAStroke::aa_stroke_line_to(s, p1.x, p1.y, true); + } + curPoint++; + break; + } + case WGR::PathPointTypeLine: { + if (curPoint + 1 > aPath.mPath.num_points) { + valid = false; + break; + } + Point p1 = WGRPointToPoint(aPath.mPath.points[curPoint]); + AAStroke::aa_stroke_line_to(s, p1.x, p1.y, end); + curPoint++; + break; + } + case WGR::PathPointTypeBezier: { + if (curPoint + 3 > aPath.mPath.num_points) { + valid = false; + break; + } + Point p1 = WGRPointToPoint(aPath.mPath.points[curPoint]); + Point p2 = WGRPointToPoint(aPath.mPath.points[curPoint + 1]); + Point p3 = WGRPointToPoint(aPath.mPath.points[curPoint + 2]); + AAStroke::aa_stroke_curve_to(s, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, + end); + curPoint += 3; + break; + } + default: + MOZ_ASSERT(false, "Unknown WGR path point type"); + valid = false; + break; + } + } + // Close the sub-path if necessary. + if (valid && closed) { + AAStroke::aa_stroke_close(s); + } + } + Maybe<AAStroke::VertexBuffer> result; + if (valid) { + AAStroke::VertexBuffer vb = AAStroke::aa_stroke_finish(s); + if (!vb.len || (aBuffer && vb.len > aBufferCapacity)) { + AAStroke::aa_stroke_vertex_buffer_release(vb); + } else { + result = Some(vb); + } + } + AAStroke::aa_stroke_release(s); + return result; +} + +// Search the path cache for any entries stored in the path vertex buffer and +// remove them. +void PathCache::ClearVertexRanges() { + for (auto& chain : mChains) { + PathCacheEntry* entry = chain.getFirst(); + while (entry) { + PathCacheEntry* next = entry->getNext(); + if (entry->GetVertexRange().IsValid()) { + entry->Unlink(); + } + entry = next; + } + } +} + +inline bool DrawTargetWebgl::ShouldAccelPath( + const DrawOptions& aOptions, const StrokeOptions* aStrokeOptions) { + return mWebglValid && SupportsDrawOptions(aOptions) && PrepareContext(); +} + +enum class AAStrokeMode { + Unsupported, + Geometry, + Mask, +}; + +// For now, we only directly support stroking solid color patterns to limit +// artifacts from blending of overlapping geometry generated by AAStroke. Other +// types of patterns may be partially supported by rendering to a temporary +// mask. +static inline AAStrokeMode SupportsAAStroke(const Pattern& aPattern, + const DrawOptions& aOptions, + const StrokeOptions& aStrokeOptions, + bool aAllowStrokeAlpha) { + if (aStrokeOptions.mDashPattern) { + return AAStrokeMode::Unsupported; + } + switch (aOptions.mCompositionOp) { + case CompositionOp::OP_SOURCE: + return AAStrokeMode::Geometry; + case CompositionOp::OP_OVER: + if (aPattern.GetType() == PatternType::COLOR) { + return static_cast<const ColorPattern&>(aPattern).mColor.a * + aOptions.mAlpha < + 1.0f && + !aAllowStrokeAlpha + ? AAStrokeMode::Mask + : AAStrokeMode::Geometry; + } + return AAStrokeMode::Unsupported; + default: + return AAStrokeMode::Unsupported; + } +} + +// Render an AA-Stroke'd vertex range into an R8 mask texture for subsequent +// drawing. +already_AddRefed<TextureHandle> SharedContextWebgl::DrawStrokeMask( + const PathVertexRange& aVertexRange, const IntSize& aSize) { + // Allocate a new texture handle to store the rendered mask. + RefPtr<TextureHandle> handle = + AllocateTextureHandle(SurfaceFormat::A8, aSize, true, true); + if (!handle) { + return nullptr; + } + + IntRect texBounds = handle->GetBounds(); + BackingTexture* backing = handle->GetBackingTexture(); + if (!backing->IsInitialized()) { + // If the backing texture is uninitialized, it needs its sampling parameters + // set for later use. + mWebgl->BindTexture(LOCAL_GL_TEXTURE_2D, backing->GetWebGLTexture()); + mWebgl->TexStorage(LOCAL_GL_TEXTURE_2D, 1, LOCAL_GL_R8, + {uint32_t(backing->GetSize().width), + uint32_t(backing->GetSize().height), 1}); + InitTexParameters(backing->GetWebGLTexture()); + ClearLastTexture(); + } + + // Set up a scratch framebuffer to render to the appropriate sub-texture of + // the backing texture. + if (!mScratchFramebuffer) { + mScratchFramebuffer = mWebgl->CreateFramebuffer(); + } + mWebgl->BindFramebuffer(LOCAL_GL_FRAMEBUFFER, mScratchFramebuffer); + webgl::FbAttachInfo attachInfo; + attachInfo.tex = backing->GetWebGLTexture(); + mWebgl->FramebufferAttach(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, + LOCAL_GL_TEXTURE_2D, attachInfo); + mWebgl->Viewport(texBounds.x, texBounds.y, texBounds.width, texBounds.height); + EnableScissor(texBounds); + if (!backing->IsInitialized()) { + backing->MarkInitialized(); + // WebGL implicitly clears the backing texture the first time it is used. + } else { + // Ensure the mask background is clear. + mWebgl->ClearColor(0.0f, 0.0f, 0.0f, 0.0f); + mWebgl->Clear(LOCAL_GL_COLOR_BUFFER_BIT); + } + + // Reset any blending when drawing the mask. + SetBlendState(CompositionOp::OP_OVER); + + // Set up the solid color shader to draw a simple opaque mask. + if (mLastProgram != mSolidProgram) { + mWebgl->UseProgram(mSolidProgram); + mLastProgram = mSolidProgram; + } + Array<float, 2> viewportData = {float(texBounds.width), + float(texBounds.height)}; + MaybeUniformData(LOCAL_GL_FLOAT_VEC2, mSolidProgramViewport, viewportData, + mSolidProgramUniformState.mViewport); + Array<float, 1> aaData = {0.0f}; + MaybeUniformData(LOCAL_GL_FLOAT, mSolidProgramAA, aaData, + mSolidProgramUniformState.mAA); + Array<float, 4> clipData = {-0.5f, -0.5f, float(texBounds.width) + 0.5f, + float(texBounds.height) + 0.5f}; + MaybeUniformData(LOCAL_GL_FLOAT_VEC4, mSolidProgramClipBounds, clipData, + mSolidProgramUniformState.mClipBounds); + Array<float, 4> colorData = {1.0f, 1.0f, 1.0f, 1.0f}; + MaybeUniformData(LOCAL_GL_FLOAT_VEC4, mSolidProgramColor, colorData, + mSolidProgramUniformState.mColor); + Array<float, 6> xformData = {1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f}; + MaybeUniformData(LOCAL_GL_FLOAT_VEC2, mSolidProgramTransform, xformData, + mSolidProgramUniformState.mTransform); + + // Ensure the current clip mask is ignored. + RefPtr<WebGLTexture> prevClipMask = mLastClipMask; + SetNoClipMask(); + + // Draw the mask using the supplied path vertex range. + DrawTriangles(aVertexRange); + + // Restore the previous framebuffer state. + mWebgl->BindFramebuffer(LOCAL_GL_FRAMEBUFFER, mCurrentTarget->mFramebuffer); + mWebgl->Viewport(0, 0, mViewportSize.width, mViewportSize.height); + if (prevClipMask) { + SetClipMask(prevClipMask); + } + + return handle.forget(); +} + +bool SharedContextWebgl::DrawPathAccel( + const Path* aPath, const Pattern& aPattern, const DrawOptions& aOptions, + const StrokeOptions* aStrokeOptions, bool aAllowStrokeAlpha, + const ShadowOptions* aShadow, bool aCacheable, const Matrix* aPathXform) { + // Get the transformed bounds for the path and conservatively check if the + // bounds overlap the canvas. + const PathSkia* pathSkia = static_cast<const PathSkia*>(aPath); + const Matrix& currentTransform = mCurrentTarget->GetTransform(); + Matrix pathXform = currentTransform; + // If there is a path-specific transform that shouldn't be applied to the + // pattern, then generate a matrix that should only be used with the Skia + // path. + if (aPathXform) { + pathXform.PreMultiply(*aPathXform); + } + Rect bounds = pathSkia->GetFastBounds(pathXform, aStrokeOptions); + // If the path is empty, then there is nothing to draw. + if (bounds.IsEmpty()) { + return true; + } + IntRect viewport(IntPoint(), mViewportSize); + if (aShadow) { + // Inflate the bounds to account for the blur radius. + bounds += aShadow->mOffset; + int32_t blurRadius = aShadow->BlurRadius(); + bounds.Inflate(blurRadius); + viewport.Inflate(blurRadius); + } + Point realOrigin = bounds.TopLeft(); + if (aCacheable) { + // Quantize the path origin to increase the reuse of cache entries. + bounds.Scale(4.0f); + bounds.Round(); + bounds.Scale(0.25f); + } + Point quantizedOrigin = bounds.TopLeft(); + // If the path doesn't intersect the viewport, then there is nothing to draw. + IntRect intBounds = RoundedOut(bounds).Intersect(viewport); + if (intBounds.IsEmpty()) { + return true; + } + // Nudge the bounds to account for the quantization rounding. + Rect quantBounds = Rect(intBounds) + (realOrigin - quantizedOrigin); + // If the pattern is a solid color, then this will be used along with a path + // mask to render the path, as opposed to baking the pattern into the cached + // path texture. + Maybe<DeviceColor> color = + aOptions.mCompositionOp == CompositionOp::OP_CLEAR + ? Some(DeviceColor(1, 1, 1, 1)) + : (aPattern.GetType() == PatternType::COLOR + ? Some(static_cast<const ColorPattern&>(aPattern).mColor) + : Nothing()); + // Look for an existing path cache entry, if possible, or otherwise create + // one. If the draw request is not cacheable, then don't create an entry. + RefPtr<PathCacheEntry> entry; + RefPtr<TextureHandle> handle; + if (aCacheable) { + if (!mPathCache) { + mPathCache = MakeUnique<PathCache>(); + } + // Use a quantized, relative (to its bounds origin) version of the path as + // a cache key to help limit cache bloat. + Maybe<QuantizedPath> qp = GenerateQuantizedPath( + mWGRPathBuilder, pathSkia->GetPath(), quantBounds, pathXform); + if (!qp) { + return false; + } + entry = mPathCache->FindOrInsertEntry( + std::move(*qp), color ? nullptr : &aPattern, aStrokeOptions, + currentTransform, intBounds, quantizedOrigin, + aShadow ? aShadow->mSigma : -1.0f); + if (!entry) { + return false; + } + handle = entry->GetHandle(); + } + + // If there is a shadow, it needs to draw with the shadow color rather than + // the path color. + Maybe<DeviceColor> shadowColor = color; + if (aShadow && aOptions.mCompositionOp != CompositionOp::OP_CLEAR) { + shadowColor = Some(aShadow->mColor); + if (color) { + shadowColor->a *= color->a; + } + } + SamplingFilter filter = + aShadow ? SamplingFilter::GOOD : GetSamplingFilter(aPattern); + if (handle && handle->IsValid()) { + // If the entry has a valid texture handle still, use it. However, the + // entry texture is assumed to be located relative to its previous bounds. + // We need to offset the pattern by the difference between its new unclipped + // origin and its previous previous unclipped origin. Then when we finally + // draw a rectangle at the expected new bounds, it will overlap the portion + // of the old entry texture we actually need to sample from. + Point offset = + (realOrigin - entry->GetOrigin()) + entry->GetBounds().TopLeft(); + SurfacePattern pathPattern(nullptr, ExtendMode::CLAMP, + Matrix::Translation(offset), filter); + return DrawRectAccel(quantBounds, pathPattern, aOptions, shadowColor, + &handle, false, true, true); + } + + if (mPathVertexCapacity > 0 && !handle && entry && !aShadow && + aOptions.mAntialiasMode != AntialiasMode::NONE && + SupportsPattern(aPattern) && + entry->GetPath().mPath.num_types <= mPathMaxComplexity) { + if (entry->GetVertexRange().IsValid()) { + // If there is a valid cached vertex data in the path vertex buffer, then + // just draw that. We must draw at integer pixel boundaries (using + // intBounds instead of quantBounds) due to WGR's reliance on pixel center + // location. + mCurrentTarget->mProfile.OnCacheHit(); + return DrawRectAccel(Rect(intBounds.TopLeft(), Size(1, 1)), aPattern, + aOptions, Nothing(), nullptr, false, true, true, + false, nullptr, &entry->GetVertexRange()); + } + + // printf_stderr("Generating... verbs %d, points %d\n", + // int(pathSkia->GetPath().countVerbs()), + // int(pathSkia->GetPath().countPoints())); + WGR::OutputVertex* outputBuffer = nullptr; + size_t outputBufferCapacity = 0; + if (mWGROutputBuffer) { + outputBuffer = mWGROutputBuffer.get(); + outputBufferCapacity = mPathVertexCapacity / sizeof(WGR::OutputVertex); + } + Maybe<WGR::VertexBuffer> wgrVB; + Maybe<AAStroke::VertexBuffer> strokeVB; + if (!aStrokeOptions) { + if (aPath == mUnitCirclePath) { + auto scaleFactors = pathXform.ScaleFactors(); + if (scaleFactors.AreScalesSame()) { + Point center = pathXform.GetTranslation() - quantBounds.TopLeft(); + float radius = scaleFactors.xScale; + AAStroke::VertexBuffer vb = AAStroke::aa_stroke_filled_circle( + center.x, center.y, radius, (AAStroke::OutputVertex*)outputBuffer, + outputBufferCapacity); + if (!vb.len || (outputBuffer && vb.len > outputBufferCapacity)) { + AAStroke::aa_stroke_vertex_buffer_release(vb); + } else { + strokeVB = Some(vb); + } + } + } + if (!strokeVB) { + wgrVB = GeneratePathVertexBuffer( + entry->GetPath(), IntRect(-intBounds.TopLeft(), mViewportSize), + mRasterizationTruncates, outputBuffer, outputBufferCapacity); + } + } else { + if (mPathAAStroke && + SupportsAAStroke(aPattern, aOptions, *aStrokeOptions, + aAllowStrokeAlpha) != AAStrokeMode::Unsupported) { + auto scaleFactors = currentTransform.ScaleFactors(); + if (scaleFactors.AreScalesSame()) { + strokeVB = GenerateStrokeVertexBuffer( + entry->GetPath(), aStrokeOptions, scaleFactors.xScale, + outputBuffer, outputBufferCapacity); + } + } + if (!strokeVB && mPathWGRStroke) { + // If stroking, then generate a path to fill the stroked region. This + // path will need to be quantized again because it differs from the + // path used for the cache entry, but this allows us to avoid + // generating a fill path on a cache hit. + Maybe<Rect> cullRect; + Matrix invTransform = currentTransform; + if (invTransform.Invert()) { + // Transform the stroking clip rect from device space to local + // space. + Rect invRect = invTransform.TransformBounds(Rect(mClipRect)); + invRect.RoundOut(); + cullRect = Some(invRect); + } + SkPath fillPath; + if (pathSkia->GetFillPath(*aStrokeOptions, pathXform, fillPath, + cullRect)) { + // printf_stderr(" stroke fill... verbs %d, points %d\n", + // int(fillPath.countVerbs()), + // int(fillPath.countPoints())); + if (Maybe<QuantizedPath> qp = GenerateQuantizedPath( + mWGRPathBuilder, fillPath, quantBounds, pathXform)) { + wgrVB = GeneratePathVertexBuffer( + *qp, IntRect(-intBounds.TopLeft(), mViewportSize), + mRasterizationTruncates, outputBuffer, outputBufferCapacity); + } + } + } + } + if (wgrVB || strokeVB) { + const uint8_t* vbData = + wgrVB ? (const uint8_t*)wgrVB->data : (const uint8_t*)strokeVB->data; + if (outputBuffer && !vbData) { + vbData = (const uint8_t*)outputBuffer; + } + size_t vbLen = wgrVB ? wgrVB->len : strokeVB->len; + uint32_t vertexBytes = uint32_t( + std::min(vbLen * sizeof(WGR::OutputVertex), size_t(UINT32_MAX))); + // printf_stderr(" ... %d verts, %d bytes\n", int(vbLen), + // int(vertexBytes)); + if (vertexBytes > mPathVertexCapacity - mPathVertexOffset && + vertexBytes <= mPathVertexCapacity - sizeof(kRectVertexData)) { + // If the vertex data is too large to fit in the remaining path vertex + // buffer, then orphan the contents of the vertex buffer to make room + // for it. + if (mPathCache) { + mPathCache->ClearVertexRanges(); + } + ResetPathVertexBuffer(false); + } + if (vertexBytes <= mPathVertexCapacity - mPathVertexOffset) { + // If there is actually room to fit the vertex data in the vertex buffer + // after orphaning as necessary, then upload the data to the next + // available offset in the buffer. + PathVertexRange vertexRange( + uint32_t(mPathVertexOffset / sizeof(WGR::OutputVertex)), + uint32_t(vbLen)); + // printf_stderr(" ... offset %d\n", mPathVertexOffset); + // Normal glBufferSubData interleaved with draw calls causes performance + // issues on Mali, so use our special unsynchronized version. This is + // safe as we never update regions referenced by pending draw calls. + mWebgl->BufferSubData(LOCAL_GL_ARRAY_BUFFER, mPathVertexOffset, + vertexBytes, vbData, + /* unsynchronized */ true); + mPathVertexOffset += vertexBytes; + if (wgrVB) { + WGR::wgr_vertex_buffer_release(wgrVB.ref()); + } else { + AAStroke::aa_stroke_vertex_buffer_release(strokeVB.ref()); + } + if (strokeVB && aStrokeOptions && + SupportsAAStroke(aPattern, aOptions, *aStrokeOptions, + aAllowStrokeAlpha) == AAStrokeMode::Mask) { + // Attempt to generate a stroke mask for path. + if (RefPtr<TextureHandle> handle = + DrawStrokeMask(vertexRange, intBounds.Size())) { + // Finally, draw the rendered stroke mask. + if (entry) { + entry->Link(handle); + } + mCurrentTarget->mProfile.OnCacheMiss(); + SurfacePattern maskPattern( + nullptr, ExtendMode::CLAMP, + Matrix::Translation(quantBounds.TopLeft()), + SamplingFilter::GOOD); + return DrawRectAccel(quantBounds, maskPattern, aOptions, color, + &handle, false, true, true); + } + } else { + // Remember the vertex range in the cache entry so that it can be + // reused later. + if (entry) { + entry->SetVertexRange(vertexRange); + } + + // Finally, draw the uploaded vertex data. + mCurrentTarget->mProfile.OnCacheMiss(); + return DrawRectAccel(Rect(intBounds.TopLeft(), Size(1, 1)), aPattern, + aOptions, Nothing(), nullptr, false, true, true, + false, nullptr, &vertexRange); + } + } else { + if (wgrVB) { + WGR::wgr_vertex_buffer_release(wgrVB.ref()); + } else { + AAStroke::aa_stroke_vertex_buffer_release(strokeVB.ref()); + } + } + // If we failed to draw the vertex data for some reason, then fall through + // to the texture rasterization path. + } + } + + // If a stroke path covers too much screen area, it is likely that most is + // empty space in the interior. This usually imposes too high a cost versus + // just rasterizing without acceleration. Note that AA-Stroke generally + // produces more acceptable amounts of geometry for larger paths, so we do + // this heuristic after we attempt AA-Stroke. + if (aStrokeOptions && + intBounds.width * intBounds.height > + (mViewportSize.width / 2) * (mViewportSize.height / 2)) { + return false; + } + + // If there isn't a valid texture handle, then we need to rasterize the + // path in a software canvas and upload this to a texture. Solid color + // patterns will be rendered as a path mask that can then be modulated + // with any color. Other pattern types have to rasterize the pattern + // directly into the cached texture. + handle = nullptr; + RefPtr<DrawTargetSkia> pathDT = new DrawTargetSkia; + if (pathDT->Init(intBounds.Size(), color || aShadow + ? SurfaceFormat::A8 + : SurfaceFormat::B8G8R8A8)) { + Point offset = -quantBounds.TopLeft(); + if (aShadow) { + // Ensure the the shadow is drawn at the requested offset + offset += aShadow->mOffset; + } + DrawOptions drawOptions(1.0f, CompositionOp::OP_OVER, + aOptions.mAntialiasMode); + static const ColorPattern maskPattern(DeviceColor(1.0f, 1.0f, 1.0f, 1.0f)); + const Pattern& cachePattern = color ? maskPattern : aPattern; + // If the source pattern is a DrawTargetWebgl snapshot, we may shift + // targets when drawing the path, so back up the old target. + DrawTargetWebgl* oldTarget = mCurrentTarget; + { + RefPtr<const Path> path; + if (color || !aPathXform) { + // If the pattern is transform invariant or there is no pathXform, then + // it is safe to use the path directly. + path = aPath; + pathDT->SetTransform(pathXform * Matrix::Translation(offset)); + } else { + // If there is a pathXform, then pre-apply that to the path to avoid + // altering the pattern. + RefPtr<PathBuilder> builder = + aPath->TransformedCopyToBuilder(*aPathXform); + path = builder->Finish(); + pathDT->SetTransform(currentTransform * Matrix::Translation(offset)); + } + if (aStrokeOptions) { + pathDT->Stroke(path, cachePattern, *aStrokeOptions, drawOptions); + } else { + pathDT->Fill(path, cachePattern, drawOptions); + } + } + if (aShadow && aShadow->mSigma > 0.0f) { + // Blur the shadow if required. + uint8_t* data = nullptr; + IntSize size; + int32_t stride = 0; + SurfaceFormat format = SurfaceFormat::UNKNOWN; + if (pathDT->LockBits(&data, &size, &stride, &format)) { + AlphaBoxBlur blur(Rect(pathDT->GetRect()), stride, aShadow->mSigma, + aShadow->mSigma); + blur.Blur(data); + pathDT->ReleaseBits(data); + } + } + RefPtr<SourceSurface> pathSurface = pathDT->Snapshot(); + if (pathSurface) { + // If the target changed, try to restore it. + if (mCurrentTarget != oldTarget && !oldTarget->PrepareContext()) { + return false; + } + SurfacePattern pathPattern(pathSurface, ExtendMode::CLAMP, + Matrix::Translation(quantBounds.TopLeft()), + filter); + // Try and upload the rasterized path to a texture. If there is a + // valid texture handle after this, then link it to the entry. + // Otherwise, we might have to fall back to software drawing the + // path, so unlink it from the entry. + if (DrawRectAccel(quantBounds, pathPattern, aOptions, shadowColor, + &handle, false, true) && + handle) { + if (entry) { + entry->Link(handle); + } + } else if (entry) { + entry->Unlink(); + } + return true; + } + } + + return false; +} + +void DrawTargetWebgl::DrawPath(const Path* aPath, const Pattern& aPattern, + const DrawOptions& aOptions, + const StrokeOptions* aStrokeOptions, + bool aAllowStrokeAlpha) { + // If there is a WebGL context, then try to cache the path to avoid slow + // fallbacks. + if (ShouldAccelPath(aOptions, aStrokeOptions) && + mSharedContext->DrawPathAccel(aPath, aPattern, aOptions, aStrokeOptions, + aAllowStrokeAlpha)) { + return; + } + + // There was no path cache entry available to use, so fall back to drawing the + // path with Skia. + MarkSkiaChanged(aOptions); + if (aStrokeOptions) { + mSkia->Stroke(aPath, aPattern, *aStrokeOptions, aOptions); + } else { + mSkia->Fill(aPath, aPattern, aOptions); + } +} + +// DrawCircleAccel is a more specialized version of DrawPathAccel that attempts +// to cache a unit circle. +bool SharedContextWebgl::DrawCircleAccel(const Point& aCenter, float aRadius, + const Pattern& aPattern, + const DrawOptions& aOptions, + const StrokeOptions* aStrokeOptions) { + // Cache a unit circle and transform it to avoid creating a path repeatedly. + if (!mUnitCirclePath) { + mUnitCirclePath = MakePathForCircle(*mCurrentTarget, Point(0, 0), 1); + } + // Scale and translate the circle to the desired shape. + Matrix circleXform(aRadius, 0, 0, aRadius, aCenter.x, aCenter.y); + return DrawPathAccel(mUnitCirclePath, aPattern, aOptions, aStrokeOptions, + true, nullptr, true, &circleXform); +} + +void DrawTargetWebgl::DrawCircle(const Point& aOrigin, float aRadius, + const Pattern& aPattern, + const DrawOptions& aOptions, + const StrokeOptions* aStrokeOptions) { + if (ShouldAccelPath(aOptions, aStrokeOptions) && + mSharedContext->DrawCircleAccel(aOrigin, aRadius, aPattern, aOptions, + aStrokeOptions)) { + return; + } + + MarkSkiaChanged(aOptions); + if (aStrokeOptions) { + mSkia->StrokeCircle(aOrigin, aRadius, aPattern, *aStrokeOptions, aOptions); + } else { + mSkia->FillCircle(aOrigin, aRadius, aPattern, aOptions); + } +} + +void DrawTargetWebgl::DrawSurface(SourceSurface* aSurface, const Rect& aDest, + const Rect& aSource, + const DrawSurfaceOptions& aSurfOptions, + const DrawOptions& aOptions) { + Matrix matrix = Matrix::Scaling(aDest.width / aSource.width, + aDest.height / aSource.height); + matrix.PreTranslate(-aSource.x, -aSource.y); + matrix.PostTranslate(aDest.x, aDest.y); + SurfacePattern pattern(aSurface, ExtendMode::CLAMP, matrix, + aSurfOptions.mSamplingFilter); + DrawRect(aDest, pattern, aOptions); +} + +void DrawTargetWebgl::Mask(const Pattern& aSource, const Pattern& aMask, + const DrawOptions& aOptions) { + if (!SupportsDrawOptions(aOptions) || + aMask.GetType() != PatternType::SURFACE || + aSource.GetType() != PatternType::COLOR) { + MarkSkiaChanged(aOptions); + mSkia->Mask(aSource, aMask, aOptions); + return; + } + auto sourceColor = static_cast<const ColorPattern&>(aSource).mColor; + auto maskPattern = static_cast<const SurfacePattern&>(aMask); + DrawRect(Rect(IntRect(IntPoint(), maskPattern.mSurface->GetSize())), + maskPattern, aOptions, Some(sourceColor)); +} + +void DrawTargetWebgl::MaskSurface(const Pattern& aSource, SourceSurface* aMask, + Point aOffset, const DrawOptions& aOptions) { + if (!SupportsDrawOptions(aOptions) || + aSource.GetType() != PatternType::COLOR) { + MarkSkiaChanged(aOptions); + mSkia->MaskSurface(aSource, aMask, aOffset, aOptions); + } else { + auto sourceColor = static_cast<const ColorPattern&>(aSource).mColor; + SurfacePattern pattern(aMask, ExtendMode::CLAMP, + Matrix::Translation(aOffset)); + DrawRect(Rect(aOffset, Size(aMask->GetSize())), pattern, aOptions, + Some(sourceColor)); + } +} + +// Extract the surface's alpha values into an A8 surface. +static already_AddRefed<DataSourceSurface> ExtractAlpha(SourceSurface* aSurface, + bool aAllowSubpixelAA) { + RefPtr<DataSourceSurface> surfaceData = aSurface->GetDataSurface(); + if (!surfaceData) { + return nullptr; + } + DataSourceSurface::ScopedMap srcMap(surfaceData, DataSourceSurface::READ); + if (!srcMap.IsMapped()) { + return nullptr; + } + IntSize size = surfaceData->GetSize(); + RefPtr<DataSourceSurface> alpha = + Factory::CreateDataSourceSurface(size, SurfaceFormat::A8, false); + if (!alpha) { + return nullptr; + } + DataSourceSurface::ScopedMap dstMap(alpha, DataSourceSurface::WRITE); + if (!dstMap.IsMapped()) { + return nullptr; + } + // For subpixel masks, ignore the alpha and instead sample one of the color + // channels as if they were alpha. + SwizzleData( + srcMap.GetData(), srcMap.GetStride(), + aAllowSubpixelAA ? SurfaceFormat::A8R8G8B8 : surfaceData->GetFormat(), + dstMap.GetData(), dstMap.GetStride(), SurfaceFormat::A8, size); + return alpha.forget(); +} + +void DrawTargetWebgl::DrawShadow(const Path* aPath, const Pattern& aPattern, + const ShadowOptions& aShadow, + const DrawOptions& aOptions, + const StrokeOptions* aStrokeOptions) { + if (!aPath || aPath->GetBackendType() != BackendType::SKIA) { + return; + } + + // If there is a WebGL context, then try to cache the path to avoid slow + // fallbacks. + if (ShouldAccelPath(aOptions, aStrokeOptions) && + mSharedContext->DrawPathAccel(aPath, aPattern, aOptions, aStrokeOptions, + false, &aShadow)) { + return; + } + + // There was no path cache entry available to use, so fall back to drawing the + // path with Skia. + MarkSkiaChanged(aOptions); + mSkia->DrawShadow(aPath, aPattern, aShadow, aOptions, aStrokeOptions); +} + +void DrawTargetWebgl::DrawSurfaceWithShadow(SourceSurface* aSurface, + const Point& aDest, + const ShadowOptions& aShadow, + CompositionOp aOperator) { + DrawOptions options(1.0f, aOperator); + if (ShouldAccelPath(options, nullptr)) { + SurfacePattern pattern(aSurface, ExtendMode::CLAMP, + Matrix::Translation(aDest)); + SkPath skiaPath; + skiaPath.addRect(RectToSkRect(Rect(aSurface->GetRect()) + aDest)); + RefPtr<PathSkia> path = new PathSkia(skiaPath, FillRule::FILL_WINDING); + AutoRestoreTransform restore(this); + SetTransform(Matrix()); + if (mSharedContext->DrawPathAccel(path, pattern, options, nullptr, false, + &aShadow, false)) { + DrawRect(Rect(aSurface->GetRect()) + aDest, pattern, options); + return; + } + } + + MarkSkiaChanged(options); + mSkia->DrawSurfaceWithShadow(aSurface, aDest, aShadow, aOperator); +} + +already_AddRefed<PathBuilder> DrawTargetWebgl::CreatePathBuilder( + FillRule aFillRule) const { + return mSkia->CreatePathBuilder(aFillRule); +} + +void DrawTargetWebgl::SetTransform(const Matrix& aTransform) { + DrawTarget::SetTransform(aTransform); + mSkia->SetTransform(aTransform); +} + +void DrawTargetWebgl::StrokeRect(const Rect& aRect, const Pattern& aPattern, + const StrokeOptions& aStrokeOptions, + const DrawOptions& aOptions) { + if (!mWebglValid) { + MarkSkiaChanged(aOptions); + mSkia->StrokeRect(aRect, aPattern, aStrokeOptions, aOptions); + } else { + // If the stroke options are unsupported, then transform the rect to a path + // so it can be cached. + SkPath skiaPath; + skiaPath.addRect(RectToSkRect(aRect)); + RefPtr<PathSkia> path = new PathSkia(skiaPath, FillRule::FILL_WINDING); + DrawPath(path, aPattern, aOptions, &aStrokeOptions, true); + } +} + +static inline bool IsThinLine(const Matrix& aTransform, + const StrokeOptions& aStrokeOptions) { + auto scale = aTransform.ScaleFactors(); + return std::max(scale.xScale, scale.yScale) * aStrokeOptions.mLineWidth <= 1; +} + +bool DrawTargetWebgl::StrokeLineAccel(const Point& aStart, const Point& aEnd, + const Pattern& aPattern, + const StrokeOptions& aStrokeOptions, + const DrawOptions& aOptions, + bool aClosed) { + // Approximating a wide line as a rectangle works only with certain cap styles + // in the general case (butt or square). However, if the line width is + // sufficiently thin, we can either ignore the round cap (or treat it like + // square for zero-length lines) without causing objectionable artifacts. + // Lines may sometimes be used in closed paths that immediately reverse back, + // in which case we need to use mLineJoin instead of mLineCap to determine the + // actual cap used. + CapStyle capStyle = + aClosed ? (aStrokeOptions.mLineJoin == JoinStyle::ROUND ? CapStyle::ROUND + : CapStyle::BUTT) + : aStrokeOptions.mLineCap; + if (mWebglValid && SupportsPattern(aPattern) && + (capStyle != CapStyle::ROUND || + IsThinLine(GetTransform(), aStrokeOptions)) && + aStrokeOptions.mDashPattern == nullptr && aStrokeOptions.mLineWidth > 0) { + // Treat the line as a rectangle whose center-line is the supplied line and + // for which the height is the supplied line width. Generate a matrix that + // maps the X axis to the orientation of the line and the Y axis to the + // normal vector to the line. This only works if the line caps are squared, + // as rounded rectangles are currently not supported for round line caps. + Point start = aStart; + Point dirX = aEnd - aStart; + Point dirY; + float dirLen = dirX.Length(); + float scale = aStrokeOptions.mLineWidth; + if (dirLen == 0.0f) { + // If the line is zero-length, then only a cap is rendered. + switch (capStyle) { + case CapStyle::BUTT: + // The cap doesn't extend beyond the line so nothing is drawn. + return true; + case CapStyle::ROUND: + case CapStyle::SQUARE: + // Draw a unit square centered at the single point. + dirX = Point(scale, 0.0f); + dirY = Point(0.0f, scale); + // Offset the start by half a unit. + start.x -= 0.5f * scale; + break; + } + } else { + // Make the scale map to a single unit length. + scale /= dirLen; + dirY = Point(-dirX.y, dirX.x) * scale; + if (capStyle == CapStyle::SQUARE) { + // Offset the start by half a unit. + start -= (dirX * scale) * 0.5f; + // Ensure the extent also accounts for the start and end cap. + dirX += dirX * scale; + } + } + Matrix lineXform(dirX.x, dirX.y, dirY.x, dirY.y, start.x - 0.5f * dirY.x, + start.y - 0.5f * dirY.y); + if (PrepareContext() && + mSharedContext->DrawRectAccel(Rect(0, 0, 1, 1), aPattern, aOptions, + Nothing(), nullptr, true, true, true, + false, nullptr, nullptr, &lineXform)) { + return true; + } + } + return false; +} + +void DrawTargetWebgl::StrokeLine(const Point& aStart, const Point& aEnd, + const Pattern& aPattern, + const StrokeOptions& aStrokeOptions, + const DrawOptions& aOptions) { + if (!mWebglValid) { + MarkSkiaChanged(aOptions); + mSkia->StrokeLine(aStart, aEnd, aPattern, aStrokeOptions, aOptions); + } else if (!StrokeLineAccel(aStart, aEnd, aPattern, aStrokeOptions, + aOptions)) { + // If the stroke options are unsupported, then transform the line to a path + // so it can be cached. + SkPath skiaPath; + skiaPath.moveTo(PointToSkPoint(aStart)); + skiaPath.lineTo(PointToSkPoint(aEnd)); + RefPtr<PathSkia> path = new PathSkia(skiaPath, FillRule::FILL_WINDING); + DrawPath(path, aPattern, aOptions, &aStrokeOptions, true); + } +} + +void DrawTargetWebgl::Stroke(const Path* aPath, const Pattern& aPattern, + const StrokeOptions& aStrokeOptions, + const DrawOptions& aOptions) { + if (!aPath || aPath->GetBackendType() != BackendType::SKIA) { + return; + } + const auto& skiaPath = static_cast<const PathSkia*>(aPath)->GetPath(); + if (!mWebglValid) { + MarkSkiaChanged(aOptions); + mSkia->Stroke(aPath, aPattern, aStrokeOptions, aOptions); + return; + } + + // Avoid using Skia's isLine here because some paths erroneously include a + // closePath at the end, causing isLine to not detect the line. In that case + // we just draw a line in reverse right over the original line. + int numVerbs = skiaPath.countVerbs(); + bool allowStrokeAlpha = false; + if (numVerbs >= 2 && numVerbs <= 3) { + uint8_t verbs[3]; + skiaPath.getVerbs(verbs, numVerbs); + if (verbs[0] == SkPath::kMove_Verb && verbs[1] == SkPath::kLine_Verb && + (numVerbs < 3 || verbs[2] == SkPath::kClose_Verb)) { + bool closed = numVerbs >= 3; + Point start = SkPointToPoint(skiaPath.getPoint(0)); + Point end = SkPointToPoint(skiaPath.getPoint(1)); + if (StrokeLineAccel(start, end, aPattern, aStrokeOptions, aOptions, + closed)) { + if (closed) { + StrokeLineAccel(end, start, aPattern, aStrokeOptions, aOptions, true); + } + return; + } + // If accelerated line drawing failed, just treat it as a path. + allowStrokeAlpha = true; + } + } + + DrawPath(aPath, aPattern, aOptions, &aStrokeOptions, allowStrokeAlpha); +} + +void DrawTargetWebgl::StrokeCircle(const Point& aOrigin, float aRadius, + const Pattern& aPattern, + const StrokeOptions& aStrokeOptions, + const DrawOptions& aOptions) { + DrawCircle(aOrigin, aRadius, aPattern, aOptions, &aStrokeOptions); +} + +bool DrawTargetWebgl::ShouldUseSubpixelAA(ScaledFont* aFont, + const DrawOptions& aOptions) { + AntialiasMode aaMode = aFont->GetDefaultAAMode(); + if (aOptions.mAntialiasMode != AntialiasMode::DEFAULT) { + aaMode = aOptions.mAntialiasMode; + } + return GetPermitSubpixelAA() && + (aaMode == AntialiasMode::DEFAULT || + aaMode == AntialiasMode::SUBPIXEL) && + aOptions.mCompositionOp == CompositionOp::OP_OVER; +} + +void DrawTargetWebgl::StrokeGlyphs(ScaledFont* aFont, + const GlyphBuffer& aBuffer, + const Pattern& aPattern, + const StrokeOptions& aStrokeOptions, + const DrawOptions& aOptions) { + if (!aFont || !aBuffer.mNumGlyphs) { + return; + } + + bool useSubpixelAA = ShouldUseSubpixelAA(aFont, aOptions); + + if (mWebglValid && SupportsDrawOptions(aOptions) && + aPattern.GetType() == PatternType::COLOR && PrepareContext() && + mSharedContext->DrawGlyphsAccel(aFont, aBuffer, aPattern, aOptions, + &aStrokeOptions, useSubpixelAA)) { + return; + } + + if (useSubpixelAA) { + // Subpixel AA does not support layering because the subpixel masks can't + // blend with the over op. + MarkSkiaChanged(); + } else { + MarkSkiaChanged(aOptions); + } + mSkia->StrokeGlyphs(aFont, aBuffer, aPattern, aStrokeOptions, aOptions); +} + +// Depending on whether we enable subpixel position for a given font, Skia may +// round transformed coordinates differently on each axis. By default, text is +// subpixel quantized horizontally and snapped to a whole integer vertical +// baseline. Axis-flip transforms instead snap to horizontal boundaries while +// subpixel quantizing along the vertical. For other types of transforms, Skia +// just applies subpixel quantization to both axes. +// We must duplicate the amount of quantization Skia applies carefully as a +// boundary value such as 0.49 may round to 0.5 with subpixel quantization, +// but if Skia actually snapped it to a whole integer instead, it would round +// down to 0. If a subsequent glyph with offset 0.51 came in, we might +// mistakenly round it down to 0.5, whereas Skia would round it up to 1. Thus +// we would alias 0.49 and 0.51 to the same cache entry, while Skia would +// actually snap the offset to 0 or 1, depending, resulting in mismatched +// hinting. +static inline IntPoint QuantizeScale(ScaledFont* aFont, + const Matrix& aTransform) { + if (!aFont->UseSubpixelPosition()) { + return {1, 1}; + } + if (aTransform._12 == 0) { + // Glyphs are rendered subpixel horizontally, so snap vertically. + return {4, 1}; + } + if (aTransform._11 == 0) { + // Glyphs are rendered subpixel vertically, so snap horizontally. + return {1, 4}; + } + // The transform isn't aligned, so don't snap. + return {4, 4}; +} + +// Skia only supports subpixel positioning to the nearest 1/4 fraction. It +// would be wasteful to attempt to cache text runs with positioning that is +// anymore precise than this. To prevent this cache bloat, we quantize the +// transformed glyph positions to the nearest 1/4. The scaling factor for +// the quantization is baked into the transform, so that if subpixel rounding +// is used on a given axis, then the axis will be multiplied by 4 before +// rounding. Since the quantized position is not used for rasterization, the +// transform is safe to modify as such. +static inline IntPoint QuantizePosition(const Matrix& aTransform, + const IntPoint& aOffset, + const Point& aPosition) { + return RoundedToInt(aTransform.TransformPoint(aPosition)) - aOffset; +} + +// Get a quantized starting offset for the glyph buffer. We want this offset +// to encapsulate the transform and buffer offset while still preserving the +// relative subpixel positions of the glyphs this offset is subtracted from. +static inline IntPoint QuantizeOffset(const Matrix& aTransform, + const IntPoint& aQuantizeScale, + const GlyphBuffer& aBuffer) { + IntPoint offset = + RoundedToInt(aTransform.TransformPoint(aBuffer.mGlyphs[0].mPosition)); + offset.x.value &= ~(aQuantizeScale.x.value - 1); + offset.y.value &= ~(aQuantizeScale.y.value - 1); + return offset; +} + +// Hashes a glyph buffer to a single hash value that can be used for quick +// comparisons. Each glyph position is transformed and quantized before +// hashing. +HashNumber GlyphCacheEntry::HashGlyphs(const GlyphBuffer& aBuffer, + const Matrix& aTransform, + const IntPoint& aQuantizeScale) { + HashNumber hash = 0; + IntPoint offset = QuantizeOffset(aTransform, aQuantizeScale, aBuffer); + for (size_t i = 0; i < aBuffer.mNumGlyphs; i++) { + const Glyph& glyph = aBuffer.mGlyphs[i]; + hash = AddToHash(hash, glyph.mIndex); + IntPoint pos = QuantizePosition(aTransform, offset, glyph.mPosition); + hash = AddToHash(hash, pos.x); + hash = AddToHash(hash, pos.y); + } + return hash; +} + +// Determines if an existing glyph cache entry matches an incoming text run. +inline bool GlyphCacheEntry::MatchesGlyphs( + const GlyphBuffer& aBuffer, const DeviceColor& aColor, + const Matrix& aTransform, const IntPoint& aQuantizeOffset, + const IntPoint& aBoundsOffset, const IntRect& aClipRect, HashNumber aHash, + const StrokeOptions* aStrokeOptions) { + // First check if the hash matches to quickly reject the text run before any + // more expensive checking. If it matches, then check if the color and + // transform are the same. + if (aHash != mHash || aBuffer.mNumGlyphs != mBuffer.mNumGlyphs || + aColor != mColor || !HasMatchingScale(aTransform, mTransform)) { + return false; + } + // Finally check if all glyphs and their quantized positions match. + for (size_t i = 0; i < aBuffer.mNumGlyphs; i++) { + const Glyph& dst = mBuffer.mGlyphs[i]; + const Glyph& src = aBuffer.mGlyphs[i]; + if (dst.mIndex != src.mIndex || + dst.mPosition != Point(QuantizePosition(aTransform, aQuantizeOffset, + src.mPosition))) { + return false; + } + } + // Check that stroke options actually match. + if (aStrokeOptions) { + // If stroking, verify that the entry is also stroked with the same options. + if (!(mStrokeOptions && *aStrokeOptions == *mStrokeOptions)) { + return false; + } + } else if (mStrokeOptions) { + // If not stroking, check if the entry is stroked. If so, don't match. + return false; + } + // Verify that the full bounds, once translated and clipped, are equal to the + // clipped bounds. + return (mFullBounds + aBoundsOffset) + .Intersect(aClipRect) + .IsEqualEdges(GetBounds() + aBoundsOffset); +} + +GlyphCacheEntry::GlyphCacheEntry(const GlyphBuffer& aBuffer, + const DeviceColor& aColor, + const Matrix& aTransform, + const IntPoint& aQuantizeScale, + const IntRect& aBounds, + const IntRect& aFullBounds, HashNumber aHash, + StoredStrokeOptions* aStrokeOptions) + : CacheEntryImpl<GlyphCacheEntry>(aTransform, aBounds, aHash), + mColor(aColor), + mFullBounds(aFullBounds), + mStrokeOptions(aStrokeOptions) { + // Store a copy of the glyph buffer with positions already quantized for fast + // comparison later. + Glyph* glyphs = new Glyph[aBuffer.mNumGlyphs]; + IntPoint offset = QuantizeOffset(aTransform, aQuantizeScale, aBuffer); + // Make the bounds relative to the offset so we can add a new offset later. + IntPoint boundsOffset(offset.x / aQuantizeScale.x, + offset.y / aQuantizeScale.y); + mBounds -= boundsOffset; + mFullBounds -= boundsOffset; + for (size_t i = 0; i < aBuffer.mNumGlyphs; i++) { + Glyph& dst = glyphs[i]; + const Glyph& src = aBuffer.mGlyphs[i]; + dst.mIndex = src.mIndex; + dst.mPosition = Point(QuantizePosition(aTransform, offset, src.mPosition)); + } + mBuffer.mGlyphs = glyphs; + mBuffer.mNumGlyphs = aBuffer.mNumGlyphs; +} + +GlyphCacheEntry::~GlyphCacheEntry() { delete[] mBuffer.mGlyphs; } + +// Attempt to find a matching entry in the glyph cache. The caller should check +// whether the contained texture handle is valid to determine if it will need to +// render the text run or just reuse the cached texture. +already_AddRefed<GlyphCacheEntry> GlyphCache::FindEntry( + const GlyphBuffer& aBuffer, const DeviceColor& aColor, + const Matrix& aTransform, const IntPoint& aQuantizeScale, + const IntRect& aClipRect, HashNumber aHash, + const StrokeOptions* aStrokeOptions) { + IntPoint offset = QuantizeOffset(aTransform, aQuantizeScale, aBuffer); + IntPoint boundsOffset(offset.x / aQuantizeScale.x, + offset.y / aQuantizeScale.y); + for (const RefPtr<GlyphCacheEntry>& entry : GetChain(aHash)) { + if (entry->MatchesGlyphs(aBuffer, aColor, aTransform, offset, boundsOffset, + aClipRect, aHash, aStrokeOptions)) { + return do_AddRef(entry); + } + } + return nullptr; +} + +// Insert a new entry in the glyph cache. +already_AddRefed<GlyphCacheEntry> GlyphCache::InsertEntry( + const GlyphBuffer& aBuffer, const DeviceColor& aColor, + const Matrix& aTransform, const IntPoint& aQuantizeScale, + const IntRect& aBounds, const IntRect& aFullBounds, HashNumber aHash, + const StrokeOptions* aStrokeOptions) { + StoredStrokeOptions* strokeOptions = nullptr; + if (aStrokeOptions) { + strokeOptions = aStrokeOptions->Clone(); + if (!strokeOptions) { + return nullptr; + } + } + RefPtr<GlyphCacheEntry> entry = + new GlyphCacheEntry(aBuffer, aColor, aTransform, aQuantizeScale, aBounds, + aFullBounds, aHash, strokeOptions); + Insert(entry); + return entry.forget(); +} + +GlyphCache::GlyphCache(ScaledFont* aFont) : mFont(aFont) {} + +static void ReleaseGlyphCache(void* aPtr) { + delete static_cast<GlyphCache*>(aPtr); +} + +void DrawTargetWebgl::SetPermitSubpixelAA(bool aPermitSubpixelAA) { + DrawTarget::SetPermitSubpixelAA(aPermitSubpixelAA); + mSkia->SetPermitSubpixelAA(aPermitSubpixelAA); +} + +// Check for any color glyphs contained within a rasterized BGRA8 text result. +static bool CheckForColorGlyphs(const RefPtr<SourceSurface>& aSurface) { + if (aSurface->GetFormat() != SurfaceFormat::B8G8R8A8) { + return false; + } + RefPtr<DataSourceSurface> dataSurf = aSurface->GetDataSurface(); + if (!dataSurf) { + return true; + } + DataSourceSurface::ScopedMap map(dataSurf, DataSourceSurface::READ); + if (!map.IsMapped()) { + return true; + } + IntSize size = dataSurf->GetSize(); + const uint8_t* data = map.GetData(); + int32_t stride = map.GetStride(); + for (int y = 0; y < size.height; y++) { + const uint32_t* x = (const uint32_t*)data; + const uint32_t* end = x + size.width; + for (; x < end; x++) { + // Verify if all components are the same as for premultiplied grayscale. + uint32_t color = *x; + uint32_t gray = color & 0xFF; + gray |= gray << 8; + gray |= gray << 16; + if (color != gray) return true; + } + data += stride; + } + return false; +} + +// Draws glyphs to the WebGL target by trying to generate a cached texture for +// the text run that can be subsequently reused to quickly render the text run +// without using any software surfaces. +bool SharedContextWebgl::DrawGlyphsAccel(ScaledFont* aFont, + const GlyphBuffer& aBuffer, + const Pattern& aPattern, + const DrawOptions& aOptions, + const StrokeOptions* aStrokeOptions, + bool aUseSubpixelAA) { + // Whether the font may use bitmaps. If so, we need to render the glyphs with + // color as grayscale bitmaps will use the color while color emoji will not, + // with no easy way to know ahead of time. We currently have to check the + // rasterized result to see if there are any color glyphs. To render subpixel + // masks, we need to know that the rasterized result actually represents a + // subpixel mask rather than try to interpret it as a normal RGBA result such + // as for color emoji. + bool useBitmaps = !aStrokeOptions && aFont->MayUseBitmaps() && + aOptions.mCompositionOp != CompositionOp::OP_CLEAR; + + // Look for an existing glyph cache on the font. If not there, create it. + GlyphCache* cache = + static_cast<GlyphCache*>(aFont->GetUserData(&mGlyphCacheKey)); + if (!cache) { + cache = new GlyphCache(aFont); + aFont->AddUserData(&mGlyphCacheKey, cache, ReleaseGlyphCache); + mGlyphCaches.insertFront(cache); + } + // Hash the incoming text run and looking for a matching entry. + DeviceColor color = aOptions.mCompositionOp == CompositionOp::OP_CLEAR + ? DeviceColor(1, 1, 1, 1) + : static_cast<const ColorPattern&>(aPattern).mColor; +#ifdef XP_MACOSX + // On macOS, depending on whether the text is classified as light-on-dark or + // dark-on-light, we may end up with different amounts of dilation applied, so + // we can't use the same mask in the two circumstances, or the glyphs will be + // dilated incorrectly. + bool lightOnDark = + useBitmaps || (color.r >= 0.33f && color.g >= 0.33f && color.b >= 0.33f && + color.r + color.g + color.b >= 2.0f); +#else + // On other platforms, we assume no color-dependent dilation. + const bool lightOnDark = true; +#endif + // If the font has bitmaps, use the color directly. Otherwise, the texture + // will hold a grayscale mask, so encode the key's subpixel and light-or-dark + // state in the color. + const Matrix& currentTransform = mCurrentTarget->GetTransform(); + IntPoint quantizeScale = QuantizeScale(aFont, currentTransform); + Matrix quantizeTransform = currentTransform; + quantizeTransform.PostScale(quantizeScale.x, quantizeScale.y); + HashNumber hash = + GlyphCacheEntry::HashGlyphs(aBuffer, quantizeTransform, quantizeScale); + DeviceColor colorOrMask = + useBitmaps + ? color + : DeviceColor::Mask(aUseSubpixelAA ? 1 : 0, lightOnDark ? 1 : 0); + IntRect clipRect(IntPoint(), mViewportSize); + RefPtr<GlyphCacheEntry> entry = + cache->FindEntry(aBuffer, colorOrMask, quantizeTransform, quantizeScale, + clipRect, hash, aStrokeOptions); + if (!entry) { + // For small text runs, bounds computations can be expensive relative to the + // cost of looking up a cache result. Avoid doing local bounds computations + // until actually inserting the entry into the cache. + Maybe<Rect> bounds = mCurrentTarget->mSkia->GetGlyphLocalBounds( + aFont, aBuffer, aPattern, aStrokeOptions, aOptions); + if (!bounds) { + return true; + } + // Transform the local bounds into device space so that we know how big + // the cached texture will be. + Rect xformBounds = currentTransform.TransformBounds(*bounds); + // Check if the transform flattens out the bounds before rounding. + if (xformBounds.IsEmpty()) { + return true; + } + IntRect fullBounds = RoundedOut(currentTransform.TransformBounds(*bounds)); + IntRect clipBounds = fullBounds.Intersect(clipRect); + // Check if the bounds are completely clipped out. + if (clipBounds.IsEmpty()) { + return true; + } + entry = cache->InsertEntry(aBuffer, colorOrMask, quantizeTransform, + quantizeScale, clipBounds, fullBounds, hash, + aStrokeOptions); + if (!entry) { + return false; + } + } + + // The bounds of the entry may have a different transform offset from the + // bounds of the currently drawn text run. The entry bounds are relative to + // the entry's quantized offset already, so just move the bounds to the new + // offset. + IntRect intBounds = entry->GetBounds(); + IntPoint newOffset = + QuantizeOffset(quantizeTransform, quantizeScale, aBuffer); + intBounds += + IntPoint(newOffset.x / quantizeScale.x, newOffset.y / quantizeScale.y); + // Ensure there is a clear border around the text. This must be applied only + // after clipping so that we always have some border texels for filtering. + intBounds.Inflate(2); + + RefPtr<TextureHandle> handle = entry->GetHandle(); + if (handle && handle->IsValid()) { + // If there is an entry with a valid cached texture handle, then try + // to draw with that. If that for some reason failed, then fall back + // to using the Skia target as that means we were preventing from + // drawing to the WebGL context based on something other than the + // texture. + SurfacePattern pattern(nullptr, ExtendMode::CLAMP, + Matrix::Translation(intBounds.TopLeft())); + if (DrawRectAccel(Rect(intBounds), pattern, aOptions, + useBitmaps ? Nothing() : Some(color), &handle, false, + true, true)) { + return true; + } + } else { + handle = nullptr; + + // If we get here, either there wasn't a cached texture handle or it + // wasn't valid. Render the text run into a temporary target. + RefPtr<DrawTargetSkia> textDT = new DrawTargetSkia; + if (textDT->Init(intBounds.Size(), + lightOnDark && !useBitmaps && !aUseSubpixelAA + ? SurfaceFormat::A8 + : SurfaceFormat::B8G8R8A8)) { + if (!lightOnDark) { + // If rendering dark-on-light text, we need to clear the background to + // white while using an opaque alpha value to allow this. + textDT->FillRect(Rect(IntRect(IntPoint(), intBounds.Size())), + ColorPattern(DeviceColor(1, 1, 1, 1)), + DrawOptions(1.0f, CompositionOp::OP_OVER)); + } + textDT->SetTransform(currentTransform * + Matrix::Translation(-intBounds.TopLeft())); + textDT->SetPermitSubpixelAA(aUseSubpixelAA); + DrawOptions drawOptions(1.0f, CompositionOp::OP_OVER, + aOptions.mAntialiasMode); + // If bitmaps might be used, then we have to supply the color, as color + // emoji may ignore it while grayscale bitmaps may use it, with no way to + // know ahead of time. Otherwise, assume the output will be a mask and + // just render it white to determine intensity. Depending on whether the + // text is light or dark, we render white or black text respectively. + ColorPattern colorPattern( + useBitmaps ? color : DeviceColor::Mask(lightOnDark ? 1 : 0, 1)); + if (aStrokeOptions) { + textDT->StrokeGlyphs(aFont, aBuffer, colorPattern, *aStrokeOptions, + drawOptions); + } else { + textDT->FillGlyphs(aFont, aBuffer, colorPattern, drawOptions); + } + if (!lightOnDark) { + uint8_t* data = nullptr; + IntSize size; + int32_t stride = 0; + SurfaceFormat format = SurfaceFormat::UNKNOWN; + if (!textDT->LockBits(&data, &size, &stride, &format)) { + return false; + } + uint8_t* row = data; + for (int y = 0; y < size.height; ++y) { + uint8_t* px = row; + for (int x = 0; x < size.width; ++x) { + // If rendering dark-on-light text, we need to invert the final mask + // so that it is in the expected white text on transparent black + // format. The alpha will be initialized to the largest of the + // values. + px[0] = 255 - px[0]; + px[1] = 255 - px[1]; + px[2] = 255 - px[2]; + px[3] = std::max(px[0], std::max(px[1], px[2])); + px += 4; + } + row += stride; + } + textDT->ReleaseBits(data); + } + RefPtr<SourceSurface> textSurface = textDT->Snapshot(); + if (textSurface) { + // If we don't expect the text surface to contain color glyphs + // such as from subpixel AA, then do one final check to see if + // any ended up in the result. If not, extract the alpha values + // from the surface so we can render it as a mask. + if (textSurface->GetFormat() != SurfaceFormat::A8 && + !CheckForColorGlyphs(textSurface)) { + textSurface = ExtractAlpha(textSurface, !useBitmaps); + if (!textSurface) { + // Failed extracting alpha for the text surface... + return false; + } + } + // Attempt to upload the rendered text surface into a texture + // handle and draw it. + SurfacePattern pattern(textSurface, ExtendMode::CLAMP, + Matrix::Translation(intBounds.TopLeft())); + if (DrawRectAccel(Rect(intBounds), pattern, aOptions, + useBitmaps ? Nothing() : Some(color), &handle, false, + true) && + handle) { + // If drawing succeeded, then the text surface was uploaded to + // a texture handle. Assign it to the glyph cache entry. + entry->Link(handle); + } else { + // If drawing failed, remove the entry from the cache. + entry->Unlink(); + } + return true; + } + } + } + return false; +} + +void DrawTargetWebgl::FillGlyphs(ScaledFont* aFont, const GlyphBuffer& aBuffer, + const Pattern& aPattern, + const DrawOptions& aOptions) { + if (!aFont || !aBuffer.mNumGlyphs) { + return; + } + + bool useSubpixelAA = ShouldUseSubpixelAA(aFont, aOptions); + + if (mWebglValid && SupportsDrawOptions(aOptions) && + aPattern.GetType() == PatternType::COLOR && PrepareContext() && + mSharedContext->DrawGlyphsAccel(aFont, aBuffer, aPattern, aOptions, + nullptr, useSubpixelAA)) { + return; + } + + // If not able to cache the text run to a texture, then just fall back to + // drawing with the Skia target. + if (useSubpixelAA) { + // Subpixel AA does not support layering because the subpixel masks can't + // blend with the over op. + MarkSkiaChanged(); + } else { + MarkSkiaChanged(aOptions); + } + mSkia->FillGlyphs(aFont, aBuffer, aPattern, aOptions); +} + +// Attempts to read the contents of the WebGL context into the Skia target. +bool DrawTargetWebgl::ReadIntoSkia() { + if (mSkiaValid) { + return false; + } + bool didReadback = false; + if (mWebglValid) { + uint8_t* data = nullptr; + IntSize size; + int32_t stride; + SurfaceFormat format; + if (mIsClear) { + // If the WebGL target is still clear, then just clear the Skia target. + mSkia->DetachAllSnapshots(); + mSkiaNoClip->FillRect(Rect(mSkiaNoClip->GetRect()), GetClearPattern(), + DrawOptions(1.0f, CompositionOp::OP_SOURCE)); + } else { + // If there's no existing snapshot and we can successfully map the Skia + // target for reading, then try to read into that. + if (!mSnapshot && mSkia->LockBits(&data, &size, &stride, &format)) { + (void)ReadInto(data, stride); + mSkia->ReleaseBits(data); + } else if (RefPtr<SourceSurface> snapshot = Snapshot()) { + // Otherwise, fall back to getting a snapshot from WebGL if available + // and then copying that to Skia. + mSkia->CopySurface(snapshot, GetRect(), IntPoint(0, 0)); + } + didReadback = true; + } + } + mSkiaValid = true; + // The Skia data is flat after reading, so disable any layering. + mSkiaLayer = false; + return didReadback; +} + +// Reads data from the WebGL context and blends it with the current Skia layer. +void DrawTargetWebgl::FlattenSkia() { + if (!mSkiaValid || !mSkiaLayer) { + return; + } + mSkiaLayer = false; + if (mSkiaLayerClear) { + // If the WebGL target is clear, then there is nothing to blend. + return; + } + if (RefPtr<DataSourceSurface> base = ReadSnapshot()) { + mSkia->DetachAllSnapshots(); + mSkiaNoClip->DrawSurface(base, Rect(GetRect()), Rect(GetRect()), + DrawSurfaceOptions(SamplingFilter::POINT), + DrawOptions(1.f, CompositionOp::OP_DEST_OVER)); + } +} + +// Attempts to draw the contents of the Skia target into the WebGL context. +bool DrawTargetWebgl::FlushFromSkia() { + // If the WebGL context has been lost, then mark it as invalid and fail. + if (mSharedContext->IsContextLost()) { + mWebglValid = false; + return false; + } + // The WebGL target is already valid, so there is nothing to do. + if (mWebglValid) { + return true; + } + // Ensure that DrawRect doesn't recursively call into FlushFromSkia. If + // the Skia target isn't valid, then it doesn't matter what is in the the + // WebGL target either, so only try to blend if there is a valid Skia target. + mWebglValid = true; + if (mSkiaValid) { + AutoRestoreContext restore(this); + + // If the Skia target is clear, then there is no need to use a snapshot. + // Directly clear the WebGL target instead. + if (mIsClear) { + if (!DrawRect(Rect(GetRect()), GetClearPattern(), + DrawOptions(1.0f, CompositionOp::OP_SOURCE), Nothing(), + nullptr, false, false, true)) { + mWebglValid = false; + return false; + } + return true; + } + + RefPtr<SourceSurface> skiaSnapshot = mSkia->Snapshot(); + if (!skiaSnapshot) { + // There's a valid Skia target to draw to, but for some reason there is + // no available snapshot, so just keep using the Skia target. + mWebglValid = false; + return false; + } + + // If there is no layer, then just upload it directly. + if (!mSkiaLayer) { + if (PrepareContext(false) && MarkChanged()) { + if (RefPtr<DataSourceSurface> data = skiaSnapshot->GetDataSurface()) { + mSharedContext->UploadSurface(data, mFormat, GetRect(), IntPoint(), + false, false, mTex); + return true; + } + } + // Failed to upload the Skia snapshot. + mWebglValid = false; + return false; + } + + SurfacePattern pattern(skiaSnapshot, ExtendMode::CLAMP); + // If there is a layer, blend the snapshot with the WebGL context. + if (!DrawRect(Rect(GetRect()), pattern, + DrawOptions(1.0f, CompositionOp::OP_OVER), Nothing(), + &mSnapshotTexture, false, false, true, true)) { + // If accelerated drawing failed for some reason, then leave the Skia + // target unchanged. + mWebglValid = false; + return false; + } + } + return true; +} + +void DrawTargetWebgl::UsageProfile::BeginFrame() { + // Reset the usage profile counters for the new frame. + mFallbacks = 0; + mLayers = 0; + mCacheMisses = 0; + mCacheHits = 0; + mUncachedDraws = 0; + mReadbacks = 0; +} + +void DrawTargetWebgl::UsageProfile::EndFrame() { + bool failed = false; + // If we hit a complete fallback to software rendering, or if cache misses + // were more than cutoff ratio of all requests, then we consider the frame as + // having failed performance profiling. + float cacheRatio = + StaticPrefs::gfx_canvas_accelerated_profile_cache_miss_ratio(); + if (mFallbacks > 0 || + float(mCacheMisses + mReadbacks + mLayers) > + cacheRatio * float(mCacheMisses + mCacheHits + mUncachedDraws + + mReadbacks + mLayers)) { + failed = true; + } + if (failed) { + ++mFailedFrames; + } + ++mFrameCount; +} + +bool DrawTargetWebgl::UsageProfile::RequiresRefresh() const { + // If we've rendered at least the required number of frames for a profile and + // more than the cutoff ratio of frames did not meet performance criteria, + // then we should stop using an accelerated canvas. + uint32_t profileFrames = StaticPrefs::gfx_canvas_accelerated_profile_frames(); + if (!profileFrames || mFrameCount < profileFrames) { + return false; + } + float failRatio = + StaticPrefs::gfx_canvas_accelerated_profile_fallback_ratio(); + return mFailedFrames > failRatio * mFrameCount; +} + +void SharedContextWebgl::CachePrefs() { + uint32_t capacity = StaticPrefs::gfx_canvas_accelerated_gpu_path_size() << 20; + if (capacity != mPathVertexCapacity) { + mPathVertexCapacity = capacity; + if (mPathCache) { + mPathCache->ClearVertexRanges(); + } + if (mPathVertexBuffer) { + ResetPathVertexBuffer(); + } + } + + mPathMaxComplexity = + StaticPrefs::gfx_canvas_accelerated_gpu_path_complexity(); + + mPathAAStroke = StaticPrefs::gfx_canvas_accelerated_aa_stroke_enabled(); + mPathWGRStroke = StaticPrefs::gfx_canvas_accelerated_stroke_to_fill_path(); +} + +// For use within CanvasRenderingContext2D, called on BorrowDrawTarget. +void DrawTargetWebgl::BeginFrame(bool aInvalidContents) { + // If still rendering into the Skia target, switch back to the WebGL + // context. + if (!mWebglValid) { + if (aInvalidContents) { + // If nothing needs to persist, just mark the WebGL context valid. + mWebglValid = true; + // Even if the Skia framebuffer is marked clear, since the WebGL + // context is not valid, its contents may be out-of-date and not + // necessarily clear. + mIsClear = false; + } else { + FlushFromSkia(); + } + } + // Check if we need to clear out any cached because of memory pressure. + mSharedContext->ClearCachesIfNecessary(); + // Cache any prefs for the frame. + mSharedContext->CachePrefs(); + mProfile.BeginFrame(); +} + +// For use within CanvasRenderingContext2D, called on ReturnDrawTarget. +void DrawTargetWebgl::EndFrame() { + if (StaticPrefs::gfx_canvas_accelerated_debug()) { + // Draw a green rectangle in the upper right corner to indicate + // acceleration. + IntRect corner = IntRect(mSize.width - 16, 0, 16, 16).Intersect(GetRect()); + DrawRect(Rect(corner), ColorPattern(DeviceColor(0.0f, 1.0f, 0.0f, 1.0f)), + DrawOptions(), Nothing(), nullptr, false, false); + } + mProfile.EndFrame(); + // Ensure we're not somehow using more than the allowed texture memory. + mSharedContext->PruneTextureMemory(); + // Signal that we're done rendering the frame in case no present occurs. + mSharedContext->mWebgl->EndOfFrame(); + // Check if we need to clear out any cached because of memory pressure. + mSharedContext->ClearCachesIfNecessary(); +} + +bool DrawTargetWebgl::CopyToSwapChain( + layers::RemoteTextureId aId, layers::RemoteTextureOwnerId aOwnerId, + layers::RemoteTextureOwnerClient* aOwnerClient) { + if (!mWebglValid && !FlushFromSkia()) { + return false; + } + + // Copy and swizzle the WebGL framebuffer to the swap chain front buffer. + webgl::SwapChainOptions options; + options.bgra = true; + // Allow async present to be toggled on for accelerated Canvas2D + // independent of WebGL via pref. + options.forceAsyncPresent = + StaticPrefs::gfx_canvas_accelerated_async_present(); + options.remoteTextureId = aId; + options.remoteTextureOwnerId = aOwnerId; + const RefPtr<layers::ImageBridgeChild> imageBridge = + layers::ImageBridgeChild::GetSingleton(); + auto texType = layers::TexTypeForWebgl(imageBridge); + return mSharedContext->mWebgl->CopyToSwapChain(mFramebuffer, texType, options, + aOwnerClient); +} + +already_AddRefed<DrawTarget> DrawTargetWebgl::CreateSimilarDrawTarget( + const IntSize& aSize, SurfaceFormat aFormat) const { + return mSkia->CreateSimilarDrawTarget(aSize, aFormat); +} + +bool DrawTargetWebgl::CanCreateSimilarDrawTarget(const IntSize& aSize, + SurfaceFormat aFormat) const { + return mSkia->CanCreateSimilarDrawTarget(aSize, aFormat); +} + +RefPtr<DrawTarget> DrawTargetWebgl::CreateClippedDrawTarget( + const Rect& aBounds, SurfaceFormat aFormat) { + return mSkia->CreateClippedDrawTarget(aBounds, aFormat); +} + +already_AddRefed<SourceSurface> DrawTargetWebgl::CreateSourceSurfaceFromData( + unsigned char* aData, const IntSize& aSize, int32_t aStride, + SurfaceFormat aFormat) const { + return mSkia->CreateSourceSurfaceFromData(aData, aSize, aStride, aFormat); +} + +already_AddRefed<SourceSurface> +DrawTargetWebgl::CreateSourceSurfaceFromNativeSurface( + const NativeSurface& aSurface) const { + return mSkia->CreateSourceSurfaceFromNativeSurface(aSurface); +} + +already_AddRefed<SourceSurface> DrawTargetWebgl::OptimizeSourceSurface( + SourceSurface* aSurface) const { + if (aSurface->GetType() == SurfaceType::WEBGL) { + return do_AddRef(aSurface); + } + return mSkia->OptimizeSourceSurface(aSurface); +} + +already_AddRefed<SourceSurface> +DrawTargetWebgl::OptimizeSourceSurfaceForUnknownAlpha( + SourceSurface* aSurface) const { + return mSkia->OptimizeSourceSurfaceForUnknownAlpha(aSurface); +} + +already_AddRefed<GradientStops> DrawTargetWebgl::CreateGradientStops( + GradientStop* aStops, uint32_t aNumStops, ExtendMode aExtendMode) const { + return mSkia->CreateGradientStops(aStops, aNumStops, aExtendMode); +} + +already_AddRefed<FilterNode> DrawTargetWebgl::CreateFilter(FilterType aType) { + return mSkia->CreateFilter(aType); +} + +void DrawTargetWebgl::DrawFilter(FilterNode* aNode, const Rect& aSourceRect, + const Point& aDestPoint, + const DrawOptions& aOptions) { + MarkSkiaChanged(aOptions); + mSkia->DrawFilter(aNode, aSourceRect, aDestPoint, aOptions); +} + +bool DrawTargetWebgl::Draw3DTransformedSurface(SourceSurface* aSurface, + const Matrix4x4& aMatrix) { + MarkSkiaChanged(); + return mSkia->Draw3DTransformedSurface(aSurface, aMatrix); +} + +void DrawTargetWebgl::PushLayer(bool aOpaque, Float aOpacity, + SourceSurface* aMask, + const Matrix& aMaskTransform, + const IntRect& aBounds, bool aCopyBackground) { + PushLayerWithBlend(aOpaque, aOpacity, aMask, aMaskTransform, aBounds, + aCopyBackground, CompositionOp::OP_OVER); +} + +void DrawTargetWebgl::PushLayerWithBlend(bool aOpaque, Float aOpacity, + SourceSurface* aMask, + const Matrix& aMaskTransform, + const IntRect& aBounds, + bool aCopyBackground, + CompositionOp aCompositionOp) { + MarkSkiaChanged(DrawOptions(aOpacity, aCompositionOp)); + mSkia->PushLayerWithBlend(aOpaque, aOpacity, aMask, aMaskTransform, aBounds, + aCopyBackground, aCompositionOp); + ++mLayerDepth; + SetPermitSubpixelAA(mSkia->GetPermitSubpixelAA()); +} + +void DrawTargetWebgl::PopLayer() { + MOZ_ASSERT(mSkiaValid); + MOZ_ASSERT(mLayerDepth > 0); + --mLayerDepth; + mSkia->PopLayer(); + SetPermitSubpixelAA(mSkia->GetPermitSubpixelAA()); +} + +} // namespace mozilla::gfx |