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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-21 11:44:51 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-21 11:44:51 +0000
commit9e3c08db40b8916968b9f30096c7be3f00ce9647 (patch)
treea68f146d7fa01f0134297619fbe7e33db084e0aa /gfx/layers/Compositor.h
parentInitial commit. (diff)
downloadthunderbird-upstream.tar.xz
thunderbird-upstream.zip
Adding upstream version 1:115.7.0.upstream/1%115.7.0upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#ifndef MOZILLA_GFX_COMPOSITOR_H
+#define MOZILLA_GFX_COMPOSITOR_H
+
+#include "Units.h" // for ScreenPoint
+#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
+#include "mozilla/RefPtr.h" // for already_AddRefed, RefCounted
+#include "mozilla/gfx/2D.h" // for DrawTarget
+#include "mozilla/gfx/MatrixFwd.h" // for Matrix, Matrix4x4
+#include "mozilla/gfx/Point.h" // for IntSize, Point
+#include "mozilla/gfx/Polygon.h" // for Polygon
+#include "mozilla/gfx/Rect.h" // for Rect, IntRect
+#include "mozilla/gfx/Types.h" // for Float
+#include "mozilla/gfx/Triangle.h" // for Triangle, TexturedTriangle
+#include "mozilla/layers/CompositorTypes.h" // for DiagnosticTypes, etc
+#include "mozilla/layers/LayersTypes.h" // for LayersBackend
+#include "mozilla/layers/SurfacePool.h" // for SurfacePoolHandle
+#include "mozilla/layers/TextureSourceProvider.h"
+#include "mozilla/widget/CompositorWidget.h"
+#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
+#include "nsRegion.h"
+#include <vector>
+#include "mozilla/WidgetUtils.h"
+
+/**
+ * Different elements of a web pages are rendered into separate "layers" before
+ * they are flattened into the final image that is brought to the screen.
+ * See Layers.h for more informations about layers and why we use retained
+ * structures.
+ * Most of the documentation for layers is directly in the source code in the
+ * form of doc comments. An overview can also be found in the the wiki:
+ * https://wiki.mozilla.org/Gecko:Overview#Graphics
+ *
+ *
+ * # Main interfaces and abstractions
+ *
+ * - CompositableClient and CompositableHost
+ * (client/CompositableClient.h composite/CompositableHost.h)
+ * - TextureClient and TextureHost
+ * (client/TextureClient.h composite/TextureHost.h)
+ * - TextureSource
+ * (composite/TextureHost.h)
+ * - Forwarders
+ * (ipc/CompositableForwarder.h ipc/ShadowLayers.h)
+ * - Compositor
+ * (this file)
+ * - IPDL protocols
+ * (.ipdl files under the gfx/layers/ipc directory)
+ *
+ * The *Client and Shadowable* classes are always used on the content thread.
+ * Forwarders are always used on the content thread.
+ * The *Host and Shadow* classes are always used on the compositor thread.
+ * Compositors, TextureSource, and Effects are always used on the compositor
+ * thread.
+ * Most enums and constants are declared in LayersTypes.h and CompositorTypes.h.
+ *
+ *
+ * # Texture transfer
+ *
+ * Most layer classes own a Compositable plus some extra information like
+ * transforms and clip rects. They are platform independent.
+ * Compositable classes manipulate Texture objects and are reponsible for
+ * things like tiling, buffer rotation or double buffering. Compositables
+ * are also platform-independent. Examples of compositable classes are:
+ * - ImageClient
+ * - CanvasClient
+ * - etc.
+ * Texture classes (TextureClient and TextureHost) are thin abstractions over
+ * platform-dependent texture memory. They are maniplulated by compositables
+ * and don't know about buffer rotations and such. The purposes of TextureClient
+ * and TextureHost are to synchronize, serialize and deserialize texture data.
+ * TextureHosts provide access to TextureSources that are views on the
+ * Texture data providing the necessary api for Compositor backend to composite
+ * them.
+ *
+ * Compositable and Texture clients and hosts are created using factory methods.
+ * They should only be created by using their constructor in exceptional
+ * circumstances. The factory methods are located:
+ * TextureClient - CompositableClient::CreateTextureClient
+ * TextureHost - TextureHost::CreateTextureHost, which calls a
+ * platform-specific function, e.g.,
+ * CreateTextureHostOGL CompositableClient - in the appropriate subclass, e.g.,
+ * CanvasClient::CreateCanvasClient
+ * CompositableHost - CompositableHost::Create
+ *
+ *
+ * # IPDL
+ *
+ * If off-main-thread compositing (OMTC) is enabled, compositing is performed
+ * in a dedicated thread. In some setups compositing happens in a dedicated
+ * process. Documentation may refer to either the compositor thread or the
+ * compositor process.
+ * See explanations in ShadowLayers.h.
+ *
+ *
+ * # Backend implementations
+ *
+ * Compositor backends like OpenGL or flavours of D3D live in their own
+ * directory under gfx/layers/. To add a new backend, implement at least the
+ * following interfaces:
+ * - Compositor (ex. CompositorOGL)
+ * - TextureHost (ex. SurfaceTextureHost)
+ * Depending on the type of data that needs to be serialized, you may need to
+ * add specific TextureClient implementations.
+ */
+
+class nsIWidget;
+
+namespace mozilla {
+namespace gfx {
+class DrawTarget;
+class DataSourceSurface;
+} // namespace gfx
+
+namespace layers {
+
+struct Effect;
+struct EffectChain;
+class Image;
+class Layer;
+class TextureSource;
+class DataTextureSource;
+class CompositingRenderTarget;
+class CompositorBridgeParent;
+class NativeLayer;
+class CompositorOGL;
+class CompositorD3D11;
+class TextureReadLock;
+struct GPUStats;
+class AsyncReadbackBuffer;
+class RecordedFrame;
+
+enum SurfaceInitMode { INIT_MODE_NONE, INIT_MODE_CLEAR };
+
+/**
+ * Common interface for compositor backends.
+ *
+ * Compositor provides a cross-platform interface to a set of operations for
+ * compositing quads. Compositor knows nothing about the layer tree. It must be
+ * told everything about each composited quad - contents, location, transform,
+ * opacity, etc.
+ *
+ * In theory it should be possible for different widgets to use the same
+ * compositor. In practice, we use one compositor per window.
+ *
+ * # Usage
+ *
+ * For an example of a user of Compositor, see LayerManagerComposite.
+ *
+ * Initialization: create a Compositor object, call Initialize().
+ *
+ * Destruction: destroy any resources associated with the compositor, call
+ * Destroy(), delete the Compositor object.
+ *
+ * Composition:
+ * call BeginFrame,
+ * for each quad to be composited:
+ * call MakeCurrent if necessary (not necessary if no other context has been
+ * made current),
+ * take care of any texture upload required to composite the quad, this step
+ * is backend-dependent,
+ * construct an EffectChain for the quad,
+ * call DrawQuad,
+ * call EndFrame.
+ *
+ * By default, the compositor will render to the screen if BeginFrameForWindow
+ * is called. To render to a target, call BeginFrameForTarget or
+ * or SetRenderTarget, the latter with a target created
+ * by CreateRenderTarget or CreateRenderTargetFromSource.
+ *
+ * The target and viewport methods can be called before any DrawQuad call and
+ * affect any subsequent DrawQuad calls.
+ */
+class Compositor : public TextureSourceProvider {
+ protected:
+ virtual ~Compositor();
+
+ public:
+ explicit Compositor(widget::CompositorWidget* aWidget);
+
+ bool IsValid() const override { return true; }
+
+ virtual bool Initialize(nsCString* const out_failureReason) = 0;
+ void Destroy() override;
+ bool IsDestroyed() const { return mIsDestroyed; }
+
+ /**
+ * Creates a Surface that can be used as a rendering target by this
+ * compositor.
+ */
+ virtual already_AddRefed<CompositingRenderTarget> CreateRenderTarget(
+ const gfx::IntRect& aRect, SurfaceInitMode aInit) = 0;
+
+ /**
+ * Grab a snapshot of aSource and store it in aDest, so that the pixels can
+ * be read on the CPU by mapping aDest at some point in the future.
+ * aSource and aDest must have the same size.
+ * If this is a GPU compositor, this call must not block on the GPU.
+ * Returns whether the operation was successful.
+ */
+ virtual bool ReadbackRenderTarget(CompositingRenderTarget* aSource,
+ AsyncReadbackBuffer* aDest) = 0;
+
+ /**
+ * Create an AsyncReadbackBuffer of the specified size. Can return null.
+ */
+ virtual already_AddRefed<AsyncReadbackBuffer> CreateAsyncReadbackBuffer(
+ const gfx::IntSize& aSize) = 0;
+
+ /**
+ * Draw a part of aSource into the current render target.
+ * Scaling is done with linear filtering.
+ * Returns whether the operation was successful.
+ */
+ virtual bool BlitRenderTarget(CompositingRenderTarget* aSource,
+ const gfx::IntSize& aSourceSize,
+ const gfx::IntSize& aDestSize) = 0;
+
+ /**
+ * Sets the given surface as the target for subsequent calls to DrawQuad.
+ * Passing null as aSurface sets the screen as the target.
+ */
+ virtual void SetRenderTarget(CompositingRenderTarget* aSurface) = 0;
+
+ /**
+ * Returns the current target for rendering. Will return null if we are
+ * rendering to the screen.
+ */
+ virtual already_AddRefed<CompositingRenderTarget> GetCurrentRenderTarget()
+ const = 0;
+
+ /**
+ * Returns a render target which contains the entire window's drawing.
+ * On platforms where no such render target is used during compositing (e.g.
+ * with buffered BasicCompositor, where only the invalid area is drawn to a
+ * render target), this will return null.
+ */
+ virtual already_AddRefed<CompositingRenderTarget> GetWindowRenderTarget()
+ const = 0;
+
+ /**
+ * Mostly the compositor will pull the size from a widget and this method will
+ * be ignored, but compositor implementations are free to use it if they like.
+ */
+ virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) = 0;
+
+ /**
+ * Tell the compositor to draw a quad. What to do draw and how it is
+ * drawn is specified by aEffectChain. aRect is the quad to draw, in user
+ * space. aTransform transforms from user space to screen space. If texture
+ * coords are required, these will be in the primary effect in the effect
+ * chain. aVisibleRect is used to determine which edges should be antialiased,
+ * without applying the effect to the inner edges of a tiled layer.
+ */
+ virtual void DrawQuad(const gfx::Rect& aRect, const gfx::IntRect& aClipRect,
+ const EffectChain& aEffectChain, gfx::Float aOpacity,
+ const gfx::Matrix4x4& aTransform,
+ const gfx::Rect& aVisibleRect) = 0;
+
+ void SetClearColor(const gfx::DeviceColor& aColor) { mClearColor = aColor; }
+
+ /**
+ * Start a new frame for rendering to the window.
+ * Needs to be paired with a call to EndFrame() if the return value is not
+ * Nothing().
+ *
+ * aInvalidRegion is the invalid region of the window.
+ * aClipRect is the clip rect for all drawing (optional).
+ * aRenderBounds is the bounding rect for rendering.
+ * aOpaqueRegion is the area that contains opaque content.
+ * All coordinates are in window space.
+ *
+ * Returns the non-empty render bounds actually used by the compositor in
+ * window space, or Nothing() if composition should be aborted.
+ */
+ virtual Maybe<gfx::IntRect> BeginFrameForWindow(
+ const nsIntRegion& aInvalidRegion, const Maybe<gfx::IntRect>& aClipRect,
+ const gfx::IntRect& aRenderBounds, const nsIntRegion& aOpaqueRegion) = 0;
+
+ /**
+ * Flush the current frame to the screen and tidy up.
+ *
+ * Derived class overriding this should call Compositor::EndFrame.
+ */
+ virtual void EndFrame();
+
+ virtual void CancelFrame(bool aNeedFlush = true) {}
+
+#ifdef MOZ_DUMP_PAINTING
+ virtual const char* Name() const = 0;
+#endif // MOZ_DUMP_PAINTING
+
+ virtual CompositorD3D11* AsCompositorD3D11() { return nullptr; }
+
+ Compositor* AsCompositor() override { return this; }
+
+ TimeStamp GetLastCompositionEndTime() const override {
+ return mLastCompositionEndTime;
+ }
+
+ /**
+ * Notify the compositor that composition is being paused. This allows the
+ * compositor to temporarily release any resources.
+ * Between calling Pause and Resume, compositing may fail.
+ */
+ virtual void Pause() {}
+ /**
+ * Notify the compositor that composition is being resumed. The compositor
+ * regain any resources it requires for compositing.
+ * Returns true if succeeded.
+ */
+ virtual bool Resume() { return true; }
+
+ widget::CompositorWidget* GetWidget() const { return mWidget; }
+
+ /**
+ * Request the compositor to allow recording its frames.
+ *
+ * This is a noop on |CompositorOGL|.
+ */
+ virtual void RequestAllowFrameRecording(bool aWillRecord) {
+ mRecordFrames = aWillRecord;
+ }
+
+ protected:
+ /**
+ * Whether or not the compositor should be prepared to record frames. While
+ * this returns true, compositors are expected to maintain a full window
+ * render target that they return from GetWindowRenderTarget() between
+ * NormalDrawingDone() and EndFrame().
+ *
+ * This will be true when either we are recording a profile with screenshots
+ * enabled or the |LayerManagerComposite| has requested us to record frames
+ * for the |CompositionRecorder|.
+ */
+ bool ShouldRecordFrames() const;
+
+ /**
+ * Last Composition end time.
+ */
+ TimeStamp mLastCompositionEndTime;
+
+ widget::CompositorWidget* mWidget;
+
+ bool mIsDestroyed;
+
+ gfx::DeviceColor mClearColor;
+
+ bool mRecordFrames = false;
+
+ private:
+ static LayersBackend sBackend;
+};
+
+// Returns the number of rects. (Up to 4)
+typedef gfx::Rect decomposedRectArrayT[4];
+size_t DecomposeIntoNoRepeatRects(const gfx::Rect& aRect,
+ const gfx::Rect& aTexCoordRect,
+ decomposedRectArrayT* aLayerRects,
+ decomposedRectArrayT* aTextureRects);
+
+static inline bool BlendOpIsMixBlendMode(gfx::CompositionOp aOp) {
+ switch (aOp) {
+ case gfx::CompositionOp::OP_MULTIPLY:
+ case gfx::CompositionOp::OP_SCREEN:
+ case gfx::CompositionOp::OP_OVERLAY:
+ case gfx::CompositionOp::OP_DARKEN:
+ case gfx::CompositionOp::OP_LIGHTEN:
+ case gfx::CompositionOp::OP_COLOR_DODGE:
+ case gfx::CompositionOp::OP_COLOR_BURN:
+ case gfx::CompositionOp::OP_HARD_LIGHT:
+ case gfx::CompositionOp::OP_SOFT_LIGHT:
+ case gfx::CompositionOp::OP_DIFFERENCE:
+ case gfx::CompositionOp::OP_EXCLUSION:
+ case gfx::CompositionOp::OP_HUE:
+ case gfx::CompositionOp::OP_SATURATION:
+ case gfx::CompositionOp::OP_COLOR:
+ case gfx::CompositionOp::OP_LUMINOSITY:
+ return true;
+ default:
+ return false;
+ }
+}
+
+class AsyncReadbackBuffer {
+ public:
+ NS_INLINE_DECL_REFCOUNTING(AsyncReadbackBuffer)
+
+ gfx::IntSize GetSize() const { return mSize; }
+ virtual bool MapAndCopyInto(gfx::DataSourceSurface* aSurface,
+ const gfx::IntSize& aReadSize) const = 0;
+
+ protected:
+ explicit AsyncReadbackBuffer(const gfx::IntSize& aSize) : mSize(aSize) {}
+ virtual ~AsyncReadbackBuffer() = default;
+
+ gfx::IntSize mSize;
+};
+
+struct TexturedVertex {
+ float position[2];
+ float texCoords[2];
+};
+
+nsTArray<TexturedVertex> TexturedTrianglesToVertexArray(
+ const nsTArray<gfx::TexturedTriangle>& aTriangles);
+
+} // namespace layers
+} // namespace mozilla
+
+#endif /* MOZILLA_GFX_COMPOSITOR_H */