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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-21 11:44:51 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-21 11:44:51 +0000 |
commit | 9e3c08db40b8916968b9f30096c7be3f00ce9647 (patch) | |
tree | a68f146d7fa01f0134297619fbe7e33db084e0aa /gfx/layers/opengl/CompositorOGL.h | |
parent | Initial commit. (diff) | |
download | thunderbird-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>
Diffstat (limited to '')
-rw-r--r-- | gfx/layers/opengl/CompositorOGL.h | 446 |
1 files changed, 446 insertions, 0 deletions
diff --git a/gfx/layers/opengl/CompositorOGL.h b/gfx/layers/opengl/CompositorOGL.h new file mode 100644 index 0000000000..878372aa64 --- /dev/null +++ b/gfx/layers/opengl/CompositorOGL.h @@ -0,0 +1,446 @@ +/* -*- 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_COMPOSITOROGL_H +#define MOZILLA_GFX_COMPOSITOROGL_H + +#include <map> +#include <unordered_map> +#include <unordered_set> + +#include "gfx2DGlue.h" +#include "GLContextTypes.h" // for GLContext, etc +#include "GLDefs.h" // for GLuint, LOCAL_GL_TEXTURE_2D, etc +#include "OGLShaderConfig.h" // for ShaderConfigOGL +#include "Units.h" // for ScreenPoint +#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc +#include "mozilla/Attributes.h" // for override, final +#include "mozilla/RefPtr.h" // for already_AddRefed, RefPtr +#include "mozilla/gfx/2D.h" // for DrawTarget +#include "mozilla/gfx/BaseSize.h" // for BaseSize +#include "mozilla/gfx/MatrixFwd.h" // for Matrix4x4 +#include "mozilla/gfx/Point.h" // for IntSize, Point +#include "mozilla/gfx/Rect.h" // for Rect, IntRect +#include "mozilla/gfx/Triangle.h" // for Triangle +#include "mozilla/gfx/Types.h" // for Float, SurfaceFormat, etc +#include "mozilla/ipc/FileDescriptor.h" +#include "mozilla/layers/Compositor.h" // for SurfaceInitMode, Compositor, etc +#include "mozilla/layers/CompositorTypes.h" // for MaskType::MaskType::NumMaskTypes, etc +#include "mozilla/layers/LayersTypes.h" +#include "nsCOMPtr.h" // for already_AddRefed +#include "nsDebug.h" // for NS_ASSERTION, NS_WARNING +#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc +#include "nsTArray.h" // for AutoTArray, nsTArray, etc +#include "nsThreadUtils.h" // for nsRunnable +#include "nsXULAppAPI.h" // for XRE_GetProcessType +#include "nscore.h" // for NS_IMETHOD + +class nsIWidget; + +namespace mozilla { + +namespace layers { + +class CompositingRenderTarget; +class CompositingRenderTargetOGL; +class DataTextureSource; +class ShaderProgramOGL; +class ShaderProgramOGLsHolder; +class TextureSource; +class TextureSourceOGL; +class BufferTextureHost; +struct Effect; +struct EffectChain; + +/** + * Interface for pools of temporary gl textures for the compositor. + * The textures are fully owned by the pool, so the latter is responsible + * calling fDeleteTextures accordingly. + * Users of GetTexture receive a texture that is only valid for the duration + * of the current frame. + * This is primarily intended for direct texturing APIs that need to attach + * shared objects (such as an EGLImage) to a gl texture. + */ +class CompositorTexturePoolOGL { + protected: + virtual ~CompositorTexturePoolOGL() = default; + + public: + NS_INLINE_DECL_REFCOUNTING(CompositorTexturePoolOGL) + + virtual void Clear() = 0; + + virtual GLuint GetTexture(GLenum aTarget, GLenum aEnum) = 0; + + virtual void EndFrame() = 0; +}; + +/** + * Agressively reuses textures. One gl texture per texture unit in total. + * So far this hasn't shown the best results on b2g. + */ +class PerUnitTexturePoolOGL : public CompositorTexturePoolOGL { + public: + explicit PerUnitTexturePoolOGL(gl::GLContext* aGL); + virtual ~PerUnitTexturePoolOGL(); + + void Clear() override { DestroyTextures(); } + + GLuint GetTexture(GLenum aTarget, GLenum aUnit) override; + + void EndFrame() override {} + + protected: + void DestroyTextures(); + + GLenum mTextureTarget; + nsTArray<GLuint> mTextures; + RefPtr<gl::GLContext> mGL; +}; + +// If you want to make this class not final, first remove calls to virtual +// methods (Destroy) that are made in the destructor. +class CompositorOGL final : public Compositor { + typedef mozilla::gl::GLContext GLContext; + + friend class CompositingRenderTargetOGL; + + RefPtr<ShaderProgramOGLsHolder> mProgramsHolder; + + public: + explicit CompositorOGL(widget::CompositorWidget* aWidget, + int aSurfaceWidth = -1, int aSurfaceHeight = -1, + bool aUseExternalSurfaceSize = false); + + protected: + virtual ~CompositorOGL(); + + public: + CompositorOGL* AsCompositorOGL() override { return this; } + + already_AddRefed<DataTextureSource> CreateDataTextureSource( + TextureFlags aFlags = TextureFlags::NO_FLAGS) override; + + bool Initialize(GLContext* aGLContext, + RefPtr<ShaderProgramOGLsHolder> aProgramsHolder, + nsCString* const out_failureReason); + + bool Initialize(nsCString* const out_failureReason) override; + + void Destroy() override; + + // Returns a render target for the native layer. + // aInvalidRegion is in window coordinates, i.e. in the same space as + // aNativeLayer->GetPosition(). + already_AddRefed<CompositingRenderTargetOGL> RenderTargetForNativeLayer( + NativeLayer* aNativeLayer, const gfx::IntRegion& aInvalidRegion); + + already_AddRefed<CompositingRenderTarget> CreateRenderTarget( + const gfx::IntRect& aRect, SurfaceInitMode aInit) override; + + void SetRenderTarget(CompositingRenderTarget* aSurface) override; + already_AddRefed<CompositingRenderTarget> GetCurrentRenderTarget() + const override; + already_AddRefed<CompositingRenderTarget> GetWindowRenderTarget() + const override; + + bool ReadbackRenderTarget(CompositingRenderTarget* aSource, + AsyncReadbackBuffer* aDest) override; + + already_AddRefed<AsyncReadbackBuffer> CreateAsyncReadbackBuffer( + const gfx::IntSize& aSize) override; + + bool BlitRenderTarget(CompositingRenderTarget* aSource, + const gfx::IntSize& aSourceSize, + const gfx::IntSize& aDestSize) override; + + void DrawQuad(const gfx::Rect& aRect, const gfx::IntRect& aClipRect, + const EffectChain& aEffectChain, gfx::Float aOpacity, + const gfx::Matrix4x4& aTransform, + const gfx::Rect& aVisibleRect) override; + + void EndFrame() override; + + int32_t GetMaxTextureSize() const override; + + /** + * Set the size of the EGL surface we're rendering to, if we're rendering to + * an EGL surface. + */ + void SetDestinationSurfaceSize(const gfx::IntSize& aSize) override; + + typedef uint32_t MakeCurrentFlags; + static const MakeCurrentFlags ForceMakeCurrent = 0x1; + void MakeCurrent(MakeCurrentFlags aFlags = 0); + +#ifdef MOZ_DUMP_PAINTING + const char* Name() const override { return "OGL"; } +#endif // MOZ_DUMP_PAINTING + + void Pause() override; + bool Resume() override; + + GLContext* gl() const { return mGLContext; } + GLContext* GetGLContext() const override { return mGLContext; } + + /** + * Clear the program state. This must be called + * before operating on the GLContext directly. */ + void ResetProgram(); + + gfx::SurfaceFormat GetFBOFormat() const { + return gfx::SurfaceFormat::R8G8B8A8; + } + + /** + * The compositor provides with temporary textures for use with direct + * textruing. + */ + GLuint GetTemporaryTexture(GLenum aTarget, GLenum aUnit); + + const gfx::IntSize GetDestinationSurfaceSize() const { + return gfx::IntSize(mSurfaceSize.width, mSurfaceSize.height); + } + + /** + * Allow the origin of the surface to be offset so that content does not + * start at (0, 0) on the surface. + */ + void SetSurfaceOrigin(const ScreenIntPoint& aOrigin) { + mSurfaceOrigin = aOrigin; + } + + // Register TextureSource which own device data that have to be deleted before + // destroying this CompositorOGL. + void RegisterTextureSource(TextureSource* aTextureSource); + void UnregisterTextureSource(TextureSource* aTextureSource); + + ipc::FileDescriptor GetReleaseFence(); + + private: + template <typename Geometry> + void DrawGeometry(const Geometry& aGeometry, const gfx::Rect& aRect, + const gfx::IntRect& aClipRect, + const EffectChain& aEffectChain, gfx::Float aOpacity, + const gfx::Matrix4x4& aTransform, + const gfx::Rect& aVisibleRect); + + void PrepareViewport(CompositingRenderTargetOGL* aRenderTarget); + + void InsertFrameDoneSync(); + + bool NeedToRecreateFullWindowRenderTarget() const; + + /** Widget associated with this compositor */ + LayoutDeviceIntSize mWidgetSize; + RefPtr<GLContext> mGLContext; + bool mOwnsGLContext = true; + RefPtr<SurfacePoolHandle> mSurfacePoolHandle; + gfx::Matrix4x4 mProjMatrix; + bool mCanRenderToDefaultFramebuffer = true; + + /** The size of the surface we are rendering to */ + gfx::IntSize mSurfaceSize; + + /** The origin of the content on the surface */ + ScreenIntPoint mSurfaceOrigin; + + already_AddRefed<mozilla::gl::GLContext> CreateContext(); + + /** Texture target to use for FBOs */ + GLenum mFBOTextureTarget; + + /** Currently bound render target */ + RefPtr<CompositingRenderTargetOGL> mCurrentRenderTarget; + + // The 1x1 dummy render target that's the "current" render target between + // BeginFrameForNativeLayers and EndFrame but outside pairs of + // Begin/EndRenderingToNativeLayer. Created on demand. + RefPtr<CompositingRenderTarget> mNativeLayersReferenceRT; + + // The render target that profiler screenshots / frame recording read from. + // This will be the actual window framebuffer when rendering to a window, and + // it will be mFullWindowRenderTarget when rendering to native layers. + RefPtr<CompositingRenderTargetOGL> mWindowRenderTarget; + + // Non-null when using native layers and frame recording is requested. + // EndNormalDrawing() maintains a copy of the entire window contents in this + // render target, by copying from the native layer render targets. + RefPtr<CompositingRenderTargetOGL> mFullWindowRenderTarget; + + /** + * VBO that has some basics in it for a textured quad, including vertex + * coords and texcoords. + */ + GLuint mQuadVBO; + + /** + * VBO that stores dynamic triangle geometry. + */ + GLuint mTriangleVBO; + + // Used to apply back-pressure in WaitForPreviousFrameDoneSync(). + GLsync mPreviousFrameDoneSync; + GLsync mThisFrameDoneSync; + + bool mHasBGRA; + + /** + * When rendering to some EGL surfaces (e.g. on Android), we rely on being + * told about size changes (via SetSurfaceSize) rather than pulling this + * information from the widget. + */ + bool mUseExternalSurfaceSize; + + /** + * Have we had DrawQuad calls since the last frame was rendered? + */ + bool mFrameInProgress; + + // Only true between BeginFromeForNativeLayers and EndFrame, and only if the + // full window render target needed to be recreated in the current frame. + bool mShouldInvalidateWindow = false; + + /* Start a new frame. + */ + Maybe<gfx::IntRect> BeginFrameForWindow( + const nsIntRegion& aInvalidRegion, const Maybe<gfx::IntRect>& aClipRect, + const gfx::IntRect& aRenderBounds, + const nsIntRegion& aOpaqueRegion) override; + + Maybe<gfx::IntRect> BeginFrame(const nsIntRegion& aInvalidRegion, + const Maybe<gfx::IntRect>& aClipRect, + const gfx::IntRect& aRenderBounds, + const nsIntRegion& aOpaqueRegion); + + ShaderConfigOGL GetShaderConfigFor(Effect* aEffect, + bool aDEAAEnabled = false) const; + + ShaderProgramOGL* GetShaderProgramFor(const ShaderConfigOGL& aConfig); + + void ApplyPrimitiveConfig(ShaderConfigOGL& aConfig, const gfx::Rect&) { + aConfig.SetDynamicGeometry(false); + } + + void ApplyPrimitiveConfig(ShaderConfigOGL& aConfig, + const nsTArray<gfx::TexturedTriangle>&) { + aConfig.SetDynamicGeometry(true); + } + + /** + * Create a FBO backed by a texture. + * Note that the texture target type will be + * of the type returned by FBOTextureTarget; different + * shaders are required to sample from the different + * texture types. + */ + void CreateFBOWithTexture(const gfx::IntRect& aRect, bool aCopyFromSource, + GLuint aSourceFrameBuffer, GLuint* aFBO, + GLuint* aTexture, + gfx::IntSize* aAllocSize = nullptr); + + GLuint CreateTexture(const gfx::IntRect& aRect, bool aCopyFromSource, + GLuint aSourceFrameBuffer, + gfx::IntSize* aAllocSize = nullptr); + + gfx::Point3D GetLineCoefficients(const gfx::Point& aPoint1, + const gfx::Point& aPoint2); + + void CleanupResources(); + + void BindAndDrawQuads(ShaderProgramOGL* aProg, int aQuads, + const gfx::Rect* aLayerRect, + const gfx::Rect* aTextureRect); + + void BindAndDrawQuad(ShaderProgramOGL* aProg, const gfx::Rect& aLayerRect, + const gfx::Rect& aTextureRect = gfx::Rect(0.0f, 0.0f, + 1.0f, 1.0f)) { + gfx::Rect layerRects[4]; + gfx::Rect textureRects[4]; + layerRects[0] = aLayerRect; + textureRects[0] = aTextureRect; + BindAndDrawQuads(aProg, 1, layerRects, textureRects); + } + + void BindAndDrawGeometry(ShaderProgramOGL* aProgram, const gfx::Rect& aRect); + + void BindAndDrawGeometry(ShaderProgramOGL* aProgram, + const nsTArray<gfx::TexturedTriangle>& aTriangles); + + void BindAndDrawGeometryWithTextureRect(ShaderProgramOGL* aProg, + const gfx::Rect& aRect, + const gfx::Rect& aTexCoordRect, + TextureSource* aTexture); + + void BindAndDrawGeometryWithTextureRect( + ShaderProgramOGL* aProg, + const nsTArray<gfx::TexturedTriangle>& aTriangles, + const gfx::Rect& aTexCoordRect, TextureSource* aTexture); + + void InitializeVAO(const GLuint aAttribIndex, const GLint aComponents, + const GLsizei aStride, const size_t aOffset); + + gfx::Rect GetTextureCoordinates(gfx::Rect textureRect, + TextureSource* aTexture); + + /** + * Copies the content of the current render target to the set transaction + * target. + */ + void CopyToTarget(gfx::DrawTarget* aTarget, const nsIntPoint& aTopLeft, + const gfx::Matrix& aWorldMatrix); + + /** + * Implements the flipping of the y-axis to convert from layers/compositor + * coordinates to OpenGL coordinates. + * + * Indeed, the only coordinate system that OpenGL knows has the y-axis + * pointing upwards, but the layers/compositor coordinate system has the + * y-axis pointing downwards, for good reason as Web pages are typically + * scrolled downwards. So, some flipping has to take place; FlippedY does it. + */ + GLint FlipY(GLint y) const { return mViewportSize.height - y; } + + // The DrawTarget from BeginFrameForTarget, which EndFrame needs to copy the + // window contents into. + // Only non-null between BeginFrameForTarget and EndFrame. + RefPtr<gfx::DrawTarget> mTarget; + gfx::IntRect mTargetBounds; + + RefPtr<CompositorTexturePoolOGL> mTexturePool; + + // The native layer that we're currently rendering to, if any. + // Non-null only between BeginFrame and EndFrame if BeginFrame has been called + // with a non-null aNativeLayer. + RefPtr<NativeLayer> mCurrentNativeLayer; + +#ifdef MOZ_WIDGET_GTK + // Hold TextureSources which own device data that have to be deleted before + // destroying this CompositorOGL. + std::unordered_set<TextureSource*> mRegisteredTextureSources; +#endif + + // FileDescriptor of release fence. + // Release fence is a fence that is used for waiting until usage/composite of + // AHardwareBuffer is ended. The fence is delivered to client side via + // ImageBridge. It is used only on android. + ipc::FileDescriptor mReleaseFenceFd; + + bool mDestroyed; + + /** + * Size of the OpenGL context's primary framebuffer in pixels. Used by + * FlipY for the y-flipping calculation and by the DEAA shader. + */ + gfx::IntSize mViewportSize; + + gfx::IntRegion mCurrentFrameInvalidRegion; +}; + +} // namespace layers +} // namespace mozilla + +#endif /* MOZILLA_GFX_COMPOSITOROGL_H */ |