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diff --git a/gfx/wr/webrender/src/compositor/sw_compositor.rs b/gfx/wr/webrender/src/compositor/sw_compositor.rs
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+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+use gleam::{gl, gl::Gl};
+use std::cell::{Cell, UnsafeCell};
+use std::collections::{hash_map::HashMap, VecDeque};
+use std::ops::{Deref, DerefMut, Range};
+use std::ptr;
+use std::sync::atomic::{AtomicBool, AtomicI8, AtomicPtr, AtomicU32, AtomicU8, Ordering};
+use std::sync::{Arc, Condvar, Mutex, MutexGuard};
+use std::thread;
+use crate::{
+ api::units::*, api::ColorDepth, api::ColorF, api::ExternalImageId, api::ImageRendering, api::YuvRangedColorSpace,
+ Compositor, CompositorCapabilities, CompositorSurfaceTransform, NativeSurfaceId, NativeSurfaceInfo, NativeTileId,
+ profiler, MappableCompositor, SWGLCompositeSurfaceInfo, WindowVisibility,
+ device::Device,
+};
+
+pub struct SwTile {
+ x: i32,
+ y: i32,
+ fbo_id: u32,
+ color_id: u32,
+ valid_rect: DeviceIntRect,
+ /// Composition of tiles must be ordered such that any tiles that may overlap
+ /// an invalidated tile in an earlier surface only get drawn after that tile
+ /// is actually updated. We store a count of the number of overlapping invalid
+ /// here, that gets decremented when the invalid tiles are finally updated so
+ /// that we know when it is finally safe to draw. Must use a Cell as we might
+ /// be analyzing multiple tiles and surfaces
+ overlaps: Cell<u32>,
+ /// Whether the tile's contents has been invalidated
+ invalid: Cell<bool>,
+ /// Graph node for job dependencies of this tile
+ graph_node: SwCompositeGraphNodeRef,
+}
+
+impl SwTile {
+ fn new(x: i32, y: i32) -> Self {
+ SwTile {
+ x,
+ y,
+ fbo_id: 0,
+ color_id: 0,
+ valid_rect: DeviceIntRect::zero(),
+ overlaps: Cell::new(0),
+ invalid: Cell::new(false),
+ graph_node: SwCompositeGraphNode::new(),
+ }
+ }
+
+ /// The offset of the tile in the local space of the surface before any
+ /// transform is applied.
+ fn origin(&self, surface: &SwSurface) -> DeviceIntPoint {
+ DeviceIntPoint::new(self.x * surface.tile_size.width, self.y * surface.tile_size.height)
+ }
+
+ /// The offset valid rect positioned within the local space of the surface
+ /// before any transform is applied.
+ fn local_bounds(&self, surface: &SwSurface) -> DeviceIntRect {
+ self.valid_rect.translate(self.origin(surface).to_vector())
+ }
+
+ /// Bounds used for determining overlap dependencies. This may either be the
+ /// full tile bounds or the actual valid rect, depending on whether the tile
+ /// is invalidated this frame. These bounds are more conservative as such and
+ /// may differ from the precise bounds used to actually composite the tile.
+ fn overlap_rect(
+ &self,
+ surface: &SwSurface,
+ transform: &CompositorSurfaceTransform,
+ clip_rect: &DeviceIntRect,
+ ) -> Option<DeviceIntRect> {
+ let bounds = self.local_bounds(surface);
+ let device_rect = transform.map_rect(&bounds.to_f32()).round_out();
+ Some(device_rect.intersection(&clip_rect.to_f32())?.to_i32())
+ }
+
+ /// Determine if the tile's bounds may overlap the dependency rect if it were
+ /// to be composited at the given position.
+ fn may_overlap(
+ &self,
+ surface: &SwSurface,
+ transform: &CompositorSurfaceTransform,
+ clip_rect: &DeviceIntRect,
+ dep_rect: &DeviceIntRect,
+ ) -> bool {
+ self.overlap_rect(surface, transform, clip_rect)
+ .map_or(false, |r| r.intersects(dep_rect))
+ }
+
+ /// Get valid source and destination rectangles for composition of the tile
+ /// within a surface, bounded by the clipping rectangle. May return None if
+ /// it falls outside of the clip rect.
+ fn composite_rects(
+ &self,
+ surface: &SwSurface,
+ transform: &CompositorSurfaceTransform,
+ clip_rect: &DeviceIntRect,
+ ) -> Option<(DeviceIntRect, DeviceIntRect, bool, bool)> {
+ // Offset the valid rect to the appropriate surface origin.
+ let valid = self.local_bounds(surface);
+ // The destination rect is the valid rect transformed and then clipped.
+ let dest_rect = transform.map_rect(&valid.to_f32()).round_out();
+ if !dest_rect.intersects(&clip_rect.to_f32()) {
+ return None;
+ }
+ // To get a valid source rect, we need to inverse transform the clipped destination rect to find out the effect
+ // of the clip rect in source-space. After this, we subtract off the source-space valid rect origin to get
+ // a source rect that is now relative to the surface origin rather than absolute.
+ let inv_transform = transform.inverse();
+ let src_rect = inv_transform
+ .map_rect(&dest_rect)
+ .round()
+ .translate(-valid.min.to_vector().to_f32());
+ // Ensure source and dest rects when transformed from Box2D to Rect formats will still fit in an i32.
+ // If p0=i32::MIN and p1=i32::MAX, then evaluating the size with p1-p0 will overflow an i32 and not
+ // be representable.
+ if src_rect.size().try_cast::<i32>().is_none() ||
+ dest_rect.size().try_cast::<i32>().is_none() {
+ return None;
+ }
+ let flip_x = transform.scale.x < 0.0;
+ let flip_y = transform.scale.y < 0.0;
+ Some((src_rect.try_cast()?, dest_rect.try_cast()?, flip_x, flip_y))
+ }
+}
+
+pub struct SwSurface {
+ tile_size: DeviceIntSize,
+ is_opaque: bool,
+ tiles: Vec<SwTile>,
+ /// An attached external image for this surface.
+ external_image: Option<ExternalImageId>,
+}
+
+impl SwSurface {
+ fn new(tile_size: DeviceIntSize, is_opaque: bool) -> Self {
+ SwSurface {
+ tile_size,
+ is_opaque,
+ tiles: Vec::new(),
+ external_image: None,
+ }
+ }
+
+ /// Conserative approximation of local bounds of the surface by combining
+ /// the local bounds of all enclosed tiles.
+ fn local_bounds(&self) -> DeviceIntRect {
+ let mut bounds = DeviceIntRect::zero();
+ for tile in &self.tiles {
+ bounds = bounds.union(&tile.local_bounds(self));
+ }
+ bounds
+ }
+
+ /// The transformed and clipped conservative device-space bounds of the
+ /// surface.
+ fn device_bounds(
+ &self,
+ transform: &CompositorSurfaceTransform,
+ clip_rect: &DeviceIntRect,
+ ) -> Option<DeviceIntRect> {
+ let bounds = self.local_bounds();
+ let device_rect = transform.map_rect(&bounds.to_f32()).round_out();
+ Some(device_rect.intersection(&clip_rect.to_f32())?.to_i32())
+ }
+}
+
+fn image_rendering_to_gl_filter(filter: ImageRendering) -> gl::GLenum {
+ match filter {
+ ImageRendering::Pixelated => gl::NEAREST,
+ ImageRendering::Auto | ImageRendering::CrispEdges => gl::LINEAR,
+ }
+}
+
+/// A source for a composite job which can either be a single BGRA locked SWGL
+/// resource or a collection of SWGL resources representing a YUV surface.
+#[derive(Clone)]
+enum SwCompositeSource {
+ BGRA(swgl::LockedResource),
+ YUV(
+ swgl::LockedResource,
+ swgl::LockedResource,
+ swgl::LockedResource,
+ YuvRangedColorSpace,
+ ColorDepth,
+ ),
+}
+
+/// Mark ExternalImage's renderer field as safe to send to SwComposite thread.
+unsafe impl Send for SwCompositeSource {}
+
+/// A tile composition job to be processed by the SwComposite thread.
+/// Stores relevant details about the tile and where to composite it.
+#[derive(Clone)]
+struct SwCompositeJob {
+ /// Locked texture that will be unlocked immediately following the job
+ locked_src: SwCompositeSource,
+ /// Locked framebuffer that may be shared among many jobs
+ locked_dst: swgl::LockedResource,
+ src_rect: DeviceIntRect,
+ dst_rect: DeviceIntRect,
+ clipped_dst: DeviceIntRect,
+ opaque: bool,
+ flip_x: bool,
+ flip_y: bool,
+ filter: ImageRendering,
+ /// The total number of bands for this job
+ num_bands: u8,
+}
+
+impl SwCompositeJob {
+ /// Process a composite job
+ fn process(&self, band_index: i32) {
+ // Bands are allocated in reverse order, but we want to process them in increasing order.
+ let num_bands = self.num_bands as i32;
+ let band_index = num_bands - 1 - band_index;
+ // Calculate the Y extents for the job's band, starting at the current index and spanning to
+ // the following index.
+ let band_offset = (self.clipped_dst.height() * band_index) / num_bands;
+ let band_height = (self.clipped_dst.height() * (band_index + 1)) / num_bands - band_offset;
+ // Create a rect that is the intersection of the band with the clipped dest
+ let band_clip = DeviceIntRect::from_origin_and_size(
+ DeviceIntPoint::new(self.clipped_dst.min.x, self.clipped_dst.min.y + band_offset),
+ DeviceIntSize::new(self.clipped_dst.width(), band_height),
+ );
+ match self.locked_src {
+ SwCompositeSource::BGRA(ref resource) => {
+ self.locked_dst.composite(
+ resource,
+ self.src_rect.min.x,
+ self.src_rect.min.y,
+ self.src_rect.width(),
+ self.src_rect.height(),
+ self.dst_rect.min.x,
+ self.dst_rect.min.y,
+ self.dst_rect.width(),
+ self.dst_rect.height(),
+ self.opaque,
+ self.flip_x,
+ self.flip_y,
+ image_rendering_to_gl_filter(self.filter),
+ band_clip.min.x,
+ band_clip.min.y,
+ band_clip.width(),
+ band_clip.height(),
+ );
+ }
+ SwCompositeSource::YUV(ref y, ref u, ref v, color_space, color_depth) => {
+ let swgl_color_space = match color_space {
+ YuvRangedColorSpace::Rec601Narrow => swgl::YuvRangedColorSpace::Rec601Narrow,
+ YuvRangedColorSpace::Rec601Full => swgl::YuvRangedColorSpace::Rec601Full,
+ YuvRangedColorSpace::Rec709Narrow => swgl::YuvRangedColorSpace::Rec709Narrow,
+ YuvRangedColorSpace::Rec709Full => swgl::YuvRangedColorSpace::Rec709Full,
+ YuvRangedColorSpace::Rec2020Narrow => swgl::YuvRangedColorSpace::Rec2020Narrow,
+ YuvRangedColorSpace::Rec2020Full => swgl::YuvRangedColorSpace::Rec2020Full,
+ YuvRangedColorSpace::GbrIdentity => swgl::YuvRangedColorSpace::GbrIdentity,
+ };
+ self.locked_dst.composite_yuv(
+ y,
+ u,
+ v,
+ swgl_color_space,
+ color_depth.bit_depth(),
+ self.src_rect.min.x,
+ self.src_rect.min.y,
+ self.src_rect.width(),
+ self.src_rect.height(),
+ self.dst_rect.min.x,
+ self.dst_rect.min.y,
+ self.dst_rect.width(),
+ self.dst_rect.height(),
+ self.flip_x,
+ self.flip_y,
+ band_clip.min.x,
+ band_clip.min.y,
+ band_clip.width(),
+ band_clip.height(),
+ );
+ }
+ }
+ }
+}
+
+/// A reference to a SwCompositeGraph node that can be passed from the render
+/// thread to the SwComposite thread. Consistency of mutation is ensured in
+/// SwCompositeGraphNode via use of Atomic operations that prevent more than
+/// one thread from mutating SwCompositeGraphNode at once. This avoids using
+/// messy and not-thread-safe RefCells or expensive Mutexes inside the graph
+/// node and at least signals to the compiler that potentially unsafe coercions
+/// are occurring.
+#[derive(Clone)]
+struct SwCompositeGraphNodeRef(Arc<UnsafeCell<SwCompositeGraphNode>>);
+
+impl SwCompositeGraphNodeRef {
+ fn new(graph_node: SwCompositeGraphNode) -> Self {
+ SwCompositeGraphNodeRef(Arc::new(UnsafeCell::new(graph_node)))
+ }
+
+ fn get(&self) -> &SwCompositeGraphNode {
+ unsafe { &*self.0.get() }
+ }
+
+ fn get_mut(&self) -> &mut SwCompositeGraphNode {
+ unsafe { &mut *self.0.get() }
+ }
+
+ fn get_ptr_mut(&self) -> *mut SwCompositeGraphNode {
+ self.0.get()
+ }
+}
+
+unsafe impl Send for SwCompositeGraphNodeRef {}
+
+impl Deref for SwCompositeGraphNodeRef {
+ type Target = SwCompositeGraphNode;
+
+ fn deref(&self) -> &Self::Target {
+ self.get()
+ }
+}
+
+impl DerefMut for SwCompositeGraphNodeRef {
+ fn deref_mut(&mut self) -> &mut Self::Target {
+ self.get_mut()
+ }
+}
+
+/// Dependency graph of composite jobs to be completed. Keeps a list of child jobs that are dependent on the completion of this job.
+/// Also keeps track of the number of parent jobs that this job is dependent upon before it can be processed. Once there are no more
+/// in-flight parent jobs that it depends on, the graph node is finally added to the job queue for processing.
+struct SwCompositeGraphNode {
+ /// Job to be queued for this graph node once ready.
+ job: Option<SwCompositeJob>,
+ /// The number of remaining bands associated with this job. When this is
+ /// non-zero and the node has no more parents left, then the node is being
+ /// actively used by the composite thread to process jobs. Once it hits
+ /// zero, the owning thread (which brought it to zero) can safely retire
+ /// the node as no other thread is using it.
+ remaining_bands: AtomicU8,
+ /// The number of bands that are available for processing.
+ available_bands: AtomicI8,
+ /// Count of parents this graph node depends on. While this is non-zero the
+ /// node must ensure that it is only being actively mutated by the render
+ /// thread and otherwise never being accessed by the render thread.
+ parents: AtomicU32,
+ /// Graph nodes of child jobs that are dependent on this job
+ children: Vec<SwCompositeGraphNodeRef>,
+}
+
+unsafe impl Sync for SwCompositeGraphNode {}
+
+impl SwCompositeGraphNode {
+ fn new() -> SwCompositeGraphNodeRef {
+ SwCompositeGraphNodeRef::new(SwCompositeGraphNode {
+ job: None,
+ remaining_bands: AtomicU8::new(0),
+ available_bands: AtomicI8::new(0),
+ parents: AtomicU32::new(0),
+ children: Vec::new(),
+ })
+ }
+
+ /// Reset the node's state for a new frame
+ fn reset(&mut self) {
+ self.job = None;
+ self.remaining_bands.store(0, Ordering::SeqCst);
+ self.available_bands.store(0, Ordering::SeqCst);
+ // Initialize parents to 1 as sentinel dependency for uninitialized job
+ // to avoid queuing unitialized job as unblocked child dependency.
+ self.parents.store(1, Ordering::SeqCst);
+ self.children.clear();
+ }
+
+ /// Add a dependent child node to dependency list. Update its parent count.
+ fn add_child(&mut self, child: SwCompositeGraphNodeRef) {
+ child.parents.fetch_add(1, Ordering::SeqCst);
+ self.children.push(child);
+ }
+
+ /// Install a job for this node. Return whether or not the job has any unprocessed parents
+ /// that would block immediate composition.
+ fn set_job(&mut self, job: SwCompositeJob, num_bands: u8) -> bool {
+ self.job = Some(job);
+ self.remaining_bands.store(num_bands, Ordering::SeqCst);
+ self.available_bands.store(num_bands as _, Ordering::SeqCst);
+ // Subtract off the sentinel parent dependency now that job is initialized and check
+ // whether there are any remaining parent dependencies to see if this job is ready.
+ self.parents.fetch_sub(1, Ordering::SeqCst) <= 1
+ }
+
+ /// Take an available band if possible. Also return whether there are no more bands left
+ /// so the caller may properly clean up after.
+ fn take_band(&self) -> (Option<i32>, bool) {
+ let available = self.available_bands.fetch_sub(1, Ordering::SeqCst);
+ if available > 0 {
+ (Some(available as i32 - 1), available == 1)
+ } else {
+ (None, true)
+ }
+ }
+
+ /// Try to take the job from this node for processing and then process it within the current band.
+ fn process_job(&self, band_index: i32) {
+ if let Some(ref job) = self.job {
+ job.process(band_index);
+ }
+ }
+
+ /// After processing a band, check all child dependencies and remove this parent from
+ /// their dependency counts. If applicable, queue the new child bands for composition.
+ fn unblock_children(&mut self, thread: &SwCompositeThread) {
+ if self.remaining_bands.fetch_sub(1, Ordering::SeqCst) > 1 {
+ return;
+ }
+ // Clear the job to release any locked resources.
+ self.job = None;
+ let mut lock = None;
+ for child in self.children.drain(..) {
+ // Remove the child's parent dependency on this node. If there are no more
+ // parent dependencies left, send the child job bands for composition.
+ if child.parents.fetch_sub(1, Ordering::SeqCst) <= 1 {
+ if lock.is_none() {
+ lock = Some(thread.lock());
+ }
+ thread.send_job(lock.as_mut().unwrap(), child);
+ }
+ }
+ }
+}
+
+/// The SwComposite thread processes a queue of composite jobs, also signaling
+/// via a condition when all available jobs have been processed, as tracked by
+/// the job count.
+struct SwCompositeThread {
+ /// Queue of available composite jobs
+ jobs: Mutex<SwCompositeJobQueue>,
+ /// Cache of the current job being processed. This maintains a pointer to
+ /// the contents of the SwCompositeGraphNodeRef, which is safe due to the
+ /// fact that SwCompositor maintains a strong reference to the contents
+ /// in an SwTile to keep it alive while this is in use.
+ current_job: AtomicPtr<SwCompositeGraphNode>,
+ /// Condition signaled when either there are jobs available to process or
+ /// there are no more jobs left to process. Otherwise stated, this signals
+ /// when the job queue transitions from an empty to non-empty state or from
+ /// a non-empty to empty state.
+ jobs_available: Condvar,
+ /// Whether all available jobs have been processed.
+ jobs_completed: AtomicBool,
+ /// Whether the main thread is waiting for for job completeion.
+ waiting_for_jobs: AtomicBool,
+ /// Whether the SwCompositor is shutting down
+ shutting_down: AtomicBool,
+}
+
+/// The SwCompositeThread struct is shared between the SwComposite thread
+/// and the rendering thread so that both ends can access the job queue.
+unsafe impl Sync for SwCompositeThread {}
+
+/// A FIFO queue of composite jobs to be processed.
+type SwCompositeJobQueue = VecDeque<SwCompositeGraphNodeRef>;
+
+/// Locked access to the composite job queue.
+type SwCompositeThreadLock<'a> = MutexGuard<'a, SwCompositeJobQueue>;
+
+impl SwCompositeThread {
+ /// Create the SwComposite thread. Requires a SWGL context in which
+ /// to do the composition.
+ fn new() -> Arc<SwCompositeThread> {
+ let info = Arc::new(SwCompositeThread {
+ jobs: Mutex::new(SwCompositeJobQueue::new()),
+ current_job: AtomicPtr::new(ptr::null_mut()),
+ jobs_available: Condvar::new(),
+ jobs_completed: AtomicBool::new(true),
+ waiting_for_jobs: AtomicBool::new(false),
+ shutting_down: AtomicBool::new(false),
+ });
+ let result = info.clone();
+ let thread_name = "SwComposite";
+ thread::Builder::new()
+ .name(thread_name.into())
+ // The composite thread only calls into SWGL to composite, and we
+ // have potentially many composite threads for different windows,
+ // so using the default stack size is excessive. A reasonably small
+ // stack size should be more than enough for SWGL and reduce memory
+ // overhead.
+ // Bug 1731569 - Need at least 36K to avoid problems with ASAN.
+ .stack_size(40 * 1024)
+ .spawn(move || {
+ profiler::register_thread(thread_name);
+ // Process any available jobs. This will return a non-Ok
+ // result when the job queue is dropped, causing the thread
+ // to eventually exit.
+ while let Some((job, band)) = info.take_job(true) {
+ info.process_job(job, band);
+ }
+ profiler::unregister_thread();
+ })
+ .expect("Failed creating SwComposite thread");
+ result
+ }
+
+ fn deinit(&self) {
+ // Signal that the thread needs to exit.
+ self.shutting_down.store(true, Ordering::SeqCst);
+ // Wake up the thread in case it is blocked waiting for new jobs
+ self.jobs_available.notify_all();
+ }
+
+ /// Process a job contained in a dependency graph node received from the job queue.
+ /// Any child dependencies will be unblocked as appropriate after processing. The
+ /// job count will be updated to reflect this.
+ fn process_job(&self, graph_node: &mut SwCompositeGraphNode, band: i32) {
+ // Do the actual processing of the job contained in this node.
+ graph_node.process_job(band);
+ // Unblock any child dependencies now that this job has been processed.
+ graph_node.unblock_children(self);
+ }
+
+ /// Queue a tile for composition by adding to the queue and increasing the job count.
+ fn queue_composite(
+ &self,
+ locked_src: SwCompositeSource,
+ locked_dst: swgl::LockedResource,
+ src_rect: DeviceIntRect,
+ dst_rect: DeviceIntRect,
+ clip_rect: DeviceIntRect,
+ opaque: bool,
+ flip_x: bool,
+ flip_y: bool,
+ filter: ImageRendering,
+ mut graph_node: SwCompositeGraphNodeRef,
+ job_queue: &mut SwCompositeJobQueue,
+ ) {
+ // For jobs that would span a sufficiently large destination rectangle, split
+ // it into multiple horizontal bands so that multiple threads can process them.
+ let clipped_dst = match dst_rect.intersection(&clip_rect) {
+ Some(clipped_dst) => clipped_dst,
+ None => return,
+ };
+
+ let num_bands = if clipped_dst.width() >= 64 && clipped_dst.height() >= 64 {
+ (clipped_dst.height() / 64).min(4) as u8
+ } else {
+ 1
+ };
+ let job = SwCompositeJob {
+ locked_src,
+ locked_dst,
+ src_rect,
+ dst_rect,
+ clipped_dst,
+ opaque,
+ flip_x,
+ flip_y,
+ filter,
+ num_bands,
+ };
+ if graph_node.set_job(job, num_bands) {
+ self.send_job(job_queue, graph_node);
+ }
+ }
+
+ fn prepare_for_composites(&self) {
+ // Initially, the job queue is empty. Trivially, this means we consider all
+ // jobs queued so far as completed.
+ self.jobs_completed.store(true, Ordering::SeqCst);
+ }
+
+ /// Lock the thread for access to the job queue.
+ fn lock(&self) -> SwCompositeThreadLock {
+ self.jobs.lock().unwrap()
+ }
+
+ /// Send a job to the composite thread by adding it to the job queue.
+ /// Signal that this job has been added in case the queue was empty and the
+ /// SwComposite thread is waiting for jobs.
+ fn send_job(&self, queue: &mut SwCompositeJobQueue, job: SwCompositeGraphNodeRef) {
+ if queue.is_empty() {
+ self.jobs_completed.store(false, Ordering::SeqCst);
+ self.jobs_available.notify_all();
+ }
+ queue.push_back(job);
+ }
+
+ /// Try to get a band of work from the currently cached job when available.
+ /// If there is a job, but it has no available bands left, null out the job
+ /// so that other threads do not bother checking the job.
+ fn try_take_job(&self) -> Option<(&mut SwCompositeGraphNode, i32)> {
+ let current_job_ptr = self.current_job.load(Ordering::SeqCst);
+ if let Some(current_job) = unsafe { current_job_ptr.as_mut() } {
+ let (band, done) = current_job.take_band();
+ if done {
+ let _ = self.current_job.compare_exchange(
+ current_job_ptr,
+ ptr::null_mut(),
+ Ordering::SeqCst,
+ Ordering::SeqCst,
+ );
+ }
+ if let Some(band) = band {
+ return Some((current_job, band));
+ }
+ }
+ return None;
+ }
+
+ /// Take a job from the queue. Optionally block waiting for jobs to become
+ /// available if this is called from the SwComposite thread.
+ fn take_job(&self, wait: bool) -> Option<(&mut SwCompositeGraphNode, i32)> {
+ // First try checking the cached job outside the scope of the mutex.
+ // For jobs that have multiple bands, this allows us to avoid having
+ // to lock the mutex multiple times to check the job for each band.
+ if let Some((job, band)) = self.try_take_job() {
+ return Some((job, band));
+ }
+ // Lock the job queue while checking for available jobs. The lock
+ // won't be held while the job is processed later outside of this
+ // function so that other threads can pull from the queue meanwhile.
+ let mut jobs = self.lock();
+ loop {
+ // While inside the mutex, check the cached job again to see if it
+ // has been updated.
+ if let Some((job, band)) = self.try_take_job() {
+ return Some((job, band));
+ }
+ // If no cached job was available, try to take a job from the queue
+ // and install it as the current job.
+ if let Some(job) = jobs.pop_front() {
+ self.current_job.store(job.get_ptr_mut(), Ordering::SeqCst);
+ continue;
+ }
+ // Otherwise, the job queue is currently empty. Depending on the
+ // job status, we may either wait for jobs to become available or exit.
+ if wait {
+ // For the SwComposite thread, if we arrive here, the job queue
+ // is empty. Signal that all available jobs have been completed.
+ self.jobs_completed.store(true, Ordering::SeqCst);
+ if self.waiting_for_jobs.load(Ordering::SeqCst) {
+ // Wake the main thread if it is waiting for a change in job status.
+ self.jobs_available.notify_all();
+ } else if self.shutting_down.load(Ordering::SeqCst) {
+ // If SwComposite thread needs to shut down, then exit and stop
+ // waiting for jobs.
+ return None;
+ }
+ } else {
+ // If all available jobs have been completed by the SwComposite
+ // thread, then the main thread no longer needs to wait for any
+ // new jobs to appear in the queue and should exit.
+ if self.jobs_completed.load(Ordering::SeqCst) {
+ return None;
+ }
+ // Otherwise, signal that the main thread is waiting for jobs.
+ self.waiting_for_jobs.store(true, Ordering::SeqCst);
+ }
+ // Wait until jobs are added before checking the job queue again.
+ jobs = self.jobs_available.wait(jobs).unwrap();
+ if !wait {
+ // The main thread is done waiting for jobs.
+ self.waiting_for_jobs.store(false, Ordering::SeqCst);
+ }
+ }
+ }
+
+ /// Wait for all queued composition jobs to be processed.
+ /// Instead of blocking on the SwComposite thread to complete all jobs,
+ /// this may steal some jobs and attempt to process them while waiting.
+ /// This may optionally process jobs synchronously. When normally doing
+ /// asynchronous processing, the graph dependencies are relied upon to
+ /// properly order the jobs, which makes it safe for the render thread
+ /// to steal jobs from the composite thread without violating those
+ /// dependencies. Synchronous processing just disables this job stealing
+ /// so that the composite thread always handles the jobs in the order
+ /// they were queued without having to rely upon possibly unavailable
+ /// graph dependencies.
+ fn wait_for_composites(&self, sync: bool) {
+ // If processing asynchronously, try to steal jobs from the composite
+ // thread if it is busy.
+ if !sync {
+ while let Some((job, band)) = self.take_job(false) {
+ self.process_job(job, band);
+ }
+ // Once there are no more jobs, just fall through to waiting
+ // synchronously for the composite thread to finish processing.
+ }
+ // If processing synchronously, just wait for the composite thread
+ // to complete processing any in-flight jobs, then bail.
+ let mut jobs = self.lock();
+ // Signal that the main thread may wait for job completion so that the
+ // SwComposite thread can wake it up if necessary.
+ self.waiting_for_jobs.store(true, Ordering::SeqCst);
+ // Wait for job completion to ensure there are no more in-flight jobs.
+ while !self.jobs_completed.load(Ordering::SeqCst) {
+ jobs = self.jobs_available.wait(jobs).unwrap();
+ }
+ // Done waiting for job completion.
+ self.waiting_for_jobs.store(false, Ordering::SeqCst);
+ }
+}
+
+/// Parameters describing how to composite a surface within a frame
+type FrameSurface = (
+ NativeSurfaceId,
+ CompositorSurfaceTransform,
+ DeviceIntRect,
+ ImageRendering,
+);
+
+/// Adapter for RenderCompositors to work with SWGL that shuttles between
+/// WebRender and the RenderCompositr via the Compositor API.
+pub struct SwCompositor {
+ gl: swgl::Context,
+ compositor: Box<dyn MappableCompositor>,
+ use_native_compositor: bool,
+ surfaces: HashMap<NativeSurfaceId, SwSurface>,
+ frame_surfaces: Vec<FrameSurface>,
+ /// Any surface added after we're already compositing (i.e. debug overlay)
+ /// needs to be processed after those frame surfaces. For simplicity we
+ /// store them in a separate queue that gets processed later.
+ late_surfaces: Vec<FrameSurface>,
+ /// Any composite surfaces that were locked during the frame and need to be
+ /// unlocked. frame_surfaces and late_surfaces may be pruned, so we can't
+ /// rely on them to contain all surfaces that were actually locked and must
+ /// track those separately.
+ composite_surfaces: HashMap<ExternalImageId, SWGLCompositeSurfaceInfo>,
+ cur_tile: NativeTileId,
+ /// The maximum tile size required for any of the allocated surfaces.
+ max_tile_size: DeviceIntSize,
+ /// Reuse the same depth texture amongst all tiles in all surfaces.
+ /// This depth texture must be big enough to accommodate the largest used
+ /// tile size for any surface. The maximum requested tile size is tracked
+ /// to ensure that this depth texture is at least that big.
+ /// This is initialized when the first surface is created and freed when
+ /// the last surface is destroyed, to ensure compositors with no surfaces
+ /// are not holding on to extra memory.
+ depth_id: Option<u32>,
+ /// Instance of the SwComposite thread, only created if we are not relying
+ /// on a native RenderCompositor.
+ composite_thread: Option<Arc<SwCompositeThread>>,
+ /// SWGL locked resource for sharing framebuffer with SwComposite thread
+ locked_framebuffer: Option<swgl::LockedResource>,
+ /// Whether we are currently in the middle of compositing
+ is_compositing: bool,
+}
+
+impl SwCompositor {
+ pub fn new(
+ gl: swgl::Context,
+ compositor: Box<dyn MappableCompositor>,
+ use_native_compositor: bool,
+ ) -> Self {
+ // Only create the SwComposite thread if we're not using a native render
+ // compositor. Thus, we are compositing into the main software framebuffer,
+ // which benefits from compositing asynchronously while updating tiles.
+ let composite_thread = if !use_native_compositor {
+ Some(SwCompositeThread::new())
+ } else {
+ None
+ };
+ SwCompositor {
+ gl,
+ compositor,
+ use_native_compositor,
+ surfaces: HashMap::new(),
+ frame_surfaces: Vec::new(),
+ late_surfaces: Vec::new(),
+ composite_surfaces: HashMap::new(),
+ cur_tile: NativeTileId {
+ surface_id: NativeSurfaceId(0),
+ x: 0,
+ y: 0,
+ },
+ max_tile_size: DeviceIntSize::zero(),
+ depth_id: None,
+ composite_thread,
+ locked_framebuffer: None,
+ is_compositing: false,
+ }
+ }
+
+ fn deinit_tile(&self, tile: &SwTile) {
+ self.gl.delete_framebuffers(&[tile.fbo_id]);
+ self.gl.delete_textures(&[tile.color_id]);
+ }
+
+ fn deinit_surface(&self, surface: &SwSurface) {
+ for tile in &surface.tiles {
+ self.deinit_tile(tile);
+ }
+ }
+
+ /// Attempt to occlude any queued surfaces with an opaque occluder rect. If
+ /// an existing surface is occluded, we attempt to restrict its clip rect
+ /// so long as it can remain a single clip rect. Existing frame surfaces
+ /// that are opaque will be fused if possible with the supplied occluder
+ /// rect to further try and restrict any underlying surfaces.
+ fn occlude_surfaces(&mut self) {
+ // Check if inner rect is fully included in outer rect
+ fn includes(outer: &Range<i32>, inner: &Range<i32>) -> bool {
+ outer.start <= inner.start && outer.end >= inner.end
+ }
+
+ // Check if outer range overlaps either the start or end of a range. If
+ // there is overlap, return the portion of the inner range remaining
+ // after the overlap has been removed.
+ fn overlaps(outer: &Range<i32>, inner: &Range<i32>) -> Option<Range<i32>> {
+ if outer.start <= inner.start && outer.end >= inner.start {
+ Some(outer.end..inner.end.max(outer.end))
+ } else if outer.start <= inner.end && outer.end >= inner.end {
+ Some(inner.start..outer.start.max(inner.start))
+ } else {
+ None
+ }
+ }
+
+ fn set_x_range(rect: &mut DeviceIntRect, range: &Range<i32>) {
+ rect.min.x = range.start;
+ rect.max.x = range.end;
+ }
+
+ fn set_y_range(rect: &mut DeviceIntRect, range: &Range<i32>) {
+ rect.min.y = range.start;
+ rect.max.y = range.end;
+ }
+
+ fn union(base: Range<i32>, extra: Range<i32>) -> Range<i32> {
+ base.start.min(extra.start)..base.end.max(extra.end)
+ }
+
+ // Before we can try to occlude any surfaces, we need to fix their clip rects to tightly
+ // bound the valid region. The clip rect might otherwise enclose an invalid area that
+ // can't fully occlude anything even if the surface is opaque.
+ for &mut (ref id, ref transform, ref mut clip_rect, _) in &mut self.frame_surfaces {
+ if let Some(surface) = self.surfaces.get(id) {
+ // Restrict the clip rect to fall within the valid region of the surface.
+ *clip_rect = surface.device_bounds(transform, clip_rect).unwrap_or_default();
+ }
+ }
+
+ // For each frame surface, treat it as an occluder if it is non-empty and opaque. Look
+ // through the preceding surfaces to see if any can be occluded.
+ for occlude_index in 0..self.frame_surfaces.len() {
+ let (ref occlude_id, _, ref occlude_rect, _) = self.frame_surfaces[occlude_index];
+ match self.surfaces.get(occlude_id) {
+ Some(occluder) if occluder.is_opaque && !occlude_rect.is_empty() => {}
+ _ => continue,
+ }
+
+ // Traverse the queued surfaces for this frame in the reverse order of
+ // how they are composited, or rather, in order of visibility. For each
+ // surface, check if the occluder can restrict the clip rect such that
+ // the clip rect can remain a single rect. If the clip rect overlaps
+ // the occluder on one axis interval while remaining fully included in
+ // the occluder's other axis interval, then we can chop down the edge
+ // of the clip rect on the overlapped axis. Further, if the surface is
+ // opaque and its clip rect exactly matches the occluder rect on one
+ // axis interval while overlapping on the other, fuse it with the
+ // occluder rect before considering any underlying surfaces.
+ let (mut occlude_x, mut occlude_y) = (occlude_rect.x_range(), occlude_rect.y_range());
+ for &mut (ref id, _, ref mut clip_rect, _) in self.frame_surfaces[..occlude_index].iter_mut().rev() {
+ if let Some(surface) = self.surfaces.get(id) {
+ let (clip_x, clip_y) = (clip_rect.x_range(), clip_rect.y_range());
+ if includes(&occlude_x, &clip_x) {
+ if let Some(visible) = overlaps(&occlude_y, &clip_y) {
+ set_y_range(clip_rect, &visible);
+ if surface.is_opaque && occlude_x == clip_x {
+ occlude_y = union(occlude_y, visible);
+ }
+ }
+ } else if includes(&occlude_y, &clip_y) {
+ if let Some(visible) = overlaps(&occlude_x, &clip_x) {
+ set_x_range(clip_rect, &visible);
+ if surface.is_opaque && occlude_y == clip_y {
+ occlude_x = union(occlude_x, visible);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ /// Reset tile dependency state for a new frame.
+ fn reset_overlaps(&mut self) {
+ for surface in self.surfaces.values_mut() {
+ for tile in &mut surface.tiles {
+ tile.overlaps.set(0);
+ tile.invalid.set(false);
+ tile.graph_node.reset();
+ }
+ }
+ }
+
+ /// Computes an overlap count for a tile that falls within the given composite
+ /// destination rectangle. This requires checking all surfaces currently queued for
+ /// composition so far in this frame and seeing if they have any invalidated tiles
+ /// whose destination rectangles would also overlap the supplied tile. If so, then the
+ /// increment the overlap count to account for all such dependencies on invalid tiles.
+ /// Tiles with the same overlap count will still be drawn with a stable ordering in
+ /// the order the surfaces were queued, so it is safe to ignore other possible sources
+ /// of composition ordering dependencies, as the later queued tile will still be drawn
+ /// later than the blocking tiles within that stable order. We assume that the tile's
+ /// surface hasn't yet been added to the current frame list of surfaces to composite
+ /// so that we only process potential blockers from surfaces that would come earlier
+ /// in composition.
+ fn init_overlaps(
+ &self,
+ overlap_id: &NativeSurfaceId,
+ overlap_surface: &SwSurface,
+ overlap_tile: &SwTile,
+ overlap_transform: &CompositorSurfaceTransform,
+ overlap_clip_rect: &DeviceIntRect,
+ ) {
+ // Record an extra overlap for an invalid tile to track the tile's dependency
+ // on its own future update.
+ let mut overlaps = if overlap_tile.invalid.get() { 1 } else { 0 };
+
+ let overlap_rect = match overlap_tile.overlap_rect(overlap_surface, overlap_transform, overlap_clip_rect) {
+ Some(overlap_rect) => overlap_rect,
+ None => {
+ overlap_tile.overlaps.set(overlaps);
+ return;
+ }
+ };
+
+ for &(ref id, ref transform, ref clip_rect, _) in &self.frame_surfaces {
+ // We only want to consider surfaces that were added before the current one we're
+ // checking for overlaps. If we find that surface, then we're done.
+ if id == overlap_id {
+ break;
+ }
+ // If the surface's clip rect doesn't overlap the tile's rect,
+ // then there is no need to check any tiles within the surface.
+ if !overlap_rect.intersects(clip_rect) {
+ continue;
+ }
+ if let Some(surface) = self.surfaces.get(id) {
+ for tile in &surface.tiles {
+ // If there is a deferred tile that might overlap the destination rectangle,
+ // record the overlap.
+ if tile.may_overlap(surface, transform, clip_rect, &overlap_rect) {
+ if tile.overlaps.get() > 0 {
+ overlaps += 1;
+ }
+ // Regardless of whether this tile is deferred, if it has dependency
+ // overlaps, then record that it is potentially a dependency parent.
+ tile.graph_node.get_mut().add_child(overlap_tile.graph_node.clone());
+ }
+ }
+ }
+ }
+ if overlaps > 0 {
+ // Has a dependency on some invalid tiles, so need to defer composition.
+ overlap_tile.overlaps.set(overlaps);
+ }
+ }
+
+ /// Helper function that queues a composite job to the current locked framebuffer
+ fn queue_composite(
+ &self,
+ surface: &SwSurface,
+ transform: &CompositorSurfaceTransform,
+ clip_rect: &DeviceIntRect,
+ filter: ImageRendering,
+ tile: &SwTile,
+ job_queue: &mut SwCompositeJobQueue,
+ ) {
+ if let Some(ref composite_thread) = self.composite_thread {
+ if let Some((src_rect, dst_rect, flip_x, flip_y)) = tile.composite_rects(surface, transform, clip_rect) {
+ let source = if let Some(ref external_image) = surface.external_image {
+ // If the surface has an attached external image, lock any textures supplied in the descriptor.
+ match self.composite_surfaces.get(external_image) {
+ Some(ref info) => match info.yuv_planes {
+ 0 => match self.gl.lock_texture(info.textures[0]) {
+ Some(texture) => SwCompositeSource::BGRA(texture),
+ None => return,
+ },
+ 3 => match (
+ self.gl.lock_texture(info.textures[0]),
+ self.gl.lock_texture(info.textures[1]),
+ self.gl.lock_texture(info.textures[2]),
+ ) {
+ (Some(y_texture), Some(u_texture), Some(v_texture)) => SwCompositeSource::YUV(
+ y_texture,
+ u_texture,
+ v_texture,
+ info.color_space,
+ info.color_depth,
+ ),
+ _ => return,
+ },
+ _ => panic!("unsupported number of YUV planes: {}", info.yuv_planes),
+ },
+ None => return,
+ }
+ } else if let Some(texture) = self.gl.lock_texture(tile.color_id) {
+ // Lock the texture representing the picture cache tile.
+ SwCompositeSource::BGRA(texture)
+ } else {
+ return;
+ };
+ if let Some(ref framebuffer) = self.locked_framebuffer {
+ composite_thread.queue_composite(
+ source,
+ framebuffer.clone(),
+ src_rect,
+ dst_rect,
+ *clip_rect,
+ surface.is_opaque,
+ flip_x,
+ flip_y,
+ filter,
+ tile.graph_node.clone(),
+ job_queue,
+ );
+ }
+ }
+ }
+ }
+
+ /// Lock a surface with an attached external image for compositing.
+ fn try_lock_composite_surface(&mut self, device: &mut Device, id: &NativeSurfaceId) {
+ if let Some(surface) = self.surfaces.get_mut(id) {
+ if let Some(external_image) = surface.external_image {
+ assert!(!surface.tiles.is_empty());
+ let mut tile = &mut surface.tiles[0];
+ if let Some(info) = self.composite_surfaces.get(&external_image) {
+ tile.valid_rect = DeviceIntRect::from_size(info.size);
+ return;
+ }
+ // If the surface has an attached external image, attempt to lock the external image
+ // for compositing. Yields a descriptor of textures and data necessary for their
+ // interpretation on success.
+ let mut info = SWGLCompositeSurfaceInfo {
+ yuv_planes: 0,
+ textures: [0; 3],
+ color_space: YuvRangedColorSpace::GbrIdentity,
+ color_depth: ColorDepth::Color8,
+ size: DeviceIntSize::zero(),
+ };
+ if self.compositor.lock_composite_surface(device, self.gl.into(), external_image, &mut info) {
+ tile.valid_rect = DeviceIntRect::from_size(info.size);
+ self.composite_surfaces.insert(external_image, info);
+ } else {
+ tile.valid_rect = DeviceIntRect::zero();
+ }
+ }
+ }
+ }
+
+ /// Look for any attached external images that have been locked and then unlock them.
+ fn unlock_composite_surfaces(&mut self, device: &mut Device) {
+ for &external_image in self.composite_surfaces.keys() {
+ self.compositor.unlock_composite_surface(device, self.gl.into(), external_image);
+ }
+ self.composite_surfaces.clear();
+ }
+
+ /// Issue composites for any tiles that are no longer blocked following a tile update.
+ /// We process all surfaces and tiles in the order they were queued.
+ fn flush_composites(&self, tile_id: &NativeTileId, surface: &SwSurface, tile: &SwTile) {
+ let composite_thread = match &self.composite_thread {
+ Some(composite_thread) => composite_thread,
+ None => return,
+ };
+
+ // Look for the tile in the frame list and composite it if it has no dependencies.
+ let mut frame_surfaces = self
+ .frame_surfaces
+ .iter()
+ .skip_while(|&(ref id, _, _, _)| *id != tile_id.surface_id);
+ let (overlap_rect, mut lock) = match frame_surfaces.next() {
+ Some(&(_, ref transform, ref clip_rect, filter)) => {
+ // Remove invalid tile's update dependency.
+ if tile.invalid.get() {
+ tile.overlaps.set(tile.overlaps.get() - 1);
+ }
+ // If the tile still has overlaps, keep deferring it till later.
+ if tile.overlaps.get() > 0 {
+ return;
+ }
+ // Otherwise, the tile's dependencies are all resolved, so composite it.
+ let mut lock = composite_thread.lock();
+ self.queue_composite(surface, transform, clip_rect, filter, tile, &mut lock);
+ // Finally, get the tile's overlap rect used for tracking dependencies
+ match tile.overlap_rect(surface, transform, clip_rect) {
+ Some(overlap_rect) => (overlap_rect, lock),
+ None => return,
+ }
+ }
+ None => return,
+ };
+
+ // Accumulate rects whose dependencies have been satisfied from this update.
+ // Store the union of all these bounds to quickly reject unaffected tiles.
+ let mut flushed_bounds = overlap_rect;
+ let mut flushed_rects = vec![overlap_rect];
+
+ // Check surfaces following the update in the frame list and see if they would overlap it.
+ for &(ref id, ref transform, ref clip_rect, filter) in frame_surfaces {
+ // If the clip rect doesn't overlap the conservative bounds, we can skip the whole surface.
+ if !flushed_bounds.intersects(clip_rect) {
+ continue;
+ }
+ if let Some(surface) = self.surfaces.get(&id) {
+ // Search through the surface's tiles for any blocked on this update and queue jobs for them.
+ for tile in &surface.tiles {
+ let mut overlaps = tile.overlaps.get();
+ // Only check tiles that have existing unresolved dependencies
+ if overlaps == 0 {
+ continue;
+ }
+ // Get this tile's overlap rect for tracking dependencies
+ let overlap_rect = match tile.overlap_rect(surface, transform, clip_rect) {
+ Some(overlap_rect) => overlap_rect,
+ None => continue,
+ };
+ // Do a quick check to see if the tile overlaps the conservative bounds.
+ if !overlap_rect.intersects(&flushed_bounds) {
+ continue;
+ }
+ // Decrement the overlap count if this tile is dependent on any flushed rects.
+ for flushed_rect in &flushed_rects {
+ if overlap_rect.intersects(flushed_rect) {
+ overlaps -= 1;
+ }
+ }
+ if overlaps != tile.overlaps.get() {
+ // If the overlap count changed, this tile had a dependency on some flush rects.
+ // If the count hit zero, it is ready to composite.
+ tile.overlaps.set(overlaps);
+ if overlaps == 0 {
+ self.queue_composite(surface, transform, clip_rect, filter, tile, &mut lock);
+ // Record that the tile got flushed to update any downwind dependencies.
+ flushed_bounds = flushed_bounds.union(&overlap_rect);
+ flushed_rects.push(overlap_rect);
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+impl Compositor for SwCompositor {
+ fn create_surface(
+ &mut self,
+ device: &mut Device,
+ id: NativeSurfaceId,
+ virtual_offset: DeviceIntPoint,
+ tile_size: DeviceIntSize,
+ is_opaque: bool,
+ ) {
+ if self.use_native_compositor {
+ self.compositor.create_surface(device, id, virtual_offset, tile_size, is_opaque);
+ }
+ self.max_tile_size = DeviceIntSize::new(
+ self.max_tile_size.width.max(tile_size.width),
+ self.max_tile_size.height.max(tile_size.height),
+ );
+ if self.depth_id.is_none() {
+ self.depth_id = Some(self.gl.gen_textures(1)[0]);
+ }
+ self.surfaces.insert(id, SwSurface::new(tile_size, is_opaque));
+ }
+
+ fn create_external_surface(&mut self, device: &mut Device, id: NativeSurfaceId, is_opaque: bool) {
+ if self.use_native_compositor {
+ self.compositor.create_external_surface(device, id, is_opaque);
+ }
+ self.surfaces
+ .insert(id, SwSurface::new(DeviceIntSize::zero(), is_opaque));
+ }
+
+ fn create_backdrop_surface(&mut self, _device: &mut Device, _id: NativeSurfaceId, _color: ColorF) {
+ unreachable!("Not implemented.")
+ }
+
+ fn destroy_surface(&mut self, device: &mut Device, id: NativeSurfaceId) {
+ if let Some(surface) = self.surfaces.remove(&id) {
+ self.deinit_surface(&surface);
+ }
+ if self.use_native_compositor {
+ self.compositor.destroy_surface(device, id);
+ }
+ if self.surfaces.is_empty() {
+ if let Some(depth_id) = self.depth_id.take() {
+ self.gl.delete_textures(&[depth_id]);
+ }
+ }
+ }
+
+ fn deinit(&mut self, device: &mut Device) {
+ if let Some(ref composite_thread) = self.composite_thread {
+ composite_thread.deinit();
+ }
+
+ for surface in self.surfaces.values() {
+ self.deinit_surface(surface);
+ }
+
+ if let Some(depth_id) = self.depth_id.take() {
+ self.gl.delete_textures(&[depth_id]);
+ }
+
+ if self.use_native_compositor {
+ self.compositor.deinit(device);
+ }
+ }
+
+ fn create_tile(&mut self, device: &mut Device, id: NativeTileId) {
+ if self.use_native_compositor {
+ self.compositor.create_tile(device, id);
+ }
+ if let Some(surface) = self.surfaces.get_mut(&id.surface_id) {
+ let mut tile = SwTile::new(id.x, id.y);
+ tile.color_id = self.gl.gen_textures(1)[0];
+ tile.fbo_id = self.gl.gen_framebuffers(1)[0];
+ let mut prev_fbo = [0];
+ unsafe {
+ self.gl.get_integer_v(gl::DRAW_FRAMEBUFFER_BINDING, &mut prev_fbo);
+ }
+ self.gl.bind_framebuffer(gl::DRAW_FRAMEBUFFER, tile.fbo_id);
+ self.gl.framebuffer_texture_2d(
+ gl::DRAW_FRAMEBUFFER,
+ gl::COLOR_ATTACHMENT0,
+ gl::TEXTURE_2D,
+ tile.color_id,
+ 0,
+ );
+ self.gl.framebuffer_texture_2d(
+ gl::DRAW_FRAMEBUFFER,
+ gl::DEPTH_ATTACHMENT,
+ gl::TEXTURE_2D,
+ self.depth_id.expect("depth texture should be initialized"),
+ 0,
+ );
+ self.gl.bind_framebuffer(gl::DRAW_FRAMEBUFFER, prev_fbo[0] as gl::GLuint);
+
+ surface.tiles.push(tile);
+ }
+ }
+
+ fn destroy_tile(&mut self, device: &mut Device, id: NativeTileId) {
+ if let Some(surface) = self.surfaces.get_mut(&id.surface_id) {
+ if let Some(idx) = surface.tiles.iter().position(|t| t.x == id.x && t.y == id.y) {
+ let tile = surface.tiles.remove(idx);
+ self.deinit_tile(&tile);
+ }
+ }
+ if self.use_native_compositor {
+ self.compositor.destroy_tile(device, id);
+ }
+ }
+
+ fn attach_external_image(&mut self, device: &mut Device, id: NativeSurfaceId, external_image: ExternalImageId) {
+ if self.use_native_compositor {
+ self.compositor.attach_external_image(device, id, external_image);
+ }
+ if let Some(surface) = self.surfaces.get_mut(&id) {
+ // Surfaces with attached external images have a single tile at the origin encompassing
+ // the entire surface.
+ assert!(surface.tile_size.is_empty());
+ surface.external_image = Some(external_image);
+ if surface.tiles.is_empty() {
+ surface.tiles.push(SwTile::new(0, 0));
+ }
+ }
+ }
+
+ fn invalidate_tile(&mut self, device: &mut Device, id: NativeTileId, valid_rect: DeviceIntRect) {
+ if self.use_native_compositor {
+ self.compositor.invalidate_tile(device, id, valid_rect);
+ }
+ if let Some(surface) = self.surfaces.get_mut(&id.surface_id) {
+ if let Some(tile) = surface.tiles.iter_mut().find(|t| t.x == id.x && t.y == id.y) {
+ tile.invalid.set(true);
+ tile.valid_rect = valid_rect;
+ }
+ }
+ }
+
+ fn bind(&mut self, device: &mut Device, id: NativeTileId, dirty_rect: DeviceIntRect, valid_rect: DeviceIntRect) -> NativeSurfaceInfo {
+ let mut surface_info = NativeSurfaceInfo {
+ origin: DeviceIntPoint::zero(),
+ fbo_id: 0,
+ };
+
+ self.cur_tile = id;
+
+ if let Some(surface) = self.surfaces.get_mut(&id.surface_id) {
+ if let Some(tile) = surface.tiles.iter_mut().find(|t| t.x == id.x && t.y == id.y) {
+ assert_eq!(tile.valid_rect, valid_rect);
+ if valid_rect.is_empty() {
+ return surface_info;
+ }
+
+ let mut stride = 0;
+ let mut buf = ptr::null_mut();
+ if self.use_native_compositor {
+ if let Some(tile_info) = self.compositor.map_tile(device, id, dirty_rect, valid_rect) {
+ stride = tile_info.stride;
+ buf = tile_info.data;
+ }
+ }
+ self.gl.set_texture_buffer(
+ tile.color_id,
+ gl::RGBA8,
+ valid_rect.width(),
+ valid_rect.height(),
+ stride,
+ buf,
+ surface.tile_size.width,
+ surface.tile_size.height,
+ );
+ // Reallocate the shared depth buffer to fit the valid rect, but within
+ // a buffer sized to actually fit at least the maximum possible tile size.
+ // The maximum tile size is supplied to avoid reallocation by ensuring the
+ // allocated buffer is actually big enough to accommodate the largest tile
+ // size requested by any used surface, even though supplied valid rect may
+ // actually be much smaller than this. This will only force a texture
+ // reallocation inside SWGL if the maximum tile size has grown since the
+ // last time it was supplied, instead simply reusing the buffer if the max
+ // tile size is not bigger than what was previously allocated.
+ self.gl.set_texture_buffer(
+ self.depth_id.expect("depth texture should be initialized"),
+ gl::DEPTH_COMPONENT,
+ valid_rect.width(),
+ valid_rect.height(),
+ 0,
+ ptr::null_mut(),
+ self.max_tile_size.width,
+ self.max_tile_size.height,
+ );
+ surface_info.fbo_id = tile.fbo_id;
+ surface_info.origin -= valid_rect.min.to_vector();
+ }
+ }
+
+ surface_info
+ }
+
+ fn unbind(&mut self, device: &mut Device) {
+ let id = self.cur_tile;
+ if let Some(surface) = self.surfaces.get(&id.surface_id) {
+ if let Some(tile) = surface.tiles.iter().find(|t| t.x == id.x && t.y == id.y) {
+ if tile.valid_rect.is_empty() {
+ // If we didn't actually render anything, then just queue any
+ // dependencies.
+ self.flush_composites(&id, surface, tile);
+ return;
+ }
+
+ // Force any delayed clears to be resolved.
+ self.gl.resolve_framebuffer(tile.fbo_id);
+
+ if self.use_native_compositor {
+ self.compositor.unmap_tile(device);
+ } else {
+ // If we're not relying on a native compositor, then composite
+ // any tiles that are dependent on this tile being updated but
+ // are otherwise ready to composite.
+ self.flush_composites(&id, surface, tile);
+ }
+ }
+ }
+ }
+
+ fn begin_frame(&mut self, device: &mut Device) {
+ self.reset_overlaps();
+
+ if self.use_native_compositor {
+ self.compositor.begin_frame(device);
+ }
+ }
+
+ fn add_surface(
+ &mut self,
+ device: &mut Device,
+ id: NativeSurfaceId,
+ transform: CompositorSurfaceTransform,
+ clip_rect: DeviceIntRect,
+ filter: ImageRendering,
+ ) {
+ if self.use_native_compositor {
+ self.compositor.add_surface(device, id, transform, clip_rect, filter);
+ }
+
+ if self.composite_thread.is_some() {
+ // If the surface has an attached external image, try to lock that now.
+ self.try_lock_composite_surface(device, &id);
+
+ // If we're already busy compositing, then add to the queue of late
+ // surfaces instead of trying to sort into the main frame queue.
+ // These late surfaces will not have any overlap tracking done for
+ // them and must be processed synchronously at the end of the frame.
+ if self.is_compositing {
+ self.late_surfaces.push((id, transform, clip_rect, filter));
+ return;
+ }
+ }
+
+ self.frame_surfaces.push((id, transform, clip_rect, filter));
+ }
+
+ /// Now that all the dependency graph nodes have been built, start queuing
+ /// composition jobs. Any surfaces that get added after this point in the
+ /// frame will not have overlap dependencies assigned and so must instead
+ /// be added to the late_surfaces queue to be processed at the end of the
+ /// frame.
+ fn start_compositing(&mut self, device: &mut Device, clear_color: ColorF, dirty_rects: &[DeviceIntRect], _opaque_rects: &[DeviceIntRect]) {
+ self.is_compositing = true;
+
+ // Opaque rects are currently only computed here, not by WR itself, so we
+ // ignore the passed parameter and forward our own version onto the native
+ // compositor.
+ let mut opaque_rects: Vec<DeviceIntRect> = Vec::new();
+ for &(ref id, ref transform, ref clip_rect, _filter) in &self.frame_surfaces {
+ if let Some(surface) = self.surfaces.get(id) {
+ if !surface.is_opaque {
+ continue;
+ }
+
+ for tile in &surface.tiles {
+ if let Some(rect) = tile.overlap_rect(surface, transform, clip_rect) {
+ opaque_rects.push(rect);
+ }
+ }
+ }
+ }
+
+ self.compositor.start_compositing(device, clear_color, dirty_rects, &opaque_rects);
+
+ if let Some(dirty_rect) = dirty_rects
+ .iter()
+ .fold(DeviceIntRect::zero(), |acc, dirty_rect| acc.union(dirty_rect))
+ .to_non_empty()
+ {
+ // Factor dirty rect into surface clip rects
+ for &mut (_, _, ref mut clip_rect, _) in &mut self.frame_surfaces {
+ *clip_rect = clip_rect.intersection(&dirty_rect).unwrap_or_default();
+ }
+ }
+
+ self.occlude_surfaces();
+
+ // Discard surfaces that are entirely clipped out
+ self.frame_surfaces
+ .retain(|&(_, _, ref clip_rect, _)| !clip_rect.is_empty());
+
+ if let Some(ref composite_thread) = self.composite_thread {
+ // Compute overlap dependencies for surfaces.
+ for &(ref id, ref transform, ref clip_rect, _filter) in &self.frame_surfaces {
+ if let Some(surface) = self.surfaces.get(id) {
+ for tile in &surface.tiles {
+ self.init_overlaps(id, surface, tile, transform, clip_rect);
+ }
+ }
+ }
+
+ self.locked_framebuffer = self.gl.lock_framebuffer(0);
+
+ composite_thread.prepare_for_composites();
+
+ // Issue any initial composite jobs for the SwComposite thread.
+ let mut lock = composite_thread.lock();
+ for &(ref id, ref transform, ref clip_rect, filter) in &self.frame_surfaces {
+ if let Some(surface) = self.surfaces.get(id) {
+ for tile in &surface.tiles {
+ if tile.overlaps.get() == 0 {
+ // Not dependent on any tiles, so go ahead and composite now.
+ self.queue_composite(surface, transform, clip_rect, filter, tile, &mut lock);
+ }
+ }
+ }
+ }
+ }
+ }
+
+ fn end_frame(&mut self, device: &mut Device,) {
+ self.is_compositing = false;
+
+ if self.use_native_compositor {
+ self.compositor.end_frame(device);
+ } else if let Some(ref composite_thread) = self.composite_thread {
+ // Need to wait for the SwComposite thread to finish any queued jobs.
+ composite_thread.wait_for_composites(false);
+
+ if !self.late_surfaces.is_empty() {
+ // All of the main frame surface have been processed by now. But if there
+ // are any late surfaces, we need to kick off a new synchronous composite
+ // phase. These late surfaces don't have any overlap/dependency tracking,
+ // so we just queue them directly and wait synchronously for the composite
+ // thread to process them in order.
+ composite_thread.prepare_for_composites();
+ {
+ let mut lock = composite_thread.lock();
+ for &(ref id, ref transform, ref clip_rect, filter) in &self.late_surfaces {
+ if let Some(surface) = self.surfaces.get(id) {
+ for tile in &surface.tiles {
+ self.queue_composite(surface, transform, clip_rect, filter, tile, &mut lock);
+ }
+ }
+ }
+ }
+ composite_thread.wait_for_composites(true);
+ }
+
+ self.locked_framebuffer = None;
+
+ self.unlock_composite_surfaces(device);
+ }
+
+ self.frame_surfaces.clear();
+ self.late_surfaces.clear();
+
+ self.reset_overlaps();
+ }
+
+ fn enable_native_compositor(&mut self, device: &mut Device, enable: bool) {
+ // TODO: The SwComposite thread is not properly instantiated if this is
+ // ever actually toggled.
+ assert_eq!(self.use_native_compositor, enable);
+ self.compositor.enable_native_compositor(device, enable);
+ self.use_native_compositor = enable;
+ }
+
+ fn get_capabilities(&self, device: &mut Device) -> CompositorCapabilities {
+ self.compositor.get_capabilities(device)
+ }
+
+ fn get_window_visibility(&self, device: &mut Device) -> WindowVisibility {
+ self.compositor.get_window_visibility(device)
+ }
+}