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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_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 */
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