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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/. */
+
+#![deny(missing_docs)]
+
+use std::cell::Cell;
+use std::fmt;
+use std::marker::PhantomData;
+use std::path::PathBuf;
+use std::sync::Arc;
+use std::u32;
+use time::precise_time_ns;
+//use crate::api::peek_poke::PeekPoke;
+use crate::api::channel::{Sender, single_msg_channel, unbounded_channel};
+use crate::api::{ColorF, BuiltDisplayList, IdNamespace, ExternalScrollId, Parameter, BoolParameter};
+use crate::api::{FontKey, FontInstanceKey, NativeFontHandle};
+use crate::api::{BlobImageData, BlobImageKey, ImageData, ImageDescriptor, ImageKey, Epoch, QualitySettings};
+use crate::api::{BlobImageParams, BlobImageRequest, BlobImageResult, AsyncBlobImageRasterizer, BlobImageHandler};
+use crate::api::{DocumentId, PipelineId, PropertyBindingId, PropertyBindingKey, ExternalEvent};
+use crate::api::{HitTestResult, HitTesterRequest, ApiHitTester, PropertyValue, DynamicProperties};
+use crate::api::{SampledScrollOffset, TileSize, NotificationRequest, DebugFlags};
+use crate::api::{GlyphDimensionRequest, GlyphIndexRequest, GlyphIndex, GlyphDimensions};
+use crate::api::{FontInstanceOptions, FontInstancePlatformOptions, FontVariation, RenderReasons};
+use crate::api::DEFAULT_TILE_SIZE;
+use crate::api::units::*;
+use crate::api_resources::ApiResources;
+use glyph_rasterizer::SharedFontResources;
+use crate::scene_builder_thread::{SceneBuilderRequest, SceneBuilderResult};
+use crate::intern::InterningMemoryReport;
+use crate::profiler::{self, TransactionProfile};
+
+#[repr(C)]
+#[derive(Clone, Copy, Debug)]
+#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
+struct ResourceId(pub u32);
+
+/// Update of a persistent resource in WebRender.
+///
+/// ResourceUpdate changes keep theirs effect across display list changes.
+#[derive(Clone)]
+#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
+pub enum ResourceUpdate {
+ /// See `AddImage`.
+ AddImage(AddImage),
+ /// See `UpdateImage`.
+ UpdateImage(UpdateImage),
+ /// Delete an existing image resource.
+ ///
+ /// It is invalid to continue referring to the image key in any display list
+ /// in the transaction that contains the `DeleteImage` message and subsequent
+ /// transactions.
+ DeleteImage(ImageKey),
+ /// See `AddBlobImage`.
+ AddBlobImage(AddBlobImage),
+ /// See `UpdateBlobImage`.
+ UpdateBlobImage(UpdateBlobImage),
+ /// Delete existing blob image resource.
+ DeleteBlobImage(BlobImageKey),
+ /// See `AddBlobImage::visible_area`.
+ SetBlobImageVisibleArea(BlobImageKey, DeviceIntRect),
+ /// See `AddFont`.
+ AddFont(AddFont),
+ /// Deletes an already existing font resource.
+ ///
+ /// It is invalid to continue referring to the font key in any display list
+ /// in the transaction that contains the `DeleteImage` message and subsequent
+ /// transactions.
+ DeleteFont(FontKey),
+ /// See `AddFontInstance`.
+ AddFontInstance(AddFontInstance),
+ /// Deletes an already existing font instance resource.
+ ///
+ /// It is invalid to continue referring to the font instance in any display
+ /// list in the transaction that contains the `DeleteImage` message and
+ /// subsequent transactions.
+ DeleteFontInstance(FontInstanceKey),
+}
+
+impl fmt::Debug for ResourceUpdate {
+ fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
+ match self {
+ ResourceUpdate::AddImage(ref i) => f.write_fmt(format_args!(
+ "ResourceUpdate::AddImage size({:?})",
+ &i.descriptor.size
+ )),
+ ResourceUpdate::UpdateImage(ref i) => f.write_fmt(format_args!(
+ "ResourceUpdate::UpdateImage size({:?})",
+ &i.descriptor.size
+ )),
+ ResourceUpdate::AddBlobImage(ref i) => f.write_fmt(format_args!(
+ "ResourceUFpdate::AddBlobImage size({:?})",
+ &i.descriptor.size
+ )),
+ ResourceUpdate::UpdateBlobImage(i) => f.write_fmt(format_args!(
+ "ResourceUpdate::UpdateBlobImage size({:?})",
+ &i.descriptor.size
+ )),
+ ResourceUpdate::DeleteImage(..) => f.write_str("ResourceUpdate::DeleteImage"),
+ ResourceUpdate::DeleteBlobImage(..) => f.write_str("ResourceUpdate::DeleteBlobImage"),
+ ResourceUpdate::SetBlobImageVisibleArea(..) => f.write_str("ResourceUpdate::SetBlobImageVisibleArea"),
+ ResourceUpdate::AddFont(..) => f.write_str("ResourceUpdate::AddFont"),
+ ResourceUpdate::DeleteFont(..) => f.write_str("ResourceUpdate::DeleteFont"),
+ ResourceUpdate::AddFontInstance(..) => f.write_str("ResourceUpdate::AddFontInstance"),
+ ResourceUpdate::DeleteFontInstance(..) => f.write_str("ResourceUpdate::DeleteFontInstance"),
+ }
+ }
+}
+
+/// Whether to generate a frame, and if so, an id that allows tracking this
+/// transaction through the various frame stages.
+#[derive(Clone, Debug)]
+pub enum GenerateFrame {
+ /// Generate a frame if something changed.
+ Yes {
+ /// An id that allows tracking the frame transaction through the various
+ /// frame stages. Specified by the caller of generate_frame().
+ id: u64,
+ },
+ /// Don't generate a frame even if something has changed.
+ No,
+}
+
+impl GenerateFrame {
+ ///
+ pub fn as_bool(&self) -> bool {
+ match self {
+ GenerateFrame::Yes { .. } => true,
+ GenerateFrame::No => false,
+ }
+ }
+
+ /// Return the frame ID, if a frame is generated.
+ pub fn id(&self) -> Option<u64> {
+ match self {
+ GenerateFrame::Yes { id } => Some(*id),
+ GenerateFrame::No => None,
+ }
+ }
+}
+
+/// A Transaction is a group of commands to apply atomically to a document.
+///
+/// This mechanism ensures that:
+/// - no other message can be interleaved between two commands that need to be applied together.
+/// - no redundant work is performed if two commands in the same transaction cause the scene or
+/// the frame to be rebuilt.
+pub struct Transaction {
+ /// Operations affecting the scene (applied before scene building).
+ scene_ops: Vec<SceneMsg>,
+ /// Operations affecting the generation of frames (applied after scene building).
+ frame_ops: Vec<FrameMsg>,
+
+ notifications: Vec<NotificationRequest>,
+
+ /// Persistent resource updates to apply as part of this transaction.
+ pub resource_updates: Vec<ResourceUpdate>,
+
+ /// True if the transaction needs the scene building thread's attention.
+ /// False for things that can skip the scene builder, like APZ changes and
+ /// async images.
+ ///
+ /// Before this `Transaction` is converted to a `TransactionMsg`, we look
+ /// over its contents and set this if we're doing anything the scene builder
+ /// needs to know about, so this is only a default.
+ use_scene_builder_thread: bool,
+
+ /// Whether to generate a frame, and if so, an id that allows tracking this
+ /// transaction through the various frame stages. Specified by the caller of
+ /// generate_frame().
+ generate_frame: GenerateFrame,
+
+ /// Time when this transaction was constructed.
+ creation_time: u64,
+
+ /// Set to true in order to force re-rendering even if WebRender can't internally
+ /// detect that something has changed.
+ pub invalidate_rendered_frame: bool,
+
+ low_priority: bool,
+
+ ///
+ pub render_reasons: RenderReasons,
+}
+
+impl Transaction {
+ /// Constructor.
+ pub fn new() -> Self {
+ Transaction {
+ scene_ops: Vec::new(),
+ frame_ops: Vec::new(),
+ resource_updates: Vec::new(),
+ notifications: Vec::new(),
+ use_scene_builder_thread: true,
+ generate_frame: GenerateFrame::No,
+ creation_time: precise_time_ns(),
+ invalidate_rendered_frame: false,
+ low_priority: false,
+ render_reasons: RenderReasons::empty(),
+ }
+ }
+
+ /// Marks this transaction to allow it to skip going through the scene builder
+ /// thread.
+ ///
+ /// This is useful to avoid jank in transaction associated with animated
+ /// property updates, panning and zooming.
+ ///
+ /// Note that transactions that skip the scene builder thread can race ahead of
+ /// transactions that don't skip it.
+ pub fn skip_scene_builder(&mut self) {
+ self.use_scene_builder_thread = false;
+ }
+
+ /// Marks this transaction to enforce going through the scene builder thread.
+ pub fn use_scene_builder_thread(&mut self) {
+ self.use_scene_builder_thread = true;
+ }
+
+ /// Returns true if the transaction has no effect.
+ pub fn is_empty(&self) -> bool {
+ !self.generate_frame.as_bool() &&
+ !self.invalidate_rendered_frame &&
+ self.scene_ops.is_empty() &&
+ self.frame_ops.is_empty() &&
+ self.resource_updates.is_empty() &&
+ self.notifications.is_empty()
+ }
+
+ /// Update a pipeline's epoch.
+ pub fn update_epoch(&mut self, pipeline_id: PipelineId, epoch: Epoch) {
+ // We track epochs before and after scene building.
+ // This one will be applied to the pending scene right away:
+ self.scene_ops.push(SceneMsg::UpdateEpoch(pipeline_id, epoch));
+ // And this one will be applied to the currently built scene at the end
+ // of the transaction (potentially long after the scene_ops one).
+ self.frame_ops.push(FrameMsg::UpdateEpoch(pipeline_id, epoch));
+ // We could avoid the duplication here by storing the epoch updates in a
+ // separate array and let the render backend schedule the updates at the
+ // proper times, but it wouldn't make things simpler.
+ }
+
+ /// Sets the root pipeline.
+ ///
+ /// # Examples
+ ///
+ /// ```
+ /// # use webrender::api::{PipelineId};
+ /// # use webrender::api::units::{DeviceIntSize};
+ /// # use webrender::render_api::{RenderApiSender, Transaction};
+ /// # fn example() {
+ /// let pipeline_id = PipelineId(0, 0);
+ /// let mut txn = Transaction::new();
+ /// txn.set_root_pipeline(pipeline_id);
+ /// # }
+ /// ```
+ pub fn set_root_pipeline(&mut self, pipeline_id: PipelineId) {
+ self.scene_ops.push(SceneMsg::SetRootPipeline(pipeline_id));
+ }
+
+ /// Removes data associated with a pipeline from the internal data structures.
+ /// If the specified `pipeline_id` is for the root pipeline, the root pipeline
+ /// is reset back to `None`.
+ pub fn remove_pipeline(&mut self, pipeline_id: PipelineId) {
+ self.scene_ops.push(SceneMsg::RemovePipeline(pipeline_id));
+ }
+
+ /// Supplies a new frame to WebRender.
+ ///
+ /// Non-blocking, it notifies a worker process which processes the display list.
+ ///
+ /// Note: Scrolling doesn't require an own Frame.
+ ///
+ /// Arguments:
+ ///
+ /// * `epoch`: The unique Frame ID, monotonically increasing.
+ /// * `background`: The background color of this pipeline.
+ /// * `viewport_size`: The size of the viewport for this frame.
+ /// * `pipeline_id`: The ID of the pipeline that is supplying this display list.
+ /// * `display_list`: The root Display list used in this frame.
+ pub fn set_display_list(
+ &mut self,
+ epoch: Epoch,
+ background: Option<ColorF>,
+ viewport_size: LayoutSize,
+ (pipeline_id, mut display_list): (PipelineId, BuiltDisplayList),
+ ) {
+ display_list.set_send_time_ns(precise_time_ns());
+ self.scene_ops.push(
+ SceneMsg::SetDisplayList {
+ display_list,
+ epoch,
+ pipeline_id,
+ background,
+ viewport_size,
+ }
+ );
+ }
+
+ /// Add a set of persistent resource updates to apply as part of this transaction.
+ pub fn update_resources(&mut self, mut resources: Vec<ResourceUpdate>) {
+ self.resource_updates.append(&mut resources);
+ }
+
+ // Note: Gecko uses this to get notified when a transaction that contains
+ // potentially long blob rasterization or scene build is ready to be rendered.
+ // so that the tab-switching integration can react adequately when tab
+ // switching takes too long. For this use case when matters is that the
+ // notification doesn't fire before scene building and blob rasterization.
+
+ /// Trigger a notification at a certain stage of the rendering pipeline.
+ ///
+ /// Not that notification requests are skipped during serialization, so is is
+ /// best to use them for synchronization purposes and not for things that could
+ /// affect the WebRender's state.
+ pub fn notify(&mut self, event: NotificationRequest) {
+ self.notifications.push(event);
+ }
+
+ /// Setup the output region in the framebuffer for a given document.
+ pub fn set_document_view(
+ &mut self,
+ device_rect: DeviceIntRect,
+ ) {
+ window_size_sanity_check(device_rect.size());
+ self.scene_ops.push(
+ SceneMsg::SetDocumentView {
+ device_rect,
+ },
+ );
+ }
+
+ /// Set multiple scroll offsets with generations to the node identified by
+ /// the given external scroll id, the scroll offsets are relative to the
+ /// pre-scrolled offset for the scrolling layer.
+ pub fn set_scroll_offsets(
+ &mut self,
+ id: ExternalScrollId,
+ sampled_scroll_offsets: Vec<SampledScrollOffset>,
+ ) {
+ self.frame_ops.push(FrameMsg::SetScrollOffsets(id, sampled_scroll_offsets));
+ }
+
+ /// Set the current quality / performance settings for this document.
+ pub fn set_quality_settings(&mut self, settings: QualitySettings) {
+ self.scene_ops.push(SceneMsg::SetQualitySettings { settings });
+ }
+
+ ///
+ pub fn set_is_transform_async_zooming(&mut self, is_zooming: bool, animation_id: PropertyBindingId) {
+ self.frame_ops.push(FrameMsg::SetIsTransformAsyncZooming(is_zooming, animation_id));
+ }
+
+ /// Generate a new frame. When it's done and a RenderNotifier has been set
+ /// in `webrender::Renderer`, [new_frame_ready()][notifier] gets called.
+ /// Note that the notifier is called even if the frame generation was a
+ /// no-op; the arguments passed to `new_frame_ready` will provide information
+ /// as to when happened.
+ ///
+ /// [notifier]: trait.RenderNotifier.html#tymethod.new_frame_ready
+ pub fn generate_frame(&mut self, id: u64, reasons: RenderReasons) {
+ self.generate_frame = GenerateFrame::Yes{ id };
+ self.render_reasons |= reasons;
+ }
+
+ /// Invalidate rendered frame. It ensure that frame will be rendered during
+ /// next frame generation. WebRender could skip frame rendering if there
+ /// is no update.
+ /// But there are cases that needs to force rendering.
+ /// - Content of image is updated by reusing same ExternalImageId.
+ /// - Platform requests it if pixels become stale (like wakeup from standby).
+ pub fn invalidate_rendered_frame(&mut self, reasons: RenderReasons) {
+ self.invalidate_rendered_frame = true;
+ self.render_reasons |= reasons
+ }
+
+ /// Reset the list of animated property bindings that should be used to resolve
+ /// bindings in the current display list.
+ pub fn reset_dynamic_properties(&mut self) {
+ self.frame_ops.push(FrameMsg::ResetDynamicProperties);
+ }
+
+ /// Add to the list of animated property bindings that should be used to resolve
+ /// bindings in the current display list.
+ pub fn append_dynamic_properties(&mut self, properties: DynamicProperties) {
+ self.frame_ops.push(FrameMsg::AppendDynamicProperties(properties));
+ }
+
+ /// Add to the list of animated property bindings that should be used to
+ /// resolve bindings in the current display list. This is a convenience method
+ /// so the caller doesn't have to figure out all the dynamic properties before
+ /// setting them on the transaction but can do them incrementally.
+ pub fn append_dynamic_transform_properties(&mut self, transforms: Vec<PropertyValue<LayoutTransform>>) {
+ self.frame_ops.push(FrameMsg::AppendDynamicTransformProperties(transforms));
+ }
+
+ /// Consumes this object and just returns the frame ops.
+ pub fn get_frame_ops(self) -> Vec<FrameMsg> {
+ self.frame_ops
+ }
+
+ fn finalize(self, document_id: DocumentId) -> Box<TransactionMsg> {
+ Box::new(TransactionMsg {
+ document_id,
+ scene_ops: self.scene_ops,
+ frame_ops: self.frame_ops,
+ resource_updates: self.resource_updates,
+ notifications: self.notifications,
+ use_scene_builder_thread: self.use_scene_builder_thread,
+ generate_frame: self.generate_frame,
+ creation_time: Some(self.creation_time),
+ invalidate_rendered_frame: self.invalidate_rendered_frame,
+ low_priority: self.low_priority,
+ blob_rasterizer: None,
+ blob_requests: Vec::new(),
+ rasterized_blobs: Vec::new(),
+ profile: TransactionProfile::new(),
+ render_reasons: self.render_reasons,
+ })
+ }
+
+ /// See `ResourceUpdate::AddImage`.
+ pub fn add_image(
+ &mut self,
+ key: ImageKey,
+ descriptor: ImageDescriptor,
+ data: ImageData,
+ tiling: Option<TileSize>,
+ ) {
+ self.resource_updates.push(ResourceUpdate::AddImage(AddImage {
+ key,
+ descriptor,
+ data,
+ tiling,
+ }));
+ }
+
+ /// See `ResourceUpdate::UpdateImage`.
+ pub fn update_image(
+ &mut self,
+ key: ImageKey,
+ descriptor: ImageDescriptor,
+ data: ImageData,
+ dirty_rect: &ImageDirtyRect,
+ ) {
+ self.resource_updates.push(ResourceUpdate::UpdateImage(UpdateImage {
+ key,
+ descriptor,
+ data,
+ dirty_rect: *dirty_rect,
+ }));
+ }
+
+ /// See `ResourceUpdate::DeleteImage`.
+ pub fn delete_image(&mut self, key: ImageKey) {
+ self.resource_updates.push(ResourceUpdate::DeleteImage(key));
+ }
+
+ /// See `ResourceUpdate::AddBlobImage`.
+ pub fn add_blob_image(
+ &mut self,
+ key: BlobImageKey,
+ descriptor: ImageDescriptor,
+ data: Arc<BlobImageData>,
+ visible_rect: DeviceIntRect,
+ tile_size: Option<TileSize>,
+ ) {
+ self.resource_updates.push(
+ ResourceUpdate::AddBlobImage(AddBlobImage {
+ key,
+ descriptor,
+ data,
+ visible_rect,
+ tile_size: tile_size.unwrap_or(DEFAULT_TILE_SIZE),
+ })
+ );
+ }
+
+ /// See `ResourceUpdate::UpdateBlobImage`.
+ pub fn update_blob_image(
+ &mut self,
+ key: BlobImageKey,
+ descriptor: ImageDescriptor,
+ data: Arc<BlobImageData>,
+ visible_rect: DeviceIntRect,
+ dirty_rect: &BlobDirtyRect,
+ ) {
+ self.resource_updates.push(
+ ResourceUpdate::UpdateBlobImage(UpdateBlobImage {
+ key,
+ descriptor,
+ data,
+ visible_rect,
+ dirty_rect: *dirty_rect,
+ })
+ );
+ }
+
+ /// See `ResourceUpdate::DeleteBlobImage`.
+ pub fn delete_blob_image(&mut self, key: BlobImageKey) {
+ self.resource_updates.push(ResourceUpdate::DeleteBlobImage(key));
+ }
+
+ /// See `ResourceUpdate::SetBlobImageVisibleArea`.
+ pub fn set_blob_image_visible_area(&mut self, key: BlobImageKey, area: DeviceIntRect) {
+ self.resource_updates.push(ResourceUpdate::SetBlobImageVisibleArea(key, area));
+ }
+
+ /// See `ResourceUpdate::AddFont`.
+ pub fn add_raw_font(&mut self, key: FontKey, bytes: Vec<u8>, index: u32) {
+ self.resource_updates
+ .push(ResourceUpdate::AddFont(AddFont::Raw(key, Arc::new(bytes), index)));
+ }
+
+ /// See `ResourceUpdate::AddFont`.
+ pub fn add_native_font(&mut self, key: FontKey, native_handle: NativeFontHandle) {
+ self.resource_updates
+ .push(ResourceUpdate::AddFont(AddFont::Native(key, native_handle)));
+ }
+
+ /// See `ResourceUpdate::DeleteFont`.
+ pub fn delete_font(&mut self, key: FontKey) {
+ self.resource_updates.push(ResourceUpdate::DeleteFont(key));
+ }
+
+ /// See `ResourceUpdate::AddFontInstance`.
+ pub fn add_font_instance(
+ &mut self,
+ key: FontInstanceKey,
+ font_key: FontKey,
+ glyph_size: f32,
+ options: Option<FontInstanceOptions>,
+ platform_options: Option<FontInstancePlatformOptions>,
+ variations: Vec<FontVariation>,
+ ) {
+ self.resource_updates
+ .push(ResourceUpdate::AddFontInstance(AddFontInstance {
+ key,
+ font_key,
+ glyph_size,
+ options,
+ platform_options,
+ variations,
+ }));
+ }
+
+ /// See `ResourceUpdate::DeleteFontInstance`.
+ pub fn delete_font_instance(&mut self, key: FontInstanceKey) {
+ self.resource_updates.push(ResourceUpdate::DeleteFontInstance(key));
+ }
+
+ /// A hint that this transaction can be processed at a lower priority. High-
+ /// priority transactions can jump ahead of regular-priority transactions,
+ /// but both high- and regular-priority transactions are processed in order
+ /// relative to other transactions of the same priority.
+ pub fn set_low_priority(&mut self, low_priority: bool) {
+ self.low_priority = low_priority;
+ }
+
+ /// Returns whether this transaction is marked as low priority.
+ pub fn is_low_priority(&self) -> bool {
+ self.low_priority
+ }
+}
+
+///
+pub struct DocumentTransaction {
+ ///
+ pub document_id: DocumentId,
+ ///
+ pub transaction: Transaction,
+}
+
+/// Represents a transaction in the format sent through the channel.
+pub struct TransactionMsg {
+ ///
+ pub document_id: DocumentId,
+ /// Changes that require re-building the scene.
+ pub scene_ops: Vec<SceneMsg>,
+ /// Changes to animated properties that do not require re-building the scene.
+ pub frame_ops: Vec<FrameMsg>,
+ /// Updates to resources that persist across display lists.
+ pub resource_updates: Vec<ResourceUpdate>,
+ /// Whether to trigger frame building and rendering if something has changed.
+ pub generate_frame: GenerateFrame,
+ /// Creation time of this transaction.
+ pub creation_time: Option<u64>,
+ /// Whether to force frame building and rendering even if no changes are internally
+ /// observed.
+ pub invalidate_rendered_frame: bool,
+ /// Whether to enforce that this transaction go through the scene builder.
+ pub use_scene_builder_thread: bool,
+ ///
+ pub low_priority: bool,
+
+ /// Handlers to notify at certain points of the pipeline.
+ pub notifications: Vec<NotificationRequest>,
+ ///
+ pub blob_rasterizer: Option<Box<dyn AsyncBlobImageRasterizer>>,
+ ///
+ pub blob_requests: Vec<BlobImageParams>,
+ ///
+ pub rasterized_blobs: Vec<(BlobImageRequest, BlobImageResult)>,
+ /// Collect various data along the rendering pipeline to display it in the embedded profiler.
+ pub profile: TransactionProfile,
+ /// Keep track of who asks rendering to happen.
+ pub render_reasons: RenderReasons,
+}
+
+impl fmt::Debug for TransactionMsg {
+ fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
+ writeln!(f, "threaded={}, genframe={:?}, invalidate={}, low_priority={}",
+ self.use_scene_builder_thread,
+ self.generate_frame,
+ self.invalidate_rendered_frame,
+ self.low_priority,
+ ).unwrap();
+ for scene_op in &self.scene_ops {
+ writeln!(f, "\t\t{:?}", scene_op).unwrap();
+ }
+
+ for frame_op in &self.frame_ops {
+ writeln!(f, "\t\t{:?}", frame_op).unwrap();
+ }
+
+ for resource_update in &self.resource_updates {
+ writeln!(f, "\t\t{:?}", resource_update).unwrap();
+ }
+ Ok(())
+ }
+}
+
+impl TransactionMsg {
+ /// Returns true if this transaction has no effect.
+ pub fn is_empty(&self) -> bool {
+ !self.generate_frame.as_bool() &&
+ !self.invalidate_rendered_frame &&
+ self.scene_ops.is_empty() &&
+ self.frame_ops.is_empty() &&
+ self.resource_updates.is_empty() &&
+ self.notifications.is_empty()
+ }
+}
+
+/// Creates an image resource with provided parameters.
+///
+/// Must be matched with a `DeleteImage` at some point to prevent memory leaks.
+#[derive(Clone)]
+#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
+pub struct AddImage {
+ /// A key to identify the image resource.
+ pub key: ImageKey,
+ /// Properties of the image.
+ pub descriptor: ImageDescriptor,
+ /// The pixels of the image.
+ pub data: ImageData,
+ /// An optional tiling scheme to apply when storing the image's data
+ /// on the GPU. Applies to both width and heights of the tiles.
+ ///
+ /// Note that WebRender may internally chose to tile large images
+ /// even if this member is set to `None`.
+ pub tiling: Option<TileSize>,
+}
+
+/// Updates an already existing image resource.
+#[derive(Clone)]
+#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
+pub struct UpdateImage {
+ /// The key identfying the image resource to update.
+ pub key: ImageKey,
+ /// Properties of the image.
+ pub descriptor: ImageDescriptor,
+ /// The pixels of the image.
+ pub data: ImageData,
+ /// An optional dirty rect that lets WebRender optimize the amount of
+ /// data to transfer to the GPU.
+ ///
+ /// The data provided must still represent the entire image.
+ pub dirty_rect: ImageDirtyRect,
+}
+
+/// Creates a blob-image resource with provided parameters.
+///
+/// Must be matched with a `DeleteImage` at some point to prevent memory leaks.
+#[derive(Clone)]
+#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
+pub struct AddBlobImage {
+ /// A key to identify the blob-image resource.
+ pub key: BlobImageKey,
+ /// Properties of the image.
+ pub descriptor: ImageDescriptor,
+ /// The blob-image's serialized commands.
+ pub data: Arc<BlobImageData>,
+ /// The portion of the plane in the blob-image's internal coordinate
+ /// system that is stretched to fill the image display item.
+ ///
+ /// Unlike regular images, blob images are not limited in size. The
+ /// top-left corner of their internal coordinate system is also not
+ /// necessary at (0, 0).
+ /// This means that blob images can be updated to insert/remove content
+ /// in any direction to support panning and zooming.
+ pub visible_rect: DeviceIntRect,
+ /// The blob image's tile size to apply when rasterizing the blob-image
+ /// and when storing its rasterized data on the GPU.
+ /// Applies to both width and heights of the tiles.
+ ///
+ /// All blob images are tiled.
+ pub tile_size: TileSize,
+}
+
+/// Updates an already existing blob-image resource.
+#[derive(Clone)]
+#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
+pub struct UpdateBlobImage {
+ /// The key identfying the blob-image resource to update.
+ pub key: BlobImageKey,
+ /// Properties of the image.
+ pub descriptor: ImageDescriptor,
+ /// The blob-image's serialized commands.
+ pub data: Arc<BlobImageData>,
+ /// See `AddBlobImage::visible_rect`.
+ pub visible_rect: DeviceIntRect,
+ /// An optional dirty rect that lets WebRender optimize the amount of
+ /// data to to rasterize and transfer to the GPU.
+ pub dirty_rect: BlobDirtyRect,
+}
+
+/// Creates a font resource.
+///
+/// Must be matched with a corresponding `ResourceUpdate::DeleteFont` at some point to prevent
+/// memory leaks.
+#[derive(Clone)]
+#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
+pub enum AddFont {
+ ///
+ Raw(FontKey, Arc<Vec<u8>>, u32),
+ ///
+ Native(FontKey, NativeFontHandle),
+}
+
+/// Creates a font instance resource.
+///
+/// Must be matched with a corresponding `DeleteFontInstance` at some point
+/// to prevent memory leaks.
+#[derive(Clone)]
+#[cfg_attr(any(feature = "serde"), derive(Deserialize, Serialize))]
+pub struct AddFontInstance {
+ /// A key to identify the font instance.
+ pub key: FontInstanceKey,
+ /// The font resource's key.
+ pub font_key: FontKey,
+ /// Glyph size in app units.
+ pub glyph_size: f32,
+ ///
+ pub options: Option<FontInstanceOptions>,
+ ///
+ pub platform_options: Option<FontInstancePlatformOptions>,
+ ///
+ pub variations: Vec<FontVariation>,
+}
+
+/// Frame messages affect building the scene.
+pub enum SceneMsg {
+ ///
+ UpdateEpoch(PipelineId, Epoch),
+ ///
+ SetRootPipeline(PipelineId),
+ ///
+ RemovePipeline(PipelineId),
+ ///
+ SetDisplayList {
+ ///
+ display_list: BuiltDisplayList,
+ ///
+ epoch: Epoch,
+ ///
+ pipeline_id: PipelineId,
+ ///
+ background: Option<ColorF>,
+ ///
+ viewport_size: LayoutSize,
+ },
+ ///
+ SetDocumentView {
+ ///
+ device_rect: DeviceIntRect,
+ },
+ /// Set the current quality / performance configuration for this document.
+ SetQualitySettings {
+ /// The set of available quality / performance config values.
+ settings: QualitySettings,
+ },
+}
+
+/// Frame messages affect frame generation (applied after building the scene).
+pub enum FrameMsg {
+ ///
+ UpdateEpoch(PipelineId, Epoch),
+ ///
+ HitTest(WorldPoint, Sender<HitTestResult>),
+ ///
+ RequestHitTester(Sender<Arc<dyn ApiHitTester>>),
+ ///
+ SetScrollOffsets(ExternalScrollId, Vec<SampledScrollOffset>),
+ ///
+ ResetDynamicProperties,
+ ///
+ AppendDynamicProperties(DynamicProperties),
+ ///
+ AppendDynamicTransformProperties(Vec<PropertyValue<LayoutTransform>>),
+ ///
+ SetIsTransformAsyncZooming(bool, PropertyBindingId),
+}
+
+impl fmt::Debug for SceneMsg {
+ fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
+ f.write_str(match *self {
+ SceneMsg::UpdateEpoch(..) => "SceneMsg::UpdateEpoch",
+ SceneMsg::SetDisplayList { .. } => "SceneMsg::SetDisplayList",
+ SceneMsg::RemovePipeline(..) => "SceneMsg::RemovePipeline",
+ SceneMsg::SetDocumentView { .. } => "SceneMsg::SetDocumentView",
+ SceneMsg::SetRootPipeline(..) => "SceneMsg::SetRootPipeline",
+ SceneMsg::SetQualitySettings { .. } => "SceneMsg::SetQualitySettings",
+ })
+ }
+}
+
+impl fmt::Debug for FrameMsg {
+ fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
+ f.write_str(match *self {
+ FrameMsg::UpdateEpoch(..) => "FrameMsg::UpdateEpoch",
+ FrameMsg::HitTest(..) => "FrameMsg::HitTest",
+ FrameMsg::RequestHitTester(..) => "FrameMsg::RequestHitTester",
+ FrameMsg::SetScrollOffsets(..) => "FrameMsg::SetScrollOffsets",
+ FrameMsg::ResetDynamicProperties => "FrameMsg::ResetDynamicProperties",
+ FrameMsg::AppendDynamicProperties(..) => "FrameMsg::AppendDynamicProperties",
+ FrameMsg::AppendDynamicTransformProperties(..) => "FrameMsg::AppendDynamicTransformProperties",
+ FrameMsg::SetIsTransformAsyncZooming(..) => "FrameMsg::SetIsTransformAsyncZooming",
+ })
+ }
+}
+
+bitflags!{
+ /// Bit flags for WR stages to store in a capture.
+ // Note: capturing `FRAME` without `SCENE` is not currently supported.
+ pub struct CaptureBits: u8 {
+ ///
+ const SCENE = 0x1;
+ ///
+ const FRAME = 0x2;
+ ///
+ const TILE_CACHE = 0x4;
+ ///
+ const EXTERNAL_RESOURCES = 0x8;
+ }
+}
+
+bitflags!{
+ /// Mask for clearing caches in debug commands.
+ pub struct ClearCache: u8 {
+ ///
+ const IMAGES = 0b1;
+ ///
+ const GLYPHS = 0b10;
+ ///
+ const GLYPH_DIMENSIONS = 0b100;
+ ///
+ const RENDER_TASKS = 0b1000;
+ ///
+ const TEXTURE_CACHE = 0b10000;
+ /// Clear render target pool
+ const RENDER_TARGETS = 0b100000;
+ }
+}
+
+/// Information about a loaded capture of each document
+/// that is returned by `RenderBackend`.
+#[derive(Clone, Debug)]
+pub struct CapturedDocument {
+ ///
+ pub document_id: DocumentId,
+ ///
+ pub root_pipeline_id: Option<PipelineId>,
+}
+
+/// Update of the state of built-in debugging facilities.
+#[derive(Clone)]
+pub enum DebugCommand {
+ /// Sets the provided debug flags.
+ SetFlags(DebugFlags),
+ /// Save a capture of all the documents state.
+ SaveCapture(PathBuf, CaptureBits),
+ /// Load a capture of all the documents state.
+ LoadCapture(PathBuf, Option<(u32, u32)>, Sender<CapturedDocument>),
+ /// Start capturing a sequence of scene/frame changes.
+ StartCaptureSequence(PathBuf, CaptureBits),
+ /// Stop capturing a sequence of scene/frame changes.
+ StopCaptureSequence,
+ /// Clear cached resources, forcing them to be re-uploaded from templates.
+ ClearCaches(ClearCache),
+ /// Enable/disable native compositor usage
+ EnableNativeCompositor(bool),
+ /// Sets the maximum amount of existing batches to visit before creating a new one.
+ SetBatchingLookback(u32),
+ /// Invalidate GPU cache, forcing the update from the CPU mirror.
+ InvalidateGpuCache,
+ /// Causes the scene builder to pause for a given amount of milliseconds each time it
+ /// processes a transaction.
+ SimulateLongSceneBuild(u32),
+ /// Set an override tile size to use for picture caches
+ SetPictureTileSize(Option<DeviceIntSize>),
+ /// Set an override for max off-screen surface size
+ SetMaximumSurfaceSize(Option<usize>),
+}
+
+/// Message sent by the `RenderApi` to the render backend thread.
+pub enum ApiMsg {
+ /// Adds a new document namespace.
+ CloneApi(Sender<IdNamespace>),
+ /// Adds a new document namespace.
+ CloneApiByClient(IdNamespace),
+ /// Adds a new document with given initial size.
+ AddDocument(DocumentId, DeviceIntSize),
+ /// A message targeted at a particular document.
+ UpdateDocuments(Vec<Box<TransactionMsg>>),
+ /// Flush from the caches anything that isn't necessary, to free some memory.
+ MemoryPressure,
+ /// Collects a memory report.
+ ReportMemory(Sender<Box<MemoryReport>>),
+ /// Change debugging options.
+ DebugCommand(DebugCommand),
+ /// Message from the scene builder thread.
+ SceneBuilderResult(SceneBuilderResult),
+}
+
+impl fmt::Debug for ApiMsg {
+ fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
+ f.write_str(match *self {
+ ApiMsg::CloneApi(..) => "ApiMsg::CloneApi",
+ ApiMsg::CloneApiByClient(..) => "ApiMsg::CloneApiByClient",
+ ApiMsg::AddDocument(..) => "ApiMsg::AddDocument",
+ ApiMsg::UpdateDocuments(..) => "ApiMsg::UpdateDocuments",
+ ApiMsg::MemoryPressure => "ApiMsg::MemoryPressure",
+ ApiMsg::ReportMemory(..) => "ApiMsg::ReportMemory",
+ ApiMsg::DebugCommand(..) => "ApiMsg::DebugCommand",
+ ApiMsg::SceneBuilderResult(..) => "ApiMsg::SceneBuilderResult",
+ })
+ }
+}
+
+/// Allows the API to communicate with WebRender.
+///
+/// This object is created along with the `Renderer` and it's main use from a
+/// user perspective is to create one or several `RenderApi` objects.
+pub struct RenderApiSender {
+ api_sender: Sender<ApiMsg>,
+ scene_sender: Sender<SceneBuilderRequest>,
+ low_priority_scene_sender: Sender<SceneBuilderRequest>,
+ blob_image_handler: Option<Box<dyn BlobImageHandler>>,
+ fonts: SharedFontResources,
+}
+
+impl RenderApiSender {
+ /// Used internally by the `Renderer`.
+ pub fn new(
+ api_sender: Sender<ApiMsg>,
+ scene_sender: Sender<SceneBuilderRequest>,
+ low_priority_scene_sender: Sender<SceneBuilderRequest>,
+ blob_image_handler: Option<Box<dyn BlobImageHandler>>,
+ fonts: SharedFontResources,
+ ) -> Self {
+ RenderApiSender {
+ api_sender,
+ scene_sender,
+ low_priority_scene_sender,
+ blob_image_handler,
+ fonts,
+ }
+ }
+
+ /// Creates a new resource API object with a dedicated namespace.
+ pub fn create_api(&self) -> RenderApi {
+ let (sync_tx, sync_rx) = single_msg_channel();
+ let msg = ApiMsg::CloneApi(sync_tx);
+ self.api_sender.send(msg).expect("Failed to send CloneApi message");
+ let namespace_id = sync_rx.recv().expect("Failed to receive CloneApi reply");
+ RenderApi {
+ api_sender: self.api_sender.clone(),
+ scene_sender: self.scene_sender.clone(),
+ low_priority_scene_sender: self.low_priority_scene_sender.clone(),
+ namespace_id,
+ next_id: Cell::new(ResourceId(0)),
+ resources: ApiResources::new(
+ self.blob_image_handler.as_ref().map(|handler| handler.create_similar()),
+ self.fonts.clone(),
+ ),
+ }
+ }
+
+ /// Creates a new resource API object with a dedicated namespace.
+ /// Namespace id is allocated by client.
+ ///
+ /// The function could be used only when WebRenderOptions::namespace_alloc_by_client is true.
+ /// When the option is true, create_api() could not be used to prevent namespace id conflict.
+ pub fn create_api_by_client(&self, namespace_id: IdNamespace) -> RenderApi {
+ let msg = ApiMsg::CloneApiByClient(namespace_id);
+ self.api_sender.send(msg).expect("Failed to send CloneApiByClient message");
+ RenderApi {
+ api_sender: self.api_sender.clone(),
+ scene_sender: self.scene_sender.clone(),
+ low_priority_scene_sender: self.low_priority_scene_sender.clone(),
+ namespace_id,
+ next_id: Cell::new(ResourceId(0)),
+ resources: ApiResources::new(
+ self.blob_image_handler.as_ref().map(|handler| handler.create_similar()),
+ self.fonts.clone(),
+ ),
+ }
+ }
+}
+
+/// The main entry point to interact with WebRender.
+pub struct RenderApi {
+ api_sender: Sender<ApiMsg>,
+ scene_sender: Sender<SceneBuilderRequest>,
+ low_priority_scene_sender: Sender<SceneBuilderRequest>,
+ namespace_id: IdNamespace,
+ next_id: Cell<ResourceId>,
+ resources: ApiResources,
+}
+
+impl RenderApi {
+ /// Returns the namespace ID used by this API object.
+ pub fn get_namespace_id(&self) -> IdNamespace {
+ self.namespace_id
+ }
+
+ ///
+ pub fn create_sender(&self) -> RenderApiSender {
+ RenderApiSender::new(
+ self.api_sender.clone(),
+ self.scene_sender.clone(),
+ self.low_priority_scene_sender.clone(),
+ self.resources.blob_image_handler.as_ref().map(|handler| handler.create_similar()),
+ self.resources.get_fonts(),
+ )
+ }
+
+ /// Add a document to the WebRender instance.
+ ///
+ /// Instances can manage one or several documents (using the same render backend thread).
+ /// Each document will internally correspond to a single scene, and scenes are made of
+ /// one or several pipelines.
+ pub fn add_document(&self, initial_size: DeviceIntSize) -> DocumentId {
+ let new_id = self.next_unique_id();
+ self.add_document_with_id(initial_size, new_id)
+ }
+
+ /// See `add_document`
+ pub fn add_document_with_id(&self,
+ initial_size: DeviceIntSize,
+ id: u32) -> DocumentId {
+ window_size_sanity_check(initial_size);
+
+ let document_id = DocumentId::new(self.namespace_id, id);
+
+ // We send this message to both the render backend and the scene builder instead of having
+ // the scene builder thread forward it to the render backend as we do elswhere. This is because
+ // some transactions can skip the scene builder thread and we want to avoid them arriving before
+ // the render backend knows about the existence of the corresponding document id.
+ // It may not be necessary, though.
+ self.api_sender.send(
+ ApiMsg::AddDocument(document_id, initial_size)
+ ).unwrap();
+ self.scene_sender.send(
+ SceneBuilderRequest::AddDocument(document_id, initial_size)
+ ).unwrap();
+
+ document_id
+ }
+
+ /// Delete a document.
+ pub fn delete_document(&self, document_id: DocumentId) {
+ self.low_priority_scene_sender.send(
+ SceneBuilderRequest::DeleteDocument(document_id)
+ ).unwrap();
+ }
+
+ /// Generate a new font key
+ pub fn generate_font_key(&self) -> FontKey {
+ let new_id = self.next_unique_id();
+ FontKey::new(self.namespace_id, new_id)
+ }
+
+ /// Generate a new font instance key
+ pub fn generate_font_instance_key(&self) -> FontInstanceKey {
+ let new_id = self.next_unique_id();
+ FontInstanceKey::new(self.namespace_id, new_id)
+ }
+
+ /// Gets the dimensions for the supplied glyph keys
+ ///
+ /// Note: Internally, the internal texture cache doesn't store
+ /// 'empty' textures (height or width = 0)
+ /// This means that glyph dimensions e.g. for spaces (' ') will mostly be None.
+ pub fn get_glyph_dimensions(
+ &self,
+ key: FontInstanceKey,
+ glyph_indices: Vec<GlyphIndex>,
+ ) -> Vec<Option<GlyphDimensions>> {
+ let (sender, rx) = single_msg_channel();
+ let msg = SceneBuilderRequest::GetGlyphDimensions(GlyphDimensionRequest {
+ key,
+ glyph_indices,
+ sender
+ });
+ self.low_priority_scene_sender.send(msg).unwrap();
+ rx.recv().unwrap()
+ }
+
+ /// Gets the glyph indices for the supplied string. These
+ /// can be used to construct GlyphKeys.
+ pub fn get_glyph_indices(&self, key: FontKey, text: &str) -> Vec<Option<u32>> {
+ let (sender, rx) = single_msg_channel();
+ let msg = SceneBuilderRequest::GetGlyphIndices(GlyphIndexRequest {
+ key,
+ text: text.to_string(),
+ sender,
+ });
+ self.low_priority_scene_sender.send(msg).unwrap();
+ rx.recv().unwrap()
+ }
+
+ /// Creates an `ImageKey`.
+ pub fn generate_image_key(&self) -> ImageKey {
+ let new_id = self.next_unique_id();
+ ImageKey::new(self.namespace_id, new_id)
+ }
+
+ /// Creates a `BlobImageKey`.
+ pub fn generate_blob_image_key(&self) -> BlobImageKey {
+ BlobImageKey(self.generate_image_key())
+ }
+
+ /// A Gecko-specific notification mechanism to get some code executed on the
+ /// `Renderer`'s thread, mostly replaced by `NotificationHandler`. You should
+ /// probably use the latter instead.
+ pub fn send_external_event(&self, evt: ExternalEvent) {
+ let msg = SceneBuilderRequest::ExternalEvent(evt);
+ self.low_priority_scene_sender.send(msg).unwrap();
+ }
+
+ /// Notify WebRender that now is a good time to flush caches and release
+ /// as much memory as possible.
+ pub fn notify_memory_pressure(&self) {
+ self.api_sender.send(ApiMsg::MemoryPressure).unwrap();
+ }
+
+ /// Synchronously requests memory report.
+ pub fn report_memory(&self, _ops: malloc_size_of::MallocSizeOfOps) -> MemoryReport {
+ let (tx, rx) = single_msg_channel();
+ self.api_sender.send(ApiMsg::ReportMemory(tx)).unwrap();
+ *rx.recv().unwrap()
+ }
+
+ /// Update debugging flags.
+ pub fn set_debug_flags(&self, flags: DebugFlags) {
+ let cmd = DebugCommand::SetFlags(flags);
+ self.api_sender.send(ApiMsg::DebugCommand(cmd)).unwrap();
+ }
+
+ /// Stop RenderBackend's task until shut down
+ pub fn stop_render_backend(&self) {
+ self.low_priority_scene_sender.send(SceneBuilderRequest::StopRenderBackend).unwrap();
+ }
+
+ /// Shut the WebRender instance down.
+ pub fn shut_down(&self, synchronously: bool) {
+ if synchronously {
+ let (tx, rx) = single_msg_channel();
+ self.low_priority_scene_sender.send(SceneBuilderRequest::ShutDown(Some(tx))).unwrap();
+ rx.recv().unwrap();
+ } else {
+ self.low_priority_scene_sender.send(SceneBuilderRequest::ShutDown(None)).unwrap();
+ }
+ }
+
+ /// Create a new unique key that can be used for
+ /// animated property bindings.
+ pub fn generate_property_binding_key<T: Copy>(&self) -> PropertyBindingKey<T> {
+ let new_id = self.next_unique_id();
+ PropertyBindingKey {
+ id: PropertyBindingId {
+ namespace: self.namespace_id,
+ uid: new_id,
+ },
+ _phantom: PhantomData,
+ }
+ }
+
+ #[inline]
+ fn next_unique_id(&self) -> u32 {
+ let ResourceId(id) = self.next_id.get();
+ self.next_id.set(ResourceId(id + 1));
+ id
+ }
+
+ // For use in Wrench only
+ #[doc(hidden)]
+ pub fn send_message(&self, msg: ApiMsg) {
+ self.api_sender.send(msg).unwrap();
+ }
+
+ /// Creates a transaction message from a single frame message.
+ fn frame_message(&self, msg: FrameMsg, document_id: DocumentId) -> Box<TransactionMsg> {
+ Box::new(TransactionMsg {
+ document_id,
+ scene_ops: Vec::new(),
+ frame_ops: vec![msg],
+ resource_updates: Vec::new(),
+ notifications: Vec::new(),
+ generate_frame: GenerateFrame::No,
+ creation_time: None,
+ invalidate_rendered_frame: false,
+ use_scene_builder_thread: false,
+ low_priority: false,
+ blob_rasterizer: None,
+ blob_requests: Vec::new(),
+ rasterized_blobs: Vec::new(),
+ profile: TransactionProfile::new(),
+ render_reasons: RenderReasons::empty(),
+ })
+ }
+
+ /// A helper method to send document messages.
+ fn send_frame_msg(&self, document_id: DocumentId, msg: FrameMsg) {
+ // This assertion fails on Servo use-cases, because it creates different
+ // `RenderApi` instances for layout and compositor.
+ //assert_eq!(document_id.0, self.namespace_id);
+ self.api_sender
+ .send(ApiMsg::UpdateDocuments(vec![self.frame_message(msg, document_id)]))
+ .unwrap()
+ }
+
+ /// Send a transaction to WebRender.
+ pub fn send_transaction(&mut self, document_id: DocumentId, transaction: Transaction) {
+ let mut transaction = transaction.finalize(document_id);
+
+ self.resources.update(&mut transaction);
+
+ if transaction.generate_frame.as_bool() {
+ transaction.profile.start_time(profiler::API_SEND_TIME);
+ transaction.profile.start_time(profiler::TOTAL_FRAME_CPU_TIME);
+ }
+
+ if transaction.use_scene_builder_thread {
+ let sender = if transaction.low_priority {
+ &mut self.low_priority_scene_sender
+ } else {
+ &mut self.scene_sender
+ };
+
+ sender.send(SceneBuilderRequest::Transactions(vec![transaction]))
+ .expect("send by scene sender failed");
+ } else {
+ self.api_sender.send(ApiMsg::UpdateDocuments(vec![transaction]))
+ .expect("send by api sender failed");
+ }
+ }
+
+ /// Does a hit test on display items in the specified document, at the given
+ /// point. If a pipeline_id is specified, it is used to further restrict the
+ /// hit results so that only items inside that pipeline are matched. The vector
+ /// of hit results will contain all display items that match, ordered from
+ /// front to back.
+ pub fn hit_test(&self,
+ document_id: DocumentId,
+ point: WorldPoint,
+ ) -> HitTestResult {
+ let (tx, rx) = single_msg_channel();
+
+ self.send_frame_msg(
+ document_id,
+ FrameMsg::HitTest(point, tx)
+ );
+ rx.recv().unwrap()
+ }
+
+ /// Synchronously request an object that can perform fast hit testing queries.
+ pub fn request_hit_tester(&self, document_id: DocumentId) -> HitTesterRequest {
+ let (tx, rx) = single_msg_channel();
+ self.send_frame_msg(
+ document_id,
+ FrameMsg::RequestHitTester(tx)
+ );
+
+ HitTesterRequest { rx }
+ }
+
+ // Some internal scheduling magic that leaked into the API.
+ // Buckle up and see APZUpdater.cpp for more info about what this is about.
+ #[doc(hidden)]
+ pub fn wake_scene_builder(&self) {
+ self.scene_sender.send(SceneBuilderRequest::WakeUp).unwrap();
+ }
+
+ /// Block until a round-trip to the scene builder thread has completed. This
+ /// ensures that any transactions (including ones deferred to the scene
+ /// builder thread) have been processed.
+ pub fn flush_scene_builder(&self) {
+ let (tx, rx) = single_msg_channel();
+ self.low_priority_scene_sender.send(SceneBuilderRequest::Flush(tx)).unwrap();
+ rx.recv().unwrap(); // Block until done.
+ }
+
+ /// Save a capture of the current frame state for debugging.
+ pub fn save_capture(&self, path: PathBuf, bits: CaptureBits) {
+ let msg = ApiMsg::DebugCommand(DebugCommand::SaveCapture(path, bits));
+ self.send_message(msg);
+ }
+
+ /// Load a capture of the current frame state for debugging.
+ pub fn load_capture(&self, path: PathBuf, ids: Option<(u32, u32)>) -> Vec<CapturedDocument> {
+ // First flush the scene builder otherwise async scenes might clobber
+ // the capture we are about to load.
+ self.flush_scene_builder();
+
+ let (tx, rx) = unbounded_channel();
+ let msg = ApiMsg::DebugCommand(DebugCommand::LoadCapture(path, ids, tx));
+ self.send_message(msg);
+
+ let mut documents = Vec::new();
+ while let Ok(captured_doc) = rx.recv() {
+ documents.push(captured_doc);
+ }
+ documents
+ }
+
+ /// Start capturing a sequence of frames.
+ pub fn start_capture_sequence(&self, path: PathBuf, bits: CaptureBits) {
+ let msg = ApiMsg::DebugCommand(DebugCommand::StartCaptureSequence(path, bits));
+ self.send_message(msg);
+ }
+
+ /// Stop capturing sequences of frames.
+ pub fn stop_capture_sequence(&self) {
+ let msg = ApiMsg::DebugCommand(DebugCommand::StopCaptureSequence);
+ self.send_message(msg);
+ }
+
+ /// Update the state of builtin debugging facilities.
+ pub fn send_debug_cmd(&self, cmd: DebugCommand) {
+ let msg = ApiMsg::DebugCommand(cmd);
+ self.send_message(msg);
+ }
+
+ /// Update a instance-global parameter.
+ pub fn set_parameter(&mut self, parameter: Parameter) {
+ if let Parameter::Bool(BoolParameter::Multithreading, enabled) = parameter {
+ self.resources.enable_multithreading(enabled);
+ }
+
+ let _ = self.low_priority_scene_sender.send(
+ SceneBuilderRequest::SetParameter(parameter)
+ );
+ }
+}
+
+impl Drop for RenderApi {
+ fn drop(&mut self) {
+ let msg = SceneBuilderRequest::ClearNamespace(self.namespace_id);
+ let _ = self.low_priority_scene_sender.send(msg);
+ }
+}
+
+
+fn window_size_sanity_check(size: DeviceIntSize) {
+ // Anything bigger than this will crash later when attempting to create
+ // a render task.
+ use crate::api::MAX_RENDER_TASK_SIZE;
+ if size.width > MAX_RENDER_TASK_SIZE || size.height > MAX_RENDER_TASK_SIZE {
+ panic!("Attempting to create a {}x{} window/document", size.width, size.height);
+ }
+}
+
+/// Collection of heap sizes, in bytes.
+/// cbindgen:derive-eq=false
+/// cbindgen:derive-ostream=false
+#[repr(C)]
+#[allow(missing_docs)]
+#[derive(AddAssign, Clone, Debug, Default)]
+pub struct MemoryReport {
+ //
+ // CPU Memory.
+ //
+ pub clip_stores: usize,
+ pub gpu_cache_metadata: usize,
+ pub gpu_cache_cpu_mirror: usize,
+ pub render_tasks: usize,
+ pub hit_testers: usize,
+ pub fonts: usize,
+ pub weak_fonts: usize,
+ pub images: usize,
+ pub rasterized_blobs: usize,
+ pub shader_cache: usize,
+ pub interning: InterningMemoryReport,
+ pub display_list: usize,
+ pub upload_staging_memory: usize,
+ pub swgl: usize,
+
+ //
+ // GPU memory.
+ //
+ pub gpu_cache_textures: usize,
+ pub vertex_data_textures: usize,
+ pub render_target_textures: usize,
+ pub picture_tile_textures: usize,
+ pub atlas_textures: usize,
+ pub standalone_textures: usize,
+ pub texture_cache_structures: usize,
+ pub depth_target_textures: usize,
+ pub texture_upload_pbos: usize,
+ pub swap_chain: usize,
+ pub render_texture_hosts: usize,
+ pub upload_staging_textures: usize,
+}