/* 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_RENDERCOMPOSITOR_LAYER_NATIVE_H
#define MOZILLA_GFX_RENDERCOMPOSITOR_LAYER_NATIVE_H
#include <deque>
#include <unordered_map>
#include "GLTypes.h"
#include "mozilla/HashFunctions.h"
#include "mozilla/layers/ScreenshotGrabber.h"
#include "mozilla/webrender/RenderCompositor.h"
#include "mozilla/TimeStamp.h"
namespace mozilla {
namespace layers {
class GpuFence;
class NativeLayerRootSnapshotter;
class NativeLayerRoot;
class NativeLayer;
class SurfacePoolHandle;
}
// namespace layers
namespace wr {
// RenderCompositorLayerNative is a skeleton class for implementing layer
// compositors backed by NativeLayer surfaces. This is not meant to be directly
// instantiated and is instead derived for various use-cases such as OpenGL.
class RenderCompositorLayerNative : public RenderCompositor {
public:
virtual ~RenderCompositorLayerNative();
bool BeginFrame() override;
RenderedFrameId EndFrame(
const nsTArray<DeviceIntRect>& aDirtyRects) final;
void Pause() override;
bool Resume() override;
layers::WebRenderCompositor CompositorType()
const override;
LayoutDeviceIntSize GetBufferSize() override;
bool ShouldUseNativeCompositor() override;
bool ShouldUseLayerCompositor()
const override;
bool UseLayerCompositor()
const override;
bool EnableAsyncScreenshot() override;
void GetCompositorCapabilities(CompositorCapabilities* aCaps) override;
void GetWindowProperties(WindowProperties* aProperties) override;
bool SurfaceOriginIsTopLeft() override {
return true; }
// Does the readback for the ShouldUseNativeCompositor() case.
bool MaybeReadback(
const gfx::IntSize& aReadbackSize,
const wr::ImageFormat& aReadbackFormat,
const Range<uint8_t>& aReadbackBuffer,
bool* aNeedsYFlip) override;
bool MaybeRecordFrame(layers::CompositionRecorder& aRecorder) override;
bool MaybeGrabScreenshot(
const gfx::IntSize& aWindowSize) override;
bool MaybeProcessScreenshotQueue() override;
void WaitUntilPresentationFlushed() override;
// Interface for wr::Compositor
void CompositorBeginFrame() override;
void CompositorEndFrame() override;
void CreateSurface(wr::NativeSurfaceId aId, wr::DeviceIntPoint aVirtualOffset,
wr::DeviceIntSize aTileSize,
bool aIsOpaque) override;
void CreateExternalSurface(wr::NativeSurfaceId aId,
bool aIsOpaque) override;
void DestroySurface(NativeSurfaceId aId) override;
void CreateTile(wr::NativeSurfaceId aId, int32_t aX, int32_t aY) override;
void DestroyTile(wr::NativeSurfaceId aId, int32_t aX, int32_t aY) override;
void CreateSwapChainSurface(wr::NativeSurfaceId aId, wr::DeviceIntSize aSize,
bool aIsOpaque,
bool aNeedsSyncDcompCommit) override;
void ResizeSwapChainSurface(wr::NativeSurfaceId aId,
wr::DeviceIntSize aSize) override;
void AttachExternalImage(wr::NativeSurfaceId aId,
wr::ExternalImageId aExternalImage) override;
void AddSurface(wr::NativeSurfaceId aId,
const wr::CompositorSurfaceTransform& aTransform,
wr::DeviceIntRect aClipRect,
wr::ImageRendering aImageRendering,
wr::DeviceIntRect aRoundedClipRect,
wr::ClipRadius aClipRadius) override;
static gfx::SamplingFilter ToSamplingFilter(
wr::ImageRendering aImageRendering);
protected:
explicit RenderCompositorLayerNative(
const RefPtr<widget::CompositorWidget>& aWidget,
gl::GLContext* aGL = nullptr);
virtual
bool InitDefaultFramebuffer() =
0;
virtual
void DoSwap() =
0;
virtual
void DoFlush() {}
void BindNativeLayer(wr::NativeSurfaceId aId);
void UnbindNativeLayer();
RefPtr<layers::NativeLayerRoot> mNativeLayerRoot;
UniquePtr<layers::NativeLayerRootSnapshotter> mNativeLayerRootSnapshotter;
layers::ScreenshotGrabber mProfilerScreenshotGrabber;
RefPtr<layers::SurfacePoolHandle> mSurfacePoolHandle;
struct Surface {
Surface(wr::DeviceIntSize aSize,
bool aIsOpaque);
~Surface();
gfx::IntSize Size()
const {
return gfx::IntSize(mSize.width, mSize.height);
}
// External images can change size depending on which image
// is attached, so mSize will be 0,0 when mIsExternal
// is true.
wr::DeviceIntSize mSize;
bool mIsOpaque;
bool mIsExternal =
false;
RefPtr<layers::NativeLayer> mNativeLayer;
};
struct SurfaceIdHashFn {
std::size_t
operator()(
const wr::NativeSurfaceId& aId)
const {
return HashGeneric(wr::AsUint64(aId));
}
};
RefPtr<layers::NativeLayer> mCurrentlyBoundNativeLayer;
nsTArray<RefPtr<layers::NativeLayer>> mAddedLayers;
gfx::IntRect mVisibleBounds;
std::unordered_map<wr::NativeSurfaceId, Surface, SurfaceIdHashFn> mSurfaces;
TimeStamp mBeginFrameTimeStamp;
std::deque<RefPtr<layers::GpuFence>> mPendingGpuFeces;
// Used when platform does not support to take screenshot with multiple
// layers. By GetWindowProperties(), it notifies WebRender layer manager to
// use single layer for taking screenshot. By EnableAsyncScreenshot(), it
// notifies if taking screenshot is ready.
bool mEnableAsyncScreenshot =
false;
// The flag for enabling screenshot with WebRender layer compositor in next
// composite.
bool mEnableAsyncScreenshotInNextFrame =
false;
int mCurrentFrame =
0;
int mAsyncScreenshotLastFrameUsed =
0;
};
// RenderCompositorLayerNativeOGL is a layer compositor that exposes an
// OpenGL framebuffer for the respective NativeLayer bound to each Surface.
class RenderCompositorLayerNativeOGL : public RenderCompositorLayerNative {
public:
static UniquePtr<RenderCompositor> Create(
const RefPtr<widget::CompositorWidget>& aWidget, nsACString& aError);
RenderCompositorLayerNativeOGL(
const RefPtr<widget::CompositorWidget>& aWidget,
RefPtr<gl::GLContext>&& aGL);
virtual ~RenderCompositorLayerNativeOGL();
bool WaitForGPU() override;
gl::GLContext* gl()
const override {
return mGL; }
void BindSwapChain(wr::NativeSurfaceId aId,
const wr::DeviceIntRect* aDirtyRects,
size_t aNumDirtyRects) override;
void PresentSwapChain(wr::NativeSurfaceId aId,
const wr::DeviceIntRect* aDirtyRects,
size_t aNumDirtyRects) override;
void AttachExternalImage(wr::NativeSurfaceId aId,
wr::ExternalImageId aExternalImage) override;
protected:
void InsertFrameDoneSync();
bool InitDefaultFramebuffer() override;
void DoSwap() override;
void DoFlush() override;
RefPtr<gl::GLContext> mGL;
struct BackPressureFences {
explicit BackPressureFences(
std::deque<RefPtr<layers::GpuFence>>&& aGpuFeces)
: mGpuFeces(std::move(aGpuFeces)) {}
GLsync mSync = nullptr;
std::deque<RefPtr<layers::GpuFence>> mGpuFeces;
};
// Used to apply back-pressure in WaitForGPU().
UniquePtr<BackPressureFences> mPreviousFrameDoneFences;
UniquePtr<BackPressureFences> mThisFrameDoneFences;
};
}
// namespace wr
}
// namespace mozilla
#endif