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DCLayerTree.h
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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_DCLAYER_TREE_H
#define MOZILLA_GFX_DCLAYER_TREE_H
#include <unordered_map>
#include <windows.h>
#include "GLTypes.h"
#include "mozilla/Maybe.h"
#include "mozilla/RefPtr.h"
#include "mozilla/UniquePtr.h"
#include "mozilla/webrender/WebRenderTypes.h"
struct ID3D11Device;
struct ID3D11DeviceContext;
struct IDCompositionDevice2;
struct IDCompositionSurface;
struct IDCompositionTarget;
struct IDCompositionVisual2;
struct IDXGISwapChain1;
struct IDCompositionVirtualSurface;
namespace mozilla {
namespace gl {
class GLContext;
}
namespace wr {
#define USE_VIRTUAL_SURFACES
// DirectComposition virtual surfaces are zero based, but WR picture cache
// bounds can potentially have a negative origin. Shift all the picture cache
// coordinates by a large fixed amount, such that we don't need to re-create
// the surface if the picture cache origin becomes negative due to adding more
// tiles to the above / left.
#define VIRTUAL_OFFSET 512 * 1024
class DCLayer;
class DCSurface;
/**
* DCLayerTree manages direct composition layers.
* It does not manage gecko's layers::Layer.
*/
class DCLayerTree {
public:
static UniquePtr<DCLayerTree> Create(gl::GLContext* aGL, EGLConfig aEGLConfig,
ID3D11Device* aDevice, HWND aHwnd);
explicit DCLayerTree(gl::GLContext* aGL, EGLConfig aEGLConfig,
ID3D11Device* aDevice,
IDCompositionDevice2* aCompositionDevice);
~DCLayerTree();
void SetDefaultSwapChain(IDXGISwapChain1* aSwapChain);
void MaybeUpdateDebug();
void MaybeCommit();
void WaitForCommitCompletion();
void DisableNativeCompositor();
// Interface for wr::Compositor
void CompositorBeginFrame();
void CompositorEndFrame();
void Bind(wr::NativeTileId aId, wr::DeviceIntPoint* aOffset, uint32_t* aFboId,
wr::DeviceIntRect aDirtyRect, wr::DeviceIntRect aValidRect);
void Unbind();
void CreateSurface(wr::NativeSurfaceId aId, wr::DeviceIntSize aTileSize,
bool aIsOpaque);
void DestroySurface(NativeSurfaceId aId);
void CreateTile(wr::NativeSurfaceId aId, int32_t aX, int32_t aY);
void DestroyTile(wr::NativeSurfaceId aId, int32_t aX, int32_t aY);
void AddSurface(wr::NativeSurfaceId aId, wr::DeviceIntPoint aPosition,
wr::DeviceIntRect aClipRect);
gl::GLContext* GetGLContext() const { return mGL; }
EGLConfig GetEGLConfig() const { return mEGLConfig; }
ID3D11Device* GetDevice() const { return mDevice; }
IDCompositionDevice2* GetCompositionDevice() const {
return mCompositionDevice;
}
DCSurface* GetSurface(wr::NativeSurfaceId aId) const;
// Get or create an FBO with depth buffer suitable for specified dimensions
GLuint GetOrCreateFbo(int aWidth, int aHeight);
protected:
bool Initialize(HWND aHwnd);
bool MaybeUpdateDebugCounter();
bool MaybeUpdateDebugVisualRedrawRegions();
void DestroyEGLSurface();
GLuint CreateEGLSurfaceForCompositionSurface(
wr::DeviceIntRect aDirtyRect, wr::DeviceIntPoint* aOffset,
RefPtr<IDCompositionSurface> aCompositionSurface,
wr::DeviceIntPoint aSurfaceOffset);
void ReleaseNativeCompositorResources();
RefPtr<gl::GLContext> mGL;
EGLConfig mEGLConfig;
RefPtr<ID3D11Device> mDevice;
RefPtr<IDCompositionDevice2> mCompositionDevice;
RefPtr<IDCompositionTarget> mCompositionTarget;
RefPtr<IDCompositionVisual2> mRootVisual;
RefPtr<IDCompositionVisual2> mDefaultSwapChainVisual;
bool mDebugCounter;
bool mDebugVisualRedrawRegions;
Maybe<RefPtr<IDCompositionSurface>> mCurrentSurface;
// The EGL image that is bound to the D3D texture provided by
// DirectComposition.
EGLImage mEGLImage;
// The GL render buffer ID that maps the EGLImage to an RBO for attaching to
// an FBO.
GLuint mColorRBO;
struct SurfaceIdHashFn {
std::size_t operator()(const wr::NativeSurfaceId& aId) const {
return HashGeneric(wr::AsUint64(aId));
}
};
std::unordered_map<wr::NativeSurfaceId, UniquePtr<DCSurface>, SurfaceIdHashFn>
mDCSurfaces;
// A list of layer IDs as they are added to the visual tree this frame.
std::vector<wr::NativeSurfaceId> mCurrentLayers;
// The previous frame's list of layer IDs in visual order.
std::vector<wr::NativeSurfaceId> mPrevLayers;
// Information about a cached FBO that is retained between frames.
struct CachedFrameBuffer {
int width;
int height;
GLuint fboId;
GLuint depthRboId;
};
// A cache of FBOs, containing a depth buffer allocated to a specific size.
// TODO(gw): Might be faster as a hashmap? The length is typically much less
// than 10.
std::vector<CachedFrameBuffer> mFrameBuffers;
bool mPendingCommit;
};
/**
Represents a single picture cache slice. Each surface contains some
number of tiles. An implementation may choose to allocate individual
tiles to render in to (as the current impl does), or allocate a large
single virtual surface to draw into (e.g. the DirectComposition virtual
surface API in future).
*/
class DCSurface {
public:
explicit DCSurface(wr::DeviceIntSize aTileSize, bool aIsOpaque,
DCLayerTree* aDCLayerTree);
~DCSurface();
bool Initialize();
void CreateTile(int32_t aX, int32_t aY);
void DestroyTile(int32_t aX, int32_t aY);
IDCompositionVisual2* GetVisual() const { return mVisual; }
DCLayer* GetLayer(int32_t aX, int32_t aY) const;
struct TileKey {
TileKey(int32_t aX, int32_t aY) : mX(aX), mY(aY) {}
int32_t mX;
int32_t mY;
};
#ifdef USE_VIRTUAL_SURFACES
wr::DeviceIntSize GetTileSize() const { return mTileSize; }
IDCompositionVirtualSurface* GetCompositionSurface() const {
return mVirtualSurface;
}
void UpdateAllocatedRect();
void DirtyAllocatedRect();
#endif
protected:
DCLayerTree* mDCLayerTree;
struct TileKeyHashFn {
std::size_t operator()(const TileKey& aId) const {
return HashGeneric(aId.mX, aId.mY);
}
};
// The visual for this surface. No content is attached to here, but tiles
// that belong to this surface are added as children. In this way, we can
// set the clip and scroll offset once, on this visual, to affect all
// children.
RefPtr<IDCompositionVisual2> mVisual;
wr::DeviceIntSize mTileSize;
bool mIsOpaque;
bool mAllocatedRectDirty;
std::unordered_map<TileKey, UniquePtr<DCLayer>, TileKeyHashFn> mDCLayers;
#ifdef USE_VIRTUAL_SURFACES
RefPtr<IDCompositionVirtualSurface> mVirtualSurface;
#endif
};
/**
Represents a tile within a surface.
TODO(gw): We should probably rename this to DCTile as a follow up.
*/
class DCLayer {
public:
explicit DCLayer(DCLayerTree* aDCLayerTree);
~DCLayer();
bool Initialize(int aX, int aY, wr::DeviceIntSize aSize, bool aIsOpaque);
#ifdef USE_VIRTUAL_SURFACES
gfx::IntRect mValidRect;
#else
IDCompositionSurface* GetCompositionSurface() const {
return mCompositionSurface;
}
IDCompositionVisual2* GetVisual() const { return mVisual; }
protected:
RefPtr<IDCompositionSurface> CreateCompositionSurface(wr::DeviceIntSize aSize,
bool aIsOpaque);
RefPtr<IDCompositionSurface> mCompositionSurface;
RefPtr<IDCompositionVisual2> mVisual;
#endif
DCLayerTree* mDCLayerTree;
};
static inline bool operator==(const DCSurface::TileKey& a0,
const DCSurface::TileKey& a1) {
return a0.mX == a1.mX && a0.mY == a1.mY;
}
} // namespace wr
} // namespace mozilla
#endif