/src/mozilla-central/gfx/layers/mlgpu/RenderPassMLGPU.h
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1 | | /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ |
2 | | /* vim: set ts=8 sts=2 et sw=2 tw=80: */ |
3 | | /* This Source Code Form is subject to the terms of the Mozilla Public |
4 | | * License, v. 2.0. If a copy of the MPL was not distributed with this |
5 | | * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ |
6 | | |
7 | | #ifndef MOZILLA_GFX_RENDERPASSMLGPU_H |
8 | | #define MOZILLA_GFX_RENDERPASSMLGPU_H |
9 | | |
10 | | #include "LayerManagerMLGPU.h" |
11 | | #include "ShaderDefinitionsMLGPU.h" |
12 | | #include "SharedBufferMLGPU.h" |
13 | | #include "StagingBuffer.h" |
14 | | |
15 | | namespace mozilla { |
16 | | namespace layers { |
17 | | |
18 | | using namespace mlg; |
19 | | |
20 | | class RenderViewMLGPU; |
21 | | |
22 | | enum class RenderPassType { |
23 | | ClearView, |
24 | | SolidColor, |
25 | | SingleTexture, |
26 | | RenderView, |
27 | | Video, |
28 | | ComponentAlpha, |
29 | | Unknown |
30 | | }; |
31 | | |
32 | | enum class RenderOrder |
33 | | { |
34 | | // Used for all items when not using a depth buffer. Otherwise, used for |
35 | | // items that may draw transparent pixels. |
36 | | BackToFront, |
37 | | |
38 | | // Only used when the depth buffer is enabled, and only for items that are |
39 | | // guaranteed to only draw opaque pixels. |
40 | | FrontToBack |
41 | | }; |
42 | | |
43 | | static const uint32_t kInvalidResourceIndex = uint32_t(-1); |
44 | | |
45 | | struct ItemInfo { |
46 | | explicit ItemInfo(FrameBuilder* aBuilder, |
47 | | RenderViewMLGPU* aView, |
48 | | LayerMLGPU* aLayer, |
49 | | int32_t aSortOrder, |
50 | | const gfx::IntRect& aBounds, |
51 | | Maybe<gfx::Polygon>&& aGeometry); |
52 | | |
53 | | // Return true if a layer can be clipped by the vertex shader; false |
54 | | // otherwise. Any kind of textured mask or non-rectilinear transform |
55 | | // will cause this to return false. |
56 | 0 | bool HasRectTransformAndClip() const { |
57 | 0 | return rectilinear && !layer->GetMask(); |
58 | 0 | } |
59 | | |
60 | | RenderViewMLGPU* view; |
61 | | LayerMLGPU* layer; |
62 | | RenderPassType type; |
63 | | uint32_t layerIndex; |
64 | | int32_t sortOrder; |
65 | | gfx::IntRect bounds; |
66 | | RenderOrder renderOrder; |
67 | | Maybe<gfx::Polygon> geometry; |
68 | | |
69 | | // Set only when the transform is a 2D integer translation. |
70 | | Maybe<gfx::IntPoint> translation; |
71 | | |
72 | | // Set when the item bounds will occlude anything below it. |
73 | | bool opaque; |
74 | | |
75 | | // Set when the item's transform is 2D and rectilinear. |
76 | | bool rectilinear; |
77 | | }; |
78 | | |
79 | | // Base class for anything that can render in a batch to the GPU. |
80 | | class RenderPassMLGPU |
81 | | { |
82 | | NS_INLINE_DECL_REFCOUNTING(RenderPassMLGPU) |
83 | | |
84 | | public: |
85 | | static RenderPassType GetPreferredPassType(FrameBuilder* aBuilder, |
86 | | const ItemInfo& aInfo); |
87 | | |
88 | | static RefPtr<RenderPassMLGPU> CreatePass(FrameBuilder* aBuilder, |
89 | | const ItemInfo& aInfo); |
90 | | |
91 | | // Return true if this pass is compatible with the given item, false |
92 | | // otherwise. This does not guarantee the pass will accept the item, |
93 | | // but does guarantee we can try. |
94 | | virtual bool IsCompatible(const ItemInfo& aItem); |
95 | | |
96 | | virtual RenderPassType GetType() const = 0; |
97 | | |
98 | | // Return true if the layer was compatible with and added to this pass, |
99 | | // false otherwise. |
100 | | bool AcceptItem(ItemInfo& aInfo); |
101 | | |
102 | | // Prepare constants buffers and textures. |
103 | | virtual void PrepareForRendering(); |
104 | | |
105 | | // Execute this render pass to the currently selected surface. |
106 | | virtual void ExecuteRendering() = 0; |
107 | | |
108 | 0 | virtual Maybe<MLGBlendState> GetBlendState() const { |
109 | 0 | return Nothing(); |
110 | 0 | } |
111 | | |
112 | 0 | size_t GetLayerBufferIndex() const { |
113 | 0 | return mLayerBufferIndex; |
114 | 0 | } |
115 | 0 | Maybe<uint32_t> GetMaskRectBufferIndex() const { |
116 | 0 | return mMaskRectBufferIndex == kInvalidResourceIndex |
117 | 0 | ? Nothing() |
118 | 0 | : Some(mMaskRectBufferIndex); |
119 | 0 | } |
120 | | |
121 | | // Returns true if this pass overlaps the affected region of an item. This |
122 | | // only ever returns true for transparent items and transparent batches, |
123 | | // and should not be used otherwise. |
124 | | bool Intersects(const ItemInfo& aItem); |
125 | | |
126 | | // Returns true if pass has been successfully prepared. |
127 | 0 | bool IsPrepared() const { |
128 | 0 | return mPrepared; |
129 | 0 | } |
130 | | |
131 | | protected: |
132 | | RenderPassMLGPU(FrameBuilder* aBuilder, const ItemInfo& aItem); |
133 | | virtual ~RenderPassMLGPU(); |
134 | | |
135 | | // Return true if the item was consumed, false otherwise. |
136 | | virtual bool AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) = 0; |
137 | | |
138 | | protected: |
139 | | enum class GeometryMode { |
140 | | Unknown, |
141 | | UnitQuad, |
142 | | Polygon |
143 | | }; |
144 | | |
145 | | protected: |
146 | | FrameBuilder* mBuilder; |
147 | | RefPtr<MLGDevice> mDevice; |
148 | | size_t mLayerBufferIndex; |
149 | | size_t mMaskRectBufferIndex; |
150 | | gfx::IntRegion mAffectedRegion; |
151 | | bool mPrepared; |
152 | | }; |
153 | | |
154 | | // Shader-based render passes execute a draw call, vs. non-shader passes that |
155 | | // use non-shader APIs (like ClearView). |
156 | | class ShaderRenderPass : public RenderPassMLGPU |
157 | | { |
158 | | public: |
159 | | ShaderRenderPass(FrameBuilder* aBuilder, const ItemInfo& aItem); |
160 | | |
161 | | // Used by ShaderDefinitions for writing traits. |
162 | 0 | VertexStagingBuffer* GetInstances() { |
163 | 0 | return &mInstances; |
164 | 0 | } |
165 | | |
166 | | bool IsCompatible(const ItemInfo& aItem) override; |
167 | | void PrepareForRendering() override; |
168 | | void ExecuteRendering() override; |
169 | | |
170 | 0 | virtual Maybe<MLGBlendState> GetBlendState() const override{ |
171 | 0 | return Some(MLGBlendState::Over); |
172 | 0 | } |
173 | | |
174 | | protected: |
175 | | // If this batch has a uniform opacity, return it here. Otherwise this should |
176 | | // return 1.0. |
177 | | virtual float GetOpacity() const = 0; |
178 | | |
179 | | // Set any components of the pipeline that won't be handled by |
180 | | // ExecuteRendering. This is called only once even if multiple draw calls |
181 | | // are issued. |
182 | | virtual void SetupPipeline() = 0; |
183 | | |
184 | | protected: |
185 | | // Set the geometry this pass will use. This must be called by every |
186 | | // derived constructor. Use GeometryMode::Unknown to pick the default |
187 | | // behavior: UnitQuads for rectilinear transform+clips, and polygons |
188 | | // otherwise. |
189 | | void SetGeometry(const ItemInfo& aItem, GeometryMode aMode); |
190 | | |
191 | 0 | void SetDefaultGeometry(const ItemInfo& aItem) { |
192 | 0 | SetGeometry(aItem, GeometryMode::Unknown); |
193 | 0 | } |
194 | | |
195 | | // Called after PrepareForRendering() has finished. If this returns false, |
196 | | // PrepareForRendering() will return false. |
197 | 0 | virtual bool OnPrepareBuffers() { |
198 | 0 | return true; |
199 | 0 | } |
200 | | |
201 | | // Prepare the mask/opacity buffer bound in most pixel shaders. |
202 | | bool SetupPSBuffer0(float aOpacity); |
203 | | |
204 | 0 | bool HasMask() const { |
205 | 0 | return !!mMask; |
206 | 0 | } |
207 | 0 | MaskOperation* GetMask() const { |
208 | 0 | return mMask; |
209 | 0 | } |
210 | | |
211 | | protected: |
212 | | GeometryMode mGeometry; |
213 | | RefPtr<MaskOperation> mMask; |
214 | | bool mHasRectTransformAndClip; |
215 | | |
216 | | VertexStagingBuffer mInstances; |
217 | | VertexBufferSection mInstanceBuffer; |
218 | | |
219 | | ConstantBufferSection mPSBuffer0; |
220 | | }; |
221 | | |
222 | | // This contains various helper functions for building vertices and shader |
223 | | // inputs for layers. |
224 | | template <typename Traits> |
225 | | class BatchRenderPass : public ShaderRenderPass |
226 | | { |
227 | | public: |
228 | | BatchRenderPass(FrameBuilder* aBuilder, const ItemInfo& aItem) |
229 | | : ShaderRenderPass(aBuilder, aItem) |
230 | 0 | {} Unexecuted instantiation: mozilla::layers::BatchRenderPass<mozilla::layers::mlg::ColorTraits>::BatchRenderPass(mozilla::layers::FrameBuilder*, mozilla::layers::ItemInfo const&) Unexecuted instantiation: mozilla::layers::BatchRenderPass<mozilla::layers::mlg::TexturedTraits>::BatchRenderPass(mozilla::layers::FrameBuilder*, mozilla::layers::ItemInfo const&) |
231 | | |
232 | | protected: |
233 | | // It is tricky to determine ahead of time whether or not we'll have enough |
234 | | // room in our buffers to hold all draw commands for a layer, especially |
235 | | // since layers can have multiple draw rects. We don't want to draw one rect, |
236 | | // reject the item, then redraw the same rect again in another batch. |
237 | | // To deal with this we use a transaction approach and reject the transaction |
238 | | // if we couldn't add everything. |
239 | | class Txn { |
240 | | public: |
241 | | explicit Txn(BatchRenderPass* aPass) |
242 | | : mPass(aPass), |
243 | | mPrevInstancePos(aPass->mInstances.GetPosition()) |
244 | 0 | {} Unexecuted instantiation: mozilla::layers::BatchRenderPass<mozilla::layers::mlg::ColorTraits>::Txn::Txn(mozilla::layers::BatchRenderPass<mozilla::layers::mlg::ColorTraits>*) Unexecuted instantiation: mozilla::layers::BatchRenderPass<mozilla::layers::mlg::TexturedTraits>::Txn::Txn(mozilla::layers::BatchRenderPass<mozilla::layers::mlg::TexturedTraits>*) |
245 | | |
246 | 0 | bool Add(const Traits& aTraits) { |
247 | 0 | if (!AddImpl(aTraits)) { |
248 | 0 | return Fail(); |
249 | 0 | } |
250 | 0 | return true; |
251 | 0 | } Unexecuted instantiation: mozilla::layers::BatchRenderPass<mozilla::layers::mlg::ColorTraits>::Txn::Add(mozilla::layers::mlg::ColorTraits const&) Unexecuted instantiation: mozilla::layers::BatchRenderPass<mozilla::layers::mlg::TexturedTraits>::Txn::Add(mozilla::layers::mlg::TexturedTraits const&) |
252 | | |
253 | | // Add an item based on a draw rect, layer, and optional geometry. This is |
254 | | // defined in RenderPassMLGPU-inl.h, since it needs access to |
255 | | // ShaderDefinitionsMLGPU-inl.h. |
256 | | bool AddImpl(const Traits& aTraits); |
257 | | |
258 | 0 | bool Fail() { |
259 | 0 | MOZ_ASSERT(!mStatus.isSome() || !mStatus.value()); |
260 | 0 | mStatus = Some(false); |
261 | 0 | return false; |
262 | 0 | } Unexecuted instantiation: mozilla::layers::BatchRenderPass<mozilla::layers::mlg::ColorTraits>::Txn::Fail() Unexecuted instantiation: mozilla::layers::BatchRenderPass<mozilla::layers::mlg::TexturedTraits>::Txn::Fail() |
263 | | |
264 | 0 | bool Commit() { |
265 | 0 | MOZ_ASSERT(!mStatus.isSome() || !mStatus.value()); |
266 | 0 | if (mStatus.isSome()) { |
267 | 0 | return false; |
268 | 0 | } |
269 | 0 | mStatus = Some(true); |
270 | 0 | return true; |
271 | 0 | } Unexecuted instantiation: mozilla::layers::BatchRenderPass<mozilla::layers::mlg::ColorTraits>::Txn::Commit() Unexecuted instantiation: mozilla::layers::BatchRenderPass<mozilla::layers::mlg::TexturedTraits>::Txn::Commit() |
272 | | |
273 | 0 | ~Txn() { |
274 | 0 | if (!mStatus.isSome() || !mStatus.value()) { |
275 | 0 | mPass->mInstances.RestorePosition(mPrevInstancePos); |
276 | 0 | } |
277 | 0 | } Unexecuted instantiation: mozilla::layers::BatchRenderPass<mozilla::layers::mlg::ColorTraits>::Txn::~Txn() Unexecuted instantiation: mozilla::layers::BatchRenderPass<mozilla::layers::mlg::TexturedTraits>::Txn::~Txn() |
278 | | |
279 | | private: |
280 | | BatchRenderPass* mPass; |
281 | | VertexStagingBuffer::Position mPrevVertexPos; |
282 | | VertexStagingBuffer::Position mPrevItemPos; |
283 | | ConstantStagingBuffer::Position mPrevInstancePos; |
284 | | Maybe<bool> mStatus; |
285 | | }; |
286 | | }; |
287 | | |
288 | | // Shaders which sample from a texture should inherit from this. |
289 | | class TexturedRenderPass : public BatchRenderPass<TexturedTraits> |
290 | | { |
291 | | public: |
292 | | explicit TexturedRenderPass(FrameBuilder* aBuilder, const ItemInfo& aItem); |
293 | | |
294 | | protected: |
295 | | struct Info { |
296 | | Info(const ItemInfo& aItem, PaintedLayerMLGPU* aLayer); |
297 | | Info(const ItemInfo& aItem, TexturedLayerMLGPU* aLayer); |
298 | | Info(const ItemInfo& aItem, ContainerLayerMLGPU* aLayer); |
299 | | |
300 | | const ItemInfo& item; |
301 | | gfx::IntSize textureSize; |
302 | | gfx::Point destOrigin; |
303 | | Maybe<gfx::Size> scale; |
304 | | bool decomposeIntoNoRepeatRects; |
305 | | }; |
306 | | |
307 | | // Add a set of draw rects based on a visible region. The texture size and |
308 | | // scaling factor are used to compute uv-coordinates. |
309 | | // |
310 | | // The origin is the offset from the draw rect to the layer bounds. You can |
311 | | // also think of it as the translation from layer space into texture space, |
312 | | // pre-scaling. For example, ImageLayers use the texture bounds as their |
313 | | // draw rect, so the origin will be (0, 0). ContainerLayer intermediate |
314 | | // surfaces, on the other hand, are relative to the target offset of the |
315 | | // layer. In all cases the visible region may be partially occluded, so |
316 | | // knowing the true origin is important. |
317 | | template <typename RegionType> |
318 | | bool AddItems(Txn& aTxn, |
319 | | const Info& aInfo, |
320 | | const RegionType& aDrawRegion) |
321 | 0 | { |
322 | 0 | for (auto iter = aDrawRegion.RectIter(); !iter.Done(); iter.Next()) { |
323 | 0 | gfx::Rect drawRect = gfx::Rect(iter.Get().ToUnknownRect()); |
324 | 0 | if (!AddItem(aTxn, aInfo, drawRect)) { |
325 | 0 | return false; |
326 | 0 | } |
327 | 0 | } |
328 | 0 | return true; |
329 | 0 | } Unexecuted instantiation: bool mozilla::layers::TexturedRenderPass::AddItems<mozilla::gfx::IntRegionTyped<mozilla::LayerPixel> >(mozilla::layers::BatchRenderPass<mozilla::layers::mlg::TexturedTraits>::Txn&, mozilla::layers::TexturedRenderPass::Info const&, mozilla::gfx::IntRegionTyped<mozilla::LayerPixel> const&) Unexecuted instantiation: bool mozilla::layers::TexturedRenderPass::AddItems<mozilla::gfx::IntRegionTyped<mozilla::gfx::UnknownUnits> >(mozilla::layers::BatchRenderPass<mozilla::layers::mlg::TexturedTraits>::Txn&, mozilla::layers::TexturedRenderPass::Info const&, mozilla::gfx::IntRegionTyped<mozilla::gfx::UnknownUnits> const&) |
330 | | |
331 | | private: |
332 | | // Add a draw instance to the given destination rect. Texture coordinates |
333 | | // are built from the given texture size, optional scaling factor, and |
334 | | // texture origin relative to the draw rect. This will ultimately call |
335 | | // AddClippedItem, potentially clipping the draw rect if needed. |
336 | | bool AddItem(Txn& aTxn, const Info& aInfo, const gfx::Rect& aDrawRect); |
337 | | |
338 | | // Add an item that has gone through any necessary clipping already. This |
339 | | // is the final destination for handling textured items. |
340 | | bool AddClippedItem(Txn& aTxn, const Info& aInfo, const gfx::Rect& aDrawRect); |
341 | | |
342 | | protected: |
343 | | TextureFlags mTextureFlags; |
344 | | }; |
345 | | |
346 | | // This is only available when MLGDevice::CanUseClearView returns true. |
347 | | class ClearViewPass final : public RenderPassMLGPU |
348 | | { |
349 | | public: |
350 | | ClearViewPass(FrameBuilder* aBuilder, const ItemInfo& aItem); |
351 | | |
352 | | bool IsCompatible(const ItemInfo& aItem) override; |
353 | | void ExecuteRendering() override; |
354 | | |
355 | 0 | RenderPassType GetType() const override { |
356 | 0 | return RenderPassType::ClearView; |
357 | 0 | } |
358 | | |
359 | | private: |
360 | | bool AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) override; |
361 | | |
362 | | private: |
363 | | // Note: Not a RefPtr since this would create a cycle. |
364 | | RenderViewMLGPU* mView; |
365 | | gfx::Color mColor; |
366 | | nsTArray<gfx::IntRect> mRects; |
367 | | }; |
368 | | |
369 | | // SolidColorPass is used when ClearViewPass is not available, or when |
370 | | // the layer has masks, or subpixel or complex transforms. |
371 | | class SolidColorPass final : public BatchRenderPass<ColorTraits> |
372 | | { |
373 | | public: |
374 | | explicit SolidColorPass(FrameBuilder* aBuilder, const ItemInfo& aItem); |
375 | | |
376 | 0 | RenderPassType GetType() const override { |
377 | 0 | return RenderPassType::SolidColor; |
378 | 0 | } |
379 | | |
380 | | private: |
381 | | bool AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) override; |
382 | | void SetupPipeline() override; |
383 | | float GetOpacity() const override; |
384 | | }; |
385 | | |
386 | | class SingleTexturePass final : public TexturedRenderPass |
387 | | { |
388 | | public: |
389 | | explicit SingleTexturePass(FrameBuilder* aBuilder, const ItemInfo& aItem); |
390 | | |
391 | 0 | RenderPassType GetType() const override { |
392 | 0 | return RenderPassType::SingleTexture; |
393 | 0 | } |
394 | | |
395 | | private: |
396 | | bool AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) override; |
397 | | void SetupPipeline() override; |
398 | 0 | float GetOpacity() const override { |
399 | 0 | return mOpacity; |
400 | 0 | } |
401 | | Maybe<MLGBlendState> GetBlendState() const override; |
402 | | |
403 | | private: |
404 | | RefPtr<TextureSource> mTexture; |
405 | | SamplerMode mSamplerMode; |
406 | | float mOpacity; |
407 | | }; |
408 | | |
409 | | class ComponentAlphaPass final : public TexturedRenderPass |
410 | | { |
411 | | public: |
412 | | explicit ComponentAlphaPass(FrameBuilder* aBuilder, const ItemInfo& aItem); |
413 | | |
414 | 0 | RenderPassType GetType() const override { |
415 | 0 | return RenderPassType::ComponentAlpha; |
416 | 0 | } |
417 | | |
418 | | private: |
419 | | bool AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) override; |
420 | | void SetupPipeline() override; |
421 | | float GetOpacity() const override; |
422 | 0 | Maybe<MLGBlendState> GetBlendState() const override { |
423 | 0 | return Some(MLGBlendState::ComponentAlpha); |
424 | 0 | } |
425 | | |
426 | | private: |
427 | | float mOpacity; |
428 | | SamplerMode mSamplerMode; |
429 | | RefPtr<TextureSource> mTextureOnBlack; |
430 | | RefPtr<TextureSource> mTextureOnWhite; |
431 | | }; |
432 | | |
433 | | class VideoRenderPass final : public TexturedRenderPass |
434 | | { |
435 | | public: |
436 | | explicit VideoRenderPass(FrameBuilder* aBuilder, const ItemInfo& aItem); |
437 | | |
438 | 0 | RenderPassType GetType() const override { |
439 | 0 | return RenderPassType::Video; |
440 | 0 | } |
441 | | |
442 | | private: |
443 | | bool AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) override; |
444 | | void SetupPipeline() override; |
445 | 0 | float GetOpacity() const override { |
446 | 0 | return mOpacity; |
447 | 0 | } |
448 | | |
449 | | private: |
450 | | RefPtr<TextureHost> mHost; |
451 | | RefPtr<TextureSource> mTexture; |
452 | | SamplerMode mSamplerMode; |
453 | | float mOpacity; |
454 | | }; |
455 | | |
456 | | class RenderViewPass final : public TexturedRenderPass |
457 | | { |
458 | | public: |
459 | | RenderViewPass(FrameBuilder* aBuilder, const ItemInfo& aItem); |
460 | | |
461 | 0 | RenderPassType GetType() const override { |
462 | 0 | return RenderPassType::RenderView; |
463 | 0 | } |
464 | | |
465 | | private: |
466 | | bool AddToPass(LayerMLGPU* aItem, ItemInfo& aInfo) override; |
467 | | void SetupPipeline() override; |
468 | | bool OnPrepareBuffers() override; |
469 | | void ExecuteRendering() override; |
470 | | float GetOpacity() const override; |
471 | | bool PrepareBlendState(); |
472 | | void RenderWithBackdropCopy(); |
473 | | |
474 | | private: |
475 | | ConstantBufferSection mBlendConstants; |
476 | | ContainerLayerMLGPU* mAssignedLayer; |
477 | | RefPtr<MLGRenderTarget> mSource; |
478 | | // Note: we don't use RefPtr here since that would cause a cycle. RenderViews |
479 | | // and RenderPasses are both scoped to the frame anyway. |
480 | | RenderViewMLGPU* mParentView; |
481 | | gfx::IntRect mBackdropCopyRect; |
482 | | Maybe<gfx::CompositionOp> mBlendMode; |
483 | | }; |
484 | | |
485 | | } // namespace layers |
486 | | } // namespace mozilla |
487 | | |
488 | | #endif |