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/*
* Copyright (C) 2014 Igalia S.L.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "ThreadedCompositor.h"
#if USE(COORDINATED_GRAPHICS)
#include "CompositingRunLoop.h"
#include "EventDispatcher.h"
#include "ThreadedDisplayRefreshMonitor.h"
#include "WebProcess.h"
#include <WebCore/PlatformDisplay.h>
#include <WebCore/TransformationMatrix.h>
#include <wtf/SetForScope.h>
#if USE(LIBEPOXY)
#include <epoxy/gl.h>
#elif USE(OPENGL_ES)
#include <GLES2/gl2.h>
#else
#include <GL/gl.h>
#endif
namespace WebKit {
using namespace WebCore;
Ref<ThreadedCompositor> ThreadedCompositor::create(Client& client, ThreadedDisplayRefreshMonitor::Client& displayRefreshMonitorClient, PlatformDisplayID displayID, const IntSize& viewportSize, float scaleFactor, TextureMapper::PaintFlags paintFlags)
{
return adoptRef(*new ThreadedCompositor(client, displayRefreshMonitorClient, displayID, viewportSize, scaleFactor, paintFlags));
}
ThreadedCompositor::ThreadedCompositor(Client& client, ThreadedDisplayRefreshMonitor::Client& displayRefreshMonitorClient, PlatformDisplayID displayID, const IntSize& viewportSize, float scaleFactor, TextureMapper::PaintFlags paintFlags)
: m_client(client)
, m_paintFlags(paintFlags)
, m_compositingRunLoop(makeUnique<CompositingRunLoop>([this] { renderLayerTree(); }))
, m_displayRefreshMonitor(ThreadedDisplayRefreshMonitor::create(displayID, displayRefreshMonitorClient))
{
{
// Locking isn't really necessary here, but it's done for consistency.
Locker locker { m_attributes.lock };
m_attributes.viewportSize = viewportSize;
m_attributes.scaleFactor = scaleFactor;
m_attributes.needsResize = !viewportSize.isEmpty();
}
m_compositingRunLoop->performTaskSync([this, protectedThis = Ref { *this }] {
m_scene = adoptRef(new CoordinatedGraphicsScene(this));
m_nativeSurfaceHandle = m_client.nativeSurfaceHandleForCompositing();
createGLContext();
if (m_context) {
if (!m_nativeSurfaceHandle)
m_paintFlags |= TextureMapper::PaintingMirrored;
m_scene->setActive(true);
}
});
}
ThreadedCompositor::~ThreadedCompositor()
{
}
void ThreadedCompositor::createGLContext()
{
ASSERT(!RunLoop::isMain());
// GLNativeWindowType depends on the EGL implementation: reinterpret_cast works
// for pointers (only if they are 64-bit wide and not for other cases), and static_cast for
// numeric types (and when needed they get extended to 64-bit) but not for pointers. Using
// a plain C cast expression in this one instance works in all cases.
static_assert(sizeof(GLNativeWindowType) <= sizeof(uint64_t), "GLNativeWindowType must not be longer than 64 bits.");
auto windowType = (GLNativeWindowType) m_nativeSurfaceHandle;
m_context = GLContext::createContextForWindow(windowType, &PlatformDisplay::sharedDisplayForCompositing());
if (m_context)
m_context->makeContextCurrent();
}
void ThreadedCompositor::invalidate()
{
m_scene->detach();
m_compositingRunLoop->stopUpdates();
m_displayRefreshMonitor->invalidate();
m_compositingRunLoop->performTaskSync([this, protectedThis = Ref { *this }] {
if (!m_context || !m_context->makeContextCurrent())
return;
m_scene->purgeGLResources();
m_context = nullptr;
m_client.didDestroyGLContext();
m_scene = nullptr;
});
m_compositingRunLoop = nullptr;
}
void ThreadedCompositor::suspend()
{
if (++m_suspendedCount > 1)
return;
m_compositingRunLoop->suspend();
m_compositingRunLoop->performTaskSync([this, protectedThis = Ref { *this }] {
m_scene->setActive(false);
});
}
void ThreadedCompositor::resume()
{
ASSERT(m_suspendedCount > 0);
if (--m_suspendedCount > 0)
return;
m_compositingRunLoop->performTaskSync([this, protectedThis = Ref { *this }] {
m_scene->setActive(true);
});
m_compositingRunLoop->resume();
}
void ThreadedCompositor::setScaleFactor(float scale)
{
Locker locker { m_attributes.lock };
m_attributes.scaleFactor = scale;
m_compositingRunLoop->scheduleUpdate();
}
void ThreadedCompositor::setScrollPosition(const IntPoint& scrollPosition, float scale)
{
Locker locker { m_attributes.lock };
m_attributes.scrollPosition = scrollPosition;
m_attributes.scaleFactor = scale;
m_compositingRunLoop->scheduleUpdate();
}
void ThreadedCompositor::setViewportSize(const IntSize& viewportSize, float scale)
{
Locker locker { m_attributes.lock };
m_attributes.viewportSize = viewportSize;
m_attributes.scaleFactor = scale;
m_attributes.needsResize = true;
m_compositingRunLoop->scheduleUpdate();
}
void ThreadedCompositor::updateViewport()
{
m_compositingRunLoop->scheduleUpdate();
}
void ThreadedCompositor::forceRepaint()
{
// FIXME: Enable this for WPE once it's possible to do these forced updates
// in a way that doesn't starve out the underlying graphics buffers.
#if PLATFORM(GTK) && !USE(WPE_RENDERER)
m_compositingRunLoop->performTaskSync([this, protectedThis = Ref { *this }] {
renderLayerTree();
});
#endif
}
void ThreadedCompositor::renderLayerTree()
{
if (!m_scene || !m_scene->isActive())
return;
if (!m_context || !m_context->makeContextCurrent())
return;
// Retrieve the scene attributes in a thread-safe manner.
WebCore::IntSize viewportSize;
WebCore::IntPoint scrollPosition;
float scaleFactor;
bool needsResize;
Vector<WebCore::CoordinatedGraphicsState> states;
{
Locker locker { m_attributes.lock };
viewportSize = m_attributes.viewportSize;
scrollPosition = m_attributes.scrollPosition;
scaleFactor = m_attributes.scaleFactor;
needsResize = m_attributes.needsResize;
states = WTFMove(m_attributes.states);
if (!states.isEmpty()) {
// Client has to be notified upon finishing this scene update.
m_attributes.clientRendersNextFrame = true;
}
// Reset the needsResize attribute to false.
m_attributes.needsResize = false;
}
TransformationMatrix viewportTransform;
viewportTransform.scale(scaleFactor);
viewportTransform.translate(-scrollPosition.x(), -scrollPosition.y());
// Resize the client, if necessary, before the will-render-frame call is dispatched.
// GL viewport is updated separately, if necessary. This establishes sequencing where
// everything inside the will-render and did-render scope is done for a constant-sized scene,
// and similarly all GL operations are done inside that specific scope.
if (needsResize)
m_client.resize(viewportSize);
m_client.willRenderFrame();
if (needsResize)
glViewport(0, 0, viewportSize.width(), viewportSize.height());
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
m_scene->applyStateChanges(states);
m_scene->paintToCurrentGLContext(viewportTransform, FloatRect { FloatPoint { }, viewportSize }, m_paintFlags);
m_context->swapBuffers();
if (m_scene->isActive())
m_client.didRenderFrame();
}
void ThreadedCompositor::sceneUpdateFinished()
{
// The composition has finished. Now we have to determine how to manage
// the scene update completion.
// The DisplayRefreshMonitor will be used to dispatch a callback on the client thread if:
// - clientRendersNextFrame is true (i.e. client has to be notified about the finished update), or
// - a DisplayRefreshMonitor callback was requested from the Web engine
bool shouldDispatchDisplayRefreshCallback { false };
{
Locker locker { m_attributes.lock };
shouldDispatchDisplayRefreshCallback = m_attributes.clientRendersNextFrame
|| m_displayRefreshMonitor->requiresDisplayRefreshCallback();
}
Locker stateLocker { m_compositingRunLoop->stateLock() };
// Schedule the DisplayRefreshMonitor callback, if necessary.
if (shouldDispatchDisplayRefreshCallback)
m_displayRefreshMonitor->dispatchDisplayRefreshCallback();
// Always notify the ScrollingTrees to make sure scrolling does not depend on the main thread.
WebProcess::singleton().eventDispatcher().notifyScrollingTreesDisplayWasRefreshed(m_displayRefreshMonitor->displayID());
// Mark the scene update as completed.
m_compositingRunLoop->updateCompleted(stateLocker);
}
void ThreadedCompositor::updateSceneState(const CoordinatedGraphicsState& state)
{
Locker locker { m_attributes.lock };
m_attributes.states.append(state);
m_compositingRunLoop->scheduleUpdate();
}
void ThreadedCompositor::updateScene()
{
m_compositingRunLoop->scheduleUpdate();
}
RefPtr<WebCore::DisplayRefreshMonitor> ThreadedCompositor::displayRefreshMonitor(PlatformDisplayID)
{
return m_displayRefreshMonitor.copyRef();
}
void ThreadedCompositor::frameComplete()
{
ASSERT(!RunLoop::isMain());
sceneUpdateFinished();
}
}
#endif // USE(COORDINATED_GRAPHICS)