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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_THREADED)
#include "CompositingRunLoop.h"
#include "ThreadedDisplayRefreshMonitor.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, WebPage& webPage, const IntSize& viewportSize, float scaleFactor, ShouldDoFrameSync doFrameSync, TextureMapper::PaintFlags paintFlags)
{
return adoptRef(*new ThreadedCompositor(client, webPage, viewportSize, scaleFactor, doFrameSync, paintFlags));
}
ThreadedCompositor::ThreadedCompositor(Client& client, WebPage& webPage, const IntSize& viewportSize, float scaleFactor, ShouldDoFrameSync doFrameSync, TextureMapper::PaintFlags paintFlags)
: m_client(client)
, m_doFrameSync(doFrameSync)
, m_paintFlags(paintFlags)
, m_compositingRunLoop(std::make_unique<CompositingRunLoop>([this] { renderLayerTree(); }))
#if USE(REQUEST_ANIMATION_FRAME_DISPLAY_MONITOR)
, m_displayRefreshMonitor(ThreadedDisplayRefreshMonitor::create(*this))
#endif
{
{
// Locking isn't really necessary here, but it's done for consistency.
LockHolder locker(m_attributes.lock);
m_attributes.viewportSize = viewportSize;
m_attributes.scaleFactor = scaleFactor;
m_attributes.needsResize = !viewportSize.isEmpty();
}
m_compositingRunLoop->performTaskSync([this, protectedThis = makeRef(*this)] {
m_scene = adoptRef(new CoordinatedGraphicsScene(this));
m_nativeSurfaceHandle = m_client.nativeSurfaceHandleForCompositing();
m_scene->setActive(!!m_nativeSurfaceHandle);
if (m_nativeSurfaceHandle)
createGLContext();
});
}
ThreadedCompositor::~ThreadedCompositor()
{
}
void ThreadedCompositor::createGLContext()
{
ASSERT(!RunLoop::isMain());
ASSERT(m_nativeSurfaceHandle);
m_context = GLContext::createContextForWindow(reinterpret_cast<GLNativeWindowType>(m_nativeSurfaceHandle), &PlatformDisplay::sharedDisplayForCompositing());
if (!m_context)
return;
if (!m_context->makeContextCurrent())
return;
if (m_doFrameSync == ShouldDoFrameSync::No)
m_context->swapInterval(0);
}
void ThreadedCompositor::invalidate()
{
m_scene->detach();
m_compositingRunLoop->stopUpdates();
#if USE(REQUEST_ANIMATION_FRAME_DISPLAY_MONITOR)
m_displayRefreshMonitor->invalidate();
#endif
m_compositingRunLoop->performTaskSync([this, protectedThis = makeRef(*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::setNativeSurfaceHandleForCompositing(uint64_t handle)
{
m_compositingRunLoop->stopUpdates();
m_compositingRunLoop->performTaskSync([this, protectedThis = makeRef(*this), handle] {
// A new native handle can't be set without destroying the previous one first if any.
ASSERT(!!handle ^ !!m_nativeSurfaceHandle);
m_nativeSurfaceHandle = handle;
m_scene->setActive(!!m_nativeSurfaceHandle);
if (m_nativeSurfaceHandle)
createGLContext();
else
m_context = nullptr;
});
}
void ThreadedCompositor::setScaleFactor(float scale)
{
LockHolder locker(m_attributes.lock);
m_attributes.scaleFactor = scale;
m_compositingRunLoop->scheduleUpdate();
}
void ThreadedCompositor::setScrollPosition(const IntPoint& scrollPosition, float scale)
{
LockHolder locker(m_attributes.lock);
m_attributes.scrollPosition = scrollPosition;
m_attributes.scaleFactor = scale;
m_compositingRunLoop->scheduleUpdate();
}
void ThreadedCompositor::setViewportSize(const IntSize& viewportSize, float scale)
{
LockHolder locker(m_attributes.lock);
m_attributes.viewportSize = viewportSize;
m_attributes.scaleFactor = scale;
m_attributes.needsResize = true;
m_compositingRunLoop->scheduleUpdate();
}
void ThreadedCompositor::setDrawsBackground(bool drawsBackground)
{
LockHolder locker(m_attributes.lock);
m_attributes.drawsBackground = drawsBackground;
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)
m_compositingRunLoop->performTaskSync([this, protectedThis = makeRef(*this)] {
SetForScope<bool> change(m_inForceRepaint, true);
renderLayerTree();
});
#endif
}
void ThreadedCompositor::renderLayerTree()
{
if (!m_scene || !m_scene->isActive())
return;
if (!m_context || !m_context->makeContextCurrent())
return;
m_client.willRenderFrame();
// Retrieve the scene attributes in a thread-safe manner.
WebCore::IntSize viewportSize;
WebCore::IntPoint scrollPosition;
float scaleFactor;
bool drawsBackground;
bool needsResize;
Vector<WebCore::CoordinatedGraphicsState> states;
{
LockHolder locker(m_attributes.lock);
viewportSize = m_attributes.viewportSize;
scrollPosition = m_attributes.scrollPosition;
scaleFactor = m_attributes.scaleFactor;
drawsBackground = m_attributes.drawsBackground;
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;
// Coordinate scene update completion with the client in case of changed or updated platform layers.
// But do not change coordinateUpdateCompletionWithClient while in force repaint because that
// demands immediate scene update completion regardless of platform layers.
if (!m_inForceRepaint) {
bool coordinateUpdate = false;
for (auto& state : states)
coordinateUpdate |= std::any_of(state.layersToUpdate.begin(), state.layersToUpdate.end(),
[](auto& it) { return it.second.platformLayerChanged || it.second.platformLayerUpdated; });
m_attributes.coordinateUpdateCompletionWithClient = coordinateUpdate;
}
}
// Reset the needsResize attribute to false.
m_attributes.needsResize = false;
}
if (needsResize)
glViewport(0, 0, viewportSize.width(), viewportSize.height());
TransformationMatrix viewportTransform;
viewportTransform.scale(scaleFactor);
viewportTransform.translate(-scrollPosition.x(), -scrollPosition.y());
if (!drawsBackground) {
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
}
m_scene->applyStateChanges(states);
m_scene->paintToCurrentGLContext(viewportTransform, 1, FloatRect { FloatPoint { }, viewportSize },
Color::transparent, !drawsBackground, 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 };
// If coordinateUpdateCompletionWithClient is true, the scene update completion has to be
// delayed until the DisplayRefreshMonitor callback.
bool shouldCoordinateUpdateCompletionWithClient { false };
{
LockHolder locker(m_attributes.lock);
shouldDispatchDisplayRefreshCallback = m_attributes.clientRendersNextFrame
|| m_displayRefreshMonitor->requiresDisplayRefreshCallback();
shouldCoordinateUpdateCompletionWithClient = m_attributes.coordinateUpdateCompletionWithClient;
}
LockHolder stateLocker(m_compositingRunLoop->stateLock());
// Schedule the DisplayRefreshMonitor callback, if necessary.
if (shouldDispatchDisplayRefreshCallback)
m_displayRefreshMonitor->dispatchDisplayRefreshCallback();
// Mark the scene update as completed if no coordination is required and if not in a forced repaint.
if (!shouldCoordinateUpdateCompletionWithClient && !m_inForceRepaint)
m_compositingRunLoop->updateCompleted(stateLocker);
// Independent of the scene update, the composition itself is now completed.
m_compositingRunLoop->compositionCompleted(stateLocker);
}
void ThreadedCompositor::updateSceneState(const CoordinatedGraphicsState& state)
{
LockHolder locker(m_attributes.lock);
m_attributes.states.append(state);
m_compositingRunLoop->scheduleUpdate();
}
#if USE(REQUEST_ANIMATION_FRAME_DISPLAY_MONITOR)
RefPtr<WebCore::DisplayRefreshMonitor> ThreadedCompositor::displayRefreshMonitor(PlatformDisplayID)
{
return m_displayRefreshMonitor.copyRef();
}
void ThreadedCompositor::requestDisplayRefreshMonitorUpdate()
{
// This is invoked by ThreadedDisplayRefreshMonitor when a fresh update is required.
LockHolder stateLocker(m_compositingRunLoop->stateLock());
{
// coordinateUpdateCompletionWithClient is set to true in order to delay the scene update
// completion until the DisplayRefreshMonitor is fired on the main thread after the composition
// is completed.
LockHolder locker(m_attributes.lock);
m_attributes.coordinateUpdateCompletionWithClient = true;
}
m_compositingRunLoop->scheduleUpdate(stateLocker);
}
void ThreadedCompositor::handleDisplayRefreshMonitorUpdate(bool hasBeenRescheduled)
{
// Retrieve the clientRendersNextFrame and coordinateUpdateCompletionWithClient.
bool clientRendersNextFrame { false };
bool coordinateUpdateCompletionWithClient { false };
{
LockHolder locker(m_attributes.lock);
clientRendersNextFrame = std::exchange(m_attributes.clientRendersNextFrame, false);
coordinateUpdateCompletionWithClient = std::exchange(m_attributes.coordinateUpdateCompletionWithClient, false);
}
// If clientRendersNextFrame is true, the client is finally notified about the scene update nearing
// completion. The client will use this opportunity to clean up resources as appropriate. It can also
// perform any layer flush that was requested during the composition, or by any DisplayRefreshMonitor
// notifications that have been handled at this point.
if (clientRendersNextFrame)
m_client.renderNextFrame();
LockHolder stateLocker(m_compositingRunLoop->stateLock());
// If required, mark the current scene update as completed. CompositingRunLoop will take care of
// scheduling a new update in case an update was marked as pending due to previous layer flushes
// or DisplayRefreshMonitor notifications.
if (coordinateUpdateCompletionWithClient)
m_compositingRunLoop->updateCompleted(stateLocker);
// If the DisplayRefreshMonitor was scheduled again, we immediately demand the update completion
// coordination (like we do in requestDisplayRefreshMonitorUpdate()) and request an update.
if (hasBeenRescheduled) {
{
LockHolder locker(m_attributes.lock);
m_attributes.coordinateUpdateCompletionWithClient = true;
}
m_compositingRunLoop->scheduleUpdate(stateLocker);
}
}
#endif
void ThreadedCompositor::frameComplete()
{
ASSERT(!RunLoop::isMain());
sceneUpdateFinished();
}
}
#endif // USE(COORDINATED_GRAPHICS_THREADED)