Implement painting for MSE videos using -[AVSampleBufferDisplayLayer copyDisplayedPixelBuffer]
https://bugs.webkit.org/show_bug.cgi?id=241788
rdar://94325004

Reviewed by Eric Carlson.

In r292811, we enabled MSE inline painting on iOS 16 and macOS Ventura; this was intentionally
limited to these versions, since CoreMedia made refinements in these OS versions to prune the
`AVSampleBufferVideoOutput` queue more frequently, in order to avoid a large increase in memory use
while playing MSE videos, due to accumulating excess video output frame data. However, this more
frequent pruning interval has led to significantly increased power use when playing MSE video, due
to the extra work done every time the pruning timer fires.

To ensure that Live Text in MSE video and MSE to canvas painting still work in iOS 16 and macOS
Ventura, we instead adopt new AVFoundation SPI that allows us to ask `AVSampleBufferDisplayLayer`
directly for the currently displayed pixel buffer. As opposed to the `AVSampleBufferVideoOutput`-
based approach, this will only kick in if MSE video inline painting is actually requested (either by
the page, or from within the engine, in the case of Live Text), which avoids both increased memory
use and power use.

On versions of macOS and iOS that don't have the new SPI, we simply fall back to the
`AVSampleBufferVideoOutput`-based snapshotting approach that we currently use. We also fall back to
using the video output if the display layer is empty, in which case the backing `CAImageQueue` won't
contain _any_ displayed surfaces (which means `-copyDisplayedPixelBuffer` will always end up
returning null). By refactoring logic to create and set `m_videoOutput` out into a helper method
(`updateVideoOutput`) that's invoked after we've finished setting up the sample buffer display
layer, we can transition as needed between setting and unsetting the video output, based on whether
or not the display layer is actually displaying any content.

There should be no change in behavior, apart from less memory and power use due to not spinning up
the `AVSampleBufferVideoOutput` queue whenever we play MSE videos. See below for more details.

* Source/WTF/Scripts/Preferences/WebPreferencesExperimental.yaml:

Gate MSE inline painting on `HAVE(AVSAMPLEBUFFERDISPLAYLAYER_COPYDISPLAYEDPIXELBUFFER)`, instead of
`HAVE(LOW_AV_SAMPLE_BUFFER_PRUNING_INTERVAL)`.

* Source/WTF/wtf/PlatformHave.h:

Add a new feature flag to guard the availability of the new AVFoundation SPI,
`-[AVSampleBufferDisplayLayer copyDisplayedPixelBuffer]`.

* Source/WebCore/PAL/pal/spi/cocoa/AVFoundationSPI.h:

Add a staging declaration for `-copyDisplayedPixelBuffer`, so that we can maintain source
compatibility when building against older versions of the iOS 16 or macOS Ventura SDKs.

* Source/WebCore/html/canvas/WebGLRenderingContextBase.cpp:
(WebCore::WebGLRenderingContextBase::texImageSourceHelper):
* Source/WebCore/platform/graphics/MediaPlayer.cpp:
* Source/WebCore/platform/graphics/MediaPlayer.h:
* Source/WebCore/platform/graphics/MediaPlayerPrivate.h:

Replace more uses of `HAVE(LOW_AV_SAMPLE_BUFFER_PRUNING_INTERVAL)` with the new flag
`HAVE(AVSAMPLEBUFFERDISPLAYLAYER_COPYDISPLAYEDPIXELBUFFER)`, which is now used to guard availability
of MSE inline painting. The purpose of guarding this logic behind
`!HAVE(LOW_AV_SAMPLE_BUFFER_PRUNING_INTERVAL)` in the first place seems to have been to limit the
`willBeAskedToPaintGL()` codepaths to versions of macOS and iOS, where we can't enable MSE inline
painting due to lack of system support. Since "system support" now depends on the availability of
`-copyDisplayedPixelBuffer`, we should change to use that flag instead of one about pruning interval
frequency. This also allows us to remove the `HAVE(LOW_AV_SAMPLE_BUFFER_PRUNING_INTERVAL)` flag
altogether, now that there isn't any code that needs to be guarded by it.

* Source/WebCore/platform/graphics/avfoundation/objc/MediaPlayerPrivateMediaSourceAVFObjC.h:
* Source/WebCore/platform/graphics/avfoundation/objc/MediaPlayerPrivateMediaSourceAVFObjC.mm:
(WebCore::MediaPlayerPrivateMediaSourceAVFObjC::updateLastPixelBuffer):

Adjust this logic to ask `m_sampleBufferDisplayLayer` for a copy of the last displayed pixel buffer,
instead of grabbing it from the video output, if possible.

(WebCore::MediaPlayerPrivateMediaSourceAVFObjC::shouldEnsureLayer const):
(WebCore::MediaPlayerPrivateMediaSourceAVFObjC::acceleratedRenderingStateChanged):
(WebCore::MediaPlayerPrivateMediaSourceAVFObjC::updateVideoOutput):

Factor out logic for creating or destroying the video output into a separate helper method, that's
invoked after updating the display layer.

(WebCore::MediaPlayerPrivateMediaSourceAVFObjC::ensureLayer):
(WebCore::MediaPlayerPrivateMediaSourceAVFObjC::readbackMethod const):

Replace `isVideoOutputAvailable()` with another helper method, that returns a strongly typed enum
indicating which readback method to use. `None` indicates that readback isn't supported,
`CopyPixelBufferFromDisplayLayer` indicates that we'll use the new AVFoundation SPI method, and
`UseVideoOutput` indicates that we'll fall back to `AVSampleBufferVideoOutput`.

(WebCore::MediaPlayerPrivateMediaSourceAVFObjC::isVideoOutputAvailable const): Deleted.
* Source/WebKit/GPUProcess/media/RemoteMediaPlayerProxy.h:
* Source/WebKit/GPUProcess/media/RemoteMediaPlayerProxy.messages.in:
* Source/WebKit/GPUProcess/media/cocoa/RemoteMediaPlayerProxyCocoa.mm:
* Source/WebKit/WebProcess/GPU/media/MediaPlayerPrivateRemote.cpp:
* Source/WebKit/WebProcess/GPU/media/MediaPlayerPrivateRemote.h:

Canonical link: https://commits.webkit.org/251761@main


git-svn-id: http://svn.webkit.org/repository/webkit/trunk@295756 268f45cc-cd09-0410-ab3c-d52691b4dbfc
14 files changed
tree: 0c2f6e4f42f93345ecbab24bccdb1f9433e57d8f
  1. .github/
  2. JSTests/
  3. LayoutTests/
  4. ManualTests/
  5. metadata/
  6. PerformanceTests/
  7. resources/
  8. Source/
  9. Tools/
  10. WebDriverTests/
  11. WebKit.xcworkspace/
  12. WebKitLibraries/
  13. Websites/
  14. .ccls
  15. .clang-format
  16. .clangd
  17. .dir-locals.el
  18. .editorconfig
  19. .gitattributes
  20. .gitignore
  21. CMakeLists.txt
  22. Introduction.md
  23. Makefile
  24. Makefile.shared
  25. ReadMe.md
ReadMe.md

WebKit

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Visit WebKit Feature Status page to see which Web API has been implemented, in development, or under consideration.

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Cloning the Git SVN Repository

Run the following command to clone WebKit's Git SVN repository:

git clone https://github.com/WebKit/WebKit.git WebKit

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Tools/Scripts/git-webkit setup-git-svn

For information about this, and other aspects of using Git with WebKit, read the wiki page.

Building WebKit

Building macOS Port

Install Xcode and its command line tools if you haven't done so already:

  1. Install Xcode Get Xcode from https://developer.apple.com/downloads. To build WebKit for OS X, Xcode 5.1.1 or later is required. To build WebKit for iOS Simulator, Xcode 7 or later is required.
  2. Install the Xcode Command Line Tools In Terminal, run the command: xcode-select --install

Run the following command to build a debug build with debugging symbols and assertions:

Tools/Scripts/build-webkit --debug

For performance testing, and other purposes, use --release instead.

Using Xcode

You can open WebKit.xcworkspace to build and debug WebKit within Xcode.

If you don't use a custom build location in Xcode preferences, you have to update the workspace settings to use WebKitBuild directory. In menu bar, choose File > Workspace Settings, then click the Advanced button, select “Custom”, “Relative to Workspace”, and enter WebKitBuild for both Products and Intermediates.

Embedded Builds

iOS, tvOS and watchOS are all considered embedded builds. The first time after you install a new Xcode, you will need to run:

sudo Tools/Scripts/configure-xcode-for-embedded-development

Without this step, you will see the error message: “target specifies product type ‘com.apple.product-type.tool’, but there’s no such product type for the ‘iphonesimulator’ platform.” when building target JSCLLIntOffsetsExtractor of project JavaScriptCore.

Run the following command to build a debug build with debugging symbols and assertions for embedded simulators:

Tools/Scripts/build-webkit --debug --<platform>-simulator

or embedded devices:

Tools/Scripts/build-webkit --debug --<platform>-device

where platform is ios, tvos or watchos.

Building the GTK+ Port

For production builds:

cmake -DPORT=GTK -DCMAKE_BUILD_TYPE=RelWithDebInfo -GNinja
ninja
sudo ninja install

For development builds:

Tools/gtk/install-dependencies
Tools/Scripts/update-webkitgtk-libs
Tools/Scripts/build-webkit --gtk --debug

For more information on building WebKitGTK+, see the wiki page.

Building the WPE Port

For production builds:

cmake -DPORT=WPE -DCMAKE_BUILD_TYPE=RelWithDebInfo -GNinja
ninja
sudo ninja install

For development builds:

Tools/wpe/install-dependencies
Tools/Scripts/update-webkitwpe-libs
Tools/Scripts/build-webkit --wpe --debug

Building Windows Port

For building WebKit on Windows, see the wiki page.

Running WebKit

With Safari and Other macOS Applications

Run the following command to launch Safari with your local build of WebKit:

Tools/Scripts/run-safari --debug

The run-safari script sets the DYLD_FRAMEWORK_PATH environment variable to point to your build products, and then launches /Applications/Safari.app. DYLD_FRAMEWORK_PATH tells the system loader to prefer your build products over the frameworks installed in /System/Library/Frameworks.

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Tools/Scripts/run-webkit-app <application-path>

iOS Simulator

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run-safari --debug --ios-simulator

In both cases, if you have built release builds instead, use --release instead of --debug.

Linux Ports

If you have a development build, you can use the run-minibrowser script, e.g.:

run-minibrowser --debug --wpe

Pass one of --gtk, --jsc-only, or --wpe to indicate the port to use.

Contribute

Congratulations! You’re up and running. Now you can begin coding in WebKit and contribute your fixes and new features to the project. For details on submitting your code to the project, read Contributing Code.