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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_LAYERS_KNOWSCOMPOSITOR
#define MOZILLA_LAYERS_KNOWSCOMPOSITOR
#include "mozilla/layers/LayersTypes.h" // for LayersBackend
#include "mozilla/layers/CompositorTypes.h"
#include "nsExpirationTracker.h"
#include "mozilla/DataMutex.h"
#include "mozilla/layers/SyncObject.h"
namespace mozilla {
namespace layers {
class TextureForwarder;
class LayersIPCActor;
class ImageBridgeChild;
/**
* See ActiveResourceTracker below.
*/
class ActiveResource {
public:
virtual void NotifyInactive() = 0;
nsExpirationState* GetExpirationState() { return &mExpirationState; }
bool IsActivityTracked() { return mExpirationState.IsTracked(); }
private:
nsExpirationState mExpirationState;
};
/**
* A convenience class on top of nsExpirationTracker
*/
class ActiveResourceTracker : public nsExpirationTracker<ActiveResource, 3> {
public:
ActiveResourceTracker(uint32_t aExpirationCycle, const char* aName,
nsIEventTarget* aEventTarget)
: nsExpirationTracker(aExpirationCycle, aName, aEventTarget) {}
void NotifyExpired(ActiveResource* aResource) override {
RemoveObject(aResource);
aResource->NotifyInactive();
}
};
/**
* An abstract interface for classes that are tied to a specific Compositor
* across IPDL and uses TextureFactoryIdentifier to describe this Compositor.
*/
class KnowsCompositor {
public:
NS_INLINE_DECL_PURE_VIRTUAL_REFCOUNTING
KnowsCompositor();
virtual ~KnowsCompositor();
void IdentifyTextureHost(const TextureFactoryIdentifier& aIdentifier);
// The sync object for the global content device.
RefPtr<SyncObjectClient> GetSyncObject() {
auto lock = mData.Lock();
if (lock.ref().mSyncObject) {
lock.ref().mSyncObject->EnsureInitialized();
}
return lock.ref().mSyncObject;
}
/// And by "thread-safe" here we merely mean "okay to hold strong references
/// to from multiple threads". Not all methods actually are thread-safe.
virtual bool IsThreadSafe() const { return true; }
virtual RefPtr<KnowsCompositor> GetForMedia() {
return RefPtr<KnowsCompositor>(this);
}
int32_t GetMaxTextureSize() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier.mMaxTextureSize;
}
/**
* Returns the type of backend that is used off the main thread.
* We only don't allow changing the backend type at runtime so this value can
* be queried once and will not change until Gecko is restarted.
*/
LayersBackend GetCompositorBackendType() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier.mParentBackend;
}
WebRenderCompositor GetWebRenderCompositorType() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier.mWebRenderCompositor;
}
bool SupportsTextureBlitting() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier.mSupportsTextureBlitting;
}
bool SupportsPartialUploads() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier.mSupportsPartialUploads;
}
bool SupportsComponentAlpha() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier.mSupportsComponentAlpha;
}
bool SupportsD3D11() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier.mParentBackend ==
layers::LayersBackend::LAYERS_WR &&
(lock.ref().mTextureFactoryIdentifier.mCompositorUseANGLE ||
lock.ref().mTextureFactoryIdentifier.mWebRenderCompositor ==
layers::WebRenderCompositor::D3D11);
}
bool GetCompositorUseANGLE() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier.mCompositorUseANGLE;
}
bool GetCompositorUseDComp() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier.mCompositorUseDComp;
}
bool GetUseCompositorWnd() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier.mUseCompositorWnd;
}
WebRenderBackend GetWebRenderBackend() const {
auto lock = mData.Lock();
MOZ_ASSERT(lock.ref().mTextureFactoryIdentifier.mParentBackend ==
layers::LayersBackend::LAYERS_WR);
return lock.ref().mTextureFactoryIdentifier.mWebRenderBackend;
}
bool UsingHardwareWebRender() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier.mParentBackend ==
layers::LayersBackend::LAYERS_WR &&
lock.ref().mTextureFactoryIdentifier.mWebRenderBackend ==
WebRenderBackend::HARDWARE;
}
bool UsingSoftwareWebRender() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier.mParentBackend ==
layers::LayersBackend::LAYERS_WR &&
lock.ref().mTextureFactoryIdentifier.mWebRenderBackend ==
WebRenderBackend::SOFTWARE;
}
bool UsingSoftwareWebRenderD3D11() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier.mParentBackend ==
layers::LayersBackend::LAYERS_WR &&
lock.ref().mTextureFactoryIdentifier.mWebRenderBackend ==
WebRenderBackend::SOFTWARE &&
lock.ref().mTextureFactoryIdentifier.mWebRenderCompositor ==
layers::WebRenderCompositor::D3D11;
}
bool UsingSoftwareWebRenderOpenGL() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier.mParentBackend ==
layers::LayersBackend::LAYERS_WR &&
lock.ref().mTextureFactoryIdentifier.mWebRenderBackend ==
WebRenderBackend::SOFTWARE &&
lock.ref().mTextureFactoryIdentifier.mWebRenderCompositor ==
layers::WebRenderCompositor::OPENGL;
}
TextureFactoryIdentifier GetTextureFactoryIdentifier() const {
auto lock = mData.Lock();
return lock.ref().mTextureFactoryIdentifier;
}
int32_t GetSerial() const { return mSerial; }
/**
* Sends a synchronous ping to the compsoitor.
*
* This is bad for performance and should only be called as a last resort if
* the compositor may be blocked for a long period of time, to avoid that the
* content process accumulates resource allocations that the compositor is not
* consuming and releasing.
*/
virtual void SyncWithCompositor() { MOZ_ASSERT_UNREACHABLE("Unimplemented"); }
/**
* Helpers for finding other related interface. These are infallible.
*/
virtual TextureForwarder* GetTextureForwarder() = 0;
virtual LayersIPCActor* GetLayersIPCActor() = 0;
virtual ActiveResourceTracker* GetActiveResourceTracker() {
MOZ_ASSERT_UNREACHABLE("Unimplemented");
return nullptr;
}
protected:
struct SharedData {
TextureFactoryIdentifier mTextureFactoryIdentifier;
RefPtr<SyncObjectClient> mSyncObject;
};
mutable DataMutex<SharedData> mData;
const int32_t mSerial;
static mozilla::Atomic<int32_t> sSerialCounter;
};
/// Some implementations of KnowsCompositor can be used off their IPDL thread
/// like the ImageBridgeChild, and others just can't. Instead of passing them
/// we create a proxy KnowsCompositor that has information about compositor
/// backend but proxies allocations to the ImageBridge.
/// This is kind of specific to the needs of media which wants to allocate
/// textures, usually through the Image Bridge accessed by KnowsCompositor but
/// also wants access to the compositor backend information that ImageBridge
/// doesn't know about.
///
/// This is really a band aid to what turned into a class hierarchy horror show.
/// Hopefully we can come back and simplify this some way.
class KnowsCompositorMediaProxy : public KnowsCompositor {
public:
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(KnowsCompositorMediaProxy, override);
explicit KnowsCompositorMediaProxy(
const TextureFactoryIdentifier& aIdentifier);
TextureForwarder* GetTextureForwarder() override;
LayersIPCActor* GetLayersIPCActor() override;
ActiveResourceTracker* GetActiveResourceTracker() override;
void SyncWithCompositor() override;
protected:
virtual ~KnowsCompositorMediaProxy();
RefPtr<ImageBridgeChild> mThreadSafeAllocator;
};
} // namespace layers
} // namespace mozilla
#endif