/* Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies) Copyright (C) 2012 Company 100, Inc. This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; see the file COPYING.LIB. If not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "config.h" #if USE(COORDINATED_GRAPHICS) #include "CoordinatedGraphicsScene.h" #include "CoordinatedBackingStore.h" #include #include #include #include #include #include using namespace WebCore; namespace WebKit { void CoordinatedGraphicsScene::dispatchOnMainThread(std::function function) { if (isMainThread()) function(); else callOnMainThread(WTFMove(function)); } void CoordinatedGraphicsScene::dispatchOnClientRunLoop(std::function function) { if (&m_clientRunLoop == &RunLoop::current()) function(); else m_clientRunLoop.dispatch(WTFMove(function)); } static bool layerShouldHaveBackingStore(TextureMapperLayer* layer) { return layer->drawsContent() && layer->contentsAreVisible() && !layer->size().isEmpty(); } CoordinatedGraphicsScene::CoordinatedGraphicsScene(CoordinatedGraphicsSceneClient* client) : m_client(client) , m_isActive(false) , m_rootLayerID(InvalidCoordinatedLayerID) , m_viewBackgroundColor(Color::white) , m_clientRunLoop(RunLoop::current()) { } CoordinatedGraphicsScene::~CoordinatedGraphicsScene() { } void CoordinatedGraphicsScene::paintToCurrentGLContext(const TransformationMatrix& matrix, float opacity, const FloatRect& clipRect, const Color& backgroundColor, bool drawsBackground, const FloatPoint& contentPosition, TextureMapper::PaintFlags PaintFlags) { if (!m_textureMapper) { m_textureMapper = TextureMapper::create(TextureMapper::OpenGLMode); static_cast(m_textureMapper.get())->setEnableEdgeDistanceAntialiasing(true); } syncRemoteContent(); adjustPositionForFixedLayers(contentPosition); TextureMapperLayer* currentRootLayer = rootLayer(); if (!currentRootLayer) return; #if USE(COORDINATED_GRAPHICS_THREADED) for (auto& proxy : m_platformLayerProxies.values()) proxy->swapBuffer(); #endif currentRootLayer->setTextureMapper(m_textureMapper.get()); currentRootLayer->applyAnimationsRecursively(); m_textureMapper->beginPainting(PaintFlags); m_textureMapper->beginClip(TransformationMatrix(), clipRect); if (drawsBackground) { RGBA32 rgba = makeRGBA32FromFloats(backgroundColor.red(), backgroundColor.green(), backgroundColor.blue(), backgroundColor.alpha() * opacity); m_textureMapper->drawSolidColor(clipRect, TransformationMatrix(), Color(rgba)); } else { GraphicsContext3D* context = static_cast(m_textureMapper.get())->graphicsContext3D(); context->clearColor(m_viewBackgroundColor.red() / 255.0f, m_viewBackgroundColor.green() / 255.0f, m_viewBackgroundColor.blue() / 255.0f, m_viewBackgroundColor.alpha() / 255.0f); context->clear(GraphicsContext3D::COLOR_BUFFER_BIT); } if (currentRootLayer->opacity() != opacity || currentRootLayer->transform() != matrix) { currentRootLayer->setOpacity(opacity); currentRootLayer->setTransform(matrix); } currentRootLayer->paint(); m_fpsCounter.updateFPSAndDisplay(*m_textureMapper, clipRect.location(), matrix); m_textureMapper->endClip(); m_textureMapper->endPainting(); if (currentRootLayer->descendantsOrSelfHaveRunningAnimations()) { RefPtr protector(this); dispatchOnClientRunLoop([=] { protector->updateViewport(); }); } } void CoordinatedGraphicsScene::paintToGraphicsContext(PlatformGraphicsContext* platformContext, const Color& backgroundColor, bool drawsBackground) { if (!m_textureMapper) m_textureMapper = TextureMapper::create(); syncRemoteContent(); TextureMapperLayer* layer = rootLayer(); if (!layer) return; GraphicsContext graphicsContext(platformContext); m_textureMapper->setGraphicsContext(&graphicsContext); m_textureMapper->beginPainting(); IntRect clipRect = graphicsContext.clipBounds(); if (drawsBackground) m_textureMapper->drawSolidColor(clipRect, TransformationMatrix(), backgroundColor); else m_textureMapper->drawSolidColor(clipRect, TransformationMatrix(), m_viewBackgroundColor); layer->paint(); m_fpsCounter.updateFPSAndDisplay(*m_textureMapper, clipRect.location()); m_textureMapper->endPainting(); m_textureMapper->setGraphicsContext(0); } #if PLATFORM(QT) void CoordinatedGraphicsScene::setScrollPosition(const FloatPoint& scrollPosition) { m_scrollPosition = scrollPosition; } #endif void CoordinatedGraphicsScene::updateViewport() { ASSERT(&m_clientRunLoop == &RunLoop::current()); if (m_client) m_client->updateViewport(); } void CoordinatedGraphicsScene::adjustPositionForFixedLayers(const FloatPoint& contentPosition) { if (m_fixedLayers.isEmpty()) return; // Fixed layer positions are updated by the web process when we update the visible contents rect / scroll position. // If we want those layers to follow accurately the viewport when we move between the web process updates, we have to offset // them by the delta between the current position and the position of the viewport used for the last layout. #if PLATFORM(QT) FloatSize delta = m_scrollPosition - m_renderedContentsScrollPosition; #else FloatSize delta = contentPosition - m_renderedContentsScrollPosition; #endif for (auto& fixedLayer : m_fixedLayers.values()) fixedLayer->setScrollPositionDeltaIfNeeded(delta); } void CoordinatedGraphicsScene::syncPlatformLayerIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) { #if USE(GRAPHICS_SURFACE) ASSERT(m_textureMapper); if (state.platformLayerChanged) { destroyPlatformLayerIfNeeded(layer, state); createPlatformLayerIfNeeded(layer, state); } if (state.platformLayerShouldSwapBuffers) { ASSERT(m_surfaceBackingStores.contains(layer)); SurfaceBackingStoreMap::iterator it = m_surfaceBackingStores.find(layer); RefPtr platformLayerBackingStore = it->value; platformLayerBackingStore->swapBuffersIfNeeded(state.platformLayerFrontBuffer); } #elif USE(COORDINATED_GRAPHICS_THREADED) if (!state.platformLayerChanged) return; if (state.platformLayerProxy) { m_platformLayerProxies.set(layer, state.platformLayerProxy); state.platformLayerProxy->activateOnCompositingThread(this, layer); } else m_platformLayerProxies.remove(layer); #else UNUSED_PARAM(layer); UNUSED_PARAM(state); #endif } #if USE(COORDINATED_GRAPHICS_THREADED) void CoordinatedGraphicsScene::onNewBufferAvailable() { RefPtr protector(this); dispatchOnClientRunLoop([=] { protector->updateViewport(); }); } #endif #if USE(GRAPHICS_SURFACE) void CoordinatedGraphicsScene::createPlatformLayerIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) { if (!state.platformLayerToken.isValid()) return; RefPtr platformLayerBackingStore(TextureMapperSurfaceBackingStore::create()); m_surfaceBackingStores.set(layer, platformLayerBackingStore); platformLayerBackingStore->setGraphicsSurface(GraphicsSurface::create(state.platformLayerSize, state.platformLayerSurfaceFlags, state.platformLayerToken)); layer->setContentsLayer(platformLayerBackingStore.get()); } void CoordinatedGraphicsScene::destroyPlatformLayerIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) { if (state.platformLayerToken.isValid()) return; m_surfaceBackingStores.remove(layer); layer->setContentsLayer(0); } #endif void CoordinatedGraphicsScene::setLayerRepaintCountIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) { if (!layer->isShowingRepaintCounter() || !state.repaintCountChanged) return; layer->setRepaintCount(state.repaintCount); } void CoordinatedGraphicsScene::setLayerChildrenIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) { if (!state.childrenChanged) return; Vector children; children.reserveCapacity(state.children.size()); for (auto& child : state.children) children.append(layerByID(child)); layer->setChildren(children); } void CoordinatedGraphicsScene::setLayerFiltersIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) { if (!state.filtersChanged) return; layer->setFilters(state.filters); } void CoordinatedGraphicsScene::setLayerState(CoordinatedLayerID id, const CoordinatedGraphicsLayerState& layerState) { ASSERT(m_rootLayerID != InvalidCoordinatedLayerID); TextureMapperLayer* layer = layerByID(id); if (layerState.positionChanged) layer->setPosition(layerState.pos); if (layerState.anchorPointChanged) layer->setAnchorPoint(layerState.anchorPoint); if (layerState.sizeChanged) layer->setSize(layerState.size); if (layerState.transformChanged) layer->setTransform(layerState.transform); if (layerState.childrenTransformChanged) layer->setChildrenTransform(layerState.childrenTransform); if (layerState.contentsRectChanged) layer->setContentsRect(layerState.contentsRect); if (layerState.contentsTilingChanged) { layer->setContentsTilePhase(layerState.contentsTilePhase); layer->setContentsTileSize(layerState.contentsTileSize); } if (layerState.opacityChanged) layer->setOpacity(layerState.opacity); if (layerState.solidColorChanged) layer->setSolidColor(layerState.solidColor); if (layerState.debugBorderColorChanged || layerState.debugBorderWidthChanged) layer->setDebugVisuals(layerState.showDebugBorders, layerState.debugBorderColor, layerState.debugBorderWidth, layerState.showRepaintCounter); if (layerState.replicaChanged) layer->setReplicaLayer(getLayerByIDIfExists(layerState.replica)); if (layerState.maskChanged) layer->setMaskLayer(getLayerByIDIfExists(layerState.mask)); if (layerState.imageChanged) assignImageBackingToLayer(layer, layerState.imageID); if (layerState.flagsChanged) { layer->setContentsOpaque(layerState.contentsOpaque); layer->setDrawsContent(layerState.drawsContent); layer->setContentsVisible(layerState.contentsVisible); layer->setBackfaceVisibility(layerState.backfaceVisible); // Never clip the root layer. layer->setMasksToBounds(id == m_rootLayerID ? false : layerState.masksToBounds); layer->setPreserves3D(layerState.preserves3D); bool fixedToViewportChanged = layer->fixedToViewport() != layerState.fixedToViewport; layer->setFixedToViewport(layerState.fixedToViewport); if (fixedToViewportChanged) { if (layerState.fixedToViewport) m_fixedLayers.add(id, layer); else m_fixedLayers.remove(id); } layer->setIsScrollable(layerState.isScrollable); } if (layerState.committedScrollOffsetChanged) layer->didCommitScrollOffset(layerState.committedScrollOffset); prepareContentBackingStore(layer); // Apply Operations. setLayerChildrenIfNeeded(layer, layerState); createTilesIfNeeded(layer, layerState); removeTilesIfNeeded(layer, layerState); updateTilesIfNeeded(layer, layerState); setLayerFiltersIfNeeded(layer, layerState); setLayerAnimationsIfNeeded(layer, layerState); syncPlatformLayerIfNeeded(layer, layerState); setLayerRepaintCountIfNeeded(layer, layerState); } TextureMapperLayer* CoordinatedGraphicsScene::getLayerByIDIfExists(CoordinatedLayerID id) { return (id != InvalidCoordinatedLayerID) ? layerByID(id) : 0; } void CoordinatedGraphicsScene::createLayers(const Vector& layerIDs) { for (auto& layerID : layerIDs) createLayer(layerID); } void CoordinatedGraphicsScene::createLayer(CoordinatedLayerID id) { std::unique_ptr newLayer = std::make_unique(); newLayer->setID(id); newLayer->setScrollClient(this); m_layers.add(id, WTFMove(newLayer)); } void CoordinatedGraphicsScene::deleteLayers(const Vector& layerIDs) { for (auto& layerID : layerIDs) deleteLayer(layerID); } void CoordinatedGraphicsScene::deleteLayer(CoordinatedLayerID layerID) { std::unique_ptr layer = m_layers.take(layerID); ASSERT(layer); m_backingStores.remove(layer.get()); m_fixedLayers.remove(layerID); #if USE(GRAPHICS_SURFACE) m_surfaceBackingStores.remove(layer.get()); #endif #if USE(COORDINATED_GRAPHICS_THREADED) if (auto platformLayerProxy = m_platformLayerProxies.take(layer.get())) platformLayerProxy->invalidate(); #endif } void CoordinatedGraphicsScene::setRootLayerID(CoordinatedLayerID layerID) { ASSERT(layerID != InvalidCoordinatedLayerID); ASSERT(m_rootLayerID == InvalidCoordinatedLayerID); m_rootLayerID = layerID; TextureMapperLayer* layer = layerByID(layerID); ASSERT(m_rootLayer->children().isEmpty()); m_rootLayer->addChild(layer); } void CoordinatedGraphicsScene::prepareContentBackingStore(TextureMapperLayer* layer) { if (!layerShouldHaveBackingStore(layer)) { removeBackingStoreIfNeeded(layer); return; } createBackingStoreIfNeeded(layer); resetBackingStoreSizeToLayerSize(layer); } void CoordinatedGraphicsScene::createBackingStoreIfNeeded(TextureMapperLayer* layer) { if (m_backingStores.contains(layer)) return; RefPtr backingStore(CoordinatedBackingStore::create()); m_backingStores.add(layer, backingStore); layer->setBackingStore(backingStore); } void CoordinatedGraphicsScene::removeBackingStoreIfNeeded(TextureMapperLayer* layer) { RefPtr backingStore = m_backingStores.take(layer); if (!backingStore) return; layer->setBackingStore(0); } void CoordinatedGraphicsScene::resetBackingStoreSizeToLayerSize(TextureMapperLayer* layer) { RefPtr backingStore = m_backingStores.get(layer); ASSERT(backingStore); backingStore->setSize(layer->size()); m_backingStoresWithPendingBuffers.add(backingStore); } void CoordinatedGraphicsScene::createTilesIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) { if (state.tilesToCreate.isEmpty()) return; RefPtr backingStore = m_backingStores.get(layer); ASSERT(backingStore); for (auto& tile : state.tilesToCreate) backingStore->createTile(tile.tileID, tile.scale); } void CoordinatedGraphicsScene::removeTilesIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) { if (state.tilesToRemove.isEmpty()) return; RefPtr backingStore = m_backingStores.get(layer); if (!backingStore) return; for (auto& tile : state.tilesToRemove) backingStore->removeTile(tile); m_backingStoresWithPendingBuffers.add(backingStore); } void CoordinatedGraphicsScene::updateTilesIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) { if (state.tilesToUpdate.isEmpty()) return; RefPtr backingStore = m_backingStores.get(layer); ASSERT(backingStore); for (auto& tile : state.tilesToUpdate) { const SurfaceUpdateInfo& surfaceUpdateInfo = tile.updateInfo; SurfaceMap::iterator surfaceIt = m_surfaces.find(surfaceUpdateInfo.atlasID); ASSERT(surfaceIt != m_surfaces.end()); backingStore->updateTile(tile.tileID, surfaceUpdateInfo.updateRect, tile.tileRect, surfaceIt->value, surfaceUpdateInfo.surfaceOffset); m_backingStoresWithPendingBuffers.add(backingStore); } } void CoordinatedGraphicsScene::syncUpdateAtlases(const CoordinatedGraphicsState& state) { for (auto& atlas : state.updateAtlasesToCreate) createUpdateAtlas(atlas.first, atlas.second); for (auto& atlas : state.updateAtlasesToRemove) removeUpdateAtlas(atlas); } void CoordinatedGraphicsScene::createUpdateAtlas(uint32_t atlasID, PassRefPtr surface) { ASSERT(!m_surfaces.contains(atlasID)); m_surfaces.add(atlasID, surface); } void CoordinatedGraphicsScene::removeUpdateAtlas(uint32_t atlasID) { ASSERT(m_surfaces.contains(atlasID)); m_surfaces.remove(atlasID); } void CoordinatedGraphicsScene::syncImageBackings(const CoordinatedGraphicsState& state) { for (auto& image : state.imagesToRemove) removeImageBacking(image); for (auto& image : state.imagesToCreate) createImageBacking(image); for (auto& image : state.imagesToUpdate) updateImageBacking(image.first, image.second); for (auto& image : state.imagesToClear) clearImageBackingContents(image); } void CoordinatedGraphicsScene::createImageBacking(CoordinatedImageBackingID imageID) { ASSERT(!m_imageBackings.contains(imageID)); RefPtr backingStore(CoordinatedBackingStore::create()); m_imageBackings.add(imageID, backingStore.release()); } void CoordinatedGraphicsScene::updateImageBacking(CoordinatedImageBackingID imageID, PassRefPtr surface) { ASSERT(m_imageBackings.contains(imageID)); ImageBackingMap::iterator it = m_imageBackings.find(imageID); RefPtr backingStore = it->value; // CoordinatedImageBacking is realized to CoordinatedBackingStore with only one tile in UI Process. backingStore->createTile(1 /* id */, 1 /* scale */); IntRect rect(IntPoint::zero(), surface->size()); // See CoordinatedGraphicsLayer::shouldDirectlyCompositeImage() ASSERT(2000 >= std::max(rect.width(), rect.height())); backingStore->setSize(rect.size()); backingStore->updateTile(1 /* id */, rect, rect, surface, rect.location()); m_backingStoresWithPendingBuffers.add(backingStore); } void CoordinatedGraphicsScene::clearImageBackingContents(CoordinatedImageBackingID imageID) { ASSERT(m_imageBackings.contains(imageID)); ImageBackingMap::iterator it = m_imageBackings.find(imageID); RefPtr backingStore = it->value; backingStore->removeAllTiles(); m_backingStoresWithPendingBuffers.add(backingStore); } void CoordinatedGraphicsScene::removeImageBacking(CoordinatedImageBackingID imageID) { ASSERT(m_imageBackings.contains(imageID)); // We don't want TextureMapperLayer refers a dangling pointer. m_releasedImageBackings.append(m_imageBackings.take(imageID)); } void CoordinatedGraphicsScene::assignImageBackingToLayer(TextureMapperLayer* layer, CoordinatedImageBackingID imageID) { #if USE(GRAPHICS_SURFACE) if (m_surfaceBackingStores.contains(layer)) return; #endif if (imageID == InvalidCoordinatedImageBackingID) { layer->setContentsLayer(0); return; } ImageBackingMap::iterator it = m_imageBackings.find(imageID); ASSERT(it != m_imageBackings.end()); layer->setContentsLayer(it->value.get()); } void CoordinatedGraphicsScene::removeReleasedImageBackingsIfNeeded() { m_releasedImageBackings.clear(); } void CoordinatedGraphicsScene::commitPendingBackingStoreOperations() { for (auto& backingStore : m_backingStoresWithPendingBuffers) backingStore->commitTileOperations(*m_textureMapper); m_backingStoresWithPendingBuffers.clear(); } void CoordinatedGraphicsScene::commitSceneState(const CoordinatedGraphicsState& state) { m_renderedContentsScrollPosition = state.scrollPosition; createLayers(state.layersToCreate); deleteLayers(state.layersToRemove); if (state.rootCompositingLayer != m_rootLayerID) setRootLayerID(state.rootCompositingLayer); syncImageBackings(state); syncUpdateAtlases(state); for (auto& layer : state.layersToUpdate) setLayerState(layer.first, layer.second); commitPendingBackingStoreOperations(); removeReleasedImageBackingsIfNeeded(); // The pending tiles state is on its way for the screen, tell the web process to render the next one. RefPtr protector(this); dispatchOnMainThread([=] { protector->renderNextFrame(); }); } void CoordinatedGraphicsScene::renderNextFrame() { if (m_client) m_client->renderNextFrame(); } void CoordinatedGraphicsScene::ensureRootLayer() { if (m_rootLayer) return; m_rootLayer = std::make_unique(); m_rootLayer->setMasksToBounds(false); m_rootLayer->setDrawsContent(false); m_rootLayer->setAnchorPoint(FloatPoint3D(0, 0, 0)); // The root layer should not have zero size, or it would be optimized out. m_rootLayer->setSize(FloatSize(1.0, 1.0)); ASSERT(m_textureMapper); m_rootLayer->setTextureMapper(m_textureMapper.get()); } void CoordinatedGraphicsScene::syncRemoteContent() { // We enqueue messages and execute them during paint, as they require an active GL context. ensureRootLayer(); Vector> renderQueue; bool calledOnMainThread = WTF::isMainThread(); if (!calledOnMainThread) m_renderQueueMutex.lock(); renderQueue = WTFMove(m_renderQueue); if (!calledOnMainThread) m_renderQueueMutex.unlock(); for (auto& function : renderQueue) function(); } void CoordinatedGraphicsScene::purgeGLResources() { m_imageBackings.clear(); m_releasedImageBackings.clear(); #if USE(GRAPHICS_SURFACE) m_surfaceBackingStores.clear(); #endif #if USE(COORDINATED_GRAPHICS_THREADED) m_platformLayerProxies.clear(); #endif m_surfaces.clear(); m_rootLayer = nullptr; m_rootLayerID = InvalidCoordinatedLayerID; m_layers.clear(); m_fixedLayers.clear(); m_textureMapper = nullptr; m_backingStores.clear(); m_backingStoresWithPendingBuffers.clear(); setActive(false); RefPtr protector(this); dispatchOnMainThread([=] { protector->purgeBackingStores(); }); } void CoordinatedGraphicsScene::dispatchCommitScrollOffset(uint32_t layerID, const IntSize& offset) { m_client->commitScrollOffset(layerID, offset); } void CoordinatedGraphicsScene::commitScrollOffset(uint32_t layerID, const IntSize& offset) { RefPtr protector(this); dispatchOnMainThread([=] { protector->dispatchCommitScrollOffset(layerID, offset); }); } void CoordinatedGraphicsScene::purgeBackingStores() { if (m_client) m_client->purgeBackingStores(); } void CoordinatedGraphicsScene::setLayerAnimationsIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) { if (!state.animationsChanged) return; layer->setAnimations(state.animations); } void CoordinatedGraphicsScene::detach() { ASSERT(isMainThread()); m_renderQueue.clear(); m_client = 0; } void CoordinatedGraphicsScene::appendUpdate(std::function function) { if (!m_isActive) return; ASSERT(isMainThread()); LockHolder locker(m_renderQueueMutex); m_renderQueue.append(WTFMove(function)); } void CoordinatedGraphicsScene::setActive(bool active) { if (m_isActive == active) return; // Have to clear render queue in both cases. // If there are some updates in queue during activation then those updates are from previous instance of paint node // and cannot be applied to the newly created instance. m_renderQueue.clear(); m_isActive = active; if (m_isActive) { RefPtr protector(this); dispatchOnMainThread([=] { protector->renderNextFrame(); }); } } TextureMapperLayer* CoordinatedGraphicsScene::findScrollableContentsLayerAt(const FloatPoint& point) { return rootLayer() ? rootLayer()->findScrollableContentsLayerAt(point) : 0; } } // namespace WebKit #endif // USE(COORDINATED_GRAPHICS)