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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_COMPOSITOR_COMPOSITOR_H_
#define UI_COMPOSITOR_COMPOSITOR_H_
#include <stdint.h>
#include <memory>
#include <string>
#include "base/containers/hash_tables.h"
#include "base/macros.h"
#include "base/memory/ref_counted.h"
#include "base/observer_list.h"
#include "base/single_thread_task_runner.h"
#include "base/time/time.h"
#include "build/build_config.h"
#include "cc/output/begin_frame_args.h"
#include "cc/surfaces/surface_sequence.h"
#include "cc/trees/layer_tree_host_client.h"
#include "cc/trees/layer_tree_host_single_thread_client.h"
#include "third_party/skia/include/core/SkColor.h"
#include "ui/compositor/compositor_animation_observer.h"
#include "ui/compositor/compositor_export.h"
#include "ui/compositor/compositor_observer.h"
#include "ui/compositor/layer_animator_collection.h"
#include "ui/gfx/color_space.h"
#include "ui/gfx/geometry/size.h"
#include "ui/gfx/geometry/vector2d.h"
#include "ui/gfx/gpu_memory_buffer.h"
#include "ui/gfx/native_widget_types.h"
namespace base {
class SingleThreadTaskRunner;
}
namespace cc {
class AnimationHost;
class AnimationTimeline;
class ContextProvider;
class Layer;
class LayerTreeDebugState;
class LayerTreeHost;
class RendererSettings;
class SurfaceManager;
class TaskGraphRunner;
}
namespace gfx {
class Rect;
class ScrollOffset;
class Size;
}
namespace gpu {
class GpuMemoryBufferManager;
}
namespace ui {
class Compositor;
class CompositorVSyncManager;
class LatencyInfo;
class Layer;
class Reflector;
class ScopedAnimationDurationScaleMode;
#if defined(USE_AURA)
class Window;
#endif
const int kCompositorLockTimeoutMs = 67;
class COMPOSITOR_EXPORT ContextFactoryObserver {
public:
virtual ~ContextFactoryObserver() {}
// Notifies that the ContextProvider returned from
// ui::ContextFactory::SharedMainThreadContextProvider was lost. When this
// is called, the old resources (e.g. shared context, GL helper) still
// exist, but are about to be destroyed. Getting a reference to those
// resources from the ContextFactory (e.g. through
// SharedMainThreadContextProvider()) will return newly recreated, valid
// resources.
virtual void OnLostResources() = 0;
};
// This is privileged interface to the compositor. It is a global object.
class COMPOSITOR_EXPORT ContextFactoryPrivate {
public:
// Creates a reflector that copies the content of the |mirrored_compositor|
// onto |mirroring_layer|.
virtual std::unique_ptr<Reflector> CreateReflector(
Compositor* mirrored_compositor,
Layer* mirroring_layer) = 0;
// Removes the reflector, which stops the mirroring.
virtual void RemoveReflector(Reflector* reflector) = 0;
// Allocate a new client ID for the display compositor.
virtual cc::FrameSinkId AllocateFrameSinkId() = 0;
// Gets the surface manager.
virtual cc::SurfaceManager* GetSurfaceManager() = 0;
// Inform the display corresponding to this compositor if it is visible. When
// false it does not need to produce any frames. Visibility is reset for each
// call to CreateCompositorFrameSink.
virtual void SetDisplayVisible(ui::Compositor* compositor, bool visible) = 0;
// Resize the display corresponding to this compositor to a particular size.
virtual void ResizeDisplay(ui::Compositor* compositor,
const gfx::Size& size) = 0;
// Set the output color profile into which this compositor should render.
virtual void SetDisplayColorSpace(ui::Compositor* compositor,
const gfx::ColorSpace& color_space) = 0;
virtual void SetAuthoritativeVSyncInterval(ui::Compositor* compositor,
base::TimeDelta interval) = 0;
// Mac path for transporting vsync parameters to the display. Other platforms
// update it via the BrowserCompositorCompositorFrameSink directly.
virtual void SetDisplayVSyncParameters(ui::Compositor* compositor,
base::TimeTicks timebase,
base::TimeDelta interval) = 0;
virtual void SetOutputIsSecure(Compositor* compositor, bool secure) = 0;
};
// This class abstracts the creation of the 3D context for the compositor. It is
// a global object.
class COMPOSITOR_EXPORT ContextFactory {
public:
virtual ~ContextFactory() {}
// Creates an output surface for the given compositor. The factory may keep
// per-compositor data (e.g. a shared context), that needs to be cleaned up
// by calling RemoveCompositor when the compositor gets destroyed.
virtual void CreateCompositorFrameSink(
base::WeakPtr<Compositor> compositor) = 0;
// Return a reference to a shared offscreen context provider usable from the
// main thread.
virtual scoped_refptr<cc::ContextProvider>
SharedMainThreadContextProvider() = 0;
// Destroys per-compositor data.
virtual void RemoveCompositor(Compositor* compositor) = 0;
// When true, the factory uses test contexts that do not do real GL
// operations.
virtual bool DoesCreateTestContexts() = 0;
// Returns the OpenGL target to use for image textures.
virtual uint32_t GetImageTextureTarget(gfx::BufferFormat format,
gfx::BufferUsage usage) = 0;
// Gets the GPU memory buffer manager.
virtual gpu::GpuMemoryBufferManager* GetGpuMemoryBufferManager() = 0;
// Gets the task graph runner.
virtual cc::TaskGraphRunner* GetTaskGraphRunner() = 0;
virtual void AddObserver(ContextFactoryObserver* observer) = 0;
virtual void RemoveObserver(ContextFactoryObserver* observer) = 0;
};
// This class represents a lock on the compositor, that can be used to prevent
// commits to the compositor tree while we're waiting for an asynchronous
// event. The typical use case is when waiting for a renderer to produce a frame
// at the right size. The caller keeps a reference on this object, and drops the
// reference once it desires to release the lock.
// By default, the lock will be cancelled after a short timeout to ensure
// responsiveness of the UI, so the compositor tree should be kept in a
// "reasonable" state while the lock is held. If the compositor sets
// locks to not time out, then the lock will remain in effect until destroyed.
// Don't instantiate this class directly, use Compositor::GetCompositorLock.
class COMPOSITOR_EXPORT CompositorLock
: public base::RefCounted<CompositorLock>,
public base::SupportsWeakPtr<CompositorLock> {
private:
friend class base::RefCounted<CompositorLock>;
friend class Compositor;
explicit CompositorLock(Compositor* compositor);
~CompositorLock();
void CancelLock();
Compositor* compositor_;
DISALLOW_COPY_AND_ASSIGN(CompositorLock);
};
// Compositor object to take care of GPU painting.
// A Browser compositor object is responsible for generating the final
// displayable form of pixels comprising a single widget's contents. It draws an
// appropriately transformed texture for each transformed view in the widget's
// view hierarchy.
class COMPOSITOR_EXPORT Compositor
: NON_EXPORTED_BASE(public cc::LayerTreeHostClient),
NON_EXPORTED_BASE(public cc::LayerTreeHostSingleThreadClient) {
public:
Compositor(const cc::FrameSinkId& frame_sink_id,
ui::ContextFactory* context_factory,
ui::ContextFactoryPrivate* context_factory_private,
scoped_refptr<base::SingleThreadTaskRunner> task_runner);
~Compositor() override;
ui::ContextFactory* context_factory() { return context_factory_; }
ui::ContextFactoryPrivate* context_factory_private() {
return context_factory_private_;
}
void AddFrameSink(const cc::FrameSinkId& frame_sink_id);
void RemoveFrameSink(const cc::FrameSinkId& frame_sink_id);
void SetCompositorFrameSink(std::unique_ptr<cc::CompositorFrameSink> surface);
// Schedules a redraw of the layer tree associated with this compositor.
void ScheduleDraw();
// Sets the root of the layer tree drawn by this Compositor. The root layer
// must have no parent. The compositor's root layer is reset if the root layer
// is destroyed. NULL can be passed to reset the root layer, in which case the
// compositor will stop drawing anything.
// The Compositor does not own the root layer.
const Layer* root_layer() const { return root_layer_; }
Layer* root_layer() { return root_layer_; }
void SetRootLayer(Layer* root_layer);
cc::AnimationTimeline* GetAnimationTimeline() const;
// Called when we need the compositor to preserve the alpha channel in the
// output for situations when we want to render transparently atop something
// else, e.g. Aero glass.
void SetHostHasTransparentBackground(bool host_has_transparent_background);
// The scale factor of the device that this compositor is
// compositing layers on.
float device_scale_factor() const { return device_scale_factor_; }
// Where possible, draws are scissored to a damage region calculated from
// changes to layer properties. This bypasses that and indicates that
// the whole frame needs to be drawn.
void ScheduleFullRedraw();
// Schedule redraw and append damage_rect to the damage region calculated
// from changes to layer properties.
void ScheduleRedrawRect(const gfx::Rect& damage_rect);
// Finishes all outstanding rendering and disables swapping on this surface
// until it is resized.
void DisableSwapUntilResize();
void SetLatencyInfo(const LatencyInfo& latency_info);
// Sets the compositor's device scale factor and size.
void SetScaleAndSize(float scale, const gfx::Size& size_in_pixel);
// Set the output color profile into which this compositor should render.
void SetDisplayColorSpace(const gfx::ColorSpace& color_space);
// Returns the size of the widget that is being drawn to in pixel coordinates.
const gfx::Size& size() const { return size_; }
// Sets the background color used for areas that aren't covered by
// the |root_layer|.
void SetBackgroundColor(SkColor color);
// Sets the visibility of the underlying compositor.
void SetVisible(bool visible);
// Gets the visibility of the underlying compositor.
bool IsVisible();
// Gets or sets the scroll offset for the given layer in step with the
// cc::InputHandler. Returns true if the layer is active on the impl side.
bool GetScrollOffsetForLayer(int layer_id, gfx::ScrollOffset* offset) const;
bool ScrollLayerTo(int layer_id, const gfx::ScrollOffset& offset);
// The "authoritative" vsync interval, if provided, will override interval
// reported from 3D context. This is typically the value reported by a more
// reliable source, e.g, the platform display configuration.
// In the particular case of ChromeOS -- this is the value queried through
// XRandR, which is more reliable than the value queried through the 3D
// context.
void SetAuthoritativeVSyncInterval(const base::TimeDelta& interval);
// Most platforms set their vsync info via
// BrowerCompositorCompositorFrameSink's
// OnUpdateVSyncParametersFromGpu, but Mac routes vsync info via the
// browser compositor instead through this path.
void SetDisplayVSyncParameters(base::TimeTicks timebase,
base::TimeDelta interval);
// Sets the widget for the compositor to render into.
void SetAcceleratedWidget(gfx::AcceleratedWidget widget);
// Releases the widget previously set through SetAcceleratedWidget().
// After returning it will not be used for rendering anymore.
// The compositor must be set to invisible when taking away a widget.
gfx::AcceleratedWidget ReleaseAcceleratedWidget();
gfx::AcceleratedWidget widget() const;
#if defined(USE_AURA)
// Sets the window for the compositor to render into on mus+ash.
void SetWindow(ui::Window* window);
ui::Window* window() const;
#endif
// Returns the vsync manager for this compositor.
scoped_refptr<CompositorVSyncManager> vsync_manager() const;
// Returns the main thread task runner this compositor uses. Users of the
// compositor generally shouldn't use this.
scoped_refptr<base::SingleThreadTaskRunner> task_runner() const {
return task_runner_;
}
// Compositor does not own observers. It is the responsibility of the
// observer to remove itself when it is done observing.
void AddObserver(CompositorObserver* observer);
void RemoveObserver(CompositorObserver* observer);
bool HasObserver(const CompositorObserver* observer) const;
void AddAnimationObserver(CompositorAnimationObserver* observer);
void RemoveAnimationObserver(CompositorAnimationObserver* observer);
bool HasAnimationObserver(const CompositorAnimationObserver* observer) const;
// Change the timeout behavior for all future locks that are created. Locks
// should time out if there is an expectation that the compositor will be
// responsive.
void SetLocksWillTimeOut(bool locks_will_time_out) {
locks_will_time_out_ = locks_will_time_out;
}
// Creates a compositor lock. Returns NULL if it is not possible to lock at
// this time (i.e. we're waiting to complete a previous unlock).
scoped_refptr<CompositorLock> GetCompositorLock();
// Internal functions, called back by command-buffer contexts on swap buffer
// events.
// Signals swap has been posted.
void OnSwapBuffersPosted();
// Signals swap has completed.
void OnSwapBuffersComplete();
// Signals swap has aborted (e.g. lost context).
void OnSwapBuffersAborted();
// LayerTreeHostClient implementation.
void WillBeginMainFrame() override {}
void DidBeginMainFrame() override {}
void BeginMainFrame(const cc::BeginFrameArgs& args) override;
void BeginMainFrameNotExpectedSoon() override;
void UpdateLayerTreeHost() override;
void ApplyViewportDeltas(const gfx::Vector2dF& inner_delta,
const gfx::Vector2dF& outer_delta,
const gfx::Vector2dF& elastic_overscroll_delta,
float page_scale,
float top_controls_delta) override {}
void RequestNewCompositorFrameSink() override;
void DidInitializeCompositorFrameSink() override {}
void DidFailToInitializeCompositorFrameSink() override;
void WillCommit() override {}
void DidCommit() override;
void DidCommitAndDrawFrame() override {}
void DidReceiveCompositorFrameAck() override;
void DidCompletePageScaleAnimation() override {}
// cc::LayerTreeHostSingleThreadClient implementation.
void DidSubmitCompositorFrame() override;
void DidLoseCompositorFrameSink() override {}
bool IsLocked() { return compositor_lock_ != NULL; }
void SetOutputIsSecure(bool output_is_secure);
const cc::LayerTreeDebugState& GetLayerTreeDebugState() const;
void SetLayerTreeDebugState(const cc::LayerTreeDebugState& debug_state);
const cc::RendererSettings& GetRendererSettings() const;
LayerAnimatorCollection* layer_animator_collection() {
return &layer_animator_collection_;
}
const cc::FrameSinkId& frame_sink_id() const { return frame_sink_id_; }
private:
friend class base::RefCounted<Compositor>;
friend class CompositorLock;
// Called by CompositorLock.
void UnlockCompositor();
// Called to release any pending CompositorLock
void CancelCompositorLock();
gfx::Size size_;
ui::ContextFactory* context_factory_;
ui::ContextFactoryPrivate* context_factory_private_;
// The root of the Layer tree drawn by this compositor.
Layer* root_layer_;
base::ObserverList<CompositorObserver, true> observer_list_;
base::ObserverList<CompositorAnimationObserver> animation_observer_list_;
gfx::AcceleratedWidget widget_;
#if defined(USE_AURA)
ui::Window* window_;
#endif
// A map from child id to parent id.
std::unordered_set<cc::FrameSinkId, cc::FrameSinkIdHash> child_frame_sinks_;
bool widget_valid_;
bool compositor_frame_sink_requested_;
const cc::FrameSinkId frame_sink_id_;
scoped_refptr<cc::Layer> root_web_layer_;
std::unique_ptr<cc::AnimationHost> animation_host_;
std::unique_ptr<cc::LayerTreeHost> host_;
scoped_refptr<base::SingleThreadTaskRunner> task_runner_;
// The manager of vsync parameters for this compositor.
scoped_refptr<CompositorVSyncManager> vsync_manager_;
// The device scale factor of the monitor that this compositor is compositing
// layers on.
float device_scale_factor_;
bool locks_will_time_out_;
CompositorLock* compositor_lock_;
LayerAnimatorCollection layer_animator_collection_;
scoped_refptr<cc::AnimationTimeline> animation_timeline_;
std::unique_ptr<ScopedAnimationDurationScaleMode> slow_animations_;
gfx::ColorSpace color_space_;
base::WeakPtrFactory<Compositor> weak_ptr_factory_;
DISALLOW_COPY_AND_ASSIGN(Compositor);
};
} // namespace ui
#endif // UI_COMPOSITOR_COMPOSITOR_H_
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