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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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 ExternalTexture_H_
#define ExternalTexture_H_
#include <array>
#include "ObjectModel.h"
#include "mozilla/HashTable.h"
#include "mozilla/Span.h"
#include "mozilla/WeakPtr.h"
#include "mozilla/gfx/Types.h"
#include "mozilla/webgpu/WebGPUTypes.h"
#include "mozilla/webgpu/ffi/wgpu.h"
#include "nsIGlobalObject.h"
#include "nsTArrayForwardDeclare.h"
namespace mozilla {
namespace dom {
struct GPUExternalTextureDescriptor;
class HTMLVideoElement;
class OwningHTMLVideoElementOrVideoFrame;
enum class PredefinedColorSpace : uint8_t;
class VideoFrame;
} // namespace dom
namespace layers {
class BufferDescriptor;
class Image;
} // namespace layers
namespace webgpu {
class Device;
class ExternalTextureSourceClient;
class WebGPUParent;
// Implementation of WebGPU's GPUExternalTexture [1].
//
// A GPUExternalTexture is a sampleable 2D texture wrapping an external video
// frame. It is an immutable snapshot; its contents may not change over time,
// either from inside WebGPU (it is only sampleable) or from outside WebGPU
// (e.g. due to video frame advancement).
//
// External textures can be imported from either a HTMLVideoElement or a
// VideoFrame, and they can be bound to bind groups. They can be used in WGSL
// shaders via the `texture_external` type.
//
// Our implementation differentiates between the imported snapshot of
// the video frame (see `ExternalTextureSourceClient`) and the external texture
// itself (this class). This allows us to efficiently create multiple
// `ExternalTexture`s from the same source.
//
// The external texture holds a strong reference to its external texture
// source, ensuring the source's resources remain alive as long as required
// by any external textures.
//
// [1] https://www.w3.org/TR/webgpu/#gpuexternaltexture
class ExternalTexture final : public nsWrapperCache,
public ObjectBase,
public ChildOf<Device>,
public SupportsWeakPtr {
public:
GPU_DECL_CYCLE_COLLECTION(ExternalTexture)
GPU_DECL_JS_WRAP(ExternalTexture)
static already_AddRefed<ExternalTexture> Create(
Device* const aParent, const nsString& aLabel,
const RefPtr<ExternalTextureSourceClient>& aSource,
dom::PredefinedColorSpace aColorSpace);
// Sets the external texture's "expired" state to true. This gets called at
// the end of the task in which the external texture was imported if
// imported from an HTMLVideoElement, and when the video frame is closed if
// imported from a VideoFrame. It is an error to submit a command buffer
// which uses an expired external texture.
void Expire();
bool IsExpired() const { return mIsExpired; }
void Unexpire();
bool IsDestroyed() const { return mIsDestroyed; }
void OnSubmit(uint64_t aSubmissionIndex);
void OnSubmittedWorkDone(uint64_t aSubmissionIndex);
RefPtr<ExternalTextureSourceClient> Source() { return mSource; }
private:
explicit ExternalTexture(Device* const aParent, RawId aId,
RefPtr<ExternalTextureSourceClient> aSource);
virtual ~ExternalTexture();
// Destroys the external texture if it is no longer required, i.e. all
// submitted work using the external texture has completed, and the external
// texture has been expired.
void MaybeDestroy();
// Hold a strong reference to the source to ensure it stays alive as long as
// the external texture may still be used.
RefPtr<ExternalTextureSourceClient> mSource;
bool mIsExpired = false;
bool mIsDestroyed = false;
uint64_t mLastSubmittedIndex = 0;
uint64_t mLastSubmittedWorkDoneIndex = 0;
};
// A cache of imported external texture sources. This allows, where possible,
// reusing a previously imported external source rather than importing a new
// one. Each source additionally caches which external textures were created
// from it, meaning where possible we can even reuse the external textures
// themselves.
class ExternalTextureCache : public SupportsWeakPtr {
public:
// Get an external texture matching the descriptor. This may reuse an
// existing external texture or create a new one if required. Returns nullptr
// on error. Throws security error if the source is not origin-clean.
RefPtr<ExternalTexture> GetOrCreate(
Device* aDevice, const dom::GPUExternalTextureDescriptor& aDesc,
ErrorResult& aRv);
// Removes a previously imported external texture source from the cache. This
// *must* be called by the source when it is destroyed.
void RemoveSource(const ExternalTextureSourceClient* aSource);
private:
// Gets the external texture source previously imported from an
// HTMLVideoElement or a VideoFrame if still valid, otherwise imports a new
// one. Returns nullptr on failure. Throws security error if the source is not
// origin-clean.
RefPtr<ExternalTextureSourceClient> GetOrCreateSource(
Device* aDevice, const dom::OwningHTMLVideoElementOrVideoFrame& aSource,
ErrorResult& aRv);
// Map of previously imported external texture sources. Keyed by the value of
// `GetSerial()` for the `layers::Image` they were imported from. We store a
// raw pointer to the source to avoid keeping the source alive unnecessarily.
// As a consequence, the source *must* remove itself from the cache when it is
// destroyed.
HashMap<uint32_t, ExternalTextureSourceClient*> mSources;
};
// The client side of an imported external texture source. This gets imported
// from either an HTMLVideoElement or a VideoFrame. ExternalTextures can then
// be created from a source. It is important to separate the source from the
// external texture as multiple external textures can be created from the same
// source.
// The client side is responsible for creating and destroying the host side.
// Any external texture created from this source must ensure the source remains
// alive as long as it is required by the external texture, by holding a strong
// reference. The source itself retains a strong reference to the layers::Image
// it was imported from, which ensures that the decoder does not attempt to
// reuse the image's underlying resources while the source is still in use.
class ExternalTextureSourceClient final : public ObjectBase {
NS_INLINE_DECL_REFCOUNTING(ExternalTextureSourceClient)
public:
// Creates an ExternalTextureSourceClient from a video element or video frame.
// Returns nullptr on failure. Throws security error if the source is not
// origin-clean.
static already_AddRefed<ExternalTextureSourceClient> Create(
Device* aDevice, ExternalTextureCache* aCache,
const dom::OwningHTMLVideoElementOrVideoFrame& aSource, ErrorResult& aRv);
// Hold a strong reference to the image as long as we are alive. If the
// SurfaceDescriptor sent to the host was a SurfaceDescriptorGPUVideo, this
// ensures the remote TextureHost is kept alive until we have imported the
// textures into wgpu. Additionally this prevents the decoder from recycling
// the underlying resource whilst still in use, e.g. decoding a future video
// frame into a texture that is currently being rendered by wgpu. When all
// external textures created from this source have been destroyed the final
// reference to the source will be released, causing this reference to be
// released, indicating to the decoder that it can reuse the resources.
const RefPtr<layers::Image> mImage;
// External texture sources can consist of up to 3 planes of texture data, but
// on the client side we do not know how many planes will actually be
// required. We therefore unconditionally make IDs for 3 textures and 3
// texture views, and the host side will only use the IDs that it requires.
const std::array<RawId, 3> mTextureIds;
const std::array<RawId, 3> mViewIds;
// Get an external texture from this source matching the descriptor. This may
// reuse an existing external texture or create a new one if required.
RefPtr<ExternalTexture> GetOrCreateExternalTexture(
Device* aDevice, const dom::GPUExternalTextureDescriptor& aDesc);
private:
ExternalTextureSourceClient(WebGPUChild* aChild, RawId aId,
ExternalTextureCache* aCache,
const RefPtr<layers::Image>& aImage,
const std::array<RawId, 3>& aTextureIds,
const std::array<RawId, 3>& aViewIds);
virtual ~ExternalTextureSourceClient();
// Pointer to the cache this source is stored in. If the cache is still
// valid then the source *must* remove itself from the cache when it is
// destroyed.
const WeakPtr<ExternalTextureCache> mCache;
// Cache of external textures created from this source. We can ignore the
// label when deciding whether to reuse an external texture, and since the
// cache is owned by the source we can ignore the source field of the
// descriptor too. This leaves just the color space.
HashMap<dom::PredefinedColorSpace, WeakPtr<ExternalTexture>>
mExternalTextures;
};
// Host side of an external texture source. This is responsible for creating
// and managing the lifecycle of the wgpu textures and texture views created
// from the provided SurfaceDescriptor.
class ExternalTextureSourceHost {
public:
// Creates an external texture source from a descriptor. If this fails it
// will create an external texture source in an error state, which will be
// propagated to any external textures created from it.
static ExternalTextureSourceHost Create(
WebGPUParent* aParent, RawId aDeviceId, RawId aQueueId,
const ExternalTextureSourceDescriptor& aDesc);
// Texture and TextureView IDs used by the source. These will be a subset of
// the IDs provided by the client in the descriptor.
Span<const RawId> TextureIds() const { return mTextureIds; }
Span<const RawId> ViewIds() const { return mViewIds; }
// Returns information required to create the wgpu::ExternalTexture that is
// only available to the host side.
ffi::WGPUExternalTextureDescriptorFromSource GetExternalTextureDescriptor(
ffi::WGPUPredefinedColorSpace aDestColorSpace) const;
// Called prior to submitting commands which read from this external texture
// source. This can be used to wait on a fence, for example. If this returns
// false, the commands must *not* be submitted.
bool OnBeforeQueueSubmit(WebGPUParent* aParent, RawId aDeviceId,
RawId aQueueId);
private:
ExternalTextureSourceHost(Span<const RawId> aTextureIds,
Span<const RawId> aViewIds, gfx::IntSize aSize,
gfx::SurfaceFormat aFormat,
gfx::YUVRangedColorSpace aColorSpace,
const std::array<float, 6>& aSampleTransform,
const std::array<float, 6>& aLoadTransform);
static ExternalTextureSourceHost CreateFromBufferDesc(
WebGPUParent* aParent, RawId aDeviceId, RawId aQueueId,
const ExternalTextureSourceDescriptor& aDesc,
const layers::BufferDescriptor& aSd, uint8_t* aBuffer);
static ExternalTextureSourceHost CreateFromD3D10Desc(
WebGPUParent* aParent, RawId aDeviceId, RawId aQueueId,
const ExternalTextureSourceDescriptor& aDesc,
const layers::SurfaceDescriptorD3D10& aSd, gfx::SurfaceFormat aFormat);
static ExternalTextureSourceHost CreateFromDXGIYCbCrDesc(
WebGPUParent* aParent, RawId aDeviceId, RawId aQueueId,
const ExternalTextureSourceDescriptor& aDesc,
const layers::SurfaceDescriptorDXGIYCbCr& aSd);
static ExternalTextureSourceHost CreateFromMacIOSurfaceDesc(
WebGPUParent* aParent, RawId aDeviceId,
const ExternalTextureSourceDescriptor& aDesc,
const layers::SurfaceDescriptorMacIOSurface& aSd);
// Creates an external texture source in an error state that will be
// propagated to any external textures created from it.
static ExternalTextureSourceHost CreateError();
// These should be const but can't be else we wouldn't be move constructible.
// While we are always provided with 3 texture IDs and 3 view IDs by the
// client, we only store here the IDs that are actually used. For example an
// RGBA format source will only require 1 texture and 1 view. NV12 will
// require 2 views, and either 1 or 2 textures depending on whether the
// platform natively supports NV12 format textures.
AutoTArray<RawId, 3> mTextureIds;
AutoTArray<RawId, 3> mViewIds;
const gfx::IntSize mSize;
const gfx::SurfaceFormat mFormat;
const gfx::YUVRangedColorSpace mColorSpace;
const std::array<float, 6> mSampleTransform;
const std::array<float, 6> mLoadTransform;
#ifdef XP_WIN
// ID used to obtain the texture's write fence from the
// CompositeProcessD3D11FencesHolderMap. The fence is created by the encoder,
// which will signal the fence with a value of FenceD3D11::mFenceValue when
// it has finished writing to the texture. We must therefore ensure we wait
// for the fence to reach this value prior to reading from the texture. A
// value of Nothing indicates that we do not need to wait at all.
Maybe<layers::CompositeProcessFencesHolderId> mFenceId;
#endif
};
} // namespace webgpu
} // namespace mozilla
#endif // GPU_ExternalTexture_H_
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