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Implement DOM to texture
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parent
a9022be0c3
commit
8ae0739bab
17 changed files with 238 additions and 13 deletions
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@ -6,9 +6,12 @@ use ::gl_context::GLContextFactory;
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use ::webgl_thread::{WebGLExternalImageApi, WebGLExternalImageHandler, WebGLThreadObserver, WebGLThread};
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use canvas_traits::webgl::{WebGLChan, WebGLContextId, WebGLMsg, WebGLPipeline, WebGLReceiver};
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use canvas_traits::webgl::{WebGLSender, WebVRCommand, WebVRRenderHandler};
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use canvas_traits::webgl::DOMToTextureCommand;
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use canvas_traits::webgl::webgl_channel;
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use euclid::Size2D;
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use fnv::FnvHashMap;
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use gleam::gl;
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use servo_config::prefs::PREFS;
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use std::marker::PhantomData;
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use std::rc::Rc;
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use webrender;
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@ -23,14 +26,19 @@ impl WebGLThreads {
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webrender_gl: Rc<gl::Gl>,
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webrender_api_sender: webrender_api::RenderApiSender,
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webvr_compositor: Option<Box<WebVRRenderHandler>>)
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-> (WebGLThreads, Box<webrender::ExternalImageHandler>) {
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-> (WebGLThreads, Box<webrender::ExternalImageHandler>, Option<Box<webrender::OutputImageHandler>>) {
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// This implementation creates a single `WebGLThread` for all the pipelines.
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let channel = WebGLThread::start(gl_factory,
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webrender_api_sender,
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webvr_compositor.map(|c| WebVRRenderWrapper(c)),
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PhantomData);
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let output_handler = if PREFS.is_dom_to_texture_enabled() {
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Some(Box::new(OutputHandler::new(webrender_gl.clone(), channel.clone())))
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} else {
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None
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};
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let external = WebGLExternalImageHandler::new(WebGLExternalImages::new(webrender_gl, channel.clone()));
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(WebGLThreads(channel), Box::new(external))
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(WebGLThreads(channel), Box::new(external), output_handler.map(|b| b as Box<_>))
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}
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/// Gets the WebGLThread handle for each script pipeline.
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@ -105,3 +113,47 @@ impl WebVRRenderHandler for WebVRRenderWrapper {
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self.0.handle(command, texture);
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}
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}
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/// struct used to implement DOMToTexture feature and webrender::OutputImageHandler trait.
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type OutputHandlerData = Option<(u32, Size2D<i32>)>;
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struct OutputHandler {
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webrender_gl: Rc<gl::Gl>,
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webgl_channel: WebGLSender<WebGLMsg>,
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// Used to avoid creating a new channel on each received WebRender request.
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lock_channel: (WebGLSender<OutputHandlerData>, WebGLReceiver<OutputHandlerData>),
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sync_objects: FnvHashMap<webrender_api::PipelineId, gl::GLsync>,
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}
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impl OutputHandler {
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fn new(webrender_gl: Rc<gl::Gl>, channel: WebGLSender<WebGLMsg>) -> Self {
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Self {
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webrender_gl,
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webgl_channel: channel,
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lock_channel: webgl_channel().unwrap(),
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sync_objects: Default::default(),
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}
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}
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}
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/// Bridge between the WR frame outputs and WebGL to implement DOMToTexture synchronization.
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impl webrender::OutputImageHandler for OutputHandler {
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fn lock(&mut self, id: webrender_api::PipelineId) -> Option<(u32, webrender_api::DeviceIntSize)> {
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// Insert a fence in the WR command queue
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let gl_sync = self.webrender_gl.fence_sync(gl::SYNC_GPU_COMMANDS_COMPLETE, 0);
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// The lock command adds a WaitSync call on the WebGL command flow.
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let command = DOMToTextureCommand::Lock(id, gl_sync as usize, self.lock_channel.0.clone());
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self.webgl_channel.send(WebGLMsg::DOMToTextureCommand(command)).unwrap();
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self.lock_channel.1.recv().unwrap().map(|(tex_id, size)| {
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(tex_id, webrender_api::DeviceIntSize::new(size.width, size.height))
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})
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}
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fn unlock(&mut self, id: webrender_api::PipelineId) {
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if let Some(gl_sync) = self.sync_objects.remove(&id) {
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// Flush the Sync object into the GPU's command queue to guarantee that it it's signaled.
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self.webrender_gl.flush();
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// Mark the sync object for deletion.
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self.webrender_gl.delete_sync(gl_sync);
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}
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}
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}
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