servo: Implement stacking contexts and allow multiple layers per

pipeline. This handles fixed positioning mostly correctly.
This commit is contained in:
Patrick Walton 2014-03-28 12:55:29 -07:00
parent f8e3e50db5
commit cd9d824c21
20 changed files with 1726 additions and 1142 deletions

View file

@ -2,7 +2,12 @@
* 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/. */
// The task that handles all rendering/painting.
//! The task that handles all rendering/painting.
use buffer_map::BufferMap;
use display_list::DisplayList;
use font_context::{FontContext, FontContextInfo};
use render_context::RenderContext;
use azure::azure_hl::{B8G8R8A8, Color, DrawTarget, StolenGLResources};
use azure::AzFloat;
@ -12,12 +17,14 @@ use geom::size::Size2D;
use layers::platform::surface::{NativePaintingGraphicsContext, NativeSurface};
use layers::platform::surface::{NativeSurfaceMethods};
use layers;
use servo_msg::compositor_msg::{Epoch, IdleRenderState, LayerBuffer, LayerBufferSet};
use servo_msg::compositor_msg::{RenderListener, RenderingRenderState};
use servo_msg::compositor_msg::{Epoch, IdleRenderState, LayerBuffer};
use servo_msg::compositor_msg::{LayerBufferSet, LayerId, LayerMetadata, RenderListener};
use servo_msg::compositor_msg::{RenderingRenderState, ScrollPolicy};
use servo_msg::constellation_msg::{ConstellationChan, PipelineId, RendererReadyMsg};
use servo_msg::constellation_msg::{Failure, FailureMsg};
use servo_msg::platform::surface::NativeSurfaceAzureMethods;
use servo_util::opts::Opts;
use servo_util::smallvec::{SmallVec, SmallVec1};
use servo_util::time::{ProfilerChan, profile};
use servo_util::time;
use servo_util::task::send_on_failure;
@ -26,20 +33,23 @@ use std::comm::{Chan, Port};
use std::task;
use sync::Arc;
use buffer_map::BufferMap;
use display_list::DisplayListCollection;
use font_context::{FontContext, FontContextInfo};
use render_context::RenderContext;
pub struct RenderLayer<T> {
display_list_collection: Arc<DisplayListCollection<T>>,
size: Size2D<uint>,
color: Color
/// Information about a layer that layout sends to the painting task.
pub struct RenderLayer {
/// A per-pipeline ID describing this layer that should be stable across reflows.
id: LayerId,
/// The display list describing the contents of this layer.
display_list: Arc<DisplayList>,
/// The position of the layer in pixels.
rect: Rect<uint>,
/// The color of the background in this layer. Used for unrendered content.
color: Color,
/// The scrolling policy of this layer.
scroll_policy: ScrollPolicy,
}
pub enum Msg<T> {
RenderMsg(RenderLayer<T>),
ReRenderMsg(~[BufferRequest], f32, Epoch),
pub enum Msg {
RenderMsg(SmallVec1<RenderLayer>),
ReRenderMsg(~[BufferRequest], f32, LayerId, Epoch),
UnusedBufferMsg(~[~LayerBuffer]),
PaintPermissionGranted,
PaintPermissionRevoked,
@ -63,22 +73,21 @@ pub fn BufferRequest(screen_rect: Rect<uint>, page_rect: Rect<f32>) -> BufferReq
}
}
// FIXME(rust#9155): this should be a newtype struct, but
// generic newtypes ICE when compiled cross-crate
pub struct RenderChan<T> {
chan: Chan<Msg<T>>,
// FIXME(pcwalton): This should be a newtype struct.
pub struct RenderChan {
chan: Chan<Msg>,
}
impl<T: Send> Clone for RenderChan<T> {
fn clone(&self) -> RenderChan<T> {
impl Clone for RenderChan {
fn clone(&self) -> RenderChan {
RenderChan {
chan: self.chan.clone(),
}
}
}
impl<T: Send> RenderChan<T> {
pub fn new() -> (Port<Msg<T>>, RenderChan<T>) {
impl RenderChan {
pub fn new() -> (Port<Msg>, RenderChan) {
let (port, chan) = Chan::new();
let render_chan = RenderChan {
chan: chan,
@ -86,11 +95,11 @@ impl<T: Send> RenderChan<T> {
(port, render_chan)
}
pub fn send(&self, msg: Msg<T>) {
pub fn send(&self, msg: Msg) {
assert!(self.try_send(msg), "RenderChan.send: render port closed")
}
pub fn try_send(&self, msg: Msg<T>) -> bool {
pub fn try_send(&self, msg: Msg) -> bool {
self.chan.try_send(msg)
}
}
@ -102,9 +111,9 @@ enum GraphicsContext {
GpuGraphicsContext,
}
pub struct RenderTask<C,T> {
pub struct RenderTask<C> {
id: PipelineId,
port: Port<Msg<T>>,
port: Port<Msg>,
compositor: C,
constellation_chan: ConstellationChan,
font_ctx: ~FontContext,
@ -119,8 +128,8 @@ pub struct RenderTask<C,T> {
/// The native graphics context.
native_graphics_context: Option<NativePaintingGraphicsContext>,
/// The layer to be rendered
render_layer: Option<RenderLayer<T>>,
/// The layers to be rendered.
render_layers: SmallVec1<RenderLayer>,
/// Permission to send paint messages to the compositor
paint_permission: bool,
@ -140,9 +149,25 @@ macro_rules! native_graphics_context(
)
)
impl<C: RenderListener + Send,T:Send+Freeze> RenderTask<C,T> {
fn initialize_layers<C:RenderListener>(
compositor: &mut C,
pipeline_id: PipelineId,
epoch: Epoch,
render_layers: &[RenderLayer]) {
let metadata = render_layers.iter().map(|render_layer| {
LayerMetadata {
id: render_layer.id,
rect: render_layer.rect,
color: render_layer.color,
scroll_policy: render_layer.scroll_policy,
}
}).collect();
compositor.initialize_layers_for_pipeline(pipeline_id, metadata, epoch);
}
impl<C: RenderListener + Send> RenderTask<C> {
pub fn create(id: PipelineId,
port: Port<Msg<T>>,
port: Port<Msg>,
compositor: C,
constellation_chan: ConstellationChan,
failure_msg: Failure,
@ -181,7 +206,7 @@ impl<C: RenderListener + Send,T:Send+Freeze> RenderTask<C,T> {
native_graphics_context: native_graphics_context,
render_layer: None,
render_layers: SmallVec1::new(),
paint_permission: false,
epoch: Epoch(0),
@ -207,20 +232,25 @@ impl<C: RenderListener + Send,T:Send+Freeze> RenderTask<C,T> {
loop {
match self.port.recv() {
RenderMsg(render_layer) => {
if self.paint_permission {
self.epoch.next();
self.compositor.set_layer_page_size_and_color(self.id, render_layer.size, self.epoch, render_layer.color);
} else {
RenderMsg(render_layers) => {
self.epoch.next();
self.render_layers = render_layers;
if !self.paint_permission {
debug!("render_task: render ready msg");
let ConstellationChan(ref mut c) = self.constellation_chan;
c.send(RendererReadyMsg(self.id));
continue;
}
self.render_layer = Some(render_layer);
initialize_layers(&mut self.compositor,
self.id,
self.epoch,
self.render_layers.as_slice());
}
ReRenderMsg(tiles, scale, epoch) => {
ReRenderMsg(tiles, scale, layer_id, epoch) => {
if self.epoch == epoch {
self.render(tiles, scale);
self.render(tiles, scale, layer_id);
} else {
debug!("renderer epoch mismatch: {:?} != {:?}", self.epoch, epoch);
}
@ -233,12 +263,16 @@ impl<C: RenderListener + Send,T:Send+Freeze> RenderTask<C,T> {
}
PaintPermissionGranted => {
self.paint_permission = true;
match self.render_layer {
Some(ref render_layer) => {
self.epoch.next();
self.compositor.set_layer_page_size_and_color(self.id, render_layer.size, self.epoch, render_layer.color);
}
None => {}
// Here we assume that the main layer—the layer responsible for the page size—
// is the first layer. This is a pretty fragile assumption. It will be fixed
// once we use the layers-based scrolling infrastructure for all scrolling.
if self.render_layers.len() > 1 {
self.epoch.next();
initialize_layers(&mut self.compositor,
self.id,
self.epoch,
self.render_layers.as_slice());
}
}
PaintPermissionRevoked => {
@ -253,138 +287,151 @@ impl<C: RenderListener + Send,T:Send+Freeze> RenderTask<C,T> {
}
}
fn render(&mut self, tiles: ~[BufferRequest], scale: f32) {
if self.render_layer.is_none() {
return
}
self.compositor.set_render_state(RenderingRenderState);
/// Renders one layer and sends the tiles back to the layer.
///
/// FIXME(pcwalton): We will probably want to eventually send all layers belonging to a page in
/// one transaction, to avoid the user seeing inconsistent states.
fn render(&mut self, tiles: ~[BufferRequest], scale: f32, layer_id: LayerId) {
time::profile(time::RenderingCategory, self.profiler_chan.clone(), || {
// FIXME: Try not to create a new array here.
let mut new_buffers = ~[];
// Divide up the layer into tiles.
time::profile(time::RenderingPrepBuffCategory, self.profiler_chan.clone(), || {
for tile in tiles.iter() {
let width = tile.screen_rect.size.width;
let height = tile.screen_rect.size.height;
// Find the appropriate render layer.
let mut render_layer = None;
for layer in self.render_layers.iter() {
if layer.id == layer_id {
render_layer = Some(layer);
break
}
}
let render_layer = match render_layer {
Some(render_layer) => render_layer,
None => return,
};
let size = Size2D(width as i32, height as i32);
let draw_target = match self.graphics_context {
CpuGraphicsContext => {
DrawTarget::new(self.opts.render_backend, size, B8G8R8A8)
}
GpuGraphicsContext => {
// FIXME(pcwalton): Cache the components of draw targets
// (texture color buffer, renderbuffers) instead of recreating them.
let draw_target =
DrawTarget::new_with_fbo(self.opts.render_backend,
native_graphics_context!(self),
size,
B8G8R8A8);
draw_target.make_current();
draw_target
}
self.compositor.set_render_state(RenderingRenderState);
// Divide up the layer into tiles.
for tile in tiles.iter() {
let width = tile.screen_rect.size.width;
let height = tile.screen_rect.size.height;
let size = Size2D(width as i32, height as i32);
let draw_target = match self.graphics_context {
CpuGraphicsContext => {
DrawTarget::new(self.opts.render_backend, size, B8G8R8A8)
}
GpuGraphicsContext => {
// FIXME(pcwalton): Cache the components of draw targets
// (texture color buffer, renderbuffers) instead of recreating them.
let draw_target =
DrawTarget::new_with_fbo(self.opts.render_backend,
native_graphics_context!(self),
size,
B8G8R8A8);
draw_target.make_current();
draw_target
}
};
{
// Build the render context.
let mut ctx = RenderContext {
draw_target: &draw_target,
font_ctx: &mut self.font_ctx,
opts: &self.opts,
page_rect: tile.page_rect,
screen_rect: tile.screen_rect,
};
{
// Build the render context.
let mut ctx = RenderContext {
draw_target: &draw_target,
font_ctx: &mut self.font_ctx,
opts: &self.opts,
page_rect: tile.page_rect,
screen_rect: tile.screen_rect,
// Apply the translation to render the tile we want.
let matrix: Matrix2D<AzFloat> = Matrix2D::identity();
let matrix = matrix.scale(scale as AzFloat, scale as AzFloat);
let matrix = matrix.translate(-(tile.page_rect.origin.x) as AzFloat,
-(tile.page_rect.origin.y) as AzFloat);
let matrix = matrix.translate(-(render_layer.rect.origin.x as AzFloat),
-(render_layer.rect.origin.y as AzFloat));
ctx.draw_target.set_transform(&matrix);
// Clear the buffer.
ctx.clear();
// Draw the display list.
profile(time::RenderingDrawingCategory, self.profiler_chan.clone(), || {
render_layer.display_list.get().draw_into_context(&mut ctx);
ctx.draw_target.flush();
});
}
// Extract the texture from the draw target and place it into its slot in the
// buffer. If using CPU rendering, upload it first.
//
// FIXME(pcwalton): We should supply the texture and native surface *to* the
// draw target in GPU rendering mode, so that it doesn't have to recreate it.
let buffer = match self.graphics_context {
CpuGraphicsContext => {
let buffer = match self.buffer_map.find(tile.screen_rect.size) {
Some(buffer) => {
let mut buffer = buffer;
buffer.rect = tile.page_rect;
buffer.screen_pos = tile.screen_rect;
buffer.resolution = scale;
buffer.native_surface.mark_wont_leak();
buffer
}
None => {
// Create an empty native surface. We mark it as not leaking
// in case it dies in transit to the compositor task.
let mut native_surface: NativeSurface =
layers::platform::surface::NativeSurfaceMethods::new(
native_graphics_context!(self),
Size2D(width as i32, height as i32),
width as i32 * 4);
native_surface.mark_wont_leak();
~LayerBuffer {
native_surface: native_surface,
rect: tile.page_rect,
screen_pos: tile.screen_rect,
resolution: scale,
stride: (width * 4) as uint
}
}
};
// Apply the translation to render the tile we want.
let matrix: Matrix2D<AzFloat> = Matrix2D::identity();
let matrix = matrix.scale(scale as AzFloat, scale as AzFloat);
let matrix = matrix.translate(-(tile.page_rect.origin.x) as AzFloat,
-(tile.page_rect.origin.y) as AzFloat);
ctx.draw_target.set_transform(&matrix);
// Clear the buffer.
ctx.clear();
// Draw the display list.
profile(time::RenderingDrawingCategory, self.profiler_chan.clone(), || {
let render_layer = self.render_layer.as_ref().unwrap();
render_layer.display_list_collection.get().draw_lists_into_context(&mut ctx);
ctx.draw_target.flush();
draw_target.snapshot().get_data_surface().with_data(|data| {
buffer.native_surface.upload(native_graphics_context!(self), data);
debug!("RENDERER uploading to native surface {:d}",
buffer.native_surface.get_id() as int);
});
buffer
}
GpuGraphicsContext => {
draw_target.make_current();
let StolenGLResources {
surface: native_surface
} = draw_target.steal_gl_resources().unwrap();
// Extract the texture from the draw target and place it into its slot in the
// buffer. If using CPU rendering, upload it first.
//
// FIXME(pcwalton): We should supply the texture and native surface *to* the
// draw target in GPU rendering mode, so that it doesn't have to recreate it.
let buffer = match self.graphics_context {
CpuGraphicsContext => {
let buffer = match self.buffer_map.find(tile.screen_rect.size) {
Some(buffer) => {
let mut buffer = buffer;
buffer.rect = tile.page_rect;
buffer.screen_pos = tile.screen_rect;
buffer.resolution = scale;
buffer.native_surface.mark_wont_leak();
buffer
}
None => {
// Create an empty native surface. We mark it as not leaking
// in case it dies in transit to the compositor task.
let mut native_surface: NativeSurface =
layers::platform::surface::NativeSurfaceMethods::new(
native_graphics_context!(self),
Size2D(width as i32, height as i32),
width as i32 * 4);
native_surface.mark_wont_leak();
// We mark the native surface as not leaking in case the surfaces
// die on their way to the compositor task.
let mut native_surface: NativeSurface =
NativeSurfaceAzureMethods::from_azure_surface(native_surface);
native_surface.mark_wont_leak();
~LayerBuffer {
native_surface: native_surface,
rect: tile.page_rect,
screen_pos: tile.screen_rect,
resolution: scale,
stride: (width * 4) as uint
}
}
};
draw_target.snapshot().get_data_surface().with_data(|data| {
buffer.native_surface.upload(native_graphics_context!(self), data);
debug!("RENDERER uploading to native surface {:d}",
buffer.native_surface.get_id() as int);
});
buffer
~LayerBuffer {
native_surface: native_surface,
rect: tile.page_rect,
screen_pos: tile.screen_rect,
resolution: scale,
stride: (width * 4) as uint
}
GpuGraphicsContext => {
draw_target.make_current();
let StolenGLResources {
surface: native_surface
} = draw_target.steal_gl_resources().unwrap();
// We mark the native surface as not leaking in case the surfaces
// die on their way to the compositor task.
let mut native_surface: NativeSurface =
NativeSurfaceAzureMethods::from_azure_surface(native_surface);
native_surface.mark_wont_leak();
~LayerBuffer {
native_surface: native_surface,
rect: tile.page_rect,
screen_pos: tile.screen_rect,
resolution: scale,
stride: (width * 4) as uint
}
}
};
new_buffers.push(buffer);
}
});
}
};
new_buffers.push(buffer);
}
let layer_buffer_set = ~LayerBufferSet {
buffers: new_buffers,
@ -392,7 +439,7 @@ impl<C: RenderListener + Send,T:Send+Freeze> RenderTask<C,T> {
debug!("render_task: returning surface");
if self.paint_permission {
self.compositor.paint(self.id, layer_buffer_set, self.epoch);
self.compositor.paint(self.id, render_layer.id, layer_buffer_set, self.epoch);
} else {
debug!("render_task: RendererReadyMsg send");
let ConstellationChan(ref mut c) = self.constellation_chan;