/* 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/. */ //! The task that handles all rendering/painting. use buffer_map::BufferMap; use display_list::optimizer::DisplayListOptimizer; use display_list::DisplayList; use font_context::FontContext; use render_context::RenderContext; use azure::azure_hl::{B8G8R8A8, Color, DrawTarget, SkiaBackend, StolenGLResources}; use azure::AzFloat; use geom::matrix2d::Matrix2D; use geom::point::Point2D; use geom::rect::Rect; use geom::size::Size2D; use layers::platform::surface::{NativePaintingGraphicsContext, NativeSurface}; use layers::platform::surface::{NativeSurfaceMethods}; use layers::layers::{BufferRequest, LayerBuffer, LayerBufferSet}; use layers; use servo_msg::compositor_msg::{Epoch, IdleRenderState, LayerId}; use servo_msg::compositor_msg::{LayerMetadata, RenderListener, RenderingRenderState, ScrollPolicy}; use servo_msg::constellation_msg::{ConstellationChan, Failure, FailureMsg, PipelineId}; use servo_msg::constellation_msg::{RendererReadyMsg}; use servo_msg::platform::surface::NativeSurfaceAzureMethods; use servo_util::geometry::{Au, mod}; use servo_util::opts; use servo_util::smallvec::{SmallVec, SmallVec1}; use servo_util::task::spawn_named_with_send_on_failure; use servo_util::time::{TimeProfilerChan, profile}; use servo_util::time; use std::comm::{Receiver, Sender, channel}; use std::i32; use sync::Arc; use font_cache_task::FontCacheTask; /// 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. pub id: LayerId, /// The display list describing the contents of this layer. pub display_list: Arc, /// The position of the layer in pixels. pub position: Rect, /// The color of the background in this layer. Used for unrendered content. pub background_color: Color, /// The scrolling policy of this layer. pub scroll_policy: ScrollPolicy, } pub struct RenderRequest { pub buffer_requests: Vec, pub scale: f32, pub layer_id: LayerId, pub epoch: Epoch, } pub enum Msg { RenderInitMsg(SmallVec1), RenderMsg(Vec), UnusedBufferMsg(Vec>), PaintPermissionGranted, PaintPermissionRevoked, ExitMsg(Option>), } #[deriving(Clone)] pub struct RenderChan(Sender); impl RenderChan { pub fn new() -> (Receiver, RenderChan) { let (chan, port) = channel(); (port, RenderChan(chan)) } pub fn send(&self, msg: Msg) { let &RenderChan(ref chan) = self; assert!(chan.send_opt(msg).is_ok(), "RenderChan.send: render port closed") } pub fn send_opt(&self, msg: Msg) -> Result<(), Msg> { let &RenderChan(ref chan) = self; chan.send_opt(msg) } } /// If we're using GPU rendering, this provides the metadata needed to create a GL context that /// is compatible with that of the main thread. pub enum GraphicsContext { CpuGraphicsContext, GpuGraphicsContext, } pub struct RenderTask { id: PipelineId, port: Receiver, compositor: C, constellation_chan: ConstellationChan, font_ctx: Box, /// A channel to the time profiler. time_profiler_chan: TimeProfilerChan, /// The graphics context to use. graphics_context: GraphicsContext, /// The native graphics context. native_graphics_context: Option, /// The layers to be rendered. render_layers: SmallVec1, /// Permission to send paint messages to the compositor paint_permission: bool, /// A counter for epoch messages epoch: Epoch, /// A data structure to store unused LayerBuffers buffer_map: BufferMap, } // If we implement this as a function, we get borrowck errors from borrowing // the whole RenderTask struct. macro_rules! native_graphics_context( ($task:expr) => ( $task.native_graphics_context.as_ref().expect("Need a graphics context to do rendering") ) ) fn initialize_layers( compositor: &mut C, pipeline_id: PipelineId, epoch: Epoch, render_layers: &[RenderLayer]) { let metadata = render_layers.iter().map(|render_layer| { LayerMetadata { id: render_layer.id, position: render_layer.position, background_color: render_layer.background_color, scroll_policy: render_layer.scroll_policy, } }).collect(); compositor.initialize_layers_for_pipeline(pipeline_id, metadata, epoch); } impl RenderTask { pub fn create(id: PipelineId, port: Receiver, compositor: C, constellation_chan: ConstellationChan, font_cache_task: FontCacheTask, failure_msg: Failure, time_profiler_chan: TimeProfilerChan, shutdown_chan: Sender<()>) { let ConstellationChan(c) = constellation_chan.clone(); let fc = font_cache_task.clone(); spawn_named_with_send_on_failure("RenderTask", proc() { { // Ensures RenderTask and graphics context are destroyed before shutdown msg let native_graphics_context = compositor.get_graphics_metadata().map( |md| NativePaintingGraphicsContext::from_metadata(&md)); let cpu_painting = opts::get().cpu_painting; // FIXME: rust/#5967 let mut render_task = RenderTask { id: id, port: port, compositor: compositor, constellation_chan: constellation_chan, font_ctx: box FontContext::new(fc.clone()), time_profiler_chan: time_profiler_chan, graphics_context: if cpu_painting { CpuGraphicsContext } else { GpuGraphicsContext }, native_graphics_context: native_graphics_context, render_layers: SmallVec1::new(), paint_permission: false, epoch: Epoch(0), buffer_map: BufferMap::new(10000000), }; render_task.start(); // Destroy all the buffers. match render_task.native_graphics_context.as_ref() { Some(ctx) => render_task.buffer_map.clear(ctx), None => (), } } debug!("render_task: shutdown_chan send"); shutdown_chan.send(()); }, FailureMsg(failure_msg), c, true); } fn start(&mut self) { debug!("render_task: beginning rendering loop"); loop { match self.port.recv() { RenderInitMsg(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; } initialize_layers(&mut self.compositor, self.id, self.epoch, self.render_layers.as_slice()); } RenderMsg(requests) => { if !self.paint_permission { debug!("render_task: render ready msg"); let ConstellationChan(ref mut c) = self.constellation_chan; c.send(RendererReadyMsg(self.id)); self.compositor.render_msg_discarded(); continue; } let mut replies = Vec::new(); self.compositor.set_render_state(self.id, RenderingRenderState); for RenderRequest { buffer_requests, scale, layer_id, epoch } in requests.into_iter() { if self.epoch == epoch { self.render(&mut replies, buffer_requests, scale, layer_id); } else { debug!("renderer epoch mismatch: {:?} != {:?}", self.epoch, epoch); } } self.compositor.set_render_state(self.id, IdleRenderState); debug!("render_task: returning surfaces"); self.compositor.paint(self.id, self.epoch, replies); } UnusedBufferMsg(unused_buffers) => { for buffer in unused_buffers.into_iter().rev() { self.buffer_map.insert(native_graphics_context!(self), buffer); } } PaintPermissionGranted => { self.paint_permission = true; // 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 => { self.paint_permission = false; } ExitMsg(response_ch) => { debug!("render_task: exitmsg response send"); response_ch.map(|ch| ch.send(())); break; } } } } /// Renders one layer and sends the tiles back to the layer. fn render(&mut self, replies: &mut Vec<(LayerId, Box)>, tiles: Vec, scale: f32, layer_id: LayerId) { time::profile(time::RenderingCategory, None, self.time_profiler_chan.clone(), || { // FIXME: Try not to create a new array here. let mut new_buffers = vec!(); // Find the appropriate render layer. let render_layer = match self.render_layers.iter().find(|layer| layer.id == layer_id) { Some(render_layer) => render_layer, None => return, }; // Divide up the layer into tiles. for tile in tiles.iter() { // page_rect is in coordinates relative to the layer origin, but all display list // components are relative to the page origin. We make page_rect relative to // the page origin before passing it to the optimizer. let page_rect = tile.page_rect.translate(&Point2D(render_layer.position.origin.x as f32, render_layer.position.origin.y as f32)); let page_rect_au = geometry::f32_rect_to_au_rect(page_rect); // Optimize the display list for this tile. let optimizer = DisplayListOptimizer::new(render_layer.display_list.clone(), page_rect_au); let display_list = optimizer.optimize(); let width = tile.screen_rect.size.width; let height = tile.screen_rect.size.height; // TODO: In the future we'll want to re-enable configuring the // rendering backend - it's hardcoded to Skia below for now // since none of the other backends work at all. let size = Size2D(width as i32, height as i32); let draw_target = match self.graphics_context { CpuGraphicsContext => { DrawTarget::new(SkiaBackend, 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(SkiaBackend, 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, page_rect: tile.page_rect, screen_rect: tile.screen_rect, }; // Apply the translation to render the tile we want. let matrix: Matrix2D = Matrix2D::identity(); let matrix = matrix.scale(scale as AzFloat, scale as AzFloat); let matrix = matrix.translate(-page_rect.origin.x as AzFloat, -page_rect.origin.y as AzFloat); ctx.draw_target.set_transform(&matrix); // Clear the buffer. ctx.clear(); // Draw the display list. profile(time::RenderingDrawingCategory, None, self.time_profiler_chan.clone(), || { let clip_rect = Rect(Point2D(Au(i32::MIN), Au(i32::MIN)), Size2D(Au(i32::MAX), Au(i32::MAX))); display_list.draw_into_context(&mut ctx, &matrix, &clip_rect); 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 mut 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.painted_with_cpu = true; buffer.content_age = tile.content_age; 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(); box LayerBuffer { native_surface: native_surface, rect: tile.page_rect, screen_pos: tile.screen_rect, resolution: scale, stride: (width * 4) as uint, painted_with_cpu: true, content_age: tile.content_age, } } }; 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(); // 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(); box LayerBuffer { native_surface: native_surface, rect: tile.page_rect, screen_pos: tile.screen_rect, resolution: scale, stride: (width * 4) as uint, painted_with_cpu: false, content_age: tile.content_age, } } }; new_buffers.push(buffer); } let layer_buffer_set = box LayerBufferSet { buffers: new_buffers, }; replies.push((render_layer.id, layer_buffer_set)); }) } }