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https://github.com/servo/servo.git
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There are a few canvas2d-related dependencies that haven't updated, but they only use euclid internally so that's not blocking landing the rest of the changes. Given the size of this patch, I think it's useful to get this landed as-is.
169 lines
5.7 KiB
Rust
169 lines
5.7 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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#![deny(unsafe_code)]
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#[macro_use]
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extern crate lazy_static;
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#[macro_use]
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extern crate log;
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#[macro_use]
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extern crate serde;
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mod media_channel;
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mod media_thread;
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pub use crate::media_channel::glplayer_channel;
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use crate::media_channel::{GLPlayerChan, GLPlayerPipeline, GLPlayerReceiver, GLPlayerSender};
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use crate::media_thread::GLPlayerThread;
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use euclid::default::Size2D;
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use servo_media::player::context::{GlApi, GlContext, NativeDisplay, PlayerGLContext};
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use std::sync::{Arc, Mutex};
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use webrender_traits::{WebrenderExternalImageApi, WebrenderExternalImageRegistry};
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/// These are the messages that the GLPlayer thread will forward to
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/// the video player which lives in htmlmediaelement
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#[derive(Debug, Deserialize, Serialize)]
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pub enum GLPlayerMsgForward {
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PlayerId(u64),
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Lock(GLPlayerSender<(u32, Size2D<i32>, usize)>),
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Unlock(),
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}
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/// GLPlayer thread Message API
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///
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/// These are the messages that the thread will receive from the
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/// constellation, the webrender::ExternalImageHandle demultiplexor
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/// implementation, or a htmlmediaelement
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#[derive(Debug, Deserialize, Serialize)]
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pub enum GLPlayerMsg {
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/// Registers an instantiated player in DOM
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RegisterPlayer(GLPlayerSender<GLPlayerMsgForward>),
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/// Unregisters a player's ID
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UnregisterPlayer(u64),
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/// Locks a specific texture from a player. Lock messages are used
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/// for a correct synchronization with WebRender external image
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/// API.
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///
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/// WR locks a external texture when it wants to use the shared
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/// texture contents.
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///
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/// The WR client should not change the shared texture content
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/// until the Unlock call.
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///
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/// Currently OpenGL Sync Objects are used to implement the
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/// synchronization mechanism.
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Lock(u64, GLPlayerSender<(u32, Size2D<i32>, usize)>),
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/// Unlocks a specific texture from a player. Unlock messages are
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/// used for a correct synchronization with WebRender external
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/// image API.
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///
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/// The WR unlocks a context when it finished reading the shared
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/// texture contents.
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///
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/// Unlock messages are always sent after a Lock message.
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Unlock(u64),
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/// Frees all resources and closes the thread.
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Exit,
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}
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#[derive(Clone, Debug, Deserialize, Serialize)]
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pub struct WindowGLContext {
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/// Application's GL Context
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pub gl_context: GlContext,
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/// Application's GL Api
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pub gl_api: GlApi,
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/// Application's native display
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pub native_display: NativeDisplay,
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/// A channel to the GLPlayer thread.
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pub glplayer_chan: Option<GLPlayerPipeline>,
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}
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impl PlayerGLContext for WindowGLContext {
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fn get_gl_context(&self) -> GlContext {
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self.gl_context.clone()
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}
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fn get_native_display(&self) -> NativeDisplay {
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self.native_display.clone()
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}
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fn get_gl_api(&self) -> GlApi {
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self.gl_api.clone()
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}
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}
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/// GLPlayer Threading API entry point that lives in the constellation.
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pub struct GLPlayerThreads(GLPlayerSender<GLPlayerMsg>);
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impl GLPlayerThreads {
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pub fn new(
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external_images: Arc<Mutex<WebrenderExternalImageRegistry>>,
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) -> (GLPlayerThreads, Box<dyn WebrenderExternalImageApi>) {
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let channel = GLPlayerThread::start(external_images);
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let external = GLPlayerExternalImages::new(channel.clone());
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(GLPlayerThreads(channel), Box::new(external))
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}
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/// Gets the GLPlayerThread handle for each script pipeline.
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pub fn pipeline(&self) -> GLPlayerPipeline {
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// This mode creates a single thread, so the existing
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// GLPlayerChan is just cloned.
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GLPlayerPipeline(GLPlayerChan(self.0.clone()))
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}
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/// Sends an exit message to close the GLPlayerThreads
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pub fn exit(&self) -> Result<(), &'static str> {
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self.0
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.send(GLPlayerMsg::Exit)
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.map_err(|_| "Failed to send Exit message")
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}
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}
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/// Bridge between the webrender::ExternalImage callbacks and the
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/// GLPlayerThreads.
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struct GLPlayerExternalImages {
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// @FIXME(victor): this should be added when GstGLSyncMeta is
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// added
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//webrender_gl: Rc<dyn gl::Gl>,
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glplayer_channel: GLPlayerSender<GLPlayerMsg>,
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// Used to avoid creating a new channel on each received WebRender
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// request.
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lock_channel: (
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GLPlayerSender<(u32, Size2D<i32>, usize)>,
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GLPlayerReceiver<(u32, Size2D<i32>, usize)>,
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),
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}
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impl GLPlayerExternalImages {
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fn new(channel: GLPlayerSender<GLPlayerMsg>) -> Self {
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Self {
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glplayer_channel: channel,
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lock_channel: glplayer_channel().unwrap(),
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}
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}
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}
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impl WebrenderExternalImageApi for GLPlayerExternalImages {
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fn lock(&mut self, id: u64) -> (u32, Size2D<i32>) {
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// The GLPlayerMsgForward::Lock message inserts a fence in the
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// GLPlayer command queue.
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self.glplayer_channel
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.send(GLPlayerMsg::Lock(id, self.lock_channel.0.clone()))
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.unwrap();
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let (image_id, size, _gl_sync) = self.lock_channel.1.recv().unwrap();
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// The next glWaitSync call is run on the WR thread and it's
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// used to synchronize the two flows of OpenGL commands in
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// order to avoid WR using a semi-ready GLPlayer texture.
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// glWaitSync doesn't block WR thread, it affects only
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// internal OpenGL subsystem.
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//self.webrender_gl
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// .wait_sync(gl_sync as gl::GLsync, 0, gl::TIMEOUT_IGNORED);
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(image_id, size)
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}
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fn unlock(&mut self, id: u64) {
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self.glplayer_channel.send(GLPlayerMsg::Unlock(id)).unwrap();
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}
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}
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