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These two traits both exposed different parts of the compositing API, but now that the compositor doesn't depend directly on `script` any longer and the `script_traits` crate has been split into the `constellation_traits` crate, this can be finally be cleaned up without causing circular dependencies. In addition, some unit tests for the `IOPCompositor`'s scroll node tree are also moved into `compositing_traits` as well. Testing: This just combines two crates, so no new tests are necessary. Fixes: #35984. Signed-off-by: Martin Robinson <mrobinson@igalia.com> Signed-off-by: Martin Robinson <mrobinson@igalia.com>
237 lines
8.1 KiB
Rust
237 lines
8.1 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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#![allow(clippy::type_complexity)]
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mod media_thread;
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use std::sync::{Arc, Mutex};
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use compositing_traits::{
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WebrenderExternalImageApi, WebrenderExternalImageHandlers, WebrenderExternalImageRegistry,
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WebrenderImageHandlerType, WebrenderImageSource,
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};
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use euclid::default::Size2D;
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use ipc_channel::ipc::{IpcReceiver, IpcSender, channel};
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use log::warn;
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use serde::{Deserialize, Serialize};
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use servo_config::pref;
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pub use servo_media::player::context::{GlApi, GlContext, NativeDisplay, PlayerGLContext};
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use crate::media_thread::GLPlayerThread;
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/// A global version of the [`WindowGLContext`] to be shared between the embedder and the
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/// constellation. This is only okay to do because OpenGL contexts cannot be used across processes
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/// anyway.
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///
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/// This avoid having to establish a depenency on `media` in `*_traits` crates.
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static WINDOW_GL_CONTEXT: Mutex<WindowGLContext> = Mutex::new(WindowGLContext::inactive());
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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(IpcSender<(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(IpcSender<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, IpcSender<(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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/// A [`PlayerGLContext`] that renders to a window. Note that if the background
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/// thread is not started for this context, then it is inactive (returning
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/// `Unknown` values in the trait implementation).
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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 context: GlContext,
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/// Application's GL Api
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pub api: GlApi,
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/// Application's native display
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pub display: NativeDisplay,
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/// A channel to the GLPlayer thread.
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pub glplayer_thread_sender: Option<IpcSender<GLPlayerMsg>>,
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}
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impl WindowGLContext {
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/// Create an inactive [`WindowGLContext`].
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pub const fn inactive() -> Self {
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WindowGLContext {
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context: GlContext::Unknown,
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api: GlApi::None,
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display: NativeDisplay::Unknown,
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glplayer_thread_sender: None,
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}
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}
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pub fn register(context: Self) {
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*WINDOW_GL_CONTEXT.lock().unwrap() = context;
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}
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pub fn get() -> Self {
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WINDOW_GL_CONTEXT.lock().unwrap().clone()
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}
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/// Sends an exit message to close the GLPlayerThread.
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pub fn exit(&self) {
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self.send(GLPlayerMsg::Exit);
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}
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#[inline]
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pub fn send(&self, message: GLPlayerMsg) {
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// Don't do anything if GL accelerated playback is disabled.
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let Some(sender) = self.glplayer_thread_sender.as_ref() else {
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return;
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};
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if let Err(error) = sender.send(message) {
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warn!("Could no longer communicate with GL accelerated media threads: {error}")
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}
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}
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pub fn initialize(display: NativeDisplay, api: GlApi, context: GlContext) {
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if matches!(display, NativeDisplay::Unknown) || matches!(context, GlContext::Unknown) {
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return;
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}
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let mut window_gl_context = WINDOW_GL_CONTEXT.lock().unwrap();
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if window_gl_context.glplayer_thread_sender.is_some() {
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warn!("Not going to initialize GL accelerated media playback more than once.");
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return;
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}
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window_gl_context.context = context;
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window_gl_context.display = display;
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window_gl_context.api = api;
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}
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pub fn initialize_image_handler(
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external_image_handlers: &mut WebrenderExternalImageHandlers,
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external_images: Arc<Mutex<WebrenderExternalImageRegistry>>,
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) {
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if !pref!(media_glvideo_enabled) {
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return;
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}
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let mut window_gl_context = WINDOW_GL_CONTEXT.lock().unwrap();
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if window_gl_context.glplayer_thread_sender.is_some() {
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warn!("Not going to initialize GL accelerated media playback more than once.");
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return;
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}
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if matches!(window_gl_context.display, NativeDisplay::Unknown) ||
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matches!(window_gl_context.context, GlContext::Unknown)
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{
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return;
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}
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let thread_sender = GLPlayerThread::start(external_images);
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let image_handler = Box::new(GLPlayerExternalImages::new(thread_sender.clone()));
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external_image_handlers.set_handler(image_handler, WebrenderImageHandlerType::Media);
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window_gl_context.glplayer_thread_sender = Some(thread_sender);
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}
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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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match self.glplayer_thread_sender {
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Some(..) => self.context.clone(),
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None => GlContext::Unknown,
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}
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}
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fn get_native_display(&self) -> NativeDisplay {
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match self.glplayer_thread_sender {
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Some(..) => self.display.clone(),
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None => NativeDisplay::Unknown,
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}
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}
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fn get_gl_api(&self) -> GlApi {
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self.api.clone()
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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: IpcSender<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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IpcSender<(u32, Size2D<i32>, usize)>,
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IpcReceiver<(u32, Size2D<i32>, usize)>,
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),
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}
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impl GLPlayerExternalImages {
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fn new(sender: IpcSender<GLPlayerMsg>) -> Self {
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Self {
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glplayer_channel: sender,
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lock_channel: 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) -> (WebrenderImageSource, 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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(WebrenderImageSource::TextureHandle(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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