mirror of
https://github.com/servo/servo.git
synced 2025-06-06 16:45:39 +00:00
176 lines
6.5 KiB
Rust
176 lines
6.5 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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use crate::gl_context::GLContextFactory;
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use crate::webgl_thread::{WebGLExternalImageApi, WebGLExternalImageHandler, WebGLThread};
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use canvas_traits::webgl::webgl_channel;
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use canvas_traits::webgl::DOMToTextureCommand;
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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 euclid::Size2D;
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use fnv::FnvHashMap;
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use gleam::gl;
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use gleam::gl::Gl;
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use servo_config::prefs::PREFS;
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use std::rc::Rc;
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/// WebGL Threading API entry point that lives in the constellation.
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pub struct WebGLThreads(WebGLSender<WebGLMsg>);
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impl WebGLThreads {
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/// Creates a new WebGLThreads object
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pub fn new(
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gl_factory: GLContextFactory,
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webrender_gl: Rc<dyn gl::Gl>,
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webrender_api_sender: webrender_api::RenderApiSender,
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webvr_compositor: Option<Box<dyn WebVRRenderHandler>>,
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) -> (
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WebGLThreads,
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Box<dyn webrender::ExternalImageHandler>,
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Option<Box<dyn webrender::OutputImageHandler>>,
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) {
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// This implementation creates a single `WebGLThread` for all the pipelines.
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let channel = WebGLThread::start(
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gl_factory,
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webrender_api_sender,
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webvr_compositor.map(|c| WebVRRenderWrapper(c)),
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);
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let output_handler = if PREFS.is_dom_to_texture_enabled() {
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Some(Box::new(OutputHandler::new(
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webrender_gl.clone(),
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channel.clone(),
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)))
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} else {
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None
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};
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let external =
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WebGLExternalImageHandler::new(WebGLExternalImages::new(webrender_gl, channel.clone()));
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(
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WebGLThreads(channel),
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Box::new(external),
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output_handler.map(|b| b as Box<_>),
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)
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}
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/// Gets the WebGLThread handle for each script pipeline.
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pub fn pipeline(&self) -> WebGLPipeline {
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// This mode creates a single thread, so the existing WebGLChan is just cloned.
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WebGLPipeline(WebGLChan(self.0.clone()))
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}
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/// Sends a exit message to close the WebGLThreads and release all WebGLContexts.
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pub fn exit(&self) -> Result<(), &'static str> {
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self.0
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.send(WebGLMsg::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 WebGLThreads.
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struct WebGLExternalImages {
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webrender_gl: Rc<dyn 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: (
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WebGLSender<(u32, Size2D<i32>, usize)>,
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WebGLReceiver<(u32, Size2D<i32>, usize)>,
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),
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}
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impl WebGLExternalImages {
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fn new(webrender_gl: Rc<dyn 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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}
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}
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}
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impl WebGLExternalImageApi for WebGLExternalImages {
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fn lock(&mut self, ctx_id: WebGLContextId) -> (u32, Size2D<i32>) {
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// WebGL Thread has it's own GL command queue that we need to synchronize with the WR GL command queue.
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// The WebGLMsg::Lock message inserts a fence in the WebGL command queue.
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self.webgl_channel
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.send(WebGLMsg::Lock(ctx_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 used to synchronize the two
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// flows of OpenGL commands in order to avoid WR using a semi-ready WebGL texture.
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// glWaitSync doesn't block WR thread, it affects only 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, ctx_id: WebGLContextId) {
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self.webgl_channel.send(WebGLMsg::Unlock(ctx_id)).unwrap();
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}
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}
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/// Wrapper to send WebVR commands used in `WebGLThread`.
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struct WebVRRenderWrapper(Box<dyn WebVRRenderHandler>);
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impl WebVRRenderHandler for WebVRRenderWrapper {
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fn handle(&mut self, gl: &dyn Gl, command: WebVRCommand, texture: Option<(u32, Size2D<i32>)>) {
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self.0.handle(gl, 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<dyn 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: (
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WebGLSender<OutputHandlerData>,
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WebGLReceiver<OutputHandlerData>,
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),
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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<dyn 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(
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&mut self,
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id: webrender_api::PipelineId,
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) -> 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
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.webrender_gl
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.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
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.send(WebGLMsg::DOMToTextureCommand(command))
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.unwrap();
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self.lock_channel.1.recv().unwrap().map(|(tex_id, size)| {
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(
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tex_id,
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webrender_api::DeviceIntSize::new(size.width, size.height),
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)
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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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