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/* 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_cache_task::FontCacheTask;
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::{NativeGraphicsMetadata, NativePaintingGraphicsContext};
use layers::platform::surface::{NativeSurface, NativeSurfaceMethods};
use layers::layers::{BufferRequest, LayerBuffer, LayerBufferSet};
use layers;
use native::task::NativeTaskBuilder;
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;
use servo_util::opts;
use servo_util::smallvec::{SmallVec, SmallVec1};
use servo_util::task::spawn_named_with_send_on_failure;
use servo_util::task_state;
use servo_util::time::{TimeProfilerChan, profile};
use servo_util::time;
use std::comm::{Receiver, Sender, channel};
use std::mem;
use std::task::TaskBuilder;
use sync::Arc;
/// Information about a layer that layout sends to the painting task.
#[deriving(Clone)]
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<DisplayList>,
/// The position of the layer in pixels.
pub position: Rect<uint>,
/// 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<BufferRequest>,
pub scale: f32,
pub layer_id: LayerId,
pub epoch: Epoch,
}
pub enum Msg {
RenderInitMsg(SmallVec1<RenderLayer>),
RenderMsg(Vec<RenderRequest>),
UnusedBufferMsg(Vec<Box<LayerBuffer>>),
PaintPermissionGranted,
PaintPermissionRevoked,
ExitMsg(Option<Sender<()>>),
}
#[deriving(Clone)]
pub struct RenderChan(Sender<Msg>);
impl RenderChan {
pub fn new() -> (Receiver<Msg>, 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)
}
}
pub struct RenderTask<C> {
id: PipelineId,
port: Receiver<Msg>,
compositor: C,
constellation_chan: ConstellationChan,
/// A channel to the time profiler.
time_profiler_chan: TimeProfilerChan,
/// The native graphics context.
native_graphics_context: Option<NativePaintingGraphicsContext>,
/// The layers to be rendered.
render_layers: SmallVec1<RenderLayer>,
/// 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,
/// Communication handles to each of the worker threads.
worker_threads: Vec<WorkerThreadProxy>,
}
// 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<C>(compositor: &mut C,
pipeline_id: PipelineId,
epoch: Epoch,
render_layers: &[RenderLayer])
where C: RenderListener {
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<C> RenderTask<C> where C: RenderListener + Send {
pub fn create(id: PipelineId,
port: Receiver<Msg>,
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();
spawn_named_with_send_on_failure("RenderTask", task_state::Render, proc() {
{
// Ensures that the render task and graphics context are destroyed before the
// shutdown message.
let mut compositor = compositor;
let native_graphics_context = compositor.get_graphics_metadata().map(
|md| NativePaintingGraphicsContext::from_metadata(&md));
let worker_threads = WorkerThreadProxy::spawn(compositor.get_graphics_metadata(),
font_cache_task,
time_profiler_chan.clone());
// FIXME: rust/#5967
let mut render_task = RenderTask {
id: id,
port: port,
compositor: compositor,
constellation_chan: constellation_chan,
time_profiler_chan: time_profiler_chan,
native_graphics_context: native_graphics_context,
render_layers: SmallVec1::new(),
paint_permission: false,
epoch: Epoch(0),
buffer_map: BufferMap::new(10000000),
worker_threads: worker_threads,
};
render_task.start();
// Destroy all the buffers.
match render_task.native_graphics_context.as_ref() {
Some(ctx) => render_task.buffer_map.clear(ctx),
None => (),
}
// Tell all the worker threads to shut down.
for worker_thread in render_task.worker_threads.iter_mut() {
worker_thread.exit()
}
}
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;
}
}
}
}
/// Retrieves an appropriately-sized layer buffer from the cache to match the requirements of
/// the given tile, or creates one if a suitable one cannot be found.
fn find_or_create_layer_buffer_for_tile(&mut self, tile: &BufferRequest, scale: f32)
-> Option<Box<LayerBuffer>> {
let width = tile.screen_rect.size.width;
let height = tile.screen_rect.size.height;
if opts::get().gpu_painting {
return None
}
match self.buffer_map.find(tile.screen_rect.size) {
Some(mut 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;
return Some(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();
Some(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,
})
}
/// Renders one layer and sends the tiles back to the layer.
fn render(&mut self,
replies: &mut Vec<(LayerId, Box<LayerBufferSet>)>,
mut tiles: Vec<BufferRequest>,
scale: f32,
layer_id: LayerId) {
time::profile(time::PaintingCategory, None, self.time_profiler_chan.clone(), || {
// Bail out if there is no appropriate render layer.
let render_layer = match self.render_layers.iter().find(|layer| layer.id == layer_id) {
Some(render_layer) => (*render_layer).clone(),
None => return,
};
// Divide up the layer into tiles and distribute them to workers via a simple round-
// robin strategy.
let tiles = mem::replace(&mut tiles, Vec::new());
let tile_count = tiles.len();
for (i, tile) in tiles.into_iter().enumerate() {
let thread_id = i % self.worker_threads.len();
let layer_buffer = self.find_or_create_layer_buffer_for_tile(&tile, scale);
self.worker_threads.get_mut(thread_id).paint_tile(tile,
layer_buffer,
render_layer.clone(),
scale);
}
let new_buffers = Vec::from_fn(tile_count, |i| {
let thread_id = i % self.worker_threads.len();
self.worker_threads.get_mut(thread_id).get_painted_tile_buffer()
});
let layer_buffer_set = box LayerBufferSet {
buffers: new_buffers,
};
replies.push((layer_id, layer_buffer_set));
})
}
}
struct WorkerThreadProxy {
sender: Sender<MsgToWorkerThread>,
receiver: Receiver<MsgFromWorkerThread>,
}
impl WorkerThreadProxy {
fn spawn(native_graphics_metadata: Option<NativeGraphicsMetadata>,
font_cache_task: FontCacheTask,
time_profiler_chan: TimeProfilerChan)
-> Vec<WorkerThreadProxy> {
let thread_count = if opts::get().gpu_painting {
1
} else {
opts::get().layout_threads
};
Vec::from_fn(thread_count, |_| {
let (from_worker_sender, from_worker_receiver) = channel();
let (to_worker_sender, to_worker_receiver) = channel();
let native_graphics_metadata = native_graphics_metadata.clone();
let font_cache_task = font_cache_task.clone();
let time_profiler_chan = time_profiler_chan.clone();
TaskBuilder::new().native().spawn(proc() {
let mut worker_thread = WorkerThread::new(from_worker_sender,
to_worker_receiver,
native_graphics_metadata,
font_cache_task,
time_profiler_chan);
worker_thread.main();
});
WorkerThreadProxy {
receiver: from_worker_receiver,
sender: to_worker_sender,
}
})
}
fn paint_tile(&mut self,
tile: BufferRequest,
layer_buffer: Option<Box<LayerBuffer>>,
render_layer: RenderLayer,
scale: f32) {
self.sender.send(PaintTileMsgToWorkerThread(tile, layer_buffer, render_layer, scale))
}
fn get_painted_tile_buffer(&mut self) -> Box<LayerBuffer> {
match self.receiver.recv() {
PaintedTileMsgFromWorkerThread(layer_buffer) => layer_buffer,
}
}
fn exit(&mut self) {
self.sender.send(ExitMsgToWorkerThread)
}
}
struct WorkerThread {
sender: Sender<MsgFromWorkerThread>,
receiver: Receiver<MsgToWorkerThread>,
native_graphics_context: Option<NativePaintingGraphicsContext>,
font_context: Box<FontContext>,
time_profiler_sender: TimeProfilerChan,
}
impl WorkerThread {
fn new(sender: Sender<MsgFromWorkerThread>,
receiver: Receiver<MsgToWorkerThread>,
native_graphics_metadata: Option<NativeGraphicsMetadata>,
font_cache_task: FontCacheTask,
time_profiler_sender: TimeProfilerChan)
-> WorkerThread {
WorkerThread {
sender: sender,
receiver: receiver,
native_graphics_context: native_graphics_metadata.map(|metadata| {
NativePaintingGraphicsContext::from_metadata(&metadata)
}),
font_context: box FontContext::new(font_cache_task.clone()),
time_profiler_sender: time_profiler_sender,
}
}
fn main(&mut self) {
loop {
match self.receiver.recv() {
ExitMsgToWorkerThread => break,
PaintTileMsgToWorkerThread(tile, layer_buffer, render_layer, scale) => {
let draw_target = self.optimize_and_paint_tile(&tile, render_layer, scale);
let buffer = self.create_layer_buffer_for_painted_tile(&tile,
layer_buffer,
draw_target,
scale);
self.sender.send(PaintedTileMsgFromWorkerThread(buffer))
}
}
}
}
fn optimize_and_paint_tile(&mut self,
tile: &BufferRequest,
render_layer: RenderLayer,
scale: f32)
-> DrawTarget {
// 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 size = Size2D(tile.screen_rect.size.width as i32, tile.screen_rect.size.height as i32);
let draw_target = if !opts::get().gpu_painting {
DrawTarget::new(SkiaBackend, size, B8G8R8A8)
} else {
// 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 render_context = RenderContext {
draw_target: &draw_target,
font_ctx: &mut self.font_context,
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(-page_rect.origin.x as AzFloat,
-page_rect.origin.y as AzFloat);
render_context.draw_target.set_transform(&matrix);
// Clear the buffer.
render_context.clear();
// Draw the display list.
profile(time::PaintingPerTileCategory, None, self.time_profiler_sender.clone(), || {
let mut clip_stack = Vec::new();
display_list.draw_into_context(&mut render_context, &matrix, &mut clip_stack);
render_context.draw_target.flush();
});
}
draw_target
}
fn create_layer_buffer_for_painted_tile(&mut self,
tile: &BufferRequest,
layer_buffer: Option<Box<LayerBuffer>>,
draw_target: DrawTarget,
scale: f32)
-> Box<LayerBuffer> {
// 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.
if !opts::get().gpu_painting {
let mut buffer = layer_buffer.unwrap();
draw_target.snapshot().get_data_surface().with_data(|data| {
buffer.native_surface.upload(native_graphics_context!(self), data);
debug!("painting worker thread uploading to native surface {:d}",
buffer.native_surface.get_id() as int);
});
return buffer
}
// GPU painting path:
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: (tile.screen_rect.size.width * 4) as uint,
painted_with_cpu: false,
content_age: tile.content_age,
}
}
}
enum MsgToWorkerThread {
ExitMsgToWorkerThread,
PaintTileMsgToWorkerThread(BufferRequest, Option<Box<LayerBuffer>>, RenderLayer, f32),
}
enum MsgFromWorkerThread {
PaintedTileMsgFromWorkerThread(Box<LayerBuffer>),
}
|