/* * Copyright 2010, The Android Open Source Project * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef GLWebViewState_h #define GLWebViewState_h #if USE(ACCELERATED_COMPOSITING) #include "Color.h" #include "DrawExtra.h" #include "GLExtras.h" #include "IntRect.h" #include "SkCanvas.h" #include "SkRect.h" #include "SkRegion.h" #include "SurfaceCollectionManager.h" #include // Performance measurements probe // To use it, enable the visual indicators in debug mode. // turning off the visual indicators will flush the measures. // #define MEASURES_PERF #define MAX_MEASURES_PERF 2000 // Prefetch and render 1 tiles ahead of the scroll // TODO: We should either dynamically change the outer bound by detecting the // HW limit or save further in the GPU memory consumption. #define TILE_PREFETCH_DISTANCE 1 namespace WebCore { class BaseLayerAndroid; class LayerAndroid; class ScrollableLayerAndroid; class TexturesResult; ///////////////////////////////////////////////////////////////////////////////// // GL Architecture ///////////////////////////////////////////////////////////////////////////////// // // To draw things, WebView use a tree of layers. The root of that tree is a // BaseLayerAndroid, which may have numerous LayerAndroid over it. The content // of those layers are SkPicture, the content of the BaseLayer is an PictureSet. // // When drawing, we therefore have one large "surface" that is the BaseLayer, // and (possibly) additional surfaces (usually smaller), which are the // LayerAndroids. The BaseLayer usually corresponds to the normal web page // content, the Layers are used for some parts such as specific divs (e.g. fixed // position divs, or elements using CSS3D transforms, or containing video, // plugins, etc.). // // *** NOTE: The GL drawing architecture only paints the BaseLayer for now. // // The rendering model is to use tiles to display the BaseLayer (as obviously a // BaseLayer's area can be arbitrarly large). The idea is to compute a set of // tiles covering the visibleContentRect's area, paint those tiles using the webview's // content (i.e. the BaseLayer's PictureSet), then display those tiles. // We check which tile we should use at every frame. // // Overview // --------- // // The tiles are grouped into a TiledPage -- basically a map of tiles covering // the BaseLayer's surface. When drawing, we ask the TiledPage to prepare() // itself then draw itself on screen. The prepare() function is the one // that schedules tiles to be painted -- i.e. the subset of tiles that intersect // with the current visibleContentRect. When they are ready, we can display // the TiledPage. // // Note that BaseLayerAndroid::drawGL() will return true to the java side if // there is a need to be called again (i.e. if we do not have up to date // textures or a transition is going on). // // Tiles are implemented as a Tile. It knows how to paint itself with the // PictureSet, and to display itself. A GL texture is usually associated to it. // // We also works with two TiledPages -- one to display the page at the // current scale factor, and another we use to paint the page at a different // scale factor. I.e. when we zoom, we use TiledPage A, with its tiles scaled // accordingly (and therefore possible loss of quality): this is fast as it's // purely a hardware operation. When the user is done zooming, we ask for // TiledPage B to be painted at the new scale factor, covering the // visibleContentRect's area. When B is ready, we swap it with A. // // Texture allocation // ------------------ // // Obviously we cannot have every Tile having a GL texture -- we need to // get the GL textures from an existing pool, and reuse them. // // The way we do it is that when we call TiledPage::prepare(), we group the // tiles we need (i.e. in the visibleContentRect and dirty) into a TilesSet and call // Tile::reserveTexture() for each tile (which ensures there is a specific // GL textures backing the Tiles). // // reserveTexture() will ask the TilesManager for a texture. The allocation // mechanism goal is to (in order): // - prefers to allocate the same texture as the previous time // - prefers to allocate textures that are as far from the visibleContentRect as possible // - prefers to allocate textures that are used by different TiledPages // // Note that to compute the distance of each tile from the visibleContentRect, each time // we prepare() a TiledPage. Also during each prepare() we compute which tiles // are dirty based on the info we have received from webkit. // // Tile Invalidation // ------------------ // // We do not want to redraw a tile if the tile is up-to-date. A tile is // considered to be dirty an in need of redrawing in the following cases // - the tile has acquires a new texture // - webkit invalidates all or part of the tiles contents // // To handle the case of webkit invalidation we store two ids (counters) of the // pictureSets in the tile. The first id (A) represents the pictureSet used to // paint the tile and the second id (B) represents the pictureSet in which the // tile was invalidated by webkit. Thus, if A < B then tile is dirty. // // Since invalidates can occur faster than a full tiled page update, the tiled // page is protected by a 'lock' (m_baseLayerUpdate) that is set to true to // defer updates to the background layer, giving the foreground time to render // content instead of constantly flushing with invalidates. See // lockBaseLayerUpdate() & unlockBaseLayerUpdate(). // // Painting scheduling // ------------------- // // The next operation is to schedule this TilesSet to be painted // (TilesManager::schedulePaintForTilesSet()). TexturesGenerator // will get the TilesSet and ask the Tiles in it to be painted. // // Tile::paintBitmap() will paint the texture using the BaseLayer's // PictureSet (calling TiledPage::paintBaseLayerContent() which in turns // calls GLWebViewState::paintBaseLayerContent()). // // Note that TexturesGenerator is running in a separate thread, the textures // are shared using EGLImages (this is necessary to not slow down the rendering // speed -- updating GL textures in the main GL thread would slow things down). // ///////////////////////////////////////////////////////////////////////////////// class GLWebViewState { public: GLWebViewState(); ~GLWebViewState(); bool setBaseLayer(BaseLayerAndroid* layer, bool showVisualIndicator, bool isPictureAfterFirstLayout); void paintExtras(); GLExtras* glExtras() { return &m_glExtras; } void setIsScrolling(bool isScrolling) { m_isScrolling = isScrolling; } bool isScrolling() { return m_isScrolling || m_isVisibleContentRectScrolling; } bool setLayersRenderingMode(TexturesResult&); int drawGL(IntRect& rect, SkRect& visibleContentRect, IntRect* invalRect, IntRect& screenRect, int titleBarHeight, IntRect& clip, float scale, bool* collectionsSwappedPtr, bool* newCollectionHasAnimPtr, bool shouldDraw); #ifdef MEASURES_PERF void dumpMeasures(); #endif void addDirtyArea(const IntRect& rect); void resetLayersDirtyArea(); void doFrameworkFullInval(); bool inUnclippedDraw() { return m_inUnclippedDraw; } bool goingDown() { return m_goingDown; } bool goingLeft() { return m_goingLeft; } float scale() { return m_scale; } // Currently, we only use 3 modes : kAllTextures, kClippedTextures and // kSingleSurfaceRendering ( for every mode > kClippedTextures ) . enum LayersRenderingMode { kAllTextures = 0, // all layers are drawn with textures fully covering them kClippedTextures = 1, // all layers are drawn, but their textures will be clipped kScrollableAndFixedLayers = 2, // only scrollable and fixed layers will be drawn kFixedLayers = 3, // only fixed layers will be drawn kSingleSurfaceRendering = 4 // no layers will be drawn on separate textures // -- everything is drawn on the base surface. }; LayersRenderingMode layersRenderingMode() { return m_layersRenderingMode; } bool isSingleSurfaceRenderingMode() { return m_layersRenderingMode == kSingleSurfaceRendering; } void scrollLayer(int layerId, int x, int y); private: void setVisibleContentRect(const SkRect& visibleContentRect, float scale); double setupDrawing(const IntRect& invScreenRect, const SkRect& visibleContentRect, const IntRect& screenRect, int titleBarHeight, const IntRect& screenClip, float scale); void showFrameInfo(const IntRect& rect, bool collectionsSwapped); void clearRectWithColor(const IntRect& rect, float r, float g, float b, float a); double m_prevDrawTime; SkRect m_visibleContentRect; IntRect m_frameworkLayersInval; bool m_doFrameworkFullInval; bool m_inUnclippedDraw; #ifdef MEASURES_PERF unsigned int m_totalTimeCounter; int m_timeCounter; double m_delayTimes[MAX_MEASURES_PERF]; bool m_measurePerfs; #endif GLExtras m_glExtras; bool m_isScrolling; bool m_isVisibleContentRectScrolling; bool m_goingDown; bool m_goingLeft; float m_scale; LayersRenderingMode m_layersRenderingMode; SurfaceCollectionManager m_surfaceCollectionManager; }; } // namespace WebCore #endif // USE(ACCELERATED_COMPOSITING) #endif // GLWebViewState_h