gecko-dev/dom/canvas/HostWebGLContext.cpp
David Parks cbf4e1a5cc Bug 1621762: Part 7 - Add IpdlQueue actor traits to WebGLParent/WebGLChild r=jgilbert,jld
Adds IpdlQueue capability to PWebGL actors.  The WebGLChild, used in content processes, implements SyncProducerActor and AsyncConsumerActor because it sends (sync and async) messages and receives responses to them that it reads as async messages.  The WebGLParent, used in the compositor process, is a SyncConsumerActor and AsyncProducerActor for dual reasons.

Differential Revision: https://phabricator.services.mozilla.com/D68264
2020-04-30 22:24:44 +00:00

246 lines
6 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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/. */
#include "HostWebGLContext.h"
#include "CompositableHost.h"
#include "mozilla/layers/LayerTransactionChild.h"
#include "mozilla/layers/TextureClientSharedSurface.h"
#include "MozFramebuffer.h"
#include "TexUnpackBlob.h"
#include "WebGL2Context.h"
#include "WebGLBuffer.h"
#include "WebGLContext.h"
#include "WebGLCrossProcessCommandQueue.h"
#include "WebGLFramebuffer.h"
#include "WebGLMemoryTracker.h"
#include "WebGLParent.h"
#include "WebGLProgram.h"
#include "WebGLRenderbuffer.h"
#include "WebGLSampler.h"
#include "WebGLShader.h"
#include "WebGLSync.h"
#include "WebGLTexture.h"
#include "WebGLTransformFeedback.h"
#include "WebGLVertexArray.h"
#include "WebGLQuery.h"
#include "mozilla/StaticMutex.h"
namespace mozilla {
LazyLogModule gWebGLBridgeLog("webglbridge");
// -
static StaticMutex sContextSetLock;
static std::unordered_set<HostWebGLContext*>& DeferredStaticContextSet() {
static std::unordered_set<HostWebGLContext*> sContextSet;
return sContextSet;
}
LockedOutstandingContexts::LockedOutstandingContexts()
: contexts(DeferredStaticContextSet()) {
sContextSetLock.Lock();
}
LockedOutstandingContexts::~LockedOutstandingContexts() {
sContextSetLock.Unlock();
}
// -
/*static*/
UniquePtr<HostWebGLContext> HostWebGLContext::Create(
OwnerData&& ownerData, const webgl::InitContextDesc& desc,
webgl::InitContextResult* const out) {
auto host = WrapUnique(new HostWebGLContext(std::move(ownerData)));
auto webgl = WebGLContext::Create(*host, desc, out);
if (!webgl) return nullptr;
return host;
}
HostWebGLContext::HostWebGLContext(OwnerData&& ownerData)
: mOwnerData(std::move(ownerData)) {
if (mOwnerData.outOfProcess) {
if (mOwnerData.outOfProcess->mCommandSinkP) {
mOwnerData.outOfProcess->mCommandSinkP->mHostContext = this;
}
if (mOwnerData.outOfProcess->mCommandSinkI) {
mOwnerData.outOfProcess->mCommandSinkI->mHostContext = this;
}
}
{
StaticMutexAutoLock lock(sContextSetLock);
auto& contexts = DeferredStaticContextSet();
(void)contexts.insert(this);
}
}
HostWebGLContext::~HostWebGLContext() {
StaticMutexAutoLock lock(sContextSetLock);
auto& contexts = DeferredStaticContextSet();
(void)contexts.erase(this);
}
// -
void HostWebGLContext::OnContextLoss(const webgl::ContextLossReason reason) {
if (mOwnerData.inProcess) {
(*mOwnerData.inProcess)->OnContextLoss(reason);
} else {
(void)mOwnerData.outOfProcess->mParent.SendOnContextLoss(reason);
}
}
void HostWebGLContext::JsWarning(const std::string& text) const {
if (mOwnerData.inProcess) {
(*mOwnerData.inProcess)->JsWarning(text);
return;
}
(void)mOwnerData.outOfProcess->mParent.SendJsWarning(text);
}
RefPtr<layers::SharedSurfaceTextureClient> HostWebGLContext::GetVRFrame(
ObjectId id) const {
return mContext->GetVRFrame(AutoResolve(id));
}
//////////////////////////////////////////////
// Creation
void HostWebGLContext::CreateBuffer(const ObjectId id) {
auto& slot = mBufferMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateBuffer();
}
void HostWebGLContext::CreateFramebuffer(const ObjectId id) {
auto& slot = mFramebufferMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateFramebuffer();
}
bool HostWebGLContext::CreateOpaqueFramebuffer(
const ObjectId id, const webgl::OpaqueFramebufferOptions& options) {
auto& slot = mFramebufferMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return false;
}
slot = mContext->CreateOpaqueFramebuffer(options);
return slot;
}
void HostWebGLContext::CreateProgram(const ObjectId id) {
auto& slot = mProgramMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateProgram();
}
void HostWebGLContext::CreateQuery(const ObjectId id) {
auto& slot = mQueryMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateQuery();
}
void HostWebGLContext::CreateRenderbuffer(const ObjectId id) {
auto& slot = mRenderbufferMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateRenderbuffer();
}
void HostWebGLContext::CreateSampler(const ObjectId id) {
auto& slot = mSamplerMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = GetWebGL2Context()->CreateSampler();
}
void HostWebGLContext::CreateShader(const ObjectId id, GLenum type) {
auto& slot = mShaderMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateShader(type);
}
void HostWebGLContext::CreateSync(const ObjectId id) {
auto& slot = mSyncMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = GetWebGL2Context()->FenceSync(LOCAL_GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
void HostWebGLContext::CreateTexture(const ObjectId id) {
auto& slot = mTextureMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateTexture();
}
void HostWebGLContext::CreateTransformFeedback(const ObjectId id) {
auto& slot = mTransformFeedbackMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = GetWebGL2Context()->CreateTransformFeedback();
}
void HostWebGLContext::CreateVertexArray(const ObjectId id) {
auto& slot = mVertexArrayMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateVertexArray();
}
////////////////////////
#define _(X) \
void HostWebGLContext::Delete##X(const ObjectId id) { m##X##Map.erase(id); }
_(Buffer)
_(Framebuffer)
_(Program)
_(Query)
_(Renderbuffer)
_(Sampler)
_(Shader)
_(Sync)
_(Texture)
_(TransformFeedback)
_(VertexArray)
#undef _
} // namespace mozilla