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      1 /*
      2  * Copyright 2010, The Android Open Source Project
      3  *
      4  * Redistribution and use in source and binary forms, with or without
      5  * modification, are permitted provided that the following conditions
      6  * are met:
      7  *  * Redistributions of source code must retain the above copyright
      8  *    notice, this list of conditions and the following disclaimer.
      9  *  * Redistributions in binary form must reproduce the above copyright
     10  *    notice, this list of conditions and the following disclaimer in the
     11  *    documentation and/or other materials provided with the distribution.
     12  *
     13  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
     14  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     15  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     16  * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
     17  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     18  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     19  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     20  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
     21  * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     22  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     23  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     24  */
     25 
     26 #ifndef GLWebViewState_h
     27 #define GLWebViewState_h
     28 
     29 #if USE(ACCELERATED_COMPOSITING)
     30 
     31 #include "Color.h"
     32 #include "DrawExtra.h"
     33 #include "GLExtras.h"
     34 #include "IntRect.h"
     35 #include "SkCanvas.h"
     36 #include "SkRect.h"
     37 #include "SkRegion.h"
     38 #include "SurfaceCollectionManager.h"
     39 #include <utils/threads.h>
     40 
     41 // Performance measurements probe
     42 // To use it, enable the visual indicators in debug mode.
     43 // turning off the visual indicators will flush the measures.
     44 // #define MEASURES_PERF
     45 #define MAX_MEASURES_PERF 2000
     46 
     47 // Prefetch and render 1 tiles ahead of the scroll
     48 // TODO: We should either dynamically change the outer bound by detecting the
     49 // HW limit or save further in the GPU memory consumption.
     50 #define TILE_PREFETCH_DISTANCE 1
     51 
     52 namespace WebCore {
     53 
     54 class BaseLayerAndroid;
     55 class LayerAndroid;
     56 class ScrollableLayerAndroid;
     57 class TexturesResult;
     58 
     59 /////////////////////////////////////////////////////////////////////////////////
     60 // GL Architecture
     61 /////////////////////////////////////////////////////////////////////////////////
     62 //
     63 // To draw things, WebView use a tree of layers. The root of that tree is a
     64 // BaseLayerAndroid, which may have numerous LayerAndroid over it. The content
     65 // of those layers are SkPicture, the content of the BaseLayer is an PictureSet.
     66 //
     67 // When drawing, we therefore have one large "surface" that is the BaseLayer,
     68 // and (possibly) additional surfaces (usually smaller), which are the
     69 // LayerAndroids. The BaseLayer usually corresponds to the normal web page
     70 // content, the Layers are used for some parts such as specific divs (e.g. fixed
     71 // position divs, or elements using CSS3D transforms, or containing video,
     72 // plugins, etc.).
     73 //
     74 // *** NOTE: The GL drawing architecture only paints the BaseLayer for now.
     75 //
     76 // The rendering model is to use tiles to display the BaseLayer (as obviously a
     77 // BaseLayer's area can be arbitrarly large). The idea is to compute a set of
     78 // tiles covering the visibleContentRect's area, paint those tiles using the webview's
     79 // content (i.e. the BaseLayer's PictureSet), then display those tiles.
     80 // We check which tile we should use at every frame.
     81 //
     82 // Overview
     83 // ---------
     84 //
     85 // The tiles are grouped into a TiledPage -- basically a map of tiles covering
     86 // the BaseLayer's surface. When drawing, we ask the TiledPage to prepare()
     87 // itself then draw itself on screen. The prepare() function is the one
     88 // that schedules tiles to be painted -- i.e. the subset of tiles that intersect
     89 // with the current visibleContentRect. When they are ready, we can display
     90 // the TiledPage.
     91 //
     92 // Note that BaseLayerAndroid::drawGL() will return true to the java side if
     93 // there is a need to be called again (i.e. if we do not have up to date
     94 // textures or a transition is going on).
     95 //
     96 // Tiles are implemented as a Tile. It knows how to paint itself with the
     97 // PictureSet, and to display itself. A GL texture is usually associated to it.
     98 //
     99 // We also works with two TiledPages -- one to display the page at the
    100 // current scale factor, and another we use to paint the page at a different
    101 // scale factor. I.e. when we zoom, we use TiledPage A, with its tiles scaled
    102 // accordingly (and therefore possible loss of quality): this is fast as it's
    103 // purely a hardware operation. When the user is done zooming, we ask for
    104 // TiledPage B to be painted at the new scale factor, covering the
    105 // visibleContentRect's area. When B is ready, we swap it with A.
    106 //
    107 // Texture allocation
    108 // ------------------
    109 //
    110 // Obviously we cannot have every Tile having a GL texture -- we need to
    111 // get the GL textures from an existing pool, and reuse them.
    112 //
    113 // The way we do it is that when we call TiledPage::prepare(), we group the
    114 // tiles we need (i.e. in the visibleContentRect and dirty) into a TilesSet and call
    115 // Tile::reserveTexture() for each tile (which ensures there is a specific
    116 // GL textures backing the Tiles).
    117 //
    118 // reserveTexture() will ask the TilesManager for a texture. The allocation
    119 // mechanism goal is to (in order):
    120 // - prefers to allocate the same texture as the previous time
    121 // - prefers to allocate textures that are as far from the visibleContentRect as possible
    122 // - prefers to allocate textures that are used by different TiledPages
    123 //
    124 // Note that to compute the distance of each tile from the visibleContentRect, each time
    125 // we prepare() a TiledPage. Also during each prepare() we compute which tiles
    126 // are dirty based on the info we have received from webkit.
    127 //
    128 // Tile Invalidation
    129 // ------------------
    130 //
    131 // We do not want to redraw a tile if the tile is up-to-date. A tile is
    132 // considered to be dirty an in need of redrawing in the following cases
    133 //  - the tile has acquires a new texture
    134 //  - webkit invalidates all or part of the tiles contents
    135 //
    136 // To handle the case of webkit invalidation we store two ids (counters) of the
    137 // pictureSets in the tile.  The first id (A) represents the pictureSet used to
    138 // paint the tile and the second id (B) represents the pictureSet in which the
    139 // tile was invalidated by webkit. Thus, if A < B then tile is dirty.
    140 //
    141 // Since invalidates can occur faster than a full tiled page update, the tiled
    142 // page is protected by a 'lock' (m_baseLayerUpdate) that is set to true to
    143 // defer updates to the background layer, giving the foreground time to render
    144 // content instead of constantly flushing with invalidates. See
    145 // lockBaseLayerUpdate() & unlockBaseLayerUpdate().
    146 //
    147 // Painting scheduling
    148 // -------------------
    149 //
    150 // The next operation is to schedule this TilesSet to be painted
    151 // (TilesManager::schedulePaintForTilesSet()). TexturesGenerator
    152 // will get the TilesSet and ask the Tiles in it to be painted.
    153 //
    154 // Tile::paintBitmap() will paint the texture using the BaseLayer's
    155 // PictureSet (calling TiledPage::paintBaseLayerContent() which in turns
    156 // calls GLWebViewState::paintBaseLayerContent()).
    157 //
    158 // Note that TexturesGenerator is running in a separate thread, the textures
    159 // are shared using EGLImages (this is necessary to not slow down the rendering
    160 // speed -- updating GL textures in the main GL thread would slow things down).
    161 //
    162 /////////////////////////////////////////////////////////////////////////////////
    163 
    164 class GLWebViewState {
    165 public:
    166     GLWebViewState();
    167     ~GLWebViewState();
    168 
    169     bool setBaseLayer(BaseLayerAndroid* layer, bool showVisualIndicator,
    170                       bool isPictureAfterFirstLayout);
    171     void paintExtras();
    172 
    173     GLExtras* glExtras() { return &m_glExtras; }
    174 
    175     void setIsScrolling(bool isScrolling) { m_isScrolling = isScrolling; }
    176     bool isScrolling() { return m_isScrolling || m_isVisibleContentRectScrolling; }
    177 
    178     bool setLayersRenderingMode(TexturesResult&);
    179 
    180     int drawGL(IntRect& rect, SkRect& visibleContentRect, IntRect* invalRect,
    181                IntRect& screenRect, int titleBarHeight,
    182                IntRect& clip, float scale,
    183                bool* collectionsSwappedPtr, bool* newCollectionHasAnimPtr,
    184                bool shouldDraw);
    185 
    186 #ifdef MEASURES_PERF
    187     void dumpMeasures();
    188 #endif
    189 
    190     void addDirtyArea(const IntRect& rect);
    191     void resetLayersDirtyArea();
    192     void doFrameworkFullInval();
    193     bool inUnclippedDraw() { return m_inUnclippedDraw; }
    194 
    195     bool goingDown() { return m_goingDown; }
    196     bool goingLeft() { return m_goingLeft; }
    197 
    198     float scale() { return m_scale; }
    199 
    200     // Currently, we only use 3 modes : kAllTextures, kClippedTextures and
    201     // kSingleSurfaceRendering ( for every mode > kClippedTextures ) .
    202     enum LayersRenderingMode {
    203         kAllTextures              = 0, // all layers are drawn with textures fully covering them
    204         kClippedTextures          = 1, // all layers are drawn, but their textures will be clipped
    205         kScrollableAndFixedLayers = 2, // only scrollable and fixed layers will be drawn
    206         kFixedLayers              = 3, // only fixed layers will be drawn
    207         kSingleSurfaceRendering   = 4  // no layers will be drawn on separate textures
    208                                        // -- everything is drawn on the base surface.
    209     };
    210 
    211     LayersRenderingMode layersRenderingMode() { return m_layersRenderingMode; }
    212     bool isSingleSurfaceRenderingMode() { return m_layersRenderingMode == kSingleSurfaceRendering; }
    213     void scrollLayer(int layerId, int x, int y);
    214 
    215 private:
    216     void setVisibleContentRect(const SkRect& visibleContentRect, float scale);
    217     double setupDrawing(const IntRect& invScreenRect, const SkRect& visibleContentRect,
    218                         const IntRect& screenRect, int titleBarHeight,
    219                         const IntRect& screenClip, float scale);
    220     void showFrameInfo(const IntRect& rect, bool collectionsSwapped);
    221     void clearRectWithColor(const IntRect& rect, float r, float g,
    222                             float b, float a);
    223     double m_prevDrawTime;
    224 
    225     SkRect m_visibleContentRect;
    226     IntRect m_frameworkLayersInval;
    227     bool m_doFrameworkFullInval;
    228     bool m_inUnclippedDraw;
    229 
    230 #ifdef MEASURES_PERF
    231     unsigned int m_totalTimeCounter;
    232     int m_timeCounter;
    233     double m_delayTimes[MAX_MEASURES_PERF];
    234     bool m_measurePerfs;
    235 #endif
    236     GLExtras m_glExtras;
    237 
    238     bool m_isScrolling;
    239     bool m_isVisibleContentRectScrolling;
    240     bool m_goingDown;
    241     bool m_goingLeft;
    242 
    243     float m_scale;
    244 
    245     LayersRenderingMode m_layersRenderingMode;
    246     SurfaceCollectionManager m_surfaceCollectionManager;
    247 };
    248 
    249 } // namespace WebCore
    250 
    251 #endif // USE(ACCELERATED_COMPOSITING)
    252 #endif // GLWebViewState_h
    253