// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "ui/compositor/compositor.h" #include #include #include #include #include "base/bind.h" #include "base/command_line.h" #include "base/message_loop/message_loop.h" #include "base/metrics/histogram_macros.h" #include "base/stl_util.h" #include "base/strings/string_split.h" #include "base/strings/string_util.h" #include "base/sys_info.h" #include "base/trace_event/trace_event.h" #include "build/build_config.h" #include "cc/animation/animation_host.h" #include "cc/animation/animation_id_provider.h" #include "cc/animation/animation_timeline.h" #include "cc/base/switches.h" #include "cc/input/input_handler.h" #include "cc/layers/layer.h" #include "cc/output/begin_frame_args.h" #include "cc/output/context_provider.h" #include "cc/output/latency_info_swap_promise.h" #include "cc/scheduler/begin_frame_source.h" #include "cc/surfaces/local_surface_id_allocator.h" #include "cc/surfaces/surface_manager.h" #include "cc/trees/layer_tree_host.h" #include "cc/trees/layer_tree_settings.h" #include "third_party/skia/include/core/SkBitmap.h" #include "ui/compositor/compositor_observer.h" #include "ui/compositor/compositor_switches.h" #include "ui/compositor/compositor_vsync_manager.h" #include "ui/compositor/dip_util.h" #include "ui/compositor/layer.h" #include "ui/compositor/layer_animator_collection.h" #include "ui/compositor/scoped_animation_duration_scale_mode.h" #include "ui/display/display_switches.h" #include "ui/gfx/icc_profile.h" #include "ui/gfx/switches.h" #include "ui/gl/gl_switches.h" namespace ui { Compositor::Compositor(const cc::FrameSinkId& frame_sink_id, ui::ContextFactory* context_factory, ui::ContextFactoryPrivate* context_factory_private, scoped_refptr task_runner) : context_factory_(context_factory), context_factory_private_(context_factory_private), frame_sink_id_(frame_sink_id), task_runner_(task_runner), vsync_manager_(new CompositorVSyncManager()), layer_animator_collection_(this), scheduled_timeout_(base::TimeTicks()), allow_locks_to_extend_timeout_(false), weak_ptr_factory_(this), lock_timeout_weak_ptr_factory_(this) { if (context_factory_private) { context_factory_private->GetSurfaceManager()->RegisterFrameSinkId( frame_sink_id_); } root_web_layer_ = cc::Layer::Create(); base::CommandLine* command_line = base::CommandLine::ForCurrentProcess(); cc::LayerTreeSettings settings; // This will ensure PictureLayers always can have LCD text, to match the // previous behaviour with ContentLayers, where LCD-not-allowed notifications // were ignored. settings.layers_always_allowed_lcd_text = true; // Use occlusion to allow more overlapping windows to take less memory. settings.use_occlusion_for_tile_prioritization = true; refresh_rate_ = settings.renderer_settings.refresh_rate = context_factory_->GetRefreshRate(); settings.main_frame_before_activation_enabled = false; if (command_line->HasSwitch(cc::switches::kUIShowCompositedLayerBorders)) { std::string layer_borders_string = command_line->GetSwitchValueASCII( cc::switches::kUIShowCompositedLayerBorders); std::vector entries = base::SplitStringPiece( layer_borders_string, ",", base::TRIM_WHITESPACE, base::SPLIT_WANT_ALL); if (entries.empty()) { settings.initial_debug_state.show_debug_borders.set(); } else { for (const auto& entry : entries) { const struct { const char* name; cc::DebugBorderType type; } kBorders[] = {{cc::switches::kCompositedRenderPassBorders, cc::DebugBorderType::RENDERPASS}, {cc::switches::kCompositedSurfaceBorders, cc::DebugBorderType::SURFACE}, {cc::switches::kCompositedLayerBorders, cc::DebugBorderType::LAYER}}; for (const auto& border : kBorders) { if (border.name == entry) { settings.initial_debug_state.show_debug_borders.set(border.type); break; } } } } } settings.initial_debug_state.show_fps_counter = command_line->HasSwitch(cc::switches::kUIShowFPSCounter); settings.initial_debug_state.show_layer_animation_bounds_rects = command_line->HasSwitch(cc::switches::kUIShowLayerAnimationBounds); settings.initial_debug_state.show_paint_rects = command_line->HasSwitch(switches::kUIShowPaintRects); settings.initial_debug_state.show_property_changed_rects = command_line->HasSwitch(cc::switches::kUIShowPropertyChangedRects); settings.initial_debug_state.show_surface_damage_rects = command_line->HasSwitch(cc::switches::kUIShowSurfaceDamageRects); settings.initial_debug_state.show_screen_space_rects = command_line->HasSwitch(cc::switches::kUIShowScreenSpaceRects); settings.initial_debug_state.SetRecordRenderingStats( command_line->HasSwitch(cc::switches::kEnableGpuBenchmarking)); settings.enable_surface_synchronization = command_line->HasSwitch(cc::switches::kEnableSurfaceSynchronization); settings.use_zero_copy = IsUIZeroCopyEnabled(); settings.use_layer_lists = command_line->HasSwitch(cc::switches::kUIEnableLayerLists); settings.enable_color_correct_rasterization = command_line->HasSwitch(switches::kEnableColorCorrectRendering); // UI compositor always uses partial raster if not using zero-copy. Zero copy // doesn't currently support partial raster. settings.use_partial_raster = !settings.use_zero_copy; settings.gpu_memory_policy.bytes_limit_when_visible = 512 * 1024 * 1024; settings.gpu_memory_policy.priority_cutoff_when_visible = gpu::MemoryAllocation::CUTOFF_ALLOW_NICE_TO_HAVE; settings.disallow_non_exact_resource_reuse = command_line->HasSwitch(cc::switches::kDisallowNonExactResourceReuse); // TODO(staraz): LayerTreeSettings shouldn't have a RendererSettings. settings.renderer_settings = context_factory_->GetRendererSettings(); base::TimeTicks before_create = base::TimeTicks::Now(); animation_host_ = cc::AnimationHost::CreateMainInstance(); cc::LayerTreeHost::InitParams params; params.client = this; params.task_graph_runner = context_factory_->GetTaskGraphRunner(); params.settings = &settings; params.main_task_runner = task_runner_; params.mutator_host = animation_host_.get(); host_ = cc::LayerTreeHost::CreateSingleThreaded(this, ¶ms); UMA_HISTOGRAM_TIMES("GPU.CreateBrowserCompositor", base::TimeTicks::Now() - before_create); animation_timeline_ = cc::AnimationTimeline::Create(cc::AnimationIdProvider::NextTimelineId()); animation_host_->AddAnimationTimeline(animation_timeline_.get()); host_->SetRootLayer(root_web_layer_); host_->SetFrameSinkId(frame_sink_id_); host_->SetVisible(true); if (command_line->HasSwitch(switches::kUISlowAnimations)) { slow_animations_ = base::MakeUnique( ScopedAnimationDurationScaleMode::SLOW_DURATION); } } Compositor::~Compositor() { TRACE_EVENT0("shutdown", "Compositor::destructor"); for (auto& observer : observer_list_) observer.OnCompositingShuttingDown(this); for (auto& observer : animation_observer_list_) observer.OnCompositingShuttingDown(this); if (root_layer_) root_layer_->ResetCompositor(); if (animation_timeline_) animation_host_->RemoveAnimationTimeline(animation_timeline_.get()); // Stop all outstanding draws before telling the ContextFactory to tear // down any contexts that the |host_| may rely upon. host_.reset(); context_factory_->RemoveCompositor(this); if (context_factory_private_) { auto* manager = context_factory_private_->GetSurfaceManager(); for (auto& client : child_frame_sinks_) { DCHECK(client.is_valid()); manager->UnregisterFrameSinkHierarchy(frame_sink_id_, client); } manager->InvalidateFrameSinkId(frame_sink_id_); } } bool Compositor::IsForSubframe() { return false; } void Compositor::AddFrameSink(const cc::FrameSinkId& frame_sink_id) { if (!context_factory_private_) return; context_factory_private_->GetSurfaceManager()->RegisterFrameSinkHierarchy( frame_sink_id_, frame_sink_id); child_frame_sinks_.insert(frame_sink_id); } void Compositor::RemoveFrameSink(const cc::FrameSinkId& frame_sink_id) { if (!context_factory_private_) return; auto it = child_frame_sinks_.find(frame_sink_id); DCHECK(it != child_frame_sinks_.end()); DCHECK(it->is_valid()); context_factory_private_->GetSurfaceManager()->UnregisterFrameSinkHierarchy( frame_sink_id_, *it); child_frame_sinks_.erase(it); } void Compositor::SetLocalSurfaceId(const cc::LocalSurfaceId& local_surface_id) { host_->SetLocalSurfaceId(local_surface_id); } void Compositor::SetCompositorFrameSink( std::unique_ptr compositor_frame_sink) { compositor_frame_sink_requested_ = false; host_->SetCompositorFrameSink(std::move(compositor_frame_sink)); // Display properties are reset when the output surface is lost, so update it // to match the Compositor's. if (context_factory_private_) { context_factory_private_->SetDisplayVisible(this, host_->IsVisible()); context_factory_private_->SetDisplayColorSpace(this, blending_color_space_, output_color_space_); } } void Compositor::ScheduleDraw() { host_->SetNeedsCommit(); } void Compositor::SetRootLayer(Layer* root_layer) { if (root_layer_ == root_layer) return; if (root_layer_) root_layer_->ResetCompositor(); root_layer_ = root_layer; root_web_layer_->RemoveAllChildren(); if (root_layer_) root_layer_->SetCompositor(this, root_web_layer_); } cc::AnimationTimeline* Compositor::GetAnimationTimeline() const { return animation_timeline_.get(); } void Compositor::SetHostHasTransparentBackground( bool host_has_transparent_background) { host_->set_has_transparent_background(host_has_transparent_background); } void Compositor::ScheduleFullRedraw() { // TODO(enne): Some callers (mac) call this function expecting that it // will also commit. This should probably just redraw the screen // from damage and not commit. ScheduleDraw/ScheduleRedraw need // better names. host_->SetNeedsRedrawRect(gfx::Rect(host_->device_viewport_size())); host_->SetNeedsCommit(); } void Compositor::ScheduleRedrawRect(const gfx::Rect& damage_rect) { // TODO(enne): Make this not commit. See ScheduleFullRedraw. host_->SetNeedsRedrawRect(damage_rect); host_->SetNeedsCommit(); } void Compositor::DisableSwapUntilResize() { context_factory_private_->ResizeDisplay(this, gfx::Size()); } void Compositor::SetLatencyInfo(const ui::LatencyInfo& latency_info) { std::unique_ptr swap_promise( new cc::LatencyInfoSwapPromise(latency_info)); host_->QueueSwapPromise(std::move(swap_promise)); } void Compositor::SetScaleAndSize(float scale, const gfx::Size& size_in_pixel) { DCHECK_GT(scale, 0); if (!size_in_pixel.IsEmpty()) { size_ = size_in_pixel; host_->SetViewportSize(size_in_pixel); root_web_layer_->SetBounds(size_in_pixel); // TODO(fsamuel): Get rid of ContextFactoryPrivate. if (context_factory_private_) context_factory_private_->ResizeDisplay(this, size_in_pixel); } if (device_scale_factor_ != scale) { device_scale_factor_ = scale; host_->SetDeviceScaleFactor(scale); if (root_layer_) root_layer_->OnDeviceScaleFactorChanged(scale); } } void Compositor::SetDisplayColorProfile(const gfx::ICCProfile& icc_profile) { blending_color_space_ = icc_profile.GetColorSpace(); output_color_space_ = blending_color_space_; if (base::CommandLine::ForCurrentProcess()->HasSwitch(switches::kEnableHDR)) { blending_color_space_ = gfx::ColorSpace::CreateExtendedSRGB(); output_color_space_ = gfx::ColorSpace::CreateSCRGBLinear(); } host_->SetRasterColorSpace(icc_profile.GetParametricColorSpace()); // Color space is reset when the output surface is lost, so this must also be // updated then. // TODO(fsamuel): Get rid of this. if (context_factory_private_) { context_factory_private_->SetDisplayColorSpace(this, blending_color_space_, output_color_space_); } } void Compositor::SetBackgroundColor(SkColor color) { host_->set_background_color(color); ScheduleDraw(); } void Compositor::SetVisible(bool visible) { host_->SetVisible(visible); // Visibility is reset when the output surface is lost, so this must also be // updated then. // TODO(fsamuel): Eliminate this call. if (context_factory_private_) context_factory_private_->SetDisplayVisible(this, visible); } bool Compositor::IsVisible() { return host_->IsVisible(); } bool Compositor::ScrollLayerTo(int layer_id, const gfx::ScrollOffset& offset) { return host_->GetInputHandler()->ScrollLayerTo(layer_id, offset); } bool Compositor::GetScrollOffsetForLayer(int layer_id, gfx::ScrollOffset* offset) const { return host_->GetInputHandler()->GetScrollOffsetForLayer(layer_id, offset); } void Compositor::SetAuthoritativeVSyncInterval( const base::TimeDelta& interval) { DCHECK_GT(interval.InMillisecondsF(), 0); refresh_rate_ = base::Time::kMillisecondsPerSecond / interval.InMillisecondsF(); if (context_factory_private_) context_factory_private_->SetAuthoritativeVSyncInterval(this, interval); vsync_manager_->SetAuthoritativeVSyncInterval(interval); } void Compositor::SetDisplayVSyncParameters(base::TimeTicks timebase, base::TimeDelta interval) { if (interval.is_zero()) { // TODO(brianderson): We should not be receiving 0 intervals. interval = cc::BeginFrameArgs::DefaultInterval(); } DCHECK_GT(interval.InMillisecondsF(), 0); refresh_rate_ = base::Time::kMillisecondsPerSecond / interval.InMillisecondsF(); if (context_factory_private_) { context_factory_private_->SetDisplayVSyncParameters(this, timebase, interval); } vsync_manager_->UpdateVSyncParameters(timebase, interval); } void Compositor::SetAcceleratedWidget(gfx::AcceleratedWidget widget) { // This function should only get called once. DCHECK(!widget_valid_); widget_ = widget; widget_valid_ = true; if (compositor_frame_sink_requested_) context_factory_->CreateCompositorFrameSink(weak_ptr_factory_.GetWeakPtr()); } gfx::AcceleratedWidget Compositor::ReleaseAcceleratedWidget() { DCHECK(!IsVisible()); host_->ReleaseCompositorFrameSink(); context_factory_->RemoveCompositor(this); widget_valid_ = false; gfx::AcceleratedWidget widget = widget_; widget_ = gfx::kNullAcceleratedWidget; return widget; } gfx::AcceleratedWidget Compositor::widget() const { DCHECK(widget_valid_); return widget_; } scoped_refptr Compositor::vsync_manager() const { return vsync_manager_; } void Compositor::AddObserver(CompositorObserver* observer) { observer_list_.AddObserver(observer); } void Compositor::RemoveObserver(CompositorObserver* observer) { observer_list_.RemoveObserver(observer); } bool Compositor::HasObserver(const CompositorObserver* observer) const { return observer_list_.HasObserver(observer); } void Compositor::AddAnimationObserver(CompositorAnimationObserver* observer) { animation_observer_list_.AddObserver(observer); host_->SetNeedsAnimate(); } void Compositor::RemoveAnimationObserver( CompositorAnimationObserver* observer) { animation_observer_list_.RemoveObserver(observer); } bool Compositor::HasAnimationObserver( const CompositorAnimationObserver* observer) const { return animation_observer_list_.HasObserver(observer); } void Compositor::BeginMainFrame(const cc::BeginFrameArgs& args) { DCHECK(!IsLocked()); for (auto& observer : animation_observer_list_) observer.OnAnimationStep(args.frame_time); if (animation_observer_list_.might_have_observers()) host_->SetNeedsAnimate(); } void Compositor::BeginMainFrameNotExpectedSoon() { } void Compositor::BeginMainFrameNotExpectedUntil(base::TimeTicks time) {} static void SendDamagedRectsRecursive(ui::Layer* layer) { layer->SendDamagedRects(); for (auto* child : layer->children()) SendDamagedRectsRecursive(child); } void Compositor::UpdateLayerTreeHost() { if (!root_layer()) return; SendDamagedRectsRecursive(root_layer()); } void Compositor::RequestNewCompositorFrameSink() { DCHECK(!compositor_frame_sink_requested_); compositor_frame_sink_requested_ = true; if (widget_valid_) context_factory_->CreateCompositorFrameSink(weak_ptr_factory_.GetWeakPtr()); } void Compositor::DidFailToInitializeCompositorFrameSink() { // The CompositorFrameSink should already be bound/initialized before being // given to // the Compositor. NOTREACHED(); } void Compositor::DidCommit() { DCHECK(!IsLocked()); for (auto& observer : observer_list_) observer.OnCompositingDidCommit(this); } void Compositor::DidReceiveCompositorFrameAck() { ++activated_frame_count_; for (auto& observer : observer_list_) observer.OnCompositingEnded(this); } void Compositor::DidSubmitCompositorFrame() { base::TimeTicks start_time = base::TimeTicks::Now(); for (auto& observer : observer_list_) observer.OnCompositingStarted(this, start_time); } void Compositor::SetOutputIsSecure(bool output_is_secure) { if (context_factory_private_) context_factory_private_->SetOutputIsSecure(this, output_is_secure); } const cc::LayerTreeDebugState& Compositor::GetLayerTreeDebugState() const { return host_->GetDebugState(); } void Compositor::SetLayerTreeDebugState( const cc::LayerTreeDebugState& debug_state) { host_->SetDebugState(debug_state); } std::unique_ptr Compositor::GetCompositorLock( CompositorLockClient* client, base::TimeDelta timeout) { // This uses the main WeakPtrFactory to break the connection from the lock to // the Compositor when the Compositor is destroyed. auto lock = base::MakeUnique(client, weak_ptr_factory_.GetWeakPtr()); bool was_empty = active_locks_.empty(); active_locks_.push_back(lock.get()); bool should_extend_timeout = false; if ((was_empty || allow_locks_to_extend_timeout_) && !timeout.is_zero()) { const base::TimeTicks time_to_timeout = base::TimeTicks::Now() + timeout; // For the first lock, scheduled_timeout.is_null is true, // |time_to_timeout| will always larger than |scheduled_timeout_|. And it // is ok to invalidate the weakptr of |lock_timeout_weak_ptr_factory_|. if (time_to_timeout > scheduled_timeout_) { scheduled_timeout_ = time_to_timeout; should_extend_timeout = true; lock_timeout_weak_ptr_factory_.InvalidateWeakPtrs(); } } if (was_empty) { host_->SetDeferCommits(true); for (auto& observer : observer_list_) observer.OnCompositingLockStateChanged(this); } if (should_extend_timeout) { // The timeout task uses an independent WeakPtrFactory that is invalidated // when all locks are ended to prevent the timeout from leaking into // another lock that should have its own timeout. task_runner_->PostDelayedTask( FROM_HERE, base::Bind(&Compositor::TimeoutLocks, lock_timeout_weak_ptr_factory_.GetWeakPtr()), timeout); } return lock; } void Compositor::RemoveCompositorLock(CompositorLock* lock) { base::Erase(active_locks_, lock); if (active_locks_.empty()) { host_->SetDeferCommits(false); for (auto& observer : observer_list_) observer.OnCompositingLockStateChanged(this); lock_timeout_weak_ptr_factory_.InvalidateWeakPtrs(); scheduled_timeout_ = base::TimeTicks(); } } void Compositor::TimeoutLocks() { // Make a copy, we're going to cause |active_locks_| to become // empty. std::vector locks = active_locks_; for (auto* lock : locks) lock->TimeoutLock(); DCHECK(active_locks_.empty()); } } // namespace ui