blob: d2d448a726cf5624511f297807cad72a4b04fdd8 [file]
// Copyright 2015 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.
#ifndef SERVICES_GFX_COMPOSITOR_GRAPH_SNAPSHOT_H_
#define SERVICES_GFX_COMPOSITOR_GRAPH_SNAPSHOT_H_
#include <iosfwd>
#include <memory>
#include <unordered_map>
#include <unordered_set>
#include "base/macros.h"
#include "base/memory/ref_counted.h"
#include "mojo/services/geometry/interfaces/geometry.mojom.h"
#include "mojo/services/gfx/composition/interfaces/scheduling.mojom.h"
namespace compositor {
class NodeDef;
class SceneDef;
class SceneContent;
class SceneNodeDef;
class RenderFrame;
// Describes a single frame snapshot of the scene graph, sufficient for
// rendering and hit testing. When the snapshot is made, all predicated and
// blocked scene nodes are evaluated to produce a final description of
// the frame along with its dependencies.
//
// The snapshot holds a list of dependencies for the scenes whose state was
// originally used to produce it. The snapshot must be invalidated whenever
// any of these scenes change. Note that the snapshot will contain a list
// of dependencies even in the case where a frame could not be produced,
// in which case the dependencies express the set of scenes which, if updated,
// might allow composition to be unblocked and make progress on a subsequent
// frame.
//
// Snapshot objects are not thread-safe since they have direct references to
// the scene graph definition. However, the snapshot's frame is thread-safe
// and is intended to be sent to the backend rasterizer.
class Snapshot {
public:
// Describes the result of a snapshot operation.
enum class Disposition {
kSuccess, // The snapshot was successful.
kBlocked, // The node was blocked from rendering.
kCycle, // The node was blocked due to a cycle, must unwind fully.
};
~Snapshot();
// Returns true if the snapshot is valid.
bool valid() const { return valid_; }
// Gets the frame produced from this snapshot, or null if none.
//
// This is always null if |valid()| is false but it may be null even
// when |valid()| is true if composition was blocked and unable to produce
// a frame during the snapshot operation.
const std::shared_ptr<RenderFrame>& frame() const { return frame_; }
// Unconditionally marks the snapshot as invalid.
//
// Returns true if the snapshot became invalid as a result of this operation,
// or false if it was already invalid.
bool Invalidate();
// Invalidates the snapshot if it has a dependency on the specified scene.
// When this occurs, the entire list of dependencies is flushed (we no longer
// need them) in case the scene in question or its contents are about to
// be destroyed.
//
// Returns true if the snapshot became invalid as a result of this operation,
// or false if it was already invalid.
bool InvalidateScene(const SceneDef* scene_def);
// Returns true if the specified node was blocked from rendering.
// Only meaningful while the snapshot is valid.
bool IsBlocked(const NodeDef* node) const;
// Gets the scene content which was resolved by following a scene node link.
// Only meaningful while the snapshot is valid.
const SceneContent* GetResolvedSceneContent(
const SceneNodeDef* scene_node) const;
private:
friend class SnapshotBuilder;
Snapshot();
void ClearContent();
// Just the set of dependent scene tokens. Used for invalidation.
std::unordered_set<uint32_t> dependencies_;
// The root scene in the graph.
// This reference together with |resolved_scenes| retains all of the
// nodes used by the snapshot so that we can use bare pointers for nodes
// and avoid excess reference counting overhead in other data structures.
scoped_refptr<const SceneContent> root_scene_content_;
// Map of scenes which were resolved from scene nodes.
std::unordered_map<const SceneNodeDef*, scoped_refptr<const SceneContent>>
resolved_scene_contents_;
// Node states, true if snapshotted successfully, false if blocked.
std::unordered_map<const NodeDef*, Disposition> node_dispositions_;
// A frame ready to be rendered.
std::shared_ptr<RenderFrame> frame_;
// True if the snapshot is still valid.
bool valid_ = true;
DISALLOW_COPY_AND_ASSIGN(Snapshot);
};
// Builds a table of all of the state which will be required for rendering
// a scene graph.
class SnapshotBuilder {
public:
explicit SnapshotBuilder(std::ostream* block_log);
~SnapshotBuilder();
// If not null, the snapshotter will append information to this stream
// describing the parts of the scene graph for which composition was blocked.
std::ostream* block_log() { return block_log_; }
// Snapshots the requested node.
Snapshot::Disposition SnapshotNode(const NodeDef* node,
const SceneContent* content);
// Snapshots the requested scene.
Snapshot::Disposition SnapshotScene(const SceneDef* scene,
uint32_t version,
const SceneNodeDef* referrer_node,
const SceneContent* referrer_content);
// Builds a snapshot rooted at the specified scene.
std::unique_ptr<Snapshot> Build(
const SceneDef* root_scene,
const mojo::Rect& viewport,
const mojo::gfx::composition::FrameInfo& frame_info);
private:
// Snapshots the root scene of a renderer.
// This is just like |SnapshotScene| but the errors are reported a little
// differently since there is no referrer node.
Snapshot::Disposition SnapshotRenderer(const SceneDef* scene);
// Snapshots the root node of a scene and detects cycles.
// This is just like |SnapshotNode| but performs cycle detection which
// isn't otherwise needed.
Snapshot::Disposition SnapshotRootAndDetectCycles(
const NodeDef* node,
const SceneContent* content);
std::ostream* const block_log_;
std::unique_ptr<Snapshot> snapshot_;
const SceneContent* cycle_ = nullptr; // point where a cycle was detected
DISALLOW_COPY_AND_ASSIGN(SnapshotBuilder);
};
} // namespace compositor
#endif // SERVICES_GFX_COMPOSITOR_GRAPH_SNAPSHOT_H_