1Graphics Overview
2=========================
3
4Work in progress. Possibly incorrect or incomplete.
5---------------------------------------------------
6
7Jargon
8------
9
10There's a lot of jargon in the graphics stack. We try to maintain a list
11of common words and acronyms `here <https://wiki.mozilla.org/Platform/GFX/Jargon>`__.
12
13Overview
14--------
15
16The graphics systems is responsible for rendering (painting, drawing)
17the frame tree (rendering tree) elements as created by the layout
18system. Each leaf in the tree has content, either bounded by a rectangle
19(or perhaps another shape, in the case of SVG.)
20
21The simple approach for producing the result would thus involve
22traversing the frame tree, in a correct order, drawing each frame into
23the resulting buffer and displaying (printing non-withstanding) that
24buffer when the traversal is done. It is worth spending some time on the
25“correct order” note above. If there are no overlapping frames, this is
26fairly simple - any order will do, as long as there is no background. If
27there is background, we just have to worry about drawing that first.
28Since we do not control the content, chances are the page is more
29complicated. There are overlapping frames, likely with transparency, so
30we need to make sure the elements are draw “back to front”, in layers,
31so to speak. Layers are an important concept, and we will revisit them
32shortly, as they are central to fixing a major issue with the above
33simple approach.
34
35While the above simple approach will work, the performance will suffer.
36Each time anything changes in any of the frames, the complete process
37needs to be repeated, everything needs to be redrawn. Further, there is
38very little space to take advantage of the modern graphics (GPU)
39hardware, or multi-core computers. If you recall from the previous
40sections, the frame tree is only accessible from the UI thread, so while
41we’re doing all this work, the UI is basically blocked.
42
43(Retained) Layers
44~~~~~~~~~~~~~~~~~
45
46Layers framework was introduced to address the above performance issues,
47by having a part of the design address each item. At the high level:
48
491. We create a layer tree. The leaf elements of the tree contain all
50   frames (possibly multiple frames per leaf).
512. We render each layer tree element and cache (retain) the result.
523. We composite (combine) all the leaf elements into the final result.
53
54Let’s examine each of these steps, in reverse order.
55
56Compositing
57~~~~~~~~~~~
58
59We use the term composite as it implies that the order is important. If
60the elements being composited overlap, whether there is transparency
61involved or not, the order in which they are combined will effect the
62result. Compositing is where we can use some of the power of the modern
63graphics hardware. It is optimal for doing this job. In the scenarios
64where only the position of individual frames changes, without the
65content inside them changing, we see why caching each layer would be
66advantageous - we only need to repeat the final compositing step,
67completely skipping the layer tree creation and the rendering of each
68leaf, thus speeding up the process considerably.
69
70Another benefit is equally apparent in the context of the stated
71deficiencies of the simple approach. We can use the available graphics
72hardware accelerated APIs to do the compositing step. Direct3D, OpenGL
73can be used on different platforms and are well suited to accelerate
74this step.
75
76Finally, we can now envision performing the compositing step on a
77separate thread, unblocking the UI thread for other work, and doing more
78work in parallel. More on this below.
79
80It is important to note that the number of operations in this step is
81proportional to the number of layer tree (leaf) elements, so there is
82additional work and complexity involved, when the layer tree is large.
83
84Render and retain layer elements
85~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
86
87As we saw, the compositing step benefits from caching the intermediate
88result. This does result in the extra memory usage, so needs to be
89considered during the layer tree creation. Beyond the caching, we can
90accelerate the rendering of each element by (indirectly) using the
91available platform APIs (e.g., Direct2D, CoreGraphics, even some of the
923D APIs like OpenGL or Direct3D) as available. This is actually done
93through a platform independent API (see Moz2D) below, but is important
94to realize it does get accelerated appropriately.
95
96Creating the layer tree
97~~~~~~~~~~~~~~~~~~~~~~~
98
99We need to create a layer tree (from the frames tree), which will give
100us the correct result while striking the right balance between a layer
101per frame element and a single layer for the complete frames tree. As
102was mentioned above, there is an overhead in traversing the whole tree
103and caching each of the elements, balanced by the performance
104improvements. Some of the performance improvements are only noticed when
105something changes (e.g., one element is moving, we only need to redo the
106compositing step).
107
108Refresh Driver
109~~~~~~~~~~~~~~
110
111Layers
112~~~~~~
113
114Rendering each layer
115~~~~~~~~~~~~~~~~~~~~
116
117Tiling vs. Buffer Rotation vs. Full paint
118~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
119
120Compositing for the final result
121~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
122
123Graphics API
124~~~~~~~~~~~~
125
126Compositing
127~~~~~~~~~~~
128
129Image Decoding
130~~~~~~~~~~~~~~
131
132Image Animation
133~~~~~~~~~~~~~~~
134
135`Historical Documents <http://www.youtube.com/watch?v=lLZQz26-kms>`__
136---------------------------------------------------------------------
137
138A number of posts and blogs that will give you more details or more
139background, or reasoning that led to different solutions and approaches.
140
141-  2010-01 `Layers: Cross Platform Acceleration <http://www.basschouten.com/blog1.php/layers-cross-platform-acceleration>`__
142-  2010-04 `Layers <http://robert.ocallahan.org/2010/04/layers_01.html>`__
143-  2010-07 `Retained Layers <http://robert.ocallahan.org/2010/07/retained-layers_16.html>`__
144-  2011-04 `Introduction <https://web.archive.org/web/20140604005804/https://blog.mozilla.org/joe/2011/04/26/introducing-the-azure-project/>`__
145-  2011-07 `Layers <http://chrislord.net/index.php/2011/07/25/shadow-layers-and-learning-by-failing/%20Shadow>`__
146-  2011-09 `Graphics API Design <http://robert.ocallahan.org/2011/09/graphics-api-design.html>`__
147-  2012-04 `Moz2D Canvas on OSX <http://muizelaar.blogspot.ca/2012/04/azure-canvas-on-os-x.html>`__
148-  2012-05 `Mask Layers <http://featherweightmusings.blogspot.co.uk/2012/05/mask-layers_26.html>`__
149-  2013-07 `Graphics related <http://www.basschouten.com/blog1.php>`__
150