NPAPI:AsyncDrawing
Status
Under consideration.
Contributors
- Last modified: April 25, 2011
- Authors: Bas Schouten (Mozilla Corporation), Josh Aas (Mozilla Corporation)
- Contributors: Robert O'Callahan (Mozilla Corporation)
Overview
This specification allows plugins to draw asynchronously to surfaces that are potentially located in video memory.
Negotiating Async Drawing
For documentation on negotiating drawing models, see NPAPI:Models. This specification covers all async models, which use the same drawing mechanics with platform-specific data structures. The following models are currently specified:
- NPDrawingModelAsyncBitmapSurface (NPDrawingModel = TBA)
- NPDrawingModelAsyncWindowsDXGISurface (NPDrawingModel = TBA)
- NPDrawingModelAsyncWindowsDX9ExSurface (NPDrawingModel = TBA)
Support query variables are:
- NPNVsupportsAsyncBitmapSurfaceBool (NPNVariable = TBA)
- NPNVsupportsAsyncWindowsDXGISurfaceBool (NPNVariable = TBA)
- NPNVsupportsAsyncWindowsDX9ExSurfaceBool (NPNVariable = TBA)
Since these are the first new models for Windows and Linux the existing models will be assigned names:
- NPDrawingModelSyncWin (NPDrawingModel = TBA)
- NPDrawingModelSyncX (NPDrawingModel = TBA)
General Async Drawing Mechanics
Any async drawing model will allow plugins to create one or more surfaces for drawing. The plugin will tell the host which surface is current at any given time and the host will display the current plugin surface for as long as it is current. While a surface is current the plugin is not allowed to modify it. This system allows the plugin to choose whether to double or triple buffer.
Surfaces are specified via the NPAsyncSurface
structure. This structure contains a pointer to a platform-specific resource of the type defined by the drawing model:
/* "P" suffix means pre-multiplied alpha. */ typedef enum { NPImageFormatARGB32P = 0x1, NPImageFormatARGB32 = 0x2, NPImageFormatXRGB32 = 0x4 } NPImageFormat; typedef struct _NPAsyncSurface { uint32_t version; NPSize size; NPImageFormat format; uint32_t stride; void *data; } NPAsyncSurface;
New surfaces can be initialized via a new function called NPN_InitAsyncSurface
:
NPError NPN_InitAsyncSurface(NPP instance, NPAsyncSurface* surface);
Plugins are always responsible for initializing the version
, size
, and format
members in an NPAsyncSurface
before calling NPN_InitAsyncSurface
with it. If there is only one version of the surface then plugins should set the version
member to 0
. The stride
member may be initialized by the plugin or the browser depending on the selected drawing model. Whether or not data
is initialized by the plugin or the browser depends on the selected drawing model but upon return from NPN_InitAsyncSurface
the data
pointer should point to valid surface data. The value of data
will be NULL
if an error occurred.
When a plugin is done with a surface the surface should be finalized with NPN_FinalizeAsyncSurface
:
NPError NPN_FinalizeAsyncSurface(NPP instance, NPAsyncSurface* surface);
What exactly this means depends on the drawing model's ownership policy and the implementation. If the finalized surface is current, its contents will be drawn until another surface is set current or the plugin goes away.
The currently displayed surface can be set via a new function called NPN_SetCurrentAsyncSurface
:
NPError NPN_SetCurrentAsyncSurface(NPP instance, NPAsyncSurface* surface);
Surfaces cannot be modified while they are current.
All three functions (init, finalize, set current) can be called from any thread.
NPDrawingModelAsyncBitmapSurface
This model should be available on all platforms.
Plugins should create a bitmap surface by calling NPN_InitAsyncSurface
with a NULL
value for the data
member of NPAsyncSurface
. On successful return the data
member will point to the bitmap memory. The stride
member, set by the browser, will reflect the stride of the returned image surface. If an NPImageFormat
is not supported then surface creation will fail.
Plugins should destroy bitmap surfaces by calling NPN_FinalizeAsyncSurface
. This will allow the browser to release the bitmap memory.
This drawing model will only be valid on Windows Vista and higher in order to simplify hardware accelerated surface sharing.
Plugins should create a Windows shared surface by calling NPN_InitAsyncSurface
with a NULL
value for the data member of NPAsyncSurface
. On successful return, the stride member will have been set by the browser and it will reflect the stride of the returned image surface. The data
member will point to a HANDLE
that can be used, for example, through OpenSharedResource in order to create a texture for the user. In order to allow fast drawing to any hardware surfaces, the host will acquire the handle from IDXGISurface::GetSharedHandle. This shared handle will represent a texture which is usable as a render target and is valid as a shader resource. The plugin can open this shared handle as a texture and then use it as a render target for any drawing operations.
When a surface is set as current the plugin is responsible for making sure all drawing calls on that surface have completed execution!
Plugins should finalize Windows shared surfaces by calling NPN_FinalizeAsyncSurface
when they are done with the surface.
This sample code illustrates usage of this drawing model:
ID3D10Device *pDevice10; // Initialize device. NPAsyncSurface *npFrontBuffer = new NPAsyncSurface; NPAsyncSurface *npBackBuffer = new NPAsyncSurface; ID3D10Texture2D *frontBuffer; ID3D10Texture2D *backBuffer; npFrontBuffer->size.width = npBackBuffer->size.width = pluginwidth; npFrontBuffer->size.height = npBackBuffer->size.height = pluginheight; npFrontBuffer->format = npBackBuffer->format = NPImageFormatXRGB32; NPN_InitAsyncSurface(instance, npFrontBuffer); NPN_InitAsyncSurface(instance, npBackBuffer); pDevice10->OpenSharedResource(npFrontBuffer->handle, __uuidof(ID3D10Texture2D), (void**)(&frontBuffer)); pDevice10->OpenSharedResource(npBackBuffer->handle, __uuidof(ID3D10Texture2D), (void**)(&backBuffer)); while (painting) { // Draw to backBuffer texture NPN_SetCurrentAsyncSurface(instance, npBackBuffer); ID3D10Texture2D *tmp = frontBuffer; NPAsyncSurface *npTmp = npFrontBuffer; frontBuffer = backBuffer; npFrontBuffer = npBackBuffer; backBuffer = tmp; npBackBuffer = npTmp; pDevice10->Flush(); } frontBuffer->Release(); backBuffer->Release(); NPN_FinalizeAsyncSurface(instance, npFrontBuffer); NPN_FinalizeAsyncSurface(instance, npBackBuffer); delete npFrontBuffer; delete npBackBuffer;
NPDrawingModelAsyncWindowsDX9ExSurface
This drawing model will only be valid on Windows Vista and higher in order to simplify hardware accelerated surface sharing for plugins wanting to use Direct3D 9Ex.
In this drawing model the plugin will be responsible for actual creation of the texture. The reason for this behavior is that textures created in Direct3D 10 cannot be shared using Direct3D 9/10 interoperability. Textures created with Direct3D 9 can be opened in Direct3D 10. In this model the plugin will create a texture using the CreateTexture
call on a Direct3D 9Ex device. The pSharedHandle
argument will be used to acquire a shared handle for that texture. This shared handle should be set as the data
member of the NPAsyncSurface
structure before NPN_InitAsyncSurface
is called to initialize the surface. The plugin must also set the stride
member of NPAsyncSurface
before calling NPN_InitAsyncSurface
.
The return value of the NPN_InitAsyncSurface
call will indicate if the surface was successfully accessed by the host. When a surface is set current the plugin must make sure all drawing calls to that surface have finished execution. For Direct3D 9Ex this means making sure that the GPU has processed all graphics command queued to draw to that surface in order to prevent race condition with a host using another device. One way of doing this is do use a D3DQUERYTYPE_EVENT
query to determine when the graphics pipeline has finished executing all events. Another method is to execute a blocking readback from a small (i.e. 1x1 pixel) portion of the texture. When the readback has successfully executed then the GPU has finished the drawing calls to the surface. Failure to follow these guidelines may result in incomplete drawing of the contents of the texture.
Plugins should finalize surfaces by calling NPN_FinalizeAsyncSurface
.
(Code sample coming soon)
Open Issues
- Add accelerated Linux drawing model.