gecko/gfx/layers/basic/BasicLayers.h

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Robert O'Callahan <robert@ocallahan.org>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#ifndef GFX_BASICLAYERS_H
#define GFX_BASICLAYERS_H
#include "Layers.h"
#include "gfxContext.h"
#include "gfxCachedTempSurface.h"
#include "nsAutoRef.h"
#include "nsThreadUtils.h"
#ifdef MOZ_IPC
#include "mozilla/layers/ShadowLayers.h"
#endif
class nsIWidget;
namespace mozilla {
namespace layers {
class BasicShadowableLayer;
class ShadowThebesLayer;
class ShadowContainerLayer;
class ShadowImageLayer;
class ShadowCanvasLayer;
class ShadowColorLayer;
/**
* This is a cairo/Thebes-only, main-thread-only implementation of layers.
*
* In each transaction, the client sets up the layer tree and then during
* the drawing phase, each ThebesLayer is painted directly into the target
* context (with appropriate clipping and Push/PopGroups performed
* between layers).
*/
class THEBES_API BasicLayerManager :
#ifdef MOZ_IPC
public ShadowLayerManager
#else
public LayerManager
#endif
{
public:
/**
* Construct a BasicLayerManager which will have no default
* target context. SetDefaultTarget or BeginTransactionWithTarget
* must be called for any rendering to happen. ThebesLayers will not
* be retained.
*/
BasicLayerManager();
/**
* Construct a BasicLayerManager which will have no default
* target context. SetDefaultTarget or BeginTransactionWithTarget
* must be called for any rendering to happen. ThebesLayers will be
* retained; that is, we will try to retain the visible contents of
* ThebesLayers as cairo surfaces. We create ThebesLayer buffers by
* creating similar surfaces to the default target context, or to
* aWidget's GetThebesSurface if there is no default target context, or
* to the passed-in context if there is no widget and no default
* target context.
*
* This does not keep a strong reference to the widget, so the caller
* must ensure that the widget outlives the layer manager or call
* ClearWidget before the widget dies.
*/
BasicLayerManager(nsIWidget* aWidget);
virtual ~BasicLayerManager();
/**
* Set the default target context that will be used when BeginTransaction
* is called. This can only be called outside a transaction.
*
* aDoubleBuffering can request double-buffering for drawing to the
* default target. When BUFFERED, the layer manager avoids blitting
* temporary results to aContext and then overpainting them with final
* results, by using a temporary buffer when necessary. In BUFFERED
* mode we always completely overwrite the contents of aContext's
* destination surface (within the clip region) using OPERATOR_SOURCE.
*/
enum BufferMode {
BUFFER_NONE,
BUFFER_BUFFERED
};
void SetDefaultTarget(gfxContext* aContext, BufferMode aDoubleBuffering);
gfxContext* GetDefaultTarget() { return mDefaultTarget; }
/**
* Set a target resolution for managed layers that are scalable. It
* might make sense to call this outside of a transaction, but
* currently it's only allowed during the construction phase of
* transactions.
*/
void SetResolution(float aXResolution, float aYResolution)
{
NS_ASSERTION(InConstruction(), "resolution must be set before drawing");
mXResolution = aXResolution;
mYResolution = aYResolution;
}
float XResolution() const { return mXResolution; }
float YResolution() const { return mYResolution; }
nsIWidget* GetRetainerWidget() { return mWidget; }
void ClearRetainerWidget() { mWidget = nsnull; }
virtual void BeginTransaction();
virtual void BeginTransactionWithTarget(gfxContext* aTarget);
virtual bool EndEmptyTransaction();
virtual void EndTransaction(DrawThebesLayerCallback aCallback,
void* aCallbackData);
virtual void SetRoot(Layer* aLayer);
virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
virtual already_AddRefed<ImageLayer> CreateImageLayer();
virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
virtual already_AddRefed<ImageContainer> CreateImageContainer();
virtual already_AddRefed<ColorLayer> CreateColorLayer();
virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer()
{ return NULL; }
virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer()
{ return NULL; }
virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer()
{ return NULL; }
virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer()
{ return NULL; }
virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer()
{ return NULL; }
virtual LayersBackend GetBackendType() { return LAYERS_BASIC; }
virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Basic"); }
#ifdef DEBUG
PRBool InConstruction() { return mPhase == PHASE_CONSTRUCTION; }
PRBool InDrawing() { return mPhase == PHASE_DRAWING; }
PRBool InForward() { return mPhase == PHASE_FORWARD; }
PRBool InTransaction() { return mPhase != PHASE_NONE; }
#endif
gfxContext* GetTarget() { return mTarget; }
PRBool IsRetained() { return mWidget != nsnull; }
#ifdef MOZ_LAYERS_HAVE_LOG
virtual const char* Name() const { return "Basic"; }
#endif // MOZ_LAYERS_HAVE_LOG
// Clear the cached contents of this layer.
void ClearCachedResources();
void SetTransactionIncomplete() { mTransactionIncomplete = true; }
protected:
#ifdef DEBUG
enum TransactionPhase {
PHASE_NONE, PHASE_CONSTRUCTION, PHASE_DRAWING, PHASE_FORWARD
};
TransactionPhase mPhase;
#endif
// Paints aLayer to mTarget.
void PaintLayer(Layer* aLayer,
DrawThebesLayerCallback aCallback,
void* aCallbackData);
// Clear the contents of a layer
void ClearLayer(Layer* aLayer);
already_AddRefed<gfxContext> PushGroupWithCachedSurface(gfxContext *aTarget,
gfxASurface::gfxContentType aContent,
gfxPoint *aSavedOffset);
void PopGroupWithCachedSurface(gfxContext *aTarget,
const gfxPoint& aSavedOffset);
bool EndTransactionInternal(DrawThebesLayerCallback aCallback,
void* aCallbackData);
// Target resolution for scalable content.
float mXResolution;
float mYResolution;
// Widget whose surface should be used as the basis for ThebesLayer
// buffers.
nsIWidget* mWidget;
// The default context for BeginTransaction.
nsRefPtr<gfxContext> mDefaultTarget;
// The context to draw into.
nsRefPtr<gfxContext> mTarget;
// Cached surface for double buffering
gfxCachedTempSurface mCachedSurface;
BufferMode mDoubleBuffering;
PRPackedBool mUsingDefaultTarget;
bool mTransactionIncomplete;
};
#ifdef MOZ_IPC
class BasicShadowLayerManager : public BasicLayerManager,
public ShadowLayerForwarder
{
typedef nsTArray<nsRefPtr<Layer> > LayerRefArray;
public:
BasicShadowLayerManager(nsIWidget* aWidget);
virtual ~BasicShadowLayerManager();
virtual void BeginTransactionWithTarget(gfxContext* aTarget);
virtual bool EndEmptyTransaction();
virtual void EndTransaction(DrawThebesLayerCallback aCallback,
void* aCallbackData);
virtual void SetRoot(Layer* aLayer);
virtual void Mutated(Layer* aLayer);
virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
virtual already_AddRefed<ImageLayer> CreateImageLayer();
virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
virtual already_AddRefed<ColorLayer> CreateColorLayer();
virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer();
virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer();
virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer();
virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer();
virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer();
ShadowableLayer* Hold(Layer* aLayer);
PLayersChild* GetShadowManager() const { return mShadowManager; }
void SetShadowManager(PLayersChild* aShadowManager)
{
mShadowManager = aShadowManager;
}
private:
/**
* Forward transaction results to the parent context.
*/
void ForwardTransaction();
LayerRefArray mKeepAlive;
};
#endif // MOZ_IPC
}
}
/**
* We need to be able to hold a reference to a gfxASurface from Image
* subclasses. This is potentially a problem since Images can be addrefed
* or released off the main thread. We can ensure that we never AddRef
* a gfxASurface off the main thread, but we might want to Release due
* to an Image being destroyed off the main thread.
*
* We use nsCountedRef<nsMainThreadSurfaceRef> to reference the
* gfxASurface. When AddRefing, we assert that we're on the main thread.
* When Releasing, if we're not on the main thread, we post an event to
* the main thread to do the actual release.
*/
class nsMainThreadSurfaceRef;
NS_SPECIALIZE_TEMPLATE
class nsAutoRefTraits<nsMainThreadSurfaceRef> {
public:
typedef gfxASurface* RawRef;
/**
* The XPCOM event that will do the actual release on the main thread.
*/
class SurfaceReleaser : public nsRunnable {
public:
SurfaceReleaser(RawRef aRef) : mRef(aRef) {}
NS_IMETHOD Run() {
mRef->Release();
return NS_OK;
}
RawRef mRef;
};
static RawRef Void() { return nsnull; }
static void Release(RawRef aRawRef)
{
if (NS_IsMainThread()) {
aRawRef->Release();
return;
}
nsCOMPtr<nsIRunnable> runnable = new SurfaceReleaser(aRawRef);
NS_DispatchToMainThread(runnable);
}
static void AddRef(RawRef aRawRef)
{
NS_ASSERTION(NS_IsMainThread(),
"Can only add a reference on the main thread");
aRawRef->AddRef();
}
};
#endif /* GFX_BASICLAYERS_H */