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407 lines
13 KiB
C
407 lines
13 KiB
C
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* vim: sw=2 ts=8 et :
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*/
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at:
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Code.
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*
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* The Initial Developer of the Original Code is
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* The Mozilla Foundation
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* Portions created by the Initial Developer are Copyright (C) 2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Chris Jones <jones.chris.g@gmail.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef mozilla_layers_ShadowLayers_h
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#define mozilla_layers_ShadowLayers_h 1
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#include "gfxASurface.h"
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#include "ImageLayers.h"
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#include "Layers.h"
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class gfxSharedImageSurface;
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namespace mozilla {
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namespace layers {
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struct Edit;
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struct EditReply;
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class PLayerChild;
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class PLayersChild;
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class PLayersParent;
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class ShadowableLayer;
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class ShadowThebesLayer;
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class ShadowImageLayer;
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class ShadowCanvasLayer;
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class Transaction;
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/**
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* We want to share layer trees across thread contexts and address
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* spaces for several reasons; chief among them
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*
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* - a parent process can paint a child process's layer tree while
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* the child process is blocked, say on content script. This is
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* important on mobile devices where UI responsiveness is key.
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*
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* - a dedicated "compositor" process can asynchronously (wrt the
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* browser process) composite and animate layer trees, allowing a
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* form of pipeline parallelism between compositor/browser/content
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*
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* - a dedicated "compositor" process can take all responsibility for
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* accessing the GPU, which is desirable on systems with
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* buggy/leaky drivers because the compositor process can die while
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* browser and content live on (and failover mechanisms can be
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* installed to quickly bring up a replacement compositor)
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*
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* The Layers model has a crisply defined API, which makes it easy to
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* safely "share" layer trees. The ShadowLayers API extends Layers to
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* allow a remote, parent process to access a child process's layer
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* tree.
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*
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* ShadowLayerForwarder publishes a child context's layer tree to a
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* parent context. This comprises recording layer-tree modifications
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* into atomic transactions and pushing them over IPC.
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*
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* ShadowLayerManager grafts layer subtrees published by child-context
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* ShadowLayerForwarder(s) into a parent-context layer tree.
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*
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* (Advanced note: because our process tree may have a height >2, a
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* non-leaf subprocess may both receive updates from child processes
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* and publish them to parent processes. Put another way,
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* LayerManagers may be both ShadowLayerManagers and
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* ShadowLayerForwarders.)
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*
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* There are only shadow types for layers that have different shadow
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* vs. not-shadow behavior. ColorLayers and ContainerLayers behave
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* the same way in both regimes (so far).
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*/
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class ShadowLayerForwarder
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{
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public:
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virtual ~ShadowLayerForwarder();
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/**
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* Begin recording a transaction to be forwarded atomically to a
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* ShadowLayerManager.
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*/
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void BeginTransaction();
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/**
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* The following methods may only be called after BeginTransaction()
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* but before EndTransaction(). They mirror the LayerManager
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* interface in Layers.h.
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*/
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/**
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* Notify the shadow manager that a new, "real" layer has been
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* created, and a corresponding shadow layer should be created in
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* the compositing process.
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*/
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void CreatedThebesLayer(ShadowableLayer* aThebes);
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void CreatedContainerLayer(ShadowableLayer* aContainer);
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void CreatedImageLayer(ShadowableLayer* aImage);
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void CreatedColorLayer(ShadowableLayer* aColor);
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void CreatedCanvasLayer(ShadowableLayer* aCanvas);
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/**
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* Notify the shadow manager that a buffer has been created for the
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* specificed layer. |aInitialFrontSurface| is one of the newly
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* created, transparent black buffers for the layer; the "real"
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* layer holds on to the other as its back buffer. We send it
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* across on buffer creation to avoid special cases in the buffer
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* swapping logic for Painted*() operations.
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*
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* It is expected that Created*Buffer() will be followed by a
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* Painted*Buffer() in the same transaction, so that
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* |aInitialFrontBuffer| is never actually drawn to screen.
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*/
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/**
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* |aBufferRect| is the screen rect covered by |aInitialFrontBuffer|.
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*/
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void CreatedThebesBuffer(ShadowableLayer* aThebes,
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nsIntRect aBufferRect,
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gfxSharedImageSurface* aInitialFrontBuffer);
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/**
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* For the next two methods, |aSize| is the size of
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* |aInitialFrontSurface|.
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*/
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void CreatedImageBuffer(ShadowableLayer* aImage,
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nsIntSize aSize,
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gfxSharedImageSurface* aInitialFrontSurface);
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void CreatedCanvasBuffer(ShadowableLayer* aCanvas,
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nsIntSize aSize,
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gfxSharedImageSurface* aInitialFrontSurface);
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/**
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* At least one attribute of |aMutant| has changed, and |aMutant|
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* needs to sync to its shadow layer. This initial implementation
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* forwards all attributes when any is mutated.
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*/
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void Mutated(ShadowableLayer* aMutant);
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void SetRoot(ShadowableLayer* aRoot);
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/**
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* Insert |aChild| after |aAfter| in |aContainer|. |aAfter| can be
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* NULL to indicated that |aChild| should be appended to the end of
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* |aContainer|'s child list.
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*/
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void InsertAfter(ShadowableLayer* aContainer,
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ShadowableLayer* aChild,
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ShadowableLayer* aAfter=NULL);
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void RemoveChild(ShadowableLayer* aContainer,
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ShadowableLayer* aChild);
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/**
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* Notify the shadow manager that the specified layer's back buffer
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* has new pixels and should become the new front buffer, and be
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* re-rendered, in the compositing process. The former front buffer
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* is swapped for |aNewFrontBuffer| and becomes the new back buffer
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* for the "real" layer.
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*/
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/**
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* |aBufferRect| is the screen rect covered as a whole by the
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* possibly-toroidally-rotated |aNewFrontBuffer|. |aBufferRotation|
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* is buffer's rotation, if any.
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*/
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void PaintedThebesBuffer(ShadowableLayer* aThebes,
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nsIntRect aBufferRect,
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nsIntPoint aBufferRotation,
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gfxSharedImageSurface* aNewFrontBuffer);
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/**
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* NB: this initial implementation only forwards RGBA data for
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* ImageLayers. This is slow, and will be optimized.
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*/
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void PaintedImage(ShadowableLayer* aImage,
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gfxSharedImageSurface* aNewFrontSurface);
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void PaintedCanvas(ShadowableLayer* aCanvas,
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gfxSharedImageSurface* aNewFrontSurface);
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/**
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* End the current transaction and forward it to ShadowLayerManager.
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* |aReplies| are directions from the ShadowLayerManager to the
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* caller of EndTransaction().
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*/
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PRBool EndTransaction(nsTArray<EditReply>* aReplies);
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/**
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* True if this is forwarding to a ShadowLayerManager.
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*/
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PRBool HasShadowManager() { return !!mShadowManager; }
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PRBool AllocDoubleBuffer(const gfxIntSize& aSize,
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gfxASurface::gfxImageFormat aFormat,
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gfxSharedImageSurface** aFrontBuffer,
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gfxSharedImageSurface** aBackBuffer);
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void DestroySharedSurface(gfxSharedImageSurface* aSurface);
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/**
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* Construct a shadow of |aLayer| on the "other side", at the
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* ShadowLayerManager.
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*/
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PLayerChild* ConstructShadowFor(ShadowableLayer* aLayer);
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protected:
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ShadowLayerForwarder();
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PLayersChild* mShadowManager;
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private:
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Transaction* mTxn;
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};
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class ShadowLayerManager : public LayerManager
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{
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public:
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virtual ~ShadowLayerManager() {}
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PRBool HasForwarder() { return !!mForwarder; }
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void SetForwarder(PLayersParent* aForwarder)
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{
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NS_ASSERTION(!HasForwarder(), "setting forwarder twice?");
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mForwarder = aForwarder;
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}
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void DestroySharedSurface(gfxSharedImageSurface* aSurface);
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/** CONSTRUCTION PHASE ONLY */
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virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer() = 0;
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/** CONSTRUCTION PHASE ONLY */
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virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer() = 0;
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/** CONSTRUCTION PHASE ONLY */
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virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer() = 0;
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protected:
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ShadowLayerManager() : mForwarder(NULL) {}
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PLayersParent* mForwarder;
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};
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/**
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* A ShadowableLayer is a Layer can be shared with a parent context
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* through a ShadowLayerForwarder. A ShadowableLayer maps to a
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* Shadow*Layer in a parent context.
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*
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* Note that ShadowLayers can themselves be ShadowableLayers.
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*/
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class ShadowableLayer
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{
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public:
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virtual ~ShadowableLayer() {}
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virtual Layer* AsLayer() = 0;
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/**
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* True if this layer has a shadow in a parent process.
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*/
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PRBool HasShadow() { return !!mShadow; }
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/**
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* Return the IPC handle to a Shadow*Layer referring to this if one
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* exists, NULL if not.
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*/
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PLayerChild* GetShadow() { return mShadow; }
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protected:
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ShadowableLayer() : mShadow(NULL) {}
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PLayerChild* mShadow;
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};
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class ShadowThebesLayer : public ThebesLayer
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{
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public:
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virtual void InvalidateRegion(const nsIntRegion& aRegion)
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{
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NS_RUNTIMEABORT("ShadowThebesLayers can't fill invalidated regions");
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}
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/**
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* CONSTRUCTION PHASE ONLY
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*/
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void SetValidRegion(const nsIntRegion& aRegion)
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{
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mValidRegion = aRegion;
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Mutated();
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}
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/**
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* CONSTRUCTION PHASE ONLY
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*
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* Publish the remote layer's back ThebesLayerBuffer to this shadow,
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* swapping out the old front ThebesLayerBuffer (the new back buffer
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* for the remote layer).
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*
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* XXX should the receiving process blit updates from the new front
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* buffer to the previous front buffer (new back buffer) while it has
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* access to the new front buffer? Or is it better to fill the
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* updates bits in anew on the new back buffer?
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*
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* Seems like memcpy()s from new-front to new-back would have to
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* always be no slower than any kind of fill from content, so one
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* would expect the former to win in terms of total throughput.
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* However, that puts the blit on the critical path of
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* publishing-process-blocking-on-receiving-process, so
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* responsiveness might suffer, pointing to the latter. Experience
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* will tell! (Maybe possible to choose between both depending on
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* size of blit vs. expense of re-fill?)
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*/
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virtual already_AddRefed<gfxSharedImageSurface>
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Swap(gfxSharedImageSurface* aNewFront,
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const nsIntRect& aBufferRect,
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const nsIntPoint& aRotation) = 0;
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MOZ_LAYER_DECL_NAME("ShadowThebesLayer", TYPE_SHADOW)
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protected:
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ShadowThebesLayer(LayerManager* aManager, void* aImplData) :
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ThebesLayer(aManager, aImplData) {}
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};
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class ShadowCanvasLayer : public CanvasLayer
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{
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public:
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/**
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* CONSTRUCTION PHASE ONLY
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*
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* Publish the remote layer's back surface to this shadow, swapping
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* out the old front surface (the new back surface for the remote
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* layer).
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*/
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virtual already_AddRefed<gfxSharedImageSurface>
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Swap(gfxSharedImageSurface* aNewFront) = 0;
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MOZ_LAYER_DECL_NAME("ShadowCanvasLayer", TYPE_SHADOW)
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protected:
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ShadowCanvasLayer(LayerManager* aManager, void* aImplData) :
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CanvasLayer(aManager, aImplData) {}
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};
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class ShadowImageLayer : public ImageLayer
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{
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public:
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/**
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* CONSTRUCTION PHASE ONLY
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*
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* Initialize this with a (temporary) front surface with the given
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* size. This is expected to be followed with a Swap() in the same
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* transaction to bring in real pixels. Init() may only be called
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* once.
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*/
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virtual PRBool Init(gfxSharedImageSurface* aFront, const nsIntSize& aSize) = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* @see ShadowCanvasLayer::Swap
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*/
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virtual already_AddRefed<gfxSharedImageSurface>
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Swap(gfxSharedImageSurface* newFront) = 0;
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MOZ_LAYER_DECL_NAME("ShadowImageLayer", TYPE_SHADOW)
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protected:
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ShadowImageLayer(LayerManager* aManager, void* aImplData) :
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ImageLayer(aManager, aImplData) {}
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};
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} // namespace layers
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} // namespace mozilla
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#endif // ifndef mozilla_layers_ShadowLayers_h
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