gecko/gfx/layers/basic/BasicLayers.h

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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
2012-05-21 04:12:37 -07:00
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef GFX_BASICLAYERS_H
#define GFX_BASICLAYERS_H
#include "Layers.h"
#include "gfxContext.h"
#include "gfxCachedTempSurface.h"
#include "mozilla/layers/ShadowLayers.h"
#include "mozilla/WidgetUtils.h"
#include "nsAutoRef.h"
#include "nsThreadUtils.h"
class nsIWidget;
namespace mozilla {
namespace layers {
class BasicShadowableLayer;
class ShadowThebesLayer;
class ShadowContainerLayer;
class ShadowImageLayer;
class ShadowCanvasLayer;
class ShadowColorLayer;
class ReadbackProcessor;
class ImageFactory;
class PaintContext;
/**
* 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 :
public ShadowLayerManager
{
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.
*/
void SetDefaultTarget(gfxContext* aContext);
virtual void SetDefaultTargetConfiguration(BufferMode aDoubleBuffering, ScreenRotation aRotation);
gfxContext* GetDefaultTarget() { return mDefaultTarget; }
nsIWidget* GetRetainerWidget() { return mWidget; }
void ClearRetainerWidget() { mWidget = nullptr; }
virtual bool IsWidgetLayerManager() { return mWidget != nullptr; }
virtual void BeginTransaction();
virtual void BeginTransactionWithTarget(gfxContext* aTarget);
virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT);
virtual void EndTransaction(DrawThebesLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT);
virtual bool AreComponentAlphaLayersEnabled() { return HasShadowManager(); }
void AbortTransaction();
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<ColorLayer> CreateColorLayer();
virtual already_AddRefed<ReadbackLayer> CreateReadbackLayer();
virtual ImageFactory *GetImageFactory();
virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer()
{ return nullptr; }
virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer()
{ return nullptr; }
virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer()
{ return nullptr; }
virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer()
{ return nullptr; }
virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer()
{ return nullptr; }
virtual already_AddRefed<ShadowRefLayer> CreateShadowRefLayer()
{ return nullptr; }
virtual LayersBackend GetBackendType() { return LAYERS_BASIC; }
virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Basic"); }
#ifdef DEBUG
bool InConstruction() { return mPhase == PHASE_CONSTRUCTION; }
bool InDrawing() { return mPhase == PHASE_DRAWING; }
bool InForward() { return mPhase == PHASE_FORWARD; }
#endif
bool InTransaction() { return mPhase != PHASE_NONE; }
gfxContext* GetTarget() { return mTarget; }
void SetTarget(gfxContext* aTarget) { mUsingDefaultTarget = false; mTarget = aTarget; }
bool IsRetained() { return mWidget != nullptr; }
#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; }
bool IsTransactionIncomplete() { return mTransactionIncomplete; }
already_AddRefed<gfxContext> PushGroupForLayer(gfxContext* aContext, Layer* aLayer,
const nsIntRegion& aRegion,
bool* aNeedsClipToVisibleRegion);
already_AddRefed<gfxContext> PushGroupWithCachedSurface(gfxContext *aTarget,
gfxASurface::gfxContentType aContent);
void PopGroupToSourceWithCachedSurface(gfxContext *aTarget, gfxContext *aPushed);
virtual bool IsCompositingCheap() { return false; }
virtual int32_t GetMaxTextureSize() const { return INT32_MAX; }
bool CompositorMightResample() { return mCompositorMightResample; }
protected:
enum TransactionPhase {
PHASE_NONE, PHASE_CONSTRUCTION, PHASE_DRAWING, PHASE_FORWARD
};
TransactionPhase mPhase;
// This is the main body of the PaintLayer routine which will if it has
// children, recurse into PaintLayer() otherwise it will paint using the
// underlying Paint() method of the Layer. It will not do both.
void PaintSelfOrChildren(PaintContext& aPaintContext, gfxContext* aGroupTarget);
// Paint the group onto the underlying target. This is used by PaintLayer to
// flush the group to the underlying target.
void FlushGroup(PaintContext& aPaintContext, bool aNeedsClipToVisibleRegion);
// Paints aLayer to mTarget.
void PaintLayer(gfxContext* aTarget,
Layer* aLayer,
DrawThebesLayerCallback aCallback,
void* aCallbackData,
ReadbackProcessor* aReadback);
// Clear the contents of a layer
void ClearLayer(Layer* aLayer);
bool EndTransactionInternal(DrawThebesLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT);
void FlashWidgetUpdateArea(gfxContext* aContext);
// 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;
// When we're doing a transaction in order to draw to a non-default
// target, the layers transaction is only performed in order to send
// a PLayers:Update. We save the original non-default target to
// mShadowTarget, and then perform the transaction using
// mDummyTarget as the render target. After the transaction ends,
// we send a message to our remote side to capture the actual pixels
// being drawn to the default target, and then copy those pixels
// back to mShadowTarget.
nsRefPtr<gfxContext> mShadowTarget;
nsRefPtr<gfxContext> mDummyTarget;
// Image factory we use.
nsRefPtr<ImageFactory> mFactory;
// Cached surface for double buffering
gfxCachedTempSurface mCachedSurface;
BufferMode mDoubleBuffering;
bool mUsingDefaultTarget;
bool mCachedSurfaceInUse;
bool mTransactionIncomplete;
bool mCompositorMightResample;
};
class BasicShadowLayerManager : public BasicLayerManager,
public ShadowLayerForwarder
{
typedef nsTArray<nsRefPtr<Layer> > LayerRefArray;
public:
BasicShadowLayerManager(nsIWidget* aWidget);
virtual ~BasicShadowLayerManager();
virtual ShadowLayerForwarder* AsShadowForwarder()
{
return this;
}
virtual ShadowLayerManager* AsShadowManager()
{
return this;
}
virtual int32_t GetMaxTextureSize() const;
virtual void SetDefaultTargetConfiguration(BufferMode aDoubleBuffering, ScreenRotation aRotation) MOZ_OVERRIDE;
virtual void BeginTransactionWithTarget(gfxContext* aTarget);
virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT);
virtual void EndTransaction(DrawThebesLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT);
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<RefLayer> CreateRefLayer();
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();
virtual already_AddRefed<ShadowRefLayer> CreateShadowRefLayer();
ShadowableLayer* Hold(Layer* aLayer);
bool HasShadowManager() const { return ShadowLayerForwarder::HasShadowManager(); }
virtual bool IsCompositingCheap();
virtual bool HasShadowManagerInternal() const { return HasShadowManager(); }
virtual void SetIsFirstPaint() MOZ_OVERRIDE;
void SetRepeatTransaction() { mRepeatTransaction = true; }
private:
/**
* Forward transaction results to the parent context.
*/
void ForwardTransaction();
// The bounds of |mTarget| in device pixels.
nsIntRect mTargetBounds;
LayerRefArray mKeepAlive;
// Sometimes we draw to targets that don't natively support
// landscape/portrait orientation. When we need to implement that
// ourselves, |mTargetRotation| describes the induced transform we
// need to apply when compositing content to our target.
ScreenRotation mTargetRotation;
// Used to repeat the transaction right away (to avoid rebuilding
// a display list) to support progressive drawing.
bool mRepeatTransaction;
};
class BasicShadowableThebesLayer;
class BasicShadowableLayer : public ShadowableLayer
{
public:
BasicShadowableLayer()
{
MOZ_COUNT_CTOR(BasicShadowableLayer);
}
~BasicShadowableLayer();
void SetShadow(PLayerChild* aShadow)
{
NS_ABORT_IF_FALSE(!mShadow, "can't have two shadows (yet)");
mShadow = aShadow;
}
virtual void SetBackBuffer(const SurfaceDescriptor& aBuffer)
{
NS_RUNTIMEABORT("if this default impl is called, |aBuffer| leaks");
}
virtual void SetBackBufferYUVImage(const SurfaceDescriptor& aYBuffer,
const SurfaceDescriptor& aUBuffer,
const SurfaceDescriptor& aVBuffer)
{
NS_RUNTIMEABORT("if this default impl is called, the buffers leak");
}
virtual void Disconnect()
{
// This is an "emergency Disconnect()", called when the compositing
// process has died. |mShadow| and our Shmem buffers are
// automatically managed by IPDL, so we don't need to explicitly
// free them here (it's hard to get that right on emergency
// shutdown anyway).
mShadow = nullptr;
}
virtual BasicShadowableThebesLayer* AsThebes() { return nullptr; }
};
}
}
#endif /* GFX_BASICLAYERS_H */