gecko/gfx/layers/opengl/ThebesLayerOGL.h

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
2010-05-24 23:35:35 -07:00
/* ***** 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):
* Bas Schouten <bschouten@mozilla.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_THEBESLAYEROGL_H
#define GFX_THEBESLAYEROGL_H
#include "mozilla/layers/PLayers.h"
#include "mozilla/layers/ShadowLayers.h"
#include "Layers.h"
#include "LayerManagerOGL.h"
#include "gfxImageSurface.h"
#include "GLContext.h"
#include "base/task.h"
namespace mozilla {
namespace layers {
class ThebesLayerBufferOGL;
class BasicBufferOGL;
class ShadowBufferOGL;
class ThebesLayerOGL : public ThebesLayer,
public LayerOGL
{
typedef ThebesLayerBufferOGL Buffer;
public:
ThebesLayerOGL(LayerManagerOGL *aManager);
virtual ~ThebesLayerOGL();
/** Layer implementation */
void SetVisibleRegion(const nsIntRegion& aRegion);
/** ThebesLayer implementation */
void InvalidateRegion(const nsIntRegion& aRegion);
/** LayerOGL implementation */
void Destroy();
Layer* GetLayer();
virtual bool IsEmpty();
virtual void RenderLayer(int aPreviousFrameBuffer,
const nsIntPoint& aOffset);
virtual void CleanupResources();
private:
friend class BasicBufferOGL;
bool CreateSurface();
nsRefPtr<Buffer> mBuffer;
};
class ShadowThebesLayerBufferOGL
{
public:
ShadowThebesLayerBufferOGL()
{
MOZ_COUNT_CTOR(ShadowThebesLayerBufferOGL);
}
~ShadowThebesLayerBufferOGL()
{
MOZ_COUNT_DTOR(ShadowThebesLayerBufferOGL);
}
void Swap(gfxASurface* aNewBuffer,
const nsIntRect& aNewRect, const nsIntPoint& aNewRotation,
gfxASurface** aOldBuffer,
nsIntRect* aOldRect, nsIntPoint* aOldRotation)
{
*aOldRect = mBufferRect;
*aOldRotation = mBufferRotation;
nsRefPtr<gfxASurface> oldBuffer = mBuffer;
mBufferRect = aNewRect;
mBufferRotation = aNewRotation;
mBuffer = aNewBuffer;
oldBuffer.forget(aOldBuffer);
}
nsIntRect Rect() {
return mBufferRect;
}
nsIntPoint Rotation() {
return mBufferRotation;
}
gfxASurface* Buffer() {
return mBuffer;
}
/**
* Wipe out all retained contents. Call this when the entire
* buffer becomes invalid.
*/
void Clear()
{
mBuffer = nsnull;
mBufferRect.SetEmpty();
}
protected:
nsRefPtr<gfxASurface> mBuffer;
nsIntRect mBufferRect;
nsIntPoint mBufferRotation;
};
class ShadowThebesLayerOGL : public ShadowThebesLayer,
public LayerOGL
{
public:
ShadowThebesLayerOGL(LayerManagerOGL *aManager);
virtual ~ShadowThebesLayerOGL();
virtual bool ShouldDoubleBuffer();
virtual void
Swap(const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion,
OptionalThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion,
OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion);
virtual void EnsureTextureUpdated();
virtual void EnsureTextureUpdated(nsIntRegion& aRegion);
virtual void ProgressiveUpload();
virtual void DestroyFrontBuffer();
virtual void Disconnect();
virtual void SetValidRegion(const nsIntRegion& aRegion)
{
mOldValidRegion = mValidRegion;
ShadowThebesLayer::SetValidRegion(aRegion);
}
// LayerOGL impl
void Destroy();
Layer* GetLayer();
virtual bool IsEmpty();
virtual void RenderLayer(int aPreviousFrameBuffer,
const nsIntPoint& aOffset);
virtual void CleanupResources();
private:
nsRefPtr<ShadowBufferOGL> mBuffer;
// When doing delayed texture upload, this is the region of the buffer that
// still requires uploading.
nsIntRegion mRegionPendingUpload;
// Task used for progressive texture upload. When double-buffering, rather
// than synchronously uploading texture data, we immediately return and
// upload only what is necessary when rendering the layer. We also upload
// other parts of the layer that aren't necessary to render progressively,
// over time.
CancelableTask* mUploadTask;
// Following used for double-buffering
ShadowThebesLayerBufferOGL mFrontBuffer;
// Describes the gfxASurface we hand out to |mFrontBuffer|.
SurfaceDescriptor mFrontBufferDescriptor;
// When we receive an update from our remote partner, we stow away
// our previous parameters that described our previous front buffer.
// Then when we Swap() back/front buffers, we can return these
// parameters to our partner (adjusted as needed).
nsIntRegion mOldValidRegion;
};
} /* layers */
} /* mozilla */
#endif /* GFX_THEBESLAYEROGL_H */