gecko/gfx/layers/client/ContentClient.h

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 MOZILLA_GFX_CONTENTCLIENT_H
#define MOZILLA_GFX_CONTENTCLIENT_H
#include "mozilla/layers/LayersSurfaces.h"
#include "mozilla/layers/CompositableClient.h"
#include "gfxReusableSurfaceWrapper.h"
#include "mozilla/layers/TextureClient.h"
#include "ThebesLayerBuffer.h"
#include "ipc/AutoOpenSurface.h"
#include "ipc/ShadowLayerChild.h"
#include "gfxPlatform.h"
namespace mozilla {
namespace layers {
class BasicLayerManager;
/**
* A compositable client for Thebes layers. These are different to Image/Canvas
* clients due to sending a valid region across IPC and because we do a lot more
* optimisation work, encapsualted in ThebesLayerBuffers.
*
* We use content clients for OMTC and non-OMTC, basic rendering so that
* BasicThebesLayer has only one interface to deal with. We support single and
* double buffered flavours. For tiled layers, we do not use a ContentClient
* although we do have a ContentHost, and we do use texture clients and texture
* hosts.
*
* The interface presented by ContentClient is used by the BasicThebesLayer
* methods - PaintThebes, which is the same for MT and OMTC, and PaintBuffer
* which is different (the OMTC one does a little more). The 'buffer' in the
* names of a lot of these method is actually the TextureClient. But, 'buffer'
* for the ThebesLayerBuffer (as in SetBuffer) means a gfxSurface. See the
* comments for SetBuffer and SetBufferProvider in ThebesLayerBuffer. To keep
* these mapped buffers alive, we store a pointer in mOldTextures if the
* ThebesLayerBuffer's surface is not the one from our texture client, once we
* are done painting we unmap the surface/texture client and don't need to keep
* it alive anymore, so we clear mOldTextures.
*
* The sequence for painting is: BeginPaint (lock our texture client into the
* buffer), Paint the layer which calls SyncFrontBufferToBackBuffer (which gets
* the surface back from the buffer and puts it back in again with the buffer
* attributes), call BeginPaint on the buffer, call PaintBuffer on the layer
* (which does the actual painting via the callback, then calls Updated on the
* ContentClient, finally calling EndPaint on the ContentClient (which unlocks
* the surface from the buffer)).
*
* Updated() is called when we are done painting and packages up the change in
* the appropriate way to be passed to the compositor in the layers transation.
*
* SwapBuffers is called in repsonse to the transaction reply from the compositor.
*/
class ContentClient : public CompositableClient
, protected ThebesLayerBuffer
{
public:
/**
* Creates, configures, and returns a new content client. If necessary, a
* message will be sent to the compositor to create a corresponding content
* host.
*/
static TemporaryRef<ContentClient> CreateContentClient(LayersBackend aBackendType,
CompositableForwarder* aFwd);
ContentClient(CompositableForwarder* aForwarder)
: CompositableClient(aForwarder)
, ThebesLayerBuffer(ContainsVisibleBounds)
{}
virtual ~ContentClient()
{}
CompositableType GetType() const MOZ_OVERRIDE
{
return BUFFER_CONTENT;
}
typedef ThebesLayerBuffer::PaintState PaintState;
typedef ThebesLayerBuffer::ContentType ContentType;
virtual void Clear() { ThebesLayerBuffer::Clear(); }
PaintState BeginPaintBuffer(ThebesLayer* aLayer, ContentType aContentType,
uint32_t aFlags)
{
return ThebesLayerBuffer::BeginPaint(aLayer, aContentType, aFlags);
}
virtual void DrawTo(ThebesLayer* aLayer, gfxContext* aTarget, float aOpacity,
gfxASurface* aMask, const gfxMatrix* aMaskTransform)
{
ThebesLayerBuffer::DrawTo(aLayer, aTarget, aOpacity, aMask, aMaskTransform);
}
// Sync front/back buffers content
// After executing, the new back buffer has the same (interesting) pixels as
// the new front buffer, and mValidRegion et al. are correct wrt the new
// back buffer (i.e. as they were for the old back buffer)
virtual void SyncFrontBufferToBackBuffer() {}
// Called as part of the layers transation reply. Conveys data about our
// buffer(s) from the compositor. If appropriate we should swap references
// to our buffers.
virtual void SwapBuffers(const nsIntRegion& aFrontUpdatedRegion) {}
// call before and after painting into this content client
virtual void BeginPaint() {}
virtual void EndPaint() {}
};
// thin wrapper around BasicThebesLayerBuffer, for on-mtc
class ContentClientBasic : public ContentClient
{
public:
ContentClientBasic(CompositableForwarder* aForwarder,
BasicLayerManager* aManager);
virtual already_AddRefed<gfxASurface> CreateBuffer(ContentType aType,
const nsIntRect& aRect,
uint32_t aFlags) MOZ_OVERRIDE;
virtual TemporaryRef<gfx::DrawTarget>
CreateDTBuffer(ContentType aType, const nsIntRect& aRect, uint32_t aFlags);
virtual CompositableType GetType() const MOZ_OVERRIDE
{
MOZ_ASSERT(false, "Should not be called on non-remote ContentClient");
return BUFFER_UNKNOWN;
}
private:
BasicLayerManager* mManager;
};
/**
* A ContentClient for use with OMTC.
* When using a ContentClientRemote, SurfaceDescriptors are created on
* the rendering side and destroyed on the compositing side. They are only
* passed from one side to the other when the TextureClient/Hosts are created.
* *Ownership* of the SurfaceDescriptor moves from the rendering side to the
* comnpositing side with the create message (send from CreateBuffer) which
* tells the compositor that TextureClients have been created and that the
* compositor should assign the corresponding TextureHosts to our corresponding
* ContentHost.
*
* If the size or type of our buffer(s) change(s), then we simply destroy and
* create them.
*/
class ContentClientRemote : public ContentClient
{
using ThebesLayerBuffer::BufferRect;
using ThebesLayerBuffer::BufferRotation;
public:
ContentClientRemote(CompositableForwarder* aForwarder)
: ContentClient(aForwarder)
, mTextureClient(nullptr)
, mIsNewBuffer(false)
, mFrontAndBackBufferDiffer(false)
, mContentType(gfxASurface::CONTENT_COLOR_ALPHA)
{}
/**
* Begin/End Paint map a gfxASurface from the texture client
* into the buffer of ThebesLayerBuffer. The surface is only
* valid when the texture client is locked, so is mapped out
* of ThebesLayerBuffer when we are done painting.
* None of the underlying buffer attributes (rect, rotation)
* are affected by mapping/unmapping.
*/
virtual void BeginPaint() MOZ_OVERRIDE;
virtual void EndPaint() MOZ_OVERRIDE;
virtual void Updated(const nsIntRegion& aRegionToDraw,
const nsIntRegion& aVisibleRegion,
bool aDidSelfCopy);
virtual void SwapBuffers(const nsIntRegion& aFrontUpdatedRegion) MOZ_OVERRIDE;
// Expose these protected methods from the superclass.
virtual const nsIntRect& BufferRect() const
{
return ThebesLayerBuffer::BufferRect();
}
virtual const nsIntPoint& BufferRotation() const
{
return ThebesLayerBuffer::BufferRotation();
}
virtual already_AddRefed<gfxASurface> CreateBuffer(ContentType aType,
const nsIntRect& aRect,
uint32_t aFlags) MOZ_OVERRIDE;
virtual TemporaryRef<gfx::DrawTarget> CreateDTBuffer(ContentType aType,
const nsIntRect& aRect,
uint32_t aFlags) MOZ_OVERRIDE;
virtual bool SupportsAzureContent() const MOZ_OVERRIDE
{
return gfxPlatform::GetPlatform()->SupportsAzureContent();
}
void DestroyBuffers();
protected:
/**
* Swap out the old backing buffer for |aBuffer| and attributes.
*/
void SetBackingBuffer(gfxASurface* aBuffer,
const nsIntRect& aRect,
const nsIntPoint& aRotation);
virtual nsIntRegion GetUpdatedRegion(const nsIntRegion& aRegionToDraw,
const nsIntRegion& aVisibleRegion,
bool aDidSelfCopy);
// Create the front buffer for the ContentClient/Host pair if necessary
// and notify the compositor that we have created the buffer(s).
virtual void CreateFrontBufferAndNotify(const nsIntRect& aBufferRect, uint32_t aFlags) = 0;
virtual void DestroyFrontBuffer() {}
// We're about to hand off to the compositor, if you've got a back buffer,
// lock it now.
virtual void LockFrontBuffer() {}
RefPtr<TextureClient> mTextureClient;
// keep a record of texture clients we have created and need to keep
// around, then unlock when we are done painting
nsTArray<RefPtr<TextureClient>> mOldTextures;
bool mIsNewBuffer;
bool mFrontAndBackBufferDiffer;
gfx::IntSize mSize;
ContentType mContentType;
};
/**
* A double buffered ContentClient. mTextureClient is the back buffer, which
* we draw into. mFrontClient is the front buffer which we may read from, but
* not write to, when the compositor does not have the 'soft' lock. We can write
* into mTextureClient at any time.
*
* The ContentHost keeps a reference to both corresponding texture hosts, in
* repsonse to our UpdateTextureRegion message, the compositor swaps its
* references. In repsonse to the compositor's reply we swap our references
* (in SwapBuffers).
*/
class ContentClientDoubleBuffered : public ContentClientRemote
{
public:
ContentClientDoubleBuffered(CompositableForwarder* aFwd)
: ContentClientRemote(aFwd)
{}
~ContentClientDoubleBuffered();
CompositableType GetType() const MOZ_OVERRIDE
{
return BUFFER_CONTENT_DIRECT;
}
virtual void SwapBuffers(const nsIntRegion& aFrontUpdatedRegion) MOZ_OVERRIDE;
virtual void SyncFrontBufferToBackBuffer() MOZ_OVERRIDE;
protected:
virtual void CreateFrontBufferAndNotify(const nsIntRect& aBufferRect, uint32_t aFlags) MOZ_OVERRIDE;
virtual void DestroyFrontBuffer() MOZ_OVERRIDE;
virtual void LockFrontBuffer() MOZ_OVERRIDE;
private:
// The size policy doesn't really matter here; this constructor is
// intended to be used for creating temporaries
ContentClientDoubleBuffered(gfxASurface* aBuffer,
const nsIntRect& aRect,
const nsIntPoint& aRotation)
: ContentClientRemote(nullptr)
{
SetBuffer(aBuffer, aRect, aRotation);
}
void UpdateDestinationFrom(const RotatedBuffer& aSource,
const nsIntRegion& aUpdateRegion);
RefPtr<TextureClient> mFrontClient;
nsIntRegion mFrontUpdatedRegion;
nsIntRect mFrontBufferRect;
nsIntPoint mFrontBufferRotation;
};
/**
* A single buffered ContentClient. We have a single TextureClient/Host
* which we update and then send a message to the compositor that we are
* done updating. It is not safe for the compositor to use the corresponding
* TextureHost's memory directly, it most upload it to video memory of some
* kind. We are free to modify the TextureClient once we receive reply from
* the compositor.
*/
class ContentClientSingleBuffered : public ContentClientRemote
{
public:
ContentClientSingleBuffered(CompositableForwarder* aFwd)
: ContentClientRemote(aFwd)
{}
~ContentClientSingleBuffered();
virtual CompositableType GetType() const MOZ_OVERRIDE
{
return BUFFER_CONTENT;
}
virtual void SyncFrontBufferToBackBuffer() MOZ_OVERRIDE;
protected:
virtual void CreateFrontBufferAndNotify(const nsIntRect& aBufferRect, uint32_t aFlags) MOZ_OVERRIDE;
};
}
}
#endif