gecko/gfx/layers/LayersTypes.h

269 lines
7.4 KiB
C
Raw Normal View History

/* -*- Mode: C++; tab-width: 2; 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 GFX_LAYERSTYPES_H
#define GFX_LAYERSTYPES_H
#include <stdint.h> // for uint32_t
#include "nsPoint.h" // for nsIntPoint
#include "nsRegion.h"
#include "mozilla/TypedEnumBits.h"
#ifdef MOZ_WIDGET_GONK
#include <ui/GraphicBuffer.h>
#endif
#if defined(DEBUG) || defined(PR_LOGGING)
# include <stdio.h> // FILE
# include "prlog.h" // for PR_LOG
# ifndef MOZ_LAYERS_HAVE_LOG
# define MOZ_LAYERS_HAVE_LOG
# endif
# define MOZ_LAYERS_LOG(_args) \
PR_LOG(LayerManager::GetLog(), PR_LOG_DEBUG, _args)
# define MOZ_LAYERS_LOG_IF_SHADOWABLE(layer, _args) \
do { if (layer->AsShadowableLayer()) { PR_LOG(LayerManager::GetLog(), PR_LOG_DEBUG, _args); } } while (0)
#else
struct PRLogModuleInfo;
# define MOZ_LAYERS_LOG(_args)
# define MOZ_LAYERS_LOG_IF_SHADOWABLE(layer, _args)
#endif // if defined(DEBUG) || defined(PR_LOGGING)
#define INVALID_OVERLAY -1
namespace android {
class GraphicBuffer;
}
namespace mozilla {
namespace layers {
class TextureHost;
#undef NONE
#undef OPAQUE
enum class LayersBackend : int8_t {
LAYERS_NONE = 0,
LAYERS_BASIC,
LAYERS_OPENGL,
LAYERS_D3D9,
LAYERS_D3D10,
LAYERS_D3D11,
LAYERS_CLIENT,
LAYERS_LAST
};
enum class BufferMode : int8_t {
BUFFER_NONE,
BUFFERED
};
enum class DrawRegionClip : int8_t {
DRAW,
NONE
};
enum class SurfaceMode : int8_t {
SURFACE_NONE = 0,
SURFACE_OPAQUE,
SURFACE_SINGLE_CHANNEL_ALPHA,
SURFACE_COMPONENT_ALPHA
};
// LayerRenderState for Composer2D
// We currently only support Composer2D using gralloc. If we want to be backed
// by other surfaces we will need a more generic LayerRenderState.
enum class LayerRenderStateFlags : int8_t {
LAYER_RENDER_STATE_DEFAULT = 0,
ORIGIN_BOTTOM_LEFT = 1 << 0,
BUFFER_ROTATION = 1 << 1,
// Notify Composer2D to swap the RB pixels of gralloc buffer
FORMAT_RB_SWAP = 1 << 2,
// We record opaqueness here alongside the actual surface we're going to
// render. This avoids confusion when a layer might return different kinds
// of surfaces over time (e.g. video frames).
OPAQUE = 1 << 3
};
MOZ_MAKE_ENUM_CLASS_BITWISE_OPERATORS(LayerRenderStateFlags)
// The 'ifdef MOZ_WIDGET_GONK' sadness here is because we don't want to include
// android::sp unless we have to.
struct LayerRenderState {
LayerRenderState()
#ifdef MOZ_WIDGET_GONK
: mFlags(LayerRenderStateFlags::LAYER_RENDER_STATE_DEFAULT)
, mHasOwnOffset(false)
, mSurface(nullptr)
, mOverlayId(INVALID_OVERLAY)
, mTexture(nullptr)
#endif
{}
#ifdef MOZ_WIDGET_GONK
LayerRenderState(android::GraphicBuffer* aSurface,
const nsIntSize& aSize,
LayerRenderStateFlags aFlags,
TextureHost* aTexture)
: mFlags(aFlags)
, mHasOwnOffset(false)
, mSurface(aSurface)
, mOverlayId(INVALID_OVERLAY)
, mSize(aSize)
, mTexture(aTexture)
{}
bool OriginBottomLeft() const
{ return bool(mFlags & LayerRenderStateFlags::ORIGIN_BOTTOM_LEFT); }
bool BufferRotated() const
{ return bool(mFlags & LayerRenderStateFlags::BUFFER_ROTATION); }
bool FormatRBSwapped() const
{ return bool(mFlags & LayerRenderStateFlags::FORMAT_RB_SWAP); }
void SetOverlayId(const int32_t& aId)
{ mOverlayId = aId; }
#endif
void SetOffset(const nsIntPoint& aOffset)
{
mOffset = aOffset;
mHasOwnOffset = true;
}
// see LayerRenderStateFlags
LayerRenderStateFlags mFlags;
// true if mOffset is applicable
bool mHasOwnOffset;
// the location of the layer's origin on mSurface
nsIntPoint mOffset;
#ifdef MOZ_WIDGET_GONK
// surface to render
android::sp<android::GraphicBuffer> mSurface;
int32_t mOverlayId;
// size of mSurface
nsIntSize mSize;
TextureHost* mTexture;
#endif
};
enum class ScaleMode : int8_t {
SCALE_NONE,
STRETCH,
SENTINEL
// Unimplemented - PRESERVE_ASPECT_RATIO_CONTAIN
};
struct EventRegions {
// The hit region for a layer contains all areas on the layer that are
// sensitive to events. This region is an over-approximation and may
// contain regions that are not actually sensitive, but any such regions
// will be included in the mDispatchToContentHitRegion.
nsIntRegion mHitRegion;
// The mDispatchToContentHitRegion for a layer contains all areas for
// which the main-thread must be consulted before responding to events.
// This region will be a subregion of mHitRegion.
nsIntRegion mDispatchToContentHitRegion;
// The following regions represent the touch-action areas of this layer.
// All of these regions are approximations to the true region, but any
// variance between the approximation and the true region is guaranteed
// to be included in the mDispatchToContentHitRegion.
nsIntRegion mNoActionRegion;
nsIntRegion mHorizontalPanRegion;
nsIntRegion mVerticalPanRegion;
EventRegions()
{
}
explicit EventRegions(nsIntRegion aHitRegion)
: mHitRegion(aHitRegion)
{
}
bool operator==(const EventRegions& aRegions) const
{
return mHitRegion == aRegions.mHitRegion &&
mDispatchToContentHitRegion == aRegions.mDispatchToContentHitRegion;
}
bool operator!=(const EventRegions& aRegions) const
{
return !(*this == aRegions);
}
void OrWith(const EventRegions& aOther)
{
mHitRegion.OrWith(aOther.mHitRegion);
mDispatchToContentHitRegion.OrWith(aOther.mDispatchToContentHitRegion);
}
void AndWith(const nsIntRegion& aRegion)
{
mHitRegion.AndWith(aRegion);
mDispatchToContentHitRegion.AndWith(aRegion);
}
void Sub(const EventRegions& aMinuend, const nsIntRegion& aSubtrahend)
{
mHitRegion.Sub(aMinuend.mHitRegion, aSubtrahend);
mDispatchToContentHitRegion.Sub(aMinuend.mDispatchToContentHitRegion, aSubtrahend);
}
void Transform(const gfx3DMatrix& aTransform)
{
mHitRegion.Transform(aTransform);
mDispatchToContentHitRegion.Transform(aTransform);
}
bool IsEmpty() const
{
return mHitRegion.IsEmpty()
&& mDispatchToContentHitRegion.IsEmpty();
}
nsCString ToString() const
{
nsCString result = mHitRegion.ToString();
result.AppendLiteral(";dispatchToContent=");
result.Append(mDispatchToContentHitRegion.ToString());
return result;
}
};
// Bit flags that go on a ContainerLayer (or RefLayer) and override the
// event regions in the entire subtree below. This is needed for propagating
// various flags across processes since the child-process layout code doesn't
// know about parent-process listeners or CSS rules.
enum EventRegionsOverride {
// The default, no flags set
NoOverride = 0,
// Treat all hit regions in the subtree as dispatch-to-content
ForceDispatchToContent = (1 << 0),
// Treat all hit regions in the subtree as empty
ForceEmptyHitRegion = (1 << 1),
// OR union of all valid bit flags, for use in BitFlagsEnumSerializer
ALL_BITS = (1 << 2) - 1
};
MOZ_ALWAYS_INLINE EventRegionsOverride
operator|(EventRegionsOverride a, EventRegionsOverride b)
{
return (EventRegionsOverride)((int)a | (int)b);
}
MOZ_ALWAYS_INLINE EventRegionsOverride&
operator|=(EventRegionsOverride& a, EventRegionsOverride b)
{
a = a | b;
return a;
}
} // namespace
} // namespace
#endif /* GFX_LAYERSTYPES_H */