gecko/gfx/layers/LayersTypes.h

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/* -*- 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/TypedEnum.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)
namespace android {
class GraphicBuffer;
}
namespace mozilla {
namespace layers {
class TextureHost;
typedef uint32_t TextureFlags;
#undef NONE
#undef OPAQUE
MOZ_BEGIN_ENUM_CLASS(LayersBackend, int8_t)
LAYERS_NONE = 0,
LAYERS_BASIC,
LAYERS_OPENGL,
LAYERS_D3D9,
LAYERS_D3D10,
LAYERS_D3D11,
LAYERS_CLIENT,
LAYERS_LAST
MOZ_END_ENUM_CLASS(LayersBackend)
MOZ_BEGIN_ENUM_CLASS(BufferMode, int8_t)
BUFFER_NONE,
BUFFERED
MOZ_END_ENUM_CLASS(BufferMode)
MOZ_BEGIN_ENUM_CLASS(DrawRegionClip, int8_t)
DRAW,
DRAW_SNAPPED,
CLIP_NONE
MOZ_END_ENUM_CLASS(DrawRegionClip)
MOZ_BEGIN_ENUM_CLASS(SurfaceMode, int8_t)
SURFACE_NONE = 0,
SURFACE_OPAQUE,
SURFACE_SINGLE_CHANNEL_ALPHA,
SURFACE_COMPONENT_ALPHA
MOZ_END_ENUM_CLASS(SurfaceMode)
// 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 LayerRenderStateFlags {
LAYER_RENDER_STATE_Y_FLIPPED = 1 << 0,
LAYER_RENDER_STATE_BUFFER_ROTATION = 1 << 1,
// Notify Composer2D to swap the RB pixels of gralloc buffer
LAYER_RENDER_STATE_FORMAT_RB_SWAP = 1 << 2
};
// 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
: mSurface(nullptr), mTexture(nullptr), mFlags(0), mHasOwnOffset(false)
#endif
{}
#ifdef MOZ_WIDGET_GONK
LayerRenderState(android::GraphicBuffer* aSurface,
const nsIntSize& aSize,
uint32_t aFlags,
TextureHost* aTexture)
: mSurface(aSurface)
, mSize(aSize)
, mTexture(aTexture)
, mFlags(aFlags)
, mHasOwnOffset(false)
{}
bool YFlipped() const
{ return mFlags & LAYER_RENDER_STATE_Y_FLIPPED; }
bool BufferRotated() const
{ return mFlags & LAYER_RENDER_STATE_BUFFER_ROTATION; }
bool FormatRBSwapped() const
{ return mFlags & LAYER_RENDER_STATE_FORMAT_RB_SWAP; }
#endif
void SetOffset(const nsIntPoint& aOffset)
{
mOffset = aOffset;
mHasOwnOffset = true;
}
#ifdef MOZ_WIDGET_GONK
// surface to render
android::sp<android::GraphicBuffer> mSurface;
// size of mSurface
nsIntSize mSize;
TextureHost* mTexture;
#endif
// see LayerRenderStateFlags
uint32_t mFlags;
// the location of the layer's origin on mSurface
nsIntPoint mOffset;
// true if mOffset is applicable
bool mHasOwnOffset;
};
MOZ_BEGIN_ENUM_CLASS(ScaleMode, int8_t)
SCALE_NONE,
STRETCH,
SENTINEL
// Unimplemented - PRESERVE_ASPECT_RATIO_CONTAIN
MOZ_END_ENUM_CLASS(ScaleMode)
struct EventRegions {
nsIntRegion mHitRegion;
nsIntRegion mDispatchToContentHitRegion;
bool operator==(const EventRegions& aRegions) const
{
return mHitRegion == aRegions.mHitRegion &&
mDispatchToContentHitRegion == aRegions.mDispatchToContentHitRegion;
}
bool operator!=(const EventRegions& aRegions) const
{
return !(*this == aRegions);
}
nsCString ToString() const
{
nsCString result = mHitRegion.ToString();
result.AppendLiteral(";dispatchToContent=");
result.Append(mDispatchToContentHitRegion.ToString());
return result;
}
};
} // namespace
} // namespace
#endif /* GFX_LAYERSTYPES_H */