gecko/gfx/layers/Layers.h

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** 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):
* Robert O'Callahan <robert@ocallahan.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_LAYERS_H
#define GFX_LAYERS_H
#include "gfxTypes.h"
#include "nsRegion.h"
#include "nsPoint.h"
#include "nsRect.h"
class gfxContext;
class nsPaintEvent;
namespace mozilla {
namespace layers {
class Layer;
class ThebesLayer;
class ContainerLayer;
/*
* Motivation: For truly smooth animation and video playback, we need to
* be able to compose frames and render them on a dedicated thread (i.e.
* off the main thread where DOM manipulation, script execution and layout
* induce difficult-to-bound latency). This requires Gecko to construct
* some kind of persistent scene structure (graph or tree) that can be
* safely transmitted across threads. We have other scenarios (e.g. mobile
* browsing) where retaining some rendered data between paints is desired
* for performance, so again we need a retained scene structure.
*
* Our retained scene structure is a layer tree. Each layer represents
* content which can be composited onto a destination surface; the root
* layer is usually composited into a window, and non-root layers are
* composited into their parent layers. Layers have attributes (e.g.
* opacity and clipping) that influence their compositing.
*
* We want to support a variety of layer implementations, including
* a simple "immediate mode" implementation that doesn't retain any
* rendered data between paints (i.e. uses cairo in just the way that
* Gecko used it before layers were introduced). But we also don't want
* to have bifurcated "layers"/"non-layers" rendering paths in Gecko.
* Therefore the layers API is carefully designed to permit maximally
* efficient implementation in an "immediate mode" style. See the
* BasicLayerManager for such an implementation.
*/
/**
* A LayerManager controls a tree of layers. All layers in the tree
* must use the same LayerManager.
*
* All modifications to a layer tree must happen inside a transaction.
* Only the state of the layer tree at the end of a transaction is
* rendered. Transactions cannot be nested
*
* Each transaction has two phases:
* 1) Construction: layers are created, inserted, removed and have
* properties set on them in this phase.
* BeginTransaction and BeginTransactionWithTarget start a transaction in
* the Construction phase. When the client has finished constructing the layer
* tree, it should call EndConstruction() to enter the drawing phase.
* 2) Drawing: ThebesLayers are rendered into in this phase, in tree
* order. When the client has finished drawing into the ThebesLayers, it should
* call EndTransaction to complete the transaction.
*
* All layer API calls happen on the main thread.
*
* Layers are refcounted. The layer manager holds a reference to the
* root layer, and each container layer holds a reference to its children.
*/
class THEBES_API LayerManager {
THEBES_INLINE_DECL_REFCOUNTING(LayerManager)
public:
virtual ~LayerManager() {}
/**
* Start a new transaction. Nested transactions are not allowed so
* there must be no transaction currently in progress.
* This transaction will update the state of the window from which
* this LayerManager was obtained.
*/
virtual void BeginTransaction() = 0;
/**
* Start a new transaction. Nested transactions are not allowed so
* there must be no transaction currently in progress.
* This transaction will render the contents of the layer tree to
* the given target context. The rendering will be complete when
* EndTransaction returns.
*/
virtual void BeginTransactionWithTarget(gfxContext* aTarget) = 0;
/**
* Finish the construction phase of the transaction and enter the
* drawing phase.
*/
virtual void EndConstruction() = 0;
/**
* Complete the transaction.
*/
virtual void EndTransaction() = 0;
/**
* CONSTRUCTION PHASE ONLY
* Set the root layer.
*/
virtual void SetRoot(Layer* aLayer) = 0;
/**
* CONSTRUCTION PHASE ONLY
* Create a ThebesLayer for this manager's layer tree.
*/
virtual already_AddRefed<ThebesLayer> CreateThebesLayer() = 0;
/**
* CONSTRUCTION PHASE ONLY
* Create a ContainerLayer for this manager's layer tree.
*/
virtual already_AddRefed<ContainerLayer> CreateContainerLayer() = 0;
};
/**
* A Layer represents anything that can be rendered onto a destination
* surface.
*/
class THEBES_API Layer {
THEBES_INLINE_DECL_REFCOUNTING(Layer)
public:
virtual ~Layer() {}
/**
* Returns the LayoutManager this Layer belongs to. Cannot be null.
*/
LayerManager* Manager() { return mManager; }
/**
* CONSTRUCTION PHASE ONLY
* If this is called with aOpaque set to true, the caller is promising
* that by the end of this transaction the entire visible region
* (as specified by SetVisibleRegion) will be filled with opaque
* content. This enables some internal quality and performance
* optimizations.
*/
void SetIsOpaqueContent(PRBool aOpaque) { mIsOpaqueContent = aOpaque; }
/**
* CONSTRUCTION PHASE ONLY
* Tell this layer which region will be visible. It is the responsibility
* of the caller to ensure that content outside this region does not
* contribute to the final visible window. This can be an
* overapproximation to the true visible region.
*/
virtual void SetVisibleRegion(const nsIntRegion& aRegion) {}
/**
* CONSTRUCTION PHASE ONLY
* Set the opacity which will be applied to this layer as it
* is composited to the destination.
*/
void SetOpacity(float aOpacity) { mOpacity = aOpacity; }
/**
* CONSTRUCTION PHASE ONLY
* Set a clip rect which will be applied to this layer as it is
* composited to the destination. The coordinates are relative to
* the parent layer (i.e. the contents of this layer
* are transformed before this clip rect is applied).
* For the root layer, the coordinates are relative to the widget,
* in device pixels.
* If aRect is null no clipping will be performed.
*/
void SetClipRect(const nsIntRect* aRect)
{
mUseClipRect = aRect != nsnull;
if (aRect) {
mClipRect = *aRect;
}
}
/**
* CONSTRUCTION PHASE ONLY
* Set a clip rect which will be applied to this layer as it is
* composited to the destination. The coordinates are relative to
* the parent layer (i.e. the contents of this layer
* are transformed before this clip rect is applied).
* For the root layer, the coordinates are relative to the widget,
* in device pixels.
* The provided rect is intersected with any existing clip rect.
*/
void IntersectClipRect(const nsIntRect& aRect)
{
if (mUseClipRect) {
mClipRect.IntersectRect(mClipRect, aRect);
} else {
mUseClipRect = PR_TRUE;
mClipRect = aRect;
}
}
// These getters can be used anytime.
float GetOpacity() { return mOpacity; }
const nsIntRect* GetClipRect() { return mUseClipRect ? &mClipRect : nsnull; }
PRBool IsOpaqueContent() { return mIsOpaqueContent; }
ContainerLayer* GetParent() { return mParent; }
Layer* GetNextSibling() { return mNextSibling; }
Layer* GetPrevSibling() { return mPrevSibling; }
virtual Layer* GetFirstChild() { return nsnull; }
/**
* Only the implementation should call this. This is per-implementation
* private data. Normally, all layers with a given layer manager
* use the same type of ImplData.
*/
void* ImplData() { return mImplData; }
/**
* Only the implementation should use these methods.
*/
void SetParent(ContainerLayer* aParent) { mParent = aParent; }
void SetNextSibling(Layer* aSibling) { mNextSibling = aSibling; }
void SetPrevSibling(Layer* aSibling) { mPrevSibling = aSibling; }
protected:
Layer(LayerManager* aManager, void* aImplData) :
mManager(aManager),
mParent(nsnull),
mNextSibling(nsnull),
mPrevSibling(nsnull),
mImplData(aImplData),
mOpacity(1.0),
mUseClipRect(PR_FALSE),
mIsOpaqueContent(PR_FALSE)
{}
LayerManager* mManager;
ContainerLayer* mParent;
Layer* mNextSibling;
Layer* mPrevSibling;
void* mImplData;
float mOpacity;
nsIntRect mClipRect;
PRPackedBool mUseClipRect;
PRPackedBool mIsOpaqueContent;
};
/**
* A Layer which we can draw into using Thebes. It is a conceptually
* infinite surface, but each ThebesLayer has an associated "valid region"
* of contents that it is currently storing, which is finite. ThebesLayer
* implementations can store content between paints.
*
* ThebesLayers are rendered into during the drawing phase of a transaction.
*
* Currently the contents of a ThebesLayer are in the device output color
* space.
*/
class THEBES_API ThebesLayer : public Layer {
public:
/**
* CONSTRUCTION PHASE ONLY
* Tell this layer that the content in some region has changed and
* will need to be repainted. This area is removed from the valid
* region.
*/
virtual void InvalidateRegion(const nsIntRegion& aRegion) = 0;
/**
* DRAWING PHASE ONLY
* Start drawing into the layer. On return, aRegionToDraw contains the
* region that needs to be drawn in by the caller. This would normally
* be a subregion of the visible region. Drawing is not necessarily
* clipped to aRegionToDraw.
*
* No other layer operations are allowed until we call EndDrawing on this
* layer. During the drawing phase, all ThebesLayers in the tree must be
* drawn in tree order, exactly once each, except for those layers
* where it is known that the visible region is empty. (Calling
* BeginDrawing on non-visible layers is allowed, but aRegionToDraw
* will return empty.)
*
* When an empty region is returned in aRegionToDraw, BeginDrawing
* may return a null context.
*
* The layer system will hold a reference to the returned gfxContext*
* until EndDrawing is called. The returned gfxContext must not be used
* after EndDrawing is called.
*/
virtual gfxContext* BeginDrawing(nsIntRegion* aRegionToDraw) = 0;
/**
* DRAWING PHASE ONLY
* We've finished drawing into this layer. At this point the caller
* must have drawn all of aRegionToDraw that was returned by
* BeginDrawing, and we guarantee that buffered contents in the visible
* region are now valid.
*/
virtual void EndDrawing() = 0;
/**
* DRAWING PHASE ONLY
* Copy the aRegion contents from aSource into this layer, offsetting
* them by aDelta. The validity is also copied, so invalid areas in
* aSource will make corresponding areas of this layer invalid. You
* must not call this after BeginDrawing/EndDrawing on this layer.
*
* aSource must be this layer or a layer after this layer in a
* preorder traversal of the layer tree.
*/
virtual void CopyFrom(ThebesLayer* aSource,
const nsIntRegion& aRegion,
const nsIntPoint& aDelta) = 0;
protected:
ThebesLayer(LayerManager* aManager, void* aImplData)
: Layer(aManager, aImplData) {}
};
/**
* A Layer which other layers render into. It holds references to its
* children.
*/
class THEBES_API ContainerLayer : public Layer {
public:
/**
* CONSTRUCTION PHASE ONLY
* Insert aChild into the child list of this container. aChild must
* not be currently in any child list or the root for the layer manager.
* If aAfter is non-null, it must be a child of this container and
* we insert after that layer. If it's null we insert at the start.
*/
virtual void InsertAfter(Layer* aChild, Layer* aAfter) = 0;
/**
* CONSTRUCTION PHASE ONLY
* Remove aChild from the child list of this container. aChild must
* be a child of this container.
*/
virtual void RemoveChild(Layer* aChild) = 0;
// This getter can be used anytime.
virtual Layer* GetFirstChild() { return mFirstChild; }
protected:
ContainerLayer(LayerManager* aManager, void* aImplData)
: Layer(aManager, aImplData),
mFirstChild(nsnull)
{}
Layer* mFirstChild;
};
}
}
#endif /* GFX_LAYERS_H */