/* -*- 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 THEBESLAYERBUFFER_H_ #define THEBESLAYERBUFFER_H_ #include "gfxContext.h" #include "gfxASurface.h" #include "nsRegion.h" namespace mozilla { namespace layers { class ThebesLayer; /** * This class encapsulates the buffer used to retain ThebesLayer contents, * i.e., the contents of the layer's GetVisibleRegion(). * * This is a cairo/Thebes surface, but with a literal twist. Scrolling * causes the layer's visible region to move. We want to keep * reusing the same surface if the region size hasn't changed, but we don't * want to keep moving the contents of the surface around in memory. So * we use a trick. * Consider just the vertical case, and suppose the buffer is H pixels * high and we're scrolling down by N pixels. Instead of copying the * buffer contents up by N pixels, we leave the buffer contents in place, * and paint content rows H to H+N-1 into rows 0 to N-1 of the buffer. * Then we can refresh the screen by painting rows N to H-1 of the buffer * at row 0 on the screen, and then painting rows 0 to N-1 of the buffer * at row H-N on the screen. * mBufferRotation.y would be N in this example. */ class ThebesLayerBuffer { public: typedef gfxASurface::gfxContentType ContentType; /** * Controls the size of the backing buffer of this. * - SizedToVisibleBounds: the backing buffer is exactly the same * size as the bounds of ThebesLayer's visible region * - ContainsVisibleBounds: the backing buffer is large enough to * fit visible bounds. May be larger. */ enum BufferSizePolicy { SizedToVisibleBounds, ContainsVisibleBounds }; ThebesLayerBuffer(BufferSizePolicy aBufferSizePolicy) : mBufferRotation(0,0) , mBufferSizePolicy(aBufferSizePolicy) { MOZ_COUNT_CTOR(ThebesLayerBuffer); } virtual ~ThebesLayerBuffer() { MOZ_COUNT_DTOR(ThebesLayerBuffer); } /** * Wipe out all retained contents. Call this when the entire * buffer becomes invalid. */ void Clear() { mBuffer = nsnull; mBufferRect.SetEmpty(); } /** * This is returned by BeginPaint. The caller should draw into mContext. * mRegionToDraw must be drawn. mRegionToInvalidate has been invalidated * by ThebesLayerBuffer and must be redrawn on the screen. * mRegionToInvalidate is set when the buffer has changed from * opaque to transparent or vice versa, since the details of rendering can * depend on the buffer type. mDidSelfCopy is true if we kept our buffer * but used MovePixels() to shift its content. */ struct PaintState { PaintState() : mDidSelfCopy(false) {} nsRefPtr mContext; nsIntRegion mRegionToDraw; nsIntRegion mRegionToInvalidate; bool mDidSelfCopy; }; enum { PAINT_WILL_RESAMPLE = 0x01, PAINT_NO_ROTATION = 0x02 }; /** * Start a drawing operation. This returns a PaintState describing what * needs to be drawn to bring the buffer up to date in the visible region. * This queries aLayer to get the currently valid and visible regions. * The returned mContext may be null if mRegionToDraw is empty. * Otherwise it must not be null. * mRegionToInvalidate will contain mRegionToDraw. * @param aFlags when PAINT_WILL_RESAMPLE is passed, this indicates that * buffer will be resampled when rendering (i.e the effective transform * combined with the scale for the resolution is not just an integer * translation). This will disable buffer rotation (since we don't want * to resample across the rotation boundary) and will ensure that we * make the entire buffer contents valid (since we don't want to sample * invalid pixels outside the visible region, if the visible region doesn't * fill the buffer bounds). */ PaintState BeginPaint(ThebesLayer* aLayer, ContentType aContentType, PRUint32 aFlags); enum { ALLOW_REPEAT = 0x01 }; /** * Return a new surface of |aSize| and |aType|. * @param aFlags if ALLOW_REPEAT is set, then the buffer should be configured * to allow repeat-mode, otherwise it should be in pad (clamp) mode */ virtual already_AddRefed CreateBuffer(ContentType aType, const nsIntSize& aSize, PRUint32 aFlags) = 0; /** * Get the underlying buffer, if any. This is useful because we can pass * in the buffer as the default "reference surface" if there is one. * Don't use it for anything else! */ gfxASurface* GetBuffer() { return mBuffer; } protected: enum XSide { LEFT, RIGHT }; enum YSide { TOP, BOTTOM }; nsIntRect GetQuadrantRectangle(XSide aXSide, YSide aYSide); /* * If aMask is non-null, then it is used as an alpha mask for rendering this * buffer. aMaskTransform must be non-null if aMask is non-null, and is used * to adjust the coordinate space of the mask. */ void DrawBufferQuadrant(gfxContext* aTarget, XSide aXSide, YSide aYSide, float aOpacity, gfxASurface* aMask, const gfxMatrix* aMaskTransform); void DrawBufferWithRotation(gfxContext* aTarget, float aOpacity, gfxASurface* aMask = nsnull, const gfxMatrix* aMaskTransform = nsnull); /** * |BufferRect()| is the rect of device pixels that this * ThebesLayerBuffer covers. That is what DrawBufferWithRotation() * will paint when it's called. */ const nsIntRect& BufferRect() const { return mBufferRect; } const nsIntPoint& BufferRotation() const { return mBufferRotation; } already_AddRefed SetBuffer(gfxASurface* aBuffer, const nsIntRect& aBufferRect, const nsIntPoint& aBufferRotation) { nsRefPtr tmp = mBuffer.forget(); mBuffer = aBuffer; mBufferRect = aBufferRect; mBufferRotation = aBufferRotation; return tmp.forget(); } /** * Set the buffer only. This is intended to be used with the * shadow-layer Open/CloseDescriptor interface, to ensure we don't * accidentally touch a buffer when it's not mapped. */ void SetBuffer(gfxASurface* aBuffer) { mBuffer = aBuffer; } /** * Get a context at the specified resolution for updating |aBounds|, * which must be contained within a single quadrant. */ already_AddRefed GetContextForQuadrantUpdate(const nsIntRect& aBounds); private: bool BufferSizeOkFor(const nsIntSize& aSize) { return (aSize == mBufferRect.Size() || (SizedToVisibleBounds != mBufferSizePolicy && aSize < mBufferRect.Size())); } nsRefPtr mBuffer; /** The area of the ThebesLayer that is covered by the buffer as a whole */ nsIntRect mBufferRect; /** * The x and y rotation of the buffer. Conceptually the buffer * has its origin translated to mBufferRect.TopLeft() - mBufferRotation, * is tiled to fill the plane, and the result is clipped to mBufferRect. * So the pixel at mBufferRotation within the buffer is what gets painted at * mBufferRect.TopLeft(). * This is "rotation" in the sense of rotating items in a linear buffer, * where items falling off the end of the buffer are returned to the * buffer at the other end, not 2D rotation! */ nsIntPoint mBufferRotation; BufferSizePolicy mBufferSizePolicy; }; } } #endif /* THEBESLAYERBUFFER_H_ */