/* -*- 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_LAYERS_H #define GFX_LAYERS_H #include "gfxTypes.h" #include "gfxASurface.h" #include "nsRegion.h" #include "nsPoint.h" #include "nsRect.h" #include "nsISupportsImpl.h" #include "nsAutoPtr.h" #include "gfx3DMatrix.h" #include "gfxColor.h" #include "gfxPattern.h" #include "nsTArray.h" #include "nsThreadUtils.h" #include "nsStyleAnimation.h" #include "LayersTypes.h" #include "FrameMetrics.h" #include "mozilla/gfx/2D.h" #include "mozilla/TimeStamp.h" #if defined(DEBUG) || defined(PR_LOGGING) # include // FILE # include "prlog.h" # ifndef MOZ_LAYERS_HAVE_LOG # define MOZ_LAYERS_HAVE_LOG # endif # define MOZ_LAYERS_LOG(_args) \ PR_LOG(LayerManager::GetLog(), PR_LOG_DEBUG, _args) #else struct PRLogModuleInfo; # define MOZ_LAYERS_LOG(_args) #endif // if defined(DEBUG) || defined(PR_LOGGING) class gfxContext; class nsPaintEvent; extern uint8_t gLayerManagerLayerBuilder; namespace mozilla { class FrameLayerBuilder; namespace gl { class GLContext; } namespace css { class ComputedTimingFunction; } namespace layers { class Animation; class AnimationData; class CommonLayerAttributes; class Layer; class ThebesLayer; class ContainerLayer; class ImageLayer; class ColorLayer; class ImageContainer; class CanvasLayer; class ReadbackLayer; class ReadbackProcessor; class RefLayer; class ShadowLayer; class ShadowableLayer; class ShadowLayerForwarder; class ShadowLayerManager; class SpecificLayerAttributes; #define MOZ_LAYER_DECL_NAME(n, e) \ virtual const char* Name() const { return n; } \ virtual LayerType GetType() const { return e; } /** * Base class for userdata objects attached to layers and layer managers. */ class THEBES_API LayerUserData { public: virtual ~LayerUserData() {} }; class LayerManagerLayerBuilder : public LayerUserData { public: LayerManagerLayerBuilder(FrameLayerBuilder* aBuilder, bool aDelete = true) : mLayerBuilder(aBuilder) , mDelete(aDelete) { MOZ_COUNT_CTOR(LayerManagerLayerBuilder); } ~LayerManagerLayerBuilder(); FrameLayerBuilder* mLayerBuilder; bool mDelete; }; /* * 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. */ static void LayerManagerUserDataDestroy(void *data) { delete static_cast(data); } /** * 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 { NS_INLINE_DECL_REFCOUNTING(LayerManager) public: LayerManager() : mDestroyed(false) , mSnapEffectiveTransforms(true) , mId(0) , mInTransaction(false) { InitLog(); } virtual ~LayerManager() {} /** * Release layers and resources held by this layer manager, and mark * it as destroyed. Should do any cleanup necessary in preparation * for its widget going away. After this call, only user data calls * are valid on the layer manager. */ virtual void Destroy() { mDestroyed = true; mUserData.Destroy(); } bool IsDestroyed() { return mDestroyed; } virtual ShadowLayerForwarder* AsShadowForwarder() { return nullptr; } virtual ShadowLayerManager* AsShadowManager() { return nullptr; } /** * Returns true if this LayerManager is owned by an nsIWidget, * and is used for drawing into the widget. */ virtual bool IsWidgetLayerManager() { return true; } /** * 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; enum EndTransactionFlags { END_DEFAULT = 0, END_NO_IMMEDIATE_REDRAW = 1 << 0, // Do not perform the drawing phase END_NO_COMPOSITE = 1 << 1 // Do not composite after drawing thebes layer contents. }; FrameLayerBuilder* GetLayerBuilder() { LayerManagerLayerBuilder *data = static_cast(GetUserData(&gLayerManagerLayerBuilder)); return data ? data->mLayerBuilder : nullptr; } /** * Attempts to end an "empty transaction". There must have been no * changes to the layer tree since the BeginTransaction(). * It's possible for this to fail; ThebesLayers may need to be updated * due to VRAM data being lost, for example. In such cases this method * returns false, and the caller must proceed with a normal layer tree * update and EndTransaction. */ virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT) = 0; /** * Function called to draw the contents of each ThebesLayer. * aRegionToDraw contains the region that needs to be drawn. * This would normally be a subregion of the visible region. * The callee must draw all of aRegionToDraw. Drawing outside * aRegionToDraw will be clipped out or ignored. * The callee must draw all of aRegionToDraw. * This region is relative to 0,0 in the ThebesLayer. * * aRegionToInvalidate contains a region whose contents have been * changed by the layer manager and which must therefore be invalidated. * For example, this could be non-empty if a retained layer internally * switches from RGBA to RGB or back ... we might want to repaint it to * consistently use subpixel-AA or not. * This region is relative to 0,0 in the ThebesLayer. * aRegionToInvalidate may contain areas that are outside * aRegionToDraw; the callee must ensure that these areas are repainted * in the current layer manager transaction or in a later layer * manager transaction. * * aContext must not be used after the call has returned. * We guarantee that buffered contents in the visible * region are valid once drawing is complete. * * The origin of aContext is 0,0 in the ThebesLayer. */ typedef void (* DrawThebesLayerCallback)(ThebesLayer* aLayer, gfxContext* aContext, const nsIntRegion& aRegionToDraw, const nsIntRegion& aRegionToInvalidate, void* aCallbackData); /** * Finish the construction phase of the transaction, perform the * drawing phase, and end the transaction. * During the drawing phase, all ThebesLayers in the tree are * drawn in tree order, exactly once each, except for those layers * where it is known that the visible region is empty. */ virtual void EndTransaction(DrawThebesLayerCallback aCallback, void* aCallbackData, EndTransactionFlags aFlags = END_DEFAULT) = 0; virtual bool HasShadowManagerInternal() const { return false; } bool HasShadowManager() const { return HasShadowManagerInternal(); } bool IsSnappingEffectiveTransforms() { return mSnapEffectiveTransforms; } /** * Returns true if this LayerManager can properly support layers with * SURFACE_COMPONENT_ALPHA. This can include disabling component * alpha if required. */ virtual bool AreComponentAlphaLayersEnabled() { return true; } /** * CONSTRUCTION PHASE ONLY * Set the root layer. The root layer is initially null. If there is * no root layer, EndTransaction won't draw anything. */ virtual void SetRoot(Layer* aLayer) = 0; /** * Can be called anytime */ Layer* GetRoot() { return mRoot; } /** * CONSTRUCTION PHASE ONLY * Called when a managee has mutated. * Subclasses overriding this method must first call their * superclass's impl */ #ifdef DEBUG // In debug builds, we check some properties of |aLayer|. virtual void Mutated(Layer* aLayer); #else virtual void Mutated(Layer* aLayer) { } #endif /** * CONSTRUCTION PHASE ONLY * Create a ThebesLayer for this manager's layer tree. */ virtual already_AddRefed CreateThebesLayer() = 0; /** * CONSTRUCTION PHASE ONLY * Create a ContainerLayer for this manager's layer tree. */ virtual already_AddRefed CreateContainerLayer() = 0; /** * CONSTRUCTION PHASE ONLY * Create an ImageLayer for this manager's layer tree. */ virtual already_AddRefed CreateImageLayer() = 0; /** * CONSTRUCTION PHASE ONLY * Create a ColorLayer for this manager's layer tree. */ virtual already_AddRefed CreateColorLayer() = 0; /** * CONSTRUCTION PHASE ONLY * Create a CanvasLayer for this manager's layer tree. */ virtual already_AddRefed CreateCanvasLayer() = 0; /** * CONSTRUCTION PHASE ONLY * Create a ReadbackLayer for this manager's layer tree. */ virtual already_AddRefed CreateReadbackLayer() { return nullptr; } /** * CONSTRUCTION PHASE ONLY * Create a RefLayer for this manager's layer tree. */ virtual already_AddRefed CreateRefLayer() { return nullptr; } /** * Can be called anytime, from any thread. * * Creates an Image container which forwards its images to the compositor within * layer transactions on the main thread. */ static already_AddRefed CreateImageContainer(); /** * Can be called anytime, from any thread. * * Tries to create an Image container which forwards its images to the compositor * asynchronously using the ImageBridge IPDL protocol. If the protocol is not * available, the returned ImageContainer will forward images within layer * transactions, just like if it was created with CreateImageContainer(). */ static already_AddRefed CreateAsynchronousImageContainer(); /** * Type of layer manager his is. This is to be used sparsely in order to * avoid a lot of Layers backend specific code. It should be used only when * Layers backend specific functionality is necessary. */ virtual LayersBackend GetBackendType() = 0; /** * Creates a surface which is optimized for inter-operating with this layer * manager. */ virtual already_AddRefed CreateOptimalSurface(const gfxIntSize &aSize, gfxASurface::gfxImageFormat imageFormat); /** * Creates a surface for alpha masks which is optimized for inter-operating * with this layer manager. In contrast to CreateOptimalSurface, this surface * is optimised for drawing alpha only and we assume that drawing the mask * is fairly simple. */ virtual already_AddRefed CreateOptimalMaskSurface(const gfxIntSize &aSize); /** * Creates a DrawTarget which is optimized for inter-operating with this * layermanager. */ virtual TemporaryRef CreateDrawTarget(const mozilla::gfx::IntSize &aSize, mozilla::gfx::SurfaceFormat aFormat); virtual bool CanUseCanvasLayerForSize(const gfxIntSize &aSize) { return true; } /** * returns the maximum texture size on this layer backend, or PR_INT32_MAX * if there is no maximum */ virtual int32_t GetMaxTextureSize() const = 0; /** * Return the name of the layer manager's backend. */ virtual void GetBackendName(nsAString& aName) = 0; /** * This setter can be used anytime. The user data for all keys is * initially null. Ownership pases to the layer manager. */ void SetUserData(void* aKey, LayerUserData* aData) { mUserData.Add(static_cast(aKey), aData, LayerManagerUserDataDestroy); } /** * This can be used anytime. Ownership passes to the caller! */ nsAutoPtr RemoveUserData(void* aKey) { nsAutoPtr d(static_cast(mUserData.Remove(static_cast(aKey)))); return d; } /** * This getter can be used anytime. */ bool HasUserData(void* aKey) { return mUserData.Has(static_cast(aKey)); } /** * This getter can be used anytime. Ownership is retained by the layer * manager. */ LayerUserData* GetUserData(void* aKey) { return static_cast(mUserData.Get(static_cast(aKey))); } /** * Flag the next paint as the first for a document. */ virtual void SetIsFirstPaint() {} // We always declare the following logging symbols, because it's // extremely tricky to conditionally declare them. However, for // ifndef MOZ_LAYERS_HAVE_LOG builds, they only have trivial // definitions in Layers.cpp. virtual const char* Name() const { return "???"; } /** * Dump information about this layer manager and its managed tree to * aFile, which defaults to stderr. */ void Dump(FILE* aFile=NULL, const char* aPrefix="", bool aDumpHtml=false); /** * Dump information about just this layer manager itself to aFile, * which defaults to stderr. */ void DumpSelf(FILE* aFile=NULL, const char* aPrefix=""); /** * Log information about this layer manager and its managed tree to * the NSPR log (if enabled for "Layers"). */ void Log(const char* aPrefix=""); /** * Log information about just this layer manager itself to the NSPR * log (if enabled for "Layers"). */ void LogSelf(const char* aPrefix=""); void StartFrameTimeRecording(); nsTArray StopFrameTimeRecording(); void PostPresent(); static bool IsLogEnabled(); static PRLogModuleInfo* GetLog() { return sLog; } bool IsCompositingCheap(LayersBackend aBackend) { return LAYERS_BASIC != aBackend; } virtual bool IsCompositingCheap() { return true; } bool IsInTransaction() const { return mInTransaction; } protected: nsRefPtr mRoot; gfx::UserData mUserData; bool mDestroyed; bool mSnapEffectiveTransforms; // Print interesting information about this into aTo. Internally // used to implement Dump*() and Log*(). virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix); static void InitLog(); static PRLogModuleInfo* sLog; uint64_t mId; bool mInTransaction; private: TimeStamp mLastFrameTime; nsTArray mFrameTimes; }; class ThebesLayer; typedef InfallibleTArray AnimationArray; struct AnimData { InfallibleTArray mStartValues; InfallibleTArray mEndValues; InfallibleTArray mFunctions; }; /** * A Layer represents anything that can be rendered onto a destination * surface. */ class THEBES_API Layer { NS_INLINE_DECL_REFCOUNTING(Layer) public: // Keep these in alphabetical order enum LayerType { TYPE_CANVAS, TYPE_COLOR, TYPE_CONTAINER, TYPE_IMAGE, TYPE_READBACK, TYPE_REF, TYPE_SHADOW, TYPE_THEBES }; virtual ~Layer(); /** * Returns the LayerManager this Layer belongs to. Note that the layer * manager might be in a destroyed state, at which point it's only * valid to set/get user data from it. */ LayerManager* Manager() { return mManager; } enum { /** * If this is set, 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. */ CONTENT_OPAQUE = 0x01, /** * If this is set, the caller is notifying that the contents of this layer * require per-component alpha for optimal fidelity. However, there is no * guarantee that component alpha will be supported for this layer at * paint time. * This should never be set at the same time as CONTENT_OPAQUE. */ CONTENT_COMPONENT_ALPHA = 0x02, /** * If this is set then this layer is part of a preserve-3d group, and should * be sorted with sibling layers that are also part of the same group. */ CONTENT_PRESERVE_3D = 0x04 }; /** * CONSTRUCTION PHASE ONLY * This lets layout make some promises about what will be drawn into the * visible region of the ThebesLayer. This enables internal quality * and performance optimizations. */ void SetContentFlags(uint32_t aFlags) { NS_ASSERTION((aFlags & (CONTENT_OPAQUE | CONTENT_COMPONENT_ALPHA)) != (CONTENT_OPAQUE | CONTENT_COMPONENT_ALPHA), "Can't be opaque and require component alpha"); if (mContentFlags != aFlags) { mContentFlags = aFlags; Mutated(); } } /** * CONSTRUCTION PHASE ONLY * Tell this layer which region will be visible. The visible region * is a region which contains all the contents of the layer that can * actually affect the rendering of the window. It can exclude areas * that are covered by opaque contents of other layers, and it can * exclude areas where this layer simply contains no content at all. * (This can be an overapproximation to the "true" visible region.) * * There is no general guarantee that drawing outside the bounds of the * visible region will be ignored. So if a layer draws outside the bounds * of its visible region, it needs to ensure that what it draws is valid. */ virtual void SetVisibleRegion(const nsIntRegion& aRegion) { if (!mVisibleRegion.IsEqual(aRegion)) { mVisibleRegion = aRegion; Mutated(); } } /** * CONSTRUCTION PHASE ONLY * Set the opacity which will be applied to this layer as it * is composited to the destination. */ void SetOpacity(float aOpacity) { if (mOpacity != aOpacity) { mOpacity = aOpacity; Mutated(); } } /** * 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) { if (mUseClipRect) { if (!aRect) { mUseClipRect = false; Mutated(); } else { if (!aRect->IsEqualEdges(mClipRect)) { mClipRect = *aRect; Mutated(); } } } else { if (aRect) { Mutated(); mUseClipRect = true; if (!aRect->IsEqualEdges(mClipRect)) { 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 = true; mClipRect = aRect; } Mutated(); } /** * CONSTRUCTION PHASE ONLY * Set a layer to mask this layer. * * The mask layer should be applied using its effective transform (after it * is calculated by ComputeEffectiveTransformForMaskLayer), this should use * this layer's parent's transform and the mask layer's transform, but not * this layer's. That is, the mask layer is specified relative to this layer's * position in it's parent layer's coord space. * Currently, only 2D translations are supported for the mask layer transform. * * Ownership of aMaskLayer passes to this. * Typical use would be an ImageLayer with an alpha image used for masking. * See also ContainerState::BuildMaskLayer in FrameLayerBuilder.cpp. */ void SetMaskLayer(Layer* aMaskLayer) { #ifdef DEBUG if (aMaskLayer) { gfxMatrix maskTransform; bool maskIs2D = aMaskLayer->GetTransform().CanDraw2D(&maskTransform); NS_ASSERTION(maskIs2D, "Mask layer has invalid transform."); } #endif if (mMaskLayer != aMaskLayer) { mMaskLayer = aMaskLayer; Mutated(); } } /** * CONSTRUCTION PHASE ONLY * Tell this layer what its transform should be. The transformation * is applied when compositing the layer into its parent container. * XXX Currently only transformations corresponding to 2D affine transforms * are supported. */ void SetBaseTransform(const gfx3DMatrix& aMatrix) { if (mTransform == aMatrix) { return; } mTransform = aMatrix; Mutated(); } void SetPostScale(float aXScale, float aYScale) { mPostXScale = aXScale; mPostYScale = aYScale; Mutated(); } /** * CONSTRUCTION PHASE ONLY * A layer is "fixed position" when it draws content from a content * (not chrome) document, the topmost content document has a root scrollframe * with a displayport, but the layer does not move when that displayport scrolls. */ void SetIsFixedPosition(bool aFixedPosition) { mIsFixedPosition = aFixedPosition; } // Call AddAnimation to add a new animation to this layer from layout code. // Caller must add segments to the returned animation. Animation* AddAnimation(mozilla::TimeStamp aStart, mozilla::TimeDuration aDuration, float aIterations, int aDirection, nsCSSProperty aProperty, const AnimationData& aData); // ClearAnimations clears animations on this layer. void ClearAnimations(); // This is only called when the layer tree is updated. Do not call this from // layout code. To add an animation to this layer, use AddAnimation. void SetAnimations(const AnimationArray& aAnimations); /** * CONSTRUCTION PHASE ONLY * If a layer is "fixed position", this determines which point on the layer * is considered the "anchor" point, that is, the point which remains in the * same position when compositing the layer tree with a transformation * (such as when asynchronously scrolling and zooming). */ void SetFixedPositionAnchor(const gfxPoint& aAnchor) { mAnchor = aAnchor; } // These getters can be used anytime. float GetOpacity() { return mOpacity; } const nsIntRect* GetClipRect() { return mUseClipRect ? &mClipRect : nullptr; } uint32_t GetContentFlags() { return mContentFlags; } const nsIntRegion& GetVisibleRegion() { return mVisibleRegion; } ContainerLayer* GetParent() { return mParent; } Layer* GetNextSibling() { return mNextSibling; } Layer* GetPrevSibling() { return mPrevSibling; } virtual Layer* GetFirstChild() { return nullptr; } virtual Layer* GetLastChild() { return nullptr; } const gfx3DMatrix GetTransform(); const gfx3DMatrix& GetBaseTransform() { return mTransform; } float GetPostXScale() { return mPostXScale; } float GetPostYScale() { return mPostYScale; } bool GetIsFixedPosition() { return mIsFixedPosition; } gfxPoint GetFixedPositionAnchor() { return mAnchor; } Layer* GetMaskLayer() { return mMaskLayer; } AnimationArray& GetAnimations() { return mAnimations; } InfallibleTArray& GetAnimationData() { return mAnimationData; } /** * DRAWING PHASE ONLY * * Write layer-subtype-specific attributes into aAttrs. Used to * synchronize layer attributes to their shadows'. */ virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs) { } // Returns true if it's OK to save the contents of aLayer in an // opaque surface (a surface without an alpha channel). // If we can use a surface without an alpha channel, we should, because // it will often make painting of antialiased text faster and higher // quality. bool CanUseOpaqueSurface(); enum SurfaceMode { SURFACE_OPAQUE, SURFACE_SINGLE_CHANNEL_ALPHA, SURFACE_COMPONENT_ALPHA }; SurfaceMode GetSurfaceMode() { if (CanUseOpaqueSurface()) return SURFACE_OPAQUE; if (mContentFlags & CONTENT_COMPONENT_ALPHA) return SURFACE_COMPONENT_ALPHA; return SURFACE_SINGLE_CHANNEL_ALPHA; } /** * This setter can be used anytime. The user data for all keys is * initially null. Ownership pases to the layer manager. */ void SetUserData(void* aKey, LayerUserData* aData) { mUserData.Add(static_cast(aKey), aData, LayerManagerUserDataDestroy); } /** * This can be used anytime. Ownership passes to the caller! */ nsAutoPtr RemoveUserData(void* aKey) { nsAutoPtr d(static_cast(mUserData.Remove(static_cast(aKey)))); return d; } /** * This getter can be used anytime. */ bool HasUserData(void* aKey) { return mUserData.Has(static_cast(aKey)); } /** * This getter can be used anytime. Ownership is retained by the layer * manager. */ LayerUserData* GetUserData(void* aKey) { return static_cast(mUserData.Get(static_cast(aKey))); } /** * |Disconnect()| is used by layers hooked up over IPC. It may be * called at any time, and may not be called at all. Using an * IPC-enabled layer after Destroy() (drawing etc.) results in a * safe no-op; no crashy or uaf etc. * * XXX: this interface is essentially LayerManager::Destroy, but at * Layer granularity. It might be beneficial to unify them. */ virtual void Disconnect() {} /** * Dynamic downcast to a Thebes layer. Returns null if this is not * a ThebesLayer. */ virtual ThebesLayer* AsThebesLayer() { return nullptr; } /** * Dynamic cast to a ContainerLayer. Returns null if this is not * a ContainerLayer. */ virtual ContainerLayer* AsContainerLayer() { return nullptr; } /** * Dynamic cast to a RefLayer. Returns null if this is not a * RefLayer. */ virtual RefLayer* AsRefLayer() { return nullptr; } /** * Dynamic cast to a ShadowLayer. Return null if this is not a * ShadowLayer. Can be used anytime. */ virtual ShadowLayer* AsShadowLayer() { return nullptr; } /** * Dynamic cast to a ShadowableLayer. Return null if this is not a * ShadowableLayer. Can be used anytime. */ virtual ShadowableLayer* AsShadowableLayer() { return nullptr; } // These getters can be used anytime. They return the effective // values that should be used when drawing this layer to screen, // accounting for this layer possibly being a shadow. const nsIntRect* GetEffectiveClipRect(); const nsIntRegion& GetEffectiveVisibleRegion(); /** * Returns the product of the opacities of this layer and all ancestors up * to and excluding the nearest ancestor that has UseIntermediateSurface() set. */ float GetEffectiveOpacity(); /** * This returns the effective transform computed by * ComputeEffectiveTransforms. Typically this is a transform that transforms * this layer all the way to some intermediate surface or destination * surface. For non-BasicLayers this will be a transform to the nearest * ancestor with UseIntermediateSurface() (or to the root, if there is no * such ancestor), but for BasicLayers it's different. */ const gfx3DMatrix& GetEffectiveTransform() const { return mEffectiveTransform; } /** * @param aTransformToSurface the composition of the transforms * from the parent layer (if any) to the destination pixel grid. * * Computes mEffectiveTransform for this layer and all its descendants. * mEffectiveTransform transforms this layer up to the destination * pixel grid (whatever aTransformToSurface is relative to). * * We promise that when this is called on a layer, all ancestor layers * have already had ComputeEffectiveTransforms called. */ virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface) = 0; /** * computes the effective transform for a mask layer, if this layer has one */ void ComputeEffectiveTransformForMaskLayer(const gfx3DMatrix& aTransformToSurface); /** * Calculate the scissor rect required when rendering this layer. * Returns a rectangle relative to the intermediate surface belonging to the * nearest ancestor that has an intermediate surface, or relative to the root * viewport if no ancestor has an intermediate surface, corresponding to the * clip rect for this layer intersected with aCurrentScissorRect. * If no ancestor has an intermediate surface, the clip rect is transformed * by aWorldTransform before being combined with aCurrentScissorRect, if * aWorldTransform is non-null. */ nsIntRect CalculateScissorRect(const nsIntRect& aCurrentScissorRect, const gfxMatrix* aWorldTransform); virtual const char* Name() const =0; virtual LayerType GetType() const =0; /** * 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; } /** * Dump information about this layer manager and its managed tree to * aFile, which defaults to stderr. */ void Dump(FILE* aFile=NULL, const char* aPrefix="", bool aDumpHtml=false); /** * Dump information about just this layer manager itself to aFile, * which defaults to stderr. */ void DumpSelf(FILE* aFile=NULL, const char* aPrefix=""); /** * Log information about this layer manager and its managed tree to * the NSPR log (if enabled for "Layers"). */ void Log(const char* aPrefix=""); /** * Log information about just this layer manager itself to the NSPR * log (if enabled for "Layers"). */ void LogSelf(const char* aPrefix=""); static bool IsLogEnabled() { return LayerManager::IsLogEnabled(); } #ifdef DEBUG void SetDebugColorIndex(uint32_t aIndex) { mDebugColorIndex = aIndex; } uint32_t GetDebugColorIndex() { return mDebugColorIndex; } #endif protected: Layer(LayerManager* aManager, void* aImplData); void Mutated() { mManager->Mutated(this); } // Print interesting information about this into aTo. Internally // used to implement Dump*() and Log*(). If subclasses have // additional interesting properties, they should override this with // an implementation that first calls the base implementation then // appends additional info to aTo. virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix); /** * Returns the local transform for this layer: either mTransform or, * for shadow layers, GetShadowTransform() */ const gfx3DMatrix GetLocalTransform(); /** * Returns the local opacity for this layer: either mOpacity or, * for shadow layers, GetShadowOpacity() */ const float GetLocalOpacity(); /** * Computes a tweaked version of aTransform that snaps a point or a rectangle * to pixel boundaries. Snapping is only performed if this layer's * layer manager has enabled snapping (which is the default). * @param aSnapRect a rectangle whose edges should be snapped to pixel * boundaries in the destination surface. If the rectangle is empty, * then the snapping process should preserve the scale factors of the * transform matrix * @param aResidualTransform a transform to apply before mEffectiveTransform * in order to get the results to completely match aTransform */ gfx3DMatrix SnapTransform(const gfx3DMatrix& aTransform, const gfxRect& aSnapRect, gfxMatrix* aResidualTransform); LayerManager* mManager; ContainerLayer* mParent; Layer* mNextSibling; Layer* mPrevSibling; void* mImplData; nsRefPtr mMaskLayer; gfx::UserData mUserData; nsIntRegion mVisibleRegion; gfx3DMatrix mTransform; float mPostXScale; float mPostYScale; gfx3DMatrix mEffectiveTransform; AnimationArray mAnimations; InfallibleTArray mAnimationData; float mOpacity; nsIntRect mClipRect; nsIntRect mTileSourceRect; uint32_t mContentFlags; bool mUseClipRect; bool mUseTileSourceRect; bool mIsFixedPosition; gfxPoint mAnchor; DebugOnly mDebugColorIndex; }; /** * 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; /** * CONSTRUCTION PHASE ONLY * Set whether ComputeEffectiveTransforms should compute the * "residual translation" --- the translation that should be applied *before* * mEffectiveTransform to get the ideal transform for this ThebesLayer. * When this is true, ComputeEffectiveTransforms will compute the residual * and ensure that the layer is invalidated whenever the residual changes. * When it's false, a change in the residual will not trigger invalidation * and GetResidualTranslation will return 0,0. * So when the residual is to be ignored, set this to false for better * performance. */ void SetAllowResidualTranslation(bool aAllow) { mAllowResidualTranslation = aAllow; } /** * Can be used anytime */ const nsIntRegion& GetValidRegion() const { return mValidRegion; } virtual ThebesLayer* AsThebesLayer() { return this; } MOZ_LAYER_DECL_NAME("ThebesLayer", TYPE_THEBES) virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface) { // The default implementation just snaps 0,0 to pixels. gfx3DMatrix idealTransform = GetLocalTransform()*aTransformToSurface; gfxMatrix residual; mEffectiveTransform = SnapTransform(idealTransform, gfxRect(0, 0, 0, 0), mAllowResidualTranslation ? &residual : nullptr); // The residual can only be a translation because ThebesLayer snapping // only aligns a single point with the pixel grid; scale factors are always // preserved exactly NS_ASSERTION(!residual.HasNonTranslation(), "Residual transform can only be a translation"); if (!residual.GetTranslation().WithinEpsilonOf(mResidualTranslation, 1e-3f)) { mResidualTranslation = residual.GetTranslation(); NS_ASSERTION(-0.5 <= mResidualTranslation.x && mResidualTranslation.x < 0.5 && -0.5 <= mResidualTranslation.y && mResidualTranslation.y < 0.5, "Residual translation out of range"); mValidRegion.SetEmpty(); } ComputeEffectiveTransformForMaskLayer(aTransformToSurface); } bool UsedForReadback() { return mUsedForReadback; } void SetUsedForReadback(bool aUsed) { mUsedForReadback = aUsed; } /** * Returns the residual translation. Apply this translation when drawing * into the ThebesLayer so that when mEffectiveTransform is applied afterwards * by layer compositing, the results exactly match the "ideal transform" * (the product of the transform of this layer and its ancestors). * Returns 0,0 unless SetAllowResidualTranslation(true) has been called. * The residual translation components are always in the range [-0.5, 0.5). */ gfxPoint GetResidualTranslation() const { return mResidualTranslation; } protected: ThebesLayer(LayerManager* aManager, void* aImplData) : Layer(aManager, aImplData) , mValidRegion() , mUsedForReadback(false) , mAllowResidualTranslation(false) { mContentFlags = 0; // Clear NO_TEXT, NO_TEXT_OVER_TRANSPARENT } virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix); /** * ComputeEffectiveTransforms snaps the ideal transform to get mEffectiveTransform. * mResidualTranslation is the translation that should be applied *before* * mEffectiveTransform to get the ideal transform. */ gfxPoint mResidualTranslation; nsIntRegion mValidRegion; /** * Set when this ThebesLayer is participating in readback, i.e. some * ReadbackLayer (may) be getting its background from this layer. */ bool mUsedForReadback; /** * True when */ bool mAllowResidualTranslation; }; /** * 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; /** * CONSTRUCTION PHASE ONLY * Reposition aChild from the child list of this container. aChild must * be a child of this container. * If aAfter is non-null, it must be a child of this container and we * reposition after that layer. If it's null, we reposition at the start. */ virtual void RepositionChild(Layer* aChild, Layer* aAfter) = 0; /** * CONSTRUCTION PHASE ONLY * Set the (sub)document metrics used to render the Layer subtree * rooted at this. */ void SetFrameMetrics(const FrameMetrics& aFrameMetrics) { if (mFrameMetrics != aFrameMetrics) { mFrameMetrics = aFrameMetrics; Mutated(); } } void SetPreScale(float aXScale, float aYScale) { mPreXScale = aXScale; mPreYScale = aYScale; Mutated(); } virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs); void SortChildrenBy3DZOrder(nsTArray& aArray); // These getters can be used anytime. virtual ContainerLayer* AsContainerLayer() { return this; } virtual Layer* GetFirstChild() { return mFirstChild; } virtual Layer* GetLastChild() { return mLastChild; } const FrameMetrics& GetFrameMetrics() { return mFrameMetrics; } float GetPreXScale() { return mPreXScale; } float GetPreYScale() { return mPreYScale; } MOZ_LAYER_DECL_NAME("ContainerLayer", TYPE_CONTAINER) /** * ContainerLayer backends need to override ComputeEffectiveTransforms * since the decision about whether to use a temporary surface for the * container is backend-specific. ComputeEffectiveTransforms must also set * mUseIntermediateSurface. */ virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface) = 0; /** * Call this only after ComputeEffectiveTransforms has been invoked * on this layer. * Returns true if this will use an intermediate surface. This is largely * backend-dependent, but it affects the operation of GetEffectiveOpacity(). */ bool UseIntermediateSurface() { return mUseIntermediateSurface; } /** * Returns the rectangle covered by the intermediate surface, * in this layer's coordinate system */ nsIntRect GetIntermediateSurfaceRect() { NS_ASSERTION(mUseIntermediateSurface, "Must have intermediate surface"); return mVisibleRegion.GetBounds(); } /** * Returns true if this container has more than one non-empty child */ bool HasMultipleChildren(); /** * Returns true if this container supports children with component alpha. * Should only be called while painting a child of this layer. */ bool SupportsComponentAlphaChildren() { return mSupportsComponentAlphaChildren; } protected: friend class ReadbackProcessor; void DidInsertChild(Layer* aLayer); void DidRemoveChild(Layer* aLayer); ContainerLayer(LayerManager* aManager, void* aImplData) : Layer(aManager, aImplData), mFirstChild(nullptr), mLastChild(nullptr), mPreXScale(1.0f), mPreYScale(1.0f), mUseIntermediateSurface(false), mSupportsComponentAlphaChildren(false), mMayHaveReadbackChild(false) { mContentFlags = 0; // Clear NO_TEXT, NO_TEXT_OVER_TRANSPARENT } /** * A default implementation of ComputeEffectiveTransforms for use by OpenGL * and D3D. */ void DefaultComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface); /** * Loops over the children calling ComputeEffectiveTransforms on them. */ void ComputeEffectiveTransformsForChildren(const gfx3DMatrix& aTransformToSurface); virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix); Layer* mFirstChild; Layer* mLastChild; FrameMetrics mFrameMetrics; float mPreXScale; float mPreYScale; bool mUseIntermediateSurface; bool mSupportsComponentAlphaChildren; bool mMayHaveReadbackChild; }; /** * A Layer which just renders a solid color in its visible region. It actually * can fill any area that contains the visible region, so if you need to * restrict the area filled, set a clip region on this layer. */ class THEBES_API ColorLayer : public Layer { public: /** * CONSTRUCTION PHASE ONLY * Set the color of the layer. */ virtual void SetColor(const gfxRGBA& aColor) { mColor = aColor; } // This getter can be used anytime. virtual const gfxRGBA& GetColor() { return mColor; } MOZ_LAYER_DECL_NAME("ColorLayer", TYPE_COLOR) virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface) { // Snap 0,0 to pixel boundaries, no extra internal transform. gfx3DMatrix idealTransform = GetLocalTransform()*aTransformToSurface; mEffectiveTransform = SnapTransform(idealTransform, gfxRect(0, 0, 0, 0), nullptr); ComputeEffectiveTransformForMaskLayer(aTransformToSurface); } protected: ColorLayer(LayerManager* aManager, void* aImplData) : Layer(aManager, aImplData), mColor(0.0, 0.0, 0.0, 0.0) {} virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix); gfxRGBA mColor; }; /** * A Layer for HTML Canvas elements. It's backed by either a * gfxASurface or a GLContext (for WebGL layers), and has some control * for intelligent updating from the source if necessary (for example, * if hardware compositing is not available, for reading from the GL * buffer into an image surface that we can layer composite.) * * After Initialize is called, the underlying canvas Surface/GLContext * must not be modified during a layer transaction. */ class THEBES_API CanvasLayer : public Layer { public: struct Data { Data() : mSurface(nullptr), mGLContext(nullptr) , mDrawTarget(nullptr), mGLBufferIsPremultiplied(false) { } /* One of these two must be specified, but never both */ gfxASurface* mSurface; // a gfx Surface for the canvas contents mozilla::gl::GLContext* mGLContext; // a GL PBuffer Context mozilla::gfx::DrawTarget *mDrawTarget; // a DrawTarget for the canvas contents /* The size of the canvas content */ nsIntSize mSize; /* Whether the GLContext contains premultiplied alpha * values in the framebuffer or not. Defaults to FALSE. */ bool mGLBufferIsPremultiplied; }; /** * CONSTRUCTION PHASE ONLY * Initialize this CanvasLayer with the given data. The data must * have either mSurface or mGLContext initialized (but not both), as * well as mSize. * * This must only be called once. */ virtual void Initialize(const Data& aData) = 0; /** * Notify this CanvasLayer that the canvas surface contents have * changed (or will change) before the next transaction. */ void Updated() { mDirty = true; } /** * Register a callback to be called at the end of each transaction. */ typedef void (* DidTransactionCallback)(void* aClosureData); void SetDidTransactionCallback(DidTransactionCallback aCallback, void* aClosureData) { mCallback = aCallback; mCallbackData = aClosureData; } /** * CONSTRUCTION PHASE ONLY * Set the filter used to resample this image (if necessary). */ void SetFilter(gfxPattern::GraphicsFilter aFilter) { mFilter = aFilter; } gfxPattern::GraphicsFilter GetFilter() const { return mFilter; } MOZ_LAYER_DECL_NAME("CanvasLayer", TYPE_CANVAS) virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface) { // Snap our local transform first, and snap the inherited transform as well. // This makes our snapping equivalent to what would happen if our content // was drawn into a ThebesLayer (gfxContext would snap using the local // transform, then we'd snap again when compositing the ThebesLayer). mEffectiveTransform = SnapTransform(GetLocalTransform(), gfxRect(0, 0, mBounds.width, mBounds.height), nullptr)* SnapTransform(aTransformToSurface, gfxRect(0, 0, 0, 0), nullptr); ComputeEffectiveTransformForMaskLayer(aTransformToSurface); } protected: CanvasLayer(LayerManager* aManager, void* aImplData) : Layer(aManager, aImplData), mCallback(nullptr), mCallbackData(nullptr), mFilter(gfxPattern::FILTER_GOOD), mDirty(false) {} virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix); void FireDidTransactionCallback() { if (mCallback) { mCallback(mCallbackData); } } /** * 0, 0, canvaswidth, canvasheight */ nsIntRect mBounds; DidTransactionCallback mCallback; void* mCallbackData; gfxPattern::GraphicsFilter mFilter; /** * Set to true in Updated(), cleared during a transaction. */ bool mDirty; }; /** * ContainerLayer that refers to a "foreign" layer tree, through an * ID. Usage of RefLayer looks like * * Construction phase: * allocate ID for layer subtree * create RefLayer, SetReferentId(ID) * * Composition: * look up subtree for GetReferentId() * ConnectReferentLayer(subtree) * compose * ClearReferentLayer() * * Clients will usually want to Connect/Clear() on each transaction to * avoid difficulties managing memory across multiple layer subtrees. */ class THEBES_API RefLayer : public ContainerLayer { friend class LayerManager; private: virtual void InsertAfter(Layer* aChild, Layer* aAfter) { MOZ_NOT_REACHED("no"); } virtual void RemoveChild(Layer* aChild) { MOZ_NOT_REACHED("no"); } virtual void RepositionChild(Layer* aChild, Layer* aAfter) { MOZ_NOT_REACHED("no"); } using ContainerLayer::SetFrameMetrics; public: /** * CONSTRUCTION PHASE ONLY * Set the ID of the layer's referent. */ void SetReferentId(uint64_t aId) { MOZ_ASSERT(aId != 0); if (mId != aId) { mId = aId; Mutated(); } } /** * CONSTRUCTION PHASE ONLY * Connect this ref layer to its referent, temporarily. * ClearReferentLayer() must be called after composition. */ void ConnectReferentLayer(Layer* aLayer) { MOZ_ASSERT(!mFirstChild && !mLastChild); MOZ_ASSERT(!aLayer->GetParent()); mFirstChild = mLastChild = aLayer; aLayer->SetParent(this); } /** * DRAWING PHASE ONLY * |aLayer| is the same as the argument to ConnectReferentLayer(). */ void DetachReferentLayer(Layer* aLayer) { MOZ_ASSERT(aLayer == mFirstChild && mFirstChild == mLastChild); MOZ_ASSERT(aLayer->GetParent() == this); mFirstChild = mLastChild = nullptr; aLayer->SetParent(nullptr); } // These getters can be used anytime. virtual RefLayer* AsRefLayer() { return this; } virtual int64_t GetReferentId() { return mId; } /** * DRAWING PHASE ONLY */ virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs); MOZ_LAYER_DECL_NAME("RefLayer", TYPE_REF) protected: RefLayer(LayerManager* aManager, void* aImplData) : ContainerLayer(aManager, aImplData) , mId(0) {} virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix); Layer* mTempReferent; // 0 is a special value that means "no ID". uint64_t mId; }; #ifdef MOZ_DUMP_PAINTING void WriteSnapshotToDumpFile(Layer* aLayer, gfxASurface* aSurf); void WriteSnapshotToDumpFile(LayerManager* aManager, gfxASurface* aSurf); #endif } } #endif /* GFX_LAYERS_H */