/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * ***** 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 * * 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 "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" #if defined(DEBUG) || defined(PR_LOGGING) # include // FILE # include "prlog.h" # define MOZ_LAYERS_HAVE_LOG # 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; namespace mozilla { namespace gl { class GLContext; } namespace layers { class Layer; class ThebesLayer; class ContainerLayer; class ImageLayer; class ColorLayer; class ImageContainer; class CanvasLayer; class ShadowLayer; class SpecificLayerAttributes; /** * The viewport and displayport metrics for the painted frame at the * time of a layer-tree transaction. These metrics are especially * useful for shadow layers, because the metrics values are updated * atomically with new pixels. */ struct FrameMetrics { FrameMetrics() : mViewportSize(0, 0) , mViewportScrollOffset(0, 0) {} // Default copy ctor and operator= are fine PRBool operator==(const FrameMetrics& aOther) const { return (mViewportSize == aOther.mViewportSize && mViewportScrollOffset == aOther.mViewportScrollOffset && mDisplayPort == aOther.mDisplayPort); } PRBool IsDefault() const { return (FrameMetrics() == *this); } nsIntSize mViewportSize; nsIntPoint mViewportScrollOffset; nsIntRect mDisplayPort; }; #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() {} }; /* * 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. */ /** * Helper class to manage user data for layers and LayerManagers. */ class THEBES_API LayerUserDataSet { public: LayerUserDataSet() : mKey(nsnull) {} void Set(void* aKey, LayerUserData* aValue) { NS_ASSERTION(!mKey || mKey == aKey, "Multiple LayerUserData objects not supported"); mKey = aKey; mValue = aValue; } /** * This can be used anytime. Ownership passes to the caller! */ LayerUserData* Remove(void* aKey) { if (mKey == aKey) { mKey = nsnull; LayerUserData* d = mValue.forget(); return d; } return nsnull; } /** * This getter can be used anytime. */ PRBool Has(void* aKey) { return mKey == aKey; } /** * This getter can be used anytime. Ownership is retained by this object. */ LayerUserData* Get(void* aKey) { return mKey == aKey ? mValue.get() : nsnull; } private: void* mKey; nsAutoPtr mValue; }; /** * 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: enum LayersBackend { LAYERS_BASIC = 0, LAYERS_OPENGL, LAYERS_D3D9, LAYERS_D3D10 }; LayerManager() : mDestroyed(PR_FALSE), mSnapEffectiveTransforms(PR_TRUE) { 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 = PR_TRUE; } PRBool IsDestroyed() { return mDestroyed; } /** * 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; /** * 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) = 0; PRBool IsSnappingEffectiveTransforms() { return mSnapEffectiveTransforms; } /** * CONSTRUCTION PHASE ONLY * Set the root layer. */ virtual void SetRoot(Layer* aLayer) = 0; /** * Can be called anytime */ Layer* GetRoot() { return mRoot; } /** * CONSTRUCTION PHASE ONLY * Called when a managee has mutated. */ virtual void Mutated(Layer* aLayer) { } /** * 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; /** * Can be called anytime */ virtual already_AddRefed CreateImageContainer() = 0; /** * 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 layer which is optimized for inter-operating with this layer * manager. */ virtual already_AddRefed CreateOptimalSurface(const gfxIntSize &aSize, gfxASurface::gfxImageFormat imageFormat); /** * 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.Set(aKey, aData); } /** * This can be used anytime. Ownership passes to the caller! */ nsAutoPtr RemoveUserData(void* aKey) { nsAutoPtr d(mUserData.Remove(aKey)); return d; } /** * This getter can be used anytime. */ PRBool HasUserData(void* aKey) { return mUserData.Has(aKey); } /** * This getter can be used anytime. Ownership is retained by the layer * manager. */ LayerUserData* GetUserData(void* aKey) { return mUserData.Get(aKey); } // 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=""); /** * 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(); static PRLogModuleInfo* GetLog() { return sLog; } protected: nsRefPtr mRoot; LayerUserDataSet mUserData; PRPackedBool mDestroyed; PRPackedBool 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; }; class ThebesLayer; /** * A Layer represents anything that can be rendered onto a destination * surface. */ class THEBES_API Layer { NS_INLINE_DECL_REFCOUNTING(Layer) public: enum LayerType { TYPE_THEBES, TYPE_CONTAINER, TYPE_IMAGE, TYPE_COLOR, TYPE_CANVAS, TYPE_SHADOW }; 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, /** * ThebesLayers only! * If this is set, the caller is promising that the visible region * contains no text at all. If this is set, * CONTENT_NO_TEXT_OVER_TRANSPARENT will also be set. */ CONTENT_NO_TEXT = 0x02, /** * ThebesLayers only! * If this is set, the caller is promising that the visible region * contains no text over transparent pixels (any text, if present, * is over fully opaque pixels). */ CONTENT_NO_TEXT_OVER_TRANSPARENT = 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(PRUint32 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) { 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) { 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) { mUseClipRect = aRect != nsnull; if (aRect) { mClipRect = *aRect; } 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. * 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; } 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 SetTransform(const gfx3DMatrix& aMatrix) { mTransform = aMatrix; Mutated(); } // These getters can be used anytime. float GetOpacity() { return mOpacity; } const nsIntRect* GetClipRect() { return mUseClipRect ? &mClipRect : nsnull; } PRUint32 GetContentFlags() { return mContentFlags; } const nsIntRegion& GetVisibleRegion() { return mVisibleRegion; } ContainerLayer* GetParent() { return mParent; } Layer* GetNextSibling() { return mNextSibling; } Layer* GetPrevSibling() { return mPrevSibling; } virtual Layer* GetFirstChild() { return nsnull; } const gfx3DMatrix& GetTransform() { return mTransform; } /** * 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. PRBool CanUseOpaqueSurface(); /** * 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.Set(aKey, aData); } /** * This can be used anytime. Ownership passes to the caller! */ nsAutoPtr RemoveUserData(void* aKey) { nsAutoPtr d(mUserData.Remove(aKey)); return d; } /** * This getter can be used anytime. */ PRBool HasUserData(void* aKey) { return mUserData.Has(aKey); } /** * This getter can be used anytime. Ownership is retained by the layer * manager. */ LayerUserData* GetUserData(void* aKey) { return mUserData.Get(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 nsnull; } /** * Dynamic cast to a ShadowLayer. Return null if this is not a * ShadowLayer. Can be used anytime. */ virtual ShadowLayer* AsShadowLayer() { return nsnull; } // 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; 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=""); /** * 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(); } protected: Layer(LayerManager* aManager, void* aImplData) : mManager(aManager), mParent(nsnull), mNextSibling(nsnull), mPrevSibling(nsnull), mImplData(aImplData), mOpacity(1.0), mContentFlags(0), mUseClipRect(PR_FALSE) {} 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(); /** * 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; LayerUserDataSet mUserData; nsIntRegion mVisibleRegion; gfx3DMatrix mTransform; gfx3DMatrix mEffectiveTransform; float mOpacity; nsIntRect mClipRect; PRUint32 mContentFlags; PRPackedBool mUseClipRect; }; /** * 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; /** * Can be used anytime */ const nsIntRegion& GetValidRegion() const { return mValidRegion; } float GetXResolution() const { return mXResolution; } float GetYResolution() const { return mYResolution; } 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; mEffectiveTransform = SnapTransform(idealTransform, gfxRect(0, 0, 0, 0), nsnull); } protected: ThebesLayer(LayerManager* aManager, void* aImplData) : Layer(aManager, aImplData) , mValidRegion() , mXResolution(1.0) , mYResolution(1.0) {} virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix); nsIntRegion mValidRegion; // Resolution values tell this to paint its content scaled by // , into a backing buffer with // dimensions scaled the same. A non-1.0 resolution also tells this // to set scaling factors that compensate for the re-paint // resolution when rendering itself to render targets // // Resolution doesn't affect the visible region, valid region, or // re-painted regions at all. It only affects how scalable thebes // content is rasterized to device pixels. // // Setting the resolution isn't part of the public ThebesLayer API // because it's backend-specific, and it doesn't necessarily make // sense for all backends to fully support it. float mXResolution; float mYResolution; }; /** * 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 * Set the (sub)document metrics used to render the Layer subtree * rooted at this. */ void SetFrameMetrics(const FrameMetrics& aFrameMetrics) { mFrameMetrics = aFrameMetrics; } // These getters can be used anytime. virtual Layer* GetFirstChild() { return mFirstChild; } const FrameMetrics& GetFrameMetrics() { return mFrameMetrics; } 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(). */ PRBool UseIntermediateSurface() { return mUseIntermediateSurface; } /** * Returns true if this container has more than one non-empty child */ PRBool HasMultipleChildren(); protected: ContainerLayer(LayerManager* aManager, void* aImplData) : Layer(aManager, aImplData), mFirstChild(nsnull), mUseIntermediateSurface(PR_FALSE) {} /** * 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; FrameMetrics mFrameMetrics; PRPackedBool mUseIntermediateSurface; }; /** * 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), nsnull); } 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(nsnull), mGLContext(nsnull), mGLBufferIsPremultiplied(PR_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 /* The size of the canvas content */ nsIntSize mSize; /* Whether the GLContext contains premultiplied alpha * values in the framebuffer or not. Defaults to FALSE. */ PRPackedBool 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; /** * CONSTRUCTION PHASE ONLY * Notify this CanvasLayer that the rectangle given by aRect * has been updated, and any work that needs to be done * to bring the contents from the Surface/GLContext to the * Layer in preparation for compositing should be performed. */ virtual void Updated(const nsIntRect& aRect) = 0; /** * 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), nsnull)* SnapTransform(aTransformToSurface, gfxRect(0, 0, 0, 0), nsnull); } protected: CanvasLayer(LayerManager* aManager, void* aImplData) : Layer(aManager, aImplData), mFilter(gfxPattern::FILTER_GOOD) {} virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix); /** * 0, 0, canvaswidth, canvasheight */ nsIntRect mBounds; gfxPattern::GraphicsFilter mFilter; }; } } #endif /* GFX_LAYERS_H */