/* -*- 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 MOZILLA_GFX_BUFFERCLIENT_H #define MOZILLA_GFX_BUFFERCLIENT_H #include // for uint64_t #include // for vector #include // for map #include "mozilla/Assertions.h" // for MOZ_CRASH #include "mozilla/RefPtr.h" // for TemporaryRef, RefCounted #include "mozilla/gfx/Types.h" // for SurfaceFormat #include "mozilla/layers/CompositorTypes.h" #include "mozilla/layers/LayersTypes.h" // for LayersBackend #include "mozilla/layers/PCompositableChild.h" // for PCompositableChild #include "nsTraceRefcnt.h" // for MOZ_COUNT_CTOR, etc #include "gfxASurface.h" // for gfxContentType namespace mozilla { namespace layers { class CompositableClient; class DeprecatedTextureClient; class TextureClient; class BufferTextureClient; class ImageBridgeChild; class CompositableForwarder; class CompositableChild; class SurfaceDescriptor; class TextureClientData; /** * CompositableClient manages the texture-specific logic for composite layers, * independently of the layer. It is the content side of a CompositableClient/ * CompositableHost pair. * * CompositableClient's purpose is to send texture data to the compositor side * along with any extra information about how the texture is to be composited. * Things like opacity or transformation belong to layer and not compositable. * * Since Compositables are independent of layers it is possible to create one, * connect it to the compositor side, and start sending images to it. This alone * is arguably not very useful, but it means that as long as a shadow layer can * do the proper magic to find a reference to the right CompositableHost on the * Compositor side, a Compositable client can be used outside of the main * shadow layer forwarder machinery that is used on the main thread. * * The first step is to create a Compositable client and call Connect(). * Connect() creates the underlying IPDL actor (see CompositableChild) and the * corresponding CompositableHost on the other side. * * To do in-transaction texture transfer (the default), call * ShadowLayerForwarder::Attach(CompositableClient*, ShadowableLayer*). This * will let the LayerComposite on the compositor side know which CompositableHost * to use for compositing. * * To do async texture transfer (like async-video), the CompositableClient * should be created with a different CompositableForwarder (like * ImageBridgeChild) and attachment is done with * CompositableForwarder::AttachAsyncCompositable that takes an identifier * instead of a CompositableChild, since the CompositableClient is not managed * by this layer forwarder (the matching uses a global map on the compositor side, * see CompositableMap in ImageBridgeParent.cpp) * * Subclasses: Thebes layers use ContentClients, ImageLayers use ImageClients, * Canvas layers use CanvasClients (but ImageHosts). We have a different subclass * where we have a different way of interfacing with the textures - in terms of * drawing into the compositable and/or passing its contents to the compostior. */ class CompositableClient : public AtomicRefCounted { public: CompositableClient(CompositableForwarder* aForwarder); virtual ~CompositableClient(); virtual TextureInfo GetTextureInfo() const = 0; LayersBackend GetCompositorBackendType() const; TemporaryRef CreateDeprecatedTextureClient(DeprecatedTextureClientType aDeprecatedTextureClientType, gfxContentType aContentType = GFX_CONTENT_SENTINEL); virtual TemporaryRef CreateBufferTextureClient(gfx::SurfaceFormat aFormat, TextureFlags aFlags = TEXTURE_FLAGS_DEFAULT); virtual void SetDescriptorFromReply(TextureIdentifier aTextureId, const SurfaceDescriptor& aDescriptor) { MOZ_CRASH("If you want to call this, you should have implemented it"); } /** * Establishes the connection with compositor side through IPDL */ virtual bool Connect(); void Destroy(); CompositableChild* GetIPDLActor() const; // should only be called by a CompositableForwarder virtual void SetIPDLActor(CompositableChild* aChild); CompositableForwarder* GetForwarder() const { return mForwarder; } /** * This identifier is what lets us attach async compositables with a shadow * layer. It is not used if the compositable is used with the regular shadow * layer forwarder. * * If this returns zero, it means the compositable is not async (it is used * on the main thread). */ uint64_t GetAsyncID() const; /** * Tells the Compositor to create a TextureHost for this TextureClient. */ virtual bool AddTextureClient(TextureClient* aClient); /** * Tells the Compositor to delete the TextureHost corresponding to this * TextureClient. */ virtual void RemoveTextureClient(TextureClient* aClient); /** * A hook for the Compositable to execute whatever it held off for next transaction. */ virtual void OnTransaction(); /** * A hook for the when the Compositable is detached from it's layer. */ virtual void OnDetach() {} /** * When texture deallocation must happen on the client side, we need to first * ensure that the compositor has already let go of the data in order * to safely deallocate it. * * This is implemented by registering a callback to postpone deallocation or * recycling of the shared data. * * This hook is called when the compositor notifies the client that it is not * holding any more references to the shared data so that this compositable * can run the corresponding callback. */ void OnReplyTextureRemoved(uint64_t aTextureID); /** * Run all he registered callbacks (see the comment for OnReplyTextureRemoved). * Only call this if you know what you are doing. */ void FlushTexturesToRemoveCallbacks(); /** * Our IPDL actor is being destroyed, get rid of any shmem resources now. */ virtual void OnActorDestroy() = 0; protected: struct TextureIDAndFlags { TextureIDAndFlags(uint64_t aID, TextureFlags aFlags) : mID(aID), mFlags(aFlags) {} uint64_t mID; TextureFlags mFlags; }; // The textures to destroy in the next transaction; nsTArray mTexturesToRemove; std::map mTexturesToRemoveCallbacks; uint64_t mNextTextureID; CompositableChild* mCompositableChild; CompositableForwarder* mForwarder; }; /** * IPDL actor used by CompositableClient to match with its corresponding * CompositableHost on the compositor side. * * CompositableChild is owned by a CompositableClient. */ class CompositableChild : public PCompositableChild { public: CompositableChild() : mCompositableClient(nullptr), mID(0) { MOZ_COUNT_CTOR(CompositableChild); } ~CompositableChild() { MOZ_COUNT_DTOR(CompositableChild); } void Destroy(); void SetClient(CompositableClient* aClient) { mCompositableClient = aClient; } CompositableClient* GetCompositableClient() const { return mCompositableClient; } virtual void ActorDestroy(ActorDestroyReason why) MOZ_OVERRIDE; void SetAsyncID(uint64_t aID) { mID = aID; } uint64_t GetAsyncID() const { return mID; } private: CompositableClient* mCompositableClient; uint64_t mID; }; } // namespace } // namespace #endif