/* -*- 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 // for uint32_t #include "gfxASurface.h" // for gfxASurface, etc #include "gfxContext.h" // for gfxContext #include "mozilla/Assertions.h" // for MOZ_ASSERT, etc #include "mozilla/RefPtr.h" // for RefPtr, TemporaryRef #include "mozilla/gfx/2D.h" // for DrawTarget, etc #include "mozilla/mozalloc.h" // for operator delete #include "nsAutoPtr.h" // for nsRefPtr #include "nsCOMPtr.h" // for already_AddRefed #include "nsDebug.h" // for NS_RUNTIMEABORT #include "nsISupportsImpl.h" // for gfxContext::AddRef, etc #include "nsPoint.h" // for nsIntPoint #include "nsRect.h" // for nsIntRect #include "nsRegion.h" // for nsIntRegion #include "nsTraceRefcnt.h" // for MOZ_COUNT_CTOR, etc struct gfxMatrix; struct nsIntSize; namespace mozilla { namespace gfx { class Matrix; } namespace layers { class DeprecatedTextureClient; class ThebesLayer; /** * 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 RotatedBuffer { public: typedef gfxASurface::gfxContentType ContentType; RotatedBuffer(gfxASurface* aBuffer, gfxASurface* aBufferOnWhite, const nsIntRect& aBufferRect, const nsIntPoint& aBufferRotation) : mBuffer(aBuffer) , mBufferOnWhite(aBufferOnWhite) , mBufferRect(aBufferRect) , mBufferRotation(aBufferRotation) { } RotatedBuffer(gfx::DrawTarget* aDTBuffer, gfx::DrawTarget* aDTBufferOnWhite, const nsIntRect& aBufferRect, const nsIntPoint& aBufferRotation) : mDTBuffer(aDTBuffer) , mDTBufferOnWhite(aDTBufferOnWhite) , mBufferRect(aBufferRect) , mBufferRotation(aBufferRotation) { } RotatedBuffer() { } /* * Which buffer should be drawn to/read from. */ enum ContextSource { BUFFER_BLACK, // The normal buffer, or buffer with black background when using component alpha. BUFFER_WHITE, // The buffer with white background, only valid with component alpha. BUFFER_BOTH // The combined black/white buffers, only valid for writing operations, not reading. }; void DrawBufferWithRotation(gfxContext* aTarget, ContextSource aSource, float aOpacity = 1.0, gfxASurface* aMask = nullptr, const gfxMatrix* aMaskTransform = nullptr) const; void DrawBufferWithRotation(gfx::DrawTarget* aTarget, ContextSource aSource, float aOpacity = 1.0, gfx::SourceSurface* aMask = nullptr, const gfx::Matrix* aMaskTransform = nullptr) const; /** * |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; } virtual bool HaveBuffer() const { return mBuffer || mDTBuffer; } virtual bool HaveBufferOnWhite() const { return mBufferOnWhite || mDTBufferOnWhite; } protected: enum XSide { LEFT, RIGHT }; enum YSide { TOP, BOTTOM }; nsIntRect GetQuadrantRectangle(XSide aXSide, YSide aYSide) const; /* * 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, ContextSource aSource, float aOpacity, gfxASurface* aMask, const gfxMatrix* aMaskTransform) const; void DrawBufferQuadrant(gfx::DrawTarget* aTarget, XSide aXSide, YSide aYSide, ContextSource aSource, float aOpacity, gfx::SourceSurface* aMask, const gfx::Matrix* aMaskTransform) const; nsRefPtr mBuffer; nsRefPtr mBufferOnWhite; RefPtr mDTBuffer; RefPtr mDTBufferOnWhite; /** 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; }; /** * This class encapsulates the buffer used to retain ThebesLayer contents, * i.e., the contents of the layer's GetVisibleRegion(). */ class ThebesLayerBuffer : public RotatedBuffer { 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) : mBufferProvider(nullptr) , mBufferProviderOnWhite(nullptr) , 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 = nullptr; mBufferOnWhite = nullptr; mDTBuffer = nullptr; mDTBufferOnWhite = nullptr; mBufferProvider = nullptr; mBufferProviderOnWhite = nullptr; 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, uint32_t aFlags); enum { ALLOW_REPEAT = 0x01, BUFFER_COMPONENT_ALPHA = 0x02 // Dual buffers should be created for drawing with // component alpha. }; /** * 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 nsIntRect& aRect, uint32_t aFlags, gfxASurface** aWhiteSurface) = 0; virtual TemporaryRef CreateDTBuffer(ContentType aType, const nsIntRect& aRect, uint32_t aFlags, RefPtr* aWhiteDT) { NS_RUNTIMEABORT("CreateDTBuffer not implemented on this platform!"); return nullptr; } virtual bool SupportsAzureContent() const { return false; } /** * 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; } gfxASurface* GetBufferOnWhite() { return mBufferOnWhite; } gfx::DrawTarget* GetDTBuffer() { return mDTBuffer; } gfx::DrawTarget* GetDTBufferOnWhite() { return mDTBufferOnWhite; } /** * Complete the drawing operation. The region to draw must have been * drawn before this is called. The contents of the buffer are drawn * to aTarget. */ void DrawTo(ThebesLayer* aLayer, gfxContext* aTarget, float aOpacity, gfxASurface* aMask, const gfxMatrix* aMaskTransform); protected: // If this buffer is currently using Azure. bool IsAzureBuffer(); already_AddRefed SetBuffer(gfxASurface* aBuffer, const nsIntRect& aBufferRect, const nsIntPoint& aBufferRotation) { MOZ_ASSERT(!SupportsAzureContent()); nsRefPtr tmp = mBuffer.forget(); mBuffer = aBuffer; mBufferRect = aBufferRect; mBufferRotation = aBufferRotation; return tmp.forget(); } already_AddRefed SetBufferOnWhite(gfxASurface* aBuffer) { MOZ_ASSERT(!SupportsAzureContent()); nsRefPtr tmp = mBufferOnWhite.forget(); mBufferOnWhite = aBuffer; return tmp.forget(); } TemporaryRef SetDTBuffer(gfx::DrawTarget* aBuffer, const nsIntRect& aBufferRect, const nsIntPoint& aBufferRotation) { MOZ_ASSERT(SupportsAzureContent()); RefPtr tmp = mDTBuffer.forget(); mDTBuffer = aBuffer; mBufferRect = aBufferRect; mBufferRotation = aBufferRotation; return tmp.forget(); } TemporaryRef SetDTBufferOnWhite(gfx::DrawTarget* aBuffer) { MOZ_ASSERT(SupportsAzureContent()); RefPtr tmp = mDTBufferOnWhite.forget(); mDTBufferOnWhite = aBuffer; return tmp.forget(); } /** * Set the texture client only. This is used with surfaces that * require explicit lock/unlock, which |aClient| is used to do on * demand in this code. * * It's the caller's responsibility to ensure |aClient| is valid * for the duration of operations it requests of this * ThebesLayerBuffer. It's also the caller's responsibility to * unset the provider when inactive, by calling * SetBufferProvider(nullptr). */ void SetBufferProvider(DeprecatedTextureClient* aClient) { // Only this buffer provider can give us a buffer. If we // already have one, something has gone wrong. MOZ_ASSERT(!aClient || (!mBuffer && !mDTBuffer)); mBufferProvider = aClient; if (!mBufferProvider) { mBuffer = nullptr; mDTBuffer = nullptr; } } void SetBufferProviderOnWhite(DeprecatedTextureClient* aClient) { // Only this buffer provider can give us a buffer. If we // already have one, something has gone wrong. MOZ_ASSERT(!aClient || (!mBufferOnWhite && !mDTBufferOnWhite)); mBufferProviderOnWhite = aClient; if (!mBufferProviderOnWhite) { mBufferOnWhite = nullptr; mDTBufferOnWhite = nullptr; } } /** * Get a context at the specified resolution for updating |aBounds|, * which must be contained within a single quadrant. * * Optionally returns the TopLeft coordinate of the quadrant being drawn to. */ already_AddRefed GetContextForQuadrantUpdate(const nsIntRect& aBounds, ContextSource aSource, nsIntPoint* aTopLeft = nullptr); static bool IsClippingCheap(gfxContext* aTarget, const nsIntRegion& aRegion); protected: // Buffer helpers. Don't use mBuffer directly; instead use one of // these helpers. /** * Return the buffer's content type. Requires a valid buffer or * buffer provider. */ gfxASurface::gfxContentType BufferContentType(); bool BufferSizeOkFor(const nsIntSize& aSize); /** * If the buffer hasn't been mapped, map it. */ void EnsureBuffer(); void EnsureBufferOnWhite(); /** * True if we have a buffer where we can get it (but not necessarily * mapped currently). */ virtual bool HaveBuffer() const; virtual bool HaveBufferOnWhite() const; /** * These members are only set transiently. They're used to map mBuffer * when we're using surfaces that require explicit map/unmap. Only one * may be used at a time. */ DeprecatedTextureClient* mBufferProvider; DeprecatedTextureClient* mBufferProviderOnWhite; BufferSizePolicy mBufferSizePolicy; }; } } #endif /* THEBESLAYERBUFFER_H_ */