/* -*- 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_LAYERS_EFFECTS_H #define MOZILLA_LAYERS_EFFECTS_H #include "mozilla/Assertions.h" // for MOZ_ASSERT, etc #include "mozilla/RefPtr.h" // for RefPtr, TemporaryRef, etc #include "mozilla/gfx/Matrix.h" // for Matrix4x4 #include "mozilla/gfx/Point.h" // for IntSize #include "mozilla/gfx/Rect.h" // for Rect #include "mozilla/gfx/Types.h" // for Filter, etc #include "mozilla/layers/CompositorTypes.h" // for EffectTypes, etc #include "mozilla/layers/LayersTypes.h" #include "mozilla/layers/TextureHost.h" // for CompositingRenderTarget, etc #include "mozilla/mozalloc.h" // for operator delete, etc #include "nscore.h" // for nsACString #include "mozilla/EnumeratedArray.h" namespace mozilla { namespace layers { /** * Effects and effect chains are used by the compositor API (see Compositor.h). * An effect chain represents a rendering method, for example some shader and * the data required for that shader to run. An effect is some component of the * chain and its data. * * An effect chain consists of a primary effect - how the 'texture' memory should * be interpreted (RGBA, BGRX, YCBCR, etc.) - and any number of secondary effects * - any way in which rendering can be changed, e.g., applying a mask layer. * * During the rendering process, an effect chain is created by the layer being * rendered and the primary effect is added by the compositable host. Secondary * effects may be added by the layer or compositable. The effect chain is passed * to the compositor by the compositable host as a parameter to DrawQuad. */ struct Effect { NS_INLINE_DECL_REFCOUNTING(Effect) Effect(EffectTypes aType) : mType(aType) {} EffectTypes mType; virtual void PrintInfo(nsACString& aTo, const char* aPrefix) = 0; protected: virtual ~Effect() {} }; // Render from a texture struct TexturedEffect : public Effect { TexturedEffect(EffectTypes aType, TextureSource *aTexture, bool aPremultiplied, gfx::Filter aFilter) : Effect(aType) , mTextureCoords(0, 0, 1.0f, 1.0f) , mTexture(aTexture) , mPremultiplied(aPremultiplied) , mFilter(aFilter) {} virtual const char* Name() = 0; virtual void PrintInfo(nsACString& aTo, const char* aPrefix); gfx::Rect mTextureCoords; TextureSource* mTexture; bool mPremultiplied; gfx::Filter mFilter;; }; // Support an alpha mask. struct EffectMask : public Effect { EffectMask(TextureSource *aMaskTexture, gfx::IntSize aSize, const gfx::Matrix4x4 &aMaskTransform) : Effect(EffectTypes::MASK) , mMaskTexture(aMaskTexture) , mIs3D(false) , mSize(aSize) , mMaskTransform(aMaskTransform) {} virtual void PrintInfo(nsACString& aTo, const char* aPrefix); TextureSource* mMaskTexture; bool mIs3D; gfx::IntSize mSize; gfx::Matrix4x4 mMaskTransform; }; struct EffectBlendMode : public Effect { EffectBlendMode(gfx::CompositionOp aBlendMode) : Effect(EffectTypes::BLEND_MODE) , mBlendMode(aBlendMode) { } virtual const char* Name() { return "EffectBlendMode"; } virtual void PrintInfo(nsACString& aTo, const char* aPrefix); gfx::CompositionOp mBlendMode; }; // Render to a render target rather than the screen. struct EffectRenderTarget : public TexturedEffect { EffectRenderTarget(CompositingRenderTarget *aRenderTarget) : TexturedEffect(EffectTypes::RENDER_TARGET, aRenderTarget, true, gfx::Filter::LINEAR) , mRenderTarget(aRenderTarget) {} virtual const char* Name() { return "EffectRenderTarget"; } virtual void PrintInfo(nsACString& aTo, const char* aPrefix); RefPtr mRenderTarget; }; struct EffectRGB : public TexturedEffect { EffectRGB(TextureSource *aTexture, bool aPremultiplied, gfx::Filter aFilter, bool aFlipped = false) : TexturedEffect(EffectTypes::RGB, aTexture, aPremultiplied, aFilter) {} virtual const char* Name() { return "EffectRGB"; } }; struct EffectYCbCr : public TexturedEffect { EffectYCbCr(TextureSource *aSource, gfx::Filter aFilter) : TexturedEffect(EffectTypes::YCBCR, aSource, false, aFilter) {} virtual const char* Name() { return "EffectYCbCr"; } }; struct EffectComponentAlpha : public TexturedEffect { EffectComponentAlpha(TextureSource *aOnBlack, TextureSource *aOnWhite, gfx::Filter aFilter) : TexturedEffect(EffectTypes::COMPONENT_ALPHA, nullptr, false, aFilter) , mOnBlack(aOnBlack) , mOnWhite(aOnWhite) {} virtual const char* Name() { return "EffectComponentAlpha"; } TextureSource* mOnBlack; TextureSource* mOnWhite; }; struct EffectSolidColor : public Effect { EffectSolidColor(const gfx::Color &aColor) : Effect(EffectTypes::SOLID_COLOR) , mColor(aColor) {} virtual void PrintInfo(nsACString& aTo, const char* aPrefix); gfx::Color mColor; }; struct EffectChain { EffectChain() : mLayerRef(nullptr) {} explicit EffectChain(void* aLayerRef) : mLayerRef(aLayerRef) {} RefPtr mPrimaryEffect; EnumeratedArray> mSecondaryEffects; void* mLayerRef; //!< For LayerScope logging }; /** * Create a Textured effect corresponding to aFormat and using * aSource as the (first) texture source. * * Note that aFormat can be different form aSource->GetFormat if, we are * creating an effect that takes several texture sources (like with YCBCR * where aFormat would be FOMRAT_YCBCR and each texture source would be * a one-channel A8 texture) */ inline TemporaryRef CreateTexturedEffect(gfx::SurfaceFormat aFormat, TextureSource* aSource, const gfx::Filter& aFilter) { MOZ_ASSERT(aSource); RefPtr result; switch (aFormat) { case gfx::SurfaceFormat::B8G8R8A8: case gfx::SurfaceFormat::B8G8R8X8: case gfx::SurfaceFormat::R8G8B8X8: case gfx::SurfaceFormat::R5G6B5: case gfx::SurfaceFormat::R8G8B8A8: result = new EffectRGB(aSource, true, aFilter); break; case gfx::SurfaceFormat::YUV: result = new EffectYCbCr(aSource, aFilter); break; default: NS_WARNING("unhandled program type"); break; } return result; } /** * Create a textured effect based on aSource format and the presence of * aSourceOnWhite. * * aSourceOnWhite can be null. */ inline TemporaryRef CreateTexturedEffect(TextureSource* aSource, TextureSource* aSourceOnWhite, const gfx::Filter& aFilter) { MOZ_ASSERT(aSource); if (aSourceOnWhite) { MOZ_ASSERT(aSource->GetFormat() == gfx::SurfaceFormat::R8G8B8X8 || aSourceOnWhite->GetFormat() == gfx::SurfaceFormat::B8G8R8X8); return new EffectComponentAlpha(aSource, aSourceOnWhite, aFilter); } return CreateTexturedEffect(aSource->GetFormat(), aSource, aFilter); } /** * Create a textured effect based on aSource format. * * This version excudes the possibility of component alpha. */ inline TemporaryRef CreateTexturedEffect(TextureSource *aTexture, const gfx::Filter& aFilter) { return CreateTexturedEffect(aTexture, nullptr, aFilter); } } // namespace layers } // namespace mozilla #endif