/* -*- 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_CLIENTLAYERMANAGER_H #define GFX_CLIENTLAYERMANAGER_H #include // for int32_t #include "Layers.h" #include "gfxContext.h" // for gfxContext #include "mozilla/Attributes.h" // for MOZ_OVERRIDE #include "mozilla/LinkedList.h" // For LinkedList #include "mozilla/WidgetUtils.h" // for ScreenRotation #include "mozilla/gfx/Rect.h" // for Rect #include "mozilla/layers/CompositorTypes.h" #include "mozilla/layers/LayersTypes.h" // for BufferMode, LayersBackend, etc #include "mozilla/layers/ShadowLayers.h" // for ShadowLayerForwarder, etc #include "mozilla/layers/APZTestData.h" // for APZTestData #include "nsAutoPtr.h" // for nsRefPtr #include "nsCOMPtr.h" // for already_AddRefed #include "nsDebug.h" // for NS_ABORT_IF_FALSE #include "nsISupportsImpl.h" // for Layer::Release, etc #include "nsRect.h" // for nsIntRect #include "nsTArray.h" // for nsTArray #include "nscore.h" // for nsAString #include "mozilla/layers/TransactionIdAllocator.h" class nsIWidget; namespace mozilla { namespace layers { class ClientThebesLayer; class CompositorChild; class ImageLayer; class PLayerChild; class TextureClientPool; class SimpleTextureClientPool; class ClientLayerManager : public LayerManager { typedef nsTArray > LayerRefArray; public: ClientLayerManager(nsIWidget* aWidget); virtual ~ClientLayerManager(); virtual ShadowLayerForwarder* AsShadowForwarder() { return mForwarder; } virtual ClientLayerManager* AsClientLayerManager() { return this; } virtual int32_t GetMaxTextureSize() const; virtual void SetDefaultTargetConfiguration(BufferMode aDoubleBuffering, ScreenRotation aRotation); virtual void BeginTransactionWithTarget(gfxContext* aTarget); virtual void BeginTransaction(); virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT); virtual void EndTransaction(DrawThebesLayerCallback aCallback, void* aCallbackData, EndTransactionFlags aFlags = END_DEFAULT); virtual LayersBackend GetBackendType() { return LayersBackend::LAYERS_CLIENT; } virtual LayersBackend GetCompositorBackendType() MOZ_OVERRIDE { return AsShadowForwarder()->GetCompositorBackendType(); } virtual void GetBackendName(nsAString& name); virtual const char* Name() const { return "Client"; } virtual void SetRoot(Layer* aLayer); virtual void Mutated(Layer* aLayer); virtual bool IsOptimizedFor(ThebesLayer* aLayer, ThebesLayerCreationHint aHint); virtual already_AddRefed CreateThebesLayer(); virtual already_AddRefed CreateThebesLayerWithHint(ThebesLayerCreationHint aHint); virtual already_AddRefed CreateContainerLayer(); virtual already_AddRefed CreateImageLayer(); virtual already_AddRefed CreateCanvasLayer(); virtual already_AddRefed CreateColorLayer(); virtual already_AddRefed CreateRefLayer(); TextureFactoryIdentifier GetTextureFactoryIdentifier() { return mForwarder->GetTextureFactoryIdentifier(); } virtual void FlushRendering() MOZ_OVERRIDE; void SendInvalidRegion(const nsIntRegion& aRegion); virtual uint32_t StartFrameTimeRecording(int32_t aBufferSize) MOZ_OVERRIDE; virtual void StopFrameTimeRecording(uint32_t aStartIndex, nsTArray& aFrameIntervals) MOZ_OVERRIDE; virtual bool NeedsWidgetInvalidation() MOZ_OVERRIDE { return false; } ShadowableLayer* Hold(Layer* aLayer); bool HasShadowManager() const { return mForwarder->HasShadowManager(); } virtual bool IsCompositingCheap(); virtual bool HasShadowManagerInternal() const { return HasShadowManager(); } virtual void SetIsFirstPaint() MOZ_OVERRIDE; TextureClientPool* GetTexturePool(gfx::SurfaceFormat aFormat); SimpleTextureClientPool* GetSimpleTileTexturePool(gfx::SurfaceFormat aFormat); // Drop cached resources and ask our shadow manager to do the same, // if we have one. virtual void ClearCachedResources(Layer* aSubtree = nullptr) MOZ_OVERRIDE; void SetRepeatTransaction() { mRepeatTransaction = true; } bool GetRepeatTransaction() { return mRepeatTransaction; } bool IsRepeatTransaction() { return mIsRepeatTransaction; } void SetTransactionIncomplete() { mTransactionIncomplete = true; } bool HasShadowTarget() { return !!mShadowTarget; } void SetShadowTarget(gfxContext* aTarget) { mShadowTarget = aTarget; } bool CompositorMightResample() { return mCompositorMightResample; } DrawThebesLayerCallback GetThebesLayerCallback() const { return mThebesLayerCallback; } void* GetThebesLayerCallbackData() const { return mThebesLayerCallbackData; } CompositorChild* GetRemoteRenderer(); CompositorChild* GetCompositorChild(); /** * Called for each iteration of a progressive tile update. Updates * aMetrics with the current scroll offset and scale being used to composite * the primary scrollable layer in this manager, to determine what area * intersects with the target composition bounds. * aDrawingCritical will be true if the current drawing operation is using * the critical displayport. * Returns true if the update should continue, or false if it should be * cancelled. * This is only called if gfxPlatform::UseProgressiveTilePainting() returns * true. */ bool ProgressiveUpdateCallback(bool aHasPendingNewThebesContent, FrameMetrics& aMetrics, bool aDrawingCritical); bool InConstruction() { return mPhase == PHASE_CONSTRUCTION; } #ifdef DEBUG bool InDrawing() { return mPhase == PHASE_DRAWING; } bool InForward() { return mPhase == PHASE_FORWARD; } #endif bool InTransaction() { return mPhase != PHASE_NONE; } void SetNeedsComposite(bool aNeedsComposite) { mNeedsComposite = aNeedsComposite; } bool NeedsComposite() const { return mNeedsComposite; } virtual void Composite() MOZ_OVERRIDE; virtual bool RequestOverfill(mozilla::dom::OverfillCallback* aCallback) MOZ_OVERRIDE; virtual void RunOverfillCallback(const uint32_t aOverfill) MOZ_OVERRIDE; virtual void DidComposite(uint64_t aTransactionId); virtual bool SupportsMixBlendModes(EnumSet& aMixBlendModes) MOZ_OVERRIDE { return (GetTextureFactoryIdentifier().mSupportedBlendModes & aMixBlendModes) == aMixBlendModes; } // Log APZ test data for the current paint. We supply the paint sequence // number ourselves, and take care of calling APZTestData::StartNewPaint() // when a new paint is started. void LogTestDataForCurrentPaint(FrameMetrics::ViewID aScrollId, const std::string& aKey, const std::string& aValue) { mApzTestData.LogTestDataForPaint(mPaintSequenceNumber, aScrollId, aKey, aValue); } // Log APZ test data for a repaint request. The sequence number must be // passed in from outside, and APZTestData::StartNewRepaintRequest() needs // to be called from the outside as well when a new repaint request is started. void StartNewRepaintRequest(SequenceNumber aSequenceNumber) { mApzTestData.StartNewRepaintRequest(aSequenceNumber); } // TODO(botond): When we start using this and write a wrapper similar to // nsLayoutUtils::LogTestDataForPaint(), make sure that wrapper checks // gfxPrefs::APZTestLoggingEnabled(). void LogTestDataForRepaintRequest(SequenceNumber aSequenceNumber, FrameMetrics::ViewID aScrollId, const std::string& aKey, const std::string& aValue) { mApzTestData.LogTestDataForRepaintRequest(aSequenceNumber, aScrollId, aKey, aValue); } // Get the content-side APZ test data for reading. For writing, use the // LogTestData...() functions. const APZTestData& GetAPZTestData() const { return mApzTestData; } // Get a copy of the compositor-side APZ test data for our layers ID. void GetCompositorSideAPZTestData(APZTestData* aData) const; void SetTransactionIdAllocator(TransactionIdAllocator* aAllocator) { mTransactionIdAllocator = aAllocator; } protected: enum TransactionPhase { PHASE_NONE, PHASE_CONSTRUCTION, PHASE_DRAWING, PHASE_FORWARD }; TransactionPhase mPhase; private: /** * Forward transaction results to the parent context. */ void ForwardTransaction(bool aScheduleComposite); /** * Take a snapshot of the parent context, and copy * it into mShadowTarget. */ void MakeSnapshotIfRequired(); void ClearLayer(Layer* aLayer); bool EndTransactionInternal(DrawThebesLayerCallback aCallback, void* aCallbackData, EndTransactionFlags); // The bounds of |mTarget| in device pixels. nsIntRect mTargetBounds; LayerRefArray mKeepAlive; nsIWidget* mWidget; /* Thebes layer callbacks; valid at the end of a transaciton, * while rendering */ DrawThebesLayerCallback mThebesLayerCallback; void *mThebesLayerCallbackData; // When we're doing a transaction in order to draw to a non-default // target, the layers transaction is only performed in order to send // a PLayers:Update. We save the original non-default target to // mShadowTarget, and then perform the transaction using // mDummyTarget as the render target. After the transaction ends, // we send a message to our remote side to capture the actual pixels // being drawn to the default target, and then copy those pixels // back to mShadowTarget. nsRefPtr mShadowTarget; nsRefPtr mTransactionIdAllocator; uint64_t mLatestTransactionId; // Sometimes we draw to targets that don't natively support // landscape/portrait orientation. When we need to implement that // ourselves, |mTargetRotation| describes the induced transform we // need to apply when compositing content to our target. ScreenRotation mTargetRotation; // Used to repeat the transaction right away (to avoid rebuilding // a display list) to support progressive drawing. bool mRepeatTransaction; bool mIsRepeatTransaction; bool mTransactionIncomplete; bool mCompositorMightResample; bool mNeedsComposite; // An incrementing sequence number for paints. // Incremented in BeginTransaction(), but not for repeat transactions. uint32_t mPaintSequenceNumber; APZTestData mApzTestData; RefPtr mForwarder; nsAutoTArray,2> mTexturePools; nsAutoTArray mOverfillCallbacks; // indexed by gfx::SurfaceFormat nsTArray > mSimpleTilePools; }; class ClientLayer : public ShadowableLayer { public: ClientLayer() { MOZ_COUNT_CTOR(ClientLayer); } ~ClientLayer(); void SetShadow(PLayerChild* aShadow) { NS_ABORT_IF_FALSE(!mShadow, "can't have two shadows (yet)"); mShadow = aShadow; } virtual void Disconnect() { // This is an "emergency Disconnect()", called when the compositing // process has died. |mShadow| and our Shmem buffers are // automatically managed by IPDL, so we don't need to explicitly // free them here (it's hard to get that right on emergency // shutdown anyway). mShadow = nullptr; } virtual void ClearCachedResources() { } virtual void RenderLayer() = 0; virtual ClientThebesLayer* AsThebes() { return nullptr; } static inline ClientLayer * ToClientLayer(Layer* aLayer) { return static_cast(aLayer->ImplData()); } }; // Create a shadow layer (PLayerChild) for aLayer, if we're forwarding // our layer tree to a parent process. Record the new layer creation // in the current open transaction as a side effect. template void CreateShadowFor(ClientLayer* aLayer, ClientLayerManager* aMgr, CreatedMethod aMethod) { PLayerChild* shadow = aMgr->AsShadowForwarder()->ConstructShadowFor(aLayer); // XXX error handling NS_ABORT_IF_FALSE(shadow, "failed to create shadow"); aLayer->SetShadow(shadow); (aMgr->AsShadowForwarder()->*aMethod)(aLayer); aMgr->Hold(aLayer->AsLayer()); } #define CREATE_SHADOW(_type) \ CreateShadowFor(layer, this, \ &ShadowLayerForwarder::Created ## _type ## Layer) } } #endif /* GFX_CLIENTLAYERMANAGER_H */