/* -*- 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_BASICLAYERS_H #define GFX_BASICLAYERS_H #include // for INT32_MAX, int32_t #include "Layers.h" // for Layer (ptr only), etc #include "gfxTypes.h" #include "gfxContext.h" // for gfxContext #include "mozilla/Attributes.h" // for MOZ_OVERRIDE #include "mozilla/WidgetUtils.h" // for ScreenRotation #include "mozilla/layers/LayersTypes.h" // for BufferMode, LayersBackend, etc #include "nsAString.h" #include "nsAutoPtr.h" // for nsRefPtr #include "nsCOMPtr.h" // for already_AddRefed #include "nsISupportsImpl.h" // for gfxContext::AddRef, etc #include "nsRegion.h" // for nsIntRegion #include "nscore.h" // for nsAString, etc class gfxPattern; class nsIWidget; namespace mozilla { namespace layers { class BasicShadowableLayer; class ImageFactory; class ImageLayer; class PaintLayerContext; class ReadbackLayer; class ReadbackProcessor; /** * This is a cairo/Thebes-only, main-thread-only implementation of layers. * * In each transaction, the client sets up the layer tree and then during * the drawing phase, each ThebesLayer is painted directly into the target * context (with appropriate clipping and Push/PopGroups performed * between layers). */ class BasicLayerManager MOZ_FINAL : public LayerManager { public: enum BasicLayerManagerType { BLM_WIDGET, BLM_OFFSCREEN, BLM_INACTIVE }; /** * Construct a BasicLayerManager which will have no default * target context. SetDefaultTarget or BeginTransactionWithTarget * must be called for any rendering to happen. ThebesLayers will not * be retained. */ explicit BasicLayerManager(BasicLayerManagerType aType); /** * Construct a BasicLayerManager which will have no default * target context. SetDefaultTarget or BeginTransactionWithTarget * must be called for any rendering to happen. ThebesLayers will be * retained; that is, we will try to retain the visible contents of * ThebesLayers as cairo surfaces. We create ThebesLayer buffers by * creating similar surfaces to the default target context, or to * aWidget's GetThebesSurface if there is no default target context, or * to the passed-in context if there is no widget and no default * target context. * * This does not keep a strong reference to the widget, so the caller * must ensure that the widget outlives the layer manager or call * ClearWidget before the widget dies. */ explicit BasicLayerManager(nsIWidget* aWidget); protected: virtual ~BasicLayerManager(); public: /** * Set the default target context that will be used when BeginTransaction * is called. This can only be called outside a transaction. * * aDoubleBuffering can request double-buffering for drawing to the * default target. When BUFFERED, the layer manager avoids blitting * temporary results to aContext and then overpainting them with final * results, by using a temporary buffer when necessary. In BUFFERED * mode we always completely overwrite the contents of aContext's * destination surface (within the clip region) using OPERATOR_SOURCE. */ void SetDefaultTarget(gfxContext* aContext); virtual void SetDefaultTargetConfiguration(BufferMode aDoubleBuffering, ScreenRotation aRotation); gfxContext* GetDefaultTarget() { return mDefaultTarget; } nsIWidget* GetRetainerWidget() { return mWidget; } void ClearRetainerWidget() { mWidget = nullptr; } virtual bool IsWidgetLayerManager() { return mWidget != nullptr; } virtual bool IsInactiveLayerManager() { return mType == BLM_INACTIVE; } virtual void BeginTransaction(); virtual void BeginTransactionWithTarget(gfxContext* aTarget); virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT); virtual void EndTransaction(DrawThebesLayerCallback aCallback, void* aCallbackData, EndTransactionFlags aFlags = END_DEFAULT); virtual bool ShouldAvoidComponentAlphaLayers() { return IsWidgetLayerManager(); } void AbortTransaction(); virtual void SetRoot(Layer* aLayer); virtual already_AddRefed CreateThebesLayer(); virtual already_AddRefed CreateContainerLayer(); virtual already_AddRefed CreateImageLayer(); virtual already_AddRefed CreateCanvasLayer(); virtual already_AddRefed CreateColorLayer(); virtual already_AddRefed CreateReadbackLayer(); virtual ImageFactory *GetImageFactory(); virtual LayersBackend GetBackendType() { return LayersBackend::LAYERS_BASIC; } virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Basic"); } 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; } gfxContext* GetTarget() { return mTarget; } void SetTarget(gfxContext* aTarget) { mUsingDefaultTarget = false; mTarget = aTarget; } bool IsRetained() { return mWidget != nullptr; } virtual const char* Name() const { return "Basic"; } // Clear the cached contents of this layer tree. virtual void ClearCachedResources(Layer* aSubtree = nullptr) MOZ_OVERRIDE; void SetTransactionIncomplete() { mTransactionIncomplete = true; } bool IsTransactionIncomplete() { return mTransactionIncomplete; } already_AddRefed PushGroupForLayer(gfxContext* aContext, Layer* aLayer, const nsIntRegion& aRegion, bool* aNeedsClipToVisibleRegion); virtual bool IsCompositingCheap() { return false; } virtual int32_t GetMaxTextureSize() const { return INT32_MAX; } bool CompositorMightResample() { return mCompositorMightResample; } virtual bool SupportsMixBlendModes(EnumSet& aMixBlendModes) MOZ_OVERRIDE { return true; } protected: enum TransactionPhase { PHASE_NONE, PHASE_CONSTRUCTION, PHASE_DRAWING, PHASE_FORWARD }; TransactionPhase mPhase; // This is the main body of the PaintLayer routine which will if it has // children, recurse into PaintLayer() otherwise it will paint using the // underlying Paint() method of the Layer. It will not do both. void PaintSelfOrChildren(PaintLayerContext& aPaintContext, gfxContext* aGroupTarget); // Paint the group onto the underlying target. This is used by PaintLayer to // flush the group to the underlying target. void FlushGroup(PaintLayerContext& aPaintContext, bool aNeedsClipToVisibleRegion); // Paints aLayer to mTarget. void PaintLayer(gfxContext* aTarget, Layer* aLayer, DrawThebesLayerCallback aCallback, void* aCallbackData); // Clear the contents of a layer void ClearLayer(Layer* aLayer); bool EndTransactionInternal(DrawThebesLayerCallback aCallback, void* aCallbackData, EndTransactionFlags aFlags = END_DEFAULT); void FlashWidgetUpdateArea(gfxContext* aContext); // Widget whose surface should be used as the basis for ThebesLayer // buffers. nsIWidget* mWidget; // The default context for BeginTransaction. nsRefPtr mDefaultTarget; // The context to draw into. nsRefPtr mTarget; // Image factory we use. nsRefPtr mFactory; BufferMode mDoubleBuffering; BasicLayerManagerType mType; bool mUsingDefaultTarget; bool mTransactionIncomplete; bool mCompositorMightResample; }; } } #endif /* GFX_BASICLAYERS_H */