/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Corporation code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2009 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Bas Schouten * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #ifndef GFX_THEBESLAYEROGL_H #define GFX_THEBESLAYEROGL_H #include "mozilla/layers/PLayers.h" #include "mozilla/layers/ShadowLayers.h" #include "Layers.h" #include "LayerManagerOGL.h" #include "gfxImageSurface.h" #include "GLContext.h" #include "base/task.h" namespace mozilla { namespace layers { class ThebesLayerBufferOGL; class BasicBufferOGL; class ShadowBufferOGL; class ThebesLayerOGL : public ThebesLayer, public LayerOGL { typedef ThebesLayerBufferOGL Buffer; public: ThebesLayerOGL(LayerManagerOGL *aManager); virtual ~ThebesLayerOGL(); /** Layer implementation */ void SetVisibleRegion(const nsIntRegion& aRegion); /** ThebesLayer implementation */ void InvalidateRegion(const nsIntRegion& aRegion); /** LayerOGL implementation */ void Destroy(); Layer* GetLayer(); virtual bool IsEmpty(); virtual void RenderLayer(int aPreviousFrameBuffer, const nsIntPoint& aOffset); virtual void CleanupResources(); private: friend class BasicBufferOGL; bool CreateSurface(); nsRefPtr mBuffer; }; class ShadowThebesLayerBufferOGL { public: ShadowThebesLayerBufferOGL() { MOZ_COUNT_CTOR(ShadowThebesLayerBufferOGL); } ~ShadowThebesLayerBufferOGL() { MOZ_COUNT_DTOR(ShadowThebesLayerBufferOGL); } void Swap(gfxASurface* aNewBuffer, const nsIntRect& aNewRect, const nsIntPoint& aNewRotation, gfxASurface** aOldBuffer, nsIntRect* aOldRect, nsIntPoint* aOldRotation) { *aOldRect = mBufferRect; *aOldRotation = mBufferRotation; nsRefPtr oldBuffer = mBuffer; mBufferRect = aNewRect; mBufferRotation = aNewRotation; mBuffer = aNewBuffer; oldBuffer.forget(aOldBuffer); } nsIntRect Rect() { return mBufferRect; } nsIntPoint Rotation() { return mBufferRotation; } gfxASurface* Buffer() { return mBuffer; } /** * Wipe out all retained contents. Call this when the entire * buffer becomes invalid. */ void Clear() { mBuffer = nsnull; mBufferRect.SetEmpty(); } protected: nsRefPtr mBuffer; nsIntRect mBufferRect; nsIntPoint mBufferRotation; }; class ShadowThebesLayerOGL : public ShadowThebesLayer, public LayerOGL { public: ShadowThebesLayerOGL(LayerManagerOGL *aManager); virtual ~ShadowThebesLayerOGL(); virtual bool ShouldDoubleBuffer(); virtual void Swap(const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion, OptionalThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion, OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion); virtual void EnsureTextureUpdated(); virtual void EnsureTextureUpdated(nsIntRegion& aRegion); virtual void ProgressiveUpload(); virtual void DestroyFrontBuffer(); virtual void Disconnect(); virtual void SetValidRegion(const nsIntRegion& aRegion) { mOldValidRegion = mValidRegion; ShadowThebesLayer::SetValidRegion(aRegion); } // LayerOGL impl void Destroy(); Layer* GetLayer(); virtual bool IsEmpty(); virtual void RenderLayer(int aPreviousFrameBuffer, const nsIntPoint& aOffset); virtual void CleanupResources(); private: nsRefPtr mBuffer; // When doing delayed texture upload, this is the region of the buffer that // still requires uploading. nsIntRegion mRegionPendingUpload; // Task used for progressive texture upload. When double-buffering, rather // than synchronously uploading texture data, we immediately return and // upload only what is necessary when rendering the layer. We also upload // other parts of the layer that aren't necessary to render progressively, // over time. CancelableTask* mUploadTask; // Following used for double-buffering ShadowThebesLayerBufferOGL mFrontBuffer; // Describes the gfxASurface we hand out to |mFrontBuffer|. SurfaceDescriptor mFrontBufferDescriptor; // When we receive an update from our remote partner, we stow away // our previous parameters that described our previous front buffer. // Then when we Swap() back/front buffers, we can return these // parameters to our partner (adjusted as needed). nsIntRegion mOldValidRegion; }; } /* layers */ } /* mozilla */ #endif /* GFX_THEBESLAYEROGL_H */