/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- * vim: sw=2 ts=8 et : */ /* ***** 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 Code. * * The Initial Developer of the Original Code is * The Mozilla Foundation * Portions created by the Initial Developer are Copyright (C) 2010 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Chris Jones * * 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 mozilla_layers_ShadowLayers_h #define mozilla_layers_ShadowLayers_h 1 #include "gfxASurface.h" #include "ImageLayers.h" #include "Layers.h" class gfxSharedImageSurface; namespace mozilla { namespace layers { struct Edit; struct EditReply; class OptionalThebesBuffer; class PLayerChild; class PLayersChild; class PLayersParent; class ShadowableLayer; class ShadowThebesLayer; class ShadowContainerLayer; class ShadowImageLayer; class ShadowColorLayer; class ShadowCanvasLayer; class SurfaceDescriptor; class ThebesBuffer; class Transaction; /** * We want to share layer trees across thread contexts and address * spaces for several reasons; chief among them * * - a parent process can paint a child process's layer tree while * the child process is blocked, say on content script. This is * important on mobile devices where UI responsiveness is key. * * - a dedicated "compositor" process can asynchronously (wrt the * browser process) composite and animate layer trees, allowing a * form of pipeline parallelism between compositor/browser/content * * - a dedicated "compositor" process can take all responsibility for * accessing the GPU, which is desirable on systems with * buggy/leaky drivers because the compositor process can die while * browser and content live on (and failover mechanisms can be * installed to quickly bring up a replacement compositor) * * The Layers model has a crisply defined API, which makes it easy to * safely "share" layer trees. The ShadowLayers API extends Layers to * allow a remote, parent process to access a child process's layer * tree. * * ShadowLayerForwarder publishes a child context's layer tree to a * parent context. This comprises recording layer-tree modifications * into atomic transactions and pushing them over IPC. * * ShadowLayerManager grafts layer subtrees published by child-context * ShadowLayerForwarder(s) into a parent-context layer tree. * * (Advanced note: because our process tree may have a height >2, a * non-leaf subprocess may both receive updates from child processes * and publish them to parent processes. Put another way, * LayerManagers may be both ShadowLayerManagers and * ShadowLayerForwarders.) * * There are only shadow types for layers that have different shadow * vs. not-shadow behavior. ColorLayers and ContainerLayers behave * the same way in both regimes (so far). */ class ShadowLayerForwarder { public: typedef LayerManager::LayersBackend LayersBackend; virtual ~ShadowLayerForwarder(); /** * Begin recording a transaction to be forwarded atomically to a * ShadowLayerManager. */ void BeginTransaction(); /** * The following methods may only be called after BeginTransaction() * but before EndTransaction(). They mirror the LayerManager * interface in Layers.h. */ /** * Notify the shadow manager that a new, "real" layer has been * created, and a corresponding shadow layer should be created in * the compositing process. */ void CreatedThebesLayer(ShadowableLayer* aThebes); void CreatedContainerLayer(ShadowableLayer* aContainer); void CreatedImageLayer(ShadowableLayer* aImage); void CreatedColorLayer(ShadowableLayer* aColor); void CreatedCanvasLayer(ShadowableLayer* aCanvas); /** * Notify the shadow manager that a buffer has been created for the * specificed layer. |aInitialFrontSurface| is one of the newly * created, transparent black buffers for the layer; the "real" * layer holds on to the other as its back buffer. We send it * across on buffer creation to avoid special cases in the buffer * swapping logic for Painted*() operations. * * It is expected that Created*Buffer() will be followed by a * Painted*Buffer() in the same transaction, so that * |aInitialFrontBuffer| is never actually drawn to screen. It is * OK if it is drawn though. */ /** * |aBufferRect| is the screen rect covered by |aInitialFrontBuffer|. */ void CreatedThebesBuffer(ShadowableLayer* aThebes, const nsIntRegion& aFrontValidRegion, float aXResolution, float aYResolution, const nsIntRect& aBufferRect, const SurfaceDescriptor& aInitialFrontBuffer); /** * For the next two methods, |aSize| is the size of * |aInitialFrontSurface|. */ void CreatedImageBuffer(ShadowableLayer* aImage, nsIntSize aSize, gfxSharedImageSurface* aInitialFrontSurface); void CreatedCanvasBuffer(ShadowableLayer* aCanvas, nsIntSize aSize, gfxSharedImageSurface* aInitialFrontSurface); /** * The specified layer is destroying its buffers. * |aBackBufferToDestroy| is deallocated when this transaction is * posted to the parent. During the parent-side transaction, the * shadow is told to destroy its front buffer. This can happen when * a new front/back buffer pair have been created because of a layer * resize, e.g. */ void DestroyedThebesBuffer(ShadowableLayer* aThebes, const SurfaceDescriptor& aBackBufferToDestroy); void DestroyedImageBuffer(ShadowableLayer* aImage); void DestroyedCanvasBuffer(ShadowableLayer* aCanvas); /** * At least one attribute of |aMutant| has changed, and |aMutant| * needs to sync to its shadow layer. This initial implementation * forwards all attributes when any is mutated. */ void Mutated(ShadowableLayer* aMutant); void SetRoot(ShadowableLayer* aRoot); /** * Insert |aChild| after |aAfter| in |aContainer|. |aAfter| can be * NULL to indicated that |aChild| should be appended to the end of * |aContainer|'s child list. */ void InsertAfter(ShadowableLayer* aContainer, ShadowableLayer* aChild, ShadowableLayer* aAfter=NULL); void RemoveChild(ShadowableLayer* aContainer, ShadowableLayer* aChild); /** * Notify the shadow manager that the specified layer's back buffer * has new pixels and should become the new front buffer, and be * re-rendered, in the compositing process. The former front buffer * is swapped for |aNewFrontBuffer| and becomes the new back buffer * for the "real" layer. */ /** * |aBufferRect| is the screen rect covered as a whole by the * possibly-toroidally-rotated |aNewFrontBuffer|. |aBufferRotation| * is buffer's rotation, if any. */ void PaintedThebesBuffer(ShadowableLayer* aThebes, const nsIntRegion& aUpdatedRegion, const nsIntRect& aBufferRect, const nsIntPoint& aBufferRotation, const SurfaceDescriptor& aNewFrontBuffer); /** * NB: this initial implementation only forwards RGBA data for * ImageLayers. This is slow, and will be optimized. */ void PaintedImage(ShadowableLayer* aImage, gfxSharedImageSurface* aNewFrontSurface); void PaintedCanvas(ShadowableLayer* aCanvas, gfxSharedImageSurface* aNewFrontSurface); /** * End the current transaction and forward it to ShadowLayerManager. * |aReplies| are directions from the ShadowLayerManager to the * caller of EndTransaction(). */ PRBool EndTransaction(InfallibleTArray* aReplies); /** * True if this is forwarding to a ShadowLayerManager. */ PRBool HasShadowManager() const { return !!mShadowManager; } /** * The following Alloc/Open/Destroy interfaces abstract over the * details of working with surfaces that are shared across * processes. They provide the glue between C++ Layers and the * ShadowLayer IPC system. * * The basic lifecycle is * * - a Layer needs a buffer. Its ShadowableLayer subclass calls * AllocDoubleBuffer(), then calls one of the Created*Buffer() * methods above to transfer the (temporary) front buffer to its * ShadowLayer in the other process. The Layer needs a * gfxASurface to paint, so the ShadowableLayer uses * OpenDescriptor(backBuffer) to get that surface, and hands it * out to the Layer. * * - a Layer has painted new pixels. Its ShadowableLayer calls one * of the Painted*Buffer() methods above with the back buffer * descriptor. This notification is forwarded to the ShadowLayer, * which uses OpenDescriptor() to access the newly-painted pixels. * The ShadowLayer then updates its front buffer in a Layer- and * platform-dependent way, and sends a surface descriptor back to * the ShadowableLayer that becomes its new back back buffer. * * - a Layer wants to destroy its buffers. Its ShadowableLayer * calls Destroyed*Buffer(), which gives up control of the back * buffer descriptor. The actual back buffer surface is then * destroyed using DestroySharedSurface() just before notifying * the parent process. When the parent process is notified, the * ShadowLayer also calls DestroySharedSurface() on its front * buffer, and the double-buffer pair is gone. */ /** * Shmem (gfxSharedImageSurface) buffers are available on all * platforms, but they may not be optimal. * * NB: this interface is being deprecated in favor of the * SurfaceDescriptor variant below. */ PRBool AllocDoubleBuffer(const gfxIntSize& aSize, gfxASurface::gfxContentType aContent, gfxSharedImageSurface** aFrontBuffer, gfxSharedImageSurface** aBackBuffer); void DestroySharedSurface(gfxSharedImageSurface* aSurface); PRBool AllocBuffer(const gfxIntSize& aSize, gfxASurface::gfxContentType aContent, gfxSharedImageSurface** aBuffer); /** * In the absence of platform-specific buffers these fall back to * Shmem/gfxSharedImageSurface. */ PRBool AllocDoubleBuffer(const gfxIntSize& aSize, gfxASurface::gfxContentType aContent, SurfaceDescriptor* aFrontBuffer, SurfaceDescriptor* aBackBuffer); PRBool AllocBuffer(const gfxIntSize& aSize, gfxASurface::gfxContentType aContent, SurfaceDescriptor* aBuffer); static already_AddRefed OpenDescriptor(const SurfaceDescriptor& aSurface); void DestroySharedSurface(SurfaceDescriptor* aSurface); /** * Construct a shadow of |aLayer| on the "other side", at the * ShadowLayerManager. */ PLayerChild* ConstructShadowFor(ShadowableLayer* aLayer); LayersBackend GetParentBackendType(); /* * No need to use double buffer in system memory with GPU rendering, * texture used as front buffer. */ bool ShouldDoubleBuffer() { return GetParentBackendType() == LayerManager::LAYERS_BASIC; } protected: ShadowLayerForwarder(); PLayersChild* mShadowManager; private: PRBool PlatformAllocDoubleBuffer(const gfxIntSize& aSize, gfxASurface::gfxContentType aContent, SurfaceDescriptor* aFrontBuffer, SurfaceDescriptor* aBackBuffer); PRBool PlatformAllocBuffer(const gfxIntSize& aSize, gfxASurface::gfxContentType aContent, SurfaceDescriptor* aBuffer); static already_AddRefed PlatformOpenDescriptor(const SurfaceDescriptor& aDescriptor); PRBool PlatformDestroySharedSurface(SurfaceDescriptor* aSurface); static void PlatformSyncBeforeUpdate(); Transaction* mTxn; LayersBackend mParentBackend; }; class ShadowLayerManager : public LayerManager { public: virtual ~ShadowLayerManager() {} virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Shadow"); } void DestroySharedSurface(gfxSharedImageSurface* aSurface, PLayersParent* aDeallocator); void DestroySharedSurface(SurfaceDescriptor* aSurface, PLayersParent* aDeallocator); /** CONSTRUCTION PHASE ONLY */ virtual already_AddRefed CreateShadowThebesLayer() = 0; /** CONSTRUCTION PHASE ONLY */ virtual already_AddRefed CreateShadowContainerLayer() = 0; /** CONSTRUCTION PHASE ONLY */ virtual already_AddRefed CreateShadowImageLayer() = 0; /** CONSTRUCTION PHASE ONLY */ virtual already_AddRefed CreateShadowColorLayer() = 0; /** CONSTRUCTION PHASE ONLY */ virtual already_AddRefed CreateShadowCanvasLayer() = 0; static void PlatformSyncBeforeReplyUpdate(); protected: ShadowLayerManager() {} PRBool PlatformDestroySharedSurface(SurfaceDescriptor* aSurface); }; /** * A ShadowableLayer is a Layer can be shared with a parent context * through a ShadowLayerForwarder. A ShadowableLayer maps to a * Shadow*Layer in a parent context. * * Note that ShadowLayers can themselves be ShadowableLayers. */ class ShadowableLayer { public: virtual ~ShadowableLayer() {} virtual Layer* AsLayer() = 0; /** * True if this layer has a shadow in a parent process. */ PRBool HasShadow() { return !!mShadow; } /** * Return the IPC handle to a Shadow*Layer referring to this if one * exists, NULL if not. */ PLayerChild* GetShadow() { return mShadow; } protected: ShadowableLayer() : mShadow(NULL) {} PLayerChild* mShadow; }; /** * A ShadowLayer is the representation of a child-context's Layer in a * parent context. They can be transformed, clipped, * etc. independently of their origin Layers. * * Note that ShadowLayers can themselves have a shadow in a parent * context. */ class ShadowLayer { public: virtual ~ShadowLayer() {} /** * CONSTRUCTION PHASE ONLY */ void SetAllocator(PLayersParent* aAllocator) { NS_ABORT_IF_FALSE(!mAllocator, "Stomping allocator?"); mAllocator = aAllocator; } /** * The following methods are * * CONSTRUCTION PHASE ONLY * * They are analogous to the Layer interface. */ void SetShadowVisibleRegion(const nsIntRegion& aRegion) { mShadowVisibleRegion = aRegion; } void SetShadowClipRect(const nsIntRect* aRect) { mUseShadowClipRect = aRect != nsnull; if (aRect) { mShadowClipRect = *aRect; } } void SetShadowTransform(const gfx3DMatrix& aMatrix) { mShadowTransform = aMatrix; } // These getters can be used anytime. const nsIntRect* GetShadowClipRect() { return mUseShadowClipRect ? &mShadowClipRect : nsnull; } const nsIntRegion& GetShadowVisibleRegion() { return mShadowVisibleRegion; } const gfx3DMatrix& GetShadowTransform() { return mShadowTransform; } protected: ShadowLayer() : mAllocator(nsnull) , mUseShadowClipRect(PR_FALSE) {} PLayersParent* mAllocator; nsIntRegion mShadowVisibleRegion; gfx3DMatrix mShadowTransform; nsIntRect mShadowClipRect; PRPackedBool mUseShadowClipRect; }; class ShadowThebesLayer : public ShadowLayer, public ThebesLayer { public: /** * CONSTRUCTION PHASE ONLY * * Override the front buffer and its valid region with the specified * values. This is called when a new buffer has been created. */ virtual void SetFrontBuffer(const OptionalThebesBuffer& aNewFront, const nsIntRegion& aValidRegion, float aXResolution, float aYResolution) = 0; virtual void InvalidateRegion(const nsIntRegion& aRegion) { NS_RUNTIMEABORT("ShadowThebesLayers can't fill invalidated regions"); } /** * CONSTRUCTION PHASE ONLY */ virtual void SetValidRegion(const nsIntRegion& aRegion) { mValidRegion = aRegion; Mutated(); } /** * CONSTRUCTION PHASE ONLY */ virtual void SetResolution(float aXResolution, float aYResolution) { mXResolution = aXResolution; mYResolution = aYResolution; Mutated(); } /** * CONSTRUCTION PHASE ONLY * * Publish the remote layer's back ThebesLayerBuffer to this shadow, * swapping out the old front ThebesLayerBuffer (the new back buffer * for the remote layer). */ virtual void Swap(const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion, ThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion, float* aNewXResolution, float* aNewYResolution, OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion) = 0; /** * CONSTRUCTION PHASE ONLY * * Destroy the current front buffer. */ virtual void DestroyFrontBuffer() = 0; virtual ShadowLayer* AsShadowLayer() { return this; } MOZ_LAYER_DECL_NAME("ShadowThebesLayer", TYPE_SHADOW) protected: ShadowThebesLayer(LayerManager* aManager, void* aImplData) : ThebesLayer(aManager, aImplData) {} }; class ShadowContainerLayer : public ShadowLayer, public ContainerLayer { public: virtual ShadowLayer* AsShadowLayer() { return this; } MOZ_LAYER_DECL_NAME("ShadowContainerLayer", TYPE_SHADOW) protected: ShadowContainerLayer(LayerManager* aManager, void* aImplData) : ContainerLayer(aManager, aImplData) {} }; class ShadowCanvasLayer : public ShadowLayer, public CanvasLayer { public: /** * CONSTRUCTION PHASE ONLY * * Publish the remote layer's back surface to this shadow, swapping * out the old front surface (the new back surface for the remote * layer). */ virtual already_AddRefed Swap(gfxSharedImageSurface* aNewFront) = 0; /** * CONSTRUCTION PHASE ONLY * * Destroy the current front buffer. */ virtual void DestroyFrontBuffer() = 0; virtual ShadowLayer* AsShadowLayer() { return this; } MOZ_LAYER_DECL_NAME("ShadowCanvasLayer", TYPE_SHADOW) protected: ShadowCanvasLayer(LayerManager* aManager, void* aImplData) : CanvasLayer(aManager, aImplData) {} }; class ShadowImageLayer : public ShadowLayer, public ImageLayer { public: /** * CONSTRUCTION PHASE ONLY * * Initialize this with a (temporary) front surface with the given * size. This is expected to be followed with a Swap() in the same * transaction to bring in real pixels. Init() may only be called * once. */ virtual PRBool Init(gfxSharedImageSurface* aFront, const nsIntSize& aSize) = 0; /** * CONSTRUCTION PHASE ONLY * @see ShadowCanvasLayer::Swap */ virtual already_AddRefed Swap(gfxSharedImageSurface* newFront) = 0; /** * CONSTRUCTION PHASE ONLY * * Destroy the current front buffer. */ virtual void DestroyFrontBuffer() = 0; virtual ShadowLayer* AsShadowLayer() { return this; } MOZ_LAYER_DECL_NAME("ShadowImageLayer", TYPE_SHADOW) protected: ShadowImageLayer(LayerManager* aManager, void* aImplData) : ImageLayer(aManager, aImplData) {} }; class ShadowColorLayer : public ShadowLayer, public ColorLayer { public: virtual ShadowLayer* AsShadowLayer() { return this; } MOZ_LAYER_DECL_NAME("ShadowColorLayer", TYPE_SHADOW) protected: ShadowColorLayer(LayerManager* aManager, void* aImplData) : ColorLayer(aManager, aImplData) {} }; } // namespace layers } // namespace mozilla #endif // ifndef mozilla_layers_ShadowLayers_h