gecko/gfx/layers/Compositor.h
Chris Lord b365c94dfd Bug 858969 - Refactor dynamic toolbar so page is offset and not overlapped. r=kats,nrc
Refactor the dynamic toolbar code so that the ownership of various properties
is clearer, and the page is offset by the toolbar instead of being overlapped.
This fixes problems with the scroll origin of the page not corresponding to
the visible origin on the screen.
2013-04-25 18:47:08 +01:00

407 lines
14 KiB
C++

/* -*- 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_GFX_COMPOSITOR_H
#define MOZILLA_GFX_COMPOSITOR_H
#include "mozilla/gfx/Rect.h"
#include "mozilla/gfx/Matrix.h"
#include "gfxMatrix.h"
#include "Layers.h"
#include "mozilla/layers/TextureHost.h"
#include "mozilla/RefPtr.h"
/**
* Different elements of a web pages are rendered into separate "layers" before
* they are flattened into the final image that is brought to the screen.
* See Layers.h for more informations about layers and why we use retained
* structures.
* Most of the documentation for layers is directly in the source code in the
* form of doc comments. An overview can also be found in the the wiki:
* https://wiki.mozilla.org/Gecko:Overview#Graphics
*
*
* # Main interfaces and abstractions
*
* - Layer, ShadowableLayer and LayerComposite
* (see Layers.h and ipc/ShadowLayers.h)
* - CompositableClient and CompositableHost
* (client/CompositableClient.h composite/CompositableHost.h)
* - TextureClient and TextureHost
* (client/TextureClient.h composite/TextureHost.h)
* - TextureSource
* (composite/TextureHost.h)
* - Forwarders
* (ipc/CompositableForwarder.h ipc/ShadowLayers.h)
* - Compositor
* (this file)
* - IPDL protocols
* (.ipdl files under the gfx/layers/ipc directory)
*
* The *Client and Shadowable* classes are always used on the content thread.
* Forwarders are always used on the content thread.
* The *Host and Shadow* classes are always used on the compositor thread.
* Compositors, TextureSource, and Effects are always used on the compositor
* thread.
* Most enums and constants are declared in LayersTypes.h and CompositorTypes.h.
*
*
* # Texture transfer
*
* Most layer classes own a Compositable plus some extra information like
* transforms and clip rects. They are platform independent.
* Compositable classes manipulate Texture objects and are reponsible for
* things like tiling, buffer rotation or double buffering. Compositables
* are also platform-independent. Examples of compositable classes are:
* - ImageClient
* - CanvasClient
* - ContentHost
* - etc.
* Texture classes (TextureClient and TextureHost) are thin abstractions over
* platform-dependent texture memory. They are maniplulated by compositables
* and don't know about buffer rotations and such. The purposes of TextureClient
* and TextureHost are to synchronize, serialize and deserialize texture data.
* TextureHosts provide access to TextureSources that are views on the
* Texture data providing the necessary api for Compositor backend to composite
* them.
*
* Compositable and Texture clients and hosts are created using factory methods.
* They should only be created by using their constructor in exceptional
* circumstances. The factory methods are located:
* TextureClient - CompositableClient::CreateTextureClient
* TextureHost - TextureHost::CreateTextureHost, which calls a
* platform-specific function, e.g., CreateTextureHostOGL
* CompositableClient - in the appropriate subclass, e.g.,
* CanvasClient::CreateCanvasClient
* CompositableHost - CompositableHost::Create
*
*
* # IPDL
*
* If off-main-thread compositing (OMTC) is enabled, compositing is performed
* in a dedicated thread. In some setups compositing happens in a dedicated
* process. Documentation may refer to either the compositor thread or the
* compositor process.
* See explanations in ShadowLayers.h.
*
*
* # Backend implementations
*
* Compositor backends like OpenGL or flavours of D3D live in their own directory
* under gfx/layers/. To add a new backend, implement at least the following
* interfaces:
* - Compositor (ex. CompositorOGL)
* - TextureHost (ex. TextureImageTextureHost)
* Depending on the type of data that needs to be serialized, you may need to
* add specific TextureClient implementations.
*/
class gfxContext;
class nsIWidget;
namespace mozilla {
namespace gfx {
class DrawTarget;
}
namespace layers {
struct Effect;
struct EffectChain;
class Image;
class ISurfaceAllocator;
enum SurfaceInitMode
{
INIT_MODE_NONE,
INIT_MODE_CLEAR,
INIT_MODE_COPY
};
/**
* Common interface for compositor backends.
*
* Compositor provides a cross-platform interface to a set of operations for
* compositing quads. Compositor knows nothing about the layer tree. It must be
* told everything about each composited quad - contents, location, transform,
* opacity, etc.
*
* In theory it should be possible for different widgets to use the same
* compositor. In practice, we use one compositor per window.
*
* # Usage
*
* For an example of a user of Compositor, see LayerManagerComposite.
*
* Initialization: create a Compositor object, call Initialize().
*
* Destruction: destroy any resources associated with the compositor, call
* Destroy(), delete the Compositor object.
*
* Composition:
* call BeginFrame,
* for each quad to be composited:
* call MakeCurrent if necessary (not necessary if no other context has been
* made current),
* take care of any texture upload required to composite the quad, this step
* is backend-dependent,
* construct an EffectChain for the quad,
* call DrawQuad,
* call EndFrame.
* If the user has to stop compositing at any point before EndFrame, call
* AbortFrame.
* If the compositor is usually used for compositing but compositing is
* temporarily done without the compositor, call EndFrameForExternalComposition
* after compositing each frame so the compositor can remain internally
* consistent.
*
* By default, the compositor will render to the screen, to render to a target,
* call SetTargetContext or SetRenderTarget, the latter with a target created
* by CreateRenderTarget or CreateRenderTargetFromSource.
*
* The target and viewport methods can be called before any DrawQuad call and
* affect any subsequent DrawQuad calls.
*/
class Compositor : public RefCounted<Compositor>
{
public:
Compositor()
: mCompositorID(0)
, mDrawColoredBorders(false)
{
MOZ_COUNT_CTOR(Compositor);
}
virtual ~Compositor()
{
MOZ_COUNT_DTOR(Compositor);
}
virtual bool Initialize() = 0;
virtual void Destroy() = 0;
/**
* Request a texture host identifier that may be used for creating textures
* across process or thread boundaries that are compatible with this
* compositor.
*/
virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() = 0;
/**
* Properties of the compositor.
*/
virtual bool CanUseCanvasLayerForSize(const gfxIntSize& aSize) = 0;
virtual int32_t GetMaxTextureSize() const = 0;
/**
* Set the target for rendering. Results will have been written to aTarget by
* the time that EndFrame returns.
*
* If this method is not used, or we pass in nullptr, we target the compositor's
* usual swap chain and render to the screen.
*/
virtual void SetTargetContext(gfxContext* aTarget) = 0;
typedef uint32_t MakeCurrentFlags;
static const MakeCurrentFlags ForceMakeCurrent = 0x1;
/**
* Make this compositor's rendering context the current context for the
* underlying graphics API. This may be a global operation, depending on the
* API. Our context will remain the current one until someone else changes it.
*
* Clients of the compositor should call this at the start of the compositing
* process, it might be required by texture uploads etc.
*
* If aFlags == CURRENT_FORCE then we will (re-)set our context on the
* underlying API even if it is already the current context.
*/
virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) = 0;
/**
* Creates a Surface that can be used as a rendering target by this
* compositor.
*/
virtual TemporaryRef<CompositingRenderTarget>
CreateRenderTarget(const gfx::IntRect& aRect, SurfaceInitMode aInit) = 0;
/**
* Creates a Surface that can be used as a rendering target by this
* compositor, and initializes the surface by copying from aSource.
* If aSource is null, then the current screen buffer is used as source.
*/
virtual TemporaryRef<CompositingRenderTarget>
CreateRenderTargetFromSource(const gfx::IntRect& aRect,
const CompositingRenderTarget* aSource) = 0;
/**
* Sets the given surface as the target for subsequent calls to DrawQuad.
* Passing null as aSurface sets the screen as the target.
*/
virtual void SetRenderTarget(CompositingRenderTarget* aSurface) = 0;
/**
* Returns the current target for rendering. Will return null if we are
* rendering to the screen.
*/
virtual CompositingRenderTarget* GetCurrentRenderTarget() = 0;
/**
* Mostly the compositor will pull the size from a widget and this method will
* be ignored, but compositor implementations are free to use it if they like.
*/
virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) = 0;
/**
* Declare an offset to use when rendering layers. This will be ignored when
* rendering to a target instead of the screen.
*/
virtual void SetScreenRenderOffset(const gfx::Point& aOffset) = 0;
/**
* Tell the compositor to actually draw a quad. What to do draw and how it is
* drawn is specified by aEffectChain. aRect is the quad to draw, in user space.
* aTransform transforms from user space to screen space. aOffset is the
* offset of the render target from 0,0 of the screen. If texture coords are
* required, these will be in the primary effect in the effect chain.
*/
virtual void DrawQuad(const gfx::Rect& aRect, const gfx::Rect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity, const gfx::Matrix4x4 &aTransform,
const gfx::Point& aOffset) = 0;
/**
* Start a new frame.
* aClipRectIn is the clip rect for the window in window space (optional).
* aTransform is the transform from user space to window space.
* aRenderBounds bounding rect for rendering, in user space.
* If aClipRectIn is null, this method sets *aClipRectOut to the clip rect
* actually used for rendering (if aClipRectIn is non-null, we will use that
* for the clip rect).
* If aRenderBoundsOut is non-null, it will be set to the render bounds
* actually used by the compositor in window space.
*/
virtual void BeginFrame(const gfx::Rect* aClipRectIn,
const gfxMatrix& aTransform,
const gfx::Rect& aRenderBounds,
gfx::Rect* aClipRectOut = nullptr,
gfx::Rect* aRenderBoundsOut = nullptr) = 0;
/**
* Flush the current frame to the screen and tidy up.
*/
virtual void EndFrame() = 0;
/**
* Post-rendering stuff if the rendering is done outside of this Compositor
* e.g., by Composer2D.
* aTransform is the transform from user space to window space.
*/
virtual void EndFrameForExternalComposition(const gfxMatrix& aTransform) = 0;
/**
* Tidy up if BeginFrame has been called, but EndFrame won't be.
*/
virtual void AbortFrame() = 0;
/**
* Setup the viewport and projection matrix for rendering to a target of the
* given dimensions. The size and transform here will override those set in
* BeginFrame. BeginFrame sets a size and transform for the default render
* target, usually the screen. Calling this method prepares the compositor to
* render using a different viewport (that is, size and transform), usually
* associated with a new render target.
* aWorldTransform is the transform from user space to the new viewport's
* coordinate space.
*/
virtual void PrepareViewport(const gfx::IntSize& aSize,
const gfxMatrix& aWorldTransform) = 0;
/**
* Whether textures created by this compositor can receive partial updates.
*/
virtual bool SupportsPartialTextureUpdate() = 0;
void EnableColoredBorders()
{
mDrawColoredBorders = true;
}
void DisableColoredBorders()
{
mDrawColoredBorders = false;
}
void DrawDiagnostics(const gfx::Color& color,
const gfx::Rect& visibleRect,
const gfx::Rect& aClipRect,
const gfx::Matrix4x4& transform,
const gfx::Point& aOffset);
#ifdef MOZ_DUMP_PAINTING
virtual const char* Name() const = 0;
#endif // MOZ_DUMP_PAINTING
/**
* Each Compositor has a unique ID.
* This ID is used to keep references to each Compositor in a map accessed
* from the compositor thread only, so that async compositables can find
* the right compositor parent and schedule compositing even if the compositor
* changed.
*/
uint32_t GetCompositorID() const
{
return mCompositorID;
}
void SetCompositorID(uint32_t aID)
{
MOZ_ASSERT(mCompositorID == 0, "The compositor ID must be set only once.");
mCompositorID = aID;
}
/**
* Notify the compositor that a layers transaction has occured. This is only
* used for FPS information at the moment.
* XXX: surely there is a better way to do this?
*/
virtual void NotifyLayersTransaction() = 0;
/**
* Notify the compositor that composition is being paused. This allows the
* compositor to temporarily release any resources.
* Between calling Pause and Resume, compositing may fail.
*/
virtual void Pause() {}
/**
* Notify the compositor that composition is being resumed. The compositor
* regain any resources it requires for compositing.
* Returns true if succeeded.
*/
virtual bool Resume() { return true; }
// XXX I expect we will want to move mWidget into this class and implement
// these methods properly.
virtual nsIWidget* GetWidget() const { return nullptr; }
virtual const nsIntSize& GetWidgetSize() = 0;
/**
* We enforce that there can only be one Compositor backend type off the main
* thread at the same time. The backend type in use can be checked with this
* static method. We need this for creating texture clients/hosts etc. when we
* don't have a reference to a Compositor.
*/
static LayersBackend GetBackend();
protected:
uint32_t mCompositorID;
static LayersBackend sBackend;
bool mDrawColoredBorders;
};
} // namespace layers
} // namespace mozilla
#endif /* MOZILLA_GFX_COMPOSITOR_H */