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342 lines
12 KiB
C++
342 lines
12 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Robert O'Callahan <robert@ocallahan.org>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef GFX_BASICLAYERS_H
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#define GFX_BASICLAYERS_H
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#include "Layers.h"
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#include "gfxContext.h"
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#include "gfxCachedTempSurface.h"
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#include "nsAutoRef.h"
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#include "nsThreadUtils.h"
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#include "mozilla/layers/ShadowLayers.h"
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class nsIWidget;
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namespace mozilla {
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namespace layers {
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class BasicShadowableLayer;
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class ShadowThebesLayer;
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class ShadowContainerLayer;
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class ShadowImageLayer;
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class ShadowCanvasLayer;
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class ShadowColorLayer;
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class ReadbackProcessor;
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/**
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* This is a cairo/Thebes-only, main-thread-only implementation of layers.
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*
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* In each transaction, the client sets up the layer tree and then during
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* the drawing phase, each ThebesLayer is painted directly into the target
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* context (with appropriate clipping and Push/PopGroups performed
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* between layers).
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*/
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class THEBES_API BasicLayerManager :
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public ShadowLayerManager
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{
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public:
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/**
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* Construct a BasicLayerManager which will have no default
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* target context. SetDefaultTarget or BeginTransactionWithTarget
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* must be called for any rendering to happen. ThebesLayers will not
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* be retained.
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*/
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BasicLayerManager();
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/**
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* Construct a BasicLayerManager which will have no default
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* target context. SetDefaultTarget or BeginTransactionWithTarget
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* must be called for any rendering to happen. ThebesLayers will be
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* retained; that is, we will try to retain the visible contents of
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* ThebesLayers as cairo surfaces. We create ThebesLayer buffers by
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* creating similar surfaces to the default target context, or to
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* aWidget's GetThebesSurface if there is no default target context, or
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* to the passed-in context if there is no widget and no default
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* target context.
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*
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* This does not keep a strong reference to the widget, so the caller
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* must ensure that the widget outlives the layer manager or call
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* ClearWidget before the widget dies.
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*/
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BasicLayerManager(nsIWidget* aWidget);
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virtual ~BasicLayerManager();
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/**
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* Set the default target context that will be used when BeginTransaction
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* is called. This can only be called outside a transaction.
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*
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* aDoubleBuffering can request double-buffering for drawing to the
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* default target. When BUFFERED, the layer manager avoids blitting
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* temporary results to aContext and then overpainting them with final
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* results, by using a temporary buffer when necessary. In BUFFERED
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* mode we always completely overwrite the contents of aContext's
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* destination surface (within the clip region) using OPERATOR_SOURCE.
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*/
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enum BufferMode {
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BUFFER_NONE,
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BUFFER_BUFFERED
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};
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void SetDefaultTarget(gfxContext* aContext, BufferMode aDoubleBuffering);
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gfxContext* GetDefaultTarget() { return mDefaultTarget; }
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/**
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* Set a target resolution for managed layers that are scalable. It
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* might make sense to call this outside of a transaction, but
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* currently it's only allowed during the construction phase of
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* transactions.
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*/
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void SetResolution(float aXResolution, float aYResolution)
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{
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NS_ASSERTION(InConstruction(), "resolution must be set before drawing");
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mXResolution = aXResolution;
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mYResolution = aYResolution;
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}
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float XResolution() const { return mXResolution; }
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float YResolution() const { return mYResolution; }
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nsIWidget* GetRetainerWidget() { return mWidget; }
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void ClearRetainerWidget() { mWidget = nsnull; }
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virtual void BeginTransaction();
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virtual void BeginTransactionWithTarget(gfxContext* aTarget);
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virtual bool EndEmptyTransaction();
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData);
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virtual void SetRoot(Layer* aLayer);
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virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
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virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
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virtual already_AddRefed<ImageLayer> CreateImageLayer();
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
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virtual already_AddRefed<ImageContainer> CreateImageContainer();
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virtual already_AddRefed<ColorLayer> CreateColorLayer();
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virtual already_AddRefed<ReadbackLayer> CreateReadbackLayer();
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virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer()
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{ return nsnull; }
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virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer()
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{ return nsnull; }
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virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer()
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{ return nsnull; }
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virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer()
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{ return nsnull; }
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virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer()
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{ return nsnull; }
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virtual LayersBackend GetBackendType() { return LAYERS_BASIC; }
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virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Basic"); }
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#ifdef DEBUG
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PRBool InConstruction() { return mPhase == PHASE_CONSTRUCTION; }
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PRBool InDrawing() { return mPhase == PHASE_DRAWING; }
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PRBool InForward() { return mPhase == PHASE_FORWARD; }
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PRBool InTransaction() { return mPhase != PHASE_NONE; }
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#endif
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gfxContext* GetTarget() { return mTarget; }
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PRBool IsRetained() { return mWidget != nsnull; }
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#ifdef MOZ_LAYERS_HAVE_LOG
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virtual const char* Name() const { return "Basic"; }
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#endif // MOZ_LAYERS_HAVE_LOG
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// Clear the cached contents of this layer.
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void ClearCachedResources();
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void SetTransactionIncomplete() { mTransactionIncomplete = true; }
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already_AddRefed<gfxContext> PushGroupForLayer(gfxContext* aContext, Layer* aLayer,
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const nsIntRegion& aRegion,
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PRBool* aNeedsClipToVisibleRegion);
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already_AddRefed<gfxContext> PushGroupWithCachedSurface(gfxContext *aTarget,
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gfxASurface::gfxContentType aContent);
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void PopGroupToSourceWithCachedSurface(gfxContext *aTarget, gfxContext *aPushed);
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virtual PRBool IsCompositingCheap() { return PR_FALSE; }
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virtual bool HasShadowManagerInternal() const { return false; }
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bool HasShadowManager() const { return HasShadowManagerInternal(); }
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protected:
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#ifdef DEBUG
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enum TransactionPhase {
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PHASE_NONE, PHASE_CONSTRUCTION, PHASE_DRAWING, PHASE_FORWARD
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};
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TransactionPhase mPhase;
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#endif
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// Paints aLayer to mTarget.
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void PaintLayer(gfxContext* aTarget,
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Layer* aLayer,
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DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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ReadbackProcessor* aReadback);
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// Clear the contents of a layer
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void ClearLayer(Layer* aLayer);
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bool EndTransactionInternal(DrawThebesLayerCallback aCallback,
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void* aCallbackData);
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// Target resolution for scalable content.
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float mXResolution;
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float mYResolution;
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// Widget whose surface should be used as the basis for ThebesLayer
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// buffers.
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nsIWidget* mWidget;
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// The default context for BeginTransaction.
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nsRefPtr<gfxContext> mDefaultTarget;
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// The context to draw into.
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nsRefPtr<gfxContext> mTarget;
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// Cached surface for double buffering
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gfxCachedTempSurface mCachedSurface;
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BufferMode mDoubleBuffering;
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PRPackedBool mUsingDefaultTarget;
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PRPackedBool mCachedSurfaceInUse;
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bool mTransactionIncomplete;
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};
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class BasicShadowLayerManager : public BasicLayerManager,
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public ShadowLayerForwarder
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{
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typedef nsTArray<nsRefPtr<Layer> > LayerRefArray;
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public:
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BasicShadowLayerManager(nsIWidget* aWidget);
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virtual ~BasicShadowLayerManager();
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virtual void BeginTransactionWithTarget(gfxContext* aTarget);
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virtual bool EndEmptyTransaction();
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData);
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virtual void SetRoot(Layer* aLayer);
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virtual void Mutated(Layer* aLayer);
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virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
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virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
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virtual already_AddRefed<ImageLayer> CreateImageLayer();
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
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virtual already_AddRefed<ColorLayer> CreateColorLayer();
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virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer();
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virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer();
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virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer();
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virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer();
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virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer();
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ShadowableLayer* Hold(Layer* aLayer);
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bool HasShadowManager() const { return ShadowLayerForwarder::HasShadowManager(); }
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PLayersChild* GetShadowManager() const { return mShadowManager; }
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void SetShadowManager(PLayersChild* aShadowManager)
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{
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mShadowManager = aShadowManager;
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}
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virtual PRBool IsCompositingCheap();
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virtual bool HasShadowManagerInternal() const { return HasShadowManager(); }
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private:
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/**
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* Forward transaction results to the parent context.
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*/
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void ForwardTransaction();
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LayerRefArray mKeepAlive;
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};
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}
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}
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/**
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* We need to be able to hold a reference to a gfxASurface from Image
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* subclasses. This is potentially a problem since Images can be addrefed
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* or released off the main thread. We can ensure that we never AddRef
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* a gfxASurface off the main thread, but we might want to Release due
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* to an Image being destroyed off the main thread.
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*
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* We use nsCountedRef<nsMainThreadSurfaceRef> to reference the
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* gfxASurface. When AddRefing, we assert that we're on the main thread.
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* When Releasing, if we're not on the main thread, we post an event to
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* the main thread to do the actual release.
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*/
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class nsMainThreadSurfaceRef;
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NS_SPECIALIZE_TEMPLATE
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class nsAutoRefTraits<nsMainThreadSurfaceRef> {
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public:
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typedef gfxASurface* RawRef;
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/**
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* The XPCOM event that will do the actual release on the main thread.
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*/
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class SurfaceReleaser : public nsRunnable {
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public:
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SurfaceReleaser(RawRef aRef) : mRef(aRef) {}
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NS_IMETHOD Run() {
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mRef->Release();
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return NS_OK;
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}
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RawRef mRef;
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};
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static RawRef Void() { return nsnull; }
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static void Release(RawRef aRawRef)
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{
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if (NS_IsMainThread()) {
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aRawRef->Release();
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return;
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}
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nsCOMPtr<nsIRunnable> runnable = new SurfaceReleaser(aRawRef);
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NS_DispatchToMainThread(runnable);
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}
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static void AddRef(RawRef aRawRef)
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{
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NS_ASSERTION(NS_IsMainThread(),
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"Can only add a reference on the main thread");
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aRawRef->AddRef();
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}
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};
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#endif /* GFX_BASICLAYERS_H */
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