gecko/gfx/layers/basic/BasicTiledThebesLayer.h

216 lines
6.4 KiB
C++

/* 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_BASICTILEDTHEBESLAYER_H
#define GFX_BASICTILEDTHEBESLAYER_H
#include "TiledLayerBuffer.h"
#include "gfxReusableSurfaceWrapper.h"
#include "mozilla/layers/ShadowLayers.h"
#include "BasicLayers.h"
#include "BasicImplData.h"
#include <algorithm>
namespace mozilla {
namespace layers {
/**
* Represent a single tile in tiled buffer. It's backed
* by a gfxReusableSurfaceWrapper that implements a
* copy-on-write mechanism while locked. The tile should be
* locked before being sent to the compositor and unlocked
* as soon as it is uploaded to prevent a copy.
* Ideal place to store per tile debug information.
*/
struct BasicTiledLayerTile {
nsRefPtr<gfxReusableSurfaceWrapper> mSurface;
#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
TimeStamp mLastUpdate;
#endif
// Placeholder
BasicTiledLayerTile()
: mSurface(NULL)
{}
explicit BasicTiledLayerTile(gfxImageSurface* aSurface)
: mSurface(new gfxReusableSurfaceWrapper(aSurface))
{
}
BasicTiledLayerTile(const BasicTiledLayerTile& o) {
mSurface = o.mSurface;
#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
mLastUpdate = o.mLastUpdate;
#endif
}
BasicTiledLayerTile& operator=(const BasicTiledLayerTile& o) {
if (this == &o) return *this;
mSurface = o.mSurface;
#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
mLastUpdate = o.mLastUpdate;
#endif
return *this;
}
bool operator== (const BasicTiledLayerTile& o) const {
return mSurface == o.mSurface;
}
bool operator!= (const BasicTiledLayerTile& o) const {
return mSurface != o.mSurface;
}
void ReadUnlock() {
mSurface->ReadUnlock();
}
void ReadLock() {
mSurface->ReadLock();
}
};
class BasicTiledThebesLayer;
/**
* Provide an instance of TiledLayerBuffer backed by image surfaces.
* This buffer provides an implementation to ValidateTile using a
* thebes callback and can support painting using a single paint buffer
* which is much faster then painting directly into the tiles.
*/
class BasicTiledLayerBuffer : public TiledLayerBuffer<BasicTiledLayerBuffer, BasicTiledLayerTile>
{
friend class TiledLayerBuffer<BasicTiledLayerBuffer, BasicTiledLayerTile>;
public:
BasicTiledLayerBuffer()
{}
void PaintThebes(BasicTiledThebesLayer* aLayer,
const nsIntRegion& aNewValidRegion,
const nsIntRegion& aPaintRegion,
LayerManager::DrawThebesLayerCallback aCallback,
void* aCallbackData);
BasicTiledLayerTile GetPlaceholderTile() const {
return mPlaceholder;
}
void ReadUnlock() {
for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
if (mRetainedTiles[i] == GetPlaceholderTile()) continue;
mRetainedTiles[i].ReadUnlock();
}
}
void ReadLock() {
for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
if (mRetainedTiles[i] == GetPlaceholderTile()) continue;
mRetainedTiles[i].ReadLock();
}
}
protected:
BasicTiledLayerTile ValidateTile(BasicTiledLayerTile aTile,
const nsIntPoint& aTileRect,
const nsIntRegion& dirtyRect);
// If this returns true, we perform the paint operation into a single large
// buffer and copy it out to the tiles instead of calling PaintThebes() on
// each tile individually. Somewhat surprisingly, this turns out to be faster
// on Android.
bool UseSinglePaintBuffer() { return true; }
void ReleaseTile(BasicTiledLayerTile aTile) { /* No-op. */ }
void SwapTiles(BasicTiledLayerTile& aTileA, BasicTiledLayerTile& aTileB) {
std::swap(aTileA, aTileB);
}
private:
gfxASurface::gfxImageFormat GetFormat() const;
BasicTiledThebesLayer* mThebesLayer;
LayerManager::DrawThebesLayerCallback mCallback;
void* mCallbackData;
// The buffer we use when UseSinglePaintBuffer() above is true.
nsRefPtr<gfxImageSurface> mSinglePaintBuffer;
nsIntPoint mSinglePaintBufferOffset;
BasicTiledLayerTile mPlaceholder;
BasicTiledLayerTile ValidateTileInternal(BasicTiledLayerTile aTile,
const nsIntPoint& aTileOrigin,
const nsIntRect& aDirtyRect);
};
/**
* An implementation of ThebesLayer that ONLY supports remote
* composition that is backed by tiles. This thebes layer implementation
* is better suited to mobile hardware to work around slow implementation
* of glTexImage2D (for OGL compositors), and restrait memory bandwidth.
*/
class BasicTiledThebesLayer : public ThebesLayer,
public BasicImplData,
public BasicShadowableLayer
{
typedef ThebesLayer Base;
public:
BasicTiledThebesLayer(BasicShadowLayerManager* const aManager)
: ThebesLayer(aManager, static_cast<BasicImplData*>(this))
{
MOZ_COUNT_CTOR(BasicTiledThebesLayer);
}
~BasicTiledThebesLayer()
{
MOZ_COUNT_DTOR(BasicTiledThebesLayer);
}
// Thebes Layer
virtual Layer* AsLayer() { return this; }
virtual void InvalidateRegion(const nsIntRegion& aRegion) {
mInvalidRegion.Or(mInvalidRegion, aRegion);
mInvalidRegion.SimplifyOutward(10);
mValidRegion.Sub(mValidRegion, mInvalidRegion);
}
// Shadow methods
virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs);
virtual ShadowableLayer* AsShadowableLayer() { return this; }
virtual void Disconnect()
{
BasicShadowableLayer::Disconnect();
}
virtual void PaintThebes(gfxContext* aContext,
Layer* aMaskLayer,
LayerManager::DrawThebesLayerCallback aCallback,
void* aCallbackData,
ReadbackProcessor* aReadback);
private:
BasicShadowLayerManager* BasicManager()
{
return static_cast<BasicShadowLayerManager*>(mManager);
}
// BasicImplData
virtual void
PaintBuffer(gfxContext* aContext,
const nsIntRegion& aRegionToDraw,
const nsIntRegion& aExtendedRegionToDraw,
const nsIntRegion& aRegionToInvalidate,
bool aDidSelfCopy,
LayerManager::DrawThebesLayerCallback aCallback,
void* aCallbackData)
{ NS_RUNTIMEABORT("Not reached."); }
// Members
BasicTiledLayerBuffer mTiledBuffer;
};
} // layers
} // mozilla
#endif