mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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30a1afa9de
--HG-- extra : rebase_source : d903db2fcb68bbccff9548dfbcd215d9a25ba41c
723 lines
24 KiB
C++
723 lines
24 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* vim: sw=2 ts=8 et :
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*/
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef mozilla_layers_ShadowLayers_h
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#define mozilla_layers_ShadowLayers_h 1
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#include "gfxASurface.h"
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#include "GLDefs.h"
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#include "ImageLayers.h"
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#include "mozilla/layers/Compositor.h"
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#include "mozilla/ipc/SharedMemory.h"
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#include "mozilla/WidgetUtils.h"
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#include "mozilla/layers/ISurfaceAllocator.h"
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#include "mozilla/dom/ScreenOrientation.h"
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#include "mozilla/layers/CompositableForwarder.h"
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class gfxSharedImageSurface;
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namespace mozilla {
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namespace gl {
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class GLContext;
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class TextureImage;
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}
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namespace layers {
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class CompositableClient;
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class Edit;
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class EditReply;
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class OptionalThebesBuffer;
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class PLayerChild;
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class PLayersChild;
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class PLayersParent;
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class ShadowableLayer;
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class ShadowThebesLayer;
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class ShadowContainerLayer;
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class ShadowImageLayer;
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class ShadowColorLayer;
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class ShadowCanvasLayer;
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class ShadowRefLayer;
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class SurfaceDescriptor;
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class ThebesBuffer;
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class TiledLayerComposer;
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class Transaction;
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class SurfaceDescriptor;
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class CanvasSurface;
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class TextureClientShmem;
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class ContentClientRemote;
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class CompositableChild;
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class ImageClient;
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class CanvasClient;
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class ContentClient;
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enum OpenMode {
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OPEN_READ_ONLY,
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OPEN_READ_WRITE
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};
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/**
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* We want to share layer trees across thread contexts and address
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* spaces for several reasons; chief among them
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*
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* - a parent process can paint a child process's layer tree while
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* the child process is blocked, say on content script. This is
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* important on mobile devices where UI responsiveness is key.
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*
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* - a dedicated "compositor" process can asynchronously (wrt the
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* browser process) composite and animate layer trees, allowing a
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* form of pipeline parallelism between compositor/browser/content
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*
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* - a dedicated "compositor" process can take all responsibility for
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* accessing the GPU, which is desirable on systems with
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* buggy/leaky drivers because the compositor process can die while
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* browser and content live on (and failover mechanisms can be
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* installed to quickly bring up a replacement compositor)
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*
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* The Layers model has a crisply defined API, which makes it easy to
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* safely "share" layer trees. The ShadowLayers API extends Layers to
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* allow a remote, parent process to access a child process's layer
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* tree.
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*
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* ShadowLayerForwarder publishes a child context's layer tree to a
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* parent context. This comprises recording layer-tree modifications
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* into atomic transactions and pushing them over IPC.
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*
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* ShadowLayerManager grafts layer subtrees published by child-context
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* ShadowLayerForwarder(s) into a parent-context layer tree.
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*
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* (Advanced note: because our process tree may have a height >2, a
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* non-leaf subprocess may both receive updates from child processes
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* and publish them to parent processes. Put another way,
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* LayerManagers may be both ShadowLayerManagers and
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* ShadowLayerForwarders.)
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*
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* There are only shadow types for layers that have different shadow
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* vs. not-shadow behavior. ColorLayers and ContainerLayers behave
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* the same way in both regimes (so far).
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*
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*
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* The mecanism to shadow the layer tree on the compositor through IPC works as
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* follows:
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* The layer tree is managed on the content thread, and shadowed in the compositor
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* thread. The shadow layer tree is only kept in sync with whatever happens in
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* the content thread. To do this we use IPDL protocols. IPDL is a domain
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* specific language that describes how two processes or thread should
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* communicate. C++ code is generated from .ipdl files to implement the message
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* passing, synchronization and serialization logic. To use the generated code
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* we implement classes that inherit the generated IPDL actor. the ipdl actors
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* of a protocol PX are PXChild or PXParent (the generated class), and we
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* conventionally implement XChild and XParent. The Parent side of the protocol
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* is the one that lives on the compositor thread. Think of IPDL actors as
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* endpoints of communication. they are useful to send messages and also to
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* dispatch the message to the right actor on the other side. One nice property
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* of an IPDL actor is that when an actor, say PXChild is sent in a message, the
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* PXParent comes out in the other side. we use this property a lot to dispatch
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* messages to the right layers and compositable, each of which have their own
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* ipdl actor on both side.
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*
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* Most of the synchronization logic happens in layer transactions and
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* compositable transactions.
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* A transaction is a set of changes to the layers and/or the compositables
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* that are sent and applied together to the compositor thread to keep the
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* ShadowLayer in a coherent state.
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* Layer transactions maintain the shape of the shadow layer tree, and
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* synchronize the texture data held by compositables. Layer transactions
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* are always between the content thread and the compositor thread.
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* Compositable transactions are subset of a layer transaction with which only
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* compositables and textures can be manipulated, and does not always originate
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* from the content thread. (See CompositableForwarder.h and ImageBridgeChild.h)
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*/
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class ShadowLayerForwarder : public CompositableForwarder
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{
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friend class AutoOpenSurface;
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friend class TextureClientShmem;
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public:
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typedef gfxASurface::gfxContentType gfxContentType;
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virtual ~ShadowLayerForwarder();
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/**
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* Setup the IPDL actor for aCompositable to be part of layers
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* transactions.
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*/
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void Connect(CompositableClient* aCompositable);
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virtual void CreatedSingleBuffer(CompositableClient* aCompositable,
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const SurfaceDescriptor& aDescriptor,
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const TextureInfo& aTextureInfo) MOZ_OVERRIDE;
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virtual void CreatedDoubleBuffer(CompositableClient* aCompositable,
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const SurfaceDescriptor& aFrontDescriptor,
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const SurfaceDescriptor& aBackDescriptor,
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const TextureInfo& aTextureInfo) MOZ_OVERRIDE;
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virtual void DestroyThebesBuffer(CompositableClient* aCompositable) MOZ_OVERRIDE;
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/**
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* Adds an edit in the layers transaction in order to attach
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* the corresponding compositable and layer on the compositor side.
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* Connect must have been called on aCompositable beforehand.
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*/
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void Attach(CompositableClient* aCompositable,
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ShadowableLayer* aLayer);
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/**
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* Adds an edit in the transaction in order to attach a Compositable that
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* is not managed by this ShadowLayerForwarder (for example, by ImageBridge
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* in the case of async-video).
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* Since the compositable is not managed by this forwarder, we can't use
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* the compositable or it's IPDL actor here, so we use an ID instead, that
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* is matched on the compositor side.
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*/
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void AttachAsyncCompositable(uint64_t aCompositableID,
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ShadowableLayer* aLayer);
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/**
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* Begin recording a transaction to be forwarded atomically to a
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* ShadowLayerManager.
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*/
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void BeginTransaction(const nsIntRect& aTargetBounds,
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ScreenRotation aRotation,
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const nsIntRect& aClientBounds,
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mozilla::dom::ScreenOrientation aOrientation);
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/**
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* The following methods may only be called after BeginTransaction()
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* but before EndTransaction(). They mirror the LayerManager
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* interface in Layers.h.
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*/
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/**
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* Notify the shadow manager that a new, "real" layer has been
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* created, and a corresponding shadow layer should be created in
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* the compositing process.
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*/
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void CreatedThebesLayer(ShadowableLayer* aThebes);
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void CreatedContainerLayer(ShadowableLayer* aContainer);
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void CreatedImageLayer(ShadowableLayer* aImage);
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void CreatedColorLayer(ShadowableLayer* aColor);
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void CreatedCanvasLayer(ShadowableLayer* aCanvas);
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void CreatedRefLayer(ShadowableLayer* aRef);
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/**
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* The specified layer is destroying its buffers.
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* |aBackBufferToDestroy| is deallocated when this transaction is
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* posted to the parent. During the parent-side transaction, the
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* shadow is told to destroy its front buffer. This can happen when
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* a new front/back buffer pair have been created because of a layer
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* resize, e.g.
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*/
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virtual void DestroyedThebesBuffer(const SurfaceDescriptor& aBackBufferToDestroy) MOZ_OVERRIDE;
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/**
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* At least one attribute of |aMutant| has changed, and |aMutant|
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* needs to sync to its shadow layer. This initial implementation
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* forwards all attributes when any is mutated.
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*/
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void Mutated(ShadowableLayer* aMutant);
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void SetRoot(ShadowableLayer* aRoot);
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/**
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* Insert |aChild| after |aAfter| in |aContainer|. |aAfter| can be
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* NULL to indicated that |aChild| should be appended to the end of
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* |aContainer|'s child list.
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*/
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void InsertAfter(ShadowableLayer* aContainer,
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ShadowableLayer* aChild,
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ShadowableLayer* aAfter=NULL);
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void RemoveChild(ShadowableLayer* aContainer,
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ShadowableLayer* aChild);
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void RepositionChild(ShadowableLayer* aContainer,
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ShadowableLayer* aChild,
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ShadowableLayer* aAfter=NULL);
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/**
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* Set aMaskLayer as the mask on aLayer.
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* Note that only image layers are properly supported
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* ShadowLayersParent::UpdateMask and accompanying ipdl
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* will need changing to update properties for other kinds
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* of mask layer.
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*/
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void SetMask(ShadowableLayer* aLayer,
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ShadowableLayer* aMaskLayer);
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/**
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* Notify the compositor that a tiled layer buffer has changed
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* that needs to be synced to the shadow retained copy. The tiled
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* layer buffer will operate directly on the shadow retained buffer
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* and is free to choose it's own internal representation (double buffering,
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* copy on write, tiling).
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*/
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virtual void PaintedTiledLayerBuffer(CompositableClient* aCompositable,
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BasicTiledLayerBuffer* aTiledLayerBuffer) MOZ_OVERRIDE;
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/**
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* Notify the compositor that a compositable will be updated asynchronously
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* through ImageBridge, using an ID to connect the protocols on the
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* compositor side.
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*/
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void AttachAsyncCompositable(PLayersChild* aLayer, uint64_t aID);
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/**
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* Communicate to the compositor that the texture identified by aLayer
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* and aIdentifier has been updated to aImage.
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*/
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virtual void UpdateTexture(CompositableClient* aCompositable,
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TextureIdentifier aTextureId,
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SurfaceDescriptor* aDescriptor) MOZ_OVERRIDE;
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/**
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* Communicate to the compositor that aRegion in the texture identified by aLayer
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* and aIdentifier has been updated to aThebesBuffer.
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*/
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virtual void UpdateTextureRegion(CompositableClient* aCompositable,
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const ThebesBufferData& aThebesBufferData,
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const nsIntRegion& aUpdatedRegion) MOZ_OVERRIDE;
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/**
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* Communicate the picture rect of an image to the compositor
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*/
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void UpdatePictureRect(CompositableClient* aCompositable,
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const nsIntRect& aRect);
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/**
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* End the current transaction and forward it to ShadowLayerManager.
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* |aReplies| are directions from the ShadowLayerManager to the
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* caller of EndTransaction().
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*/
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bool EndTransaction(InfallibleTArray<EditReply>* aReplies);
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/**
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* Set an actor through which layer updates will be pushed.
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*/
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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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/**
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* True if this is forwarding to a ShadowLayerManager.
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*/
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bool HasShadowManager() const { return !!mShadowManager; }
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PLayersChild* GetShadowManager() const { return mShadowManager; }
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/**
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* The following Alloc/Open/Destroy interfaces abstract over the
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* details of working with surfaces that are shared across
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* processes. They provide the glue between C++ Layers and the
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* ShadowLayer IPC system.
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*
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* The basic lifecycle is
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*
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* - a Layer needs a buffer. Its ShadowableLayer subclass calls
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* AllocBuffer(), then calls one of the Created*Buffer() methods
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* above to transfer the (temporary) front buffer to its
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* ShadowLayer in the other process. The Layer needs a
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* gfxASurface to paint, so the ShadowableLayer uses
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* OpenDescriptor(backBuffer) to get that surface, and hands it
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* out to the Layer.
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*
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* - a Layer has painted new pixels. Its ShadowableLayer calls one
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* of the Painted*Buffer() methods above with the back buffer
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* descriptor. This notification is forwarded to the ShadowLayer,
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* which uses OpenDescriptor() to access the newly-painted pixels.
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* The ShadowLayer then updates its front buffer in a Layer- and
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* platform-dependent way, and sends a surface descriptor back to
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* the ShadowableLayer that becomes its new back back buffer.
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*
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* - a Layer wants to destroy its buffers. Its ShadowableLayer
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* calls Destroyed*Buffer(), which gives up control of the back
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* buffer descriptor. The actual back buffer surface is then
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* destroyed using DestroySharedSurface() just before notifying
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* the parent process. When the parent process is notified, the
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* ShadowLayer also calls DestroySharedSurface() on its front
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* buffer, and the double-buffer pair is gone.
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*/
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// ISurfaceAllocator
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virtual bool AllocUnsafeShmem(size_t aSize,
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ipc::SharedMemory::SharedMemoryType aType,
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ipc::Shmem* aShmem) MOZ_OVERRIDE;
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virtual bool AllocShmem(size_t aSize,
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ipc::SharedMemory::SharedMemoryType aType,
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ipc::Shmem* aShmem) MOZ_OVERRIDE;
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virtual void DeallocShmem(ipc::Shmem& aShmem) MOZ_OVERRIDE;
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/**
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* Construct a shadow of |aLayer| on the "other side", at the
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* ShadowLayerManager.
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*/
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PLayerChild* ConstructShadowFor(ShadowableLayer* aLayer);
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/**
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* Flag the next paint as the first for a document.
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*/
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void SetIsFirstPaint() { mIsFirstPaint = true; }
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static void PlatformSyncBeforeUpdate();
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static already_AddRefed<gfxASurface>
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OpenDescriptor(OpenMode aMode, const SurfaceDescriptor& aSurface);
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protected:
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ShadowLayerForwarder();
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PLayersChild* mShadowManager;
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#ifdef MOZ_HAVE_SURFACEDESCRIPTORGRALLOC
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virtual PGrallocBufferChild* AllocGrallocBuffer(const gfxIntSize& aSize,
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gfxASurface::gfxContentType aContent,
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MaybeMagicGrallocBufferHandle* aHandle) MOZ_OVERRIDE;
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#endif
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private:
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/**
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* Try to query the content type efficiently, but at worst map the
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* surface and return it in *aSurface.
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*/
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static gfxContentType
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GetDescriptorSurfaceContentType(const SurfaceDescriptor& aDescriptor,
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OpenMode aMode,
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gfxASurface** aSurface);
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/**
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* It can be expensive to open a descriptor just to query its
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* content type. If the platform impl can do this cheaply, it will
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* set *aContent and return true.
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*/
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static bool
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PlatformGetDescriptorSurfaceContentType(const SurfaceDescriptor& aDescriptor,
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OpenMode aMode,
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gfxContentType* aContent,
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gfxASurface** aSurface);
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// (Same as above, but for surface size.)
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static gfxIntSize
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GetDescriptorSurfaceSize(const SurfaceDescriptor& aDescriptor,
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OpenMode aMode,
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gfxASurface** aSurface);
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static bool
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PlatformGetDescriptorSurfaceSize(const SurfaceDescriptor& aDescriptor,
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OpenMode aMode,
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gfxIntSize* aSize,
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gfxASurface** aSurface);
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static already_AddRefed<gfxASurface>
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PlatformOpenDescriptor(OpenMode aMode, const SurfaceDescriptor& aDescriptor);
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/**
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* Make this descriptor unusable for gfxASurface clients. A
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* private interface with AutoOpenSurface.
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*/
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static void
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CloseDescriptor(const SurfaceDescriptor& aDescriptor);
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static bool
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PlatformCloseDescriptor(const SurfaceDescriptor& aDescriptor);
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bool PlatformDestroySharedSurface(SurfaceDescriptor* aSurface);
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Transaction* mTxn;
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bool mIsFirstPaint;
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};
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class ShadowLayerManager : public LayerManager
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{
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public:
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virtual ~ShadowLayerManager() {}
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virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Shadow"); }
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/** CONSTRUCTION PHASE ONLY */
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virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer() = 0;
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/** CONSTRUCTION PHASE ONLY */
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virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer() = 0;
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/** CONSTRUCTION PHASE ONLY */
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virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer() = 0;
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/** CONSTRUCTION PHASE ONLY */
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virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer() = 0;
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/** CONSTRUCTION PHASE ONLY */
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virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer() = 0;
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/** CONSTRUCTION PHASE ONLY */
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virtual already_AddRefed<ShadowRefLayer> CreateShadowRefLayer() { return nullptr; }
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virtual void NotifyShadowTreeTransaction() {}
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/**
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* Try to open |aDescriptor| for direct texturing. If the
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* underlying surface supports direct texturing, a non-null
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* TextureImage is returned. Otherwise null is returned.
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*/
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static already_AddRefed<gl::TextureImage>
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OpenDescriptorForDirectTexturing(gl::GLContext* aContext,
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const SurfaceDescriptor& aDescriptor,
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GLenum aWrapMode);
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/**
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* returns true if PlatformAllocBuffer will return a buffer that supports
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* direct texturing
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*/
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static bool SupportsDirectTexturing();
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static void PlatformSyncBeforeReplyUpdate();
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void SetCompositorID(uint32_t aID)
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{
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NS_ASSERTION(mCompositor, "No compositor");
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mCompositor->SetCompositorID(aID);
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}
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Compositor* GetCompositor() const
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{
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return mCompositor;
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}
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protected:
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ShadowLayerManager()
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: mCompositor(nullptr)
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{}
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bool PlatformDestroySharedSurface(SurfaceDescriptor* aSurface);
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RefPtr<Compositor> mCompositor;
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};
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class CompositableClient;
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/**
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* A ShadowableLayer is a Layer can be shared with a parent context
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* through a ShadowLayerForwarder. A ShadowableLayer maps to a
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* Shadow*Layer in a parent context.
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*
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* Note that ShadowLayers can themselves be ShadowableLayers.
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*/
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class ShadowableLayer
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{
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public:
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virtual ~ShadowableLayer() {}
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virtual Layer* AsLayer() = 0;
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/**
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* True if this layer has a shadow in a parent process.
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*/
|
|
bool HasShadow() { return !!mShadow; }
|
|
|
|
/**
|
|
* Return the IPC handle to a Shadow*Layer referring to this if one
|
|
* exists, NULL if not.
|
|
*/
|
|
PLayerChild* GetShadow() { return mShadow; }
|
|
|
|
virtual CompositableClient* GetCompositableClient() { return nullptr; }
|
|
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() {}
|
|
|
|
virtual void DestroyFrontBuffer() { }
|
|
|
|
/**
|
|
* The following methods are
|
|
*
|
|
* CONSTRUCTION PHASE ONLY
|
|
*
|
|
* They are analogous to the Layer interface.
|
|
*/
|
|
void SetShadowVisibleRegion(const nsIntRegion& aRegion)
|
|
{
|
|
mShadowVisibleRegion = aRegion;
|
|
}
|
|
|
|
void SetShadowOpacity(float aOpacity)
|
|
{
|
|
mShadowOpacity = aOpacity;
|
|
}
|
|
|
|
void SetShadowClipRect(const nsIntRect* aRect)
|
|
{
|
|
mUseShadowClipRect = aRect != nullptr;
|
|
if (aRect) {
|
|
mShadowClipRect = *aRect;
|
|
}
|
|
}
|
|
|
|
void SetShadowTransform(const gfx3DMatrix& aMatrix)
|
|
{
|
|
mShadowTransform = aMatrix;
|
|
}
|
|
|
|
// These getters can be used anytime.
|
|
float GetShadowOpacity() { return mShadowOpacity; }
|
|
const nsIntRect* GetShadowClipRect() { return mUseShadowClipRect ? &mShadowClipRect : nullptr; }
|
|
const nsIntRegion& GetShadowVisibleRegion() { return mShadowVisibleRegion; }
|
|
const gfx3DMatrix& GetShadowTransform() { return mShadowTransform; }
|
|
|
|
protected:
|
|
ShadowLayer()
|
|
: mShadowOpacity(1.0f)
|
|
, mUseShadowClipRect(false)
|
|
{}
|
|
|
|
nsIntRegion mShadowVisibleRegion;
|
|
gfx3DMatrix mShadowTransform;
|
|
nsIntRect mShadowClipRect;
|
|
float mShadowOpacity;
|
|
bool mUseShadowClipRect;
|
|
};
|
|
|
|
|
|
class ShadowThebesLayer : public ShadowLayer,
|
|
public ThebesLayer
|
|
{
|
|
public:
|
|
virtual void InvalidateRegion(const nsIntRegion& aRegion)
|
|
{
|
|
NS_RUNTIMEABORT("ShadowThebesLayers can't fill invalidated regions");
|
|
}
|
|
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
*/
|
|
virtual void SetValidRegion(const nsIntRegion& aRegion)
|
|
{
|
|
MOZ_LAYERS_LOG_IF_SHADOWABLE(this, ("Layer::Mutated(%p) ValidRegion", this));
|
|
mValidRegion = aRegion;
|
|
Mutated();
|
|
}
|
|
|
|
const nsIntRegion& GetValidRegion() { return mValidRegion; }
|
|
|
|
virtual void
|
|
Swap(const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion,
|
|
OptionalThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion,
|
|
OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion) {
|
|
NS_RUNTIMEABORT("should not use layer swap");
|
|
};
|
|
|
|
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 void Swap(const SurfaceDescriptor& aNewFront, bool needYFlip,
|
|
SurfaceDescriptor* aNewBack) = 0;
|
|
|
|
virtual ShadowLayer* AsShadowLayer() { return this; }
|
|
|
|
void SetBounds(nsIntRect aBounds) { mBounds = aBounds; }
|
|
|
|
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
|
|
* @see ShadowCanvasLayer::Swap
|
|
*/
|
|
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)
|
|
{}
|
|
};
|
|
|
|
class ShadowRefLayer : public ShadowLayer,
|
|
public RefLayer
|
|
{
|
|
public:
|
|
virtual ShadowLayer* AsShadowLayer() { return this; }
|
|
|
|
MOZ_LAYER_DECL_NAME("ShadowRefLayer", TYPE_SHADOW)
|
|
|
|
protected:
|
|
ShadowRefLayer(LayerManager* aManager, void* aImplData)
|
|
: RefLayer(aManager, aImplData)
|
|
{}
|
|
};
|
|
|
|
} // namespace layers
|
|
} // namespace mozilla
|
|
|
|
#endif // ifndef mozilla_layers_ShadowLayers_h
|