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366 lines
13 KiB
C++
366 lines
13 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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 GFX_CLIENTLAYERMANAGER_H
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#define GFX_CLIENTLAYERMANAGER_H
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#include <stdint.h> // for int32_t
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#include "Layers.h"
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#include "gfxContext.h" // for gfxContext
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#include "mozilla/Attributes.h" // for MOZ_OVERRIDE
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#include "mozilla/LinkedList.h" // For LinkedList
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#include "mozilla/WidgetUtils.h" // for ScreenRotation
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#include "mozilla/gfx/Rect.h" // for Rect
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#include "mozilla/layers/CompositorTypes.h"
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#include "mozilla/layers/LayersTypes.h" // for BufferMode, LayersBackend, etc
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#include "mozilla/layers/ShadowLayers.h" // for ShadowLayerForwarder, etc
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#include "mozilla/layers/APZTestData.h" // for APZTestData
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#include "nsAutoPtr.h" // for nsRefPtr
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#include "nsCOMPtr.h" // for already_AddRefed
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#include "nsDebug.h" // for NS_ABORT_IF_FALSE
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#include "nsISupportsImpl.h" // for Layer::Release, etc
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#include "nsRect.h" // for nsIntRect
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#include "nsTArray.h" // for nsTArray
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#include "nscore.h" // for nsAString
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#include "mozilla/layers/TransactionIdAllocator.h"
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class nsIWidget;
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namespace mozilla {
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namespace layers {
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class ClientThebesLayer;
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class CompositorChild;
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class ImageLayer;
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class PLayerChild;
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class TextureClientPool;
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class SimpleTextureClientPool;
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class ClientLayerManager : public LayerManager
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{
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typedef nsTArray<nsRefPtr<Layer> > LayerRefArray;
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public:
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ClientLayerManager(nsIWidget* aWidget);
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virtual ~ClientLayerManager();
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virtual ShadowLayerForwarder* AsShadowForwarder()
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{
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return mForwarder;
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}
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virtual ClientLayerManager* AsClientLayerManager()
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{
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return this;
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}
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virtual int32_t GetMaxTextureSize() const;
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virtual void SetDefaultTargetConfiguration(BufferMode aDoubleBuffering, ScreenRotation aRotation);
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virtual void BeginTransactionWithTarget(gfxContext* aTarget);
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virtual void BeginTransaction();
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virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT);
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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EndTransactionFlags aFlags = END_DEFAULT);
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virtual LayersBackend GetBackendType() { return LayersBackend::LAYERS_CLIENT; }
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virtual LayersBackend GetCompositorBackendType() MOZ_OVERRIDE
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{
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return AsShadowForwarder()->GetCompositorBackendType();
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}
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virtual void GetBackendName(nsAString& name);
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virtual const char* Name() const { return "Client"; }
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virtual void SetRoot(Layer* aLayer);
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virtual void Mutated(Layer* aLayer);
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virtual bool IsOptimizedFor(ThebesLayer* aLayer, ThebesLayerCreationHint aHint);
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virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
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virtual already_AddRefed<ThebesLayer> CreateThebesLayerWithHint(ThebesLayerCreationHint aHint);
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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<RefLayer> CreateRefLayer();
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TextureFactoryIdentifier GetTextureFactoryIdentifier()
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{
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return mForwarder->GetTextureFactoryIdentifier();
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}
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virtual void FlushRendering() MOZ_OVERRIDE;
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void SendInvalidRegion(const nsIntRegion& aRegion);
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virtual uint32_t StartFrameTimeRecording(int32_t aBufferSize) MOZ_OVERRIDE;
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virtual void StopFrameTimeRecording(uint32_t aStartIndex,
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nsTArray<float>& aFrameIntervals) MOZ_OVERRIDE;
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virtual bool NeedsWidgetInvalidation() MOZ_OVERRIDE { return false; }
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ShadowableLayer* Hold(Layer* aLayer);
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bool HasShadowManager() const { return mForwarder->HasShadowManager(); }
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virtual bool IsCompositingCheap();
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virtual bool HasShadowManagerInternal() const { return HasShadowManager(); }
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virtual void SetIsFirstPaint() MOZ_OVERRIDE;
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TextureClientPool* GetTexturePool(gfx::SurfaceFormat aFormat);
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SimpleTextureClientPool* GetSimpleTileTexturePool(gfx::SurfaceFormat aFormat);
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// Drop cached resources and ask our shadow manager to do the same,
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// if we have one.
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virtual void ClearCachedResources(Layer* aSubtree = nullptr) MOZ_OVERRIDE;
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void SetRepeatTransaction() { mRepeatTransaction = true; }
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bool GetRepeatTransaction() { return mRepeatTransaction; }
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bool IsRepeatTransaction() { return mIsRepeatTransaction; }
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void SetTransactionIncomplete() { mTransactionIncomplete = true; }
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bool HasShadowTarget() { return !!mShadowTarget; }
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void SetShadowTarget(gfxContext* aTarget) { mShadowTarget = aTarget; }
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bool CompositorMightResample() { return mCompositorMightResample; }
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DrawThebesLayerCallback GetThebesLayerCallback() const
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{ return mThebesLayerCallback; }
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void* GetThebesLayerCallbackData() const
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{ return mThebesLayerCallbackData; }
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CompositorChild* GetRemoteRenderer();
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CompositorChild* GetCompositorChild();
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/**
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* Called for each iteration of a progressive tile update. Updates
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* aMetrics with the current scroll offset and scale being used to composite
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* the primary scrollable layer in this manager, to determine what area
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* intersects with the target composition bounds.
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* aDrawingCritical will be true if the current drawing operation is using
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* the critical displayport.
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* Returns true if the update should continue, or false if it should be
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* cancelled.
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* This is only called if gfxPlatform::UseProgressiveTilePainting() returns
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* true.
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*/
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bool ProgressiveUpdateCallback(bool aHasPendingNewThebesContent,
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FrameMetrics& aMetrics,
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bool aDrawingCritical);
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bool InConstruction() { return mPhase == PHASE_CONSTRUCTION; }
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#ifdef DEBUG
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bool InDrawing() { return mPhase == PHASE_DRAWING; }
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bool InForward() { return mPhase == PHASE_FORWARD; }
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#endif
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bool InTransaction() { return mPhase != PHASE_NONE; }
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void SetNeedsComposite(bool aNeedsComposite)
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{
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mNeedsComposite = aNeedsComposite;
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}
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bool NeedsComposite() const { return mNeedsComposite; }
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virtual void Composite() MOZ_OVERRIDE;
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virtual bool RequestOverfill(mozilla::dom::OverfillCallback* aCallback) MOZ_OVERRIDE;
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virtual void RunOverfillCallback(const uint32_t aOverfill) MOZ_OVERRIDE;
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virtual void DidComposite(uint64_t aTransactionId);
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virtual bool SupportsMixBlendModes(EnumSet<gfx::CompositionOp>& aMixBlendModes) MOZ_OVERRIDE
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{
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return (GetTextureFactoryIdentifier().mSupportedBlendModes & aMixBlendModes) == aMixBlendModes;
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}
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// Log APZ test data for the current paint. We supply the paint sequence
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// number ourselves, and take care of calling APZTestData::StartNewPaint()
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// when a new paint is started.
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void LogTestDataForCurrentPaint(FrameMetrics::ViewID aScrollId,
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const std::string& aKey,
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const std::string& aValue)
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{
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mApzTestData.LogTestDataForPaint(mPaintSequenceNumber, aScrollId, aKey, aValue);
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}
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// Log APZ test data for a repaint request. The sequence number must be
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// passed in from outside, and APZTestData::StartNewRepaintRequest() needs
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// to be called from the outside as well when a new repaint request is started.
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void StartNewRepaintRequest(SequenceNumber aSequenceNumber)
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{
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mApzTestData.StartNewRepaintRequest(aSequenceNumber);
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}
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// TODO(botond): When we start using this and write a wrapper similar to
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// nsLayoutUtils::LogTestDataForPaint(), make sure that wrapper checks
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// gfxPrefs::APZTestLoggingEnabled().
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void LogTestDataForRepaintRequest(SequenceNumber aSequenceNumber,
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FrameMetrics::ViewID aScrollId,
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const std::string& aKey,
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const std::string& aValue)
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{
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mApzTestData.LogTestDataForRepaintRequest(aSequenceNumber, aScrollId, aKey, aValue);
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}
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// Get the content-side APZ test data for reading. For writing, use the
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// LogTestData...() functions.
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const APZTestData& GetAPZTestData() const {
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return mApzTestData;
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}
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// Get a copy of the compositor-side APZ test data for our layers ID.
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void GetCompositorSideAPZTestData(APZTestData* aData) const;
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void SetTransactionIdAllocator(TransactionIdAllocator* aAllocator) { mTransactionIdAllocator = aAllocator; }
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protected:
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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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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(bool aScheduleComposite);
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/**
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* Take a snapshot of the parent context, and copy
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* it into mShadowTarget.
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*/
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void MakeSnapshotIfRequired();
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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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EndTransactionFlags);
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// The bounds of |mTarget| in device pixels.
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nsIntRect mTargetBounds;
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LayerRefArray mKeepAlive;
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nsIWidget* mWidget;
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/* Thebes layer callbacks; valid at the end of a transaciton,
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* while rendering */
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DrawThebesLayerCallback mThebesLayerCallback;
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void *mThebesLayerCallbackData;
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// When we're doing a transaction in order to draw to a non-default
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// target, the layers transaction is only performed in order to send
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// a PLayers:Update. We save the original non-default target to
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// mShadowTarget, and then perform the transaction using
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// mDummyTarget as the render target. After the transaction ends,
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// we send a message to our remote side to capture the actual pixels
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// being drawn to the default target, and then copy those pixels
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// back to mShadowTarget.
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nsRefPtr<gfxContext> mShadowTarget;
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nsRefPtr<TransactionIdAllocator> mTransactionIdAllocator;
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uint64_t mLatestTransactionId;
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// Sometimes we draw to targets that don't natively support
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// landscape/portrait orientation. When we need to implement that
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// ourselves, |mTargetRotation| describes the induced transform we
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// need to apply when compositing content to our target.
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ScreenRotation mTargetRotation;
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// Used to repeat the transaction right away (to avoid rebuilding
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// a display list) to support progressive drawing.
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bool mRepeatTransaction;
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bool mIsRepeatTransaction;
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bool mTransactionIncomplete;
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bool mCompositorMightResample;
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bool mNeedsComposite;
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// An incrementing sequence number for paints.
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// Incremented in BeginTransaction(), but not for repeat transactions.
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uint32_t mPaintSequenceNumber;
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APZTestData mApzTestData;
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RefPtr<ShadowLayerForwarder> mForwarder;
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nsAutoTArray<RefPtr<TextureClientPool>,2> mTexturePools;
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nsAutoTArray<dom::OverfillCallback*,0> mOverfillCallbacks;
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// indexed by gfx::SurfaceFormat
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nsTArray<RefPtr<SimpleTextureClientPool> > mSimpleTilePools;
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};
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class ClientLayer : public ShadowableLayer
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{
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public:
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ClientLayer()
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{
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MOZ_COUNT_CTOR(ClientLayer);
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}
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~ClientLayer();
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void SetShadow(PLayerChild* aShadow)
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{
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NS_ABORT_IF_FALSE(!mShadow, "can't have two shadows (yet)");
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mShadow = aShadow;
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}
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virtual void Disconnect()
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{
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// This is an "emergency Disconnect()", called when the compositing
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// process has died. |mShadow| and our Shmem buffers are
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// automatically managed by IPDL, so we don't need to explicitly
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// free them here (it's hard to get that right on emergency
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// shutdown anyway).
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mShadow = nullptr;
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}
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virtual void ClearCachedResources() { }
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virtual void RenderLayer() = 0;
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virtual ClientThebesLayer* AsThebes() { return nullptr; }
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static inline ClientLayer *
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ToClientLayer(Layer* aLayer)
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{
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return static_cast<ClientLayer*>(aLayer->ImplData());
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}
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};
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// Create a shadow layer (PLayerChild) for aLayer, if we're forwarding
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// our layer tree to a parent process. Record the new layer creation
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// in the current open transaction as a side effect.
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template<typename CreatedMethod> void
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CreateShadowFor(ClientLayer* aLayer,
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ClientLayerManager* aMgr,
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CreatedMethod aMethod)
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{
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PLayerChild* shadow = aMgr->AsShadowForwarder()->ConstructShadowFor(aLayer);
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// XXX error handling
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NS_ABORT_IF_FALSE(shadow, "failed to create shadow");
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aLayer->SetShadow(shadow);
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(aMgr->AsShadowForwarder()->*aMethod)(aLayer);
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aMgr->Hold(aLayer->AsLayer());
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}
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#define CREATE_SHADOW(_type) \
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CreateShadowFor(layer, this, \
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&ShadowLayerForwarder::Created ## _type ## Layer)
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}
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}
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#endif /* GFX_CLIENTLAYERMANAGER_H */
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