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218 lines
6.5 KiB
C++
218 lines
6.5 KiB
C++
/* 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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_BASICTILEDTHEBESLAYER_H
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#define GFX_BASICTILEDTHEBESLAYER_H
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#include "TiledLayerBuffer.h"
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#include "gfxReusableSurfaceWrapper.h"
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#include "mozilla/layers/ShadowLayers.h"
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#include "BasicLayers.h"
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#include "BasicImplData.h"
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#include <algorithm>
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namespace mozilla {
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namespace layers {
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/**
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* Represent a single tile in tiled buffer. It's backed
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* by a gfxReusableSurfaceWrapper that implements a
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* copy-on-write mechanism while locked. The tile should be
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* locked before being sent to the compositor and unlocked
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* as soon as it is uploaded to prevent a copy.
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* Ideal place to store per tile debug information.
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*/
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struct BasicTiledLayerTile {
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nsRefPtr<gfxReusableSurfaceWrapper> mSurface;
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#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
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TimeStamp mLastUpdate;
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#endif
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// Placeholder
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BasicTiledLayerTile()
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: mSurface(NULL)
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{}
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explicit BasicTiledLayerTile(gfxImageSurface* aSurface)
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: mSurface(new gfxReusableSurfaceWrapper(aSurface))
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{
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}
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BasicTiledLayerTile(const BasicTiledLayerTile& o) {
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mSurface = o.mSurface;
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#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
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mLastUpdate = o.mLastUpdate;
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#endif
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}
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BasicTiledLayerTile& operator=(const BasicTiledLayerTile& o) {
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if (this == &o) return *this;
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mSurface = o.mSurface;
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#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
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mLastUpdate = o.mLastUpdate;
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#endif
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return *this;
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}
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bool operator== (const BasicTiledLayerTile& o) const {
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return mSurface == o.mSurface;
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}
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bool operator!= (const BasicTiledLayerTile& o) const {
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return mSurface != o.mSurface;
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}
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void ReadUnlock() {
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mSurface->ReadUnlock();
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}
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void ReadLock() {
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mSurface->ReadLock();
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}
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};
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class BasicTiledThebesLayer;
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/**
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* Provide an instance of TiledLayerBuffer backed by image surfaces.
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* This buffer provides an implementation to ValidateTile using a
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* thebes callback and can support painting using a single paint buffer
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* which is much faster then painting directly into the tiles.
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*/
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class BasicTiledLayerBuffer : public TiledLayerBuffer<BasicTiledLayerBuffer, BasicTiledLayerTile>
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{
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friend class TiledLayerBuffer<BasicTiledLayerBuffer, BasicTiledLayerTile>;
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public:
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BasicTiledLayerBuffer()
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{}
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void PaintThebes(BasicTiledThebesLayer* aLayer,
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const nsIntRegion& aNewValidRegion,
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const nsIntRegion& aPaintRegion,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData);
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BasicTiledLayerTile GetPlaceholderTile() const {
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return mPlaceholder;
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}
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void ReadUnlock() {
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for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
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if (mRetainedTiles[i] == GetPlaceholderTile()) continue;
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mRetainedTiles[i].ReadUnlock();
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}
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}
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void ReadLock() {
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for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
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if (mRetainedTiles[i] == GetPlaceholderTile()) continue;
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mRetainedTiles[i].ReadLock();
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}
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}
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const gfxSize& GetResolution() { return mResolution; }
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void SetResolution(const gfxSize& aResolution) { mResolution = aResolution; }
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protected:
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BasicTiledLayerTile ValidateTile(BasicTiledLayerTile aTile,
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const nsIntPoint& aTileRect,
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const nsIntRegion& dirtyRect);
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// If this returns true, we perform the paint operation into a single large
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// buffer and copy it out to the tiles instead of calling PaintThebes() on
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// each tile individually. Somewhat surprisingly, this turns out to be faster
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// on Android.
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bool UseSinglePaintBuffer() { return true; }
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void ReleaseTile(BasicTiledLayerTile aTile) { /* No-op. */ }
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void SwapTiles(BasicTiledLayerTile& aTileA, BasicTiledLayerTile& aTileB) {
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std::swap(aTileA, aTileB);
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}
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private:
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gfxASurface::gfxImageFormat GetFormat() const;
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BasicTiledThebesLayer* mThebesLayer;
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LayerManager::DrawThebesLayerCallback mCallback;
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void* mCallbackData;
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gfxSize mResolution;
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// The buffer we use when UseSinglePaintBuffer() above is true.
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nsRefPtr<gfxImageSurface> mSinglePaintBuffer;
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nsIntPoint mSinglePaintBufferOffset;
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BasicTiledLayerTile mPlaceholder;
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BasicTiledLayerTile ValidateTileInternal(BasicTiledLayerTile aTile,
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const nsIntPoint& aTileOrigin,
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const nsIntRect& aDirtyRect);
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};
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/**
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* An implementation of ThebesLayer that ONLY supports remote
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* composition that is backed by tiles. This thebes layer implementation
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* is better suited to mobile hardware to work around slow implementation
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* of glTexImage2D (for OGL compositors), and restrait memory bandwidth.
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*/
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class BasicTiledThebesLayer : public ThebesLayer,
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public BasicImplData,
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public BasicShadowableLayer
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{
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typedef ThebesLayer Base;
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public:
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BasicTiledThebesLayer(BasicShadowLayerManager* const aManager)
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: ThebesLayer(aManager, static_cast<BasicImplData*>(this))
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{
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MOZ_COUNT_CTOR(BasicTiledThebesLayer);
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}
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~BasicTiledThebesLayer()
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{
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MOZ_COUNT_DTOR(BasicTiledThebesLayer);
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}
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// Thebes Layer
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virtual Layer* AsLayer() { return this; }
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virtual void InvalidateRegion(const nsIntRegion& aRegion) {
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mValidRegion.Sub(mValidRegion, aRegion);
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}
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// Shadow methods
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virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs);
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virtual ShadowableLayer* AsShadowableLayer() { return this; }
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virtual void Disconnect()
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{
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BasicShadowableLayer::Disconnect();
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}
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virtual void PaintThebes(gfxContext* aContext,
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Layer* aMaskLayer,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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ReadbackProcessor* aReadback);
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private:
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BasicShadowLayerManager* BasicManager()
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{
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return static_cast<BasicShadowLayerManager*>(mManager);
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}
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// BasicImplData
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virtual void
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PaintBuffer(gfxContext* aContext,
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const nsIntRegion& aRegionToDraw,
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const nsIntRegion& aExtendedRegionToDraw,
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const nsIntRegion& aRegionToInvalidate,
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bool aDidSelfCopy,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData)
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{ NS_RUNTIMEABORT("Not reached."); }
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// Members
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BasicTiledLayerBuffer mTiledBuffer;
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};
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} // layers
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} // mozilla
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#endif
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