gecko/gfx/layers/ipc/ShadowLayers.h

409 lines
13 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* vim: sw=2 ts=8 et :
*/
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at:
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Code.
*
* The Initial Developer of the Original Code is
* The Mozilla Foundation
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Chris Jones <jones.chris.g@gmail.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#ifndef mozilla_layers_ShadowLayers_h
#define mozilla_layers_ShadowLayers_h 1
#include "gfxASurface.h"
#include "ImageLayers.h"
#include "Layers.h"
class gfxSharedImageSurface;
namespace mozilla {
namespace layers {
struct Edit;
struct EditReply;
class PLayerChild;
class PLayersChild;
class PLayersParent;
class ShadowableLayer;
class ShadowThebesLayer;
class ShadowImageLayer;
class ShadowCanvasLayer;
class Transaction;
/**
* We want to share layer trees across thread contexts and address
* spaces for several reasons; chief among them
*
* - a parent process can paint a child process's layer tree while
* the child process is blocked, say on content script. This is
* important on mobile devices where UI responsiveness is key.
*
* - a dedicated "compositor" process can asynchronously (wrt the
* browser process) composite and animate layer trees, allowing a
* form of pipeline parallelism between compositor/browser/content
*
* - a dedicated "compositor" process can take all responsibility for
* accessing the GPU, which is desirable on systems with
* buggy/leaky drivers because the compositor process can die while
* browser and content live on (and failover mechanisms can be
* installed to quickly bring up a replacement compositor)
*
* The Layers model has a crisply defined API, which makes it easy to
* safely "share" layer trees. The ShadowLayers API extends Layers to
* allow a remote, parent process to access a child process's layer
* tree.
*
* ShadowLayerForwarder publishes a child context's layer tree to a
* parent context. This comprises recording layer-tree modifications
* into atomic transactions and pushing them over IPC.
*
* ShadowLayerManager grafts layer subtrees published by child-context
* ShadowLayerForwarder(s) into a parent-context layer tree.
*
* (Advanced note: because our process tree may have a height >2, a
* non-leaf subprocess may both receive updates from child processes
* and publish them to parent processes. Put another way,
* LayerManagers may be both ShadowLayerManagers and
* ShadowLayerForwarders.)
*
* There are only shadow types for layers that have different shadow
* vs. not-shadow behavior. ColorLayers and ContainerLayers behave
* the same way in both regimes (so far).
*/
class ShadowLayerForwarder
{
public:
virtual ~ShadowLayerForwarder();
/**
* Begin recording a transaction to be forwarded atomically to a
* ShadowLayerManager.
*/
void BeginTransaction();
/**
* The following methods may only be called after BeginTransaction()
* but before EndTransaction(). They mirror the LayerManager
* interface in Layers.h.
*/
/**
* Notify the shadow manager that a new, "real" layer has been
* created, and a corresponding shadow layer should be created in
* the compositing process.
*/
void CreatedThebesLayer(ShadowableLayer* aThebes);
void CreatedContainerLayer(ShadowableLayer* aContainer);
void CreatedImageLayer(ShadowableLayer* aImage);
void CreatedColorLayer(ShadowableLayer* aColor);
void CreatedCanvasLayer(ShadowableLayer* aCanvas);
/**
* Notify the shadow manager that a buffer has been created for the
* specificed layer. |aInitialFrontSurface| is one of the newly
* created, transparent black buffers for the layer; the "real"
* layer holds on to the other as its back buffer. We send it
* across on buffer creation to avoid special cases in the buffer
* swapping logic for Painted*() operations.
*
* It is expected that Created*Buffer() will be followed by a
* Painted*Buffer() in the same transaction, so that
* |aInitialFrontBuffer| is never actually drawn to screen.
*/
/**
* |aBufferRect| is the screen rect covered by |aInitialFrontBuffer|.
*/
void CreatedThebesBuffer(ShadowableLayer* aThebes,
nsIntRect aBufferRect,
gfxSharedImageSurface* aInitialFrontBuffer);
/**
* For the next two methods, |aSize| is the size of
* |aInitialFrontSurface|.
*/
void CreatedImageBuffer(ShadowableLayer* aImage,
nsIntSize aSize,
gfxSharedImageSurface* aInitialFrontSurface);
void CreatedCanvasBuffer(ShadowableLayer* aCanvas,
nsIntSize aSize,
gfxSharedImageSurface* aInitialFrontSurface);
/**
* At least one attribute of |aMutant| has changed, and |aMutant|
* needs to sync to its shadow layer. This initial implementation
* forwards all attributes when any is mutated.
*/
void Mutated(ShadowableLayer* aMutant);
void SetRoot(ShadowableLayer* aRoot);
/**
* Insert |aChild| after |aAfter| in |aContainer|. |aAfter| can be
* NULL to indicated that |aChild| should be appended to the end of
* |aContainer|'s child list.
*/
void InsertAfter(ShadowableLayer* aContainer,
ShadowableLayer* aChild,
ShadowableLayer* aAfter=NULL);
void RemoveChild(ShadowableLayer* aContainer,
ShadowableLayer* aChild);
/**
* Notify the shadow manager that the specified layer's back buffer
* has new pixels and should become the new front buffer, and be
* re-rendered, in the compositing process. The former front buffer
* is swapped for |aNewFrontBuffer| and becomes the new back buffer
* for the "real" layer.
*/
/**
* |aBufferRect| is the screen rect covered as a whole by the
* possibly-toroidally-rotated |aNewFrontBuffer|. |aBufferRotation|
* is buffer's rotation, if any.
*/
void PaintedThebesBuffer(ShadowableLayer* aThebes,
nsIntRect aBufferRect,
nsIntPoint aBufferRotation,
gfxSharedImageSurface* aNewFrontBuffer);
/**
* NB: this initial implementation only forwards RGBA data for
* ImageLayers. This is slow, and will be optimized.
*/
void PaintedImage(ShadowableLayer* aImage,
gfxSharedImageSurface* aNewFrontSurface);
void PaintedCanvas(ShadowableLayer* aCanvas,
gfxSharedImageSurface* aNewFrontSurface);
/**
* End the current transaction and forward it to ShadowLayerManager.
* |aReplies| are directions from the ShadowLayerManager to the
* caller of EndTransaction().
*/
PRBool EndTransaction(nsTArray<EditReply>* aReplies);
/**
* True if this is forwarding to a ShadowLayerManager.
*/
PRBool HasShadowManager() { return !!mShadowManager; }
PRBool AllocDoubleBuffer(const gfxIntSize& aSize,
gfxASurface::gfxImageFormat aFormat,
gfxSharedImageSurface** aFrontBuffer,
gfxSharedImageSurface** aBackBuffer);
void DestroySharedSurface(gfxSharedImageSurface* aSurface);
/**
* Construct a shadow of |aLayer| on the "other side", at the
* ShadowLayerManager.
*/
PLayerChild* ConstructShadowFor(ShadowableLayer* aLayer);
protected:
ShadowLayerForwarder();
PLayersChild* mShadowManager;
private:
Transaction* mTxn;
};
class ShadowLayerManager : public LayerManager
{
public:
virtual ~ShadowLayerManager() {}
PRBool HasForwarder() { return !!mForwarder; }
void SetForwarder(PLayersParent* aForwarder)
{
NS_ASSERTION(!HasForwarder(), "setting forwarder twice?");
mForwarder = aForwarder;
}
virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Shadow"); }
void DestroySharedSurface(gfxSharedImageSurface* aSurface);
/** CONSTRUCTION PHASE ONLY */
virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer() = 0;
/** CONSTRUCTION PHASE ONLY */
virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer() = 0;
/** CONSTRUCTION PHASE ONLY */
virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer() = 0;
protected:
ShadowLayerManager() : mForwarder(NULL) {}
PLayersParent* mForwarder;
};
/**
* A ShadowableLayer is a Layer can be shared with a parent context
* through a ShadowLayerForwarder. A ShadowableLayer maps to a
* Shadow*Layer in a parent context.
*
* Note that ShadowLayers can themselves be ShadowableLayers.
*/
class ShadowableLayer
{
public:
virtual ~ShadowableLayer() {}
virtual Layer* AsLayer() = 0;
/**
* True if this layer has a shadow in a parent process.
*/
PRBool HasShadow() { return !!mShadow; }
/**
* Return the IPC handle to a Shadow*Layer referring to this if one
* exists, NULL if not.
*/
PLayerChild* GetShadow() { return mShadow; }
protected:
ShadowableLayer() : mShadow(NULL) {}
PLayerChild* mShadow;
};
class ShadowThebesLayer : public ThebesLayer
{
public:
virtual void InvalidateRegion(const nsIntRegion& aRegion)
{
NS_RUNTIMEABORT("ShadowThebesLayers can't fill invalidated regions");
}
/**
* CONSTRUCTION PHASE ONLY
*/
void SetValidRegion(const nsIntRegion& aRegion)
{
mValidRegion = aRegion;
Mutated();
}
/**
* CONSTRUCTION PHASE ONLY
*
* Publish the remote layer's back ThebesLayerBuffer to this shadow,
* swapping out the old front ThebesLayerBuffer (the new back buffer
* for the remote layer).
*
* XXX should the receiving process blit updates from the new front
* buffer to the previous front buffer (new back buffer) while it has
* access to the new front buffer? Or is it better to fill the
* updates bits in anew on the new back buffer?
*
* Seems like memcpy()s from new-front to new-back would have to
* always be no slower than any kind of fill from content, so one
* would expect the former to win in terms of total throughput.
* However, that puts the blit on the critical path of
* publishing-process-blocking-on-receiving-process, so
* responsiveness might suffer, pointing to the latter. Experience
* will tell! (Maybe possible to choose between both depending on
* size of blit vs. expense of re-fill?)
*/
virtual already_AddRefed<gfxSharedImageSurface>
Swap(gfxSharedImageSurface* aNewFront,
const nsIntRect& aBufferRect,
const nsIntPoint& aRotation) = 0;
MOZ_LAYER_DECL_NAME("ShadowThebesLayer", TYPE_SHADOW)
protected:
ShadowThebesLayer(LayerManager* aManager, void* aImplData) :
ThebesLayer(aManager, aImplData) {}
};
class ShadowCanvasLayer : 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 already_AddRefed<gfxSharedImageSurface>
Swap(gfxSharedImageSurface* aNewFront) = 0;
MOZ_LAYER_DECL_NAME("ShadowCanvasLayer", TYPE_SHADOW)
protected:
ShadowCanvasLayer(LayerManager* aManager, void* aImplData) :
CanvasLayer(aManager, aImplData) {}
};
class ShadowImageLayer : public ImageLayer
{
public:
/**
* CONSTRUCTION PHASE ONLY
*
* Initialize this with a (temporary) front surface with the given
* size. This is expected to be followed with a Swap() in the same
* transaction to bring in real pixels. Init() may only be called
* once.
*/
virtual PRBool Init(gfxSharedImageSurface* aFront, const nsIntSize& aSize) = 0;
/**
* CONSTRUCTION PHASE ONLY
* @see ShadowCanvasLayer::Swap
*/
virtual already_AddRefed<gfxSharedImageSurface>
Swap(gfxSharedImageSurface* newFront) = 0;
MOZ_LAYER_DECL_NAME("ShadowImageLayer", TYPE_SHADOW)
protected:
ShadowImageLayer(LayerManager* aManager, void* aImplData) :
ImageLayer(aManager, aImplData) {}
};
} // namespace layers
} // namespace mozilla
#endif // ifndef mozilla_layers_ShadowLayers_h