gecko/gfx/layers/LayersTypes.h
Bas Schouten 341383c413 Bug 825928: Land layers refactoring. r=jrmuizel,bas,nical,mattwoodrow,roc,nrc,benwa,bjacob,jgilbert,kchen CLOSED TREE
Please contact Bas Schouten <bschouten@mozilla.com>, Nicolas Silva <nsilva@mozilla.com> or Nicholas Cameron <ncameron@mozilla.com> with general questions. Below is a rough list of authors to contact with specific questions.

Authors:
gfx/layers/Compositor.* gfx/layers/Effects.h - Compositor Interface - bas,nrc,nical
gfx/layers/d3d* - D3D9/D3D10 - bas
gfx/layers/ThebesLayer* - ThebesLayers - nrc,bas
gfx/layers/composite/* - CompositeLayers - nrc,nical
gfx/layers/client/* - Client - nrc,nical,bas
gfx/layers/*Image* - nical
gfx/layers/ipc ipc - IPC - nical
gfx/layers/opengl - CompositorOGL - nrc,nical
gfx/2d - bas,nrc
gfx/gl - GLContext - bjacob
dom/* layout/* - DOM - mattwoodrow
2013-04-10 09:20:52 +00:00

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2.4 KiB
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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef GFX_LAYERSTYPES_H
#define GFX_LAYERSTYPES_H
#include "nsPoint.h"
#if defined(DEBUG) || defined(PR_LOGGING)
# include <stdio.h> // FILE
# include "prlog.h"
# ifndef MOZ_LAYERS_HAVE_LOG
# define MOZ_LAYERS_HAVE_LOG
# endif
# define MOZ_LAYERS_LOG(_args) \
PR_LOG(LayerManager::GetLog(), PR_LOG_DEBUG, _args)
# define MOZ_LAYERS_LOG_IF_SHADOWABLE(layer, _args) \
do { if (layer->AsShadowableLayer()) { PR_LOG(LayerManager::GetLog(), PR_LOG_DEBUG, _args); } } while (0)
#else
struct PRLogModuleInfo;
# define MOZ_LAYERS_LOG(_args)
# define MOZ_LAYERS_LOG_IF_SHADOWABLE(layer, _args)
#endif // if defined(DEBUG) || defined(PR_LOGGING)
namespace mozilla {
namespace layers {
class SurfaceDescriptor;
typedef uint32_t TextureFlags;
enum LayersBackend {
LAYERS_NONE = 0,
LAYERS_BASIC,
LAYERS_OPENGL,
LAYERS_D3D9,
LAYERS_D3D10,
LAYERS_LAST
};
enum BufferMode {
BUFFER_NONE,
BUFFER_BUFFERED
};
// The kinds of mask layer a shader can support
// We rely on the items in this enum being sequential
enum MaskType {
MaskNone = 0, // no mask layer
Mask2d, // mask layer for layers with 2D transforms
Mask3d, // mask layer for layers with 3D transforms
NumMaskTypes
};
// LayerRenderState for Composer2D
enum LayerRenderStateFlags {
LAYER_RENDER_STATE_Y_FLIPPED = 1 << 0,
LAYER_RENDER_STATE_BUFFER_ROTATION = 1 << 1
};
struct LayerRenderState {
LayerRenderState() : mSurface(nullptr), mFlags(0), mHasOwnOffset(false)
{}
LayerRenderState(SurfaceDescriptor* aSurface, uint32_t aFlags = 0)
: mSurface(aSurface)
, mFlags(aFlags)
, mHasOwnOffset(false)
{}
LayerRenderState(SurfaceDescriptor* aSurface, nsIntPoint aOffset, uint32_t aFlags = 0)
: mSurface(aSurface)
, mFlags(aFlags)
, mOffset(aOffset)
, mHasOwnOffset(true)
{}
bool YFlipped() const
{ return mFlags & LAYER_RENDER_STATE_Y_FLIPPED; }
bool BufferRotated() const
{ return mFlags & LAYER_RENDER_STATE_BUFFER_ROTATION; }
SurfaceDescriptor* mSurface;
uint32_t mFlags;
nsIntPoint mOffset;
bool mHasOwnOffset;
};
} // namespace
} // namespace
#endif /* GFX_LAYERSTYPES_H */