gecko/gfx/layers/composite/TiledContentHost.h
Nicholas Cameron 9e65d656fc Bug 862064; use PCompositable for tiled layers and add TiledContentClient. r=nical
--HG--
extra : rebase_source : b0055e13b661f78bc0e7168c0df8c6082cfdb34e
2013-04-17 09:36:06 +12:00

241 lines
8.1 KiB
C++

/* -*- Mode: C++; tab-width: 20; 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_TILEDCONTENTHOST_H
#define GFX_TILEDCONTENTHOST_H
#include "ContentHost.h"
#include "BasicTiledThebesLayer.h" // for BasicTiledLayerBuffer
namespace mozilla {
namespace layers {
class ThebesBuffer;
class OptionalThebesBuffer;
struct TexturedEffect;
class TiledTexture {
public:
// Constructs a placeholder TiledTexture. See the comments above
// TiledLayerBuffer for more information on what this is used for;
// essentially, this is a sentinel used to represent an invalid or blank
// tile.
TiledTexture()
: mTextureHost(nullptr)
{}
// Constructs a TiledTexture from a TextureHost.
TiledTexture(TextureHost* aTextureHost)
: mTextureHost(aTextureHost)
{}
TiledTexture(const TiledTexture& o) {
mTextureHost = o.mTextureHost;
}
TiledTexture& operator=(const TiledTexture& o) {
if (this == &o) {
return *this;
}
mTextureHost = o.mTextureHost;
return *this;
}
void Validate(gfxReusableSurfaceWrapper* aReusableSurface, Compositor* aCompositor, uint16_t aSize);
bool operator== (const TiledTexture& o) const {
if (!mTextureHost || !o.mTextureHost) {
return mTextureHost == o.mTextureHost;
}
return *mTextureHost == *o.mTextureHost;
}
bool operator!= (const TiledTexture& o) const {
if (!mTextureHost || !o.mTextureHost) {
return mTextureHost != o.mTextureHost;
}
return *mTextureHost != *o.mTextureHost;
}
RefPtr<TextureHost> mTextureHost;
};
class TiledLayerBufferComposite
: public TiledLayerBuffer<TiledLayerBufferComposite, TiledTexture>
{
friend class TiledLayerBuffer<TiledLayerBufferComposite, TiledTexture>;
public:
TiledLayerBufferComposite()
: mCompositor(nullptr)
{}
void Upload(const BasicTiledLayerBuffer* aMainMemoryTiledBuffer,
const nsIntRegion& aNewValidRegion,
const nsIntRegion& aInvalidateRegion,
const gfxSize& aResolution);
TiledTexture GetPlaceholderTile() const { return TiledTexture(); }
// Stores the absolute resolution of the containing frame, calculated
// by the sum of the resolutions of all parent layers' FrameMetrics.
const gfxSize& GetFrameResolution() { return mFrameResolution; }
void SetCompositor(Compositor* aCompositor)
{
mCompositor = aCompositor;
}
protected:
TiledTexture ValidateTile(TiledTexture aTile,
const nsIntPoint& aTileRect,
const nsIntRegion& dirtyRect);
// do nothing, the desctructor in the texture host takes care of releasing resources
void ReleaseTile(TiledTexture aTile) {}
void SwapTiles(TiledTexture& aTileA, TiledTexture& aTileB) {
std::swap(aTileA, aTileB);
}
private:
Compositor* mCompositor;
const BasicTiledLayerBuffer* mMainMemoryTiledBuffer;
gfxSize mFrameResolution;
};
class TiledThebesLayerComposite;
/**
* ContentHost for tiled Thebes layers. Since tiled layers are special snow
* flakes, we don't call UpdateThebes or AddTextureHost, etc. We do call Composite
* in the usual way though.
*
* There is no corresponding content client - on the client side we use a
* BasicTiledLayerBuffer owned by a BasicTiledThebesLayer. On the host side, we
* just use a regular ThebesLayerComposite, but with a tiled content host.
*
* TiledContentHost has a TiledLayerBufferComposite which keeps hold of the tiles.
* Each tile has a reference to a texture host. During the layers transaction, we
* receive a copy of the client-side tile buffer (PaintedTiledLayerBuffer). This is
* copied into the main memory tile buffer and then deleted. Copying copies tiles,
* but we only copy references to the underlying texture clients.
*
* When the content host is composited, we first upload any pending tiles
* (Process*UploadQueue), then render (RenderLayerBuffer). The former calls Validate
* on the tile (via ValidateTile and Update), that calls Update on the texture host,
* which works as for regular texture hosts. Rendering takes us to RenderTile which
* is similar to Composite for non-tiled ContentHosts.
*/
class TiledContentHost : public ContentHost,
public TiledLayerComposer
{
public:
TiledContentHost(const TextureInfo& aTextureInfo)
: ContentHost(aTextureInfo)
, mPendingUpload(false)
, mPendingLowPrecisionUpload(false)
{}
~TiledContentHost();
virtual LayerRenderState GetRenderState() MOZ_OVERRIDE
{
return LayerRenderState();
}
virtual void UpdateThebes(const ThebesBufferData& aData,
const nsIntRegion& aUpdated,
const nsIntRegion& aOldValidRegionBack,
nsIntRegion* aUpdatedRegionBack)
{
MOZ_ASSERT(false, "N/A for tiled layers");
}
const nsIntRegion& GetValidLowPrecisionRegion() const
{
return mLowPrecisionVideoMemoryTiledBuffer.GetValidRegion();
}
void PaintedTiledLayerBuffer(const BasicTiledLayerBuffer* mTiledBuffer);
// Renders a single given tile.
void RenderTile(const TiledTexture& aTile,
EffectChain& aEffectChain,
float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Point& aOffset,
const gfx::Filter& aFilter,
const gfx::Rect& aClipRect,
const nsIntRegion& aScreenRegion,
const nsIntPoint& aTextureOffset,
const nsIntSize& aTextureBounds);
void Composite(EffectChain& aEffectChain,
float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Point& aOffset,
const gfx::Filter& aFilter,
const gfx::Rect& aClipRect,
const nsIntRegion* aVisibleRegion = nullptr,
TiledLayerProperties* aLayerProperties = nullptr);
virtual CompositableType GetType() { return BUFFER_TILED; }
virtual TiledLayerComposer* AsTiledLayerComposer() MOZ_OVERRIDE { return this; }
virtual bool EnsureTextureHost(TextureIdentifier aTextureId,
const SurfaceDescriptor& aSurface,
ISurfaceAllocator* aAllocator,
const TextureInfo& aTextureInfo) MOZ_OVERRIDE
{
MOZ_NOT_REACHED("Does nothing");
return false;
}
virtual void SetCompositor(Compositor* aCompositor) MOZ_OVERRIDE
{
CompositableHost::SetCompositor(aCompositor);
mVideoMemoryTiledBuffer.SetCompositor(aCompositor);
mLowPrecisionVideoMemoryTiledBuffer.SetCompositor(aCompositor);
}
virtual void Attach(Layer* aLayer, Compositor* aCompositor) MOZ_OVERRIDE;
#ifdef MOZ_LAYERS_HAVE_LOG
virtual void PrintInfo(nsACString& aTo, const char* aPrefix);
#endif
private:
void ProcessUploadQueue(nsIntRegion* aNewValidRegion,
TiledLayerProperties* aLayerProperties);
void ProcessLowPrecisionUploadQueue();
void RenderLayerBuffer(TiledLayerBufferComposite& aLayerBuffer,
const nsIntRegion& aValidRegion,
EffectChain& aEffectChain,
float aOpacity,
const gfx::Point& aOffset,
const gfx::Filter& aFilter,
const gfx::Rect& aClipRect,
const nsIntRegion& aMaskRegion,
nsIntRect aVisibleRect,
gfx::Matrix4x4 aTransform);
void EnsureTileStore() {}
nsIntRegion mRegionToUpload;
nsIntRegion mLowPrecisionRegionToUpload;
BasicTiledLayerBuffer mMainMemoryTiledBuffer;
BasicTiledLayerBuffer mLowPrecisionMainMemoryTiledBuffer;
TiledLayerBufferComposite mVideoMemoryTiledBuffer;
TiledLayerBufferComposite mLowPrecisionVideoMemoryTiledBuffer;
bool mPendingUpload : 1;
bool mPendingLowPrecisionUpload : 1;
};
}
}
#endif