mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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2a602a5685
Landing on a CLOSED TREE
614 lines
19 KiB
C++
614 lines
19 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* vim: sw=2 ts=8 et :
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*/
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at:
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Code.
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*
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* The Initial Developer of the Original Code is
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* The Mozilla Foundation
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* Portions created by the Initial Developer are Copyright (C) 2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Chris Jones <jones.chris.g@gmail.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef mozilla_layers_ShadowLayers_h
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#define mozilla_layers_ShadowLayers_h 1
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#include "gfxASurface.h"
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#include "ImageLayers.h"
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#include "Layers.h"
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class gfxSharedImageSurface;
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namespace mozilla {
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namespace layers {
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class Edit;
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class EditReply;
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class OptionalThebesBuffer;
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class PLayerChild;
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class PLayersChild;
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class PLayersParent;
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class ShadowableLayer;
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class ShadowThebesLayer;
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class ShadowContainerLayer;
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class ShadowImageLayer;
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class ShadowColorLayer;
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class ShadowCanvasLayer;
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class SurfaceDescriptor;
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class ThebesBuffer;
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class Transaction;
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class SharedImage;
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class CanvasSurface;
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/**
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* We want to share layer trees across thread contexts and address
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* spaces for several reasons; chief among them
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*
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* - a parent process can paint a child process's layer tree while
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* the child process is blocked, say on content script. This is
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* important on mobile devices where UI responsiveness is key.
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*
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* - a dedicated "compositor" process can asynchronously (wrt the
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* browser process) composite and animate layer trees, allowing a
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* form of pipeline parallelism between compositor/browser/content
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*
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* - a dedicated "compositor" process can take all responsibility for
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* accessing the GPU, which is desirable on systems with
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* buggy/leaky drivers because the compositor process can die while
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* browser and content live on (and failover mechanisms can be
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* installed to quickly bring up a replacement compositor)
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*
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* The Layers model has a crisply defined API, which makes it easy to
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* safely "share" layer trees. The ShadowLayers API extends Layers to
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* allow a remote, parent process to access a child process's layer
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* tree.
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*
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* ShadowLayerForwarder publishes a child context's layer tree to a
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* parent context. This comprises recording layer-tree modifications
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* into atomic transactions and pushing them over IPC.
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*
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* ShadowLayerManager grafts layer subtrees published by child-context
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* ShadowLayerForwarder(s) into a parent-context layer tree.
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*
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* (Advanced note: because our process tree may have a height >2, a
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* non-leaf subprocess may both receive updates from child processes
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* and publish them to parent processes. Put another way,
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* LayerManagers may be both ShadowLayerManagers and
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* ShadowLayerForwarders.)
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*
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* There are only shadow types for layers that have different shadow
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* vs. not-shadow behavior. ColorLayers and ContainerLayers behave
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* the same way in both regimes (so far).
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*/
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class ShadowLayerForwarder
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{
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public:
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typedef LayerManager::LayersBackend LayersBackend;
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virtual ~ShadowLayerForwarder();
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/**
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* Begin recording a transaction to be forwarded atomically to a
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* ShadowLayerManager.
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*/
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void BeginTransaction();
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/**
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* The following methods may only be called after BeginTransaction()
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* but before EndTransaction(). They mirror the LayerManager
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* interface in Layers.h.
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*/
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/**
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* Notify the shadow manager that a new, "real" layer has been
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* created, and a corresponding shadow layer should be created in
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* the compositing process.
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*/
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void CreatedThebesLayer(ShadowableLayer* aThebes);
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void CreatedContainerLayer(ShadowableLayer* aContainer);
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void CreatedImageLayer(ShadowableLayer* aImage);
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void CreatedColorLayer(ShadowableLayer* aColor);
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void CreatedCanvasLayer(ShadowableLayer* aCanvas);
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/**
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* The specified layer is destroying its buffers.
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* |aBackBufferToDestroy| is deallocated when this transaction is
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* posted to the parent. During the parent-side transaction, the
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* shadow is told to destroy its front buffer. This can happen when
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* a new front/back buffer pair have been created because of a layer
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* resize, e.g.
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*/
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void DestroyedThebesBuffer(ShadowableLayer* aThebes,
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const SurfaceDescriptor& aBackBufferToDestroy);
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/**
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* At least one attribute of |aMutant| has changed, and |aMutant|
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* needs to sync to its shadow layer. This initial implementation
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* forwards all attributes when any is mutated.
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*/
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void Mutated(ShadowableLayer* aMutant);
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void SetRoot(ShadowableLayer* aRoot);
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/**
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* Insert |aChild| after |aAfter| in |aContainer|. |aAfter| can be
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* NULL to indicated that |aChild| should be appended to the end of
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* |aContainer|'s child list.
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*/
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void InsertAfter(ShadowableLayer* aContainer,
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ShadowableLayer* aChild,
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ShadowableLayer* aAfter=NULL);
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void RemoveChild(ShadowableLayer* aContainer,
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ShadowableLayer* aChild);
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/**
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* Notify the shadow manager that the specified layer's back buffer
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* has new pixels and should become the new front buffer, and be
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* re-rendered, in the compositing process. The former front buffer
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* is swapped for |aNewFrontBuffer| and becomes the new back buffer
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* for the "real" layer.
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*/
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/**
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* |aBufferRect| is the screen rect covered as a whole by the
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* possibly-toroidally-rotated |aNewFrontBuffer|. |aBufferRotation|
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* is buffer's rotation, if any.
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*/
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void PaintedThebesBuffer(ShadowableLayer* aThebes,
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const nsIntRegion& aUpdatedRegion,
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const nsIntRect& aBufferRect,
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const nsIntPoint& aBufferRotation,
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const SurfaceDescriptor& aNewFrontBuffer);
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/**
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* NB: this initial implementation only forwards RGBA data for
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* ImageLayers. This is slow, and will be optimized.
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*/
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void PaintedImage(ShadowableLayer* aImage,
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const SharedImage& aNewFrontImage);
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void PaintedCanvas(ShadowableLayer* aCanvas,
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bool aNeedYFlip,
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const SurfaceDescriptor& aNewFrontSurface);
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/**
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* End the current transaction and forward it to ShadowLayerManager.
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* |aReplies| are directions from the ShadowLayerManager to the
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* caller of EndTransaction().
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*/
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bool EndTransaction(InfallibleTArray<EditReply>* aReplies);
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/**
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* Set an actor through which layer updates will be pushed.
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*/
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void SetShadowManager(PLayersChild* aShadowManager)
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{
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mShadowManager = aShadowManager;
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}
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void SetParentBackendType(LayersBackend aBackendType)
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{
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mParentBackend = aBackendType;
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}
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/**
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* True if this is forwarding to a ShadowLayerManager.
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*/
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bool HasShadowManager() const { return !!mShadowManager; }
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PLayersChild* GetShadowManager() const { return mShadowManager; }
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/**
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* The following Alloc/Open/Destroy interfaces abstract over the
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* details of working with surfaces that are shared across
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* processes. They provide the glue between C++ Layers and the
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* ShadowLayer IPC system.
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*
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* The basic lifecycle is
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*
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* - a Layer needs a buffer. Its ShadowableLayer subclass calls
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* AllocDoubleBuffer(), then calls one of the Created*Buffer()
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* methods above to transfer the (temporary) front buffer to its
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* ShadowLayer in the other process. The Layer needs a
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* gfxASurface to paint, so the ShadowableLayer uses
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* OpenDescriptor(backBuffer) to get that surface, and hands it
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* out to the Layer.
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*
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* - a Layer has painted new pixels. Its ShadowableLayer calls one
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* of the Painted*Buffer() methods above with the back buffer
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* descriptor. This notification is forwarded to the ShadowLayer,
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* which uses OpenDescriptor() to access the newly-painted pixels.
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* The ShadowLayer then updates its front buffer in a Layer- and
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* platform-dependent way, and sends a surface descriptor back to
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* the ShadowableLayer that becomes its new back back buffer.
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*
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* - a Layer wants to destroy its buffers. Its ShadowableLayer
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* calls Destroyed*Buffer(), which gives up control of the back
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* buffer descriptor. The actual back buffer surface is then
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* destroyed using DestroySharedSurface() just before notifying
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* the parent process. When the parent process is notified, the
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* ShadowLayer also calls DestroySharedSurface() on its front
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* buffer, and the double-buffer pair is gone.
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*/
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/**
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* Shmem (gfxSharedImageSurface) buffers are available on all
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* platforms, but they may not be optimal.
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*
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* NB: this interface is being deprecated in favor of the
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* SurfaceDescriptor variant below.
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*/
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bool AllocDoubleBuffer(const gfxIntSize& aSize,
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gfxASurface::gfxContentType aContent,
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gfxSharedImageSurface** aFrontBuffer,
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gfxSharedImageSurface** aBackBuffer);
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void DestroySharedSurface(gfxSharedImageSurface* aSurface);
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bool AllocBuffer(const gfxIntSize& aSize,
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gfxASurface::gfxContentType aContent,
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gfxSharedImageSurface** aBuffer);
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/**
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* In the absence of platform-specific buffers these fall back to
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* Shmem/gfxSharedImageSurface.
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*/
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bool AllocDoubleBuffer(const gfxIntSize& aSize,
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gfxASurface::gfxContentType aContent,
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SurfaceDescriptor* aFrontBuffer,
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SurfaceDescriptor* aBackBuffer);
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bool AllocBuffer(const gfxIntSize& aSize,
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gfxASurface::gfxContentType aContent,
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SurfaceDescriptor* aBuffer);
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static already_AddRefed<gfxASurface>
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OpenDescriptor(const SurfaceDescriptor& aSurface);
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void DestroySharedSurface(SurfaceDescriptor* aSurface);
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/**
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* Construct a shadow of |aLayer| on the "other side", at the
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* ShadowLayerManager.
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*/
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PLayerChild* ConstructShadowFor(ShadowableLayer* aLayer);
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LayersBackend GetParentBackendType()
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{
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return mParentBackend;
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}
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/*
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* No need to use double buffer in system memory with GPU rendering,
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* texture used as front buffer.
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*/
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bool ShouldDoubleBuffer() { return GetParentBackendType() == LayerManager::LAYERS_BASIC; }
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protected:
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ShadowLayerForwarder();
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PLayersChild* mShadowManager;
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private:
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bool PlatformAllocDoubleBuffer(const gfxIntSize& aSize,
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gfxASurface::gfxContentType aContent,
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SurfaceDescriptor* aFrontBuffer,
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SurfaceDescriptor* aBackBuffer);
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bool PlatformAllocBuffer(const gfxIntSize& aSize,
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gfxASurface::gfxContentType aContent,
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SurfaceDescriptor* aBuffer);
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static already_AddRefed<gfxASurface>
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PlatformOpenDescriptor(const SurfaceDescriptor& aDescriptor);
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bool PlatformDestroySharedSurface(SurfaceDescriptor* aSurface);
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static void PlatformSyncBeforeUpdate();
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Transaction* mTxn;
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LayersBackend mParentBackend;
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};
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class ShadowLayerManager : public LayerManager
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{
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public:
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virtual ~ShadowLayerManager() {}
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virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Shadow"); }
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void DestroySharedSurface(gfxSharedImageSurface* aSurface,
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PLayersParent* aDeallocator);
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void DestroySharedSurface(SurfaceDescriptor* aSurface,
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PLayersParent* aDeallocator);
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/** CONSTRUCTION PHASE ONLY */
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virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer() = 0;
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/** CONSTRUCTION PHASE ONLY */
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virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer() = 0;
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/** CONSTRUCTION PHASE ONLY */
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virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer() = 0;
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/** CONSTRUCTION PHASE ONLY */
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virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer() = 0;
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/** CONSTRUCTION PHASE ONLY */
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virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer() = 0;
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static void PlatformSyncBeforeReplyUpdate();
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protected:
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ShadowLayerManager() {}
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bool PlatformDestroySharedSurface(SurfaceDescriptor* aSurface);
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};
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/**
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* A ShadowableLayer is a Layer can be shared with a parent context
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* through a ShadowLayerForwarder. A ShadowableLayer maps to a
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* Shadow*Layer in a parent context.
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*
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* Note that ShadowLayers can themselves be ShadowableLayers.
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*/
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class ShadowableLayer
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{
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public:
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virtual ~ShadowableLayer() {}
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virtual Layer* AsLayer() = 0;
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/**
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* True if this layer has a shadow in a parent process.
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*/
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bool HasShadow() { return !!mShadow; }
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/**
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* Return the IPC handle to a Shadow*Layer referring to this if one
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* exists, NULL if not.
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*/
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PLayerChild* GetShadow() { return mShadow; }
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protected:
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ShadowableLayer() : mShadow(NULL) {}
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PLayerChild* mShadow;
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};
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/**
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* SurfaceDeallocator interface
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*/
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class ISurfaceDeAllocator
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{
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public:
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virtual void DestroySharedSurface(gfxSharedImageSurface* aSurface) = 0;
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virtual void DestroySharedSurface(SurfaceDescriptor* aSurface) = 0;
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protected:
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~ISurfaceDeAllocator() {};
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};
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/**
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* A ShadowLayer is the representation of a child-context's Layer in a
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* parent context. They can be transformed, clipped,
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* etc. independently of their origin Layers.
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*
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* Note that ShadowLayers can themselves have a shadow in a parent
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* context.
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*/
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class ShadowLayer
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{
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public:
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virtual ~ShadowLayer() {}
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/**
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* Set deallocator for data recieved from IPC protocol
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* We should be able to set allocator right before swap call
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* that is why allowed multiple call with the same Allocator
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*/
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virtual void SetAllocator(ISurfaceDeAllocator* aAllocator)
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{
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NS_ASSERTION(!mAllocator || mAllocator == aAllocator, "Stomping allocator?");
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mAllocator = aAllocator;
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}
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virtual void DestroyFrontBuffer() { };
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/**
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* The following methods are
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*
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* CONSTRUCTION PHASE ONLY
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*
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* They are analogous to the Layer interface.
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*/
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void SetShadowVisibleRegion(const nsIntRegion& aRegion)
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{
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mShadowVisibleRegion = aRegion;
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}
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void SetShadowClipRect(const nsIntRect* aRect)
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{
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mUseShadowClipRect = aRect != nsnull;
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if (aRect) {
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mShadowClipRect = *aRect;
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}
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}
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void SetShadowTransform(const gfx3DMatrix& aMatrix)
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{
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mShadowTransform = aMatrix;
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}
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// These getters can be used anytime.
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const nsIntRect* GetShadowClipRect() { return mUseShadowClipRect ? &mShadowClipRect : nsnull; }
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const nsIntRegion& GetShadowVisibleRegion() { return mShadowVisibleRegion; }
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const gfx3DMatrix& GetShadowTransform() { return mShadowTransform; }
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protected:
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ShadowLayer()
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: mAllocator(nsnull)
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, mUseShadowClipRect(false)
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{}
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ISurfaceDeAllocator* mAllocator;
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nsIntRegion mShadowVisibleRegion;
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gfx3DMatrix mShadowTransform;
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nsIntRect mShadowClipRect;
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bool mUseShadowClipRect;
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};
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class ShadowThebesLayer : public ShadowLayer,
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public ThebesLayer
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{
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public:
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virtual void InvalidateRegion(const nsIntRegion& aRegion)
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{
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NS_RUNTIMEABORT("ShadowThebesLayers can't fill invalidated regions");
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}
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/**
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* CONSTRUCTION PHASE ONLY
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*/
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virtual void SetValidRegion(const nsIntRegion& aRegion)
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{
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mValidRegion = aRegion;
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Mutated();
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}
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/**
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* CONSTRUCTION PHASE ONLY
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*
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* Publish the remote layer's back ThebesLayerBuffer to this shadow,
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* swapping out the old front ThebesLayerBuffer (the new back buffer
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* for the remote layer).
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*/
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virtual void
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Swap(const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion,
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OptionalThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion,
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OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion) = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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*
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* Destroy the current front buffer.
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*/
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virtual void DestroyFrontBuffer() = 0;
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virtual ShadowLayer* AsShadowLayer() { return this; }
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MOZ_LAYER_DECL_NAME("ShadowThebesLayer", TYPE_SHADOW)
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protected:
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ShadowThebesLayer(LayerManager* aManager, void* aImplData)
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: ThebesLayer(aManager, aImplData)
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{}
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};
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|
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class ShadowContainerLayer : public ShadowLayer,
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public ContainerLayer
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{
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public:
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virtual ShadowLayer* AsShadowLayer() { return this; }
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MOZ_LAYER_DECL_NAME("ShadowContainerLayer", TYPE_SHADOW)
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|
|
protected:
|
|
ShadowContainerLayer(LayerManager* aManager, void* aImplData)
|
|
: ContainerLayer(aManager, aImplData)
|
|
{}
|
|
};
|
|
|
|
|
|
class ShadowCanvasLayer : public ShadowLayer,
|
|
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 void Swap(const CanvasSurface& aNewFront, bool needYFlip,
|
|
CanvasSurface* aNewBack) = 0;
|
|
|
|
virtual ShadowLayer* AsShadowLayer() { return this; }
|
|
|
|
MOZ_LAYER_DECL_NAME("ShadowCanvasLayer", TYPE_SHADOW)
|
|
|
|
protected:
|
|
ShadowCanvasLayer(LayerManager* aManager, void* aImplData)
|
|
: CanvasLayer(aManager, aImplData)
|
|
{}
|
|
};
|
|
|
|
|
|
class ShadowImageLayer : public ShadowLayer,
|
|
public ImageLayer
|
|
{
|
|
public:
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* @see ShadowCanvasLayer::Swap
|
|
*/
|
|
virtual void Swap(const SharedImage& aFront,
|
|
SharedImage* aNewBack) = 0;
|
|
|
|
virtual ShadowLayer* AsShadowLayer() { return this; }
|
|
|
|
MOZ_LAYER_DECL_NAME("ShadowImageLayer", TYPE_SHADOW)
|
|
|
|
protected:
|
|
ShadowImageLayer(LayerManager* aManager, void* aImplData)
|
|
: ImageLayer(aManager, aImplData)
|
|
{}
|
|
};
|
|
|
|
|
|
class ShadowColorLayer : public ShadowLayer,
|
|
public ColorLayer
|
|
{
|
|
public:
|
|
virtual ShadowLayer* AsShadowLayer() { return this; }
|
|
|
|
MOZ_LAYER_DECL_NAME("ShadowColorLayer", TYPE_SHADOW)
|
|
|
|
protected:
|
|
ShadowColorLayer(LayerManager* aManager, void* aImplData)
|
|
: ColorLayer(aManager, aImplData)
|
|
{}
|
|
};
|
|
|
|
bool IsSurfaceDescriptorValid(const SurfaceDescriptor& aSurface);
|
|
|
|
} // namespace layers
|
|
} // namespace mozilla
|
|
|
|
#endif // ifndef mozilla_layers_ShadowLayers_h
|