mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
407 lines
14 KiB
C++
407 lines
14 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 MOZILLA_GFX_COMPOSITOR_H
|
|
#define MOZILLA_GFX_COMPOSITOR_H
|
|
|
|
#include "mozilla/gfx/Rect.h"
|
|
#include "mozilla/gfx/Matrix.h"
|
|
#include "gfxMatrix.h"
|
|
#include "Layers.h"
|
|
#include "mozilla/layers/TextureHost.h"
|
|
#include "mozilla/RefPtr.h"
|
|
|
|
|
|
/**
|
|
* Different elements of a web pages are rendered into separate "layers" before
|
|
* they are flattened into the final image that is brought to the screen.
|
|
* See Layers.h for more informations about layers and why we use retained
|
|
* structures.
|
|
* Most of the documentation for layers is directly in the source code in the
|
|
* form of doc comments. An overview can also be found in the the wiki:
|
|
* https://wiki.mozilla.org/Gecko:Overview#Graphics
|
|
*
|
|
*
|
|
* # Main interfaces and abstractions
|
|
*
|
|
* - Layer, ShadowableLayer and LayerComposite
|
|
* (see Layers.h and ipc/ShadowLayers.h)
|
|
* - CompositableClient and CompositableHost
|
|
* (client/CompositableClient.h composite/CompositableHost.h)
|
|
* - TextureClient and TextureHost
|
|
* (client/TextureClient.h composite/TextureHost.h)
|
|
* - TextureSource
|
|
* (composite/TextureHost.h)
|
|
* - Forwarders
|
|
* (ipc/CompositableForwarder.h ipc/ShadowLayers.h)
|
|
* - Compositor
|
|
* (this file)
|
|
* - IPDL protocols
|
|
* (.ipdl files under the gfx/layers/ipc directory)
|
|
*
|
|
* The *Client and Shadowable* classes are always used on the content thread.
|
|
* Forwarders are always used on the content thread.
|
|
* The *Host and Shadow* classes are always used on the compositor thread.
|
|
* Compositors, TextureSource, and Effects are always used on the compositor
|
|
* thread.
|
|
* Most enums and constants are declared in LayersTypes.h and CompositorTypes.h.
|
|
*
|
|
*
|
|
* # Texture transfer
|
|
*
|
|
* Most layer classes own a Compositable plus some extra information like
|
|
* transforms and clip rects. They are platform independent.
|
|
* Compositable classes manipulate Texture objects and are reponsible for
|
|
* things like tiling, buffer rotation or double buffering. Compositables
|
|
* are also platform-independent. Examples of compositable classes are:
|
|
* - ImageClient
|
|
* - CanvasClient
|
|
* - ContentHost
|
|
* - etc.
|
|
* Texture classes (TextureClient and TextureHost) are thin abstractions over
|
|
* platform-dependent texture memory. They are maniplulated by compositables
|
|
* and don't know about buffer rotations and such. The purposes of TextureClient
|
|
* and TextureHost are to synchronize, serialize and deserialize texture data.
|
|
* TextureHosts provide access to TextureSources that are views on the
|
|
* Texture data providing the necessary api for Compositor backend to composite
|
|
* them.
|
|
*
|
|
* Compositable and Texture clients and hosts are created using factory methods.
|
|
* They should only be created by using their constructor in exceptional
|
|
* circumstances. The factory methods are located:
|
|
* TextureClient - CompositableClient::CreateTextureClient
|
|
* TextureHost - TextureHost::CreateTextureHost, which calls a
|
|
* platform-specific function, e.g., CreateTextureHostOGL
|
|
* CompositableClient - in the appropriate subclass, e.g.,
|
|
* CanvasClient::CreateCanvasClient
|
|
* CompositableHost - CompositableHost::Create
|
|
*
|
|
*
|
|
* # IPDL
|
|
*
|
|
* If off-main-thread compositing (OMTC) is enabled, compositing is performed
|
|
* in a dedicated thread. In some setups compositing happens in a dedicated
|
|
* process. Documentation may refer to either the compositor thread or the
|
|
* compositor process.
|
|
* See explanations in ShadowLayers.h.
|
|
*
|
|
*
|
|
* # Backend implementations
|
|
*
|
|
* Compositor backends like OpenGL or flavours of D3D live in their own directory
|
|
* under gfx/layers/. To add a new backend, implement at least the following
|
|
* interfaces:
|
|
* - Compositor (ex. CompositorOGL)
|
|
* - TextureHost (ex. TextureImageTextureHost)
|
|
* Depending on the type of data that needs to be serialized, you may need to
|
|
* add specific TextureClient implementations.
|
|
*/
|
|
|
|
class gfxContext;
|
|
class nsIWidget;
|
|
|
|
namespace mozilla {
|
|
namespace gfx {
|
|
class DrawTarget;
|
|
}
|
|
|
|
namespace layers {
|
|
|
|
struct Effect;
|
|
struct EffectChain;
|
|
class Image;
|
|
class ISurfaceAllocator;
|
|
|
|
enum SurfaceInitMode
|
|
{
|
|
INIT_MODE_NONE,
|
|
INIT_MODE_CLEAR,
|
|
INIT_MODE_COPY
|
|
};
|
|
|
|
/**
|
|
* Common interface for compositor backends.
|
|
*
|
|
* Compositor provides a cross-platform interface to a set of operations for
|
|
* compositing quads. Compositor knows nothing about the layer tree. It must be
|
|
* told everything about each composited quad - contents, location, transform,
|
|
* opacity, etc.
|
|
*
|
|
* In theory it should be possible for different widgets to use the same
|
|
* compositor. In practice, we use one compositor per window.
|
|
*
|
|
* # Usage
|
|
*
|
|
* For an example of a user of Compositor, see LayerManagerComposite.
|
|
*
|
|
* Initialization: create a Compositor object, call Initialize().
|
|
*
|
|
* Destruction: destroy any resources associated with the compositor, call
|
|
* Destroy(), delete the Compositor object.
|
|
*
|
|
* Composition:
|
|
* call BeginFrame,
|
|
* for each quad to be composited:
|
|
* call MakeCurrent if necessary (not necessary if no other context has been
|
|
* made current),
|
|
* take care of any texture upload required to composite the quad, this step
|
|
* is backend-dependent,
|
|
* construct an EffectChain for the quad,
|
|
* call DrawQuad,
|
|
* call EndFrame.
|
|
* If the user has to stop compositing at any point before EndFrame, call
|
|
* AbortFrame.
|
|
* If the compositor is usually used for compositing but compositing is
|
|
* temporarily done without the compositor, call EndFrameForExternalComposition
|
|
* after compositing each frame so the compositor can remain internally
|
|
* consistent.
|
|
*
|
|
* By default, the compositor will render to the screen, to render to a target,
|
|
* call SetTargetContext or SetRenderTarget, the latter with a target created
|
|
* by CreateRenderTarget or CreateRenderTargetFromSource.
|
|
*
|
|
* The target and viewport methods can be called before any DrawQuad call and
|
|
* affect any subsequent DrawQuad calls.
|
|
*/
|
|
class Compositor : public RefCounted<Compositor>
|
|
{
|
|
public:
|
|
Compositor()
|
|
: mCompositorID(0)
|
|
, mDrawColoredBorders(false)
|
|
{
|
|
MOZ_COUNT_CTOR(Compositor);
|
|
}
|
|
virtual ~Compositor()
|
|
{
|
|
MOZ_COUNT_DTOR(Compositor);
|
|
}
|
|
|
|
virtual bool Initialize() = 0;
|
|
virtual void Destroy() = 0;
|
|
|
|
/**
|
|
* Request a texture host identifier that may be used for creating textures
|
|
* across process or thread boundaries that are compatible with this
|
|
* compositor.
|
|
*/
|
|
virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() = 0;
|
|
|
|
/**
|
|
* Properties of the compositor.
|
|
*/
|
|
virtual bool CanUseCanvasLayerForSize(const gfxIntSize& aSize) = 0;
|
|
virtual int32_t GetMaxTextureSize() const = 0;
|
|
|
|
/**
|
|
* Set the target for rendering. Results will have been written to aTarget by
|
|
* the time that EndFrame returns.
|
|
*
|
|
* If this method is not used, or we pass in nullptr, we target the compositor's
|
|
* usual swap chain and render to the screen.
|
|
*/
|
|
virtual void SetTargetContext(gfxContext* aTarget) = 0;
|
|
|
|
typedef uint32_t MakeCurrentFlags;
|
|
static const MakeCurrentFlags ForceMakeCurrent = 0x1;
|
|
/**
|
|
* Make this compositor's rendering context the current context for the
|
|
* underlying graphics API. This may be a global operation, depending on the
|
|
* API. Our context will remain the current one until someone else changes it.
|
|
*
|
|
* Clients of the compositor should call this at the start of the compositing
|
|
* process, it might be required by texture uploads etc.
|
|
*
|
|
* If aFlags == CURRENT_FORCE then we will (re-)set our context on the
|
|
* underlying API even if it is already the current context.
|
|
*/
|
|
virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) = 0;
|
|
|
|
/**
|
|
* Creates a Surface that can be used as a rendering target by this
|
|
* compositor.
|
|
*/
|
|
virtual TemporaryRef<CompositingRenderTarget>
|
|
CreateRenderTarget(const gfx::IntRect& aRect, SurfaceInitMode aInit) = 0;
|
|
|
|
/**
|
|
* Creates a Surface that can be used as a rendering target by this
|
|
* compositor, and initializes the surface by copying from aSource.
|
|
* If aSource is null, then the current screen buffer is used as source.
|
|
*/
|
|
virtual TemporaryRef<CompositingRenderTarget>
|
|
CreateRenderTargetFromSource(const gfx::IntRect& aRect,
|
|
const CompositingRenderTarget* aSource) = 0;
|
|
|
|
/**
|
|
* Sets the given surface as the target for subsequent calls to DrawQuad.
|
|
* Passing null as aSurface sets the screen as the target.
|
|
*/
|
|
virtual void SetRenderTarget(CompositingRenderTarget* aSurface) = 0;
|
|
|
|
/**
|
|
* Returns the current target for rendering. Will return null if we are
|
|
* rendering to the screen.
|
|
*/
|
|
virtual CompositingRenderTarget* GetCurrentRenderTarget() = 0;
|
|
|
|
/**
|
|
* Mostly the compositor will pull the size from a widget and this method will
|
|
* be ignored, but compositor implementations are free to use it if they like.
|
|
*/
|
|
virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) = 0;
|
|
|
|
/**
|
|
* Declare an offset to use when rendering layers. This will be ignored when
|
|
* rendering to a target instead of the screen.
|
|
*/
|
|
virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) = 0;
|
|
|
|
/**
|
|
* Tell the compositor to actually draw a quad. What to do draw and how it is
|
|
* drawn is specified by aEffectChain. aRect is the quad to draw, in user space.
|
|
* aTransform transforms from user space to screen space. aOffset is the
|
|
* offset of the render target from 0,0 of the screen. If texture coords are
|
|
* required, these will be in the primary effect in the effect chain.
|
|
*/
|
|
virtual void DrawQuad(const gfx::Rect& aRect, const gfx::Rect& aClipRect,
|
|
const EffectChain& aEffectChain,
|
|
gfx::Float aOpacity, const gfx::Matrix4x4 &aTransform,
|
|
const gfx::Point& aOffset) = 0;
|
|
|
|
/**
|
|
* Start a new frame.
|
|
* aClipRectIn is the clip rect for the window in window space (optional).
|
|
* aTransform is the transform from user space to window space.
|
|
* aRenderBounds bounding rect for rendering, in user space.
|
|
* If aClipRectIn is null, this method sets *aClipRectOut to the clip rect
|
|
* actually used for rendering (if aClipRectIn is non-null, we will use that
|
|
* for the clip rect).
|
|
* If aRenderBoundsOut is non-null, it will be set to the render bounds
|
|
* actually used by the compositor in window space.
|
|
*/
|
|
virtual void BeginFrame(const gfx::Rect* aClipRectIn,
|
|
const gfxMatrix& aTransform,
|
|
const gfx::Rect& aRenderBounds,
|
|
gfx::Rect* aClipRectOut = nullptr,
|
|
gfx::Rect* aRenderBoundsOut = nullptr) = 0;
|
|
|
|
/**
|
|
* Flush the current frame to the screen and tidy up.
|
|
*/
|
|
virtual void EndFrame() = 0;
|
|
|
|
/**
|
|
* Post-rendering stuff if the rendering is done outside of this Compositor
|
|
* e.g., by Composer2D.
|
|
* aTransform is the transform from user space to window space.
|
|
*/
|
|
virtual void EndFrameForExternalComposition(const gfxMatrix& aTransform) = 0;
|
|
|
|
/**
|
|
* Tidy up if BeginFrame has been called, but EndFrame won't be.
|
|
*/
|
|
virtual void AbortFrame() = 0;
|
|
|
|
/**
|
|
* Setup the viewport and projection matrix for rendering to a target of the
|
|
* given dimensions. The size and transform here will override those set in
|
|
* BeginFrame. BeginFrame sets a size and transform for the default render
|
|
* target, usually the screen. Calling this method prepares the compositor to
|
|
* render using a different viewport (that is, size and transform), usually
|
|
* associated with a new render target.
|
|
* aWorldTransform is the transform from user space to the new viewport's
|
|
* coordinate space.
|
|
*/
|
|
virtual void PrepareViewport(const gfx::IntSize& aSize,
|
|
const gfxMatrix& aWorldTransform) = 0;
|
|
|
|
/**
|
|
* Whether textures created by this compositor can receive partial updates.
|
|
*/
|
|
virtual bool SupportsPartialTextureUpdate() = 0;
|
|
|
|
void EnableColoredBorders()
|
|
{
|
|
mDrawColoredBorders = true;
|
|
}
|
|
void DisableColoredBorders()
|
|
{
|
|
mDrawColoredBorders = false;
|
|
}
|
|
|
|
void DrawDiagnostics(const gfx::Color& color,
|
|
const gfx::Rect& visibleRect,
|
|
const gfx::Rect& aClipRect,
|
|
const gfx::Matrix4x4& transform,
|
|
const gfx::Point& aOffset);
|
|
|
|
|
|
#ifdef MOZ_DUMP_PAINTING
|
|
virtual const char* Name() const = 0;
|
|
#endif // MOZ_DUMP_PAINTING
|
|
|
|
|
|
/**
|
|
* Each Compositor has a unique ID.
|
|
* This ID is used to keep references to each Compositor in a map accessed
|
|
* from the compositor thread only, so that async compositables can find
|
|
* the right compositor parent and schedule compositing even if the compositor
|
|
* changed.
|
|
*/
|
|
uint32_t GetCompositorID() const
|
|
{
|
|
return mCompositorID;
|
|
}
|
|
void SetCompositorID(uint32_t aID)
|
|
{
|
|
MOZ_ASSERT(mCompositorID == 0, "The compositor ID must be set only once.");
|
|
mCompositorID = aID;
|
|
}
|
|
|
|
/**
|
|
* Notify the compositor that a layers transaction has occured. This is only
|
|
* used for FPS information at the moment.
|
|
* XXX: surely there is a better way to do this?
|
|
*/
|
|
virtual void NotifyLayersTransaction() = 0;
|
|
|
|
/**
|
|
* Notify the compositor that composition is being paused. This allows the
|
|
* compositor to temporarily release any resources.
|
|
* Between calling Pause and Resume, compositing may fail.
|
|
*/
|
|
virtual void Pause() {}
|
|
/**
|
|
* Notify the compositor that composition is being resumed. The compositor
|
|
* regain any resources it requires for compositing.
|
|
* Returns true if succeeded.
|
|
*/
|
|
virtual bool Resume() { return true; }
|
|
|
|
// XXX I expect we will want to move mWidget into this class and implement
|
|
// these methods properly.
|
|
virtual nsIWidget* GetWidget() const { return nullptr; }
|
|
virtual const nsIntSize& GetWidgetSize() = 0;
|
|
|
|
/**
|
|
* We enforce that there can only be one Compositor backend type off the main
|
|
* thread at the same time. The backend type in use can be checked with this
|
|
* static method. We need this for creating texture clients/hosts etc. when we
|
|
* don't have a reference to a Compositor.
|
|
*/
|
|
static LayersBackend GetBackend();
|
|
|
|
protected:
|
|
uint32_t mCompositorID;
|
|
static LayersBackend sBackend;
|
|
bool mDrawColoredBorders;
|
|
};
|
|
|
|
} // namespace layers
|
|
} // namespace mozilla
|
|
|
|
#endif /* MOZILLA_GFX_COMPOSITOR_H */
|