gecko/gfx/layers/composite/LayerManagerComposite.h
Matt Woodrow 77d440cc12 Bug 900133 - Support MaskLayers that are backed by a NewTextureHost. r=nical
--HG--
extra : rebase_source : 8494dd32a837fc1ca44ed7c838e4def84f3292e1
2013-08-01 21:12:16 -04:00

370 lines
11 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_LayerManagerComposite_H
#define GFX_LayerManagerComposite_H
#include "mozilla/layers/Compositor.h"
#include "mozilla/layers/ShadowLayers.h"
#include "Composer2D.h"
#include "mozilla/TimeStamp.h"
#include "Layers.h"
#ifdef XP_WIN
#include <windows.h>
#endif
#include "gfxContext.h"
#include "gfx3DMatrix.h"
#include "GLDefs.h"
namespace mozilla {
namespace gl {
class GLContext;
class TextureImage;
}
}
namespace mozilla {
namespace layers {
class LayerComposite;
class ThebesLayerComposite;
class ContainerLayerComposite;
class ImageLayerComposite;
class CanvasLayerComposite;
class ColorLayerComposite;
class RefLayerComposite;
class CompositableHost;
class EffectChain;
class TiledLayerComposer;
class LayerManagerComposite : public LayerManager
{
public:
LayerManagerComposite(Compositor* aCompositor);
~LayerManagerComposite();
virtual void Destroy() MOZ_OVERRIDE;
/**
* return True if initialization was succesful, false when it was not.
*/
bool Initialize();
/**
* Sets the clipping region for this layer manager. This is important on
* windows because using OGL we no longer have GDI's native clipping. Therefor
* widget must tell us what part of the screen is being invalidated,
* and we should clip to this.
*
* \param aClippingRegion Region to clip to. Setting an empty region
* will disable clipping.
*/
void SetClippingRegion(const nsIntRegion& aClippingRegion)
{
mClippingRegion = aClippingRegion;
}
/**
* LayerManager implementation.
*/
virtual LayerManagerComposite* AsLayerManagerComposite() MOZ_OVERRIDE
{
return this;
}
void UpdateRenderBounds(const nsIntRect& aRect);
void BeginTransaction() MOZ_OVERRIDE;
void BeginTransactionWithTarget(gfxContext* aTarget) MOZ_OVERRIDE;
void NotifyShadowTreeTransaction();
virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT) MOZ_OVERRIDE;
virtual void EndTransaction(DrawThebesLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT) MOZ_OVERRIDE;
virtual void SetRoot(Layer* aLayer) MOZ_OVERRIDE { mRoot = aLayer; }
virtual bool CanUseCanvasLayerForSize(const gfxIntSize &aSize) MOZ_OVERRIDE;
virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() MOZ_OVERRIDE;
virtual int32_t GetMaxTextureSize() const MOZ_OVERRIDE;
virtual void ClearCachedResources(Layer* aSubtree = nullptr) MOZ_OVERRIDE;
virtual already_AddRefed<ThebesLayer> CreateThebesLayer() MOZ_OVERRIDE;
virtual already_AddRefed<ContainerLayer> CreateContainerLayer() MOZ_OVERRIDE;
virtual already_AddRefed<ImageLayer> CreateImageLayer() MOZ_OVERRIDE;
virtual already_AddRefed<ColorLayer> CreateColorLayer() MOZ_OVERRIDE;
virtual already_AddRefed<CanvasLayer> CreateCanvasLayer() MOZ_OVERRIDE;
already_AddRefed<ThebesLayerComposite> CreateThebesLayerComposite();
already_AddRefed<ContainerLayerComposite> CreateContainerLayerComposite();
already_AddRefed<ImageLayerComposite> CreateImageLayerComposite();
already_AddRefed<ColorLayerComposite> CreateColorLayerComposite();
already_AddRefed<CanvasLayerComposite> CreateCanvasLayerComposite();
already_AddRefed<RefLayerComposite> CreateRefLayerComposite();
virtual LayersBackend GetBackendType() MOZ_OVERRIDE
{
return LAYERS_NONE;
}
virtual void GetBackendName(nsAString& name) MOZ_OVERRIDE
{
MOZ_ASSERT(false, "Shouldn't be called for composited layer manager");
name.AssignLiteral("Composite");
}
virtual already_AddRefed<gfxASurface>
CreateOptimalMaskSurface(const gfxIntSize &aSize) MOZ_OVERRIDE;
DrawThebesLayerCallback GetThebesLayerCallback() const
{ return mThebesLayerCallback; }
void* GetThebesLayerCallbackData() const
{ return mThebesLayerCallbackData; }
/*
* Helper functions for our layers
*/
void CallThebesLayerDrawCallback(ThebesLayer* aLayer,
gfxContext* aContext,
const nsIntRegion& aRegionToDraw)
{
NS_ASSERTION(mThebesLayerCallback,
"CallThebesLayerDrawCallback without callback!");
mThebesLayerCallback(aLayer, aContext,
aRegionToDraw, nsIntRegion(),
mThebesLayerCallbackData);
}
#ifdef MOZ_LAYERS_HAVE_LOG
virtual const char* Name() const MOZ_OVERRIDE { return ""; }
#endif // MOZ_LAYERS_HAVE_LOG
enum WorldTransforPolicy {
ApplyWorldTransform,
DontApplyWorldTransform
};
/**
* Setup World transform matrix.
* Transform will be ignored if it is not PreservesAxisAlignedRectangles
* or has non integer scale
*/
void SetWorldTransform(const gfxMatrix& aMatrix);
gfxMatrix& GetWorldTransform(void);
static bool AddMaskEffect(Layer* aMaskLayer,
EffectChain& aEffect,
bool aIs3D = false);
static void RemoveMaskEffect(Layer* aMaskLayer);
/**
* Creates a DrawTarget which is optimized for inter-operating with this
* layermanager.
*/
virtual TemporaryRef<mozilla::gfx::DrawTarget>
CreateDrawTarget(const mozilla::gfx::IntSize &aSize,
mozilla::gfx::SurfaceFormat aFormat) MOZ_OVERRIDE;
const nsIntSize& GetWidgetSize();
/**
* Calculates the 'completeness' of the rendering that intersected with the
* screen on the last render. This is only useful when progressive tile
* drawing is enabled, otherwise this will always return 1.0.
* This function's expense scales with the size of the layer tree and the
* complexity of individual layers' valid regions.
*/
float ComputeRenderIntegrity();
/**
* Try to open |aDescriptor| for direct texturing. If the
* underlying surface supports direct texturing, a non-null
* TextureImage is returned. Otherwise null is returned.
*/
static already_AddRefed<gl::TextureImage>
OpenDescriptorForDirectTexturing(gl::GLContext* aContext,
const SurfaceDescriptor& aDescriptor,
GLenum aWrapMode);
/**
* returns true if PlatformAllocBuffer will return a buffer that supports
* direct texturing
*/
static bool SupportsDirectTexturing();
static void PlatformSyncBeforeReplyUpdate();
void SetCompositorID(uint32_t aID);
Compositor* GetCompositor() const
{
return mCompositor;
}
bool PlatformDestroySharedSurface(SurfaceDescriptor* aSurface);
RefPtr<Compositor> mCompositor;
private:
/** Region we're clipping our current drawing to. */
nsIntRegion mClippingRegion;
nsIntRect mRenderBounds;
/** Current root layer. */
LayerComposite *RootLayer() const;
/**
* Recursive helper method for use by ComputeRenderIntegrity. Subtracts
* any incomplete rendering on aLayer from aScreenRegion. Any low-precision
* rendering is included in aLowPrecisionScreenRegion. aTransform is the
* accumulated transform of intermediate surfaces beneath aLayer.
*/
static void ComputeRenderIntegrityInternal(Layer* aLayer,
nsIntRegion& aScreenRegion,
nsIntRegion& aLowPrecisionScreenRegion,
const gfx3DMatrix& aTransform);
/**
* Render the current layer tree to the active target.
*/
void Render();
/**
* Render debug overlays such as the FPS/FrameCounter above the frame.
*/
void RenderDebugOverlay(const gfx::Rect& aBounds);
void WorldTransformRect(nsIntRect& aRect);
/** Our more efficient but less powerful alter ego, if one is available. */
nsRefPtr<Composer2D> mComposer2D;
/* Thebes layer callbacks; valid at the end of a transaciton,
* while rendering */
DrawThebesLayerCallback mThebesLayerCallback;
void *mThebesLayerCallbackData;
gfxMatrix mWorldMatrix;
bool mInTransaction;
};
/**
* Composite layers are for use with OMTC on the compositor thread only. There
* must be corresponding Basic layers on the content thread. For composite
* layers, the layer manager only maintains the layer tree, all rendering is
* done by a Compositor (see Compositor.h). As such, composite layers are
* platform-independent and can be used on any platform for which there is a
* Compositor implementation.
*
* The composite layer tree reflects exactly the basic layer tree. To
* composite to screen, the layer manager walks the layer tree calling render
* methods which in turn call into their CompositableHosts' Composite methods.
* These call Compositor::DrawQuad to do the rendering.
*
* Mostly, layers are updated during the layers transaction. This is done from
* CompositableClient to CompositableHost without interacting with the layer.
*
* A reference to the Compositor is stored in LayerManagerComposite.
*/
class LayerComposite
{
public:
LayerComposite(LayerManagerComposite* aManager);
virtual ~LayerComposite();
virtual LayerComposite* GetFirstChildComposite()
{
return nullptr;
}
/* Do NOT call this from the generic LayerComposite destructor. Only from the
* concrete class destructor
*/
virtual void Destroy();
virtual Layer* GetLayer() = 0;
virtual void RenderLayer(const nsIntPoint& aOffset,
const nsIntRect& aClipRect) = 0;
virtual void SetCompositableHost(CompositableHost* aHost)
{
MOZ_ASSERT(false, "called SetCompositableHost for a layer without a compositable host");
}
virtual CompositableHost* GetCompositableHost() = 0;
virtual void CleanupResources() = 0;
virtual TiledLayerComposer* GetTiledLayerComposer() { return nullptr; }
virtual void DestroyFrontBuffer() { }
/**
* The following methods are
*
* CONSTRUCTION PHASE ONLY
*
* They are analogous to the Layer interface.
*/
void SetShadowVisibleRegion(const nsIntRegion& aRegion)
{
mShadowVisibleRegion = aRegion;
}
void SetShadowOpacity(float aOpacity)
{
mShadowOpacity = aOpacity;
}
void SetShadowClipRect(const nsIntRect* aRect)
{
mUseShadowClipRect = aRect != nullptr;
if (aRect) {
mShadowClipRect = *aRect;
}
}
void SetShadowTransform(const gfx3DMatrix& aMatrix)
{
mShadowTransform = aMatrix;
}
void SetShadowTransformSetByAnimation(bool aSetByAnimation)
{
mShadowTransformSetByAnimation = aSetByAnimation;
}
// These getters can be used anytime.
float GetShadowOpacity() { return mShadowOpacity; }
const nsIntRect* GetShadowClipRect() { return mUseShadowClipRect ? &mShadowClipRect : nullptr; }
const nsIntRegion& GetShadowVisibleRegion() { return mShadowVisibleRegion; }
const gfx3DMatrix& GetShadowTransform() { return mShadowTransform; }
bool GetShadowTransformSetByAnimation() { return mShadowTransformSetByAnimation; }
protected:
gfx3DMatrix mShadowTransform;
nsIntRegion mShadowVisibleRegion;
nsIntRect mShadowClipRect;
LayerManagerComposite* mCompositeManager;
RefPtr<Compositor> mCompositor;
float mShadowOpacity;
bool mUseShadowClipRect;
bool mShadowTransformSetByAnimation;
bool mDestroyed;
};
} /* layers */
} /* mozilla */
#endif /* GFX_LayerManagerComposite_H */