gecko/gfx/layers/ThebesLayerBuffer.h

421 lines
15 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 THEBESLAYERBUFFER_H_
#define THEBESLAYERBUFFER_H_
#include <stdint.h> // for uint32_t
#include "gfxASurface.h" // for gfxASurface, etc
#include "gfxContext.h" // for gfxContext
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/RefPtr.h" // for RefPtr, TemporaryRef
#include "mozilla/gfx/2D.h" // for DrawTarget, etc
#include "mozilla/mozalloc.h" // for operator delete
#include "nsAutoPtr.h" // for nsRefPtr
#include "nsCOMPtr.h" // for already_AddRefed
#include "nsDebug.h" // for NS_RUNTIMEABORT
#include "nsISupportsImpl.h" // for gfxContext::AddRef, etc
#include "nsPoint.h" // for nsIntPoint
#include "nsRect.h" // for nsIntRect
#include "nsRegion.h" // for nsIntRegion
#include "nsTraceRefcnt.h" // for MOZ_COUNT_CTOR, etc
#include "LayersTypes.h"
struct gfxMatrix;
struct nsIntSize;
namespace mozilla {
namespace gfx {
class Matrix;
}
namespace layers {
class DeprecatedTextureClient;
class ThebesLayer;
/**
* This is a cairo/Thebes surface, but with a literal twist. Scrolling
* causes the layer's visible region to move. We want to keep
* reusing the same surface if the region size hasn't changed, but we don't
* want to keep moving the contents of the surface around in memory. So
* we use a trick.
* Consider just the vertical case, and suppose the buffer is H pixels
* high and we're scrolling down by N pixels. Instead of copying the
* buffer contents up by N pixels, we leave the buffer contents in place,
* and paint content rows H to H+N-1 into rows 0 to N-1 of the buffer.
* Then we can refresh the screen by painting rows N to H-1 of the buffer
* at row 0 on the screen, and then painting rows 0 to N-1 of the buffer
* at row H-N on the screen.
* mBufferRotation.y would be N in this example.
*/
class RotatedBuffer {
public:
typedef gfxContentType ContentType;
RotatedBuffer(gfxASurface* aBuffer, gfxASurface* aBufferOnWhite,
const nsIntRect& aBufferRect,
const nsIntPoint& aBufferRotation)
: mBuffer(aBuffer)
, mBufferOnWhite(aBufferOnWhite)
, mBufferRect(aBufferRect)
, mBufferRotation(aBufferRotation)
, mDidSelfCopy(false)
{ }
RotatedBuffer(gfx::DrawTarget* aDTBuffer, gfx::DrawTarget* aDTBufferOnWhite,
const nsIntRect& aBufferRect,
const nsIntPoint& aBufferRotation)
: mDTBuffer(aDTBuffer)
, mDTBufferOnWhite(aDTBufferOnWhite)
, mBufferRect(aBufferRect)
, mBufferRotation(aBufferRotation)
, mDidSelfCopy(false)
{ }
RotatedBuffer()
: mDidSelfCopy(false)
{ }
/*
* Which buffer should be drawn to/read from.
*/
enum ContextSource {
BUFFER_BLACK, // The normal buffer, or buffer with black background when using component alpha.
BUFFER_WHITE, // The buffer with white background, only valid with component alpha.
BUFFER_BOTH // The combined black/white buffers, only valid for writing operations, not reading.
};
void DrawBufferWithRotation(gfxContext* aTarget, ContextSource aSource,
float aOpacity = 1.0,
gfxASurface* aMask = nullptr,
const gfxMatrix* aMaskTransform = nullptr) const;
void DrawBufferWithRotation(gfx::DrawTarget* aTarget, ContextSource aSource,
float aOpacity = 1.0,
gfx::CompositionOp aOperator = gfx::OP_OVER,
gfx::SourceSurface* aMask = nullptr,
const gfx::Matrix* aMaskTransform = nullptr) const;
/**
* |BufferRect()| is the rect of device pixels that this
* ThebesLayerBuffer covers. That is what DrawBufferWithRotation()
* will paint when it's called.
*/
const nsIntRect& BufferRect() const { return mBufferRect; }
const nsIntPoint& BufferRotation() const { return mBufferRotation; }
virtual bool HaveBuffer() const { return mBuffer || mDTBuffer; }
virtual bool HaveBufferOnWhite() const { return mBufferOnWhite || mDTBufferOnWhite; }
protected:
enum XSide {
LEFT, RIGHT
};
enum YSide {
TOP, BOTTOM
};
nsIntRect GetQuadrantRectangle(XSide aXSide, YSide aYSide) const;
gfx::Rect GetSourceRectangle(XSide aXSide, YSide aYSide) const;
/*
* If aMask is non-null, then it is used as an alpha mask for rendering this
* buffer. aMaskTransform must be non-null if aMask is non-null, and is used
* to adjust the coordinate space of the mask.
*/
void DrawBufferQuadrant(gfxContext* aTarget, XSide aXSide, YSide aYSide,
ContextSource aSource,
float aOpacity,
gfxASurface* aMask,
const gfxMatrix* aMaskTransform) const;
void DrawBufferQuadrant(gfx::DrawTarget* aTarget, XSide aXSide, YSide aYSide,
ContextSource aSource,
float aOpacity,
gfx::CompositionOp aOperator,
gfx::SourceSurface* aMask,
const gfx::Matrix* aMaskTransform) const;
nsRefPtr<gfxASurface> mBuffer;
nsRefPtr<gfxASurface> mBufferOnWhite;
RefPtr<gfx::DrawTarget> mDTBuffer;
RefPtr<gfx::DrawTarget> mDTBufferOnWhite;
/** The area of the ThebesLayer that is covered by the buffer as a whole */
nsIntRect mBufferRect;
/**
* The x and y rotation of the buffer. Conceptually the buffer
* has its origin translated to mBufferRect.TopLeft() - mBufferRotation,
* is tiled to fill the plane, and the result is clipped to mBufferRect.
* So the pixel at mBufferRotation within the buffer is what gets painted at
* mBufferRect.TopLeft().
* This is "rotation" in the sense of rotating items in a linear buffer,
* where items falling off the end of the buffer are returned to the
* buffer at the other end, not 2D rotation!
*/
nsIntPoint mBufferRotation;
// When this is true it means that all pixels have moved inside the buffer.
// It's not possible to sync with another buffer without a full copy.
bool mDidSelfCopy;
};
/**
* This class encapsulates the buffer used to retain ThebesLayer contents,
* i.e., the contents of the layer's GetVisibleRegion().
*/
class ThebesLayerBuffer : public RotatedBuffer {
public:
typedef gfxContentType ContentType;
/**
* Controls the size of the backing buffer of this.
* - SizedToVisibleBounds: the backing buffer is exactly the same
* size as the bounds of ThebesLayer's visible region
* - ContainsVisibleBounds: the backing buffer is large enough to
* fit visible bounds. May be larger.
*/
enum BufferSizePolicy {
SizedToVisibleBounds,
ContainsVisibleBounds
};
ThebesLayerBuffer(BufferSizePolicy aBufferSizePolicy)
: mBufferProvider(nullptr)
, mBufferProviderOnWhite(nullptr)
, mBufferSizePolicy(aBufferSizePolicy)
{
MOZ_COUNT_CTOR(ThebesLayerBuffer);
}
virtual ~ThebesLayerBuffer()
{
MOZ_COUNT_DTOR(ThebesLayerBuffer);
}
/**
* Wipe out all retained contents. Call this when the entire
* buffer becomes invalid.
*/
void Clear()
{
mBuffer = nullptr;
mBufferOnWhite = nullptr;
mDTBuffer = nullptr;
mDTBufferOnWhite = nullptr;
mBufferProvider = nullptr;
mBufferProviderOnWhite = nullptr;
mBufferRect.SetEmpty();
}
/**
* This is returned by BeginPaint. The caller should draw into mContext.
* mRegionToDraw must be drawn. mRegionToInvalidate has been invalidated
* by ThebesLayerBuffer and must be redrawn on the screen.
* mRegionToInvalidate is set when the buffer has changed from
* opaque to transparent or vice versa, since the details of rendering can
* depend on the buffer type. mDidSelfCopy is true if we kept our buffer
* but used MovePixels() to shift its content.
*/
struct PaintState {
PaintState()
: mDidSelfCopy(false)
{}
nsRefPtr<gfxContext> mContext;
nsIntRegion mRegionToDraw;
nsIntRegion mRegionToInvalidate;
bool mDidSelfCopy;
DrawRegionClip mClip;
};
enum {
PAINT_WILL_RESAMPLE = 0x01,
PAINT_NO_ROTATION = 0x02
};
/**
* Start a drawing operation. This returns a PaintState describing what
* needs to be drawn to bring the buffer up to date in the visible region.
* This queries aLayer to get the currently valid and visible regions.
* The returned mContext may be null if mRegionToDraw is empty.
* Otherwise it must not be null.
* mRegionToInvalidate will contain mRegionToDraw.
* @param aFlags when PAINT_WILL_RESAMPLE is passed, this indicates that
* buffer will be resampled when rendering (i.e the effective transform
* combined with the scale for the resolution is not just an integer
* translation). This will disable buffer rotation (since we don't want
* to resample across the rotation boundary) and will ensure that we
* make the entire buffer contents valid (since we don't want to sample
* invalid pixels outside the visible region, if the visible region doesn't
* fill the buffer bounds).
*/
PaintState BeginPaint(ThebesLayer* aLayer, ContentType aContentType,
uint32_t aFlags);
enum {
ALLOW_REPEAT = 0x01,
BUFFER_COMPONENT_ALPHA = 0x02 // Dual buffers should be created for drawing with
// component alpha.
};
/**
* Return a new surface of |aSize| and |aType|.
* @param aFlags if ALLOW_REPEAT is set, then the buffer should be configured
* to allow repeat-mode, otherwise it should be in pad (clamp) mode
* If the created buffer supports azure content, then the result(s) will
* be returned in aBlackDT/aWhiteDT, otherwise aBlackSurface/aWhiteSurface
* will be used.
*/
virtual void
CreateBuffer(ContentType aType, const nsIntRect& aRect, uint32_t aFlags,
gfxASurface** aBlackSurface, gfxASurface** aWhiteSurface,
RefPtr<gfx::DrawTarget>* aBlackDT, RefPtr<gfx::DrawTarget>* aWhiteDT) = 0;
virtual bool SupportsAzureContent() const
{ return false; }
/**
* Get the underlying buffer, if any. This is useful because we can pass
* in the buffer as the default "reference surface" if there is one.
* Don't use it for anything else!
*/
gfxASurface* GetBuffer() { return mBuffer; }
gfxASurface* GetBufferOnWhite() { return mBufferOnWhite; }
gfx::DrawTarget* GetDTBuffer() { return mDTBuffer; }
gfx::DrawTarget* GetDTBufferOnWhite() { return mDTBufferOnWhite; }
/**
* Complete the drawing operation. The region to draw must have been
* drawn before this is called. The contents of the buffer are drawn
* to aTarget.
*/
void DrawTo(ThebesLayer* aLayer, gfxContext* aTarget, float aOpacity,
gfxASurface* aMask, const gfxMatrix* aMaskTransform);
protected:
// If this buffer is currently using Azure.
bool IsAzureBuffer();
already_AddRefed<gfxASurface>
SetBuffer(gfxASurface* aBuffer,
const nsIntRect& aBufferRect, const nsIntPoint& aBufferRotation)
{
MOZ_ASSERT(!SupportsAzureContent());
nsRefPtr<gfxASurface> tmp = mBuffer.forget();
mBuffer = aBuffer;
mBufferRect = aBufferRect;
mBufferRotation = aBufferRotation;
return tmp.forget();
}
already_AddRefed<gfxASurface>
SetBufferOnWhite(gfxASurface* aBuffer)
{
MOZ_ASSERT(!SupportsAzureContent());
nsRefPtr<gfxASurface> tmp = mBufferOnWhite.forget();
mBufferOnWhite = aBuffer;
return tmp.forget();
}
TemporaryRef<gfx::DrawTarget>
SetDTBuffer(gfx::DrawTarget* aBuffer,
const nsIntRect& aBufferRect, const nsIntPoint& aBufferRotation)
{
MOZ_ASSERT(SupportsAzureContent());
RefPtr<gfx::DrawTarget> tmp = mDTBuffer.forget();
mDTBuffer = aBuffer;
mBufferRect = aBufferRect;
mBufferRotation = aBufferRotation;
return tmp.forget();
}
TemporaryRef<gfx::DrawTarget>
SetDTBufferOnWhite(gfx::DrawTarget* aBuffer)
{
MOZ_ASSERT(SupportsAzureContent());
RefPtr<gfx::DrawTarget> tmp = mDTBufferOnWhite.forget();
mDTBufferOnWhite = aBuffer;
return tmp.forget();
}
/**
* Set the texture client only. This is used with surfaces that
* require explicit lock/unlock, which |aClient| is used to do on
* demand in this code.
*
* It's the caller's responsibility to ensure |aClient| is valid
* for the duration of operations it requests of this
* ThebesLayerBuffer. It's also the caller's responsibility to
* unset the provider when inactive, by calling
* SetBufferProvider(nullptr).
*/
void SetBufferProvider(DeprecatedTextureClient* aClient)
{
// Only this buffer provider can give us a buffer. If we
// already have one, something has gone wrong.
MOZ_ASSERT(!aClient || (!mBuffer && !mDTBuffer));
mBufferProvider = aClient;
if (!mBufferProvider) {
mBuffer = nullptr;
mDTBuffer = nullptr;
}
}
void SetBufferProviderOnWhite(DeprecatedTextureClient* aClient)
{
// Only this buffer provider can give us a buffer. If we
// already have one, something has gone wrong.
MOZ_ASSERT(!aClient || (!mBufferOnWhite && !mDTBufferOnWhite));
mBufferProviderOnWhite = aClient;
if (!mBufferProviderOnWhite) {
mBufferOnWhite = nullptr;
mDTBufferOnWhite = nullptr;
}
}
/**
* Get a context at the specified resolution for updating |aBounds|,
* which must be contained within a single quadrant.
*
* Optionally returns the TopLeft coordinate of the quadrant being drawn to.
*/
already_AddRefed<gfxContext>
GetContextForQuadrantUpdate(const nsIntRect& aBounds, ContextSource aSource, nsIntPoint* aTopLeft = nullptr);
static bool IsClippingCheap(gfxContext* aTarget, const nsIntRegion& aRegion);
protected:
// Buffer helpers. Don't use mBuffer directly; instead use one of
// these helpers.
/**
* Return the buffer's content type. Requires a valid buffer or
* buffer provider.
*/
gfxContentType BufferContentType();
bool BufferSizeOkFor(const nsIntSize& aSize);
/**
* If the buffer hasn't been mapped, map it.
*/
bool EnsureBuffer();
bool EnsureBufferOnWhite();
/**
* True if we have a buffer where we can get it (but not necessarily
* mapped currently).
*/
virtual bool HaveBuffer() const;
virtual bool HaveBufferOnWhite() const;
/**
* These members are only set transiently. They're used to map mBuffer
* when we're using surfaces that require explicit map/unmap. Only one
* may be used at a time.
*/
DeprecatedTextureClient* mBufferProvider;
DeprecatedTextureClient* mBufferProviderOnWhite;
BufferSizePolicy mBufferSizePolicy;
};
}
}
#endif /* THEBESLAYERBUFFER_H_ */