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https://gitlab.winehq.org/wine/wine-gecko.git
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0318648f5d
--HG-- extra : rebase_source : c6588d7381fc468068eb7e393f52afafb9586253
229 lines
7.8 KiB
C++
229 lines
7.8 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_TILEDCONTENTHOST_H
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#define GFX_TILEDCONTENTHOST_H
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#include "ContentHost.h"
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#include "BasicTiledThebesLayer.h" // for BasicTiledLayerBuffer
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namespace mozilla {
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namespace layers {
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class ThebesBuffer;
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class OptionalThebesBuffer;
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struct TexturedEffect;
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class TiledTexture {
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public:
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// Constructs a placeholder TiledTexture. See the comments above
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// TiledLayerBuffer for more information on what this is used for;
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// essentially, this is a sentinel used to represent an invalid or blank
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// tile.
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TiledTexture()
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: mTextureHost(nullptr)
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{}
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// Constructs a TiledTexture from a TextureHost.
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TiledTexture(TextureHost* aTextureHost)
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: mTextureHost(aTextureHost)
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{}
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TiledTexture(const TiledTexture& o) {
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mTextureHost = o.mTextureHost;
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}
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TiledTexture& operator=(const TiledTexture& o) {
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if (this == &o) {
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return *this;
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}
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mTextureHost = o.mTextureHost;
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return *this;
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}
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void Validate(gfxReusableSurfaceWrapper* aReusableSurface, Compositor* aCompositor, uint16_t aSize);
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bool operator== (const TiledTexture& o) const {
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if (!mTextureHost || !o.mTextureHost) {
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return mTextureHost == o.mTextureHost;
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}
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return *mTextureHost == *o.mTextureHost;
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}
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bool operator!= (const TiledTexture& o) const {
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if (!mTextureHost || !o.mTextureHost) {
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return mTextureHost != o.mTextureHost;
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}
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return *mTextureHost != *o.mTextureHost;
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}
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RefPtr<TextureHost> mTextureHost;
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};
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class TiledLayerBufferComposite
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: public TiledLayerBuffer<TiledLayerBufferComposite, TiledTexture>
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{
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friend class TiledLayerBuffer<TiledLayerBufferComposite, TiledTexture>;
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public:
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TiledLayerBufferComposite(Compositor* aCompositor)
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: mCompositor(aCompositor)
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{}
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void Upload(const BasicTiledLayerBuffer* aMainMemoryTiledBuffer,
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const nsIntRegion& aNewValidRegion,
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const nsIntRegion& aInvalidateRegion,
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const gfxSize& aResolution);
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TiledTexture GetPlaceholderTile() const { return TiledTexture(); }
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// Stores the absolute resolution of the containing frame, calculated
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// by the sum of the resolutions of all parent layers' FrameMetrics.
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const gfxSize& GetFrameResolution() { return mFrameResolution; }
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protected:
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TiledTexture ValidateTile(TiledTexture aTile,
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const nsIntPoint& aTileRect,
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const nsIntRegion& dirtyRect);
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// do nothing, the desctructor in the texture host takes care of releasing resources
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void ReleaseTile(TiledTexture aTile) {}
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void SwapTiles(TiledTexture& aTileA, TiledTexture& aTileB) {
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std::swap(aTileA, aTileB);
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}
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private:
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Compositor* mCompositor;
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const BasicTiledLayerBuffer* mMainMemoryTiledBuffer;
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gfxSize mFrameResolution;
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};
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class TiledThebesLayerComposite;
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/**
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* ContentHost for tiled Thebes layers. Since tiled layers are special snow
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* flakes, we don't call UpdateThebes or AddTextureHost, etc. We do call Composite
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* in the usual way though.
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*
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* There is no corresponding content client - on the client side we use a
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* BasicTiledLayerBuffer owned by a BasicTiledThebesLayer. On the host side, we
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* just use a regular ThebesLayerComposite, but with a tiled content host.
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*
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* TiledContentHost has a TiledLayerBufferComposite which keeps hold of the tiles.
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* Each tile has a reference to a texture host. During the layers transaction, we
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* receive a copy of the client-side tile buffer (PaintedTiledLayerBuffer). This is
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* copied into the main memory tile buffer and then deleted. Copying copies tiles,
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* but we only copy references to the underlying texture clients.
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*
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* When the content host is composited, we first upload any pending tiles
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* (Process*UploadQueue), then render (RenderLayerBuffer). The former calls Validate
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* on the tile (via ValidateTile and Update), that calls Update on the texture host,
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* which works as for regular texture hosts. Rendering takes us to RenderTile which
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* is similar to Composite for non-tiled ContentHosts.
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*/
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class TiledContentHost : public ContentHost,
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public TiledLayerComposer
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{
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public:
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TiledContentHost(const TextureInfo& aTextureInfo, Compositor* aCompositor)
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: ContentHost(aTextureInfo, aCompositor)
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, mVideoMemoryTiledBuffer(aCompositor)
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, mLowPrecisionVideoMemoryTiledBuffer(aCompositor)
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, mPendingUpload(false)
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, mPendingLowPrecisionUpload(false)
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{}
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~TiledContentHost();
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virtual LayerRenderState GetRenderState() MOZ_OVERRIDE
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{
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return LayerRenderState();
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}
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virtual void UpdateThebes(const ThebesBufferData& aData,
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const nsIntRegion& aUpdated,
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const nsIntRegion& aOldValidRegionBack,
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nsIntRegion* aUpdatedRegionBack)
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{
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MOZ_ASSERT(false, "N/A for tiled layers");
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}
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const nsIntRegion& GetValidLowPrecisionRegion() const
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{
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return mLowPrecisionVideoMemoryTiledBuffer.GetValidRegion();
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}
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void PaintedTiledLayerBuffer(const BasicTiledLayerBuffer* mTiledBuffer);
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// Renders a single given tile.
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void RenderTile(const TiledTexture& aTile,
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EffectChain& aEffectChain,
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float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Point& aOffset,
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const gfx::Filter& aFilter,
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const gfx::Rect& aClipRect,
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const nsIntRegion& aScreenRegion,
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const nsIntPoint& aTextureOffset,
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const nsIntSize& aTextureBounds);
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void Composite(EffectChain& aEffectChain,
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float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Point& aOffset,
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const gfx::Filter& aFilter,
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const gfx::Rect& aClipRect,
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const nsIntRegion* aVisibleRegion = nullptr,
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TiledLayerProperties* aLayerProperties = nullptr);
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virtual CompositableType GetType() { return BUFFER_TILED; }
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virtual TiledLayerComposer* AsTiledLayerComposer() { return this; }
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virtual bool EnsureTextureHost(TextureIdentifier aTextureId,
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const SurfaceDescriptor& aSurface,
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ISurfaceAllocator* aAllocator,
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const TextureInfo& aTextureInfo) MOZ_OVERRIDE
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{
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MOZ_NOT_REACHED("Does nothing");
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return false;
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}
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#ifdef MOZ_LAYERS_HAVE_LOG
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virtual void PrintInfo(nsACString& aTo, const char* aPrefix);
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#endif
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private:
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void ProcessUploadQueue(nsIntRegion* aNewValidRegion,
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TiledLayerProperties* aLayerProperties);
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void ProcessLowPrecisionUploadQueue();
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void RenderLayerBuffer(TiledLayerBufferComposite& aLayerBuffer,
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const nsIntRegion& aValidRegion,
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EffectChain& aEffectChain,
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float aOpacity,
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const gfx::Point& aOffset,
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const gfx::Filter& aFilter,
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const gfx::Rect& aClipRect,
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const nsIntRegion& aMaskRegion,
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nsIntRect aVisibleRect,
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gfx::Matrix4x4 aTransform);
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void EnsureTileStore() {}
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nsIntRegion mRegionToUpload;
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nsIntRegion mLowPrecisionRegionToUpload;
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BasicTiledLayerBuffer mMainMemoryTiledBuffer;
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BasicTiledLayerBuffer mLowPrecisionMainMemoryTiledBuffer;
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TiledLayerBufferComposite mVideoMemoryTiledBuffer;
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TiledLayerBufferComposite mLowPrecisionVideoMemoryTiledBuffer;
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bool mPendingUpload : 1;
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bool mPendingLowPrecisionUpload : 1;
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};
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}
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}
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#endif
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