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294 lines
10 KiB
C++
294 lines
10 KiB
C++
/* 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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_BASICTILEDTHEBESLAYER_H
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#define GFX_BASICTILEDTHEBESLAYER_H
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#include "TiledLayerBuffer.h"
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#include "gfxReusableSurfaceWrapper.h"
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#include "mozilla/layers/ShadowLayers.h"
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#include "BasicLayers.h"
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#include "BasicImplData.h"
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#include <algorithm>
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namespace mozilla {
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namespace layers {
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/**
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* Represent a single tile in tiled buffer. It's backed
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* by a gfxReusableSurfaceWrapper that implements a
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* copy-on-write mechanism while locked. The tile should be
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* locked before being sent to the compositor and unlocked
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* as soon as it is uploaded to prevent a copy.
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* Ideal place to store per tile debug information.
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*/
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struct BasicTiledLayerTile {
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nsRefPtr<gfxReusableSurfaceWrapper> mSurface;
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#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
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TimeStamp mLastUpdate;
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#endif
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// Placeholder
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BasicTiledLayerTile()
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: mSurface(NULL)
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{}
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explicit BasicTiledLayerTile(gfxImageSurface* aSurface)
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: mSurface(new gfxReusableSurfaceWrapper(aSurface))
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{
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}
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BasicTiledLayerTile(const BasicTiledLayerTile& o) {
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mSurface = o.mSurface;
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#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
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mLastUpdate = o.mLastUpdate;
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#endif
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}
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BasicTiledLayerTile& operator=(const BasicTiledLayerTile& o) {
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if (this == &o) return *this;
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mSurface = o.mSurface;
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#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
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mLastUpdate = o.mLastUpdate;
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#endif
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return *this;
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}
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bool operator== (const BasicTiledLayerTile& o) const {
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return mSurface == o.mSurface;
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}
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bool operator!= (const BasicTiledLayerTile& o) const {
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return mSurface != o.mSurface;
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}
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void ReadUnlock() {
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mSurface->ReadUnlock();
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}
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void ReadLock() {
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mSurface->ReadLock();
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}
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};
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/**
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* This struct stores all the data necessary to perform a paint so that it
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* doesn't need to be recalculated on every repeated transaction.
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*/
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struct BasicTiledLayerPaintData {
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gfx::Point mScrollOffset;
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gfx3DMatrix mTransformScreenToLayer;
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nsIntRect mLayerCriticalDisplayPort;
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gfxSize mResolution;
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nsIntRect mCompositionBounds;
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uint16_t mLowPrecisionPaintCount;
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bool mPaintFinished : 1;
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};
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class BasicTiledThebesLayer;
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/**
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* Provide an instance of TiledLayerBuffer backed by image surfaces.
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* This buffer provides an implementation to ValidateTile using a
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* thebes callback and can support painting using a single paint buffer
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* which is much faster then painting directly into the tiles.
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*/
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class BasicTiledLayerBuffer : public TiledLayerBuffer<BasicTiledLayerBuffer, BasicTiledLayerTile>
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{
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friend class TiledLayerBuffer<BasicTiledLayerBuffer, BasicTiledLayerTile>;
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public:
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BasicTiledLayerBuffer()
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: mLastPaintOpaque(false)
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{}
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void PaintThebes(BasicTiledThebesLayer* aLayer,
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const nsIntRegion& aNewValidRegion,
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const nsIntRegion& aPaintRegion,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData);
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BasicTiledLayerTile GetPlaceholderTile() const {
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return mPlaceholder;
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}
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void ReadUnlock() {
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for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
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if (mRetainedTiles[i] == GetPlaceholderTile()) continue;
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mRetainedTiles[i].ReadUnlock();
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}
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}
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void ReadLock() {
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for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
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if (mRetainedTiles[i] == GetPlaceholderTile()) continue;
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mRetainedTiles[i].ReadLock();
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}
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}
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const gfxSize& GetFrameResolution() { return mFrameResolution; }
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void SetFrameResolution(const gfxSize& aResolution) { mFrameResolution = aResolution; }
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bool HasFormatChanged(BasicTiledThebesLayer* aThebesLayer) const;
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protected:
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BasicTiledLayerTile ValidateTile(BasicTiledLayerTile aTile,
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const nsIntPoint& aTileRect,
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const nsIntRegion& dirtyRect);
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// If this returns true, we perform the paint operation into a single large
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// buffer and copy it out to the tiles instead of calling PaintThebes() on
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// each tile individually. Somewhat surprisingly, this turns out to be faster
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// on Android.
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bool UseSinglePaintBuffer() { return true; }
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void ReleaseTile(BasicTiledLayerTile aTile) { /* No-op. */ }
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void SwapTiles(BasicTiledLayerTile& aTileA, BasicTiledLayerTile& aTileB) {
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std::swap(aTileA, aTileB);
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}
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private:
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gfxASurface::gfxImageFormat GetFormat() const;
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BasicTiledThebesLayer* mThebesLayer;
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LayerManager::DrawThebesLayerCallback mCallback;
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void* mCallbackData;
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gfxSize mFrameResolution;
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bool mLastPaintOpaque;
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// The buffer we use when UseSinglePaintBuffer() above is true.
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nsRefPtr<gfxImageSurface> mSinglePaintBuffer;
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nsIntPoint mSinglePaintBufferOffset;
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BasicTiledLayerTile mPlaceholder;
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BasicTiledLayerTile ValidateTileInternal(BasicTiledLayerTile aTile,
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const nsIntPoint& aTileOrigin,
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const nsIntRect& aDirtyRect);
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};
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/**
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* An implementation of ThebesLayer that ONLY supports remote
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* composition that is backed by tiles. This thebes layer implementation
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* is better suited to mobile hardware to work around slow implementation
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* of glTexImage2D (for OGL compositors), and restrait memory bandwidth.
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*/
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class BasicTiledThebesLayer : public ThebesLayer,
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public BasicImplData,
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public BasicShadowableLayer
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{
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typedef ThebesLayer Base;
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public:
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BasicTiledThebesLayer(BasicShadowLayerManager* const aManager);
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~BasicTiledThebesLayer();
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// Thebes Layer
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virtual Layer* AsLayer() { return this; }
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virtual void InvalidateRegion(const nsIntRegion& aRegion) {
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mInvalidRegion.Or(mInvalidRegion, aRegion);
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mValidRegion.Sub(mValidRegion, aRegion);
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mLowPrecisionValidRegion.Sub(mLowPrecisionValidRegion, aRegion);
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}
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// Shadow methods
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virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs);
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virtual ShadowableLayer* AsShadowableLayer() { return this; }
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virtual void Disconnect()
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{
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BasicShadowableLayer::Disconnect();
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}
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virtual void PaintThebes(gfxContext* aContext,
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Layer* aMaskLayer,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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ReadbackProcessor* aReadback);
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private:
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BasicShadowLayerManager* BasicManager()
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{
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return static_cast<BasicShadowLayerManager*>(mManager);
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}
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// BasicImplData
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virtual void
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PaintBuffer(gfxContext* aContext,
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const nsIntRegion& aRegionToDraw,
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const nsIntRegion& aExtendedRegionToDraw,
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const nsIntRegion& aRegionToInvalidate,
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bool aDidSelfCopy,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData)
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{ NS_RUNTIMEABORT("Not reached."); }
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/**
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* Calculates the region to update in a single progressive update transaction.
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* This employs some heuristics to update the most 'sensible' region to
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* update at this point in time, and how large an update should be performed
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* at once to maintain visual coherency.
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*
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* aInvalidRegion is the current invalid region.
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* aOldValidRegion is the valid region of aTiledBuffer at the beginning of the
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* current transaction.
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* aRegionToPaint will be filled with the region to update. This may be empty,
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* which indicates that there is no more work to do.
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* aTransform is the transform required to convert from screen-space to
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* layer-space.
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* aCompositionBounds is the composition bounds from the primary scrollable
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* layer, transformed into layer coordinates.
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* aScrollOffset is the current scroll offset of the primary scrollable layer.
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* aResolution is the render resolution of the layer.
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* aIsRepeated should be true if this function has already been called during
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* this transaction.
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*
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* Returns true if it should be called again, false otherwise. In the case
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* that aRegionToPaint is empty, this will return aIsRepeated for convenience.
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*/
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bool ComputeProgressiveUpdateRegion(BasicTiledLayerBuffer& aTiledBuffer,
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const nsIntRegion& aInvalidRegion,
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const nsIntRegion& aOldValidRegion,
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nsIntRegion& aRegionToPaint,
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const gfx3DMatrix& aTransform,
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const nsIntRect& aCompositionBounds,
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const gfx::Point& aScrollOffset,
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const gfxSize& aResolution,
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bool aIsRepeated);
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/**
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* Performs a progressive update of a given tiled buffer.
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* See ComputeProgressiveUpdateRegion above for parameter documentation.
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*/
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bool ProgressiveUpdate(BasicTiledLayerBuffer& aTiledBuffer,
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nsIntRegion& aValidRegion,
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nsIntRegion& aInvalidRegion,
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const nsIntRegion& aOldValidRegion,
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const gfx3DMatrix& aTransform,
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const nsIntRect& aCompositionBounds,
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const gfx::Point& aScrollOffset,
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const gfxSize& aResolution,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData);
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/**
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* For the initial PaintThebes of a transaction, calculates all the data
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* needed for that paint and any repeated transactions.
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*/
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void BeginPaint();
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/**
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* When a paint ends, updates any data necessary to persist until the next
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* paint. If aFinish is true, this will cause the paint to be marked as
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* finished.
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*/
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void EndPaint(bool aFinish);
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// Members
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BasicTiledLayerBuffer mTiledBuffer;
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BasicTiledLayerBuffer mLowPrecisionTiledBuffer;
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nsIntRegion mLowPrecisionValidRegion;
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gfx::Point mLastScrollOffset;
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bool mFirstPaint;
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BasicTiledLayerPaintData mPaintData;
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};
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} // layers
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} // mozilla
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#endif
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