mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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140 lines
4.3 KiB
C++
140 lines
4.3 KiB
C++
/*
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* Copyright (c) 2012, The Linux Foundation. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef mozilla_HwcComposer2D
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#define mozilla_HwcComposer2D
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#include "Composer2D.h"
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#include "Layers.h"
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#include "mozilla/Mutex.h"
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#include <vector>
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#include <list>
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#include <hardware/hwcomposer.h>
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#if ANDROID_VERSION >= 17
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#include <ui/Fence.h>
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#include <utils/Timers.h>
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#endif
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namespace mozilla {
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namespace gl {
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class GLContext;
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}
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namespace layers {
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class CompositorParent;
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class ContainerLayer;
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class Layer;
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}
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//Holds a dynamically allocated vector of rectangles
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//used to decribe the complex visible region of a layer
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typedef std::vector<hwc_rect_t> RectVector;
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#if ANDROID_VERSION >= 17
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typedef hwc_composer_device_1_t HwcDevice;
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typedef hwc_display_contents_1_t HwcList;
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typedef hwc_layer_1_t HwcLayer;
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#else
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typedef hwc_composer_device_t HwcDevice;
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typedef hwc_layer_list_t HwcList;
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typedef hwc_layer_t HwcLayer;
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#endif
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/*
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* HwcComposer2D provides a way for gecko to render frames
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* using hwcomposer.h in the AOSP HAL.
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*
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* hwcomposer.h defines an interface for display composition
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* using dedicated hardware. This hardware is usually faster
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* or more power efficient than the GPU. However, in exchange
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* for better performance, generality has to be sacrificed:
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* no 3d transforms, no intermediate surfaces, no special shader effects,
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* and loss of other goodies depending on the platform.
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*
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* In general, when hwc is enabled gecko tries to compose
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* its frames using HwcComposer2D first. Then if HwcComposer2D is
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* unable to compose a frame then it falls back to compose it
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* using the GPU with OpenGL.
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*
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*/
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class HwcComposer2D : public mozilla::layers::Composer2D {
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public:
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HwcComposer2D();
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virtual ~HwcComposer2D();
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int Init(hwc_display_t aDisplay, hwc_surface_t aSurface, gl::GLContext* aGLContext);
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bool Initialized() const { return mHwc; }
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static HwcComposer2D* GetInstance();
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// Returns TRUE if the container has been succesfully rendered
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// Returns FALSE if the container cannot be fully rendered
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// by this composer so nothing was rendered at all
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bool TryRender(layers::Layer* aRoot,
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bool aGeometryChanged) override;
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bool Render(EGLDisplay dpy, EGLSurface sur);
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bool EnableVsync(bool aEnable);
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#if ANDROID_VERSION >= 17
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bool RegisterHwcEventCallback();
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void Vsync(int aDisplay, int64_t aTimestamp);
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void Invalidate();
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#endif
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void SetCompositorParent(layers::CompositorParent* aCompositorParent);
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private:
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void Reset();
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void Prepare(buffer_handle_t fbHandle, int fence);
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bool Commit();
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bool TryHwComposition();
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bool ReallocLayerList();
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bool PrepareLayerList(layers::Layer* aContainer, const nsIntRect& aClip,
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const gfx::Matrix& aParentTransform);
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void setCrop(HwcLayer* layer, hwc_rect_t srcCrop);
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void setHwcGeometry(bool aGeometryChanged);
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void SendtoLayerScope();
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HwcDevice* mHwc;
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HwcList* mList;
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hwc_display_t mDpy;
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hwc_surface_t mSur;
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gl::GLContext* mGLContext;
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nsIntRect mScreenRect;
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int mMaxLayerCount;
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bool mColorFill;
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bool mRBSwapSupport;
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//Holds all the dynamically allocated RectVectors needed
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//to render the current frame
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std::list<RectVector> mVisibleRegions;
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#if ANDROID_VERSION >= 17
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android::sp<android::Fence> mPrevRetireFence;
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android::sp<android::Fence> mPrevDisplayFence;
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#endif
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nsTArray<layers::LayerComposite*> mHwcLayerMap;
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bool mPrepared;
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bool mHasHWVsync;
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nsRefPtr<layers::CompositorParent> mCompositorParent;
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Mutex mLock;
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};
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} // namespace mozilla
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#endif // mozilla_HwcComposer2D
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