gecko/gfx/layers/client/ClientLayerManager.h

358 lines
13 KiB
C++

/* -*- Mode: C++; tab-width: 2; 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_CLIENTLAYERMANAGER_H
#define GFX_CLIENTLAYERMANAGER_H
#include <stdint.h> // for int32_t
#include "Layers.h"
#include "gfxContext.h" // for gfxContext
#include "mozilla/Attributes.h" // for MOZ_OVERRIDE
#include "mozilla/LinkedList.h" // For LinkedList
#include "mozilla/WidgetUtils.h" // for ScreenRotation
#include "mozilla/gfx/Rect.h" // for Rect
#include "mozilla/layers/CompositorTypes.h"
#include "mozilla/layers/LayersTypes.h" // for BufferMode, LayersBackend, etc
#include "mozilla/layers/ShadowLayers.h" // for ShadowLayerForwarder, etc
#include "mozilla/layers/APZTestData.h" // for APZTestData
#include "nsAutoPtr.h" // for nsRefPtr
#include "nsCOMPtr.h" // for already_AddRefed
#include "nsDebug.h" // for NS_ABORT_IF_FALSE
#include "nsISupportsImpl.h" // for Layer::Release, etc
#include "nsRect.h" // for nsIntRect
#include "nsTArray.h" // for nsTArray
#include "nscore.h" // for nsAString
#include "mozilla/layers/TransactionIdAllocator.h"
class nsIWidget;
namespace mozilla {
namespace layers {
class ClientThebesLayer;
class CompositorChild;
class ImageLayer;
class PLayerChild;
class TextureClientPool;
class SimpleTextureClientPool;
class ClientLayerManager : public LayerManager
{
typedef nsTArray<nsRefPtr<Layer> > LayerRefArray;
public:
ClientLayerManager(nsIWidget* aWidget);
virtual ~ClientLayerManager();
virtual ShadowLayerForwarder* AsShadowForwarder()
{
return mForwarder;
}
virtual int32_t GetMaxTextureSize() const;
virtual void SetDefaultTargetConfiguration(BufferMode aDoubleBuffering, ScreenRotation aRotation);
virtual void BeginTransactionWithTarget(gfxContext* aTarget);
virtual void BeginTransaction();
virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT);
virtual void EndTransaction(DrawThebesLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT);
virtual LayersBackend GetBackendType() { return LayersBackend::LAYERS_CLIENT; }
virtual LayersBackend GetCompositorBackendType() MOZ_OVERRIDE
{
return AsShadowForwarder()->GetCompositorBackendType();
}
virtual void GetBackendName(nsAString& name);
virtual const char* Name() const { return "Client"; }
virtual void SetRoot(Layer* aLayer);
virtual void Mutated(Layer* aLayer);
virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
virtual already_AddRefed<ThebesLayer> CreateThebesLayerWithHint(ThebesLayerCreationHint aHint);
virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
virtual already_AddRefed<ImageLayer> CreateImageLayer();
virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
virtual already_AddRefed<ColorLayer> CreateColorLayer();
virtual already_AddRefed<RefLayer> CreateRefLayer();
TextureFactoryIdentifier GetTextureFactoryIdentifier()
{
return mForwarder->GetTextureFactoryIdentifier();
}
virtual void FlushRendering() MOZ_OVERRIDE;
void SendInvalidRegion(const nsIntRegion& aRegion);
virtual uint32_t StartFrameTimeRecording(int32_t aBufferSize) MOZ_OVERRIDE;
virtual void StopFrameTimeRecording(uint32_t aStartIndex,
nsTArray<float>& aFrameIntervals) MOZ_OVERRIDE;
virtual bool NeedsWidgetInvalidation() MOZ_OVERRIDE { return false; }
ShadowableLayer* Hold(Layer* aLayer);
bool HasShadowManager() const { return mForwarder->HasShadowManager(); }
virtual bool IsCompositingCheap();
virtual bool HasShadowManagerInternal() const { return HasShadowManager(); }
virtual void SetIsFirstPaint() MOZ_OVERRIDE;
TextureClientPool *GetTexturePool(gfx::SurfaceFormat aFormat);
SimpleTextureClientPool *GetSimpleTileTexturePool(gfx::SurfaceFormat aFormat);
// Drop cached resources and ask our shadow manager to do the same,
// if we have one.
virtual void ClearCachedResources(Layer* aSubtree = nullptr) MOZ_OVERRIDE;
void SetRepeatTransaction() { mRepeatTransaction = true; }
bool GetRepeatTransaction() { return mRepeatTransaction; }
bool IsRepeatTransaction() { return mIsRepeatTransaction; }
void SetTransactionIncomplete() { mTransactionIncomplete = true; }
bool HasShadowTarget() { return !!mShadowTarget; }
void SetShadowTarget(gfxContext *aTarget) { mShadowTarget = aTarget; }
bool CompositorMightResample() { return mCompositorMightResample; }
DrawThebesLayerCallback GetThebesLayerCallback() const
{ return mThebesLayerCallback; }
void* GetThebesLayerCallbackData() const
{ return mThebesLayerCallbackData; }
CompositorChild *GetRemoteRenderer();
/**
* Called for each iteration of a progressive tile update. Fills
* aCompositionBounds and aZoom with the current scale and composition bounds
* being used to composite the layers in this manager, to determine what area
* intersects with the target composition bounds.
* aDrawingCritical will be true if the current drawing operation is using
* the critical displayport.
* Returns true if the update should continue, or false if it should be
* cancelled.
* This is only called if gfxPlatform::UseProgressiveTilePainting() returns
* true.
*/
bool ProgressiveUpdateCallback(bool aHasPendingNewThebesContent,
ParentLayerRect& aCompositionBounds,
CSSToParentLayerScale& aZoom,
bool aDrawingCritical);
bool InConstruction() { return mPhase == PHASE_CONSTRUCTION; }
#ifdef DEBUG
bool InDrawing() { return mPhase == PHASE_DRAWING; }
bool InForward() { return mPhase == PHASE_FORWARD; }
#endif
bool InTransaction() { return mPhase != PHASE_NONE; }
void SetNeedsComposite(bool aNeedsComposite)
{
mNeedsComposite = aNeedsComposite;
}
bool NeedsComposite() const { return mNeedsComposite; }
virtual void Composite() MOZ_OVERRIDE;
virtual bool RequestOverfill(mozilla::dom::OverfillCallback* aCallback) MOZ_OVERRIDE;
virtual void RunOverfillCallback(const uint32_t aOverfill) MOZ_OVERRIDE;
virtual void DidComposite(uint64_t aTransactionId);
virtual bool SupportsMixBlendModes(EnumSet<gfx::CompositionOp>& aMixBlendModes) MOZ_OVERRIDE
{
return (GetTextureFactoryIdentifier().mSupportedBlendModes & aMixBlendModes) == aMixBlendModes;
}
// Log APZ test data for the current paint. We supply the paint sequence
// number ourselves, and take care of calling APZTestData::StartNewPaint()
// when a new paint is started.
void LogTestDataForCurrentPaint(FrameMetrics::ViewID aScrollId,
const std::string& aKey,
const std::string& aValue)
{
mApzTestData.LogTestDataForPaint(mPaintSequenceNumber, aScrollId, aKey, aValue);
}
// Log APZ test data for a repaint request. The sequence number must be
// passed in from outside, and APZTestData::StartNewRepaintRequest() needs
// to be called from the outside as well when a new repaint request is started.
void StartNewRepaintRequest(SequenceNumber aSequenceNumber)
{
mApzTestData.StartNewRepaintRequest(aSequenceNumber);
}
// TODO(botond): When we start using this and write a wrapper similar to
// nsLayoutUtils::LogTestDataForPaint(), make sure that wrapper checks
// gfxPrefs::APZTestLoggingEnabled().
void LogTestDataForRepaintRequest(SequenceNumber aSequenceNumber,
FrameMetrics::ViewID aScrollId,
const std::string& aKey,
const std::string& aValue)
{
mApzTestData.LogTestDataForRepaintRequest(aSequenceNumber, aScrollId, aKey, aValue);
}
// Get the content-side APZ test data for reading. For writing, use the
// LogTestData...() functions.
const APZTestData& GetAPZTestData() const {
return mApzTestData;
}
// Get a copy of the compositor-side APZ test data for our layers ID.
void GetCompositorSideAPZTestData(APZTestData* aData) const;
void SetTransactionIdAllocator(TransactionIdAllocator* aAllocator) { mTransactionIdAllocator = aAllocator; }
protected:
enum TransactionPhase {
PHASE_NONE, PHASE_CONSTRUCTION, PHASE_DRAWING, PHASE_FORWARD
};
TransactionPhase mPhase;
private:
/**
* Forward transaction results to the parent context.
*/
void ForwardTransaction(bool aScheduleComposite);
/**
* Take a snapshot of the parent context, and copy
* it into mShadowTarget.
*/
void MakeSnapshotIfRequired();
void ClearLayer(Layer* aLayer);
bool EndTransactionInternal(DrawThebesLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags);
// The bounds of |mTarget| in device pixels.
nsIntRect mTargetBounds;
LayerRefArray mKeepAlive;
nsIWidget* mWidget;
/* Thebes layer callbacks; valid at the end of a transaciton,
* while rendering */
DrawThebesLayerCallback mThebesLayerCallback;
void *mThebesLayerCallbackData;
// When we're doing a transaction in order to draw to a non-default
// target, the layers transaction is only performed in order to send
// a PLayers:Update. We save the original non-default target to
// mShadowTarget, and then perform the transaction using
// mDummyTarget as the render target. After the transaction ends,
// we send a message to our remote side to capture the actual pixels
// being drawn to the default target, and then copy those pixels
// back to mShadowTarget.
nsRefPtr<gfxContext> mShadowTarget;
nsRefPtr<TransactionIdAllocator> mTransactionIdAllocator;
uint64_t mLatestTransactionId;
// Sometimes we draw to targets that don't natively support
// landscape/portrait orientation. When we need to implement that
// ourselves, |mTargetRotation| describes the induced transform we
// need to apply when compositing content to our target.
ScreenRotation mTargetRotation;
// Used to repeat the transaction right away (to avoid rebuilding
// a display list) to support progressive drawing.
bool mRepeatTransaction;
bool mIsRepeatTransaction;
bool mTransactionIncomplete;
bool mCompositorMightResample;
bool mNeedsComposite;
// An incrementing sequence number for paints.
// Incremented in BeginTransaction(), but not for repeat transactions.
uint32_t mPaintSequenceNumber;
APZTestData mApzTestData;
RefPtr<ShadowLayerForwarder> mForwarder;
nsAutoTArray<RefPtr<TextureClientPool>,2> mTexturePools;
nsAutoTArray<dom::OverfillCallback*,0> mOverfillCallbacks;
// indexed by gfx::SurfaceFormat
nsTArray<RefPtr<SimpleTextureClientPool> > mSimpleTilePools;
};
class ClientLayer : public ShadowableLayer
{
public:
ClientLayer()
{
MOZ_COUNT_CTOR(ClientLayer);
}
~ClientLayer();
void SetShadow(PLayerChild* aShadow)
{
NS_ABORT_IF_FALSE(!mShadow, "can't have two shadows (yet)");
mShadow = aShadow;
}
virtual void Disconnect()
{
// This is an "emergency Disconnect()", called when the compositing
// process has died. |mShadow| and our Shmem buffers are
// automatically managed by IPDL, so we don't need to explicitly
// free them here (it's hard to get that right on emergency
// shutdown anyway).
mShadow = nullptr;
}
virtual void ClearCachedResources() { }
virtual void RenderLayer() = 0;
virtual ClientThebesLayer* AsThebes() { return nullptr; }
static inline ClientLayer *
ToClientLayer(Layer* aLayer)
{
return static_cast<ClientLayer*>(aLayer->ImplData());
}
};
// Create a shadow layer (PLayerChild) for aLayer, if we're forwarding
// our layer tree to a parent process. Record the new layer creation
// in the current open transaction as a side effect.
template<typename CreatedMethod> void
CreateShadowFor(ClientLayer* aLayer,
ClientLayerManager* aMgr,
CreatedMethod aMethod)
{
PLayerChild* shadow = aMgr->AsShadowForwarder()->ConstructShadowFor(aLayer);
// XXX error handling
NS_ABORT_IF_FALSE(shadow, "failed to create shadow");
aLayer->SetShadow(shadow);
(aMgr->AsShadowForwarder()->*aMethod)(aLayer);
aMgr->Hold(aLayer->AsLayer());
}
#define CREATE_SHADOW(_type) \
CreateShadowFor(layer, this, \
&ShadowLayerForwarder::Created ## _type ## Layer)
}
}
#endif /* GFX_CLIENTLAYERMANAGER_H */