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171 lines
5.8 KiB
C++
171 lines
5.8 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Robert O'Callahan <robert@ocallahan.org>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef GFX_BASICLAYERS_H
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#define GFX_BASICLAYERS_H
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#include "Layers.h"
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#include "gfxContext.h"
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#include "nsAutoRef.h"
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#include "nsThreadUtils.h"
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namespace mozilla {
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namespace layers {
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class BasicThebesLayer;
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/**
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* This is a cairo/Thebes-only, main-thread-only implementation of layers.
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* Currently it only supports immediate mode but we will probably
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* extend it to support retained buffers. In other words, currently,
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* no buffers are retained between transactions.
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*
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* In each transaction, the client sets up the layer tree and then during
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* the drawing phase, each ThebesLayer is painted directly into the target
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* context (with appropriate clipping and Push/PopGroups performed
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* between layers).
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*/
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class THEBES_API BasicLayerManager : public LayerManager {
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public:
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/**
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* Construct a BasicLayerManager which will render to aContext when
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* BeginTransaction is called. This can be null, in which case
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* transactions started with BeginTransaction will not do any painting.
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*/
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BasicLayerManager(gfxContext* aContext);
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virtual ~BasicLayerManager();
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/**
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* Set the default target context that will be used when BeginTransaction
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* is called. This can only be called outside a transaction.
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*/
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void SetDefaultTarget(gfxContext* aContext);
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virtual void BeginTransaction();
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virtual void BeginTransactionWithTarget(gfxContext* aTarget);
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData);
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virtual void SetRoot(Layer* aLayer);
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virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
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virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
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virtual already_AddRefed<ImageLayer> CreateImageLayer();
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
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virtual already_AddRefed<ImageContainer> CreateImageContainer();
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virtual already_AddRefed<ColorLayer> CreateColorLayer();
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virtual LayersBackend GetBackendType() { return LAYERS_BASIC; }
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#ifdef DEBUG
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PRBool InConstruction() { return mPhase == PHASE_CONSTRUCTION; }
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PRBool InDrawing() { return mPhase == PHASE_DRAWING; }
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#endif
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gfxContext* GetTarget() { return mTarget; }
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private:
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// Paints aLayer to mTarget.
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void PaintLayer(Layer* aLayer,
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DrawThebesLayerCallback aCallback,
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void* aCallbackData);
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// The default context for BeginTransaction.
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nsRefPtr<gfxContext> mDefaultTarget;
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// The context to draw into.
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nsRefPtr<gfxContext> mTarget;
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#ifdef DEBUG
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enum TransactionPhase { PHASE_NONE, PHASE_CONSTRUCTION, PHASE_DRAWING };
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TransactionPhase mPhase;
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#endif
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};
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}
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}
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/**
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* We need to be able to hold a reference to a gfxASurface from Image
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* subclasses. This is potentially a problem since Images can be addrefed
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* or released off the main thread. We can ensure that we never AddRef
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* a gfxASurface off the main thread, but we might want to Release due
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* to an Image being destroyed off the main thread.
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*
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* We use nsCountedRef<nsMainThreadSurfaceRef> to reference the
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* gfxASurface. When AddRefing, we assert that we're on the main thread.
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* When Releasing, if we're not on the main thread, we post an event to
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* the main thread to do the actual release.
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*/
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class nsMainThreadSurfaceRef;
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NS_SPECIALIZE_TEMPLATE
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class nsAutoRefTraits<nsMainThreadSurfaceRef> {
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public:
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typedef gfxASurface* RawRef;
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/**
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* The XPCOM event that will do the actual release on the main thread.
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*/
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class SurfaceReleaser : public nsRunnable {
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public:
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SurfaceReleaser(RawRef aRef) : mRef(aRef) {}
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NS_IMETHOD Run() {
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mRef->Release();
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return NS_OK;
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}
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RawRef mRef;
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};
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static RawRef Void() { return nsnull; }
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static void Release(RawRef aRawRef)
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{
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if (NS_IsMainThread()) {
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aRawRef->Release();
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return;
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}
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nsCOMPtr<nsIRunnable> runnable = new SurfaceReleaser(aRawRef);
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NS_DispatchToMainThread(runnable);
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}
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static void AddRef(RawRef aRawRef)
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{
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NS_ASSERTION(NS_IsMainThread(),
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"Can only add a reference on the main thread");
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aRawRef->AddRef();
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}
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};
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#endif /* GFX_BASICLAYERS_H */
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