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330 lines
12 KiB
C++
330 lines
12 KiB
C++
/* -*- Mode: C++; tab-width: 2; 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_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 "gfxCachedTempSurface.h"
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#include "mozilla/layers/ShadowLayers.h"
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#include "mozilla/WidgetUtils.h"
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#include "nsAutoRef.h"
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#include "nsThreadUtils.h"
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class nsIWidget;
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namespace mozilla {
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namespace layers {
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class BasicShadowableLayer;
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class ShadowThebesLayer;
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class ShadowContainerLayer;
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class ShadowImageLayer;
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class ShadowCanvasLayer;
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class ShadowColorLayer;
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class ReadbackProcessor;
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/**
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* This is a cairo/Thebes-only, main-thread-only implementation of layers.
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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 :
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public ShadowLayerManager
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{
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public:
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/**
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* Construct a BasicLayerManager which will have no default
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* target context. SetDefaultTarget or BeginTransactionWithTarget
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* must be called for any rendering to happen. ThebesLayers will not
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* be retained.
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*/
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BasicLayerManager();
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/**
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* Construct a BasicLayerManager which will have no default
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* target context. SetDefaultTarget or BeginTransactionWithTarget
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* must be called for any rendering to happen. ThebesLayers will be
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* retained; that is, we will try to retain the visible contents of
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* ThebesLayers as cairo surfaces. We create ThebesLayer buffers by
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* creating similar surfaces to the default target context, or to
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* aWidget's GetThebesSurface if there is no default target context, or
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* to the passed-in context if there is no widget and no default
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* target context.
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*
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* This does not keep a strong reference to the widget, so the caller
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* must ensure that the widget outlives the layer manager or call
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* ClearWidget before the widget dies.
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*/
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BasicLayerManager(nsIWidget* aWidget);
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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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* aDoubleBuffering can request double-buffering for drawing to the
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* default target. When BUFFERED, the layer manager avoids blitting
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* temporary results to aContext and then overpainting them with final
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* results, by using a temporary buffer when necessary. In BUFFERED
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* mode we always completely overwrite the contents of aContext's
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* destination surface (within the clip region) using OPERATOR_SOURCE.
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*/
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enum BufferMode {
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BUFFER_NONE,
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BUFFER_BUFFERED
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};
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virtual void SetDefaultTarget(gfxContext* aContext, BufferMode aDoubleBuffering,
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ScreenRotation aRotation);
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gfxContext* GetDefaultTarget() { return mDefaultTarget; }
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nsIWidget* GetRetainerWidget() { return mWidget; }
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void ClearRetainerWidget() { mWidget = nsnull; }
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virtual bool IsWidgetLayerManager() { return mWidget != nsnull; }
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virtual void BeginTransaction();
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virtual void BeginTransactionWithTarget(gfxContext* aTarget);
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virtual bool EndEmptyTransaction();
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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EndTransactionFlags aFlags = END_DEFAULT);
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virtual bool AreComponentAlphaLayersEnabled() { return HasShadowManager(); }
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void AbortTransaction();
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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<ColorLayer> CreateColorLayer();
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virtual already_AddRefed<ReadbackLayer> CreateReadbackLayer();
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virtual ImageFactory *GetImageFactory();
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virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer()
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{ return nsnull; }
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virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer()
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{ return nsnull; }
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virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer()
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{ return nsnull; }
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virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer()
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{ return nsnull; }
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virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer()
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{ return nsnull; }
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virtual already_AddRefed<ShadowRefLayer> CreateShadowRefLayer()
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{ return nsnull; }
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virtual LayersBackend GetBackendType() { return LAYERS_BASIC; }
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virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Basic"); }
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#ifdef DEBUG
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bool InConstruction() { return mPhase == PHASE_CONSTRUCTION; }
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bool InDrawing() { return mPhase == PHASE_DRAWING; }
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bool InForward() { return mPhase == PHASE_FORWARD; }
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#endif
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bool InTransaction() { return mPhase != PHASE_NONE; }
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gfxContext* GetTarget() { return mTarget; }
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void SetTarget(gfxContext* aTarget) { mUsingDefaultTarget = false; mTarget = aTarget; }
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bool IsRetained() { return mWidget != nsnull; }
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#ifdef MOZ_LAYERS_HAVE_LOG
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virtual const char* Name() const { return "Basic"; }
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#endif // MOZ_LAYERS_HAVE_LOG
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// Clear the cached contents of this layer.
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void ClearCachedResources();
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void SetTransactionIncomplete() { mTransactionIncomplete = true; }
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bool IsTransactionIncomplete() { return mTransactionIncomplete; }
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already_AddRefed<gfxContext> PushGroupForLayer(gfxContext* aContext, Layer* aLayer,
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const nsIntRegion& aRegion,
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bool* aNeedsClipToVisibleRegion);
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already_AddRefed<gfxContext> PushGroupWithCachedSurface(gfxContext *aTarget,
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gfxASurface::gfxContentType aContent);
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void PopGroupToSourceWithCachedSurface(gfxContext *aTarget, gfxContext *aPushed);
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virtual bool IsCompositingCheap() { return false; }
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virtual bool HasShadowManagerInternal() const { return false; }
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bool HasShadowManager() const { return HasShadowManagerInternal(); }
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virtual PRInt32 GetMaxTextureSize() const { return PR_INT32_MAX; }
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protected:
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enum TransactionPhase {
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PHASE_NONE, PHASE_CONSTRUCTION, PHASE_DRAWING, PHASE_FORWARD
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};
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TransactionPhase mPhase;
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// Paints aLayer to mTarget.
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void PaintLayer(gfxContext* aTarget,
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Layer* aLayer,
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DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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ReadbackProcessor* aReadback);
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// Clear the contents of a layer
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void ClearLayer(Layer* aLayer);
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bool EndTransactionInternal(DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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EndTransactionFlags aFlags = END_DEFAULT);
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void FlashWidgetUpdateArea(gfxContext* aContext);
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// Widget whose surface should be used as the basis for ThebesLayer
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// buffers.
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nsIWidget* mWidget;
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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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// A context we want our shadow to draw into.
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nsRefPtr<gfxContext> mShadowTarget;
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// Image factory we use.
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nsRefPtr<ImageFactory> mFactory;
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// Cached surface for double buffering
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gfxCachedTempSurface mCachedSurface;
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BufferMode mDoubleBuffering;
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bool mUsingDefaultTarget;
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bool mCachedSurfaceInUse;
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bool mTransactionIncomplete;
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};
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class BasicShadowLayerManager : public BasicLayerManager,
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public ShadowLayerForwarder
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{
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typedef nsTArray<nsRefPtr<Layer> > LayerRefArray;
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public:
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BasicShadowLayerManager(nsIWidget* aWidget);
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virtual ~BasicShadowLayerManager();
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virtual ShadowLayerForwarder* AsShadowForwarder()
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{
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return this;
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}
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virtual ShadowLayerManager* AsShadowManager()
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{
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return this;
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}
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virtual PRInt32 GetMaxTextureSize() const;
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virtual void SetDefaultTarget(gfxContext* aContext, BufferMode aDoubleBuffering,
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ScreenRotation aRotation) MOZ_OVERRIDE;
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virtual void BeginTransactionWithTarget(gfxContext* aTarget);
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virtual bool EndEmptyTransaction();
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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EndTransactionFlags aFlags = END_DEFAULT);
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virtual void SetRoot(Layer* aLayer);
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virtual void Mutated(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<ColorLayer> CreateColorLayer();
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virtual already_AddRefed<RefLayer> CreateRefLayer();
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virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer();
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virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer();
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virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer();
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virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer();
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virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer();
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virtual already_AddRefed<ShadowRefLayer> CreateShadowRefLayer();
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ShadowableLayer* Hold(Layer* aLayer);
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bool HasShadowManager() const { return ShadowLayerForwarder::HasShadowManager(); }
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virtual bool IsCompositingCheap();
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virtual bool HasShadowManagerInternal() const { return HasShadowManager(); }
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virtual void SetIsFirstPaint() MOZ_OVERRIDE;
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void SetRepeatTransaction() { mRepeatTransaction = true; }
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private:
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/**
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* Forward transaction results to the parent context.
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*/
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void ForwardTransaction();
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// The bounds of |mTarget| in device pixels.
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nsIntRect mTargetBounds;
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LayerRefArray mKeepAlive;
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// Sometimes we draw to targets that don't natively support
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// landscape/portrait orientation. When we need to implement that
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// ourselves, |mTargetRotation| describes the induced transform we
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// need to apply when compositing content to our target.
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ScreenRotation mTargetRotation;
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// Used to repeat the transaction right away (to avoid rebuilding
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// a display list) to support progressive drawing.
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bool mRepeatTransaction;
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};
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class BasicShadowableThebesLayer;
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class BasicShadowableLayer : public ShadowableLayer
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{
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public:
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BasicShadowableLayer()
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{
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MOZ_COUNT_CTOR(BasicShadowableLayer);
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}
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~BasicShadowableLayer();
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void SetShadow(PLayerChild* aShadow)
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{
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NS_ABORT_IF_FALSE(!mShadow, "can't have two shadows (yet)");
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mShadow = aShadow;
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}
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virtual void SetBackBuffer(const SurfaceDescriptor& aBuffer)
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{
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NS_RUNTIMEABORT("if this default impl is called, |aBuffer| leaks");
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}
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virtual void SetBackBufferYUVImage(const SurfaceDescriptor& aYBuffer,
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const SurfaceDescriptor& aUBuffer,
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const SurfaceDescriptor& aVBuffer)
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{
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NS_RUNTIMEABORT("if this default impl is called, the buffers leak");
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}
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virtual void Disconnect()
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{
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// This is an "emergency Disconnect()", called when the compositing
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// process has died. |mShadow| and our Shmem buffers are
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// automatically managed by IPDL, so we don't need to explicitly
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// free them here (it's hard to get that right on emergency
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// shutdown anyway).
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mShadow = nsnull;
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}
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virtual BasicShadowableThebesLayer* AsThebes() { return nsnull; }
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};
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}
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}
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#endif /* GFX_BASICLAYERS_H */
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