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208 lines
6.5 KiB
C++
208 lines
6.5 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_BASICTHEBESLAYER_H
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#define GFX_BASICTHEBESLAYER_H
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#include "mozilla/layers/PLayersParent.h"
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#include "BasicBuffers.h"
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namespace mozilla {
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namespace layers {
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class BasicThebesLayer : public ThebesLayer, public BasicImplData {
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public:
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typedef BasicThebesLayerBuffer Buffer;
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BasicThebesLayer(BasicLayerManager* aLayerManager) :
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ThebesLayer(aLayerManager, static_cast<BasicImplData*>(this)),
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mBuffer(this)
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{
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MOZ_COUNT_CTOR(BasicThebesLayer);
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}
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virtual ~BasicThebesLayer()
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{
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MOZ_COUNT_DTOR(BasicThebesLayer);
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}
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virtual void SetVisibleRegion(const nsIntRegion& aRegion)
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{
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NS_ASSERTION(BasicManager()->InConstruction(),
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"Can only set properties in construction phase");
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ThebesLayer::SetVisibleRegion(aRegion);
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}
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virtual void InvalidateRegion(const nsIntRegion& aRegion)
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{
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NS_ASSERTION(BasicManager()->InConstruction(),
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"Can only set properties in construction phase");
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mValidRegion.Sub(mValidRegion, aRegion);
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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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virtual void ClearCachedResources() { mBuffer.Clear(); mValidRegion.SetEmpty(); }
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virtual already_AddRefed<gfxASurface>
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CreateBuffer(Buffer::ContentType aType, const nsIntSize& aSize);
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virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface)
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{
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if (!BasicManager()->IsRetained()) {
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// Don't do any snapping of our transform, since we're just going to
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// draw straight through without intermediate buffers.
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mEffectiveTransform = GetLocalTransform()*aTransformToSurface;
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if (gfxPoint(0,0) != mResidualTranslation) {
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mResidualTranslation = gfxPoint(0,0);
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mValidRegion.SetEmpty();
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}
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ComputeEffectiveTransformForMaskLayer(aTransformToSurface);
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return;
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}
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ThebesLayer::ComputeEffectiveTransforms(aTransformToSurface);
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}
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// Sync front/back buffers content
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virtual void SyncFrontBufferToBackBuffer() {}
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protected:
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BasicLayerManager* BasicManager()
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{
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return static_cast<BasicLayerManager*>(mManager);
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}
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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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{
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if (!aCallback) {
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BasicManager()->SetTransactionIncomplete();
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return;
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}
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aCallback(this, aContext, aExtendedRegionToDraw, aRegionToInvalidate,
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aCallbackData);
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// Everything that's visible has been validated. Do this instead of just
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// OR-ing with aRegionToDraw, since that can lead to a very complex region
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// here (OR doesn't automatically simplify to the simplest possible
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// representation of a region.)
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nsIntRegion tmp;
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tmp.Or(mVisibleRegion, aExtendedRegionToDraw);
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mValidRegion.Or(mValidRegion, tmp);
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}
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Buffer mBuffer;
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};
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struct AutoBufferTracker;
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class BasicShadowableThebesLayer : public BasicThebesLayer,
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public BasicShadowableLayer
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{
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friend struct AutoBufferTracker;
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typedef BasicThebesLayer Base;
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public:
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BasicShadowableThebesLayer(BasicShadowLayerManager* aManager)
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: BasicThebesLayer(aManager)
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, mBufferTracker(nullptr)
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, mIsNewBuffer(false)
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, mFrontAndBackBufferDiffer(false)
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{
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MOZ_COUNT_CTOR(BasicShadowableThebesLayer);
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}
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virtual ~BasicShadowableThebesLayer()
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{
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DestroyBackBuffer();
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MOZ_COUNT_DTOR(BasicShadowableThebesLayer);
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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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virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs)
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{
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aAttrs = ThebesLayerAttributes(GetValidRegion());
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}
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virtual Layer* AsLayer() { return this; }
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virtual ShadowableLayer* AsShadowableLayer() { return this; }
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void SetBackBufferAndAttrs(const OptionalThebesBuffer& aBuffer,
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const nsIntRegion& aValidRegion,
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const OptionalThebesBuffer& aReadOnlyFrontBuffer,
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const nsIntRegion& aFrontUpdatedRegion);
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virtual void Disconnect();
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virtual BasicShadowableThebesLayer* AsThebes() { return this; }
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virtual void SyncFrontBufferToBackBuffer();
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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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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) MOZ_OVERRIDE;
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// This function may *not* open the buffer it allocates.
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void
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AllocBackBuffer(Buffer::ContentType aType, const nsIntSize& aSize);
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virtual already_AddRefed<gfxASurface>
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CreateBuffer(Buffer::ContentType aType, const nsIntSize& aSize) MOZ_OVERRIDE;
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void DestroyBackBuffer()
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{
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if (IsSurfaceDescriptorValid(mBackBuffer)) {
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BasicManager()->ShadowLayerForwarder::DestroySharedSurface(&mBackBuffer);
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}
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}
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// This describes the gfxASurface we hand to mBuffer. We keep a
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// copy of the descriptor here so that we can call
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// DestroySharedSurface() on the descriptor.
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SurfaceDescriptor mBackBuffer;
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nsIntRect mBackBufferRect;
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nsIntPoint mBackBufferRectRotation;
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// This helper object lives on the stack during its lifetime and
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// keeps track of buffers we might have mapped and/or allocated.
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// When it goes out of scope on the stack, it unmaps whichever
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// buffers have been mapped (if any).
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AutoBufferTracker* mBufferTracker;
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bool mIsNewBuffer;
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OptionalThebesBuffer mROFrontBuffer;
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nsIntRegion mFrontUpdatedRegion;
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nsIntRegion mFrontValidRegion;
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bool mFrontAndBackBufferDiffer;
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};
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}
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}
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#endif
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