gecko/gfx/layers/client/CompositableClient.h

189 lines
5.8 KiB
C++

/* -*- Mode: C++; tab-width: 20; 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 MOZILLA_GFX_BUFFERCLIENT_H
#define MOZILLA_GFX_BUFFERCLIENT_H
#include "mozilla/layers/PCompositableChild.h"
#include "mozilla/layers/LayersTypes.h"
#include "mozilla/RefPtr.h"
namespace mozilla {
namespace layers {
class CompositableChild;
class CompositableClient;
class DeprecatedTextureClient;
class TextureClient;
class BufferTextureClient;
class ImageBridgeChild;
class ShadowableLayer;
class CompositableForwarder;
class CompositableChild;
class SurfaceDescriptor;
/**
* CompositableClient manages the texture-specific logic for composite layers,
* independently of the layer. It is the content side of a CompositableClient/
* CompositableHost pair.
*
* CompositableClient's purpose is to send texture data to the compositor side
* along with any extra information about how the texture is to be composited.
* Things like opacity or transformation belong to layer and not compositable.
*
* Since Compositables are independent of layers it is possible to create one,
* connect it to the compositor side, and start sending images to it. This alone
* is arguably not very useful, but it means that as long as a shadow layer can
* do the proper magic to find a reference to the right CompositableHost on the
* Compositor side, a Compositable client can be used outside of the main
* shadow layer forwarder machinery that is used on the main thread.
*
* The first step is to create a Compositable client and call Connect().
* Connect() creates the underlying IPDL actor (see CompositableChild) and the
* corresponding CompositableHost on the other side.
*
* To do in-transaction texture transfer (the default), call
* ShadowLayerForwarder::Attach(CompositableClient*, ShadowableLayer*). This
* will let the LayerComposite on the compositor side know which CompositableHost
* to use for compositing.
*
* To do async texture transfer (like async-video), the CompositableClient
* should be created with a different CompositableForwarder (like
* ImageBridgeChild) and attachment is done with
* CompositableForwarder::AttachAsyncCompositable that takes an identifier
* instead of a CompositableChild, since the CompositableClient is not managed
* by this layer forwarder (the matching uses a global map on the compositor side,
* see CompositableMap in ImageBridgeParent.cpp)
*
* Subclasses: Thebes layers use ContentClients, ImageLayers use ImageClients,
* Canvas layers use CanvasClients (but ImageHosts). We have a different subclass
* where we have a different way of interfacing with the textures - in terms of
* drawing into the compositable and/or passing its contents to the compostior.
*/
class CompositableClient : public RefCounted<CompositableClient>
{
public:
CompositableClient(CompositableForwarder* aForwarder);
virtual ~CompositableClient();
virtual TextureInfo GetTextureInfo() const = 0;
LayersBackend GetCompositorBackendType() const;
TemporaryRef<DeprecatedTextureClient>
CreateDeprecatedTextureClient(DeprecatedTextureClientType aDeprecatedTextureClientType);
TemporaryRef<BufferTextureClient>
CreateBufferTextureClient(gfx::SurfaceFormat aFormat, TextureFlags aFlags);
virtual TemporaryRef<BufferTextureClient>
CreateBufferTextureClient(gfx::SurfaceFormat aFormat);
virtual void SetDescriptorFromReply(TextureIdentifier aTextureId,
const SurfaceDescriptor& aDescriptor)
{
MOZ_CRASH("If you want to call this, you should have implemented it");
}
/**
* Establishes the connection with compositor side through IPDL
*/
virtual bool Connect();
void Destroy();
CompositableChild* GetIPDLActor() const;
// should only be called by a CompositableForwarder
void SetIPDLActor(CompositableChild* aChild);
CompositableForwarder* GetForwarder() const
{
return mForwarder;
}
/**
* This identifier is what lets us attach async compositables with a shadow
* layer. It is not used if the compositable is used with the regulat shadow
* layer forwarder.
*/
uint64_t GetAsyncID() const;
/**
* Tells the Compositor to create a TextureHost for this TextureClient.
*/
virtual void AddTextureClient(TextureClient* aClient);
/**
* Tells the Compositor to delete the TextureHost corresponding to this
* TextureClient.
*/
virtual void RemoveTextureClient(TextureClient* aClient);
/**
* A hook for the Compositable to execute whatever it held off for next transaction.
*/
virtual void OnTransaction();
/**
* A hook for the when the Compositable is detached from it's layer.
*/
virtual void OnDetach() {}
protected:
// The textures to destroy in the next transaction;
nsTArray<uint64_t> mTexturesToRemove;
uint64_t mNextTextureID;
CompositableChild* mCompositableChild;
CompositableForwarder* mForwarder;
};
/**
* IPDL actor used by CompositableClient to match with its corresponding
* CompositableHost on the compositor side.
*
* CompositableChild is owned by a CompositableClient.
*/
class CompositableChild : public PCompositableChild
{
public:
CompositableChild()
: mCompositableClient(nullptr), mID(0)
{
MOZ_COUNT_CTOR(CompositableChild);
}
~CompositableChild()
{
MOZ_COUNT_DTOR(CompositableChild);
}
void Destroy();
void SetClient(CompositableClient* aClient)
{
mCompositableClient = aClient;
}
CompositableClient* GetCompositableClient() const
{
return mCompositableClient;
}
void SetAsyncID(uint64_t aID) { mID = aID; }
uint64_t GetAsyncID() const
{
return mID;
}
private:
CompositableClient* mCompositableClient;
uint64_t mID;
};
} // namespace
} // namespace
#endif