mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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436 lines
17 KiB
C++
436 lines
17 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* vim: sw=2 ts=8 et :
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*/
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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 mozilla_layers_ShadowLayers_h
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#define mozilla_layers_ShadowLayers_h 1
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#include <stddef.h> // for size_t
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#include <stdint.h> // for uint64_t
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#include "gfxTypes.h"
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#include "mozilla/Attributes.h" // for MOZ_OVERRIDE
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#include "mozilla/WidgetUtils.h" // for ScreenRotation
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#include "mozilla/dom/ScreenOrientation.h" // for ScreenOrientation
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#include "mozilla/ipc/SharedMemory.h" // for SharedMemory, etc
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#include "mozilla/layers/CompositableForwarder.h"
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#include "mozilla/layers/CompositorTypes.h" // for OpenMode, etc
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#include "nsCOMPtr.h" // for already_AddRefed
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#include "nsRegion.h" // for nsIntRegion
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#include "nsTArrayForwardDeclare.h" // for InfallibleTArray
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struct nsIntPoint;
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struct nsIntRect;
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class gfxASurface;
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namespace mozilla {
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namespace layers {
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class ClientTiledLayerBuffer;
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class CanvasClient;
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class CanvasLayerComposite;
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class CanvasSurface;
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class ColorLayerComposite;
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class CompositableChild;
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class ContainerLayerComposite;
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class ContentClient;
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class ContentClientRemote;
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class EditReply;
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class ImageClient;
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class ImageLayerComposite;
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class Layer;
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class OptionalThebesBuffer;
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class PLayerChild;
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class PLayerTransactionChild;
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class PLayerTransactionParent;
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class LayerTransactionChild;
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class RefLayerComposite;
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class ShadowableLayer;
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class ShmemTextureClient;
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class SurfaceDescriptor;
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class TextureClient;
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class ThebesLayerComposite;
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class ThebesBuffer;
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class ThebesBufferData;
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class TiledLayerComposer;
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class Transaction;
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/**
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* We want to share layer trees across thread contexts and address
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* spaces for several reasons; chief among them
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*
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* - a parent process can paint a child process's layer tree while
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* the child process is blocked, say on content script. This is
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* important on mobile devices where UI responsiveness is key.
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*
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* - a dedicated "compositor" process can asynchronously (wrt the
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* browser process) composite and animate layer trees, allowing a
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* form of pipeline parallelism between compositor/browser/content
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*
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* - a dedicated "compositor" process can take all responsibility for
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* accessing the GPU, which is desirable on systems with
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* buggy/leaky drivers because the compositor process can die while
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* browser and content live on (and failover mechanisms can be
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* installed to quickly bring up a replacement compositor)
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*
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* The Layers model has a crisply defined API, which makes it easy to
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* safely "share" layer trees. The ShadowLayers API extends Layers to
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* allow a remote, parent process to access a child process's layer
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* tree.
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*
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* ShadowLayerForwarder publishes a child context's layer tree to a
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* parent context. This comprises recording layer-tree modifications
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* into atomic transactions and pushing them over IPC.
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*
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* LayerManagerComposite grafts layer subtrees published by child-context
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* ShadowLayerForwarder(s) into a parent-context layer tree.
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*
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* (Advanced note: because our process tree may have a height >2, a
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* non-leaf subprocess may both receive updates from child processes
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* and publish them to parent processes. Put another way,
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* LayerManagers may be both LayerManagerComposites and
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* ShadowLayerForwarders.)
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*
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* There are only shadow types for layers that have different shadow
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* vs. not-shadow behavior. ColorLayers and ContainerLayers behave
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* the same way in both regimes (so far).
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*
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*
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* The mecanism to shadow the layer tree on the compositor through IPC works as
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* follows:
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* The layer tree is managed on the content thread, and shadowed in the compositor
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* thread. The shadow layer tree is only kept in sync with whatever happens in
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* the content thread. To do this we use IPDL protocols. IPDL is a domain
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* specific language that describes how two processes or thread should
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* communicate. C++ code is generated from .ipdl files to implement the message
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* passing, synchronization and serialization logic. To use the generated code
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* we implement classes that inherit the generated IPDL actor. the ipdl actors
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* of a protocol PX are PXChild or PXParent (the generated class), and we
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* conventionally implement XChild and XParent. The Parent side of the protocol
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* is the one that lives on the compositor thread. Think of IPDL actors as
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* endpoints of communication. they are useful to send messages and also to
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* dispatch the message to the right actor on the other side. One nice property
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* of an IPDL actor is that when an actor, say PXChild is sent in a message, the
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* PXParent comes out in the other side. we use this property a lot to dispatch
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* messages to the right layers and compositable, each of which have their own
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* ipdl actor on both side.
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*
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* Most of the synchronization logic happens in layer transactions and
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* compositable transactions.
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* A transaction is a set of changes to the layers and/or the compositables
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* that are sent and applied together to the compositor thread to keep the
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* LayerComposite in a coherent state.
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* Layer transactions maintain the shape of the shadow layer tree, and
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* synchronize the texture data held by compositables. Layer transactions
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* are always between the content thread and the compositor thread.
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* Compositable transactions are subset of a layer transaction with which only
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* compositables and textures can be manipulated, and does not always originate
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* from the content thread. (See CompositableForwarder.h and ImageBridgeChild.h)
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*/
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class ShadowLayerForwarder : public CompositableForwarder
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{
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friend class ContentClientIncremental;
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friend class ClientLayerManager;
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public:
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virtual ~ShadowLayerForwarder();
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/**
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* Setup the IPDL actor for aCompositable to be part of layers
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* transactions.
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*/
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void Connect(CompositableClient* aCompositable);
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virtual PTextureChild* CreateTexture(const SurfaceDescriptor& aSharedData,
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TextureFlags aFlags) MOZ_OVERRIDE;
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virtual void CreatedIncrementalBuffer(CompositableClient* aCompositable,
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const TextureInfo& aTextureInfo,
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const nsIntRect& aBufferRect) MOZ_OVERRIDE;
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/**
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* Adds an edit in the layers transaction in order to attach
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* the corresponding compositable and layer on the compositor side.
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* Connect must have been called on aCompositable beforehand.
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*/
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void Attach(CompositableClient* aCompositable,
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ShadowableLayer* aLayer);
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/**
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* Adds an edit in the transaction in order to attach a Compositable that
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* is not managed by this ShadowLayerForwarder (for example, by ImageBridge
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* in the case of async-video).
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* Since the compositable is not managed by this forwarder, we can't use
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* the compositable or it's IPDL actor here, so we use an ID instead, that
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* is matched on the compositor side.
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*/
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void AttachAsyncCompositable(uint64_t aCompositableID,
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ShadowableLayer* aLayer);
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/**
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* Begin recording a transaction to be forwarded atomically to a
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* LayerManagerComposite.
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*/
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void BeginTransaction(const nsIntRect& aTargetBounds,
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ScreenRotation aRotation,
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const nsIntRect& aClientBounds,
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mozilla::dom::ScreenOrientation aOrientation);
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/**
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* The following methods may only be called after BeginTransaction()
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* but before EndTransaction(). They mirror the LayerManager
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* interface in Layers.h.
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*/
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/**
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* Notify the shadow manager that a new, "real" layer has been
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* created, and a corresponding shadow layer should be created in
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* the compositing process.
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*/
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void CreatedThebesLayer(ShadowableLayer* aThebes);
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void CreatedContainerLayer(ShadowableLayer* aContainer);
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void CreatedImageLayer(ShadowableLayer* aImage);
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void CreatedColorLayer(ShadowableLayer* aColor);
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void CreatedCanvasLayer(ShadowableLayer* aCanvas);
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void CreatedRefLayer(ShadowableLayer* aRef);
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/**
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* At least one attribute of |aMutant| has changed, and |aMutant|
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* needs to sync to its shadow layer. This initial implementation
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* forwards all attributes when any is mutated.
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*/
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void Mutated(ShadowableLayer* aMutant);
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void SetRoot(ShadowableLayer* aRoot);
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/**
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* Insert |aChild| after |aAfter| in |aContainer|. |aAfter| can be
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* nullptr to indicated that |aChild| should be appended to the end of
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* |aContainer|'s child list.
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*/
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void InsertAfter(ShadowableLayer* aContainer,
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ShadowableLayer* aChild,
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ShadowableLayer* aAfter = nullptr);
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void RemoveChild(ShadowableLayer* aContainer,
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ShadowableLayer* aChild);
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void RepositionChild(ShadowableLayer* aContainer,
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ShadowableLayer* aChild,
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ShadowableLayer* aAfter = nullptr);
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/**
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* Set aMaskLayer as the mask on aLayer.
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* Note that only image layers are properly supported
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* LayerTransactionParent::UpdateMask and accompanying ipdl
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* will need changing to update properties for other kinds
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* of mask layer.
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*/
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void SetMask(ShadowableLayer* aLayer,
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ShadowableLayer* aMaskLayer);
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/**
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* See CompositableForwarder::UseTiledLayerBuffer
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*/
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virtual void UseTiledLayerBuffer(CompositableClient* aCompositable,
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const SurfaceDescriptorTiles& aTileLayerDescriptor) MOZ_OVERRIDE;
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/**
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* Notify the compositor that a compositable will be updated asynchronously
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* through ImageBridge, using an ID to connect the protocols on the
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* compositor side.
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*/
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void AttachAsyncCompositable(PLayerTransactionChild* aLayer, uint64_t aID);
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virtual void RemoveTextureFromCompositable(CompositableClient* aCompositable,
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TextureClient* aTexture) MOZ_OVERRIDE;
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virtual void RemoveTexture(TextureClient* aTexture) MOZ_OVERRIDE;
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/**
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* Communicate to the compositor that aRegion in the texture identified by aLayer
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* and aIdentifier has been updated to aThebesBuffer.
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*/
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virtual void UpdateTextureRegion(CompositableClient* aCompositable,
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const ThebesBufferData& aThebesBufferData,
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const nsIntRegion& aUpdatedRegion) MOZ_OVERRIDE;
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virtual void UpdateTextureIncremental(CompositableClient* aCompositable,
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TextureIdentifier aTextureId,
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SurfaceDescriptor& aDescriptor,
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const nsIntRegion& aUpdatedRegion,
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const nsIntRect& aBufferRect,
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const nsIntPoint& aBufferRotation) MOZ_OVERRIDE;
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/**
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* Communicate the picture rect of an image to the compositor
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*/
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void UpdatePictureRect(CompositableClient* aCompositable,
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const nsIntRect& aRect);
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/**
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* See CompositableForwarder::UpdatedTexture
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*/
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virtual void UpdatedTexture(CompositableClient* aCompositable,
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TextureClient* aTexture,
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nsIntRegion* aRegion) MOZ_OVERRIDE;
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/**
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* See CompositableForwarder::UseTexture
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*/
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virtual void UseTexture(CompositableClient* aCompositable,
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TextureClient* aClient) MOZ_OVERRIDE;
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virtual void UseComponentAlphaTextures(CompositableClient* aCompositable,
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TextureClient* aClientOnBlack,
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TextureClient* aClientOnWhite) MOZ_OVERRIDE;
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/**
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* End the current transaction and forward it to LayerManagerComposite.
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* |aReplies| are directions from the LayerManagerComposite to the
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* caller of EndTransaction().
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*/
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bool EndTransaction(InfallibleTArray<EditReply>* aReplies,
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const nsIntRegion& aRegionToClear,
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bool aScheduleComposite,
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bool* aSent);
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/**
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* Set an actor through which layer updates will be pushed.
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*/
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void SetShadowManager(PLayerTransactionChild* aShadowManager);
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/**
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* True if this is forwarding to a LayerManagerComposite.
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*/
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bool HasShadowManager() const { return !!mShadowManager; }
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LayerTransactionChild* GetShadowManager() const { return mShadowManager.get(); }
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virtual void WindowOverlayChanged() { mWindowOverlayChanged = true; }
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/**
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* The following Alloc/Open/Destroy interfaces abstract over the
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* details of working with surfaces that are shared across
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* processes. They provide the glue between C++ Layers and the
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* LayerComposite IPC system.
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*
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* The basic lifecycle is
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*
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* - a Layer needs a buffer. Its ShadowableLayer subclass calls
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* AllocBuffer(), then calls one of the Created*Buffer() methods
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* above to transfer the (temporary) front buffer to its
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* LayerComposite in the other process. The Layer needs a
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* gfxASurface to paint, so the ShadowableLayer uses
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* OpenDescriptor(backBuffer) to get that surface, and hands it
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* out to the Layer.
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*
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* - a Layer has painted new pixels. Its ShadowableLayer calls one
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* of the Painted*Buffer() methods above with the back buffer
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* descriptor. This notification is forwarded to the LayerComposite,
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* which uses OpenDescriptor() to access the newly-painted pixels.
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* The LayerComposite then updates its front buffer in a Layer- and
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* platform-dependent way, and sends a surface descriptor back to
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* the ShadowableLayer that becomes its new back back buffer.
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*
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* - a Layer wants to destroy its buffers. Its ShadowableLayer
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* calls Destroyed*Buffer(), which gives up control of the back
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* buffer descriptor. The actual back buffer surface is then
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* destroyed using DestroySharedSurface() just before notifying
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* the parent process. When the parent process is notified, the
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* LayerComposite also calls DestroySharedSurface() on its front
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* buffer, and the double-buffer pair is gone.
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*/
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// ISurfaceAllocator
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virtual bool AllocUnsafeShmem(size_t aSize,
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mozilla::ipc::SharedMemory::SharedMemoryType aType,
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mozilla::ipc::Shmem* aShmem) MOZ_OVERRIDE;
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virtual bool AllocShmem(size_t aSize,
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mozilla::ipc::SharedMemory::SharedMemoryType aType,
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mozilla::ipc::Shmem* aShmem) MOZ_OVERRIDE;
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virtual void DeallocShmem(mozilla::ipc::Shmem& aShmem) MOZ_OVERRIDE;
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virtual bool IPCOpen() const MOZ_OVERRIDE;
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virtual bool IsSameProcess() const MOZ_OVERRIDE;
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/**
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* Construct a shadow of |aLayer| on the "other side", at the
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* LayerManagerComposite.
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*/
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PLayerChild* ConstructShadowFor(ShadowableLayer* aLayer);
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/**
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* Flag the next paint as the first for a document.
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*/
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void SetIsFirstPaint() { mIsFirstPaint = true; }
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static void PlatformSyncBeforeUpdate();
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protected:
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ShadowLayerForwarder();
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#ifdef DEBUG
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void CheckSurfaceDescriptor(const SurfaceDescriptor* aDescriptor) const;
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#else
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void CheckSurfaceDescriptor(const SurfaceDescriptor* aDescriptor) const {}
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#endif
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RefPtr<LayerTransactionChild> mShadowManager;
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#ifdef MOZ_HAVE_SURFACEDESCRIPTORGRALLOC
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// from ISurfaceAllocator
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virtual PGrallocBufferChild* AllocGrallocBuffer(const gfx::IntSize& aSize,
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uint32_t aFormat,
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uint32_t aUsage,
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MaybeMagicGrallocBufferHandle* aHandle) MOZ_OVERRIDE;
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virtual void DeallocGrallocBuffer(PGrallocBufferChild* aChild) MOZ_OVERRIDE;
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#endif
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private:
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Transaction* mTxn;
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DiagnosticTypes mDiagnosticTypes;
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bool mIsFirstPaint;
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bool mWindowOverlayChanged;
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};
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class CompositableClient;
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/**
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* A ShadowableLayer is a Layer can be shared with a parent context
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* through a ShadowLayerForwarder. A ShadowableLayer maps to a
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* Shadow*Layer in a parent context.
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*
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* Note that ShadowLayers can themselves be ShadowableLayers.
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*/
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class ShadowableLayer
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{
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public:
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virtual ~ShadowableLayer() {}
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virtual Layer* AsLayer() = 0;
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/**
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* True if this layer has a shadow in a parent process.
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*/
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bool HasShadow() { return !!mShadow; }
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/**
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* Return the IPC handle to a Shadow*Layer referring to this if one
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* exists, nullptr if not.
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*/
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PLayerChild* GetShadow() { return mShadow; }
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virtual CompositableClient* GetCompositableClient() { return nullptr; }
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protected:
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ShadowableLayer() : mShadow(nullptr) {}
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PLayerChild* mShadow;
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};
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} // namespace layers
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} // namespace mozilla
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#endif // ifndef mozilla_layers_ShadowLayers_h
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