/* -*- Mode: C++; tab-width: 2; 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 GFX_BASICLAYERSIMPL_H #define GFX_BASICLAYERSIMPL_H #include "ipc/AutoOpenSurface.h" #include "ipc/ShadowLayerChild.h" #include "BasicLayers.h" #include "BasicImplData.h" #include "ReadbackLayer.h" #include "ReadbackProcessor.h" namespace mozilla { namespace layers { class BasicContainerLayer; class ShadowableLayer; class AutoSetOperator { public: AutoSetOperator(gfxContext* aContext, gfxContext::GraphicsOperator aOperator) { if (aOperator != gfxContext::OPERATOR_OVER) { aContext->SetOperator(aOperator); mContext = aContext; } } ~AutoSetOperator() { if (mContext) { mContext->SetOperator(gfxContext::OPERATOR_OVER); } } private: nsRefPtr mContext; }; class BasicReadbackLayer : public ReadbackLayer, public BasicImplData { public: BasicReadbackLayer(BasicLayerManager* aLayerManager) : ReadbackLayer(aLayerManager, static_cast(this)) { MOZ_COUNT_CTOR(BasicReadbackLayer); } virtual ~BasicReadbackLayer() { MOZ_COUNT_DTOR(BasicReadbackLayer); } virtual void SetVisibleRegion(const nsIntRegion& aRegion) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); ReadbackLayer::SetVisibleRegion(aRegion); } protected: BasicLayerManager* BasicManager() { return static_cast(mManager); } }; /** * Drawing with a mask requires a mask surface and a transform. * Sometimes the mask surface is a direct gfxASurface, but other times * it's a SurfaceDescriptor. For SurfaceDescriptor, we need to use a * scoped AutoOpenSurface to get a gfxASurface for the * SurfaceDescriptor. * * This helper class manages the gfxASurface-or-SurfaceDescriptor * logic. */ class NS_STACK_CLASS AutoMaskData { public: AutoMaskData() { } ~AutoMaskData() { } /** * Construct this out of either a gfxASurface or a * SurfaceDescriptor. Construct() must only be called once. * GetSurface() and GetTransform() must not be called until this has * been constructed. */ void Construct(const gfxMatrix& aTransform, gfxASurface* aSurface); void Construct(const gfxMatrix& aTransform, const SurfaceDescriptor& aSurface); /** The returned surface can't escape the scope of |this|. */ gfxASurface* GetSurface(); const gfxMatrix& GetTransform(); private: bool IsConstructed(); gfxMatrix mTransform; nsRefPtr mSurface; Maybe mSurfaceOpener; AutoMaskData(const AutoMaskData&) MOZ_DELETE; AutoMaskData& operator=(const AutoMaskData&) MOZ_DELETE; }; /* * Extract a mask surface for a mask layer * Returns true and through outparams a surface for the mask layer if * a mask layer is present and has a valid surface and transform; * false otherwise. * The transform for the layer will be put in aMaskData */ bool GetMaskData(Layer* aMaskLayer, AutoMaskData* aMaskData); // Paint the current source to a context using a mask, if present void PaintWithMask(gfxContext* aContext, float aOpacity, Layer* aMaskLayer); // Fill the current path with the current source, using a // mask and opacity, if present void FillWithMask(gfxContext* aContext, float aOpacity, Layer* aMaskLayer); BasicImplData* ToData(Layer* aLayer); ShadowableLayer* ToShadowable(Layer* aLayer); // Some layers, like ReadbackLayers, can't be shadowed and shadowing // them doesn't make sense anyway bool ShouldShadow(Layer* aLayer); template BasicShadowableLayer* GetBasicShadowable(const OpT& op) { return static_cast( static_cast(op.textureChild()->Manager())->layer()); } // Create a shadow layer (PLayerChild) for aLayer, if we're forwarding // our layer tree to a parent process. Record the new layer creation // in the current open transaction as a side effect. template void MaybeCreateShadowFor(BasicShadowableLayer* aLayer, BasicShadowLayerManager* aMgr, CreatedMethod aMethod) { if (!aMgr->HasShadowManager()) { return; } PLayerChild* shadow = aMgr->ConstructShadowFor(aLayer); // XXX error handling NS_ABORT_IF_FALSE(shadow, "failed to create shadow"); aLayer->SetShadow(shadow); (aMgr->*aMethod)(aLayer); aMgr->Hold(aLayer->AsLayer()); } #define MAYBE_CREATE_SHADOW(_type) \ MaybeCreateShadowFor(layer, this, \ &ShadowLayerForwarder::Created ## _type ## Layer) } } #endif