gecko-dev/gfx/layers/basic/BasicLayers.h
Chris Lord 13bc605c08 Bug 803013 - Maintain coherency when progressively updating visible areas. r=bgirard
When rendering progressively, make sure that any previously visible area that
is still visible is updated at the same time. This helps maintain visual
coherency on pages that invalidate previously visible areas while scrolling,
and when losing layers between updates.

This supersedes the previous method of only doing progressive updates while
scrolling.
2012-10-22 20:18:14 +01:00

362 lines
13 KiB
C++

/* -*- 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_BASICLAYERS_H
#define GFX_BASICLAYERS_H
#include "Layers.h"
#include "gfxContext.h"
#include "gfxCachedTempSurface.h"
#include "mozilla/layers/ShadowLayers.h"
#include "mozilla/WidgetUtils.h"
#include "nsAutoRef.h"
#include "nsThreadUtils.h"
class nsIWidget;
namespace mozilla {
namespace layers {
class BasicShadowableLayer;
class ShadowThebesLayer;
class ShadowContainerLayer;
class ShadowImageLayer;
class ShadowCanvasLayer;
class ShadowColorLayer;
class ReadbackProcessor;
class ImageFactory;
class PaintContext;
/**
* This is a cairo/Thebes-only, main-thread-only implementation of layers.
*
* In each transaction, the client sets up the layer tree and then during
* the drawing phase, each ThebesLayer is painted directly into the target
* context (with appropriate clipping and Push/PopGroups performed
* between layers).
*/
class THEBES_API BasicLayerManager :
public ShadowLayerManager
{
public:
/**
* Construct a BasicLayerManager which will have no default
* target context. SetDefaultTarget or BeginTransactionWithTarget
* must be called for any rendering to happen. ThebesLayers will not
* be retained.
*/
BasicLayerManager();
/**
* Construct a BasicLayerManager which will have no default
* target context. SetDefaultTarget or BeginTransactionWithTarget
* must be called for any rendering to happen. ThebesLayers will be
* retained; that is, we will try to retain the visible contents of
* ThebesLayers as cairo surfaces. We create ThebesLayer buffers by
* creating similar surfaces to the default target context, or to
* aWidget's GetThebesSurface if there is no default target context, or
* to the passed-in context if there is no widget and no default
* target context.
*
* This does not keep a strong reference to the widget, so the caller
* must ensure that the widget outlives the layer manager or call
* ClearWidget before the widget dies.
*/
BasicLayerManager(nsIWidget* aWidget);
virtual ~BasicLayerManager();
/**
* Set the default target context that will be used when BeginTransaction
* is called. This can only be called outside a transaction.
*
* aDoubleBuffering can request double-buffering for drawing to the
* default target. When BUFFERED, the layer manager avoids blitting
* temporary results to aContext and then overpainting them with final
* results, by using a temporary buffer when necessary. In BUFFERED
* mode we always completely overwrite the contents of aContext's
* destination surface (within the clip region) using OPERATOR_SOURCE.
*/
void SetDefaultTarget(gfxContext* aContext);
virtual void SetDefaultTargetConfiguration(BufferMode aDoubleBuffering, ScreenRotation aRotation);
gfxContext* GetDefaultTarget() { return mDefaultTarget; }
nsIWidget* GetRetainerWidget() { return mWidget; }
void ClearRetainerWidget() { mWidget = nullptr; }
virtual bool IsWidgetLayerManager() { return mWidget != nullptr; }
virtual void BeginTransaction();
virtual void BeginTransactionWithTarget(gfxContext* aTarget);
virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT);
virtual void EndTransaction(DrawThebesLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT);
virtual bool AreComponentAlphaLayersEnabled() { return HasShadowManager() || !IsWidgetLayerManager(); }
void AbortTransaction();
virtual void SetRoot(Layer* aLayer);
virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
virtual already_AddRefed<ImageLayer> CreateImageLayer();
virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
virtual already_AddRefed<ColorLayer> CreateColorLayer();
virtual already_AddRefed<ReadbackLayer> CreateReadbackLayer();
virtual ImageFactory *GetImageFactory();
virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer()
{ return nullptr; }
virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer()
{ return nullptr; }
virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer()
{ return nullptr; }
virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer()
{ return nullptr; }
virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer()
{ return nullptr; }
virtual already_AddRefed<ShadowRefLayer> CreateShadowRefLayer()
{ return nullptr; }
virtual LayersBackend GetBackendType() { return LAYERS_BASIC; }
virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Basic"); }
#ifdef DEBUG
bool InConstruction() { return mPhase == PHASE_CONSTRUCTION; }
bool InDrawing() { return mPhase == PHASE_DRAWING; }
bool InForward() { return mPhase == PHASE_FORWARD; }
#endif
bool InTransaction() { return mPhase != PHASE_NONE; }
gfxContext* GetTarget() { return mTarget; }
void SetTarget(gfxContext* aTarget) { mUsingDefaultTarget = false; mTarget = aTarget; }
bool IsRetained() { return mWidget != nullptr; }
#ifdef MOZ_LAYERS_HAVE_LOG
virtual const char* Name() const { return "Basic"; }
#endif // MOZ_LAYERS_HAVE_LOG
// Clear the cached contents of this layer.
void ClearCachedResources();
void SetTransactionIncomplete() { mTransactionIncomplete = true; }
bool IsTransactionIncomplete() { return mTransactionIncomplete; }
already_AddRefed<gfxContext> PushGroupForLayer(gfxContext* aContext, Layer* aLayer,
const nsIntRegion& aRegion,
bool* aNeedsClipToVisibleRegion);
already_AddRefed<gfxContext> PushGroupWithCachedSurface(gfxContext *aTarget,
gfxASurface::gfxContentType aContent);
void PopGroupToSourceWithCachedSurface(gfxContext *aTarget, gfxContext *aPushed);
virtual bool IsCompositingCheap() { return false; }
virtual int32_t GetMaxTextureSize() const { return INT32_MAX; }
bool CompositorMightResample() { return mCompositorMightResample; }
protected:
enum TransactionPhase {
PHASE_NONE, PHASE_CONSTRUCTION, PHASE_DRAWING, PHASE_FORWARD
};
TransactionPhase mPhase;
// This is the main body of the PaintLayer routine which will if it has
// children, recurse into PaintLayer() otherwise it will paint using the
// underlying Paint() method of the Layer. It will not do both.
void PaintSelfOrChildren(PaintContext& aPaintContext, gfxContext* aGroupTarget);
// Paint the group onto the underlying target. This is used by PaintLayer to
// flush the group to the underlying target.
void FlushGroup(PaintContext& aPaintContext, bool aNeedsClipToVisibleRegion);
// Paints aLayer to mTarget.
void PaintLayer(gfxContext* aTarget,
Layer* aLayer,
DrawThebesLayerCallback aCallback,
void* aCallbackData,
ReadbackProcessor* aReadback);
// Clear the contents of a layer
void ClearLayer(Layer* aLayer);
bool EndTransactionInternal(DrawThebesLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT);
void FlashWidgetUpdateArea(gfxContext* aContext);
// Widget whose surface should be used as the basis for ThebesLayer
// buffers.
nsIWidget* mWidget;
// The default context for BeginTransaction.
nsRefPtr<gfxContext> mDefaultTarget;
// The context to draw into.
nsRefPtr<gfxContext> mTarget;
// When we're doing a transaction in order to draw to a non-default
// target, the layers transaction is only performed in order to send
// a PLayers:Update. We save the original non-default target to
// mShadowTarget, and then perform the transaction using
// mDummyTarget as the render target. After the transaction ends,
// we send a message to our remote side to capture the actual pixels
// being drawn to the default target, and then copy those pixels
// back to mShadowTarget.
nsRefPtr<gfxContext> mShadowTarget;
nsRefPtr<gfxContext> mDummyTarget;
// Image factory we use.
nsRefPtr<ImageFactory> mFactory;
// Cached surface for double buffering
gfxCachedTempSurface mCachedSurface;
BufferMode mDoubleBuffering;
bool mUsingDefaultTarget;
bool mCachedSurfaceInUse;
bool mTransactionIncomplete;
bool mCompositorMightResample;
};
class BasicShadowLayerManager : public BasicLayerManager,
public ShadowLayerForwarder
{
typedef nsTArray<nsRefPtr<Layer> > LayerRefArray;
public:
BasicShadowLayerManager(nsIWidget* aWidget);
virtual ~BasicShadowLayerManager();
virtual ShadowLayerForwarder* AsShadowForwarder()
{
return this;
}
virtual ShadowLayerManager* AsShadowManager()
{
return this;
}
virtual int32_t GetMaxTextureSize() const;
virtual void SetDefaultTargetConfiguration(BufferMode aDoubleBuffering, ScreenRotation aRotation) MOZ_OVERRIDE;
virtual void BeginTransactionWithTarget(gfxContext* aTarget);
virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT);
virtual void EndTransaction(DrawThebesLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT);
virtual void SetRoot(Layer* aLayer);
virtual void Mutated(Layer* aLayer);
virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
virtual already_AddRefed<ImageLayer> CreateImageLayer();
virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
virtual already_AddRefed<ColorLayer> CreateColorLayer();
virtual already_AddRefed<RefLayer> CreateRefLayer();
virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer();
virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer();
virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer();
virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer();
virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer();
virtual already_AddRefed<ShadowRefLayer> CreateShadowRefLayer();
ShadowableLayer* Hold(Layer* aLayer);
bool HasShadowManager() const { return ShadowLayerForwarder::HasShadowManager(); }
virtual bool IsCompositingCheap();
virtual bool HasShadowManagerInternal() const { return HasShadowManager(); }
virtual void SetIsFirstPaint() MOZ_OVERRIDE;
void SetRepeatTransaction() { mRepeatTransaction = true; }
bool IsRepeatTransaction() { return mIsRepeatTransaction; }
/**
* Called for each iteration of a progressive tile update. Fills
* aViewport, aScaleX and aScaleY with the current scale and viewport
* being used to composite the layers in this manager, to determine what area
* intersects with the target render rectangle.
* Returns true if the update should continue, or false if it should be
* cancelled.
* This is only called if gfxPlatform::UseProgressiveTilePainting() returns
* true.
*/
bool ProgressiveUpdateCallback(bool aHasPendingNewThebesContent,
gfx::Rect& aViewport,
float& aScaleX,
float& aScaleY);
private:
/**
* Forward transaction results to the parent context.
*/
void ForwardTransaction();
// The bounds of |mTarget| in device pixels.
nsIntRect mTargetBounds;
LayerRefArray mKeepAlive;
// Sometimes we draw to targets that don't natively support
// landscape/portrait orientation. When we need to implement that
// ourselves, |mTargetRotation| describes the induced transform we
// need to apply when compositing content to our target.
ScreenRotation mTargetRotation;
// Used to repeat the transaction right away (to avoid rebuilding
// a display list) to support progressive drawing.
bool mRepeatTransaction;
bool mIsRepeatTransaction;
};
class BasicShadowableThebesLayer;
class BasicShadowableLayer : public ShadowableLayer
{
public:
BasicShadowableLayer()
{
MOZ_COUNT_CTOR(BasicShadowableLayer);
}
~BasicShadowableLayer();
void SetShadow(PLayerChild* aShadow)
{
NS_ABORT_IF_FALSE(!mShadow, "can't have two shadows (yet)");
mShadow = aShadow;
}
virtual void SetBackBuffer(const SurfaceDescriptor& aBuffer)
{
NS_RUNTIMEABORT("if this default impl is called, |aBuffer| leaks");
}
virtual void SetBackBufferYUVImage(const SurfaceDescriptor& aYBuffer,
const SurfaceDescriptor& aUBuffer,
const SurfaceDescriptor& aVBuffer)
{
NS_RUNTIMEABORT("if this default impl is called, the buffers leak");
}
virtual void Disconnect()
{
// This is an "emergency Disconnect()", called when the compositing
// process has died. |mShadow| and our Shmem buffers are
// automatically managed by IPDL, so we don't need to explicitly
// free them here (it's hard to get that right on emergency
// shutdown anyway).
mShadow = nullptr;
}
virtual BasicShadowableThebesLayer* AsThebes() { return nullptr; }
};
}
}
#endif /* GFX_BASICLAYERS_H */