mirror of
https://github.com/mozilla/gecko-dev.git
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1069 lines
35 KiB
C++
1069 lines
35 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Robert O'Callahan <robert@ocallahan.org>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef GFX_LAYERS_H
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#define GFX_LAYERS_H
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#include "gfxTypes.h"
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#include "gfxASurface.h"
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#include "nsRegion.h"
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#include "nsPoint.h"
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#include "nsRect.h"
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#include "nsISupportsImpl.h"
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#include "nsAutoPtr.h"
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#include "gfx3DMatrix.h"
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#include "gfxColor.h"
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#include "gfxPattern.h"
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#if defined(DEBUG) || defined(PR_LOGGING)
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# include <stdio.h> // FILE
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# include "prlog.h"
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# define MOZ_LAYERS_HAVE_LOG
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# define MOZ_LAYERS_LOG(_args) \
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PR_LOG(LayerManager::GetLog(), PR_LOG_DEBUG, _args)
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#else
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struct PRLogModuleInfo;
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# define MOZ_LAYERS_LOG(_args)
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#endif // if defined(DEBUG) || defined(PR_LOGGING)
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class gfxContext;
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class nsPaintEvent;
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namespace mozilla {
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namespace gl {
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class GLContext;
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}
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namespace layers {
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class Layer;
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class ThebesLayer;
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class ContainerLayer;
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class ImageLayer;
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class ColorLayer;
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class ImageContainer;
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class CanvasLayer;
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class ShadowLayer;
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class SpecificLayerAttributes;
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/**
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* The viewport and displayport metrics for the painted frame at the
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* time of a layer-tree transaction. These metrics are especially
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* useful for shadow layers, because the metrics values are updated
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* atomically with new pixels.
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*/
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struct FrameMetrics {
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FrameMetrics()
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: mViewportSize(0, 0)
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, mViewportScrollOffset(0, 0)
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{}
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// Default copy ctor and operator= are fine
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PRBool operator==(const FrameMetrics& aOther) const
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{
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return (mViewportSize == aOther.mViewportSize &&
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mViewportScrollOffset == aOther.mViewportScrollOffset &&
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mDisplayPort == aOther.mDisplayPort);
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}
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PRBool IsDefault() const
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{
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return (FrameMetrics() == *this);
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}
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nsIntSize mViewportSize;
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nsIntPoint mViewportScrollOffset;
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nsIntRect mDisplayPort;
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};
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#define MOZ_LAYER_DECL_NAME(n, e) \
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virtual const char* Name() const { return n; } \
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virtual LayerType GetType() const { return e; }
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/**
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* Base class for userdata objects attached to layers and layer managers.
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*/
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class THEBES_API LayerUserData {
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public:
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virtual ~LayerUserData() {}
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};
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/*
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* Motivation: For truly smooth animation and video playback, we need to
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* be able to compose frames and render them on a dedicated thread (i.e.
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* off the main thread where DOM manipulation, script execution and layout
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* induce difficult-to-bound latency). This requires Gecko to construct
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* some kind of persistent scene structure (graph or tree) that can be
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* safely transmitted across threads. We have other scenarios (e.g. mobile
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* browsing) where retaining some rendered data between paints is desired
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* for performance, so again we need a retained scene structure.
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*
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* Our retained scene structure is a layer tree. Each layer represents
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* content which can be composited onto a destination surface; the root
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* layer is usually composited into a window, and non-root layers are
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* composited into their parent layers. Layers have attributes (e.g.
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* opacity and clipping) that influence their compositing.
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*
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* We want to support a variety of layer implementations, including
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* a simple "immediate mode" implementation that doesn't retain any
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* rendered data between paints (i.e. uses cairo in just the way that
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* Gecko used it before layers were introduced). But we also don't want
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* to have bifurcated "layers"/"non-layers" rendering paths in Gecko.
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* Therefore the layers API is carefully designed to permit maximally
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* efficient implementation in an "immediate mode" style. See the
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* BasicLayerManager for such an implementation.
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*/
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/**
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* Helper class to manage user data for layers and LayerManagers.
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*/
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class THEBES_API LayerUserDataSet {
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public:
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LayerUserDataSet() : mKey(nsnull) {}
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void Set(void* aKey, LayerUserData* aValue)
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{
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NS_ASSERTION(!mKey || mKey == aKey,
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"Multiple LayerUserData objects not supported");
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mKey = aKey;
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mValue = aValue;
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}
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/**
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* This can be used anytime. Ownership passes to the caller!
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*/
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LayerUserData* Remove(void* aKey)
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{
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if (mKey == aKey) {
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mKey = nsnull;
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LayerUserData* d = mValue.forget();
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return d;
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}
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return nsnull;
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}
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/**
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* This getter can be used anytime.
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*/
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PRBool Has(void* aKey)
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{
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return mKey == aKey;
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}
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/**
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* This getter can be used anytime. Ownership is retained by this object.
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*/
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LayerUserData* Get(void* aKey)
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{
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return mKey == aKey ? mValue.get() : nsnull;
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}
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private:
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void* mKey;
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nsAutoPtr<LayerUserData> mValue;
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};
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/**
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* A LayerManager controls a tree of layers. All layers in the tree
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* must use the same LayerManager.
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*
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* All modifications to a layer tree must happen inside a transaction.
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* Only the state of the layer tree at the end of a transaction is
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* rendered. Transactions cannot be nested
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*
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* Each transaction has two phases:
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* 1) Construction: layers are created, inserted, removed and have
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* properties set on them in this phase.
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* BeginTransaction and BeginTransactionWithTarget start a transaction in
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* the Construction phase. When the client has finished constructing the layer
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* tree, it should call EndConstruction() to enter the drawing phase.
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* 2) Drawing: ThebesLayers are rendered into in this phase, in tree
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* order. When the client has finished drawing into the ThebesLayers, it should
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* call EndTransaction to complete the transaction.
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*
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* All layer API calls happen on the main thread.
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*
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* Layers are refcounted. The layer manager holds a reference to the
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* root layer, and each container layer holds a reference to its children.
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*/
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class THEBES_API LayerManager {
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NS_INLINE_DECL_REFCOUNTING(LayerManager)
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public:
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enum LayersBackend {
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LAYERS_BASIC = 0,
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LAYERS_OPENGL,
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LAYERS_D3D9,
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LAYERS_D3D10
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};
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LayerManager() : mDestroyed(PR_FALSE), mSnapEffectiveTransforms(PR_TRUE)
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{
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InitLog();
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}
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virtual ~LayerManager() {}
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/**
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* Release layers and resources held by this layer manager, and mark
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* it as destroyed. Should do any cleanup necessary in preparation
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* for its widget going away. After this call, only user data calls
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* are valid on the layer manager.
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*/
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virtual void Destroy() { mDestroyed = PR_TRUE; }
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PRBool IsDestroyed() { return mDestroyed; }
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/**
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* Start a new transaction. Nested transactions are not allowed so
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* there must be no transaction currently in progress.
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* This transaction will update the state of the window from which
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* this LayerManager was obtained.
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*/
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virtual void BeginTransaction() = 0;
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/**
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* Start a new transaction. Nested transactions are not allowed so
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* there must be no transaction currently in progress.
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* This transaction will render the contents of the layer tree to
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* the given target context. The rendering will be complete when
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* EndTransaction returns.
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*/
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virtual void BeginTransactionWithTarget(gfxContext* aTarget) = 0;
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/**
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* Function called to draw the contents of each ThebesLayer.
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* aRegionToDraw contains the region that needs to be drawn.
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* This would normally be a subregion of the visible region.
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* The callee must draw all of aRegionToDraw. Drawing outside
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* aRegionToDraw will be clipped out or ignored.
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* The callee must draw all of aRegionToDraw.
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* This region is relative to 0,0 in the ThebesLayer.
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*
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* aRegionToInvalidate contains a region whose contents have been
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* changed by the layer manager and which must therefore be invalidated.
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* For example, this could be non-empty if a retained layer internally
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* switches from RGBA to RGB or back ... we might want to repaint it to
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* consistently use subpixel-AA or not.
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* This region is relative to 0,0 in the ThebesLayer.
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* aRegionToInvalidate may contain areas that are outside
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* aRegionToDraw; the callee must ensure that these areas are repainted
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* in the current layer manager transaction or in a later layer
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* manager transaction.
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*
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* aContext must not be used after the call has returned.
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* We guarantee that buffered contents in the visible
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* region are valid once drawing is complete.
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*
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* The origin of aContext is 0,0 in the ThebesLayer.
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*/
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typedef void (* DrawThebesLayerCallback)(ThebesLayer* aLayer,
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gfxContext* aContext,
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const nsIntRegion& aRegionToDraw,
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const nsIntRegion& aRegionToInvalidate,
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void* aCallbackData);
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/**
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* Finish the construction phase of the transaction, perform the
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* drawing phase, and end the transaction.
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* During the drawing phase, all ThebesLayers in the tree are
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* drawn in tree order, exactly once each, except for those layers
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* where it is known that the visible region is empty.
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*/
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData) = 0;
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PRBool IsSnappingEffectiveTransforms() { return mSnapEffectiveTransforms; }
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/**
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* CONSTRUCTION PHASE ONLY
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* Set the root layer.
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*/
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virtual void SetRoot(Layer* aLayer) = 0;
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/**
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* Can be called anytime
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*/
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Layer* GetRoot() { return mRoot; }
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/**
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* CONSTRUCTION PHASE ONLY
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* Called when a managee has mutated.
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*/
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virtual void Mutated(Layer* aLayer) { }
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/**
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* CONSTRUCTION PHASE ONLY
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* Create a ThebesLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<ThebesLayer> CreateThebesLayer() = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Create a ContainerLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<ContainerLayer> CreateContainerLayer() = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Create an ImageLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<ImageLayer> CreateImageLayer() = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Create a ColorLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<ColorLayer> CreateColorLayer() = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Create a CanvasLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer() = 0;
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/**
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* Can be called anytime
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*/
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virtual already_AddRefed<ImageContainer> CreateImageContainer() = 0;
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/**
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* Type of layer manager his is. This is to be used sparsely in order to
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* avoid a lot of Layers backend specific code. It should be used only when
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* Layers backend specific functionality is necessary.
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*/
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virtual LayersBackend GetBackendType() = 0;
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/**
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* Creates a layer which is optimized for inter-operating with this layer
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* manager.
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*/
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virtual already_AddRefed<gfxASurface>
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CreateOptimalSurface(const gfxIntSize &aSize,
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gfxASurface::gfxImageFormat imageFormat);
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/**
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* Return the name of the layer manager's backend.
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*/
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virtual void GetBackendName(nsAString& aName) = 0;
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/**
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* This setter can be used anytime. The user data for all keys is
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* initially null. Ownership pases to the layer manager.
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*/
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void SetUserData(void* aKey, LayerUserData* aData)
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{ mUserData.Set(aKey, aData); }
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/**
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* This can be used anytime. Ownership passes to the caller!
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*/
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nsAutoPtr<LayerUserData> RemoveUserData(void* aKey)
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{ nsAutoPtr<LayerUserData> d(mUserData.Remove(aKey)); return d; }
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/**
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* This getter can be used anytime.
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*/
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PRBool HasUserData(void* aKey)
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{ return mUserData.Has(aKey); }
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/**
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* This getter can be used anytime. Ownership is retained by the layer
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* manager.
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*/
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LayerUserData* GetUserData(void* aKey)
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{ return mUserData.Get(aKey); }
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// We always declare the following logging symbols, because it's
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// extremely tricky to conditionally declare them. However, for
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// ifndef MOZ_LAYERS_HAVE_LOG builds, they only have trivial
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// definitions in Layers.cpp.
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virtual const char* Name() const { return "???"; }
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/**
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* Dump information about this layer manager and its managed tree to
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* aFile, which defaults to stderr.
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*/
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void Dump(FILE* aFile=NULL, const char* aPrefix="");
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/**
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* Dump information about just this layer manager itself to aFile,
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* which defaults to stderr.
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*/
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void DumpSelf(FILE* aFile=NULL, const char* aPrefix="");
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/**
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* Log information about this layer manager and its managed tree to
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* the NSPR log (if enabled for "Layers").
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*/
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void Log(const char* aPrefix="");
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/**
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* Log information about just this layer manager itself to the NSPR
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* log (if enabled for "Layers").
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*/
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void LogSelf(const char* aPrefix="");
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static bool IsLogEnabled();
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static PRLogModuleInfo* GetLog() { return sLog; }
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protected:
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nsRefPtr<Layer> mRoot;
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LayerUserDataSet mUserData;
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PRPackedBool mDestroyed;
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PRPackedBool mSnapEffectiveTransforms;
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// Print interesting information about this into aTo. Internally
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|
// used to implement Dump*() and Log*().
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virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix);
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static void InitLog();
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static PRLogModuleInfo* sLog;
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};
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class ThebesLayer;
|
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/**
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* A Layer represents anything that can be rendered onto a destination
|
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* surface.
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*/
|
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class THEBES_API Layer {
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NS_INLINE_DECL_REFCOUNTING(Layer)
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public:
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enum LayerType {
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TYPE_THEBES,
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TYPE_CONTAINER,
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TYPE_IMAGE,
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TYPE_COLOR,
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TYPE_CANVAS,
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TYPE_SHADOW
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};
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virtual ~Layer() {}
|
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/**
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* Returns the LayerManager this Layer belongs to. Note that the layer
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* manager might be in a destroyed state, at which point it's only
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* valid to set/get user data from it.
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*/
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LayerManager* Manager() { return mManager; }
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enum {
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/**
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|
* If this is set, the caller is promising that by the end of this
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|
* transaction the entire visible region (as specified by
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* SetVisibleRegion) will be filled with opaque content.
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*/
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CONTENT_OPAQUE = 0x01,
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/**
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|
* ThebesLayers only!
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* If this is set, the caller is promising that the visible region
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* contains no text at all. If this is set,
|
|
* CONTENT_NO_TEXT_OVER_TRANSPARENT will also be set.
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|
*/
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|
CONTENT_NO_TEXT = 0x02,
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|
/**
|
|
* ThebesLayers only!
|
|
* If this is set, the caller is promising that the visible region
|
|
* contains no text over transparent pixels (any text, if present,
|
|
* is over fully opaque pixels).
|
|
*/
|
|
CONTENT_NO_TEXT_OVER_TRANSPARENT = 0x04
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};
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* This lets layout make some promises about what will be drawn into the
|
|
* visible region of the ThebesLayer. This enables internal quality
|
|
* and performance optimizations.
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|
*/
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|
void SetContentFlags(PRUint32 aFlags)
|
|
{
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|
mContentFlags = aFlags;
|
|
Mutated();
|
|
}
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Tell this layer which region will be visible. The visible region
|
|
* is a region which contains all the contents of the layer that can
|
|
* actually affect the rendering of the window. It can exclude areas
|
|
* that are covered by opaque contents of other layers, and it can
|
|
* exclude areas where this layer simply contains no content at all.
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|
* (This can be an overapproximation to the "true" visible region.)
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|
*
|
|
* There is no general guarantee that drawing outside the bounds of the
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* visible region will be ignored. So if a layer draws outside the bounds
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|
* of its visible region, it needs to ensure that what it draws is valid.
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|
*/
|
|
virtual void SetVisibleRegion(const nsIntRegion& aRegion)
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|
{
|
|
mVisibleRegion = aRegion;
|
|
Mutated();
|
|
}
|
|
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Set the opacity which will be applied to this layer as it
|
|
* is composited to the destination.
|
|
*/
|
|
void SetOpacity(float aOpacity)
|
|
{
|
|
mOpacity = aOpacity;
|
|
Mutated();
|
|
}
|
|
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Set a clip rect which will be applied to this layer as it is
|
|
* composited to the destination. The coordinates are relative to
|
|
* the parent layer (i.e. the contents of this layer
|
|
* are transformed before this clip rect is applied).
|
|
* For the root layer, the coordinates are relative to the widget,
|
|
* in device pixels.
|
|
* If aRect is null no clipping will be performed.
|
|
*/
|
|
void SetClipRect(const nsIntRect* aRect)
|
|
{
|
|
mUseClipRect = aRect != nsnull;
|
|
if (aRect) {
|
|
mClipRect = *aRect;
|
|
}
|
|
Mutated();
|
|
}
|
|
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Set a clip rect which will be applied to this layer as it is
|
|
* composited to the destination. The coordinates are relative to
|
|
* the parent layer (i.e. the contents of this layer
|
|
* are transformed before this clip rect is applied).
|
|
* For the root layer, the coordinates are relative to the widget,
|
|
* in device pixels.
|
|
* The provided rect is intersected with any existing clip rect.
|
|
*/
|
|
void IntersectClipRect(const nsIntRect& aRect)
|
|
{
|
|
if (mUseClipRect) {
|
|
mClipRect.IntersectRect(mClipRect, aRect);
|
|
} else {
|
|
mUseClipRect = PR_TRUE;
|
|
mClipRect = aRect;
|
|
}
|
|
Mutated();
|
|
}
|
|
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Tell this layer what its transform should be. The transformation
|
|
* is applied when compositing the layer into its parent container.
|
|
* XXX Currently only transformations corresponding to 2D affine transforms
|
|
* are supported.
|
|
*/
|
|
void SetTransform(const gfx3DMatrix& aMatrix)
|
|
{
|
|
mTransform = aMatrix;
|
|
Mutated();
|
|
}
|
|
|
|
// These getters can be used anytime.
|
|
float GetOpacity() { return mOpacity; }
|
|
const nsIntRect* GetClipRect() { return mUseClipRect ? &mClipRect : nsnull; }
|
|
PRUint32 GetContentFlags() { return mContentFlags; }
|
|
const nsIntRegion& GetVisibleRegion() { return mVisibleRegion; }
|
|
ContainerLayer* GetParent() { return mParent; }
|
|
Layer* GetNextSibling() { return mNextSibling; }
|
|
Layer* GetPrevSibling() { return mPrevSibling; }
|
|
virtual Layer* GetFirstChild() { return nsnull; }
|
|
virtual Layer* GetLastChild() { return nsnull; }
|
|
const gfx3DMatrix& GetTransform() { return mTransform; }
|
|
|
|
/**
|
|
* DRAWING PHASE ONLY
|
|
*
|
|
* Write layer-subtype-specific attributes into aAttrs. Used to
|
|
* synchronize layer attributes to their shadows'.
|
|
*/
|
|
virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs) { }
|
|
|
|
// Returns true if it's OK to save the contents of aLayer in an
|
|
// opaque surface (a surface without an alpha channel).
|
|
// If we can use a surface without an alpha channel, we should, because
|
|
// it will often make painting of antialiased text faster and higher
|
|
// quality.
|
|
PRBool CanUseOpaqueSurface();
|
|
|
|
/**
|
|
* This setter can be used anytime. The user data for all keys is
|
|
* initially null. Ownership pases to the layer manager.
|
|
*/
|
|
void SetUserData(void* aKey, LayerUserData* aData)
|
|
{ mUserData.Set(aKey, aData); }
|
|
/**
|
|
* This can be used anytime. Ownership passes to the caller!
|
|
*/
|
|
nsAutoPtr<LayerUserData> RemoveUserData(void* aKey)
|
|
{ nsAutoPtr<LayerUserData> d(mUserData.Remove(aKey)); return d; }
|
|
/**
|
|
* This getter can be used anytime.
|
|
*/
|
|
PRBool HasUserData(void* aKey)
|
|
{ return mUserData.Has(aKey); }
|
|
/**
|
|
* This getter can be used anytime. Ownership is retained by the layer
|
|
* manager.
|
|
*/
|
|
LayerUserData* GetUserData(void* aKey)
|
|
{ return mUserData.Get(aKey); }
|
|
|
|
/**
|
|
* |Disconnect()| is used by layers hooked up over IPC. It may be
|
|
* called at any time, and may not be called at all. Using an
|
|
* IPC-enabled layer after Destroy() (drawing etc.) results in a
|
|
* safe no-op; no crashy or uaf etc.
|
|
*
|
|
* XXX: this interface is essentially LayerManager::Destroy, but at
|
|
* Layer granularity. It might be beneficial to unify them.
|
|
*/
|
|
virtual void Disconnect() {}
|
|
|
|
/**
|
|
* Dynamic downcast to a Thebes layer. Returns null if this is not
|
|
* a ThebesLayer.
|
|
*/
|
|
virtual ThebesLayer* AsThebesLayer() { return nsnull; }
|
|
|
|
/**
|
|
* Dynamic cast to a ShadowLayer. Return null if this is not a
|
|
* ShadowLayer. Can be used anytime.
|
|
*/
|
|
virtual ShadowLayer* AsShadowLayer() { return nsnull; }
|
|
|
|
// These getters can be used anytime. They return the effective
|
|
// values that should be used when drawing this layer to screen,
|
|
// accounting for this layer possibly being a shadow.
|
|
const nsIntRect* GetEffectiveClipRect();
|
|
const nsIntRegion& GetEffectiveVisibleRegion();
|
|
/**
|
|
* Returns the product of the opacities of this layer and all ancestors up
|
|
* to and excluding the nearest ancestor that has UseIntermediateSurface() set.
|
|
*/
|
|
float GetEffectiveOpacity();
|
|
/**
|
|
* This returns the effective transform computed by
|
|
* ComputeEffectiveTransforms. Typically this is a transform that transforms
|
|
* this layer all the way to some intermediate surface or destination
|
|
* surface. For non-BasicLayers this will be a transform to the nearest
|
|
* ancestor with UseIntermediateSurface() (or to the root, if there is no
|
|
* such ancestor), but for BasicLayers it's different.
|
|
*/
|
|
const gfx3DMatrix& GetEffectiveTransform() const { return mEffectiveTransform; }
|
|
|
|
/**
|
|
* @param aTransformToSurface the composition of the transforms
|
|
* from the parent layer (if any) to the destination pixel grid.
|
|
*
|
|
* Computes mEffectiveTransform for this layer and all its descendants.
|
|
* mEffectiveTransform transforms this layer up to the destination
|
|
* pixel grid (whatever aTransformToSurface is relative to).
|
|
*
|
|
* We promise that when this is called on a layer, all ancestor layers
|
|
* have already had ComputeEffectiveTransforms called.
|
|
*/
|
|
virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface) = 0;
|
|
|
|
virtual const char* Name() const =0;
|
|
virtual LayerType GetType() const =0;
|
|
|
|
/**
|
|
* Only the implementation should call this. This is per-implementation
|
|
* private data. Normally, all layers with a given layer manager
|
|
* use the same type of ImplData.
|
|
*/
|
|
void* ImplData() { return mImplData; }
|
|
|
|
/**
|
|
* Only the implementation should use these methods.
|
|
*/
|
|
void SetParent(ContainerLayer* aParent) { mParent = aParent; }
|
|
void SetNextSibling(Layer* aSibling) { mNextSibling = aSibling; }
|
|
void SetPrevSibling(Layer* aSibling) { mPrevSibling = aSibling; }
|
|
|
|
/**
|
|
* Dump information about this layer manager and its managed tree to
|
|
* aFile, which defaults to stderr.
|
|
*/
|
|
void Dump(FILE* aFile=NULL, const char* aPrefix="");
|
|
/**
|
|
* Dump information about just this layer manager itself to aFile,
|
|
* which defaults to stderr.
|
|
*/
|
|
void DumpSelf(FILE* aFile=NULL, const char* aPrefix="");
|
|
|
|
/**
|
|
* Log information about this layer manager and its managed tree to
|
|
* the NSPR log (if enabled for "Layers").
|
|
*/
|
|
void Log(const char* aPrefix="");
|
|
/**
|
|
* Log information about just this layer manager itself to the NSPR
|
|
* log (if enabled for "Layers").
|
|
*/
|
|
void LogSelf(const char* aPrefix="");
|
|
|
|
static bool IsLogEnabled() { return LayerManager::IsLogEnabled(); }
|
|
|
|
protected:
|
|
Layer(LayerManager* aManager, void* aImplData) :
|
|
mManager(aManager),
|
|
mParent(nsnull),
|
|
mNextSibling(nsnull),
|
|
mPrevSibling(nsnull),
|
|
mImplData(aImplData),
|
|
mOpacity(1.0),
|
|
mContentFlags(0),
|
|
mUseClipRect(PR_FALSE)
|
|
{}
|
|
|
|
void Mutated() { mManager->Mutated(this); }
|
|
|
|
// Print interesting information about this into aTo. Internally
|
|
// used to implement Dump*() and Log*(). If subclasses have
|
|
// additional interesting properties, they should override this with
|
|
// an implementation that first calls the base implementation then
|
|
// appends additional info to aTo.
|
|
virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix);
|
|
|
|
/**
|
|
* Returns the local transform for this layer: either mTransform or,
|
|
* for shadow layers, GetShadowTransform()
|
|
*/
|
|
const gfx3DMatrix& GetLocalTransform();
|
|
|
|
/**
|
|
* Computes a tweaked version of aTransform that snaps a point or a rectangle
|
|
* to pixel boundaries. Snapping is only performed if this layer's
|
|
* layer manager has enabled snapping (which is the default).
|
|
* @param aSnapRect a rectangle whose edges should be snapped to pixel
|
|
* boundaries in the destination surface. If the rectangle is empty,
|
|
* then the snapping process should preserve the scale factors of the
|
|
* transform matrix
|
|
* @param aResidualTransform a transform to apply before mEffectiveTransform
|
|
* in order to get the results to completely match aTransform
|
|
*/
|
|
gfx3DMatrix SnapTransform(const gfx3DMatrix& aTransform,
|
|
const gfxRect& aSnapRect,
|
|
gfxMatrix* aResidualTransform);
|
|
|
|
LayerManager* mManager;
|
|
ContainerLayer* mParent;
|
|
Layer* mNextSibling;
|
|
Layer* mPrevSibling;
|
|
void* mImplData;
|
|
LayerUserDataSet mUserData;
|
|
nsIntRegion mVisibleRegion;
|
|
gfx3DMatrix mTransform;
|
|
gfx3DMatrix mEffectiveTransform;
|
|
float mOpacity;
|
|
nsIntRect mClipRect;
|
|
PRUint32 mContentFlags;
|
|
PRPackedBool mUseClipRect;
|
|
};
|
|
|
|
/**
|
|
* A Layer which we can draw into using Thebes. It is a conceptually
|
|
* infinite surface, but each ThebesLayer has an associated "valid region"
|
|
* of contents that it is currently storing, which is finite. ThebesLayer
|
|
* implementations can store content between paints.
|
|
*
|
|
* ThebesLayers are rendered into during the drawing phase of a transaction.
|
|
*
|
|
* Currently the contents of a ThebesLayer are in the device output color
|
|
* space.
|
|
*/
|
|
class THEBES_API ThebesLayer : public Layer {
|
|
public:
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Tell this layer that the content in some region has changed and
|
|
* will need to be repainted. This area is removed from the valid
|
|
* region.
|
|
*/
|
|
virtual void InvalidateRegion(const nsIntRegion& aRegion) = 0;
|
|
|
|
/**
|
|
* Can be used anytime
|
|
*/
|
|
const nsIntRegion& GetValidRegion() const { return mValidRegion; }
|
|
float GetXResolution() const { return mXResolution; }
|
|
float GetYResolution() const { return mYResolution; }
|
|
|
|
virtual ThebesLayer* AsThebesLayer() { return this; }
|
|
|
|
MOZ_LAYER_DECL_NAME("ThebesLayer", TYPE_THEBES)
|
|
|
|
virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface)
|
|
{
|
|
// The default implementation just snaps 0,0 to pixels.
|
|
gfx3DMatrix idealTransform = GetLocalTransform()*aTransformToSurface;
|
|
mEffectiveTransform = SnapTransform(idealTransform, gfxRect(0, 0, 0, 0), nsnull);
|
|
}
|
|
|
|
protected:
|
|
ThebesLayer(LayerManager* aManager, void* aImplData)
|
|
: Layer(aManager, aImplData)
|
|
, mValidRegion()
|
|
, mXResolution(1.0)
|
|
, mYResolution(1.0)
|
|
{}
|
|
|
|
virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix);
|
|
|
|
nsIntRegion mValidRegion;
|
|
// Resolution values tell this to paint its content scaled by
|
|
// <aXResolution, aYResolution>, into a backing buffer with
|
|
// dimensions scaled the same. A non-1.0 resolution also tells this
|
|
// to set scaling factors that compensate for the re-paint
|
|
// resolution when rendering itself to render targets
|
|
//
|
|
// Resolution doesn't affect the visible region, valid region, or
|
|
// re-painted regions at all. It only affects how scalable thebes
|
|
// content is rasterized to device pixels.
|
|
//
|
|
// Setting the resolution isn't part of the public ThebesLayer API
|
|
// because it's backend-specific, and it doesn't necessarily make
|
|
// sense for all backends to fully support it.
|
|
float mXResolution;
|
|
float mYResolution;
|
|
};
|
|
|
|
/**
|
|
* A Layer which other layers render into. It holds references to its
|
|
* children.
|
|
*/
|
|
class THEBES_API ContainerLayer : public Layer {
|
|
public:
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Insert aChild into the child list of this container. aChild must
|
|
* not be currently in any child list or the root for the layer manager.
|
|
* If aAfter is non-null, it must be a child of this container and
|
|
* we insert after that layer. If it's null we insert at the start.
|
|
*/
|
|
virtual void InsertAfter(Layer* aChild, Layer* aAfter) = 0;
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Remove aChild from the child list of this container. aChild must
|
|
* be a child of this container.
|
|
*/
|
|
virtual void RemoveChild(Layer* aChild) = 0;
|
|
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Set the (sub)document metrics used to render the Layer subtree
|
|
* rooted at this.
|
|
*/
|
|
void SetFrameMetrics(const FrameMetrics& aFrameMetrics)
|
|
{
|
|
mFrameMetrics = aFrameMetrics;
|
|
}
|
|
|
|
// These getters can be used anytime.
|
|
|
|
virtual Layer* GetFirstChild() { return mFirstChild; }
|
|
virtual Layer* GetLastChild() { return mLastChild; }
|
|
const FrameMetrics& GetFrameMetrics() { return mFrameMetrics; }
|
|
|
|
MOZ_LAYER_DECL_NAME("ContainerLayer", TYPE_CONTAINER)
|
|
|
|
/**
|
|
* ContainerLayer backends need to override ComputeEffectiveTransforms
|
|
* since the decision about whether to use a temporary surface for the
|
|
* container is backend-specific. ComputeEffectiveTransforms must also set
|
|
* mUseIntermediateSurface.
|
|
*/
|
|
virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface) = 0;
|
|
|
|
/**
|
|
* Call this only after ComputeEffectiveTransforms has been invoked
|
|
* on this layer.
|
|
* Returns true if this will use an intermediate surface. This is largely
|
|
* backend-dependent, but it affects the operation of GetEffectiveOpacity().
|
|
*/
|
|
PRBool UseIntermediateSurface() { return mUseIntermediateSurface; }
|
|
|
|
/**
|
|
* Returns true if this container has more than one non-empty child
|
|
*/
|
|
PRBool HasMultipleChildren();
|
|
|
|
protected:
|
|
ContainerLayer(LayerManager* aManager, void* aImplData)
|
|
: Layer(aManager, aImplData),
|
|
mFirstChild(nsnull),
|
|
mLastChild(nsnull),
|
|
mUseIntermediateSurface(PR_FALSE)
|
|
{}
|
|
|
|
/**
|
|
* A default implementation of ComputeEffectiveTransforms for use by OpenGL
|
|
* and D3D.
|
|
*/
|
|
void DefaultComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface);
|
|
|
|
/**
|
|
* Loops over the children calling ComputeEffectiveTransforms on them.
|
|
*/
|
|
void ComputeEffectiveTransformsForChildren(const gfx3DMatrix& aTransformToSurface);
|
|
|
|
virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix);
|
|
|
|
Layer* mFirstChild;
|
|
Layer* mLastChild;
|
|
FrameMetrics mFrameMetrics;
|
|
PRPackedBool mUseIntermediateSurface;
|
|
};
|
|
|
|
/**
|
|
* A Layer which just renders a solid color in its visible region. It actually
|
|
* can fill any area that contains the visible region, so if you need to
|
|
* restrict the area filled, set a clip region on this layer.
|
|
*/
|
|
class THEBES_API ColorLayer : public Layer {
|
|
public:
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Set the color of the layer.
|
|
*/
|
|
virtual void SetColor(const gfxRGBA& aColor)
|
|
{
|
|
mColor = aColor;
|
|
}
|
|
|
|
// This getter can be used anytime.
|
|
virtual const gfxRGBA& GetColor() { return mColor; }
|
|
|
|
MOZ_LAYER_DECL_NAME("ColorLayer", TYPE_COLOR)
|
|
|
|
virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface)
|
|
{
|
|
// Snap 0,0 to pixel boundaries, no extra internal transform.
|
|
gfx3DMatrix idealTransform = GetLocalTransform()*aTransformToSurface;
|
|
mEffectiveTransform = SnapTransform(idealTransform, gfxRect(0, 0, 0, 0), nsnull);
|
|
}
|
|
|
|
protected:
|
|
ColorLayer(LayerManager* aManager, void* aImplData)
|
|
: Layer(aManager, aImplData),
|
|
mColor(0.0, 0.0, 0.0, 0.0)
|
|
{}
|
|
|
|
virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix);
|
|
|
|
gfxRGBA mColor;
|
|
};
|
|
|
|
/**
|
|
* A Layer for HTML Canvas elements. It's backed by either a
|
|
* gfxASurface or a GLContext (for WebGL layers), and has some control
|
|
* for intelligent updating from the source if necessary (for example,
|
|
* if hardware compositing is not available, for reading from the GL
|
|
* buffer into an image surface that we can layer composite.)
|
|
*
|
|
* After Initialize is called, the underlying canvas Surface/GLContext
|
|
* must not be modified during a layer transaction.
|
|
*/
|
|
class THEBES_API CanvasLayer : public Layer {
|
|
public:
|
|
struct Data {
|
|
Data()
|
|
: mSurface(nsnull), mGLContext(nsnull),
|
|
mGLBufferIsPremultiplied(PR_FALSE)
|
|
{ }
|
|
|
|
/* One of these two must be specified, but never both */
|
|
gfxASurface* mSurface; // a gfx Surface for the canvas contents
|
|
mozilla::gl::GLContext* mGLContext; // a GL PBuffer Context
|
|
|
|
/* The size of the canvas content */
|
|
nsIntSize mSize;
|
|
|
|
/* Whether the GLContext contains premultiplied alpha
|
|
* values in the framebuffer or not. Defaults to FALSE.
|
|
*/
|
|
PRPackedBool mGLBufferIsPremultiplied;
|
|
};
|
|
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Initialize this CanvasLayer with the given data. The data must
|
|
* have either mSurface or mGLContext initialized (but not both), as
|
|
* well as mSize.
|
|
*
|
|
* This must only be called once.
|
|
*/
|
|
virtual void Initialize(const Data& aData) = 0;
|
|
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Notify this CanvasLayer that the rectangle given by aRect
|
|
* has been updated, and any work that needs to be done
|
|
* to bring the contents from the Surface/GLContext to the
|
|
* Layer in preparation for compositing should be performed.
|
|
*/
|
|
virtual void Updated(const nsIntRect& aRect) = 0;
|
|
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Set the filter used to resample this image (if necessary).
|
|
*/
|
|
void SetFilter(gfxPattern::GraphicsFilter aFilter) { mFilter = aFilter; }
|
|
gfxPattern::GraphicsFilter GetFilter() const { return mFilter; }
|
|
|
|
MOZ_LAYER_DECL_NAME("CanvasLayer", TYPE_CANVAS)
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virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface)
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{
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// Snap our local transform first, and snap the inherited transform as well.
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// This makes our snapping equivalent to what would happen if our content
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// was drawn into a ThebesLayer (gfxContext would snap using the local
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// transform, then we'd snap again when compositing the ThebesLayer).
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mEffectiveTransform =
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SnapTransform(GetLocalTransform(), gfxRect(0, 0, mBounds.width, mBounds.height),
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nsnull)*
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SnapTransform(aTransformToSurface, gfxRect(0, 0, 0, 0), nsnull);
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}
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protected:
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CanvasLayer(LayerManager* aManager, void* aImplData)
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: Layer(aManager, aImplData), mFilter(gfxPattern::FILTER_GOOD) {}
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virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix);
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/**
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* 0, 0, canvaswidth, canvasheight
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*/
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nsIntRect mBounds;
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gfxPattern::GraphicsFilter mFilter;
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};
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}
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}
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#endif /* GFX_LAYERS_H */
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