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255 lines
8.5 KiB
C++
255 lines
8.5 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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_GFX_TILEDCONTENTCLIENT_H
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#define MOZILLA_GFX_TILEDCONTENTCLIENT_H
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#include "mozilla/layers/ContentClient.h"
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#include "TiledLayerBuffer.h"
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#include "gfxPlatform.h"
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namespace mozilla {
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namespace layers {
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/**
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* Represent a single tile in tiled buffer. The buffer keeps tiles,
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* each tile keeps a reference to a texture client. The texture client
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* is backed by a gfxReusableSurfaceWrapper that implements a
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* copy-on-write mechanism while locked. The tile should be
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* locked before being sent to the compositor and unlocked
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* as soon as it is uploaded to prevent a copy.
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* Ideal place to store per tile debug information.
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*/
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struct BasicTiledLayerTile {
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RefPtr<TextureClientTile> mTextureClient;
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#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
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TimeStamp mLastUpdate;
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#endif
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// Placeholder
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BasicTiledLayerTile()
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: mTextureClient(nullptr)
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{}
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BasicTiledLayerTile(const BasicTiledLayerTile& o) {
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mTextureClient = o.mTextureClient;
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#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
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mLastUpdate = o.mLastUpdate;
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#endif
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}
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BasicTiledLayerTile& operator=(const BasicTiledLayerTile& o) {
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if (this == &o) return *this;
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mTextureClient = o.mTextureClient;
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#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
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mLastUpdate = o.mLastUpdate;
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#endif
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return *this;
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}
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bool operator== (const BasicTiledLayerTile& o) const {
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return mTextureClient == o.mTextureClient;
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}
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bool operator!= (const BasicTiledLayerTile& o) const {
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return mTextureClient != o.mTextureClient;
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}
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bool IsPlaceholderTile() { return mTextureClient == nullptr; }
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void ReadUnlock() {
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GetSurface()->ReadUnlock();
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}
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void ReadLock() {
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GetSurface()->ReadLock();
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}
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gfxReusableSurfaceWrapper* GetSurface() {
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return mTextureClient->GetReusableSurfaceWrapper();
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}
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};
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/**
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* This struct stores all the data necessary to perform a paint so that it
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* doesn't need to be recalculated on every repeated transaction.
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*/
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struct BasicTiledLayerPaintData {
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CSSPoint mScrollOffset;
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CSSPoint mLastScrollOffset;
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gfx3DMatrix mTransformScreenToLayer;
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nsIntRect mLayerCriticalDisplayPort;
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gfxSize mResolution;
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nsIntRect mCompositionBounds;
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uint16_t mLowPrecisionPaintCount;
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bool mFirstPaint : 1;
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bool mPaintFinished : 1;
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};
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class ClientTiledThebesLayer;
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class ClientLayerManager;
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/**
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* Provide an instance of TiledLayerBuffer backed by image surfaces.
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* This buffer provides an implementation to ValidateTile using a
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* thebes callback and can support painting using a single paint buffer
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* which is much faster then painting directly into the tiles.
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*/
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class BasicTiledLayerBuffer
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: public TiledLayerBuffer<BasicTiledLayerBuffer, BasicTiledLayerTile>
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{
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friend class TiledLayerBuffer<BasicTiledLayerBuffer, BasicTiledLayerTile>;
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public:
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BasicTiledLayerBuffer(ClientTiledThebesLayer* aThebesLayer,
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ClientLayerManager* aManager);
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BasicTiledLayerBuffer()
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: mThebesLayer(nullptr)
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, mManager(nullptr)
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, mLastPaintOpaque(false)
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{}
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void PaintThebes(const nsIntRegion& aNewValidRegion,
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const nsIntRegion& aPaintRegion,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData);
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void ReadUnlock() {
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for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
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if (mRetainedTiles[i].IsPlaceholderTile()) continue;
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mRetainedTiles[i].ReadUnlock();
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}
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}
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void ReadLock() {
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for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
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if (mRetainedTiles[i].IsPlaceholderTile()) continue;
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mRetainedTiles[i].ReadLock();
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}
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}
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const gfxSize& GetFrameResolution() { return mFrameResolution; }
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void SetFrameResolution(const gfxSize& aResolution) { mFrameResolution = aResolution; }
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bool HasFormatChanged() const;
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/**
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* Performs a progressive update of a given tiled buffer.
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* See ComputeProgressiveUpdateRegion above for parameter documentation.
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*/
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bool ProgressiveUpdate(nsIntRegion& aValidRegion,
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nsIntRegion& aInvalidRegion,
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const nsIntRegion& aOldValidRegion,
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BasicTiledLayerPaintData* aPaintData,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData);
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/**
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* Copy this buffer duplicating the texture hosts under the tiles
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* XXX This should go. It is a hack because we need to keep the
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* surface wrappers alive whilst they are locked by the compositor.
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* Once we properly implement the texture host/client architecture
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* for tiled layers we shouldn't need this.
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*/
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BasicTiledLayerBuffer DeepCopy() const;
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protected:
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BasicTiledLayerTile ValidateTile(BasicTiledLayerTile aTile,
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const nsIntPoint& aTileRect,
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const nsIntRegion& dirtyRect);
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// If this returns true, we perform the paint operation into a single large
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// buffer and copy it out to the tiles instead of calling PaintThebes() on
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// each tile individually. Somewhat surprisingly, this turns out to be faster
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// on Android.
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bool UseSinglePaintBuffer() { return true; }
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void ReleaseTile(BasicTiledLayerTile aTile) { /* No-op. */ }
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void SwapTiles(BasicTiledLayerTile& aTileA, BasicTiledLayerTile& aTileB) {
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std::swap(aTileA, aTileB);
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}
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BasicTiledLayerTile GetPlaceholderTile() const { return BasicTiledLayerTile(); }
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private:
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gfxASurface::gfxContentType GetContentType() const;
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ClientTiledThebesLayer* mThebesLayer;
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ClientLayerManager* mManager;
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LayerManager::DrawThebesLayerCallback mCallback;
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void* mCallbackData;
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gfxSize mFrameResolution;
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bool mLastPaintOpaque;
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// The buffer we use when UseSinglePaintBuffer() above is true.
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nsRefPtr<gfxImageSurface> mSinglePaintBuffer;
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nsIntPoint mSinglePaintBufferOffset;
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BasicTiledLayerTile ValidateTileInternal(BasicTiledLayerTile aTile,
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const nsIntPoint& aTileOrigin,
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const nsIntRect& aDirtyRect);
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/**
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* Calculates the region to update in a single progressive update transaction.
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* This employs some heuristics to update the most 'sensible' region to
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* update at this point in time, and how large an update should be performed
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* at once to maintain visual coherency.
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*
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* aInvalidRegion is the current invalid region.
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* aOldValidRegion is the valid region of mTiledBuffer at the beginning of the
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* current transaction.
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* aRegionToPaint will be filled with the region to update. This may be empty,
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* which indicates that there is no more work to do.
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* aTransform is the transform required to convert from screen-space to
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* layer-space.
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* aScrollOffset is the current scroll offset of the primary scrollable layer.
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* aResolution is the render resolution of the layer.
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* aIsRepeated should be true if this function has already been called during
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* this transaction.
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*
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* Returns true if it should be called again, false otherwise. In the case
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* that aRegionToPaint is empty, this will return aIsRepeated for convenience.
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*/
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bool ComputeProgressiveUpdateRegion(const nsIntRegion& aInvalidRegion,
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const nsIntRegion& aOldValidRegion,
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nsIntRegion& aRegionToPaint,
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BasicTiledLayerPaintData* aPaintData,
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bool aIsRepeated);
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};
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class TiledContentClient : public CompositableClient
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{
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// XXX: for now the layer which owns us interacts directly with our buffers.
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// We should have a content client for each tiled buffer which manages its
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// own valid region, resolution, etc. Then we could have a much cleaner
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// interface and tidy up BasicTiledThebesLayer::PaintThebes (bug 862547).
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friend class ClientTiledThebesLayer;
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public:
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TiledContentClient(ClientTiledThebesLayer* aThebesLayer,
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ClientLayerManager* aManager);
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~TiledContentClient()
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{
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MOZ_COUNT_DTOR(TiledContentClient);
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}
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virtual TextureInfo GetTextureInfo() const MOZ_OVERRIDE
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{
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return TextureInfo(BUFFER_TILED);
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}
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enum TiledBufferType {
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TILED_BUFFER,
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LOW_PRECISION_TILED_BUFFER
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};
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void LockCopyAndWrite(TiledBufferType aType);
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private:
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BasicTiledLayerBuffer mTiledBuffer;
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BasicTiledLayerBuffer mLowPrecisionTiledBuffer;
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};
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}
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}
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#endif
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