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64f87da2cf
In my haste, I forgot to address review comments before pushing. This corrects indentation in PanningPerf.java, moves GetValidLowPrecisionRegion from Layer to TiledLayerComposer and corrects checkerboard measurement when there isn't a low precision buffer and when the display ports don't cover the screen.
169 lines
5.3 KiB
C++
169 lines
5.3 KiB
C++
/* 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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_TILEDTHEBESLAYEROGL_H
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#define GFX_TILEDTHEBESLAYEROGL_H
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#include "mozilla/layers/ShadowLayers.h"
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#include "TiledLayerBuffer.h"
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#include "Layers.h"
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#include "LayerManagerOGL.h"
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#include "BasicTiledThebesLayer.h"
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#include <algorithm>
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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 ReusableTileStoreOGL;
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class TiledTexture {
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public:
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// Constructs a placeholder TiledTexture. See the comments above
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// TiledLayerBuffer for more information on what this is used for;
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// essentially, this is a sentinel used to represent an invalid or blank
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// tile.
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//
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// Note that we assume that zero is not a valid GL texture handle here.
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TiledTexture()
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: mTextureHandle(0)
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, mFormat(0)
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{}
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// Constructs a TiledTexture from a GL texture handle and an image format.
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TiledTexture(GLuint aTextureHandle, GLenum aFormat)
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: mTextureHandle(aTextureHandle)
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, mFormat(aFormat)
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{}
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TiledTexture(const TiledTexture& o) {
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mTextureHandle = o.mTextureHandle;
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mFormat = o.mFormat;
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}
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TiledTexture& operator=(const TiledTexture& o) {
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if (this == &o) return *this;
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mTextureHandle = o.mTextureHandle;
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mFormat = o.mFormat;
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return *this;
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}
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bool operator== (const TiledTexture& o) const {
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return mTextureHandle == o.mTextureHandle;
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}
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bool operator!= (const TiledTexture& o) const {
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return mTextureHandle != o.mTextureHandle;
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}
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GLuint mTextureHandle;
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GLenum mFormat;
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};
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class TiledLayerBufferOGL : public TiledLayerBuffer<TiledLayerBufferOGL, TiledTexture>
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{
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friend class TiledLayerBuffer<TiledLayerBufferOGL, TiledTexture>;
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public:
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TiledLayerBufferOGL(gl::GLContext* aContext)
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: mContext(aContext)
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{}
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~TiledLayerBufferOGL();
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void Upload(const BasicTiledLayerBuffer* aMainMemoryTiledBuffer,
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const nsIntRegion& aNewValidRegion,
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const nsIntRegion& aInvalidateRegion,
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const gfxSize& aResolution);
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TiledTexture GetPlaceholderTile() const { return TiledTexture(); }
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// Stores the absolute resolution of the containing frame, calculated
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// by the sum of the resolutions of all parent layers' FrameMetrics.
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const gfxSize& GetFrameResolution() { return mFrameResolution; }
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protected:
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TiledTexture ValidateTile(TiledTexture aTile,
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const nsIntPoint& aTileRect,
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const nsIntRegion& dirtyRect);
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void ReleaseTile(TiledTexture aTile);
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void SwapTiles(TiledTexture& aTileA, TiledTexture& aTileB) {
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std::swap(aTileA, aTileB);
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}
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private:
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nsRefPtr<gl::GLContext> mContext;
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const BasicTiledLayerBuffer* mMainMemoryTiledBuffer;
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gfxSize mFrameResolution;
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void GetFormatAndTileForImageFormat(gfxASurface::gfxImageFormat aFormat,
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GLenum& aOutFormat,
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GLenum& aOutType);
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};
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class TiledThebesLayerOGL : public ShadowThebesLayer,
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public LayerOGL,
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public TiledLayerComposer
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{
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public:
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TiledThebesLayerOGL(LayerManagerOGL *aManager);
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virtual ~TiledThebesLayerOGL();
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// LayerOGL impl
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void Destroy() {}
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Layer* GetLayer() { return this; }
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virtual void RenderLayer(int aPreviousFrameBuffer,
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const nsIntPoint& aOffset);
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virtual void CleanupResources() { }
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// Shadow
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virtual TiledLayerComposer* AsTiledLayerComposer() { return this; }
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virtual void DestroyFrontBuffer() {}
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void Swap(const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion,
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OptionalThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion,
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OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion)
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{
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NS_ABORT_IF_FALSE(false, "Not supported");
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}
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void PaintedTiledLayerBuffer(const BasicTiledLayerBuffer* mTiledBuffer);
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void ProcessUploadQueue();
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void ProcessLowPrecisionUploadQueue();
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const nsIntRegion& GetValidLowPrecisionRegion() const { return mLowPrecisionVideoMemoryTiledBuffer.GetValidRegion(); }
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void MemoryPressure();
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// Renders a single given tile.
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void RenderTile(const TiledTexture& aTile,
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const gfx3DMatrix& aTransform,
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const nsIntPoint& aOffset,
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const nsIntRegion& aScreenRegion,
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const nsIntPoint& aTextureOffset,
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const nsIntSize& aTextureBounds,
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Layer* aMaskLayer);
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private:
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void RenderLayerBuffer(TiledLayerBufferOGL& aLayerBuffer,
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const nsIntRegion& aValidRegion,
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const nsIntPoint& aOffset,
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const nsIntRegion& aMaskRegion);
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nsIntRegion mRegionToUpload;
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nsIntRegion mLowPrecisionRegionToUpload;
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BasicTiledLayerBuffer mMainMemoryTiledBuffer;
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BasicTiledLayerBuffer mLowPrecisionMainMemoryTiledBuffer;
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TiledLayerBufferOGL mVideoMemoryTiledBuffer;
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TiledLayerBufferOGL mLowPrecisionVideoMemoryTiledBuffer;
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ReusableTileStoreOGL* mReusableTileStore;
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bool mPendingUpload : 1;
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bool mPendingLowPrecisionUpload : 1;
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};
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} // layers
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} // mozilla
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#endif
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