gecko-dev/gfx/layers/basic/BasicLayersImpl.h
Bas Schouten 839048be74 Bug 825928: Land layers refactoring. r=jrmuizel,bas,nical,mattwoodrow,roc,nrc,benwa,bjacob,jgilbert,kchen CLOSED TREE
Please contact Bas Schouten <bschouten@mozilla.com>, Nicolas Silva <nsilva@mozilla.com> or Nicholas Cameron <ncameron@mozilla.com> with general questions. Below is a rough list of authors to contact with specific questions.

Authors:
gfx/layers/Compositor.* gfx/layers/Effects.h - Compositor Interface - bas,nrc,nical
gfx/layers/d3d* - D3D9/D3D10 - bas
gfx/layers/ThebesLayer* - ThebesLayers - nrc,bas
gfx/layers/composite/* - CompositeLayers - nrc,nical
gfx/layers/client/* - Client - nrc,nical,bas
gfx/layers/*Image* - nical
gfx/layers/ipc ipc - IPC - nical
gfx/layers/opengl - CompositorOGL - nrc,nical
gfx/2d - bas,nrc
gfx/gl - GLContext - bjacob
dom/* layout/* - DOM - mattwoodrow
2013-04-10 09:20:52 +00:00

177 lines
4.8 KiB
C++

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef GFX_BASICLAYERSIMPL_H
#define GFX_BASICLAYERSIMPL_H
#include "ipc/AutoOpenSurface.h"
#include "ipc/ShadowLayerChild.h"
#include "BasicLayers.h"
#include "BasicImplData.h"
#include "ReadbackLayer.h"
#include "ReadbackProcessor.h"
namespace mozilla {
namespace layers {
class BasicContainerLayer;
class ShadowableLayer;
class AutoSetOperator {
public:
AutoSetOperator(gfxContext* aContext, gfxContext::GraphicsOperator aOperator) {
if (aOperator != gfxContext::OPERATOR_OVER) {
aContext->SetOperator(aOperator);
mContext = aContext;
}
}
~AutoSetOperator() {
if (mContext) {
mContext->SetOperator(gfxContext::OPERATOR_OVER);
}
}
private:
nsRefPtr<gfxContext> mContext;
};
class BasicReadbackLayer : public ReadbackLayer,
public BasicImplData
{
public:
BasicReadbackLayer(BasicLayerManager* aLayerManager) :
ReadbackLayer(aLayerManager, static_cast<BasicImplData*>(this))
{
MOZ_COUNT_CTOR(BasicReadbackLayer);
}
virtual ~BasicReadbackLayer()
{
MOZ_COUNT_DTOR(BasicReadbackLayer);
}
virtual void SetVisibleRegion(const nsIntRegion& aRegion)
{
NS_ASSERTION(BasicManager()->InConstruction(),
"Can only set properties in construction phase");
ReadbackLayer::SetVisibleRegion(aRegion);
}
protected:
BasicLayerManager* BasicManager()
{
return static_cast<BasicLayerManager*>(mManager);
}
};
/**
* Drawing with a mask requires a mask surface and a transform.
* Sometimes the mask surface is a direct gfxASurface, but other times
* it's a SurfaceDescriptor. For SurfaceDescriptor, we need to use a
* scoped AutoOpenSurface to get a gfxASurface for the
* SurfaceDescriptor.
*
* This helper class manages the gfxASurface-or-SurfaceDescriptor
* logic.
*/
class NS_STACK_CLASS AutoMaskData {
public:
AutoMaskData() { }
~AutoMaskData() { }
/**
* Construct this out of either a gfxASurface or a
* SurfaceDescriptor. Construct() must only be called once.
* GetSurface() and GetTransform() must not be called until this has
* been constructed.
*/
void Construct(const gfxMatrix& aTransform,
gfxASurface* aSurface);
void Construct(const gfxMatrix& aTransform,
const SurfaceDescriptor& aSurface);
/** The returned surface can't escape the scope of |this|. */
gfxASurface* GetSurface();
const gfxMatrix& GetTransform();
private:
bool IsConstructed();
gfxMatrix mTransform;
nsRefPtr<gfxASurface> mSurface;
Maybe<AutoOpenSurface> mSurfaceOpener;
AutoMaskData(const AutoMaskData&) MOZ_DELETE;
AutoMaskData& operator=(const AutoMaskData&) MOZ_DELETE;
};
/*
* Extract a mask surface for a mask layer
* Returns true and through outparams a surface for the mask layer if
* a mask layer is present and has a valid surface and transform;
* false otherwise.
* The transform for the layer will be put in aMaskData
*/
bool
GetMaskData(Layer* aMaskLayer, AutoMaskData* aMaskData);
// Paint the current source to a context using a mask, if present
void
PaintWithMask(gfxContext* aContext, float aOpacity, Layer* aMaskLayer);
// Fill the current path with the current source, using a
// mask and opacity, if present
void
FillWithMask(gfxContext* aContext, float aOpacity, Layer* aMaskLayer);
BasicImplData*
ToData(Layer* aLayer);
ShadowableLayer*
ToShadowable(Layer* aLayer);
// Some layers, like ReadbackLayers, can't be shadowed and shadowing
// them doesn't make sense anyway
bool
ShouldShadow(Layer* aLayer);
template<class OpT> BasicShadowableLayer*
GetBasicShadowable(const OpT& op)
{
return static_cast<BasicShadowableLayer*>(
static_cast<const ShadowLayerChild*>(op.textureChild()->Manager())->layer());
}
// Create a shadow layer (PLayerChild) for aLayer, if we're forwarding
// our layer tree to a parent process. Record the new layer creation
// in the current open transaction as a side effect.
template<typename CreatedMethod> void
MaybeCreateShadowFor(BasicShadowableLayer* aLayer,
BasicShadowLayerManager* aMgr,
CreatedMethod aMethod)
{
if (!aMgr->HasShadowManager()) {
return;
}
PLayerChild* shadow = aMgr->ConstructShadowFor(aLayer);
// XXX error handling
NS_ABORT_IF_FALSE(shadow, "failed to create shadow");
aLayer->SetShadow(shadow);
(aMgr->*aMethod)(aLayer);
aMgr->Hold(aLayer->AsLayer());
}
#define MAYBE_CREATE_SHADOW(_type) \
MaybeCreateShadowFor(layer, this, \
&ShadowLayerForwarder::Created ## _type ## Layer)
}
}
#endif