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387 lines
12 KiB
C++
387 lines
12 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 GFX_LayerManagerComposite_H
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#define GFX_LayerManagerComposite_H
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#include <stdint.h> // for int32_t, uint32_t
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#include "GLDefs.h" // for GLenum
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#include "Layers.h"
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#include "gfx3DMatrix.h" // for gfx3DMatrix
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#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
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#include "mozilla/Attributes.h" // for MOZ_OVERRIDE
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#include "mozilla/RefPtr.h" // for RefPtr, TemporaryRef
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#include "mozilla/gfx/Point.h" // for IntSize
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#include "mozilla/gfx/Rect.h" // for Rect
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#include "mozilla/gfx/Types.h" // for SurfaceFormat
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#include "mozilla/layers/CompositorTypes.h"
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#include "mozilla/layers/LayersTypes.h" // for LayersBackend, etc
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#include "nsAString.h"
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#include "nsAutoPtr.h" // for nsRefPtr
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#include "nsCOMPtr.h" // for already_AddRefed
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#include "nsDebug.h" // for NS_ASSERTION
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#include "nsISupportsImpl.h" // for Layer::AddRef, etc
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#include "nsRect.h" // for nsIntRect
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#include "nsRegion.h" // for nsIntRegion
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#include "nscore.h" // for nsAString, etc
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#include "LayerTreeInvalidation.h"
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class gfxASurface;
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class gfxContext;
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struct nsIntPoint;
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struct nsIntSize;
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#ifdef XP_WIN
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#include <windows.h>
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#endif
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namespace mozilla {
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namespace gfx {
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class DrawTarget;
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}
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namespace gl {
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class GLContext;
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class TextureImage;
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}
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namespace layers {
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class CanvasLayerComposite;
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class ColorLayerComposite;
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class CompositableHost;
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class Compositor;
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class ContainerLayerComposite;
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class EffectChain;
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class ImageLayer;
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class ImageLayerComposite;
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class LayerComposite;
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class RefLayerComposite;
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class SurfaceDescriptor;
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class ThebesLayerComposite;
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class TiledLayerComposer;
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class LayerManagerComposite : public LayerManager
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{
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public:
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LayerManagerComposite(Compositor* aCompositor);
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~LayerManagerComposite();
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virtual void Destroy() MOZ_OVERRIDE;
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/**
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* return True if initialization was succesful, false when it was not.
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*/
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bool Initialize();
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/**
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* Sets the clipping region for this layer manager. This is important on
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* windows because using OGL we no longer have GDI's native clipping. Therefor
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* widget must tell us what part of the screen is being invalidated,
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* and we should clip to this.
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*
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* \param aClippingRegion Region to clip to. Setting an empty region
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* will disable clipping.
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*/
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void SetClippingRegion(const nsIntRegion& aClippingRegion)
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{
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mClippingRegion = aClippingRegion;
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}
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/**
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* LayerManager implementation.
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*/
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virtual LayerManagerComposite* AsLayerManagerComposite() MOZ_OVERRIDE
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{
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return this;
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}
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void UpdateRenderBounds(const nsIntRect& aRect);
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virtual void BeginTransaction() MOZ_OVERRIDE;
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virtual void BeginTransactionWithTarget(gfxContext* aTarget) MOZ_OVERRIDE
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{
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MOZ_CRASH("Use BeginTransactionWithDrawTarget");
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}
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void BeginTransactionWithDrawTarget(gfx::DrawTarget* aTarget);
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virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT) MOZ_OVERRIDE;
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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EndTransactionFlags aFlags = END_DEFAULT) MOZ_OVERRIDE;
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virtual void SetRoot(Layer* aLayer) MOZ_OVERRIDE { mRoot = aLayer; }
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// XXX[nrc]: never called, we should move this logic to ClientLayerManager
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// (bug 946926).
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virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) MOZ_OVERRIDE;
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virtual int32_t GetMaxTextureSize() const MOZ_OVERRIDE
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{
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MOZ_CRASH("Call on compositor, not LayerManagerComposite");
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}
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virtual void ClearCachedResources(Layer* aSubtree = nullptr) MOZ_OVERRIDE;
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virtual already_AddRefed<ThebesLayer> CreateThebesLayer() MOZ_OVERRIDE;
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virtual already_AddRefed<ContainerLayer> CreateContainerLayer() MOZ_OVERRIDE;
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virtual already_AddRefed<ImageLayer> CreateImageLayer() MOZ_OVERRIDE;
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virtual already_AddRefed<ColorLayer> CreateColorLayer() MOZ_OVERRIDE;
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer() MOZ_OVERRIDE;
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already_AddRefed<ThebesLayerComposite> CreateThebesLayerComposite();
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already_AddRefed<ContainerLayerComposite> CreateContainerLayerComposite();
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already_AddRefed<ImageLayerComposite> CreateImageLayerComposite();
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already_AddRefed<ColorLayerComposite> CreateColorLayerComposite();
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already_AddRefed<CanvasLayerComposite> CreateCanvasLayerComposite();
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already_AddRefed<RefLayerComposite> CreateRefLayerComposite();
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virtual LayersBackend GetBackendType() MOZ_OVERRIDE
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{
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MOZ_CRASH("Shouldn't be called for composited layer manager");
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}
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virtual void GetBackendName(nsAString& name) MOZ_OVERRIDE
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{
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MOZ_CRASH("Shouldn't be called for composited layer manager");
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}
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virtual already_AddRefed<gfxASurface>
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CreateOptimalMaskSurface(const gfx::IntSize &aSize) MOZ_OVERRIDE;
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virtual const char* Name() const MOZ_OVERRIDE { return ""; }
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enum WorldTransforPolicy {
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ApplyWorldTransform,
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DontApplyWorldTransform
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};
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/**
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* Setup World transform matrix.
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* Transform will be ignored if it is not PreservesAxisAlignedRectangles
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* or has non integer scale
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*/
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void SetWorldTransform(const gfx::Matrix& aMatrix);
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gfx::Matrix& GetWorldTransform(void);
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/**
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* RAII helper class to add a mask effect with the compositable from aMaskLayer
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* to the EffectChain aEffect and notify the compositable when we are done.
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*/
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class AutoAddMaskEffect
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{
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public:
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AutoAddMaskEffect(Layer* aMaskLayer,
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EffectChain& aEffect,
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bool aIs3D = false);
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~AutoAddMaskEffect();
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private:
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CompositableHost* mCompositable;
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};
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/**
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* Creates a DrawTarget which is optimized for inter-operating with this
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* layermanager.
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*/
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virtual TemporaryRef<mozilla::gfx::DrawTarget>
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CreateDrawTarget(const mozilla::gfx::IntSize& aSize,
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mozilla::gfx::SurfaceFormat aFormat) MOZ_OVERRIDE;
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/**
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* Calculates the 'completeness' of the rendering that intersected with the
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* screen on the last render. This is only useful when progressive tile
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* drawing is enabled, otherwise this will always return 1.0.
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* This function's expense scales with the size of the layer tree and the
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* complexity of individual layers' valid regions.
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*/
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float ComputeRenderIntegrity();
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/**
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* returns true if PlatformAllocBuffer will return a buffer that supports
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* direct texturing
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*/
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static bool SupportsDirectTexturing();
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static void PlatformSyncBeforeReplyUpdate();
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void AddInvalidRegion(const nsIntRegion& aRegion)
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{
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mInvalidRegion.Or(mInvalidRegion, aRegion);
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}
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Compositor* GetCompositor() const
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{
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return mCompositor;
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}
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bool PlatformDestroySharedSurface(SurfaceDescriptor* aSurface);
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/**
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* LayerManagerComposite provides sophisticated debug overlays
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* that can request a next frame.
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*/
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bool DebugOverlayWantsNextFrame() { return mDebugOverlayWantsNextFrame; }
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void SetDebugOverlayWantsNextFrame(bool aVal)
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{ mDebugOverlayWantsNextFrame = aVal; }
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private:
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/** Region we're clipping our current drawing to. */
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nsIntRegion mClippingRegion;
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nsIntRect mRenderBounds;
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/** Current root layer. */
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LayerComposite* RootLayer() const;
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/**
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* Recursive helper method for use by ComputeRenderIntegrity. Subtracts
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* any incomplete rendering on aLayer from aScreenRegion. Any low-precision
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* rendering is included in aLowPrecisionScreenRegion. aTransform is the
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* accumulated transform of intermediate surfaces beneath aLayer.
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*/
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static void ComputeRenderIntegrityInternal(Layer* aLayer,
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nsIntRegion& aScreenRegion,
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nsIntRegion& aLowPrecisionScreenRegion,
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const gfx3DMatrix& aTransform);
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/**
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* Render the current layer tree to the active target.
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*/
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void Render();
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/**
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* Render debug overlays such as the FPS/FrameCounter above the frame.
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*/
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void RenderDebugOverlay(const gfx::Rect& aBounds);
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void WorldTransformRect(nsIntRect& aRect);
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RefPtr<Compositor> mCompositor;
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gfx::Matrix mWorldMatrix;
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bool mInTransaction;
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bool mIsCompositorReady;
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nsIntRegion mInvalidRegion;
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nsAutoPtr<LayerProperties> mClonedLayerTreeProperties;
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bool mDebugOverlayWantsNextFrame;
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};
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/**
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* Composite layers are for use with OMTC on the compositor thread only. There
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* must be corresponding Basic layers on the content thread. For composite
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* layers, the layer manager only maintains the layer tree, all rendering is
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* done by a Compositor (see Compositor.h). As such, composite layers are
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* platform-independent and can be used on any platform for which there is a
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* Compositor implementation.
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*
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* The composite layer tree reflects exactly the basic layer tree. To
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* composite to screen, the layer manager walks the layer tree calling render
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* methods which in turn call into their CompositableHosts' Composite methods.
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* These call Compositor::DrawQuad to do the rendering.
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*
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* Mostly, layers are updated during the layers transaction. This is done from
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* CompositableClient to CompositableHost without interacting with the layer.
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*
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* A reference to the Compositor is stored in LayerManagerComposite.
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*/
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class LayerComposite
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{
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public:
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LayerComposite(LayerManagerComposite* aManager);
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virtual ~LayerComposite();
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virtual LayerComposite* GetFirstChildComposite()
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{
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return nullptr;
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}
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/* Do NOT call this from the generic LayerComposite destructor. Only from the
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* concrete class destructor
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*/
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virtual void Destroy();
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virtual Layer* GetLayer() = 0;
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virtual void RenderLayer(const nsIntRect& aClipRect) = 0;
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virtual void SetCompositableHost(CompositableHost* aHost)
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{
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MOZ_ASSERT(false, "called SetCompositableHost for a layer without a compositable host");
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}
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virtual CompositableHost* GetCompositableHost() = 0;
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virtual void CleanupResources() = 0;
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virtual TiledLayerComposer* GetTiledLayerComposer() { return nullptr; }
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virtual void DestroyFrontBuffer() { }
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/**
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* The following methods are
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*
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* CONSTRUCTION PHASE ONLY
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*
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* They are analogous to the Layer interface.
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*/
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void SetShadowVisibleRegion(const nsIntRegion& aRegion)
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{
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mShadowVisibleRegion = aRegion;
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}
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void SetShadowOpacity(float aOpacity)
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{
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mShadowOpacity = aOpacity;
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}
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void SetShadowClipRect(const nsIntRect* aRect)
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{
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mUseShadowClipRect = aRect != nullptr;
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if (aRect) {
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mShadowClipRect = *aRect;
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}
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}
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void SetShadowTransform(const gfx3DMatrix& aMatrix)
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{
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mShadowTransform = aMatrix;
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}
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void SetShadowTransformSetByAnimation(bool aSetByAnimation)
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{
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mShadowTransformSetByAnimation = aSetByAnimation;
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}
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void SetLayerComposited(bool value)
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{
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mLayerComposited = value;
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}
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// These getters can be used anytime.
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float GetShadowOpacity() { return mShadowOpacity; }
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const nsIntRect* GetShadowClipRect() { return mUseShadowClipRect ? &mShadowClipRect : nullptr; }
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const nsIntRegion& GetShadowVisibleRegion() { return mShadowVisibleRegion; }
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const gfx3DMatrix& GetShadowTransform() { return mShadowTransform; }
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bool GetShadowTransformSetByAnimation() { return mShadowTransformSetByAnimation; }
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bool HasLayerBeenComposited() { return mLayerComposited; }
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protected:
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gfx3DMatrix mShadowTransform;
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nsIntRegion mShadowVisibleRegion;
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nsIntRect mShadowClipRect;
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LayerManagerComposite* mCompositeManager;
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RefPtr<Compositor> mCompositor;
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float mShadowOpacity;
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bool mUseShadowClipRect;
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bool mShadowTransformSetByAnimation;
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bool mDestroyed;
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bool mLayerComposited;
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_LayerManagerComposite_H */
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