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183 lines
6.7 KiB
C++
183 lines
6.7 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_BUFFERCLIENT_H
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#define MOZILLA_GFX_BUFFERCLIENT_H
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#include <stdint.h> // for uint64_t
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#include <vector> // for vector
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#include <map> // for map
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#include "mozilla/Assertions.h" // for MOZ_CRASH
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#include "mozilla/RefPtr.h" // for TemporaryRef, RefCounted
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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
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#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
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namespace mozilla {
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namespace layers {
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class AsyncTransactionTracker;
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class CompositableClient;
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class TextureClient;
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class BufferTextureClient;
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class ImageBridgeChild;
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class CompositableForwarder;
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class CompositableChild;
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class SurfaceDescriptor;
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class TextureClientData;
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class PCompositableChild;
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/**
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* CompositableClient manages the texture-specific logic for composite layers,
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* independently of the layer. It is the content side of a CompositableClient/
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* CompositableHost pair.
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*
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* CompositableClient's purpose is to send texture data to the compositor side
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* along with any extra information about how the texture is to be composited.
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* Things like opacity or transformation belong to layer and not compositable.
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*
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* Since Compositables are independent of layers it is possible to create one,
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* connect it to the compositor side, and start sending images to it. This alone
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* is arguably not very useful, but it means that as long as a shadow layer can
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* do the proper magic to find a reference to the right CompositableHost on the
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* Compositor side, a Compositable client can be used outside of the main
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* shadow layer forwarder machinery that is used on the main thread.
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*
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* The first step is to create a Compositable client and call Connect().
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* Connect() creates the underlying IPDL actor (see CompositableChild) and the
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* corresponding CompositableHost on the other side.
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*
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* To do in-transaction texture transfer (the default), call
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* ShadowLayerForwarder::Attach(CompositableClient*, ShadowableLayer*). This
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* will let the LayerComposite on the compositor side know which CompositableHost
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* to use for compositing.
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*
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* To do async texture transfer (like async-video), the CompositableClient
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* should be created with a different CompositableForwarder (like
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* ImageBridgeChild) and attachment is done with
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* CompositableForwarder::AttachAsyncCompositable that takes an identifier
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* instead of a CompositableChild, since the CompositableClient is not managed
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* by this layer forwarder (the matching uses a global map on the compositor side,
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* see CompositableMap in ImageBridgeParent.cpp)
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*
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* Subclasses: Thebes layers use ContentClients, ImageLayers use ImageClients,
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* Canvas layers use CanvasClients (but ImageHosts). We have a different subclass
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* where we have a different way of interfacing with the textures - in terms of
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* drawing into the compositable and/or passing its contents to the compostior.
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*/
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class CompositableClient
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{
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protected:
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virtual ~CompositableClient();
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public:
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(CompositableClient)
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CompositableClient(CompositableForwarder* aForwarder, TextureFlags aFlags = TextureFlags::NO_FLAGS);
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virtual TextureInfo GetTextureInfo() const = 0;
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LayersBackend GetCompositorBackendType() const;
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TemporaryRef<BufferTextureClient>
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CreateBufferTextureClient(gfx::SurfaceFormat aFormat,
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TextureFlags aFlags = TextureFlags::DEFAULT,
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gfx::BackendType aMoz2dBackend = gfx::BackendType::NONE);
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TemporaryRef<TextureClient>
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CreateTextureClientForDrawing(gfx::SurfaceFormat aFormat,
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TextureFlags aTextureFlags,
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gfx::BackendType aMoz2dBackend,
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const gfx::IntSize& aSizeHint);
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virtual void SetDescriptorFromReply(TextureIdentifier aTextureId,
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const SurfaceDescriptor& aDescriptor)
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{
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MOZ_CRASH("If you want to call this, you should have implemented it");
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}
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/**
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* Establishes the connection with compositor side through IPDL
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*/
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virtual bool Connect();
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void Destroy();
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PCompositableChild* GetIPDLActor() const;
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// should only be called by a CompositableForwarder
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virtual void SetIPDLActor(CompositableChild* aChild);
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CompositableForwarder* GetForwarder() const
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{
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return mForwarder;
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}
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/**
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* This identifier is what lets us attach async compositables with a shadow
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* layer. It is not used if the compositable is used with the regular shadow
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* layer forwarder.
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*
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* If this returns zero, it means the compositable is not async (it is used
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* on the main thread).
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*/
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uint64_t GetAsyncID() const;
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/**
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* Tells the Compositor to create a TextureHost for this TextureClient.
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*/
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virtual bool AddTextureClient(TextureClient* aClient);
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/**
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* A hook for the Compositable to execute whatever it held off for next transaction.
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*/
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virtual void OnTransaction();
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/**
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* A hook for the when the Compositable is detached from it's layer.
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*/
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virtual void OnDetach() {}
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/**
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* Clear any resources that are not immediately necessary. This may be called
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* in low-memory conditions.
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*/
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virtual void ClearCachedResources() {}
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static CompositableClient* FromIPDLActor(PCompositableChild* aActor);
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/**
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* Allocate and deallocate a CompositableChild actor.
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*
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* CompositableChild is an implementation detail of CompositableClient that is not
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* exposed to the rest of the code base. CreateIPDLActor and DestroyIPDLActor
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* are for use with the managing IPDL protocols only (so that they can
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* implement AllocCompositableChild and DeallocPCompositableChild).
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*/
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static PCompositableChild* CreateIPDLActor();
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static bool DestroyIPDLActor(PCompositableChild* actor);
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void InitIPDLActor(PCompositableChild* aActor, uint64_t aAsyncID = 0);
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static void TransactionCompleteted(PCompositableChild* aActor, uint64_t aTransactionId);
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static void HoldUntilComplete(PCompositableChild* aActor, AsyncTransactionTracker* aTracker);
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protected:
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CompositableChild* mCompositableChild;
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CompositableForwarder* mForwarder;
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// Some layers may want to enforce some flags to all their textures
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// (like disallowing tiling)
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TextureFlags mTextureFlags;
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friend class CompositableChild;
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};
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} // namespace
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} // namespace
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#endif
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