gecko-dev/gfx/layers/RotatedBuffer.h

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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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 ROTATEDBUFFER_H_
#define ROTATEDBUFFER_H_
#include "gfxTypes.h"
#include <stdint.h> // for uint32_t
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/RefPtr.h" // for RefPtr, already_AddRefed
#include "mozilla/gfx/2D.h" // for DrawTarget, etc
#include "mozilla/gfx/MatrixFwd.h" // for Matrix
#include "mozilla/layers/TextureClient.h" // for TextureClient
#include "mozilla/mozalloc.h" // for operator delete
#include "nsCOMPtr.h" // for already_AddRefed
#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
#include "nsRegion.h" // for nsIntRegion
#include "LayersTypes.h"
namespace mozilla {
namespace layers {
class PaintedLayer;
class ContentClient;
// Mixin class for classes which need logic for loaning out a draw target.
// See comments on BorrowDrawTargetForQuadrantUpdate.
class BorrowDrawTarget
{
public:
void ReturnDrawTarget(gfx::DrawTarget*& aReturned);
protected:
// The draw target loaned by BorrowDrawTargetForQuadrantUpdate. It should not
// be used, we just keep a reference to ensure it is kept alive and so we can
// correctly restore state when it is returned.
RefPtr<gfx::DrawTarget> mLoanedDrawTarget;
gfx::Matrix mLoanedTransform;
};
/**
* This is a cairo/Thebes surface, but with a literal twist. Scrolling
* causes the layer's visible region to move. We want to keep
* reusing the same surface if the region size hasn't changed, but we don't
* want to keep moving the contents of the surface around in memory. So
* we use a trick.
* Consider just the vertical case, and suppose the buffer is H pixels
* high and we're scrolling down by N pixels. Instead of copying the
* buffer contents up by N pixels, we leave the buffer contents in place,
* and paint content rows H to H+N-1 into rows 0 to N-1 of the buffer.
* Then we can refresh the screen by painting rows N to H-1 of the buffer
* at row 0 on the screen, and then painting rows 0 to N-1 of the buffer
* at row H-N on the screen.
* mBufferRotation.y would be N in this example.
*/
class RotatedBuffer : public BorrowDrawTarget
{
public:
typedef gfxContentType ContentType;
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(RotatedBuffer)
RotatedBuffer(const gfx::IntRect& aBufferRect,
const gfx::IntPoint& aBufferRotation)
: mCapture(nullptr)
, mBufferRect(aBufferRect)
, mBufferRotation(aBufferRotation)
, mDidSelfCopy(false)
{ }
RotatedBuffer()
: mCapture(nullptr)
, mDidSelfCopy(false)
{ }
/**
* Initializes the rotated buffer to begin capturing all drawing performed
* on it, to be eventually replayed. Callers must call EndCapture, or
* FlushCapture before the rotated buffer is destroyed.
*/
void BeginCapture();
/**
* Finishes a capture and returns it. The capture must be replayed to the
* buffer before it is presented or it will contain invalid contents.
*/
RefPtr<gfx::DrawTargetCapture> EndCapture();
/**
* Returns whether the RotatedBuffer is currently capturing all drawing
* performed on it, to be eventually replayed.
*/
bool IsCapturing() const
{
return !!mCapture;
}
/**
* Draws the contents of this rotated buffer into the specified draw target.
* It is the callers repsonsibility to ensure aTarget is flushed after calling
* this method.
*/
void DrawBufferWithRotation(gfx::DrawTarget* aTarget,
float aOpacity = 1.0,
gfx::CompositionOp aOperator = gfx::CompositionOp::OP_OVER,
gfx::SourceSurface* aMask = nullptr,
const gfx::Matrix* aMaskTransform = nullptr) const;
/**
* Complete the drawing operation. The region to draw must have been
* drawn before this is called. The contents of the buffer are drawn
* to aTarget.
*/
void DrawTo(PaintedLayer* aLayer,
gfx::DrawTarget* aTarget,
float aOpacity,
gfx::CompositionOp aOp,
gfx::SourceSurface* aMask,
const gfx::Matrix* aMaskTransform);
/**
* Update the specified region of this rotated buffer with the contents
* of a source rotated buffer.
*/
void UpdateDestinationFrom(const RotatedBuffer& aSource,
const gfx::IntRect& aUpdateRect);
/**
* A draw iterator is used to keep track of which quadrant of a rotated
* buffer and region of that quadrant is being updated.
*/
struct DrawIterator {
friend class RotatedBuffer;
DrawIterator()
: mCount(0)
{}
nsIntRegion mDrawRegion;
private:
uint32_t mCount;
};
/**
* Get a draw target at the specified resolution for updating |aBounds|,
* which must be contained within a single quadrant.
*
* The result should only be held temporarily by the caller (it will be kept
* alive by this). Once used it should be returned using ReturnDrawTarget.
* BorrowDrawTargetForQuadrantUpdate may not be called more than once without
* first calling ReturnDrawTarget.
*
* ReturnDrawTarget will by default restore the transform on the draw target.
* But it is the callers responsibility to restore the clip.
* The caller should flush the draw target, if necessary.
* If aSetTransform is false, the required transform will be set in aOutTransform.
*/
gfx::DrawTarget*
BorrowDrawTargetForQuadrantUpdate(const gfx::IntRect& aBounds,
DrawIterator* aIter);
struct Parameters {
Parameters(const gfx::IntRect& aBufferRect,
const gfx::IntPoint& aBufferRotation)
: mBufferRect(aBufferRect)
, mBufferRotation(aBufferRotation)
, mDidSelfCopy(false)
{
}
bool IsRotated() const;
bool RectWrapsBuffer(const gfx::IntRect& aRect) const;
void SetUnrotated();
gfx::IntRect mBufferRect;
gfx::IntPoint mBufferRotation;
bool mDidSelfCopy;
};
/**
* Returns the new buffer parameters for rotating to a
* destination buffer rect.
*/
Parameters AdjustedParameters(const gfx::IntRect& aDestBufferRect) const;
/**
* Unrotates the pixels of the rotated buffer for the specified
* new buffer parameters.
*/
bool UnrotateBufferTo(const Parameters& aParameters);
void SetParameters(const Parameters& aParameters);
/**
* |BufferRect()| is the rect of device pixels that this
* RotatedBuffer covers. That is what DrawBufferWithRotation()
* will paint when it's called.
*/
const gfx::IntRect& BufferRect() const { return mBufferRect; }
const gfx::IntPoint& BufferRotation() const { return mBufferRotation; }
/**
* Overrides the current buffer rect with the specified rect.
* Do not do this unless you know what you're doing.
*/
void SetBufferRect(const gfx::IntRect& aBufferRect) {
mBufferRect = aBufferRect;
}
/**
* Overrides the current buffer rotation with the specified point.
* Do not do this unless you know what you're doing.
*/
void SetBufferRotation(const gfx::IntPoint& aBufferRotation) {
mBufferRotation = aBufferRotation;
}
/**
* Returns whether this buffer did a self copy when adjusting to
* a new buffer rect. This is only used externally for syncing
* rotated buffers.
*/
bool DidSelfCopy() const { return mDidSelfCopy; }
/**
* Clears the self copy flag.
*/
void ClearDidSelfCopy() { mDidSelfCopy = false; }
/**
* Gets the content type for this buffer.
*/
ContentType GetContentType() const;
virtual bool IsLocked() = 0;
virtual bool Lock(OpenMode aMode) = 0;
virtual void Unlock() = 0;
virtual bool HaveBuffer() const = 0;
virtual bool HaveBufferOnWhite() const = 0;
virtual gfx::SurfaceFormat GetFormat() const = 0;
virtual already_AddRefed<gfx::SourceSurface> GetBufferSource() const
{
return GetBufferTarget()->Snapshot();
}
virtual gfx::DrawTarget* GetBufferTarget() const = 0;
virtual TextureClient* GetClient() const {
return nullptr;
}
virtual TextureClient* GetClientOnWhite() const {
return nullptr;
}
protected:
virtual ~RotatedBuffer()
{
MOZ_ASSERT(!mCapture);
}
enum XSide {
LEFT, RIGHT
};
enum YSide {
TOP, BOTTOM
};
gfx::IntRect GetQuadrantRectangle(XSide aXSide, YSide aYSide) const;
gfx::Rect GetSourceRectangle(XSide aXSide, YSide aYSide) const;
gfx::DrawTarget* GetDrawTarget() const
{
if (mCapture) {
return mCapture;
}
return GetBufferTarget();
}
/*
* If aMask is non-null, then it is used as an alpha mask for rendering this
* buffer. aMaskTransform must be non-null if aMask is non-null, and is used
* to adjust the coordinate space of the mask.
*/
void DrawBufferQuadrant(gfx::DrawTarget* aTarget, XSide aXSide, YSide aYSide,
float aOpacity,
gfx::CompositionOp aOperator,
gfx::SourceSurface* aMask,
const gfx::Matrix* aMaskTransform) const;
RefPtr<gfx::DrawTargetCapture> mCapture;
/** The area of the PaintedLayer that is covered by the buffer as a whole */
gfx::IntRect mBufferRect;
/**
* The x and y rotation of the buffer. Conceptually the buffer
* has its origin translated to mBufferRect.TopLeft() - mBufferRotation,
* is tiled to fill the plane, and the result is clipped to mBufferRect.
* So the pixel at mBufferRotation within the buffer is what gets painted at
* mBufferRect.TopLeft().
* This is "rotation" in the sense of rotating items in a linear buffer,
* where items falling off the end of the buffer are returned to the
* buffer at the other end, not 2D rotation!
*/
gfx::IntPoint mBufferRotation;
/**
* When this is true it means that all pixels have moved inside the buffer.
* It's not possible to sync with another buffer without a full copy.
*/
bool mDidSelfCopy;
};
/**
* RemoteRotatedBuffer is a rotated buffer that is backed by texture
* clients. Before you use this class you must successfully lock it with
* an appropriate open mode, and then also unlock it when you're finished.
* RemoteRotatedBuffer is used by ContentClientSingleBuffered and
* ContentClientDoubleBuffered for the OMTC code path.
*/
class RemoteRotatedBuffer : public RotatedBuffer
{
public:
RemoteRotatedBuffer(TextureClient* aClient, TextureClient* aClientOnWhite,
const gfx::IntRect& aBufferRect,
const gfx::IntPoint& aBufferRotation)
: RotatedBuffer(aBufferRect, aBufferRotation)
, mClient(aClient)
, mClientOnWhite(aClientOnWhite)
{ }
virtual bool IsLocked() override;
virtual bool Lock(OpenMode aMode) override;
virtual void Unlock() override;
virtual bool HaveBuffer() const override { return !!mClient; }
virtual bool HaveBufferOnWhite() const override { return !!mClientOnWhite; }
virtual gfx::SurfaceFormat GetFormat() const override;
virtual gfx::DrawTarget* GetBufferTarget() const override;
virtual TextureClient* GetClient() const override { return mClient; }
virtual TextureClient* GetClientOnWhite() const override { return mClientOnWhite; }
void SyncWithObject(SyncObjectClient* aSyncObject);
void Clear();
private:
RemoteRotatedBuffer(TextureClient* aClient, TextureClient* aClientOnWhite,
gfx::DrawTarget* aTarget, gfx::DrawTarget* aTargetOnWhite, gfx::DrawTarget* aTargetDual,
const gfx::IntRect& aBufferRect,
const gfx::IntPoint& aBufferRotation)
: RotatedBuffer(aBufferRect, aBufferRotation)
, mClient(aClient)
, mClientOnWhite(aClientOnWhite)
, mTarget(aTarget)
, mTargetOnWhite(aTargetOnWhite)
, mTargetDual(aTargetDual)
{ }
RefPtr<TextureClient> mClient;
RefPtr<TextureClient> mClientOnWhite;
RefPtr<gfx::DrawTarget> mTarget;
RefPtr<gfx::DrawTarget> mTargetOnWhite;
RefPtr<gfx::DrawTarget> mTargetDual;
};
/**
* DrawTargetRotatedBuffer is a rotated buffer that is backed by draw targets,
* and is used by ContentClientBasic for the on-mtc code path.
*/
class DrawTargetRotatedBuffer : public RotatedBuffer
{
public:
DrawTargetRotatedBuffer(gfx::DrawTarget* aTarget, gfx::DrawTarget* aTargetOnWhite,
const gfx::IntRect& aBufferRect,
const gfx::IntPoint& aBufferRotation)
: RotatedBuffer(aBufferRect, aBufferRotation)
, mTarget(aTarget)
, mTargetOnWhite(aTargetOnWhite)
{
if (mTargetOnWhite) {
mTargetDual = gfx::Factory::CreateDualDrawTarget(mTarget, mTargetOnWhite);
} else {
mTargetDual = mTarget;
}
}
virtual bool IsLocked() override { return false; }
virtual bool Lock(OpenMode aMode) override { return true; }
virtual void Unlock() override {}
virtual bool HaveBuffer() const override { return !!mTargetDual; }
virtual bool HaveBufferOnWhite() const override { return !!mTargetOnWhite; }
virtual gfx::SurfaceFormat GetFormat() const override;
virtual gfx::DrawTarget* GetBufferTarget() const override;
private:
RefPtr<gfx::DrawTarget> mTarget;
RefPtr<gfx::DrawTarget> mTargetOnWhite;
RefPtr<gfx::DrawTarget> mTargetDual;
};
/**
* SourceRotatedBuffer is a rotated buffer that is backed by source surfaces,
* and may only be used to draw into other buffers or be read directly.
*/
class SourceRotatedBuffer : public RotatedBuffer
{
public:
SourceRotatedBuffer(gfx::SourceSurface* aSource, gfx::SourceSurface* aSourceOnWhite,
const gfx::IntRect& aBufferRect,
const gfx::IntPoint& aBufferRotation)
: RotatedBuffer(aBufferRect, aBufferRotation)
, mSource(aSource)
, mSourceOnWhite(aSourceOnWhite)
{
mSourceDual = gfx::Factory::CreateDualSourceSurface(mSource, mSourceOnWhite);
}
virtual bool IsLocked() override { return false; }
virtual bool Lock(OpenMode aMode) override { return false; }
virtual void Unlock() override {}
virtual already_AddRefed<gfx::SourceSurface> GetBufferSource() const override;
virtual gfx::SurfaceFormat GetFormat() const override;
virtual bool HaveBuffer() const override { return !!mSourceDual; }
virtual bool HaveBufferOnWhite() const override { return !!mSourceOnWhite; }
virtual gfx::DrawTarget* GetBufferTarget() const override { return nullptr; }
private:
RefPtr<gfx::SourceSurface> mSource;
RefPtr<gfx::SourceSurface> mSourceOnWhite;
RefPtr<gfx::SourceSurface> mSourceDual;
};
} // namespace layers
} // namespace mozilla
#endif /* ROTATEDBUFFER_H_ */