gecko-dev/gfx/layers/NativeLayer.h

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/* -*- 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 mozilla_layers_NativeLayer_h
#define mozilla_layers_NativeLayer_h
#include "mozilla/Maybe.h"
#include "GLTypes.h"
#include "nsISupportsImpl.h"
#include "nsRegion.h"
namespace mozilla {
namespace gl {
class GLContext;
} // namespace gl
namespace layers {
class NativeLayer;
class NativeLayerCA;
// NativeLayerRoot and NativeLayer allow building up a flat layer "tree" of
// sibling layers. These layers provide a cross-platform abstraction for the
// platform's native layers, such as CoreAnimation layers on macOS.
// Every layer has a rectangle that describes its position and size in the
// window. The native layer root is usually be created by the window, and then
// the compositing subsystem uses it to create and place the actual layers.
class NativeLayerRoot {
public:
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(NativeLayerRoot)
virtual already_AddRefed<NativeLayer> CreateLayer() = 0;
virtual void AppendLayer(NativeLayer* aLayer) = 0;
virtual void RemoveLayer(NativeLayer* aLayer) = 0;
protected:
virtual ~NativeLayerRoot() {}
};
// Represents a native layer. Native layers, such as CoreAnimation layers on
// macOS, are used to put pixels on the screen and to refresh and manipulate
// the visual contents of a window efficiently. For example, drawing to a layer
// once and then displaying the layer for multiple frames while moving it to
// different positions will be more efficient than drawing into a window (or a
// non-moving layer) multiple times with different internal offsets.
// There are two sources of "work" for a given composited frame: 1) Our own
// drawing (such as OpenGL compositing into a window or layer) and 2) the
// compositing window manager's work to update the screen. Every pixel we draw
// needs to be copied to the screen by the window manager. This suggests two
// avenues for reducing the work load for a given frame: Drawing fewer pixels
// ourselves, and making the window manager copy fewer pixels to the screen.
// Smart use of native layers allows reducing both work loads: If a visual
// change can be expressed purely as a layer attribute change (such as a change
// in the layer's position), this lets us eliminate our own drawing for that
// change. And secondly, manipulating a small layer rather than a large layer
// will reduce the window manager's work for that frame because it'll only copy
// the pixels of the small layer to the screen.
class NativeLayer {
public:
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(NativeLayer)
virtual NativeLayerCA* AsNativeLayerCA() { return nullptr; }
// The location and size of the layer, in integer device pixels. This also
// determines the size of the surface that should be returned from the next
// call to NextSurface.
virtual void SetRect(const gfx::IntRect& aRect) = 0;
virtual gfx::IntRect GetRect() = 0;
// Define which parts of the layer are opaque..
virtual void SetOpaqueRegion(const gfx::IntRegion& aRegion) = 0;
virtual gfx::IntRegion OpaqueRegion() = 0;
// Whether the surface contents are flipped vertically compared to this
// layer's coordinate system. Can be set on any thread at any time.
virtual void SetSurfaceIsFlipped(bool aIsFlipped) = 0;
virtual bool SurfaceIsFlipped() = 0;
// Invalidates the specified region in all surfaces that are tracked by this
// layer.
virtual void InvalidateRegionThroughoutSwapchain(
const gfx::IntRegion& aRegion) = 0;
// Returns a DrawTarget. The size of the DrawTarget will be the size of the
// rect that has been passed to SetRect. The caller should draw to that
// DrawTarget, then drop its reference to the DrawTarget, and then call
// NotifySurfaceReady(). It can limit its drawing to
// CurrentSurfaceInvalidRegion() (which is in the DrawTarget's device space).
// After a call to NextSurface*, NextSurface* must not be called again until
// after NotifySurfaceReady has been called. Can be called on any thread. When
// used from multiple threads, callers need to make sure that they still only
// call NextSurface and NotifySurfaceReady alternatingly and not in any other
// order.
virtual RefPtr<gfx::DrawTarget> NextSurfaceAsDrawTarget(
gfx::BackendType aBackendType) = 0;
// Set the GLContext to use for the MozFramebuffer that are returned from
// NextSurfaceAsFramebuffer. If changed to a different value, all
// MozFramebuffers tracked by this layer will be discarded.
// It's a good idea to call SetGLContext(nullptr) before destroying this
// layer so that GL resource destruction happens at a good time and on the
// right thread.
virtual void SetGLContext(gl::GLContext* aGLContext) = 0;
virtual gl::GLContext* GetGLContext() = 0;
// Must only be called if a non-null GLContext is set on this layer.
// Returns a GLuint for a framebuffer that can be used for drawing to the
// surface. The size of the framebuffer will be the size of the rect that has
// been passed to SetRect. If aNeedsDepth is true, the framebuffer is created
// with a depth buffer. The caller should draw to the framebuffer, unbind
// it, and then call NotifySurfaceReady(). It can limit its drawing to
// CurrentSurfaceInvalidRegion() (which is in the framebuffer's device space,
// possibly "upside down" if SurfaceIsFlipped()). The framebuffer will be
// created using the GLContext that was set on this layer with a call to
// SetGLContext. The NativeLayer will keep a reference to the MozFramebuffer
// so that it can reuse the same MozFramebuffer whenever it uses the same
// underlying surface. Calling SetGLContext with a different context will
// release that reference. After a call to NextSurface*, NextSurface* must not
// be called again until after NotifySurfaceReady has been called. Can be
// called on any thread. When used from multiple threads, callers need to make
// sure that they still only call NextSurface and NotifySurfaceReady
// alternatingly and not in any other order.
virtual Maybe<GLuint> NextSurfaceAsFramebuffer(bool aNeedsDepth) = 0;
// The invalid region of the surface that has been returned from the most
// recent call to NextSurface*. Newly-created surfaces are entirely invalid.
// For surfaces that have been used before, the invalid region is the union of
// all invalid regions that have been passed to
// InvalidateRegionThroughoutSwapchain since the last time that
// NotifySurfaceReady was called for this surface. Can only be called between
// calls to NextSurface* and NotifySurfaceReady. Can be called on any thread.
virtual gfx::IntRegion CurrentSurfaceInvalidRegion() = 0;
// Indicates that the surface which has been returned from the most recent
// call to NextSurface* is now finished being drawn to and can be displayed on
// the screen. Resets the invalid region on the surface to the empty region.
virtual void NotifySurfaceReady() = 0;
protected:
virtual ~NativeLayer() {}
};
} // namespace layers
} // namespace mozilla
#endif // mozilla_layers_NativeLayer_h