зеркало из https://github.com/mozilla/gecko-dev.git
646 строки
23 KiB
C++
646 строки
23 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_COMPOSITOR_H
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#define MOZILLA_GFX_COMPOSITOR_H
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#include "Units.h" // for ScreenPoint
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#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
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#include "mozilla/RefPtr.h" // for already_AddRefed, RefCounted
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#include "mozilla/gfx/2D.h" // for DrawTarget
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#include "mozilla/gfx/MatrixFwd.h" // for Matrix4x4
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#include "mozilla/gfx/Point.h" // for IntSize, Point
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#include "mozilla/gfx/Polygon.h" // for Polygon
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#include "mozilla/gfx/Rect.h" // for Rect, IntRect
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#include "mozilla/gfx/Types.h" // for Float
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#include "mozilla/gfx/Triangle.h" // for Triangle, TexturedTriangle
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#include "mozilla/layers/CompositorTypes.h" // for DiagnosticTypes, etc
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#include "mozilla/layers/LayersTypes.h" // for LayersBackend
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#include "mozilla/layers/TextureSourceProvider.h"
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#include "mozilla/widget/CompositorWidget.h"
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#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
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#include "nsRegion.h"
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#include <vector>
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#include "mozilla/WidgetUtils.h"
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/**
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* Different elements of a web pages are rendered into separate "layers" before
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* they are flattened into the final image that is brought to the screen.
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* See Layers.h for more informations about layers and why we use retained
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* structures.
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* Most of the documentation for layers is directly in the source code in the
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* form of doc comments. An overview can also be found in the the wiki:
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* https://wiki.mozilla.org/Gecko:Overview#Graphics
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*
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*
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* # Main interfaces and abstractions
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*
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* - Layer, ShadowableLayer and LayerComposite
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* (see Layers.h and ipc/ShadowLayers.h)
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* - CompositableClient and CompositableHost
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* (client/CompositableClient.h composite/CompositableHost.h)
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* - TextureClient and TextureHost
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* (client/TextureClient.h composite/TextureHost.h)
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* - TextureSource
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* (composite/TextureHost.h)
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* - Forwarders
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* (ipc/CompositableForwarder.h ipc/ShadowLayers.h)
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* - Compositor
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* (this file)
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* - IPDL protocols
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* (.ipdl files under the gfx/layers/ipc directory)
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*
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* The *Client and Shadowable* classes are always used on the content thread.
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* Forwarders are always used on the content thread.
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* The *Host and Shadow* classes are always used on the compositor thread.
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* Compositors, TextureSource, and Effects are always used on the compositor
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* thread.
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* Most enums and constants are declared in LayersTypes.h and CompositorTypes.h.
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*
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*
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* # Texture transfer
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*
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* Most layer classes own a Compositable plus some extra information like
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* transforms and clip rects. They are platform independent.
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* Compositable classes manipulate Texture objects and are reponsible for
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* things like tiling, buffer rotation or double buffering. Compositables
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* are also platform-independent. Examples of compositable classes are:
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* - ImageClient
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* - CanvasClient
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* - ContentHost
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* - etc.
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* Texture classes (TextureClient and TextureHost) are thin abstractions over
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* platform-dependent texture memory. They are maniplulated by compositables
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* and don't know about buffer rotations and such. The purposes of TextureClient
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* and TextureHost are to synchronize, serialize and deserialize texture data.
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* TextureHosts provide access to TextureSources that are views on the
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* Texture data providing the necessary api for Compositor backend to composite
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* them.
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*
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* Compositable and Texture clients and hosts are created using factory methods.
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* They should only be created by using their constructor in exceptional
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* circumstances. The factory methods are located:
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* TextureClient - CompositableClient::CreateTextureClient
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* TextureHost - TextureHost::CreateTextureHost, which calls a
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* platform-specific function, e.g., CreateTextureHostOGL
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* CompositableClient - in the appropriate subclass, e.g.,
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* CanvasClient::CreateCanvasClient
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* CompositableHost - CompositableHost::Create
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*
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*
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* # IPDL
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*
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* If off-main-thread compositing (OMTC) is enabled, compositing is performed
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* in a dedicated thread. In some setups compositing happens in a dedicated
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* process. Documentation may refer to either the compositor thread or the
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* compositor process.
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* See explanations in ShadowLayers.h.
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*
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*
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* # Backend implementations
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*
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* Compositor backends like OpenGL or flavours of D3D live in their own directory
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* under gfx/layers/. To add a new backend, implement at least the following
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* interfaces:
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* - Compositor (ex. CompositorOGL)
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* - TextureHost (ex. SurfaceTextureHost)
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* Depending on the type of data that needs to be serialized, you may need to
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* add specific TextureClient implementations.
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*/
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class nsIWidget;
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namespace mozilla {
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namespace gfx {
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class Matrix;
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class DrawTarget;
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class DataSourceSurface;
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} // namespace gfx
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namespace layers {
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struct Effect;
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struct EffectChain;
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class Image;
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class Layer;
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class TextureSource;
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class DataTextureSource;
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class CompositingRenderTarget;
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class CompositorBridgeParent;
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class LayerManagerComposite;
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class CompositorOGL;
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class CompositorD3D11;
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class BasicCompositor;
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class TextureReadLock;
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struct GPUStats;
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enum SurfaceInitMode
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{
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INIT_MODE_NONE,
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INIT_MODE_CLEAR
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};
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/**
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* Common interface for compositor backends.
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*
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* Compositor provides a cross-platform interface to a set of operations for
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* compositing quads. Compositor knows nothing about the layer tree. It must be
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* told everything about each composited quad - contents, location, transform,
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* opacity, etc.
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*
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* In theory it should be possible for different widgets to use the same
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* compositor. In practice, we use one compositor per window.
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*
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* # Usage
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*
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* For an example of a user of Compositor, see LayerManagerComposite.
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*
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* Initialization: create a Compositor object, call Initialize().
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*
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* Destruction: destroy any resources associated with the compositor, call
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* Destroy(), delete the Compositor object.
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*
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* Composition:
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* call BeginFrame,
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* for each quad to be composited:
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* call MakeCurrent if necessary (not necessary if no other context has been
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* made current),
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* take care of any texture upload required to composite the quad, this step
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* is backend-dependent,
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* construct an EffectChain for the quad,
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* call DrawQuad,
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* call EndFrame.
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*
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* By default, the compositor will render to the screen, to render to a target,
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* call SetTargetContext or SetRenderTarget, the latter with a target created
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* by CreateRenderTarget or CreateRenderTargetFromSource.
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*
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* The target and viewport methods can be called before any DrawQuad call and
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* affect any subsequent DrawQuad calls.
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*/
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class Compositor : public TextureSourceProvider
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{
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protected:
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virtual ~Compositor();
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public:
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explicit Compositor(widget::CompositorWidget* aWidget,
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CompositorBridgeParent* aParent = nullptr);
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virtual bool Initialize(nsCString* const out_failureReason) = 0;
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virtual void Destroy() override;
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bool IsDestroyed() const { return mIsDestroyed; }
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virtual void DetachWidget() { mWidget = nullptr; }
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/**
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* Request a texture host identifier that may be used for creating textures
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* across process or thread boundaries that are compatible with this
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* compositor.
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*/
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virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() = 0;
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/**
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* Properties of the compositor.
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*/
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virtual bool CanUseCanvasLayerForSize(const gfx::IntSize& aSize) = 0;
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/**
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* Set the target for rendering. Results will have been written to aTarget by
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* the time that EndFrame returns.
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*
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* If this method is not used, or we pass in nullptr, we target the compositor's
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* usual swap chain and render to the screen.
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*/
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void SetTargetContext(gfx::DrawTarget* aTarget, const gfx::IntRect& aRect)
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{
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mTarget = aTarget;
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mTargetBounds = aRect;
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}
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gfx::DrawTarget* GetTargetContext() const
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{
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return mTarget;
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}
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void ClearTargetContext()
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{
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mTarget = nullptr;
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}
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typedef uint32_t MakeCurrentFlags;
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static const MakeCurrentFlags ForceMakeCurrent = 0x1;
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/**
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* Make this compositor's rendering context the current context for the
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* underlying graphics API. This may be a global operation, depending on the
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* API. Our context will remain the current one until someone else changes it.
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*
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* Clients of the compositor should call this at the start of the compositing
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* process, it might be required by texture uploads etc.
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*
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* If aFlags == ForceMakeCurrent then we will (re-)set our context on the
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* underlying API even if it is already the current context.
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*/
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virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) = 0;
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/**
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* Creates a Surface that can be used as a rendering target by this
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* compositor.
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*/
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virtual already_AddRefed<CompositingRenderTarget>
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CreateRenderTarget(const gfx::IntRect& aRect, SurfaceInitMode aInit) = 0;
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/**
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* Creates a Surface that can be used as a rendering target by this
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* compositor, and initializes the surface by copying from aSource.
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* If aSource is null, then the current screen buffer is used as source.
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*
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* aSourcePoint specifies the point in aSource to copy data from.
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*/
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virtual already_AddRefed<CompositingRenderTarget>
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CreateRenderTargetFromSource(const gfx::IntRect& aRect,
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const CompositingRenderTarget* aSource,
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const gfx::IntPoint& aSourcePoint) = 0;
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/**
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* Sets the given surface as the target for subsequent calls to DrawQuad.
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* Passing null as aSurface sets the screen as the target.
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*/
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virtual void SetRenderTarget(CompositingRenderTarget* aSurface) = 0;
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/**
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* Returns the current target for rendering. Will return null if we are
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* rendering to the screen.
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*/
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virtual CompositingRenderTarget* GetCurrentRenderTarget() const = 0;
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/**
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* Mostly the compositor will pull the size from a widget and this method will
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* be ignored, but compositor implementations are free to use it if they like.
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*/
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virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) = 0;
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/**
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* Declare an offset to use when rendering layers. This will be ignored when
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* rendering to a target instead of the screen.
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*/
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virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) = 0;
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void DrawGeometry(const gfx::Rect& aRect,
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const gfx::IntRect& aClipRect,
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const EffectChain &aEffectChain,
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gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect,
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const Maybe<gfx::Polygon>& aGeometry);
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void DrawGeometry(const gfx::Rect& aRect,
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const gfx::IntRect& aClipRect,
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const EffectChain &aEffectChain,
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gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const Maybe<gfx::Polygon>& aGeometry)
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{
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DrawGeometry(aRect, aClipRect, aEffectChain, aOpacity,
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aTransform, aRect, aGeometry);
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}
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/**
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* Tell the compositor to draw a quad. What to do draw and how it is
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* drawn is specified by aEffectChain. aRect is the quad to draw, in user space.
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* aTransform transforms from user space to screen space. If texture coords are
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* required, these will be in the primary effect in the effect chain.
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* aVisibleRect is used to determine which edges should be antialiased,
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* without applying the effect to the inner edges of a tiled layer.
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*/
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virtual void DrawQuad(const gfx::Rect& aRect, const gfx::IntRect& aClipRect,
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const EffectChain& aEffectChain,
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gfx::Float aOpacity, const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect) = 0;
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/**
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* Overload of DrawQuad, with aVisibleRect defaulted to the value of aRect.
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* Use this when you are drawing a single quad that is not part of a tiled
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* layer.
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*/
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void DrawQuad(const gfx::Rect& aRect, const gfx::IntRect& aClipRect,
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const EffectChain& aEffectChain,
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gfx::Float aOpacity, const gfx::Matrix4x4& aTransform) {
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DrawQuad(aRect, aClipRect, aEffectChain, aOpacity, aTransform, aRect);
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}
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virtual void DrawTriangle(const gfx::TexturedTriangle& aTriangle,
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const gfx::IntRect& aClipRect,
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const EffectChain& aEffectChain,
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gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect)
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{
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MOZ_CRASH("Compositor::DrawTriangle is not implemented for the current platform!");
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}
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virtual bool SupportsLayerGeometry() const
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{
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return false;
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}
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/**
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* Draw an unfilled solid color rect. Typically used for debugging overlays.
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*/
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void SlowDrawRect(const gfx::Rect& aRect, const gfx::Color& color,
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const gfx::IntRect& aClipRect = gfx::IntRect(),
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const gfx::Matrix4x4& aTransform = gfx::Matrix4x4(),
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int aStrokeWidth = 1);
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/**
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* Draw a solid color filled rect. This is a simple DrawQuad helper.
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*/
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void FillRect(const gfx::Rect& aRect, const gfx::Color& color,
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const gfx::IntRect& aClipRect = gfx::IntRect(),
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const gfx::Matrix4x4& aTransform = gfx::Matrix4x4());
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void SetClearColor(const gfx::Color& aColor) {
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mClearColor = aColor;
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}
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void SetDefaultClearColor(const gfx::Color& aColor) {
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mDefaultClearColor = aColor;
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}
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void SetClearColorToDefault() {
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mClearColor = mDefaultClearColor;
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}
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/*
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* Clear aRect on current render target.
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*/
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virtual void ClearRect(const gfx::Rect& aRect) = 0;
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/**
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* Start a new frame.
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*
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* aInvalidRect is the invalid region of the screen; it can be ignored for
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* compositors where the performance for compositing the entire window is
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* sufficient.
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*
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* aClipRectIn is the clip rect for the window in window space (optional).
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* aTransform is the transform from user space to window space.
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* aRenderBounds bounding rect for rendering, in user space.
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*
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* If aClipRectIn is null, this method sets *aClipRectOut to the clip rect
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* actually used for rendering (if aClipRectIn is non-null, we will use that
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* for the clip rect).
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*
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* If aRenderBoundsOut is non-null, it will be set to the render bounds
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* actually used by the compositor in window space. If aRenderBoundsOut
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* is returned empty, composition should be aborted.
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*
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* If aOpaque is true, then all of aInvalidRegion will be drawn to with
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* opaque content.
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*/
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virtual void BeginFrame(const nsIntRegion& aInvalidRegion,
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const gfx::IntRect* aClipRectIn,
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const gfx::IntRect& aRenderBounds,
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const nsIntRegion& aOpaqueRegion,
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gfx::IntRect* aClipRectOut = nullptr,
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gfx::IntRect* aRenderBoundsOut = nullptr) = 0;
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/**
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* Notification that we've finished issuing draw commands for normal
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* layers (as opposed to the diagnostic overlay which comes after).
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*/
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virtual void NormalDrawingDone() {}
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/**
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* Flush the current frame to the screen and tidy up.
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*
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* Derived class overriding this should call Compositor::EndFrame.
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*/
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virtual void EndFrame();
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virtual void CancelFrame(bool aNeedFlush = true) { ReadUnlockTextures(); }
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virtual void SetDispAcquireFence(Layer* aLayer);
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/**
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* Whether textures created by this compositor can receive partial updates.
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*/
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virtual bool SupportsPartialTextureUpdate() = 0;
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void SetDiagnosticTypes(DiagnosticTypes aDiagnostics)
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{
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mDiagnosticTypes = aDiagnostics;
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}
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DiagnosticTypes GetDiagnosticTypes() const
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{
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return mDiagnosticTypes;
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}
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void DrawDiagnostics(DiagnosticFlags aFlags,
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const gfx::Rect& visibleRect,
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const gfx::IntRect& aClipRect,
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const gfx::Matrix4x4& transform,
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uint32_t aFlashCounter = DIAGNOSTIC_FLASH_COUNTER_MAX);
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void DrawDiagnostics(DiagnosticFlags aFlags,
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const nsIntRegion& visibleRegion,
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const gfx::IntRect& aClipRect,
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const gfx::Matrix4x4& transform,
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uint32_t aFlashCounter = DIAGNOSTIC_FLASH_COUNTER_MAX);
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#ifdef MOZ_DUMP_PAINTING
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virtual const char* Name() const = 0;
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#endif // MOZ_DUMP_PAINTING
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virtual LayersBackend GetBackendType() const = 0;
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virtual CompositorOGL* AsCompositorOGL() { return nullptr; }
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virtual CompositorD3D11* AsCompositorD3D11() { return nullptr; }
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virtual BasicCompositor* AsBasicCompositor() { return nullptr; }
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virtual Compositor* AsCompositor() override {
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return this;
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}
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TimeStamp GetLastCompositionEndTime() const override {
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return mLastCompositionEndTime;
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}
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bool NotifyNotUsedAfterComposition(TextureHost* aTextureHost) override;
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/**
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* Notify the compositor that composition is being paused. This allows the
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* compositor to temporarily release any resources.
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* Between calling Pause and Resume, compositing may fail.
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*/
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virtual void Pause() {}
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/**
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* Notify the compositor that composition is being resumed. The compositor
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* regain any resources it requires for compositing.
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* Returns true if succeeded.
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*/
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virtual bool Resume() { return true; }
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/**
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* Call before rendering begins to ensure the compositor is ready to
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* composite. Returns false if rendering should be aborted.
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*/
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virtual bool Ready() { return true; }
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virtual void ForcePresent() { }
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virtual bool IsPendingComposite() { return false; }
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virtual void FinishPendingComposite() {}
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widget::CompositorWidget* GetWidget() const { return mWidget; }
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/**
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* Debug-build assertion that can be called to ensure code is running on the
|
|
* compositor thread.
|
|
*/
|
|
static void AssertOnCompositorThread();
|
|
|
|
// Return statistics for the most recent frame we computed statistics for.
|
|
virtual void GetFrameStats(GPUStats* aStats);
|
|
|
|
ScreenRotation GetScreenRotation() const {
|
|
return mScreenRotation;
|
|
}
|
|
void SetScreenRotation(ScreenRotation aRotation) {
|
|
mScreenRotation = aRotation;
|
|
}
|
|
|
|
// A stale Compositor has no CompositorBridgeParent; it will not process
|
|
// frames and should not be used.
|
|
void SetInvalid();
|
|
virtual bool IsValid() const override;
|
|
CompositorBridgeParent* GetCompositorBridgeParent() const {
|
|
return mParent;
|
|
}
|
|
|
|
protected:
|
|
void DrawDiagnosticsInternal(DiagnosticFlags aFlags,
|
|
const gfx::Rect& aVisibleRect,
|
|
const gfx::IntRect& aClipRect,
|
|
const gfx::Matrix4x4& transform,
|
|
uint32_t aFlashCounter);
|
|
|
|
bool ShouldDrawDiagnostics(DiagnosticFlags);
|
|
|
|
/**
|
|
* Given a layer rect, clip, and transform, compute the area of the backdrop that
|
|
* needs to be copied for mix-blending. The output transform translates from 0..1
|
|
* space into the backdrop rect space.
|
|
*
|
|
* The transformed layer quad is also optionally returned - this is the same as
|
|
* the result rect, before rounding.
|
|
*/
|
|
gfx::IntRect ComputeBackdropCopyRect(const gfx::Rect& aRect,
|
|
const gfx::IntRect& aClipRect,
|
|
const gfx::Matrix4x4& aTransform,
|
|
gfx::Matrix4x4* aOutTransform,
|
|
gfx::Rect* aOutLayerQuad = nullptr);
|
|
|
|
gfx::IntRect ComputeBackdropCopyRect(const gfx::Triangle& aTriangle,
|
|
const gfx::IntRect& aClipRect,
|
|
const gfx::Matrix4x4& aTransform,
|
|
gfx::Matrix4x4* aOutTransform,
|
|
gfx::Rect* aOutLayerQuad = nullptr);
|
|
|
|
virtual void DrawTriangles(const nsTArray<gfx::TexturedTriangle>& aTriangles,
|
|
const gfx::Rect& aRect,
|
|
const gfx::IntRect& aClipRect,
|
|
const EffectChain& aEffectChain,
|
|
gfx::Float aOpacity,
|
|
const gfx::Matrix4x4& aTransform,
|
|
const gfx::Rect& aVisibleRect);
|
|
|
|
virtual void DrawPolygon(const gfx::Polygon& aPolygon,
|
|
const gfx::Rect& aRect,
|
|
const gfx::IntRect& aClipRect,
|
|
const EffectChain& aEffectChain,
|
|
gfx::Float aOpacity,
|
|
const gfx::Matrix4x4& aTransform,
|
|
const gfx::Rect& aVisibleRect);
|
|
|
|
/**
|
|
* Last Composition end time.
|
|
*/
|
|
TimeStamp mLastCompositionEndTime;
|
|
|
|
DiagnosticTypes mDiagnosticTypes;
|
|
CompositorBridgeParent* mParent;
|
|
|
|
/**
|
|
* We keep track of the total number of pixels filled as we composite the
|
|
* current frame. This value is an approximation and is not accurate,
|
|
* especially in the presence of transforms.
|
|
*/
|
|
size_t mPixelsPerFrame;
|
|
size_t mPixelsFilled;
|
|
|
|
ScreenRotation mScreenRotation;
|
|
|
|
RefPtr<gfx::DrawTarget> mTarget;
|
|
gfx::IntRect mTargetBounds;
|
|
|
|
widget::CompositorWidget* mWidget;
|
|
|
|
bool mIsDestroyed;
|
|
|
|
gfx::Color mClearColor;
|
|
gfx::Color mDefaultClearColor;
|
|
|
|
private:
|
|
static LayersBackend sBackend;
|
|
|
|
};
|
|
|
|
// Returns the number of rects. (Up to 4)
|
|
typedef gfx::Rect decomposedRectArrayT[4];
|
|
size_t DecomposeIntoNoRepeatRects(const gfx::Rect& aRect,
|
|
const gfx::Rect& aTexCoordRect,
|
|
decomposedRectArrayT* aLayerRects,
|
|
decomposedRectArrayT* aTextureRects);
|
|
|
|
static inline bool
|
|
BlendOpIsMixBlendMode(gfx::CompositionOp aOp)
|
|
{
|
|
switch (aOp) {
|
|
case gfx::CompositionOp::OP_MULTIPLY:
|
|
case gfx::CompositionOp::OP_SCREEN:
|
|
case gfx::CompositionOp::OP_OVERLAY:
|
|
case gfx::CompositionOp::OP_DARKEN:
|
|
case gfx::CompositionOp::OP_LIGHTEN:
|
|
case gfx::CompositionOp::OP_COLOR_DODGE:
|
|
case gfx::CompositionOp::OP_COLOR_BURN:
|
|
case gfx::CompositionOp::OP_HARD_LIGHT:
|
|
case gfx::CompositionOp::OP_SOFT_LIGHT:
|
|
case gfx::CompositionOp::OP_DIFFERENCE:
|
|
case gfx::CompositionOp::OP_EXCLUSION:
|
|
case gfx::CompositionOp::OP_HUE:
|
|
case gfx::CompositionOp::OP_SATURATION:
|
|
case gfx::CompositionOp::OP_COLOR:
|
|
case gfx::CompositionOp::OP_LUMINOSITY:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
struct TexturedVertex
|
|
{
|
|
float position[2];
|
|
float texCoords[2];
|
|
};
|
|
|
|
nsTArray<TexturedVertex>
|
|
TexturedTrianglesToVertexArray(const nsTArray<gfx::TexturedTriangle>& aTriangles);
|
|
|
|
} // namespace layers
|
|
} // namespace mozilla
|
|
|
|
#endif /* MOZILLA_GFX_COMPOSITOR_H */
|