зеркало из https://github.com/mozilla/gecko-dev.git
134 строки
4.4 KiB
C++
134 строки
4.4 KiB
C++
/* 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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_CLIENTTILEDTHEBESLAYER_H
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#define GFX_CLIENTTILEDTHEBESLAYER_H
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#include "ClientLayerManager.h" // for ClientLayer, etc
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#include "Layers.h" // for ThebesLayer, etc
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#include "mozilla/RefPtr.h" // for RefPtr
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#include "mozilla/layers/TiledContentClient.h"
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#include "nsDebug.h" // for NS_RUNTIMEABORT
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#include "nsRegion.h" // for nsIntRegion
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class gfxContext;
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namespace mozilla {
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namespace layers {
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class ShadowableLayer;
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class SpecificLayerAttributes;
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/**
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* An implementation of ThebesLayer that ONLY supports remote
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* composition that is backed by tiles. This thebes layer implementation
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* is better suited to mobile hardware to work around slow implementation
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* of glTexImage2D (for OGL compositors), and restrait memory bandwidth.
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*
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* Tiled Thebes layers use a different protocol compared with other
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* layers. A copy of the tiled buffer is made and sent to the compositing
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* thread via the layers protocol. Tiles are uploaded by the buffers
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* asynchonously without using IPC, that means they are not safe for cross-
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* process use (bug 747811). Each tile has a TextureHost/Client pair but
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* they communicate directly rather than using the Texture protocol.
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*
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* There is no ContentClient for tiled layers. There is a ContentHost, however.
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*/
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class ClientTiledThebesLayer : public ThebesLayer,
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public ClientLayer
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{
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typedef ThebesLayer Base;
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public:
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explicit ClientTiledThebesLayer(ClientLayerManager* const aManager,
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ClientLayerManager::ThebesLayerCreationHint aCreationHint = LayerManager::NONE);
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protected:
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~ClientTiledThebesLayer();
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public:
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// Override name to distinguish it from ClientThebesLayer in layer dumps
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virtual const char* Name() const { return "TiledThebesLayer"; }
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// Thebes Layer
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virtual Layer* AsLayer() { return this; }
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virtual void InvalidateRegion(const nsIntRegion& aRegion) {
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mInvalidRegion.Or(mInvalidRegion, aRegion);
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mValidRegion.Sub(mValidRegion, aRegion);
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mLowPrecisionValidRegion.Sub(mLowPrecisionValidRegion, aRegion);
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}
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// Shadow methods
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virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs);
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virtual ShadowableLayer* AsShadowableLayer() { return this; }
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virtual void Disconnect()
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{
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ClientLayer::Disconnect();
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}
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virtual void RenderLayer();
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virtual void ClearCachedResources() MOZ_OVERRIDE;
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/**
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* Helper method to find the nearest ancestor layers which
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* scroll and have a displayport. The parameters are out-params
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* which hold the return values; the values passed in may be null.
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*/
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void GetAncestorLayers(LayerMetricsWrapper* aOutScrollAncestor,
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LayerMetricsWrapper* aOutDisplayPortAncestor);
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private:
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ClientLayerManager* ClientManager()
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{
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return static_cast<ClientLayerManager*>(mManager);
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}
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/**
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* For the initial PaintThebes of a transaction, calculates all the data
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* needed for that paint and any repeated transactions.
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*/
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void BeginPaint();
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/**
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* Determine if we can use a fast path to just do a single high-precision,
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* non-progressive paint.
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*/
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bool UseFastPath();
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/**
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* Helper function to do the high-precision paint.
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* This function returns true if it updated the paint buffer.
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*/
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bool RenderHighPrecision(nsIntRegion& aInvalidRegion,
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const nsIntRegion& aVisibleRegion,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData);
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/**
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* Helper function to do the low-precision paint.
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* This function returns true if it updated the paint buffer.
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*/
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bool RenderLowPrecision(nsIntRegion& aInvalidRegion,
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const nsIntRegion& aVisibleRegion,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData);
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/**
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* This causes the paint to be marked as finished, and updates any data
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* necessary to persist until the next paint.
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*/
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void EndPaint();
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RefPtr<TiledContentClient> mContentClient;
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nsIntRegion mLowPrecisionValidRegion;
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BasicTiledLayerPaintData mPaintData;
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};
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} // layers
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} // mozilla
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#endif
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