gecko-dev/layout/painting/FrameLayerBuilder.h

823 строки
27 KiB
C++

/* -*- 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 FRAMELAYERBUILDER_H_
#define FRAMELAYERBUILDER_H_
#include "nsAutoPtr.h"
#include "nsTHashtable.h"
#include "nsHashKeys.h"
#include "nsTArray.h"
#include "nsRegion.h"
#include "nsIFrame.h"
#include "DisplayItemClip.h"
#include "mozilla/gfx/MatrixFwd.h"
#include "mozilla/layers/LayersTypes.h"
#include "LayerState.h"
#include "Layers.h"
#include "LayerUserData.h"
#include "nsDisplayItemTypes.h"
#include "TransformClipNode.h"
class nsDisplayListBuilder;
class nsDisplayList;
class nsDisplayItem;
class gfxContext;
class nsDisplayItemGeometry;
class nsDisplayMask;
namespace mozilla {
struct ActiveScrolledRoot;
struct DisplayItemClipChain;
namespace layers {
class ContainerLayer;
class LayerManager;
class BasicLayerManager;
class PaintedLayer;
class ImageLayer;
} // namespace layers
class FrameLayerBuilder;
class LayerManagerData;
class PaintedLayerData;
class ContainerState;
class PaintedDisplayItemLayerUserData;
enum class DisplayItemEntryType
{
ITEM,
PUSH_OPACITY,
PUSH_OPACITY_WITH_BG,
POP_OPACITY,
PUSH_TRANSFORM,
POP_TRANSFORM
};
/**
* Retained data storage:
*
* Each layer manager (widget, and inactive) stores a LayerManagerData object
* that keeps a hash-set of DisplayItemData items that were drawn into it.
* Each frame also keeps a list of DisplayItemData pointers that were
* created for that frame. DisplayItemData objects manage these lists
* automatically.
*
* During layer construction we update the data in the LayerManagerData object,
* marking items that are modified. At the end we sweep the LayerManagerData
* hash-set and remove all items that haven't been modified.
*/
/**
* Retained data for a display item.
*/
class DisplayItemData final
{
public:
friend class FrameLayerBuilder;
friend class ContainerState;
uint32_t GetDisplayItemKey() { return mDisplayItemKey; }
layers::Layer* GetLayer() const { return mLayer; }
nsDisplayItemGeometry* GetGeometry() const { return mGeometry.get(); }
const DisplayItemClip& GetClip() const { return mClip; }
void Invalidate() { mIsInvalid = true; }
void ClearAnimationCompositorState();
void SetItem(nsDisplayItem* aItem) { mItem = aItem; }
nsDisplayItem* GetItem() const { return mItem; }
bool HasMergedFrames() const { return mFrameList.Length() > 1; }
static DisplayItemData* AssertDisplayItemData(DisplayItemData* aData);
void* operator new(size_t sz, nsPresContext* aPresContext)
{
// Check the recycle list first.
return aPresContext->PresShell()->AllocateByObjectID(
eArenaObjectID_DisplayItemData, sz);
}
nsrefcnt AddRef()
{
if (mRefCnt == UINT32_MAX) {
NS_WARNING("refcount overflow, leaking object");
return mRefCnt;
}
++mRefCnt;
NS_LOG_ADDREF(this, mRefCnt, "ComputedStyle", sizeof(ComputedStyle));
return mRefCnt;
}
nsrefcnt Release()
{
if (mRefCnt == UINT32_MAX) {
NS_WARNING("refcount overflow, leaking object");
return mRefCnt;
}
--mRefCnt;
NS_LOG_RELEASE(this, mRefCnt, "ComputedStyle");
if (mRefCnt == 0) {
Destroy();
return 0;
}
return mRefCnt;
}
RefPtr<TransformClipNode> mTransform;
RefPtr<TransformClipNode> mOldTransform;
private:
DisplayItemData(LayerManagerData* aParent,
uint32_t aKey,
layers::Layer* aLayer,
nsIFrame* aFrame = nullptr);
/**
* Removes any references to this object from frames
* in mFrameList.
*/
~DisplayItemData();
void Destroy()
{
// Get the pres context.
RefPtr<nsPresContext> presContext = mFrameList[0]->PresContext();
// Call our destructor.
this->~DisplayItemData();
// Don't let the memory be freed, since it will be recycled
// instead. Don't call the global operator delete.
presContext->PresShell()->FreeByObjectID(eArenaObjectID_DisplayItemData,
this);
}
/**
* Associates this DisplayItemData with a frame, and adds it
* to the LayerManagerDataProperty list on the frame.
*/
void AddFrame(nsIFrame* aFrame);
void RemoveFrame(nsIFrame* aFrame);
const nsRegion& GetChangedFrameInvalidations();
/**
* Updates the contents of this item to a new set of data, instead of
* allocating a new object. Set the passed in parameters, and clears the opt
* layer and inactive manager. Parent, and display item key are assumed to be
* the same.
*
* EndUpdate must be called before the end of the transaction to complete the
* update.
*/
void BeginUpdate(layers::Layer* aLayer,
LayerState aState,
bool aFirstUpdate,
nsDisplayItem* aItem = nullptr);
void BeginUpdate(layers::Layer* aLayer,
LayerState aState,
nsDisplayItem* aItem,
bool aIsReused,
bool aIsMerged);
/**
* Completes the update of this, and removes any references to data that won't
* live longer than the transaction.
*
* Updates the geometry, frame list and clip.
* For items within a PaintedLayer, a geometry object must be specified to
* retain until the next transaction.
*
*/
void EndUpdate(nsAutoPtr<nsDisplayItemGeometry> aGeometry);
void EndUpdate();
uint32_t mRefCnt;
LayerManagerData* mParent;
RefPtr<layers::Layer> mLayer;
RefPtr<layers::Layer> mOptLayer;
RefPtr<layers::BasicLayerManager> mInactiveManager;
AutoTArray<nsIFrame*, 1> mFrameList;
nsAutoPtr<nsDisplayItemGeometry> mGeometry;
DisplayItemClip mClip;
uint32_t mDisplayItemKey;
LayerState mLayerState;
/**
* Temporary stoarage of the display item being referenced, only valid between
* BeginUpdate and EndUpdate.
*/
nsDisplayItem* mItem;
nsRegion mChangedFrameInvalidations;
/**
* Used to track if data currently stored in mFramesWithLayers (from an
* existing paint) has been updated in the current paint.
*/
bool mUsed;
bool mIsInvalid;
bool mReusedItem;
};
class RefCountedRegion
{
private:
~RefCountedRegion() = default;
public:
NS_INLINE_DECL_REFCOUNTING(RefCountedRegion)
RefCountedRegion()
: mIsInfinite(false)
{
}
nsRegion mRegion;
bool mIsInfinite;
};
struct AssignedDisplayItem
{
AssignedDisplayItem(nsDisplayItem* aItem,
LayerState aLayerState,
DisplayItemData* aData,
const nsRect& aContentRect,
DisplayItemEntryType aType,
const bool aHasOpacity,
const RefPtr<TransformClipNode>& aTransform);
~AssignedDisplayItem();
nsDisplayItem* mItem;
LayerState mLayerState;
DisplayItemData* mDisplayItemData;
nsRect mContentRect;
/**
* If the display item is being rendered as an inactive
* layer, then this stores the layer manager being
* used for the inactive transaction.
*/
RefPtr<layers::LayerManager> mInactiveLayerManager;
RefPtr<TransformClipNode> mTransform;
DisplayItemEntryType mType;
bool mReused;
bool mMerged;
bool mHasOpacity;
bool mHasTransform;
bool mHasPaintRect;
};
struct ContainerLayerParameters
{
ContainerLayerParameters()
: mXScale(1)
, mYScale(1)
, mLayerContentsVisibleRect(nullptr)
, mBackgroundColor(NS_RGBA(0, 0, 0, 0))
, mScrollMetadataASR(nullptr)
, mCompositorASR(nullptr)
, mInTransformedSubtree(false)
, mInActiveTransformedSubtree(false)
, mDisableSubpixelAntialiasingInDescendants(false)
, mForEventsAndPluginsOnly(false)
, mLayerCreationHint(layers::LayerManager::NONE)
{
}
ContainerLayerParameters(float aXScale, float aYScale)
: mXScale(aXScale)
, mYScale(aYScale)
, mLayerContentsVisibleRect(nullptr)
, mBackgroundColor(NS_RGBA(0, 0, 0, 0))
, mScrollMetadataASR(nullptr)
, mCompositorASR(nullptr)
, mInTransformedSubtree(false)
, mInActiveTransformedSubtree(false)
, mDisableSubpixelAntialiasingInDescendants(false)
, mForEventsAndPluginsOnly(false)
, mLayerCreationHint(layers::LayerManager::NONE)
{
}
ContainerLayerParameters(float aXScale,
float aYScale,
const nsIntPoint& aOffset,
const ContainerLayerParameters& aParent)
: mXScale(aXScale)
, mYScale(aYScale)
, mLayerContentsVisibleRect(nullptr)
, mOffset(aOffset)
, mBackgroundColor(aParent.mBackgroundColor)
, mScrollMetadataASR(aParent.mScrollMetadataASR)
, mCompositorASR(aParent.mCompositorASR)
, mInTransformedSubtree(aParent.mInTransformedSubtree)
, mInActiveTransformedSubtree(aParent.mInActiveTransformedSubtree)
, mDisableSubpixelAntialiasingInDescendants(
aParent.mDisableSubpixelAntialiasingInDescendants)
, mForEventsAndPluginsOnly(aParent.mForEventsAndPluginsOnly)
, mLayerCreationHint(aParent.mLayerCreationHint)
{
}
float mXScale, mYScale;
LayoutDeviceToLayerScale2D Scale() const
{
return LayoutDeviceToLayerScale2D(mXScale, mYScale);
}
/**
* If non-null, the rectangle in which BuildContainerLayerFor stores the
* visible rect of the layer, in the coordinate system of the created layer.
*/
nsIntRect* mLayerContentsVisibleRect;
/**
* An offset to apply to all child layers created.
*/
nsIntPoint mOffset;
LayerIntPoint Offset() const
{
return LayerIntPoint::FromUnknownPoint(mOffset);
}
nscolor mBackgroundColor;
const ActiveScrolledRoot* mScrollMetadataASR;
const ActiveScrolledRoot* mCompositorASR;
bool mInTransformedSubtree;
bool mInActiveTransformedSubtree;
bool mDisableSubpixelAntialiasingInDescendants;
bool mForEventsAndPluginsOnly;
layers::LayerManager::PaintedLayerCreationHint mLayerCreationHint;
/**
* When this is false, PaintedLayer coordinates are drawn to with an integer
* translation and the scale in mXScale/mYScale.
*/
bool AllowResidualTranslation()
{
// If we're in a transformed subtree, but no ancestor transform is actively
// changing, we'll use the residual translation when drawing into the
// PaintedLayer to ensure that snapping exactly matches the ideal transform.
return mInTransformedSubtree && !mInActiveTransformedSubtree;
}
};
/**
* The FrameLayerBuilder is responsible for converting display lists
* into layer trees. Every LayerManager needs a unique FrameLayerBuilder
* to build layers.
*
* The most important API in this class is BuildContainerLayerFor. This
* method takes a display list as input and constructs a ContainerLayer
* with child layers that render the contents of the display list. It
* records the relationship between frames and layers.
*
* That data enables us to retain layer trees. When constructing a
* ContainerLayer, we first check to see if there's an existing
* ContainerLayer for the same frame that can be recycled. If we recycle
* it, we also try to reuse its existing PaintedLayer children to render
* the display items without layers of their own. The idea is that by
* recycling layers deterministically, we can ensure that when nothing
* changes in a display list, we will reuse the existing layers without
* changes.
*
* We expose a GetLeafLayerFor method that can be called by display items
* that make their own layers (e.g. canvas and video); this method
* locates the last layer used to render the display item, if any, and
* return it as a candidate for recycling.
*
* FrameLayerBuilder sets up PaintedLayers so that 0,0 in the Painted layer
* corresponds to the (pixel-snapped) top-left of the aAnimatedGeometryRoot.
* It sets up ContainerLayers so that 0,0 in the container layer
* corresponds to the snapped top-left of the display item reference frame.
*
* When we construct a container layer, we know the transform that will be
* applied to the layer. If the transform scales the content, we can get
* better results when intermediate buffers are used by pushing some scale
* from the container's transform down to the children. For PaintedLayer
* children, the scaling can be achieved by changing the size of the layer
* and drawing into it with increased or decreased resolution. By convention,
* integer types (nsIntPoint/nsIntSize/nsIntRect/nsIntRegion) are all in layer
* coordinates, post-scaling, whereas appunit types are all pre-scaling.
*/
class FrameLayerBuilder : public layers::LayerUserData
{
public:
typedef layers::ContainerLayer ContainerLayer;
typedef layers::Layer Layer;
typedef layers::PaintedLayer PaintedLayer;
typedef layers::ImageLayer ImageLayer;
typedef layers::LayerManager LayerManager;
typedef layers::BasicLayerManager BasicLayerManager;
typedef layers::EventRegions EventRegions;
FrameLayerBuilder();
~FrameLayerBuilder() override;
static void Shutdown();
void Init(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
PaintedLayerData* aLayerData = nullptr,
bool aIsInactiveLayerManager = false,
const DisplayItemClip* aInactiveLayerClip = nullptr);
/**
* Call this to notify that we have just started a transaction on the
* retained layer manager aManager.
*/
void DidBeginRetainedLayerTransaction(LayerManager* aManager);
/**
* Call this just before we end a transaction.
*/
void WillEndTransaction();
/**
* Call this after we end a transaction.
*/
void DidEndTransaction();
enum
{
/**
* Set this when pulling an opaque background color from behind the
* container layer into the container doesn't change the visual results,
* given the effects you're going to apply to the container layer.
* For example, this is compatible with opacity or clipping/masking, but
* not with non-OVER blend modes or filters.
*/
CONTAINER_ALLOW_PULL_BACKGROUND_COLOR = 0x01
};
/**
* Build a container layer for a display item that contains a child
* list, either reusing an existing one or creating a new one. It
* sets the container layer children to layers which together render
* the contents of the display list. It reuses existing layers from
* the retained layer manager if possible.
* aContainerItem may be null, in which case we construct a root layer.
* This gets called by display list code. It calls BuildLayer on the
* items in the display list, making items with their own layers
* children of the new container, and assigning all other items to
* PaintedLayer children created and managed by the FrameLayerBuilder.
* Returns a layer with clip rect cleared; it is the
* caller's responsibility to add any clip rect. The visible region
* is set based on what's in the layer.
* The container layer is transformed by aTransform (if non-null), and
* the result is transformed by the scale factors in aContainerParameters.
* aChildren is modified due to display item merging and flattening.
* The visible region of the returned layer is set only if aContainerItem
* is null.
*/
already_AddRefed<ContainerLayer> BuildContainerLayerFor(
nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
nsIFrame* aContainerFrame,
nsDisplayItem* aContainerItem,
nsDisplayList* aChildren,
const ContainerLayerParameters& aContainerParameters,
const gfx::Matrix4x4* aTransform,
uint32_t aFlags = 0);
/**
* Get a retained layer for a display item that needs to create its own
* layer for rendering (i.e. under nsDisplayItem::BuildLayer). Returns
* null if no retained layer is available, which usually means that this
* display item didn't have a layer before so the caller will
* need to create one.
* Returns a layer with clip rect cleared; it is the
* caller's responsibility to add any clip rect and set the visible
* region.
*/
Layer* GetLeafLayerFor(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem);
/**
* Call this to force all retained layers to be discarded and recreated at
* the next paint.
*/
static void InvalidateAllLayers(LayerManager* aManager);
static void InvalidateAllLayersForFrame(nsIFrame* aFrame);
/**
* Call this to determine if a frame has a dedicated (non-Painted) layer
* for the given display item key. If there isn't one, we return null,
* otherwise we return the layer.
*/
static Layer* GetDedicatedLayer(nsIFrame* aFrame,
DisplayItemType aDisplayItemType);
/**
* This callback must be provided to EndTransaction. The callback data
* must be the nsDisplayListBuilder containing this FrameLayerBuilder.
* This function can be called multiple times in a row to draw
* different regions. This will occur when, for example, progressive paint is
* enabled. In these cases aDirtyRegion can be used to specify a larger region
* than aRegionToDraw that will be drawn during the transaction, possibly
* allowing the callback to make optimizations.
*/
static void DrawPaintedLayer(PaintedLayer* aLayer,
gfxContext* aContext,
const nsIntRegion& aRegionToDraw,
const nsIntRegion& aDirtyRegion,
mozilla::layers::DrawRegionClip aClip,
const nsIntRegion& aRegionToInvalidate,
void* aCallbackData);
/**
* Dumps this FrameLayerBuilder's retained layer manager's retained
* layer tree. Defaults to dumping to stdout in non-HTML format.
*/
static void DumpRetainedLayerTree(LayerManager* aManager,
std::stringstream& aStream,
bool aDumpHtml = false);
/**
* Returns the most recently allocated geometry item for the given display
* item.
*
* XXX(seth): The current implementation must iterate through all display
* items allocated for this display item's frame. This may lead to O(n^2)
* behavior in some situations.
*/
static nsDisplayItemGeometry* GetMostRecentGeometry(nsDisplayItem* aItem);
/******* PRIVATE METHODS to FrameLayerBuilder.cpp ********/
/* These are only in the public section because they need
* to be called by file-scope helper functions in FrameLayerBuilder.cpp.
*/
/**
* Record aItem as a display item that is rendered by the PaintedLayer
* aLayer, with aClipRect, where aContainerLayerFrame is the frame
* for the container layer this ThebesItem belongs to.
* aItem must have an underlying frame.
* @param aTopLeft offset from active scrolled root to reference frame
*/
void AddPaintedDisplayItem(PaintedLayerData* aLayerData,
AssignedDisplayItem& aAssignedDisplayItem,
ContainerState& aContainerState,
Layer* aLayer);
/**
* Calls GetOldLayerForFrame on the underlying frame of the display item,
* and each subsequent merged frame if no layer is found for the underlying
* frame.
*/
Layer* GetOldLayerFor(nsDisplayItem* aItem,
nsDisplayItemGeometry** aOldGeometry = nullptr,
DisplayItemClip** aOldClip = nullptr);
static DisplayItemData* GetOldDataFor(nsDisplayItem* aItem);
/**
* Return the layer that all display items of aFrame were assigned to in the
* last paint, or nullptr if there was no single layer assigned to all of the
* frame's display items (i.e. zero, or more than one).
* This function is for testing purposes and not performance sensitive.
*/
template<class T>
static T* GetDebugSingleOldLayerForFrame(nsIFrame* aFrame)
{
SmallPointerArray<DisplayItemData>& array = aFrame->DisplayItemData();
Layer* layer = nullptr;
for (DisplayItemData* data : array) {
DisplayItemData::AssertDisplayItemData(data);
if (data->mLayer->GetType() != T::Type()) {
continue;
}
if (layer && layer != data->mLayer) {
// More than one layer assigned, bail.
return nullptr;
}
layer = data->mLayer;
}
if (!layer) {
return nullptr;
}
return static_cast<T*>(layer);
}
/**
* Destroy any stored LayerManagerDataProperty and the associated data for
* aFrame.
*/
static void DestroyDisplayItemDataFor(nsIFrame* aFrame);
LayerManager* GetRetainingLayerManager() { return mRetainingManager; }
/**
* Returns true if the given display item was rendered during the previous
* paint. Returns false otherwise.
*/
static bool HasRetainedDataFor(nsIFrame* aFrame, uint32_t aDisplayItemKey);
typedef void (*DisplayItemDataCallback)(nsIFrame* aFrame,
DisplayItemData* aItem);
/**
* Get the translation transform that was in aLayer when we last painted. It's
* either the transform saved by SaveLastPaintTransform, or else the transform
* that's currently in the layer (which must be an integer translation).
*/
nsIntPoint GetLastPaintOffset(PaintedLayer* aLayer);
/**
* Return the resolution at which we expect to render aFrame's contents,
* assuming they are being painted to retained layers. This takes into account
* the resolution the contents of the ContainerLayer containing aFrame are
* being rendered at, as well as any currently-inactive transforms between
* aFrame and that container layer.
*/
static gfxSize GetPaintedLayerScaleForFrame(nsIFrame* aFrame);
static void RemoveFrameFromLayerManager(
const nsIFrame* aFrame,
SmallPointerArray<DisplayItemData>& aArray);
/**
* Given a frame and a display item key that uniquely identifies a
* display item for the frame, find the layer that was last used to
* render that display item. Returns null if there is no such layer.
* This could be a dedicated layer for the display item, or a PaintedLayer
* that renders many display items.
*/
DisplayItemData* GetOldLayerForFrame(
nsIFrame* aFrame,
uint32_t aDisplayItemKey,
DisplayItemData* aOldData = nullptr,
LayerManager* aOldLayerManager = nullptr);
/**
* Stores DisplayItemData associated with aFrame, stores the data in
* mNewDisplayItemData.
*/
DisplayItemData* StoreDataForFrame(nsDisplayItem* aItem,
Layer* aLayer,
LayerState aState,
DisplayItemData* aData);
void StoreDataForFrame(nsIFrame* aFrame,
uint32_t aDisplayItemKey,
Layer* aLayer,
LayerState aState);
protected:
friend class LayerManagerData;
// Flash the area within the context clip if paint flashing is enabled.
static void FlashPaint(gfxContext* aContext);
/*
* Get the DisplayItemData array associated with this frame, or null if one
* doesn't exist.
*
* Note that the pointer returned here is only valid so long as you don't
* poke the LayerManagerData's mFramesWithLayers hashtable.
*/
DisplayItemData* GetDisplayItemData(nsIFrame* aFrame, uint32_t aKey);
/*
* Get the DisplayItemData associated with this frame / display item pair,
* using the LayerManager instead of FrameLayerBuilder.
*/
static DisplayItemData* GetDisplayItemDataForManager(nsIFrame* aFrame,
uint32_t aDisplayItemKey,
LayerManager* aManager);
static DisplayItemData* GetDisplayItemDataForManager(
nsIFrame* aFrame,
uint32_t aDisplayItemKey);
static DisplayItemData* GetDisplayItemDataForManager(nsDisplayItem* aItem,
LayerManager* aManager);
static DisplayItemData* GetDisplayItemDataForManager(nsIFrame* aFrame,
uint32_t aDisplayItemKey,
LayerManagerData* aData);
/**
* We store one of these for each display item associated with a
* PaintedLayer, in a hashtable that maps each PaintedLayer to an array
* of ClippedDisplayItems. (PaintedLayerItemsEntry is the hash entry
* for that hashtable.)
* These are only stored during the paint process, so that the
* DrawPaintedLayer callback can figure out which items to draw for the
* PaintedLayer.
*/
static void RecomputeVisibilityForItems(
std::vector<AssignedDisplayItem>& aItems,
nsDisplayListBuilder* aBuilder,
const nsIntRegion& aRegionToDraw,
nsRect& aPreviousRectToDraw,
const nsIntPoint& aOffset,
int32_t aAppUnitsPerDevPixel,
float aXScale,
float aYScale);
void PaintItems(std::vector<AssignedDisplayItem>& aItems,
const nsIntRect& aRect,
gfxContext* aContext,
nsDisplayListBuilder* aBuilder,
nsPresContext* aPresContext,
const nsIntPoint& aOffset,
float aXScale,
float aYScale);
/**
* We accumulate ClippedDisplayItem elements in a hashtable during
* the paint process. This is the hashentry for that hashtable.
*/
public:
/**
* Add the PaintedDisplayItemLayerUserData object as being used in this
* transaction so that we clean it up afterwards.
*/
void AddPaintedLayerItemsEntry(PaintedDisplayItemLayerUserData* aData);
PaintedLayerData* GetContainingPaintedLayerData()
{
return mContainingPaintedLayer;
}
const DisplayItemClip* GetInactiveLayerClip() const
{
return mInactiveLayerClip;
}
/*
* If we're building layers for an item with an inactive layer tree,
* this function saves the item's clip, which will later be applied
* to the event regions. The clip should be relative to
* mContainingPaintedLayer->mReferenceFrame.
*/
void SetInactiveLayerClip(const DisplayItemClip* aClip)
{
mInactiveLayerClip = aClip;
}
bool IsBuildingRetainedLayers()
{
return !mIsInactiveLayerManager && mRetainingManager;
}
/**
* Attempt to build the most compressed layer tree possible, even if it means
* throwing away existing retained buffers.
*/
void SetLayerTreeCompressionMode() { mInLayerTreeCompressionMode = true; }
bool CheckInLayerTreeCompressionMode();
void ComputeGeometryChangeForItem(DisplayItemData* aData);
protected:
/**
* The layer manager belonging to the widget that is being retained
* across paints.
*/
LayerManager* mRetainingManager;
/**
* The root prescontext for the display list builder reference frame
*/
RefPtr<nsRootPresContext> mRootPresContext;
/**
* The display list builder being used.
*/
nsDisplayListBuilder* mDisplayListBuilder;
/**
* An array of PaintedLayer user data objects containing the
* list of display items (plus clipping data) to be rendered in the
* layer. We clean these up at the end of the transaction to
* remove references to display items.
*/
AutoTArray<RefPtr<PaintedDisplayItemLayerUserData>, 5> mPaintedLayerItems;
/**
* When building layers for an inactive layer, this is where the
* inactive layer will be placed.
*/
PaintedLayerData* mContainingPaintedLayer;
/**
* When building layers for an inactive layer, this stores the clip
* of the display item that built the inactive layer.
*/
const DisplayItemClip* mInactiveLayerClip;
/**
* Indicates that the entire layer tree should be rerendered
* during this paint.
*/
bool mInvalidateAllLayers;
bool mInLayerTreeCompressionMode;
bool mIsInactiveLayerManager;
};
} // namespace mozilla
#endif /* FRAMELAYERBUILDER_H_ */