зеркало из https://github.com/mozilla/gecko-dev.git
132 строки
4.3 KiB
C++
132 строки
4.3 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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_layers_mlgpu_FrameBuilder_h
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#define mozilla_gfx_layers_mlgpu_FrameBuilder_h
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#include "mozilla/RefPtr.h"
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#include "mozilla/gfx/Point.h"
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#include "mozilla/gfx/Types.h"
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#include "MaskOperation.h"
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#include "MLGDevice.h"
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#include "nsDataHashtable.h"
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#include "nsRefPtrHashtable.h"
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#include "ShaderDefinitionsMLGPU.h"
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#include "SharedBufferMLGPU.h"
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#include "Units.h"
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#include <map>
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#include <vector>
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namespace mozilla {
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namespace layers {
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class ContainerLayer;
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class ContainerLayerMLGPU;
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class Layer;
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class LayerMLGPU;
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class LayerManagerMLGPU;
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class MLGDevice;
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class MLGRenderTarget;
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class MLGSwapChain;
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class RenderViewMLGPU;
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struct ItemInfo;
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class FrameBuilder final
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{
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public:
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FrameBuilder(LayerManagerMLGPU* aManager, MLGSwapChain* aSwapChain);
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~FrameBuilder();
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bool Build();
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void Render();
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bool AddLayerToConstantBuffer(ItemInfo& aItem);
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LayerManagerMLGPU* GetManager() const {
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return mManager;
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}
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MLGDevice* GetDevice() const {
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return mDevice;
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}
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const ConstantBufferSection& GetDefaultMaskInfo() const {
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return mDefaultMaskInfo;
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}
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// Called during tile construction. Finds or adds a mask layer chain to the
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// cache, that will be flattened as a dependency to rendering batches.
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MaskOperation* AddMaskOperation(LayerMLGPU* aLayer);
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// Note: These should only be called during batch construction.
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size_t CurrentLayerBufferIndex() const;
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size_t CurrentMaskRectBufferIndex() const;
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// These are called during rendering, and may return null if a buffer
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// couldn't be allocated.
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ConstantBufferSection GetLayerBufferByIndex(size_t aIndex) const;
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ConstantBufferSection GetMaskRectBufferByIndex(size_t aIndex) const;
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// Hold a layer alive until the frame ends.
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void RetainTemporaryLayer(LayerMLGPU* aLayer);
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private:
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void AssignLayer(Layer* aLayer,
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RenderViewMLGPU* aView,
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const RenderTargetIntRect& aClipRect,
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Maybe<gfx::Polygon>&& aGeometry);
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void ProcessChildList(ContainerLayer* aContainer,
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RenderViewMLGPU* aView,
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const RenderTargetIntRect& aParentClipRect,
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const Maybe<gfx::Polygon>& aParentGeometry);
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mlg::LayerConstants* AllocateLayerInfo(ItemInfo& aItem);
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bool AddMaskRect(const gfx::Rect& aRect, uint32_t* aOutIndex);
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void FinishCurrentLayerBuffer();
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void FinishCurrentMaskRectBuffer();
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// Returns true to continue, false to stop - false does not indicate
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// failure.
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bool ProcessContainerLayer(ContainerLayer* aLayer,
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RenderViewMLGPU* aView,
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const RenderTargetIntRect& aClipRect,
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Maybe<gfx::Polygon>& aGeometry);
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private:
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RefPtr<LayerManagerMLGPU> mManager;
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RefPtr<MLGDevice> mDevice;
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RefPtr<MLGSwapChain> mSwapChain;
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RefPtr<RenderViewMLGPU> mWidgetRenderView;
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LayerMLGPU* mRoot;
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// Each time we consume a layer in a tile, we make sure a constant buffer
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// exists that contains information about the layer. The mapping is valid
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// for the most recent buffer, and once the buffer fills, we begin a new
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// one and clear the map.
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nsTArray<ConstantBufferSection> mLayerBuffers;
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nsTArray<mlg::LayerConstants> mCurrentLayerBuffer;
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nsDataHashtable<nsPtrHashKey<LayerMLGPU>, uint32_t> mLayerBufferMap;
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// We keep mask rects in a separate buffer since they're rare.
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nsTArray<ConstantBufferSection> mMaskRectBuffers;
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nsTArray<gfx::Rect> mCurrentMaskRectList;
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// For values that *can* change every render pass, but almost certainly do
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// not, we pre-fill and cache some buffers.
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ConstantBufferSection mDefaultMaskInfo;
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// Cache for MaskOperations.
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nsRefPtrHashtable<nsRefPtrHashKey<TextureSource>, MaskOperation> mSingleTextureMasks;
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std::map<MaskTextureList, RefPtr<MaskCombineOperation>> mCombinedTextureMasks;
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// This list of temporary layers is wiped out when the frame is completed.
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std::vector<RefPtr<Layer>> mTemporaryLayers;
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};
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} // namespace layers
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} // namespace mozilla
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#endif // mozilla_gfx_layers_mlgpu_FrameBuilder_h
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