зеркало из https://github.com/mozilla/gecko-dev.git
195 строки
9.0 KiB
C++
195 строки
9.0 KiB
C++
/* -*- Mode: C++; tab-width: 2; 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_layers_NativeLayer_h
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#define mozilla_layers_NativeLayer_h
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#include "mozilla/Maybe.h"
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#include "mozilla/Range.h"
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#include "mozilla/UniquePtr.h"
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#include "GLTypes.h"
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#include "nsISupportsImpl.h"
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#include "nsRegion.h"
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namespace mozilla {
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namespace gl {
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class GLContext;
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} // namespace gl
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namespace layers {
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class NativeLayer;
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class NativeLayerCA;
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class NativeLayerRootSnapshotter;
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class SurfacePoolHandle;
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// NativeLayerRoot and NativeLayer allow building up a flat layer "tree" of
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// sibling layers. These layers provide a cross-platform abstraction for the
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// platform's native layers, such as CoreAnimation layers on macOS.
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// Every layer has a rectangle that describes its position and size in the
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// window. The native layer root is usually be created by the window, and then
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// the compositing subsystem uses it to create and place the actual layers.
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class NativeLayerRoot {
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public:
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(NativeLayerRoot)
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virtual already_AddRefed<NativeLayer> CreateLayer(
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const gfx::IntSize& aSize, bool aIsOpaque,
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SurfacePoolHandle* aSurfacePoolHandle) = 0;
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virtual void AppendLayer(NativeLayer* aLayer) = 0;
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virtual void RemoveLayer(NativeLayer* aLayer) = 0;
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virtual void SetLayers(const nsTArray<RefPtr<NativeLayer>>& aLayers) = 0;
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// Publish the layer changes to the screen. Returns whether the commit was
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// successful.
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virtual bool CommitToScreen() = 0;
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// Returns a new NativeLayerRootSnapshotter that can be used to read back the
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// visual output of this NativeLayerRoot. The snapshotter needs to be
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// destroyed on the same thread that CreateSnapshotter() was called on. Only
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// one snapshotter per NativeLayerRoot can be in existence at any given time.
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// CreateSnapshotter() makes sure of this and crashes if called at a time at
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// which there still exists a snapshotter for this NativeLayerRoot.
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virtual UniquePtr<NativeLayerRootSnapshotter> CreateSnapshotter() {
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return nullptr;
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}
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protected:
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virtual ~NativeLayerRoot() {}
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};
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// Allows reading back the visual output of a NativeLayerRoot.
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// Can only be used on a single thread, unlike NativeLayerRoot.
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// Holds a strong reference to the NativeLayerRoot that created it.
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// On Mac, this owns a GLContext, which wants to be created and destroyed on the
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// same thread.
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class NativeLayerRootSnapshotter {
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public:
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virtual ~NativeLayerRootSnapshotter() {}
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// Reads the composited result of the NativeLayer tree into aReadbackBuffer,
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// synchronously. Should only be called right after a call to CommitToScreen()
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// - in that case it is guaranteed to read back exactly the NativeLayer state
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// that was committed. If called at other times, this API does not define
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// whether the observed state includes NativeLayer modifications which have
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// not been committed. (The macOS implementation will include those pending
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// modifications by doing an offscreen commit.)
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// The readback buffer's stride is assumed to be aReadbackSize.width * 4. Only
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// BGRA is supported.
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virtual bool ReadbackPixels(const gfx::IntSize& aReadbackSize,
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gfx::SurfaceFormat aReadbackFormat,
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const Range<uint8_t>& aReadbackBuffer) = 0;
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};
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// Represents a native layer. Native layers, such as CoreAnimation layers on
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// macOS, are used to put pixels on the screen and to refresh and manipulate
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// the visual contents of a window efficiently. For example, drawing to a layer
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// once and then displaying the layer for multiple frames while moving it to
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// different positions will be more efficient than drawing into a window (or a
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// non-moving layer) multiple times with different internal offsets.
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// There are two sources of "work" for a given composited frame: 1) Our own
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// drawing (such as OpenGL compositing into a window or layer) and 2) the
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// compositing window manager's work to update the screen. Every pixel we draw
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// needs to be copied to the screen by the window manager. This suggests two
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// avenues for reducing the work load for a given frame: Drawing fewer pixels
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// ourselves, and making the window manager copy fewer pixels to the screen.
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// Smart use of native layers allows reducing both work loads: If a visual
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// change can be expressed purely as a layer attribute change (such as a change
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// in the layer's position), this lets us eliminate our own drawing for that
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// change. And secondly, manipulating a small layer rather than a large layer
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// will reduce the window manager's work for that frame because it'll only copy
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// the pixels of the small layer to the screen.
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class NativeLayer {
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public:
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(NativeLayer)
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virtual NativeLayerCA* AsNativeLayerCA() { return nullptr; }
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// The size and opaqueness of a layer are supplied during layer creation and
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// never change.
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virtual gfx::IntSize GetSize() = 0;
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virtual bool IsOpaque() = 0;
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// The location of the layer, in integer device pixels.
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virtual void SetPosition(const gfx::IntPoint& aPosition) = 0;
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virtual gfx::IntPoint GetPosition() = 0;
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virtual gfx::IntRect GetRect() = 0;
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// The valid rect is stored here, but applied in the compositor code
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// by combining it with the surface clip rect.
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virtual void SetValidRect(const gfx::IntRect& aValidRect) = 0;
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virtual gfx::IntRect GetValidRect() = 0;
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// Set an optional clip rect on the layer. The clip rect is in the same
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// coordinate space as the layer rect.
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virtual void SetClipRect(const Maybe<gfx::IntRect>& aClipRect) = 0;
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virtual Maybe<gfx::IntRect> ClipRect() = 0;
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// Whether the surface contents are flipped vertically compared to this
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// layer's coordinate system. Can be set on any thread at any time.
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virtual void SetSurfaceIsFlipped(bool aIsFlipped) = 0;
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virtual bool SurfaceIsFlipped() = 0;
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// Returns a DrawTarget. The size of the DrawTarget will be the same as the
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// size of this layer. The caller should draw to that DrawTarget, then drop
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// its reference to the DrawTarget, and then call NotifySurfaceReady(). It can
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// limit its drawing to aUpdateRegion (which is in the DrawTarget's device
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// space). After a call to NextSurface*, NextSurface* must not be called again
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// until after NotifySurfaceReady has been called. Can be called on any
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// thread. When used from multiple threads, callers need to make sure that
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// they still only call NextSurface* and NotifySurfaceReady alternatingly and
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// not in any other order. aUpdateRegion must not extend beyond the layer
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// size.
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virtual RefPtr<gfx::DrawTarget> NextSurfaceAsDrawTarget(
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const gfx::IntRegion& aUpdateRegion, gfx::BackendType aBackendType) = 0;
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// Returns a GLuint for a framebuffer that can be used for drawing to the
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// surface. The size of the framebuffer will be the same as the size of this
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// layer. If aNeedsDepth is true, the framebuffer is created with a depth
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// buffer.
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// The framebuffer's depth buffer (if present) may be shared with other
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// framebuffers of the same size, even from entirely different NativeLayer
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// objects. The caller should not assume anything about the depth buffer's
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// existing contents (i.e. it should clear it at the beginning of the draw).
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// Callers should draw to one layer at a time, such that there is no
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// interleaved drawing to different framebuffers that could be tripped up by
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// the sharing.
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// The caller should draw to the framebuffer, unbind it, and then call
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// NotifySurfaceReady(). It can limit its drawing to aUpdateRegion (which is
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// in the framebuffer's device space, possibly "upside down" if
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// SurfaceIsFlipped()).
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// The framebuffer will be created in the GLContext that this layer's
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// SurfacePoolHandle was created for.
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// After a call to NextSurface*, NextSurface* must not be called again until
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// after NotifySurfaceReady has been called. Can be called on any thread. When
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// used from multiple threads, callers need to make sure that they still only
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// call NextSurface and NotifySurfaceReady alternatingly and not in any other
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// order.
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// aUpdateRegion must not extend beyond the layer size.
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virtual Maybe<GLuint> NextSurfaceAsFramebuffer(
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const gfx::IntRegion& aUpdateRegion, bool aNeedsDepth) = 0;
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// Indicates that the surface which has been returned from the most recent
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// call to NextSurface* is now finished being drawn to and can be displayed on
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// the screen. Resets the invalid region on the surface to the empty region.
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virtual void NotifySurfaceReady() = 0;
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// If you know that this layer will likely not draw any more frames, then it's
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// good to call DiscardBackbuffers in order to save memory and allow other
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// layer's to pick up the released surfaces from the pool.
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virtual void DiscardBackbuffers() = 0;
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protected:
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virtual ~NativeLayer() {}
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};
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} // namespace layers
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} // namespace mozilla
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#endif // mozilla_layers_NativeLayer_h
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