gecko-dev/gfx/layers/TextureSourceProvider.h

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 mozilla_gfx_layers_TextureSourceProvider_h
#define mozilla_gfx_layers_TextureSourceProvider_h
#include "nsISupportsImpl.h"
#include "mozilla/AlreadyAddRefed.h"
#include "mozilla/TimeStamp.h"
#include "mozilla/layers/CompositorTypes.h"
#include "nsTArray.h"
struct ID3D11Device;
namespace mozilla {
namespace gfx {
class DataSourceSurface;
} // namespace gfx
namespace gl {
class GLContext;
} // namespace gl
namespace layers {
class TextureHost;
class DataTextureSource;
class Compositor;
// Provided by a HostLayerManager or Compositor for allocating backend-specific
// texture types.
class TextureSourceProvider
{
public:
NS_INLINE_DECL_REFCOUNTING(TextureSourceProvider)
virtual already_AddRefed<DataTextureSource>
CreateDataTextureSource(TextureFlags aFlags = TextureFlags::NO_FLAGS) = 0;
virtual already_AddRefed<DataTextureSource>
CreateDataTextureSourceAround(gfx::DataSourceSurface* aSurface) {
return nullptr;
}
virtual already_AddRefed<DataTextureSource>
CreateDataTextureSourceAroundYCbCr(TextureHost* aTexture) {
return nullptr;
}
virtual TimeStamp GetLastCompositionEndTime() const = 0;
// Return true if the effect type is supported.
//
// By default Compositor implementations should support all effects but in
// some rare cases it is not possible to support an effect efficiently.
// This is the case for BasicCompositor with EffectYCbCr.
virtual bool SupportsEffect(EffectTypes aEffect) { return true; }
/// Most compositor backends operate asynchronously under the hood. This
/// means that when a layer stops using a texture it is often desirable to
/// wait for the end of the next composition before releasing the texture's
/// ReadLock.
/// This function provides a convenient way to do this delayed unlocking, if
/// the texture itself requires it.
virtual void UnlockAfterComposition(TextureHost* aTexture);
/// Most compositor backends operate asynchronously under the hood. This
/// means that when a layer stops using a texture it is often desirable to
/// wait for the end of the next composition before NotifyNotUsed() call.
/// This function provides a convenient way to do this delayed NotifyNotUsed()
/// call, if the texture itself requires it.
/// See bug 1260611 and bug 1252835
///
/// Returns true if notified, false otherwise.
virtual bool NotifyNotUsedAfterComposition(TextureHost* aTextureHost);
// If overridden, make sure to call the base function.
virtual void Destroy();
void FlushPendingNotifyNotUsed();
// If this provider is also a Compositor, return the compositor. Otherwise return
// null.
virtual Compositor* AsCompositor() {
return nullptr;
}
#ifdef XP_WIN
// On Windows, if this provides Direct3D textures, it must expose the device.
virtual ID3D11Device* GetD3D11Device() const {
return nullptr;
}
#endif
// If this provides OpenGL textures, it must expose the GLContext.
virtual gl::GLContext* GetGLContext() const {
return nullptr;
}
virtual int32_t GetMaxTextureSize() const = 0;
// Return whether or not this provider is still valid (i.e., is still being
// used to composite).
virtual bool IsValid() const = 0;
public:
class MOZ_STACK_CLASS AutoReadUnlockTextures
{
public:
explicit AutoReadUnlockTextures(TextureSourceProvider* aProvider)
: mProvider(aProvider)
{}
~AutoReadUnlockTextures() {
mProvider->ReadUnlockTextures();
}
private:
RefPtr<TextureSourceProvider> mProvider;
};
protected:
// Should be called at the end of each composition.
void ReadUnlockTextures();
virtual ~TextureSourceProvider();
private:
// An array of locks that will need to be unlocked after the next composition.
nsTArray<RefPtr<TextureHost>> mUnlockAfterComposition;
// An array of TextureHosts that will need to call NotifyNotUsed() after the next composition.
nsTArray<RefPtr<TextureHost>> mNotifyNotUsedAfterComposition;
};
} // namespace layers
} // namespace mozilla
#endif // mozilla_gfx_layers_TextureSourceProvider_h