зеркало из https://github.com/mozilla/gecko-dev.git
107 строки
3.2 KiB
C++
107 строки
3.2 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_TexturedLayerMLGPU_h
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#define mozilla_gfx_layers_mlgpu_TexturedLayerMLGPU_h
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#include "LayerMLGPU.h"
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#include "ImageLayers.h"
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#include "mozilla/layers/ImageHost.h"
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namespace mozilla {
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namespace layers {
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// This is the base class for canvas and image layers.
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class TexturedLayerMLGPU : public LayerMLGPU
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{
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public:
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TexturedLayerMLGPU* AsTexturedLayerMLGPU() override { return this; }
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virtual gfx::SamplingFilter GetSamplingFilter() = 0;
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bool SetCompositableHost(CompositableHost* aHost) override;
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CompositableHost* GetCompositableHost() override;
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void AssignToView(FrameBuilder* aBuilder,
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RenderViewMLGPU* aView,
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Maybe<gfx::Polygon>&& aGeometry) override;
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TextureSource* GetTexture() const {
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return mTexture;
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}
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ImageHost* GetImageHost() const {
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return mHost;
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}
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// Return the scale factor from the texture source to the picture rect.
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virtual Maybe<gfx::Size> GetPictureScale() const {
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return Nothing();
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}
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// Mask layers aren't prepared like normal layers. They are bound as
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// mask operations are built. Mask layers are never tiled (they are
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// scaled to a lower resolution if too big), so this pathway returns
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// a TextureSource.
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RefPtr<TextureSource> BindAndGetTexture();
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protected:
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explicit TexturedLayerMLGPU(LayerManagerMLGPU* aManager);
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virtual ~TexturedLayerMLGPU() override;
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void AssignBigImage(FrameBuilder* aBuilder,
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RenderViewMLGPU* aView,
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BigImageIterator* aIter,
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const Maybe<gfx::Polygon>& aGeometry);
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bool OnPrepareToRender(FrameBuilder* aBuilder) override;
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protected:
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RefPtr<ImageHost> mHost;
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RefPtr<TextureSource> mTexture;
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RefPtr<TextureSource> mBigImageTexture;
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gfx::IntRect mPictureRect;
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};
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// This is a pseudo layer that wraps a tile in an ImageLayer backed by a
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// BigImage. Without this, we wouldn't have anything sensible to add to
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// RenderPasses. In the future we could potentially consume the source
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// layer more intelligently instead (for example, having it compute
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// which textures are relevant for a given tile).
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class TempImageLayerMLGPU final : public ImageLayer,
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public TexturedLayerMLGPU
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{
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public:
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explicit TempImageLayerMLGPU(LayerManagerMLGPU* aManager);
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// Layer
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HostLayer* AsHostLayer() override { return this; }
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gfx::SamplingFilter GetSamplingFilter() override {
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return mFilter;
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}
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bool IsContentOpaque() override {
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return mIsOpaque;
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}
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void Init(TexturedLayerMLGPU* aSource,
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const RefPtr<TextureSource>& aTexture,
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const gfx::IntRect& aPictureRect);
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// HostLayer
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Layer* GetLayer() override { return this; }
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protected:
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~TempImageLayerMLGPU() override;
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private:
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gfx::SamplingFilter mFilter;
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bool mIsOpaque;
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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_TexturedLayerMLGPU_h
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