gecko-dev/gfx/layers/basic/BasicLayers.h

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/* -*- Mode: C++; tab-width: 2; 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 GFX_BASICLAYERS_H
#define GFX_BASICLAYERS_H
#include <stdint.h> // for INT32_MAX, int32_t
#include "Layers.h" // for Layer (ptr only), etc
#include "gfxTypes.h"
#include "gfxCachedTempSurface.h" // for gfxCachedTempSurface
#include "gfxContext.h" // for gfxContext
#include "mozilla/Attributes.h" // for MOZ_OVERRIDE
#include "mozilla/WidgetUtils.h" // for ScreenRotation
#include "mozilla/layers/LayersTypes.h" // for BufferMode, LayersBackend, etc
#include "nsAString.h"
#include "nsAutoPtr.h" // for nsRefPtr
#include "nsCOMPtr.h" // for already_AddRefed
#include "nsISupportsImpl.h" // for gfxContext::AddRef, etc
#include "nsRegion.h" // for nsIntRegion
#include "nscore.h" // for nsAString, etc
class gfxPattern;
class nsIWidget;
namespace mozilla {
namespace layers {
class BasicShadowableLayer;
class ImageFactory;
class ImageLayer;
class PaintLayerContext;
class ReadbackLayer;
class ReadbackProcessor;
/**
* This is a cairo/Thebes-only, main-thread-only implementation of layers.
*
* In each transaction, the client sets up the layer tree and then during
* the drawing phase, each ThebesLayer is painted directly into the target
* context (with appropriate clipping and Push/PopGroups performed
* between layers).
*/
class BasicLayerManager :
public LayerManager
{
public:
/**
* Construct a BasicLayerManager which will have no default
* target context. SetDefaultTarget or BeginTransactionWithTarget
* must be called for any rendering to happen. ThebesLayers will not
* be retained.
*/
BasicLayerManager();
/**
* Construct a BasicLayerManager which will have no default
* target context. SetDefaultTarget or BeginTransactionWithTarget
* must be called for any rendering to happen. ThebesLayers will be
* retained; that is, we will try to retain the visible contents of
* ThebesLayers as cairo surfaces. We create ThebesLayer buffers by
* creating similar surfaces to the default target context, or to
* aWidget's GetThebesSurface if there is no default target context, or
* to the passed-in context if there is no widget and no default
* target context.
*
* This does not keep a strong reference to the widget, so the caller
* must ensure that the widget outlives the layer manager or call
* ClearWidget before the widget dies.
*/
BasicLayerManager(nsIWidget* aWidget);
virtual ~BasicLayerManager();
/**
* Set the default target context that will be used when BeginTransaction
* is called. This can only be called outside a transaction.
*
* aDoubleBuffering can request double-buffering for drawing to the
* default target. When BUFFERED, the layer manager avoids blitting
* temporary results to aContext and then overpainting them with final
* results, by using a temporary buffer when necessary. In BUFFERED
* mode we always completely overwrite the contents of aContext's
* destination surface (within the clip region) using OPERATOR_SOURCE.
*/
void SetDefaultTarget(gfxContext* aContext);
virtual void SetDefaultTargetConfiguration(BufferMode aDoubleBuffering, ScreenRotation aRotation);
gfxContext* GetDefaultTarget() { return mDefaultTarget; }
nsIWidget* GetRetainerWidget() { return mWidget; }
void ClearRetainerWidget() { mWidget = nullptr; }
virtual bool IsWidgetLayerManager() { return mWidget != nullptr; }
virtual void BeginTransaction();
virtual void BeginTransactionWithTarget(gfxContext* aTarget);
virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT);
virtual void EndTransaction(DrawThebesLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT);
virtual bool AreComponentAlphaLayersEnabled() { return !IsWidgetLayerManager(); }
void AbortTransaction();
virtual void SetRoot(Layer* aLayer);
virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
virtual already_AddRefed<ImageLayer> CreateImageLayer();
virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
virtual already_AddRefed<ColorLayer> CreateColorLayer();
virtual already_AddRefed<ReadbackLayer> CreateReadbackLayer();
virtual ImageFactory *GetImageFactory();
virtual LayersBackend GetBackendType() { return LAYERS_BASIC; }
virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Basic"); }
#ifdef DEBUG
bool InConstruction() { return mPhase == PHASE_CONSTRUCTION; }
bool InDrawing() { return mPhase == PHASE_DRAWING; }
bool InForward() { return mPhase == PHASE_FORWARD; }
#endif
bool InTransaction() { return mPhase != PHASE_NONE; }
gfxContext* GetTarget() { return mTarget; }
void SetTarget(gfxContext* aTarget) { mUsingDefaultTarget = false; mTarget = aTarget; }
bool IsRetained() { return mWidget != nullptr; }
virtual const char* Name() const { return "Basic"; }
// Clear the cached contents of this layer tree.
virtual void ClearCachedResources(Layer* aSubtree = nullptr) MOZ_OVERRIDE;
void SetTransactionIncomplete() { mTransactionIncomplete = true; }
bool IsTransactionIncomplete() { return mTransactionIncomplete; }
already_AddRefed<gfxContext> PushGroupForLayer(gfxContext* aContext, Layer* aLayer,
const nsIntRegion& aRegion,
bool* aNeedsClipToVisibleRegion);
already_AddRefed<gfxContext> PushGroupWithCachedSurface(gfxContext *aTarget,
gfxContentType aContent);
void PopGroupToSourceWithCachedSurface(gfxContext *aTarget, gfxContext *aPushed);
virtual bool IsCompositingCheap() { return false; }
virtual int32_t GetMaxTextureSize() const { return INT32_MAX; }
bool CompositorMightResample() { return mCompositorMightResample; }
protected:
enum TransactionPhase {
PHASE_NONE, PHASE_CONSTRUCTION, PHASE_DRAWING, PHASE_FORWARD
};
TransactionPhase mPhase;
// This is the main body of the PaintLayer routine which will if it has
// children, recurse into PaintLayer() otherwise it will paint using the
// underlying Paint() method of the Layer. It will not do both.
void PaintSelfOrChildren(PaintLayerContext& aPaintContext, gfxContext* aGroupTarget);
// Paint the group onto the underlying target. This is used by PaintLayer to
// flush the group to the underlying target.
void FlushGroup(PaintLayerContext& aPaintContext, bool aNeedsClipToVisibleRegion);
// Paints aLayer to mTarget.
void PaintLayer(gfxContext* aTarget,
Layer* aLayer,
DrawThebesLayerCallback aCallback,
void* aCallbackData,
ReadbackProcessor* aReadback);
// Clear the contents of a layer
void ClearLayer(Layer* aLayer);
bool EndTransactionInternal(DrawThebesLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT);
void FlashWidgetUpdateArea(gfxContext* aContext);
void RenderDebugOverlay();
// Widget whose surface should be used as the basis for ThebesLayer
// buffers.
nsIWidget* mWidget;
// The default context for BeginTransaction.
nsRefPtr<gfxContext> mDefaultTarget;
// The context to draw into.
nsRefPtr<gfxContext> mTarget;
// Image factory we use.
nsRefPtr<ImageFactory> mFactory;
// Cached surface for double buffering
gfxCachedTempSurface mCachedSurface;
BufferMode mDoubleBuffering;
bool mUsingDefaultTarget;
bool mCachedSurfaceInUse;
bool mTransactionIncomplete;
bool mCompositorMightResample;
};
void
PaintContext(gfxPattern* aPattern,
const nsIntRegion& aVisible,
float aOpacity,
gfxContext* aContext,
Layer* aMaskLayer);
}
}
#endif /* GFX_BASICLAYERS_H */