gfx/layers/opengl/ThebesLayerOGL.h
author David Anderson <danderson@mozilla.com>
Mon, 19 Mar 2012 14:13:34 -0700
changeset 105996 a4916f9d8d2f217b2d452a5802f8ace5d44f396b
parent 105570 8e182985f782e8ec3b3872d2c927ba9e63c156b3
parent 89654 bfc040abada9cde5de09b01394c844fb55b770dc
child 106001 cea47dfc3fb7a47fd12e48fd7305a703f637788c
permissions -rw-r--r--
Merge from mozilla-central.

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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 * Version: MPL 1.1/GPL 2.0/LGPL 2.1
 *
 * The contents of this file are subject to the Mozilla Public License Version
 * 1.1 (the "License"); you may not use this file except in compliance with
 * the License. You may obtain a copy of the License at
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 *
 * Software distributed under the License is distributed on an "AS IS" basis,
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 * for the specific language governing rights and limitations under the
 * License.
 *
 * The Original Code is Mozilla Corporation code.
 *
 * The Initial Developer of the Original Code is Mozilla Foundation.
 * Portions created by the Initial Developer are Copyright (C) 2009
 * the Initial Developer. All Rights Reserved.
 *
 * Contributor(s):
 *   Bas Schouten <bschouten@mozilla.org>
 *
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 * either the GNU General Public License Version 2 or later (the "GPL"), or
 * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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#ifndef GFX_THEBESLAYEROGL_H
#define GFX_THEBESLAYEROGL_H

#include "mozilla/layers/PLayers.h"
#include "mozilla/layers/ShadowLayers.h"

#include "Layers.h"
#include "LayerManagerOGL.h"
#include "gfxImageSurface.h"
#include "GLContext.h"
#include "base/task.h"


namespace mozilla {
namespace layers {

class ThebesLayerBufferOGL;
class BasicBufferOGL;
class ShadowBufferOGL;

class ThebesLayerOGL : public ThebesLayer, 
                       public LayerOGL
{
  typedef ThebesLayerBufferOGL Buffer;

public:
  ThebesLayerOGL(LayerManagerOGL *aManager);
  virtual ~ThebesLayerOGL();

  /** Layer implementation */
  void SetVisibleRegion(const nsIntRegion& aRegion);

  /** ThebesLayer implementation */
  void InvalidateRegion(const nsIntRegion& aRegion);

  /** LayerOGL implementation */
  void Destroy();
  Layer* GetLayer();
  virtual bool IsEmpty();
  virtual void RenderLayer(int aPreviousFrameBuffer,
                           const nsIntPoint& aOffset);
  virtual void CleanupResources();

private:
  friend class BasicBufferOGL;

  bool CreateSurface();

  nsRefPtr<Buffer> mBuffer;
};

class ShadowThebesLayerBufferOGL
{
public:
  ShadowThebesLayerBufferOGL()
  {
    MOZ_COUNT_CTOR(ShadowThebesLayerBufferOGL);
  }

  ~ShadowThebesLayerBufferOGL()
  {
    MOZ_COUNT_DTOR(ShadowThebesLayerBufferOGL);
  }

  void Swap(gfxASurface* aNewBuffer,
            const nsIntRect& aNewRect, const nsIntPoint& aNewRotation,
            gfxASurface** aOldBuffer,
            nsIntRect* aOldRect, nsIntPoint* aOldRotation)
  {
    *aOldRect = mBufferRect;
    *aOldRotation = mBufferRotation;
    nsRefPtr<gfxASurface> oldBuffer = mBuffer;

    mBufferRect = aNewRect;
    mBufferRotation = aNewRotation;
    mBuffer = aNewBuffer;
    oldBuffer.forget(aOldBuffer);
  }

  nsIntRect Rect() {
    return mBufferRect;
  }

  nsIntPoint Rotation() {
    return mBufferRotation;
  }

  nsRefPtr<gfxASurface> Buffer() {
    return mBuffer;
  }

  /**
   * Wipe out all retained contents. Call this when the entire
   * buffer becomes invalid.
   */
  void Clear()
  {
    mBuffer = nsnull;
    mBufferRect.SetEmpty();
  }

protected:
  nsRefPtr<gfxASurface> mBuffer;
  nsIntRect mBufferRect;
  nsIntPoint mBufferRotation;
};

class ShadowThebesLayerOGL : public ShadowThebesLayer,
                             public LayerOGL
{
public:
  ShadowThebesLayerOGL(LayerManagerOGL *aManager);
  virtual ~ShadowThebesLayerOGL();

  virtual bool ShouldDoubleBuffer();
  virtual void
  Swap(const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion,
       OptionalThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion,
       OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion);
  virtual void EnsureTextureUpdated();
  virtual void EnsureTextureUpdated(nsIntRegion& aRegion);
  virtual void ProgressiveUpload();
  virtual void DestroyFrontBuffer();

  virtual void Disconnect();

  virtual void SetValidRegion(const nsIntRegion& aRegion)
  {
    mOldValidRegion = mValidRegion;
    ShadowThebesLayer::SetValidRegion(aRegion);
  }

  // LayerOGL impl
  void Destroy();
  Layer* GetLayer();
  virtual bool IsEmpty();
  virtual void RenderLayer(int aPreviousFrameBuffer,
                           const nsIntPoint& aOffset);
  virtual void CleanupResources();

private:
  nsRefPtr<ShadowBufferOGL> mBuffer;

  // When doing delayed texture upload, this is the region of the buffer that
  // still requires uploading.
  nsIntRegion mRegionPendingUpload;

  // Task used for progressive texture upload.
  CancelableTask* mUploadTask;

  // Following used for double-buffering
  ShadowThebesLayerBufferOGL mFrontBuffer;
  // Describes the gfxASurface we hand out to |mFrontBuffer|.
  SurfaceDescriptor mFrontBufferDescriptor;
  // When we receive an update from our remote partner, we stow away
  // our previous parameters that described our previous front buffer.
  // Then when we Swap() back/front buffers, we can return these
  // parameters to our partner (adjusted as needed).
  nsIntRegion mOldValidRegion;
};

} /* layers */
} /* mozilla */
#endif /* GFX_THEBESLAYEROGL_H */