gfx/layers/ThebesLayerBuffer.h
author David Anderson <danderson@mozilla.com>
Mon, 17 Oct 2011 11:52:12 -0700
changeset 105280 f93960a93ad97a56d308bd9ce25d97cbc175d524
parent 105242 8cfeba5239a9e4f20c462d6fb20421b4e4e7c735
parent 78841 ec7577dec4fceef0ac2717416d9c48289402d935
child 106009 a4916f9d8d2f217b2d452a5802f8ace5d44f396b
permissions -rw-r--r--
Merge from mozilla-central.

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
 * ***** BEGIN LICENSE BLOCK *****
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 *
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 * 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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 *
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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) 2010
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 *
 * Contributor(s):
 *   Robert O'Callahan <robert@ocallahan.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 THEBESLAYERBUFFER_H_
#define THEBESLAYERBUFFER_H_

#include "gfxContext.h"
#include "gfxASurface.h"
#include "nsRegion.h"

namespace mozilla {
namespace layers {

class ThebesLayer;

/**
 * This class encapsulates the buffer used to retain ThebesLayer contents,
 * i.e., the contents of the layer's GetVisibleRegion().
 * 
 * This is a cairo/Thebes surface, but with a literal twist. Scrolling
 * causes the layer's visible region to move. We want to keep
 * reusing the same surface if the region size hasn't changed, but we don't
 * want to keep moving the contents of the surface around in memory. So
 * we use a trick.
 * Consider just the vertical case, and suppose the buffer is H pixels
 * high and we're scrolling down by N pixels. Instead of copying the
 * buffer contents up by N pixels, we leave the buffer contents in place,
 * and paint content rows H to H+N-1 into rows 0 to N-1 of the buffer.
 * Then we can refresh the screen by painting rows N to H-1 of the buffer
 * at row 0 on the screen, and then painting rows 0 to N-1 of the buffer
 * at row H-N on the screen.
 * mBufferRotation.y would be N in this example.
 */
class ThebesLayerBuffer {
public:
  typedef gfxASurface::gfxContentType ContentType;

  /**
   * Controls the size of the backing buffer of this.
   * - SizedToVisibleBounds: the backing buffer is exactly the same
   *   size as the bounds of ThebesLayer's visible region
   * - ContainsVisibleBounds: the backing buffer is large enough to
   *   fit visible bounds.  May be larger.
   */
  enum BufferSizePolicy {
    SizedToVisibleBounds,
    ContainsVisibleBounds
  };

  ThebesLayerBuffer(BufferSizePolicy aBufferSizePolicy)
    : mBufferRotation(0,0)
    , mBufferSizePolicy(aBufferSizePolicy)
  {
    MOZ_COUNT_CTOR(ThebesLayerBuffer);
  }
  virtual ~ThebesLayerBuffer()
  {
    MOZ_COUNT_DTOR(ThebesLayerBuffer);
  }

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

  /**
   * This is returned by BeginPaint. The caller should draw into mContext.
   * mRegionToDraw must be drawn. mRegionToInvalidate has been invalidated
   * by ThebesLayerBuffer and must be redrawn on the screen.
   * mRegionToInvalidate is set when the buffer has changed from
   * opaque to transparent or vice versa, since the details of rendering can
   * depend on the buffer type.  mDidSelfCopy is true if we kept our buffer
   * but used MovePixels() to shift its content.
   */
  struct PaintState {
    PaintState()
      : mDidSelfCopy(false)
    {}

    nsRefPtr<gfxContext> mContext;
    nsIntRegion mRegionToDraw;
    nsIntRegion mRegionToInvalidate;
    bool mDidSelfCopy;
  };

  enum {
    PAINT_WILL_RESAMPLE = 0x01
  };
  /**
   * Start a drawing operation. This returns a PaintState describing what
   * needs to be drawn to bring the buffer up to date in the visible region.
   * This queries aLayer to get the currently valid and visible regions.
   * The returned mContext may be null if mRegionToDraw is empty.
   * Otherwise it must not be null.
   * mRegionToInvalidate will contain mRegionToDraw.
   * @param aFlags when PAINT_WILL_RESAMPLE is passed, this indicates that
   * buffer will be resampled when rendering (i.e the effective transform
   * combined with the scale for the resolution is not just an integer
   * translation). This will disable buffer rotation (since we don't want
   * to resample across the rotation boundary) and will ensure that we
   * make the entire buffer contents valid (since we don't want to sample
   * invalid pixels outside the visible region, if the visible region doesn't
   * fill the buffer bounds).
   */
  PaintState BeginPaint(ThebesLayer* aLayer, ContentType aContentType,
                        PRUint32 aFlags);

  enum {
    ALLOW_REPEAT = 0x01
  };
  /**
   * Return a new surface of |aSize| and |aType|.
   * @param aFlags if ALLOW_REPEAT is set, then the buffer should be configured
   * to allow repeat-mode, otherwise it should be in pad (clamp) mode
   */
  virtual already_AddRefed<gfxASurface>
  CreateBuffer(ContentType aType, const nsIntSize& aSize, PRUint32 aFlags) = 0;

  /**
   * Get the underlying buffer, if any. This is useful because we can pass
   * in the buffer as the default "reference surface" if there is one.
   * Don't use it for anything else!
   */
  gfxASurface* GetBuffer() { return mBuffer; }

protected:
  enum XSide {
    LEFT, RIGHT
  };
  enum YSide {
    TOP, BOTTOM
  };
  nsIntRect GetQuadrantRectangle(XSide aXSide, YSide aYSide);
  void DrawBufferQuadrant(gfxContext* aTarget, XSide aXSide, YSide aYSide,
                          float aOpacity);
  void DrawBufferWithRotation(gfxContext* aTarget, float aOpacity);

  /**
   * |BufferRect()| is the rect of device pixels that this
   * ThebesLayerBuffer covers.  That is what DrawBufferWithRotation()
   * will paint when it's called.
   */
  const nsIntRect& BufferRect() const { return mBufferRect; }
  const nsIntPoint& BufferRotation() const { return mBufferRotation; }

  already_AddRefed<gfxASurface>
  SetBuffer(gfxASurface* aBuffer,
            const nsIntRect& aBufferRect, const nsIntPoint& aBufferRotation)
  {
    nsRefPtr<gfxASurface> tmp = mBuffer.forget();
    mBuffer = aBuffer;
    mBufferRect = aBufferRect;
    mBufferRotation = aBufferRotation;
    return tmp.forget();
  }

  /**
   * Get a context at the specified resolution for updating |aBounds|,
   * which must be contained within a single quadrant.
   */
  already_AddRefed<gfxContext>
  GetContextForQuadrantUpdate(const nsIntRect& aBounds);

private:
  bool BufferSizeOkFor(const nsIntSize& aSize)
  {
    return (aSize == mBufferRect.Size() ||
            (SizedToVisibleBounds != mBufferSizePolicy &&
             aSize < mBufferRect.Size()));
  }

  nsRefPtr<gfxASurface> mBuffer;
  /** The area of the ThebesLayer that is covered by the buffer as a whole */
  nsIntRect             mBufferRect;
  /**
   * The x and y rotation of the buffer. Conceptually the buffer
   * has its origin translated to mBufferRect.TopLeft() - mBufferRotation,
   * is tiled to fill the plane, and the result is clipped to mBufferRect.
   * So the pixel at mBufferRotation within the buffer is what gets painted at
   * mBufferRect.TopLeft().
   * This is "rotation" in the sense of rotating items in a linear buffer,
   * where items falling off the end of the buffer are returned to the
   * buffer at the other end, not 2D rotation!
   */
  nsIntPoint            mBufferRotation;
  BufferSizePolicy      mBufferSizePolicy;
};

}
}

#endif /* THEBESLAYERBUFFER_H_ */