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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 mozilla_layers_NativeLayer_h
+#define mozilla_layers_NativeLayer_h
+
+#include "mozilla/Maybe.h"
+#include "mozilla/Range.h"
+#include "mozilla/UniquePtr.h"
+#include "mozilla/gfx/Types.h"
+#include "mozilla/layers/ScreenshotGrabber.h"
+
+#include "GLTypes.h"
+#include "nsISupportsImpl.h"
+#include "nsRegion.h"
+
+namespace mozilla {
+
+namespace gl {
+class GLContext;
+} // namespace gl
+
+namespace wr {
+class RenderTextureHost;
+}
+
+namespace layers {
+
+class NativeLayer;
+class NativeLayerCA;
+class NativeLayerRootSnapshotter;
+class SurfacePoolHandle;
+
+// NativeLayerRoot and NativeLayer allow building up a flat layer "tree" of
+// sibling layers. These layers provide a cross-platform abstraction for the
+// platform's native layers, such as CoreAnimation layers on macOS.
+// Every layer has a rectangle that describes its position and size in the
+// window. The native layer root is usually be created by the window, and then
+// the compositing subsystem uses it to create and place the actual layers.
+class NativeLayerRoot {
+ public:
+ NS_INLINE_DECL_THREADSAFE_REFCOUNTING(NativeLayerRoot)
+
+ virtual already_AddRefed<NativeLayer> CreateLayer(
+ const gfx::IntSize& aSize, bool aIsOpaque,
+ SurfacePoolHandle* aSurfacePoolHandle) = 0;
+ virtual already_AddRefed<NativeLayer> CreateLayerForExternalTexture(
+ bool aIsOpaque) = 0;
+
+ virtual void AppendLayer(NativeLayer* aLayer) = 0;
+ virtual void RemoveLayer(NativeLayer* aLayer) = 0;
+ virtual void SetLayers(const nsTArray<RefPtr<NativeLayer>>& aLayers) = 0;
+
+ // Publish the layer changes to the screen. Returns whether the commit was
+ // successful.
+ virtual bool CommitToScreen() = 0;
+
+ // Returns a new NativeLayerRootSnapshotter that can be used to read back the
+ // visual output of this NativeLayerRoot. The snapshotter needs to be
+ // destroyed on the same thread that CreateSnapshotter() was called on. Only
+ // one snapshotter per NativeLayerRoot can be in existence at any given time.
+ // CreateSnapshotter() makes sure of this and crashes if called at a time at
+ // which there still exists a snapshotter for this NativeLayerRoot.
+ virtual UniquePtr<NativeLayerRootSnapshotter> CreateSnapshotter() {
+ return nullptr;
+ }
+
+ protected:
+ virtual ~NativeLayerRoot() = default;
+};
+
+// Allows reading back the visual output of a NativeLayerRoot.
+// Can only be used on a single thread, unlike NativeLayerRoot.
+// Holds a strong reference to the NativeLayerRoot that created it.
+// On Mac, this owns a GLContext, which wants to be created and destroyed on the
+// same thread.
+class NativeLayerRootSnapshotter : public profiler_screenshots::Window {
+ public:
+ virtual ~NativeLayerRootSnapshotter() = default;
+
+ // Reads the composited result of the NativeLayer tree into aReadbackBuffer,
+ // synchronously. Should only be called right after a call to CommitToScreen()
+ // - in that case it is guaranteed to read back exactly the NativeLayer state
+ // that was committed. If called at other times, this API does not define
+ // whether the observed state includes NativeLayer modifications which have
+ // not been committed. (The macOS implementation will include those pending
+ // modifications by doing an offscreen commit.)
+ // The readback buffer's stride is assumed to be aReadbackSize.width * 4. Only
+ // BGRA is supported.
+ virtual bool ReadbackPixels(const gfx::IntSize& aReadbackSize,
+ gfx::SurfaceFormat aReadbackFormat,
+ const Range<uint8_t>& aReadbackBuffer) = 0;
+};
+
+// Represents a native layer. Native layers, such as CoreAnimation layers on
+// macOS, are used to put pixels on the screen and to refresh and manipulate
+// the visual contents of a window efficiently. For example, drawing to a layer
+// once and then displaying the layer for multiple frames while moving it to
+// different positions will be more efficient than drawing into a window (or a
+// non-moving layer) multiple times with different internal offsets.
+// There are two sources of "work" for a given composited frame: 1) Our own
+// drawing (such as OpenGL compositing into a window or layer) and 2) the
+// compositing window manager's work to update the screen. Every pixel we draw
+// needs to be copied to the screen by the window manager. This suggests two
+// avenues for reducing the work load for a given frame: Drawing fewer pixels
+// ourselves, and making the window manager copy fewer pixels to the screen.
+// Smart use of native layers allows reducing both work loads: If a visual
+// change can be expressed purely as a layer attribute change (such as a change
+// in the layer's position), this lets us eliminate our own drawing for that
+// change. And secondly, manipulating a small layer rather than a large layer
+// will reduce the window manager's work for that frame because it'll only copy
+// the pixels of the small layer to the screen.
+class NativeLayer {
+ public:
+ NS_INLINE_DECL_THREADSAFE_REFCOUNTING(NativeLayer)
+
+ virtual NativeLayerCA* AsNativeLayerCA() { return nullptr; }
+
+ // The size and opaqueness of a layer are supplied during layer creation and
+ // never change.
+ virtual gfx::IntSize GetSize() = 0;
+ virtual bool IsOpaque() = 0;
+
+ // The location of the layer, in integer device pixels.
+ // This is applied to the layer, before the transform is applied.
+ virtual void SetPosition(const gfx::IntPoint& aPosition) = 0;
+ virtual gfx::IntPoint GetPosition() = 0;
+
+ // Sets a transformation to apply to the Layer. This gets applied to
+ // coordinates with the position applied, but before clipping is
+ // applied.
+ virtual void SetTransform(const gfx::Matrix4x4& aTransform) = 0;
+ virtual gfx::Matrix4x4 GetTransform() = 0;
+
+ virtual gfx::IntRect GetRect() = 0;
+
+ // Set an optional clip rect on the layer. The clip rect is in post-transform
+ // coordinate space
+ virtual void SetClipRect(const Maybe<gfx::IntRect>& aClipRect) = 0;
+ virtual Maybe<gfx::IntRect> ClipRect() = 0;
+
+ // Returns the "display rect", in content coordinates, of the current front
+ // surface. This rect acts as an extra clip and prevents invalid content from
+ // getting to the screen. The display rect starts out empty before the first
+ // call to NextSurface*. Note the different coordinate space from the regular
+ // clip rect: the clip rect is "outside" the layer position, the display rect
+ // is "inside" the layer position (moves with the layer).
+ virtual gfx::IntRect CurrentSurfaceDisplayRect() = 0;
+
+ // Whether the surface contents are flipped vertically compared to this
+ // layer's coordinate system. Can be set on any thread at any time.
+ virtual void SetSurfaceIsFlipped(bool aIsFlipped) = 0;
+ virtual bool SurfaceIsFlipped() = 0;
+
+ virtual void SetSamplingFilter(gfx::SamplingFilter aSamplingFilter) = 0;
+
+ // Returns a DrawTarget. The size of the DrawTarget will be the same as the
+ // size of this layer. The caller should draw to that DrawTarget, then drop
+ // its reference to the DrawTarget, and then call NotifySurfaceReady(). It can
+ // limit its drawing to aUpdateRegion (which is in the DrawTarget's device
+ // space). After a call to NextSurface*, NextSurface* must not be called again
+ // until after NotifySurfaceReady has been called. Can be called on any
+ // thread. When used from multiple threads, callers need to make sure that
+ // they still only call NextSurface* and NotifySurfaceReady alternatingly and
+ // not in any other order. aUpdateRegion and aDisplayRect are in "content
+ // coordinates" and must not extend beyond the layer size. If aDisplayRect
+ // contains parts that were not valid before, then those parts must be updated
+ // (must be part of aUpdateRegion), so that the entirety of aDisplayRect is
+ // valid after the update. The display rect determines the parts of the
+ // surface that will be shown; this allows using surfaces with only
+ // partially-valid content, as long as none of the invalid content is included
+ // in the display rect.
+ virtual RefPtr<gfx::DrawTarget> NextSurfaceAsDrawTarget(
+ const gfx::IntRect& aDisplayRect, const gfx::IntRegion& aUpdateRegion,
+ gfx::BackendType aBackendType) = 0;
+
+ // Returns a GLuint for a framebuffer that can be used for drawing to the
+ // surface. The size of the framebuffer will be the same as the size of this
+ // layer. If aNeedsDepth is true, the framebuffer is created with a depth
+ // buffer.
+ // The framebuffer's depth buffer (if present) may be shared with other
+ // framebuffers of the same size, even from entirely different NativeLayer
+ // objects. The caller should not assume anything about the depth buffer's
+ // existing contents (i.e. it should clear it at the beginning of the draw).
+ // Callers should draw to one layer at a time, such that there is no
+ // interleaved drawing to different framebuffers that could be tripped up by
+ // the sharing.
+ // The caller should draw to the framebuffer, unbind it, and then call
+ // NotifySurfaceReady(). It can limit its drawing to aUpdateRegion (which is
+ // in the framebuffer's device space, possibly "upside down" if
+ // SurfaceIsFlipped()).
+ // The framebuffer will be created in the GLContext that this layer's
+ // SurfacePoolHandle was created for.
+ // After a call to NextSurface*, NextSurface* must not be called again until
+ // after NotifySurfaceReady has been called. Can be called on any thread. When
+ // used from multiple threads, callers need to make sure that they still only
+ // call NextSurface and NotifySurfaceReady alternatingly and not in any other
+ // order.
+ // aUpdateRegion and aDisplayRect are in "content coordinates" and must not
+ // extend beyond the layer size. If aDisplayRect contains parts that were not
+ // valid before, then those parts must be updated (must be part of
+ // aUpdateRegion), so that the entirety of aDisplayRect is valid after the
+ // update. The display rect determines the parts of the surface that will be
+ // shown; this allows using surfaces with only partially-valid content, as
+ // long as none of the invalid content is included in the display rect.
+ virtual Maybe<GLuint> NextSurfaceAsFramebuffer(
+ const gfx::IntRect& aDisplayRect, const gfx::IntRegion& aUpdateRegion,
+ bool aNeedsDepth) = 0;
+
+ // Indicates that the surface which has been returned from the most recent
+ // call to NextSurface* is now finished being drawn to and can be displayed on
+ // the screen. Resets the invalid region on the surface to the empty region.
+ virtual void NotifySurfaceReady() = 0;
+
+ // If you know that this layer will likely not draw any more frames, then it's
+ // good to call DiscardBackbuffers in order to save memory and allow other
+ // layer's to pick up the released surfaces from the pool.
+ virtual void DiscardBackbuffers() = 0;
+
+ virtual void AttachExternalImage(wr::RenderTextureHost* aExternalImage) = 0;
+
+ protected:
+ virtual ~NativeLayer() = default;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_layers_NativeLayer_h