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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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_gfx_layers_mlgpu_TexturedLayerMLGPU_h
+#define mozilla_gfx_layers_mlgpu_TexturedLayerMLGPU_h
+
+#include "LayerMLGPU.h"
+#include "ImageLayers.h"
+#include "mozilla/layers/ImageHost.h"
+
+namespace mozilla {
+namespace layers {
+
+// This is the base class for canvas and image layers.
+class TexturedLayerMLGPU : public LayerMLGPU {
+ public:
+ TexturedLayerMLGPU* AsTexturedLayerMLGPU() override { return this; }
+
+ virtual gfx::SamplingFilter GetSamplingFilter() = 0;
+
+ bool SetCompositableHost(CompositableHost* aHost) override;
+ CompositableHost* GetCompositableHost() override;
+
+ void AssignToView(FrameBuilder* aBuilder, RenderViewMLGPU* aView,
+ Maybe<gfx::Polygon>&& aGeometry) override;
+
+ TextureSource* GetTexture() const { return mTexture; }
+ ImageHost* GetImageHost() const { return mHost; }
+
+ // Return the scale factor from the texture source to the picture rect.
+ virtual Maybe<gfx::Size> GetPictureScale() const { return Nothing(); }
+
+ // Mask layers aren't prepared like normal layers. They are bound as
+ // mask operations are built. Mask layers are never tiled (they are
+ // scaled to a lower resolution if too big), so this pathway returns
+ // a TextureSource.
+ RefPtr<TextureSource> BindAndGetTexture();
+
+ protected:
+ explicit TexturedLayerMLGPU(LayerManagerMLGPU* aManager);
+ virtual ~TexturedLayerMLGPU();
+
+ void AssignBigImage(FrameBuilder* aBuilder, RenderViewMLGPU* aView,
+ BigImageIterator* aIter,
+ const Maybe<gfx::Polygon>& aGeometry);
+
+ bool OnPrepareToRender(FrameBuilder* aBuilder) override;
+
+ protected:
+ RefPtr<ImageHost> mHost;
+ RefPtr<TextureSource> mTexture;
+ RefPtr<TextureSource> mBigImageTexture;
+ gfx::IntRect mPictureRect;
+};
+
+// This is a pseudo layer that wraps a tile in an ImageLayer backed by a
+// BigImage. Without this, we wouldn't have anything sensible to add to
+// RenderPasses. In the future we could potentially consume the source
+// layer more intelligently instead (for example, having it compute
+// which textures are relevant for a given tile).
+class TempImageLayerMLGPU final : public ImageLayer, public TexturedLayerMLGPU {
+ public:
+ explicit TempImageLayerMLGPU(LayerManagerMLGPU* aManager);
+
+ // Layer
+ HostLayer* AsHostLayer() override { return this; }
+ gfx::SamplingFilter GetSamplingFilter() override { return mFilter; }
+ bool IsContentOpaque() override { return mIsOpaque; }
+
+ void Init(TexturedLayerMLGPU* aSource, const RefPtr<TextureSource>& aTexture,
+ const gfx::IntRect& aPictureRect);
+
+ // HostLayer
+ Layer* GetLayer() override { return this; }
+
+ protected:
+ virtual ~TempImageLayerMLGPU();
+
+ private:
+ gfx::SamplingFilter mFilter;
+ bool mIsOpaque;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_mlgpu_TexturedLayerMLGPU_h