/* -*- 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_FrameBuilder_h #define mozilla_gfx_layers_mlgpu_FrameBuilder_h #include "mozilla/RefPtr.h" #include "mozilla/gfx/Point.h" #include "mozilla/gfx/Types.h" #include "MaskOperation.h" #include "MLGDevice.h" #include "nsDataHashtable.h" #include "nsRefPtrHashtable.h" #include "ShaderDefinitionsMLGPU.h" #include "SharedBufferMLGPU.h" #include "Units.h" #include #include namespace mozilla { namespace layers { class ContainerLayer; class ContainerLayerMLGPU; class Layer; class LayerMLGPU; class LayerManagerMLGPU; class MLGDevice; class MLGRenderTarget; class MLGSwapChain; class RenderViewMLGPU; struct ItemInfo; class FrameBuilder final { public: FrameBuilder(LayerManagerMLGPU* aManager, MLGSwapChain* aSwapChain); ~FrameBuilder(); bool Build(); void Render(); bool AddLayerToConstantBuffer(ItemInfo& aItem); LayerManagerMLGPU* GetManager() const { return mManager; } MLGDevice* GetDevice() const { return mDevice; } const ConstantBufferSection& GetDefaultMaskInfo() const { return mDefaultMaskInfo; } // Called during tile construction. Finds or adds a mask layer chain to the // cache, that will be flattened as a dependency to rendering batches. MaskOperation* AddMaskOperation(LayerMLGPU* aLayer); // Note: These should only be called during batch construction. size_t CurrentLayerBufferIndex() const; size_t CurrentMaskRectBufferIndex() const; // These are called during rendering, and may return null if a buffer // couldn't be allocated. ConstantBufferSection GetLayerBufferByIndex(size_t aIndex) const; ConstantBufferSection GetMaskRectBufferByIndex(size_t aIndex) const; // Hold a layer alive until the frame ends. void RetainTemporaryLayer(LayerMLGPU* aLayer); MLGRenderTarget* GetWidgetRT(); private: void AssignLayer(Layer* aLayer, RenderViewMLGPU* aView, const RenderTargetIntRect& aClipRect, Maybe&& aGeometry); void ProcessChildList(ContainerLayer* aContainer, RenderViewMLGPU* aView, const RenderTargetIntRect& aParentClipRect, const Maybe& aParentGeometry); mlg::LayerConstants* AllocateLayerInfo(ItemInfo& aItem); bool AddMaskRect(const gfx::Rect& aRect, uint32_t* aOutIndex); void FinishCurrentLayerBuffer(); void FinishCurrentMaskRectBuffer(); // Returns true to continue, false to stop - false does not indicate // failure. bool ProcessContainerLayer(ContainerLayer* aLayer, RenderViewMLGPU* aView, const RenderTargetIntRect& aClipRect, Maybe& aGeometry); private: RefPtr mManager; RefPtr mDevice; RefPtr mSwapChain; RefPtr mWidgetRenderView; LayerMLGPU* mRoot; // Each time we consume a layer in a tile, we make sure a constant buffer // exists that contains information about the layer. The mapping is valid // for the most recent buffer, and once the buffer fills, we begin a new // one and clear the map. nsTArray mLayerBuffers; nsTArray mCurrentLayerBuffer; nsDataHashtable, uint32_t> mLayerBufferMap; // We keep mask rects in a separate buffer since they're rare. nsTArray mMaskRectBuffers; nsTArray mCurrentMaskRectList; // For values that *can* change every render pass, but almost certainly do // not, we pre-fill and cache some buffers. ConstantBufferSection mDefaultMaskInfo; // Cache for MaskOperations. nsRefPtrHashtable, MaskOperation> mSingleTextureMasks; std::map> mCombinedTextureMasks; // This list of temporary layers is wiped out when the frame is completed. std::vector> mTemporaryLayers; }; } // namespace layers } // namespace mozilla #endif // mozilla_gfx_layers_mlgpu_FrameBuilder_h