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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_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 <map>
#include <vector>
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<gfx::Polygon>&& aGeometry);
void ProcessChildList(ContainerLayer* aContainer, RenderViewMLGPU* aView,
const RenderTargetIntRect& aParentClipRect,
const Maybe<gfx::Polygon>& 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<gfx::Polygon>& aGeometry);
private:
RefPtr<LayerManagerMLGPU> mManager;
RefPtr<MLGDevice> mDevice;
RefPtr<MLGSwapChain> mSwapChain;
RefPtr<RenderViewMLGPU> 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<ConstantBufferSection> mLayerBuffers;
nsTArray<mlg::LayerConstants> mCurrentLayerBuffer;
nsDataHashtable<nsPtrHashKey<LayerMLGPU>, uint32_t> mLayerBufferMap;
// We keep mask rects in a separate buffer since they're rare.
nsTArray<ConstantBufferSection> mMaskRectBuffers;
nsTArray<gfx::Rect> 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<nsRefPtrHashKey<TextureSource>, MaskOperation>
mSingleTextureMasks;
std::map<MaskTextureList, RefPtr<MaskCombineOperation>> mCombinedTextureMasks;
// This list of temporary layers is wiped out when the frame is completed.
std::vector<RefPtr<Layer>> mTemporaryLayers;
};
} // namespace layers
} // namespace mozilla
#endif // mozilla_gfx_layers_mlgpu_FrameBuilder_h
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