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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_MaskOperation_h
#define mozilla_gfx_layers_mlgpu_MaskOperation_h
#include "mozilla/RefPtr.h"
#include "mozilla/gfx/Rect.h"
#include "SharedBufferMLGPU.h"
#include <vector>
namespace mozilla {
namespace layers {
class FrameBuilder;
class Layer;
class MLGDevice;
class MLGRenderTarget;
class MLGTexture;
class TextureSource;
class MaskOperation {
NS_INLINE_DECL_REFCOUNTING(MaskOperation)
public:
// For when the exact texture is known ahead of time.
MaskOperation(FrameBuilder* aBuilder, MLGTexture* aSource);
// Return the mask rectangle in screen coordinates. This function takes a
// layer because a single-texture mask operation is not dependent on a
// specific mask transform. (Multiple mask layer operations are, and they
// ignore the layer parameter).
virtual gfx::Rect ComputeMaskRect(Layer* aLayer) const;
MLGTexture* GetTexture() const { return mTexture; }
bool IsEmpty() const { return !mTexture; }
protected:
explicit MaskOperation(FrameBuilder* aBuilder);
virtual ~MaskOperation();
protected:
RefPtr<MLGTexture> mTexture;
};
struct MaskTexture {
MaskTexture() : mSource(nullptr) {}
MaskTexture(const gfx::Rect& aRect, TextureSource* aSource)
: mRect(aRect), mSource(aSource) {}
bool operator<(const MaskTexture& aOther) const;
gfx::Rect mRect;
RefPtr<TextureSource> mSource;
};
typedef std::vector<MaskTexture> MaskTextureList;
class MaskCombineOperation final : public MaskOperation {
public:
explicit MaskCombineOperation(FrameBuilder* aBuilder);
virtual ~MaskCombineOperation();
void Init(const MaskTextureList& aTextures);
void PrepareForRendering();
void Render();
gfx::Rect ComputeMaskRect(Layer* aLayer) const override { return mArea; }
private:
FrameBuilder* mBuilder;
gfx::Rect mArea;
MaskTextureList mTextures;
RefPtr<MLGRenderTarget> mTarget;
std::vector<VertexBufferSection> mInputBuffers;
};
RefPtr<TextureSource> GetMaskLayerTexture(Layer* aLayer);
void AppendToMaskTextureList(MaskTextureList& aList, Layer* aLayer);
} // namespace layers
} // namespace mozilla
#endif // mozilla_gfx_layers_mlgpu_MaskOperation_h
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