/* -*- 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_BUFFERCLIENT_H #define MOZILLA_GFX_BUFFERCLIENT_H #include // for uint64_t #include // for map #include // for vector #include "mozilla/Assertions.h" // for MOZ_CRASH #include "mozilla/DataMutex.h" #include "mozilla/RefPtr.h" // for already_AddRefed, RefCounted #include "mozilla/gfx/Types.h" // for SurfaceFormat #include "mozilla/layers/CompositorTypes.h" #include "mozilla/layers/LayersTypes.h" // for LayersBackend, TextureDumpMode #include "mozilla/layers/TextureClient.h" // for TextureClient #include "mozilla/webrender/WebRenderTypes.h" // for RenderRoot #include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc namespace mozilla { namespace layers { class CompositableClient; class ImageBridgeChild; class ImageContainer; class CompositableForwarder; class CompositableChild; class TextureClientRecycleAllocator; class ContentClientRemoteBuffer; /** * CompositableClient manages the texture-specific logic for composite layers, * independently of the layer. It is the content side of a CompositableClient/ * CompositableHost pair. * * CompositableClient's purpose is to send texture data to the compositor side * along with any extra information about how the texture is to be composited. * Things like opacity or transformation belong to layer and not compositable. * * Since Compositables are independent of layers it is possible to create one, * connect it to the compositor side, and start sending images to it. This alone * is arguably not very useful, but it means that as long as a shadow layer can * do the proper magic to find a reference to the right CompositableHost on the * Compositor side, a Compositable client can be used outside of the main * shadow layer forwarder machinery that is used on the main thread. * * The first step is to create a Compositable client and call Connect(). * Connect() creates the underlying IPDL actor (see CompositableChild) and the * corresponding CompositableHost on the other side. * * To do async texture transfer (like async-video), the CompositableClient * should be created with a different CompositableForwarder (like * ImageBridgeChild) and attachment is done with * CompositableForwarder::AttachAsyncCompositable that takes an identifier * instead of a CompositableChild, since the CompositableClient is not managed * by this layer forwarder (the matching uses a global map on the compositor * side, see CompositableMap in ImageBridgeParent.cpp) * * Subclasses: Painted layers use ContentClients, ImageLayers use ImageClients, * Canvas layers use CanvasClients (but ImageHosts). We have a different * subclass where we have a different way of interfacing with the textures - in * terms of drawing into the compositable and/or passing its contents to the * compostior. */ class CompositableClient { protected: virtual ~CompositableClient(); public: NS_INLINE_DECL_THREADSAFE_REFCOUNTING(CompositableClient) explicit CompositableClient(CompositableForwarder* aForwarder, TextureFlags aFlags = TextureFlags::NO_FLAGS); virtual void Dump(std::stringstream& aStream, const char* aPrefix = "", bool aDumpHtml = false, TextureDumpMode aCompress = TextureDumpMode::Compress){}; virtual TextureInfo GetTextureInfo() const = 0; LayersBackend GetCompositorBackendType() const; already_AddRefed CreateBufferTextureClient( gfx::SurfaceFormat aFormat, gfx::IntSize aSize, gfx::BackendType aMoz2dBackend = gfx::BackendType::NONE, TextureFlags aFlags = TextureFlags::DEFAULT); already_AddRefed CreateTextureClientForDrawing( gfx::SurfaceFormat aFormat, gfx::IntSize aSize, BackendSelector aSelector, TextureFlags aTextureFlags, TextureAllocationFlags aAllocFlags = ALLOC_DEFAULT); /** * Establishes the connection with compositor side through IPDL */ virtual bool Connect(ImageContainer* aImageContainer = nullptr); void Destroy(); bool IsConnected() const; CompositableForwarder* GetForwarder() const { return mForwarder; } /** * This identifier is what lets us attach async compositables with a shadow * layer. It is not used if the compositable is used with the regular shadow * layer forwarder. * * If this returns empty, it means the compositable is not async (it is used * on the main thread). */ CompositableHandle GetAsyncHandle() const; /** * Handle for IPDL communication. */ CompositableHandle GetIPCHandle() const { return mHandle; } /** * Tells the Compositor to create a TextureHost for this TextureClient. */ virtual bool AddTextureClient(TextureClient* aClient); /** * A hook for the when the Compositable is detached from it's layer. */ virtual void OnDetach() {} /** * Clear any resources that are not immediately necessary. This may be called * in low-memory conditions. */ virtual void ClearCachedResources(); /** * Shrink memory usage. * Called when "memory-pressure" is observed. */ virtual void HandleMemoryPressure(); /** * Should be called when deataching a TextureClient from a Compositable, * because some platforms need to do some extra book keeping when this * happens. * * See AutoRemoveTexture to automatically invoke this at the end of a scope. */ virtual void RemoveTexture(TextureClient* aTexture); void InitIPDL(const CompositableHandle& aHandle); TextureFlags GetTextureFlags() const { return mTextureFlags; } TextureClientRecycleAllocator* GetTextureClientRecycler(); bool HasTextureClientRecycler() { auto lock = mTextureClientRecycler.Lock(); return !!(*lock); } static void DumpTextureClient(std::stringstream& aStream, TextureClient* aTexture, TextureDumpMode aCompress); protected: RefPtr mForwarder; // Some layers may want to enforce some flags to all their textures // (like disallowing tiling) Atomic mTextureFlags; DataMutex> mTextureClientRecycler; // Only ever accessed via mTextureClientRecycler's Lock CompositableHandle mHandle; bool mIsAsync; friend class CompositableChild; }; /** * Helper to call RemoveTexture at the end of a scope. */ struct AutoRemoveTexture { explicit AutoRemoveTexture(CompositableClient* aCompositable, TextureClient* aTexture = nullptr) : mTexture(aTexture), mCompositable(aCompositable) {} ~AutoRemoveTexture(); RefPtr mTexture; private: CompositableClient* mCompositable; }; } // namespace layers } // namespace mozilla #endif