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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /gfx/layers/NativeLayer.h | |
parent | Initial commit. (diff) | |
download | firefox-esr-upstream.tar.xz firefox-esr-upstream.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/layers/NativeLayer.h')
-rw-r--r-- | gfx/layers/NativeLayer.h | 245 |
1 files changed, 245 insertions, 0 deletions
diff --git a/gfx/layers/NativeLayer.h b/gfx/layers/NativeLayer.h new file mode 100644 index 0000000000..5cdb51fd35 --- /dev/null +++ b/gfx/layers/NativeLayer.h @@ -0,0 +1,245 @@ +/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ +/* 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_layers_NativeLayer_h +#define mozilla_layers_NativeLayer_h + +#include "mozilla/Maybe.h" +#include "mozilla/Range.h" +#include "mozilla/UniquePtr.h" +#include "mozilla/gfx/Types.h" +#include "mozilla/layers/ScreenshotGrabber.h" + +#include "GLTypes.h" +#include "nsISupportsImpl.h" +#include "nsRegion.h" + +namespace mozilla { + +namespace gl { +class GLContext; +} // namespace gl + +namespace wr { +class RenderTextureHost; +} + +namespace layers { + +class NativeLayer; +class NativeLayerCA; +class NativeLayerWayland; +class NativeLayerRootCA; +class NativeLayerRootWayland; +class NativeLayerRootSnapshotter; +class SurfacePoolHandle; + +// NativeLayerRoot and NativeLayer allow building up a flat layer "tree" of +// sibling layers. These layers provide a cross-platform abstraction for the +// platform's native layers, such as CoreAnimation layers on macOS. +// Every layer has a rectangle that describes its position and size in the +// window. The native layer root is usually be created by the window, and then +// the compositing subsystem uses it to create and place the actual layers. +class NativeLayerRoot { + public: + NS_INLINE_DECL_THREADSAFE_REFCOUNTING(NativeLayerRoot) + + virtual NativeLayerRootCA* AsNativeLayerRootCA() { return nullptr; } + virtual NativeLayerRootWayland* AsNativeLayerRootWayland() { return nullptr; } + + virtual already_AddRefed<NativeLayer> CreateLayer( + const gfx::IntSize& aSize, bool aIsOpaque, + SurfacePoolHandle* aSurfacePoolHandle) = 0; + virtual already_AddRefed<NativeLayer> CreateLayerForExternalTexture( + bool aIsOpaque) = 0; + virtual already_AddRefed<NativeLayer> CreateLayerForColor( + gfx::DeviceColor aColor) { + return nullptr; + } + + virtual void AppendLayer(NativeLayer* aLayer) = 0; + virtual void RemoveLayer(NativeLayer* aLayer) = 0; + virtual void SetLayers(const nsTArray<RefPtr<NativeLayer>>& aLayers) = 0; + + // Called before any layer content changes + virtual void PrepareForCommit() {} + + // Publish the layer changes to the screen. Returns whether the commit was + // successful. + virtual bool CommitToScreen() = 0; + + // Returns a new NativeLayerRootSnapshotter that can be used to read back the + // visual output of this NativeLayerRoot. The snapshotter needs to be + // destroyed on the same thread that CreateSnapshotter() was called on. Only + // one snapshotter per NativeLayerRoot can be in existence at any given time. + // CreateSnapshotter() makes sure of this and crashes if called at a time at + // which there still exists a snapshotter for this NativeLayerRoot. + virtual UniquePtr<NativeLayerRootSnapshotter> CreateSnapshotter() { + return nullptr; + } + + protected: + virtual ~NativeLayerRoot() = default; +}; + +// Allows reading back the visual output of a NativeLayerRoot. +// Can only be used on a single thread, unlike NativeLayerRoot. +// Holds a strong reference to the NativeLayerRoot that created it. +// On Mac, this owns a GLContext, which wants to be created and destroyed on the +// same thread. +class NativeLayerRootSnapshotter : public profiler_screenshots::Window { + public: + virtual ~NativeLayerRootSnapshotter() = default; + + // Reads the composited result of the NativeLayer tree into aReadbackBuffer, + // synchronously. Should only be called right after a call to CommitToScreen() + // - in that case it is guaranteed to read back exactly the NativeLayer state + // that was committed. If called at other times, this API does not define + // whether the observed state includes NativeLayer modifications which have + // not been committed. (The macOS implementation will include those pending + // modifications by doing an offscreen commit.) + // The readback buffer's stride is assumed to be aReadbackSize.width * 4. Only + // BGRA is supported. + virtual bool ReadbackPixels(const gfx::IntSize& aReadbackSize, + gfx::SurfaceFormat aReadbackFormat, + const Range<uint8_t>& aReadbackBuffer) = 0; +}; + +// Represents a native layer. Native layers, such as CoreAnimation layers on +// macOS, are used to put pixels on the screen and to refresh and manipulate +// the visual contents of a window efficiently. For example, drawing to a layer +// once and then displaying the layer for multiple frames while moving it to +// different positions will be more efficient than drawing into a window (or a +// non-moving layer) multiple times with different internal offsets. +// There are two sources of "work" for a given composited frame: 1) Our own +// drawing (such as OpenGL compositing into a window or layer) and 2) the +// compositing window manager's work to update the screen. Every pixel we draw +// needs to be copied to the screen by the window manager. This suggests two +// avenues for reducing the work load for a given frame: Drawing fewer pixels +// ourselves, and making the window manager copy fewer pixels to the screen. +// Smart use of native layers allows reducing both work loads: If a visual +// change can be expressed purely as a layer attribute change (such as a change +// in the layer's position), this lets us eliminate our own drawing for that +// change. And secondly, manipulating a small layer rather than a large layer +// will reduce the window manager's work for that frame because it'll only copy +// the pixels of the small layer to the screen. +class NativeLayer { + public: + NS_INLINE_DECL_THREADSAFE_REFCOUNTING(NativeLayer) + + virtual NativeLayerCA* AsNativeLayerCA() { return nullptr; } + virtual NativeLayerWayland* AsNativeLayerWayland() { return nullptr; } + + // The size and opaqueness of a layer are supplied during layer creation and + // never change. + virtual gfx::IntSize GetSize() = 0; + virtual bool IsOpaque() = 0; + + // The location of the layer, in integer device pixels. + // This is applied to the layer, before the transform is applied. + virtual void SetPosition(const gfx::IntPoint& aPosition) = 0; + virtual gfx::IntPoint GetPosition() = 0; + + // Sets a transformation to apply to the Layer. This gets applied to + // coordinates with the position applied, but before clipping is + // applied. + virtual void SetTransform(const gfx::Matrix4x4& aTransform) = 0; + virtual gfx::Matrix4x4 GetTransform() = 0; + + virtual gfx::IntRect GetRect() = 0; + + // Set an optional clip rect on the layer. The clip rect is in post-transform + // coordinate space + virtual void SetClipRect(const Maybe<gfx::IntRect>& aClipRect) = 0; + virtual Maybe<gfx::IntRect> ClipRect() = 0; + + // Returns the "display rect", in content coordinates, of the current front + // surface. This rect acts as an extra clip and prevents invalid content from + // getting to the screen. The display rect starts out empty before the first + // call to NextSurface*. Note the different coordinate space from the regular + // clip rect: the clip rect is "outside" the layer position, the display rect + // is "inside" the layer position (moves with the layer). + virtual gfx::IntRect CurrentSurfaceDisplayRect() = 0; + + // Whether the surface contents are flipped vertically compared to this + // layer's coordinate system. Can be set on any thread at any time. + virtual void SetSurfaceIsFlipped(bool aIsFlipped) = 0; + virtual bool SurfaceIsFlipped() = 0; + + virtual void SetSamplingFilter(gfx::SamplingFilter aSamplingFilter) = 0; + + // Returns a DrawTarget. The size of the DrawTarget will be the same as the + // size of this layer. The caller should draw to that DrawTarget, then drop + // its reference to the DrawTarget, and then call NotifySurfaceReady(). It can + // limit its drawing to aUpdateRegion (which is in the DrawTarget's device + // space). After a call to NextSurface*, NextSurface* must not be called again + // until after NotifySurfaceReady has been called. Can be called on any + // thread. When used from multiple threads, callers need to make sure that + // they still only call NextSurface* and NotifySurfaceReady alternatingly and + // not in any other order. aUpdateRegion and aDisplayRect are in "content + // coordinates" and must not extend beyond the layer size. If aDisplayRect + // contains parts that were not valid before, then those parts must be updated + // (must be part of aUpdateRegion), so that the entirety of aDisplayRect is + // valid after the update. The display rect determines the parts of the + // surface that will be shown; this allows using surfaces with only + // partially-valid content, as long as none of the invalid content is included + // in the display rect. + virtual RefPtr<gfx::DrawTarget> NextSurfaceAsDrawTarget( + const gfx::IntRect& aDisplayRect, const gfx::IntRegion& aUpdateRegion, + gfx::BackendType aBackendType) = 0; + + // Returns a GLuint for a framebuffer that can be used for drawing to the + // surface. The size of the framebuffer will be the same as the size of this + // layer. If aNeedsDepth is true, the framebuffer is created with a depth + // buffer. + // The framebuffer's depth buffer (if present) may be shared with other + // framebuffers of the same size, even from entirely different NativeLayer + // objects. The caller should not assume anything about the depth buffer's + // existing contents (i.e. it should clear it at the beginning of the draw). + // Callers should draw to one layer at a time, such that there is no + // interleaved drawing to different framebuffers that could be tripped up by + // the sharing. + // The caller should draw to the framebuffer, unbind it, and then call + // NotifySurfaceReady(). It can limit its drawing to aUpdateRegion (which is + // in the framebuffer's device space, possibly "upside down" if + // SurfaceIsFlipped()). + // The framebuffer will be created in the GLContext that this layer's + // SurfacePoolHandle was created for. + // After a call to NextSurface*, NextSurface* must not be called again until + // after NotifySurfaceReady has been called. Can be called on any thread. When + // used from multiple threads, callers need to make sure that they still only + // call NextSurface and NotifySurfaceReady alternatingly and not in any other + // order. + // aUpdateRegion and aDisplayRect are in "content coordinates" and must not + // extend beyond the layer size. If aDisplayRect contains parts that were not + // valid before, then those parts must be updated (must be part of + // aUpdateRegion), so that the entirety of aDisplayRect is valid after the + // update. The display rect determines the parts of the surface that will be + // shown; this allows using surfaces with only partially-valid content, as + // long as none of the invalid content is included in the display rect. + virtual Maybe<GLuint> NextSurfaceAsFramebuffer( + const gfx::IntRect& aDisplayRect, const gfx::IntRegion& aUpdateRegion, + bool aNeedsDepth) = 0; + + // Indicates that the surface which has been returned from the most recent + // call to NextSurface* is now finished being drawn to and can be displayed on + // the screen. Resets the invalid region on the surface to the empty region. + virtual void NotifySurfaceReady() = 0; + + // If you know that this layer will likely not draw any more frames, then it's + // good to call DiscardBackbuffers in order to save memory and allow other + // layer's to pick up the released surfaces from the pool. + virtual void DiscardBackbuffers() = 0; + + virtual void AttachExternalImage(wr::RenderTextureHost* aExternalImage) = 0; + + protected: + virtual ~NativeLayer() = default; +}; + +} // namespace layers +} // namespace mozilla + +#endif // mozilla_layers_NativeLayer_h |