/* -*- 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_LAYERS_PAINTTHREAD_H #define MOZILLA_LAYERS_PAINTTHREAD_H #include "base/platform_thread.h" #include "mozilla/RefPtr.h" #include "mozilla/StaticPtr.h" #include "mozilla/UniquePtr.h" #include "mozilla/layers/TextureClient.h" #include "RotatedBuffer.h" #include "nsThreadUtils.h" namespace mozilla { namespace gfx { class DrawTarget; class DrawTargetCapture; }; namespace layers { // Holds the key parts from a RotatedBuffer::PaintState // required to draw the captured paint state class CapturedPaintState { NS_INLINE_DECL_THREADSAFE_REFCOUNTING(CapturedPaintState) public: CapturedPaintState(nsIntRegion& aRegionToDraw, gfx::DrawTarget* aTargetDual, gfx::DrawTarget* aTarget, gfx::DrawTarget* aTargetOnWhite, const gfx::Matrix& aTargetTransform, SurfaceMode aSurfaceMode, gfxContentType aContentType) : mRegionToDraw(aRegionToDraw) , mTargetDual(aTargetDual) , mTarget(aTarget) , mTargetOnWhite(aTargetOnWhite) , mTargetTransform(aTargetTransform) , mSurfaceMode(aSurfaceMode) , mContentType(aContentType) {} nsIntRegion mRegionToDraw; RefPtr mTextureClient; RefPtr mTextureClientOnWhite; RefPtr mCapture; RefPtr mTargetDual; RefPtr mTarget; RefPtr mTargetOnWhite; gfx::Matrix mTargetTransform; SurfaceMode mSurfaceMode; gfxContentType mContentType; protected: virtual ~CapturedPaintState() {} }; // Holds the key operations for a ContentClient to prepare // its buffers for painting class CapturedBufferState final { NS_INLINE_DECL_THREADSAFE_REFCOUNTING(CapturedBufferState) public: struct Copy { Copy(RefPtr aSource, RefPtr aDestination, gfx::IntRect aBounds) : mSource(aSource) , mDestination(aDestination) , mBounds(aBounds) {} bool CopyBuffer(); RefPtr mSource; RefPtr mDestination; gfx::IntRect mBounds; }; struct Unrotate { Unrotate(RotatedBuffer::Parameters aParameters, RefPtr aBuffer) : mParameters(aParameters) , mBuffer(aBuffer) {} bool UnrotateBuffer(); RotatedBuffer::Parameters mParameters; RefPtr mBuffer; }; /** * Prepares the rotated buffers for painting by copying a previous frame * into the buffer and/or unrotating the pixels and returns whether the * operations were successful. If this fails a new buffer should be created * for the frame. */ bool PrepareBuffer(); void GetTextureClients(nsTArray>& aTextureClients); Maybe mBufferFinalize; Maybe mBufferUnrotate; Maybe mBufferInitialize; protected: ~CapturedBufferState() {} }; typedef bool (*PrepDrawTargetForPaintingCallback)(CapturedPaintState* aPaintState); class CompositorBridgeChild; class PaintThread final { friend void DestroyPaintThread(UniquePtr&& aPaintThread); public: static void Start(); static void Shutdown(); static PaintThread* Get(); // Helper for asserts. static bool IsOnPaintThread(); // Must be called on the main thread. Signifies that a new layer transaction // is beginning. This must be called immediately after FlushAsyncPaints, and // before any new painting occurs, as there can't be any async paints queued // or running while this is executing. void BeginLayerTransaction(); void PrepareBuffer(CapturedBufferState* aState); void PaintContents(CapturedPaintState* aState, PrepDrawTargetForPaintingCallback aCallback); // Must be called on the main thread. Signifies that the current // batch of CapturedPaintStates* for PaintContents have been recorded // and the main thread is finished recording this layer. void EndLayer(); // Must be called on the main thread. Signifies that the current // layer tree transaction has been finished and any async paints // for it have been queued on the paint thread. This MUST be called // at the end of a layer transaction as it will be used to do an optional // texture sync and then unblock the main thread if it is waiting to paint // a new frame. void EndLayerTransaction(SyncObjectClient* aSyncObject); // Sync Runnables need threads to be ref counted, // But this thread lives through the whole process. // We're only temporarily using sync runnables so // Override release/addref but don't do anything. void Release(); void AddRef(); private: PaintThread(); bool Init(); void ShutdownOnPaintThread(); void InitOnPaintThread(); void AsyncPrepareBuffer(CompositorBridgeChild* aBridge, CapturedBufferState* aState); void AsyncPaintContents(CompositorBridgeChild* aBridge, CapturedPaintState* aState, PrepDrawTargetForPaintingCallback aCallback); void AsyncEndLayer(); void AsyncEndLayerTransaction(CompositorBridgeChild* aBridge, SyncObjectClient* aSyncObject); static StaticAutoPtr sSingleton; static StaticRefPtr sThread; static PlatformThreadId sThreadId; bool mInAsyncPaintGroup; // This shouldn't be very many elements, so a list should be fine. // Should only be accessed on the paint thread. nsTArray> mDrawTargetsToFlush; }; } // namespace layers } // namespace mozilla #endif