/* -*- 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 GFX_CLIENTLAYERMANAGER_H #define GFX_CLIENTLAYERMANAGER_H #include // for int32_t #include "Layers.h" #include "gfxContext.h" // for gfxContext #include "gfxPrefs.h" #include "mozilla/Attributes.h" // for override #include "mozilla/LinkedList.h" // For LinkedList #include "mozilla/WidgetUtils.h" // for ScreenRotation #include "mozilla/gfx/Rect.h" // for Rect #include "mozilla/layers/CompositorTypes.h" #include "mozilla/layers/FocusTarget.h" // for FocusTarget #include "mozilla/layers/LayersTypes.h" // for BufferMode, LayersBackend, etc #include "mozilla/layers/PaintThread.h" // For PaintThread #include "mozilla/layers/ShadowLayers.h" // for ShadowLayerForwarder, etc #include "mozilla/layers/APZTestData.h" // for APZTestData #include "mozilla/layers/MemoryPressureObserver.h" #include "nsCOMPtr.h" // for already_AddRefed #include "nsIObserver.h" // for nsIObserver #include "nsISupportsImpl.h" // for Layer::Release, etc #include "nsRect.h" // for mozilla::gfx::IntRect #include "nsTArray.h" // for nsTArray #include "nscore.h" // for nsAString #include "mozilla/layers/TransactionIdAllocator.h" #include "nsIWidget.h" // For plugin window configuration information structs class nsDisplayListBuilder; namespace mozilla { namespace dom { class TabGroup; } namespace layers { using dom::TabGroup; class ClientPaintedLayer; class CompositorBridgeChild; class ImageLayer; class FrameUniformityData; class ClientLayerManager final : public LayerManager , public MemoryPressureListener { typedef nsTArray > LayerRefArray; public: explicit ClientLayerManager(nsIWidget* aWidget); virtual void Destroy() override; protected: virtual ~ClientLayerManager(); public: virtual ShadowLayerForwarder* AsShadowForwarder() override { return mForwarder; } virtual KnowsCompositor* AsKnowsCompositor() override { return mForwarder; } virtual ClientLayerManager* AsClientLayerManager() override { return this; } TabGroup* GetTabGroup(); virtual int32_t GetMaxTextureSize() const override; virtual void SetDefaultTargetConfiguration(BufferMode aDoubleBuffering, ScreenRotation aRotation); virtual bool BeginTransactionWithTarget(gfxContext* aTarget) override; virtual bool BeginTransaction() override; virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT) override; virtual void EndTransaction(DrawPaintedLayerCallback aCallback, void* aCallbackData, EndTransactionFlags aFlags = END_DEFAULT) override; virtual LayersBackend GetBackendType() override { return LayersBackend::LAYERS_CLIENT; } virtual LayersBackend GetCompositorBackendType() override { return AsShadowForwarder()->GetCompositorBackendType(); } virtual void GetBackendName(nsAString& name) override; virtual const char* Name() const override { return "Client"; } virtual void SetRoot(Layer* aLayer) override; virtual void Mutated(Layer* aLayer) override; virtual void MutatedSimple(Layer* aLayer) override; virtual already_AddRefed CreatePaintedLayer() override; virtual already_AddRefed CreatePaintedLayerWithHint(PaintedLayerCreationHint aHint) override; virtual already_AddRefed CreateContainerLayer() override; virtual already_AddRefed CreateImageLayer() override; virtual already_AddRefed CreateCanvasLayer() override; virtual already_AddRefed CreateReadbackLayer() override; virtual already_AddRefed CreateColorLayer() override; virtual already_AddRefed CreateRefLayer() override; virtual void UpdateTextureFactoryIdentifier(const TextureFactoryIdentifier& aNewIdentifier) override; virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() override { return AsShadowForwarder()->GetTextureFactoryIdentifier(); } virtual void FlushRendering() override; virtual void WaitOnTransactionProcessed() override; virtual void SendInvalidRegion(const nsIntRegion& aRegion) override; virtual uint32_t StartFrameTimeRecording(int32_t aBufferSize) override; virtual void StopFrameTimeRecording(uint32_t aStartIndex, nsTArray& aFrameIntervals) override; virtual bool NeedsWidgetInvalidation() override { return false; } ShadowableLayer* Hold(Layer* aLayer); bool HasShadowManager() const { return mForwarder->HasShadowManager(); } virtual bool IsCompositingCheap() override; virtual bool HasShadowManagerInternal() const override { return HasShadowManager(); } virtual void SetIsFirstPaint() override; virtual void SetFocusTarget(const FocusTarget& aFocusTarget) override; /** * Pass through call to the forwarder for nsPresContext's * CollectPluginGeometryUpdates. Passes widget configuration information * to the compositor for transmission to the chrome process. This * configuration gets set when the window paints. */ void StorePluginWidgetConfigurations(const nsTArray& aConfigurations) override; // Drop cached resources and ask our shadow manager to do the same, // if we have one. virtual void ClearCachedResources(Layer* aSubtree = nullptr) override; virtual void OnMemoryPressure(MemoryPressureReason aWhy) override; void SetRepeatTransaction() { mRepeatTransaction = true; } bool GetRepeatTransaction() { return mRepeatTransaction; } bool IsRepeatTransaction() { return mIsRepeatTransaction; } void SetTransactionIncomplete() { mTransactionIncomplete = true; } void SetQueuedAsyncPaints() { mQueuedAsyncPaints = true; } bool HasShadowTarget() { return !!mShadowTarget; } void SetShadowTarget(gfxContext* aTarget) { mShadowTarget = aTarget; } bool CompositorMightResample() { return mCompositorMightResample; } DrawPaintedLayerCallback GetPaintedLayerCallback() const { return mPaintedLayerCallback; } void* GetPaintedLayerCallbackData() const { return mPaintedLayerCallbackData; } CompositorBridgeChild* GetRemoteRenderer(); virtual CompositorBridgeChild* GetCompositorBridgeChild() override; bool InConstruction() { return mPhase == PHASE_CONSTRUCTION; } #ifdef DEBUG bool InDrawing() { return mPhase == PHASE_DRAWING; } bool InForward() { return mPhase == PHASE_FORWARD; } #endif bool InTransaction() { return mPhase != PHASE_NONE; } virtual void SetNeedsComposite(bool aNeedsComposite) override { mNeedsComposite = aNeedsComposite; } virtual bool NeedsComposite() const override { return mNeedsComposite; } virtual void ScheduleComposite() override; virtual void GetFrameUniformity(FrameUniformityData* aFrameUniformityData) override; virtual void DidComposite(TransactionId aTransactionId, const mozilla::TimeStamp& aCompositeStart, const mozilla::TimeStamp& aCompositeEnd) override; virtual bool AreComponentAlphaLayersEnabled() override; // Log APZ test data for the current paint. We supply the paint sequence // number ourselves, and take care of calling APZTestData::StartNewPaint() // when a new paint is started. void LogTestDataForCurrentPaint(FrameMetrics::ViewID aScrollId, const std::string& aKey, const std::string& aValue) { MOZ_ASSERT(gfxPrefs::APZTestLoggingEnabled(), "don't call me"); mApzTestData.LogTestDataForPaint(mPaintSequenceNumber, aScrollId, aKey, aValue); } // Log APZ test data for a repaint request. The sequence number must be // passed in from outside, and APZTestData::StartNewRepaintRequest() needs // to be called from the outside as well when a new repaint request is started. void StartNewRepaintRequest(SequenceNumber aSequenceNumber); // TODO(botond): When we start using this and write a wrapper similar to // nsLayoutUtils::LogTestDataForPaint(), make sure that wrapper checks // gfxPrefs::APZTestLoggingEnabled(). void LogTestDataForRepaintRequest(SequenceNumber aSequenceNumber, FrameMetrics::ViewID aScrollId, const std::string& aKey, const std::string& aValue) { MOZ_ASSERT(gfxPrefs::APZTestLoggingEnabled(), "don't call me"); mApzTestData.LogTestDataForRepaintRequest(aSequenceNumber, aScrollId, aKey, aValue); } // Get the content-side APZ test data for reading. For writing, use the // LogTestData...() functions. const APZTestData& GetAPZTestData() const { return mApzTestData; } // Get a copy of the compositor-side APZ test data for our layers ID. void GetCompositorSideAPZTestData(APZTestData* aData) const; virtual void SetTransactionIdAllocator(TransactionIdAllocator* aAllocator) override; virtual TransactionId GetLastTransactionId() override { return mLatestTransactionId; } float RequestProperty(const nsAString& aProperty) override; bool AsyncPanZoomEnabled() const override; virtual void SetLayersObserverEpoch(LayersObserverEpoch aEpoch) override; virtual void AddDidCompositeObserver(DidCompositeObserver* aObserver) override; virtual void RemoveDidCompositeObserver(DidCompositeObserver* aObserver) override; virtual already_AddRefed CreatePersistentBufferProvider(const gfx::IntSize& aSize, gfx::SurfaceFormat aFormat) override; static PaintTiming* MaybeGetPaintTiming(LayerManager* aManager) { if (!aManager) { return nullptr; } if (ClientLayerManager* lm = aManager->AsClientLayerManager()) { return &lm->AsShadowForwarder()->GetPaintTiming(); } return nullptr; } protected: enum TransactionPhase { PHASE_NONE, PHASE_CONSTRUCTION, PHASE_DRAWING, PHASE_FORWARD }; TransactionPhase mPhase; private: /** * Forward transaction results to the parent context. */ void ForwardTransaction(bool aScheduleComposite); /** * Take a snapshot of the parent context, and copy * it into mShadowTarget. */ void MakeSnapshotIfRequired(); void ClearLayer(Layer* aLayer); void HandleMemoryPressureLayer(Layer* aLayer); bool EndTransactionInternal(DrawPaintedLayerCallback aCallback, void* aCallbackData, EndTransactionFlags); void FlushAsyncPaints(); LayerRefArray mKeepAlive; nsIWidget* mWidget; /* PaintedLayer callbacks; valid at the end of a transaciton, * while rendering */ DrawPaintedLayerCallback mPaintedLayerCallback; void *mPaintedLayerCallbackData; // When we're doing a transaction in order to draw to a non-default // target, the layers transaction is only performed in order to send // a PLayers:Update. We save the original non-default target to // mShadowTarget, and then perform the transaction using // mDummyTarget as the render target. After the transaction ends, // we send a message to our remote side to capture the actual pixels // being drawn to the default target, and then copy those pixels // back to mShadowTarget. RefPtr mShadowTarget; RefPtr mTransactionIdAllocator; TransactionId mLatestTransactionId; TimeDuration mLastPaintTime; // Sometimes we draw to targets that don't natively support // landscape/portrait orientation. When we need to implement that // ourselves, |mTargetRotation| describes the induced transform we // need to apply when compositing content to our target. ScreenRotation mTargetRotation; // Used to repeat the transaction right away (to avoid rebuilding // a display list) to support progressive drawing. bool mRepeatTransaction; bool mIsRepeatTransaction; bool mTransactionIncomplete; bool mCompositorMightResample; bool mNeedsComposite; bool mQueuedAsyncPaints; // An incrementing sequence number for paints. // Incremented in BeginTransaction(), but not for repeat transactions. uint32_t mPaintSequenceNumber; APZTestData mApzTestData; RefPtr mForwarder; mozilla::TimeStamp mTransactionStart; nsTArray mDidCompositeObservers; RefPtr mMemoryPressureObserver; }; class ClientLayer : public ShadowableLayer { public: ClientLayer() { MOZ_COUNT_CTOR(ClientLayer); } ~ClientLayer(); // Shrink memory usage. // Called when "memory-pressure" is observed. virtual void HandleMemoryPressure() { } virtual void RenderLayer() = 0; virtual void RenderLayerWithReadback(ReadbackProcessor *aReadback) { RenderLayer(); } virtual ClientPaintedLayer* AsThebes() { return nullptr; } static inline ClientLayer * ToClientLayer(Layer* aLayer) { return static_cast(aLayer->ImplData()); } template static inline void RenderMaskLayers(LayerType* aLayer) { if (aLayer->GetMaskLayer()) { ToClientLayer(aLayer->GetMaskLayer())->RenderLayer(); } for (size_t i = 0; i < aLayer->GetAncestorMaskLayerCount(); i++) { ToClientLayer(aLayer->GetAncestorMaskLayerAt(i))->RenderLayer(); } } }; // Create a LayerHandle for aLayer, if we're forwarding our layer tree // to a parent process. Record the new layer creation in the current // open transaction as a side effect. template void CreateShadowFor(ClientLayer* aLayer, ClientLayerManager* aMgr, CreatedMethod aMethod) { LayerHandle shadow = aMgr->AsShadowForwarder()->ConstructShadowFor(aLayer); if (!shadow) { return; } aLayer->SetShadow(aMgr->AsShadowForwarder(), shadow); (aMgr->AsShadowForwarder()->*aMethod)(aLayer); aMgr->Hold(aLayer->AsLayer()); } #define CREATE_SHADOW(_type) \ CreateShadowFor(layer, this, \ &ShadowLayerForwarder::Created ## _type ## Layer) } // namespace layers } // namespace mozilla #endif /* GFX_CLIENTLAYERMANAGER_H */