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	 126bd9e1a4
			
		
	
	
		126bd9e1a4
		
	
	
	
	
		
			
			This patch was generated automatically by the "modeline.py" script, available here: https://github.com/amccreight/moz-source-tools/blob/master/modeline.py For every file that is modified in this patch, the changes are as follows: (1) The patch changes the file to use the exact C++ mode lines from the Mozilla coding style guide, available here: https://developer.mozilla.org/en-US/docs/Mozilla/Developer_guide/Coding_Style#Mode_Line (2) The patch deletes any blank lines between the mode line & the MPL boilerplate comment. (3) If the file previously had the mode lines and MPL boilerplate in a single contiguous C++ comment, then the patch splits them into separate C++ comments, to match the boilerplate in the coding style. MozReview-Commit-ID: 77D61xpSmIl --HG-- extra : rebase_source : c6162fa3cf539a07177a19838324bf368faa162b
		
			
				
	
	
		
			147 lines
		
	
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			147 lines
		
	
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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| /* vim: set ts=8 sts=2 et sw=2 tw=80: */
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| /* This Source Code Form is subject to the terms of the Mozilla Public
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|  * License, v. 2.0. If a copy of the MPL was not distributed with this
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|  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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| 
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| #ifndef mozilla_gfx_layers_mlgpu_RenderViewMLGPU_h
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| #define mozilla_gfx_layers_mlgpu_RenderViewMLGPU_h
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| 
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| #include "LayerManagerMLGPU.h"
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| #include "ClearRegionHelper.h"
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| #include "RenderPassMLGPU.h"
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| #include "Units.h"
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| #include <deque>
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| 
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| namespace mozilla {
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| namespace layers {
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| 
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| class FrameBuilder;
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| class ContainerLayerMLGPU;
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| class MLGRenderTarget;
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| 
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| class RenderViewMLGPU
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| {
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| public:
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|   NS_INLINE_DECL_REFCOUNTING(RenderViewMLGPU)
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| 
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|   // Constructor for the widget render target.
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|   RenderViewMLGPU(FrameBuilder* aBuilder,
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|                   MLGRenderTarget* aTarget,
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|                   const nsIntRegion& aInvalidRegion);
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| 
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|   // Constructor for intermediate surfaces.
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|   RenderViewMLGPU(FrameBuilder* aBuilder,
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|                   ContainerLayerMLGPU* aContainer,
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|                   RenderViewMLGPU* aParent);
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| 
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|   void Prepare();
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|   void Render();
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|   void AddChild(RenderViewMLGPU* aParent);
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|   void AddItem(LayerMLGPU* aItem,
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|                const gfx::IntRect& aBounds,
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|                Maybe<gfx::Polygon>&& aGeometry);
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|   void FinishBuilding();
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| 
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|   const gfx::IntPoint& GetTargetOffset() const {
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|     return mTargetOffset;
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|   }
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|   RenderViewMLGPU* GetParent() const {
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|     return mParent;
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|   }
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|   bool HasDepthBuffer() const {
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|     return mUseDepthBuffer;
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|   }
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| 
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|   // Render after having previously delayed rendering due to the view
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|   // requiring a backdrop copy.
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|   void RenderAfterBackdropCopy();
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|   void RestoreDeviceState();
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| 
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|   // The size and render target cannot be read until the view has finished
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|   // building, since we try to right-size the render target to the visible
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|   // region.
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|   MLGRenderTarget* GetRenderTarget() const;
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|   gfx::IntSize GetSize() const;
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| 
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|   gfx::IntRect GetInvalidRect() const {
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|     return mInvalidBounds;
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|   }
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| 
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| private:
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|   RenderViewMLGPU(FrameBuilder* aBuilder, RenderViewMLGPU* aParent);
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|   ~RenderViewMLGPU();
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| 
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|   void ExecuteRendering();
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|   bool UpdateVisibleRegion(ItemInfo& aItem);
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|   void AddItemFrontToBack(LayerMLGPU* aLayer, ItemInfo& aItem);
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|   void AddItemBackToFront(LayerMLGPU* aLayer, ItemInfo& aItem);
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| 
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|   void PrepareClears();
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|   void SetDeviceState();
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|   void SetDepthTestMode(MLGDepthTestMode aMode);
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| 
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|   void ExecutePass(RenderPassMLGPU* aPass);
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| 
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|   // Return the sorting index offset to use.
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|   int32_t PrepareDepthBuffer();
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| 
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| private:
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|   std::deque<RefPtr<RenderPassMLGPU>> mFrontToBack;
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|   std::deque<RefPtr<RenderPassMLGPU>> mBackToFront;
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| 
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|   FrameBuilder* mBuilder;
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|   RefPtr<MLGDevice> mDevice;
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|   RenderViewMLGPU* mParent;
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|   std::vector<RefPtr<RenderViewMLGPU>> mChildren;
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| 
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|   // Shader data.
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|   ConstantBufferSection mWorldConstants;
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| 
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|   // Information for the initial target surface clear. This covers the area that
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|   // won't be occluded by opaque content.
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|   ClearRegionHelper mPreClear;
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| 
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|   // The post-clear region, that must be cleared after all drawing is done.
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|   nsIntRegion mPostClearRegion;
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|   ClearRegionHelper mPostClear;
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| 
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|   // Either an MLGSwapChain-derived render target, or an intermediate surface.
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|   RefPtr<MLGRenderTarget> mTarget;
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| 
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|   // For intermediate render targets only, this is the layer owning the render target.
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|   ContainerLayerMLGPU* mContainer;
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| 
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|   // The offset adjustment from container layer space to render target space.
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|   // This is 0,0 for the root view.
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|   gfx::IntPoint mTargetOffset;
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| 
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|   // The invalid bounds as computed by LayerTreeInvalidation. This is the initial
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|   // render bounds size, if invalidation is disabled.
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|   gfx::IntRect mInvalidBounds;
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| 
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|   // The occluded region, which is updated every time we process an opaque,
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|   // rectangular item. This is not actually in LayerPixels, we do this to
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|   // avoid FromUnknownRegion which has array copies.
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|   LayerIntRegion mOccludedRegion;
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| 
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|   // True if we've finished adding layers to the view.
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|   bool mFinishedBuilding;
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| 
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|   // This state is used to avoid changing buffers while we execute batches.
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|   size_t mCurrentLayerBufferIndex;
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|   size_t mCurrentMaskRectBufferIndex;
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| 
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|   // This state is saved locally so it can be restored in RestoreDeviceState.
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|   MLGDepthTestMode mCurrentDepthMode;
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| 
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|   // Depth-buffer tracking.
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|   int32_t mNextSortIndex;
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|   bool mUseDepthBuffer;
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|   bool mDepthBufferNeedsClear;
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| };
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| 
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| } // namespace layers
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| } // namespace mozilla
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| 
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| #endif // mozilla_gfx_layers_mlgpu_RenderViewMLGPU_h
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