/* -*- Mode: C++; tab-width: 20; 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_GFX_IMAGEHOST_H #define MOZILLA_GFX_IMAGEHOST_H #include // for FILE #include "CompositableHost.h" // for CompositableHost #include "mozilla/Attributes.h" // for override #include "mozilla/RefPtr.h" // for RefPtr #include "mozilla/gfx/MatrixFwd.h" // for Matrix4x4 #include "mozilla/gfx/Point.h" // for Point #include "mozilla/gfx/Polygon.h" // for Polygon #include "mozilla/gfx/Rect.h" // for Rect #include "mozilla/gfx/Types.h" // for SamplingFilter #include "mozilla/layers/CompositorTypes.h" // for TextureInfo, etc #include "mozilla/layers/ImageComposite.h" // for ImageComposite #include "mozilla/layers/LayersSurfaces.h" // for SurfaceDescriptor #include "mozilla/layers/LayersTypes.h" // for LayerRenderState, etc #include "mozilla/layers/TextureHost.h" // for TextureHost, etc #include "mozilla/mozalloc.h" // for operator delete #include "nsCOMPtr.h" // for already_AddRefed #include "nsRect.h" // for mozilla::gfx::IntRect #include "nsRegionFwd.h" // for nsIntRegion #include "nscore.h" // for nsACString namespace mozilla { namespace layers { class Compositor; struct EffectChain; class HostLayerManager; /** * ImageHost. Works with ImageClientSingle and ImageClientBuffered */ class ImageHost : public CompositableHost, public ImageComposite { public: explicit ImageHost(const TextureInfo& aTextureInfo); ~ImageHost(); virtual CompositableType GetType() override { return mTextureInfo.mCompositableType; } virtual ImageHost* AsImageHost() override { return this; } virtual void Composite(Compositor* aCompositor, LayerComposite* aLayer, EffectChain& aEffectChain, float aOpacity, const gfx::Matrix4x4& aTransform, const gfx::SamplingFilter aSamplingFilter, const gfx::IntRect& aClipRect, const nsIntRegion* aVisibleRegion = nullptr, const Maybe& aGeometry = Nothing()) override; virtual void UseTextureHost(const nsTArray& aTextures) override; virtual void RemoveTextureHost(TextureHost* aTexture) override; virtual TextureHost* GetAsTextureHost(gfx::IntRect* aPictureRect = nullptr) override; virtual void Attach(Layer* aLayer, TextureSourceProvider* aProvider, AttachFlags aFlags = NO_FLAGS) override; virtual void SetTextureSourceProvider(TextureSourceProvider* aProvider) override; gfx::IntSize GetImageSize() const override; virtual void PrintInfo(std::stringstream& aStream, const char* aPrefix) override; virtual void Dump(std::stringstream& aStream, const char* aPrefix = "", bool aDumpHtml = false) override; virtual already_AddRefed GetAsSurface() override; virtual bool Lock() override; virtual void Unlock() override; virtual already_AddRefed GenEffect(const gfx::SamplingFilter aSamplingFilter) override; void SetCurrentTextureHost(TextureHost* aTexture); virtual void CleanupResources() override; bool IsOpaque(); struct RenderInfo { int imageIndex; TimedImage* img; RefPtr host; RenderInfo() : imageIndex(-1), img(nullptr) {} }; // Acquire rendering information for the current frame. bool PrepareToRender(TextureSourceProvider* aProvider, RenderInfo* aOutInfo); // Acquire the TextureSource for the currently prepared frame. RefPtr AcquireTextureSource(const RenderInfo& aInfo); // Send ImageComposite notifications and update the ChooseImage bias. void FinishRendering(const RenderInfo& aInfo); // This should only be called inside a lock, or during rendering. It is // infallible to enforce this. TextureHost* CurrentTextureHost() const { MOZ_ASSERT(mCurrentTextureHost); return mCurrentTextureHost; } protected: // ImageComposite virtual TimeStamp GetCompositionTime() const override; // Use a simple RefPtr because the same texture is already held by a // a CompositableTextureHostRef in the array of TimedImage. // See the comment in CompositableTextureRef for more details. RefPtr mCurrentTextureHost; CompositableTextureSourceRef mCurrentTextureSource; // When doing texture uploads it's best to alternate between two (or three) // texture sources so that the texture we upload to isn't being used by // the GPU to composite the previous frame. RefPtr mExtraTextureSource; bool mLocked; }; } // namespace layers } // namespace mozilla #endif