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/* -*- 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_BUFFERCLIENT_H
#define MOZILLA_GFX_BUFFERCLIENT_H
#include <stdint.h> // for uint64_t
#include <vector> // for vector
#include <map> // for map
#include "mozilla/Assertions.h" // for MOZ_CRASH
#include "mozilla/RefPtr.h" // for already_AddRefed, RefCounted
#include "mozilla/gfx/Types.h" // for SurfaceFormat
#include "mozilla/layers/CompositorTypes.h"
#include "mozilla/layers/LayersTypes.h" // for LayersBackend, TextureDumpMode
#include "mozilla/layers/TextureClient.h" // for TextureClient
#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
namespace mozilla {
namespace layers {
class CompositableClient;
class ImageBridgeChild;
class ImageContainer;
class CompositableForwarder;
class CompositableChild;
class PCompositableChild;
class TextureClientRecycleAllocator;
/**
* CompositableClient manages the texture-specific logic for composite layers,
* independently of the layer. It is the content side of a CompositableClient/
* CompositableHost pair.
*
* CompositableClient's purpose is to send texture data to the compositor side
* along with any extra information about how the texture is to be composited.
* Things like opacity or transformation belong to layer and not compositable.
*
* Since Compositables are independent of layers it is possible to create one,
* connect it to the compositor side, and start sending images to it. This alone
* is arguably not very useful, but it means that as long as a shadow layer can
* do the proper magic to find a reference to the right CompositableHost on the
* Compositor side, a Compositable client can be used outside of the main
* shadow layer forwarder machinery that is used on the main thread.
*
* The first step is to create a Compositable client and call Connect().
* Connect() creates the underlying IPDL actor (see CompositableChild) and the
* corresponding CompositableHost on the other side.
*
* To do in-transaction texture transfer (the default), call
* ShadowLayerForwarder::Attach(CompositableClient*, ShadowableLayer*). This
* will let the LayerComposite on the compositor side know which CompositableHost
* to use for compositing.
*
* To do async texture transfer (like async-video), the CompositableClient
* should be created with a different CompositableForwarder (like
* ImageBridgeChild) and attachment is done with
* CompositableForwarder::AttachAsyncCompositable that takes an identifier
* instead of a CompositableChild, since the CompositableClient is not managed
* by this layer forwarder (the matching uses a global map on the compositor side,
* see CompositableMap in ImageBridgeParent.cpp)
*
* Subclasses: Painted layers use ContentClients, ImageLayers use ImageClients,
* Canvas layers use CanvasClients (but ImageHosts). We have a different subclass
* where we have a different way of interfacing with the textures - in terms of
* drawing into the compositable and/or passing its contents to the compostior.
*/
class CompositableClient
{
protected:
virtual ~CompositableClient();
public:
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(CompositableClient)
explicit CompositableClient(CompositableForwarder* aForwarder, TextureFlags aFlags = TextureFlags::NO_FLAGS);
virtual void Dump(std::stringstream& aStream,
const char* aPrefix="",
bool aDumpHtml=false,
TextureDumpMode aCompress=TextureDumpMode::Compress) {};
virtual TextureInfo GetTextureInfo() const = 0;
LayersBackend GetCompositorBackendType() const;
already_AddRefed<TextureClient>
CreateBufferTextureClient(gfx::SurfaceFormat aFormat,
gfx::IntSize aSize,
gfx::BackendType aMoz2dBackend = gfx::BackendType::NONE,
TextureFlags aFlags = TextureFlags::DEFAULT);
already_AddRefed<TextureClient>
CreateTextureClientForDrawing(gfx::SurfaceFormat aFormat,
gfx::IntSize aSize,
BackendSelector aSelector,
TextureFlags aTextureFlags,
TextureAllocationFlags aAllocFlags = ALLOC_DEFAULT);
already_AddRefed<TextureClient>
CreateTextureClientFromSurface(gfx::SourceSurface* aSurface,
BackendSelector aSelector,
TextureFlags aTextureFlags,
TextureAllocationFlags aAllocFlags = ALLOC_DEFAULT);
/**
* Establishes the connection with compositor side through IPDL
*/
virtual bool Connect(ImageContainer* aImageContainer = nullptr);
void Destroy();
bool IsConnected() const;
PCompositableChild* GetIPDLActor() const;
CompositableForwarder* GetForwarder() const
{
return mForwarder;
}
/**
* This identifier is what lets us attach async compositables with a shadow
* layer. It is not used if the compositable is used with the regular shadow
* layer forwarder.
*
* If this returns zero, it means the compositable is not async (it is used
* on the main thread).
*/
uint64_t GetAsyncID() const;
/**
* Tells the Compositor to create a TextureHost for this TextureClient.
*/
virtual bool AddTextureClient(TextureClient* aClient);
/**
* A hook for the when the Compositable is detached from it's layer.
*/
virtual void OnDetach() {}
/**
* Clear any resources that are not immediately necessary. This may be called
* in low-memory conditions.
*/
virtual void ClearCachedResources();
/**
* Shrink memory usage.
* Called when "memory-pressure" is observed.
*/
virtual void HandleMemoryPressure();
/**
* Should be called when deataching a TextureClient from a Compositable, because
* some platforms need to do some extra book keeping when this happens (for
* example to properly keep track of fences on Gonk).
*
* See AutoRemoveTexture to automatically invoke this at the end of a scope.
*/
virtual void RemoveTexture(TextureClient* aTexture);
static RefPtr<CompositableClient> FromIPDLActor(PCompositableChild* aActor);
void InitIPDLActor(PCompositableChild* aActor, uint64_t aAsyncID = 0);
TextureFlags GetTextureFlags() const { return mTextureFlags; }
TextureClientRecycleAllocator* GetTextureClientRecycler();
bool HasTextureClientRecycler() { return !!mTextureClientRecycler; }
static void DumpTextureClient(std::stringstream& aStream,
TextureClient* aTexture,
TextureDumpMode aCompress);
protected:
RefPtr<CompositableChild> mCompositableChild;
RefPtr<CompositableForwarder> mForwarder;
// Some layers may want to enforce some flags to all their textures
// (like disallowing tiling)
TextureFlags mTextureFlags;
RefPtr<TextureClientRecycleAllocator> mTextureClientRecycler;
friend class CompositableChild;
};
/**
* Helper to call RemoveTexture at the end of a scope.
*/
struct AutoRemoveTexture
{
explicit AutoRemoveTexture(CompositableClient* aCompositable,
TextureClient* aTexture = nullptr)
: mTexture(aTexture)
, mCompositable(aCompositable)
{}
~AutoRemoveTexture();
RefPtr<TextureClient> mTexture;
private:
CompositableClient* mCompositable;
};
} // namespace layers
} // namespace mozilla
#endif
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