1 /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
2 * ***** BEGIN LICENSE BLOCK *****
3 * Version: MPL 1.1/GPL 2.0/LGPL 2.1
5 * The contents of this file are subject to the Mozilla Public License Version
6 * 1.1 (the "License"); you may not use this file except in compliance with
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15 * The Original Code is Mozilla Corporation code.
17 * The Initial Developer of the Original Code is Mozilla Foundation.
18 * Portions created by the Initial Developer are Copyright (C) 2010
19 * the Initial Developer. All Rights Reserved.
22 * Robert O'Callahan <robert@ocallahan.org>
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25 * either the GNU General Public License Version 2 or later (the "GPL"), or
26 * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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36 * ***** END LICENSE BLOCK ***** */
38 #ifndef THEBESLAYERBUFFER_H_
39 #define THEBESLAYERBUFFER_H_
41 #include "gfxContext.h"
42 #include "gfxASurface.h"
51 * This class encapsulates the buffer used to retain ThebesLayer contents,
52 * i.e., the contents of the layer's GetVisibleRegion().
54 * This is a cairo/Thebes surface, but with a literal twist. Scrolling
55 * causes the layer's visible region to move. We want to keep
56 * reusing the same surface if the region size hasn't changed, but we don't
57 * want to keep moving the contents of the surface around in memory. So
59 * Consider just the vertical case, and suppose the buffer is H pixels
60 * high and we're scrolling down by N pixels. Instead of copying the
61 * buffer contents up by N pixels, we leave the buffer contents in place,
62 * and paint content rows H to H+N-1 into rows 0 to N-1 of the buffer.
63 * Then we can refresh the screen by painting rows N to H-1 of the buffer
64 * at row 0 on the screen, and then painting rows 0 to N-1 of the buffer
65 * at row H-N on the screen.
66 * mBufferRotation.y would be N in this example.
68 class ThebesLayerBuffer
{
70 typedef gfxASurface::gfxContentType ContentType
;
73 * Controls the size of the backing buffer of this.
74 * - SizedToVisibleBounds: the backing buffer is exactly the same
75 * size as the bounds of ThebesLayer's visible region
76 * - ContainsVisibleBounds: the backing buffer is large enough to
77 * fit visible bounds. May be larger.
79 enum BufferSizePolicy
{
84 ThebesLayerBuffer(BufferSizePolicy aBufferSizePolicy
)
86 , mBufferRotation(0,0)
87 , mBufferSizePolicy(aBufferSizePolicy
)
89 MOZ_COUNT_CTOR(ThebesLayerBuffer
);
91 virtual ~ThebesLayerBuffer()
93 MOZ_COUNT_DTOR(ThebesLayerBuffer
);
97 * Wipe out all retained contents. Call this when the entire
98 * buffer becomes invalid.
103 mBufferDims
.SizeTo(0, 0);
108 * This is returned by BeginPaint. The caller should draw into mContext.
109 * mRegionToDraw must be drawn. mRegionToInvalidate has been invalidated
110 * by ThebesLayerBuffer and must be redrawn on the screen.
111 * mRegionToInvalidate is set when the buffer has changed from
112 * opaque to transparent or vice versa, since the details of rendering can
113 * depend on the buffer type.
116 nsRefPtr
<gfxContext
> mContext
;
117 nsIntRegion mRegionToDraw
;
118 nsIntRegion mRegionToInvalidate
;
122 * Start a drawing operation. This returns a PaintState describing what
123 * needs to be drawn to bring the buffer up to date in the visible region.
124 * This queries aLayer to get the currently valid and visible regions.
125 * The returned mContext may be null if mRegionToDraw is empty.
126 * Otherwise it must not be null.
127 * mRegionToInvalidate will contain mRegionToDraw.
129 PaintState
BeginPaint(ThebesLayer
* aLayer
, ContentType aContentType
,
130 float aXResolution
, float aYResolution
);
133 * Return a new surface of |aSize| and |aType|.
135 virtual already_AddRefed
<gfxASurface
>
136 CreateBuffer(ContentType aType
, const nsIntSize
& aSize
) = 0;
139 * Get the underlying buffer, if any. This is useful because we can pass
140 * in the buffer as the default "reference surface" if there is one.
141 * Don't use it for anything else!
143 gfxASurface
* GetBuffer() { return mBuffer
; }
152 nsIntRect
GetQuadrantRectangle(XSide aXSide
, YSide aYSide
);
153 void DrawBufferQuadrant(gfxContext
* aTarget
, XSide aXSide
, YSide aYSide
,
154 float aOpacity
, float aXRes
, float aYRes
);
155 void DrawBufferWithRotation(gfxContext
* aTarget
, float aOpacity
,
156 float aXRes
, float aYRes
);
159 * |BufferRect()| is the rect of device pixels that this
160 * ThebesLayerBuffer covers. That is what DrawBufferWithRotation()
161 * will paint when it's called.
163 * |BufferDims()| is the actual dimensions of the underlying surface
164 * maintained by this, also in device pixels. It is *not*
165 * necessarily true that |BufferRect().Size() == BufferDims()|.
166 * They may differ if a ThebesLayer is drawn at a non-1.0
169 const nsIntSize
& BufferDims() const { return mBufferDims
; }
170 const nsIntRect
& BufferRect() const { return mBufferRect
; }
171 const nsIntPoint
& BufferRotation() const { return mBufferRotation
; }
173 already_AddRefed
<gfxASurface
>
174 SetBuffer(gfxASurface
* aBuffer
, const nsIntSize
& aBufferDims
,
175 const nsIntRect
& aBufferRect
, const nsIntPoint
& aBufferRotation
)
177 nsRefPtr
<gfxASurface
> tmp
= mBuffer
.forget();
179 mBufferDims
= aBufferDims
;
180 mBufferRect
= aBufferRect
;
181 mBufferRotation
= aBufferRotation
;
186 * Get a context at the specified resolution for updating |aBounds|,
187 * which must be contained within a single quadrant.
189 already_AddRefed
<gfxContext
>
190 GetContextForQuadrantUpdate(const nsIntRect
& aBounds
,
191 float aXResolution
, float aYResolution
);
194 PRBool
BufferSizeOkFor(const nsIntSize
& aSize
)
196 return (aSize
== mBufferDims
||
197 (SizedToVisibleBounds
!= mBufferSizePolicy
&&
198 aSize
< mBufferDims
));
201 nsRefPtr
<gfxASurface
> mBuffer
;
203 * The actual dimensions of mBuffer. For the ContainsVisibleBounds
204 * policy or with resolution-scaled drawing, mBufferDims might be
205 * different than mBufferRect.Size().
207 nsIntSize mBufferDims
;
208 /** The area of the ThebesLayer that is covered by the buffer as a whole */
209 nsIntRect mBufferRect
;
211 * The x and y rotation of the buffer. Conceptually the buffer
212 * has its origin translated to mBufferRect.TopLeft() - mBufferRotation,
213 * is tiled to fill the plane, and the result is clipped to mBufferRect.
214 * So the pixel at mBufferRotation within the buffer is what gets painted at
215 * mBufferRect.TopLeft().
216 * This is "rotation" in the sense of rotating items in a linear buffer,
217 * where items falling off the end of the buffer are returned to the
218 * buffer at the other end, not 2D rotation!
220 nsIntPoint mBufferRotation
;
221 BufferSizePolicy mBufferSizePolicy
;
227 #endif /* THEBESLAYERBUFFER_H_ */