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/*
Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies)
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#ifndef TextureMapperLayer_h
#define TextureMapperLayer_h
#if USE(ACCELERATED_COMPOSITING)
#include "FilterOperations.h"
#include "FloatRect.h"
#include "GraphicsLayer.h"
#include "GraphicsLayerAnimation.h"
#include "GraphicsLayerTransform.h"
#include "TextureMapper.h"
#include "TextureMapperBackingStore.h"
namespace WebCore {
class TextureMapperPlatformLayer;
class GraphicsLayerTextureMapper;
class TextureMapperPaintOptions {
public:
RefPtr<BitmapTexture> surface;
RefPtr<BitmapTexture> mask;
float opacity;
TransformationMatrix transform;
IntSize offset;
TextureMapper* textureMapper;
TextureMapperPaintOptions()
: opacity(1)
, textureMapper(0)
{ }
};
class TextureMapperLayer : public GraphicsLayerAnimation::Client {
WTF_MAKE_FAST_ALLOCATED;
public:
// This set of flags help us defer which properties of the layer have been
// modified by the compositor, so we can know what to look for in the next flush.
enum ChangeMask {
NoChanges = 0,
ChildrenChange = (1L << 1),
MaskLayerChange = (1L << 2),
PositionChange = (1L << 3),
AnchorPointChange = (1L << 4),
SizeChange = (1L << 5),
TransformChange = (1L << 6),
ContentChange = (1L << 7),
ContentsOrientationChange = (1L << 9),
OpacityChange = (1L << 10),
ContentsRectChange = (1L << 11),
Preserves3DChange = (1L << 12),
MasksToBoundsChange = (1L << 13),
DrawsContentChange = (1L << 14),
ContentsVisibleChange = (1L << 15),
ContentsOpaqueChange = (1L << 16),
BackfaceVisibilityChange = (1L << 17),
ChildrenTransformChange = (1L << 18),
DisplayChange = (1L << 19),
BackgroundColorChange = (1L << 20),
ReplicaLayerChange = (1L << 21),
AnimationChange = (1L << 22),
FilterChange = (1L << 23)
};
enum SyncOptions {
TraverseDescendants = 1,
ComputationsOnly = 2
};
TextureMapperLayer()
: m_parent(0)
, m_effectTarget(0)
, m_contentsLayer(0)
, m_opacity(1)
, m_centerZ(0)
, m_textureMapper(0)
{ }
virtual ~TextureMapperLayer();
TextureMapper* textureMapper() const;
void flushCompositingState(GraphicsLayerTextureMapper*, int syncOptions = 0);
void flushCompositingState(GraphicsLayerTextureMapper*, TextureMapper*, int syncOptions = 0);
IntSize size() const { return IntSize(m_size.width(), m_size.height()); }
void setTransform(const TransformationMatrix&);
void setOpacity(float value) { m_opacity = value; }
#if ENABLE(CSS_FILTERS)
void setFilters(const FilterOperations& filters) { m_filters = filters; }
#endif
void setTextureMapper(TextureMapper* texmap) { m_textureMapper = texmap; }
bool descendantsOrSelfHaveRunningAnimations() const;
void paint();
void setBackingStore(PassRefPtr<TextureMapperBackingStore> backingStore) { m_backingStore = backingStore; }
PassRefPtr<TextureMapperBackingStore> backingStore() { return m_backingStore; }
void clearBackingStoresRecursive();
void setScrollPositionDeltaIfNeeded(const FloatSize&);
void applyAnimationsRecursively();
private:
const TextureMapperLayer* rootLayer() const;
void computeTransformsRecursive();
void computeOverlapsIfNeeded();
void computeTiles();
IntRect intermediateSurfaceRect(const TransformationMatrix&);
IntRect intermediateSurfaceRect();
void swapContentsBuffers();
FloatRect targetRectForTileRect(const FloatRect& totalTargetRect, const FloatRect& tileRect) const;
void invalidateViewport(const FloatRect&);
void notifyChange(ChangeMask);
void flushCompositingStateSelf(GraphicsLayerTextureMapper*, TextureMapper*);
static int compareGraphicsLayersZValue(const void* a, const void* b);
static void sortByZOrder(Vector<TextureMapperLayer* >& array, int first, int last);
PassRefPtr<BitmapTexture> texture() { return m_backingStore ? m_backingStore->texture() : 0; }
FloatPoint adjustedPosition() const { return m_state.pos + m_scrollPositionDelta; }
bool isAncestorFixedToViewport() const;
void setChildren(const Vector<GraphicsLayer*>&);
void addChild(TextureMapperLayer*);
void removeFromParent();
void removeAllChildren();
void paintRecursive(const TextureMapperPaintOptions&);
void paintSelf(const TextureMapperPaintOptions&);
void paintSelfAndChildren(const TextureMapperPaintOptions&);
void paintSelfAndChildrenWithReplica(const TextureMapperPaintOptions&);
// GraphicsLayerAnimation::Client
void setAnimatedTransform(const TransformationMatrix& matrix) { setTransform(matrix); }
void setAnimatedOpacity(float opacity) { setOpacity(opacity); }
#if ENABLE(CSS_FILTERS)
virtual void setAnimatedFilters(const FilterOperations& filters) { setFilters(filters); }
#endif
void syncAnimations();
bool isVisible() const;
enum ContentsLayerCount {
NoLayersWithContent,
SingleLayerWithContents,
MultipleLayersWithContents
};
ContentsLayerCount countPotentialLayersWithContents() const;
bool shouldPaintToIntermediateSurface() const;
GraphicsLayerTransform m_transform;
inline FloatRect layerRect() const
{
return FloatRect(FloatPoint::zero(), m_size);
}
Vector<TextureMapperLayer*> m_children;
TextureMapperLayer* m_parent;
TextureMapperLayer* m_effectTarget;
RefPtr<TextureMapperBackingStore> m_backingStore;
TextureMapperPlatformLayer* m_contentsLayer;
FloatSize m_size;
float m_opacity;
#if ENABLE(CSS_FILTERS)
FilterOperations m_filters;
#endif
float m_centerZ;
String m_name;
struct State {
FloatPoint pos;
FloatPoint3D anchorPoint;
FloatSize size;
TransformationMatrix transform;
TransformationMatrix childrenTransform;
float opacity;
FloatRect contentsRect;
int descendantsWithContent;
TextureMapperLayer* maskLayer;
TextureMapperLayer* replicaLayer;
#if ENABLE(CSS_FILTERS)
FilterOperations filters;
#endif
bool preserves3D : 1;
bool masksToBounds : 1;
bool drawsContent : 1;
bool contentsVisible : 1;
bool contentsOpaque : 1;
bool backfaceVisibility : 1;
bool visible : 1;
bool mightHaveOverlaps : 1;
bool needsRepaint;
State()
: opacity(1.f)
, maskLayer(0)
, replicaLayer(0)
, preserves3D(false)
, masksToBounds(false)
, drawsContent(false)
, contentsVisible(true)
, contentsOpaque(false)
, backfaceVisibility(false)
, visible(true)
, mightHaveOverlaps(false)
, needsRepaint(false)
{
}
};
State m_state;
TextureMapper* m_textureMapper;
GraphicsLayerAnimations m_animations;
FloatSize m_scrollPositionDelta;
bool m_fixedToViewport;
};
TextureMapperLayer* toTextureMapperLayer(GraphicsLayer*);
}
#endif
#endif // TextureMapperLayer_h
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