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/*
* Copyright (C) 2024 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#if ENABLE(GPU_PROCESS)
#include "SwapBuffersDisplayRequirement.h"
#include <WebCore/FloatRect.h>
#include <WebCore/ImageBuffer.h>
#include <WebCore/Region.h>
#include <wtf/Vector.h>
namespace WebKit {
// An ImageBufferSet is a set of three ImageBuffers (front, back, secondary back),
// for the purpose of drawing successive (layer) frames.
// It handles picking an existing buffer to be the new front buffer, and then copying
// forward the previous pixels, clipping to the dirty area and clearing that subset.
// FIXME: This class should also have common code for buffer allocation, setting volatility,
// and accessing the GraphicsContext.
// Splitting out a virtual base class so that RemoteImageBufferProxy can implement the interface
// would also be nice.
class ImageBufferSet {
public:
using PaintRectList = Vector<WebCore::FloatRect, 5>;
// Tries to swap one of the existing back buffers to the new front buffer, if any are
// not currently in-use.
SwapBuffersDisplayRequirement swapBuffersForDisplay(bool hasEmptyDirtyRegion, bool supportsPartialRepaint);
// Initializes the contents of the new front buffer using the previous
// frames pixels(if applicable), clips to the dirty region, and clears the pixels
// to be drawn (unless drawing will be opaque).
void prepareBufferForDisplay(const WebCore::FloatRect& layerBounds, const WebCore::Region& dirtyRegion, const PaintRectList& paintingRects, bool requiresClearedPixels);
static PaintRectList computePaintingRects(const WebCore::Region& dirtyRegion, float resolutionScale);
void clearBuffers();
RefPtr<WebCore::ImageBuffer> protectedFrontBuffer() { return m_frontBuffer; }
RefPtr<WebCore::ImageBuffer> protectedBackBuffer() { return m_backBuffer; }
RefPtr<WebCore::ImageBuffer> protectedSecondaryBackBuffer() { return m_secondaryBackBuffer; }
RefPtr<WebCore::ImageBuffer> m_frontBuffer;
RefPtr<WebCore::ImageBuffer> m_backBuffer;
RefPtr<WebCore::ImageBuffer> m_secondaryBackBuffer;
std::optional<WebCore::IntRect> m_previouslyPaintedRect;
bool m_frontBufferIsCleared { false };
};
} // namespace WebKit
#endif
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