Gecko:Layers
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Layer API Proposals
Roc
// Reference counted, safe-for-cross-thread-use layer class.
// Conceptually it's just something that knows how to composite itself
// onto some parent surface/layer.
// Layers are immutable. They might have time-varying rendering (animation),
// but you can't modify one once it's created. This makes them easy to use
// safely across threads.
class *Layer* {
};
// Generic superclass for helper object that creates a layer. This can only
// be used on one thread.
class LayerBuilder {
// Indicate that the given layer is related to this one, e.g., the new layer
// corresponds to the same element as the given layer. This adopts the
// caller's reference to the given layer. If the LayerBuilder is now the only
// thing holding a reference to the given Layer, we can recycle the Layer's
// resources here (even the Layer object itself).
// We can also use this to predict that the new layer will be used in the
// same way as the given layer, for example, the eventual rendering
// destination(s) of the new layer can be predicted to be whatever the old
// layer was rendered to.
void setAffinity(Layer);
// Set rendering properties
void setOpacity(float);
// Set the transform used to render this layer onto the destination surface
void setTransform(matrix);
void setColorSpaceConversion(...);
void setProgram(...);
// Finish building and return the Layer. This can only be called once,
// nothing else can be done with this LayerBuilder afterward.
// In some cases this may return no layer, in particular when the builder
// was created by ContainerLayerBuilder::addContainerChild/addRenderedChild
// (the layer system may have rendered the child's contents directly into the
// parent).
Layer finish();
};
class YUVLayerBuilder : LayerBuilder {
// Create a YUV layer with given size and format, and adopt the memory buffer
YUVLayerBuilder(size, format, bufferToAdopt);
};
class ContainerLayerBuilder : LayerBuilder {
// format can be RGB, ARGB (eventually ARAGAB?).
// This constructs a container layer that can be used anywhere.
ContainerLayerBuilder(size, format);
// Add an existing layer
addLayer(Layer);
// Open a child container layer. This child must finish()
// before another child can be added or this builder finishes.
ContainerLayerBuilder addContainerChild(size, format);
// Open a child rendered layer. This child must finish()
// before another child can be added or this builder finishes.
// RenderedLayers constructed this way may not need a temporary surface.
RenderedLayerBuilder addRenderedChild(size, format);
};
class RenderedLayerBuilder : LayerBuilder {
// format can be RGB, ARGB (eventually ARAGAB?)
// This constructs a layer rendered via gfx that can be used anywhere
// (and therefore requires a temporary surface).
RenderedLayerBuilder(size, format);
gfxContext* getContext();
};
Add a method gfxContext::SetSource(Layer).
Add a way to return a Layer from a paint event (or just set it directly on the widget), so it gets rendered, possibly asynchronously on another thread.