Gecko:Layers
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 WebGLBufferLayerBuilder : LayerBuilder {
// Create a layer that's a logical copy (ideally copy on write) of a given
// WebGL canvas with given size and format, and adopt the memory buffer
WebGLLayerBuilder(webGLBuffer);
};
class ContainerLayerBuilder : LayerBuilder {
// format can be RGB, ARGB (eventually ARAGAB?).
// This constructs a container layer that can be used anywhere.
ContainerLayerBuilder(size, format);
// The following methods can only be called after all LayerBuilder property
// setters are done.
// 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);
// create a (conceptual) copy of the given RenderedLayer so we can modify it // or draw into it. This adopts the caller's reference, so if this is the // only reference we can just take over the Layer. RenderedLayerBuilder(Layer layer); // This can only be called after all LayerBuilder property setters are // done. The context cannot be used after finish() is called. 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.
Clients can use a mixture of retained Layers and recursive painting with each recursion level delimited by ContainerLayerBuilder::addContainerChild followed by finish() on the child.
The goal is to allow a pure cairo implementation of this API that's as efficient as we have today. In that implementation RenderedLayerBuilder::getContext tries to return a context that renders directly into the underlying surface for some ancestor. Of course we also want to have a GL or D3D implementation that's fast, but will require more temporary surfaces if we're not using cairo-gl.
When we go to off-main-thread compositing we'll want to add support for animation and other stuff. For example we might want a YUVSeriesLayerBuilder that can select from a queue of timestamped frames based on the current time. The rendering property setters on LayerBuilder would be extended with animating setters that take a list of timestamped values, or perhaps the parameters of actual transition functions.
Jeff
Bas
// The controlling class that controls the composition of frames. This // lives on a rectangular area on the client's screen, and controls the // composition of all layers on the compositor. This runs its own thread // internally from which all OpenGL/D3D operations are executed. All re- // scheduling of drawing and invalidations are run based on operations // executed on the compositor and its layers. class Compositor {
// Create a layer that can be used to render to, the size here // describes the size in pixels. The format the format of the data, // This can be RGB, RGBA, YUV. The compositor will know what to do // with these layers, and how to render them properly. When the last // reference to the layer dies there will be only one left, and it's // ready to be destroyed. Type can be one of hardware or managed. // Only managed layers can be drawn to directly from software. // Any created layer can contain other layers inside, places anywhere // on its surface. Layer *CreateLayer(size, format, type);
};
// These are operations that can be executed on all layers. class ILayer {
// Color by which the layers pixels are multiplied, // This contains an alpha value so opacity can implicitly // be controlled. SetColor(color);
// Sets an affine transformation to place the layer with. SetTransform(matrix);
// Add a layer to this layer. This layer may be blitted onto // this layer's hardware surface. AddLayer(ILayer);
// Optional pixel shader program to run on this layer. This can be // used to apply a variety of effects to the layer when rendered. SetShader(shader);
};
// Layers exposing this interface allow access to the surface. Double // buffered, this means that if it's currently being drawn to the compositor // will simply draw the texture. This will ensure rendering of the compositor // area doesn't stall waiting on an expensive software render. class ILockableLayer {
// Lock the surface of this layer. Returns a gfxContext to draw to. gfxContext *Lock();
// Unlock the surface, this means we're done. And will signal the // compositor to update the associated texture and redraw. Unlock();
};
// Layers exposing this interface can have their hardware surface accessed, // which can then be used as a render target for other accelerated parts of // the code. class IHardwareLayer {
// Return hardware surface in whatever structure we pick. Might need // locking/unlocking logic. HardwareSurface *Surface();
};