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Current view: top level - gfx/layers/mlgpu - RenderViewMLGPU.h (source / functions) Hit Total Coverage
Test: output.info Lines: 0 7 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 5 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
       2             : * This Source Code Form is subject to the terms of the Mozilla Public
       3             : * License, v. 2.0. If a copy of the MPL was not distributed with this
       4             : * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
       5             : 
       6             : #ifndef mozilla_gfx_layers_mlgpu_RenderViewMLGPU_h
       7             : #define mozilla_gfx_layers_mlgpu_RenderViewMLGPU_h
       8             : 
       9             : #include "LayerManagerMLGPU.h"
      10             : #include "ClearRegionHelper.h"
      11             : #include "RenderPassMLGPU.h"
      12             : #include "Units.h"
      13             : #include <deque>
      14             : 
      15             : namespace mozilla {
      16             : namespace layers {
      17             : 
      18             : class FrameBuilder;
      19             : class ContainerLayerMLGPU;
      20             : class MLGRenderTarget;
      21             : 
      22             : class RenderViewMLGPU
      23             : {
      24             : public:
      25           0 :   NS_INLINE_DECL_REFCOUNTING(RenderViewMLGPU)
      26             : 
      27             :   // Constructor for the widget render target.
      28             :   RenderViewMLGPU(FrameBuilder* aBuilder,
      29             :                   MLGRenderTarget* aTarget,
      30             :                   const nsIntRegion& aInvalidRegion);
      31             : 
      32             :   // Constructor for intermediate surfaces.
      33             :   RenderViewMLGPU(FrameBuilder* aBuilder,
      34             :                   ContainerLayerMLGPU* aContainer,
      35             :                   RenderViewMLGPU* aParent);
      36             : 
      37             :   void Prepare();
      38             :   void Render();
      39             :   void AddChild(RenderViewMLGPU* aParent);
      40             :   void AddItem(LayerMLGPU* aItem,
      41             :                const gfx::IntRect& aBounds,
      42             :                Maybe<gfx::Polygon>&& aGeometry);
      43             :   void FinishBuilding();
      44             : 
      45           0 :   const gfx::IntPoint& GetTargetOffset() const {
      46           0 :     return mTargetOffset;
      47             :   }
      48             :   RenderViewMLGPU* GetParent() const {
      49             :     return mParent;
      50             :   }
      51           0 :   bool HasDepthBuffer() const {
      52           0 :     return mUseDepthBuffer;
      53             :   }
      54             : 
      55             :   // The size and render target cannot be read until the view has finished
      56             :   // building, since we try to right-size the render target to the visible
      57             :   // region.
      58             :   MLGRenderTarget* GetRenderTarget() const;
      59             :   gfx::IntSize GetSize() const;
      60             : 
      61           0 :   gfx::IntRect GetInvalidRect() const {
      62           0 :     return mInvalidBounds;
      63             :   }
      64             : 
      65             : private:
      66             :   RenderViewMLGPU(FrameBuilder* aBuilder, RenderViewMLGPU* aParent);
      67             :   ~RenderViewMLGPU();
      68             : 
      69             :   void ExecuteRendering();
      70             :   bool UpdateVisibleRegion(ItemInfo& aItem);
      71             :   void AddItemFrontToBack(LayerMLGPU* aLayer, ItemInfo& aItem);
      72             :   void AddItemBackToFront(LayerMLGPU* aLayer, ItemInfo& aItem);
      73             : 
      74             :   void PrepareClears();
      75             : 
      76             :   void ExecutePass(RenderPassMLGPU* aPass);
      77             : 
      78             :   // Return the sorting index offset to use.
      79             :   int32_t PrepareDepthBuffer();
      80             : 
      81             : private:
      82             :   std::deque<RefPtr<RenderPassMLGPU>> mFrontToBack;
      83             :   std::deque<RefPtr<RenderPassMLGPU>> mBackToFront;
      84             : 
      85             :   FrameBuilder* mBuilder;
      86             :   RefPtr<MLGDevice> mDevice;
      87             :   RenderViewMLGPU* mParent;
      88             :   std::vector<RefPtr<RenderViewMLGPU>> mChildren;
      89             : 
      90             :   // Shader data.
      91             :   ConstantBufferSection mWorldConstants;
      92             : 
      93             :   // Information for the initial target surface clear. This covers the area that
      94             :   // won't be occluded by opaque content.
      95             :   ClearRegionHelper mPreClear;
      96             : 
      97             :   // The post-clear region, that must be cleared after all drawing is done.
      98             :   nsIntRegion mPostClearRegion;
      99             :   ClearRegionHelper mPostClear;
     100             : 
     101             :   // Either an MLGSwapChain-derived render target, or an intermediate surface.
     102             :   RefPtr<MLGRenderTarget> mTarget;
     103             : 
     104             :   // For intermediate render targets only, this is the layer owning the render target.
     105             :   ContainerLayerMLGPU* mContainer;
     106             : 
     107             :   // The offset adjustment from container layer space to render target space.
     108             :   // This is 0,0 for the root view.
     109             :   gfx::IntPoint mTargetOffset;
     110             : 
     111             :   // The invalid bounds as computed by LayerTreeInvalidation. This is the initial
     112             :   // render bounds size, if invalidation is disabled.
     113             :   gfx::IntRect mInvalidBounds;
     114             : 
     115             :   // The occluded region, which is updated every time we process an opaque,
     116             :   // rectangular item. This is not actually in LayerPixels, we do this to
     117             :   // avoid FromUnknownRegion which has array copies.
     118             :   LayerIntRegion mOccludedRegion;
     119             : 
     120             :   // True if we've finished adding layers to the view.
     121             :   bool mFinishedBuilding;
     122             : 
     123             :   // This state is used to avoid changing buffers while we execute batches.
     124             :   size_t mCurrentLayerBufferIndex;
     125             :   size_t mCurrentMaskRectBufferIndex;
     126             : 
     127             :   // Depth-buffer tracking.
     128             :   int32_t mNextSortIndex;
     129             :   bool mUseDepthBuffer;
     130             :   bool mDepthBufferNeedsClear;
     131             : };
     132             : 
     133             : } // namespace layers
     134             : } // namespace mozilla
     135             : 
     136             : #endif // mozilla_gfx_layers_mlgpu_RenderViewMLGPU_h

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