Gecko:Layers: Difference between revisions
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// This assigns the animator to a frame and registers with its compositor. | // This assigns the animator to a frame and registers with its compositor. | ||
void Assign( | void Assign(ILayer *aLayer); | ||
} | } |
Revision as of 02:43, 7 October 2009
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 { };
class FunctionOfTime<T> { // We assume that we can access the frame rate to figure out how many // samples we should provide static FunctionOfTime createSeries(TimeStamp start, TimeDuration duration, int numSamples, T* values); };
// 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. // We can 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(...); // Set animated rendering properties. The layer is still immutable from // the API point of view, but its properties will change over time. // Specifying a function over time here lets a compositing thread change // the properties without blocking on the main thread. void setAnimatedOpacity(FunctionOfTime<float>); void setAnimatedTransform(FunctionOfTime<matrix>); // 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 the // underlying buffer managed by a WebGL canvas 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 its // parameters or draw into it. The underlying buffer can be managed with // copy on write so if we don't ever call getContext, the buffer need not // be copied. 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(); };
// This class controls animations on objects, any class can be made to // implement it, but we'd most likely provide some standard implementations. // Any state it wants to maintain is contained on an implementation level. class IAnimator { // Called by the compositor when starting a rendering cycle, with // the elapsed time. virtual void AdvanceTime(double aTime); // This assigns the animator to a frame and registers with its compositor. void Assign(ILayer *aLayer); }