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/*
* Copyright 2010, The Android Open Source Project
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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 THE COPYRIGHT HOLDERS ``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 THE COPYRIGHT OWNER 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.
*/
#ifndef BaseTile_h
#define BaseTile_h
#if USE(ACCELERATED_COMPOSITING)
#include "HashMap.h"
#include "SkBitmap.h"
#include "SkCanvas.h"
#include "SkRect.h"
#include "TextureOwner.h"
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES2/gl2.h>
#include <utils/threads.h>
namespace WebCore {
class TiledPage;
class BackedDoubleBufferedTexture;
/**
* An individual tile that is used to construct part of a webpage's BaseLayer of
* content. Each tile is assigned to a TiledPage and is responsible for drawing
* and displaying their section of the page. The lifecycle of a tile is:
*
* 1. Each tile is created on the main GL thread and assigned to a specific
* location within a TiledPage.
* 2. When needed the tile is passed to the background thread where it paints
* the BaseLayer's most recent PictureSet to a bitmap which is then uploaded
* to the GPU.
* 3. After the bitmap is uploaded to the GPU the main GL thread then uses the
* tile's draw() function to display the tile to the screen.
* 4. Steps 2-3 are repeated as necessary.
* 5. The tile is destroyed when the user navigates to a new page.
*
*/
class BaseTile : public TextureOwner {
public:
BaseTile();
~BaseTile();
void setContents(TiledPage* page, int x, int y);
bool isAvailable() const { return !m_texture; }
void reserveTexture();
void setUsedLevel(int);
bool isTileReady();
void draw(float transparency, SkRect& rect);
// the only thread-safe function called by the background thread
void paintBitmap();
void markAsDirty(const unsigned int pictureCount);
bool isDirty();
void setUsable(bool usable);
float scale() const { return m_scale; }
void setScale(float scale);
int x() const { return m_x; }
int y() const { return m_y; }
BackedDoubleBufferedTexture* texture() { return m_texture; }
// TextureOwner implementation
virtual void removeTexture(BackedDoubleBufferedTexture* texture);
virtual TiledPage* page() { return m_page; }
private:
// these variables are only set when the object is constructed
TiledPage* m_page;
int m_x;
int m_y;
// The remaining variables can be updated throughout the lifetime of the object
BackedDoubleBufferedTexture* m_texture;
float m_scale;
// used to signal that the that the tile is out-of-date and needs to be redrawn
bool m_dirty;
// used to signal whether or not the draw can use this tile.
bool m_usable;
// stores the id of the latest picture from webkit that caused this tile to
// become dirty. A tile is no longer dirty when it has been painted with a
// picture that is newer than this value.
unsigned int m_lastDirtyPicture;
// stores the id of the latest picture painted to the tile. If the id is 0
// then we know that the picture has not yet been painted an there is nothing
// to display (dirty or otherwise).
unsigned int m_lastPaintedPicture;
// This mutex serves two purposes. (1) It ensures that certain operations
// happen atomically and (2) it makes sure those operations are synchronized
// across all threads and cores.
android::Mutex m_atomicSync;
};
} // namespace WebCore
#endif // USE(ACCELERATED_COMPOSITING)
#endif // BaseTile_h
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