CoordinatedLayerTreeHost.h [plain text]
#ifndef CoordinatedLayerTreeHost_h
#define CoordinatedLayerTreeHost_h
#if USE(COORDINATED_GRAPHICS)
#include "CompositingCoordinator.h"
#include "LayerTreeHost.h"
#include "OptionalCallbackID.h"
#include <wtf/RunLoop.h>
namespace WebCore {
class CoordinatedSurface;
class GraphicsLayerFactory;
}
namespace WebKit {
class WebPage;
class CoordinatedLayerTreeHost : public LayerTreeHost, public CompositingCoordinator::Client
{
public:
static Ref<CoordinatedLayerTreeHost> create(WebPage&);
virtual ~CoordinatedLayerTreeHost();
protected:
explicit CoordinatedLayerTreeHost(WebPage&);
void scheduleLayerFlush() override;
void cancelPendingLayerFlush() override;
void setRootCompositingLayer(WebCore::GraphicsLayer*) override;
void invalidate() override;
void forceRepaint() override;
bool forceRepaintAsync(CallbackID) override;
void sizeDidChange(const WebCore::IntSize& newSize) override;
void deviceOrPageScaleFactorChanged() override;
void pageBackgroundTransparencyChanged() override;
void clearUpdateAtlases() override;
void setVisibleContentsRect(const WebCore::FloatRect&, const WebCore::FloatPoint&);
void renderNextFrame();
void commitScrollOffset(uint32_t layerID, const WebCore::IntSize& offset);
WebCore::GraphicsLayerFactory* graphicsLayerFactory() override;
void scheduleAnimation() override;
void setViewOverlayRootLayer(WebCore::GraphicsLayer*) override;
void didFlushRootLayer(const WebCore::FloatRect& visibleContentRect) override;
void notifyFlushRequired() override { scheduleLayerFlush(); };
void commitSceneState(const WebCore::CoordinatedGraphicsState&) override;
void paintLayerContents(const WebCore::GraphicsLayer*, WebCore::GraphicsContext&, const WebCore::IntRect& clipRect) override;
void releaseUpdateAtlases(Vector<uint32_t>&&) override { };
private:
void layerFlushTimerFired();
static RefPtr<WebCore::CoordinatedSurface> createCoordinatedSurface(const WebCore::IntSize&, WebCore::CoordinatedSurface::Flags);
CompositingCoordinator m_coordinator;
bool m_isWaitingForRenderer { true };
bool m_scheduledWhileWaitingForRenderer { false };
struct {
OptionalCallbackID callbackID;
bool needsFreshFlush { false };
} m_forceRepaintAsync;
RunLoop::Timer<CoordinatedLayerTreeHost> m_layerFlushTimer;
};
}
#endif // USE(COORDINATED_GRAPHICS)
#endif // CoordinatedLayerTreeHost_h