| // Copyright 2015 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| // Primitives express the geometry of the scene, such as quads and references |
| // to embedded scenes. Primitives are arranged hierarchically as nodes, |
| // each with an associated transformation matrix. |
| |
| [DartPackage="mojo_services"] |
| module mojo.gfx.composition; |
| |
| import "mojo/services/geometry/interfaces/geometry.mojom"; |
| import "mojo/services/gfx/composition/interfaces/hit_tests.mojom"; |
| |
| // Nodes express the geometry and content of the scene, such as images and |
| // references to embedded scenes. Nodes are arranged to form a directed |
| // acyclic graph of drawing commands. |
| // |
| // RENDERING |
| // |
| // The node graph is renderer in pre-order traversal. Starting from the |
| // root, the compositor applies the transformation, clip, applies the |
| // node's operation (if any), then recursively processes the node's children |
| // according to the node's combinator rule. |
| // |
| // BLOCKED NODES |
| // |
| // Due to the asynchronous nature of the system, it may happen that some |
| // nodes cannot be processed immediately at drawing time because they require |
| // access to certain resources which are not available, such as a specific |
| // version of a scene which has yet to be produced by some other application. |
| // |
| // When a node cannot be drawn due to an unsatisfied dependency, it is |
| // said to be "blocked". Blocked nodes prevent rendering of the entire |
| // subgraph below them. |
| // |
| // NODE COMBINATORS |
| // |
| // Node combinator rules describe what should happen when a node which is |
| // otherwise unblocked has one or more blocked children. |
| // |
| // With the |MERGE| combinator, the children of a node are all drawn in |
| // sequence if none of them are blocked, otherwise the node itself is |
| // blocked. This is the default. |
| // |
| // With the |PRUNE| combinator, the children of a node are all drawn in |
| // sequence while skipping over any of them which are blocked. Blocked |
| // children will not appear in the output. |
| // |
| // With the |FALLBACK| combinator, the first unblocked child of a node is |
| // drawn and the remaining nodes are ignored. If the node has children |
| // and all of them are blocked then the node itself is blocked. |
| // |
| // Combinators make it possible to express complex rules such as substituting |
| // missing content for an earlier version of that content or for a placeholder |
| // if not available. |
| // |
| // HIT TESTING |
| // |
| // Hit testing is the process of determining which nodes within a scene graph |
| // should be responsible for handling events which occur within their visual |
| // space on the screen. |
| // |
| // For example, when the user touches objects on a touch screen, the input |
| // system asks the compositor to performs a hit test at the contact point to |
| // find the nodes which represent the objects the user wants to interact with. |
| // The result of the hit test is a list of nodes, in dispatch order, which |
| // have asked to participate in handling events related to the contact point. |
| // |
| // Nodes may be opaque, translucent, or invisible to the hit testing |
| // process depending on whether they prevent or allow targets visually |
| // behind them from being hit and whether they can actually be hit, |
| // as specified by |HitTestBehavior.visibility|. |
| // |
| // Nodes are added to the hit test result whenever one of their opaque children |
| // is hit. This is useful for scrolling containers which may need to intercept |
| // certain gestures within the space of their children and therefore need to |
| // be added to the hit test result themselves. |
| // |
| // Nodes can also request to prune hit testing for their children, which |
| // prevents their children from being hit. |
| // |
| // Hit testing proceeds recursively in post-order traversal (the reverse of |
| // the drawing order). Intuitively, this means that the most specific |
| // (deepest) nodes of the tree are tested before their ancestors. |
| // |
| // Starting from the root, the compositor transforms the point of interest |
| // into the node's coordinate system, rejects the node if the point is |
| // outside of the node's clip region, otherwise recursively tests the |
| // node's children (those which were selected by the combinator rule) |
| // until the first opaque target hit is found, then evaluates the node's |
| // |HitTestBehavior| to determine whether the node was hit. Nodes are |
| // accumulated into a hit test result in the order in which they were |
| // determined to have been hit. |
| // |
| // See |HitTestBehavior| for more details. |
| // |
| // INSTANCING |
| // |
| // The compositor allows nodes to be referenced and reused multiple times |
| // within a scene (this is known as instancing). Instancing makes it easier |
| // to take advantage of combinators for interleaving placeholder content |
| // when certain nodes are blocked from rendering (see above). It also allows |
| // common elements to be reused if desired. |
| // |
| // Likewise, the compositor allows scenes to be multiply referenced so that |
| // the same content can be presented simultaneously in several places. |
| // |
| // CYCLES |
| // |
| // The compositor forbids cycles among nodes within scenes and will |
| // reject scene updates which introduce node cycles by closing the client's |
| // connection. |
| // |
| // Likewise, the compositor forbids cycles across scenes and will respond |
| // to them by considering any scene within a cycle to be blocked from |
| // rendering. |
| // |
| // For example, if there are scenes A, B, and C linked such that rendering |
| // would traverse a path A -> B -> C -> B, the compositor will consider both |
| // scenes B and C to be blocked and will apply A's combinator rules as required |
| // to resolve the problem at the point where it would have entered the cycle. |
| // This may cause A itself to be blocked if there are no applicable |PRUNE| |
| // or |FALLBACK| predicated alternatives. |
| // |
| // This policy protects clients from cross-scene cycles which may have been |
| // introduced downstream in the graph without their knowledge or which may |
| // occur transiently, so long as they are not within the cycle themselves. |
| // It also ensures that cycles are resolved deterministically regardless of |
| // where they are encountered during traversal; all scenes within the cycle |
| // are suppressed. |
| // |
| // TIPS |
| // |
| // 1. Reuse nodes when possible to reduce the size of the graph. Consider |
| // using LayerNodeOps to flatten common elements to a texture which can |
| // be redrawn efficiently in many places. |
| // |
| // 2. Insert |PRUNE| or |FALLBACK| nodes in places where blocking is likely to |
| // occur, such as when embedding scenes produced by other applications. |
| // Provide alternate content where possible to avoid stalling the |
| // rendering pipeline at these points. |
| // |
| struct Node { |
| // The combinator specifies how child nodes are processed. |
| enum Combinator { |
| // All children are drawn in sequence, blocking if any are blocked. |
| MERGE, |
| // All children are drawn in sequence, skipping any that are blocked. |
| PRUNE, |
| // The first unblocked node is drawn, blocking if there are children |
| // and all of them are blocked. |
| FALLBACK, |
| }; |
| |
| // The forward transformation from the node's content space to its |
| // containing node's content space. If null, an identity transformation |
| // is assumed. |
| // |
| // For example, if you want to translate the content of the node so that |
| // it is drawn at X = 100 relative to its containing node's origin, simply |
| // set a transformation matrix with the X translation component equal to 100. |
| // Take care not to specify the inverse transform by mistake. |
| mojo.Transform? content_transform; |
| |
| // The clip rectangle to apply to this node's content and to its children |
| // in content space in addition to any clipping performed by the container. |
| // If null, the node does not apply any clipping of its own. |
| mojo.RectF? content_clip; |
| |
| // The Combinator to apply when processing the children of this node. |
| Combinator combinator = Combinator.MERGE; |
| |
| // The hit testing behavior of the node. |
| // If null, the node is considered invisible for hit testing. |
| HitTestBehavior? hit_test_behavior; |
| |
| // The ids of the children of this node. |
| // It is an error to specify a node id that does not refer to a valid |
| // node or which creates a cycle in the graph; the compositor will close |
| // the connection when the scene is published. |
| array<uint32>? child_node_ids; |
| |
| // The drawing operation to apply when processing this node. |
| // If null, no drawing operation occurs at this node. |
| NodeOp? op; |
| }; |
| |
| // A drawing operation to apply when processing the node. |
| union NodeOp { |
| RectNodeOp rect; |
| ImageNodeOp image; |
| SceneNodeOp scene; |
| LayerNodeOp layer; |
| // TODO(jeffbrown): Color filters. |
| }; |
| |
| // Fills a rectangle with a solid color. |
| struct RectNodeOp { |
| // The rectangle to fill in content space. |
| mojo.RectF content_rect; |
| |
| // The rectangle's color. |
| Color color; |
| }; |
| |
| // Draws an image at the specified location. |
| // |
| // The node containing this operation will be blocked if the image resource |
| // is not ready for use at draw time. |
| struct ImageNodeOp { |
| // The rectangle in which to draw the image in content space. |
| mojo.RectF content_rect; |
| |
| // The portion of the image to draw. |
| // If null, draws the entire image. |
| mojo.RectF? image_rect; |
| |
| // The resource id of a valid |MailboxTextureResource| to draw. |
| // It is an error to specify a resource id that does not refer to an image |
| // resource; the compositor will close the connection when the scene |
| // is published. |
| uint32 image_resource_id; |
| |
| // The blending parameters. If null, uses the default values specified |
| // in the |Blend| structure declaration. |
| Blend? blend; |
| }; |
| |
| // Draws a scene. |
| // |
| // A scene operation embeds another scene at this point in the scene graph. |
| // It has essentially the same effect as drawing the root node of the |
| // referenced scene and drawing it as if it were a child of this node. |
| // |
| // The node containing this operation will be blocked if the specified |
| // version of the scene is not ready for use at draw time or if it too |
| // is blocked. |
| // |
| // It is often useful to wrap this node with a |LayerNodeOp| when blending |
| // the scene with other content. |
| struct SceneNodeOp { |
| // The resource id of a valid |SceneResource| to link into the scene. |
| // It is an error to specify a resource id that does not refer to a scene |
| // resource; the compositor will close the connection when the scene |
| // is published. |
| // If a cycle is introduced then the scene will be substituted with |
| // placeholder content by the compositor. |
| uint32 scene_resource_id; |
| |
| // The version of the scene that we would like to reference. |
| // Use |kSceneVersionNone| to request the most recently published |
| // version of the scene if synchronization is unimportant. |
| uint32 scene_version = 0; // kSceneVersionNone |
| }; |
| |
| // Draws a layer. |
| // |
| // Conceptually, this operation has the effect of drawing the children of |
| // the node to a temporary buffer which is then composited in place like an |
| // image. This is useful for ensuring correct blending of layered content. |
| struct LayerNodeOp { |
| // The region of the node's content space to render to a layer. |
| // Drawing within this region will be included in the layer. |
| mojo.RectF layer_rect; |
| |
| // The blending parameters. If null, uses the default values specified |
| // in the |Blend| structure declaration. |
| Blend? blend; |
| }; |
| |
| // Specifies a color to draw. |
| // TODO(jeffbrown): This is silly but unambiguous for prototyping. |
| // Make it less silly. |
| struct Color { |
| uint8 red; |
| uint8 green; |
| uint8 blue; |
| uint8 alpha; |
| }; |
| |
| // Specifies how blending should take place. |
| struct Blend { |
| // The opacity for composition in a range from 0 (fully transparent) |
| // to 255 (fully opaque). |
| uint8 alpha = 255; |
| |
| // TODO(jeffbrown): Blend modes and texture filtering. |
| }; |