Chromium Code Reviews| Index: mojo/services/gfx/composition/interfaces/nodes.mojom |
| diff --git a/mojo/services/gfx/composition/interfaces/nodes.mojom b/mojo/services/gfx/composition/interfaces/nodes.mojom |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..8f0c52a8e45c8145a226f47f421b8b0247dbe87a |
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| +++ b/mojo/services/gfx/composition/interfaces/nodes.mojom |
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| +// 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. |
| +// |
| +// The node graph is processed in pre-order traversal. Starting from the |
| +// root, the compositor applies the transformation, clip, recursively |
| +// processes the node's children according to the node's combinator rule, |
| +// then applies the node's own operation. |
| +// |
| +// 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. |
| +// |
| +// 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. |
| +// |
| +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 region 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. |
| + Clip? content_clip; |
|
abarth
2016/01/10 04:22:08
Woah there. This should just be a rectangular cli
jeffbrown
2016/01/16 03:28:31
I need to put some thought into whether nodes have
|
| + |
| + // The hit test id to report if anything within the node is hit. |
| + // Use |kHitIdNone| if the node should not be hit tested. |
| + // |
| + // TODO(jeffbrown): This scheme is probably too naive. |
|
abarth
2016/01/10 04:22:09
Yeah. :)
It should be enough to get going though
|
| + uint32 hit_id = kHitIdNone; |
| + |
| + // The Combinator to apply when processing the children of this node. |
| + Combinator combinator = Combinator.MERGE; |
| + |
| + // 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; the compositor will close the connection when the scene |
| + // is published. |
| + // If a cycle is introduced then the node will be considered to be blocked |
| + // at the point where recursion occurs. A subsequent rearrangement of |
| + // scenes which removes the cycle will unblock the node. |
| + 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.Rect 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.Rect content_rect; |
| + |
| + // The portion of the image to draw. |
| + // If null, draws the entire image. |
| + mojo.Rect? image_rect; |
|
abarth
2016/01/10 04:22:09
Sometimes we call this the source_rect
jeffbrown
2016/01/16 03:28:31
Right. I adopted this convention to line up with
|
| + |
| + // 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 node will be considered to be blocked |
| + // at the point where recursion occurs. A subsequent rearrangement of |
| + // scenes which removes the cycle will unblock the node. |
| + 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 of the specified size which is then |
| +// composited in place like an image. This is useful for ensuring |
| +// correct blending of layered content. |
| +struct LayerNodeOp { |
|
abarth
2016/01/10 04:22:08
Oh, interesting. I thought this was going to be s
jeffbrown
2016/01/16 03:28:31
Technically you can get that behavior simply by em
|
| + // The size of the layer to create. |
| + mojo.Size layer_size; |
| + |
| + // The blending parameters. If null, uses the default values specified |
| + // in the |Blend| structure declaration. |
| + Blend? blend; |
| +}; |
| + |
| +// Specifies a clip region as a rectangle or rounded rectangle. |
| +union Clip { |
|
abarth
2016/01/10 04:22:09
I'd skip having this union and just have the clips
jeffbrown
2016/01/16 03:28:31
Done.
|
| + mojo.Rect rect; |
| + mojo.RRect rrect; |
| + // TODO(jeffbrown): paths and masks |
| +}; |
| + |
| +// Specifies a color to draw. |
| +// TODO(jeffbrown): This is silly but unambiguous for prototyping. |
| +// Make it less silly. |
|
abarth
2016/01/10 04:22:08
I'd have used a single uint32 with a defined color
jeffbrown
2016/01/16 03:28:31
Yeah, I'll probably land there. Will leave it for
|
| +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. |
| +}; |