Name Description Size
AndroidHardwareBuffer.cpp static 11279
AndroidHardwareBuffer.h AndroidHardwareBufferApi provides apis for managing AHardwareBuffer. The apis are supported since Android O(APIVersion 26). 6370
AnimationHelper.cpp 34756
AnimationHelper.h This utility class allows reusing code between the webrender and non-webrender compositor-side implementations. It provides utility functions for sampling animations at particular timestamps. 7318
AnimationInfo.cpp static 41083
AnimationInfo.h 5902
AnimationStorageData.h 4095
apz
AtomicRefCountedWithFinalize.h Set a callback responsible for recycling this object before it is finalized. 5334
AxisPhysicsModel.cpp The simulation is advanced forward in time with a fixed time step to ensure that it remains deterministic given variable framerates. To determine the position at any variable time, two samples are interpolated. kFixedtimestep is set to 120hz in order to ensure that every frame in a common 60hz refresh rate display will have at least one physics simulation sample. More accuracy can be obtained by reducing kFixedTimestep to smaller intervals, such as 240hz or 1000hz, at the cost of more CPU cycles. If kFixedTimestep is increased to much longer intervals, interpolation will become less effective at reducing temporal jitter and the simulation will lose accuracy. 3636
AxisPhysicsModel.h AxisPhysicsModel encapsulates a generic 1-dimensional physically-based motion model. It performs frame-rate independent interpolation and RK4 integration for smooth animation with stable, deterministic behavior. Implementations are expected to subclass and override the Acceleration() method. 3356
AxisPhysicsMSDModel.cpp Constructs an AxisPhysicsMSDModel with initial values for state. @param aInitialPosition sets the initial position of the simulated spring, in AppUnits. @param aInitialDestination sets the resting position of the simulated spring, in AppUnits. @param aInitialVelocity sets the initial velocity of the simulated spring, in AppUnits / second. Critically-damped and over-damped systems are guaranteed not to overshoot aInitialDestination if this is set to 0; however, it is possible to overshoot and oscillate if not set to 0 or the system is under-damped. @param aSpringConstant sets the strength of the simulated spring. Greater values of mSpringConstant result in a stiffer / stronger spring. @param aDampingRatio controls the amount of dampening force and determines if the system is under-damped, critically-damped, or over-damped. 3691
AxisPhysicsMSDModel.h AxisPhysicsMSDModel encapsulates a 1-dimensional MSD (Mass-Spring-Damper) model. A unit mass is assumed. 2400
BSPTree.cpp 4127
BSPTree.h Represents a layer that might have a non-rectangular geometry. 4123
BufferTexture.cpp 18036
BufferTexture.h 4658
BuildConstants.h Why not just use ifdefs? ifdefs tend to result in code that compiles on one platform but not another. Given the number of build and platform configurations we have, it's best to aim to compile the same on as many platforms as possible, and let the compiler see the constexprs and handle dead-code elision itself. 1270
CanvasDrawEventRecorder.cpp 15964
CanvasDrawEventRecorder.h This is the important state to make sure the other side signals or starts us as soon as data or space is available. We set AboutToWait first and then re-check the condition. If we went straight to Waiting or Stopped then in between the last check and setting the state, the other side could have used all available data or space and never have signaled us because it didn't know we were about to wait, causing a deadlock. While we are in this state, the other side must wait until we resolve the AboutToWait state to one of the other states and then signal or start us if it needs to. 6508
CanvasRenderer.cpp 3694
CanvasRenderer.h 4790
client
composite
CompositionRecorder.cpp 3114
CompositionRecorder.h A captured frame from a |LayerManager|. 2212
Compositor.cpp aZero = 9274
Compositor.h 15242
CompositorAnimationStorage.cpp 17373
CompositorAnimationStorage.h This transform is calculated from sampleanimation in device pixel and used for layers (i.e. non WebRender) 7486
CompositorTypes.cpp 1835
CompositorTypes.h Flags used by texture clients and texture hosts. These are passed from client side to host side when textures and compositables are created. Usually set by the compositableCient, they may be modified by either the compositable or texture clients. 10808
d3d11
D3D11ShareHandleImage.cpp static 13016
D3D11ShareHandleImage.h Used for checking if CompositorDevice/ContentDevice is updated. 3831
D3D11TextureIMFSampleImage.cpp static 4351
D3D11TextureIMFSampleImage.h 3495
D3D11YCbCrImage.cpp 5949
D3D11YCbCrImage.h 1726
DcompSurfaceImage.cpp static 6398
DcompSurfaceImage.h A texture data wrapping a dcomp surface handle, which is provided by the media foundation media engine. We won't be able to control real texture data because that is protected by the media engine. 4437
DirectionUtils.h GFX_DIRECTIONUTILS_H 1819
DMABUFSurfaceImage.cpp MOZ_LOGGING 2683
DMABUFSurfaceImage.h 1208
Effects.cpp 935
Effects.h Effects and effect chains are used by the compositor API (see Compositor.h). An effect chain represents a rendering method, for example some shader and the data required for that shader to run. An effect is some component of the chain and its data. An effect chain consists of a primary effect - how the 'texture' memory should be interpreted (RGBA, BGRX, YCBCR, etc.) - and any number of secondary effects - any way in which rendering can be changed, e.g., applying a mask layer. During the rendering process, an effect chain is created by the layer being rendered and the primary effect is added by the compositable host. Secondary effects may be added by the layer or compositable. The effect chain is passed to the compositor by the compositable host as a parameter to DrawQuad. 7201
FrameMetrics.cpp static 11054
FrameMetrics.h Metrics about a scroll frame that are sent to the compositor and used by APZ. This is used for two main purposes: (1) Sending information about a scroll frame to the compositor and APZ as part of a layers or WebRender transaction. (2) Storing information about a scroll frame in APZ that persists between transactions. TODO: Separate these two uses into two distinct structures. A related class, RepaintRequest, is used for sending information about a scroll frame back from the compositor to the main thread when requesting a repaint of the scroll frame's contents. 40804
GLImages.cpp NOT continuous 4545
GLImages.h 3854
GPUVideoImage.h 4081
ImageContainer.cpp 38104
ImageContainer.h Forward declarations for Image derivatives. 32801
ImageDataSerializer.cpp 12542
ImageDataSerializer.h 4301
ImageTypes.h The PLANAR_YCBCR format creates a PlanarYCbCrImage. All backends should support this format, because the Ogg video decoder depends on it. The maximum image width and height is 16384. 3014
IMFYCbCrImage.cpp static 4558
IMFYCbCrImage.h 1384
ipc
IPDLActor.h 1525
LayersTypes.cpp static 3006
LayersTypes.h 17501
LayerUserData.h Base class for userdata objects attached to layers and layer managers. We define it here in a separate header so clients only need to include this header for their class definitions, rather than pulling in Layers.h. Everything else in Layers.h should be forward-declarable. 875
layerviewer
MacIOSurfaceHelpers.cpp Extract and separate the CbCr planes 8125
MacIOSurfaceHelpers.h 1170
MacIOSurfaceImage.cpp 9144
MacIOSurfaceImage.h 2487
MemoryPressureObserver.cpp 2275
MemoryPressureObserver.h 1806
moz.build 16072
NativeLayer.h 11809
NativeLayerCA.h 21214
NativeLayerCA.mm 75481
NativeLayerWayland.cpp static 24377
NativeLayerWayland.h 6385
OOPCanvasRenderer.h This renderer works with WebGL running in the host process. It does not perform any graphics operations itself -- it is the client-side representation. It forwards WebGL composition to the remote process. 1600
opengl
PersistentBufferProvider.cpp 23243
PersistentBufferProvider.h A PersistentBufferProvider is for users which require the temporary use of a DrawTarget to draw into. When they're done drawing they return the DrawTarget, when they later need to continue drawing they get a DrawTarget from the provider again, the provider will guarantee the contents of the previously returned DrawTarget is persisted into the one newly returned. 10022
ProfilerScreenshots.cpp aScreenshotDataURL 5033
ProfilerScreenshots.h Can be used to submit screenshots from the compositor to the profiler. Screenshots have a fixed bounding size. The user of this class will usually scale down the window contents first, ideally on the GPU, then read back the small scaled down image into main memory, and then call SubmitScreenshot to pass the data to the profiler. This class encodes each screenshot to a JPEG data URL, on a separate thread. This class manages that thread and recycles memory buffers. Users of ProfilerScreenshots should have one ProfilerScreenshot instance per window, as a unique window id is created by the constructor. 4493
RecordedCanvasEventImpl.h 24034
RemoteTextureMap.cpp aResourceWrapper 50342
RemoteTextureMap.h 19367
RepaintRequest.cpp 1016
RepaintRequest.h 12943
SampleTime.cpp static 2061
SampleTime.h When compositing frames, there is usually a "sample time" associated with the frame, which may be derived from vsync or controlled by a test. This class encapsulates that and tracks where the sample time comes from, as the desired behaviour may vary based on the time source. 2303
ScreenshotGrabber.cpp The actual implementation of screenshot grabbing. The ScreenshotGrabberImpl object is destroyed if the profiler is disabled and MaybeGrabScreenshot notices it. 7581
ScreenshotGrabber.h Used by various renderers / layer managers to grab snapshots from the window and submit them to the Gecko profiler. Doesn't do any work if the profiler is not running or the "screenshots" feature is not enabled. Screenshots are scaled down to fit within a fixed size, and read back to main memory using async readback. Scaling is done in multiple scale-by-0.5x steps using DownscaleTarget::CopyFrom, and readback is done using AsyncReadbackBuffers. 4366
ScrollableLayerGuid.cpp 2744
ScrollableLayerGuid.h This class allows us to uniquely identify a scrollable layer. The mLayersId identifies the layer tree (corresponding to a child process and/or tab) that the scrollable layer belongs to. The mPresShellId is a temporal identifier (corresponding to the document loaded that contains the scrollable layer, which may change over time). The mScrollId corresponds to the actual frame that is scrollable. 3253
ScrollbarData.h It stores data for scroll thumb layer or container layers. 4672
ShareableCanvasRenderer.cpp 6336
ShareableCanvasRenderer.h 1648
SourceSurfaceSharedData.cpp If defined, this makes SourceSurfaceSharedData::Finalize memory protect the underlying shared buffer in the producing process (the content or UI process). Given flushing the page table is expensive, and its utility is predominantly diagnostic (in case of overrun), turn it off by default. 7739
SourceSurfaceSharedData.h This class is used to wrap shared (as in process) data buffers allocated by a SourceSurfaceSharedData object. It may live in the same process or a different process from the actual SourceSurfaceSharedData object. If it is in the same process, mBuf is the same object as that in the surface. It is a useful abstraction over just using the surface directly, because it can have a different lifetime from the surface; if the surface gets freed, consumers may continue accessing the data in the buffer. Releasing the original surface is a signal which feeds into SharedSurfacesParent to decide to release the SourceSurfaceSharedDataWrapper. If it is in a different process, mBuf is a new SharedMemoryBasic object which mapped in the given shared memory handle as read only memory. 10183
SurfacePool.h 2382
SurfacePoolCA.h 12904
SurfacePoolCA.mm static 17916
SurfacePoolWayland.cpp static 8034
SurfacePoolWayland.h 4613
SyncObject.cpp static 1325
SyncObject.h 2007
TextureSourceProvider.cpp 642
TextureSourceProvider.h 2320
TextureWrapperImage.cpp 1624
TextureWrapperImage.h 1374
TransactionIdAllocator.h Allocate a unique id number for the current refresh tick, can only be called while IsInRefresh(). If too many id's are allocated without being returned then the refresh driver will suspend until they catch up. This "throttling" behaviour can be skipped by passing aThrottle=false. Otherwise call sites should generally be passing aThrottle=true. 3230
TreeTraversal.h Returned by |aPostAction| and |aPreAction| in ForEachNode, indicates the behavior to follow either action: TraversalFlag::Skip - the node's children are not traversed. If this flag is returned by |aPreAction|, |aPostAction| is skipped for the current node, as well. TraversalFlag::Continue - traversal continues normally. TraversalFlag::Abort - traversal stops immediately. 8330
UpdateImageHelper.h 2277
wr
ZoomConstraints.cpp 820
ZoomConstraints.h GFX_ZOOMCONSTRAINTS_H 2032