Name Description Size
AndroidHardwareBuffer.cpp static 16881
AndroidHardwareBuffer.h AndroidHardwareBufferApi provides apis for managing AHardwareBuffer. The apis are supported since Android O(APIVersion 26). 8980
AnimationHelper.cpp 28423
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. 6010
AnimationInfo.cpp static 41139
AnimationInfo.h 6071
AnimationStorageData.h 3996
apz 5
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 4136
BSPTree.h Represents a layer that might have a non-rectangular geometry. 3940
BufferTexture.cpp 19142
BufferTexture.h 4739
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. 1269
CanvasDrawEventRecorder.cpp 15428
CanvasDrawEventRecorder.h WriterServices allows consumers of CanvasEventRingBuffer to provide functions required by the write side of a CanvasEventRingBuffer without introducing unnecessary dependencies on IPC code. 9288
CanvasRenderer.cpp 3760
CanvasRenderer.h 4683
client 18
composite 12
CompositionRecorder.cpp 3812
CompositionRecorder.h A captured frame from a |LayerManager|. 2793
Compositor.cpp aZero = 10309
Compositor.h 15852
CompositorAnimationStorage.cpp 12651
CompositorAnimationStorage.h This transform is calculated from sampleanimation in device pixel and used for layers (i.e. non WebRender) 7896
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. 11076
d3d11 16
D3D11ShareHandleImage.cpp 7409
D3D11ShareHandleImage.h Used for checking if CompositorDevice/ContentDevice is updated. 3169
D3D11YCbCrImage.cpp 14279
D3D11YCbCrImage.h 2612
D3D9SurfaceImage.cpp 9515
D3D9SurfaceImage.h Wraps a D3D9 texture, shared with the compositor though DXGI. At the moment it is only used with D3D11 compositing, and the corresponding TextureHost is DXGITextureHostD3D11. 3893
DirectionUtils.h GFX_DIRECTIONUTILS_H 1819
DMABUFSurfaceImage.cpp 3966
DMABUFSurfaceImage.h 1030
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 13111
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. 42873
GLImages.cpp = true 3067
GLImages.h 2586
GPUVideoImage.h 3022
ImageContainer.cpp 27674
ImageContainer.h Forward declarations for Image derivatives. 29655
ImageDataSerializer.cpp 11788
ImageDataSerializer.h 4029
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. 2980
IMFYCbCrImage.cpp static 4538
IMFYCbCrImage.h 1384
ipc 93
IPDLActor.h 1525
LayerAttributes.h It stores data for scroll thumb layer or container layers. 11962
LayerManager.h Motivation: For truly smooth animation and video playback, we need to be able to compose frames and render them on a dedicated thread (i.e. off the main thread where DOM manipulation, script execution and layout induce difficult-to-bound latency). This requires Gecko to construct some kind of persistent scene structure (graph or tree) that can be safely transmitted across threads. We have other scenarios (e.g. mobile browsing) where retaining some rendered data between paints is desired for performance, so again we need a retained scene structure. Our retained scene structure is a layer tree. Each layer represents content which can be composited onto a destination surface; the root layer is usually composited into a window, and non-root layers are composited into their parent layers. Layers have attributes (e.g. opacity and clipping) that influence their compositing. We want to support a variety of layer implementations, including a simple "immediate mode" implementation that doesn't retain any rendered data between paints (i.e. uses cairo in just the way that Gecko used it before layers were introduced). But we also don't want to have bifurcated "layers"/"non-layers" rendering paths in Gecko. Therefore the layers API is carefully designed to permit maximally efficient implementation in an "immediate mode" style. See the BasicLayerManager for such an implementation. 15352
Layers.cpp 6698
Layers.h If this is set, the caller is promising that by the end of this transaction the entire visible region (as specified by SetVisibleRegion) will be filled with opaque content. 5659
LayersTypes.cpp 6684
LayersTypes.h 14673
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 6
MacIOSurfaceHelpers.cpp Extract and separate the CbCr planes 6671
MacIOSurfaceHelpers.h 877
MacIOSurfaceImage.cpp 6637
MacIOSurfaceImage.h 2288
MemoryPressureObserver.cpp 2275
MemoryPressureObserver.h 1806 15954
NativeLayer.h 11778
NativeLayerCA.h 18100 static 56456
NativeLayerWayland.cpp static 23967
NativeLayerWayland.h 6581
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 23
PersistentBufferProvider.cpp 18885
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. 7484
ProfilerScreenshots.cpp static 5831
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. 4477
ReadbackLayer.h A ReadbackSink receives a stream of updates to a rectangle of pixels. These update callbacks are always called on the main thread, either during EndTransaction or from the event loop. 2742
RecordedCanvasEventImpl.h 17476
RepaintRequest.cpp 944
RepaintRequest.h 11557
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 2709
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
ShareableCanvasRenderer.cpp 5751
ShareableCanvasRenderer.h 1563
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. 7557
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. 10068
SurfacePool.h 2382
SurfacePoolCA.h 12873 static 17425
SurfacePoolWayland.cpp static 8034
SurfacePoolWayland.h 4597
SyncObject.cpp static 1325
SyncObject.h 1939
TextureSourceProvider.cpp 2920
TextureSourceProvider.h 4900
TextureSync.cpp nothing 8752
TextureSync.h 1696
TextureWrapperImage.cpp 1424
TextureWrapperImage.h 1290
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 unused 2293
wr 42
ZoomConstraints.cpp 820
ZoomConstraints.h GFX_ZOOMCONSTRAINTS_H 2032