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Using mmap-allocated memory for backing stores does not allow us to benefit from using GPU-accelerated painting, because all the performance increase we get is mostly negated by reading the GPU-allocated texture back into RAM, so it can be shared with the browser process. With IOSurface, we get a framebuffer that is both shareable between processes and can be used as underlying memory for an OpenGL/Metal texture. This change does not yet benefit from using IOSurface and merely wraps them into Gfx::Bitmap to be used by the CPU painter.
49 lines
1.1 KiB
C++
49 lines
1.1 KiB
C++
/*
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* Copyright (c) 2024, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibCore/Forward.h>
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#include <LibWeb/Page/Page.h>
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#include <WebContent/Forward.h>
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namespace WebContent {
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class BackingStoreManager {
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public:
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#ifdef AK_OS_MACOS
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static void set_browser_mach_port(Core::MachPort&&);
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#endif
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enum class WindowResizingInProgress {
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No,
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Yes
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};
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void resize_backing_stores_if_needed(WindowResizingInProgress window_resize_in_progress);
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void reallocate_backing_stores(Gfx::IntSize);
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void restart_resize_timer();
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RefPtr<Gfx::Bitmap> back_bitmap() { return m_back_bitmap; }
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i32 front_id() const { return m_front_bitmap_id; }
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void swap_back_and_front();
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BackingStoreManager(PageClient&);
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private:
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PageClient& m_page_client;
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i32 m_front_bitmap_id { -1 };
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i32 m_back_bitmap_id { -1 };
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RefPtr<Gfx::Bitmap> m_front_bitmap;
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RefPtr<Gfx::Bitmap> m_back_bitmap;
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int m_next_bitmap_id { 0 };
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RefPtr<Core::Timer> m_backing_store_shrink_timer;
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};
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}
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