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Bug 1593574. Create an opaque surface for fallback when possible. r=mattwoodrow
This moves the opaqueness calculation out of if (blob) condition and changes how we calculate the size of the fallback surface depending on whether we have a compltely opaque snapped item or now. This change allows scrollbars to marked as opaque on Windows which reduces the GPU utilization in the DWM with DirectComposite on from 21% to 17% at 1080p and 29% to 24% at 4k Differential Revision: https://phabricator.services.mozilla.com/D51557 --HG-- extra : moz-landing-system : lando
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@ -1391,6 +1391,32 @@ static mozilla::gfx::IntRect ScaleToOutsidePixelsOffset(
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return rect;
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}
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/* This function is the same as the above except that it rounds to the
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* nearest instead of rounding out. We use it for attempting to compute the
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* actual pixel bounds of opaque items */
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static mozilla::gfx::IntRect ScaleToNearestPixelsOffset(
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nsRect aRect, float aXScale, float aYScale, nscoord aAppUnitsPerPixel,
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LayerPoint aOffset) {
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mozilla::gfx::IntRect rect;
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rect.SetNonEmptyBox(
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NSToIntFloor(NSAppUnitsToFloatPixels(aRect.x, float(aAppUnitsPerPixel)) *
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aXScale +
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aOffset.x + 0.5),
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NSToIntFloor(NSAppUnitsToFloatPixels(aRect.y, float(aAppUnitsPerPixel)) *
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aYScale +
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aOffset.y + 0.5),
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NSToIntFloor(
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NSAppUnitsToFloatPixels(aRect.XMost(), float(aAppUnitsPerPixel)) *
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aXScale +
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aOffset.x + 0.5),
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NSToIntFloor(
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NSAppUnitsToFloatPixels(aRect.YMost(), float(aAppUnitsPerPixel)) *
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aYScale +
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aOffset.y + 0.5));
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return rect;
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}
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RenderRootStateManager* WebRenderCommandBuilder::GetRenderRootStateManager(
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wr::RenderRoot aRenderRoot) {
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return mManager->GetRenderRootStateManager(aRenderRoot);
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@ -2145,15 +2171,41 @@ WebRenderCommandBuilder::GenerateFallbackData(
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auto snappedTrans = LayerIntPoint::Floor(trans);
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LayerPoint residualOffset = trans - snappedTrans;
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auto dtRect = LayerIntRect::FromUnknownRect(
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nsRegion opaqueRegion =
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aItem->GetOpaqueRegion(aDisplayListBuilder, &snap);
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wr::OpacityType opacity = opaqueRegion.Contains(paintBounds)
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? wr::OpacityType::Opaque
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: wr::OpacityType::HasAlphaChannel;
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LayerIntRect dtRect, visibleRect;
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// If we think the item is opaque we round the bounds
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// to the nearest pixel instead of rounding them out. If we rounded
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// out we'd potentially introduce transparent pixels.
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//
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// Ideally we'd be able to ask an item its bounds in pixels and whether
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// they're all opaque. Unfortunately no such API exists so we currently
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// just hope that we get it right.
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if (opacity == wr::OpacityType::Opaque && snap) {
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dtRect = LayerIntRect::FromUnknownRect(
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ScaleToNearestPixelsOffset(paintBounds, scale.width, scale.height,
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appUnitsPerDevPixel, residualOffset));
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visibleRect = LayerIntRect::FromUnknownRect(
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ScaleToNearestPixelsOffset(
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aItem->GetBuildingRect(), scale.width,
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scale.height, appUnitsPerDevPixel, residualOffset))
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.Intersect(dtRect);
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} else {
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dtRect = LayerIntRect::FromUnknownRect(
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ScaleToOutsidePixelsOffset(paintBounds, scale.width, scale.height,
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appUnitsPerDevPixel, residualOffset));
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auto visibleRect = LayerIntRect::FromUnknownRect(
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visibleRect = LayerIntRect::FromUnknownRect(
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ScaleToOutsidePixelsOffset(
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aItem->GetBuildingRect(), scale.width,
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scale.height, appUnitsPerDevPixel, residualOffset))
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.Intersect(dtRect);
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}
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auto visibleSize = visibleRect.Size();
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if (visibleSize.IsEmpty()) {
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@ -2211,15 +2263,12 @@ WebRenderCommandBuilder::GenerateFallbackData(
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gfx::SurfaceFormat format = aItem->GetType() == DisplayItemType::TYPE_MASK
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? gfx::SurfaceFormat::A8
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: gfx::SurfaceFormat::B8G8R8A8;
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: (opacity == wr::OpacityType::Opaque ?
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gfx::SurfaceFormat::B8G8R8X8 :
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gfx::SurfaceFormat::B8G8R8A8);
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if (useBlobImage) {
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bool snapped;
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nsRegion opaqueRegion =
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aItem->GetOpaqueRegion(aDisplayListBuilder, &snapped);
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MOZ_ASSERT(!opaqueRegion.IsComplex());
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wr::OpacityType opacity = opaqueRegion.Contains(paintBounds)
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? wr::OpacityType::Opaque
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: wr::OpacityType::HasAlphaChannel;
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std::vector<RefPtr<ScaledFont>> fonts;
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bool validFonts = true;
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RefPtr<WebRenderDrawEventRecorder> recorder =
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