Bug 612846 - Part 1: Refactor ThebesLayers to only draw within Validate. r=bas a=blocking-betan

This commit is contained in:
Matt Woodrow 2011-01-28 06:34:25 +01:00
parent d3b7eb0013
commit b44d6291e3
2 changed files with 61 additions and 63 deletions

View File

@ -65,71 +65,36 @@ ThebesLayerD3D10::~ThebesLayerD3D10()
#define RETENTION_THRESHOLD 16384
void
ThebesLayerD3D10::SetVisibleRegion(const nsIntRegion &aRegion)
ThebesLayerD3D10::InvalidateRegion(const nsIntRegion &aRegion)
{
if (aRegion.IsEqual(mVisibleRegion)) {
return;
}
nsIntRegion oldVisibleRegion = mVisibleRegion;
ThebesLayer::SetVisibleRegion(aRegion);
if (!mTexture) {
// If we don't need to retain content initialize lazily. This is good also
// because we might get mIsOpaqueSurface set later than the first call to
// SetVisibleRegion.
return;
}
VerifyContentType();
nsRefPtr<ID3D10Texture2D> oldTexture = mTexture;
nsIntRect oldBounds = oldVisibleRegion.GetBounds();
nsIntRect newBounds = mVisibleRegion.GetBounds();
CreateNewTexture(gfxIntSize(newBounds.width, newBounds.height));
// Old visible region will become the region that is covered by both the
// old and the new visible region.
oldVisibleRegion.And(oldVisibleRegion, mVisibleRegion);
// No point in retaining parts which were not valid.
oldVisibleRegion.And(oldVisibleRegion, mValidRegion);
nsIntRect largeRect = oldVisibleRegion.GetLargestRectangle();
// If we had no hardware texture before or have no retained area larger than
// the retention threshold, we're not retaining and are done here. If our
// texture creation failed this can mean a device reset is pending and we
// should silently ignore the failure. In the future when device failures
// are properly handled we should test for the type of failure and gracefully
// handle different failures. See bug 569081.
if (!oldTexture || !mTexture ||
largeRect.width * largeRect.height < RETENTION_THRESHOLD) {
mValidRegion.SetEmpty();
return;
}
mValidRegion.Sub(mValidRegion, aRegion);
}
void ThebesLayerD3D10::CopyRegion(ID3D10Texture2D* aSrc, const nsIntPoint &aSrcOffset,
ID3D10Texture2D* aDest, const nsIntPoint &aDestOffset,
const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion)
{
nsIntRegion retainedRegion;
nsIntRegionRectIterator iter(oldVisibleRegion);
nsIntRegionRectIterator iter(aCopyRegion);
const nsIntRect *r;
while ((r = iter.Next())) {
if (r->width * r->height > RETENTION_THRESHOLD) {
// Calculate the retained rectangle's position on the old and the new
// surface.
D3D10_BOX box;
box.left = r->x - oldBounds.x;
box.top = r->y - oldBounds.y;
box.left = r->x - aSrcOffset.x;
box.top = r->y - aSrcOffset.y;
box.right = box.left + r->width;
box.bottom = box.top + r->height;
box.back = 1.0f;
box.back = 1;
box.front = 0;
device()->CopySubresourceRegion(mTexture, 0,
r->x - newBounds.x,
r->y - newBounds.y,
device()->CopySubresourceRegion(aDest, 0,
r->x - aDestOffset.x,
r->y - aDestOffset.y,
0,
oldTexture, 0,
aSrc, 0,
&box);
retainedRegion.Or(retainedRegion, *r);
@ -137,14 +102,7 @@ ThebesLayerD3D10::SetVisibleRegion(const nsIntRegion &aRegion)
}
// Areas which were valid and were retained are still valid
mValidRegion.And(mValidRegion, retainedRegion);
}
void
ThebesLayerD3D10::InvalidateRegion(const nsIntRegion &aRegion)
{
mValidRegion.Sub(mValidRegion, aRegion);
aValidRegion->And(*aValidRegion, retainedRegion);
}
void
@ -210,6 +168,42 @@ ThebesLayerD3D10::Validate()
nsIntRect visibleRect = mVisibleRegion.GetBounds();
if (mTexture) {
if (!mTextureRegion.IsEqual(mVisibleRegion)) {
nsRefPtr<ID3D10Texture2D> oldTexture = mTexture;
nsIntRegion retainRegion = mTextureRegion;
nsIntRect oldBounds = mTextureRegion.GetBounds();
nsIntRect newBounds = mVisibleRegion.GetBounds();
CreateNewTexture(gfxIntSize(newBounds.width, newBounds.height));
// Old visible region will become the region that is covered by both the
// old and the new visible region.
retainRegion.And(retainRegion, mVisibleRegion);
// No point in retaining parts which were not valid.
retainRegion.And(retainRegion, mValidRegion);
nsIntRect largeRect = retainRegion.GetLargestRectangle();
// If we had no hardware texture before or have no retained area larger than
// the retention threshold, we're not retaining and are done here. If our
// texture creation failed this can mean a device reset is pending and we
// should silently ignore the failure. In the future when device failures
// are properly handled we should test for the type of failure and gracefully
// handle different failures. See bug 569081.
if (!oldTexture || !mTexture ||
largeRect.width * largeRect.height < RETENTION_THRESHOLD) {
mValidRegion.SetEmpty();
} else {
CopyRegion(oldTexture, oldBounds.TopLeft(),
mTexture, newBounds.TopLeft(),
retainRegion, &mValidRegion);
}
}
}
mTextureRegion = mVisibleRegion;
if (!mTexture) {
CreateNewTexture(gfxIntSize(visibleRect.width, visibleRect.height));
mValidRegion.SetEmpty();
@ -272,7 +266,6 @@ ThebesLayerD3D10::VerifyContentType()
void
ThebesLayerD3D10::DrawRegion(const nsIntRegion &aRegion)
{
HRESULT hr;
nsIntRect visibleRect = mVisibleRegion.GetBounds();
if (!mD2DSurface) {

View File

@ -51,9 +51,6 @@ public:
ThebesLayerD3D10(LayerManagerD3D10 *aManager);
virtual ~ThebesLayerD3D10();
/* Layer implementation */
void SetVisibleRegion(const nsIntRegion& aRegion);
/* ThebesLayer implementation */
void InvalidateRegion(const nsIntRegion& aRegion);
@ -70,6 +67,9 @@ private:
/* Shader resource view for our texture */
nsRefPtr<ID3D10ShaderResourceView> mSRView;
/* Visible region used when we drew the contents of the textures */
nsIntRegion mTextureRegion;
/* Checks if our D2D surface has the right content type */
void VerifyContentType();
@ -81,6 +81,11 @@ private:
/* Create a new texture */
void CreateNewTexture(const gfxIntSize &aSize);
/* Copy a texture region */
void CopyRegion(ID3D10Texture2D* aSrc, const nsIntPoint &aSrcOffset,
ID3D10Texture2D* aDest, const nsIntPoint &aDestOffset,
const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion);
};
} /* layers */