/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "mozilla/layers/TiledContentClient.h" #include "mozilla/gfx/2D.h" #include "mozilla/MathAlgorithms.h" #include "ClientTiledThebesLayer.h" #ifdef GFX_TILEDLAYER_DEBUG_OVERLAY #include "cairo.h" #include using mozilla::layers::Layer; static void DrawDebugOverlay(gfxASurface* imgSurf, int x, int y) { gfxContext c(imgSurf); // Draw border c.NewPath(); c.SetDeviceColor(gfxRGBA(0.0, 0.0, 0.0, 1.0)); c.Rectangle(gfxRect(gfxPoint(0,0),imgSurf->GetSize())); c.Stroke(); // Build tile description std::stringstream ss; ss << x << ", " << y; // Draw text using cairo toy text API cairo_t* cr = c.GetCairo(); cairo_set_font_size(cr, 25); cairo_text_extents_t extents; cairo_text_extents(cr, ss.str().c_str(), &extents); int textWidth = extents.width + 6; c.NewPath(); c.SetDeviceColor(gfxRGBA(0.0, 0.0, 0.0, 1.0)); c.Rectangle(gfxRect(gfxPoint(2,2),gfxSize(textWidth, 30))); c.Fill(); c.NewPath(); c.SetDeviceColor(gfxRGBA(1.0, 0.0, 0.0, 1.0)); c.Rectangle(gfxRect(gfxPoint(2,2),gfxSize(textWidth, 30))); c.Stroke(); c.NewPath(); cairo_move_to(cr, 4, 28); cairo_show_text(cr, ss.str().c_str()); } #endif namespace mozilla { using namespace gfx; namespace layers { TiledContentClient::TiledContentClient(ClientTiledThebesLayer* aThebesLayer, ClientLayerManager* aManager) : CompositableClient(aManager->AsShadowForwarder()) , mTiledBuffer(aThebesLayer, aManager) , mLowPrecisionTiledBuffer(aThebesLayer, aManager) { MOZ_COUNT_CTOR(TiledContentClient); mLowPrecisionTiledBuffer.SetResolution(gfxPlatform::GetLowPrecisionResolution()); } void TiledContentClient::LockCopyAndWrite(TiledBufferType aType) { // Create a heap copy owned and released by the compositor. This is needed // since we're sending this over an async message and content needs to be // be able to modify the tiled buffer in the next transaction. // TODO: Remove me once Bug 747811 lands. BasicTiledLayerBuffer* buffer = aType == LOW_PRECISION_TILED_BUFFER ? &mLowPrecisionTiledBuffer : &mTiledBuffer; BasicTiledLayerBuffer* heapCopy = new BasicTiledLayerBuffer(buffer->DeepCopy()); buffer->ReadLock(); mForwarder->PaintedTiledLayerBuffer(this, heapCopy); buffer->ClearPaintedRegion(); } BasicTiledLayerBuffer::BasicTiledLayerBuffer(ClientTiledThebesLayer* aThebesLayer, ClientLayerManager* aManager) : mThebesLayer(aThebesLayer) , mManager(aManager) , mLastPaintOpaque(false) { } bool BasicTiledLayerBuffer::HasFormatChanged() const { return mThebesLayer->CanUseOpaqueSurface() != mLastPaintOpaque; } gfxASurface::gfxContentType BasicTiledLayerBuffer::GetContentType() const { if (mThebesLayer->CanUseOpaqueSurface()) { return gfxASurface::CONTENT_COLOR; } else { return gfxASurface::CONTENT_COLOR_ALPHA; } } void BasicTiledLayerBuffer::PaintThebes(const nsIntRegion& aNewValidRegion, const nsIntRegion& aPaintRegion, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData) { mCallback = aCallback; mCallbackData = aCallbackData; #ifdef GFX_TILEDLAYER_PREF_WARNINGS long start = PR_IntervalNow(); #endif // If this region is empty XMost() - 1 will give us a negative value. NS_ASSERTION(!aPaintRegion.GetBounds().IsEmpty(), "Empty paint region\n"); bool useSinglePaintBuffer = UseSinglePaintBuffer(); // XXX The single-tile case doesn't work at the moment, see bug 850396 /* if (useSinglePaintBuffer) { // Check if the paint only spans a single tile. If that's // the case there's no point in using a single paint buffer. nsIntRect paintBounds = aPaintRegion.GetBounds(); useSinglePaintBuffer = GetTileStart(paintBounds.x) != GetTileStart(paintBounds.XMost() - 1) || GetTileStart(paintBounds.y) != GetTileStart(paintBounds.YMost() - 1); } */ if (useSinglePaintBuffer) { const nsIntRect bounds = aPaintRegion.GetBounds(); { PROFILER_LABEL("BasicTiledLayerBuffer", "PaintThebesSingleBufferAlloc"); mSinglePaintBuffer = new gfxImageSurface( gfxIntSize(ceilf(bounds.width * mResolution), ceilf(bounds.height * mResolution)), gfxPlatform::GetPlatform()->OptimalFormatForContent(GetContentType()), !mThebesLayer->CanUseOpaqueSurface()); mSinglePaintBufferOffset = nsIntPoint(bounds.x, bounds.y); } nsRefPtr ctxt = new gfxContext(mSinglePaintBuffer); ctxt->NewPath(); ctxt->Scale(mResolution, mResolution); ctxt->Translate(gfxPoint(-bounds.x, -bounds.y)); #ifdef GFX_TILEDLAYER_PREF_WARNINGS if (PR_IntervalNow() - start > 3) { printf_stderr("Slow alloc %i\n", PR_IntervalNow() - start); } start = PR_IntervalNow(); #endif PROFILER_LABEL("BasicTiledLayerBuffer", "PaintThebesSingleBufferDraw"); mCallback(mThebesLayer, ctxt, aPaintRegion, nsIntRegion(), mCallbackData); } #ifdef GFX_TILEDLAYER_PREF_WARNINGS if (PR_IntervalNow() - start > 30) { const nsIntRect bounds = aPaintRegion.GetBounds(); printf_stderr("Time to draw %i: %i, %i, %i, %i\n", PR_IntervalNow() - start, bounds.x, bounds.y, bounds.width, bounds.height); if (aPaintRegion.IsComplex()) { printf_stderr("Complex region\n"); nsIntRegionRectIterator it(aPaintRegion); for (const nsIntRect* rect = it.Next(); rect != nullptr; rect = it.Next()) { printf_stderr(" rect %i, %i, %i, %i\n", rect->x, rect->y, rect->width, rect->height); } } } start = PR_IntervalNow(); #endif PROFILER_LABEL("BasicTiledLayerBuffer", "PaintThebesUpdate"); Update(aNewValidRegion, aPaintRegion); #ifdef GFX_TILEDLAYER_PREF_WARNINGS if (PR_IntervalNow() - start > 10) { const nsIntRect bounds = aPaintRegion.GetBounds(); printf_stderr("Time to tile %i: %i, %i, %i, %i\n", PR_IntervalNow() - start, bounds.x, bounds.y, bounds.width, bounds.height); } #endif mLastPaintOpaque = mThebesLayer->CanUseOpaqueSurface(); mCallback = nullptr; mCallbackData = nullptr; mSinglePaintBuffer = nullptr; } BasicTiledLayerTile BasicTiledLayerBuffer::ValidateTileInternal(BasicTiledLayerTile aTile, const nsIntPoint& aTileOrigin, const nsIntRect& aDirtyRect) { if (aTile.IsPlaceholderTile()) { RefPtr textureClient = new DeprecatedTextureClientTile(mManager, TextureInfo(BUFFER_TILED)); aTile.mDeprecatedTextureClient = static_cast(textureClient.get()); } aTile.mDeprecatedTextureClient->EnsureAllocated(gfx::IntSize(GetTileLength(), GetTileLength()), GetContentType()); gfxASurface* writableSurface = aTile.mDeprecatedTextureClient->LockImageSurface(); // Bug 742100, this gfxContext really should live on the stack. nsRefPtr ctxt = new gfxContext(writableSurface); if (mSinglePaintBuffer) { gfxRect drawRect(aDirtyRect.x - aTileOrigin.x, aDirtyRect.y - aTileOrigin.y, aDirtyRect.width, aDirtyRect.height); ctxt->SetOperator(gfxContext::OPERATOR_SOURCE); ctxt->NewPath(); ctxt->SetSource(mSinglePaintBuffer.get(), gfxPoint((mSinglePaintBufferOffset.x - aDirtyRect.x + drawRect.x) * mResolution, (mSinglePaintBufferOffset.y - aDirtyRect.y + drawRect.y) * mResolution)); drawRect.Scale(mResolution, mResolution); ctxt->Rectangle(drawRect, true); ctxt->Fill(); } else { ctxt->NewPath(); ctxt->Scale(mResolution, mResolution); ctxt->Translate(gfxPoint(-aTileOrigin.x, -aTileOrigin.y)); nsIntPoint a = nsIntPoint(aTileOrigin.x, aTileOrigin.y); mCallback(mThebesLayer, ctxt, nsIntRegion(nsIntRect(a, nsIntSize(GetScaledTileLength(), GetScaledTileLength()))), nsIntRegion(), mCallbackData); } #ifdef GFX_TILEDLAYER_DEBUG_OVERLAY DrawDebugOverlay(writableSurface, aTileOrigin.x * mResolution, aTileOrigin.y * mResolution); #endif return aTile; } BasicTiledLayerTile BasicTiledLayerBuffer::ValidateTile(BasicTiledLayerTile aTile, const nsIntPoint& aTileOrigin, const nsIntRegion& aDirtyRegion) { PROFILER_LABEL("BasicTiledLayerBuffer", "ValidateTile"); #ifdef GFX_TILEDLAYER_PREF_WARNINGS if (aDirtyRegion.IsComplex()) { printf_stderr("Complex region\n"); } #endif nsIntRegionRectIterator it(aDirtyRegion); for (const nsIntRect* rect = it.Next(); rect != nullptr; rect = it.Next()) { #ifdef GFX_TILEDLAYER_PREF_WARNINGS printf_stderr(" break into subrect %i, %i, %i, %i\n", rect->x, rect->y, rect->width, rect->height); #endif aTile = ValidateTileInternal(aTile, aTileOrigin, *rect); } return aTile; } static nsIntRect RoundedTransformViewportBounds(const gfx::Rect& aViewport, const CSSPoint& aScrollOffset, const gfxSize& aResolution, float aScaleX, float aScaleY, const gfx3DMatrix& aTransform) { gfxRect transformedViewport(aViewport.x - (aScrollOffset.x * aResolution.width), aViewport.y - (aScrollOffset.y * aResolution.height), aViewport.width, aViewport.height); transformedViewport.Scale((aScaleX / aResolution.width) / aResolution.width, (aScaleY / aResolution.height) / aResolution.height); transformedViewport = aTransform.TransformBounds(transformedViewport); return nsIntRect((int32_t)floor(transformedViewport.x), (int32_t)floor(transformedViewport.y), (int32_t)ceil(transformedViewport.width), (int32_t)ceil(transformedViewport.height)); } bool BasicTiledLayerBuffer::ComputeProgressiveUpdateRegion(const nsIntRegion& aInvalidRegion, const nsIntRegion& aOldValidRegion, nsIntRegion& aRegionToPaint, BasicTiledLayerPaintData* aPaintData, bool aIsRepeated) { aRegionToPaint = aInvalidRegion; // If this is a low precision buffer, we force progressive updates. The // assumption is that the contents is less important, so visual coherency // is lower priority than speed. bool drawingLowPrecision = IsLowPrecision(); // Find out if we have any non-stale content to update. nsIntRegion staleRegion; staleRegion.And(aInvalidRegion, aOldValidRegion); // Find out the current view transform to determine which tiles to draw // first, and see if we should just abort this paint. Aborting is usually // caused by there being an incoming, more relevant paint. gfx::Rect viewport; float scaleX, scaleY; if (mManager->ProgressiveUpdateCallback(!staleRegion.Contains(aInvalidRegion), viewport, scaleX, scaleY, !drawingLowPrecision)) { PROFILER_LABEL("ContentClient", "Abort painting"); aRegionToPaint.SetEmpty(); return aIsRepeated; } // Transform the screen coordinates into local layer coordinates. nsIntRect roundedTransformedViewport = RoundedTransformViewportBounds(viewport, aPaintData->mScrollOffset, aPaintData->mResolution, scaleX, scaleY, aPaintData->mTransformScreenToLayer); // Paint tiles that have stale content or that intersected with the screen // at the time of issuing the draw command in a single transaction first. // This is to avoid rendering glitches on animated page content, and when // layers change size/shape. nsIntRect criticalViewportRect = roundedTransformedViewport.Intersect(aPaintData->mCompositionBounds); aRegionToPaint.And(aInvalidRegion, criticalViewportRect); aRegionToPaint.Or(aRegionToPaint, staleRegion); bool drawingStale = !aRegionToPaint.IsEmpty(); if (!drawingStale) { aRegionToPaint = aInvalidRegion; } // Prioritise tiles that are currently visible on the screen. bool paintVisible = false; if (aRegionToPaint.Intersects(roundedTransformedViewport)) { aRegionToPaint.And(aRegionToPaint, roundedTransformedViewport); paintVisible = true; } // Paint area that's visible and overlaps previously valid content to avoid // visible glitches in animated elements, such as gifs. bool paintInSingleTransaction = paintVisible && (drawingStale || aPaintData->mFirstPaint); // The following code decides what order to draw tiles in, based on the // current scroll direction of the primary scrollable layer. NS_ASSERTION(!aRegionToPaint.IsEmpty(), "Unexpectedly empty paint region!"); nsIntRect paintBounds = aRegionToPaint.GetBounds(); int startX, incX, startY, incY; int tileLength = GetScaledTileLength(); if (aPaintData->mScrollOffset.x >= aPaintData->mLastScrollOffset.x) { startX = RoundDownToTileEdge(paintBounds.x); incX = tileLength; } else { startX = RoundDownToTileEdge(paintBounds.XMost() - 1); incX = -tileLength; } if (aPaintData->mScrollOffset.y >= aPaintData->mLastScrollOffset.y) { startY = RoundDownToTileEdge(paintBounds.y); incY = tileLength; } else { startY = RoundDownToTileEdge(paintBounds.YMost() - 1); incY = -tileLength; } // Find a tile to draw. nsIntRect tileBounds(startX, startY, tileLength, tileLength); int32_t scrollDiffX = aPaintData->mScrollOffset.x - aPaintData->mLastScrollOffset.x; int32_t scrollDiffY = aPaintData->mScrollOffset.y - aPaintData->mLastScrollOffset.y; // This loop will always terminate, as there is at least one tile area // along the first/last row/column intersecting with regionToPaint, or its // bounds would have been smaller. while (true) { aRegionToPaint.And(aInvalidRegion, tileBounds); if (!aRegionToPaint.IsEmpty()) { break; } if (Abs(scrollDiffY) >= Abs(scrollDiffX)) { tileBounds.x += incX; } else { tileBounds.y += incY; } } if (!aRegionToPaint.Contains(aInvalidRegion)) { // The region needed to paint is larger then our progressive chunk size // therefore update what we want to paint and ask for a new paint transaction. // If we need to draw more than one tile to maintain coherency, make // sure it happens in the same transaction by requesting this work be // repeated immediately. // If this is unnecessary, the remaining work will be done tile-by-tile in // subsequent transactions. if (!drawingLowPrecision && paintInSingleTransaction) { return true; } mManager->SetRepeatTransaction(); return false; } // We're not repeating painting and we've not requested a repeat transaction, // so the paint is finished. If there's still a separate low precision // paint to do, it will get marked as unfinished later. aPaintData->mPaintFinished = true; return false; } bool BasicTiledLayerBuffer::ProgressiveUpdate(nsIntRegion& aValidRegion, nsIntRegion& aInvalidRegion, const nsIntRegion& aOldValidRegion, BasicTiledLayerPaintData* aPaintData, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData) { bool repeat = false; bool isBufferChanged = false; do { // Compute the region that should be updated. Repeat as many times as // is required. nsIntRegion regionToPaint; repeat = ComputeProgressiveUpdateRegion(aInvalidRegion, aOldValidRegion, regionToPaint, aPaintData, repeat); // There's no further work to be done. if (regionToPaint.IsEmpty()) { break; } isBufferChanged = true; // Keep track of what we're about to refresh. aValidRegion.Or(aValidRegion, regionToPaint); // aValidRegion may have been altered by InvalidateRegion, but we still // want to display stale content until it gets progressively updated. // Create a region that includes stale content. nsIntRegion validOrStale; validOrStale.Or(aValidRegion, aOldValidRegion); // Paint the computed region and subtract it from the invalid region. PaintThebes(validOrStale, regionToPaint, aCallback, aCallbackData); aInvalidRegion.Sub(aInvalidRegion, regionToPaint); } while (repeat); // Return false if nothing has been drawn, or give what has been drawn // to the shadow layer to upload. return isBufferChanged; } BasicTiledLayerBuffer BasicTiledLayerBuffer::DeepCopy() const { BasicTiledLayerBuffer result = *this; for (size_t i = 0; i < result.mRetainedTiles.Length(); i++) { if (result.mRetainedTiles[i].IsPlaceholderTile()) continue; result.mRetainedTiles[i].mDeprecatedTextureClient = new DeprecatedTextureClientTile(*result.mRetainedTiles[i].mDeprecatedTextureClient); } return result; } } }