/* 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/PLayersChild.h" #include "BasicTiledThebesLayer.h" #include "gfxImageSurface.h" #include "sampler.h" #include "gfxPlatform.h" #ifdef GFX_TILEDLAYER_DEBUG_OVERLAY #include "cairo.h" #include using mozilla::layers::Layer; static void DrawDebugOverlay(gfxImageSurface* 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 { namespace layers { bool BasicTiledLayerBuffer::HasFormatChanged(BasicTiledThebesLayer* aThebesLayer) const { return aThebesLayer->CanUseOpaqueSurface() != mLastPaintOpaque; } gfxASurface::gfxImageFormat BasicTiledLayerBuffer::GetFormat() const { if (mThebesLayer->CanUseOpaqueSurface()) { return gfxASurface::ImageFormatRGB16_565; } else { return gfxASurface::ImageFormatARGB32; } } void BasicTiledLayerBuffer::PaintThebes(BasicTiledThebesLayer* aLayer, const nsIntRegion& aNewValidRegion, const nsIntRegion& aPaintRegion, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData) { mThebesLayer = aLayer; 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(); 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(); { SAMPLE_LABEL("BasicTiledLayerBuffer", "PaintThebesSingleBufferAlloc"); mSinglePaintBuffer = new gfxImageSurface(gfxIntSize(bounds.width, bounds.height), GetFormat(), !aLayer->CanUseOpaqueSurface()); mSinglePaintBufferOffset = nsIntPoint(bounds.x, bounds.y); } nsRefPtr ctxt = new gfxContext(mSinglePaintBuffer); ctxt->NewPath(); 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 SAMPLE_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 SAMPLE_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(); mThebesLayer = nullptr; mCallback = nullptr; mCallbackData = nullptr; mSinglePaintBuffer = nullptr; } BasicTiledLayerTile BasicTiledLayerBuffer::ValidateTileInternal(BasicTiledLayerTile aTile, const nsIntPoint& aTileOrigin, const nsIntRect& aDirtyRect) { if (aTile == GetPlaceholderTile() || aTile.mSurface->Format() != GetFormat()) { gfxImageSurface* tmpTile = new gfxImageSurface(gfxIntSize(GetTileLength(), GetTileLength()), GetFormat(), !mThebesLayer->CanUseOpaqueSurface()); aTile = BasicTiledLayerTile(tmpTile); } gfxRect drawRect(aDirtyRect.x - aTileOrigin.x, aDirtyRect.y - aTileOrigin.y, aDirtyRect.width, aDirtyRect.height); // Use the gfxReusableSurfaceWrapper, which will reuse the surface // if the compositor no longer has a read lock, otherwise the surface // will be copied into a new writable surface. gfxImageSurface* writableSurface; aTile.mSurface = aTile.mSurface->GetWritable(&writableSurface); // Bug 742100, this gfxContext really should live on the stack. nsRefPtr ctxt = new gfxContext(writableSurface); if (mSinglePaintBuffer) { ctxt->SetOperator(gfxContext::OPERATOR_SOURCE); ctxt->NewPath(); ctxt->SetSource(mSinglePaintBuffer.get(), gfxPoint(mSinglePaintBufferOffset.x - aDirtyRect.x + drawRect.x, mSinglePaintBufferOffset.y - aDirtyRect.y + drawRect.y)); ctxt->Rectangle(drawRect, true); ctxt->Fill(); } else { ctxt->NewPath(); ctxt->Translate(gfxPoint(-aTileOrigin.x, -aTileOrigin.y)); nsIntPoint a = aTileOrigin; mCallback(mThebesLayer, ctxt, nsIntRegion(nsIntRect(a, nsIntSize(GetTileLength(), GetTileLength()))), nsIntRegion(), mCallbackData); } #ifdef GFX_TILEDLAYER_DEBUG_OVERLAY DrawDebugOverlay(writableSurface, aTileOrigin.x, aTileOrigin.y); #endif return aTile; } BasicTiledLayerTile BasicTiledLayerBuffer::ValidateTile(BasicTiledLayerTile aTile, const nsIntPoint& aTileOrigin, const nsIntRegion& aDirtyRegion) { SAMPLE_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; } void BasicTiledThebesLayer::FillSpecificAttributes(SpecificLayerAttributes& aAttrs) { aAttrs = ThebesLayerAttributes(GetValidRegion()); } static nsIntRect RoundedTransformViewportBounds(const gfx::Rect& aViewport, const gfx::Point& 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 BasicTiledThebesLayer::ComputeProgressiveUpdateRegion(const nsIntRegion& aInvalidRegion, const nsIntRegion& aOldValidRegion, nsIntRegion& aRegionToPaint, const gfx3DMatrix& aTransform, const gfx::Point& aScrollOffset, const gfxSize& aResolution, bool aIsRepeated) { aRegionToPaint = aInvalidRegion; // Find out if we have any non-stale content to update. nsIntRegion freshRegion; if (!mFirstPaint) { freshRegion.And(aInvalidRegion, aOldValidRegion); freshRegion.Sub(aInvalidRegion, freshRegion); } // 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 (BasicManager()->ProgressiveUpdateCallback(!freshRegion.IsEmpty(), viewport, scaleX, scaleY)) { SAMPLE_MARKER("Abort painting"); aRegionToPaint.SetEmpty(); return aIsRepeated; } // Transform the screen coordinates into local layer coordinates. nsIntRect roundedTransformedViewport = RoundedTransformViewportBounds(viewport, aScrollOffset, aResolution, scaleX, scaleY, aTransform); // Paint tiles that have no content before tiles that only have stale content. bool drawingStale = freshRegion.IsEmpty(); if (!drawingStale) { aRegionToPaint = freshRegion; } // Prioritise tiles that are currently visible on the screen. bool paintVisible = false; if (aRegionToPaint.Intersects(roundedTransformedViewport)) { aRegionToPaint.And(aRegionToPaint, roundedTransformedViewport); paintVisible = true; } // 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; if (aScrollOffset.x >= mLastScrollOffset.x) { startX = mTiledBuffer.RoundDownToTileEdge(paintBounds.x); incX = mTiledBuffer.GetTileLength(); } else { startX = mTiledBuffer.RoundDownToTileEdge(paintBounds.XMost() - 1); incX = -mTiledBuffer.GetTileLength(); } if (aScrollOffset.y >= mLastScrollOffset.y) { startY = mTiledBuffer.RoundDownToTileEdge(paintBounds.y); incY = mTiledBuffer.GetTileLength(); } else { startY = mTiledBuffer.RoundDownToTileEdge(paintBounds.YMost() - 1); incY = -mTiledBuffer.GetTileLength(); } // Find a tile to draw. nsIntRect tileBounds(startX, startY, mTiledBuffer.GetTileLength(), mTiledBuffer.GetTileLength()); int32_t scrollDiffX = aScrollOffset.x - mLastScrollOffset.x; int32_t scrollDiffY = aScrollOffset.y - 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 (NS_ABS(scrollDiffY) >= NS_ABS(scrollDiffX)) { tileBounds.x += incX; } else { tileBounds.y += incY; } } bool repeatImmediately = false; 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're drawing stale, visible content, make sure that it happens // in one go by repeating this work without calling the painted // callback. The remaining content is then drawn tile-by-tile in // multiple transactions. if (paintVisible && drawingStale) { repeatImmediately = true; } else { BasicManager()->SetRepeatTransaction(); } } else { // The transaction is completed, store the last scroll offset. mLastScrollOffset = aScrollOffset; } return repeatImmediately; } void BasicTiledThebesLayer::PaintThebes(gfxContext* aContext, Layer* aMaskLayer, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData, ReadbackProcessor* aReadback) { if (!aCallback) { BasicManager()->SetTransactionIncomplete(); return; } if (!HasShadow()) { NS_ASSERTION(false, "Shadow requested for painting\n"); return; } if (mTiledBuffer.HasFormatChanged(this)) { mValidRegion = nsIntRegion(); } nsIntRegion invalidRegion = mVisibleRegion; invalidRegion.Sub(invalidRegion, mValidRegion); if (invalidRegion.IsEmpty()) return; gfxSize resolution(1, 1); for (ContainerLayer* parent = GetParent(); parent; parent = parent->GetParent()) { const FrameMetrics& metrics = parent->GetFrameMetrics(); resolution.width *= metrics.mResolution.width; resolution.height *= metrics.mResolution.height; } // Only draw progressively when the resolution is unchanged. if (gfxPlatform::UseProgressiveTilePainting() && !BasicManager()->HasShadowTarget() && mTiledBuffer.GetResolution() == resolution) { // Calculate the transform required to convert screen space into layer space gfx3DMatrix transform = GetEffectiveTransform(); // XXX Not sure if this code for intermediate surfaces is correct. // It rarely gets hit though, and shouldn't have terrible consequences // even if it is wrong. for (ContainerLayer* parent = GetParent(); parent; parent = parent->GetParent()) { if (parent->UseIntermediateSurface()) { transform.PreMultiply(parent->GetEffectiveTransform()); } } transform.Invert(); // Store the old valid region, then clear it before painting. // We clip the old valid region to the visible region, as it only gets // used to decide stale content (currently valid and previously visible) nsIntRegion oldValidRegion = mTiledBuffer.GetValidRegion(); oldValidRegion.And(oldValidRegion, mVisibleRegion); mTiledBuffer.ClearPaintedRegion(); // Make sure that tiles that fall outside of the visible region are // discarded on the first update. if (!BasicManager()->IsRepeatTransaction()) { mValidRegion.And(mValidRegion, mVisibleRegion); } // Calculate the scroll offset since the last transaction. gfx::Point scrollOffset(0, 0); Layer* primaryScrollable = BasicManager()->GetPrimaryScrollableLayer(); if (primaryScrollable) { const FrameMetrics& metrics = primaryScrollable->AsContainerLayer()->GetFrameMetrics(); scrollOffset = metrics.mScrollOffset; } bool repeat = false; do { // Compute the region that should be updated. Repeat as many times as // is required. nsIntRegion regionToPaint; repeat = ComputeProgressiveUpdateRegion(invalidRegion, oldValidRegion, regionToPaint, transform, scrollOffset, resolution, repeat); // There's no further work to be done, return if nothing has been // drawn, or give what has been drawn to the shadow layer to upload. if (regionToPaint.IsEmpty()) { if (repeat) { break; } else { return; } } // Keep track of what we're about to refresh. mValidRegion.Or(mValidRegion, regionToPaint); // mValidRegion would 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(mValidRegion, oldValidRegion); // Paint the computed region and subtract it from the invalid region. mTiledBuffer.PaintThebes(this, validOrStale, regionToPaint, aCallback, aCallbackData); invalidRegion.Sub(invalidRegion, regionToPaint); } while (repeat); } else { mTiledBuffer.ClearPaintedRegion(); mTiledBuffer.SetResolution(resolution); mValidRegion = mVisibleRegion; mTiledBuffer.PaintThebes(this, mValidRegion, invalidRegion, aCallback, aCallbackData); } mTiledBuffer.ReadLock(); // Only paint the mask layer on the first transaction. if (aMaskLayer && !BasicManager()->IsRepeatTransaction()) { static_cast(aMaskLayer->ImplData()) ->Paint(aContext, nullptr); } // 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 *heapCopy = new BasicTiledLayerBuffer(mTiledBuffer); BasicManager()->PaintedTiledLayerBuffer(BasicManager()->Hold(this), heapCopy); mFirstPaint = false; } } // mozilla } // layers