gecko-dev/gfx/layers/RotatedBuffer.cpp
Phil Ringnalda 7139e221ae Backed out 5 changesets (bug 991032, bug 990933, bug 990876, bug 990871) for build bustage
CLOSED TREE

Backed out changeset c28e1344a6da (bug 991032)
Backed out changeset c85326be7e94 (bug 990876)
Backed out changeset 7cd1a8c883cb (bug 990876)
Backed out changeset 3052e8a3c505 (bug 990933)
Backed out changeset 6685770cf674 (bug 990871)
2014-04-03 20:28:52 -07:00

712 lines
26 KiB
C++

/* -*- 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 "RotatedBuffer.h"
#include <sys/types.h> // for int32_t
#include <algorithm> // for max
#include "BasicImplData.h" // for BasicImplData
#include "BasicLayersImpl.h" // for ToData
#include "BufferUnrotate.h" // for BufferUnrotate
#include "GeckoProfiler.h" // for PROFILER_LABEL
#include "Layers.h" // for ThebesLayer, Layer, etc
#include "gfxPlatform.h" // for gfxPlatform
#include "gfxPrefs.h" // for gfxPrefs
#include "gfxUtils.h" // for gfxUtils
#include "mozilla/ArrayUtils.h" // for ArrayLength
#include "mozilla/gfx/BasePoint.h" // for BasePoint
#include "mozilla/gfx/BaseRect.h" // for BaseRect
#include "mozilla/gfx/BaseSize.h" // for BaseSize
#include "mozilla/gfx/Matrix.h" // for Matrix
#include "mozilla/gfx/Point.h" // for Point, IntPoint
#include "mozilla/gfx/Rect.h" // for Rect, IntRect
#include "mozilla/gfx/Types.h" // for ExtendMode::ExtendMode::CLAMP, etc
#include "mozilla/layers/ShadowLayers.h" // for ShadowableLayer
#include "mozilla/layers/TextureClient.h" // for TextureClient
#include "nsSize.h" // for nsIntSize
#include "gfx2DGlue.h"
namespace mozilla {
using namespace gfx;
namespace layers {
nsIntRect
RotatedBuffer::GetQuadrantRectangle(XSide aXSide, YSide aYSide) const
{
// quadrantTranslation is the amount we translate the top-left
// of the quadrant by to get coordinates relative to the layer
nsIntPoint quadrantTranslation = -mBufferRotation;
quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0;
quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0;
return mBufferRect + quadrantTranslation;
}
Rect
RotatedBuffer::GetSourceRectangle(XSide aXSide, YSide aYSide) const
{
Rect result;
if (aXSide == LEFT) {
result.x = 0;
result.width = mBufferRotation.x;
} else {
result.x = mBufferRotation.x;
result.width = mBufferRect.width - mBufferRotation.x;
}
if (aYSide == TOP) {
result.y = 0;
result.height = mBufferRotation.y;
} else {
result.y = mBufferRotation.y;
result.height = mBufferRect.height - mBufferRotation.y;
}
return result;
}
/**
* @param aXSide LEFT means we draw from the left side of the buffer (which
* is drawn on the right side of mBufferRect). RIGHT means we draw from
* the right side of the buffer (which is drawn on the left side of
* mBufferRect).
* @param aYSide TOP means we draw from the top side of the buffer (which
* is drawn on the bottom side of mBufferRect). BOTTOM means we draw from
* the bottom side of the buffer (which is drawn on the top side of
* mBufferRect).
*/
void
RotatedBuffer::DrawBufferQuadrant(gfx::DrawTarget* aTarget,
XSide aXSide, YSide aYSide,
ContextSource aSource,
float aOpacity,
gfx::CompositionOp aOperator,
gfx::SourceSurface* aMask,
const gfx::Matrix* aMaskTransform) const
{
// The rectangle that we're going to fill. Basically we're going to
// render the buffer at mBufferRect + quadrantTranslation to get the
// pixels in the right place, but we're only going to paint within
// mBufferRect
nsIntRect quadrantRect = GetQuadrantRectangle(aXSide, aYSide);
nsIntRect fillRect;
if (!fillRect.IntersectRect(mBufferRect, quadrantRect))
return;
gfx::Point quadrantTranslation(quadrantRect.x, quadrantRect.y);
MOZ_ASSERT(aOperator == CompositionOp::OP_OVER || aOperator == CompositionOp::OP_SOURCE);
// direct2d is much slower when using OP_SOURCE so use OP_OVER and
// (maybe) a clear instead. Normally we need to draw in a single operation
// (to avoid flickering) but direct2d is ok since it defers rendering.
// We should try abstract this logic in a helper when we have other use
// cases.
if (aTarget->GetType() == BackendType::DIRECT2D && aOperator == CompositionOp::OP_SOURCE) {
aOperator = CompositionOp::OP_OVER;
if (mDTBuffer->GetFormat() == SurfaceFormat::B8G8R8A8) {
aTarget->ClearRect(ToRect(fillRect));
}
}
RefPtr<gfx::SourceSurface> snapshot;
if (aSource == BUFFER_BLACK) {
snapshot = mDTBuffer->Snapshot();
} else {
MOZ_ASSERT(aSource == BUFFER_WHITE);
snapshot = mDTBufferOnWhite->Snapshot();
}
if (aOperator == CompositionOp::OP_SOURCE) {
// OP_SOURCE is unbounded in Azure, and we really don't want that behaviour here.
// We also can't do a ClearRect+FillRect since we need the drawing to happen
// as an atomic operation (to prevent flickering).
aTarget->PushClipRect(gfx::Rect(fillRect.x, fillRect.y,
fillRect.width, fillRect.height));
}
if (aMask) {
Matrix oldTransform = aTarget->GetTransform();
// Transform from user -> buffer space.
Matrix transform;
transform.Translate(quadrantTranslation.x, quadrantTranslation.y);
Matrix inverseMask = *aMaskTransform;
inverseMask.Invert();
transform *= oldTransform;
transform *= inverseMask;
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
SurfacePattern source(snapshot, ExtendMode::CLAMP, transform, Filter::POINT);
#else
SurfacePattern source(snapshot, ExtendMode::CLAMP, transform);
#endif
aTarget->SetTransform(*aMaskTransform);
aTarget->MaskSurface(source, aMask, Point(0, 0), DrawOptions(aOpacity, aOperator));
aTarget->SetTransform(oldTransform);
} else {
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
DrawSurfaceOptions options(Filter::POINT);
#else
DrawSurfaceOptions options;
#endif
aTarget->DrawSurface(snapshot, ToRect(fillRect),
GetSourceRectangle(aXSide, aYSide),
options,
DrawOptions(aOpacity, aOperator));
}
if (aOperator == CompositionOp::OP_SOURCE) {
aTarget->PopClip();
}
}
void
RotatedBuffer::DrawBufferWithRotation(gfx::DrawTarget *aTarget, ContextSource aSource,
float aOpacity,
gfx::CompositionOp aOperator,
gfx::SourceSurface* aMask,
const gfx::Matrix* aMaskTransform) const
{
PROFILER_LABEL("RotatedBuffer", "DrawBufferWithRotation");
// See above, in Azure Repeat should always be a safe, even faster choice
// though! Particularly on D2D Repeat should be a lot faster, need to look
// into that. TODO[Bas]
DrawBufferQuadrant(aTarget, LEFT, TOP, aSource, aOpacity, aOperator, aMask, aMaskTransform);
DrawBufferQuadrant(aTarget, RIGHT, TOP, aSource, aOpacity, aOperator, aMask, aMaskTransform);
DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aSource, aOpacity, aOperator, aMask, aMaskTransform);
DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aSource, aOpacity, aOperator,aMask, aMaskTransform);
}
/* static */ bool
RotatedContentBuffer::IsClippingCheap(DrawTarget* aTarget, const nsIntRegion& aRegion)
{
// Assume clipping is cheap if the draw target just has an integer
// translation, and the visible region is simple.
return !aTarget->GetTransform().HasNonIntegerTranslation() &&
aRegion.GetNumRects() <= 1;
}
void
RotatedContentBuffer::DrawTo(ThebesLayer* aLayer,
DrawTarget* aTarget,
float aOpacity,
CompositionOp aOp,
gfxASurface* aMask,
const Matrix* aMaskTransform)
{
if (!EnsureBuffer()) {
return;
}
bool clipped = false;
// If the entire buffer is valid, we can just draw the whole thing,
// no need to clip. But we'll still clip if clipping is cheap ---
// that might let us copy a smaller region of the buffer.
// Also clip to the visible region if we're told to.
if (!aLayer->GetValidRegion().Contains(BufferRect()) ||
(ToData(aLayer)->GetClipToVisibleRegion() &&
!aLayer->GetVisibleRegion().Contains(BufferRect())) ||
IsClippingCheap(aTarget, aLayer->GetEffectiveVisibleRegion())) {
// We don't want to draw invalid stuff, so we need to clip. Might as
// well clip to the smallest area possible --- the visible region.
// Bug 599189 if there is a non-integer-translation transform in aTarget,
// we might sample pixels outside GetEffectiveVisibleRegion(), which is wrong
// and may cause gray lines.
gfxUtils::ClipToRegionSnapped(aTarget, aLayer->GetEffectiveVisibleRegion());
clipped = true;
}
RefPtr<gfx::SourceSurface> mask;
if (aMask) {
mask = gfxPlatform::GetPlatform()->GetSourceSurfaceForSurface(aTarget, aMask);
}
Matrix maskTransform;
if (aMaskTransform) {
maskTransform = *aMaskTransform;
}
DrawBufferWithRotation(aTarget, BUFFER_BLACK, aOpacity, aOp, mask, &maskTransform);
if (clipped) {
aTarget->PopClip();
}
}
DrawTarget*
RotatedContentBuffer::BorrowDrawTargetForQuadrantUpdate(const nsIntRect& aBounds,
ContextSource aSource)
{
if (!EnsureBuffer()) {
return nullptr;
}
MOZ_ASSERT(!mLoanedDrawTarget, "draw target has been borrowed and not returned");
if (aSource == BUFFER_BOTH && HaveBufferOnWhite()) {
if (!EnsureBufferOnWhite()) {
return nullptr;
}
MOZ_ASSERT(mDTBuffer && mDTBufferOnWhite);
mLoanedDrawTarget = Factory::CreateDualDrawTarget(mDTBuffer, mDTBufferOnWhite);
} else if (aSource == BUFFER_WHITE) {
if (!EnsureBufferOnWhite()) {
return nullptr;
}
mLoanedDrawTarget = mDTBufferOnWhite;
} else {
// BUFFER_BLACK, or BUFFER_BOTH with a single buffer.
mLoanedDrawTarget = mDTBuffer;
}
// Figure out which quadrant to draw in
int32_t xBoundary = mBufferRect.XMost() - mBufferRotation.x;
int32_t yBoundary = mBufferRect.YMost() - mBufferRotation.y;
XSide sideX = aBounds.XMost() <= xBoundary ? RIGHT : LEFT;
YSide sideY = aBounds.YMost() <= yBoundary ? BOTTOM : TOP;
nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY);
NS_ASSERTION(quadrantRect.Contains(aBounds), "Messed up quadrants");
mLoanedTransform = mLoanedDrawTarget->GetTransform();
mLoanedTransform.Translate(-quadrantRect.x, -quadrantRect.y);
mLoanedDrawTarget->SetTransform(mLoanedTransform);
mLoanedTransform.Translate(quadrantRect.x, quadrantRect.y);
return mLoanedDrawTarget;
}
void
BorrowDrawTarget::ReturnDrawTarget(gfx::DrawTarget*& aReturned)
{
MOZ_ASSERT(aReturned == mLoanedDrawTarget);
mLoanedDrawTarget->SetTransform(mLoanedTransform);
mLoanedDrawTarget = nullptr;
aReturned = nullptr;
}
gfxContentType
RotatedContentBuffer::BufferContentType()
{
if (mBufferProvider || mDTBuffer) {
SurfaceFormat format;
if (mBufferProvider) {
format = mBufferProvider->AsTextureClientDrawTarget()->GetFormat();
} else if (mDTBuffer) {
format = mDTBuffer->GetFormat();
}
return ContentForFormat(format);
}
return gfxContentType::SENTINEL;
}
bool
RotatedContentBuffer::BufferSizeOkFor(const nsIntSize& aSize)
{
return (aSize == mBufferRect.Size() ||
(SizedToVisibleBounds != mBufferSizePolicy &&
aSize < mBufferRect.Size()));
}
bool
RotatedContentBuffer::EnsureBuffer()
{
NS_ASSERTION(!mLoanedDrawTarget, "Loaned draw target must be returned");
if (!mDTBuffer) {
if (mBufferProvider) {
mDTBuffer = mBufferProvider->AsTextureClientDrawTarget()->GetAsDrawTarget();
}
}
NS_WARN_IF_FALSE(mDTBuffer, "no buffer");
return !!mDTBuffer;
}
bool
RotatedContentBuffer::EnsureBufferOnWhite()
{
NS_ASSERTION(!mLoanedDrawTarget, "Loaned draw target must be returned");
if (!mDTBufferOnWhite) {
if (mBufferProviderOnWhite) {
mDTBufferOnWhite =
mBufferProviderOnWhite->AsTextureClientDrawTarget()->GetAsDrawTarget();
}
}
NS_WARN_IF_FALSE(mDTBufferOnWhite, "no buffer");
return mDTBufferOnWhite;
}
bool
RotatedContentBuffer::HaveBuffer() const
{
return mDTBuffer || mBufferProvider;
}
bool
RotatedContentBuffer::HaveBufferOnWhite() const
{
return mDTBufferOnWhite || mBufferProviderOnWhite;
}
static void
WrapRotationAxis(int32_t* aRotationPoint, int32_t aSize)
{
if (*aRotationPoint < 0) {
*aRotationPoint += aSize;
} else if (*aRotationPoint >= aSize) {
*aRotationPoint -= aSize;
}
}
static nsIntRect
ComputeBufferRect(const nsIntRect& aRequestedRect)
{
nsIntRect rect(aRequestedRect);
// Set a minimum width to guarantee a minimum size of buffers we
// allocate (and work around problems on some platforms with smaller
// dimensions). 64 is the magic number needed to work around the
// rendering glitch, and guarantees image rows can be SIMD'd for
// even r5g6b5 surfaces pretty much everywhere.
rect.width = std::max(aRequestedRect.width, 64);
#ifdef MOZ_WIDGET_GONK
// Set a minumum height to guarantee a minumum height of buffers we
// allocate. Some GL implementations fail to render gralloc textures
// with a height 9px-16px. It happens on Adreno 200. Adreno 320 does not
// have this problem. 32 is choosed as alignment of gralloc buffers.
// See Bug 873937.
// Increase the height only when the requested height is more than 0.
// See Bug 895976.
// XXX it might be better to disable it on the gpu that does not have
// the height problem.
if (rect.height > 0) {
rect.height = std::max(aRequestedRect.height, 32);
}
#endif
return rect;
}
void
RotatedContentBuffer::FlushBuffers()
{
if (mDTBuffer) {
mDTBuffer->Flush();
}
if (mDTBufferOnWhite) {
mDTBufferOnWhite->Flush();
}
}
RotatedContentBuffer::PaintState
RotatedContentBuffer::BeginPaint(ThebesLayer* aLayer,
uint32_t aFlags)
{
PaintState result;
// We need to disable rotation if we're going to be resampled when
// drawing, because we might sample across the rotation boundary.
bool canHaveRotation = gfxPlatform::BufferRotationEnabled() &&
!(aFlags & (PAINT_WILL_RESAMPLE | PAINT_NO_ROTATION));
nsIntRegion validRegion = aLayer->GetValidRegion();
bool canUseOpaqueSurface = aLayer->CanUseOpaqueSurface();
ContentType layerContentType =
canUseOpaqueSurface ? gfxContentType::COLOR :
gfxContentType::COLOR_ALPHA;
SurfaceMode mode;
nsIntRegion neededRegion;
bool canReuseBuffer;
nsIntRect destBufferRect;
while (true) {
mode = aLayer->GetSurfaceMode();
neededRegion = aLayer->GetVisibleRegion();
canReuseBuffer = HaveBuffer() && BufferSizeOkFor(neededRegion.GetBounds().Size());
result.mContentType = layerContentType;
if (canReuseBuffer) {
if (mBufferRect.Contains(neededRegion.GetBounds())) {
// We don't need to adjust mBufferRect.
destBufferRect = mBufferRect;
} else if (neededRegion.GetBounds().Size() <= mBufferRect.Size()) {
// The buffer's big enough but doesn't contain everything that's
// going to be visible. We'll move it.
destBufferRect = nsIntRect(neededRegion.GetBounds().TopLeft(), mBufferRect.Size());
} else {
destBufferRect = neededRegion.GetBounds();
}
} else {
// We won't be reusing the buffer. Compute a new rect.
destBufferRect = ComputeBufferRect(neededRegion.GetBounds());
}
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
#if defined(MOZ_GFX_OPTIMIZE_MOBILE) || defined(MOZ_WIDGET_GONK)
mode = SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA;
#else
if (!aLayer->GetParent() ||
!aLayer->GetParent()->SupportsComponentAlphaChildren() ||
!aLayer->Manager()->IsCompositingCheap() ||
!aLayer->AsShadowableLayer() ||
!aLayer->AsShadowableLayer()->HasShadow() ||
!gfxPrefs::ComponentAlphaEnabled()) {
mode = SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA;
} else {
result.mContentType = gfxContentType::COLOR;
}
#endif
}
if ((aFlags & PAINT_WILL_RESAMPLE) &&
(!neededRegion.GetBounds().IsEqualInterior(destBufferRect) ||
neededRegion.GetNumRects() > 1)) {
// The area we add to neededRegion might not be painted opaquely
if (mode == SurfaceMode::SURFACE_OPAQUE) {
result.mContentType = gfxContentType::COLOR_ALPHA;
mode = SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA;
}
// We need to validate the entire buffer, to make sure that only valid
// pixels are sampled
neededRegion = destBufferRect;
}
// If we have an existing buffer, but the content type has changed or we
// have transitioned into/out of component alpha, then we need to recreate it.
if (HaveBuffer() &&
(result.mContentType != BufferContentType() ||
(mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) != HaveBufferOnWhite())) {
// We're effectively clearing the valid region, so we need to draw
// the entire needed region now.
result.mRegionToInvalidate = aLayer->GetValidRegion();
validRegion.SetEmpty();
Clear();
// Restart decision process with the cleared buffer. We can only go
// around the loop one more iteration, since mDTBuffer is null now.
continue;
}
break;
}
NS_ASSERTION(destBufferRect.Contains(neededRegion.GetBounds()),
"Destination rect doesn't contain what we need to paint");
result.mRegionToDraw.Sub(neededRegion, validRegion);
// Do not modify result.mRegionToDraw or result.mContentType after this call.
// Do not modify mBufferRect, mBufferRotation, or mDidSelfCopy,
// or call CreateBuffer before this call.
FinalizeFrame(result.mRegionToDraw);
if (result.mRegionToDraw.IsEmpty())
return result;
nsIntRect drawBounds = result.mRegionToDraw.GetBounds();
RefPtr<DrawTarget> destDTBuffer;
RefPtr<DrawTarget> destDTBufferOnWhite;
uint32_t bufferFlags = canHaveRotation ? ALLOW_REPEAT : 0;
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
bufferFlags |= BUFFER_COMPONENT_ALPHA;
}
if (canReuseBuffer) {
if (!EnsureBuffer()) {
return result;
}
nsIntRect keepArea;
if (keepArea.IntersectRect(destBufferRect, mBufferRect)) {
// Set mBufferRotation so that the pixels currently in mDTBuffer
// will still be rendered in the right place when mBufferRect
// changes to destBufferRect.
nsIntPoint newRotation = mBufferRotation +
(destBufferRect.TopLeft() - mBufferRect.TopLeft());
WrapRotationAxis(&newRotation.x, mBufferRect.width);
WrapRotationAxis(&newRotation.y, mBufferRect.height);
NS_ASSERTION(nsIntRect(nsIntPoint(0,0), mBufferRect.Size()).Contains(newRotation),
"newRotation out of bounds");
int32_t xBoundary = destBufferRect.XMost() - newRotation.x;
int32_t yBoundary = destBufferRect.YMost() - newRotation.y;
if ((drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) ||
(drawBounds.y < yBoundary && yBoundary < drawBounds.YMost()) ||
(newRotation != nsIntPoint(0,0) && !canHaveRotation)) {
// The stuff we need to redraw will wrap around an edge of the
// buffer, so move the pixels we can keep into a position that
// lets us redraw in just one quadrant.
if (mBufferRotation == nsIntPoint(0,0)) {
nsIntRect srcRect(nsIntPoint(0, 0), mBufferRect.Size());
nsIntPoint dest = mBufferRect.TopLeft() - destBufferRect.TopLeft();
MOZ_ASSERT(mDTBuffer);
mDTBuffer->CopyRect(IntRect(srcRect.x, srcRect.y, srcRect.width, srcRect.height),
IntPoint(dest.x, dest.y));
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
if (!EnsureBufferOnWhite()) {
return result;
}
MOZ_ASSERT(mDTBufferOnWhite);
mDTBufferOnWhite->CopyRect(IntRect(srcRect.x, srcRect.y, srcRect.width, srcRect.height),
IntPoint(dest.x, dest.y));
}
result.mDidSelfCopy = true;
mDidSelfCopy = true;
// Don't set destBuffer; we special-case self-copies, and
// just did the necessary work above.
mBufferRect = destBufferRect;
} else {
// With azure and a data surface perform an buffer unrotate
// (SelfCopy).
unsigned char* data;
IntSize size;
int32_t stride;
SurfaceFormat format;
if (mDTBuffer->LockBits(&data, &size, &stride, &format)) {
uint8_t bytesPerPixel = BytesPerPixel(format);
BufferUnrotate(data,
size.width * bytesPerPixel,
size.height, stride,
newRotation.x * bytesPerPixel, newRotation.y);
mDTBuffer->ReleaseBits(data);
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
if (!EnsureBufferOnWhite()) {
return result;
}
MOZ_ASSERT(mDTBufferOnWhite);
mDTBufferOnWhite->LockBits(&data, &size, &stride, &format);
uint8_t bytesPerPixel = BytesPerPixel(format);
BufferUnrotate(data,
size.width * bytesPerPixel,
size.height, stride,
newRotation.x * bytesPerPixel, newRotation.y);
mDTBufferOnWhite->ReleaseBits(data);
}
// Buffer unrotate moves all the pixels, note that
// we self copied for SyncBackToFrontBuffer
result.mDidSelfCopy = true;
mDidSelfCopy = true;
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0, 0);
}
if (!result.mDidSelfCopy) {
destBufferRect = ComputeBufferRect(neededRegion.GetBounds());
CreateBuffer(result.mContentType, destBufferRect, bufferFlags,
&destDTBuffer, &destDTBufferOnWhite);
if (!destDTBuffer) {
return result;
}
}
}
} else {
mBufferRect = destBufferRect;
mBufferRotation = newRotation;
}
} else {
// No pixels are going to be kept. The whole visible region
// will be redrawn, so we don't need to copy anything, so we don't
// set destBuffer.
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0,0);
}
} else {
// The buffer's not big enough, so allocate a new one
CreateBuffer(result.mContentType, destBufferRect, bufferFlags,
&destDTBuffer, &destDTBufferOnWhite);
if (!destDTBuffer) {
return result;
}
}
NS_ASSERTION(!(aFlags & PAINT_WILL_RESAMPLE) || destBufferRect == neededRegion.GetBounds(),
"If we're resampling, we need to validate the entire buffer");
// If we have no buffered data already, then destBuffer will be a fresh buffer
// and we do not need to clear it below.
bool isClear = !HaveBuffer();
if (destDTBuffer) {
if (!isClear && (mode != SurfaceMode::SURFACE_COMPONENT_ALPHA || HaveBufferOnWhite())) {
// Copy the bits
nsIntPoint offset = -destBufferRect.TopLeft();
Matrix mat;
mat.Translate(offset.x, offset.y);
destDTBuffer->SetTransform(mat);
if (!EnsureBuffer()) {
return result;
}
MOZ_ASSERT(mDTBuffer, "Have we got a Thebes buffer for some reason?");
DrawBufferWithRotation(destDTBuffer, BUFFER_BLACK, 1.0, CompositionOp::OP_SOURCE);
destDTBuffer->SetTransform(Matrix());
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
NS_ASSERTION(destDTBufferOnWhite, "Must have a white buffer!");
destDTBufferOnWhite->SetTransform(mat);
if (!EnsureBufferOnWhite()) {
return result;
}
MOZ_ASSERT(mDTBufferOnWhite, "Have we got a Thebes buffer for some reason?");
DrawBufferWithRotation(destDTBufferOnWhite, BUFFER_WHITE, 1.0, CompositionOp::OP_SOURCE);
destDTBufferOnWhite->SetTransform(Matrix());
}
}
mDTBuffer = destDTBuffer.forget();
mDTBufferOnWhite = destDTBufferOnWhite.forget();
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0,0);
}
NS_ASSERTION(canHaveRotation || mBufferRotation == nsIntPoint(0,0),
"Rotation disabled, but we have nonzero rotation?");
nsIntRegion invalidate;
invalidate.Sub(aLayer->GetValidRegion(), destBufferRect);
result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate);
result.mClip = DrawRegionClip::DRAW_SNAPPED;
result.mMode = mode;
return result;
}
DrawTarget*
RotatedContentBuffer::BorrowDrawTargetForPainting(ThebesLayer* aLayer,
const PaintState& aPaintState)
{
if (aPaintState.mMode == SurfaceMode::SURFACE_NONE) {
return nullptr;
}
DrawTarget* result = BorrowDrawTargetForQuadrantUpdate(aPaintState.mRegionToDraw.GetBounds(),
BUFFER_BOTH);
if (aPaintState.mMode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
MOZ_ASSERT(mDTBuffer && mDTBufferOnWhite);
nsIntRegionRectIterator iter(aPaintState.mRegionToDraw);
const nsIntRect *iterRect;
while ((iterRect = iter.Next())) {
mDTBuffer->FillRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height),
ColorPattern(Color(0.0, 0.0, 0.0, 1.0)));
mDTBufferOnWhite->FillRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height),
ColorPattern(Color(1.0, 1.0, 1.0, 1.0)));
}
} else if (aPaintState.mContentType == gfxContentType::COLOR_ALPHA && HaveBuffer()) {
// HaveBuffer() => we have an existing buffer that we must clear
nsIntRegionRectIterator iter(aPaintState.mRegionToDraw);
const nsIntRect *iterRect;
while ((iterRect = iter.Next())) {
result->ClearRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height));
}
}
return result;
}
}
}