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410 lines
16 KiB
C++
410 lines
16 KiB
C++
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_TILEDLAYERBUFFER_H
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#define GFX_TILEDLAYERBUFFER_H
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#define TILEDLAYERBUFFER_TILE_SIZE 256
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// Debug defines
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#ifdef MOZ_JAVA_COMPOSITOR
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// This needs to go away as we enabled tiled
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// layers everywhere.
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#define FORCE_BASICTILEDTHEBESLAYER
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#endif
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//#define GFX_TILEDLAYER_DEBUG_OVERLAY
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//#define GFX_TILEDLAYER_PREF_WARNINGS
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#include "nsRect.h"
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#include "nsRegion.h"
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#include "nsTArray.h"
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namespace mozilla {
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namespace layers {
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// An abstract implementation of a tile buffer. This code covers the logic of
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// moving and reusing tiles and leaves the validation up to the implementor. To
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// avoid the overhead of virtual dispatch, we employ the curiously recurring
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// template pattern.
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//
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// Tiles are aligned to a grid with one of the grid points at (0,0) and other
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// grid points spaced evenly in the x- and y-directions by GetTileLength().
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//
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// This tile buffer stores a valid region, which defines the areas that have
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// up-to-date content. The contents of tiles within this region will be reused
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// from paint to paint. It also stores the region that was modified in the last
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// paint operation; this is useful when one tiled layer buffer shadows another
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// (as in an off-main-thread-compositing scenario), so that the shadow tiled
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// layer buffer can correctly reflect the updates of the master layer buffer.
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//
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// The associated Tile may be of any type as long as the derived class can
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// validate and return tiles of that type. Tiles will be frequently copied, so
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// the tile type should be a reference or some other type with an efficient
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// copy constructor.
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//
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// It is required that the derived class specify the base class as a friend. It
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// must also implement the following public method:
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//
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// Tile GetPlaceholderTile() const;
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//
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// Returns a temporary placeholder tile used as a marker. This placeholder tile
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// must never be returned by validateTile and must be == to every instance
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// of a placeholder tile.
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//
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// Additionally, it must implement the following protected methods:
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//
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// Tile ValidateTile(Tile aTile, const nsIntPoint& aTileOrigin,
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// const nsIntRegion& aDirtyRect);
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//
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// Validates the dirtyRect. The returned Tile will replace the tile.
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//
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// void ReleaseTile(Tile aTile);
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//
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// Destroys the given tile.
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//
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// void SwapTiles(Tile& aTileA, Tile& aTileB);
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//
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// Swaps two tiles.
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template<typename Derived, typename Tile>
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class TiledLayerBuffer
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{
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public:
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TiledLayerBuffer()
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: mRetainedWidth(0)
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, mRetainedHeight(0)
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{}
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~TiledLayerBuffer() {}
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// Given a tile origin aligned to a multiple of GetTileLength(),
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// return the tile that describes that region.
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// NOTE: To get the valid area of that tile you must intersect
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// (aTileOrigin.x, aTileOrigin.y, GetTileLength(), GetTileLength())
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// and GetValidRegion() to get the area of the tile that is valid.
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Tile GetTile(const nsIntPoint& aTileOrigin) const;
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// Given a tile x, y relative to the top left of the layer, this function
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// will return the tile for
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// (x*GetTileLength(), y*GetTileLength(), GetTileLength(), GetTileLength())
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Tile GetTile(int x, int y) const;
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// This operates the same as GetTile(aTileOrigin), but will also replace the
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// specified tile with the placeholder tile. This does not call ReleaseTile
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// on the removed tile.
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bool RemoveTile(const nsIntPoint& aTileOrigin, Tile& aRemovedTile);
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// This operates the same as GetTile(x, y), but will also replace the
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// specified tile with the placeholder tile. This does not call ReleaseTile
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// on the removed tile.
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bool RemoveTile(int x, int y, Tile& aRemovedTile);
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uint16_t GetTileLength() const { return TILEDLAYERBUFFER_TILE_SIZE; }
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unsigned int GetTileCount() const { return mRetainedTiles.Length(); }
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const nsIntRegion& GetValidRegion() const { return mValidRegion; }
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const nsIntRegion& GetLastPaintRegion() const { return mLastPaintRegion; }
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void SetLastPaintRegion(const nsIntRegion& aLastPaintRegion) {
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mLastPaintRegion = aLastPaintRegion;
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}
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// Given a position i, this function returns the position inside the current tile.
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int GetTileStart(int i) const {
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return (i >= 0) ? (i % GetTileLength())
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: ((GetTileLength() - (-i % GetTileLength())) % GetTileLength());
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}
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// Rounds the given coordinate down to the nearest tile boundary.
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int RoundDownToTileEdge(int aX) const { return aX - GetTileStart(aX); }
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protected:
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// The implementor should call Update() to change
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// the new valid region. This implementation will call
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// validateTile on each tile that is dirty, which is left
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// to the implementor.
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void Update(const nsIntRegion& aNewValidRegion, const nsIntRegion& aPaintRegion);
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nsIntRegion mValidRegion;
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nsIntRegion mLastPaintRegion;
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/**
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* mRetainedTiles is a rectangular buffer of mRetainedWidth x mRetainedHeight
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* stored as column major with the same origin as mValidRegion.GetBounds().
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* Any tile that does not intersect mValidRegion is a PlaceholderTile.
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* Only the region intersecting with mValidRegion should be read from a tile,
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* another other region is assumed to be uninitialized.
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*/
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nsTArray<Tile> mRetainedTiles;
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int mRetainedWidth; // in tiles
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int mRetainedHeight; // in tiles
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private:
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const Derived& AsDerived() const { return *static_cast<const Derived*>(this); }
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Derived& AsDerived() { return *static_cast<Derived*>(this); }
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bool IsPlaceholder(Tile aTile) const { return aTile == AsDerived().GetPlaceholderTile(); }
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};
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class BasicTiledLayerBuffer;
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// Shadow layers may implement this interface in order to be notified when a
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// tiled layer buffer is updated.
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class TiledLayerComposer
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{
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public:
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/**
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* Update the current retained layer with the updated layer data.
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* The BasicTiledLayerBuffer is expected to be in the ReadLock state
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* prior to this being called. aTiledBuffer is copy constructed and
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* is retained until it has been uploaded/copyed and unlocked.
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*/
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virtual void PaintedTiledLayerBuffer(const BasicTiledLayerBuffer* aTiledBuffer) = 0;
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};
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// Normal integer division truncates towards zero,
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// we instead want to floor to hangle negative numbers.
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static int floor_div(int a, int b)
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{
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int rem = a % b;
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int div = a/b;
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if (rem == 0) {
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return div;
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} else {
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// If the signs are different substract 1.
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int sub;
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sub = a ^ b;
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// The results of this shift is either 0 or -1.
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sub >>= 8*sizeof(int)-1;
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return div+sub;
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}
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}
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template<typename Derived, typename Tile> Tile
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TiledLayerBuffer<Derived, Tile>::GetTile(const nsIntPoint& aTileOrigin) const
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{
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// TODO Cache firstTileOriginX/firstTileOriginY
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// Find the tile x/y of the first tile and the target tile relative to the (0, 0)
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// origin, the difference is the tile x/y relative to the start of the tile buffer.
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int firstTileX = floor_div(mValidRegion.GetBounds().x, GetTileLength());
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int firstTileY = floor_div(mValidRegion.GetBounds().y, GetTileLength());
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return GetTile(floor_div(aTileOrigin.x, GetTileLength()) - firstTileX,
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floor_div(aTileOrigin.y, GetTileLength()) - firstTileY);
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}
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template<typename Derived, typename Tile> Tile
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TiledLayerBuffer<Derived, Tile>::GetTile(int x, int y) const
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{
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int index = x * mRetainedHeight + y;
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return mRetainedTiles.SafeElementAt(index, AsDerived().GetPlaceholderTile());
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}
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template<typename Derived, typename Tile> bool
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TiledLayerBuffer<Derived, Tile>::RemoveTile(const nsIntPoint& aTileOrigin,
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Tile& aRemovedTile)
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{
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int firstTileX = floor_div(mValidRegion.GetBounds().x, GetTileLength());
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int firstTileY = floor_div(mValidRegion.GetBounds().y, GetTileLength());
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return RemoveTile(floor_div(aTileOrigin.x, GetTileLength()) - firstTileX,
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floor_div(aTileOrigin.y, GetTileLength()) - firstTileY,
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aRemovedTile);
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}
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template<typename Derived, typename Tile> bool
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TiledLayerBuffer<Derived, Tile>::RemoveTile(int x, int y, Tile& aRemovedTile)
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{
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int index = x * mRetainedHeight + y;
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const Tile& tileToRemove = mRetainedTiles.SafeElementAt(index, AsDerived().GetPlaceholderTile());
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if (!IsPlaceholder(tileToRemove)) {
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aRemovedTile = tileToRemove;
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mRetainedTiles[index] = AsDerived().GetPlaceholderTile();
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return true;
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}
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return false;
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}
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template<typename Derived, typename Tile> void
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TiledLayerBuffer<Derived, Tile>::Update(const nsIntRegion& aNewValidRegion,
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const nsIntRegion& aPaintRegion)
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{
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nsTArray<Tile> newRetainedTiles;
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nsTArray<Tile>& oldRetainedTiles = mRetainedTiles;
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const nsIntRect oldBound = mValidRegion.GetBounds();
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const nsIntRect newBound = aNewValidRegion.GetBounds();
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const nsIntPoint oldBufferOrigin(RoundDownToTileEdge(oldBound.x),
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RoundDownToTileEdge(oldBound.y));
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const nsIntPoint newBufferOrigin(RoundDownToTileEdge(newBound.x),
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RoundDownToTileEdge(newBound.y));
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const nsIntRegion& oldValidRegion = mValidRegion;
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const nsIntRegion& newValidRegion = aNewValidRegion;
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const int oldRetainedHeight = mRetainedHeight;
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// Pass 1: Recycle valid content from the old buffer
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// Recycle tiles from the old buffer that contain valid regions.
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// Insert placeholders tiles if we have no valid area for that tile
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// which we will allocate in pass 2.
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// TODO: Add a tile pool to reduce new allocation
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int tileX = 0;
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int tileY;
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// Iterate over the new drawing bounds in steps of tiles.
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for (int32_t x = newBound.x; x < newBound.XMost(); tileX++) {
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// Compute tileRect(x,y,width,height) in layer space coordinate
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// giving us the rect of the tile that hits the newBounds.
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int width = GetTileLength() - GetTileStart(x);
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if (x + width > newBound.XMost()) {
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width = newBound.x + newBound.width - x;
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}
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tileY = 0;
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for (int32_t y = newBound.y; y < newBound.YMost(); tileY++) {
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int height = GetTileLength() - GetTileStart(y);
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if (y + height > newBound.y + newBound.height) {
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height = newBound.y + newBound.height - y;
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}
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const nsIntRect tileRect(x,y,width,height);
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if (oldValidRegion.Intersects(tileRect) && newValidRegion.Intersects(tileRect)) {
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// This old tiles contains some valid area so move it to the new tile
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// buffer. Replace the tile in the old buffer with a placeholder
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// to leave the old buffer index unaffected.
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int tileX = floor_div(x - oldBufferOrigin.x, GetTileLength());
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int tileY = floor_div(y - oldBufferOrigin.y, GetTileLength());
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int index = tileX * oldRetainedHeight + tileY;
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// The tile may have been removed, skip over it in this case.
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if (IsPlaceholder(oldRetainedTiles.
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SafeElementAt(index, AsDerived().GetPlaceholderTile()))) {
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newRetainedTiles.AppendElement(AsDerived().GetPlaceholderTile());
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} else {
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Tile tileWithPartialValidContent = oldRetainedTiles[index];
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newRetainedTiles.AppendElement(tileWithPartialValidContent);
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oldRetainedTiles[index] = AsDerived().GetPlaceholderTile();
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}
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} else {
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// This tile is either:
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// 1) Outside the new valid region and will simply be an empty
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// placeholder forever.
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// 2) The old buffer didn't have any data for this tile. We postpone
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// the allocation of this tile after we've reused any tile with
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// valid content because then we know we can safely recycle
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// with taking from a tile that has recyclable content.
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newRetainedTiles.AppendElement(AsDerived().GetPlaceholderTile());
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}
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y += height;
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}
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x += width;
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}
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// Keep track of the number of horizontal/vertical tiles
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// in the buffer so that we can easily look up a tile.
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mRetainedWidth = tileX;
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mRetainedHeight = tileY;
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NS_ABORT_IF_FALSE(aNewValidRegion.Contains(aPaintRegion), "Painting a region outside the visible region");
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#ifdef DEBUG
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nsIntRegion oldAndPainted(oldValidRegion);
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oldAndPainted.Or(oldAndPainted, aPaintRegion);
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#endif
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NS_ABORT_IF_FALSE(oldAndPainted.Contains(newValidRegion), "newValidRegion has not been fully painted");
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nsIntRegion regionToPaint(aPaintRegion);
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// Pass 2: Validate
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// We know at this point that any tile in the new buffer that had valid content
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// from the previous buffer is placed correctly in the new buffer.
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// We know that any tile in the old buffer that isn't a place holder is
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// of no use and can be recycled.
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// We also know that any place holder tile in the new buffer must be
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// allocated.
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tileX = 0;
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#ifdef GFX_TILEDLAYER_PREF_WARNINGS
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printf_stderr("Update %i, %i, %i, %i\n", newBound.x, newBound.y, newBound.width, newBound.height);
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#endif
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for (int x = newBound.x; x < newBound.x + newBound.width; tileX++) {
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// Compute tileRect(x,y,width,height) in layer space coordinate
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// giving us the rect of the tile that hits the newBounds.
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int tileStartX = RoundDownToTileEdge(x);
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int width = GetTileLength() - GetTileStart(x);
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if (x + width > newBound.XMost())
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width = newBound.XMost() - x;
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tileY = 0;
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for (int y = newBound.y; y < newBound.y + newBound.height; tileY++) {
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int tileStartY = RoundDownToTileEdge(y);
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int height = GetTileLength() - GetTileStart(y);
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if (y + height > newBound.YMost()) {
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height = newBound.YMost() - y;
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}
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const nsIntRect tileRect(x, y, width, height);
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nsIntRegion tileDrawRegion;
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tileDrawRegion.And(tileRect, regionToPaint);
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if (tileDrawRegion.IsEmpty()) {
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// We have a tile but it doesn't hit the draw region
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// because we can reuse all of the content from the
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// previous buffer.
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#ifdef DEBUG
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int currTileX = floor_div(x - newBufferOrigin.x, GetTileLength());
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int currTileY = floor_div(y - newBufferOrigin.y, GetTileLength());
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int index = currTileX * mRetainedHeight + currTileY;
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NS_ABORT_IF_FALSE(!newValidRegion.Intersects(tileRect) ||
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!IsPlaceholder(newRetainedTiles.
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SafeElementAt(index, AsDerived().GetPlaceholderTile())),
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"If we don't draw a tile we shouldn't have a placeholder there.");
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#endif
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y += height;
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continue;
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}
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int tileX = floor_div(x - newBufferOrigin.x, GetTileLength());
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int tileY = floor_div(y - newBufferOrigin.y, GetTileLength());
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int index = tileX * mRetainedHeight + tileY;
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NS_ABORT_IF_FALSE(index >= 0 && index < newRetainedTiles.Length(), "index out of range");
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Tile newTile = newRetainedTiles[index];
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while (IsPlaceholder(newTile) && oldRetainedTiles.Length() > 0) {
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AsDerived().SwapTiles(newTile, oldRetainedTiles[oldRetainedTiles.Length()-1]);
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oldRetainedTiles.RemoveElementAt(oldRetainedTiles.Length()-1);
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}
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// We've done our best effort to recycle a tile but it can be null
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// in which case it's up to the derived class's ValidateTile()
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// implementation to allocate a new tile before drawing
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nsIntPoint tileOrigin(tileStartX, tileStartY);
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newTile = AsDerived().ValidateTile(newTile, nsIntPoint(tileStartX, tileStartY),
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tileDrawRegion);
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NS_ABORT_IF_FALSE(!IsPlaceholder(newTile), "index out of range");
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#ifdef GFX_TILEDLAYER_PREF_WARNINGS
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printf_stderr("Store Validate tile %i, %i -> %i\n", tileStartX, tileStartY, index);
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#endif
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newRetainedTiles[index] = newTile;
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y += height;
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}
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x += width;
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}
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// Throw away any tiles we didn't recycle
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// TODO: Add a tile pool
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while (oldRetainedTiles.Length() > 0) {
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Tile oldTile = oldRetainedTiles[oldRetainedTiles.Length()-1];
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oldRetainedTiles.RemoveElementAt(oldRetainedTiles.Length()-1);
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AsDerived().ReleaseTile(oldTile);
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}
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mRetainedTiles = newRetainedTiles;
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mValidRegion = aNewValidRegion;
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mLastPaintRegion = aPaintRegion;
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}
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} // layers
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} // mozilla
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#endif // GFX_TILEDLAYERBUFFER_H
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