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595 lines
20 KiB
C++
595 lines
20 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* 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
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_LayerManagerComposite_H
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#define GFX_LayerManagerComposite_H
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#include <stdint.h> // for int32_t, uint32_t
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#include "GLDefs.h" // for GLenum
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#include "Layers.h"
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#include "Units.h" // for ParentLayerIntRect
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#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
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#include "mozilla/Attributes.h" // for override
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#include "mozilla/RefPtr.h" // for RefPtr, already_AddRefed
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#include "mozilla/gfx/2D.h"
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#include "mozilla/gfx/Point.h" // for IntSize
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#include "mozilla/gfx/Rect.h" // for Rect
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#include "mozilla/gfx/Types.h" // for SurfaceFormat
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#include "mozilla/layers/CompositorTypes.h"
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#include "mozilla/layers/Effects.h" // for EffectChain
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#include "mozilla/layers/LayersTypes.h" // for LayersBackend, etc
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#include "mozilla/Maybe.h" // for Maybe
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#include "mozilla/RefPtr.h"
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#include "mozilla/UniquePtr.h"
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#include "nsAString.h"
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#include "nsRefPtr.h" // for nsRefPtr
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#include "nsCOMPtr.h" // for already_AddRefed
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#include "nsDebug.h" // for NS_ASSERTION
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#include "nsISupportsImpl.h" // for Layer::AddRef, etc
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#include "nsRect.h" // for mozilla::gfx::IntRect
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#include "nsRegion.h" // for nsIntRegion
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#include "nscore.h" // for nsAString, etc
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#include "LayerTreeInvalidation.h"
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class gfxContext;
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#ifdef XP_WIN
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#include <windows.h>
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#endif
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namespace mozilla {
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namespace gfx {
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class DrawTarget;
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}
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namespace layers {
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class CanvasLayerComposite;
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class ColorLayerComposite;
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class CompositableHost;
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class Compositor;
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class ContainerLayerComposite;
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struct EffectChain;
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class ImageLayer;
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class ImageLayerComposite;
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class LayerComposite;
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class RefLayerComposite;
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class PaintedLayerComposite;
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class TextRenderer;
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class CompositingRenderTarget;
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struct FPSState;
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static const int kVisualWarningDuration = 150; // ms
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class LayerManagerComposite final : public LayerManager
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{
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typedef mozilla::gfx::DrawTarget DrawTarget;
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typedef mozilla::gfx::IntSize IntSize;
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typedef mozilla::gfx::SurfaceFormat SurfaceFormat;
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public:
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explicit LayerManagerComposite(Compositor* aCompositor);
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~LayerManagerComposite();
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virtual void Destroy() override;
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/**
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* return True if initialization was succesful, false when it was not.
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*/
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bool Initialize();
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/**
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* Sets the clipping region for this layer manager. This is important on
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* windows because using OGL we no longer have GDI's native clipping. Therefor
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* widget must tell us what part of the screen is being invalidated,
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* and we should clip to this.
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*
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* \param aClippingRegion Region to clip to. Setting an empty region
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* will disable clipping.
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*/
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void SetClippingRegion(const nsIntRegion& aClippingRegion)
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{
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mClippingRegion = aClippingRegion;
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}
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/**
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* LayerManager implementation.
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*/
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virtual LayerManagerComposite* AsLayerManagerComposite() override
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{
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return this;
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}
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void UpdateRenderBounds(const gfx::IntRect& aRect);
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virtual void BeginTransaction() override;
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virtual void BeginTransactionWithTarget(gfxContext* aTarget) override
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{
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MOZ_CRASH("Use BeginTransactionWithDrawTarget");
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}
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void BeginTransactionWithDrawTarget(gfx::DrawTarget* aTarget, const gfx::IntRect& aRect);
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virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT) override;
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virtual void EndTransaction(DrawPaintedLayerCallback aCallback,
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void* aCallbackData,
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EndTransactionFlags aFlags = END_DEFAULT) override;
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virtual void SetRoot(Layer* aLayer) override { mRoot = aLayer; }
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// XXX[nrc]: never called, we should move this logic to ClientLayerManager
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// (bug 946926).
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virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) override;
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virtual int32_t GetMaxTextureSize() const override
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{
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MOZ_CRASH("Call on compositor, not LayerManagerComposite");
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}
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virtual void ClearCachedResources(Layer* aSubtree = nullptr) override;
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virtual already_AddRefed<PaintedLayer> CreatePaintedLayer() override;
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virtual already_AddRefed<ContainerLayer> CreateContainerLayer() override;
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virtual already_AddRefed<ImageLayer> CreateImageLayer() override;
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virtual already_AddRefed<ColorLayer> CreateColorLayer() override;
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer() override;
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already_AddRefed<PaintedLayerComposite> CreatePaintedLayerComposite();
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already_AddRefed<ContainerLayerComposite> CreateContainerLayerComposite();
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already_AddRefed<ImageLayerComposite> CreateImageLayerComposite();
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already_AddRefed<ColorLayerComposite> CreateColorLayerComposite();
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already_AddRefed<CanvasLayerComposite> CreateCanvasLayerComposite();
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already_AddRefed<RefLayerComposite> CreateRefLayerComposite();
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virtual LayersBackend GetBackendType() override
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{
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MOZ_CRASH("Shouldn't be called for composited layer manager");
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}
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virtual void GetBackendName(nsAString& name) override
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{
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MOZ_CRASH("Shouldn't be called for composited layer manager");
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}
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virtual bool AreComponentAlphaLayersEnabled() override;
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virtual already_AddRefed<DrawTarget>
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CreateOptimalMaskDrawTarget(const IntSize &aSize) override;
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virtual const char* Name() const override { return ""; }
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/**
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* Restricts the shadow visible region of layers that are covered with
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* opaque content. aOpaqueRegion is the region already known to be covered
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* with opaque content, in the post-transform coordinate space of aLayer.
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*/
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void ApplyOcclusionCulling(Layer* aLayer, nsIntRegion& aOpaqueRegion);
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/**
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* RAII helper class to add a mask effect with the compositable from aMaskLayer
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* to the EffectChain aEffect and notify the compositable when we are done.
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*/
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class AutoAddMaskEffect
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{
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public:
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AutoAddMaskEffect(Layer* aMaskLayer,
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EffectChain& aEffect,
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bool aIs3D = false);
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~AutoAddMaskEffect();
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bool Failed() const { return mFailed; }
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private:
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CompositableHost* mCompositable;
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bool mFailed;
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};
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/**
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* Creates a DrawTarget which is optimized for inter-operating with this
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* layermanager.
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*/
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virtual already_AddRefed<mozilla::gfx::DrawTarget>
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CreateDrawTarget(const mozilla::gfx::IntSize& aSize,
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mozilla::gfx::SurfaceFormat aFormat) override;
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/**
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* Calculates the 'completeness' of the rendering that intersected with the
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* screen on the last render. This is only useful when progressive tile
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* drawing is enabled, otherwise this will always return 1.0.
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* This function's expense scales with the size of the layer tree and the
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* complexity of individual layers' valid regions.
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*/
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float ComputeRenderIntegrity();
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/**
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* returns true if PlatformAllocBuffer will return a buffer that supports
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* direct texturing
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*/
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static bool SupportsDirectTexturing();
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static void PlatformSyncBeforeReplyUpdate();
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void AddInvalidRegion(const nsIntRegion& aRegion)
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{
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mInvalidRegion.Or(mInvalidRegion, aRegion);
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}
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Compositor* GetCompositor() const
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{
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return mCompositor;
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}
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/**
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* LayerManagerComposite provides sophisticated debug overlays
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* that can request a next frame.
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*/
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bool DebugOverlayWantsNextFrame() { return mDebugOverlayWantsNextFrame; }
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void SetDebugOverlayWantsNextFrame(bool aVal)
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{ mDebugOverlayWantsNextFrame = aVal; }
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void NotifyShadowTreeTransaction();
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TextRenderer* GetTextRenderer() { return mTextRenderer; }
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/**
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* Add an on frame warning.
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* @param severity ranges from 0 to 1. It's used to compute the warning color.
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*/
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void VisualFrameWarning(float severity) {
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mozilla::TimeStamp now = TimeStamp::Now();
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if (mWarnTime.IsNull() ||
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severity > mWarningLevel ||
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mWarnTime + TimeDuration::FromMilliseconds(kVisualWarningDuration) < now) {
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mWarnTime = now;
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mWarningLevel = severity;
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}
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}
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void UnusedApzTransformWarning() {
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mUnusedApzTransformWarning = true;
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}
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bool LastFrameMissedHWC() { return mLastFrameMissedHWC; }
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bool AsyncPanZoomEnabled() const override;
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private:
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/** Region we're clipping our current drawing to. */
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nsIntRegion mClippingRegion;
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gfx::IntRect mRenderBounds;
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/** Current root layer. */
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LayerComposite* RootLayer() const;
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/**
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* Recursive helper method for use by ComputeRenderIntegrity. Subtracts
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* any incomplete rendering on aLayer from aScreenRegion. Any low-precision
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* rendering is included in aLowPrecisionScreenRegion. aTransform is the
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* accumulated transform of intermediate surfaces beneath aLayer.
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*/
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static void ComputeRenderIntegrityInternal(Layer* aLayer,
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nsIntRegion& aScreenRegion,
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nsIntRegion& aLowPrecisionScreenRegion,
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const gfx::Matrix4x4& aTransform);
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/**
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* Render the current layer tree to the active target.
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*/
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void Render();
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#ifdef MOZ_WIDGET_ANDROID
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void RenderToPresentationSurface();
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#endif
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/**
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* Render debug overlays such as the FPS/FrameCounter above the frame.
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*/
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void RenderDebugOverlay(const gfx::Rect& aBounds);
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RefPtr<CompositingRenderTarget> PushGroupForLayerEffects();
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void PopGroupForLayerEffects(RefPtr<CompositingRenderTarget> aPreviousTarget,
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gfx::IntRect aClipRect,
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bool aGrayscaleEffect,
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bool aInvertEffect,
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float aContrastEffect);
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float mWarningLevel;
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mozilla::TimeStamp mWarnTime;
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bool mUnusedApzTransformWarning;
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RefPtr<Compositor> mCompositor;
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UniquePtr<LayerProperties> mClonedLayerTreeProperties;
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/**
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* Context target, nullptr when drawing directly to our swap chain.
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*/
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RefPtr<gfx::DrawTarget> mTarget;
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gfx::IntRect mTargetBounds;
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nsIntRegion mInvalidRegion;
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UniquePtr<FPSState> mFPS;
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bool mInTransaction;
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bool mIsCompositorReady;
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bool mDebugOverlayWantsNextFrame;
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RefPtr<CompositingRenderTarget> mTwoPassTmpTarget;
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RefPtr<TextRenderer> mTextRenderer;
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bool mGeometryChanged;
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// Testing property. If hardware composer is supported, this will return
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// true if the last frame was deemed 'too complicated' to be rendered.
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bool mLastFrameMissedHWC;
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};
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/**
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* Composite layers are for use with OMTC on the compositor thread only. There
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* must be corresponding Basic layers on the content thread. For composite
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* layers, the layer manager only maintains the layer tree, all rendering is
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* done by a Compositor (see Compositor.h). As such, composite layers are
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* platform-independent and can be used on any platform for which there is a
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* Compositor implementation.
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*
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* The composite layer tree reflects exactly the basic layer tree. To
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* composite to screen, the layer manager walks the layer tree calling render
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* methods which in turn call into their CompositableHosts' Composite methods.
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* These call Compositor::DrawQuad to do the rendering.
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*
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* Mostly, layers are updated during the layers transaction. This is done from
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* CompositableClient to CompositableHost without interacting with the layer.
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*
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* A reference to the Compositor is stored in LayerManagerComposite.
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*/
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class LayerComposite
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{
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public:
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explicit LayerComposite(LayerManagerComposite* aManager);
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virtual ~LayerComposite();
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virtual LayerComposite* GetFirstChildComposite()
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{
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return nullptr;
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}
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/* Do NOT call this from the generic LayerComposite destructor. Only from the
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* concrete class destructor
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*/
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virtual void Destroy();
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virtual Layer* GetLayer() = 0;
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virtual void SetLayerManager(LayerManagerComposite* aManager);
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/**
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* Perform a first pass over the layer tree to render all of the intermediate
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* surfaces that we can. This allows us to avoid framebuffer switches in the
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* middle of our render which is inefficient especially on mobile GPUs. This
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* must be called before RenderLayer.
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*/
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virtual void Prepare(const RenderTargetIntRect& aClipRect) {}
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// TODO: This should also take RenderTargetIntRect like Prepare.
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virtual void RenderLayer(const gfx::IntRect& aClipRect) = 0;
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virtual bool SetCompositableHost(CompositableHost*)
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{
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// We must handle this gracefully, see bug 967824
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NS_WARNING("called SetCompositableHost for a layer type not accepting a compositable");
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return false;
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}
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virtual CompositableHost* GetCompositableHost() = 0;
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virtual void CleanupResources() = 0;
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virtual void DestroyFrontBuffer() { }
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void AddBlendModeEffect(EffectChain& aEffectChain);
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virtual void GenEffectChain(EffectChain& aEffect) { }
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/**
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* The following methods are
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*
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* CONSTRUCTION PHASE ONLY
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*
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* They are analogous to the Layer interface.
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*/
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void SetShadowVisibleRegion(const nsIntRegion& aRegion)
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{
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mShadowVisibleRegion = aRegion;
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}
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void SetShadowOpacity(float aOpacity)
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{
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mShadowOpacity = aOpacity;
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}
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void SetShadowClipRect(const Maybe<ParentLayerIntRect>& aRect)
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{
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mShadowClipRect = aRect;
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}
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void SetShadowTransform(const gfx::Matrix4x4& aMatrix)
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{
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mShadowTransform = aMatrix;
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}
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void SetShadowTransformSetByAnimation(bool aSetByAnimation)
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{
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mShadowTransformSetByAnimation = aSetByAnimation;
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}
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void SetLayerComposited(bool value)
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{
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mLayerComposited = value;
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}
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void SetClearRect(const gfx::IntRect& aRect)
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{
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mClearRect = aRect;
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}
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// These getters can be used anytime.
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float GetShadowOpacity() { return mShadowOpacity; }
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const Maybe<ParentLayerIntRect>& GetShadowClipRect() { return mShadowClipRect; }
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const nsIntRegion& GetShadowVisibleRegion() { return mShadowVisibleRegion; }
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const gfx::Matrix4x4& GetShadowTransform() { return mShadowTransform; }
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bool GetShadowTransformSetByAnimation() { return mShadowTransformSetByAnimation; }
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bool HasLayerBeenComposited() { return mLayerComposited; }
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gfx::IntRect GetClearRect() { return mClearRect; }
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/**
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* Return the part of the visible region that has been fully rendered.
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* While progressive drawing is in progress this region will be
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* a subset of the shadow visible region.
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*/
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nsIntRegion GetFullyRenderedRegion();
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protected:
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gfx::Matrix4x4 mShadowTransform;
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nsIntRegion mShadowVisibleRegion;
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Maybe<ParentLayerIntRect> mShadowClipRect;
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LayerManagerComposite* mCompositeManager;
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RefPtr<Compositor> mCompositor;
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float mShadowOpacity;
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bool mShadowTransformSetByAnimation;
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bool mDestroyed;
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bool mLayerComposited;
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gfx::IntRect mClearRect;
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};
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// Render aLayer using aCompositor and apply all mask layers of aLayer: The
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// layer's own mask layer (aLayer->GetMaskLayer()), and any ancestor mask
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// layers.
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// If more than one mask layer needs to be applied, we use intermediate surfaces
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// (CompositingRenderTargets) for rendering, applying one mask layer at a time.
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// Callers need to provide a callback function aRenderCallback that does the
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// actual rendering of the source. It needs to have the following form:
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// void (EffectChain& effectChain, const Rect& clipRect)
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// aRenderCallback is called exactly once, inside this function, unless aLayer's
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// visible region is completely clipped out (in that case, aRenderCallback won't
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// be called at all).
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// This function calls aLayer->AsLayerComposite()->AddBlendModeEffect for the
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// final rendering pass.
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//
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// (This function should really live in LayerManagerComposite.cpp, but we
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// need to use templates for passing lambdas until bug 1164522 is resolved.)
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template<typename RenderCallbackType>
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void
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RenderWithAllMasks(Layer* aLayer, Compositor* aCompositor,
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const gfx::IntRect& aClipRect,
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RenderCallbackType aRenderCallback)
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{
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Layer* firstMask = nullptr;
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size_t maskLayerCount = 0;
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size_t nextAncestorMaskLayer = 0;
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size_t ancestorMaskLayerCount = aLayer->GetAncestorMaskLayerCount();
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if (Layer* ownMask = aLayer->GetMaskLayer()) {
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firstMask = ownMask;
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maskLayerCount = ancestorMaskLayerCount + 1;
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nextAncestorMaskLayer = 0;
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} else if (ancestorMaskLayerCount > 0) {
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firstMask = aLayer->GetAncestorMaskLayerAt(0);
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maskLayerCount = ancestorMaskLayerCount;
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nextAncestorMaskLayer = 1;
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} else {
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// no mask layers at all
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}
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bool firstMaskIs3D = false;
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if (ContainerLayer* container = aLayer->AsContainerLayer()) {
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firstMaskIs3D = !container->GetTransform().CanDraw2D();
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}
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if (maskLayerCount <= 1) {
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// This is the common case. Render in one pass and return.
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EffectChain effectChain(aLayer);
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LayerManagerComposite::AutoAddMaskEffect
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autoMaskEffect(firstMask, effectChain, firstMaskIs3D);
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aLayer->AsLayerComposite()->AddBlendModeEffect(effectChain);
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aRenderCallback(effectChain, gfx::Rect(aClipRect));
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return;
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}
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// We have multiple mask layers.
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// We split our list of mask layers into three parts:
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// (1) The first mask
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// (2) The list of intermediate masks (every mask except first and last)
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// (3) The final mask.
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// Part (2) can be empty.
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// For parts (1) and (2) we need to allocate intermediate surfaces to render
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// into. The final mask gets rendered into the original render target.
|
|
|
|
// Calculate the size of the intermediate surfaces.
|
|
gfx::Rect visibleRect(aLayer->GetEffectiveVisibleRegion().GetBounds());
|
|
gfx::Matrix4x4 transform = aLayer->GetEffectiveTransform();
|
|
// TODO: Use RenderTargetIntRect and TransformTo<...> here
|
|
gfx::IntRect surfaceRect =
|
|
RoundedOut(transform.TransformBounds(visibleRect)).Intersect(aClipRect);
|
|
if (surfaceRect.IsEmpty()) {
|
|
return;
|
|
}
|
|
|
|
RefPtr<CompositingRenderTarget> originalTarget =
|
|
aCompositor->GetCurrentRenderTarget();
|
|
|
|
RefPtr<CompositingRenderTarget> firstTarget =
|
|
aCompositor->CreateRenderTarget(surfaceRect, INIT_MODE_CLEAR);
|
|
if (!firstTarget) {
|
|
return;
|
|
}
|
|
|
|
// Render the source while applying the first mask.
|
|
aCompositor->SetRenderTarget(firstTarget);
|
|
{
|
|
EffectChain firstEffectChain(aLayer);
|
|
LayerManagerComposite::AutoAddMaskEffect
|
|
firstMaskEffect(firstMask, firstEffectChain, firstMaskIs3D);
|
|
aRenderCallback(firstEffectChain, gfx::Rect(aClipRect - surfaceRect.TopLeft()));
|
|
// firstTarget now contains the transformed source with the first mask and
|
|
// opacity already applied.
|
|
}
|
|
|
|
// Apply the intermediate masks.
|
|
gfx::Rect intermediateClip(surfaceRect - surfaceRect.TopLeft());
|
|
RefPtr<CompositingRenderTarget> previousTarget = firstTarget;
|
|
for (size_t i = nextAncestorMaskLayer; i < ancestorMaskLayerCount - 1; i++) {
|
|
Layer* intermediateMask = aLayer->GetAncestorMaskLayerAt(i);
|
|
RefPtr<CompositingRenderTarget> intermediateTarget =
|
|
aCompositor->CreateRenderTarget(surfaceRect, INIT_MODE_CLEAR);
|
|
if (!intermediateTarget) {
|
|
break;
|
|
}
|
|
aCompositor->SetRenderTarget(intermediateTarget);
|
|
EffectChain intermediateEffectChain(aLayer);
|
|
LayerManagerComposite::AutoAddMaskEffect
|
|
intermediateMaskEffect(intermediateMask, intermediateEffectChain);
|
|
if (intermediateMaskEffect.Failed()) {
|
|
continue;
|
|
}
|
|
intermediateEffectChain.mPrimaryEffect = new EffectRenderTarget(previousTarget);
|
|
aCompositor->DrawQuad(gfx::Rect(surfaceRect), intermediateClip,
|
|
intermediateEffectChain, 1.0, gfx::Matrix4x4());
|
|
previousTarget = intermediateTarget;
|
|
}
|
|
|
|
aCompositor->SetRenderTarget(originalTarget);
|
|
|
|
// Apply the final mask, rendering into originalTarget.
|
|
EffectChain finalEffectChain(aLayer);
|
|
finalEffectChain.mPrimaryEffect = new EffectRenderTarget(previousTarget);
|
|
Layer* finalMask = aLayer->GetAncestorMaskLayerAt(ancestorMaskLayerCount - 1);
|
|
|
|
// The blend mode needs to be applied in this final step, because this is
|
|
// where we're blending with the actual background (which is in originalTarget).
|
|
aLayer->AsLayerComposite()->AddBlendModeEffect(finalEffectChain);
|
|
LayerManagerComposite::AutoAddMaskEffect autoMaskEffect(finalMask, finalEffectChain);
|
|
if (!autoMaskEffect.Failed()) {
|
|
aCompositor->DrawQuad(gfx::Rect(surfaceRect), gfx::Rect(aClipRect),
|
|
finalEffectChain, 1.0, gfx::Matrix4x4());
|
|
}
|
|
}
|
|
|
|
} /* layers */
|
|
} /* mozilla */
|
|
|
|
#endif /* GFX_LayerManagerComposite_H */
|