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607 lines
23 KiB
C++
607 lines
23 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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// Debug defines
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//#define GFX_TILEDLAYER_DEBUG_OVERLAY
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//#define GFX_TILEDLAYER_PREF_WARNINGS
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//#define GFX_TILEDLAYER_RETAINING_LOG
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#include <stdint.h> // for uint16_t, uint32_t
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#include <sys/types.h> // for int32_t
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#include "gfxPlatform.h" // for GetTileWidth/GetTileHeight
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#include "LayersLogging.h" // for print_stderr
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#include "mozilla/gfx/Logging.h" // for gfxCriticalError
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#include "nsDebug.h" // for NS_ASSERTION
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#include "nsPoint.h" // for nsIntPoint
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#include "nsRect.h" // for nsIntRect
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#include "nsRegion.h" // for nsIntRegion
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#include "nsTArray.h" // for nsTArray
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#if defined(MOZ_WIDGET_GONK) && ANDROID_VERSION >= 17
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#include <ui/Fence.h>
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#endif
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namespace mozilla {
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namespace layers {
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// You can enable all the TILING_LOG print statements by
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// changing the 0 to a 1 in the following #define.
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#define ENABLE_TILING_LOG 0
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#if ENABLE_TILING_LOG
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# define TILING_LOG(...) printf_stderr(__VA_ARGS__);
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#else
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# define TILING_LOG(...)
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#endif
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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 GetTileSize()
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// multiplied by mResolution. GetScaledTileSize() provides convenience for
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// accessing these values.
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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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//
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// The contents of the tile buffer will be rendered at the resolution specified
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// in mResolution, which can be altered with SetResolution. The resolution
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// should always be a factor of the tile length, to avoid tiles covering
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// non-integer amounts of pixels.
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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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, mResolution(1)
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, mTileSize(gfxPlatform::GetPlatform()->GetTileWidth(), gfxPlatform::GetPlatform()->GetTileHeight())
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{}
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~TiledLayerBuffer() {}
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// Given a tile origin aligned to a multiple of GetScaledTileSize,
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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,
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// GetScaledTileSize().width, GetScaledTileSize().height)
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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*GetScaledTileSize().width, y*GetScaledTileSize().height,
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// GetScaledTileSize().width, GetScaledTileSize().height)
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Tile GetTile(int x, int y) const;
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const gfx::IntSize& GetTileSize() const { return mTileSize; }
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gfx::IntSize GetScaledTileSize() const { return RoundedToInt(gfx::Size(mTileSize) / mResolution); }
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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& GetPaintedRegion() const { return mPaintedRegion; }
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void ClearPaintedRegion() { mPaintedRegion.SetEmpty(); }
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void ResetPaintedAndValidState() {
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mPaintedRegion.SetEmpty();
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mValidRegion.SetEmpty();
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mRetainedWidth = 0;
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mRetainedHeight = 0;
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for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
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if (!mRetainedTiles[i].IsPlaceholderTile()) {
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AsDerived().ReleaseTile(mRetainedTiles[i]);
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}
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}
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mRetainedTiles.Clear();
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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, int aTileLength) const {
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return (i >= 0) ? (i % aTileLength)
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: ((aTileLength - (-i % aTileLength)) %
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aTileLength);
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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, int aTileLength) const { return aX - GetTileStart(aX, aTileLength); }
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// Get and set draw scaling. mResolution affects the resolution at which the
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// contents of the buffer are drawn. mResolution has no effect on the
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// coordinate space of the valid region, but does affect the size of an
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// individual tile's rect in relation to the valid region.
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// Setting the resolution will invalidate the buffer.
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float GetResolution() const { return mResolution; }
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void SetResolution(float aResolution) {
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if (mResolution == aResolution) {
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return;
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}
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Update(nsIntRegion(), nsIntRegion());
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mResolution = aResolution;
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}
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bool IsLowPrecision() const { return mResolution < 1; }
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typedef Tile* Iterator;
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Iterator TilesBegin() { return mRetainedTiles.Elements(); }
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Iterator TilesEnd() { return mRetainedTiles.Elements() + mRetainedTiles.Length(); }
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void Dump(std::stringstream& aStream, const char* aPrefix, bool aDumpHtml);
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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 mPaintedRegion;
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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. The contents of the
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* tiles is scaled by mResolution.
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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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float mResolution;
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gfx::IntSize mTileSize;
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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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};
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class ClientTiledLayerBuffer;
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class SurfaceDescriptorTiles;
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class ISurfaceAllocator;
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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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* It is expected that the tiles described by aTiledDescriptor are all in the
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* ReadLock state, so that the locks can be adopted when recreating a
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* ClientTiledLayerBuffer locally. This lock will be retained until the buffer
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* has completed uploading.
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*
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* Returns false if a deserialization error happened, in which case we will
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* have to kill the child process.
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*/
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virtual bool UseTiledLayerBuffer(ISurfaceAllocator* aAllocator,
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const SurfaceDescriptorTiles& aTiledDescriptor) = 0;
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/**
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* If some part of the buffer is being rendered at a lower precision, this
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* returns that region. If it is not, an empty region will be returned.
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*/
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virtual const nsIntRegion& GetValidLowPrecisionRegion() const = 0;
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virtual const nsIntRegion& GetValidRegion() const = 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 inline 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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gfx::IntSize scaledTileSize = GetScaledTileSize();
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int firstTileX = floor_div(mValidRegion.GetBounds().x, scaledTileSize.width);
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int firstTileY = floor_div(mValidRegion.GetBounds().y, scaledTileSize.height);
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return GetTile(floor_div(aTileOrigin.x, scaledTileSize.width) - firstTileX,
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floor_div(aTileOrigin.y, scaledTileSize.height) - 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> void
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TiledLayerBuffer<Derived, Tile>::Dump(std::stringstream& aStream,
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const char* aPrefix,
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bool aDumpHtml)
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{
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nsIntRect visibleRect = GetValidRegion().GetBounds();
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gfx::IntSize scaledTileSize = GetScaledTileSize();
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for (int32_t x = visibleRect.x; x < visibleRect.x + visibleRect.width;) {
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int32_t tileStartX = GetTileStart(x, scaledTileSize.width);
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int32_t w = scaledTileSize.width - tileStartX;
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for (int32_t y = visibleRect.y; y < visibleRect.y + visibleRect.height;) {
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int32_t tileStartY = GetTileStart(y, scaledTileSize.height);
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Tile tileTexture =
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GetTile(nsIntPoint(RoundDownToTileEdge(x, scaledTileSize.width),
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RoundDownToTileEdge(y, scaledTileSize.height)));
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int32_t h = scaledTileSize.height - tileStartY;
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aStream << "\n" << aPrefix << "Tile (x=" <<
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RoundDownToTileEdge(x, scaledTileSize.width) << ", y=" <<
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RoundDownToTileEdge(y, scaledTileSize.height) << "): ";
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if (tileTexture != AsDerived().GetPlaceholderTile()) {
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tileTexture.DumpTexture(aStream);
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} else {
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aStream << "empty tile";
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}
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y += h;
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}
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x += w;
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}
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}
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template<typename Derived, typename Tile> void
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TiledLayerBuffer<Derived, Tile>::Update(const nsIntRegion& newValidRegion,
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const nsIntRegion& aPaintRegion)
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{
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gfx::IntSize scaledTileSize = GetScaledTileSize();
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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 = newValidRegion.GetBounds();
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const nsIntPoint oldBufferOrigin(RoundDownToTileEdge(oldBound.x, scaledTileSize.width),
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RoundDownToTileEdge(oldBound.y, scaledTileSize.height));
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const nsIntPoint newBufferOrigin(RoundDownToTileEdge(newBound.x, scaledTileSize.width),
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RoundDownToTileEdge(newBound.y, scaledTileSize.height));
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// This is the reason we break the style guide with newValidRegion instead
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// of aNewValidRegion - so that the names match better and code easier to read
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const nsIntRegion& oldValidRegion = mValidRegion;
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const int oldRetainedHeight = mRetainedHeight;
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#ifdef GFX_TILEDLAYER_RETAINING_LOG
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{ // scope ss
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std::stringstream ss;
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ss << "TiledLayerBuffer " << this << " starting update"
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<< " on bounds ";
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AppendToString(ss, newBound);
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ss << " with mResolution=" << mResolution << "\n";
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for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
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ss << "mRetainedTiles[" << i << "] = ";
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mRetainedTiles[i].Dump(ss);
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ss << "\n";
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}
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print_stderr(ss);
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}
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#endif
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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 = 0;
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int tilesMissing = 0;
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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 = scaledTileSize.width - GetTileStart(x, scaledTileSize.width);
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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 = scaledTileSize.height - GetTileStart(y, scaledTileSize.height);
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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, scaledTileSize.width);
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int tileY = floor_div(y - oldBufferOrigin.y, scaledTileSize.height);
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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 (oldRetainedTiles.
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SafeElementAt(index, AsDerived().GetPlaceholderTile()).IsPlaceholderTile()) {
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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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if (aPaintRegion.Intersects(tileRect)) {
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tilesMissing++;
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}
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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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#ifdef GFX_TILEDLAYER_RETAINING_LOG
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{ // scope ss
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std::stringstream ss;
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ss << "TiledLayerBuffer " << this << " finished pass 1 of update;"
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<< " tilesMissing=" << tilesMissing << "\n";
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for (size_t i = 0; i < oldRetainedTiles.Length(); i++) {
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ss << "oldRetainedTiles[" << i << "] = ";
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oldRetainedTiles[i].Dump(ss);
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ss << "\n";
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}
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print_stderr(ss);
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}
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#endif
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// Pass 1.5: Release excess tiles in oldRetainedTiles
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// Tiles in oldRetainedTiles that aren't in newRetainedTiles will be recycled
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// before creating new ones, but there could still be excess unnecessary
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// tiles. As tiles may not have a fixed memory cost (for example, due to
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// double-buffering), we should release these excess tiles first.
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int oldTileCount = 0;
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for (size_t i = 0; i < oldRetainedTiles.Length(); i++) {
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Tile oldTile = oldRetainedTiles[i];
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if (oldTile.IsPlaceholderTile()) {
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continue;
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}
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if (oldTileCount >= tilesMissing) {
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oldRetainedTiles[i] = AsDerived().GetPlaceholderTile();
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AsDerived().ReleaseTile(oldTile);
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} else {
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oldTileCount ++;
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}
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}
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if (!newValidRegion.Contains(aPaintRegion)) {
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gfxCriticalError() << "Painting outside visible:"
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<< " paint " << aPaintRegion.ToString().get()
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<< " old valid " << oldValidRegion.ToString().get()
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<< " new valid " << newValidRegion.ToString().get();
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}
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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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if (!oldAndPainted.Contains(newValidRegion)) {
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gfxCriticalError() << "Not fully painted:"
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<< " paint " << aPaintRegion.ToString().get()
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<< " old valid " << oldValidRegion.ToString().get()
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<< " old painted " << oldAndPainted.ToString().get()
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<< " new valid " << newValidRegion.ToString().get();
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}
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#endif
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nsIntRegion regionToPaint(aPaintRegion);
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#ifdef GFX_TILEDLAYER_RETAINING_LOG
|
|
{ // scope ss
|
|
std::stringstream ss;
|
|
ss << "TiledLayerBuffer " << this << " finished pass 1.5 of update\n";
|
|
for (size_t i = 0; i < oldRetainedTiles.Length(); i++) {
|
|
ss << "oldRetainedTiles[" << i << "] = ";
|
|
oldRetainedTiles[i].Dump(ss);
|
|
ss << "\n";
|
|
}
|
|
for (size_t i = 0; i < newRetainedTiles.Length(); i++) {
|
|
ss << "newRetainedTiles[" << i << "] = ";
|
|
newRetainedTiles[i].Dump(ss);
|
|
ss << "\n";
|
|
}
|
|
print_stderr(ss);
|
|
}
|
|
#endif
|
|
|
|
// Pass 2: Validate
|
|
// We know at this point that any tile in the new buffer that had valid content
|
|
// from the previous buffer is placed correctly in the new buffer.
|
|
// We know that any tile in the old buffer that isn't a place holder is
|
|
// of no use and can be recycled.
|
|
// We also know that any place holder tile in the new buffer must be
|
|
// allocated.
|
|
tileX = 0;
|
|
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
|
|
printf_stderr("Update %i, %i, %i, %i\n", newBound.x, newBound.y, newBound.width, newBound.height);
|
|
#endif
|
|
for (int x = newBound.x; x < newBound.x + newBound.width; tileX++) {
|
|
// Compute tileRect(x,y,width,height) in layer space coordinate
|
|
// giving us the rect of the tile that hits the newBounds.
|
|
int tileStartX = RoundDownToTileEdge(x, scaledTileSize.width);
|
|
int width = scaledTileSize.width - GetTileStart(x, scaledTileSize.width);
|
|
if (x + width > newBound.XMost())
|
|
width = newBound.XMost() - x;
|
|
|
|
tileY = 0;
|
|
for (int y = newBound.y; y < newBound.y + newBound.height; tileY++) {
|
|
int tileStartY = RoundDownToTileEdge(y, scaledTileSize.height);
|
|
int height = scaledTileSize.height - GetTileStart(y, scaledTileSize.height);
|
|
if (y + height > newBound.YMost()) {
|
|
height = newBound.YMost() - y;
|
|
}
|
|
|
|
const nsIntRect tileRect(x, y, width, height);
|
|
|
|
nsIntRegion tileDrawRegion;
|
|
tileDrawRegion.And(tileRect, regionToPaint);
|
|
|
|
if (tileDrawRegion.IsEmpty()) {
|
|
// We have a tile but it doesn't hit the draw region
|
|
// because we can reuse all of the content from the
|
|
// previous buffer.
|
|
#ifdef DEBUG
|
|
int currTileX = floor_div(x - newBufferOrigin.x, scaledTileSize.width);
|
|
int currTileY = floor_div(y - newBufferOrigin.y, scaledTileSize.height);
|
|
int index = currTileX * mRetainedHeight + currTileY;
|
|
// If allocating a tile failed we can run into this assertion.
|
|
// Rendering is going to be glitchy but we don't want to crash.
|
|
NS_ASSERTION(!newValidRegion.Intersects(tileRect) ||
|
|
!newRetainedTiles.
|
|
SafeElementAt(index, AsDerived().GetPlaceholderTile()).IsPlaceholderTile(),
|
|
"Unexpected placeholder tile");
|
|
|
|
#endif
|
|
y += height;
|
|
continue;
|
|
}
|
|
|
|
int tileX = floor_div(x - newBufferOrigin.x, scaledTileSize.width);
|
|
int tileY = floor_div(y - newBufferOrigin.y, scaledTileSize.height);
|
|
int index = tileX * mRetainedHeight + tileY;
|
|
MOZ_ASSERT(index >= 0 &&
|
|
static_cast<unsigned>(index) < newRetainedTiles.Length(),
|
|
"index out of range");
|
|
|
|
Tile newTile = newRetainedTiles[index];
|
|
|
|
// Try to reuse a tile from the old retained tiles that had no partially
|
|
// valid content.
|
|
while (newTile.IsPlaceholderTile() && oldRetainedTiles.Length() > 0) {
|
|
AsDerived().SwapTiles(newTile, oldRetainedTiles[oldRetainedTiles.Length()-1]);
|
|
oldRetainedTiles.RemoveElementAt(oldRetainedTiles.Length()-1);
|
|
if (!newTile.IsPlaceholderTile()) {
|
|
oldTileCount--;
|
|
}
|
|
}
|
|
|
|
// We've done our best effort to recycle a tile but it can be null
|
|
// in which case it's up to the derived class's ValidateTile()
|
|
// implementation to allocate a new tile before drawing
|
|
nsIntPoint tileOrigin(tileStartX, tileStartY);
|
|
newTile = AsDerived().ValidateTile(newTile, nsIntPoint(tileStartX, tileStartY),
|
|
tileDrawRegion);
|
|
NS_ASSERTION(!newTile.IsPlaceholderTile(), "Unexpected placeholder tile - failed to allocate?");
|
|
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
|
|
printf_stderr("Store Validate tile %i, %i -> %i\n", tileStartX, tileStartY, index);
|
|
#endif
|
|
newRetainedTiles[index] = newTile;
|
|
|
|
y += height;
|
|
}
|
|
|
|
x += width;
|
|
}
|
|
|
|
AsDerived().PostValidate(aPaintRegion);
|
|
for (unsigned int i = 0; i < newRetainedTiles.Length(); ++i) {
|
|
AsDerived().UnlockTile(newRetainedTiles[i]);
|
|
}
|
|
|
|
#ifdef GFX_TILEDLAYER_RETAINING_LOG
|
|
{ // scope ss
|
|
std::stringstream ss;
|
|
ss << "TiledLayerBuffer " << this << " finished pass 2 of update;"
|
|
<< " oldTileCount=" << oldTileCount << "\n";
|
|
for (size_t i = 0; i < oldRetainedTiles.Length(); i++) {
|
|
ss << "oldRetainedTiles[" << i << "] = ";
|
|
oldRetainedTiles[i].Dump(ss);
|
|
ss << "\n";
|
|
}
|
|
for (size_t i = 0; i < newRetainedTiles.Length(); i++) {
|
|
ss << "newRetainedTiles[" << i << "] = ";
|
|
newRetainedTiles[i].Dump(ss);
|
|
ss << "\n";
|
|
}
|
|
print_stderr(ss);
|
|
}
|
|
#endif
|
|
|
|
// At this point, oldTileCount should be zero
|
|
MOZ_ASSERT(oldTileCount == 0, "Failed to release old tiles");
|
|
|
|
mRetainedTiles = newRetainedTiles;
|
|
mValidRegion = newValidRegion;
|
|
mPaintedRegion.Or(mPaintedRegion, aPaintRegion);
|
|
}
|
|
|
|
} // layers
|
|
} // mozilla
|
|
|
|
#endif // GFX_TILEDLAYERBUFFER_H
|