gecko-dev/gfx/layers/opengl/ReusableTileStoreOGL.cpp

387 lines
16 KiB
C++

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "ReusableTileStoreOGL.h"
#include "GLContext.h"
namespace mozilla {
namespace layers {
ReusableTileStoreOGL::~ReusableTileStoreOGL()
{
if (mTiles.Length() == 0)
return;
mContext->MakeCurrent();
for (uint32_t i = 0; i < mTiles.Length(); i++)
mContext->fDeleteTextures(1, &mTiles[i]->mTexture.mTextureHandle);
mTiles.Clear();
}
void
ReusableTileStoreOGL::InvalidateTiles(TiledThebesLayerOGL* aLayer,
const nsIntRegion& aValidRegion,
const gfxSize& aResolution)
{
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
printf_stderr("Invalidating reused tiles\n");
#endif
// XXX We use GetTransform instead of GetEffectiveTransform in this function
// as we want the transform of the shadowable layers and not that of the
// shadow layers, which may have been modified due to async scrolling/
// zooming.
gfx3DMatrix transform = aLayer->GetTransform();
// Find out the area of the nearest display-port to invalidate retained
// tiles.
gfxRect displayPort;
gfxSize parentResolution = aResolution;
for (ContainerLayer* parent = aLayer->GetParent(); parent; parent = parent->GetParent()) {
const FrameMetrics& metrics = parent->GetFrameMetrics();
if (displayPort.IsEmpty()) {
if (!metrics.mDisplayPort.IsEmpty()) {
// We use the bounds to cut down on complication/computation time.
// This will be incorrect when the transform involves rotation, but
// it'd be quite hard to retain invalid tiles correctly in this
// situation anyway.
displayPort = gfxRect(metrics.mDisplayPort.x,
metrics.mDisplayPort.y,
metrics.mDisplayPort.width,
metrics.mDisplayPort.height);
displayPort.ScaleRoundOut(parentResolution.width, parentResolution.height);
}
parentResolution.width /= metrics.mResolution.width;
parentResolution.height /= metrics.mResolution.height;
}
if (parent->UseIntermediateSurface()) {
transform.PreMultiply(parent->GetTransform());
}
}
// If no display port was found, use the widget size from the layer manager.
if (displayPort.IsEmpty()) {
LayerManagerOGL* manager = static_cast<LayerManagerOGL*>(aLayer->Manager());
const nsIntSize& widgetSize = manager->GetWidgetSize();
displayPort.width = widgetSize.width;
displayPort.height = widgetSize.height;
}
// Transform the display port into layer space.
displayPort = transform.Inverse().TransformBounds(displayPort);
// Iterate over existing harvested tiles and release any that are contained
// within the new valid region, the display-port or the widget area. The
// assumption is that anything within this area should be valid, so there's
// no need to keep invalid tiles there.
mContext->MakeCurrent();
const nsIntRegion& visibleRegion = aLayer->GetEffectiveVisibleRegion();
for (uint32_t i = 0; i < mTiles.Length();) {
ReusableTiledTextureOGL* tile = mTiles[i];
nsIntRegion tileRegion = tile->mTileRegion;
if (tile->mResolution != aResolution) {
tileRegion.ScaleRoundOut(tile->mResolution.width / aResolution.width,
tile->mResolution.height / aResolution.height);
}
// Check if the tile region is contained within the new valid region.
nsIntRect tileRect;
bool release = false;
bool forceKeep = false;
if (aValidRegion.Contains(tile->mTileRegion)) {
release = true;
} else if (visibleRegion.Contains(tile->mTileRegion)) {
forceKeep = true;
} else {
tileRect = tile->mTileRegion.GetBounds();
}
// Keep tiles that are within the visible region but outside of the valid
// region, this signifies area that is in a progressive update and will
// shortly be refreshed.
if (forceKeep) {
i++;
continue;
}
// If the tile region wasn't contained within the valid region, check if
// it intersects with the currently rendered region.
if (!release) {
if (displayPort.Contains(tileRegion.GetBounds())) {
release = true;
}
}
if (release) {
#if GFX_TILEDLAYER_PREF_WARNINGS
nsIntRect tileBounds = tile->mTileRegion.GetBounds();
printf_stderr("Releasing obsolete reused tile at %d,%d, x%f\n",
tileBounds.x, tileBounds.y, tile->mResolution.width);
#endif
mContext->fDeleteTextures(1, &tile->mTexture.mTextureHandle);
mTiles.RemoveElementAt(i);
continue;
}
i++;
}
}
void
ReusableTileStoreOGL::HarvestTiles(TiledThebesLayerOGL* aLayer,
TiledLayerBufferOGL* aVideoMemoryTiledBuffer,
const nsIntRegion& aOldValidRegion,
const nsIntRegion& aNewValidRegion,
const gfxSize& aOldResolution,
const gfxSize& aNewResolution)
{
NS_ASSERTION(aVideoMemoryTiledBuffer->GetResolution() == 1.0f,
"ReusableTileStoreOGL cannot harvest scaled tiles!");
gfxSize scaleFactor = gfxSize(aNewResolution.width / aOldResolution.width,
aNewResolution.height / aOldResolution.height);
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
printf_stderr("Seeing if there are any tiles we can reuse\n");
#endif
// Iterate over the tiles and decide which ones we're going to harvest.
// We harvest any tile that is entirely outside of the visible region, or
// any tile that is partially outside of the visible region and whose
// resolution has changed.
// XXX Tile iteration needs to be abstracted, or have some utility functions
// to make it simpler.
uint16_t tileSize = aVideoMemoryTiledBuffer->GetTileLength();
nsIntRect validBounds = aOldValidRegion.GetBounds();
nsIntRegion visibleRegion = aLayer->GetEffectiveVisibleRegion();
for (int x = validBounds.x; x < validBounds.XMost();) {
int w = tileSize - aVideoMemoryTiledBuffer->GetTileStart(x);
if (x + w > validBounds.x + validBounds.width)
w = validBounds.x + validBounds.width - x;
for (int y = validBounds.y; y < validBounds.YMost();) {
int h = tileSize - aVideoMemoryTiledBuffer->GetTileStart(y);
if (y + h > validBounds.y + validBounds.height)
h = validBounds.y + validBounds.height - y;
// If the new valid region doesn't contain this tile region,
// harvest the tile.
nsIntRegion tileRegion;
tileRegion.And(aOldValidRegion, nsIntRect(x, y, w, h));
nsIntRegion intersectingRegion;
bool retainTile = false;
if (fabs(aNewResolution.width - aOldResolution.width) > 1e-6) {
// Reconcile resolution changes.
// If the resolution changes, we know the backing layer will have been
// invalidated, so retain tiles that are partially encompassed by the
// new valid area, instead of just tiles that don't intersect at all.
nsIntRegion transformedTileRegion(tileRegion);
transformedTileRegion.ScaleRoundOut(scaleFactor.width, scaleFactor.height);
if (!visibleRegion.Contains(transformedTileRegion))
retainTile = true;
} else if (intersectingRegion.And(tileRegion, visibleRegion).IsEmpty()) {
retainTile = true;
}
if (retainTile) {
TiledTexture removedTile;
if (aVideoMemoryTiledBuffer->RemoveTile(nsIntPoint(x, y), removedTile)) {
ReusableTiledTextureOGL* reusedTile =
new ReusableTiledTextureOGL(removedTile, nsIntPoint(x, y), tileRegion,
tileSize, aOldResolution);
mTiles.AppendElement(reusedTile);
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
bool replacedATile = false;
#endif
// Remove any tile that is superseded by this new tile.
// (same resolution, same area)
for (uint32_t i = 0; i < mTiles.Length() - 1; i++) {
// XXX Perhaps we should check the region instead of the origin
// so a partial tile doesn't replace a full older tile?
if (aVideoMemoryTiledBuffer->RoundDownToTileEdge(mTiles[i]->mTileOrigin.x) == aVideoMemoryTiledBuffer->RoundDownToTileEdge(x) &&
aVideoMemoryTiledBuffer->RoundDownToTileEdge(mTiles[i]->mTileOrigin.y) == aVideoMemoryTiledBuffer->RoundDownToTileEdge(y) &&
abs(mTiles[i]->mResolution.width - aOldResolution.width) < 1e-5) {
mContext->fDeleteTextures(1, &mTiles[i]->mTexture.mTextureHandle);
mTiles.RemoveElementAt(i);
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
replacedATile = true;
#endif
// There should only be one similar tile
break;
}
}
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (replacedATile) {
printf_stderr("Replaced tile at %d,%d, x%f for reuse\n", x, y, aOldResolution.width);
} else {
printf_stderr("New tile at %d,%d, x%f for reuse\n", x, y, aOldResolution.width);
}
#endif
}
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
else
printf_stderr("Failed to retain tile for reuse\n");
#endif
}
y += h;
}
x += w;
}
// Make sure we don't hold onto tiles that may cause visible rendering glitches
InvalidateTiles(aLayer, aNewValidRegion, aNewResolution);
// Calculate the maximum number of tiles we should have. We base this on the
// number of tiles it would take to cover the visible region.
uint32_t maxTiles = 0;
while (!visibleRegion.IsEmpty()) {
nsIntRegionRectIterator it(visibleRegion);
const nsIntRect* rect = it.Next();
nsIntRect tileRect;
tileRect.x = aVideoMemoryTiledBuffer->RoundDownToTileEdge(rect->x);
tileRect.y = aVideoMemoryTiledBuffer->RoundDownToTileEdge(rect->y);
tileRect.width = aVideoMemoryTiledBuffer->RoundDownToTileEdge(rect->XMost() + tileSize - 1) - tileRect.x;
tileRect.height = aVideoMemoryTiledBuffer->RoundDownToTileEdge(rect->YMost() + tileSize - 1) - tileRect.y;
visibleRegion.Sub(visibleRegion, tileRect);
maxTiles += (tileRect.width / tileSize) * (tileRect.height / tileSize);
}
maxTiles *= mSizeLimit;
// Now prune our reused tile store of its oldest tiles if it gets too large.
while (mTiles.Length() > maxTiles) {
#if GFX_TILEDLAYER_PREF_WARNINGS
nsIntRect tileBounds = mTiles[0]->mTileRegion.GetBounds();
printf_stderr("Releasing old reused tile at %d,%d, x%f\n",
tileBounds.x, tileBounds.y, mTiles[0]->mResolution.width);
#endif
mContext->fDeleteTextures(1, &mTiles[0]->mTexture.mTextureHandle);
mTiles.RemoveElementAt(0);
}
#if GFX_TILEDLAYER_PREF_WARNINGS
printf_stderr("Retained %d tiles\n", mTiles.Length());
#endif
}
void
ReusableTileStoreOGL::DrawTiles(TiledThebesLayerOGL* aLayer,
const nsIntRegion& aValidRegion,
const gfxSize& aResolution,
const gfx3DMatrix& aTransform,
const nsIntPoint& aRenderOffset,
Layer* aMaskLayer)
{
// Walk up the tree, looking for a display-port - if we find one, we know
// that this layer represents a content node and we can use its first
// scrollable child, in conjunction with its content area and viewport offset
// to establish the screen coordinates to which the content area will be
// rendered.
gfxRect compositionBounds;
ContainerLayer* scrollableLayer = nullptr;
for (ContainerLayer* parent = aLayer->GetParent(); parent; parent = parent->GetParent()) {
const FrameMetrics& parentMetrics = parent->GetFrameMetrics();
if (parentMetrics.IsScrollable())
scrollableLayer = parent;
if (!parentMetrics.mDisplayPort.IsEmpty() && scrollableLayer) {
// Get the composition bounds, so as not to waste rendering time.
compositionBounds = gfxRect(parentMetrics.mCompositionBounds);
// Calculate the scale transform applied to the root layer to determine
// the content resolution.
Layer* rootLayer = aLayer->Manager()->GetRoot();
const gfx3DMatrix& rootTransform = rootLayer->GetTransform();
float scaleX = rootTransform.GetXScale();
float scaleY = rootTransform.GetYScale();
// Get the content document bounds, in screen-space.
const FrameMetrics& metrics = scrollableLayer->GetFrameMetrics();
const nsIntSize& contentSize = metrics.mContentRect.Size();
gfx::Point scrollOffset =
gfx::Point((metrics.mScrollOffset.x * metrics.LayersPixelsPerCSSPixel().width) / scaleX,
(metrics.mScrollOffset.y * metrics.LayersPixelsPerCSSPixel().height) / scaleY);
const nsIntPoint& contentOrigin = metrics.mContentRect.TopLeft() -
nsIntPoint(NS_lround(scrollOffset.x), NS_lround(scrollOffset.y));
gfxRect contentRect = gfxRect(contentOrigin.x, contentOrigin.y,
contentSize.width, contentSize.height);
gfxRect contentBounds = scrollableLayer->GetEffectiveTransform().
TransformBounds(contentRect);
// Clip the composition bounds to the content bounds
compositionBounds.IntersectRect(compositionBounds, contentBounds);
break;
}
}
// Render old tiles to fill in gaps we haven't had the time to render yet.
// Simultaneously reorder tiles in LRU order.
nsTArray< nsAutoPtr<ReusableTiledTextureOGL> > reorderedTiles(mTiles.Length());
for (uint32_t i = 0, lastOldTile = 0; i < mTiles.Length(); i++) {
ReusableTiledTextureOGL* tile = mTiles[i];
// Work out the scaling factor in case of resolution differences.
gfxSize scaleFactor = gfxSize(aResolution.width / tile->mResolution.width,
aResolution.height / tile->mResolution.height);
// Reconcile the resolution difference by adjusting the transform.
gfx3DMatrix transform = aTransform;
if (aResolution != tile->mResolution)
transform.Scale(scaleFactor.width, scaleFactor.height, 1);
gfx3DMatrix inverseTransform = transform.Inverse();
// Subtract the layer's valid region from the tile region.
nsIntRegion transformedValidRegion(aValidRegion);
if (aResolution != tile->mResolution)
transformedValidRegion.ScaleRoundOut(1.0f/scaleFactor.width,
1.0f/scaleFactor.height);
nsIntRegion tileRegion;
tileRegion.Sub(tile->mTileRegion, transformedValidRegion);
// Intersect the tile region with the composition bounds.
if (!compositionBounds.IsEmpty()) {
// Transform the composition bounds from screen space to layer space.
gfxRect transformedCompositionBounds = inverseTransform.TransformBounds(compositionBounds);
tileRegion.And(tileRegion, nsIntRect(transformedCompositionBounds.x,
transformedCompositionBounds.y,
transformedCompositionBounds.width,
transformedCompositionBounds.height));
}
// If the tile region is empty, skip drawing.
if (tileRegion.IsEmpty()) {
reorderedTiles.InsertElementAt(lastOldTile++, mTiles[i].forget());
continue;
}
reorderedTiles.AppendElement(mTiles[i].forget());
// XXX If we have multiple tiles covering the same area, we will
// end up with rendering artifacts if the aLayer isn't opaque.
int32_t tileStartX;
int32_t tileStartY;
if (tile->mTileOrigin.x >= 0) {
tileStartX = tile->mTileOrigin.x % tile->mTileSize;
} else {
tileStartX = (tile->mTileSize - (-tile->mTileOrigin.x % tile->mTileSize)) % tile->mTileSize;
}
if (tile->mTileOrigin.y >= 0) {
tileStartY = tile->mTileOrigin.y % tile->mTileSize;
} else {
tileStartY = (tile->mTileSize - (-tile->mTileOrigin.y % tile->mTileSize)) % tile->mTileSize;
}
nsIntPoint tileOffset(tile->mTileOrigin.x - tileStartX, tile->mTileOrigin.y - tileStartY);
nsIntSize textureSize(tile->mTileSize, tile->mTileSize);
aLayer->RenderTile(tile->mTexture, transform, aRenderOffset, tileRegion, tileOffset, textureSize, aMaskLayer);
}
mTiles.SwapElements(reorderedTiles);
}
} // mozilla
} // layers