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0b5271b13d
--HG-- rename : gfx/layers/ipc/LayerTransaction.ipdlh => gfx/layers/ipc/LayersMessages.ipdlh
321 lines
13 KiB
C++
321 lines
13 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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#include "ClientTiledThebesLayer.h"
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#include "FrameMetrics.h" // for FrameMetrics
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#include "Units.h" // for ScreenIntRect, CSSPoint, etc
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#include "ClientLayerManager.h" // for ClientLayerManager, etc
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#include "gfx3DMatrix.h" // for gfx3DMatrix
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#include "gfxPlatform.h" // for gfxPlatform
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#include "gfxPoint.h" // for gfxSize
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#include "gfxRect.h" // for gfxRect
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#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
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#include "mozilla/gfx/BaseSize.h" // for BaseSize
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#include "mozilla/gfx/Rect.h" // for Rect, RectTyped
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#include "mozilla/layers/LayersMessages.h"
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#include "mozilla/mozalloc.h" // for operator delete, etc
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#include "nsRect.h" // for nsIntRect
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#include "nsTraceRefcnt.h" // for MOZ_COUNT_CTOR, etc
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namespace mozilla {
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namespace layers {
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ClientTiledThebesLayer::ClientTiledThebesLayer(ClientLayerManager* const aManager)
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: ThebesLayer(aManager,
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static_cast<ClientLayer*>(MOZ_THIS_IN_INITIALIZER_LIST()))
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, mContentClient()
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{
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MOZ_COUNT_CTOR(ClientTiledThebesLayer);
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mPaintData.mLastScrollOffset = CSSPoint(0, 0);
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mPaintData.mFirstPaint = true;
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}
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ClientTiledThebesLayer::~ClientTiledThebesLayer()
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{
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MOZ_COUNT_DTOR(ClientTiledThebesLayer);
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}
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void
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ClientTiledThebesLayer::FillSpecificAttributes(SpecificLayerAttributes& aAttrs)
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{
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aAttrs = ThebesLayerAttributes(GetValidRegion());
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}
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void
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ClientTiledThebesLayer::BeginPaint()
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{
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if (ClientManager()->IsRepeatTransaction()) {
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return;
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}
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mPaintData.mLowPrecisionPaintCount = 0;
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mPaintData.mPaintFinished = false;
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// Calculate the transform required to convert screen space into layer space
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mPaintData.mTransformScreenToLayer = GetEffectiveTransform();
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// XXX Not sure if this code for intermediate surfaces is correct.
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// It rarely gets hit though, and shouldn't have terrible consequences
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// even if it is wrong.
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for (ContainerLayer* parent = GetParent(); parent; parent = parent->GetParent()) {
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if (parent->UseIntermediateSurface()) {
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mPaintData.mTransformScreenToLayer.PreMultiply(parent->GetEffectiveTransform());
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}
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}
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mPaintData.mTransformScreenToLayer.Invert();
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// Compute the critical display port in layer space.
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mPaintData.mLayerCriticalDisplayPort.SetEmpty();
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const FrameMetrics& metrics = GetParent()->GetFrameMetrics();
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const gfx::Rect& criticalDisplayPort =
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(metrics.mCriticalDisplayPort * metrics.mDevPixelsPerCSSPixel).ToUnknownRect();
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if (!criticalDisplayPort.IsEmpty()) {
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gfxRect transformedCriticalDisplayPort =
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mPaintData.mTransformScreenToLayer.TransformBounds(
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gfxRect(criticalDisplayPort.x, criticalDisplayPort.y,
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criticalDisplayPort.width, criticalDisplayPort.height));
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transformedCriticalDisplayPort.RoundOut();
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mPaintData.mLayerCriticalDisplayPort = nsIntRect(transformedCriticalDisplayPort.x,
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transformedCriticalDisplayPort.y,
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transformedCriticalDisplayPort.width,
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transformedCriticalDisplayPort.height);
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}
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// Calculate the frame resolution.
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mPaintData.mResolution.SizeTo(1, 1);
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for (ContainerLayer* parent = GetParent(); parent; parent = parent->GetParent()) {
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const FrameMetrics& metrics = parent->GetFrameMetrics();
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mPaintData.mResolution.width *= metrics.mResolution.scale;
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mPaintData.mResolution.height *= metrics.mResolution.scale;
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}
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// Calculate the scroll offset since the last transaction, and the
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// composition bounds.
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mPaintData.mCompositionBounds.SetEmpty();
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mPaintData.mScrollOffset.MoveTo(0, 0);
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Layer* primaryScrollable = ClientManager()->GetPrimaryScrollableLayer();
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if (primaryScrollable) {
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const FrameMetrics& metrics = primaryScrollable->AsContainerLayer()->GetFrameMetrics();
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mPaintData.mScrollOffset = metrics.mScrollOffset;
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gfxRect transformedViewport = mPaintData.mTransformScreenToLayer.TransformBounds(
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gfxRect(metrics.mCompositionBounds.x, metrics.mCompositionBounds.y,
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metrics.mCompositionBounds.width, metrics.mCompositionBounds.height));
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transformedViewport.RoundOut();
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mPaintData.mCompositionBounds =
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nsIntRect(transformedViewport.x, transformedViewport.y,
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transformedViewport.width, transformedViewport.height);
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}
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}
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void
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ClientTiledThebesLayer::EndPaint(bool aFinish)
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{
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if (!aFinish && !mPaintData.mPaintFinished) {
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return;
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}
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mPaintData.mLastScrollOffset = mPaintData.mScrollOffset;
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mPaintData.mPaintFinished = true;
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}
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void
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ClientTiledThebesLayer::RenderLayer()
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{
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LayerManager::DrawThebesLayerCallback callback =
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ClientManager()->GetThebesLayerCallback();
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void *data = ClientManager()->GetThebesLayerCallbackData();
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if (!callback) {
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ClientManager()->SetTransactionIncomplete();
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return;
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}
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if (!mContentClient) {
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mContentClient = new TiledContentClient(this, ClientManager());
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mContentClient->Connect();
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ClientManager()->Attach(mContentClient, this);
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MOZ_ASSERT(mContentClient->GetForwarder());
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}
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if (mContentClient->mTiledBuffer.HasFormatChanged()) {
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mValidRegion = nsIntRegion();
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}
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nsIntRegion invalidRegion = mVisibleRegion;
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invalidRegion.Sub(invalidRegion, mValidRegion);
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if (invalidRegion.IsEmpty()) {
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EndPaint(true);
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return;
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}
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// Only paint the mask layer on the first transaction.
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if (GetMaskLayer() && !ClientManager()->IsRepeatTransaction()) {
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ToClientLayer(GetMaskLayer())->RenderLayer();
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}
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// Fast path for no progressive updates, no low-precision updates and no
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// critical display-port set.
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if (!gfxPlatform::UseProgressiveTilePainting() &&
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!gfxPlatform::UseLowPrecisionBuffer() &&
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GetParent()->GetFrameMetrics().mCriticalDisplayPort.IsEmpty()) {
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mValidRegion = mVisibleRegion;
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NS_ASSERTION(!ClientManager()->IsRepeatTransaction(), "Didn't paint our mask layer");
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mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion,
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callback, data);
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ClientManager()->Hold(this);
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mContentClient->LockCopyAndWrite(TiledContentClient::TILED_BUFFER);
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return;
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}
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// Calculate everything we need to perform the paint.
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BeginPaint();
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if (mPaintData.mPaintFinished) {
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return;
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}
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// Make sure that tiles that fall outside of the visible region are
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// discarded on the first update.
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if (!ClientManager()->IsRepeatTransaction()) {
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mValidRegion.And(mValidRegion, mVisibleRegion);
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if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) {
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// Make sure that tiles that fall outside of the critical displayport are
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// discarded on the first update.
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mValidRegion.And(mValidRegion, mPaintData.mLayerCriticalDisplayPort);
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}
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}
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nsIntRegion lowPrecisionInvalidRegion;
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if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) {
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if (gfxPlatform::UseLowPrecisionBuffer()) {
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// Calculate the invalid region for the low precision buffer
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lowPrecisionInvalidRegion.Sub(mVisibleRegion, mLowPrecisionValidRegion);
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// Remove the valid region from the low precision valid region (we don't
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// validate this part of the low precision buffer).
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lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion);
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}
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// Clip the invalid region to the critical display-port
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invalidRegion.And(invalidRegion, mPaintData.mLayerCriticalDisplayPort);
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if (invalidRegion.IsEmpty() && lowPrecisionInvalidRegion.IsEmpty()) {
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EndPaint(true);
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return;
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}
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}
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if (!invalidRegion.IsEmpty() && mPaintData.mLowPrecisionPaintCount == 0) {
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bool updatedBuffer = false;
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// Only draw progressively when the resolution is unchanged.
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if (gfxPlatform::UseProgressiveTilePainting() &&
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!ClientManager()->HasShadowTarget() &&
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mContentClient->mTiledBuffer.GetFrameResolution() == mPaintData.mResolution) {
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// Store the old valid region, then clear it before painting.
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// We clip the old valid region to the visible region, as it only gets
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// used to decide stale content (currently valid and previously visible)
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nsIntRegion oldValidRegion = mContentClient->mTiledBuffer.GetValidRegion();
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oldValidRegion.And(oldValidRegion, mVisibleRegion);
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if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) {
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oldValidRegion.And(oldValidRegion, mPaintData.mLayerCriticalDisplayPort);
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}
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updatedBuffer =
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mContentClient->mTiledBuffer.ProgressiveUpdate(mValidRegion, invalidRegion,
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oldValidRegion, &mPaintData,
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callback, data);
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} else {
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updatedBuffer = true;
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mValidRegion = mVisibleRegion;
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if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) {
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mValidRegion.And(mValidRegion, mPaintData.mLayerCriticalDisplayPort);
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}
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mContentClient->mTiledBuffer.SetFrameResolution(mPaintData.mResolution);
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mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion,
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callback, data);
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}
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if (updatedBuffer) {
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mPaintData.mFirstPaint = false;
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ClientManager()->Hold(this);
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mContentClient->LockCopyAndWrite(TiledContentClient::TILED_BUFFER);
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// If there are low precision updates, mark the paint as unfinished and
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// request a repeat transaction.
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if (!lowPrecisionInvalidRegion.IsEmpty() && mPaintData.mPaintFinished) {
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ClientManager()->SetRepeatTransaction();
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mPaintData.mLowPrecisionPaintCount = 1;
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mPaintData.mPaintFinished = false;
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}
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// Return so that low precision updates aren't performed in the same
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// transaction as high-precision updates.
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EndPaint(false);
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return;
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}
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}
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// Render the low precision buffer, if there's area to invalidate and the
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// visible region is larger than the critical display port.
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bool updatedLowPrecision = false;
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if (!lowPrecisionInvalidRegion.IsEmpty() &&
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!nsIntRegion(mPaintData.mLayerCriticalDisplayPort).Contains(mVisibleRegion)) {
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nsIntRegion oldValidRegion =
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mContentClient->mLowPrecisionTiledBuffer.GetValidRegion();
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oldValidRegion.And(oldValidRegion, mVisibleRegion);
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// If the frame resolution or format have changed, invalidate the buffer
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if (mContentClient->mLowPrecisionTiledBuffer.GetFrameResolution() != mPaintData.mResolution ||
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mContentClient->mLowPrecisionTiledBuffer.HasFormatChanged()) {
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if (!mLowPrecisionValidRegion.IsEmpty()) {
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updatedLowPrecision = true;
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}
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oldValidRegion.SetEmpty();
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mLowPrecisionValidRegion.SetEmpty();
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mContentClient->mLowPrecisionTiledBuffer.SetFrameResolution(mPaintData.mResolution);
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lowPrecisionInvalidRegion = mVisibleRegion;
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}
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// Invalidate previously valid content that is no longer visible
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if (mPaintData.mLowPrecisionPaintCount == 1) {
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mLowPrecisionValidRegion.And(mLowPrecisionValidRegion, mVisibleRegion);
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}
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mPaintData.mLowPrecisionPaintCount++;
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// Remove the valid high-precision region from the invalid low-precision
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// region. We don't want to spend time drawing things twice.
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lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion);
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if (!lowPrecisionInvalidRegion.IsEmpty()) {
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updatedLowPrecision = mContentClient->mLowPrecisionTiledBuffer
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.ProgressiveUpdate(mLowPrecisionValidRegion,
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lowPrecisionInvalidRegion,
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oldValidRegion, &mPaintData,
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callback, data);
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}
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} else if (!mLowPrecisionValidRegion.IsEmpty()) {
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// Clear the low precision tiled buffer
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updatedLowPrecision = true;
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mLowPrecisionValidRegion.SetEmpty();
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mContentClient->mLowPrecisionTiledBuffer.PaintThebes(mLowPrecisionValidRegion,
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mLowPrecisionValidRegion,
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callback, data);
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}
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// We send a Painted callback if we clear the valid region of the low
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// precision buffer, so that the shadow buffer's valid region can be updated
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// and the associated resources can be freed.
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if (updatedLowPrecision) {
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ClientManager()->Hold(this);
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mContentClient->LockCopyAndWrite(TiledContentClient::LOW_PRECISION_TILED_BUFFER);
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}
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EndPaint(false);
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}
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} // mozilla
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} // layers
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