gecko-dev/gfx/layers/client/ContentClient.cpp

916 lines
32 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 "mozilla/layers/ContentClient.h"
#include "BasicLayers.h" // for BasicLayerManager
#include "gfxColor.h" // for gfxRGBA
#include "gfxContext.h" // for gfxContext, etc
#include "gfxPlatform.h" // for gfxPlatform
#include "gfxPrefs.h" // for gfxPrefs
#include "gfxPoint.h" // for gfxIntSize, gfxPoint
#include "gfxTeeSurface.h" // for gfxTeeSurface
#include "gfxUtils.h" // for gfxUtils
#include "ipc/ShadowLayers.h" // for ShadowLayerForwarder
#include "mozilla/ArrayUtils.h" // for ArrayLength
#include "mozilla/gfx/2D.h" // for DrawTarget, Factory
#include "mozilla/gfx/BasePoint.h" // for BasePoint
#include "mozilla/gfx/BaseSize.h" // for BaseSize
#include "mozilla/gfx/Rect.h" // for Rect
#include "mozilla/gfx/Types.h"
#include "mozilla/layers/LayerManagerComposite.h"
#include "mozilla/layers/LayersMessages.h" // for ThebesBufferData
#include "mozilla/layers/LayersTypes.h"
#include "nsAutoPtr.h" // for nsRefPtr
#include "nsDebug.h" // for NS_ASSERTION, NS_WARNING, etc
#include "nsISupportsImpl.h" // for gfxContext::Release, etc
#include "nsIWidget.h" // for nsIWidget
#include "prenv.h" // for PR_GetEnv
#include "nsLayoutUtils.h"
#ifdef XP_WIN
#include "gfxWindowsPlatform.h"
#endif
#include "gfx2DGlue.h"
namespace mozilla {
using namespace gfx;
namespace layers {
static TextureFlags TextureFlagsForRotatedContentBufferFlags(uint32_t aBufferFlags)
{
TextureFlags result = TextureFlags::NO_FLAGS;
if (aBufferFlags & RotatedContentBuffer::BUFFER_COMPONENT_ALPHA) {
result |= TextureFlags::COMPONENT_ALPHA;
}
if (aBufferFlags & RotatedContentBuffer::ALLOW_REPEAT) {
result |= TextureFlags::ALLOW_REPEAT;
}
return result;
}
/* static */ TemporaryRef<ContentClient>
ContentClient::CreateContentClient(CompositableForwarder* aForwarder)
{
LayersBackend backend = aForwarder->GetCompositorBackendType();
if (backend != LayersBackend::LAYERS_OPENGL &&
backend != LayersBackend::LAYERS_D3D9 &&
backend != LayersBackend::LAYERS_D3D11 &&
backend != LayersBackend::LAYERS_BASIC) {
return nullptr;
}
bool useDoubleBuffering = false;
#ifdef XP_WIN
if (backend == LayersBackend::LAYERS_D3D11) {
useDoubleBuffering = !!gfxWindowsPlatform::GetPlatform()->GetD2DDevice();
} else
#endif
{
useDoubleBuffering = (LayerManagerComposite::SupportsDirectTexturing() &&
backend != LayersBackend::LAYERS_D3D9) ||
backend == LayersBackend::LAYERS_BASIC;
}
if (useDoubleBuffering || PR_GetEnv("MOZ_FORCE_DOUBLE_BUFFERING")) {
return new ContentClientDoubleBuffered(aForwarder);
}
#ifdef XP_MACOSX
if (backend == LayersBackend::LAYERS_OPENGL) {
return new ContentClientIncremental(aForwarder);
}
#endif
return new ContentClientSingleBuffered(aForwarder);
}
void
ContentClient::EndPaint()
{
// It is very important that this is called after any overridden EndPaint behaviour,
// because destroying textures is a three stage process:
// 1. We are done with the buffer and move it to ContentClient::mOldTextures,
// that happens in DestroyBuffers which is may be called indirectly from
// PaintThebes.
// 2. The content client calls RemoveTextureClient on the texture clients in
// mOldTextures and forgets them. They then become invalid. The compositable
// client keeps a record of IDs. This happens in EndPaint.
// 3. An IPC message is sent to destroy the corresponding texture host. That
// happens from OnTransaction.
// It is important that these steps happen in order.
OnTransaction();
}
// We pass a null pointer for the ContentClient Forwarder argument, which means
// this client will not have a ContentHost on the other side.
ContentClientBasic::ContentClientBasic()
: ContentClient(nullptr)
, RotatedContentBuffer(ContainsVisibleBounds)
{}
void
ContentClientBasic::CreateBuffer(ContentType aType,
const nsIntRect& aRect,
uint32_t aFlags,
RefPtr<gfx::DrawTarget>* aBlackDT,
RefPtr<gfx::DrawTarget>* aWhiteDT)
{
MOZ_ASSERT(!(aFlags & BUFFER_COMPONENT_ALPHA));
gfxImageFormat format =
gfxPlatform::GetPlatform()->OptimalFormatForContent(aType);
*aBlackDT = gfxPlatform::GetPlatform()->CreateOffscreenContentDrawTarget(
IntSize(aRect.width, aRect.height),
ImageFormatToSurfaceFormat(format));
}
void
ContentClientRemoteBuffer::DestroyBuffers()
{
if (!mTextureClient) {
return;
}
mOldTextures.AppendElement(mTextureClient);
mTextureClient = nullptr;
if (mTextureClientOnWhite) {
mOldTextures.AppendElement(mTextureClientOnWhite);
mTextureClientOnWhite = nullptr;
}
DestroyFrontBuffer();
}
void
ContentClientRemoteBuffer::BeginPaint()
{
// XXX: So we might not have a TextureClient yet.. because it will
// only be created by CreateBuffer.. which will deliver a locked surface!.
if (mTextureClient) {
SetBufferProvider(mTextureClient);
}
if (mTextureClientOnWhite) {
SetBufferProviderOnWhite(mTextureClientOnWhite);
}
}
void
ContentClientRemoteBuffer::EndPaint()
{
// XXX: We might still not have a texture client if PaintThebes
// decided we didn't need one yet because the region to draw was empty.
SetBufferProvider(nullptr);
SetBufferProviderOnWhite(nullptr);
for (unsigned i = 0; i< mOldTextures.Length(); ++i) {
if (mOldTextures[i]->IsLocked()) {
mOldTextures[i]->Unlock();
}
}
mOldTextures.Clear();
if (mTextureClient && mTextureClient->IsLocked()) {
mTextureClient->Unlock();
}
if (mTextureClientOnWhite && mTextureClientOnWhite->IsLocked()) {
mTextureClientOnWhite->Unlock();
}
ContentClientRemote::EndPaint();
}
bool
ContentClientRemoteBuffer::CreateAndAllocateTextureClient(RefPtr<TextureClient>& aClient,
TextureFlags aFlags)
{
// gfx::BackendType::NONE means fallback to the content backend
aClient = CreateTextureClientForDrawing(mSurfaceFormat,
mTextureInfo.mTextureFlags | aFlags,
gfx::BackendType::NONE,
mSize);
if (!aClient) {
return false;
}
if (!aClient->AllocateForSurface(mSize, ALLOC_CLEAR_BUFFER)) {
aClient = CreateTextureClientForDrawing(mSurfaceFormat,
mTextureInfo.mTextureFlags | TextureFlags::ALLOC_FALLBACK | aFlags,
gfx::BackendType::NONE,
mSize);
if (!aClient) {
return false;
}
if (!aClient->AllocateForSurface(mSize, ALLOC_CLEAR_BUFFER)) {
NS_WARNING("Could not allocate texture client");
aClient = nullptr;
return false;
}
}
NS_WARN_IF_FALSE(aClient->IsValid(), "Created an invalid texture client");
return true;
}
void
ContentClientRemoteBuffer::BuildTextureClients(SurfaceFormat aFormat,
const nsIntRect& aRect,
uint32_t aFlags)
{
// If we hit this assertion, then it might be due to an empty transaction
// followed by a real transaction. Our buffers should be created (but not
// painted in the empty transaction) and then painted (but not created) in the
// real transaction. That is kind of fragile, and this assert will catch
// circumstances where we screw that up, e.g., by unnecessarily recreating our
// buffers.
NS_ABORT_IF_FALSE(!mIsNewBuffer,
"Bad! Did we create a buffer twice without painting?");
mIsNewBuffer = true;
DestroyBuffers();
mSurfaceFormat = aFormat;
mSize = gfx::IntSize(aRect.width, aRect.height);
mTextureInfo.mTextureFlags = TextureFlagsForRotatedContentBufferFlags(aFlags);
if (!CreateAndAllocateTextureClient(mTextureClient, TextureFlags::ON_BLACK) ||
!AddTextureClient(mTextureClient)) {
AbortTextureClientCreation();
return;
}
if (aFlags & BUFFER_COMPONENT_ALPHA) {
if (!CreateAndAllocateTextureClient(mTextureClientOnWhite, TextureFlags::ON_WHITE) ||
!AddTextureClient(mTextureClientOnWhite)) {
AbortTextureClientCreation();
return;
}
mTextureInfo.mTextureFlags |= TextureFlags::COMPONENT_ALPHA;
}
CreateFrontBuffer(aRect);
}
void
ContentClientRemoteBuffer::CreateBuffer(ContentType aType,
const nsIntRect& aRect,
uint32_t aFlags,
RefPtr<gfx::DrawTarget>* aBlackDT,
RefPtr<gfx::DrawTarget>* aWhiteDT)
{
BuildTextureClients(gfxPlatform::GetPlatform()->Optimal2DFormatForContent(aType), aRect, aFlags);
if (!mTextureClient) {
return;
}
// We just created the textures and we are about to get their draw targets
// so we have to lock them here.
DebugOnly<bool> locked = mTextureClient->Lock(OpenMode::OPEN_READ_WRITE);
MOZ_ASSERT(locked, "Could not lock the TextureClient");
*aBlackDT = mTextureClient->GetAsDrawTarget();
if (aFlags & BUFFER_COMPONENT_ALPHA) {
locked = mTextureClientOnWhite->Lock(OpenMode::OPEN_READ_WRITE);
MOZ_ASSERT(locked, "Could not lock the second TextureClient for component alpha");
*aWhiteDT = mTextureClientOnWhite->GetAsDrawTarget();
}
}
nsIntRegion
ContentClientRemoteBuffer::GetUpdatedRegion(const nsIntRegion& aRegionToDraw,
const nsIntRegion& aVisibleRegion,
bool aDidSelfCopy)
{
nsIntRegion updatedRegion;
if (mIsNewBuffer || aDidSelfCopy) {
// A buffer reallocation clears both buffers. The front buffer has all the
// content by now, but the back buffer is still clear. Here, in effect, we
// are saying to copy all of the pixels of the front buffer to the back.
// Also when we self-copied in the buffer, the buffer space
// changes and some changed buffer content isn't reflected in the
// draw or invalidate region (on purpose!). When this happens, we
// need to read back the entire buffer too.
updatedRegion = aVisibleRegion;
mIsNewBuffer = false;
} else {
updatedRegion = aRegionToDraw;
}
NS_ASSERTION(BufferRect().Contains(aRegionToDraw.GetBounds()),
"Update outside of buffer rect!");
NS_ABORT_IF_FALSE(mTextureClient, "should have a back buffer by now");
return updatedRegion;
}
void
ContentClientRemoteBuffer::Updated(const nsIntRegion& aRegionToDraw,
const nsIntRegion& aVisibleRegion,
bool aDidSelfCopy)
{
nsIntRegion updatedRegion = GetUpdatedRegion(aRegionToDraw,
aVisibleRegion,
aDidSelfCopy);
MOZ_ASSERT(mTextureClient);
if (mTextureClientOnWhite) {
mForwarder->UseComponentAlphaTextures(this, mTextureClient,
mTextureClientOnWhite);
} else {
mForwarder->UseTexture(this, mTextureClient);
}
mForwarder->UpdateTextureRegion(this,
ThebesBufferData(BufferRect(),
BufferRotation()),
updatedRegion);
}
void
ContentClientRemoteBuffer::SwapBuffers(const nsIntRegion& aFrontUpdatedRegion)
{
MOZ_ASSERT(mTextureClient);
mFrontAndBackBufferDiffer = true;
}
void
ContentClientDoubleBuffered::CreateFrontBuffer(const nsIntRect& aBufferRect)
{
if (!CreateAndAllocateTextureClient(mFrontClient, TextureFlags::ON_BLACK) ||
!AddTextureClient(mFrontClient)) {
AbortTextureClientCreation();
return;
}
if (mTextureInfo.mTextureFlags & TextureFlags::COMPONENT_ALPHA) {
if (!CreateAndAllocateTextureClient(mFrontClientOnWhite, TextureFlags::ON_WHITE) ||
!AddTextureClient(mFrontClientOnWhite)) {
AbortTextureClientCreation();
return;
}
}
mFrontBufferRect = aBufferRect;
mFrontBufferRotation = nsIntPoint();
}
void
ContentClientDoubleBuffered::DestroyFrontBuffer()
{
MOZ_ASSERT(mFrontClient);
mOldTextures.AppendElement(mFrontClient);
mFrontClient = nullptr;
if (mFrontClientOnWhite) {
mOldTextures.AppendElement(mFrontClientOnWhite);
mFrontClientOnWhite = nullptr;
}
}
void
ContentClientDoubleBuffered::SwapBuffers(const nsIntRegion& aFrontUpdatedRegion)
{
mFrontUpdatedRegion = aFrontUpdatedRegion;
RefPtr<TextureClient> oldBack = mTextureClient;
mTextureClient = mFrontClient;
mFrontClient = oldBack;
oldBack = mTextureClientOnWhite;
mTextureClientOnWhite = mFrontClientOnWhite;
mFrontClientOnWhite = oldBack;
nsIntRect oldBufferRect = mBufferRect;
mBufferRect = mFrontBufferRect;
mFrontBufferRect = oldBufferRect;
nsIntPoint oldBufferRotation = mBufferRotation;
mBufferRotation = mFrontBufferRotation;
mFrontBufferRotation = oldBufferRotation;
MOZ_ASSERT(mFrontClient);
ContentClientRemoteBuffer::SwapBuffers(aFrontUpdatedRegion);
}
void
ContentClientDoubleBuffered::BeginPaint()
{
ContentClientRemoteBuffer::BeginPaint();
mIsNewBuffer = false;
if (!mFrontAndBackBufferDiffer) {
return;
}
if (mDidSelfCopy) {
// We can't easily draw our front buffer into us, since we're going to be
// copying stuff around anyway it's easiest if we just move our situation
// to non-rotated while we're at it. If this situation occurs we'll have
// hit a self-copy path in PaintThebes before as well anyway.
mBufferRect.MoveTo(mFrontBufferRect.TopLeft());
mBufferRotation = nsIntPoint();
return;
}
mBufferRect = mFrontBufferRect;
mBufferRotation = mFrontBufferRotation;
}
// Sync front/back buffers content
// After executing, the new back buffer has the same (interesting) pixels as
// the new front buffer, and mValidRegion et al. are correct wrt the new
// back buffer (i.e. as they were for the old back buffer)
void
ContentClientDoubleBuffered::FinalizeFrame(const nsIntRegion& aRegionToDraw)
{
if (mTextureClient) {
DebugOnly<bool> locked = mTextureClient->Lock(OpenMode::OPEN_READ_WRITE);
MOZ_ASSERT(locked);
}
if (mTextureClientOnWhite) {
DebugOnly<bool> locked = mTextureClientOnWhite->Lock(OpenMode::OPEN_READ_WRITE);
MOZ_ASSERT(locked);
}
if (!mFrontAndBackBufferDiffer) {
MOZ_ASSERT(!mDidSelfCopy, "If we have to copy the world, then our buffers are different, right?");
return;
}
MOZ_ASSERT(mFrontClient);
MOZ_LAYERS_LOG(("BasicShadowableThebes(%p): reading back <x=%d,y=%d,w=%d,h=%d>",
this,
mFrontUpdatedRegion.GetBounds().x,
mFrontUpdatedRegion.GetBounds().y,
mFrontUpdatedRegion.GetBounds().width,
mFrontUpdatedRegion.GetBounds().height));
mFrontAndBackBufferDiffer = false;
nsIntRegion updateRegion = mFrontUpdatedRegion;
if (mDidSelfCopy) {
mDidSelfCopy = false;
updateRegion = mBufferRect;
}
// No point in sync'ing what we are going to draw over anyway. And if there is
// nothing to sync at all, there is nothing to do and we can go home early.
updateRegion.Sub(updateRegion, aRegionToDraw);
if (updateRegion.IsEmpty()) {
return;
}
// We need to ensure that we lock these two buffers in the same
// order as the compositor to prevent deadlocks.
if (!mFrontClient->Lock(OpenMode::OPEN_READ_ONLY)) {
return;
}
if (mFrontClientOnWhite &&
!mFrontClientOnWhite->Lock(OpenMode::OPEN_READ_ONLY)) {
mFrontClient->Unlock();
return;
}
{
// Restrict the DrawTargets and frontBuffer to a scope to make
// sure there is no more external references to the DrawTargets
// when we Unlock the TextureClients.
RefPtr<DrawTarget> dt = mFrontClient->GetAsDrawTarget();
RefPtr<DrawTarget> dtOnWhite = mFrontClientOnWhite
? mFrontClientOnWhite->GetAsDrawTarget()
: nullptr;
RotatedBuffer frontBuffer(dt,
dtOnWhite,
mFrontBufferRect,
mFrontBufferRotation);
UpdateDestinationFrom(frontBuffer, updateRegion);
}
mFrontClient->Unlock();
if (mFrontClientOnWhite) {
mFrontClientOnWhite->Unlock();
}
}
void
ContentClientDoubleBuffered::UpdateDestinationFrom(const RotatedBuffer& aSource,
const nsIntRegion& aUpdateRegion)
{
DrawIterator iter;
while (DrawTarget* destDT =
BorrowDrawTargetForQuadrantUpdate(aUpdateRegion.GetBounds(), BUFFER_BLACK, &iter)) {
bool isClippingCheap = IsClippingCheap(destDT, iter.mDrawRegion);
if (isClippingCheap) {
gfxUtils::ClipToRegion(destDT, iter.mDrawRegion);
}
aSource.DrawBufferWithRotation(destDT, BUFFER_BLACK, 1.0, CompositionOp::OP_SOURCE);
if (isClippingCheap) {
destDT->PopClip();
}
// Flush the destination before the sources become inaccessible (Unlock).
destDT->Flush();
ReturnDrawTargetToBuffer(destDT);
}
if (aSource.HaveBufferOnWhite()) {
MOZ_ASSERT(HaveBufferOnWhite());
DrawIterator whiteIter;
while (DrawTarget* destDT =
BorrowDrawTargetForQuadrantUpdate(aUpdateRegion.GetBounds(), BUFFER_WHITE, &whiteIter)) {
bool isClippingCheap = IsClippingCheap(destDT, whiteIter.mDrawRegion);
if (isClippingCheap) {
gfxUtils::ClipToRegion(destDT, whiteIter.mDrawRegion);
}
aSource.DrawBufferWithRotation(destDT, BUFFER_WHITE, 1.0, CompositionOp::OP_SOURCE);
if (isClippingCheap) {
destDT->PopClip();
}
// Flush the destination before the sources become inaccessible (Unlock).
destDT->Flush();
ReturnDrawTargetToBuffer(destDT);
}
}
}
void
ContentClientSingleBuffered::FinalizeFrame(const nsIntRegion& aRegionToDraw)
{
if (mTextureClient) {
DebugOnly<bool> locked = mTextureClient->Lock(OpenMode::OPEN_READ_WRITE);
MOZ_ASSERT(locked);
}
if (mTextureClientOnWhite) {
DebugOnly<bool> locked = mTextureClientOnWhite->Lock(OpenMode::OPEN_READ_WRITE);
MOZ_ASSERT(locked);
}
}
static void
WrapRotationAxis(int32_t* aRotationPoint, int32_t aSize)
{
if (*aRotationPoint < 0) {
*aRotationPoint += aSize;
} else if (*aRotationPoint >= aSize) {
*aRotationPoint -= aSize;
}
}
static void
FillSurface(DrawTarget* aDT, const nsIntRegion& aRegion,
const nsIntPoint& aOffset, const gfxRGBA& aColor)
{
nsIntRegionRectIterator iter(aRegion);
const nsIntRect* r;
while ((r = iter.Next()) != nullptr) {
aDT->FillRect(Rect(r->x - aOffset.x, r->y - aOffset.y,
r->width, r->height),
ColorPattern(ToColor(aColor)));
}
}
void
ContentClientIncremental::NotifyBufferCreated(ContentType aType, TextureFlags aFlags)
{
mTextureInfo.mTextureFlags = aFlags;
mContentType = aType;
mForwarder->CreatedIncrementalBuffer(this,
mTextureInfo,
mBufferRect);
}
RotatedContentBuffer::PaintState
ContentClientIncremental::BeginPaintBuffer(ThebesLayer* aLayer,
uint32_t aFlags)
{
mTextureInfo.mDeprecatedTextureHostFlags = DeprecatedTextureHostFlags::DEFAULT;
PaintState result;
// We need to disable rotation if we're going to be resampled when
// drawing, because we might sample across the rotation boundary.
bool canHaveRotation = !(aFlags & RotatedContentBuffer::PAINT_WILL_RESAMPLE);
nsIntRegion validRegion = aLayer->GetValidRegion();
bool canUseOpaqueSurface = aLayer->CanUseOpaqueSurface();
ContentType contentType =
canUseOpaqueSurface ? gfxContentType::COLOR :
gfxContentType::COLOR_ALPHA;
SurfaceMode mode;
nsIntRegion neededRegion;
bool canReuseBuffer;
nsIntRect destBufferRect;
while (true) {
mode = aLayer->GetSurfaceMode();
neededRegion = aLayer->GetVisibleRegion();
// If we're going to resample, we need a buffer that's in clamp mode.
canReuseBuffer = neededRegion.GetBounds().Size() <= mBufferRect.Size() &&
mHasBuffer &&
(!(aFlags & RotatedContentBuffer::PAINT_WILL_RESAMPLE) ||
!(mTextureInfo.mTextureFlags & TextureFlags::ALLOW_REPEAT));
if (canReuseBuffer) {
if (mBufferRect.Contains(neededRegion.GetBounds())) {
// We don't need to adjust mBufferRect.
destBufferRect = mBufferRect;
} else {
// The buffer's big enough but doesn't contain everything that's
// going to be visible. We'll move it.
destBufferRect = nsIntRect(neededRegion.GetBounds().TopLeft(), mBufferRect.Size());
}
} else {
destBufferRect = neededRegion.GetBounds();
}
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
if (!gfxPrefs::ComponentAlphaEnabled() ||
!aLayer->GetParent() ||
!aLayer->GetParent()->SupportsComponentAlphaChildren()) {
mode = SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA;
} else {
contentType = gfxContentType::COLOR;
}
}
if ((aFlags & RotatedContentBuffer::PAINT_WILL_RESAMPLE) &&
(!neededRegion.GetBounds().IsEqualInterior(destBufferRect) ||
neededRegion.GetNumRects() > 1)) {
// The area we add to neededRegion might not be painted opaquely
if (mode == SurfaceMode::SURFACE_OPAQUE) {
contentType = gfxContentType::COLOR_ALPHA;
mode = SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA;
}
// For component alpha layers, we leave contentType as gfxContentType::COLOR.
// We need to validate the entire buffer, to make sure that only valid
// pixels are sampled
neededRegion = destBufferRect;
}
if (mHasBuffer &&
(mContentType != contentType ||
(mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) != mHasBufferOnWhite)) {
#ifdef MOZ_DUMP_PAINTING
if (nsLayoutUtils::InvalidationDebuggingIsEnabled()) {
if (mContentType != contentType) {
printf_stderr("Layer's content type has changed\n");
}
if ((mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) != mHasBufferOnWhite) {
printf_stderr("Layer's component alpha status has changed\n");
}
printf_stderr("Invalidating entire layer %p\n", aLayer);
}
#endif
// We're effectively clearing the valid region, so we need to draw
// the entire needed region now.
result.mRegionToInvalidate = aLayer->GetValidRegion();
validRegion.SetEmpty();
mHasBuffer = false;
mHasBufferOnWhite = false;
mBufferRect.SetRect(0, 0, 0, 0);
mBufferRotation.MoveTo(0, 0);
// Restart decision process with the cleared buffer. We can only go
// around the loop one more iteration, since mTexImage is null now.
continue;
}
break;
}
result.mRegionToDraw.Sub(neededRegion, validRegion);
if (result.mRegionToDraw.IsEmpty())
return result;
if (destBufferRect.width > mForwarder->GetMaxTextureSize() ||
destBufferRect.height > mForwarder->GetMaxTextureSize()) {
return result;
}
// BlitTextureImage depends on the FBO texture target being
// TEXTURE_2D. This isn't the case on some older X1600-era Radeons.
if (!mForwarder->SupportsTextureBlitting() ||
!mForwarder->SupportsPartialUploads()) {
result.mRegionToDraw = neededRegion;
validRegion.SetEmpty();
mHasBuffer = false;
mHasBufferOnWhite = false;
mBufferRect.SetRect(0, 0, 0, 0);
mBufferRotation.MoveTo(0, 0);
canReuseBuffer = false;
}
nsIntRect drawBounds = result.mRegionToDraw.GetBounds();
bool createdBuffer = false;
TextureFlags bufferFlags = TextureFlags::NO_FLAGS;
if (canHaveRotation) {
bufferFlags |= TextureFlags::ALLOW_REPEAT;
}
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
bufferFlags |= TextureFlags::COMPONENT_ALPHA;
}
if (canReuseBuffer) {
nsIntRect keepArea;
if (keepArea.IntersectRect(destBufferRect, mBufferRect)) {
// Set mBufferRotation so that the pixels currently in mBuffer
// will still be rendered in the right place when mBufferRect
// changes to destBufferRect.
nsIntPoint newRotation = mBufferRotation +
(destBufferRect.TopLeft() - mBufferRect.TopLeft());
WrapRotationAxis(&newRotation.x, mBufferRect.width);
WrapRotationAxis(&newRotation.y, mBufferRect.height);
NS_ASSERTION(nsIntRect(nsIntPoint(0,0), mBufferRect.Size()).Contains(newRotation),
"newRotation out of bounds");
int32_t xBoundary = destBufferRect.XMost() - newRotation.x;
int32_t yBoundary = destBufferRect.YMost() - newRotation.y;
if ((drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) ||
(drawBounds.y < yBoundary && yBoundary < drawBounds.YMost()) ||
(newRotation != nsIntPoint(0,0) && !canHaveRotation)) {
// The stuff we need to redraw will wrap around an edge of the
// buffer, so we will need to do a self-copy
// If mBufferRotation == nsIntPoint(0,0) we could do a real
// self-copy but we're not going to do that in GL yet.
// We can't do a real self-copy because the buffer is rotated.
// So allocate a new buffer for the destination.
destBufferRect = neededRegion.GetBounds();
createdBuffer = true;
} else {
mBufferRect = destBufferRect;
mBufferRotation = newRotation;
}
} else {
// No pixels are going to be kept. The whole visible region
// will be redrawn, so we don't need to copy anything, so we don't
// set destBuffer.
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0,0);
}
} else {
// The buffer's not big enough, so allocate a new one
createdBuffer = true;
}
NS_ASSERTION(!(aFlags & RotatedContentBuffer::PAINT_WILL_RESAMPLE) ||
destBufferRect == neededRegion.GetBounds(),
"If we're resampling, we need to validate the entire buffer");
if (!createdBuffer && !mHasBuffer) {
return result;
}
if (createdBuffer) {
if (mHasBuffer &&
(mode != SurfaceMode::SURFACE_COMPONENT_ALPHA || mHasBufferOnWhite)) {
mTextureInfo.mDeprecatedTextureHostFlags = DeprecatedTextureHostFlags::COPY_PREVIOUS;
}
mHasBuffer = true;
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
mHasBufferOnWhite = true;
}
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0,0);
NotifyBufferCreated(contentType, bufferFlags);
}
NS_ASSERTION(canHaveRotation || mBufferRotation == nsIntPoint(0,0),
"Rotation disabled, but we have nonzero rotation?");
nsIntRegion invalidate;
invalidate.Sub(aLayer->GetValidRegion(), destBufferRect);
result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate);
// If we do partial updates, we have to clip drawing to the regionToDraw.
// If we don't clip, background images will be fillrect'd to the region correctly,
// while text or lines will paint outside of the regionToDraw. This becomes apparent
// with concave regions. Right now the scrollbars invalidate a narrow strip of the bar
// although they never cover it. This leads to two draw rects, the narow strip and the actually
// newly exposed area. It would be wise to fix this glitch in any way to have simpler
// clip and draw regions.
result.mClip = DrawRegionClip::DRAW;
result.mMode = mode;
return result;
}
DrawTarget*
ContentClientIncremental::BorrowDrawTargetForPainting(const PaintState& aPaintState,
RotatedContentBuffer::DrawIterator* aIter)
{
if (aPaintState.mMode == SurfaceMode::SURFACE_NONE) {
return nullptr;
}
if (aIter) {
if (aIter->mCount++ > 0) {
return nullptr;
}
aIter->mDrawRegion = aPaintState.mRegionToDraw;
}
DrawTarget* result = nullptr;
nsIntRect drawBounds = aPaintState.mRegionToDraw.GetBounds();
MOZ_ASSERT(!mLoanedDrawTarget);
// BeginUpdate is allowed to modify the given region,
// if it wants more to be repainted than we request.
if (aPaintState.mMode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
nsIntRegion drawRegionCopy = aPaintState.mRegionToDraw;
RefPtr<DrawTarget> onBlack = GetUpdateSurface(BUFFER_BLACK, drawRegionCopy);
RefPtr<DrawTarget> onWhite = GetUpdateSurface(BUFFER_WHITE, aPaintState.mRegionToDraw);
if (onBlack && onWhite) {
NS_ASSERTION(aPaintState.mRegionToDraw == drawRegionCopy,
"BeginUpdate should always modify the draw region in the same way!");
FillSurface(onBlack, aPaintState.mRegionToDraw, nsIntPoint(drawBounds.x, drawBounds.y), gfxRGBA(0.0, 0.0, 0.0, 1.0));
FillSurface(onWhite, aPaintState.mRegionToDraw, nsIntPoint(drawBounds.x, drawBounds.y), gfxRGBA(1.0, 1.0, 1.0, 1.0));
mLoanedDrawTarget = Factory::CreateDualDrawTarget(onBlack, onWhite);
} else {
mLoanedDrawTarget = nullptr;
}
} else {
mLoanedDrawTarget = GetUpdateSurface(BUFFER_BLACK, aPaintState.mRegionToDraw);
}
if (!mLoanedDrawTarget) {
NS_WARNING("unable to get context for update");
return nullptr;
}
result = mLoanedDrawTarget;
mLoanedTransform = mLoanedDrawTarget->GetTransform();
mLoanedTransform.Translate(-drawBounds.x, -drawBounds.y);
result->SetTransform(mLoanedTransform);
mLoanedTransform.Translate(drawBounds.x, drawBounds.y);
if (mContentType == gfxContentType::COLOR_ALPHA) {
gfxUtils::ClipToRegion(result, aPaintState.mRegionToDraw);
nsIntRect bounds = aPaintState.mRegionToDraw.GetBounds();
result->ClearRect(Rect(bounds.x, bounds.y, bounds.width, bounds.height));
}
return result;
}
void
ContentClientIncremental::Updated(const nsIntRegion& aRegionToDraw,
const nsIntRegion& aVisibleRegion,
bool aDidSelfCopy)
{
if (IsSurfaceDescriptorValid(mUpdateDescriptor)) {
mForwarder->UpdateTextureIncremental(this,
TextureIdentifier::Front,
mUpdateDescriptor,
aRegionToDraw,
mBufferRect,
mBufferRotation);
mUpdateDescriptor = SurfaceDescriptor();
}
if (IsSurfaceDescriptorValid(mUpdateDescriptorOnWhite)) {
mForwarder->UpdateTextureIncremental(this,
TextureIdentifier::OnWhiteFront,
mUpdateDescriptorOnWhite,
aRegionToDraw,
mBufferRect,
mBufferRotation);
mUpdateDescriptorOnWhite = SurfaceDescriptor();
}
}
TemporaryRef<DrawTarget>
ContentClientIncremental::GetUpdateSurface(BufferType aType,
const nsIntRegion& aUpdateRegion)
{
nsIntRect rgnSize = aUpdateRegion.GetBounds();
if (!mBufferRect.Contains(rgnSize)) {
NS_ERROR("update outside of image");
return nullptr;
}
SurfaceDescriptor desc;
if (!mForwarder->AllocSurfaceDescriptor(rgnSize.Size().ToIntSize(),
mContentType,
&desc)) {
NS_WARNING("creating SurfaceDescriptor failed!");
return nullptr;
}
if (aType == BUFFER_BLACK) {
MOZ_ASSERT(!IsSurfaceDescriptorValid(mUpdateDescriptor));
mUpdateDescriptor = desc;
} else {
MOZ_ASSERT(!IsSurfaceDescriptorValid(mUpdateDescriptorOnWhite));
MOZ_ASSERT(aType == BUFFER_WHITE);
mUpdateDescriptorOnWhite = desc;
}
return GetDrawTargetForDescriptor(desc, gfx::BackendType::COREGRAPHICS);
}
}
}