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498 lines
18 KiB
C++
498 lines
18 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 "mozilla/layers/PLayersChild.h"
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#include "BasicTiledThebesLayer.h"
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#include "gfxImageSurface.h"
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#include "sampler.h"
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#include "gfxPlatform.h"
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#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
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#include "cairo.h"
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#include <sstream>
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using mozilla::layers::Layer;
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static void DrawDebugOverlay(gfxImageSurface* imgSurf, int x, int y)
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{
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gfxContext c(imgSurf);
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// Draw border
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c.NewPath();
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c.SetDeviceColor(gfxRGBA(0.0, 0.0, 0.0, 1.0));
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c.Rectangle(gfxRect(gfxPoint(0,0),imgSurf->GetSize()));
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c.Stroke();
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// Build tile description
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std::stringstream ss;
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ss << x << ", " << y;
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// Draw text using cairo toy text API
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cairo_t* cr = c.GetCairo();
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cairo_set_font_size(cr, 25);
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cairo_text_extents_t extents;
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cairo_text_extents(cr, ss.str().c_str(), &extents);
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int textWidth = extents.width + 6;
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c.NewPath();
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c.SetDeviceColor(gfxRGBA(0.0, 0.0, 0.0, 1.0));
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c.Rectangle(gfxRect(gfxPoint(2,2),gfxSize(textWidth, 30)));
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c.Fill();
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c.NewPath();
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c.SetDeviceColor(gfxRGBA(1.0, 0.0, 0.0, 1.0));
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c.Rectangle(gfxRect(gfxPoint(2,2),gfxSize(textWidth, 30)));
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c.Stroke();
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c.NewPath();
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cairo_move_to(cr, 4, 28);
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cairo_show_text(cr, ss.str().c_str());
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}
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#endif
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namespace mozilla {
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namespace layers {
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bool
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BasicTiledLayerBuffer::HasFormatChanged(BasicTiledThebesLayer* aThebesLayer) const
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{
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return aThebesLayer->CanUseOpaqueSurface() != mLastPaintOpaque;
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}
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gfxASurface::gfxImageFormat
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BasicTiledLayerBuffer::GetFormat() const
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{
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if (mThebesLayer->CanUseOpaqueSurface()) {
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return gfxASurface::ImageFormatRGB16_565;
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} else {
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return gfxASurface::ImageFormatARGB32;
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}
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}
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void
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BasicTiledLayerBuffer::PaintThebes(BasicTiledThebesLayer* aLayer,
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const nsIntRegion& aNewValidRegion,
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const nsIntRegion& aPaintRegion,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData)
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{
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mThebesLayer = aLayer;
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mCallback = aCallback;
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mCallbackData = aCallbackData;
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#ifdef GFX_TILEDLAYER_PREF_WARNINGS
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long start = PR_IntervalNow();
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#endif
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// If this region is empty XMost() - 1 will give us a negative value.
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NS_ASSERTION(!aPaintRegion.GetBounds().IsEmpty(), "Empty paint region\n");
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bool useSinglePaintBuffer = UseSinglePaintBuffer();
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if (useSinglePaintBuffer) {
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// Check if the paint only spans a single tile. If that's
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// the case there's no point in using a single paint buffer.
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nsIntRect paintBounds = aPaintRegion.GetBounds();
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useSinglePaintBuffer = GetTileStart(paintBounds.x) !=
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GetTileStart(paintBounds.XMost() - 1) ||
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GetTileStart(paintBounds.y) !=
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GetTileStart(paintBounds.YMost() - 1);
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}
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if (useSinglePaintBuffer) {
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const nsIntRect bounds = aPaintRegion.GetBounds();
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{
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SAMPLE_LABEL("BasicTiledLayerBuffer", "PaintThebesSingleBufferAlloc");
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mSinglePaintBuffer = new gfxImageSurface(gfxIntSize(bounds.width, bounds.height), GetFormat(), !aLayer->CanUseOpaqueSurface());
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mSinglePaintBufferOffset = nsIntPoint(bounds.x, bounds.y);
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}
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nsRefPtr<gfxContext> ctxt = new gfxContext(mSinglePaintBuffer);
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ctxt->NewPath();
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ctxt->Translate(gfxPoint(-bounds.x, -bounds.y));
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#ifdef GFX_TILEDLAYER_PREF_WARNINGS
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if (PR_IntervalNow() - start > 3) {
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printf_stderr("Slow alloc %i\n", PR_IntervalNow() - start);
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}
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start = PR_IntervalNow();
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#endif
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SAMPLE_LABEL("BasicTiledLayerBuffer", "PaintThebesSingleBufferDraw");
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mCallback(mThebesLayer, ctxt, aPaintRegion, nsIntRegion(), mCallbackData);
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}
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#ifdef GFX_TILEDLAYER_PREF_WARNINGS
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if (PR_IntervalNow() - start > 30) {
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const nsIntRect bounds = aPaintRegion.GetBounds();
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printf_stderr("Time to draw %i: %i, %i, %i, %i\n", PR_IntervalNow() - start, bounds.x, bounds.y, bounds.width, bounds.height);
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if (aPaintRegion.IsComplex()) {
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printf_stderr("Complex region\n");
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nsIntRegionRectIterator it(aPaintRegion);
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for (const nsIntRect* rect = it.Next(); rect != nullptr; rect = it.Next()) {
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printf_stderr(" rect %i, %i, %i, %i\n", rect->x, rect->y, rect->width, rect->height);
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}
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}
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}
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start = PR_IntervalNow();
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#endif
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SAMPLE_LABEL("BasicTiledLayerBuffer", "PaintThebesUpdate");
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Update(aNewValidRegion, aPaintRegion);
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#ifdef GFX_TILEDLAYER_PREF_WARNINGS
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if (PR_IntervalNow() - start > 10) {
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const nsIntRect bounds = aPaintRegion.GetBounds();
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printf_stderr("Time to tile %i: %i, %i, %i, %i\n", PR_IntervalNow() - start, bounds.x, bounds.y, bounds.width, bounds.height);
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}
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#endif
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mLastPaintOpaque = mThebesLayer->CanUseOpaqueSurface();
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mThebesLayer = nullptr;
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mCallback = nullptr;
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mCallbackData = nullptr;
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mSinglePaintBuffer = nullptr;
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}
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BasicTiledLayerTile
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BasicTiledLayerBuffer::ValidateTileInternal(BasicTiledLayerTile aTile,
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const nsIntPoint& aTileOrigin,
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const nsIntRect& aDirtyRect)
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{
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if (aTile == GetPlaceholderTile() || aTile.mSurface->Format() != GetFormat()) {
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gfxImageSurface* tmpTile = new gfxImageSurface(gfxIntSize(GetTileLength(), GetTileLength()),
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GetFormat(), !mThebesLayer->CanUseOpaqueSurface());
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aTile = BasicTiledLayerTile(tmpTile);
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}
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gfxRect drawRect(aDirtyRect.x - aTileOrigin.x, aDirtyRect.y - aTileOrigin.y,
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aDirtyRect.width, aDirtyRect.height);
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// Use the gfxReusableSurfaceWrapper, which will reuse the surface
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// if the compositor no longer has a read lock, otherwise the surface
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// will be copied into a new writable surface.
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gfxImageSurface* writableSurface;
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aTile.mSurface = aTile.mSurface->GetWritable(&writableSurface);
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// Bug 742100, this gfxContext really should live on the stack.
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nsRefPtr<gfxContext> ctxt = new gfxContext(writableSurface);
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if (mSinglePaintBuffer) {
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ctxt->SetOperator(gfxContext::OPERATOR_SOURCE);
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ctxt->NewPath();
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ctxt->SetSource(mSinglePaintBuffer.get(),
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gfxPoint(mSinglePaintBufferOffset.x - aDirtyRect.x + drawRect.x,
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mSinglePaintBufferOffset.y - aDirtyRect.y + drawRect.y));
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ctxt->Rectangle(drawRect, true);
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ctxt->Fill();
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} else {
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ctxt->NewPath();
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ctxt->Translate(gfxPoint(-aTileOrigin.x, -aTileOrigin.y));
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nsIntPoint a = aTileOrigin;
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mCallback(mThebesLayer, ctxt, nsIntRegion(nsIntRect(a, nsIntSize(GetTileLength(), GetTileLength()))), nsIntRegion(), mCallbackData);
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}
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#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
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DrawDebugOverlay(writableSurface, aTileOrigin.x, aTileOrigin.y);
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#endif
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return aTile;
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}
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BasicTiledLayerTile
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BasicTiledLayerBuffer::ValidateTile(BasicTiledLayerTile aTile,
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const nsIntPoint& aTileOrigin,
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const nsIntRegion& aDirtyRegion)
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{
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SAMPLE_LABEL("BasicTiledLayerBuffer", "ValidateTile");
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#ifdef GFX_TILEDLAYER_PREF_WARNINGS
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if (aDirtyRegion.IsComplex()) {
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printf_stderr("Complex region\n");
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}
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#endif
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nsIntRegionRectIterator it(aDirtyRegion);
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for (const nsIntRect* rect = it.Next(); rect != nullptr; rect = it.Next()) {
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#ifdef GFX_TILEDLAYER_PREF_WARNINGS
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printf_stderr(" break into subrect %i, %i, %i, %i\n", rect->x, rect->y, rect->width, rect->height);
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#endif
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aTile = ValidateTileInternal(aTile, aTileOrigin, *rect);
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}
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return aTile;
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}
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void
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BasicTiledThebesLayer::FillSpecificAttributes(SpecificLayerAttributes& aAttrs)
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{
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aAttrs = ThebesLayerAttributes(GetValidRegion());
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}
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static nsIntRect
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RoundedTransformViewportBounds(const gfx::Rect& aViewport,
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const gfx::Point& aScrollOffset,
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const gfxSize& aResolution,
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float aScaleX,
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float aScaleY,
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const gfx3DMatrix& aTransform)
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{
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gfxRect transformedViewport(aViewport.x - (aScrollOffset.x * aResolution.width),
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aViewport.y - (aScrollOffset.y * aResolution.height),
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aViewport.width, aViewport.height);
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transformedViewport.Scale((aScaleX / aResolution.width) / aResolution.width,
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(aScaleY / aResolution.height) / aResolution.height);
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transformedViewport = aTransform.TransformBounds(transformedViewport);
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return nsIntRect((int32_t)floor(transformedViewport.x),
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(int32_t)floor(transformedViewport.y),
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(int32_t)ceil(transformedViewport.width),
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(int32_t)ceil(transformedViewport.height));
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}
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bool
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BasicTiledThebesLayer::ComputeProgressiveUpdateRegion(const nsIntRegion& aInvalidRegion,
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const nsIntRegion& aOldValidRegion,
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nsIntRegion& aRegionToPaint,
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const gfx3DMatrix& aTransform,
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const gfx::Point& aScrollOffset,
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const gfxSize& aResolution,
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bool aIsRepeated)
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{
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aRegionToPaint = aInvalidRegion;
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// Find out if we have any non-stale content to update.
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nsIntRegion freshRegion;
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if (!mFirstPaint) {
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freshRegion.And(aInvalidRegion, aOldValidRegion);
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freshRegion.Sub(aInvalidRegion, freshRegion);
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}
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// Find out the current view transform to determine which tiles to draw
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// first, and see if we should just abort this paint. Aborting is usually
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// caused by there being an incoming, more relevant paint.
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gfx::Rect viewport;
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float scaleX, scaleY;
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if (BasicManager()->ProgressiveUpdateCallback(!freshRegion.IsEmpty(), viewport, scaleX, scaleY)) {
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SAMPLE_MARKER("Abort painting");
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aRegionToPaint.SetEmpty();
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return aIsRepeated;
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}
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// Transform the screen coordinates into local layer coordinates.
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nsIntRect roundedTransformedViewport =
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RoundedTransformViewportBounds(viewport, aScrollOffset, aResolution,
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scaleX, scaleY, aTransform);
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// Paint tiles that have no content before tiles that only have stale content.
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bool drawingStale = freshRegion.IsEmpty();
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if (!drawingStale) {
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aRegionToPaint = freshRegion;
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}
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// Prioritise tiles that are currently visible on the screen.
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bool paintVisible = false;
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if (aRegionToPaint.Intersects(roundedTransformedViewport)) {
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aRegionToPaint.And(aRegionToPaint, roundedTransformedViewport);
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paintVisible = true;
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}
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// The following code decides what order to draw tiles in, based on the
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// current scroll direction of the primary scrollable layer.
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NS_ASSERTION(!aRegionToPaint.IsEmpty(), "Unexpectedly empty paint region!");
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nsIntRect paintBounds = aRegionToPaint.GetBounds();
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int startX, incX, startY, incY;
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if (aScrollOffset.x >= mLastScrollOffset.x) {
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startX = mTiledBuffer.RoundDownToTileEdge(paintBounds.x);
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incX = mTiledBuffer.GetTileLength();
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} else {
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startX = mTiledBuffer.RoundDownToTileEdge(paintBounds.XMost() - 1);
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incX = -mTiledBuffer.GetTileLength();
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}
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if (aScrollOffset.y >= mLastScrollOffset.y) {
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startY = mTiledBuffer.RoundDownToTileEdge(paintBounds.y);
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incY = mTiledBuffer.GetTileLength();
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} else {
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startY = mTiledBuffer.RoundDownToTileEdge(paintBounds.YMost() - 1);
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incY = -mTiledBuffer.GetTileLength();
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}
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// Find a tile to draw.
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nsIntRect tileBounds(startX, startY,
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mTiledBuffer.GetTileLength(),
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mTiledBuffer.GetTileLength());
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int32_t scrollDiffX = aScrollOffset.x - mLastScrollOffset.x;
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int32_t scrollDiffY = aScrollOffset.y - mLastScrollOffset.y;
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// This loop will always terminate, as there is at least one tile area
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// along the first/last row/column intersecting with regionToPaint, or its
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// bounds would have been smaller.
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while (true) {
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aRegionToPaint.And(aInvalidRegion, tileBounds);
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if (!aRegionToPaint.IsEmpty()) {
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break;
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}
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if (NS_ABS(scrollDiffY) >= NS_ABS(scrollDiffX)) {
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tileBounds.x += incX;
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} else {
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tileBounds.y += incY;
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}
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}
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bool repeatImmediately = false;
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if (!aRegionToPaint.Contains(aInvalidRegion)) {
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// The region needed to paint is larger then our progressive chunk size
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// therefore update what we want to paint and ask for a new paint transaction.
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// If we're drawing stale, visible content, make sure that it happens
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// in one go by repeating this work without calling the painted
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// callback. The remaining content is then drawn tile-by-tile in
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// multiple transactions.
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if (paintVisible && drawingStale) {
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repeatImmediately = true;
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} else {
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BasicManager()->SetRepeatTransaction();
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}
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} else {
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// The transaction is completed, store the last scroll offset.
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mLastScrollOffset = aScrollOffset;
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}
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return repeatImmediately;
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}
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void
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BasicTiledThebesLayer::PaintThebes(gfxContext* aContext,
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Layer* aMaskLayer,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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ReadbackProcessor* aReadback)
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{
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if (!aCallback) {
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BasicManager()->SetTransactionIncomplete();
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return;
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}
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if (!HasShadow()) {
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NS_ASSERTION(false, "Shadow requested for painting\n");
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return;
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}
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if (mTiledBuffer.HasFormatChanged(this)) {
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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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return;
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gfxSize resolution(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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resolution.width *= metrics.mResolution.width;
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resolution.height *= metrics.mResolution.height;
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}
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// Only draw progressively when the resolution is unchanged.
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if (gfxPlatform::UseProgressiveTilePainting() &&
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!BasicManager()->HasShadowTarget() &&
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mTiledBuffer.GetResolution() == resolution) {
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// Calculate the transform required to convert screen space into layer space
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gfx3DMatrix transform = 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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transform.PreMultiply(parent->GetEffectiveTransform());
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}
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}
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transform.Invert();
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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 = mTiledBuffer.GetValidRegion();
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oldValidRegion.And(oldValidRegion, mVisibleRegion);
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mTiledBuffer.ClearPaintedRegion();
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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 (!BasicManager()->IsRepeatTransaction()) {
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mValidRegion.And(mValidRegion, mVisibleRegion);
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}
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// Calculate the scroll offset since the last transaction.
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gfx::Point scrollOffset(0, 0);
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Layer* primaryScrollable = BasicManager()->GetPrimaryScrollableLayer();
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if (primaryScrollable) {
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const FrameMetrics& metrics = primaryScrollable->AsContainerLayer()->GetFrameMetrics();
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scrollOffset = metrics.mScrollOffset;
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}
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bool repeat = false;
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do {
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// Compute the region that should be updated. Repeat as many times as
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// is required.
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nsIntRegion regionToPaint;
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repeat = ComputeProgressiveUpdateRegion(invalidRegion,
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oldValidRegion,
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regionToPaint,
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transform,
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scrollOffset,
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resolution,
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repeat);
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// There's no further work to be done, return if nothing has been
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// drawn, or give what has been drawn to the shadow layer to upload.
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if (regionToPaint.IsEmpty()) {
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if (repeat) {
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break;
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} else {
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return;
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}
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}
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// Keep track of what we're about to refresh.
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mValidRegion.Or(mValidRegion, regionToPaint);
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// mValidRegion would have been altered by InvalidateRegion, but we still
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// want to display stale content until it gets progressively updated.
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// Create a region that includes stale content.
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nsIntRegion validOrStale;
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validOrStale.Or(mValidRegion, oldValidRegion);
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// Paint the computed region and subtract it from the invalid region.
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mTiledBuffer.PaintThebes(this, validOrStale, regionToPaint, aCallback, aCallbackData);
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invalidRegion.Sub(invalidRegion, regionToPaint);
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} while (repeat);
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} else {
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mTiledBuffer.ClearPaintedRegion();
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mTiledBuffer.SetResolution(resolution);
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mValidRegion = mVisibleRegion;
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mTiledBuffer.PaintThebes(this, mValidRegion, invalidRegion, aCallback, aCallbackData);
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}
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mTiledBuffer.ReadLock();
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// Only paint the mask layer on the first transaction.
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if (aMaskLayer && !BasicManager()->IsRepeatTransaction()) {
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static_cast<BasicImplData*>(aMaskLayer->ImplData())
|
|
->Paint(aContext, nullptr);
|
|
}
|
|
|
|
// Create a heap copy owned and released by the compositor. This is needed
|
|
// since we're sending this over an async message and content needs to be
|
|
// be able to modify the tiled buffer in the next transaction.
|
|
// TODO: Remove me once Bug 747811 lands.
|
|
BasicTiledLayerBuffer *heapCopy = new BasicTiledLayerBuffer(mTiledBuffer);
|
|
|
|
BasicManager()->PaintedTiledLayerBuffer(BasicManager()->Hold(this), heapCopy);
|
|
mFirstPaint = false;
|
|
}
|
|
|
|
} // mozilla
|
|
} // layers
|