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a571beb2bc
--HG-- extra : rebase_source : 9ec2966476988924331d021977e2713e044701df
338 lines
13 KiB
C++
338 lines
13 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Robert O'Callahan <robert@ocallahan.org>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "ThebesLayerBuffer.h"
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#include "Layers.h"
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#include "gfxContext.h"
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#include "gfxPlatform.h"
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#include "gfxUtils.h"
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#include "nsDeviceContext.h"
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#include "sampler.h"
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namespace mozilla {
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namespace layers {
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nsIntRect
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ThebesLayerBuffer::GetQuadrantRectangle(XSide aXSide, YSide aYSide)
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{
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// quadrantTranslation is the amount we translate the top-left
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// of the quadrant by to get coordinates relative to the layer
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nsIntPoint quadrantTranslation = -mBufferRotation;
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quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0;
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quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0;
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return mBufferRect + quadrantTranslation;
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}
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/**
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* @param aXSide LEFT means we draw from the left side of the buffer (which
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* is drawn on the right side of mBufferRect). RIGHT means we draw from
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* the right side of the buffer (which is drawn on the left side of
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* mBufferRect).
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* @param aYSide TOP means we draw from the top side of the buffer (which
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* is drawn on the bottom side of mBufferRect). BOTTOM means we draw from
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* the bottom side of the buffer (which is drawn on the top side of
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* mBufferRect).
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*/
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void
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ThebesLayerBuffer::DrawBufferQuadrant(gfxContext* aTarget,
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XSide aXSide, YSide aYSide,
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float aOpacity,
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gfxASurface* aMask,
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const gfxMatrix* aMaskTransform)
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{
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// The rectangle that we're going to fill. Basically we're going to
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// render the buffer at mBufferRect + quadrantTranslation to get the
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// pixels in the right place, but we're only going to paint within
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// mBufferRect
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nsIntRect quadrantRect = GetQuadrantRectangle(aXSide, aYSide);
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nsIntRect fillRect;
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if (!fillRect.IntersectRect(mBufferRect, quadrantRect))
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return;
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aTarget->NewPath();
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aTarget->Rectangle(gfxRect(fillRect.x, fillRect.y,
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fillRect.width, fillRect.height),
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true);
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gfxPoint quadrantTranslation(quadrantRect.x, quadrantRect.y);
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nsRefPtr<gfxPattern> pattern = new gfxPattern(mBuffer);
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#ifdef MOZ_GFX_OPTIMIZE_MOBILE
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gfxPattern::GraphicsFilter filter = gfxPattern::FILTER_NEAREST;
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pattern->SetFilter(filter);
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#endif
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gfxContextMatrixAutoSaveRestore saveMatrix(aTarget);
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// Transform from user -> buffer space.
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gfxMatrix transform;
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transform.Translate(-quadrantTranslation);
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pattern->SetMatrix(transform);
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aTarget->SetPattern(pattern);
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if (aMask) {
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if (aOpacity == 1.0) {
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aTarget->SetMatrix(*aMaskTransform);
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aTarget->Mask(aMask);
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} else {
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aTarget->PushGroup(gfxASurface::CONTENT_COLOR_ALPHA);
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aTarget->Paint(aOpacity);
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aTarget->PopGroupToSource();
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aTarget->SetMatrix(*aMaskTransform);
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aTarget->Mask(aMask);
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}
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} else {
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if (aOpacity == 1.0) {
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aTarget->Fill();
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} else {
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aTarget->Save();
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aTarget->Clip();
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aTarget->Paint(aOpacity);
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aTarget->Restore();
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}
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}
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}
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void
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ThebesLayerBuffer::DrawBufferWithRotation(gfxContext* aTarget, float aOpacity,
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gfxASurface* aMask,
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const gfxMatrix* aMaskTransform)
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{
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SAMPLE_LABEL("ThebesLayerBuffer", "DrawBufferWithRotation");
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// Draw four quadrants. We could use REPEAT_, but it's probably better
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// not to, to be performance-safe.
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DrawBufferQuadrant(aTarget, LEFT, TOP, aOpacity, aMask, aMaskTransform);
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DrawBufferQuadrant(aTarget, RIGHT, TOP, aOpacity, aMask, aMaskTransform);
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DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aOpacity, aMask, aMaskTransform);
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DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aOpacity, aMask, aMaskTransform);
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}
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already_AddRefed<gfxContext>
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ThebesLayerBuffer::GetContextForQuadrantUpdate(const nsIntRect& aBounds)
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{
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nsRefPtr<gfxContext> ctx = new gfxContext(mBuffer);
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// Figure out which quadrant to draw in
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PRInt32 xBoundary = mBufferRect.XMost() - mBufferRotation.x;
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PRInt32 yBoundary = mBufferRect.YMost() - mBufferRotation.y;
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XSide sideX = aBounds.XMost() <= xBoundary ? RIGHT : LEFT;
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YSide sideY = aBounds.YMost() <= yBoundary ? BOTTOM : TOP;
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nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY);
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NS_ASSERTION(quadrantRect.Contains(aBounds), "Messed up quadrants");
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ctx->Translate(-gfxPoint(quadrantRect.x, quadrantRect.y));
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return ctx.forget();
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}
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static void
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WrapRotationAxis(PRInt32* aRotationPoint, PRInt32 aSize)
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{
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if (*aRotationPoint < 0) {
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*aRotationPoint += aSize;
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} else if (*aRotationPoint >= aSize) {
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*aRotationPoint -= aSize;
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}
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}
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ThebesLayerBuffer::PaintState
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ThebesLayerBuffer::BeginPaint(ThebesLayer* aLayer, ContentType aContentType,
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PRUint32 aFlags)
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{
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PaintState result;
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// We need to disable rotation if we're going to be resampled when
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// drawing, because we might sample across the rotation boundary.
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bool canHaveRotation = !(aFlags & (PAINT_WILL_RESAMPLE | PAINT_NO_ROTATION));
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nsIntRegion validRegion = aLayer->GetValidRegion();
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ContentType contentType;
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nsIntRegion neededRegion;
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bool canReuseBuffer;
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nsIntRect destBufferRect;
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while (true) {
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contentType = aContentType;
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neededRegion = aLayer->GetVisibleRegion();
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canReuseBuffer = mBuffer && BufferSizeOkFor(neededRegion.GetBounds().Size());
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if (canReuseBuffer) {
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if (mBufferRect.Contains(neededRegion.GetBounds())) {
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// We don't need to adjust mBufferRect.
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destBufferRect = mBufferRect;
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} else if (neededRegion.GetBounds().Size() <= mBufferRect.Size()) {
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// The buffer's big enough but doesn't contain everything that's
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// going to be visible. We'll move it.
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destBufferRect = nsIntRect(neededRegion.GetBounds().TopLeft(), mBufferRect.Size());
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} else {
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destBufferRect = neededRegion.GetBounds();
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}
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} else {
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destBufferRect = neededRegion.GetBounds();
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}
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if ((aFlags & PAINT_WILL_RESAMPLE) &&
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(!neededRegion.GetBounds().IsEqualInterior(destBufferRect) ||
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neededRegion.GetNumRects() > 1)) {
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// The area we add to neededRegion might not be painted opaquely
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contentType = gfxASurface::CONTENT_COLOR_ALPHA;
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// We need to validate the entire buffer, to make sure that only valid
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// pixels are sampled
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neededRegion = destBufferRect;
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}
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if (mBuffer && contentType != mBuffer->GetContentType()) {
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// We're effectively clearing the valid region, so we need to draw
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// the entire needed region now.
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result.mRegionToInvalidate = aLayer->GetValidRegion();
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validRegion.SetEmpty();
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Clear();
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// Restart decision process with the cleared buffer. We can only go
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// around the loop one more iteration, since mBuffer is null now.
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continue;
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}
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break;
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}
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NS_ASSERTION(destBufferRect.Contains(neededRegion.GetBounds()),
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"Destination rect doesn't contain what we need to paint");
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result.mRegionToDraw.Sub(neededRegion, validRegion);
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if (result.mRegionToDraw.IsEmpty())
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return result;
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nsIntRect drawBounds = result.mRegionToDraw.GetBounds();
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nsRefPtr<gfxASurface> destBuffer;
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PRUint32 bufferFlags = canHaveRotation ? ALLOW_REPEAT : 0;
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if (canReuseBuffer) {
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nsIntRect keepArea;
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if (keepArea.IntersectRect(destBufferRect, mBufferRect)) {
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// Set mBufferRotation so that the pixels currently in mBuffer
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// will still be rendered in the right place when mBufferRect
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// changes to destBufferRect.
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nsIntPoint newRotation = mBufferRotation +
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(destBufferRect.TopLeft() - mBufferRect.TopLeft());
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WrapRotationAxis(&newRotation.x, mBufferRect.width);
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WrapRotationAxis(&newRotation.y, mBufferRect.height);
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NS_ASSERTION(nsIntRect(nsIntPoint(0,0), mBufferRect.Size()).Contains(newRotation),
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"newRotation out of bounds");
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PRInt32 xBoundary = destBufferRect.XMost() - newRotation.x;
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PRInt32 yBoundary = destBufferRect.YMost() - newRotation.y;
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if ((drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) ||
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(drawBounds.y < yBoundary && yBoundary < drawBounds.YMost()) ||
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(newRotation != nsIntPoint(0,0) && !canHaveRotation)) {
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// The stuff we need to redraw will wrap around an edge of the
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// buffer, so move the pixels we can keep into a position that
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// lets us redraw in just one quadrant.
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if (mBufferRotation == nsIntPoint(0,0)) {
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nsIntRect srcRect(nsIntPoint(0, 0), mBufferRect.Size());
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nsIntPoint dest = mBufferRect.TopLeft() - destBufferRect.TopLeft();
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mBuffer->MovePixels(srcRect, dest);
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result.mDidSelfCopy = true;
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// Don't set destBuffer; we special-case self-copies, and
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// just did the necessary work above.
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mBufferRect = destBufferRect;
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} else {
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// We can't do a real self-copy because the buffer is rotated.
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// So allocate a new buffer for the destination.
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destBufferRect = neededRegion.GetBounds();
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destBuffer = CreateBuffer(contentType, destBufferRect.Size(), bufferFlags);
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if (!destBuffer)
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return result;
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}
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} else {
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mBufferRect = destBufferRect;
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mBufferRotation = newRotation;
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}
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} else {
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// No pixels are going to be kept. The whole visible region
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// will be redrawn, so we don't need to copy anything, so we don't
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// set destBuffer.
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mBufferRect = destBufferRect;
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mBufferRotation = nsIntPoint(0,0);
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}
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} else {
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// The buffer's not big enough, so allocate a new one
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destBuffer = CreateBuffer(contentType, destBufferRect.Size(), bufferFlags);
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if (!destBuffer)
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return result;
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}
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NS_ASSERTION(!(aFlags & PAINT_WILL_RESAMPLE) || destBufferRect == neededRegion.GetBounds(),
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"If we're resampling, we need to validate the entire buffer");
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// If we have no buffered data already, then destBuffer will be a fresh buffer
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// and we do not need to clear it below.
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bool isClear = mBuffer == nsnull;
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if (destBuffer) {
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if (mBuffer) {
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// Copy the bits
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nsRefPtr<gfxContext> tmpCtx = new gfxContext(destBuffer);
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nsIntPoint offset = -destBufferRect.TopLeft();
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tmpCtx->SetOperator(gfxContext::OPERATOR_SOURCE);
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tmpCtx->Translate(gfxPoint(offset.x, offset.y));
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DrawBufferWithRotation(tmpCtx, 1.0);
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}
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mBuffer = destBuffer.forget();
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mBufferRect = destBufferRect;
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mBufferRotation = nsIntPoint(0,0);
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}
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NS_ASSERTION(canHaveRotation || mBufferRotation == nsIntPoint(0,0),
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"Rotation disabled, but we have nonzero rotation?");
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nsIntRegion invalidate;
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invalidate.Sub(aLayer->GetValidRegion(), destBufferRect);
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result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate);
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result.mContext = GetContextForQuadrantUpdate(drawBounds);
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gfxUtils::ClipToRegionSnapped(result.mContext, result.mRegionToDraw);
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if (contentType == gfxASurface::CONTENT_COLOR_ALPHA && !isClear) {
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result.mContext->SetOperator(gfxContext::OPERATOR_CLEAR);
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result.mContext->Paint();
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result.mContext->SetOperator(gfxContext::OPERATOR_OVER);
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}
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return result;
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}
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}
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}
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