mirror of
https://github.com/mozilla/gecko-dev.git
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890 lines
31 KiB
C++
890 lines
31 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* 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
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "mozilla/layers/ContentClient.h"
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#include "BasicLayers.h" // for BasicLayerManager
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#include "gfxColor.h" // for gfxRGBA
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#include "gfxContext.h" // for gfxContext, etc
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#include "gfxPlatform.h" // for gfxPlatform
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#include "gfxPrefs.h" // for gfxPrefs
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#include "gfxPoint.h" // for gfxIntSize, gfxPoint
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#include "gfxTeeSurface.h" // for gfxTeeSurface
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#include "gfxUtils.h" // for gfxUtils
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#include "ipc/ShadowLayers.h" // for ShadowLayerForwarder
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#include "mozilla/ArrayUtils.h" // for ArrayLength
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#include "mozilla/gfx/2D.h" // for DrawTarget, Factory
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#include "mozilla/gfx/BasePoint.h" // for BasePoint
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#include "mozilla/gfx/BaseSize.h" // for BaseSize
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#include "mozilla/gfx/Rect.h" // for Rect
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#include "mozilla/gfx/Types.h"
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#include "mozilla/layers/LayerManagerComposite.h"
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#include "mozilla/layers/LayersMessages.h" // for ThebesBufferData
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#include "mozilla/layers/LayersTypes.h"
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#include "nsAutoPtr.h" // for nsRefPtr
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#include "nsDebug.h" // for NS_ASSERTION, NS_WARNING, etc
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#include "nsISupportsImpl.h" // for gfxContext::Release, etc
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#include "nsIWidget.h" // for nsIWidget
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#include "prenv.h" // for PR_GetEnv
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#ifdef XP_WIN
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#include "gfxWindowsPlatform.h"
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#endif
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#include "gfx2DGlue.h"
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namespace mozilla {
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using namespace gfx;
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namespace layers {
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static TextureFlags TextureFlagsForRotatedContentBufferFlags(uint32_t aBufferFlags)
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{
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TextureFlags result = 0;
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if (aBufferFlags & RotatedContentBuffer::BUFFER_COMPONENT_ALPHA) {
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result |= TEXTURE_COMPONENT_ALPHA;
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}
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if (aBufferFlags & RotatedContentBuffer::ALLOW_REPEAT) {
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result |= TEXTURE_ALLOW_REPEAT;
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}
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return result;
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}
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/* static */ TemporaryRef<ContentClient>
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ContentClient::CreateContentClient(CompositableForwarder* aForwarder)
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{
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LayersBackend backend = aForwarder->GetCompositorBackendType();
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if (backend != LayersBackend::LAYERS_OPENGL &&
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backend != LayersBackend::LAYERS_D3D9 &&
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backend != LayersBackend::LAYERS_D3D11 &&
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backend != LayersBackend::LAYERS_BASIC) {
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return nullptr;
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}
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bool useDoubleBuffering = false;
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#ifdef XP_WIN
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if (backend == LayersBackend::LAYERS_D3D11) {
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useDoubleBuffering = !!gfxWindowsPlatform::GetPlatform()->GetD2DDevice();
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} else
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#endif
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{
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useDoubleBuffering = (LayerManagerComposite::SupportsDirectTexturing() &&
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backend != LayersBackend::LAYERS_D3D9) ||
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backend == LayersBackend::LAYERS_BASIC;
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}
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if (useDoubleBuffering || PR_GetEnv("MOZ_FORCE_DOUBLE_BUFFERING")) {
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return new ContentClientDoubleBuffered(aForwarder);
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}
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#ifdef XP_MACOSX
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if (backend == LayersBackend::LAYERS_OPENGL) {
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return new ContentClientIncremental(aForwarder);
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}
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#endif
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return new ContentClientSingleBuffered(aForwarder);
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}
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void
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ContentClient::EndPaint()
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{
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// It is very important that this is called after any overridden EndPaint behaviour,
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// because destroying textures is a three stage process:
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// 1. We are done with the buffer and move it to ContentClient::mOldTextures,
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// that happens in DestroyBuffers which is may be called indirectly from
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// PaintThebes.
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// 2. The content client calls RemoveTextureClient on the texture clients in
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// mOldTextures and forgets them. They then become invalid. The compositable
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// client keeps a record of IDs. This happens in EndPaint.
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// 3. An IPC message is sent to destroy the corresponding texture host. That
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// happens from OnTransaction.
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// It is important that these steps happen in order.
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OnTransaction();
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}
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// We pass a null pointer for the ContentClient Forwarder argument, which means
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// this client will not have a ContentHost on the other side.
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ContentClientBasic::ContentClientBasic()
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: ContentClient(nullptr)
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, RotatedContentBuffer(ContainsVisibleBounds)
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{}
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void
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ContentClientBasic::CreateBuffer(ContentType aType,
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const nsIntRect& aRect,
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uint32_t aFlags,
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RefPtr<gfx::DrawTarget>* aBlackDT,
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RefPtr<gfx::DrawTarget>* aWhiteDT)
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{
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MOZ_ASSERT(!(aFlags & BUFFER_COMPONENT_ALPHA));
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gfxImageFormat format =
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gfxPlatform::GetPlatform()->OptimalFormatForContent(aType);
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*aBlackDT = gfxPlatform::GetPlatform()->CreateOffscreenContentDrawTarget(
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IntSize(aRect.width, aRect.height),
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ImageFormatToSurfaceFormat(format));
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}
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void
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ContentClientRemoteBuffer::DestroyBuffers()
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{
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if (!mTextureClient) {
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return;
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}
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mOldTextures.AppendElement(mTextureClient);
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mTextureClient = nullptr;
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if (mTextureClientOnWhite) {
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mOldTextures.AppendElement(mTextureClientOnWhite);
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mTextureClientOnWhite = nullptr;
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}
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DestroyFrontBuffer();
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}
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void
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ContentClientRemoteBuffer::BeginPaint()
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{
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// XXX: So we might not have a TextureClient yet.. because it will
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// only be created by CreateBuffer.. which will deliver a locked surface!.
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if (mTextureClient) {
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SetBufferProvider(mTextureClient);
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}
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if (mTextureClientOnWhite) {
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SetBufferProviderOnWhite(mTextureClientOnWhite);
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}
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}
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void
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ContentClientRemoteBuffer::EndPaint()
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{
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// XXX: We might still not have a texture client if PaintThebes
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// decided we didn't need one yet because the region to draw was empty.
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SetBufferProvider(nullptr);
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SetBufferProviderOnWhite(nullptr);
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for (unsigned i = 0; i< mOldTextures.Length(); ++i) {
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if (mOldTextures[i]->IsLocked()) {
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mOldTextures[i]->Unlock();
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}
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}
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mOldTextures.Clear();
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if (mTextureClient && mTextureClient->IsLocked()) {
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mTextureClient->Unlock();
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}
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if (mTextureClientOnWhite && mTextureClientOnWhite->IsLocked()) {
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mTextureClientOnWhite->Unlock();
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}
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ContentClientRemote::EndPaint();
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}
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bool
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ContentClientRemoteBuffer::CreateAndAllocateTextureClient(RefPtr<TextureClient>& aClient,
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TextureFlags aFlags)
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{
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// gfx::BackendType::NONE means fallback to the content backend
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aClient = CreateTextureClientForDrawing(mSurfaceFormat,
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mTextureInfo.mTextureFlags | aFlags,
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gfx::BackendType::NONE,
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mSize);
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if (!aClient) {
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return false;
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}
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if (!aClient->AllocateForSurface(mSize, ALLOC_CLEAR_BUFFER)) {
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aClient = CreateTextureClientForDrawing(mSurfaceFormat,
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mTextureInfo.mTextureFlags | TEXTURE_ALLOC_FALLBACK | aFlags,
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gfx::BackendType::NONE,
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mSize);
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if (!aClient) {
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return false;
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}
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if (!aClient->AllocateForSurface(mSize, ALLOC_CLEAR_BUFFER)) {
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NS_WARNING("Could not allocate texture client");
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aClient = nullptr;
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return false;
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}
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}
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NS_WARN_IF_FALSE(aClient->IsValid(), "Created an invalid texture client");
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return true;
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}
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void
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ContentClientRemoteBuffer::BuildTextureClients(SurfaceFormat aFormat,
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const nsIntRect& aRect,
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uint32_t aFlags)
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{
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// If we hit this assertion, then it might be due to an empty transaction
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// followed by a real transaction. Our buffers should be created (but not
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// painted in the empty transaction) and then painted (but not created) in the
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// real transaction. That is kind of fragile, and this assert will catch
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// circumstances where we screw that up, e.g., by unnecessarily recreating our
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// buffers.
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NS_ABORT_IF_FALSE(!mIsNewBuffer,
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"Bad! Did we create a buffer twice without painting?");
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mIsNewBuffer = true;
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DestroyBuffers();
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mSurfaceFormat = aFormat;
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mSize = gfx::IntSize(aRect.width, aRect.height);
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mTextureInfo.mTextureFlags = TextureFlagsForRotatedContentBufferFlags(aFlags);
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if (!CreateAndAllocateTextureClient(mTextureClient, TEXTURE_ON_BLACK) ||
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!AddTextureClient(mTextureClient)) {
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AbortTextureClientCreation();
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return;
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}
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if (aFlags & BUFFER_COMPONENT_ALPHA) {
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if (!CreateAndAllocateTextureClient(mTextureClientOnWhite, TEXTURE_ON_WHITE) ||
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!AddTextureClient(mTextureClientOnWhite)) {
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AbortTextureClientCreation();
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return;
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}
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mTextureInfo.mTextureFlags |= TEXTURE_COMPONENT_ALPHA;
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}
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CreateFrontBuffer(aRect);
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}
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void
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ContentClientRemoteBuffer::CreateBuffer(ContentType aType,
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const nsIntRect& aRect,
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uint32_t aFlags,
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RefPtr<gfx::DrawTarget>* aBlackDT,
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RefPtr<gfx::DrawTarget>* aWhiteDT)
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{
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BuildTextureClients(gfxPlatform::GetPlatform()->Optimal2DFormatForContent(aType), aRect, aFlags);
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if (!mTextureClient) {
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return;
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}
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// We just created the textures and we are about to get their draw targets
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// so we have to lock them here.
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DebugOnly<bool> locked = mTextureClient->Lock(OPEN_READ_WRITE);
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MOZ_ASSERT(locked, "Could not lock the TextureClient");
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*aBlackDT = mTextureClient->GetAsDrawTarget();
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if (aFlags & BUFFER_COMPONENT_ALPHA) {
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locked = mTextureClientOnWhite->Lock(OPEN_READ_WRITE);
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MOZ_ASSERT(locked, "Could not lock the second TextureClient for component alpha");
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*aWhiteDT = mTextureClientOnWhite->GetAsDrawTarget();
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}
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}
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nsIntRegion
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ContentClientRemoteBuffer::GetUpdatedRegion(const nsIntRegion& aRegionToDraw,
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const nsIntRegion& aVisibleRegion,
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bool aDidSelfCopy)
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{
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nsIntRegion updatedRegion;
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if (mIsNewBuffer || aDidSelfCopy) {
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// A buffer reallocation clears both buffers. The front buffer has all the
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// content by now, but the back buffer is still clear. Here, in effect, we
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// are saying to copy all of the pixels of the front buffer to the back.
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// Also when we self-copied in the buffer, the buffer space
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// changes and some changed buffer content isn't reflected in the
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// draw or invalidate region (on purpose!). When this happens, we
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// need to read back the entire buffer too.
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updatedRegion = aVisibleRegion;
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mIsNewBuffer = false;
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} else {
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updatedRegion = aRegionToDraw;
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}
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NS_ASSERTION(BufferRect().Contains(aRegionToDraw.GetBounds()),
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"Update outside of buffer rect!");
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NS_ABORT_IF_FALSE(mTextureClient, "should have a back buffer by now");
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return updatedRegion;
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}
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void
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ContentClientRemoteBuffer::Updated(const nsIntRegion& aRegionToDraw,
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const nsIntRegion& aVisibleRegion,
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bool aDidSelfCopy)
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{
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nsIntRegion updatedRegion = GetUpdatedRegion(aRegionToDraw,
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aVisibleRegion,
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aDidSelfCopy);
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MOZ_ASSERT(mTextureClient);
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if (mTextureClientOnWhite) {
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mForwarder->UseComponentAlphaTextures(this, mTextureClient,
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mTextureClientOnWhite);
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} else {
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mForwarder->UseTexture(this, mTextureClient);
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}
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mForwarder->UpdateTextureRegion(this,
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ThebesBufferData(BufferRect(),
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BufferRotation()),
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updatedRegion);
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}
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void
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ContentClientRemoteBuffer::SwapBuffers(const nsIntRegion& aFrontUpdatedRegion)
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{
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MOZ_ASSERT(mTextureClient);
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mFrontAndBackBufferDiffer = true;
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}
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void
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ContentClientDoubleBuffered::CreateFrontBuffer(const nsIntRect& aBufferRect)
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{
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if (!CreateAndAllocateTextureClient(mFrontClient, TEXTURE_ON_BLACK) ||
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!AddTextureClient(mFrontClient)) {
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AbortTextureClientCreation();
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return;
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}
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if (mTextureInfo.mTextureFlags & TEXTURE_COMPONENT_ALPHA) {
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if (!CreateAndAllocateTextureClient(mFrontClientOnWhite, TEXTURE_ON_WHITE) ||
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!AddTextureClient(mFrontClientOnWhite)) {
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AbortTextureClientCreation();
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return;
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}
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}
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mFrontBufferRect = aBufferRect;
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mFrontBufferRotation = nsIntPoint();
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}
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void
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ContentClientDoubleBuffered::DestroyFrontBuffer()
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{
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MOZ_ASSERT(mFrontClient);
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mOldTextures.AppendElement(mFrontClient);
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mFrontClient = nullptr;
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if (mFrontClientOnWhite) {
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mOldTextures.AppendElement(mFrontClientOnWhite);
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mFrontClientOnWhite = nullptr;
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}
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}
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void
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ContentClientDoubleBuffered::SwapBuffers(const nsIntRegion& aFrontUpdatedRegion)
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{
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mFrontUpdatedRegion = aFrontUpdatedRegion;
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RefPtr<TextureClient> oldBack = mTextureClient;
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mTextureClient = mFrontClient;
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mFrontClient = oldBack;
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oldBack = mTextureClientOnWhite;
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mTextureClientOnWhite = mFrontClientOnWhite;
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mFrontClientOnWhite = oldBack;
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nsIntRect oldBufferRect = mBufferRect;
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mBufferRect = mFrontBufferRect;
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mFrontBufferRect = oldBufferRect;
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nsIntPoint oldBufferRotation = mBufferRotation;
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mBufferRotation = mFrontBufferRotation;
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mFrontBufferRotation = oldBufferRotation;
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MOZ_ASSERT(mFrontClient);
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ContentClientRemoteBuffer::SwapBuffers(aFrontUpdatedRegion);
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}
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void
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ContentClientDoubleBuffered::BeginPaint()
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{
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ContentClientRemoteBuffer::BeginPaint();
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mIsNewBuffer = false;
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if (!mFrontAndBackBufferDiffer) {
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return;
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}
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if (mDidSelfCopy) {
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// We can't easily draw our front buffer into us, since we're going to be
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// copying stuff around anyway it's easiest if we just move our situation
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// to non-rotated while we're at it. If this situation occurs we'll have
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// hit a self-copy path in PaintThebes before as well anyway.
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mBufferRect.MoveTo(mFrontBufferRect.TopLeft());
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mBufferRotation = nsIntPoint();
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return;
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}
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mBufferRect = mFrontBufferRect;
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mBufferRotation = mFrontBufferRotation;
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}
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// Sync front/back buffers content
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// After executing, the new back buffer has the same (interesting) pixels as
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// the new front buffer, and mValidRegion et al. are correct wrt the new
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// back buffer (i.e. as they were for the old back buffer)
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void
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ContentClientDoubleBuffered::FinalizeFrame(const nsIntRegion& aRegionToDraw)
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{
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if (mTextureClient) {
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DebugOnly<bool> locked = mTextureClient->Lock(OPEN_READ_WRITE);
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MOZ_ASSERT(locked);
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}
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if (mTextureClientOnWhite) {
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DebugOnly<bool> locked = mTextureClientOnWhite->Lock(OPEN_READ_WRITE);
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MOZ_ASSERT(locked);
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}
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if (!mFrontAndBackBufferDiffer) {
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MOZ_ASSERT(!mDidSelfCopy, "If we have to copy the world, then our buffers are different, right?");
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return;
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}
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MOZ_ASSERT(mFrontClient);
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MOZ_LAYERS_LOG(("BasicShadowableThebes(%p): reading back <x=%d,y=%d,w=%d,h=%d>",
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this,
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mFrontUpdatedRegion.GetBounds().x,
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mFrontUpdatedRegion.GetBounds().y,
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mFrontUpdatedRegion.GetBounds().width,
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mFrontUpdatedRegion.GetBounds().height));
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mFrontAndBackBufferDiffer = false;
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nsIntRegion updateRegion = mFrontUpdatedRegion;
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if (mDidSelfCopy) {
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mDidSelfCopy = false;
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updateRegion = mBufferRect;
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}
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// No point in sync'ing what we are going to draw over anyway. And if there is
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// nothing to sync at all, there is nothing to do and we can go home early.
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updateRegion.Sub(updateRegion, aRegionToDraw);
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if (updateRegion.IsEmpty()) {
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return;
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}
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// We need to ensure that we lock these two buffers in the same
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// order as the compositor to prevent deadlocks.
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if (!mFrontClient->Lock(OPEN_READ_ONLY)) {
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return;
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}
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if (mFrontClientOnWhite &&
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!mFrontClientOnWhite->Lock(OPEN_READ_ONLY)) {
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mFrontClient->Unlock();
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return;
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}
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{
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// Restrict the DrawTargets and frontBuffer to a scope to make
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// sure there is no more external references to the DrawTargets
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// when we Unlock the TextureClients.
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RefPtr<DrawTarget> dt = mFrontClient->GetAsDrawTarget();
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RefPtr<DrawTarget> dtOnWhite = mFrontClientOnWhite
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? mFrontClientOnWhite->GetAsDrawTarget()
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: nullptr;
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RotatedBuffer frontBuffer(dt,
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dtOnWhite,
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mFrontBufferRect,
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mFrontBufferRotation);
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UpdateDestinationFrom(frontBuffer, updateRegion);
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}
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mFrontClient->Unlock();
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if (mFrontClientOnWhite) {
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mFrontClientOnWhite->Unlock();
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}
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}
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void
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ContentClientDoubleBuffered::UpdateDestinationFrom(const RotatedBuffer& aSource,
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const nsIntRegion& aUpdateRegion)
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{
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DrawIterator iter;
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while (DrawTarget* destDT =
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BorrowDrawTargetForQuadrantUpdate(aUpdateRegion.GetBounds(), BUFFER_BLACK, &iter)) {
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bool isClippingCheap = IsClippingCheap(destDT, iter.mDrawRegion);
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if (isClippingCheap) {
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gfxUtils::ClipToRegion(destDT, iter.mDrawRegion);
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}
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aSource.DrawBufferWithRotation(destDT, BUFFER_BLACK, 1.0, CompositionOp::OP_SOURCE);
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if (isClippingCheap) {
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destDT->PopClip();
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}
|
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// 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(OPEN_READ_WRITE);
|
|
MOZ_ASSERT(locked);
|
|
}
|
|
if (mTextureClientOnWhite) {
|
|
DebugOnly<bool> locked = mTextureClientOnWhite->Lock(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)));
|
|
}
|
|
}
|
|
|
|
RotatedContentBuffer::PaintState
|
|
ContentClientIncremental::BeginPaintBuffer(ThebesLayer* aLayer,
|
|
uint32_t aFlags)
|
|
{
|
|
mTextureInfo.mDeprecatedTextureHostFlags = 0;
|
|
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 & TEXTURE_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)) {
|
|
// 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;
|
|
|
|
uint32_t bufferFlags = canHaveRotation ? TEXTURE_ALLOW_REPEAT : 0;
|
|
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
|
|
bufferFlags |= TEXTURE_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 = TEXTURE_HOST_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,
|
|
TextureFront,
|
|
mUpdateDescriptor,
|
|
aRegionToDraw,
|
|
mBufferRect,
|
|
mBufferRotation);
|
|
mUpdateDescriptor = SurfaceDescriptor();
|
|
}
|
|
if (IsSurfaceDescriptorValid(mUpdateDescriptorOnWhite)) {
|
|
mForwarder->UpdateTextureIncremental(this,
|
|
TextureOnWhiteFront,
|
|
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);
|
|
}
|
|
|
|
}
|
|
}
|