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483 lines
18 KiB
C++
483 lines
18 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/TiledContentClient.h"
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#include "mozilla/gfx/2D.h"
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#include "mozilla/MathAlgorithms.h"
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#include "ClientTiledThebesLayer.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(gfxASurface* 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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using namespace gfx;
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namespace layers {
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TiledContentClient::TiledContentClient(ClientTiledThebesLayer* aThebesLayer,
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ClientLayerManager* aManager)
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: CompositableClient(aManager->AsShadowForwarder())
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, mTiledBuffer(aThebesLayer, aManager)
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, mLowPrecisionTiledBuffer(aThebesLayer, aManager)
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{
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MOZ_COUNT_CTOR(TiledContentClient);
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mLowPrecisionTiledBuffer.SetResolution(gfxPlatform::GetLowPrecisionResolution());
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}
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void
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TiledContentClient::LockCopyAndWrite(TiledBufferType aType)
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{
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// Create a heap copy owned and released by the compositor. This is needed
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// since we're sending this over an async message and content needs to be
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// be able to modify the tiled buffer in the next transaction.
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// TODO: Remove me once Bug 747811 lands.
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BasicTiledLayerBuffer* buffer = aType == LOW_PRECISION_TILED_BUFFER
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? &mLowPrecisionTiledBuffer
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: &mTiledBuffer;
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BasicTiledLayerBuffer* heapCopy = new BasicTiledLayerBuffer(buffer->DeepCopy());
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buffer->ReadLock();
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mForwarder->PaintedTiledLayerBuffer(this, heapCopy);
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buffer->ClearPaintedRegion();
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}
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BasicTiledLayerBuffer::BasicTiledLayerBuffer(ClientTiledThebesLayer* aThebesLayer,
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ClientLayerManager* aManager)
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: mThebesLayer(aThebesLayer)
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, mManager(aManager)
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, mLastPaintOpaque(false)
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{
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}
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bool
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BasicTiledLayerBuffer::HasFormatChanged() const
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{
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return mThebesLayer->CanUseOpaqueSurface() != mLastPaintOpaque;
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}
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gfxASurface::gfxContentType
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BasicTiledLayerBuffer::GetContentType() const
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{
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if (mThebesLayer->CanUseOpaqueSurface()) {
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return gfxASurface::CONTENT_COLOR;
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} else {
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return gfxASurface::CONTENT_COLOR_ALPHA;
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}
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}
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void
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BasicTiledLayerBuffer::PaintThebes(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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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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// XXX The single-tile case doesn't work at the moment, see bug 850396
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/*
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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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*/
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if (useSinglePaintBuffer) {
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const nsIntRect bounds = aPaintRegion.GetBounds();
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{
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PROFILER_LABEL("BasicTiledLayerBuffer", "PaintThebesSingleBufferAlloc");
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mSinglePaintBuffer = new gfxImageSurface(
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gfxIntSize(ceilf(bounds.width * mResolution),
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ceilf(bounds.height * mResolution)),
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gfxPlatform::GetPlatform()->OptimalFormatForContent(GetContentType()), !mThebesLayer->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->Scale(mResolution, mResolution);
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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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PROFILER_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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PROFILER_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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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.IsPlaceholderTile()) {
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RefPtr<DeprecatedTextureClient> textureClient =
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new DeprecatedTextureClientTile(mManager, TextureInfo(BUFFER_TILED));
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aTile.mDeprecatedTextureClient = static_cast<DeprecatedTextureClientTile*>(textureClient.get());
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}
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aTile.mDeprecatedTextureClient->EnsureAllocated(gfx::IntSize(GetTileLength(), GetTileLength()), GetContentType());
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gfxASurface* writableSurface = aTile.mDeprecatedTextureClient->LockImageSurface();
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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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gfxRect drawRect(aDirtyRect.x - aTileOrigin.x, aDirtyRect.y - aTileOrigin.y,
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aDirtyRect.width, aDirtyRect.height);
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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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mResolution,
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(mSinglePaintBufferOffset.y - aDirtyRect.y + drawRect.y) *
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mResolution));
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drawRect.Scale(mResolution, mResolution);
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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->Scale(mResolution, mResolution);
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ctxt->Translate(gfxPoint(-aTileOrigin.x, -aTileOrigin.y));
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nsIntPoint a = nsIntPoint(aTileOrigin.x, aTileOrigin.y);
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mCallback(mThebesLayer, ctxt,
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nsIntRegion(nsIntRect(a, nsIntSize(GetScaledTileLength(),
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GetScaledTileLength()))),
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nsIntRegion(), mCallbackData);
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}
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#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
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DrawDebugOverlay(writableSurface, aTileOrigin.x * mResolution,
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aTileOrigin.y * mResolution);
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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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PROFILER_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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static nsIntRect
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RoundedTransformViewportBounds(const gfx::Rect& aViewport,
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const CSSPoint& 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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BasicTiledLayerBuffer::ComputeProgressiveUpdateRegion(const nsIntRegion& aInvalidRegion,
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const nsIntRegion& aOldValidRegion,
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nsIntRegion& aRegionToPaint,
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BasicTiledLayerPaintData* aPaintData,
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bool aIsRepeated)
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{
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aRegionToPaint = aInvalidRegion;
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// If this is a low precision buffer, we force progressive updates. The
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// assumption is that the contents is less important, so visual coherency
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// is lower priority than speed.
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bool drawingLowPrecision = IsLowPrecision();
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// Find out if we have any non-stale content to update.
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nsIntRegion staleRegion;
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staleRegion.And(aInvalidRegion, aOldValidRegion);
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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 (mManager->ProgressiveUpdateCallback(!staleRegion.Contains(aInvalidRegion),
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viewport,
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scaleX, scaleY, !drawingLowPrecision)) {
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PROFILER_LABEL("ContentClient", "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, aPaintData->mScrollOffset, aPaintData->mResolution,
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scaleX, scaleY, aPaintData->mTransformScreenToLayer);
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// Paint tiles that have stale content or that intersected with the screen
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// at the time of issuing the draw command in a single transaction first.
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// This is to avoid rendering glitches on animated page content, and when
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// layers change size/shape.
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nsIntRect criticalViewportRect = roundedTransformedViewport.Intersect(aPaintData->mCompositionBounds);
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aRegionToPaint.And(aInvalidRegion, criticalViewportRect);
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aRegionToPaint.Or(aRegionToPaint, staleRegion);
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bool drawingStale = !aRegionToPaint.IsEmpty();
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if (!drawingStale) {
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aRegionToPaint = aInvalidRegion;
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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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// Paint area that's visible and overlaps previously valid content to avoid
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// visible glitches in animated elements, such as gifs.
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bool paintInSingleTransaction = paintVisible && (drawingStale || aPaintData->mFirstPaint);
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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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int tileLength = GetScaledTileLength();
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if (aPaintData->mScrollOffset.x >= aPaintData->mLastScrollOffset.x) {
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startX = RoundDownToTileEdge(paintBounds.x);
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incX = tileLength;
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} else {
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startX = RoundDownToTileEdge(paintBounds.XMost() - 1);
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incX = -tileLength;
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}
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if (aPaintData->mScrollOffset.y >= aPaintData->mLastScrollOffset.y) {
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startY = RoundDownToTileEdge(paintBounds.y);
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incY = tileLength;
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} else {
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startY = RoundDownToTileEdge(paintBounds.YMost() - 1);
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incY = -tileLength;
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}
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// Find a tile to draw.
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nsIntRect tileBounds(startX, startY, tileLength, tileLength);
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int32_t scrollDiffX = aPaintData->mScrollOffset.x - aPaintData->mLastScrollOffset.x;
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int32_t scrollDiffY = aPaintData->mScrollOffset.y - aPaintData->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 (Abs(scrollDiffY) >= 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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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 need to draw more than one tile to maintain coherency, make
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// sure it happens in the same transaction by requesting this work be
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// repeated immediately.
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// If this is unnecessary, the remaining work will be done tile-by-tile in
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// subsequent transactions.
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if (!drawingLowPrecision && paintInSingleTransaction) {
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return true;
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}
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mManager->SetRepeatTransaction();
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return false;
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}
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// We're not repeating painting and we've not requested a repeat transaction,
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// so the paint is finished. If there's still a separate low precision
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// paint to do, it will get marked as unfinished later.
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aPaintData->mPaintFinished = true;
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return false;
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}
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bool
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BasicTiledLayerBuffer::ProgressiveUpdate(nsIntRegion& aValidRegion,
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nsIntRegion& aInvalidRegion,
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const nsIntRegion& aOldValidRegion,
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BasicTiledLayerPaintData* aPaintData,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData)
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{
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bool repeat = false;
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bool isBufferChanged = 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(aInvalidRegion,
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aOldValidRegion,
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regionToPaint,
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aPaintData,
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repeat);
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// There's no further work to be done.
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if (regionToPaint.IsEmpty()) {
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break;
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}
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isBufferChanged = true;
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// Keep track of what we're about to refresh.
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aValidRegion.Or(aValidRegion, regionToPaint);
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// aValidRegion may 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(aValidRegion, aOldValidRegion);
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// Paint the computed region and subtract it from the invalid region.
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PaintThebes(validOrStale, regionToPaint, aCallback, aCallbackData);
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aInvalidRegion.Sub(aInvalidRegion, regionToPaint);
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} while (repeat);
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// Return false if nothing has been drawn, or give what has been drawn
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// to the shadow layer to upload.
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return isBufferChanged;
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}
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BasicTiledLayerBuffer
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BasicTiledLayerBuffer::DeepCopy() const
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{
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BasicTiledLayerBuffer result = *this;
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for (size_t i = 0; i < result.mRetainedTiles.Length(); i++) {
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if (result.mRetainedTiles[i].IsPlaceholderTile()) continue;
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result.mRetainedTiles[i].mDeprecatedTextureClient =
|
|
new DeprecatedTextureClientTile(*result.mRetainedTiles[i].mDeprecatedTextureClient);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
}
|
|
}
|