gecko/layout/base/FrameLayerBuilder.cpp

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
2012-05-21 04:12:37 -07:00
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "FrameLayerBuilder.h"
#include "nsDisplayList.h"
#include "nsPresContext.h"
#include "nsLayoutUtils.h"
#include "Layers.h"
#include "BasicLayers.h"
#include "nsSubDocumentFrame.h"
#include "nsCSSRendering.h"
#include "nsCSSFrameConstructor.h"
#include "gfxUtils.h"
#include "nsImageFrame.h"
#include "nsRenderingContext.h"
#include "MaskLayerImageCache.h"
#include "nsPrintfCString.h"
#include "LayerTreeInvalidation.h"
#include "nsSVGIntegrationUtils.h"
#include "mozilla/Preferences.h"
#include "sampler.h"
#ifdef DEBUG
#include <stdio.h>
//#define DEBUG_INVALIDATIONS
#endif
using namespace mozilla::layers;
namespace mozilla {
/**
* This is the userdata we associate with a layer manager.
*/
class LayerManagerData : public LayerUserData {
public:
LayerManagerData() :
mInvalidateAllLayers(false)
{
MOZ_COUNT_CTOR(LayerManagerData);
mFramesWithLayers.Init();
}
~LayerManagerData() {
MOZ_COUNT_DTOR(LayerManagerData);
// Remove display item data properties now, since we won't be able
// to find these frames again without mFramesWithLayers.
mFramesWithLayers.EnumerateEntries(
FrameLayerBuilder::RemoveDisplayItemDataForFrame, this);
}
/**
* Tracks which frames have layers associated with them.
*/
nsTHashtable<FrameLayerBuilder::DisplayItemDataEntry> mFramesWithLayers;
bool mInvalidateAllLayers;
};
/* static */ void
FrameLayerBuilder::DestroyDisplayItemDataFor(nsIFrame* aFrame)
{
FrameProperties props = aFrame->Properties();
props.Delete(LayerManagerDataProperty());
props.Delete(LayerManagerSecondaryDataProperty());
}
namespace {
// a global cache of image containers used for mask layers
static MaskLayerImageCache* gMaskLayerImageCache = nsnull;
static inline MaskLayerImageCache* GetMaskLayerImageCache()
{
if (!gMaskLayerImageCache) {
gMaskLayerImageCache = new MaskLayerImageCache();
}
return gMaskLayerImageCache;
}
/**
* This is a helper object used to build up the layer children for
* a ContainerLayer.
*/
class ContainerState {
public:
ContainerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
FrameLayerBuilder* aLayerBuilder,
nsIFrame* aContainerFrame,
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
ContainerLayer* aContainerLayer,
const FrameLayerBuilder::ContainerParameters& aParameters) :
mBuilder(aBuilder), mManager(aManager),
mLayerBuilder(aLayerBuilder),
mContainerFrame(aContainerFrame), mContainerLayer(aContainerLayer),
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
mParameters(aParameters),
mNextFreeRecycledThebesLayer(0)
{
nsPresContext* presContext = aContainerFrame->PresContext();
mAppUnitsPerDevPixel = presContext->AppUnitsPerDevPixel();
// When AllowResidualTranslation is false, display items will be drawn
// scaled with a translation by integer pixels, so we know how the snapping
// will work.
mSnappingEnabled = aManager->IsSnappingEffectiveTransforms() &&
!mParameters.AllowResidualTranslation();
mRecycledMaskImageLayers.Init();
CollectOldLayers();
}
enum ProcessDisplayItemsFlags {
NO_COMPONENT_ALPHA = 0x01,
};
/**
* This is the method that actually walks a display list and builds
* the child layers. We invoke it recursively to process clipped sublists.
* @param aClipRect the clip rect to apply to the list items, or null
* if no clipping is required
*/
void ProcessDisplayItems(const nsDisplayList& aList,
FrameLayerBuilder::Clip& aClip,
PRUint32 aFlags);
/**
* This finalizes all the open ThebesLayers by popping every element off
* mThebesLayerDataStack, then sets the children of the container layer
* to be all the layers in mNewChildLayers in that order and removes any
* layers as children of the container that aren't in mNewChildLayers.
* @param aTextContentFlags if any child layer has CONTENT_COMPONENT_ALPHA,
* set *aTextContentFlags to CONTENT_COMPONENT_ALPHA
*/
void Finish(PRUint32 *aTextContentFlags, LayerManagerData* aData);
nsRect GetChildrenBounds() { return mBounds; }
nscoord GetAppUnitsPerDevPixel() { return mAppUnitsPerDevPixel; }
nsIntRect ScaleToNearestPixels(const nsRect& aRect)
{
return aRect.ScaleToNearestPixels(mParameters.mXScale, mParameters.mYScale,
mAppUnitsPerDevPixel);
}
nsIntRect ScaleToOutsidePixels(const nsRect& aRect, bool aSnap)
{
if (aSnap && mSnappingEnabled) {
return ScaleToNearestPixels(aRect);
}
return aRect.ScaleToOutsidePixels(mParameters.mXScale, mParameters.mYScale,
mAppUnitsPerDevPixel);
}
nsIntRect ScaleToInsidePixels(const nsRect& aRect, bool aSnap)
{
if (aSnap && mSnappingEnabled) {
return ScaleToNearestPixels(aRect);
}
return aRect.ScaleToInsidePixels(mParameters.mXScale, mParameters.mYScale,
mAppUnitsPerDevPixel);
}
protected:
/**
* We keep a stack of these to represent the ThebesLayers that are
* currently available to have display items added to.
* We use a stack here because as much as possible we want to
* assign display items to existing ThebesLayers, and to the lowest
* ThebesLayer in z-order. This reduces the number of layers and
* makes it more likely a display item will be rendered to an opaque
* layer, giving us the best chance of getting subpixel AA.
*/
class ThebesLayerData {
public:
ThebesLayerData() :
mActiveScrolledRoot(nsnull), mLayer(nsnull),
mIsSolidColorInVisibleRegion(false),
mNeedComponentAlpha(false),
mForceTransparentSurface(false),
mImage(nsnull),
mCommonClipCount(-1) {}
/**
* Record that an item has been added to the ThebesLayer, so we
* need to update our regions.
* @param aVisibleRect the area of the item that's visible
* @param aDrawRect the area of the item that would be drawn if it
* was completely visible
* @param aOpaqueRect if non-null, the area of the item that's opaque.
* We pass in a separate opaque rect because the opaque rect can be
* bigger than the visible rect, and we want to have the biggest
* opaque rect that we can.
* @param aSolidColor if non-null, the visible area of the item is
* a constant color given by *aSolidColor
*/
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
void Accumulate(ContainerState* aState,
nsDisplayItem* aItem,
const nsIntRect& aVisibleRect,
const nsIntRect& aDrawRect,
const FrameLayerBuilder::Clip& aClip);
nsIFrame* GetActiveScrolledRoot() { return mActiveScrolledRoot; }
/**
* If this represents only a nsDisplayImage, and the image type
* supports being optimized to an ImageLayer (TYPE_RASTER only) returns
* an ImageContainer for the image.
*/
already_AddRefed<ImageContainer> CanOptimizeImageLayer();
/**
* The region of visible content in the layer, relative to the
* container layer (which is at the snapped top-left of the display
* list reference frame).
*/
nsIntRegion mVisibleRegion;
/**
* The region of visible content above the layer and below the
* next ThebesLayerData currently in the stack, if any. Note that not
* all ThebesLayers for the container are in the ThebesLayerData stack.
* Same coordinate system as mVisibleRegion.
* This is a conservative approximation: it contains the true region.
*/
nsIntRegion mVisibleAboveRegion;
/**
* The region containing the bounds of all display items in the layer,
* regardless of visbility.
* Same coordinate system as mVisibleRegion.
* This is a conservative approximation: it contains the true region.
*/
nsIntRegion mDrawRegion;
/**
* The region containing the bounds of all display items (regardless
* of visibility) in the layer and below the next ThebesLayerData
* currently in the stack, if any.
* Note that not all ThebesLayers for the container are in the
* ThebesLayerData stack.
* Same coordinate system as mVisibleRegion.
*/
nsIntRegion mDrawAboveRegion;
/**
* The region of visible content in the layer that is opaque.
* Same coordinate system as mVisibleRegion.
*/
nsIntRegion mOpaqueRegion;
/**
* The "active scrolled root" for all content in the layer. Must
* be non-null; all content in a ThebesLayer must have the same
* active scrolled root.
*/
nsIFrame* mActiveScrolledRoot;
ThebesLayer* mLayer;
/**
* If mIsSolidColorInVisibleRegion is true, this is the color of the visible
* region.
*/
nscolor mSolidColor;
/**
* True if every pixel in mVisibleRegion will have color mSolidColor.
*/
bool mIsSolidColorInVisibleRegion;
/**
* True if there is any text visible in the layer that's over
* transparent pixels in the layer.
*/
bool mNeedComponentAlpha;
/**
* Set if the layer should be treated as transparent, even if its entire
* area is covered by opaque display items. For example, this needs to
* be set if something is going to "punch holes" in the layer by clearing
* part of its surface.
*/
bool mForceTransparentSurface;
/**
* Stores the pointer to the nsDisplayImage if we want to
* convert this to an ImageLayer.
*/
nsDisplayImage* mImage;
/**
* Stores the clip that we need to apply to the image or, if there is no
* image, a clip for SOME item in the layer. There is no guarantee which
* item's clip will be stored here and mItemClip should not be used to clip
* the whole layer - only some part of the clip should be used, as determined
* by ThebesDisplayItemLayerUserData::GetCommonClipCount() - which may even be
* no part at all.
*/
FrameLayerBuilder::Clip mItemClip;
/**
* The first mCommonClipCount rounded rectangle clips are identical for
* all items in the layer.
* -1 if there are no items in the layer; must be >=0 by the time that this
* data is popped from the stack.
*/
PRInt32 mCommonClipCount;
/*
* Updates mCommonClipCount by checking for rounded rect clips in common
* between the clip on a new item (aCurrentClip) and the common clips
* on items already in the layer (the first mCommonClipCount rounded rects
* in mItemClip).
*/
void UpdateCommonClipCount(const FrameLayerBuilder::Clip& aCurrentClip);
};
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
friend class ThebesLayerData;
/**
* Grab the next recyclable ThebesLayer, or create one if there are no
* more recyclable ThebesLayers. Does any necessary invalidation of
* a recycled ThebesLayer, and sets up the transform on the ThebesLayer
* to account for scrolling.
*/
already_AddRefed<ThebesLayer> CreateOrRecycleThebesLayer(nsIFrame* aActiveScrolledRoot);
/**
* Grab the next recyclable ColorLayer, or create one if there are no
* more recyclable ColorLayers.
*/
already_AddRefed<ColorLayer> CreateOrRecycleColorLayer(ThebesLayer* aThebes);
/**
* Grab the next recyclable ImageLayer, or create one if there are no
* more recyclable ImageLayers.
*/
already_AddRefed<ImageLayer> CreateOrRecycleImageLayer(ThebesLayer* aThebes);
/**
* Grab a recyclable ImageLayer for use as a mask layer for aLayer (that is a
* mask layer which has been used for aLayer before), or create one if such
* a layer doesn't exist.
*/
already_AddRefed<ImageLayer> CreateOrRecycleMaskImageLayerFor(Layer* aLayer);
/**
* Grabs all ThebesLayers and ColorLayers from the ContainerLayer and makes them
* available for recycling.
*/
void CollectOldLayers();
/**
* If aItem used to belong to a ThebesLayer, invalidates the area of
* aItem in that layer. If aNewLayer is a ThebesLayer, invalidates the area of
* aItem in that layer.
*/
void InvalidateForLayerChange(nsDisplayItem* aItem, Layer* aNewLayer, const FrameLayerBuilder::Clip& aClip);
/**
* Try to determine whether the ThebesLayer at aThebesLayerIndex
* has a single opaque color behind it, over the entire bounds of its visible
* region.
* If successful, return that color, otherwise return NS_RGBA(0,0,0,0).
*/
nscolor FindOpaqueBackgroundColorFor(PRInt32 aThebesLayerIndex);
/**
* Indicate that we are done adding items to the ThebesLayer at the top of
* mThebesLayerDataStack. Set the final visible region and opaque-content
* flag, and pop it off the stack.
*/
void PopThebesLayerData();
/**
* Find the ThebesLayer to which we should assign the next display item.
* We scan the ThebesLayerData stack to find the topmost ThebesLayer
* that is compatible with the display item (i.e., has the same
* active scrolled root), and that has no content from other layers above
* it and intersecting the aVisibleRect.
* Returns the layer, and also updates the ThebesLayerData. Will
* push a new ThebesLayerData onto the stack if no suitable existing
* layer is found. If we choose a ThebesLayer that's already on the
* ThebesLayerData stack, later elements on the stack will be popped off.
* @param aVisibleRect the area of the next display item that's visible
* @param aActiveScrolledRoot the active scrolled root for the next
* display item
* @param aOpaqueRect if non-null, a region of the display item that is opaque
* @param aSolidColor if non-null, indicates that every pixel in aVisibleRect
* will be painted with aSolidColor by the item
*/
ThebesLayerData* FindThebesLayerFor(nsDisplayItem* aItem,
const nsIntRect& aVisibleRect,
const nsIntRect& aDrawRect,
const FrameLayerBuilder::Clip& aClip,
nsIFrame* aActiveScrolledRoot);
ThebesLayerData* GetTopThebesLayerData()
{
return mThebesLayerDataStack.IsEmpty() ? nsnull
: mThebesLayerDataStack[mThebesLayerDataStack.Length() - 1].get();
}
/* Build a mask layer to represent the clipping region. Will return null if
* there is no clipping specified or a mask layer cannot be built.
* Builds an ImageLayer for the appropriate backend; the mask is relative to
* aLayer's visible region.
* aLayer is the layer to be clipped.
* aRoundedRectClipCount is used when building mask layers for ThebesLayers,
* SetupMaskLayer will build a mask layer for only the first
* aRoundedRectClipCount rounded rects in aClip
*/
void SetupMaskLayer(Layer *aLayer, const FrameLayerBuilder::Clip& aClip,
PRUint32 aRoundedRectClipCount = PR_UINT32_MAX);
nsDisplayListBuilder* mBuilder;
LayerManager* mManager;
FrameLayerBuilder* mLayerBuilder;
nsIFrame* mContainerFrame;
ContainerLayer* mContainerLayer;
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
FrameLayerBuilder::ContainerParameters mParameters;
/**
* The region of ThebesLayers that should be invalidated every time
* we recycle one.
*/
nsIntRegion mInvalidThebesContent;
nsRect mBounds;
nsAutoTArray<nsAutoPtr<ThebesLayerData>,1> mThebesLayerDataStack;
/**
* We collect the list of children in here. During ProcessDisplayItems,
* the layers in this array either have mContainerLayer as their parent,
* or no parent.
*/
typedef nsAutoTArray<nsRefPtr<Layer>,1> AutoLayersArray;
AutoLayersArray mNewChildLayers;
nsTArray<nsRefPtr<ThebesLayer> > mRecycledThebesLayers;
nsDataHashtable<nsPtrHashKey<Layer>, nsRefPtr<ImageLayer> >
mRecycledMaskImageLayers;
PRUint32 mNextFreeRecycledThebesLayer;
nscoord mAppUnitsPerDevPixel;
bool mSnappingEnabled;
};
class ThebesDisplayItemLayerUserData : public LayerUserData
{
public:
ThebesDisplayItemLayerUserData() :
mForcedBackgroundColor(NS_RGBA(0,0,0,0)),
mXScale(1.f), mYScale(1.f),
mActiveScrolledRootPosition(0, 0) {}
/**
* A color that should be painted over the bounds of the layer's visible
* region before any other content is painted.
*/
nscolor mForcedBackgroundColor;
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
/**
* The resolution scale used.
*/
float mXScale, mYScale;
/**
* We try to make 0,0 of the ThebesLayer be the top-left of the
* border-box of the "active scrolled root" frame (i.e. the nearest ancestor
* frame for the display items that is being actively scrolled). But
* we force the ThebesLayer transform to be an integer translation, and we may
* have a resolution scale, so we have to snap the ThebesLayer transform, so
* 0,0 may not be exactly the top-left of the active scrolled root. Here we
* store the coordinates in ThebesLayer space of the top-left of the
* active scrolled root.
*/
gfxPoint mActiveScrolledRootPosition;
nsIntRegion mRegionToInvalidate;
nsRefPtr<ColorLayer> mColorLayer;
nsRefPtr<ImageLayer> mImageLayer;
};
/*
* User data for layers which will be used as masks.
*/
struct MaskLayerUserData : public LayerUserData
{
MaskLayerUserData() : mImageKey(nsnull) {}
bool
operator== (const MaskLayerUserData& aOther) const
{
return mRoundedClipRects == aOther.mRoundedClipRects &&
mScaleX == aOther.mScaleX &&
mScaleY == aOther.mScaleY;
}
nsRefPtr<const MaskLayerImageCache::MaskLayerImageKey> mImageKey;
// properties of the mask layer; the mask layer may be re-used if these
// remain unchanged.
nsTArray<FrameLayerBuilder::Clip::RoundedRect> mRoundedClipRects;
// scale from the masked layer which is applied to the mask
float mScaleX, mScaleY;
};
/**
* The address of gThebesDisplayItemLayerUserData is used as the user
* data key for ThebesLayers created by FrameLayerBuilder.
* It identifies ThebesLayers used to draw non-layer content, which are
* therefore eligible for recycling. We want display items to be able to
* create their own dedicated ThebesLayers in BuildLayer, if necessary,
* and we wouldn't want to accidentally recycle those.
* The user data is a ThebesDisplayItemLayerUserData.
*/
PRUint8 gThebesDisplayItemLayerUserData;
/**
* The address of gColorLayerUserData is used as the user
* data key for ColorLayers created by FrameLayerBuilder.
* The user data is null.
*/
PRUint8 gColorLayerUserData;
/**
* The address of gImageLayerUserData is used as the user
* data key for ImageLayers created by FrameLayerBuilder.
* The user data is null.
*/
PRUint8 gImageLayerUserData;
/**
* The address of gLayerManagerUserData is used as the user
* data key for retained LayerManagers managed by FrameLayerBuilder.
* The user data is a LayerManagerData.
*/
PRUint8 gLayerManagerUserData;
/**
* The address of gMaskLayerUserData is used as the user
* data key for mask layers managed by FrameLayerBuilder.
* The user data is a MaskLayerUserData.
*/
PRUint8 gMaskLayerUserData;
/**
* Helper functions for getting user data and casting it to the correct type.
* aLayer is the layer where the user data is stored.
*/
MaskLayerUserData* GetMaskLayerUserData(Layer* aLayer)
{
return static_cast<MaskLayerUserData*>(aLayer->GetUserData(&gMaskLayerUserData));
}
ThebesDisplayItemLayerUserData* GetThebesDisplayItemLayerUserData(Layer* aLayer)
{
return static_cast<ThebesDisplayItemLayerUserData*>(
aLayer->GetUserData(&gThebesDisplayItemLayerUserData));
}
} // anonymous namespace
PRUint8 gLayerManagerLayerBuilder;
PRUint8 gLayerManagerSecondary;
bool FrameLayerBuilder::sWidgetManagerSecondary = nsnull;
/* static */ const FramePropertyDescriptor*
FrameLayerBuilder::GetDescriptorForManager(LayerManager* aManager)
{
bool secondary = sWidgetManagerSecondary;
if (aManager) {
secondary = !!static_cast<LayerManagerSecondary*>(aManager->GetUserData(&gLayerManagerSecondary));
}
return secondary ? LayerManagerSecondaryDataProperty() : LayerManagerDataProperty();
}
LayerManagerData*
FrameLayerBuilder::GetManagerData(nsIFrame* aFrame, LayerManager* aManager)
{
FrameProperties props = aFrame->Properties();
return static_cast<LayerManagerData*>(props.Get(GetDescriptorForManager(aManager)));
}
void
FrameLayerBuilder::SetManagerData(nsIFrame* aFrame, LayerManagerData* aData)
{
FrameProperties props = aFrame->Properties();
const FramePropertyDescriptor* desc = GetDescriptorForManager(nsnull);
props.Remove(desc);
if (aData) {
props.Set(desc, aData);
}
}
void
FrameLayerBuilder::ClearManagerData(nsIFrame* aFrame)
{
SetManagerData(aFrame, nsnull);
}
void
FrameLayerBuilder::ClearManagerData(nsIFrame* aFrame, LayerManagerData* aData)
{
NS_ABORT_IF_FALSE(aData, "Must have a widget manager to check for manager data!");
FrameProperties props = aFrame->Properties();
if (aData == static_cast<LayerManagerData*>(props.Get(LayerManagerDataProperty()))) {
props.Remove(LayerManagerDataProperty());
return;
}
if (aData == static_cast<LayerManagerData*>(props.Get(LayerManagerSecondaryDataProperty()))) {
props.Remove(LayerManagerSecondaryDataProperty());
return;
}
}
/* static */ void
FrameLayerBuilder::Shutdown()
{
if (gMaskLayerImageCache) {
delete gMaskLayerImageCache;
gMaskLayerImageCache = nsnull;
}
}
void
FrameLayerBuilder::Init(nsDisplayListBuilder* aBuilder)
{
mDisplayListBuilder = aBuilder;
mRootPresContext = aBuilder->ReferenceFrame()->PresContext()->GetRootPresContext();
if (mRootPresContext) {
mInitialDOMGeneration = mRootPresContext->GetDOMGeneration();
}
}
bool
FrameLayerBuilder::DisplayItemDataEntry::HasNonEmptyContainerLayer()
{
for (PRUint32 i = 0; i < mData.Length(); ++i) {
if (mData[i].mLayer->GetType() == Layer::TYPE_CONTAINER &&
mData[i].mLayerState != LAYER_ACTIVE_EMPTY)
return true;
}
return false;
}
void
FrameLayerBuilder::FlashPaint(gfxContext *aContext)
{
static bool sPaintFlashingEnabled;
static bool sPaintFlashingPrefCached = false;
if (!sPaintFlashingPrefCached) {
sPaintFlashingPrefCached = true;
mozilla::Preferences::AddBoolVarCache(&sPaintFlashingEnabled,
"nglayout.debug.paint_flashing");
}
if (sPaintFlashingEnabled) {
float r = float(rand()) / RAND_MAX;
float g = float(rand()) / RAND_MAX;
float b = float(rand()) / RAND_MAX;
aContext->SetColor(gfxRGBA(r, g, b, 0.2));
aContext->Paint();
}
}
nsTArray<FrameLayerBuilder::DisplayItemData>*
FrameLayerBuilder::GetDisplayItemDataArrayForFrame(nsIFrame* aFrame)
{
LayerManagerData* data = static_cast<LayerManagerData*>
(mRetainingManager->GetUserData(&gLayerManagerUserData));
if (!data) {
return nsnull;
}
DisplayItemDataEntry *entry = data->mFramesWithLayers.GetEntry(aFrame);
if (!entry)
return nsnull;
return &entry->mData;
}
nsACString&
AppendToString(nsACString& s, const nsIntRect& r,
const char* pfx="", const char* sfx="")
{
s += pfx;
s += nsPrintfCString(
"(x=%d, y=%d, w=%d, h=%d)",
r.x, r.y, r.width, r.height);
return s += sfx;
}
nsACString&
AppendToString(nsACString& s, const nsIntRegion& r,
const char* pfx="", const char* sfx="")
{
s += pfx;
nsIntRegionRectIterator it(r);
s += "< ";
while (const nsIntRect* sr = it.Next()) {
AppendToString(s, *sr) += "; ";
}
s += ">";
return s += sfx;
}
/**
* Invalidate aRegion in aLayer. aLayer is in the coordinate system
* *after* aTranslation has been applied, so we need to
* apply the inverse of that transform before calling InvalidateRegion.
*/
static void
InvalidatePostTransformRegion(ThebesLayer* aLayer, const nsIntRegion& aRegion,
const nsIntPoint& aTranslation)
{
// Convert the region from the coordinates of the container layer
// (relative to the snapped top-left of the display list reference frame)
// to the ThebesLayer's own coordinates
nsIntRegion rgn = aRegion;
rgn.MoveBy(-aTranslation);
aLayer->InvalidateRegion(rgn);
#ifdef DEBUG_INVALIDATIONS
nsCAutoString str;
AppendToString(str, rgn);
printf("Invalidating layer %p: %s\n", aLayer, str.get());
#endif
}
/**
* Some frames can have multiple, nested, retaining layer managers
* associated with them (normal manager, inactive managers, SVG effects).
* In these cases we store the 'outermost' LayerManager data property
* on the frame since we can walk down the chain from there.
*
* If one of these frames has just been destroyed, we will free the inner
* layer manager when removing the entry from mFramesWithLayers. Destroying
* the layer manager destroys the LayerManagerData and calls into
* RemoveDisplayItemDataForFrame. If the inner layer manager had any
* items with the same frame, then we attempt to retrieve properties
* from the deleted frame.
*
* Cache the destroyed frame pointer here so we can avoid crashing in this case.
*/
static nsIFrame* sDestroyedFrame = NULL;
/* static */ void
FrameLayerBuilder::RemoveFrameFromLayerManager(nsIFrame* aFrame,
void* aPropertyValue)
{
LayerManagerData *data = reinterpret_cast<LayerManagerData*>(aPropertyValue);
DisplayItemDataEntry *entry = data->mFramesWithLayers.GetEntry(aFrame);
for (PRUint32 i = 0; i < entry->mData.Length(); ++i) {
ThebesLayer* t = entry->mData[i].mLayer->AsThebesLayer();
if (t) {
ThebesDisplayItemLayerUserData* data =
static_cast<ThebesDisplayItemLayerUserData*>(t->GetUserData(&gThebesDisplayItemLayerUserData));
if (data) {
nsRegion old = entry->mData[i].mGeometry->ComputeInvalidationRegion();
nsIntRegion rgn = old.ScaleToOutsidePixels(data->mXScale, data->mYScale, entry->mData[i].mGeometry->mAppUnitsPerDevPixel);
rgn.MoveBy(-entry->mData[i].mGeometry->mPaintOffset);
data->mRegionToInvalidate.Or(data->mRegionToInvalidate, rgn);
}
}
}
sDestroyedFrame = aFrame;
data->mFramesWithLayers.RemoveEntry(aFrame);
sDestroyedFrame = NULL;
}
void
FrameLayerBuilder::DidBeginRetainedLayerTransaction(LayerManager* aManager)
{
mRetainingManager = aManager;
LayerManagerData* data = static_cast<LayerManagerData*>
(aManager->GetUserData(&gLayerManagerUserData));
if (data) {
mInvalidateAllLayers = data->mInvalidateAllLayers;
} else {
data = new LayerManagerData();
aManager->SetUserData(&gLayerManagerUserData, data);
}
}
/**
* A helper function to remove the mThebesLayerItems entries for every
* layer in aLayer's subtree.
*/
void
FrameLayerBuilder::RemoveThebesItemsForLayerSubtree(Layer* aLayer)
{
ThebesLayer* thebes = aLayer->AsThebesLayer();
if (thebes) {
mThebesLayerItems.RemoveEntry(thebes);
return;
}
for (Layer* child = aLayer->GetFirstChild(); child;
child = child->GetNextSibling()) {
RemoveThebesItemsForLayerSubtree(child);
}
}
void
FrameLayerBuilder::DidEndTransaction()
{
GetMaskLayerImageCache()->Sweep();
}
void
FrameLayerBuilder::WillEndTransaction()
{
if (!mRetainingManager) {
return;
}
// We need to save the data we'll need to support retaining.
LayerManagerData* data = static_cast<LayerManagerData*>
(mRetainingManager->GetUserData(&gLayerManagerUserData));
NS_ASSERTION(data, "Must have data!");
// Update all the frames that used to have layers.
data->mFramesWithLayers.EnumerateEntries(UpdateDisplayItemDataForFrame, this);
// Now go through all the frames that didn't have any retained
// display items before, and record those retained display items.
// This also empties mNewDisplayItemData.
mNewDisplayItemData.EnumerateEntries(StoreNewDisplayItemData, data);
data->mInvalidateAllLayers = false;
}
/* static */ PLDHashOperator
FrameLayerBuilder::ProcessRemovedDisplayItems(DisplayItemDataEntry* aEntry,
void* aUserArg)
{
Layer* layer = static_cast<Layer*>(aUserArg);
for (PRUint32 i = 0; i < aEntry->mData.Length(); ++i) {
DisplayItemData& item = aEntry->mData[i];
ThebesLayer* t = item.mLayer->AsThebesLayer();
if (!item.mUsed && t && item.mLayer == layer) {
#ifdef DEBUG_INVALIDATIONS
printf("Invalidating unused display item (%i) belonging to frame %p from layer %p\n", item.mDisplayItemKey, aEntry->GetKey(), t);
#endif
ThebesDisplayItemLayerUserData* data =
static_cast<ThebesDisplayItemLayerUserData*>(t->GetUserData(&gThebesDisplayItemLayerUserData));
InvalidatePostTransformRegion(t,
item.mGeometry->ComputeInvalidationRegion().
ScaleToOutsidePixels(data->mXScale, data->mYScale, item.mGeometry->mAppUnitsPerDevPixel),
item.mGeometry->mPaintOffset);
aEntry->GetKey()->ClearDisplayItemCache();
}
}
return PL_DHASH_NEXT;
}
/* static */ PLDHashOperator
FrameLayerBuilder::UpdateDisplayItemDataForFrame(DisplayItemDataEntry* aEntry,
void* aUserArg)
{
FrameLayerBuilder* builder = static_cast<FrameLayerBuilder*>(aUserArg);
nsIFrame* f = aEntry->GetKey();
DisplayItemDataEntry* newDisplayItems =
builder ? builder->mNewDisplayItemData.GetEntry(f) : nsnull;
LayerManagerData* managerData = static_cast<LayerManagerData*>
(builder->GetRetainingLayerManager()->GetUserData(&gLayerManagerUserData));
LayerManagerData* data = GetManagerData(f);
if (!newDisplayItems || newDisplayItems->mData.IsEmpty()) {
// This frame was visible, but isn't anymore.
if (newDisplayItems) {
builder->mNewDisplayItemData.RawRemoveEntry(newDisplayItems);
}
if (data == managerData) {
ClearManagerData(f);
}
return PL_DHASH_REMOVE;
}
SetManagerData(f, managerData);
// Steal the list of display item layers
aEntry->mData.SwapElements(newDisplayItems->mData);
// Don't need to process this frame again
builder->mNewDisplayItemData.RawRemoveEntry(newDisplayItems);
return PL_DHASH_NEXT;
}
/* static */ PLDHashOperator
FrameLayerBuilder::RemoveDisplayItemDataForFrame(DisplayItemDataEntry* aEntry,
void* aClosure)
{
LayerManagerData* managerData = static_cast<LayerManagerData*>(aClosure);
nsIFrame* f = aEntry->GetKey();
// If this was called from a frame destructor then the prop is definitely already gone,
// and we could crash trying to check. See the definition of sDestroyedFrame.
if (f != sDestroyedFrame) {
ClearManagerData(f, managerData);
}
return PL_DHASH_REMOVE;
}
/* static */ PLDHashOperator
FrameLayerBuilder::StoreNewDisplayItemData(DisplayItemDataEntry* aEntry,
void* aUserArg)
{
LayerManagerData* data = static_cast<LayerManagerData*>(aUserArg);
nsIFrame* f = aEntry->GetKey();
// Remember that this frame has display items in retained layers
NS_ASSERTION(!data->mFramesWithLayers.GetEntry(f),
"We shouldn't get here if we're already in mFramesWithLayers");
DisplayItemDataEntry *newEntry = data->mFramesWithLayers.PutEntry(f);
newEntry->mData.SwapElements(aEntry->mData);
// Remove any old layer manager data for this frame. We don't destroy it
// because we don't want it to call the frame destroyed function.
// When a frame has multiple layer managers (main, inactive, svg), we
// only need to store the outermost one since that will be enough to
// invalidate the entire region covered by all the children.
SetManagerData(f, data);
return PL_DHASH_REMOVE;
}
/**
* Attempts to find the LayerManagerData for the widget manager
* for the given frame, nsnull otherwise.
*/
static LayerManagerData*
GetDefaultLayerManagerDataForFrame(nsIFrame* aFrame)
{
FrameProperties props = aFrame->Properties();
return static_cast<LayerManagerData*>(props.Get(FrameLayerBuilder::LayerManagerDataProperty()));
}
/* static */ FrameLayerBuilder::DisplayItemData*
FrameLayerBuilder::GetDisplayItemDataForManager(nsIFrame* aFrame, PRUint32 aDisplayItemKey, LayerManager* aManager)
{
LayerManagerData *data;
if (!aManager) {
data = GetDefaultLayerManagerDataForFrame(aFrame);
} else {
data = static_cast<LayerManagerData*>(aManager->GetUserData(&gLayerManagerUserData));
}
if (!data) {
return nsnull;
}
DisplayItemDataEntry *entry = data->mFramesWithLayers.GetEntry(aFrame);
if (!entry) {
return nsnull;
}
for (PRUint32 i = 0; i < entry->mData.Length(); ++i) {
if (entry->mData[i].mDisplayItemKey == aDisplayItemKey) {
return &entry->mData[i];
}
}
return nsnull;
}
/* static */ FrameLayerBuilder::DisplayItemData*
FrameLayerBuilder::GetDisplayItemDataForManager(nsDisplayItem* aItem, LayerManager* aManager)
{
return GetDisplayItemDataForManager(aItem->GetUnderlyingFrame(), aItem->GetPerFrameKey(), aManager);
}
bool
FrameLayerBuilder::HasRetainedLayerFor(nsIFrame* aFrame, PRUint32 aDisplayItemKey, LayerManager* aManager)
{
DisplayItemData* data = GetDisplayItemDataForManager(aFrame, aDisplayItemKey, aManager);
if (data) {
Layer* layer = data->mLayer;
if (layer->Manager()->GetUserData(&gLayerManagerUserData)) {
// All layer managers with our user data are retained layer managers
return true;
}
}
return false;
}
Layer*
FrameLayerBuilder::GetOldLayerFor(nsIFrame* aFrame, PRUint32 aDisplayItemKey,
nsDisplayItemGeometry** aOldGeometry, Clip** aOldClip)
{
// If we need to build a new layer tree, then just refuse to recycle
// anything.
if (!mRetainingManager || mInvalidateAllLayers)
return nsnull;
nsTArray<DisplayItemData> *array = GetDisplayItemDataArrayForFrame(aFrame);
if (!array)
return nsnull;
for (PRUint32 i = 0; i < array->Length(); ++i) {
if (array->ElementAt(i).mDisplayItemKey == aDisplayItemKey) {
Layer* layer = array->ElementAt(i).mLayer;
if (layer->Manager() == mRetainingManager) {
if (aOldGeometry) {
*aOldGeometry = array->ElementAt(i).mGeometry.get();
}
if (aOldClip) {
*aOldClip = &array->ElementAt(i).mClip;
}
return layer;
}
}
}
return nsnull;
}
/* static */ Layer*
FrameLayerBuilder::GetDebugOldLayerFor(nsIFrame* aFrame, PRUint32 aDisplayItemKey)
{
LayerManagerData* data = GetManagerData(aFrame);
if (!data) {
return nsnull;
}
DisplayItemDataEntry *entry = data->mFramesWithLayers.GetEntry(aFrame);
if (!entry)
return nsnull;
nsTArray<DisplayItemData> *array = &entry->mData;
if (!array)
return nsnull;
for (PRUint32 i = 0; i < array->Length(); ++i) {
if (array->ElementAt(i).mDisplayItemKey == aDisplayItemKey) {
return array->ElementAt(i).mLayer;
}
}
return nsnull;
}
LayerManager*
FrameLayerBuilder::GetInactiveLayerManagerFor(nsDisplayItem* aItem)
{
nsTArray<FrameLayerBuilder::DisplayItemData> *array = GetDisplayItemDataArrayForFrame(aItem->GetUnderlyingFrame());
NS_ASSERTION(array, "We need an array here!. Really, we do.");
nsRefPtr<LayerManager> tempManager;
for (PRUint32 i = 0; i < array->Length(); ++i) {
if (array->ElementAt(i).mDisplayItemKey == aItem->GetPerFrameKey()) {
NS_ASSERTION(array->ElementAt(i).mInactiveManager, "Must already have one of these");
return array->ElementAt(i).mInactiveManager;
}
}
NS_ERROR("Failed to find data for display item");
return NULL;
}
already_AddRefed<ColorLayer>
ContainerState::CreateOrRecycleColorLayer(ThebesLayer *aThebes)
{
ThebesDisplayItemLayerUserData* data =
static_cast<ThebesDisplayItemLayerUserData*>(aThebes->GetUserData(&gThebesDisplayItemLayerUserData));
nsRefPtr<ColorLayer> layer = data->mColorLayer;
if (layer) {
layer->SetClipRect(nsnull);
layer->SetMaskLayer(nsnull);
} else {
// Create a new layer
layer = mManager->CreateColorLayer();
if (!layer)
return nsnull;
// Mark this layer as being used for Thebes-painting display items
data->mColorLayer = layer;
layer->SetUserData(&gColorLayerUserData, nsnull);
// Remove other layer types we might have stored for this ThebesLayer
data->mImageLayer = nsnull;
}
return layer.forget();
}
already_AddRefed<ImageLayer>
ContainerState::CreateOrRecycleImageLayer(ThebesLayer *aThebes)
{
ThebesDisplayItemLayerUserData* data =
static_cast<ThebesDisplayItemLayerUserData*>(aThebes->GetUserData(&gThebesDisplayItemLayerUserData));
nsRefPtr<ImageLayer> layer = data->mImageLayer;
if (layer) {
layer->SetClipRect(nsnull);
layer->SetMaskLayer(nsnull);
} else {
// Create a new layer
layer = mManager->CreateImageLayer();
if (!layer)
return nsnull;
// Mark this layer as being used for Thebes-painting display items
data->mImageLayer = layer;
layer->SetUserData(&gImageLayerUserData, nsnull);
// Remove other layer types we might have stored for this ThebesLayer
data->mColorLayer = nsnull;
}
return layer.forget();
}
already_AddRefed<ImageLayer>
ContainerState::CreateOrRecycleMaskImageLayerFor(Layer* aLayer)
{
nsRefPtr<ImageLayer> result = mRecycledMaskImageLayers.Get(aLayer);
if (result) {
mRecycledMaskImageLayers.Remove(aLayer);
// XXX if we use clip on mask layers, null it out here
} else {
// Create a new layer
result = mManager->CreateImageLayer();
if (!result)
return nsnull;
result->SetUserData(&gMaskLayerUserData, new MaskLayerUserData());
result->SetForceSingleTile(true);
}
return result.forget();
}
static nsIntPoint
GetTranslationForThebesLayer(ThebesLayer* aLayer)
{
gfxMatrix transform;
if (!aLayer->GetTransform().Is2D(&transform) ||
transform.HasNonIntegerTranslation()) {
NS_ERROR("ThebesLayers should have integer translations only");
return nsIntPoint(0, 0);
}
return nsIntPoint(PRInt32(transform.x0), PRInt32(transform.y0));
}
static const double SUBPIXEL_OFFSET_EPSILON = 0.02;
static PRBool
SubpixelOffsetFuzzyEqual(gfxPoint aV1, gfxPoint aV2)
{
return fabs(aV2.x - aV1.x) < SUBPIXEL_OFFSET_EPSILON &&
fabs(aV2.y - aV1.y) < SUBPIXEL_OFFSET_EPSILON;
}
/**
* This normally computes NSToIntRoundUp(aValue). However, if that would
* give a residual near 0.5 while aOldResidual is near -0.5, or
* it would give a residual near -0.5 while aOldResidual is near 0.5, then
* instead we return the integer in the other direction so that the residual
* is close to aOldResidual.
*/
static PRInt32
RoundToMatchResidual(double aValue, double aOldResidual)
{
PRInt32 v = NSToIntRoundUp(aValue);
double residual = aValue - v;
if (aOldResidual < 0) {
if (residual > 0 && fabs(residual - 1.0 - aOldResidual) < SUBPIXEL_OFFSET_EPSILON) {
// Round up instead
return PRInt32(ceil(aValue));
}
} else if (aOldResidual > 0) {
if (residual < 0 && fabs(residual + 1.0 - aOldResidual) < SUBPIXEL_OFFSET_EPSILON) {
// Round down instead
return PRInt32(floor(aValue));
}
}
return v;
}
already_AddRefed<ThebesLayer>
ContainerState::CreateOrRecycleThebesLayer(nsIFrame* aActiveScrolledRoot)
{
// We need a new thebes layer
nsRefPtr<ThebesLayer> layer;
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
ThebesDisplayItemLayerUserData* data;
if (mNextFreeRecycledThebesLayer < mRecycledThebesLayers.Length()) {
// Recycle a layer
layer = mRecycledThebesLayers[mNextFreeRecycledThebesLayer];
++mNextFreeRecycledThebesLayer;
// Clear clip rect and mask layer so we don't accidentally stay clipped.
// We will reapply any necessary clipping.
layer->SetClipRect(nsnull);
layer->SetMaskLayer(nsnull);
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
data = static_cast<ThebesDisplayItemLayerUserData*>
(layer->GetUserData(&gThebesDisplayItemLayerUserData));
NS_ASSERTION(data, "Recycled ThebesLayers must have user data");
// This gets called on recycled ThebesLayers that are going to be in the
// final layer tree, so it's a convenient time to invalidate the
// content that changed where we don't know what ThebesLayer it belonged
// to, or if we need to invalidate the entire layer, we can do that.
// This needs to be done before we update the ThebesLayer to its new
// transform. See nsGfxScrollFrame::InvalidateInternal, where
// we ensure that mInvalidThebesContent is updated according to the
// scroll position as of the most recent paint.
if (data->mXScale != mParameters.mXScale ||
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
data->mYScale != mParameters.mYScale) {
nsIntRect invalidate = layer->GetValidRegion().GetBounds();
#ifdef DEBUG_INVALIDATIONS
printf("Invalidating entire layer %p\n", layer.get());
#endif
layer->InvalidateRegion(invalidate);
}
if (!data->mRegionToInvalidate.IsEmpty()) {
#ifdef DEBUG_INVALIDATIONS
printf("Invalidating deleted frame content from layer %p\n", layer.get());
#endif
layer->InvalidateRegion(data->mRegionToInvalidate);
#ifdef DEBUG_INVALIDATIONS
nsCAutoString str;
AppendToString(str, data->mRegionToInvalidate);
printf("Invalidating layer %p: %s\n", layer.get(), str.get());
#endif
data->mRegionToInvalidate.SetEmpty();
}
// We do not need to Invalidate these areas in the widget because we
// assume the caller of InvalidateThebesLayerContents has ensured
// the area is invalidated in the widget.
} else {
// Create a new thebes layer
layer = mManager->CreateThebesLayer();
if (!layer)
return nsnull;
// Mark this layer as being used for Thebes-painting display items
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
data = new ThebesDisplayItemLayerUserData();
layer->SetUserData(&gThebesDisplayItemLayerUserData, data);
}
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
data->mXScale = mParameters.mXScale;
data->mYScale = mParameters.mYScale;
layer->SetAllowResidualTranslation(mParameters.AllowResidualTranslation());
mLayerBuilder->SaveLastPaintOffset(layer);
// Set up transform so that 0,0 in the Thebes layer corresponds to the
// (pixel-snapped) top-left of the aActiveScrolledRoot.
nsPoint offset = mBuilder->ToReferenceFrame(aActiveScrolledRoot);
nscoord appUnitsPerDevPixel = aActiveScrolledRoot->PresContext()->AppUnitsPerDevPixel();
gfxPoint scaledOffset(
NSAppUnitsToDoublePixels(offset.x, appUnitsPerDevPixel)*mParameters.mXScale,
NSAppUnitsToDoublePixels(offset.y, appUnitsPerDevPixel)*mParameters.mYScale);
// We call RoundToMatchResidual here so that the residual after rounding
// is close to data->mActiveScrolledRootPosition if possible.
nsIntPoint pixOffset(RoundToMatchResidual(scaledOffset.x, data->mActiveScrolledRootPosition.x),
RoundToMatchResidual(scaledOffset.y, data->mActiveScrolledRootPosition.y));
gfxMatrix matrix;
matrix.Translate(gfxPoint(pixOffset.x, pixOffset.y));
layer->SetTransform(gfx3DMatrix::From2D(matrix));
// FIXME: Temporary workaround for bug 681192 and bug 724786.
2012-02-13 14:17:12 -08:00
#ifndef MOZ_JAVA_COMPOSITOR
// Calculate exact position of the top-left of the active scrolled root.
// This might not be 0,0 due to the snapping in ScaleToNearestPixels.
gfxPoint activeScrolledRootTopLeft = scaledOffset - matrix.GetTranslation();
// If it has changed, then we need to invalidate the entire layer since the
// pixels in the layer buffer have the content at a (subpixel) offset
// from what we need.
if (!SubpixelOffsetFuzzyEqual(activeScrolledRootTopLeft, data->mActiveScrolledRootPosition)) {
data->mActiveScrolledRootPosition = activeScrolledRootTopLeft;
nsIntRect invalidate = layer->GetValidRegion().GetBounds();
layer->InvalidateRegion(invalidate);
}
#endif
return layer.forget();
}
/**
* Returns the appunits per dev pixel for the item's frame. The item must
* have a frame because only nsDisplayClip items don't have a frame,
* and those items are flattened away by ProcessDisplayItems.
*/
static PRInt32
AppUnitsPerDevPixel(nsDisplayItem* aItem)
{
// The underlying frame for zoom items is the root frame of the subdocument.
// But zoom display items report their bounds etc using the parent document's
// APD because zoom items act as a conversion layer between the two different
// APDs.
if (aItem->GetType() == nsDisplayItem::TYPE_ZOOM) {
return static_cast<nsDisplayZoom*>(aItem)->GetParentAppUnitsPerDevPixel();
}
return aItem->GetUnderlyingFrame()->PresContext()->AppUnitsPerDevPixel();
}
/**
* Restrict the visible region of aLayer to the region that is actually visible.
* Because we only reduce the visible region here, we don't need to worry
* about whether CONTENT_OPAQUE is set; if layer was opauqe in the old
* visible region, it will still be opaque in the new one.
* @param aItemVisible the visible region of the display item (that is,
* after any layer transform has been applied)
*/
static void
RestrictVisibleRegionForLayer(Layer* aLayer, const nsIntRect& aItemVisible)
{
gfx3DMatrix transform = aLayer->GetTransform();
// if 'transform' is not invertible, then nothing will be displayed
// for the layer, so it doesn't really matter what we do here
gfxRect itemVisible(aItemVisible.x, aItemVisible.y, aItemVisible.width, aItemVisible.height);
gfxRect layerVisible = transform.Inverse().ProjectRectBounds(itemVisible);
layerVisible.RoundOut();
nsIntRect visibleRect;
if (!gfxUtils::GfxRectToIntRect(layerVisible, &visibleRect))
return;
nsIntRegion rgn = aLayer->GetVisibleRegion();
if (!visibleRect.Contains(rgn.GetBounds())) {
rgn.And(rgn, visibleRect);
aLayer->SetVisibleRegion(rgn);
}
}
static void
SetVisibleRegionForLayer(Layer* aLayer, const nsIntRect& aItemVisible, const nsIntRect& aChildBounds)
{
gfx3DMatrix transform = aLayer->GetTransform();
// if 'transform' is not invertible, then nothing will be displayed
// for the layer, so it doesn't really matter what we do here
gfxRect itemVisible(aItemVisible.x, aItemVisible.y, aItemVisible.width, aItemVisible.height);
gfxRect layerVisible = transform.Inverse().ProjectRectBounds(itemVisible);
layerVisible.RoundOut();
nsIntRect visibleRect;
if (!gfxUtils::GfxRectToIntRect(layerVisible, &visibleRect))
return;
nsIntRegion rgn = aChildBounds;
if (!visibleRect.Contains(aChildBounds)) {
rgn.And(rgn, visibleRect);
aLayer->SetVisibleRegion(rgn);
} else {
aLayer->SetVisibleRegion(aChildBounds);
}
}
nscolor
ContainerState::FindOpaqueBackgroundColorFor(PRInt32 aThebesLayerIndex)
{
ThebesLayerData* target = mThebesLayerDataStack[aThebesLayerIndex];
for (PRInt32 i = aThebesLayerIndex - 1; i >= 0; --i) {
ThebesLayerData* candidate = mThebesLayerDataStack[i];
nsIntRegion visibleAboveIntersection;
visibleAboveIntersection.And(candidate->mVisibleAboveRegion, target->mVisibleRegion);
if (!visibleAboveIntersection.IsEmpty()) {
// Some non-Thebes content between target and candidate; this is
// hopeless
break;
}
nsIntRegion intersection;
intersection.And(candidate->mVisibleRegion, target->mVisibleRegion);
if (intersection.IsEmpty()) {
// The layer doesn't intersect our target, ignore it and move on
continue;
}
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
// The candidate intersects our target. If any layer has a solid-color
// area behind our target, this must be it. Scan its display items.
nsRect rect =
target->mVisibleRegion.GetBounds().ToAppUnits(mAppUnitsPerDevPixel);
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
rect.ScaleInverseRoundOut(mParameters.mXScale, mParameters.mYScale);
return mLayerBuilder->
FindOpaqueColorCovering(mBuilder, candidate->mLayer, rect);
}
return NS_RGBA(0,0,0,0);
}
void
ContainerState::ThebesLayerData::UpdateCommonClipCount(
const FrameLayerBuilder::Clip& aCurrentClip)
{
if (mCommonClipCount >= 0) {
PRInt32 end = NS_MIN<PRInt32>(aCurrentClip.mRoundedClipRects.Length(),
mCommonClipCount);
PRInt32 clipCount = 0;
for (; clipCount < end; ++clipCount) {
if (mItemClip.mRoundedClipRects[clipCount] !=
aCurrentClip.mRoundedClipRects[clipCount]) {
break;
}
}
mCommonClipCount = clipCount;
NS_ASSERTION(mItemClip.mRoundedClipRects.Length() >= PRUint32(mCommonClipCount),
"Inconsistent common clip count.");
} else {
// first item in the layer
mCommonClipCount = aCurrentClip.mRoundedClipRects.Length();
}
}
already_AddRefed<ImageContainer>
ContainerState::ThebesLayerData::CanOptimizeImageLayer()
{
if (!mImage) {
return nsnull;
}
return mImage->GetContainer();
}
void
ContainerState::PopThebesLayerData()
{
NS_ASSERTION(!mThebesLayerDataStack.IsEmpty(), "Can't pop");
PRInt32 lastIndex = mThebesLayerDataStack.Length() - 1;
ThebesLayerData* data = mThebesLayerDataStack[lastIndex];
nsRefPtr<Layer> layer;
nsRefPtr<ImageContainer> imageContainer = data->CanOptimizeImageLayer();
if ((data->mIsSolidColorInVisibleRegion || imageContainer) &&
data->mLayer->GetValidRegion().IsEmpty()) {
NS_ASSERTION(!(data->mIsSolidColorInVisibleRegion && imageContainer),
"Can't be a solid color as well as an image!");
if (imageContainer) {
nsRefPtr<ImageLayer> imageLayer = CreateOrRecycleImageLayer(data->mLayer);
imageLayer->SetContainer(imageContainer);
data->mImage->ConfigureLayer(imageLayer);
// The layer's current transform is applied first, then the result is scaled.
gfx3DMatrix transform = imageLayer->GetTransform()*
gfx3DMatrix::ScalingMatrix(mParameters.mXScale, mParameters.mYScale, 1.0f);
imageLayer->SetTransform(transform);
if (data->mItemClip.mHaveClipRect) {
nsIntRect clip = ScaleToNearestPixels(data->mItemClip.mClipRect);
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
imageLayer->IntersectClipRect(clip);
}
layer = imageLayer;
} else {
nsRefPtr<ColorLayer> colorLayer = CreateOrRecycleColorLayer(data->mLayer);
colorLayer->SetIsFixedPosition(data->mLayer->GetIsFixedPosition());
colorLayer->SetColor(data->mSolidColor);
// Copy transform
colorLayer->SetTransform(data->mLayer->GetTransform());
// Clip colorLayer to its visible region, since ColorLayers are
// allowed to paint outside the visible region. Here we rely on the
// fact that uniform display items fill rectangles; obviously the
// area to fill must contain the visible region, and because it's
// a rectangle, it must therefore contain the visible region's GetBounds.
// Note that the visible region is already clipped appropriately.
nsIntRect visibleRect = data->mVisibleRegion.GetBounds();
colorLayer->SetClipRect(&visibleRect);
layer = colorLayer;
}
NS_ASSERTION(!mNewChildLayers.Contains(layer), "Layer already in list???");
AutoLayersArray::index_type index = mNewChildLayers.IndexOf(data->mLayer);
NS_ASSERTION(index != AutoLayersArray::NoIndex, "Thebes layer not found?");
mNewChildLayers.InsertElementAt(index + 1, layer);
// Hide the ThebesLayer. We leave it in the layer tree so that we
// can find and recycle it later.
data->mLayer->IntersectClipRect(nsIntRect());
data->mLayer->SetVisibleRegion(nsIntRegion());
} else {
layer = data->mLayer;
imageContainer = nsnull;
}
gfxMatrix transform;
if (!layer->GetTransform().Is2D(&transform)) {
NS_ERROR("Only 2D transformations currently supported");
}
// ImageLayers are already configured with a visible region
if (!imageContainer) {
NS_ASSERTION(!transform.HasNonIntegerTranslation(),
"Matrix not just an integer translation?");
// Convert from relative to the container to relative to the
// ThebesLayer itself.
nsIntRegion rgn = data->mVisibleRegion;
rgn.MoveBy(-nsIntPoint(PRInt32(transform.x0), PRInt32(transform.y0)));
layer->SetVisibleRegion(rgn);
}
nsIntRegion transparentRegion;
transparentRegion.Sub(data->mVisibleRegion, data->mOpaqueRegion);
bool isOpaque = transparentRegion.IsEmpty();
// For translucent ThebesLayers, try to find an opaque background
// color that covers the entire area beneath it so we can pull that
// color into this layer to make it opaque.
if (layer == data->mLayer) {
nscolor backgroundColor = NS_RGBA(0,0,0,0);
if (!isOpaque) {
backgroundColor = FindOpaqueBackgroundColorFor(lastIndex);
if (NS_GET_A(backgroundColor) == 255) {
isOpaque = true;
}
}
// Store the background color
ThebesDisplayItemLayerUserData* userData =
GetThebesDisplayItemLayerUserData(data->mLayer);
NS_ASSERTION(userData, "where did our user data go?");
if (userData->mForcedBackgroundColor != backgroundColor) {
// Invalidate the entire target ThebesLayer since we're changing
// the background color
data->mLayer->InvalidateRegion(data->mLayer->GetValidRegion());
}
userData->mForcedBackgroundColor = backgroundColor;
// use a mask layer for rounded rect clipping
PRInt32 commonClipCount = data->mCommonClipCount;
NS_ASSERTION(commonClipCount >= 0, "Inconsistent clip count.");
SetupMaskLayer(layer, data->mItemClip, commonClipCount);
// copy commonClipCount to the entry
FrameLayerBuilder::ThebesLayerItemsEntry* entry = mLayerBuilder->
GetThebesLayerItemsEntry(static_cast<ThebesLayer*>(layer.get()));
entry->mCommonClipCount = commonClipCount;
} else {
// mask layer for image and color layers
SetupMaskLayer(layer, data->mItemClip);
}
PRUint32 flags;
if (isOpaque && !data->mForceTransparentSurface) {
flags = Layer::CONTENT_OPAQUE;
} else if (data->mNeedComponentAlpha) {
flags = Layer::CONTENT_COMPONENT_ALPHA;
} else {
flags = 0;
}
layer->SetContentFlags(flags);
if (lastIndex > 0) {
// Since we're going to pop off the last ThebesLayerData, the
// mVisibleAboveRegion of the second-to-last item will need to include
// the regions of the last item.
ThebesLayerData* nextData = mThebesLayerDataStack[lastIndex - 1];
nextData->mVisibleAboveRegion.Or(nextData->mVisibleAboveRegion,
data->mVisibleAboveRegion);
nextData->mVisibleAboveRegion.Or(nextData->mVisibleAboveRegion,
data->mVisibleRegion);
nextData->mVisibleAboveRegion.SimplifyOutward(4);
nextData->mDrawAboveRegion.Or(nextData->mDrawAboveRegion,
data->mDrawAboveRegion);
nextData->mDrawAboveRegion.Or(nextData->mDrawAboveRegion,
data->mDrawRegion);
nextData->mDrawAboveRegion.SimplifyOutward(4);
}
mThebesLayerDataStack.RemoveElementAt(lastIndex);
}
static bool
SuppressComponentAlpha(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem,
const nsRect& aComponentAlphaBounds)
{
const nsRegion* windowTransparentRegion = aBuilder->GetFinalTransparentRegion();
if (!windowTransparentRegion || windowTransparentRegion->IsEmpty())
return false;
// Suppress component alpha for items in the toplevel window that are over
// the window translucent area
nsIFrame* f = aItem->GetUnderlyingFrame();
nsIFrame* ref = aBuilder->ReferenceFrame();
if (f->PresContext() != ref->PresContext())
return false;
for (nsIFrame* t = f; t; t = t->GetParent()) {
if (t->IsTransformed())
return false;
}
return windowTransparentRegion->Intersects(aComponentAlphaBounds);
}
static bool
WindowHasTransparency(nsDisplayListBuilder* aBuilder)
{
const nsRegion* windowTransparentRegion = aBuilder->GetFinalTransparentRegion();
return windowTransparentRegion && !windowTransparentRegion->IsEmpty();
}
void
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
ContainerState::ThebesLayerData::Accumulate(ContainerState* aState,
nsDisplayItem* aItem,
const nsIntRect& aVisibleRect,
const nsIntRect& aDrawRect,
const FrameLayerBuilder::Clip& aClip)
{
if (aState->mBuilder->NeedToForceTransparentSurfaceForItem(aItem)) {
mForceTransparentSurface = true;
}
if (aState->mParameters.mDisableSubpixelAntialiasingInDescendants) {
// Disable component alpha.
// Note that the transform (if any) on the ThebesLayer is always an integer translation so
// we don't have to factor that in here.
aItem->DisableComponentAlpha();
}
/* Mark as available for conversion to image layer if this is a nsDisplayImage and
* we are the first visible item in the ThebesLayerData object.
*/
if (mVisibleRegion.IsEmpty() && aItem->GetType() == nsDisplayItem::TYPE_IMAGE) {
mImage = static_cast<nsDisplayImage*>(aItem);
} else {
mImage = nsnull;
}
mItemClip = aClip;
if (!mIsSolidColorInVisibleRegion && mOpaqueRegion.Contains(aDrawRect) &&
mVisibleRegion.Contains(aVisibleRect)) {
// A very common case! Most pages have a ThebesLayer with the page
// background (opaque) visible and most or all of the page content over the
// top of that background.
// The rest of this method won't do anything. mVisibleRegion, mOpaqueRegion
// and mDrawRegion don't need updating. mVisibleRegion contains aVisibleRect
// already, mOpaqueRegion contains aDrawRect and therefore whatever
// the opaque region of the item is. mDrawRegion must contain mOpaqueRegion
// and therefore aDrawRect.
NS_ASSERTION(mDrawRegion.Contains(aDrawRect), "Draw region not covered");
return;
}
nscolor uniformColor;
bool isUniform = aItem->IsUniform(aState->mBuilder, &uniformColor);
// Some display items have to exist (so they can set forceTransparentSurface
// below) but don't draw anything. They'll return true for isUniform but
// a color with opacity 0.
if (!isUniform || NS_GET_A(uniformColor) > 0) {
// Make sure that the visible area is covered by uniform pixels. In
// particular this excludes cases where the edges of the item are not
// pixel-aligned (thus the item will not be truly uniform).
if (isUniform) {
bool snap;
nsRect bounds = aItem->GetBounds(aState->mBuilder, &snap);
if (!aState->ScaleToInsidePixels(bounds, snap).Contains(aVisibleRect)) {
isUniform = false;
}
}
if (isUniform && aClip.mRoundedClipRects.IsEmpty()) {
if (mVisibleRegion.IsEmpty()) {
// This color is all we have
mSolidColor = uniformColor;
mIsSolidColorInVisibleRegion = true;
} else if (mIsSolidColorInVisibleRegion &&
mVisibleRegion.IsEqual(nsIntRegion(aVisibleRect))) {
// we can just blend the colors together
mSolidColor = NS_ComposeColors(mSolidColor, uniformColor);
} else {
mIsSolidColorInVisibleRegion = false;
}
} else {
mIsSolidColorInVisibleRegion = false;
}
mVisibleRegion.Or(mVisibleRegion, aVisibleRect);
mVisibleRegion.SimplifyOutward(4);
mDrawRegion.Or(mDrawRegion, aDrawRect);
mDrawRegion.SimplifyOutward(4);
}
bool snap;
nsRegion opaque = aItem->GetOpaqueRegion(aState->mBuilder, &snap);
if (!opaque.IsEmpty()) {
nsRegionRectIterator iter(opaque);
for (const nsRect* r = iter.Next(); r; r = iter.Next()) {
// We don't use SimplifyInward here since it's not defined exactly
// what it will discard. For our purposes the most important case
// is a large opaque background at the bottom of z-order (e.g.,
// a canvas background), so we need to make sure that the first rect
// we see doesn't get discarded.
nsIntRect rect =
aState->ScaleToInsidePixels(aClip.ApproximateIntersect(*r), snap);
nsIntRegion tmp;
tmp.Or(mOpaqueRegion, rect);
// Opaque display items in chrome documents whose window is partially
// transparent are always added to the opaque region. This helps ensure
// that we get as much subpixel-AA as possible in the chrome.
if (tmp.GetNumRects() <= 4 ||
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
(WindowHasTransparency(aState->mBuilder) &&
aItem->GetUnderlyingFrame()->PresContext()->IsChrome())) {
mOpaqueRegion = tmp;
}
}
}
if (!aState->mParameters.mDisableSubpixelAntialiasingInDescendants) {
nsRect componentAlpha = aItem->GetComponentAlphaBounds(aState->mBuilder);
if (!componentAlpha.IsEmpty()) {
nsIntRect componentAlphaRect =
aState->ScaleToOutsidePixels(componentAlpha, false).Intersect(aVisibleRect);
if (!mOpaqueRegion.Contains(componentAlphaRect)) {
if (SuppressComponentAlpha(aState->mBuilder, aItem, componentAlpha)) {
aItem->DisableComponentAlpha();
} else {
mNeedComponentAlpha = true;
}
}
}
}
}
ContainerState::ThebesLayerData*
ContainerState::FindThebesLayerFor(nsDisplayItem* aItem,
const nsIntRect& aVisibleRect,
const nsIntRect& aDrawRect,
const FrameLayerBuilder::Clip& aClip,
nsIFrame* aActiveScrolledRoot)
{
PRInt32 i;
PRInt32 lowestUsableLayerWithScrolledRoot = -1;
PRInt32 topmostLayerWithScrolledRoot = -1;
for (i = mThebesLayerDataStack.Length() - 1; i >= 0; --i) {
ThebesLayerData* data = mThebesLayerDataStack[i];
if (data->mDrawAboveRegion.Intersects(aVisibleRect)) {
++i;
break;
}
if (data->mActiveScrolledRoot == aActiveScrolledRoot) {
lowestUsableLayerWithScrolledRoot = i;
if (topmostLayerWithScrolledRoot < 0) {
topmostLayerWithScrolledRoot = i;
}
}
if (data->mDrawRegion.Intersects(aVisibleRect))
break;
}
if (topmostLayerWithScrolledRoot < 0) {
--i;
for (; i >= 0; --i) {
ThebesLayerData* data = mThebesLayerDataStack[i];
if (data->mActiveScrolledRoot == aActiveScrolledRoot) {
topmostLayerWithScrolledRoot = i;
break;
}
}
}
if (topmostLayerWithScrolledRoot >= 0) {
while (PRUint32(topmostLayerWithScrolledRoot + 1) < mThebesLayerDataStack.Length()) {
PopThebesLayerData();
}
}
nsRefPtr<ThebesLayer> layer;
ThebesLayerData* thebesLayerData = nsnull;
if (lowestUsableLayerWithScrolledRoot < 0) {
layer = CreateOrRecycleThebesLayer(aActiveScrolledRoot);
NS_ASSERTION(!mNewChildLayers.Contains(layer), "Layer already in list???");
mNewChildLayers.AppendElement(layer);
thebesLayerData = new ThebesLayerData();
mThebesLayerDataStack.AppendElement(thebesLayerData);
thebesLayerData->mLayer = layer;
thebesLayerData->mActiveScrolledRoot = aActiveScrolledRoot;
} else {
thebesLayerData = mThebesLayerDataStack[lowestUsableLayerWithScrolledRoot];
layer = thebesLayerData->mLayer;
}
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
thebesLayerData->Accumulate(this, aItem, aVisibleRect, aDrawRect, aClip);
return thebesLayerData;
}
#ifdef MOZ_DUMP_PAINTING
static void
DumpPaintedImage(nsDisplayItem* aItem, gfxASurface* aSurf)
{
nsCString string(aItem->Name());
string.Append("-");
string.AppendInt((PRUint64)aItem);
fprintf(gfxUtils::sDumpPaintFile, "array[\"%s\"]=\"", string.BeginReading());
aSurf->DumpAsDataURL(gfxUtils::sDumpPaintFile);
fprintf(gfxUtils::sDumpPaintFile, "\";");
}
#endif
static void
PaintInactiveLayer(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
nsDisplayItem* aItem,
gfxContext* aContext,
nsRenderingContext* aCtx)
{
// This item has an inactive layer. Render it to a ThebesLayer
// using a temporary BasicLayerManager.
BasicLayerManager* basic = static_cast<BasicLayerManager*>(aManager);
nsRefPtr<gfxContext> context = aContext;
#ifdef MOZ_DUMP_PAINTING
PRInt32 appUnitsPerDevPixel = AppUnitsPerDevPixel(aItem);
nsIntRect itemVisibleRect =
aItem->GetVisibleRect().ToOutsidePixels(appUnitsPerDevPixel);
nsRefPtr<gfxASurface> surf;
if (gfxUtils::sDumpPainting) {
surf = gfxPlatform::GetPlatform()->CreateOffscreenSurface(itemVisibleRect.Size(),
gfxASurface::CONTENT_COLOR_ALPHA);
surf->SetDeviceOffset(-itemVisibleRect.TopLeft());
context = new gfxContext(surf);
}
#endif
basic->SetTarget(context);
if (aItem->GetType() == nsDisplayItem::TYPE_SVG_EFFECTS) {
static_cast<nsDisplaySVGEffects*>(aItem)->PaintAsLayer(aBuilder, aCtx, basic);
} else {
basic->EndTransaction(FrameLayerBuilder::DrawThebesLayer, aBuilder);
}
FrameLayerBuilder *builder = static_cast<FrameLayerBuilder*>(basic->GetUserData(&gLayerManagerLayerBuilder));
if (builder) {
builder->DidEndTransaction();
}
basic->SetUserData(&gLayerManagerLayerBuilder, NULL);
#ifdef MOZ_DUMP_PAINTING
if (gfxUtils::sDumpPainting) {
DumpPaintedImage(aItem, surf);
surf->SetDeviceOffset(gfxPoint(0, 0));
aContext->SetSource(surf, itemVisibleRect.TopLeft());
aContext->Rectangle(itemVisibleRect);
aContext->Fill();
aItem->SetPainted();
}
#endif
}
/*
* Iterate through the non-clip items in aList and its descendants.
* For each item we compute the effective clip rect. Each item is assigned
* to a layer. We invalidate the areas in ThebesLayers where an item
* has moved from one ThebesLayer to another. Also,
* aState->mInvalidThebesContent is invalidated in every ThebesLayer.
* We set the clip rect for items that generated their own layer, and
* create a mask layer to do any rounded rect clipping.
* (ThebesLayers don't need a clip rect on the layer, we clip the items
* individually when we draw them.)
* We set the visible rect for all layers, although the actual setting
* of visible rects for some ThebesLayers is deferred until the calling
* of ContainerState::Finish.
*/
void
ContainerState::ProcessDisplayItems(const nsDisplayList& aList,
FrameLayerBuilder::Clip& aClip,
PRUint32 aFlags)
{
SAMPLE_LABEL("ContainerState", "ProcessDisplayItems");
for (nsDisplayItem* item = aList.GetBottom(); item; item = item->GetAbove()) {
nsDisplayItem::Type type = item->GetType();
if (type == nsDisplayItem::TYPE_CLIP ||
type == nsDisplayItem::TYPE_CLIP_ROUNDED_RECT) {
FrameLayerBuilder::Clip childClip(aClip, item);
ProcessDisplayItems(*item->GetList(), childClip, aFlags);
continue;
}
NS_ASSERTION(mAppUnitsPerDevPixel == AppUnitsPerDevPixel(item),
"items in a container layer should all have the same app units per dev pixel");
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nsIntRect itemVisibleRect =
ScaleToOutsidePixels(item->GetVisibleRect(), false);
bool snap;
nsRect itemContent = item->GetBounds(mBuilder, &snap);
nsIntRect itemDrawRect = ScaleToOutsidePixels(itemContent, snap);
if (aClip.mHaveClipRect) {
itemContent.IntersectRect(itemContent, aClip.mClipRect);
nsIntRect clipRect = ScaleToNearestPixels(aClip.mClipRect);
itemDrawRect.IntersectRect(itemDrawRect, clipRect);
}
mBounds.UnionRect(mBounds, itemContent);
itemVisibleRect.IntersectRect(itemVisibleRect, itemDrawRect);
LayerState layerState = item->GetLayerState(mBuilder, mManager, mParameters);
nsIFrame* activeScrolledRoot;
bool forceInactive = false;
if (aFlags & NO_COMPONENT_ALPHA) {
activeScrolledRoot =
nsLayoutUtils::GetActiveScrolledRootFor(mContainerFrame,
mBuilder->ReferenceFrame());
forceInactive = true;
} else {
activeScrolledRoot = nsLayoutUtils::GetActiveScrolledRootFor(item, mBuilder);
}
// Assign the item to a layer
if (layerState == LAYER_ACTIVE_FORCE ||
(!forceInactive &&
(layerState == LAYER_ACTIVE_EMPTY ||
layerState == LAYER_ACTIVE))) {
// LAYER_ACTIVE_EMPTY means the layer is created just for its metadata.
// We should never see an empty layer with any visible content!
NS_ASSERTION(layerState != LAYER_ACTIVE_EMPTY ||
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itemVisibleRect.IsEmpty(),
"State is LAYER_ACTIVE_EMPTY but visible rect is not.");
// If the item would have its own layer but is invisible, just hide it.
// Note that items without their own layers can't be skipped this
// way, since their ThebesLayer may decide it wants to draw them
// into its buffer even if they're currently covered.
2011-10-25 19:55:51 -07:00
if (itemVisibleRect.IsEmpty() && layerState != LAYER_ACTIVE_EMPTY) {
InvalidateForLayerChange(item, nsnull, aClip);
continue;
}
// Just use its layer.
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
nsRefPtr<Layer> ownLayer = item->BuildLayer(mBuilder, mManager, mParameters);
if (!ownLayer) {
InvalidateForLayerChange(item, ownLayer, aClip);
continue;
}
if (item->IsInvalid()) {
ownLayer->SetInvalidRectToVisibleRegion();
}
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
// If it's not a ContainerLayer, we need to apply the scale transform
// ourselves.
if (!ownLayer->AsContainerLayer()) {
// The layer's current transform is applied first, then the result is scaled.
gfx3DMatrix transform = ownLayer->GetTransform()*
gfx3DMatrix::ScalingMatrix(mParameters.mXScale, mParameters.mYScale, 1.0f);
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
ownLayer->SetTransform(transform);
}
ownLayer->SetIsFixedPosition(
!nsLayoutUtils::IsScrolledByRootContentDocumentDisplayportScrolling(
activeScrolledRoot, mBuilder));
// Update that layer's clip and visible rects.
NS_ASSERTION(ownLayer->Manager() == mManager, "Wrong manager");
NS_ASSERTION(!ownLayer->HasUserData(&gLayerManagerUserData),
"We shouldn't have a FrameLayerBuilder-managed layer here!");
NS_ASSERTION(aClip.mHaveClipRect ||
aClip.mRoundedClipRects.IsEmpty(),
"If we have rounded rects, we must have a clip rect");
// It has its own layer. Update that layer's clip and visible rects.
if (aClip.mHaveClipRect) {
ownLayer->IntersectClipRect(
ScaleToNearestPixels(aClip.NonRoundedIntersection()));
}
ThebesLayerData* data = GetTopThebesLayerData();
if (data) {
2011-10-25 19:55:51 -07:00
data->mVisibleAboveRegion.Or(data->mVisibleAboveRegion, itemVisibleRect);
data->mVisibleAboveRegion.SimplifyOutward(4);
// Add the entire bounds rect to the mDrawAboveRegion.
// The visible region may be excluding opaque content above the
// item, and we need to ensure that that content is not placed
// in a ThebesLayer below the item!
data->mDrawAboveRegion.Or(data->mDrawAboveRegion, itemDrawRect);
data->mDrawAboveRegion.SimplifyOutward(4);
}
2011-10-25 19:55:51 -07:00
RestrictVisibleRegionForLayer(ownLayer, itemVisibleRect);
// rounded rectangle clipping using mask layers
// (must be done after visible rect is set on layer)
if (aClip.IsRectClippedByRoundedCorner(itemContent)) {
SetupMaskLayer(ownLayer, aClip);
}
ContainerLayer* oldContainer = ownLayer->GetParent();
if (oldContainer && oldContainer != mContainerLayer) {
oldContainer->RemoveChild(ownLayer);
}
NS_ASSERTION(!mNewChildLayers.Contains(ownLayer),
"Layer already in list???");
InvalidateForLayerChange(item, ownLayer, aClip);
mNewChildLayers.AppendElement(ownLayer);
mLayerBuilder->AddLayerDisplayItem(ownLayer, item, aClip, layerState, nsnull);
} else {
ThebesLayerData* data =
2011-10-25 19:55:51 -07:00
FindThebesLayerFor(item, itemVisibleRect, itemDrawRect, aClip,
activeScrolledRoot);
data->mLayer->SetIsFixedPosition(
!nsLayoutUtils::IsScrolledByRootContentDocumentDisplayportScrolling(
activeScrolledRoot, mBuilder));
InvalidateForLayerChange(item, data->mLayer, aClip);
mLayerBuilder->AddThebesDisplayItem(data->mLayer, item, aClip,
mContainerFrame,
layerState);
// check to see if the new item has rounded rect clips in common with
// other items in the layer
data->UpdateCommonClipCount(aClip);
}
}
}
void
ContainerState::InvalidateForLayerChange(nsDisplayItem* aItem, Layer* aNewLayer, const FrameLayerBuilder::Clip& aClip)
{
nsIFrame* f = aItem->GetUnderlyingFrame();
NS_ASSERTION(f, "Display items that render using Thebes must have a frame");
PRUint32 key = aItem->GetPerFrameKey();
NS_ASSERTION(key, "Display items that render using Thebes must have a key");
nsDisplayItemGeometry *oldGeometry = NULL;
FrameLayerBuilder::Clip* oldClip = NULL;
nsAutoPtr<nsDisplayItemGeometry> geometry(aItem->AllocateGeometry(mBuilder));
Layer* oldLayer = mLayerBuilder->GetOldLayerFor(f, key, &oldGeometry, &oldClip);
if (aNewLayer != oldLayer && oldLayer) {
// The item has changed layers.
// Invalidate the bounds in the old layer and new layer.
// The bounds might have changed, but we assume that any difference
// in the bounds will have been invalidated for all Thebes layers
// in the container via regular frame invalidation.
ThebesLayer* t = oldLayer->AsThebesLayer();
if (t) {
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
// Note that whenever the layer's scale changes, we invalidate the whole thing,
// so it doesn't matter whether we are using the old scale at last paint
// or a new scale here
#ifdef DEBUG_INVALIDATIONS
printf("Display item type %s(%p) changed layers %p to %p!\n", aItem->Name(), f, t, aNewLayer);
#endif
ThebesDisplayItemLayerUserData* data =
static_cast<ThebesDisplayItemLayerUserData*>(t->GetUserData(&gThebesDisplayItemLayerUserData));
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
InvalidatePostTransformRegion(t,
oldGeometry->ComputeInvalidationRegion().ScaleToOutsidePixels(data->mXScale, data->mYScale, mAppUnitsPerDevPixel),
mLayerBuilder->GetLastPaintOffset(t));
}
if (aNewLayer) {
ThebesLayer* newThebesLayer = aNewLayer->AsThebesLayer();
if (newThebesLayer) {
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
ThebesDisplayItemLayerUserData* data =
static_cast<ThebesDisplayItemLayerUserData*>(newThebesLayer->GetUserData(&gThebesDisplayItemLayerUserData));
InvalidatePostTransformRegion(newThebesLayer,
geometry->ComputeInvalidationRegion().ScaleToOutsidePixels(data->mXScale, data->mYScale, mAppUnitsPerDevPixel),
GetTranslationForThebesLayer(newThebesLayer));
}
}
aItem->GetUnderlyingFrame()->ClearDisplayItemCache();
return;
}
if (!aNewLayer) {
return;
}
ThebesLayer* newThebesLayer = aNewLayer->AsThebesLayer();
if (!newThebesLayer) {
return;
}
ThebesDisplayItemLayerUserData* data =
static_cast<ThebesDisplayItemLayerUserData*>(newThebesLayer->GetUserData(&gThebesDisplayItemLayerUserData));
// If the frame is marked as invalidated then we want to invalidate both the old and new bounds,
// otherwise we only want to invalidate the changed areas.
nsRegion combined;
if (!oldLayer) {
// This item is being added for the first time, invalidate its entire area.
//TODO: We call GetGeometry again in AddThebesDisplayItem, we should reuse this.
combined = geometry->ComputeInvalidationRegion();
#ifdef DEBUG_INVALIDATIONS
printf("Display item type %s(%p) added to layer %p!\n", aItem->Name(), f, aNewLayer);
#endif
} else if (aItem->IsInvalid() || *oldClip != aClip) {
// Either layout marked item as needing repainting, or the clip on it changed, invalidate
// the entire old and new areas.
// TODO: We could be smarter about handling clip changes here instead of repainting everything.
combined.Or(geometry->ComputeInvalidationRegion(), oldGeometry->ComputeInvalidationRegion());
#ifdef DEBUG_INVALIDATIONS
printf("Display item type %s(%p) (in layer %p) belongs to an invalidated frame!\n", aItem->Name(), f, aNewLayer);
#endif
} else {
// No obvious differences, so let the display item check for geometry changes and decide what needs to be
// repainted.
ThebesDisplayItemLayerUserData* data =
static_cast<ThebesDisplayItemLayerUserData*>(newThebesLayer->GetUserData(&gThebesDisplayItemLayerUserData));
nsIntPoint paintOffset = GetTranslationForThebesLayer(newThebesLayer);
nsPoint offset((paintOffset.x + data->mActiveScrolledRootPosition.x) * mAppUnitsPerDevPixel / data->mXScale,
(paintOffset.y + data->mActiveScrolledRootPosition.y) * mAppUnitsPerDevPixel / data->mYScale);
nsPoint prevOffset((oldGeometry->mPaintOffset.x + oldGeometry->mActiveScrolledRootPosition.x) * oldGeometry->mAppUnitsPerDevPixel / data->mXScale,
(oldGeometry->mPaintOffset.y + oldGeometry->mActiveScrolledRootPosition.y) * oldGeometry->mAppUnitsPerDevPixel / data->mYScale);
nsPoint shift = offset - prevOffset;
oldGeometry->MoveBy(shift);
aItem->ComputeInvalidationRegion(mBuilder, oldGeometry, &combined);
#ifdef DEBUG_INVALIDATIONS
if (!combined.IsEmpty()) {
printf("Display item type %s(%p) (in layer %p) changed geometry!\n", aItem->Name(), f, aNewLayer);
}
#endif
}
if (!combined.IsEmpty()) {
InvalidatePostTransformRegion(newThebesLayer,
combined.ScaleToOutsidePixels(data->mXScale, data->mYScale, mAppUnitsPerDevPixel),
GetTranslationForThebesLayer(newThebesLayer));
aItem->GetUnderlyingFrame()->ClearDisplayItemCache();
}
}
bool
FrameLayerBuilder::NeedToInvalidateFixedDisplayItem(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem)
{
if (!aItem->ShouldFixToViewport(aBuilder)) {
return true;
}
nsRefPtr<LayerManager> layerManager;
nsIFrame* referenceFrame = aBuilder->ReferenceFrame();
NS_ASSERTION(referenceFrame == nsLayoutUtils::GetDisplayRootFrame(referenceFrame),
"Reference frame must be a display root for us to use the layer manager");
nsIWidget* window = referenceFrame->GetNearestWidget();
if (window) {
layerManager = window->GetLayerManager();
}
if (layerManager) {
return !HasRetainedLayerFor(aItem->GetUnderlyingFrame(), aItem->GetPerFrameKey(), layerManager);
}
return true;
}
void
FrameLayerBuilder::AddThebesDisplayItem(ThebesLayer* aLayer,
nsDisplayItem* aItem,
const Clip& aClip,
nsIFrame* aContainerLayerFrame,
LayerState aLayerState)
{
nsRefPtr<LayerManager> tempManager;
if (aLayerState != LAYER_NONE) {
DisplayItemData *data = GetDisplayItemDataForManager(aItem, aLayer->Manager());
if (data) {
tempManager = data->mInactiveManager;
}
if (!tempManager) {
tempManager = new BasicLayerManager();
}
}
AddLayerDisplayItem(aLayer, aItem, aClip, aLayerState, tempManager);
ThebesLayerItemsEntry* entry = mThebesLayerItems.PutEntry(aLayer);
if (entry) {
entry->mContainerLayerFrame = aContainerLayerFrame;
entry->mContainerLayerGeneration = mContainerLayerGeneration;
NS_ASSERTION(aItem->GetUnderlyingFrame(), "Must have frame");
if (tempManager) {
FrameLayerBuilder* layerBuilder = new FrameLayerBuilder();
layerBuilder->Init(mDisplayListBuilder);
layerBuilder->mMaxContainerLayerGeneration = mMaxContainerLayerGeneration;
// LayerManager user data took ownership of the FrameLayerBuilder
tempManager->SetUserData(&gLayerManagerLayerBuilder, layerBuilder);
tempManager->BeginTransaction();
if (mRetainingManager) {
layerBuilder->DidBeginRetainedLayerTransaction(tempManager);
}
nsAutoPtr<LayerProperties> props(LayerProperties::CloneFrom(tempManager->GetRoot()));
nsRefPtr<Layer> layer =
aItem->BuildLayer(mDisplayListBuilder, tempManager, FrameLayerBuilder::ContainerParameters());
// We have no easy way of detecting if this transaction will ever actually get finished.
// For now, I've just silenced the warning with nested transactions in BasicLayers.cpp
if (!layer) {
tempManager->EndTransaction(nsnull, nsnull);
tempManager->SetUserData(&gLayerManagerLayerBuilder, nsnull);
return;
}
// If BuildLayer didn't call BuildContainerLayerFor, then our new layer won't have been
// stored in layerBuilder. Manually add it now.
DisplayItemData data(layer, aItem->GetPerFrameKey(), LAYER_ACTIVE, mContainerLayerGeneration);
layerBuilder->StoreDataForFrame(aItem->GetUnderlyingFrame(), data);
tempManager->SetRoot(layer);
layerBuilder->WillEndTransaction();
mMaxContainerLayerGeneration = layerBuilder->mMaxContainerLayerGeneration;
nsIntRect invalid = props->ComputeDifferences(layer, nsnull);
if (aLayerState == LAYER_SVG_EFFECTS) {
invalid = nsSVGIntegrationUtils::AdjustInvalidAreaForSVGEffects(aItem->GetUnderlyingFrame(), invalid);
}
invalid.MoveBy(-GetTranslationForThebesLayer(aLayer));
aLayer->InvalidateRegion(invalid);
}
ClippedDisplayItem* cdi =
entry->mItems.AppendElement(ClippedDisplayItem(aItem, aClip,
mContainerLayerGeneration));
cdi->mInactiveLayer = tempManager;
}
}
void
FrameLayerBuilder::StoreDataForFrame(nsIFrame* aFrame, DisplayItemData& aData)
{
DisplayItemDataEntry *entry = mNewDisplayItemData.GetEntry(aFrame);
if (entry) {
return;
}
entry = mNewDisplayItemData.PutEntry(aFrame);
if (entry) {
entry->mContainerLayerGeneration = mContainerLayerGeneration;
DisplayItemData *data = entry->mData.AppendElement();
*data = aData;
}
}
FrameLayerBuilder::ClippedDisplayItem::~ClippedDisplayItem()
{
if (mInactiveLayer) {
BasicLayerManager* basic = static_cast<BasicLayerManager*>(mInactiveLayer.get());
if (basic->InTransaction()) {
basic->EndTransaction(nsnull, nsnull);
}
basic->SetUserData(&gLayerManagerLayerBuilder, nsnull);
}
}
void
FrameLayerBuilder::AddLayerDisplayItem(Layer* aLayer,
nsDisplayItem* aItem,
const Clip& aClip,
LayerState aLayerState,
LayerManager* aManager)
{
if (aLayer->Manager() != mRetainingManager)
return;
nsIFrame* f = aItem->GetUnderlyingFrame();
DisplayItemDataEntry* entry = mNewDisplayItemData.PutEntry(f);
if (entry) {
#ifdef DEBUG_DUPLICATE_PAIRS
for (PRUint32 i = 0; i < entry->mData.Length(); i++) {
if (entry->mData[i].mDisplayItemKey == aItem->GetPerFrameKey() &&
aItem->GetType() != nsDisplayItem::TYPE_OWN_LAYER) {
NS_ERROR("Duplicate frame/key pair");
printf("Display item: %s(%i), frame %p\n", aItem->Name(), aItem->GetType(), f);
}
}
#endif
entry->mContainerLayerGeneration = mContainerLayerGeneration;
DisplayItemData* data = entry->mData.AppendElement();
DisplayItemData did(aLayer, aItem->GetPerFrameKey(), aLayerState, mContainerLayerGeneration);
*data = did;
ThebesLayer *t = aLayer->AsThebesLayer();
if (t) {
data->mGeometry = aItem->AllocateGeometry(mDisplayListBuilder);
data->mClip = aClip;
data->mGeometry->mAppUnitsPerDevPixel = AppUnitsPerDevPixel(aItem);
ThebesDisplayItemLayerUserData* userData =
static_cast<ThebesDisplayItemLayerUserData*>(t->GetUserData(&gThebesDisplayItemLayerUserData));
data->mGeometry->mPaintOffset = GetTranslationForThebesLayer(t);
data->mGeometry->mActiveScrolledRootPosition = userData->mActiveScrolledRootPosition;
}
data->mInactiveManager = aManager;
DisplayItemData* oldData = GetDisplayItemDataForManager(aItem, mRetainingManager);
if (oldData) {
oldData->mUsed = true;
}
}
}
nsIntPoint
FrameLayerBuilder::GetLastPaintOffset(ThebesLayer* aLayer)
{
ThebesLayerItemsEntry* entry = mThebesLayerItems.PutEntry(aLayer);
if (entry) {
entry->mContainerLayerGeneration = mContainerLayerGeneration;
if (entry->mHasExplicitLastPaintOffset)
return entry->mLastPaintOffset;
}
return GetTranslationForThebesLayer(aLayer);
}
void
FrameLayerBuilder::SaveLastPaintOffset(ThebesLayer* aLayer)
{
ThebesLayerItemsEntry* entry = mThebesLayerItems.PutEntry(aLayer);
if (entry) {
entry->mContainerLayerGeneration = mContainerLayerGeneration;
entry->mLastPaintOffset = GetTranslationForThebesLayer(aLayer);
entry->mHasExplicitLastPaintOffset = true;
}
}
nscolor
FrameLayerBuilder::FindOpaqueColorCovering(nsDisplayListBuilder* aBuilder,
ThebesLayer* aLayer,
const nsRect& aRect)
{
ThebesLayerItemsEntry* entry = mThebesLayerItems.GetEntry(aLayer);
NS_ASSERTION(entry, "Must know about this layer!");
for (PRInt32 i = entry->mItems.Length() - 1; i >= 0; --i) {
nsDisplayItem* item = entry->mItems[i].mItem;
const nsRect& visible = item->GetVisibleRect();
if (!visible.Intersects(aRect))
continue;
nscolor color;
if (visible.Contains(aRect) && item->IsUniform(aBuilder, &color) &&
NS_GET_A(color) == 255)
return color;
break;
}
return NS_RGBA(0,0,0,0);
}
void
ContainerState::CollectOldLayers()
{
for (Layer* layer = mContainerLayer->GetFirstChild(); layer;
layer = layer->GetNextSibling()) {
NS_ASSERTION(!layer->HasUserData(&gMaskLayerUserData),
"Mask layer in layer tree; could not be recycled.");
if (layer->HasUserData(&gThebesDisplayItemLayerUserData)) {
NS_ASSERTION(layer->AsThebesLayer(), "Wrong layer type");
mRecycledThebesLayers.AppendElement(static_cast<ThebesLayer*>(layer));
}
if (Layer* maskLayer = layer->GetMaskLayer()) {
NS_ASSERTION(maskLayer->GetType() == Layer::TYPE_IMAGE,
"Could not recycle mask layer, unsupported layer type.");
mRecycledMaskImageLayers.Put(layer, static_cast<ImageLayer*>(maskLayer));
}
}
}
void
ContainerState::Finish(PRUint32* aTextContentFlags, LayerManagerData* aData)
{
while (!mThebesLayerDataStack.IsEmpty()) {
PopThebesLayerData();
}
PRUint32 textContentFlags = 0;
for (PRUint32 i = 0; i <= mNewChildLayers.Length(); ++i) {
// An invariant of this loop is that the layers in mNewChildLayers
// with index < i are the first i child layers of mContainerLayer.
Layer* layer;
if (i < mNewChildLayers.Length()) {
layer = mNewChildLayers[i];
// Update all the frames that used to have layers.
if (aData) {
aData->mFramesWithLayers.EnumerateEntries(FrameLayerBuilder::ProcessRemovedDisplayItems, layer);
}
if (!layer->GetVisibleRegion().IsEmpty()) {
textContentFlags |= layer->GetContentFlags() & Layer::CONTENT_COMPONENT_ALPHA;
}
if (!layer->GetParent()) {
// This is not currently a child of the container, so just add it
// now.
Layer* prevChild = i == 0 ? nsnull : mNewChildLayers[i - 1].get();
mContainerLayer->InsertAfter(layer, prevChild);
}
NS_ASSERTION(layer->GetParent() == mContainerLayer,
"Layer shouldn't be the child of some other container");
} else {
layer = nsnull;
}
// If layer is non-null, then it's already a child of the container,
// so scan forward until we find it, removing the other layers we
// don't want here.
// If it's null, scan forward until we've removed all the leftover
// children.
Layer* nextOldChild = i == 0 ? mContainerLayer->GetFirstChild() :
mNewChildLayers[i - 1]->GetNextSibling();
while (nextOldChild != layer) {
Layer* tmp = nextOldChild;
nextOldChild = nextOldChild->GetNextSibling();
mContainerLayer->RemoveChild(tmp);
}
// If non-null, 'layer' is now in the right place in the list, so we
// can just move on to the next one.
}
*aTextContentFlags = textContentFlags;
}
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
static FrameLayerBuilder::ContainerParameters
ChooseScaleAndSetTransform(FrameLayerBuilder* aLayerBuilder,
nsIFrame* aContainerFrame,
const gfx3DMatrix* aTransform,
const FrameLayerBuilder::ContainerParameters& aIncomingScale,
ContainerLayer* aLayer)
{
gfx3DMatrix transform =
gfx3DMatrix::ScalingMatrix(aIncomingScale.mXScale, aIncomingScale.mYScale, 1.0);
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
if (aTransform) {
// aTransform is applied first, then the scale is applied to the result
transform = (*aTransform)*transform;
}
gfxMatrix transform2d;
bool canDraw2D = transform.CanDraw2D(&transform2d);
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
gfxSize scale;
bool isRetained = aLayerBuilder->GetRetainingLayerManager() == aLayer->Manager();
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
// Only fiddle with scale factors for the retaining layer manager, since
// it only matters for retained layers
// XXX Should we do something for 3D transforms?
if (canDraw2D && isRetained) {
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
//Scale factors are normalized to a power of 2 to reduce the number of resolution changes
scale = transform2d.ScaleFactors(true);
// For frames with a changing transform that's not just a translation,
// round scale factors up to nearest power-of-2 boundary so that we don't
// keep having to redraw the content as it scales up and down. Rounding up to nearest
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
// power-of-2 boundary ensures we never scale up, only down --- avoiding
// jaggies. It also ensures we never scale down by more than a factor of 2,
// avoiding bad downscaling quality.
gfxMatrix frameTransform;
if (aContainerFrame->AreLayersMarkedActive(nsChangeHint_UpdateTransformLayer) &&
aTransform &&
(!aTransform->Is2D(&frameTransform) || frameTransform.HasNonTranslationOrFlip())) {
// Don't clamp the scale factor when the new desired scale factor matches the old one
// or it was previously unscaled.
bool clamp = true;
gfxMatrix oldFrameTransform2d;
if (aLayer->GetTransform().Is2D(&oldFrameTransform2d)) {
gfxSize oldScale = oldFrameTransform2d.ScaleFactors(true);
if (oldScale == scale || oldScale == gfxSize(1.0, 1.0))
clamp = false;
}
if (clamp) {
scale.width = gfxUtils::ClampToScaleFactor(scale.width);
scale.height = gfxUtils::ClampToScaleFactor(scale.height);
}
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
} else {
// XXX Do we need to move nearly-integer values to integers here?
}
// If the scale factors are too small, just use 1.0. The content is being
// scaled out of sight anyway.
if (fabs(scale.width) < 1e-8 || fabs(scale.height) < 1e-8) {
scale = gfxSize(1.0, 1.0);
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
}
} else {
scale = gfxSize(1.0, 1.0);
}
// Apply the inverse of our resolution-scale before the rest of our transform
transform = gfx3DMatrix::ScalingMatrix(1.0/scale.width, 1.0/scale.height, 1.0)*transform;
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
aLayer->SetTransform(transform);
FrameLayerBuilder::ContainerParameters
result(scale.width, scale.height, aIncomingScale);
if (aTransform) {
result.mInTransformedSubtree = true;
if (aContainerFrame->AreLayersMarkedActive(nsChangeHint_UpdateTransformLayer)) {
result.mInActiveTransformedSubtree = true;
}
}
if (isRetained && (!canDraw2D || transform2d.HasNonIntegerTranslation())) {
result.mDisableSubpixelAntialiasingInDescendants = true;
}
return result;
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
}
/* static */ PLDHashOperator
FrameLayerBuilder::RestoreDisplayItemData(DisplayItemDataEntry* aEntry, void* aUserArg)
{
PRUint32 *generation = static_cast<PRUint32*>(aUserArg);
if (aEntry->mContainerLayerGeneration >= *generation) {
return PL_DHASH_REMOVE;
}
for (PRUint32 i = 0; i < aEntry->mData.Length(); i++) {
if (aEntry->mData[i].mContainerLayerGeneration >= *generation) {
aEntry->mData.TruncateLength(i);
return PL_DHASH_NEXT;
}
}
return PL_DHASH_NEXT;
}
/* static */ PLDHashOperator
FrameLayerBuilder::RestoreThebesLayerItemEntries(ThebesLayerItemsEntry* aEntry, void* aUserArg)
{
PRUint32 *generation = static_cast<PRUint32*>(aUserArg);
if (aEntry->mContainerLayerGeneration >= *generation) {
return PL_DHASH_REMOVE;
}
for (PRUint32 i = 0; i < aEntry->mItems.Length(); i++) {
if (aEntry->mItems[i].mContainerLayerGeneration >= *generation) {
aEntry->mItems.TruncateLength(i);
return PL_DHASH_NEXT;
}
}
return PL_DHASH_NEXT;
}
already_AddRefed<ContainerLayer>
FrameLayerBuilder::BuildContainerLayerFor(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
nsIFrame* aContainerFrame,
nsDisplayItem* aContainerItem,
const nsDisplayList& aChildren,
const ContainerParameters& aParameters,
const gfx3DMatrix* aTransform)
{
FrameProperties props = aContainerFrame->Properties();
PRUint32 containerDisplayItemKey =
aContainerItem ? aContainerItem->GetPerFrameKey() : 0;
NS_ASSERTION(aContainerFrame, "Container display items here should have a frame");
NS_ASSERTION(!aContainerItem ||
aContainerItem->GetUnderlyingFrame() == aContainerFrame,
"Container display item must match given frame");
nsRefPtr<ContainerLayer> containerLayer;
Layer* oldLayer = GetOldLayerFor(aContainerFrame, containerDisplayItemKey);
if (oldLayer) {
NS_ASSERTION(oldLayer->Manager() == mRetainingManager, "Wrong manager");
if (oldLayer->HasUserData(&gThebesDisplayItemLayerUserData)) {
// The old layer for this item is actually our ThebesLayer
// because we rendered its layer into that ThebesLayer. So we
// don't actually have a retained container layer.
} else {
NS_ASSERTION(oldLayer->GetType() == Layer::TYPE_CONTAINER,
"Wrong layer type");
containerLayer = static_cast<ContainerLayer*>(oldLayer);
// Clear clip rect; the caller will set it if necessary.
containerLayer->SetClipRect(nsnull);
containerLayer->SetMaskLayer(nsnull);
}
}
if (!containerLayer) {
// No suitable existing layer was found.
containerLayer = aManager->CreateContainerLayer();
if (!containerLayer)
return nsnull;
}
if (aContainerItem &&
aContainerItem->GetLayerState(aBuilder, aManager, aParameters) == LAYER_ACTIVE_EMPTY) {
// Empty layers only have metadata and should never have display items. We
// early exit because later, invalidation will walk up the frame tree to
// determine which thebes layer gets invalidated. Since an empty layer
// should never have anything to paint, it should never be invalidated.
NS_ASSERTION(aChildren.IsEmpty(), "Should have no children");
return containerLayer.forget();
}
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
ContainerParameters scaleParameters =
ChooseScaleAndSetTransform(this, aContainerFrame, aTransform, aParameters,
containerLayer);
PRUint32 oldGeneration = mContainerLayerGeneration;
mContainerLayerGeneration = ++mMaxContainerLayerGeneration;
LayerManagerData* data = static_cast<LayerManagerData*>
(aManager->GetUserData(&gLayerManagerUserData));
if (mRetainingManager) {
DisplayItemDataEntry* entry = mNewDisplayItemData.PutEntry(aContainerFrame);
if (entry) {
DisplayItemData *data = entry->mData.AppendElement();
DisplayItemData did(containerLayer, containerDisplayItemKey,
LAYER_ACTIVE, mContainerLayerGeneration);
*data = did;
entry->mContainerLayerGeneration = mContainerLayerGeneration;
}
}
nsRect bounds;
nsIntRect pixBounds;
PRInt32 appUnitsPerDevPixel;
PRUint32 stateFlags =
(aContainerFrame->GetStateBits() & NS_FRAME_NO_COMPONENT_ALPHA) ?
ContainerState::NO_COMPONENT_ALPHA : 0;
PRUint32 flags;
while (true) {
ContainerState state(aBuilder, aManager, GetLayerBuilderForManager(aManager),
aContainerFrame, containerLayer, scaleParameters);
Clip clip;
state.ProcessDisplayItems(aChildren, clip, stateFlags);
// Set CONTENT_COMPONENT_ALPHA if any of our children have it.
// This is suboptimal ... a child could have text that's over transparent
// pixels in its own layer, but over opaque parts of previous siblings.
state.Finish(&flags, data);
bounds = state.GetChildrenBounds();
pixBounds = state.ScaleToOutsidePixels(bounds, false);
appUnitsPerDevPixel = state.GetAppUnitsPerDevPixel();
if ((flags & Layer::CONTENT_COMPONENT_ALPHA) &&
mRetainingManager &&
!mRetainingManager->AreComponentAlphaLayersEnabled() &&
!stateFlags) {
// Since we don't want any component alpha layers on BasicLayers, we repeat
// the layer building process with this explicitely forced off.
// We restore the previous FrameLayerBuilder state since the first set
// of layer building will have changed it.
stateFlags = ContainerState::NO_COMPONENT_ALPHA;
mNewDisplayItemData.EnumerateEntries(RestoreDisplayItemData,
&mContainerLayerGeneration);
mThebesLayerItems.EnumerateEntries(RestoreThebesLayerItemEntries,
&mContainerLayerGeneration);
aContainerFrame->AddStateBits(NS_FRAME_NO_COMPONENT_ALPHA);
continue;
}
break;
}
NS_ASSERTION(bounds.IsEqualInterior(aChildren.GetBounds(aBuilder)), "Wrong bounds");
if (aContainerItem) {
nsIntRect itemVisibleRect =
aContainerItem->GetVisibleRect().ToOutsidePixels(AppUnitsPerDevPixel(aContainerItem));
SetVisibleRegionForLayer(containerLayer, itemVisibleRect, pixBounds);
} else {
containerLayer->SetVisibleRegion(pixBounds);
}
// Make sure that rounding the visible region out didn't add any area
// we won't paint
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
if (aChildren.IsOpaque() && !aChildren.NeedsTransparentSurface()) {
bounds.ScaleRoundIn(scaleParameters.mXScale, scaleParameters.mYScale);
if (bounds.Contains(pixBounds.ToAppUnits(appUnitsPerDevPixel))) {
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
// Clear CONTENT_COMPONENT_ALPHA
flags = Layer::CONTENT_OPAQUE;
}
}
containerLayer->SetContentFlags(flags);
containerLayer->SetUserData(&gNotifySubDocInvalidationData, nsnull);
mContainerLayerGeneration = oldGeneration;
return containerLayer.forget();
}
Layer*
FrameLayerBuilder::GetLeafLayerFor(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem)
{
nsIFrame* f = aItem->GetUnderlyingFrame();
NS_ASSERTION(f, "Can only call GetLeafLayerFor on items that have a frame");
Layer* layer = GetOldLayerFor(f, aItem->GetPerFrameKey());
if (!layer)
return nsnull;
if (layer->HasUserData(&gThebesDisplayItemLayerUserData)) {
// This layer was created to render Thebes-rendered content for this
// display item. The display item should not use it for its own
// layer rendering.
return nsnull;
}
// Clear clip rect; the caller is responsible for setting it.
layer->SetClipRect(nsnull);
layer->SetMaskLayer(nsnull);
return layer;
}
/* static */ void
FrameLayerBuilder::InvalidateAllLayers(LayerManager* aManager)
{
LayerManagerData* data = static_cast<LayerManagerData*>
(aManager->GetUserData(&gLayerManagerUserData));
if (data) {
data->mInvalidateAllLayers = true;
}
}
/* static */
Layer*
FrameLayerBuilder::GetDedicatedLayer(nsIFrame* aFrame, PRUint32 aDisplayItemKey)
{
//TODO: This isn't completely correct, since a frame could exist as a layer
// in the normal widget manager, and as a different layer (or no layer)
// in the secondary manager
DisplayItemData *data = GetDisplayItemDataForManager(aFrame, aDisplayItemKey, nsnull);
if (!data) {
return nsnull;
}
Layer* layer = data->mLayer;
if (!layer->HasUserData(&gColorLayerUserData) &&
!layer->HasUserData(&gImageLayerUserData) &&
!layer->HasUserData(&gThebesDisplayItemLayerUserData)) {
return layer;
}
return nsnull;
}
bool
FrameLayerBuilder::GetThebesLayerResolutionForFrame(nsIFrame* aFrame,
double* aXres, double* aYres,
gfxPoint* aPoint)
{
LayerManagerData *data = GetDefaultLayerManagerDataForFrame(aFrame);
if (!data) {
return false;
}
DisplayItemDataEntry *entry = data->mFramesWithLayers.GetEntry(aFrame);
if (!entry)
return false;
nsTArray<DisplayItemData>* array = &entry->mData;
if (array) {
for (PRUint32 i = 0; i < array->Length(); ++i) {
Layer* layer = array->ElementAt(i).mLayer;
if (layer->HasUserData(&gThebesDisplayItemLayerUserData)) {
ThebesDisplayItemLayerUserData* data =
static_cast<ThebesDisplayItemLayerUserData*>
(layer->GetUserData(&gThebesDisplayItemLayerUserData));
*aXres = data->mXScale;
*aYres = data->mYScale;
*aPoint = data->mActiveScrolledRootPosition;
return true;
}
}
}
nsIFrame::ChildListIterator lists(aFrame);
for (; !lists.IsDone(); lists.Next()) {
if (lists.CurrentID() == nsIFrame::kPopupList ||
lists.CurrentID() == nsIFrame::kSelectPopupList) {
continue;
}
nsFrameList::Enumerator childFrames(lists.CurrentList());
for (; !childFrames.AtEnd(); childFrames.Next()) {
if (GetThebesLayerResolutionForFrame(childFrames.get(),
aXres, aYres, aPoint)) {
return true;
}
}
}
return false;
}
#ifdef MOZ_DUMP_PAINTING
static void DebugPaintItem(nsRenderingContext* aDest, nsDisplayItem *aItem, nsDisplayListBuilder* aBuilder)
{
bool snap;
nsRect appUnitBounds = aItem->GetBounds(aBuilder, &snap);
gfxRect bounds(appUnitBounds.x, appUnitBounds.y, appUnitBounds.width, appUnitBounds.height);
bounds.ScaleInverse(aDest->AppUnitsPerDevPixel());
nsRefPtr<gfxASurface> surf =
gfxPlatform::GetPlatform()->CreateOffscreenSurface(gfxIntSize(bounds.width, bounds.height),
gfxASurface::CONTENT_COLOR_ALPHA);
surf->SetDeviceOffset(-bounds.TopLeft());
nsRefPtr<gfxContext> context = new gfxContext(surf);
nsRefPtr<nsRenderingContext> ctx = new nsRenderingContext();
ctx->Init(aDest->DeviceContext(), context);
aItem->Paint(aBuilder, ctx);
DumpPaintedImage(aItem, surf);
aItem->SetPainted();
surf->SetDeviceOffset(gfxPoint(0, 0));
aDest->ThebesContext()->SetSource(surf, bounds.TopLeft());
aDest->ThebesContext()->Rectangle(bounds);
aDest->ThebesContext()->Fill();
}
#endif
/*
* A note on residual transforms:
*
* In a transformed subtree we sometimes apply the ThebesLayer's
* "residual transform" when drawing content into the ThebesLayer.
* This is a translation by components in the range [-0.5,0.5) provided
* by the layer system; applying the residual transform followed by the
* transforms used by layer compositing ensures that the subpixel alignment
* of the content of the ThebesLayer exactly matches what it would be if
* we used cairo/Thebes to draw directly to the screen without going through
* retained layer buffers.
*
* The visible and valid regions of the ThebesLayer are computed without
* knowing the residual transform (because we don't know what the residual
* transform is going to be until we've built the layer tree!). So we have to
* consider whether content painted in the range [x, xmost) might be painted
* outside the visible region we computed for that content. The visible region
* would be [floor(x), ceil(xmost)). The content would be rendered at
* [x + r, xmost + r), where -0.5 <= r < 0.5. So some half-rendered pixels could
* indeed fall outside the computed visible region, which is not a big deal;
* similar issues already arise when we snap cliprects to nearest pixels.
* Note that if the rendering of the content is snapped to nearest pixels ---
* which it often is --- then the content is actually rendered at
* [snap(x + r), snap(xmost + r)). It turns out that floor(x) <= snap(x + r)
* and ceil(xmost) >= snap(xmost + r), so the rendering of snapped content
* always falls within the visible region we computed.
*/
/* static */ void
FrameLayerBuilder::DrawThebesLayer(ThebesLayer* aLayer,
gfxContext* aContext,
const nsIntRegion& aRegionToDraw,
const nsIntRegion& aRegionToInvalidate,
void* aCallbackData)
{
SAMPLE_LABEL("gfx", "DrawThebesLayer");
nsDisplayListBuilder* builder = static_cast<nsDisplayListBuilder*>
(aCallbackData);
FrameLayerBuilder *layerBuilder = GetLayerBuilderForManager(aLayer->Manager());
if (layerBuilder->CheckDOMModified())
return;
nsTArray<ClippedDisplayItem> items;
PRUint32 commonClipCount;
nsIFrame* containerLayerFrame;
{
ThebesLayerItemsEntry* entry = layerBuilder->mThebesLayerItems.GetEntry(aLayer);
NS_ASSERTION(entry, "We shouldn't be drawing into a layer with no items!");
items.SwapElements(entry->mItems);
commonClipCount = entry->mCommonClipCount;
containerLayerFrame = entry->mContainerLayerFrame;
// Later after this point, due to calls to DidEndTransaction
// for temporary layer managers, mThebesLayerItems can change,
// so 'entry' could become invalid.
}
ThebesDisplayItemLayerUserData* userData =
static_cast<ThebesDisplayItemLayerUserData*>
(aLayer->GetUserData(&gThebesDisplayItemLayerUserData));
NS_ASSERTION(userData, "where did our user data go?");
if (NS_GET_A(userData->mForcedBackgroundColor) > 0) {
nsIntRect r = aLayer->GetVisibleRegion().GetBounds();
aContext->NewPath();
aContext->Rectangle(gfxRect(r.x, r.y, r.width, r.height));
aContext->SetColor(gfxRGBA(userData->mForcedBackgroundColor));
aContext->Fill();
}
// make the origin of the context coincide with the origin of the
// ThebesLayer
gfxContextMatrixAutoSaveRestore saveMatrix(aContext);
nsIntPoint offset = GetTranslationForThebesLayer(aLayer);
// Apply the residual transform if it has been enabled, to ensure that
// snapping when we draw into aContext exactly matches the ideal transform.
// See above for why this is OK.
aContext->Translate(aLayer->GetResidualTranslation() - gfxPoint(offset.x, offset.y));
aContext->Scale(userData->mXScale, userData->mYScale);
nsPresContext* presContext = containerLayerFrame->PresContext();
PRInt32 appUnitsPerDevPixel = presContext->AppUnitsPerDevPixel();
PRUint32 i;
// Update visible regions. We need perform visibility analysis again
// because we may be asked to draw into part of a ThebesLayer that
// isn't actually visible in the window (e.g., because a ThebesLayer
// expanded its visible region to a rectangle internally), in which
// case the mVisibleRect stored in the display item may be wrong.
nsRegion visible = aRegionToDraw.ToAppUnits(appUnitsPerDevPixel);
visible.MoveBy(NSIntPixelsToAppUnits(offset.x, appUnitsPerDevPixel),
NSIntPixelsToAppUnits(offset.y, appUnitsPerDevPixel));
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 05:11:27 -07:00
visible.ScaleInverseRoundOut(userData->mXScale, userData->mYScale);
for (i = items.Length(); i > 0; --i) {
ClippedDisplayItem* cdi = &items[i - 1];
NS_ASSERTION(AppUnitsPerDevPixel(cdi->mItem) == appUnitsPerDevPixel,
"a thebes layer should contain items only at the same zoom");
NS_ABORT_IF_FALSE(cdi->mClip.mHaveClipRect ||
cdi->mClip.mRoundedClipRects.IsEmpty(),
"If we have rounded rects, we must have a clip rect");
if (!cdi->mClip.mHaveClipRect ||
(cdi->mClip.mRoundedClipRects.IsEmpty() &&
cdi->mClip.mClipRect.Contains(visible.GetBounds()))) {
cdi->mItem->RecomputeVisibility(builder, &visible);
continue;
}
// Do a little dance to account for the fact that we're clipping
// to cdi->mClipRect
nsRegion clipped;
clipped.And(visible, cdi->mClip.mClipRect);
nsRegion finalClipped = clipped;
cdi->mItem->RecomputeVisibility(builder, &finalClipped);
// If we have rounded clip rects, don't subtract from the visible
// region since we aren't displaying everything inside the rect.
if (cdi->mClip.mRoundedClipRects.IsEmpty()) {
nsRegion removed;
removed.Sub(clipped, finalClipped);
nsRegion newVisible;
newVisible.Sub(visible, removed);
// Don't let the visible region get too complex.
if (newVisible.GetNumRects() <= 15) {
visible = newVisible;
}
}
if (!cdi->mClip.IsRectClippedByRoundedCorner(cdi->mItem->GetVisibleRect())) {
cdi->mClip.RemoveRoundedCorners();
}
}
nsRefPtr<nsRenderingContext> rc = new nsRenderingContext();
rc->Init(presContext->DeviceContext(), aContext);
Clip currentClip;
bool setClipRect = false;
for (i = 0; i < items.Length(); ++i) {
ClippedDisplayItem* cdi = &items[i];
if (cdi->mItem->GetVisibleRect().IsEmpty())
continue;
// If the new desired clip state is different from the current state,
// update the clip.
if (setClipRect != cdi->mClip.mHaveClipRect ||
(cdi->mClip.mHaveClipRect && cdi->mClip != currentClip)) {
if (setClipRect) {
aContext->Restore();
}
setClipRect = cdi->mClip.mHaveClipRect;
if (setClipRect) {
currentClip = cdi->mClip;
aContext->Save();
NS_ASSERTION(commonClipCount < 100,
"Maybe you really do have more than a hundred clipping rounded rects, or maybe something has gone wrong.");
currentClip.ApplyTo(aContext, presContext, commonClipCount);
}
}
if (cdi->mInactiveLayer) {
builder->SetIsCompositingCheap(false);
PaintInactiveLayer(builder, cdi->mInactiveLayer, cdi->mItem, aContext, rc);
builder->SetIsCompositingCheap(aLayer->Manager()->IsCompositingCheap());
} else {
nsIFrame* frame = cdi->mItem->GetUnderlyingFrame();
if (frame) {
frame->AddStateBits(NS_FRAME_PAINTED_THEBES);
}
#ifdef MOZ_DUMP_PAINTING
if (gfxUtils::sDumpPainting) {
DebugPaintItem(rc, cdi->mItem, builder);
} else {
#else
{
#endif
cdi->mItem->Paint(builder, rc);
}
}
if (layerBuilder->CheckDOMModified())
break;
}
if (setClipRect) {
aContext->Restore();
}
FlashPaint(aContext);
if (!aRegionToInvalidate.IsEmpty()) {
aLayer->AddInvalidRect(aRegionToInvalidate.GetBounds());
}
}
bool
FrameLayerBuilder::CheckDOMModified()
{
if (!mRootPresContext ||
mInitialDOMGeneration == mRootPresContext->GetDOMGeneration())
return false;
if (mDetectedDOMModification) {
// Don't spam the console with extra warnings
return true;
}
mDetectedDOMModification = true;
// Painting is not going to complete properly. There's not much
// we can do here though. Invalidating the window to get another repaint
// is likely to lead to an infinite repaint loop.
NS_WARNING("Detected DOM modification during paint, bailing out!");
return true;
}
#ifdef MOZ_DUMP_PAINTING
/* static */ void
FrameLayerBuilder::DumpRetainedLayerTree(LayerManager* aManager, FILE* aFile)
{
aManager->Dump(aFile);
}
#endif
FrameLayerBuilder::Clip::Clip(const Clip& aOther, nsDisplayItem* aClipItem)
: mRoundedClipRects(aOther.mRoundedClipRects),
mHaveClipRect(true)
{
nsDisplayItem::Type type = aClipItem->GetType();
NS_ABORT_IF_FALSE(type == nsDisplayItem::TYPE_CLIP ||
type == nsDisplayItem::TYPE_CLIP_ROUNDED_RECT,
"unexpected display item type");
nsDisplayClip* item = static_cast<nsDisplayClip*>(aClipItem);
// Always intersect with mClipRect, even if we're going to add a
// rounded rect.
if (aOther.mHaveClipRect) {
mClipRect.IntersectRect(aOther.mClipRect, item->GetClipRect());
} else {
mClipRect = item->GetClipRect();
}
if (type == nsDisplayItem::TYPE_CLIP_ROUNDED_RECT) {
RoundedRect *rr = mRoundedClipRects.AppendElement();
if (rr) {
rr->mRect = item->GetClipRect();
static_cast<nsDisplayClipRoundedRect*>(item)->GetRadii(rr->mRadii);
}
}
// FIXME: Optimize away excess rounded rectangles due to the new addition.
}
void
FrameLayerBuilder::Clip::ApplyTo(gfxContext* aContext,
nsPresContext* aPresContext,
PRUint32 aBegin, PRUint32 aEnd)
{
PRInt32 A2D = aPresContext->AppUnitsPerDevPixel();
ApplyRectTo(aContext, A2D);
ApplyRoundedRectsTo(aContext, A2D, aBegin, aEnd);
}
void
FrameLayerBuilder::Clip::ApplyRectTo(gfxContext* aContext, PRInt32 A2D) const
{
aContext->NewPath();
gfxRect clip = nsLayoutUtils::RectToGfxRect(mClipRect, A2D);
aContext->Rectangle(clip, true);
aContext->Clip();
}
void
FrameLayerBuilder::Clip::ApplyRoundedRectsTo(gfxContext* aContext,
PRInt32 A2D,
PRUint32 aBegin, PRUint32 aEnd) const
{
aEnd = NS_MIN<PRUint32>(aEnd, mRoundedClipRects.Length());
for (PRUint32 i = aBegin; i < aEnd; ++i) {
AddRoundedRectPathTo(aContext, A2D, mRoundedClipRects[i]);
aContext->Clip();
}
}
void
FrameLayerBuilder::Clip::DrawRoundedRectsTo(gfxContext* aContext,
PRInt32 A2D,
PRUint32 aBegin, PRUint32 aEnd) const
{
aEnd = NS_MIN<PRUint32>(aEnd, mRoundedClipRects.Length());
if (aEnd - aBegin == 0)
return;
// If there is just one rounded rect we can just fill it, if there are more then we
// must clip the rest to get the intersection of clips
ApplyRoundedRectsTo(aContext, A2D, aBegin, aEnd - 1);
AddRoundedRectPathTo(aContext, A2D, mRoundedClipRects[aEnd - 1]);
aContext->Fill();
}
void
FrameLayerBuilder::Clip::AddRoundedRectPathTo(gfxContext* aContext,
PRInt32 A2D,
const RoundedRect &aRoundRect) const
{
gfxCornerSizes pixelRadii;
nsCSSRendering::ComputePixelRadii(aRoundRect.mRadii, A2D, &pixelRadii);
gfxRect clip = nsLayoutUtils::RectToGfxRect(aRoundRect.mRect, A2D);
clip.Round();
clip.Condition();
aContext->NewPath();
aContext->RoundedRectangle(clip, pixelRadii);
}
nsRect
FrameLayerBuilder::Clip::ApproximateIntersect(const nsRect& aRect) const
{
nsRect r = aRect;
if (mHaveClipRect) {
r.IntersectRect(r, mClipRect);
}
for (PRUint32 i = 0, iEnd = mRoundedClipRects.Length();
i < iEnd; ++i) {
const Clip::RoundedRect &rr = mRoundedClipRects[i];
nsRegion rgn = nsLayoutUtils::RoundedRectIntersectRect(rr.mRect, rr.mRadii, r);
r = rgn.GetLargestRectangle();
}
return r;
}
// Test if (aXPoint, aYPoint) is in the ellipse with center (aXCenter, aYCenter)
// and radii aXRadius, aYRadius.
bool IsInsideEllipse(nscoord aXRadius, nscoord aXCenter, nscoord aXPoint,
nscoord aYRadius, nscoord aYCenter, nscoord aYPoint)
{
float scaledX = float(aXPoint - aXCenter) / float(aXRadius);
float scaledY = float(aYPoint - aYCenter) / float(aYRadius);
return scaledX * scaledX + scaledY * scaledY < 1.0f;
}
bool
FrameLayerBuilder::Clip::IsRectClippedByRoundedCorner(const nsRect& aRect) const
{
if (mRoundedClipRects.IsEmpty())
return false;
nsRect rect;
rect.IntersectRect(aRect, NonRoundedIntersection());
for (PRUint32 i = 0, iEnd = mRoundedClipRects.Length();
i < iEnd; ++i) {
const Clip::RoundedRect &rr = mRoundedClipRects[i];
// top left
if (rect.x < rr.mRect.x + rr.mRadii[NS_CORNER_TOP_LEFT_X] &&
rect.y < rr.mRect.y + rr.mRadii[NS_CORNER_TOP_LEFT_Y]) {
if (!IsInsideEllipse(rr.mRadii[NS_CORNER_TOP_LEFT_X],
rr.mRect.x + rr.mRadii[NS_CORNER_TOP_LEFT_X],
rect.x,
rr.mRadii[NS_CORNER_TOP_LEFT_Y],
rr.mRect.y + rr.mRadii[NS_CORNER_TOP_LEFT_Y],
rect.y)) {
return true;
}
}
// top right
if (rect.XMost() > rr.mRect.XMost() - rr.mRadii[NS_CORNER_TOP_RIGHT_X] &&
rect.y < rr.mRect.y + rr.mRadii[NS_CORNER_TOP_RIGHT_Y]) {
if (!IsInsideEllipse(rr.mRadii[NS_CORNER_TOP_RIGHT_X],
rr.mRect.XMost() - rr.mRadii[NS_CORNER_TOP_RIGHT_X],
rect.XMost(),
rr.mRadii[NS_CORNER_TOP_RIGHT_Y],
rr.mRect.y + rr.mRadii[NS_CORNER_TOP_RIGHT_Y],
rect.y)) {
return true;
}
}
// bottom left
if (rect.x < rr.mRect.x + rr.mRadii[NS_CORNER_BOTTOM_LEFT_X] &&
rect.YMost() > rr.mRect.YMost() - rr.mRadii[NS_CORNER_BOTTOM_LEFT_Y]) {
if (!IsInsideEllipse(rr.mRadii[NS_CORNER_BOTTOM_LEFT_X],
rr.mRect.x + rr.mRadii[NS_CORNER_BOTTOM_LEFT_X],
rect.x,
rr.mRadii[NS_CORNER_BOTTOM_LEFT_Y],
rr.mRect.YMost() - rr.mRadii[NS_CORNER_BOTTOM_LEFT_Y],
rect.YMost())) {
return true;
}
}
// bottom right
if (rect.XMost() > rr.mRect.XMost() - rr.mRadii[NS_CORNER_BOTTOM_RIGHT_X] &&
rect.YMost() > rr.mRect.YMost() - rr.mRadii[NS_CORNER_BOTTOM_RIGHT_Y]) {
if (!IsInsideEllipse(rr.mRadii[NS_CORNER_BOTTOM_RIGHT_X],
rr.mRect.XMost() - rr.mRadii[NS_CORNER_BOTTOM_RIGHT_X],
rect.XMost(),
rr.mRadii[NS_CORNER_BOTTOM_RIGHT_Y],
rr.mRect.YMost() - rr.mRadii[NS_CORNER_BOTTOM_RIGHT_Y],
rect.YMost())) {
return true;
}
}
}
return false;
}
nsRect
FrameLayerBuilder::Clip::NonRoundedIntersection() const
{
nsRect result = mClipRect;
for (PRUint32 i = 0, iEnd = mRoundedClipRects.Length();
i < iEnd; ++i) {
result.IntersectRect(result, mRoundedClipRects[i].mRect);
}
return result;
}
void
FrameLayerBuilder::Clip::RemoveRoundedCorners()
{
if (mRoundedClipRects.IsEmpty())
return;
mClipRect = NonRoundedIntersection();
mRoundedClipRects.Clear();
}
gfxRect
CalculateBounds(nsTArray<FrameLayerBuilder::Clip::RoundedRect> aRects, PRInt32 A2D)
{
nsRect bounds = aRects[0].mRect;
for (PRUint32 i = 1; i < aRects.Length(); ++i) {
bounds.UnionRect(bounds, aRects[i].mRect);
}
return nsLayoutUtils::RectToGfxRect(bounds, A2D);
}
void
ContainerState::SetupMaskLayer(Layer *aLayer, const FrameLayerBuilder::Clip& aClip,
PRUint32 aRoundedRectClipCount)
{
// don't build an unnecessary mask
nsIntRect layerBounds = aLayer->GetVisibleRegion().GetBounds();
if (aClip.mRoundedClipRects.IsEmpty() ||
aRoundedRectClipCount <= 0 ||
layerBounds.IsEmpty()) {
return;
}
// check if we can re-use the mask layer
nsRefPtr<ImageLayer> maskLayer = CreateOrRecycleMaskImageLayerFor(aLayer);
MaskLayerUserData* userData = GetMaskLayerUserData(maskLayer);
MaskLayerUserData newData;
newData.mRoundedClipRects.AppendElements(aClip.mRoundedClipRects);
if (aRoundedRectClipCount < newData.mRoundedClipRects.Length()) {
newData.mRoundedClipRects.TruncateLength(aRoundedRectClipCount);
}
newData.mScaleX = mParameters.mXScale;
newData.mScaleY = mParameters.mYScale;
if (*userData == newData) {
aLayer->SetMaskLayer(maskLayer);
return;
}
// calculate a more precise bounding rect
const PRInt32 A2D = mContainerFrame->PresContext()->AppUnitsPerDevPixel();
gfxRect boundingRect = CalculateBounds(newData.mRoundedClipRects, A2D);
boundingRect.Scale(mParameters.mXScale, mParameters.mYScale);
PRUint32 maxSize = mManager->GetMaxTextureSize();
NS_ASSERTION(maxSize > 0, "Invalid max texture size");
nsIntSize surfaceSize(NS_MIN<PRInt32>(boundingRect.Width(), maxSize),
NS_MIN<PRInt32>(boundingRect.Height(), maxSize));
// maskTransform is applied to the clip when it is painted into the mask (as a
// component of imageTransform), and its inverse used when the mask is used for
// masking.
// It is the transform from the masked layer's space to mask space
gfxMatrix maskTransform;
maskTransform.Scale(float(surfaceSize.width)/float(boundingRect.Width()),
float(surfaceSize.height)/float(boundingRect.Height()));
maskTransform.Translate(-boundingRect.TopLeft());
// imageTransform is only used when the clip is painted to the mask
gfxMatrix imageTransform = maskTransform;
imageTransform.Scale(mParameters.mXScale, mParameters.mYScale);
// copy and transform the rounded rects
nsTArray<MaskLayerImageCache::PixelRoundedRect> roundedRects;
for (PRUint32 i = 0; i < newData.mRoundedClipRects.Length(); ++i) {
roundedRects.AppendElement(
MaskLayerImageCache::PixelRoundedRect(newData.mRoundedClipRects[i],
mContainerFrame->PresContext()));
roundedRects[i].ScaleAndTranslate(imageTransform);
}
// check to see if we can reuse a mask image
const MaskLayerImageCache::MaskLayerImageKey* key =
new MaskLayerImageCache::MaskLayerImageKey(roundedRects);
const MaskLayerImageCache::MaskLayerImageKey* lookupKey = key;
nsRefPtr<ImageContainer> container =
GetMaskLayerImageCache()->FindImageFor(&lookupKey);
if (container) {
// track the returned key for the mask image
delete key;
key = lookupKey;
} else {
// no existing mask image, so build a new one
nsRefPtr<gfxASurface> surface =
aLayer->Manager()->CreateOptimalMaskSurface(surfaceSize);
// fail if we can't get the right surface
if (!surface || surface->CairoStatus()) {
NS_WARNING("Could not create surface for mask layer.");
return;
}
nsRefPtr<gfxContext> context = new gfxContext(surface);
context->Multiply(imageTransform);
// paint the clipping rects with alpha to create the mask
context->SetColor(gfxRGBA(1, 1, 1, 1));
aClip.DrawRoundedRectsTo(context, A2D, 0, aRoundedRectClipCount);
// build the image and container
container = aLayer->Manager()->CreateImageContainer();
NS_ASSERTION(container, "Could not create image container for mask layer.");
static const Image::Format format = Image::CAIRO_SURFACE;
nsRefPtr<Image> image = container->CreateImage(&format, 1);
NS_ASSERTION(image, "Could not create image container for mask layer.");
CairoImage::Data data;
data.mSurface = surface;
data.mSize = surfaceSize;
static_cast<CairoImage*>(image.get())->SetData(data);
container->SetCurrentImage(image);
GetMaskLayerImageCache()->PutImage(key, container);
}
maskLayer->SetContainer(container);
maskLayer->SetTransform(gfx3DMatrix::From2D(maskTransform.Invert()));
// save the details of the clip in user data
userData->mScaleX = newData.mScaleX;
userData->mScaleY = newData.mScaleY;
userData->mRoundedClipRects.SwapElements(newData.mRoundedClipRects);
userData->mImageKey = key;
aLayer->SetMaskLayer(maskLayer);
return;
}
} // namespace mozilla