gecko/gfx/layers/client/ClientTiledThebesLayer.cpp

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/* 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 "mozilla/layers/PLayerTransactionChild.h"
#include "ClientTiledThebesLayer.h"
#include "gfxImageSurface.h"
#include "GeckoProfiler.h"
#include "gfxPlatform.h"
namespace mozilla {
namespace layers {
ClientTiledThebesLayer::ClientTiledThebesLayer(ClientLayerManager* const aManager)
: ThebesLayer(aManager,
static_cast<ClientLayer*>(MOZ_THIS_IN_INITIALIZER_LIST()))
, mContentClient()
{
MOZ_COUNT_CTOR(ClientTiledThebesLayer);
mPaintData.mLastScrollOffset = CSSPoint(0, 0);
mPaintData.mFirstPaint = true;
}
ClientTiledThebesLayer::~ClientTiledThebesLayer()
{
MOZ_COUNT_DTOR(ClientTiledThebesLayer);
}
void
ClientTiledThebesLayer::FillSpecificAttributes(SpecificLayerAttributes& aAttrs)
{
aAttrs = ThebesLayerAttributes(GetValidRegion());
}
void
ClientTiledThebesLayer::BeginPaint()
{
if (ClientManager()->IsRepeatTransaction()) {
return;
}
mPaintData.mLowPrecisionPaintCount = 0;
mPaintData.mPaintFinished = false;
// Calculate the transform required to convert screen space into layer space
mPaintData.mTransformScreenToLayer = GetEffectiveTransform();
// XXX Not sure if this code for intermediate surfaces is correct.
// It rarely gets hit though, and shouldn't have terrible consequences
// even if it is wrong.
for (ContainerLayer* parent = GetParent(); parent; parent = parent->GetParent()) {
if (parent->UseIntermediateSurface()) {
mPaintData.mTransformScreenToLayer.PreMultiply(parent->GetEffectiveTransform());
}
}
mPaintData.mTransformScreenToLayer.Invert();
// Compute the critical display port in layer space.
mPaintData.mLayerCriticalDisplayPort.SetEmpty();
const FrameMetrics& metrics = GetParent()->GetFrameMetrics();
const gfx::Rect& criticalDisplayPort =
(metrics.mCriticalDisplayPort * metrics.mDevPixelsPerCSSPixel).ToUnknownRect();
if (!criticalDisplayPort.IsEmpty()) {
gfxRect transformedCriticalDisplayPort =
mPaintData.mTransformScreenToLayer.TransformBounds(
gfxRect(criticalDisplayPort.x, criticalDisplayPort.y,
criticalDisplayPort.width, criticalDisplayPort.height));
transformedCriticalDisplayPort.RoundOut();
mPaintData.mLayerCriticalDisplayPort = nsIntRect(transformedCriticalDisplayPort.x,
transformedCriticalDisplayPort.y,
transformedCriticalDisplayPort.width,
transformedCriticalDisplayPort.height);
}
// Calculate the frame resolution.
mPaintData.mResolution.SizeTo(1, 1);
for (ContainerLayer* parent = GetParent(); parent; parent = parent->GetParent()) {
const FrameMetrics& metrics = parent->GetFrameMetrics();
mPaintData.mResolution.width *= metrics.mResolution.scale;
mPaintData.mResolution.height *= metrics.mResolution.scale;
}
// Calculate the scroll offset since the last transaction, and the
// composition bounds.
mPaintData.mCompositionBounds.SetEmpty();
mPaintData.mScrollOffset.MoveTo(0, 0);
Layer* primaryScrollable = ClientManager()->GetPrimaryScrollableLayer();
if (primaryScrollable) {
const FrameMetrics& metrics = primaryScrollable->AsContainerLayer()->GetFrameMetrics();
mPaintData.mScrollOffset = metrics.mScrollOffset;
gfxRect transformedViewport = mPaintData.mTransformScreenToLayer.TransformBounds(
gfxRect(metrics.mCompositionBounds.x, metrics.mCompositionBounds.y,
metrics.mCompositionBounds.width, metrics.mCompositionBounds.height));
transformedViewport.RoundOut();
mPaintData.mCompositionBounds =
nsIntRect(transformedViewport.x, transformedViewport.y,
transformedViewport.width, transformedViewport.height);
}
}
void
ClientTiledThebesLayer::EndPaint(bool aFinish)
{
if (!aFinish && !mPaintData.mPaintFinished) {
return;
}
mPaintData.mLastScrollOffset = mPaintData.mScrollOffset;
mPaintData.mPaintFinished = true;
}
void
ClientTiledThebesLayer::RenderLayer()
{
LayerManager::DrawThebesLayerCallback callback =
ClientManager()->GetThebesLayerCallback();
void *data = ClientManager()->GetThebesLayerCallbackData();
if (!callback) {
ClientManager()->SetTransactionIncomplete();
return;
}
if (!mContentClient) {
mContentClient = new TiledContentClient(this, ClientManager());
mContentClient->Connect();
ClientManager()->Attach(mContentClient, this);
MOZ_ASSERT(mContentClient->GetForwarder());
}
if (mContentClient->mTiledBuffer.HasFormatChanged()) {
mValidRegion = nsIntRegion();
}
nsIntRegion invalidRegion = mVisibleRegion;
invalidRegion.Sub(invalidRegion, mValidRegion);
if (invalidRegion.IsEmpty()) {
EndPaint(true);
return;
}
// Only paint the mask layer on the first transaction.
if (GetMaskLayer() && !ClientManager()->IsRepeatTransaction()) {
ToClientLayer(GetMaskLayer())->RenderLayer();
}
// Fast path for no progressive updates, no low-precision updates and no
// critical display-port set.
if (!gfxPlatform::UseProgressiveTilePainting() &&
!gfxPlatform::UseLowPrecisionBuffer() &&
GetParent()->GetFrameMetrics().mCriticalDisplayPort.IsEmpty()) {
mValidRegion = mVisibleRegion;
NS_ASSERTION(!ClientManager()->IsRepeatTransaction(), "Didn't paint our mask layer");
mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion,
callback, data);
ClientManager()->Hold(this);
mContentClient->LockCopyAndWrite(TiledContentClient::TILED_BUFFER);
return;
}
// Calculate everything we need to perform the paint.
BeginPaint();
if (mPaintData.mPaintFinished) {
return;
}
// Make sure that tiles that fall outside of the visible region are
// discarded on the first update.
if (!ClientManager()->IsRepeatTransaction()) {
mValidRegion.And(mValidRegion, mVisibleRegion);
if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) {
// Make sure that tiles that fall outside of the critical displayport are
// discarded on the first update.
mValidRegion.And(mValidRegion, mPaintData.mLayerCriticalDisplayPort);
}
}
nsIntRegion lowPrecisionInvalidRegion;
if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) {
if (gfxPlatform::UseLowPrecisionBuffer()) {
// Calculate the invalid region for the low precision buffer
lowPrecisionInvalidRegion.Sub(mVisibleRegion, mLowPrecisionValidRegion);
// Remove the valid region from the low precision valid region (we don't
// validate this part of the low precision buffer).
lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion);
}
// Clip the invalid region to the critical display-port
invalidRegion.And(invalidRegion, mPaintData.mLayerCriticalDisplayPort);
if (invalidRegion.IsEmpty() && lowPrecisionInvalidRegion.IsEmpty()) {
EndPaint(true);
return;
}
}
if (!invalidRegion.IsEmpty() && mPaintData.mLowPrecisionPaintCount == 0) {
bool updatedBuffer = false;
// Only draw progressively when the resolution is unchanged.
if (gfxPlatform::UseProgressiveTilePainting() &&
!ClientManager()->HasShadowTarget() &&
mContentClient->mTiledBuffer.GetFrameResolution() == mPaintData.mResolution) {
// Store the old valid region, then clear it before painting.
// We clip the old valid region to the visible region, as it only gets
// used to decide stale content (currently valid and previously visible)
nsIntRegion oldValidRegion = mContentClient->mTiledBuffer.GetValidRegion();
oldValidRegion.And(oldValidRegion, mVisibleRegion);
if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) {
oldValidRegion.And(oldValidRegion, mPaintData.mLayerCriticalDisplayPort);
}
updatedBuffer =
mContentClient->mTiledBuffer.ProgressiveUpdate(mValidRegion, invalidRegion,
oldValidRegion, &mPaintData,
callback, data);
} else {
updatedBuffer = true;
mValidRegion = mVisibleRegion;
if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) {
mValidRegion.And(mValidRegion, mPaintData.mLayerCriticalDisplayPort);
}
mContentClient->mTiledBuffer.SetFrameResolution(mPaintData.mResolution);
mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion,
callback, data);
}
if (updatedBuffer) {
mPaintData.mFirstPaint = false;
ClientManager()->Hold(this);
mContentClient->LockCopyAndWrite(TiledContentClient::TILED_BUFFER);
// If there are low precision updates, mark the paint as unfinished and
// request a repeat transaction.
if (!lowPrecisionInvalidRegion.IsEmpty() && mPaintData.mPaintFinished) {
ClientManager()->SetRepeatTransaction();
mPaintData.mLowPrecisionPaintCount = 1;
mPaintData.mPaintFinished = false;
}
// Return so that low precision updates aren't performed in the same
// transaction as high-precision updates.
EndPaint(false);
return;
}
}
// Render the low precision buffer, if there's area to invalidate and the
// visible region is larger than the critical display port.
bool updatedLowPrecision = false;
if (!lowPrecisionInvalidRegion.IsEmpty() &&
!nsIntRegion(mPaintData.mLayerCriticalDisplayPort).Contains(mVisibleRegion)) {
nsIntRegion oldValidRegion =
mContentClient->mLowPrecisionTiledBuffer.GetValidRegion();
oldValidRegion.And(oldValidRegion, mVisibleRegion);
// If the frame resolution or format have changed, invalidate the buffer
if (mContentClient->mLowPrecisionTiledBuffer.GetFrameResolution() != mPaintData.mResolution ||
mContentClient->mLowPrecisionTiledBuffer.HasFormatChanged()) {
if (!mLowPrecisionValidRegion.IsEmpty()) {
updatedLowPrecision = true;
}
oldValidRegion.SetEmpty();
mLowPrecisionValidRegion.SetEmpty();
mContentClient->mLowPrecisionTiledBuffer.SetFrameResolution(mPaintData.mResolution);
lowPrecisionInvalidRegion = mVisibleRegion;
}
// Invalidate previously valid content that is no longer visible
if (mPaintData.mLowPrecisionPaintCount == 1) {
mLowPrecisionValidRegion.And(mLowPrecisionValidRegion, mVisibleRegion);
}
mPaintData.mLowPrecisionPaintCount++;
// Remove the valid high-precision region from the invalid low-precision
// region. We don't want to spend time drawing things twice.
lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion);
if (!lowPrecisionInvalidRegion.IsEmpty()) {
updatedLowPrecision = mContentClient->mLowPrecisionTiledBuffer
.ProgressiveUpdate(mLowPrecisionValidRegion,
lowPrecisionInvalidRegion,
oldValidRegion, &mPaintData,
callback, data);
}
} else if (!mLowPrecisionValidRegion.IsEmpty()) {
// Clear the low precision tiled buffer
updatedLowPrecision = true;
mLowPrecisionValidRegion.SetEmpty();
mContentClient->mLowPrecisionTiledBuffer.PaintThebes(mLowPrecisionValidRegion,
mLowPrecisionValidRegion,
callback, data);
}
// We send a Painted callback if we clear the valid region of the low
// precision buffer, so that the shadow buffer's valid region can be updated
// and the associated resources can be freed.
if (updatedLowPrecision) {
ClientManager()->Hold(this);
mContentClient->LockCopyAndWrite(TiledContentClient::LOW_PRECISION_TILED_BUFFER);
}
EndPaint(false);
}
} // mozilla
} // layers