gecko/layout/base/FrameLayerBuilder.cpp

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Robert O'Callahan <robert@ocallahan.org>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#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 "mozilla/Preferences.h"
#include "sampler.h"
#ifdef DEBUG
#include <stdio.h>
#endif
using namespace mozilla::layers;
namespace mozilla {
/**
* This is the userdata we associate with a layer manager.
*/
class LayerManagerData : public LayerUserData {
public:
LayerManagerData(LayerManager *aManager) :
mInvalidateAllLayers(false),
mLayerManager(aManager)
{
MOZ_COUNT_CTOR(LayerManagerData);
mFramesWithLayers.Init();
}
~LayerManagerData() {
// Remove display item data properties now, since we won't be able
// to find these frames again without mFramesWithLayers.
mFramesWithLayers.EnumerateEntries(
FrameLayerBuilder::RemoveDisplayItemDataForFrame, nsnull);
MOZ_COUNT_DTOR(LayerManagerData);
}
/**
* Tracks which frames have layers associated with them.
*/
nsTHashtable<FrameLayerBuilder::DisplayItemDataEntry> mFramesWithLayers;
bool mInvalidateAllLayers;
/** Layer manager we belong to, we hold a reference to this object. */
nsRefPtr<LayerManager> mLayerManager;
};
namespace {
static void DestroyRegion(void* aPropertyValue)
{
delete static_cast<nsRegion*>(aPropertyValue);
}
/**
* This property represents a region that should be invalidated in every
* ThebesLayer child whose parent ContainerLayer is associated with the
* frame. This is an nsRegion*; the coordinates of the region are
* relative to the top-left of the border-box of the frame the property
* is attached to (which is the frame for the ContainerLayer).
*
* We add to this region in InvalidateThebesLayerContents. The region
* is propagated to ContainerState in BuildContainerLayerFor, and then
* the region(s) are actually invalidated in CreateOrRecycleThebesLayer.
*
* When the property value is null, the region is infinite --- i.e. all
* areas of the ThebesLayers should be invalidated.
*/
NS_DECLARE_FRAME_PROPERTY(ThebesLayerInvalidRegionProperty, DestroyRegion)
static void DestroyPoint(void* aPropertyValue)
{
delete static_cast<nsPoint*>(aPropertyValue);
}
/**
* The valid content in our child ThebesLayers is defined relative to
* the offset from this frame to its active scroll root, mapped back
* by the ThebesLayer's inverse transform. Since we accumulate the
* region invalidated between last-paint and next-paint, and because
* the offset of this frame to its active root may change during that
* period, we save the offset at last-paint in this property and use
* it to invalidate at next-paint.
*/
NS_DECLARE_FRAME_PROPERTY(ThebesLayerLastPaintOffsetProperty, DestroyPoint)
/**
* This is a helper object used to build up the layer children for
* a ContainerLayer.
*/
class ContainerState {
public:
ContainerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
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),
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), mNextFreeRecycledColorLayer(0),
mNextFreeRecycledImageLayer(0), mInvalidateAllThebesContent(false)
{
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();
}
void AddInvalidThebesContent(const nsIntRegion& aRegion)
{
mInvalidThebesContent.Or(mInvalidThebesContent, aRegion);
}
void SetInvalidateAllThebesContent()
{
mInvalidateAllThebesContent = true;
}
/**
* 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);
/**
* 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);
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);
}
const FrameLayerBuilder::ContainerParameters& ScaleParameters() { return mParameters; };
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();
/**
* Grab the next recyclable ImageLayer, or create one if there are no
* more recyclable ImageLayers.
*/
already_AddRefed<ImageLayer> CreateOrRecycleImageLayer();
/**
* 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);
/**
* 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;
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;
nsTArray<nsRefPtr<ColorLayer> > mRecycledColorLayers;
nsTArray<nsRefPtr<ImageLayer> > mRecycledImageLayers;
nsDataHashtable<nsPtrHashKey<Layer>, nsRefPtr<ImageLayer> >
mRecycledMaskImageLayers;
PRUint32 mNextFreeRecycledThebesLayer;
PRUint32 mNextFreeRecycledColorLayer;
PRUint32 mNextFreeRecycledImageLayer;
nscoord mAppUnitsPerDevPixel;
bool mInvalidateAllThebesContent;
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;
};
/*
* User data for layers which will be used as masks.
*/
struct MaskLayerUserData : public LayerUserData
{
// properties of the mask layer; the mask layer may be re-used if these
// remain unchanged.
nsTArray<FrameLayerBuilder::Clip::RoundedRect> mRoundedClipRects;
gfx3DMatrix mTransform;
nsIntRect mBounds;
};
/**
* 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
void
FrameLayerBuilder::Init(nsDisplayListBuilder* aBuilder)
{
mRootPresContext = aBuilder->ReferenceFrame()->PresContext()->GetRootPresContext();
if (mRootPresContext) {
mInitialDOMGeneration = mRootPresContext->GetDOMGeneration();
}
}
bool
FrameLayerBuilder::DisplayItemDataEntry::HasNonEmptyContainerLayer()
{
if (mIsSharingContainerLayer)
return true;
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();
}
}
/* static */ nsTArray<FrameLayerBuilder::DisplayItemData>*
FrameLayerBuilder::GetDisplayItemDataArrayForFrame(nsIFrame* aFrame)
{
FrameProperties props = aFrame->Properties();
LayerManagerData *data =
reinterpret_cast<LayerManagerData*>(props.Get(LayerManagerDataProperty()));
if (!data)
return nsnull;
DisplayItemDataEntry *entry = data->mFramesWithLayers.GetEntry(aFrame);
NS_ASSERTION(entry, "out of sync?");
if (!entry)
return nsnull;
return &entry->mData;
}
/* static */ void
FrameLayerBuilder::RemoveFrameFromLayerManager(nsIFrame* aFrame,
void* aPropertyValue)
{
LayerManagerData *data = reinterpret_cast<LayerManagerData*>(aPropertyValue);
data->mFramesWithLayers.RemoveEntry(aFrame);
if (data->mFramesWithLayers.Count() == 0) {
data->mLayerManager->RemoveUserData(&gLayerManagerUserData);
}
}
void
FrameLayerBuilder::DidBeginRetainedLayerTransaction(LayerManager* aManager)
{
mRetainingManager = aManager;
LayerManagerData* data = static_cast<LayerManagerData*>
(aManager->GetUserData(&gLayerManagerUserData));
if (data) {
mInvalidateAllLayers = data->mInvalidateAllLayers;
}
}
/**
* 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(LayerManager* aManager)
{
if (aManager != mRetainingManager) {
Layer* root = aManager->GetRoot();
if (root) {
RemoveThebesItemsForLayerSubtree(root);
}
}
}
void
FrameLayerBuilder::WillEndTransaction(LayerManager* aManager)
{
if (aManager != mRetainingManager)
return;
// We need to save the data we'll need to support retaining. We do this
// before we paint so that invalidation triggered by painting will
// be able to update the ThebesLayerInvalidRegionProperty values
// correctly and the NS_FRAME_HAS_CONTAINER_LAYER bits will be set
// correctly.
LayerManagerData* data = static_cast<LayerManagerData*>
(mRetainingManager->GetUserData(&gLayerManagerUserData));
if (data) {
// Update all the frames that used to have layers.
data->mFramesWithLayers.EnumerateEntries(UpdateDisplayItemDataForFrame, this);
} else {
data = new LayerManagerData(mRetainingManager);
mRetainingManager->SetUserData(&gLayerManagerUserData, data);
}
// 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;
NS_ASSERTION(data->mFramesWithLayers.Count() > 0,
"Some frame must have a layer!");
}
static void
SetHasContainerLayer(nsIFrame* aFrame, nsPoint aOffsetToRoot)
{
aFrame->AddStateBits(NS_FRAME_HAS_CONTAINER_LAYER);
for (nsIFrame* f = aFrame;
f && !(f->GetStateBits() & NS_FRAME_HAS_CONTAINER_LAYER_DESCENDANT);
f = nsLayoutUtils::GetCrossDocParentFrame(f)) {
f->AddStateBits(NS_FRAME_HAS_CONTAINER_LAYER_DESCENDANT);
}
FrameProperties props = aFrame->Properties();
nsPoint* lastPaintOffset = static_cast<nsPoint*>
(props.Get(ThebesLayerLastPaintOffsetProperty()));
if (lastPaintOffset) {
*lastPaintOffset = aOffsetToRoot;
} else {
props.Set(ThebesLayerLastPaintOffsetProperty(), new nsPoint(aOffsetToRoot));
}
}
static void
SetNoContainerLayer(nsIFrame* aFrame)
{
FrameProperties props = aFrame->Properties();
props.Delete(ThebesLayerInvalidRegionProperty());
props.Delete(ThebesLayerLastPaintOffsetProperty());
aFrame->RemoveStateBits(NS_FRAME_HAS_CONTAINER_LAYER);
}
/* static */ PLDHashOperator
FrameLayerBuilder::UpdateDisplayItemDataForFrame(DisplayItemDataEntry* aEntry,
void* aUserArg)
{
FrameLayerBuilder* builder = static_cast<FrameLayerBuilder*>(aUserArg);
nsIFrame* f = aEntry->GetKey();
FrameProperties props = f->Properties();
DisplayItemDataEntry* newDisplayItems =
builder ? builder->mNewDisplayItemData.GetEntry(f) : nsnull;
if (!newDisplayItems) {
// This frame was visible, but isn't anymore.
bool found;
props.Remove(LayerManagerDataProperty(), &found);
NS_ASSERTION(found, "How can the frame property be missing?");
SetNoContainerLayer(f);
return PL_DHASH_REMOVE;
}
if (newDisplayItems->HasNonEmptyContainerLayer()) {
// Reset or create the invalid region now so we can start collecting
// new dirty areas.
// Note that the NS_FRAME_HAS_CONTAINER_LAYER bit is set in
// BuildContainerLayerFor, so we don't need to set it here.
nsRegion* invalidRegion = static_cast<nsRegion*>
(props.Get(ThebesLayerInvalidRegionProperty()));
if (invalidRegion) {
invalidRegion->SetEmpty();
} else {
props.Set(ThebesLayerInvalidRegionProperty(), new nsRegion());
}
} else {
SetNoContainerLayer(f);
}
// 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::StoreNewDisplayItemData(DisplayItemDataEntry* aEntry,
void* aUserArg)
{
LayerManagerData* data = static_cast<LayerManagerData*>(aUserArg);
nsIFrame* f = aEntry->GetKey();
FrameProperties props = f->Properties();
// 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);
NS_ASSERTION(!props.Get(LayerManagerDataProperty()),
"mFramesWithLayers out of sync");
newEntry->mData.SwapElements(aEntry->mData);
props.Set(LayerManagerDataProperty(), data);
if (f->GetStateBits() & NS_FRAME_HAS_CONTAINER_LAYER) {
props.Set(ThebesLayerInvalidRegionProperty(), new nsRegion());
}
return PL_DHASH_REMOVE;
}
bool
FrameLayerBuilder::HasRetainedLayerFor(nsIFrame* aFrame, PRUint32 aDisplayItemKey)
{
nsTArray<DisplayItemData> *array = GetDisplayItemDataArrayForFrame(aFrame);
if (!array)
return false;
for (PRUint32 i = 0; i < array->Length(); ++i) {
if (array->ElementAt(i).mDisplayItemKey == aDisplayItemKey) {
Layer* layer = array->ElementAt(i).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)
{
// 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)
return layer;
}
}
return nsnull;
}
/**
* 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);
}
already_AddRefed<ColorLayer>
ContainerState::CreateOrRecycleColorLayer()
{
nsRefPtr<ColorLayer> layer;
if (mNextFreeRecycledColorLayer < mRecycledColorLayers.Length()) {
// Recycle a layer
layer = mRecycledColorLayers[mNextFreeRecycledColorLayer];
++mNextFreeRecycledColorLayer;
// 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);
} else {
// Create a new layer
layer = mManager->CreateColorLayer();
if (!layer)
return nsnull;
// Mark this layer as being used for Thebes-painting display items
layer->SetUserData(&gColorLayerUserData, nsnull);
}
return layer.forget();
}
already_AddRefed<ImageLayer>
ContainerState::CreateOrRecycleImageLayer()
{
nsRefPtr<ImageLayer> layer;
if (mNextFreeRecycledImageLayer < mRecycledImageLayers.Length()) {
// Recycle a layer
layer = mRecycledImageLayers[mNextFreeRecycledImageLayer];
++mNextFreeRecycledImageLayer;
// 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);
} else {
// Create a new layer
layer = mManager->CreateImageLayer();
if (!layer)
return nsnull;
// Mark this layer as being used for Thebes-painting display items
layer->SetUserData(&gImageLayerUserData, nsnull);
}
return layer.forget();
}
already_AddRefed<ImageLayer>
ContainerState::CreateOrRecycleMaskImageLayerFor(Layer* aLayer)
{
nsRefPtr<ImageLayer> result = mRecycledMaskImageLayers.Get(aLayer);
if (result) {
mRecycledMaskImageLayers.Remove(aLayer);
// 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());
}
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 PRBool FuzzyEqual(gfxPoint aV1, gfxPoint aV2) {
return fabs(aV2.x - aV1.x) < 0.02 && fabs(aV2.y - aV1.y) < 0.02;
}
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.
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 (mInvalidateAllThebesContent ||
data->mXScale != mParameters.mXScale ||
data->mYScale != mParameters.mYScale) {
nsIntRect invalidate = layer->GetValidRegion().GetBounds();
layer->InvalidateRegion(invalidate);
} else {
InvalidatePostTransformRegion(layer, mInvalidThebesContent,
GetTranslationForThebesLayer(layer));
}
// 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());
mBuilder->LayerBuilder()->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);
nsIntPoint pixOffset(NSToIntRoundUp(scaledOffset.x), NSToIntRoundUp(scaledOffset.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 (!FuzzyEqual(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);
}
}
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 mBuilder->LayerBuilder()->
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() >= 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();
imageLayer->SetContainer(imageContainer);
data->mImage->ConfigureLayer(imageLayer);
if (mParameters.mInActiveTransformedSubtree) {
// 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();
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 = mBuilder->LayerBuilder()->
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,
nsDisplayItem* aItem,
gfxContext* aContext)
{
// This item has an inactive layer. Render it to a ThebesLayer
// using a temporary BasicLayerManager.
PRInt32 appUnitsPerDevPixel = AppUnitsPerDevPixel(aItem);
nsIntRect itemVisibleRect =
aItem->GetVisibleRect().ToOutsidePixels(appUnitsPerDevPixel);
nsRefPtr<gfxContext> context = aContext;
#ifdef MOZ_DUMP_PAINTING
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
nsRefPtr<BasicLayerManager> tempManager = new BasicLayerManager();
tempManager->BeginTransactionWithTarget(context);
nsRefPtr<Layer> layer =
aItem->BuildLayer(aBuilder, tempManager, FrameLayerBuilder::ContainerParameters());
if (!layer) {
tempManager->EndTransaction(nsnull, nsnull);
return;
}
RestrictVisibleRegionForLayer(layer, itemVisibleRect);
tempManager->SetRoot(layer);
aBuilder->LayerBuilder()->WillEndTransaction(tempManager);
tempManager->EndTransaction(FrameLayerBuilder::DrawThebesLayer, aBuilder);
aBuilder->LayerBuilder()->DidEndTransaction(tempManager);
#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)
{
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);
continue;
}
NS_ASSERTION(mAppUnitsPerDevPixel == AppUnitsPerDevPixel(item),
"items in a container layer should all have the same app units per dev pixel");
2011-10-25 19:55:51 -07:00
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 =
nsLayoutUtils::GetActiveScrolledRootFor(item, mBuilder);
// Assign the item to a layer
if (layerState == LAYER_ACTIVE_FORCE ||
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 ||
2011-10-25 19:55:51 -07:00
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);
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);
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
// 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::ScrolledByViewportScrolling(
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);
mNewChildLayers.AppendElement(ownLayer);
mBuilder->LayerBuilder()->AddLayerDisplayItem(ownLayer, item, layerState);
} else {
ThebesLayerData* data =
2011-10-25 19:55:51 -07:00
FindThebesLayerFor(item, itemVisibleRect, itemDrawRect, aClip,
activeScrolledRoot);
data->mLayer->SetIsFixedPosition(!nsLayoutUtils::ScrolledByViewportScrolling(
activeScrolledRoot, mBuilder));
InvalidateForLayerChange(item, data->mLayer);
mBuilder->LayerBuilder()->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)
{
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");
Layer* oldLayer = mBuilder->LayerBuilder()->GetOldLayerFor(f, key);
if (!oldLayer) {
// Nothing to do here, this item didn't have a layer before
return;
}
if (aNewLayer != 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.
bool snap;
nsRect bounds = aItem->GetBounds(mBuilder, &snap);
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
ThebesDisplayItemLayerUserData* data =
static_cast<ThebesDisplayItemLayerUserData*>(t->GetUserData(&gThebesDisplayItemLayerUserData));
// 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
InvalidatePostTransformRegion(t,
bounds.ScaleToOutsidePixels(data->mXScale, data->mYScale, mAppUnitsPerDevPixel),
mBuilder->LayerBuilder()->GetLastPaintOffset(t));
}
if (aNewLayer) {
ThebesLayer* newLayer = aNewLayer->AsThebesLayer();
if (newLayer) {
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*>(newLayer->GetUserData(&gThebesDisplayItemLayerUserData));
InvalidatePostTransformRegion(newLayer,
bounds.ScaleToOutsidePixels(data->mXScale, data->mYScale, mAppUnitsPerDevPixel),
GetTranslationForThebesLayer(newLayer));
}
}
mContainerFrame->InvalidateWithFlags(
bounds - mBuilder->ToReferenceFrame(mContainerFrame),
nsIFrame::INVALIDATE_NO_THEBES_LAYERS |
nsIFrame::INVALIDATE_EXCLUDE_CURRENT_PAINT);
}
}
bool
FrameLayerBuilder::NeedToInvalidateFixedDisplayItem(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem)
{
return !aItem->ShouldFixToViewport(aBuilder) ||
!HasRetainedLayerFor(aItem->GetUnderlyingFrame(), aItem->GetPerFrameKey());
}
void
FrameLayerBuilder::AddThebesDisplayItem(ThebesLayer* aLayer,
nsDisplayItem* aItem,
const Clip& aClip,
nsIFrame* aContainerLayerFrame,
LayerState aLayerState)
{
AddLayerDisplayItem(aLayer, aItem, aLayerState);
ThebesLayerItemsEntry* entry = mThebesLayerItems.PutEntry(aLayer);
if (entry) {
entry->mContainerLayerFrame = aContainerLayerFrame;
NS_ASSERTION(aItem->GetUnderlyingFrame(), "Must have frame");
ClippedDisplayItem* cdi =
entry->mItems.AppendElement(ClippedDisplayItem(aItem, aClip));
cdi->mInactiveLayer = aLayerState != LAYER_NONE;
}
}
void
FrameLayerBuilder::AddLayerDisplayItem(Layer* aLayer,
nsDisplayItem* aItem,
LayerState aLayerState)
{
if (aLayer->Manager() != mRetainingManager)
return;
nsIFrame* f = aItem->GetUnderlyingFrame();
DisplayItemDataEntry* entry = mNewDisplayItemData.PutEntry(f);
if (entry) {
entry->mData.AppendElement(DisplayItemData(aLayer, aItem->GetPerFrameKey(), aLayerState));
}
}
nsIntPoint
FrameLayerBuilder::GetLastPaintOffset(ThebesLayer* aLayer)
{
ThebesLayerItemsEntry* entry = mThebesLayerItems.PutEntry(aLayer);
if (entry && entry->mHasExplicitLastPaintOffset)
return entry->mLastPaintOffset;
return GetTranslationForThebesLayer(aLayer);
}
void
FrameLayerBuilder::SaveLastPaintOffset(ThebesLayer* aLayer)
{
ThebesLayerItemsEntry* entry = mThebesLayerItems.PutEntry(aLayer);
if (entry) {
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(&gColorLayerUserData)) {
mRecycledColorLayers.AppendElement(static_cast<ColorLayer*>(layer));
} else if (layer->HasUserData(&gImageLayerUserData)) {
mRecycledImageLayers.AppendElement(static_cast<ImageLayer*>(layer));
} else 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)
{
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];
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);
continue;
}
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 void
ApplyThebesLayerInvalidation(nsDisplayListBuilder* aBuilder,
nsIFrame* aContainerFrame,
nsDisplayItem* aContainerItem,
ContainerState& aState,
nsPoint* aCurrentOffset)
{
FrameProperties props = aContainerFrame->Properties();
nsPoint* offsetAtLastPaint = static_cast<nsPoint*>
(props.Get(ThebesLayerLastPaintOffsetProperty()));
*aCurrentOffset = aContainerItem ? aContainerItem->ToReferenceFrame()
: aBuilder->ToReferenceFrame(aContainerFrame);
nsRegion* invalidThebesContent = static_cast<nsRegion*>
(props.Get(ThebesLayerInvalidRegionProperty()));
if (invalidThebesContent) {
nsPoint offset = offsetAtLastPaint ? *offsetAtLastPaint : *aCurrentOffset;
invalidThebesContent->MoveBy(offset);
const FrameLayerBuilder::ContainerParameters& scaleParameters = aState.ScaleParameters();
aState.AddInvalidThebesContent(invalidThebesContent->
ScaleToOutsidePixels(scaleParameters.mXScale, scaleParameters.mYScale,
aState.GetAppUnitsPerDevPixel()));
// We have to preserve the current contents of invalidThebesContent
// because there might be multiple container layers for the same
// frame and we need to invalidate the ThebesLayer children of all
// of them.
invalidThebesContent->MoveBy(-offset);
} else {
// The region was deleted to indicate that everything should be
// invalidated.
aState.SetInvalidateAllThebesContent();
}
}
already_AddRefed<ContainerLayer>
FrameLayerBuilder::BuildContainerLayerFor(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
nsIFrame* aContainerFrame,
nsDisplayItem* aContainerItem,
const nsDisplayList& aChildren,
const ContainerParameters& aParameters,
const gfx3DMatrix* aTransform)
{
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;
if (aManager == mRetainingManager) {
Layer* oldLayer = GetOldLayerFor(aContainerFrame, containerDisplayItemKey);
if (oldLayer) {
NS_ASSERTION(oldLayer->Manager() == aManager, "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);
ContainerState state(aBuilder, aManager, aContainerFrame, containerLayer,
scaleParameters);
if (aManager == mRetainingManager) {
DisplayItemDataEntry* entry = mNewDisplayItemData.PutEntry(aContainerFrame);
if (entry) {
entry->mData.AppendElement(
DisplayItemData(containerLayer, containerDisplayItemKey, LAYER_ACTIVE));
}
nsPoint currentOffset;
ApplyThebesLayerInvalidation(aBuilder, aContainerFrame, aContainerItem, state,
&currentOffset);
SetHasContainerLayer(aContainerFrame, currentOffset);
nsAutoTArray<nsIFrame*,4> mergedFrames;
if (aContainerItem) {
aContainerItem->GetMergedFrames(&mergedFrames);
}
for (PRUint32 i = 0; i < mergedFrames.Length(); ++i) {
nsIFrame* mergedFrame = mergedFrames[i];
DisplayItemDataEntry* entry = mNewDisplayItemData.PutEntry(mergedFrame);
if (entry) {
// Ensure that UpdateDisplayItemDataForFrame recognizes that we
// still have a container layer associated with this frame.
entry->mIsSharingContainerLayer = true;
}
ApplyThebesLayerInvalidation(aBuilder, mergedFrame, nsnull, state,
&currentOffset);
SetHasContainerLayer(mergedFrame, currentOffset);
}
}
Clip clip;
state.ProcessDisplayItems(aChildren, clip);
// 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.
PRUint32 flags;
state.Finish(&flags);
nsRect bounds = state.GetChildrenBounds();
NS_ASSERTION(bounds.IsEqualInterior(aChildren.GetBounds(aBuilder)), "Wrong bounds");
nsIntRect pixBounds = state.ScaleToOutsidePixels(bounds, false);
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(state.GetAppUnitsPerDevPixel()))) {
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);
return containerLayer.forget();
}
Layer*
FrameLayerBuilder::GetLeafLayerFor(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
nsDisplayItem* aItem)
{
if (aManager != mRetainingManager)
return nsnull;
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::InvalidateThebesLayerContents(nsIFrame* aFrame,
const nsRect& aRect)
{
nsRegion* invalidThebesContent = static_cast<nsRegion*>
(aFrame->Properties().Get(ThebesLayerInvalidRegionProperty()));
if (!invalidThebesContent)
return;
invalidThebesContent->Or(*invalidThebesContent, aRect);
invalidThebesContent->SimplifyOutward(20);
}
/**
* Returns true if we find a descendant with a container layer
*/
static bool
InternalInvalidateThebesLayersInSubtree(nsIFrame* aFrame)
{
if (!(aFrame->GetStateBits() & NS_FRAME_HAS_CONTAINER_LAYER_DESCENDANT))
return false;
bool foundContainerLayer = false;
if (aFrame->GetStateBits() & NS_FRAME_HAS_CONTAINER_LAYER) {
// Delete the invalid region to indicate that all Thebes contents
// need to be invalidated
aFrame->Properties().Delete(ThebesLayerInvalidRegionProperty());
foundContainerLayer = true;
}
nsAutoTArray<nsIFrame::ChildList,4> childListArray;
if (!aFrame->GetFirstPrincipalChild()) {
nsSubDocumentFrame* subdocumentFrame = do_QueryFrame(aFrame);
if (subdocumentFrame) {
// Descend into the subdocument
nsIFrame* root = subdocumentFrame->GetSubdocumentRootFrame();
if (root) {
childListArray.AppendElement(nsIFrame::ChildList(
nsFrameList(root, nsLayoutUtils::GetLastSibling(root)),
nsIFrame::kPrincipalList));
}
}
}
aFrame->GetChildLists(&childListArray);
nsIFrame::ChildListArrayIterator lists(childListArray);
for (; !lists.IsDone(); lists.Next()) {
nsFrameList::Enumerator childFrames(lists.CurrentList());
for (; !childFrames.AtEnd(); childFrames.Next()) {
if (InternalInvalidateThebesLayersInSubtree(childFrames.get())) {
foundContainerLayer = true;
}
}
}
if (!foundContainerLayer) {
aFrame->RemoveStateBits(NS_FRAME_HAS_CONTAINER_LAYER_DESCENDANT);
}
return foundContainerLayer;
}
/* static */ void
FrameLayerBuilder::InvalidateThebesLayersInSubtree(nsIFrame* aFrame)
{
InternalInvalidateThebesLayersInSubtree(aFrame);
}
/* 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)
{
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->HasUserData(&gColorLayerUserData) &&
!layer->HasUserData(&gImageLayerUserData) &&
!layer->HasUserData(&gThebesDisplayItemLayerUserData))
return layer;
}
}
return nsnull;
}
bool
FrameLayerBuilder::GetThebesLayerResolutionForFrame(nsIFrame* aFrame,
double* aXres, double* aYres,
gfxPoint* aPoint)
{
nsTArray<DisplayItemData> *array = GetDisplayItemDataArrayForFrame(aFrame);
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);
if (builder->LayerBuilder()->CheckDOMModified())
return;
nsTArray<ClippedDisplayItem> items;
PRInt32 commonClipCount;
nsIFrame* containerLayerFrame;
{
ThebesLayerItemsEntry* entry =
builder->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();
if (!aRegionToInvalidate.IsEmpty()) {
nsRect r = (aRegionToInvalidate.GetBounds() + offset).
ToAppUnits(appUnitsPerDevPixel);
r.ScaleInverseRoundOut(userData->mXScale, userData->mYScale);
containerLayerFrame->InvalidateWithFlags(r,
nsIFrame::INVALIDATE_NO_THEBES_LAYERS |
nsIFrame::INVALIDATE_EXCLUDE_CURRENT_PAINT);
}
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) {
PaintInactiveLayer(builder, cdi->mItem, aContext);
} 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 (builder->LayerBuilder()->CheckDOMModified())
break;
}
if (setClipRect) {
aContext->Restore();
}
FlashPaint(aContext);
}
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
void
FrameLayerBuilder::DumpRetainedLayerTree(FILE* aFile)
{
if (mRetainingManager) {
mRetainingManager->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
{
NS_ASSERTION(aBegin >= 0, "Start index must be positive.");
aEnd = NS_MIN<PRUint32>(aEnd, mRoundedClipRects.Length());
for (PRUint32 i = aBegin; i < aEnd; ++i) {
const Clip::RoundedRect &rr = mRoundedClipRects[i];
gfxCornerSizes pixelRadii;
nsCSSRendering::ComputePixelRadii(rr.mRadii, A2D, &pixelRadii);
gfxRect clip = nsLayoutUtils::RectToGfxRect(rr.mRect, A2D);
clip.Round();
clip.Condition();
// REVIEW: This might make clip empty. Is that OK?
aContext->NewPath();
aContext->RoundedRectangle(clip, pixelRadii);
aContext->Clip();
}
}
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();
}
/**
* Compares the first aEnd entries in a1 and a2, returning true if they are all
* equal. If there are less than aEnd entries in either a1 or a2, then there
* must be the same number of entries in a1 and a2 and they must all be equal.
*/
template<class T> bool
ArrayRangeEquals(const nsTArray<T>& a1, const nsTArray<T>& a2, PRUint32 aEnd)
{
if ((a1.Length() <= aEnd ||
a2.Length() <= aEnd) &&
a1.Length() != a2.Length()) {
return false;
}
PRUint32 end = NS_MIN<PRUint32>(aEnd, a1.Length());
for (PRUint32 i = 0; i < end; ++i) {
if (a1[i] != a2[i])
return false;
}
return true;
}
void
ContainerState::SetupMaskLayer(Layer *aLayer, const FrameLayerBuilder::Clip& aClip,
PRUint32 aRoundedRectClipCount)
{
// don't build an unnecessary mask
if (aClip.mRoundedClipRects.IsEmpty() ||
aRoundedRectClipCount <= 0) {
return;
}
const gfx3DMatrix& layerTransform = aLayer->GetTransform();
NS_ASSERTION(layerTransform.CanDraw2D() || aLayer->AsContainerLayer(),
"Only container layers may have 3D transforms.");
nsIntRect boundingRect = aLayer->GetEffectiveVisibleRegion().GetBounds();
// check if we can re-use the mask layer
nsRefPtr<ImageLayer> maskLayer = CreateOrRecycleMaskImageLayerFor(aLayer);
MaskLayerUserData* userData = GetMaskLayerUserData(maskLayer);
if (ArrayRangeEquals(userData->mRoundedClipRects,
aClip.mRoundedClipRects,
aRoundedRectClipCount) &&
userData->mRoundedClipRects.Length() <= aRoundedRectClipCount &&
layerTransform == userData->mTransform &&
boundingRect == userData->mBounds) {
aLayer->SetMaskLayer(maskLayer);
return;
}
// transform the bounds of the mask layer so that we are consistently in the
// masked layer's parent's coord space
gfxRect transformedBoundRect = layerTransform.TransformBounds(boundingRect);
transformedBoundRect.RoundOut();
if (!gfxUtils::GfxRectToIntRect(transformedBoundRect, &boundingRect)) {
NS_WARNING(
"Could not create mask layer: bounding rectangle could not be constructed.");
return;
}
nsRefPtr<gfxASurface> surface =
aLayer->Manager()->CreateOptimalSurface(boundingRect.Size(),
aLayer->Manager()->MaskImageFormat());
// 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);
gfxMatrix visRgnTranslation;
visRgnTranslation.Translate(-boundingRect.TopLeft());
context->Multiply(visRgnTranslation);
gfxMatrix scale;
scale.Scale(mParameters.mXScale, mParameters.mYScale);
context->Multiply(scale);
// useful for debugging, make masked areas semi-opaque
//context->SetColor(gfxRGBA(0, 0, 0, 0.3));
//context->Paint();
PRInt32 A2D = mContainerFrame->PresContext()->AppUnitsPerDevPixel();
aClip.ApplyRoundedRectsTo(context, A2D, 0, aRoundedRectClipCount);
// paint through the clipping rects with alpha to create the mask
context->SetColor(gfxRGBA(0, 0, 0, 1));
context->Paint();
// build the image and container
nsRefPtr<ImageContainer> 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 = boundingRect.Size();
static_cast<CairoImage*>(image.get())->SetData(data);
container->SetCurrentImage(image);
maskLayer->SetContainer(container);
maskLayer->SetTransform(gfx3DMatrix::From2D(visRgnTranslation.Invert()));
maskLayer->SetVisibleRegion(boundingRect);
// save the details of the clip in user data
userData->mRoundedClipRects = aClip.mRoundedClipRects;
if (aRoundedRectClipCount < userData->mRoundedClipRects.Length()) {
userData->mRoundedClipRects.TruncateLength(aRoundedRectClipCount);
}
userData->mTransform = aLayer->GetTransform();
userData->mBounds = aLayer->GetEffectiveVisibleRegion().GetBounds();
aLayer->SetMaskLayer(maskLayer);
return;
}
} // namespace mozilla