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Back out bug 772679 for crashes.
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6d930fb447
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434ae84f40
@ -2505,50 +2505,44 @@ FrameLayerBuilder::GetDedicatedLayer(nsIFrame* aFrame, PRUint32 aDisplayItemKey)
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return nullptr;
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}
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static gfxSize
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PredictScaleForContent(nsIFrame* aFrame, nsIFrame* aAncestorWithScale,
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const gfxSize& aScale)
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bool
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FrameLayerBuilder::GetThebesLayerResolutionForFrame(nsIFrame* aFrame,
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double* aXres, double* aYres,
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gfxPoint* aPoint)
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{
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gfx3DMatrix transform =
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gfx3DMatrix::ScalingMatrix(aScale.width, aScale.height, 1.0);
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// aTransform is applied first, then the scale is applied to the result
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transform = nsLayoutUtils::GetTransformToAncestor(aFrame, aAncestorWithScale)*transform;
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gfxMatrix transform2d;
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if (transform.CanDraw2D(&transform2d)) {
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return transform2d.ScaleFactors(true);
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}
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return gfxSize(1.0, 1.0);
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}
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gfxSize
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FrameLayerBuilder::GetThebesLayerScaleForFrame(nsIFrame* aFrame)
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{
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nsIFrame* last;
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for (nsIFrame* f = aFrame; f; f = nsLayoutUtils::GetCrossDocParentFrame(f)) {
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last = f;
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if (f->GetStateBits() & NS_FRAME_HAS_CONTAINER_LAYER) {
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nsTArray<DisplayItemData>* array = GetDisplayItemDataArrayForFrame(f);
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NS_ASSERTION(array, "Must have display item data for container");
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for (PRUint32 i = 0; i < array->Length(); ++i) {
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Layer* layer = array->ElementAt(i).mLayer;
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ContainerLayer* container = layer->AsContainerLayer();
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if (!container) {
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continue;
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}
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for (Layer* l = container->GetFirstChild(); l; l = l->GetNextSibling()) {
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ThebesDisplayItemLayerUserData* data =
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static_cast<ThebesDisplayItemLayerUserData*>
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(l->GetUserData(&gThebesDisplayItemLayerUserData));
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if (data) {
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return PredictScaleForContent(aFrame, f, gfxSize(data->mXScale, data->mYScale));
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}
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}
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nsTArray<DisplayItemData> *array = GetDisplayItemDataArrayForFrame(aFrame);
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if (array) {
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for (PRUint32 i = 0; i < array->Length(); ++i) {
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Layer* layer = array->ElementAt(i).mLayer;
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if (layer->HasUserData(&gThebesDisplayItemLayerUserData)) {
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ThebesDisplayItemLayerUserData* data =
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static_cast<ThebesDisplayItemLayerUserData*>
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(layer->GetUserData(&gThebesDisplayItemLayerUserData));
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*aXres = data->mXScale;
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*aYres = data->mYScale;
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*aPoint = data->mActiveScrolledRootPosition;
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return true;
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}
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}
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}
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return PredictScaleForContent(aFrame, last,
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last->PresContext()->PresShell()->GetResolution());
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nsIFrame::ChildListIterator lists(aFrame);
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for (; !lists.IsDone(); lists.Next()) {
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if (lists.CurrentID() == nsIFrame::kPopupList ||
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lists.CurrentID() == nsIFrame::kSelectPopupList) {
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continue;
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}
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nsFrameList::Enumerator childFrames(lists.CurrentList());
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for (; !childFrames.AtEnd(); childFrames.Next()) {
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if (GetThebesLayerResolutionForFrame(childFrames.get(),
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aXres, aYres, aPoint)) {
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return true;
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}
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}
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}
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return false;
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}
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#ifdef MOZ_DUMP_PAINTING
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@ -369,13 +369,15 @@ public:
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nsIntPoint GetLastPaintOffset(ThebesLayer* aLayer);
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/**
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* Return the resolution at which we expect to render aFrame's contents,
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* assuming they are being painted to retained layers. This takes into account
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* the resolution the contents of the ContainerLayer containing aFrame are
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* being rendered at, as well as any currently-inactive transforms between
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* aFrame and that container layer.
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* Return resolution and scroll offset of ThebesLayer content associated
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* with aFrame's subtree.
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* Returns true if some ThebesLayer was found.
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* This just looks for the first ThebesLayer and returns its data. There
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* could be other ThebesLayers with different resolution and offsets.
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*/
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static gfxSize GetThebesLayerScaleForFrame(nsIFrame* aFrame);
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static bool GetThebesLayerResolutionForFrame(nsIFrame* aFrame,
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double* aXRes, double* aYRes,
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gfxPoint* aPoint);
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/**
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* Clip represents the intersection of an optional rectangle with a
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@ -1196,7 +1196,6 @@ public:
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* The resolution defaults to 1.0.
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*/
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virtual nsresult SetResolution(float aXResolution, float aYResolution) = 0;
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gfxSize GetResolution() { return gfxSize(mXResolution, mYResolution); }
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float GetXResolution() { return mXResolution; }
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float GetYResolution() { return mYResolution; }
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@ -40,7 +40,6 @@ MOCHITEST_CHROME_FILES = \
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printpreview_bug396024_helper.xul \
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test_printpreview_bug482976.xul \
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printpreview_bug482976_helper.xul \
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test_scrolling_repaints.html \
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test_transformed_scrolling_repaints.html \
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test_transformed_scrolling_repaints_2.html \
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$(NULL)
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@ -1,49 +0,0 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>Test that we don't get unnecessary repaints due to subpixel shifts</title>
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<script type="application/javascript" src="chrome://mochikit/content/tests/SimpleTest/SimpleTest.js"></script>
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<script type="text/javascript" src="paint_listener.js"></script>
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<link rel="stylesheet" type="text/css" href="chrome://mochikit/content/tests/SimpleTest/test.css"/>
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</head>
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<!-- Need a timeout here to allow paint unsuppression before we start the test -->
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<body onload="setTimeout(startTest,0)">
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<div id="t" style="width:400px; height:100px; background:yellow; overflow:hidden">
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<div style="height:40px;"></div>
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<div id="e" style="height:30px; background:lime"></div>
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<div style="height:60.4px; background:pink"></div>
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</div>
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<pre id="test">
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<script type="application/javascript">
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SimpleTest.waitForExplicitFinish();
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var t = document.getElementById("t");
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var e = document.getElementById("e");
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var utils = window.QueryInterface(Components.interfaces.nsIInterfaceRequestor).
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getInterface(Components.interfaces.nsIDOMWindowUtils);
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function startTest() {
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// Do a scroll to ensure we trigger activity heuristics.
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waitForAllPaintsFlushed(function () {
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t.scrollTop = 5;
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// Scroll down as far as we can, to put our rendering layer at a subpixel offset within the layer
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waitForAllPaintsFlushed(function () {
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t.scrollTop = 1000;
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waitForAllPaintsFlushed(function () {
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// Clear paint state now and scroll again.
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utils.checkAndClearPaintedState(e);
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// scroll up a little bit. This should not cause anything to be repainted.
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t.scrollTop = t.scrollTop - 10;
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waitForAllPaintsFlushed(function () {
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var painted = utils.checkAndClearPaintedState(e);
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is(painted, false, "Fully-visible scrolled element should not have been painted");
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SimpleTest.finish();
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});
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});
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});
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});
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}
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</script>
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</pre>
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</body>
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</html>
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@ -34,7 +34,11 @@ function startTest() {
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t.scrollTop = 33;
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waitForAllPaintsFlushed(function () {
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var painted = utils.checkAndClearPaintedState(e);
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is(painted, false, "Fully-visible scrolled element should not have been painted");
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if (navigator.platform.indexOf("Mac") >= 0) {
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todo_is(painted, false, "Fully-visible scrolled element should not have been painted (disabled on Mac, see bug 753497)");
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} else {
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is(painted, false, "Fully-visible scrolled element should not have been painted");
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}
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SimpleTest.finish();
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});
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});
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@ -1967,34 +1967,38 @@ void nsGfxScrollFrameInner::ScrollVisual(nsPoint aOldScrolledFramePos)
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}
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/**
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* Return an appunit value close to aDesired and between aLower and aUpper
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* such that (aDesired - aCurrent)*aRes/aAppUnitsPerPixel is an integer (or
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* as close as we can get modulo rounding to appunits). If that
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* can't be done, just returns aDesired.
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* Adjust the desired scroll value in given range
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* in order to get resulting scroll by whole amount of layer pixels.
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* Current implementation is not checking that result value is the best.
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* Ideally it's would be possible to find best value by implementing
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* test function which is repeating last part of CreateOrRecycleThebesLayer,
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* and checking other points in allowed range, but that may cause another perf hit.
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* Let's keep it as TODO.
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*/
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static nscoord
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AlignWithLayerPixels(nscoord aDesired, nscoord aLower,
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nscoord aUpper, nscoord aAppUnitsPerPixel,
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double aRes, nscoord aCurrent)
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RestrictToLayerPixels(nscoord aDesired, nscoord aLower,
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nscoord aUpper, nscoord aAppUnitsPerPixel,
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double aRes, double aCurrentLayerOffset)
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{
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double currentLayerVal = (aRes*aCurrent)/aAppUnitsPerPixel;
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double desiredLayerVal = (aRes*aDesired)/aAppUnitsPerPixel;
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double delta = desiredLayerVal - currentLayerVal;
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double nearestVal = NS_round(delta) + currentLayerVal;
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// convert the result to layer pixels
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double layerVal = aRes * double(aDesired) / aAppUnitsPerPixel;
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// Convert back from ThebesLayer space to appunits relative to the top-left
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// of the scrolled frame.
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// Correct value using current layer offset
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layerVal -= aCurrentLayerOffset;
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// Try nearest pixel bound first
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double nearestVal = NS_round(layerVal);
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nscoord nearestAppUnitVal =
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NSToCoordRoundWithClamp(nearestVal*aAppUnitsPerPixel/aRes);
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NSToCoordRoundWithClamp(nearestVal * aAppUnitsPerPixel / aRes);
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// Check if nearest layer pixel result fit into allowed and scroll range
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if (nearestAppUnitVal >= aLower && nearestAppUnitVal <= aUpper) {
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return nearestAppUnitVal;
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} else if (nearestVal != desiredLayerVal) {
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} else if (nearestVal != layerVal) {
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// Check if opposite pixel boundary fit into scroll range
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double oppositeVal = nearestVal + ((nearestVal < desiredLayerVal) ? 1 : -1);
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double oppositeVal = nearestVal + ((nearestVal < layerVal) ? 1 : -1);
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nscoord oppositeAppUnitVal =
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NSToCoordRoundWithClamp(oppositeVal*aAppUnitsPerPixel/aRes);
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NSToCoordRoundWithClamp(oppositeVal * aAppUnitsPerPixel / aRes);
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if (oppositeAppUnitVal >= aLower && oppositeAppUnitVal <= aUpper) {
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return oppositeAppUnitVal;
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}
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@ -2003,17 +2007,17 @@ AlignWithLayerPixels(nscoord aDesired, nscoord aLower,
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}
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/**
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* Clamp desired scroll position aPt to aBounds and then snap
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* it to the same layer pixel edges as aCurrent, keeping it within aRange
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* during snapping. aCurrent is the current scroll position.
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* Clamp desired scroll position aPt to aBounds (if aBounds is non-null) and then snap
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* it to the nearest layer pixel edges, keeping it within aRange during snapping
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* (if aRange is non-null). aCurrScroll is the current scroll position.
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*/
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static nsPoint
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ClampAndAlignWithLayerPixels(const nsPoint& aPt,
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const nsRect& aBounds,
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const nsRect& aRange,
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const nsPoint& aCurrent,
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nscoord aAppUnitsPerPixel,
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const gfxSize& aScale)
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ClampAndRestrictToLayerPixels(const nsPoint& aPt,
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const nsRect& aBounds,
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nscoord aAppUnitsPerPixel,
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const nsRect& aRange,
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double aXRes, double aYRes,
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const gfxPoint& aCurrScroll)
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{
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nsPoint pt = aBounds.ClampPoint(aPt);
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// Intersect scroll range with allowed range, by clamping the corners
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@ -2021,10 +2025,10 @@ ClampAndAlignWithLayerPixels(const nsPoint& aPt,
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nsPoint rangeTopLeft = aBounds.ClampPoint(aRange.TopLeft());
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nsPoint rangeBottomRight = aBounds.ClampPoint(aRange.BottomRight());
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return nsPoint(AlignWithLayerPixels(pt.x, rangeTopLeft.x, rangeBottomRight.x,
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aAppUnitsPerPixel, aScale.width, aCurrent.x),
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AlignWithLayerPixels(pt.y, rangeTopLeft.y, rangeBottomRight.y,
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aAppUnitsPerPixel, aScale.height, aCurrent.y));
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return nsPoint(RestrictToLayerPixels(pt.x, rangeTopLeft.x, rangeBottomRight.x,
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aAppUnitsPerPixel, aXRes, aCurrScroll.x),
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RestrictToLayerPixels(pt.y, rangeTopLeft.y, rangeBottomRight.y,
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aAppUnitsPerPixel, aYRes, aCurrScroll.y));
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}
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/* static */ void
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@ -2057,28 +2061,19 @@ nsGfxScrollFrameInner::ScrollToImpl(nsPoint aPt, const nsRect& aRange)
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{
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nsPresContext* presContext = mOuter->PresContext();
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nscoord appUnitsPerDevPixel = presContext->AppUnitsPerDevPixel();
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// 'scale' is our estimate of the scale factor that will be applied
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// when rendering the scrolled content to its own ThebesLayer.
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gfxSize scale = FrameLayerBuilder::GetThebesLayerScaleForFrame(mScrolledFrame);
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nsPoint curPos = GetScrollPosition();
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// Try to align aPt with curPos so they have an integer number of layer
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// pixels between them. This gives us the best chance of scrolling without
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// having to invalidate due to changes in subpixel rendering.
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// Note that when we actually draw into a ThebesLayer, the coordinates
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// that get mapped onto the layer buffer pixels are from the display list,
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// which are relative to the display root frame's top-left increasing down,
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// whereas here our coordinates are scroll positions which increase upward
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// and are relative to the scrollport top-left. This difference doesn't actually
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// matter since all we are about is that there be an integer number of
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// layer pixels between pt and curPos.
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nsPoint pt =
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ClampAndAlignWithLayerPixels(aPt,
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GetScrollRangeForClamping(),
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aRange,
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curPos,
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appUnitsPerDevPixel,
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scale);
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double xres = 1.0, yres = 1.0;
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gfxPoint activeScrolledRootPosition;
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FrameLayerBuilder::GetThebesLayerResolutionForFrame(mScrolledFrame, &xres, &yres,
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&activeScrolledRootPosition);
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nsPoint pt =
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ClampAndRestrictToLayerPixels(aPt,
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GetScrollRangeForClamping(),
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appUnitsPerDevPixel,
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aRange, xres, yres,
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activeScrolledRootPosition);
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nsPoint curPos = GetScrollPosition();
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if (pt == curPos) {
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return;
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}
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