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Bug 1023882 - Part 7 - Move down the calculation of the low-precision invalid region so it happens later. r=Cwiiis
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@ -242,10 +242,9 @@ ClientTiledThebesLayer::RenderLowPrecision(nsIntRegion& aInvalidRegion,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData)
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{
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// Render the low precision buffer, if there's area to invalidate and the
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// visible region is larger than the critical display port.
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if (!aInvalidRegion.IsEmpty() &&
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!nsIntRegion(LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort)).Contains(mVisibleRegion)) {
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// Render the low precision buffer, if the visible region is larger than the
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// critical display port.
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if (!nsIntRegion(LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort)).Contains(mVisibleRegion)) {
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nsIntRegion oldValidRegion = mContentClient->mLowPrecisionTiledBuffer.GetValidRegion();
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oldValidRegion.And(oldValidRegion, mVisibleRegion);
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@ -334,6 +333,7 @@ ClientTiledThebesLayer::RenderLayer()
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TILING_PRLOG_OBJ(("TILING 0x%p: Initial visible region %s\n", this, tmpstr.get()), mVisibleRegion);
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TILING_PRLOG_OBJ(("TILING 0x%p: Initial valid region %s\n", this, tmpstr.get()), mValidRegion);
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TILING_PRLOG_OBJ(("TILING 0x%p: Initial low-precision valid region %s\n", this, tmpstr.get()), mLowPrecisionValidRegion);
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nsIntRegion invalidRegion;
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invalidRegion.Sub(mVisibleRegion, mValidRegion);
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@ -384,23 +384,13 @@ ClientTiledThebesLayer::RenderLayer()
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}
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nsIntRegion lowPrecisionInvalidRegion;
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if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
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if (gfxPrefs::UseLowPrecisionBuffer()) {
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// Calculate the invalid region for the low precision buffer
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lowPrecisionInvalidRegion.Sub(mVisibleRegion, mLowPrecisionValidRegion);
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// Remove the valid region from the low precision valid region (we don't
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// validate this part of the low precision buffer).
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lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion);
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}
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if (invalidRegion.IsEmpty() && lowPrecisionInvalidRegion.IsEmpty()) {
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EndPaint(true);
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return;
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}
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if (gfxPrefs::UseLowPrecisionBuffer()) {
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// Calculate the invalid region for the low precision buffer. Make sure
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// to remove the valid high-precision area so we don't double-paint it.
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lowPrecisionInvalidRegion.Sub(mVisibleRegion, mLowPrecisionValidRegion);
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lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion);
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}
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TILING_PRLOG_OBJ(("TILING 0x%p: Invalid region %s\n", this, tmpstr.get()), invalidRegion);
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TILING_PRLOG_OBJ(("TILING 0x%p: Low-precision invalid region %s\n", this, tmpstr.get()), lowPrecisionInvalidRegion);
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bool updatedHighPrecision = RenderHighPrecision(invalidRegion, callback, data);
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if (updatedHighPrecision) {
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@ -413,23 +403,26 @@ ClientTiledThebesLayer::RenderLayer()
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ClientManager()->SetRepeatTransaction();
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return;
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}
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}
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// If there are low precision updates, mark the paint as unfinished and
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// request a repeat transaction.
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if (!lowPrecisionInvalidRegion.IsEmpty()) {
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ClientManager()->SetRepeatTransaction();
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mPaintData.mLowPrecisionPaintCount = 1;
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mPaintData.mPaintFinished = false;
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}
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// Return so that low precision updates aren't performed in the same
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// transaction as high-precision updates.
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EndPaint(false);
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// If there is nothing to draw in low-precision, then we're done.
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if (lowPrecisionInvalidRegion.IsEmpty()) {
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EndPaint(true);
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return;
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}
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TILING_PRLOG_OBJ(("TILING 0x%p: Low-precision valid region is %s\n", this, tmpstr.get()), mLowPrecisionValidRegion);
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TILING_PRLOG_OBJ(("TILING 0x%p: Low-precision invalid region is %s\n", this, tmpstr.get()), lowPrecisionInvalidRegion);
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if (updatedHighPrecision) {
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// If there are low precision updates, but we just did some high-precision
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// updates, then mark the paint as unfinished and request a repeat transaction.
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// This is so that we don't perform low-precision updates in the same transaction
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// as high-precision updates.
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TILING_PRLOG(("TILING 0x%p: Scheduling repeat transaction for low-precision painting\n", this));
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ClientManager()->SetRepeatTransaction();
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mPaintData.mLowPrecisionPaintCount = 1;
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mPaintData.mPaintFinished = false;
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EndPaint(false);
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return;
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}
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bool updatedLowPrecision = RenderLowPrecision(lowPrecisionInvalidRegion, callback, data);
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if (updatedLowPrecision) {
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