/* -*- Mode: C++; tab-width: 2; 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) 2009 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Robert O'Callahan * Chris Jones * * 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 ***** */ #ifdef MOZ_IPC # include "gfxSharedImageSurface.h" # include "mozilla/layers/PLayerChild.h" # include "mozilla/layers/PLayersChild.h" # include "mozilla/layers/PLayersParent.h" # include "ipc/ShadowLayerChild.h" #endif #include "BasicLayers.h" #include "ImageLayers.h" #include "nsTArray.h" #include "nsGUIEvent.h" #include "nsIRenderingContext.h" #include "gfxContext.h" #include "gfxImageSurface.h" #include "gfxPattern.h" #include "gfxPlatform.h" #include "gfxUtils.h" #include "ThebesLayerBuffer.h" #include "nsIWidget.h" #include "ReadbackProcessor.h" #include "GLContext.h" namespace mozilla { namespace layers { class BasicContainerLayer; class ShadowableLayer; /** * This is the ImplData for all Basic layers. It also exposes methods * private to the Basic implementation that are common to all Basic layer types. * In particular, there is an internal Paint() method that we can use * to paint the contents of non-Thebes layers. * * The class hierarchy for Basic layers is like this: * BasicImplData * Layer | | | * | | | | * +-> ContainerLayer | | | * | | | | | * | +-> BasicContainerLayer <--+ | | * | | | * +-> ThebesLayer | | * | | | | * | +-> BasicThebesLayer <---------+ | * | | * +-> ImageLayer | * | | * +-> BasicImageLayer <--------------+ */ class BasicImplData { public: BasicImplData() { MOZ_COUNT_CTOR(BasicImplData); } virtual ~BasicImplData() { MOZ_COUNT_DTOR(BasicImplData); } /** * Layers that paint themselves, such as ImageLayers, should paint * in response to this method call. aContext will already have been * set up to account for all the properties of the layer (transform, * opacity, etc). */ virtual void Paint(gfxContext* aContext) {} /** * Like Paint() but called for ThebesLayers with the additional parameters * they need. */ virtual void PaintThebes(gfxContext* aContext, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData, ReadbackProcessor* aReadback) {} virtual ShadowableLayer* AsShadowableLayer() { return nsnull; } /** * Implementations return true here if they *must* retain their * layer contents. This is true of shadowable layers with shadows, * because there's no target on which to composite directly in the * layer-publishing child process. */ virtual bool MustRetainContent() { return false; } /** * Layers will get this call when their layer manager is destroyed, this * indicates they should clear resources they don't really need after their * LayerManager ceases to exist. */ virtual void ClearCachedResources() {} /** * This variable is used by layer manager in order to * MarkLeafLayersCoveredByOpaque() before painting. * We keep it here for now. Once we need to cull completely covered * non-Basic layers, mCoveredByOpaque should be moved to Layer. */ void SetCoveredByOpaque(PRBool aCovered) { mCoveredByOpaque = aCovered; } PRBool IsCoveredByOpaque() const { return mCoveredByOpaque; } protected: PRPackedBool mCoveredByOpaque; }; static BasicImplData* ToData(Layer* aLayer) { return static_cast(aLayer->ImplData()); } template static void ContainerInsertAfter(Layer* aChild, Layer* aAfter, Container* aContainer); template static void ContainerRemoveChild(Layer* aChild, Container* aContainer); class BasicContainerLayer : public ContainerLayer, BasicImplData { template friend void ContainerInsertAfter(Layer* aChild, Layer* aAfter, Container* aContainer); template friend void ContainerRemoveChild(Layer* aChild, Container* aContainer); public: BasicContainerLayer(BasicLayerManager* aManager) : ContainerLayer(aManager, static_cast(this)) { MOZ_COUNT_CTOR(BasicContainerLayer); mSupportsComponentAlphaChildren = PR_TRUE; } virtual ~BasicContainerLayer(); virtual void SetVisibleRegion(const nsIntRegion& aRegion) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); ContainerLayer::SetVisibleRegion(aRegion); } virtual void InsertAfter(Layer* aChild, Layer* aAfter) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); ContainerInsertAfter(aChild, aAfter, this); } virtual void RemoveChild(Layer* aChild) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); ContainerRemoveChild(aChild, this); } virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface) { // We push groups for container layers if we need to, which always // are aligned in device space, so it doesn't really matter how we snap // containers. gfx3DMatrix idealTransform = GetLocalTransform()*aTransformToSurface; mEffectiveTransform = SnapTransform(idealTransform, gfxRect(0, 0, 0, 0), nsnull); // We always pass the ideal matrix down to our children, so there is no // need to apply any compensation using the residual from SnapTransform. ComputeEffectiveTransformsForChildren(idealTransform); /* If we have a single child, it can just inherit our opacity, * otherwise we need a PushGroup and we need to mark ourselves as using * an intermediate surface so our children don't inherit our opacity * via GetEffectiveOpacity. */ mUseIntermediateSurface = GetEffectiveOpacity() != 1.0 && HasMultipleChildren(); } protected: BasicLayerManager* BasicManager() { return static_cast(mManager); } }; BasicContainerLayer::~BasicContainerLayer() { while (mFirstChild) { ContainerRemoveChild(mFirstChild, this); } MOZ_COUNT_DTOR(BasicContainerLayer); } template static void ContainerInsertAfter(Layer* aChild, Layer* aAfter, Container* aContainer) { NS_ASSERTION(aChild->Manager() == aContainer->Manager(), "Child has wrong manager"); NS_ASSERTION(!aChild->GetParent(), "aChild already in the tree"); NS_ASSERTION(!aChild->GetNextSibling() && !aChild->GetPrevSibling(), "aChild already has siblings?"); NS_ASSERTION(!aAfter || (aAfter->Manager() == aContainer->Manager() && aAfter->GetParent() == aContainer), "aAfter is not our child"); aChild->SetParent(aContainer); if (aAfter == aContainer->mLastChild) { aContainer->mLastChild = aChild; } if (!aAfter) { aChild->SetNextSibling(aContainer->mFirstChild); if (aContainer->mFirstChild) { aContainer->mFirstChild->SetPrevSibling(aChild); } aContainer->mFirstChild = aChild; NS_ADDREF(aChild); aContainer->DidInsertChild(aChild); return; } Layer* next = aAfter->GetNextSibling(); aChild->SetNextSibling(next); aChild->SetPrevSibling(aAfter); if (next) { next->SetPrevSibling(aChild); } aAfter->SetNextSibling(aChild); NS_ADDREF(aChild); aContainer->DidInsertChild(aChild); } template static void ContainerRemoveChild(Layer* aChild, Container* aContainer) { NS_ASSERTION(aChild->Manager() == aContainer->Manager(), "Child has wrong manager"); NS_ASSERTION(aChild->GetParent() == aContainer, "aChild not our child"); Layer* prev = aChild->GetPrevSibling(); Layer* next = aChild->GetNextSibling(); if (prev) { prev->SetNextSibling(next); } else { aContainer->mFirstChild = next; } if (next) { next->SetPrevSibling(prev); } else { aContainer->mLastChild = prev; } aChild->SetNextSibling(nsnull); aChild->SetPrevSibling(nsnull); aChild->SetParent(nsnull); aContainer->DidRemoveChild(aChild); NS_RELEASE(aChild); } class BasicThebesLayer; class BasicThebesLayerBuffer : public ThebesLayerBuffer { typedef ThebesLayerBuffer Base; public: BasicThebesLayerBuffer(BasicThebesLayer* aLayer) : Base(ContainsVisibleBounds) , mLayer(aLayer) { } virtual ~BasicThebesLayerBuffer() {} using Base::BufferRect; using Base::BufferRotation; /** * Complete the drawing operation. The region to draw must have been * drawn before this is called. The contents of the buffer are drawn * to aTarget. */ void DrawTo(ThebesLayer* aLayer, gfxContext* aTarget, float aOpacity); virtual already_AddRefed CreateBuffer(ContentType aType, const nsIntSize& aSize); /** * Swap out the old backing buffer for |aBuffer| and attributes. */ void SetBackingBuffer(gfxASurface* aBuffer, const nsIntRect& aRect, const nsIntPoint& aRotation) { gfxIntSize prevSize = gfxIntSize(BufferDims().width, BufferDims().height); gfxIntSize newSize = aBuffer->GetSize(); NS_ABORT_IF_FALSE(newSize == prevSize, "Swapped-in buffer size doesn't match old buffer's!"); nsRefPtr oldBuffer; oldBuffer = SetBuffer(aBuffer, nsIntSize(newSize.width, newSize.height), aRect, aRotation); } void SetBackingBufferAndUpdateFrom( gfxASurface* aBuffer, gfxASurface* aSource, const nsIntRect& aRect, const nsIntPoint& aRotation, const nsIntRegion& aUpdateRegion, float aXResolution, float aYResolution); private: BasicThebesLayerBuffer(gfxASurface* aBuffer, const nsIntRect& aRect, const nsIntPoint& aRotation) // The size policy doesn't really matter here; this constructor is // intended to be used for creating temporaries : ThebesLayerBuffer(ContainsVisibleBounds) { gfxIntSize sz = aBuffer->GetSize(); SetBuffer(aBuffer, nsIntSize(sz.width, sz.height), aRect, aRotation); } BasicThebesLayer* mLayer; }; class BasicThebesLayer : public ThebesLayer, BasicImplData { public: typedef BasicThebesLayerBuffer Buffer; BasicThebesLayer(BasicLayerManager* aLayerManager) : ThebesLayer(aLayerManager, static_cast(this)), mBuffer(this) { MOZ_COUNT_CTOR(BasicThebesLayer); } virtual ~BasicThebesLayer() { MOZ_COUNT_DTOR(BasicThebesLayer); } virtual void SetVisibleRegion(const nsIntRegion& aRegion) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); ThebesLayer::SetVisibleRegion(aRegion); } virtual void InvalidateRegion(const nsIntRegion& aRegion) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); mValidRegion.Sub(mValidRegion, aRegion); } virtual void PaintThebes(gfxContext* aContext, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData, ReadbackProcessor* aReadback); virtual void ClearCachedResources() { mBuffer.Clear(); mValidRegion.SetEmpty(); } virtual already_AddRefed CreateBuffer(Buffer::ContentType aType, const nsIntSize& aSize) { nsRefPtr referenceSurface = mBuffer.GetBuffer(); if (!referenceSurface) { gfxContext* defaultTarget = BasicManager()->GetDefaultTarget(); if (defaultTarget) { referenceSurface = defaultTarget->CurrentSurface(); } else { nsIWidget* widget = BasicManager()->GetRetainerWidget(); if (widget) { referenceSurface = widget->GetThebesSurface(); } else { referenceSurface = BasicManager()->GetTarget()->CurrentSurface(); } } } return referenceSurface->CreateSimilarSurface( aType, gfxIntSize(aSize.width, aSize.height)); } protected: BasicLayerManager* BasicManager() { return static_cast(mManager); } virtual void PaintBuffer(gfxContext* aContext, const nsIntRegion& aRegionToDraw, const nsIntRegion& aRegionToInvalidate, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData) { if (!aCallback) { BasicManager()->SetTransactionIncomplete(); return; } aCallback(this, aContext, aRegionToDraw, aRegionToInvalidate, aCallbackData); // Everything that's visible has been validated. Do this instead of just // OR-ing with aRegionToDraw, since that can lead to a very complex region // here (OR doesn't automatically simplify to the simplest possible // representation of a region.) nsIntRegion tmp; tmp.Or(mVisibleRegion, aRegionToDraw); mValidRegion.Or(mValidRegion, tmp); } Buffer mBuffer; }; /** * Clips to the smallest device-pixel-aligned rectangle containing aRect * in user space. * Returns true if the clip is "perfect", i.e. we actually clipped exactly to * aRect. */ static PRBool ClipToContain(gfxContext* aContext, const nsIntRect& aRect) { gfxRect userRect(aRect.x, aRect.y, aRect.width, aRect.height); gfxRect deviceRect = aContext->UserToDevice(userRect); deviceRect.RoundOut(); gfxMatrix currentMatrix = aContext->CurrentMatrix(); aContext->IdentityMatrix(); aContext->NewPath(); aContext->Rectangle(deviceRect); aContext->Clip(); aContext->SetMatrix(currentMatrix); return aContext->DeviceToUser(deviceRect) == userRect; } static nsIntRegion IntersectWithClip(const nsIntRegion& aRegion, gfxContext* aContext) { gfxRect clip = aContext->GetClipExtents(); clip.RoundOut(); nsIntRect r(clip.X(), clip.Y(), clip.Width(), clip.Height()); nsIntRegion result; result.And(aRegion, r); return result; } static void SetAntialiasingFlags(Layer* aLayer, gfxContext* aTarget) { nsRefPtr surface = aTarget->CurrentSurface(); if (surface->GetContentType() != gfxASurface::CONTENT_COLOR_ALPHA) { // Destination doesn't have alpha channel; no need to set any special flags return; } const nsIntRect& bounds = aLayer->GetVisibleRegion().GetBounds(); surface->SetSubpixelAntialiasingEnabled( !(aLayer->GetContentFlags() & Layer::CONTENT_COMPONENT_ALPHA) || surface->GetOpaqueRect().Contains( aTarget->UserToDevice(gfxRect(bounds.x, bounds.y, bounds.width, bounds.height)))); } static PRBool PushGroupForLayer(gfxContext* aContext, Layer* aLayer, const nsIntRegion& aRegion) { // If we need to call PushGroup, we should clip to the smallest possible // area first to minimize the size of the temporary surface. PRBool didCompleteClip = ClipToContain(aContext, aRegion.GetBounds()); gfxASurface::gfxContentType contentType = gfxASurface::CONTENT_COLOR_ALPHA; PRBool needsClipToVisibleRegion = PR_FALSE; if (aLayer->CanUseOpaqueSurface() && ((didCompleteClip && aRegion.GetNumRects() == 1) || !aContext->CurrentMatrix().HasNonIntegerTranslation())) { // If the layer is opaque in its visible region we can push a CONTENT_COLOR // group. We need to make sure that only pixels inside the layer's visible // region are copied back to the destination. Remember if we've already // clipped precisely to the visible region. needsClipToVisibleRegion = !didCompleteClip || aRegion.GetNumRects() > 1; contentType = gfxASurface::CONTENT_COLOR; } aContext->PushGroupAndCopyBackground(contentType); return needsClipToVisibleRegion; } void BasicThebesLayer::PaintThebes(gfxContext* aContext, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData, ReadbackProcessor* aReadback) { NS_ASSERTION(BasicManager()->InDrawing(), "Can only draw in drawing phase"); nsRefPtr targetSurface = aContext->CurrentSurface(); nsTArray readbackUpdates; if (aReadback && UsedForReadback()) { aReadback->GetThebesLayerUpdates(this, &readbackUpdates); } PRBool canUseOpaqueSurface = CanUseOpaqueSurface(); Buffer::ContentType contentType = canUseOpaqueSurface ? gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA; float opacity = GetEffectiveOpacity(); if (!BasicManager()->IsRetained() || (!canUseOpaqueSurface && (mContentFlags & CONTENT_COMPONENT_ALPHA) && !MustRetainContent())) { NS_ASSERTION(readbackUpdates.IsEmpty(), "Can't do readback for non-retained layer"); mValidRegion.SetEmpty(); mBuffer.Clear(); nsIntRegion toDraw = IntersectWithClip(mVisibleRegion, aContext); if (!toDraw.IsEmpty()) { if (!aCallback) { BasicManager()->SetTransactionIncomplete(); return; } aContext->Save(); PRBool needsClipToVisibleRegion = PR_FALSE; if (opacity != 1.0) { needsClipToVisibleRegion = PushGroupForLayer(aContext, this, toDraw); } SetAntialiasingFlags(this, aContext); aCallback(this, aContext, toDraw, nsIntRegion(), aCallbackData); if (opacity != 1.0) { aContext->PopGroupToSource(); if (needsClipToVisibleRegion) { gfxUtils::ClipToRegion(aContext, toDraw); } aContext->Paint(opacity); } aContext->Restore(); } return; } { gfxSize scale = aContext->CurrentMatrix().ScaleFactors(PR_TRUE); float paintXRes = BasicManager()->XResolution() * gfxUtils::ClampToScaleFactor(scale.width); float paintYRes = BasicManager()->YResolution() * gfxUtils::ClampToScaleFactor(scale.height); PRUint32 flags = 0; gfxMatrix transform; if (!GetEffectiveTransform().Is2D(&transform) || transform.HasNonIntegerTranslation()) { flags |= ThebesLayerBuffer::PAINT_WILL_RESAMPLE; } Buffer::PaintState state = mBuffer.BeginPaint(this, contentType, paintXRes, paintYRes, flags); mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate); if (state.mContext) { // The area that became invalid and is visible needs to be repainted // (this could be the whole visible area if our buffer switched // from RGB to RGBA, because we might need to repaint with // subpixel AA) state.mRegionToInvalidate.And(state.mRegionToInvalidate, mVisibleRegion); state.mRegionToDraw.ExtendForScaling(paintXRes, paintYRes); mXResolution = paintXRes; mYResolution = paintYRes; SetAntialiasingFlags(this, state.mContext); PaintBuffer(state.mContext, state.mRegionToDraw, state.mRegionToInvalidate, aCallback, aCallbackData); Mutated(); } else { // It's possible that state.mRegionToInvalidate is nonempty here, // if we are shrinking the valid region to nothing. NS_ASSERTION(state.mRegionToDraw.IsEmpty(), "If we need to draw, we should have a context"); } } mBuffer.DrawTo(this, aContext, opacity); for (PRUint32 i = 0; i < readbackUpdates.Length(); ++i) { ReadbackProcessor::Update& update = readbackUpdates[i]; nsIntPoint offset = update.mLayer->GetBackgroundLayerOffset(); nsRefPtr ctx = update.mLayer->GetSink()->BeginUpdate(update.mUpdateRect + offset, update.mSequenceCounter); if (ctx) { NS_ASSERTION(opacity == 1.0, "Should only read back opaque layers"); ctx->Translate(gfxPoint(offset.x, offset.y)); mBuffer.DrawTo(this, ctx, 1.0); update.mLayer->GetSink()->EndUpdate(ctx, update.mUpdateRect + offset); } } } static PRBool IsClippingCheap(gfxContext* aTarget, const nsIntRegion& aRegion) { // Assume clipping is cheap if the context just has an integer // translation, and the visible region is simple. return !aTarget->CurrentMatrix().HasNonIntegerTranslation() && aRegion.GetNumRects() <= 1; } void BasicThebesLayerBuffer::DrawTo(ThebesLayer* aLayer, gfxContext* aTarget, float aOpacity) { aTarget->Save(); // If the entire buffer is valid, we can just draw the whole thing, // no need to clip. But we'll still clip if clipping is cheap --- // that might let us copy a smaller region of the buffer. if (!aLayer->GetValidRegion().Contains(BufferRect()) || IsClippingCheap(aTarget, aLayer->GetVisibleRegion())) { // We don't want to draw invalid stuff, so we need to clip. Might as // well clip to the smallest area possible --- the visible region. // Bug 599189 if there is a non-integer-translation transform in aTarget, // we might sample pixels outside GetVisibleRegion(), which is wrong // and may cause gray lines. gfxUtils::ClipToRegionSnapped(aTarget, aLayer->GetVisibleRegion()); } DrawBufferWithRotation(aTarget, aOpacity, aLayer->GetXResolution(), aLayer->GetYResolution()); aTarget->Restore(); } already_AddRefed BasicThebesLayerBuffer::CreateBuffer(ContentType aType, const nsIntSize& aSize) { return mLayer->CreateBuffer(aType, aSize); } void BasicThebesLayerBuffer::SetBackingBufferAndUpdateFrom( gfxASurface* aBuffer, gfxASurface* aSource, const nsIntRect& aRect, const nsIntPoint& aRotation, const nsIntRegion& aUpdateRegion, float aXResolution, float aYResolution) { SetBackingBuffer(aBuffer, aRect, aRotation); nsRefPtr destCtx = GetContextForQuadrantUpdate(aUpdateRegion.GetBounds(), aXResolution, aYResolution); destCtx->SetOperator(gfxContext::OPERATOR_SOURCE); if (IsClippingCheap(destCtx, aUpdateRegion)) { gfxUtils::ClipToRegion(destCtx, aUpdateRegion); } BasicThebesLayerBuffer srcBuffer(aSource, aRect, aRotation); srcBuffer.DrawBufferWithRotation(destCtx, 1.0, aXResolution, aYResolution); } class BasicImageLayer : public ImageLayer, BasicImplData { public: BasicImageLayer(BasicLayerManager* aLayerManager) : ImageLayer(aLayerManager, static_cast(this)), mSize(-1, -1) { MOZ_COUNT_CTOR(BasicImageLayer); } virtual ~BasicImageLayer() { MOZ_COUNT_DTOR(BasicImageLayer); } virtual void SetVisibleRegion(const nsIntRegion& aRegion) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); ImageLayer::SetVisibleRegion(aRegion); } virtual void Paint(gfxContext* aContext); static void PaintContext(gfxPattern* aPattern, const nsIntRegion& aVisible, const nsIntRect* aTileSourceRect, float aOpacity, gfxContext* aContext); protected: BasicLayerManager* BasicManager() { return static_cast(mManager); } already_AddRefed GetAndPaintCurrentImage(gfxContext* aContext, float aOpacity); gfxIntSize mSize; }; void BasicImageLayer::Paint(gfxContext* aContext) { nsRefPtr dontcare = GetAndPaintCurrentImage(aContext, GetEffectiveOpacity()); } already_AddRefed BasicImageLayer::GetAndPaintCurrentImage(gfxContext* aContext, float aOpacity) { if (!mContainer) return nsnull; nsRefPtr surface = mContainer->GetCurrentAsSurface(&mSize); if (!surface) { return nsnull; } nsRefPtr pat = new gfxPattern(surface); if (!pat) { return nsnull; } pat->SetFilter(mFilter); // The visible region can extend outside the image. If we're not // tiling, we don't want to draw into that area, so just draw within // the image bounds. const nsIntRect* tileSrcRect = GetTileSourceRect(); PaintContext(pat, tileSrcRect ? GetVisibleRegion() : nsIntRegion(nsIntRect(0, 0, mSize.width, mSize.height)), tileSrcRect, aOpacity, aContext); return pat.forget(); } /*static*/ void BasicImageLayer::PaintContext(gfxPattern* aPattern, const nsIntRegion& aVisible, const nsIntRect* aTileSourceRect, float aOpacity, gfxContext* aContext) { // Set PAD mode so that when the video is being scaled, we do not sample // outside the bounds of the video image. gfxPattern::GraphicsExtend extend = gfxPattern::EXTEND_PAD; // PAD is slow with X11 and Quartz surfaces, so prefer speed over correctness // and use NONE. nsRefPtr target = aContext->CurrentSurface(); gfxASurface::gfxSurfaceType type = target->GetType(); if (type == gfxASurface::SurfaceTypeXlib || type == gfxASurface::SurfaceTypeXcb || type == gfxASurface::SurfaceTypeQuartz) { extend = gfxPattern::EXTEND_NONE; } if (!aTileSourceRect) { aContext->NewPath(); // No need to snap here; our transform has already taken care of it. // XXX true for arbitrary regions? Don't care yet though gfxUtils::PathFromRegion(aContext, aVisible); aPattern->SetExtend(extend); aContext->SetPattern(aPattern); aContext->FillWithOpacity(aOpacity); } else { nsRefPtr source = aPattern->GetSurface(); NS_ABORT_IF_FALSE(source, "Expecting a surface pattern"); gfxIntSize sourceSize = source->GetSize(); nsIntRect sourceRect(0, 0, sourceSize.width, sourceSize.height); NS_ABORT_IF_FALSE(sourceRect == *aTileSourceRect, "Cowardly refusing to create a temporary surface for tiling"); gfxContextAutoSaveRestore saveRestore(aContext); aContext->NewPath(); gfxUtils::PathFromRegion(aContext, aVisible); aPattern->SetExtend(gfxPattern::EXTEND_REPEAT); aContext->SetPattern(aPattern); aContext->FillWithOpacity(aOpacity); } // Reset extend mode for callers that need to reuse the pattern aPattern->SetExtend(extend); } class BasicColorLayer : public ColorLayer, BasicImplData { public: BasicColorLayer(BasicLayerManager* aLayerManager) : ColorLayer(aLayerManager, static_cast(this)) { MOZ_COUNT_CTOR(BasicColorLayer); } virtual ~BasicColorLayer() { MOZ_COUNT_DTOR(BasicColorLayer); } virtual void SetVisibleRegion(const nsIntRegion& aRegion) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); ColorLayer::SetVisibleRegion(aRegion); } virtual void Paint(gfxContext* aContext) { PaintColorTo(mColor, GetEffectiveOpacity(), aContext); } static void PaintColorTo(gfxRGBA aColor, float aOpacity, gfxContext* aContext); protected: BasicLayerManager* BasicManager() { return static_cast(mManager); } }; /*static*/ void BasicColorLayer::PaintColorTo(gfxRGBA aColor, float aOpacity, gfxContext* aContext) { aContext->SetColor(aColor); aContext->Paint(aOpacity); } class BasicCanvasLayer : public CanvasLayer, BasicImplData { public: BasicCanvasLayer(BasicLayerManager* aLayerManager) : CanvasLayer(aLayerManager, static_cast(this)) { MOZ_COUNT_CTOR(BasicCanvasLayer); } virtual ~BasicCanvasLayer() { MOZ_COUNT_DTOR(BasicCanvasLayer); } virtual void SetVisibleRegion(const nsIntRegion& aRegion) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); CanvasLayer::SetVisibleRegion(aRegion); } virtual void Initialize(const Data& aData); virtual void Updated(const nsIntRect& aRect); virtual void Paint(gfxContext* aContext); virtual void PaintWithOpacity(gfxContext* aContext, float aOpacity); protected: BasicLayerManager* BasicManager() { return static_cast(mManager); } nsRefPtr mSurface; nsRefPtr mGLContext; PRUint32 mCanvasFramebuffer; nsIntRect mUpdatedRect; PRPackedBool mGLBufferIsPremultiplied; PRPackedBool mNeedsYFlip; }; void BasicCanvasLayer::Initialize(const Data& aData) { NS_ASSERTION(mSurface == nsnull, "BasicCanvasLayer::Initialize called twice!"); mUpdatedRect.Empty(); if (aData.mSurface) { mSurface = aData.mSurface; NS_ASSERTION(aData.mGLContext == nsnull, "CanvasLayer can't have both surface and GLContext"); mNeedsYFlip = PR_FALSE; } else if (aData.mGLContext) { NS_ASSERTION(aData.mGLContext->IsOffscreen(), "canvas gl context isn't offscreen"); mGLContext = aData.mGLContext; mGLBufferIsPremultiplied = aData.mGLBufferIsPremultiplied; mCanvasFramebuffer = mGLContext->GetOffscreenFBO(); mNeedsYFlip = PR_TRUE; } else { NS_ERROR("CanvasLayer created without mSurface or mGLContext?"); } mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height); } void BasicCanvasLayer::Updated(const nsIntRect& aRect) { NS_ASSERTION(mUpdatedRect.IsEmpty(), "CanvasLayer::Updated called more than once in a transaction!"); mUpdatedRect.UnionRect(mUpdatedRect, aRect); if (mGLContext) { nsRefPtr isurf = new gfxImageSurface(gfxIntSize(mBounds.width, mBounds.height), (GetContentFlags() & CONTENT_OPAQUE) ? gfxASurface::ImageFormatRGB24 : gfxASurface::ImageFormatARGB32); if (!isurf || isurf->CairoStatus() != 0) { return; } NS_ASSERTION(isurf->Stride() == mBounds.width * 4, "gfxImageSurface stride isn't what we expect!"); // We need to read from the GLContext mGLContext->MakeCurrent(); // We have to flush to ensure that any buffered GL operations are // in the framebuffer before we read. mGLContext->fFlush(); PRUint32 currentFramebuffer = 0; mGLContext->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, (GLint*)¤tFramebuffer); // Make sure that we read pixels from the correct framebuffer, regardless // of what's currently bound. if (currentFramebuffer != mCanvasFramebuffer) mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mCanvasFramebuffer); // For simplicity, we read the entire framebuffer for now -- in // the future we should use mUpdatedRect, though with WebGL we don't // have an easy way to generate one. mGLContext->ReadPixelsIntoImageSurface(0, 0, mBounds.width, mBounds.height, isurf); // Put back the previous framebuffer binding. if (currentFramebuffer != mCanvasFramebuffer) mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, currentFramebuffer); // If the underlying GLContext doesn't have a framebuffer into which // premultiplied values were written, we have to do this ourselves here. // Note that this is a WebGL attribute; GL itself has no knowledge of // premultiplied or unpremultiplied alpha. if (!mGLBufferIsPremultiplied) gfxUtils::PremultiplyImageSurface(isurf); // stick our surface into mSurface, so that the Paint() path is the same mSurface = isurf; } // sanity NS_ASSERTION(mUpdatedRect.IsEmpty() || mBounds.Contains(mUpdatedRect), "CanvasLayer: Updated rect bigger than bounds!"); } void BasicCanvasLayer::Paint(gfxContext* aContext) { PaintWithOpacity(aContext, GetEffectiveOpacity()); } void BasicCanvasLayer::PaintWithOpacity(gfxContext* aContext, float aOpacity) { NS_ASSERTION(BasicManager()->InDrawing(), "Can only draw in drawing phase"); nsRefPtr pat = new gfxPattern(mSurface); pat->SetFilter(mFilter); pat->SetExtend(gfxPattern::EXTEND_PAD); gfxMatrix m; if (mNeedsYFlip) { m = aContext->CurrentMatrix(); aContext->Translate(gfxPoint(0.0, mBounds.height)); aContext->Scale(1.0, -1.0); } aContext->NewPath(); // No need to snap here; our transform is already set up to snap our rect aContext->Rectangle(gfxRect(0, 0, mBounds.width, mBounds.height)); aContext->SetPattern(pat); aContext->FillWithOpacity(aOpacity); if (mNeedsYFlip) { aContext->SetMatrix(m); } mUpdatedRect.Empty(); } class BasicReadbackLayer : public ReadbackLayer, BasicImplData { public: BasicReadbackLayer(BasicLayerManager* aLayerManager) : ReadbackLayer(aLayerManager, static_cast(this)) { MOZ_COUNT_CTOR(BasicReadbackLayer); } virtual ~BasicReadbackLayer() { MOZ_COUNT_DTOR(BasicReadbackLayer); } virtual void SetVisibleRegion(const nsIntRegion& aRegion) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); ReadbackLayer::SetVisibleRegion(aRegion); } protected: BasicLayerManager* BasicManager() { return static_cast(mManager); } }; static nsIntRect ToOutsideIntRect(const gfxRect &aRect) { gfxRect r = aRect; r.RoundOut(); return nsIntRect(r.pos.x, r.pos.y, r.size.width, r.size.height); } static nsIntRect ToInsideIntRect(const gfxRect& aRect) { gfxRect r = aRect; r.RoundIn(); return nsIntRect(r.pos.x, r.pos.y, r.size.width, r.size.height); } /** * Returns false if there is at most one leaf layer overlapping aBounds * and that layer is opaque. * aDirtyVisibleRegionInContainer is filled in only if we return false. * It contains the union of the visible regions of leaf layers under aLayer. */ static PRBool MayHaveOverlappingOrTransparentLayers(Layer* aLayer, const nsIntRect& aBounds, nsIntRegion* aDirtyVisibleRegionInContainer) { if (!(aLayer->GetContentFlags() & Layer::CONTENT_OPAQUE)) { return PR_TRUE; } gfxMatrix matrix; if (!aLayer->GetTransform().Is2D(&matrix) || matrix.HasNonIntegerTranslation()) { return PR_TRUE; } nsIntPoint translation = nsIntPoint(PRInt32(matrix.x0), PRInt32(matrix.y0)); nsIntRect bounds = aBounds - translation; nsIntRect clippedDirtyRect = bounds; const nsIntRect* clipRect = aLayer->GetClipRect(); if (clipRect) { clippedDirtyRect.IntersectRect(clippedDirtyRect, *clipRect - translation); } aDirtyVisibleRegionInContainer->And(aLayer->GetVisibleRegion(), clippedDirtyRect); aDirtyVisibleRegionInContainer->MoveBy(translation); /* Ignore layers outside the clip rect */ if (aDirtyVisibleRegionInContainer->IsEmpty()) { return PR_FALSE; } nsIntRegion region; for (Layer* child = aLayer->GetFirstChild(); child; child = child->GetNextSibling()) { nsIntRegion childRegion; if (MayHaveOverlappingOrTransparentLayers(child, bounds, &childRegion)) { return PR_TRUE; } nsIntRegion tmp; tmp.And(region, childRegion); if (!tmp.IsEmpty()) { return PR_TRUE; } region.Or(region, childRegion); } return PR_FALSE; } BasicLayerManager::BasicLayerManager(nsIWidget* aWidget) : #ifdef DEBUG mPhase(PHASE_NONE), #endif mXResolution(1.0) , mYResolution(1.0) , mWidget(aWidget) , mDoubleBuffering(BUFFER_NONE), mUsingDefaultTarget(PR_FALSE) , mTransactionIncomplete(false) { MOZ_COUNT_CTOR(BasicLayerManager); NS_ASSERTION(aWidget, "Must provide a widget"); } BasicLayerManager::BasicLayerManager() : #ifdef DEBUG mPhase(PHASE_NONE), #endif mWidget(nsnull) , mDoubleBuffering(BUFFER_NONE), mUsingDefaultTarget(PR_FALSE) { MOZ_COUNT_CTOR(BasicLayerManager); } BasicLayerManager::~BasicLayerManager() { NS_ASSERTION(!InTransaction(), "Died during transaction?"); ClearCachedResources(); mRoot = nsnull; MOZ_COUNT_DTOR(BasicLayerManager); } void BasicLayerManager::SetDefaultTarget(gfxContext* aContext, BufferMode aDoubleBuffering) { NS_ASSERTION(!InTransaction(), "Must set default target outside transaction"); mDefaultTarget = aContext; mDoubleBuffering = aDoubleBuffering; } void BasicLayerManager::BeginTransaction() { mUsingDefaultTarget = PR_TRUE; BeginTransactionWithTarget(mDefaultTarget); } already_AddRefed BasicLayerManager::PushGroupWithCachedSurface(gfxContext *aTarget, gfxASurface::gfxContentType aContent, gfxPoint *aSavedOffset) { gfxContextMatrixAutoSaveRestore saveMatrix(aTarget); aTarget->IdentityMatrix(); nsRefPtr currentSurf = aTarget->CurrentSurface(); gfxRect clip = aTarget->GetClipExtents(); clip.RoundOut(); nsRefPtr ctx = mCachedSurface.Get(aContent, gfxIntSize(clip.size.width, clip.size.height), currentSurf); /* Align our buffer for the original surface */ ctx->Translate(-clip.pos); *aSavedOffset = clip.pos; ctx->Multiply(saveMatrix.Matrix()); return ctx.forget(); } void BasicLayerManager::PopGroupWithCachedSurface(gfxContext *aTarget, const gfxPoint& aSavedOffset) { if (!mTarget) return; gfxContextMatrixAutoSaveRestore saveMatrix(aTarget); aTarget->IdentityMatrix(); aTarget->SetSource(mTarget->OriginalSurface(), aSavedOffset); aTarget->Paint(); } void BasicLayerManager::BeginTransactionWithTarget(gfxContext* aTarget) { #ifdef MOZ_LAYERS_HAVE_LOG MOZ_LAYERS_LOG(("[----- BeginTransaction")); Log(); #endif NS_ASSERTION(!InTransaction(), "Nested transactions not allowed"); #ifdef DEBUG mPhase = PHASE_CONSTRUCTION; #endif mTarget = aTarget; } static void TransformIntRect(nsIntRect& aRect, const gfxMatrix& aMatrix, nsIntRect (*aRoundMethod)(const gfxRect&)) { gfxRect gr = gfxRect(aRect.x, aRect.y, aRect.width, aRect.height); gr = aMatrix.TransformBounds(gr); aRect = (*aRoundMethod)(gr); } // This implementation assumes that GetEffectiveTransform transforms // all layers to the same coordinate system. It can't be used as is // by accelerated layers because of intermediate surfaces. static void MarkLeafLayersCoveredByOpaque(Layer* aLayer, const nsIntRect& aClipRect, nsIntRegion& aRegion) { Layer* child = aLayer->GetLastChild(); BasicImplData* data = ToData(aLayer); data->SetCoveredByOpaque(PR_FALSE); const nsIntRect* clipRect = aLayer->GetEffectiveClipRect(); nsIntRect newClipRect(aClipRect); // Allow aLayer or aLayer's descendants to cover underlying layers // only if it's opaque. GetEffectiveOpacity() could be used instead, // but it does extra passes from descendant to ancestor. if (aLayer->GetOpacity() != 1.0f) { newClipRect.SetRect(0, 0, 0, 0); } if (clipRect) { nsIntRect cr = *clipRect; gfxMatrix tr; if (aLayer->GetEffectiveTransform().Is2D(&tr)) { TransformIntRect(cr, tr, ToInsideIntRect); newClipRect.IntersectRect(newClipRect, cr); } else { newClipRect.SetRect(0, 0, 0, 0); } } if (!child) { gfxMatrix transform; if (!aLayer->GetEffectiveTransform().Is2D(&transform)) { return; } nsIntRegion region = aLayer->GetEffectiveVisibleRegion(); nsIntRect r = region.GetBounds(); TransformIntRect(r, transform, ToOutsideIntRect); data->SetCoveredByOpaque(aRegion.Contains(r)); // Allow aLayer to cover underlying layers only if aLayer's // content is opaque if (!(aLayer->GetContentFlags() & Layer::CONTENT_OPAQUE)) { return; } nsIntRegionRectIterator it(region); while (const nsIntRect* sr = it.Next()) { r = *sr; TransformIntRect(r, transform, ToInsideIntRect); r.IntersectRect(r, newClipRect); if (!r.IsEmpty()) { aRegion.Or(aRegion, r); } } } else { for (; child; child = child->GetPrevSibling()) { MarkLeafLayersCoveredByOpaque(child, newClipRect, aRegion); } } } void BasicLayerManager::EndTransaction(DrawThebesLayerCallback aCallback, void* aCallbackData) { EndTransactionInternal(aCallback, aCallbackData); } bool BasicLayerManager::EndTransactionInternal(DrawThebesLayerCallback aCallback, void* aCallbackData) { #ifdef MOZ_LAYERS_HAVE_LOG MOZ_LAYERS_LOG((" ----- (beginning paint)")); Log(); #endif NS_ASSERTION(InConstruction(), "Should be in construction phase"); #ifdef DEBUG mPhase = PHASE_DRAWING; #endif mTransactionIncomplete = false; if (mTarget && mRoot) { nsRefPtr finalTarget = mTarget; gfxPoint cachedSurfaceOffset; nsIntRegion rootRegion; PRBool useDoubleBuffering = mUsingDefaultTarget && mDoubleBuffering != BUFFER_NONE && MayHaveOverlappingOrTransparentLayers(mRoot, ToOutsideIntRect(mTarget->GetClipExtents()), &rootRegion); if (useDoubleBuffering) { nsRefPtr targetSurface = mTarget->CurrentSurface(); mTarget = PushGroupWithCachedSurface(mTarget, targetSurface->GetContentType(), &cachedSurfaceOffset); } mSnapEffectiveTransforms = !(mTarget->GetFlags() & gfxContext::FLAG_DISABLE_SNAPPING); mRoot->ComputeEffectiveTransforms(gfx3DMatrix::From2D(mTarget->CurrentMatrix())); nsIntRegion region; MarkLeafLayersCoveredByOpaque(mRoot, mRoot->GetEffectiveVisibleRegion().GetBounds(), region); PaintLayer(mRoot, aCallback, aCallbackData, nsnull); // If we're doing manual double-buffering, we need to avoid drawing // the results of an incomplete transaction to the destination surface. // If the transaction is incomplete and we're not double-buffering then // either the system is double-buffering our window (in which case the // followup EndTransaction will be drawn over the top of our incomplete // transaction before the system updates the window), or we have no // overlapping or transparent layers in the update region, in which case // our partial transaction drawing will look fine. if (useDoubleBuffering && !mTransactionIncomplete) { finalTarget->SetOperator(gfxContext::OPERATOR_SOURCE); PopGroupWithCachedSurface(finalTarget, cachedSurfaceOffset); } if (!mTransactionIncomplete) { // Clear out target if we have a complete transaction. mTarget = nsnull; } else { // If we don't have a complete transaction set back to the old mTarget. mTarget = finalTarget; } } #ifdef MOZ_LAYERS_HAVE_LOG Log(); MOZ_LAYERS_LOG(("]----- EndTransaction")); #endif #ifdef DEBUG // Go back to the construction phase if the transaction isn't complete. // Layout will update the layer tree and call EndTransaction(). mPhase = mTransactionIncomplete ? PHASE_CONSTRUCTION : PHASE_NONE; #endif if (!mTransactionIncomplete) { // This is still valid if the transaction was incomplete. mUsingDefaultTarget = PR_FALSE; } NS_ASSERTION(!aCallback || !mTransactionIncomplete, "If callback is not null, transaction must be complete"); // XXX - We should probably assert here that for an incomplete transaction // out target is the default target. return !mTransactionIncomplete; } bool BasicLayerManager::EndEmptyTransaction() { if (!mRoot) { return false; } return EndTransactionInternal(nsnull, nsnull); } void BasicLayerManager::SetRoot(Layer* aLayer) { NS_ASSERTION(aLayer, "Root can't be null"); NS_ASSERTION(aLayer->Manager() == this, "Wrong manager"); NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); mRoot = aLayer; } void BasicLayerManager::PaintLayer(Layer* aLayer, DrawThebesLayerCallback aCallback, void* aCallbackData, ReadbackProcessor* aReadback) { const nsIntRect* clipRect = aLayer->GetEffectiveClipRect(); const gfx3DMatrix& effectiveTransform = aLayer->GetEffectiveTransform(); PRBool needsGroup = aLayer->GetFirstChild() && static_cast(aLayer)->UseIntermediateSurface(); // If needsSaveRestore is false, we should still save and restore // the CTM PRBool needsSaveRestore = needsGroup || clipRect; gfxMatrix savedMatrix; if (needsSaveRestore) { mTarget->Save(); if (clipRect) { mTarget->NewPath(); mTarget->Rectangle(gfxRect(clipRect->x, clipRect->y, clipRect->width, clipRect->height), PR_TRUE); mTarget->Clip(); } } else { savedMatrix = mTarget->CurrentMatrix(); } gfxMatrix transform; // XXX we need to add some kind of 3D transform support, possibly // using pixman? NS_ASSERTION(effectiveTransform.Is2D(), "Only 2D transforms supported currently"); effectiveTransform.Is2D(&transform); mTarget->SetMatrix(transform); PRBool pushedTargetOpaqueRect = PR_FALSE; const nsIntRegion& visibleRegion = aLayer->GetEffectiveVisibleRegion(); nsRefPtr currentSurface = mTarget->CurrentSurface(); const gfxRect& targetOpaqueRect = currentSurface->GetOpaqueRect(); // Try to annotate currentSurface with a region of pixels that have been // (or will be) painted opaque, if no such region is currently set. if (targetOpaqueRect.IsEmpty() && visibleRegion.GetNumRects() == 1 && (aLayer->GetContentFlags() & Layer::CONTENT_OPAQUE) && !transform.HasNonAxisAlignedTransform()) { const nsIntRect& bounds = visibleRegion.GetBounds(); currentSurface->SetOpaqueRect( mTarget->UserToDevice(gfxRect(bounds.x, bounds.y, bounds.width, bounds.height))); pushedTargetOpaqueRect = PR_TRUE; } PRBool needsClipToVisibleRegion = PR_FALSE; if (needsGroup) { needsClipToVisibleRegion = PushGroupForLayer(mTarget, aLayer, aLayer->GetEffectiveVisibleRegion()); } /* Only paint ourself, or our children - This optimization relies on this! */ Layer* child = aLayer->GetFirstChild(); if (!child) { BasicImplData* data = ToData(aLayer); #ifdef MOZ_LAYERS_HAVE_LOG MOZ_LAYERS_LOG(("%s (0x%p) is covered: %i\n", __FUNCTION__, (void*)aLayer, data->IsCoveredByOpaque())); #endif if (!data->IsCoveredByOpaque()) { if (aLayer->AsThebesLayer()) { data->PaintThebes(mTarget, aCallback, aCallbackData, aReadback); } else { data->Paint(mTarget); } } } else { ReadbackProcessor readback; if (IsRetained()) { ContainerLayer* container = static_cast(aLayer); readback.BuildUpdates(container); } for (; child; child = child->GetNextSibling()) { PaintLayer(child, aCallback, aCallbackData, &readback); if (mTransactionIncomplete) break; } } if (needsGroup) { mTarget->PopGroupToSource(); if (needsClipToVisibleRegion) { gfxUtils::ClipToRegion(mTarget, aLayer->GetEffectiveVisibleRegion()); } mTarget->Paint(aLayer->GetEffectiveOpacity()); } if (pushedTargetOpaqueRect) { currentSurface->SetOpaqueRect(gfxRect(0, 0, 0, 0)); } if (needsSaveRestore) { mTarget->Restore(); } else { mTarget->SetMatrix(savedMatrix); } } void BasicLayerManager::ClearCachedResources() { if (mRoot) { ClearLayer(mRoot); } mCachedSurface.Expire(); } void BasicLayerManager::ClearLayer(Layer* aLayer) { ToData(aLayer)->ClearCachedResources(); for (Layer* child = aLayer->GetFirstChild(); child; child = child->GetNextSibling()) { ClearLayer(child); } } already_AddRefed BasicLayerManager::CreateThebesLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicThebesLayer(this); return layer.forget(); } already_AddRefed BasicLayerManager::CreateContainerLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicContainerLayer(this); return layer.forget(); } already_AddRefed BasicLayerManager::CreateImageLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicImageLayer(this); return layer.forget(); } already_AddRefed BasicLayerManager::CreateColorLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicColorLayer(this); return layer.forget(); } already_AddRefed BasicLayerManager::CreateCanvasLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicCanvasLayer(this); return layer.forget(); } already_AddRefed BasicLayerManager::CreateReadbackLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicReadbackLayer(this); return layer.forget(); } #ifdef MOZ_IPC class BasicShadowableThebesLayer; class BasicShadowableLayer : public ShadowableLayer { public: BasicShadowableLayer() { MOZ_COUNT_CTOR(BasicShadowableLayer); } ~BasicShadowableLayer() { if (HasShadow()) { PLayerChild::Send__delete__(GetShadow()); } MOZ_COUNT_DTOR(BasicShadowableLayer); } void SetShadow(PLayerChild* aShadow) { NS_ABORT_IF_FALSE(!mShadow, "can't have two shadows (yet)"); mShadow = aShadow; } virtual void SetBackBufferImage(gfxSharedImageSurface* aBuffer) { NS_RUNTIMEABORT("if this default impl is called, |aBuffer| leaks"); } virtual PRBool SupportsSurfaceDescriptor() const { return PR_FALSE; } virtual void SetBackBuffer(const SurfaceDescriptor& aBuffer) { NS_RUNTIMEABORT("if this default impl is called, |aBuffer| leaks"); } virtual void Disconnect() { // This is an "emergency Disconnect()", called when the compositing // process has died. |mShadow| and our Shmem buffers are // automatically managed by IPDL, so we don't need to explicitly // free them here (it's hard to get that right on emergency // shutdown anyway). mShadow = nsnull; } virtual BasicShadowableThebesLayer* AsThebes() { return nsnull; } }; static ShadowableLayer* ToShadowable(Layer* aLayer) { return ToData(aLayer)->AsShadowableLayer(); } // Some layers, like ReadbackLayers, can't be shadowed and shadowing // them doesn't make sense anyway static bool ShouldShadow(Layer* aLayer) { if (!ToShadowable(aLayer)) { NS_ABORT_IF_FALSE(aLayer->GetType() == Layer::TYPE_READBACK, "Only expect not to shadow ReadbackLayers"); return false; } return true; } template static BasicShadowableLayer* GetBasicShadowable(const OpT& op) { return static_cast( static_cast(op.layerChild())->layer()); } class BasicShadowableContainerLayer : public BasicContainerLayer, public BasicShadowableLayer { public: BasicShadowableContainerLayer(BasicShadowLayerManager* aManager) : BasicContainerLayer(aManager) { MOZ_COUNT_CTOR(BasicShadowableContainerLayer); } virtual ~BasicShadowableContainerLayer() { MOZ_COUNT_DTOR(BasicShadowableContainerLayer); } virtual void InsertAfter(Layer* aChild, Layer* aAfter); virtual void RemoveChild(Layer* aChild); virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs) { aAttrs = ContainerLayerAttributes(GetFrameMetrics()); } virtual Layer* AsLayer() { return this; } virtual ShadowableLayer* AsShadowableLayer() { return this; } virtual void Disconnect() { BasicShadowableLayer::Disconnect(); } private: BasicShadowLayerManager* ShadowManager() { return static_cast(mManager); } }; void BasicShadowableContainerLayer::InsertAfter(Layer* aChild, Layer* aAfter) { if (HasShadow() && ShouldShadow(aChild)) { while (aAfter && !ShouldShadow(aAfter)) { aAfter = aAfter->GetPrevSibling(); } ShadowManager()->InsertAfter(ShadowManager()->Hold(this), ShadowManager()->Hold(aChild), aAfter ? ShadowManager()->Hold(aAfter) : nsnull); } BasicContainerLayer::InsertAfter(aChild, aAfter); } void BasicShadowableContainerLayer::RemoveChild(Layer* aChild) { if (HasShadow() && ShouldShadow(aChild)) { ShadowManager()->RemoveChild(ShadowManager()->Hold(this), ShadowManager()->Hold(aChild)); } BasicContainerLayer::RemoveChild(aChild); } static PRBool IsSurfaceDescriptorValid(const SurfaceDescriptor& aSurface) { return SurfaceDescriptor::T__None != aSurface.type(); } class BasicShadowableThebesLayer : public BasicThebesLayer, public BasicShadowableLayer { typedef BasicThebesLayer Base; public: BasicShadowableThebesLayer(BasicShadowLayerManager* aManager) : BasicThebesLayer(aManager) , mIsNewBuffer(false) { MOZ_COUNT_CTOR(BasicShadowableThebesLayer); } virtual ~BasicShadowableThebesLayer() { if (IsSurfaceDescriptorValid(mBackBuffer)) BasicManager()->ShadowLayerForwarder::DestroySharedSurface(&mBackBuffer); MOZ_COUNT_DTOR(BasicShadowableThebesLayer); } virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs) { aAttrs = ThebesLayerAttributes(GetValidRegion(), mXResolution, mYResolution); } virtual Layer* AsLayer() { return this; } virtual ShadowableLayer* AsShadowableLayer() { return this; } virtual bool MustRetainContent() { return HasShadow(); } virtual PRBool SupportsSurfaceDescriptor() const { return PR_TRUE; } void SetBackBufferAndAttrs(const ThebesBuffer& aBuffer, const nsIntRegion& aValidRegion, float aXResolution, float aYResolution, const OptionalThebesBuffer& aReadOnlyFrontBuffer, const nsIntRegion& aFrontUpdatedRegion); virtual void Disconnect() { mBackBuffer = SurfaceDescriptor(); BasicShadowableLayer::Disconnect(); } virtual BasicShadowableThebesLayer* AsThebes() { return this; } private: BasicShadowLayerManager* BasicManager() { return static_cast(mManager); } NS_OVERRIDE virtual void PaintBuffer(gfxContext* aContext, const nsIntRegion& aRegionToDraw, const nsIntRegion& aRegionToInvalidate, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData); NS_OVERRIDE virtual already_AddRefed CreateBuffer(Buffer::ContentType aType, const nsIntSize& aSize); // This describes the gfxASurface we hand to mBuffer. We keep a // copy of the descriptor here so that we can call // DestroySharedSurface() on the descriptor. SurfaceDescriptor mBackBuffer; PRPackedBool mIsNewBuffer; }; void BasicShadowableThebesLayer::SetBackBufferAndAttrs(const ThebesBuffer& aBuffer, const nsIntRegion& aValidRegion, float aXResolution, float aYResolution, const OptionalThebesBuffer& aReadOnlyFrontBuffer, const nsIntRegion& aFrontUpdatedRegion) { mBackBuffer = aBuffer.buffer(); nsRefPtr backBuffer = BasicManager()->OpenDescriptor(mBackBuffer); if (OptionalThebesBuffer::Tnull_t == aReadOnlyFrontBuffer.type()) { // We didn't get back a read-only ref to our old back buffer (the // parent's new front buffer). If the parent is pushing updates // to a texture it owns, then we probably got back the same buffer // we pushed in the update and all is well. If not, ... mValidRegion = aValidRegion; mXResolution = aXResolution; mYResolution = aYResolution; mBuffer.SetBackingBuffer(backBuffer, aBuffer.rect(), aBuffer.rotation()); return; } MOZ_LAYERS_LOG(("BasicShadowableThebes(%p): reading back ", this, aFrontUpdatedRegion.GetBounds().x, aFrontUpdatedRegion.GetBounds().y, aFrontUpdatedRegion.GetBounds().width, aFrontUpdatedRegion.GetBounds().height)); const ThebesBuffer roFront = aReadOnlyFrontBuffer.get_ThebesBuffer(); nsRefPtr roFrontBuffer = BasicManager()->OpenDescriptor(roFront.buffer()); mBuffer.SetBackingBufferAndUpdateFrom( backBuffer, roFrontBuffer, roFront.rect(), roFront.rotation(), aFrontUpdatedRegion, mXResolution, mYResolution); // Now the new back buffer has the same (interesting) pixels as the // new front buffer, and mValidRegion et al. are correct wrt the new // back buffer (i.e. as they were for the old back buffer) } void BasicShadowableThebesLayer::PaintBuffer(gfxContext* aContext, const nsIntRegion& aRegionToDraw, const nsIntRegion& aRegionToInvalidate, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData) { Base::PaintBuffer(aContext, aRegionToDraw, aRegionToInvalidate, aCallback, aCallbackData); if (!HasShadow()) { return; } nsIntRegion updatedRegion; if (mIsNewBuffer) { // A buffer reallocation clears both buffers. The front buffer has all the // content by now, but the back buffer is still clear. Here, in effect, we // are saying to copy all of the pixels of the front buffer to the back. updatedRegion = mVisibleRegion; mIsNewBuffer = false; } else { updatedRegion = aRegionToDraw; } NS_ABORT_IF_FALSE(IsSurfaceDescriptorValid(mBackBuffer), "should have a back buffer by now"); BasicManager()->PaintedThebesBuffer(BasicManager()->Hold(this), updatedRegion, mBuffer.BufferRect(), mBuffer.BufferRotation(), mBackBuffer); } already_AddRefed BasicShadowableThebesLayer::CreateBuffer(Buffer::ContentType aType, const nsIntSize& aSize) { if (!HasShadow()) { return BasicThebesLayer::CreateBuffer(aType, aSize); } MOZ_LAYERS_LOG(("BasicShadowableThebes(%p): creating %d x %d buffer(x2)", this, aSize.width, aSize.height)); if (IsSurfaceDescriptorValid(mBackBuffer)) { BasicManager()->DestroyedThebesBuffer(BasicManager()->Hold(this), mBackBuffer); mBackBuffer = SurfaceDescriptor(); } // XXX error handling SurfaceDescriptor tmpFront; if (BasicManager()->ShouldDoubleBuffer()) { if (!BasicManager()->AllocDoubleBuffer(gfxIntSize(aSize.width, aSize.height), aType, &tmpFront, &mBackBuffer)) { NS_RUNTIMEABORT("creating ThebesLayer 'back buffer' failed!"); } } else { if (!BasicManager()->AllocBuffer(gfxIntSize(aSize.width, aSize.height), aType, &mBackBuffer)) { NS_RUNTIMEABORT("creating ThebesLayer 'back buffer' failed!"); } } NS_ABORT_IF_FALSE(!mIsNewBuffer, "Bad! Did we create a buffer twice without painting?"); mIsNewBuffer = true; BasicManager()->CreatedThebesBuffer(BasicManager()->Hold(this), nsIntRegion(), 1.0, 1.0, nsIntRect(), tmpFront); return BasicManager()->OpenDescriptor(mBackBuffer); } class BasicShadowableImageLayer : public BasicImageLayer, public BasicShadowableLayer { public: BasicShadowableImageLayer(BasicShadowLayerManager* aManager) : BasicImageLayer(aManager) { MOZ_COUNT_CTOR(BasicShadowableImageLayer); } virtual ~BasicShadowableImageLayer() { if (mBackSurface) { BasicManager()->ShadowLayerForwarder::DestroySharedSurface(mBackSurface); } MOZ_COUNT_DTOR(BasicShadowableImageLayer); } virtual void Paint(gfxContext* aContext); virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs) { aAttrs = ImageLayerAttributes(mFilter); } virtual Layer* AsLayer() { return this; } virtual ShadowableLayer* AsShadowableLayer() { return this; } virtual void SetBackBufferImage(gfxSharedImageSurface* aBuffer) { mBackSurface = aBuffer; } virtual void Disconnect() { mBackSurface = nsnull; BasicShadowableLayer::Disconnect(); } private: BasicShadowLayerManager* BasicManager() { return static_cast(mManager); } nsRefPtr mBackSurface; }; void BasicShadowableImageLayer::Paint(gfxContext* aContext) { gfxIntSize oldSize = mSize; nsRefPtr pat = GetAndPaintCurrentImage(aContext, GetEffectiveOpacity()); if (!pat || !HasShadow()) return; if (oldSize != mSize) { if (mBackSurface) { BasicManager()->ShadowLayerForwarder::DestroySharedSurface(mBackSurface); mBackSurface = nsnull; BasicManager()->DestroyedImageBuffer(BasicManager()->Hold(this)); } nsRefPtr tmpFrontSurface; // XXX error handling? if (!BasicManager()->AllocDoubleBuffer( mSize, (GetContentFlags() & CONTENT_OPAQUE) ? gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA, getter_AddRefs(tmpFrontSurface), getter_AddRefs(mBackSurface))) NS_RUNTIMEABORT("creating ImageLayer 'front buffer' failed!"); BasicManager()->CreatedImageBuffer(BasicManager()->Hold(this), nsIntSize(mSize.width, mSize.height), tmpFrontSurface); } nsRefPtr tmpCtx = new gfxContext(mBackSurface); PaintContext(pat, nsIntRegion(nsIntRect(0, 0, mSize.width, mSize.height)), nsnull, 1.0, tmpCtx); BasicManager()->PaintedImage(BasicManager()->Hold(this), mBackSurface); } class BasicShadowableColorLayer : public BasicColorLayer, public BasicShadowableLayer { public: BasicShadowableColorLayer(BasicShadowLayerManager* aManager) : BasicColorLayer(aManager) { MOZ_COUNT_CTOR(BasicShadowableColorLayer); } virtual ~BasicShadowableColorLayer() { MOZ_COUNT_DTOR(BasicShadowableColorLayer); } virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs) { aAttrs = ColorLayerAttributes(GetColor()); } virtual Layer* AsLayer() { return this; } virtual ShadowableLayer* AsShadowableLayer() { return this; } virtual void Disconnect() { BasicShadowableLayer::Disconnect(); } }; class BasicShadowableCanvasLayer : public BasicCanvasLayer, public BasicShadowableLayer { public: BasicShadowableCanvasLayer(BasicShadowLayerManager* aManager) : BasicCanvasLayer(aManager) { MOZ_COUNT_CTOR(BasicShadowableCanvasLayer); } virtual ~BasicShadowableCanvasLayer() { if (mBackBuffer) { BasicManager()->ShadowLayerForwarder::DestroySharedSurface(mBackBuffer); } MOZ_COUNT_DTOR(BasicShadowableCanvasLayer); } virtual void Initialize(const Data& aData); virtual void Paint(gfxContext* aContext); virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs) { aAttrs = CanvasLayerAttributes(mFilter); } virtual Layer* AsLayer() { return this; } virtual ShadowableLayer* AsShadowableLayer() { return this; } virtual void SetBackBufferImage(gfxSharedImageSurface* aBuffer) { mBackBuffer = aBuffer; } virtual void Disconnect() { mBackBuffer = nsnull; BasicShadowableLayer::Disconnect(); } private: BasicShadowLayerManager* BasicManager() { return static_cast(mManager); } nsRefPtr mBackBuffer; }; void BasicShadowableCanvasLayer::Initialize(const Data& aData) { BasicCanvasLayer::Initialize(aData); if (!HasShadow()) return; // XXX won't get here currently; need to figure out what to do on // canvas resizes if (mBackBuffer) { BasicManager()->ShadowLayerForwarder::DestroySharedSurface(mBackBuffer); mBackBuffer = nsnull; BasicManager()->DestroyedCanvasBuffer(BasicManager()->Hold(this)); } nsRefPtr tmpFrontBuffer; // XXX error handling? if (!BasicManager()->AllocDoubleBuffer( gfxIntSize(aData.mSize.width, aData.mSize.height), (GetContentFlags() & CONTENT_OPAQUE) ? gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA, getter_AddRefs(tmpFrontBuffer), getter_AddRefs(mBackBuffer))) NS_RUNTIMEABORT("creating CanvasLayer back buffer failed!"); BasicManager()->CreatedCanvasBuffer(BasicManager()->Hold(this), aData.mSize, tmpFrontBuffer); } void BasicShadowableCanvasLayer::Paint(gfxContext* aContext) { BasicCanvasLayer::Paint(aContext); if (!HasShadow()) return; // It'd be nice to draw directly into the shmem back buffer. // Doing so is complex -- for 2D canvases, we'd need to copy // changed areas, much like we do for Thebes layers, as well as // do all sorts of magic to swap out the surface underneath the // canvas' thebes/cairo context. nsRefPtr tmpCtx = new gfxContext(mBackBuffer); tmpCtx->SetOperator(gfxContext::OPERATOR_SOURCE); // call BasicCanvasLayer::Paint to draw to our tmp context, because // it'll handle things like flipping correctly. We always want // to do this with 1.0 opacity though, because opacity is a layer // property that's handled by the shadow tree. BasicCanvasLayer::PaintWithOpacity(tmpCtx, 1.0f); BasicManager()->PaintedCanvas(BasicManager()->Hold(this), mBackBuffer); } class ShadowThebesLayerBuffer : public BasicThebesLayerBuffer { typedef BasicThebesLayerBuffer Base; public: ShadowThebesLayerBuffer() : Base(NULL) { MOZ_COUNT_CTOR(ShadowThebesLayerBuffer); } ~ShadowThebesLayerBuffer() { MOZ_COUNT_DTOR(ShadowThebesLayerBuffer); } void Swap(gfxASurface* aNewBuffer, const nsIntRect& aNewRect, const nsIntPoint& aNewRotation, gfxASurface** aOldBuffer, nsIntRect* aOldRect, nsIntPoint* aOldRotation) { *aOldRect = BufferRect(); *aOldRotation = BufferRotation(); gfxIntSize newSize = aNewBuffer->GetSize(); nsRefPtr oldBuffer; oldBuffer = SetBuffer(aNewBuffer, nsIntSize(newSize.width, newSize.height), aNewRect, aNewRotation); oldBuffer.forget(aOldBuffer); } protected: virtual already_AddRefed CreateBuffer(ContentType aType, const nsIntSize& aSize) { NS_RUNTIMEABORT("ShadowThebesLayer can't paint content"); return nsnull; } }; class BasicShadowThebesLayer : public ShadowThebesLayer, BasicImplData { public: BasicShadowThebesLayer(BasicShadowLayerManager* aLayerManager) : ShadowThebesLayer(aLayerManager, static_cast(this)) , mOldXResolution(1.0) , mOldYResolution(1.0) { MOZ_COUNT_CTOR(BasicShadowThebesLayer); } virtual ~BasicShadowThebesLayer() { // If Disconnect() wasn't called on us, then we assume that the // remote side shut down and IPC is disconnected, so we let IPDL // clean up our front surface Shmem. MOZ_COUNT_DTOR(BasicShadowThebesLayer); } virtual void SetFrontBuffer(const OptionalThebesBuffer& aNewFront, const nsIntRegion& aValidRegion, float aXResolution, float aYResolution); virtual void SetValidRegion(const nsIntRegion& aRegion) { mOldValidRegion = mValidRegion; ShadowThebesLayer::SetValidRegion(aRegion); } virtual void SetResolution(float aXResolution, float aYResolution) { mOldXResolution = mXResolution; mOldYResolution = mYResolution; ShadowThebesLayer::SetResolution(aXResolution, aYResolution); } virtual void Disconnect() { DestroyFrontBuffer(); ShadowThebesLayer::Disconnect(); } virtual void Swap(const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion, ThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion, float* aNewXResolution, float* aNewYResolution, OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion); virtual void DestroyFrontBuffer() { mFrontBuffer.Clear(); mValidRegion.SetEmpty(); mOldValidRegion.SetEmpty(); mOldXResolution = 1.0; mOldYResolution = 1.0; if (IsSurfaceDescriptorValid(mFrontBufferDescriptor)) { BasicManager()->ShadowLayerManager::DestroySharedSurface(&mFrontBufferDescriptor, mAllocator); } } virtual void PaintThebes(gfxContext* aContext, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData, ReadbackProcessor* aReadback); private: BasicShadowLayerManager* BasicManager() { return static_cast(mManager); } ShadowThebesLayerBuffer mFrontBuffer; // Describes the gfxASurface we hand out to |mFrontBuffer|. SurfaceDescriptor mFrontBufferDescriptor; // When we receive an update from our remote partner, we stow away // our previous parameters that described our previous front buffer. // Then when we Swap() back/front buffers, we can return these // parameters to our partner (adjusted as needed). nsIntRegion mOldValidRegion; float mOldXResolution; float mOldYResolution; }; void BasicShadowThebesLayer::SetFrontBuffer(const OptionalThebesBuffer& aNewFront, const nsIntRegion& aValidRegion, float aXResolution, float aYResolution) { mValidRegion = mOldValidRegion = aValidRegion; mXResolution = mOldXResolution = aXResolution; mYResolution = mOldYResolution = aYResolution; NS_ABORT_IF_FALSE(OptionalThebesBuffer::Tnull_t != aNewFront.type(), "aNewFront must be valid here!"); const ThebesBuffer newFront = aNewFront.get_ThebesBuffer(); nsRefPtr newFrontBuffer = BasicManager()->OpenDescriptor(newFront.buffer()); nsRefPtr unused; nsIntRect unusedRect; nsIntPoint unusedRotation; mFrontBuffer.Swap(newFrontBuffer, newFront.rect(), newFront.rotation(), getter_AddRefs(unused), &unusedRect, &unusedRotation); mFrontBufferDescriptor = newFront.buffer(); } void BasicShadowThebesLayer::Swap(const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion, ThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion, float* aNewXResolution, float* aNewYResolution, OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion) { // This code relies on Swap() arriving *after* attribute mutations. aNewBack->buffer() = mFrontBufferDescriptor; // We have to invalidate the pixels painted into the new buffer. // They might overlap with our old pixels. if (mOldXResolution == mXResolution && mOldYResolution == mYResolution) { aNewBackValidRegion->Sub(mOldValidRegion, aUpdatedRegion); } else { // On resolution changes, pretend that our buffer has the new // resolution, but just has no valid content. This can avoid // unnecessary buffer reallocs. // // FIXME/bug 598866: when we start re-using buffers after // resolution changes, we're going to need to implement // front->back copies to avoid thrashing our valid region by // always nullifying it. aNewBackValidRegion->SetEmpty(); mOldXResolution = mXResolution; mOldYResolution = mYResolution; } NS_ASSERTION(mXResolution == mOldXResolution && mYResolution == mOldYResolution, "Uh-oh, buffer allocation thrash forthcoming!"); *aNewXResolution = mXResolution; *aNewYResolution = mYResolution; nsRefPtr newFrontBuffer = BasicManager()->OpenDescriptor(aNewFront.buffer()); nsRefPtr unused; mFrontBuffer.Swap( newFrontBuffer, aNewFront.rect(), aNewFront.rotation(), getter_AddRefs(unused), &aNewBack->rect(), &aNewBack->rotation()); mFrontBufferDescriptor = aNewFront.buffer(); *aReadOnlyFront = aNewFront; *aFrontUpdatedRegion = aUpdatedRegion; } void BasicShadowThebesLayer::PaintThebes(gfxContext* aContext, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData, ReadbackProcessor* aReadback) { NS_ASSERTION(BasicManager()->InDrawing(), "Can only draw in drawing phase"); NS_ASSERTION(BasicManager()->IsRetained(), "ShadowThebesLayer makes no sense without retained mode"); if (!mFrontBuffer.GetBuffer()) { return; } gfxContext* target = BasicManager()->GetTarget(); NS_ASSERTION(target, "We shouldn't be called if there's no target"); mFrontBuffer.DrawTo(this, target, GetEffectiveOpacity()); } class BasicShadowContainerLayer : public ShadowContainerLayer, BasicImplData { template friend void ContainerInsertAfter(Layer* aChild, Layer* aAfter, Container* aContainer); template friend void ContainerRemoveChild(Layer* aChild, Container* aContainer); public: BasicShadowContainerLayer(BasicShadowLayerManager* aLayerManager) : ShadowContainerLayer(aLayerManager, static_cast(this)) { MOZ_COUNT_CTOR(BasicShadowContainerLayer); } virtual ~BasicShadowContainerLayer() { while (mFirstChild) { ContainerRemoveChild(mFirstChild, this); } MOZ_COUNT_DTOR(BasicShadowContainerLayer); } virtual void InsertAfter(Layer* aChild, Layer* aAfter) { ContainerInsertAfter(aChild, aAfter, this); } virtual void RemoveChild(Layer* aChild) { ContainerRemoveChild(aChild, this); } virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface) { // We push groups for container layers if we need to, which always // are aligned in device space, so it doesn't really matter how we snap // containers. gfx3DMatrix idealTransform = GetLocalTransform()*aTransformToSurface; mEffectiveTransform = SnapTransform(idealTransform, gfxRect(0, 0, 0, 0), nsnull); // We always pass the ideal matrix down to our children, so there is no // need to apply any compensation using the residual from SnapTransform. ComputeEffectiveTransformsForChildren(idealTransform); /* If we have a single child, it can just inherit our opacity, * otherwise we need a PushGroup and we need to mark ourselves as using * an intermediate surface so our children don't inherit our opacity * via GetEffectiveOpacity. */ mUseIntermediateSurface = GetEffectiveOpacity() != 1.0 && HasMultipleChildren(); } }; class BasicShadowImageLayer : public ShadowImageLayer, BasicImplData { public: BasicShadowImageLayer(BasicShadowLayerManager* aLayerManager) : ShadowImageLayer(aLayerManager, static_cast(this)) { MOZ_COUNT_CTOR(BasicShadowImageLayer); } virtual ~BasicShadowImageLayer() { MOZ_COUNT_DTOR(BasicShadowImageLayer); } virtual void Disconnect() { DestroyFrontBuffer(); ShadowImageLayer::Disconnect(); } virtual PRBool Init(gfxSharedImageSurface* front, const nsIntSize& size); virtual already_AddRefed Swap(gfxSharedImageSurface* newFront); virtual void DestroyFrontBuffer() { if (mFrontSurface) { BasicManager()->ShadowLayerManager::DestroySharedSurface(mFrontSurface, mAllocator); } mFrontSurface = nsnull; } virtual void Paint(gfxContext* aContext); protected: BasicShadowLayerManager* BasicManager() { return static_cast(mManager); } // XXX ShmemImage? nsRefPtr mFrontSurface; gfxIntSize mSize; }; PRBool BasicShadowImageLayer::Init(gfxSharedImageSurface* front, const nsIntSize& size) { mFrontSurface = front; mSize = gfxIntSize(size.width, size.height); return PR_TRUE; } already_AddRefed BasicShadowImageLayer::Swap(gfxSharedImageSurface* newFront) { already_AddRefed tmp = mFrontSurface.forget(); mFrontSurface = newFront; return tmp; } void BasicShadowImageLayer::Paint(gfxContext* aContext) { if (!mFrontSurface) { return; } nsRefPtr pat = new gfxPattern(mFrontSurface); pat->SetFilter(mFilter); // The visible region can extend outside the image. If we're not // tiling, we don't want to draw into that area, so just draw within // the image bounds. const nsIntRect* tileSrcRect = GetTileSourceRect(); BasicImageLayer::PaintContext(pat, tileSrcRect ? GetEffectiveVisibleRegion() : nsIntRegion(nsIntRect(0, 0, mSize.width, mSize.height)), tileSrcRect, GetEffectiveOpacity(), aContext); } class BasicShadowColorLayer : public ShadowColorLayer, BasicImplData { public: BasicShadowColorLayer(BasicShadowLayerManager* aLayerManager) : ShadowColorLayer(aLayerManager, static_cast(this)) { MOZ_COUNT_CTOR(BasicShadowColorLayer); } virtual ~BasicShadowColorLayer() { MOZ_COUNT_DTOR(BasicShadowColorLayer); } virtual void Paint(gfxContext* aContext) { BasicColorLayer::PaintColorTo(mColor, GetEffectiveOpacity(), aContext); } }; class BasicShadowCanvasLayer : public ShadowCanvasLayer, BasicImplData { public: BasicShadowCanvasLayer(BasicShadowLayerManager* aLayerManager) : ShadowCanvasLayer(aLayerManager, static_cast(this)) { MOZ_COUNT_CTOR(BasicShadowCanvasLayer); } virtual ~BasicShadowCanvasLayer() { MOZ_COUNT_DTOR(BasicShadowCanvasLayer); } virtual void Disconnect() { DestroyFrontBuffer(); ShadowCanvasLayer::Disconnect(); } virtual void Initialize(const Data& aData); virtual void Updated(const nsIntRect& aRect) {} virtual already_AddRefed Swap(gfxSharedImageSurface* newFront); virtual void DestroyFrontBuffer() { if (mFrontSurface) { BasicManager()->ShadowLayerManager::DestroySharedSurface(mFrontSurface, mAllocator); } mFrontSurface = nsnull; } virtual void Paint(gfxContext* aContext); private: BasicShadowLayerManager* BasicManager() { return static_cast(mManager); } nsRefPtr mFrontSurface; }; void BasicShadowCanvasLayer::Initialize(const Data& aData) { NS_ASSERTION(mFrontSurface == nsnull, "BasicCanvasLayer::Initialize called twice!"); NS_ASSERTION(aData.mSurface && !aData.mGLContext, "no comprende OpenGL!"); mFrontSurface = static_cast(aData.mSurface); mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height); } already_AddRefed BasicShadowCanvasLayer::Swap(gfxSharedImageSurface* newFront) { already_AddRefed tmp = mFrontSurface.forget(); mFrontSurface = newFront; return tmp; } void BasicShadowCanvasLayer::Paint(gfxContext* aContext) { NS_ASSERTION(BasicManager()->InDrawing(), "Can only draw in drawing phase"); if (!mFrontSurface) { return; } nsRefPtr pat = new gfxPattern(mFrontSurface); pat->SetFilter(mFilter); pat->SetExtend(gfxPattern::EXTEND_PAD); gfxRect r(0, 0, mBounds.width, mBounds.height); aContext->NewPath(); // No need to snap here; our transform has already taken care of it aContext->Rectangle(r); aContext->SetPattern(pat); aContext->FillWithOpacity(GetEffectiveOpacity()); } // Create a shadow layer (PLayerChild) for aLayer, if we're forwarding // our layer tree to a parent process. Record the new layer creation // in the current open transaction as a side effect. template static void MaybeCreateShadowFor(BasicShadowableLayer* aLayer, BasicShadowLayerManager* aMgr, CreatedMethod aMethod) { if (!aMgr->HasShadowManager()) { return; } PLayerChild* shadow = aMgr->ConstructShadowFor(aLayer); // XXX error handling NS_ABORT_IF_FALSE(shadow, "failed to create shadow"); aLayer->SetShadow(shadow); (aMgr->*aMethod)(aLayer); aMgr->Hold(aLayer->AsLayer()); } #define MAYBE_CREATE_SHADOW(_type) \ MaybeCreateShadowFor(layer, this, \ &ShadowLayerForwarder::Created ## _type ## Layer) already_AddRefed BasicShadowLayerManager::CreateThebesLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicShadowableThebesLayer(this); MAYBE_CREATE_SHADOW(Thebes); return layer.forget(); } already_AddRefed BasicShadowLayerManager::CreateContainerLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicShadowableContainerLayer(this); MAYBE_CREATE_SHADOW(Container); return layer.forget(); } already_AddRefed BasicShadowLayerManager::CreateImageLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicShadowableImageLayer(this); MAYBE_CREATE_SHADOW(Image); return layer.forget(); } already_AddRefed BasicShadowLayerManager::CreateColorLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicShadowableColorLayer(this); MAYBE_CREATE_SHADOW(Color); return layer.forget(); } already_AddRefed BasicShadowLayerManager::CreateCanvasLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicShadowableCanvasLayer(this); MAYBE_CREATE_SHADOW(Canvas); return layer.forget(); } already_AddRefed BasicShadowLayerManager::CreateShadowThebesLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicShadowThebesLayer(this); return layer.forget(); } already_AddRefed BasicShadowLayerManager::CreateShadowContainerLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicShadowContainerLayer(this); return layer.forget(); } already_AddRefed BasicShadowLayerManager::CreateShadowImageLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicShadowImageLayer(this); return layer.forget(); } already_AddRefed BasicShadowLayerManager::CreateShadowColorLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicShadowColorLayer(this); return layer.forget(); } already_AddRefed BasicShadowLayerManager::CreateShadowCanvasLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicShadowCanvasLayer(this); return layer.forget(); } BasicShadowLayerManager::BasicShadowLayerManager(nsIWidget* aWidget) : BasicLayerManager(aWidget) { MOZ_COUNT_CTOR(BasicShadowLayerManager); } BasicShadowLayerManager::~BasicShadowLayerManager() { MOZ_COUNT_DTOR(BasicShadowLayerManager); } void BasicShadowLayerManager::SetRoot(Layer* aLayer) { if (mRoot != aLayer) { if (HasShadowManager()) { // Have to hold the old root and its children in order to // maintain the same view of the layer tree in this process as // the parent sees. Otherwise layers can be destroyed // mid-transaction and bad things can happen (v. bug 612573) if (mRoot) { Hold(mRoot); } ShadowLayerForwarder::SetRoot(Hold(aLayer)); } BasicLayerManager::SetRoot(aLayer); } } void BasicShadowLayerManager::Mutated(Layer* aLayer) { BasicLayerManager::Mutated(aLayer); NS_ASSERTION(InConstruction() || InDrawing(), "wrong phase"); if (HasShadowManager() && ShouldShadow(aLayer)) { ShadowLayerForwarder::Mutated(Hold(aLayer)); } } void BasicShadowLayerManager::BeginTransactionWithTarget(gfxContext* aTarget) { NS_ABORT_IF_FALSE(mKeepAlive.IsEmpty(), "uncommitted txn?"); // If the last transaction was incomplete (a failed DoEmptyTransaction), // don't signal a new transaction to ShadowLayerForwarder. Carry on adding // to the previous transaction. if (HasShadowManager()) { ShadowLayerForwarder::BeginTransaction(); } BasicLayerManager::BeginTransactionWithTarget(aTarget); } void BasicShadowLayerManager::EndTransaction(DrawThebesLayerCallback aCallback, void* aCallbackData) { BasicLayerManager::EndTransaction(aCallback, aCallbackData); ForwardTransaction(); } bool BasicShadowLayerManager::EndEmptyTransaction() { if (!BasicLayerManager::EndEmptyTransaction()) { // Return without calling ForwardTransaction. This leaves the // ShadowLayerForwarder transaction open; the following // EndTransaction will complete it. return false; } ForwardTransaction(); return true; } void BasicShadowLayerManager::ForwardTransaction() { #ifdef DEBUG mPhase = PHASE_FORWARD; #endif // forward this transaction's changeset to our ShadowLayerManager AutoInfallibleTArray replies; if (HasShadowManager() && ShadowLayerForwarder::EndTransaction(&replies)) { for (nsTArray::size_type i = 0; i < replies.Length(); ++i) { const EditReply& reply = replies[i]; switch (reply.type()) { case EditReply::TOpThebesBufferSwap: { MOZ_LAYERS_LOG(("[LayersForwarder] ThebesBufferSwap")); const OpThebesBufferSwap& obs = reply.get_OpThebesBufferSwap(); BasicShadowableThebesLayer* thebes = GetBasicShadowable(obs)->AsThebes(); thebes->SetBackBufferAndAttrs( obs.newBackBuffer(), obs.newValidRegion(), obs.newXResolution(), obs.newYResolution(), obs.readOnlyFrontBuffer(), obs.frontUpdatedRegion()); break; } case EditReply::TOpBufferSwap: { MOZ_LAYERS_LOG(("[LayersForwarder] BufferSwap")); const OpBufferSwap& obs = reply.get_OpBufferSwap(); const SurfaceDescriptor& descr = obs.newBackBuffer(); BasicShadowableLayer* layer = GetBasicShadowable(obs); if (layer->SupportsSurfaceDescriptor()) { layer->SetBackBuffer(descr); } else { if (SurfaceDescriptor::TShmem != descr.type()) { NS_RUNTIMEABORT("non-Shmem surface sent to a layer that expected one!"); } nsRefPtr imageSurf = OpenDescriptor(descr); layer->SetBackBufferImage( static_cast(imageSurf.get())); } break; } default: NS_RUNTIMEABORT("not reached"); } } } else if (HasShadowManager()) { NS_WARNING("failed to forward Layers transaction"); } #ifdef DEBUG mPhase = PHASE_NONE; #endif // this may result in Layers being deleted, which results in // PLayer::Send__delete__() and DeallocShmem() mKeepAlive.Clear(); } ShadowableLayer* BasicShadowLayerManager::Hold(Layer* aLayer) { NS_ABORT_IF_FALSE(HasShadowManager(), "top-level tree, no shadow tree to remote to"); ShadowableLayer* shadowable = ToShadowable(aLayer); NS_ABORT_IF_FALSE(shadowable, "trying to remote an unshadowable layer"); mKeepAlive.AppendElement(aLayer); return shadowable; } PRBool BasicShadowLayerManager::IsCompositingCheap() { // Whether compositing is cheap depends on the parent backend. return mShadowManager && LayerManager::IsCompositingCheap(GetParentBackendType()); } #endif // MOZ_IPC } }