/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Corporation code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2010 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Robert O'Callahan * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #include "ThebesLayerBuffer.h" #include "Layers.h" #include "gfxContext.h" #include "gfxPlatform.h" #include "gfxUtils.h" #include "nsIDeviceContext.h" namespace mozilla { namespace layers { static nsIntSize ScaledSize(const nsIntSize& aSize, float aXScale, float aYScale) { if (aXScale == 1.0 && aYScale == 1.0) { return aSize; } gfxRect rect(0, 0, aSize.width, aSize.height); rect.Scale(aXScale, aYScale); rect.RoundOut(); return nsIntSize(rect.Width(), rect.Height()); } nsIntRect ThebesLayerBuffer::GetQuadrantRectangle(XSide aXSide, YSide aYSide) { // quadrantTranslation is the amount we translate the top-left // of the quadrant by to get coordinates relative to the layer nsIntPoint quadrantTranslation = -mBufferRotation; quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0; quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0; return mBufferRect + quadrantTranslation; } /** * @param aXSide LEFT means we draw from the left side of the buffer (which * is drawn on the right side of mBufferRect). RIGHT means we draw from * the right side of the buffer (which is drawn on the left side of * mBufferRect). * @param aYSide TOP means we draw from the top side of the buffer (which * is drawn on the bottom side of mBufferRect). BOTTOM means we draw from * the bottom side of the buffer (which is drawn on the top side of * mBufferRect). */ void ThebesLayerBuffer::DrawBufferQuadrant(gfxContext* aTarget, XSide aXSide, YSide aYSide, float aOpacity, float aXRes, float aYRes) { // The rectangle that we're going to fill. Basically we're going to // render the buffer at mBufferRect + quadrantTranslation to get the // pixels in the right place, but we're only going to paint within // mBufferRect nsIntRect quadrantRect = GetQuadrantRectangle(aXSide, aYSide); nsIntRect fillRect; if (!fillRect.IntersectRect(mBufferRect, quadrantRect)) return; aTarget->NewPath(); aTarget->Rectangle(gfxRect(fillRect.x, fillRect.y, fillRect.width, fillRect.height), PR_TRUE); gfxPoint quadrantTranslation(quadrantRect.x, quadrantRect.y); nsRefPtr pattern = new gfxPattern(mBuffer); #ifdef MOZ_GFX_OPTIMIZE_MOBILE gfxPattern::GraphicsFilter filter = gfxPattern::FILTER_NEAREST; pattern->SetFilter(filter); #endif gfxContextMatrixAutoSaveRestore saveMatrix(aTarget); // Transform from user -> buffer space. gfxMatrix transform; transform.Scale(aXRes, aYRes); transform.Translate(-quadrantTranslation); // in common cases the matrix after scaling by 1/aRes is close to 1.0, // so we want to make it 1.0 in both cases transform.Scale(1.0 / aXRes, 1.0 / aYRes); transform.NudgeToIntegers(); gfxMatrix ctxMatrix = aTarget->CurrentMatrix(); ctxMatrix.Scale(1.0 / aXRes, 1.0 / aYRes); ctxMatrix.NudgeToIntegers(); aTarget->SetMatrix(ctxMatrix); pattern->SetMatrix(transform); aTarget->SetPattern(pattern); if (aOpacity != 1.0) { aTarget->Save(); aTarget->Clip(); aTarget->Paint(aOpacity); aTarget->Restore(); } else { aTarget->Fill(); } } void ThebesLayerBuffer::DrawBufferWithRotation(gfxContext* aTarget, float aOpacity, float aXRes, float aYRes) { // Draw four quadrants. We could use REPEAT_, but it's probably better // not to, to be performance-safe. DrawBufferQuadrant(aTarget, LEFT, TOP, aOpacity, aXRes, aYRes); DrawBufferQuadrant(aTarget, RIGHT, TOP, aOpacity, aXRes, aYRes); DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aOpacity, aXRes, aYRes); DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aOpacity, aXRes, aYRes); } already_AddRefed ThebesLayerBuffer::GetContextForQuadrantUpdate(const nsIntRect& aBounds, float aXResolution, float aYResolution) { nsRefPtr ctx = new gfxContext(mBuffer); // Figure out which quadrant to draw in PRInt32 xBoundary = mBufferRect.XMost() - mBufferRotation.x; PRInt32 yBoundary = mBufferRect.YMost() - mBufferRotation.y; XSide sideX = aBounds.XMost() <= xBoundary ? RIGHT : LEFT; YSide sideY = aBounds.YMost() <= yBoundary ? BOTTOM : TOP; nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY); NS_ASSERTION(quadrantRect.Contains(aBounds), "Messed up quadrants"); ctx->Scale(aXResolution, aYResolution); ctx->Translate(-gfxPoint(quadrantRect.x, quadrantRect.y)); return ctx.forget(); } // Move the pixels in aBuffer specified by |aSourceRect| to |aDest|. // |aSourceRect| and |aDest| are in the space of |aBuffer|, but // unscaled by the resolution. This helper does the scaling. static void MovePixels(gfxASurface* aBuffer, const nsIntRect& aSourceRect, const nsIntPoint& aDest, float aXResolution, float aYResolution) { gfxRect src(aSourceRect.x, aSourceRect.y, aSourceRect.width, aSourceRect.height); gfxRect dest(aDest.x, aDest.y, aSourceRect.width, aSourceRect.height); src.Scale(aXResolution, aYResolution); dest.Scale(aXResolution, aYResolution); #ifdef DEBUG // If we're doing a self-copy, enforce that the rects we're copying // were computed in order to round to device pixels. If the rects // we're moving *weren't* computed to round, then glitches like // seaming are likely. Assume that the precision of these // computations is 1 app unit, and toss in a fudge factor of 2.0. static const gfxFloat kPrecision = 1.0 / gfxFloat(nsIDeviceContext::AppUnitsPerCSSPixel()); // FIXME/bug 637852: we've decided to live with transient glitches // during fast-panning for the time being. NS_WARN_IF_FALSE( src.WithinEpsilonOfIntegerPixels(2.0 * kPrecision * aXResolution) && dest.WithinEpsilonOfIntegerPixels(2.0 * kPrecision * aXResolution), "Rects don't round to device pixels within precision; glitches likely to follow"); #endif src.Round(); dest.Round(); aBuffer->MovePixels(nsIntRect(src.X(), src.Y(), src.Width(), src.Height()), nsIntPoint(dest.X(), dest.Y())); } static void WrapRotationAxis(PRInt32* aRotationPoint, PRInt32 aSize) { if (*aRotationPoint < 0) { *aRotationPoint += aSize; } else if (*aRotationPoint >= aSize) { *aRotationPoint -= aSize; } } ThebesLayerBuffer::PaintState ThebesLayerBuffer::BeginPaint(ThebesLayer* aLayer, ContentType aContentType, float aXResolution, float aYResolution, PRUint32 aFlags) { PaintState result; result.mDidSelfCopy = PR_FALSE; float curXRes = aLayer->GetXResolution(); float curYRes = aLayer->GetYResolution(); // If we have non-identity resolution then mBufferRotation might not fall // on a buffer pixel boundary, in which case that row of pixels will contain // a mix of two completely different rows of the layer, which would be // a catastrophe. So disable rotation in that case. // We also need to disable rotation if we're going to be resampled when // drawing, because we might sample across the rotation boundary. PRBool canHaveRotation = !(aFlags & PAINT_WILL_RESAMPLE) && aXResolution == 1.0 && aYResolution == 1.0; nsIntRegion validRegion = aLayer->GetValidRegion(); ContentType contentType; nsIntRegion neededRegion; nsIntSize destBufferDims; PRBool canReuseBuffer; nsIntRect destBufferRect; while (PR_TRUE) { contentType = aContentType; neededRegion = aLayer->GetVisibleRegion(); destBufferDims = ScaledSize(neededRegion.GetBounds().Size(), aXResolution, aYResolution); canReuseBuffer = BufferSizeOkFor(destBufferDims); if (canReuseBuffer) { if (mBufferRect.Contains(neededRegion.GetBounds())) { // We don't need to adjust mBufferRect. destBufferRect = mBufferRect; } else if (neededRegion.GetBounds().Size() <= mBufferRect.Size()) { // The buffer's big enough but doesn't contain everything that's // going to be visible. We'll move it. destBufferRect = nsIntRect(neededRegion.GetBounds().TopLeft(), mBufferRect.Size()); } else { destBufferRect = neededRegion.GetBounds(); } } else { destBufferRect = neededRegion.GetBounds(); } if ((aFlags & PAINT_WILL_RESAMPLE) && (!neededRegion.GetBounds().IsEqualInterior(destBufferRect) || neededRegion.GetNumRects() > 1)) { // The area we add to neededRegion might not be painted opaquely contentType = gfxASurface::CONTENT_COLOR_ALPHA; // We need to validate the entire buffer, to make sure that only valid // pixels are sampled neededRegion = destBufferRect; destBufferDims = ScaledSize(neededRegion.GetBounds().Size(), aXResolution, aYResolution); } if (mBuffer && (contentType != mBuffer->GetContentType() || aXResolution != curXRes || aYResolution != curYRes)) { // We're effectively clearing the valid region, so we need to draw // the entire needed region now. // // XXX/cjones: a possibly worthwhile optimization to keep in mind // is to re-use buffers when the resolution and visible region // have changed in such a way that the buffer size stays the same. // It might make even more sense to allocate buffers from a // recyclable pool, so that we could keep this logic simple and // still get back the same buffer. result.mRegionToInvalidate = aLayer->GetValidRegion(); validRegion.SetEmpty(); Clear(); // Restart decision process with the cleared buffer. We can only go // around the loop one more iteration, since mBuffer is null now. continue; } break; } NS_ASSERTION(destBufferRect.Contains(neededRegion.GetBounds()), "Destination rect doesn't contain what we need to paint"); result.mRegionToDraw.Sub(neededRegion, validRegion); if (result.mRegionToDraw.IsEmpty()) return result; nsIntRect drawBounds = result.mRegionToDraw.GetBounds(); nsRefPtr destBuffer; PRBool bufferDimsChanged = PR_FALSE; PRUint32 bufferFlags = canHaveRotation ? ALLOW_REPEAT : 0; if (canReuseBuffer) { NS_ASSERTION(curXRes == aXResolution && curYRes == aYResolution, "resolution changes must Clear()!"); nsIntRect keepArea; if (keepArea.IntersectRect(destBufferRect, mBufferRect)) { // Set mBufferRotation so that the pixels currently in mBuffer // will still be rendered in the right place when mBufferRect // changes to destBufferRect. nsIntPoint newRotation = mBufferRotation + (destBufferRect.TopLeft() - mBufferRect.TopLeft()); WrapRotationAxis(&newRotation.x, mBufferRect.width); WrapRotationAxis(&newRotation.y, mBufferRect.height); NS_ASSERTION(nsIntRect(nsIntPoint(0,0), mBufferRect.Size()).Contains(newRotation), "newRotation out of bounds"); PRInt32 xBoundary = destBufferRect.XMost() - newRotation.x; PRInt32 yBoundary = destBufferRect.YMost() - newRotation.y; if ((drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) || (drawBounds.y < yBoundary && yBoundary < drawBounds.YMost()) || (newRotation != nsIntPoint(0,0) && !canHaveRotation)) { // The stuff we need to redraw will wrap around an edge of the // buffer, so move the pixels we can keep into a position that // lets us redraw in just one quadrant. if (mBufferRotation == nsIntPoint(0,0)) { nsIntRect srcRect(nsIntPoint(0, 0), mBufferRect.Size()); nsIntPoint dest = mBufferRect.TopLeft() - destBufferRect.TopLeft(); MovePixels(mBuffer, srcRect, dest, curXRes, curYRes); result.mDidSelfCopy = PR_TRUE; // Don't set destBuffer; we special-case self-copies, and // just did the necessary work above. mBufferRect = destBufferRect; } else { // We can't do a real self-copy because the buffer is rotated. // So allocate a new buffer for the destination. destBufferRect = neededRegion.GetBounds(); bufferDimsChanged = PR_TRUE; destBuffer = CreateBuffer(contentType, destBufferDims, bufferFlags); if (!destBuffer) return result; } } else { mBufferRect = destBufferRect; mBufferRotation = newRotation; } } else { // No pixels are going to be kept. The whole visible region // will be redrawn, so we don't need to copy anything, so we don't // set destBuffer. mBufferRect = destBufferRect; mBufferRotation = nsIntPoint(0,0); } } else { // The buffer's not big enough, so allocate a new one bufferDimsChanged = PR_TRUE; destBuffer = CreateBuffer(contentType, destBufferDims, bufferFlags); if (!destBuffer) return result; } NS_ASSERTION(!(aFlags & PAINT_WILL_RESAMPLE) || destBufferRect == neededRegion.GetBounds(), "If we're resampling, we need to validate the entire buffer"); // If we have no buffered data already, then destBuffer will be a fresh buffer // and we do not need to clear it below. PRBool isClear = mBuffer == nsnull; if (destBuffer) { if (mBuffer) { // Copy the bits nsRefPtr tmpCtx = new gfxContext(destBuffer); nsIntPoint offset = -destBufferRect.TopLeft(); tmpCtx->SetOperator(gfxContext::OPERATOR_SOURCE); tmpCtx->Scale(aXResolution, aYResolution); tmpCtx->Translate(gfxPoint(offset.x, offset.y)); NS_ASSERTION(curXRes == aXResolution && curYRes == aYResolution, "resolution changes must Clear()!"); DrawBufferWithRotation(tmpCtx, 1.0, aXResolution, aYResolution); } mBuffer = destBuffer.forget(); mBufferRect = destBufferRect; mBufferRotation = nsIntPoint(0,0); } if (bufferDimsChanged) { mBufferDims = destBufferDims; } NS_ASSERTION(canHaveRotation || mBufferRotation == nsIntPoint(0,0), "Rotation disabled, but we have nonzero rotation?"); nsIntRegion invalidate; invalidate.Sub(aLayer->GetValidRegion(), destBufferRect); result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate); result.mContext = GetContextForQuadrantUpdate(drawBounds, aXResolution, aYResolution); gfxUtils::ClipToRegionSnapped(result.mContext, result.mRegionToDraw); if (contentType == gfxASurface::CONTENT_COLOR_ALPHA && !isClear) { result.mContext->SetOperator(gfxContext::OPERATOR_CLEAR); result.mContext->Paint(); result.mContext->SetOperator(gfxContext::OPERATOR_OVER); } return result; } } }