/* -*- 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" 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.size.width, rect.size.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 // Transform from user -> buffer space. gfxMatrix transform; transform.Scale(aXRes, aYRes); transform.Translate(-quadrantTranslation); 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); } 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) { PaintState result; result.mRegionToDraw.Sub(aLayer->GetVisibleRegion(), aLayer->GetValidRegion()); float curXRes = aLayer->GetXResolution(); float curYRes = aLayer->GetYResolution(); if (mBuffer && (aContentType != mBuffer->GetContentType() || aXResolution != curXRes || aYResolution != curYRes)) { // We're effectively clearing the valid region, so we need to draw // the entire visible 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.mRegionToDraw = aLayer->GetVisibleRegion(); result.mRegionToInvalidate = aLayer->GetValidRegion(); Clear(); } if (result.mRegionToDraw.IsEmpty()) return result; nsIntRect drawBounds = result.mRegionToDraw.GetBounds(); nsIntRect visibleBounds = aLayer->GetVisibleRegion().GetBounds(); nsIntSize scaledBufferSize = ScaledSize(visibleBounds.Size(), aXResolution, aYResolution); nsRefPtr destBuffer; nsIntRect destBufferRect; if (BufferSizeOkFor(scaledBufferSize)) { NS_ASSERTION(curXRes == aXResolution && curYRes == aYResolution, "resolution changes must Clear()!"); // The current buffer is big enough to hold the visible area. if (mBufferRect.Contains(visibleBounds)) { // We don't need to adjust mBufferRect. destBufferRect = mBufferRect; } else { // The buffer's big enough but doesn't contain everything that's // going to be visible. We'll move it. destBufferRect = nsIntRect(visibleBounds.TopLeft(), mBufferRect.Size()); } 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())) { // The stuff we need to redraw will wrap around an edge of the // buffer, so we will need to do a self-copy if (mBufferRotation == nsIntPoint(0,0)) { destBuffer = mBuffer; } else { // We can't do a real self-copy because the buffer is rotated. // So allocate a new buffer for the destination. destBufferRect = visibleBounds; destBuffer = CreateBuffer(aContentType, ScaledSize(destBufferRect.Size(), aXResolution, aYResolution)); 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 destBufferRect = visibleBounds; destBuffer = CreateBuffer(aContentType, ScaledSize(destBufferRect.Size(), aXResolution, aYResolution)); if (!destBuffer) return result; } // 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); } nsIntRegion invalidate; invalidate.Sub(aLayer->GetValidRegion(), destBufferRect); result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate); result.mContext = new gfxContext(mBuffer); // Figure out which quadrant to draw in PRInt32 xBoundary = mBufferRect.XMost() - mBufferRotation.x; PRInt32 yBoundary = mBufferRect.YMost() - mBufferRotation.y; XSide sideX = drawBounds.XMost() <= xBoundary ? RIGHT : LEFT; YSide sideY = drawBounds.YMost() <= yBoundary ? BOTTOM : TOP; nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY); NS_ASSERTION(quadrantRect.Contains(drawBounds), "Messed up quadrants"); result.mContext->Scale(aXResolution, aYResolution); result.mContext->Translate(-gfxPoint(quadrantRect.x, quadrantRect.y)); gfxUtils::ClipToRegion(result.mContext, result.mRegionToDraw); if (aContentType == gfxASurface::CONTENT_COLOR_ALPHA && !isClear) { result.mContext->SetOperator(gfxContext::OPERATOR_CLEAR); result.mContext->Paint(); result.mContext->SetOperator(gfxContext::OPERATOR_OVER); } return result; } } }