/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this file, * You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "mozilla/layers/PLayerTransactionChild.h" #include "ClientTiledThebesLayer.h" #include "gfxImageSurface.h" #include "GeckoProfiler.h" #include "gfxPlatform.h" namespace mozilla { namespace layers { ClientTiledThebesLayer::ClientTiledThebesLayer(ClientLayerManager* const aManager) : ThebesLayer(aManager, static_cast(this)) , mContentClient() { MOZ_COUNT_CTOR(ClientTiledThebesLayer); mPaintData.mLastScrollOffset = CSSPoint(0, 0); mPaintData.mFirstPaint = true; } ClientTiledThebesLayer::~ClientTiledThebesLayer() { MOZ_COUNT_DTOR(ClientTiledThebesLayer); } void ClientTiledThebesLayer::FillSpecificAttributes(SpecificLayerAttributes& aAttrs) { aAttrs = ThebesLayerAttributes(GetValidRegion()); } void ClientTiledThebesLayer::BeginPaint() { if (ClientManager()->IsRepeatTransaction()) { return; } mPaintData.mLowPrecisionPaintCount = 0; mPaintData.mPaintFinished = false; // Calculate the transform required to convert screen space into layer space mPaintData.mTransformScreenToLayer = GetEffectiveTransform(); // XXX Not sure if this code for intermediate surfaces is correct. // It rarely gets hit though, and shouldn't have terrible consequences // even if it is wrong. for (ContainerLayer* parent = GetParent(); parent; parent = parent->GetParent()) { if (parent->UseIntermediateSurface()) { mPaintData.mTransformScreenToLayer.PreMultiply(parent->GetEffectiveTransform()); } } mPaintData.mTransformScreenToLayer.Invert(); // Compute the critical display port in layer space. mPaintData.mLayerCriticalDisplayPort.SetEmpty(); const FrameMetrics& metrics = GetParent()->GetFrameMetrics(); const gfx::Rect& criticalDisplayPort = (metrics.mCriticalDisplayPort * metrics.mDevPixelsPerCSSPixel).ToUnknownRect(); if (!criticalDisplayPort.IsEmpty()) { gfxRect transformedCriticalDisplayPort = mPaintData.mTransformScreenToLayer.TransformBounds( gfxRect(criticalDisplayPort.x, criticalDisplayPort.y, criticalDisplayPort.width, criticalDisplayPort.height)); transformedCriticalDisplayPort.RoundOut(); mPaintData.mLayerCriticalDisplayPort = nsIntRect(transformedCriticalDisplayPort.x, transformedCriticalDisplayPort.y, transformedCriticalDisplayPort.width, transformedCriticalDisplayPort.height); } // Calculate the frame resolution. mPaintData.mResolution.SizeTo(1, 1); for (ContainerLayer* parent = GetParent(); parent; parent = parent->GetParent()) { const FrameMetrics& metrics = parent->GetFrameMetrics(); mPaintData.mResolution.width *= metrics.mResolution.scale; mPaintData.mResolution.height *= metrics.mResolution.scale; } // Calculate the scroll offset since the last transaction, and the // composition bounds. mPaintData.mCompositionBounds.SetEmpty(); mPaintData.mScrollOffset.MoveTo(0, 0); Layer* primaryScrollable = ClientManager()->GetPrimaryScrollableLayer(); if (primaryScrollable) { const FrameMetrics& metrics = primaryScrollable->AsContainerLayer()->GetFrameMetrics(); mPaintData.mScrollOffset = metrics.mScrollOffset; gfxRect transformedViewport = mPaintData.mTransformScreenToLayer.TransformBounds( gfxRect(metrics.mCompositionBounds.x, metrics.mCompositionBounds.y, metrics.mCompositionBounds.width, metrics.mCompositionBounds.height)); transformedViewport.RoundOut(); mPaintData.mCompositionBounds = nsIntRect(transformedViewport.x, transformedViewport.y, transformedViewport.width, transformedViewport.height); } } void ClientTiledThebesLayer::EndPaint(bool aFinish) { if (!aFinish && !mPaintData.mPaintFinished) { return; } mPaintData.mLastScrollOffset = mPaintData.mScrollOffset; mPaintData.mPaintFinished = true; } void ClientTiledThebesLayer::RenderLayer() { LayerManager::DrawThebesLayerCallback callback = ClientManager()->GetThebesLayerCallback(); void *data = ClientManager()->GetThebesLayerCallbackData(); if (!callback) { ClientManager()->SetTransactionIncomplete(); return; } if (!mContentClient) { mContentClient = new TiledContentClient(this, ClientManager()); mContentClient->Connect(); ClientManager()->Attach(mContentClient, this); MOZ_ASSERT(mContentClient->GetForwarder()); } if (mContentClient->mTiledBuffer.HasFormatChanged()) { mValidRegion = nsIntRegion(); } nsIntRegion invalidRegion = mVisibleRegion; invalidRegion.Sub(invalidRegion, mValidRegion); if (invalidRegion.IsEmpty()) { EndPaint(true); return; } // Only paint the mask layer on the first transaction. if (GetMaskLayer() && !ClientManager()->IsRepeatTransaction()) { ToClientLayer(GetMaskLayer())->RenderLayer(); } // Fast path for no progressive updates, no low-precision updates and no // critical display-port set. if (!gfxPlatform::UseProgressiveTilePainting() && !gfxPlatform::UseLowPrecisionBuffer() && GetParent()->GetFrameMetrics().mCriticalDisplayPort.IsEmpty()) { mValidRegion = mVisibleRegion; NS_ASSERTION(!ClientManager()->IsRepeatTransaction(), "Didn't paint our mask layer"); mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion, callback, data); ClientManager()->Hold(this); mContentClient->LockCopyAndWrite(TiledContentClient::TILED_BUFFER); return; } // Calculate everything we need to perform the paint. BeginPaint(); if (mPaintData.mPaintFinished) { return; } // Make sure that tiles that fall outside of the visible region are // discarded on the first update. if (!ClientManager()->IsRepeatTransaction()) { mValidRegion.And(mValidRegion, mVisibleRegion); if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) { // Make sure that tiles that fall outside of the critical displayport are // discarded on the first update. mValidRegion.And(mValidRegion, mPaintData.mLayerCriticalDisplayPort); } } nsIntRegion lowPrecisionInvalidRegion; if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) { if (gfxPlatform::UseLowPrecisionBuffer()) { // Calculate the invalid region for the low precision buffer lowPrecisionInvalidRegion.Sub(mVisibleRegion, mLowPrecisionValidRegion); // Remove the valid region from the low precision valid region (we don't // validate this part of the low precision buffer). lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion); } // Clip the invalid region to the critical display-port invalidRegion.And(invalidRegion, mPaintData.mLayerCriticalDisplayPort); if (invalidRegion.IsEmpty() && lowPrecisionInvalidRegion.IsEmpty()) { EndPaint(true); return; } } if (!invalidRegion.IsEmpty() && mPaintData.mLowPrecisionPaintCount == 0) { bool updatedBuffer = false; // Only draw progressively when the resolution is unchanged. if (gfxPlatform::UseProgressiveTilePainting() && !ClientManager()->HasShadowTarget() && mContentClient->mTiledBuffer.GetFrameResolution() == mPaintData.mResolution) { // Store the old valid region, then clear it before painting. // We clip the old valid region to the visible region, as it only gets // used to decide stale content (currently valid and previously visible) nsIntRegion oldValidRegion = mContentClient->mTiledBuffer.GetValidRegion(); oldValidRegion.And(oldValidRegion, mVisibleRegion); if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) { oldValidRegion.And(oldValidRegion, mPaintData.mLayerCriticalDisplayPort); } updatedBuffer = mContentClient->mTiledBuffer.ProgressiveUpdate(mValidRegion, invalidRegion, oldValidRegion, &mPaintData, callback, data); } else { updatedBuffer = true; mValidRegion = mVisibleRegion; if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) { mValidRegion.And(mValidRegion, mPaintData.mLayerCriticalDisplayPort); } mContentClient->mTiledBuffer.SetFrameResolution(mPaintData.mResolution); mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion, callback, data); } if (updatedBuffer) { mPaintData.mFirstPaint = false; ClientManager()->Hold(this); mContentClient->LockCopyAndWrite(TiledContentClient::TILED_BUFFER); // If there are low precision updates, mark the paint as unfinished and // request a repeat transaction. if (!lowPrecisionInvalidRegion.IsEmpty() && mPaintData.mPaintFinished) { ClientManager()->SetRepeatTransaction(); mPaintData.mLowPrecisionPaintCount = 1; mPaintData.mPaintFinished = false; } // Return so that low precision updates aren't performed in the same // transaction as high-precision updates. EndPaint(false); return; } } // Render the low precision buffer, if there's area to invalidate and the // visible region is larger than the critical display port. bool updatedLowPrecision = false; if (!lowPrecisionInvalidRegion.IsEmpty() && !nsIntRegion(mPaintData.mLayerCriticalDisplayPort).Contains(mVisibleRegion)) { nsIntRegion oldValidRegion = mContentClient->mLowPrecisionTiledBuffer.GetValidRegion(); oldValidRegion.And(oldValidRegion, mVisibleRegion); // If the frame resolution or format have changed, invalidate the buffer if (mContentClient->mLowPrecisionTiledBuffer.GetFrameResolution() != mPaintData.mResolution || mContentClient->mLowPrecisionTiledBuffer.HasFormatChanged()) { if (!mLowPrecisionValidRegion.IsEmpty()) { updatedLowPrecision = true; } oldValidRegion.SetEmpty(); mLowPrecisionValidRegion.SetEmpty(); mContentClient->mLowPrecisionTiledBuffer.SetFrameResolution(mPaintData.mResolution); lowPrecisionInvalidRegion = mVisibleRegion; } // Invalidate previously valid content that is no longer visible if (mPaintData.mLowPrecisionPaintCount == 1) { mLowPrecisionValidRegion.And(mLowPrecisionValidRegion, mVisibleRegion); } mPaintData.mLowPrecisionPaintCount++; // Remove the valid high-precision region from the invalid low-precision // region. We don't want to spend time drawing things twice. lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion); if (!lowPrecisionInvalidRegion.IsEmpty()) { updatedLowPrecision = mContentClient->mLowPrecisionTiledBuffer .ProgressiveUpdate(mLowPrecisionValidRegion, lowPrecisionInvalidRegion, oldValidRegion, &mPaintData, callback, data); } } else if (!mLowPrecisionValidRegion.IsEmpty()) { // Clear the low precision tiled buffer updatedLowPrecision = true; mLowPrecisionValidRegion.SetEmpty(); mContentClient->mLowPrecisionTiledBuffer.PaintThebes(mLowPrecisionValidRegion, mLowPrecisionValidRegion, callback, data); } // We send a Painted callback if we clear the valid region of the low // precision buffer, so that the shadow buffer's valid region can be updated // and the associated resources can be freed. if (updatedLowPrecision) { ClientManager()->Hold(this); mContentClient->LockCopyAndWrite(TiledContentClient::LOW_PRECISION_TILED_BUFFER); } EndPaint(false); } } // mozilla } // layers