/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * 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 "ContainerLayerComposite.h" #include // for min #include "FrameMetrics.h" // for FrameMetrics #include "Units.h" // for LayerRect, LayerPixel, etc #include "gfx2DGlue.h" // for ToMatrix4x4 #include "gfx3DMatrix.h" // for gfx3DMatrix #include "gfxImageSurface.h" // for gfxImageSurface #include "gfxMatrix.h" // for gfxMatrix #include "gfxPlatform.h" // for gfxPlatform #include "gfxUtils.h" // for gfxUtils, etc #include "mozilla/Assertions.h" // for MOZ_ASSERT, etc #include "mozilla/RefPtr.h" // for RefPtr #include "mozilla/gfx/BaseRect.h" // for BaseRect #include "mozilla/gfx/Matrix.h" // for Matrix4x4 #include "mozilla/gfx/Point.h" // for Point, IntPoint #include "mozilla/gfx/Rect.h" // for IntRect, Rect #include "mozilla/layers/Compositor.h" // for Compositor, etc #include "mozilla/layers/CompositorTypes.h" // for DIAGNOSTIC_CONTAINER #include "mozilla/layers/Effects.h" // for Effect, EffectChain, etc #include "mozilla/layers/TextureHost.h" // for CompositingRenderTarget #include "mozilla/mozalloc.h" // for operator delete, etc #include "nsAutoPtr.h" // for nsRefPtr #include "nsDebug.h" // for NS_ASSERTION #include "nsISupportsUtils.h" // for NS_ADDREF, NS_RELEASE #include "nsPoint.h" // for nsIntPoint #include "nsRect.h" // for nsIntRect #include "nsRegion.h" // for nsIntRegion #include "nsTArray.h" // for nsAutoTArray #include "nsTraceRefcnt.h" // for MOZ_COUNT_CTOR, etc #include namespace mozilla { namespace layers { // HasOpaqueAncestorLayer and ContainerRender are shared between RefLayer and ContainerLayer static bool HasOpaqueAncestorLayer(Layer* aLayer) { for (Layer* l = aLayer->GetParent(); l; l = l->GetParent()) { if (l->GetContentFlags() & Layer::CONTENT_OPAQUE) return true; } return false; } /** * Returns a rectangle of content painted opaquely by aLayer. Very consertative; * bails by returning an empty rect in any tricky situations. */ static nsIntRect GetOpaqueRect(Layer* aLayer) { nsIntRect result; // Just bail if there's anything difficult to handle. if (!aLayer->GetEffectiveTransform().IsIdentity() || aLayer->GetEffectiveOpacity() != 1.0f || aLayer->GetMaskLayer()) { return result; } if (aLayer->GetContentFlags() & Layer::CONTENT_OPAQUE) { result = aLayer->GetEffectiveVisibleRegion().GetLargestRectangle(); } else { // Drill down into RefLayers because that's what we particularly care about; // layer construction for aLayer will not have known about the opaqueness // of any RefLayer subtrees. RefLayer* refLayer = aLayer->AsRefLayer(); if (refLayer && refLayer->GetFirstChild()) { result = GetOpaqueRect(refLayer->GetFirstChild()); } } const nsIntRect* clipRect = aLayer->GetEffectiveClipRect(); if (clipRect) { result.IntersectRect(result, *clipRect); } return result; } struct LayerVelocityUserData : public LayerUserData { public: LayerVelocityUserData() { MOZ_COUNT_CTOR(LayerVelocityUserData); } ~LayerVelocityUserData() { MOZ_COUNT_DTOR(LayerVelocityUserData); } struct VelocityData { VelocityData(TimeStamp frameTime, int scrollX, int scrollY) : mFrameTime(frameTime) , mPoint(scrollX, scrollY) {} TimeStamp mFrameTime; gfx::Point mPoint; }; std::vector mData; }; static void DrawVelGraph(const nsIntRect& aClipRect, LayerManagerComposite* aManager, Layer* aLayer) { static char sLayerVelocityUserDataKey; Compositor* compositor = aManager->GetCompositor(); gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height); TimeStamp now = TimeStamp::Now(); void* key = reinterpret_cast(&sLayerVelocityUserDataKey); if (!aLayer->HasUserData(key)) { aLayer->SetUserData(key, new LayerVelocityUserData()); } LayerVelocityUserData* velocityData = static_cast(aLayer->GetUserData(key)); if (velocityData->mData.size() >= 1 && now > velocityData->mData[velocityData->mData.size() - 1].mFrameTime + TimeDuration::FromMilliseconds(200)) { // clear stale data velocityData->mData.clear(); } nsIntPoint scrollOffset = aLayer->GetEffectiveVisibleRegion().GetBounds().TopLeft(); velocityData->mData.push_back( LayerVelocityUserData::VelocityData(now, scrollOffset.x, scrollOffset.y)); // XXX: Uncomment these lines to enable ScrollGraph logging. This is // useful for HVGA phones or to output the data to accurate // graphing software. //printf_stderr("ScrollGraph (%p): %i, %i\n", // aLayer, scrollOffset.x, scrollOffset.y); // Keep a circular buffer of 100. size_t circularBufferSize = 100; if (velocityData->mData.size() > circularBufferSize) { velocityData->mData.erase(velocityData->mData.begin()); } if (velocityData->mData.size() == 1) { return; } // Clear and disable the graph when it's flat for (size_t i = 1; i < velocityData->mData.size(); i++) { if (velocityData->mData[i - 1].mPoint != velocityData->mData[i].mPoint) { break; } if (i == velocityData->mData.size() - 1) { velocityData->mData.clear(); return; } } if (aLayer->GetEffectiveVisibleRegion().GetBounds().width < 300 || aLayer->GetEffectiveVisibleRegion().GetBounds().height < 300) { // Don't want a graph for smaller layers return; } aManager->SetDebugOverlayWantsNextFrame(true); gfx::Matrix4x4 transform; ToMatrix4x4(aLayer->GetEffectiveTransform(), transform); nsIntRect bounds = aLayer->GetEffectiveVisibleRegion().GetBounds(); gfx::Rect graphBounds = gfx::Rect(bounds.x, bounds.y, bounds.width, bounds.height); gfx::Rect graphRect = gfx::Rect(bounds.x, bounds.y, 200, 100); float opacity = 1.0; EffectChain effects; effects.mPrimaryEffect = new EffectSolidColor(gfx::Color(0.2,0,0,1)); compositor->DrawQuad(graphRect, clipRect, effects, opacity, transform); std::vector graph; int yScaleFactor = 3; for (int32_t i = (int32_t)velocityData->mData.size() - 2; i >= 0; i--) { const gfx::Point& p1 = velocityData->mData[i+1].mPoint; const gfx::Point& p2 = velocityData->mData[i].mPoint; int vel = sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y)); graph.push_back( gfx::Point(bounds.x + graphRect.width / circularBufferSize * i, graphBounds.y + graphRect.height - vel/yScaleFactor)); } compositor->DrawLines(graph, clipRect, gfx::Color(0,1,0,1), opacity, transform); } template void ContainerRender(ContainerT* aContainer, LayerManagerComposite* aManager, const nsIntRect& aClipRect) { /** * Setup our temporary surface for rendering the contents of this container. */ RefPtr surface; Compositor* compositor = aManager->GetCompositor(); RefPtr previousTarget = compositor->GetCurrentRenderTarget(); nsIntRect visibleRect = aContainer->GetEffectiveVisibleRegion().GetBounds(); aContainer->mSupportsComponentAlphaChildren = false; float opacity = aContainer->GetEffectiveOpacity(); bool needsSurface = aContainer->UseIntermediateSurface(); if (needsSurface) { SurfaceInitMode mode = INIT_MODE_CLEAR; bool surfaceCopyNeeded = false; gfx::IntRect surfaceRect = gfx::IntRect(visibleRect.x, visibleRect.y, visibleRect.width, visibleRect.height); gfx::IntPoint sourcePoint = gfx::IntPoint(visibleRect.x, visibleRect.y); // we're about to create a framebuffer backed by textures to use as an intermediate // surface. What to do if its size (as given by framebufferRect) would exceed the // maximum texture size supported by the GL? The present code chooses the compromise // of just clamping the framebuffer's size to the max supported size. // This gives us a lower resolution rendering of the intermediate surface (children layers). // See bug 827170 for a discussion. int32_t maxTextureSize = compositor->GetMaxTextureSize(); surfaceRect.width = std::min(maxTextureSize, surfaceRect.width); surfaceRect.height = std::min(maxTextureSize, surfaceRect.height); if (aContainer->GetEffectiveVisibleRegion().GetNumRects() == 1 && (aContainer->GetContentFlags() & Layer::CONTENT_OPAQUE)) { // don't need a background, we're going to paint all opaque stuff aContainer->mSupportsComponentAlphaChildren = true; mode = INIT_MODE_NONE; } else { const gfx3DMatrix& transform3D = aContainer->GetEffectiveTransform(); gfxMatrix transform; // If we have an opaque ancestor layer, then we can be sure that // all the pixels we draw into are either opaque already or will be // covered by something opaque. Otherwise copying up the background is // not safe. if (HasOpaqueAncestorLayer(aContainer) && transform3D.Is2D(&transform) && !transform.HasNonIntegerTranslation()) { surfaceCopyNeeded = gfxPlatform::ComponentAlphaEnabled(); sourcePoint.x += transform.x0; sourcePoint.y += transform.y0; aContainer->mSupportsComponentAlphaChildren = gfxPlatform::ComponentAlphaEnabled(); } } sourcePoint -= compositor->GetCurrentRenderTarget()->GetOrigin(); if (surfaceCopyNeeded) { surface = compositor->CreateRenderTargetFromSource(surfaceRect, previousTarget, sourcePoint); } else { surface = compositor->CreateRenderTarget(surfaceRect, mode); } if (!surface) { return; } compositor->SetRenderTarget(surface); } else { surface = previousTarget; aContainer->mSupportsComponentAlphaChildren = (aContainer->GetContentFlags() & Layer::CONTENT_OPAQUE) || (aContainer->GetParent() && aContainer->GetParent()->SupportsComponentAlphaChildren()); } nsAutoTArray children; aContainer->SortChildrenBy3DZOrder(children); /** * Render this container's contents. */ for (uint32_t i = 0; i < children.Length(); i++) { LayerComposite* layerToRender = static_cast(children.ElementAt(i)->ImplData()); if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty() && !layerToRender->GetLayer()->AsContainerLayer()) { continue; } if (i + 1 < children.Length() && layerToRender->GetLayer()->GetEffectiveTransform().IsIdentity()) { LayerComposite* nextLayer = static_cast(children.ElementAt(i + 1)->ImplData()); nsIntRect nextLayerOpaqueRect; if (nextLayer && nextLayer->GetLayer()) { nextLayerOpaqueRect = GetOpaqueRect(nextLayer->GetLayer()); } if (!nextLayerOpaqueRect.IsEmpty()) { nsIntRegion visibleRegion; visibleRegion.Sub(layerToRender->GetShadowVisibleRegion(), nextLayerOpaqueRect); layerToRender->SetShadowVisibleRegion(visibleRegion); if (visibleRegion.IsEmpty()) { continue; } } } nsIntRect clipRect = layerToRender->GetLayer()-> CalculateScissorRect(aClipRect, &aManager->GetWorldTransform()); if (clipRect.IsEmpty()) { continue; } if (layerToRender->HasLayerBeenComposited()) { // Composer2D will compose this layer so skip GPU composition // this time & reset composition flag for next composition phase layerToRender->SetLayerComposited(false); } else { layerToRender->RenderLayer(clipRect); } if (gfxPlatform::GetPrefLayersScrollGraph()) { DrawVelGraph(clipRect, aManager, layerToRender->GetLayer()); } // invariant: our GL context should be current here, I don't think we can // assert it though } if (needsSurface) { // Unbind the current surface and rebind the previous one. #ifdef MOZ_DUMP_PAINTING if (gfxUtils::sDumpPainting) { nsRefPtr surf = surface->Dump(aManager->GetCompositor()); WriteSnapshotToDumpFile(aContainer, surf); } #endif compositor->SetRenderTarget(previousTarget); EffectChain effectChain; LayerManagerComposite::AutoAddMaskEffect autoMaskEffect(aContainer->GetMaskLayer(), effectChain, !aContainer->GetTransform().CanDraw2D()); effectChain.mPrimaryEffect = new EffectRenderTarget(surface); gfx::Matrix4x4 transform; ToMatrix4x4(aContainer->GetEffectiveTransform(), transform); gfx::Rect rect(visibleRect.x, visibleRect.y, visibleRect.width, visibleRect.height); gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height); aManager->GetCompositor()->DrawQuad(rect, clipRect, effectChain, opacity, transform); } if (aContainer->GetFrameMetrics().IsScrollable()) { gfx::Matrix4x4 transform; ToMatrix4x4(aContainer->GetEffectiveTransform(), transform); const FrameMetrics& frame = aContainer->GetFrameMetrics(); LayerRect layerBounds = ScreenRect(frame.mCompositionBounds) * ScreenToLayerScale(1.0); gfx::Rect rect(layerBounds.x, layerBounds.y, layerBounds.width, layerBounds.height); gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height); aManager->GetCompositor()->DrawDiagnostics(DIAGNOSTIC_CONTAINER, rect, clipRect, transform); } } ContainerLayerComposite::ContainerLayerComposite(LayerManagerComposite *aManager) : ContainerLayer(aManager, nullptr) , LayerComposite(aManager) { MOZ_COUNT_CTOR(ContainerLayerComposite); mImplData = static_cast(this); } ContainerLayerComposite::~ContainerLayerComposite() { MOZ_COUNT_DTOR(ContainerLayerComposite); // We don't Destroy() on destruction here because this destructor // can be called after remote content has crashed, and it may not be // safe to free the IPC resources of our children. Those resources // are automatically cleaned up by IPDL-generated code. // // In the common case of normal shutdown, either // LayerManagerComposite::Destroy(), a parent // *ContainerLayerComposite::Destroy(), or Disconnect() will trigger // cleanup of our resources. while (mFirstChild) { RemoveChild(mFirstChild); } } void ContainerLayerComposite::Destroy() { if (!mDestroyed) { while (mFirstChild) { static_cast(GetFirstChild()->ImplData())->Destroy(); RemoveChild(mFirstChild); } mDestroyed = true; } } LayerComposite* ContainerLayerComposite::GetFirstChildComposite() { if (!mFirstChild) { return nullptr; } return static_cast(mFirstChild->ImplData()); } void ContainerLayerComposite::RenderLayer(const nsIntRect& aClipRect) { ContainerRender(this, mCompositeManager, aClipRect); } void ContainerLayerComposite::CleanupResources() { for (Layer* l = GetFirstChild(); l; l = l->GetNextSibling()) { LayerComposite* layerToCleanup = static_cast(l->ImplData()); layerToCleanup->CleanupResources(); } } RefLayerComposite::RefLayerComposite(LayerManagerComposite* aManager) : RefLayer(aManager, nullptr) , LayerComposite(aManager) { mImplData = static_cast(this); } RefLayerComposite::~RefLayerComposite() { Destroy(); } void RefLayerComposite::Destroy() { MOZ_ASSERT(!mFirstChild); mDestroyed = true; } LayerComposite* RefLayerComposite::GetFirstChildComposite() { if (!mFirstChild) { return nullptr; } return static_cast(mFirstChild->ImplData()); } void RefLayerComposite::RenderLayer(const nsIntRect& aClipRect) { ContainerRender(this, mCompositeManager, aClipRect); } void RefLayerComposite::CleanupResources() { } } /* layers */ } /* mozilla */