/* 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 "ReusableTileStoreOGL.h" namespace mozilla { namespace layers { ReusableTileStoreOGL::~ReusableTileStoreOGL() { if (mTiles.Length() == 0) return; mContext->MakeCurrent(); for (PRUint32 i = 0; i < mTiles.Length(); i++) mContext->fDeleteTextures(1, &mTiles[i]->mTexture.mTextureHandle); mTiles.Clear(); } void ReusableTileStoreOGL::InvalidateTiles(TiledThebesLayerOGL* aLayer, const nsIntRegion& aValidRegion, const gfxSize& aResolution) { #ifdef GFX_TILEDLAYER_PREF_WARNINGS printf_stderr("Invalidating reused tiles\n"); #endif // Find out the area of the nearest display-port to invalidate retained // tiles. gfxRect renderBounds; for (ContainerLayer* parent = aLayer->GetParent(); parent; parent = parent->GetParent()) { const FrameMetrics& metrics = parent->GetFrameMetrics(); if (!metrics.mDisplayPort.IsEmpty()) { // We use the bounds to cut down on complication/computation time. // This will be incorrect when the transform involves rotation, but // it'd be quite hard to retain invalid tiles correctly in this // situation anyway. renderBounds = parent->GetEffectiveTransform().TransformBounds(gfxRect(metrics.mDisplayPort)); break; } } // If no display port was found, use the widget size from the layer manager. if (renderBounds.IsEmpty()) { LayerManagerOGL* manager = static_cast(aLayer->Manager()); const nsIntSize& widgetSize = manager->GetWidgetSize(); renderBounds.width = widgetSize.width; renderBounds.height = widgetSize.height; } // Iterate over existing harvested tiles and release any that are contained // within the new valid region, the display-port or the widget area. The // assumption is that anything within this area should be valid, so there's // no need to keep invalid tiles there. mContext->MakeCurrent(); for (PRUint32 i = 0; i < mTiles.Length();) { ReusableTiledTextureOGL* tile = mTiles[i]; // Check if the tile region is contained within the new valid region. nsIntRect tileRect; bool release = false; if (tile->mResolution == aResolution) { if (aValidRegion.Contains(tile->mTileRegion)) { release = true; } else { tileRect = tile->mTileRegion.GetBounds(); } } else { nsIntRegion transformedTileRegion(tile->mTileRegion); transformedTileRegion.ScaleRoundOut(tile->mResolution.width / aResolution.width, tile->mResolution.height / aResolution.height); if (aValidRegion.Contains(transformedTileRegion)) release = true; else tileRect = transformedTileRegion.GetBounds(); } // If the tile region wasn't contained within the valid region, check if // it intersects with the currently rendered region. if (!release) { // Transform the tile region to see if it falls inside the rendered bounds gfxRect tileBounds = aLayer->GetEffectiveTransform().TransformBounds(gfxRect(tileRect)); if (renderBounds.Contains(tileBounds)) release = true; } if (release) { #ifdef GFX_TILEDLAYER_PREF_WARNINGS nsIntRect tileBounds = tile->mTileRegion.GetBounds(); printf_stderr("Releasing obsolete reused tile at %d,%d, x%f\n", tileBounds.x, tileBounds.y, tile->mResolution.width); #endif mContext->fDeleteTextures(1, &tile->mTexture.mTextureHandle); mTiles.RemoveElementAt(i); continue; } i++; } } void ReusableTileStoreOGL::HarvestTiles(TiledThebesLayerOGL* aLayer, TiledLayerBufferOGL* aVideoMemoryTiledBuffer, const nsIntRegion& aOldValidRegion, const nsIntRegion& aNewValidRegion, const gfxSize& aOldResolution, const gfxSize& aNewResolution) { gfxSize scaleFactor = gfxSize(aNewResolution.width / aOldResolution.width, aNewResolution.height / aOldResolution.height); #ifdef GFX_TILEDLAYER_PREF_WARNINGS printf_stderr("Seeing if there are any tiles we can reuse\n"); #endif // Iterate over the tiles and decide which ones we're going to harvest. // We harvest any tile that is entirely outside of the new valid region, or // any tile that is partially outside of the valid region and whose // resolution has changed. // XXX Tile iteration needs to be abstracted, or have some utility functions // to make it simpler. uint16_t tileSize = aVideoMemoryTiledBuffer->GetTileLength(); nsIntRect validBounds = aOldValidRegion.GetBounds(); for (int x = validBounds.x; x < validBounds.XMost();) { int w = tileSize - aVideoMemoryTiledBuffer->GetTileStart(x); if (x + w > validBounds.x + validBounds.width) w = validBounds.x + validBounds.width - x; for (int y = validBounds.y; y < validBounds.YMost();) { int h = tileSize - aVideoMemoryTiledBuffer->GetTileStart(y); if (y + h > validBounds.y + validBounds.height) h = validBounds.y + validBounds.height - y; // If the new valid region doesn't contain this tile region, // harvest the tile. nsIntRegion tileRegion; tileRegion.And(aOldValidRegion, nsIntRect(x, y, w, h)); nsIntRegion intersectingRegion; bool retainTile = false; if (aNewResolution != aOldResolution) { // Reconcile resolution changes. // If the resolution changes, we know the backing layer will have been // invalidated, so retain tiles that are partially encompassed by the // new valid area, instead of just tiles that don't intersect at all. nsIntRegion transformedTileRegion(tileRegion); transformedTileRegion.ScaleRoundOut(scaleFactor.width, scaleFactor.height); if (!aNewValidRegion.Contains(transformedTileRegion)) retainTile = true; } else if (intersectingRegion.And(tileRegion, aNewValidRegion).IsEmpty()) { retainTile = true; } if (retainTile) { #ifdef GFX_TILEDLAYER_PREF_WARNINGS printf_stderr("Retaining tile at %d,%d, x%f for reuse\n", x, y, aOldResolution.width); #endif TiledTexture removedTile; if (aVideoMemoryTiledBuffer->RemoveTile(nsIntPoint(x, y), removedTile)) { ReusableTiledTextureOGL* reusedTile = new ReusableTiledTextureOGL(removedTile, nsIntPoint(x, y), tileRegion, tileSize, aOldResolution); mTiles.AppendElement(reusedTile); } #ifdef GFX_TILEDLAYER_PREF_WARNINGS else printf_stderr("Failed to retain tile for reuse\n"); #endif } y += h; } x += w; } // Make sure we don't hold onto tiles that may cause visible rendering glitches InvalidateTiles(aLayer, aNewValidRegion, aNewResolution); // Now prune our reused tile store of its oldest tiles if it gets too large. while (mTiles.Length() > aVideoMemoryTiledBuffer->GetTileCount() * mSizeLimit) { #ifdef GFX_TILEDLAYER_PREF_WARNINGS nsIntRect tileBounds = mTiles[0]->mTileRegion.GetBounds(); printf_stderr("Releasing old reused tile at %d,%d, x%f\n", tileBounds.x, tileBounds.y, mTiles[0]->mResolution.width); #endif mContext->fDeleteTextures(1, &mTiles[0]->mTexture.mTextureHandle); mTiles.RemoveElementAt(0); } #ifdef GFX_TILEDLAYER_PREF_WARNINGS printf_stderr("Retained %d tiles\n", mTiles.Length()); #endif } void ReusableTileStoreOGL::DrawTiles(TiledThebesLayerOGL* aLayer, const nsIntRegion& aValidRegion, const gfxSize& aResolution, const gfx3DMatrix& aTransform, const nsIntPoint& aRenderOffset, Layer* aMaskLayer) { // Walk up the tree, looking for a display-port - if we find one, we know // that this layer represents a content node and we can use its first // scrollable child, in conjunction with its content area and viewport offset // to establish the screen coordinates to which the content area will be // rendered. gfxRect contentBounds, displayPort; ContainerLayer* scrollableLayer = nsnull; for (ContainerLayer* parent = aLayer->GetParent(); parent; parent = parent->GetParent()) { const FrameMetrics& parentMetrics = parent->GetFrameMetrics(); if (parentMetrics.IsScrollable()) scrollableLayer = parent; if (!parentMetrics.mDisplayPort.IsEmpty() && scrollableLayer) { displayPort = parent->GetEffectiveTransform(). TransformBounds(gfxRect(parentMetrics.mDisplayPort)); const FrameMetrics& metrics = scrollableLayer->GetFrameMetrics(); const nsIntSize& contentSize = metrics.mContentRect.Size(); const nsIntPoint& contentOrigin = metrics.mContentRect.TopLeft() - metrics.mViewportScrollOffset; gfxRect contentRect = gfxRect(contentOrigin.x, contentOrigin.y, contentSize.width, contentSize.height); contentBounds = scrollableLayer->GetEffectiveTransform().TransformBounds(contentRect); break; } } // Render old tiles to fill in gaps we haven't had the time to render yet. for (PRUint32 i = 0; i < mTiles.Length(); i++) { ReusableTiledTextureOGL* tile = mTiles[i]; // Work out the scaling factor in case of resolution differences. gfxSize scaleFactor = gfxSize(aResolution.width / tile->mResolution.width, aResolution.height / tile->mResolution.height); // Reconcile the resolution difference by adjusting the transform. gfx3DMatrix transform = aTransform; if (aResolution != tile->mResolution) transform.Scale(scaleFactor.width, scaleFactor.height, 1); // Subtract the layer's valid region from the tile region. nsIntRegion transformedValidRegion(aValidRegion); if (aResolution != tile->mResolution) transformedValidRegion.ScaleRoundOut(1.0f/scaleFactor.width, 1.0f/scaleFactor.height); nsIntRegion tileRegion; tileRegion.Sub(tile->mTileRegion, transformedValidRegion); // Subtract the display-port from the tile region. if (!displayPort.IsEmpty()) { gfxRect transformedRenderBounds = transform.Inverse().TransformBounds(displayPort); tileRegion.Sub(tileRegion, nsIntRect(transformedRenderBounds.x, transformedRenderBounds.y, transformedRenderBounds.width, transformedRenderBounds.height)); } // Intersect the tile region with the content area. if (!contentBounds.IsEmpty()) { gfxRect transformedRenderBounds = transform.Inverse().TransformBounds(contentBounds); tileRegion.And(tileRegion, nsIntRect(transformedRenderBounds.x, transformedRenderBounds.y, transformedRenderBounds.width, transformedRenderBounds.height)); } // If the tile region is empty, skip drawing. if (tileRegion.IsEmpty()) continue; // XXX If we have multiple tiles covering the same area, we will // end up with rendering artifacts if the aLayer isn't opaque. int32_t tileStartX; int32_t tileStartY; if (tile->mTileOrigin.x >= 0) { tileStartX = tile->mTileOrigin.x % tile->mTileSize; } else { tileStartX = (tile->mTileSize - (-tile->mTileOrigin.x % tile->mTileSize)) % tile->mTileSize; } if (tile->mTileOrigin.y >= 0) { tileStartY = tile->mTileOrigin.y % tile->mTileSize; } else { tileStartY = (tile->mTileSize - (-tile->mTileOrigin.y % tile->mTileSize)) % tile->mTileSize; } nsIntPoint tileOffset(tile->mTileOrigin.x - tileStartX, tile->mTileOrigin.y - tileStartY); nsIntSize textureSize(tile->mTileSize, tile->mTileSize); aLayer->RenderTile(tile->mTexture, transform, aRenderOffset, tileRegion, tileOffset, textureSize, aMaskLayer); } } } // mozilla } // layers