/* 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/. */ // Uncomment this to enable the TILING_PRLOG stuff in this file // for release builds. To get the output you need to have // NSPR_LOG_MODULES=tiling:5 in your environment at runtime. // #define FORCE_PR_LOG #include "ClientTiledThebesLayer.h" #include "FrameMetrics.h" // for FrameMetrics #include "Units.h" // for ScreenIntRect, CSSPoint, etc #include "UnitTransforms.h" // for TransformTo #include "ClientLayerManager.h" // for ClientLayerManager, etc #include "gfx3DMatrix.h" // for gfx3DMatrix #include "gfxPlatform.h" // for gfxPlatform #include "gfxPrefs.h" // for gfxPrefs #include "gfxRect.h" // for gfxRect #include "mozilla/Assertions.h" // for MOZ_ASSERT, etc #include "mozilla/gfx/BaseSize.h" // for BaseSize #include "mozilla/gfx/Rect.h" // for Rect, RectTyped #include "mozilla/layers/LayersMessages.h" #include "mozilla/mozalloc.h" // for operator delete, etc #include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc #include "nsRect.h" // for nsIntRect #include "LayersLogging.h" namespace mozilla { namespace layers { ClientTiledThebesLayer::ClientTiledThebesLayer(ClientLayerManager* const aManager, ClientLayerManager::ThebesLayerCreationHint aCreationHint) : ThebesLayer(aManager, static_cast(MOZ_THIS_IN_INITIALIZER_LIST()), aCreationHint) , mContentClient() { MOZ_COUNT_CTOR(ClientTiledThebesLayer); mPaintData.mLastScrollOffset = ParentLayerPoint(0, 0); mPaintData.mFirstPaint = true; } ClientTiledThebesLayer::~ClientTiledThebesLayer() { MOZ_COUNT_DTOR(ClientTiledThebesLayer); } void ClientTiledThebesLayer::ClearCachedResources() { if (mContentClient) { mContentClient->ClearCachedResources(); } } void ClientTiledThebesLayer::FillSpecificAttributes(SpecificLayerAttributes& aAttrs) { aAttrs = ThebesLayerAttributes(GetValidRegion()); } static LayerRect ApplyParentLayerToLayerTransform(const gfx3DMatrix& aTransform, const ParentLayerRect& aParentLayerRect) { return TransformTo(aTransform, aParentLayerRect); } static gfx3DMatrix GetTransformToAncestorsParentLayer(Layer* aStart, Layer* aAncestor) { gfx::Matrix4x4 transform; Layer* ancestorParent = aAncestor->GetParent(); for (Layer* iter = aStart; iter != ancestorParent; iter = iter->GetParent()) { if (iter->AsContainerLayer()) { // If the layer has a non-transient async transform then we need to apply it here // because it will get applied by the APZ in the compositor as well const FrameMetrics& metrics = iter->AsContainerLayer()->GetFrameMetrics(); transform = transform * gfx::Matrix4x4().Scale(metrics.mResolution.scale, metrics.mResolution.scale, 1.f); } transform = transform * iter->GetTransform(); } gfx3DMatrix ret; gfx::To3DMatrix(transform, ret); return ret; } void ClientTiledThebesLayer::GetAncestorLayers(ContainerLayer** aOutScrollAncestor, ContainerLayer** aOutDisplayPortAncestor) { ContainerLayer* scrollAncestor = nullptr; ContainerLayer* displayPortAncestor = nullptr; for (ContainerLayer* ancestor = GetParent(); ancestor; ancestor = ancestor->GetParent()) { const FrameMetrics& metrics = ancestor->GetFrameMetrics(); if (!scrollAncestor && metrics.GetScrollId() != FrameMetrics::NULL_SCROLL_ID) { scrollAncestor = ancestor; } if (!metrics.mDisplayPort.IsEmpty()) { displayPortAncestor = ancestor; // Any layer that has a displayport must be scrollable, so we can break // here. break; } } if (aOutScrollAncestor) { *aOutScrollAncestor = scrollAncestor; } if (aOutDisplayPortAncestor) { *aOutDisplayPortAncestor = displayPortAncestor; } } void ClientTiledThebesLayer::BeginPaint() { mPaintData.mLowPrecisionPaintCount = 0; mPaintData.mPaintFinished = false; mPaintData.mCompositionBounds.SetEmpty(); mPaintData.mCriticalDisplayPort.SetEmpty(); if (!GetBaseTransform().Is2D()) { // Give up if there is a complex CSS transform on the layer. We might // eventually support these but for now it's too complicated to handle // given that it's a pretty rare scenario. return; } // Get the metrics of the nearest scrollable layer and the nearest layer // with a displayport. ContainerLayer* scrollAncestor = nullptr; ContainerLayer* displayPortAncestor = nullptr; GetAncestorLayers(&scrollAncestor, &displayPortAncestor); if (!displayPortAncestor || !scrollAncestor) { // No displayport or scroll ancestor, so we can't do progressive rendering. #if defined(MOZ_WIDGET_ANDROID) || defined(MOZ_B2G) // Both Android and b2g are guaranteed to have a displayport set, so this // should never happen. NS_WARNING("Tiled Thebes layer with no scrollable container ancestor"); #endif return; } TILING_PRLOG(("TILING %p: Found scrollAncestor %p and displayPortAncestor %p\n", this, scrollAncestor, displayPortAncestor)); const FrameMetrics& scrollMetrics = scrollAncestor->GetFrameMetrics(); const FrameMetrics& displayportMetrics = displayPortAncestor->GetFrameMetrics(); // Calculate the transform required to convert ParentLayer space of our // display port ancestor to the Layer space of this layer. gfx3DMatrix transformDisplayPortToLayer = GetTransformToAncestorsParentLayer(this, displayPortAncestor).Inverse(); // Note that below we use GetZoomToParent() in a number of places. Because this // code runs on the client side, the mTransformScale field of the FrameMetrics // will not have been set. This can result in incorrect values being returned // by GetZoomToParent() when we have CSS transforms set on some of these layers. // This code should be audited and updated as part of fixing bug 993525. // Compute the critical display port that applies to this layer in the // LayoutDevice space of this layer. ParentLayerRect criticalDisplayPort = (displayportMetrics.mCriticalDisplayPort * displayportMetrics.GetZoomToParent()) + displayportMetrics.mCompositionBounds.TopLeft(); mPaintData.mCriticalDisplayPort = RoundedOut( ApplyParentLayerToLayerTransform(transformDisplayPortToLayer, criticalDisplayPort)); TILING_PRLOG_OBJ(("TILING %p: Critical displayport %s\n", this, tmpstr.get()), mPaintData.mCriticalDisplayPort); // Store the resolution from the displayport ancestor layer. Because this is Gecko-side, // before any async transforms have occurred, we can use the zoom for this. mPaintData.mResolution = displayportMetrics.GetZoomToParent(); TILING_PRLOG(("TILING %p: Resolution %f\n", this, mPaintData.mResolution.scale)); // Store the applicable composition bounds in this layer's Layer units. mPaintData.mTransformToCompBounds = GetTransformToAncestorsParentLayer(this, scrollAncestor); mPaintData.mCompositionBounds = ApplyParentLayerToLayerTransform( mPaintData.mTransformToCompBounds.Inverse(), ParentLayerRect(scrollMetrics.mCompositionBounds)); TILING_PRLOG_OBJ(("TILING %p: Composition bounds %s\n", this, tmpstr.get()), mPaintData.mCompositionBounds); // Calculate the scroll offset since the last transaction mPaintData.mScrollOffset = displayportMetrics.GetScrollOffset() * displayportMetrics.GetZoomToParent(); TILING_PRLOG_OBJ(("TILING %p: Scroll offset %s\n", this, tmpstr.get()), mPaintData.mScrollOffset); } bool ClientTiledThebesLayer::UseFastPath() { const FrameMetrics& parentMetrics = GetParent()->GetFrameMetrics(); bool multipleTransactionsNeeded = gfxPrefs::UseProgressiveTilePainting() || gfxPrefs::UseLowPrecisionBuffer() || !parentMetrics.mCriticalDisplayPort.IsEmpty(); bool isFixed = GetIsFixedPosition() || GetParent()->GetIsFixedPosition(); return !multipleTransactionsNeeded || isFixed || parentMetrics.mDisplayPort.IsEmpty(); } bool ClientTiledThebesLayer::RenderHighPrecision(nsIntRegion& aInvalidRegion, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData) { // If we have no high-precision stuff to draw, or we have started drawing low-precision // already, then we shouldn't do anything there. if (aInvalidRegion.IsEmpty() || mPaintData.mLowPrecisionPaintCount != 0) { return false; } // Only draw progressively when the resolution is unchanged, and we're not // in a reftest scenario (that's what the HasShadowManager() check is for). if (gfxPrefs::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.mCriticalDisplayPort.IsEmpty()) { oldValidRegion.And(oldValidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort)); } TILING_PRLOG_OBJ(("TILING %p: Progressive update with old valid region %s\n", this, tmpstr.get()), oldValidRegion); return mContentClient->mTiledBuffer.ProgressiveUpdate(mValidRegion, aInvalidRegion, oldValidRegion, &mPaintData, aCallback, aCallbackData); } // Otherwise do a non-progressive paint mValidRegion = mVisibleRegion; if (!mPaintData.mCriticalDisplayPort.IsEmpty()) { mValidRegion.And(mValidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort)); } TILING_PRLOG_OBJ(("TILING %p: Non-progressive paint invalid region %s\n", this, tmpstr.get()), aInvalidRegion); TILING_PRLOG_OBJ(("TILING %p: Non-progressive paint new valid region %s\n", this, tmpstr.get()), mValidRegion); mContentClient->mTiledBuffer.SetFrameResolution(mPaintData.mResolution); mContentClient->mTiledBuffer.PaintThebes(mValidRegion, aInvalidRegion, aCallback, aCallbackData); return true; } bool ClientTiledThebesLayer::RenderLowPrecision(nsIntRegion& aInvalidRegion, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData) { // Render the low precision buffer, if the visible region is larger than the // critical display port. if (!nsIntRegion(LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort)).Contains(mVisibleRegion)) { nsIntRegion oldValidRegion = mContentClient->mLowPrecisionTiledBuffer.GetValidRegion(); oldValidRegion.And(oldValidRegion, mVisibleRegion); bool updatedBuffer = false; // If the frame resolution or format have changed, invalidate the buffer if (mContentClient->mLowPrecisionTiledBuffer.GetFrameResolution() != mPaintData.mResolution || mContentClient->mLowPrecisionTiledBuffer.HasFormatChanged()) { if (!mLowPrecisionValidRegion.IsEmpty()) { updatedBuffer = true; } oldValidRegion.SetEmpty(); mLowPrecisionValidRegion.SetEmpty(); mContentClient->mLowPrecisionTiledBuffer.SetFrameResolution(mPaintData.mResolution); aInvalidRegion = 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. aInvalidRegion.Sub(aInvalidRegion, mValidRegion); TILING_PRLOG_OBJ(("TILING %p: Progressive paint: low-precision invalid region is %s\n", this, tmpstr.get()), aInvalidRegion); TILING_PRLOG_OBJ(("TILING %p: Progressive paint: low-precision old valid region is %s\n", this, tmpstr.get()), oldValidRegion); if (!aInvalidRegion.IsEmpty()) { updatedBuffer = mContentClient->mLowPrecisionTiledBuffer.ProgressiveUpdate( mLowPrecisionValidRegion, aInvalidRegion, oldValidRegion, &mPaintData, aCallback, aCallbackData); } TILING_PRLOG_OBJ(("TILING %p: Progressive paint: low-precision new valid region is %s\n", this, tmpstr.get()), mLowPrecisionValidRegion); return updatedBuffer; } if (!mLowPrecisionValidRegion.IsEmpty()) { TILING_PRLOG(("TILING %p: Clearing low-precision buffer\n", this)); // Clear the low precision tiled buffer. mLowPrecisionValidRegion.SetEmpty(); mContentClient->mLowPrecisionTiledBuffer.ResetPaintedAndValidState(); // Return true here so we send a Painted callback after clearing the valid // region of the low precision buffer. This allows the shadow buffer's valid // region to be updated and the associated resources to be freed. return true; } return false; } void ClientTiledThebesLayer::EndPaint() { mPaintData.mLastScrollOffset = mPaintData.mScrollOffset; mPaintData.mPaintFinished = true; mPaintData.mFirstPaint = false; TILING_PRLOG(("TILING %p: Paint finished\n", this)); } 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()->AsShadowForwarder()->Attach(mContentClient, this); MOZ_ASSERT(mContentClient->GetForwarder()); } if (mContentClient->mTiledBuffer.HasFormatChanged()) { mValidRegion = nsIntRegion(); } TILING_PRLOG_OBJ(("TILING %p: Initial visible region %s\n", this, tmpstr.get()), mVisibleRegion); TILING_PRLOG_OBJ(("TILING %p: Initial valid region %s\n", this, tmpstr.get()), mValidRegion); TILING_PRLOG_OBJ(("TILING %p: Initial low-precision valid region %s\n", this, tmpstr.get()), mLowPrecisionValidRegion); nsIntRegion invalidRegion; invalidRegion.Sub(mVisibleRegion, mValidRegion); if (invalidRegion.IsEmpty()) { EndPaint(); return; } if (!ClientManager()->IsRepeatTransaction()) { // Only paint the mask layer on the first transaction. if (GetMaskLayer()) { ToClientLayer(GetMaskLayer())->RenderLayer(); } // In some cases we can take a fast path and just be done with it. if (UseFastPath()) { TILING_PRLOG(("TILING %p: Taking fast-path\n", this)); mValidRegion = mVisibleRegion; mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion, callback, data); ClientManager()->Hold(this); mContentClient->UseTiledLayerBuffer(TiledContentClient::TILED_BUFFER); return; } // For more complex cases we need to calculate a bunch of metrics before we // can do the paint. BeginPaint(); if (mPaintData.mPaintFinished) { return; } // Make sure that tiles that fall outside of the visible region or outside of the // critical displayport are discarded on the first update. Also make sure that we // only draw stuff inside the critical displayport on the first update. mValidRegion.And(mValidRegion, mVisibleRegion); if (!mPaintData.mCriticalDisplayPort.IsEmpty()) { mValidRegion.And(mValidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort)); invalidRegion.And(invalidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort)); } TILING_PRLOG_OBJ(("TILING %p: First-transaction valid region %s\n", this, tmpstr.get()), mValidRegion); TILING_PRLOG_OBJ(("TILING %p: First-transaction invalid region %s\n", this, tmpstr.get()), invalidRegion); } else { if (!mPaintData.mCriticalDisplayPort.IsEmpty()) { invalidRegion.And(invalidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort)); } TILING_PRLOG_OBJ(("TILING %p: Repeat-transaction invalid region %s\n", this, tmpstr.get()), invalidRegion); } nsIntRegion lowPrecisionInvalidRegion; if (gfxPrefs::UseLowPrecisionBuffer()) { // Calculate the invalid region for the low precision buffer. Make sure // to remove the valid high-precision area so we don't double-paint it. lowPrecisionInvalidRegion.Sub(mVisibleRegion, mLowPrecisionValidRegion); lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion); } TILING_PRLOG_OBJ(("TILING %p: Low-precision invalid region %s\n", this, tmpstr.get()), lowPrecisionInvalidRegion); bool updatedHighPrecision = RenderHighPrecision(invalidRegion, callback, data); if (updatedHighPrecision) { ClientManager()->Hold(this); mContentClient->UseTiledLayerBuffer(TiledContentClient::TILED_BUFFER); if (!mPaintData.mPaintFinished) { // There is still more high-res stuff to paint, so we're not // done yet. A subsequent transaction will take care of this. ClientManager()->SetRepeatTransaction(); return; } } // If there is nothing to draw in low-precision, then we're done. if (lowPrecisionInvalidRegion.IsEmpty()) { EndPaint(); return; } if (updatedHighPrecision) { // If there are low precision updates, but we just did some high-precision // updates, then mark the paint as unfinished and request a repeat transaction. // This is so that we don't perform low-precision updates in the same transaction // as high-precision updates. TILING_PRLOG(("TILING %p: Scheduling repeat transaction for low-precision painting\n", this)); ClientManager()->SetRepeatTransaction(); mPaintData.mLowPrecisionPaintCount = 1; mPaintData.mPaintFinished = false; return; } bool updatedLowPrecision = RenderLowPrecision(lowPrecisionInvalidRegion, callback, data); if (updatedLowPrecision) { ClientManager()->Hold(this); mContentClient->UseTiledLayerBuffer(TiledContentClient::LOW_PRECISION_TILED_BUFFER); if (!mPaintData.mPaintFinished) { // There is still more low-res stuff to paint, so we're not // done yet. A subsequent transaction will take care of this. ClientManager()->SetRepeatTransaction(); return; } } // If we get here, we've done all the high- and low-precision // paints we wanted to do, so we can finish the paint and chill. EndPaint(); } } // mozilla } // layers