/* -*- Mode: C++; tab-width: 2; 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 "BasicThebesLayer.h" #include // for uint32_t #include "GeckoProfiler.h" // for PROFILER_LABEL #include "ReadbackLayer.h" // for ReadbackLayer, ReadbackSink #include "ReadbackProcessor.h" // for ReadbackProcessor::Update, etc #include "RenderTrace.h" // for RenderTraceInvalidateEnd, etc #include "BasicLayersImpl.h" // for AutoMaskData, etc #include "gfxASurface.h" // for gfxASurface, etc #include "gfxContext.h" // for gfxContext, etc #include "gfxRect.h" // for gfxRect #include "gfxUtils.h" // for gfxUtils #include "mozilla/gfx/2D.h" // for DrawTarget #include "mozilla/gfx/BaseRect.h" // for BaseRect #include "mozilla/gfx/Matrix.h" // for Matrix #include "mozilla/gfx/Rect.h" // for Rect, IntRect #include "mozilla/gfx/Types.h" // for Float, etc #include "mozilla/layers/LayersTypes.h" #include "nsAutoPtr.h" // for nsRefPtr #include "nsCOMPtr.h" // for already_AddRefed #include "nsISupportsImpl.h" // for gfxContext::Release, etc #include "nsPoint.h" // for nsIntPoint #include "nsRect.h" // for nsIntRect #include "nsTArray.h" // for nsTArray, nsTArray_Impl #include "AutoMaskData.h" struct gfxMatrix; using namespace mozilla::gfx; namespace mozilla { namespace layers { static nsIntRegion IntersectWithClip(const nsIntRegion& aRegion, gfxContext* aContext) { gfxRect clip = aContext->GetClipExtents(); clip.RoundOut(); nsIntRect r(clip.X(), clip.Y(), clip.Width(), clip.Height()); nsIntRegion result; result.And(aRegion, r); return result; } void BasicThebesLayer::PaintThebes(gfxContext* aContext, Layer* aMaskLayer, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData, ReadbackProcessor* aReadback) { PROFILER_LABEL("BasicThebesLayer", "PaintThebes"); NS_ASSERTION(BasicManager()->InDrawing(), "Can only draw in drawing phase"); nsTArray readbackUpdates; if (aReadback && UsedForReadback()) { aReadback->GetThebesLayerUpdates(this, &readbackUpdates); } float opacity = GetEffectiveOpacity(); gfxContext::GraphicsOperator mixBlendMode = GetEffectiveMixBlendMode(); if (!BasicManager()->IsRetained()) { NS_ASSERTION(readbackUpdates.IsEmpty(), "Can't do readback for non-retained layer"); mValidRegion.SetEmpty(); mContentClient->Clear(); nsIntRegion toDraw = IntersectWithClip(GetEffectiveVisibleRegion(), aContext); RenderTraceInvalidateStart(this, "FFFF00", toDraw.GetBounds()); if (!toDraw.IsEmpty() && !IsHidden()) { if (!aCallback) { BasicManager()->SetTransactionIncomplete(); return; } aContext->Save(); bool needsClipToVisibleRegion = GetClipToVisibleRegion(); bool needsGroup = opacity != 1.0 || GetOperator() != gfxContext::OPERATOR_OVER || mixBlendMode != gfxContext::OPERATOR_OVER || aMaskLayer; nsRefPtr groupContext; if (needsGroup) { groupContext = BasicManager()->PushGroupForLayer(aContext, this, toDraw, &needsClipToVisibleRegion); if (GetOperator() != gfxContext::OPERATOR_OVER || mixBlendMode != gfxContext::OPERATOR_OVER) { needsClipToVisibleRegion = true; } } else { groupContext = aContext; } SetAntialiasingFlags(this, groupContext); aCallback(this, groupContext, toDraw, CLIP_NONE, nsIntRegion(), aCallbackData); if (needsGroup) { BasicManager()->PopGroupToSourceWithCachedSurface(aContext, groupContext); if (needsClipToVisibleRegion) { gfxUtils::ClipToRegion(aContext, toDraw); } AutoSetOperator setOptimizedOperator(aContext, mixBlendMode != gfxContext::OPERATOR_OVER ? mixBlendMode : GetOperator()); PaintWithMask(aContext, opacity, aMaskLayer); } aContext->Restore(); } RenderTraceInvalidateEnd(this, "FFFF00"); return; } if (BasicManager()->IsTransactionIncomplete()) return; gfxRect clipExtents; clipExtents = aContext->GetClipExtents(); // Pull out the mask surface and transform here, because the mask // is internal to basic layers AutoMaskData mask; gfxASurface* maskSurface = nullptr; const gfxMatrix* maskTransform = nullptr; if (GetMaskData(aMaskLayer, &mask)) { maskSurface = mask.GetSurface(); maskTransform = &mask.GetTransform(); } if (!IsHidden() && !clipExtents.IsEmpty()) { AutoSetOperator setOperator(aContext, GetOperator()); mContentClient->DrawTo(this, aContext, opacity, maskSurface, maskTransform); } for (uint32_t i = 0; i < readbackUpdates.Length(); ++i) { ReadbackProcessor::Update& update = readbackUpdates[i]; nsIntPoint offset = update.mLayer->GetBackgroundLayerOffset(); nsRefPtr ctx = update.mLayer->GetSink()->BeginUpdate(update.mUpdateRect + offset, update.mSequenceCounter); if (ctx) { NS_ASSERTION(opacity == 1.0, "Should only read back opaque layers"); ctx->Translate(gfxPoint(offset.x, offset.y)); mContentClient->DrawTo(this, ctx, 1.0, maskSurface, maskTransform); update.mLayer->GetSink()->EndUpdate(ctx, update.mUpdateRect + offset); } } } void BasicThebesLayer::Validate(LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData) { if (!mContentClient) { // This client will have a null Forwarder, which means it will not have // a ContentHost on the other side. mContentClient = new ContentClientBasic(); } if (!BasicManager()->IsRetained()) { return; } bool canUseOpaqueSurface = CanUseOpaqueSurface(); ContentType contentType = canUseOpaqueSurface ? GFX_CONTENT_COLOR : GFX_CONTENT_COLOR_ALPHA; uint32_t flags = 0; #ifndef MOZ_WIDGET_ANDROID if (BasicManager()->CompositorMightResample()) { flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE; } if (!(flags & RotatedContentBuffer::PAINT_WILL_RESAMPLE)) { if (MayResample()) { flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE; } } #endif if (mDrawAtomically) { flags |= RotatedContentBuffer::PAINT_NO_ROTATION; } PaintState state = mContentClient->BeginPaintBuffer(this, contentType, flags); mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate); if (state.mContext) { // The area that became invalid and is visible needs to be repainted // (this could be the whole visible area if our buffer switched // from RGB to RGBA, because we might need to repaint with // subpixel AA) state.mRegionToInvalidate.And(state.mRegionToInvalidate, GetEffectiveVisibleRegion()); nsIntRegion extendedDrawRegion = state.mRegionToDraw; SetAntialiasingFlags(this, state.mContext); RenderTraceInvalidateStart(this, "FFFF00", state.mRegionToDraw.GetBounds()); PaintBuffer(state.mContext, state.mRegionToDraw, extendedDrawRegion, state.mRegionToInvalidate, state.mDidSelfCopy, state.mClip, aCallback, aCallbackData); MOZ_LAYERS_LOG_IF_SHADOWABLE(this, ("Layer::Mutated(%p) PaintThebes", this)); Mutated(); RenderTraceInvalidateEnd(this, "FFFF00"); } else { // It's possible that state.mRegionToInvalidate is nonempty here, // if we are shrinking the valid region to nothing. So use mRegionToDraw // instead. NS_WARN_IF_FALSE(state.mRegionToDraw.IsEmpty(), "No context when we have something to draw, resource exhaustion?"); } } already_AddRefed BasicLayerManager::CreateThebesLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicThebesLayer(this); return layer.forget(); } } }