gecko/gfx/layers/opengl/ReusableTileStoreOGL.cpp
Chris Lord 07470e550b Bug 749143 - Don't draw retained tiles outside of layer bounds. r=bgirard
It is possible for the content that layers represent to change size, causing
tiles to be reused where they shouldn't. Make sure that tiles that are outside
of content bounds are not drawn, and that they get evicted when harvesting
tiles.
2012-04-26 12:53:14 -04:00

210 lines
8.1 KiB
C++

/* 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 (int i = 0; i < mTiles.Length(); i++)
mContext->fDeleteTextures(1, &mTiles[i]->mTexture.mTextureHandle);
mTiles.Clear();
}
void
ReusableTileStoreOGL::HarvestTiles(TiledLayerBufferOGL* aVideoMemoryTiledBuffer,
const nsIntSize& aContentSize,
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 existing harvested tiles and release any that are contained
// within the new valid region, or that fall outside of the layer.
mContext->MakeCurrent();
for (int i = 0; i < mTiles.Length();) {
ReusableTiledTextureOGL* tile = mTiles[i];
nsIntRect tileRect;
bool release = false;
if (tile->mResolution == aNewResolution) {
if (aNewValidRegion.Contains(tile->mTileRegion)) {
release = true;
} else {
tileRect = tile->mTileRegion.GetBounds();
}
} else {
nsIntRegion transformedTileRegion(tile->mTileRegion);
transformedTileRegion.ScaleRoundOut(tile->mResolution.width / aNewResolution.width,
tile->mResolution.height / aNewResolution.height);
if (aNewValidRegion.Contains(transformedTileRegion))
release = true;
else
tileRect = transformedTileRegion.GetBounds();
}
if (!release) {
if (tileRect.width > aContentSize.width ||
tileRect.height > aContentSize.height)
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++;
}
// 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 - x % tileSize;
if (x + w > validBounds.x + validBounds.width)
w = validBounds.x + validBounds.width - x;
for (int y = validBounds.y; y < validBounds.YMost();) {
int h = tileSize - y % tileSize;
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, 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;
}
// 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 nsIntSize& aContentSize,
const nsIntRegion& aValidRegion,
const gfxSize& aResolution,
const gfx3DMatrix& aTransform,
const nsIntPoint& aRenderOffset)
{
// Render old tiles to fill in gaps we haven't had the time to render yet.
for (size_t 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);
// Get the valid tile region, in the given coordinate space.
nsIntRegion transformedTileRegion(tile->mTileRegion);
if (aResolution != tile->mResolution)
transformedTileRegion.ScaleRoundOut(scaleFactor.width, scaleFactor.height);
// Skip drawing tiles that will be completely drawn over.
if (aValidRegion.Contains(transformedTileRegion))
continue;
// Skip drawing tiles that have fallen outside of the layer area (these
// will be discarded next time tiles are harvested).
nsIntRect transformedTileRect = transformedTileRegion.GetBounds();
if (transformedTileRect.XMost() > aContentSize.width ||
transformedTileRect.YMost() > aContentSize.height)
continue;
// Reconcile the resolution difference by adjusting the transform.
gfx3DMatrix transform = aTransform;
if (aResolution != tile->mResolution)
transform.Scale(scaleFactor.width, scaleFactor.height, 1);
// XXX We should clip here to make sure we don't overlap with the valid
// region, otherwise we may end up with rendering artifacts on
// semi-transparent layers.
// Similarly, if we have multiple tiles covering the same area, we will
// end up with rendering artifacts if the aLayer isn't opaque.
nsIntRect tileRect = tile->mTileRegion.GetBounds();
uint16_t tileStartX = tileRect.x % tile->mTileSize;
uint16_t tileStartY = tileRect.y % tile->mTileSize;
nsIntRect textureRect(tileStartX, tileStartY, tileRect.width, tileRect.height);
nsIntSize textureSize(tile->mTileSize, tile->mTileSize);
aLayer->RenderTile(tile->mTexture, transform, aRenderOffset, tileRect, textureRect, textureSize);
}
}
} // mozilla
} // layers