gecko/gfx/layers/basic/BasicTiledThebesLayer.cpp
Chris Lord 11a5503d3c Bug 783368 - Add a pref to control low precision tile rendering. r=bgirard
Add pref 'layers.low-precision-buffer', enabled on mobile/android.
2012-11-21 22:34:20 +00:00

663 lines
26 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 "mozilla/layers/PLayersChild.h"
#include "BasicTiledThebesLayer.h"
#include "gfxImageSurface.h"
#include "sampler.h"
#include "gfxPlatform.h"
#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
#include "cairo.h"
#include <sstream>
using mozilla::layers::Layer;
static void DrawDebugOverlay(gfxImageSurface* imgSurf, int x, int y)
{
gfxContext c(imgSurf);
// Draw border
c.NewPath();
c.SetDeviceColor(gfxRGBA(0.0, 0.0, 0.0, 1.0));
c.Rectangle(gfxRect(gfxPoint(0,0),imgSurf->GetSize()));
c.Stroke();
// Build tile description
std::stringstream ss;
ss << x << ", " << y;
// Draw text using cairo toy text API
cairo_t* cr = c.GetCairo();
cairo_set_font_size(cr, 25);
cairo_text_extents_t extents;
cairo_text_extents(cr, ss.str().c_str(), &extents);
int textWidth = extents.width + 6;
c.NewPath();
c.SetDeviceColor(gfxRGBA(0.0, 0.0, 0.0, 1.0));
c.Rectangle(gfxRect(gfxPoint(2,2),gfxSize(textWidth, 30)));
c.Fill();
c.NewPath();
c.SetDeviceColor(gfxRGBA(1.0, 0.0, 0.0, 1.0));
c.Rectangle(gfxRect(gfxPoint(2,2),gfxSize(textWidth, 30)));
c.Stroke();
c.NewPath();
cairo_move_to(cr, 4, 28);
cairo_show_text(cr, ss.str().c_str());
}
#endif
namespace mozilla {
namespace layers {
bool
BasicTiledLayerBuffer::HasFormatChanged(BasicTiledThebesLayer* aThebesLayer) const
{
return aThebesLayer->CanUseOpaqueSurface() != mLastPaintOpaque;
}
gfxASurface::gfxImageFormat
BasicTiledLayerBuffer::GetFormat() const
{
if (mThebesLayer->CanUseOpaqueSurface()) {
return gfxASurface::ImageFormatRGB16_565;
} else {
return gfxASurface::ImageFormatARGB32;
}
}
void
BasicTiledLayerBuffer::PaintThebes(BasicTiledThebesLayer* aLayer,
const nsIntRegion& aNewValidRegion,
const nsIntRegion& aPaintRegion,
LayerManager::DrawThebesLayerCallback aCallback,
void* aCallbackData)
{
mThebesLayer = aLayer;
mCallback = aCallback;
mCallbackData = aCallbackData;
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
long start = PR_IntervalNow();
#endif
// If this region is empty XMost() - 1 will give us a negative value.
NS_ASSERTION(!aPaintRegion.GetBounds().IsEmpty(), "Empty paint region\n");
bool useSinglePaintBuffer = UseSinglePaintBuffer();
if (useSinglePaintBuffer) {
// Check if the paint only spans a single tile. If that's
// the case there's no point in using a single paint buffer.
nsIntRect paintBounds = aPaintRegion.GetBounds();
useSinglePaintBuffer = GetTileStart(paintBounds.x) !=
GetTileStart(paintBounds.XMost() - 1) ||
GetTileStart(paintBounds.y) !=
GetTileStart(paintBounds.YMost() - 1);
}
if (useSinglePaintBuffer) {
const nsIntRect bounds = aPaintRegion.GetBounds();
{
SAMPLE_LABEL("BasicTiledLayerBuffer", "PaintThebesSingleBufferAlloc");
mSinglePaintBuffer = new gfxImageSurface(
gfxIntSize(ceilf(bounds.width * mResolution),
ceilf(bounds.height * mResolution)),
GetFormat(), !aLayer->CanUseOpaqueSurface());
mSinglePaintBufferOffset = nsIntPoint(bounds.x, bounds.y);
}
nsRefPtr<gfxContext> ctxt = new gfxContext(mSinglePaintBuffer);
ctxt->NewPath();
ctxt->Scale(mResolution, mResolution);
ctxt->Translate(gfxPoint(-bounds.x, -bounds.y));
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (PR_IntervalNow() - start > 3) {
printf_stderr("Slow alloc %i\n", PR_IntervalNow() - start);
}
start = PR_IntervalNow();
#endif
SAMPLE_LABEL("BasicTiledLayerBuffer", "PaintThebesSingleBufferDraw");
mCallback(mThebesLayer, ctxt, aPaintRegion, nsIntRegion(), mCallbackData);
}
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (PR_IntervalNow() - start > 30) {
const nsIntRect bounds = aPaintRegion.GetBounds();
printf_stderr("Time to draw %i: %i, %i, %i, %i\n", PR_IntervalNow() - start, bounds.x, bounds.y, bounds.width, bounds.height);
if (aPaintRegion.IsComplex()) {
printf_stderr("Complex region\n");
nsIntRegionRectIterator it(aPaintRegion);
for (const nsIntRect* rect = it.Next(); rect != nullptr; rect = it.Next()) {
printf_stderr(" rect %i, %i, %i, %i\n", rect->x, rect->y, rect->width, rect->height);
}
}
}
start = PR_IntervalNow();
#endif
SAMPLE_LABEL("BasicTiledLayerBuffer", "PaintThebesUpdate");
Update(aNewValidRegion, aPaintRegion);
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (PR_IntervalNow() - start > 10) {
const nsIntRect bounds = aPaintRegion.GetBounds();
printf_stderr("Time to tile %i: %i, %i, %i, %i\n", PR_IntervalNow() - start, bounds.x, bounds.y, bounds.width, bounds.height);
}
#endif
mLastPaintOpaque = mThebesLayer->CanUseOpaqueSurface();
mThebesLayer = nullptr;
mCallback = nullptr;
mCallbackData = nullptr;
mSinglePaintBuffer = nullptr;
}
BasicTiledLayerTile
BasicTiledLayerBuffer::ValidateTileInternal(BasicTiledLayerTile aTile,
const nsIntPoint& aTileOrigin,
const nsIntRect& aDirtyRect)
{
if (aTile == GetPlaceholderTile() || aTile.mSurface->Format() != GetFormat()) {
gfxImageSurface* tmpTile = new gfxImageSurface(gfxIntSize(GetTileLength(), GetTileLength()),
GetFormat(), !mThebesLayer->CanUseOpaqueSurface());
aTile = BasicTiledLayerTile(tmpTile);
}
// Use the gfxReusableSurfaceWrapper, which will reuse the surface
// if the compositor no longer has a read lock, otherwise the surface
// will be copied into a new writable surface.
gfxImageSurface* writableSurface;
aTile.mSurface = aTile.mSurface->GetWritable(&writableSurface);
// Bug 742100, this gfxContext really should live on the stack.
nsRefPtr<gfxContext> ctxt = new gfxContext(writableSurface);
if (mSinglePaintBuffer) {
gfxRect drawRect(aDirtyRect.x - aTileOrigin.x, aDirtyRect.y - aTileOrigin.y,
aDirtyRect.width, aDirtyRect.height);
ctxt->SetOperator(gfxContext::OPERATOR_SOURCE);
ctxt->NewPath();
ctxt->SetSource(mSinglePaintBuffer.get(),
gfxPoint((mSinglePaintBufferOffset.x - aDirtyRect.x + drawRect.x) *
mResolution,
(mSinglePaintBufferOffset.y - aDirtyRect.y + drawRect.y) *
mResolution));
drawRect.Scale(mResolution, mResolution);
ctxt->Rectangle(drawRect, true);
ctxt->Fill();
} else {
ctxt->NewPath();
ctxt->Scale(mResolution, mResolution);
ctxt->Translate(gfxPoint(-aTileOrigin.x, -aTileOrigin.y));
nsIntPoint a = nsIntPoint(aTileOrigin.x, aTileOrigin.y);
mCallback(mThebesLayer, ctxt,
nsIntRegion(nsIntRect(a, nsIntSize(GetScaledTileLength(),
GetScaledTileLength()))),
nsIntRegion(), mCallbackData);
}
#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
DrawDebugOverlay(writableSurface, aTileOrigin.x * mResolution,
aTileOrigin.y * mResolution);
#endif
return aTile;
}
BasicTiledLayerTile
BasicTiledLayerBuffer::ValidateTile(BasicTiledLayerTile aTile,
const nsIntPoint& aTileOrigin,
const nsIntRegion& aDirtyRegion)
{
SAMPLE_LABEL("BasicTiledLayerBuffer", "ValidateTile");
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (aDirtyRegion.IsComplex()) {
printf_stderr("Complex region\n");
}
#endif
nsIntRegionRectIterator it(aDirtyRegion);
for (const nsIntRect* rect = it.Next(); rect != nullptr; rect = it.Next()) {
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
printf_stderr(" break into subrect %i, %i, %i, %i\n", rect->x, rect->y, rect->width, rect->height);
#endif
aTile = ValidateTileInternal(aTile, aTileOrigin, *rect);
}
return aTile;
}
void
BasicTiledThebesLayer::FillSpecificAttributes(SpecificLayerAttributes& aAttrs)
{
aAttrs = ThebesLayerAttributes(GetValidRegion());
}
static nsIntRect
RoundedTransformViewportBounds(const gfx::Rect& aViewport,
const gfx::Point& aScrollOffset,
const gfxSize& aResolution,
float aScaleX,
float aScaleY,
const gfx3DMatrix& aTransform)
{
gfxRect transformedViewport(aViewport.x - (aScrollOffset.x * aResolution.width),
aViewport.y - (aScrollOffset.y * aResolution.height),
aViewport.width, aViewport.height);
transformedViewport.Scale((aScaleX / aResolution.width) / aResolution.width,
(aScaleY / aResolution.height) / aResolution.height);
transformedViewport = aTransform.TransformBounds(transformedViewport);
return nsIntRect((int32_t)floor(transformedViewport.x),
(int32_t)floor(transformedViewport.y),
(int32_t)ceil(transformedViewport.width),
(int32_t)ceil(transformedViewport.height));
}
bool
BasicTiledThebesLayer::ComputeProgressiveUpdateRegion(BasicTiledLayerBuffer& aTiledBuffer,
const nsIntRegion& aInvalidRegion,
const nsIntRegion& aOldValidRegion,
nsIntRegion& aRegionToPaint,
const gfx3DMatrix& aTransform,
const nsIntRect& aCompositionBounds,
const gfx::Point& aScrollOffset,
const gfxSize& aResolution,
bool aIsRepeated)
{
aRegionToPaint = aInvalidRegion;
// If this is a low precision buffer, we force progressive updates. The
// assumption is that the contents is less important, so visual coherency
// is lower priority than speed.
bool drawingLowPrecision = aTiledBuffer.IsLowPrecision();
// Find out if we have any non-stale content to update.
nsIntRegion staleRegion;
staleRegion.And(aInvalidRegion, aOldValidRegion);
// Find out the current view transform to determine which tiles to draw
// first, and see if we should just abort this paint. Aborting is usually
// caused by there being an incoming, more relevant paint.
gfx::Rect viewport;
float scaleX, scaleY;
if (BasicManager()->ProgressiveUpdateCallback(!staleRegion.Contains(aInvalidRegion),
viewport,
scaleX, scaleY, !drawingLowPrecision)) {
SAMPLE_MARKER("Abort painting");
aRegionToPaint.SetEmpty();
return aIsRepeated;
}
// Transform the screen coordinates into local layer coordinates.
nsIntRect roundedTransformedViewport =
RoundedTransformViewportBounds(viewport, aScrollOffset, aResolution,
scaleX, scaleY, aTransform);
// Paint tiles that have stale content or that intersected with the screen
// at the time of issuing the draw command in a single transaction first.
// This is to avoid rendering glitches on animated page content, and when
// layers change size/shape.
nsIntRect criticalViewportRect = roundedTransformedViewport.Intersect(aCompositionBounds);
aRegionToPaint.And(aInvalidRegion, criticalViewportRect);
aRegionToPaint.Or(aRegionToPaint, staleRegion);
bool drawingStale = !aRegionToPaint.IsEmpty();
if (!drawingStale) {
aRegionToPaint = aInvalidRegion;
}
// Prioritise tiles that are currently visible on the screen.
bool paintVisible = false;
if (aRegionToPaint.Intersects(roundedTransformedViewport)) {
aRegionToPaint.And(aRegionToPaint, roundedTransformedViewport);
paintVisible = true;
}
// Paint area that's visible and overlaps previously valid content to avoid
// visible glitches in animated elements, such as gifs.
bool paintInSingleTransaction = paintVisible && (drawingStale || mFirstPaint);
// The following code decides what order to draw tiles in, based on the
// current scroll direction of the primary scrollable layer.
NS_ASSERTION(!aRegionToPaint.IsEmpty(), "Unexpectedly empty paint region!");
nsIntRect paintBounds = aRegionToPaint.GetBounds();
int startX, incX, startY, incY;
int tileLength = aTiledBuffer.GetScaledTileLength();
if (aScrollOffset.x >= mLastScrollOffset.x) {
startX = aTiledBuffer.RoundDownToTileEdge(paintBounds.x);
incX = tileLength;
} else {
startX = aTiledBuffer.RoundDownToTileEdge(paintBounds.XMost() - 1);
incX = -tileLength;
}
if (aScrollOffset.y >= mLastScrollOffset.y) {
startY = aTiledBuffer.RoundDownToTileEdge(paintBounds.y);
incY = tileLength;
} else {
startY = aTiledBuffer.RoundDownToTileEdge(paintBounds.YMost() - 1);
incY = -tileLength;
}
// Find a tile to draw.
nsIntRect tileBounds(startX, startY, tileLength, tileLength);
int32_t scrollDiffX = aScrollOffset.x - mLastScrollOffset.x;
int32_t scrollDiffY = aScrollOffset.y - mLastScrollOffset.y;
// This loop will always terminate, as there is at least one tile area
// along the first/last row/column intersecting with regionToPaint, or its
// bounds would have been smaller.
while (true) {
aRegionToPaint.And(aInvalidRegion, tileBounds);
if (!aRegionToPaint.IsEmpty()) {
break;
}
if (NS_ABS(scrollDiffY) >= NS_ABS(scrollDiffX)) {
tileBounds.x += incX;
} else {
tileBounds.y += incY;
}
}
bool repeatImmediately = false;
if (!aRegionToPaint.Contains(aInvalidRegion)) {
// The region needed to paint is larger then our progressive chunk size
// therefore update what we want to paint and ask for a new paint transaction.
// If we need to draw more than one tile to maintain coherency, make
// sure it happens in the same transaction by requesting this work be
// repeated immediately.
// If this is unnecessary, the remaining work will be done tile-by-tile in
// subsequent transactions.
if (!drawingLowPrecision && paintInSingleTransaction) {
repeatImmediately = true;
} else {
BasicManager()->SetRepeatTransaction();
}
}
return repeatImmediately;
}
bool
BasicTiledThebesLayer::ProgressiveUpdate(BasicTiledLayerBuffer& aTiledBuffer,
nsIntRegion& aValidRegion,
nsIntRegion& aInvalidRegion,
const nsIntRegion& aOldValidRegion,
const gfx3DMatrix& aTransform,
const nsIntRect& aCompositionBounds,
const gfx::Point& aScrollOffset,
const gfxSize& aResolution,
LayerManager::DrawThebesLayerCallback aCallback,
void* aCallbackData)
{
bool repeat = false;
do {
// Compute the region that should be updated. Repeat as many times as
// is required.
nsIntRegion regionToPaint;
repeat = ComputeProgressiveUpdateRegion(aTiledBuffer,
aInvalidRegion,
aOldValidRegion,
regionToPaint,
aTransform,
aCompositionBounds,
aScrollOffset,
aResolution,
repeat);
// There's no further work to be done, return if nothing has been
// drawn, or give what has been drawn to the shadow layer to upload.
if (regionToPaint.IsEmpty()) {
if (repeat) {
break;
} else {
return false;
}
}
// Keep track of what we're about to refresh.
aValidRegion.Or(aValidRegion, regionToPaint);
// aValidRegion may have been altered by InvalidateRegion, but we still
// want to display stale content until it gets progressively updated.
// Create a region that includes stale content.
nsIntRegion validOrStale;
validOrStale.Or(aValidRegion, aOldValidRegion);
// Paint the computed region and subtract it from the invalid region.
aTiledBuffer.PaintThebes(this, validOrStale, regionToPaint, aCallback, aCallbackData);
aInvalidRegion.Sub(aInvalidRegion, regionToPaint);
} while (repeat);
return true;
}
void
BasicTiledThebesLayer::PaintThebes(gfxContext* aContext,
Layer* aMaskLayer,
LayerManager::DrawThebesLayerCallback aCallback,
void* aCallbackData,
ReadbackProcessor* aReadback)
{
if (!aCallback) {
BasicManager()->SetTransactionIncomplete();
return;
}
if (!HasShadow()) {
NS_ASSERTION(false, "Shadow requested for painting\n");
return;
}
if (mTiledBuffer.HasFormatChanged(this)) {
mValidRegion = nsIntRegion();
}
if (mLowPrecisionTiledBuffer.HasFormatChanged(this)) {
mLowPrecisionValidRegion = nsIntRegion();
}
nsIntRegion invalidRegion = mVisibleRegion;
invalidRegion.Sub(invalidRegion, mValidRegion);
if (invalidRegion.IsEmpty())
return;
// Calculate the transform required to convert screen space into layer space
gfx3DMatrix transform = GetEffectiveTransform();
// XXX Not sure if this code for intermediate surfaces is correct.
// It rarely gets hit though, and shouldn't have terrible consequences
// even if it is wrong.
for (ContainerLayer* parent = GetParent(); parent; parent = parent->GetParent()) {
if (parent->UseIntermediateSurface()) {
transform.PreMultiply(parent->GetEffectiveTransform());
}
}
transform.Invert();
nsIntRect layerDisplayPort;
nsIntRegion lowPrecisionInvalidRegion;
const gfx::Rect& criticalDisplayPort = GetParent()->GetFrameMetrics().mCriticalDisplayPort;
if (!criticalDisplayPort.IsEmpty()) {
// Calculate the invalid region for the low precision buffer
lowPrecisionInvalidRegion.Sub(mVisibleRegion, mLowPrecisionValidRegion);
// Find the critical display port in layer space.
gfxRect transformedCriticalDisplayPort = transform.TransformBounds(
gfxRect(criticalDisplayPort.x, criticalDisplayPort.y,
criticalDisplayPort.width, criticalDisplayPort.height));
transformedCriticalDisplayPort.RoundOut();
layerDisplayPort = nsIntRect(transformedCriticalDisplayPort.x,
transformedCriticalDisplayPort.y,
transformedCriticalDisplayPort.width,
transformedCriticalDisplayPort.height);
// Clip the invalid region to the critical display-port
invalidRegion.And(invalidRegion, layerDisplayPort);
if (invalidRegion.IsEmpty() && lowPrecisionInvalidRegion.IsEmpty()) {
return;
}
}
gfxSize resolution(1, 1);
for (ContainerLayer* parent = GetParent(); parent; parent = parent->GetParent()) {
const FrameMetrics& metrics = parent->GetFrameMetrics();
resolution.width *= metrics.mResolution.width;
resolution.height *= metrics.mResolution.height;
}
// Calculate the scroll offset since the last transaction, and the
// composition bounds.
nsIntRect compositionBounds;
gfx::Point scrollOffset(0, 0);
Layer* primaryScrollable = BasicManager()->GetPrimaryScrollableLayer();
if (primaryScrollable) {
const FrameMetrics& metrics = primaryScrollable->AsContainerLayer()->GetFrameMetrics();
scrollOffset = metrics.mScrollOffset;
gfxRect transformedViewport = transform.TransformBounds(
gfxRect(metrics.mCompositionBounds.x, metrics.mCompositionBounds.y,
metrics.mCompositionBounds.width, metrics.mCompositionBounds.height));
transformedViewport.RoundOut();
compositionBounds = nsIntRect(transformedViewport.x, transformedViewport.y,
transformedViewport.width, transformedViewport.height);
}
if (!invalidRegion.IsEmpty()) {
bool updatedBuffer = false;
// Only draw progressively when the resolution is unchanged.
if (gfxPlatform::UseProgressiveTilePainting() &&
!BasicManager()->HasShadowTarget() &&
mTiledBuffer.GetFrameResolution() == resolution) {
// 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 = mTiledBuffer.GetValidRegion();
oldValidRegion.And(oldValidRegion, mVisibleRegion);
if (!layerDisplayPort.IsEmpty()) {
oldValidRegion.And(oldValidRegion, layerDisplayPort);
}
// Make sure that tiles that fall outside of the visible region are
// discarded on the first update.
if (!BasicManager()->IsRepeatTransaction()) {
mValidRegion.And(mValidRegion, mVisibleRegion);
if (!layerDisplayPort.IsEmpty()) {
mValidRegion.And(mValidRegion, layerDisplayPort);
}
}
updatedBuffer =
ProgressiveUpdate(mTiledBuffer, mValidRegion, invalidRegion,
oldValidRegion, transform, compositionBounds,
scrollOffset, resolution, aCallback, aCallbackData);
} else {
updatedBuffer = true;
mTiledBuffer.SetFrameResolution(resolution);
mValidRegion = mVisibleRegion;
if (!layerDisplayPort.IsEmpty()) {
mValidRegion.And(mValidRegion, layerDisplayPort);
}
mTiledBuffer.PaintThebes(this, mValidRegion, invalidRegion, aCallback, aCallbackData);
}
if (updatedBuffer) {
mTiledBuffer.ReadLock();
// Only paint the mask layer on the first transaction.
if (aMaskLayer && !BasicManager()->IsRepeatTransaction()) {
static_cast<BasicImplData*>(aMaskLayer->ImplData())
->Paint(aContext, nullptr);
}
// Create a heap copy owned and released by the compositor. This is needed
// since we're sending this over an async message and content needs to be
// be able to modify the tiled buffer in the next transaction.
// TODO: Remove me once Bug 747811 lands.
BasicTiledLayerBuffer *heapCopy = new BasicTiledLayerBuffer(mTiledBuffer);
BasicManager()->PaintedTiledLayerBuffer(BasicManager()->Hold(this), heapCopy);
mTiledBuffer.ClearPaintedRegion();
}
}
// If we have a critical display-port defined, render the full display-port
// progressively in the low-precision tiled buffer.
bool updatedLowPrecision = false;
if (gfxPlatform::UseLowPrecisionBuffer() &&
!criticalDisplayPort.IsEmpty() &&
!nsIntRegion(layerDisplayPort).Contains(mVisibleRegion)) {
nsIntRegion oldValidRegion = mLowPrecisionTiledBuffer.GetValidRegion();
oldValidRegion.And(oldValidRegion, mVisibleRegion);
// If the frame resolution has changed, invalidate the buffer
if (mLowPrecisionTiledBuffer.GetFrameResolution() != resolution) {
if (!mLowPrecisionValidRegion.IsEmpty()) {
updatedLowPrecision = true;
}
oldValidRegion.SetEmpty();
mLowPrecisionValidRegion.SetEmpty();
mLowPrecisionTiledBuffer.SetFrameResolution(resolution);
}
// Invalidate previously valid content that is no longer visible
if (!BasicManager()->IsRepeatTransaction()) {
mLowPrecisionValidRegion.And(mLowPrecisionValidRegion, mVisibleRegion);
}
// Remove the valid high-precision region from the invalid low-precision
// region. We don't want to spend time drawing things twice.
nsIntRegion invalidHighPrecisionIntersect;
invalidHighPrecisionIntersect.And(lowPrecisionInvalidRegion, mValidRegion);
lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, invalidHighPrecisionIntersect);
if (!lowPrecisionInvalidRegion.IsEmpty()) {
updatedLowPrecision =
ProgressiveUpdate(mLowPrecisionTiledBuffer, mLowPrecisionValidRegion,
lowPrecisionInvalidRegion, oldValidRegion, transform,
compositionBounds, scrollOffset, resolution, aCallback,
aCallbackData);
}
// Re-add the high-precision valid region intersection so that we can
// maintain coherency when the valid region changes.
lowPrecisionInvalidRegion.Or(lowPrecisionInvalidRegion, invalidHighPrecisionIntersect);
} else if (!mLowPrecisionValidRegion.IsEmpty()) {
// Clear the low precision tiled buffer
updatedLowPrecision = true;
mLowPrecisionValidRegion.SetEmpty();
mLowPrecisionTiledBuffer.PaintThebes(this, mLowPrecisionValidRegion,
mLowPrecisionValidRegion, aCallback,
aCallbackData);
}
// We send a Painted callback if we clear the valid region of the low
// precision buffer, so that the shadow buffer's valid region can be updated
// and the associated resources can be freed.
if (updatedLowPrecision) {
mLowPrecisionTiledBuffer.ReadLock();
BasicTiledLayerBuffer *heapCopy = new BasicTiledLayerBuffer(mLowPrecisionTiledBuffer);
// The GL layer manager uses the buffer resolution to distinguish calls
// to PaintedTiledLayerBuffer.
BasicManager()->PaintedTiledLayerBuffer(BasicManager()->Hold(this), heapCopy);
mLowPrecisionTiledBuffer.ClearPaintedRegion();
}
// The transaction is completed, store the last scroll offset.
if (!BasicManager()->GetRepeatTransaction()) {
mLastScrollOffset = scrollOffset;
}
mFirstPaint = false;
}
} // mozilla
} // layers