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359 lines
13 KiB
C++
359 lines
13 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* vim: sw=2 ts=8 et :
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*/
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at:
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Code.
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*
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* The Initial Developer of the Original Code is
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* The Mozilla Foundation
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* Portions created by the Initial Developer are Copyright (C) 2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Chris Jones <jones.chris.g@gmail.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "mozilla/layers/ShadowLayersParent.h"
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#include "BasicLayers.h"
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#include "LayerManagerOGL.h"
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#include "RenderFrameParent.h"
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#include "gfx3DMatrix.h"
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#include "nsFrameLoader.h"
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#include "nsViewportFrame.h"
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typedef nsFrameLoader::ViewportConfig ViewportConfig;
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using namespace mozilla::layers;
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namespace mozilla {
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namespace layout {
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static void
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AssertInTopLevelChromeDoc(ContainerLayer* aContainer,
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nsIFrame* aContainedFrame)
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{
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NS_ASSERTION(
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(aContainer->Manager()->GetBackendType() != LayerManager::LAYERS_BASIC) ||
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(aContainedFrame->GetNearestWidget() ==
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static_cast<BasicLayerManager*>(aContainer->Manager())->GetRetainerWidget()),
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"Expected frame to be in top-level chrome document");
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}
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static void
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AssertValidContainerOfShadowTree(ContainerLayer* aContainer,
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Layer* aShadowRoot)
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{
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NS_ABORT_IF_FALSE(
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!aContainer || (aShadowRoot &&
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aShadowRoot == aContainer->GetFirstChild() &&
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nsnull == aShadowRoot->GetNextSibling()),
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"container of shadow tree may only be null or have 1 child that is the shadow root");
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}
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// Compute the transform of the shadow tree contained by
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// |aContainerFrame| to widget space. We transform because the
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// subprocess layer manager renders to a different top-left than where
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// the shadow tree is drawn here and because a scale can be set on the
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// shadow tree.
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static void
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ComputeShadowTreeTransform(nsIFrame* aContainerFrame,
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const FrameMetrics& aMetrics,
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const ViewportConfig& aConfig,
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nsDisplayListBuilder* aBuilder,
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nsIntPoint* aShadowTranslation,
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float* aShadowXScale,
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float* aShadowYScale)
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{
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nscoord auPerDevPixel = aContainerFrame->PresContext()->AppUnitsPerDevPixel();
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// Offset to the content rect in case we have borders or padding
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nsPoint frameOffset =
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(aBuilder->ToReferenceFrame(aContainerFrame->GetParent()) +
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aContainerFrame->GetContentRect().TopLeft());
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*aShadowTranslation = frameOffset.ToNearestPixels(auPerDevPixel);
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// |aMetrics.mViewportScrollOffset| was the content document's
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// scroll offset when it was painted (the document pixel at CSS
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// viewport (0,0)). |aConfig.mScrollOffset| is what our user
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// expects, or wants, the content-document scroll offset to be. So
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// we set a compensating translation that moves the content document
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// pixels to where the user wants them to be.
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nsIntPoint scrollCompensation =
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(aConfig.mScrollOffset.ToNearestPixels(auPerDevPixel));
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scrollCompensation.x -= aMetrics.mViewportScrollOffset.x * aConfig.mXScale;
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scrollCompensation.y -= aMetrics.mViewportScrollOffset.y * aConfig.mYScale;
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*aShadowTranslation -= scrollCompensation;
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*aShadowXScale = aConfig.mXScale;
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*aShadowYScale = aConfig.mYScale;
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}
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static void
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UpdateShadowSubtree(Layer* aSubtreeRoot)
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{
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ShadowLayer* shadow = aSubtreeRoot->AsShadowLayer();
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shadow->SetShadowClipRect(aSubtreeRoot->GetClipRect());
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shadow->SetShadowTransform(aSubtreeRoot->GetTransform());
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shadow->SetShadowVisibleRegion(aSubtreeRoot->GetVisibleRegion());
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for (Layer* child = aSubtreeRoot->GetFirstChild(); child;
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child = child->GetNextSibling()) {
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UpdateShadowSubtree(child);
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}
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}
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static void
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TransformShadowTreeTo(ContainerLayer* aRoot,
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const nsIntRect& aVisibleRect,
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const nsIntPoint& aTranslation,
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float aXScale, float aYScale)
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{
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UpdateShadowSubtree(aRoot);
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ShadowLayer* shadow = aRoot->AsShadowLayer();
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NS_ABORT_IF_FALSE(aRoot->GetTransform() == shadow->GetShadowTransform(),
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"transforms should be the same now");
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NS_ABORT_IF_FALSE(aRoot->GetTransform().Is2D(),
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"only 2D transforms expected currently");
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gfxMatrix shadowTransform;
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shadow->GetShadowTransform().Is2D(&shadowTransform);
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// Pre-multiply this transform into the shadow's transform, so that
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// it occurs before any transform set by the child
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shadowTransform.Translate(gfxPoint(aTranslation.x, aTranslation.y));
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shadowTransform.Scale(aXScale, aYScale);
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shadow->SetShadowTransform(gfx3DMatrix::From2D(shadowTransform));
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}
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static Layer*
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ShadowRootOf(ContainerLayer* aContainer)
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{
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NS_ABORT_IF_FALSE(aContainer, "need a non-null container");
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Layer* shadowRoot = aContainer->GetFirstChild();
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NS_ABORT_IF_FALSE(!shadowRoot || nsnull == shadowRoot->GetNextSibling(),
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"shadow root container may only have 0 or 1 children");
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return shadowRoot;
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}
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// Return true iff |aManager| is a "temporary layer manager". They're
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// used for small software rendering tasks, like drawWindow. That's
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// currently implemented by a BasicLayerManager without a backing
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// widget, and hence in non-retained mode.
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static PRBool
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IsTempLayerManager(LayerManager* aManager)
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{
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return (LayerManager::LAYERS_BASIC == aManager->GetBackendType() &&
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!static_cast<BasicLayerManager*>(aManager)->IsRetained());
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}
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RenderFrameParent::RenderFrameParent(nsFrameLoader* aFrameLoader)
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: mFrameLoader(aFrameLoader)
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{
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NS_ABORT_IF_FALSE(aFrameLoader, "Need a frameloader here");
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}
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RenderFrameParent::~RenderFrameParent()
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{}
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void
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RenderFrameParent::ShadowLayersUpdated()
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{
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mFrameLoader->SetCurrentRemoteFrame(this);
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nsIFrame* docFrame = mFrameLoader->GetPrimaryFrameOfOwningContent();
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if (!docFrame) {
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// Bad, but nothing we can do about it (XXX/cjones: or is there?
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// maybe bug 589337?). When the new frame is created, we'll
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// probably still be the current render frame and will get to draw
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// our content then. Or, we're shutting down and this update goes
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// to /dev/null.
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return;
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}
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// FIXME/cjones: we should collect the rects/regions updated for
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// Painted*Layer() calls and pass that region to here, then only
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// invalidate that rect
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//
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// We pass INVALIDATE_NO_THEBES_LAYERS here because we're
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// invalidating the <browser> on behalf of its counterpart in the
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// content process. Not only do we not need to invalidate the
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// shadow layers, things would just break if we did --- we have no
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// way to repaint shadow layers from this process.
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nsRect rect = nsRect(nsPoint(0, 0), docFrame->GetRect().Size());
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docFrame->InvalidateWithFlags(rect, nsIFrame::INVALIDATE_NO_THEBES_LAYERS);
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}
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already_AddRefed<Layer>
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RenderFrameParent::BuildLayer(nsDisplayListBuilder* aBuilder,
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nsIFrame* aFrame,
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LayerManager* aManager,
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const nsIntRect& aVisibleRect)
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{
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NS_ABORT_IF_FALSE(aFrame,
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"makes no sense to have a shadow tree without a frame");
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NS_ABORT_IF_FALSE(!mContainer ||
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IsTempLayerManager(aManager) ||
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mContainer->Manager() == aManager,
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"retaining manager changed out from under us ... HELP!");
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if (mContainer && mContainer->Manager() != aManager) {
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// This can happen if aManager is a "temporary" manager, or if the
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// widget's layer manager changed out from under us. We need to
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// FIXME handle the former case somehow, probably with an API to
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// draw a manager's subtree. The latter is bad bad bad, but the
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// the NS_ABORT_IF_FALSE() above will flag it. Returning NULL
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// here will just cause the shadow subtree not to be rendered.
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return nsnull;
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}
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Layer* containerShadowRoot = mContainer ? ShadowRootOf(mContainer) : nsnull;
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ContainerLayer* shadowRoot = GetRootLayer();
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NS_ABORT_IF_FALSE(!shadowRoot || shadowRoot->Manager() == aManager,
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"retaining manager changed out from under us ... HELP!");
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if (mContainer && shadowRoot != containerShadowRoot) {
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// Shadow root changed. Remove it from the container, if it
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// existed.
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if (containerShadowRoot) {
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mContainer->RemoveChild(containerShadowRoot);
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}
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}
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if (!shadowRoot) {
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// No shadow layer tree at the moment.
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mContainer = nsnull;
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} else if (shadowRoot != containerShadowRoot) {
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// Wrap the shadow layer tree in mContainer.
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if (!mContainer) {
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mContainer = aManager->CreateContainerLayer();
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}
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NS_ABORT_IF_FALSE(!mContainer->GetFirstChild(),
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"container of shadow tree shouldn't have a 'root' here");
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mContainer->InsertAfter(shadowRoot, nsnull);
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}
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if (mContainer) {
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AssertInTopLevelChromeDoc(mContainer, aFrame);
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nsIntPoint shadowTranslation;
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float shadowXScale, shadowYScale;
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ComputeShadowTreeTransform(aFrame,
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shadowRoot->GetFrameMetrics(),
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mFrameLoader->GetViewportConfig(),
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aBuilder,
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&shadowTranslation,
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&shadowXScale, &shadowYScale);
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TransformShadowTreeTo(shadowRoot, aVisibleRect,
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shadowTranslation, shadowXScale, shadowYScale);
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mContainer->SetClipRect(nsnull);
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}
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AssertValidContainerOfShadowTree(mContainer, shadowRoot);
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return nsRefPtr<Layer>(mContainer).forget();
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}
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void
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RenderFrameParent::ActorDestroy(ActorDestroyReason why)
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{
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if (mFrameLoader->GetCurrentRemoteFrame() == this) {
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// XXX this might cause some weird issues ... we'll just not
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// redraw the part of the window covered by this until the "next"
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// remote frame has a layer-tree transaction. For
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// why==NormalShutdown, we'll definitely want to do something
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// better, especially as nothing guarantees another Update() from
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// the "next" remote layer tree.
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mFrameLoader->SetCurrentRemoteFrame(nsnull);
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}
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mFrameLoader = nsnull;
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}
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PLayersParent*
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RenderFrameParent::AllocPLayers()
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{
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LayerManager* lm = GetLayerManager();
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switch (lm->GetBackendType()) {
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case LayerManager::LAYERS_BASIC: {
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BasicShadowLayerManager* bslm = static_cast<BasicShadowLayerManager*>(lm);
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return new ShadowLayersParent(bslm);
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}
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case LayerManager::LAYERS_OPENGL: {
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LayerManagerOGL* lmo = static_cast<LayerManagerOGL*>(lm);
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return new ShadowLayersParent(lmo);
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}
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default: {
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NS_WARNING("shadow layers no sprechen D3D backend yet");
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return nsnull;
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}
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}
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}
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bool
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RenderFrameParent::DeallocPLayers(PLayersParent* aLayers)
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{
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delete aLayers;
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return true;
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}
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LayerManager*
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RenderFrameParent::GetLayerManager() const
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{
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nsIDocument* doc = mFrameLoader->GetOwnerDoc();
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return doc->GetShell()->GetLayerManager();
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}
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ShadowLayersParent*
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RenderFrameParent::GetShadowLayers() const
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{
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const nsTArray<PLayersParent*>& shadowParents = ManagedPLayersParent();
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NS_ABORT_IF_FALSE(shadowParents.Length() <= 1,
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"can only support at most 1 ShadowLayersParent");
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return (shadowParents.Length() == 1) ?
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static_cast<ShadowLayersParent*>(shadowParents[0]) : nsnull;
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}
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ContainerLayer*
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RenderFrameParent::GetRootLayer() const
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{
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ShadowLayersParent* shadowLayers = GetShadowLayers();
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return shadowLayers ? shadowLayers->GetRoot() : nsnull;
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}
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} // namespace layout
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} // namespace mozilla
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already_AddRefed<Layer>
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nsDisplayRemote::BuildLayer(nsDisplayListBuilder* aBuilder,
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LayerManager* aManager)
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{
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PRInt32 appUnitsPerDevPixel = mFrame->PresContext()->AppUnitsPerDevPixel();
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nsIntRect visibleRect = GetVisibleRect().ToNearestPixels(appUnitsPerDevPixel);
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nsRefPtr<Layer> layer = mRemoteFrame->BuildLayer(aBuilder, mFrame, aManager, visibleRect);
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return layer.forget();
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}
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