mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
904 lines
33 KiB
C++
904 lines
33 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "ThebesLayerBuffer.h"
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#include <sys/types.h> // for int32_t
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#include <algorithm> // for max
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#include "BasicImplData.h" // for BasicImplData
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#include "BasicLayersImpl.h" // for ToData
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#include "BufferUnrotate.h" // for BufferUnrotate
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#include "GeckoProfiler.h" // for PROFILER_LABEL
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#include "Layers.h" // for ThebesLayer, Layer, etc
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#include "gfxColor.h" // for gfxRGBA
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#include "gfxContext.h" // for gfxContext, etc
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#include "gfxMatrix.h" // for gfxMatrix
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#include "gfxPattern.h" // for gfxPattern
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#include "gfxPlatform.h" // for gfxPlatform
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#include "gfxPoint.h" // for gfxPoint
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#include "gfxRect.h" // for gfxRect
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#include "gfxTeeSurface.h" // for gfxTeeSurface
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#include "gfxUtils.h" // for gfxUtils
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#include "mozilla/Util.h" // for ArrayLength
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#include "mozilla/gfx/BasePoint.h" // for BasePoint
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#include "mozilla/gfx/BaseRect.h" // for BaseRect
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#include "mozilla/gfx/BaseSize.h" // for BaseSize
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#include "mozilla/gfx/Matrix.h" // for Matrix
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#include "mozilla/gfx/Point.h" // for Point, IntPoint
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#include "mozilla/gfx/Rect.h" // for Rect, IntRect
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#include "mozilla/gfx/Types.h" // for ExtendMode::EXTEND_CLAMP, etc
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#include "mozilla/layers/ShadowLayers.h" // for ShadowableLayer
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#include "mozilla/layers/TextureClient.h" // for DeprecatedTextureClient
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#include "nsSize.h" // for nsIntSize
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#include "gfx2DGlue.h"
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namespace mozilla {
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using namespace gfx;
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namespace layers {
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nsIntRect
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RotatedBuffer::GetQuadrantRectangle(XSide aXSide, YSide aYSide) const
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{
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// quadrantTranslation is the amount we translate the top-left
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// of the quadrant by to get coordinates relative to the layer
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nsIntPoint quadrantTranslation = -mBufferRotation;
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quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0;
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quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0;
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return mBufferRect + quadrantTranslation;
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}
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Rect
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RotatedBuffer::GetSourceRectangle(XSide aXSide, YSide aYSide) const
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{
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Rect result;
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if (aXSide == LEFT) {
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result.x = 0;
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result.width = mBufferRotation.x;
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} else {
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result.x = mBufferRotation.x;
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result.width = mBufferRect.width - mBufferRotation.x;
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}
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if (aYSide == TOP) {
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result.y = 0;
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result.height = mBufferRotation.y;
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} else {
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result.y = mBufferRotation.y;
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result.height = mBufferRect.height - mBufferRotation.y;
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}
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return result;
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}
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/**
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* @param aXSide LEFT means we draw from the left side of the buffer (which
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* is drawn on the right side of mBufferRect). RIGHT means we draw from
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* the right side of the buffer (which is drawn on the left side of
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* mBufferRect).
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* @param aYSide TOP means we draw from the top side of the buffer (which
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* is drawn on the bottom side of mBufferRect). BOTTOM means we draw from
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* the bottom side of the buffer (which is drawn on the top side of
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* mBufferRect).
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*/
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void
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RotatedBuffer::DrawBufferQuadrant(gfxContext* aTarget,
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XSide aXSide, YSide aYSide,
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ContextSource aSource,
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float aOpacity,
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gfxASurface* aMask,
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const gfxMatrix* aMaskTransform) const
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{
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// The rectangle that we're going to fill. Basically we're going to
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// render the buffer at mBufferRect + quadrantTranslation to get the
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// pixels in the right place, but we're only going to paint within
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// mBufferRect
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nsIntRect quadrantRect = GetQuadrantRectangle(aXSide, aYSide);
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nsIntRect fillRect;
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if (!fillRect.IntersectRect(mBufferRect, quadrantRect)) {
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return;
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}
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nsRefPtr<gfxASurface> source;
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if (aSource == BUFFER_BLACK) {
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if (mBuffer) {
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source = mBuffer;
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} else if (mDTBuffer) {
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source = gfxPlatform::GetPlatform()->GetThebesSurfaceForDrawTarget(mDTBuffer);
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} else {
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NS_RUNTIMEABORT("Can't draw a RotatedBuffer without any buffer!");
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}
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} else {
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MOZ_ASSERT(aSource == BUFFER_WHITE);
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if (mBufferOnWhite) {
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source = mBufferOnWhite;
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} else if (mDTBufferOnWhite) {
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source = gfxPlatform::GetPlatform()->GetThebesSurfaceForDrawTarget(mDTBufferOnWhite);
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} else {
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NS_RUNTIMEABORT("Can't draw a RotatedBuffer without any buffer!");
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}
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}
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aTarget->NewPath();
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aTarget->Rectangle(gfxRect(fillRect.x, fillRect.y,
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fillRect.width, fillRect.height),
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true);
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gfxPoint quadrantTranslation(quadrantRect.x, quadrantRect.y);
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nsRefPtr<gfxPattern> pattern = new gfxPattern(source);
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#ifdef MOZ_GFX_OPTIMIZE_MOBILE
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GraphicsFilter filter = GraphicsFilter::FILTER_NEAREST;
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pattern->SetFilter(filter);
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#endif
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gfxContextMatrixAutoSaveRestore saveMatrix(aTarget);
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// Transform from user -> buffer space.
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gfxMatrix transform;
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transform.Translate(-quadrantTranslation);
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pattern->SetMatrix(transform);
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aTarget->SetPattern(pattern);
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if (aMask) {
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if (aOpacity == 1.0) {
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aTarget->SetMatrix(*aMaskTransform);
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aTarget->Mask(aMask);
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} else {
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aTarget->PushGroup(GFX_CONTENT_COLOR_ALPHA);
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aTarget->Paint(aOpacity);
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aTarget->PopGroupToSource();
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aTarget->SetMatrix(*aMaskTransform);
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aTarget->Mask(aMask);
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}
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} else {
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if (aOpacity == 1.0) {
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aTarget->Fill();
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} else {
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aTarget->Save();
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aTarget->Clip();
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aTarget->Paint(aOpacity);
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aTarget->Restore();
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}
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}
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nsRefPtr<gfxASurface> surf = aTarget->CurrentSurface();
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surf->Flush();
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}
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/**
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* @param aXSide LEFT means we draw from the left side of the buffer (which
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* is drawn on the right side of mBufferRect). RIGHT means we draw from
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* the right side of the buffer (which is drawn on the left side of
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* mBufferRect).
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* @param aYSide TOP means we draw from the top side of the buffer (which
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* is drawn on the bottom side of mBufferRect). BOTTOM means we draw from
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* the bottom side of the buffer (which is drawn on the top side of
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* mBufferRect).
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*/
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void
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RotatedBuffer::DrawBufferQuadrant(gfx::DrawTarget* aTarget,
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XSide aXSide, YSide aYSide,
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ContextSource aSource,
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float aOpacity,
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gfx::CompositionOp aOperator,
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gfx::SourceSurface* aMask,
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const gfx::Matrix* aMaskTransform) const
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{
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// The rectangle that we're going to fill. Basically we're going to
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// render the buffer at mBufferRect + quadrantTranslation to get the
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// pixels in the right place, but we're only going to paint within
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// mBufferRect
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nsIntRect quadrantRect = GetQuadrantRectangle(aXSide, aYSide);
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nsIntRect fillRect;
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if (!fillRect.IntersectRect(mBufferRect, quadrantRect))
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return;
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gfx::Point quadrantTranslation(quadrantRect.x, quadrantRect.y);
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MOZ_ASSERT(aOperator == OP_OVER || aOperator == OP_SOURCE);
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// direct2d is much slower when using OP_SOURCE so use OP_OVER and
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// (maybe) a clear instead. Normally we need to draw in a single operation
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// (to avoid flickering) but direct2d is ok since it defers rendering.
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// We should try abstract this logic in a helper when we have other use
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// cases.
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if (aTarget->GetType() == BACKEND_DIRECT2D && aOperator == OP_SOURCE) {
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aOperator = OP_OVER;
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if (mDTBuffer->GetFormat() == FORMAT_B8G8R8A8) {
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aTarget->ClearRect(ToRect(fillRect));
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}
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}
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RefPtr<SourceSurface> snapshot;
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if (aSource == BUFFER_BLACK) {
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snapshot = mDTBuffer->Snapshot();
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} else {
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MOZ_ASSERT(aSource == BUFFER_WHITE);
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snapshot = mDTBufferOnWhite->Snapshot();
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}
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if (aOperator == OP_SOURCE) {
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// OP_SOURCE is unbounded in Azure, and we really don't want that behaviour here.
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// We also can't do a ClearRect+FillRect since we need the drawing to happen
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// as an atomic operation (to prevent flickering).
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aTarget->PushClipRect(gfx::Rect(fillRect.x, fillRect.y,
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fillRect.width, fillRect.height));
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}
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if (aMask) {
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// Transform from user -> buffer space.
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Matrix transform;
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transform.Translate(quadrantTranslation.x, quadrantTranslation.y);
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#ifdef MOZ_GFX_OPTIMIZE_MOBILE
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SurfacePattern source(snapshot, EXTEND_CLAMP, transform, FILTER_POINT);
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#else
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SurfacePattern source(snapshot, EXTEND_CLAMP, transform);
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#endif
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Matrix oldTransform = aTarget->GetTransform();
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aTarget->SetTransform(*aMaskTransform);
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aTarget->MaskSurface(source, aMask, Point(0, 0), DrawOptions(aOpacity, aOperator));
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aTarget->SetTransform(oldTransform);
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} else {
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#ifdef MOZ_GFX_OPTIMIZE_MOBILE
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DrawSurfaceOptions options(FILTER_POINT);
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#else
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DrawSurfaceOptions options;
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#endif
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aTarget->DrawSurface(snapshot, ToRect(fillRect),
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GetSourceRectangle(aXSide, aYSide),
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options,
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DrawOptions(aOpacity, aOperator));
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}
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if (aOperator == OP_SOURCE) {
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aTarget->PopClip();
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}
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aTarget->Flush();
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}
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void
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RotatedBuffer::DrawBufferWithRotation(gfxContext* aTarget, ContextSource aSource,
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float aOpacity,
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gfxASurface* aMask,
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const gfxMatrix* aMaskTransform) const
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{
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PROFILER_LABEL("RotatedBuffer", "DrawBufferWithRotation");
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// Draw four quadrants. We could use REPEAT_, but it's probably better
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// not to, to be performance-safe.
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DrawBufferQuadrant(aTarget, LEFT, TOP, aSource, aOpacity, aMask, aMaskTransform);
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DrawBufferQuadrant(aTarget, RIGHT, TOP, aSource, aOpacity, aMask, aMaskTransform);
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DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aSource, aOpacity, aMask, aMaskTransform);
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DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aSource, aOpacity, aMask, aMaskTransform);
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}
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void
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RotatedBuffer::DrawBufferWithRotation(gfx::DrawTarget *aTarget, ContextSource aSource,
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float aOpacity,
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gfx::CompositionOp aOperator,
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gfx::SourceSurface* aMask,
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const gfx::Matrix* aMaskTransform) const
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{
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PROFILER_LABEL("RotatedBuffer", "DrawBufferWithRotation");
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// See above, in Azure Repeat should always be a safe, even faster choice
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// though! Particularly on D2D Repeat should be a lot faster, need to look
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// into that. TODO[Bas]
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DrawBufferQuadrant(aTarget, LEFT, TOP, aSource, aOpacity, aOperator, aMask, aMaskTransform);
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DrawBufferQuadrant(aTarget, RIGHT, TOP, aSource, aOpacity, aOperator, aMask, aMaskTransform);
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DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aSource, aOpacity, aOperator, aMask, aMaskTransform);
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DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aSource, aOpacity, aOperator,aMask, aMaskTransform);
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}
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/* static */ bool
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ThebesLayerBuffer::IsClippingCheap(gfxContext* aTarget, const nsIntRegion& aRegion)
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{
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// Assume clipping is cheap if the context just has an integer
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// translation, and the visible region is simple.
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return !aTarget->CurrentMatrix().HasNonIntegerTranslation() &&
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aRegion.GetNumRects() <= 1;
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}
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void
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ThebesLayerBuffer::DrawTo(ThebesLayer* aLayer,
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gfxContext* aTarget,
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float aOpacity,
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gfxASurface* aMask,
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const gfxMatrix* aMaskTransform)
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{
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EnsureBuffer();
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if (aTarget->IsCairo()) {
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aTarget->Save();
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// If the entire buffer is valid, we can just draw the whole thing,
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// no need to clip. But we'll still clip if clipping is cheap ---
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// that might let us copy a smaller region of the buffer.
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// Also clip to the visible region if we're told to.
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if (!aLayer->GetValidRegion().Contains(BufferRect()) ||
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(ToData(aLayer)->GetClipToVisibleRegion() &&
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!aLayer->GetVisibleRegion().Contains(BufferRect())) ||
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IsClippingCheap(aTarget, aLayer->GetEffectiveVisibleRegion())) {
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// We don't want to draw invalid stuff, so we need to clip. Might as
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// well clip to the smallest area possible --- the visible region.
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// Bug 599189 if there is a non-integer-translation transform in aTarget,
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// we might sample pixels outside GetEffectiveVisibleRegion(), which is wrong
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// and may cause gray lines.
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gfxUtils::ClipToRegionSnapped(aTarget, aLayer->GetEffectiveVisibleRegion());
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}
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DrawBufferWithRotation(aTarget, BUFFER_BLACK, aOpacity, aMask, aMaskTransform);
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aTarget->Restore();
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} else {
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RefPtr<DrawTarget> dt = aTarget->GetDrawTarget();
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bool clipped = false;
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// If the entire buffer is valid, we can just draw the whole thing,
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// no need to clip. But we'll still clip if clipping is cheap ---
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// that might let us copy a smaller region of the buffer.
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// Also clip to the visible region if we're told to.
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if (!aLayer->GetValidRegion().Contains(BufferRect()) ||
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(ToData(aLayer)->GetClipToVisibleRegion() &&
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!aLayer->GetVisibleRegion().Contains(BufferRect())) ||
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IsClippingCheap(aTarget, aLayer->GetEffectiveVisibleRegion())) {
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// We don't want to draw invalid stuff, so we need to clip. Might as
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// well clip to the smallest area possible --- the visible region.
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// Bug 599189 if there is a non-integer-translation transform in aTarget,
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// we might sample pixels outside GetEffectiveVisibleRegion(), which is wrong
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// and may cause gray lines.
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gfxUtils::ClipToRegionSnapped(dt, aLayer->GetEffectiveVisibleRegion());
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clipped = true;
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}
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RefPtr<SourceSurface> mask;
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if (aMask) {
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mask = gfxPlatform::GetPlatform()->GetSourceSurfaceForSurface(dt, aMask);
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}
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Matrix maskTransform;
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if (aMaskTransform) {
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maskTransform = ToMatrix(*aMaskTransform);
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}
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CompositionOp op = CompositionOpForOp(aTarget->CurrentOperator());
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DrawBufferWithRotation(dt, BUFFER_BLACK, aOpacity, op, mask, &maskTransform);
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if (clipped) {
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dt->PopClip();
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}
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}
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}
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static void
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FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion,
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const nsIntPoint& aOffset, const gfxRGBA& aColor)
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{
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nsRefPtr<gfxContext> ctx = new gfxContext(aSurface);
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ctx->Translate(-gfxPoint(aOffset.x, aOffset.y));
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gfxUtils::ClipToRegion(ctx, aRegion);
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ctx->SetColor(aColor);
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ctx->Paint();
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}
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already_AddRefed<gfxContext>
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ThebesLayerBuffer::GetContextForQuadrantUpdate(const nsIntRect& aBounds, ContextSource aSource, nsIntPoint *aTopLeft)
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{
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EnsureBuffer();
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nsRefPtr<gfxContext> ctx;
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if (aSource == BUFFER_BOTH && HaveBufferOnWhite()) {
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EnsureBufferOnWhite();
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if (mBuffer) {
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MOZ_ASSERT(mBufferOnWhite);
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gfxASurface* surfaces[2] = { mBuffer, mBufferOnWhite };
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nsRefPtr<gfxTeeSurface> surf = new gfxTeeSurface(surfaces, ArrayLength(surfaces));
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// XXX If the device offset is set on the individual surfaces instead of on
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// the tee surface, we render in the wrong place. Why?
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gfxPoint deviceOffset = mBuffer->GetDeviceOffset();
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surfaces[0]->SetDeviceOffset(gfxPoint(0, 0));
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surfaces[1]->SetDeviceOffset(gfxPoint(0, 0));
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surf->SetDeviceOffset(deviceOffset);
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surf->SetAllowUseAsSource(false);
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ctx = new gfxContext(surf);
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} else {
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MOZ_ASSERT(mDTBuffer && mDTBufferOnWhite);
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RefPtr<DrawTarget> dualDT = Factory::CreateDualDrawTarget(mDTBuffer, mDTBufferOnWhite);
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ctx = new gfxContext(dualDT);
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}
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} else if (aSource == BUFFER_WHITE) {
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EnsureBufferOnWhite();
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if (mBufferOnWhite) {
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ctx = new gfxContext(mBufferOnWhite);
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} else {
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ctx = new gfxContext(mDTBufferOnWhite);
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}
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} else {
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// BUFFER_BLACK, or BUFFER_BOTH with a single buffer.
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if (mBuffer) {
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ctx = new gfxContext(mBuffer);
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} else {
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ctx = new gfxContext(mDTBuffer);
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}
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}
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// Figure out which quadrant to draw in
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int32_t xBoundary = mBufferRect.XMost() - mBufferRotation.x;
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int32_t yBoundary = mBufferRect.YMost() - mBufferRotation.y;
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XSide sideX = aBounds.XMost() <= xBoundary ? RIGHT : LEFT;
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YSide sideY = aBounds.YMost() <= yBoundary ? BOTTOM : TOP;
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nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY);
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NS_ASSERTION(quadrantRect.Contains(aBounds), "Messed up quadrants");
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ctx->Translate(-gfxPoint(quadrantRect.x, quadrantRect.y));
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if (aTopLeft) {
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*aTopLeft = nsIntPoint(quadrantRect.x, quadrantRect.y);
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}
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return ctx.forget();
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}
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gfxContentType
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ThebesLayerBuffer::BufferContentType()
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{
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if (mBuffer) {
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return mBuffer->GetContentType();
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}
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if (mBufferProvider) {
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return mBufferProvider->GetContentType();
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}
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if (mDTBuffer) {
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switch (mDTBuffer->GetFormat()) {
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case FORMAT_A8:
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return GFX_CONTENT_ALPHA;
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case FORMAT_B8G8R8A8:
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case FORMAT_R8G8B8A8:
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return GFX_CONTENT_COLOR_ALPHA;
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default:
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return GFX_CONTENT_COLOR;
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}
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}
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return GFX_CONTENT_SENTINEL;
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}
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bool
|
|
ThebesLayerBuffer::BufferSizeOkFor(const nsIntSize& aSize)
|
|
{
|
|
return (aSize == mBufferRect.Size() ||
|
|
(SizedToVisibleBounds != mBufferSizePolicy &&
|
|
aSize < mBufferRect.Size()));
|
|
}
|
|
|
|
bool
|
|
ThebesLayerBuffer::IsAzureBuffer()
|
|
{
|
|
MOZ_ASSERT(!(mDTBuffer && mBuffer), "Trying to use Azure and Thebes in the same buffer?");
|
|
if (mDTBuffer) {
|
|
return true;
|
|
}
|
|
if (mBuffer) {
|
|
return false;
|
|
}
|
|
if (mBufferProvider) {
|
|
return gfxPlatform::GetPlatform()->SupportsAzureContentForType(
|
|
mBufferProvider->BackendType());
|
|
}
|
|
return SupportsAzureContent();
|
|
}
|
|
|
|
void
|
|
ThebesLayerBuffer::EnsureBuffer()
|
|
{
|
|
if ((!mBuffer && !mDTBuffer) && mBufferProvider) {
|
|
if (IsAzureBuffer()) {
|
|
mDTBuffer = mBufferProvider->LockDrawTarget();
|
|
mBuffer = nullptr;
|
|
} else {
|
|
mBuffer = mBufferProvider->LockSurface();
|
|
mDTBuffer = nullptr;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
ThebesLayerBuffer::EnsureBufferOnWhite()
|
|
{
|
|
if ((!mBufferOnWhite && !mDTBufferOnWhite) && mBufferProviderOnWhite) {
|
|
if (IsAzureBuffer()) {
|
|
mDTBufferOnWhite = mBufferProviderOnWhite->LockDrawTarget();
|
|
mBufferOnWhite = nullptr;
|
|
} else {
|
|
mBufferOnWhite = mBufferProviderOnWhite->LockSurface();
|
|
mDTBufferOnWhite = nullptr;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
ThebesLayerBuffer::HaveBuffer() const
|
|
{
|
|
return mDTBuffer || mBuffer || mBufferProvider;
|
|
}
|
|
|
|
bool
|
|
ThebesLayerBuffer::HaveBufferOnWhite() const
|
|
{
|
|
return mDTBufferOnWhite || mBufferOnWhite || mBufferProviderOnWhite;
|
|
}
|
|
|
|
static void
|
|
WrapRotationAxis(int32_t* aRotationPoint, int32_t aSize)
|
|
{
|
|
if (*aRotationPoint < 0) {
|
|
*aRotationPoint += aSize;
|
|
} else if (*aRotationPoint >= aSize) {
|
|
*aRotationPoint -= aSize;
|
|
}
|
|
}
|
|
|
|
static nsIntRect
|
|
ComputeBufferRect(const nsIntRect& aRequestedRect)
|
|
{
|
|
nsIntRect rect(aRequestedRect);
|
|
// Set a minimum width to guarantee a minimum size of buffers we
|
|
// allocate (and work around problems on some platforms with smaller
|
|
// dimensions). 64 is the magic number needed to work around the
|
|
// rendering glitch, and guarantees image rows can be SIMD'd for
|
|
// even r5g6b5 surfaces pretty much everywhere.
|
|
rect.width = std::max(aRequestedRect.width, 64);
|
|
#ifdef MOZ_WIDGET_GONK
|
|
// Set a minumum height to guarantee a minumum height of buffers we
|
|
// allocate. Some GL implementations fail to render gralloc textures
|
|
// with a height 9px-16px. It happens on Adreno 200. Adreno 320 does not
|
|
// have this problem. 32 is choosed as alignment of gralloc buffers.
|
|
// See Bug 873937.
|
|
// Increase the height only when the requested height is more than 0.
|
|
// See Bug 895976.
|
|
// XXX it might be better to disable it on the gpu that does not have
|
|
// the height problem.
|
|
if (rect.height > 0) {
|
|
rect.height = std::max(aRequestedRect.height, 32);
|
|
}
|
|
#endif
|
|
return rect;
|
|
}
|
|
|
|
ThebesLayerBuffer::PaintState
|
|
ThebesLayerBuffer::BeginPaint(ThebesLayer* aLayer, ContentType aContentType,
|
|
uint32_t aFlags)
|
|
{
|
|
PaintState result;
|
|
// We need to disable rotation if we're going to be resampled when
|
|
// drawing, because we might sample across the rotation boundary.
|
|
bool canHaveRotation = gfxPlatform::BufferRotationEnabled() &&
|
|
!(aFlags & (PAINT_WILL_RESAMPLE | PAINT_NO_ROTATION));
|
|
|
|
nsIntRegion validRegion = aLayer->GetValidRegion();
|
|
|
|
Layer::SurfaceMode mode;
|
|
ContentType contentType;
|
|
nsIntRegion neededRegion;
|
|
bool canReuseBuffer;
|
|
nsIntRect destBufferRect;
|
|
|
|
while (true) {
|
|
mode = aLayer->GetSurfaceMode();
|
|
contentType = aContentType;
|
|
neededRegion = aLayer->GetVisibleRegion();
|
|
canReuseBuffer = HaveBuffer() && BufferSizeOkFor(neededRegion.GetBounds().Size());
|
|
|
|
if (canReuseBuffer) {
|
|
if (mBufferRect.Contains(neededRegion.GetBounds())) {
|
|
// We don't need to adjust mBufferRect.
|
|
destBufferRect = mBufferRect;
|
|
} else if (neededRegion.GetBounds().Size() <= mBufferRect.Size()) {
|
|
// The buffer's big enough but doesn't contain everything that's
|
|
// going to be visible. We'll move it.
|
|
destBufferRect = nsIntRect(neededRegion.GetBounds().TopLeft(), mBufferRect.Size());
|
|
} else {
|
|
destBufferRect = neededRegion.GetBounds();
|
|
}
|
|
} else {
|
|
// We won't be reusing the buffer. Compute a new rect.
|
|
destBufferRect = ComputeBufferRect(neededRegion.GetBounds());
|
|
}
|
|
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
#if defined(MOZ_GFX_OPTIMIZE_MOBILE) || defined(MOZ_WIDGET_GONK)
|
|
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
|
|
#else
|
|
if (!aLayer->GetParent() ||
|
|
!aLayer->GetParent()->SupportsComponentAlphaChildren() ||
|
|
!aLayer->Manager()->IsCompositingCheap() ||
|
|
!aLayer->AsShadowableLayer() ||
|
|
!aLayer->AsShadowableLayer()->HasShadow() ||
|
|
!gfxPlatform::ComponentAlphaEnabled()) {
|
|
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
|
|
} else {
|
|
contentType = GFX_CONTENT_COLOR;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if ((aFlags & PAINT_WILL_RESAMPLE) &&
|
|
(!neededRegion.GetBounds().IsEqualInterior(destBufferRect) ||
|
|
neededRegion.GetNumRects() > 1)) {
|
|
// The area we add to neededRegion might not be painted opaquely
|
|
if (mode == Layer::SURFACE_OPAQUE) {
|
|
contentType = GFX_CONTENT_COLOR_ALPHA;
|
|
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
|
|
}
|
|
|
|
// We need to validate the entire buffer, to make sure that only valid
|
|
// pixels are sampled
|
|
neededRegion = destBufferRect;
|
|
}
|
|
|
|
// If we have an existing buffer, but the content type has changed or we
|
|
// have transitioned into/out of component alpha, then we need to recreate it.
|
|
if (HaveBuffer() &&
|
|
(contentType != BufferContentType() ||
|
|
(mode == Layer::SURFACE_COMPONENT_ALPHA) != HaveBufferOnWhite())) {
|
|
|
|
// We're effectively clearing the valid region, so we need to draw
|
|
// the entire needed region now.
|
|
result.mRegionToInvalidate = aLayer->GetValidRegion();
|
|
validRegion.SetEmpty();
|
|
Clear();
|
|
// Restart decision process with the cleared buffer. We can only go
|
|
// around the loop one more iteration, since mBuffer is null now.
|
|
continue;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
NS_ASSERTION(destBufferRect.Contains(neededRegion.GetBounds()),
|
|
"Destination rect doesn't contain what we need to paint");
|
|
|
|
result.mRegionToDraw.Sub(neededRegion, validRegion);
|
|
if (result.mRegionToDraw.IsEmpty())
|
|
return result;
|
|
|
|
nsIntRect drawBounds = result.mRegionToDraw.GetBounds();
|
|
nsRefPtr<gfxASurface> destBuffer;
|
|
nsRefPtr<gfxASurface> destBufferOnWhite;
|
|
RefPtr<DrawTarget> destDTBuffer;
|
|
RefPtr<DrawTarget> destDTBufferOnWhite;
|
|
uint32_t bufferFlags = canHaveRotation ? ALLOW_REPEAT : 0;
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
bufferFlags |= BUFFER_COMPONENT_ALPHA;
|
|
}
|
|
if (canReuseBuffer) {
|
|
EnsureBuffer();
|
|
nsIntRect keepArea;
|
|
if (keepArea.IntersectRect(destBufferRect, mBufferRect)) {
|
|
// Set mBufferRotation so that the pixels currently in mBuffer
|
|
// will still be rendered in the right place when mBufferRect
|
|
// changes to destBufferRect.
|
|
nsIntPoint newRotation = mBufferRotation +
|
|
(destBufferRect.TopLeft() - mBufferRect.TopLeft());
|
|
WrapRotationAxis(&newRotation.x, mBufferRect.width);
|
|
WrapRotationAxis(&newRotation.y, mBufferRect.height);
|
|
NS_ASSERTION(nsIntRect(nsIntPoint(0,0), mBufferRect.Size()).Contains(newRotation),
|
|
"newRotation out of bounds");
|
|
int32_t xBoundary = destBufferRect.XMost() - newRotation.x;
|
|
int32_t yBoundary = destBufferRect.YMost() - newRotation.y;
|
|
if ((drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) ||
|
|
(drawBounds.y < yBoundary && yBoundary < drawBounds.YMost()) ||
|
|
(newRotation != nsIntPoint(0,0) && !canHaveRotation)) {
|
|
// The stuff we need to redraw will wrap around an edge of the
|
|
// buffer, so move the pixels we can keep into a position that
|
|
// lets us redraw in just one quadrant.
|
|
if (mBufferRotation == nsIntPoint(0,0)) {
|
|
nsIntRect srcRect(nsIntPoint(0, 0), mBufferRect.Size());
|
|
nsIntPoint dest = mBufferRect.TopLeft() - destBufferRect.TopLeft();
|
|
if (IsAzureBuffer()) {
|
|
MOZ_ASSERT(mDTBuffer);
|
|
mDTBuffer->CopyRect(IntRect(srcRect.x, srcRect.y, srcRect.width, srcRect.height),
|
|
IntPoint(dest.x, dest.y));
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
EnsureBufferOnWhite();
|
|
MOZ_ASSERT(mDTBufferOnWhite);
|
|
mDTBufferOnWhite->CopyRect(IntRect(srcRect.x, srcRect.y, srcRect.width, srcRect.height),
|
|
IntPoint(dest.x, dest.y));
|
|
}
|
|
} else {
|
|
MOZ_ASSERT(mBuffer);
|
|
mBuffer->MovePixels(srcRect, dest);
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
EnsureBufferOnWhite();
|
|
MOZ_ASSERT(mBufferOnWhite);
|
|
mBufferOnWhite->MovePixels(srcRect, dest);
|
|
}
|
|
}
|
|
result.mDidSelfCopy = true;
|
|
mDidSelfCopy = true;
|
|
// Don't set destBuffer; we special-case self-copies, and
|
|
// just did the necessary work above.
|
|
mBufferRect = destBufferRect;
|
|
} else {
|
|
// With azure and a data surface perform an buffer unrotate
|
|
// (SelfCopy).
|
|
if (IsAzureBuffer()) {
|
|
unsigned char* data;
|
|
IntSize size;
|
|
int32_t stride;
|
|
SurfaceFormat format;
|
|
|
|
if (mDTBuffer->LockBits(&data, &size, &stride, &format)) {
|
|
uint8_t bytesPerPixel = BytesPerPixel(format);
|
|
BufferUnrotate(data,
|
|
size.width * bytesPerPixel,
|
|
size.height, stride,
|
|
newRotation.x * bytesPerPixel, newRotation.y);
|
|
mDTBuffer->ReleaseBits(data);
|
|
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
EnsureBufferOnWhite();
|
|
MOZ_ASSERT(mDTBufferOnWhite);
|
|
mDTBufferOnWhite->LockBits(&data, &size, &stride, &format);
|
|
uint8_t bytesPerPixel = BytesPerPixel(format);
|
|
BufferUnrotate(data,
|
|
size.width * bytesPerPixel,
|
|
size.height, stride,
|
|
newRotation.x * bytesPerPixel, newRotation.y);
|
|
mDTBufferOnWhite->ReleaseBits(data);
|
|
}
|
|
|
|
// Buffer unrotate moves all the pixels, note that
|
|
// we self copied for SyncBackToFrontBuffer
|
|
result.mDidSelfCopy = true;
|
|
mDidSelfCopy = true;
|
|
mBufferRect = destBufferRect;
|
|
mBufferRotation = nsIntPoint(0, 0);
|
|
}
|
|
}
|
|
|
|
if (!result.mDidSelfCopy) {
|
|
destBufferRect = ComputeBufferRect(neededRegion.GetBounds());
|
|
CreateBuffer(contentType, destBufferRect, bufferFlags,
|
|
getter_AddRefs(destBuffer), getter_AddRefs(destBufferOnWhite),
|
|
&destDTBuffer, &destDTBufferOnWhite);
|
|
if (!destBuffer && !destDTBuffer)
|
|
return result;
|
|
}
|
|
}
|
|
} else {
|
|
mBufferRect = destBufferRect;
|
|
mBufferRotation = newRotation;
|
|
}
|
|
} else {
|
|
// No pixels are going to be kept. The whole visible region
|
|
// will be redrawn, so we don't need to copy anything, so we don't
|
|
// set destBuffer.
|
|
mBufferRect = destBufferRect;
|
|
mBufferRotation = nsIntPoint(0,0);
|
|
}
|
|
} else {
|
|
// The buffer's not big enough, so allocate a new one
|
|
CreateBuffer(contentType, destBufferRect, bufferFlags,
|
|
getter_AddRefs(destBuffer), getter_AddRefs(destBufferOnWhite),
|
|
&destDTBuffer, &destDTBufferOnWhite);
|
|
if (!destBuffer && !destDTBuffer)
|
|
return result;
|
|
}
|
|
|
|
NS_ASSERTION(!(aFlags & PAINT_WILL_RESAMPLE) || destBufferRect == neededRegion.GetBounds(),
|
|
"If we're resampling, we need to validate the entire buffer");
|
|
|
|
// If we have no buffered data already, then destBuffer will be a fresh buffer
|
|
// and we do not need to clear it below.
|
|
bool isClear = !HaveBuffer();
|
|
|
|
if (destBuffer) {
|
|
if (!isClear && (mode != Layer::SURFACE_COMPONENT_ALPHA || HaveBufferOnWhite())) {
|
|
// Copy the bits
|
|
nsRefPtr<gfxContext> tmpCtx = new gfxContext(destBuffer);
|
|
nsIntPoint offset = -destBufferRect.TopLeft();
|
|
tmpCtx->SetOperator(gfxContext::OPERATOR_SOURCE);
|
|
tmpCtx->Translate(gfxPoint(offset.x, offset.y));
|
|
EnsureBuffer();
|
|
DrawBufferWithRotation(tmpCtx, BUFFER_BLACK);
|
|
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
EnsureBufferOnWhite();
|
|
NS_ASSERTION(destBufferOnWhite, "Must have a white buffer!");
|
|
nsRefPtr<gfxContext> tmpCtx = new gfxContext(destBufferOnWhite);
|
|
tmpCtx->SetOperator(gfxContext::OPERATOR_SOURCE);
|
|
tmpCtx->Translate(gfxPoint(offset.x, offset.y));
|
|
DrawBufferWithRotation(tmpCtx, BUFFER_WHITE);
|
|
}
|
|
}
|
|
|
|
mBuffer = destBuffer.forget();
|
|
mDTBuffer = nullptr;
|
|
mBufferRect = destBufferRect;
|
|
mBufferOnWhite = destBufferOnWhite.forget();
|
|
mDTBufferOnWhite = nullptr;
|
|
mBufferRotation = nsIntPoint(0,0);
|
|
} else if (destDTBuffer) {
|
|
if (!isClear && (mode != Layer::SURFACE_COMPONENT_ALPHA || HaveBufferOnWhite())) {
|
|
// Copy the bits
|
|
nsIntPoint offset = -destBufferRect.TopLeft();
|
|
Matrix mat;
|
|
mat.Translate(offset.x, offset.y);
|
|
destDTBuffer->SetTransform(mat);
|
|
EnsureBuffer();
|
|
MOZ_ASSERT(mDTBuffer, "Have we got a Thebes buffer for some reason?");
|
|
DrawBufferWithRotation(destDTBuffer, BUFFER_BLACK, 1.0, OP_SOURCE);
|
|
destDTBuffer->SetTransform(Matrix());
|
|
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
NS_ASSERTION(destDTBufferOnWhite, "Must have a white buffer!");
|
|
destDTBufferOnWhite->SetTransform(mat);
|
|
EnsureBufferOnWhite();
|
|
MOZ_ASSERT(mDTBufferOnWhite, "Have we got a Thebes buffer for some reason?");
|
|
DrawBufferWithRotation(destDTBufferOnWhite, BUFFER_WHITE, 1.0, OP_SOURCE);
|
|
destDTBufferOnWhite->SetTransform(Matrix());
|
|
}
|
|
}
|
|
|
|
mDTBuffer = destDTBuffer.forget();
|
|
mBuffer = nullptr;
|
|
mDTBufferOnWhite = destDTBufferOnWhite.forget();
|
|
mBufferOnWhite = nullptr;
|
|
mBufferRect = destBufferRect;
|
|
mBufferRotation = nsIntPoint(0,0);
|
|
}
|
|
NS_ASSERTION(canHaveRotation || mBufferRotation == nsIntPoint(0,0),
|
|
"Rotation disabled, but we have nonzero rotation?");
|
|
|
|
nsIntRegion invalidate;
|
|
invalidate.Sub(aLayer->GetValidRegion(), destBufferRect);
|
|
result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate);
|
|
|
|
nsIntPoint topLeft;
|
|
result.mContext = GetContextForQuadrantUpdate(drawBounds, BUFFER_BOTH, &topLeft);
|
|
result.mClip = CLIP_DRAW_SNAPPED;
|
|
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
if (IsAzureBuffer()) {
|
|
MOZ_ASSERT(mDTBuffer && mDTBufferOnWhite);
|
|
nsIntRegionRectIterator iter(result.mRegionToDraw);
|
|
const nsIntRect *iterRect;
|
|
while ((iterRect = iter.Next())) {
|
|
mDTBuffer->FillRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height),
|
|
ColorPattern(Color(0.0, 0.0, 0.0, 1.0)));
|
|
mDTBufferOnWhite->FillRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height),
|
|
ColorPattern(Color(1.0, 1.0, 1.0, 1.0)));
|
|
}
|
|
} else {
|
|
MOZ_ASSERT(mBuffer && mBufferOnWhite);
|
|
FillSurface(mBuffer, result.mRegionToDraw, topLeft, gfxRGBA(0.0, 0.0, 0.0, 1.0));
|
|
FillSurface(mBufferOnWhite, result.mRegionToDraw, topLeft, gfxRGBA(1.0, 1.0, 1.0, 1.0));
|
|
}
|
|
} else if (contentType == GFX_CONTENT_COLOR_ALPHA && !isClear) {
|
|
if (IsAzureBuffer()) {
|
|
nsIntRegionRectIterator iter(result.mRegionToDraw);
|
|
const nsIntRect *iterRect;
|
|
while ((iterRect = iter.Next())) {
|
|
result.mContext->GetDrawTarget()->ClearRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height));
|
|
}
|
|
// Clear will do something expensive with a complex clip pushed, so clip
|
|
// here.
|
|
} else {
|
|
MOZ_ASSERT(result.mContext->IsCairo());
|
|
result.mContext->Save();
|
|
gfxUtils::ClipToRegionSnapped(result.mContext, result.mRegionToDraw);
|
|
result.mContext->SetOperator(gfxContext::OPERATOR_CLEAR);
|
|
result.mContext->Paint();
|
|
result.mContext->Restore();
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
}
|
|
}
|
|
|