mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
716 lines
24 KiB
C++
716 lines
24 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 "mozilla/layers/ContentHost.h"
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#include "LayersLogging.h" // for AppendToString
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#include "gfx2DGlue.h" // for ContentForFormat
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#include "mozilla/gfx/Point.h" // for IntSize
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#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
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#include "mozilla/gfx/BaseRect.h" // for BaseRect
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#include "mozilla/layers/Compositor.h" // for Compositor
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#include "mozilla/layers/Effects.h" // for TexturedEffect, Effect, etc
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#include "mozilla/layers/LayersMessages.h" // for ThebesBufferData
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#include "nsAString.h"
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#include "nsPrintfCString.h" // for nsPrintfCString
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#include "nsString.h" // for nsAutoCString
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#include "mozilla/layers/TextureHostOGL.h" // for TextureHostOGL
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namespace mozilla {
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namespace gfx {
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class Matrix4x4;
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}
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using namespace gfx;
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namespace layers {
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ContentHostBase::ContentHostBase(const TextureInfo& aTextureInfo)
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: ContentHost(aTextureInfo)
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, mPaintWillResample(false)
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, mInitialised(false)
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{}
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ContentHostBase::~ContentHostBase()
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{
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}
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struct AutoLockContentHost
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{
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AutoLockContentHost(ContentHostBase* aHost)
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: mHost(aHost)
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{
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mSucceeded = mHost->Lock();
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}
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~AutoLockContentHost()
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{
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if (mSucceeded) {
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mHost->Unlock();
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}
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}
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bool Failed() { return !mSucceeded; }
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ContentHostBase* mHost;
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bool mSucceeded;
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};
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void
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ContentHostBase::Composite(EffectChain& aEffectChain,
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float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const Filter& aFilter,
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const Rect& aClipRect,
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const nsIntRegion* aVisibleRegion,
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TiledLayerProperties* aLayerProperties)
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{
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NS_ASSERTION(aVisibleRegion, "Requires a visible region");
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AutoLockContentHost lock(this);
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if (lock.Failed()) {
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return;
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}
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RefPtr<NewTextureSource> source = GetTextureSource();
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RefPtr<NewTextureSource> sourceOnWhite = GetTextureSourceOnWhite();
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if (!source) {
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return;
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}
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RefPtr<TexturedEffect> effect =
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CreateTexturedEffect(source, sourceOnWhite, aFilter, true);
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if (!effect) {
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return;
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}
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aEffectChain.mPrimaryEffect = effect;
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nsIntRegion tmpRegion;
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const nsIntRegion* renderRegion;
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if (PaintWillResample()) {
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// If we're resampling, then the texture image will contain exactly the
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// entire visible region's bounds, and we should draw it all in one quad
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// to avoid unexpected aliasing.
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tmpRegion = aVisibleRegion->GetBounds();
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renderRegion = &tmpRegion;
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} else {
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renderRegion = aVisibleRegion;
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}
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nsIntRegion region(*renderRegion);
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nsIntPoint origin = GetOriginOffset();
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// translate into TexImage space, buffer origin might not be at texture (0,0)
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region.MoveBy(-origin);
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// Figure out the intersecting draw region
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gfx::IntSize texSize = source->GetSize();
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nsIntRect textureRect = nsIntRect(0, 0, texSize.width, texSize.height);
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textureRect.MoveBy(region.GetBounds().TopLeft());
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nsIntRegion subregion;
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subregion.And(region, textureRect);
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if (subregion.IsEmpty()) {
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// Region is empty, nothing to draw
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return;
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}
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nsIntRegion screenRects;
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nsIntRegion regionRects;
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// Collect texture/screen coordinates for drawing
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nsIntRegionRectIterator iter(subregion);
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while (const nsIntRect* iterRect = iter.Next()) {
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nsIntRect regionRect = *iterRect;
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nsIntRect screenRect = regionRect;
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screenRect.MoveBy(origin);
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screenRects.Or(screenRects, screenRect);
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regionRects.Or(regionRects, regionRect);
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}
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BigImageIterator* bigImgIter = source->AsBigImageIterator();
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BigImageIterator* iterOnWhite = nullptr;
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if (bigImgIter) {
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bigImgIter->BeginBigImageIteration();
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}
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if (sourceOnWhite) {
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iterOnWhite = sourceOnWhite->AsBigImageIterator();
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MOZ_ASSERT(!bigImgIter || bigImgIter->GetTileCount() == iterOnWhite->GetTileCount(),
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"Tile count mismatch on component alpha texture");
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if (iterOnWhite) {
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iterOnWhite->BeginBigImageIteration();
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}
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}
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bool usingTiles = (bigImgIter && bigImgIter->GetTileCount() > 1);
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do {
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if (iterOnWhite) {
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MOZ_ASSERT(iterOnWhite->GetTileRect() == bigImgIter->GetTileRect(),
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"component alpha textures should be the same size.");
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}
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nsIntRect texRect = bigImgIter ? bigImgIter->GetTileRect()
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: nsIntRect(0, 0,
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texSize.width,
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texSize.height);
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// Draw texture. If we're using tiles, we do repeating manually, as texture
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// repeat would cause each individual tile to repeat instead of the
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// compound texture as a whole. This involves drawing at most 4 sections,
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// 2 for each axis that has texture repeat.
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for (int y = 0; y < (usingTiles ? 2 : 1); y++) {
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for (int x = 0; x < (usingTiles ? 2 : 1); x++) {
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nsIntRect currentTileRect(texRect);
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currentTileRect.MoveBy(x * texSize.width, y * texSize.height);
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nsIntRegionRectIterator screenIter(screenRects);
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nsIntRegionRectIterator regionIter(regionRects);
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const nsIntRect* screenRect;
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const nsIntRect* regionRect;
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while ((screenRect = screenIter.Next()) &&
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(regionRect = regionIter.Next())) {
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nsIntRect tileScreenRect(*screenRect);
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nsIntRect tileRegionRect(*regionRect);
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// When we're using tiles, find the intersection between the tile
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// rect and this region rect. Tiling is then handled by the
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// outer for-loops and modifying the tile rect.
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if (usingTiles) {
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tileScreenRect.MoveBy(-origin);
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tileScreenRect = tileScreenRect.Intersect(currentTileRect);
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tileScreenRect.MoveBy(origin);
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if (tileScreenRect.IsEmpty())
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continue;
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tileRegionRect = regionRect->Intersect(currentTileRect);
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tileRegionRect.MoveBy(-currentTileRect.TopLeft());
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}
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gfx::Rect rect(tileScreenRect.x, tileScreenRect.y,
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tileScreenRect.width, tileScreenRect.height);
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effect->mTextureCoords = Rect(Float(tileRegionRect.x) / texRect.width,
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Float(tileRegionRect.y) / texRect.height,
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Float(tileRegionRect.width) / texRect.width,
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Float(tileRegionRect.height) / texRect.height);
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GetCompositor()->DrawQuad(rect, aClipRect, aEffectChain, aOpacity, aTransform);
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if (usingTiles) {
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DiagnosticFlags diagnostics = DiagnosticFlags::CONTENT | DiagnosticFlags::BIGIMAGE;
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if (iterOnWhite) {
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diagnostics |= DiagnosticFlags::COMPONENT_ALPHA;
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}
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GetCompositor()->DrawDiagnostics(diagnostics, rect, aClipRect,
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aTransform, mFlashCounter);
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}
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}
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}
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}
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if (iterOnWhite) {
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iterOnWhite->NextTile();
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}
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} while (usingTiles && bigImgIter->NextTile());
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if (bigImgIter) {
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bigImgIter->EndBigImageIteration();
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}
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if (iterOnWhite) {
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iterOnWhite->EndBigImageIteration();
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}
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DiagnosticFlags diagnostics = DiagnosticFlags::CONTENT;
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if (iterOnWhite) {
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diagnostics |= DiagnosticFlags::COMPONENT_ALPHA;
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}
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GetCompositor()->DrawDiagnostics(diagnostics, *aVisibleRegion, aClipRect,
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aTransform, mFlashCounter);
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}
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void
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ContentHostTexture::UseTextureHost(TextureHost* aTexture)
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{
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ContentHostBase::UseTextureHost(aTexture);
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mTextureHost = aTexture;
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mTextureHostOnWhite = nullptr;
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}
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void
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ContentHostTexture::UseComponentAlphaTextures(TextureHost* aTextureOnBlack,
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TextureHost* aTextureOnWhite)
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{
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ContentHostBase::UseComponentAlphaTextures(aTextureOnBlack, aTextureOnWhite);
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mTextureHost = aTextureOnBlack;
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mTextureHostOnWhite = aTextureOnWhite;
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}
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void
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ContentHostTexture::SetCompositor(Compositor* aCompositor)
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{
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ContentHostBase::SetCompositor(aCompositor);
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if (mTextureHost) {
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mTextureHost->SetCompositor(aCompositor);
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}
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if (mTextureHostOnWhite) {
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mTextureHostOnWhite->SetCompositor(aCompositor);
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}
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}
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#ifdef MOZ_DUMP_PAINTING
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void
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ContentHostTexture::Dump(std::stringstream& aStream,
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const char* aPrefix,
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bool aDumpHtml)
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{
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if (!aDumpHtml) {
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return;
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}
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aStream << "<ul>";
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if (mTextureHost) {
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aStream << aPrefix;
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aStream << "<li> <a href=";
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DumpTextureHost(aStream, mTextureHost);
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aStream << "> Front buffer </a></li> ";
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}
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if (mTextureHostOnWhite) {
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aStream << aPrefix;
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aStream << "<li> <a href=";
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DumpTextureHost(aStream, mTextureHostOnWhite);
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aStream << "> Front buffer on white </a> </li> ";
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}
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aStream << "</ul>";
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}
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#endif
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static inline void
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AddWrappedRegion(const nsIntRegion& aInput, nsIntRegion& aOutput,
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const nsIntSize& aSize, const nsIntPoint& aShift)
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{
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nsIntRegion tempRegion;
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tempRegion.And(nsIntRect(aShift, aSize), aInput);
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tempRegion.MoveBy(-aShift);
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aOutput.Or(aOutput, tempRegion);
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}
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bool
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ContentHostSingleBuffered::UpdateThebes(const ThebesBufferData& aData,
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const nsIntRegion& aUpdated,
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const nsIntRegion& aOldValidRegionBack,
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nsIntRegion* aUpdatedRegionBack)
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{
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aUpdatedRegionBack->SetEmpty();
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if (!mTextureHost) {
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mInitialised = false;
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return true; // FIXME should we return false? Returning true for now
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} // to preserve existing behavior of NOT causing IPC errors.
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// updated is in screen coordinates. Convert it to buffer coordinates.
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nsIntRegion destRegion(aUpdated);
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destRegion.MoveBy(-aData.rect().TopLeft());
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if (!aData.rect().Contains(aUpdated.GetBounds()) ||
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aData.rotation().x > aData.rect().width ||
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aData.rotation().y > aData.rect().height) {
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NS_ERROR("Invalid update data");
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return false;
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}
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// destRegion is now in logical coordinates relative to the buffer, but we
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// need to account for rotation. We do that by moving the region to the
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// rotation offset and then wrapping any pixels that extend off the
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// bottom/right edges.
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// Shift to the rotation point
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destRegion.MoveBy(aData.rotation());
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nsIntSize bufferSize = aData.rect().Size();
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// Select only the pixels that are still within the buffer.
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nsIntRegion finalRegion;
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finalRegion.And(nsIntRect(nsIntPoint(), bufferSize), destRegion);
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// For each of the overlap areas (right, bottom-right, bottom), select those
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// pixels and wrap them around to the opposite edge of the buffer rect.
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AddWrappedRegion(destRegion, finalRegion, bufferSize, nsIntPoint(aData.rect().width, 0));
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AddWrappedRegion(destRegion, finalRegion, bufferSize, nsIntPoint(aData.rect().width, aData.rect().height));
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AddWrappedRegion(destRegion, finalRegion, bufferSize, nsIntPoint(0, aData.rect().height));
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MOZ_ASSERT(nsIntRect(0, 0, aData.rect().width, aData.rect().height).Contains(finalRegion.GetBounds()));
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mTextureHost->Updated(&finalRegion);
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if (mTextureHostOnWhite) {
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mTextureHostOnWhite->Updated(&finalRegion);
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}
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mInitialised = true;
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mBufferRect = aData.rect();
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mBufferRotation = aData.rotation();
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return true;
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}
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bool
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ContentHostDoubleBuffered::UpdateThebes(const ThebesBufferData& aData,
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const nsIntRegion& aUpdated,
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const nsIntRegion& aOldValidRegionBack,
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nsIntRegion* aUpdatedRegionBack)
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{
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if (!mTextureHost) {
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mInitialised = false;
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*aUpdatedRegionBack = aUpdated;
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return true;
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}
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// We don't need to calculate an update region because we assume that if we
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// are using double buffering then we have render-to-texture and thus no
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// upload to do.
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mTextureHost->Updated();
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if (mTextureHostOnWhite) {
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mTextureHostOnWhite->Updated();
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}
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mInitialised = true;
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mBufferRect = aData.rect();
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mBufferRotation = aData.rotation();
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*aUpdatedRegionBack = aUpdated;
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// Save the current valid region of our front buffer, because if
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// we're double buffering, it's going to be the valid region for the
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// next back buffer sent back to the renderer.
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//
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// NB: we rely here on the fact that mValidRegion is initialized to
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// empty, and that the first time Swap() is called we don't have a
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// valid front buffer that we're going to return to content.
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mValidRegionForNextBackBuffer = aOldValidRegionBack;
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return true;
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}
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ContentHostIncremental::ContentHostIncremental(const TextureInfo& aTextureInfo)
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: ContentHostBase(aTextureInfo)
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, mDeAllocator(nullptr)
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, mLocked(false)
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{
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}
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ContentHostIncremental::~ContentHostIncremental()
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{
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}
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bool
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ContentHostIncremental::CreatedIncrementalTexture(ISurfaceAllocator* aAllocator,
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const TextureInfo& aTextureInfo,
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const nsIntRect& aBufferRect)
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{
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mUpdateList.AppendElement(new TextureCreationRequest(aTextureInfo,
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aBufferRect));
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mDeAllocator = aAllocator;
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FlushUpdateQueue();
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return true;
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}
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void
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ContentHostIncremental::UpdateIncremental(TextureIdentifier aTextureId,
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SurfaceDescriptor& aSurface,
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const nsIntRegion& aUpdated,
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const nsIntRect& aBufferRect,
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const nsIntPoint& aBufferRotation)
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{
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mUpdateList.AppendElement(new TextureUpdateRequest(mDeAllocator,
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aTextureId,
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aSurface,
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aUpdated,
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aBufferRect,
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aBufferRotation));
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FlushUpdateQueue();
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}
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void
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ContentHostIncremental::FlushUpdateQueue()
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{
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// If we're not compositing for some reason (the window being minimized
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// is one example), then we never process these updates and it can consume
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// huge amounts of memory. Instead we forcibly process the updates (during the
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// transaction) if the list gets too long.
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static const uint32_t kMaxUpdateCount = 6;
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if (mUpdateList.Length() >= kMaxUpdateCount) {
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ProcessTextureUpdates();
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}
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}
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void
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ContentHostIncremental::ProcessTextureUpdates()
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{
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for (uint32_t i = 0; i < mUpdateList.Length(); i++) {
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mUpdateList[i]->Execute(this);
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}
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mUpdateList.Clear();
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}
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NewTextureSource*
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ContentHostIncremental::GetTextureSource()
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{
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MOZ_ASSERT(mLocked);
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return mSource;
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}
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NewTextureSource*
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ContentHostIncremental::GetTextureSourceOnWhite()
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{
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MOZ_ASSERT(mLocked);
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return mSourceOnWhite;
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}
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void
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ContentHostIncremental::TextureCreationRequest::Execute(ContentHostIncremental* aHost)
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{
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Compositor* compositor = aHost->GetCompositor();
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MOZ_ASSERT(compositor);
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RefPtr<DataTextureSource> temp =
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compositor->CreateDataTextureSource(mTextureInfo.mTextureFlags);
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MOZ_ASSERT(temp->AsSourceOGL() &&
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temp->AsSourceOGL()->AsTextureImageTextureSource());
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RefPtr<TextureImageTextureSourceOGL> newSource =
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temp->AsSourceOGL()->AsTextureImageTextureSource();
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RefPtr<TextureImageTextureSourceOGL> newSourceOnWhite;
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if (mTextureInfo.mTextureFlags & TextureFlags::COMPONENT_ALPHA) {
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temp =
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compositor->CreateDataTextureSource(mTextureInfo.mTextureFlags);
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MOZ_ASSERT(temp->AsSourceOGL() &&
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temp->AsSourceOGL()->AsTextureImageTextureSource());
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newSourceOnWhite = temp->AsSourceOGL()->AsTextureImageTextureSource();
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}
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if (mTextureInfo.mDeprecatedTextureHostFlags & DeprecatedTextureHostFlags::COPY_PREVIOUS) {
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MOZ_ASSERT(aHost->mSource);
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MOZ_ASSERT(aHost->mSource->IsValid());
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nsIntRect bufferRect = aHost->mBufferRect;
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nsIntPoint bufferRotation = aHost->mBufferRotation;
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nsIntRect overlap;
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// The buffer looks like:
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// ______
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// |1 |2 | Where the center point is offset by mBufferRotation from the top-left corner.
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// |___|__|
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// |3 |4 |
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// |___|__|
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//
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// This is drawn to the screen as:
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// ______
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// |4 |3 | Where the center point is { width - mBufferRotation.x, height - mBufferRotation.y } from
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// |___|__| from the top left corner - rotationPoint.
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// |2 |1 |
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// |___|__|
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//
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// The basic idea below is to take all quadrant rectangles from the src and transform them into rectangles
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// in the destination. Unfortunately, it seems it is overly complex and could perhaps be simplified.
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nsIntRect srcBufferSpaceBottomRight(bufferRotation.x, bufferRotation.y, bufferRect.width - bufferRotation.x, bufferRect.height - bufferRotation.y);
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nsIntRect srcBufferSpaceTopRight(bufferRotation.x, 0, bufferRect.width - bufferRotation.x, bufferRotation.y);
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nsIntRect srcBufferSpaceTopLeft(0, 0, bufferRotation.x, bufferRotation.y);
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nsIntRect srcBufferSpaceBottomLeft(0, bufferRotation.y, bufferRotation.x, bufferRect.height - bufferRotation.y);
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|
|
overlap.IntersectRect(bufferRect, mBufferRect);
|
|
|
|
nsIntRect srcRect(overlap), dstRect(overlap);
|
|
srcRect.MoveBy(- bufferRect.TopLeft() + bufferRotation);
|
|
|
|
nsIntRect srcRectDrawTopRight(srcRect);
|
|
nsIntRect srcRectDrawTopLeft(srcRect);
|
|
nsIntRect srcRectDrawBottomLeft(srcRect);
|
|
// transform into the different quadrants
|
|
srcRectDrawTopRight .MoveBy(-nsIntPoint(0, bufferRect.height));
|
|
srcRectDrawTopLeft .MoveBy(-nsIntPoint(bufferRect.width, bufferRect.height));
|
|
srcRectDrawBottomLeft.MoveBy(-nsIntPoint(bufferRect.width, 0));
|
|
|
|
// Intersect with the quadrant
|
|
srcRect = srcRect .Intersect(srcBufferSpaceBottomRight);
|
|
srcRectDrawTopRight = srcRectDrawTopRight .Intersect(srcBufferSpaceTopRight);
|
|
srcRectDrawTopLeft = srcRectDrawTopLeft .Intersect(srcBufferSpaceTopLeft);
|
|
srcRectDrawBottomLeft = srcRectDrawBottomLeft.Intersect(srcBufferSpaceBottomLeft);
|
|
|
|
dstRect = srcRect;
|
|
nsIntRect dstRectDrawTopRight(srcRectDrawTopRight);
|
|
nsIntRect dstRectDrawTopLeft(srcRectDrawTopLeft);
|
|
nsIntRect dstRectDrawBottomLeft(srcRectDrawBottomLeft);
|
|
|
|
// transform back to src buffer space
|
|
dstRect .MoveBy(-bufferRotation);
|
|
dstRectDrawTopRight .MoveBy(-bufferRotation + nsIntPoint(0, bufferRect.height));
|
|
dstRectDrawTopLeft .MoveBy(-bufferRotation + nsIntPoint(bufferRect.width, bufferRect.height));
|
|
dstRectDrawBottomLeft.MoveBy(-bufferRotation + nsIntPoint(bufferRect.width, 0));
|
|
|
|
// transform back to draw coordinates
|
|
dstRect .MoveBy(bufferRect.TopLeft());
|
|
dstRectDrawTopRight .MoveBy(bufferRect.TopLeft());
|
|
dstRectDrawTopLeft .MoveBy(bufferRect.TopLeft());
|
|
dstRectDrawBottomLeft.MoveBy(bufferRect.TopLeft());
|
|
|
|
// transform to destBuffer space
|
|
dstRect .MoveBy(-mBufferRect.TopLeft());
|
|
dstRectDrawTopRight .MoveBy(-mBufferRect.TopLeft());
|
|
dstRectDrawTopLeft .MoveBy(-mBufferRect.TopLeft());
|
|
dstRectDrawBottomLeft.MoveBy(-mBufferRect.TopLeft());
|
|
|
|
newSource->EnsureBuffer(mBufferRect.Size(),
|
|
ContentForFormat(aHost->mSource->GetFormat()));
|
|
|
|
aHost->mSource->CopyTo(srcRect, newSource, dstRect);
|
|
if (bufferRotation != nsIntPoint(0, 0)) {
|
|
// Draw the remaining quadrants. We call BlitTextureImage 3 extra
|
|
// times instead of doing a single draw call because supporting that
|
|
// with a tiled source is quite tricky.
|
|
|
|
if (!srcRectDrawTopRight.IsEmpty())
|
|
aHost->mSource->CopyTo(srcRectDrawTopRight,
|
|
newSource, dstRectDrawTopRight);
|
|
if (!srcRectDrawTopLeft.IsEmpty())
|
|
aHost->mSource->CopyTo(srcRectDrawTopLeft,
|
|
newSource, dstRectDrawTopLeft);
|
|
if (!srcRectDrawBottomLeft.IsEmpty())
|
|
aHost->mSource->CopyTo(srcRectDrawBottomLeft,
|
|
newSource, dstRectDrawBottomLeft);
|
|
}
|
|
|
|
if (newSourceOnWhite) {
|
|
newSourceOnWhite->EnsureBuffer(mBufferRect.Size(),
|
|
ContentForFormat(aHost->mSourceOnWhite->GetFormat()));
|
|
aHost->mSourceOnWhite->CopyTo(srcRect, newSourceOnWhite, dstRect);
|
|
if (bufferRotation != nsIntPoint(0, 0)) {
|
|
// draw the remaining quadrants
|
|
if (!srcRectDrawTopRight.IsEmpty())
|
|
aHost->mSourceOnWhite->CopyTo(srcRectDrawTopRight,
|
|
newSourceOnWhite, dstRectDrawTopRight);
|
|
if (!srcRectDrawTopLeft.IsEmpty())
|
|
aHost->mSourceOnWhite->CopyTo(srcRectDrawTopLeft,
|
|
newSourceOnWhite, dstRectDrawTopLeft);
|
|
if (!srcRectDrawBottomLeft.IsEmpty())
|
|
aHost->mSourceOnWhite->CopyTo(srcRectDrawBottomLeft,
|
|
newSourceOnWhite, dstRectDrawBottomLeft);
|
|
}
|
|
}
|
|
}
|
|
|
|
aHost->mSource = newSource;
|
|
aHost->mSourceOnWhite = newSourceOnWhite;
|
|
|
|
aHost->mBufferRect = mBufferRect;
|
|
aHost->mBufferRotation = nsIntPoint();
|
|
}
|
|
|
|
nsIntRect
|
|
ContentHostIncremental::TextureUpdateRequest::GetQuadrantRectangle(XSide aXSide,
|
|
YSide aYSide) const
|
|
{
|
|
// quadrantTranslation is the amount we translate the top-left
|
|
// of the quadrant by to get coordinates relative to the layer
|
|
nsIntPoint quadrantTranslation = -mBufferRotation;
|
|
quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0;
|
|
quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0;
|
|
return mBufferRect + quadrantTranslation;
|
|
}
|
|
|
|
void
|
|
ContentHostIncremental::TextureUpdateRequest::Execute(ContentHostIncremental* aHost)
|
|
{
|
|
nsIntRect drawBounds = mUpdated.GetBounds();
|
|
|
|
aHost->mBufferRect = mBufferRect;
|
|
aHost->mBufferRotation = mBufferRotation;
|
|
|
|
// Figure out which quadrant to draw in
|
|
int32_t xBoundary = mBufferRect.XMost() - mBufferRotation.x;
|
|
int32_t yBoundary = mBufferRect.YMost() - mBufferRotation.y;
|
|
XSide sideX = drawBounds.XMost() <= xBoundary ? RIGHT : LEFT;
|
|
YSide sideY = drawBounds.YMost() <= yBoundary ? BOTTOM : TOP;
|
|
nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY);
|
|
NS_ASSERTION(quadrantRect.Contains(drawBounds), "Messed up quadrants");
|
|
|
|
mUpdated.MoveBy(-nsIntPoint(quadrantRect.x, quadrantRect.y));
|
|
|
|
IntPoint offset = ToIntPoint(-mUpdated.GetBounds().TopLeft());
|
|
|
|
RefPtr<DataSourceSurface> surf = GetSurfaceForDescriptor(mDescriptor);
|
|
|
|
if (mTextureId == TextureIdentifier::Front) {
|
|
aHost->mSource->Update(surf, &mUpdated, &offset);
|
|
} else {
|
|
aHost->mSourceOnWhite->Update(surf, &mUpdated, &offset);
|
|
}
|
|
}
|
|
|
|
void
|
|
ContentHostIncremental::PrintInfo(std::stringstream& aStream, const char* aPrefix)
|
|
{
|
|
aStream << aPrefix;
|
|
aStream << nsPrintfCString("ContentHostIncremental (0x%p)", this).get();
|
|
|
|
if (PaintWillResample()) {
|
|
aStream << " [paint-will-resample]";
|
|
}
|
|
}
|
|
|
|
void
|
|
ContentHostTexture::PrintInfo(std::stringstream& aStream, const char* aPrefix)
|
|
{
|
|
aStream << aPrefix;
|
|
aStream << nsPrintfCString("ContentHost (0x%p)", this).get();
|
|
|
|
AppendToString(aStream, mBufferRect, " [buffer-rect=", "]");
|
|
AppendToString(aStream, mBufferRotation, " [buffer-rotation=", "]");
|
|
if (PaintWillResample()) {
|
|
aStream << " [paint-will-resample]";
|
|
}
|
|
|
|
if (mTextureHost) {
|
|
nsAutoCString pfx(aPrefix);
|
|
pfx += " ";
|
|
|
|
aStream << "\n";
|
|
mTextureHost->PrintInfo(aStream, pfx.get());
|
|
}
|
|
}
|
|
|
|
|
|
LayerRenderState
|
|
ContentHostTexture::GetRenderState()
|
|
{
|
|
if (!mTextureHost) {
|
|
return LayerRenderState();
|
|
}
|
|
|
|
LayerRenderState result = mTextureHost->GetRenderState();
|
|
|
|
if (mBufferRotation != nsIntPoint()) {
|
|
result.mFlags |= LayerRenderStateFlags::BUFFER_ROTATION;
|
|
}
|
|
result.SetOffset(GetOriginOffset());
|
|
return result;
|
|
}
|
|
|
|
#ifdef MOZ_DUMP_PAINTING
|
|
TemporaryRef<gfx::DataSourceSurface>
|
|
ContentHostTexture::GetAsSurface()
|
|
{
|
|
if (!mTextureHost) {
|
|
return nullptr;
|
|
}
|
|
|
|
return mTextureHost->GetAsSurface();
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
} // namespace
|
|
} // namespace
|