gecko/gfx/layers/client/ClientTiledPaintedLayer.cpp
Kevin Wern 5de1e82707 Bug 1173521 - Properly handle unapplying 3D projective transforms to rectangles in APZ code. r=botond
The untransformation is done using the newly added UntransformTo() functions
which call Matrix4x4::ProjectRectBounds(), which returns an empty rectangle
if the result is not at least partially on the positive side of the w = 0 plane.

UntransformTo() returnis the transformed rectangle if it's not empty, and
Nothing() otherwise, making callers check for this case.

The patch also adds some assertions to places where we apply transforms we
know should be 2D (and thus didn't switch to use UntransformTo()), checking
that the transforms are in fact 2D.
2015-08-28 12:00:29 -04:00

590 lines
24 KiB
C++

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "ClientTiledPaintedLayer.h"
#include "FrameMetrics.h" // for FrameMetrics
#include "Units.h" // for ScreenIntRect, CSSPoint, etc
#include "UnitTransforms.h" // for TransformTo
#include "ClientLayerManager.h" // for ClientLayerManager, etc
#include "gfxPlatform.h" // for gfxPlatform
#include "gfxPrefs.h" // for gfxPrefs
#include "gfxRect.h" // for gfxRect
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/gfx/BaseSize.h" // for BaseSize
#include "mozilla/gfx/Rect.h" // for Rect, RectTyped
#include "mozilla/layers/CompositorChild.h"
#include "mozilla/layers/LayerMetricsWrapper.h" // for LayerMetricsWrapper
#include "mozilla/layers/LayersMessages.h"
#include "mozilla/mozalloc.h" // for operator delete, etc
#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
#include "LayersLogging.h"
#include "mozilla/layers/SingleTiledContentClient.h"
namespace mozilla {
namespace layers {
ClientTiledPaintedLayer::ClientTiledPaintedLayer(ClientLayerManager* const aManager,
ClientLayerManager::PaintedLayerCreationHint aCreationHint)
: PaintedLayer(aManager, static_cast<ClientLayer*>(this), aCreationHint)
, mContentClient()
{
MOZ_COUNT_CTOR(ClientTiledPaintedLayer);
mPaintData.mLastScrollOffset = ParentLayerPoint(0, 0);
mPaintData.mFirstPaint = true;
}
ClientTiledPaintedLayer::~ClientTiledPaintedLayer()
{
MOZ_COUNT_DTOR(ClientTiledPaintedLayer);
}
void
ClientTiledPaintedLayer::ClearCachedResources()
{
if (mContentClient) {
mContentClient->ClearCachedResources();
}
mValidRegion.SetEmpty();
mContentClient = nullptr;
}
void
ClientTiledPaintedLayer::FillSpecificAttributes(SpecificLayerAttributes& aAttrs)
{
aAttrs = PaintedLayerAttributes(GetValidRegion());
}
static Maybe<LayerRect>
ApplyParentLayerToLayerTransform(const gfx::Matrix4x4& aTransform, const ParentLayerRect& aParentLayerRect, const LayerRect& aClip)
{
return UntransformTo<LayerPixel>(aTransform, aParentLayerRect, aClip);
}
static gfx::Matrix4x4
GetTransformToAncestorsParentLayer(Layer* aStart, const LayerMetricsWrapper& aAncestor)
{
gfx::Matrix4x4 transform;
const LayerMetricsWrapper& ancestorParent = aAncestor.GetParent();
for (LayerMetricsWrapper iter(aStart, LayerMetricsWrapper::StartAt::BOTTOM);
ancestorParent ? iter != ancestorParent : iter.IsValid();
iter = iter.GetParent()) {
transform = transform * iter.GetTransform();
if (gfxPrefs::LayoutUseContainersForRootFrames()) {
// When scrolling containers, layout adds a post-scale into the transform
// of the displayport-ancestor (which we pick up in GetTransform() above)
// to cancel out the pres shell resolution (for historical reasons). The
// compositor in turn cancels out this post-scale (i.e., scales by the
// pres shell resolution), and to get correct calculations, we need to do
// so here, too.
//
// With containerless scrolling, the offending post-scale is on the
// parent layer of the displayport-ancestor, which we don't reach in this
// loop, so we don't need to worry about it.
const FrameMetrics& metrics = iter.Metrics();
transform.PostScale(metrics.GetPresShellResolution(), metrics.GetPresShellResolution(), 1.f);
}
}
return transform;
}
void
ClientTiledPaintedLayer::GetAncestorLayers(LayerMetricsWrapper* aOutScrollAncestor,
LayerMetricsWrapper* aOutDisplayPortAncestor,
bool* aOutHasTransformAnimation)
{
LayerMetricsWrapper scrollAncestor;
LayerMetricsWrapper displayPortAncestor;
bool hasTransformAnimation = false;
for (LayerMetricsWrapper ancestor(this, LayerMetricsWrapper::StartAt::BOTTOM); ancestor; ancestor = ancestor.GetParent()) {
hasTransformAnimation |= ancestor.HasTransformAnimation();
const FrameMetrics& metrics = ancestor.Metrics();
if (!scrollAncestor && metrics.GetScrollId() != FrameMetrics::NULL_SCROLL_ID) {
scrollAncestor = ancestor;
}
if (!metrics.GetDisplayPort().IsEmpty()) {
displayPortAncestor = ancestor;
// Any layer that has a displayport must be scrollable, so we can break
// here.
break;
}
}
if (aOutScrollAncestor) {
*aOutScrollAncestor = scrollAncestor;
}
if (aOutDisplayPortAncestor) {
*aOutDisplayPortAncestor = displayPortAncestor;
}
if (aOutHasTransformAnimation) {
*aOutHasTransformAnimation = hasTransformAnimation;
}
}
void
ClientTiledPaintedLayer::BeginPaint()
{
mPaintData.ResetPaintData();
if (!GetBaseTransform().Is2D()) {
// Give up if there is a complex CSS transform on the layer. We might
// eventually support these but for now it's too complicated to handle
// given that it's a pretty rare scenario.
return;
}
// Get the metrics of the nearest scrollable layer and the nearest layer
// with a displayport.
LayerMetricsWrapper scrollAncestor;
LayerMetricsWrapper displayPortAncestor;
bool hasTransformAnimation;
GetAncestorLayers(&scrollAncestor, &displayPortAncestor, &hasTransformAnimation);
if (!displayPortAncestor || !scrollAncestor) {
// No displayport or scroll ancestor, so we can't do progressive rendering.
#if defined(MOZ_WIDGET_ANDROID) || defined(MOZ_WIDGET_GONK)
// Both Android and b2g on phones are guaranteed to have a displayport set, so this
// should never happen.
NS_WARNING("Tiled PaintedLayer with no scrollable container ancestor");
#endif
return;
}
TILING_LOG("TILING %p: Found scrollAncestor %p, displayPortAncestor %p, transform %d\n", this,
scrollAncestor.GetLayer(), displayPortAncestor.GetLayer(), hasTransformAnimation);
const FrameMetrics& scrollMetrics = scrollAncestor.Metrics();
const FrameMetrics& displayportMetrics = displayPortAncestor.Metrics();
// Calculate the transform required to convert ParentLayer space of our
// display port ancestor to the Layer space of this layer.
gfx::Matrix4x4 transformDisplayPortToLayer =
GetTransformToAncestorsParentLayer(this, displayPortAncestor);
transformDisplayPortToLayer.Invert();
LayerRect layerBounds = ViewAs<LayerPixel>(Rect(GetLayerBounds()));
// Compute the critical display port that applies to this layer in the
// LayoutDevice space of this layer, but only if there is no OMT animation
// on this layer. If there is an OMT animation then we need to draw the whole
// visible region of this layer as determined by layout, because we don't know
// what parts of it might move into view in the compositor.
if (!hasTransformAnimation &&
mContentClient->GetLowPrecisionTiledBuffer()) {
ParentLayerRect criticalDisplayPort =
(displayportMetrics.GetCriticalDisplayPort() * displayportMetrics.GetZoom())
+ displayportMetrics.GetCompositionBounds().TopLeft();
Maybe<LayerRect> criticalDisplayPortTransformed =
ApplyParentLayerToLayerTransform(transformDisplayPortToLayer, criticalDisplayPort, layerBounds);
if (!criticalDisplayPortTransformed) {
mPaintData.ResetPaintData();
return;
}
mPaintData.mCriticalDisplayPort = RoundedToInt(*criticalDisplayPortTransformed);
}
TILING_LOG("TILING %p: Critical displayport %s\n", this, Stringify(mPaintData.mCriticalDisplayPort).c_str());
// Store the resolution from the displayport ancestor layer. Because this is Gecko-side,
// before any async transforms have occurred, we can use the zoom for this.
mPaintData.mResolution = displayportMetrics.GetZoom();
TILING_LOG("TILING %p: Resolution %s\n", this, Stringify(mPaintData.mResolution).c_str());
// Store the applicable composition bounds in this layer's Layer units.
mPaintData.mTransformToCompBounds =
GetTransformToAncestorsParentLayer(this, scrollAncestor);
gfx::Matrix4x4 transformToBounds = mPaintData.mTransformToCompBounds;
transformToBounds.Invert();
Maybe<LayerRect> compositionBoundsTransformed = ApplyParentLayerToLayerTransform(
transformToBounds, scrollMetrics.GetCompositionBounds(), layerBounds);
if (!compositionBoundsTransformed) {
mPaintData.ResetPaintData();
return;
}
mPaintData.mCompositionBounds = *compositionBoundsTransformed;
TILING_LOG("TILING %p: Composition bounds %s\n", this, Stringify(mPaintData.mCompositionBounds).c_str());
// Calculate the scroll offset since the last transaction
mPaintData.mScrollOffset = displayportMetrics.GetScrollOffset() * displayportMetrics.GetZoom();
TILING_LOG("TILING %p: Scroll offset %s\n", this, Stringify(mPaintData.mScrollOffset).c_str());
}
bool
ClientTiledPaintedLayer::IsScrollingOnCompositor(const FrameMetrics& aParentMetrics)
{
CompositorChild* compositor = nullptr;
if (Manager() && Manager()->AsClientLayerManager()) {
compositor = Manager()->AsClientLayerManager()->GetCompositorChild();
}
if (!compositor) {
return false;
}
FrameMetrics compositorMetrics;
if (!compositor->LookupCompositorFrameMetrics(aParentMetrics.GetScrollId(),
compositorMetrics)) {
return false;
}
// 1 is a tad high for a fuzzy equals epsilon however if our scroll delta
// is so small then we have nothing to gain from using paint heuristics.
float COORDINATE_EPSILON = 1.f;
return !FuzzyEqualsAdditive(compositorMetrics.GetScrollOffset().x,
aParentMetrics.GetScrollOffset().x,
COORDINATE_EPSILON) ||
!FuzzyEqualsAdditive(compositorMetrics.GetScrollOffset().y,
aParentMetrics.GetScrollOffset().y,
COORDINATE_EPSILON);
}
bool
ClientTiledPaintedLayer::UseProgressiveDraw() {
if (!gfxPlatform::GetPlatform()->UseProgressivePaint()) {
// pref is disabled, so never do progressive
return false;
}
if (!mContentClient->GetTiledBuffer()->SupportsProgressiveUpdate()) {
return false;
}
if (ClientManager()->HasShadowTarget()) {
// This condition is true when we are in a reftest scenario. We don't want
// to draw progressively here because it can cause intermittent reftest
// failures because the harness won't wait for all the tiles to be drawn.
return false;
}
if (mPaintData.mCriticalDisplayPort.IsEmpty()) {
// This catches three scenarios:
// 1) This layer doesn't have a scrolling ancestor
// 2) This layer is subject to OMTA transforms
// 3) Low-precision painting is disabled
// In all of these cases, we don't want to draw this layer progressively.
return false;
}
if (GetIsFixedPosition() || GetParent()->GetIsFixedPosition()) {
// This layer is fixed-position and so even if it does have a scrolling
// ancestor it will likely be entirely on-screen all the time, so we
// should draw it all at once
return false;
}
if (ClientManager()->AsyncPanZoomEnabled()) {
LayerMetricsWrapper scrollAncestor;
GetAncestorLayers(&scrollAncestor, nullptr, nullptr);
MOZ_ASSERT(scrollAncestor); // because mPaintData.mCriticalDisplayPort is non-empty
const FrameMetrics& parentMetrics = scrollAncestor.Metrics();
if (!IsScrollingOnCompositor(parentMetrics)) {
return false;
}
}
return true;
}
bool
ClientTiledPaintedLayer::RenderHighPrecision(nsIntRegion& aInvalidRegion,
const nsIntRegion& aVisibleRegion,
LayerManager::DrawPaintedLayerCallback aCallback,
void* aCallbackData)
{
// If we have no high-precision stuff to draw, or we have started drawing low-precision
// already, then we shouldn't do anything there.
if (aInvalidRegion.IsEmpty() || mPaintData.mLowPrecisionPaintCount != 0) {
return false;
}
// Only draw progressively when the resolution is unchanged
if (UseProgressiveDraw() &&
mContentClient->GetTiledBuffer()->GetFrameResolution() == mPaintData.mResolution) {
// Store the old valid region, then clear it before painting.
// We clip the old valid region to the visible region, as it only gets
// used to decide stale content (currently valid and previously visible)
nsIntRegion oldValidRegion = mContentClient->GetTiledBuffer()->GetValidRegion();
oldValidRegion.And(oldValidRegion, aVisibleRegion);
if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
oldValidRegion.And(oldValidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
}
TILING_LOG("TILING %p: Progressive update with old valid region %s\n", this, Stringify(oldValidRegion).c_str());
return mContentClient->GetTiledBuffer()->ProgressiveUpdate(mValidRegion, aInvalidRegion,
oldValidRegion, &mPaintData, aCallback, aCallbackData);
}
// Otherwise do a non-progressive paint
mValidRegion = aVisibleRegion;
if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
mValidRegion.And(mValidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
}
TILING_LOG("TILING %p: Non-progressive paint invalid region %s\n", this, Stringify(aInvalidRegion).c_str());
TILING_LOG("TILING %p: Non-progressive paint new valid region %s\n", this, Stringify(mValidRegion).c_str());
mContentClient->GetTiledBuffer()->SetFrameResolution(mPaintData.mResolution);
mContentClient->GetTiledBuffer()->PaintThebes(mValidRegion, aInvalidRegion, aInvalidRegion,
aCallback, aCallbackData);
mPaintData.mPaintFinished = true;
return true;
}
bool
ClientTiledPaintedLayer::RenderLowPrecision(nsIntRegion& aInvalidRegion,
const nsIntRegion& aVisibleRegion,
LayerManager::DrawPaintedLayerCallback aCallback,
void* aCallbackData)
{
// Render the low precision buffer, if the visible region is larger than the
// critical display port.
if (!nsIntRegion(LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort)).Contains(aVisibleRegion)) {
nsIntRegion oldValidRegion = mContentClient->GetLowPrecisionTiledBuffer()->GetValidRegion();
oldValidRegion.And(oldValidRegion, aVisibleRegion);
bool updatedBuffer = false;
// If the frame resolution or format have changed, invalidate the buffer
if (mContentClient->GetLowPrecisionTiledBuffer()->GetFrameResolution() != mPaintData.mResolution ||
mContentClient->GetLowPrecisionTiledBuffer()->HasFormatChanged()) {
if (!mLowPrecisionValidRegion.IsEmpty()) {
updatedBuffer = true;
}
oldValidRegion.SetEmpty();
mLowPrecisionValidRegion.SetEmpty();
mContentClient->GetLowPrecisionTiledBuffer()->ResetPaintedAndValidState();
mContentClient->GetLowPrecisionTiledBuffer()->SetFrameResolution(mPaintData.mResolution);
aInvalidRegion = aVisibleRegion;
}
// Invalidate previously valid content that is no longer visible
if (mPaintData.mLowPrecisionPaintCount == 1) {
mLowPrecisionValidRegion.And(mLowPrecisionValidRegion, aVisibleRegion);
}
mPaintData.mLowPrecisionPaintCount++;
// Remove the valid high-precision region from the invalid low-precision
// region. We don't want to spend time drawing things twice.
aInvalidRegion.Sub(aInvalidRegion, mValidRegion);
TILING_LOG("TILING %p: Progressive paint: low-precision invalid region is %s\n", this, Stringify(aInvalidRegion).c_str());
TILING_LOG("TILING %p: Progressive paint: low-precision old valid region is %s\n", this, Stringify(oldValidRegion).c_str());
if (!aInvalidRegion.IsEmpty()) {
updatedBuffer = mContentClient->GetLowPrecisionTiledBuffer()->ProgressiveUpdate(
mLowPrecisionValidRegion, aInvalidRegion, oldValidRegion,
&mPaintData, aCallback, aCallbackData);
}
TILING_LOG("TILING %p: Progressive paint: low-precision new valid region is %s\n", this, Stringify(mLowPrecisionValidRegion).c_str());
return updatedBuffer;
}
if (!mLowPrecisionValidRegion.IsEmpty()) {
TILING_LOG("TILING %p: Clearing low-precision buffer\n", this);
// Clear the low precision tiled buffer.
mLowPrecisionValidRegion.SetEmpty();
mContentClient->GetLowPrecisionTiledBuffer()->ResetPaintedAndValidState();
// Return true here so we send a Painted callback after clearing the valid
// region of the low precision buffer. This allows the shadow buffer's valid
// region to be updated and the associated resources to be freed.
return true;
}
return false;
}
void
ClientTiledPaintedLayer::EndPaint()
{
mPaintData.mLastScrollOffset = mPaintData.mScrollOffset;
mPaintData.mPaintFinished = true;
mPaintData.mFirstPaint = false;
TILING_LOG("TILING %p: Paint finished\n", this);
}
void
ClientTiledPaintedLayer::RenderLayer()
{
LayerManager::DrawPaintedLayerCallback callback =
ClientManager()->GetPaintedLayerCallback();
void *data = ClientManager()->GetPaintedLayerCallbackData();
if (!mContentClient) {
#if defined(MOZ_B2G) || defined(XP_MACOSX)
if (mCreationHint == LayerManager::NONE) {
mContentClient = new SingleTiledContentClient(this, ClientManager());
} else
#endif
{
mContentClient = new MultiTiledContentClient(this, ClientManager());
}
mContentClient->Connect();
ClientManager()->AsShadowForwarder()->Attach(mContentClient, this);
MOZ_ASSERT(mContentClient->GetForwarder());
}
if (mContentClient->GetTiledBuffer()->HasFormatChanged()) {
mValidRegion = nsIntRegion();
mContentClient->GetTiledBuffer()->ResetPaintedAndValidState();
}
TILING_LOG("TILING %p: Initial visible region %s\n", this, Stringify(mVisibleRegion).c_str());
TILING_LOG("TILING %p: Initial valid region %s\n", this, Stringify(mValidRegion).c_str());
TILING_LOG("TILING %p: Initial low-precision valid region %s\n", this, Stringify(mLowPrecisionValidRegion).c_str());
nsIntRegion neededRegion = mVisibleRegion;
#ifndef MOZ_IGNORE_PAINT_WILL_RESAMPLE
// This is handled by PadDrawTargetOutFromRegion in TiledContentClient for mobile
if (MayResample()) {
// If we're resampling then bilinear filtering can read up to 1 pixel
// outside of our texture coords. Make the visible region a single rect,
// and pad it out by 1 pixel (restricted to tile boundaries) so that
// we always have valid content or transparent pixels to sample from.
IntRect bounds = neededRegion.GetBounds();
IntRect wholeTiles = bounds;
wholeTiles.InflateToMultiple(IntSize(
gfxPlatform::GetPlatform()->GetTileWidth(),
gfxPlatform::GetPlatform()->GetTileHeight()));
IntRect padded = bounds;
padded.Inflate(1);
padded.IntersectRect(padded, wholeTiles);
neededRegion = padded;
}
#endif
nsIntRegion invalidRegion;
invalidRegion.Sub(neededRegion, mValidRegion);
if (invalidRegion.IsEmpty()) {
EndPaint();
return;
}
if (!callback) {
ClientManager()->SetTransactionIncomplete();
return;
}
if (!ClientManager()->IsRepeatTransaction()) {
// Only paint the mask layers on the first transaction.
RenderMaskLayers(this);
// For more complex cases we need to calculate a bunch of metrics before we
// can do the paint.
BeginPaint();
if (mPaintData.mPaintFinished) {
return;
}
// Make sure that tiles that fall outside of the visible region or outside of the
// critical displayport are discarded on the first update. Also make sure that we
// only draw stuff inside the critical displayport on the first update.
mValidRegion.And(mValidRegion, neededRegion);
if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
mValidRegion.And(mValidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
invalidRegion.And(invalidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
}
TILING_LOG("TILING %p: First-transaction valid region %s\n", this, Stringify(mValidRegion).c_str());
TILING_LOG("TILING %p: First-transaction invalid region %s\n", this, Stringify(invalidRegion).c_str());
} else {
if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
invalidRegion.And(invalidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
}
TILING_LOG("TILING %p: Repeat-transaction invalid region %s\n", this, Stringify(invalidRegion).c_str());
}
nsIntRegion lowPrecisionInvalidRegion;
if (mContentClient->GetLowPrecisionTiledBuffer()) {
// Calculate the invalid region for the low precision buffer. Make sure
// to remove the valid high-precision area so we don't double-paint it.
lowPrecisionInvalidRegion.Sub(neededRegion, mLowPrecisionValidRegion);
lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion);
}
TILING_LOG("TILING %p: Low-precision invalid region %s\n", this, Stringify(lowPrecisionInvalidRegion).c_str());
bool updatedHighPrecision = RenderHighPrecision(invalidRegion,
neededRegion,
callback, data);
if (updatedHighPrecision) {
ClientManager()->Hold(this);
mContentClient->UpdatedBuffer(TiledContentClient::TILED_BUFFER);
if (!mPaintData.mPaintFinished) {
// There is still more high-res stuff to paint, so we're not
// done yet. A subsequent transaction will take care of this.
ClientManager()->SetRepeatTransaction();
return;
}
}
// If there is nothing to draw in low-precision, then we're done.
if (lowPrecisionInvalidRegion.IsEmpty()) {
EndPaint();
return;
}
if (updatedHighPrecision) {
// If there are low precision updates, but we just did some high-precision
// updates, then mark the paint as unfinished and request a repeat transaction.
// This is so that we don't perform low-precision updates in the same transaction
// as high-precision updates.
TILING_LOG("TILING %p: Scheduling repeat transaction for low-precision painting\n", this);
ClientManager()->SetRepeatTransaction();
mPaintData.mLowPrecisionPaintCount = 1;
mPaintData.mPaintFinished = false;
return;
}
bool updatedLowPrecision = RenderLowPrecision(lowPrecisionInvalidRegion,
neededRegion,
callback, data);
if (updatedLowPrecision) {
ClientManager()->Hold(this);
mContentClient->UpdatedBuffer(TiledContentClient::LOW_PRECISION_TILED_BUFFER);
if (!mPaintData.mPaintFinished) {
// There is still more low-res stuff to paint, so we're not
// done yet. A subsequent transaction will take care of this.
ClientManager()->SetRepeatTransaction();
return;
}
}
// If we get here, we've done all the high- and low-precision
// paints we wanted to do, so we can finish the paint and chill.
EndPaint();
}
bool
ClientTiledPaintedLayer::IsOptimizedFor(LayerManager::PaintedLayerCreationHint aHint)
{
#if defined(MOZ_B2G) || defined(XP_MACOSX)
// The only creation hint is whether the layer is scrollable or not, and this
// is only respected on B2G and OSX, where it's used to determine whether to
// use a tiled content client or not.
// There are pretty nasty performance consequences for not using tiles on
// large, scrollable layers, so we want the layer to be recreated in this
// situation.
return aHint == GetCreationHint();
#else
return true;
#endif
}
void
ClientTiledPaintedLayer::PrintInfo(std::stringstream& aStream, const char* aPrefix)
{
PaintedLayer::PrintInfo(aStream, aPrefix);
if (mContentClient) {
aStream << "\n";
nsAutoCString pfx(aPrefix);
pfx += " ";
mContentClient->PrintInfo(aStream, pfx.get());
}
}
} // namespace layers
} // namespace mozilla