mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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11a5503d3c
Add pref 'layers.low-precision-buffer', enabled on mobile/android.
663 lines
26 KiB
C++
663 lines
26 KiB
C++
/* 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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "mozilla/layers/PLayersChild.h"
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#include "BasicTiledThebesLayer.h"
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#include "gfxImageSurface.h"
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#include "sampler.h"
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#include "gfxPlatform.h"
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#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
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#include "cairo.h"
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#include <sstream>
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using mozilla::layers::Layer;
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static void DrawDebugOverlay(gfxImageSurface* imgSurf, int x, int y)
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{
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gfxContext c(imgSurf);
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// Draw border
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c.NewPath();
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c.SetDeviceColor(gfxRGBA(0.0, 0.0, 0.0, 1.0));
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c.Rectangle(gfxRect(gfxPoint(0,0),imgSurf->GetSize()));
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c.Stroke();
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// Build tile description
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std::stringstream ss;
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ss << x << ", " << y;
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// Draw text using cairo toy text API
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cairo_t* cr = c.GetCairo();
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cairo_set_font_size(cr, 25);
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cairo_text_extents_t extents;
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cairo_text_extents(cr, ss.str().c_str(), &extents);
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int textWidth = extents.width + 6;
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c.NewPath();
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c.SetDeviceColor(gfxRGBA(0.0, 0.0, 0.0, 1.0));
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c.Rectangle(gfxRect(gfxPoint(2,2),gfxSize(textWidth, 30)));
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c.Fill();
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c.NewPath();
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c.SetDeviceColor(gfxRGBA(1.0, 0.0, 0.0, 1.0));
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c.Rectangle(gfxRect(gfxPoint(2,2),gfxSize(textWidth, 30)));
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c.Stroke();
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c.NewPath();
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cairo_move_to(cr, 4, 28);
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cairo_show_text(cr, ss.str().c_str());
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}
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#endif
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namespace mozilla {
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namespace layers {
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bool
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BasicTiledLayerBuffer::HasFormatChanged(BasicTiledThebesLayer* aThebesLayer) const
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{
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return aThebesLayer->CanUseOpaqueSurface() != mLastPaintOpaque;
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}
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gfxASurface::gfxImageFormat
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BasicTiledLayerBuffer::GetFormat() const
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{
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if (mThebesLayer->CanUseOpaqueSurface()) {
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return gfxASurface::ImageFormatRGB16_565;
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} else {
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return gfxASurface::ImageFormatARGB32;
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}
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}
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void
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BasicTiledLayerBuffer::PaintThebes(BasicTiledThebesLayer* aLayer,
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const nsIntRegion& aNewValidRegion,
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const nsIntRegion& aPaintRegion,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData)
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{
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mThebesLayer = aLayer;
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mCallback = aCallback;
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mCallbackData = aCallbackData;
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#ifdef GFX_TILEDLAYER_PREF_WARNINGS
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long start = PR_IntervalNow();
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#endif
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// If this region is empty XMost() - 1 will give us a negative value.
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NS_ASSERTION(!aPaintRegion.GetBounds().IsEmpty(), "Empty paint region\n");
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bool useSinglePaintBuffer = UseSinglePaintBuffer();
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if (useSinglePaintBuffer) {
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// Check if the paint only spans a single tile. If that's
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// the case there's no point in using a single paint buffer.
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nsIntRect paintBounds = aPaintRegion.GetBounds();
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useSinglePaintBuffer = GetTileStart(paintBounds.x) !=
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GetTileStart(paintBounds.XMost() - 1) ||
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GetTileStart(paintBounds.y) !=
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GetTileStart(paintBounds.YMost() - 1);
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}
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if (useSinglePaintBuffer) {
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const nsIntRect bounds = aPaintRegion.GetBounds();
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{
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SAMPLE_LABEL("BasicTiledLayerBuffer", "PaintThebesSingleBufferAlloc");
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mSinglePaintBuffer = new gfxImageSurface(
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gfxIntSize(ceilf(bounds.width * mResolution),
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ceilf(bounds.height * mResolution)),
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GetFormat(), !aLayer->CanUseOpaqueSurface());
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mSinglePaintBufferOffset = nsIntPoint(bounds.x, bounds.y);
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}
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nsRefPtr<gfxContext> ctxt = new gfxContext(mSinglePaintBuffer);
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ctxt->NewPath();
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ctxt->Scale(mResolution, mResolution);
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ctxt->Translate(gfxPoint(-bounds.x, -bounds.y));
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#ifdef GFX_TILEDLAYER_PREF_WARNINGS
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if (PR_IntervalNow() - start > 3) {
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printf_stderr("Slow alloc %i\n", PR_IntervalNow() - start);
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}
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start = PR_IntervalNow();
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#endif
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SAMPLE_LABEL("BasicTiledLayerBuffer", "PaintThebesSingleBufferDraw");
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mCallback(mThebesLayer, ctxt, aPaintRegion, nsIntRegion(), mCallbackData);
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}
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#ifdef GFX_TILEDLAYER_PREF_WARNINGS
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if (PR_IntervalNow() - start > 30) {
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const nsIntRect bounds = aPaintRegion.GetBounds();
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printf_stderr("Time to draw %i: %i, %i, %i, %i\n", PR_IntervalNow() - start, bounds.x, bounds.y, bounds.width, bounds.height);
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if (aPaintRegion.IsComplex()) {
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printf_stderr("Complex region\n");
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nsIntRegionRectIterator it(aPaintRegion);
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for (const nsIntRect* rect = it.Next(); rect != nullptr; rect = it.Next()) {
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printf_stderr(" rect %i, %i, %i, %i\n", rect->x, rect->y, rect->width, rect->height);
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}
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}
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}
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start = PR_IntervalNow();
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#endif
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SAMPLE_LABEL("BasicTiledLayerBuffer", "PaintThebesUpdate");
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Update(aNewValidRegion, aPaintRegion);
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#ifdef GFX_TILEDLAYER_PREF_WARNINGS
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if (PR_IntervalNow() - start > 10) {
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const nsIntRect bounds = aPaintRegion.GetBounds();
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printf_stderr("Time to tile %i: %i, %i, %i, %i\n", PR_IntervalNow() - start, bounds.x, bounds.y, bounds.width, bounds.height);
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}
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#endif
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mLastPaintOpaque = mThebesLayer->CanUseOpaqueSurface();
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mThebesLayer = nullptr;
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mCallback = nullptr;
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mCallbackData = nullptr;
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mSinglePaintBuffer = nullptr;
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}
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BasicTiledLayerTile
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BasicTiledLayerBuffer::ValidateTileInternal(BasicTiledLayerTile aTile,
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const nsIntPoint& aTileOrigin,
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const nsIntRect& aDirtyRect)
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{
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if (aTile == GetPlaceholderTile() || aTile.mSurface->Format() != GetFormat()) {
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gfxImageSurface* tmpTile = new gfxImageSurface(gfxIntSize(GetTileLength(), GetTileLength()),
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GetFormat(), !mThebesLayer->CanUseOpaqueSurface());
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aTile = BasicTiledLayerTile(tmpTile);
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}
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// Use the gfxReusableSurfaceWrapper, which will reuse the surface
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// if the compositor no longer has a read lock, otherwise the surface
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// will be copied into a new writable surface.
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gfxImageSurface* writableSurface;
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aTile.mSurface = aTile.mSurface->GetWritable(&writableSurface);
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// Bug 742100, this gfxContext really should live on the stack.
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nsRefPtr<gfxContext> ctxt = new gfxContext(writableSurface);
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if (mSinglePaintBuffer) {
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gfxRect drawRect(aDirtyRect.x - aTileOrigin.x, aDirtyRect.y - aTileOrigin.y,
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aDirtyRect.width, aDirtyRect.height);
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ctxt->SetOperator(gfxContext::OPERATOR_SOURCE);
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ctxt->NewPath();
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ctxt->SetSource(mSinglePaintBuffer.get(),
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gfxPoint((mSinglePaintBufferOffset.x - aDirtyRect.x + drawRect.x) *
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mResolution,
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(mSinglePaintBufferOffset.y - aDirtyRect.y + drawRect.y) *
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mResolution));
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drawRect.Scale(mResolution, mResolution);
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ctxt->Rectangle(drawRect, true);
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ctxt->Fill();
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} else {
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ctxt->NewPath();
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ctxt->Scale(mResolution, mResolution);
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ctxt->Translate(gfxPoint(-aTileOrigin.x, -aTileOrigin.y));
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nsIntPoint a = nsIntPoint(aTileOrigin.x, aTileOrigin.y);
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mCallback(mThebesLayer, ctxt,
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nsIntRegion(nsIntRect(a, nsIntSize(GetScaledTileLength(),
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GetScaledTileLength()))),
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nsIntRegion(), mCallbackData);
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}
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#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
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DrawDebugOverlay(writableSurface, aTileOrigin.x * mResolution,
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aTileOrigin.y * mResolution);
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#endif
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return aTile;
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}
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BasicTiledLayerTile
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BasicTiledLayerBuffer::ValidateTile(BasicTiledLayerTile aTile,
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const nsIntPoint& aTileOrigin,
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const nsIntRegion& aDirtyRegion)
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{
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SAMPLE_LABEL("BasicTiledLayerBuffer", "ValidateTile");
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#ifdef GFX_TILEDLAYER_PREF_WARNINGS
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if (aDirtyRegion.IsComplex()) {
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printf_stderr("Complex region\n");
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}
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#endif
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nsIntRegionRectIterator it(aDirtyRegion);
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for (const nsIntRect* rect = it.Next(); rect != nullptr; rect = it.Next()) {
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#ifdef GFX_TILEDLAYER_PREF_WARNINGS
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printf_stderr(" break into subrect %i, %i, %i, %i\n", rect->x, rect->y, rect->width, rect->height);
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#endif
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aTile = ValidateTileInternal(aTile, aTileOrigin, *rect);
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}
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return aTile;
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}
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void
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BasicTiledThebesLayer::FillSpecificAttributes(SpecificLayerAttributes& aAttrs)
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{
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aAttrs = ThebesLayerAttributes(GetValidRegion());
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}
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static nsIntRect
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RoundedTransformViewportBounds(const gfx::Rect& aViewport,
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const gfx::Point& aScrollOffset,
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const gfxSize& aResolution,
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float aScaleX,
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float aScaleY,
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const gfx3DMatrix& aTransform)
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{
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gfxRect transformedViewport(aViewport.x - (aScrollOffset.x * aResolution.width),
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aViewport.y - (aScrollOffset.y * aResolution.height),
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aViewport.width, aViewport.height);
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transformedViewport.Scale((aScaleX / aResolution.width) / aResolution.width,
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(aScaleY / aResolution.height) / aResolution.height);
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transformedViewport = aTransform.TransformBounds(transformedViewport);
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return nsIntRect((int32_t)floor(transformedViewport.x),
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(int32_t)floor(transformedViewport.y),
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(int32_t)ceil(transformedViewport.width),
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(int32_t)ceil(transformedViewport.height));
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}
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bool
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BasicTiledThebesLayer::ComputeProgressiveUpdateRegion(BasicTiledLayerBuffer& aTiledBuffer,
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const nsIntRegion& aInvalidRegion,
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const nsIntRegion& aOldValidRegion,
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nsIntRegion& aRegionToPaint,
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const gfx3DMatrix& aTransform,
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const nsIntRect& aCompositionBounds,
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const gfx::Point& aScrollOffset,
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const gfxSize& aResolution,
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bool aIsRepeated)
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{
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aRegionToPaint = aInvalidRegion;
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// If this is a low precision buffer, we force progressive updates. The
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// assumption is that the contents is less important, so visual coherency
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// is lower priority than speed.
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bool drawingLowPrecision = aTiledBuffer.IsLowPrecision();
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// Find out if we have any non-stale content to update.
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nsIntRegion staleRegion;
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staleRegion.And(aInvalidRegion, aOldValidRegion);
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// Find out the current view transform to determine which tiles to draw
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// first, and see if we should just abort this paint. Aborting is usually
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// caused by there being an incoming, more relevant paint.
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gfx::Rect viewport;
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float scaleX, scaleY;
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if (BasicManager()->ProgressiveUpdateCallback(!staleRegion.Contains(aInvalidRegion),
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viewport,
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scaleX, scaleY, !drawingLowPrecision)) {
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SAMPLE_MARKER("Abort painting");
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aRegionToPaint.SetEmpty();
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return aIsRepeated;
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}
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// Transform the screen coordinates into local layer coordinates.
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nsIntRect roundedTransformedViewport =
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RoundedTransformViewportBounds(viewport, aScrollOffset, aResolution,
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scaleX, scaleY, aTransform);
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// Paint tiles that have stale content or that intersected with the screen
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// at the time of issuing the draw command in a single transaction first.
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// This is to avoid rendering glitches on animated page content, and when
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// layers change size/shape.
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nsIntRect criticalViewportRect = roundedTransformedViewport.Intersect(aCompositionBounds);
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aRegionToPaint.And(aInvalidRegion, criticalViewportRect);
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aRegionToPaint.Or(aRegionToPaint, staleRegion);
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bool drawingStale = !aRegionToPaint.IsEmpty();
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if (!drawingStale) {
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aRegionToPaint = aInvalidRegion;
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}
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// Prioritise tiles that are currently visible on the screen.
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bool paintVisible = false;
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if (aRegionToPaint.Intersects(roundedTransformedViewport)) {
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aRegionToPaint.And(aRegionToPaint, roundedTransformedViewport);
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paintVisible = true;
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}
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// Paint area that's visible and overlaps previously valid content to avoid
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// visible glitches in animated elements, such as gifs.
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bool paintInSingleTransaction = paintVisible && (drawingStale || mFirstPaint);
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// The following code decides what order to draw tiles in, based on the
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// current scroll direction of the primary scrollable layer.
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NS_ASSERTION(!aRegionToPaint.IsEmpty(), "Unexpectedly empty paint region!");
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nsIntRect paintBounds = aRegionToPaint.GetBounds();
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int startX, incX, startY, incY;
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int tileLength = aTiledBuffer.GetScaledTileLength();
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if (aScrollOffset.x >= mLastScrollOffset.x) {
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startX = aTiledBuffer.RoundDownToTileEdge(paintBounds.x);
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incX = tileLength;
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} else {
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startX = aTiledBuffer.RoundDownToTileEdge(paintBounds.XMost() - 1);
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incX = -tileLength;
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}
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if (aScrollOffset.y >= mLastScrollOffset.y) {
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startY = aTiledBuffer.RoundDownToTileEdge(paintBounds.y);
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incY = tileLength;
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} else {
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startY = aTiledBuffer.RoundDownToTileEdge(paintBounds.YMost() - 1);
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incY = -tileLength;
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}
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// Find a tile to draw.
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nsIntRect tileBounds(startX, startY, tileLength, tileLength);
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int32_t scrollDiffX = aScrollOffset.x - mLastScrollOffset.x;
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int32_t scrollDiffY = aScrollOffset.y - mLastScrollOffset.y;
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// This loop will always terminate, as there is at least one tile area
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// along the first/last row/column intersecting with regionToPaint, or its
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// bounds would have been smaller.
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while (true) {
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aRegionToPaint.And(aInvalidRegion, tileBounds);
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if (!aRegionToPaint.IsEmpty()) {
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break;
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}
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if (NS_ABS(scrollDiffY) >= NS_ABS(scrollDiffX)) {
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tileBounds.x += incX;
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} else {
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tileBounds.y += incY;
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}
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}
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bool repeatImmediately = false;
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if (!aRegionToPaint.Contains(aInvalidRegion)) {
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// The region needed to paint is larger then our progressive chunk size
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// therefore update what we want to paint and ask for a new paint transaction.
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// If we need to draw more than one tile to maintain coherency, make
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// sure it happens in the same transaction by requesting this work be
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// repeated immediately.
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// If this is unnecessary, the remaining work will be done tile-by-tile in
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// subsequent transactions.
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if (!drawingLowPrecision && paintInSingleTransaction) {
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repeatImmediately = true;
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} else {
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BasicManager()->SetRepeatTransaction();
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}
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}
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return repeatImmediately;
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}
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bool
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BasicTiledThebesLayer::ProgressiveUpdate(BasicTiledLayerBuffer& aTiledBuffer,
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nsIntRegion& aValidRegion,
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nsIntRegion& aInvalidRegion,
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const nsIntRegion& aOldValidRegion,
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const gfx3DMatrix& aTransform,
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const nsIntRect& aCompositionBounds,
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const gfx::Point& aScrollOffset,
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const gfxSize& aResolution,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData)
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{
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bool repeat = false;
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do {
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// Compute the region that should be updated. Repeat as many times as
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// is required.
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nsIntRegion regionToPaint;
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repeat = ComputeProgressiveUpdateRegion(aTiledBuffer,
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aInvalidRegion,
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aOldValidRegion,
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regionToPaint,
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aTransform,
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aCompositionBounds,
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aScrollOffset,
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aResolution,
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repeat);
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// There's no further work to be done, return if nothing has been
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// drawn, or give what has been drawn to the shadow layer to upload.
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if (regionToPaint.IsEmpty()) {
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if (repeat) {
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break;
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} else {
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return false;
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}
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}
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// Keep track of what we're about to refresh.
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aValidRegion.Or(aValidRegion, regionToPaint);
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// aValidRegion may have been altered by InvalidateRegion, but we still
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// want to display stale content until it gets progressively updated.
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// Create a region that includes stale content.
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nsIntRegion validOrStale;
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validOrStale.Or(aValidRegion, aOldValidRegion);
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// Paint the computed region and subtract it from the invalid region.
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aTiledBuffer.PaintThebes(this, validOrStale, regionToPaint, aCallback, aCallbackData);
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aInvalidRegion.Sub(aInvalidRegion, regionToPaint);
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} while (repeat);
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return true;
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}
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void
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BasicTiledThebesLayer::PaintThebes(gfxContext* aContext,
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Layer* aMaskLayer,
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LayerManager::DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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ReadbackProcessor* aReadback)
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{
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if (!aCallback) {
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BasicManager()->SetTransactionIncomplete();
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return;
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}
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if (!HasShadow()) {
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NS_ASSERTION(false, "Shadow requested for painting\n");
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return;
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}
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if (mTiledBuffer.HasFormatChanged(this)) {
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mValidRegion = nsIntRegion();
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}
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if (mLowPrecisionTiledBuffer.HasFormatChanged(this)) {
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mLowPrecisionValidRegion = nsIntRegion();
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}
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nsIntRegion invalidRegion = mVisibleRegion;
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invalidRegion.Sub(invalidRegion, mValidRegion);
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if (invalidRegion.IsEmpty())
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return;
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// Calculate the transform required to convert screen space into layer space
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gfx3DMatrix transform = GetEffectiveTransform();
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// XXX Not sure if this code for intermediate surfaces is correct.
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// It rarely gets hit though, and shouldn't have terrible consequences
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// even if it is wrong.
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for (ContainerLayer* parent = GetParent(); parent; parent = parent->GetParent()) {
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if (parent->UseIntermediateSurface()) {
|
|
transform.PreMultiply(parent->GetEffectiveTransform());
|
|
}
|
|
}
|
|
transform.Invert();
|
|
|
|
nsIntRect layerDisplayPort;
|
|
nsIntRegion lowPrecisionInvalidRegion;
|
|
const gfx::Rect& criticalDisplayPort = GetParent()->GetFrameMetrics().mCriticalDisplayPort;
|
|
if (!criticalDisplayPort.IsEmpty()) {
|
|
// Calculate the invalid region for the low precision buffer
|
|
lowPrecisionInvalidRegion.Sub(mVisibleRegion, mLowPrecisionValidRegion);
|
|
|
|
// Find the critical display port in layer space.
|
|
gfxRect transformedCriticalDisplayPort = transform.TransformBounds(
|
|
gfxRect(criticalDisplayPort.x, criticalDisplayPort.y,
|
|
criticalDisplayPort.width, criticalDisplayPort.height));
|
|
transformedCriticalDisplayPort.RoundOut();
|
|
layerDisplayPort = nsIntRect(transformedCriticalDisplayPort.x,
|
|
transformedCriticalDisplayPort.y,
|
|
transformedCriticalDisplayPort.width,
|
|
transformedCriticalDisplayPort.height);
|
|
|
|
// Clip the invalid region to the critical display-port
|
|
invalidRegion.And(invalidRegion, layerDisplayPort);
|
|
if (invalidRegion.IsEmpty() && lowPrecisionInvalidRegion.IsEmpty()) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
gfxSize resolution(1, 1);
|
|
for (ContainerLayer* parent = GetParent(); parent; parent = parent->GetParent()) {
|
|
const FrameMetrics& metrics = parent->GetFrameMetrics();
|
|
resolution.width *= metrics.mResolution.width;
|
|
resolution.height *= metrics.mResolution.height;
|
|
}
|
|
|
|
// Calculate the scroll offset since the last transaction, and the
|
|
// composition bounds.
|
|
nsIntRect compositionBounds;
|
|
gfx::Point scrollOffset(0, 0);
|
|
Layer* primaryScrollable = BasicManager()->GetPrimaryScrollableLayer();
|
|
if (primaryScrollable) {
|
|
const FrameMetrics& metrics = primaryScrollable->AsContainerLayer()->GetFrameMetrics();
|
|
scrollOffset = metrics.mScrollOffset;
|
|
gfxRect transformedViewport = transform.TransformBounds(
|
|
gfxRect(metrics.mCompositionBounds.x, metrics.mCompositionBounds.y,
|
|
metrics.mCompositionBounds.width, metrics.mCompositionBounds.height));
|
|
transformedViewport.RoundOut();
|
|
compositionBounds = nsIntRect(transformedViewport.x, transformedViewport.y,
|
|
transformedViewport.width, transformedViewport.height);
|
|
}
|
|
|
|
if (!invalidRegion.IsEmpty()) {
|
|
bool updatedBuffer = false;
|
|
// Only draw progressively when the resolution is unchanged.
|
|
if (gfxPlatform::UseProgressiveTilePainting() &&
|
|
!BasicManager()->HasShadowTarget() &&
|
|
mTiledBuffer.GetFrameResolution() == resolution) {
|
|
// Store the old valid region, then clear it before painting.
|
|
// We clip the old valid region to the visible region, as it only gets
|
|
// used to decide stale content (currently valid and previously visible)
|
|
nsIntRegion oldValidRegion = mTiledBuffer.GetValidRegion();
|
|
oldValidRegion.And(oldValidRegion, mVisibleRegion);
|
|
if (!layerDisplayPort.IsEmpty()) {
|
|
oldValidRegion.And(oldValidRegion, layerDisplayPort);
|
|
}
|
|
|
|
// Make sure that tiles that fall outside of the visible region are
|
|
// discarded on the first update.
|
|
if (!BasicManager()->IsRepeatTransaction()) {
|
|
mValidRegion.And(mValidRegion, mVisibleRegion);
|
|
if (!layerDisplayPort.IsEmpty()) {
|
|
mValidRegion.And(mValidRegion, layerDisplayPort);
|
|
}
|
|
}
|
|
|
|
updatedBuffer =
|
|
ProgressiveUpdate(mTiledBuffer, mValidRegion, invalidRegion,
|
|
oldValidRegion, transform, compositionBounds,
|
|
scrollOffset, resolution, aCallback, aCallbackData);
|
|
} else {
|
|
updatedBuffer = true;
|
|
mTiledBuffer.SetFrameResolution(resolution);
|
|
mValidRegion = mVisibleRegion;
|
|
if (!layerDisplayPort.IsEmpty()) {
|
|
mValidRegion.And(mValidRegion, layerDisplayPort);
|
|
}
|
|
mTiledBuffer.PaintThebes(this, mValidRegion, invalidRegion, aCallback, aCallbackData);
|
|
}
|
|
|
|
if (updatedBuffer) {
|
|
mTiledBuffer.ReadLock();
|
|
|
|
// Only paint the mask layer on the first transaction.
|
|
if (aMaskLayer && !BasicManager()->IsRepeatTransaction()) {
|
|
static_cast<BasicImplData*>(aMaskLayer->ImplData())
|
|
->Paint(aContext, nullptr);
|
|
}
|
|
|
|
// Create a heap copy owned and released by the compositor. This is needed
|
|
// since we're sending this over an async message and content needs to be
|
|
// be able to modify the tiled buffer in the next transaction.
|
|
// TODO: Remove me once Bug 747811 lands.
|
|
BasicTiledLayerBuffer *heapCopy = new BasicTiledLayerBuffer(mTiledBuffer);
|
|
|
|
BasicManager()->PaintedTiledLayerBuffer(BasicManager()->Hold(this), heapCopy);
|
|
mTiledBuffer.ClearPaintedRegion();
|
|
}
|
|
}
|
|
|
|
// If we have a critical display-port defined, render the full display-port
|
|
// progressively in the low-precision tiled buffer.
|
|
bool updatedLowPrecision = false;
|
|
if (gfxPlatform::UseLowPrecisionBuffer() &&
|
|
!criticalDisplayPort.IsEmpty() &&
|
|
!nsIntRegion(layerDisplayPort).Contains(mVisibleRegion)) {
|
|
nsIntRegion oldValidRegion = mLowPrecisionTiledBuffer.GetValidRegion();
|
|
oldValidRegion.And(oldValidRegion, mVisibleRegion);
|
|
|
|
// If the frame resolution has changed, invalidate the buffer
|
|
if (mLowPrecisionTiledBuffer.GetFrameResolution() != resolution) {
|
|
if (!mLowPrecisionValidRegion.IsEmpty()) {
|
|
updatedLowPrecision = true;
|
|
}
|
|
oldValidRegion.SetEmpty();
|
|
mLowPrecisionValidRegion.SetEmpty();
|
|
mLowPrecisionTiledBuffer.SetFrameResolution(resolution);
|
|
}
|
|
|
|
// Invalidate previously valid content that is no longer visible
|
|
if (!BasicManager()->IsRepeatTransaction()) {
|
|
mLowPrecisionValidRegion.And(mLowPrecisionValidRegion, mVisibleRegion);
|
|
}
|
|
|
|
// Remove the valid high-precision region from the invalid low-precision
|
|
// region. We don't want to spend time drawing things twice.
|
|
nsIntRegion invalidHighPrecisionIntersect;
|
|
invalidHighPrecisionIntersect.And(lowPrecisionInvalidRegion, mValidRegion);
|
|
lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, invalidHighPrecisionIntersect);
|
|
|
|
if (!lowPrecisionInvalidRegion.IsEmpty()) {
|
|
updatedLowPrecision =
|
|
ProgressiveUpdate(mLowPrecisionTiledBuffer, mLowPrecisionValidRegion,
|
|
lowPrecisionInvalidRegion, oldValidRegion, transform,
|
|
compositionBounds, scrollOffset, resolution, aCallback,
|
|
aCallbackData);
|
|
}
|
|
|
|
// Re-add the high-precision valid region intersection so that we can
|
|
// maintain coherency when the valid region changes.
|
|
lowPrecisionInvalidRegion.Or(lowPrecisionInvalidRegion, invalidHighPrecisionIntersect);
|
|
} else if (!mLowPrecisionValidRegion.IsEmpty()) {
|
|
// Clear the low precision tiled buffer
|
|
updatedLowPrecision = true;
|
|
mLowPrecisionValidRegion.SetEmpty();
|
|
mLowPrecisionTiledBuffer.PaintThebes(this, mLowPrecisionValidRegion,
|
|
mLowPrecisionValidRegion, aCallback,
|
|
aCallbackData);
|
|
}
|
|
|
|
// We send a Painted callback if we clear the valid region of the low
|
|
// precision buffer, so that the shadow buffer's valid region can be updated
|
|
// and the associated resources can be freed.
|
|
if (updatedLowPrecision) {
|
|
mLowPrecisionTiledBuffer.ReadLock();
|
|
BasicTiledLayerBuffer *heapCopy = new BasicTiledLayerBuffer(mLowPrecisionTiledBuffer);
|
|
|
|
// The GL layer manager uses the buffer resolution to distinguish calls
|
|
// to PaintedTiledLayerBuffer.
|
|
BasicManager()->PaintedTiledLayerBuffer(BasicManager()->Hold(this), heapCopy);
|
|
mLowPrecisionTiledBuffer.ClearPaintedRegion();
|
|
}
|
|
|
|
// The transaction is completed, store the last scroll offset.
|
|
if (!BasicManager()->GetRepeatTransaction()) {
|
|
mLastScrollOffset = scrollOffset;
|
|
}
|
|
mFirstPaint = false;
|
|
}
|
|
|
|
} // mozilla
|
|
} // layers
|