mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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39c1e80d93
Fixed layers don't async scroll, so it doesn't make sense for them to have a low precision region or for them to be rendered progressively.
388 lines
15 KiB
C++
388 lines
15 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 "ClientTiledThebesLayer.h"
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#include "FrameMetrics.h" // for FrameMetrics
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#include "Units.h" // for ScreenIntRect, CSSPoint, etc
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#include "UnitTransforms.h" // for TransformTo
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#include "ClientLayerManager.h" // for ClientLayerManager, etc
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#include "gfx3DMatrix.h" // for gfx3DMatrix
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#include "gfxPlatform.h" // for gfxPlatform
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#include "gfxPrefs.h" // for gfxPrefs
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#include "gfxRect.h" // for gfxRect
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#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
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#include "mozilla/gfx/BaseSize.h" // for BaseSize
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#include "mozilla/gfx/Rect.h" // for Rect, RectTyped
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#include "mozilla/layers/LayersMessages.h"
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#include "mozilla/mozalloc.h" // for operator delete, etc
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#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
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#include "nsRect.h" // for nsIntRect
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namespace mozilla {
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namespace layers {
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ClientTiledThebesLayer::ClientTiledThebesLayer(ClientLayerManager* const aManager)
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: ThebesLayer(aManager,
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static_cast<ClientLayer*>(MOZ_THIS_IN_INITIALIZER_LIST()))
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, mContentClient()
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{
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MOZ_COUNT_CTOR(ClientTiledThebesLayer);
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mPaintData.mLastScrollOffset = ParentLayerPoint(0, 0);
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mPaintData.mFirstPaint = true;
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}
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ClientTiledThebesLayer::~ClientTiledThebesLayer()
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{
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MOZ_COUNT_DTOR(ClientTiledThebesLayer);
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}
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void
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ClientTiledThebesLayer::ClearCachedResources()
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{
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if (mContentClient) {
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mContentClient->ClearCachedResources();
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}
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}
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void
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ClientTiledThebesLayer::FillSpecificAttributes(SpecificLayerAttributes& aAttrs)
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{
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aAttrs = ThebesLayerAttributes(GetValidRegion());
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}
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static LayoutDeviceRect
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ApplyParentLayerToLayoutTransform(const gfx3DMatrix& aTransform, const ParentLayerRect& aParentLayerRect)
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{
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return TransformTo<LayoutDevicePixel>(aTransform, aParentLayerRect);
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}
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void
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ClientTiledThebesLayer::BeginPaint()
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{
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if (ClientManager()->IsRepeatTransaction()) {
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return;
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}
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mPaintData.mLowPrecisionPaintCount = 0;
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mPaintData.mPaintFinished = false;
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mPaintData.mCompositionBounds.SetEmpty();
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mPaintData.mCriticalDisplayPort.SetEmpty();
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if (!GetBaseTransform().Is2DIntegerTranslation()) {
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// Give up if the layer is transformed. The code below assumes that there
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// is no transform set, and not making that assumption would cause huge
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// complication to handle a quite rare case.
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//
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// FIXME The intention is to bail out of this function when there's a CSS
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// transform set on the layer, but unfortunately there's no way to
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// distinguish transforms due to scrolling from transforms due to
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// CSS transforms.
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//
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// Because of this, there may be unintended behaviour when setting
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// 2d CSS translations on the children of scrollable displayport
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// layers.
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return;
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}
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// Get the metrics of the nearest scrollable layer and the nearest layer
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// with a displayport.
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ContainerLayer* displayPortParent = nullptr;
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ContainerLayer* scrollParent = nullptr;
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for (ContainerLayer* parent = GetParent(); parent; parent = parent->GetParent()) {
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const FrameMetrics& metrics = parent->GetFrameMetrics();
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if (!scrollParent && metrics.GetScrollId() != FrameMetrics::NULL_SCROLL_ID) {
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scrollParent = parent;
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}
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if (!metrics.mDisplayPort.IsEmpty()) {
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displayPortParent = parent;
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// Any layer that has a displayport must be scrollable, so we can break
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// here.
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break;
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}
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}
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if (!displayPortParent || !scrollParent) {
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// No displayport or scroll parent, so we can't do progressive rendering.
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// Just set the composition bounds to empty and return.
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#if defined(MOZ_WIDGET_ANDROID) || defined(MOZ_B2G)
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// Both Android and b2g are guaranteed to have a displayport set, so this
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// should never happen.
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NS_WARNING("Tiled Thebes layer with no scrollable container parent");
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#endif
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return;
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}
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// Note, not handling transformed layers lets us assume that LayoutDevice
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// space of the scroll parent layer is the same as LayoutDevice space of
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// this layer.
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const FrameMetrics& scrollMetrics = scrollParent->GetFrameMetrics();
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const FrameMetrics& displayportMetrics = displayPortParent->GetFrameMetrics();
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// Calculate the transform required to convert ParentLayer space of our
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// display port parent to LayoutDevice space of this layer.
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gfx::Matrix4x4 transform = scrollParent->GetTransform();
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ContainerLayer* displayPortParentParent = displayPortParent->GetParent() ?
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displayPortParent->GetParent()->GetParent() : nullptr;
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for (ContainerLayer* parent = scrollParent->GetParent();
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parent != displayPortParentParent;
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parent = parent->GetParent()) {
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transform = transform * parent->GetTransform();
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}
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gfx3DMatrix layoutDeviceToScrollParentLayer;
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gfx::To3DMatrix(transform, layoutDeviceToScrollParentLayer);
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layoutDeviceToScrollParentLayer.ScalePost(scrollMetrics.mCumulativeResolution.scale,
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scrollMetrics.mCumulativeResolution.scale,
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1.f);
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mPaintData.mTransformParentLayerToLayoutDevice = layoutDeviceToScrollParentLayer.Inverse();
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// Compute the critical display port of the display port layer in
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// LayoutDevice space of this layer.
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ParentLayerRect criticalDisplayPort =
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(displayportMetrics.mCriticalDisplayPort + displayportMetrics.GetScrollOffset()) *
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displayportMetrics.GetZoomToParent();
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mPaintData.mCriticalDisplayPort = LayoutDeviceIntRect::ToUntyped(RoundedOut(
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ApplyParentLayerToLayoutTransform(mPaintData.mTransformParentLayerToLayoutDevice,
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criticalDisplayPort)));
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// Compute the viewport of the display port layer in LayoutDevice space of
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// this layer.
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ParentLayerRect viewport =
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(displayportMetrics.mViewport + displayportMetrics.GetScrollOffset()) *
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displayportMetrics.GetZoomToParent();
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mPaintData.mViewport = ApplyParentLayerToLayoutTransform(
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mPaintData.mTransformParentLayerToLayoutDevice, viewport);
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// Store the scroll parent resolution. Because this is Gecko-side, before any
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// async transforms have occurred, we can use the zoom for this.
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mPaintData.mResolution = displayportMetrics.GetZoomToParent();
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// Store the parent composition bounds in LayoutDevice units.
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// This is actually in LayoutDevice units of the scrollParent's parent layer,
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// but because there is no transform, we can assume that these are the same.
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mPaintData.mCompositionBounds =
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scrollMetrics.mCompositionBounds / scrollMetrics.GetParentResolution();
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// Calculate the scroll offset since the last transaction
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mPaintData.mScrollOffset = displayportMetrics.GetScrollOffset() * displayportMetrics.GetZoomToParent();
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}
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void
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ClientTiledThebesLayer::EndPaint(bool aFinish)
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{
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if (!aFinish && !mPaintData.mPaintFinished) {
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return;
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}
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mPaintData.mLastScrollOffset = mPaintData.mScrollOffset;
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mPaintData.mPaintFinished = true;
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mPaintData.mFirstPaint = false;
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}
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void
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ClientTiledThebesLayer::RenderLayer()
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{
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LayerManager::DrawThebesLayerCallback callback =
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ClientManager()->GetThebesLayerCallback();
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void *data = ClientManager()->GetThebesLayerCallbackData();
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if (!callback) {
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ClientManager()->SetTransactionIncomplete();
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return;
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}
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if (!mContentClient) {
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mContentClient = new TiledContentClient(this, ClientManager());
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mContentClient->Connect();
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ClientManager()->AsShadowForwarder()->Attach(mContentClient, this);
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MOZ_ASSERT(mContentClient->GetForwarder());
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}
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if (mContentClient->mTiledBuffer.HasFormatChanged()) {
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mValidRegion = 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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EndPaint(true);
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return;
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}
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// Only paint the mask layer on the first transaction.
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if (GetMaskLayer() && !ClientManager()->IsRepeatTransaction()) {
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ToClientLayer(GetMaskLayer())->RenderLayer();
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}
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bool isFixed = GetIsFixedPosition() || GetParent()->GetIsFixedPosition();
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// Fast path for no progressive updates, no low-precision updates and no
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// critical display-port set, or no display-port set, or this is a fixed
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// position layer/contained in a fixed position layer
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const FrameMetrics& parentMetrics = GetParent()->GetFrameMetrics();
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if ((!gfxPrefs::UseProgressiveTilePainting() &&
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!gfxPrefs::UseLowPrecisionBuffer() &&
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parentMetrics.mCriticalDisplayPort.IsEmpty()) ||
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parentMetrics.mDisplayPort.IsEmpty() ||
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isFixed) {
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mValidRegion = mVisibleRegion;
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NS_ASSERTION(!ClientManager()->IsRepeatTransaction(), "Didn't paint our mask layer");
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mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion,
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callback, data);
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ClientManager()->Hold(this);
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mContentClient->UseTiledLayerBuffer(TiledContentClient::TILED_BUFFER);
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return;
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}
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// Calculate everything we need to perform the paint.
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BeginPaint();
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if (mPaintData.mPaintFinished) {
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return;
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}
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// Make sure that tiles that fall outside of the visible region are
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// discarded on the first update.
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if (!ClientManager()->IsRepeatTransaction()) {
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mValidRegion.And(mValidRegion, mVisibleRegion);
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if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
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// Make sure that tiles that fall outside of the critical displayport are
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// discarded on the first update.
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mValidRegion.And(mValidRegion, mPaintData.mCriticalDisplayPort);
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}
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}
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nsIntRegion lowPrecisionInvalidRegion;
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if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
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if (gfxPrefs::UseLowPrecisionBuffer()) {
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// Calculate the invalid region for the low precision buffer
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lowPrecisionInvalidRegion.Sub(mVisibleRegion, mLowPrecisionValidRegion);
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// Remove the valid region from the low precision valid region (we don't
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// validate this part of the low precision buffer).
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lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion);
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}
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// Clip the invalid region to the critical display-port
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invalidRegion.And(invalidRegion, mPaintData.mCriticalDisplayPort);
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if (invalidRegion.IsEmpty() && lowPrecisionInvalidRegion.IsEmpty()) {
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EndPaint(true);
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return;
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}
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}
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if (!invalidRegion.IsEmpty() && mPaintData.mLowPrecisionPaintCount == 0) {
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bool updatedBuffer = false;
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// Only draw progressively when the resolution is unchanged.
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if (gfxPrefs::UseProgressiveTilePainting() &&
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!ClientManager()->HasShadowTarget() &&
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mContentClient->mTiledBuffer.GetFrameResolution() == mPaintData.mResolution) {
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// Store the old valid region, then clear it before painting.
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// We clip the old valid region to the visible region, as it only gets
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// used to decide stale content (currently valid and previously visible)
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nsIntRegion oldValidRegion = mContentClient->mTiledBuffer.GetValidRegion();
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oldValidRegion.And(oldValidRegion, mVisibleRegion);
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if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
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oldValidRegion.And(oldValidRegion, mPaintData.mCriticalDisplayPort);
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}
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updatedBuffer =
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mContentClient->mTiledBuffer.ProgressiveUpdate(mValidRegion, invalidRegion,
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oldValidRegion, &mPaintData,
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callback, data);
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} else {
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updatedBuffer = true;
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mValidRegion = mVisibleRegion;
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if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
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mValidRegion.And(mValidRegion, mPaintData.mCriticalDisplayPort);
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}
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mContentClient->mTiledBuffer.SetFrameResolution(mPaintData.mResolution);
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mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion,
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callback, data);
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}
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if (updatedBuffer) {
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ClientManager()->Hold(this);
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mContentClient->UseTiledLayerBuffer(TiledContentClient::TILED_BUFFER);
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// If there are low precision updates, mark the paint as unfinished and
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// request a repeat transaction.
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if (!lowPrecisionInvalidRegion.IsEmpty() && mPaintData.mPaintFinished) {
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ClientManager()->SetRepeatTransaction();
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mPaintData.mLowPrecisionPaintCount = 1;
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mPaintData.mPaintFinished = false;
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}
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// Return so that low precision updates aren't performed in the same
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// transaction as high-precision updates.
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EndPaint(false);
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return;
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}
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}
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// Render the low precision buffer, if there's area to invalidate and the
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// visible region is larger than the critical display port.
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bool updatedLowPrecision = false;
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if (!lowPrecisionInvalidRegion.IsEmpty() &&
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!nsIntRegion(mPaintData.mCriticalDisplayPort).Contains(mVisibleRegion)) {
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nsIntRegion oldValidRegion =
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mContentClient->mLowPrecisionTiledBuffer.GetValidRegion();
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oldValidRegion.And(oldValidRegion, mVisibleRegion);
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// If the frame resolution or format have changed, invalidate the buffer
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if (mContentClient->mLowPrecisionTiledBuffer.GetFrameResolution() != mPaintData.mResolution ||
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mContentClient->mLowPrecisionTiledBuffer.HasFormatChanged()) {
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if (!mLowPrecisionValidRegion.IsEmpty()) {
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updatedLowPrecision = true;
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}
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oldValidRegion.SetEmpty();
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mLowPrecisionValidRegion.SetEmpty();
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mContentClient->mLowPrecisionTiledBuffer.SetFrameResolution(mPaintData.mResolution);
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lowPrecisionInvalidRegion = mVisibleRegion;
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}
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// Invalidate previously valid content that is no longer visible
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if (mPaintData.mLowPrecisionPaintCount == 1) {
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mLowPrecisionValidRegion.And(mLowPrecisionValidRegion, mVisibleRegion);
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}
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mPaintData.mLowPrecisionPaintCount++;
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// Remove the valid high-precision region from the invalid low-precision
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// region. We don't want to spend time drawing things twice.
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lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion);
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if (!lowPrecisionInvalidRegion.IsEmpty()) {
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updatedLowPrecision = mContentClient->mLowPrecisionTiledBuffer
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.ProgressiveUpdate(mLowPrecisionValidRegion,
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lowPrecisionInvalidRegion,
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oldValidRegion, &mPaintData,
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callback, data);
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}
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} else if (!mLowPrecisionValidRegion.IsEmpty()) {
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// Clear the low precision tiled buffer
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updatedLowPrecision = true;
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mLowPrecisionValidRegion.SetEmpty();
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mContentClient->mLowPrecisionTiledBuffer.PaintThebes(mLowPrecisionValidRegion,
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mLowPrecisionValidRegion,
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callback, data);
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}
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// We send a Painted callback if we clear the valid region of the low
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// precision buffer, so that the shadow buffer's valid region can be updated
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// and the associated resources can be freed.
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if (updatedLowPrecision) {
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ClientManager()->Hold(this);
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mContentClient->UseTiledLayerBuffer(TiledContentClient::LOW_PRECISION_TILED_BUFFER);
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}
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EndPaint(false);
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}
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} // mozilla
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} // layers
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