gecko/gfx/layers/opengl/ThebesLayerOGL.cpp
Bas Schouten 7d182a2102 Bug 825928: Land layers refactoring. r=jrmuizel,bas,nical,mattwoodrow,roc,nrc,benwa,bjacob,jgilbert,kchen CLOSED TREE
Please contact Bas Schouten <bschouten@mozilla.com>, Nicolas Silva <nsilva@mozilla.com> or Nicholas Cameron <ncameron@mozilla.com> with general questions. Below is a rough list of authors to contact with specific questions.

Authors:
gfx/layers/Compositor.* gfx/layers/Effects.h - Compositor Interface - bas,nrc,nical
gfx/layers/d3d* - D3D9/D3D10 - bas
gfx/layers/ThebesLayer* - ThebesLayers - nrc,bas
gfx/layers/composite/* - CompositeLayers - nrc,nical
gfx/layers/client/* - Client - nrc,nical,bas
gfx/layers/*Image* - nical
gfx/layers/ipc ipc - IPC - nical
gfx/layers/opengl - CompositorOGL - nrc,nical
gfx/2d - bas,nrc
gfx/gl - GLContext - bjacob
dom/* layout/* - DOM - mattwoodrow
2013-04-10 09:20:52 +00:00

923 lines
33 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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 "ipc/AutoOpenSurface.h"
#include "mozilla/layers/PLayers.h"
#include "TiledLayerBuffer.h"
/* This must occur *after* layers/PLayers.h to avoid typedefs conflicts. */
#include "mozilla/Util.h"
#include "ThebesLayerBuffer.h"
#include "ThebesLayerOGL.h"
#include "gfxUtils.h"
#include "gfxTeeSurface.h"
#include "base/message_loop.h"
namespace mozilla {
namespace layers {
using gl::GLContext;
using gl::TextureImage;
static const int ALLOW_REPEAT = ThebesLayerBuffer::ALLOW_REPEAT;
GLenum
WrapMode(GLContext *aGl, uint32_t aFlags)
{
if ((aFlags & ALLOW_REPEAT) &&
(aGl->IsExtensionSupported(GLContext::ARB_texture_non_power_of_two) ||
aGl->IsExtensionSupported(GLContext::OES_texture_npot))) {
return LOCAL_GL_REPEAT;
}
return LOCAL_GL_CLAMP_TO_EDGE;
}
// BindAndDrawQuadWithTextureRect can work with either GL_REPEAT (preferred)
// or GL_CLAMP_TO_EDGE textures. If ALLOW_REPEAT is set in aFlags, we
// select based on whether REPEAT is valid for non-power-of-two textures --
// if we have NPOT support we use it, otherwise we stick with CLAMP_TO_EDGE and
// decompose.
// If ALLOW_REPEAT is not set, we always use GL_CLAMP_TO_EDGE.
static already_AddRefed<TextureImage>
CreateClampOrRepeatTextureImage(GLContext *aGl,
const nsIntSize& aSize,
TextureImage::ContentType aContentType,
uint32_t aFlags)
{
return aGl->CreateTextureImage(aSize, aContentType, WrapMode(aGl, aFlags));
}
static void
SetAntialiasingFlags(Layer* aLayer, gfxContext* aTarget)
{
nsRefPtr<gfxASurface> surface = aTarget->CurrentSurface();
if (surface->GetContentType() != gfxASurface::CONTENT_COLOR_ALPHA) {
// Destination doesn't have alpha channel; no need to set any special flags
return;
}
surface->SetSubpixelAntialiasingEnabled(
!(aLayer->GetContentFlags() & Layer::CONTENT_COMPONENT_ALPHA));
}
class ThebesLayerBufferOGL
{
NS_INLINE_DECL_REFCOUNTING(ThebesLayerBufferOGL)
public:
typedef TextureImage::ContentType ContentType;
typedef ThebesLayerBuffer::PaintState PaintState;
ThebesLayerBufferOGL(ThebesLayer* aLayer, LayerOGL* aOGLLayer)
: mLayer(aLayer)
, mOGLLayer(aOGLLayer)
, mInitialised(true)
{}
virtual ~ThebesLayerBufferOGL() {}
enum { PAINT_WILL_RESAMPLE = ThebesLayerBuffer::PAINT_WILL_RESAMPLE };
virtual PaintState BeginPaint(ContentType aContentType,
uint32_t aFlags) = 0;
void RenderTo(const nsIntPoint& aOffset, LayerManagerOGL* aManager,
uint32_t aFlags);
void EndUpdate();
nsIntSize GetSize() {
if (mTexImage)
return mTexImage->GetSize();
return nsIntSize(0, 0);
}
bool Initialised() { return mInitialised; }
virtual nsIntPoint GetOriginOffset() = 0;
protected:
GLContext* gl() const { return mOGLLayer->gl(); }
ThebesLayer* mLayer;
LayerOGL* mOGLLayer;
nsRefPtr<TextureImage> mTexImage;
nsRefPtr<TextureImage> mTexImageOnWhite;
bool mInitialised;
};
void ThebesLayerBufferOGL::EndUpdate()
{
if (mTexImage && mTexImage->InUpdate()) {
mTexImage->EndUpdate();
}
if (mTexImageOnWhite && mTexImageOnWhite->InUpdate()) {
mTexImageOnWhite->EndUpdate();
}
}
void
ThebesLayerBufferOGL::RenderTo(const nsIntPoint& aOffset,
LayerManagerOGL* aManager,
uint32_t aFlags)
{
NS_ASSERTION(Initialised(), "RenderTo with uninitialised buffer!");
if (!mTexImage || !Initialised())
return;
EndUpdate();
#ifdef MOZ_DUMP_PAINTING
if (gfxUtils::sDumpPainting) {
nsRefPtr<gfxImageSurface> surf =
gl()->GetTexImage(mTexImage->GetTextureID(), false, mTexImage->GetShaderProgramType());
WriteSnapshotToDumpFile(mLayer, surf);
}
#endif
int32_t passes = mTexImageOnWhite ? 2 : 1;
for (int32_t pass = 1; pass <= passes; ++pass) {
ShaderProgramOGL *program;
if (passes == 2) {
ShaderProgramOGL* alphaProgram;
if (pass == 1) {
alphaProgram = aManager->GetProgram(gl::ComponentAlphaPass1ProgramType,
mLayer->GetMaskLayer());
gl()->fBlendFuncSeparate(LOCAL_GL_ZERO, LOCAL_GL_ONE_MINUS_SRC_COLOR,
LOCAL_GL_ONE, LOCAL_GL_ONE);
} else {
alphaProgram = aManager->GetProgram(gl::ComponentAlphaPass2ProgramType,
mLayer->GetMaskLayer());
gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE,
LOCAL_GL_ONE, LOCAL_GL_ONE);
}
alphaProgram->Activate();
alphaProgram->SetBlackTextureUnit(0);
alphaProgram->SetWhiteTextureUnit(1);
program = alphaProgram;
} else {
// Note BGR: Cairo's image surfaces are always in what
// OpenGL and our shaders consider BGR format.
ShaderProgramOGL* basicProgram =
aManager->GetProgram(mTexImage->GetShaderProgramType(),
mLayer->GetMaskLayer());
basicProgram->Activate();
basicProgram->SetTextureUnit(0);
program = basicProgram;
}
program->SetLayerOpacity(mLayer->GetEffectiveOpacity());
program->SetLayerTransform(mLayer->GetEffectiveTransform());
program->SetRenderOffset(aOffset);
program->LoadMask(mLayer->GetMaskLayer());
const nsIntRegion& visibleRegion = mLayer->GetEffectiveVisibleRegion();
nsIntRegion tmpRegion;
const nsIntRegion* renderRegion;
if (aFlags & PAINT_WILL_RESAMPLE) {
// If we're resampling, then the texture image will contain exactly the
// entire visible region's bounds, and we should draw it all in one quad
// to avoid unexpected aliasing.
tmpRegion = visibleRegion.GetBounds();
renderRegion = &tmpRegion;
} else {
renderRegion = &visibleRegion;
}
nsIntRegion region(*renderRegion);
nsIntPoint origin = GetOriginOffset();
region.MoveBy(-origin); // translate into TexImage space, buffer origin might not be at texture (0,0)
// Figure out the intersecting draw region
nsIntSize texSize = mTexImage->GetSize();
nsIntRect textureRect = nsIntRect(0, 0, texSize.width, texSize.height);
textureRect.MoveBy(region.GetBounds().TopLeft());
nsIntRegion subregion;
subregion.And(region, textureRect);
if (subregion.IsEmpty()) // Region is empty, nothing to draw
return;
nsIntRegion screenRects;
nsIntRegion regionRects;
// Collect texture/screen coordinates for drawing
nsIntRegionRectIterator iter(subregion);
while (const nsIntRect* iterRect = iter.Next()) {
nsIntRect regionRect = *iterRect;
nsIntRect screenRect = regionRect;
screenRect.MoveBy(origin);
screenRects.Or(screenRects, screenRect);
regionRects.Or(regionRects, regionRect);
}
mTexImage->BeginTileIteration();
if (mTexImageOnWhite) {
NS_ASSERTION(mTexImage->GetTileCount() == mTexImageOnWhite->GetTileCount(),
"Tile count mismatch on component alpha texture");
mTexImageOnWhite->BeginTileIteration();
}
bool usingTiles = (mTexImage->GetTileCount() > 1);
do {
if (mTexImageOnWhite) {
NS_ASSERTION(mTexImageOnWhite->GetTileRect() == mTexImage->GetTileRect(), "component alpha textures should be the same size.");
}
nsIntRect tileRect = mTexImage->GetTileRect();
// Bind textures.
TextureImage::ScopedBindTexture texBind(mTexImage, LOCAL_GL_TEXTURE0);
TextureImage::ScopedBindTexture texOnWhiteBind(mTexImageOnWhite, LOCAL_GL_TEXTURE1);
// Draw texture. If we're using tiles, we do repeating manually, as texture
// repeat would cause each individual tile to repeat instead of the
// compound texture as a whole. This involves drawing at most 4 sections,
// 2 for each axis that has texture repeat.
for (int y = 0; y < (usingTiles ? 2 : 1); y++) {
for (int x = 0; x < (usingTiles ? 2 : 1); x++) {
nsIntRect currentTileRect(tileRect);
currentTileRect.MoveBy(x * texSize.width, y * texSize.height);
nsIntRegionRectIterator screenIter(screenRects);
nsIntRegionRectIterator regionIter(regionRects);
const nsIntRect* screenRect;
const nsIntRect* regionRect;
while ((screenRect = screenIter.Next()) &&
(regionRect = regionIter.Next())) {
nsIntRect tileScreenRect(*screenRect);
nsIntRect tileRegionRect(*regionRect);
// When we're using tiles, find the intersection between the tile
// rect and this region rect. Tiling is then handled by the
// outer for-loops and modifying the tile rect.
if (usingTiles) {
tileScreenRect.MoveBy(-origin);
tileScreenRect = tileScreenRect.Intersect(currentTileRect);
tileScreenRect.MoveBy(origin);
if (tileScreenRect.IsEmpty())
continue;
tileRegionRect = regionRect->Intersect(currentTileRect);
tileRegionRect.MoveBy(-currentTileRect.TopLeft());
}
#ifdef ANDROID
// Bug 691354
// Using the LINEAR filter we get unexplained artifacts.
// Use NEAREST when no scaling is required.
gfxMatrix matrix;
bool is2D = mLayer->GetEffectiveTransform().Is2D(&matrix);
if (is2D && !matrix.HasNonTranslationOrFlip()) {
gl()->ApplyFilterToBoundTexture(gfxPattern::FILTER_NEAREST);
} else {
mTexImage->ApplyFilter();
}
#endif
program->SetLayerQuadRect(tileScreenRect);
aManager->BindAndDrawQuadWithTextureRect(program, tileRegionRect,
tileRect.Size(),
mTexImage->GetWrapMode());
}
}
}
if (mTexImageOnWhite)
mTexImageOnWhite->NextTile();
} while (mTexImage->NextTile());
}
if (mTexImageOnWhite) {
// Restore defaults
gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE);
}
}
// This implementation is the fast-path for when our TextureImage is
// permanently backed with a server-side ASurface. We can simply
// reuse the ThebesLayerBuffer logic in its entirety and profit.
class SurfaceBufferOGL : public ThebesLayerBufferOGL, private ThebesLayerBuffer
{
public:
typedef ThebesLayerBufferOGL::ContentType ContentType;
typedef ThebesLayerBufferOGL::PaintState PaintState;
SurfaceBufferOGL(ThebesLayerOGL* aLayer)
: ThebesLayerBufferOGL(aLayer, aLayer)
, ThebesLayerBuffer(SizedToVisibleBounds)
{
}
virtual ~SurfaceBufferOGL() {}
// ThebesLayerBufferOGL interface
virtual PaintState BeginPaint(ContentType aContentType,
uint32_t aFlags)
{
// Let ThebesLayerBuffer do all the hard work for us! :D
return ThebesLayerBuffer::BeginPaint(mLayer,
aContentType,
aFlags);
}
// ThebesLayerBuffer interface
virtual already_AddRefed<gfxASurface>
CreateBuffer(ContentType aType, const nsIntRect& aRect, uint32_t aFlags)
{
NS_ASSERTION(gfxASurface::CONTENT_ALPHA != aType,"ThebesBuffer has color");
mTexImage = CreateClampOrRepeatTextureImage(gl(), aRect.Size(), aType, aFlags);
return mTexImage ? mTexImage->GetBackingSurface() : nullptr;
}
virtual nsIntPoint GetOriginOffset() {
return BufferRect().TopLeft() - BufferRotation();
}
};
// This implementation is (currently) the slow-path for when we can't
// implement pixel retaining using thebes. This implementation and
// the above could be unified by abstracting buffer-copy operations
// and implementing them here using GL hacketry.
class BasicBufferOGL : public ThebesLayerBufferOGL
{
public:
BasicBufferOGL(ThebesLayerOGL* aLayer)
: ThebesLayerBufferOGL(aLayer, aLayer)
, mBufferRect(0,0,0,0)
, mBufferRotation(0,0)
{}
virtual ~BasicBufferOGL() {}
virtual PaintState BeginPaint(ContentType aContentType,
uint32_t aFlags);
virtual nsIntPoint GetOriginOffset() {
return mBufferRect.TopLeft() - mBufferRotation;
}
protected:
enum XSide {
LEFT, RIGHT
};
enum YSide {
TOP, BOTTOM
};
nsIntRect GetQuadrantRectangle(XSide aXSide, YSide aYSide);
private:
nsIntRect mBufferRect;
nsIntPoint mBufferRotation;
};
static void
WrapRotationAxis(int32_t* aRotationPoint, int32_t aSize)
{
if (*aRotationPoint < 0) {
*aRotationPoint += aSize;
} else if (*aRotationPoint >= aSize) {
*aRotationPoint -= aSize;
}
}
nsIntRect
BasicBufferOGL::GetQuadrantRectangle(XSide aXSide, YSide aYSide)
{
// quadrantTranslation is the amount we translate the top-left
// of the quadrant by to get coordinates relative to the layer
nsIntPoint quadrantTranslation = -mBufferRotation;
quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0;
quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0;
return mBufferRect + quadrantTranslation;
}
static void
FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion,
const nsIntPoint& aOffset, const gfxRGBA& aColor)
{
nsRefPtr<gfxContext> ctx = new gfxContext(aSurface);
ctx->Translate(-gfxPoint(aOffset.x, aOffset.y));
gfxUtils::ClipToRegion(ctx, aRegion);
ctx->SetColor(aColor);
ctx->Paint();
}
BasicBufferOGL::PaintState
BasicBufferOGL::BeginPaint(ContentType aContentType,
uint32_t aFlags)
{
PaintState result;
// We need to disable rotation if we're going to be resampled when
// drawing, because we might sample across the rotation boundary.
bool canHaveRotation = !(aFlags & PAINT_WILL_RESAMPLE);
nsIntRegion validRegion = mLayer->GetValidRegion();
Layer::SurfaceMode mode;
ContentType contentType;
nsIntRegion neededRegion;
bool canReuseBuffer;
nsIntRect destBufferRect;
while (true) {
mode = mLayer->GetSurfaceMode();
contentType = aContentType;
neededRegion = mLayer->GetVisibleRegion();
// If we're going to resample, we need a buffer that's in clamp mode.
canReuseBuffer = neededRegion.GetBounds().Size() <= mBufferRect.Size() &&
mTexImage &&
(!(aFlags & PAINT_WILL_RESAMPLE) ||
mTexImage->GetWrapMode() == LOCAL_GL_CLAMP_TO_EDGE);
if (canReuseBuffer) {
if (mBufferRect.Contains(neededRegion.GetBounds())) {
// We don't need to adjust mBufferRect.
destBufferRect = mBufferRect;
} else {
// The buffer's big enough but doesn't contain everything that's
// going to be visible. We'll move it.
destBufferRect = nsIntRect(neededRegion.GetBounds().TopLeft(), mBufferRect.Size());
}
} else {
destBufferRect = neededRegion.GetBounds();
}
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
#else
if (!mLayer->GetParent() || !mLayer->GetParent()->SupportsComponentAlphaChildren()) {
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
} else {
contentType = gfxASurface::CONTENT_COLOR;
}
#endif
}
if ((aFlags & PAINT_WILL_RESAMPLE) &&
(!neededRegion.GetBounds().IsEqualInterior(destBufferRect) ||
neededRegion.GetNumRects() > 1)) {
// The area we add to neededRegion might not be painted opaquely
if (mode == Layer::SURFACE_OPAQUE) {
contentType = gfxASurface::CONTENT_COLOR_ALPHA;
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
}
// For component alpha layers, we leave contentType as CONTENT_COLOR.
// We need to validate the entire buffer, to make sure that only valid
// pixels are sampled
neededRegion = destBufferRect;
}
if (mTexImage &&
(mTexImage->GetContentType() != contentType ||
(mode == Layer::SURFACE_COMPONENT_ALPHA) != (mTexImageOnWhite != nullptr))) {
// We're effectively clearing the valid region, so we need to draw
// the entire needed region now.
result.mRegionToInvalidate = mLayer->GetValidRegion();
validRegion.SetEmpty();
mTexImage = nullptr;
mTexImageOnWhite = nullptr;
mBufferRect.SetRect(0, 0, 0, 0);
mBufferRotation.MoveTo(0, 0);
// Restart decision process with the cleared buffer. We can only go
// around the loop one more iteration, since mTexImage is null now.
continue;
}
break;
}
result.mRegionToDraw.Sub(neededRegion, validRegion);
if (result.mRegionToDraw.IsEmpty())
return result;
if (destBufferRect.width > gl()->GetMaxTextureImageSize() ||
destBufferRect.height > gl()->GetMaxTextureImageSize()) {
return result;
}
nsIntRect drawBounds = result.mRegionToDraw.GetBounds();
nsRefPtr<TextureImage> destBuffer;
nsRefPtr<TextureImage> destBufferOnWhite;
uint32_t bufferFlags = canHaveRotation ? ALLOW_REPEAT : 0;
if (canReuseBuffer) {
nsIntRect keepArea;
if (keepArea.IntersectRect(destBufferRect, mBufferRect)) {
// Set mBufferRotation so that the pixels currently in mBuffer
// will still be rendered in the right place when mBufferRect
// changes to destBufferRect.
nsIntPoint newRotation = mBufferRotation +
(destBufferRect.TopLeft() - mBufferRect.TopLeft());
WrapRotationAxis(&newRotation.x, mBufferRect.width);
WrapRotationAxis(&newRotation.y, mBufferRect.height);
NS_ASSERTION(nsIntRect(nsIntPoint(0,0), mBufferRect.Size()).Contains(newRotation),
"newRotation out of bounds");
int32_t xBoundary = destBufferRect.XMost() - newRotation.x;
int32_t yBoundary = destBufferRect.YMost() - newRotation.y;
if ((drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) ||
(drawBounds.y < yBoundary && yBoundary < drawBounds.YMost()) ||
(newRotation != nsIntPoint(0,0) && !canHaveRotation)) {
// The stuff we need to redraw will wrap around an edge of the
// buffer, so we will need to do a self-copy
// If mBufferRotation == nsIntPoint(0,0) we could do a real
// self-copy but we're not going to do that in GL yet.
// We can't do a real self-copy because the buffer is rotated.
// So allocate a new buffer for the destination.
destBufferRect = neededRegion.GetBounds();
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (!destBuffer)
return result;
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
destBufferOnWhite =
CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (!destBufferOnWhite)
return result;
}
} else {
mBufferRect = destBufferRect;
mBufferRotation = newRotation;
}
} else {
// No pixels are going to be kept. The whole visible region
// will be redrawn, so we don't need to copy anything, so we don't
// set destBuffer.
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0,0);
}
} else {
// The buffer's not big enough, so allocate a new one
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (!destBuffer)
return result;
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
destBufferOnWhite =
CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (!destBufferOnWhite)
return result;
}
}
NS_ASSERTION(!(aFlags & PAINT_WILL_RESAMPLE) || destBufferRect == neededRegion.GetBounds(),
"If we're resampling, we need to validate the entire buffer");
if (!destBuffer && !mTexImage) {
return result;
}
if (destBuffer) {
if (mTexImage && (mode != Layer::SURFACE_COMPONENT_ALPHA || mTexImageOnWhite)) {
// BlitTextureImage depends on the FBO texture target being
// TEXTURE_2D. This isn't the case on some older X1600-era Radeons.
if (mOGLLayer->OGLManager()->FBOTextureTarget() == LOCAL_GL_TEXTURE_2D) {
nsIntRect overlap;
// The buffer looks like:
// ______
// |1 |2 | Where the center point is offset by mBufferRotation from the top-left corner.
// |___|__|
// |3 |4 |
// |___|__|
//
// This is drawn to the screen as:
// ______
// |4 |3 | Where the center point is { width - mBufferRotation.x, height - mBufferRotation.y } from
// |___|__| from the top left corner - rotationPoint.
// |2 |1 |
// |___|__|
//
// The basic idea below is to take all quadrant rectangles from the src and transform them into rectangles
// in the destination. Unfortunately, it seems it is overly complex and could perhaps be simplified.
nsIntRect srcBufferSpaceBottomRight(mBufferRotation.x, mBufferRotation.y, mBufferRect.width - mBufferRotation.x, mBufferRect.height - mBufferRotation.y);
nsIntRect srcBufferSpaceTopRight(mBufferRotation.x, 0, mBufferRect.width - mBufferRotation.x, mBufferRotation.y);
nsIntRect srcBufferSpaceTopLeft(0, 0, mBufferRotation.x, mBufferRotation.y);
nsIntRect srcBufferSpaceBottomLeft(0, mBufferRotation.y, mBufferRotation.x, mBufferRect.height - mBufferRotation.y);
overlap.IntersectRect(mBufferRect, destBufferRect);
nsIntRect srcRect(overlap), dstRect(overlap);
srcRect.MoveBy(- mBufferRect.TopLeft() + mBufferRotation);
nsIntRect srcRectDrawTopRight(srcRect);
nsIntRect srcRectDrawTopLeft(srcRect);
nsIntRect srcRectDrawBottomLeft(srcRect);
// transform into the different quadrants
srcRectDrawTopRight .MoveBy(-nsIntPoint(0, mBufferRect.height));
srcRectDrawTopLeft .MoveBy(-nsIntPoint(mBufferRect.width, mBufferRect.height));
srcRectDrawBottomLeft.MoveBy(-nsIntPoint(mBufferRect.width, 0));
// Intersect with the quadrant
srcRect = srcRect .Intersect(srcBufferSpaceBottomRight);
srcRectDrawTopRight = srcRectDrawTopRight .Intersect(srcBufferSpaceTopRight);
srcRectDrawTopLeft = srcRectDrawTopLeft .Intersect(srcBufferSpaceTopLeft);
srcRectDrawBottomLeft = srcRectDrawBottomLeft.Intersect(srcBufferSpaceBottomLeft);
dstRect = srcRect;
nsIntRect dstRectDrawTopRight(srcRectDrawTopRight);
nsIntRect dstRectDrawTopLeft(srcRectDrawTopLeft);
nsIntRect dstRectDrawBottomLeft(srcRectDrawBottomLeft);
// transform back to src buffer space
dstRect .MoveBy(-mBufferRotation);
dstRectDrawTopRight .MoveBy(-mBufferRotation + nsIntPoint(0, mBufferRect.height));
dstRectDrawTopLeft .MoveBy(-mBufferRotation + nsIntPoint(mBufferRect.width, mBufferRect.height));
dstRectDrawBottomLeft.MoveBy(-mBufferRotation + nsIntPoint(mBufferRect.width, 0));
// transform back to draw coordinates
dstRect .MoveBy(mBufferRect.TopLeft());
dstRectDrawTopRight .MoveBy(mBufferRect.TopLeft());
dstRectDrawTopLeft .MoveBy(mBufferRect.TopLeft());
dstRectDrawBottomLeft.MoveBy(mBufferRect.TopLeft());
// transform to destBuffer space
dstRect .MoveBy(-destBufferRect.TopLeft());
dstRectDrawTopRight .MoveBy(-destBufferRect.TopLeft());
dstRectDrawTopLeft .MoveBy(-destBufferRect.TopLeft());
dstRectDrawBottomLeft.MoveBy(-destBufferRect.TopLeft());
destBuffer->Resize(destBufferRect.Size());
gl()->BlitTextureImage(mTexImage, srcRect,
destBuffer, dstRect);
if (mBufferRotation != nsIntPoint(0, 0)) {
// Draw the remaining quadrants. We call BlitTextureImage 3 extra
// times instead of doing a single draw call because supporting that
// with a tiled source is quite tricky.
if (!srcRectDrawTopRight.IsEmpty())
gl()->BlitTextureImage(mTexImage, srcRectDrawTopRight,
destBuffer, dstRectDrawTopRight);
if (!srcRectDrawTopLeft.IsEmpty())
gl()->BlitTextureImage(mTexImage, srcRectDrawTopLeft,
destBuffer, dstRectDrawTopLeft);
if (!srcRectDrawBottomLeft.IsEmpty())
gl()->BlitTextureImage(mTexImage, srcRectDrawBottomLeft,
destBuffer, dstRectDrawBottomLeft);
}
destBuffer->MarkValid();
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
destBufferOnWhite->Resize(destBufferRect.Size());
gl()->BlitTextureImage(mTexImageOnWhite, srcRect,
destBufferOnWhite, dstRect);
if (mBufferRotation != nsIntPoint(0, 0)) {
// draw the remaining quadrants
if (!srcRectDrawTopRight.IsEmpty())
gl()->BlitTextureImage(mTexImageOnWhite, srcRectDrawTopRight,
destBufferOnWhite, dstRectDrawTopRight);
if (!srcRectDrawTopLeft.IsEmpty())
gl()->BlitTextureImage(mTexImageOnWhite, srcRectDrawTopLeft,
destBufferOnWhite, dstRectDrawTopLeft);
if (!srcRectDrawBottomLeft.IsEmpty())
gl()->BlitTextureImage(mTexImageOnWhite, srcRectDrawBottomLeft,
destBufferOnWhite, dstRectDrawBottomLeft);
}
destBufferOnWhite->MarkValid();
}
} else {
// can't blit, just draw everything
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
destBufferOnWhite =
CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
}
}
}
mTexImage = destBuffer.forget();
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
mTexImageOnWhite = destBufferOnWhite.forget();
}
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0,0);
}
NS_ASSERTION(canHaveRotation || mBufferRotation == nsIntPoint(0,0),
"Rotation disabled, but we have nonzero rotation?");
nsIntRegion invalidate;
invalidate.Sub(mLayer->GetValidRegion(), destBufferRect);
result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate);
// Figure out which quadrant to draw in
int32_t xBoundary = mBufferRect.XMost() - mBufferRotation.x;
int32_t yBoundary = mBufferRect.YMost() - mBufferRotation.y;
XSide sideX = drawBounds.XMost() <= xBoundary ? RIGHT : LEFT;
YSide sideY = drawBounds.YMost() <= yBoundary ? BOTTOM : TOP;
nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY);
NS_ASSERTION(quadrantRect.Contains(drawBounds), "Messed up quadrants");
nsIntPoint offset = -nsIntPoint(quadrantRect.x, quadrantRect.y);
// Make the region to draw relative to the buffer, before
// passing to BeginUpdate.
result.mRegionToDraw.MoveBy(offset);
// BeginUpdate is allowed to modify the given region,
// if it wants more to be repainted than we request.
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
nsIntRegion drawRegionCopy = result.mRegionToDraw;
gfxASurface *onBlack = mTexImage->BeginUpdate(drawRegionCopy);
gfxASurface *onWhite = mTexImageOnWhite->BeginUpdate(result.mRegionToDraw);
if (onBlack && onWhite) {
NS_ASSERTION(result.mRegionToDraw == drawRegionCopy,
"BeginUpdate should always modify the draw region in the same way!");
FillSurface(onBlack, result.mRegionToDraw, nsIntPoint(0,0), gfxRGBA(0.0, 0.0, 0.0, 1.0));
FillSurface(onWhite, result.mRegionToDraw, nsIntPoint(0,0), gfxRGBA(1.0, 1.0, 1.0, 1.0));
gfxASurface* surfaces[2] = { onBlack, onWhite };
nsRefPtr<gfxTeeSurface> surf = new gfxTeeSurface(surfaces, ArrayLength(surfaces));
// XXX If the device offset is set on the individual surfaces instead of on
// the tee surface, we render in the wrong place. Why?
gfxPoint deviceOffset = onBlack->GetDeviceOffset();
onBlack->SetDeviceOffset(gfxPoint(0, 0));
onWhite->SetDeviceOffset(gfxPoint(0, 0));
surf->SetDeviceOffset(deviceOffset);
// Using this surface as a source will likely go horribly wrong, since
// only the onBlack surface will really be used, so alpha information will
// be incorrect.
surf->SetAllowUseAsSource(false);
result.mContext = new gfxContext(surf);
} else {
result.mContext = nullptr;
}
} else {
result.mContext = new gfxContext(mTexImage->BeginUpdate(result.mRegionToDraw));
if (mTexImage->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA) {
gfxUtils::ClipToRegion(result.mContext, result.mRegionToDraw);
result.mContext->SetOperator(gfxContext::OPERATOR_CLEAR);
result.mContext->Paint();
result.mContext->SetOperator(gfxContext::OPERATOR_OVER);
}
}
if (!result.mContext) {
NS_WARNING("unable to get context for update");
return result;
}
result.mContext->Translate(-gfxPoint(quadrantRect.x, quadrantRect.y));
// Move rgnToPaint back into position so that the thebes callback
// gets the right coordintes.
result.mRegionToDraw.MoveBy(-offset);
// If we do partial updates, we have to clip drawing to the regionToDraw.
// If we don't clip, background images will be fillrect'd to the region correctly,
// while text or lines will paint outside of the regionToDraw. This becomes apparent
// with concave regions. Right now the scrollbars invalidate a narrow strip of the bar
// although they never cover it. This leads to two draw rects, the narow strip and the actually
// newly exposed area. It would be wise to fix this glitch in any way to have simpler
// clip and draw regions.
gfxUtils::ClipToRegion(result.mContext, result.mRegionToDraw);
return result;
}
ThebesLayerOGL::ThebesLayerOGL(LayerManagerOGL* aManager)
: ThebesLayer(aManager, nullptr)
, LayerOGL(aManager)
, mBuffer(nullptr)
{
mImplData = static_cast<LayerOGL*>(this);
}
ThebesLayerOGL::~ThebesLayerOGL()
{
Destroy();
}
void
ThebesLayerOGL::Destroy()
{
if (!mDestroyed) {
mBuffer = nullptr;
mDestroyed = true;
}
}
bool
ThebesLayerOGL::CreateSurface()
{
NS_ASSERTION(!mBuffer, "buffer already created?");
if (mVisibleRegion.IsEmpty()) {
return false;
}
if (gl()->TextureImageSupportsGetBackingSurface()) {
// use the ThebesLayerBuffer fast-path
mBuffer = new SurfaceBufferOGL(this);
} else {
mBuffer = new BasicBufferOGL(this);
}
return true;
}
void
ThebesLayerOGL::SetVisibleRegion(const nsIntRegion &aRegion)
{
if (aRegion.IsEqual(mVisibleRegion))
return;
ThebesLayer::SetVisibleRegion(aRegion);
}
void
ThebesLayerOGL::InvalidateRegion(const nsIntRegion &aRegion)
{
mInvalidRegion.Or(mInvalidRegion, aRegion);
mInvalidRegion.SimplifyOutward(10);
mValidRegion.Sub(mValidRegion, mInvalidRegion);
}
void
ThebesLayerOGL::RenderLayer(int aPreviousFrameBuffer,
const nsIntPoint& aOffset)
{
if (!mBuffer && !CreateSurface()) {
return;
}
NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here");
mOGLManager->MakeCurrent();
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
TextureImage::ContentType contentType =
CanUseOpaqueSurface() ? gfxASurface::CONTENT_COLOR :
gfxASurface::CONTENT_COLOR_ALPHA;
uint32_t flags = 0;
#ifndef MOZ_GFX_OPTIMIZE_MOBILE
if (MayResample()) {
flags |= ThebesLayerBufferOGL::PAINT_WILL_RESAMPLE;
}
#endif
Buffer::PaintState state = mBuffer->BeginPaint(contentType, flags);
mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);
if (state.mContext) {
state.mRegionToInvalidate.And(state.mRegionToInvalidate, mVisibleRegion);
LayerManager::DrawThebesLayerCallback callback =
mOGLManager->GetThebesLayerCallback();
if (!callback) {
NS_ERROR("GL should never need to update ThebesLayers in an empty transaction");
} else {
void* callbackData = mOGLManager->GetThebesLayerCallbackData();
SetAntialiasingFlags(this, state.mContext);
callback(this, state.mContext, state.mRegionToDraw,
state.mRegionToInvalidate, callbackData);
// Everything that's visible has been validated. Do this instead of just
// OR-ing with aRegionToDraw, since that can lead to a very complex region
// here (OR doesn't automatically simplify to the simplest possible
// representation of a region.)
nsIntRegion tmp;
tmp.Or(mVisibleRegion, state.mRegionToDraw);
mValidRegion.Or(mValidRegion, tmp);
}
}
if (mOGLManager->CompositingDisabled()) {
mBuffer->EndUpdate();
return;
}
// Drawing thebes layers can change the current context, reset it.
gl()->MakeCurrent();
gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
mBuffer->RenderTo(aOffset, mOGLManager, flags);
}
Layer*
ThebesLayerOGL::GetLayer()
{
return this;
}
bool
ThebesLayerOGL::IsEmpty()
{
return !mBuffer;
}
void
ThebesLayerOGL::CleanupResources()
{
mBuffer = nullptr;
}
} // layers
} // mozilla