mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
709 lines
28 KiB
Java
709 lines
28 KiB
Java
/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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package org.mozilla.gecko.gfx;
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import org.mozilla.gecko.GeckoAppShell;
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import org.mozilla.gecko.Tab;
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import org.mozilla.gecko.Tabs;
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import org.mozilla.gecko.gfx.Layer.RenderContext;
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import org.mozilla.gecko.mozglue.DirectBufferAllocator;
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import android.content.Context;
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import android.content.SharedPreferences;
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import android.graphics.Color;
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import android.graphics.Point;
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import android.graphics.Rect;
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import android.graphics.RectF;
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import android.graphics.Region;
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import android.graphics.RegionIterator;
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import android.opengl.GLES20;
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import android.os.SystemClock;
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import android.util.Log;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import java.util.concurrent.CopyOnWriteArrayList;
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import javax.microedition.khronos.egl.EGLConfig;
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/**
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* The layer renderer implements the rendering logic for a layer view.
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*/
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public class LayerRenderer implements Tabs.OnTabsChangedListener {
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private static final String LOGTAG = "GeckoLayerRenderer";
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private static final String PROFTAG = "GeckoLayerRendererProf";
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/*
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* The amount of time a frame is allowed to take to render before we declare it a dropped
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* frame.
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*/
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private static final int MAX_FRAME_TIME = 16; /* 1000 ms / 60 FPS */
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private static final int FRAME_RATE_METER_WIDTH = 128;
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private static final int FRAME_RATE_METER_HEIGHT = 32;
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private final LayerView mView;
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private final SingleTileLayer mBackgroundLayer;
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private final ScreenshotLayer mScreenshotLayer;
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private final NinePatchTileLayer mShadowLayer;
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private TextLayer mFrameRateLayer;
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private final ScrollbarLayer mHorizScrollLayer;
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private final ScrollbarLayer mVertScrollLayer;
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private final FadeRunnable mFadeRunnable;
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private ByteBuffer mCoordByteBuffer;
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private FloatBuffer mCoordBuffer;
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private RenderContext mLastPageContext;
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private int mMaxTextureSize;
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private int mBackgroundColor;
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private CopyOnWriteArrayList<Layer> mExtraLayers = new CopyOnWriteArrayList<Layer>();
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// Dropped frames display
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private int[] mFrameTimings;
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private int mCurrentFrame, mFrameTimingsSum, mDroppedFrames;
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// Render profiling output
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private int mFramesRendered;
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private float mCompleteFramesRendered;
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private boolean mProfileRender;
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private long mProfileOutputTime;
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/* Used by robocop for testing purposes */
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private IntBuffer mPixelBuffer;
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// Used by GLES 2.0
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private int mProgram;
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private int mPositionHandle;
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private int mTextureHandle;
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private int mSampleHandle;
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private int mTMatrixHandle;
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// column-major matrix applied to each vertex to shift the viewport from
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// one ranging from (-1, -1),(1,1) to (0,0),(1,1) and to scale all sizes by
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// a factor of 2 to fill up the screen
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public static final float[] DEFAULT_TEXTURE_MATRIX = {
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2.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 2.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 2.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 1.0f
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};
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private static final int COORD_BUFFER_SIZE = 20;
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// The shaders run on the GPU directly, the vertex shader is only applying the
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// matrix transform detailed above
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// Note we flip the y-coordinate in the vertex shader from a
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// coordinate system with (0,0) in the top left to one with (0,0) in
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// the bottom left.
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public static final String DEFAULT_VERTEX_SHADER =
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"uniform mat4 uTMatrix;\n" +
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"attribute vec4 vPosition;\n" +
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"attribute vec2 aTexCoord;\n" +
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"varying vec2 vTexCoord;\n" +
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"void main() {\n" +
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" gl_Position = uTMatrix * vPosition;\n" +
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" vTexCoord.x = aTexCoord.x;\n" +
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" vTexCoord.y = 1.0 - aTexCoord.y;\n" +
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"}\n";
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// We use highp because the screenshot textures
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// we use are large and we stretch them alot
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// so we need all the precision we can get.
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// Unfortunately, highp is not required by ES 2.0
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// so on GPU's like Mali we end up getting mediump
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public static final String DEFAULT_FRAGMENT_SHADER =
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"precision highp float;\n" +
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"varying vec2 vTexCoord;\n" +
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"uniform sampler2D sTexture;\n" +
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"void main() {\n" +
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" gl_FragColor = texture2D(sTexture, vTexCoord);\n" +
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"}\n";
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public void setCheckerboardBitmap(ByteBuffer data, int width, int height, RectF pageRect, Rect copyRect) {
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try {
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mScreenshotLayer.setBitmap(data, width, height, copyRect);
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} catch (IllegalArgumentException ex) {
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Log.e(LOGTAG, "error setting bitmap: ", ex);
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}
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mScreenshotLayer.beginTransaction();
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try {
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mScreenshotLayer.setPosition(RectUtils.round(pageRect));
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mScreenshotLayer.invalidate();
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} finally {
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mScreenshotLayer.endTransaction();
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}
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}
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public void resetCheckerboard() {
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mScreenshotLayer.reset();
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}
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public LayerRenderer(LayerView view) {
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mView = view;
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CairoImage backgroundImage = new BufferedCairoImage(view.getBackgroundPattern());
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mBackgroundLayer = new SingleTileLayer(true, backgroundImage);
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mScreenshotLayer = ScreenshotLayer.create();
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CairoImage shadowImage = new BufferedCairoImage(view.getShadowPattern());
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mShadowLayer = new NinePatchTileLayer(shadowImage);
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mHorizScrollLayer = ScrollbarLayer.create(this, false);
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mVertScrollLayer = ScrollbarLayer.create(this, true);
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mFadeRunnable = new FadeRunnable();
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mFrameTimings = new int[60];
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mCurrentFrame = mFrameTimingsSum = mDroppedFrames = 0;
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// Initialize the FloatBuffer that will be used to store all vertices and texture
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// coordinates in draw() commands.
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mCoordByteBuffer = DirectBufferAllocator.allocate(COORD_BUFFER_SIZE * 4);
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mCoordByteBuffer.order(ByteOrder.nativeOrder());
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mCoordBuffer = mCoordByteBuffer.asFloatBuffer();
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Tabs.registerOnTabsChangedListener(this);
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}
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public void destroy() {
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DirectBufferAllocator.free(mCoordByteBuffer);
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mCoordByteBuffer = null;
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mCoordBuffer = null;
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mScreenshotLayer.destroy();
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mBackgroundLayer.destroy();
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mShadowLayer.destroy();
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mHorizScrollLayer.destroy();
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mVertScrollLayer.destroy();
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if (mFrameRateLayer != null) {
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mFrameRateLayer.destroy();
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}
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}
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void onSurfaceCreated(EGLConfig config) {
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checkMonitoringEnabled();
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createDefaultProgram();
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activateDefaultProgram();
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}
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public void createDefaultProgram() {
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int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, DEFAULT_VERTEX_SHADER);
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int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, DEFAULT_FRAGMENT_SHADER);
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mProgram = GLES20.glCreateProgram();
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GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
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GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
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GLES20.glLinkProgram(mProgram); // creates OpenGL program executables
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// Get handles to the vertex shader's vPosition, aTexCoord, sTexture, and uTMatrix members.
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mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
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mTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTexCoord");
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mSampleHandle = GLES20.glGetUniformLocation(mProgram, "sTexture");
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mTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uTMatrix");
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int maxTextureSizeResult[] = new int[1];
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GLES20.glGetIntegerv(GLES20.GL_MAX_TEXTURE_SIZE, maxTextureSizeResult, 0);
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mMaxTextureSize = maxTextureSizeResult[0];
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}
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// Activates the shader program.
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public void activateDefaultProgram() {
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// Add the program to the OpenGL environment
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GLES20.glUseProgram(mProgram);
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// Set the transformation matrix
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GLES20.glUniformMatrix4fv(mTMatrixHandle, 1, false, DEFAULT_TEXTURE_MATRIX, 0);
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// Enable the arrays from which we get the vertex and texture coordinates
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GLES20.glEnableVertexAttribArray(mPositionHandle);
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GLES20.glEnableVertexAttribArray(mTextureHandle);
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GLES20.glUniform1i(mSampleHandle, 0);
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// TODO: Move these calls into a separate deactivate() call that is called after the
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// underlay and overlay are rendered.
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}
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// Deactivates the shader program. This must be done to avoid crashes after returning to the
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// Gecko C++ compositor from Java.
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public void deactivateDefaultProgram() {
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GLES20.glDisableVertexAttribArray(mTextureHandle);
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GLES20.glDisableVertexAttribArray(mPositionHandle);
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GLES20.glUseProgram(0);
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}
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public int getMaxTextureSize() {
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return mMaxTextureSize;
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}
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public void addLayer(Layer layer) {
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synchronized (mExtraLayers) {
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if (mExtraLayers.contains(layer)) {
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mExtraLayers.remove(layer);
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}
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mExtraLayers.add(layer);
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}
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}
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public void removeLayer(Layer layer) {
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synchronized (mExtraLayers) {
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mExtraLayers.remove(layer);
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}
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}
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private void printCheckerboardStats() {
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Log.d(PROFTAG, "Frames rendered over last 1000ms: " + mCompleteFramesRendered + "/" + mFramesRendered);
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mFramesRendered = 0;
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mCompleteFramesRendered = 0;
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}
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/** Used by robocop for testing purposes. Not for production use! */
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IntBuffer getPixels() {
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IntBuffer pixelBuffer = IntBuffer.allocate(mView.getWidth() * mView.getHeight());
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synchronized (pixelBuffer) {
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mPixelBuffer = pixelBuffer;
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mView.requestRender();
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try {
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pixelBuffer.wait();
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} catch (InterruptedException ie) {
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}
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mPixelBuffer = null;
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}
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return pixelBuffer;
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}
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private RenderContext createScreenContext(ImmutableViewportMetrics metrics) {
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RectF viewport = new RectF(0.0f, 0.0f, metrics.getWidth(), metrics.getHeight());
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RectF pageRect = new RectF(metrics.getPageRect());
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return createContext(viewport, pageRect, 1.0f);
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}
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private RenderContext createPageContext(ImmutableViewportMetrics metrics) {
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Rect viewport = RectUtils.round(metrics.getViewport());
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RectF pageRect = metrics.getPageRect();
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float zoomFactor = metrics.zoomFactor;
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return createContext(new RectF(viewport), pageRect, zoomFactor);
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}
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private RenderContext createContext(RectF viewport, RectF pageRect, float zoomFactor) {
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return new RenderContext(viewport, pageRect, zoomFactor, mPositionHandle, mTextureHandle,
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mCoordBuffer);
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}
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private void updateDroppedFrames(long frameStartTime) {
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int frameElapsedTime = (int)(SystemClock.uptimeMillis() - frameStartTime);
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/* Update the running statistics. */
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mFrameTimingsSum -= mFrameTimings[mCurrentFrame];
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mFrameTimingsSum += frameElapsedTime;
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mDroppedFrames -= (mFrameTimings[mCurrentFrame] + 1) / MAX_FRAME_TIME;
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mDroppedFrames += (frameElapsedTime + 1) / MAX_FRAME_TIME;
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mFrameTimings[mCurrentFrame] = frameElapsedTime;
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mCurrentFrame = (mCurrentFrame + 1) % mFrameTimings.length;
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int averageTime = mFrameTimingsSum / mFrameTimings.length;
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mFrameRateLayer.beginTransaction(); // called on compositor thread
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try {
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mFrameRateLayer.setText(averageTime + " ms/" + mDroppedFrames);
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} finally {
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mFrameRateLayer.endTransaction();
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}
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}
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/* Given the new dimensions for the surface, moves the frame rate layer appropriately. */
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private void moveFrameRateLayer(int width, int height) {
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mFrameRateLayer.beginTransaction(); // called on compositor thread
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try {
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Rect position = new Rect(width - FRAME_RATE_METER_WIDTH - 8,
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height - FRAME_RATE_METER_HEIGHT + 8,
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width - 8,
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height + 8);
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mFrameRateLayer.setPosition(position);
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} finally {
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mFrameRateLayer.endTransaction();
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}
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}
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void checkMonitoringEnabled() {
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/* Do this I/O off the main thread to minimize its impact on startup time. */
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new Thread(new Runnable() {
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@Override
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public void run() {
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Context context = mView.getContext();
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SharedPreferences preferences = context.getSharedPreferences("GeckoApp", 0);
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if (preferences.getBoolean("showFrameRate", false)) {
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IntSize frameRateLayerSize = new IntSize(FRAME_RATE_METER_WIDTH, FRAME_RATE_METER_HEIGHT);
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mFrameRateLayer = TextLayer.create(frameRateLayerSize, "-- ms/--");
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moveFrameRateLayer(mView.getWidth(), mView.getHeight());
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}
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mProfileRender = Log.isLoggable(PROFTAG, Log.DEBUG);
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}
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}).start();
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}
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/*
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* create a vertex shader type (GLES20.GL_VERTEX_SHADER)
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* or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
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*/
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public static int loadShader(int type, String shaderCode) {
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int shader = GLES20.glCreateShader(type);
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GLES20.glShaderSource(shader, shaderCode);
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GLES20.glCompileShader(shader);
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return shader;
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}
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public Frame createFrame(ImmutableViewportMetrics metrics) {
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return new Frame(metrics);
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}
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class FadeRunnable implements Runnable {
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private boolean mStarted;
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private long mRunAt;
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void scheduleStartFade(long delay) {
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mRunAt = SystemClock.elapsedRealtime() + delay;
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if (!mStarted) {
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mView.postDelayed(this, delay);
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mStarted = true;
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}
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}
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void scheduleNextFadeFrame() {
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if (mStarted) {
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Log.e(LOGTAG, "scheduleNextFadeFrame() called while scheduled for starting fade");
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}
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mView.postDelayed(this, 1000L / 60L); // request another frame at 60fps
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}
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boolean timeToFade() {
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return !mStarted;
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}
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public void run() {
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long timeDelta = mRunAt - SystemClock.elapsedRealtime();
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if (timeDelta > 0) {
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// the run-at time was pushed back, so reschedule
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mView.postDelayed(this, timeDelta);
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} else {
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// reached the run-at time, execute
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mStarted = false;
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mView.requestRender();
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}
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}
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}
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public class Frame {
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// The timestamp recording the start of this frame.
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private long mFrameStartTime;
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// A fixed snapshot of the viewport metrics that this frame is using to render content.
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private ImmutableViewportMetrics mFrameMetrics;
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// A rendering context for page-positioned layers, and one for screen-positioned layers.
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private RenderContext mPageContext, mScreenContext;
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// Whether a layer was updated.
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private boolean mUpdated;
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private final Rect mPageRect;
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private final Rect mAbsolutePageRect;
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public Frame(ImmutableViewportMetrics metrics) {
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mFrameMetrics = metrics;
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mPageContext = createPageContext(metrics);
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mScreenContext = createScreenContext(metrics);
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Point origin = PointUtils.round(mFrameMetrics.getOrigin());
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Rect pageRect = RectUtils.round(mFrameMetrics.getPageRect());
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mAbsolutePageRect = new Rect(pageRect);
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pageRect.offset(-origin.x, -origin.y);
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mPageRect = pageRect;
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}
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private void setScissorRect() {
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Rect scissorRect = transformToScissorRect(mPageRect);
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GLES20.glEnable(GLES20.GL_SCISSOR_TEST);
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GLES20.glScissor(scissorRect.left, scissorRect.top,
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scissorRect.width(), scissorRect.height());
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}
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private Rect transformToScissorRect(Rect rect) {
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IntSize screenSize = new IntSize(mFrameMetrics.getSize());
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int left = Math.max(0, rect.left);
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int top = Math.max(0, rect.top);
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int right = Math.min(screenSize.width, rect.right);
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int bottom = Math.min(screenSize.height, rect.bottom);
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return new Rect(left, screenSize.height - bottom, right,
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(screenSize.height - bottom) + (bottom - top));
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}
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/** This function is invoked via JNI; be careful when modifying signature. */
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public void beginDrawing() {
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mFrameStartTime = SystemClock.uptimeMillis();
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TextureReaper.get().reap();
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TextureGenerator.get().fill();
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mUpdated = true;
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Layer rootLayer = mView.getLayerClient().getRoot();
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if (!mPageContext.fuzzyEquals(mLastPageContext) && !mView.isFullScreen()) {
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// The viewport or page changed, so show the scrollbars again
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// as per UX decision. Don't do this if we're in full-screen mode though.
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mVertScrollLayer.unfade();
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mHorizScrollLayer.unfade();
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mFadeRunnable.scheduleStartFade(ScrollbarLayer.FADE_DELAY);
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} else if (mFadeRunnable.timeToFade()) {
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boolean stillFading = mVertScrollLayer.fade() | mHorizScrollLayer.fade();
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if (stillFading) {
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mFadeRunnable.scheduleNextFadeFrame();
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}
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}
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mLastPageContext = mPageContext;
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/* Update layers. */
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if (rootLayer != null) mUpdated &= rootLayer.update(mPageContext); // called on compositor thread
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mUpdated &= mBackgroundLayer.update(mScreenContext); // called on compositor thread
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mUpdated &= mShadowLayer.update(mPageContext); // called on compositor thread
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mUpdated &= mScreenshotLayer.update(mPageContext); // called on compositor thread
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if (mFrameRateLayer != null) mUpdated &= mFrameRateLayer.update(mScreenContext); // called on compositor thread
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mUpdated &= mVertScrollLayer.update(mPageContext); // called on compositor thread
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mUpdated &= mHorizScrollLayer.update(mPageContext); // called on compositor thread
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for (Layer layer : mExtraLayers)
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mUpdated &= layer.update(mPageContext); // called on compositor thread
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}
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/** Retrieves the bounds for the layer, rounded in such a way that it
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* can be used as a mask for something that will render underneath it.
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* This will round the bounds inwards, but stretch the mask towards any
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|
* near page edge, where near is considered to be 'within 2 pixels'.
|
|
* Returns null if the given layer is null.
|
|
*/
|
|
private Rect getMaskForLayer(Layer layer) {
|
|
if (layer == null) {
|
|
return null;
|
|
}
|
|
|
|
RectF bounds = RectUtils.contract(layer.getBounds(mPageContext), 1.0f, 1.0f);
|
|
Rect mask = RectUtils.roundIn(bounds);
|
|
|
|
// If the mask is within two pixels of any page edge, stretch it over
|
|
// that edge. This is to avoid drawing thin slivers when masking
|
|
// layers.
|
|
if (mask.top <= 2) {
|
|
mask.top = -1;
|
|
}
|
|
if (mask.left <= 2) {
|
|
mask.left = -1;
|
|
}
|
|
|
|
// Because we're drawing relative to the page-rect, we only need to
|
|
// take into account its width and height (and not its origin)
|
|
int pageRight = mPageRect.width();
|
|
int pageBottom = mPageRect.height();
|
|
|
|
if (mask.right >= pageRight - 2) {
|
|
mask.right = pageRight + 1;
|
|
}
|
|
if (mask.bottom >= pageBottom - 2) {
|
|
mask.bottom = pageBottom + 1;
|
|
}
|
|
|
|
return mask;
|
|
}
|
|
|
|
/** This function is invoked via JNI; be careful when modifying signature. */
|
|
public void drawBackground() {
|
|
GLES20.glDisable(GLES20.GL_SCISSOR_TEST);
|
|
|
|
/* Update background color. */
|
|
mBackgroundColor = mView.getCheckerboardColor();
|
|
|
|
/* Clear to the page background colour. The bits set here need to
|
|
* match up with those used in gfx/layers/opengl/LayerManagerOGL.cpp.
|
|
*/
|
|
GLES20.glClearColor(((mBackgroundColor>>16)&0xFF) / 255.0f,
|
|
((mBackgroundColor>>8)&0xFF) / 255.0f,
|
|
(mBackgroundColor&0xFF) / 255.0f,
|
|
0.0f);
|
|
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT |
|
|
GLES20.GL_DEPTH_BUFFER_BIT);
|
|
|
|
/* Draw the background. */
|
|
mBackgroundLayer.setMask(mPageRect);
|
|
mBackgroundLayer.draw(mScreenContext);
|
|
|
|
/* Draw the drop shadow, if we need to. */
|
|
if (!new RectF(mAbsolutePageRect).contains(mFrameMetrics.getViewport()))
|
|
mShadowLayer.draw(mPageContext);
|
|
|
|
/* Draw the 'checkerboard'. We use gfx.show_checkerboard_pattern to
|
|
* determine whether to draw the screenshot layer.
|
|
*/
|
|
if (mView.checkerboardShouldShowChecks()) {
|
|
/* Find the area the root layer will render into, to mask the checkerboard layer */
|
|
Rect rootMask = getMaskForLayer(mView.getLayerClient().getRoot());
|
|
mScreenshotLayer.setMask(rootMask);
|
|
|
|
/* Scissor around the page-rect, in case the page has shrunk
|
|
* since the screenshot layer was last updated.
|
|
*/
|
|
setScissorRect(); // Calls glEnable(GL_SCISSOR_TEST))
|
|
mScreenshotLayer.draw(mPageContext);
|
|
}
|
|
}
|
|
|
|
// Draws the layer the client added to us.
|
|
void drawRootLayer() {
|
|
Layer rootLayer = mView.getLayerClient().getRoot();
|
|
if (rootLayer == null) {
|
|
return;
|
|
}
|
|
|
|
rootLayer.draw(mPageContext);
|
|
}
|
|
|
|
/** This function is invoked via JNI; be careful when modifying signature. */
|
|
public void drawForeground() {
|
|
/* Draw any extra layers that were added (likely plugins) */
|
|
if (mExtraLayers.size() > 0) {
|
|
for (Layer layer : mExtraLayers) {
|
|
if (!layer.usesDefaultProgram())
|
|
deactivateDefaultProgram();
|
|
|
|
layer.draw(mPageContext);
|
|
|
|
if (!layer.usesDefaultProgram())
|
|
activateDefaultProgram();
|
|
}
|
|
}
|
|
|
|
/* Draw the vertical scrollbar. */
|
|
if (mPageRect.height() > mFrameMetrics.getHeight())
|
|
mVertScrollLayer.draw(mPageContext);
|
|
|
|
/* Draw the horizontal scrollbar. */
|
|
if (mPageRect.width() > mFrameMetrics.getWidth())
|
|
mHorizScrollLayer.draw(mPageContext);
|
|
|
|
/* Measure how much of the screen is checkerboarding */
|
|
Layer rootLayer = mView.getLayerClient().getRoot();
|
|
if ((rootLayer != null) &&
|
|
(mProfileRender || PanningPerfAPI.isRecordingCheckerboard())) {
|
|
// Find out how much of the viewport area is valid
|
|
Rect viewport = RectUtils.round(mPageContext.viewport);
|
|
Region validRegion = rootLayer.getValidRegion(mPageContext);
|
|
|
|
/* restrict the viewport to page bounds so we don't
|
|
* count overscroll as checkerboard */
|
|
if (!viewport.intersect(mAbsolutePageRect)) {
|
|
/* if the rectangles don't intersect
|
|
intersect() doesn't change viewport
|
|
so we set it to empty by hand */
|
|
viewport.setEmpty();
|
|
}
|
|
validRegion.op(viewport, Region.Op.INTERSECT);
|
|
|
|
// Check if we have total checkerboarding (there's visible
|
|
// page area and the valid region doesn't intersect with the
|
|
// viewport).
|
|
int screenArea = viewport.width() * viewport.height();
|
|
float checkerboard = (screenArea > 0 &&
|
|
validRegion.quickReject(viewport)) ? 1.0f : 0.0f;
|
|
|
|
if (screenArea > 0 && checkerboard < 1.0f) {
|
|
validRegion.op(viewport, Region.Op.REVERSE_DIFFERENCE);
|
|
|
|
// XXX The assumption here is that a Region never has overlapping
|
|
// rects. This is true, as evidenced by reading the SkRegion
|
|
// source, but is not mentioned in the Android documentation,
|
|
// and so is liable to change.
|
|
// If it does change, this code will need to be reevaluated.
|
|
Rect r = new Rect();
|
|
int checkerboardArea = 0;
|
|
for (RegionIterator i = new RegionIterator(validRegion); i.next(r);) {
|
|
checkerboardArea += r.width() * r.height();
|
|
}
|
|
|
|
checkerboard = checkerboardArea / (float)screenArea;
|
|
|
|
// Add any incomplete rendering in the screen area
|
|
checkerboard += (1.0 - checkerboard) * (1.0 - GeckoAppShell.computeRenderIntegrity());
|
|
}
|
|
|
|
PanningPerfAPI.recordCheckerboard(checkerboard);
|
|
|
|
mCompleteFramesRendered += 1.0f - checkerboard;
|
|
mFramesRendered ++;
|
|
|
|
if (mFrameStartTime - mProfileOutputTime > 1000) {
|
|
mProfileOutputTime = mFrameStartTime;
|
|
printCheckerboardStats();
|
|
}
|
|
}
|
|
|
|
/* Draw the FPS. */
|
|
if (mFrameRateLayer != null) {
|
|
updateDroppedFrames(mFrameStartTime);
|
|
|
|
GLES20.glEnable(GLES20.GL_BLEND);
|
|
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
|
|
mFrameRateLayer.draw(mScreenContext);
|
|
}
|
|
}
|
|
|
|
/** This function is invoked via JNI; be careful when modifying signature. */
|
|
public void endDrawing() {
|
|
// If a layer update requires further work, schedule another redraw
|
|
if (!mUpdated)
|
|
mView.requestRender();
|
|
|
|
PanningPerfAPI.recordFrameTime();
|
|
|
|
/* Used by robocop for testing purposes */
|
|
IntBuffer pixelBuffer = mPixelBuffer;
|
|
if (mUpdated && pixelBuffer != null) {
|
|
synchronized (pixelBuffer) {
|
|
pixelBuffer.position(0);
|
|
GLES20.glReadPixels(0, 0, (int)mScreenContext.viewport.width(),
|
|
(int)mScreenContext.viewport.height(), GLES20.GL_RGBA,
|
|
GLES20.GL_UNSIGNED_BYTE, pixelBuffer);
|
|
pixelBuffer.notify();
|
|
}
|
|
}
|
|
|
|
// Remove background color once we've painted. GeckoLayerClient is
|
|
// responsible for setting this flag before current document is
|
|
// composited.
|
|
if (mView.getPaintState() == LayerView.PAINT_BEFORE_FIRST) {
|
|
mView.post(new Runnable() {
|
|
public void run() {
|
|
mView.getChildAt(0).setBackgroundColor(Color.TRANSPARENT);
|
|
}
|
|
});
|
|
mView.setPaintState(LayerView.PAINT_AFTER_FIRST);
|
|
}
|
|
}
|
|
}
|
|
|
|
@Override
|
|
public void onTabChanged(final Tab tab, Tabs.TabEvents msg, Object data) {
|
|
// Sets the background of the newly selected tab. This background color
|
|
// gets cleared in endDrawing(). This function runs on the UI thread,
|
|
// but other code that touches the paint state is run on the compositor
|
|
// thread, so this may need to be changed if any problems appear.
|
|
if (msg == Tabs.TabEvents.SELECTED) {
|
|
mView.getChildAt(0).setBackgroundColor(tab.getCheckerboardColor());
|
|
mView.setPaintState(LayerView.PAINT_START);
|
|
}
|
|
}
|
|
}
|