gecko/gfx/layers/client/TiledContentClient.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

458 lines
17 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 "mozilla/layers/TiledContentClient.h"
#include "mozilla/gfx/2D.h"
#include "mozilla/MathAlgorithms.h"
#include "BasicTiledThebesLayer.h"
#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
#include "cairo.h"
#include <sstream>
using mozilla::layers::Layer;
static void DrawDebugOverlay(gfxASurface* imgSurf, int x, int y)
{
gfxContext c(imgSurf);
// Draw border
c.NewPath();
c.SetDeviceColor(gfxRGBA(0.0, 0.0, 0.0, 1.0));
c.Rectangle(gfxRect(gfxPoint(0,0),imgSurf->GetSize()));
c.Stroke();
// Build tile description
std::stringstream ss;
ss << x << ", " << y;
// Draw text using cairo toy text API
cairo_t* cr = c.GetCairo();
cairo_set_font_size(cr, 25);
cairo_text_extents_t extents;
cairo_text_extents(cr, ss.str().c_str(), &extents);
int textWidth = extents.width + 6;
c.NewPath();
c.SetDeviceColor(gfxRGBA(0.0, 0.0, 0.0, 1.0));
c.Rectangle(gfxRect(gfxPoint(2,2),gfxSize(textWidth, 30)));
c.Fill();
c.NewPath();
c.SetDeviceColor(gfxRGBA(1.0, 0.0, 0.0, 1.0));
c.Rectangle(gfxRect(gfxPoint(2,2),gfxSize(textWidth, 30)));
c.Stroke();
c.NewPath();
cairo_move_to(cr, 4, 28);
cairo_show_text(cr, ss.str().c_str());
}
#endif
namespace mozilla {
using namespace gfx;
namespace layers {
bool
BasicTiledLayerBuffer::HasFormatChanged() const
{
return mThebesLayer->CanUseOpaqueSurface() != mLastPaintOpaque;
}
gfxASurface::gfxContentType
BasicTiledLayerBuffer::GetContentType() const
{
if (mThebesLayer->CanUseOpaqueSurface()) {
return gfxASurface::CONTENT_COLOR;
} else {
return gfxASurface::CONTENT_COLOR_ALPHA;
}
}
void
BasicTiledLayerBuffer::LockCopyAndWrite()
{
// Create a heap copy owned and released by the compositor. This is needed
// since we're sending this over an async message and content needs to be
// be able to modify the tiled buffer in the next transaction.
// TODO: Remove me once Bug 747811 lands.
BasicTiledLayerBuffer *heapCopy = new BasicTiledLayerBuffer(this->DeepCopy());
ReadLock();
mManager->PaintedTiledLayerBuffer(mManager->Hold(mThebesLayer), heapCopy);
ClearPaintedRegion();
}
void
BasicTiledLayerBuffer::PaintThebes(const nsIntRegion& aNewValidRegion,
const nsIntRegion& aPaintRegion,
LayerManager::DrawThebesLayerCallback aCallback,
void* aCallbackData)
{
mCallback = aCallback;
mCallbackData = aCallbackData;
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
long start = PR_IntervalNow();
#endif
// If this region is empty XMost() - 1 will give us a negative value.
NS_ASSERTION(!aPaintRegion.GetBounds().IsEmpty(), "Empty paint region\n");
bool useSinglePaintBuffer = UseSinglePaintBuffer();
// XXX The single-tile case doesn't work at the moment, see bug 850396
/*
if (useSinglePaintBuffer) {
// Check if the paint only spans a single tile. If that's
// the case there's no point in using a single paint buffer.
nsIntRect paintBounds = aPaintRegion.GetBounds();
useSinglePaintBuffer = GetTileStart(paintBounds.x) !=
GetTileStart(paintBounds.XMost() - 1) ||
GetTileStart(paintBounds.y) !=
GetTileStart(paintBounds.YMost() - 1);
}
*/
if (useSinglePaintBuffer) {
const nsIntRect bounds = aPaintRegion.GetBounds();
{
PROFILER_LABEL("BasicTiledLayerBuffer", "PaintThebesSingleBufferAlloc");
mSinglePaintBuffer = new gfxImageSurface(
gfxIntSize(ceilf(bounds.width * mResolution),
ceilf(bounds.height * mResolution)),
gfxPlatform::GetPlatform()->OptimalFormatForContent(GetContentType()), !mThebesLayer->CanUseOpaqueSurface());
mSinglePaintBufferOffset = nsIntPoint(bounds.x, bounds.y);
}
nsRefPtr<gfxContext> ctxt = new gfxContext(mSinglePaintBuffer);
ctxt->NewPath();
ctxt->Scale(mResolution, mResolution);
ctxt->Translate(gfxPoint(-bounds.x, -bounds.y));
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (PR_IntervalNow() - start > 3) {
printf_stderr("Slow alloc %i\n", PR_IntervalNow() - start);
}
start = PR_IntervalNow();
#endif
PROFILER_LABEL("BasicTiledLayerBuffer", "PaintThebesSingleBufferDraw");
mCallback(mThebesLayer, ctxt, aPaintRegion, nsIntRegion(), mCallbackData);
}
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (PR_IntervalNow() - start > 30) {
const nsIntRect bounds = aPaintRegion.GetBounds();
printf_stderr("Time to draw %i: %i, %i, %i, %i\n", PR_IntervalNow() - start, bounds.x, bounds.y, bounds.width, bounds.height);
if (aPaintRegion.IsComplex()) {
printf_stderr("Complex region\n");
nsIntRegionRectIterator it(aPaintRegion);
for (const nsIntRect* rect = it.Next(); rect != nullptr; rect = it.Next()) {
printf_stderr(" rect %i, %i, %i, %i\n", rect->x, rect->y, rect->width, rect->height);
}
}
}
start = PR_IntervalNow();
#endif
PROFILER_LABEL("BasicTiledLayerBuffer", "PaintThebesUpdate");
Update(aNewValidRegion, aPaintRegion);
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (PR_IntervalNow() - start > 10) {
const nsIntRect bounds = aPaintRegion.GetBounds();
printf_stderr("Time to tile %i: %i, %i, %i, %i\n", PR_IntervalNow() - start, bounds.x, bounds.y, bounds.width, bounds.height);
}
#endif
mLastPaintOpaque = mThebesLayer->CanUseOpaqueSurface();
mCallback = nullptr;
mCallbackData = nullptr;
mSinglePaintBuffer = nullptr;
}
BasicTiledLayerTile
BasicTiledLayerBuffer::ValidateTileInternal(BasicTiledLayerTile aTile,
const nsIntPoint& aTileOrigin,
const nsIntRect& aDirtyRect)
{
if (aTile.IsPlaceholderTile()) {
RefPtr<TextureClient> textureClient =
new TextureClientTile(mManager, BUFFER_TILED);
aTile.mTextureClient = static_cast<TextureClientTile*>(textureClient.get());
}
aTile.mTextureClient->EnsureAllocated(gfx::IntSize(GetTileLength(), GetTileLength()), GetContentType());
gfxASurface* writableSurface = aTile.mTextureClient->LockImageSurface();
// Bug 742100, this gfxContext really should live on the stack.
nsRefPtr<gfxContext> ctxt = new gfxContext(writableSurface);
if (mSinglePaintBuffer) {
gfxRect drawRect(aDirtyRect.x - aTileOrigin.x, aDirtyRect.y - aTileOrigin.y,
aDirtyRect.width, aDirtyRect.height);
ctxt->SetOperator(gfxContext::OPERATOR_SOURCE);
ctxt->NewPath();
ctxt->SetSource(mSinglePaintBuffer.get(),
gfxPoint((mSinglePaintBufferOffset.x - aDirtyRect.x + drawRect.x) *
mResolution,
(mSinglePaintBufferOffset.y - aDirtyRect.y + drawRect.y) *
mResolution));
drawRect.Scale(mResolution, mResolution);
ctxt->Rectangle(drawRect, true);
ctxt->Fill();
} else {
ctxt->NewPath();
ctxt->Scale(mResolution, mResolution);
ctxt->Translate(gfxPoint(-aTileOrigin.x, -aTileOrigin.y));
nsIntPoint a = nsIntPoint(aTileOrigin.x, aTileOrigin.y);
mCallback(mThebesLayer, ctxt,
nsIntRegion(nsIntRect(a, nsIntSize(GetScaledTileLength(),
GetScaledTileLength()))),
nsIntRegion(), mCallbackData);
}
#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
DrawDebugOverlay(writableSurface, aTileOrigin.x * mResolution,
aTileOrigin.y * mResolution);
#endif
return aTile;
}
BasicTiledLayerTile
BasicTiledLayerBuffer::ValidateTile(BasicTiledLayerTile aTile,
const nsIntPoint& aTileOrigin,
const nsIntRegion& aDirtyRegion)
{
PROFILER_LABEL("BasicTiledLayerBuffer", "ValidateTile");
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (aDirtyRegion.IsComplex()) {
printf_stderr("Complex region\n");
}
#endif
nsIntRegionRectIterator it(aDirtyRegion);
for (const nsIntRect* rect = it.Next(); rect != nullptr; rect = it.Next()) {
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
printf_stderr(" break into subrect %i, %i, %i, %i\n", rect->x, rect->y, rect->width, rect->height);
#endif
aTile = ValidateTileInternal(aTile, aTileOrigin, *rect);
}
return aTile;
}
static nsIntRect
RoundedTransformViewportBounds(const gfx::Rect& aViewport,
const gfx::Point& aScrollOffset,
const gfxSize& aResolution,
float aScaleX,
float aScaleY,
const gfx3DMatrix& aTransform)
{
gfxRect transformedViewport(aViewport.x - (aScrollOffset.x * aResolution.width),
aViewport.y - (aScrollOffset.y * aResolution.height),
aViewport.width, aViewport.height);
transformedViewport.Scale((aScaleX / aResolution.width) / aResolution.width,
(aScaleY / aResolution.height) / aResolution.height);
transformedViewport = aTransform.TransformBounds(transformedViewport);
return nsIntRect((int32_t)floor(transformedViewport.x),
(int32_t)floor(transformedViewport.y),
(int32_t)ceil(transformedViewport.width),
(int32_t)ceil(transformedViewport.height));
}
bool
BasicTiledLayerBuffer::ComputeProgressiveUpdateRegion(const nsIntRegion& aInvalidRegion,
const nsIntRegion& aOldValidRegion,
nsIntRegion& aRegionToPaint,
BasicTiledLayerPaintData* aPaintData,
bool aIsRepeated)
{
aRegionToPaint = aInvalidRegion;
// If this is a low precision buffer, we force progressive updates. The
// assumption is that the contents is less important, so visual coherency
// is lower priority than speed.
bool drawingLowPrecision = IsLowPrecision();
// Find out if we have any non-stale content to update.
nsIntRegion staleRegion;
staleRegion.And(aInvalidRegion, aOldValidRegion);
// Find out the current view transform to determine which tiles to draw
// first, and see if we should just abort this paint. Aborting is usually
// caused by there being an incoming, more relevant paint.
gfx::Rect viewport;
float scaleX, scaleY;
if (mManager->ProgressiveUpdateCallback(!staleRegion.Contains(aInvalidRegion),
viewport,
scaleX, scaleY, !drawingLowPrecision)) {
PROFILER_LABEL("ContentClient", "Abort painting");
aRegionToPaint.SetEmpty();
return aIsRepeated;
}
// Transform the screen coordinates into local layer coordinates.
nsIntRect roundedTransformedViewport =
RoundedTransformViewportBounds(viewport, aPaintData->mScrollOffset, aPaintData->mResolution,
scaleX, scaleY, aPaintData->mTransformScreenToLayer);
// Paint tiles that have stale content or that intersected with the screen
// at the time of issuing the draw command in a single transaction first.
// This is to avoid rendering glitches on animated page content, and when
// layers change size/shape.
nsIntRect criticalViewportRect = roundedTransformedViewport.Intersect(aPaintData->mCompositionBounds);
aRegionToPaint.And(aInvalidRegion, criticalViewportRect);
aRegionToPaint.Or(aRegionToPaint, staleRegion);
bool drawingStale = !aRegionToPaint.IsEmpty();
if (!drawingStale) {
aRegionToPaint = aInvalidRegion;
}
// Prioritise tiles that are currently visible on the screen.
bool paintVisible = false;
if (aRegionToPaint.Intersects(roundedTransformedViewport)) {
aRegionToPaint.And(aRegionToPaint, roundedTransformedViewport);
paintVisible = true;
}
// Paint area that's visible and overlaps previously valid content to avoid
// visible glitches in animated elements, such as gifs.
bool paintInSingleTransaction = paintVisible && (drawingStale || aPaintData->mFirstPaint);
// The following code decides what order to draw tiles in, based on the
// current scroll direction of the primary scrollable layer.
NS_ASSERTION(!aRegionToPaint.IsEmpty(), "Unexpectedly empty paint region!");
nsIntRect paintBounds = aRegionToPaint.GetBounds();
int startX, incX, startY, incY;
int tileLength = GetScaledTileLength();
if (aPaintData->mScrollOffset.x >= aPaintData->mLastScrollOffset.x) {
startX = RoundDownToTileEdge(paintBounds.x);
incX = tileLength;
} else {
startX = RoundDownToTileEdge(paintBounds.XMost() - 1);
incX = -tileLength;
}
if (aPaintData->mScrollOffset.y >= aPaintData->mLastScrollOffset.y) {
startY = RoundDownToTileEdge(paintBounds.y);
incY = tileLength;
} else {
startY = RoundDownToTileEdge(paintBounds.YMost() - 1);
incY = -tileLength;
}
// Find a tile to draw.
nsIntRect tileBounds(startX, startY, tileLength, tileLength);
int32_t scrollDiffX = aPaintData->mScrollOffset.x - aPaintData->mLastScrollOffset.x;
int32_t scrollDiffY = aPaintData->mScrollOffset.y - aPaintData->mLastScrollOffset.y;
// This loop will always terminate, as there is at least one tile area
// along the first/last row/column intersecting with regionToPaint, or its
// bounds would have been smaller.
while (true) {
aRegionToPaint.And(aInvalidRegion, tileBounds);
if (!aRegionToPaint.IsEmpty()) {
break;
}
if (Abs(scrollDiffY) >= Abs(scrollDiffX)) {
tileBounds.x += incX;
} else {
tileBounds.y += incY;
}
}
if (!aRegionToPaint.Contains(aInvalidRegion)) {
// The region needed to paint is larger then our progressive chunk size
// therefore update what we want to paint and ask for a new paint transaction.
// If we need to draw more than one tile to maintain coherency, make
// sure it happens in the same transaction by requesting this work be
// repeated immediately.
// If this is unnecessary, the remaining work will be done tile-by-tile in
// subsequent transactions.
if (!drawingLowPrecision && paintInSingleTransaction) {
return true;
}
mManager->SetRepeatTransaction();
return false;
}
// We're not repeating painting and we've not requested a repeat transaction,
// so the paint is finished. If there's still a separate low precision
// paint to do, it will get marked as unfinished later.
aPaintData->mPaintFinished = true;
return false;
}
bool
BasicTiledLayerBuffer::ProgressiveUpdate(nsIntRegion& aValidRegion,
nsIntRegion& aInvalidRegion,
const nsIntRegion& aOldValidRegion,
BasicTiledLayerPaintData* aPaintData,
LayerManager::DrawThebesLayerCallback aCallback,
void* aCallbackData)
{
bool repeat = false;
bool isBufferChanged = false;
do {
// Compute the region that should be updated. Repeat as many times as
// is required.
nsIntRegion regionToPaint;
repeat = ComputeProgressiveUpdateRegion(aInvalidRegion,
aOldValidRegion,
regionToPaint,
aPaintData,
repeat);
// There's no further work to be done.
if (regionToPaint.IsEmpty()) {
break;
}
isBufferChanged = true;
// Keep track of what we're about to refresh.
aValidRegion.Or(aValidRegion, regionToPaint);
// aValidRegion may have been altered by InvalidateRegion, but we still
// want to display stale content until it gets progressively updated.
// Create a region that includes stale content.
nsIntRegion validOrStale;
validOrStale.Or(aValidRegion, aOldValidRegion);
// Paint the computed region and subtract it from the invalid region.
PaintThebes(validOrStale, regionToPaint, aCallback, aCallbackData);
aInvalidRegion.Sub(aInvalidRegion, regionToPaint);
} while (repeat);
// Return false if nothing has been drawn, or give what has been drawn
// to the shadow layer to upload.
return isBufferChanged;
}
BasicTiledLayerBuffer
BasicTiledLayerBuffer::DeepCopy() const
{
BasicTiledLayerBuffer result = *this;
for (size_t i = 0; i < result.mRetainedTiles.Length(); i++) {
if (result.mRetainedTiles[i].IsPlaceholderTile()) continue;
result.mRetainedTiles[i].mTextureClient =
new TextureClientTile(*result.mRetainedTiles[i].mTextureClient);
}
return result;
}
}
}