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355 lines
12 KiB
C++
355 lines
12 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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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#include "mozilla/layers/Compositor.h"
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#include "base/message_loop.h" // for MessageLoop
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#include "mozilla/layers/CompositorParent.h" // for CompositorParent
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#include "mozilla/layers/Effects.h" // for Effect, EffectChain, etc
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#include "mozilla/mozalloc.h" // for operator delete, etc
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#include "gfx2DGlue.h"
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#include "nsAppRunner.h"
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namespace mozilla {
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namespace gfx {
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class Matrix4x4;
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}
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namespace layers {
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/* static */ LayersBackend Compositor::sBackend = LayersBackend::LAYERS_NONE;
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/* static */ LayersBackend
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Compositor::GetBackend()
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{
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if (sBackend != LayersBackend::LAYERS_NONE) {
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AssertOnCompositorThread();
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}
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return sBackend;
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}
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/* static */ void
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Compositor::SetBackend(LayersBackend backend)
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{
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if (!gIsGtest && sBackend != backend &&
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sBackend != LayersBackend::LAYERS_NONE &&
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backend != LayersBackend::LAYERS_NONE) {
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// Assert this once we figure out bug 972891.
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#ifdef XP_MACOSX
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gfxWarning() << "Changing compositor from " << unsigned(sBackend) << " to " << unsigned(backend);
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#endif
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}
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sBackend = backend;
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}
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/* static */ void
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Compositor::AssertOnCompositorThread()
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{
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MOZ_ASSERT(!CompositorParent::CompositorLoop() ||
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CompositorParent::CompositorLoop() == MessageLoop::current(),
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"Can only call this from the compositor thread!");
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}
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bool
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Compositor::ShouldDrawDiagnostics(DiagnosticFlags aFlags)
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{
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if ((aFlags & DiagnosticFlags::TILE) && !(mDiagnosticTypes & DiagnosticTypes::TILE_BORDERS)) {
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return false;
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}
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if ((aFlags & DiagnosticFlags::BIGIMAGE) &&
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!(mDiagnosticTypes & DiagnosticTypes::BIGIMAGE_BORDERS)) {
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return false;
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}
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if (mDiagnosticTypes == DiagnosticTypes::NO_DIAGNOSTIC) {
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return false;
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}
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return true;
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}
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void
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Compositor::DrawDiagnostics(DiagnosticFlags aFlags,
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const nsIntRegion& aVisibleRegion,
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const gfx::Rect& aClipRect,
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const gfx::Matrix4x4& aTransform,
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uint32_t aFlashCounter)
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{
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if (!ShouldDrawDiagnostics(aFlags)) {
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return;
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}
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if (aVisibleRegion.GetNumRects() > 1) {
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nsIntRegionRectIterator screenIter(aVisibleRegion);
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while (const gfx::IntRect* rect = screenIter.Next())
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{
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DrawDiagnostics(aFlags | DiagnosticFlags::REGION_RECT,
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ToRect(*rect), aClipRect, aTransform, aFlashCounter);
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}
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}
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DrawDiagnostics(aFlags, ToRect(aVisibleRegion.GetBounds()),
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aClipRect, aTransform, aFlashCounter);
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}
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void
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Compositor::DrawDiagnostics(DiagnosticFlags aFlags,
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const gfx::Rect& aVisibleRect,
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const gfx::Rect& aClipRect,
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const gfx::Matrix4x4& aTransform,
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uint32_t aFlashCounter)
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{
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if (!ShouldDrawDiagnostics(aFlags)) {
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return;
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}
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DrawDiagnosticsInternal(aFlags, aVisibleRect, aClipRect, aTransform,
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aFlashCounter);
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}
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void
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Compositor::DrawDiagnosticsInternal(DiagnosticFlags aFlags,
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const gfx::Rect& aVisibleRect,
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const gfx::Rect& aClipRect,
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const gfx::Matrix4x4& aTransform,
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uint32_t aFlashCounter)
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{
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#ifdef MOZ_B2G
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int lWidth = 4;
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#elif defined(ANDROID)
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int lWidth = 10;
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#else
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int lWidth = 2;
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#endif
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float opacity = 0.7f;
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gfx::Color color;
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if (aFlags & DiagnosticFlags::CONTENT) {
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color = gfx::Color(0.0f, 1.0f, 0.0f, 1.0f); // green
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if (aFlags & DiagnosticFlags::COMPONENT_ALPHA) {
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color = gfx::Color(0.0f, 1.0f, 1.0f, 1.0f); // greenish blue
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}
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} else if (aFlags & DiagnosticFlags::IMAGE) {
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color = gfx::Color(1.0f, 0.0f, 0.0f, 1.0f); // red
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} else if (aFlags & DiagnosticFlags::COLOR) {
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color = gfx::Color(0.0f, 0.0f, 1.0f, 1.0f); // blue
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} else if (aFlags & DiagnosticFlags::CONTAINER) {
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color = gfx::Color(0.8f, 0.0f, 0.8f, 1.0f); // purple
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}
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// make tile borders a bit more transparent to keep layer borders readable.
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if (aFlags & DiagnosticFlags::TILE ||
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aFlags & DiagnosticFlags::BIGIMAGE ||
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aFlags & DiagnosticFlags::REGION_RECT) {
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lWidth = 1;
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opacity = 0.5f;
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color.r *= 0.7f;
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color.g *= 0.7f;
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color.b *= 0.7f;
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}
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if (mDiagnosticTypes & DiagnosticTypes::FLASH_BORDERS) {
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float flash = (float)aFlashCounter / (float)DIAGNOSTIC_FLASH_COUNTER_MAX;
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color.r *= flash;
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color.g *= flash;
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color.b *= flash;
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}
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EffectChain effects;
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effects.mPrimaryEffect = new EffectSolidColor(color);
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// left
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this->DrawQuad(gfx::Rect(aVisibleRect.x, aVisibleRect.y,
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lWidth, aVisibleRect.height),
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aClipRect, effects, opacity,
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aTransform);
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// top
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this->DrawQuad(gfx::Rect(aVisibleRect.x + lWidth, aVisibleRect.y,
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aVisibleRect.width - 2 * lWidth, lWidth),
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aClipRect, effects, opacity,
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aTransform);
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// right
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this->DrawQuad(gfx::Rect(aVisibleRect.x + aVisibleRect.width - lWidth, aVisibleRect.y,
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lWidth, aVisibleRect.height),
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aClipRect, effects, opacity,
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aTransform);
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// bottom
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this->DrawQuad(gfx::Rect(aVisibleRect.x + lWidth, aVisibleRect.y + aVisibleRect.height-lWidth,
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aVisibleRect.width - 2 * lWidth, lWidth),
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aClipRect, effects, opacity,
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aTransform);
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}
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static float
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WrapTexCoord(float v)
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{
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// fmodf gives negative results for negative numbers;
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// that is, fmodf(0.75, 1.0) == 0.75, but
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// fmodf(-0.75, 1.0) == -0.75. For the negative case,
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// the result we need is 0.25, so we add 1.0f.
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if (v < 0.0f) {
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return 1.0f + fmodf(v, 1.0f);
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}
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return fmodf(v, 1.0f);
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}
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static void
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SetRects(size_t n,
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decomposedRectArrayT* aLayerRects,
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decomposedRectArrayT* aTextureRects,
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float x0, float y0, float x1, float y1,
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float tx0, float ty0, float tx1, float ty1,
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bool flip_y)
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{
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if (flip_y) {
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std::swap(ty0, ty1);
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}
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(*aLayerRects)[n] = gfx::Rect(x0, y0, x1 - x0, y1 - y0);
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(*aTextureRects)[n] = gfx::Rect(tx0, ty0, tx1 - tx0, ty1 - ty0);
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}
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#ifdef DEBUG
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static inline bool
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FuzzyEqual(float a, float b)
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{
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return fabs(a - b) < 0.0001f;
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}
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static inline bool
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FuzzyLTE(float a, float b)
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{
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return a <= b + 0.0001f;
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}
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#endif
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size_t
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DecomposeIntoNoRepeatRects(const gfx::Rect& aRect,
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const gfx::Rect& aTexCoordRect,
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decomposedRectArrayT* aLayerRects,
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decomposedRectArrayT* aTextureRects)
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{
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gfx::Rect texCoordRect = aTexCoordRect;
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// If the texture should be flipped, it will have negative height. Detect that
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// here and compensate for it. We will flip each rect as we emit it.
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bool flipped = false;
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if (texCoordRect.height < 0) {
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flipped = true;
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texCoordRect.y += texCoordRect.height;
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texCoordRect.height = -texCoordRect.height;
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}
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// Wrap the texture coordinates so they are within [0,1] and cap width/height
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// at 1. We rely on this below.
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texCoordRect = gfx::Rect(gfx::Point(WrapTexCoord(texCoordRect.x),
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WrapTexCoord(texCoordRect.y)),
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gfx::Size(std::min(texCoordRect.width, 1.0f),
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std::min(texCoordRect.height, 1.0f)));
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NS_ASSERTION(texCoordRect.x >= 0.0f && texCoordRect.x <= 1.0f &&
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texCoordRect.y >= 0.0f && texCoordRect.y <= 1.0f &&
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texCoordRect.width >= 0.0f && texCoordRect.width <= 1.0f &&
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texCoordRect.height >= 0.0f && texCoordRect.height <= 1.0f &&
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texCoordRect.XMost() >= 0.0f && texCoordRect.XMost() <= 2.0f &&
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texCoordRect.YMost() >= 0.0f && texCoordRect.YMost() <= 2.0f,
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"We just wrapped the texture coordinates, didn't we?");
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// Get the top left and bottom right points of the rectangle. Note that
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// tl.x/tl.y are within [0,1] but br.x/br.y are within [0,2].
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gfx::Point tl = texCoordRect.TopLeft();
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gfx::Point br = texCoordRect.BottomRight();
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NS_ASSERTION(tl.x >= 0.0f && tl.x <= 1.0f &&
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tl.y >= 0.0f && tl.y <= 1.0f &&
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br.x >= tl.x && br.x <= 2.0f &&
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br.y >= tl.y && br.y <= 2.0f &&
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FuzzyLTE(br.x - tl.x, 1.0f) &&
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FuzzyLTE(br.y - tl.y, 1.0f),
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"Somehow generated invalid texture coordinates");
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// Then check if we wrap in either the x or y axis.
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bool xwrap = br.x > 1.0f;
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bool ywrap = br.y > 1.0f;
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// If xwrap is false, the texture will be sampled from tl.x .. br.x.
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// If xwrap is true, then it will be split into tl.x .. 1.0, and
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// 0.0 .. WrapTexCoord(br.x). Same for the Y axis. The destination
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// rectangle is also split appropriately, according to the calculated
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// xmid/ymid values.
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if (!xwrap && !ywrap) {
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SetRects(0, aLayerRects, aTextureRects,
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aRect.x, aRect.y, aRect.XMost(), aRect.YMost(),
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tl.x, tl.y, br.x, br.y,
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flipped);
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return 1;
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}
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// If we are dealing with wrapping br.x and br.y are greater than 1.0 so
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// wrap them here as well.
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br = gfx::Point(xwrap ? WrapTexCoord(br.x) : br.x,
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ywrap ? WrapTexCoord(br.y) : br.y);
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// If we wrap around along the x axis, we will draw first from
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// tl.x .. 1.0 and then from 0.0 .. br.x (which we just wrapped above).
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// The same applies for the Y axis. The midpoints we calculate here are
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// only valid if we actually wrap around.
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GLfloat xmid = aRect.x + (1.0f - tl.x) / texCoordRect.width * aRect.width;
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GLfloat ymid = aRect.y + (1.0f - tl.y) / texCoordRect.height * aRect.height;
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NS_ASSERTION(!xwrap ||
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(xmid > aRect.x &&
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xmid < aRect.XMost() &&
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FuzzyEqual((xmid - aRect.x) + (aRect.XMost() - xmid), aRect.width)),
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"xmid should be within [x,XMost()] and the wrapped rect should have the same width");
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NS_ASSERTION(!ywrap ||
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(ymid > aRect.y &&
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ymid < aRect.YMost() &&
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FuzzyEqual((ymid - aRect.y) + (aRect.YMost() - ymid), aRect.height)),
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"ymid should be within [y,YMost()] and the wrapped rect should have the same height");
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if (!xwrap && ywrap) {
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SetRects(0, aLayerRects, aTextureRects,
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aRect.x, aRect.y, aRect.XMost(), ymid,
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tl.x, tl.y, br.x, 1.0f,
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flipped);
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SetRects(1, aLayerRects, aTextureRects,
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aRect.x, ymid, aRect.XMost(), aRect.YMost(),
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tl.x, 0.0f, br.x, br.y,
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flipped);
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return 2;
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}
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if (xwrap && !ywrap) {
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SetRects(0, aLayerRects, aTextureRects,
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aRect.x, aRect.y, xmid, aRect.YMost(),
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tl.x, tl.y, 1.0f, br.y,
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flipped);
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SetRects(1, aLayerRects, aTextureRects,
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xmid, aRect.y, aRect.XMost(), aRect.YMost(),
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0.0f, tl.y, br.x, br.y,
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flipped);
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return 2;
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}
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SetRects(0, aLayerRects, aTextureRects,
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aRect.x, aRect.y, xmid, ymid,
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tl.x, tl.y, 1.0f, 1.0f,
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flipped);
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SetRects(1, aLayerRects, aTextureRects,
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xmid, aRect.y, aRect.XMost(), ymid,
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0.0f, tl.y, br.x, 1.0f,
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flipped);
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SetRects(2, aLayerRects, aTextureRects,
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aRect.x, ymid, xmid, aRect.YMost(),
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tl.x, 0.0f, 1.0f, br.y,
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flipped);
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SetRects(3, aLayerRects, aTextureRects,
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xmid, ymid, aRect.XMost(), aRect.YMost(),
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0.0f, 0.0f, br.x, br.y,
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flipped);
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return 4;
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}
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} // namespace layers
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} // namespace mozilla
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