gecko/gfx/layers/client/ClientTiledThebesLayer.cpp

466 lines
19 KiB
C++

/* 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 "ClientTiledThebesLayer.h"
#include "FrameMetrics.h" // for FrameMetrics
#include "Units.h" // for ScreenIntRect, CSSPoint, etc
#include "UnitTransforms.h" // for TransformTo
#include "ClientLayerManager.h" // for ClientLayerManager, etc
#include "gfxPlatform.h" // for gfxPlatform
#include "gfxPrefs.h" // for gfxPrefs
#include "gfxRect.h" // for gfxRect
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/gfx/BaseSize.h" // for BaseSize
#include "mozilla/gfx/Rect.h" // for Rect, RectTyped
#include "mozilla/layers/LayersMessages.h"
#include "mozilla/mozalloc.h" // for operator delete, etc
#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
#include "nsRect.h" // for nsIntRect
#include "LayersLogging.h"
namespace mozilla {
namespace layers {
ClientTiledThebesLayer::ClientTiledThebesLayer(ClientLayerManager* const aManager,
ClientLayerManager::ThebesLayerCreationHint aCreationHint)
: ThebesLayer(aManager,
static_cast<ClientLayer*>(MOZ_THIS_IN_INITIALIZER_LIST()),
aCreationHint)
, mContentClient()
{
MOZ_COUNT_CTOR(ClientTiledThebesLayer);
mPaintData.mLastScrollOffset = ParentLayerPoint(0, 0);
mPaintData.mFirstPaint = true;
}
ClientTiledThebesLayer::~ClientTiledThebesLayer()
{
MOZ_COUNT_DTOR(ClientTiledThebesLayer);
}
void
ClientTiledThebesLayer::ClearCachedResources()
{
if (mContentClient) {
mContentClient->ClearCachedResources();
}
mValidRegion.SetEmpty();
mContentClient = nullptr;
}
void
ClientTiledThebesLayer::FillSpecificAttributes(SpecificLayerAttributes& aAttrs)
{
aAttrs = ThebesLayerAttributes(GetValidRegion());
}
static LayerRect
ApplyParentLayerToLayerTransform(const gfx::Matrix4x4& aTransform, const ParentLayerRect& aParentLayerRect)
{
return TransformTo<LayerPixel>(gfx::To3DMatrix(aTransform), aParentLayerRect);
}
static gfx::Matrix4x4
GetTransformToAncestorsParentLayer(Layer* aStart, Layer* aAncestor)
{
gfx::Matrix4x4 transform;
Layer* ancestorParent = aAncestor->GetParent();
for (Layer* iter = aStart; iter != ancestorParent; iter = iter->GetParent()) {
// If the layer has a non-transient async transform then we need to apply it here
// because it will get applied by the APZ in the compositor as well
const FrameMetrics& metrics = iter->GetFrameMetrics();
transform = transform * gfx::Matrix4x4().Scale(metrics.mResolution.scale, metrics.mResolution.scale, 1.f);
transform = transform * iter->GetTransform();
}
return transform;
}
void
ClientTiledThebesLayer::GetAncestorLayers(Layer** aOutScrollAncestor,
Layer** aOutDisplayPortAncestor)
{
Layer* scrollAncestor = nullptr;
Layer* displayPortAncestor = nullptr;
for (Layer* ancestor = this; ancestor; ancestor = ancestor->GetParent()) {
const FrameMetrics& metrics = ancestor->GetFrameMetrics();
if (!scrollAncestor && metrics.GetScrollId() != FrameMetrics::NULL_SCROLL_ID) {
scrollAncestor = ancestor;
}
if (!metrics.mDisplayPort.IsEmpty()) {
displayPortAncestor = ancestor;
// Any layer that has a displayport must be scrollable, so we can break
// here.
break;
}
}
if (aOutScrollAncestor) {
*aOutScrollAncestor = scrollAncestor;
}
if (aOutDisplayPortAncestor) {
*aOutDisplayPortAncestor = displayPortAncestor;
}
}
void
ClientTiledThebesLayer::BeginPaint()
{
mPaintData.mLowPrecisionPaintCount = 0;
mPaintData.mPaintFinished = false;
mPaintData.mCompositionBounds.SetEmpty();
mPaintData.mCriticalDisplayPort.SetEmpty();
if (!GetBaseTransform().Is2D()) {
// Give up if there is a complex CSS transform on the layer. We might
// eventually support these but for now it's too complicated to handle
// given that it's a pretty rare scenario.
return;
}
// Get the metrics of the nearest scrollable layer and the nearest layer
// with a displayport.
Layer* scrollAncestor = nullptr;
Layer* displayPortAncestor = nullptr;
GetAncestorLayers(&scrollAncestor, &displayPortAncestor);
if (!displayPortAncestor || !scrollAncestor) {
// No displayport or scroll ancestor, so we can't do progressive rendering.
#if defined(MOZ_WIDGET_ANDROID) || defined(MOZ_B2G)
// Both Android and b2g are guaranteed to have a displayport set, so this
// should never happen.
NS_WARNING("Tiled Thebes layer with no scrollable container ancestor");
#endif
return;
}
TILING_LOG("TILING %p: Found scrollAncestor %p and displayPortAncestor %p\n", this,
scrollAncestor, displayPortAncestor);
const FrameMetrics& scrollMetrics = scrollAncestor->GetFrameMetrics();
const FrameMetrics& displayportMetrics = displayPortAncestor->GetFrameMetrics();
// Calculate the transform required to convert ParentLayer space of our
// display port ancestor to the Layer space of this layer.
gfx::Matrix4x4 transformDisplayPortToLayer =
GetTransformToAncestorsParentLayer(this, displayPortAncestor);
transformDisplayPortToLayer.Invert();
// Note that below we use GetZoomToParent() in a number of places. Because this
// code runs on the client side, the mTransformScale field of the FrameMetrics
// will not have been set. This can result in incorrect values being returned
// by GetZoomToParent() when we have CSS transforms set on some of these layers.
// This code should be audited and updated as part of fixing bug 993525.
// Compute the critical display port that applies to this layer in the
// LayoutDevice space of this layer.
ParentLayerRect criticalDisplayPort =
(displayportMetrics.mCriticalDisplayPort * displayportMetrics.GetZoomToParent())
+ displayportMetrics.mCompositionBounds.TopLeft();
mPaintData.mCriticalDisplayPort = RoundedOut(
ApplyParentLayerToLayerTransform(transformDisplayPortToLayer, criticalDisplayPort));
TILING_LOG("TILING %p: Critical displayport %s\n", this, Stringify(mPaintData.mCriticalDisplayPort).c_str());
// Store the resolution from the displayport ancestor layer. Because this is Gecko-side,
// before any async transforms have occurred, we can use the zoom for this.
mPaintData.mResolution = displayportMetrics.GetZoomToParent();
TILING_LOG("TILING %p: Resolution %f\n", this, mPaintData.mResolution.scale);
// Store the applicable composition bounds in this layer's Layer units.
mPaintData.mTransformToCompBounds =
GetTransformToAncestorsParentLayer(this, scrollAncestor);
gfx::Matrix4x4 transformToBounds = mPaintData.mTransformToCompBounds;
transformToBounds.Invert();
mPaintData.mCompositionBounds = ApplyParentLayerToLayerTransform(
transformToBounds, scrollMetrics.mCompositionBounds);
TILING_LOG("TILING %p: Composition bounds %s\n", this, Stringify(mPaintData.mCompositionBounds).c_str());
// Calculate the scroll offset since the last transaction
mPaintData.mScrollOffset = displayportMetrics.GetScrollOffset() * displayportMetrics.GetZoomToParent();
TILING_LOG("TILING %p: Scroll offset %s\n", this, Stringify(mPaintData.mScrollOffset).c_str());
}
bool
ClientTiledThebesLayer::UseFastPath()
{
const FrameMetrics& parentMetrics = GetParent()->GetFrameMetrics();
bool multipleTransactionsNeeded = gfxPrefs::UseProgressiveTilePainting()
|| gfxPrefs::UseLowPrecisionBuffer()
|| !parentMetrics.mCriticalDisplayPort.IsEmpty();
bool isFixed = GetIsFixedPosition() || GetParent()->GetIsFixedPosition();
return !multipleTransactionsNeeded || isFixed || parentMetrics.mDisplayPort.IsEmpty();
}
bool
ClientTiledThebesLayer::RenderHighPrecision(nsIntRegion& aInvalidRegion,
const nsIntRegion& aVisibleRegion,
LayerManager::DrawThebesLayerCallback aCallback,
void* aCallbackData)
{
// If we have no high-precision stuff to draw, or we have started drawing low-precision
// already, then we shouldn't do anything there.
if (aInvalidRegion.IsEmpty() || mPaintData.mLowPrecisionPaintCount != 0) {
return false;
}
// Only draw progressively when the resolution is unchanged, and we're not
// in a reftest scenario (that's what the HasShadowManager() check is for).
if (gfxPrefs::UseProgressiveTilePainting() &&
!ClientManager()->HasShadowTarget() &&
mContentClient->mTiledBuffer.GetFrameResolution() == mPaintData.mResolution) {
// Store the old valid region, then clear it before painting.
// We clip the old valid region to the visible region, as it only gets
// used to decide stale content (currently valid and previously visible)
nsIntRegion oldValidRegion = mContentClient->mTiledBuffer.GetValidRegion();
oldValidRegion.And(oldValidRegion, aVisibleRegion);
if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
oldValidRegion.And(oldValidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
}
TILING_LOG("TILING %p: Progressive update with old valid region %s\n", this, Stringify(oldValidRegion).c_str());
return mContentClient->mTiledBuffer.ProgressiveUpdate(mValidRegion, aInvalidRegion,
oldValidRegion, &mPaintData, aCallback, aCallbackData);
}
// Otherwise do a non-progressive paint
mValidRegion = aVisibleRegion;
if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
mValidRegion.And(mValidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
}
TILING_LOG("TILING %p: Non-progressive paint invalid region %s\n", this, Stringify(aInvalidRegion).c_str());
TILING_LOG("TILING %p: Non-progressive paint new valid region %s\n", this, Stringify(mValidRegion).c_str());
mContentClient->mTiledBuffer.SetFrameResolution(mPaintData.mResolution);
mContentClient->mTiledBuffer.PaintThebes(mValidRegion, aInvalidRegion, aCallback, aCallbackData);
return true;
}
bool
ClientTiledThebesLayer::RenderLowPrecision(nsIntRegion& aInvalidRegion,
const nsIntRegion& aVisibleRegion,
LayerManager::DrawThebesLayerCallback aCallback,
void* aCallbackData)
{
// Render the low precision buffer, if the visible region is larger than the
// critical display port.
if (!nsIntRegion(LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort)).Contains(aVisibleRegion)) {
nsIntRegion oldValidRegion = mContentClient->mLowPrecisionTiledBuffer.GetValidRegion();
oldValidRegion.And(oldValidRegion, aVisibleRegion);
bool updatedBuffer = false;
// If the frame resolution or format have changed, invalidate the buffer
if (mContentClient->mLowPrecisionTiledBuffer.GetFrameResolution() != mPaintData.mResolution ||
mContentClient->mLowPrecisionTiledBuffer.HasFormatChanged()) {
if (!mLowPrecisionValidRegion.IsEmpty()) {
updatedBuffer = true;
}
oldValidRegion.SetEmpty();
mLowPrecisionValidRegion.SetEmpty();
mContentClient->mLowPrecisionTiledBuffer.SetFrameResolution(mPaintData.mResolution);
aInvalidRegion = aVisibleRegion;
}
// Invalidate previously valid content that is no longer visible
if (mPaintData.mLowPrecisionPaintCount == 1) {
mLowPrecisionValidRegion.And(mLowPrecisionValidRegion, aVisibleRegion);
}
mPaintData.mLowPrecisionPaintCount++;
// Remove the valid high-precision region from the invalid low-precision
// region. We don't want to spend time drawing things twice.
aInvalidRegion.Sub(aInvalidRegion, mValidRegion);
TILING_LOG("TILING %p: Progressive paint: low-precision invalid region is %s\n", this, Stringify(aInvalidRegion).c_str());
TILING_LOG("TILING %p: Progressive paint: low-precision old valid region is %s\n", this, Stringify(oldValidRegion).c_str());
if (!aInvalidRegion.IsEmpty()) {
updatedBuffer = mContentClient->mLowPrecisionTiledBuffer.ProgressiveUpdate(
mLowPrecisionValidRegion, aInvalidRegion, oldValidRegion,
&mPaintData, aCallback, aCallbackData);
}
TILING_LOG("TILING %p: Progressive paint: low-precision new valid region is %s\n", this, Stringify(mLowPrecisionValidRegion).c_str());
return updatedBuffer;
}
if (!mLowPrecisionValidRegion.IsEmpty()) {
TILING_LOG("TILING %p: Clearing low-precision buffer\n", this);
// Clear the low precision tiled buffer.
mLowPrecisionValidRegion.SetEmpty();
mContentClient->mLowPrecisionTiledBuffer.ResetPaintedAndValidState();
// Return true here so we send a Painted callback after clearing the valid
// region of the low precision buffer. This allows the shadow buffer's valid
// region to be updated and the associated resources to be freed.
return true;
}
return false;
}
void
ClientTiledThebesLayer::EndPaint()
{
mPaintData.mLastScrollOffset = mPaintData.mScrollOffset;
mPaintData.mPaintFinished = true;
mPaintData.mFirstPaint = false;
TILING_LOG("TILING %p: Paint finished\n", this);
}
void
ClientTiledThebesLayer::RenderLayer()
{
LayerManager::DrawThebesLayerCallback callback =
ClientManager()->GetThebesLayerCallback();
void *data = ClientManager()->GetThebesLayerCallbackData();
if (!callback) {
ClientManager()->SetTransactionIncomplete();
return;
}
if (!mContentClient) {
mContentClient = new TiledContentClient(this, ClientManager());
mContentClient->Connect();
ClientManager()->AsShadowForwarder()->Attach(mContentClient, this);
MOZ_ASSERT(mContentClient->GetForwarder());
}
if (mContentClient->mTiledBuffer.HasFormatChanged()) {
mValidRegion = nsIntRegion();
}
TILING_LOG("TILING %p: Initial visible region %s\n", this, Stringify(mVisibleRegion).c_str());
TILING_LOG("TILING %p: Initial valid region %s\n", this, Stringify(mValidRegion).c_str());
TILING_LOG("TILING %p: Initial low-precision valid region %s\n", this, Stringify(mLowPrecisionValidRegion).c_str());
nsIntRegion neededRegion = mVisibleRegion;
if (MayResample()) {
// If we're resampling then bilinear filtering can read up to 1 pixel
// outside of our texture coords. Make the visible region a single rect,
// and pad it out by 1 pixel (restricted to tile boundaries) so that
// we always have valid content or transparent pixels to sample from.
nsIntRect bounds = neededRegion.GetBounds();
nsIntRect wholeTiles = bounds;
wholeTiles.Inflate(nsIntSize(gfxPrefs::LayersTileWidth(), gfxPrefs::LayersTileHeight()));
nsIntRect padded = bounds;
padded.Inflate(1);
padded.IntersectRect(padded, wholeTiles);
neededRegion = padded;
}
nsIntRegion invalidRegion;
invalidRegion.Sub(neededRegion, mValidRegion);
if (invalidRegion.IsEmpty()) {
EndPaint();
return;
}
if (!ClientManager()->IsRepeatTransaction()) {
// Only paint the mask layer on the first transaction.
if (GetMaskLayer()) {
ToClientLayer(GetMaskLayer())->RenderLayer();
}
// In some cases we can take a fast path and just be done with it.
if (UseFastPath()) {
TILING_LOG("TILING %p: Taking fast-path\n", this);
mValidRegion = neededRegion;
mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion, callback, data);
ClientManager()->Hold(this);
mContentClient->UseTiledLayerBuffer(TiledContentClient::TILED_BUFFER);
return;
}
// For more complex cases we need to calculate a bunch of metrics before we
// can do the paint.
BeginPaint();
if (mPaintData.mPaintFinished) {
return;
}
// Make sure that tiles that fall outside of the visible region or outside of the
// critical displayport are discarded on the first update. Also make sure that we
// only draw stuff inside the critical displayport on the first update.
mValidRegion.And(mValidRegion, neededRegion);
if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
mValidRegion.And(mValidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
invalidRegion.And(invalidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
}
TILING_LOG("TILING %p: First-transaction valid region %s\n", this, Stringify(mValidRegion).c_str());
TILING_LOG("TILING %p: First-transaction invalid region %s\n", this, Stringify(invalidRegion).c_str());
} else {
if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
invalidRegion.And(invalidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
}
TILING_LOG("TILING %p: Repeat-transaction invalid region %s\n", this, Stringify(invalidRegion).c_str());
}
nsIntRegion lowPrecisionInvalidRegion;
if (gfxPrefs::UseLowPrecisionBuffer()) {
// Calculate the invalid region for the low precision buffer. Make sure
// to remove the valid high-precision area so we don't double-paint it.
lowPrecisionInvalidRegion.Sub(neededRegion, mLowPrecisionValidRegion);
lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion);
}
TILING_LOG("TILING %p: Low-precision invalid region %s\n", this, Stringify(lowPrecisionInvalidRegion).c_str());
bool updatedHighPrecision = RenderHighPrecision(invalidRegion,
neededRegion,
callback, data);
if (updatedHighPrecision) {
ClientManager()->Hold(this);
mContentClient->UseTiledLayerBuffer(TiledContentClient::TILED_BUFFER);
if (!mPaintData.mPaintFinished) {
// There is still more high-res stuff to paint, so we're not
// done yet. A subsequent transaction will take care of this.
ClientManager()->SetRepeatTransaction();
return;
}
}
// If there is nothing to draw in low-precision, then we're done.
if (lowPrecisionInvalidRegion.IsEmpty()) {
EndPaint();
return;
}
if (updatedHighPrecision) {
// If there are low precision updates, but we just did some high-precision
// updates, then mark the paint as unfinished and request a repeat transaction.
// This is so that we don't perform low-precision updates in the same transaction
// as high-precision updates.
TILING_LOG("TILING %p: Scheduling repeat transaction for low-precision painting\n", this);
ClientManager()->SetRepeatTransaction();
mPaintData.mLowPrecisionPaintCount = 1;
mPaintData.mPaintFinished = false;
return;
}
bool updatedLowPrecision = RenderLowPrecision(lowPrecisionInvalidRegion,
neededRegion,
callback, data);
if (updatedLowPrecision) {
ClientManager()->Hold(this);
mContentClient->UseTiledLayerBuffer(TiledContentClient::LOW_PRECISION_TILED_BUFFER);
if (!mPaintData.mPaintFinished) {
// There is still more low-res stuff to paint, so we're not
// done yet. A subsequent transaction will take care of this.
ClientManager()->SetRepeatTransaction();
return;
}
}
// If we get here, we've done all the high- and low-precision
// paints we wanted to do, so we can finish the paint and chill.
EndPaint();
}
} // mozilla
} // layers