gecko/gfx/layers/composite/ContentHost.cpp
2014-12-16 21:32:58 -05:00

894 lines
31 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/ContentHost.h"
#include "LayersLogging.h" // for AppendToString
#include "gfx2DGlue.h" // for ContentForFormat
#include "mozilla/gfx/Point.h" // for IntSize
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/gfx/BaseRect.h" // for BaseRect
#include "mozilla/layers/Compositor.h" // for Compositor
#include "mozilla/layers/Effects.h" // for TexturedEffect, Effect, etc
#include "mozilla/layers/LayersMessages.h" // for ThebesBufferData
#include "nsAString.h"
#include "nsPrintfCString.h" // for nsPrintfCString
#include "nsString.h" // for nsAutoCString
#include "mozilla/layers/TextureHostOGL.h" // for TextureHostOGL
namespace mozilla {
namespace gfx {
class Matrix4x4;
}
using namespace gfx;
namespace layers {
ContentHostBase::ContentHostBase(const TextureInfo& aTextureInfo)
: ContentHost(aTextureInfo)
, mInitialised(false)
{}
ContentHostBase::~ContentHostBase()
{
}
void
ContentHostTexture::Composite(EffectChain& aEffectChain,
float aOpacity,
const gfx::Matrix4x4& aTransform,
const Filter& aFilter,
const Rect& aClipRect,
const nsIntRegion* aVisibleRegion)
{
NS_ASSERTION(aVisibleRegion, "Requires a visible region");
AutoLockCompositableHost lock(this);
if (lock.Failed()) {
return;
}
if (!mTextureHost->BindTextureSource(mTextureSource)) {
return;
}
MOZ_ASSERT(mTextureSource.get());
if (!mTextureHostOnWhite) {
mTextureSourceOnWhite = nullptr;
}
if (mTextureHostOnWhite && !mTextureHostOnWhite->BindTextureSource(mTextureSourceOnWhite)) {
return;
}
RefPtr<TexturedEffect> effect = CreateTexturedEffect(mTextureSource.get(),
mTextureSourceOnWhite.get(),
aFilter, true);
if (!effect) {
return;
}
aEffectChain.mPrimaryEffect = effect;
nsIntRegion tmpRegion;
const nsIntRegion* renderRegion;
#ifndef MOZ_IGNORE_PAINT_WILL_RESAMPLE
if (PaintWillResample()) {
// If we're resampling, then the texture image will contain exactly the
// entire visible region's bounds, and we should draw it all in one quad
// to avoid unexpected aliasing.
tmpRegion = aVisibleRegion->GetBounds();
renderRegion = &tmpRegion;
} else {
renderRegion = aVisibleRegion;
}
#else
renderRegion = aVisibleRegion;
#endif
nsIntRegion region(*renderRegion);
nsIntPoint origin = GetOriginOffset();
// translate into TexImage space, buffer origin might not be at texture (0,0)
region.MoveBy(-origin);
// Figure out the intersecting draw region
gfx::IntSize texSize = mTextureSource->GetSize();
nsIntRect textureRect = nsIntRect(0, 0, texSize.width, texSize.height);
textureRect.MoveBy(region.GetBounds().TopLeft());
nsIntRegion subregion;
subregion.And(region, textureRect);
if (subregion.IsEmpty()) {
// Region is empty, nothing to draw
return;
}
nsIntRegion screenRects;
nsIntRegion regionRects;
// Collect texture/screen coordinates for drawing
nsIntRegionRectIterator iter(subregion);
while (const nsIntRect* iterRect = iter.Next()) {
nsIntRect regionRect = *iterRect;
nsIntRect screenRect = regionRect;
screenRect.MoveBy(origin);
screenRects.Or(screenRects, screenRect);
regionRects.Or(regionRects, regionRect);
}
BigImageIterator* bigImgIter = mTextureSource->AsBigImageIterator();
BigImageIterator* iterOnWhite = nullptr;
if (bigImgIter) {
bigImgIter->BeginBigImageIteration();
}
if (mTextureSourceOnWhite) {
iterOnWhite = mTextureSourceOnWhite->AsBigImageIterator();
MOZ_ASSERT(!bigImgIter || bigImgIter->GetTileCount() == iterOnWhite->GetTileCount(),
"Tile count mismatch on component alpha texture");
if (iterOnWhite) {
iterOnWhite->BeginBigImageIteration();
}
}
bool usingTiles = (bigImgIter && bigImgIter->GetTileCount() > 1);
do {
if (iterOnWhite) {
MOZ_ASSERT(iterOnWhite->GetTileRect() == bigImgIter->GetTileRect(),
"component alpha textures should be the same size.");
}
nsIntRect texRect = bigImgIter ? bigImgIter->GetTileRect()
: nsIntRect(0, 0,
texSize.width,
texSize.height);
// Draw texture. If we're using tiles, we do repeating manually, as texture
// repeat would cause each individual tile to repeat instead of the
// compound texture as a whole. This involves drawing at most 4 sections,
// 2 for each axis that has texture repeat.
for (int y = 0; y < (usingTiles ? 2 : 1); y++) {
for (int x = 0; x < (usingTiles ? 2 : 1); x++) {
nsIntRect currentTileRect(texRect);
currentTileRect.MoveBy(x * texSize.width, y * texSize.height);
nsIntRegionRectIterator screenIter(screenRects);
nsIntRegionRectIterator regionIter(regionRects);
const nsIntRect* screenRect;
const nsIntRect* regionRect;
while ((screenRect = screenIter.Next()) &&
(regionRect = regionIter.Next())) {
nsIntRect tileScreenRect(*screenRect);
nsIntRect tileRegionRect(*regionRect);
// When we're using tiles, find the intersection between the tile
// rect and this region rect. Tiling is then handled by the
// outer for-loops and modifying the tile rect.
if (usingTiles) {
tileScreenRect.MoveBy(-origin);
tileScreenRect = tileScreenRect.Intersect(currentTileRect);
tileScreenRect.MoveBy(origin);
if (tileScreenRect.IsEmpty())
continue;
tileRegionRect = regionRect->Intersect(currentTileRect);
tileRegionRect.MoveBy(-currentTileRect.TopLeft());
}
gfx::Rect rect(tileScreenRect.x, tileScreenRect.y,
tileScreenRect.width, tileScreenRect.height);
effect->mTextureCoords = Rect(Float(tileRegionRect.x) / texRect.width,
Float(tileRegionRect.y) / texRect.height,
Float(tileRegionRect.width) / texRect.width,
Float(tileRegionRect.height) / texRect.height);
GetCompositor()->DrawQuad(rect, aClipRect, aEffectChain, aOpacity, aTransform);
if (usingTiles) {
DiagnosticFlags diagnostics = DiagnosticFlags::CONTENT | DiagnosticFlags::BIGIMAGE;
if (iterOnWhite) {
diagnostics |= DiagnosticFlags::COMPONENT_ALPHA;
}
GetCompositor()->DrawDiagnostics(diagnostics, rect, aClipRect,
aTransform, mFlashCounter);
}
}
}
}
if (iterOnWhite) {
iterOnWhite->NextTile();
}
} while (usingTiles && bigImgIter->NextTile());
if (bigImgIter) {
bigImgIter->EndBigImageIteration();
}
if (iterOnWhite) {
iterOnWhite->EndBigImageIteration();
}
DiagnosticFlags diagnostics = DiagnosticFlags::CONTENT;
if (iterOnWhite) {
diagnostics |= DiagnosticFlags::COMPONENT_ALPHA;
}
GetCompositor()->DrawDiagnostics(diagnostics, nsIntRegion(mBufferRect), aClipRect,
aTransform, mFlashCounter);
}
void
ContentHostTexture::UseTextureHost(TextureHost* aTexture)
{
ContentHostBase::UseTextureHost(aTexture);
mTextureHost = aTexture;
mTextureHostOnWhite = nullptr;
mTextureSourceOnWhite = nullptr;
if (mTextureHost) {
mTextureHost->PrepareTextureSource(mTextureSource);
}
}
void
ContentHostTexture::UseComponentAlphaTextures(TextureHost* aTextureOnBlack,
TextureHost* aTextureOnWhite)
{
ContentHostBase::UseComponentAlphaTextures(aTextureOnBlack, aTextureOnWhite);
mTextureHost = aTextureOnBlack;
mTextureHostOnWhite = aTextureOnWhite;
if (mTextureHost) {
mTextureHost->PrepareTextureSource(mTextureSource);
}
if (mTextureHostOnWhite) {
mTextureHostOnWhite->PrepareTextureSource(mTextureSourceOnWhite);
}
}
void
ContentHostTexture::SetCompositor(Compositor* aCompositor)
{
ContentHostBase::SetCompositor(aCompositor);
if (mTextureHost) {
mTextureHost->SetCompositor(aCompositor);
}
if (mTextureHostOnWhite) {
mTextureHostOnWhite->SetCompositor(aCompositor);
}
}
void
ContentHostTexture::Dump(std::stringstream& aStream,
const char* aPrefix,
bool aDumpHtml)
{
#ifdef MOZ_DUMP_PAINTING
if (!aDumpHtml) {
return;
}
aStream << "<ul>";
if (mTextureHost) {
aStream << aPrefix;
aStream << "<li> <a href=";
DumpTextureHost(aStream, mTextureHost);
aStream << "> Front buffer </a></li> ";
}
if (mTextureHostOnWhite) {
aStream << aPrefix;
aStream << "<li> <a href=";
DumpTextureHost(aStream, mTextureHostOnWhite);
aStream << "> Front buffer on white </a> </li> ";
}
aStream << "</ul>";
#endif
}
static inline void
AddWrappedRegion(const nsIntRegion& aInput, nsIntRegion& aOutput,
const nsIntSize& aSize, const nsIntPoint& aShift)
{
nsIntRegion tempRegion;
tempRegion.And(nsIntRect(aShift, aSize), aInput);
tempRegion.MoveBy(-aShift);
aOutput.Or(aOutput, tempRegion);
}
bool
ContentHostSingleBuffered::UpdateThebes(const ThebesBufferData& aData,
const nsIntRegion& aUpdated,
const nsIntRegion& aOldValidRegionBack,
nsIntRegion* aUpdatedRegionBack)
{
aUpdatedRegionBack->SetEmpty();
if (!mTextureHost) {
mInitialised = false;
return true; // FIXME should we return false? Returning true for now
} // to preserve existing behavior of NOT causing IPC errors.
// updated is in screen coordinates. Convert it to buffer coordinates.
nsIntRegion destRegion(aUpdated);
destRegion.MoveBy(-aData.rect().TopLeft());
if (!aData.rect().Contains(aUpdated.GetBounds()) ||
aData.rotation().x > aData.rect().width ||
aData.rotation().y > aData.rect().height) {
NS_ERROR("Invalid update data");
return false;
}
// destRegion is now in logical coordinates relative to the buffer, but we
// need to account for rotation. We do that by moving the region to the
// rotation offset and then wrapping any pixels that extend off the
// bottom/right edges.
// Shift to the rotation point
destRegion.MoveBy(aData.rotation());
nsIntSize bufferSize = aData.rect().Size();
// Select only the pixels that are still within the buffer.
nsIntRegion finalRegion;
finalRegion.And(nsIntRect(nsIntPoint(), bufferSize), destRegion);
// For each of the overlap areas (right, bottom-right, bottom), select those
// pixels and wrap them around to the opposite edge of the buffer rect.
AddWrappedRegion(destRegion, finalRegion, bufferSize, nsIntPoint(aData.rect().width, 0));
AddWrappedRegion(destRegion, finalRegion, bufferSize, nsIntPoint(aData.rect().width, aData.rect().height));
AddWrappedRegion(destRegion, finalRegion, bufferSize, nsIntPoint(0, aData.rect().height));
MOZ_ASSERT(nsIntRect(0, 0, aData.rect().width, aData.rect().height).Contains(finalRegion.GetBounds()));
mTextureHost->Updated(&finalRegion);
if (mTextureHostOnWhite) {
mTextureHostOnWhite->Updated(&finalRegion);
}
mInitialised = true;
mBufferRect = aData.rect();
mBufferRotation = aData.rotation();
return true;
}
bool
ContentHostDoubleBuffered::UpdateThebes(const ThebesBufferData& aData,
const nsIntRegion& aUpdated,
const nsIntRegion& aOldValidRegionBack,
nsIntRegion* aUpdatedRegionBack)
{
if (!mTextureHost) {
mInitialised = false;
*aUpdatedRegionBack = aUpdated;
return true;
}
// We don't need to calculate an update region because we assume that if we
// are using double buffering then we have render-to-texture and thus no
// upload to do.
mTextureHost->Updated();
if (mTextureHostOnWhite) {
mTextureHostOnWhite->Updated();
}
mInitialised = true;
mBufferRect = aData.rect();
mBufferRotation = aData.rotation();
*aUpdatedRegionBack = aUpdated;
// Save the current valid region of our front buffer, because if
// we're double buffering, it's going to be the valid region for the
// next back buffer sent back to the renderer.
//
// NB: we rely here on the fact that mValidRegion is initialized to
// empty, and that the first time Swap() is called we don't have a
// valid front buffer that we're going to return to content.
mValidRegionForNextBackBuffer = aOldValidRegionBack;
return true;
}
ContentHostIncremental::ContentHostIncremental(const TextureInfo& aTextureInfo)
: ContentHostBase(aTextureInfo)
, mDeAllocator(nullptr)
, mLocked(false)
{
}
ContentHostIncremental::~ContentHostIncremental()
{
}
bool
ContentHostIncremental::CreatedIncrementalTexture(ISurfaceAllocator* aAllocator,
const TextureInfo& aTextureInfo,
const nsIntRect& aBufferRect)
{
mUpdateList.AppendElement(new TextureCreationRequest(aTextureInfo,
aBufferRect));
mDeAllocator = aAllocator;
FlushUpdateQueue();
return true;
}
void
ContentHostIncremental::UpdateIncremental(TextureIdentifier aTextureId,
SurfaceDescriptor& aSurface,
const nsIntRegion& aUpdated,
const nsIntRect& aBufferRect,
const nsIntPoint& aBufferRotation)
{
mUpdateList.AppendElement(new TextureUpdateRequest(mDeAllocator,
aTextureId,
aSurface,
aUpdated,
aBufferRect,
aBufferRotation));
FlushUpdateQueue();
}
void
ContentHostIncremental::Composite(EffectChain& aEffectChain,
float aOpacity,
const gfx::Matrix4x4& aTransform,
const Filter& aFilter,
const Rect& aClipRect,
const nsIntRegion* aVisibleRegion)
{
NS_ASSERTION(aVisibleRegion, "Requires a visible region");
AutoLockCompositableHost lock(this);
if (lock.Failed()) {
return;
}
if (!mSource) {
return;
}
RefPtr<TexturedEffect> effect = CreateTexturedEffect(mSource.get(),
mSourceOnWhite.get(),
aFilter, true);
if (!effect) {
return;
}
aEffectChain.mPrimaryEffect = effect;
nsIntRegion tmpRegion;
const nsIntRegion* renderRegion;
if (PaintWillResample()) {
// If we're resampling, then the texture image will contain exactly the
// entire visible region's bounds, and we should draw it all in one quad
// to avoid unexpected aliasing.
tmpRegion = aVisibleRegion->GetBounds();
renderRegion = &tmpRegion;
} else {
renderRegion = aVisibleRegion;
}
nsIntRegion region(*renderRegion);
nsIntPoint origin = GetOriginOffset();
// translate into TexImage space, buffer origin might not be at texture (0,0)
region.MoveBy(-origin);
// Figure out the intersecting draw region
gfx::IntSize texSize = mSource->GetSize();
nsIntRect textureRect = nsIntRect(0, 0, texSize.width, texSize.height);
textureRect.MoveBy(region.GetBounds().TopLeft());
nsIntRegion subregion;
subregion.And(region, textureRect);
if (subregion.IsEmpty()) {
// Region is empty, nothing to draw
return;
}
nsIntRegion screenRects;
nsIntRegion regionRects;
// Collect texture/screen coordinates for drawing
nsIntRegionRectIterator iter(subregion);
while (const nsIntRect* iterRect = iter.Next()) {
nsIntRect regionRect = *iterRect;
nsIntRect screenRect = regionRect;
screenRect.MoveBy(origin);
screenRects.Or(screenRects, screenRect);
regionRects.Or(regionRects, regionRect);
}
BigImageIterator* bigImgIter = mSource->AsBigImageIterator();
BigImageIterator* iterOnWhite = nullptr;
if (bigImgIter) {
bigImgIter->BeginBigImageIteration();
}
if (mSourceOnWhite) {
iterOnWhite = mSourceOnWhite->AsBigImageIterator();
MOZ_ASSERT(!bigImgIter || bigImgIter->GetTileCount() == iterOnWhite->GetTileCount(),
"Tile count mismatch on component alpha texture");
if (iterOnWhite) {
iterOnWhite->BeginBigImageIteration();
}
}
bool usingTiles = (bigImgIter && bigImgIter->GetTileCount() > 1);
do {
if (iterOnWhite) {
MOZ_ASSERT(iterOnWhite->GetTileRect() == bigImgIter->GetTileRect(),
"component alpha textures should be the same size.");
}
nsIntRect texRect = bigImgIter ? bigImgIter->GetTileRect()
: nsIntRect(0, 0,
texSize.width,
texSize.height);
// Draw texture. If we're using tiles, we do repeating manually, as texture
// repeat would cause each individual tile to repeat instead of the
// compound texture as a whole. This involves drawing at most 4 sections,
// 2 for each axis that has texture repeat.
for (int y = 0; y < (usingTiles ? 2 : 1); y++) {
for (int x = 0; x < (usingTiles ? 2 : 1); x++) {
nsIntRect currentTileRect(texRect);
currentTileRect.MoveBy(x * texSize.width, y * texSize.height);
nsIntRegionRectIterator screenIter(screenRects);
nsIntRegionRectIterator regionIter(regionRects);
const nsIntRect* screenRect;
const nsIntRect* regionRect;
while ((screenRect = screenIter.Next()) &&
(regionRect = regionIter.Next())) {
nsIntRect tileScreenRect(*screenRect);
nsIntRect tileRegionRect(*regionRect);
// When we're using tiles, find the intersection between the tile
// rect and this region rect. Tiling is then handled by the
// outer for-loops and modifying the tile rect.
if (usingTiles) {
tileScreenRect.MoveBy(-origin);
tileScreenRect = tileScreenRect.Intersect(currentTileRect);
tileScreenRect.MoveBy(origin);
if (tileScreenRect.IsEmpty())
continue;
tileRegionRect = regionRect->Intersect(currentTileRect);
tileRegionRect.MoveBy(-currentTileRect.TopLeft());
}
gfx::Rect rect(tileScreenRect.x, tileScreenRect.y,
tileScreenRect.width, tileScreenRect.height);
effect->mTextureCoords = Rect(Float(tileRegionRect.x) / texRect.width,
Float(tileRegionRect.y) / texRect.height,
Float(tileRegionRect.width) / texRect.width,
Float(tileRegionRect.height) / texRect.height);
GetCompositor()->DrawQuad(rect, aClipRect, aEffectChain, aOpacity, aTransform);
if (usingTiles) {
DiagnosticFlags diagnostics = DiagnosticFlags::CONTENT | DiagnosticFlags::BIGIMAGE;
if (iterOnWhite) {
diagnostics |= DiagnosticFlags::COMPONENT_ALPHA;
}
GetCompositor()->DrawDiagnostics(diagnostics, rect, aClipRect,
aTransform, mFlashCounter);
}
}
}
}
if (iterOnWhite) {
iterOnWhite->NextTile();
}
} while (usingTiles && bigImgIter->NextTile());
if (bigImgIter) {
bigImgIter->EndBigImageIteration();
}
if (iterOnWhite) {
iterOnWhite->EndBigImageIteration();
}
DiagnosticFlags diagnostics = DiagnosticFlags::CONTENT;
if (iterOnWhite) {
diagnostics |= DiagnosticFlags::COMPONENT_ALPHA;
}
GetCompositor()->DrawDiagnostics(diagnostics, nsIntRegion(mBufferRect), aClipRect,
aTransform, mFlashCounter);
}
void
ContentHostIncremental::FlushUpdateQueue()
{
// If we're not compositing for some reason (the window being minimized
// is one example), then we never process these updates and it can consume
// huge amounts of memory. Instead we forcibly process the updates (during the
// transaction) if the list gets too long.
static const uint32_t kMaxUpdateCount = 6;
if (mUpdateList.Length() >= kMaxUpdateCount) {
ProcessTextureUpdates();
}
}
void
ContentHostIncremental::ProcessTextureUpdates()
{
for (uint32_t i = 0; i < mUpdateList.Length(); i++) {
mUpdateList[i]->Execute(this);
}
mUpdateList.Clear();
}
void
ContentHostIncremental::TextureCreationRequest::Execute(ContentHostIncremental* aHost)
{
Compositor* compositor = aHost->GetCompositor();
MOZ_ASSERT(compositor);
RefPtr<DataTextureSource> temp =
compositor->CreateDataTextureSource(mTextureInfo.mTextureFlags);
MOZ_ASSERT(temp->AsSourceOGL() &&
temp->AsSourceOGL()->AsTextureImageTextureSource());
RefPtr<TextureImageTextureSourceOGL> newSource =
temp->AsSourceOGL()->AsTextureImageTextureSource();
RefPtr<TextureImageTextureSourceOGL> newSourceOnWhite;
if (mTextureInfo.mTextureFlags & TextureFlags::COMPONENT_ALPHA) {
temp =
compositor->CreateDataTextureSource(mTextureInfo.mTextureFlags);
MOZ_ASSERT(temp->AsSourceOGL() &&
temp->AsSourceOGL()->AsTextureImageTextureSource());
newSourceOnWhite = temp->AsSourceOGL()->AsTextureImageTextureSource();
}
if (mTextureInfo.mDeprecatedTextureHostFlags & DeprecatedTextureHostFlags::COPY_PREVIOUS) {
MOZ_ASSERT(aHost->mSource);
MOZ_ASSERT(aHost->mSource->IsValid());
nsIntRect bufferRect = aHost->mBufferRect;
nsIntPoint bufferRotation = aHost->mBufferRotation;
nsIntRect overlap;
// The buffer looks like:
// ______
// |1 |2 | Where the center point is offset by mBufferRotation from the top-left corner.
// |___|__|
// |3 |4 |
// |___|__|
//
// This is drawn to the screen as:
// ______
// |4 |3 | Where the center point is { width - mBufferRotation.x, height - mBufferRotation.y } from
// |___|__| from the top left corner - rotationPoint.
// |2 |1 |
// |___|__|
//
// The basic idea below is to take all quadrant rectangles from the src and transform them into rectangles
// in the destination. Unfortunately, it seems it is overly complex and could perhaps be simplified.
nsIntRect srcBufferSpaceBottomRight(bufferRotation.x, bufferRotation.y, bufferRect.width - bufferRotation.x, bufferRect.height - bufferRotation.y);
nsIntRect srcBufferSpaceTopRight(bufferRotation.x, 0, bufferRect.width - bufferRotation.x, bufferRotation.y);
nsIntRect srcBufferSpaceTopLeft(0, 0, bufferRotation.x, bufferRotation.y);
nsIntRect srcBufferSpaceBottomLeft(0, bufferRotation.y, bufferRotation.x, bufferRect.height - bufferRotation.y);
overlap.IntersectRect(bufferRect, mBufferRect);
nsIntRect srcRect(overlap), dstRect(overlap);
srcRect.MoveBy(- bufferRect.TopLeft() + bufferRotation);
nsIntRect srcRectDrawTopRight(srcRect);
nsIntRect srcRectDrawTopLeft(srcRect);
nsIntRect srcRectDrawBottomLeft(srcRect);
// transform into the different quadrants
srcRectDrawTopRight .MoveBy(-nsIntPoint(0, bufferRect.height));
srcRectDrawTopLeft .MoveBy(-nsIntPoint(bufferRect.width, bufferRect.height));
srcRectDrawBottomLeft.MoveBy(-nsIntPoint(bufferRect.width, 0));
// Intersect with the quadrant
srcRect = srcRect .Intersect(srcBufferSpaceBottomRight);
srcRectDrawTopRight = srcRectDrawTopRight .Intersect(srcBufferSpaceTopRight);
srcRectDrawTopLeft = srcRectDrawTopLeft .Intersect(srcBufferSpaceTopLeft);
srcRectDrawBottomLeft = srcRectDrawBottomLeft.Intersect(srcBufferSpaceBottomLeft);
dstRect = srcRect;
nsIntRect dstRectDrawTopRight(srcRectDrawTopRight);
nsIntRect dstRectDrawTopLeft(srcRectDrawTopLeft);
nsIntRect dstRectDrawBottomLeft(srcRectDrawBottomLeft);
// transform back to src buffer space
dstRect .MoveBy(-bufferRotation);
dstRectDrawTopRight .MoveBy(-bufferRotation + nsIntPoint(0, bufferRect.height));
dstRectDrawTopLeft .MoveBy(-bufferRotation + nsIntPoint(bufferRect.width, bufferRect.height));
dstRectDrawBottomLeft.MoveBy(-bufferRotation + nsIntPoint(bufferRect.width, 0));
// transform back to draw coordinates
dstRect .MoveBy(bufferRect.TopLeft());
dstRectDrawTopRight .MoveBy(bufferRect.TopLeft());
dstRectDrawTopLeft .MoveBy(bufferRect.TopLeft());
dstRectDrawBottomLeft.MoveBy(bufferRect.TopLeft());
// transform to destBuffer space
dstRect .MoveBy(-mBufferRect.TopLeft());
dstRectDrawTopRight .MoveBy(-mBufferRect.TopLeft());
dstRectDrawTopLeft .MoveBy(-mBufferRect.TopLeft());
dstRectDrawBottomLeft.MoveBy(-mBufferRect.TopLeft());
newSource->EnsureBuffer(mBufferRect.Size(),
ContentForFormat(aHost->mSource->GetFormat()));
aHost->mSource->CopyTo(srcRect, newSource, dstRect);
if (bufferRotation != nsIntPoint(0, 0)) {
// Draw the remaining quadrants. We call BlitTextureImage 3 extra
// times instead of doing a single draw call because supporting that
// with a tiled source is quite tricky.
if (!srcRectDrawTopRight.IsEmpty())
aHost->mSource->CopyTo(srcRectDrawTopRight,
newSource, dstRectDrawTopRight);
if (!srcRectDrawTopLeft.IsEmpty())
aHost->mSource->CopyTo(srcRectDrawTopLeft,
newSource, dstRectDrawTopLeft);
if (!srcRectDrawBottomLeft.IsEmpty())
aHost->mSource->CopyTo(srcRectDrawBottomLeft,
newSource, dstRectDrawBottomLeft);
}
if (newSourceOnWhite) {
newSourceOnWhite->EnsureBuffer(mBufferRect.Size(),
ContentForFormat(aHost->mSourceOnWhite->GetFormat()));
aHost->mSourceOnWhite->CopyTo(srcRect, newSourceOnWhite, dstRect);
if (bufferRotation != nsIntPoint(0, 0)) {
// draw the remaining quadrants
if (!srcRectDrawTopRight.IsEmpty())
aHost->mSourceOnWhite->CopyTo(srcRectDrawTopRight,
newSourceOnWhite, dstRectDrawTopRight);
if (!srcRectDrawTopLeft.IsEmpty())
aHost->mSourceOnWhite->CopyTo(srcRectDrawTopLeft,
newSourceOnWhite, dstRectDrawTopLeft);
if (!srcRectDrawBottomLeft.IsEmpty())
aHost->mSourceOnWhite->CopyTo(srcRectDrawBottomLeft,
newSourceOnWhite, dstRectDrawBottomLeft);
}
}
}
aHost->mSource = newSource;
aHost->mSourceOnWhite = newSourceOnWhite;
aHost->mBufferRect = mBufferRect;
aHost->mBufferRotation = nsIntPoint();
}
nsIntRect
ContentHostIncremental::TextureUpdateRequest::GetQuadrantRectangle(XSide aXSide,
YSide aYSide) const
{
// quadrantTranslation is the amount we translate the top-left
// of the quadrant by to get coordinates relative to the layer
nsIntPoint quadrantTranslation = -mBufferRotation;
quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0;
quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0;
return mBufferRect + quadrantTranslation;
}
void
ContentHostIncremental::TextureUpdateRequest::Execute(ContentHostIncremental* aHost)
{
nsIntRect drawBounds = mUpdated.GetBounds();
aHost->mBufferRect = mBufferRect;
aHost->mBufferRotation = mBufferRotation;
// Figure out which quadrant to draw in
int32_t xBoundary = mBufferRect.XMost() - mBufferRotation.x;
int32_t yBoundary = mBufferRect.YMost() - mBufferRotation.y;
XSide sideX = drawBounds.XMost() <= xBoundary ? RIGHT : LEFT;
YSide sideY = drawBounds.YMost() <= yBoundary ? BOTTOM : TOP;
nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY);
NS_ASSERTION(quadrantRect.Contains(drawBounds), "Messed up quadrants");
mUpdated.MoveBy(-nsIntPoint(quadrantRect.x, quadrantRect.y));
IntPoint offset = ToIntPoint(-mUpdated.GetBounds().TopLeft());
RefPtr<DataSourceSurface> surf = GetSurfaceForDescriptor(mDescriptor);
if (mTextureId == TextureIdentifier::Front) {
aHost->mSource->Update(surf, &mUpdated, &offset);
} else {
aHost->mSourceOnWhite->Update(surf, &mUpdated, &offset);
}
}
void
ContentHostIncremental::PrintInfo(std::stringstream& aStream, const char* aPrefix)
{
aStream << aPrefix;
aStream << nsPrintfCString("ContentHostIncremental (0x%p)", this).get();
if (PaintWillResample()) {
aStream << " [paint-will-resample]";
}
}
void
ContentHostTexture::PrintInfo(std::stringstream& aStream, const char* aPrefix)
{
aStream << aPrefix;
aStream << nsPrintfCString("ContentHost (0x%p)", this).get();
AppendToString(aStream, mBufferRect, " [buffer-rect=", "]");
AppendToString(aStream, mBufferRotation, " [buffer-rotation=", "]");
if (PaintWillResample()) {
aStream << " [paint-will-resample]";
}
if (mTextureHost) {
nsAutoCString pfx(aPrefix);
pfx += " ";
aStream << "\n";
mTextureHost->PrintInfo(aStream, pfx.get());
}
}
LayerRenderState
ContentHostTexture::GetRenderState()
{
if (!mTextureHost) {
return LayerRenderState();
}
LayerRenderState result = mTextureHost->GetRenderState();
if (mBufferRotation != nsIntPoint()) {
result.mFlags |= LayerRenderStateFlags::BUFFER_ROTATION;
}
result.SetOffset(GetOriginOffset());
return result;
}
TemporaryRef<TexturedEffect>
ContentHostTexture::GenEffect(const gfx::Filter& aFilter)
{
if (!mTextureHost) {
return nullptr;
}
if (!mTextureHost->BindTextureSource(mTextureSource)) {
return nullptr;
}
if (!mTextureHostOnWhite) {
mTextureSourceOnWhite = nullptr;
}
if (mTextureHostOnWhite && !mTextureHostOnWhite->BindTextureSource(mTextureSourceOnWhite)) {
return nullptr;
}
return CreateTexturedEffect(mTextureSource.get(),
mTextureSourceOnWhite.get(),
aFilter, true);
}
TemporaryRef<TexturedEffect>
ContentHostIncremental::GenEffect(const gfx::Filter& aFilter)
{
if (!mSource) {
return nullptr;
}
return CreateTexturedEffect(mSource, mSourceOnWhite, aFilter, true);
}
TemporaryRef<gfx::DataSourceSurface>
ContentHostTexture::GetAsSurface()
{
if (!mTextureHost) {
return nullptr;
}
return mTextureHost->GetAsSurface();
}
} // namespace
} // namespace