mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
1029 lines
35 KiB
C++
1029 lines
35 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.org>
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* Vladimir Vukicevic <vladimir@pobox.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "mozilla/layers/PLayers.h"
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#include "mozilla/layers/ShadowLayers.h"
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#include "ThebesLayerBuffer.h"
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#include "ThebesLayerOGL.h"
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#include "gfxUtils.h"
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#include "gfxTeeSurface.h"
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namespace mozilla {
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namespace layers {
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using gl::GLContext;
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using gl::TextureImage;
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static const int ALLOW_REPEAT = ThebesLayerBuffer::ALLOW_REPEAT;
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// BindAndDrawQuadWithTextureRect can work with either GL_REPEAT (preferred)
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// or GL_CLAMP_TO_EDGE textures. If ALLOW_REPEAT is set in aFlags, we
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// select based on whether REPEAT is valid for non-power-of-two textures --
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// if we have NPOT support we use it, otherwise we stick with CLAMP_TO_EDGE and
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// decompose.
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// If ALLOW_REPEAT is not set, we always use GL_CLAMP_TO_EDGE.
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static already_AddRefed<TextureImage>
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CreateClampOrRepeatTextureImage(GLContext *aGl,
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const nsIntSize& aSize,
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TextureImage::ContentType aContentType,
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PRUint32 aFlags)
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{
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GLenum wrapMode = LOCAL_GL_CLAMP_TO_EDGE;
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if ((aFlags & ALLOW_REPEAT) &&
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(aGl->IsExtensionSupported(GLContext::ARB_texture_non_power_of_two) ||
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aGl->IsExtensionSupported(GLContext::OES_texture_npot)))
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{
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wrapMode = LOCAL_GL_REPEAT;
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}
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return aGl->CreateTextureImage(aSize, aContentType, wrapMode);
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}
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// |aTexCoordRect| is the rectangle from the texture that we want to
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// draw using the given program. The program already has a necessary
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// offset and scale, so the geometry that needs to be drawn is a unit
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// square from 0,0 to 1,1.
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//
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// |aTexSize| is the actual size of the texture, as it can be larger
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// than the rectangle given by |aTexCoordRect|.
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static void
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BindAndDrawQuadWithTextureRect(GLContext* aGl,
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LayerProgram *aProg,
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const nsIntRect& aTexCoordRect,
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const nsIntSize& aTexSize,
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GLenum aWrapMode)
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{
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GLuint vertAttribIndex =
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aProg->AttribLocation(LayerProgram::VertexAttrib);
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GLuint texCoordAttribIndex =
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aProg->AttribLocation(LayerProgram::TexCoordAttrib);
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NS_ASSERTION(texCoordAttribIndex != GLuint(-1), "no texture coords?");
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// clear any bound VBO so that glVertexAttribPointer() goes back to
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// "pointer mode"
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aGl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
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// Given what we know about these textures and coordinates, we can
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// compute fmod(t, 1.0f) to get the same texture coordinate out. If
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// the texCoordRect dimension is < 0 or > width/height, then we have
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// wraparound that we need to deal with by drawing multiple quads,
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// because we can't rely on full non-power-of-two texture support
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// (which is required for the REPEAT wrap mode).
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GLContext::RectTriangles rects;
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if (aWrapMode == LOCAL_GL_REPEAT) {
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rects.addRect(/* dest rectangle */
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0.0f, 0.0f, 1.0f, 1.0f,
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/* tex coords */
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aTexCoordRect.x / GLfloat(aTexSize.width),
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aTexCoordRect.y / GLfloat(aTexSize.height),
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aTexCoordRect.XMost() / GLfloat(aTexSize.width),
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aTexCoordRect.YMost() / GLfloat(aTexSize.height));
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} else {
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GLContext::DecomposeIntoNoRepeatTriangles(aTexCoordRect, aTexSize, rects);
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}
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aGl->fVertexAttribPointer(vertAttribIndex, 2,
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LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
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rects.vertexCoords);
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aGl->fVertexAttribPointer(texCoordAttribIndex, 2,
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LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
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rects.texCoords);
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{
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aGl->fEnableVertexAttribArray(texCoordAttribIndex);
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{
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aGl->fEnableVertexAttribArray(vertAttribIndex);
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aGl->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.numRects * 6);
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aGl->fDisableVertexAttribArray(vertAttribIndex);
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}
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aGl->fDisableVertexAttribArray(texCoordAttribIndex);
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}
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}
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static void
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SetAntialiasingFlags(Layer* aLayer, gfxContext* aTarget)
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{
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nsRefPtr<gfxASurface> surface = aTarget->CurrentSurface();
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if (surface->GetContentType() != gfxASurface::CONTENT_COLOR_ALPHA) {
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// Destination doesn't have alpha channel; no need to set any special flags
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return;
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}
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surface->SetSubpixelAntialiasingEnabled(
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!(aLayer->GetContentFlags() & Layer::CONTENT_COMPONENT_ALPHA));
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}
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class ThebesLayerBufferOGL
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{
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NS_INLINE_DECL_REFCOUNTING(ThebesLayerBufferOGL)
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public:
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typedef TextureImage::ContentType ContentType;
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typedef ThebesLayerBuffer::PaintState PaintState;
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ThebesLayerBufferOGL(ThebesLayer* aLayer, LayerOGL* aOGLLayer)
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: mLayer(aLayer)
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, mOGLLayer(aOGLLayer)
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{}
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virtual ~ThebesLayerBufferOGL() {}
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enum { PAINT_WILL_RESAMPLE = ThebesLayerBuffer::PAINT_WILL_RESAMPLE };
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virtual PaintState BeginPaint(ContentType aContentType,
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float aXResolution,
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float aYResolution,
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PRUint32 aFlags) = 0;
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void RenderTo(const nsIntPoint& aOffset, LayerManagerOGL* aManager,
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PRUint32 aFlags);
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nsIntSize GetSize() {
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if (mTexImage)
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return mTexImage->GetSize();
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return nsIntSize(0, 0);
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}
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protected:
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virtual nsIntPoint GetOriginOffset() = 0;
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GLContext* gl() const { return mOGLLayer->gl(); }
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ThebesLayer* mLayer;
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LayerOGL* mOGLLayer;
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nsRefPtr<TextureImage> mTexImage;
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nsRefPtr<TextureImage> mTexImageOnWhite;
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};
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void
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ThebesLayerBufferOGL::RenderTo(const nsIntPoint& aOffset,
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LayerManagerOGL* aManager,
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PRUint32 aFlags)
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{
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if (!mTexImage)
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return;
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if (mTexImage->InUpdate()) {
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mTexImage->EndUpdate();
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}
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if (mTexImageOnWhite && mTexImageOnWhite->InUpdate()) {
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mTexImageOnWhite->EndUpdate();
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}
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// Bind textures.
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TextureImage::ScopedBindTexture(mTexImage, LOCAL_GL_TEXTURE0);
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TextureImage::ScopedBindTexture(mTexImageOnWhite, LOCAL_GL_TEXTURE1);
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float xres = mLayer->GetXResolution();
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float yres = mLayer->GetYResolution();
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PRInt32 passes = mTexImageOnWhite ? 2 : 1;
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for (PRInt32 pass = 1; pass <= passes; ++pass) {
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LayerProgram *program;
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if (passes == 2) {
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ComponentAlphaTextureLayerProgram *alphaProgram;
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NS_ASSERTION(!mTexImage->IsRGB() && !mTexImageOnWhite->IsRGB(),
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"Only BGR image surported with component alpha (currently!)");
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if (pass == 1) {
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alphaProgram = aManager->GetComponentAlphaPass1LayerProgram();
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gl()->fBlendFuncSeparate(LOCAL_GL_ZERO, LOCAL_GL_ONE_MINUS_SRC_COLOR,
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LOCAL_GL_ONE, LOCAL_GL_ONE);
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} else {
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alphaProgram = aManager->GetComponentAlphaPass2LayerProgram();
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gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE,
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LOCAL_GL_ONE, LOCAL_GL_ONE);
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}
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alphaProgram->Activate();
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alphaProgram->SetBlackTextureUnit(0);
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alphaProgram->SetWhiteTextureUnit(1);
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program = alphaProgram;
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} else {
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// Note BGR: Cairo's image surfaces are always in what
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// OpenGL and our shaders consider BGR format.
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ColorTextureLayerProgram *basicProgram =
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aManager->GetColorTextureLayerProgram(mTexImage->GetShaderProgramType());
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basicProgram->Activate();
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basicProgram->SetTextureUnit(0);
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program = basicProgram;
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}
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program->SetLayerOpacity(mLayer->GetEffectiveOpacity());
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program->SetLayerTransform(mLayer->GetEffectiveTransform());
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program->SetRenderOffset(aOffset);
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const nsIntRegion& visibleRegion = mLayer->GetEffectiveVisibleRegion();
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nsIntRegion tmpRegion;
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const nsIntRegion* renderRegion;
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if (aFlags & PAINT_WILL_RESAMPLE) {
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// If we're resampling, then the texture image will contain exactly the
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// entire visible region's bounds, and we should draw it all in one quad
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// to avoid unexpected aliasing.
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tmpRegion = visibleRegion.GetBounds();
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renderRegion = &tmpRegion;
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} else {
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renderRegion = &visibleRegion;
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}
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nsIntRegionRectIterator iter(*renderRegion);
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while (const nsIntRect *iterRect = iter.Next()) {
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nsIntRect quadRect = *iterRect;
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program->SetLayerQuadRect(quadRect);
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quadRect.MoveBy(-GetOriginOffset());
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// The buffer rect and rotation are resolution-neutral; with a
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// non-1.0 resolution, only the texture size is scaled by the
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// resolution. So map the quadrent rect into the space scaled to
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// the texture size and let GL do the rest.
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quadRect.ScaleRoundOut(xres, yres);
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BindAndDrawQuadWithTextureRect(gl(), program, quadRect,
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mTexImage->GetSize(),
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mTexImage->GetWrapMode());
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}
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}
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if (mTexImageOnWhite) {
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// Restore defaults
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gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
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LOCAL_GL_ONE, LOCAL_GL_ONE);
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}
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}
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// This implementation is the fast-path for when our TextureImage is
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// permanently backed with a server-side ASurface. We can simply
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// reuse the ThebesLayerBuffer logic in its entirety and profit.
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class SurfaceBufferOGL : public ThebesLayerBufferOGL, private ThebesLayerBuffer
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{
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public:
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typedef ThebesLayerBufferOGL::ContentType ContentType;
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typedef ThebesLayerBufferOGL::PaintState PaintState;
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SurfaceBufferOGL(ThebesLayerOGL* aLayer)
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: ThebesLayerBufferOGL(aLayer, aLayer)
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, ThebesLayerBuffer(SizedToVisibleBounds)
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{
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}
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virtual ~SurfaceBufferOGL() {}
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// ThebesLayerBufferOGL interface
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virtual PaintState BeginPaint(ContentType aContentType,
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float aXResolution,
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float aYResolution,
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PRUint32 aFlags)
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{
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// Let ThebesLayerBuffer do all the hard work for us! :D
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return ThebesLayerBuffer::BeginPaint(mLayer,
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aContentType,
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aXResolution,
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aYResolution,
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aFlags);
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}
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// ThebesLayerBuffer interface
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virtual already_AddRefed<gfxASurface>
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CreateBuffer(ContentType aType, const nsIntSize& aSize, PRUint32 aFlags)
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{
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NS_ASSERTION(gfxASurface::CONTENT_ALPHA != aType,"ThebesBuffer has color");
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mTexImage = CreateClampOrRepeatTextureImage(gl(), aSize, aType, aFlags);
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return mTexImage ? mTexImage->GetBackingSurface() : nsnull;
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}
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protected:
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virtual nsIntPoint GetOriginOffset() {
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return BufferRect().TopLeft() - BufferRotation();
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}
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};
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// This implementation is (currently) the slow-path for when we can't
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// implement pixel retaining using thebes. This implementation and
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// the above could be unified by abstracting buffer-copy operations
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// and implementing them here using GL hacketry.
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class BasicBufferOGL : public ThebesLayerBufferOGL
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{
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public:
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BasicBufferOGL(ThebesLayerOGL* aLayer)
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: ThebesLayerBufferOGL(aLayer, aLayer)
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, mBufferRect(0,0,0,0)
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, mBufferRotation(0,0)
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{}
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virtual ~BasicBufferOGL() {}
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virtual PaintState BeginPaint(ContentType aContentType,
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float aXResolution,
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float aYResolution,
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PRUint32 aFlags);
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protected:
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enum XSide {
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LEFT, RIGHT
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};
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enum YSide {
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TOP, BOTTOM
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};
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nsIntRect GetQuadrantRectangle(XSide aXSide, YSide aYSide);
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virtual nsIntPoint GetOriginOffset() {
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return mBufferRect.TopLeft() - mBufferRotation;
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}
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private:
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nsIntRect mBufferRect;
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nsIntPoint mBufferRotation;
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};
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static void
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WrapRotationAxis(PRInt32* aRotationPoint, PRInt32 aSize)
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{
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if (*aRotationPoint < 0) {
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*aRotationPoint += aSize;
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} else if (*aRotationPoint >= aSize) {
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*aRotationPoint -= aSize;
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}
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}
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nsIntRect
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BasicBufferOGL::GetQuadrantRectangle(XSide aXSide, YSide aYSide)
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{
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// quadrantTranslation is the amount we translate the top-left
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// of the quadrant by to get coordinates relative to the layer
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nsIntPoint quadrantTranslation = -mBufferRotation;
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quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0;
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quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0;
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return mBufferRect + quadrantTranslation;
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}
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static void
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FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion,
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const nsIntPoint& aOffset, const gfxRGBA& aColor)
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{
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nsRefPtr<gfxContext> ctx = new gfxContext(aSurface);
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ctx->Translate(-gfxPoint(aOffset.x, aOffset.y));
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gfxUtils::ClipToRegion(ctx, aRegion);
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ctx->SetColor(aColor);
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ctx->Paint();
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}
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static nsIntSize
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ScaledSize(const nsIntSize& aSize, float aXScale, float aYScale)
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{
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if (aXScale == 1.0 && aYScale == 1.0) {
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return aSize;
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}
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nsIntRect rect(0, 0, aSize.width, aSize.height);
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rect.ScaleRoundOut(aXScale, aYScale);
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return rect.Size();
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}
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BasicBufferOGL::PaintState
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BasicBufferOGL::BeginPaint(ContentType aContentType,
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float aXResolution,
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float aYResolution,
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PRUint32 aFlags)
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{
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PaintState result;
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float curXRes = mLayer->GetXResolution();
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float curYRes = mLayer->GetYResolution();
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// If we have non-identity resolution then mBufferRotation might not fall
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// on a buffer pixel boundary, in which case that row of pixels will contain
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// a mix of two completely different rows of the layer, which would be
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// a catastrophe. So disable rotation in that case.
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// We also need to disable rotation if we're going to be resampled when
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// drawing, because we might sample across the rotation boundary.
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PRBool canHaveRotation =
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!(aFlags & PAINT_WILL_RESAMPLE) && aXResolution == 1.0 && aYResolution == 1.0;
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nsIntRegion validRegion = mLayer->GetValidRegion();
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Layer::SurfaceMode mode;
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ContentType contentType;
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nsIntRegion neededRegion;
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nsIntSize destBufferDims;
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PRBool canReuseBuffer;
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nsIntRect destBufferRect;
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while (PR_TRUE) {
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mode = mLayer->GetSurfaceMode();
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contentType = aContentType;
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neededRegion = mLayer->GetVisibleRegion();
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destBufferDims = ScaledSize(neededRegion.GetBounds().Size(),
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aXResolution, aYResolution);
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// If we're going to resample, we need a buffer that's in clamp mode.
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canReuseBuffer = neededRegion.GetBounds().Size() <= mBufferRect.Size() &&
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mTexImage &&
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(!(aFlags & PAINT_WILL_RESAMPLE) ||
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mTexImage->GetWrapMode() == LOCAL_GL_CLAMP_TO_EDGE);
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if (canReuseBuffer) {
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if (mBufferRect.Contains(neededRegion.GetBounds())) {
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// We don't need to adjust mBufferRect.
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destBufferRect = mBufferRect;
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} else {
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// The buffer's big enough but doesn't contain everything that's
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// going to be visible. We'll move it.
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destBufferRect = nsIntRect(neededRegion.GetBounds().TopLeft(), mBufferRect.Size());
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}
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} else {
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destBufferRect = neededRegion.GetBounds();
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}
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if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
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#ifdef MOZ_GFX_OPTIMIZE_MOBILE
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mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
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#else
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if (!mLayer->GetParent() || !mLayer->GetParent()->SupportsComponentAlphaChildren()) {
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mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
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} else {
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contentType = gfxASurface::CONTENT_COLOR;
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}
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#endif
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}
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if ((aFlags & PAINT_WILL_RESAMPLE) &&
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(neededRegion.GetBounds() != destBufferRect ||
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|
neededRegion.GetNumRects() > 1)) {
|
|
// The area we add to neededRegion might not be painted opaquely
|
|
if (mode == Layer::SURFACE_OPAQUE) {
|
|
contentType = gfxASurface::CONTENT_COLOR_ALPHA;
|
|
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
|
|
}
|
|
// For component alpha layers, we leave contentType as CONTENT_COLOR.
|
|
|
|
// We need to validate the entire buffer, to make sure that only valid
|
|
// pixels are sampled
|
|
neededRegion = destBufferRect;
|
|
destBufferDims = ScaledSize(neededRegion.GetBounds().Size(),
|
|
aXResolution, aYResolution);
|
|
}
|
|
|
|
if (mTexImage &&
|
|
(mTexImage->GetContentType() != contentType ||
|
|
aXResolution != curXRes || aYResolution != curYRes ||
|
|
(mode == Layer::SURFACE_COMPONENT_ALPHA) != (mTexImageOnWhite != nsnull))) {
|
|
// We're effectively clearing the valid region, so we need to draw
|
|
// the entire needed region now.
|
|
//
|
|
// XXX/cjones: a possibly worthwhile optimization to keep in mind
|
|
// is to re-use buffers when the resolution and visible region
|
|
// have changed in such a way that the buffer size stays the same.
|
|
// It might make even more sense to allocate buffers from a
|
|
// recyclable pool, so that we could keep this logic simple and
|
|
// still get back the same buffer.
|
|
result.mRegionToInvalidate = mLayer->GetValidRegion();
|
|
validRegion.SetEmpty();
|
|
mTexImage = nsnull;
|
|
mTexImageOnWhite = nsnull;
|
|
mBufferRect.SetRect(0, 0, 0, 0);
|
|
mBufferRotation.MoveTo(0, 0);
|
|
// Restart decision process with the cleared buffer. We can only go
|
|
// around the loop one more iteration, since mTexImage is null now.
|
|
continue;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
result.mRegionToDraw.Sub(neededRegion, validRegion);
|
|
if (result.mRegionToDraw.IsEmpty())
|
|
return result;
|
|
|
|
if (destBufferDims.width > gl()->GetMaxTextureSize() ||
|
|
destBufferDims.height > gl()->GetMaxTextureSize()) {
|
|
return result;
|
|
}
|
|
|
|
nsIntRect drawBounds = result.mRegionToDraw.GetBounds();
|
|
nsRefPtr<TextureImage> destBuffer;
|
|
nsRefPtr<TextureImage> destBufferOnWhite;
|
|
|
|
PRUint32 bufferFlags = canHaveRotation ? ALLOW_REPEAT : 0;
|
|
if (canReuseBuffer) {
|
|
NS_ASSERTION(curXRes == aXResolution && curYRes == aYResolution,
|
|
"resolution changes must clear the buffer!");
|
|
|
|
nsIntRect keepArea;
|
|
if (keepArea.IntersectRect(destBufferRect, mBufferRect)) {
|
|
// Set mBufferRotation so that the pixels currently in mBuffer
|
|
// will still be rendered in the right place when mBufferRect
|
|
// changes to destBufferRect.
|
|
nsIntPoint newRotation = mBufferRotation +
|
|
(destBufferRect.TopLeft() - mBufferRect.TopLeft());
|
|
WrapRotationAxis(&newRotation.x, mBufferRect.width);
|
|
WrapRotationAxis(&newRotation.y, mBufferRect.height);
|
|
NS_ASSERTION(nsIntRect(nsIntPoint(0,0), mBufferRect.Size()).Contains(newRotation),
|
|
"newRotation out of bounds");
|
|
PRInt32 xBoundary = destBufferRect.XMost() - newRotation.x;
|
|
PRInt32 yBoundary = destBufferRect.YMost() - newRotation.y;
|
|
if ((drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) ||
|
|
(drawBounds.y < yBoundary && yBoundary < drawBounds.YMost()) ||
|
|
(newRotation != nsIntPoint(0,0) && !canHaveRotation)) {
|
|
// The stuff we need to redraw will wrap around an edge of the
|
|
// buffer, so we will need to do a self-copy
|
|
// If mBufferRotation == nsIntPoint(0,0) we could do a real
|
|
// self-copy but we're not going to do that in GL yet.
|
|
// We can't do a real self-copy because the buffer is rotated.
|
|
// So allocate a new buffer for the destination.
|
|
destBufferRect = neededRegion.GetBounds();
|
|
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferDims, contentType, bufferFlags);
|
|
if (!destBuffer)
|
|
return result;
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
destBufferOnWhite =
|
|
CreateClampOrRepeatTextureImage(gl(), destBufferDims, contentType, bufferFlags);
|
|
if (!destBufferOnWhite)
|
|
return result;
|
|
}
|
|
} else {
|
|
mBufferRect = destBufferRect;
|
|
mBufferRotation = newRotation;
|
|
}
|
|
} else {
|
|
// No pixels are going to be kept. The whole visible region
|
|
// will be redrawn, so we don't need to copy anything, so we don't
|
|
// set destBuffer.
|
|
mBufferRect = destBufferRect;
|
|
mBufferRotation = nsIntPoint(0,0);
|
|
}
|
|
} else {
|
|
// The buffer's not big enough, so allocate a new one
|
|
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferDims, contentType, bufferFlags);
|
|
if (!destBuffer)
|
|
return result;
|
|
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
destBufferOnWhite =
|
|
CreateClampOrRepeatTextureImage(gl(), destBufferDims, contentType, bufferFlags);
|
|
if (!destBufferOnWhite)
|
|
return result;
|
|
}
|
|
}
|
|
NS_ASSERTION(!(aFlags & PAINT_WILL_RESAMPLE) || destBufferRect == neededRegion.GetBounds(),
|
|
"If we're resampling, we need to validate the entire buffer");
|
|
|
|
if (!destBuffer && !mTexImage) {
|
|
return result;
|
|
}
|
|
|
|
if (destBuffer) {
|
|
if (mTexImage && (mode != Layer::SURFACE_COMPONENT_ALPHA || mTexImageOnWhite)) {
|
|
// BlitTextureImage depends on the FBO texture target being
|
|
// TEXTURE_2D. This isn't the case on some older X1600-era Radeons.
|
|
if (mOGLLayer->OGLManager()->FBOTextureTarget() == LOCAL_GL_TEXTURE_2D) {
|
|
nsIntRect overlap;
|
|
overlap.IntersectRect(mBufferRect, destBufferRect);
|
|
|
|
nsIntRect srcRect(overlap), dstRect(overlap);
|
|
srcRect.MoveBy(- mBufferRect.TopLeft() + mBufferRotation);
|
|
dstRect.MoveBy(- destBufferRect.TopLeft());
|
|
|
|
nsIntSize size = ScaledSize(destBufferRect.Size(), aXResolution, aYResolution);
|
|
destBuffer->Resize(size);
|
|
srcRect.ScaleRoundOut(aXResolution, aYResolution);
|
|
dstRect.ScaleRoundOut(aXResolution, aYResolution);
|
|
|
|
gl()->BlitTextureImage(mTexImage, srcRect,
|
|
destBuffer, dstRect);
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
destBufferOnWhite->Resize(size);
|
|
gl()->BlitTextureImage(mTexImageOnWhite, srcRect,
|
|
destBufferOnWhite, dstRect);
|
|
}
|
|
} else {
|
|
// can't blit, just draw everything
|
|
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferDims, contentType, bufferFlags);
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
destBufferOnWhite =
|
|
CreateClampOrRepeatTextureImage(gl(), destBufferDims, contentType, bufferFlags);
|
|
}
|
|
}
|
|
}
|
|
|
|
mTexImage = destBuffer.forget();
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
mTexImageOnWhite = destBufferOnWhite.forget();
|
|
}
|
|
mBufferRect = destBufferRect;
|
|
mBufferRotation = nsIntPoint(0,0);
|
|
}
|
|
NS_ASSERTION(canHaveRotation || mBufferRotation == nsIntPoint(0,0),
|
|
"Rotation disabled, but we have nonzero rotation?");
|
|
|
|
nsIntRegion invalidate;
|
|
invalidate.Sub(mLayer->GetValidRegion(), destBufferRect);
|
|
result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate);
|
|
|
|
// Figure out which quadrant to draw in
|
|
PRInt32 xBoundary = mBufferRect.XMost() - mBufferRotation.x;
|
|
PRInt32 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");
|
|
|
|
nsIntPoint offset = -nsIntPoint(quadrantRect.x, quadrantRect.y);
|
|
|
|
// Make the region to draw relative to the buffer, before
|
|
// passing to BeginUpdate.
|
|
result.mRegionToDraw.MoveBy(offset);
|
|
result.mRegionToDraw.ScaleRoundOut(aXResolution, aYResolution);
|
|
// BeginUpdate is allowed to modify the given region,
|
|
// if it wants more to be repainted than we request.
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
nsIntRegion drawRegionCopy = result.mRegionToDraw;
|
|
gfxASurface *onBlack = mTexImage->BeginUpdate(drawRegionCopy);
|
|
gfxASurface *onWhite = mTexImageOnWhite->BeginUpdate(result.mRegionToDraw);
|
|
NS_ASSERTION(result.mRegionToDraw == drawRegionCopy,
|
|
"BeginUpdate should always modify the draw region in the same way!");
|
|
FillSurface(onBlack, result.mRegionToDraw, nsIntPoint(0,0), gfxRGBA(0.0, 0.0, 0.0, 1.0));
|
|
FillSurface(onWhite, result.mRegionToDraw, nsIntPoint(0,0), gfxRGBA(1.0, 1.0, 1.0, 1.0));
|
|
gfxASurface* surfaces[2] = { onBlack, onWhite };
|
|
nsRefPtr<gfxTeeSurface> surf = new gfxTeeSurface(surfaces, NS_ARRAY_LENGTH(surfaces));
|
|
|
|
// XXX If the device offset is set on the individual surfaces instead of on
|
|
// the tee surface, we render in the wrong place. Why?
|
|
gfxPoint deviceOffset = onBlack->GetDeviceOffset();
|
|
onBlack->SetDeviceOffset(gfxPoint(0, 0));
|
|
onWhite->SetDeviceOffset(gfxPoint(0, 0));
|
|
surf->SetDeviceOffset(deviceOffset);
|
|
|
|
// Using this surface as a source will likely go horribly wrong, since
|
|
// only the onBlack surface will really be used, so alpha information will
|
|
// be incorrect.
|
|
surf->SetAllowUseAsSource(PR_FALSE);
|
|
result.mContext = new gfxContext(surf);
|
|
} else {
|
|
result.mContext = new gfxContext(mTexImage->BeginUpdate(result.mRegionToDraw));
|
|
if (mTexImage->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA) {
|
|
gfxUtils::ClipToRegion(result.mContext, result.mRegionToDraw);
|
|
result.mContext->SetOperator(gfxContext::OPERATOR_CLEAR);
|
|
result.mContext->Paint();
|
|
result.mContext->SetOperator(gfxContext::OPERATOR_OVER);
|
|
}
|
|
}
|
|
if (!result.mContext) {
|
|
NS_WARNING("unable to get context for update");
|
|
return result;
|
|
}
|
|
result.mContext->Scale(aXResolution, aYResolution);
|
|
result.mContext->Translate(-gfxPoint(quadrantRect.x, quadrantRect.y));
|
|
// Move rgnToPaint back into position so that the thebes callback
|
|
// gets the right coordintes.
|
|
result.mRegionToDraw.ScaleRoundOut(1/aXResolution, 1/aYResolution);
|
|
result.mRegionToDraw.MoveBy(-offset);
|
|
// Round our region out to values that will scale cleanly by the given
|
|
// resolution.
|
|
result.mRegionToDraw.ExtendForScaling(aXResolution, aYResolution);
|
|
|
|
return result;
|
|
}
|
|
|
|
ThebesLayerOGL::ThebesLayerOGL(LayerManagerOGL *aManager)
|
|
: ThebesLayer(aManager, nsnull)
|
|
, LayerOGL(aManager)
|
|
, mBuffer(nsnull)
|
|
{
|
|
mImplData = static_cast<LayerOGL*>(this);
|
|
}
|
|
|
|
ThebesLayerOGL::~ThebesLayerOGL()
|
|
{
|
|
Destroy();
|
|
}
|
|
|
|
void
|
|
ThebesLayerOGL::Destroy()
|
|
{
|
|
if (!mDestroyed) {
|
|
mBuffer = nsnull;
|
|
mDestroyed = PR_TRUE;
|
|
}
|
|
}
|
|
|
|
PRBool
|
|
ThebesLayerOGL::CreateSurface()
|
|
{
|
|
NS_ASSERTION(!mBuffer, "buffer already created?");
|
|
|
|
if (mVisibleRegion.IsEmpty()) {
|
|
return PR_FALSE;
|
|
}
|
|
|
|
if (gl()->TextureImageSupportsGetBackingSurface()) {
|
|
// use the ThebesLayerBuffer fast-path
|
|
mBuffer = new SurfaceBufferOGL(this);
|
|
} else {
|
|
mBuffer = new BasicBufferOGL(this);
|
|
}
|
|
return PR_TRUE;
|
|
}
|
|
|
|
void
|
|
ThebesLayerOGL::SetVisibleRegion(const nsIntRegion &aRegion)
|
|
{
|
|
if (aRegion.IsEqual(mVisibleRegion))
|
|
return;
|
|
ThebesLayer::SetVisibleRegion(aRegion);
|
|
}
|
|
|
|
void
|
|
ThebesLayerOGL::InvalidateRegion(const nsIntRegion &aRegion)
|
|
{
|
|
mValidRegion.Sub(mValidRegion, aRegion);
|
|
}
|
|
|
|
void
|
|
ThebesLayerOGL::RenderLayer(int aPreviousFrameBuffer,
|
|
const nsIntPoint& aOffset)
|
|
{
|
|
if (!mBuffer && !CreateSurface()) {
|
|
return;
|
|
}
|
|
NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here");
|
|
|
|
mOGLManager->MakeCurrent();
|
|
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
|
|
|
|
TextureImage::ContentType contentType =
|
|
CanUseOpaqueSurface() ? gfxASurface::CONTENT_COLOR :
|
|
gfxASurface::CONTENT_COLOR_ALPHA;
|
|
|
|
gfxMatrix transform2d;
|
|
gfxSize scale(1.0, 1.0);
|
|
float paintXRes = 1.0;
|
|
float paintYRes = 1.0;
|
|
PRUint32 flags = 0;
|
|
if (GetEffectiveTransform().Is2D(&transform2d)) {
|
|
scale = transform2d.ScaleFactors(PR_TRUE);
|
|
paintXRes = gfxUtils::ClampToScaleFactor(scale.width);
|
|
paintYRes = gfxUtils::ClampToScaleFactor(scale.height);
|
|
transform2d.Scale(1.0/paintXRes, 1.0/paintYRes);
|
|
if (transform2d.HasNonIntegerTranslation()) {
|
|
flags |= ThebesLayerBufferOGL::PAINT_WILL_RESAMPLE;
|
|
}
|
|
} else {
|
|
flags |= ThebesLayerBufferOGL::PAINT_WILL_RESAMPLE;
|
|
}
|
|
|
|
Buffer::PaintState state =
|
|
mBuffer->BeginPaint(contentType, paintXRes, paintYRes, flags);
|
|
mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);
|
|
|
|
if (state.mContext) {
|
|
state.mRegionToInvalidate.And(state.mRegionToInvalidate, mVisibleRegion);
|
|
mXResolution = paintXRes;
|
|
mYResolution = paintYRes;
|
|
|
|
LayerManager::DrawThebesLayerCallback callback =
|
|
mOGLManager->GetThebesLayerCallback();
|
|
if (!callback) {
|
|
NS_ERROR("GL should never need to update ThebesLayers in an empty transaction");
|
|
} else {
|
|
void* callbackData = mOGLManager->GetThebesLayerCallbackData();
|
|
SetAntialiasingFlags(this, state.mContext);
|
|
callback(this, state.mContext, state.mRegionToDraw,
|
|
state.mRegionToInvalidate, callbackData);
|
|
// Everything that's visible has been validated. Do this instead of just
|
|
// OR-ing with aRegionToDraw, since that can lead to a very complex region
|
|
// here (OR doesn't automatically simplify to the simplest possible
|
|
// representation of a region.)
|
|
nsIntRegion tmp;
|
|
tmp.Or(mVisibleRegion, state.mRegionToDraw);
|
|
mValidRegion.Or(mValidRegion, tmp);
|
|
}
|
|
}
|
|
|
|
// Drawing thebes layers can change the current context, reset it.
|
|
gl()->MakeCurrent();
|
|
|
|
gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
|
|
mBuffer->RenderTo(aOffset, mOGLManager, flags);
|
|
}
|
|
|
|
Layer*
|
|
ThebesLayerOGL::GetLayer()
|
|
{
|
|
return this;
|
|
}
|
|
|
|
PRBool
|
|
ThebesLayerOGL::IsEmpty()
|
|
{
|
|
return !mBuffer;
|
|
}
|
|
|
|
|
|
class ShadowBufferOGL : public ThebesLayerBufferOGL
|
|
{
|
|
public:
|
|
ShadowBufferOGL(ShadowThebesLayerOGL* aLayer)
|
|
: ThebesLayerBufferOGL(aLayer, aLayer)
|
|
{}
|
|
|
|
virtual PaintState BeginPaint(ContentType aContentType,
|
|
float, float, PRUint32) {
|
|
NS_RUNTIMEABORT("can't BeginPaint for a shadow layer");
|
|
return PaintState();
|
|
}
|
|
|
|
void Upload(gfxASurface* aUpdate, const nsIntRegion& aUpdated,
|
|
const nsIntRect& aRect, const nsIntPoint& aRotation);
|
|
|
|
protected:
|
|
virtual nsIntPoint GetOriginOffset() {
|
|
return mBufferRect.TopLeft() - mBufferRotation;
|
|
}
|
|
|
|
private:
|
|
nsIntRect mBufferRect;
|
|
nsIntPoint mBufferRotation;
|
|
};
|
|
|
|
void
|
|
ShadowBufferOGL::Upload(gfxASurface* aUpdate, const nsIntRegion& aUpdated,
|
|
const nsIntRect& aRect, const nsIntPoint& aRotation)
|
|
{
|
|
gfxIntSize size = aUpdate->GetSize();
|
|
if (GetSize() != nsIntSize(size.width, size.height)) {
|
|
// XXX we should do something here to decide whether to use REPEAT or not,
|
|
// but I'm not sure what
|
|
mTexImage = CreateClampOrRepeatTextureImage(gl(),
|
|
nsIntSize(size.width, size.height), aUpdate->GetContentType(), ALLOW_REPEAT);
|
|
}
|
|
|
|
nsIntRegion destRegion(aUpdated);
|
|
// aUpdated is in screen coordinates. Move it so that the layer's
|
|
// top-left is 0,0
|
|
nsIntPoint visTopLeft = mLayer->GetVisibleRegion().GetBounds().TopLeft();
|
|
destRegion.MoveBy(-visTopLeft);
|
|
|
|
// |aUpdated|, |aRect|, and |aRotation| are in thebes-layer space,
|
|
// unadjusted for resolution. The texture is in device space, so
|
|
// first we need to map the update params to device space.
|
|
//
|
|
// XXX this prematurely commits us to updating rects instead of
|
|
// regions here. This will be a perf penalty on platforms that
|
|
// support region updates. This is OK for now because the
|
|
// TextureImage backends we care about need to update contiguous
|
|
// rects anyway, and would do this conversion internally. To fix
|
|
// this, we would need to scale the region instead of its bounds
|
|
// here.
|
|
nsIntRect destBounds = destRegion.GetBounds();
|
|
gfxRect destRect(destBounds.x, destBounds.y, destBounds.width, destBounds.height);
|
|
destRect.Scale(mLayer->GetXResolution(), mLayer->GetYResolution());
|
|
destRect.RoundOut();
|
|
|
|
// NB: this gfxContext must not escape EndUpdate() below
|
|
nsIntRegion scaledDestRegion(nsIntRect(destRect.pos.x, destRect.pos.y,
|
|
destRect.size.width, destRect.size.height));
|
|
mTexImage->DirectUpdate(aUpdate, scaledDestRegion);
|
|
|
|
mBufferRect = aRect;
|
|
mBufferRotation = aRotation;
|
|
}
|
|
|
|
ShadowThebesLayerOGL::ShadowThebesLayerOGL(LayerManagerOGL *aManager)
|
|
: ShadowThebesLayer(aManager, nsnull)
|
|
, LayerOGL(aManager)
|
|
{
|
|
mImplData = static_cast<LayerOGL*>(this);
|
|
}
|
|
|
|
ShadowThebesLayerOGL::~ShadowThebesLayerOGL()
|
|
{}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::SetFrontBuffer(const OptionalThebesBuffer& aNewFront,
|
|
const nsIntRegion& aValidRegion,
|
|
float aXResolution, float aYResolution)
|
|
{
|
|
if (mDestroyed) {
|
|
return;
|
|
}
|
|
|
|
if (!mBuffer) {
|
|
mBuffer = new ShadowBufferOGL(this);
|
|
}
|
|
|
|
NS_ASSERTION(OptionalThebesBuffer::Tnull_t == aNewFront.type(),
|
|
"Only one system-memory buffer expected");
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::Swap(const ThebesBuffer& aNewFront,
|
|
const nsIntRegion& aUpdatedRegion,
|
|
ThebesBuffer* aNewBack,
|
|
nsIntRegion* aNewBackValidRegion,
|
|
float* aNewXResolution, float* aNewYResolution,
|
|
OptionalThebesBuffer* aReadOnlyFront,
|
|
nsIntRegion* aFrontUpdatedRegion)
|
|
{
|
|
if (!mDestroyed && mBuffer) {
|
|
nsRefPtr<gfxASurface> surf = ShadowLayerForwarder::OpenDescriptor(aNewFront.buffer());
|
|
mBuffer->Upload(surf, aUpdatedRegion, aNewFront.rect(), aNewFront.rotation());
|
|
}
|
|
|
|
*aNewBack = aNewFront;
|
|
*aNewBackValidRegion = mValidRegion;
|
|
*aNewXResolution = mXResolution;
|
|
*aNewYResolution = mYResolution;
|
|
*aReadOnlyFront = null_t();
|
|
aFrontUpdatedRegion->SetEmpty();
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::DestroyFrontBuffer()
|
|
{
|
|
mBuffer = nsnull;
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::Disconnect()
|
|
{
|
|
Destroy();
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::Destroy()
|
|
{
|
|
if (!mDestroyed) {
|
|
mDestroyed = PR_TRUE;
|
|
mBuffer = nsnull;
|
|
}
|
|
}
|
|
|
|
Layer*
|
|
ShadowThebesLayerOGL::GetLayer()
|
|
{
|
|
return this;
|
|
}
|
|
|
|
PRBool
|
|
ShadowThebesLayerOGL::IsEmpty()
|
|
{
|
|
return !mBuffer;
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::RenderLayer(int aPreviousFrameBuffer,
|
|
const nsIntPoint& aOffset)
|
|
{
|
|
if (!mBuffer) {
|
|
return;
|
|
}
|
|
NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here");
|
|
|
|
mOGLManager->MakeCurrent();
|
|
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
|
|
|
|
gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
|
|
mBuffer->RenderTo(aOffset, mOGLManager, 0);
|
|
}
|
|
|
|
} /* layers */
|
|
} /* mozilla */
|