gecko/gfx/layers/client/ClientThebesLayer.cpp
Bas Schouten bde06b3dca Bug 963073 - Merge tiling branch. r=Bas,jrmuizel,BenWa
http://hg.mozilla.org/users/bschouten_mozilla.com/tiling/summary

This work is mainly porting tiled layers to new textures, implementing
double-buffered tiles and implementing a texture client pool, to be used by
tiled content clients.

Any questions regarding this patch should go to:
Bas Schouten <bschouten@mozilla.com>
Chris Lord <clord@mozilla.com>
Nicolas Silva <nsilva@mozilla.com>

In their absence questions can be directed to:
Jeff Muizelaar <jmuizelaar@mozilla.com>
Benoit Girard <bgirard@mozilla.com>
2014-03-07 22:34:04 +01:00

195 lines
7.4 KiB
C++

/* -*- Mode: C++; tab-width: 2; 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 "ClientThebesLayer.h"
#include "ClientTiledThebesLayer.h" // for ClientTiledThebesLayer
#include <stdint.h> // for uint32_t
#include "GeckoProfiler.h" // for PROFILER_LABEL
#include "client/ClientLayerManager.h" // for ClientLayerManager, etc
#include "gfxASurface.h" // for gfxASurface, etc
#include "gfxContext.h" // for gfxContext
#include "gfxRect.h" // for gfxRect
#include "gfxPrefs.h" // for gfxPrefs
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/gfx/2D.h" // for DrawTarget
#include "mozilla/gfx/Matrix.h" // for Matrix
#include "mozilla/gfx/Rect.h" // for Rect, IntRect
#include "mozilla/gfx/Types.h" // for Float, etc
#include "mozilla/layers/LayersTypes.h"
#include "mozilla/Preferences.h"
#include "nsAutoPtr.h" // for nsRefPtr
#include "nsCOMPtr.h" // for already_AddRefed
#include "nsISupportsImpl.h" // for Layer::AddRef, etc
#include "nsRect.h" // for nsIntRect
#include "gfx2DGlue.h"
using namespace mozilla::gfx;
namespace mozilla {
namespace layers {
void
ClientThebesLayer::PaintThebes()
{
PROFILER_LABEL("ClientThebesLayer", "PaintThebes");
NS_ASSERTION(ClientManager()->InDrawing(),
"Can only draw in drawing phase");
{
mContentClient->PrepareFrame();
uint32_t flags = 0;
#ifndef MOZ_WIDGET_ANDROID
if (ClientManager()->CompositorMightResample()) {
flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE;
}
if (!(flags & RotatedContentBuffer::PAINT_WILL_RESAMPLE)) {
if (MayResample()) {
flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE;
}
}
#endif
PaintState state =
mContentClient->BeginPaintBuffer(this, flags);
mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);
if (DrawTarget* target = mContentClient->BorrowDrawTargetForPainting(this, state)) {
// The area that became invalid and is visible needs to be repainted
// (this could be the whole visible area if our buffer switched
// from RGB to RGBA, because we might need to repaint with
// subpixel AA)
state.mRegionToInvalidate.And(state.mRegionToInvalidate,
GetEffectiveVisibleRegion());
SetAntialiasingFlags(this, target);
nsRefPtr<gfxContext> ctx = gfxContext::ContextForDrawTarget(target);
PaintBuffer(ctx,
state.mRegionToDraw, state.mRegionToDraw, state.mRegionToInvalidate,
state.mDidSelfCopy, state.mClip);
MOZ_LAYERS_LOG_IF_SHADOWABLE(this, ("Layer::Mutated(%p) PaintThebes", this));
Mutated();
ctx = nullptr;
mContentClient->ReturnDrawTargetToBuffer(target);
} else {
// It's possible that state.mRegionToInvalidate is nonempty here,
// if we are shrinking the valid region to nothing. So use mRegionToDraw
// instead.
NS_WARN_IF_FALSE(state.mRegionToDraw.IsEmpty(),
"No context when we have something to draw, resource exhaustion?");
}
}
}
void
ClientThebesLayer::RenderLayer()
{
if (GetMaskLayer()) {
ToClientLayer(GetMaskLayer())->RenderLayer();
}
if (!mContentClient) {
mContentClient = ContentClient::CreateContentClient(ClientManager()->AsShadowForwarder());
if (!mContentClient) {
return;
}
mContentClient->Connect();
ClientManager()->AsShadowForwarder()->Attach(mContentClient, this);
MOZ_ASSERT(mContentClient->GetForwarder());
}
mContentClient->BeginPaint();
PaintThebes();
mContentClient->EndPaint();
// It is very important that this is called after EndPaint, because destroying
// textures is a three stage process:
// 1. We are done with the buffer and move it to ContentClient::mOldTextures,
// that happens in DestroyBuffers which is may be called indirectly from
// PaintThebes.
// 2. The content client calls RemoveTextureClient on the texture clients in
// mOldTextures and forgets them. They then become invalid. The compositable
// client keeps a record of IDs. This happens in EndPaint.
// 3. An IPC message is sent to destroy the corresponding texture host. That
// happens from OnTransaction.
// It is important that these steps happen in order.
mContentClient->OnTransaction();
}
void
ClientThebesLayer::PaintBuffer(gfxContext* aContext,
const nsIntRegion& aRegionToDraw,
const nsIntRegion& aExtendedRegionToDraw,
const nsIntRegion& aRegionToInvalidate,
bool aDidSelfCopy, DrawRegionClip aClip)
{
ContentClientRemote* contentClientRemote = static_cast<ContentClientRemote*>(mContentClient.get());
MOZ_ASSERT(contentClientRemote->GetIPDLActor());
// NB: this just throws away the entire valid region if there are
// too many rects.
mValidRegion.SimplifyInward(8);
if (!ClientManager()->GetThebesLayerCallback()) {
ClientManager()->SetTransactionIncomplete();
return;
}
ClientManager()->GetThebesLayerCallback()(this,
aContext,
aExtendedRegionToDraw,
aClip,
aRegionToInvalidate,
ClientManager()->GetThebesLayerCallbackData());
// 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, aExtendedRegionToDraw);
mValidRegion.Or(mValidRegion, tmp);
// Hold(this) ensures this layer is kept alive through the current transaction
// The ContentClient assumes this layer is kept alive (e.g., in CreateBuffer,
// DestroyThebesBuffer), so deleting this Hold for whatever reason will break things.
ClientManager()->Hold(this);
contentClientRemote->Updated(aRegionToDraw,
mVisibleRegion,
aDidSelfCopy);
}
already_AddRefed<ThebesLayer>
ClientLayerManager::CreateThebesLayer()
{
return CreateThebesLayerWithHint(NONE);
}
already_AddRefed<ThebesLayer>
ClientLayerManager::CreateThebesLayerWithHint(ThebesLayerCreationHint aHint)
{
NS_ASSERTION(InConstruction(), "Only allowed in construction phase");
if (
#ifdef MOZ_B2G
aHint == SCROLLABLE &&
#endif
gfxPrefs::LayersTilesEnabled() &&
(AsShadowForwarder()->GetCompositorBackendType() == LayersBackend::LAYERS_OPENGL ||
AsShadowForwarder()->GetCompositorBackendType() == LayersBackend::LAYERS_D3D9 ||
AsShadowForwarder()->GetCompositorBackendType() == LayersBackend::LAYERS_D3D11)) {
nsRefPtr<ClientTiledThebesLayer> layer =
new ClientTiledThebesLayer(this);
CREATE_SHADOW(Thebes);
return layer.forget();
} else
{
nsRefPtr<ClientThebesLayer> layer =
new ClientThebesLayer(this);
CREATE_SHADOW(Thebes);
return layer.forget();
}
}
}
}