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bde06b3dca
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>
195 lines
7.4 KiB
C++
195 lines
7.4 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "ClientThebesLayer.h"
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#include "ClientTiledThebesLayer.h" // for ClientTiledThebesLayer
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#include <stdint.h> // for uint32_t
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#include "GeckoProfiler.h" // for PROFILER_LABEL
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#include "client/ClientLayerManager.h" // for ClientLayerManager, etc
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#include "gfxASurface.h" // for gfxASurface, etc
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#include "gfxContext.h" // for gfxContext
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#include "gfxRect.h" // for gfxRect
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#include "gfxPrefs.h" // for gfxPrefs
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#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
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#include "mozilla/gfx/2D.h" // for DrawTarget
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#include "mozilla/gfx/Matrix.h" // for Matrix
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#include "mozilla/gfx/Rect.h" // for Rect, IntRect
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#include "mozilla/gfx/Types.h" // for Float, etc
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#include "mozilla/layers/LayersTypes.h"
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#include "mozilla/Preferences.h"
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#include "nsAutoPtr.h" // for nsRefPtr
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#include "nsCOMPtr.h" // for already_AddRefed
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#include "nsISupportsImpl.h" // for Layer::AddRef, etc
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#include "nsRect.h" // for nsIntRect
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#include "gfx2DGlue.h"
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using namespace mozilla::gfx;
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namespace mozilla {
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namespace layers {
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void
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ClientThebesLayer::PaintThebes()
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{
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PROFILER_LABEL("ClientThebesLayer", "PaintThebes");
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NS_ASSERTION(ClientManager()->InDrawing(),
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"Can only draw in drawing phase");
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{
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mContentClient->PrepareFrame();
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uint32_t flags = 0;
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#ifndef MOZ_WIDGET_ANDROID
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if (ClientManager()->CompositorMightResample()) {
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flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE;
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}
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if (!(flags & RotatedContentBuffer::PAINT_WILL_RESAMPLE)) {
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if (MayResample()) {
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flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE;
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}
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}
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#endif
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PaintState state =
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mContentClient->BeginPaintBuffer(this, flags);
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mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);
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if (DrawTarget* target = mContentClient->BorrowDrawTargetForPainting(this, state)) {
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// The area that became invalid and is visible needs to be repainted
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// (this could be the whole visible area if our buffer switched
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// from RGB to RGBA, because we might need to repaint with
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// subpixel AA)
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state.mRegionToInvalidate.And(state.mRegionToInvalidate,
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GetEffectiveVisibleRegion());
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SetAntialiasingFlags(this, target);
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nsRefPtr<gfxContext> ctx = gfxContext::ContextForDrawTarget(target);
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PaintBuffer(ctx,
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state.mRegionToDraw, state.mRegionToDraw, state.mRegionToInvalidate,
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state.mDidSelfCopy, state.mClip);
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MOZ_LAYERS_LOG_IF_SHADOWABLE(this, ("Layer::Mutated(%p) PaintThebes", this));
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Mutated();
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ctx = nullptr;
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mContentClient->ReturnDrawTargetToBuffer(target);
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} else {
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// It's possible that state.mRegionToInvalidate is nonempty here,
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// if we are shrinking the valid region to nothing. So use mRegionToDraw
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// instead.
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NS_WARN_IF_FALSE(state.mRegionToDraw.IsEmpty(),
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"No context when we have something to draw, resource exhaustion?");
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}
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}
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}
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void
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ClientThebesLayer::RenderLayer()
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{
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if (GetMaskLayer()) {
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ToClientLayer(GetMaskLayer())->RenderLayer();
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}
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if (!mContentClient) {
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mContentClient = ContentClient::CreateContentClient(ClientManager()->AsShadowForwarder());
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if (!mContentClient) {
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return;
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}
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mContentClient->Connect();
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ClientManager()->AsShadowForwarder()->Attach(mContentClient, this);
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MOZ_ASSERT(mContentClient->GetForwarder());
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}
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mContentClient->BeginPaint();
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PaintThebes();
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mContentClient->EndPaint();
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// It is very important that this is called after EndPaint, because destroying
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// textures is a three stage process:
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// 1. We are done with the buffer and move it to ContentClient::mOldTextures,
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// that happens in DestroyBuffers which is may be called indirectly from
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// PaintThebes.
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// 2. The content client calls RemoveTextureClient on the texture clients in
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// mOldTextures and forgets them. They then become invalid. The compositable
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// client keeps a record of IDs. This happens in EndPaint.
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// 3. An IPC message is sent to destroy the corresponding texture host. That
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// happens from OnTransaction.
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// It is important that these steps happen in order.
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mContentClient->OnTransaction();
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}
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void
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ClientThebesLayer::PaintBuffer(gfxContext* aContext,
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const nsIntRegion& aRegionToDraw,
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const nsIntRegion& aExtendedRegionToDraw,
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const nsIntRegion& aRegionToInvalidate,
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bool aDidSelfCopy, DrawRegionClip aClip)
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{
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ContentClientRemote* contentClientRemote = static_cast<ContentClientRemote*>(mContentClient.get());
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MOZ_ASSERT(contentClientRemote->GetIPDLActor());
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// NB: this just throws away the entire valid region if there are
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// too many rects.
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mValidRegion.SimplifyInward(8);
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if (!ClientManager()->GetThebesLayerCallback()) {
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ClientManager()->SetTransactionIncomplete();
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return;
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}
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ClientManager()->GetThebesLayerCallback()(this,
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aContext,
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aExtendedRegionToDraw,
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aClip,
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aRegionToInvalidate,
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ClientManager()->GetThebesLayerCallbackData());
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// Everything that's visible has been validated. Do this instead of just
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// OR-ing with aRegionToDraw, since that can lead to a very complex region
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// here (OR doesn't automatically simplify to the simplest possible
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// representation of a region.)
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nsIntRegion tmp;
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tmp.Or(mVisibleRegion, aExtendedRegionToDraw);
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mValidRegion.Or(mValidRegion, tmp);
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// Hold(this) ensures this layer is kept alive through the current transaction
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// The ContentClient assumes this layer is kept alive (e.g., in CreateBuffer,
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// DestroyThebesBuffer), so deleting this Hold for whatever reason will break things.
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ClientManager()->Hold(this);
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contentClientRemote->Updated(aRegionToDraw,
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mVisibleRegion,
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aDidSelfCopy);
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}
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already_AddRefed<ThebesLayer>
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ClientLayerManager::CreateThebesLayer()
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{
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return CreateThebesLayerWithHint(NONE);
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}
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already_AddRefed<ThebesLayer>
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ClientLayerManager::CreateThebesLayerWithHint(ThebesLayerCreationHint aHint)
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{
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NS_ASSERTION(InConstruction(), "Only allowed in construction phase");
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if (
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#ifdef MOZ_B2G
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aHint == SCROLLABLE &&
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#endif
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gfxPrefs::LayersTilesEnabled() &&
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(AsShadowForwarder()->GetCompositorBackendType() == LayersBackend::LAYERS_OPENGL ||
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AsShadowForwarder()->GetCompositorBackendType() == LayersBackend::LAYERS_D3D9 ||
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AsShadowForwarder()->GetCompositorBackendType() == LayersBackend::LAYERS_D3D11)) {
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nsRefPtr<ClientTiledThebesLayer> layer =
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new ClientTiledThebesLayer(this);
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CREATE_SHADOW(Thebes);
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return layer.forget();
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} else
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{
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nsRefPtr<ClientThebesLayer> layer =
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new ClientThebesLayer(this);
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CREATE_SHADOW(Thebes);
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return layer.forget();
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}
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}
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}
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}
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