gecko/gfx/layers/client/TiledContentClient.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

1076 lines
36 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/TiledContentClient.h"
#include <math.h> // for ceil, ceilf, floor
#include "ClientTiledThebesLayer.h" // for ClientTiledThebesLayer
#include "GeckoProfiler.h" // for PROFILER_LABEL
#include "ClientLayerManager.h" // for ClientLayerManager
#include "CompositorChild.h" // for CompositorChild
#include "gfxContext.h" // for gfxContext, etc
#include "gfxPlatform.h" // for gfxPlatform
#include "gfxPrefs.h" // for gfxPrefs
#include "gfxRect.h" // for gfxRect
#include "mozilla/MathAlgorithms.h" // for Abs
#include "mozilla/gfx/Point.h" // for IntSize
#include "mozilla/gfx/Rect.h" // for Rect
#include "mozilla/layers/CompositableForwarder.h"
#include "mozilla/layers/ShadowLayers.h" // for ShadowLayerForwarder
#include "TextureClientPool.h"
#include "nsDebug.h" // for NS_ASSERTION
#include "nsISupportsImpl.h" // for gfxContext::AddRef, etc
#include "nsSize.h" // for nsIntSize
#include "gfxReusableSharedImageSurfaceWrapper.h"
#include "nsMathUtils.h" // for NS_roundf
#include "gfx2DGlue.h"
// This is the minimum area that we deem reasonable to copy from the front buffer to the
// back buffer on tile updates. If the valid region is smaller than this, we just
// redraw it and save on the copy (and requisite surface-locking involved).
#define MINIMUM_TILE_COPY_AREA ((TILEDLAYERBUFFER_TILE_SIZE * TILEDLAYERBUFFER_TILE_SIZE)/16)
#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
#include "cairo.h"
#include <sstream>
using mozilla::layers::Layer;
static void DrawDebugOverlay(mozilla::gfx::DrawTarget* dt, int x, int y, int width, int height)
{
gfxContext c(dt);
// Draw border
c.NewPath();
c.SetDeviceColor(gfxRGBA(0.0, 0.0, 0.0, 1.0));
c.Rectangle(gfxRect(0, 0, width, height));
c.Stroke();
// Build tile description
std::stringstream ss;
ss << x << ", " << y;
// Draw text using cairo toy text API
cairo_t* cr = c.GetCairo();
cairo_set_font_size(cr, 25);
cairo_text_extents_t extents;
cairo_text_extents(cr, ss.str().c_str(), &extents);
int textWidth = extents.width + 6;
c.NewPath();
c.SetDeviceColor(gfxRGBA(0.0, 0.0, 0.0, 1.0));
c.Rectangle(gfxRect(gfxPoint(2,2),gfxSize(textWidth, 30)));
c.Fill();
c.NewPath();
c.SetDeviceColor(gfxRGBA(1.0, 0.0, 0.0, 1.0));
c.Rectangle(gfxRect(gfxPoint(2,2),gfxSize(textWidth, 30)));
c.Stroke();
c.NewPath();
cairo_move_to(cr, 4, 28);
cairo_show_text(cr, ss.str().c_str());
}
#endif
namespace mozilla {
using namespace gfx;
namespace layers {
TiledContentClient::TiledContentClient(ClientTiledThebesLayer* aThebesLayer,
ClientLayerManager* aManager)
: CompositableClient(aManager->AsShadowForwarder())
{
MOZ_COUNT_CTOR(TiledContentClient);
mTiledBuffer = ClientTiledLayerBuffer(aThebesLayer, this, aManager,
&mSharedFrameMetricsHelper);
mLowPrecisionTiledBuffer = ClientTiledLayerBuffer(aThebesLayer, this, aManager,
&mSharedFrameMetricsHelper);
mLowPrecisionTiledBuffer.SetResolution(gfxPrefs::LowPrecisionResolution()/1000.f);
}
void
TiledContentClient::ClearCachedResources()
{
mTiledBuffer.DiscardBackBuffers();
mLowPrecisionTiledBuffer.DiscardBackBuffers();
}
void
TiledContentClient::UseTiledLayerBuffer(TiledBufferType aType)
{
ClientTiledLayerBuffer* buffer = aType == LOW_PRECISION_TILED_BUFFER
? &mLowPrecisionTiledBuffer
: &mTiledBuffer;
// Take a ReadLock on behalf of the TiledContentHost. This
// reference will be adopted when the descriptor is opened in
// TiledLayerBufferComposite.
buffer->ReadLock();
mForwarder->UseTiledLayerBuffer(this, buffer->GetSurfaceDescriptorTiles());
buffer->ClearPaintedRegion();
}
SharedFrameMetricsHelper::SharedFrameMetricsHelper()
: mLastProgressiveUpdateWasLowPrecision(false)
, mProgressiveUpdateWasInDanger(false)
{
MOZ_COUNT_CTOR(SharedFrameMetricsHelper);
}
SharedFrameMetricsHelper::~SharedFrameMetricsHelper()
{
MOZ_COUNT_DTOR(SharedFrameMetricsHelper);
}
static inline bool
FuzzyEquals(float a, float b) {
return (fabsf(a - b) < 1e-6);
}
bool
SharedFrameMetricsHelper::UpdateFromCompositorFrameMetrics(
ContainerLayer* aLayer,
bool aHasPendingNewThebesContent,
bool aLowPrecision,
ScreenRect& aCompositionBounds,
CSSToScreenScale& aZoom)
{
MOZ_ASSERT(aLayer);
CompositorChild* compositor = CompositorChild::Get();
if (!compositor) {
FindFallbackContentFrameMetrics(aLayer, aCompositionBounds, aZoom);
return false;
}
const FrameMetrics& contentMetrics = aLayer->GetFrameMetrics();
FrameMetrics compositorMetrics;
if (!compositor->LookupCompositorFrameMetrics(contentMetrics.mScrollId,
compositorMetrics)) {
FindFallbackContentFrameMetrics(aLayer, aCompositionBounds, aZoom);
return false;
}
aCompositionBounds = ScreenRect(compositorMetrics.mCompositionBounds);
aZoom = compositorMetrics.mZoom;
// Reset the checkerboard risk flag when switching to low precision
// rendering.
if (aLowPrecision && !mLastProgressiveUpdateWasLowPrecision) {
// Skip low precision rendering until we're at risk of checkerboarding.
if (!mProgressiveUpdateWasInDanger) {
return true;
}
mProgressiveUpdateWasInDanger = false;
}
mLastProgressiveUpdateWasLowPrecision = aLowPrecision;
// Always abort updates if the resolution has changed. There's no use
// in drawing at the incorrect resolution.
if (!FuzzyEquals(compositorMetrics.mZoom.scale, contentMetrics.mZoom.scale)) {
return true;
}
// Never abort drawing if we can't be sure we've sent a more recent
// display-port. If we abort updating when we shouldn't, we can end up
// with blank regions on the screen and we open up the risk of entering
// an endless updating cycle.
if (fabsf(contentMetrics.mScrollOffset.x - compositorMetrics.mScrollOffset.x) <= 2 &&
fabsf(contentMetrics.mScrollOffset.y - compositorMetrics.mScrollOffset.y) <= 2 &&
fabsf(contentMetrics.mDisplayPort.x - compositorMetrics.mDisplayPort.x) <= 2 &&
fabsf(contentMetrics.mDisplayPort.y - compositorMetrics.mDisplayPort.y) <= 2 &&
fabsf(contentMetrics.mDisplayPort.width - compositorMetrics.mDisplayPort.width) <= 2 &&
fabsf(contentMetrics.mDisplayPort.height - compositorMetrics.mDisplayPort.height)) {
return false;
}
// When not a low precision pass and the page is in danger of checker boarding
// abort update.
if (!aLowPrecision && !mProgressiveUpdateWasInDanger) {
if (AboutToCheckerboard(contentMetrics, compositorMetrics)) {
mProgressiveUpdateWasInDanger = true;
return true;
}
}
// Abort drawing stale low-precision content if there's a more recent
// display-port in the pipeline.
if (aLowPrecision && !aHasPendingNewThebesContent) {
return true;
}
return false;
}
void
SharedFrameMetricsHelper::FindFallbackContentFrameMetrics(ContainerLayer* aLayer,
ScreenRect& aCompositionBounds,
CSSToScreenScale& aZoom) {
if (!aLayer) {
return;
}
ContainerLayer* layer = aLayer;
const FrameMetrics* contentMetrics = &(layer->GetFrameMetrics());
// Walk up the layer tree until a valid composition bounds is found
while (layer && contentMetrics->mCompositionBounds.IsEmpty()) {
layer = layer->GetParent();
contentMetrics = layer ? &(layer->GetFrameMetrics()) : contentMetrics;
}
MOZ_ASSERT(!contentMetrics->mCompositionBounds.IsEmpty());
aCompositionBounds = ScreenRect(contentMetrics->mCompositionBounds);
aZoom = contentMetrics->mZoom;
return;
}
bool
SharedFrameMetricsHelper::AboutToCheckerboard(const FrameMetrics& aContentMetrics,
const FrameMetrics& aCompositorMetrics)
{
return !aContentMetrics.mDisplayPort.Contains(aCompositorMetrics.CalculateCompositedRectInCssPixels() - aCompositorMetrics.mScrollOffset);
}
ClientTiledLayerBuffer::ClientTiledLayerBuffer(ClientTiledThebesLayer* aThebesLayer,
CompositableClient* aCompositableClient,
ClientLayerManager* aManager,
SharedFrameMetricsHelper* aHelper)
: mThebesLayer(aThebesLayer)
, mCompositableClient(aCompositableClient)
, mManager(aManager)
, mLastPaintOpaque(false)
, mSharedFrameMetricsHelper(aHelper)
{
}
bool
ClientTiledLayerBuffer::HasFormatChanged() const
{
return mThebesLayer->CanUseOpaqueSurface() != mLastPaintOpaque;
}
gfxContentType
ClientTiledLayerBuffer::GetContentType() const
{
if (mThebesLayer->CanUseOpaqueSurface()) {
return gfxContentType::COLOR;
} else {
return gfxContentType::COLOR_ALPHA;
}
}
gfxMemorySharedReadLock::gfxMemorySharedReadLock()
: mReadCount(1)
{
MOZ_COUNT_CTOR(gfxMemorySharedReadLock);
}
gfxMemorySharedReadLock::~gfxMemorySharedReadLock()
{
MOZ_COUNT_DTOR(gfxMemorySharedReadLock);
}
int32_t
gfxMemorySharedReadLock::ReadLock()
{
NS_ASSERT_OWNINGTHREAD(gfxMemorySharedReadLock);
return PR_ATOMIC_INCREMENT(&mReadCount);
}
int32_t
gfxMemorySharedReadLock::ReadUnlock()
{
int32_t readCount = PR_ATOMIC_DECREMENT(&mReadCount);
NS_ASSERTION(readCount >= 0, "ReadUnlock called without ReadLock.");
return readCount;
}
int32_t
gfxMemorySharedReadLock::GetReadCount()
{
NS_ASSERT_OWNINGTHREAD(gfxMemorySharedReadLock);
return mReadCount;
}
gfxShmSharedReadLock::gfxShmSharedReadLock(ISurfaceAllocator* aAllocator)
: mAllocator(aAllocator)
{
MOZ_COUNT_CTOR(gfxShmSharedReadLock);
if (mAllocator) {
#define MOZ_ALIGN_WORD(x) (((x) + 3) & ~3)
if (mAllocator->AllocUnsafeShmem(MOZ_ALIGN_WORD(sizeof(ShmReadLockInfo)),
mozilla::ipc::SharedMemory::TYPE_BASIC, &mShmem)) {
ShmReadLockInfo* info = GetShmReadLockInfoPtr();
info->readCount = 1;
}
}
}
gfxShmSharedReadLock::~gfxShmSharedReadLock()
{
MOZ_COUNT_DTOR(gfxShmSharedReadLock);
}
int32_t
gfxShmSharedReadLock::ReadLock() {
NS_ASSERT_OWNINGTHREAD(gfxShmSharedReadLock);
ShmReadLockInfo* info = GetShmReadLockInfoPtr();
return PR_ATOMIC_INCREMENT(&info->readCount);
}
int32_t
gfxShmSharedReadLock::ReadUnlock() {
ShmReadLockInfo* info = GetShmReadLockInfoPtr();
int32_t readCount = PR_ATOMIC_DECREMENT(&info->readCount);
NS_ASSERTION(readCount >= 0, "ReadUnlock called without a ReadLock.");
if (readCount <= 0) {
mAllocator->DeallocShmem(mShmem);
}
return readCount;
}
int32_t
gfxShmSharedReadLock::GetReadCount() {
NS_ASSERT_OWNINGTHREAD(gfxShmSharedReadLock);
ShmReadLockInfo* info = GetShmReadLockInfoPtr();
return info->readCount;
}
// Placeholder
TileClient::TileClient()
: mBackBuffer(nullptr)
, mFrontBuffer(nullptr)
, mBackLock(nullptr)
, mFrontLock(nullptr)
{
}
TileClient::TileClient(const TileClient& o)
{
mBackBuffer = o.mBackBuffer;
mFrontBuffer = o.mFrontBuffer;
mBackLock = o.mBackLock;
mFrontLock = o.mFrontLock;
#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
mLastUpdate = o.mLastUpdate;
#endif
mManager = o.mManager;
mInvalidFront = o.mInvalidFront;
mInvalidBack = o.mInvalidBack;
}
TileClient&
TileClient::operator=(const TileClient& o)
{
if (this == &o) return *this;
mBackBuffer = o.mBackBuffer;
mFrontBuffer = o.mFrontBuffer;
mBackLock = o.mBackLock;
mFrontLock = o.mFrontLock;
#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
mLastUpdate = o.mLastUpdate;
#endif
mManager = o.mManager;
mInvalidFront = o.mInvalidFront;
mInvalidBack = o.mInvalidBack;
return *this;
}
void
TileClient::Flip()
{
RefPtr<TextureClient> frontBuffer = mFrontBuffer;
mFrontBuffer = mBackBuffer;
mBackBuffer = frontBuffer;
RefPtr<gfxSharedReadLock> frontLock = mFrontLock;
mFrontLock = mBackLock;
mBackLock = frontLock;
nsIntRegion invalidFront = mInvalidFront;
mInvalidFront = mInvalidBack;
mInvalidBack = invalidFront;
}
void
TileClient::ValidateBackBufferFromFront(const nsIntRegion& aDirtyRegion,
bool aCanRerasterizeValidRegion)
{
if (mBackBuffer && mFrontBuffer) {
const nsIntRect tileRect = nsIntRect(0, 0, TILEDLAYERBUFFER_TILE_SIZE, TILEDLAYERBUFFER_TILE_SIZE);
if (aDirtyRegion.Contains(tileRect)) {
// The dirty region means that we no longer need the front buffer, so
// discard it.
DiscardFrontBuffer();
} else {
// Region that needs copying.
nsIntRegion regionToCopy = mInvalidBack;
regionToCopy.Sub(regionToCopy, aDirtyRegion);
if (regionToCopy.IsEmpty() ||
(aCanRerasterizeValidRegion &&
regionToCopy.Area() < MINIMUM_TILE_COPY_AREA)) {
// Just redraw it all.
return;
}
if (!mFrontBuffer->Lock(OPEN_READ)) {
NS_WARNING("Failed to lock the tile's front buffer");
return;
}
TextureClientAutoUnlock autoFront(mFrontBuffer);
if (!mBackBuffer->Lock(OPEN_WRITE)) {
NS_WARNING("Failed to lock the tile's back buffer");
return;
}
TextureClientAutoUnlock autoBack(mBackBuffer);
// Copy the bounding rect of regionToCopy. As tiles are quite small, it
// is unlikely that we'd save much by copying each individual rect of the
// region, but we can reevaluate this if it becomes an issue.
const nsIntRect rectToCopy = regionToCopy.GetBounds();
gfx::IntRect gfxRectToCopy(rectToCopy.x, rectToCopy.y, rectToCopy.width, rectToCopy.height);
gfx::IntPoint gfxRectToCopyTopLeft = gfxRectToCopy.TopLeft();
mFrontBuffer->CopyToTextureClient(mBackBuffer, &gfxRectToCopy, &gfxRectToCopyTopLeft);
mInvalidBack.SetEmpty();
}
}
}
void
TileClient::DiscardFrontBuffer()
{
if (mFrontBuffer) {
MOZ_ASSERT(mFrontLock);
mManager->GetTexturePool(mFrontBuffer->AsTextureClientDrawTarget()->GetFormat())->ReturnTextureClientDeferred(mFrontBuffer);
mFrontLock->ReadUnlock();
mFrontBuffer = nullptr;
mFrontLock = nullptr;
}
}
void
TileClient::DiscardBackBuffer()
{
if (mBackBuffer) {
MOZ_ASSERT(mBackLock);
mManager->GetTexturePool(mBackBuffer->AsTextureClientDrawTarget()->GetFormat())->ReturnTextureClient(mBackBuffer);
mBackLock->ReadUnlock();
mBackBuffer = nullptr;
mBackLock = nullptr;
}
}
TextureClient*
TileClient::GetBackBuffer(const nsIntRegion& aDirtyRegion, TextureClientPool *aPool, bool *aCreatedTextureClient, bool aCanRerasterizeValidRegion)
{
// Try to re-use the front-buffer if possible
if (mFrontBuffer &&
mFrontBuffer->HasInternalBuffer() &&
mFrontLock->GetReadCount() == 1) {
// If we had a backbuffer we no longer care about it since we'll
// re-use the front buffer.
DiscardBackBuffer();
Flip();
return mBackBuffer;
}
if (!mBackBuffer ||
mBackLock->GetReadCount() > 1) {
if (mBackBuffer) {
// Our current back-buffer is still locked by the compositor. This can occur
// when the client is producing faster than the compositor can consume. In
// this case we just want to drop it and not return it to the pool.
aPool->ReportClientLost();
}
mBackBuffer = aPool->GetTextureClient();
// Create a lock for our newly created back-buffer.
if (gfxPlatform::GetPlatform()->PreferMemoryOverShmem()) {
// If our compositor is in the same process, we can save some cycles by not
// using shared memory.
mBackLock = new gfxMemorySharedReadLock();
} else {
mBackLock = new gfxShmSharedReadLock(mManager->AsShadowForwarder());
}
*aCreatedTextureClient = true;
mInvalidBack = nsIntRect(0, 0, TILEDLAYERBUFFER_TILE_SIZE, TILEDLAYERBUFFER_TILE_SIZE);
}
ValidateBackBufferFromFront(aDirtyRegion, aCanRerasterizeValidRegion);
return mBackBuffer;
}
TileDescriptor
TileClient::GetTileDescriptor()
{
if (IsPlaceholderTile()) {
return PlaceholderTileDescriptor();
}
MOZ_ASSERT(mFrontLock);
if (mFrontLock->GetType() == gfxSharedReadLock::TYPE_MEMORY) {
// AddRef here and Release when receiving on the host side to make sure the
// reference count doesn't go to zero before the host receives the message.
// see TiledLayerBufferComposite::TiledLayerBufferComposite
mFrontLock->AddRef();
}
return TexturedTileDescriptor(nullptr, mFrontBuffer->GetIPDLActor(),
mFrontLock->GetType() == gfxSharedReadLock::TYPE_MEMORY
? TileLock(uintptr_t(mFrontLock.get()))
: TileLock(static_cast<gfxShmSharedReadLock*>(mFrontLock.get())->GetShmem()));
}
void
ClientTiledLayerBuffer::ReadUnlock() {
for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
if (mRetainedTiles[i].IsPlaceholderTile()) continue;
mRetainedTiles[i].ReadUnlock();
}
}
void
ClientTiledLayerBuffer::ReadLock() {
for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
if (mRetainedTiles[i].IsPlaceholderTile()) continue;
mRetainedTiles[i].ReadLock();
}
}
void
ClientTiledLayerBuffer::Release()
{
for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
if (mRetainedTiles[i].IsPlaceholderTile()) continue;
mRetainedTiles[i].Release();
}
}
void
ClientTiledLayerBuffer::DiscardBackBuffers()
{
for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
if (mRetainedTiles[i].IsPlaceholderTile()) continue;
mRetainedTiles[i].DiscardBackBuffer();
}
}
SurfaceDescriptorTiles
ClientTiledLayerBuffer::GetSurfaceDescriptorTiles()
{
InfallibleTArray<TileDescriptor> tiles;
for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
TileDescriptor tileDesc;
if (mRetainedTiles.SafeElementAt(i, GetPlaceholderTile()) == GetPlaceholderTile()) {
tileDesc = PlaceholderTileDescriptor();
} else {
tileDesc = mRetainedTiles[i].GetTileDescriptor();
}
tiles.AppendElement(tileDesc);
}
return SurfaceDescriptorTiles(mValidRegion, mPaintedRegion,
tiles, mRetainedWidth, mRetainedHeight,
mResolution);
}
void
ClientTiledLayerBuffer::PaintThebes(const nsIntRegion& aNewValidRegion,
const nsIntRegion& aPaintRegion,
LayerManager::DrawThebesLayerCallback aCallback,
void* aCallbackData)
{
mCallback = aCallback;
mCallbackData = aCallbackData;
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
long start = PR_IntervalNow();
#endif
// If this region is empty XMost() - 1 will give us a negative value.
NS_ASSERTION(!aPaintRegion.GetBounds().IsEmpty(), "Empty paint region\n");
bool useSinglePaintBuffer = UseSinglePaintBuffer();
// XXX The single-tile case doesn't work at the moment, see bug 850396
/*
if (useSinglePaintBuffer) {
// Check if the paint only spans a single tile. If that's
// the case there's no point in using a single paint buffer.
nsIntRect paintBounds = aPaintRegion.GetBounds();
useSinglePaintBuffer = GetTileStart(paintBounds.x) !=
GetTileStart(paintBounds.XMost() - 1) ||
GetTileStart(paintBounds.y) !=
GetTileStart(paintBounds.YMost() - 1);
}
*/
if (useSinglePaintBuffer) {
nsRefPtr<gfxContext> ctxt;
const nsIntRect bounds = aPaintRegion.GetBounds();
{
PROFILER_LABEL("ClientTiledLayerBuffer", "PaintThebesSingleBufferAlloc");
gfxImageFormat format =
gfxPlatform::GetPlatform()->OptimalFormatForContent(
GetContentType());
mSinglePaintDrawTarget =
gfxPlatform::GetPlatform()->CreateOffscreenContentDrawTarget(
gfx::IntSize(ceilf(bounds.width * mResolution),
ceilf(bounds.height * mResolution)),
gfx::ImageFormatToSurfaceFormat(format));
ctxt = new gfxContext(mSinglePaintDrawTarget);
mSinglePaintBufferOffset = nsIntPoint(bounds.x, bounds.y);
}
ctxt->NewPath();
ctxt->Scale(mResolution, mResolution);
ctxt->Translate(gfxPoint(-bounds.x, -bounds.y));
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (PR_IntervalNow() - start > 3) {
printf_stderr("Slow alloc %i\n", PR_IntervalNow() - start);
}
start = PR_IntervalNow();
#endif
PROFILER_LABEL("ClientTiledLayerBuffer", "PaintThebesSingleBufferDraw");
mCallback(mThebesLayer, ctxt, aPaintRegion, DrawRegionClip::CLIP_NONE, nsIntRegion(), mCallbackData);
}
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (PR_IntervalNow() - start > 30) {
const nsIntRect bounds = aPaintRegion.GetBounds();
printf_stderr("Time to draw %i: %i, %i, %i, %i\n", PR_IntervalNow() - start, bounds.x, bounds.y, bounds.width, bounds.height);
if (aPaintRegion.IsComplex()) {
printf_stderr("Complex region\n");
nsIntRegionRectIterator it(aPaintRegion);
for (const nsIntRect* rect = it.Next(); rect != nullptr; rect = it.Next()) {
printf_stderr(" rect %i, %i, %i, %i\n", rect->x, rect->y, rect->width, rect->height);
}
}
}
start = PR_IntervalNow();
#endif
PROFILER_LABEL("ClientTiledLayerBuffer", "PaintThebesUpdate");
Update(aNewValidRegion, aPaintRegion);
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (PR_IntervalNow() - start > 10) {
const nsIntRect bounds = aPaintRegion.GetBounds();
printf_stderr("Time to tile %i: %i, %i, %i, %i\n", PR_IntervalNow() - start, bounds.x, bounds.y, bounds.width, bounds.height);
}
#endif
mLastPaintOpaque = mThebesLayer->CanUseOpaqueSurface();
mCallback = nullptr;
mCallbackData = nullptr;
mSinglePaintDrawTarget = nullptr;
}
TileClient
ClientTiledLayerBuffer::ValidateTile(TileClient aTile,
const nsIntPoint& aTileOrigin,
const nsIntRegion& aDirtyRegion)
{
PROFILER_LABEL("ClientTiledLayerBuffer", "ValidateTile");
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (aDirtyRegion.IsComplex()) {
printf_stderr("Complex region\n");
}
#endif
if (aTile.IsPlaceholderTile()) {
aTile.SetLayerManager(mManager);
}
// Discard our front and backbuffers if our contents changed. In this case
// the calling code will already have taken care of invalidating the entire
// layer.
if (HasFormatChanged()) {
aTile.DiscardBackBuffer();
aTile.DiscardFrontBuffer();
}
bool createdTextureClient = false;
nsIntRegion offsetDirtyRegion = aDirtyRegion.MovedBy(-aTileOrigin);
bool usingSinglePaintBuffer = !!mSinglePaintDrawTarget;
RefPtr<TextureClient> backBuffer =
aTile.GetBackBuffer(offsetDirtyRegion,
mManager->GetTexturePool(gfxPlatform::GetPlatform()->Optimal2DFormatForContent(GetContentType())),
&createdTextureClient, !usingSinglePaintBuffer);
if (!backBuffer->Lock(OPEN_READ_WRITE)) {
NS_WARNING("Failed to lock tile TextureClient for updating.");
aTile.DiscardFrontBuffer();
return aTile;
}
// We must not keep a reference to the DrawTarget after it has been unlocked,
// make sure these are null'd before unlocking as destruction of the context
// may cause the target to be flushed.
RefPtr<DrawTarget> drawTarget = backBuffer->AsTextureClientDrawTarget()->GetAsDrawTarget();
drawTarget->SetTransform(Matrix());
RefPtr<gfxContext> ctxt = new gfxContext(drawTarget);
if (usingSinglePaintBuffer) {
// XXX Perhaps we should just copy the bounding rectangle here?
RefPtr<gfx::SourceSurface> source = mSinglePaintDrawTarget->Snapshot();
nsIntRegionRectIterator it(aDirtyRegion);
for (const nsIntRect* dirtyRect = it.Next(); dirtyRect != nullptr; dirtyRect = it.Next()) {
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
printf_stderr(" break into subdirtyRect %i, %i, %i, %i\n",
dirtyRect->x, dirtyRect->y, dirtyRect->width, dirtyRect->height);
#endif
gfx::Rect drawRect(dirtyRect->x - aTileOrigin.x,
dirtyRect->y - aTileOrigin.y,
dirtyRect->width,
dirtyRect->height);
drawRect.Scale(mResolution);
gfx::IntRect copyRect(NS_roundf((dirtyRect->x - mSinglePaintBufferOffset.x) * mResolution),
NS_roundf((dirtyRect->y - mSinglePaintBufferOffset.y) * mResolution),
drawRect.width,
drawRect.height);
gfx::IntPoint copyTarget(NS_roundf(drawRect.x), NS_roundf(drawRect.y));
drawTarget->CopySurface(source, copyRect, copyTarget);
// Mark the newly updated area as invalid in the front buffer
aTile.mInvalidFront.Or(aTile.mInvalidFront, nsIntRect(copyTarget.x, copyTarget.y, copyRect.width, copyRect.height));
}
// The new buffer is now validated, remove the dirty region from it.
aTile.mInvalidBack.Sub(nsIntRect(0, 0, TILEDLAYERBUFFER_TILE_SIZE, TILEDLAYERBUFFER_TILE_SIZE),
offsetDirtyRegion);
} else {
// Area of the full tile...
nsIntRegion tileRegion = nsIntRect(aTileOrigin.x, aTileOrigin.y, TILEDLAYERBUFFER_TILE_SIZE, TILEDLAYERBUFFER_TILE_SIZE);
// Intersect this area with the portion that's dirty.
tileRegion = tileRegion.Intersect(aDirtyRegion);
// Move invalid areas into layer space.
aTile.mInvalidFront.MoveBy(aTileOrigin);
aTile.mInvalidBack.MoveBy(aTileOrigin);
// Add the area that's going to be redrawn to the invalid area of the
// front region.
aTile.mInvalidFront.Or(aTile.mInvalidFront, tileRegion);
// Add invalid areas of the backbuffer to the area to redraw.
tileRegion.Or(tileRegion, aTile.mInvalidBack);
// Move invalid areas back into tile space.
aTile.mInvalidFront.MoveBy(-aTileOrigin);
// This will be validated now.
aTile.mInvalidBack.SetEmpty();
nsIntRect bounds = tileRegion.GetBounds();
bounds.ScaleRoundOut(mResolution, mResolution);
bounds.MoveBy(-aTileOrigin);
if (GetContentType() != gfxContentType::COLOR) {
drawTarget->ClearRect(Rect(bounds.x, bounds.y, bounds.width, bounds.height));
}
ctxt->NewPath();
ctxt->Clip(gfxRect(bounds.x, bounds.y, bounds.width, bounds.height));
ctxt->Scale(mResolution, mResolution);
ctxt->Translate(gfxPoint(-aTileOrigin.x, -aTileOrigin.y));
mCallback(mThebesLayer, ctxt,
tileRegion.GetBounds(),
DrawRegionClip::CLIP_NONE,
nsIntRegion(), mCallbackData);
}
#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
DrawDebugOverlay(drawTarget, aTileOrigin.x * mResolution,
aTileOrigin.y * mResolution, GetTileLength(), GetTileLength());
#endif
ctxt = nullptr;
drawTarget = nullptr;
backBuffer->Unlock();
aTile.Flip();
if (createdTextureClient) {
if (!mCompositableClient->AddTextureClient(backBuffer)) {
NS_WARNING("Failed to add tile TextureClient.");
aTile.DiscardFrontBuffer();
aTile.DiscardBackBuffer();
return aTile;
}
}
// Note, we don't call UpdatedTexture. The Updated function is called manually
// by the TiledContentHost before composition.
if (backBuffer->HasInternalBuffer()) {
// If our new buffer has an internal buffer, we don't want to keep another
// TextureClient around unnecessarily, so discard the back-buffer.
aTile.DiscardBackBuffer();
}
return aTile;
}
static LayoutDeviceRect
TransformCompositionBounds(const ScreenRect& aCompositionBounds,
const CSSToScreenScale& aZoom,
const ScreenPoint& aScrollOffset,
const CSSToScreenScale& aResolution,
const gfx3DMatrix& aTransformScreenToLayout)
{
// Transform the current composition bounds into transformed layout device
// space by compensating for the difference in resolution and subtracting the
// old composition bounds origin.
ScreenRect offsetViewportRect = (aCompositionBounds / aZoom) * aResolution;
offsetViewportRect.MoveBy(-aScrollOffset);
gfxRect transformedViewport =
aTransformScreenToLayout.TransformBounds(
gfxRect(offsetViewportRect.x, offsetViewportRect.y,
offsetViewportRect.width, offsetViewportRect.height));
return LayoutDeviceRect(transformedViewport.x,
transformedViewport.y,
transformedViewport.width,
transformedViewport.height);
}
bool
ClientTiledLayerBuffer::ComputeProgressiveUpdateRegion(const nsIntRegion& aInvalidRegion,
const nsIntRegion& aOldValidRegion,
nsIntRegion& aRegionToPaint,
BasicTiledLayerPaintData* aPaintData,
bool aIsRepeated)
{
aRegionToPaint = aInvalidRegion;
// If the composition bounds rect is empty, we can't make any sensible
// decision about how to update coherently. In this case, just update
// everything in one transaction.
if (aPaintData->mCompositionBounds.IsEmpty()) {
aPaintData->mPaintFinished = true;
return false;
}
// If this is a low precision buffer, we force progressive updates. The
// assumption is that the contents is less important, so visual coherency
// is lower priority than speed.
bool drawingLowPrecision = IsLowPrecision();
// Find out if we have any non-stale content to update.
nsIntRegion staleRegion;
staleRegion.And(aInvalidRegion, aOldValidRegion);
// Find out the current view transform to determine which tiles to draw
// first, and see if we should just abort this paint. Aborting is usually
// caused by there being an incoming, more relevant paint.
ScreenRect compositionBounds;
CSSToScreenScale zoom;
#if defined(MOZ_WIDGET_ANDROID)
bool abortPaint = mManager->ProgressiveUpdateCallback(!staleRegion.Contains(aInvalidRegion),
compositionBounds, zoom,
!drawingLowPrecision);
#else
MOZ_ASSERT(mSharedFrameMetricsHelper);
ContainerLayer* parent = mThebesLayer->AsLayer()->GetParent();
bool abortPaint =
mSharedFrameMetricsHelper->UpdateFromCompositorFrameMetrics(
parent,
!staleRegion.Contains(aInvalidRegion),
drawingLowPrecision,
compositionBounds,
zoom);
#endif
if (abortPaint) {
// We ignore if front-end wants to abort if this is the first,
// non-low-precision paint, as in that situation, we're about to override
// front-end's page/viewport metrics.
if (!aPaintData->mFirstPaint || drawingLowPrecision) {
PROFILER_LABEL("ContentClient", "Abort painting");
aRegionToPaint.SetEmpty();
return aIsRepeated;
}
}
// Transform the screen coordinates into transformed layout device coordinates.
LayoutDeviceRect transformedCompositionBounds =
TransformCompositionBounds(compositionBounds, zoom, aPaintData->mScrollOffset,
aPaintData->mResolution, aPaintData->mTransformScreenToLayout);
// Paint tiles that have stale content or that intersected with the screen
// at the time of issuing the draw command in a single transaction first.
// This is to avoid rendering glitches on animated page content, and when
// layers change size/shape.
LayoutDeviceRect coherentUpdateRect =
transformedCompositionBounds.Intersect(aPaintData->mCompositionBounds);
nsIntRect roundedCoherentUpdateRect =
LayoutDeviceIntRect::ToUntyped(RoundedOut(coherentUpdateRect));
aRegionToPaint.And(aInvalidRegion, roundedCoherentUpdateRect);
aRegionToPaint.Or(aRegionToPaint, staleRegion);
bool drawingStale = !aRegionToPaint.IsEmpty();
if (!drawingStale) {
aRegionToPaint = aInvalidRegion;
}
// Prioritise tiles that are currently visible on the screen.
bool paintVisible = false;
if (aRegionToPaint.Intersects(roundedCoherentUpdateRect)) {
aRegionToPaint.And(aRegionToPaint, roundedCoherentUpdateRect);
paintVisible = true;
}
// Paint area that's visible and overlaps previously valid content to avoid
// visible glitches in animated elements, such as gifs.
bool paintInSingleTransaction = paintVisible && (drawingStale || aPaintData->mFirstPaint);
// The following code decides what order to draw tiles in, based on the
// current scroll direction of the primary scrollable layer.
NS_ASSERTION(!aRegionToPaint.IsEmpty(), "Unexpectedly empty paint region!");
nsIntRect paintBounds = aRegionToPaint.GetBounds();
int startX, incX, startY, incY;
int tileLength = GetScaledTileLength();
if (aPaintData->mScrollOffset.x >= aPaintData->mLastScrollOffset.x) {
startX = RoundDownToTileEdge(paintBounds.x);
incX = tileLength;
} else {
startX = RoundDownToTileEdge(paintBounds.XMost() - 1);
incX = -tileLength;
}
if (aPaintData->mScrollOffset.y >= aPaintData->mLastScrollOffset.y) {
startY = RoundDownToTileEdge(paintBounds.y);
incY = tileLength;
} else {
startY = RoundDownToTileEdge(paintBounds.YMost() - 1);
incY = -tileLength;
}
// Find a tile to draw.
nsIntRect tileBounds(startX, startY, tileLength, tileLength);
int32_t scrollDiffX = aPaintData->mScrollOffset.x - aPaintData->mLastScrollOffset.x;
int32_t scrollDiffY = aPaintData->mScrollOffset.y - aPaintData->mLastScrollOffset.y;
// This loop will always terminate, as there is at least one tile area
// along the first/last row/column intersecting with regionToPaint, or its
// bounds would have been smaller.
while (true) {
aRegionToPaint.And(aInvalidRegion, tileBounds);
if (!aRegionToPaint.IsEmpty()) {
break;
}
if (Abs(scrollDiffY) >= Abs(scrollDiffX)) {
tileBounds.x += incX;
} else {
tileBounds.y += incY;
}
}
if (!aRegionToPaint.Contains(aInvalidRegion)) {
// The region needed to paint is larger then our progressive chunk size
// therefore update what we want to paint and ask for a new paint transaction.
// If we need to draw more than one tile to maintain coherency, make
// sure it happens in the same transaction by requesting this work be
// repeated immediately.
// If this is unnecessary, the remaining work will be done tile-by-tile in
// subsequent transactions.
if (!drawingLowPrecision && paintInSingleTransaction) {
return true;
}
mManager->SetRepeatTransaction();
return false;
}
// We're not repeating painting and we've not requested a repeat transaction,
// so the paint is finished. If there's still a separate low precision
// paint to do, it will get marked as unfinished later.
aPaintData->mPaintFinished = true;
return false;
}
bool
ClientTiledLayerBuffer::ProgressiveUpdate(nsIntRegion& aValidRegion,
nsIntRegion& aInvalidRegion,
const nsIntRegion& aOldValidRegion,
BasicTiledLayerPaintData* aPaintData,
LayerManager::DrawThebesLayerCallback aCallback,
void* aCallbackData)
{
bool repeat = false;
bool isBufferChanged = false;
do {
// Compute the region that should be updated. Repeat as many times as
// is required.
nsIntRegion regionToPaint;
repeat = ComputeProgressiveUpdateRegion(aInvalidRegion,
aOldValidRegion,
regionToPaint,
aPaintData,
repeat);
// There's no further work to be done.
if (regionToPaint.IsEmpty()) {
break;
}
isBufferChanged = true;
// Keep track of what we're about to refresh.
aValidRegion.Or(aValidRegion, regionToPaint);
// aValidRegion may have been altered by InvalidateRegion, but we still
// want to display stale content until it gets progressively updated.
// Create a region that includes stale content.
nsIntRegion validOrStale;
validOrStale.Or(aValidRegion, aOldValidRegion);
// Paint the computed region and subtract it from the invalid region.
PaintThebes(validOrStale, regionToPaint, aCallback, aCallbackData);
aInvalidRegion.Sub(aInvalidRegion, regionToPaint);
} while (repeat);
// Return false if nothing has been drawn, or give what has been drawn
// to the shadow layer to upload.
return isBufferChanged;
}
}
}