gecko/gfx/layers/ThebesLayerBuffer.cpp

904 lines
33 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 "ThebesLayerBuffer.h"
#include <sys/types.h> // for int32_t
#include <algorithm> // for max
#include "BasicImplData.h" // for BasicImplData
#include "BasicLayersImpl.h" // for ToData
#include "BufferUnrotate.h" // for BufferUnrotate
#include "GeckoProfiler.h" // for PROFILER_LABEL
#include "Layers.h" // for ThebesLayer, Layer, etc
#include "gfxColor.h" // for gfxRGBA
#include "gfxContext.h" // for gfxContext, etc
#include "gfxMatrix.h" // for gfxMatrix
#include "gfxPattern.h" // for gfxPattern
#include "gfxPlatform.h" // for gfxPlatform
#include "gfxPoint.h" // for gfxPoint
#include "gfxRect.h" // for gfxRect
#include "gfxTeeSurface.h" // for gfxTeeSurface
#include "gfxUtils.h" // for gfxUtils
#include "mozilla/Util.h" // for ArrayLength
#include "mozilla/gfx/BasePoint.h" // for BasePoint
#include "mozilla/gfx/BaseRect.h" // for BaseRect
#include "mozilla/gfx/BaseSize.h" // for BaseSize
#include "mozilla/gfx/Matrix.h" // for Matrix
#include "mozilla/gfx/Point.h" // for Point, IntPoint
#include "mozilla/gfx/Rect.h" // for Rect, IntRect
#include "mozilla/gfx/Types.h" // for ExtendMode::EXTEND_CLAMP, etc
#include "mozilla/layers/ShadowLayers.h" // for ShadowableLayer
#include "mozilla/layers/TextureClient.h" // for DeprecatedTextureClient
#include "nsSize.h" // for nsIntSize
#include "gfx2DGlue.h"
namespace mozilla {
using namespace gfx;
namespace layers {
nsIntRect
RotatedBuffer::GetQuadrantRectangle(XSide aXSide, YSide aYSide) const
{
// quadrantTranslation is the amount we translate the top-left
// of the quadrant by to get coordinates relative to the layer
nsIntPoint quadrantTranslation = -mBufferRotation;
quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0;
quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0;
return mBufferRect + quadrantTranslation;
}
Rect
RotatedBuffer::GetSourceRectangle(XSide aXSide, YSide aYSide) const
{
Rect result;
if (aXSide == LEFT) {
result.x = 0;
result.width = mBufferRotation.x;
} else {
result.x = mBufferRotation.x;
result.width = mBufferRect.width - mBufferRotation.x;
}
if (aYSide == TOP) {
result.y = 0;
result.height = mBufferRotation.y;
} else {
result.y = mBufferRotation.y;
result.height = mBufferRect.height - mBufferRotation.y;
}
return result;
}
/**
* @param aXSide LEFT means we draw from the left side of the buffer (which
* is drawn on the right side of mBufferRect). RIGHT means we draw from
* the right side of the buffer (which is drawn on the left side of
* mBufferRect).
* @param aYSide TOP means we draw from the top side of the buffer (which
* is drawn on the bottom side of mBufferRect). BOTTOM means we draw from
* the bottom side of the buffer (which is drawn on the top side of
* mBufferRect).
*/
void
RotatedBuffer::DrawBufferQuadrant(gfxContext* aTarget,
XSide aXSide, YSide aYSide,
ContextSource aSource,
float aOpacity,
gfxASurface* aMask,
const gfxMatrix* aMaskTransform) const
{
// The rectangle that we're going to fill. Basically we're going to
// render the buffer at mBufferRect + quadrantTranslation to get the
// pixels in the right place, but we're only going to paint within
// mBufferRect
nsIntRect quadrantRect = GetQuadrantRectangle(aXSide, aYSide);
nsIntRect fillRect;
if (!fillRect.IntersectRect(mBufferRect, quadrantRect)) {
return;
}
nsRefPtr<gfxASurface> source;
if (aSource == BUFFER_BLACK) {
if (mBuffer) {
source = mBuffer;
} else if (mDTBuffer) {
source = gfxPlatform::GetPlatform()->GetThebesSurfaceForDrawTarget(mDTBuffer);
} else {
NS_RUNTIMEABORT("Can't draw a RotatedBuffer without any buffer!");
}
} else {
MOZ_ASSERT(aSource == BUFFER_WHITE);
if (mBufferOnWhite) {
source = mBufferOnWhite;
} else if (mDTBufferOnWhite) {
source = gfxPlatform::GetPlatform()->GetThebesSurfaceForDrawTarget(mDTBufferOnWhite);
} else {
NS_RUNTIMEABORT("Can't draw a RotatedBuffer without any buffer!");
}
}
aTarget->NewPath();
aTarget->Rectangle(gfxRect(fillRect.x, fillRect.y,
fillRect.width, fillRect.height),
true);
gfxPoint quadrantTranslation(quadrantRect.x, quadrantRect.y);
nsRefPtr<gfxPattern> pattern = new gfxPattern(source);
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
GraphicsFilter filter = GraphicsFilter::FILTER_NEAREST;
pattern->SetFilter(filter);
#endif
gfxContextMatrixAutoSaveRestore saveMatrix(aTarget);
// Transform from user -> buffer space.
gfxMatrix transform;
transform.Translate(-quadrantTranslation);
pattern->SetMatrix(transform);
aTarget->SetPattern(pattern);
if (aMask) {
if (aOpacity == 1.0) {
aTarget->SetMatrix(*aMaskTransform);
aTarget->Mask(aMask);
} else {
aTarget->PushGroup(GFX_CONTENT_COLOR_ALPHA);
aTarget->Paint(aOpacity);
aTarget->PopGroupToSource();
aTarget->SetMatrix(*aMaskTransform);
aTarget->Mask(aMask);
}
} else {
if (aOpacity == 1.0) {
aTarget->Fill();
} else {
aTarget->Save();
aTarget->Clip();
aTarget->Paint(aOpacity);
aTarget->Restore();
}
}
nsRefPtr<gfxASurface> surf = aTarget->CurrentSurface();
surf->Flush();
}
/**
* @param aXSide LEFT means we draw from the left side of the buffer (which
* is drawn on the right side of mBufferRect). RIGHT means we draw from
* the right side of the buffer (which is drawn on the left side of
* mBufferRect).
* @param aYSide TOP means we draw from the top side of the buffer (which
* is drawn on the bottom side of mBufferRect). BOTTOM means we draw from
* the bottom side of the buffer (which is drawn on the top side of
* mBufferRect).
*/
void
RotatedBuffer::DrawBufferQuadrant(gfx::DrawTarget* aTarget,
XSide aXSide, YSide aYSide,
ContextSource aSource,
float aOpacity,
gfx::CompositionOp aOperator,
gfx::SourceSurface* aMask,
const gfx::Matrix* aMaskTransform) const
{
// The rectangle that we're going to fill. Basically we're going to
// render the buffer at mBufferRect + quadrantTranslation to get the
// pixels in the right place, but we're only going to paint within
// mBufferRect
nsIntRect quadrantRect = GetQuadrantRectangle(aXSide, aYSide);
nsIntRect fillRect;
if (!fillRect.IntersectRect(mBufferRect, quadrantRect))
return;
gfx::Point quadrantTranslation(quadrantRect.x, quadrantRect.y);
MOZ_ASSERT(aOperator == OP_OVER || aOperator == OP_SOURCE);
// direct2d is much slower when using OP_SOURCE so use OP_OVER and
// (maybe) a clear instead. Normally we need to draw in a single operation
// (to avoid flickering) but direct2d is ok since it defers rendering.
// We should try abstract this logic in a helper when we have other use
// cases.
if (aTarget->GetType() == BACKEND_DIRECT2D && aOperator == OP_SOURCE) {
aOperator = OP_OVER;
if (mDTBuffer->GetFormat() == FORMAT_B8G8R8A8) {
aTarget->ClearRect(ToRect(fillRect));
}
}
RefPtr<SourceSurface> snapshot;
if (aSource == BUFFER_BLACK) {
snapshot = mDTBuffer->Snapshot();
} else {
MOZ_ASSERT(aSource == BUFFER_WHITE);
snapshot = mDTBufferOnWhite->Snapshot();
}
if (aOperator == OP_SOURCE) {
// OP_SOURCE is unbounded in Azure, and we really don't want that behaviour here.
// We also can't do a ClearRect+FillRect since we need the drawing to happen
// as an atomic operation (to prevent flickering).
aTarget->PushClipRect(gfx::Rect(fillRect.x, fillRect.y,
fillRect.width, fillRect.height));
}
if (aMask) {
// Transform from user -> buffer space.
Matrix transform;
transform.Translate(quadrantTranslation.x, quadrantTranslation.y);
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
SurfacePattern source(snapshot, EXTEND_CLAMP, transform, FILTER_POINT);
#else
SurfacePattern source(snapshot, EXTEND_CLAMP, transform);
#endif
Matrix oldTransform = aTarget->GetTransform();
aTarget->SetTransform(*aMaskTransform);
aTarget->MaskSurface(source, aMask, Point(0, 0), DrawOptions(aOpacity, aOperator));
aTarget->SetTransform(oldTransform);
} else {
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
DrawSurfaceOptions options(FILTER_POINT);
#else
DrawSurfaceOptions options;
#endif
aTarget->DrawSurface(snapshot, ToRect(fillRect),
GetSourceRectangle(aXSide, aYSide),
options,
DrawOptions(aOpacity, aOperator));
}
if (aOperator == OP_SOURCE) {
aTarget->PopClip();
}
aTarget->Flush();
}
void
RotatedBuffer::DrawBufferWithRotation(gfxContext* aTarget, ContextSource aSource,
float aOpacity,
gfxASurface* aMask,
const gfxMatrix* aMaskTransform) const
{
PROFILER_LABEL("RotatedBuffer", "DrawBufferWithRotation");
// Draw four quadrants. We could use REPEAT_, but it's probably better
// not to, to be performance-safe.
DrawBufferQuadrant(aTarget, LEFT, TOP, aSource, aOpacity, aMask, aMaskTransform);
DrawBufferQuadrant(aTarget, RIGHT, TOP, aSource, aOpacity, aMask, aMaskTransform);
DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aSource, aOpacity, aMask, aMaskTransform);
DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aSource, aOpacity, aMask, aMaskTransform);
}
void
RotatedBuffer::DrawBufferWithRotation(gfx::DrawTarget *aTarget, ContextSource aSource,
float aOpacity,
gfx::CompositionOp aOperator,
gfx::SourceSurface* aMask,
const gfx::Matrix* aMaskTransform) const
{
PROFILER_LABEL("RotatedBuffer", "DrawBufferWithRotation");
// See above, in Azure Repeat should always be a safe, even faster choice
// though! Particularly on D2D Repeat should be a lot faster, need to look
// into that. TODO[Bas]
DrawBufferQuadrant(aTarget, LEFT, TOP, aSource, aOpacity, aOperator, aMask, aMaskTransform);
DrawBufferQuadrant(aTarget, RIGHT, TOP, aSource, aOpacity, aOperator, aMask, aMaskTransform);
DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aSource, aOpacity, aOperator, aMask, aMaskTransform);
DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aSource, aOpacity, aOperator,aMask, aMaskTransform);
}
/* static */ bool
ThebesLayerBuffer::IsClippingCheap(gfxContext* aTarget, const nsIntRegion& aRegion)
{
// Assume clipping is cheap if the context just has an integer
// translation, and the visible region is simple.
return !aTarget->CurrentMatrix().HasNonIntegerTranslation() &&
aRegion.GetNumRects() <= 1;
}
void
ThebesLayerBuffer::DrawTo(ThebesLayer* aLayer,
gfxContext* aTarget,
float aOpacity,
gfxASurface* aMask,
const gfxMatrix* aMaskTransform)
{
EnsureBuffer();
if (aTarget->IsCairo()) {
aTarget->Save();
// If the entire buffer is valid, we can just draw the whole thing,
// no need to clip. But we'll still clip if clipping is cheap ---
// that might let us copy a smaller region of the buffer.
// Also clip to the visible region if we're told to.
if (!aLayer->GetValidRegion().Contains(BufferRect()) ||
(ToData(aLayer)->GetClipToVisibleRegion() &&
!aLayer->GetVisibleRegion().Contains(BufferRect())) ||
IsClippingCheap(aTarget, aLayer->GetEffectiveVisibleRegion())) {
// We don't want to draw invalid stuff, so we need to clip. Might as
// well clip to the smallest area possible --- the visible region.
// Bug 599189 if there is a non-integer-translation transform in aTarget,
// we might sample pixels outside GetEffectiveVisibleRegion(), which is wrong
// and may cause gray lines.
gfxUtils::ClipToRegionSnapped(aTarget, aLayer->GetEffectiveVisibleRegion());
}
DrawBufferWithRotation(aTarget, BUFFER_BLACK, aOpacity, aMask, aMaskTransform);
aTarget->Restore();
} else {
RefPtr<DrawTarget> dt = aTarget->GetDrawTarget();
bool clipped = false;
// If the entire buffer is valid, we can just draw the whole thing,
// no need to clip. But we'll still clip if clipping is cheap ---
// that might let us copy a smaller region of the buffer.
// Also clip to the visible region if we're told to.
if (!aLayer->GetValidRegion().Contains(BufferRect()) ||
(ToData(aLayer)->GetClipToVisibleRegion() &&
!aLayer->GetVisibleRegion().Contains(BufferRect())) ||
IsClippingCheap(aTarget, aLayer->GetEffectiveVisibleRegion())) {
// We don't want to draw invalid stuff, so we need to clip. Might as
// well clip to the smallest area possible --- the visible region.
// Bug 599189 if there is a non-integer-translation transform in aTarget,
// we might sample pixels outside GetEffectiveVisibleRegion(), which is wrong
// and may cause gray lines.
gfxUtils::ClipToRegionSnapped(dt, aLayer->GetEffectiveVisibleRegion());
clipped = true;
}
RefPtr<SourceSurface> mask;
if (aMask) {
mask = gfxPlatform::GetPlatform()->GetSourceSurfaceForSurface(dt, aMask);
}
Matrix maskTransform;
if (aMaskTransform) {
maskTransform = ToMatrix(*aMaskTransform);
}
CompositionOp op = CompositionOpForOp(aTarget->CurrentOperator());
DrawBufferWithRotation(dt, BUFFER_BLACK, aOpacity, op, mask, &maskTransform);
if (clipped) {
dt->PopClip();
}
}
}
static void
FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion,
const nsIntPoint& aOffset, const gfxRGBA& aColor)
{
nsRefPtr<gfxContext> ctx = new gfxContext(aSurface);
ctx->Translate(-gfxPoint(aOffset.x, aOffset.y));
gfxUtils::ClipToRegion(ctx, aRegion);
ctx->SetColor(aColor);
ctx->Paint();
}
already_AddRefed<gfxContext>
ThebesLayerBuffer::GetContextForQuadrantUpdate(const nsIntRect& aBounds, ContextSource aSource, nsIntPoint *aTopLeft)
{
EnsureBuffer();
nsRefPtr<gfxContext> ctx;
if (aSource == BUFFER_BOTH && HaveBufferOnWhite()) {
EnsureBufferOnWhite();
if (mBuffer) {
MOZ_ASSERT(mBufferOnWhite);
gfxASurface* surfaces[2] = { mBuffer, mBufferOnWhite };
nsRefPtr<gfxTeeSurface> surf = new gfxTeeSurface(surfaces, ArrayLength(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 = mBuffer->GetDeviceOffset();
surfaces[0]->SetDeviceOffset(gfxPoint(0, 0));
surfaces[1]->SetDeviceOffset(gfxPoint(0, 0));
surf->SetDeviceOffset(deviceOffset);
surf->SetAllowUseAsSource(false);
ctx = new gfxContext(surf);
} else {
MOZ_ASSERT(mDTBuffer && mDTBufferOnWhite);
RefPtr<DrawTarget> dualDT = Factory::CreateDualDrawTarget(mDTBuffer, mDTBufferOnWhite);
ctx = new gfxContext(dualDT);
}
} else if (aSource == BUFFER_WHITE) {
EnsureBufferOnWhite();
if (mBufferOnWhite) {
ctx = new gfxContext(mBufferOnWhite);
} else {
ctx = new gfxContext(mDTBufferOnWhite);
}
} else {
// BUFFER_BLACK, or BUFFER_BOTH with a single buffer.
if (mBuffer) {
ctx = new gfxContext(mBuffer);
} else {
ctx = new gfxContext(mDTBuffer);
}
}
// Figure out which quadrant to draw in
int32_t xBoundary = mBufferRect.XMost() - mBufferRotation.x;
int32_t yBoundary = mBufferRect.YMost() - mBufferRotation.y;
XSide sideX = aBounds.XMost() <= xBoundary ? RIGHT : LEFT;
YSide sideY = aBounds.YMost() <= yBoundary ? BOTTOM : TOP;
nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY);
NS_ASSERTION(quadrantRect.Contains(aBounds), "Messed up quadrants");
ctx->Translate(-gfxPoint(quadrantRect.x, quadrantRect.y));
if (aTopLeft) {
*aTopLeft = nsIntPoint(quadrantRect.x, quadrantRect.y);
}
return ctx.forget();
}
gfxContentType
ThebesLayerBuffer::BufferContentType()
{
if (mBuffer) {
return mBuffer->GetContentType();
}
if (mBufferProvider) {
return mBufferProvider->GetContentType();
}
if (mDTBuffer) {
switch (mDTBuffer->GetFormat()) {
case FORMAT_A8:
return GFX_CONTENT_ALPHA;
case FORMAT_B8G8R8A8:
case FORMAT_R8G8B8A8:
return GFX_CONTENT_COLOR_ALPHA;
default:
return GFX_CONTENT_COLOR;
}
}
return GFX_CONTENT_SENTINEL;
}
bool
ThebesLayerBuffer::BufferSizeOkFor(const nsIntSize& aSize)
{
return (aSize == mBufferRect.Size() ||
(SizedToVisibleBounds != mBufferSizePolicy &&
aSize < mBufferRect.Size()));
}
bool
ThebesLayerBuffer::IsAzureBuffer()
{
MOZ_ASSERT(!(mDTBuffer && mBuffer), "Trying to use Azure and Thebes in the same buffer?");
if (mDTBuffer) {
return true;
}
if (mBuffer) {
return false;
}
if (mBufferProvider) {
return gfxPlatform::GetPlatform()->SupportsAzureContentForType(
mBufferProvider->BackendType());
}
return SupportsAzureContent();
}
void
ThebesLayerBuffer::EnsureBuffer()
{
if ((!mBuffer && !mDTBuffer) && mBufferProvider) {
if (IsAzureBuffer()) {
mDTBuffer = mBufferProvider->LockDrawTarget();
mBuffer = nullptr;
} else {
mBuffer = mBufferProvider->LockSurface();
mDTBuffer = nullptr;
}
}
}
void
ThebesLayerBuffer::EnsureBufferOnWhite()
{
if ((!mBufferOnWhite && !mDTBufferOnWhite) && mBufferProviderOnWhite) {
if (IsAzureBuffer()) {
mDTBufferOnWhite = mBufferProviderOnWhite->LockDrawTarget();
mBufferOnWhite = nullptr;
} else {
mBufferOnWhite = mBufferProviderOnWhite->LockSurface();
mDTBufferOnWhite = nullptr;
}
}
}
bool
ThebesLayerBuffer::HaveBuffer() const
{
return mDTBuffer || mBuffer || mBufferProvider;
}
bool
ThebesLayerBuffer::HaveBufferOnWhite() const
{
return mDTBufferOnWhite || mBufferOnWhite || mBufferProviderOnWhite;
}
static void
WrapRotationAxis(int32_t* aRotationPoint, int32_t aSize)
{
if (*aRotationPoint < 0) {
*aRotationPoint += aSize;
} else if (*aRotationPoint >= aSize) {
*aRotationPoint -= aSize;
}
}
static nsIntRect
ComputeBufferRect(const nsIntRect& aRequestedRect)
{
nsIntRect rect(aRequestedRect);
// Set a minimum width to guarantee a minimum size of buffers we
// allocate (and work around problems on some platforms with smaller
// dimensions). 64 is the magic number needed to work around the
// rendering glitch, and guarantees image rows can be SIMD'd for
// even r5g6b5 surfaces pretty much everywhere.
rect.width = std::max(aRequestedRect.width, 64);
#ifdef MOZ_WIDGET_GONK
// Set a minumum height to guarantee a minumum height of buffers we
// allocate. Some GL implementations fail to render gralloc textures
// with a height 9px-16px. It happens on Adreno 200. Adreno 320 does not
// have this problem. 32 is choosed as alignment of gralloc buffers.
// See Bug 873937.
// Increase the height only when the requested height is more than 0.
// See Bug 895976.
// XXX it might be better to disable it on the gpu that does not have
// the height problem.
if (rect.height > 0) {
rect.height = std::max(aRequestedRect.height, 32);
}
#endif
return rect;
}
ThebesLayerBuffer::PaintState
ThebesLayerBuffer::BeginPaint(ThebesLayer* aLayer, ContentType aContentType,
uint32_t aFlags)
{
PaintState result;
// We need to disable rotation if we're going to be resampled when
// drawing, because we might sample across the rotation boundary.
bool canHaveRotation = gfxPlatform::BufferRotationEnabled() &&
!(aFlags & (PAINT_WILL_RESAMPLE | PAINT_NO_ROTATION));
nsIntRegion validRegion = aLayer->GetValidRegion();
Layer::SurfaceMode mode;
ContentType contentType;
nsIntRegion neededRegion;
bool canReuseBuffer;
nsIntRect destBufferRect;
while (true) {
mode = aLayer->GetSurfaceMode();
contentType = aContentType;
neededRegion = aLayer->GetVisibleRegion();
canReuseBuffer = HaveBuffer() && BufferSizeOkFor(neededRegion.GetBounds().Size());
if (canReuseBuffer) {
if (mBufferRect.Contains(neededRegion.GetBounds())) {
// We don't need to adjust mBufferRect.
destBufferRect = mBufferRect;
} else if (neededRegion.GetBounds().Size() <= mBufferRect.Size()) {
// The buffer's big enough but doesn't contain everything that's
// going to be visible. We'll move it.
destBufferRect = nsIntRect(neededRegion.GetBounds().TopLeft(), mBufferRect.Size());
} else {
destBufferRect = neededRegion.GetBounds();
}
} else {
// We won't be reusing the buffer. Compute a new rect.
destBufferRect = ComputeBufferRect(neededRegion.GetBounds());
}
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
#if defined(MOZ_GFX_OPTIMIZE_MOBILE) || defined(MOZ_WIDGET_GONK)
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
#else
if (!aLayer->GetParent() ||
!aLayer->GetParent()->SupportsComponentAlphaChildren() ||
!aLayer->Manager()->IsCompositingCheap() ||
!aLayer->AsShadowableLayer() ||
!aLayer->AsShadowableLayer()->HasShadow() ||
!gfxPlatform::ComponentAlphaEnabled()) {
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
} else {
contentType = GFX_CONTENT_COLOR;
}
#endif
}
if ((aFlags & PAINT_WILL_RESAMPLE) &&
(!neededRegion.GetBounds().IsEqualInterior(destBufferRect) ||
neededRegion.GetNumRects() > 1)) {
// The area we add to neededRegion might not be painted opaquely
if (mode == Layer::SURFACE_OPAQUE) {
contentType = GFX_CONTENT_COLOR_ALPHA;
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
}
// We need to validate the entire buffer, to make sure that only valid
// pixels are sampled
neededRegion = destBufferRect;
}
// If we have an existing buffer, but the content type has changed or we
// have transitioned into/out of component alpha, then we need to recreate it.
if (HaveBuffer() &&
(contentType != BufferContentType() ||
(mode == Layer::SURFACE_COMPONENT_ALPHA) != HaveBufferOnWhite())) {
// We're effectively clearing the valid region, so we need to draw
// the entire needed region now.
result.mRegionToInvalidate = aLayer->GetValidRegion();
validRegion.SetEmpty();
Clear();
// Restart decision process with the cleared buffer. We can only go
// around the loop one more iteration, since mBuffer is null now.
continue;
}
break;
}
NS_ASSERTION(destBufferRect.Contains(neededRegion.GetBounds()),
"Destination rect doesn't contain what we need to paint");
result.mRegionToDraw.Sub(neededRegion, validRegion);
if (result.mRegionToDraw.IsEmpty())
return result;
nsIntRect drawBounds = result.mRegionToDraw.GetBounds();
nsRefPtr<gfxASurface> destBuffer;
nsRefPtr<gfxASurface> destBufferOnWhite;
RefPtr<DrawTarget> destDTBuffer;
RefPtr<DrawTarget> destDTBufferOnWhite;
uint32_t bufferFlags = canHaveRotation ? ALLOW_REPEAT : 0;
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
bufferFlags |= BUFFER_COMPONENT_ALPHA;
}
if (canReuseBuffer) {
EnsureBuffer();
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");
int32_t xBoundary = destBufferRect.XMost() - newRotation.x;
int32_t 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 move the pixels we can keep into a position that
// lets us redraw in just one quadrant.
if (mBufferRotation == nsIntPoint(0,0)) {
nsIntRect srcRect(nsIntPoint(0, 0), mBufferRect.Size());
nsIntPoint dest = mBufferRect.TopLeft() - destBufferRect.TopLeft();
if (IsAzureBuffer()) {
MOZ_ASSERT(mDTBuffer);
mDTBuffer->CopyRect(IntRect(srcRect.x, srcRect.y, srcRect.width, srcRect.height),
IntPoint(dest.x, dest.y));
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
EnsureBufferOnWhite();
MOZ_ASSERT(mDTBufferOnWhite);
mDTBufferOnWhite->CopyRect(IntRect(srcRect.x, srcRect.y, srcRect.width, srcRect.height),
IntPoint(dest.x, dest.y));
}
} else {
MOZ_ASSERT(mBuffer);
mBuffer->MovePixels(srcRect, dest);
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
EnsureBufferOnWhite();
MOZ_ASSERT(mBufferOnWhite);
mBufferOnWhite->MovePixels(srcRect, dest);
}
}
result.mDidSelfCopy = true;
mDidSelfCopy = true;
// Don't set destBuffer; we special-case self-copies, and
// just did the necessary work above.
mBufferRect = destBufferRect;
} else {
// With azure and a data surface perform an buffer unrotate
// (SelfCopy).
if (IsAzureBuffer()) {
unsigned char* data;
IntSize size;
int32_t stride;
SurfaceFormat format;
if (mDTBuffer->LockBits(&data, &size, &stride, &format)) {
uint8_t bytesPerPixel = BytesPerPixel(format);
BufferUnrotate(data,
size.width * bytesPerPixel,
size.height, stride,
newRotation.x * bytesPerPixel, newRotation.y);
mDTBuffer->ReleaseBits(data);
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
EnsureBufferOnWhite();
MOZ_ASSERT(mDTBufferOnWhite);
mDTBufferOnWhite->LockBits(&data, &size, &stride, &format);
uint8_t bytesPerPixel = BytesPerPixel(format);
BufferUnrotate(data,
size.width * bytesPerPixel,
size.height, stride,
newRotation.x * bytesPerPixel, newRotation.y);
mDTBufferOnWhite->ReleaseBits(data);
}
// Buffer unrotate moves all the pixels, note that
// we self copied for SyncBackToFrontBuffer
result.mDidSelfCopy = true;
mDidSelfCopy = true;
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0, 0);
}
}
if (!result.mDidSelfCopy) {
destBufferRect = ComputeBufferRect(neededRegion.GetBounds());
CreateBuffer(contentType, destBufferRect, bufferFlags,
getter_AddRefs(destBuffer), getter_AddRefs(destBufferOnWhite),
&destDTBuffer, &destDTBufferOnWhite);
if (!destBuffer && !destDTBuffer)
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
CreateBuffer(contentType, destBufferRect, bufferFlags,
getter_AddRefs(destBuffer), getter_AddRefs(destBufferOnWhite),
&destDTBuffer, &destDTBufferOnWhite);
if (!destBuffer && !destDTBuffer)
return result;
}
NS_ASSERTION(!(aFlags & PAINT_WILL_RESAMPLE) || destBufferRect == neededRegion.GetBounds(),
"If we're resampling, we need to validate the entire buffer");
// If we have no buffered data already, then destBuffer will be a fresh buffer
// and we do not need to clear it below.
bool isClear = !HaveBuffer();
if (destBuffer) {
if (!isClear && (mode != Layer::SURFACE_COMPONENT_ALPHA || HaveBufferOnWhite())) {
// Copy the bits
nsRefPtr<gfxContext> tmpCtx = new gfxContext(destBuffer);
nsIntPoint offset = -destBufferRect.TopLeft();
tmpCtx->SetOperator(gfxContext::OPERATOR_SOURCE);
tmpCtx->Translate(gfxPoint(offset.x, offset.y));
EnsureBuffer();
DrawBufferWithRotation(tmpCtx, BUFFER_BLACK);
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
EnsureBufferOnWhite();
NS_ASSERTION(destBufferOnWhite, "Must have a white buffer!");
nsRefPtr<gfxContext> tmpCtx = new gfxContext(destBufferOnWhite);
tmpCtx->SetOperator(gfxContext::OPERATOR_SOURCE);
tmpCtx->Translate(gfxPoint(offset.x, offset.y));
DrawBufferWithRotation(tmpCtx, BUFFER_WHITE);
}
}
mBuffer = destBuffer.forget();
mDTBuffer = nullptr;
mBufferRect = destBufferRect;
mBufferOnWhite = destBufferOnWhite.forget();
mDTBufferOnWhite = nullptr;
mBufferRotation = nsIntPoint(0,0);
} else if (destDTBuffer) {
if (!isClear && (mode != Layer::SURFACE_COMPONENT_ALPHA || HaveBufferOnWhite())) {
// Copy the bits
nsIntPoint offset = -destBufferRect.TopLeft();
Matrix mat;
mat.Translate(offset.x, offset.y);
destDTBuffer->SetTransform(mat);
EnsureBuffer();
MOZ_ASSERT(mDTBuffer, "Have we got a Thebes buffer for some reason?");
DrawBufferWithRotation(destDTBuffer, BUFFER_BLACK, 1.0, OP_SOURCE);
destDTBuffer->SetTransform(Matrix());
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
NS_ASSERTION(destDTBufferOnWhite, "Must have a white buffer!");
destDTBufferOnWhite->SetTransform(mat);
EnsureBufferOnWhite();
MOZ_ASSERT(mDTBufferOnWhite, "Have we got a Thebes buffer for some reason?");
DrawBufferWithRotation(destDTBufferOnWhite, BUFFER_WHITE, 1.0, OP_SOURCE);
destDTBufferOnWhite->SetTransform(Matrix());
}
}
mDTBuffer = destDTBuffer.forget();
mBuffer = nullptr;
mDTBufferOnWhite = destDTBufferOnWhite.forget();
mBufferOnWhite = nullptr;
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0,0);
}
NS_ASSERTION(canHaveRotation || mBufferRotation == nsIntPoint(0,0),
"Rotation disabled, but we have nonzero rotation?");
nsIntRegion invalidate;
invalidate.Sub(aLayer->GetValidRegion(), destBufferRect);
result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate);
nsIntPoint topLeft;
result.mContext = GetContextForQuadrantUpdate(drawBounds, BUFFER_BOTH, &topLeft);
result.mClip = CLIP_DRAW_SNAPPED;
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
if (IsAzureBuffer()) {
MOZ_ASSERT(mDTBuffer && mDTBufferOnWhite);
nsIntRegionRectIterator iter(result.mRegionToDraw);
const nsIntRect *iterRect;
while ((iterRect = iter.Next())) {
mDTBuffer->FillRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height),
ColorPattern(Color(0.0, 0.0, 0.0, 1.0)));
mDTBufferOnWhite->FillRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height),
ColorPattern(Color(1.0, 1.0, 1.0, 1.0)));
}
} else {
MOZ_ASSERT(mBuffer && mBufferOnWhite);
FillSurface(mBuffer, result.mRegionToDraw, topLeft, gfxRGBA(0.0, 0.0, 0.0, 1.0));
FillSurface(mBufferOnWhite, result.mRegionToDraw, topLeft, gfxRGBA(1.0, 1.0, 1.0, 1.0));
}
} else if (contentType == GFX_CONTENT_COLOR_ALPHA && !isClear) {
if (IsAzureBuffer()) {
nsIntRegionRectIterator iter(result.mRegionToDraw);
const nsIntRect *iterRect;
while ((iterRect = iter.Next())) {
result.mContext->GetDrawTarget()->ClearRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height));
}
// Clear will do something expensive with a complex clip pushed, so clip
// here.
} else {
MOZ_ASSERT(result.mContext->IsCairo());
result.mContext->Save();
gfxUtils::ClipToRegionSnapped(result.mContext, result.mRegionToDraw);
result.mContext->SetOperator(gfxContext::OPERATOR_CLEAR);
result.mContext->Paint();
result.mContext->Restore();
}
}
return result;
}
}
}