mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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be5f1b23e0
CLOSED TREE
191 lines
6.7 KiB
C++
191 lines
6.7 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"
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using namespace mozilla::gfx;
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namespace mozilla {
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namespace layers {
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static void
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SetAntialiasingFlags(Layer* aLayer, gfxContext* aTarget)
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{
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if (!aTarget->IsCairo()) {
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RefPtr<DrawTarget> dt = aTarget->GetDrawTarget();
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if (dt->GetFormat() != FORMAT_B8G8R8A8) {
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return;
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}
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const nsIntRect& bounds = aLayer->GetVisibleRegion().GetBounds();
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gfx::Rect transformedBounds = dt->GetTransform().TransformBounds(gfx::Rect(Float(bounds.x), Float(bounds.y),
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Float(bounds.width), Float(bounds.height)));
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transformedBounds.RoundOut();
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IntRect intTransformedBounds;
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transformedBounds.ToIntRect(&intTransformedBounds);
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dt->SetPermitSubpixelAA(!(aLayer->GetContentFlags() & Layer::CONTENT_COMPONENT_ALPHA) ||
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dt->GetOpaqueRect().Contains(intTransformedBounds));
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} else {
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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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const nsIntRect& bounds = aLayer->GetVisibleRegion().GetBounds();
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surface->SetSubpixelAntialiasingEnabled(
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!(aLayer->GetContentFlags() & Layer::CONTENT_COMPONENT_ALPHA) ||
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surface->GetOpaqueRect().Contains(
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aTarget->UserToDevice(gfxRect(bounds.x, bounds.y, bounds.width, bounds.height))));
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}
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}
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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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//TODO: This is going to copy back pixels that we might end up
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// drawing over anyway. It would be nice if we could avoid
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// this duplication.
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mContentClient->SyncFrontBufferToBackBuffer();
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bool canUseOpaqueSurface = CanUseOpaqueSurface();
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ContentType contentType =
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canUseOpaqueSurface ? gfxASurface::CONTENT_COLOR :
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gfxASurface::CONTENT_COLOR_ALPHA;
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{
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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 |= ThebesLayerBuffer::PAINT_WILL_RESAMPLE;
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}
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if (!(flags & ThebesLayerBuffer::PAINT_WILL_RESAMPLE)) {
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if (MayResample()) {
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flags |= ThebesLayerBuffer::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, contentType, flags);
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mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);
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if (state.mContext) {
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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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nsIntRegion extendedDrawRegion = state.mRegionToDraw;
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SetAntialiasingFlags(this, state.mContext);
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PaintBuffer(state.mContext,
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state.mRegionToDraw, extendedDrawRegion, state.mRegionToInvalidate,
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state.mDidSelfCopy);
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MOZ_LAYERS_LOG_IF_SHADOWABLE(this, ("Layer::Mutated(%p) PaintThebes", this));
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Mutated();
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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());
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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()->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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}
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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)
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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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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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NS_ASSERTION(InConstruction(), "Only allowed in construction phase");
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#ifdef FORCE_BASICTILEDTHEBESLAYER
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if (GetCompositorBackendType() == LAYERS_OPENGL) {
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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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#endif
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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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