gecko/gfx/layers/composite/ContainerLayerComposite.cpp
Thinker K.F. Li c4820d6fca Bug 1097464 - Part 6: Handle preserves-3d by compositor. r=roc
Remove WrapPreserve3DList() and replaced it by creating a
nsDisplayTransform item for each transformed frame.

 - Add an additional item for each top frame extending 3D context to
   separate consequence contexts.

 - Effective transform of a layer is the accumulation of ancestors in
   the same 3D context.

 - The layers creating new context and extended by children need a
   temporary buffer if it's effective transform is not 2D.

 - Clip rects are accumulated along the context chain.

 - Visible rects of items are computed from dirty regions of the frame
   creating the context and accumulated transforms.

 - Bounds of items are computed from accumulated transforms and
   accumulated bounds of the descent frames.

 - Backface hidden is handled by compositor and BasicLayerManager.
2015-09-17 03:31:00 +02:00

870 lines
32 KiB
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Executable File

/* -*- 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 "ContainerLayerComposite.h"
#include <algorithm> // for min
#include "apz/src/AsyncPanZoomController.h" // for AsyncPanZoomController
#include "FrameMetrics.h" // for FrameMetrics
#include "Units.h" // for LayerRect, LayerPixel, etc
#include "gfxPrefs.h" // for gfxPrefs
#include "gfxUtils.h" // for gfxUtils, etc
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/RefPtr.h" // for RefPtr
#include "mozilla/UniquePtr.h" // for UniquePtr
#include "mozilla/gfx/BaseRect.h" // for BaseRect
#include "mozilla/gfx/Matrix.h" // for Matrix4x4
#include "mozilla/gfx/Point.h" // for Point, IntPoint
#include "mozilla/gfx/Rect.h" // for IntRect, Rect
#include "mozilla/layers/Compositor.h" // for Compositor, etc
#include "mozilla/layers/CompositorTypes.h" // for DiagnosticFlags::CONTAINER
#include "mozilla/layers/Effects.h" // for Effect, EffectChain, etc
#include "mozilla/layers/TextureHost.h" // for CompositingRenderTarget
#include "mozilla/layers/AsyncCompositionManager.h" // for ViewTransform
#include "mozilla/layers/LayerMetricsWrapper.h" // for LayerMetricsWrapper
#include "mozilla/mozalloc.h" // for operator delete, etc
#include "mozilla/nsRefPtr.h" // for nsRefPtr
#include "nsDebug.h" // for NS_ASSERTION
#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
#include "nsISupportsUtils.h" // for NS_ADDREF, NS_RELEASE
#include "nsRegion.h" // for nsIntRegion
#include "nsTArray.h" // for nsAutoTArray
#include "TextRenderer.h" // for TextRenderer
#include <vector>
#include "GeckoProfiler.h" // for GeckoProfiler
#ifdef MOZ_ENABLE_PROFILER_SPS
#include "ProfilerMarkers.h" // for ProfilerMarkers
#endif
#define CULLING_LOG(...)
// #define CULLING_LOG(...) printf_stderr("CULLING: " __VA_ARGS__)
#define DUMP(...) do { if (getenv("DUMP_DEBUG")) { printf_stderr(__VA_ARGS__); } } while(0)
#define XYWH(k) (k).x, (k).y, (k).width, (k).height
#define XY(k) (k).x, (k).y
#define WH(k) (k).width, (k).height
namespace mozilla {
namespace layers {
using namespace gfx;
static bool
LayerHasCheckerboardingAPZC(Layer* aLayer, gfxRGBA* aOutColor)
{
for (LayerMetricsWrapper i(aLayer, LayerMetricsWrapper::StartAt::BOTTOM); i; i = i.GetParent()) {
if (!i.Metrics().IsScrollable()) {
continue;
}
if (i.GetApzc() && i.GetApzc()->IsCurrentlyCheckerboarding()) {
if (aOutColor) {
*aOutColor = i.Metrics().GetBackgroundColor();
}
return true;
}
break;
}
return false;
}
static void DrawLayerInfo(const RenderTargetIntRect& aClipRect,
LayerManagerComposite* aManager,
Layer* aLayer)
{
if (aLayer->GetType() == Layer::LayerType::TYPE_CONTAINER) {
// XXX - should figure out a way to render this, but for now this
// is hard to do, since it will often get superimposed over the first
// child of the layer, which is bad.
return;
}
std::stringstream ss;
aLayer->PrintInfo(ss, "");
nsIntRegion visibleRegion = aLayer->GetVisibleRegion();
uint32_t maxWidth = std::min<uint32_t>(visibleRegion.GetBounds().width, 500);
IntPoint topLeft = visibleRegion.GetBounds().TopLeft();
aManager->GetTextRenderer()->RenderText(ss.str().c_str(), topLeft,
aLayer->GetEffectiveTransform(), 16,
maxWidth);
}
template<class ContainerT>
static gfx::IntRect ContainerVisibleRect(ContainerT* aContainer)
{
gfx::IntRect surfaceRect = aContainer->GetEffectiveVisibleRegion().GetBounds();
return surfaceRect;
}
static void PrintUniformityInfo(Layer* aLayer)
{
#ifdef MOZ_ENABLE_PROFILER_SPS
if (!profiler_is_active()) {
return;
}
// Don't want to print a log for smaller layers
if (aLayer->GetEffectiveVisibleRegion().GetBounds().width < 300 ||
aLayer->GetEffectiveVisibleRegion().GetBounds().height < 300) {
return;
}
Matrix4x4 transform = aLayer->AsLayerComposite()->GetShadowTransform();
if (!transform.Is2D()) {
return;
}
Point translation = transform.As2D().GetTranslation();
LayerTranslationPayload* payload = new LayerTranslationPayload(aLayer, translation);
PROFILER_MARKER_PAYLOAD("LayerTranslation", payload);
#endif
}
/* all of the per-layer prepared data we need to maintain */
struct PreparedLayer
{
PreparedLayer(LayerComposite *aLayer, RenderTargetIntRect aClipRect) :
mLayer(aLayer), mClipRect(aClipRect) {}
LayerComposite* mLayer;
RenderTargetIntRect mClipRect;
};
template<class ContainerT> void
ContainerRenderVR(ContainerT* aContainer,
LayerManagerComposite* aManager,
const gfx::IntRect& aClipRect,
gfx::VRHMDInfo* aHMD)
{
RefPtr<CompositingRenderTarget> surface;
Compositor* compositor = aManager->GetCompositor();
RefPtr<CompositingRenderTarget> previousTarget = compositor->GetCurrentRenderTarget();
float opacity = aContainer->GetEffectiveOpacity();
// The size of each individual eye surface
gfx::IntSize eyeResolution = aHMD->SuggestedEyeResolution();
gfx::IntRect eyeRect[2];
eyeRect[0] = gfx::IntRect(0, 0, eyeResolution.width, eyeResolution.height);
eyeRect[1] = gfx::IntRect(eyeResolution.width, 0, eyeResolution.width, eyeResolution.height);
// The intermediate surface size; we're going to assume that we're not going to run
// into max texture size limits
gfx::IntRect surfaceRect = gfx::IntRect(0, 0, eyeResolution.width * 2, eyeResolution.height);
int32_t maxTextureSize = compositor->GetMaxTextureSize();
surfaceRect.width = std::min(maxTextureSize, surfaceRect.width);
surfaceRect.height = std::min(maxTextureSize, surfaceRect.height);
gfx::VRHMDRenderingSupport *vrRendering = aHMD->GetRenderingSupport();
if (PR_GetEnv("NO_VR_RENDERING")) vrRendering = nullptr;
if (vrRendering) {
if (!aContainer->mVRRenderTargetSet || aContainer->mVRRenderTargetSet->size != surfaceRect.Size()) {
aContainer->mVRRenderTargetSet = vrRendering->CreateRenderTargetSet(compositor, surfaceRect.Size());
}
surface = aContainer->mVRRenderTargetSet->GetNextRenderTarget();
if (!surface) {
NS_WARNING("GetNextRenderTarget failed");
return;
}
} else {
surface = compositor->CreateRenderTarget(surfaceRect, INIT_MODE_CLEAR);
if (!surface) {
return;
}
}
gfx::IntRect rtBounds = previousTarget->GetRect();
DUMP("eyeResolution: %d %d targetRT: %d %d %d %d\n", WH(eyeResolution), XYWH(rtBounds));
compositor->SetRenderTarget(surface);
nsAutoTArray<Layer*, 12> children;
aContainer->SortChildrenBy3DZOrder(children);
gfx::Matrix4x4 origTransform = aContainer->GetEffectiveTransform();
for (uint32_t i = 0; i < children.Length(); i++) {
LayerComposite* layerToRender = static_cast<LayerComposite*>(children.ElementAt(i)->ImplData());
Layer* layer = layerToRender->GetLayer();
uint32_t contentFlags = layer->GetContentFlags();
if (layer->IsBackfaceHidden()) {
continue;
}
if (!layer->IsVisible() && !layer->AsContainerLayer()) {
continue;
}
// We flip between pre-rendered and Gecko-rendered VR based on
// whether the child layer of this VR container layer has
// CONTENT_EXTEND_3D_CONTEXT or not.
if ((contentFlags & Layer::CONTENT_EXTEND_3D_CONTEXT) == 0) {
// This layer is native VR
DUMP("%p Switching to pre-rendered VR\n", aContainer);
// XXX we still need depth test here, but we have no way of preserving
// depth anyway in native VR layers until we have a way to save them
// from WebGL (and maybe depth video?)
compositor->SetRenderTarget(surface);
aContainer->ReplaceEffectiveTransform(origTransform);
// If this native-VR child layer does not have sizes that match
// the eye resolution (that is, returned by the recommended
// render rect from the HMD device), then we need to scale it
// up/down.
Rect layerBounds;
// XXX this is a hack! Canvas layers aren't reporting the
// proper bounds here (visible region bounds are 0,0,0,0)
// and I'm not sure if this is the bounds we want anyway.
if (layer->GetType() == Layer::TYPE_CANVAS) {
layerBounds = ToRect(static_cast<CanvasLayer*>(layer)->GetBounds());
} else {
layerBounds = ToRect(layer->GetEffectiveVisibleRegion().GetBounds());
}
const gfx::Matrix4x4 childTransform = layer->GetEffectiveTransform();
layerBounds = childTransform.TransformBounds(layerBounds);
DUMP(" layer %p [type %d] bounds [%f %f %f %f] surfaceRect [%d %d %d %d]\n", layer, (int) layer->GetType(),
XYWH(layerBounds), XYWH(surfaceRect));
bool restoreTransform = false;
if ((layerBounds.width != 0 && layerBounds.height != 0) &&
(layerBounds.width != surfaceRect.width ||
layerBounds.height != surfaceRect.height))
{
DUMP(" layer %p doesn't match, prescaling by %f %f\n", layer,
surfaceRect.width / float(layerBounds.width),
surfaceRect.height / float(layerBounds.height));
gfx::Matrix4x4 scaledChildTransform(childTransform);
scaledChildTransform.PreScale(surfaceRect.width / layerBounds.width,
surfaceRect.height / layerBounds.height,
1.0f);
layer->ReplaceEffectiveTransform(scaledChildTransform);
restoreTransform = true;
}
// XXX these are both clip rects, which end up as scissor rects in the compositor. So we just
// pass the full target surface rect here.
layerToRender->Prepare(RenderTargetIntRect(surfaceRect.x, surfaceRect.y,
surfaceRect.width, surfaceRect.height));
layerToRender->RenderLayer(surfaceRect);
if (restoreTransform) {
layer->ReplaceEffectiveTransform(childTransform);
}
} else {
// Gecko-rendered CSS VR -- not supported yet, so just don't render this layer!
}
}
DUMP(" -- ContainerRenderVR [%p] after child layers\n", aContainer);
// Now put back the original transfom on this container
aContainer->ReplaceEffectiveTransform(origTransform);
// then bind the original target and draw with distortion
compositor->SetRenderTarget(previousTarget);
if (vrRendering) {
vrRendering->SubmitFrame(aContainer->mVRRenderTargetSet);
DUMP("<<< ContainerRenderVR [used vrRendering] [%p]\n", aContainer);
if (!gfxPrefs::VRMirrorTextures()) {
return;
}
}
gfx::Rect rect(surfaceRect.x, surfaceRect.y, surfaceRect.width, surfaceRect.height);
gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height);
// The VR geometry may not cover the entire area; we need to fill with a solid color
// first.
// XXX should DrawQuad handle this on its own? Is there a time where we wouldn't want
// to do this? (e.g. something like Cardboard would not require distortion so will fill
// the entire rect)
EffectChain solidEffect(aContainer);
solidEffect.mPrimaryEffect = new EffectSolidColor(Color(0.0, 0.0, 0.0, 1.0));
aManager->GetCompositor()->DrawQuad(rect, rect, solidEffect, 1.0, gfx::Matrix4x4());
// draw the temporary surface with VR distortion to the original destination
EffectChain vrEffect(aContainer);
bool skipDistortion = vrRendering || PR_GetEnv("MOZ_GFX_VR_NO_DISTORTION");
if (skipDistortion) {
vrEffect.mPrimaryEffect = new EffectRenderTarget(surface);
} else {
vrEffect.mPrimaryEffect = new EffectVRDistortion(aHMD, surface);
}
gfx::Matrix4x4 scaleTransform = aContainer->GetEffectiveTransform();
scaleTransform.PreScale(rtBounds.width / float(surfaceRect.width),
rtBounds.height / float(surfaceRect.height),
1.0f);
// XXX we shouldn't use visibleRect here -- the VR distortion needs to know the
// full rect, not just the visible one. Luckily, right now, VR distortion is only
// rendered when the element is fullscreen, so the visibleRect will be right anyway.
aManager->GetCompositor()->DrawQuad(rect, clipRect, vrEffect, opacity,
scaleTransform);
DUMP("<<< ContainerRenderVR [%p]\n", aContainer);
}
/* all of the prepared data that we need in RenderLayer() */
struct PreparedData
{
RefPtr<CompositingRenderTarget> mTmpTarget;
nsAutoTArray<PreparedLayer, 12> mLayers;
bool mNeedsSurfaceCopy;
};
// ContainerPrepare is shared between RefLayer and ContainerLayer
template<class ContainerT> void
ContainerPrepare(ContainerT* aContainer,
LayerManagerComposite* aManager,
const RenderTargetIntRect& aClipRect)
{
aContainer->mPrepared = MakeUnique<PreparedData>();
aContainer->mPrepared->mNeedsSurfaceCopy = false;
gfx::VRHMDInfo *hmdInfo = aContainer->GetVRHMDInfo();
if (hmdInfo && hmdInfo->GetConfiguration().IsValid()) {
// we're not going to do anything here; instead, we'll do it all in ContainerRender.
// XXX fix this; we can win with the same optimizations. Specifically, we
// want to render thebes layers only once and then composite the intermeidate surfaces
// with different transforms twice.
return;
}
/**
* Determine which layers to draw.
*/
nsAutoTArray<Layer*, 12> children;
aContainer->SortChildrenBy3DZOrder(children);
for (uint32_t i = 0; i < children.Length(); i++) {
LayerComposite* layerToRender = static_cast<LayerComposite*>(children.ElementAt(i)->ImplData());
RenderTargetIntRect clipRect = layerToRender->GetLayer()->
CalculateScissorRect(aClipRect);
if (layerToRender->GetLayer()->IsBackfaceHidden()) {
continue;
}
// We don't want to skip container layers because otherwise their mPrepared
// may be null which is not allowed.
if (!layerToRender->GetLayer()->AsContainerLayer()) {
if (!layerToRender->GetLayer()->IsVisible()) {
CULLING_LOG("Sublayer %p has no effective visible region\n", layerToRender->GetLayer());
continue;
}
if (clipRect.IsEmpty()) {
CULLING_LOG("Sublayer %p has an empty world clip rect\n", layerToRender->GetLayer());
continue;
}
}
CULLING_LOG("Preparing sublayer %p\n", layerToRender->GetLayer());
layerToRender->Prepare(clipRect);
aContainer->mPrepared->mLayers.AppendElement(PreparedLayer(layerToRender, clipRect));
}
CULLING_LOG("Preparing container layer %p\n", aContainer->GetLayer());
/**
* Setup our temporary surface for rendering the contents of this container.
*/
gfx::IntRect surfaceRect = ContainerVisibleRect(aContainer);
if (surfaceRect.IsEmpty()) {
return;
}
bool surfaceCopyNeeded;
// DefaultComputeSupportsComponentAlphaChildren can mutate aContainer so call it unconditionally
aContainer->DefaultComputeSupportsComponentAlphaChildren(&surfaceCopyNeeded);
if (aContainer->UseIntermediateSurface()) {
if (!surfaceCopyNeeded) {
RefPtr<CompositingRenderTarget> surface = nullptr;
RefPtr<CompositingRenderTarget>& lastSurf = aContainer->mLastIntermediateSurface;
if (lastSurf && !aContainer->mChildrenChanged && lastSurf->GetRect().IsEqualEdges(surfaceRect)) {
surface = lastSurf;
}
if (!surface) {
// If we don't need a copy we can render to the intermediate now to avoid
// unecessary render target switching. This brings a big perf boost on mobile gpus.
surface = CreateOrRecycleTarget(aContainer, aManager);
MOZ_PERFORMANCE_WARNING("gfx", "[%p] Container layer requires intermediate surface rendering\n", aContainer);
RenderIntermediate(aContainer, aManager, RenderTargetPixel::ToUntyped(aClipRect), surface);
aContainer->SetChildrenChanged(false);
}
aContainer->mPrepared->mTmpTarget = surface;
} else {
MOZ_PERFORMANCE_WARNING("gfx", "[%p] Container layer requires intermediate surface copy\n", aContainer);
aContainer->mPrepared->mNeedsSurfaceCopy = true;
aContainer->mLastIntermediateSurface = nullptr;
}
} else {
aContainer->mLastIntermediateSurface = nullptr;
}
}
template<class ContainerT> void
RenderMinimap(ContainerT* aContainer, LayerManagerComposite* aManager,
const RenderTargetIntRect& aClipRect, Layer* aLayer)
{
Compositor* compositor = aManager->GetCompositor();
if (aLayer->GetFrameMetricsCount() < 1) {
return;
}
AsyncPanZoomController* controller = aLayer->GetAsyncPanZoomController(0);
if (!controller) {
return;
}
ViewTransform asyncTransformWithoutOverscroll;
ParentLayerPoint scrollOffset;
controller->SampleContentTransformForFrame(&asyncTransformWithoutOverscroll,
scrollOffset);
// Options
const int verticalPadding = 10;
const int horizontalPadding = 5;
gfx::Color backgroundColor(0.3f, 0.3f, 0.3f, 0.3f);
gfx::Color tileActiveColor(1, 1, 1, 0.5f);
gfx::Color tileBorderColor(0, 0, 0, 0.1f);
gfx::Color pageBorderColor(0, 0, 0);
gfx::Color displayPortColor(0, 1.f, 0);
gfx::Color viewPortColor(0, 0, 1.f);
// Rects
const FrameMetrics& fm = aLayer->GetFrameMetrics(0);
ParentLayerRect compositionBounds = fm.GetCompositionBounds();
LayerRect scrollRect = fm.GetScrollableRect() * fm.LayersPixelsPerCSSPixel();
LayerRect viewRect = ParentLayerRect(scrollOffset, compositionBounds.Size()) / LayerToParentLayerScale(1);
LayerRect dp = (fm.GetDisplayPort() + fm.GetScrollOffset()) * fm.LayersPixelsPerCSSPixel();
// Don't render trivial minimap. They can show up from textboxes and other tiny frames.
if (viewRect.width < 64 && viewRect.height < 64) {
return;
}
// Compute a scale with an appropriate aspect ratio
// We allocate up to 100px of width and the height of this layer.
float scaleFactor;
float scaleFactorX;
float scaleFactorY;
scaleFactorX = 100.f / scrollRect.width;
scaleFactorY = ((viewRect.height) - 2 * verticalPadding) / scrollRect.height;
scaleFactor = std::min(scaleFactorX, scaleFactorY);
Matrix4x4 transform = Matrix4x4::Scaling(scaleFactor, scaleFactor, 1);
transform.PostTranslate(horizontalPadding + compositionBounds.x, verticalPadding + compositionBounds.y, 0);
Rect clipRect = aContainer->GetEffectiveTransform().TransformBounds(
transform.TransformBounds(scrollRect.ToUnknownRect()));
clipRect.width++;
clipRect.height++;
Rect r;
r = transform.TransformBounds(scrollRect.ToUnknownRect());
compositor->FillRect(r, backgroundColor, clipRect, aContainer->GetEffectiveTransform());
/* Disabled because on long pages SlowDrawRect becomes a bottleneck.
int tileW = gfxPrefs::LayersTileWidth();
int tileH = gfxPrefs::LayersTileHeight();
for (int x = scrollRect.x; x < scrollRect.XMost(); x += tileW) {
for (int y = scrollRect.y; y < scrollRect.YMost(); y += tileH) {
LayerRect tileRect = LayerRect(x - x % tileW, y - y % tileH, tileW, tileH);
r = transform.TransformBounds(tileRect.ToUnknownRect());
if (tileRect.Intersects(dp)) {
compositor->FillRect(r, tileActiveColor, clipRect, aContainer->GetEffectiveTransform());
}
compositor->SlowDrawRect(r, tileBorderColor, clipRect, aContainer->GetEffectiveTransform());
}
}
*/
r = transform.TransformBounds(scrollRect.ToUnknownRect());
compositor->SlowDrawRect(r, pageBorderColor, clipRect, aContainer->GetEffectiveTransform());
r = transform.TransformBounds(dp.ToUnknownRect());
compositor->FillRect(r, tileActiveColor, clipRect, aContainer->GetEffectiveTransform());
r = transform.TransformBounds(dp.ToUnknownRect());
compositor->SlowDrawRect(r, displayPortColor, clipRect, aContainer->GetEffectiveTransform());
r = transform.TransformBounds(viewRect.ToUnknownRect());
compositor->SlowDrawRect(r, viewPortColor, clipRect, aContainer->GetEffectiveTransform(), 2);
}
template<class ContainerT> void
RenderLayers(ContainerT* aContainer,
LayerManagerComposite* aManager,
const RenderTargetIntRect& aClipRect)
{
Compositor* compositor = aManager->GetCompositor();
for (size_t i = 0u; i < aContainer->mPrepared->mLayers.Length(); i++) {
PreparedLayer& preparedData = aContainer->mPrepared->mLayers[i];
LayerComposite* layerToRender = preparedData.mLayer;
const RenderTargetIntRect& clipRect = preparedData.mClipRect;
Layer* layer = layerToRender->GetLayer();
gfxRGBA color;
if ((layer->GetContentFlags() & Layer::CONTENT_OPAQUE) &&
LayerHasCheckerboardingAPZC(layer, &color)) {
if (gfxPrefs::APZHighlightCheckerboardedAreas()) {
color = gfxRGBA(255 / 255.0, 188 / 255.0, 217 / 255.0, 1); // "Cotton Candy"
}
// Ideally we would want to intersect the checkerboard region from the APZ with the layer bounds
// and only fill in that area. However the layer bounds takes into account the base translation
// for the painted layer whereas the checkerboard region does not. One does not simply
// intersect areas in different coordinate spaces. So we do this a little more permissively
// and only fill in the background when we know there is checkerboard, which in theory
// should only occur transiently.
gfx::IntRect layerBounds = layer->GetLayerBounds();
EffectChain effectChain(layer);
effectChain.mPrimaryEffect = new EffectSolidColor(ToColor(color));
aManager->GetCompositor()->DrawQuad(gfx::Rect(layerBounds.x, layerBounds.y, layerBounds.width, layerBounds.height),
gfx::Rect(clipRect.ToUnknownRect()),
effectChain, layer->GetEffectiveOpacity(),
layer->GetEffectiveTransform());
}
if (layerToRender->HasLayerBeenComposited()) {
// Composer2D will compose this layer so skip GPU composition
// this time & reset composition flag for next composition phase
layerToRender->SetLayerComposited(false);
gfx::IntRect clearRect = layerToRender->GetClearRect();
if (!clearRect.IsEmpty()) {
// Clear layer's visible rect on FrameBuffer with transparent pixels
gfx::Rect fbRect(clearRect.x, clearRect.y, clearRect.width, clearRect.height);
compositor->ClearRect(fbRect);
layerToRender->SetClearRect(gfx::IntRect(0, 0, 0, 0));
}
} else {
layerToRender->RenderLayer(RenderTargetPixel::ToUntyped(clipRect));
}
if (gfxPrefs::UniformityInfo()) {
PrintUniformityInfo(layer);
}
if (gfxPrefs::DrawLayerInfo()) {
DrawLayerInfo(clipRect, aManager, layer);
}
// Draw a border around scrollable layers.
// A layer can be scrolled by multiple scroll frames. Draw a border
// for each.
// Within the list of scroll frames for a layer, the layer border for a
// scroll frame lower down is affected by the async transforms on scroll
// frames higher up, so loop from the top down, and accumulate an async
// transform as we go along.
Matrix4x4 asyncTransform;
for (uint32_t i = layer->GetFrameMetricsCount(); i > 0; --i) {
if (layer->GetFrameMetrics(i - 1).IsScrollable()) {
// Since the composition bounds are in the parent layer's coordinates,
// use the parent's effective transform rather than the layer's own.
ParentLayerRect compositionBounds = layer->GetFrameMetrics(i - 1).GetCompositionBounds();
aManager->GetCompositor()->DrawDiagnostics(DiagnosticFlags::CONTAINER,
compositionBounds.ToUnknownRect(),
gfx::Rect(aClipRect.ToUnknownRect()),
asyncTransform * aContainer->GetEffectiveTransform());
if (AsyncPanZoomController* apzc = layer->GetAsyncPanZoomController(i - 1)) {
asyncTransform = apzc->GetCurrentAsyncTransformWithOverscroll()
* asyncTransform;
}
}
}
if (gfxPrefs::APZMinimap()) {
RenderMinimap(aContainer, aManager, aClipRect, layer);
}
// invariant: our GL context should be current here, I don't think we can
// assert it though
}
}
template<class ContainerT> RefPtr<CompositingRenderTarget>
CreateOrRecycleTarget(ContainerT* aContainer,
LayerManagerComposite* aManager)
{
Compositor* compositor = aManager->GetCompositor();
SurfaceInitMode mode = INIT_MODE_CLEAR;
gfx::IntRect surfaceRect = ContainerVisibleRect(aContainer);
if (aContainer->GetEffectiveVisibleRegion().GetNumRects() == 1 &&
(aContainer->GetContentFlags() & Layer::CONTENT_OPAQUE))
{
mode = INIT_MODE_NONE;
}
RefPtr<CompositingRenderTarget>& lastSurf = aContainer->mLastIntermediateSurface;
if (lastSurf && lastSurf->GetRect().IsEqualEdges(surfaceRect)) {
if (mode == INIT_MODE_CLEAR) {
lastSurf->ClearOnBind();
}
return lastSurf;
} else {
lastSurf = compositor->CreateRenderTarget(surfaceRect, mode);
return lastSurf;
}
}
template<class ContainerT> RefPtr<CompositingRenderTarget>
CreateTemporaryTargetAndCopyFromBackground(ContainerT* aContainer,
LayerManagerComposite* aManager)
{
Compositor* compositor = aManager->GetCompositor();
gfx::IntRect visibleRect = aContainer->GetEffectiveVisibleRegion().GetBounds();
RefPtr<CompositingRenderTarget> previousTarget = compositor->GetCurrentRenderTarget();
gfx::IntRect surfaceRect = gfx::IntRect(visibleRect.x, visibleRect.y,
visibleRect.width, visibleRect.height);
gfx::IntPoint sourcePoint = gfx::IntPoint(visibleRect.x, visibleRect.y);
gfx::Matrix4x4 transform = aContainer->GetEffectiveTransform();
DebugOnly<gfx::Matrix> transform2d;
MOZ_ASSERT(transform.Is2D(&transform2d) && !gfx::ThebesMatrix(transform2d).HasNonIntegerTranslation());
sourcePoint += gfx::IntPoint(transform._41, transform._42);
sourcePoint -= compositor->GetCurrentRenderTarget()->GetOrigin();
return compositor->CreateRenderTargetFromSource(surfaceRect, previousTarget, sourcePoint);
}
template<class ContainerT> void
RenderIntermediate(ContainerT* aContainer,
LayerManagerComposite* aManager,
const gfx::IntRect& aClipRect,
RefPtr<CompositingRenderTarget> surface)
{
Compositor* compositor = aManager->GetCompositor();
RefPtr<CompositingRenderTarget> previousTarget = compositor->GetCurrentRenderTarget();
if (!surface) {
return;
}
compositor->SetRenderTarget(surface);
// pre-render all of the layers into our temporary
RenderLayers(aContainer, aManager, RenderTargetPixel::FromUntyped(aClipRect));
// Unbind the current surface and rebind the previous one.
compositor->SetRenderTarget(previousTarget);
}
template<class ContainerT> void
ContainerRender(ContainerT* aContainer,
LayerManagerComposite* aManager,
const gfx::IntRect& aClipRect)
{
MOZ_ASSERT(aContainer->mPrepared);
gfx::VRHMDInfo *hmdInfo = aContainer->GetVRHMDInfo();
if (hmdInfo && hmdInfo->GetConfiguration().IsValid()) {
ContainerRenderVR(aContainer, aManager, aClipRect, hmdInfo);
aContainer->mPrepared = nullptr;
return;
}
if (aContainer->UseIntermediateSurface()) {
RefPtr<CompositingRenderTarget> surface;
if (aContainer->mPrepared->mNeedsSurfaceCopy) {
// we needed to copy the background so we waited until now to render the intermediate
surface = CreateTemporaryTargetAndCopyFromBackground(aContainer, aManager);
RenderIntermediate(aContainer, aManager,
aClipRect, surface);
} else {
surface = aContainer->mPrepared->mTmpTarget;
}
if (!surface) {
aContainer->mPrepared = nullptr;
return;
}
gfx::Rect visibleRect(aContainer->GetEffectiveVisibleRegion().GetBounds());
nsRefPtr<Compositor> compositor = aManager->GetCompositor();
#ifdef MOZ_DUMP_PAINTING
if (gfxUtils::sDumpPainting) {
RefPtr<gfx::DataSourceSurface> surf = surface->Dump(compositor);
if (surf) {
WriteSnapshotToDumpFile(aContainer, surf);
}
}
#endif
nsRefPtr<ContainerT> container = aContainer;
RenderWithAllMasks(aContainer, compositor, aClipRect,
[&, surface, compositor, container](EffectChain& effectChain, const Rect& clipRect) {
effectChain.mPrimaryEffect = new EffectRenderTarget(surface);
compositor->DrawQuad(visibleRect, clipRect, effectChain,
container->GetEffectiveOpacity(),
container->GetEffectiveTransform());
});
} else {
RenderLayers(aContainer, aManager, RenderTargetPixel::FromUntyped(aClipRect));
}
aContainer->mPrepared = nullptr;
// If it is a scrollable container layer with no child layers, and one of the APZCs
// attached to it has a nonempty async transform, then that transform is not applied
// to any visible content. Display a warning box (conditioned on the FPS display being
// enabled).
if (gfxPrefs::LayersDrawFPS() && aContainer->IsScrollInfoLayer()) {
// Since aContainer doesn't have any children we can just iterate from the top metrics
// on it down to the bottom using GetFirstChild and not worry about walking onto another
// underlying layer.
for (LayerMetricsWrapper i(aContainer); i; i = i.GetFirstChild()) {
if (AsyncPanZoomController* apzc = i.GetApzc()) {
if (!apzc->GetAsyncTransformAppliedToContent()
&& !Matrix4x4(apzc->GetCurrentAsyncTransform()).IsIdentity()) {
aManager->UnusedApzTransformWarning();
break;
}
}
}
}
}
ContainerLayerComposite::ContainerLayerComposite(LayerManagerComposite *aManager)
: ContainerLayer(aManager, nullptr)
, LayerComposite(aManager)
{
MOZ_COUNT_CTOR(ContainerLayerComposite);
mImplData = static_cast<LayerComposite*>(this);
}
ContainerLayerComposite::~ContainerLayerComposite()
{
MOZ_COUNT_DTOR(ContainerLayerComposite);
// We don't Destroy() on destruction here because this destructor
// can be called after remote content has crashed, and it may not be
// safe to free the IPC resources of our children. Those resources
// are automatically cleaned up by IPDL-generated code.
//
// In the common case of normal shutdown, either
// LayerManagerComposite::Destroy(), a parent
// *ContainerLayerComposite::Destroy(), or Disconnect() will trigger
// cleanup of our resources.
while (mFirstChild) {
RemoveChild(mFirstChild);
}
}
void
ContainerLayerComposite::Destroy()
{
if (!mDestroyed) {
while (mFirstChild) {
static_cast<LayerComposite*>(GetFirstChild()->ImplData())->Destroy();
RemoveChild(mFirstChild);
}
mDestroyed = true;
}
}
LayerComposite*
ContainerLayerComposite::GetFirstChildComposite()
{
if (!mFirstChild) {
return nullptr;
}
return static_cast<LayerComposite*>(mFirstChild->ImplData());
}
void
ContainerLayerComposite::RenderLayer(const gfx::IntRect& aClipRect)
{
ContainerRender(this, mCompositeManager, aClipRect);
}
void
ContainerLayerComposite::Prepare(const RenderTargetIntRect& aClipRect)
{
ContainerPrepare(this, mCompositeManager, aClipRect);
}
void
ContainerLayerComposite::CleanupResources()
{
mLastIntermediateSurface = nullptr;
for (Layer* l = GetFirstChild(); l; l = l->GetNextSibling()) {
LayerComposite* layerToCleanup = static_cast<LayerComposite*>(l->ImplData());
layerToCleanup->CleanupResources();
}
}
RefLayerComposite::RefLayerComposite(LayerManagerComposite* aManager)
: RefLayer(aManager, nullptr)
, LayerComposite(aManager)
{
mImplData = static_cast<LayerComposite*>(this);
}
RefLayerComposite::~RefLayerComposite()
{
Destroy();
}
void
RefLayerComposite::Destroy()
{
MOZ_ASSERT(!mFirstChild);
mDestroyed = true;
}
LayerComposite*
RefLayerComposite::GetFirstChildComposite()
{
if (!mFirstChild) {
return nullptr;
}
return static_cast<LayerComposite*>(mFirstChild->ImplData());
}
void
RefLayerComposite::RenderLayer(const gfx::IntRect& aClipRect)
{
ContainerRender(this, mCompositeManager, aClipRect);
}
void
RefLayerComposite::Prepare(const RenderTargetIntRect& aClipRect)
{
ContainerPrepare(this, mCompositeManager, aClipRect);
}
void
RefLayerComposite::CleanupResources()
{
mLastIntermediateSurface = nullptr;
}
} // namespace layers
} // namespace mozilla