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/* -*- Mode: C++; tab-width: 2; 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 "ClientThebesLayer.h"
#include "ClientTiledThebesLayer.h"
using namespace mozilla::gfx;
namespace mozilla {
namespace layers {
static void
SetAntialiasingFlags(Layer* aLayer, gfxContext* aTarget)
{
if (!aTarget->IsCairo()) {
RefPtr<DrawTarget> dt = aTarget->GetDrawTarget();
if (dt->GetFormat() != FORMAT_B8G8R8A8) {
return;
}
const nsIntRect& bounds = aLayer->GetVisibleRegion().GetBounds();
gfx::Rect transformedBounds = dt->GetTransform().TransformBounds(gfx::Rect(Float(bounds.x), Float(bounds.y),
Float(bounds.width), Float(bounds.height)));
transformedBounds.RoundOut();
IntRect intTransformedBounds;
transformedBounds.ToIntRect(&intTransformedBounds);
dt->SetPermitSubpixelAA(!(aLayer->GetContentFlags() & Layer::CONTENT_COMPONENT_ALPHA) ||
dt->GetOpaqueRect().Contains(intTransformedBounds));
} else {
nsRefPtr<gfxASurface> surface = aTarget->CurrentSurface();
if (surface->GetContentType() != gfxASurface::CONTENT_COLOR_ALPHA) {
// Destination doesn't have alpha channel; no need to set any special flags
return;
}
const nsIntRect& bounds = aLayer->GetVisibleRegion().GetBounds();
surface->SetSubpixelAntialiasingEnabled(
!(aLayer->GetContentFlags() & Layer::CONTENT_COMPONENT_ALPHA) ||
surface->GetOpaqueRect().Contains(
aTarget->UserToDevice(gfxRect(bounds.x, bounds.y, bounds.width, bounds.height))));
}
}
void
ClientThebesLayer::PaintThebes()
{
PROFILER_LABEL("ClientThebesLayer", "PaintThebes");
NS_ASSERTION(ClientManager()->InDrawing(),
"Can only draw in drawing phase");
//TODO: This is going to copy back pixels that we might end up
// drawing over anyway. It would be nice if we could avoid
// this duplication.
mContentClient->SyncFrontBufferToBackBuffer();
bool canUseOpaqueSurface = CanUseOpaqueSurface();
ContentType contentType =
canUseOpaqueSurface ? gfxASurface::CONTENT_COLOR :
gfxASurface::CONTENT_COLOR_ALPHA;
{
uint32_t flags = 0;
#ifndef MOZ_WIDGET_ANDROID
if (ClientManager()->CompositorMightResample()) {
flags |= ThebesLayerBuffer::PAINT_WILL_RESAMPLE;
}
if (!(flags & ThebesLayerBuffer::PAINT_WILL_RESAMPLE)) {
if (MayResample()) {
flags |= ThebesLayerBuffer::PAINT_WILL_RESAMPLE;
}
}
#endif
PaintState state =
mContentClient->BeginPaintBuffer(this, contentType, flags);
mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);
if (state.mContext) {
// The area that became invalid and is visible needs to be repainted
// (this could be the whole visible area if our buffer switched
// from RGB to RGBA, because we might need to repaint with
// subpixel AA)
state.mRegionToInvalidate.And(state.mRegionToInvalidate,
GetEffectiveVisibleRegion());
nsIntRegion extendedDrawRegion = state.mRegionToDraw;
SetAntialiasingFlags(this, state.mContext);
PaintBuffer(state.mContext,
state.mRegionToDraw, extendedDrawRegion, state.mRegionToInvalidate,
state.mDidSelfCopy);
MOZ_LAYERS_LOG_IF_SHADOWABLE(this, ("Layer::Mutated(%p) PaintThebes", this));
Mutated();
} else {
// It's possible that state.mRegionToInvalidate is nonempty here,
// if we are shrinking the valid region to nothing. So use mRegionToDraw
// instead.
NS_WARN_IF_FALSE(state.mRegionToDraw.IsEmpty(),
"No context when we have something to draw, resource exhaustion?");
}
}
}
void
ClientThebesLayer::RenderLayer()
{
if (GetMaskLayer()) {
ToClientLayer(GetMaskLayer())->RenderLayer();
}
if (!mContentClient) {
mContentClient = ContentClient::CreateContentClient(ClientManager());
if (!mContentClient) {
return;
}
mContentClient->Connect();
ClientManager()->Attach(mContentClient, this);
MOZ_ASSERT(mContentClient->GetForwarder());
}
mContentClient->BeginPaint();
PaintThebes();
mContentClient->EndPaint();
}
void
ClientThebesLayer::PaintBuffer(gfxContext* aContext,
const nsIntRegion& aRegionToDraw,
const nsIntRegion& aExtendedRegionToDraw,
const nsIntRegion& aRegionToInvalidate,
bool aDidSelfCopy)
{
ContentClientRemote* contentClientRemote = static_cast<ContentClientRemote*>(mContentClient.get());
MOZ_ASSERT(contentClientRemote->GetIPDLActor());
// NB: this just throws away the entire valid region if there are
// too many rects.
mValidRegion.SimplifyInward(8);
if (!ClientManager()->GetThebesLayerCallback()) {
ClientManager()->SetTransactionIncomplete();
return;
}
ClientManager()->GetThebesLayerCallback()(this,
aContext,
aExtendedRegionToDraw,
aRegionToInvalidate,
ClientManager()->GetThebesLayerCallbackData());
// Everything that's visible has been validated. Do this instead of just
// OR-ing with aRegionToDraw, since that can lead to a very complex region
// here (OR doesn't automatically simplify to the simplest possible
// representation of a region.)
nsIntRegion tmp;
tmp.Or(mVisibleRegion, aExtendedRegionToDraw);
mValidRegion.Or(mValidRegion, tmp);
// Hold(this) ensures this layer is kept alive through the current transaction
// The ContentClient assumes this layer is kept alive (e.g., in CreateBuffer,
// DestroyThebesBuffer), so deleting this Hold for whatever reason will break things.
ClientManager()->Hold(this);
contentClientRemote->Updated(aRegionToDraw,
mVisibleRegion,
aDidSelfCopy);
}
already_AddRefed<ThebesLayer>
ClientLayerManager::CreateThebesLayer()
{
NS_ASSERTION(InConstruction(), "Only allowed in construction phase");
#ifdef FORCE_BASICTILEDTHEBESLAYER
if (GetCompositorBackendType() == LAYERS_OPENGL) {
nsRefPtr<ClientTiledThebesLayer> layer =
new ClientTiledThebesLayer(this);
CREATE_SHADOW(Thebes);
return layer.forget();
} else
#endif
{
nsRefPtr<ClientThebesLayer> layer =
new ClientThebesLayer(this);
CREATE_SHADOW(Thebes);
return layer.forget();
}
}
}
}
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