Remove BeginPaintBuffer (bug 1409871 part 18, r=nical)

Now that BeginPaintBuffer and BeginPaint are both implemented by content client,
I think it makes sense to just merge them into one method. This simplifies the
interface clients have to use.

MozReview-Commit-ID: 8bjH6WcpZS9

--HG--
extra : rebase_source : c2aad6cd9d85f7dd09652ee253683f03825e95c6
This commit is contained in:
Ryan Hunt 2017-10-18 15:20:14 -04:00
Родитель 23a0d9c85e
Коммит 04ee50acb9
4 изменённых файлов: 32 добавлений и 49 удалений

Просмотреть файл

@ -162,7 +162,7 @@ BasicPaintedLayer::Validate(LayerManager::DrawPaintedLayerCallback aCallback,
flags |= ContentClient::PAINT_NO_ROTATION;
}
PaintState state =
mContentClient->BeginPaintBuffer(this, flags);
mContentClient->BeginPaint(this, flags);
SubtractFromValidRegion(state.mRegionToInvalidate);
DrawTarget* target = mContentClient->BorrowDrawTargetForPainting(state);

Просмотреть файл

@ -138,11 +138,9 @@ ClientPaintedLayer::PaintThebes(nsTArray<ReadbackProcessor::Update>* aReadbackUp
NS_ASSERTION(ClientManager()->InDrawing(),
"Can only draw in drawing phase");
mContentClient->BeginPaint();
uint32_t flags = GetPaintFlags();
PaintState state = mContentClient->BeginPaintBuffer(this, flags);
PaintState state = mContentClient->BeginPaint(this, flags);
if (!UpdatePaintRegion(state)) {
return;
}
@ -208,11 +206,9 @@ ClientPaintedLayer::PaintThebes(nsTArray<ReadbackProcessor::Update>* aReadbackUp
bool
ClientPaintedLayer::PaintOffMainThread()
{
mContentClient->BeginAsyncPaint();
uint32_t flags = GetPaintFlags();
PaintState state = mContentClient->BeginPaintBuffer(this, flags);
PaintState state = mContentClient->BeginPaint(this, flags | ContentClient::PAINT_ASYNC);
if (!UpdatePaintRegion(state)) {
return false;
}

Просмотреть файл

@ -111,9 +111,13 @@ ContentClient::Clear()
}
ContentClient::PaintState
ContentClient::BeginPaintBuffer(PaintedLayer* aLayer,
uint32_t aFlags)
ContentClient::BeginPaint(PaintedLayer* aLayer,
uint32_t aFlags)
{
if (aFlags & PAINT_ASYNC) {
mInAsyncPaint = true;
}
PaintState result;
BufferDecision dest = CalculateBufferForPaint(aLayer, aFlags);
@ -476,12 +480,6 @@ ContentClient::LockMode() const
: OpenMode::OPEN_READ_WRITE;
}
void
ContentClient::BeginAsyncPaint()
{
mInAsyncPaint = true;
}
void
ContentClient::EndPaint(nsTArray<ReadbackProcessor::Update>* aReadbackUpdates)
{
@ -845,43 +843,36 @@ ContentClientDoubleBuffered::SwapBuffers(const nsIntRegion& aFrontUpdatedRegion)
mFrontAndBackBufferDiffer = true;
}
void
ContentClientDoubleBuffered::BeginPaint()
ContentClient::PaintState
ContentClientDoubleBuffered::BeginPaint(PaintedLayer* aLayer,
uint32_t aFlags)
{
EnsureBackBufferIfFrontBuffer();
mIsNewBuffer = false;
if (!mFrontAndBackBufferDiffer) {
return;
}
if (!mFrontBuffer || !mBuffer) {
mFrontAndBackBufferDiffer = false;
return;
}
if (mFrontBuffer->DidSelfCopy()) {
// We can't easily draw our front buffer into us, since we're going to be
// copying stuff around anyway it's easiest if we just move our situation
// to non-rotated while we're at it. If this situation occurs we'll have
// hit a self-copy path in PaintThebes before as well anyway.
gfx::IntRect backBufferRect = mBuffer->BufferRect();
backBufferRect.MoveTo(mFrontBuffer->BufferRect().TopLeft());
if (mFrontAndBackBufferDiffer) {
if (mFrontBuffer->DidSelfCopy()) {
// We can't easily draw our front buffer into us, since we're going to be
// copying stuff around anyway it's easiest if we just move our situation
// to non-rotated while we're at it. If this situation occurs we'll have
// hit a self-copy path in PaintThebes before as well anyway.
gfx::IntRect backBufferRect = mBuffer->BufferRect();
backBufferRect.MoveTo(mFrontBuffer->BufferRect().TopLeft());
mBuffer->SetBufferRect(backBufferRect);
mBuffer->SetBufferRotation(IntPoint(0,0));
return;
mBuffer->SetBufferRect(backBufferRect);
mBuffer->SetBufferRotation(IntPoint(0,0));
} else {
mBuffer->SetBufferRect(mFrontBuffer->BufferRect());
mBuffer->SetBufferRotation(mFrontBuffer->BufferRotation());
}
}
mBuffer->SetBufferRect(mFrontBuffer->BufferRect());
mBuffer->SetBufferRotation(mFrontBuffer->BufferRotation());
}
void
ContentClientDoubleBuffered::BeginAsyncPaint()
{
BeginPaint();
mInAsyncPaint = true;
return ContentClient::BeginPaint(aLayer, aFlags);
}
// Sync front/back buffers content

Просмотреть файл

@ -119,7 +119,8 @@ public:
enum {
PAINT_WILL_RESAMPLE = 0x01,
PAINT_NO_ROTATION = 0x02,
PAINT_CAN_DRAW_ROTATED = 0x04
PAINT_CAN_DRAW_ROTATED = 0x04,
PAINT_ASYNC = 0x08,
};
/**
@ -142,7 +143,8 @@ public:
* will need to call BorrowDrawTargetForPainting multiple times to achieve
* this.
*/
PaintState BeginPaintBuffer(PaintedLayer* aLayer, uint32_t aFlags);
virtual PaintState BeginPaint(PaintedLayer* aLayer, uint32_t aFlags);
virtual void EndPaint(nsTArray<ReadbackProcessor::Update>* aReadbackUpdates = nullptr);
/**
* Fetch a DrawTarget for rendering. The DrawTarget remains owned by
@ -175,11 +177,6 @@ public:
void ReturnDrawTarget(gfx::DrawTarget*& aReturned);
// Call before and after painting into this content client
virtual void BeginPaint() {}
virtual void BeginAsyncPaint();
virtual void EndPaint(nsTArray<ReadbackProcessor::Update>* aReadbackUpdates = nullptr);
static bool PrepareDrawTargetForPainting(CapturedPaintState*);
enum {
@ -371,8 +368,7 @@ public:
virtual void SwapBuffers(const nsIntRegion& aFrontUpdatedRegion) override;
virtual void BeginPaint() override;
virtual void BeginAsyncPaint() override;
virtual PaintState BeginPaint(PaintedLayer* aLayer, uint32_t aFlags) override;
virtual void FinalizeFrame(const nsIntRegion& aRegionToDraw) override;