Bug 1236043 - Add a TiledRegion class. r=jrmuizel

MozReview-Commit-ID: Fb0kBGo3yYo

--HG--
extra : rebase_source : 540035c7ac0598c55c433b25042997feb7da967b
This commit is contained in:
Markus Stange 2016-04-18 13:48:58 -04:00
Родитель aa4de9b2d6
Коммит 733dca9123
4 изменённых файлов: 653 добавлений и 0 удалений

357
gfx/src/TiledRegion.cpp Normal file
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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 "TiledRegion.h"
#include <algorithm>
#include "mozilla/fallible.h"
namespace mozilla {
namespace gfx {
static const int32_t kTileSize = 256;
/**
* TiledRegionImpl stores an array of non-empty rectangles (pixman_box32_ts) to
* represent the region. Each rectangle is contained in a single tile;
* rectangles never cross tile boundaries. The rectangles are sorted by their
* tile's origin in top-to-bottom, left-to-right order.
* (Note that this can mean that a rectangle r1 can come before another
* rectangle r2 even if r2.y1 < r1.y1, as long as the two rects are in the same
* row of tiles and r1.x1 < r2.x1.)
* Empty tiles take up no space in the array - there is no rectangle stored for
* them. As a result, any algorithm that needs to deal with empty tiles will
* iterate through the mRects array and compare the positions of two
* consecutive rects to figure out whether there are any empty tiles between
* them.
*/
static pixman_box32_t
IntersectionOfNonEmptyBoxes(const pixman_box32_t& aBox1,
const pixman_box32_t& aBox2)
{
return pixman_box32_t {
std::max(aBox1.x1, aBox2.x1),
std::max(aBox1.y1, aBox2.y1),
std::min(aBox1.x2, aBox2.x2),
std::min(aBox1.y2, aBox2.y2)
};
}
// A TileIterator points to a specific tile inside a certain tile range, or to
// the end of the tile range. Advancing a TileIterator will move to the next
// tile inside the range (or to the range end). The next tile is either the
// tile to the right of the current one, or the first tile of the next tile
// row if the current tile is already the last tile in the row.
class TileIterator {
public:
TileIterator(const pixman_box32_t& aTileBounds, const IntPoint& aPosition)
: mTileBounds(aTileBounds)
, mPos(aPosition)
{}
bool operator!=(const TileIterator& aOther) { return mPos != aOther.mPos; }
bool operator==(const TileIterator& aOther) { return mPos == aOther.mPos; }
IntPoint operator*() const { return mPos; }
const TileIterator& operator++() {
mPos.x += kTileSize;
if (mPos.x >= mTileBounds.x2) {
mPos.x = mTileBounds.x1;
mPos.y += kTileSize;
}
return *this;
}
TileIterator& operator=(const IntPoint& aPosition)
{
mPos = aPosition;
return *this;
}
bool IsBeforeTileContainingPoint(const IntPoint& aPoint) const
{
return (mPos.y + kTileSize) <= aPoint.y ||
(mPos.y <= aPoint.y && (mPos.x + kTileSize) <= aPoint.x);
}
bool IsAtTileContainingPoint(const IntPoint& aPoint) const
{
return mPos.y <= aPoint.y && aPoint.y < (mPos.y + kTileSize) &&
mPos.x <= aPoint.x && aPoint.x < (mPos.x + kTileSize);
}
pixman_box32_t IntersectionWith(const pixman_box32_t& aRect) const
{
pixman_box32_t tile = { mPos.x, mPos.y,
mPos.x + kTileSize, mPos.y + kTileSize };
return IntersectionOfNonEmptyBoxes(tile, aRect);
}
private:
const pixman_box32_t& mTileBounds;
IntPoint mPos;
};
// A TileRange describes a range of tiles contained inside a certain tile
// bounds (which is a rectangle that includes all tiles that you're
// interested in). The tile range can start and end at any point inside a
// tile row.
// The tile range end is described by the tile that starts at the bottom
// left corner of the tile bounds, i.e. the first tile under the tile
// bounds.
class TileRange {
public:
// aTileBounds, aStart and aEnd need to be aligned with the tile grid.
TileRange(const pixman_box32_t& aTileBounds,
const IntPoint& aStart, const IntPoint& aEnd)
: mTileBounds(aTileBounds)
, mStart(aStart)
, mEnd(aEnd)
{}
// aTileBounds needs to be aligned with the tile grid.
explicit TileRange(const pixman_box32_t& aTileBounds)
: mTileBounds(aTileBounds)
, mStart(mTileBounds.x1, mTileBounds.y1)
, mEnd(mTileBounds.x1, mTileBounds.y2)
{}
TileIterator Begin() const { return TileIterator(mTileBounds, mStart); }
TileIterator End() const { return TileIterator(mTileBounds, mEnd); }
// The number of tiles in this tile range.
size_t Length() const
{
if (mEnd.y == mStart.y) {
return (mEnd.x - mStart.x) / kTileSize;
}
size_t numberOfFullRows = (mEnd.y - mStart.y) / kTileSize - 1;
return ((mTileBounds.x2 - mStart.x) +
(mTileBounds.x2 - mTileBounds.x1) * numberOfFullRows +
(mEnd.x - mTileBounds.x1)) / kTileSize;
}
// If aTileOrigin does not describe a tile inside our tile bounds, move it
// to the next tile that you'd encounter by "advancing" a tile iterator
// inside these tile bounds. If aTileOrigin is after the last tile inside
// our tile bounds, move it to the range end tile.
// The result of this method is a valid end tile for a tile range with our
// tile bounds.
IntPoint MoveIntoBounds(const IntPoint& aTileOrigin) const
{
IntPoint p = aTileOrigin;
if (p.x < mTileBounds.x1) {
p.x = mTileBounds.x1;
} else if (p.x >= mTileBounds.x2) {
p.x = mTileBounds.x1;
p.y += kTileSize;
}
if (p.y < mTileBounds.y1) {
p.y = mTileBounds.y1;
p.x = mTileBounds.x1;
} else if (p.y >= mTileBounds.y2) {
// There's only one valid state after the end of the tile range, and that's
// the bottom left point of the tile bounds.
p.x = mTileBounds.x1;
p.y = mTileBounds.y2;
}
return p;
}
private:
const pixman_box32_t& mTileBounds;
const IntPoint mStart;
const IntPoint mEnd;
};
static IntPoint
TileContainingPoint(const IntPoint& aPoint)
{
return IntPoint(RoundDownToMultiple(aPoint.x, kTileSize),
RoundDownToMultiple(aPoint.y, kTileSize));
}
enum class IterationAction : uint8_t {
CONTINUE,
STOP
};
enum class IterationEndReason : uint8_t {
NOT_STOPPED,
STOPPED
};
template<
typename HandleEmptyTilesFunction,
typename HandleNonEmptyTileFunction,
typename RectArrayT>
IterationEndReason ProcessIntersectedTiles(const pixman_box32_t& aRect,
RectArrayT& aRectArray,
HandleEmptyTilesFunction aHandleEmptyTiles,
HandleNonEmptyTileFunction aHandleNonEmptyTile)
{
pixman_box32_t tileBounds = {
RoundDownToMultiple(aRect.x1, kTileSize),
RoundDownToMultiple(aRect.y1, kTileSize),
RoundUpToMultiple(aRect.x2, kTileSize),
RoundUpToMultiple(aRect.y2, kTileSize)
};
TileRange tileRange(tileBounds);
TileIterator rangeEnd = tileRange.End();
// tileIterator points to the next tile in tileRange, or to rangeEnd if we're
// done.
TileIterator tileIterator = tileRange.Begin();
// We iterate over the rectangle array. Depending on the position of the
// rectangle we encounter, we may need to advance tileIterator by zero, one,
// or more tiles:
// - Zero if the rectangle we encountered is outside the tiles that
// intersect aRect.
// - One if the rectangle is in the exact tile that we're interested in next
// (i.e. the tile that tileIterator points at).
// - More than one if the encountered rectangle is in a tile that's further
// to the right or to the bottom than tileIterator. In that case there is
// at least one empty tile between the last rectangle we encountered and
// the current one.
for (size_t i = 0; i < aRectArray.Length() && tileIterator != rangeEnd; i++) {
MOZ_ASSERT(aRectArray[i].x1 < aRectArray[i].x2 && aRectArray[i].y1 < aRectArray[i].y2, "empty rect");
IntPoint rectOrigin(aRectArray[i].x1, aRectArray[i].y1);
if (tileIterator.IsBeforeTileContainingPoint(rectOrigin)) {
IntPoint tileOrigin = TileContainingPoint(rectOrigin);
IntPoint afterEmptyTiles = tileRange.MoveIntoBounds(tileOrigin);
TileRange emptyTiles(tileBounds, *tileIterator, afterEmptyTiles);
if (aHandleEmptyTiles(aRectArray, i, emptyTiles) == IterationAction::STOP) {
return IterationEndReason::STOPPED;
}
tileIterator = afterEmptyTiles;
if (tileIterator == rangeEnd) {
return IterationEndReason::NOT_STOPPED;
}
}
if (tileIterator.IsAtTileContainingPoint(rectOrigin)) {
pixman_box32_t rectIntersection = tileIterator.IntersectionWith(aRect);
if (aHandleNonEmptyTile(aRectArray, i, rectIntersection) == IterationAction::STOP) {
return IterationEndReason::STOPPED;
}
++tileIterator;
}
}
if (tileIterator != rangeEnd) {
// We've looked at all of our existing rectangles but haven't covered all
// of the tiles that we're interested in yet. So we need to deal with the
// remaining tiles now.
size_t endIndex = aRectArray.Length();
TileRange emptyTiles(tileBounds, *tileIterator, *rangeEnd);
if (aHandleEmptyTiles(aRectArray, endIndex, emptyTiles) == IterationAction::STOP) {
return IterationEndReason::STOPPED;
}
}
return IterationEndReason::NOT_STOPPED;
}
static pixman_box32_t
UnionBoundsOfNonEmptyBoxes(const pixman_box32_t& aBox1,
const pixman_box32_t& aBox2)
{
return { std::min(aBox1.x1, aBox2.x1),
std::min(aBox1.y1, aBox2.y1),
std::max(aBox1.x2, aBox2.x2),
std::max(aBox1.y2, aBox2.y2) };
}
// Returns true when adding the rectangle was successful, and false if
// allocation failed.
// When this returns false, our internal state might not be consistent and we
// need to be cleared.
bool
TiledRegionImpl::AddRect(const pixman_box32_t& aRect)
{
// We are adding a rectangle that can span multiple tiles.
// For each empty tile that aRect intersects, we need to add the intersection
// of aRect with that tile to mRects, respecting the order of mRects.
// For each tile that already has a rectangle, we need to enlarge that
// existing rectangle to include the intersection of aRect with the tile.
return ProcessIntersectedTiles(aRect, mRects,
[&aRect](nsTArray<pixman_box32_t>& rects, size_t& rectIndex, TileRange emptyTiles) {
if (!rects.InsertElementsAt(rectIndex, emptyTiles.Length(), fallible)) {
return IterationAction::STOP;
}
for (TileIterator tileIt = emptyTiles.Begin();
tileIt != emptyTiles.End();
++tileIt, ++rectIndex) {
rects[rectIndex] = tileIt.IntersectionWith(aRect);
}
return IterationAction::CONTINUE;
},
[](nsTArray<pixman_box32_t>& rects, size_t rectIndex, const pixman_box32_t& rectIntersectionWithTile) {
rects[rectIndex] =
UnionBoundsOfNonEmptyBoxes(rects[rectIndex], rectIntersectionWithTile);
return IterationAction::CONTINUE;
}) == IterationEndReason::NOT_STOPPED;
}
static bool
NonEmptyBoxesIntersect(const pixman_box32_t& aBox1, const pixman_box32_t& aBox2)
{
return aBox1.x1 < aBox2.x2 && aBox2.x1 < aBox1.x2 &&
aBox1.y1 < aBox2.y2 && aBox2.y1 < aBox1.y2;
}
bool
TiledRegionImpl::Intersects(const pixman_box32_t& aRect) const
{
// aRect intersects this region if it intersects any of our rectangles.
return ProcessIntersectedTiles(aRect, mRects,
[](const nsTArray<pixman_box32_t>& rects, size_t& rectIndex, TileRange emptyTiles) {
// Ignore empty tiles and keep on iterating.
return IterationAction::CONTINUE;
},
[](const nsTArray<pixman_box32_t>& rects, size_t rectIndex, const pixman_box32_t& rectIntersectionWithTile) {
if (NonEmptyBoxesIntersect(rects[rectIndex], rectIntersectionWithTile)) {
// Found an intersecting rectangle, so aRect intersects this region.
return IterationAction::STOP;
}
return IterationAction::CONTINUE;
}) == IterationEndReason::STOPPED;
}
static bool
NonEmptyBoxContainsNonEmptyBox(const pixman_box32_t& aBox1, const pixman_box32_t& aBox2)
{
return aBox1.x1 <= aBox2.x1 && aBox2.x2 <= aBox1.x2 &&
aBox1.y1 <= aBox2.y1 && aBox2.y2 <= aBox1.y2;
}
bool
TiledRegionImpl::Contains(const pixman_box32_t& aRect) const
{
// aRect is contained in this region if aRect does not intersect any empty
// tiles and, for each non-empty tile, if the intersection of aRect with that
// tile is contained in the existing rectangle we have in that tile.
return ProcessIntersectedTiles(aRect, mRects,
[](const nsTArray<pixman_box32_t>& rects, size_t& rectIndex, TileRange emptyTiles) {
// Found an empty tile that intersects aRect, so aRect is not contained
// in this region.
return IterationAction::STOP;
},
[](const nsTArray<pixman_box32_t>& rects, size_t rectIndex, const pixman_box32_t& rectIntersectionWithTile) {
if (!NonEmptyBoxContainsNonEmptyBox(rects[rectIndex], rectIntersectionWithTile)) {
// Our existing rectangle in this tile does not cover the part of aRect that
// intersects this tile, so aRect is not contained in this region.
return IterationAction::STOP;
}
return IterationAction::CONTINUE;
}) == IterationEndReason::NOT_STOPPED;
}
} // namespace gfx
} // namespace mozilla

198
gfx/src/TiledRegion.h Normal file
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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/. */
#ifndef MOZILLA_GFX_TILEDREGION_H_
#define MOZILLA_GFX_TILEDREGION_H_
#include "mozilla/ArrayView.h"
#include "mozilla/gfx/Rect.h"
#include "mozilla/Move.h"
#include "nsRegion.h"
#include "pixman.h"
namespace mozilla {
namespace gfx {
// See TiledRegion.cpp for documentation on TiledRegionImpl.
class TiledRegionImpl {
public:
void Clear() { mRects.Clear(); }
bool AddRect(const pixman_box32_t& aRect);
bool Intersects(const pixman_box32_t& aRect) const;
bool Contains(const pixman_box32_t& aRect) const;
operator ArrayView<pixman_box32_t>() const { return ArrayView<pixman_box32_t>(mRects); }
private:
nsTArray<pixman_box32_t> mRects;
};
/**
* A auto-simplifying region type that supports one rectangle per tile.
* The virtual tile grid is anchored at (0, 0) and has quadratic tiles whose
* size is hard-coded as kTileSize in TiledRegion.cpp.
* A TiledRegion starts out empty. You can add rectangles or (regular) regions
* into it by calling Add(). Add() is a mutating union operation (similar to
* OrWith on nsRegion) that's *not* exact, because it will enlarge the region as
* necessary to satisfy the "one rectangle per tile" requirement.
* Tiled regions convert implicitly to the underlying regular region type.
* The only way to remove parts from a TiledRegion is by calling SetEmpty().
*/
template<typename RegionT>
class TiledRegion {
public:
typedef typename RegionT::RectType RectT;
TiledRegion()
: mCoversBounds(false)
{}
TiledRegion(const TiledRegion& aOther)
: mBounds(aOther.mBounds)
, mImpl(aOther.mImpl)
, mCoversBounds(false)
{}
TiledRegion(TiledRegion&& aOther)
: mBounds(aOther.mBounds)
, mImpl(Move(aOther.mImpl))
, mCoversBounds(false)
{}
RegionT GetRegion() const
{
if (mBounds.IsEmpty()) {
return RegionT();
}
if (mCoversBounds) {
// Rect limit hit or allocation failed, treat as 1 rect.
return RegionT(mBounds);
}
return RegionT(mImpl);
}
TiledRegion& operator=(const TiledRegion& aOther)
{
if (&aOther != this) {
mBounds = aOther.mBounds;
mImpl = aOther.mImpl;
mCoversBounds = aOther.mCoversBounds;
}
return *this;
}
void Add(const RectT& aRect)
{
if (aRect.IsEmpty()) {
return;
}
mBounds = mBounds.Union(aRect);
if (mCoversBounds) {
return;
}
if (ExceedsMaximumSize()) {
FallBackToBounds();
return;
}
if (!mImpl.AddRect(RectToBox(aRect))) {
FallBackToBounds();
}
}
void Add(const RegionT& aRegion)
{
mBounds = mBounds.Union(aRegion.GetBounds());
if (mCoversBounds) {
return;
}
if (ExceedsMaximumSize()) {
FallBackToBounds();
return;
}
for (auto iter = aRegion.RectIter(); !iter.Done(); iter.Next()) {
RectT r = iter.Get();
MOZ_ASSERT(!r.IsEmpty());
if (!mImpl.AddRect(RectToBox(r))) {
FallBackToBounds();
return;
}
}
}
bool IsEmpty() const { return mBounds.IsEmpty(); }
void SetEmpty()
{
mBounds.SetEmpty();
mImpl.Clear();
mCoversBounds = false;
}
RectT GetBounds() const { return mBounds; }
bool Intersects(const RectT& aRect) const
{
if (!mBounds.Intersects(aRect)) {
return false;
}
if (mCoversBounds) {
return true;
}
return mImpl.Intersects(RectToBox(aRect));
}
bool Contains(const RectT& aRect) const
{
if (!mBounds.Contains(aRect)) {
return false;
}
if (mCoversBounds) {
return true;
}
return mImpl.Contains(RectToBox(aRect));
}
private:
bool ExceedsMaximumSize() const
{
// This stops us from allocating insane numbers of tiles.
return mBounds.width >= 50 * 256 || mBounds.height >= 50 * 256;
}
void FallBackToBounds()
{
mCoversBounds = true;
mImpl.Clear();
}
static pixman_box32_t RectToBox(const RectT& aRect)
{
return { aRect.x, aRect.y, aRect.XMost(), aRect.YMost() };
}
RectT mBounds;
TiledRegionImpl mImpl;
// mCoversBounds is true if we bailed out due to a large number of tiles.
// mCoversBounds being true means that this TiledRegion is just a simple
// rectangle (our mBounds).
// Once set to true, the TiledRegion will stay in this state until SetEmpty
// is called.
bool mCoversBounds;
};
typedef TiledRegion<IntRegion> TiledIntRegion;
} // namespace gfx
} // namespace mozilla
#endif /* MOZILLA_GFX_TILEDREGION_H_ */

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@ -46,6 +46,10 @@ EXPORTS.mozilla += [
'ArrayView.h',
]
EXPORTS.mozilla.gfx += [
'TiledRegion.h',
]
if CONFIG['MOZ_X11']:
EXPORTS.mozilla += ['X11Util.h']
SOURCES += [
@ -66,6 +70,7 @@ UNIFIED_SOURCES += [
'nsThebesFontEnumerator.cpp',
'nsThebesGfxFactory.cpp',
'nsTransform2D.cpp',
'TiledRegion.cpp',
]
# nsDeviceContext.cpp cannot be built in unified mode because it pulls in OS X system headers.

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@ -11,8 +11,10 @@
#include "nsRect.h"
#include "nsRegion.h"
#include "RegionBuilder.h"
#include "mozilla/gfx/TiledRegion.h"
using namespace std;
using namespace mozilla::gfx;
class TestLargestRegion {
public:
@ -597,6 +599,97 @@ TEST(Gfx, PingPongRegion) {
}
}
// The TiledRegion tests use nsIntRect / IntRegion because nsRect doesn't have
// InflateToMultiple which is required by TiledRegion.
TEST(Gfx, TiledRegionNoSimplification2Rects) {
// Add two rectangles, both rectangles are completely inside
// different tiles.
nsIntRegion region;
region.OrWith(nsIntRect(50, 50, 50, 50));
region.OrWith(nsIntRect(300, 50, 50, 50));
TiledIntRegion tiledRegion;
tiledRegion.Add(nsIntRect(50, 50, 50, 50));
tiledRegion.Add(nsIntRect(300, 50, 50, 50));
// No simplification should have happened.
EXPECT_TRUE(region.IsEqual(tiledRegion.GetRegion()));
}
TEST(Gfx, TiledRegionNoSimplification1Region) {
// Add two rectangles, both rectangles are completely inside
// different tiles.
nsIntRegion region;
region.OrWith(nsIntRect(50, 50, 50, 50));
region.OrWith(nsIntRect(300, 50, 50, 50));
TiledIntRegion tiledRegion;
tiledRegion.Add(region);
// No simplification should have happened.
EXPECT_TRUE(region.IsEqual(tiledRegion.GetRegion()));
}
TEST(Gfx, TiledRegionWithSimplification3Rects) {
// Add three rectangles. The first two rectangles are completely inside
// different tiles, but the third rectangle intersects both tiles.
TiledIntRegion tiledRegion;
tiledRegion.Add(nsIntRect(50, 50, 50, 50));
tiledRegion.Add(nsIntRect(300, 50, 50, 50));
tiledRegion.Add(nsIntRect(250, 70, 10, 10));
// Both tiles should have simplified their rectangles, and those two
// rectangles are adjacent to each other, so they just build up one rect.
EXPECT_TRUE(tiledRegion.GetRegion().IsEqual(nsIntRect(50, 50, 300, 50)));
}
TEST(Gfx, TiledRegionWithSimplification1Region) {
// Add three rectangles. The first two rectangles are completely inside
// different tiles, but the third rectangle intersects both tiles.
nsIntRegion region;
region.OrWith(nsIntRect(50, 50, 50, 50));
region.OrWith(nsIntRect(300, 50, 50, 50));
region.OrWith(nsIntRect(250, 70, 10, 10));
TiledIntRegion tiledRegion;
tiledRegion.Add(region);
// Both tiles should have simplified their rectangles, and those two
// rectangles are adjacent to each other, so they just build up one rect.
EXPECT_TRUE(tiledRegion.GetRegion().IsEqual(nsIntRect(50, 50, 300, 50)));
}
TEST(Gfx, TiledRegionContains) {
// Add three rectangles. The first two rectangles are completely inside
// different tiles, but the third rectangle intersects both tiles.
TiledIntRegion tiledRegion;
tiledRegion.Add(nsIntRect(50, 50, 50, 50));
tiledRegion.Add(nsIntRect(300, 50, 50, 50));
tiledRegion.Add(nsIntRect(250, 70, 10, 10));
// Both tiles should have simplified their rectangles, and those two
// rectangles are adjacent to each other, so they just build up one rect.
EXPECT_TRUE(tiledRegion.Contains(nsIntRect(50, 50, 300, 50)));
EXPECT_TRUE(tiledRegion.Contains(nsIntRect(50, 50, 50, 50)));
EXPECT_FALSE(tiledRegion.Contains(nsIntRect(50, 50, 301, 50)));
}
TEST(Gfx, TiledRegionIntersects) {
// Add three rectangles. The first two rectangles are completely inside
// different tiles, but the third rectangle intersects both tiles.
TiledIntRegion tiledRegion;
tiledRegion.Add(nsIntRect(50, 50, 50, 50));
tiledRegion.Add(nsIntRect(300, 50, 50, 50));
tiledRegion.Add(nsIntRect(250, 70, 10, 10));
// Both tiles should have simplified their rectangles, and those two
// rectangles are adjacent to each other, so they just build up one rect.
EXPECT_TRUE(tiledRegion.Intersects(nsIntRect(50, 50, 300, 50)));
EXPECT_TRUE(tiledRegion.Intersects(nsIntRect(200, 10, 10, 50)));
EXPECT_TRUE(tiledRegion.Intersects(nsIntRect(50, 50, 301, 50)));
EXPECT_FALSE(tiledRegion.Intersects(nsIntRect(0, 0, 50, 500)));
}
MOZ_GTEST_BENCH(GfxBench, RegionOr, []{
const int size = 5000;