Backed out changeset ca73b950e612 (bug 1134762) for B2G crashtest failures.

This commit is contained in:
Ryan VanderMeulen 2015-02-20 13:22:52 -05:00
Родитель f33031f3a5
Коммит a31c9ee17c
2 изменённых файлов: 35 добавлений и 49 удалений

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@ -219,12 +219,6 @@ ClientTiledPaintedLayer::IsScrollingOnCompositor(const FrameMetrics& aParentMetr
bool
ClientTiledPaintedLayer::UseFastPath()
{
// The fast path doesn't allow rendering at low resolution. It will draw the low-res
// area at full resolution and cause OOM.
if (gfxPrefs::UseLowPrecisionBuffer()) {
return false;
}
LayerMetricsWrapper scrollAncestor;
GetAncestorLayers(&scrollAncestor, nullptr);
if (!scrollAncestor) {
@ -233,35 +227,16 @@ ClientTiledPaintedLayer::UseFastPath()
const FrameMetrics& parentMetrics = scrollAncestor.Metrics();
bool multipleTransactionsNeeded = gfxPlatform::GetPlatform()->UseProgressivePaint()
|| gfxPrefs::UseLowPrecisionBuffer()
|| !parentMetrics.GetCriticalDisplayPort().IsEmpty();
bool isFixed = GetIsFixedPosition() || GetParent()->GetIsFixedPosition();
bool isScrollable = parentMetrics.IsScrollable();
return !multipleTransactionsNeeded || isFixed || !isScrollable;
}
bool
ClientTiledPaintedLayer::UseProgressiveDraw() {
// Don't draw progressively in a reftest scenario (that's what the HasShadowTarget() check is for).
if (!gfxPlatform::GetPlatform()->UseProgressivePaint() || ClientManager()->HasShadowTarget()) {
return false;
}
// XXX We probably want to disable progressive drawing for non active APZ layers in the future
// but we should wait for a proper test case before making this change.
#if 0 //!defined(MOZ_WIDGET_ANDROID) || defined(MOZ_ANDROID_APZ)
LayerMetricsWrapper scrollAncestor;
GetAncestorLayers(&scrollAncestor, nullptr);
if (!scrollAncestor) {
return true;
}
const FrameMetrics& parentMetrics = scrollAncestor.Metrics();
return !IsScrollingOnCompositor(parentMetrics);
#else
return true;
return !multipleTransactionsNeeded || isFixed || !isScrollable
#if !defined(MOZ_WIDGET_ANDROID) || defined(MOZ_ANDROID_APZ)
|| !IsScrollingOnCompositor(parentMetrics)
#endif
;
}
bool
@ -276,8 +251,10 @@ ClientTiledPaintedLayer::RenderHighPrecision(nsIntRegion& aInvalidRegion,
return false;
}
// Only draw progressively when the resolution is unchanged
if (UseProgressiveDraw() &&
// Only draw progressively when the resolution is unchanged, and we're not
// in a reftest scenario (that's what the HasShadowManager() check is for).
if (gfxPlatform::GetPlatform()->UseProgressivePaint() &&
!ClientManager()->HasShadowTarget() &&
mContentClient->mTiledBuffer.GetFrameResolution() == mPaintData.mResolution) {
// Store the old valid region, then clear it before painting.
// We clip the old valid region to the visible region, as it only gets
@ -441,16 +418,6 @@ ClientTiledPaintedLayer::RenderLayer()
ToClientLayer(GetMaskLayer())->RenderLayer();
}
// In some cases we can take a fast path and just be done with it.
if (UseFastPath()) {
TILING_LOG("TILING %p: Taking fast-path\n", this);
mValidRegion = neededRegion;
mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion, callback, data);
ClientManager()->Hold(this);
mContentClient->UseTiledLayerBuffer(TiledContentClient::TILED_BUFFER);
return;
}
// For more complex cases we need to calculate a bunch of metrics before we
// can do the paint.
BeginPaint();
@ -458,6 +425,32 @@ ClientTiledPaintedLayer::RenderLayer()
return;
}
// In some cases we can take a fast path and just be done with it.
if (UseFastPath()) {
TILING_LOG("TILING %p: Taking fast-path\n", this);
mValidRegion = neededRegion;
// Make sure that tiles that fall outside of the visible region or outside of the
// critical displayport are discarded on the first update. Also make sure that we
// only draw stuff inside the critical displayport on the first update.
if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
mValidRegion.And(mValidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
invalidRegion.And(invalidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
}
if (invalidRegion.IsEmpty()) {
EndPaint();
return;
}
mContentClient->mTiledBuffer.SetFrameResolution(mPaintData.mResolution);
mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion, callback, data);
ClientManager()->Hold(this);
mContentClient->UseTiledLayerBuffer(TiledContentClient::TILED_BUFFER);
EndPaint();
return;
}
// Make sure that tiles that fall outside of the visible region or outside of the
// critical displayport are discarded on the first update. Also make sure that we
// only draw stuff inside the critical displayport on the first update.

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@ -106,13 +106,6 @@ private:
*/
bool IsScrollingOnCompositor(const FrameMetrics& aParentMetrics);
/**
* Check if we should use progressive draw on this layer. We will
* disable progressive draw based on a preference or if the layer
* is not being scrolled.
*/
bool UseProgressiveDraw();
/**
* Helper function to do the high-precision paint.
* This function returns true if it updated the paint buffer.