Bug 564991. Part 6: Make BasicLayers support retained ThebesLayer contents. r=cjones,sr=vlad

This commit is contained in:
Robert O'Callahan 2010-03-04 10:37:04 +13:00
Родитель dfbca0fce6
Коммит b12eec77e4
12 изменённых файлов: 533 добавлений и 49 удалений

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@ -1669,6 +1669,7 @@ NS_IMETHODIMP nsWebBrowser::EnsureDocShellTreeOwner()
static void DrawThebesLayer(ThebesLayer* aLayer,
gfxContext* aContext,
const nsIntRegion& aRegionToDraw,
const nsIntRegion& aRegionToInvalidate,
void* aCallbackData)
{
nscolor* color = static_cast<nscolor*>(aCallbackData);

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@ -156,10 +156,17 @@ public:
/**
* Function called to draw the contents of each ThebesLayer.
* aRegionToDraw contains the region that needs to be drawn.
* This would normally be a subregion of the visible region. Drawing is
* not necessarily clipped to aRegionToDraw.
* This would normally be a subregion of the visible region.
* The callee must draw all of aRegionToDraw. Drawing outside
* aRegionToDraw will be clipped out or ignored.
* The callee must draw all of aRegionToDraw.
*
* aRegionToInvalidate contains a region whose contents have been
* changed by the layer manager and which must therefore be invalidated.
* For example, this could be non-empty if the layer internally switched
* from RGBA to RGB or back ... we might want to repaint it to
* consistently use subpixel-AA or not.
*
* aContext must not be used after the call has returned.
* We guarantee that buffered contents in the visible
* region are valid once drawing is complete.
@ -167,6 +174,7 @@ public:
typedef void (* DrawThebesLayerCallback)(ThebesLayer* aLayer,
gfxContext* aContext,
const nsIntRegion& aRegionToDraw,
const nsIntRegion& aRegionToInvalidate,
void* aCallbackData);
/**
* Finish the construction phase of the transaction, perform the

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@ -68,12 +68,13 @@ EXPORTS = \
CPPSRCS = \
BasicImages.cpp \
BasicLayers.cpp \
LayerManagerOGL.cpp \
ThebesLayerBuffer.cpp \
CanvasLayerOGL.cpp \
ColorLayerOGL.cpp \
ThebesLayerOGL.cpp \
ContainerLayerOGL.cpp \
ImageLayerOGL.cpp \
CanvasLayerOGL.cpp \
LayerManagerOGL.cpp \
ThebesLayerOGL.cpp \
$(NULL)
ifeq ($(MOZ_WIDGET_TOOLKIT),windows)

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@ -44,7 +44,9 @@
#include "gfxContext.h"
#include "gfxImageSurface.h"
#include "gfxPattern.h"
#include "gfxPlatform.h"
#include "gfxUtils.h"
#include "ThebesLayerBuffer.h"
#include "GLContext.h"
@ -210,12 +212,28 @@ BasicContainerLayer::RemoveChildInternal(Layer* aChild)
NS_RELEASE(aChild);
}
/**
* BasicThebesLayer does not currently retain any buffers. This
* makes the implementation fairly simple. During a transaction the
* valid region is just the visible region, and between transactions
* the valid region is empty.
*/
// Returns true if it's OK to save the contents of aLayer in an
// opaque surface (a surface without an alpha channel).
// If we can use a surface without an alpha channel, we should, because
// it will often make painting of antialiased text faster and higher
// quality.
static PRBool
UseOpaqueSurface(Layer* aLayer)
{
// If the visible content in the layer is opaque, there is no need
// for an alpha channel.
if (aLayer->IsOpaqueContent())
return PR_TRUE;
// Also, if this layer is the bottommost layer in a container which
// doesn't need an alpha channel, we can use an opaque surface for this
// layer too. Any transparent areas must be covered by something else
// in the container.
BasicContainerLayer* parent =
static_cast<BasicContainerLayer*>(aLayer->GetParent());
return parent && parent->GetFirstChild() == aLayer &&
UseOpaqueSurface(parent);
}
class BasicThebesLayer : public ThebesLayer, BasicImplData {
public:
BasicThebesLayer(BasicLayerManager* aLayerManager) :
@ -238,6 +256,7 @@ public:
{
NS_ASSERTION(BasicManager()->InConstruction(),
"Can only set properties in construction phase");
mValidRegion.Sub(mValidRegion, aRegion);
}
virtual void Paint(gfxContext* aContext,
@ -249,6 +268,8 @@ protected:
{
return static_cast<BasicLayerManager*>(mManager);
}
ThebesLayerBuffer mBuffer;
};
void
@ -261,7 +282,40 @@ BasicThebesLayer::Paint(gfxContext* aContext,
gfxContext* target = BasicManager()->GetTarget();
NS_ASSERTION(target, "We shouldn't be called if there's no target");
aCallback(this, target, mVisibleRegion, aCallbackData);
if (!BasicManager()->IsRetained()) {
mValidRegion.SetEmpty();
mBuffer.Clear();
aCallback(this, target, mVisibleRegion, nsIntRegion(), aCallbackData);
return;
}
PRUint32 flags = 0;
if (UseOpaqueSurface(this)) {
flags |= ThebesLayerBuffer::OPAQUE_CONTENT;
}
{
ThebesLayerBuffer::PaintState state =
mBuffer.BeginPaint(this, aContext, 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, mVisibleRegion);
aCallback(this, state.mContext, state.mRegionToDraw,
state.mRegionToInvalidate, aCallbackData);
mValidRegion.Or(mValidRegion, state.mRegionToDraw);
} else {
NS_ASSERTION(state.mRegionToDraw.IsEmpty() &&
state.mRegionToInvalidate.IsEmpty(),
"If we need to draw, we should have a context");
}
}
mBuffer.DrawTo(this, flags, target);
}
class BasicImageLayer : public ImageLayer, BasicImplData {
@ -280,7 +334,7 @@ public:
{
NS_ASSERTION(BasicManager()->InConstruction(),
"Can only set properties in construction phase");
mVisibleRegion = aRegion;
ImageLayer::SetVisibleRegion(aRegion);
}
virtual void Paint(gfxContext* aContext,
@ -354,7 +408,7 @@ public:
{
NS_ASSERTION(BasicManager()->InConstruction(),
"Can only set properties in construction phase");
mVisibleRegion = aRegion;
ColorLayer::SetVisibleRegion(aRegion);
}
virtual void Paint(gfxContext* aContext,
@ -521,28 +575,37 @@ BasicLayerManager::BasicLayerManager(gfxContext* aContext) :
#ifdef DEBUG
, mPhase(PHASE_NONE)
#endif
, mRetain(PR_FALSE)
{
MOZ_COUNT_CTOR(BasicLayerManager);
}
BasicLayerManager::~BasicLayerManager()
{
NS_ASSERTION(mPhase == PHASE_NONE, "Died during transaction?");
NS_ASSERTION(!InTransaction(), "Died during transaction?");
MOZ_COUNT_DTOR(BasicLayerManager);
}
void
BasicLayerManager::SetDefaultTarget(gfxContext* aContext)
{
NS_ASSERTION(mPhase == PHASE_NONE,
NS_ASSERTION(!InTransaction(),
"Must set default target outside transaction");
mDefaultTarget = aContext;
}
void
BasicLayerManager::SetRetain(PRBool aRetain)
{
NS_ASSERTION(!InTransaction(),
"Must set retained mode outside transaction");
mRetain = aRetain;
}
void
BasicLayerManager::BeginTransaction()
{
NS_ASSERTION(mPhase == PHASE_NONE, "Nested transactions not allowed");
NS_ASSERTION(!InTransaction(), "Nested transactions not allowed");
#ifdef DEBUG
mPhase = PHASE_CONSTRUCTION;
#endif
@ -552,7 +615,7 @@ BasicLayerManager::BeginTransaction()
void
BasicLayerManager::BeginTransactionWithTarget(gfxContext* aTarget)
{
NS_ASSERTION(mPhase == PHASE_NONE, "Nested transactions not allowed");
NS_ASSERTION(!InTransaction(), "Nested transactions not allowed");
#ifdef DEBUG
mPhase = PHASE_CONSTRUCTION;
#endif
@ -564,7 +627,7 @@ BasicLayerManager::EndTransaction(DrawThebesLayerCallback aCallback,
void* aCallbackData)
{
NS_ASSERTION(mRoot, "Root not set");
NS_ASSERTION(mPhase == PHASE_CONSTRUCTION, "Should be in construction phase");
NS_ASSERTION(InConstruction(), "Should be in construction phase");
#ifdef DEBUG
mPhase = PHASE_DRAWING;
#endif
@ -577,8 +640,6 @@ BasicLayerManager::EndTransaction(DrawThebesLayerCallback aCallback,
#ifdef DEBUG
mPhase = PHASE_NONE;
#endif
// No retained layers supported for now
mRoot = nsnull;
}
void
@ -607,28 +668,6 @@ NeedsState(Layer* aLayer)
!aLayer->GetTransform().IsIdentity();
}
// Returns true if it's OK to save the contents of aLayer in an
// opaque surface (a surface without an alpha channel).
// If we can use a surface without an alpha channel, we should, because
// it will often make painting of antialiased text faster and higher
// quality.
static PRBool
UseOpaqueSurface(Layer* aLayer)
{
// If the visible content in the layer is opaque, there is no need
// for an alpha channel.
if (aLayer->IsOpaqueContent())
return PR_TRUE;
// Also, if this layer is the bottommost layer in a container which
// doesn't need an alpha channel, we can use an opaque surface for this
// layer too. Any transparent areas must be covered by something else
// in the container.
BasicContainerLayer* parent =
static_cast<BasicContainerLayer*>(aLayer->GetParent());
return parent && parent->GetFirstChild() == aLayer &&
UseOpaqueSurface(parent);
}
void
BasicLayerManager::PaintLayer(Layer* aLayer,
DrawThebesLayerCallback aCallback,

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@ -51,9 +51,6 @@ class BasicThebesLayer;
/**
* This is a cairo/Thebes-only, main-thread-only implementation of layers.
* Currently it only supports immediate mode but we will probably
* extend it to support retained buffers. In other words, currently,
* no buffers are retained between transactions.
*
* In each transaction, the client sets up the layer tree and then during
* the drawing phase, each ThebesLayer is painted directly into the target
@ -70,6 +67,13 @@ public:
BasicLayerManager(gfxContext* aContext);
virtual ~BasicLayerManager();
/**
* When aRetain is true, we will try to retain the visible contents of
* ThebesLayers as cairo surfaces. This can only be called outside a
* transaction.
*/
void SetRetain(PRBool aRetain);
/**
* Set the default target context that will be used when BeginTransaction
* is called. This can only be called outside a transaction.
@ -94,8 +98,10 @@ public:
#ifdef DEBUG
PRBool InConstruction() { return mPhase == PHASE_CONSTRUCTION; }
PRBool InDrawing() { return mPhase == PHASE_DRAWING; }
PRBool InTransaction() { return mPhase != PHASE_NONE; }
#endif
gfxContext* GetTarget() { return mTarget; }
PRBool IsRetained() { return mRetain; }
private:
// Paints aLayer to mTarget.
@ -112,6 +118,8 @@ private:
enum TransactionPhase { PHASE_NONE, PHASE_CONSTRUCTION, PHASE_DRAWING };
TransactionPhase mPhase;
#endif
PRPackedBool mRetain;
};
}

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@ -0,0 +1,264 @@
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Robert O'Callahan <robert@ocallahan.org>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "ThebesLayerBuffer.h"
#include "Layers.h"
#include "gfxContext.h"
#include "gfxPlatform.h"
namespace mozilla {
namespace layers {
static void
ClipToRegion(gfxContext* aContext, const nsIntRegion& aRegion)
{
aContext->NewPath();
nsIntRegionRectIterator iter(aRegion);
const nsIntRect* r;
while ((r = iter.Next()) != nsnull) {
aContext->Rectangle(gfxRect(r->x, r->y, r->width, r->height));
}
aContext->Clip();
}
nsIntRect
ThebesLayerBuffer::GetQuadrantRectangle(XSide aXSide, YSide aYSide)
{
// quadrantTranslation is the amount we translate the top-left
// of the quadrant by to get coordinates relative to the layer
nsIntPoint quadrantTranslation = -mBufferRotation;
quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0;
quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0;
return mBufferRect + quadrantTranslation;
}
/**
* @param aXSide LEFT means we draw from the left side of the buffer (which
* is drawn on the right side of mBufferRect). RIGHT means we draw from
* the right side of the buffer (which is drawn on the left side of
* mBufferRect).
* @param aYSide TOP means we draw from the top side of the buffer (which
* is drawn on the bottom side of mBufferRect). BOTTOM means we draw from
* the bottom side of the buffer (which is drawn on the top side of
* mBufferRect).
*/
void
ThebesLayerBuffer::DrawBufferQuadrant(gfxContext* aTarget,
XSide aXSide, YSide aYSide)
{
// The rectangle that we're going to fill. Basically we're going to
// render the buffer at mBufferRect + quadrantTranslation to get the
// pixels in the right place, but we're only going to paint within
// mBufferRect
nsIntRect quadrantRect = GetQuadrantRectangle(aXSide, aYSide);
nsIntRect fillRect;
if (!fillRect.IntersectRect(mBufferRect, quadrantRect))
return;
aTarget->NewPath();
aTarget->Rectangle(gfxRect(fillRect.x, fillRect.y, fillRect.width, fillRect.height),
PR_TRUE);
aTarget->SetSource(mBuffer, gfxPoint(quadrantRect.x, quadrantRect.y));
aTarget->Fill();
}
void
ThebesLayerBuffer::DrawBufferWithRotation(gfxContext* aTarget)
{
// Draw four quadrants. We could use REPEAT_, but it's probably better
// not to, to be performance-safe.
DrawBufferQuadrant(aTarget, LEFT, TOP);
DrawBufferQuadrant(aTarget, RIGHT, TOP);
DrawBufferQuadrant(aTarget, LEFT, BOTTOM);
DrawBufferQuadrant(aTarget, RIGHT, BOTTOM);
}
static void
WrapRotationAxis(PRInt32* aRotationPoint, PRInt32 aSize)
{
if (*aRotationPoint < 0) {
*aRotationPoint += aSize;
} else if (*aRotationPoint >= aSize) {
*aRotationPoint -= aSize;
}
}
static already_AddRefed<gfxASurface>
CreateBuffer(gfxASurface* aTargetSurface, gfxASurface::gfxContentType aType,
const nsIntSize& aSize)
{
return aTargetSurface->CreateSimilarSurface(aType, gfxIntSize(aSize.width, aSize.height));
}
ThebesLayerBuffer::PaintState
ThebesLayerBuffer::BeginPaint(ThebesLayer* aLayer, gfxContext* aTarget,
PRUint32 aFlags)
{
PaintState result;
gfxASurface::gfxContentType desiredContentType = gfxASurface::CONTENT_COLOR_ALPHA;
nsRefPtr<gfxASurface> targetSurface = aTarget->CurrentSurface();
if (targetSurface->AreSimilarSurfacesSensitiveToContentType()) {
if (aFlags & OPAQUE_CONTENT) {
desiredContentType = gfxASurface::CONTENT_COLOR;
}
if (mBuffer && desiredContentType != mBuffer->GetContentType()) {
result.mRegionToInvalidate = aLayer->GetValidRegion();
Clear();
}
}
result.mRegionToDraw.Sub(aLayer->GetVisibleRegion(), aLayer->GetValidRegion());
if (result.mRegionToDraw.IsEmpty())
return result;
nsIntRect drawBounds = result.mRegionToDraw.GetBounds();
nsIntRect visibleBounds = aLayer->GetVisibleRegion().GetBounds();
nsRefPtr<gfxASurface> destBuffer;
nsIntRect destBufferRect;
if (mBufferRect.width >= visibleBounds.width &&
mBufferRect.height >= visibleBounds.height) {
// The current buffer is big enough to hold the visible area.
if (mBufferRect.Contains(visibleBounds)) {
// We don't need to adjust mBufferRect.
destBufferRect = mBufferRect;
} else {
// The buffer's big enough but doesn't contain everything that's
// going to be visible. We'll move it.
destBufferRect = nsIntRect(visibleBounds.TopLeft(), mBufferRect.Size());
}
nsIntRect keepArea;
if (keepArea.IntersectRect(destBufferRect, mBufferRect)) {
// Set mBufferRotation so that the pixels currently in mBuffer
// will still be rendered in the right place when mBufferRect
// changes to destBufferRect.
nsIntPoint newRotation = mBufferRotation +
(destBufferRect.TopLeft() - mBufferRect.TopLeft());
WrapRotationAxis(&newRotation.x, mBufferRect.width);
WrapRotationAxis(&newRotation.y, mBufferRect.height);
NS_ASSERTION(nsIntRect(nsIntPoint(0,0), mBufferRect.Size()).Contains(newRotation),
"newRotation out of bounds");
PRInt32 xBoundary = destBufferRect.XMost() - newRotation.x;
PRInt32 yBoundary = destBufferRect.YMost() - newRotation.y;
if ((drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) ||
(drawBounds.y < yBoundary && yBoundary < drawBounds.YMost())) {
// The stuff we need to redraw will wrap around an edge of the
// buffer, so we will need to do a self-copy
if (mBufferRotation == nsIntPoint(0,0)) {
destBuffer = mBuffer;
} else {
// We can't do a real self-copy because the buffer is rotated.
// So allocate a new buffer for the destination.
destBufferRect = visibleBounds;
destBuffer = CreateBuffer(targetSurface, desiredContentType, destBufferRect.Size());
if (!destBuffer)
return result;
}
} else {
mBufferRect = destBufferRect;
mBufferRotation = newRotation;
}
} else {
// No pixels are going to be kept. The whole visible region
// will be redrawn, so we don't need to copy anything, so we don't
// set destBuffer.
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0,0);
}
} else {
// The buffer's not big enough, so allocate a new one
destBufferRect = visibleBounds;
destBuffer = CreateBuffer(targetSurface, desiredContentType, destBufferRect.Size());
if (!destBuffer)
return result;
}
if (destBuffer) {
if (mBuffer) {
// Copy the bits
nsRefPtr<gfxContext> tmpCtx = new gfxContext(destBuffer);
nsIntPoint offset = -destBufferRect.TopLeft();
tmpCtx->SetOperator(gfxContext::OPERATOR_SOURCE);
tmpCtx->Translate(gfxPoint(offset.x, offset.y));
DrawBufferWithRotation(tmpCtx);
}
mBuffer = destBuffer.forget();
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0,0);
}
nsIntRegion invalidate;
invalidate.Sub(aLayer->GetValidRegion(), destBufferRect);
result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate);
result.mContext = new gfxContext(mBuffer);
// Figure out which quadrant to draw in
PRInt32 xBoundary = mBufferRect.XMost() - mBufferRotation.x;
PRInt32 yBoundary = mBufferRect.YMost() - mBufferRotation.y;
XSide sideX = drawBounds.XMost() <= xBoundary ? RIGHT : LEFT;
YSide sideY = drawBounds.YMost() <= yBoundary ? BOTTOM : TOP;
nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY);
NS_ASSERTION(quadrantRect.Contains(drawBounds), "Messed up quadrants");
result.mContext->Translate(-gfxPoint(quadrantRect.x, quadrantRect.y));
ClipToRegion(result.mContext, result.mRegionToDraw);
if (desiredContentType == gfxASurface::CONTENT_COLOR_ALPHA) {
result.mContext->SetOperator(gfxContext::OPERATOR_CLEAR);
result.mContext->Paint();
result.mContext->SetOperator(gfxContext::OPERATOR_OVER);
}
return result;
}
void
ThebesLayerBuffer::DrawTo(ThebesLayer* aLayer, PRUint32 aFlags, gfxContext* aTarget)
{
aTarget->Save();
ClipToRegion(aTarget, aLayer->GetVisibleRegion());
if (aFlags & OPAQUE_CONTENT) {
aTarget->SetOperator(gfxContext::OPERATOR_SOURCE);
}
DrawBufferWithRotation(aTarget);
aTarget->Restore();
}
}
}

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@ -0,0 +1,156 @@
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Robert O'Callahan <robert@ocallahan.org>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#ifndef THEBESLAYERBUFFER_H_
#define THEBESLAYERBUFFER_H_
#include "gfxContext.h"
#include "gfxASurface.h"
#include "nsRegion.h"
namespace mozilla {
namespace layers {
class ThebesLayer;
/**
* This class encapsulates the buffer used to retain ThebesLayer contents,
* i.e., the contents of the layer's GetVisibleRegion().
*
* This is a cairo/Thebes surface, but with a literal twist. Scrolling
* causes the layer's visible region to move. We want to keep
* reusing the same surface if the region size hasn't changed, but we don't
* want to keep moving the contents of the surface around in memory. So
* we use a trick.
* Consider just the vertical case, and suppose the buffer is H pixels
* high and we're scrolling down by N pixels. Instead of copying the
* buffer contents up by N pixels, we leave the buffer contents in place,
* and paint content rows H to H+N-1 into rows 0 to N-1 of the buffer.
* Then we can refresh the screen by painting rows N to H-1 of the buffer
* at row 0 on the screen, and then painting rows 0 to N-1 of the buffer
* at row H-N on the screen.
* mBufferRotation.y would be N in this example.
*/
class ThebesLayerBuffer {
public:
ThebesLayerBuffer() : mBufferRotation(0,0)
{
MOZ_COUNT_CTOR(ThebesLayerBuffer);
}
~ThebesLayerBuffer()
{
MOZ_COUNT_DTOR(ThebesLayerBuffer);
}
/**
* Wipe out all retained contents. Call this when the entire
* buffer becomes invalid.
*/
void Clear()
{
mBuffer = nsnull;
mBufferRect.Empty();
}
/**
* This is returned by BeginPaint. The caller should draw into mContext.
* mRegionToDraw must be drawn. mRegionToInvalidate has been invalidated
* by ThebesLayerBuffer and must be redrawn on the screen.
* mRegionToInvalidate is set when the buffer has changed from
* opaque to transparent or vice versa, since the details of rendering can
* depend on the buffer type.
*/
struct PaintState {
nsRefPtr<gfxContext> mContext;
nsIntRegion mRegionToDraw;
nsIntRegion mRegionToInvalidate;
};
/**
* Pass OPAQUE_CONTENT when we have determined that everything visible
* in the buffer will be rendered with opaque pixels.
*/
enum {
OPAQUE_CONTENT = 0x01
};
/**
* Start a drawing operation. Ths returns a PaintState describing what
* needs to be drawn to bring the buffer up to date in the visible region.
* This queries aLayer to get the currently valid and visible regions.
* The returned mContext may be null if mRegionToDraw is empty.
* Otherwise it must not be null.
* mRegionToInvalidate will contain mRegionToDraw.
*/
PaintState BeginPaint(ThebesLayer* aLayer, gfxContext* aTarget,
PRUint32 aFlags);
/**
* Complete the drawing operation. The region to draw must have been drawn
* before this is called. The contents of the buffer are drawn to aTarget.
*/
void DrawTo(ThebesLayer* aLayer, PRUint32 aFlags, gfxContext* aTarget);
protected:
enum XSide {
LEFT, RIGHT
};
enum YSide {
TOP, BOTTOM
};
nsIntRect GetQuadrantRectangle(XSide aXSide, YSide aYSide);
void DrawBufferQuadrant(gfxContext* aTarget, XSide aXSide, YSide aYSide);
void DrawBufferWithRotation(gfxContext* aTarget);
private:
nsRefPtr<gfxASurface> mBuffer;
/** The area of the ThebesLayer that is covered by the buffer as a whole */
nsIntRect mBufferRect;
/**
* The x and y rotation of the buffer. Conceptually the buffer
* has its origin translated to mBufferRect.TopLeft() - mBufferRotation,
* is tiled to fill the plane, and the result is clipped to mBufferRect.
* So the pixel at mBufferRotation within the buffer is what gets painted at
* mBufferRect.TopLeft().
* This is "rotation" in the sense of rotating items in a linear buffer,
* where items falling off the end of the buffer are returned to the
* buffer at the other end, not 2D rotation!
*/
nsIntPoint mBufferRotation;
};
}
}
#endif /* THEBESLAYERBUFFER_H_ */

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@ -106,7 +106,7 @@ ThebesLayerD3D9::RenderLayer()
context = new gfxContext(destinationSurface);
context->Translate(gfxPoint(-mInvalidatedRect.x, -mInvalidatedRect.y));
LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
cbInfo.Callback(this, context, region, cbInfo.CallbackData);
cbInfo.Callback(this, context, region, nsIntRegion(), cbInfo.CallbackData);
nsRefPtr<IDirect3DTexture9> tmpTexture;
device()->CreateTexture(mInvalidatedRect.width, mInvalidatedRect.height, 1,

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@ -184,7 +184,8 @@ public:
NS_ASSERTION(mThebesLayerCallback,
"CallThebesLayerDrawCallback without callback!");
mThebesLayerCallback(aLayer, aContext,
aRegionToDraw, mThebesLayerCallbackData);
aRegionToDraw, nsIntRegion(),
mThebesLayerCallbackData);
}
GLenum FBOTextureTarget() { return mFBOTextureTarget; }

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@ -475,8 +475,12 @@ FrameLayerBuilder::MakeContainerLayerFor(nsDisplayListBuilder* aBuilder,
FrameLayerBuilder::DrawThebesLayer(ThebesLayer* aLayer,
gfxContext* aContext,
const nsIntRegion& aRegionToDraw,
const nsIntRegion& aRegionToInvalidate,
void* aCallbackData)
{
// For now, we can ignore aRegionToInvalidate since we don't
// use retained layers.
LayerItems* layerItems = static_cast<LayerItems*>(aLayer->GetUserData());
nsDisplayListBuilder* builder =
static_cast<nsDisplayListBuilder*>(aCallbackData);

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@ -69,6 +69,7 @@ public:
static void DrawThebesLayer(ThebesLayer* aLayer,
gfxContext* aContext,
const nsIntRegion& aRegionToDraw,
const nsIntRegion& aRegionToInvalidate,
void* aCallbackData);
};

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@ -5817,6 +5817,7 @@ struct PaintParams {
static void DrawThebesLayer(ThebesLayer* aLayer,
gfxContext* aContext,
const nsIntRegion& aRegionToDraw,
const nsIntRegion& aRegionToInvalidate,
void* aCallbackData)
{
PaintParams* params = static_cast<PaintParams*>(aCallbackData);