Bug 1137203 - Cleanup to ditch the fast-path code entirely and just prevent progressive drawing in the equivalent scenarios. r=BenWa

This commit is contained in:
Kartikaya Gupta 2015-02-26 17:45:37 -05:00
Родитель 80cdf96476
Коммит f3637b988c
2 изменённых файлов: 28 добавлений и 54 удалений

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@ -229,58 +229,48 @@ ClientTiledPaintedLayer::IsScrollingOnCompositor(const FrameMetrics& aParentMetr
}
bool
ClientTiledPaintedLayer::UseFastPath()
{
LayerMetricsWrapper scrollAncestor;
bool hasTransformAnimation;
GetAncestorLayers(&scrollAncestor, nullptr, &hasTransformAnimation);
// If there is no scroll ancestor or if this layer is subject to OMTA then
// we effectively don't have a displayport and will just be drawing the
// entire visible region of the layer, so we can use the fast-path and be
// done with it. In particular we don't want to be drawing OMTA layers
// progressively as they might already be animating before we're done drawing.
if (!scrollAncestor || hasTransformAnimation) {
return true;
}
// 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()) {
ClientTiledPaintedLayer::UseProgressiveDraw() {
if (!gfxPlatform::GetPlatform()->UseProgressivePaint()) {
// pref is disabled, so never do progressive
return false;
}
const FrameMetrics& parentMetrics = scrollAncestor.Metrics();
if (ClientManager()->HasShadowTarget()) {
// This condition is true when we are in a reftest scenario. We don't want
// to draw progressively here because it can cause intermittent reftest
// failures because the harness won't wait for all the tiles to be drawn.
return false;
}
bool multipleTransactionsNeeded = gfxPlatform::GetPlatform()->UseProgressivePaint()
|| !parentMetrics.GetCriticalDisplayPort().IsEmpty();
bool isFixed = GetIsFixedPosition() || GetParent()->GetIsFixedPosition();
bool isScrollable = parentMetrics.IsScrollable();
if (mPaintData.mCriticalDisplayPort.IsEmpty()) {
// This catches three scenarios:
// 1) This layer doesn't have a scrolling ancestor
// 2) This layer is subject to OMTA transforms
// 3) Low-precision painting is disabled
// In all of these cases, we don't want to draw this layer progressively.
return false;
}
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()) {
if (GetIsFixedPosition() || GetParent()->GetIsFixedPosition()) {
// This layer is fixed-position and so even if it does have a scrolling
// ancestor it will likely be entirely on-screen all the time, so we
// should draw it all at once
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;
}
GetAncestorLayers(&scrollAncestor, nullptr, nullptr);
MOZ_ASSERT(scrollAncestor); // because mPaintData.mCriticalDisplayPort is non-empty
const FrameMetrics& parentMetrics = scrollAncestor.Metrics();
return !IsScrollingOnCompositor(parentMetrics);
#else
return true;
if (!IsScrollingOnCompositor(parentMetrics)) {
return false;
}
#endif
return true;
}
bool
@ -460,16 +450,6 @@ 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();

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@ -96,12 +96,6 @@ private:
*/
void BeginPaint();
/**
* Determine if we can use a fast path to just do a single high-precision,
* non-progressive paint.
*/
bool UseFastPath();
/**
* Check if the layer is being scrolled by APZ on the compositor.
*/