/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* 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 "mozilla/layers/ContentHost.h" #include "LayersLogging.h" // for AppendToString #include "gfx2DGlue.h" // for ContentForFormat #include "mozilla/gfx/Point.h" // for IntSize #include "mozilla/Assertions.h" // for MOZ_ASSERT, etc #include "mozilla/gfx/BaseRect.h" // for BaseRect #include "mozilla/layers/Compositor.h" // for Compositor #include "mozilla/layers/Effects.h" // for TexturedEffect, Effect, etc #include "mozilla/layers/LayersMessages.h" // for ThebesBufferData #include "nsAString.h" #include "nsPrintfCString.h" // for nsPrintfCString #include "nsString.h" // for nsAutoCString #include "mozilla/layers/TextureHostOGL.h" // for TextureHostOGL namespace mozilla { namespace gfx { class Matrix4x4; } using namespace gfx; namespace layers { ContentHostBase::ContentHostBase(const TextureInfo& aTextureInfo) : ContentHost(aTextureInfo) , mInitialised(false) {} ContentHostBase::~ContentHostBase() { } void ContentHostTexture::Composite(EffectChain& aEffectChain, float aOpacity, const gfx::Matrix4x4& aTransform, const Filter& aFilter, const Rect& aClipRect, const nsIntRegion* aVisibleRegion) { NS_ASSERTION(aVisibleRegion, "Requires a visible region"); AutoLockCompositableHost lock(this); if (lock.Failed()) { return; } if (!mTextureHost->BindTextureSource(mTextureSource)) { return; } MOZ_ASSERT(mTextureSource.get()); if (!mTextureHostOnWhite) { mTextureSourceOnWhite = nullptr; } if (mTextureHostOnWhite && !mTextureHostOnWhite->BindTextureSource(mTextureSourceOnWhite)) { return; } RefPtr effect = CreateTexturedEffect(mTextureSource.get(), mTextureSourceOnWhite.get(), aFilter, true); if (!effect) { return; } aEffectChain.mPrimaryEffect = effect; nsIntRegion tmpRegion; const nsIntRegion* renderRegion; #ifndef MOZ_IGNORE_PAINT_WILL_RESAMPLE if (PaintWillResample()) { // If we're resampling, then the texture image will contain exactly the // entire visible region's bounds, and we should draw it all in one quad // to avoid unexpected aliasing. tmpRegion = aVisibleRegion->GetBounds(); renderRegion = &tmpRegion; } else { renderRegion = aVisibleRegion; } #else renderRegion = aVisibleRegion; #endif nsIntRegion region(*renderRegion); nsIntPoint origin = GetOriginOffset(); // translate into TexImage space, buffer origin might not be at texture (0,0) region.MoveBy(-origin); // Figure out the intersecting draw region gfx::IntSize texSize = mTextureSource->GetSize(); nsIntRect textureRect = nsIntRect(0, 0, texSize.width, texSize.height); textureRect.MoveBy(region.GetBounds().TopLeft()); nsIntRegion subregion; subregion.And(region, textureRect); if (subregion.IsEmpty()) { // Region is empty, nothing to draw return; } nsIntRegion screenRects; nsIntRegion regionRects; // Collect texture/screen coordinates for drawing nsIntRegionRectIterator iter(subregion); while (const nsIntRect* iterRect = iter.Next()) { nsIntRect regionRect = *iterRect; nsIntRect screenRect = regionRect; screenRect.MoveBy(origin); screenRects.Or(screenRects, screenRect); regionRects.Or(regionRects, regionRect); } BigImageIterator* bigImgIter = mTextureSource->AsBigImageIterator(); BigImageIterator* iterOnWhite = nullptr; if (bigImgIter) { bigImgIter->BeginBigImageIteration(); } if (mTextureSourceOnWhite) { iterOnWhite = mTextureSourceOnWhite->AsBigImageIterator(); MOZ_ASSERT(!bigImgIter || bigImgIter->GetTileCount() == iterOnWhite->GetTileCount(), "Tile count mismatch on component alpha texture"); if (iterOnWhite) { iterOnWhite->BeginBigImageIteration(); } } bool usingTiles = (bigImgIter && bigImgIter->GetTileCount() > 1); do { if (iterOnWhite) { MOZ_ASSERT(iterOnWhite->GetTileRect() == bigImgIter->GetTileRect(), "component alpha textures should be the same size."); } nsIntRect texRect = bigImgIter ? bigImgIter->GetTileRect() : nsIntRect(0, 0, texSize.width, texSize.height); // Draw texture. If we're using tiles, we do repeating manually, as texture // repeat would cause each individual tile to repeat instead of the // compound texture as a whole. This involves drawing at most 4 sections, // 2 for each axis that has texture repeat. for (int y = 0; y < (usingTiles ? 2 : 1); y++) { for (int x = 0; x < (usingTiles ? 2 : 1); x++) { nsIntRect currentTileRect(texRect); currentTileRect.MoveBy(x * texSize.width, y * texSize.height); nsIntRegionRectIterator screenIter(screenRects); nsIntRegionRectIterator regionIter(regionRects); const nsIntRect* screenRect; const nsIntRect* regionRect; while ((screenRect = screenIter.Next()) && (regionRect = regionIter.Next())) { nsIntRect tileScreenRect(*screenRect); nsIntRect tileRegionRect(*regionRect); // When we're using tiles, find the intersection between the tile // rect and this region rect. Tiling is then handled by the // outer for-loops and modifying the tile rect. if (usingTiles) { tileScreenRect.MoveBy(-origin); tileScreenRect = tileScreenRect.Intersect(currentTileRect); tileScreenRect.MoveBy(origin); if (tileScreenRect.IsEmpty()) continue; tileRegionRect = regionRect->Intersect(currentTileRect); tileRegionRect.MoveBy(-currentTileRect.TopLeft()); } gfx::Rect rect(tileScreenRect.x, tileScreenRect.y, tileScreenRect.width, tileScreenRect.height); effect->mTextureCoords = Rect(Float(tileRegionRect.x) / texRect.width, Float(tileRegionRect.y) / texRect.height, Float(tileRegionRect.width) / texRect.width, Float(tileRegionRect.height) / texRect.height); GetCompositor()->DrawQuad(rect, aClipRect, aEffectChain, aOpacity, aTransform); if (usingTiles) { DiagnosticFlags diagnostics = DiagnosticFlags::CONTENT | DiagnosticFlags::BIGIMAGE; if (iterOnWhite) { diagnostics |= DiagnosticFlags::COMPONENT_ALPHA; } GetCompositor()->DrawDiagnostics(diagnostics, rect, aClipRect, aTransform, mFlashCounter); } } } } if (iterOnWhite) { iterOnWhite->NextTile(); } } while (usingTiles && bigImgIter->NextTile()); if (bigImgIter) { bigImgIter->EndBigImageIteration(); } if (iterOnWhite) { iterOnWhite->EndBigImageIteration(); } DiagnosticFlags diagnostics = DiagnosticFlags::CONTENT; if (iterOnWhite) { diagnostics |= DiagnosticFlags::COMPONENT_ALPHA; } GetCompositor()->DrawDiagnostics(diagnostics, nsIntRegion(mBufferRect), aClipRect, aTransform, mFlashCounter); } void ContentHostTexture::UseTextureHost(TextureHost* aTexture) { ContentHostBase::UseTextureHost(aTexture); mTextureHost = aTexture; mTextureHostOnWhite = nullptr; mTextureSourceOnWhite = nullptr; if (mTextureHost) { mTextureHost->PrepareTextureSource(mTextureSource); } } void ContentHostTexture::UseComponentAlphaTextures(TextureHost* aTextureOnBlack, TextureHost* aTextureOnWhite) { ContentHostBase::UseComponentAlphaTextures(aTextureOnBlack, aTextureOnWhite); mTextureHost = aTextureOnBlack; mTextureHostOnWhite = aTextureOnWhite; if (mTextureHost) { mTextureHost->PrepareTextureSource(mTextureSource); } if (mTextureHostOnWhite) { mTextureHostOnWhite->PrepareTextureSource(mTextureSourceOnWhite); } } void ContentHostTexture::SetCompositor(Compositor* aCompositor) { ContentHostBase::SetCompositor(aCompositor); if (mTextureHost) { mTextureHost->SetCompositor(aCompositor); } if (mTextureHostOnWhite) { mTextureHostOnWhite->SetCompositor(aCompositor); } } void ContentHostTexture::Dump(std::stringstream& aStream, const char* aPrefix, bool aDumpHtml) { #ifdef MOZ_DUMP_PAINTING if (!aDumpHtml) { return; } aStream << ""; #endif } static inline void AddWrappedRegion(const nsIntRegion& aInput, nsIntRegion& aOutput, const nsIntSize& aSize, const nsIntPoint& aShift) { nsIntRegion tempRegion; tempRegion.And(nsIntRect(aShift, aSize), aInput); tempRegion.MoveBy(-aShift); aOutput.Or(aOutput, tempRegion); } bool ContentHostSingleBuffered::UpdateThebes(const ThebesBufferData& aData, const nsIntRegion& aUpdated, const nsIntRegion& aOldValidRegionBack, nsIntRegion* aUpdatedRegionBack) { aUpdatedRegionBack->SetEmpty(); if (!mTextureHost) { mInitialised = false; return true; // FIXME should we return false? Returning true for now } // to preserve existing behavior of NOT causing IPC errors. // updated is in screen coordinates. Convert it to buffer coordinates. nsIntRegion destRegion(aUpdated); destRegion.MoveBy(-aData.rect().TopLeft()); if (!aData.rect().Contains(aUpdated.GetBounds()) || aData.rotation().x > aData.rect().width || aData.rotation().y > aData.rect().height) { NS_ERROR("Invalid update data"); return false; } // destRegion is now in logical coordinates relative to the buffer, but we // need to account for rotation. We do that by moving the region to the // rotation offset and then wrapping any pixels that extend off the // bottom/right edges. // Shift to the rotation point destRegion.MoveBy(aData.rotation()); nsIntSize bufferSize = aData.rect().Size(); // Select only the pixels that are still within the buffer. nsIntRegion finalRegion; finalRegion.And(nsIntRect(nsIntPoint(), bufferSize), destRegion); // For each of the overlap areas (right, bottom-right, bottom), select those // pixels and wrap them around to the opposite edge of the buffer rect. AddWrappedRegion(destRegion, finalRegion, bufferSize, nsIntPoint(aData.rect().width, 0)); AddWrappedRegion(destRegion, finalRegion, bufferSize, nsIntPoint(aData.rect().width, aData.rect().height)); AddWrappedRegion(destRegion, finalRegion, bufferSize, nsIntPoint(0, aData.rect().height)); MOZ_ASSERT(nsIntRect(0, 0, aData.rect().width, aData.rect().height).Contains(finalRegion.GetBounds())); mTextureHost->Updated(&finalRegion); if (mTextureHostOnWhite) { mTextureHostOnWhite->Updated(&finalRegion); } mInitialised = true; mBufferRect = aData.rect(); mBufferRotation = aData.rotation(); return true; } bool ContentHostDoubleBuffered::UpdateThebes(const ThebesBufferData& aData, const nsIntRegion& aUpdated, const nsIntRegion& aOldValidRegionBack, nsIntRegion* aUpdatedRegionBack) { if (!mTextureHost) { mInitialised = false; *aUpdatedRegionBack = aUpdated; return true; } // We don't need to calculate an update region because we assume that if we // are using double buffering then we have render-to-texture and thus no // upload to do. mTextureHost->Updated(); if (mTextureHostOnWhite) { mTextureHostOnWhite->Updated(); } mInitialised = true; mBufferRect = aData.rect(); mBufferRotation = aData.rotation(); *aUpdatedRegionBack = aUpdated; // Save the current valid region of our front buffer, because if // we're double buffering, it's going to be the valid region for the // next back buffer sent back to the renderer. // // NB: we rely here on the fact that mValidRegion is initialized to // empty, and that the first time Swap() is called we don't have a // valid front buffer that we're going to return to content. mValidRegionForNextBackBuffer = aOldValidRegionBack; return true; } void ContentHostTexture::PrintInfo(std::stringstream& aStream, const char* aPrefix) { aStream << aPrefix; aStream << nsPrintfCString("ContentHost (0x%p)", this).get(); AppendToString(aStream, mBufferRect, " [buffer-rect=", "]"); AppendToString(aStream, mBufferRotation, " [buffer-rotation=", "]"); if (PaintWillResample()) { aStream << " [paint-will-resample]"; } if (mTextureHost) { nsAutoCString pfx(aPrefix); pfx += " "; aStream << "\n"; mTextureHost->PrintInfo(aStream, pfx.get()); } } LayerRenderState ContentHostTexture::GetRenderState() { if (!mTextureHost) { return LayerRenderState(); } LayerRenderState result = mTextureHost->GetRenderState(); if (mBufferRotation != nsIntPoint()) { result.mFlags |= LayerRenderStateFlags::BUFFER_ROTATION; } result.SetOffset(GetOriginOffset()); return result; } TemporaryRef ContentHostTexture::GenEffect(const gfx::Filter& aFilter) { if (!mTextureHost) { return nullptr; } if (!mTextureHost->BindTextureSource(mTextureSource)) { return nullptr; } if (!mTextureHostOnWhite) { mTextureSourceOnWhite = nullptr; } if (mTextureHostOnWhite && !mTextureHostOnWhite->BindTextureSource(mTextureSourceOnWhite)) { return nullptr; } return CreateTexturedEffect(mTextureSource.get(), mTextureSourceOnWhite.get(), aFilter, true); } TemporaryRef ContentHostTexture::GetAsSurface() { if (!mTextureHost) { return nullptr; } return mTextureHost->GetAsSurface(); } } // namespace } // namespace