зеркало из https://github.com/mozilla/gecko-dev.git
193 строки
6.7 KiB
C++
193 строки
6.7 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "ClientThebesLayer.h"
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#include "ClientTiledThebesLayer.h" // for ClientTiledThebesLayer
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#include "SimpleTiledContentClient.h"
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#include <stdint.h> // for uint32_t
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#include "GeckoProfiler.h" // for PROFILER_LABEL
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#include "client/ClientLayerManager.h" // for ClientLayerManager, etc
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#include "gfxContext.h" // for gfxContext
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#include "gfxRect.h" // for gfxRect
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#include "gfxPrefs.h" // for gfxPrefs
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#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
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#include "mozilla/gfx/2D.h" // for DrawTarget
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#include "mozilla/gfx/Matrix.h" // for Matrix
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#include "mozilla/gfx/Rect.h" // for Rect, IntRect
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#include "mozilla/gfx/Types.h" // for Float, etc
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#include "mozilla/layers/LayersTypes.h"
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#include "mozilla/Preferences.h"
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#include "nsAutoPtr.h" // for nsRefPtr
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#include "nsCOMPtr.h" // for already_AddRefed
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#include "nsISupportsImpl.h" // for Layer::AddRef, etc
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#include "nsRect.h" // for nsIntRect
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#include "gfx2DGlue.h"
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#include "ReadbackProcessor.h"
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namespace mozilla {
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namespace layers {
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using namespace mozilla::gfx;
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void
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ClientThebesLayer::PaintThebes()
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{
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PROFILER_LABEL("ClientThebesLayer", "PaintThebes",
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js::ProfileEntry::Category::GRAPHICS);
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NS_ASSERTION(ClientManager()->InDrawing(),
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"Can only draw in drawing phase");
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uint32_t flags = RotatedContentBuffer::PAINT_CAN_DRAW_ROTATED;
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#ifndef MOZ_WIDGET_ANDROID
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if (ClientManager()->CompositorMightResample()) {
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flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE;
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}
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if (!(flags & RotatedContentBuffer::PAINT_WILL_RESAMPLE)) {
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if (MayResample()) {
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flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE;
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}
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}
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#endif
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PaintState state =
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mContentClient->BeginPaintBuffer(this, flags);
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mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);
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if (!state.mRegionToDraw.IsEmpty() && !ClientManager()->GetThebesLayerCallback()) {
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ClientManager()->SetTransactionIncomplete();
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return;
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}
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// The area that became invalid and is visible needs to be repainted
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// (this could be the whole visible area if our buffer switched
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// from RGB to RGBA, because we might need to repaint with
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// subpixel AA)
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state.mRegionToInvalidate.And(state.mRegionToInvalidate,
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GetEffectiveVisibleRegion());
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bool didUpdate = false;
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RotatedContentBuffer::DrawIterator iter;
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while (DrawTarget* target = mContentClient->BorrowDrawTargetForPainting(state, &iter)) {
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SetAntialiasingFlags(this, target);
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nsRefPtr<gfxContext> ctx = gfxContext::ContextForDrawTarget(target);
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ClientManager()->GetThebesLayerCallback()(this,
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ctx,
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iter.mDrawRegion,
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state.mClip,
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state.mRegionToInvalidate,
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ClientManager()->GetThebesLayerCallbackData());
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ctx = nullptr;
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mContentClient->ReturnDrawTargetToBuffer(target);
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didUpdate = true;
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}
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if (didUpdate) {
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Mutated();
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mValidRegion.Or(mValidRegion, state.mRegionToDraw);
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ContentClientRemote* contentClientRemote = static_cast<ContentClientRemote*>(mContentClient.get());
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MOZ_ASSERT(contentClientRemote->GetIPDLActor());
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// Hold(this) ensures this layer is kept alive through the current transaction
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// The ContentClient assumes this layer is kept alive (e.g., in CreateBuffer),
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// so deleting this Hold for whatever reason will break things.
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ClientManager()->Hold(this);
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contentClientRemote->Updated(state.mRegionToDraw,
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mVisibleRegion,
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state.mDidSelfCopy);
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}
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}
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void
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ClientThebesLayer::RenderLayerWithReadback(ReadbackProcessor *aReadback)
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{
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if (GetMaskLayer()) {
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ToClientLayer(GetMaskLayer())->RenderLayer();
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}
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if (!mContentClient) {
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mContentClient = ContentClient::CreateContentClient(ClientManager()->AsShadowForwarder());
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if (!mContentClient) {
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return;
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}
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mContentClient->Connect();
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ClientManager()->AsShadowForwarder()->Attach(mContentClient, this);
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MOZ_ASSERT(mContentClient->GetForwarder());
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}
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nsTArray<ReadbackProcessor::Update> readbackUpdates;
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nsIntRegion readbackRegion;
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if (aReadback && UsedForReadback()) {
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aReadback->GetThebesLayerUpdates(this, &readbackUpdates);
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}
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IntPoint origin(mVisibleRegion.GetBounds().x, mVisibleRegion.GetBounds().y);
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mContentClient->BeginPaint();
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PaintThebes();
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mContentClient->EndPaint(&readbackUpdates);
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}
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bool
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ClientLayerManager::IsOptimizedFor(ThebesLayer* aLayer, ThebesLayerCreationHint aHint)
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{
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#ifdef MOZ_B2G
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// The only creation hint is whether the layer is scrollable or not, and this
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// is only respected on B2G, where it's used to determine whether to use
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// tiled layers or not.
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// There are pretty nasty performance consequences for not using tiles on
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// large, scrollable layers, so we want the layer to be recreated in this
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// situation.
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return aHint == aLayer->GetCreationHint();
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#else
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return LayerManager::IsOptimizedFor(aLayer, aHint);
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#endif
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}
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already_AddRefed<ThebesLayer>
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ClientLayerManager::CreateThebesLayer()
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{
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return CreateThebesLayerWithHint(NONE);
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}
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already_AddRefed<ThebesLayer>
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ClientLayerManager::CreateThebesLayerWithHint(ThebesLayerCreationHint aHint)
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{
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NS_ASSERTION(InConstruction(), "Only allowed in construction phase");
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if (
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#ifdef MOZ_B2G
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aHint == SCROLLABLE &&
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#endif
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gfxPlatform::GetPlatform()->UseTiling() &&
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(AsShadowForwarder()->GetCompositorBackendType() == LayersBackend::LAYERS_OPENGL ||
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AsShadowForwarder()->GetCompositorBackendType() == LayersBackend::LAYERS_D3D9 ||
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AsShadowForwarder()->GetCompositorBackendType() == LayersBackend::LAYERS_D3D11)) {
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if (gfxPrefs::LayersUseSimpleTiles()) {
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nsRefPtr<SimpleClientTiledThebesLayer> layer =
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new SimpleClientTiledThebesLayer(this, aHint);
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CREATE_SHADOW(Thebes);
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return layer.forget();
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} else {
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nsRefPtr<ClientTiledThebesLayer> layer =
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new ClientTiledThebesLayer(this, aHint);
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CREATE_SHADOW(Thebes);
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return layer.forget();
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}
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} else
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{
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nsRefPtr<ClientThebesLayer> layer =
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new ClientThebesLayer(this, aHint);
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CREATE_SHADOW(Thebes);
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return layer.forget();
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}
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}
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}
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}
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