зеркало из https://github.com/mozilla/gecko-dev.git
648 строки
21 KiB
C++
648 строки
21 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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 "mozilla/layers/Compositor.h"
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#include "base/message_loop.h" // for MessageLoop
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#include "mozilla/layers/CompositorBridgeParent.h" // for CompositorBridgeParent
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#include "mozilla/layers/Diagnostics.h"
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#include "mozilla/layers/Effects.h" // for Effect, EffectChain, etc
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#include "mozilla/layers/TextureClient.h"
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#include "mozilla/layers/TextureHost.h"
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#include "mozilla/layers/CompositorThread.h"
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#include "mozilla/mozalloc.h" // for operator delete, etc
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#include "gfx2DGlue.h"
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#include "nsAppRunner.h"
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#include "LayersHelpers.h"
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namespace mozilla {
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namespace layers {
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Compositor::Compositor(widget::CompositorWidget* aWidget,
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CompositorBridgeParent* aParent)
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: mDiagnosticTypes(DiagnosticTypes::NO_DIAGNOSTIC)
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, mParent(aParent)
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, mPixelsPerFrame(0)
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, mPixelsFilled(0)
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, mScreenRotation(ROTATION_0)
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, mWidget(aWidget)
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, mIsDestroyed(false)
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#if defined(MOZ_WIDGET_ANDROID)
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// If the default color isn't white for Fennec, there is a black
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// flash before the first page of a tab is loaded.
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, mClearColor(1.0, 1.0, 1.0, 1.0)
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, mDefaultClearColor(1.0, 1.0, 1.0, 1.0)
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#else
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, mClearColor(0.0, 0.0, 0.0, 0.0)
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, mDefaultClearColor(0.0, 0.0, 0.0, 0.0)
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#endif
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{
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}
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Compositor::~Compositor()
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{
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ReadUnlockTextures();
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}
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void
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Compositor::Destroy()
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{
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TextureSourceProvider::Destroy();
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mIsDestroyed = true;
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}
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void
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Compositor::EndFrame()
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{
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ReadUnlockTextures();
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mLastCompositionEndTime = TimeStamp::Now();
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}
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bool
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Compositor::ShouldDrawDiagnostics(DiagnosticFlags aFlags)
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{
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if ((aFlags & DiagnosticFlags::TILE) && !(mDiagnosticTypes & DiagnosticTypes::TILE_BORDERS)) {
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return false;
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}
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if ((aFlags & DiagnosticFlags::BIGIMAGE) &&
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!(mDiagnosticTypes & DiagnosticTypes::BIGIMAGE_BORDERS)) {
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return false;
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}
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if (mDiagnosticTypes == DiagnosticTypes::NO_DIAGNOSTIC) {
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return false;
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}
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return true;
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}
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void
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Compositor::DrawDiagnostics(DiagnosticFlags aFlags,
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const nsIntRegion& aVisibleRegion,
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const gfx::IntRect& aClipRect,
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const gfx::Matrix4x4& aTransform,
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uint32_t aFlashCounter)
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{
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if (!ShouldDrawDiagnostics(aFlags)) {
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return;
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}
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if (aVisibleRegion.GetNumRects() > 1) {
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for (auto iter = aVisibleRegion.RectIter(); !iter.Done(); iter.Next()) {
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DrawDiagnostics(aFlags | DiagnosticFlags::REGION_RECT,
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IntRectToRect(iter.Get()), aClipRect, aTransform,
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aFlashCounter);
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}
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}
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DrawDiagnostics(aFlags, IntRectToRect(aVisibleRegion.GetBounds()),
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aClipRect, aTransform, aFlashCounter);
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}
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void
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Compositor::DrawDiagnostics(DiagnosticFlags aFlags,
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const gfx::Rect& aVisibleRect,
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const gfx::IntRect& aClipRect,
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const gfx::Matrix4x4& aTransform,
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uint32_t aFlashCounter)
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{
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if (!ShouldDrawDiagnostics(aFlags)) {
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return;
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}
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DrawDiagnosticsInternal(aFlags, aVisibleRect, aClipRect, aTransform,
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aFlashCounter);
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}
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void
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Compositor::DrawDiagnosticsInternal(DiagnosticFlags aFlags,
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const gfx::Rect& aVisibleRect,
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const gfx::IntRect& aClipRect,
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const gfx::Matrix4x4& aTransform,
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uint32_t aFlashCounter)
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{
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#ifdef ANDROID
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int lWidth = 10;
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#else
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int lWidth = 2;
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#endif
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gfx::Color color;
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if (aFlags & DiagnosticFlags::CONTENT) {
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color = gfx::Color(0.0f, 1.0f, 0.0f, 1.0f); // green
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if (aFlags & DiagnosticFlags::COMPONENT_ALPHA) {
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color = gfx::Color(0.0f, 1.0f, 1.0f, 1.0f); // greenish blue
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}
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} else if (aFlags & DiagnosticFlags::IMAGE) {
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if (aFlags & DiagnosticFlags::NV12) {
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color = gfx::Color(1.0f, 1.0f, 0.0f, 1.0f); // yellow
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} else if (aFlags & DiagnosticFlags::YCBCR) {
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color = gfx::Color(1.0f, 0.55f, 0.0f, 1.0f); // orange
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} else {
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color = gfx::Color(1.0f, 0.0f, 0.0f, 1.0f); // red
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}
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} else if (aFlags & DiagnosticFlags::COLOR) {
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color = gfx::Color(0.0f, 0.0f, 1.0f, 1.0f); // blue
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} else if (aFlags & DiagnosticFlags::CONTAINER) {
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color = gfx::Color(0.8f, 0.0f, 0.8f, 1.0f); // purple
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}
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// make tile borders a bit more transparent to keep layer borders readable.
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if (aFlags & DiagnosticFlags::TILE ||
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aFlags & DiagnosticFlags::BIGIMAGE ||
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aFlags & DiagnosticFlags::REGION_RECT) {
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lWidth = 1;
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color.r *= 0.7f;
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color.g *= 0.7f;
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color.b *= 0.7f;
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color.a = color.a * 0.5f;
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} else {
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color.a = color.a * 0.7f;
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}
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if (mDiagnosticTypes & DiagnosticTypes::FLASH_BORDERS) {
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float flash = (float)aFlashCounter / (float)DIAGNOSTIC_FLASH_COUNTER_MAX;
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color.r *= flash;
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color.g *= flash;
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color.b *= flash;
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}
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SlowDrawRect(aVisibleRect, color, aClipRect, aTransform, lWidth);
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}
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static void
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UpdateTextureCoordinates(gfx::TexturedTriangle& aTriangle,
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const gfx::Rect& aRect,
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const gfx::Rect& aIntersection,
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const gfx::Rect& aTextureCoords)
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{
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// Calculate the relative offset of the intersection within the layer.
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float dx = (aIntersection.X() - aRect.X()) / aRect.Width();
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float dy = (aIntersection.Y() - aRect.Y()) / aRect.Height();
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// Update the texture offset.
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float x = aTextureCoords.X() + dx * aTextureCoords.Width();
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float y = aTextureCoords.Y() + dy * aTextureCoords.Height();
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// Scale the texture width and height.
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float w = aTextureCoords.Width() * aIntersection.Width() / aRect.Width();
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float h = aTextureCoords.Height() * aIntersection.Height() / aRect.Height();
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static const auto Clamp = [](float& f)
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{
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if (f >= 1.0f) f = 1.0f;
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if (f <= 0.0f) f = 0.0f;
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};
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auto UpdatePoint = [&](const gfx::Point& p, gfx::Point& t)
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{
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t.x = x + (p.x - aIntersection.X()) / aIntersection.Width() * w;
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t.y = y + (p.y - aIntersection.Y()) / aIntersection.Height() * h;
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Clamp(t.x);
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Clamp(t.y);
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};
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UpdatePoint(aTriangle.p1, aTriangle.textureCoords.p1);
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UpdatePoint(aTriangle.p2, aTriangle.textureCoords.p2);
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UpdatePoint(aTriangle.p3, aTriangle.textureCoords.p3);
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}
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void
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Compositor::DrawGeometry(const gfx::Rect& aRect,
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const gfx::IntRect& aClipRect,
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const EffectChain& aEffectChain,
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gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect,
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const Maybe<gfx::Polygon>& aGeometry)
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{
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if (aRect.IsEmpty()) {
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return;
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}
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if (!aGeometry || !SupportsLayerGeometry()) {
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DrawQuad(aRect, aClipRect, aEffectChain,
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aOpacity, aTransform, aVisibleRect);
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return;
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}
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// Cull completely invisible polygons.
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if (aRect.Intersect(aGeometry->BoundingBox()).IsEmpty()) {
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return;
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}
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const gfx::Polygon clipped = aGeometry->ClipPolygon(aRect);
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// Cull polygons with no area.
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if (clipped.IsEmpty()) {
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return;
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}
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DrawPolygon(clipped, aRect, aClipRect, aEffectChain,
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aOpacity, aTransform, aVisibleRect);
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}
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void
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Compositor::DrawTriangles(const nsTArray<gfx::TexturedTriangle>& aTriangles,
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const gfx::Rect& aRect,
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const gfx::IntRect& aClipRect,
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const EffectChain& aEffectChain,
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gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect)
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{
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for (const gfx::TexturedTriangle& triangle : aTriangles) {
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DrawTriangle(triangle, aClipRect, aEffectChain,
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aOpacity, aTransform, aVisibleRect);
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}
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}
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nsTArray<gfx::TexturedTriangle>
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GenerateTexturedTriangles(const gfx::Polygon& aPolygon,
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const gfx::Rect& aRect,
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const gfx::Rect& aTexRect)
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{
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nsTArray<gfx::TexturedTriangle> texturedTriangles;
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gfx::Rect layerRects[4];
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gfx::Rect textureRects[4];
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size_t rects = DecomposeIntoNoRepeatRects(aRect, aTexRect,
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&layerRects, &textureRects);
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for (size_t i = 0; i < rects; ++i) {
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const gfx::Rect& rect = layerRects[i];
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const gfx::Rect& texRect = textureRects[i];
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const gfx::Polygon clipped = aPolygon.ClipPolygon(rect);
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if (clipped.IsEmpty()) {
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continue;
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}
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for (const gfx::Triangle& triangle : clipped.ToTriangles()) {
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const gfx::Rect intersection = rect.Intersect(triangle.BoundingBox());
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// Cull completely invisible triangles.
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if (intersection.IsEmpty()) {
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continue;
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}
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MOZ_ASSERT(rect.Width() > 0.0f && rect.Height() > 0.0f);
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MOZ_ASSERT(intersection.Width() > 0.0f && intersection.Height() > 0.0f);
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// Since the texture was created for non-split geometry, we need to
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// update the texture coordinates to account for the split.
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gfx::TexturedTriangle t(triangle);
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UpdateTextureCoordinates(t, rect, intersection, texRect);
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texturedTriangles.AppendElement(Move(t));
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}
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}
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return texturedTriangles;
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}
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nsTArray<TexturedVertex>
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TexturedTrianglesToVertexArray(const nsTArray<gfx::TexturedTriangle>& aTriangles)
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{
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const auto VertexFromPoints = [](const gfx::Point& p, const gfx::Point& t) {
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return TexturedVertex { { p.x, p.y }, { t.x, t.y } };
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};
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nsTArray<TexturedVertex> vertices;
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for (const gfx::TexturedTriangle& t : aTriangles) {
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vertices.AppendElement(VertexFromPoints(t.p1, t.textureCoords.p1));
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vertices.AppendElement(VertexFromPoints(t.p2, t.textureCoords.p2));
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vertices.AppendElement(VertexFromPoints(t.p3, t.textureCoords.p3));
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}
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return vertices;
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}
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void
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Compositor::DrawPolygon(const gfx::Polygon& aPolygon,
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const gfx::Rect& aRect,
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const gfx::IntRect& aClipRect,
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const EffectChain& aEffectChain,
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gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect)
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{
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nsTArray<gfx::TexturedTriangle> texturedTriangles;
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TexturedEffect* texturedEffect =
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aEffectChain.mPrimaryEffect->AsTexturedEffect();
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if (texturedEffect) {
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texturedTriangles =
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GenerateTexturedTriangles(aPolygon, aRect, texturedEffect->mTextureCoords);
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} else {
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for (const gfx::Triangle& triangle : aPolygon.ToTriangles()) {
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texturedTriangles.AppendElement(gfx::TexturedTriangle(triangle));
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}
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}
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if (texturedTriangles.IsEmpty()) {
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// Nothing to render.
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return;
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}
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DrawTriangles(texturedTriangles, aRect, aClipRect, aEffectChain,
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aOpacity, aTransform, aVisibleRect);
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}
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void
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Compositor::SlowDrawRect(const gfx::Rect& aRect, const gfx::Color& aColor,
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const gfx::IntRect& aClipRect,
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const gfx::Matrix4x4& aTransform, int aStrokeWidth)
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{
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// TODO This should draw a rect using a single draw call but since
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// this is only used for debugging overlays it's not worth optimizing ATM.
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float opacity = 1.0f;
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EffectChain effects;
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effects.mPrimaryEffect = new EffectSolidColor(aColor);
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// left
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this->DrawQuad(gfx::Rect(aRect.X(), aRect.Y(),
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aStrokeWidth, aRect.Height()),
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aClipRect, effects, opacity,
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aTransform);
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// top
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this->DrawQuad(gfx::Rect(aRect.X() + aStrokeWidth, aRect.Y(),
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aRect.Width() - 2 * aStrokeWidth, aStrokeWidth),
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aClipRect, effects, opacity,
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aTransform);
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// right
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this->DrawQuad(gfx::Rect(aRect.XMost() - aStrokeWidth, aRect.Y(),
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aStrokeWidth, aRect.Height()),
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aClipRect, effects, opacity,
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aTransform);
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// bottom
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this->DrawQuad(gfx::Rect(aRect.X() + aStrokeWidth, aRect.YMost() - aStrokeWidth,
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aRect.Width() - 2 * aStrokeWidth, aStrokeWidth),
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aClipRect, effects, opacity,
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aTransform);
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}
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void
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Compositor::FillRect(const gfx::Rect& aRect, const gfx::Color& aColor,
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const gfx::IntRect& aClipRect,
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const gfx::Matrix4x4& aTransform)
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{
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float opacity = 1.0f;
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EffectChain effects;
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effects.mPrimaryEffect = new EffectSolidColor(aColor);
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this->DrawQuad(aRect,
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aClipRect, effects, opacity,
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aTransform);
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}
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static float
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WrapTexCoord(float v)
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{
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// This should return values in range [0, 1.0)
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return v - floorf(v);
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}
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static void
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SetRects(size_t n,
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decomposedRectArrayT* aLayerRects,
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decomposedRectArrayT* aTextureRects,
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float x0, float y0, float x1, float y1,
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float tx0, float ty0, float tx1, float ty1,
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bool flip_y)
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{
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if (flip_y) {
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std::swap(ty0, ty1);
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}
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(*aLayerRects)[n] = gfx::Rect(x0, y0, x1 - x0, y1 - y0);
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(*aTextureRects)[n] = gfx::Rect(tx0, ty0, tx1 - tx0, ty1 - ty0);
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}
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#ifdef DEBUG
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static inline bool
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FuzzyEqual(float a, float b)
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{
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return fabs(a - b) < 0.0001f;
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}
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static inline bool
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FuzzyLTE(float a, float b)
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{
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return a <= b + 0.0001f;
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}
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#endif
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size_t
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DecomposeIntoNoRepeatRects(const gfx::Rect& aRect,
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const gfx::Rect& aTexCoordRect,
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decomposedRectArrayT* aLayerRects,
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decomposedRectArrayT* aTextureRects)
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{
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gfx::Rect texCoordRect = aTexCoordRect;
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// If the texture should be flipped, it will have negative height. Detect that
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// here and compensate for it. We will flip each rect as we emit it.
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bool flipped = false;
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if (texCoordRect.Height() < 0) {
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flipped = true;
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texCoordRect.MoveByY(texCoordRect.Height());
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texCoordRect.SetHeight(-texCoordRect.Height());
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}
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// Wrap the texture coordinates so they are within [0,1] and cap width/height
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// at 1. We rely on this below.
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texCoordRect = gfx::Rect(gfx::Point(WrapTexCoord(texCoordRect.X()),
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WrapTexCoord(texCoordRect.Y())),
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gfx::Size(std::min(texCoordRect.Width(), 1.0f),
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std::min(texCoordRect.Height(), 1.0f)));
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NS_ASSERTION(texCoordRect.X() >= 0.0f && texCoordRect.X() <= 1.0f &&
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texCoordRect.Y() >= 0.0f && texCoordRect.Y() <= 1.0f &&
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texCoordRect.Width() >= 0.0f && texCoordRect.Width() <= 1.0f &&
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texCoordRect.Height() >= 0.0f && texCoordRect.Height() <= 1.0f &&
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texCoordRect.XMost() >= 0.0f && texCoordRect.XMost() <= 2.0f &&
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texCoordRect.YMost() >= 0.0f && texCoordRect.YMost() <= 2.0f,
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"We just wrapped the texture coordinates, didn't we?");
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// Get the top left and bottom right points of the rectangle. Note that
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// tl.x/tl.y are within [0,1] but br.x/br.y are within [0,2].
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gfx::Point tl = texCoordRect.TopLeft();
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gfx::Point br = texCoordRect.BottomRight();
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NS_ASSERTION(tl.x >= 0.0f && tl.x <= 1.0f &&
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tl.y >= 0.0f && tl.y <= 1.0f &&
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br.x >= tl.x && br.x <= 2.0f &&
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br.y >= tl.y && br.y <= 2.0f &&
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FuzzyLTE(br.x - tl.x, 1.0f) &&
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FuzzyLTE(br.y - tl.y, 1.0f),
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"Somehow generated invalid texture coordinates");
|
|
|
|
// Then check if we wrap in either the x or y axis.
|
|
bool xwrap = br.x > 1.0f;
|
|
bool ywrap = br.y > 1.0f;
|
|
|
|
// If xwrap is false, the texture will be sampled from tl.x .. br.x.
|
|
// If xwrap is true, then it will be split into tl.x .. 1.0, and
|
|
// 0.0 .. WrapTexCoord(br.x). Same for the Y axis. The destination
|
|
// rectangle is also split appropriately, according to the calculated
|
|
// xmid/ymid values.
|
|
if (!xwrap && !ywrap) {
|
|
SetRects(0, aLayerRects, aTextureRects,
|
|
aRect.X(), aRect.Y(), aRect.XMost(), aRect.YMost(),
|
|
tl.x, tl.y, br.x, br.y,
|
|
flipped);
|
|
return 1;
|
|
}
|
|
|
|
// If we are dealing with wrapping br.x and br.y are greater than 1.0 so
|
|
// wrap them here as well.
|
|
br = gfx::Point(xwrap ? WrapTexCoord(br.x) : br.x,
|
|
ywrap ? WrapTexCoord(br.y) : br.y);
|
|
|
|
// If we wrap around along the x axis, we will draw first from
|
|
// tl.x .. 1.0 and then from 0.0 .. br.x (which we just wrapped above).
|
|
// The same applies for the Y axis. The midpoints we calculate here are
|
|
// only valid if we actually wrap around.
|
|
GLfloat xmid = aRect.X() + (1.0f - tl.x) / texCoordRect.Width() * aRect.Width();
|
|
GLfloat ymid = aRect.Y() + (1.0f - tl.y) / texCoordRect.Height() * aRect.Height();
|
|
|
|
// Due to floating-point inaccuracy, we have to use XMost()-x and YMost()-y
|
|
// to calculate width and height, respectively, to ensure that size will
|
|
// remain consistent going from absolute to relative and back again.
|
|
NS_ASSERTION(!xwrap ||
|
|
(xmid >= aRect.X() &&
|
|
xmid <= aRect.XMost() &&
|
|
FuzzyEqual((xmid - aRect.X()) + (aRect.XMost() - xmid), aRect.XMost() - aRect.X())),
|
|
"xmid should be within [x,XMost()] and the wrapped rect should have the same width");
|
|
NS_ASSERTION(!ywrap ||
|
|
(ymid >= aRect.Y() &&
|
|
ymid <= aRect.YMost() &&
|
|
FuzzyEqual((ymid - aRect.Y()) + (aRect.YMost() - ymid), aRect.YMost() - aRect.Y())),
|
|
"ymid should be within [y,YMost()] and the wrapped rect should have the same height");
|
|
|
|
if (!xwrap && ywrap) {
|
|
SetRects(0, aLayerRects, aTextureRects,
|
|
aRect.X(), aRect.Y(), aRect.XMost(), ymid,
|
|
tl.x, tl.y, br.x, 1.0f,
|
|
flipped);
|
|
SetRects(1, aLayerRects, aTextureRects,
|
|
aRect.X(), ymid, aRect.XMost(), aRect.YMost(),
|
|
tl.x, 0.0f, br.x, br.y,
|
|
flipped);
|
|
return 2;
|
|
}
|
|
|
|
if (xwrap && !ywrap) {
|
|
SetRects(0, aLayerRects, aTextureRects,
|
|
aRect.X(), aRect.Y(), xmid, aRect.YMost(),
|
|
tl.x, tl.y, 1.0f, br.y,
|
|
flipped);
|
|
SetRects(1, aLayerRects, aTextureRects,
|
|
xmid, aRect.Y(), aRect.XMost(), aRect.YMost(),
|
|
0.0f, tl.y, br.x, br.y,
|
|
flipped);
|
|
return 2;
|
|
}
|
|
|
|
SetRects(0, aLayerRects, aTextureRects,
|
|
aRect.X(), aRect.Y(), xmid, ymid,
|
|
tl.x, tl.y, 1.0f, 1.0f,
|
|
flipped);
|
|
SetRects(1, aLayerRects, aTextureRects,
|
|
xmid, aRect.Y(), aRect.XMost(), ymid,
|
|
0.0f, tl.y, br.x, 1.0f,
|
|
flipped);
|
|
SetRects(2, aLayerRects, aTextureRects,
|
|
aRect.X(), ymid, xmid, aRect.YMost(),
|
|
tl.x, 0.0f, 1.0f, br.y,
|
|
flipped);
|
|
SetRects(3, aLayerRects, aTextureRects,
|
|
xmid, ymid, aRect.XMost(), aRect.YMost(),
|
|
0.0f, 0.0f, br.x, br.y,
|
|
flipped);
|
|
return 4;
|
|
}
|
|
|
|
gfx::IntRect
|
|
Compositor::ComputeBackdropCopyRect(const gfx::Rect& aRect,
|
|
const gfx::IntRect& aClipRect,
|
|
const gfx::Matrix4x4& aTransform,
|
|
gfx::Matrix4x4* aOutTransform,
|
|
gfx::Rect* aOutLayerQuad)
|
|
{
|
|
// Compute the clip.
|
|
gfx::IntPoint rtOffset = GetCurrentRenderTarget()->GetOrigin();
|
|
gfx::IntSize rtSize = GetCurrentRenderTarget()->GetSize();
|
|
|
|
return layers::ComputeBackdropCopyRect(
|
|
aRect,
|
|
aClipRect,
|
|
aTransform,
|
|
gfx::IntRect(rtOffset, rtSize),
|
|
aOutTransform,
|
|
aOutLayerQuad);
|
|
}
|
|
|
|
gfx::IntRect
|
|
Compositor::ComputeBackdropCopyRect(const gfx::Triangle& aTriangle,
|
|
const gfx::IntRect& aClipRect,
|
|
const gfx::Matrix4x4& aTransform,
|
|
gfx::Matrix4x4* aOutTransform,
|
|
gfx::Rect* aOutLayerQuad)
|
|
{
|
|
gfx::Rect boundingBox = aTriangle.BoundingBox();
|
|
return ComputeBackdropCopyRect(boundingBox, aClipRect, aTransform,
|
|
aOutTransform, aOutLayerQuad);
|
|
}
|
|
|
|
void
|
|
Compositor::SetInvalid()
|
|
{
|
|
mParent = nullptr;
|
|
}
|
|
|
|
bool
|
|
Compositor::IsValid() const
|
|
{
|
|
return !!mParent;
|
|
}
|
|
|
|
void
|
|
Compositor::SetDispAcquireFence(Layer* aLayer)
|
|
{
|
|
}
|
|
|
|
void
|
|
Compositor::UnlockAfterComposition(TextureHost* aTexture)
|
|
{
|
|
TextureSourceProvider::UnlockAfterComposition(aTexture);
|
|
|
|
// If this is being called after we shutdown the compositor, we must finish
|
|
// read unlocking now to prevent a cycle.
|
|
if (IsDestroyed()) {
|
|
ReadUnlockTextures();
|
|
}
|
|
}
|
|
|
|
bool
|
|
Compositor::NotifyNotUsedAfterComposition(TextureHost* aTextureHost)
|
|
{
|
|
if (IsDestroyed() || AsBasicCompositor()) {
|
|
return false;
|
|
}
|
|
return TextureSourceProvider::NotifyNotUsedAfterComposition(aTextureHost);
|
|
}
|
|
|
|
void
|
|
Compositor::GetFrameStats(GPUStats* aStats)
|
|
{
|
|
aStats->mInvalidPixels = mPixelsPerFrame;
|
|
aStats->mPixelsFilled = mPixelsFilled;
|
|
}
|
|
|
|
} // namespace layers
|
|
} // namespace mozilla
|