зеркало из https://github.com/mozilla/gecko-dev.git
811 строки
30 KiB
C++
811 строки
30 KiB
C++
/* -*- Mode: C++; tab-width: 20; 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 "RotatedBuffer.h"
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#include <sys/types.h> // for int32_t
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#include <algorithm> // for max
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#include "BasicImplData.h" // for BasicImplData
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#include "BasicLayersImpl.h" // for ToData
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#include "BufferUnrotate.h" // for BufferUnrotate
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#include "GeckoProfiler.h" // for PROFILER_LABEL
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#include "Layers.h" // for PaintedLayer, Layer, etc
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#include "gfxPlatform.h" // for gfxPlatform
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#include "gfxPrefs.h" // for gfxPrefs
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#include "gfxUtils.h" // for gfxUtils
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#include "mozilla/ArrayUtils.h" // for ArrayLength
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#include "mozilla/gfx/BasePoint.h" // for BasePoint
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#include "mozilla/gfx/BaseRect.h" // for BaseRect
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#include "mozilla/gfx/BaseSize.h" // for BaseSize
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#include "mozilla/gfx/Matrix.h" // for Matrix
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#include "mozilla/gfx/Point.h" // for Point, IntPoint
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#include "mozilla/gfx/Rect.h" // for Rect, IntRect
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#include "mozilla/gfx/Types.h" // for ExtendMode::ExtendMode::CLAMP, etc
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#include "mozilla/layers/ShadowLayers.h" // for ShadowableLayer
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#include "mozilla/layers/TextureClient.h" // for TextureClient
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#include "mozilla/gfx/Point.h" // for IntSize
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#include "gfx2DGlue.h"
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#include "nsLayoutUtils.h" // for invalidation debugging
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namespace mozilla {
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using namespace gfx;
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namespace layers {
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IntRect
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RotatedBuffer::GetQuadrantRectangle(XSide aXSide, YSide aYSide) const
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{
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// quadrantTranslation is the amount we translate the top-left
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// of the quadrant by to get coordinates relative to the layer
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IntPoint quadrantTranslation = -mBufferRotation;
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quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0;
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quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0;
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return mBufferRect + quadrantTranslation;
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}
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Rect
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RotatedBuffer::GetSourceRectangle(XSide aXSide, YSide aYSide) const
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{
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Rect result;
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if (aXSide == LEFT) {
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result.x = 0;
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result.width = mBufferRotation.x;
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} else {
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result.x = mBufferRotation.x;
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result.width = mBufferRect.width - mBufferRotation.x;
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}
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if (aYSide == TOP) {
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result.y = 0;
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result.height = mBufferRotation.y;
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} else {
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result.y = mBufferRotation.y;
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result.height = mBufferRect.height - mBufferRotation.y;
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}
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return result;
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}
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/**
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* @param aXSide LEFT means we draw from the left side of the buffer (which
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* is drawn on the right side of mBufferRect). RIGHT means we draw from
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* the right side of the buffer (which is drawn on the left side of
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* mBufferRect).
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* @param aYSide TOP means we draw from the top side of the buffer (which
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* is drawn on the bottom side of mBufferRect). BOTTOM means we draw from
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* the bottom side of the buffer (which is drawn on the top side of
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* mBufferRect).
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*/
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void
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RotatedBuffer::DrawBufferQuadrant(gfx::DrawTarget* aTarget,
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XSide aXSide, YSide aYSide,
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ContextSource aSource,
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float aOpacity,
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gfx::CompositionOp aOperator,
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gfx::SourceSurface* aMask,
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const gfx::Matrix* aMaskTransform) const
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{
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// The rectangle that we're going to fill. Basically we're going to
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// render the buffer at mBufferRect + quadrantTranslation to get the
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// pixels in the right place, but we're only going to paint within
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// mBufferRect
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IntRect quadrantRect = GetQuadrantRectangle(aXSide, aYSide);
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IntRect fillRect;
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if (!fillRect.IntersectRect(mBufferRect, quadrantRect))
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return;
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gfx::Point quadrantTranslation(quadrantRect.x, quadrantRect.y);
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MOZ_ASSERT(aSource != BUFFER_BOTH);
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RefPtr<SourceSurface> snapshot = GetSourceSurface(aSource);
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if (!snapshot) {
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gfxCriticalError() << "Invalid snapshot in RotatedBuffer::DrawBufferQuadrant";
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return;
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}
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// direct2d is much slower when using OP_SOURCE so use OP_OVER and
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// (maybe) a clear instead. Normally we need to draw in a single operation
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// (to avoid flickering) but direct2d is ok since it defers rendering.
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// We should try abstract this logic in a helper when we have other use
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// cases.
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if ((aTarget->GetBackendType() == BackendType::DIRECT2D ||
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aTarget->GetBackendType() == BackendType::DIRECT2D1_1) &&
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aOperator == CompositionOp::OP_SOURCE) {
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aOperator = CompositionOp::OP_OVER;
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if (snapshot->GetFormat() == SurfaceFormat::B8G8R8A8) {
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aTarget->ClearRect(IntRectToRect(fillRect));
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}
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}
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// OP_SOURCE is unbounded in Azure, and we really don't want that behaviour here.
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// We also can't do a ClearRect+FillRect since we need the drawing to happen
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// as an atomic operation (to prevent flickering).
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// We also need this clip in the case where we have a mask, since the mask surface
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// might cover more than fillRect, but we only want to touch the pixels inside
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// fillRect.
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aTarget->PushClipRect(IntRectToRect(fillRect));
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if (aMask) {
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Matrix oldTransform = aTarget->GetTransform();
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// Transform from user -> buffer space.
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Matrix transform =
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Matrix::Translation(quadrantTranslation.x, quadrantTranslation.y);
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Matrix inverseMask = *aMaskTransform;
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inverseMask.Invert();
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transform *= oldTransform;
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transform *= inverseMask;
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#ifdef MOZ_GFX_OPTIMIZE_MOBILE
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SurfacePattern source(snapshot, ExtendMode::CLAMP, transform, SamplingFilter::POINT);
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#else
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SurfacePattern source(snapshot, ExtendMode::CLAMP, transform);
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#endif
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aTarget->SetTransform(*aMaskTransform);
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aTarget->MaskSurface(source, aMask, Point(0, 0), DrawOptions(aOpacity, aOperator));
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aTarget->SetTransform(oldTransform);
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} else {
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#ifdef MOZ_GFX_OPTIMIZE_MOBILE
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DrawSurfaceOptions options(SamplingFilter::POINT);
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#else
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DrawSurfaceOptions options;
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#endif
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aTarget->DrawSurface(snapshot, IntRectToRect(fillRect),
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GetSourceRectangle(aXSide, aYSide),
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options,
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DrawOptions(aOpacity, aOperator));
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}
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aTarget->PopClip();
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}
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void
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RotatedBuffer::DrawBufferWithRotation(gfx::DrawTarget *aTarget, ContextSource aSource,
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float aOpacity,
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gfx::CompositionOp aOperator,
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gfx::SourceSurface* aMask,
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const gfx::Matrix* aMaskTransform) const
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{
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PROFILER_LABEL("RotatedBuffer", "DrawBufferWithRotation",
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js::ProfileEntry::Category::GRAPHICS);
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// See above, in Azure Repeat should always be a safe, even faster choice
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// though! Particularly on D2D Repeat should be a lot faster, need to look
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// into that. TODO[Bas]
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DrawBufferQuadrant(aTarget, LEFT, TOP, aSource, aOpacity, aOperator, aMask, aMaskTransform);
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DrawBufferQuadrant(aTarget, RIGHT, TOP, aSource, aOpacity, aOperator, aMask, aMaskTransform);
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DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aSource, aOpacity, aOperator, aMask, aMaskTransform);
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DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aSource, aOpacity, aOperator,aMask, aMaskTransform);
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}
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already_AddRefed<SourceSurface>
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SourceRotatedBuffer::GetSourceSurface(ContextSource aSource) const
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{
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RefPtr<SourceSurface> surf;
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if (aSource == BUFFER_BLACK) {
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surf = mSource;
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} else {
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MOZ_ASSERT(aSource == BUFFER_WHITE);
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surf = mSourceOnWhite;
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}
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MOZ_ASSERT(surf);
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return surf.forget();
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}
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/* static */ bool
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RotatedContentBuffer::IsClippingCheap(DrawTarget* aTarget, const nsIntRegion& aRegion)
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{
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// Assume clipping is cheap if the draw target just has an integer
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// translation, and the visible region is simple.
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return !aTarget->GetTransform().HasNonIntegerTranslation() &&
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aRegion.GetNumRects() <= 1;
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}
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void
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RotatedContentBuffer::DrawTo(PaintedLayer* aLayer,
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DrawTarget* aTarget,
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float aOpacity,
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CompositionOp aOp,
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SourceSurface* aMask,
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const Matrix* aMaskTransform)
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{
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if (!EnsureBuffer()) {
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return;
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}
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bool clipped = false;
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// If the entire buffer is valid, we can just draw the whole thing,
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// no need to clip. But we'll still clip if clipping is cheap ---
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// that might let us copy a smaller region of the buffer.
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// Also clip to the visible region if we're told to.
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if (!aLayer->GetValidRegion().Contains(BufferRect()) ||
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(ToData(aLayer)->GetClipToVisibleRegion() &&
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!aLayer->GetVisibleRegion().ToUnknownRegion().Contains(BufferRect())) ||
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IsClippingCheap(aTarget, aLayer->GetLocalVisibleRegion().ToUnknownRegion())) {
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// We don't want to draw invalid stuff, so we need to clip. Might as
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// well clip to the smallest area possible --- the visible region.
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// Bug 599189 if there is a non-integer-translation transform in aTarget,
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// we might sample pixels outside GetLocalVisibleRegion(), which is wrong
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// and may cause gray lines.
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gfxUtils::ClipToRegion(aTarget, aLayer->GetLocalVisibleRegion().ToUnknownRegion());
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clipped = true;
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}
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DrawBufferWithRotation(aTarget, BUFFER_BLACK, aOpacity, aOp, aMask, aMaskTransform);
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if (clipped) {
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aTarget->PopClip();
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}
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}
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DrawTarget*
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RotatedContentBuffer::BorrowDrawTargetForQuadrantUpdate(const IntRect& aBounds,
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ContextSource aSource,
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DrawIterator* aIter)
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{
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IntRect bounds = aBounds;
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if (aIter) {
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// If an iterator was provided, then BeginPaint must have been run with
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// PAINT_CAN_DRAW_ROTATED, and the draw region might cover multiple quadrants.
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// Iterate over each of them, and return an appropriate buffer each time we find
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// one that intersects the draw region. The iterator mCount value tracks which
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// quadrants we have considered across multiple calls to this function.
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aIter->mDrawRegion.SetEmpty();
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while (aIter->mCount < 4) {
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IntRect quadrant = GetQuadrantRectangle((aIter->mCount & 1) ? LEFT : RIGHT,
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(aIter->mCount & 2) ? TOP : BOTTOM);
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aIter->mDrawRegion.And(aBounds, quadrant);
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aIter->mCount++;
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if (!aIter->mDrawRegion.IsEmpty()) {
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break;
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}
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}
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if (aIter->mDrawRegion.IsEmpty()) {
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return nullptr;
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}
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bounds = aIter->mDrawRegion.GetBounds();
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}
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if (!EnsureBuffer()) {
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return nullptr;
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}
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MOZ_ASSERT(!mLoanedDrawTarget, "draw target has been borrowed and not returned");
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if (aSource == BUFFER_BOTH && HaveBufferOnWhite()) {
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if (!EnsureBufferOnWhite()) {
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return nullptr;
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}
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MOZ_ASSERT(mDTBuffer && mDTBuffer->IsValid() && mDTBufferOnWhite && mDTBufferOnWhite->IsValid());
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mLoanedDrawTarget = Factory::CreateDualDrawTarget(mDTBuffer, mDTBufferOnWhite);
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} else if (aSource == BUFFER_WHITE) {
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if (!EnsureBufferOnWhite()) {
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return nullptr;
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}
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mLoanedDrawTarget = mDTBufferOnWhite;
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} else {
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// BUFFER_BLACK, or BUFFER_BOTH with a single buffer.
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mLoanedDrawTarget = mDTBuffer;
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}
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// Figure out which quadrant to draw in
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int32_t xBoundary = mBufferRect.XMost() - mBufferRotation.x;
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int32_t yBoundary = mBufferRect.YMost() - mBufferRotation.y;
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XSide sideX = bounds.XMost() <= xBoundary ? RIGHT : LEFT;
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YSide sideY = bounds.YMost() <= yBoundary ? BOTTOM : TOP;
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IntRect quadrantRect = GetQuadrantRectangle(sideX, sideY);
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NS_ASSERTION(quadrantRect.Contains(bounds), "Messed up quadrants");
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mLoanedTransform = mLoanedDrawTarget->GetTransform();
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mLoanedDrawTarget->SetTransform(Matrix(mLoanedTransform).
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PreTranslate(-quadrantRect.x,
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-quadrantRect.y));
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return mLoanedDrawTarget;
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}
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void
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BorrowDrawTarget::ReturnDrawTarget(gfx::DrawTarget*& aReturned)
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{
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MOZ_ASSERT(mLoanedDrawTarget);
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MOZ_ASSERT(aReturned == mLoanedDrawTarget);
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if (mLoanedDrawTarget) {
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mLoanedDrawTarget->SetTransform(mLoanedTransform);
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mLoanedDrawTarget = nullptr;
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}
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aReturned = nullptr;
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}
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gfxContentType
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RotatedContentBuffer::BufferContentType()
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{
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if (mBufferProvider || (mDTBuffer && mDTBuffer->IsValid())) {
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SurfaceFormat format = SurfaceFormat::B8G8R8A8;
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if (mBufferProvider) {
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format = mBufferProvider->GetFormat();
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} else if (mDTBuffer && mDTBuffer->IsValid()) {
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format = mDTBuffer->GetFormat();
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}
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return ContentForFormat(format);
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}
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return gfxContentType::SENTINEL;
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}
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bool
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RotatedContentBuffer::BufferSizeOkFor(const IntSize& aSize)
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{
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return (aSize == mBufferRect.Size() ||
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(SizedToVisibleBounds != mBufferSizePolicy &&
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aSize < mBufferRect.Size()));
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}
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bool
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RotatedContentBuffer::EnsureBuffer()
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{
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NS_ASSERTION(!mLoanedDrawTarget, "Loaned draw target must be returned");
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if (!mDTBuffer || !mDTBuffer->IsValid()) {
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if (mBufferProvider) {
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mDTBuffer = mBufferProvider->BorrowDrawTarget();
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}
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}
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NS_WARNING_ASSERTION(mDTBuffer && mDTBuffer->IsValid(), "no buffer");
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return !!mDTBuffer;
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}
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bool
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RotatedContentBuffer::EnsureBufferOnWhite()
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{
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NS_ASSERTION(!mLoanedDrawTarget, "Loaned draw target must be returned");
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if (!mDTBufferOnWhite) {
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if (mBufferProviderOnWhite) {
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mDTBufferOnWhite =
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mBufferProviderOnWhite->BorrowDrawTarget();
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}
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}
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NS_WARNING_ASSERTION(mDTBufferOnWhite, "no buffer");
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return !!mDTBufferOnWhite;
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}
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bool
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RotatedContentBuffer::HaveBuffer() const
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{
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return mBufferProvider || (mDTBuffer && mDTBuffer->IsValid());
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}
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bool
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RotatedContentBuffer::HaveBufferOnWhite() const
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{
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return mBufferProviderOnWhite || (mDTBufferOnWhite && mDTBufferOnWhite->IsValid());
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}
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static void
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WrapRotationAxis(int32_t* aRotationPoint, int32_t aSize)
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{
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if (*aRotationPoint < 0) {
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*aRotationPoint += aSize;
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} else if (*aRotationPoint >= aSize) {
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*aRotationPoint -= aSize;
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}
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}
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static IntRect
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ComputeBufferRect(const IntRect& aRequestedRect)
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{
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IntRect rect(aRequestedRect);
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// Set a minimum width to guarantee a minimum size of buffers we
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// allocate (and work around problems on some platforms with smaller
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// dimensions). 64 is the magic number needed to work around the
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// rendering glitch, and guarantees image rows can be SIMD'd for
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// even r5g6b5 surfaces pretty much everywhere.
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rect.width = std::max(aRequestedRect.width, 64);
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return rect;
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}
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void
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RotatedContentBuffer::FlushBuffers()
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{
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if (mDTBuffer) {
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mDTBuffer->Flush();
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}
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if (mDTBufferOnWhite) {
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mDTBufferOnWhite->Flush();
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}
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}
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RotatedContentBuffer::PaintState
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RotatedContentBuffer::BeginPaint(PaintedLayer* aLayer,
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uint32_t aFlags)
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{
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PaintState result;
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// We need to disable rotation if we're going to be resampled when
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// drawing, because we might sample across the rotation boundary.
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// Also disable buffer rotation when using webrender.
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bool canHaveRotation = gfxPlatform::BufferRotationEnabled() &&
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!(aFlags & (PAINT_WILL_RESAMPLE | PAINT_NO_ROTATION)) &&
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!(aLayer->Manager()->AsWebRenderLayerManager());
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nsIntRegion validRegion = aLayer->GetValidRegion();
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bool canUseOpaqueSurface = aLayer->CanUseOpaqueSurface();
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ContentType layerContentType =
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canUseOpaqueSurface ? gfxContentType::COLOR :
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gfxContentType::COLOR_ALPHA;
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SurfaceMode mode;
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nsIntRegion neededRegion;
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IntRect destBufferRect;
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bool canReuseBuffer = HaveBuffer();
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while (true) {
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mode = aLayer->GetSurfaceMode();
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neededRegion = aLayer->GetVisibleRegion().ToUnknownRegion();
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canReuseBuffer &= BufferSizeOkFor(neededRegion.GetBounds().Size());
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result.mContentType = layerContentType;
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if (canReuseBuffer) {
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if (mBufferRect.Contains(neededRegion.GetBounds())) {
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// We don't need to adjust mBufferRect.
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destBufferRect = mBufferRect;
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} else if (neededRegion.GetBounds().Size() <= mBufferRect.Size()) {
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// The buffer's big enough but doesn't contain everything that's
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// going to be visible. We'll move it.
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destBufferRect = IntRect(neededRegion.GetBounds().TopLeft(), mBufferRect.Size());
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} else {
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destBufferRect = neededRegion.GetBounds();
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}
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} else {
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// We won't be reusing the buffer. Compute a new rect.
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destBufferRect = ComputeBufferRect(neededRegion.GetBounds());
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}
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if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
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#if defined(MOZ_GFX_OPTIMIZE_MOBILE)
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mode = SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA;
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#else
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if (!aLayer->GetParent() ||
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!aLayer->GetParent()->SupportsComponentAlphaChildren() ||
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!aLayer->AsShadowableLayer() ||
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!aLayer->AsShadowableLayer()->HasShadow()) {
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mode = SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA;
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} else {
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result.mContentType = gfxContentType::COLOR;
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}
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#endif
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}
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if ((aFlags & PAINT_WILL_RESAMPLE) &&
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(!neededRegion.GetBounds().IsEqualInterior(destBufferRect) ||
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neededRegion.GetNumRects() > 1))
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|
{
|
|
// The area we add to neededRegion might not be painted opaquely.
|
|
if (mode == SurfaceMode::SURFACE_OPAQUE) {
|
|
result.mContentType = gfxContentType::COLOR_ALPHA;
|
|
mode = SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA;
|
|
}
|
|
|
|
// We need to validate the entire buffer, to make sure that only valid
|
|
// pixels are sampled.
|
|
neededRegion = destBufferRect;
|
|
}
|
|
|
|
// If we have an existing buffer, but the content type has changed or we
|
|
// have transitioned into/out of component alpha, then we need to recreate it.
|
|
if (canReuseBuffer &&
|
|
(result.mContentType != BufferContentType() ||
|
|
(mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) != HaveBufferOnWhite()))
|
|
{
|
|
// Restart the decision process; we won't re-enter since we guard on
|
|
// being able to re-use the buffer.
|
|
canReuseBuffer = false;
|
|
continue;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (HaveBuffer() &&
|
|
(result.mContentType != BufferContentType() ||
|
|
(mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) != HaveBufferOnWhite()))
|
|
{
|
|
// We're effectively clearing the valid region, so we need to draw
|
|
// the entire needed region now.
|
|
canReuseBuffer = false;
|
|
result.mRegionToInvalidate = aLayer->GetValidRegion();
|
|
validRegion.SetEmpty();
|
|
Clear();
|
|
|
|
#if defined(MOZ_DUMP_PAINTING)
|
|
if (nsLayoutUtils::InvalidationDebuggingIsEnabled()) {
|
|
if (result.mContentType != BufferContentType()) {
|
|
printf_stderr("Invalidating entire rotated buffer (layer %p): content type changed\n", aLayer);
|
|
} else if ((mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) != HaveBufferOnWhite()) {
|
|
printf_stderr("Invalidating entire rotated buffer (layer %p): component alpha changed\n", aLayer);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
NS_ASSERTION(destBufferRect.Contains(neededRegion.GetBounds()),
|
|
"Destination rect doesn't contain what we need to paint");
|
|
|
|
result.mRegionToDraw.Sub(neededRegion, validRegion);
|
|
|
|
if (result.mRegionToDraw.IsEmpty())
|
|
return result;
|
|
|
|
if (HaveBuffer()) {
|
|
if (LockBuffers()) {
|
|
// Do not modify result.mRegionToDraw or result.mContentType after this call.
|
|
// Do not modify mBufferRect, mBufferRotation, or mDidSelfCopy,
|
|
// or call CreateBuffer before this call.
|
|
FinalizeFrame(result.mRegionToDraw);
|
|
} else {
|
|
// Abandon everything and redraw it all. Ideally we'd reallocate and copy
|
|
// the old to the new and then call FinalizeFrame on the new buffer so that
|
|
// we only need to draw the latest bits, but we need a big refactor to support
|
|
// that ordering.
|
|
result.mRegionToDraw = neededRegion;
|
|
canReuseBuffer = false;
|
|
Clear();
|
|
}
|
|
}
|
|
|
|
IntRect drawBounds = result.mRegionToDraw.GetBounds();
|
|
RefPtr<DrawTarget> destDTBuffer;
|
|
RefPtr<DrawTarget> destDTBufferOnWhite;
|
|
uint32_t bufferFlags = 0;
|
|
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
|
|
bufferFlags |= BUFFER_COMPONENT_ALPHA;
|
|
}
|
|
if (canReuseBuffer) {
|
|
if (!EnsureBuffer()) {
|
|
return result;
|
|
}
|
|
IntRect keepArea;
|
|
if (keepArea.IntersectRect(destBufferRect, mBufferRect)) {
|
|
// Set mBufferRotation so that the pixels currently in mDTBuffer
|
|
// will still be rendered in the right place when mBufferRect
|
|
// changes to destBufferRect.
|
|
IntPoint newRotation = mBufferRotation +
|
|
(destBufferRect.TopLeft() - mBufferRect.TopLeft());
|
|
WrapRotationAxis(&newRotation.x, mBufferRect.width);
|
|
WrapRotationAxis(&newRotation.y, mBufferRect.height);
|
|
NS_ASSERTION(gfx::IntRect(gfx::IntPoint(0,0), mBufferRect.Size()).Contains(newRotation),
|
|
"newRotation out of bounds");
|
|
int32_t xBoundary = destBufferRect.XMost() - newRotation.x;
|
|
int32_t yBoundary = destBufferRect.YMost() - newRotation.y;
|
|
bool drawWrapsBuffer = (drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) ||
|
|
(drawBounds.y < yBoundary && yBoundary < drawBounds.YMost());
|
|
if ((drawWrapsBuffer && !(aFlags & PAINT_CAN_DRAW_ROTATED)) ||
|
|
(newRotation != IntPoint(0,0) && !canHaveRotation)) {
|
|
// The stuff we need to redraw will wrap around an edge of the
|
|
// buffer (and the caller doesn't know how to support that), so
|
|
// move the pixels we can keep into a position that lets us
|
|
// redraw in just one quadrant.
|
|
if (mBufferRotation == IntPoint(0,0)) {
|
|
IntRect srcRect(IntPoint(0, 0), mBufferRect.Size());
|
|
IntPoint dest = mBufferRect.TopLeft() - destBufferRect.TopLeft();
|
|
MOZ_ASSERT(mDTBuffer && mDTBuffer->IsValid());
|
|
mDTBuffer->CopyRect(srcRect, dest);
|
|
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
|
|
if (!EnsureBufferOnWhite()) {
|
|
return result;
|
|
}
|
|
MOZ_ASSERT(mDTBufferOnWhite && mDTBufferOnWhite->IsValid());
|
|
mDTBufferOnWhite->CopyRect(srcRect, dest);
|
|
}
|
|
result.mDidSelfCopy = true;
|
|
mDidSelfCopy = true;
|
|
// Don't set destBuffer; we special-case self-copies, and
|
|
// just did the necessary work above.
|
|
mBufferRect = destBufferRect;
|
|
} else {
|
|
// With azure and a data surface perform an buffer unrotate
|
|
// (SelfCopy).
|
|
unsigned char* data;
|
|
IntSize size;
|
|
int32_t stride;
|
|
SurfaceFormat format;
|
|
|
|
if (mDTBuffer->LockBits(&data, &size, &stride, &format)) {
|
|
uint8_t bytesPerPixel = BytesPerPixel(format);
|
|
BufferUnrotate(data,
|
|
size.width * bytesPerPixel,
|
|
size.height, stride,
|
|
newRotation.x * bytesPerPixel, newRotation.y);
|
|
mDTBuffer->ReleaseBits(data);
|
|
|
|
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
|
|
if (!EnsureBufferOnWhite()) {
|
|
return result;
|
|
}
|
|
MOZ_ASSERT(mDTBufferOnWhite && mDTBufferOnWhite->IsValid());
|
|
mDTBufferOnWhite->LockBits(&data, &size, &stride, &format);
|
|
uint8_t bytesPerPixel = BytesPerPixel(format);
|
|
BufferUnrotate(data,
|
|
size.width * bytesPerPixel,
|
|
size.height, stride,
|
|
newRotation.x * bytesPerPixel, newRotation.y);
|
|
mDTBufferOnWhite->ReleaseBits(data);
|
|
}
|
|
|
|
// Buffer unrotate moves all the pixels, note that
|
|
// we self copied for SyncBackToFrontBuffer
|
|
result.mDidSelfCopy = true;
|
|
mDidSelfCopy = true;
|
|
mBufferRect = destBufferRect;
|
|
mBufferRotation = IntPoint(0, 0);
|
|
}
|
|
|
|
if (!result.mDidSelfCopy) {
|
|
destBufferRect = ComputeBufferRect(neededRegion.GetBounds());
|
|
CreateBuffer(result.mContentType, destBufferRect, bufferFlags,
|
|
&destDTBuffer, &destDTBufferOnWhite);
|
|
if (!destDTBuffer ||
|
|
(!destDTBufferOnWhite && (bufferFlags & BUFFER_COMPONENT_ALPHA))) {
|
|
if (Factory::ReasonableSurfaceSize(IntSize(destBufferRect.width, destBufferRect.height))) {
|
|
gfxCriticalNote << "Failed 1 buffer db=" << hexa(destDTBuffer.get()) << " dw=" << hexa(destDTBufferOnWhite.get()) << " for " << destBufferRect.x << ", " << destBufferRect.y << ", " << destBufferRect.width << ", " << destBufferRect.height;
|
|
}
|
|
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 = IntPoint(0,0);
|
|
}
|
|
} else {
|
|
// The buffer's not big enough, so allocate a new one
|
|
CreateBuffer(result.mContentType, destBufferRect, bufferFlags,
|
|
&destDTBuffer, &destDTBufferOnWhite);
|
|
if (!destDTBuffer ||
|
|
(!destDTBufferOnWhite && (bufferFlags & BUFFER_COMPONENT_ALPHA))) {
|
|
if (Factory::ReasonableSurfaceSize(IntSize(destBufferRect.width, destBufferRect.height))) {
|
|
gfxCriticalNote << "Failed 2 buffer db=" << hexa(destDTBuffer.get()) << " dw=" << hexa(destDTBufferOnWhite.get()) << " for " << destBufferRect.x << ", " << destBufferRect.y << ", " << destBufferRect.width << ", " << destBufferRect.height;
|
|
}
|
|
return result;
|
|
}
|
|
}
|
|
|
|
NS_ASSERTION(!(aFlags & PAINT_WILL_RESAMPLE) || destBufferRect == neededRegion.GetBounds(),
|
|
"If we're resampling, we need to validate the entire buffer");
|
|
|
|
// If we have no buffered data already, then destBuffer will be a fresh buffer
|
|
// and we do not need to clear it below.
|
|
bool isClear = !HaveBuffer();
|
|
|
|
if (destDTBuffer) {
|
|
if (!isClear && (mode != SurfaceMode::SURFACE_COMPONENT_ALPHA || HaveBufferOnWhite())) {
|
|
// Copy the bits
|
|
IntPoint offset = -destBufferRect.TopLeft();
|
|
Matrix mat = Matrix::Translation(offset.x, offset.y);
|
|
destDTBuffer->SetTransform(mat);
|
|
if (!EnsureBuffer()) {
|
|
return result;
|
|
}
|
|
MOZ_ASSERT(mDTBuffer && mDTBuffer->IsValid(), "Have we got a Thebes buffer for some reason?");
|
|
DrawBufferWithRotation(destDTBuffer, BUFFER_BLACK, 1.0, CompositionOp::OP_SOURCE);
|
|
destDTBuffer->SetTransform(Matrix());
|
|
|
|
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
|
|
if (!destDTBufferOnWhite || !EnsureBufferOnWhite()) {
|
|
return result;
|
|
}
|
|
MOZ_ASSERT(mDTBufferOnWhite && mDTBufferOnWhite->IsValid(), "Have we got a Thebes buffer for some reason?");
|
|
destDTBufferOnWhite->SetTransform(mat);
|
|
DrawBufferWithRotation(destDTBufferOnWhite, BUFFER_WHITE, 1.0, CompositionOp::OP_SOURCE);
|
|
destDTBufferOnWhite->SetTransform(Matrix());
|
|
}
|
|
}
|
|
|
|
mDTBuffer = destDTBuffer.forget();
|
|
mDTBufferOnWhite = destDTBufferOnWhite.forget();
|
|
mBufferRect = destBufferRect;
|
|
mBufferRotation = IntPoint(0,0);
|
|
}
|
|
NS_ASSERTION(canHaveRotation || mBufferRotation == IntPoint(0,0),
|
|
"Rotation disabled, but we have nonzero rotation?");
|
|
|
|
nsIntRegion invalidate;
|
|
invalidate.Sub(aLayer->GetValidRegion(), destBufferRect);
|
|
result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate);
|
|
result.mClip = DrawRegionClip::DRAW;
|
|
result.mMode = mode;
|
|
|
|
return result;
|
|
}
|
|
|
|
DrawTarget*
|
|
RotatedContentBuffer::BorrowDrawTargetForPainting(PaintState& aPaintState,
|
|
DrawIterator* aIter /* = nullptr */)
|
|
{
|
|
if (aPaintState.mMode == SurfaceMode::SURFACE_NONE) {
|
|
return nullptr;
|
|
}
|
|
|
|
DrawTarget* result = BorrowDrawTargetForQuadrantUpdate(aPaintState.mRegionToDraw.GetBounds(),
|
|
BUFFER_BOTH, aIter);
|
|
if (!result) {
|
|
return nullptr;
|
|
}
|
|
|
|
nsIntRegion* drawPtr = &aPaintState.mRegionToDraw;
|
|
if (aIter) {
|
|
// The iterators draw region currently only contains the bounds of the region,
|
|
// this makes it the precise region.
|
|
aIter->mDrawRegion.And(aIter->mDrawRegion, aPaintState.mRegionToDraw);
|
|
drawPtr = &aIter->mDrawRegion;
|
|
}
|
|
if (result->GetBackendType() == BackendType::DIRECT2D ||
|
|
result->GetBackendType() == BackendType::DIRECT2D1_1) {
|
|
// Simplify the draw region to avoid hitting expensive drawing paths
|
|
// for complex regions.
|
|
drawPtr->SimplifyOutwardByArea(100 * 100);
|
|
}
|
|
|
|
if (aPaintState.mMode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
|
|
if (!mDTBuffer || !mDTBuffer->IsValid() ||
|
|
!mDTBufferOnWhite || !mDTBufferOnWhite->IsValid()) {
|
|
// This can happen in release builds if allocating one of the two buffers
|
|
// failed. This in turn can happen if unreasonably large textures are
|
|
// requested.
|
|
return nullptr;
|
|
}
|
|
for (auto iter = drawPtr->RectIter(); !iter.Done(); iter.Next()) {
|
|
const IntRect& rect = iter.Get();
|
|
mDTBuffer->FillRect(Rect(rect.x, rect.y, rect.width, rect.height),
|
|
ColorPattern(Color(0.0, 0.0, 0.0, 1.0)));
|
|
mDTBufferOnWhite->FillRect(Rect(rect.x, rect.y, rect.width, rect.height),
|
|
ColorPattern(Color(1.0, 1.0, 1.0, 1.0)));
|
|
}
|
|
} else if (aPaintState.mContentType == gfxContentType::COLOR_ALPHA && HaveBuffer()) {
|
|
// HaveBuffer() => we have an existing buffer that we must clear
|
|
for (auto iter = drawPtr->RectIter(); !iter.Done(); iter.Next()) {
|
|
const IntRect& rect = iter.Get();
|
|
result->ClearRect(Rect(rect.x, rect.y, rect.width, rect.height));
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
already_AddRefed<SourceSurface>
|
|
RotatedContentBuffer::GetSourceSurface(ContextSource aSource) const
|
|
{
|
|
if (!mDTBuffer || !mDTBuffer->IsValid()) {
|
|
gfxCriticalNote << "Invalid buffer in RotatedContentBuffer::GetSourceSurface " << gfx::hexa(mDTBuffer);
|
|
return nullptr;
|
|
}
|
|
|
|
if (aSource == BUFFER_BLACK) {
|
|
return mDTBuffer->Snapshot();
|
|
} else {
|
|
if (!mDTBufferOnWhite || !mDTBufferOnWhite->IsValid()) {
|
|
gfxCriticalNote << "Invalid buffer on white in RotatedContentBuffer::GetSourceSurface " << gfx::hexa(mDTBufferOnWhite);
|
|
return nullptr;
|
|
}
|
|
MOZ_ASSERT(aSource == BUFFER_WHITE);
|
|
return mDTBufferOnWhite->Snapshot();
|
|
}
|
|
}
|
|
|
|
} // namespace layers
|
|
} // namespace mozilla
|
|
|