зеркало из https://github.com/mozilla/gecko-dev.git
475 строки
17 KiB
C++
475 строки
17 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 "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 "GeckoProfiler.h" // for AUTO_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 "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/Move.h" // for Move
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#include "mozilla/StaticPrefs.h" // for StaticPrefs
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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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#include "PaintThread.h"
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namespace mozilla {
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using namespace gfx;
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namespace layers {
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void BorrowDrawTarget::ReturnDrawTarget(gfx::DrawTarget*& aReturned) {
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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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IntRect RotatedBuffer::GetQuadrantRectangle(XSide aXSide, YSide aYSide) const {
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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 RotatedBuffer::GetSourceRectangle(XSide aXSide, YSide aYSide) const {
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Rect result;
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if (aXSide == LEFT) {
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result.SetBoxX(0, mBufferRotation.x);
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} else {
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result.SetBoxX(mBufferRotation.x, mBufferRect.Width());
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}
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if (aYSide == TOP) {
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result.SetBoxY(0, mBufferRotation.y);
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} else {
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result.SetBoxY(mBufferRotation.y, mBufferRect.Height());
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}
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return result;
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}
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void RotatedBuffer::BeginCapture() {
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RefPtr<gfx::DrawTarget> target = GetBufferTarget();
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MOZ_ASSERT(!mCapture);
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MOZ_ASSERT(target);
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mCapture = Factory::CreateCaptureDrawTargetForTarget(
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target, StaticPrefs::layers_omtp_capture_limit());
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}
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RefPtr<gfx::DrawTargetCapture> RotatedBuffer::EndCapture() {
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MOZ_ASSERT(mCapture);
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return std::move(mCapture);
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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 RotatedBuffer::DrawBufferQuadrant(
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gfx::DrawTarget* aTarget, XSide aXSide, YSide aYSide, float aOpacity,
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gfx::CompositionOp aOperator, gfx::SourceSurface* aMask,
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const gfx::Matrix* aMaskTransform) const {
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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)) return;
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gfx::Point quadrantTranslation(quadrantRect.X(), quadrantRect.Y());
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RefPtr<SourceSurface> snapshot = GetBufferSource();
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if (!snapshot) {
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gfxCriticalError()
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<< "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
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// here. We also can't do a ClearRect+FillRect since we need the drawing to
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// happen as an atomic operation (to prevent flickering). We also need this
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// clip in the case where we have a mask, since the mask surface might cover
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// more than fillRect, but we only want to touch the pixels inside 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,
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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),
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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), 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 RotatedBuffer::DrawBufferWithRotation(
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gfx::DrawTarget* aTarget, float aOpacity, gfx::CompositionOp aOperator,
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gfx::SourceSurface* aMask, const gfx::Matrix* aMaskTransform) const {
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AUTO_PROFILER_LABEL("RotatedBuffer::DrawBufferWithRotation", 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, aOpacity, aOperator, aMask,
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aMaskTransform);
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DrawBufferQuadrant(aTarget, RIGHT, TOP, aOpacity, aOperator, aMask,
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aMaskTransform);
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DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aOpacity, aOperator, aMask,
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aMaskTransform);
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DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aOpacity, aOperator, aMask,
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aMaskTransform);
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}
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static bool IsClippingCheap(gfx::DrawTarget* aTarget,
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const nsIntRegion& aRegion) {
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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 RotatedBuffer::DrawTo(PaintedLayer* aLayer, DrawTarget* aTarget,
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float aOpacity, CompositionOp aOp,
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SourceSurface* aMask, const Matrix* aMaskTransform) {
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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,
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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,
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aLayer->GetLocalVisibleRegion().ToUnknownRegion());
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clipped = true;
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}
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DrawBufferWithRotation(aTarget, 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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void RotatedBuffer::UpdateDestinationFrom(const RotatedBuffer& aSource,
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const gfx::IntRect& aUpdateRect) {
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DrawIterator iter;
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while (DrawTarget* destDT =
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BorrowDrawTargetForQuadrantUpdate(aUpdateRect, &iter)) {
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bool isClippingCheap = IsClippingCheap(destDT, iter.mDrawRegion);
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if (isClippingCheap) {
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gfxUtils::ClipToRegion(destDT, iter.mDrawRegion);
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}
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aSource.DrawBufferWithRotation(destDT, 1.0, CompositionOp::OP_SOURCE);
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if (isClippingCheap) {
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destDT->PopClip();
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}
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ReturnDrawTarget(destDT);
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}
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}
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static void WrapRotationAxis(int32_t* aRotationPoint, int32_t aSize) {
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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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bool RotatedBuffer::Parameters::IsRotated() const {
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return mBufferRotation != IntPoint(0, 0);
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}
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bool RotatedBuffer::Parameters::RectWrapsBuffer(
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const gfx::IntRect& aRect) const {
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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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return (aRect.X() < xBoundary && xBoundary < aRect.XMost()) ||
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(aRect.Y() < yBoundary && yBoundary < aRect.YMost());
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}
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void RotatedBuffer::Parameters::SetUnrotated() {
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mBufferRotation = IntPoint(0, 0);
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mDidSelfCopy = true;
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}
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RotatedBuffer::Parameters RotatedBuffer::AdjustedParameters(
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const gfx::IntRect& aDestBufferRect) const {
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IntRect keepArea;
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if (keepArea.IntersectRect(aDestBufferRect, mBufferRect)) {
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// Set mBufferRotation so that the pixels currently in mDTBuffer
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// will still be rendered in the right place when mBufferRect
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// changes to aDestBufferRect.
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IntPoint newRotation =
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mBufferRotation + (aDestBufferRect.TopLeft() - mBufferRect.TopLeft());
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WrapRotationAxis(&newRotation.x, mBufferRect.Width());
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WrapRotationAxis(&newRotation.y, mBufferRect.Height());
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NS_ASSERTION(gfx::IntRect(gfx::IntPoint(0, 0), mBufferRect.Size())
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.Contains(newRotation),
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"newRotation out of bounds");
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return Parameters{aDestBufferRect, newRotation};
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}
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// No pixels are going to be kept. The whole visible region
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// will be redrawn, so we don't need to copy anything, so we don't
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// set destBuffer.
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return Parameters{aDestBufferRect, IntPoint(0, 0)};
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}
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bool RotatedBuffer::UnrotateBufferTo(const Parameters& aParameters) {
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RefPtr<gfx::DrawTarget> drawTarget = GetDrawTarget();
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MOZ_ASSERT(drawTarget && drawTarget->IsValid());
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if (mBufferRotation == IntPoint(0, 0)) {
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IntRect srcRect(IntPoint(0, 0), mBufferRect.Size());
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IntPoint dest = mBufferRect.TopLeft() - aParameters.mBufferRect.TopLeft();
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drawTarget->CopyRect(srcRect, dest);
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return true;
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} else {
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return drawTarget->Unrotate(aParameters.mBufferRotation);
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}
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}
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void RotatedBuffer::SetParameters(
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const RotatedBuffer::Parameters& aParameters) {
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mBufferRect = aParameters.mBufferRect;
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mBufferRotation = aParameters.mBufferRotation;
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mDidSelfCopy = aParameters.mDidSelfCopy;
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}
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RotatedBuffer::ContentType RotatedBuffer::GetContentType() const {
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return ContentForFormat(GetFormat());
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}
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DrawTarget* RotatedBuffer::BorrowDrawTargetForQuadrantUpdate(
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const IntRect& aBounds, DrawIterator* aIter) {
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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
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// quadrants. Iterate over each of them, and return an appropriate buffer
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// each time we find one that intersects the draw region. The iterator
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// mCount value tracks which quadrants we have considered across multiple
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// 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 =
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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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MOZ_ASSERT(!mLoanedDrawTarget,
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"draw target has been borrowed and not returned");
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mLoanedDrawTarget = GetDrawTarget();
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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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Matrix transform = Matrix(mLoanedTransform)
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.PreTranslate(-quadrantRect.X(), -quadrantRect.Y());
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mLoanedDrawTarget->SetTransform(transform);
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return mLoanedDrawTarget;
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}
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gfx::SurfaceFormat RemoteRotatedBuffer::GetFormat() const {
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return mClient->GetFormat();
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}
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bool RemoteRotatedBuffer::IsLocked() { return mClient->IsLocked(); }
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bool RemoteRotatedBuffer::Lock(OpenMode aMode) {
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MOZ_ASSERT(!mTarget);
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MOZ_ASSERT(!mTargetOnWhite);
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bool locked =
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mClient->Lock(aMode) && (!mClientOnWhite || mClientOnWhite->Lock(aMode));
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if (!locked) {
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Unlock();
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return false;
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}
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mTarget = mClient->BorrowDrawTarget();
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if (!mTarget || !mTarget->IsValid()) {
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gfxCriticalNote << "Invalid draw target " << hexa(mTarget)
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<< " in RemoteRotatedBuffer::Lock";
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Unlock();
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return false;
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}
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if (mClientOnWhite) {
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mTargetOnWhite = mClientOnWhite->BorrowDrawTarget();
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if (!mTargetOnWhite || !mTargetOnWhite->IsValid()) {
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gfxCriticalNote << "Invalid draw target(s) " << hexa(mTarget) << " and "
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<< hexa(mTargetOnWhite)
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<< " in RemoteRotatedBuffer::Lock";
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Unlock();
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return false;
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}
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}
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if (mTargetOnWhite) {
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mTargetDual = Factory::CreateDualDrawTarget(mTarget, mTargetOnWhite);
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if (!mTargetDual || !mTargetDual->IsValid()) {
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gfxCriticalNote << "Invalid dual draw target " << hexa(mTargetDual)
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<< " in RemoteRotatedBuffer::Lock";
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Unlock();
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return false;
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}
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} else {
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mTargetDual = mTarget;
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}
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return true;
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}
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void RemoteRotatedBuffer::Unlock() {
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mTarget = nullptr;
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mTargetOnWhite = nullptr;
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mTargetDual = nullptr;
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if (mClient->IsLocked()) {
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mClient->Unlock();
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}
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if (mClientOnWhite && mClientOnWhite->IsLocked()) {
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mClientOnWhite->Unlock();
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}
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}
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void RemoteRotatedBuffer::SyncWithObject(SyncObjectClient* aSyncObject) {
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mClient->SyncWithObject(aSyncObject);
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if (mClientOnWhite) {
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mClientOnWhite->SyncWithObject(aSyncObject);
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}
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}
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void RemoteRotatedBuffer::Clear() {
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MOZ_ASSERT(!mTarget && !mTargetOnWhite);
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mClient = nullptr;
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mClientOnWhite = nullptr;
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}
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gfx::DrawTarget* RemoteRotatedBuffer::GetBufferTarget() const {
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return mTargetDual;
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}
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gfx::SurfaceFormat DrawTargetRotatedBuffer::GetFormat() const {
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return mTarget->GetFormat();
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}
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gfx::DrawTarget* DrawTargetRotatedBuffer::GetBufferTarget() const {
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return mTargetDual;
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}
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gfx::SurfaceFormat SourceRotatedBuffer::GetFormat() const {
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return mSource->GetFormat();
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}
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already_AddRefed<SourceSurface> SourceRotatedBuffer::GetBufferSource() const {
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RefPtr<SourceSurface> sourceDual = mSourceDual;
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return sourceDual.forget();
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}
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} // namespace layers
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} // namespace mozilla
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