/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Corporation code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2009 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Robert O'Callahan * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #include "BasicLayers.h" #include "ImageLayers.h" #include "nsTArray.h" #include "nsGUIEvent.h" #include "nsIRenderingContext.h" #include "gfxContext.h" #include "gfxImageSurface.h" #include "gfxPattern.h" #include "gfxUtils.h" #include "GLContext.h" namespace mozilla { namespace layers { class BasicContainerLayer; /** * This is the ImplData for all Basic layers. It also exposes methods * private to the Basic implementation that are common to all Basic layer types. * In particular, there is an internal Paint() method that we can use * to paint the contents of non-Thebes layers. * * The class hierarchy for Basic layers is like this: * BasicImplData * Layer | | | * | | | | * +-> ContainerLayer | | | * | | | | | * | +-> BasicContainerLayer <--+ | | * | | | * +-> ThebesLayer | | * | | | | * | +-> BasicThebesLayer <---------+ | * | | * +-> ImageLayer | * | | * +-> BasicImageLayer <--------------+ */ class BasicImplData { public: BasicImplData() { MOZ_COUNT_CTOR(BasicImplData); } ~BasicImplData() { MOZ_COUNT_DTOR(BasicImplData); } const nsIntRegion& GetVisibleRegion() { return mVisibleRegion; } /** * Layers that paint themselves, such as ImageLayers, should paint * in response to this method call. aContext will already have been * set up to account for all the properties of the layer (transform, * opacity, etc). */ virtual void Paint(gfxContext* aContext) {} protected: nsIntRegion mVisibleRegion; }; static BasicImplData* ToData(Layer* aLayer) { return static_cast(aLayer->ImplData()); } class BasicContainerLayer : public ContainerLayer, BasicImplData { public: BasicContainerLayer(BasicLayerManager* aManager) : ContainerLayer(aManager, static_cast(this)) { MOZ_COUNT_CTOR(BasicContainerLayer); } virtual ~BasicContainerLayer(); virtual void SetVisibleRegion(const nsIntRegion& aRegion) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); mVisibleRegion = aRegion; } virtual void InsertAfter(Layer* aChild, Layer* aAfter); virtual void RemoveChild(Layer* aChild); protected: BasicLayerManager* BasicManager() { return static_cast(mManager); } }; BasicContainerLayer::~BasicContainerLayer() { while (mFirstChild) { Layer* next = mFirstChild->GetNextSibling(); mFirstChild->SetNextSibling(nsnull); mFirstChild->SetPrevSibling(nsnull); mFirstChild->SetParent(nsnull); NS_RELEASE(mFirstChild); mFirstChild = next; } MOZ_COUNT_DTOR(BasicContainerLayer); } void BasicContainerLayer::InsertAfter(Layer* aChild, Layer* aAfter) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); NS_ASSERTION(aChild->Manager() == Manager(), "Child has wrong manager"); NS_ASSERTION(!aChild->GetParent(), "aChild already in the tree"); NS_ASSERTION(!aChild->GetNextSibling() && !aChild->GetPrevSibling(), "aChild already has siblings?"); NS_ASSERTION(!aAfter || (aAfter->Manager() == Manager() && aAfter->GetParent() == this), "aAfter is not our child"); NS_ADDREF(aChild); aChild->SetParent(this); if (!aAfter) { aChild->SetNextSibling(mFirstChild); if (mFirstChild) { mFirstChild->SetPrevSibling(aChild); } mFirstChild = aChild; return; } Layer* next = aAfter->GetNextSibling(); aChild->SetNextSibling(next); aChild->SetPrevSibling(aAfter); if (next) { next->SetPrevSibling(aChild); } aAfter->SetNextSibling(aChild); } void BasicContainerLayer::RemoveChild(Layer* aChild) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); NS_ASSERTION(aChild->Manager() == Manager(), "Child has wrong manager"); NS_ASSERTION(aChild->GetParent() == this, "aChild not our child"); Layer* prev = aChild->GetPrevSibling(); Layer* next = aChild->GetNextSibling(); if (prev) { prev->SetNextSibling(next); } else { mFirstChild = next; } if (next) { next->SetPrevSibling(prev); } aChild->SetNextSibling(nsnull); aChild->SetPrevSibling(nsnull); aChild->SetParent(nsnull); NS_RELEASE(aChild); } /** * BasicThebesLayer does not currently retain any buffers. This * makes the implementation fairly simple. During a transaction the * valid region is just the visible region, and between transactions * the valid region is empty. */ class BasicThebesLayer : public ThebesLayer, BasicImplData { public: BasicThebesLayer(BasicLayerManager* aLayerManager) : ThebesLayer(aLayerManager, static_cast(this)) { MOZ_COUNT_CTOR(BasicThebesLayer); } virtual ~BasicThebesLayer() { MOZ_COUNT_DTOR(BasicThebesLayer); } virtual void SetVisibleRegion(const nsIntRegion& aRegion) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); mVisibleRegion = aRegion; } virtual void InvalidateRegion(const nsIntRegion& aRegion) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); } virtual gfxContext* BeginDrawing(nsIntRegion* aRegionToDraw); virtual void EndDrawing(); protected: BasicLayerManager* BasicManager() { return static_cast(mManager); } }; gfxContext* BasicThebesLayer::BeginDrawing(nsIntRegion* aRegionToDraw) { NS_ASSERTION(BasicManager()->IsBeforeInTree(BasicManager()->GetLastPainted(), this), "Painting layers out of order"); NS_ASSERTION(BasicManager()->InDrawing(), "Can only draw in drawing phase"); gfxContext* target = BasicManager()->GetTarget(); if (!target) return nsnull; BasicManager()->AdvancePaintingTo(this); *aRegionToDraw = mVisibleRegion; return target; } void BasicThebesLayer::EndDrawing() { NS_ASSERTION(BasicManager()->InDrawing(), "Can only draw in drawing phase"); NS_ASSERTION(BasicManager()->GetLastPainted() == this, "Not currently drawing this layer"); } class BasicImageLayer : public ImageLayer, BasicImplData { public: BasicImageLayer(BasicLayerManager* aLayerManager) : ImageLayer(aLayerManager, static_cast(this)) { MOZ_COUNT_CTOR(BasicImageLayer); } virtual ~BasicImageLayer() { MOZ_COUNT_DTOR(BasicImageLayer); } virtual void SetVisibleRegion(const nsIntRegion& aRegion) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); mVisibleRegion = aRegion; } virtual void Paint(gfxContext* aContext); protected: BasicLayerManager* BasicManager() { return static_cast(mManager); } }; void BasicImageLayer::Paint(gfxContext* aContext) { if (!mContainer) return; gfxIntSize size; nsRefPtr surface = mContainer->GetCurrentAsSurface(&size); if (!surface) { return; } nsRefPtr pat = new gfxPattern(surface); if (!pat) { return; } pat->SetFilter(mFilter); // Set PAD mode so that when the video is being scaled, we do not sample // outside the bounds of the video image. gfxPattern::GraphicsExtend extend = gfxPattern::EXTEND_PAD; // PAD is slow with X11 and Quartz surfaces, so prefer speed over correctness // and use NONE. nsRefPtr target = aContext->CurrentSurface(); gfxASurface::gfxSurfaceType type = target->GetType(); if (type == gfxASurface::SurfaceTypeXlib || type == gfxASurface::SurfaceTypeXcb || type == gfxASurface::SurfaceTypeQuartz) { extend = gfxPattern::EXTEND_NONE; } pat->SetExtend(extend); /* Draw RGB surface onto frame */ aContext->NewPath(); aContext->PixelSnappedRectangleAndSetPattern( gfxRect(0, 0, size.width, size.height), pat); aContext->Fill(); } class BasicColorLayer : public ColorLayer, BasicImplData { public: BasicColorLayer(BasicLayerManager* aLayerManager) : ColorLayer(aLayerManager, static_cast(this)) { MOZ_COUNT_CTOR(BasicColorLayer); } virtual ~BasicColorLayer() { MOZ_COUNT_DTOR(BasicColorLayer); } virtual void SetVisibleRegion(const nsIntRegion& aRegion) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); mVisibleRegion = aRegion; } virtual void Paint(gfxContext* aContext); protected: BasicLayerManager* BasicManager() { return static_cast(mManager); } }; void BasicColorLayer::Paint(gfxContext* aContext) { aContext->SetColor(mColor); aContext->Paint(); } class BasicCanvasLayer : public CanvasLayer, BasicImplData { public: BasicCanvasLayer(BasicLayerManager* aLayerManager) : CanvasLayer(aLayerManager, static_cast(this)) { MOZ_COUNT_CTOR(BasicCanvasLayer); } virtual ~BasicCanvasLayer() { MOZ_COUNT_DTOR(BasicCanvasLayer); } virtual void Initialize(const Data& aData); virtual void Updated(const nsIntRect& aRect); virtual void Paint(gfxContext* aContext); protected: nsRefPtr mSurface; nsRefPtr mGLContext; nsIntRect mBounds; nsIntRect mUpdatedRect; PRPackedBool mGLBufferIsPremultiplied; PRPackedBool mNeedsYFlip; }; void BasicCanvasLayer::Initialize(const Data& aData) { NS_ASSERTION(mSurface == nsnull, "BasicCanvasLayer::Initialize called twice!"); mUpdatedRect.Empty(); if (aData.mSurface) { mSurface = aData.mSurface; NS_ASSERTION(aData.mGLContext == nsnull, "CanvasLayer can't have both surface and GLContext"); mNeedsYFlip = PR_FALSE; } else if (aData.mGLContext) { mGLContext = aData.mGLContext; mGLBufferIsPremultiplied = aData.mGLBufferIsPremultiplied; mNeedsYFlip = PR_TRUE; } else { NS_ERROR("CanvasLayer created without mSurface or mGLContext?"); } mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height); } void BasicCanvasLayer::Updated(const nsIntRect& aRect) { NS_ASSERTION(mUpdatedRect.IsEmpty(), "CanvasLayer::Updated called more than once in a transaction!"); mUpdatedRect.UnionRect(mUpdatedRect, aRect); if (mGLContext) { nsRefPtr isurf = new gfxImageSurface(gfxIntSize(mBounds.width, mBounds.height), IsOpaqueContent() ? gfxASurface::ImageFormatRGB24 : gfxASurface::ImageFormatARGB32); if (!isurf || isurf->CairoStatus() != 0) { return; } NS_ASSERTION(isurf->Stride() == mBounds.width * 4, "gfxImageSurface stride isn't what we expect!"); // We need to read from the GLContext mGLContext->MakeCurrent(); // We have to flush to ensure that any buffered GL operations are // in the framebuffer before we read. mGLContext->fFlush(); // For simplicity, we read the entire framebuffer for now -- in // the future we should use mUpdatedRect, though with WebGL we don't // have an easy way to generate one. mGLContext->fReadPixels(0, 0, mBounds.width, mBounds.height, LOCAL_GL_BGRA, LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV, isurf->Data()); // If the underlying GLContext doesn't have a framebuffer into which // premultiplied values were written, we have to do this ourselves here. // Note that this is a WebGL attribute; GL itself has no knowledge of // premultiplied or unpremultiplied alpha. if (!mGLBufferIsPremultiplied) gfxUtils::PremultiplyImageSurface(isurf); // stick our surface into mSurface, so that the Paint() path is the same mSurface = isurf; } // sanity NS_ASSERTION(mUpdatedRect.IsEmpty() || mBounds.Contains(mUpdatedRect), "CanvasLayer: Updated rect bigger than bounds!"); } void BasicCanvasLayer::Paint(gfxContext* aContext) { nsRefPtr pat = new gfxPattern(mSurface); pat->SetFilter(mFilter); pat->SetExtend(gfxPattern::EXTEND_PAD); gfxRect r(0, 0, mBounds.width, mBounds.height); gfxMatrix m; if (mNeedsYFlip) { m = aContext->CurrentMatrix(); aContext->Translate(gfxPoint(0.0, mBounds.height)); aContext->Scale(1.0, -1.0); } aContext->NewPath(); aContext->PixelSnappedRectangleAndSetPattern(r, pat); aContext->Fill(); if (mNeedsYFlip) { aContext->SetMatrix(m); } mUpdatedRect.Empty(); } BasicLayerManager::BasicLayerManager(gfxContext* aContext) : mDefaultTarget(aContext), mLastPainted(nsnull) #ifdef DEBUG , mPhase(PHASE_NONE) #endif { MOZ_COUNT_CTOR(BasicLayerManager); } BasicLayerManager::~BasicLayerManager() { NS_ASSERTION(mPhase == PHASE_NONE, "Died during transaction?"); MOZ_COUNT_DTOR(BasicLayerManager); } void BasicLayerManager::SetDefaultTarget(gfxContext* aContext) { NS_ASSERTION(mPhase == PHASE_NONE, "Must set default target outside transaction"); mDefaultTarget = aContext; } void BasicLayerManager::BeginTransaction() { NS_ASSERTION(mPhase == PHASE_NONE, "Nested transactions not allowed"); #ifdef DEBUG mPhase = PHASE_CONSTRUCTION; #endif mTarget = mDefaultTarget; } void BasicLayerManager::BeginTransactionWithTarget(gfxContext* aTarget) { NS_ASSERTION(mPhase == PHASE_NONE, "Nested transactions not allowed"); #ifdef DEBUG mPhase = PHASE_CONSTRUCTION; #endif mTarget = aTarget; } void BasicLayerManager::EndConstruction() { NS_ASSERTION(mRoot, "Root not set"); NS_ASSERTION(mPhase == PHASE_CONSTRUCTION, "Should be in construction phase"); #ifdef DEBUG mPhase = PHASE_DRAWING; #endif } void BasicLayerManager::EndTransaction() { NS_ASSERTION(mPhase == PHASE_DRAWING, "Should be in drawing phase"); #ifdef DEBUG mPhase = PHASE_NONE; #endif AdvancePaintingTo(nsnull); mTarget = nsnull; // No retained layers supported for now mRoot = nsnull; } void BasicLayerManager::SetRoot(Layer* aLayer) { NS_ASSERTION(aLayer, "Root can't be null"); NS_ASSERTION(aLayer->Manager() == this, "Wrong manager"); NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); mRoot = aLayer; } // Returns true if painting aLayer requires a PushGroup static PRBool NeedsGroup(Layer* aLayer) { return aLayer->GetOpacity() != 1.0; } // Returns true if we need to save the state of the gfxContext when // we start painting aLayer (and restore the state when we've finished // painting aLayer) static PRBool NeedsState(Layer* aLayer) { return aLayer->GetClipRect() != nsnull || !aLayer->GetTransform().IsIdentity(); } // Returns true if it's OK to save the contents of aLayer in an // opaque surface (a surface without an alpha channel). // If we can use a surface without an alpha channel, we should, because // it will often make painting of antialiased text faster and higher // quality. static PRBool UseOpaqueSurface(Layer* aLayer) { // If the visible content in the layer is opaque, there is no need // for an alpha channel. if (aLayer->IsOpaqueContent()) return PR_TRUE; // Also, if this layer is the bottommost layer in a container which // doesn't need an alpha channel, we can use an opaque surface for this // layer too. Any transparent areas must be covered by something else // in the container. BasicContainerLayer* parent = static_cast(aLayer->GetParent()); return parent && parent->GetFirstChild() == aLayer && UseOpaqueSurface(parent); } void BasicLayerManager::BeginPaintingLayer(Layer* aLayer) { PRBool needsGroup = NeedsGroup(aLayer); if ((needsGroup || NeedsState(aLayer)) && mTarget) { mTarget->Save(); if (aLayer->GetClipRect()) { const nsIntRect& r = *aLayer->GetClipRect(); mTarget->NewPath(); mTarget->Rectangle(gfxRect(r.x, r.y, r.width, r.height), PR_TRUE); mTarget->Clip(); } gfxMatrix transform; // XXX we need to add some kind of 3D transform support, possibly // using pixman? NS_ASSERTION(aLayer->GetTransform().Is2D(), "Only 2D transforms supported currently"); aLayer->GetTransform().Is2D(&transform); mTarget->Multiply(transform); if (needsGroup) { // If we need to call PushGroup, we should clip to the smallest possible // area first to minimize the size of the temporary surface. nsIntRect bbox = ToData(aLayer)->GetVisibleRegion().GetBounds(); gfxRect deviceRect = mTarget->UserToDevice(gfxRect(bbox.x, bbox.y, bbox.width, bbox.height)); deviceRect.RoundOut(); gfxMatrix currentMatrix = mTarget->CurrentMatrix(); mTarget->IdentityMatrix(); mTarget->NewPath(); mTarget->Rectangle(deviceRect); mTarget->Clip(); mTarget->SetMatrix(currentMatrix); gfxASurface::gfxContentType type = UseOpaqueSurface(aLayer) ? gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA; mTarget->PushGroup(type); } } mLastPainted = aLayer; // For layers that paint themselves (e.g., BasicImageLayer), paint // them now. ToData(aLayer)->Paint(mTarget); } void BasicLayerManager::EndPaintingLayer() { PRBool needsGroup = NeedsGroup(mLastPainted); if ((needsGroup || NeedsState(mLastPainted)) && mTarget) { if (needsGroup) { mTarget->PopGroupToSource(); mTarget->Paint(mLastPainted->GetOpacity()); } mTarget->Restore(); } } void BasicLayerManager::AdvancePaintingTo(BasicThebesLayer* aLayer) { NS_ASSERTION(!aLayer || IsBeforeInTree(mLastPainted, aLayer), "Painting layers out of order"); // Traverse the layer tree from mLastPainted to aLayer, calling // BeginPaintingLayer and EndPaintingLayer as we enter or exit layers. do { Layer* firstChild; Layer* nextSibling; // Advance mLastPainted one step through the tree in preorder if (!mLastPainted) { // This is the first AdvancePaintingTo call. Start at the root. BeginPaintingLayer(mRoot); } else if ((firstChild = mLastPainted->GetFirstChild()) != nsnull) { // Descend into our first child, if there is one. BeginPaintingLayer(firstChild); } else if ((nextSibling = mLastPainted->GetNextSibling()) != nsnull) { // There are no children to descend into. Leave this layer and // advance to our next sibling, if there is one. EndPaintingLayer(); BeginPaintingLayer(nextSibling); } else { // There are no children to descend into and we have no next sibling. // Exit layers until we find a layer which has a next sibling // (or we exit the root). do { EndPaintingLayer(); mLastPainted = mLastPainted->GetParent(); } while (mLastPainted && !mLastPainted->GetNextSibling()); if (mLastPainted) { EndPaintingLayer(); BeginPaintingLayer(mLastPainted->GetNextSibling()); } } } while (mLastPainted != aLayer); } already_AddRefed BasicLayerManager::CreateThebesLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicThebesLayer(this); return layer.forget(); } already_AddRefed BasicLayerManager::CreateContainerLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicContainerLayer(this); return layer.forget(); } already_AddRefed BasicLayerManager::CreateImageLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicImageLayer(this); return layer.forget(); } already_AddRefed BasicLayerManager::CreateColorLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicColorLayer(this); return layer.forget(); } already_AddRefed BasicLayerManager::CreateCanvasLayer() { NS_ASSERTION(InConstruction(), "Only allowed in construction phase"); nsRefPtr layer = new BasicCanvasLayer(this); return layer.forget(); } #ifdef DEBUG static void AppendAncestors(Layer* aLayer, nsTArray* aAncestors) { while (aLayer) { aAncestors->AppendElement(aLayer); aLayer = aLayer->GetParent(); } } PRBool BasicLayerManager::IsBeforeInTree(Layer* aBefore, Layer* aLayer) { if (!aBefore) { return PR_TRUE; } nsAutoTArray beforeAncestors, afterAncestors; AppendAncestors(aBefore, &beforeAncestors); AppendAncestors(aLayer, &afterAncestors); PRInt32 beforeIndex = beforeAncestors.Length() - 1; PRInt32 afterIndex = afterAncestors.Length() - 1; NS_ASSERTION(beforeAncestors[beforeIndex] == mRoot, "aBefore not in tree?"); NS_ASSERTION(afterAncestors[afterIndex] == mRoot, "aLayer not in tree?"); --beforeIndex; --afterIndex; while (beforeIndex >= 0 && afterIndex >= 0) { if (beforeAncestors[beforeIndex] != afterAncestors[afterIndex]) { BasicContainerLayer* parent = static_cast(beforeAncestors[beforeIndex + 1]); for (Layer* child = parent->GetFirstChild(); child != afterAncestors[afterIndex]; child = child->GetNextSibling()) { if (child == beforeAncestors[beforeIndex]) { return PR_TRUE; } } return PR_FALSE; } --beforeIndex; --afterIndex; } if (afterIndex > 0) { // aBefore is an ancestor of aLayer, so it's before aLayer in preorder return PR_TRUE; } return PR_FALSE; } #endif } }