зеркало из https://github.com/mozilla/pjs.git
1327 строки
46 KiB
C++
1327 строки
46 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 "mozilla/layers/PLayers.h"
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#include "TiledLayerBuffer.h"
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/* This must occur *after* layers/PLayers.h to avoid typedefs conflicts. */
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#include "mozilla/Util.h"
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#include "mozilla/layers/ShadowLayers.h"
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#include "ThebesLayerBuffer.h"
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#include "ThebesLayerOGL.h"
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#include "gfxUtils.h"
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#include "gfxTeeSurface.h"
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#include "base/message_loop.h"
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namespace mozilla {
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namespace layers {
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using gl::GLContext;
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using gl::TextureImage;
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static const int ALLOW_REPEAT = ThebesLayerBuffer::ALLOW_REPEAT;
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// BindAndDrawQuadWithTextureRect can work with either GL_REPEAT (preferred)
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// or GL_CLAMP_TO_EDGE textures. If ALLOW_REPEAT is set in aFlags, we
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// select based on whether REPEAT is valid for non-power-of-two textures --
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// if we have NPOT support we use it, otherwise we stick with CLAMP_TO_EDGE and
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// decompose.
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// If ALLOW_REPEAT is not set, we always use GL_CLAMP_TO_EDGE.
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static already_AddRefed<TextureImage>
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CreateClampOrRepeatTextureImage(GLContext *aGl,
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const nsIntSize& aSize,
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TextureImage::ContentType aContentType,
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PRUint32 aFlags)
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{
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GLenum wrapMode = LOCAL_GL_CLAMP_TO_EDGE;
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if ((aFlags & ALLOW_REPEAT) &&
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(aGl->IsExtensionSupported(GLContext::ARB_texture_non_power_of_two) ||
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aGl->IsExtensionSupported(GLContext::OES_texture_npot)))
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{
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wrapMode = LOCAL_GL_REPEAT;
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}
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return aGl->CreateTextureImage(aSize, aContentType, wrapMode);
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}
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static void
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SetAntialiasingFlags(Layer* aLayer, gfxContext* aTarget)
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{
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nsRefPtr<gfxASurface> surface = aTarget->CurrentSurface();
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if (surface->GetContentType() != gfxASurface::CONTENT_COLOR_ALPHA) {
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// Destination doesn't have alpha channel; no need to set any special flags
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return;
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}
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surface->SetSubpixelAntialiasingEnabled(
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!(aLayer->GetContentFlags() & Layer::CONTENT_COMPONENT_ALPHA));
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}
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class ThebesLayerBufferOGL
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{
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NS_INLINE_DECL_REFCOUNTING(ThebesLayerBufferOGL)
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public:
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typedef TextureImage::ContentType ContentType;
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typedef ThebesLayerBuffer::PaintState PaintState;
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ThebesLayerBufferOGL(ThebesLayer* aLayer, LayerOGL* aOGLLayer)
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: mLayer(aLayer)
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, mOGLLayer(aOGLLayer)
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, mInitialised(true)
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{}
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virtual ~ThebesLayerBufferOGL() {}
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enum { PAINT_WILL_RESAMPLE = ThebesLayerBuffer::PAINT_WILL_RESAMPLE };
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virtual PaintState BeginPaint(ContentType aContentType,
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PRUint32 aFlags) = 0;
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void RenderTo(const nsIntPoint& aOffset, LayerManagerOGL* aManager,
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PRUint32 aFlags);
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nsIntSize GetSize() {
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if (mTexImage)
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return mTexImage->GetSize();
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return nsIntSize(0, 0);
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}
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bool Initialised() { return mInitialised; }
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protected:
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virtual nsIntPoint GetOriginOffset() = 0;
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GLContext* gl() const { return mOGLLayer->gl(); }
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ThebesLayer* mLayer;
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LayerOGL* mOGLLayer;
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nsRefPtr<TextureImage> mTexImage;
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nsRefPtr<TextureImage> mTexImageOnWhite;
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bool mInitialised;
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};
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void
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ThebesLayerBufferOGL::RenderTo(const nsIntPoint& aOffset,
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LayerManagerOGL* aManager,
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PRUint32 aFlags)
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{
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NS_ASSERTION(Initialised(), "RenderTo with uninitialised buffer!");
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if (!mTexImage || !Initialised())
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return;
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if (mTexImage->InUpdate()) {
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mTexImage->EndUpdate();
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}
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if (mTexImageOnWhite && mTexImageOnWhite->InUpdate()) {
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mTexImageOnWhite->EndUpdate();
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}
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#ifdef MOZ_DUMP_PAINTING
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if (gfxUtils::sDumpPainting) {
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nsRefPtr<gfxImageSurface> surf =
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gl()->GetTexImage(mTexImage->GetTextureID(), false, mTexImage->GetShaderProgramType());
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WriteSnapshotToDumpFile(mLayer, surf);
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}
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#endif
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PRInt32 passes = mTexImageOnWhite ? 2 : 1;
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for (PRInt32 pass = 1; pass <= passes; ++pass) {
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ShaderProgramOGL *program;
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if (passes == 2) {
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ShaderProgramOGL* alphaProgram;
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if (pass == 1) {
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alphaProgram = aManager->GetProgram(gl::ComponentAlphaPass1ProgramType,
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mLayer->GetMaskLayer());
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gl()->fBlendFuncSeparate(LOCAL_GL_ZERO, LOCAL_GL_ONE_MINUS_SRC_COLOR,
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LOCAL_GL_ONE, LOCAL_GL_ONE);
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} else {
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alphaProgram = aManager->GetProgram(gl::ComponentAlphaPass2ProgramType,
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mLayer->GetMaskLayer());
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gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE,
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LOCAL_GL_ONE, LOCAL_GL_ONE);
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}
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alphaProgram->Activate();
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alphaProgram->SetBlackTextureUnit(0);
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alphaProgram->SetWhiteTextureUnit(1);
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program = alphaProgram;
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} else {
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// Note BGR: Cairo's image surfaces are always in what
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// OpenGL and our shaders consider BGR format.
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ShaderProgramOGL* basicProgram =
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aManager->GetProgram(mTexImage->GetShaderProgramType(),
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mLayer->GetMaskLayer());
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basicProgram->Activate();
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basicProgram->SetTextureUnit(0);
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program = basicProgram;
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}
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program->SetLayerOpacity(mLayer->GetEffectiveOpacity());
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program->SetLayerTransform(mLayer->GetEffectiveTransform());
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program->SetRenderOffset(aOffset);
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program->LoadMask(mLayer->GetMaskLayer());
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const nsIntRegion& visibleRegion = mLayer->GetEffectiveVisibleRegion();
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nsIntRegion tmpRegion;
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const nsIntRegion* renderRegion;
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if (aFlags & PAINT_WILL_RESAMPLE) {
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// If we're resampling, then the texture image will contain exactly the
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// entire visible region's bounds, and we should draw it all in one quad
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// to avoid unexpected aliasing.
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tmpRegion = visibleRegion.GetBounds();
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renderRegion = &tmpRegion;
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} else {
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renderRegion = &visibleRegion;
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}
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nsIntRegion region(*renderRegion);
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nsIntPoint origin = GetOriginOffset();
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region.MoveBy(-origin); // translate into TexImage space, buffer origin might not be at texture (0,0)
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// Figure out the intersecting draw region
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nsIntSize texSize = mTexImage->GetSize();
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nsIntRect textureRect = nsIntRect(0, 0, texSize.width, texSize.height);
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textureRect.MoveBy(region.GetBounds().TopLeft());
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nsIntRegion subregion;
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subregion.And(region, textureRect);
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if (subregion.IsEmpty()) // Region is empty, nothing to draw
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return;
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nsIntRegion screenRects;
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nsIntRegion regionRects;
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// Collect texture/screen coordinates for drawing
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nsIntRegionRectIterator iter(subregion);
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while (const nsIntRect* iterRect = iter.Next()) {
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nsIntRect regionRect = *iterRect;
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nsIntRect screenRect = regionRect;
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screenRect.MoveBy(origin);
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screenRects.Or(screenRects, screenRect);
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regionRects.Or(regionRects, regionRect);
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}
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mTexImage->BeginTileIteration();
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if (mTexImageOnWhite) {
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NS_ASSERTION(mTexImage->GetTileCount() == mTexImageOnWhite->GetTileCount(),
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"Tile count mismatch on component alpha texture");
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mTexImageOnWhite->BeginTileIteration();
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}
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bool usingTiles = (mTexImage->GetTileCount() > 1);
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do {
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if (mTexImageOnWhite) {
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NS_ASSERTION(mTexImageOnWhite->GetTileRect() == mTexImage->GetTileRect(), "component alpha textures should be the same size.");
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}
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nsIntRect tileRect = mTexImage->GetTileRect();
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// Bind textures.
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TextureImage::ScopedBindTexture texBind(mTexImage, LOCAL_GL_TEXTURE0);
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TextureImage::ScopedBindTexture texOnWhiteBind(mTexImageOnWhite, LOCAL_GL_TEXTURE1);
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// Draw texture. If we're using tiles, we do repeating manually, as texture
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// repeat would cause each individual tile to repeat instead of the
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// compound texture as a whole. This involves drawing at most 4 sections,
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// 2 for each axis that has texture repeat.
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for (int y = 0; y < (usingTiles ? 2 : 1); y++) {
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for (int x = 0; x < (usingTiles ? 2 : 1); x++) {
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nsIntRect currentTileRect(tileRect);
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currentTileRect.MoveBy(x * texSize.width, y * texSize.height);
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nsIntRegionRectIterator screenIter(screenRects);
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nsIntRegionRectIterator regionIter(regionRects);
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const nsIntRect* screenRect;
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const nsIntRect* regionRect;
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while ((screenRect = screenIter.Next()) &&
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(regionRect = regionIter.Next())) {
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nsIntRect tileScreenRect(*screenRect);
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nsIntRect tileRegionRect(*regionRect);
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// When we're using tiles, find the intersection between the tile
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// rect and this region rect. Tiling is then handled by the
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// outer for-loops and modifying the tile rect.
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if (usingTiles) {
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tileScreenRect.MoveBy(-origin);
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tileScreenRect = tileScreenRect.Intersect(currentTileRect);
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tileScreenRect.MoveBy(origin);
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if (tileScreenRect.IsEmpty())
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continue;
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tileRegionRect = regionRect->Intersect(currentTileRect);
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tileRegionRect.MoveBy(-currentTileRect.TopLeft());
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}
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#ifdef ANDROID
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// Bug 691354
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// Using the LINEAR filter we get unexplained artifacts.
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// Use NEAREST when no scaling is required.
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gfxMatrix matrix;
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bool is2D = mLayer->GetEffectiveTransform().Is2D(&matrix);
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if (is2D && !matrix.HasNonTranslationOrFlip()) {
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gl()->ApplyFilterToBoundTexture(gfxPattern::FILTER_NEAREST);
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} else {
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mTexImage->ApplyFilter();
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}
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#endif
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program->SetLayerQuadRect(tileScreenRect);
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aManager->BindAndDrawQuadWithTextureRect(program, tileRegionRect,
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tileRect.Size(),
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mTexImage->GetWrapMode());
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}
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}
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}
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if (mTexImageOnWhite)
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mTexImageOnWhite->NextTile();
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} while (mTexImage->NextTile());
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}
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if (mTexImageOnWhite) {
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// Restore defaults
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gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
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LOCAL_GL_ONE, LOCAL_GL_ONE);
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}
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}
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// This implementation is the fast-path for when our TextureImage is
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// permanently backed with a server-side ASurface. We can simply
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// reuse the ThebesLayerBuffer logic in its entirety and profit.
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class SurfaceBufferOGL : public ThebesLayerBufferOGL, private ThebesLayerBuffer
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{
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public:
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typedef ThebesLayerBufferOGL::ContentType ContentType;
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typedef ThebesLayerBufferOGL::PaintState PaintState;
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SurfaceBufferOGL(ThebesLayerOGL* aLayer)
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: ThebesLayerBufferOGL(aLayer, aLayer)
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, ThebesLayerBuffer(SizedToVisibleBounds)
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{
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}
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virtual ~SurfaceBufferOGL() {}
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// ThebesLayerBufferOGL interface
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virtual PaintState BeginPaint(ContentType aContentType,
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PRUint32 aFlags)
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{
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// Let ThebesLayerBuffer do all the hard work for us! :D
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return ThebesLayerBuffer::BeginPaint(mLayer,
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aContentType,
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aFlags);
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}
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// ThebesLayerBuffer interface
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virtual already_AddRefed<gfxASurface>
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CreateBuffer(ContentType aType, const nsIntSize& aSize, PRUint32 aFlags)
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{
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NS_ASSERTION(gfxASurface::CONTENT_ALPHA != aType,"ThebesBuffer has color");
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mTexImage = CreateClampOrRepeatTextureImage(gl(), aSize, aType, aFlags);
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return mTexImage ? mTexImage->GetBackingSurface() : nsnull;
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}
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protected:
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virtual nsIntPoint GetOriginOffset() {
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return BufferRect().TopLeft() - BufferRotation();
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}
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};
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// This implementation is (currently) the slow-path for when we can't
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// implement pixel retaining using thebes. This implementation and
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// the above could be unified by abstracting buffer-copy operations
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// and implementing them here using GL hacketry.
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class BasicBufferOGL : public ThebesLayerBufferOGL
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{
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public:
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BasicBufferOGL(ThebesLayerOGL* aLayer)
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: ThebesLayerBufferOGL(aLayer, aLayer)
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, mBufferRect(0,0,0,0)
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, mBufferRotation(0,0)
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{}
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virtual ~BasicBufferOGL() {}
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virtual PaintState BeginPaint(ContentType aContentType,
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PRUint32 aFlags);
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protected:
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enum XSide {
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LEFT, RIGHT
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};
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enum YSide {
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TOP, BOTTOM
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};
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nsIntRect GetQuadrantRectangle(XSide aXSide, YSide aYSide);
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virtual nsIntPoint GetOriginOffset() {
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return mBufferRect.TopLeft() - mBufferRotation;
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}
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private:
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nsIntRect mBufferRect;
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nsIntPoint mBufferRotation;
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};
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static void
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WrapRotationAxis(PRInt32* aRotationPoint, PRInt32 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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nsIntRect
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BasicBufferOGL::GetQuadrantRectangle(XSide aXSide, YSide aYSide)
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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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nsIntPoint 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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static void
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FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion,
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const nsIntPoint& aOffset, const gfxRGBA& aColor)
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{
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nsRefPtr<gfxContext> ctx = new gfxContext(aSurface);
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ctx->Translate(-gfxPoint(aOffset.x, aOffset.y));
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gfxUtils::ClipToRegion(ctx, aRegion);
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ctx->SetColor(aColor);
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ctx->Paint();
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}
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BasicBufferOGL::PaintState
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BasicBufferOGL::BeginPaint(ContentType aContentType,
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PRUint32 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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bool canHaveRotation = !(aFlags & PAINT_WILL_RESAMPLE);
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nsIntRegion validRegion = mLayer->GetValidRegion();
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Layer::SurfaceMode mode;
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ContentType contentType;
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nsIntRegion neededRegion;
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bool canReuseBuffer;
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nsIntRect destBufferRect;
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while (true) {
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mode = mLayer->GetSurfaceMode();
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contentType = aContentType;
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neededRegion = mLayer->GetVisibleRegion();
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// If we're going to resample, we need a buffer that's in clamp mode.
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canReuseBuffer = neededRegion.GetBounds().Size() <= mBufferRect.Size() &&
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mTexImage &&
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(!(aFlags & PAINT_WILL_RESAMPLE) ||
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mTexImage->GetWrapMode() == LOCAL_GL_CLAMP_TO_EDGE);
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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 {
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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 = nsIntRect(neededRegion.GetBounds().TopLeft(), mBufferRect.Size());
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}
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} else {
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destBufferRect = neededRegion.GetBounds();
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}
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if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
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#ifdef MOZ_GFX_OPTIMIZE_MOBILE
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mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
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#else
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if (!mLayer->GetParent() || !mLayer->GetParent()->SupportsComponentAlphaChildren()) {
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mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
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} else {
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contentType = gfxASurface::CONTENT_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
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if (mode == Layer::SURFACE_OPAQUE) {
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contentType = gfxASurface::CONTENT_COLOR_ALPHA;
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mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
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}
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// For component alpha layers, we leave contentType as CONTENT_COLOR.
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// We need to validate the entire buffer, to make sure that only valid
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// pixels are sampled
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neededRegion = destBufferRect;
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}
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if (mTexImage &&
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(mTexImage->GetContentType() != contentType ||
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(mode == Layer::SURFACE_COMPONENT_ALPHA) != (mTexImageOnWhite != nsnull))) {
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// We're effectively clearing the valid region, so we need to draw
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// the entire needed region now.
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result.mRegionToInvalidate = mLayer->GetValidRegion();
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validRegion.SetEmpty();
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mTexImage = nsnull;
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mTexImageOnWhite = nsnull;
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mBufferRect.SetRect(0, 0, 0, 0);
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mBufferRotation.MoveTo(0, 0);
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// Restart decision process with the cleared buffer. We can only go
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// around the loop one more iteration, since mTexImage is null now.
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continue;
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}
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break;
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}
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result.mRegionToDraw.Sub(neededRegion, validRegion);
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if (result.mRegionToDraw.IsEmpty())
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return result;
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if (destBufferRect.width > gl()->GetMaxTextureImageSize() ||
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destBufferRect.height > gl()->GetMaxTextureImageSize()) {
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return result;
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}
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nsIntRect drawBounds = result.mRegionToDraw.GetBounds();
|
|
nsRefPtr<TextureImage> destBuffer;
|
|
nsRefPtr<TextureImage> destBufferOnWhite;
|
|
|
|
PRUint32 bufferFlags = canHaveRotation ? ALLOW_REPEAT : 0;
|
|
if (canReuseBuffer) {
|
|
nsIntRect keepArea;
|
|
if (keepArea.IntersectRect(destBufferRect, mBufferRect)) {
|
|
// Set mBufferRotation so that the pixels currently in mBuffer
|
|
// will still be rendered in the right place when mBufferRect
|
|
// changes to destBufferRect.
|
|
nsIntPoint newRotation = mBufferRotation +
|
|
(destBufferRect.TopLeft() - mBufferRect.TopLeft());
|
|
WrapRotationAxis(&newRotation.x, mBufferRect.width);
|
|
WrapRotationAxis(&newRotation.y, mBufferRect.height);
|
|
NS_ASSERTION(nsIntRect(nsIntPoint(0,0), mBufferRect.Size()).Contains(newRotation),
|
|
"newRotation out of bounds");
|
|
PRInt32 xBoundary = destBufferRect.XMost() - newRotation.x;
|
|
PRInt32 yBoundary = destBufferRect.YMost() - newRotation.y;
|
|
if ((drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) ||
|
|
(drawBounds.y < yBoundary && yBoundary < drawBounds.YMost()) ||
|
|
(newRotation != nsIntPoint(0,0) && !canHaveRotation)) {
|
|
// The stuff we need to redraw will wrap around an edge of the
|
|
// buffer, so we will need to do a self-copy
|
|
// If mBufferRotation == nsIntPoint(0,0) we could do a real
|
|
// self-copy but we're not going to do that in GL yet.
|
|
// We can't do a real self-copy because the buffer is rotated.
|
|
// So allocate a new buffer for the destination.
|
|
destBufferRect = neededRegion.GetBounds();
|
|
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
|
|
if (!destBuffer)
|
|
return result;
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
destBufferOnWhite =
|
|
CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
|
|
if (!destBufferOnWhite)
|
|
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 = nsIntPoint(0,0);
|
|
}
|
|
} else {
|
|
// The buffer's not big enough, so allocate a new one
|
|
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
|
|
if (!destBuffer)
|
|
return result;
|
|
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
destBufferOnWhite =
|
|
CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
|
|
if (!destBufferOnWhite)
|
|
return result;
|
|
}
|
|
}
|
|
NS_ASSERTION(!(aFlags & PAINT_WILL_RESAMPLE) || destBufferRect == neededRegion.GetBounds(),
|
|
"If we're resampling, we need to validate the entire buffer");
|
|
|
|
if (!destBuffer && !mTexImage) {
|
|
return result;
|
|
}
|
|
|
|
if (destBuffer) {
|
|
if (mTexImage && (mode != Layer::SURFACE_COMPONENT_ALPHA || mTexImageOnWhite)) {
|
|
// BlitTextureImage depends on the FBO texture target being
|
|
// TEXTURE_2D. This isn't the case on some older X1600-era Radeons.
|
|
if (mOGLLayer->OGLManager()->FBOTextureTarget() == LOCAL_GL_TEXTURE_2D) {
|
|
nsIntRect overlap;
|
|
overlap.IntersectRect(mBufferRect, destBufferRect);
|
|
|
|
nsIntRect srcRect(overlap), dstRect(overlap);
|
|
srcRect.MoveBy(- mBufferRect.TopLeft() + mBufferRotation);
|
|
dstRect.MoveBy(- destBufferRect.TopLeft());
|
|
|
|
if (mBufferRotation != nsIntPoint(0, 0)) {
|
|
// If mBuffer is rotated, then BlitTextureImage will only be copying the bottom-right section
|
|
// of the buffer. We need to invalidate the remaining sections so that they get redrawn too.
|
|
// Alternatively we could teach BlitTextureImage to rearrange the rotated segments onto
|
|
// the new buffer.
|
|
|
|
// When the rotated buffer is reorganised, the bottom-right section will be drawn in the top left.
|
|
// Find the point where this content ends.
|
|
nsIntPoint rotationPoint(mBufferRect.x + mBufferRect.width - mBufferRotation.x,
|
|
mBufferRect.y + mBufferRect.height - mBufferRotation.y);
|
|
|
|
// The buffer looks like:
|
|
// ______
|
|
// |1 |2 | Where the center point is offset by mBufferRotation from the top-left corner.
|
|
// |___|__|
|
|
// |3 |4 |
|
|
// |___|__|
|
|
//
|
|
// This is drawn to the screen as:
|
|
// ______
|
|
// |4 |3 | Where the center point is { width - mBufferRotation.x, height - mBufferRotation.y } from
|
|
// |___|__| from the top left corner - rotationPoint. Since only quadrant 4 will actually be copied,
|
|
// |2 |1 | we need to invalidate the others.
|
|
// |___|__|
|
|
//
|
|
// Quadrants 2 and 1
|
|
nsIntRect bottom(mBufferRect.x, rotationPoint.y, mBufferRect.width, mBufferRotation.y);
|
|
// Quadrant 3
|
|
nsIntRect topright(rotationPoint.x, mBufferRect.y, mBufferRotation.x, rotationPoint.y - mBufferRect.y);
|
|
|
|
if (!bottom.IsEmpty()) {
|
|
nsIntRegion temp;
|
|
temp.And(destBufferRect, bottom);
|
|
result.mRegionToDraw.Or(result.mRegionToDraw, temp);
|
|
}
|
|
if (!topright.IsEmpty()) {
|
|
nsIntRegion temp;
|
|
temp.And(destBufferRect, topright);
|
|
result.mRegionToDraw.Or(result.mRegionToDraw, temp);
|
|
}
|
|
}
|
|
|
|
destBuffer->Resize(destBufferRect.Size());
|
|
|
|
gl()->BlitTextureImage(mTexImage, srcRect,
|
|
destBuffer, dstRect);
|
|
destBuffer->MarkValid();
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
destBufferOnWhite->Resize(destBufferRect.Size());
|
|
gl()->BlitTextureImage(mTexImageOnWhite, srcRect,
|
|
destBufferOnWhite, dstRect);
|
|
destBufferOnWhite->MarkValid();
|
|
}
|
|
} else {
|
|
// can't blit, just draw everything
|
|
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
destBufferOnWhite =
|
|
CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
|
|
}
|
|
}
|
|
}
|
|
|
|
mTexImage = destBuffer.forget();
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
mTexImageOnWhite = destBufferOnWhite.forget();
|
|
}
|
|
mBufferRect = destBufferRect;
|
|
mBufferRotation = nsIntPoint(0,0);
|
|
}
|
|
NS_ASSERTION(canHaveRotation || mBufferRotation == nsIntPoint(0,0),
|
|
"Rotation disabled, but we have nonzero rotation?");
|
|
|
|
nsIntRegion invalidate;
|
|
invalidate.Sub(mLayer->GetValidRegion(), destBufferRect);
|
|
result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate);
|
|
|
|
// Figure out which quadrant to draw in
|
|
PRInt32 xBoundary = mBufferRect.XMost() - mBufferRotation.x;
|
|
PRInt32 yBoundary = mBufferRect.YMost() - mBufferRotation.y;
|
|
XSide sideX = drawBounds.XMost() <= xBoundary ? RIGHT : LEFT;
|
|
YSide sideY = drawBounds.YMost() <= yBoundary ? BOTTOM : TOP;
|
|
nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY);
|
|
NS_ASSERTION(quadrantRect.Contains(drawBounds), "Messed up quadrants");
|
|
|
|
nsIntPoint offset = -nsIntPoint(quadrantRect.x, quadrantRect.y);
|
|
|
|
// Make the region to draw relative to the buffer, before
|
|
// passing to BeginUpdate.
|
|
result.mRegionToDraw.MoveBy(offset);
|
|
// BeginUpdate is allowed to modify the given region,
|
|
// if it wants more to be repainted than we request.
|
|
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
|
|
nsIntRegion drawRegionCopy = result.mRegionToDraw;
|
|
gfxASurface *onBlack = mTexImage->BeginUpdate(drawRegionCopy);
|
|
gfxASurface *onWhite = mTexImageOnWhite->BeginUpdate(result.mRegionToDraw);
|
|
NS_ASSERTION(result.mRegionToDraw == drawRegionCopy,
|
|
"BeginUpdate should always modify the draw region in the same way!");
|
|
FillSurface(onBlack, result.mRegionToDraw, nsIntPoint(0,0), gfxRGBA(0.0, 0.0, 0.0, 1.0));
|
|
FillSurface(onWhite, result.mRegionToDraw, nsIntPoint(0,0), gfxRGBA(1.0, 1.0, 1.0, 1.0));
|
|
gfxASurface* surfaces[2] = { onBlack, onWhite };
|
|
nsRefPtr<gfxTeeSurface> surf = new gfxTeeSurface(surfaces, ArrayLength(surfaces));
|
|
|
|
// XXX If the device offset is set on the individual surfaces instead of on
|
|
// the tee surface, we render in the wrong place. Why?
|
|
gfxPoint deviceOffset = onBlack->GetDeviceOffset();
|
|
onBlack->SetDeviceOffset(gfxPoint(0, 0));
|
|
onWhite->SetDeviceOffset(gfxPoint(0, 0));
|
|
surf->SetDeviceOffset(deviceOffset);
|
|
|
|
// Using this surface as a source will likely go horribly wrong, since
|
|
// only the onBlack surface will really be used, so alpha information will
|
|
// be incorrect.
|
|
surf->SetAllowUseAsSource(false);
|
|
result.mContext = new gfxContext(surf);
|
|
} else {
|
|
result.mContext = new gfxContext(mTexImage->BeginUpdate(result.mRegionToDraw));
|
|
if (mTexImage->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA) {
|
|
gfxUtils::ClipToRegion(result.mContext, result.mRegionToDraw);
|
|
result.mContext->SetOperator(gfxContext::OPERATOR_CLEAR);
|
|
result.mContext->Paint();
|
|
result.mContext->SetOperator(gfxContext::OPERATOR_OVER);
|
|
}
|
|
}
|
|
if (!result.mContext) {
|
|
NS_WARNING("unable to get context for update");
|
|
return result;
|
|
}
|
|
result.mContext->Translate(-gfxPoint(quadrantRect.x, quadrantRect.y));
|
|
// Move rgnToPaint back into position so that the thebes callback
|
|
// gets the right coordintes.
|
|
result.mRegionToDraw.MoveBy(-offset);
|
|
|
|
// If we do partial updates, we have to clip drawing to the regionToDraw.
|
|
// If we don't clip, background images will be fillrect'd to the region correctly,
|
|
// while text or lines will paint outside of the regionToDraw. This becomes apparent
|
|
// with concave regions. Right now the scrollbars invalidate a narrow strip of the awesomebar
|
|
// although they never cover it. This leads to two draw rects, the narow strip and the actually
|
|
// newly exposed area. It would be wise to fix this glitch in any way to have simpler
|
|
// clip and draw regions.
|
|
gfxUtils::ClipToRegion(result.mContext, result.mRegionToDraw);
|
|
|
|
return result;
|
|
}
|
|
|
|
ThebesLayerOGL::ThebesLayerOGL(LayerManagerOGL *aManager)
|
|
: ThebesLayer(aManager, nsnull)
|
|
, LayerOGL(aManager)
|
|
, mBuffer(nsnull)
|
|
{
|
|
mImplData = static_cast<LayerOGL*>(this);
|
|
}
|
|
|
|
ThebesLayerOGL::~ThebesLayerOGL()
|
|
{
|
|
Destroy();
|
|
}
|
|
|
|
void
|
|
ThebesLayerOGL::Destroy()
|
|
{
|
|
if (!mDestroyed) {
|
|
mBuffer = nsnull;
|
|
mDestroyed = true;
|
|
}
|
|
}
|
|
|
|
bool
|
|
ThebesLayerOGL::CreateSurface()
|
|
{
|
|
NS_ASSERTION(!mBuffer, "buffer already created?");
|
|
|
|
if (mVisibleRegion.IsEmpty()) {
|
|
return false;
|
|
}
|
|
|
|
if (gl()->TextureImageSupportsGetBackingSurface()) {
|
|
// use the ThebesLayerBuffer fast-path
|
|
mBuffer = new SurfaceBufferOGL(this);
|
|
} else {
|
|
mBuffer = new BasicBufferOGL(this);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void
|
|
ThebesLayerOGL::SetVisibleRegion(const nsIntRegion &aRegion)
|
|
{
|
|
if (aRegion.IsEqual(mVisibleRegion))
|
|
return;
|
|
ThebesLayer::SetVisibleRegion(aRegion);
|
|
}
|
|
|
|
void
|
|
ThebesLayerOGL::InvalidateRegion(const nsIntRegion &aRegion)
|
|
{
|
|
mValidRegion.Sub(mValidRegion, aRegion);
|
|
}
|
|
|
|
void
|
|
ThebesLayerOGL::RenderLayer(int aPreviousFrameBuffer,
|
|
const nsIntPoint& aOffset)
|
|
{
|
|
if (!mBuffer && !CreateSurface()) {
|
|
return;
|
|
}
|
|
NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here");
|
|
|
|
mOGLManager->MakeCurrent();
|
|
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
|
|
|
|
TextureImage::ContentType contentType =
|
|
CanUseOpaqueSurface() ? gfxASurface::CONTENT_COLOR :
|
|
gfxASurface::CONTENT_COLOR_ALPHA;
|
|
|
|
PRUint32 flags = 0;
|
|
#ifndef MOZ_GFX_OPTIMIZE_MOBILE
|
|
gfxMatrix transform2d;
|
|
if (GetEffectiveTransform().Is2D(&transform2d)) {
|
|
if (transform2d.HasNonIntegerTranslation()) {
|
|
flags |= ThebesLayerBufferOGL::PAINT_WILL_RESAMPLE;
|
|
}
|
|
} else {
|
|
flags |= ThebesLayerBufferOGL::PAINT_WILL_RESAMPLE;
|
|
}
|
|
#endif
|
|
|
|
Buffer::PaintState state = mBuffer->BeginPaint(contentType, flags);
|
|
mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);
|
|
|
|
if (state.mContext) {
|
|
state.mRegionToInvalidate.And(state.mRegionToInvalidate, mVisibleRegion);
|
|
|
|
LayerManager::DrawThebesLayerCallback callback =
|
|
mOGLManager->GetThebesLayerCallback();
|
|
if (!callback) {
|
|
NS_ERROR("GL should never need to update ThebesLayers in an empty transaction");
|
|
} else {
|
|
void* callbackData = mOGLManager->GetThebesLayerCallbackData();
|
|
SetAntialiasingFlags(this, state.mContext);
|
|
callback(this, state.mContext, state.mRegionToDraw,
|
|
state.mRegionToInvalidate, callbackData);
|
|
// Everything that's visible has been validated. Do this instead of just
|
|
// OR-ing with aRegionToDraw, since that can lead to a very complex region
|
|
// here (OR doesn't automatically simplify to the simplest possible
|
|
// representation of a region.)
|
|
nsIntRegion tmp;
|
|
tmp.Or(mVisibleRegion, state.mRegionToDraw);
|
|
mValidRegion.Or(mValidRegion, tmp);
|
|
}
|
|
}
|
|
|
|
// Drawing thebes layers can change the current context, reset it.
|
|
gl()->MakeCurrent();
|
|
|
|
gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
|
|
mBuffer->RenderTo(aOffset, mOGLManager, flags);
|
|
}
|
|
|
|
Layer*
|
|
ThebesLayerOGL::GetLayer()
|
|
{
|
|
return this;
|
|
}
|
|
|
|
bool
|
|
ThebesLayerOGL::IsEmpty()
|
|
{
|
|
return !mBuffer;
|
|
}
|
|
|
|
void
|
|
ThebesLayerOGL::CleanupResources()
|
|
{
|
|
mBuffer = nsnull;
|
|
}
|
|
|
|
class ShadowBufferOGL : public ThebesLayerBufferOGL
|
|
{
|
|
public:
|
|
ShadowBufferOGL(ShadowThebesLayerOGL* aLayer)
|
|
: ThebesLayerBufferOGL(aLayer, aLayer)
|
|
{
|
|
mInitialised = false;
|
|
}
|
|
|
|
virtual PaintState BeginPaint(ContentType aContentType, PRUint32) {
|
|
NS_RUNTIMEABORT("can't BeginPaint for a shadow layer");
|
|
return PaintState();
|
|
}
|
|
|
|
void EnsureTexture(gfxIntSize aSize, ContentType aContentType);
|
|
|
|
void DirectUpdate(gfxASurface* aUpdate, nsIntRegion& aRegion);
|
|
|
|
void Upload(gfxASurface* aUpdate, const nsIntRegion& aUpdated,
|
|
const nsIntRect& aRect, const nsIntPoint& aRotation,
|
|
bool aDelayUpload, nsIntRegion& aPendingUploadRegion);
|
|
|
|
nsRefPtr<TextureImage> GetTextureImage() { return mTexImage; }
|
|
|
|
protected:
|
|
virtual nsIntPoint GetOriginOffset() {
|
|
return mBufferRect.TopLeft() - mBufferRotation;
|
|
}
|
|
|
|
private:
|
|
nsIntRect mBufferRect;
|
|
nsIntPoint mBufferRotation;
|
|
};
|
|
|
|
void
|
|
ShadowBufferOGL::EnsureTexture(gfxIntSize aSize, ContentType aContentType)
|
|
{
|
|
if (!mTexImage ||
|
|
GetSize() != nsIntSize(aSize.width, aSize.height) ||
|
|
mTexImage->GetContentType() != aContentType) {
|
|
// XXX we should do something here to decide whether to use REPEAT or not,
|
|
// but I'm not sure what
|
|
mTexImage = CreateClampOrRepeatTextureImage(gl(),
|
|
nsIntSize(aSize.width, aSize.height), aContentType, ALLOW_REPEAT);
|
|
mInitialised = false;
|
|
}
|
|
}
|
|
|
|
void
|
|
ShadowBufferOGL::DirectUpdate(gfxASurface* aUpdate, nsIntRegion& aRegion)
|
|
{
|
|
EnsureTexture(aUpdate->GetSize(), aUpdate->GetContentType());
|
|
mInitialised = true;
|
|
mTexImage->DirectUpdate(aUpdate, aRegion);
|
|
}
|
|
|
|
void
|
|
ShadowBufferOGL::Upload(gfxASurface* aUpdate, const nsIntRegion& aUpdated,
|
|
const nsIntRect& aRect, const nsIntPoint& aRotation,
|
|
bool aDelayUpload, nsIntRegion& aPendingUploadRegion)
|
|
{
|
|
// aUpdated is in screen coordinates. Move it so that the layer's
|
|
// top-left is 0,0
|
|
nsIntRegion destRegion(aUpdated);
|
|
nsIntPoint visTopLeft = mLayer->GetVisibleRegion().GetBounds().TopLeft();
|
|
destRegion.MoveBy(-visTopLeft);
|
|
|
|
// Correct for rotation
|
|
destRegion.MoveBy(aRotation);
|
|
gfxIntSize size = aUpdate->GetSize();
|
|
nsIntRect destBounds = destRegion.GetBounds();
|
|
destRegion.MoveBy((destBounds.x >= size.width) ? -size.width : 0,
|
|
(destBounds.y >= size.height) ? -size.height : 0);
|
|
|
|
// There's code to make sure that updated regions don't cross rotation
|
|
// boundaries, so assert here that this is the case
|
|
NS_ASSERTION(((destBounds.x % size.width) + destBounds.width <= size.width) &&
|
|
((destBounds.y % size.height) + destBounds.height <= size.height),
|
|
"Updated region lies across rotation boundaries!");
|
|
|
|
if (aDelayUpload) {
|
|
// Record the region that needs to be updated, and clip it to the size of
|
|
// the texture.
|
|
aPendingUploadRegion.Or(aPendingUploadRegion, destRegion).
|
|
And(aPendingUploadRegion, nsIntRect(0, 0, size.width, size.height));
|
|
} else {
|
|
// NB: this gfxContext must not escape EndUpdate() below
|
|
DirectUpdate(aUpdate, destRegion);
|
|
aPendingUploadRegion.Sub(aPendingUploadRegion, destRegion);
|
|
}
|
|
|
|
mBufferRect = aRect;
|
|
mBufferRotation = aRotation;
|
|
}
|
|
|
|
ShadowThebesLayerOGL::ShadowThebesLayerOGL(LayerManagerOGL *aManager)
|
|
: ShadowThebesLayer(aManager, nsnull)
|
|
, LayerOGL(aManager)
|
|
, mUploadTask(nsnull)
|
|
{
|
|
#ifdef FORCE_BASICTILEDTHEBESLAYER
|
|
NS_ABORT();
|
|
#endif
|
|
mImplData = static_cast<LayerOGL*>(this);
|
|
}
|
|
|
|
ShadowThebesLayerOGL::~ShadowThebesLayerOGL()
|
|
{}
|
|
|
|
bool
|
|
ShadowThebesLayerOGL::ShouldDoubleBuffer()
|
|
{
|
|
#ifdef ANDROID
|
|
/* Enable double-buffering on Android so that we don't block for as long
|
|
* when uploading textures. This is a work-around for the lack of an
|
|
* asynchronous texture upload facility.
|
|
*
|
|
* As the progressive upload relies on tile size, doing this when large
|
|
* tiles are in use is harder to justify.
|
|
*
|
|
* XXX When bug 730718 is fixed, we will likely want this only to apply for
|
|
* Adreno-equipped devices (which have broken sub-image texture updates,
|
|
* and no threaded texture upload capability).
|
|
*/
|
|
return gl()->WantsSmallTiles();
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::EnsureTextureUpdated()
|
|
{
|
|
if (mRegionPendingUpload.IsEmpty() || !IsSurfaceDescriptorValid(mFrontBufferDescriptor))
|
|
return;
|
|
|
|
mBuffer->DirectUpdate(mFrontBuffer.Buffer(), mRegionPendingUpload);
|
|
mRegionPendingUpload.SetEmpty();
|
|
}
|
|
|
|
static bool
|
|
EnsureTextureUpdatedCallback(gl::TextureImage* aImage, int aTileNumber,
|
|
void *aData)
|
|
{
|
|
// If this tile intersects with the region we asked to update, it will be
|
|
// entirely updated - so add it to the update region so that our pending-
|
|
// upload region will be correctly updated after the iteration finishes.
|
|
nsIntRegion* updateRegion = (nsIntRegion*)aData;
|
|
nsIntRect tileRect = aImage->GetTileRect();
|
|
if (updateRegion->Intersects(tileRect))
|
|
updateRegion->Or(*updateRegion, tileRect);
|
|
return true;
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::EnsureTextureUpdated(nsIntRegion& aRegion)
|
|
{
|
|
if (mRegionPendingUpload.IsEmpty() || !IsSurfaceDescriptorValid(mFrontBufferDescriptor))
|
|
return;
|
|
|
|
// Do this in possibly 4 chunks, to account for rotation boundaries
|
|
nsIntRegion updateRegion;
|
|
nsIntRect bufferRect = mFrontBuffer.Rect();
|
|
for (int i = 0; i < 4; i++) {
|
|
switch(i) {
|
|
case 0:
|
|
// The given region is in unrotated texture space, so alter the
|
|
// update region to account for buffer rotation on first iteration.
|
|
aRegion.MoveBy(mFrontBuffer.Rotation());
|
|
break;
|
|
case 1:
|
|
case 3:
|
|
// On the 2nd and 4th iteration, move the region left, to make sure
|
|
// texture is updated on both sides of the x-axis rotation boundary.
|
|
aRegion.MoveBy(-bufferRect.width, 0);
|
|
break;
|
|
case 2:
|
|
// On the 3rd iteration, move the region up to make sure the texture
|
|
// is updated no both sides of the y-axis rotation boundary.
|
|
aRegion.MoveBy(bufferRect.width, -bufferRect.height);
|
|
}
|
|
|
|
// Check if any part of the texture that's pending upload intersects with
|
|
// this region.
|
|
updateRegion.And(aRegion, mRegionPendingUpload);
|
|
|
|
if (updateRegion.IsEmpty())
|
|
continue;
|
|
|
|
nsRefPtr<TextureImage> texImage;
|
|
if (!gl()->CanUploadSubTextures()) {
|
|
// When sub-textures are unsupported, TiledTextureImage expands the
|
|
// boundaries of DirectUpdate to tile boundaries. So that we don't
|
|
// re-upload texture data, use the tile iteration to monitor how much
|
|
// of the texture was actually uploaded.
|
|
gfxASurface* surface = mFrontBuffer.Buffer();
|
|
gfxIntSize size = surface->GetSize();
|
|
mBuffer->EnsureTexture(size, surface->GetContentType());
|
|
texImage = mBuffer->GetTextureImage().get();
|
|
if (texImage->GetTileCount() > 1)
|
|
texImage->SetIterationCallback(EnsureTextureUpdatedCallback, (void *)&updateRegion);
|
|
else
|
|
updateRegion = nsIntRect(0, 0, size.width, size.height);
|
|
}
|
|
|
|
// Upload this quadrant of the region.
|
|
mBuffer->DirectUpdate(mFrontBuffer.Buffer(), updateRegion);
|
|
|
|
if (!gl()->CanUploadSubTextures())
|
|
texImage->SetIterationCallback(nsnull, nsnull);
|
|
|
|
// Remove the updated region from the pending-upload region.
|
|
mRegionPendingUpload.Sub(mRegionPendingUpload, updateRegion);
|
|
}
|
|
}
|
|
|
|
static bool
|
|
ProgressiveUploadCallback(gl::TextureImage* aImage, int aTileNumber,
|
|
void *aData)
|
|
{
|
|
nsIntRegion* regionPendingUpload = (nsIntRegion*)aData;
|
|
|
|
// Continue iteration if nothing was uploaded
|
|
nsIntRect tileRect = aImage->GetTileRect();
|
|
if (!regionPendingUpload->Intersects(tileRect))
|
|
return true;
|
|
|
|
regionPendingUpload->Sub(*regionPendingUpload, tileRect);
|
|
|
|
// XXX If there was a function on MessageLoop to see if there were pending
|
|
// tasks, we could return true here depending on that. As it is, always return
|
|
// false and schedule another upload immediately after this one.
|
|
return false;
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::ProgressiveUpload()
|
|
{
|
|
// Mark the task as completed
|
|
mUploadTask = nsnull;
|
|
|
|
if (mRegionPendingUpload.IsEmpty() || mBuffer == nsnull)
|
|
return;
|
|
|
|
// Set a tile iteration callback so we can cancel the upload after a tile
|
|
// has been uploaded and subtract it from mRegionPendingUpload
|
|
mBuffer->EnsureTexture(mFrontBuffer.Buffer()->GetSize(),
|
|
mFrontBuffer.Buffer()->GetContentType());
|
|
nsRefPtr<gl::TextureImage> tiledImage = mBuffer->GetTextureImage().get();
|
|
if (tiledImage->GetTileCount() > 1)
|
|
tiledImage->SetIterationCallback(ProgressiveUploadCallback, (void *)&mRegionPendingUpload);
|
|
else
|
|
mRegionPendingUpload.SetEmpty();
|
|
|
|
// Upload a tile
|
|
mBuffer->DirectUpdate(mFrontBuffer.Buffer(), mRegionPendingUpload);
|
|
|
|
// Remove the iteration callback
|
|
tiledImage->SetIterationCallback(nsnull, nsnull);
|
|
|
|
if (!mRegionPendingUpload.IsEmpty()) {
|
|
// Schedule another upload task
|
|
mUploadTask = NewRunnableMethod(this, &ShadowThebesLayerOGL::ProgressiveUpload);
|
|
// Post a delayed task to complete more of the upload - give a reasonable delay to allow
|
|
// for events to be processed.
|
|
MessageLoop::current()->PostDelayedTask(FROM_HERE, mUploadTask, 5);
|
|
}
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::Swap(const ThebesBuffer& aNewFront,
|
|
const nsIntRegion& aUpdatedRegion,
|
|
OptionalThebesBuffer* aNewBack,
|
|
nsIntRegion* aNewBackValidRegion,
|
|
OptionalThebesBuffer* aReadOnlyFront,
|
|
nsIntRegion* aFrontUpdatedRegion)
|
|
{
|
|
// The double-buffer path is copied and adapted from BasicLayers.cpp
|
|
if (ShouldDoubleBuffer()) {
|
|
nsRefPtr<gfxASurface> newFrontBuffer =
|
|
ShadowLayerForwarder::OpenDescriptor(aNewFront.buffer());
|
|
|
|
if (IsSurfaceDescriptorValid(mFrontBufferDescriptor)) {
|
|
nsRefPtr<gfxASurface> currentFront =
|
|
ShadowLayerForwarder::OpenDescriptor(mFrontBufferDescriptor);
|
|
if (currentFront->GetSize() != newFrontBuffer->GetSize()) {
|
|
// Current front buffer is obsolete
|
|
DestroyFrontBuffer();
|
|
}
|
|
}
|
|
|
|
// This code relies on Swap() arriving *after* attribute mutations.
|
|
if (IsSurfaceDescriptorValid(mFrontBufferDescriptor)) {
|
|
*aNewBack = ThebesBuffer();
|
|
aNewBack->get_ThebesBuffer().buffer() = mFrontBufferDescriptor;
|
|
} else {
|
|
*aNewBack = null_t();
|
|
}
|
|
|
|
// We have to invalidate the pixels painted into the new buffer.
|
|
// They might overlap with our old pixels.
|
|
aNewBackValidRegion->Sub(mOldValidRegion, aUpdatedRegion);
|
|
|
|
nsRefPtr<gfxASurface> unused;
|
|
nsIntRect backRect;
|
|
nsIntPoint backRotation;
|
|
mFrontBuffer.Swap(
|
|
newFrontBuffer, aNewFront.rect(), aNewFront.rotation(),
|
|
getter_AddRefs(unused), &backRect, &backRotation);
|
|
|
|
if (aNewBack->type() != OptionalThebesBuffer::Tnull_t) {
|
|
aNewBack->get_ThebesBuffer().rect() = backRect;
|
|
aNewBack->get_ThebesBuffer().rotation() = backRotation;
|
|
}
|
|
|
|
mFrontBufferDescriptor = aNewFront.buffer();
|
|
|
|
// Upload new front-buffer to texture
|
|
if (!mDestroyed) {
|
|
if (!mBuffer) {
|
|
mBuffer = new ShadowBufferOGL(this);
|
|
}
|
|
nsRefPtr<gfxASurface> surf = ShadowLayerForwarder::OpenDescriptor(mFrontBufferDescriptor);
|
|
mBuffer->Upload(surf, aUpdatedRegion, aNewFront.rect(), aNewFront.rotation(), true, mRegionPendingUpload);
|
|
|
|
// Schedule a task to progressively upload the texture
|
|
if (!mUploadTask) {
|
|
mUploadTask = NewRunnableMethod(this, &ShadowThebesLayerOGL::ProgressiveUpload);
|
|
MessageLoop::current()->PostDelayedTask(FROM_HERE, mUploadTask, 5);
|
|
}
|
|
}
|
|
|
|
*aReadOnlyFront = aNewFront;
|
|
*aFrontUpdatedRegion = aUpdatedRegion;
|
|
|
|
return;
|
|
}
|
|
|
|
// Single-buffer path
|
|
if (!mDestroyed) {
|
|
if (!mBuffer) {
|
|
mBuffer = new ShadowBufferOGL(this);
|
|
}
|
|
nsRefPtr<gfxASurface> surf = ShadowLayerForwarder::OpenDescriptor(aNewFront.buffer());
|
|
mBuffer->Upload(surf, aUpdatedRegion, aNewFront.rect(), aNewFront.rotation(), false, mRegionPendingUpload);
|
|
}
|
|
|
|
*aNewBack = aNewFront;
|
|
*aNewBackValidRegion = mValidRegion;
|
|
*aReadOnlyFront = null_t();
|
|
aFrontUpdatedRegion->SetEmpty();
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::DestroyFrontBuffer()
|
|
{
|
|
if (ShouldDoubleBuffer()) {
|
|
// Cancel the progressive upload task, if it's running
|
|
if (mUploadTask) {
|
|
mUploadTask->Cancel();
|
|
mUploadTask = nsnull;
|
|
}
|
|
|
|
mFrontBuffer.Clear();
|
|
mOldValidRegion.SetEmpty();
|
|
|
|
if (IsSurfaceDescriptorValid(mFrontBufferDescriptor)) {
|
|
mAllocator->DestroySharedSurface(&mFrontBufferDescriptor);
|
|
}
|
|
}
|
|
|
|
mBuffer = nsnull;
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::Disconnect()
|
|
{
|
|
Destroy();
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::Destroy()
|
|
{
|
|
if (!mDestroyed) {
|
|
mDestroyed = true;
|
|
DestroyFrontBuffer();
|
|
}
|
|
}
|
|
|
|
Layer*
|
|
ShadowThebesLayerOGL::GetLayer()
|
|
{
|
|
return this;
|
|
}
|
|
|
|
bool
|
|
ShadowThebesLayerOGL::IsEmpty()
|
|
{
|
|
return !mBuffer;
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::RenderLayer(int aPreviousFrameBuffer,
|
|
const nsIntPoint& aOffset)
|
|
{
|
|
if (!mBuffer) {
|
|
return;
|
|
}
|
|
NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here");
|
|
|
|
mOGLManager->MakeCurrent();
|
|
|
|
if (ShouldDoubleBuffer()) {
|
|
// Find out what part of the screen this layer intersects with
|
|
gfxMatrix transform2d;
|
|
const gfx3DMatrix& transform = GetLayer()->GetEffectiveTransform();
|
|
|
|
if (transform.Is2D(&transform2d) && transform2d.PreservesAxisAlignedRectangles()) {
|
|
// Find out the layer rect in screen coordinates and store this in layerRect.
|
|
// Derived from ThebesLayerBufferOGL::RenderTo.
|
|
nsIntRect bufferRect = mFrontBuffer.Rect();
|
|
gfxRect layerRect = transform2d.Transform(gfxRect(bufferRect));
|
|
layerRect.MoveBy(gfxPoint(aOffset));
|
|
|
|
// Find how much of this rect will be visible taking into account the size
|
|
// of the widget being rendered to.
|
|
nsIntSize widgetSize = mOGLManager->GetWidgetSize();
|
|
gfxRect clippedLayerRect = layerRect.Intersect(gfxRect(0, 0, widgetSize.width, widgetSize.height));
|
|
|
|
// Now derive the area of the texture that will be visible to make sure
|
|
// it's updated.
|
|
gfxPoint scaleFactor = gfxPoint(bufferRect.width / (float)layerRect.width,
|
|
bufferRect.height / (float)layerRect.height);
|
|
float x1 = (clippedLayerRect.x - layerRect.x) * scaleFactor.x;
|
|
float y1 = (clippedLayerRect.y - layerRect.y) * scaleFactor.y;
|
|
float x2 = (clippedLayerRect.XMost() - layerRect.x) * scaleFactor.x;
|
|
float y2 = (clippedLayerRect.YMost() - layerRect.y) * scaleFactor.y;
|
|
|
|
// No need to clamp x2, y2, EnsureTextureUpdated will do that for us
|
|
nsIntRect updateRect = nsIntRect(NS_MAX(0.0f, x1), NS_MAX(0.0f, y1),
|
|
NS_MAX(0.0f, x2 - x1), NS_MAX(0.0f, y2 - y1));
|
|
|
|
nsIntRegion updateRegion = updateRect;
|
|
EnsureTextureUpdated(updateRegion);
|
|
} else {
|
|
// 3D or rotation transform, just give up and upload the whole thing.
|
|
// XXX It's not hard to find the intersecting rect given a 3D transform, but
|
|
// it's more expensive and, I expect, less likely to give benefit.
|
|
EnsureTextureUpdated();
|
|
}
|
|
}
|
|
|
|
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
|
|
|
|
gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
|
|
mBuffer->RenderTo(aOffset, mOGLManager, 0);
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerOGL::CleanupResources()
|
|
{
|
|
DestroyFrontBuffer();
|
|
}
|
|
|
|
} /* layers */
|
|
} /* mozilla */
|