void
BasicThebesLayerBuffer::DrawTo(ThebesLayer* aLayer,
                               gfxContext* aTarget,
                               float aOpacity,
                               Layer* aMaskLayer)
{
  aTarget->Save();
  // If the entire buffer is valid, we can just draw the whole thing,
  // no need to clip. But we'll still clip if clipping is cheap ---
  // that might let us copy a smaller region of the buffer.
  // Also clip to the visible region if we're told to.
  if (!aLayer->GetValidRegion().Contains(BufferRect()) ||
      (ToData(aLayer)->GetClipToVisibleRegion() &&
       !aLayer->GetVisibleRegion().Contains(BufferRect())) ||
      IsClippingCheap(aTarget, aLayer->GetEffectiveVisibleRegion())) {
    // We don't want to draw invalid stuff, so we need to clip. Might as
    // well clip to the smallest area possible --- the visible region.
    // Bug 599189 if there is a non-integer-translation transform in aTarget,
    // we might sample pixels outside GetEffectiveVisibleRegion(), which is wrong
    // and may cause gray lines.
    gfxUtils::ClipToRegionSnapped(aTarget, aLayer->GetEffectiveVisibleRegion());
  }

  // Pull out the mask surface and transform here, because the mask
  // is internal to basic layers
  AutoMaskData mask;
  if (GetMaskData(aMaskLayer, &mask)) {
    DrawBufferWithRotation(aTarget, aOpacity,
                           mask.GetSurface(), &mask.GetTransform());
  } else {
    DrawBufferWithRotation(aTarget, aOpacity);
  }
  aTarget->Restore();
}
Beispiel #2
0
void DecorationMap::GenVBuffers(int32_t patchId)
{
       
    const TerrainGob* terrain = this->GetParent();        
    ImageData* imgdata = GetMaskData();
    int32_t patchCell = terrain->GetPatchDim() - 1;
    int32_t numPatchX  = (terrain->GetNumCols()-1) / patchCell;
    int32_t numPatchY  = (terrain->GetNumRows()-1) / patchCell;    
    float dimx = (float)imgdata->GetWidth() / numPatchX;
    float dimy = (float)imgdata->GetHeight() / numPatchY;

    Bound2di box;

    int32_t px = patchId % numPatchX;
    int32_t py = patchId / numPatchX;
    box.x1 = (int32_t) (px * dimx);
    box.x2 = box.x1 + (int32_t)dimx;
    box.y1 =  (int32_t) (py * dimy);
    box.y2 = box.y1 + (int32_t)dimy;      
        
    float ycol = (float)imgdata->GetHeight();
    float xcol = (float)imgdata->GetWidth();
    float halfu = 1.0f / ( 2.0f * xcol);
    float halfv = 1.0f / (2.0f * ycol);
        
    auto& list = m_listOfVBList[patchId];
    list.clear();    
    srand(7353 + patchId * m_instId);
    for(int32_t y = box.y1; y < box.y2; y++)
    {            
        float v = y / ycol;
        for(int32_t x = box.x1; x < box.x2; x++)
        {
            float u = x / xcol;
            uint8_t r =  *((uint8_t*)imgdata->PixelAt(x,y));
            if(r > 0)
            {                      
                for(int32_t k = 0; k < m_numOfDecoratorsPerTexel; k++)
                {
                    float nu = GetRandomFloat(u-halfu, u+halfu);
                    float nv = GetRandomFloat(v-halfv,v+halfv);                            
                    float2 posn(nu,nv);                        
                    list.push_back(posn);                          
                }                
            }
        }
    }//// for(int32_t y = box.y1; y < box.y2; y++)
}
Beispiel #3
0
void DecorationMap::GenVBuffers()
{
    if(m_genVB == false) return;

    ReleaseResources();

    ImageData* imgdata = GetMaskData();
    const TerrainGob* terrain = this->GetParent();                
    const auto& patchlist = terrain->Patches();

    if(!imgdata || patchlist.size() == 0) return;

    int32_t patchCell = terrain->GetPatchDim() - 1;
    int32_t numPatchX  = (terrain->GetNumCols()-1) / patchCell;
    int32_t numPatchY  = (terrain->GetNumRows()-1) / patchCell;    
    int32_t numPatches = numPatchX * numPatchY; 
    int32_t dimx = imgdata->GetWidth() / numPatchX;
    int32_t dimy = imgdata->GetHeight() / numPatchY;
            
    if(numPatches != (int32_t) patchlist.size())
    {
        Logger::Log(OutputMessageType::Error,"DecoMap: wrong number of terrain patches");
        assert(false);   
        return;
    }
     
    if(dimx < 2 || dimy < 2 ) // remX != 0 || remY != 0
    {
        Logger::Log(OutputMessageType::Error,L"%s decoration map mask have wrong dimention", this->GetName());
        assert(false);
        return;
    }

    m_vertexcount = 0;    
    m_listOfVBList.resize(numPatches);         
    for(int32_t patchId = 0; patchId < numPatches; patchId++)
    { 
        GenVBuffers(patchId);        
    }
         
    m_vertexcount = ComputeTotalVertexCount();
    m_genVB = false;    
}
Beispiel #4
0
 void DecorationMap::Invoke(wchar_t* fn, const void* arg, void** retVal)
 {
     TerrainMap::Invoke(fn,arg,retVal);

     if(StrUtils::Equal(fn,L"ApplyDirtyRegion"))
     {         
         bool valid = arg != NULL; 
         assert(valid);
         if(!valid) return;
         
         Bound2di box = *(Bound2di*)arg;
         ImageData* imgdata = GetMaskData();
         m_tmpPatchSet.clear();
         const TerrainGob* terrain = this->GetParent();    

         const TerrainPatchList& patches = terrain->Patches();
         if(m_listOfVBList.size() == 0 || patches.size() == 0  || imgdata == NULL) return;

         int32_t patchCell = terrain->GetPatchDim() - 1;
         int32_t numPatchX  = (terrain->GetNumCols()-1) / patchCell;
         int32_t numPatchY  = (terrain->GetNumRows()-1) / patchCell;    
         float  dimx = (float)imgdata->GetWidth() / numPatchX;
         float  dimy = (float)imgdata->GetHeight() / numPatchY;         
         m_tmpPatchSet.clear();
         for(int32_t y = box.y1; y < box.y2; y++)
         {
             for(int32_t x = box.x1; x < box.x2; x++)
             {                 
                 int32_t patchIndex = (int32_t)(y / dimy) * numPatchX + (int32_t)( x / dimx);
                 m_tmpPatchSet.insert(patchIndex);                 
             }
         }

         for(auto it = m_tmpPatchSet.begin(); it != m_tmpPatchSet.end(); it++)
         {             
             GenVBuffers(*it);
         }     
         m_vertexcount = ComputeTotalVertexCount();
     }
 }
Beispiel #5
0
void
BasicThebesLayer::PaintThebes(gfxContext* aContext,
                              Layer* aMaskLayer,
                              LayerManager::DrawThebesLayerCallback aCallback,
                              void* aCallbackData,
                              ReadbackProcessor* aReadback)
{
  PROFILER_LABEL("BasicThebesLayer", "PaintThebes");
  NS_ASSERTION(BasicManager()->InDrawing(),
               "Can only draw in drawing phase");
  nsRefPtr<gfxASurface> targetSurface = aContext->CurrentSurface();

  if (!mContentClient) {
    // we pass a null pointer for the Forwarder argument, which means
    // this will not have a ContentHost on the other side.
    mContentClient = new ContentClientBasic(nullptr, BasicManager());
  }

  nsTArray<ReadbackProcessor::Update> readbackUpdates;
  if (aReadback && UsedForReadback()) {
    aReadback->GetThebesLayerUpdates(this, &readbackUpdates);
  }
  //TODO: This is going to copy back pixels that we might end up
  // drawing over anyway. It would be nice if we could avoid
  // this duplication.
  mContentClient->SyncFrontBufferToBackBuffer();

  bool canUseOpaqueSurface = CanUseOpaqueSurface();
  ContentType contentType =
    canUseOpaqueSurface ? gfxASurface::CONTENT_COLOR :
                          gfxASurface::CONTENT_COLOR_ALPHA;
  float opacity = GetEffectiveOpacity();
  
  if (!BasicManager()->IsRetained()) {
    NS_ASSERTION(readbackUpdates.IsEmpty(), "Can't do readback for non-retained layer");

    mValidRegion.SetEmpty();
    mContentClient->Clear();

    nsIntRegion toDraw = IntersectWithClip(GetEffectiveVisibleRegion(), aContext);

    RenderTraceInvalidateStart(this, "FFFF00", toDraw.GetBounds());

    if (!toDraw.IsEmpty() && !IsHidden()) {
      if (!aCallback) {
        BasicManager()->SetTransactionIncomplete();
        return;
      }

      aContext->Save();

      bool needsClipToVisibleRegion = GetClipToVisibleRegion();
      bool needsGroup =
          opacity != 1.0 || GetOperator() != gfxContext::OPERATOR_OVER || aMaskLayer;
      nsRefPtr<gfxContext> groupContext;
      if (needsGroup) {
        groupContext =
          BasicManager()->PushGroupForLayer(aContext, this, toDraw,
                                            &needsClipToVisibleRegion);
        if (GetOperator() != gfxContext::OPERATOR_OVER) {
          needsClipToVisibleRegion = true;
        }
      } else {
        groupContext = aContext;
      }
      SetAntialiasingFlags(this, groupContext);
      aCallback(this, groupContext, toDraw, CLIP_NONE, nsIntRegion(), aCallbackData);
      if (needsGroup) {
        BasicManager()->PopGroupToSourceWithCachedSurface(aContext, groupContext);
        if (needsClipToVisibleRegion) {
          gfxUtils::ClipToRegion(aContext, toDraw);
        }
        AutoSetOperator setOperator(aContext, GetOperator());
        PaintWithMask(aContext, opacity, aMaskLayer);
      }

      aContext->Restore();
    }

    RenderTraceInvalidateEnd(this, "FFFF00");
    return;
  }

  {
    uint32_t flags = 0;
#ifndef MOZ_WIDGET_ANDROID
    if (BasicManager()->CompositorMightResample()) {
      flags |= ThebesLayerBuffer::PAINT_WILL_RESAMPLE;
    }
    if (!(flags & ThebesLayerBuffer::PAINT_WILL_RESAMPLE)) {
      if (MayResample()) {
        flags |= ThebesLayerBuffer::PAINT_WILL_RESAMPLE;
      }
    }
#endif
    if (mDrawAtomically) {
      flags |= ThebesLayerBuffer::PAINT_NO_ROTATION;
    }
    PaintState state =
      mContentClient->BeginPaintBuffer(this, contentType, flags);
    mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);

    if (state.mContext) {
      // The area that became invalid and is visible needs to be repainted
      // (this could be the whole visible area if our buffer switched
      // from RGB to RGBA, because we might need to repaint with
      // subpixel AA)
      state.mRegionToInvalidate.And(state.mRegionToInvalidate,
                                    GetEffectiveVisibleRegion());
      nsIntRegion extendedDrawRegion = state.mRegionToDraw;
      SetAntialiasingFlags(this, state.mContext);

      RenderTraceInvalidateStart(this, "FFFF00", state.mRegionToDraw.GetBounds());

      PaintBuffer(state.mContext,
                  state.mRegionToDraw, extendedDrawRegion, state.mRegionToInvalidate,
                  state.mDidSelfCopy,
                  state.mClip,
                  aCallback, aCallbackData);
      MOZ_LAYERS_LOG_IF_SHADOWABLE(this, ("Layer::Mutated(%p) PaintThebes", this));
      Mutated();

      RenderTraceInvalidateEnd(this, "FFFF00");
    } else {
      // It's possible that state.mRegionToInvalidate is nonempty here,
      // if we are shrinking the valid region to nothing. So use mRegionToDraw
      // instead.
      NS_WARN_IF_FALSE(state.mRegionToDraw.IsEmpty(),
                       "No context when we have something to draw, resource exhaustion?");
    }
  }

  if (BasicManager()->IsTransactionIncomplete())
    return;

  gfxRect clipExtents;
  clipExtents = aContext->GetClipExtents();

  // Pull out the mask surface and transform here, because the mask
  // is internal to basic layers
  AutoMaskData mask;
  gfxASurface* maskSurface = nullptr;
  const gfxMatrix* maskTransform = nullptr;
  if (GetMaskData(aMaskLayer, &mask)) {
    maskSurface = mask.GetSurface();
    maskTransform = &mask.GetTransform();
  }

  if (!IsHidden() && !clipExtents.IsEmpty()) {
    AutoSetOperator setOperator(aContext, GetOperator());
    mContentClient->DrawTo(this, aContext, opacity, maskSurface, maskTransform);
  }

  for (uint32_t i = 0; i < readbackUpdates.Length(); ++i) {
    ReadbackProcessor::Update& update = readbackUpdates[i];
    nsIntPoint offset = update.mLayer->GetBackgroundLayerOffset();
    nsRefPtr<gfxContext> ctx =
      update.mLayer->GetSink()->BeginUpdate(update.mUpdateRect + offset,
                                            update.mSequenceCounter);
    if (ctx) {
      NS_ASSERTION(opacity == 1.0, "Should only read back opaque layers");
      ctx->Translate(gfxPoint(offset.x, offset.y));
      mContentClient->DrawTo(this, ctx, 1.0, maskSurface, maskTransform);
      update.mLayer->GetSink()->EndUpdate(ctx, update.mUpdateRect + offset);
    }
  }
}
void
BasicThebesLayer::PaintThebes(gfxContext* aContext,
                              Layer* aMaskLayer,
                              LayerManager::DrawThebesLayerCallback aCallback,
                              void* aCallbackData,
                              ReadbackProcessor* aReadback)
{
  PROFILER_LABEL("BasicThebesLayer", "PaintThebes");
  NS_ASSERTION(BasicManager()->InDrawing(),
               "Can only draw in drawing phase");

  nsTArray<ReadbackProcessor::Update> readbackUpdates;
  if (aReadback && UsedForReadback()) {
    aReadback->GetThebesLayerUpdates(this, &readbackUpdates);
  }

  float opacity = GetEffectiveOpacity();
  CompositionOp effectiveOperator = GetEffectiveOperator(this);

  if (!BasicManager()->IsRetained()) {
    NS_ASSERTION(readbackUpdates.IsEmpty(), "Can't do readback for non-retained layer");

    mValidRegion.SetEmpty();
    mContentClient->Clear();

    nsIntRegion toDraw = IntersectWithClip(GetEffectiveVisibleRegion(), aContext);

    RenderTraceInvalidateStart(this, "FFFF00", toDraw.GetBounds());

    if (!toDraw.IsEmpty() && !IsHidden()) {
      if (!aCallback) {
        BasicManager()->SetTransactionIncomplete();
        return;
      }

      aContext->Save();

      bool needsClipToVisibleRegion = GetClipToVisibleRegion();
      bool needsGroup = opacity != 1.0 ||
                        effectiveOperator != CompositionOp::OP_OVER ||
                        aMaskLayer;
      nsRefPtr<gfxContext> groupContext;
      if (needsGroup) {
        groupContext =
          BasicManager()->PushGroupForLayer(aContext, this, toDraw,
                                            &needsClipToVisibleRegion);
        if (effectiveOperator != CompositionOp::OP_OVER) {
          needsClipToVisibleRegion = true;
        }
      } else {
        groupContext = aContext;
      }
      SetAntialiasingFlags(this, groupContext);
      aCallback(this, groupContext, toDraw, DrawRegionClip::CLIP_NONE, nsIntRegion(), aCallbackData);
      if (needsGroup) {
        BasicManager()->PopGroupToSourceWithCachedSurface(aContext, groupContext);
        if (needsClipToVisibleRegion) {
          gfxUtils::ClipToRegion(aContext, toDraw);
        }
        AutoSetOperator setOptimizedOperator(aContext, ThebesOp(effectiveOperator));
        PaintWithMask(aContext, opacity, aMaskLayer);
      }

      aContext->Restore();
    }

    RenderTraceInvalidateEnd(this, "FFFF00");
    return;
  }

  if (BasicManager()->IsTransactionIncomplete())
    return;

  gfxRect clipExtents;
  clipExtents = aContext->GetClipExtents();

  // Pull out the mask surface and transform here, because the mask
  // is internal to basic layers
  AutoMoz2DMaskData mask;
  SourceSurface* maskSurface = nullptr;
  Matrix maskTransform;
  if (GetMaskData(aMaskLayer, &mask)) {
    maskSurface = mask.GetSurface();
    maskTransform = mask.GetTransform();
  }

  if (!IsHidden() && !clipExtents.IsEmpty()) {
    mContentClient->DrawTo(this, aContext->GetDrawTarget(), opacity,
                           GetOperator(),
                           maskSurface, &maskTransform);
  }

  for (uint32_t i = 0; i < readbackUpdates.Length(); ++i) {
    ReadbackProcessor::Update& update = readbackUpdates[i];
    nsIntPoint offset = update.mLayer->GetBackgroundLayerOffset();
    nsRefPtr<gfxContext> ctx =
      update.mLayer->GetSink()->BeginUpdate(update.mUpdateRect + offset,
                                            update.mSequenceCounter);
    if (ctx) {
      NS_ASSERTION(opacity == 1.0, "Should only read back opaque layers");
      ctx->Translate(gfxPoint(offset.x, offset.y));
      mContentClient->DrawTo(this, ctx->GetDrawTarget(), 1.0,
                             CompositionOpForOp(ctx->CurrentOperator()),
                             maskSurface, &maskTransform);
      update.mLayer->GetSink()->EndUpdate(ctx, update.mUpdateRect + offset);
    }
  }
}