Ejemplo n.º 1
0
// Go down shadow layer tree and apply transformations for scrollable layers.
static void
TransformShadowTree(nsDisplayListBuilder* aBuilder, nsFrameLoader* aFrameLoader,
                    nsIFrame* aFrame, Layer* aLayer,
                    const ViewTransform& aTransform)
{
  ShadowLayer* shadow = aLayer->AsShadowLayer();
  shadow->SetShadowClipRect(aLayer->GetClipRect());
  shadow->SetShadowVisibleRegion(aLayer->GetVisibleRegion());

  const FrameMetrics* metrics = GetFrameMetrics(aLayer);

  gfx3DMatrix shadowTransform;
  ViewTransform layerTransform = aTransform;

  if (metrics && metrics->IsScrollable()) {
    const ViewID scrollId = metrics->mScrollId;
    const nsContentView* view =
      aFrameLoader->GetCurrentRemoteFrame()->GetContentView(scrollId);
    NS_ABORT_IF_FALSE(view, "Array of views should be consistent with layer tree");
    const gfx3DMatrix& currentTransform = aLayer->GetTransform();

    ViewTransform viewTransform = ComputeShadowTreeTransform(
      aFrame, aFrameLoader, metrics, view->GetViewConfig(),
      1 / (GetXScale(currentTransform)*layerTransform.mXScale),
      1 / (GetYScale(currentTransform)*layerTransform.mYScale)
    );

    // Apply the layer's own transform *before* the view transform
    shadowTransform = gfx3DMatrix(viewTransform) * currentTransform;

    if (metrics->IsRootScrollable()) {
      layerTransform.mTranslation = viewTransform.mTranslation;
      // Apply the root frame translation *before* we do the rest of the transforms.
      nsIntPoint rootFrameOffset = GetRootFrameOffset(aFrame, aBuilder);
      shadowTransform = shadowTransform *
          gfx3DMatrix::Translation(float(rootFrameOffset.x), float(rootFrameOffset.y), 0.0);
      layerTransform.mXScale *= GetXScale(currentTransform);
      layerTransform.mYScale *= GetYScale(currentTransform);
    }
  } else {
    shadowTransform = aLayer->GetTransform();
  }

  if (aLayer->GetIsFixedPosition() &&
      !aLayer->GetParent()->GetIsFixedPosition()) {
    ReverseTranslate(shadowTransform, layerTransform);
    const nsIntRect* clipRect = shadow->GetShadowClipRect();
    if (clipRect) {
      nsIntRect transformedClipRect(*clipRect);
      transformedClipRect.MoveBy(shadowTransform._41, shadowTransform._42);
      shadow->SetShadowClipRect(&transformedClipRect);
    }
  }

  shadow->SetShadowTransform(shadowTransform);
  for (Layer* child = aLayer->GetFirstChild();
       child; child = child->GetNextSibling()) {
    TransformShadowTree(aBuilder, aFrameLoader, aFrame, child, layerTransform);
  }
}
// Use shadow layer tree to build display list for the browser's frame.
static void
BuildListForLayer(Layer* aLayer,
                  nsFrameLoader* aRootFrameLoader,
                  const gfx3DMatrix& aTransform,
                  nsDisplayListBuilder* aBuilder,
                  nsDisplayList& aShadowTree,
                  nsIFrame* aSubdocFrame)
{
  const FrameMetrics* metrics = GetFrameMetrics(aLayer);

  gfx3DMatrix transform;

  if (metrics && metrics->IsScrollable()) {
    const ViewID scrollId = metrics->mScrollId;

    // We need to figure out the bounds of the scrollable region using the
    // shadow layer tree from the remote process. The metrics viewport is
    // defined based on all the transformations of its parent layers and
    // the scale of the current layer.

    // Calculate transform for this layer.
    nsContentView* view =
      aRootFrameLoader->GetCurrentRemoteFrame()->GetContentView(scrollId);
    // XXX why don't we include aLayer->GetTransform() in the inverse-scale here?
    // This seems wrong, but it doesn't seem to cause bugs!
    gfx3DMatrix applyTransform = ComputeShadowTreeTransform(
      aSubdocFrame, aRootFrameLoader, metrics, view->GetViewConfig(),
      1 / GetXScale(aTransform), 1 / GetYScale(aTransform));
    transform = applyTransform * aLayer->GetTransform() * aTransform;

    // As mentioned above, bounds calculation also depends on the scale
    // of this layer.
    gfx3DMatrix tmpTransform = aTransform;
    Scale(tmpTransform, GetXScale(applyTransform), GetYScale(applyTransform));

    // Calculate rect for this layer based on aTransform.
    nsRect bounds;
    {
      nscoord auPerDevPixel = aSubdocFrame->PresContext()->AppUnitsPerDevPixel();
      bounds = metrics->mViewport.ToAppUnits(auPerDevPixel);
      ApplyTransform(bounds, tmpTransform, auPerDevPixel);

    }

    aShadowTree.AppendToTop(
      new (aBuilder) nsDisplayRemoteShadow(aBuilder, aSubdocFrame, bounds, scrollId));

  } else {
    transform = aLayer->GetTransform() * aTransform;
  }

  for (Layer* child = aLayer->GetFirstChild(); child;
       child = child->GetNextSibling()) {
    BuildListForLayer(child, aRootFrameLoader, transform,
                      aBuilder, aShadowTree, aSubdocFrame);
  }
}