bool BackupFileSystemJob::run(Report& parent)
{
	bool rval = false;
	
	Report* report = jobStarted(parent);
	
	if (sourcePartition().fileSystem().supportBackup() == FileSystem::cmdSupportFileSystem)
		rval = sourcePartition().fileSystem().backup(*report, sourceDevice(), sourcePartition().deviceNode(), fileName());
	else if (sourcePartition().fileSystem().supportBackup() == FileSystem::cmdSupportCore)
	{
		CopySourceDevice copySource(sourceDevice(), sourcePartition().fileSystem().firstSector(), sourcePartition().fileSystem().lastSector());
		CopyTargetFile copyTarget(fileName(), sourceDevice().logicalSectorSize());

		if (!copySource.open())
			report->line() << i18nc("@info/plain", "Could not open file system on source partition <filename>%1</filename> for backup.", sourcePartition().deviceNode());
		else if (!copyTarget.open())
			report->line() << i18nc("@info/plain", "Could not create backup file <filename>%1</filename>.", fileName());
		else
			rval = copyBlocks(*report, copyTarget, copySource);
	}
	
	jobFinished(*report, rval);

	return rval;
}
Ejemplo n.º 2
0
TileClient
ClientTiledLayerBuffer::ValidateTile(TileClient aTile,
                                    const nsIntPoint& aTileOrigin,
                                    const nsIntRegion& aDirtyRegion)
{
  PROFILER_LABEL("ClientTiledLayerBuffer", "ValidateTile");

#ifdef GFX_TILEDLAYER_PREF_WARNINGS
  if (aDirtyRegion.IsComplex()) {
    printf_stderr("Complex region\n");
  }
#endif

  if (aTile.IsPlaceholderTile()) {
    aTile.SetLayerManager(mManager);
  }

  // Discard our front and backbuffers if our contents changed. In this case
  // the calling code will already have taken care of invalidating the entire
  // layer.
  if (HasFormatChanged()) {
    aTile.DiscardBackBuffer();
    aTile.DiscardFrontBuffer();
  }

  bool createdTextureClient = false;
  nsIntRegion offsetDirtyRegion = aDirtyRegion.MovedBy(-aTileOrigin);
  bool usingSinglePaintBuffer = !!mSinglePaintDrawTarget;
  RefPtr<TextureClient> backBuffer =
    aTile.GetBackBuffer(offsetDirtyRegion,
                        mManager->GetTexturePool(gfxPlatform::GetPlatform()->Optimal2DFormatForContent(GetContentType())),
                        &createdTextureClient, !usingSinglePaintBuffer);

  if (!backBuffer->Lock(OPEN_READ_WRITE)) {
    NS_WARNING("Failed to lock tile TextureClient for updating.");
    aTile.DiscardFrontBuffer();
    return aTile;
  }

  // We must not keep a reference to the DrawTarget after it has been unlocked,
  // make sure these are null'd before unlocking as destruction of the context
  // may cause the target to be flushed.
  RefPtr<DrawTarget> drawTarget = backBuffer->AsTextureClientDrawTarget()->GetAsDrawTarget();
  drawTarget->SetTransform(Matrix());

  RefPtr<gfxContext> ctxt = new gfxContext(drawTarget);

  if (usingSinglePaintBuffer) {
    // XXX Perhaps we should just copy the bounding rectangle here?
    RefPtr<gfx::SourceSurface> source = mSinglePaintDrawTarget->Snapshot();
    nsIntRegionRectIterator it(aDirtyRegion);
    for (const nsIntRect* dirtyRect = it.Next(); dirtyRect != nullptr; dirtyRect = it.Next()) {
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
      printf_stderr(" break into subdirtyRect %i, %i, %i, %i\n",
                    dirtyRect->x, dirtyRect->y, dirtyRect->width, dirtyRect->height);
#endif
      gfx::Rect drawRect(dirtyRect->x - aTileOrigin.x,
                         dirtyRect->y - aTileOrigin.y,
                         dirtyRect->width,
                         dirtyRect->height);
      drawRect.Scale(mResolution);

      gfx::IntRect copyRect(NS_roundf((dirtyRect->x - mSinglePaintBufferOffset.x) * mResolution),
                            NS_roundf((dirtyRect->y - mSinglePaintBufferOffset.y) * mResolution),
                            drawRect.width,
                            drawRect.height);
      gfx::IntPoint copyTarget(NS_roundf(drawRect.x), NS_roundf(drawRect.y));
      drawTarget->CopySurface(source, copyRect, copyTarget);

      // Mark the newly updated area as invalid in the front buffer
      aTile.mInvalidFront.Or(aTile.mInvalidFront, nsIntRect(copyTarget.x, copyTarget.y, copyRect.width, copyRect.height));
    }

    // The new buffer is now validated, remove the dirty region from it.
    aTile.mInvalidBack.Sub(nsIntRect(0, 0, TILEDLAYERBUFFER_TILE_SIZE, TILEDLAYERBUFFER_TILE_SIZE),
                           offsetDirtyRegion);
  } else {
    // Area of the full tile...
    nsIntRegion tileRegion = nsIntRect(aTileOrigin.x, aTileOrigin.y, TILEDLAYERBUFFER_TILE_SIZE, TILEDLAYERBUFFER_TILE_SIZE);

    // Intersect this area with the portion that's dirty.
    tileRegion = tileRegion.Intersect(aDirtyRegion);

    // Move invalid areas into layer space.
    aTile.mInvalidFront.MoveBy(aTileOrigin);
    aTile.mInvalidBack.MoveBy(aTileOrigin);

    // Add the area that's going to be redrawn to the invalid area of the
    // front region.
    aTile.mInvalidFront.Or(aTile.mInvalidFront, tileRegion);

    // Add invalid areas of the backbuffer to the area to redraw.
    tileRegion.Or(tileRegion, aTile.mInvalidBack);

    // Move invalid areas back into tile space.
    aTile.mInvalidFront.MoveBy(-aTileOrigin);

    // This will be validated now.
    aTile.mInvalidBack.SetEmpty();

    nsIntRect bounds = tileRegion.GetBounds();
    bounds.ScaleRoundOut(mResolution, mResolution);
    bounds.MoveBy(-aTileOrigin);

    if (GetContentType() != gfxContentType::COLOR) {
      drawTarget->ClearRect(Rect(bounds.x, bounds.y, bounds.width, bounds.height));
    }

    ctxt->NewPath();
    ctxt->Clip(gfxRect(bounds.x, bounds.y, bounds.width, bounds.height));
    ctxt->Scale(mResolution, mResolution);
    ctxt->Translate(gfxPoint(-aTileOrigin.x, -aTileOrigin.y));
    mCallback(mThebesLayer, ctxt,
              tileRegion.GetBounds(),
              DrawRegionClip::CLIP_NONE,
              nsIntRegion(), mCallbackData);

  }

#ifdef GFX_TILEDLAYER_DEBUG_OVERLAY
  DrawDebugOverlay(drawTarget, aTileOrigin.x * mResolution,
                   aTileOrigin.y * mResolution, GetTileLength(), GetTileLength());
#endif

  ctxt = nullptr;
  drawTarget = nullptr;

  backBuffer->Unlock();

  aTile.Flip();

  if (createdTextureClient) {
    if (!mCompositableClient->AddTextureClient(backBuffer)) {
      NS_WARNING("Failed to add tile TextureClient.");
      aTile.DiscardFrontBuffer();
      aTile.DiscardBackBuffer();
      return aTile;
    }
  }

  // Note, we don't call UpdatedTexture. The Updated function is called manually
  // by the TiledContentHost before composition.

  if (backBuffer->HasInternalBuffer()) {
    // If our new buffer has an internal buffer, we don't want to keep another
    // TextureClient around unnecessarily, so discard the back-buffer.
    aTile.DiscardBackBuffer();
  }

  return aTile;
}