void WKCACFLayerRenderer::setNeedsDisplay(bool sync) { if (!m_syncLayerChanges && sync) m_syncLayerChanges = true; ASSERT(m_rootLayer); m_rootLayer->setNeedsDisplay(0); renderSoon(); }
void LegacyCACFLayerTreeHost::paint() { createRenderer(); if (!m_d3dDevice) { if (m_mightBeAbleToCreateDeviceLater) renderSoon(); return; } CACFLayerTreeHost::paint(); }
void WKCACFLayerRenderer::paint() { createRenderer(); if (!m_d3dDevice) { if (m_mightBeAbleToCreateDeviceLater) renderSoon(); return; } if (m_backingStoreDirty) { // If the backing store is still dirty when we are about to draw the // composited content, we need to force the window to paint into the // backing store. The paint will only paint the dirty region that // if being tracked in WebView. UpdateWindow(m_hostWindow); return; } Vector<CGRect> dirtyRects; getDirtyRects(m_hostWindow, dirtyRects); render(dirtyRects); }
void LegacyCACFLayerTreeHost::contextDidChange() { renderSoon(); CACFLayerTreeHost::contextDidChange(); }
void LegacyCACFLayerTreeHost::render(const Vector<CGRect>& windowDirtyRects) { ASSERT(m_d3dDevice); if (m_mustResetLostDeviceBeforeRendering && !resetDevice(LostDevice)) { // We can't reset the device right now. Try again soon. renderSoon(); return; } CGRect bounds = this->bounds(); // Give the renderer some space to use. This needs to be valid until the // wkCACFContextFinishUpdate() call below. char space[4096]; if (!wkCACFContextBeginUpdate(m_context, space, sizeof(space), CACurrentMediaTime(), bounds, windowDirtyRects.data(), windowDirtyRects.size())) return; HRESULT err = S_OK; CFTimeInterval timeToNextRender = numeric_limits<CFTimeInterval>::infinity(); do { // FIXME: don't need to clear dirty region if layer tree is opaque. WKCACFUpdateRectEnumerator* e = wkCACFContextCopyUpdateRectEnumerator(m_context); if (!e) break; Vector<D3DRECT, 64> rects; for (const CGRect* r = wkCACFUpdateRectEnumeratorNextRect(e); r; r = wkCACFUpdateRectEnumeratorNextRect(e)) { D3DRECT rect; rect.x1 = r->origin.x; rect.x2 = rect.x1 + r->size.width; rect.y1 = bounds.origin.y + bounds.size.height - (r->origin.y + r->size.height); rect.y2 = rect.y1 + r->size.height; rects.append(rect); } wkCACFUpdateRectEnumeratorRelease(e); timeToNextRender = wkCACFContextGetNextUpdateTime(m_context); if (rects.isEmpty()) break; m_d3dDevice->Clear(rects.size(), rects.data(), D3DCLEAR_TARGET, 0, 1.0f, 0); m_d3dDevice->BeginScene(); wkCACFContextRenderUpdate(m_context); m_d3dDevice->EndScene(); err = m_d3dDevice->Present(0, 0, 0, 0); if (err == D3DERR_DEVICELOST) { wkCACFContextAddUpdateRect(m_context, bounds); if (!resetDevice(LostDevice)) { // We can't reset the device right now. Try again soon. renderSoon(); return; } } } while (err == D3DERR_DEVICELOST); wkCACFContextFinishUpdate(m_context); #ifndef NDEBUG if (m_printTree) rootLayer()->printTree(); #endif // If timeToNextRender is not infinity, it means animations are running, so queue up to render again if (timeToNextRender != numeric_limits<CFTimeInterval>::infinity()) renderSoon(); }
void WKCACFLayerRenderer::render(const Vector<CGRect>& dirtyRects) { ASSERT(m_d3dDevice); if (m_mustResetLostDeviceBeforeRendering && !resetDevice(LostDevice)) { // We can't reset the device right now. Try again soon. renderSoon(); return; } if (m_client && !m_client->shouldRender()) { renderSoon(); return; } // Flush the root layer to the render tree. WKCACFContextFlusher::shared().flushAllContexts(); CGRect bounds = this->bounds(); CFTimeInterval t = CACurrentMediaTime(); // Give the renderer some space to use. This needs to be valid until the // CARenderUpdateFinish() call below. char space[4096]; CARenderUpdate* u = CARenderUpdateBegin(space, sizeof(space), t, 0, 0, &bounds); if (!u) return; CARenderContextLock(m_renderContext); CARenderUpdateAddContext(u, m_renderContext); CARenderContextUnlock(m_renderContext); for (size_t i = 0; i < dirtyRects.size(); ++i) CARenderUpdateAddRect(u, &dirtyRects[i]); HRESULT err = S_OK; do { CGSRegionObj rgn = CARenderUpdateCopyRegion(u); if (!rgn) break; // FIXME: don't need to clear dirty region if layer tree is opaque. Vector<D3DRECT, 64> rects; CGSRegionEnumeratorObj e = CGSRegionEnumerator(rgn); for (const CGRect* r = CGSNextRect(e); r; r = CGSNextRect(e)) { D3DRECT rect; rect.x1 = r->origin.x; rect.x2 = rect.x1 + r->size.width; rect.y1 = bounds.origin.y + bounds.size.height - (r->origin.y + r->size.height); rect.y2 = rect.y1 + r->size.height; rects.append(rect); } CGSReleaseRegionEnumerator(e); CGSReleaseRegion(rgn); if (rects.isEmpty()) break; m_d3dDevice->Clear(rects.size(), rects.data(), D3DCLEAR_TARGET, 0, 1.0f, 0); m_d3dDevice->BeginScene(); CARenderOGLRender(m_renderer, u); m_d3dDevice->EndScene(); err = m_d3dDevice->Present(0, 0, 0, 0); if (err == D3DERR_DEVICELOST) { CARenderUpdateAddRect(u, &bounds); if (!resetDevice(LostDevice)) { // We can't reset the device right now. Try again soon. renderSoon(); return; } } } while (err == D3DERR_DEVICELOST); CARenderUpdateFinish(u); #ifndef NDEBUG if (m_printTree) m_rootLayer->printTree(); #endif }
void WKCACFLayerRenderer::setNeedsDisplay() { ASSERT(m_rootLayer); m_rootLayer->setNeedsDisplay(0); renderSoon(); }
void WKCACFLayerRenderer::layerTreeDidChange() { WKCACFContextFlusher::shared().addContext(m_context.get()); renderSoon(); }
void WKCACFLayerRenderer::setRootContents(CGImageRef image) { ASSERT(m_rootLayer); m_rootLayer->setContents(image); renderSoon(); }
void WKCACFLayerRenderer::render(const Vector<CGRect>& windowDirtyRects) { ASSERT(m_d3dDevice); if (m_mustResetLostDeviceBeforeRendering && !resetDevice(LostDevice)) { // We can't reset the device right now. Try again soon. renderSoon(); return; } if (m_client && !m_client->shouldRender()) { renderSoon(); return; } // Sync the layer if needed if (m_syncLayerChanges) { m_client->syncCompositingState(); m_syncLayerChanges = false; } // Flush the root layer to the render tree. wkCACFContextFlush(m_context); // All pending animations will have been started with the flush. Fire the animationStarted calls double currentTime = WTF::currentTime(); double currentMediaTime = CACurrentMediaTime(); double t = currentTime + wkCACFContextGetLastCommitTime(m_context) - currentMediaTime; ASSERT(t <= currentTime); HashSet<RefPtr<PlatformCALayer> >::iterator end = m_pendingAnimatedLayers.end(); for (HashSet<RefPtr<PlatformCALayer> >::iterator it = m_pendingAnimatedLayers.begin(); it != end; ++it) { PlatformCALayerClient* owner = (*it)->owner(); owner->platformCALayerAnimationStarted(t); } m_pendingAnimatedLayers.clear(); CGRect bounds = this->bounds(); // Give the renderer some space to use. This needs to be valid until the // wkCACFContextFinishUpdate() call below. char space[4096]; if (!wkCACFContextBeginUpdate(m_context, space, sizeof(space), currentMediaTime, bounds, windowDirtyRects.data(), windowDirtyRects.size())) return; HRESULT err = S_OK; CFTimeInterval timeToNextRender = numeric_limits<CFTimeInterval>::infinity(); do { // FIXME: don't need to clear dirty region if layer tree is opaque. WKCACFUpdateRectEnumerator* e = wkCACFContextCopyUpdateRectEnumerator(m_context); if (!e) break; Vector<D3DRECT, 64> rects; for (const CGRect* r = wkCACFUpdateRectEnumeratorNextRect(e); r; r = wkCACFUpdateRectEnumeratorNextRect(e)) { D3DRECT rect; rect.x1 = r->origin.x; rect.x2 = rect.x1 + r->size.width; rect.y1 = bounds.origin.y + bounds.size.height - (r->origin.y + r->size.height); rect.y2 = rect.y1 + r->size.height; rects.append(rect); } wkCACFUpdateRectEnumeratorRelease(e); timeToNextRender = wkCACFContextGetNextUpdateTime(m_context); if (rects.isEmpty()) break; m_d3dDevice->Clear(rects.size(), rects.data(), D3DCLEAR_TARGET, 0, 1.0f, 0); m_d3dDevice->BeginScene(); wkCACFContextRenderUpdate(m_context); m_d3dDevice->EndScene(); err = m_d3dDevice->Present(0, 0, 0, 0); if (err == D3DERR_DEVICELOST) { wkCACFContextAddUpdateRect(m_context, bounds); if (!resetDevice(LostDevice)) { // We can't reset the device right now. Try again soon. renderSoon(); return; } } } while (err == D3DERR_DEVICELOST); wkCACFContextFinishUpdate(m_context); #ifndef NDEBUG if (m_printTree) m_rootLayer->printTree(); #endif // If timeToNextRender is not infinity, it means animations are running, so queue up to render again if (timeToNextRender != numeric_limits<CFTimeInterval>::infinity()) renderSoon(); }