bool ClientLayerManager::EndTransactionInternal(DrawPaintedLayerCallback aCallback, void* aCallbackData, EndTransactionFlags) { PROFILER_LABEL("ClientLayerManager", "EndTransactionInternal", js::ProfileEntry::Category::GRAPHICS); #ifdef MOZ_LAYERS_HAVE_LOG MOZ_LAYERS_LOG((" ----- (beginning paint)")); Log(); #endif profiler_tracing("Paint", "Rasterize", TRACING_INTERVAL_START); NS_ASSERTION(InConstruction(), "Should be in construction phase"); mPhase = PHASE_DRAWING; ClientLayer* root = ClientLayer::ToClientLayer(GetRoot()); mTransactionIncomplete = false; // Apply pending tree updates before recomputing effective // properties. GetRoot()->ApplyPendingUpdatesToSubtree(); mPaintedLayerCallback = aCallback; mPaintedLayerCallbackData = aCallbackData; GetRoot()->ComputeEffectiveTransforms(Matrix4x4()); root->RenderLayer(); if (!mRepeatTransaction && !GetRoot()->GetInvalidRegion().IsEmpty()) { GetRoot()->Mutated(); } if (!mIsRepeatTransaction) { mAnimationReadyTime = TimeStamp::Now(); GetRoot()->StartPendingAnimations(mAnimationReadyTime); } mPaintedLayerCallback = nullptr; mPaintedLayerCallbackData = nullptr; // Go back to the construction phase if the transaction isn't complete. // Layout will update the layer tree and call EndTransaction(). mPhase = mTransactionIncomplete ? PHASE_CONSTRUCTION : PHASE_NONE; NS_ASSERTION(!aCallback || !mTransactionIncomplete, "If callback is not null, transaction must be complete"); if (gfxPlatform::GetPlatform()->DidRenderingDeviceReset()) { FrameLayerBuilder::InvalidateAllLayers(this); } return !mTransactionIncomplete; }
bool ClientLayerManager::EndTransactionInternal(DrawThebesLayerCallback aCallback, void* aCallbackData, EndTransactionFlags) { PROFILER_LABEL("ClientLayerManager", "EndTransactionInternal"); #ifdef MOZ_LAYERS_HAVE_LOG MOZ_LAYERS_LOG((" ----- (beginning paint)")); Log(); #endif profiler_tracing("Paint", "Rasterize", TRACING_INTERVAL_START); NS_ASSERTION(InConstruction(), "Should be in construction phase"); mPhase = PHASE_DRAWING; ClientLayer* root = ClientLayer::ToClientLayer(GetRoot()); mTransactionIncomplete = false; // Apply pending tree updates before recomputing effective // properties. GetRoot()->ApplyPendingUpdatesToSubtree(); mThebesLayerCallback = aCallback; mThebesLayerCallbackData = aCallbackData; GetRoot()->ComputeEffectiveTransforms(Matrix4x4()); root->RenderLayer(); if (!mRepeatTransaction && !GetRoot()->GetInvalidRegion().IsEmpty()) { GetRoot()->Mutated(); } mThebesLayerCallback = nullptr; mThebesLayerCallbackData = nullptr; // Go back to the construction phase if the transaction isn't complete. // Layout will update the layer tree and call EndTransaction(). mPhase = mTransactionIncomplete ? PHASE_CONSTRUCTION : PHASE_NONE; NS_ASSERTION(!aCallback || !mTransactionIncomplete, "If callback is not null, transaction must be complete"); return !mTransactionIncomplete; }
bool ClientLayerManager::EndTransactionInternal(DrawPaintedLayerCallback aCallback, void* aCallbackData, EndTransactionFlags) { PaintTelemetry::AutoRecord record(PaintTelemetry::Metric::Rasterization); AutoProfilerTracing tracing("Paint", "Rasterize"); Maybe<TimeStamp> startTime; if (gfxPrefs::LayersDrawFPS()) { startTime = Some(TimeStamp::Now()); } #ifdef WIN32 if (aCallbackData) { // Content processes don't get OnPaint called. So update here whenever we // may do Thebes drawing. gfxDWriteFont::UpdateClearTypeUsage(); } #endif AUTO_PROFILER_LABEL("ClientLayerManager::EndTransactionInternal", GRAPHICS); #ifdef MOZ_LAYERS_HAVE_LOG MOZ_LAYERS_LOG((" ----- (beginning paint)")); Log(); #endif NS_ASSERTION(InConstruction(), "Should be in construction phase"); mPhase = PHASE_DRAWING; ClientLayer* root = ClientLayer::ToClientLayer(GetRoot()); mTransactionIncomplete = false; // Apply pending tree updates before recomputing effective // properties. GetRoot()->ApplyPendingUpdatesToSubtree(); mPaintedLayerCallback = aCallback; mPaintedLayerCallbackData = aCallbackData; GetRoot()->ComputeEffectiveTransforms(Matrix4x4()); // Skip the painting if the device is in device-reset status. if (!gfxPlatform::GetPlatform()->DidRenderingDeviceReset()) { if (gfxPrefs::AlwaysPaint() && XRE_IsContentProcess()) { TimeStamp start = TimeStamp::Now(); root->RenderLayer(); mLastPaintTime = TimeStamp::Now() - start; } else { root->RenderLayer(); } } else { gfxCriticalNote << "LayerManager::EndTransaction skip RenderLayer()."; } if (!mRepeatTransaction && !GetRoot()->GetInvalidRegion().IsEmpty()) { GetRoot()->Mutated(); } if (!mIsRepeatTransaction) { mAnimationReadyTime = TimeStamp::Now(); GetRoot()->StartPendingAnimations(mAnimationReadyTime); } mPaintedLayerCallback = nullptr; mPaintedLayerCallbackData = nullptr; // Go back to the construction phase if the transaction isn't complete. // Layout will update the layer tree and call EndTransaction(). mPhase = mTransactionIncomplete ? PHASE_CONSTRUCTION : PHASE_NONE; NS_ASSERTION(!aCallback || !mTransactionIncomplete, "If callback is not null, transaction must be complete"); if (gfxPlatform::GetPlatform()->DidRenderingDeviceReset()) { FrameLayerBuilder::InvalidateAllLayers(this); } if (startTime) { PaintTiming& pt = mForwarder->GetPaintTiming(); pt.rasterMs() = (TimeStamp::Now() - startTime.value()).ToMilliseconds(); } return !mTransactionIncomplete; }