Example #1
0
// 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));
    gfx3DMatrix layerTransform;
    To3DMatrix(aLayer->GetTransform(), layerTransform);
    transform = applyTransform * layerTransform * 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;
    {
      bounds = CSSRect::ToAppUnits(metrics->mViewport);
      nscoord auPerDevPixel = aSubdocFrame->PresContext()->AppUnitsPerDevPixel();
      ApplyTransform(bounds, tmpTransform, auPerDevPixel);
    }

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

  } else {
    gfx3DMatrix layerTransform;
    To3DMatrix(aLayer->GetTransform(), layerTransform);
    transform = layerTransform * aTransform;
  }

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