/** * @param aXSide LEFT means we draw from the left side of the buffer (which * is drawn on the right side of mBufferRect). RIGHT means we draw from * the right side of the buffer (which is drawn on the left side of * mBufferRect). * @param aYSide TOP means we draw from the top side of the buffer (which * is drawn on the bottom side of mBufferRect). BOTTOM means we draw from * the bottom side of the buffer (which is drawn on the top side of * mBufferRect). */ void RotatedBuffer::DrawBufferQuadrant(gfx::DrawTarget* aTarget, XSide aXSide, YSide aYSide, ContextSource aSource, float aOpacity, gfx::CompositionOp aOperator, gfx::SourceSurface* aMask, const gfx::Matrix* aMaskTransform) const { // The rectangle that we're going to fill. Basically we're going to // render the buffer at mBufferRect + quadrantTranslation to get the // pixels in the right place, but we're only going to paint within // mBufferRect nsIntRect quadrantRect = GetQuadrantRectangle(aXSide, aYSide); nsIntRect fillRect; if (!fillRect.IntersectRect(mBufferRect, quadrantRect)) return; gfx::Point quadrantTranslation(quadrantRect.x, quadrantRect.y); MOZ_ASSERT(aOperator == OP_OVER || aOperator == OP_SOURCE); // direct2d is much slower when using OP_SOURCE so use OP_OVER and // (maybe) a clear instead. Normally we need to draw in a single operation // (to avoid flickering) but direct2d is ok since it defers rendering. // We should try abstract this logic in a helper when we have other use // cases. if (aTarget->GetType() == BACKEND_DIRECT2D && aOperator == OP_SOURCE) { aOperator = OP_OVER; if (mDTBuffer->GetFormat() == FORMAT_B8G8R8A8) { aTarget->ClearRect(ToRect(fillRect)); } } RefPtr<gfx::SourceSurface> snapshot; if (aSource == BUFFER_BLACK) { snapshot = mDTBuffer->Snapshot(); } else { MOZ_ASSERT(aSource == BUFFER_WHITE); snapshot = mDTBufferOnWhite->Snapshot(); } if (aOperator == OP_SOURCE) { // OP_SOURCE is unbounded in Azure, and we really don't want that behaviour here. // We also can't do a ClearRect+FillRect since we need the drawing to happen // as an atomic operation (to prevent flickering). aTarget->PushClipRect(gfx::Rect(fillRect.x, fillRect.y, fillRect.width, fillRect.height)); } if (aMask) { // Transform from user -> buffer space. Matrix transform; transform.Translate(quadrantTranslation.x, quadrantTranslation.y); #ifdef MOZ_GFX_OPTIMIZE_MOBILE SurfacePattern source(snapshot, EXTEND_CLAMP, transform, FILTER_POINT); #else SurfacePattern source(snapshot, EXTEND_CLAMP, transform); #endif Matrix oldTransform = aTarget->GetTransform(); aTarget->SetTransform(*aMaskTransform); aTarget->MaskSurface(source, aMask, Point(0, 0), DrawOptions(aOpacity, aOperator)); aTarget->SetTransform(oldTransform); } else { #ifdef MOZ_GFX_OPTIMIZE_MOBILE DrawSurfaceOptions options(FILTER_POINT); #else DrawSurfaceOptions options; #endif aTarget->DrawSurface(snapshot, ToRect(fillRect), GetSourceRectangle(aXSide, aYSide), options, DrawOptions(aOpacity, aOperator)); } if (aOperator == OP_SOURCE) { aTarget->PopClip(); } aTarget->Flush(); }
ThebesLayerBuffer::PaintState ThebesLayerBuffer::BeginPaint(ThebesLayer* aLayer, ContentType aContentType) { PaintState result; result.mRegionToDraw.Sub(aLayer->GetVisibleRegion(), aLayer->GetValidRegion()); if (mBuffer && aContentType != mBuffer->GetContentType()) { // We're effectively clearing the valid region, so we need to draw // the entire visible region now. result.mRegionToDraw = aLayer->GetVisibleRegion(); result.mRegionToInvalidate = aLayer->GetValidRegion(); Clear(); } if (result.mRegionToDraw.IsEmpty()) return result; nsIntRect drawBounds = result.mRegionToDraw.GetBounds(); nsIntRect visibleBounds = aLayer->GetVisibleRegion().GetBounds(); nsRefPtr<gfxASurface> destBuffer; nsIntRect destBufferRect; if (BufferSizeOkFor(visibleBounds.Size())) { // The current buffer is big enough to hold the visible area. if (mBufferRect.Contains(visibleBounds)) { // We don't need to adjust mBufferRect. destBufferRect = mBufferRect; } else { // The buffer's big enough but doesn't contain everything that's // going to be visible. We'll move it. destBufferRect = nsIntRect(visibleBounds.TopLeft(), mBufferRect.Size()); } nsIntRect keepArea; if (keepArea.IntersectRect(destBufferRect, mBufferRect)) { // Set mBufferRotation so that the pixels currently in mBuffer // will still be rendered in the right place when mBufferRect // changes to destBufferRect. nsIntPoint newRotation = mBufferRotation + (destBufferRect.TopLeft() - mBufferRect.TopLeft()); WrapRotationAxis(&newRotation.x, mBufferRect.width); WrapRotationAxis(&newRotation.y, mBufferRect.height); NS_ASSERTION(nsIntRect(nsIntPoint(0,0), mBufferRect.Size()).Contains(newRotation), "newRotation out of bounds"); PRInt32 xBoundary = destBufferRect.XMost() - newRotation.x; PRInt32 yBoundary = destBufferRect.YMost() - newRotation.y; if ((drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) || (drawBounds.y < yBoundary && yBoundary < drawBounds.YMost())) { // The stuff we need to redraw will wrap around an edge of the // buffer, so we will need to do a self-copy if (mBufferRotation == nsIntPoint(0,0)) { destBuffer = mBuffer; } else { // We can't do a real self-copy because the buffer is rotated. // So allocate a new buffer for the destination. destBufferRect = visibleBounds; destBuffer = CreateBuffer(aContentType, destBufferRect.Size()); if (!destBuffer) return result; } } else { mBufferRect = destBufferRect; mBufferRotation = newRotation; } } else { // No pixels are going to be kept. The whole visible region // will be redrawn, so we don't need to copy anything, so we don't // set destBuffer. mBufferRect = destBufferRect; mBufferRotation = nsIntPoint(0,0); } } else { // The buffer's not big enough, so allocate a new one destBufferRect = visibleBounds; destBuffer = CreateBuffer(aContentType, destBufferRect.Size()); if (!destBuffer) return result; } // If we have no buffered data already, then destBuffer will be a fresh buffer // and we do not need to clear it below. PRBool isClear = mBuffer == nsnull; if (destBuffer) { if (mBuffer) { // Copy the bits nsRefPtr<gfxContext> tmpCtx = new gfxContext(destBuffer); nsIntPoint offset = -destBufferRect.TopLeft(); tmpCtx->SetOperator(gfxContext::OPERATOR_SOURCE); tmpCtx->Translate(gfxPoint(offset.x, offset.y)); DrawBufferWithRotation(tmpCtx, 1.0); } mBuffer = destBuffer.forget(); mBufferRect = destBufferRect; mBufferRotation = nsIntPoint(0,0); } nsIntRegion invalidate; invalidate.Sub(aLayer->GetValidRegion(), destBufferRect); result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate); result.mContext = new gfxContext(mBuffer); // Figure out which quadrant to draw in PRInt32 xBoundary = mBufferRect.XMost() - mBufferRotation.x; PRInt32 yBoundary = mBufferRect.YMost() - mBufferRotation.y; XSide sideX = drawBounds.XMost() <= xBoundary ? RIGHT : LEFT; YSide sideY = drawBounds.YMost() <= yBoundary ? BOTTOM : TOP; nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY); NS_ASSERTION(quadrantRect.Contains(drawBounds), "Messed up quadrants"); result.mContext->Translate(-gfxPoint(quadrantRect.x, quadrantRect.y)); ClipToRegion(result.mContext, result.mRegionToDraw); if (aContentType == gfxASurface::CONTENT_COLOR_ALPHA && !isClear) { result.mContext->SetOperator(gfxContext::OPERATOR_CLEAR); result.mContext->Paint(); result.mContext->SetOperator(gfxContext::OPERATOR_OVER); } return result; }