void
ClientThebesLayer::PaintThebes()
{
  PROFILER_LABEL("ClientThebesLayer", "PaintThebes");
  NS_ASSERTION(ClientManager()->InDrawing(),
               "Can only draw in drawing phase");
  
  {
    mContentClient->PrepareFrame();

    uint32_t flags = 0;
#ifndef MOZ_WIDGET_ANDROID
    if (ClientManager()->CompositorMightResample()) {
      flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE;
    }
    if (!(flags & RotatedContentBuffer::PAINT_WILL_RESAMPLE)) {
      if (MayResample()) {
        flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE;
      }
    }
#endif
    PaintState state =
      mContentClient->BeginPaintBuffer(this, flags);
    mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);

    if (DrawTarget* target = mContentClient->BorrowDrawTargetForPainting(this, state)) {
      // The area that became invalid and is visible needs to be repainted
      // (this could be the whole visible area if our buffer switched
      // from RGB to RGBA, because we might need to repaint with
      // subpixel AA)
      state.mRegionToInvalidate.And(state.mRegionToInvalidate,
                                    GetEffectiveVisibleRegion());
      SetAntialiasingFlags(this, target);

      nsRefPtr<gfxContext> ctx = gfxContext::ContextForDrawTarget(target);
      PaintBuffer(ctx,
                  state.mRegionToDraw, state.mRegionToDraw, state.mRegionToInvalidate,
                  state.mDidSelfCopy, state.mClip);
      MOZ_LAYERS_LOG_IF_SHADOWABLE(this, ("Layer::Mutated(%p) PaintThebes", this));
      Mutated();
      ctx = nullptr;
      mContentClient->ReturnDrawTargetToBuffer(target);
    } else {
      // It's possible that state.mRegionToInvalidate is nonempty here,
      // if we are shrinking the valid region to nothing. So use mRegionToDraw
      // instead.
      NS_WARN_IF_FALSE(state.mRegionToDraw.IsEmpty(),
                       "No context when we have something to draw, resource exhaustion?");
    }
  }
}
Exemple #2
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void
Layer::SetAnimations(const AnimationArray& aAnimations)
{
  MOZ_LAYERS_LOG_IF_SHADOWABLE(this, ("Layer::Mutated(%p) SetAnimations", this));

  mAnimations = aAnimations;
  mAnimationData.Clear();
  for (uint32_t i = 0; i < mAnimations.Length(); i++) {
    AnimData* data = mAnimationData.AppendElement();
    InfallibleTArray<nsAutoPtr<css::ComputedTimingFunction> >& functions = data->mFunctions;
    const InfallibleTArray<AnimationSegment>& segments =
      mAnimations.ElementAt(i).segments();
    for (uint32_t j = 0; j < segments.Length(); j++) {
      TimingFunction tf = segments.ElementAt(j).sampleFn();
      css::ComputedTimingFunction* ctf = new css::ComputedTimingFunction();
      switch (tf.type()) {
        case TimingFunction::TCubicBezierFunction: {
          CubicBezierFunction cbf = tf.get_CubicBezierFunction();
          ctf->Init(nsTimingFunction(cbf.x1(), cbf.y1(), cbf.x2(), cbf.y2()));
          break;
        }
        default: {
          NS_ASSERTION(tf.type() == TimingFunction::TStepFunction,
                       "Function must be bezier or step");
          StepFunction sf = tf.get_StepFunction();
          nsTimingFunction::Type type = sf.type() == 1 ? nsTimingFunction::StepStart
                                                       : nsTimingFunction::StepEnd;
          ctf->Init(nsTimingFunction(type, sf.steps()));
          break;
        }
      }
      functions.AppendElement(ctf);
    }

    // Precompute the nsStyleAnimation::Values that we need if this is a transform
    // animation.
    InfallibleTArray<nsStyleAnimation::Value>& startValues = data->mStartValues;
    InfallibleTArray<nsStyleAnimation::Value>& endValues = data->mEndValues;
    for (uint32_t j = 0; j < mAnimations[i].segments().Length(); j++) {
      const AnimationSegment& segment = mAnimations[i].segments()[j];
      nsStyleAnimation::Value* startValue = startValues.AppendElement();
      nsStyleAnimation::Value* endValue = endValues.AppendElement();
      if (segment.endState().type() == Animatable::TArrayOfTransformFunction) {
        const InfallibleTArray<TransformFunction>& startFunctions =
          segment.startState().get_ArrayOfTransformFunction();
        startValue->SetTransformValue(CreateCSSValueList(startFunctions));

        const InfallibleTArray<TransformFunction>& endFunctions =
          segment.endState().get_ArrayOfTransformFunction();
        endValue->SetTransformValue(CreateCSSValueList(endFunctions));
      } else {
        NS_ASSERTION(segment.endState().type() == Animatable::Tfloat,
                     "Unknown Animatable type");
        startValue->SetFloatValue(segment.startState().get_float());
        endValue->SetFloatValue(segment.endState().get_float());
      }
    }
  }

  Mutated();
}
void
BasicThebesLayer::PaintThebes(gfxContext* aContext,
                              Layer* aMaskLayer,
                              LayerManager::DrawThebesLayerCallback aCallback,
                              void* aCallbackData,
                              ReadbackProcessor* aReadback)
{
  PROFILER_LABEL("BasicThebesLayer", "PaintThebes");
  NS_ASSERTION(BasicManager()->InDrawing(),
               "Can only draw in drawing phase");
  nsRefPtr<gfxASurface> targetSurface = aContext->CurrentSurface();

  if (!mContentClient) {
    // we pass a null pointer for the Forwarder argument, which means
    // this will not have a ContentHost on the other side.
    mContentClient = new ContentClientBasic(nullptr, BasicManager());
  }

  nsTArray<ReadbackProcessor::Update> readbackUpdates;
  if (aReadback && UsedForReadback()) {
    aReadback->GetThebesLayerUpdates(this, &readbackUpdates);
  }
  //TODO: This is going to copy back pixels that we might end up
  // drawing over anyway. It would be nice if we could avoid
  // this duplication.
  mContentClient->SyncFrontBufferToBackBuffer();

  bool canUseOpaqueSurface = CanUseOpaqueSurface();
  ContentType contentType =
    canUseOpaqueSurface ? gfxASurface::CONTENT_COLOR :
                          gfxASurface::CONTENT_COLOR_ALPHA;
  float opacity = GetEffectiveOpacity();
  
  if (!BasicManager()->IsRetained()) {
    NS_ASSERTION(readbackUpdates.IsEmpty(), "Can't do readback for non-retained layer");

    mValidRegion.SetEmpty();
    mContentClient->Clear();

    nsIntRegion toDraw = IntersectWithClip(GetEffectiveVisibleRegion(), aContext);

    RenderTraceInvalidateStart(this, "FFFF00", toDraw.GetBounds());

    if (!toDraw.IsEmpty() && !IsHidden()) {
      if (!aCallback) {
        BasicManager()->SetTransactionIncomplete();
        return;
      }

      aContext->Save();

      bool needsClipToVisibleRegion = GetClipToVisibleRegion();
      bool needsGroup =
          opacity != 1.0 || GetOperator() != gfxContext::OPERATOR_OVER || aMaskLayer;
      nsRefPtr<gfxContext> groupContext;
      if (needsGroup) {
        groupContext =
          BasicManager()->PushGroupForLayer(aContext, this, toDraw,
                                            &needsClipToVisibleRegion);
        if (GetOperator() != gfxContext::OPERATOR_OVER) {
          needsClipToVisibleRegion = true;
        }
      } else {
        groupContext = aContext;
      }
      SetAntialiasingFlags(this, groupContext);
      aCallback(this, groupContext, toDraw, CLIP_NONE, nsIntRegion(), aCallbackData);
      if (needsGroup) {
        BasicManager()->PopGroupToSourceWithCachedSurface(aContext, groupContext);
        if (needsClipToVisibleRegion) {
          gfxUtils::ClipToRegion(aContext, toDraw);
        }
        AutoSetOperator setOperator(aContext, GetOperator());
        PaintWithMask(aContext, opacity, aMaskLayer);
      }

      aContext->Restore();
    }

    RenderTraceInvalidateEnd(this, "FFFF00");
    return;
  }

  {
    uint32_t flags = 0;
#ifndef MOZ_WIDGET_ANDROID
    if (BasicManager()->CompositorMightResample()) {
      flags |= ThebesLayerBuffer::PAINT_WILL_RESAMPLE;
    }
    if (!(flags & ThebesLayerBuffer::PAINT_WILL_RESAMPLE)) {
      if (MayResample()) {
        flags |= ThebesLayerBuffer::PAINT_WILL_RESAMPLE;
      }
    }
#endif
    if (mDrawAtomically) {
      flags |= ThebesLayerBuffer::PAINT_NO_ROTATION;
    }
    PaintState state =
      mContentClient->BeginPaintBuffer(this, contentType, flags);
    mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);

    if (state.mContext) {
      // The area that became invalid and is visible needs to be repainted
      // (this could be the whole visible area if our buffer switched
      // from RGB to RGBA, because we might need to repaint with
      // subpixel AA)
      state.mRegionToInvalidate.And(state.mRegionToInvalidate,
                                    GetEffectiveVisibleRegion());
      nsIntRegion extendedDrawRegion = state.mRegionToDraw;
      SetAntialiasingFlags(this, state.mContext);

      RenderTraceInvalidateStart(this, "FFFF00", state.mRegionToDraw.GetBounds());

      PaintBuffer(state.mContext,
                  state.mRegionToDraw, extendedDrawRegion, state.mRegionToInvalidate,
                  state.mDidSelfCopy,
                  state.mClip,
                  aCallback, aCallbackData);
      MOZ_LAYERS_LOG_IF_SHADOWABLE(this, ("Layer::Mutated(%p) PaintThebes", this));
      Mutated();

      RenderTraceInvalidateEnd(this, "FFFF00");
    } else {
      // It's possible that state.mRegionToInvalidate is nonempty here,
      // if we are shrinking the valid region to nothing. So use mRegionToDraw
      // instead.
      NS_WARN_IF_FALSE(state.mRegionToDraw.IsEmpty(),
                       "No context when we have something to draw, resource exhaustion?");
    }
  }

  if (BasicManager()->IsTransactionIncomplete())
    return;

  gfxRect clipExtents;
  clipExtents = aContext->GetClipExtents();

  // Pull out the mask surface and transform here, because the mask
  // is internal to basic layers
  AutoMaskData mask;
  gfxASurface* maskSurface = nullptr;
  const gfxMatrix* maskTransform = nullptr;
  if (GetMaskData(aMaskLayer, &mask)) {
    maskSurface = mask.GetSurface();
    maskTransform = &mask.GetTransform();
  }

  if (!IsHidden() && !clipExtents.IsEmpty()) {
    AutoSetOperator setOperator(aContext, GetOperator());
    mContentClient->DrawTo(this, aContext, opacity, maskSurface, maskTransform);
  }

  for (uint32_t i = 0; i < readbackUpdates.Length(); ++i) {
    ReadbackProcessor::Update& update = readbackUpdates[i];
    nsIntPoint offset = update.mLayer->GetBackgroundLayerOffset();
    nsRefPtr<gfxContext> ctx =
      update.mLayer->GetSink()->BeginUpdate(update.mUpdateRect + offset,
                                            update.mSequenceCounter);
    if (ctx) {
      NS_ASSERTION(opacity == 1.0, "Should only read back opaque layers");
      ctx->Translate(gfxPoint(offset.x, offset.y));
      mContentClient->DrawTo(this, ctx, 1.0, maskSurface, maskTransform);
      update.mLayer->GetSink()->EndUpdate(ctx, update.mUpdateRect + offset);
    }
  }
}
void
BasicThebesLayer::Validate(LayerManager::DrawThebesLayerCallback aCallback,
                           void* aCallbackData)
{
  if (!mContentClient) {
    // This client will have a null Forwarder, which means it will not have
    // a ContentHost on the other side.
    mContentClient = new ContentClientBasic();
  }

  if (!BasicManager()->IsRetained()) {
    return;
  }

  uint32_t flags = 0;
#ifndef MOZ_WIDGET_ANDROID
  if (BasicManager()->CompositorMightResample()) {
    flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE;
  }
  if (!(flags & RotatedContentBuffer::PAINT_WILL_RESAMPLE)) {
    if (MayResample()) {
      flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE;
    }
  }
#endif
  if (mDrawAtomically) {
    flags |= RotatedContentBuffer::PAINT_NO_ROTATION;
  }
  PaintState state =
    mContentClient->BeginPaintBuffer(this, flags);
  mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);

  if (DrawTarget* target = mContentClient->BorrowDrawTargetForPainting(state)) {
    // The area that became invalid and is visible needs to be repainted
    // (this could be the whole visible area if our buffer switched
    // from RGB to RGBA, because we might need to repaint with
    // subpixel AA)
    state.mRegionToInvalidate.And(state.mRegionToInvalidate,
                                  GetEffectiveVisibleRegion());
    SetAntialiasingFlags(this, target);

    RenderTraceInvalidateStart(this, "FFFF00", state.mRegionToDraw.GetBounds());

    nsRefPtr<gfxContext> ctx = gfxContext::ContextForDrawTarget(target);
    PaintBuffer(ctx,
                state.mRegionToDraw, state.mRegionToDraw, state.mRegionToInvalidate,
                state.mDidSelfCopy,
                state.mClip,
                aCallback, aCallbackData);
    MOZ_LAYERS_LOG_IF_SHADOWABLE(this, ("Layer::Mutated(%p) PaintThebes", this));
    Mutated();
    ctx = nullptr;
    mContentClient->ReturnDrawTargetToBuffer(target);

    RenderTraceInvalidateEnd(this, "FFFF00");
  } else {
    // It's possible that state.mRegionToInvalidate is nonempty here,
    // if we are shrinking the valid region to nothing. So use mRegionToDraw
    // instead.
    NS_WARN_IF_FALSE(state.mRegionToDraw.IsEmpty(),
                     "No context when we have something to draw, resource exhaustion?");
  }
}