void ContentHostIncremental::TextureCreationRequest::Execute(ContentHostIncremental* aHost) { Compositor* compositor = aHost->GetCompositor(); MOZ_ASSERT(compositor); RefPtr<DataTextureSource> temp = compositor->CreateDataTextureSource(mTextureInfo.mTextureFlags); MOZ_ASSERT(temp->AsSourceOGL() && temp->AsSourceOGL()->AsTextureImageTextureSource()); RefPtr<TextureImageTextureSourceOGL> newSource = temp->AsSourceOGL()->AsTextureImageTextureSource(); RefPtr<TextureImageTextureSourceOGL> newSourceOnWhite; if (mTextureInfo.mTextureFlags & TextureFlags::COMPONENT_ALPHA) { temp = compositor->CreateDataTextureSource(mTextureInfo.mTextureFlags); MOZ_ASSERT(temp->AsSourceOGL() && temp->AsSourceOGL()->AsTextureImageTextureSource()); newSourceOnWhite = temp->AsSourceOGL()->AsTextureImageTextureSource(); } if (mTextureInfo.mDeprecatedTextureHostFlags & DeprecatedTextureHostFlags::COPY_PREVIOUS) { MOZ_ASSERT(aHost->mSource); MOZ_ASSERT(aHost->mSource->IsValid()); nsIntRect bufferRect = aHost->mBufferRect; nsIntPoint bufferRotation = aHost->mBufferRotation; nsIntRect overlap; // The buffer looks like: // ______ // |1 |2 | Where the center point is offset by mBufferRotation from the top-left corner. // |___|__| // |3 |4 | // |___|__| // // This is drawn to the screen as: // ______ // |4 |3 | Where the center point is { width - mBufferRotation.x, height - mBufferRotation.y } from // |___|__| from the top left corner - rotationPoint. // |2 |1 | // |___|__| // // The basic idea below is to take all quadrant rectangles from the src and transform them into rectangles // in the destination. Unfortunately, it seems it is overly complex and could perhaps be simplified. nsIntRect srcBufferSpaceBottomRight(bufferRotation.x, bufferRotation.y, bufferRect.width - bufferRotation.x, bufferRect.height - bufferRotation.y); nsIntRect srcBufferSpaceTopRight(bufferRotation.x, 0, bufferRect.width - bufferRotation.x, bufferRotation.y); nsIntRect srcBufferSpaceTopLeft(0, 0, bufferRotation.x, bufferRotation.y); nsIntRect srcBufferSpaceBottomLeft(0, bufferRotation.y, bufferRotation.x, bufferRect.height - bufferRotation.y); overlap.IntersectRect(bufferRect, mBufferRect); nsIntRect srcRect(overlap), dstRect(overlap); srcRect.MoveBy(- bufferRect.TopLeft() + bufferRotation); nsIntRect srcRectDrawTopRight(srcRect); nsIntRect srcRectDrawTopLeft(srcRect); nsIntRect srcRectDrawBottomLeft(srcRect); // transform into the different quadrants srcRectDrawTopRight .MoveBy(-nsIntPoint(0, bufferRect.height)); srcRectDrawTopLeft .MoveBy(-nsIntPoint(bufferRect.width, bufferRect.height)); srcRectDrawBottomLeft.MoveBy(-nsIntPoint(bufferRect.width, 0)); // Intersect with the quadrant srcRect = srcRect .Intersect(srcBufferSpaceBottomRight); srcRectDrawTopRight = srcRectDrawTopRight .Intersect(srcBufferSpaceTopRight); srcRectDrawTopLeft = srcRectDrawTopLeft .Intersect(srcBufferSpaceTopLeft); srcRectDrawBottomLeft = srcRectDrawBottomLeft.Intersect(srcBufferSpaceBottomLeft); dstRect = srcRect; nsIntRect dstRectDrawTopRight(srcRectDrawTopRight); nsIntRect dstRectDrawTopLeft(srcRectDrawTopLeft); nsIntRect dstRectDrawBottomLeft(srcRectDrawBottomLeft); // transform back to src buffer space dstRect .MoveBy(-bufferRotation); dstRectDrawTopRight .MoveBy(-bufferRotation + nsIntPoint(0, bufferRect.height)); dstRectDrawTopLeft .MoveBy(-bufferRotation + nsIntPoint(bufferRect.width, bufferRect.height)); dstRectDrawBottomLeft.MoveBy(-bufferRotation + nsIntPoint(bufferRect.width, 0)); // transform back to draw coordinates dstRect .MoveBy(bufferRect.TopLeft()); dstRectDrawTopRight .MoveBy(bufferRect.TopLeft()); dstRectDrawTopLeft .MoveBy(bufferRect.TopLeft()); dstRectDrawBottomLeft.MoveBy(bufferRect.TopLeft()); // transform to destBuffer space dstRect .MoveBy(-mBufferRect.TopLeft()); dstRectDrawTopRight .MoveBy(-mBufferRect.TopLeft()); dstRectDrawTopLeft .MoveBy(-mBufferRect.TopLeft()); dstRectDrawBottomLeft.MoveBy(-mBufferRect.TopLeft()); newSource->EnsureBuffer(mBufferRect.Size(), ContentForFormat(aHost->mSource->GetFormat())); aHost->mSource->CopyTo(srcRect, newSource, dstRect); if (bufferRotation != nsIntPoint(0, 0)) { // Draw the remaining quadrants. We call BlitTextureImage 3 extra // times instead of doing a single draw call because supporting that // with a tiled source is quite tricky. if (!srcRectDrawTopRight.IsEmpty()) aHost->mSource->CopyTo(srcRectDrawTopRight, newSource, dstRectDrawTopRight); if (!srcRectDrawTopLeft.IsEmpty()) aHost->mSource->CopyTo(srcRectDrawTopLeft, newSource, dstRectDrawTopLeft); if (!srcRectDrawBottomLeft.IsEmpty()) aHost->mSource->CopyTo(srcRectDrawBottomLeft, newSource, dstRectDrawBottomLeft); } if (newSourceOnWhite) { newSourceOnWhite->EnsureBuffer(mBufferRect.Size(), ContentForFormat(aHost->mSourceOnWhite->GetFormat())); aHost->mSourceOnWhite->CopyTo(srcRect, newSourceOnWhite, dstRect); if (bufferRotation != nsIntPoint(0, 0)) { // draw the remaining quadrants if (!srcRectDrawTopRight.IsEmpty()) aHost->mSourceOnWhite->CopyTo(srcRectDrawTopRight, newSourceOnWhite, dstRectDrawTopRight); if (!srcRectDrawTopLeft.IsEmpty()) aHost->mSourceOnWhite->CopyTo(srcRectDrawTopLeft, newSourceOnWhite, dstRectDrawTopLeft); if (!srcRectDrawBottomLeft.IsEmpty()) aHost->mSourceOnWhite->CopyTo(srcRectDrawBottomLeft, newSourceOnWhite, dstRectDrawBottomLeft); } } } aHost->mSource = newSource; aHost->mSourceOnWhite = newSourceOnWhite; aHost->mBufferRect = mBufferRect; aHost->mBufferRotation = nsIntPoint(); }