예제 #1
0
void
BasicThebesLayerBuffer::DrawTo(ThebesLayer* aLayer,
                               gfxContext* aTarget,
                               float aOpacity,
                               Layer* aMaskLayer)
{
  aTarget->Save();
  // If the entire buffer is valid, we can just draw the whole thing,
  // no need to clip. But we'll still clip if clipping is cheap ---
  // that might let us copy a smaller region of the buffer.
  // Also clip to the visible region if we're told to.
  if (!aLayer->GetValidRegion().Contains(BufferRect()) ||
      (ToData(aLayer)->GetClipToVisibleRegion() &&
       !aLayer->GetVisibleRegion().Contains(BufferRect())) ||
      IsClippingCheap(aTarget, aLayer->GetEffectiveVisibleRegion())) {
    // We don't want to draw invalid stuff, so we need to clip. Might as
    // well clip to the smallest area possible --- the visible region.
    // Bug 599189 if there is a non-integer-translation transform in aTarget,
    // we might sample pixels outside GetEffectiveVisibleRegion(), which is wrong
    // and may cause gray lines.
    gfxUtils::ClipToRegionSnapped(aTarget, aLayer->GetEffectiveVisibleRegion());
  }

  // Pull out the mask surface and transform here, because the mask
  // is internal to basic layers
  gfxMatrix maskTransform;
  if (nsRefPtr<gfxASurface> maskSurface =
        GetMaskSurfaceAndTransform(aMaskLayer, &maskTransform)) {
    DrawBufferWithRotation(aTarget, aOpacity, maskSurface, &maskTransform);
  } else {
    DrawBufferWithRotation(aTarget, aOpacity);
  }
  aTarget->Restore();
}
예제 #2
0
void
RotatedContentBuffer::DrawTo(ThebesLayer* aLayer,
                             gfxContext* aTarget,
                             float aOpacity,
                             gfxASurface* aMask,
                             const gfxMatrix* aMaskTransform)
{
  if (!EnsureBuffer()) {
    return;
  }

  RefPtr<DrawTarget> dt = aTarget->GetDrawTarget();
  MOZ_ASSERT(dt, "Did you pass a non-Azure gfxContext?");
  bool clipped = false;

  // If the entire buffer is valid, we can just draw the whole thing,
  // no need to clip. But we'll still clip if clipping is cheap ---
  // that might let us copy a smaller region of the buffer.
  // Also clip to the visible region if we're told to.
  if (!aLayer->GetValidRegion().Contains(BufferRect()) ||
      (ToData(aLayer)->GetClipToVisibleRegion() &&
       !aLayer->GetVisibleRegion().Contains(BufferRect())) ||
      IsClippingCheap(aTarget, aLayer->GetEffectiveVisibleRegion())) {
    // We don't want to draw invalid stuff, so we need to clip. Might as
    // well clip to the smallest area possible --- the visible region.
    // Bug 599189 if there is a non-integer-translation transform in aTarget,
    // we might sample pixels outside GetEffectiveVisibleRegion(), which is wrong
    // and may cause gray lines.
    gfxUtils::ClipToRegionSnapped(dt, aLayer->GetEffectiveVisibleRegion());
    clipped = true;
  }

  RefPtr<gfx::SourceSurface> mask;
  if (aMask) {
    mask = gfxPlatform::GetPlatform()->GetSourceSurfaceForSurface(dt, aMask);
  }

  Matrix maskTransform;
  if (aMaskTransform) {
    maskTransform = ToMatrix(*aMaskTransform);
  }

  CompositionOp op = CompositionOpForOp(aTarget->CurrentOperator());
  DrawBufferWithRotation(dt, BUFFER_BLACK, aOpacity, op, mask, &maskTransform);
  if (clipped) {
    dt->PopClip();
  }
}
예제 #3
0
ThebesLayerBuffer::PaintState
ThebesLayerBuffer::BeginPaint(ThebesLayer* aLayer, ContentType aContentType,
                              PRUint32 aFlags)
{
  PaintState result;
  // We need to disable rotation if we're going to be resampled when
  // drawing, because we might sample across the rotation boundary.
  bool canHaveRotation = !(aFlags & (PAINT_WILL_RESAMPLE | PAINT_NO_ROTATION));

  nsIntRegion validRegion = aLayer->GetValidRegion();

  ContentType contentType;
  nsIntRegion neededRegion;
  bool canReuseBuffer;
  nsIntRect destBufferRect;

  while (true) {
    contentType = aContentType;
    neededRegion = aLayer->GetVisibleRegion();
    canReuseBuffer = mBuffer && BufferSizeOkFor(neededRegion.GetBounds().Size());

    if (canReuseBuffer) {
      if (mBufferRect.Contains(neededRegion.GetBounds())) {
        // We don't need to adjust mBufferRect.
        destBufferRect = mBufferRect;
      } else if (neededRegion.GetBounds().Size() <= mBufferRect.Size()) {
        // The buffer's big enough but doesn't contain everything that's
        // going to be visible. We'll move it.
        destBufferRect = nsIntRect(neededRegion.GetBounds().TopLeft(), mBufferRect.Size());
      } else {
        destBufferRect = neededRegion.GetBounds();
      }
    } else {
      destBufferRect = neededRegion.GetBounds();
    }

    if ((aFlags & PAINT_WILL_RESAMPLE) &&
        (!neededRegion.GetBounds().IsEqualInterior(destBufferRect) ||
         neededRegion.GetNumRects() > 1)) {
      // The area we add to neededRegion might not be painted opaquely
      contentType = gfxASurface::CONTENT_COLOR_ALPHA;

      // We need to validate the entire buffer, to make sure that only valid
      // pixels are sampled
      neededRegion = destBufferRect;
    }

    if (mBuffer && contentType != mBuffer->GetContentType()) {
      // We're effectively clearing the valid region, so we need to draw
      // the entire needed region now.
      result.mRegionToInvalidate = aLayer->GetValidRegion();
      validRegion.SetEmpty();
      Clear();
      // Restart decision process with the cleared buffer. We can only go
      // around the loop one more iteration, since mBuffer is null now.
      continue;
    }

    break;
  }

  NS_ASSERTION(destBufferRect.Contains(neededRegion.GetBounds()),
               "Destination rect doesn't contain what we need to paint");

  result.mRegionToDraw.Sub(neededRegion, validRegion);
  if (result.mRegionToDraw.IsEmpty())
    return result;

  nsIntRect drawBounds = result.mRegionToDraw.GetBounds();
  nsRefPtr<gfxASurface> destBuffer;
  PRUint32 bufferFlags = canHaveRotation ? ALLOW_REPEAT : 0;
  if (canReuseBuffer) {
    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()) ||
          (newRotation != nsIntPoint(0,0) && !canHaveRotation)) {
        // The stuff we need to redraw will wrap around an edge of the
        // buffer, so move the pixels we can keep into a position that
        // lets us redraw in just one quadrant.
        if (mBufferRotation == nsIntPoint(0,0)) {
          nsIntRect srcRect(nsIntPoint(0, 0), mBufferRect.Size());
          nsIntPoint dest = mBufferRect.TopLeft() - destBufferRect.TopLeft();
          mBuffer->MovePixels(srcRect, dest);
          result.mDidSelfCopy = true;
          // Don't set destBuffer; we special-case self-copies, and
          // just did the necessary work above.
          mBufferRect = destBufferRect;
        } else {
          // We can't do a real self-copy because the buffer is rotated.
          // So allocate a new buffer for the destination.
          destBufferRect = neededRegion.GetBounds();
          destBuffer = CreateBuffer(contentType, destBufferRect.Size(), bufferFlags);
          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
    destBuffer = CreateBuffer(contentType, destBufferRect.Size(), bufferFlags);
    if (!destBuffer)
      return result;
  }
  NS_ASSERTION(!(aFlags & PAINT_WILL_RESAMPLE) || destBufferRect == neededRegion.GetBounds(),
               "If we're resampling, we need to validate the entire buffer");

  // If we have no buffered data already, then destBuffer will be a fresh buffer
  // and we do not need to clear it below.
  bool 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);
  }
  NS_ASSERTION(canHaveRotation || mBufferRotation == nsIntPoint(0,0),
               "Rotation disabled, but we have nonzero rotation?");

  nsIntRegion invalidate;
  invalidate.Sub(aLayer->GetValidRegion(), destBufferRect);
  result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate);

  result.mContext = GetContextForQuadrantUpdate(drawBounds);

  gfxUtils::ClipToRegionSnapped(result.mContext, result.mRegionToDraw);
  if (contentType == gfxASurface::CONTENT_COLOR_ALPHA && !isClear) {
    result.mContext->SetOperator(gfxContext::OPERATOR_CLEAR);
    result.mContext->Paint();
    result.mContext->SetOperator(gfxContext::OPERATOR_OVER);
  }
  return result;
}
예제 #4
0
RotatedContentBuffer::PaintState
RotatedContentBuffer::BeginPaint(ThebesLayer* aLayer, ContentType aContentType,
                                 uint32_t aFlags)
{
  PaintState result;
  // We need to disable rotation if we're going to be resampled when
  // drawing, because we might sample across the rotation boundary.
  bool canHaveRotation = gfxPlatform::BufferRotationEnabled() &&
                         !(aFlags & (PAINT_WILL_RESAMPLE | PAINT_NO_ROTATION));

  nsIntRegion validRegion = aLayer->GetValidRegion();

  Layer::SurfaceMode mode;
  ContentType contentType;
  nsIntRegion neededRegion;
  bool canReuseBuffer;
  nsIntRect destBufferRect;

  while (true) {
    mode = aLayer->GetSurfaceMode();
    contentType = aContentType;
    neededRegion = aLayer->GetVisibleRegion();
    canReuseBuffer = HaveBuffer() && BufferSizeOkFor(neededRegion.GetBounds().Size());

    if (canReuseBuffer) {
      if (mBufferRect.Contains(neededRegion.GetBounds())) {
        // We don't need to adjust mBufferRect.
        destBufferRect = mBufferRect;
      } else if (neededRegion.GetBounds().Size() <= mBufferRect.Size()) {
        // The buffer's big enough but doesn't contain everything that's
        // going to be visible. We'll move it.
        destBufferRect = nsIntRect(neededRegion.GetBounds().TopLeft(), mBufferRect.Size());
      } else {
        destBufferRect = neededRegion.GetBounds();
      }
    } else {
      // We won't be reusing the buffer.  Compute a new rect.
      destBufferRect = ComputeBufferRect(neededRegion.GetBounds());
    }

    if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
#if defined(MOZ_GFX_OPTIMIZE_MOBILE) || defined(MOZ_WIDGET_GONK)
      mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
#else
      if (!aLayer->GetParent() ||
          !aLayer->GetParent()->SupportsComponentAlphaChildren() ||
          !aLayer->Manager()->IsCompositingCheap() ||
          !aLayer->AsShadowableLayer() ||
          !aLayer->AsShadowableLayer()->HasShadow() ||
          !gfxPlatform::ComponentAlphaEnabled()) {
        mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
      } else {
        contentType = GFX_CONTENT_COLOR;
      }
#endif
    }

    if ((aFlags & PAINT_WILL_RESAMPLE) &&
        (!neededRegion.GetBounds().IsEqualInterior(destBufferRect) ||
         neededRegion.GetNumRects() > 1)) {
      // The area we add to neededRegion might not be painted opaquely
      if (mode == Layer::SURFACE_OPAQUE) {
        contentType = GFX_CONTENT_COLOR_ALPHA;
        mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
      }

      // We need to validate the entire buffer, to make sure that only valid
      // pixels are sampled
      neededRegion = destBufferRect;
    }

    // If we have an existing buffer, but the content type has changed or we
    // have transitioned into/out of component alpha, then we need to recreate it.
    if (HaveBuffer() &&
        (contentType != BufferContentType() ||
        (mode == Layer::SURFACE_COMPONENT_ALPHA) != HaveBufferOnWhite())) {

      // We're effectively clearing the valid region, so we need to draw
      // the entire needed region now.
      result.mRegionToInvalidate = aLayer->GetValidRegion();
      validRegion.SetEmpty();
      Clear();
      // Restart decision process with the cleared buffer. We can only go
      // around the loop one more iteration, since mDTBuffer is null now.
      continue;
    }

    break;
  }

  NS_ASSERTION(destBufferRect.Contains(neededRegion.GetBounds()),
               "Destination rect doesn't contain what we need to paint");

  result.mRegionToDraw.Sub(neededRegion, validRegion);
  if (result.mRegionToDraw.IsEmpty())
    return result;

  nsIntRect drawBounds = result.mRegionToDraw.GetBounds();
  RefPtr<DrawTarget> destDTBuffer;
  RefPtr<DrawTarget> destDTBufferOnWhite;
  uint32_t bufferFlags = canHaveRotation ? ALLOW_REPEAT : 0;
  if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
    bufferFlags |= BUFFER_COMPONENT_ALPHA;
  }
  if (canReuseBuffer) {
    if (!EnsureBuffer()) {
      return result;
    }
    nsIntRect keepArea;
    if (keepArea.IntersectRect(destBufferRect, mBufferRect)) {
      // Set mBufferRotation so that the pixels currently in mDTBuffer
      // 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");
      int32_t xBoundary = destBufferRect.XMost() - newRotation.x;
      int32_t yBoundary = destBufferRect.YMost() - newRotation.y;
      if ((drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) ||
          (drawBounds.y < yBoundary && yBoundary < drawBounds.YMost()) ||
          (newRotation != nsIntPoint(0,0) && !canHaveRotation)) {
        // The stuff we need to redraw will wrap around an edge of the
        // buffer, so move the pixels we can keep into a position that
        // lets us redraw in just one quadrant.
        if (mBufferRotation == nsIntPoint(0,0)) {
          nsIntRect srcRect(nsIntPoint(0, 0), mBufferRect.Size());
          nsIntPoint dest = mBufferRect.TopLeft() - destBufferRect.TopLeft();
          MOZ_ASSERT(mDTBuffer);
          mDTBuffer->CopyRect(IntRect(srcRect.x, srcRect.y, srcRect.width, srcRect.height),
                              IntPoint(dest.x, dest.y));
          if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
            if (!EnsureBufferOnWhite()) {
              return result;
            }
            MOZ_ASSERT(mDTBufferOnWhite);
            mDTBufferOnWhite->CopyRect(IntRect(srcRect.x, srcRect.y, srcRect.width, srcRect.height),
                                       IntPoint(dest.x, dest.y));
          }
          result.mDidSelfCopy = true;
          mDidSelfCopy = true;
          // Don't set destBuffer; we special-case self-copies, and
          // just did the necessary work above.
          mBufferRect = destBufferRect;
        } else {
          // With azure and a data surface perform an buffer unrotate
          // (SelfCopy).
          unsigned char* data;
          IntSize size;
          int32_t stride;
          SurfaceFormat format;

          if (mDTBuffer->LockBits(&data, &size, &stride, &format)) {
            uint8_t bytesPerPixel = BytesPerPixel(format);
            BufferUnrotate(data,
                           size.width * bytesPerPixel,
                           size.height, stride,
                           newRotation.x * bytesPerPixel, newRotation.y);
            mDTBuffer->ReleaseBits(data);

            if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
              if (!EnsureBufferOnWhite()) {
                return result;
              }
              MOZ_ASSERT(mDTBufferOnWhite);
              mDTBufferOnWhite->LockBits(&data, &size, &stride, &format);
              uint8_t bytesPerPixel = BytesPerPixel(format);
              BufferUnrotate(data,
                             size.width * bytesPerPixel,
                             size.height, stride,
                             newRotation.x * bytesPerPixel, newRotation.y);
              mDTBufferOnWhite->ReleaseBits(data);
            }

            // Buffer unrotate moves all the pixels, note that
            // we self copied for SyncBackToFrontBuffer
            result.mDidSelfCopy = true;
            mDidSelfCopy = true;
            mBufferRect = destBufferRect;
            mBufferRotation = nsIntPoint(0, 0);
          }

          if (!result.mDidSelfCopy) {
            destBufferRect = ComputeBufferRect(neededRegion.GetBounds());
            CreateBuffer(contentType, destBufferRect, bufferFlags,
                         &destDTBuffer, &destDTBufferOnWhite);
            if (!destDTBuffer) {
              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
    CreateBuffer(contentType, destBufferRect, bufferFlags,
                 &destDTBuffer, &destDTBufferOnWhite);
    if (!destDTBuffer) {
      return result;
    }
  }

  NS_ASSERTION(!(aFlags & PAINT_WILL_RESAMPLE) || destBufferRect == neededRegion.GetBounds(),
               "If we're resampling, we need to validate the entire buffer");

  // If we have no buffered data already, then destBuffer will be a fresh buffer
  // and we do not need to clear it below.
  bool isClear = !HaveBuffer();

  if (destDTBuffer) {
    if (!isClear && (mode != Layer::SURFACE_COMPONENT_ALPHA || HaveBufferOnWhite())) {
      // Copy the bits
      nsIntPoint offset = -destBufferRect.TopLeft();
      Matrix mat;
      mat.Translate(offset.x, offset.y);
      destDTBuffer->SetTransform(mat);
      if (!EnsureBuffer()) {
        return result;
      }
       MOZ_ASSERT(mDTBuffer, "Have we got a Thebes buffer for some reason?");
      DrawBufferWithRotation(destDTBuffer, BUFFER_BLACK, 1.0, OP_SOURCE);
      destDTBuffer->SetTransform(Matrix());

      if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
        NS_ASSERTION(destDTBufferOnWhite, "Must have a white buffer!");
        destDTBufferOnWhite->SetTransform(mat);
        if (!EnsureBufferOnWhite()) {
          return result;
        }
        MOZ_ASSERT(mDTBufferOnWhite, "Have we got a Thebes buffer for some reason?");
        DrawBufferWithRotation(destDTBufferOnWhite, BUFFER_WHITE, 1.0, OP_SOURCE);
        destDTBufferOnWhite->SetTransform(Matrix());
      }
    }

    mDTBuffer = destDTBuffer.forget();
    mDTBufferOnWhite = destDTBufferOnWhite.forget();
    mBufferRect = destBufferRect;
    mBufferRotation = nsIntPoint(0,0);
  }
  NS_ASSERTION(canHaveRotation || mBufferRotation == nsIntPoint(0,0),
               "Rotation disabled, but we have nonzero rotation?");

  nsIntRegion invalidate;
  invalidate.Sub(aLayer->GetValidRegion(), destBufferRect);
  result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate);

  nsIntPoint topLeft;
  result.mContext = GetContextForQuadrantUpdate(drawBounds, BUFFER_BOTH, &topLeft);
  result.mClip = CLIP_DRAW_SNAPPED;

  if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
    MOZ_ASSERT(mDTBuffer && mDTBufferOnWhite);
    nsIntRegionRectIterator iter(result.mRegionToDraw);
    const nsIntRect *iterRect;
    while ((iterRect = iter.Next())) {
      mDTBuffer->FillRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height),
                          ColorPattern(Color(0.0, 0.0, 0.0, 1.0)));
      mDTBufferOnWhite->FillRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height),
                                 ColorPattern(Color(1.0, 1.0, 1.0, 1.0)));
    }
  } else if (contentType == GFX_CONTENT_COLOR_ALPHA && !isClear) {
    nsIntRegionRectIterator iter(result.mRegionToDraw);
    const nsIntRect *iterRect;
    while ((iterRect = iter.Next())) {
      result.mContext->GetDrawTarget()->ClearRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height));
    }
  }

  return result;
}
예제 #5
0
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;
}