// Recursively create a new array of scrollables, preserving any scrollables // that are still in the layer tree. // // aXScale and aYScale are used to calculate any values that need to be in // chrome-document CSS pixels and aren't part of the rendering loop, such as // the initial scroll offset for a new view. static void BuildViewMap(ViewMap& oldContentViews, ViewMap& newContentViews, nsFrameLoader* aFrameLoader, Layer* aLayer, float aXScale = 1, float aYScale = 1, float aAccConfigXScale = 1, float aAccConfigYScale = 1) { ContainerLayer* container = aLayer->AsContainerLayer(); if (!container) return; const FrameMetrics metrics = container->GetFrameMetrics(); const ViewID scrollId = metrics.mScrollId; const gfx3DMatrix transform = aLayer->GetTransform(); aXScale *= GetXScale(transform); aYScale *= GetYScale(transform); if (metrics.IsScrollable()) { nscoord auPerDevPixel = aFrameLoader->GetPrimaryFrameOfOwningContent() ->PresContext()->AppUnitsPerDevPixel(); nscoord auPerCSSPixel = auPerDevPixel * metrics.mDevPixelsPerCSSPixel; nsContentView* view = FindViewForId(oldContentViews, scrollId); if (view) { // View already exists. Be sure to propagate scales for any values // that need to be calculated something in chrome-doc CSS pixels. ViewConfig config = view->GetViewConfig(); aXScale *= config.mXScale; aYScale *= config.mYScale; view->mFrameLoader = aFrameLoader; // If scale has changed, then we should update // current scroll offset to new scaled value if (aAccConfigXScale != view->mParentScaleX || aAccConfigYScale != view->mParentScaleY) { float xscroll = 0, yscroll = 0; view->GetScrollX(&xscroll); view->GetScrollY(&yscroll); xscroll = xscroll * (aAccConfigXScale / view->mParentScaleX); yscroll = yscroll * (aAccConfigYScale / view->mParentScaleY); view->ScrollTo(xscroll, yscroll); view->mParentScaleX = aAccConfigXScale; view->mParentScaleY = aAccConfigYScale; } // Collect only config scale values for scroll compensation aAccConfigXScale *= config.mXScale; aAccConfigYScale *= config.mYScale; } else { // View doesn't exist, so generate one. We start the view scroll offset at // the same position as the framemetric's scroll offset from the layer. // The default scale is 1, so no need to propagate scale down. ViewConfig config; config.mScrollOffset = nsPoint( NSIntPixelsToAppUnits(metrics.mScrollOffset.x, auPerCSSPixel) * aXScale, NSIntPixelsToAppUnits(metrics.mScrollOffset.y, auPerCSSPixel) * aYScale); view = new nsContentView(aFrameLoader, scrollId, config); view->mParentScaleX = aAccConfigXScale; view->mParentScaleY = aAccConfigYScale; } view->mViewportSize = nsSize( NSIntPixelsToAppUnits(metrics.mViewport.width, auPerDevPixel) * aXScale, NSIntPixelsToAppUnits(metrics.mViewport.height, auPerDevPixel) * aYScale); view->mContentSize = nsSize( NSIntPixelsToAppUnits(metrics.mContentRect.width, auPerDevPixel) * aXScale, NSIntPixelsToAppUnits(metrics.mContentRect.height, auPerDevPixel) * aYScale); newContentViews[scrollId] = view; } for (Layer* child = aLayer->GetFirstChild(); child; child = child->GetNextSibling()) { BuildViewMap(oldContentViews, newContentViews, aFrameLoader, child, aXScale, aYScale, aAccConfigXScale, aAccConfigYScale); } }
float LayerManagerComposite::ComputeRenderIntegrity() { // We only ever have incomplete rendering when progressive tiles are enabled. Layer* root = GetRoot(); if (!gfxPlatform::GetPlatform()->UseProgressivePaint() || !root) { return 1.f; } FrameMetrics rootMetrics = LayerMetricsWrapper::TopmostScrollableMetrics(root); if (!rootMetrics.IsScrollable()) { // The root may not have any scrollable metrics, in which case rootMetrics // will just be an empty FrameMetrics. Instead use the actual metrics from // the root layer. rootMetrics = LayerMetricsWrapper(root).Metrics(); } ParentLayerIntRect bounds = RoundedToInt(rootMetrics.GetCompositionBounds()); IntRect screenRect(bounds.x, bounds.y, bounds.width, bounds.height); float lowPrecisionMultiplier = 1.0f; float highPrecisionMultiplier = 1.0f; #ifdef MOZ_WIDGET_ANDROID // Use the transform on the primary scrollable layer and its FrameMetrics // to find out how much of the viewport the current displayport covers nsTArray<Layer*> rootScrollableLayers; GetRootScrollableLayers(rootScrollableLayers); if (rootScrollableLayers.Length() > 0) { // This is derived from the code in // AsyncCompositionManager::TransformScrollableLayer Layer* rootScrollable = rootScrollableLayers[0]; const FrameMetrics& metrics = LayerMetricsWrapper::TopmostScrollableMetrics(rootScrollable); Matrix4x4 transform = rootScrollable->GetEffectiveTransform(); transform.PostScale(metrics.GetPresShellResolution(), metrics.GetPresShellResolution(), 1); // Clip the screen rect to the document bounds Rect documentBounds = transform.TransformBounds(Rect(metrics.GetScrollableRect().x - metrics.GetScrollOffset().x, metrics.GetScrollableRect().y - metrics.GetScrollOffset().y, metrics.GetScrollableRect().width, metrics.GetScrollableRect().height)); documentBounds.RoundOut(); screenRect = screenRect.Intersect(IntRect(documentBounds.x, documentBounds.y, documentBounds.width, documentBounds.height)); // If the screen rect is empty, the user has scrolled entirely into // over-scroll and so we can be considered to have full integrity. if (screenRect.IsEmpty()) { return 1.0f; } // Work out how much of the critical display-port covers the screen bool hasLowPrecision = false; if (!metrics.GetCriticalDisplayPort().IsEmpty()) { hasLowPrecision = true; highPrecisionMultiplier = GetDisplayportCoverage(metrics.GetCriticalDisplayPort(), transform, screenRect); } // Work out how much of the display-port covers the screen if (!metrics.GetDisplayPort().IsEmpty()) { if (hasLowPrecision) { lowPrecisionMultiplier = GetDisplayportCoverage(metrics.GetDisplayPort(), transform, screenRect); } else { lowPrecisionMultiplier = highPrecisionMultiplier = GetDisplayportCoverage(metrics.GetDisplayPort(), transform, screenRect); } } } // If none of the screen is covered, we have zero integrity. if (highPrecisionMultiplier <= 0.0f && lowPrecisionMultiplier <= 0.0f) { return 0.0f; } #endif // MOZ_WIDGET_ANDROID nsIntRegion screenRegion(screenRect); nsIntRegion lowPrecisionScreenRegion(screenRect); Matrix4x4 transform; ComputeRenderIntegrityInternal(root, screenRegion, lowPrecisionScreenRegion, transform); if (!screenRegion.IsEqual(screenRect)) { // Calculate the area of the region. All rects in an nsRegion are // non-overlapping. float screenArea = screenRect.width * screenRect.height; float highPrecisionIntegrity = screenRegion.Area() / screenArea; float lowPrecisionIntegrity = 1.f; if (!lowPrecisionScreenRegion.IsEqual(screenRect)) { lowPrecisionIntegrity = lowPrecisionScreenRegion.Area() / screenArea; } return ((highPrecisionIntegrity * highPrecisionMultiplier) + (lowPrecisionIntegrity * lowPrecisionMultiplier)) / 2; } return 1.f; }