virtual void SetVisibleRegion(const nsIntRegion& aRegion) { NS_ASSERTION(BasicManager()->InConstruction(), "Can only set properties in construction phase"); ColorLayer::SetVisibleRegion(aRegion); }
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"); nsTArray<ReadbackProcessor::Update> readbackUpdates; if (aReadback && UsedForReadback()) { aReadback->GetThebesLayerUpdates(this, &readbackUpdates); } float opacity = GetEffectiveOpacity(); CompositionOp effectiveOperator = GetEffectiveOperator(this); 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 || effectiveOperator != CompositionOp::OP_OVER || aMaskLayer; nsRefPtr<gfxContext> groupContext; if (needsGroup) { groupContext = BasicManager()->PushGroupForLayer(aContext, this, toDraw, &needsClipToVisibleRegion); if (effectiveOperator != CompositionOp::OP_OVER) { needsClipToVisibleRegion = true; } } else { groupContext = aContext; } SetAntialiasingFlags(this, groupContext); aCallback(this, groupContext, toDraw, DrawRegionClip::CLIP_NONE, nsIntRegion(), aCallbackData); if (needsGroup) { BasicManager()->PopGroupToSourceWithCachedSurface(aContext, groupContext); if (needsClipToVisibleRegion) { gfxUtils::ClipToRegion(aContext, toDraw); } AutoSetOperator setOptimizedOperator(aContext, ThebesOp(effectiveOperator)); PaintWithMask(aContext, opacity, aMaskLayer); } aContext->Restore(); } RenderTraceInvalidateEnd(this, "FFFF00"); return; } 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 AutoMoz2DMaskData mask; SourceSurface* maskSurface = nullptr; Matrix maskTransform; if (GetMaskData(aMaskLayer, &mask)) { maskSurface = mask.GetSurface(); maskTransform = mask.GetTransform(); } if (!IsHidden() && !clipExtents.IsEmpty()) { mContentClient->DrawTo(this, aContext->GetDrawTarget(), opacity, GetOperator(), 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->GetDrawTarget(), 1.0, CompositionOpForOp(ctx->CurrentOperator()), maskSurface, &maskTransform); update.mLayer->GetSink()->EndUpdate(ctx, update.mUpdateRect + offset); } } }
void BasicShadowableCanvasLayer::Paint(gfxContext* aContext, Layer* aMaskLayer) { if (!HasShadow()) { BasicCanvasLayer::Paint(aContext, aMaskLayer); return; } if (!IsDirty()) return; if (mGLContext && !mForceReadback && BasicManager()->GetParentBackendType() == mozilla::layers::LAYERS_OPENGL) { TextureImage::TextureShareType flags; // if process type is default, then it is single-process (non-e10s) if (XRE_GetProcessType() == GeckoProcessType_Default) flags = TextureImage::ThreadShared; else flags = TextureImage::ProcessShared; SharedTextureHandle handle = GetSharedBackBufferHandle(); if (!handle) { handle = mGLContext->CreateSharedHandle(flags); if (handle) { mBackBuffer = SharedTextureDescriptor(flags, handle, mBounds.Size(), false); } } if (handle) { mGLContext->MakeCurrent(); mGLContext->UpdateSharedHandle(flags, handle); // call Painted() to reset our dirty 'bit' Painted(); FireDidTransactionCallback(); BasicManager()->PaintedCanvas(BasicManager()->Hold(this), mNeedsYFlip, mBackBuffer); // Move SharedTextureHandle ownership to ShadowLayer mBackBuffer = SurfaceDescriptor(); return; } } bool isOpaque = (GetContentFlags() & CONTENT_OPAQUE); if (!IsSurfaceDescriptorValid(mBackBuffer) || isOpaque != mBufferIsOpaque) { DestroyBackBuffer(); mBufferIsOpaque = isOpaque; gfxIntSize size(mBounds.width, mBounds.height); gfxASurface::gfxContentType type = isOpaque ? gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA; if (!BasicManager()->AllocBuffer(size, type, &mBackBuffer)) { NS_RUNTIMEABORT("creating CanvasLayer back buffer failed!"); } } AutoOpenSurface autoBackSurface(OPEN_READ_WRITE, mBackBuffer); if (aMaskLayer) { static_cast<BasicImplData*>(aMaskLayer->ImplData()) ->Paint(aContext, nullptr); } UpdateSurface(autoBackSurface.Get(), nullptr); FireDidTransactionCallback(); BasicManager()->PaintedCanvas(BasicManager()->Hold(this), mNeedsYFlip, mBackBuffer); }
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?"); } }
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) { MOZ_ASSERT(!AsShadowableLayer() || !static_cast<BasicShadowableThebesLayer*>(AsShadowableLayer())->HasShadow(), "OMTC layers must have a content client by now"); // 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, 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, 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); } } }