void
ThebesLayerComposite::RenderLayer(const nsIntPoint& aOffset,
                                  const nsIntRect& aClipRect)
{
  if (!mBuffer || !mBuffer->IsAttached()) {
    return;
  }

  MOZ_ASSERT(mBuffer->GetCompositor() == mCompositeManager->GetCompositor() &&
             mBuffer->GetLayer() == this,
             "buffer is corrupted");

  gfx::Matrix4x4 transform;
  ToMatrix4x4(GetEffectiveTransform(), transform);
  gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height);

#ifdef MOZ_DUMP_PAINTING
  if (gfxUtils::sDumpPainting) {
    nsRefPtr<gfxImageSurface> surf = mBuffer->GetAsSurface();
    WriteSnapshotToDumpFile(this, surf);
  }
#endif

  EffectChain effectChain;
  LayerManagerComposite::AddMaskEffect(mMaskLayer, effectChain);

  nsIntRegion visibleRegion = GetEffectiveVisibleRegion();

  TiledLayerProperties tiledLayerProps;
  if (mRequiresTiledProperties) {
    // calculating these things can be a little expensive, so don't
    // do them if we don't have to
    tiledLayerProps.mVisibleRegion = visibleRegion;
    tiledLayerProps.mDisplayPort = GetDisplayPort();
    tiledLayerProps.mEffectiveResolution = GetEffectiveResolution();
    tiledLayerProps.mCompositionBounds = GetCompositionBounds();
    tiledLayerProps.mRetainTiles = !mIsFixedPosition;
    tiledLayerProps.mValidRegion = mValidRegion;
  }

  mBuffer->SetPaintWillResample(MayResample());

  mBuffer->Composite(effectChain,
                     GetEffectiveOpacity(),
                     transform,
                     gfx::Point(aOffset.x, aOffset.y),
                     gfx::FILTER_LINEAR,
                     clipRect,
                     &visibleRegion,
                     mRequiresTiledProperties ? &tiledLayerProps
                                              : nullptr);


  if (mRequiresTiledProperties) {
    mValidRegion = tiledLayerProps.mValidRegion;
  }

  LayerManagerComposite::RemoveMaskEffect(mMaskLayer);
  mCompositeManager->GetCompositor()->MakeCurrent();
}
Пример #2
0
void
ClientThebesLayer::PaintThebes()
{
  PROFILER_LABEL("ClientThebesLayer", "PaintThebes");
  NS_ASSERTION(ClientManager()->InDrawing(),
               "Can only draw in drawing phase");
  
  //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 ? GFX_CONTENT_COLOR :
                          GFX_CONTENT_COLOR_ALPHA;

  {
    uint32_t flags = 0;
#ifndef MOZ_WIDGET_ANDROID
    if (ClientManager()->CompositorMightResample()) {
      flags |= ThebesLayerBuffer::PAINT_WILL_RESAMPLE;
    }
    if (!(flags & ThebesLayerBuffer::PAINT_WILL_RESAMPLE)) {
      if (MayResample()) {
        flags |= ThebesLayerBuffer::PAINT_WILL_RESAMPLE;
      }
    }
#endif
    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);

      PaintBuffer(state.mContext,
                  state.mRegionToDraw, extendedDrawRegion, state.mRegionToInvalidate,
                  state.mDidSelfCopy, state.mClip);
      MOZ_LAYERS_LOG_IF_SHADOWABLE(this, ("Layer::Mutated(%p) PaintThebes", this));
      Mutated();
    } 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?");
    }
  }
}
Пример #3
0
void
ThebesLayerComposite::RenderLayer(const nsIntRect& aClipRect)
{
  if (!mBuffer || !mBuffer->IsAttached()) {
    return;
  }
  PROFILER_LABEL("ThebesLayerComposite", "RenderLayer",
    js::ProfileEntry::Category::GRAPHICS);

  MOZ_ASSERT(mBuffer->GetCompositor() == mCompositeManager->GetCompositor() &&
             mBuffer->GetLayer() == this,
             "buffer is corrupted");

  gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height);

#ifdef MOZ_DUMP_PAINTING
  if (gfxUtils::sDumpPainting) {
    RefPtr<gfx::DataSourceSurface> surf = mBuffer->GetAsSurface();
    if (surf) {
      WriteSnapshotToDumpFile(this, surf);
    }
  }
#endif

  EffectChain effectChain(this);
  LayerManagerComposite::AutoAddMaskEffect autoMaskEffect(mMaskLayer, effectChain);
  AddBlendModeEffect(effectChain);

  const nsIntRegion& visibleRegion = GetEffectiveVisibleRegion();

  TiledLayerProperties tiledLayerProps;
  if (mRequiresTiledProperties) {
    tiledLayerProps.mVisibleRegion = visibleRegion;
    tiledLayerProps.mEffectiveResolution = GetEffectiveResolution();
    tiledLayerProps.mValidRegion = mValidRegion;
  }

  mBuffer->SetPaintWillResample(MayResample());

  mBuffer->Composite(effectChain,
                     GetEffectiveOpacity(),
                     GetEffectiveTransform(),
                     gfx::Filter::LINEAR,
                     clipRect,
                     &visibleRegion,
                     mRequiresTiledProperties ? &tiledLayerProps
                                              : nullptr);
  mBuffer->BumpFlashCounter();

  if (mRequiresTiledProperties) {
    mValidRegion = tiledLayerProps.mValidRegion;
  }

  mCompositeManager->GetCompositor()->MakeCurrent();
}
Пример #4
0
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?");
    }
  }
}
Пример #5
0
uint32_t
ClientPaintedLayer::GetPaintFlags()
{
  uint32_t flags = RotatedContentBuffer::PAINT_CAN_DRAW_ROTATED;
  #ifndef MOZ_IGNORE_PAINT_WILL_RESAMPLE
   if (ClientManager()->CompositorMightResample()) {
     flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE;
   }
   if (!(flags & RotatedContentBuffer::PAINT_WILL_RESAMPLE)) {
     if (MayResample()) {
       flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE;
     }
   }
  #endif
  return flags;
}
Пример #6
0
void
PaintedLayerComposite::RenderLayer(const gfx::IntRect& aClipRect)
{
  if (!mBuffer || !mBuffer->IsAttached()) {
    return;
  }
  PROFILER_LABEL("PaintedLayerComposite", "RenderLayer",
    js::ProfileEntry::Category::GRAPHICS);

  Compositor* compositor = mCompositeManager->GetCompositor();

  MOZ_ASSERT(mBuffer->GetCompositor() == compositor &&
             mBuffer->GetLayer() == this,
             "buffer is corrupted");

  const nsIntRegion& visibleRegion = GetEffectiveVisibleRegion();

#ifdef MOZ_DUMP_PAINTING
  if (gfxUtils::sDumpPainting) {
    RefPtr<gfx::DataSourceSurface> surf = mBuffer->GetAsSurface();
    if (surf) {
      WriteSnapshotToDumpFile(this, surf);
    }
  }
#endif


  RenderWithAllMasks(this, compositor, aClipRect,
                     [&](EffectChain& effectChain, const Rect& clipRect) {
    mBuffer->SetPaintWillResample(MayResample());

    mBuffer->Composite(this, effectChain,
                       GetEffectiveOpacity(),
                       GetEffectiveTransform(),
                       GetEffectFilter(),
                       clipRect,
                       &visibleRegion);
  });

  mBuffer->BumpFlashCounter();

  compositor->MakeCurrent();
}
void
ClientTiledPaintedLayer::RenderLayer()
{
  LayerManager::DrawPaintedLayerCallback callback =
    ClientManager()->GetPaintedLayerCallback();
  void *data = ClientManager()->GetPaintedLayerCallbackData();
  if (!callback) {
    ClientManager()->SetTransactionIncomplete();
    return;
  }

  if (!mContentClient) {
    mContentClient = new TiledContentClient(this, ClientManager());

    mContentClient->Connect();
    ClientManager()->AsShadowForwarder()->Attach(mContentClient, this);
    MOZ_ASSERT(mContentClient->GetForwarder());
  }

  if (mContentClient->mTiledBuffer.HasFormatChanged()) {
    mValidRegion = nsIntRegion();
    mContentClient->mTiledBuffer.ResetPaintedAndValidState();
  }

  TILING_LOG("TILING %p: Initial visible region %s\n", this, Stringify(mVisibleRegion).c_str());
  TILING_LOG("TILING %p: Initial valid region %s\n", this, Stringify(mValidRegion).c_str());
  TILING_LOG("TILING %p: Initial low-precision valid region %s\n", this, Stringify(mLowPrecisionValidRegion).c_str());

  nsIntRegion neededRegion = mVisibleRegion;
#ifndef MOZ_IGNORE_PAINT_WILL_RESAMPLE
  // This is handled by PadDrawTargetOutFromRegion in TiledContentClient for mobile
  if (MayResample()) {
    // If we're resampling then bilinear filtering can read up to 1 pixel
    // outside of our texture coords. Make the visible region a single rect,
    // and pad it out by 1 pixel (restricted to tile boundaries) so that
    // we always have valid content or transparent pixels to sample from.
    nsIntRect bounds = neededRegion.GetBounds();
    nsIntRect wholeTiles = bounds;
    wholeTiles.Inflate(nsIntSize(
      gfxPlatform::GetPlatform()->GetTileWidth(),
      gfxPlatform::GetPlatform()->GetTileHeight()));
    nsIntRect padded = bounds;
    padded.Inflate(1);
    padded.IntersectRect(padded, wholeTiles);
    neededRegion = padded;
  }
#endif

  nsIntRegion invalidRegion;
  invalidRegion.Sub(neededRegion, mValidRegion);
  if (invalidRegion.IsEmpty()) {
    EndPaint();
    return;
  }

  if (!ClientManager()->IsRepeatTransaction()) {
    // Only paint the mask layer on the first transaction.
    if (GetMaskLayer()) {
      ToClientLayer(GetMaskLayer())->RenderLayer();
    }

    // In some cases we can take a fast path and just be done with it.
    if (UseFastPath()) {
      TILING_LOG("TILING %p: Taking fast-path\n", this);
      mValidRegion = neededRegion;
      mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion, callback, data);
      ClientManager()->Hold(this);
      mContentClient->UseTiledLayerBuffer(TiledContentClient::TILED_BUFFER);
      return;
    }

    // For more complex cases we need to calculate a bunch of metrics before we
    // can do the paint.
    BeginPaint();
    if (mPaintData.mPaintFinished) {
      return;
    }

    // Make sure that tiles that fall outside of the visible region or outside of the
    // critical displayport are discarded on the first update. Also make sure that we
    // only draw stuff inside the critical displayport on the first update.
    mValidRegion.And(mValidRegion, neededRegion);
    if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
      mValidRegion.And(mValidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
      invalidRegion.And(invalidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
    }

    TILING_LOG("TILING %p: First-transaction valid region %s\n", this, Stringify(mValidRegion).c_str());
    TILING_LOG("TILING %p: First-transaction invalid region %s\n", this, Stringify(invalidRegion).c_str());
  } else {
    if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
      invalidRegion.And(invalidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
    }
    TILING_LOG("TILING %p: Repeat-transaction invalid region %s\n", this, Stringify(invalidRegion).c_str());
  }

  nsIntRegion lowPrecisionInvalidRegion;
  if (gfxPrefs::UseLowPrecisionBuffer()) {
    // Calculate the invalid region for the low precision buffer. Make sure
    // to remove the valid high-precision area so we don't double-paint it.
    lowPrecisionInvalidRegion.Sub(neededRegion, mLowPrecisionValidRegion);
    lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion);
  }
  TILING_LOG("TILING %p: Low-precision invalid region %s\n", this, Stringify(lowPrecisionInvalidRegion).c_str());

  bool updatedHighPrecision = RenderHighPrecision(invalidRegion,
                                                  neededRegion,
                                                  callback, data);
  if (updatedHighPrecision) {
    ClientManager()->Hold(this);
    mContentClient->UseTiledLayerBuffer(TiledContentClient::TILED_BUFFER);

    if (!mPaintData.mPaintFinished) {
      // There is still more high-res stuff to paint, so we're not
      // done yet. A subsequent transaction will take care of this.
      ClientManager()->SetRepeatTransaction();
      return;
    }
  }

  // If there is nothing to draw in low-precision, then we're done.
  if (lowPrecisionInvalidRegion.IsEmpty()) {
    EndPaint();
    return;
  }

  if (updatedHighPrecision) {
    // If there are low precision updates, but we just did some high-precision
    // updates, then mark the paint as unfinished and request a repeat transaction.
    // This is so that we don't perform low-precision updates in the same transaction
    // as high-precision updates.
    TILING_LOG("TILING %p: Scheduling repeat transaction for low-precision painting\n", this);
    ClientManager()->SetRepeatTransaction();
    mPaintData.mLowPrecisionPaintCount = 1;
    mPaintData.mPaintFinished = false;
    return;
  }

  bool updatedLowPrecision = RenderLowPrecision(lowPrecisionInvalidRegion,
                                                neededRegion,
                                                callback, data);
  if (updatedLowPrecision) {
    ClientManager()->Hold(this);
    mContentClient->UseTiledLayerBuffer(TiledContentClient::LOW_PRECISION_TILED_BUFFER);

    if (!mPaintData.mPaintFinished) {
      // There is still more low-res stuff to paint, so we're not
      // done yet. A subsequent transaction will take care of this.
      ClientManager()->SetRepeatTransaction();
      return;
    }
  }

  // If we get here, we've done all the high- and low-precision
  // paints we wanted to do, so we can finish the paint and chill.
  EndPaint();
}
Пример #8
0
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);
    }
  }
}
Пример #9
0
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?");
  }
}
Пример #10
0
void
ClientThebesLayer::PaintThebes()
{
    PROFILER_LABEL("ClientThebesLayer", "PaintThebes");
    NS_ASSERTION(ClientManager()->InDrawing(),
                 "Can only draw in drawing phase");

    uint32_t flags = RotatedContentBuffer::PAINT_CAN_DRAW_ROTATED;
#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 (!state.mRegionToDraw.IsEmpty() && !ClientManager()->GetThebesLayerCallback()) {
        ClientManager()->SetTransactionIncomplete();
        return;
    }

    // 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());

    bool didUpdate = false;
    RotatedContentBuffer::DrawIterator iter;
    while (DrawTarget* target = mContentClient->BorrowDrawTargetForPainting(state, &iter)) {
        SetAntialiasingFlags(this, target);

        nsRefPtr<gfxContext> ctx = gfxContext::ContextForDrawTarget(target);

        ClientManager()->GetThebesLayerCallback()(this,
                ctx,
                iter.mDrawRegion,
                state.mClip,
                state.mRegionToInvalidate,
                ClientManager()->GetThebesLayerCallbackData());

        ctx = nullptr;
        mContentClient->ReturnDrawTargetToBuffer(target);
        didUpdate = true;
    }

    if (didUpdate) {
        Mutated();

        mValidRegion.Or(mValidRegion, state.mRegionToDraw);

        ContentClientRemote* contentClientRemote = static_cast<ContentClientRemote*>(mContentClient.get());
        MOZ_ASSERT(contentClientRemote->GetIPDLActor());

        // Hold(this) ensures this layer is kept alive through the current transaction
        // The ContentClient assumes this layer is kept alive (e.g., in CreateBuffer),
        // so deleting this Hold for whatever reason will break things.
        ClientManager()->Hold(this);
        contentClientRemote->Updated(state.mRegionToDraw,
                                     mVisibleRegion,
                                     state.mDidSelfCopy);
    }
}