// ContainerRender is shared between RefLayer and ContainerLayer template<class ContainerT> void ContainerRender(ContainerT* aContainer, LayerManagerComposite* aManager, const nsIntRect& aClipRect) { /** * Setup our temporary surface for rendering the contents of this container. */ RefPtr<CompositingRenderTarget> surface; Compositor* compositor = aManager->GetCompositor(); RefPtr<CompositingRenderTarget> previousTarget = compositor->GetCurrentRenderTarget(); nsIntRect visibleRect = aContainer->GetEffectiveVisibleRegion().GetBounds(); float opacity = aContainer->GetEffectiveOpacity(); bool needsSurface = aContainer->UseIntermediateSurface(); bool surfaceCopyNeeded; aContainer->DefaultComputeSupportsComponentAlphaChildren(&surfaceCopyNeeded); if (needsSurface) { SurfaceInitMode mode = INIT_MODE_CLEAR; gfx::IntRect surfaceRect = gfx::IntRect(visibleRect.x, visibleRect.y, visibleRect.width, visibleRect.height); // we're about to create a framebuffer backed by textures to use as an intermediate // surface. What to do if its size (as given by framebufferRect) would exceed the // maximum texture size supported by the GL? The present code chooses the compromise // of just clamping the framebuffer's size to the max supported size. // This gives us a lower resolution rendering of the intermediate surface (children layers). // See bug 827170 for a discussion. int32_t maxTextureSize = compositor->GetMaxTextureSize(); surfaceRect.width = std::min(maxTextureSize, surfaceRect.width); surfaceRect.height = std::min(maxTextureSize, surfaceRect.height); if (aContainer->GetEffectiveVisibleRegion().GetNumRects() == 1 && (aContainer->GetContentFlags() & Layer::CONTENT_OPAQUE)) { mode = INIT_MODE_NONE; } if (surfaceCopyNeeded) { gfx::IntPoint sourcePoint = gfx::IntPoint(visibleRect.x, visibleRect.y); gfx::Matrix4x4 transform = aContainer->GetEffectiveTransform(); DebugOnly<gfx::Matrix> transform2d; MOZ_ASSERT(transform.Is2D(&transform2d) && !gfx::ThebesMatrix(transform2d).HasNonIntegerTranslation()); sourcePoint += gfx::IntPoint(transform._41, transform._42); sourcePoint -= compositor->GetCurrentRenderTarget()->GetOrigin(); surface = compositor->CreateRenderTargetFromSource(surfaceRect, previousTarget, sourcePoint); } else { surface = compositor->CreateRenderTarget(surfaceRect, mode); } if (!surface) { return; } compositor->SetRenderTarget(surface); } else { surface = previousTarget; } nsAutoTArray<Layer*, 12> children; aContainer->SortChildrenBy3DZOrder(children); // If this is a scrollable container layer, and it's overscrolled, the layer's // contents are transformed in a way that would leave blank regions in the // composited area. If the layer has a background color, fill these areas // with the background color by drawing a rectangle of the background color // over the entire composited area before drawing the container contents. if (AsyncPanZoomController* apzc = aContainer->GetAsyncPanZoomController()) { // Make sure not to do this on a "scrollinfo" layer (one with an empty visible // region) because it's just a placeholder for APZ purposes. if (apzc->IsOverscrolled() && !aContainer->GetVisibleRegion().IsEmpty()) { gfxRGBA color = aContainer->GetBackgroundColor(); // If the background is completely transparent, there's no point in // drawing anything for it. Hopefully the layers behind, if any, will // provide suitable content for the overscroll effect. if (color.a != 0.0) { EffectChain effectChain(aContainer); effectChain.mPrimaryEffect = new EffectSolidColor(ToColor(color)); gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height); Compositor* compositor = aManager->GetCompositor(); compositor->DrawQuad(compositor->ClipRectInLayersCoordinates(clipRect), clipRect, effectChain, opacity, Matrix4x4()); } } } /** * Render this container's contents. */ for (uint32_t i = 0; i < children.Length(); i++) { LayerComposite* layerToRender = static_cast<LayerComposite*>(children.ElementAt(i)->ImplData()); if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty() && !layerToRender->GetLayer()->AsContainerLayer()) { continue; } nsIntRect clipRect = layerToRender->GetLayer()-> CalculateScissorRect(aClipRect, &aManager->GetWorldTransform()); if (clipRect.IsEmpty()) { continue; } nsIntRegion savedVisibleRegion; bool restoreVisibleRegion = false; if (i + 1 < children.Length() && layerToRender->GetLayer()->GetEffectiveTransform().IsIdentity()) { LayerComposite* nextLayer = static_cast<LayerComposite*>(children.ElementAt(i + 1)->ImplData()); nsIntRect nextLayerOpaqueRect; if (nextLayer && nextLayer->GetLayer()) { nextLayerOpaqueRect = GetOpaqueRect(nextLayer->GetLayer()); } if (!nextLayerOpaqueRect.IsEmpty()) { savedVisibleRegion = layerToRender->GetShadowVisibleRegion(); nsIntRegion visibleRegion; visibleRegion.Sub(savedVisibleRegion, nextLayerOpaqueRect); if (visibleRegion.IsEmpty()) { continue; } layerToRender->SetShadowVisibleRegion(visibleRegion); restoreVisibleRegion = true; } } if (layerToRender->HasLayerBeenComposited()) { // Composer2D will compose this layer so skip GPU composition // this time & reset composition flag for next composition phase layerToRender->SetLayerComposited(false); nsIntRect clearRect = layerToRender->GetClearRect(); if (!clearRect.IsEmpty()) { // Clear layer's visible rect on FrameBuffer with transparent pixels gfx::Rect fbRect(clearRect.x, clearRect.y, clearRect.width, clearRect.height); compositor->ClearRect(fbRect); layerToRender->SetClearRect(nsIntRect(0, 0, 0, 0)); } } else { layerToRender->RenderLayer(clipRect); } if (restoreVisibleRegion) { // Restore the region in case it's not covered by opaque content next time layerToRender->SetShadowVisibleRegion(savedVisibleRegion); } if (gfxPrefs::LayersScrollGraph()) { DrawVelGraph(clipRect, aManager, layerToRender->GetLayer()); } if (gfxPrefs::UniformityInfo()) { PrintUniformityInfo(layerToRender->GetLayer()); } if (gfxPrefs::DrawLayerInfo()) { DrawLayerInfo(clipRect, aManager, layerToRender->GetLayer()); } // invariant: our GL context should be current here, I don't think we can // assert it though } if (needsSurface) { // Unbind the current surface and rebind the previous one. #ifdef MOZ_DUMP_PAINTING if (gfxUtils::sDumpPainting) { RefPtr<gfx::DataSourceSurface> surf = surface->Dump(aManager->GetCompositor()); if (surf) { WriteSnapshotToDumpFile(aContainer, surf); } } #endif compositor->SetRenderTarget(previousTarget); EffectChain effectChain(aContainer); LayerManagerComposite::AutoAddMaskEffect autoMaskEffect(aContainer->GetMaskLayer(), effectChain, !aContainer->GetTransform().CanDraw2D()); aContainer->AddBlendModeEffect(effectChain); effectChain.mPrimaryEffect = new EffectRenderTarget(surface); gfx::Rect rect(visibleRect.x, visibleRect.y, visibleRect.width, visibleRect.height); gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height); aManager->GetCompositor()->DrawQuad(rect, clipRect, effectChain, opacity, aContainer->GetEffectiveTransform()); } if (aContainer->GetFrameMetrics().IsScrollable()) { const FrameMetrics& frame = aContainer->GetFrameMetrics(); LayerRect layerBounds = ParentLayerRect(frame.mCompositionBounds) * ParentLayerToLayerScale(1.0); gfx::Rect rect(layerBounds.x, layerBounds.y, layerBounds.width, layerBounds.height); gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height); aManager->GetCompositor()->DrawDiagnostics(DiagnosticFlags::CONTAINER, rect, clipRect, aContainer->GetEffectiveTransform()); } }
static void DrawVelGraph(const nsIntRect& aClipRect, LayerManagerComposite* aManager, Layer* aLayer) { static char sLayerVelocityUserDataKey; Compositor* compositor = aManager->GetCompositor(); gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height); TimeStamp now = TimeStamp::Now(); void* key = reinterpret_cast<void*>(&sLayerVelocityUserDataKey); if (!aLayer->HasUserData(key)) { aLayer->SetUserData(key, new LayerVelocityUserData()); } LayerVelocityUserData* velocityData = static_cast<LayerVelocityUserData*>(aLayer->GetUserData(key)); if (velocityData->mData.size() >= 1 && now > velocityData->mData[velocityData->mData.size() - 1].mFrameTime + TimeDuration::FromMilliseconds(200)) { // clear stale data velocityData->mData.clear(); } nsIntPoint scrollOffset = aLayer->GetEffectiveVisibleRegion().GetBounds().TopLeft(); velocityData->mData.push_back( LayerVelocityUserData::VelocityData(now, scrollOffset.x, scrollOffset.y)); // XXX: Uncomment these lines to enable ScrollGraph logging. This is // useful for HVGA phones or to output the data to accurate // graphing software. //printf_stderr("ScrollGraph (%p): %i, %i\n", // aLayer, scrollOffset.x, scrollOffset.y); // Keep a circular buffer of 100. size_t circularBufferSize = 100; if (velocityData->mData.size() > circularBufferSize) { velocityData->mData.erase(velocityData->mData.begin()); } if (velocityData->mData.size() == 1) { return; } // Clear and disable the graph when it's flat for (size_t i = 1; i < velocityData->mData.size(); i++) { if (velocityData->mData[i - 1].mPoint != velocityData->mData[i].mPoint) { break; } if (i == velocityData->mData.size() - 1) { velocityData->mData.clear(); return; } } if (aLayer->GetEffectiveVisibleRegion().GetBounds().width < 300 || aLayer->GetEffectiveVisibleRegion().GetBounds().height < 300) { // Don't want a graph for smaller layers return; } aManager->SetDebugOverlayWantsNextFrame(true); const gfx::Matrix4x4& transform = aLayer->GetEffectiveTransform(); nsIntRect bounds = aLayer->GetEffectiveVisibleRegion().GetBounds(); gfx::Rect graphBounds = gfx::Rect(bounds.x, bounds.y, bounds.width, bounds.height); gfx::Rect graphRect = gfx::Rect(bounds.x, bounds.y, 200, 100); float opacity = 1.0; EffectChain effects; effects.mPrimaryEffect = new EffectSolidColor(gfx::Color(0.2f,0,0,1)); compositor->DrawQuad(graphRect, clipRect, effects, opacity, transform); std::vector<gfx::Point> graph; int yScaleFactor = 3; for (int32_t i = (int32_t)velocityData->mData.size() - 2; i >= 0; i--) { const gfx::Point& p1 = velocityData->mData[i+1].mPoint; const gfx::Point& p2 = velocityData->mData[i].mPoint; int vel = sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y)); graph.push_back( gfx::Point(bounds.x + graphRect.width / circularBufferSize * i, graphBounds.y + graphRect.height - vel/yScaleFactor)); } compositor->DrawLines(graph, clipRect, gfx::Color(0,1,0,1), opacity, transform); }
static void DrawVelGraph(const nsIntRect& aClipRect, LayerManagerComposite* aManager, Layer* aLayer) { Compositor* compositor = aManager->GetCompositor(); gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height); TimeStamp now = TimeStamp::Now(); LayerVelocityUserData* velocityData = GetVelocityData(aLayer); if (velocityData->mData.size() >= 1 && now > velocityData->mData[velocityData->mData.size() - 1].mFrameTime + TimeDuration::FromMilliseconds(200)) { // clear stale data velocityData->mData.clear(); } const gfx::Point layerTransform = GetScrollData(aLayer); velocityData->mData.push_back( LayerVelocityUserData::VelocityData(now, static_cast<int>(layerTransform.x), static_cast<int>(layerTransform.y))); // TODO: dump to file // XXX: Uncomment these lines to enable ScrollGraph logging. This is // useful for HVGA phones or to output the data to accurate // graphing software. // printf_stderr("ScrollGraph (%p): %f, %f\n", // aLayer, layerTransform.x, layerTransform.y); // Keep a circular buffer of 100. size_t circularBufferSize = 100; if (velocityData->mData.size() > circularBufferSize) { velocityData->mData.erase(velocityData->mData.begin()); } if (velocityData->mData.size() == 1) { return; } // Clear and disable the graph when it's flat for (size_t i = 1; i < velocityData->mData.size(); i++) { if (velocityData->mData[i - 1].mPoint != velocityData->mData[i].mPoint) { break; } if (i == velocityData->mData.size() - 1) { velocityData->mData.clear(); return; } } if (aLayer->GetEffectiveVisibleRegion().GetBounds().width < 300 || aLayer->GetEffectiveVisibleRegion().GetBounds().height < 300) { // Don't want a graph for smaller layers return; } aManager->SetDebugOverlayWantsNextFrame(true); const Matrix4x4& transform = aLayer->GetEffectiveTransform(); nsIntRect bounds = aLayer->GetEffectiveVisibleRegion().GetBounds(); IntSize graphSize = IntSize(200, 100); Rect graphRect = Rect(bounds.x, bounds.y, graphSize.width, graphSize.height); RefPtr<DrawTarget> dt = aManager->CreateDrawTarget(graphSize, SurfaceFormat::B8G8R8A8); dt->FillRect(Rect(0, 0, graphSize.width, graphSize.height), ColorPattern(Color(0.2f,0,0,1))); int yScaleFactor = 3; Point prev = Point(0,0); bool first = true; for (int32_t i = (int32_t)velocityData->mData.size() - 2; i >= 0; i--) { const gfx::Point& p1 = velocityData->mData[i+1].mPoint; const gfx::Point& p2 = velocityData->mData[i].mPoint; int vel = sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y)); Point next = Point(graphRect.width / circularBufferSize * i, graphRect.height - vel/yScaleFactor); if (first) { first = false; } else { dt->StrokeLine(prev, next, ColorPattern(Color(0,1,0,1))); } prev = next; } RefPtr<DataTextureSource> textureSource = compositor->CreateDataTextureSource(); RefPtr<SourceSurface> snapshot = dt->Snapshot(); RefPtr<DataSourceSurface> data = snapshot->GetDataSurface(); textureSource->Update(data); EffectChain effectChain; effectChain.mPrimaryEffect = CreateTexturedEffect(SurfaceFormat::B8G8R8A8, textureSource, Filter::POINT, true); compositor->DrawQuad(graphRect, clipRect, effectChain, 1.0f, transform); }