Пример #1
0
bool
HwcComposer2D::PrepareLayerList(Layer* aLayer,
                                const nsIntRect& aClip,
                                const gfxMatrix& aParentTransform,
                                const gfxMatrix& aGLWorldTransform)
{
    // NB: we fall off this path whenever there are container layers
    // that require intermediate surfaces.  That means all the
    // GetEffective*() coordinates are relative to the framebuffer.

    bool fillColor = false;

    const nsIntRegion& visibleRegion = aLayer->GetEffectiveVisibleRegion();
    if (visibleRegion.IsEmpty()) {
        return true;
    }

    float opacity = aLayer->GetEffectiveOpacity();
    if (opacity <= 0) {
        LOGD("Layer is fully transparent so skip rendering");
        return true;
    }
    else if (opacity < 1) {
        LOGD("Layer has planar semitransparency which is unsupported");
        return false;
    }

    if (visibleRegion.GetNumRects() > 1) {
        // FIXME/bug 808339
        LOGD("Layer has nontrivial visible region");
        return false;
    }

    nsIntRect clip;
    if (!CalculateClipRect(aParentTransform * aGLWorldTransform,
                           aLayer->GetEffectiveClipRect(),
                           aClip,
                           &clip))
    {
        LOGD("Clip rect is empty. Skip layer");
        return true;
    }

    gfxMatrix transform;
    const gfx3DMatrix& transform3D = aLayer->GetEffectiveTransform();
    if (!transform3D.Is2D(&transform) || !transform.PreservesAxisAlignedRectangles()) {
        LOGD("Layer has a 3D transform or a non-square angle rotation");
        return false;
    }


    if (ContainerLayer* container = aLayer->AsContainerLayer()) {
        if (container->UseIntermediateSurface()) {
            LOGD("Container layer needs intermediate surface");
            return false;
        }
        nsAutoTArray<Layer*, 12> children;
        container->SortChildrenBy3DZOrder(children);

        for (uint32_t i = 0; i < children.Length(); i++) {
            if (!PrepareLayerList(children[i], clip, transform, aGLWorldTransform)) {
                return false;
            }
        }
        return true;
    }

    LayerOGL* layerGL = static_cast<LayerOGL*>(aLayer->ImplData());
    LayerRenderState state = layerGL->GetRenderState();

    if (!state.mSurface ||
        state.mSurface->type() != SurfaceDescriptor::TSurfaceDescriptorGralloc) {
        if (aLayer->AsColorLayer() && mColorFill) {
            fillColor = true;
        } else {
            LOGD("Layer doesn't have a gralloc buffer");
            return false;
        }
    }
    if (state.BufferRotated()) {
        LOGD("Layer has a rotated buffer");
        return false;
    }


    // OK!  We can compose this layer with hwc.

    int current = mList ? mList->numHwLayers : 0;
    if (!mList || current >= mMaxLayerCount) {
        if (!ReallocLayerList() || current >= mMaxLayerCount) {
            LOGE("PrepareLayerList failed! Could not increase the maximum layer count");
            return false;
        }
    }

    sp<GraphicBuffer> buffer = fillColor ? nullptr : GrallocBufferActor::GetFrom(*state.mSurface);

    nsIntRect visibleRect = visibleRegion.GetBounds();

    nsIntRect bufferRect;
    if (fillColor) {
        bufferRect = nsIntRect(visibleRect);
    } else {
        if(state.mHasOwnOffset) {
            bufferRect = nsIntRect(state.mOffset.x, state.mOffset.y,
                int(buffer->getWidth()), int(buffer->getHeight()));
        } else {
            bufferRect = nsIntRect(visibleRect.x, visibleRect.y,
                int(buffer->getWidth()), int(buffer->getHeight()));
        }
    }

    hwc_layer_t& hwcLayer = mList->hwLayers[current];

    if(!PrepareLayerRects(visibleRect,
                          transform * aGLWorldTransform,
                          clip,
                          bufferRect,
                          &(hwcLayer.sourceCrop),
                          &(hwcLayer.displayFrame)))
    {
        return true;
    }

    buffer_handle_t handle = fillColor ? nullptr : buffer->getNativeBuffer()->handle;
    hwcLayer.handle = handle;

    hwcLayer.flags = 0;
    hwcLayer.hints = 0;
    hwcLayer.blending = HWC_BLENDING_PREMULT;
    hwcLayer.compositionType = HWC_USE_COPYBIT;

    if (!fillColor) {
        gfxMatrix rotation = transform * aGLWorldTransform;
        // Compute fuzzy equal like PreservesAxisAlignedRectangles()
        if (fabs(rotation.xx) < 1e-6) {
            if (rotation.xy < 0) {
                hwcLayer.transform = HWC_TRANSFORM_ROT_90;
                LOGD("Layer buffer rotated 90 degrees");
            } else {
                hwcLayer.transform = HWC_TRANSFORM_ROT_270;
                LOGD("Layer buffer rotated 270 degrees");
            }
        } else if (rotation.xx < 0) {
            hwcLayer.transform = HWC_TRANSFORM_ROT_180;
            LOGD("Layer buffer rotated 180 degrees");
        } else {
            hwcLayer.transform = 0;
        }

        hwcLayer.transform |= state.YFlipped() ? HWC_TRANSFORM_FLIP_V : 0;
        hwc_region_t region;
        region.numRects = 1;
        region.rects = &(hwcLayer.displayFrame);
        hwcLayer.visibleRegionScreen = region;
    } else {
        hwcLayer.flags |= HWC_COLOR_FILL;
        ColorLayer* colorLayer = static_cast<ColorLayer*>(layerGL->GetLayer());
        hwcLayer.transform = colorLayer->GetColor().Packed();
    }

    mList->numHwLayers++;
    return true;
}
static void
ContainerRender(Container* aContainer,
                int aPreviousFrameBuffer,
                const nsIntPoint& aOffset,
                LayerManagerOGL* aManager)
{
  /**
   * Setup our temporary texture for rendering the contents of this container.
   */
  GLuint containerSurface;
  GLuint frameBuffer;

  nsIntPoint childOffset(aOffset);
  nsIntRect visibleRect = aContainer->GetEffectiveVisibleRegion().GetBounds();

  nsIntRect cachedScissor = aContainer->gl()->ScissorRect();
  aContainer->gl()->PushScissorRect();
  aContainer->mSupportsComponentAlphaChildren = false;

  float opacity = aContainer->GetEffectiveOpacity();
  const gfx3DMatrix& transform = aContainer->GetEffectiveTransform();
  bool needsFramebuffer = aContainer->UseIntermediateSurface();
  if (needsFramebuffer) {
    nsIntRect framebufferRect = visibleRect;
    // 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.
    GLint maxTexSize;
    aContainer->gl()->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, &maxTexSize);
    framebufferRect.width = std::min(framebufferRect.width, maxTexSize);
    framebufferRect.height = std::min(framebufferRect.height, maxTexSize);

    LayerManagerOGL::InitMode mode = LayerManagerOGL::InitModeClear;
    if (aContainer->GetEffectiveVisibleRegion().GetNumRects() == 1 && 
        (aContainer->GetContentFlags() & Layer::CONTENT_OPAQUE))
    {
      // don't need a background, we're going to paint all opaque stuff
      aContainer->mSupportsComponentAlphaChildren = true;
      mode = LayerManagerOGL::InitModeNone;
    } else {
      const gfx3DMatrix& transform3D = aContainer->GetEffectiveTransform();
      gfxMatrix transform;
      // If we have an opaque ancestor layer, then we can be sure that
      // all the pixels we draw into are either opaque already or will be
      // covered by something opaque. Otherwise copying up the background is
      // not safe.
      if (HasOpaqueAncestorLayer(aContainer) &&
          transform3D.Is2D(&transform) && !transform.HasNonIntegerTranslation()) {
        mode = gfxPlatform::ComponentAlphaEnabled() ?
          LayerManagerOGL::InitModeCopy :
          LayerManagerOGL::InitModeClear;
        framebufferRect.x += transform.x0;
        framebufferRect.y += transform.y0;
        aContainer->mSupportsComponentAlphaChildren = gfxPlatform::ComponentAlphaEnabled();
      }
    }

    aContainer->gl()->PushViewportRect();
    framebufferRect -= childOffset;
    if (!aManager->CompositingDisabled()) {
      if (!aManager->CreateFBOWithTexture(framebufferRect,
                                          mode,
                                          aPreviousFrameBuffer,
                                          &frameBuffer,
                                          &containerSurface)) {
        aContainer->gl()->PopViewportRect();
        aContainer->gl()->PopScissorRect();
        aContainer->gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
        return;
      }
    }
    childOffset.x = visibleRect.x;
    childOffset.y = visibleRect.y;
  } else {
    frameBuffer = aPreviousFrameBuffer;
    aContainer->mSupportsComponentAlphaChildren = (aContainer->GetContentFlags() & Layer::CONTENT_OPAQUE) ||
      (aContainer->GetParent() && aContainer->GetParent()->SupportsComponentAlphaChildren());
  }

  nsAutoTArray<Layer*, 12> children;
  aContainer->SortChildrenBy3DZOrder(children);

  /**
   * Render this container's contents.
   */
  for (uint32_t i = 0; i < children.Length(); i++) {
    LayerOGL* layerToRender = static_cast<LayerOGL*>(children.ElementAt(i)->ImplData());

    if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty()) {
      continue;
    }

    nsIntRect scissorRect = layerToRender->GetLayer()->
        CalculateScissorRect(cachedScissor, &aManager->GetWorldTransform());
    if (scissorRect.IsEmpty()) {
      continue;
    }

    aContainer->gl()->fScissor(scissorRect.x, 
                               scissorRect.y, 
                               scissorRect.width, 
                               scissorRect.height);

    layerToRender->RenderLayer(frameBuffer, childOffset);
    aContainer->gl()->MakeCurrent();
  }


  if (needsFramebuffer) {
    // Unbind the current framebuffer and rebind the previous one.
#ifdef MOZ_DUMP_PAINTING
    if (gfxUtils::sDumpPainting) {
      nsRefPtr<gfxImageSurface> surf = 
        aContainer->gl()->GetTexImage(containerSurface, true, aManager->GetFBOTextureFormat());

      WriteSnapshotToDumpFile(aContainer, surf);
    }
#endif
    
    // Restore the viewport
    aContainer->gl()->PopViewportRect();
    nsIntRect viewport = aContainer->gl()->ViewportRect();
    aManager->SetupPipeline(viewport.width, viewport.height,
                            LayerManagerOGL::ApplyWorldTransform);
    aContainer->gl()->PopScissorRect();

    if (!aManager->CompositingDisabled()) {
      aContainer->gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
      aContainer->gl()->fDeleteFramebuffers(1, &frameBuffer);

      aContainer->gl()->fActiveTexture(LOCAL_GL_TEXTURE0);

      aContainer->gl()->fBindTexture(aManager->FBOTextureTarget(), containerSurface);

      MaskType maskType = MaskNone;
      if (aContainer->GetMaskLayer()) {
        if (!aContainer->GetTransform().CanDraw2D()) {
          maskType = Mask3d;
        } else {
          maskType = Mask2d;
        }
      }
      ShaderProgramOGL *rgb =
        aManager->GetFBOLayerProgram(maskType);

      rgb->Activate();
      rgb->SetLayerQuadRect(visibleRect);
      rgb->SetLayerTransform(transform);
      rgb->SetTextureTransform(gfx3DMatrix());
      rgb->SetLayerOpacity(opacity);
      rgb->SetRenderOffset(aOffset);
      rgb->SetTextureUnit(0);
      rgb->LoadMask(aContainer->GetMaskLayer());

      if (rgb->GetTexCoordMultiplierUniformLocation() != -1) {
        // 2DRect case, get the multiplier right for a sampler2DRect
        rgb->SetTexCoordMultiplier(visibleRect.width, visibleRect.height);
      }

      // Drawing is always flipped, but when copying between surfaces we want to avoid
      // this. Pass true for the flip parameter to introduce a second flip
      // that cancels the other one out.
      aManager->BindAndDrawQuad(rgb, true);

      // Clean up resources.  This also unbinds the texture.
      aContainer->gl()->fDeleteTextures(1, &containerSurface);
    }
  } else {
    aContainer->gl()->PopScissorRect();
  }
}