void
BasicShadowableThebesLayer::PaintBuffer(gfxContext* aContext,
                                        const nsIntRegion& aRegionToDraw,
                                        const nsIntRegion& aExtendedRegionToDraw,
                                        const nsIntRegion& aRegionToInvalidate,
                                        bool aDidSelfCopy,
                                        LayerManager::DrawThebesLayerCallback aCallback,
                                        void* aCallbackData)
{
  ContentClientRemote* contentClientRemote = static_cast<ContentClientRemote*>(mContentClient.get());
  MOZ_ASSERT(contentClientRemote->GetIPDLActor() || !HasShadow());

  // NB: this just throws away the entire valid region if there are
  // too many rects.
  mValidRegion.SimplifyInward(8);

  Base::PaintBuffer(aContext,
                    aRegionToDraw, aExtendedRegionToDraw, aRegionToInvalidate,
                    aDidSelfCopy,
                    aCallback, aCallbackData);
  if (!HasShadow() || BasicManager()->IsTransactionIncomplete()) {
    return;
  }

  // Hold(this) ensures this layer is kept alive through the current transaction
  // The ContentClient assumes this layer is kept alive (e.g., in CreateBuffer,
  // DestroyThebesBuffer), so deleting this Hold for whatever reason will break things.
  BasicManager()->Hold(this);
  contentClientRemote->Updated(aRegionToDraw,
                               mVisibleRegion,
                               aDidSelfCopy);
}
示例#2
0
ClientLayer::~ClientLayer()
{
  if (HasShadow()) {
    PLayerChild::Send__delete__(GetShadow());
  }
  MOZ_COUNT_DTOR(ClientLayer);
}
void
BasicShadowableThebesLayer::PaintThebes(gfxContext* aContext,
                                        Layer* aMaskLayer,
                                        LayerManager::DrawThebesLayerCallback aCallback,
                                        void* aCallbackData,
                                        ReadbackProcessor* aReadback)
{
  if (!HasShadow()) {
    BasicThebesLayer::PaintThebes(aContext, aMaskLayer, aCallback, aCallbackData, aReadback);
    return;
  }

  if (aMaskLayer) {
    static_cast<BasicImplData*>(aMaskLayer->ImplData())
      ->Paint(aContext, nullptr);
  }
  
  if (!mContentClient) {
    mContentClient = ContentClient::CreateContentClient(BasicManager());
    if (!mContentClient) {
      return;
    }
    mContentClient->Connect();
    BasicManager()->Attach(mContentClient, this);
    MOZ_ASSERT(mContentClient->GetForwarder());
  }

  mContentClient->BeginPaint();
  BasicThebesLayer::PaintThebes(aContext, nullptr, aCallback, aCallbackData, aReadback);
  mContentClient->EndPaint();
}
void
ClientCanvasLayer::RenderLayer()
{
    PROFILER_LABEL("ClientCanvasLayer", "RenderLayer",
                   js::ProfileEntry::Category::GRAPHICS);

    RenderMaskLayers(this);

    if (!mCanvasClient) {
        TextureFlags flags = TextureFlags::IMMEDIATE_UPLOAD;
        if (mOriginPos == gl::OriginPos::BottomLeft) {
            flags |= TextureFlags::ORIGIN_BOTTOM_LEFT;
        }

        if (!mGLContext) {
            // We don't support locking for buffer surfaces currently
            flags |= TextureFlags::IMMEDIATE_UPLOAD;
        }

        if (!mIsAlphaPremultiplied) {
            flags |= TextureFlags::NON_PREMULTIPLIED;
        }

        mCanvasClient = CanvasClient::CreateCanvasClient(GetCanvasClientType(),
                        ClientManager()->AsShadowForwarder(),
                        flags);
        if (!mCanvasClient) {
            return;
        }
        if (HasShadow()) {
            if (mAsyncRenderer) {
                static_cast<CanvasClientBridge*>(mCanvasClient.get())->SetLayer(this);
            } else {
                mCanvasClient->Connect();
                ClientManager()->AsShadowForwarder()->Attach(mCanvasClient, this);
            }
        }
    }

    if (mCanvasClient && mAsyncRenderer) {
        mCanvasClient->UpdateAsync(mAsyncRenderer);
    }

    if (!IsDirty()) {
        return;
    }
    Painted();

    FirePreTransactionCallback();
    if (mBufferProvider && mBufferProvider->GetTextureClient()) {
        mCanvasClient->UpdateFromTexture(mBufferProvider->GetTextureClient());
    } else {
        mCanvasClient->Update(gfx::IntSize(mBounds.width, mBounds.height), this);
    }

    FireDidTransactionCallback();

    ClientManager()->Hold(this);
    mCanvasClient->Updated();
}
示例#5
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void
ClientCanvasLayer::RenderLayer()
{
  PROFILER_LABEL("ClientCanvasLayer", "RenderLayer",
    js::ProfileEntry::Category::GRAPHICS);

  if (GetMaskLayer()) {
    ToClientLayer(GetMaskLayer())->RenderLayer();
  }

  if (!IsDirty()) {
    return;
  }

  if (!mCanvasClient) {
    TextureFlags flags = TextureFlags::IMMEDIATE_UPLOAD;
    if (mNeedsYFlip) {
      flags |= TextureFlags::NEEDS_Y_FLIP;
    }

    if (!mGLContext) {
      // We don't support locking for buffer surfaces currently
      flags |= TextureFlags::IMMEDIATE_UPLOAD;
    } else {
      // GLContext's SurfaceStream handles ownership itself,
      // and doesn't require layers to do any deallocation.
      flags |= TextureFlags::DEALLOCATE_CLIENT;
    }

    if (!mIsAlphaPremultiplied) {
      flags |= TextureFlags::NON_PREMULTIPLIED;
    }

    mCanvasClient = CanvasClient::CreateCanvasClient(GetCanvasClientType(),
                                                     ClientManager()->AsShadowForwarder(),
                                                     flags);
    if (!mCanvasClient) {
      return;
    }
    if (HasShadow()) {
      mCanvasClient->Connect();
      ClientManager()->AsShadowForwarder()->Attach(mCanvasClient, this);
    }
  }

  FirePreTransactionCallback();
  mCanvasClient->Update(gfx::IntSize(mBounds.width, mBounds.height), this);

  FireDidTransactionCallback();

  ClientManager()->Hold(this);
  mCanvasClient->Updated();
  mCanvasClient->OnTransaction();
}
示例#6
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void
BasicShadowableColorLayer::Paint(gfxContext* aContext, Layer* aMaskLayer)
{
  BasicColorLayer::Paint(aContext, aMaskLayer);

  if (!HasShadow()) {
    return;
  }

  if (aMaskLayer) {
    static_cast<BasicImplData*>(aMaskLayer->ImplData())
      ->Paint(aContext, nullptr);
  }
}
void
ClientCanvasLayer::RenderLayer()
{
    PROFILER_LABEL("ClientCanvasLayer", "Paint");
    if (!IsDirty()) {
        return;
    }

    if (GetMaskLayer()) {
        ToClientLayer(GetMaskLayer())->RenderLayer();
    }

    if (!mCanvasClient) {
        TextureFlags flags = TEXTURE_IMMEDIATE_UPLOAD;
        if (mNeedsYFlip) {
            flags |= TEXTURE_NEEDS_Y_FLIP;
        }

        bool isCrossProcess = !(XRE_GetProcessType() == GeckoProcessType_Default);
        //Append TEXTURE_DEALLOCATE_CLIENT flag for streaming buffer under OOPC case
        if (isCrossProcess && mGLContext) {
            GLScreenBuffer* screen = mGLContext->Screen();
            if (screen && screen->Stream()) {
                flags |= TEXTURE_DEALLOCATE_CLIENT;
            }
        }
        mCanvasClient = CanvasClient::CreateCanvasClient(GetCanvasClientType(),
                        ClientManager(), flags);
        if (!mCanvasClient) {
            return;
        }
        if (HasShadow()) {
            mCanvasClient->Connect();
            ClientManager()->Attach(mCanvasClient, this);
        }
    }

    FirePreTransactionCallback();
    mCanvasClient->Update(gfx::IntSize(mBounds.width, mBounds.height), this);

    FireDidTransactionCallback();

    ClientManager()->Hold(this);
    mCanvasClient->Updated();
    mCanvasClient->OnTransaction();
}
示例#8
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void
BasicShadowableCanvasLayer::Initialize(const Data& aData)
{
  BasicCanvasLayer::Initialize(aData);
  if (!HasShadow())
      return;

  // XXX won't get here currently; need to figure out what to do on
  // canvas resizes

  if (IsSurfaceDescriptorValid(mBackBuffer)) {
    AutoOpenSurface backSurface(OPEN_READ_ONLY, mBackBuffer);
    if (gfxIntSize(mBounds.width, mBounds.height) != backSurface.Size()) {
      DestroyBackBuffer();
    }
  }
}
void
BasicTiledThebesLayer::PaintThebes(gfxContext* aContext,
                                   Layer* aMaskLayer,
                                   LayerManager::DrawThebesLayerCallback aCallback,
                                   void* aCallbackData,
                                   ReadbackProcessor* aReadback)
{
  if (!HasShadow()) {
    NS_ASSERTION(false, "Shadow requested for painting\n");
    return;
  }

  if (!aCallback) {
    BasicManager()->SetTransactionIncomplete();
    return;
  }

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

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

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

  nsIntRegion invalidRegion = mVisibleRegion;
  invalidRegion.Sub(invalidRegion, mValidRegion);
  if (invalidRegion.IsEmpty()) {
    EndPaint(true);
    return;
  }

  // Only paint the mask layer on the first transaction.
  if (aMaskLayer && !BasicManager()->IsRepeatTransaction()) {
    static_cast<BasicImplData*>(aMaskLayer->ImplData())->Paint(aContext, nullptr);
  }

  // Fast path for no progressive updates, no low-precision updates and no
  // critical display-port set.
  if (!gfxPlatform::UseProgressiveTilePainting() &&
      !gfxPlatform::UseLowPrecisionBuffer() &&
      GetParent()->GetFrameMetrics().mCriticalDisplayPort.IsEmpty()) {
    mValidRegion = mVisibleRegion;

    NS_ASSERTION(!BasicManager()->IsRepeatTransaction(), "Didn't paint our mask layer");

    mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion,
                                             aCallback, aCallbackData);

    BasicManager()->Hold(this);
    mContentClient->LockCopyAndWrite(TiledContentClient::TILED_BUFFER);

    return;
  }

  // Calculate everything we need to perform the paint.
  BeginPaint();
  if (mPaintData.mPaintFinished) {
    return;
  }

  // Make sure that tiles that fall outside of the visible region are
  // discarded on the first update.
  if (!BasicManager()->IsRepeatTransaction()) {
    mValidRegion.And(mValidRegion, mVisibleRegion);
    if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) {
      // Make sure that tiles that fall outside of the critical displayport are
      // discarded on the first update.
      mValidRegion.And(mValidRegion, mPaintData.mLayerCriticalDisplayPort);
    }
  }

  nsIntRegion lowPrecisionInvalidRegion;
  if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) {
    if (gfxPlatform::UseLowPrecisionBuffer()) {
      // Calculate the invalid region for the low precision buffer
      lowPrecisionInvalidRegion.Sub(mVisibleRegion, mLowPrecisionValidRegion);

      // Remove the valid region from the low precision valid region (we don't
      // validate this part of the low precision buffer).
      lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion);
    }

    // Clip the invalid region to the critical display-port
    invalidRegion.And(invalidRegion, mPaintData.mLayerCriticalDisplayPort);
    if (invalidRegion.IsEmpty() && lowPrecisionInvalidRegion.IsEmpty()) {
      EndPaint(true);
      return;
    }
  }

  if (!invalidRegion.IsEmpty() && mPaintData.mLowPrecisionPaintCount == 0) {
    bool updatedBuffer = false;
    // Only draw progressively when the resolution is unchanged.
    if (gfxPlatform::UseProgressiveTilePainting() &&
        !BasicManager()->HasShadowTarget() &&
        mContentClient->mTiledBuffer.GetFrameResolution() == mPaintData.mResolution) {
      // Store the old valid region, then clear it before painting.
      // We clip the old valid region to the visible region, as it only gets
      // used to decide stale content (currently valid and previously visible)
      nsIntRegion oldValidRegion = mContentClient->mTiledBuffer.GetValidRegion();
      oldValidRegion.And(oldValidRegion, mVisibleRegion);
      if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) {
        oldValidRegion.And(oldValidRegion, mPaintData.mLayerCriticalDisplayPort);
      }

      updatedBuffer =
        mContentClient->mTiledBuffer.ProgressiveUpdate(mValidRegion, invalidRegion,
                                                       oldValidRegion, &mPaintData,
                                                       aCallback, aCallbackData);
    } else {
      updatedBuffer = true;
      mValidRegion = mVisibleRegion;
      if (!mPaintData.mLayerCriticalDisplayPort.IsEmpty()) {
        mValidRegion.And(mValidRegion, mPaintData.mLayerCriticalDisplayPort);
      }
      mContentClient->mTiledBuffer.SetFrameResolution(mPaintData.mResolution);
      mContentClient->mTiledBuffer.PaintThebes(mValidRegion, invalidRegion,
                                               aCallback, aCallbackData);
    }

    if (updatedBuffer) {
      mPaintData.mFirstPaint = false;
      BasicManager()->Hold(this);
      mContentClient->LockCopyAndWrite(TiledContentClient::TILED_BUFFER);

      // If there are low precision updates, mark the paint as unfinished and
      // request a repeat transaction.
      if (!lowPrecisionInvalidRegion.IsEmpty() && mPaintData.mPaintFinished) {
        BasicManager()->SetRepeatTransaction();
        mPaintData.mLowPrecisionPaintCount = 1;
        mPaintData.mPaintFinished = false;
      }

      // Return so that low precision updates aren't performed in the same
      // transaction as high-precision updates.
      EndPaint(false);
      return;
    }
  }

  // Render the low precision buffer, if there's area to invalidate and the
  // visible region is larger than the critical display port.
  bool updatedLowPrecision = false;
  if (!lowPrecisionInvalidRegion.IsEmpty() &&
      !nsIntRegion(mPaintData.mLayerCriticalDisplayPort).Contains(mVisibleRegion)) {
    nsIntRegion oldValidRegion =
      mContentClient->mLowPrecisionTiledBuffer.GetValidRegion();
    oldValidRegion.And(oldValidRegion, mVisibleRegion);

    // If the frame resolution or format have changed, invalidate the buffer
    if (mContentClient->mLowPrecisionTiledBuffer.GetFrameResolution() != mPaintData.mResolution ||
        mContentClient->mLowPrecisionTiledBuffer.HasFormatChanged()) {
      if (!mLowPrecisionValidRegion.IsEmpty()) {
        updatedLowPrecision = true;
      }
      oldValidRegion.SetEmpty();
      mLowPrecisionValidRegion.SetEmpty();
      mContentClient->mLowPrecisionTiledBuffer.SetFrameResolution(mPaintData.mResolution);
      lowPrecisionInvalidRegion = mVisibleRegion;
    }

    // Invalidate previously valid content that is no longer visible
    if (mPaintData.mLowPrecisionPaintCount == 1) {
      mLowPrecisionValidRegion.And(mLowPrecisionValidRegion, mVisibleRegion);
    }
    mPaintData.mLowPrecisionPaintCount++;

    // Remove the valid high-precision region from the invalid low-precision
    // region. We don't want to spend time drawing things twice.
    lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, mValidRegion);

    if (!lowPrecisionInvalidRegion.IsEmpty()) {
      updatedLowPrecision = mContentClient->mLowPrecisionTiledBuffer
                              .ProgressiveUpdate(mLowPrecisionValidRegion,
                                                 lowPrecisionInvalidRegion,
                                                 oldValidRegion, &mPaintData,
                                                 aCallback, aCallbackData);
    }
  } else if (!mLowPrecisionValidRegion.IsEmpty()) {
    // Clear the low precision tiled buffer
    updatedLowPrecision = true;
    mLowPrecisionValidRegion.SetEmpty();
    mContentClient->mLowPrecisionTiledBuffer.PaintThebes(mLowPrecisionValidRegion,
                                                         mLowPrecisionValidRegion,
                                                         aCallback, aCallbackData);
  }

  // We send a Painted callback if we clear the valid region of the low
  // precision buffer, so that the shadow buffer's valid region can be updated
  // and the associated resources can be freed.
  if (updatedLowPrecision) {
    BasicManager()->Hold(this);
    mContentClient->LockCopyAndWrite(TiledContentClient::LOW_PRECISION_TILED_BUFFER);
  }

  EndPaint(false);
}
示例#10
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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);
}