bool ClientTiledThebesLayer::RenderLowPrecision(nsIntRegion& aInvalidRegion, const nsIntRegion& aVisibleRegion, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData) { // Render the low precision buffer, if the visible region is larger than the // critical display port. if (!nsIntRegion(LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort)).Contains(aVisibleRegion)) { nsIntRegion oldValidRegion = mContentClient->mLowPrecisionTiledBuffer.GetValidRegion(); oldValidRegion.And(oldValidRegion, aVisibleRegion); bool updatedBuffer = false; // If the frame resolution or format have changed, invalidate the buffer if (mContentClient->mLowPrecisionTiledBuffer.GetFrameResolution() != mPaintData.mResolution || mContentClient->mLowPrecisionTiledBuffer.HasFormatChanged()) { if (!mLowPrecisionValidRegion.IsEmpty()) { updatedBuffer = true; } oldValidRegion.SetEmpty(); mLowPrecisionValidRegion.SetEmpty(); mContentClient->mLowPrecisionTiledBuffer.SetFrameResolution(mPaintData.mResolution); aInvalidRegion = aVisibleRegion; } // Invalidate previously valid content that is no longer visible if (mPaintData.mLowPrecisionPaintCount == 1) { mLowPrecisionValidRegion.And(mLowPrecisionValidRegion, aVisibleRegion); } mPaintData.mLowPrecisionPaintCount++; // Remove the valid high-precision region from the invalid low-precision // region. We don't want to spend time drawing things twice. aInvalidRegion.Sub(aInvalidRegion, mValidRegion); TILING_LOG("TILING %p: Progressive paint: low-precision invalid region is %s\n", this, Stringify(aInvalidRegion).c_str()); TILING_LOG("TILING %p: Progressive paint: low-precision old valid region is %s\n", this, Stringify(oldValidRegion).c_str()); if (!aInvalidRegion.IsEmpty()) { updatedBuffer = mContentClient->mLowPrecisionTiledBuffer.ProgressiveUpdate( mLowPrecisionValidRegion, aInvalidRegion, oldValidRegion, &mPaintData, aCallback, aCallbackData); } TILING_LOG("TILING %p: Progressive paint: low-precision new valid region is %s\n", this, Stringify(mLowPrecisionValidRegion).c_str()); return updatedBuffer; } if (!mLowPrecisionValidRegion.IsEmpty()) { TILING_LOG("TILING %p: Clearing low-precision buffer\n", this); // Clear the low precision tiled buffer. mLowPrecisionValidRegion.SetEmpty(); mContentClient->mLowPrecisionTiledBuffer.ResetPaintedAndValidState(); // Return true here so we send a Painted callback after clearing the valid // region of the low precision buffer. This allows the shadow buffer's valid // region to be updated and the associated resources to be freed. return true; } return false; }
bool ClientTiledLayerBuffer::ProgressiveUpdate(nsIntRegion& aValidRegion, nsIntRegion& aInvalidRegion, const nsIntRegion& aOldValidRegion, BasicTiledLayerPaintData* aPaintData, LayerManager::DrawThebesLayerCallback aCallback, void* aCallbackData) { bool repeat = false; bool isBufferChanged = false; do { // Compute the region that should be updated. Repeat as many times as // is required. nsIntRegion regionToPaint; repeat = ComputeProgressiveUpdateRegion(aInvalidRegion, aOldValidRegion, regionToPaint, aPaintData, repeat); // There's no further work to be done. if (regionToPaint.IsEmpty()) { break; } isBufferChanged = true; // Keep track of what we're about to refresh. aValidRegion.Or(aValidRegion, regionToPaint); // aValidRegion may have been altered by InvalidateRegion, but we still // want to display stale content until it gets progressively updated. // Create a region that includes stale content. nsIntRegion validOrStale; validOrStale.Or(aValidRegion, aOldValidRegion); // Paint the computed region and subtract it from the invalid region. PaintThebes(validOrStale, regionToPaint, aCallback, aCallbackData); aInvalidRegion.Sub(aInvalidRegion, regionToPaint); } while (repeat); // Return false if nothing has been drawn, or give what has been drawn // to the shadow layer to upload. return isBufferChanged; }
static void SubtractTransformedRegion(nsIntRegion& aRegion, const nsIntRegion& aRegionToSubtract, const Matrix4x4& aTransform) { if (aRegionToSubtract.IsEmpty()) { return; } // For each rect in the region, find out its bounds in screen space and // subtract it from the screen region. nsIntRegionRectIterator it(aRegionToSubtract); while (const IntRect* rect = it.Next()) { Rect incompleteRect = aTransform.TransformBounds(ToRect(*rect)); aRegion.Sub(aRegion, IntRect(incompleteRect.x, incompleteRect.y, incompleteRect.width, incompleteRect.height)); } }