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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
commit2aa4a82499d4becd2284cdb482213d541b8804dd (patch)
treeb80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/layers/Compositor.cpp
parentInitial commit. (diff)
downloadfirefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz
firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/layers/Compositor.cpp')
-rw-r--r--gfx/layers/Compositor.cpp616
1 files changed, 616 insertions, 0 deletions
diff --git a/gfx/layers/Compositor.cpp b/gfx/layers/Compositor.cpp
new file mode 100644
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+++ b/gfx/layers/Compositor.cpp
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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#include "mozilla/layers/Compositor.h"
+#include "mozilla/layers/CompositionRecorder.h"
+#include "base/message_loop.h" // for MessageLoop
+#include "mozilla/gfx/Types.h"
+#include "mozilla/layers/CompositorBridgeParent.h" // for CompositorBridgeParent
+#include "mozilla/layers/Diagnostics.h"
+#include "mozilla/layers/Effects.h" // for Effect, EffectChain, etc
+#include "mozilla/layers/TextureClient.h"
+#include "mozilla/layers/TextureHost.h"
+#include "mozilla/layers/CompositorThread.h"
+#include "mozilla/mozalloc.h" // for operator delete, etc
+#include "GeckoProfiler.h"
+#include "gfx2DGlue.h"
+#include "nsAppRunner.h"
+#include "LayersHelpers.h"
+
+namespace mozilla {
+
+namespace layers {
+
+class CompositorRecordedFrame final : public RecordedFrame {
+ public:
+ CompositorRecordedFrame(const TimeStamp& aTimeStamp,
+ RefPtr<AsyncReadbackBuffer>&& aBuffer)
+ : RecordedFrame(aTimeStamp), mBuffer(aBuffer) {}
+
+ virtual already_AddRefed<gfx::DataSourceSurface> GetSourceSurface() override {
+ if (mSurface) {
+ return do_AddRef(mSurface);
+ }
+
+ gfx::IntSize size = mBuffer->GetSize();
+
+ mSurface = gfx::Factory::CreateDataSourceSurface(
+ size, gfx::SurfaceFormat::B8G8R8A8,
+ /* aZero = */ false);
+
+ if (!mBuffer->MapAndCopyInto(mSurface, size)) {
+ mSurface = nullptr;
+ return nullptr;
+ }
+
+ return do_AddRef(mSurface);
+ }
+
+ private:
+ RefPtr<AsyncReadbackBuffer> mBuffer;
+ RefPtr<gfx::DataSourceSurface> mSurface;
+};
+
+Compositor::Compositor(widget::CompositorWidget* aWidget,
+ CompositorBridgeParent* aParent)
+ : mDiagnosticTypes(DiagnosticTypes::NO_DIAGNOSTIC),
+ mParent(aParent),
+ mPixelsPerFrame(0),
+ mPixelsFilled(0),
+ mScreenRotation(ROTATION_0),
+ mWidget(aWidget),
+ mIsDestroyed(false)
+#if defined(MOZ_WIDGET_ANDROID)
+ // If the default color isn't white for Fennec, there is a black
+ // flash before the first page of a tab is loaded.
+ ,
+ mClearColor(ToDeviceColor(sRGBColor::OpaqueWhite())),
+ mDefaultClearColor(ToDeviceColor(sRGBColor::OpaqueWhite()))
+#else
+ ,
+ mClearColor(gfx::DeviceColor()),
+ mDefaultClearColor(gfx::DeviceColor())
+#endif
+{
+}
+
+Compositor::~Compositor() { ReadUnlockTextures(); }
+
+void Compositor::Destroy() {
+ mWidget = nullptr;
+
+ TextureSourceProvider::Destroy();
+ mIsDestroyed = true;
+}
+
+void Compositor::EndFrame() {
+ ReadUnlockTextures();
+ mLastCompositionEndTime = TimeStamp::Now();
+}
+
+bool Compositor::ShouldDrawDiagnostics(DiagnosticFlags aFlags) {
+ if ((aFlags & DiagnosticFlags::TILE) &&
+ !(mDiagnosticTypes & DiagnosticTypes::TILE_BORDERS)) {
+ return false;
+ }
+ if ((aFlags & DiagnosticFlags::BIGIMAGE) &&
+ !(mDiagnosticTypes & DiagnosticTypes::BIGIMAGE_BORDERS)) {
+ return false;
+ }
+ if (mDiagnosticTypes == DiagnosticTypes::NO_DIAGNOSTIC) {
+ return false;
+ }
+ return true;
+}
+
+void Compositor::DrawDiagnostics(DiagnosticFlags aFlags,
+ const nsIntRegion& aVisibleRegion,
+ const gfx::IntRect& aClipRect,
+ const gfx::Matrix4x4& aTransform,
+ uint32_t aFlashCounter) {
+ if (!ShouldDrawDiagnostics(aFlags)) {
+ return;
+ }
+
+ if (aVisibleRegion.GetNumRects() > 1) {
+ for (auto iter = aVisibleRegion.RectIter(); !iter.Done(); iter.Next()) {
+ DrawDiagnostics(aFlags | DiagnosticFlags::REGION_RECT,
+ IntRectToRect(iter.Get()), aClipRect, aTransform,
+ aFlashCounter);
+ }
+ }
+
+ DrawDiagnostics(aFlags, IntRectToRect(aVisibleRegion.GetBounds()), aClipRect,
+ aTransform, aFlashCounter);
+}
+
+void Compositor::DrawDiagnostics(DiagnosticFlags aFlags,
+ const gfx::Rect& aVisibleRect,
+ const gfx::IntRect& aClipRect,
+ const gfx::Matrix4x4& aTransform,
+ uint32_t aFlashCounter) {
+ if (!ShouldDrawDiagnostics(aFlags)) {
+ return;
+ }
+
+ DrawDiagnosticsInternal(aFlags, aVisibleRect, aClipRect, aTransform,
+ aFlashCounter);
+}
+
+void Compositor::DrawDiagnosticsInternal(DiagnosticFlags aFlags,
+ const gfx::Rect& aVisibleRect,
+ const gfx::IntRect& aClipRect,
+ const gfx::Matrix4x4& aTransform,
+ uint32_t aFlashCounter) {
+#ifdef ANDROID
+ int lWidth = 10;
+#else
+ int lWidth = 2;
+#endif
+
+ // Technically it is sRGB but it is just for debugging.
+ gfx::DeviceColor color;
+ if (aFlags & DiagnosticFlags::CONTENT) {
+ color = gfx::DeviceColor(0.0f, 1.0f, 0.0f, 1.0f); // green
+ if (aFlags & DiagnosticFlags::COMPONENT_ALPHA) {
+ color = gfx::DeviceColor(0.0f, 1.0f, 1.0f, 1.0f); // greenish blue
+ }
+ } else if (aFlags & DiagnosticFlags::IMAGE) {
+ if (aFlags & DiagnosticFlags::NV12) {
+ color = gfx::DeviceColor(1.0f, 1.0f, 0.0f, 1.0f); // yellow
+ } else if (aFlags & DiagnosticFlags::YCBCR) {
+ color = gfx::DeviceColor(1.0f, 0.55f, 0.0f, 1.0f); // orange
+ } else {
+ color = gfx::DeviceColor(1.0f, 0.0f, 0.0f, 1.0f); // red
+ }
+ } else if (aFlags & DiagnosticFlags::COLOR) {
+ color = gfx::DeviceColor(0.0f, 0.0f, 1.0f, 1.0f); // blue
+ } else if (aFlags & DiagnosticFlags::CONTAINER) {
+ color = gfx::DeviceColor(0.8f, 0.0f, 0.8f, 1.0f); // purple
+ }
+
+ // make tile borders a bit more transparent to keep layer borders readable.
+ if (aFlags & DiagnosticFlags::TILE || aFlags & DiagnosticFlags::BIGIMAGE ||
+ aFlags & DiagnosticFlags::REGION_RECT) {
+ lWidth = 1;
+ color.r *= 0.7f;
+ color.g *= 0.7f;
+ color.b *= 0.7f;
+ color.a = color.a * 0.5f;
+ } else {
+ color.a = color.a * 0.7f;
+ }
+
+ if (mDiagnosticTypes & DiagnosticTypes::FLASH_BORDERS) {
+ float flash = (float)aFlashCounter / (float)DIAGNOSTIC_FLASH_COUNTER_MAX;
+ color.r *= flash;
+ color.g *= flash;
+ color.b *= flash;
+ }
+
+ SlowDrawRect(aVisibleRect, color, aClipRect, aTransform, lWidth);
+}
+
+static void UpdateTextureCoordinates(gfx::TexturedTriangle& aTriangle,
+ const gfx::Rect& aRect,
+ const gfx::Rect& aIntersection,
+ const gfx::Rect& aTextureCoords) {
+ // Calculate the relative offset of the intersection within the layer.
+ float dx = (aIntersection.X() - aRect.X()) / aRect.Width();
+ float dy = (aIntersection.Y() - aRect.Y()) / aRect.Height();
+
+ // Update the texture offset.
+ float x = aTextureCoords.X() + dx * aTextureCoords.Width();
+ float y = aTextureCoords.Y() + dy * aTextureCoords.Height();
+
+ // Scale the texture width and height.
+ float w = aTextureCoords.Width() * aIntersection.Width() / aRect.Width();
+ float h = aTextureCoords.Height() * aIntersection.Height() / aRect.Height();
+
+ static const auto Clamp = [](float& f) {
+ if (f >= 1.0f) f = 1.0f;
+ if (f <= 0.0f) f = 0.0f;
+ };
+
+ auto UpdatePoint = [&](const gfx::Point& p, gfx::Point& t) {
+ t.x = x + (p.x - aIntersection.X()) / aIntersection.Width() * w;
+ t.y = y + (p.y - aIntersection.Y()) / aIntersection.Height() * h;
+
+ Clamp(t.x);
+ Clamp(t.y);
+ };
+
+ UpdatePoint(aTriangle.p1, aTriangle.textureCoords.p1);
+ UpdatePoint(aTriangle.p2, aTriangle.textureCoords.p2);
+ UpdatePoint(aTriangle.p3, aTriangle.textureCoords.p3);
+}
+
+void Compositor::DrawGeometry(const gfx::Rect& aRect,
+ const gfx::IntRect& aClipRect,
+ const EffectChain& aEffectChain,
+ gfx::Float aOpacity,
+ const gfx::Matrix4x4& aTransform,
+ const gfx::Rect& aVisibleRect,
+ const Maybe<gfx::Polygon>& aGeometry) {
+ if (aRect.IsEmpty()) {
+ return;
+ }
+
+ if (!aGeometry || !SupportsLayerGeometry()) {
+ DrawQuad(aRect, aClipRect, aEffectChain, aOpacity, aTransform,
+ aVisibleRect);
+ return;
+ }
+
+ // Cull completely invisible polygons.
+ if (aRect.Intersect(aGeometry->BoundingBox()).IsEmpty()) {
+ return;
+ }
+
+ const gfx::Polygon clipped = aGeometry->ClipPolygon(aRect);
+
+ // Cull polygons with no area.
+ if (clipped.IsEmpty()) {
+ return;
+ }
+
+ DrawPolygon(clipped, aRect, aClipRect, aEffectChain, aOpacity, aTransform,
+ aVisibleRect);
+}
+
+void Compositor::DrawTriangles(
+ const nsTArray<gfx::TexturedTriangle>& aTriangles, const gfx::Rect& aRect,
+ const gfx::IntRect& aClipRect, const EffectChain& aEffectChain,
+ gfx::Float aOpacity, const gfx::Matrix4x4& aTransform,
+ const gfx::Rect& aVisibleRect) {
+ for (const gfx::TexturedTriangle& triangle : aTriangles) {
+ DrawTriangle(triangle, aClipRect, aEffectChain, aOpacity, aTransform,
+ aVisibleRect);
+ }
+}
+
+nsTArray<gfx::TexturedTriangle> GenerateTexturedTriangles(
+ const gfx::Polygon& aPolygon, const gfx::Rect& aRect,
+ const gfx::Rect& aTexRect) {
+ nsTArray<gfx::TexturedTriangle> texturedTriangles;
+
+ gfx::Rect layerRects[4];
+ gfx::Rect textureRects[4];
+ size_t rects =
+ DecomposeIntoNoRepeatRects(aRect, aTexRect, &layerRects, &textureRects);
+ for (size_t i = 0; i < rects; ++i) {
+ const gfx::Rect& rect = layerRects[i];
+ const gfx::Rect& texRect = textureRects[i];
+ const gfx::Polygon clipped = aPolygon.ClipPolygon(rect);
+
+ if (clipped.IsEmpty()) {
+ continue;
+ }
+
+ for (const gfx::Triangle& triangle : clipped.ToTriangles()) {
+ const gfx::Rect intersection = rect.Intersect(triangle.BoundingBox());
+
+ // Cull completely invisible triangles.
+ if (intersection.IsEmpty()) {
+ continue;
+ }
+
+ MOZ_ASSERT(rect.Width() > 0.0f && rect.Height() > 0.0f);
+ MOZ_ASSERT(intersection.Width() > 0.0f && intersection.Height() > 0.0f);
+
+ // Since the texture was created for non-split geometry, we need to
+ // update the texture coordinates to account for the split.
+ gfx::TexturedTriangle t(triangle);
+ UpdateTextureCoordinates(t, rect, intersection, texRect);
+ texturedTriangles.AppendElement(std::move(t));
+ }
+ }
+
+ return texturedTriangles;
+}
+
+nsTArray<TexturedVertex> TexturedTrianglesToVertexArray(
+ const nsTArray<gfx::TexturedTriangle>& aTriangles) {
+ const auto VertexFromPoints = [](const gfx::Point& p, const gfx::Point& t) {
+ return TexturedVertex{{p.x, p.y}, {t.x, t.y}};
+ };
+
+ nsTArray<TexturedVertex> vertices;
+
+ for (const gfx::TexturedTriangle& t : aTriangles) {
+ vertices.AppendElement(VertexFromPoints(t.p1, t.textureCoords.p1));
+ vertices.AppendElement(VertexFromPoints(t.p2, t.textureCoords.p2));
+ vertices.AppendElement(VertexFromPoints(t.p3, t.textureCoords.p3));
+ }
+
+ return vertices;
+}
+
+void Compositor::DrawPolygon(const gfx::Polygon& aPolygon,
+ const gfx::Rect& aRect,
+ const gfx::IntRect& aClipRect,
+ const EffectChain& aEffectChain,
+ gfx::Float aOpacity,
+ const gfx::Matrix4x4& aTransform,
+ const gfx::Rect& aVisibleRect) {
+ nsTArray<gfx::TexturedTriangle> texturedTriangles;
+
+ TexturedEffect* texturedEffect =
+ aEffectChain.mPrimaryEffect->AsTexturedEffect();
+
+ if (texturedEffect) {
+ texturedTriangles = GenerateTexturedTriangles(
+ aPolygon, aRect, texturedEffect->mTextureCoords);
+ } else {
+ for (const gfx::Triangle& triangle : aPolygon.ToTriangles()) {
+ texturedTriangles.AppendElement(gfx::TexturedTriangle(triangle));
+ }
+ }
+
+ if (texturedTriangles.IsEmpty()) {
+ // Nothing to render.
+ return;
+ }
+
+ DrawTriangles(texturedTriangles, aRect, aClipRect, aEffectChain, aOpacity,
+ aTransform, aVisibleRect);
+}
+
+void Compositor::SlowDrawRect(const gfx::Rect& aRect,
+ const gfx::DeviceColor& aColor,
+ const gfx::IntRect& aClipRect,
+ const gfx::Matrix4x4& aTransform,
+ int aStrokeWidth) {
+ // TODO This should draw a rect using a single draw call but since
+ // this is only used for debugging overlays it's not worth optimizing ATM.
+ float opacity = 1.0f;
+ EffectChain effects;
+
+ effects.mPrimaryEffect = new EffectSolidColor(aColor);
+ // left
+ this->DrawQuad(gfx::Rect(aRect.X(), aRect.Y(), aStrokeWidth, aRect.Height()),
+ aClipRect, effects, opacity, aTransform);
+ // top
+ this->DrawQuad(gfx::Rect(aRect.X() + aStrokeWidth, aRect.Y(),
+ aRect.Width() - 2 * aStrokeWidth, aStrokeWidth),
+ aClipRect, effects, opacity, aTransform);
+ // right
+ this->DrawQuad(gfx::Rect(aRect.XMost() - aStrokeWidth, aRect.Y(),
+ aStrokeWidth, aRect.Height()),
+ aClipRect, effects, opacity, aTransform);
+ // bottom
+ this->DrawQuad(
+ gfx::Rect(aRect.X() + aStrokeWidth, aRect.YMost() - aStrokeWidth,
+ aRect.Width() - 2 * aStrokeWidth, aStrokeWidth),
+ aClipRect, effects, opacity, aTransform);
+}
+
+void Compositor::FillRect(const gfx::Rect& aRect,
+ const gfx::DeviceColor& aColor,
+ const gfx::IntRect& aClipRect,
+ const gfx::Matrix4x4& aTransform) {
+ float opacity = 1.0f;
+ EffectChain effects;
+
+ effects.mPrimaryEffect = new EffectSolidColor(aColor);
+ this->DrawQuad(aRect, aClipRect, effects, opacity, aTransform);
+}
+
+static float WrapTexCoord(float v) {
+ // This should return values in range [0, 1.0)
+ return v - floorf(v);
+}
+
+static void SetRects(size_t n, decomposedRectArrayT* aLayerRects,
+ decomposedRectArrayT* aTextureRects, float x0, float y0,
+ float x1, float y1, float tx0, float ty0, float tx1,
+ float ty1, bool flip_y) {
+ if (flip_y) {
+ std::swap(ty0, ty1);
+ }
+ (*aLayerRects)[n] = gfx::Rect(x0, y0, x1 - x0, y1 - y0);
+ (*aTextureRects)[n] = gfx::Rect(tx0, ty0, tx1 - tx0, ty1 - ty0);
+}
+
+#ifdef DEBUG
+static inline bool FuzzyEqual(float a, float b) {
+ return fabs(a - b) < 0.0001f;
+}
+static inline bool FuzzyLTE(float a, float b) { return a <= b + 0.0001f; }
+#endif
+
+size_t DecomposeIntoNoRepeatRects(const gfx::Rect& aRect,
+ const gfx::Rect& aTexCoordRect,
+ decomposedRectArrayT* aLayerRects,
+ decomposedRectArrayT* aTextureRects) {
+ gfx::Rect texCoordRect = aTexCoordRect;
+
+ // If the texture should be flipped, it will have negative height. Detect that
+ // here and compensate for it. We will flip each rect as we emit it.
+ bool flipped = false;
+ if (texCoordRect.Height() < 0) {
+ flipped = true;
+ texCoordRect.MoveByY(texCoordRect.Height());
+ texCoordRect.SetHeight(-texCoordRect.Height());
+ }
+
+ // Wrap the texture coordinates so they are within [0,1] and cap width/height
+ // at 1. We rely on this below.
+ texCoordRect = gfx::Rect(gfx::Point(WrapTexCoord(texCoordRect.X()),
+ WrapTexCoord(texCoordRect.Y())),
+ gfx::Size(std::min(texCoordRect.Width(), 1.0f),
+ std::min(texCoordRect.Height(), 1.0f)));
+
+ NS_ASSERTION(
+ texCoordRect.X() >= 0.0f && texCoordRect.X() <= 1.0f &&
+ texCoordRect.Y() >= 0.0f && texCoordRect.Y() <= 1.0f &&
+ texCoordRect.Width() >= 0.0f && texCoordRect.Width() <= 1.0f &&
+ texCoordRect.Height() >= 0.0f && texCoordRect.Height() <= 1.0f &&
+ texCoordRect.XMost() >= 0.0f && texCoordRect.XMost() <= 2.0f &&
+ texCoordRect.YMost() >= 0.0f && texCoordRect.YMost() <= 2.0f,
+ "We just wrapped the texture coordinates, didn't we?");
+
+ // Get the top left and bottom right points of the rectangle. Note that
+ // tl.x/tl.y are within [0,1] but br.x/br.y are within [0,2].
+ gfx::Point tl = texCoordRect.TopLeft();
+ gfx::Point br = texCoordRect.BottomRight();
+
+ NS_ASSERTION(tl.x >= 0.0f && tl.x <= 1.0f && tl.y >= 0.0f && tl.y <= 1.0f &&
+ br.x >= tl.x && br.x <= 2.0f && br.y >= tl.y &&
+ br.y <= 2.0f && FuzzyLTE(br.x - tl.x, 1.0f) &&
+ FuzzyLTE(br.y - tl.y, 1.0f),
+ "Somehow generated invalid texture coordinates");
+
+ // Then check if we wrap in either the x or y axis.
+ bool xwrap = br.x > 1.0f;
+ bool ywrap = br.y > 1.0f;
+
+ // If xwrap is false, the texture will be sampled from tl.x .. br.x.
+ // If xwrap is true, then it will be split into tl.x .. 1.0, and
+ // 0.0 .. WrapTexCoord(br.x). Same for the Y axis. The destination
+ // rectangle is also split appropriately, according to the calculated
+ // xmid/ymid values.
+ if (!xwrap && !ywrap) {
+ SetRects(0, aLayerRects, aTextureRects, aRect.X(), aRect.Y(), aRect.XMost(),
+ aRect.YMost(), tl.x, tl.y, br.x, br.y, flipped);
+ return 1;
+ }
+
+ // If we are dealing with wrapping br.x and br.y are greater than 1.0 so
+ // wrap them here as well.
+ br = gfx::Point(xwrap ? WrapTexCoord(br.x) : br.x,
+ ywrap ? WrapTexCoord(br.y) : br.y);
+
+ // If we wrap around along the x axis, we will draw first from
+ // tl.x .. 1.0 and then from 0.0 .. br.x (which we just wrapped above).
+ // The same applies for the Y axis. The midpoints we calculate here are
+ // only valid if we actually wrap around.
+ GLfloat xmid =
+ aRect.X() + (1.0f - tl.x) / texCoordRect.Width() * aRect.Width();
+ GLfloat ymid =
+ aRect.Y() + (1.0f - tl.y) / texCoordRect.Height() * aRect.Height();
+
+ // Due to floating-point inaccuracy, we have to use XMost()-x and YMost()-y
+ // to calculate width and height, respectively, to ensure that size will
+ // remain consistent going from absolute to relative and back again.
+ NS_ASSERTION(
+ !xwrap || (xmid >= aRect.X() && xmid <= aRect.XMost() &&
+ FuzzyEqual((xmid - aRect.X()) + (aRect.XMost() - xmid),
+ aRect.XMost() - aRect.X())),
+ "xmid should be within [x,XMost()] and the wrapped rect should have the "
+ "same width");
+ NS_ASSERTION(
+ !ywrap || (ymid >= aRect.Y() && ymid <= aRect.YMost() &&
+ FuzzyEqual((ymid - aRect.Y()) + (aRect.YMost() - ymid),
+ aRect.YMost() - aRect.Y())),
+ "ymid should be within [y,YMost()] and the wrapped rect should have the "
+ "same height");
+
+ if (!xwrap && ywrap) {
+ SetRects(0, aLayerRects, aTextureRects, aRect.X(), aRect.Y(), aRect.XMost(),
+ ymid, tl.x, tl.y, br.x, 1.0f, flipped);
+ SetRects(1, aLayerRects, aTextureRects, aRect.X(), ymid, aRect.XMost(),
+ aRect.YMost(), tl.x, 0.0f, br.x, br.y, flipped);
+ return 2;
+ }
+
+ if (xwrap && !ywrap) {
+ SetRects(0, aLayerRects, aTextureRects, aRect.X(), aRect.Y(), xmid,
+ aRect.YMost(), tl.x, tl.y, 1.0f, br.y, flipped);
+ SetRects(1, aLayerRects, aTextureRects, xmid, aRect.Y(), aRect.XMost(),
+ aRect.YMost(), 0.0f, tl.y, br.x, br.y, flipped);
+ return 2;
+ }
+
+ SetRects(0, aLayerRects, aTextureRects, aRect.X(), aRect.Y(), xmid, ymid,
+ tl.x, tl.y, 1.0f, 1.0f, flipped);
+ SetRects(1, aLayerRects, aTextureRects, xmid, aRect.Y(), aRect.XMost(), ymid,
+ 0.0f, tl.y, br.x, 1.0f, flipped);
+ SetRects(2, aLayerRects, aTextureRects, aRect.X(), ymid, xmid, aRect.YMost(),
+ tl.x, 0.0f, 1.0f, br.y, flipped);
+ SetRects(3, aLayerRects, aTextureRects, xmid, ymid, aRect.XMost(),
+ aRect.YMost(), 0.0f, 0.0f, br.x, br.y, flipped);
+ return 4;
+}
+
+gfx::IntRect Compositor::ComputeBackdropCopyRect(
+ const gfx::Rect& aRect, const gfx::IntRect& aClipRect,
+ const gfx::Matrix4x4& aTransform, gfx::Matrix4x4* aOutTransform,
+ gfx::Rect* aOutLayerQuad) {
+ // Compute the clip.
+ RefPtr<CompositingRenderTarget> currentRenderTarget =
+ GetCurrentRenderTarget();
+ gfx::IntPoint rtOffset = currentRenderTarget->GetOrigin();
+ gfx::IntSize rtSize = currentRenderTarget->GetSize();
+
+ return layers::ComputeBackdropCopyRect(aRect, aClipRect, aTransform,
+ gfx::IntRect(rtOffset, rtSize),
+ aOutTransform, aOutLayerQuad);
+}
+
+gfx::IntRect Compositor::ComputeBackdropCopyRect(
+ const gfx::Triangle& aTriangle, const gfx::IntRect& aClipRect,
+ const gfx::Matrix4x4& aTransform, gfx::Matrix4x4* aOutTransform,
+ gfx::Rect* aOutLayerQuad) {
+ gfx::Rect boundingBox = aTriangle.BoundingBox();
+ return ComputeBackdropCopyRect(boundingBox, aClipRect, aTransform,
+ aOutTransform, aOutLayerQuad);
+}
+
+void Compositor::SetInvalid() { mParent = nullptr; }
+
+bool Compositor::IsValid() const { return !!mParent; }
+
+void Compositor::UnlockAfterComposition(TextureHost* aTexture) {
+ TextureSourceProvider::UnlockAfterComposition(aTexture);
+
+ // If this is being called after we shutdown the compositor, we must finish
+ // read unlocking now to prevent a cycle.
+ if (IsDestroyed()) {
+ ReadUnlockTextures();
+ }
+}
+
+bool Compositor::NotifyNotUsedAfterComposition(TextureHost* aTextureHost) {
+ if (IsDestroyed() || AsBasicCompositor()) {
+ return false;
+ }
+ return TextureSourceProvider::NotifyNotUsedAfterComposition(aTextureHost);
+}
+
+void Compositor::GetFrameStats(GPUStats* aStats) {
+ aStats->mInvalidPixels = mPixelsPerFrame;
+ aStats->mPixelsFilled = mPixelsFilled;
+}
+
+already_AddRefed<RecordedFrame> Compositor::RecordFrame(
+ const TimeStamp& aTimeStamp) {
+ RefPtr<CompositingRenderTarget> renderTarget = GetWindowRenderTarget();
+ if (!renderTarget) {
+ return nullptr;
+ }
+
+ RefPtr<AsyncReadbackBuffer> buffer =
+ CreateAsyncReadbackBuffer(renderTarget->GetSize());
+
+ if (!ReadbackRenderTarget(renderTarget, buffer)) {
+ return nullptr;
+ }
+
+ return MakeAndAddRef<CompositorRecordedFrame>(aTimeStamp, std::move(buffer));
+}
+
+bool Compositor::ShouldRecordFrames() const {
+#ifdef MOZ_GECKO_PROFILER
+ if (profiler_feature_active(ProfilerFeature::Screenshots)) {
+ return true;
+ }
+#endif
+ return mRecordFrames;
+}
+
+} // namespace layers
+} // namespace mozilla