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Diffstat (limited to 'gfx/layers/Compositor.cpp')
-rw-r--r-- | gfx/layers/Compositor.cpp | 616 |
1 files changed, 616 insertions, 0 deletions
diff --git a/gfx/layers/Compositor.cpp b/gfx/layers/Compositor.cpp new file mode 100644 index 0000000000..80fbb97c87 --- /dev/null +++ b/gfx/layers/Compositor.cpp @@ -0,0 +1,616 @@ +/* -*- 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 |