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-rw-r--r--gfx/layers/RotatedBuffer.cpp477
1 files changed, 477 insertions, 0 deletions
diff --git a/gfx/layers/RotatedBuffer.cpp b/gfx/layers/RotatedBuffer.cpp
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+++ b/gfx/layers/RotatedBuffer.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 "RotatedBuffer.h"
+
+#include <sys/types.h> // for int32_t
+
+#include <algorithm> // for max
+#include <utility> // for Move
+
+#include "BasicImplData.h" // for BasicImplData
+#include "BasicLayersImpl.h" // for ToData
+#include "GeckoProfiler.h" // for AUTO_PROFILER_LABEL
+#include "Layers.h" // for PaintedLayer, Layer, etc
+#include "PaintThread.h"
+#include "gfx2DGlue.h"
+#include "gfxPlatform.h" // for gfxPlatform
+#include "gfxUtils.h" // for gfxUtils
+#include "mozilla/ArrayUtils.h" // for ArrayLength
+#include "mozilla/StaticPrefs_layers.h"
+#include "mozilla/gfx/BasePoint.h" // for BasePoint
+#include "mozilla/gfx/BaseRect.h" // for BaseRect
+#include "mozilla/gfx/BaseSize.h" // for BaseSize
+#include "mozilla/gfx/Matrix.h" // for Matrix
+#include "mozilla/gfx/Point.h" // for Point, IntPoint
+#include "mozilla/gfx/Point.h" // for IntSize
+#include "mozilla/gfx/Rect.h" // for Rect, IntRect
+#include "mozilla/gfx/Types.h" // for ExtendMode::ExtendMode::CLAMP, etc
+#include "mozilla/layers/ShadowLayers.h" // for ShadowableLayer
+#include "mozilla/layers/TextureClient.h" // for TextureClient
+#include "nsLayoutUtils.h" // for invalidation debugging
+
+namespace mozilla {
+
+using namespace gfx;
+
+namespace layers {
+
+void BorrowDrawTarget::ReturnDrawTarget(gfx::DrawTarget*& aReturned) {
+ MOZ_ASSERT(mLoanedDrawTarget);
+ MOZ_ASSERT(aReturned == mLoanedDrawTarget);
+ if (mLoanedDrawTarget) {
+ mLoanedDrawTarget->SetTransform(mLoanedTransform);
+ mLoanedDrawTarget = nullptr;
+ }
+ aReturned = nullptr;
+}
+
+IntRect RotatedBuffer::GetQuadrantRectangle(XSide aXSide, YSide aYSide) const {
+ // quadrantTranslation is the amount we translate the top-left
+ // of the quadrant by to get coordinates relative to the layer
+ IntPoint quadrantTranslation = -mBufferRotation;
+ quadrantTranslation.x += aXSide == LEFT ? mBufferRect.Width() : 0;
+ quadrantTranslation.y += aYSide == TOP ? mBufferRect.Height() : 0;
+ return mBufferRect + quadrantTranslation;
+}
+
+Rect RotatedBuffer::GetSourceRectangle(XSide aXSide, YSide aYSide) const {
+ Rect result;
+ if (aXSide == LEFT) {
+ result.SetBoxX(0, mBufferRotation.x);
+ } else {
+ result.SetBoxX(mBufferRotation.x, mBufferRect.Width());
+ }
+ if (aYSide == TOP) {
+ result.SetBoxY(0, mBufferRotation.y);
+ } else {
+ result.SetBoxY(mBufferRotation.y, mBufferRect.Height());
+ }
+ return result;
+}
+
+void RotatedBuffer::BeginCapture() {
+ RefPtr<gfx::DrawTarget> target = GetBufferTarget();
+
+ MOZ_ASSERT(!mCapture);
+ MOZ_ASSERT(target);
+ mCapture = Factory::CreateCaptureDrawTargetForTarget(
+ target, StaticPrefs::layers_omtp_capture_limit_AtStartup());
+}
+
+RefPtr<gfx::DrawTargetCapture> RotatedBuffer::EndCapture() {
+ MOZ_ASSERT(mCapture);
+ return std::move(mCapture);
+}
+
+/**
+ * @param aXSide LEFT means we draw from the left side of the buffer (which
+ * is drawn on the right side of mBufferRect). RIGHT means we draw from
+ * the right side of the buffer (which is drawn on the left side of
+ * mBufferRect).
+ * @param aYSide TOP means we draw from the top side of the buffer (which
+ * is drawn on the bottom side of mBufferRect). BOTTOM means we draw from
+ * the bottom side of the buffer (which is drawn on the top side of
+ * mBufferRect).
+ */
+void RotatedBuffer::DrawBufferQuadrant(
+ gfx::DrawTarget* aTarget, XSide aXSide, YSide aYSide, float aOpacity,
+ gfx::CompositionOp aOperator, gfx::SourceSurface* aMask,
+ const gfx::Matrix* aMaskTransform) const {
+ // The rectangle that we're going to fill. Basically we're going to
+ // render the buffer at mBufferRect + quadrantTranslation to get the
+ // pixels in the right place, but we're only going to paint within
+ // mBufferRect
+ IntRect quadrantRect = GetQuadrantRectangle(aXSide, aYSide);
+ IntRect fillRect;
+ if (!fillRect.IntersectRect(mBufferRect, quadrantRect)) return;
+
+ gfx::Point quadrantTranslation(quadrantRect.X(), quadrantRect.Y());
+
+ RefPtr<SourceSurface> snapshot = GetBufferSource();
+
+ if (!snapshot) {
+ gfxCriticalError()
+ << "Invalid snapshot in RotatedBuffer::DrawBufferQuadrant";
+ return;
+ }
+
+ // direct2d is much slower when using OP_SOURCE so use OP_OVER and
+ // (maybe) a clear instead. Normally we need to draw in a single operation
+ // (to avoid flickering) but direct2d is ok since it defers rendering.
+ // We should try abstract this logic in a helper when we have other use
+ // cases.
+ if ((aTarget->GetBackendType() == BackendType::DIRECT2D ||
+ aTarget->GetBackendType() == BackendType::DIRECT2D1_1) &&
+ aOperator == CompositionOp::OP_SOURCE) {
+ aOperator = CompositionOp::OP_OVER;
+ if (snapshot->GetFormat() == SurfaceFormat::B8G8R8A8) {
+ aTarget->ClearRect(IntRectToRect(fillRect));
+ }
+ }
+
+ // OP_SOURCE is unbounded in Azure, and we really don't want that behaviour
+ // here. We also can't do a ClearRect+FillRect since we need the drawing to
+ // happen as an atomic operation (to prevent flickering). We also need this
+ // clip in the case where we have a mask, since the mask surface might cover
+ // more than fillRect, but we only want to touch the pixels inside fillRect.
+ aTarget->PushClipRect(IntRectToRect(fillRect));
+
+ if (aMask) {
+ Matrix oldTransform = aTarget->GetTransform();
+
+ // Transform from user -> buffer space.
+ Matrix transform =
+ Matrix::Translation(quadrantTranslation.x, quadrantTranslation.y);
+
+ Matrix inverseMask = *aMaskTransform;
+ inverseMask.Invert();
+
+ transform *= oldTransform;
+ transform *= inverseMask;
+
+#ifdef MOZ_GFX_OPTIMIZE_MOBILE
+ SurfacePattern source(snapshot, ExtendMode::CLAMP, transform,
+ SamplingFilter::POINT);
+#else
+ SurfacePattern source(snapshot, ExtendMode::CLAMP, transform);
+#endif
+
+ aTarget->SetTransform(*aMaskTransform);
+ aTarget->MaskSurface(source, aMask, Point(0, 0),
+ DrawOptions(aOpacity, aOperator));
+ aTarget->SetTransform(oldTransform);
+ } else {
+#ifdef MOZ_GFX_OPTIMIZE_MOBILE
+ DrawSurfaceOptions options(SamplingFilter::POINT);
+#else
+ DrawSurfaceOptions options;
+#endif
+ aTarget->DrawSurface(snapshot, IntRectToRect(fillRect),
+ GetSourceRectangle(aXSide, aYSide), options,
+ DrawOptions(aOpacity, aOperator));
+ }
+
+ aTarget->PopClip();
+}
+
+void RotatedBuffer::DrawBufferWithRotation(
+ gfx::DrawTarget* aTarget, float aOpacity, gfx::CompositionOp aOperator,
+ gfx::SourceSurface* aMask, const gfx::Matrix* aMaskTransform) const {
+ AUTO_PROFILER_LABEL("RotatedBuffer::DrawBufferWithRotation", GRAPHICS);
+
+ // See above, in Azure Repeat should always be a safe, even faster choice
+ // though! Particularly on D2D Repeat should be a lot faster, need to look
+ // into that. TODO[Bas]
+ DrawBufferQuadrant(aTarget, LEFT, TOP, aOpacity, aOperator, aMask,
+ aMaskTransform);
+ DrawBufferQuadrant(aTarget, RIGHT, TOP, aOpacity, aOperator, aMask,
+ aMaskTransform);
+ DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aOpacity, aOperator, aMask,
+ aMaskTransform);
+ DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aOpacity, aOperator, aMask,
+ aMaskTransform);
+}
+
+static bool IsClippingCheap(gfx::DrawTarget* aTarget,
+ const nsIntRegion& aRegion) {
+ // Assume clipping is cheap if the draw target just has an integer
+ // translation, and the visible region is simple.
+ return !aTarget->GetTransform().HasNonIntegerTranslation() &&
+ aRegion.GetNumRects() <= 1;
+}
+
+void RotatedBuffer::DrawTo(PaintedLayer* aLayer, DrawTarget* aTarget,
+ float aOpacity, CompositionOp aOp,
+ SourceSurface* aMask, const Matrix* aMaskTransform) {
+ bool clipped = false;
+
+ // If the entire buffer is valid, we can just draw the whole thing,
+ // no need to clip. But we'll still clip if clipping is cheap ---
+ // that might let us copy a smaller region of the buffer.
+ // Also clip to the visible region if we're told to.
+ if (!aLayer->GetValidRegion().Contains(BufferRect()) ||
+ (ToData(aLayer)->GetClipToVisibleRegion() &&
+ !aLayer->GetVisibleRegion().ToUnknownRegion().Contains(BufferRect())) ||
+ IsClippingCheap(aTarget,
+ aLayer->GetLocalVisibleRegion().ToUnknownRegion())) {
+ // We don't want to draw invalid stuff, so we need to clip. Might as
+ // well clip to the smallest area possible --- the visible region.
+ // Bug 599189 if there is a non-integer-translation transform in aTarget,
+ // we might sample pixels outside GetLocalVisibleRegion(), which is wrong
+ // and may cause gray lines.
+ gfxUtils::ClipToRegion(aTarget,
+ aLayer->GetLocalVisibleRegion().ToUnknownRegion());
+ clipped = true;
+ }
+
+ DrawBufferWithRotation(aTarget, aOpacity, aOp, aMask, aMaskTransform);
+ if (clipped) {
+ aTarget->PopClip();
+ }
+}
+
+void RotatedBuffer::UpdateDestinationFrom(const RotatedBuffer& aSource,
+ const gfx::IntRect& aUpdateRect) {
+ DrawIterator iter;
+ while (DrawTarget* destDT =
+ BorrowDrawTargetForQuadrantUpdate(aUpdateRect, &iter)) {
+ bool isClippingCheap = IsClippingCheap(destDT, iter.mDrawRegion);
+ if (isClippingCheap) {
+ gfxUtils::ClipToRegion(destDT, iter.mDrawRegion);
+ }
+
+ aSource.DrawBufferWithRotation(destDT, 1.0, CompositionOp::OP_SOURCE);
+ if (isClippingCheap) {
+ destDT->PopClip();
+ }
+ ReturnDrawTarget(destDT);
+ }
+}
+
+static void WrapRotationAxis(int32_t* aRotationPoint, int32_t aSize) {
+ if (*aRotationPoint < 0) {
+ *aRotationPoint += aSize;
+ } else if (*aRotationPoint >= aSize) {
+ *aRotationPoint -= aSize;
+ }
+}
+
+bool RotatedBuffer::Parameters::IsRotated() const {
+ return mBufferRotation != IntPoint(0, 0);
+}
+
+bool RotatedBuffer::Parameters::RectWrapsBuffer(
+ const gfx::IntRect& aRect) const {
+ int32_t xBoundary = mBufferRect.XMost() - mBufferRotation.x;
+ int32_t yBoundary = mBufferRect.YMost() - mBufferRotation.y;
+ return (aRect.X() < xBoundary && xBoundary < aRect.XMost()) ||
+ (aRect.Y() < yBoundary && yBoundary < aRect.YMost());
+}
+
+void RotatedBuffer::Parameters::SetUnrotated() {
+ mBufferRotation = IntPoint(0, 0);
+ mDidSelfCopy = true;
+}
+
+RotatedBuffer::Parameters RotatedBuffer::AdjustedParameters(
+ const gfx::IntRect& aDestBufferRect) const {
+ IntRect keepArea;
+ if (keepArea.IntersectRect(aDestBufferRect, mBufferRect)) {
+ // Set mBufferRotation so that the pixels currently in mDTBuffer
+ // will still be rendered in the right place when mBufferRect
+ // changes to aDestBufferRect.
+ IntPoint newRotation =
+ mBufferRotation + (aDestBufferRect.TopLeft() - mBufferRect.TopLeft());
+ WrapRotationAxis(&newRotation.x, mBufferRect.Width());
+ WrapRotationAxis(&newRotation.y, mBufferRect.Height());
+ NS_ASSERTION(gfx::IntRect(gfx::IntPoint(0, 0), mBufferRect.Size())
+ .Contains(newRotation),
+ "newRotation out of bounds");
+
+ return Parameters{aDestBufferRect, newRotation};
+ }
+
+ // No pixels are going to be kept. The whole visible region
+ // will be redrawn, so we don't need to copy anything, so we don't
+ // set destBuffer.
+ return Parameters{aDestBufferRect, IntPoint(0, 0)};
+}
+
+bool RotatedBuffer::UnrotateBufferTo(const Parameters& aParameters) {
+ RefPtr<gfx::DrawTarget> drawTarget = GetDrawTarget();
+ MOZ_ASSERT(drawTarget && drawTarget->IsValid());
+
+ if (mBufferRotation == IntPoint(0, 0)) {
+ IntRect srcRect(IntPoint(0, 0), mBufferRect.Size());
+ IntPoint dest = mBufferRect.TopLeft() - aParameters.mBufferRect.TopLeft();
+
+ drawTarget->CopyRect(srcRect, dest);
+ return true;
+ } else {
+ return drawTarget->Unrotate(aParameters.mBufferRotation);
+ }
+}
+
+void RotatedBuffer::SetParameters(
+ const RotatedBuffer::Parameters& aParameters) {
+ mBufferRect = aParameters.mBufferRect;
+ mBufferRotation = aParameters.mBufferRotation;
+ mDidSelfCopy = aParameters.mDidSelfCopy;
+}
+
+RotatedBuffer::ContentType RotatedBuffer::GetContentType() const {
+ return ContentForFormat(GetFormat());
+}
+
+DrawTarget* RotatedBuffer::BorrowDrawTargetForQuadrantUpdate(
+ const IntRect& aBounds, DrawIterator* aIter) {
+ IntRect bounds = aBounds;
+ if (aIter) {
+ // If an iterator was provided, then BeginPaint must have been run with
+ // PAINT_CAN_DRAW_ROTATED, and the draw region might cover multiple
+ // quadrants. Iterate over each of them, and return an appropriate buffer
+ // each time we find one that intersects the draw region. The iterator
+ // mCount value tracks which quadrants we have considered across multiple
+ // calls to this function.
+ aIter->mDrawRegion.SetEmpty();
+ while (aIter->mCount < 4) {
+ IntRect quadrant =
+ GetQuadrantRectangle((aIter->mCount & 1) ? LEFT : RIGHT,
+ (aIter->mCount & 2) ? TOP : BOTTOM);
+ aIter->mDrawRegion.And(aBounds, quadrant);
+ aIter->mCount++;
+ if (!aIter->mDrawRegion.IsEmpty()) {
+ break;
+ }
+ }
+ if (aIter->mDrawRegion.IsEmpty()) {
+ return nullptr;
+ }
+ bounds = aIter->mDrawRegion.GetBounds();
+ }
+
+ MOZ_ASSERT(!mLoanedDrawTarget,
+ "draw target has been borrowed and not returned");
+ mLoanedDrawTarget = GetDrawTarget();
+
+ // Figure out which quadrant to draw in
+ int32_t xBoundary = mBufferRect.XMost() - mBufferRotation.x;
+ int32_t yBoundary = mBufferRect.YMost() - mBufferRotation.y;
+ XSide sideX = bounds.XMost() <= xBoundary ? RIGHT : LEFT;
+ YSide sideY = bounds.YMost() <= yBoundary ? BOTTOM : TOP;
+ IntRect quadrantRect = GetQuadrantRectangle(sideX, sideY);
+ NS_ASSERTION(quadrantRect.Contains(bounds), "Messed up quadrants");
+
+ mLoanedTransform = mLoanedDrawTarget->GetTransform();
+ Matrix transform = Matrix(mLoanedTransform)
+ .PreTranslate(-quadrantRect.X(), -quadrantRect.Y());
+ mLoanedDrawTarget->SetTransform(transform);
+
+ return mLoanedDrawTarget;
+}
+
+gfx::SurfaceFormat RemoteRotatedBuffer::GetFormat() const {
+ return mClient->GetFormat();
+}
+
+bool RemoteRotatedBuffer::IsLocked() { return mClient->IsLocked(); }
+
+bool RemoteRotatedBuffer::Lock(OpenMode aMode) {
+ MOZ_ASSERT(!mTarget);
+ MOZ_ASSERT(!mTargetOnWhite);
+
+ bool locked =
+ mClient->Lock(aMode) && (!mClientOnWhite || mClientOnWhite->Lock(aMode));
+ if (!locked) {
+ Unlock();
+ return false;
+ }
+
+ mTarget = mClient->BorrowDrawTarget();
+ if (!mTarget || !mTarget->IsValid()) {
+ gfxCriticalNote << "Invalid draw target " << hexa(mTarget)
+ << " in RemoteRotatedBuffer::Lock";
+ Unlock();
+ return false;
+ }
+
+ if (mClientOnWhite) {
+ mTargetOnWhite = mClientOnWhite->BorrowDrawTarget();
+ if (!mTargetOnWhite || !mTargetOnWhite->IsValid()) {
+ gfxCriticalNote << "Invalid draw target(s) " << hexa(mTarget) << " and "
+ << hexa(mTargetOnWhite)
+ << " in RemoteRotatedBuffer::Lock";
+ Unlock();
+ return false;
+ }
+ }
+
+ if (mTargetOnWhite) {
+ mTargetDual = Factory::CreateDualDrawTarget(mTarget, mTargetOnWhite);
+
+ if (!mTargetDual || !mTargetDual->IsValid()) {
+ gfxCriticalNote << "Invalid dual draw target " << hexa(mTargetDual)
+ << " in RemoteRotatedBuffer::Lock";
+ Unlock();
+ return false;
+ }
+ } else {
+ mTargetDual = mTarget;
+ }
+
+ return true;
+}
+
+void RemoteRotatedBuffer::Unlock() {
+ mTarget = nullptr;
+ mTargetOnWhite = nullptr;
+ mTargetDual = nullptr;
+
+ if (mClient->IsLocked()) {
+ mClient->Unlock();
+ }
+ if (mClientOnWhite && mClientOnWhite->IsLocked()) {
+ mClientOnWhite->Unlock();
+ }
+}
+
+void RemoteRotatedBuffer::SyncWithObject(RefPtr<SyncObjectClient> aSyncObject) {
+ mClient->SyncWithObject(aSyncObject);
+ if (mClientOnWhite) {
+ mClientOnWhite->SyncWithObject(aSyncObject);
+ }
+}
+
+void RemoteRotatedBuffer::Clear() {
+ MOZ_ASSERT(!mTarget && !mTargetOnWhite);
+ mClient = nullptr;
+ mClientOnWhite = nullptr;
+}
+
+gfx::DrawTarget* RemoteRotatedBuffer::GetBufferTarget() const {
+ return mTargetDual;
+}
+
+gfx::SurfaceFormat DrawTargetRotatedBuffer::GetFormat() const {
+ return mTarget->GetFormat();
+}
+
+gfx::DrawTarget* DrawTargetRotatedBuffer::GetBufferTarget() const {
+ return mTargetDual;
+}
+
+gfx::SurfaceFormat SourceRotatedBuffer::GetFormat() const {
+ return mSource->GetFormat();
+}
+
+already_AddRefed<SourceSurface> SourceRotatedBuffer::GetBufferSource() const {
+ RefPtr<SourceSurface> sourceDual = mSourceDual;
+ return sourceDual.forget();
+}
+
+} // namespace layers
+} // namespace mozilla