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-rw-r--r--gfx/layers/composite/TiledContentHost.cpp658
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diff --git a/gfx/layers/composite/TiledContentHost.cpp b/gfx/layers/composite/TiledContentHost.cpp
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index 0000000000..02f7c3b846
--- /dev/null
+++ b/gfx/layers/composite/TiledContentHost.cpp
@@ -0,0 +1,658 @@
+/* -*- 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 "TiledContentHost.h"
+#include "PaintedLayerComposite.h" // for PaintedLayerComposite
+#include "mozilla/gfx/BaseSize.h" // for BaseSize
+#include "mozilla/gfx/Matrix.h" // for Matrix4x4
+#include "mozilla/gfx/Point.h" // for IntSize
+#include "mozilla/layers/Compositor.h" // for Compositor
+// clang-format off
+//#include "mozilla/layers/CompositorBridgeParent.h" // for CompositorBridgeParent
+// clang-format on
+#include "mozilla/layers/Effects.h" // for TexturedEffect, Effect, etc
+#include "mozilla/layers/LayerMetricsWrapper.h" // for LayerMetricsWrapper
+#include "mozilla/layers/PTextureParent.h"
+#include "mozilla/layers/TextureHostOGL.h" // for TextureHostOGL
+#ifdef XP_DARWIN
+# include "mozilla/layers/TextureSync.h" // for TextureSync
+#endif
+#include "nsAString.h"
+#include "nsDebug.h" // for NS_WARNING
+#include "nsPoint.h" // for IntPoint
+#include "nsPrintfCString.h" // for nsPrintfCString
+#include "nsRect.h" // for IntRect
+#include "mozilla/StaticPrefs_layers.h"
+#include "mozilla/layers/TextureClient.h"
+
+namespace mozilla {
+using namespace gfx;
+namespace layers {
+
+class Layer;
+
+float TileHost::GetFadeInOpacity(float aOpacity) {
+ TimeStamp now = TimeStamp::Now();
+ if (!StaticPrefs::layers_tiles_fade_in_enabled() || mFadeStart.IsNull() ||
+ now < mFadeStart) {
+ return aOpacity;
+ }
+
+ float duration = StaticPrefs::layers_tiles_fade_in_duration_ms();
+ float elapsed = (now - mFadeStart).ToMilliseconds();
+ if (elapsed > duration) {
+ mFadeStart = TimeStamp();
+ return aOpacity;
+ }
+ return aOpacity * (elapsed / duration);
+}
+
+RefPtr<TextureSource> TileHost::AcquireTextureSource() const {
+ if (!mTextureHost || !mTextureHost->AcquireTextureSource(mTextureSource)) {
+ return nullptr;
+ }
+ return mTextureSource.get();
+}
+
+RefPtr<TextureSource> TileHost::AcquireTextureSourceOnWhite() const {
+ if (!mTextureHostOnWhite ||
+ !mTextureHostOnWhite->AcquireTextureSource(mTextureSourceOnWhite)) {
+ return nullptr;
+ }
+ return mTextureSourceOnWhite.get();
+}
+
+TiledLayerBufferComposite::TiledLayerBufferComposite() : mFrameResolution() {}
+
+TiledLayerBufferComposite::~TiledLayerBufferComposite() { Clear(); }
+
+void TiledLayerBufferComposite::SetTextureSourceProvider(
+ TextureSourceProvider* aProvider) {
+ MOZ_ASSERT(aProvider);
+ for (TileHost& tile : mRetainedTiles) {
+ if (tile.IsPlaceholderTile()) continue;
+ tile.mTextureHost->SetTextureSourceProvider(aProvider);
+ if (tile.mTextureHostOnWhite) {
+ tile.mTextureHostOnWhite->SetTextureSourceProvider(aProvider);
+ }
+ }
+}
+
+void TiledLayerBufferComposite::AddAnimationInvalidation(nsIntRegion& aRegion) {
+ // We need to invalidate rects where we have a tile that is in the
+ // process of fading in.
+ for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
+ if (!mRetainedTiles[i].mFadeStart.IsNull()) {
+ TileCoordIntPoint coord = mTiles.TileCoord(i);
+ IntPoint offset = GetTileOffset(coord);
+ nsIntRegion tileRegion = IntRect(offset, GetScaledTileSize());
+ aRegion.OrWith(tileRegion);
+ }
+ }
+}
+
+TiledContentHost::TiledContentHost(const TextureInfo& aTextureInfo)
+ : ContentHost(aTextureInfo),
+ mTiledBuffer(TiledLayerBufferComposite()),
+ mLowPrecisionTiledBuffer(TiledLayerBufferComposite()) {
+ MOZ_COUNT_CTOR(TiledContentHost);
+}
+
+TiledContentHost::~TiledContentHost() { MOZ_COUNT_DTOR(TiledContentHost); }
+
+already_AddRefed<TexturedEffect> TiledContentHost::GenEffect(
+ const gfx::SamplingFilter aSamplingFilter) {
+ MOZ_ASSERT(mTiledBuffer.GetTileCount() == 1 &&
+ mLowPrecisionTiledBuffer.GetTileCount() == 0);
+ MOZ_ASSERT(mTiledBuffer.GetTile(0).mTextureHost);
+
+ TileHost& tile = mTiledBuffer.GetTile(0);
+ if (!tile.mTextureHost->BindTextureSource(tile.mTextureSource)) {
+ return nullptr;
+ }
+
+ return CreateTexturedEffect(tile.mTextureSource, nullptr, aSamplingFilter,
+ true);
+}
+
+void TiledContentHost::Attach(Layer* aLayer, TextureSourceProvider* aProvider,
+ AttachFlags aFlags /* = NO_FLAGS */) {
+ CompositableHost::Attach(aLayer, aProvider, aFlags);
+}
+
+void TiledContentHost::Detach(Layer* aLayer,
+ AttachFlags aFlags /* = NO_FLAGS */) {
+ if (!mKeepAttached || aLayer == mLayer || aFlags & FORCE_DETACH) {
+ // Clear the TiledLayerBuffers, which will take care of releasing the
+ // copy-on-write locks.
+ mTiledBuffer.Clear();
+ mLowPrecisionTiledBuffer.Clear();
+ }
+ CompositableHost::Detach(aLayer, aFlags);
+}
+
+bool TiledContentHost::UseTiledLayerBuffer(
+ ISurfaceAllocator* aAllocator,
+ const SurfaceDescriptorTiles& aTiledDescriptor) {
+ HostLayerManager* lm = GetLayerManager();
+ if (!lm) {
+ return false;
+ }
+
+ if (aTiledDescriptor.resolution() < 1) {
+ if (!mLowPrecisionTiledBuffer.UseTiles(aTiledDescriptor, lm, aAllocator)) {
+ return false;
+ }
+ } else {
+ if (!mTiledBuffer.UseTiles(aTiledDescriptor, lm, aAllocator)) {
+ return false;
+ }
+ }
+ return true;
+}
+
+static void UseTileTexture(CompositableTextureHostRef& aTexture,
+ CompositableTextureSourceRef& aTextureSource,
+ const IntRect& aUpdateRect,
+ TextureSourceProvider* aProvider) {
+ MOZ_ASSERT(aTexture);
+ if (!aTexture) {
+ return;
+ }
+
+ if (aProvider) {
+ aTexture->SetTextureSourceProvider(aProvider);
+ }
+
+ if (!aUpdateRect.IsEmpty()) {
+ // For !HasIntermediateBuffer() textures, this is likely a no-op.
+ nsIntRegion region = aUpdateRect;
+ aTexture->Updated(&region);
+ }
+
+ aTexture->PrepareTextureSource(aTextureSource);
+}
+
+class TextureSourceRecycler {
+ public:
+ explicit TextureSourceRecycler(nsTArray<TileHost>&& aTileSet)
+ : mTiles(std::move(aTileSet)), mFirstPossibility(0) {}
+
+ // Attempts to recycle a texture source that is already bound to the
+ // texture host for aTile.
+ void RecycleTextureSourceForTile(TileHost& aTile) {
+ for (size_t i = mFirstPossibility; i < mTiles.Length(); i++) {
+ // Skip over existing tiles without a retained texture source
+ // and make sure we don't iterate them in the future.
+ if (!mTiles[i].mTextureSource) {
+ if (i == mFirstPossibility) {
+ mFirstPossibility++;
+ }
+ continue;
+ }
+
+ // If this tile matches, then copy across the retained texture source (if
+ // any).
+ if (aTile.mTextureHost == mTiles[i].mTextureHost) {
+ aTile.mTextureSource = std::move(mTiles[i].mTextureSource);
+ if (aTile.mTextureHostOnWhite) {
+ aTile.mTextureSourceOnWhite =
+ std::move(mTiles[i].mTextureSourceOnWhite);
+ }
+ break;
+ }
+ }
+ }
+
+ // Attempts to recycle any texture source to avoid needing to allocate
+ // a new one.
+ void RecycleTextureSource(TileHost& aTile) {
+ for (size_t i = mFirstPossibility; i < mTiles.Length(); i++) {
+ if (!mTiles[i].mTextureSource) {
+ if (i == mFirstPossibility) {
+ mFirstPossibility++;
+ }
+ continue;
+ }
+
+ if (mTiles[i].mTextureSource && mTiles[i].mTextureHost->GetFormat() ==
+ aTile.mTextureHost->GetFormat()) {
+ aTile.mTextureSource = std::move(mTiles[i].mTextureSource);
+ if (aTile.mTextureHostOnWhite) {
+ aTile.mTextureSourceOnWhite =
+ std::move(mTiles[i].mTextureSourceOnWhite);
+ }
+ break;
+ }
+ }
+ }
+
+ void RecycleTileFading(TileHost& aTile) {
+ for (size_t i = 0; i < mTiles.Length(); i++) {
+ if (mTiles[i].mTextureHost == aTile.mTextureHost) {
+ aTile.mFadeStart = mTiles[i].mFadeStart;
+ }
+ }
+ }
+
+ protected:
+ nsTArray<TileHost> mTiles;
+ size_t mFirstPossibility;
+};
+
+bool TiledLayerBufferComposite::UseTiles(const SurfaceDescriptorTiles& aTiles,
+ HostLayerManager* aLayerManager,
+ ISurfaceAllocator* aAllocator) {
+ if (mResolution != aTiles.resolution() || aTiles.tileSize() != mTileSize) {
+ Clear();
+ }
+ MOZ_ASSERT(aAllocator);
+ MOZ_ASSERT(aLayerManager);
+ if (!aAllocator || !aLayerManager) {
+ return false;
+ }
+
+ if (aTiles.resolution() == 0 || IsNaN(aTiles.resolution())) {
+ // There are divisions by mResolution so this protects the compositor
+ // process against malicious content processes and fuzzing.
+ return false;
+ }
+
+ TilesPlacement newTiles(aTiles.firstTileX(), aTiles.firstTileY(),
+ aTiles.retainedWidth(), aTiles.retainedHeight());
+
+ const nsTArray<TileDescriptor>& tileDescriptors = aTiles.tiles();
+
+ TextureSourceRecycler oldRetainedTiles(std::move(mRetainedTiles));
+ mRetainedTiles.SetLength(tileDescriptors.Length());
+
+ AutoTArray<uint64_t, 10> lockedTextureSerials;
+ base::ProcessId lockedTexturePid = 0;
+
+ // Step 1, deserialize the incoming set of tiles into mRetainedTiles, and
+ // attempt to recycle the TextureSource for any repeated tiles.
+ //
+ // Since we don't have any retained 'tile' object, we have to search for
+ // instances of the same TextureHost in the old tile set. The cost of binding
+ // a TextureHost to a TextureSource for gralloc (binding EGLImage to GL
+ // texture) can be really high, so we avoid this whenever possible.
+ for (size_t i = 0; i < tileDescriptors.Length(); i++) {
+ const TileDescriptor& tileDesc = tileDescriptors[i];
+
+ TileHost& tile = mRetainedTiles[i];
+
+ if (tileDesc.type() != TileDescriptor::TTexturedTileDescriptor) {
+ NS_WARNING_ASSERTION(
+ tileDesc.type() == TileDescriptor::TPlaceholderTileDescriptor,
+ "Unrecognised tile descriptor type");
+ continue;
+ }
+
+ const TexturedTileDescriptor& texturedDesc =
+ tileDesc.get_TexturedTileDescriptor();
+
+ tile.mTextureHost =
+ TextureHost::AsTextureHost(texturedDesc.textureParent());
+ if (texturedDesc.readLocked()) {
+ tile.mTextureHost->SetReadLocked();
+ auto actor = tile.mTextureHost->GetIPDLActor();
+ if (actor && tile.mTextureHost->IsDirectMap()) {
+ lockedTextureSerials.AppendElement(
+ TextureHost::GetTextureSerial(actor));
+
+ if (lockedTexturePid) {
+ MOZ_ASSERT(lockedTexturePid == actor->OtherPid());
+ }
+ lockedTexturePid = actor->OtherPid();
+ }
+ }
+
+ if (texturedDesc.textureOnWhiteParent().isSome()) {
+ tile.mTextureHostOnWhite =
+ TextureHost::AsTextureHost(texturedDesc.textureOnWhiteParent().ref());
+ if (texturedDesc.readLockedOnWhite()) {
+ tile.mTextureHostOnWhite->SetReadLocked();
+ auto actor = tile.mTextureHostOnWhite->GetIPDLActor();
+ if (actor && tile.mTextureHostOnWhite->IsDirectMap()) {
+ lockedTextureSerials.AppendElement(
+ TextureHost::GetTextureSerial(actor));
+ }
+ }
+ }
+
+ tile.mTileCoord = newTiles.TileCoord(i);
+
+ // If this same tile texture existed in the old tile set then this will move
+ // the texture source into our new tile.
+ oldRetainedTiles.RecycleTextureSourceForTile(tile);
+
+ // If this tile is in the process of fading, we need to keep that going
+ oldRetainedTiles.RecycleTileFading(tile);
+
+ if (aTiles.isProgressive() && texturedDesc.wasPlaceholder()) {
+ // This is a progressive paint, and the tile used to be a placeholder.
+ // We need to begin fading it in (if enabled via
+ // layers.tiles.fade-in.enabled)
+ tile.mFadeStart = TimeStamp::Now();
+
+ aLayerManager->CompositeUntil(
+ tile.mFadeStart +
+ TimeDuration::FromMilliseconds(
+ StaticPrefs::layers_tiles_fade_in_duration_ms()));
+ }
+ }
+
+#ifdef XP_DARWIN
+ if (lockedTextureSerials.Length() > 0) {
+ TextureSync::SetTexturesLocked(lockedTexturePid, lockedTextureSerials);
+ }
+#endif
+
+ // Step 2, attempt to recycle unused texture sources from the old tile set
+ // into new tiles.
+ //
+ // For gralloc, binding a new TextureHost to the existing TextureSource is the
+ // fastest way to ensure that any implicit locking on the old gralloc image is
+ // released.
+ for (TileHost& tile : mRetainedTiles) {
+ if (!tile.mTextureHost || tile.mTextureSource) {
+ continue;
+ }
+ oldRetainedTiles.RecycleTextureSource(tile);
+ }
+
+ // Step 3, handle the texture uploads, texture source binding and release the
+ // copy-on-write locks for textures with an internal buffer.
+ for (size_t i = 0; i < mRetainedTiles.Length(); i++) {
+ TileHost& tile = mRetainedTiles[i];
+ if (!tile.mTextureHost) {
+ continue;
+ }
+
+ const TileDescriptor& tileDesc = tileDescriptors[i];
+ const TexturedTileDescriptor& texturedDesc =
+ tileDesc.get_TexturedTileDescriptor();
+
+ UseTileTexture(tile.mTextureHost, tile.mTextureSource,
+ texturedDesc.updateRect(),
+ aLayerManager->GetTextureSourceProvider());
+
+ if (tile.mTextureHostOnWhite) {
+ UseTileTexture(tile.mTextureHostOnWhite, tile.mTextureSourceOnWhite,
+ texturedDesc.updateRect(),
+ aLayerManager->GetTextureSourceProvider());
+ }
+ }
+
+ mTiles = newTiles;
+ mTileSize = aTiles.tileSize();
+ mTileOrigin = aTiles.tileOrigin();
+ mValidRegion = aTiles.validRegion();
+ mResolution = aTiles.resolution();
+ mFrameResolution = CSSToParentLayerScale2D(aTiles.frameXResolution(),
+ aTiles.frameYResolution());
+
+ return true;
+}
+
+void TiledLayerBufferComposite::Clear() {
+ mRetainedTiles.Clear();
+ mTiles.mFirst = TileCoordIntPoint();
+ mTiles.mSize = TileCoordIntSize();
+ mValidRegion = nsIntRegion();
+ mResolution = 1.0;
+}
+
+void TiledContentHost::Composite(
+ Compositor* aCompositor, LayerComposite* aLayer, EffectChain& aEffectChain,
+ float aOpacity, const gfx::Matrix4x4& aTransform,
+ const gfx::SamplingFilter aSamplingFilter, const gfx::IntRect& aClipRect,
+ const nsIntRegion* aVisibleRegion /* = nullptr */,
+ const Maybe<gfx::Polygon>& aGeometry) {
+ // Reduce the opacity of the low-precision buffer to make it a
+ // little more subtle and less jarring. In particular, text
+ // rendered at low-resolution and scaled tends to look pretty
+ // heavy and this helps mitigate that. When we reduce the opacity
+ // we also make sure to draw the background color behind the
+ // reduced-opacity tile so that content underneath doesn't show
+ // through.
+ // However, in cases where the background is transparent, or the layer
+ // already has some opacity, we want to skip this behaviour. Otherwise
+ // we end up changing the expected overall transparency of the content,
+ // and it just looks wrong.
+ DeviceColor backgroundColor;
+ if (aOpacity == 1.0f && StaticPrefs::layers_low_precision_opacity() < 1.0f) {
+ // Background colors are only stored on scrollable layers. Grab
+ // the one from the nearest scrollable ancestor layer.
+ for (LayerMetricsWrapper ancestor(GetLayer(),
+ LayerMetricsWrapper::StartAt::BOTTOM);
+ ancestor; ancestor = ancestor.GetParent()) {
+ if (ancestor.Metrics().IsScrollable()) {
+ backgroundColor = ancestor.Metadata().GetBackgroundColor();
+ break;
+ }
+ }
+ }
+ float lowPrecisionOpacityReduction =
+ (aOpacity == 1.0f && backgroundColor.a == 1.0f)
+ ? StaticPrefs::layers_low_precision_opacity()
+ : 1.0f;
+
+ nsIntRegion tmpRegion;
+ const nsIntRegion* renderRegion = aVisibleRegion;
+#ifndef MOZ_IGNORE_PAINT_WILL_RESAMPLE
+ if (PaintWillResample()) {
+ // If we're resampling, then the texture image will contain exactly the
+ // entire visible region's bounds, and we should draw it all in one quad
+ // to avoid unexpected aliasing.
+ tmpRegion = aVisibleRegion->GetBounds();
+ renderRegion = &tmpRegion;
+ }
+#endif
+
+ // Render the low and high precision buffers.
+ RenderLayerBuffer(
+ mLowPrecisionTiledBuffer, aCompositor,
+ lowPrecisionOpacityReduction < 1.0f ? &backgroundColor : nullptr,
+ aEffectChain, lowPrecisionOpacityReduction * aOpacity, aSamplingFilter,
+ aClipRect, *renderRegion, aTransform, aGeometry);
+
+ RenderLayerBuffer(mTiledBuffer, aCompositor, nullptr, aEffectChain, aOpacity,
+ aSamplingFilter, aClipRect, *renderRegion, aTransform,
+ aGeometry);
+}
+
+void TiledContentHost::RenderTile(
+ TileHost& aTile, Compositor* aCompositor, EffectChain& aEffectChain,
+ float aOpacity, const gfx::Matrix4x4& aTransform,
+ const gfx::SamplingFilter aSamplingFilter, const gfx::IntRect& aClipRect,
+ const nsIntRegion& aScreenRegion, const IntPoint& aTextureOffset,
+ const IntSize& aTextureBounds, const gfx::Rect& aVisibleRect,
+ const Maybe<gfx::Polygon>& aGeometry) {
+ MOZ_ASSERT(!aTile.IsPlaceholderTile());
+
+ AutoLockTextureHost autoLock(aTile.mTextureHost);
+ AutoLockTextureHost autoLockOnWhite(aTile.mTextureHostOnWhite);
+ if (autoLock.Failed() || autoLockOnWhite.Failed()) {
+ NS_WARNING("Failed to lock tile");
+ return;
+ }
+
+ if (!aTile.mTextureHost->BindTextureSource(aTile.mTextureSource)) {
+ return;
+ }
+
+ if (aTile.mTextureHostOnWhite &&
+ !aTile.mTextureHostOnWhite->BindTextureSource(
+ aTile.mTextureSourceOnWhite)) {
+ return;
+ }
+
+ RefPtr<TexturedEffect> effect = CreateTexturedEffect(
+ aTile.mTextureSource, aTile.mTextureSourceOnWhite, aSamplingFilter, true);
+ if (!effect) {
+ return;
+ }
+
+ float opacity = aTile.GetFadeInOpacity(aOpacity);
+ aEffectChain.mPrimaryEffect = effect;
+
+ for (auto iter = aScreenRegion.RectIter(); !iter.Done(); iter.Next()) {
+ const IntRect& rect = iter.Get();
+ Rect graphicsRect(rect.X(), rect.Y(), rect.Width(), rect.Height());
+ Rect textureRect(rect.X() - aTextureOffset.x, rect.Y() - aTextureOffset.y,
+ rect.Width(), rect.Height());
+
+ effect->mTextureCoords.SetRect(
+ textureRect.X() / aTextureBounds.width,
+ textureRect.Y() / aTextureBounds.height,
+ textureRect.Width() / aTextureBounds.width,
+ textureRect.Height() / aTextureBounds.height);
+
+ aCompositor->DrawGeometry(graphicsRect, aClipRect, aEffectChain, opacity,
+ aTransform, aVisibleRect, aGeometry);
+ }
+
+ DiagnosticFlags flags = DiagnosticFlags::CONTENT | DiagnosticFlags::TILE;
+ if (aTile.mTextureHostOnWhite) {
+ flags |= DiagnosticFlags::COMPONENT_ALPHA;
+ }
+ aCompositor->DrawDiagnostics(flags, aScreenRegion, aClipRect, aTransform,
+ mFlashCounter);
+}
+
+void TiledContentHost::RenderLayerBuffer(
+ TiledLayerBufferComposite& aLayerBuffer, Compositor* aCompositor,
+ const DeviceColor* aBackgroundColor, EffectChain& aEffectChain,
+ float aOpacity, const gfx::SamplingFilter aSamplingFilter,
+ const gfx::IntRect& aClipRect, nsIntRegion aVisibleRegion,
+ gfx::Matrix4x4 aTransform, const Maybe<Polygon>& aGeometry) {
+ float resolution = aLayerBuffer.GetResolution();
+ gfx::Size layerScale(1, 1);
+
+ // We assume that the current frame resolution is the one used in our high
+ // precision layer buffer. Compensate for a changing frame resolution when
+ // rendering the low precision buffer.
+ if (aLayerBuffer.GetFrameResolution() != mTiledBuffer.GetFrameResolution()) {
+ const CSSToParentLayerScale2D& layerResolution =
+ aLayerBuffer.GetFrameResolution();
+ const CSSToParentLayerScale2D& localResolution =
+ mTiledBuffer.GetFrameResolution();
+ layerScale.width = layerResolution.xScale / localResolution.xScale;
+ layerScale.height = layerResolution.yScale / localResolution.yScale;
+ aVisibleRegion.ScaleRoundOut(layerScale.width, layerScale.height);
+ }
+
+ // Make sure we don't render at low resolution where we have valid high
+ // resolution content, to avoid overdraw and artifacts with semi-transparent
+ // layers.
+ nsIntRegion maskRegion;
+ if (resolution != mTiledBuffer.GetResolution()) {
+ maskRegion = mTiledBuffer.GetValidRegion();
+ // XXX This should be ScaleRoundIn, but there is no such function on
+ // nsIntRegion.
+ maskRegion.ScaleRoundOut(layerScale.width, layerScale.height);
+ }
+
+ // Make sure the resolution and difference in frame resolution are accounted
+ // for in the layer transform.
+ aTransform.PreScale(1 / (resolution * layerScale.width),
+ 1 / (resolution * layerScale.height), 1);
+
+ DiagnosticFlags componentAlphaDiagnostic = DiagnosticFlags::NO_DIAGNOSTIC;
+
+ nsIntRegion compositeRegion = aLayerBuffer.GetValidRegion();
+ compositeRegion.AndWith(aVisibleRegion);
+ compositeRegion.SubOut(maskRegion);
+
+ IntRect visibleRect = aVisibleRegion.GetBounds();
+
+ if (compositeRegion.IsEmpty()) {
+ return;
+ }
+
+ if (aBackgroundColor) {
+ nsIntRegion backgroundRegion = compositeRegion;
+ backgroundRegion.ScaleRoundOut(resolution, resolution);
+ EffectChain effect;
+ effect.mPrimaryEffect = new EffectSolidColor(*aBackgroundColor);
+ for (auto iter = backgroundRegion.RectIter(); !iter.Done(); iter.Next()) {
+ const IntRect& rect = iter.Get();
+ Rect graphicsRect(rect.X(), rect.Y(), rect.Width(), rect.Height());
+ aCompositor->DrawGeometry(graphicsRect, aClipRect, effect, 1.0,
+ aTransform, aGeometry);
+ }
+ }
+
+ for (size_t i = 0; i < aLayerBuffer.GetTileCount(); ++i) {
+ TileHost& tile = aLayerBuffer.GetTile(i);
+ if (tile.IsPlaceholderTile()) {
+ continue;
+ }
+
+ TileCoordIntPoint tileCoord = aLayerBuffer.GetPlacement().TileCoord(i);
+ // A sanity check that catches a lot of mistakes.
+ MOZ_ASSERT(tileCoord.x == tile.mTileCoord.x &&
+ tileCoord.y == tile.mTileCoord.y);
+
+ IntPoint tileOffset = aLayerBuffer.GetTileOffset(tileCoord);
+ nsIntRegion tileDrawRegion =
+ IntRect(tileOffset, aLayerBuffer.GetScaledTileSize());
+ tileDrawRegion.AndWith(compositeRegion);
+
+ if (tileDrawRegion.IsEmpty()) {
+ continue;
+ }
+
+ tileDrawRegion.ScaleRoundOut(resolution, resolution);
+ RenderTile(tile, aCompositor, aEffectChain, aOpacity, aTransform,
+ aSamplingFilter, aClipRect, tileDrawRegion,
+ tileOffset * resolution, aLayerBuffer.GetTileSize(),
+ gfx::Rect(visibleRect.X(), visibleRect.Y(), visibleRect.Width(),
+ visibleRect.Height()),
+ aGeometry);
+
+ if (tile.mTextureHostOnWhite) {
+ componentAlphaDiagnostic = DiagnosticFlags::COMPONENT_ALPHA;
+ }
+ }
+
+ gfx::Rect rect(visibleRect.X(), visibleRect.Y(), visibleRect.Width(),
+ visibleRect.Height());
+ aCompositor->DrawDiagnostics(
+ DiagnosticFlags::CONTENT | componentAlphaDiagnostic, rect, aClipRect,
+ aTransform, mFlashCounter);
+}
+
+void TiledContentHost::PrintInfo(std::stringstream& aStream,
+ const char* aPrefix) {
+ aStream << aPrefix;
+ aStream << nsPrintfCString("TiledContentHost (0x%p)", this).get();
+
+#if defined(MOZ_DUMP_PAINTING)
+ if (StaticPrefs::layers_dump_texture()) {
+ nsAutoCString pfx(aPrefix);
+ pfx += " ";
+
+ Dump(aStream, pfx.get(), false);
+ }
+#endif
+}
+
+void TiledContentHost::Dump(std::stringstream& aStream, const char* aPrefix,
+ bool aDumpHtml) {
+ mTiledBuffer.Dump(
+ aStream, aPrefix, aDumpHtml,
+ TextureDumpMode::
+ DoNotCompress /* compression not supported on host side */);
+}
+
+void TiledContentHost::AddAnimationInvalidation(nsIntRegion& aRegion) {
+ return mTiledBuffer.AddAnimationInvalidation(aRegion);
+}
+
+} // namespace layers
+} // namespace mozilla