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Diffstat (limited to '')
-rw-r--r-- | gfx/layers/composite/TiledContentHost.cpp | 658 |
1 files changed, 658 insertions, 0 deletions
diff --git a/gfx/layers/composite/TiledContentHost.cpp b/gfx/layers/composite/TiledContentHost.cpp new file mode 100644 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(®ion); + } + + 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 |