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-rw-r--r--gfx/layers/mlgpu/PaintedLayerMLGPU.cpp219
1 files changed, 219 insertions, 0 deletions
diff --git a/gfx/layers/mlgpu/PaintedLayerMLGPU.cpp b/gfx/layers/mlgpu/PaintedLayerMLGPU.cpp
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+++ b/gfx/layers/mlgpu/PaintedLayerMLGPU.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 "PaintedLayerMLGPU.h"
+#include "LayerManagerMLGPU.h"
+#include "mozilla/layers/LayersHelpers.h"
+#include "mozilla/layers/TiledContentHost.h"
+#include "UnitTransforms.h"
+
+namespace mozilla {
+
+using namespace gfx;
+
+namespace layers {
+
+PaintedLayerMLGPU::PaintedLayerMLGPU(LayerManagerMLGPU* aManager)
+ : PaintedLayer(aManager, static_cast<HostLayer*>(this)),
+ LayerMLGPU(aManager) {
+ MOZ_COUNT_CTOR(PaintedLayerMLGPU);
+}
+
+PaintedLayerMLGPU::~PaintedLayerMLGPU() {
+ MOZ_COUNT_DTOR(PaintedLayerMLGPU);
+
+ CleanupResources();
+}
+
+bool PaintedLayerMLGPU::OnPrepareToRender(FrameBuilder* aBuilder) {
+ // Reset our cached texture pointers. The next call to AssignToView will
+ // populate them again.
+ mTexture = nullptr;
+ mTextureOnWhite = nullptr;
+ return !!mHost;
+}
+
+void PaintedLayerMLGPU::SetRenderRegion(LayerIntRegion&& aRegion) {
+ mRenderRegion = std::move(aRegion);
+
+ LayerIntRect bounds(mRenderRegion.GetBounds().TopLeft(),
+ ViewAs<LayerPixel>(mTexture->GetSize()));
+ mRenderRegion.AndWith(bounds);
+}
+
+const LayerIntRegion& PaintedLayerMLGPU::GetDrawRects() {
+#ifndef MOZ_IGNORE_PAINT_WILL_RESAMPLE
+ // Note: we don't set PaintWillResample on our ContentTextureHost. The old
+ // compositor must do this since ContentHost is responsible for issuing
+ // draw calls, but in AL we can handle it directly here.
+ //
+ // Note that when AL performs CPU-based occlusion culling (the default
+ // behavior), we might break up the visible region again. If that turns
+ // out to be a problem, we can factor this into ForEachDrawRect instead.
+ if (MayResample()) {
+ mDrawRects = mRenderRegion.GetBounds();
+ return mDrawRects;
+ }
+#endif
+ return mRenderRegion;
+}
+
+bool PaintedLayerMLGPU::SetCompositableHost(CompositableHost* aHost) {
+ switch (aHost->GetType()) {
+ case CompositableType::CONTENT_TILED:
+ case CompositableType::CONTENT_SINGLE:
+ case CompositableType::CONTENT_DOUBLE: {
+ if (mHost && mHost != aHost->AsContentHost()) {
+ mHost->Detach(this);
+ }
+ mHost = aHost->AsContentHost();
+ if (!mHost) {
+ gfxWarning() << "ContentHostBase is not a ContentHostTexture";
+ }
+ return true;
+ }
+ default:
+ return false;
+ }
+}
+
+CompositableHost* PaintedLayerMLGPU::GetCompositableHost() { return mHost; }
+
+gfx::Point PaintedLayerMLGPU::GetDestOrigin() const { return mDestOrigin; }
+
+void PaintedLayerMLGPU::AssignToView(FrameBuilder* aBuilder,
+ RenderViewMLGPU* aView,
+ Maybe<Polygon>&& aGeometry) {
+ if (TiledContentHost* tiles = mHost->AsTiledContentHost()) {
+ // Note: we do not support the low-res buffer yet.
+ MOZ_ASSERT(tiles->GetLowResBuffer().GetTileCount() == 0);
+ AssignHighResTilesToView(aBuilder, aView, tiles, aGeometry);
+ return;
+ }
+
+ // If we don't have a texture yet, acquire one from the ContentHost now.
+ if (!mTexture) {
+ ContentHostTexture* single = mHost->AsContentHostTexture();
+ if (!single) {
+ return;
+ }
+
+ mTexture = single->AcquireTextureSource();
+ if (!mTexture) {
+ return;
+ }
+ mTextureOnWhite = single->AcquireTextureSourceOnWhite();
+ mDestOrigin = single->GetOriginOffset();
+ }
+
+ // Fall through to the single texture case.
+ LayerMLGPU::AssignToView(aBuilder, aView, std::move(aGeometry));
+}
+
+void PaintedLayerMLGPU::AssignHighResTilesToView(
+ FrameBuilder* aBuilder, RenderViewMLGPU* aView, TiledContentHost* aTileHost,
+ const Maybe<Polygon>& aGeometry) {
+ TiledLayerBufferComposite& tiles = aTileHost->GetHighResBuffer();
+
+ LayerIntRegion compositeRegion = ViewAs<LayerPixel>(tiles.GetValidRegion());
+ compositeRegion.AndWith(GetShadowVisibleRegion());
+ if (compositeRegion.IsEmpty()) {
+ return;
+ }
+
+ AssignTileBufferToView(aBuilder, aView, tiles, compositeRegion, aGeometry);
+}
+
+void PaintedLayerMLGPU::AssignTileBufferToView(
+ FrameBuilder* aBuilder, RenderViewMLGPU* aView,
+ TiledLayerBufferComposite& aTiles, const LayerIntRegion& aCompositeRegion,
+ const Maybe<Polygon>& aGeometry) {
+ float resolution = aTiles.GetResolution();
+
+ // Save these so they can be restored at the end.
+ float baseOpacity = mComputedOpacity;
+ LayerIntRegion visible = GetShadowVisibleRegion();
+
+ for (size_t i = 0; i < aTiles.GetTileCount(); i++) {
+ TileHost& tile = aTiles.GetTile(i);
+ if (tile.IsPlaceholderTile()) {
+ continue;
+ }
+
+ TileCoordIntPoint coord = aTiles.GetPlacement().TileCoord(i);
+ // A sanity check that catches a lot of mistakes.
+ MOZ_ASSERT(coord.x == tile.mTileCoord.x && coord.y == tile.mTileCoord.y);
+
+ IntPoint offset = aTiles.GetTileOffset(coord);
+
+ // Use LayerIntRect here so we don't have to keep re-allocating the region
+ // to change the unit type.
+ LayerIntRect tileRect(ViewAs<LayerPixel>(offset),
+ ViewAs<LayerPixel>(aTiles.GetScaledTileSize()));
+ LayerIntRegion tileDrawRegion = tileRect;
+ tileDrawRegion.AndWith(aCompositeRegion);
+ if (tileDrawRegion.IsEmpty()) {
+ continue;
+ }
+ tileDrawRegion.ScaleRoundOut(resolution, resolution);
+
+ // Update layer state for this tile - that includes the texture, visible
+ // region, and opacity.
+ mTexture = tile.AcquireTextureSource();
+ if (!mTexture) {
+ continue;
+ }
+
+ mTextureOnWhite = tile.AcquireTextureSourceOnWhite();
+
+ SetShadowVisibleRegion(tileDrawRegion);
+ mComputedOpacity = tile.GetFadeInOpacity(baseOpacity);
+ mDestOrigin = offset;
+
+ // Yes, it's a bit weird that we're assigning the same layer to the same
+ // view multiple times. Note that each time, the texture, computed
+ // opacity, origin, and visible region are updated to match the current
+ // tile, and we restore these properties after we've finished processing
+ // all tiles.
+ Maybe<Polygon> geometry = aGeometry;
+ LayerMLGPU::AssignToView(aBuilder, aView, std::move(geometry));
+ }
+
+ // Restore the computed opacity and visible region.
+ mComputedOpacity = baseOpacity;
+ SetShadowVisibleRegion(std::move(visible));
+}
+
+void PaintedLayerMLGPU::CleanupResources() {
+ if (mHost) {
+ mHost->Detach(this);
+ }
+ mTexture = nullptr;
+ mTextureOnWhite = nullptr;
+ mHost = nullptr;
+}
+
+void PaintedLayerMLGPU::PrintInfo(std::stringstream& aStream,
+ const char* aPrefix) {
+ PaintedLayer::PrintInfo(aStream, aPrefix);
+ if (mHost && mHost->IsAttached()) {
+ aStream << "\n";
+ nsAutoCString pfx(aPrefix);
+ pfx += " ";
+ mHost->PrintInfo(aStream, pfx.get());
+ }
+}
+
+void PaintedLayerMLGPU::Disconnect() { CleanupResources(); }
+
+bool PaintedLayerMLGPU::IsContentOpaque() {
+ return !!(GetContentFlags() & CONTENT_OPAQUE);
+}
+
+void PaintedLayerMLGPU::CleanupCachedResources() { CleanupResources(); }
+
+} // namespace layers
+} // namespace mozilla