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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 "ClientTiledPaintedLayer.h"
#include "FrameMetrics.h" // for FrameMetrics
#include "Units.h" // for ScreenIntRect, CSSPoint, etc
#include "UnitTransforms.h" // for TransformTo
#include "ClientLayerManager.h" // for ClientLayerManager, etc
#include "gfxPlatform.h" // for gfxPlatform
#include "gfxRect.h" // for gfxRect
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/StaticPrefs_layers.h"
#include "mozilla/StaticPrefs_layout.h"
#include "mozilla/gfx/BaseSize.h" // for BaseSize
#include "mozilla/gfx/gfxVars.h"
#include "mozilla/gfx/Rect.h" // for Rect, RectTyped
#include "mozilla/layers/CompositorBridgeChild.h"
#include "mozilla/layers/LayerMetricsWrapper.h" // for LayerMetricsWrapper
#include "mozilla/layers/LayersMessages.h"
#include "mozilla/layers/PaintThread.h"
#include "mozilla/mozalloc.h" // for operator delete, etc
#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
#include "mozilla/layers/MultiTiledContentClient.h"
#include "mozilla/layers/SingleTiledContentClient.h"
namespace mozilla {
namespace layers {
using gfx::IntRect;
using gfx::IntSize;
using gfx::Rect;
ClientTiledPaintedLayer::ClientTiledPaintedLayer(
ClientLayerManager* const aManager,
ClientLayerManager::PaintedLayerCreationHint aCreationHint)
: PaintedLayer(aManager, static_cast<ClientLayer*>(this), aCreationHint),
mContentClient(),
mHaveSingleTiledContentClient(false) {
MOZ_COUNT_CTOR(ClientTiledPaintedLayer);
mPaintData.mLastScrollOffset = ParentLayerPoint(0, 0);
mPaintData.mFirstPaint = true;
}
ClientTiledPaintedLayer::~ClientTiledPaintedLayer() {
MOZ_COUNT_DTOR(ClientTiledPaintedLayer);
}
void ClientTiledPaintedLayer::ClearCachedResources() {
if (mContentClient) {
mContentClient->ClearCachedResources();
}
ClearValidRegion();
mContentClient = nullptr;
}
void ClientTiledPaintedLayer::FillSpecificAttributes(
SpecificLayerAttributes& aAttrs) {
aAttrs = PaintedLayerAttributes(GetValidRegion());
}
static Maybe<LayerRect> ApplyParentLayerToLayerTransform(
const ParentLayerToLayerMatrix4x4& aTransform,
const ParentLayerRect& aParentLayerRect, const LayerRect& aClip) {
return UntransformBy(aTransform, aParentLayerRect, aClip);
}
static LayerToParentLayerMatrix4x4 GetTransformToAncestorsParentLayer(
Layer* aStart, const LayerMetricsWrapper& aAncestor) {
// If the ancestor layer Combines3DTransformWithAncestors, then the
// scroll offset is contained in the transform of the layer at the
// root of the 3D context. So we must first find that layer, then
// calcuate the transform to its parent.
LayerMetricsWrapper root3dAncestor = aAncestor;
while (root3dAncestor.Combines3DTransformWithAncestors()) {
root3dAncestor = root3dAncestor.GetParent();
}
gfx::Matrix4x4 transform;
const LayerMetricsWrapper& ancestorParent = root3dAncestor.GetParent();
for (LayerMetricsWrapper iter(aStart, LayerMetricsWrapper::StartAt::BOTTOM);
ancestorParent ? iter != ancestorParent : iter.IsValid();
iter = iter.GetParent()) {
transform = transform * iter.GetTransform();
}
return ViewAs<LayerToParentLayerMatrix4x4>(transform);
}
void ClientTiledPaintedLayer::GetAncestorLayers(
LayerMetricsWrapper* aOutScrollAncestor,
LayerMetricsWrapper* aOutDisplayPortAncestor,
bool* aOutHasTransformAnimation) {
LayerMetricsWrapper scrollAncestor;
LayerMetricsWrapper displayPortAncestor;
bool hasTransformAnimation = false;
for (LayerMetricsWrapper ancestor(this, LayerMetricsWrapper::StartAt::BOTTOM);
ancestor; ancestor = ancestor.GetParent()) {
hasTransformAnimation |= ancestor.HasTransformAnimation();
const FrameMetrics& metrics = ancestor.Metrics();
if (!scrollAncestor &&
metrics.GetScrollId() != ScrollableLayerGuid::NULL_SCROLL_ID) {
scrollAncestor = ancestor;
}
if (!metrics.GetDisplayPort().IsEmpty()) {
displayPortAncestor = ancestor;
// Any layer that has a displayport must be scrollable, so we can break
// here.
break;
}
}
if (aOutScrollAncestor) {
*aOutScrollAncestor = scrollAncestor;
}
if (aOutDisplayPortAncestor) {
*aOutDisplayPortAncestor = displayPortAncestor;
}
if (aOutHasTransformAnimation) {
*aOutHasTransformAnimation = hasTransformAnimation;
}
}
void ClientTiledPaintedLayer::BeginPaint() {
mPaintData.ResetPaintData();
if (!GetBaseTransform().Is2D()) {
// Give up if there is a complex CSS transform on the layer. We might
// eventually support these but for now it's too complicated to handle
// given that it's a pretty rare scenario.
return;
}
// Get the metrics of the nearest scrollable layer and the nearest layer
// with a displayport.
LayerMetricsWrapper scrollAncestor;
LayerMetricsWrapper displayPortAncestor;
bool hasTransformAnimation;
GetAncestorLayers(&scrollAncestor, &displayPortAncestor,
&hasTransformAnimation);
if (!displayPortAncestor || !scrollAncestor) {
// No displayport or scroll ancestor, so we can't do progressive rendering.
#if defined(MOZ_WIDGET_ANDROID)
// Android are guaranteed to have a displayport set, so this
// should never happen.
NS_WARNING("Tiled PaintedLayer with no scrollable container ancestor");
#endif
return;
}
TILING_LOG(
"TILING %p: Found scrollAncestor %p, displayPortAncestor %p, transform "
"%d\n",
this, scrollAncestor.GetLayer(), displayPortAncestor.GetLayer(),
hasTransformAnimation);
const FrameMetrics& scrollMetrics = scrollAncestor.Metrics();
const FrameMetrics& displayportMetrics = displayPortAncestor.Metrics();
// Calculate the transform required to convert ParentLayer space of our
// display port ancestor to the Layer space of this layer.
ParentLayerToLayerMatrix4x4 transformDisplayPortToLayer =
GetTransformToAncestorsParentLayer(this, displayPortAncestor).Inverse();
LayerRect layerBounds(GetVisibleRegion().GetBounds());
// Compute the critical display port that applies to this layer in the
// LayoutDevice space of this layer, but only if there is no OMT animation
// on this layer. If there is an OMT animation then we need to draw the whole
// visible region of this layer as determined by layout, because we don't know
// what parts of it might move into view in the compositor.
mPaintData.mHasTransformAnimation = hasTransformAnimation;
if (!mPaintData.mHasTransformAnimation &&
mContentClient->GetLowPrecisionTiledBuffer()) {
ParentLayerRect criticalDisplayPort =
(displayportMetrics.GetCriticalDisplayPort() *
displayportMetrics.GetZoom()) +
displayportMetrics.GetCompositionBounds().TopLeft();
Maybe<LayerRect> criticalDisplayPortTransformed =
ApplyParentLayerToLayerTransform(transformDisplayPortToLayer,
criticalDisplayPort, layerBounds);
if (criticalDisplayPortTransformed) {
mPaintData.mCriticalDisplayPort =
Some(RoundedToInt(*criticalDisplayPortTransformed));
} else {
mPaintData.mCriticalDisplayPort = Some(LayerIntRect(0, 0, 0, 0));
}
}
TILING_LOG("TILING %p: Critical displayport %s\n", this,
mPaintData.mCriticalDisplayPort
? Stringify(*mPaintData.mCriticalDisplayPort).c_str()
: "not set");
// Store the resolution from the displayport ancestor layer. Because this is
// Gecko-side, before any async transforms have occurred, we can use the zoom
// for this.
mPaintData.mResolution = displayportMetrics.GetZoom();
TILING_LOG("TILING %p: Resolution %s\n", this,
Stringify(mPaintData.mResolution).c_str());
// Store the applicable composition bounds in this layer's Layer units.
mPaintData.mTransformToCompBounds =
GetTransformToAncestorsParentLayer(this, scrollAncestor);
ParentLayerToLayerMatrix4x4 transformToBounds =
mPaintData.mTransformToCompBounds.Inverse();
Maybe<LayerRect> compositionBoundsTransformed =
ApplyParentLayerToLayerTransform(
transformToBounds, scrollMetrics.GetCompositionBounds(), layerBounds);
if (compositionBoundsTransformed) {
mPaintData.mCompositionBounds = *compositionBoundsTransformed;
} else {
mPaintData.mCompositionBounds.SetEmpty();
}
TILING_LOG("TILING %p: Composition bounds %s\n", this,
Stringify(mPaintData.mCompositionBounds).c_str());
// Calculate the scroll offset since the last transaction
mPaintData.mScrollOffset =
displayportMetrics.GetLayoutScrollOffset() * displayportMetrics.GetZoom();
TILING_LOG("TILING %p: Scroll offset %s\n", this,
Stringify(mPaintData.mScrollOffset).c_str());
}
bool ClientTiledPaintedLayer::IsScrollingOnCompositor(
const FrameMetrics& aParentMetrics) {
CompositorBridgeChild* compositor = nullptr;
if (Manager() && Manager()->AsClientLayerManager()) {
compositor = Manager()->AsClientLayerManager()->GetCompositorBridgeChild();
}
if (!compositor) {
return false;
}
FrameMetrics compositorMetrics;
if (!compositor->LookupCompositorFrameMetrics(aParentMetrics.GetScrollId(),
compositorMetrics)) {
return false;
}
// 1 is a tad high for a fuzzy equals epsilon however if our scroll delta
// is so small then we have nothing to gain from using paint heuristics.
float COORDINATE_EPSILON = 1.f;
return !FuzzyEqualsAdditive(compositorMetrics.GetVisualScrollOffset().x,
aParentMetrics.GetVisualScrollOffset().x,
COORDINATE_EPSILON) ||
!FuzzyEqualsAdditive(compositorMetrics.GetVisualScrollOffset().y,
aParentMetrics.GetVisualScrollOffset().y,
COORDINATE_EPSILON);
}
bool ClientTiledPaintedLayer::UseProgressiveDraw() {
if (!StaticPrefs::layers_progressive_paint()) {
// pref is disabled, so never do progressive
return false;
}
if (!mContentClient->GetTiledBuffer()->SupportsProgressiveUpdate()) {
return false;
}
if (ClientManager()->HasShadowTarget()) {
// This condition is true when we are in a reftest scenario. We don't want
// to draw progressively here because it can cause intermittent reftest
// failures because the harness won't wait for all the tiles to be drawn.
return false;
}
if (GetIsFixedPosition() || GetParent()->GetIsFixedPosition()) {
// This layer is fixed-position and so even if it does have a scrolling
// ancestor it will likely be entirely on-screen all the time, so we
// should draw it all at once
return false;
}
if (mPaintData.mHasTransformAnimation) {
// The compositor is going to animate this somehow, so we want it all
// on the screen at once.
return false;
}
if (ClientManager()->AsyncPanZoomEnabled()) {
LayerMetricsWrapper scrollAncestor;
GetAncestorLayers(&scrollAncestor, nullptr, nullptr);
MOZ_ASSERT(
scrollAncestor); // because mPaintData.mCriticalDisplayPort is set
if (!scrollAncestor) {
return false;
}
const FrameMetrics& parentMetrics = scrollAncestor.Metrics();
if (!IsScrollingOnCompositor(parentMetrics)) {
return false;
}
}
return true;
}
bool ClientTiledPaintedLayer::RenderHighPrecision(
const nsIntRegion& aInvalidRegion, const nsIntRegion& aVisibleRegion,
LayerManager::DrawPaintedLayerCallback aCallback, void* aCallbackData) {
// If we have started drawing low-precision already, then we
// shouldn't do anything there.
if (mPaintData.mLowPrecisionPaintCount != 0) {
return false;
}
// Only draw progressively when there is something to paint and the
// resolution is unchanged
if (!aInvalidRegion.IsEmpty() && UseProgressiveDraw() &&
mContentClient->GetTiledBuffer()->GetFrameResolution() ==
mPaintData.mResolution) {
// Store the old valid region, then clear it before painting.
// We clip the old valid region to the visible region, as it only gets
// used to decide stale content (currently valid and previously visible)
nsIntRegion oldValidRegion =
mContentClient->GetTiledBuffer()->GetValidRegion();
oldValidRegion.And(oldValidRegion, aVisibleRegion);
if (mPaintData.mCriticalDisplayPort) {
oldValidRegion.And(oldValidRegion,
mPaintData.mCriticalDisplayPort->ToUnknownRect());
}
TILING_LOG("TILING %p: Progressive update with old valid region %s\n", this,
Stringify(oldValidRegion).c_str());
nsIntRegion drawnRegion;
bool updatedBuffer = mContentClient->GetTiledBuffer()->ProgressiveUpdate(
GetValidRegion(), aInvalidRegion, oldValidRegion, drawnRegion,
&mPaintData, aCallback, aCallbackData);
AddToValidRegion(drawnRegion);
return updatedBuffer;
}
// Otherwise do a non-progressive paint. We must do this even when
// the region to paint is empty as the valid region may have shrunk.
nsIntRegion validRegion = aVisibleRegion;
if (mPaintData.mCriticalDisplayPort) {
validRegion.AndWith(mPaintData.mCriticalDisplayPort->ToUnknownRect());
}
SetValidRegion(validRegion);
TILING_LOG("TILING %p: Non-progressive paint invalid region %s\n", this,
Stringify(aInvalidRegion).c_str());
TILING_LOG("TILING %p: Non-progressive paint new valid region %s\n", this,
Stringify(GetValidRegion()).c_str());
TilePaintFlags flags =
PaintThread::Get() ? TilePaintFlags::Async : TilePaintFlags::None;
mContentClient->GetTiledBuffer()->SetFrameResolution(mPaintData.mResolution);
mContentClient->GetTiledBuffer()->PaintThebes(
GetValidRegion(), aInvalidRegion, aInvalidRegion, aCallback,
aCallbackData, flags);
mPaintData.mPaintFinished = true;
return true;
}
bool ClientTiledPaintedLayer::RenderLowPrecision(
const nsIntRegion& aInvalidRegion, const nsIntRegion& aVisibleRegion,
LayerManager::DrawPaintedLayerCallback aCallback, void* aCallbackData) {
nsIntRegion invalidRegion = aInvalidRegion;
// Render the low precision buffer, if the visible region is larger than the
// critical display port.
if (!mPaintData.mCriticalDisplayPort ||
!nsIntRegion(mPaintData.mCriticalDisplayPort->ToUnknownRect())
.Contains(aVisibleRegion)) {
nsIntRegion oldValidRegion =
mContentClient->GetLowPrecisionTiledBuffer()->GetValidRegion();
oldValidRegion.And(oldValidRegion, aVisibleRegion);
bool updatedBuffer = false;
// If the frame resolution or format have changed, invalidate the buffer
if (mContentClient->GetLowPrecisionTiledBuffer()->GetFrameResolution() !=
mPaintData.mResolution ||
mContentClient->GetLowPrecisionTiledBuffer()->HasFormatChanged()) {
if (!mLowPrecisionValidRegion.IsEmpty()) {
updatedBuffer = true;
}
oldValidRegion.SetEmpty();
mLowPrecisionValidRegion.SetEmpty();
mContentClient->GetLowPrecisionTiledBuffer()->ResetPaintedAndValidState();
mContentClient->GetLowPrecisionTiledBuffer()->SetFrameResolution(
mPaintData.mResolution);
invalidRegion = aVisibleRegion;
}
// Invalidate previously valid content that is no longer visible
if (mPaintData.mLowPrecisionPaintCount == 1) {
mLowPrecisionValidRegion.And(mLowPrecisionValidRegion, aVisibleRegion);
}
mPaintData.mLowPrecisionPaintCount++;
// Remove the valid high-precision region from the invalid low-precision
// region. We don't want to spend time drawing things twice.
invalidRegion.SubOut(GetValidRegion());
TILING_LOG(
"TILING %p: Progressive paint: low-precision invalid region is %s\n",
this, Stringify(invalidRegion).c_str());
TILING_LOG(
"TILING %p: Progressive paint: low-precision old valid region is %s\n",
this, Stringify(oldValidRegion).c_str());
if (!invalidRegion.IsEmpty()) {
nsIntRegion drawnRegion;
updatedBuffer =
mContentClient->GetLowPrecisionTiledBuffer()->ProgressiveUpdate(
mLowPrecisionValidRegion, invalidRegion, oldValidRegion,
drawnRegion, &mPaintData, aCallback, aCallbackData);
mLowPrecisionValidRegion.OrWith(drawnRegion);
}
TILING_LOG(
"TILING %p: Progressive paint: low-precision new valid region is %s\n",
this, Stringify(mLowPrecisionValidRegion).c_str());
return updatedBuffer;
}
if (!mLowPrecisionValidRegion.IsEmpty()) {
TILING_LOG("TILING %p: Clearing low-precision buffer\n", this);
// Clear the low precision tiled buffer.
mLowPrecisionValidRegion.SetEmpty();
mContentClient->GetLowPrecisionTiledBuffer()->ResetPaintedAndValidState();
// Return true here so we send a Painted callback after clearing the valid
// region of the low precision buffer. This allows the shadow buffer's valid
// region to be updated and the associated resources to be freed.
return true;
}
return false;
}
void ClientTiledPaintedLayer::EndPaint() {
mPaintData.mLastScrollOffset = mPaintData.mScrollOffset;
mPaintData.mPaintFinished = true;
mPaintData.mFirstPaint = false;
TILING_LOG("TILING %p: Paint finished\n", this);
}
void ClientTiledPaintedLayer::RenderLayer() {
if (!ClientManager()->IsRepeatTransaction()) {
// Only paint the mask layers on the first transaction.
RenderMaskLayers(this);
}
LayerManager::DrawPaintedLayerCallback callback =
ClientManager()->GetPaintedLayerCallback();
void* data = ClientManager()->GetPaintedLayerCallbackData();
IntSize layerSize = mVisibleRegion.GetBounds().ToUnknownRect().Size();
IntSize tileSize = gfx::gfxVars::TileSize();
bool isHalfTileWidthOrHeight = layerSize.width <= tileSize.width / 2 ||
layerSize.height <= tileSize.height / 2;
// Use single tile when layer is not scrollable, is smaller than one
// tile, or when more than half of the tiles' pixels in either
// dimension would be wasted.
bool wantSingleTiledContentClient =
(mCreationHint == LayerManager::NONE || layerSize <= tileSize ||
isHalfTileWidthOrHeight) &&
SingleTiledContentClient::ClientSupportsLayerSize(layerSize,
ClientManager()) &&
StaticPrefs::layers_single_tile_enabled();
if (mContentClient && mHaveSingleTiledContentClient &&
!wantSingleTiledContentClient) {
mContentClient = nullptr;
ClearValidRegion();
}
if (!mContentClient) {
if (wantSingleTiledContentClient) {
mContentClient = new SingleTiledContentClient(*this, ClientManager());
mHaveSingleTiledContentClient = true;
} else {
mContentClient = new MultiTiledContentClient(*this, ClientManager());
mHaveSingleTiledContentClient = false;
}
mContentClient->Connect();
ClientManager()->AsShadowForwarder()->Attach(mContentClient, this);
MOZ_ASSERT(mContentClient->GetForwarder());
}
if (mContentClient->GetTiledBuffer()->HasFormatChanged()) {
ClearValidRegion();
mContentClient->GetTiledBuffer()->ResetPaintedAndValidState();
}
TILING_LOG("TILING %p: Initial visible region %s\n", this,
Stringify(mVisibleRegion).c_str());
TILING_LOG("TILING %p: Initial valid region %s\n", this,
Stringify(GetValidRegion()).c_str());
TILING_LOG("TILING %p: Initial low-precision valid region %s\n", this,
Stringify(mLowPrecisionValidRegion).c_str());
nsIntRegion neededRegion = mVisibleRegion.ToUnknownRegion();
#ifndef MOZ_IGNORE_PAINT_WILL_RESAMPLE
// This is handled by PadDrawTargetOutFromRegion in TiledContentClient for
// mobile
if (MayResample()) {
// If we're resampling then bilinear filtering can read up to 1 pixel
// outside of our texture coords. Make the visible region a single rect,
// and pad it out by 1 pixel (restricted to tile boundaries) so that
// we always have valid content or transparent pixels to sample from.
IntRect bounds = neededRegion.GetBounds();
IntRect wholeTiles = bounds;
wholeTiles.InflateToMultiple(gfx::gfxVars::TileSize());
IntRect padded = bounds;
padded.Inflate(1);
padded.IntersectRect(padded, wholeTiles);
neededRegion = padded;
}
#endif
nsIntRegion invalidRegion;
invalidRegion.Sub(neededRegion, GetValidRegion());
if (invalidRegion.IsEmpty()) {
EndPaint();
return;
}
if (!callback) {
ClientManager()->SetTransactionIncomplete();
return;
}
if (!ClientManager()->IsRepeatTransaction()) {
// For more complex cases we need to calculate a bunch of metrics before we
// can do the paint.
BeginPaint();
if (mPaintData.mPaintFinished) {
return;
}
// Make sure that tiles that fall outside of the visible region or outside
// of the critical displayport are discarded on the first update. Also make
// sure that we only draw stuff inside the critical displayport on the first
// update.
nsIntRegion validRegion;
validRegion.And(GetValidRegion(), neededRegion);
if (mPaintData.mCriticalDisplayPort) {
validRegion.AndWith(mPaintData.mCriticalDisplayPort->ToUnknownRect());
invalidRegion.And(invalidRegion,
mPaintData.mCriticalDisplayPort->ToUnknownRect());
}
SetValidRegion(validRegion);
TILING_LOG("TILING %p: First-transaction valid region %s\n", this,
Stringify(validRegion).c_str());
TILING_LOG("TILING %p: First-transaction invalid region %s\n", this,
Stringify(invalidRegion).c_str());
} else {
if (mPaintData.mCriticalDisplayPort) {
invalidRegion.And(invalidRegion,
mPaintData.mCriticalDisplayPort->ToUnknownRect());
}
TILING_LOG("TILING %p: Repeat-transaction invalid region %s\n", this,
Stringify(invalidRegion).c_str());
}
nsIntRegion lowPrecisionInvalidRegion;
if (mContentClient->GetLowPrecisionTiledBuffer()) {
// Calculate the invalid region for the low precision buffer. Make sure
// to remove the valid high-precision area so we don't double-paint it.
lowPrecisionInvalidRegion.Sub(neededRegion, mLowPrecisionValidRegion);
lowPrecisionInvalidRegion.Sub(lowPrecisionInvalidRegion, GetValidRegion());
}
TILING_LOG("TILING %p: Low-precision invalid region %s\n", this,
Stringify(lowPrecisionInvalidRegion).c_str());
bool updatedHighPrecision =
RenderHighPrecision(invalidRegion, neededRegion, callback, data);
if (updatedHighPrecision) {
ClientManager()->Hold(this);
mContentClient->UpdatedBuffer(TiledContentClient::TILED_BUFFER);
if (!mPaintData.mPaintFinished) {
// There is still more high-res stuff to paint, so we're not
// done yet. A subsequent transaction will take care of this.
ClientManager()->SetRepeatTransaction();
return;
}
}
// If there is nothing to draw in low-precision, then we're done.
if (lowPrecisionInvalidRegion.IsEmpty()) {
EndPaint();
return;
}
if (updatedHighPrecision) {
// If there are low precision updates, but we just did some high-precision
// updates, then mark the paint as unfinished and request a repeat
// transaction. This is so that we don't perform low-precision updates in
// the same transaction as high-precision updates.
TILING_LOG(
"TILING %p: Scheduling repeat transaction for low-precision painting\n",
this);
ClientManager()->SetRepeatTransaction();
mPaintData.mLowPrecisionPaintCount = 1;
mPaintData.mPaintFinished = false;
return;
}
bool updatedLowPrecision = RenderLowPrecision(lowPrecisionInvalidRegion,
neededRegion, callback, data);
if (updatedLowPrecision) {
ClientManager()->Hold(this);
mContentClient->UpdatedBuffer(
TiledContentClient::LOW_PRECISION_TILED_BUFFER);
if (!mPaintData.mPaintFinished) {
// There is still more low-res stuff to paint, so we're not
// done yet. A subsequent transaction will take care of this.
ClientManager()->SetRepeatTransaction();
return;
}
}
// If we get here, we've done all the high- and low-precision
// paints we wanted to do, so we can finish the paint and chill.
EndPaint();
}
bool ClientTiledPaintedLayer::IsOptimizedFor(
LayerManager::PaintedLayerCreationHint aHint) {
// The only creation hint is whether the layer is scrollable or not, and this
// is only respected on OSX, where it's used to determine whether to
// use a tiled content client or not.
// There are pretty nasty performance consequences for not using tiles on
// large, scrollable layers, so we want the layer to be recreated in this
// situation.
return aHint == GetCreationHint();
}
void ClientTiledPaintedLayer::PrintInfo(std::stringstream& aStream,
const char* aPrefix) {
PaintedLayer::PrintInfo(aStream, aPrefix);
if (mContentClient) {
aStream << "\n";
nsAutoCString pfx(aPrefix);
pfx += " ";
mContentClient->PrintInfo(aStream, pfx.get());
}
}
} // namespace layers
} // namespace mozilla
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