gfx/layers/composite/ContentHost.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/layers/composite/ContentHost.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,703 @@
     1.4 +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
     1.5 +/* This Source Code Form is subject to the terms of the Mozilla Public
     1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.8 +
     1.9 +#include "mozilla/layers/ContentHost.h"
    1.10 +#include "LayersLogging.h"              // for AppendToString
    1.11 +#include "gfx2DGlue.h"                  // for ContentForFormat
    1.12 +#include "mozilla/gfx/Point.h"          // for IntSize
    1.13 +#include "mozilla/Assertions.h"         // for MOZ_ASSERT, etc
    1.14 +#include "mozilla/gfx/BaseRect.h"       // for BaseRect
    1.15 +#include "mozilla/layers/Compositor.h"  // for Compositor
    1.16 +#include "mozilla/layers/Effects.h"     // for TexturedEffect, Effect, etc
    1.17 +#include "mozilla/layers/LayersMessages.h"  // for ThebesBufferData
    1.18 +#include "nsAString.h"
    1.19 +#include "nsPrintfCString.h"            // for nsPrintfCString
    1.20 +#include "nsString.h"                   // for nsAutoCString
    1.21 +#include "mozilla/layers/TextureHostOGL.h"  // for TextureHostOGL
    1.22 +
    1.23 +namespace mozilla {
    1.24 +namespace gfx {
    1.25 +class Matrix4x4;
    1.26 +}
    1.27 +using namespace gfx;
    1.28 +
    1.29 +namespace layers {
    1.30 +
    1.31 +ContentHostBase::ContentHostBase(const TextureInfo& aTextureInfo)
    1.32 +  : ContentHost(aTextureInfo)
    1.33 +  , mPaintWillResample(false)
    1.34 +  , mInitialised(false)
    1.35 +{}
    1.36 +
    1.37 +ContentHostBase::~ContentHostBase()
    1.38 +{
    1.39 +}
    1.40 +
    1.41 +struct AutoLockContentHost
    1.42 +{
    1.43 +  AutoLockContentHost(ContentHostBase* aHost)
    1.44 +    : mHost(aHost)
    1.45 +  {
    1.46 +    mSucceeded = mHost->Lock();
    1.47 +  }
    1.48 +
    1.49 +  ~AutoLockContentHost()
    1.50 +  {
    1.51 +    if (mSucceeded) {
    1.52 +      mHost->Unlock();
    1.53 +    }
    1.54 +  }
    1.55 +
    1.56 +  bool Failed() { return !mSucceeded; }
    1.57 +
    1.58 +  ContentHostBase* mHost;
    1.59 +  bool mSucceeded;
    1.60 +};
    1.61 +
    1.62 +void
    1.63 +ContentHostBase::Composite(EffectChain& aEffectChain,
    1.64 +                           float aOpacity,
    1.65 +                           const gfx::Matrix4x4& aTransform,
    1.66 +                           const Filter& aFilter,
    1.67 +                           const Rect& aClipRect,
    1.68 +                           const nsIntRegion* aVisibleRegion,
    1.69 +                           TiledLayerProperties* aLayerProperties)
    1.70 +{
    1.71 +  NS_ASSERTION(aVisibleRegion, "Requires a visible region");
    1.72 +
    1.73 +  AutoLockContentHost lock(this);
    1.74 +  if (lock.Failed()) {
    1.75 +    return;
    1.76 +  }
    1.77 +
    1.78 +  RefPtr<NewTextureSource> source = GetTextureSource();
    1.79 +  RefPtr<NewTextureSource> sourceOnWhite = GetTextureSourceOnWhite();
    1.80 +
    1.81 +  if (!source) {
    1.82 +    return;
    1.83 +  }
    1.84 +  RefPtr<TexturedEffect> effect =
    1.85 +    CreateTexturedEffect(source, sourceOnWhite, aFilter);
    1.86 +
    1.87 +  if (!effect) {
    1.88 +    return;
    1.89 +  }
    1.90 +
    1.91 +  aEffectChain.mPrimaryEffect = effect;
    1.92 +
    1.93 +  nsIntRegion tmpRegion;
    1.94 +  const nsIntRegion* renderRegion;
    1.95 +  if (PaintWillResample()) {
    1.96 +    // If we're resampling, then the texture image will contain exactly the
    1.97 +    // entire visible region's bounds, and we should draw it all in one quad
    1.98 +    // to avoid unexpected aliasing.
    1.99 +    tmpRegion = aVisibleRegion->GetBounds();
   1.100 +    renderRegion = &tmpRegion;
   1.101 +  } else {
   1.102 +    renderRegion = aVisibleRegion;
   1.103 +  }
   1.104 +
   1.105 +  nsIntRegion region(*renderRegion);
   1.106 +  nsIntPoint origin = GetOriginOffset();
   1.107 +  // translate into TexImage space, buffer origin might not be at texture (0,0)
   1.108 +  region.MoveBy(-origin);
   1.109 +
   1.110 +  // Figure out the intersecting draw region
   1.111 +  gfx::IntSize texSize = source->GetSize();
   1.112 +  nsIntRect textureRect = nsIntRect(0, 0, texSize.width, texSize.height);
   1.113 +  textureRect.MoveBy(region.GetBounds().TopLeft());
   1.114 +  nsIntRegion subregion;
   1.115 +  subregion.And(region, textureRect);
   1.116 +  if (subregion.IsEmpty()) {
   1.117 +    // Region is empty, nothing to draw
   1.118 +    return;
   1.119 +  }
   1.120 +
   1.121 +  nsIntRegion screenRects;
   1.122 +  nsIntRegion regionRects;
   1.123 +
   1.124 +  // Collect texture/screen coordinates for drawing
   1.125 +  nsIntRegionRectIterator iter(subregion);
   1.126 +  while (const nsIntRect* iterRect = iter.Next()) {
   1.127 +    nsIntRect regionRect = *iterRect;
   1.128 +    nsIntRect screenRect = regionRect;
   1.129 +    screenRect.MoveBy(origin);
   1.130 +
   1.131 +    screenRects.Or(screenRects, screenRect);
   1.132 +    regionRects.Or(regionRects, regionRect);
   1.133 +  }
   1.134 +
   1.135 +  TileIterator* tileIter = source->AsTileIterator();
   1.136 +  TileIterator* iterOnWhite = nullptr;
   1.137 +  if (tileIter) {
   1.138 +    tileIter->BeginTileIteration();
   1.139 +  }
   1.140 +
   1.141 +  if (sourceOnWhite) {
   1.142 +    iterOnWhite = sourceOnWhite->AsTileIterator();
   1.143 +    MOZ_ASSERT(!tileIter || tileIter->GetTileCount() == iterOnWhite->GetTileCount(),
   1.144 +               "Tile count mismatch on component alpha texture");
   1.145 +    if (iterOnWhite) {
   1.146 +      iterOnWhite->BeginTileIteration();
   1.147 +    }
   1.148 +  }
   1.149 +
   1.150 +  bool usingTiles = (tileIter && tileIter->GetTileCount() > 1);
   1.151 +  do {
   1.152 +    if (iterOnWhite) {
   1.153 +      MOZ_ASSERT(iterOnWhite->GetTileRect() == tileIter->GetTileRect(),
   1.154 +                 "component alpha textures should be the same size.");
   1.155 +    }
   1.156 +
   1.157 +    nsIntRect texRect = tileIter ? tileIter->GetTileRect()
   1.158 +                                 : nsIntRect(0, 0,
   1.159 +                                             texSize.width,
   1.160 +                                             texSize.height);
   1.161 +
   1.162 +    // Draw texture. If we're using tiles, we do repeating manually, as texture
   1.163 +    // repeat would cause each individual tile to repeat instead of the
   1.164 +    // compound texture as a whole. This involves drawing at most 4 sections,
   1.165 +    // 2 for each axis that has texture repeat.
   1.166 +    for (int y = 0; y < (usingTiles ? 2 : 1); y++) {
   1.167 +      for (int x = 0; x < (usingTiles ? 2 : 1); x++) {
   1.168 +        nsIntRect currentTileRect(texRect);
   1.169 +        currentTileRect.MoveBy(x * texSize.width, y * texSize.height);
   1.170 +
   1.171 +        nsIntRegionRectIterator screenIter(screenRects);
   1.172 +        nsIntRegionRectIterator regionIter(regionRects);
   1.173 +
   1.174 +        const nsIntRect* screenRect;
   1.175 +        const nsIntRect* regionRect;
   1.176 +        while ((screenRect = screenIter.Next()) &&
   1.177 +               (regionRect = regionIter.Next())) {
   1.178 +          nsIntRect tileScreenRect(*screenRect);
   1.179 +          nsIntRect tileRegionRect(*regionRect);
   1.180 +
   1.181 +          // When we're using tiles, find the intersection between the tile
   1.182 +          // rect and this region rect. Tiling is then handled by the
   1.183 +          // outer for-loops and modifying the tile rect.
   1.184 +          if (usingTiles) {
   1.185 +            tileScreenRect.MoveBy(-origin);
   1.186 +            tileScreenRect = tileScreenRect.Intersect(currentTileRect);
   1.187 +            tileScreenRect.MoveBy(origin);
   1.188 +
   1.189 +            if (tileScreenRect.IsEmpty())
   1.190 +              continue;
   1.191 +
   1.192 +            tileRegionRect = regionRect->Intersect(currentTileRect);
   1.193 +            tileRegionRect.MoveBy(-currentTileRect.TopLeft());
   1.194 +          }
   1.195 +          gfx::Rect rect(tileScreenRect.x, tileScreenRect.y,
   1.196 +                         tileScreenRect.width, tileScreenRect.height);
   1.197 +
   1.198 +          effect->mTextureCoords = Rect(Float(tileRegionRect.x) / texRect.width,
   1.199 +                                        Float(tileRegionRect.y) / texRect.height,
   1.200 +                                        Float(tileRegionRect.width) / texRect.width,
   1.201 +                                        Float(tileRegionRect.height) / texRect.height);
   1.202 +          GetCompositor()->DrawQuad(rect, aClipRect, aEffectChain, aOpacity, aTransform);
   1.203 +          if (usingTiles) {
   1.204 +            DiagnosticTypes diagnostics = DIAGNOSTIC_CONTENT | DIAGNOSTIC_BIGIMAGE;
   1.205 +            diagnostics |= iterOnWhite ? DIAGNOSTIC_COMPONENT_ALPHA : 0;
   1.206 +            GetCompositor()->DrawDiagnostics(diagnostics, rect, aClipRect,
   1.207 +                                             aTransform, mFlashCounter);
   1.208 +          }
   1.209 +        }
   1.210 +      }
   1.211 +    }
   1.212 +
   1.213 +    if (iterOnWhite) {
   1.214 +      iterOnWhite->NextTile();
   1.215 +    }
   1.216 +  } while (usingTiles && tileIter->NextTile());
   1.217 +
   1.218 +  if (tileIter) {
   1.219 +    tileIter->EndTileIteration();
   1.220 +  }
   1.221 +  if (iterOnWhite) {
   1.222 +    iterOnWhite->EndTileIteration();
   1.223 +  }
   1.224 +
   1.225 +  DiagnosticTypes diagnostics = DIAGNOSTIC_CONTENT;
   1.226 +  diagnostics |= iterOnWhite ? DIAGNOSTIC_COMPONENT_ALPHA : 0;
   1.227 +  GetCompositor()->DrawDiagnostics(diagnostics, *aVisibleRegion, aClipRect,
   1.228 +                                   aTransform, mFlashCounter);
   1.229 +}
   1.230 +
   1.231 +
   1.232 +void
   1.233 +ContentHostTexture::UseTextureHost(TextureHost* aTexture)
   1.234 +{
   1.235 +  ContentHostBase::UseTextureHost(aTexture);
   1.236 +  mTextureHost = aTexture;
   1.237 +  mTextureHostOnWhite = nullptr;
   1.238 +}
   1.239 +
   1.240 +void
   1.241 +ContentHostTexture::UseComponentAlphaTextures(TextureHost* aTextureOnBlack,
   1.242 +                                              TextureHost* aTextureOnWhite)
   1.243 +{
   1.244 +  ContentHostBase::UseComponentAlphaTextures(aTextureOnBlack, aTextureOnWhite);
   1.245 +  mTextureHost = aTextureOnBlack;
   1.246 +  mTextureHostOnWhite = aTextureOnWhite;
   1.247 +}
   1.248 +
   1.249 +void
   1.250 +ContentHostTexture::SetCompositor(Compositor* aCompositor)
   1.251 +{
   1.252 +  ContentHostBase::SetCompositor(aCompositor);
   1.253 +  if (mTextureHost) {
   1.254 +    mTextureHost->SetCompositor(aCompositor);
   1.255 +  }
   1.256 +  if (mTextureHostOnWhite) {
   1.257 +    mTextureHostOnWhite->SetCompositor(aCompositor);
   1.258 +  }
   1.259 +}
   1.260 +
   1.261 +#ifdef MOZ_DUMP_PAINTING
   1.262 +void
   1.263 +ContentHostTexture::Dump(FILE* aFile,
   1.264 +                         const char* aPrefix,
   1.265 +                         bool aDumpHtml)
   1.266 +{
   1.267 +  if (!aDumpHtml) {
   1.268 +    return;
   1.269 +  }
   1.270 +  if (!aFile) {
   1.271 +    aFile = stderr;
   1.272 +  }
   1.273 +  fprintf(aFile, "<ul>");
   1.274 +  if (mTextureHost) {
   1.275 +    fprintf(aFile, "%s", aPrefix);
   1.276 +    fprintf(aFile, "<li> <a href=");
   1.277 +    DumpTextureHost(aFile, mTextureHost);
   1.278 +    fprintf(aFile, "> Front buffer </a></li> ");
   1.279 +  }
   1.280 +  if (mTextureHostOnWhite) {
   1.281 +    fprintf(aFile, "%s", aPrefix);
   1.282 +    fprintf(aFile, "<li> <a href=");
   1.283 +    DumpTextureHost(aFile, mTextureHostOnWhite);
   1.284 +    fprintf(aFile, "> Front buffer on white </a> </li> ");
   1.285 +  }
   1.286 +  fprintf(aFile, "</ul>");
   1.287 +}
   1.288 +#endif
   1.289 +
   1.290 +static inline void
   1.291 +AddWrappedRegion(const nsIntRegion& aInput, nsIntRegion& aOutput,
   1.292 +                 const nsIntSize& aSize, const nsIntPoint& aShift)
   1.293 +{
   1.294 +  nsIntRegion tempRegion;
   1.295 +  tempRegion.And(nsIntRect(aShift, aSize), aInput);
   1.296 +  tempRegion.MoveBy(-aShift);
   1.297 +  aOutput.Or(aOutput, tempRegion);
   1.298 +}
   1.299 +
   1.300 +bool
   1.301 +ContentHostSingleBuffered::UpdateThebes(const ThebesBufferData& aData,
   1.302 +                                        const nsIntRegion& aUpdated,
   1.303 +                                        const nsIntRegion& aOldValidRegionBack,
   1.304 +                                        nsIntRegion* aUpdatedRegionBack)
   1.305 +{
   1.306 +  aUpdatedRegionBack->SetEmpty();
   1.307 +
   1.308 +  if (!mTextureHost) {
   1.309 +    mInitialised = false;
   1.310 +    return true; // FIXME should we return false? Returning true for now
   1.311 +  }              // to preserve existing behavior of NOT causing IPC errors.
   1.312 +
   1.313 +  // updated is in screen coordinates. Convert it to buffer coordinates.
   1.314 +  nsIntRegion destRegion(aUpdated);
   1.315 +  destRegion.MoveBy(-aData.rect().TopLeft());
   1.316 +
   1.317 +  if (!aData.rect().Contains(aUpdated.GetBounds()) ||
   1.318 +      aData.rotation().x > aData.rect().width ||
   1.319 +      aData.rotation().y > aData.rect().height) {
   1.320 +    NS_ERROR("Invalid update data");
   1.321 +    return false;
   1.322 +  }
   1.323 +
   1.324 +  // destRegion is now in logical coordinates relative to the buffer, but we
   1.325 +  // need to account for rotation. We do that by moving the region to the
   1.326 +  // rotation offset and then wrapping any pixels that extend off the
   1.327 +  // bottom/right edges.
   1.328 +
   1.329 +  // Shift to the rotation point
   1.330 +  destRegion.MoveBy(aData.rotation());
   1.331 +
   1.332 +  nsIntSize bufferSize = aData.rect().Size();
   1.333 +
   1.334 +  // Select only the pixels that are still within the buffer.
   1.335 +  nsIntRegion finalRegion;
   1.336 +  finalRegion.And(nsIntRect(nsIntPoint(), bufferSize), destRegion);
   1.337 +
   1.338 +  // For each of the overlap areas (right, bottom-right, bottom), select those
   1.339 +  // pixels and wrap them around to the opposite edge of the buffer rect.
   1.340 +  AddWrappedRegion(destRegion, finalRegion, bufferSize, nsIntPoint(aData.rect().width, 0));
   1.341 +  AddWrappedRegion(destRegion, finalRegion, bufferSize, nsIntPoint(aData.rect().width, aData.rect().height));
   1.342 +  AddWrappedRegion(destRegion, finalRegion, bufferSize, nsIntPoint(0, aData.rect().height));
   1.343 +
   1.344 +  MOZ_ASSERT(nsIntRect(0, 0, aData.rect().width, aData.rect().height).Contains(finalRegion.GetBounds()));
   1.345 +
   1.346 +  mTextureHost->Updated(&finalRegion);
   1.347 +  if (mTextureHostOnWhite) {
   1.348 +    mTextureHostOnWhite->Updated(&finalRegion);
   1.349 +  }
   1.350 +  mInitialised = true;
   1.351 +
   1.352 +  mBufferRect = aData.rect();
   1.353 +  mBufferRotation = aData.rotation();
   1.354 +
   1.355 +  return true;
   1.356 +}
   1.357 +
   1.358 +bool
   1.359 +ContentHostDoubleBuffered::UpdateThebes(const ThebesBufferData& aData,
   1.360 +                                        const nsIntRegion& aUpdated,
   1.361 +                                        const nsIntRegion& aOldValidRegionBack,
   1.362 +                                        nsIntRegion* aUpdatedRegionBack)
   1.363 +{
   1.364 +  if (!mTextureHost) {
   1.365 +    mInitialised = false;
   1.366 +
   1.367 +    *aUpdatedRegionBack = aUpdated;
   1.368 +    return true;
   1.369 +  }
   1.370 +
   1.371 +  // We don't need to calculate an update region because we assume that if we
   1.372 +  // are using double buffering then we have render-to-texture and thus no
   1.373 +  // upload to do.
   1.374 +  mTextureHost->Updated();
   1.375 +  if (mTextureHostOnWhite) {
   1.376 +    mTextureHostOnWhite->Updated();
   1.377 +  }
   1.378 +  mInitialised = true;
   1.379 +
   1.380 +  mBufferRect = aData.rect();
   1.381 +  mBufferRotation = aData.rotation();
   1.382 +
   1.383 +  *aUpdatedRegionBack = aUpdated;
   1.384 +
   1.385 +  // Save the current valid region of our front buffer, because if
   1.386 +  // we're double buffering, it's going to be the valid region for the
   1.387 +  // next back buffer sent back to the renderer.
   1.388 +  //
   1.389 +  // NB: we rely here on the fact that mValidRegion is initialized to
   1.390 +  // empty, and that the first time Swap() is called we don't have a
   1.391 +  // valid front buffer that we're going to return to content.
   1.392 +  mValidRegionForNextBackBuffer = aOldValidRegionBack;
   1.393 +
   1.394 +  return true;
   1.395 +}
   1.396 +
   1.397 +ContentHostIncremental::ContentHostIncremental(const TextureInfo& aTextureInfo)
   1.398 +  : ContentHostBase(aTextureInfo)
   1.399 +  , mDeAllocator(nullptr)
   1.400 +  , mLocked(false)
   1.401 +{
   1.402 +}
   1.403 +
   1.404 +ContentHostIncremental::~ContentHostIncremental()
   1.405 +{
   1.406 +}
   1.407 +
   1.408 +bool
   1.409 +ContentHostIncremental::CreatedIncrementalTexture(ISurfaceAllocator* aAllocator,
   1.410 +                                                  const TextureInfo& aTextureInfo,
   1.411 +                                                  const nsIntRect& aBufferRect)
   1.412 +{
   1.413 +  mUpdateList.AppendElement(new TextureCreationRequest(aTextureInfo,
   1.414 +                                                       aBufferRect));
   1.415 +  mDeAllocator = aAllocator;
   1.416 +  FlushUpdateQueue();
   1.417 +  return true;
   1.418 +}
   1.419 +
   1.420 +void
   1.421 +ContentHostIncremental::UpdateIncremental(TextureIdentifier aTextureId,
   1.422 +                                          SurfaceDescriptor& aSurface,
   1.423 +                                          const nsIntRegion& aUpdated,
   1.424 +                                          const nsIntRect& aBufferRect,
   1.425 +                                          const nsIntPoint& aBufferRotation)
   1.426 +{
   1.427 +  mUpdateList.AppendElement(new TextureUpdateRequest(mDeAllocator,
   1.428 +                                                     aTextureId,
   1.429 +                                                     aSurface,
   1.430 +                                                     aUpdated,
   1.431 +                                                     aBufferRect,
   1.432 +                                                     aBufferRotation));
   1.433 +  FlushUpdateQueue();
   1.434 +}
   1.435 +
   1.436 +void
   1.437 +ContentHostIncremental::FlushUpdateQueue()
   1.438 +{
   1.439 +  // If we're not compositing for some reason (the window being minimized
   1.440 +  // is one example), then we never process these updates and it can consume
   1.441 +  // huge amounts of memory. Instead we forcibly process the updates (during the
   1.442 +  // transaction) if the list gets too long.
   1.443 +  static const uint32_t kMaxUpdateCount = 6;
   1.444 +  if (mUpdateList.Length() >= kMaxUpdateCount) {
   1.445 +    ProcessTextureUpdates();
   1.446 +  }
   1.447 +}
   1.448 +
   1.449 +void
   1.450 +ContentHostIncremental::ProcessTextureUpdates()
   1.451 +{
   1.452 +  for (uint32_t i = 0; i < mUpdateList.Length(); i++) {
   1.453 +    mUpdateList[i]->Execute(this);
   1.454 +  }
   1.455 +  mUpdateList.Clear();
   1.456 +}
   1.457 +
   1.458 +NewTextureSource*
   1.459 +ContentHostIncremental::GetTextureSource()
   1.460 +{
   1.461 +  MOZ_ASSERT(mLocked);
   1.462 +  return mSource;
   1.463 +}
   1.464 +
   1.465 +NewTextureSource*
   1.466 +ContentHostIncremental::GetTextureSourceOnWhite()
   1.467 +{
   1.468 +  MOZ_ASSERT(mLocked);
   1.469 +  return mSourceOnWhite;
   1.470 +}
   1.471 +
   1.472 +void
   1.473 +ContentHostIncremental::TextureCreationRequest::Execute(ContentHostIncremental* aHost)
   1.474 +{
   1.475 +  Compositor* compositor = aHost->GetCompositor();
   1.476 +  MOZ_ASSERT(compositor);
   1.477 +
   1.478 +  RefPtr<DataTextureSource> temp =
   1.479 +    compositor->CreateDataTextureSource(mTextureInfo.mTextureFlags);
   1.480 +  MOZ_ASSERT(temp->AsSourceOGL() &&
   1.481 +             temp->AsSourceOGL()->AsTextureImageTextureSource());
   1.482 +  RefPtr<TextureImageTextureSourceOGL> newSource =
   1.483 +    temp->AsSourceOGL()->AsTextureImageTextureSource();
   1.484 +
   1.485 +  RefPtr<TextureImageTextureSourceOGL> newSourceOnWhite;
   1.486 +  if (mTextureInfo.mTextureFlags & TEXTURE_COMPONENT_ALPHA) {
   1.487 +    temp =
   1.488 +      compositor->CreateDataTextureSource(mTextureInfo.mTextureFlags);
   1.489 +    MOZ_ASSERT(temp->AsSourceOGL() &&
   1.490 +               temp->AsSourceOGL()->AsTextureImageTextureSource());
   1.491 +    newSourceOnWhite = temp->AsSourceOGL()->AsTextureImageTextureSource();
   1.492 +  }
   1.493 +
   1.494 +  if (mTextureInfo.mDeprecatedTextureHostFlags & TEXTURE_HOST_COPY_PREVIOUS) {
   1.495 +    MOZ_ASSERT(aHost->mSource);
   1.496 +    MOZ_ASSERT(aHost->mSource->IsValid());
   1.497 +    nsIntRect bufferRect = aHost->mBufferRect;
   1.498 +    nsIntPoint bufferRotation = aHost->mBufferRotation;
   1.499 +    nsIntRect overlap;
   1.500 +
   1.501 +    // The buffer looks like:
   1.502 +    //  ______
   1.503 +    // |1  |2 |  Where the center point is offset by mBufferRotation from the top-left corner.
   1.504 +    // |___|__|
   1.505 +    // |3  |4 |
   1.506 +    // |___|__|
   1.507 +    //
   1.508 +    // This is drawn to the screen as:
   1.509 +    //  ______
   1.510 +    // |4  |3 |  Where the center point is { width - mBufferRotation.x, height - mBufferRotation.y } from
   1.511 +    // |___|__|  from the top left corner - rotationPoint.
   1.512 +    // |2  |1 |
   1.513 +    // |___|__|
   1.514 +    //
   1.515 +
   1.516 +    // The basic idea below is to take all quadrant rectangles from the src and transform them into rectangles
   1.517 +    // in the destination. Unfortunately, it seems it is overly complex and could perhaps be simplified.
   1.518 +
   1.519 +    nsIntRect srcBufferSpaceBottomRight(bufferRotation.x, bufferRotation.y, bufferRect.width - bufferRotation.x, bufferRect.height - bufferRotation.y);
   1.520 +    nsIntRect srcBufferSpaceTopRight(bufferRotation.x, 0, bufferRect.width - bufferRotation.x, bufferRotation.y);
   1.521 +    nsIntRect srcBufferSpaceTopLeft(0, 0, bufferRotation.x, bufferRotation.y);
   1.522 +    nsIntRect srcBufferSpaceBottomLeft(0, bufferRotation.y, bufferRotation.x, bufferRect.height - bufferRotation.y);
   1.523 +
   1.524 +    overlap.IntersectRect(bufferRect, mBufferRect);
   1.525 +
   1.526 +    nsIntRect srcRect(overlap), dstRect(overlap);
   1.527 +    srcRect.MoveBy(- bufferRect.TopLeft() + bufferRotation);
   1.528 +
   1.529 +    nsIntRect srcRectDrawTopRight(srcRect);
   1.530 +    nsIntRect srcRectDrawTopLeft(srcRect);
   1.531 +    nsIntRect srcRectDrawBottomLeft(srcRect);
   1.532 +    // transform into the different quadrants
   1.533 +    srcRectDrawTopRight  .MoveBy(-nsIntPoint(0, bufferRect.height));
   1.534 +    srcRectDrawTopLeft   .MoveBy(-nsIntPoint(bufferRect.width, bufferRect.height));
   1.535 +    srcRectDrawBottomLeft.MoveBy(-nsIntPoint(bufferRect.width, 0));
   1.536 +
   1.537 +    // Intersect with the quadrant
   1.538 +    srcRect               = srcRect              .Intersect(srcBufferSpaceBottomRight);
   1.539 +    srcRectDrawTopRight   = srcRectDrawTopRight  .Intersect(srcBufferSpaceTopRight);
   1.540 +    srcRectDrawTopLeft    = srcRectDrawTopLeft   .Intersect(srcBufferSpaceTopLeft);
   1.541 +    srcRectDrawBottomLeft = srcRectDrawBottomLeft.Intersect(srcBufferSpaceBottomLeft);
   1.542 +
   1.543 +    dstRect = srcRect;
   1.544 +    nsIntRect dstRectDrawTopRight(srcRectDrawTopRight);
   1.545 +    nsIntRect dstRectDrawTopLeft(srcRectDrawTopLeft);
   1.546 +    nsIntRect dstRectDrawBottomLeft(srcRectDrawBottomLeft);
   1.547 +
   1.548 +    // transform back to src buffer space
   1.549 +    dstRect              .MoveBy(-bufferRotation);
   1.550 +    dstRectDrawTopRight  .MoveBy(-bufferRotation + nsIntPoint(0, bufferRect.height));
   1.551 +    dstRectDrawTopLeft   .MoveBy(-bufferRotation + nsIntPoint(bufferRect.width, bufferRect.height));
   1.552 +    dstRectDrawBottomLeft.MoveBy(-bufferRotation + nsIntPoint(bufferRect.width, 0));
   1.553 +
   1.554 +    // transform back to draw coordinates
   1.555 +    dstRect              .MoveBy(bufferRect.TopLeft());
   1.556 +    dstRectDrawTopRight  .MoveBy(bufferRect.TopLeft());
   1.557 +    dstRectDrawTopLeft   .MoveBy(bufferRect.TopLeft());
   1.558 +    dstRectDrawBottomLeft.MoveBy(bufferRect.TopLeft());
   1.559 +
   1.560 +    // transform to destBuffer space
   1.561 +    dstRect              .MoveBy(-mBufferRect.TopLeft());
   1.562 +    dstRectDrawTopRight  .MoveBy(-mBufferRect.TopLeft());
   1.563 +    dstRectDrawTopLeft   .MoveBy(-mBufferRect.TopLeft());
   1.564 +    dstRectDrawBottomLeft.MoveBy(-mBufferRect.TopLeft());
   1.565 +
   1.566 +    newSource->EnsureBuffer(mBufferRect.Size(),
   1.567 +                           ContentForFormat(aHost->mSource->GetFormat()));
   1.568 +
   1.569 +    aHost->mSource->CopyTo(srcRect, newSource, dstRect);
   1.570 +    if (bufferRotation != nsIntPoint(0, 0)) {
   1.571 +      // Draw the remaining quadrants. We call BlitTextureImage 3 extra
   1.572 +      // times instead of doing a single draw call because supporting that
   1.573 +      // with a tiled source is quite tricky.
   1.574 +
   1.575 +      if (!srcRectDrawTopRight.IsEmpty())
   1.576 +        aHost->mSource->CopyTo(srcRectDrawTopRight,
   1.577 +                               newSource, dstRectDrawTopRight);
   1.578 +      if (!srcRectDrawTopLeft.IsEmpty())
   1.579 +        aHost->mSource->CopyTo(srcRectDrawTopLeft,
   1.580 +                               newSource, dstRectDrawTopLeft);
   1.581 +      if (!srcRectDrawBottomLeft.IsEmpty())
   1.582 +        aHost->mSource->CopyTo(srcRectDrawBottomLeft,
   1.583 +                               newSource, dstRectDrawBottomLeft);
   1.584 +    }
   1.585 +
   1.586 +    if (newSourceOnWhite) {
   1.587 +      newSourceOnWhite->EnsureBuffer(mBufferRect.Size(),
   1.588 +                                    ContentForFormat(aHost->mSourceOnWhite->GetFormat()));
   1.589 +      aHost->mSourceOnWhite->CopyTo(srcRect, newSourceOnWhite, dstRect);
   1.590 +      if (bufferRotation != nsIntPoint(0, 0)) {
   1.591 +        // draw the remaining quadrants
   1.592 +        if (!srcRectDrawTopRight.IsEmpty())
   1.593 +          aHost->mSourceOnWhite->CopyTo(srcRectDrawTopRight,
   1.594 +                                        newSourceOnWhite, dstRectDrawTopRight);
   1.595 +        if (!srcRectDrawTopLeft.IsEmpty())
   1.596 +          aHost->mSourceOnWhite->CopyTo(srcRectDrawTopLeft,
   1.597 +                                        newSourceOnWhite, dstRectDrawTopLeft);
   1.598 +        if (!srcRectDrawBottomLeft.IsEmpty())
   1.599 +          aHost->mSourceOnWhite->CopyTo(srcRectDrawBottomLeft,
   1.600 +                                        newSourceOnWhite, dstRectDrawBottomLeft);
   1.601 +      }
   1.602 +    }
   1.603 +  }
   1.604 +
   1.605 +  aHost->mSource = newSource;
   1.606 +  aHost->mSourceOnWhite = newSourceOnWhite;
   1.607 +
   1.608 +  aHost->mBufferRect = mBufferRect;
   1.609 +  aHost->mBufferRotation = nsIntPoint();
   1.610 +}
   1.611 +
   1.612 +nsIntRect
   1.613 +ContentHostIncremental::TextureUpdateRequest::GetQuadrantRectangle(XSide aXSide,
   1.614 +                                                                   YSide aYSide) const
   1.615 +{
   1.616 +  // quadrantTranslation is the amount we translate the top-left
   1.617 +  // of the quadrant by to get coordinates relative to the layer
   1.618 +  nsIntPoint quadrantTranslation = -mBufferRotation;
   1.619 +  quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0;
   1.620 +  quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0;
   1.621 +  return mBufferRect + quadrantTranslation;
   1.622 +}
   1.623 +
   1.624 +void
   1.625 +ContentHostIncremental::TextureUpdateRequest::Execute(ContentHostIncremental* aHost)
   1.626 +{
   1.627 +  nsIntRect drawBounds = mUpdated.GetBounds();
   1.628 +
   1.629 +  aHost->mBufferRect = mBufferRect;
   1.630 +  aHost->mBufferRotation = mBufferRotation;
   1.631 +
   1.632 +  // Figure out which quadrant to draw in
   1.633 +  int32_t xBoundary = mBufferRect.XMost() - mBufferRotation.x;
   1.634 +  int32_t yBoundary = mBufferRect.YMost() - mBufferRotation.y;
   1.635 +  XSide sideX = drawBounds.XMost() <= xBoundary ? RIGHT : LEFT;
   1.636 +  YSide sideY = drawBounds.YMost() <= yBoundary ? BOTTOM : TOP;
   1.637 +  nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY);
   1.638 +  NS_ASSERTION(quadrantRect.Contains(drawBounds), "Messed up quadrants");
   1.639 +
   1.640 +  mUpdated.MoveBy(-nsIntPoint(quadrantRect.x, quadrantRect.y));
   1.641 +
   1.642 +  IntPoint offset = ToIntPoint(-mUpdated.GetBounds().TopLeft());
   1.643 +
   1.644 +  RefPtr<DataSourceSurface> surf = GetSurfaceForDescriptor(mDescriptor);
   1.645 +
   1.646 +  if (mTextureId == TextureFront) {
   1.647 +    aHost->mSource->Update(surf, &mUpdated, &offset);
   1.648 +  } else {
   1.649 +    aHost->mSourceOnWhite->Update(surf, &mUpdated, &offset);
   1.650 +  }
   1.651 +}
   1.652 +
   1.653 +void
   1.654 +ContentHostTexture::PrintInfo(nsACString& aTo, const char* aPrefix)
   1.655 +{
   1.656 +  aTo += aPrefix;
   1.657 +  aTo += nsPrintfCString("ContentHost (0x%p)", this);
   1.658 +
   1.659 +  AppendToString(aTo, mBufferRect, " [buffer-rect=", "]");
   1.660 +  AppendToString(aTo, mBufferRotation, " [buffer-rotation=", "]");
   1.661 +  if (PaintWillResample()) {
   1.662 +    aTo += " [paint-will-resample]";
   1.663 +  }
   1.664 +
   1.665 +  nsAutoCString pfx(aPrefix);
   1.666 +  pfx += "  ";
   1.667 +
   1.668 +  if (mTextureHost) {
   1.669 +    aTo += "\n";
   1.670 +    mTextureHost->PrintInfo(aTo, pfx.get());
   1.671 +  }
   1.672 +}
   1.673 +
   1.674 +
   1.675 +LayerRenderState
   1.676 +ContentHostTexture::GetRenderState()
   1.677 +{
   1.678 +  if (!mTextureHost) {
   1.679 +    return LayerRenderState();
   1.680 +  }
   1.681 +
   1.682 +  LayerRenderState result = mTextureHost->GetRenderState();
   1.683 +
   1.684 +  if (mBufferRotation != nsIntPoint()) {
   1.685 +    result.mFlags |= LAYER_RENDER_STATE_BUFFER_ROTATION;
   1.686 +  }
   1.687 +  result.SetOffset(GetOriginOffset());
   1.688 +  return result;
   1.689 +}
   1.690 +
   1.691 +#ifdef MOZ_DUMP_PAINTING
   1.692 +TemporaryRef<gfx::DataSourceSurface>
   1.693 +ContentHostTexture::GetAsSurface()
   1.694 +{
   1.695 +  if (!mTextureHost) {
   1.696 +    return nullptr;
   1.697 +  }
   1.698 +
   1.699 +  return mTextureHost->GetAsSurface();
   1.700 +}
   1.701 +
   1.702 +#endif
   1.703 +
   1.704 +
   1.705 +} // namespace
   1.706 +} // namespace

mercurial