1 /* This Source Code Form is subject to the terms of the Mozilla Public
2 * License, v. 2.0. If a copy of the MPL was not distributed with this file,
3 * You can obtain one at http://mozilla.org/MPL/2.0/. */
5 #include "ClientTiledThebesLayer.h"
6 #include "FrameMetrics.h" // for FrameMetrics
7 #include "Units.h" // for ScreenIntRect, CSSPoint, etc
8 #include "UnitTransforms.h" // for TransformTo
9 #include "ClientLayerManager.h" // for ClientLayerManager, etc
10 #include "gfx3DMatrix.h" // for gfx3DMatrix
11 #include "gfxPlatform.h" // for gfxPlatform
12 #include "gfxPrefs.h" // for gfxPrefs
13 #include "gfxRect.h" // for gfxRect
14 #include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
15 #include "mozilla/gfx/BaseSize.h" // for BaseSize
16 #include "mozilla/gfx/Rect.h" // for Rect, RectTyped
17 #include "mozilla/layers/LayersMessages.h"
18 #include "mozilla/mozalloc.h" // for operator delete, etc
19 #include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
20 #include "nsRect.h" // for nsIntRect
21 #include "LayersLogging.h"
27 ClientTiledThebesLayer::ClientTiledThebesLayer(ClientLayerManager
* const aManager
,
28 ClientLayerManager::ThebesLayerCreationHint aCreationHint
)
29 : ThebesLayer(aManager
,
30 static_cast<ClientLayer
*>(MOZ_THIS_IN_INITIALIZER_LIST()),
34 MOZ_COUNT_CTOR(ClientTiledThebesLayer
);
35 mPaintData
.mLastScrollOffset
= ParentLayerPoint(0, 0);
36 mPaintData
.mFirstPaint
= true;
39 ClientTiledThebesLayer::~ClientTiledThebesLayer()
41 MOZ_COUNT_DTOR(ClientTiledThebesLayer
);
45 ClientTiledThebesLayer::ClearCachedResources()
48 mContentClient
->ClearCachedResources();
50 mValidRegion
.SetEmpty();
54 ClientTiledThebesLayer::FillSpecificAttributes(SpecificLayerAttributes
& aAttrs
)
56 aAttrs
= ThebesLayerAttributes(GetValidRegion());
60 ApplyParentLayerToLayerTransform(const gfx3DMatrix
& aTransform
, const ParentLayerRect
& aParentLayerRect
)
62 return TransformTo
<LayerPixel
>(aTransform
, aParentLayerRect
);
66 GetTransformToAncestorsParentLayer(Layer
* aStart
, Layer
* aAncestor
)
68 gfx::Matrix4x4 transform
;
69 Layer
* ancestorParent
= aAncestor
->GetParent();
70 for (Layer
* iter
= aStart
; iter
!= ancestorParent
; iter
= iter
->GetParent()) {
71 if (iter
->AsContainerLayer()) {
72 // If the layer has a non-transient async transform then we need to apply it here
73 // because it will get applied by the APZ in the compositor as well
74 const FrameMetrics
& metrics
= iter
->AsContainerLayer()->GetFrameMetrics();
75 transform
= transform
* gfx::Matrix4x4().Scale(metrics
.mResolution
.scale
, metrics
.mResolution
.scale
, 1.f
);
77 transform
= transform
* iter
->GetTransform();
80 gfx::To3DMatrix(transform
, ret
);
85 ClientTiledThebesLayer::GetAncestorLayers(ContainerLayer
** aOutScrollAncestor
,
86 ContainerLayer
** aOutDisplayPortAncestor
)
88 ContainerLayer
* scrollAncestor
= nullptr;
89 ContainerLayer
* displayPortAncestor
= nullptr;
90 for (ContainerLayer
* ancestor
= GetParent(); ancestor
; ancestor
= ancestor
->GetParent()) {
91 const FrameMetrics
& metrics
= ancestor
->GetFrameMetrics();
92 if (!scrollAncestor
&& metrics
.GetScrollId() != FrameMetrics::NULL_SCROLL_ID
) {
93 scrollAncestor
= ancestor
;
95 if (!metrics
.mDisplayPort
.IsEmpty()) {
96 displayPortAncestor
= ancestor
;
97 // Any layer that has a displayport must be scrollable, so we can break
102 if (aOutScrollAncestor
) {
103 *aOutScrollAncestor
= scrollAncestor
;
105 if (aOutDisplayPortAncestor
) {
106 *aOutDisplayPortAncestor
= displayPortAncestor
;
111 ClientTiledThebesLayer::BeginPaint()
113 mPaintData
.mLowPrecisionPaintCount
= 0;
114 mPaintData
.mPaintFinished
= false;
115 mPaintData
.mCompositionBounds
.SetEmpty();
116 mPaintData
.mCriticalDisplayPort
.SetEmpty();
118 if (!GetBaseTransform().Is2D()) {
119 // Give up if there is a complex CSS transform on the layer. We might
120 // eventually support these but for now it's too complicated to handle
121 // given that it's a pretty rare scenario.
125 // Get the metrics of the nearest scrollable layer and the nearest layer
126 // with a displayport.
127 ContainerLayer
* scrollAncestor
= nullptr;
128 ContainerLayer
* displayPortAncestor
= nullptr;
129 GetAncestorLayers(&scrollAncestor
, &displayPortAncestor
);
131 if (!displayPortAncestor
|| !scrollAncestor
) {
132 // No displayport or scroll ancestor, so we can't do progressive rendering.
133 #if defined(MOZ_WIDGET_ANDROID) || defined(MOZ_B2G)
134 // Both Android and b2g are guaranteed to have a displayport set, so this
135 // should never happen.
136 NS_WARNING("Tiled Thebes layer with no scrollable container ancestor");
141 TILING_LOG("TILING %p: Found scrollAncestor %p and displayPortAncestor %p\n", this,
142 scrollAncestor
, displayPortAncestor
);
144 const FrameMetrics
& scrollMetrics
= scrollAncestor
->GetFrameMetrics();
145 const FrameMetrics
& displayportMetrics
= displayPortAncestor
->GetFrameMetrics();
147 // Calculate the transform required to convert ParentLayer space of our
148 // display port ancestor to the Layer space of this layer.
149 gfx3DMatrix transformDisplayPortToLayer
=
150 GetTransformToAncestorsParentLayer(this, displayPortAncestor
).Inverse();
152 // Note that below we use GetZoomToParent() in a number of places. Because this
153 // code runs on the client side, the mTransformScale field of the FrameMetrics
154 // will not have been set. This can result in incorrect values being returned
155 // by GetZoomToParent() when we have CSS transforms set on some of these layers.
156 // This code should be audited and updated as part of fixing bug 993525.
158 // Compute the critical display port that applies to this layer in the
159 // LayoutDevice space of this layer.
160 ParentLayerRect criticalDisplayPort
=
161 (displayportMetrics
.mCriticalDisplayPort
* displayportMetrics
.GetZoomToParent())
162 + displayportMetrics
.mCompositionBounds
.TopLeft();
163 mPaintData
.mCriticalDisplayPort
= RoundedOut(
164 ApplyParentLayerToLayerTransform(transformDisplayPortToLayer
, criticalDisplayPort
));
165 TILING_LOG("TILING %p: Critical displayport %s\n", this, Stringify(mPaintData
.mCriticalDisplayPort
).c_str());
167 // Store the resolution from the displayport ancestor layer. Because this is Gecko-side,
168 // before any async transforms have occurred, we can use the zoom for this.
169 mPaintData
.mResolution
= displayportMetrics
.GetZoomToParent();
170 TILING_LOG("TILING %p: Resolution %f\n", this, mPaintData
.mResolution
.scale
);
172 // Store the applicable composition bounds in this layer's Layer units.
173 mPaintData
.mTransformToCompBounds
=
174 GetTransformToAncestorsParentLayer(this, scrollAncestor
);
175 mPaintData
.mCompositionBounds
= ApplyParentLayerToLayerTransform(
176 mPaintData
.mTransformToCompBounds
.Inverse(), scrollMetrics
.mCompositionBounds
);
177 TILING_LOG("TILING %p: Composition bounds %s\n", this, Stringify(mPaintData
.mCompositionBounds
).c_str());
179 // Calculate the scroll offset since the last transaction
180 mPaintData
.mScrollOffset
= displayportMetrics
.GetScrollOffset() * displayportMetrics
.GetZoomToParent();
181 TILING_LOG("TILING %p: Scroll offset %s\n", this, Stringify(mPaintData
.mScrollOffset
).c_str());
185 ClientTiledThebesLayer::UseFastPath()
187 const FrameMetrics
& parentMetrics
= GetParent()->GetFrameMetrics();
188 bool multipleTransactionsNeeded
= gfxPrefs::UseProgressiveTilePainting()
189 || gfxPrefs::UseLowPrecisionBuffer()
190 || !parentMetrics
.mCriticalDisplayPort
.IsEmpty();
191 bool isFixed
= GetIsFixedPosition() || GetParent()->GetIsFixedPosition();
192 return !multipleTransactionsNeeded
|| isFixed
|| parentMetrics
.mDisplayPort
.IsEmpty();
196 ClientTiledThebesLayer::RenderHighPrecision(nsIntRegion
& aInvalidRegion
,
197 LayerManager::DrawThebesLayerCallback aCallback
,
200 // If we have no high-precision stuff to draw, or we have started drawing low-precision
201 // already, then we shouldn't do anything there.
202 if (aInvalidRegion
.IsEmpty() || mPaintData
.mLowPrecisionPaintCount
!= 0) {
206 // Only draw progressively when the resolution is unchanged, and we're not
207 // in a reftest scenario (that's what the HasShadowManager() check is for).
208 if (gfxPrefs::UseProgressiveTilePainting() &&
209 !ClientManager()->HasShadowTarget() &&
210 mContentClient
->mTiledBuffer
.GetFrameResolution() == mPaintData
.mResolution
) {
211 // Store the old valid region, then clear it before painting.
212 // We clip the old valid region to the visible region, as it only gets
213 // used to decide stale content (currently valid and previously visible)
214 nsIntRegion oldValidRegion
= mContentClient
->mTiledBuffer
.GetValidRegion();
215 oldValidRegion
.And(oldValidRegion
, mVisibleRegion
);
216 if (!mPaintData
.mCriticalDisplayPort
.IsEmpty()) {
217 oldValidRegion
.And(oldValidRegion
, LayerIntRect::ToUntyped(mPaintData
.mCriticalDisplayPort
));
220 TILING_LOG("TILING %p: Progressive update with old valid region %s\n", this, Stringify(oldValidRegion
).c_str());
222 return mContentClient
->mTiledBuffer
.ProgressiveUpdate(mValidRegion
, aInvalidRegion
,
223 oldValidRegion
, &mPaintData
, aCallback
, aCallbackData
);
226 // Otherwise do a non-progressive paint
228 mValidRegion
= mVisibleRegion
;
229 if (!mPaintData
.mCriticalDisplayPort
.IsEmpty()) {
230 mValidRegion
.And(mValidRegion
, LayerIntRect::ToUntyped(mPaintData
.mCriticalDisplayPort
));
233 TILING_LOG("TILING %p: Non-progressive paint invalid region %s\n", this, Stringify(aInvalidRegion
).c_str());
234 TILING_LOG("TILING %p: Non-progressive paint new valid region %s\n", this, Stringify(mValidRegion
).c_str());
236 mContentClient
->mTiledBuffer
.SetFrameResolution(mPaintData
.mResolution
);
237 mContentClient
->mTiledBuffer
.PaintThebes(mValidRegion
, aInvalidRegion
, aCallback
, aCallbackData
);
242 ClientTiledThebesLayer::RenderLowPrecision(nsIntRegion
& aInvalidRegion
,
243 LayerManager::DrawThebesLayerCallback aCallback
,
246 // Render the low precision buffer, if the visible region is larger than the
247 // critical display port.
248 if (!nsIntRegion(LayerIntRect::ToUntyped(mPaintData
.mCriticalDisplayPort
)).Contains(mVisibleRegion
)) {
249 nsIntRegion oldValidRegion
= mContentClient
->mLowPrecisionTiledBuffer
.GetValidRegion();
250 oldValidRegion
.And(oldValidRegion
, mVisibleRegion
);
252 bool updatedBuffer
= false;
254 // If the frame resolution or format have changed, invalidate the buffer
255 if (mContentClient
->mLowPrecisionTiledBuffer
.GetFrameResolution() != mPaintData
.mResolution
||
256 mContentClient
->mLowPrecisionTiledBuffer
.HasFormatChanged()) {
257 if (!mLowPrecisionValidRegion
.IsEmpty()) {
258 updatedBuffer
= true;
260 oldValidRegion
.SetEmpty();
261 mLowPrecisionValidRegion
.SetEmpty();
262 mContentClient
->mLowPrecisionTiledBuffer
.SetFrameResolution(mPaintData
.mResolution
);
263 aInvalidRegion
= mVisibleRegion
;
266 // Invalidate previously valid content that is no longer visible
267 if (mPaintData
.mLowPrecisionPaintCount
== 1) {
268 mLowPrecisionValidRegion
.And(mLowPrecisionValidRegion
, mVisibleRegion
);
270 mPaintData
.mLowPrecisionPaintCount
++;
272 // Remove the valid high-precision region from the invalid low-precision
273 // region. We don't want to spend time drawing things twice.
274 aInvalidRegion
.Sub(aInvalidRegion
, mValidRegion
);
276 TILING_LOG("TILING %p: Progressive paint: low-precision invalid region is %s\n", this, Stringify(aInvalidRegion
).c_str());
277 TILING_LOG("TILING %p: Progressive paint: low-precision old valid region is %s\n", this, Stringify(oldValidRegion
).c_str());
279 if (!aInvalidRegion
.IsEmpty()) {
280 updatedBuffer
= mContentClient
->mLowPrecisionTiledBuffer
.ProgressiveUpdate(
281 mLowPrecisionValidRegion
, aInvalidRegion
, oldValidRegion
,
282 &mPaintData
, aCallback
, aCallbackData
);
285 TILING_LOG("TILING %p: Progressive paint: low-precision new valid region is %s\n", this, Stringify(mLowPrecisionValidRegion
).c_str());
286 return updatedBuffer
;
288 if (!mLowPrecisionValidRegion
.IsEmpty()) {
289 TILING_LOG("TILING %p: Clearing low-precision buffer\n", this);
290 // Clear the low precision tiled buffer.
291 mLowPrecisionValidRegion
.SetEmpty();
292 mContentClient
->mLowPrecisionTiledBuffer
.ResetPaintedAndValidState();
293 // Return true here so we send a Painted callback after clearing the valid
294 // region of the low precision buffer. This allows the shadow buffer's valid
295 // region to be updated and the associated resources to be freed.
302 ClientTiledThebesLayer::EndPaint()
304 mPaintData
.mLastScrollOffset
= mPaintData
.mScrollOffset
;
305 mPaintData
.mPaintFinished
= true;
306 mPaintData
.mFirstPaint
= false;
307 TILING_LOG("TILING %p: Paint finished\n", this);
311 ClientTiledThebesLayer::RenderLayer()
313 LayerManager::DrawThebesLayerCallback callback
=
314 ClientManager()->GetThebesLayerCallback();
315 void *data
= ClientManager()->GetThebesLayerCallbackData();
317 ClientManager()->SetTransactionIncomplete();
321 if (!mContentClient
) {
322 mContentClient
= new TiledContentClient(this, ClientManager());
324 mContentClient
->Connect();
325 ClientManager()->AsShadowForwarder()->Attach(mContentClient
, this);
326 MOZ_ASSERT(mContentClient
->GetForwarder());
329 if (mContentClient
->mTiledBuffer
.HasFormatChanged()) {
330 mValidRegion
= nsIntRegion();
333 TILING_LOG("TILING %p: Initial visible region %s\n", this, Stringify(mVisibleRegion
).c_str());
334 TILING_LOG("TILING %p: Initial valid region %s\n", this, Stringify(mValidRegion
).c_str());
335 TILING_LOG("TILING %p: Initial low-precision valid region %s\n", this, Stringify(mLowPrecisionValidRegion
).c_str());
337 nsIntRegion invalidRegion
;
338 invalidRegion
.Sub(mVisibleRegion
, mValidRegion
);
339 if (invalidRegion
.IsEmpty()) {
344 if (!ClientManager()->IsRepeatTransaction()) {
345 // Only paint the mask layer on the first transaction.
346 if (GetMaskLayer()) {
347 ToClientLayer(GetMaskLayer())->RenderLayer();
350 // In some cases we can take a fast path and just be done with it.
352 TILING_LOG("TILING %p: Taking fast-path\n", this);
353 mValidRegion
= mVisibleRegion
;
354 mContentClient
->mTiledBuffer
.PaintThebes(mValidRegion
, invalidRegion
, callback
, data
);
355 ClientManager()->Hold(this);
356 mContentClient
->UseTiledLayerBuffer(TiledContentClient::TILED_BUFFER
);
360 // For more complex cases we need to calculate a bunch of metrics before we
363 if (mPaintData
.mPaintFinished
) {
367 // Make sure that tiles that fall outside of the visible region or outside of the
368 // critical displayport are discarded on the first update. Also make sure that we
369 // only draw stuff inside the critical displayport on the first update.
370 mValidRegion
.And(mValidRegion
, mVisibleRegion
);
371 if (!mPaintData
.mCriticalDisplayPort
.IsEmpty()) {
372 mValidRegion
.And(mValidRegion
, LayerIntRect::ToUntyped(mPaintData
.mCriticalDisplayPort
));
373 invalidRegion
.And(invalidRegion
, LayerIntRect::ToUntyped(mPaintData
.mCriticalDisplayPort
));
376 TILING_LOG("TILING %p: First-transaction valid region %s\n", this, Stringify(mValidRegion
).c_str());
377 TILING_LOG("TILING %p: First-transaction invalid region %s\n", this, Stringify(invalidRegion
).c_str());
379 if (!mPaintData
.mCriticalDisplayPort
.IsEmpty()) {
380 invalidRegion
.And(invalidRegion
, LayerIntRect::ToUntyped(mPaintData
.mCriticalDisplayPort
));
382 TILING_LOG("TILING %p: Repeat-transaction invalid region %s\n", this, Stringify(invalidRegion
).c_str());
385 nsIntRegion lowPrecisionInvalidRegion
;
386 if (gfxPrefs::UseLowPrecisionBuffer()) {
387 // Calculate the invalid region for the low precision buffer. Make sure
388 // to remove the valid high-precision area so we don't double-paint it.
389 lowPrecisionInvalidRegion
.Sub(mVisibleRegion
, mLowPrecisionValidRegion
);
390 lowPrecisionInvalidRegion
.Sub(lowPrecisionInvalidRegion
, mValidRegion
);
392 TILING_LOG("TILING %p: Low-precision invalid region %s\n", this, Stringify(lowPrecisionInvalidRegion
).c_str());
394 bool updatedHighPrecision
= RenderHighPrecision(invalidRegion
, callback
, data
);
395 if (updatedHighPrecision
) {
396 ClientManager()->Hold(this);
397 mContentClient
->UseTiledLayerBuffer(TiledContentClient::TILED_BUFFER
);
399 if (!mPaintData
.mPaintFinished
) {
400 // There is still more high-res stuff to paint, so we're not
401 // done yet. A subsequent transaction will take care of this.
402 ClientManager()->SetRepeatTransaction();
407 // If there is nothing to draw in low-precision, then we're done.
408 if (lowPrecisionInvalidRegion
.IsEmpty()) {
413 if (updatedHighPrecision
) {
414 // If there are low precision updates, but we just did some high-precision
415 // updates, then mark the paint as unfinished and request a repeat transaction.
416 // This is so that we don't perform low-precision updates in the same transaction
417 // as high-precision updates.
418 TILING_LOG("TILING %p: Scheduling repeat transaction for low-precision painting\n", this);
419 ClientManager()->SetRepeatTransaction();
420 mPaintData
.mLowPrecisionPaintCount
= 1;
421 mPaintData
.mPaintFinished
= false;
425 bool updatedLowPrecision
= RenderLowPrecision(lowPrecisionInvalidRegion
, callback
, data
);
426 if (updatedLowPrecision
) {
427 ClientManager()->Hold(this);
428 mContentClient
->UseTiledLayerBuffer(TiledContentClient::LOW_PRECISION_TILED_BUFFER
);
430 if (!mPaintData
.mPaintFinished
) {
431 // There is still more low-res stuff to paint, so we're not
432 // done yet. A subsequent transaction will take care of this.
433 ClientManager()->SetRepeatTransaction();
438 // If we get here, we've done all the high- and low-precision
439 // paints we wanted to do, so we can finish the paint and chill.