1 /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
2 * This Source Code Form is subject to the terms of the Mozilla Public
3 * License, v. 2.0. If a copy of the MPL was not distributed with this
4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6 #include "RotatedBuffer.h"
7 #include <sys/types.h> // for int32_t
8 #include <algorithm> // for max
9 #include "BasicImplData.h" // for BasicImplData
10 #include "BasicLayersImpl.h" // for ToData
11 #include "BufferUnrotate.h" // for BufferUnrotate
12 #include "GeckoProfiler.h" // for PROFILER_LABEL
13 #include "Layers.h" // for ThebesLayer, Layer, etc
14 #include "gfxPlatform.h" // for gfxPlatform
15 #include "gfxUtils.h" // for gfxUtils
16 #include "mozilla/ArrayUtils.h" // for ArrayLength
17 #include "mozilla/gfx/BasePoint.h" // for BasePoint
18 #include "mozilla/gfx/BaseRect.h" // for BaseRect
19 #include "mozilla/gfx/BaseSize.h" // for BaseSize
20 #include "mozilla/gfx/Matrix.h" // for Matrix
21 #include "mozilla/gfx/Point.h" // for Point, IntPoint
22 #include "mozilla/gfx/Rect.h" // for Rect, IntRect
23 #include "mozilla/gfx/Types.h" // for ExtendMode::ExtendMode::CLAMP, etc
24 #include "mozilla/layers/ShadowLayers.h" // for ShadowableLayer
25 #include "mozilla/layers/TextureClient.h" // for DeprecatedTextureClient
26 #include "nsSize.h" // for nsIntSize
27 #include "gfx2DGlue.h"
36 RotatedBuffer::GetQuadrantRectangle(XSide aXSide
, YSide aYSide
) const
38 // quadrantTranslation is the amount we translate the top-left
39 // of the quadrant by to get coordinates relative to the layer
40 nsIntPoint quadrantTranslation
= -mBufferRotation
;
41 quadrantTranslation
.x
+= aXSide
== LEFT
? mBufferRect
.width
: 0;
42 quadrantTranslation
.y
+= aYSide
== TOP
? mBufferRect
.height
: 0;
43 return mBufferRect
+ quadrantTranslation
;
47 RotatedBuffer::GetSourceRectangle(XSide aXSide
, YSide aYSide
) const
52 result
.width
= mBufferRotation
.x
;
54 result
.x
= mBufferRotation
.x
;
55 result
.width
= mBufferRect
.width
- mBufferRotation
.x
;
59 result
.height
= mBufferRotation
.y
;
61 result
.y
= mBufferRotation
.y
;
62 result
.height
= mBufferRect
.height
- mBufferRotation
.y
;
68 * @param aXSide LEFT means we draw from the left side of the buffer (which
69 * is drawn on the right side of mBufferRect). RIGHT means we draw from
70 * the right side of the buffer (which is drawn on the left side of
72 * @param aYSide TOP means we draw from the top side of the buffer (which
73 * is drawn on the bottom side of mBufferRect). BOTTOM means we draw from
74 * the bottom side of the buffer (which is drawn on the top side of
78 RotatedBuffer::DrawBufferQuadrant(gfx::DrawTarget
* aTarget
,
79 XSide aXSide
, YSide aYSide
,
80 ContextSource aSource
,
82 gfx::CompositionOp aOperator
,
83 gfx::SourceSurface
* aMask
,
84 const gfx::Matrix
* aMaskTransform
) const
86 // The rectangle that we're going to fill. Basically we're going to
87 // render the buffer at mBufferRect + quadrantTranslation to get the
88 // pixels in the right place, but we're only going to paint within
90 nsIntRect quadrantRect
= GetQuadrantRectangle(aXSide
, aYSide
);
92 if (!fillRect
.IntersectRect(mBufferRect
, quadrantRect
))
95 gfx::Point
quadrantTranslation(quadrantRect
.x
, quadrantRect
.y
);
97 MOZ_ASSERT(aOperator
== CompositionOp::OP_OVER
|| aOperator
== CompositionOp::OP_SOURCE
);
98 // direct2d is much slower when using OP_SOURCE so use OP_OVER and
99 // (maybe) a clear instead. Normally we need to draw in a single operation
100 // (to avoid flickering) but direct2d is ok since it defers rendering.
101 // We should try abstract this logic in a helper when we have other use
103 if (aTarget
->GetType() == BackendType::DIRECT2D
&& aOperator
== CompositionOp::OP_SOURCE
) {
104 aOperator
= CompositionOp::OP_OVER
;
105 if (mDTBuffer
->GetFormat() == SurfaceFormat::B8G8R8A8
) {
106 aTarget
->ClearRect(ToRect(fillRect
));
110 RefPtr
<gfx::SourceSurface
> snapshot
;
111 if (aSource
== BUFFER_BLACK
) {
112 snapshot
= mDTBuffer
->Snapshot();
114 MOZ_ASSERT(aSource
== BUFFER_WHITE
);
115 snapshot
= mDTBufferOnWhite
->Snapshot();
118 if (aOperator
== CompositionOp::OP_SOURCE
) {
119 // OP_SOURCE is unbounded in Azure, and we really don't want that behaviour here.
120 // We also can't do a ClearRect+FillRect since we need the drawing to happen
121 // as an atomic operation (to prevent flickering).
122 aTarget
->PushClipRect(gfx::Rect(fillRect
.x
, fillRect
.y
,
123 fillRect
.width
, fillRect
.height
));
127 // Transform from user -> buffer space.
129 transform
.Translate(quadrantTranslation
.x
, quadrantTranslation
.y
);
131 #ifdef MOZ_GFX_OPTIMIZE_MOBILE
132 SurfacePattern
source(snapshot
, ExtendMode::CLAMP
, transform
, Filter::POINT
);
134 SurfacePattern
source(snapshot
, ExtendMode::CLAMP
, transform
);
137 Matrix oldTransform
= aTarget
->GetTransform();
138 aTarget
->SetTransform(*aMaskTransform
);
139 aTarget
->MaskSurface(source
, aMask
, Point(0, 0), DrawOptions(aOpacity
, aOperator
));
140 aTarget
->SetTransform(oldTransform
);
142 #ifdef MOZ_GFX_OPTIMIZE_MOBILE
143 DrawSurfaceOptions
options(Filter::POINT
);
145 DrawSurfaceOptions options
;
147 aTarget
->DrawSurface(snapshot
, ToRect(fillRect
),
148 GetSourceRectangle(aXSide
, aYSide
),
150 DrawOptions(aOpacity
, aOperator
));
153 if (aOperator
== CompositionOp::OP_SOURCE
) {
159 RotatedBuffer::DrawBufferWithRotation(gfx::DrawTarget
*aTarget
, ContextSource aSource
,
161 gfx::CompositionOp aOperator
,
162 gfx::SourceSurface
* aMask
,
163 const gfx::Matrix
* aMaskTransform
) const
165 PROFILER_LABEL("RotatedBuffer", "DrawBufferWithRotation");
166 // See above, in Azure Repeat should always be a safe, even faster choice
167 // though! Particularly on D2D Repeat should be a lot faster, need to look
168 // into that. TODO[Bas]
169 DrawBufferQuadrant(aTarget
, LEFT
, TOP
, aSource
, aOpacity
, aOperator
, aMask
, aMaskTransform
);
170 DrawBufferQuadrant(aTarget
, RIGHT
, TOP
, aSource
, aOpacity
, aOperator
, aMask
, aMaskTransform
);
171 DrawBufferQuadrant(aTarget
, LEFT
, BOTTOM
, aSource
, aOpacity
, aOperator
, aMask
, aMaskTransform
);
172 DrawBufferQuadrant(aTarget
, RIGHT
, BOTTOM
, aSource
, aOpacity
, aOperator
,aMask
, aMaskTransform
);
176 RotatedContentBuffer::IsClippingCheap(DrawTarget
* aTarget
, const nsIntRegion
& aRegion
)
178 // Assume clipping is cheap if the draw target just has an integer
179 // translation, and the visible region is simple.
180 return !aTarget
->GetTransform().HasNonIntegerTranslation() &&
181 aRegion
.GetNumRects() <= 1;
185 RotatedContentBuffer::DrawTo(ThebesLayer
* aLayer
,
190 const Matrix
* aMaskTransform
)
192 if (!EnsureBuffer()) {
196 bool clipped
= false;
198 // If the entire buffer is valid, we can just draw the whole thing,
199 // no need to clip. But we'll still clip if clipping is cheap ---
200 // that might let us copy a smaller region of the buffer.
201 // Also clip to the visible region if we're told to.
202 if (!aLayer
->GetValidRegion().Contains(BufferRect()) ||
203 (ToData(aLayer
)->GetClipToVisibleRegion() &&
204 !aLayer
->GetVisibleRegion().Contains(BufferRect())) ||
205 IsClippingCheap(aTarget
, aLayer
->GetEffectiveVisibleRegion())) {
206 // We don't want to draw invalid stuff, so we need to clip. Might as
207 // well clip to the smallest area possible --- the visible region.
208 // Bug 599189 if there is a non-integer-translation transform in aTarget,
209 // we might sample pixels outside GetEffectiveVisibleRegion(), which is wrong
210 // and may cause gray lines.
211 gfxUtils::ClipToRegionSnapped(aTarget
, aLayer
->GetEffectiveVisibleRegion());
215 RefPtr
<gfx::SourceSurface
> mask
;
217 mask
= gfxPlatform::GetPlatform()->GetSourceSurfaceForSurface(aTarget
, aMask
);
220 Matrix maskTransform
;
221 if (aMaskTransform
) {
222 maskTransform
= *aMaskTransform
;
225 DrawBufferWithRotation(aTarget
, BUFFER_BLACK
, aOpacity
, aOp
, mask
, &maskTransform
);
232 RotatedContentBuffer::BorrowDrawTargetForQuadrantUpdate(const nsIntRect
& aBounds
,
233 ContextSource aSource
)
235 if (!EnsureBuffer()) {
239 MOZ_ASSERT(!mLoanedDrawTarget
, "draw target has been borrowed and not returned");
240 if (aSource
== BUFFER_BOTH
&& HaveBufferOnWhite()) {
241 if (!EnsureBufferOnWhite()) {
244 MOZ_ASSERT(mDTBuffer
&& mDTBufferOnWhite
);
245 mLoanedDrawTarget
= Factory::CreateDualDrawTarget(mDTBuffer
, mDTBufferOnWhite
);
246 } else if (aSource
== BUFFER_WHITE
) {
247 if (!EnsureBufferOnWhite()) {
250 mLoanedDrawTarget
= mDTBufferOnWhite
;
252 // BUFFER_BLACK, or BUFFER_BOTH with a single buffer.
253 mLoanedDrawTarget
= mDTBuffer
;
256 // Figure out which quadrant to draw in
257 int32_t xBoundary
= mBufferRect
.XMost() - mBufferRotation
.x
;
258 int32_t yBoundary
= mBufferRect
.YMost() - mBufferRotation
.y
;
259 XSide sideX
= aBounds
.XMost() <= xBoundary
? RIGHT
: LEFT
;
260 YSide sideY
= aBounds
.YMost() <= yBoundary
? BOTTOM
: TOP
;
261 nsIntRect quadrantRect
= GetQuadrantRectangle(sideX
, sideY
);
262 NS_ASSERTION(quadrantRect
.Contains(aBounds
), "Messed up quadrants");
264 mLoanedTransform
= mLoanedDrawTarget
->GetTransform();
265 mLoanedTransform
.Translate(-quadrantRect
.x
, -quadrantRect
.y
);
266 mLoanedDrawTarget
->SetTransform(mLoanedTransform
);
267 mLoanedTransform
.Translate(quadrantRect
.x
, quadrantRect
.y
);
269 return mLoanedDrawTarget
;
273 BorrowDrawTarget::ReturnDrawTarget(gfx::DrawTarget
*& aReturned
)
275 MOZ_ASSERT(aReturned
== mLoanedDrawTarget
);
276 mLoanedDrawTarget
->SetTransform(mLoanedTransform
);
277 mLoanedDrawTarget
= nullptr;
282 RotatedContentBuffer::BufferContentType()
284 if (mDeprecatedBufferProvider
) {
285 return mDeprecatedBufferProvider
->GetContentType();
287 if (mBufferProvider
|| mDTBuffer
) {
288 SurfaceFormat format
;
290 if (mBufferProvider
) {
291 format
= mBufferProvider
->AsTextureClientDrawTarget()->GetFormat();
292 } else if (mDTBuffer
) {
293 format
= mDTBuffer
->GetFormat();
296 return ContentForFormat(format
);
298 return gfxContentType::SENTINEL
;
302 RotatedContentBuffer::BufferSizeOkFor(const nsIntSize
& aSize
)
304 return (aSize
== mBufferRect
.Size() ||
305 (SizedToVisibleBounds
!= mBufferSizePolicy
&&
306 aSize
< mBufferRect
.Size()));
310 RotatedContentBuffer::EnsureBuffer()
312 NS_ASSERTION(!mLoanedDrawTarget
, "Loaned draw target must be returned");
314 if (mDeprecatedBufferProvider
) {
315 mDTBuffer
= mDeprecatedBufferProvider
->LockDrawTarget();
316 } else if (mBufferProvider
) {
317 mDTBuffer
= mBufferProvider
->AsTextureClientDrawTarget()->GetAsDrawTarget();
321 NS_WARN_IF_FALSE(mDTBuffer
, "no buffer");
326 RotatedContentBuffer::EnsureBufferOnWhite()
328 NS_ASSERTION(!mLoanedDrawTarget
, "Loaned draw target must be returned");
329 if (!mDTBufferOnWhite
) {
330 if (mDeprecatedBufferProviderOnWhite
) {
331 mDTBufferOnWhite
= mDeprecatedBufferProviderOnWhite
->LockDrawTarget();
332 } else if (mBufferProviderOnWhite
) {
334 mBufferProviderOnWhite
->AsTextureClientDrawTarget()->GetAsDrawTarget();
338 NS_WARN_IF_FALSE(mDTBufferOnWhite
, "no buffer");
339 return mDTBufferOnWhite
;
343 RotatedContentBuffer::HaveBuffer() const
345 return mDTBuffer
|| mDeprecatedBufferProvider
|| mBufferProvider
;
349 RotatedContentBuffer::HaveBufferOnWhite() const
351 return mDTBufferOnWhite
|| mDeprecatedBufferProviderOnWhite
|| mBufferProviderOnWhite
;
355 WrapRotationAxis(int32_t* aRotationPoint
, int32_t aSize
)
357 if (*aRotationPoint
< 0) {
358 *aRotationPoint
+= aSize
;
359 } else if (*aRotationPoint
>= aSize
) {
360 *aRotationPoint
-= aSize
;
365 ComputeBufferRect(const nsIntRect
& aRequestedRect
)
367 nsIntRect
rect(aRequestedRect
);
368 // Set a minimum width to guarantee a minimum size of buffers we
369 // allocate (and work around problems on some platforms with smaller
370 // dimensions). 64 is the magic number needed to work around the
371 // rendering glitch, and guarantees image rows can be SIMD'd for
372 // even r5g6b5 surfaces pretty much everywhere.
373 rect
.width
= std::max(aRequestedRect
.width
, 64);
374 #ifdef MOZ_WIDGET_GONK
375 // Set a minumum height to guarantee a minumum height of buffers we
376 // allocate. Some GL implementations fail to render gralloc textures
377 // with a height 9px-16px. It happens on Adreno 200. Adreno 320 does not
378 // have this problem. 32 is choosed as alignment of gralloc buffers.
380 // Increase the height only when the requested height is more than 0.
382 // XXX it might be better to disable it on the gpu that does not have
383 // the height problem.
384 if (rect
.height
> 0) {
385 rect
.height
= std::max(aRequestedRect
.height
, 32);
392 RotatedContentBuffer::FlushBuffers()
397 if (mDTBufferOnWhite
) {
398 mDTBufferOnWhite
->Flush();
402 RotatedContentBuffer::PaintState
403 RotatedContentBuffer::BeginPaint(ThebesLayer
* aLayer
,
407 // We need to disable rotation if we're going to be resampled when
408 // drawing, because we might sample across the rotation boundary.
409 bool canHaveRotation
= gfxPlatform::BufferRotationEnabled() &&
410 !(aFlags
& (PAINT_WILL_RESAMPLE
| PAINT_NO_ROTATION
));
412 nsIntRegion validRegion
= aLayer
->GetValidRegion();
414 bool canUseOpaqueSurface
= aLayer
->CanUseOpaqueSurface();
415 ContentType layerContentType
=
416 canUseOpaqueSurface
? gfxContentType::COLOR
:
417 gfxContentType::COLOR_ALPHA
;
420 nsIntRegion neededRegion
;
422 nsIntRect destBufferRect
;
425 mode
= aLayer
->GetSurfaceMode();
426 neededRegion
= aLayer
->GetVisibleRegion();
427 canReuseBuffer
= HaveBuffer() && BufferSizeOkFor(neededRegion
.GetBounds().Size());
428 result
.mContentType
= layerContentType
;
430 if (canReuseBuffer
) {
431 if (mBufferRect
.Contains(neededRegion
.GetBounds())) {
432 // We don't need to adjust mBufferRect.
433 destBufferRect
= mBufferRect
;
434 } else if (neededRegion
.GetBounds().Size() <= mBufferRect
.Size()) {
435 // The buffer's big enough but doesn't contain everything that's
436 // going to be visible. We'll move it.
437 destBufferRect
= nsIntRect(neededRegion
.GetBounds().TopLeft(), mBufferRect
.Size());
439 destBufferRect
= neededRegion
.GetBounds();
442 // We won't be reusing the buffer. Compute a new rect.
443 destBufferRect
= ComputeBufferRect(neededRegion
.GetBounds());
446 if (mode
== SurfaceMode::SURFACE_COMPONENT_ALPHA
) {
447 #if defined(MOZ_GFX_OPTIMIZE_MOBILE) || defined(MOZ_WIDGET_GONK)
448 mode
= SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA
;
450 if (!aLayer
->GetParent() ||
451 !aLayer
->GetParent()->SupportsComponentAlphaChildren() ||
452 !aLayer
->Manager()->IsCompositingCheap() ||
453 !aLayer
->AsShadowableLayer() ||
454 !aLayer
->AsShadowableLayer()->HasShadow() ||
455 !gfxPlatform::ComponentAlphaEnabled()) {
456 mode
= SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA
;
458 result
.mContentType
= gfxContentType::COLOR
;
463 if ((aFlags
& PAINT_WILL_RESAMPLE
) &&
464 (!neededRegion
.GetBounds().IsEqualInterior(destBufferRect
) ||
465 neededRegion
.GetNumRects() > 1)) {
466 // The area we add to neededRegion might not be painted opaquely
467 if (mode
== SurfaceMode::SURFACE_OPAQUE
) {
468 result
.mContentType
= gfxContentType::COLOR_ALPHA
;
469 mode
= SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA
;
472 // We need to validate the entire buffer, to make sure that only valid
473 // pixels are sampled
474 neededRegion
= destBufferRect
;
477 // If we have an existing buffer, but the content type has changed or we
478 // have transitioned into/out of component alpha, then we need to recreate it.
480 (result
.mContentType
!= BufferContentType() ||
481 (mode
== SurfaceMode::SURFACE_COMPONENT_ALPHA
) != HaveBufferOnWhite())) {
483 // We're effectively clearing the valid region, so we need to draw
484 // the entire needed region now.
485 result
.mRegionToInvalidate
= aLayer
->GetValidRegion();
486 validRegion
.SetEmpty();
488 // Restart decision process with the cleared buffer. We can only go
489 // around the loop one more iteration, since mDTBuffer is null now.
496 NS_ASSERTION(destBufferRect
.Contains(neededRegion
.GetBounds()),
497 "Destination rect doesn't contain what we need to paint");
499 result
.mRegionToDraw
.Sub(neededRegion
, validRegion
);
501 // Do not modify result.mRegionToDraw or result.mContentType after this call.
502 // Do not modify mBufferRect, mBufferRotation, or mDidSelfCopy,
503 // or call CreateBuffer before this call.
504 FinalizeFrame(result
.mRegionToDraw
);
506 if (result
.mRegionToDraw
.IsEmpty())
509 nsIntRect drawBounds
= result
.mRegionToDraw
.GetBounds();
510 RefPtr
<DrawTarget
> destDTBuffer
;
511 RefPtr
<DrawTarget
> destDTBufferOnWhite
;
512 uint32_t bufferFlags
= canHaveRotation
? ALLOW_REPEAT
: 0;
513 if (mode
== SurfaceMode::SURFACE_COMPONENT_ALPHA
) {
514 bufferFlags
|= BUFFER_COMPONENT_ALPHA
;
516 if (canReuseBuffer
) {
517 if (!EnsureBuffer()) {
521 if (keepArea
.IntersectRect(destBufferRect
, mBufferRect
)) {
522 // Set mBufferRotation so that the pixels currently in mDTBuffer
523 // will still be rendered in the right place when mBufferRect
524 // changes to destBufferRect.
525 nsIntPoint newRotation
= mBufferRotation
+
526 (destBufferRect
.TopLeft() - mBufferRect
.TopLeft());
527 WrapRotationAxis(&newRotation
.x
, mBufferRect
.width
);
528 WrapRotationAxis(&newRotation
.y
, mBufferRect
.height
);
529 NS_ASSERTION(nsIntRect(nsIntPoint(0,0), mBufferRect
.Size()).Contains(newRotation
),
530 "newRotation out of bounds");
531 int32_t xBoundary
= destBufferRect
.XMost() - newRotation
.x
;
532 int32_t yBoundary
= destBufferRect
.YMost() - newRotation
.y
;
533 if ((drawBounds
.x
< xBoundary
&& xBoundary
< drawBounds
.XMost()) ||
534 (drawBounds
.y
< yBoundary
&& yBoundary
< drawBounds
.YMost()) ||
535 (newRotation
!= nsIntPoint(0,0) && !canHaveRotation
)) {
536 // The stuff we need to redraw will wrap around an edge of the
537 // buffer, so move the pixels we can keep into a position that
538 // lets us redraw in just one quadrant.
539 if (mBufferRotation
== nsIntPoint(0,0)) {
540 nsIntRect
srcRect(nsIntPoint(0, 0), mBufferRect
.Size());
541 nsIntPoint dest
= mBufferRect
.TopLeft() - destBufferRect
.TopLeft();
542 MOZ_ASSERT(mDTBuffer
);
543 mDTBuffer
->CopyRect(IntRect(srcRect
.x
, srcRect
.y
, srcRect
.width
, srcRect
.height
),
544 IntPoint(dest
.x
, dest
.y
));
545 if (mode
== SurfaceMode::SURFACE_COMPONENT_ALPHA
) {
546 if (!EnsureBufferOnWhite()) {
549 MOZ_ASSERT(mDTBufferOnWhite
);
550 mDTBufferOnWhite
->CopyRect(IntRect(srcRect
.x
, srcRect
.y
, srcRect
.width
, srcRect
.height
),
551 IntPoint(dest
.x
, dest
.y
));
553 result
.mDidSelfCopy
= true;
555 // Don't set destBuffer; we special-case self-copies, and
556 // just did the necessary work above.
557 mBufferRect
= destBufferRect
;
559 // With azure and a data surface perform an buffer unrotate
564 SurfaceFormat format
;
566 if (mDTBuffer
->LockBits(&data
, &size
, &stride
, &format
)) {
567 uint8_t bytesPerPixel
= BytesPerPixel(format
);
569 size
.width
* bytesPerPixel
,
571 newRotation
.x
* bytesPerPixel
, newRotation
.y
);
572 mDTBuffer
->ReleaseBits(data
);
574 if (mode
== SurfaceMode::SURFACE_COMPONENT_ALPHA
) {
575 if (!EnsureBufferOnWhite()) {
578 MOZ_ASSERT(mDTBufferOnWhite
);
579 mDTBufferOnWhite
->LockBits(&data
, &size
, &stride
, &format
);
580 uint8_t bytesPerPixel
= BytesPerPixel(format
);
582 size
.width
* bytesPerPixel
,
584 newRotation
.x
* bytesPerPixel
, newRotation
.y
);
585 mDTBufferOnWhite
->ReleaseBits(data
);
588 // Buffer unrotate moves all the pixels, note that
589 // we self copied for SyncBackToFrontBuffer
590 result
.mDidSelfCopy
= true;
592 mBufferRect
= destBufferRect
;
593 mBufferRotation
= nsIntPoint(0, 0);
596 if (!result
.mDidSelfCopy
) {
597 destBufferRect
= ComputeBufferRect(neededRegion
.GetBounds());
598 CreateBuffer(result
.mContentType
, destBufferRect
, bufferFlags
,
599 &destDTBuffer
, &destDTBufferOnWhite
);
606 mBufferRect
= destBufferRect
;
607 mBufferRotation
= newRotation
;
610 // No pixels are going to be kept. The whole visible region
611 // will be redrawn, so we don't need to copy anything, so we don't
613 mBufferRect
= destBufferRect
;
614 mBufferRotation
= nsIntPoint(0,0);
617 // The buffer's not big enough, so allocate a new one
618 CreateBuffer(result
.mContentType
, destBufferRect
, bufferFlags
,
619 &destDTBuffer
, &destDTBufferOnWhite
);
625 NS_ASSERTION(!(aFlags
& PAINT_WILL_RESAMPLE
) || destBufferRect
== neededRegion
.GetBounds(),
626 "If we're resampling, we need to validate the entire buffer");
628 // If we have no buffered data already, then destBuffer will be a fresh buffer
629 // and we do not need to clear it below.
630 bool isClear
= !HaveBuffer();
633 if (!isClear
&& (mode
!= SurfaceMode::SURFACE_COMPONENT_ALPHA
|| HaveBufferOnWhite())) {
635 nsIntPoint offset
= -destBufferRect
.TopLeft();
637 mat
.Translate(offset
.x
, offset
.y
);
638 destDTBuffer
->SetTransform(mat
);
639 if (!EnsureBuffer()) {
642 MOZ_ASSERT(mDTBuffer
, "Have we got a Thebes buffer for some reason?");
643 DrawBufferWithRotation(destDTBuffer
, BUFFER_BLACK
, 1.0, CompositionOp::OP_SOURCE
);
644 destDTBuffer
->SetTransform(Matrix());
646 if (mode
== SurfaceMode::SURFACE_COMPONENT_ALPHA
) {
647 NS_ASSERTION(destDTBufferOnWhite
, "Must have a white buffer!");
648 destDTBufferOnWhite
->SetTransform(mat
);
649 if (!EnsureBufferOnWhite()) {
652 MOZ_ASSERT(mDTBufferOnWhite
, "Have we got a Thebes buffer for some reason?");
653 DrawBufferWithRotation(destDTBufferOnWhite
, BUFFER_WHITE
, 1.0, CompositionOp::OP_SOURCE
);
654 destDTBufferOnWhite
->SetTransform(Matrix());
658 mDTBuffer
= destDTBuffer
.forget();
659 mDTBufferOnWhite
= destDTBufferOnWhite
.forget();
660 mBufferRect
= destBufferRect
;
661 mBufferRotation
= nsIntPoint(0,0);
663 NS_ASSERTION(canHaveRotation
|| mBufferRotation
== nsIntPoint(0,0),
664 "Rotation disabled, but we have nonzero rotation?");
666 nsIntRegion invalidate
;
667 invalidate
.Sub(aLayer
->GetValidRegion(), destBufferRect
);
668 result
.mRegionToInvalidate
.Or(result
.mRegionToInvalidate
, invalidate
);
669 result
.mClip
= DrawRegionClip::DRAW_SNAPPED
;
676 RotatedContentBuffer::BorrowDrawTargetForPainting(ThebesLayer
* aLayer
,
677 const PaintState
& aPaintState
)
679 if (aPaintState
.mMode
== SurfaceMode::SURFACE_NONE
) {
683 DrawTarget
* result
= BorrowDrawTargetForQuadrantUpdate(aPaintState
.mRegionToDraw
.GetBounds(),
686 if (aPaintState
.mMode
== SurfaceMode::SURFACE_COMPONENT_ALPHA
) {
687 MOZ_ASSERT(mDTBuffer
&& mDTBufferOnWhite
);
688 nsIntRegionRectIterator
iter(aPaintState
.mRegionToDraw
);
689 const nsIntRect
*iterRect
;
690 while ((iterRect
= iter
.Next())) {
691 mDTBuffer
->FillRect(Rect(iterRect
->x
, iterRect
->y
, iterRect
->width
, iterRect
->height
),
692 ColorPattern(Color(0.0, 0.0, 0.0, 1.0)));
693 mDTBufferOnWhite
->FillRect(Rect(iterRect
->x
, iterRect
->y
, iterRect
->width
, iterRect
->height
),
694 ColorPattern(Color(1.0, 1.0, 1.0, 1.0)));
696 } else if (aPaintState
.mContentType
== gfxContentType::COLOR_ALPHA
&& HaveBuffer()) {
697 // HaveBuffer() => we have an existing buffer that we must clear
698 nsIntRegionRectIterator
iter(aPaintState
.mRegionToDraw
);
699 const nsIntRect
*iterRect
;
700 while ((iterRect
= iter
.Next())) {
701 result
->ClearRect(Rect(iterRect
->x
, iterRect
->y
, iterRect
->width
, iterRect
->height
));