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// Copyright (c) 2010 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "pdf/paint_manager.h"
#include <algorithm>
#include "base/logging.h"
#include "ppapi/c/pp_errors.h"
#include "ppapi/cpp/instance.h"
#include "ppapi/cpp/module.h"
PaintManager::PaintManager(pp::Instance* instance,
Client* client,
bool is_always_opaque)
: instance_(instance),
client_(client),
is_always_opaque_(is_always_opaque),
callback_factory_(NULL),
manual_callback_pending_(false),
flush_pending_(false),
has_pending_resize_(false),
graphics_need_to_be_bound_(false),
pending_device_scale_(1.0),
device_scale_(1.0),
in_paint_(false),
first_paint_(true),
view_size_changed_waiting_for_paint_(false) {
// Set the callback object outside of the initializer list to avoid a
// compiler warning about using "this" in an initializer list.
callback_factory_.Initialize(this);
// You can not use a NULL client pointer.
DCHECK(client);
}
PaintManager::~PaintManager() {
}
// static
pp::Size PaintManager::GetNewContextSize(const pp::Size& current_context_size,
const pp::Size& plugin_size) {
// The amount of additional space in pixels to allocate to the right/bottom of
// the context.
const int kBufferSize = 50;
// Default to returning the same size.
pp::Size result = current_context_size;
// The minimum size of the plugin before resizing the context to ensure we
// aren't wasting too much memory. We deduct twice the kBufferSize from the
// current context size which gives a threshhold that is kBufferSize below
// the plugin size when the context size was last computed.
pp::Size min_size(
std::max(current_context_size.width() - 2 * kBufferSize, 0),
std::max(current_context_size.height() - 2 * kBufferSize, 0));
// If the plugin size is bigger than the current context size, we need to
// resize the context. If the plugin size is smaller than the current
// context size by a given threshhold then resize the context so that we
// aren't wasting too much memory.
if (plugin_size.width() > current_context_size.width() ||
plugin_size.height() > current_context_size.height() ||
plugin_size.width() < min_size.width() ||
plugin_size.height() < min_size.height()) {
// Create a larger context than needed so that if we only resize by a
// small margin, we don't need a new context.
result = pp::Size(plugin_size.width() + kBufferSize,
plugin_size.height() + kBufferSize);
}
return result;
}
void PaintManager::Initialize(pp::Instance* instance,
Client* client,
bool is_always_opaque) {
DCHECK(!instance_ && !client_); // Can't initialize twice.
instance_ = instance;
client_ = client;
is_always_opaque_ = is_always_opaque;
}
void PaintManager::SetSize(const pp::Size& new_size, float device_scale) {
if (GetEffectiveSize() == new_size &&
GetEffectiveDeviceScale() == device_scale)
return;
has_pending_resize_ = true;
pending_size_ = new_size;
pending_device_scale_ = device_scale;
view_size_changed_waiting_for_paint_ = true;
Invalidate();
}
void PaintManager::Invalidate() {
if (graphics_.is_null() && !has_pending_resize_)
return;
EnsureCallbackPending();
aggregator_.InvalidateRect(pp::Rect(GetEffectiveSize()));
}
void PaintManager::InvalidateRect(const pp::Rect& rect) {
DCHECK(!in_paint_);
if (graphics_.is_null() && !has_pending_resize_)
return;
// Clip the rect to the device area.
pp::Rect clipped_rect = rect.Intersect(pp::Rect(GetEffectiveSize()));
if (clipped_rect.IsEmpty())
return; // Nothing to do.
EnsureCallbackPending();
aggregator_.InvalidateRect(clipped_rect);
}
void PaintManager::ScrollRect(const pp::Rect& clip_rect,
const pp::Point& amount) {
DCHECK(!in_paint_);
if (graphics_.is_null() && !has_pending_resize_)
return;
EnsureCallbackPending();
aggregator_.ScrollRect(clip_rect, amount);
}
pp::Size PaintManager::GetEffectiveSize() const {
return has_pending_resize_ ? pending_size_ : plugin_size_;
}
float PaintManager::GetEffectiveDeviceScale() const {
return has_pending_resize_ ? pending_device_scale_ : device_scale_;
}
void PaintManager::EnsureCallbackPending() {
// The best way for us to do the next update is to get a notification that
// a previous one has completed. So if we're already waiting for one, we
// don't have to do anything differently now.
if (flush_pending_)
return;
// If no flush is pending, we need to do a manual call to get back to the
// main thread. We may have one already pending, or we may need to schedule.
if (manual_callback_pending_)
return;
pp::Module::Get()->core()->CallOnMainThread(
0,
callback_factory_.NewCallback(&PaintManager::OnManualCallbackComplete),
0);
manual_callback_pending_ = true;
}
void PaintManager::DoPaint() {
in_paint_ = true;
std::vector<ReadyRect> ready;
std::vector<pp::Rect> pending;
DCHECK(aggregator_.HasPendingUpdate());
// Apply any pending resize. Setting the graphics to this class must happen
// before asking the plugin to paint in case it requests invalides or resizes.
// However, the bind must not happen until afterward since we don't want to
// have an unpainted device bound. The needs_binding flag tells us whether to
// do this later.
if (has_pending_resize_) {
plugin_size_ = pending_size_;
// Only create a new graphics context if the current context isn't big
// enough or if it is far too big. This avoids creating a new context if
// we only resize by a small amount.
pp::Size new_size = GetNewContextSize(graphics_.size(), pending_size_);
if (graphics_.size() != new_size) {
graphics_ = pp::Graphics2D(instance_, new_size, is_always_opaque_);
graphics_need_to_be_bound_ = true;
// Since we're binding a new one, all of the callbacks have been canceled.
manual_callback_pending_ = false;
flush_pending_ = false;
callback_factory_.CancelAll();
}
if (pending_device_scale_ != 1.0)
graphics_.SetScale(1.0 / pending_device_scale_);
device_scale_ = pending_device_scale_;
// This must be cleared before calling into the plugin since it may do
// additional invalidation or sizing operations.
has_pending_resize_ = false;
pending_size_ = pp::Size();
}
PaintAggregator::PaintUpdate update = aggregator_.GetPendingUpdate();
client_->OnPaint(update.paint_rects, &ready, &pending);
if (ready.empty() && pending.empty()) {
in_paint_ = false;
return; // Nothing was painted, don't schedule a flush.
}
std::vector<PaintAggregator::ReadyRect> ready_now;
if (pending.empty()) {
std::vector<PaintAggregator::ReadyRect> temp_ready;
for (size_t i = 0; i < ready.size(); ++i)
temp_ready.push_back(ready[i]);
aggregator_.SetIntermediateResults(temp_ready, pending);
ready_now = aggregator_.GetReadyRects();
aggregator_.ClearPendingUpdate();
// Apply any scroll first.
if (update.has_scroll)
graphics_.Scroll(update.scroll_rect, update.scroll_delta);
view_size_changed_waiting_for_paint_ = false;
} else {
std::vector<PaintAggregator::ReadyRect> ready_later;
for (size_t i = 0; i < ready.size(); ++i) {
// Don't flush any part (i.e. scrollbars) if we're resizing the browser,
// as that'll lead to flashes. Until we flush, the browser will use the
// previous image, but if we flush, it'll revert to using the blank image.
// We make an exception for the first paint since we want to show the
// default background color instead of the pepper default of black.
if (ready[i].flush_now &&
(!view_size_changed_waiting_for_paint_ || first_paint_)) {
ready_now.push_back(ready[i]);
} else {
ready_later.push_back(ready[i]);
}
}
// Take the rectangles, except the ones that need to be flushed right away,
// and save them so that everything is flushed at once.
aggregator_.SetIntermediateResults(ready_later, pending);
if (ready_now.empty()) {
in_paint_ = false;
EnsureCallbackPending();
return;
}
}
for (size_t i = 0; i < ready_now.size(); ++i) {
graphics_.PaintImageData(
ready_now[i].image_data, ready_now[i].offset, ready_now[i].rect);
}
int32_t result = graphics_.Flush(
callback_factory_.NewCallback(&PaintManager::OnFlushComplete));
// If you trigger this assertion, then your plugin has called Flush()
// manually. When using the PaintManager, you should not call Flush, it will
// handle that for you because it needs to know when it can do the next paint
// by implementing the flush callback.
//
// Another possible cause of this assertion is re-using devices. If you
// use one device, swap it with another, then swap it back, we won't know
// that we've already scheduled a Flush on the first device. It's best to not
// re-use devices in this way.
DCHECK(result != PP_ERROR_INPROGRESS);
if (result == PP_OK_COMPLETIONPENDING) {
flush_pending_ = true;
} else {
DCHECK(result == PP_OK); // Catch all other errors in debug mode.
}
in_paint_ = false;
first_paint_ = false;
if (graphics_need_to_be_bound_) {
instance_->BindGraphics(graphics_);
graphics_need_to_be_bound_ = false;
}
}
void PaintManager::OnFlushComplete(int32_t) {
DCHECK(flush_pending_);
flush_pending_ = false;
// If more paints were enqueued while we were waiting for the flush to
// complete, execute them now.
if (aggregator_.HasPendingUpdate())
DoPaint();
}
void PaintManager::OnManualCallbackComplete(int32_t) {
DCHECK(manual_callback_pending_);
manual_callback_pending_ = false;
// Just because we have a manual callback doesn't mean there are actually any
// invalid regions. Even though we only schedule this callback when something
// is pending, a Flush callback could have come in before this callback was
// executed and that could have cleared the queue.
if (aggregator_.HasPendingUpdate())
DoPaint();
}
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