// 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 #include #include #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 ready; std::vector 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 ready_now; if (pending.empty()) { std::vector temp_ready; temp_ready.insert(temp_ready.end(), ready.begin(), ready.end()); 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 ready_later; for (const auto& ready_rect : ready) { // 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_rect.flush_now && (!view_size_changed_waiting_for_paint_ || first_paint_)) { ready_now.push_back(ready_rect); } else { ready_later.push_back(ready_rect); } } // 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 (const auto& ready_rect : ready_now) { graphics_.PaintImageData( ready_rect.image_data, ready_rect.offset, ready_rect.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(); }