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Issue #1053 - Remove mobile-specific graphics "optimizations" (=compromises)
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21 changed files with 0 additions and 193 deletions
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@ -155,7 +155,6 @@ static const Float BOX_BORDER_OPACITY = 0.5;
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* Quartz cairo backend which doesn't generally support masking with surfaces.
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* So for now we just paint a bunch of rectangles...
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*/
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#ifndef MOZ_GFX_OPTIMIZE_MOBILE
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static void
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DrawHexChar(uint32_t aDigit, const Point& aPt, DrawTarget& aDrawTarget,
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const Pattern &aPattern)
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@ -182,7 +181,6 @@ DrawHexChar(uint32_t aDigit, const Point& aPt, DrawTarget& aDrawTarget,
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RefPtr<Path> path = builder->Finish();
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aDrawTarget.Fill(path, aPattern);
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}
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#endif // MOZ_GFX_OPTIMIZE_MOBILE
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void
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gfxFontMissingGlyphs::DrawMissingGlyph(uint32_t aChar,
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@ -209,15 +207,10 @@ gfxFontMissingGlyphs::DrawMissingGlyph(uint32_t aChar,
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if (!borderStrokeRect.IsEmpty()) {
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ColorPattern adjustedColor = color;
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color.mColor.a *= BOX_BORDER_OPACITY;
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#ifdef MOZ_GFX_OPTIMIZE_MOBILE
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aDrawTarget.FillRect(borderStrokeRect, adjustedColor);
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#else
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StrokeOptions strokeOptions(BOX_BORDER_WIDTH);
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aDrawTarget.StrokeRect(borderStrokeRect, adjustedColor, strokeOptions);
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#endif
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}
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#ifndef MOZ_GFX_OPTIMIZE_MOBILE
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Point center = aRect.Center();
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Float halfGap = HEX_CHAR_GAP / 2.f;
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Float top = -(MINIFONT_HEIGHT + halfGap);
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@ -266,7 +259,6 @@ gfxFontMissingGlyphs::DrawMissingGlyph(uint32_t aChar,
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Point(third, halfGap), aDrawTarget, color);
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}
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}
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#endif
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}
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Float
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@ -460,15 +460,7 @@ private:
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DECL_GFX_PREF(Live, "layers.bench.enabled", LayersBenchEnabled, bool, false);
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DECL_GFX_PREF(Once, "layers.bufferrotation.enabled", BufferRotationEnabled, bool, true);
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DECL_GFX_PREF(Live, "layers.child-process-shutdown", ChildProcessShutdown, bool, true);
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#ifdef MOZ_GFX_OPTIMIZE_MOBILE
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// If MOZ_GFX_OPTIMIZE_MOBILE is defined, we force component alpha off
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// and ignore the preference.
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DECL_GFX_PREF(Skip, "layers.componentalpha.enabled", ComponentAlphaEnabled, bool, false);
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#else
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// If MOZ_GFX_OPTIMIZE_MOBILE is not defined, we actually take the
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// preference value, defaulting to true.
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DECL_GFX_PREF(Once, "layers.componentalpha.enabled", ComponentAlphaEnabled, bool, true);
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#endif
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DECL_GFX_PREF(Live, "layers.composer2d.enabled", Composer2DCompositionEnabled, bool, false);
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DECL_GFX_PREF(Once, "layers.d3d11.force-warp", LayersD3D11ForceWARP, bool, false);
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DECL_GFX_PREF(Live, "layers.deaa.enabled", LayersDEAAEnabled, bool, false);
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@ -378,7 +378,6 @@ gfxUtils::ConvertBGRAtoRGBA(uint8_t* aData, uint32_t aLength)
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libyuv::ABGRToARGB(aData, aLength, aData, aLength, aLength / 4, 1);
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}
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#if !defined(MOZ_GFX_OPTIMIZE_MOBILE)
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/**
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* This returns the fastest operator to use for solid surfaces which have no
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* alpha channel or their alpha channel is uniformly opaque.
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@ -448,66 +447,7 @@ CreateSamplingRestrictedDrawable(gfxDrawable* aDrawable,
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RefPtr<gfxDrawable> drawable = new gfxSurfaceDrawable(surface, size, gfxMatrix::Translation(-needed.TopLeft()));
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return drawable.forget();
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}
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#endif // !MOZ_GFX_OPTIMIZE_MOBILE
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/* These heuristics are based on Source/WebCore/platform/graphics/skia/ImageSkia.cpp:computeResamplingMode() */
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#ifdef MOZ_GFX_OPTIMIZE_MOBILE
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static SamplingFilter ReduceResamplingFilter(SamplingFilter aSamplingFilter,
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int aImgWidth, int aImgHeight,
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float aSourceWidth, float aSourceHeight)
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{
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// Images smaller than this in either direction are considered "small" and
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// are not resampled ever (see below).
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const int kSmallImageSizeThreshold = 8;
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// The amount an image can be stretched in a single direction before we
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// say that it is being stretched so much that it must be a line or
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// background that doesn't need resampling.
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const float kLargeStretch = 3.0f;
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if (aImgWidth <= kSmallImageSizeThreshold
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|| aImgHeight <= kSmallImageSizeThreshold) {
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// Never resample small images. These are often used for borders and
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// rules (think 1x1 images used to make lines).
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return SamplingFilter::POINT;
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}
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if (aImgHeight * kLargeStretch <= aSourceHeight || aImgWidth * kLargeStretch <= aSourceWidth) {
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// Large image tiling detected.
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// Don't resample if it is being tiled a lot in only one direction.
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// This is trying to catch cases where somebody has created a border
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// (which might be large) and then is stretching it to fill some part
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// of the page.
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if (fabs(aSourceWidth - aImgWidth)/aImgWidth < 0.5 || fabs(aSourceHeight - aImgHeight)/aImgHeight < 0.5)
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return SamplingFilter::POINT;
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// The image is growing a lot and in more than one direction. Resampling
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// is slow and doesn't give us very much when growing a lot.
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return aSamplingFilter;
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}
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/* Some notes on other heuristics:
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The Skia backend also uses nearest for backgrounds that are stretched by
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a large amount. I'm not sure this is common enough for us to worry about
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now. It also uses nearest for backgrounds/avoids high quality for images
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that are very slightly scaled. I'm also not sure that very slightly
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scaled backgrounds are common enough us to worry about.
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We don't currently have much support for doing high quality interpolation.
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The only place this currently happens is on Quartz and we don't have as
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much control over it as would be needed. Webkit avoids using high quality
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resampling during load. It also avoids high quality if the transformation
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is not just a scale and translation
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WebKit bug #40045 added code to avoid resampling different parts
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of an image with different methods by using a resampling hint size.
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It currently looks unused in WebKit but it's something to watch out for.
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*/
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return aSamplingFilter;
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}
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#else
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static SamplingFilter ReduceResamplingFilter(SamplingFilter aSamplingFilter,
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int aImgWidth, int aImgHeight,
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int aSourceWidth, int aSourceHeight)
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@ -515,7 +455,6 @@ static SamplingFilter ReduceResamplingFilter(SamplingFilter aSamplingFilter,
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// Just pass the filter through unchanged
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return aSamplingFilter;
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}
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#endif
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#ifdef MOZ_WIDGET_COCOA
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// Only prescale a temporary surface if we're going to repeat it often.
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@ -667,10 +606,6 @@ gfxUtils::DrawPixelSnapped(gfxContext* aContext,
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}
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#endif
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// On Mobile, we don't ever want to do this; it has the potential for
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// allocating very large temporary surfaces, especially since we'll
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// do full-page snapshots often (see bug 749426).
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#if !defined(MOZ_GFX_OPTIMIZE_MOBILE)
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RefPtr<gfxDrawable> restrictedDrawable =
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CreateSamplingRestrictedDrawable(aDrawable, aContext,
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aRegion, aFormat);
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@ -682,7 +617,6 @@ gfxUtils::DrawPixelSnapped(gfxContext* aContext,
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// drawn without tiling.
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extendMode = ExtendMode::CLAMP;
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}
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#endif
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}
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}
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