Implement extended master secret in tlslite
[chromium-blink-merge.git] / pdf / paint_manager.cc
blob925e1a010c063af66454148195809d342e55a582
1 // Copyright (c) 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "pdf/paint_manager.h"
7 #include <algorithm>
9 #include "base/logging.h"
10 #include "ppapi/c/pp_errors.h"
11 #include "ppapi/cpp/instance.h"
12 #include "ppapi/cpp/module.h"
14 PaintManager::PaintManager(pp::Instance* instance,
15 Client* client,
16 bool is_always_opaque)
17 : instance_(instance),
18 client_(client),
19 is_always_opaque_(is_always_opaque),
20 callback_factory_(NULL),
21 manual_callback_pending_(false),
22 flush_pending_(false),
23 has_pending_resize_(false),
24 graphics_need_to_be_bound_(false),
25 pending_device_scale_(1.0),
26 device_scale_(1.0),
27 in_paint_(false),
28 first_paint_(true),
29 view_size_changed_waiting_for_paint_(false) {
30 // Set the callback object outside of the initializer list to avoid a
31 // compiler warning about using "this" in an initializer list.
32 callback_factory_.Initialize(this);
34 // You can not use a NULL client pointer.
35 DCHECK(client);
38 PaintManager::~PaintManager() {
41 // static
42 pp::Size PaintManager::GetNewContextSize(const pp::Size& current_context_size,
43 const pp::Size& plugin_size) {
44 // The amount of additional space in pixels to allocate to the right/bottom of
45 // the context.
46 const int kBufferSize = 50;
48 // Default to returning the same size.
49 pp::Size result = current_context_size;
51 // The minimum size of the plugin before resizing the context to ensure we
52 // aren't wasting too much memory. We deduct twice the kBufferSize from the
53 // current context size which gives a threshhold that is kBufferSize below
54 // the plugin size when the context size was last computed.
55 pp::Size min_size(
56 std::max(current_context_size.width() - 2 * kBufferSize, 0),
57 std::max(current_context_size.height() - 2 * kBufferSize, 0));
59 // If the plugin size is bigger than the current context size, we need to
60 // resize the context. If the plugin size is smaller than the current
61 // context size by a given threshhold then resize the context so that we
62 // aren't wasting too much memory.
63 if (plugin_size.width() > current_context_size.width() ||
64 plugin_size.height() > current_context_size.height() ||
65 plugin_size.width() < min_size.width() ||
66 plugin_size.height() < min_size.height()) {
67 // Create a larger context than needed so that if we only resize by a
68 // small margin, we don't need a new context.
69 result = pp::Size(plugin_size.width() + kBufferSize,
70 plugin_size.height() + kBufferSize);
73 return result;
76 void PaintManager::Initialize(pp::Instance* instance,
77 Client* client,
78 bool is_always_opaque) {
79 DCHECK(!instance_ && !client_); // Can't initialize twice.
80 instance_ = instance;
81 client_ = client;
82 is_always_opaque_ = is_always_opaque;
85 void PaintManager::SetSize(const pp::Size& new_size, float device_scale) {
86 if (GetEffectiveSize() == new_size &&
87 GetEffectiveDeviceScale() == device_scale)
88 return;
90 has_pending_resize_ = true;
91 pending_size_ = new_size;
92 pending_device_scale_ = device_scale;
94 view_size_changed_waiting_for_paint_ = true;
96 Invalidate();
99 void PaintManager::Invalidate() {
100 if (graphics_.is_null() && !has_pending_resize_)
101 return;
103 EnsureCallbackPending();
104 aggregator_.InvalidateRect(pp::Rect(GetEffectiveSize()));
107 void PaintManager::InvalidateRect(const pp::Rect& rect) {
108 DCHECK(!in_paint_);
110 if (graphics_.is_null() && !has_pending_resize_)
111 return;
113 // Clip the rect to the device area.
114 pp::Rect clipped_rect = rect.Intersect(pp::Rect(GetEffectiveSize()));
115 if (clipped_rect.IsEmpty())
116 return; // Nothing to do.
118 EnsureCallbackPending();
119 aggregator_.InvalidateRect(clipped_rect);
122 void PaintManager::ScrollRect(const pp::Rect& clip_rect,
123 const pp::Point& amount) {
124 DCHECK(!in_paint_);
126 if (graphics_.is_null() && !has_pending_resize_)
127 return;
129 EnsureCallbackPending();
131 aggregator_.ScrollRect(clip_rect, amount);
134 pp::Size PaintManager::GetEffectiveSize() const {
135 return has_pending_resize_ ? pending_size_ : plugin_size_;
138 float PaintManager::GetEffectiveDeviceScale() const {
139 return has_pending_resize_ ? pending_device_scale_ : device_scale_;
142 void PaintManager::EnsureCallbackPending() {
143 // The best way for us to do the next update is to get a notification that
144 // a previous one has completed. So if we're already waiting for one, we
145 // don't have to do anything differently now.
146 if (flush_pending_)
147 return;
149 // If no flush is pending, we need to do a manual call to get back to the
150 // main thread. We may have one already pending, or we may need to schedule.
151 if (manual_callback_pending_)
152 return;
154 pp::Module::Get()->core()->CallOnMainThread(
156 callback_factory_.NewCallback(&PaintManager::OnManualCallbackComplete),
158 manual_callback_pending_ = true;
161 void PaintManager::DoPaint() {
162 in_paint_ = true;
164 std::vector<ReadyRect> ready;
165 std::vector<pp::Rect> pending;
167 DCHECK(aggregator_.HasPendingUpdate());
169 // Apply any pending resize. Setting the graphics to this class must happen
170 // before asking the plugin to paint in case it requests invalides or resizes.
171 // However, the bind must not happen until afterward since we don't want to
172 // have an unpainted device bound. The needs_binding flag tells us whether to
173 // do this later.
174 if (has_pending_resize_) {
175 plugin_size_ = pending_size_;
176 // Only create a new graphics context if the current context isn't big
177 // enough or if it is far too big. This avoids creating a new context if
178 // we only resize by a small amount.
179 pp::Size new_size = GetNewContextSize(graphics_.size(), pending_size_);
180 if (graphics_.size() != new_size) {
181 graphics_ = pp::Graphics2D(instance_, new_size, is_always_opaque_);
182 graphics_need_to_be_bound_ = true;
184 // Since we're binding a new one, all of the callbacks have been canceled.
185 manual_callback_pending_ = false;
186 flush_pending_ = false;
187 callback_factory_.CancelAll();
190 if (pending_device_scale_ != 1.0)
191 graphics_.SetScale(1.0 / pending_device_scale_);
192 device_scale_ = pending_device_scale_;
194 // This must be cleared before calling into the plugin since it may do
195 // additional invalidation or sizing operations.
196 has_pending_resize_ = false;
197 pending_size_ = pp::Size();
200 PaintAggregator::PaintUpdate update = aggregator_.GetPendingUpdate();
201 client_->OnPaint(update.paint_rects, &ready, &pending);
203 if (ready.empty() && pending.empty()) {
204 in_paint_ = false;
205 return; // Nothing was painted, don't schedule a flush.
208 std::vector<PaintAggregator::ReadyRect> ready_now;
209 if (pending.empty()) {
210 std::vector<PaintAggregator::ReadyRect> temp_ready;
211 for (size_t i = 0; i < ready.size(); ++i)
212 temp_ready.push_back(ready[i]);
213 aggregator_.SetIntermediateResults(temp_ready, pending);
214 ready_now = aggregator_.GetReadyRects();
215 aggregator_.ClearPendingUpdate();
217 // Apply any scroll first.
218 if (update.has_scroll)
219 graphics_.Scroll(update.scroll_rect, update.scroll_delta);
221 view_size_changed_waiting_for_paint_ = false;
222 } else {
223 std::vector<PaintAggregator::ReadyRect> ready_later;
224 for (size_t i = 0; i < ready.size(); ++i) {
225 // Don't flush any part (i.e. scrollbars) if we're resizing the browser,
226 // as that'll lead to flashes. Until we flush, the browser will use the
227 // previous image, but if we flush, it'll revert to using the blank image.
228 // We make an exception for the first paint since we want to show the
229 // default background color instead of the pepper default of black.
230 if (ready[i].flush_now &&
231 (!view_size_changed_waiting_for_paint_ || first_paint_)) {
232 ready_now.push_back(ready[i]);
233 } else {
234 ready_later.push_back(ready[i]);
237 // Take the rectangles, except the ones that need to be flushed right away,
238 // and save them so that everything is flushed at once.
239 aggregator_.SetIntermediateResults(ready_later, pending);
241 if (ready_now.empty()) {
242 in_paint_ = false;
243 EnsureCallbackPending();
244 return;
248 for (size_t i = 0; i < ready_now.size(); ++i) {
249 graphics_.PaintImageData(
250 ready_now[i].image_data, ready_now[i].offset, ready_now[i].rect);
253 int32_t result = graphics_.Flush(
254 callback_factory_.NewCallback(&PaintManager::OnFlushComplete));
256 // If you trigger this assertion, then your plugin has called Flush()
257 // manually. When using the PaintManager, you should not call Flush, it will
258 // handle that for you because it needs to know when it can do the next paint
259 // by implementing the flush callback.
261 // Another possible cause of this assertion is re-using devices. If you
262 // use one device, swap it with another, then swap it back, we won't know
263 // that we've already scheduled a Flush on the first device. It's best to not
264 // re-use devices in this way.
265 DCHECK(result != PP_ERROR_INPROGRESS);
267 if (result == PP_OK_COMPLETIONPENDING) {
268 flush_pending_ = true;
269 } else {
270 DCHECK(result == PP_OK); // Catch all other errors in debug mode.
273 in_paint_ = false;
274 first_paint_ = false;
276 if (graphics_need_to_be_bound_) {
277 instance_->BindGraphics(graphics_);
278 graphics_need_to_be_bound_ = false;
282 void PaintManager::OnFlushComplete(int32_t) {
283 DCHECK(flush_pending_);
284 flush_pending_ = false;
286 // If more paints were enqueued while we were waiting for the flush to
287 // complete, execute them now.
288 if (aggregator_.HasPendingUpdate())
289 DoPaint();
292 void PaintManager::OnManualCallbackComplete(int32_t) {
293 DCHECK(manual_callback_pending_);
294 manual_callback_pending_ = false;
296 // Just because we have a manual callback doesn't mean there are actually any
297 // invalid regions. Even though we only schedule this callback when something
298 // is pending, a Flush callback could have come in before this callback was
299 // executed and that could have cleared the queue.
300 if (aggregator_.HasPendingUpdate())
301 DoPaint();