author Ted Mielczarek <>
Fri, 06 Jan 2017 05:57:10 -0500
changeset 328603 dedf4f49b3756b09986e78dc5519a291b81f133f
parent 319686 d1b64926c64c3f93e054c6089b43e5ae26510a38
child 389027 5f74d262924171a8fa0b4483a64f4cac34c4c9b8
permissions -rw-r--r--
bug 1329320 - replace makecab with rust-makecab in symbolstore. r=gps It turns out that running makecab to compress PDB files takes a significant amount of time in the buildsymbols step. I wrote an implementation of makecab in Rust that implements only the subset of features we use and it's significantly faster: This patch adds a makecab check to moz.configure, adds a release build of the makecab binary to the Windows tooltool manifests, points the build at it from, and changes to use MAKECAB from substs instead of calling `makecab.exe` directly. MozReview-Commit-ID: 76FHLIZFCXS

/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this file,
 * You can obtain one at */


// Debug defines

#include <stdint.h>                     // for uint16_t, uint32_t
#include <sys/types.h>                  // for int32_t
#include "LayersLogging.h"              // for print_stderr
#include "mozilla/gfx/gfxVars.h"
#include "mozilla/gfx/Logging.h"        // for gfxCriticalError
#include "mozilla/layers/LayersTypes.h" // for TextureDumpMode
#include "nsDebug.h"                    // for NS_ASSERTION
#include "nsPoint.h"                    // for nsIntPoint
#include "nsRect.h"                     // for mozilla::gfx::IntRect
#include "nsRegion.h"                   // for nsIntRegion
#include "nsTArray.h"                   // for nsTArray

namespace mozilla {

struct TileUnit {};
template<> struct IsPixel<TileUnit> : mozilla::TrueType {};

namespace layers {

// You can enable all the TILING_LOG print statements by
// changing the 0 to a 1 in the following #define.

#  define TILING_LOG(...) printf_stderr(__VA_ARGS__);
#  define TILING_LOG(...)

// Normal integer division truncates towards zero,
// we instead want to floor to hangle negative numbers.
static inline int floor_div(int a, int b)
  int rem = a % b;
  int div = a/b;
  if (rem == 0) {
    return div;
  } else {
    // If the signs are different substract 1.
    int sub;
    sub = a ^ b;
    // The results of this shift is either 0 or -1.
    sub >>= 8*sizeof(int)-1;
    return div+sub;

// Tiles are aligned to a grid with one of the grid points at (0,0) and other
// grid points spaced evenly in the x- and y-directions by GetTileSize()
// multiplied by mResolution. GetScaledTileSize() provides convenience for
// accessing these values.
// This tile buffer stores a valid region, which defines the areas that have
// up-to-date content. The contents of tiles within this region will be reused
// from paint to paint. It also stores the region that was modified in the last
// paint operation; this is useful when one tiled layer buffer shadows another
// (as in an off-main-thread-compositing scenario), so that the shadow tiled
// layer buffer can correctly reflect the updates of the master layer buffer.
// The associated Tile may be of any type as long as the derived class can
// validate and return tiles of that type. Tiles will be frequently copied, so
// the tile type should be a reference or some other type with an efficient
// copy constructor.
// The contents of the tile buffer will be rendered at the resolution specified
// in mResolution, which can be altered with SetResolution. The resolution
// should always be a factor of the tile length, to avoid tiles covering
// non-integer amounts of pixels.

// Size and Point in number of tiles rather than in pixels
typedef gfx::IntSizeTyped<TileUnit> TileIntSize;
typedef gfx::IntPointTyped<TileUnit> TileIntPoint;

 * Stores the origin and size of a tile buffer and handles switching between
 * tile indices and tile positions.
 * Tile positions in TileIntPoint take the first tile offset into account which
 * means that two TilesPlacement of the same layer and resolution give tile
 * positions in the same coordinate space (useful when changing the offset and/or
 * size of a tile buffer).
struct TilesPlacement {
  // in tiles
  TileIntPoint mFirst;
  TileIntSize mSize;

  TilesPlacement(int aFirstX, int aFirstY,
                 int aRetainedWidth, int aRetainedHeight)
  : mFirst(aFirstX, aFirstY)
  , mSize(aRetainedWidth, aRetainedHeight)

  int TileIndex(TileIntPoint aPosition) const {
    return (aPosition.x - mFirst.x) * mSize.height + aPosition.y - mFirst.y;

  TileIntPoint TilePosition(size_t aIndex) const {
    return TileIntPoint(
      mFirst.x + aIndex / mSize.height,
      mFirst.y + aIndex % mSize.height

  bool HasTile(TileIntPoint aPosition) const {
    return aPosition.x >= mFirst.x && aPosition.x < mFirst.x + mSize.width &&
           aPosition.y >= mFirst.y && aPosition.y < mFirst.y + mSize.height;

// Given a position i, this function returns the position inside the current tile.
inline int GetTileStart(int i, int aTileLength) {
  return (i >= 0) ? (i % aTileLength)
                  : ((aTileLength - (-i % aTileLength)) %

// Rounds the given coordinate down to the nearest tile boundary.
inline int RoundDownToTileEdge(int aX, int aTileLength) { return aX - GetTileStart(aX, aTileLength); }

template<typename Derived, typename Tile>
class TiledLayerBuffer
    : mTiles(0, 0, 0, 0)
    , mResolution(1)
    , mTileSize(mozilla::gfx::gfxVars::TileSize())

  ~TiledLayerBuffer() {}

  gfx::IntPoint GetTileOffset(TileIntPoint aPosition) const {
    gfx::IntSize scaledTileSize = GetScaledTileSize();
    return gfx::IntPoint(aPosition.x * scaledTileSize.width,
                         aPosition.y * scaledTileSize.height) + mTileOrigin;

  const TilesPlacement& GetPlacement() const { return mTiles; }

  const gfx::IntSize& GetTileSize() const { return mTileSize; }

  gfx::IntSize GetScaledTileSize() const { return gfx::IntSize::Round(gfx::Size(mTileSize) / mResolution); }

  unsigned int GetTileCount() const { return mRetainedTiles.Length(); }

  Tile& GetTile(size_t i) { return mRetainedTiles[i]; }

  const nsIntRegion& GetValidRegion() const { return mValidRegion; }
  const nsIntRegion& GetPaintedRegion() const { return mPaintedRegion; }
  void ClearPaintedRegion() { mPaintedRegion.SetEmpty(); }

  // Get and set draw scaling. mResolution affects the resolution at which the
  // contents of the buffer are drawn. mResolution has no effect on the
  // coordinate space of the valid region, but does affect the size of an
  // individual tile's rect in relation to the valid region.
  // Setting the resolution will invalidate the buffer.
  float GetResolution() const { return mResolution; }
  bool IsLowPrecision() const { return mResolution < 1; }

  void Dump(std::stringstream& aStream, const char* aPrefix, bool aDumpHtml,
            TextureDumpMode aCompress);


  nsIntRegion     mValidRegion;
  nsIntRegion     mPaintedRegion;

   * mRetainedTiles is a rectangular buffer of mTiles.mSize.width x mTiles.mSize.height
   * stored as column major with the same origin as mValidRegion.GetBounds().
   * Any tile that does not intersect mValidRegion is a PlaceholderTile.
   * Only the region intersecting with mValidRegion should be read from a tile,
   * another other region is assumed to be uninitialized. The contents of the
   * tiles is scaled by mResolution.
  nsTArray<Tile>  mRetainedTiles;
  TilesPlacement  mTiles;
  float           mResolution;
  gfx::IntSize    mTileSize;
  gfx::IntPoint   mTileOrigin;

template<typename Derived, typename Tile> void
TiledLayerBuffer<Derived, Tile>::Dump(std::stringstream& aStream,
                                      const char* aPrefix,
                                      bool aDumpHtml,
                                      TextureDumpMode aCompress)
  for (size_t i = 0; i < mRetainedTiles.Length(); ++i) {
    const TileIntPoint tilePosition = mTiles.TilePosition(i);
    gfx::IntPoint tileOffset = GetTileOffset(tilePosition);

    aStream << "\n" << aPrefix << "Tile (x=" <<
      tileOffset.x << ", y=" << tileOffset.y << "): ";
    if (!mRetainedTiles[i].IsPlaceholderTile()) {
      mRetainedTiles[i].DumpTexture(aStream, aCompress);
    } else {
      aStream << "empty tile";

} // namespace layers
} // namespace mozilla