Files
tubestation/gfx/layers/Compositor.cpp
David Anderson 7a44341bcc Improve pixel fill statistics in the D3D11 compositor overlay. (bug 1352151 part 6, r=bas)
This introduces two new statistics to the overlay. The first is the ratio of
pixel shader invocations (as determined by the GPU) to the number of pixels we
determined need to be redrawn. The ideal ratio is 1.0, indicating that we
filled every pixel exactly once. Anything over 1.0 indicates overdraw.

We also add the ratio of shaded pixels to window size. This indicates how well
we computed the invalid region, and whether or not we overfilled that
region.

Note that the OpenGL and Basic compositors do not yet query the GPU for
this statistic, so they will estimate shader invocations by the area of
DrawQuad calls.

Finally, we remove the feature where layout can request the most
recent overdraw statistic. It was not implemented on all compositors, and the
only test that used it was disabled.
2017-04-10 19:44:46 -07:00

668 lines
22 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 http://mozilla.org/MPL/2.0/. */
#include "mozilla/layers/Compositor.h"
#include "base/message_loop.h" // for MessageLoop
#include "mozilla/layers/CompositorBridgeParent.h" // for CompositorBridgeParent
#include "mozilla/layers/Diagnostics.h"
#include "mozilla/layers/Effects.h" // for Effect, EffectChain, etc
#include "mozilla/layers/TextureClient.h"
#include "mozilla/layers/TextureHost.h"
#include "mozilla/layers/CompositorThread.h"
#include "mozilla/mozalloc.h" // for operator delete, etc
#include "gfx2DGlue.h"
#include "nsAppRunner.h"
namespace mozilla {
namespace layers {
Compositor::Compositor(widget::CompositorWidget* aWidget,
CompositorBridgeParent* aParent)
: mCompositorID(0)
, mDiagnosticTypes(DiagnosticTypes::NO_DIAGNOSTIC)
, mParent(aParent)
, mPixelsPerFrame(0)
, mPixelsFilled(0)
, mScreenRotation(ROTATION_0)
, mWidget(aWidget)
, mIsDestroyed(false)
#if defined(MOZ_WIDGET_ANDROID)
// If the default color isn't white for Fennec, there is a black
// flash before the first page of a tab is loaded.
, mClearColor(1.0, 1.0, 1.0, 1.0)
, mDefaultClearColor(1.0, 1.0, 1.0, 1.0)
#else
, mClearColor(0.0, 0.0, 0.0, 0.0)
, mDefaultClearColor(0.0, 0.0, 0.0, 0.0)
#endif
{
}
Compositor::~Compositor()
{
ReadUnlockTextures();
}
void
Compositor::Destroy()
{
TextureSourceProvider::Destroy();
FlushPendingNotifyNotUsed();
mIsDestroyed = true;
}
void
Compositor::EndFrame()
{
ReadUnlockTextures();
mLastCompositionEndTime = TimeStamp::Now();
}
/* static */ void
Compositor::AssertOnCompositorThread()
{
MOZ_ASSERT(!CompositorThreadHolder::Loop() ||
CompositorThreadHolder::Loop() == MessageLoop::current(),
"Can only call this from the compositor thread!");
}
bool
Compositor::ShouldDrawDiagnostics(DiagnosticFlags aFlags)
{
if ((aFlags & DiagnosticFlags::TILE) && !(mDiagnosticTypes & DiagnosticTypes::TILE_BORDERS)) {
return false;
}
if ((aFlags & DiagnosticFlags::BIGIMAGE) &&
!(mDiagnosticTypes & DiagnosticTypes::BIGIMAGE_BORDERS)) {
return false;
}
if (mDiagnosticTypes == DiagnosticTypes::NO_DIAGNOSTIC) {
return false;
}
return true;
}
void
Compositor::DrawDiagnostics(DiagnosticFlags aFlags,
const nsIntRegion& aVisibleRegion,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& aTransform,
uint32_t aFlashCounter)
{
if (!ShouldDrawDiagnostics(aFlags)) {
return;
}
if (aVisibleRegion.GetNumRects() > 1) {
for (auto iter = aVisibleRegion.RectIter(); !iter.Done(); iter.Next()) {
DrawDiagnostics(aFlags | DiagnosticFlags::REGION_RECT,
IntRectToRect(iter.Get()), aClipRect, aTransform,
aFlashCounter);
}
}
DrawDiagnostics(aFlags, IntRectToRect(aVisibleRegion.GetBounds()),
aClipRect, aTransform, aFlashCounter);
}
void
Compositor::DrawDiagnostics(DiagnosticFlags aFlags,
const gfx::Rect& aVisibleRect,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& aTransform,
uint32_t aFlashCounter)
{
if (!ShouldDrawDiagnostics(aFlags)) {
return;
}
DrawDiagnosticsInternal(aFlags, aVisibleRect, aClipRect, aTransform,
aFlashCounter);
}
void
Compositor::DrawDiagnosticsInternal(DiagnosticFlags aFlags,
const gfx::Rect& aVisibleRect,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& aTransform,
uint32_t aFlashCounter)
{
#ifdef ANDROID
int lWidth = 10;
#else
int lWidth = 2;
#endif
gfx::Color color;
if (aFlags & DiagnosticFlags::CONTENT) {
color = gfx::Color(0.0f, 1.0f, 0.0f, 1.0f); // green
if (aFlags & DiagnosticFlags::COMPONENT_ALPHA) {
color = gfx::Color(0.0f, 1.0f, 1.0f, 1.0f); // greenish blue
}
} else if (aFlags & DiagnosticFlags::IMAGE) {
if (aFlags & DiagnosticFlags::NV12) {
color = gfx::Color(1.0f, 1.0f, 0.0f, 1.0f); // yellow
} else if (aFlags & DiagnosticFlags::YCBCR) {
color = gfx::Color(1.0f, 0.55f, 0.0f, 1.0f); // orange
} else {
color = gfx::Color(1.0f, 0.0f, 0.0f, 1.0f); // red
}
} else if (aFlags & DiagnosticFlags::COLOR) {
color = gfx::Color(0.0f, 0.0f, 1.0f, 1.0f); // blue
} else if (aFlags & DiagnosticFlags::CONTAINER) {
color = gfx::Color(0.8f, 0.0f, 0.8f, 1.0f); // purple
}
// make tile borders a bit more transparent to keep layer borders readable.
if (aFlags & DiagnosticFlags::TILE ||
aFlags & DiagnosticFlags::BIGIMAGE ||
aFlags & DiagnosticFlags::REGION_RECT) {
lWidth = 1;
color.r *= 0.7f;
color.g *= 0.7f;
color.b *= 0.7f;
color.a = color.a * 0.5f;
} else {
color.a = color.a * 0.7f;
}
if (mDiagnosticTypes & DiagnosticTypes::FLASH_BORDERS) {
float flash = (float)aFlashCounter / (float)DIAGNOSTIC_FLASH_COUNTER_MAX;
color.r *= flash;
color.g *= flash;
color.b *= flash;
}
SlowDrawRect(aVisibleRect, color, aClipRect, aTransform, lWidth);
}
static void
UpdateTextureCoordinates(gfx::TexturedTriangle& aTriangle,
const gfx::Rect& aRect,
const gfx::Rect& aIntersection,
const gfx::Rect& aTextureCoords)
{
// Calculate the relative offset of the intersection within the layer.
float dx = (aIntersection.x - aRect.x) / aRect.width;
float dy = (aIntersection.y - aRect.y) / aRect.height;
// Update the texture offset.
float x = aTextureCoords.x + dx * aTextureCoords.width;
float y = aTextureCoords.y + dy * aTextureCoords.height;
// Scale the texture width and height.
float w = aTextureCoords.width * aIntersection.width / aRect.width;
float h = aTextureCoords.height * aIntersection.height / aRect.height;
static const auto Clamp = [](float& f)
{
if (f >= 1.0f) f = 1.0f;
if (f <= 0.0f) f = 0.0f;
};
auto UpdatePoint = [&](const gfx::Point& p, gfx::Point& t)
{
t.x = x + (p.x - aIntersection.x) / aIntersection.width * w;
t.y = y + (p.y - aIntersection.y) / aIntersection.height * h;
Clamp(t.x);
Clamp(t.y);
};
UpdatePoint(aTriangle.p1, aTriangle.textureCoords.p1);
UpdatePoint(aTriangle.p2, aTriangle.textureCoords.p2);
UpdatePoint(aTriangle.p3, aTriangle.textureCoords.p3);
}
void
Compositor::DrawGeometry(const gfx::Rect& aRect,
const gfx::IntRect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect,
const Maybe<gfx::Polygon>& aGeometry)
{
if (aRect.IsEmpty()) {
return;
}
if (!aGeometry || !SupportsLayerGeometry()) {
DrawQuad(aRect, aClipRect, aEffectChain,
aOpacity, aTransform, aVisibleRect);
return;
}
// Cull completely invisible polygons.
if (aRect.Intersect(aGeometry->BoundingBox()).IsEmpty()) {
return;
}
const gfx::Polygon clipped = aGeometry->ClipPolygon(aRect);
// Cull polygons with no area.
if (clipped.IsEmpty()) {
return;
}
DrawPolygon(clipped, aRect, aClipRect, aEffectChain,
aOpacity, aTransform, aVisibleRect);
}
void
Compositor::DrawTriangles(const nsTArray<gfx::TexturedTriangle>& aTriangles,
const gfx::Rect& aRect,
const gfx::IntRect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect)
{
for (const gfx::TexturedTriangle& triangle : aTriangles) {
DrawTriangle(triangle, aClipRect, aEffectChain,
aOpacity, aTransform, aVisibleRect);
}
}
static nsTArray<gfx::TexturedTriangle>
GenerateTexturedTriangles(const gfx::Polygon& aPolygon,
const gfx::Rect& aRect,
const gfx::Rect& aTexRect)
{
nsTArray<gfx::TexturedTriangle> texturedTriangles;
gfx::Rect layerRects[4];
gfx::Rect textureRects[4];
size_t rects = DecomposeIntoNoRepeatRects(aRect, aTexRect,
&layerRects, &textureRects);
for (size_t i = 0; i < rects; ++i) {
const gfx::Rect& rect = layerRects[i];
const gfx::Rect& texRect = textureRects[i];
const gfx::Polygon clipped = aPolygon.ClipPolygon(rect);
if (clipped.IsEmpty()) {
continue;
}
for (const gfx::Triangle& triangle : clipped.ToTriangles()) {
const gfx::Rect intersection = rect.Intersect(triangle.BoundingBox());
// Cull completely invisible triangles.
if (intersection.IsEmpty()) {
continue;
}
MOZ_ASSERT(rect.width > 0.0f && rect.height > 0.0f);
MOZ_ASSERT(intersection.width > 0.0f && intersection.height > 0.0f);
// Since the texture was created for non-split geometry, we need to
// update the texture coordinates to account for the split.
gfx::TexturedTriangle t(triangle);
UpdateTextureCoordinates(t, rect, intersection, texRect);
texturedTriangles.AppendElement(Move(t));
}
}
return texturedTriangles;
}
nsTArray<TexturedVertex>
TexturedTrianglesToVertexArray(const nsTArray<gfx::TexturedTriangle>& aTriangles)
{
const auto VertexFromPoints = [](const gfx::Point& p, const gfx::Point& t) {
return TexturedVertex { { p.x, p.y }, { t.x, t.y } };
};
nsTArray<TexturedVertex> vertices;
for (const gfx::TexturedTriangle& t : aTriangles) {
vertices.AppendElement(VertexFromPoints(t.p1, t.textureCoords.p1));
vertices.AppendElement(VertexFromPoints(t.p2, t.textureCoords.p2));
vertices.AppendElement(VertexFromPoints(t.p3, t.textureCoords.p3));
}
return vertices;
}
void
Compositor::DrawPolygon(const gfx::Polygon& aPolygon,
const gfx::Rect& aRect,
const gfx::IntRect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect)
{
nsTArray<gfx::TexturedTriangle> texturedTriangles;
TexturedEffect* texturedEffect =
aEffectChain.mPrimaryEffect->AsTexturedEffect();
if (texturedEffect) {
texturedTriangles =
GenerateTexturedTriangles(aPolygon, aRect, texturedEffect->mTextureCoords);
} else {
for (const gfx::Triangle& triangle : aPolygon.ToTriangles()) {
texturedTriangles.AppendElement(gfx::TexturedTriangle(triangle));
}
}
if (texturedTriangles.IsEmpty()) {
// Nothing to render.
return;
}
DrawTriangles(texturedTriangles, aRect, aClipRect, aEffectChain,
aOpacity, aTransform, aVisibleRect);
}
void
Compositor::SlowDrawRect(const gfx::Rect& aRect, const gfx::Color& aColor,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& aTransform, int aStrokeWidth)
{
// TODO This should draw a rect using a single draw call but since
// this is only used for debugging overlays it's not worth optimizing ATM.
float opacity = 1.0f;
EffectChain effects;
effects.mPrimaryEffect = new EffectSolidColor(aColor);
// left
this->DrawQuad(gfx::Rect(aRect.x, aRect.y,
aStrokeWidth, aRect.height),
aClipRect, effects, opacity,
aTransform);
// top
this->DrawQuad(gfx::Rect(aRect.x + aStrokeWidth, aRect.y,
aRect.width - 2 * aStrokeWidth, aStrokeWidth),
aClipRect, effects, opacity,
aTransform);
// right
this->DrawQuad(gfx::Rect(aRect.x + aRect.width - aStrokeWidth, aRect.y,
aStrokeWidth, aRect.height),
aClipRect, effects, opacity,
aTransform);
// bottom
this->DrawQuad(gfx::Rect(aRect.x + aStrokeWidth, aRect.y + aRect.height - aStrokeWidth,
aRect.width - 2 * aStrokeWidth, aStrokeWidth),
aClipRect, effects, opacity,
aTransform);
}
void
Compositor::FillRect(const gfx::Rect& aRect, const gfx::Color& aColor,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& aTransform)
{
float opacity = 1.0f;
EffectChain effects;
effects.mPrimaryEffect = new EffectSolidColor(aColor);
this->DrawQuad(aRect,
aClipRect, effects, opacity,
aTransform);
}
static float
WrapTexCoord(float v)
{
// This should return values in range [0, 1.0)
return v - floorf(v);
}
static void
SetRects(size_t n,
decomposedRectArrayT* aLayerRects,
decomposedRectArrayT* aTextureRects,
float x0, float y0, float x1, float y1,
float tx0, float ty0, float tx1, float ty1,
bool flip_y)
{
if (flip_y) {
std::swap(ty0, ty1);
}
(*aLayerRects)[n] = gfx::Rect(x0, y0, x1 - x0, y1 - y0);
(*aTextureRects)[n] = gfx::Rect(tx0, ty0, tx1 - tx0, ty1 - ty0);
}
#ifdef DEBUG
static inline bool
FuzzyEqual(float a, float b)
{
return fabs(a - b) < 0.0001f;
}
static inline bool
FuzzyLTE(float a, float b)
{
return a <= b + 0.0001f;
}
#endif
size_t
DecomposeIntoNoRepeatRects(const gfx::Rect& aRect,
const gfx::Rect& aTexCoordRect,
decomposedRectArrayT* aLayerRects,
decomposedRectArrayT* aTextureRects)
{
gfx::Rect texCoordRect = aTexCoordRect;
// If the texture should be flipped, it will have negative height. Detect that
// here and compensate for it. We will flip each rect as we emit it.
bool flipped = false;
if (texCoordRect.height < 0) {
flipped = true;
texCoordRect.y += texCoordRect.height;
texCoordRect.height = -texCoordRect.height;
}
// Wrap the texture coordinates so they are within [0,1] and cap width/height
// at 1. We rely on this below.
texCoordRect = gfx::Rect(gfx::Point(WrapTexCoord(texCoordRect.x),
WrapTexCoord(texCoordRect.y)),
gfx::Size(std::min(texCoordRect.width, 1.0f),
std::min(texCoordRect.height, 1.0f)));
NS_ASSERTION(texCoordRect.x >= 0.0f && texCoordRect.x <= 1.0f &&
texCoordRect.y >= 0.0f && texCoordRect.y <= 1.0f &&
texCoordRect.width >= 0.0f && texCoordRect.width <= 1.0f &&
texCoordRect.height >= 0.0f && texCoordRect.height <= 1.0f &&
texCoordRect.XMost() >= 0.0f && texCoordRect.XMost() <= 2.0f &&
texCoordRect.YMost() >= 0.0f && texCoordRect.YMost() <= 2.0f,
"We just wrapped the texture coordinates, didn't we?");
// Get the top left and bottom right points of the rectangle. Note that
// tl.x/tl.y are within [0,1] but br.x/br.y are within [0,2].
gfx::Point tl = texCoordRect.TopLeft();
gfx::Point br = texCoordRect.BottomRight();
NS_ASSERTION(tl.x >= 0.0f && tl.x <= 1.0f &&
tl.y >= 0.0f && tl.y <= 1.0f &&
br.x >= tl.x && br.x <= 2.0f &&
br.y >= tl.y && br.y <= 2.0f &&
FuzzyLTE(br.x - tl.x, 1.0f) &&
FuzzyLTE(br.y - tl.y, 1.0f),
"Somehow generated invalid texture coordinates");
// Then check if we wrap in either the x or y axis.
bool xwrap = br.x > 1.0f;
bool ywrap = br.y > 1.0f;
// If xwrap is false, the texture will be sampled from tl.x .. br.x.
// If xwrap is true, then it will be split into tl.x .. 1.0, and
// 0.0 .. WrapTexCoord(br.x). Same for the Y axis. The destination
// rectangle is also split appropriately, according to the calculated
// xmid/ymid values.
if (!xwrap && !ywrap) {
SetRects(0, aLayerRects, aTextureRects,
aRect.x, aRect.y, aRect.XMost(), aRect.YMost(),
tl.x, tl.y, br.x, br.y,
flipped);
return 1;
}
// If we are dealing with wrapping br.x and br.y are greater than 1.0 so
// wrap them here as well.
br = gfx::Point(xwrap ? WrapTexCoord(br.x) : br.x,
ywrap ? WrapTexCoord(br.y) : br.y);
// If we wrap around along the x axis, we will draw first from
// tl.x .. 1.0 and then from 0.0 .. br.x (which we just wrapped above).
// The same applies for the Y axis. The midpoints we calculate here are
// only valid if we actually wrap around.
GLfloat xmid = aRect.x + (1.0f - tl.x) / texCoordRect.width * aRect.width;
GLfloat ymid = aRect.y + (1.0f - tl.y) / texCoordRect.height * aRect.height;
// Due to floating-point inaccuracy, we have to use XMost()-x and YMost()-y
// to calculate width and height, respectively, to ensure that size will
// remain consistent going from absolute to relative and back again.
NS_ASSERTION(!xwrap ||
(xmid >= aRect.x &&
xmid <= aRect.XMost() &&
FuzzyEqual((xmid - aRect.x) + (aRect.XMost() - xmid), aRect.XMost() - aRect.x)),
"xmid should be within [x,XMost()] and the wrapped rect should have the same width");
NS_ASSERTION(!ywrap ||
(ymid >= aRect.y &&
ymid <= aRect.YMost() &&
FuzzyEqual((ymid - aRect.y) + (aRect.YMost() - ymid), aRect.YMost() - aRect.y)),
"ymid should be within [y,YMost()] and the wrapped rect should have the same height");
if (!xwrap && ywrap) {
SetRects(0, aLayerRects, aTextureRects,
aRect.x, aRect.y, aRect.XMost(), ymid,
tl.x, tl.y, br.x, 1.0f,
flipped);
SetRects(1, aLayerRects, aTextureRects,
aRect.x, ymid, aRect.XMost(), aRect.YMost(),
tl.x, 0.0f, br.x, br.y,
flipped);
return 2;
}
if (xwrap && !ywrap) {
SetRects(0, aLayerRects, aTextureRects,
aRect.x, aRect.y, xmid, aRect.YMost(),
tl.x, tl.y, 1.0f, br.y,
flipped);
SetRects(1, aLayerRects, aTextureRects,
xmid, aRect.y, aRect.XMost(), aRect.YMost(),
0.0f, tl.y, br.x, br.y,
flipped);
return 2;
}
SetRects(0, aLayerRects, aTextureRects,
aRect.x, aRect.y, xmid, ymid,
tl.x, tl.y, 1.0f, 1.0f,
flipped);
SetRects(1, aLayerRects, aTextureRects,
xmid, aRect.y, aRect.XMost(), ymid,
0.0f, tl.y, br.x, 1.0f,
flipped);
SetRects(2, aLayerRects, aTextureRects,
aRect.x, ymid, xmid, aRect.YMost(),
tl.x, 0.0f, 1.0f, br.y,
flipped);
SetRects(3, aLayerRects, aTextureRects,
xmid, ymid, aRect.XMost(), aRect.YMost(),
0.0f, 0.0f, br.x, br.y,
flipped);
return 4;
}
gfx::IntRect
Compositor::ComputeBackdropCopyRect(const gfx::Rect& aRect,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& aTransform,
gfx::Matrix4x4* aOutTransform,
gfx::Rect* aOutLayerQuad)
{
// Compute the clip.
gfx::IntPoint rtOffset = GetCurrentRenderTarget()->GetOrigin();
gfx::IntSize rtSize = GetCurrentRenderTarget()->GetSize();
gfx::IntRect renderBounds(0, 0, rtSize.width, rtSize.height);
renderBounds.IntersectRect(renderBounds, aClipRect);
renderBounds.MoveBy(rtOffset);
// Apply the layer transform.
gfx::RectDouble dest = aTransform.TransformAndClipBounds(
gfx::RectDouble(aRect.x, aRect.y, aRect.width, aRect.height),
gfx::RectDouble(renderBounds.x, renderBounds.y, renderBounds.width, renderBounds.height));
dest -= rtOffset;
// Ensure we don't round out to -1, which trips up Direct3D.
dest.IntersectRect(dest, gfx::RectDouble(0, 0, rtSize.width, rtSize.height));
if (aOutLayerQuad) {
*aOutLayerQuad = gfx::Rect(dest.x, dest.y, dest.width, dest.height);
}
// Round out to integer.
gfx::IntRect result;
dest.RoundOut();
dest.ToIntRect(&result);
// Create a transform from adjusted clip space to render target space,
// translate it for the backdrop rect, then transform it into the backdrop's
// uv-space.
gfx::Matrix4x4 transform;
transform.PostScale(rtSize.width, rtSize.height, 1.0);
transform.PostTranslate(-result.x, -result.y, 0.0);
transform.PostScale(1 / float(result.width), 1 / float(result.height), 1.0);
*aOutTransform = transform;
return result;
}
gfx::IntRect
Compositor::ComputeBackdropCopyRect(const gfx::Triangle& aTriangle,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& aTransform,
gfx::Matrix4x4* aOutTransform,
gfx::Rect* aOutLayerQuad)
{
gfx::Rect boundingBox = aTriangle.BoundingBox();
return ComputeBackdropCopyRect(boundingBox, aClipRect, aTransform,
aOutTransform, aOutLayerQuad);
}
void
Compositor::SetInvalid()
{
mParent = nullptr;
}
bool
Compositor::IsValid() const
{
return !!mParent;
}
void
Compositor::SetDispAcquireFence(Layer* aLayer)
{
}
bool
Compositor::NotifyNotUsedAfterComposition(TextureHost* aTextureHost)
{
if (IsDestroyed() || AsBasicCompositor()) {
return false;
}
return TextureSourceProvider::NotifyNotUsedAfterComposition(aTextureHost);
}
void
Compositor::GetFrameStats(GPUStats* aStats)
{
aStats->mInvalidPixels = mPixelsPerFrame;
aStats->mPixelsFilled = mPixelsFilled;
}
} // namespace layers
} // namespace mozilla