Index: ui/cc/cc/CCDamageTracker.cpp |
diff --git a/ui/cc/cc/CCDamageTracker.cpp b/ui/cc/cc/CCDamageTracker.cpp |
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+++ b/ui/cc/cc/CCDamageTracker.cpp |
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+/* |
+ * Copyright (C) 2011 Google Inc. All rights reserved. |
+ * |
+ * Redistribution and use in source and binary forms, with or without |
+ * modification, are permitted provided that the following conditions are |
+ * met: |
+ * |
+ * * Redistributions of source code must retain the above copyright |
+ * notice, this list of conditions and the following disclaimer. |
+ * * Redistributions in binary form must reproduce the above |
+ * copyright notice, this list of conditions and the following disclaimer |
+ * in the documentation and/or other materials provided with the |
+ * distribution. |
+ * * Neither the name of Google Inc. nor the names of its |
+ * contributors may be used to endorse or promote products derived from |
+ * this software without specific prior written permission. |
+ * |
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
+ */ |
+ |
+#include "config.h" |
+ |
+#if USE(ACCELERATED_COMPOSITING) |
+ |
+#include "cc/CCDamageTracker.h" |
+ |
+#include "cc/CCLayerImpl.h" |
+#include "cc/CCLayerTreeHostCommon.h" |
+#include "cc/CCMathUtil.h" |
+#include "cc/CCRenderSurface.h" |
+#include <public/WebFilterOperations.h> |
+ |
+using WebKit::WebTransformationMatrix; |
+ |
+namespace WebCore { |
+ |
+PassOwnPtr<CCDamageTracker> CCDamageTracker::create() |
+{ |
+ return adoptPtr(new CCDamageTracker()); |
+} |
+ |
+CCDamageTracker::CCDamageTracker() |
+ : m_forceFullDamageNextUpdate(false) |
+{ |
+ m_currentRectHistory = adoptPtr(new RectMap); |
+ m_nextRectHistory = adoptPtr(new RectMap); |
+} |
+ |
+CCDamageTracker::~CCDamageTracker() |
+{ |
+} |
+ |
+static inline void expandRectWithFilters(FloatRect& rect, const WebKit::WebFilterOperations& filters) |
+{ |
+ int top, right, bottom, left; |
+ filters.getOutsets(top, right, bottom, left); |
+ rect.move(-left, -top); |
+ rect.expand(left + right, top + bottom); |
+} |
+ |
+static inline void expandDamageRectInsideRectWithFilters(FloatRect& damageRect, const FloatRect& preFilterRect, const WebKit::WebFilterOperations& filters) |
+{ |
+ FloatRect expandedDamageRect = damageRect; |
+ expandRectWithFilters(expandedDamageRect, filters); |
+ FloatRect filterRect = preFilterRect; |
+ expandRectWithFilters(filterRect, filters); |
+ |
+ expandedDamageRect.intersect(filterRect); |
+ damageRect.unite(expandedDamageRect); |
+} |
+ |
+void CCDamageTracker::updateDamageTrackingState(const Vector<CCLayerImpl*>& layerList, int targetSurfaceLayerID, bool targetSurfacePropertyChangedOnlyFromDescendant, const IntRect& targetSurfaceContentRect, CCLayerImpl* targetSurfaceMaskLayer, const WebKit::WebFilterOperations& filters) |
+{ |
+ // |
+ // This function computes the "damage rect" of a target surface, and updates the state |
+ // that is used to correctly track damage across frames. The damage rect is the region |
+ // of the surface that may have changed and needs to be redrawn. This can be used to |
+ // scissor what is actually drawn, to save GPU computation and bandwidth. |
+ // |
+ // The surface's damage rect is computed as the union of all possible changes that |
+ // have happened to the surface since the last frame was drawn. This includes: |
+ // - any changes for existing layers/surfaces that contribute to the target surface |
+ // - layers/surfaces that existed in the previous frame, but no longer exist. |
+ // |
+ // The basic algorithm for computing the damage region is as follows: |
+ // |
+ // 1. compute damage caused by changes in active/new layers |
+ // for each layer in the layerList: |
+ // if the layer is actually a renderSurface: |
+ // add the surface's damage to our target surface. |
+ // else |
+ // add the layer's damage to the target surface. |
+ // |
+ // 2. compute damage caused by the target surface's mask, if it exists. |
+ // |
+ // 3. compute damage caused by old layers/surfaces that no longer exist |
+ // for each leftover layer: |
+ // add the old layer/surface bounds to the target surface damage. |
+ // |
+ // 4. combine all partial damage rects to get the full damage rect. |
+ // |
+ // Additional important points: |
+ // |
+ // - This algorithm is implicitly recursive; it assumes that descendant surfaces have |
+ // already computed their damage. |
+ // |
+ // - Changes to layers/surfaces indicate "damage" to the target surface; If a layer is |
+ // not changed, it does NOT mean that the layer can skip drawing. All layers that |
+ // overlap the damaged region still need to be drawn. For example, if a layer |
+ // changed its opacity, then layers underneath must be re-drawn as well, even if |
+ // they did not change. |
+ // |
+ // - If a layer/surface property changed, the old bounds and new bounds may overlap... |
+ // i.e. some of the exposed region may not actually be exposing anything. But this |
+ // does not artificially inflate the damage rect. If the layer changed, its entire |
+ // old bounds would always need to be redrawn, regardless of how much it overlaps |
+ // with the layer's new bounds, which also need to be entirely redrawn. |
+ // |
+ // - See comments in the rest of the code to see what exactly is considered a "change" |
+ // in a layer/surface. |
+ // |
+ // - To correctly manage exposed rects, two RectMaps are maintained: |
+ // |
+ // 1. The "current" map contains all the layer bounds that contributed to the |
+ // previous frame (even outside the previous damaged area). If a layer changes |
+ // or does not exist anymore, those regions are then exposed and damage the |
+ // target surface. As the algorithm progresses, entries are removed from the |
+ // map until it has only leftover layers that no longer exist. |
+ // |
+ // 2. The "next" map starts out empty, and as the algorithm progresses, every |
+ // layer/surface that contributes to the surface is added to the map. |
+ // |
+ // 3. After the damage rect is computed, the two maps are swapped, so that the |
+ // damage tracker is ready for the next frame. |
+ // |
+ |
+ // These functions cannot be bypassed with early-exits, even if we know what the |
+ // damage will be for this frame, because we need to update the damage tracker state |
+ // to correctly track the next frame. |
+ FloatRect damageFromActiveLayers = trackDamageFromActiveLayers(layerList, targetSurfaceLayerID); |
+ FloatRect damageFromSurfaceMask = trackDamageFromSurfaceMask(targetSurfaceMaskLayer); |
+ FloatRect damageFromLeftoverRects = trackDamageFromLeftoverRects(); |
+ |
+ FloatRect damageRectForThisUpdate; |
+ |
+ if (m_forceFullDamageNextUpdate || targetSurfacePropertyChangedOnlyFromDescendant) { |
+ damageRectForThisUpdate = targetSurfaceContentRect; |
+ m_forceFullDamageNextUpdate = false; |
+ } else { |
+ // FIXME: can we clamp this damage to the surface's content rect? (affects performance, but not correctness) |
+ damageRectForThisUpdate = damageFromActiveLayers; |
+ damageRectForThisUpdate.uniteIfNonZero(damageFromSurfaceMask); |
+ damageRectForThisUpdate.uniteIfNonZero(damageFromLeftoverRects); |
+ |
+ if (filters.hasFilterThatMovesPixels()) |
+ expandRectWithFilters(damageRectForThisUpdate, filters); |
+ } |
+ |
+ // Damage accumulates until we are notified that we actually did draw on that frame. |
+ m_currentDamageRect.uniteIfNonZero(damageRectForThisUpdate); |
+ |
+ // The next history map becomes the current map for the next frame. Note this must |
+ // happen every frame to correctly track changes, even if damage accumulates over |
+ // multiple frames before actually being drawn. |
+ swap(m_currentRectHistory, m_nextRectHistory); |
+} |
+ |
+FloatRect CCDamageTracker::removeRectFromCurrentFrame(int layerID, bool& layerIsNew) |
+{ |
+ layerIsNew = !m_currentRectHistory->contains(layerID); |
+ |
+ // take() will remove the entry from the map, or if not found, return a default (empty) rect. |
+ return m_currentRectHistory->take(layerID); |
+} |
+ |
+void CCDamageTracker::saveRectForNextFrame(int layerID, const FloatRect& targetSpaceRect) |
+{ |
+ // This layer should not yet exist in next frame's history. |
+ ASSERT(m_nextRectHistory->find(layerID) == m_nextRectHistory->end()); |
+ m_nextRectHistory->set(layerID, targetSpaceRect); |
+} |
+ |
+FloatRect CCDamageTracker::trackDamageFromActiveLayers(const Vector<CCLayerImpl*>& layerList, int targetSurfaceLayerID) |
+{ |
+ FloatRect damageRect = FloatRect(); |
+ |
+ for (unsigned layerIndex = 0; layerIndex < layerList.size(); ++layerIndex) { |
+ // Visit layers in back-to-front order. |
+ CCLayerImpl* layer = layerList[layerIndex]; |
+ |
+ if (CCLayerTreeHostCommon::renderSurfaceContributesToTarget<CCLayerImpl>(layer, targetSurfaceLayerID)) |
+ extendDamageForRenderSurface(layer, damageRect); |
+ else |
+ extendDamageForLayer(layer, damageRect); |
+ } |
+ |
+ return damageRect; |
+} |
+ |
+FloatRect CCDamageTracker::trackDamageFromSurfaceMask(CCLayerImpl* targetSurfaceMaskLayer) |
+{ |
+ FloatRect damageRect = FloatRect(); |
+ |
+ if (!targetSurfaceMaskLayer) |
+ return damageRect; |
+ |
+ // Currently, if there is any change to the mask, we choose to damage the entire |
+ // surface. This could potentially be optimized later, but it is not expected to be a |
+ // common case. |
+ if (targetSurfaceMaskLayer->layerPropertyChanged() || !targetSurfaceMaskLayer->updateRect().isEmpty()) |
+ damageRect = FloatRect(FloatPoint::zero(), FloatSize(targetSurfaceMaskLayer->bounds())); |
+ |
+ return damageRect; |
+} |
+ |
+FloatRect CCDamageTracker::trackDamageFromLeftoverRects() |
+{ |
+ // After computing damage for all active layers, any leftover items in the current |
+ // rect history correspond to layers/surfaces that no longer exist. So, these regions |
+ // are now exposed on the target surface. |
+ |
+ FloatRect damageRect = FloatRect(); |
+ |
+ for (RectMap::iterator it = m_currentRectHistory->begin(); it != m_currentRectHistory->end(); ++it) |
+ damageRect.unite(it->second); |
+ |
+ m_currentRectHistory->clear(); |
+ |
+ return damageRect; |
+} |
+ |
+static bool layerNeedsToRedrawOntoItsTargetSurface(CCLayerImpl* layer) |
+{ |
+ // If the layer does NOT own a surface but has SurfacePropertyChanged, |
+ // this means that its target surface is affected and needs to be redrawn. |
+ // However, if the layer DOES own a surface, then the SurfacePropertyChanged |
+ // flag should not be used here, because that flag represents whether the |
+ // layer's surface has changed. |
+ if (layer->renderSurface()) |
+ return layer->layerPropertyChanged(); |
+ return layer->layerPropertyChanged() || layer->layerSurfacePropertyChanged(); |
+} |
+ |
+void CCDamageTracker::extendDamageForLayer(CCLayerImpl* layer, FloatRect& targetDamageRect) |
+{ |
+ // There are two ways that a layer can damage a region of the target surface: |
+ // 1. Property change (e.g. opacity, position, transforms): |
+ // - the entire region of the layer itself damages the surface. |
+ // - the old layer region also damages the surface, because this region is now exposed. |
+ // - note that in many cases the old and new layer rects may overlap, which is fine. |
+ // |
+ // 2. Repaint/update: If a region of the layer that was repainted/updated, that |
+ // region damages the surface. |
+ // |
+ // Property changes take priority over update rects. |
+ // |
+ // This method is called when we want to consider how a layer contributes to its |
+ // targetRenderSurface, even if that layer owns the targetRenderSurface itself. |
+ // To consider how a layer's targetSurface contributes to the ancestorSurface, |
+ // extendDamageForRenderSurface() must be called instead. |
+ |
+ // Compute the layer's "originTransform" by translating the drawTransform. |
+ WebTransformationMatrix originTransform = layer->drawTransform(); |
+ originTransform.translate(-0.5 * layer->bounds().width(), -0.5 * layer->bounds().height()); |
+ |
+ bool layerIsNew = false; |
+ FloatRect oldLayerRect = removeRectFromCurrentFrame(layer->id(), layerIsNew); |
+ |
+ FloatRect layerRectInTargetSpace = CCMathUtil::mapClippedRect(originTransform, FloatRect(FloatPoint::zero(), layer->bounds())); |
+ saveRectForNextFrame(layer->id(), layerRectInTargetSpace); |
+ |
+ if (layerIsNew || layerNeedsToRedrawOntoItsTargetSurface(layer)) { |
+ // If a layer is new or has changed, then its entire layer rect affects the target surface. |
+ targetDamageRect.uniteIfNonZero(layerRectInTargetSpace); |
+ |
+ // The layer's old region is now exposed on the target surface, too. |
+ // Note oldLayerRect is already in target space. |
+ targetDamageRect.uniteIfNonZero(oldLayerRect); |
+ } else if (!layer->updateRect().isEmpty()) { |
+ // If the layer properties havent changed, then the the target surface is only |
+ // affected by the layer's update area, which could be empty. |
+ FloatRect updateRectInTargetSpace = CCMathUtil::mapClippedRect(originTransform, layer->updateRect()); |
+ targetDamageRect.uniteIfNonZero(updateRectInTargetSpace); |
+ } |
+} |
+ |
+void CCDamageTracker::extendDamageForRenderSurface(CCLayerImpl* layer, FloatRect& targetDamageRect) |
+{ |
+ // There are two ways a "descendant surface" can damage regions of the "target surface": |
+ // 1. Property change: |
+ // - a surface's geometry can change because of |
+ // - changes to descendants (i.e. the subtree) that affect the surface's content rect |
+ // - changes to ancestor layers that propagate their property changes to their entire subtree. |
+ // - just like layers, both the old surface rect and new surface rect will |
+ // damage the target surface in this case. |
+ // |
+ // 2. Damage rect: This surface may have been damaged by its own layerList as well, and that damage |
+ // should propagate to the target surface. |
+ // |
+ |
+ CCRenderSurface* renderSurface = layer->renderSurface(); |
+ |
+ bool surfaceIsNew = false; |
+ FloatRect oldSurfaceRect = removeRectFromCurrentFrame(layer->id(), surfaceIsNew); |
+ |
+ FloatRect surfaceRectInTargetSpace = renderSurface->drawableContentRect(); // already includes replica if it exists. |
+ saveRectForNextFrame(layer->id(), surfaceRectInTargetSpace); |
+ |
+ FloatRect damageRectInLocalSpace; |
+ if (surfaceIsNew || renderSurface->surfacePropertyChanged() || layer->layerSurfacePropertyChanged()) { |
+ // The entire surface contributes damage. |
+ damageRectInLocalSpace = renderSurface->contentRect(); |
+ |
+ // The surface's old region is now exposed on the target surface, too. |
+ targetDamageRect.uniteIfNonZero(oldSurfaceRect); |
+ } else { |
+ // Only the surface's damageRect will damage the target surface. |
+ damageRectInLocalSpace = renderSurface->damageTracker()->currentDamageRect(); |
+ } |
+ |
+ // If there was damage, transform it to target space, and possibly contribute its reflection if needed. |
+ if (!damageRectInLocalSpace.isEmpty()) { |
+ const WebTransformationMatrix& originTransform = renderSurface->originTransform(); |
+ FloatRect damageRectInTargetSpace = CCMathUtil::mapClippedRect(originTransform, damageRectInLocalSpace); |
+ targetDamageRect.uniteIfNonZero(damageRectInTargetSpace); |
+ |
+ if (layer->replicaLayer()) { |
+ const WebTransformationMatrix& replicaOriginTransform = renderSurface->replicaOriginTransform(); |
+ targetDamageRect.uniteIfNonZero(CCMathUtil::mapClippedRect(replicaOriginTransform, damageRectInLocalSpace)); |
+ } |
+ } |
+ |
+ // If there was damage on the replica's mask, then the target surface receives that damage as well. |
+ if (layer->replicaLayer() && layer->replicaLayer()->maskLayer()) { |
+ CCLayerImpl* replicaMaskLayer = layer->replicaLayer()->maskLayer(); |
+ |
+ bool replicaIsNew = false; |
+ removeRectFromCurrentFrame(replicaMaskLayer->id(), replicaIsNew); |
+ |
+ // Compute the replica's "originTransform" that maps from the replica's origin space to the target surface origin space. |
+ const WebTransformationMatrix& replicaOriginTransform = renderSurface->replicaOriginTransform(); |
+ FloatRect replicaMaskLayerRect = CCMathUtil::mapClippedRect(replicaOriginTransform, FloatRect(FloatPoint::zero(), FloatSize(replicaMaskLayer->bounds().width(), replicaMaskLayer->bounds().height()))); |
+ saveRectForNextFrame(replicaMaskLayer->id(), replicaMaskLayerRect); |
+ |
+ // In the current implementation, a change in the replica mask damages the entire replica region. |
+ if (replicaIsNew || replicaMaskLayer->layerPropertyChanged() || !replicaMaskLayer->updateRect().isEmpty()) |
+ targetDamageRect.uniteIfNonZero(replicaMaskLayerRect); |
+ } |
+ |
+ // If the layer has a background filter, this may cause pixels in our surface to be expanded, so we will need to expand any damage |
+ // at or below this layer. We expand the damage from this layer too, as we need to readback those pixels from the surface with only |
+ // the contents of layers below this one in them. This means we need to redraw any pixels in the surface being used for the blur in |
+ // this layer this frame. |
+ if (layer->backgroundFilters().hasFilterThatMovesPixels()) |
+ expandDamageRectInsideRectWithFilters(targetDamageRect, surfaceRectInTargetSpace, layer->backgroundFilters()); |
+} |
+ |
+} // namespace WebCore |
+ |
+#endif // USE(ACCELERATED_COMPOSITING) |