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authordanakj@chromium.org <danakj@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2013-03-08 02:41:47 +0000
committerdanakj@chromium.org <danakj@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2013-03-08 02:41:47 +0000
commitbe3925eecc44210e61b47de19858d45c28b3e361 (patch)
treed3737b8931ffa18e56a03bd2797ac32e032f4dee /cc/damage_tracker.cc
parent34bb3ace821d6a370d023fa7b6b8cd6114e85746 (diff)
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cc: Chromify DamageTracker class.
Style-only change. Make the DamageTracker class use chromium style. R=jamesr,enne Review URL: https://chromiumcodereview.appspot.com/12631007 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@186864 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'cc/damage_tracker.cc')
-rw-r--r--cc/damage_tracker.cc620
1 files changed, 336 insertions, 284 deletions
diff --git a/cc/damage_tracker.cc b/cc/damage_tracker.cc
index ad433e9..1693af8 100644
--- a/cc/damage_tracker.cc
+++ b/cc/damage_tracker.cc
@@ -12,330 +12,382 @@
namespace cc {
-scoped_ptr<DamageTracker> DamageTracker::create()
-{
- return make_scoped_ptr(new DamageTracker());
+scoped_ptr<DamageTracker> DamageTracker::Create() {
+ return make_scoped_ptr(new DamageTracker());
}
DamageTracker::DamageTracker()
- : m_forceFullDamageNextUpdate(false),
- m_currentRectHistory(new RectMap),
- m_nextRectHistory(new RectMap)
-{
-}
+ : force_full_damage_next_update_(false),
+ current_rect_history_(new RectMap),
+ next_rect_history_(new RectMap) {}
-DamageTracker::~DamageTracker()
-{
-}
+DamageTracker::~DamageTracker() {}
-static inline void expandRectWithFilters(gfx::RectF& rect, const WebKit::WebFilterOperations& filters)
-{
- int top, right, bottom, left;
- filters.getOutsets(top, right, bottom, left);
- rect.Inset(-left, -top, -right, -bottom);
+static inline void ExpandRectWithFilters(
+ gfx::RectF* rect, const WebKit::WebFilterOperations& filters) {
+ int top, right, bottom, left;
+ filters.getOutsets(top, right, bottom, left);
+ rect->Inset(-left, -top, -right, -bottom);
}
-static inline void expandDamageRectInsideRectWithFilters(gfx::RectF& damageRect, const gfx::RectF& preFilterRect, const WebKit::WebFilterOperations& filters)
-{
- gfx::RectF expandedDamageRect = damageRect;
- expandRectWithFilters(expandedDamageRect, filters);
- gfx::RectF filterRect = preFilterRect;
- expandRectWithFilters(filterRect, filters);
-
- expandedDamageRect.Intersect(filterRect);
- damageRect.Union(expandedDamageRect);
+static inline void ExpandDamageRectInsideRectWithFilters(
+ gfx::RectF* damage_rect,
+ const gfx::RectF& pre_filter_rect,
+ const WebKit::WebFilterOperations& filters) {
+ gfx::RectF expanded_damage_rect = *damage_rect;
+ ExpandRectWithFilters(&expanded_damage_rect, filters);
+ gfx::RectF filter_rect = pre_filter_rect;
+ ExpandRectWithFilters(&filter_rect, filters);
+
+ expanded_damage_rect.Intersect(filter_rect);
+ damage_rect->Union(expanded_damage_rect);
}
-void DamageTracker::updateDamageTrackingState(const std::vector<LayerImpl*>& layerList, int targetSurfaceLayerID, bool targetSurfacePropertyChangedOnlyFromDescendant, const gfx::Rect& targetSurfaceContentRect, LayerImpl* targetSurfaceMaskLayer, const WebKit::WebFilterOperations& filters, SkImageFilter* filter)
-{
- //
- // 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.
- gfx::RectF damageFromActiveLayers = trackDamageFromActiveLayers(layerList, targetSurfaceLayerID);
- gfx::RectF damageFromSurfaceMask = trackDamageFromSurfaceMask(targetSurfaceMaskLayer);
- gfx::RectF damageFromLeftoverRects = trackDamageFromLeftoverRects();
-
- gfx::RectF 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.Union(damageFromSurfaceMask);
- damageRectForThisUpdate.Union(damageFromLeftoverRects);
-
- if (filters.hasFilterThatMovesPixels()) {
- expandRectWithFilters(damageRectForThisUpdate, filters);
- } else if (filter) {
- // TODO(senorblanco): Once SkImageFilter reports its outsets, use
- // those here to limit damage.
- damageRectForThisUpdate = targetSurfaceContentRect;
- }
+void DamageTracker::UpdateDamageTrackingState(
+ const std::vector<LayerImpl*>& layer_list,
+ int target_surface_layer_id,
+ bool target_surface_property_changed_only_from_descendant,
+ gfx::Rect target_surface_content_rect,
+ LayerImpl* target_surface_mask_layer,
+ const WebKit::WebFilterOperations& filters,
+ SkImageFilter* filter) {
+ //
+ // 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 layer_list:
+ // if the layer is actually a render_surface:
+ // 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.
+ gfx::RectF damage_from_active_layers =
+ TrackDamageFromActiveLayers(layer_list, target_surface_layer_id);
+ gfx::RectF damage_from_surface_mask =
+ TrackDamageFromSurfaceMask(target_surface_mask_layer);
+ gfx::RectF damage_from_leftover_rects = TrackDamageFromLeftoverRects();
+
+ gfx::RectF damage_rect_for_this_update;
+
+ if (force_full_damage_next_update_ ||
+ target_surface_property_changed_only_from_descendant) {
+ damage_rect_for_this_update = target_surface_content_rect;
+ force_full_damage_next_update_ = false;
+ } else {
+ // TODO(shawnsingh): can we clamp this damage to the surface's content rect?
+ // (affects performance, but not correctness)
+ damage_rect_for_this_update = damage_from_active_layers;
+ damage_rect_for_this_update.Union(damage_from_surface_mask);
+ damage_rect_for_this_update.Union(damage_from_leftover_rects);
+
+ if (filters.hasFilterThatMovesPixels()) {
+ ExpandRectWithFilters(&damage_rect_for_this_update, filters);
+ } else if (filter) {
+ // TODO(senorblanco): Once SkImageFilter reports its outsets, use
+ // those here to limit damage.
+ damage_rect_for_this_update = target_surface_content_rect;
}
+ }
- // Damage accumulates until we are notified that we actually did draw on that frame.
- m_currentDamageRect.Union(damageRectForThisUpdate);
+ // Damage accumulates until we are notified that we actually did draw on that
+ // frame.
+ current_damage_rect_.Union(damage_rect_for_this_update);
- // 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);
+ // 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(current_rect_history_, next_rect_history_);
}
-gfx::RectF DamageTracker::removeRectFromCurrentFrame(int layerID, bool& layerIsNew)
-{
- RectMap::iterator iter = m_currentRectHistory->find(layerID);
- layerIsNew = iter == m_currentRectHistory->end();
- if (layerIsNew)
- return gfx::RectF();
+gfx::RectF DamageTracker::RemoveRectFromCurrentFrame(int layer_id,
+ bool* layer_is_new) {
+ RectMap::iterator iter = current_rect_history_->find(layer_id);
+ *layer_is_new = iter == current_rect_history_->end();
+ if (*layer_is_new)
+ return gfx::RectF();
- gfx::RectF ret = iter->second;
- m_currentRectHistory->erase(iter);
- return ret;
+ gfx::RectF ret = iter->second;
+ current_rect_history_->erase(iter);
+ return ret;
}
-void DamageTracker::saveRectForNextFrame(int layerID, const gfx::RectF& targetSpaceRect)
-{
- // This layer should not yet exist in next frame's history.
- DCHECK(layerID > 0);
- DCHECK(m_nextRectHistory->find(layerID) == m_nextRectHistory->end());
- (*m_nextRectHistory)[layerID] = targetSpaceRect;
+void DamageTracker::SaveRectForNextFrame(int layer_id,
+ const gfx::RectF& target_space_rect) {
+ // This layer should not yet exist in next frame's history.
+ DCHECK_GT(layer_id, 0);
+ DCHECK(next_rect_history_->find(layer_id) == next_rect_history_->end());
+ (*next_rect_history_)[layer_id] = target_space_rect;
}
-gfx::RectF DamageTracker::trackDamageFromActiveLayers(const std::vector<LayerImpl*>& layerList, int targetSurfaceLayerID)
-{
- gfx::RectF damageRect = gfx::RectF();
+gfx::RectF DamageTracker::TrackDamageFromActiveLayers(
+ const std::vector<LayerImpl*>& layer_list,
+ int target_surface_layer_id) {
+ gfx::RectF damage_rect = gfx::RectF();
- for (unsigned layerIndex = 0; layerIndex < layerList.size(); ++layerIndex) {
- // Visit layers in back-to-front order.
- LayerImpl* layer = layerList[layerIndex];
+ for (unsigned layerIndex = 0; layerIndex < layer_list.size(); ++layerIndex) {
+ // Visit layers in back-to-front order.
+ LayerImpl* layer = layer_list[layerIndex];
- if (LayerTreeHostCommon::renderSurfaceContributesToTarget<LayerImpl>(layer, targetSurfaceLayerID))
- extendDamageForRenderSurface(layer, damageRect);
- else
- extendDamageForLayer(layer, damageRect);
- }
+ if (LayerTreeHostCommon::renderSurfaceContributesToTarget<LayerImpl>(
+ layer, target_surface_layer_id))
+ ExtendDamageForRenderSurface(layer, &damage_rect);
+ else
+ ExtendDamageForLayer(layer, &damage_rect);
+ }
- return damageRect;
+ return damage_rect;
}
-gfx::RectF DamageTracker::trackDamageFromSurfaceMask(LayerImpl* targetSurfaceMaskLayer)
-{
- gfx::RectF damageRect = gfx::RectF();
+gfx::RectF DamageTracker::TrackDamageFromSurfaceMask(
+ LayerImpl* target_surface_mask_layer) {
+ gfx::RectF damage_rect = gfx::RectF();
- if (!targetSurfaceMaskLayer)
- return damageRect;
+ if (!target_surface_mask_layer)
+ return damage_rect;
- // 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 = gfx::RectF(gfx::PointF(), targetSurfaceMaskLayer->bounds());
+ // 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 (target_surface_mask_layer->layerPropertyChanged() ||
+ !target_surface_mask_layer->updateRect().IsEmpty()) {
+ damage_rect = gfx::RectF(gfx::PointF(),
+ target_surface_mask_layer->bounds());
+ }
- return damageRect;
+ return damage_rect;
}
-gfx::RectF DamageTracker::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.
+gfx::RectF DamageTracker::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.
- gfx::RectF damageRect = gfx::RectF();
+ gfx::RectF damage_rect = gfx::RectF();
- for (RectMap::iterator it = m_currentRectHistory->begin(); it != m_currentRectHistory->end(); ++it)
- damageRect.Union(it->second);
+ for (RectMap::iterator it = current_rect_history_->begin();
+ it != current_rect_history_->end();
+ ++it)
+ damage_rect.Union(it->second);
- m_currentRectHistory->clear();
+ current_rect_history_->clear();
- return damageRect;
+ return damage_rect;
}
-static bool layerNeedsToRedrawOntoItsTargetSurface(LayerImpl* 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();
+static bool LayerNeedsToRedrawOntoItsTargetSurface(LayerImpl* 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 DamageTracker::extendDamageForLayer(LayerImpl* layer, gfx::RectF& 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.
-
- bool layerIsNew = false;
- gfx::RectF oldRectInTargetSpace = removeRectFromCurrentFrame(layer->id(), layerIsNew);
-
- gfx::RectF rectInTargetSpace = MathUtil::mapClippedRect(layer->drawTransform(), gfx::RectF(gfx::PointF(), layer->contentBounds()));
- saveRectForNextFrame(layer->id(), rectInTargetSpace);
-
- if (layerIsNew || layerNeedsToRedrawOntoItsTargetSurface(layer)) {
- // If a layer is new or has changed, then its entire layer rect affects the target surface.
- targetDamageRect.Union(rectInTargetSpace);
-
- // The layer's old region is now exposed on the target surface, too.
- // Note oldRectInTargetSpace is already in target space.
- targetDamageRect.Union(oldRectInTargetSpace);
- } else if (!layer->updateRect().IsEmpty()) {
- // If the layer properties haven't changed, then the the target surface is only
- // affected by the layer's update area, which could be empty.
- gfx::RectF updateContentRect = layer->layerRectToContentRect(layer->updateRect());
- gfx::RectF updateRectInTargetSpace = MathUtil::mapClippedRect(layer->drawTransform(), updateContentRect);
- targetDamageRect.Union(updateRectInTargetSpace);
- }
+void DamageTracker::ExtendDamageForLayer(LayerImpl* layer,
+ gfx::RectF* target_damage_rect) {
+ // 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.
+
+ bool layer_is_new = false;
+ gfx::RectF old_rect_in_target_space =
+ RemoveRectFromCurrentFrame(layer->id(), &layer_is_new);
+
+ gfx::RectF rect_in_target_space = MathUtil::mapClippedRect(
+ layer->drawTransform(),
+ gfx::RectF(gfx::PointF(), layer->contentBounds()));
+ SaveRectForNextFrame(layer->id(), rect_in_target_space);
+
+ if (layer_is_new || LayerNeedsToRedrawOntoItsTargetSurface(layer)) {
+ // If a layer is new or has changed, then its entire layer rect affects the
+ // target surface.
+ target_damage_rect->Union(rect_in_target_space);
+
+ // The layer's old region is now exposed on the target surface, too.
+ // Note old_rect_in_target_space is already in target space.
+ target_damage_rect->Union(old_rect_in_target_space);
+ } else if (!layer->updateRect().IsEmpty()) {
+ // If the layer properties haven't changed, then the the target surface is
+ // only affected by the layer's update area, which could be empty.
+ gfx::RectF update_content_rect =
+ layer->layerRectToContentRect(layer->updateRect());
+ gfx::RectF update_rect_in_target_space =
+ MathUtil::mapClippedRect(layer->drawTransform(), update_content_rect);
+ target_damage_rect->Union(update_rect_in_target_space);
+ }
}
-void DamageTracker::extendDamageForRenderSurface(LayerImpl* layer, gfx::RectF& 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.
- //
-
- RenderSurfaceImpl* renderSurface = layer->renderSurface();
-
- bool surfaceIsNew = false;
- gfx::RectF oldSurfaceRect = removeRectFromCurrentFrame(layer->id(), surfaceIsNew);
-
- gfx::RectF surfaceRectInTargetSpace = renderSurface->drawableContentRect(); // already includes replica if it exists.
- saveRectForNextFrame(layer->id(), surfaceRectInTargetSpace);
-
- gfx::RectF 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.Union(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 gfx::Transform& drawTransform = renderSurface->drawTransform();
- gfx::RectF damageRectInTargetSpace = MathUtil::mapClippedRect(drawTransform, damageRectInLocalSpace);
- targetDamageRect.Union(damageRectInTargetSpace);
-
- if (layer->replicaLayer()) {
- const gfx::Transform& replicaDrawTransform = renderSurface->replicaDrawTransform();
- targetDamageRect.Union(MathUtil::mapClippedRect(replicaDrawTransform, damageRectInLocalSpace));
- }
+void DamageTracker::ExtendDamageForRenderSurface(
+ LayerImpl* layer, gfx::RectF* target_damage_rect) {
+ // 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 layer_list
+ // as well, and that damage should propagate to the target surface.
+ //
+
+ RenderSurfaceImpl* render_surface = layer->renderSurface();
+
+ bool surface_is_new = false;
+ gfx::RectF old_surface_rect = RemoveRectFromCurrentFrame(layer->id(),
+ &surface_is_new);
+
+ // The drawableContextRect() already includes the replica if it exists.
+ gfx::RectF surface_rect_in_target_space =
+ render_surface->drawableContentRect();
+ SaveRectForNextFrame(layer->id(), surface_rect_in_target_space);
+
+ gfx::RectF damage_rect_in_local_space;
+ if (surface_is_new ||
+ render_surface->surfacePropertyChanged() ||
+ layer->layerSurfacePropertyChanged()) {
+ // The entire surface contributes damage.
+ damage_rect_in_local_space = render_surface->contentRect();
+
+ // The surface's old region is now exposed on the target surface, too.
+ target_damage_rect->Union(old_surface_rect);
+ } else {
+ // Only the surface's damage_rect will damage the target surface.
+ damage_rect_in_local_space =
+ render_surface->damageTracker()->current_damage_rect();
+ }
+
+ // If there was damage, transform it to target space, and possibly contribute
+ // its reflection if needed.
+ if (!damage_rect_in_local_space.IsEmpty()) {
+ const gfx::Transform& draw_transform = render_surface->drawTransform();
+ gfx::RectF damage_rect_in_target_space =
+ MathUtil::mapClippedRect(draw_transform, damage_rect_in_local_space);
+ target_damage_rect->Union(damage_rect_in_target_space);
+
+ if (layer->replicaLayer()) {
+ const gfx::Transform& replica_draw_transform =
+ render_surface->replicaDrawTransform();
+ target_damage_rect->Union(MathUtil::mapClippedRect(
+ replica_draw_transform, damage_rect_in_local_space));
}
-
- // If there was damage on the replica's mask, then the target surface receives that damage as well.
- if (layer->replicaLayer() && layer->replicaLayer()->maskLayer()) {
- LayerImpl* replicaMaskLayer = layer->replicaLayer()->maskLayer();
-
- bool replicaIsNew = false;
- removeRectFromCurrentFrame(replicaMaskLayer->id(), replicaIsNew);
-
- const gfx::Transform& replicaDrawTransform = renderSurface->replicaDrawTransform();
- gfx::RectF replicaMaskLayerRect = MathUtil::mapClippedRect(replicaDrawTransform, gfx::RectF(gfx::PointF(), replicaMaskLayer->bounds()));
- 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.Union(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());
+ }
+
+ // If there was damage on the replica's mask, then the target surface receives
+ // that damage as well.
+ if (layer->replicaLayer() && layer->replicaLayer()->maskLayer()) {
+ LayerImpl* replica_mask_layer = layer->replicaLayer()->maskLayer();
+
+ bool replica_is_new = false;
+ RemoveRectFromCurrentFrame(replica_mask_layer->id(), &replica_is_new);
+
+ const gfx::Transform& replica_draw_transform =
+ render_surface->replicaDrawTransform();
+ gfx::RectF replica_mask_layer_rect = MathUtil::mapClippedRect(
+ replica_draw_transform,
+ gfx::RectF(gfx::PointF(), replica_mask_layer->bounds()));
+ SaveRectForNextFrame(replica_mask_layer->id(), replica_mask_layer_rect);
+
+ // In the current implementation, a change in the replica mask damages the
+ // entire replica region.
+ if (replica_is_new ||
+ replica_mask_layer->layerPropertyChanged() ||
+ !replica_mask_layer->updateRect().IsEmpty())
+ target_damage_rect->Union(replica_mask_layer_rect);
+ }
+
+ // 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(target_damage_rect,
+ surface_rect_in_target_space,
+ layer->backgroundFilters());
+ }
}
} // namespace cc