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Diffstat (limited to 'cc/damage_tracker.cc')
-rw-r--r-- | cc/damage_tracker.cc | 349 |
1 files changed, 349 insertions, 0 deletions
diff --git a/cc/damage_tracker.cc b/cc/damage_tracker.cc new file mode 100644 index 0000000..bd1c31f --- /dev/null +++ b/cc/damage_tracker.cc @@ -0,0 +1,349 @@ +// Copyright 2011 The Chromium Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. + +#include "config.h" + +#if USE(ACCELERATED_COMPOSITING) + +#include "CCDamageTracker.h" + +#include "CCLayerImpl.h" +#include "CCLayerTreeHostCommon.h" +#include "CCMathUtil.h" +#include "CCRenderSurface.h" +#include <public/WebFilterOperations.h> + +using WebKit::WebTransformationMatrix; + +namespace cc { + +scoped_ptr<CCDamageTracker> CCDamageTracker::create() +{ + return make_scoped_ptr(new CCDamageTracker()); +} + +CCDamageTracker::CCDamageTracker() + : m_forceFullDamageNextUpdate(false), + m_currentRectHistory(new RectMap), + m_nextRectHistory(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 std::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(layerID > 0); + ASSERT(m_nextRectHistory->find(layerID) == m_nextRectHistory->end()); + m_nextRectHistory->set(layerID, targetSpaceRect); +} + +FloatRect CCDamageTracker::trackDamageFromActiveLayers(const std::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) +#if WTF_NEW_HASHMAP_ITERATORS_INTERFACE + damageRect.unite(it->value); +#else + damageRect.unite(it->second); +#endif + + 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. + + bool layerIsNew = false; + FloatRect oldRectInTargetSpace = removeRectFromCurrentFrame(layer->id(), layerIsNew); + + FloatRect rectInTargetSpace = CCMathUtil::mapClippedRect(layer->drawTransform(), FloatRect(FloatPoint::zero(), 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.uniteIfNonZero(rectInTargetSpace); + + // The layer's old region is now exposed on the target surface, too. + // Note oldRectInTargetSpace is already in target space. + targetDamageRect.uniteIfNonZero(oldRectInTargetSpace); + } 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 updateContentRect = layer->updateRect(); + float widthScale = layer->contentBounds().width() / static_cast<float>(layer->bounds().width()); + float heightScale = layer->contentBounds().height() / static_cast<float>(layer->bounds().height()); + updateContentRect.scale(widthScale, heightScale); + + FloatRect updateRectInTargetSpace = CCMathUtil::mapClippedRect(layer->drawTransform(), updateContentRect); + 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& drawTransform = renderSurface->drawTransform(); + FloatRect damageRectInTargetSpace = CCMathUtil::mapClippedRect(drawTransform, damageRectInLocalSpace); + targetDamageRect.uniteIfNonZero(damageRectInTargetSpace); + + if (layer->replicaLayer()) { + const WebTransformationMatrix& replicaDrawTransform = renderSurface->replicaDrawTransform(); + targetDamageRect.uniteIfNonZero(CCMathUtil::mapClippedRect(replicaDrawTransform, 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); + + const WebTransformationMatrix& replicaDrawTransform = renderSurface->replicaDrawTransform(); + FloatRect replicaMaskLayerRect = CCMathUtil::mapClippedRect(replicaDrawTransform, 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 cc + +#endif // USE(ACCELERATED_COMPOSITING) |