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+// 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)