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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 "cc/trees/layer_tree_host_common.h"
+
+#include <algorithm>
+
+#include "base/debug/trace_event.h"
+#include "cc/base/math_util.h"
+#include "cc/heads_up_display_layer_impl.h"
+#include "cc/layer.h"
+#include "cc/layer_impl.h"
+#include "cc/layer_iterator.h"
+#include "cc/render_surface.h"
+#include "cc/render_surface_impl.h"
+#include "cc/trees/layer_sorter.h"
+#include "cc/trees/layer_tree_impl.h"
+#include "ui/gfx/point_conversions.h"
+#include "ui/gfx/rect_conversions.h"
+#include "ui/gfx/transform.h"
+
+namespace cc {
+
+ScrollAndScaleSet::ScrollAndScaleSet()
+{
+}
+
+ScrollAndScaleSet::~ScrollAndScaleSet()
+{
+}
+
+static void sortLayers(std::vector<scoped_refptr<Layer> >::iterator forst, std::vector<scoped_refptr<Layer> >::iterator end, void* layerSorter)
+{
+ NOTREACHED();
+}
+
+static void sortLayers(std::vector<LayerImpl*>::iterator first, std::vector<LayerImpl*>::iterator end, LayerSorter* layerSorter)
+{
+ DCHECK(layerSorter);
+ TRACE_EVENT0("cc", "layer_tree_host_common::sortLayers");
+ layerSorter->Sort(first, end);
+}
+
+inline gfx::Rect calculateVisibleRectWithCachedLayerRect(const gfx::Rect& targetSurfaceRect, const gfx::Rect& layerBoundRect, const gfx::Rect& layerRectInTargetSpace, const gfx::Transform& transform)
+{
+ // Is this layer fully contained within the target surface?
+ if (targetSurfaceRect.Contains(layerRectInTargetSpace))
+ return layerBoundRect;
+
+ // If the layer doesn't fill up the entire surface, then find the part of
+ // the surface rect where the layer could be visible. This avoids trying to
+ // project surface rect points that are behind the projection point.
+ gfx::Rect minimalSurfaceRect = targetSurfaceRect;
+ minimalSurfaceRect.Intersect(layerRectInTargetSpace);
+
+ // Project the corners of the target surface rect into the layer space.
+ // This bounding rectangle may be larger than it needs to be (being
+ // axis-aligned), but is a reasonable filter on the space to consider.
+ // Non-invertible transforms will create an empty rect here.
+
+ gfx::Transform surfaceToLayer(gfx::Transform::kSkipInitialization);
+ if (!transform.GetInverse(&surfaceToLayer)) {
+ // TODO(shawnsingh): Either we need to handle uninvertible transforms
+ // here, or DCHECK that the transform is invertible.
+ }
+ gfx::Rect layerRect = gfx::ToEnclosingRect(MathUtil::ProjectClippedRect(surfaceToLayer, gfx::RectF(minimalSurfaceRect)));
+ layerRect.Intersect(layerBoundRect);
+ return layerRect;
+}
+
+gfx::Rect LayerTreeHostCommon::calculateVisibleRect(const gfx::Rect& targetSurfaceRect, const gfx::Rect& layerBoundRect, const gfx::Transform& transform)
+{
+ gfx::Rect layerInSurfaceSpace = MathUtil::MapClippedRect(transform, layerBoundRect);
+ return calculateVisibleRectWithCachedLayerRect(targetSurfaceRect, layerBoundRect, layerInSurfaceSpace, transform);
+}
+
+template <typename LayerType>
+static inline bool isRootLayer(LayerType* layer)
+{
+ return !layer->parent();
+}
+
+template<typename LayerType>
+static inline bool layerIsInExisting3DRenderingContext(LayerType* layer)
+{
+ // According to current W3C spec on CSS transforms, a layer is part of an established
+ // 3d rendering context if its parent has transform-style of preserves-3d.
+ return layer->parent() && layer->parent()->preserves_3d();
+}
+
+template<typename LayerType>
+static bool isRootLayerOfNewRenderingContext(LayerType* layer)
+{
+ // According to current W3C spec on CSS transforms (Section 6.1), a layer is the
+ // beginning of 3d rendering context if its parent does not have transform-style:
+ // preserve-3d, but this layer itself does.
+ if (layer->parent())
+ return !layer->parent()->preserves_3d() && layer->preserves_3d();
+
+ return layer->preserves_3d();
+}
+
+template<typename LayerType>
+static bool isLayerBackFaceVisible(LayerType* layer)
+{
+ // The current W3C spec on CSS transforms says that backface visibility should be
+ // determined differently depending on whether the layer is in a "3d rendering
+ // context" or not. For Chromium code, we can determine whether we are in a 3d
+ // rendering context by checking if the parent preserves 3d.
+
+ if (layerIsInExisting3DRenderingContext(layer))
+ return layer->draw_transform().IsBackFaceVisible();
+
+ // In this case, either the layer establishes a new 3d rendering context, or is not in
+ // a 3d rendering context at all.
+ return layer->transform().IsBackFaceVisible();
+}
+
+template<typename LayerType>
+static bool isSurfaceBackFaceVisible(LayerType* layer, const gfx::Transform& drawTransform)
+{
+ if (layerIsInExisting3DRenderingContext(layer))
+ return drawTransform.IsBackFaceVisible();
+
+ if (isRootLayerOfNewRenderingContext(layer))
+ return layer->transform().IsBackFaceVisible();
+
+ // If the renderSurface is not part of a new or existing rendering context, then the
+ // layers that contribute to this surface will decide back-face visibility for themselves.
+ return false;
+}
+
+template<typename LayerType>
+static inline bool layerClipsSubtree(LayerType* layer)
+{
+ return layer->masks_to_bounds() || layer->mask_layer();
+}
+
+template<typename LayerType>
+static gfx::Rect calculateVisibleContentRect(LayerType* layer, const gfx::Rect& ancestorClipRectInDescendantSurfaceSpace, const gfx::Rect& layerRectInTargetSpace)
+{
+ DCHECK(layer->render_target());
+
+ // Nothing is visible if the layer bounds are empty.
+ if (!layer->DrawsContent() || layer->content_bounds().IsEmpty() || layer->drawable_content_rect().IsEmpty())
+ return gfx::Rect();
+
+ // Compute visible bounds in target surface space.
+ gfx::Rect visibleRectInTargetSurfaceSpace = layer->drawable_content_rect();
+
+ if (!layer->render_target()->render_surface()->clip_rect().IsEmpty()) {
+ // In this case the target surface does clip layers that contribute to
+ // it. So, we have to convert the current surface's clipRect from its
+ // ancestor surface space to the current (descendant) surface
+ // space. This conversion is done outside this function so that it can
+ // be cached instead of computing it redundantly for every layer.
+ visibleRectInTargetSurfaceSpace.Intersect(ancestorClipRectInDescendantSurfaceSpace);
+ }
+
+ if (visibleRectInTargetSurfaceSpace.IsEmpty())
+ return gfx::Rect();
+
+ return calculateVisibleRectWithCachedLayerRect(visibleRectInTargetSurfaceSpace, gfx::Rect(gfx::Point(), layer->content_bounds()), layerRectInTargetSpace, layer->draw_transform());
+}
+
+static inline bool transformToParentIsKnown(LayerImpl*)
+{
+ return true;
+}
+
+static inline bool transformToParentIsKnown(Layer* layer)
+{
+
+ return !layer->TransformIsAnimating();
+}
+
+static inline bool transformToScreenIsKnown(LayerImpl*)
+{
+ return true;
+}
+
+static inline bool transformToScreenIsKnown(Layer* layer)
+{
+ return !layer->screen_space_transform_is_animating();
+}
+
+template<typename LayerType>
+static bool layerShouldBeSkipped(LayerType* layer)
+{
+ // Layers can be skipped if any of these conditions are met.
+ // - does not draw content.
+ // - is transparent
+ // - has empty bounds
+ // - the layer is not double-sided, but its back face is visible.
+ //
+ // Some additional conditions need to be computed at a later point after the recursion is finished.
+ // - the intersection of render surface content and layer clipRect is empty
+ // - the visibleContentRect is empty
+ //
+ // Note, if the layer should not have been drawn due to being fully transparent,
+ // we would have skipped the entire subtree and never made it into this function,
+ // so it is safe to omit this check here.
+
+ if (!layer->DrawsContent() || layer->bounds().IsEmpty())
+ return true;
+
+ LayerType* backfaceTestLayer = layer;
+ if (layer->use_parent_backface_visibility()) {
+ DCHECK(layer->parent());
+ DCHECK(!layer->parent()->use_parent_backface_visibility());
+ backfaceTestLayer = layer->parent();
+ }
+
+ // The layer should not be drawn if (1) it is not double-sided and (2) the back of the layer is known to be facing the screen.
+ if (!backfaceTestLayer->double_sided() && transformToScreenIsKnown(backfaceTestLayer) && isLayerBackFaceVisible(backfaceTestLayer))
+ return true;
+
+ return false;
+}
+
+static inline bool subtreeShouldBeSkipped(LayerImpl* layer)
+{
+ // The opacity of a layer always applies to its children (either implicitly
+ // via a render surface or explicitly if the parent preserves 3D), so the
+ // entire subtree can be skipped if this layer is fully transparent.
+ return !layer->opacity();
+}
+
+static inline bool subtreeShouldBeSkipped(Layer* layer)
+{
+ // If the opacity is being animated then the opacity on the main thread is unreliable
+ // (since the impl thread may be using a different opacity), so it should not be trusted.
+ // In particular, it should not cause the subtree to be skipped.
+ // Similarly, for layers that might animate opacity using an impl-only
+ // animation, their subtree should also not be skipped.
+ return !layer->opacity() && !layer->OpacityIsAnimating() &&
+ !layer->OpacityCanAnimateOnImplThread();
+}
+
+// Called on each layer that could be drawn after all information from
+// calcDrawProperties has been updated on that layer. May have some false
+// positives (e.g. layers get this called on them but don't actually get drawn).
+static inline void updateTilePrioritiesForLayer(LayerImpl* layer)
+{
+ layer->UpdateTilePriorities();
+
+ // Mask layers don't get this call, so explicitly update them so they can
+ // kick off tile rasterization.
+ if (layer->mask_layer())
+ layer->mask_layer()->UpdateTilePriorities();
+ if (layer->replica_layer() && layer->replica_layer()->mask_layer())
+ layer->replica_layer()->mask_layer()->UpdateTilePriorities();
+}
+
+static inline void updateTilePrioritiesForLayer(Layer* layer)
+{
+}
+
+template<typename LayerType>
+static bool subtreeShouldRenderToSeparateSurface(LayerType* layer, bool axisAlignedWithRespectToParent)
+{
+ //
+ // A layer and its descendants should render onto a new RenderSurfaceImpl if any of these rules hold:
+ //
+
+ // The root layer should always have a renderSurface.
+ if (isRootLayer(layer))
+ return true;
+
+ // If we force it.
+ if (layer->force_render_surface())
+ return true;
+
+ // If the layer uses a mask.
+ if (layer->mask_layer())
+ return true;
+
+ // If the layer has a reflection.
+ if (layer->replica_layer())
+ return true;
+
+ // If the layer uses a CSS filter.
+ if (!layer->filters().isEmpty() || !layer->background_filters().isEmpty() || layer->filter())
+ return true;
+
+ int numDescendantsThatDrawContent = layer->draw_properties().num_descendants_that_draw_content;
+
+ // If the layer flattens its subtree (i.e. the layer doesn't preserve-3d), but it is
+ // treated as a 3D object by its parent (i.e. parent does preserve-3d).
+ if (layerIsInExisting3DRenderingContext(layer) && !layer->preserves_3d() && numDescendantsThatDrawContent > 0) {
+ TRACE_EVENT_INSTANT0("cc", "LayerTreeHostCommon::requireSurface flattening");
+ return true;
+ }
+
+ // If the layer clips its descendants but it is not axis-aligned with respect to its parent.
+ bool layerClipsExternalContent = layerClipsSubtree(layer) || layer->HasDelegatedContent();
+ if (layerClipsExternalContent && !axisAlignedWithRespectToParent && !layer->draw_properties().descendants_can_clip_selves)
+ {
+ TRACE_EVENT_INSTANT0("cc", "LayerTreeHostCommon::requireSurface clipping");
+ return true;
+ }
+
+ // If the layer has some translucency and does not have a preserves-3d transform style.
+ // This condition only needs a render surface if two or more layers in the
+ // subtree overlap. But checking layer overlaps is unnecessarily costly so
+ // instead we conservatively create a surface whenever at least two layers
+ // draw content for this subtree.
+ bool atLeastTwoLayersInSubtreeDrawContent = numDescendantsThatDrawContent > 0 && (layer->DrawsContent() || numDescendantsThatDrawContent > 1);
+
+ if (layer->opacity() != 1.f && !layer->preserves_3d() && atLeastTwoLayersInSubtreeDrawContent) {
+ TRACE_EVENT_INSTANT0("cc", "LayerTreeHostCommon::requireSurface opacity");
+ return true;
+ }
+
+ return false;
+}
+
+gfx::Transform computeScrollCompensationForThisLayer(LayerImpl* scrollingLayer, const gfx::Transform& parentMatrix)
+{
+ // For every layer that has non-zero scrollDelta, we have to compute a transform that can undo the
+ // scrollDelta translation. In particular, we want this matrix to premultiply a fixed-position layer's
+ // parentMatrix, so we design this transform in three steps as follows. The steps described here apply
+ // from right-to-left, so Step 1 would be the right-most matrix:
+ //
+ // Step 1. transform from target surface space to the exact space where scrollDelta is actually applied.
+ // -- this is inverse of the matrix in step 3
+ // Step 2. undo the scrollDelta
+ // -- this is just a translation by scrollDelta.
+ // Step 3. transform back to target surface space.
+ // -- this transform is the "partialLayerOriginTransform" = (parentMatrix * scale(layer->pageScaleDelta()));
+ //
+ // These steps create a matrix that both start and end in targetSurfaceSpace. So this matrix can
+ // pre-multiply any fixed-position layer's drawTransform to undo the scrollDeltas -- as long as
+ // that fixed position layer is fixed onto the same renderTarget as this scrollingLayer.
+ //
+
+ gfx::Transform partialLayerOriginTransform = parentMatrix;
+ partialLayerOriginTransform.PreconcatTransform(scrollingLayer->impl_transform());
+
+ gfx::Transform scrollCompensationForThisLayer = partialLayerOriginTransform; // Step 3
+ scrollCompensationForThisLayer.Translate(scrollingLayer->scroll_delta().x(), scrollingLayer->scroll_delta().y()); // Step 2
+
+ gfx::Transform inversePartialLayerOriginTransform(gfx::Transform::kSkipInitialization);
+ if (!partialLayerOriginTransform.GetInverse(&inversePartialLayerOriginTransform)) {
+ // TODO(shawnsingh): Either we need to handle uninvertible transforms
+ // here, or DCHECK that the transform is invertible.
+ }
+ scrollCompensationForThisLayer.PreconcatTransform(inversePartialLayerOriginTransform); // Step 1
+ return scrollCompensationForThisLayer;
+}
+
+gfx::Transform computeScrollCompensationMatrixForChildren(Layer* currentLayer, const gfx::Transform& currentParentMatrix, const gfx::Transform& currentScrollCompensation)
+{
+ // The main thread (i.e. Layer) does not need to worry about scroll compensation.
+ // So we can just return an identity matrix here.
+ return gfx::Transform();
+}
+
+gfx::Transform computeScrollCompensationMatrixForChildren(LayerImpl* layer, const gfx::Transform& parentMatrix, const gfx::Transform& currentScrollCompensationMatrix)
+{
+ // "Total scroll compensation" is the transform needed to cancel out all scrollDelta translations that
+ // occurred since the nearest container layer, even if there are renderSurfaces in-between.
+ //
+ // There are some edge cases to be aware of, that are not explicit in the code:
+ // - A layer that is both a fixed-position and container should not be its own container, instead, that means
+ // it is fixed to an ancestor, and is a container for any fixed-position descendants.
+ // - A layer that is a fixed-position container and has a renderSurface should behave the same as a container
+ // without a renderSurface, the renderSurface is irrelevant in that case.
+ // - A layer that does not have an explicit container is simply fixed to the viewport.
+ // (i.e. the root renderSurface.)
+ // - If the fixed-position layer has its own renderSurface, then the renderSurface is
+ // the one who gets fixed.
+ //
+ // This function needs to be called AFTER layers create their own renderSurfaces.
+ //
+
+ // Avoid the overheads (including stack allocation and matrix initialization/copy) if we know that the scroll compensation doesn't need to be reset or adjusted.
+ if (!layer->is_container_for_fixed_position_layers() && layer->scroll_delta().IsZero() && !layer->render_surface())
+ return currentScrollCompensationMatrix;
+
+ // Start as identity matrix.
+ gfx::Transform nextScrollCompensationMatrix;
+
+ // If this layer is not a container, then it inherits the existing scroll compensations.
+ if (!layer->is_container_for_fixed_position_layers())
+ nextScrollCompensationMatrix = currentScrollCompensationMatrix;
+
+ // If the current layer has a non-zero scrollDelta, then we should compute its local scrollCompensation
+ // and accumulate it to the nextScrollCompensationMatrix.
+ if (!layer->scroll_delta().IsZero()) {
+ gfx::Transform scrollCompensationForThisLayer = computeScrollCompensationForThisLayer(layer, parentMatrix);
+ nextScrollCompensationMatrix.PreconcatTransform(scrollCompensationForThisLayer);
+ }
+
+ // If the layer created its own renderSurface, we have to adjust nextScrollCompensationMatrix.
+ // The adjustment allows us to continue using the scrollCompensation on the next surface.
+ // Step 1 (right-most in the math): transform from the new surface to the original ancestor surface
+ // Step 2: apply the scroll compensation
+ // Step 3: transform back to the new surface.
+ if (layer->render_surface() && !nextScrollCompensationMatrix.IsIdentity()) {
+ gfx::Transform inverseSurfaceDrawTransform(gfx::Transform::kSkipInitialization);
+ if (!layer->render_surface()->draw_transform().GetInverse(&inverseSurfaceDrawTransform)) {
+ // TODO(shawnsingh): Either we need to handle uninvertible transforms
+ // here, or DCHECK that the transform is invertible.
+ }
+ nextScrollCompensationMatrix = inverseSurfaceDrawTransform * nextScrollCompensationMatrix * layer->render_surface()->draw_transform();
+ }
+
+ return nextScrollCompensationMatrix;
+}
+
+template<typename LayerType>
+static inline void CalculateContentsScale(LayerType* layer, float contentsScale, bool animating_transform_to_screen)
+{
+ layer->CalculateContentsScale(
+ contentsScale,
+ animating_transform_to_screen,
+ &layer->draw_properties().contents_scale_x,
+ &layer->draw_properties().contents_scale_y,
+ &layer->draw_properties().content_bounds);
+
+ LayerType* maskLayer = layer->mask_layer();
+ if (maskLayer)
+ {
+ maskLayer->CalculateContentsScale(
+ contentsScale,
+ animating_transform_to_screen,
+ &maskLayer->draw_properties().contents_scale_x,
+ &maskLayer->draw_properties().contents_scale_y,
+ &maskLayer->draw_properties().content_bounds);
+ }
+
+ LayerType* replicaMaskLayer = layer->replica_layer() ? layer->replica_layer()->mask_layer() : 0;
+ if (replicaMaskLayer)
+ {
+ replicaMaskLayer->CalculateContentsScale(
+ contentsScale,
+ animating_transform_to_screen,
+ &replicaMaskLayer->draw_properties().contents_scale_x,
+ &replicaMaskLayer->draw_properties().contents_scale_y,
+ &replicaMaskLayer->draw_properties().content_bounds);
+ }
+}
+
+static inline void updateLayerContentsScale(LayerImpl* layer, const gfx::Transform& combinedTransform, float deviceScaleFactor, float pageScaleFactor, bool animating_transform_to_screen)
+{
+ gfx::Vector2dF transformScale = MathUtil::ComputeTransform2dScaleComponents(combinedTransform, deviceScaleFactor * pageScaleFactor);
+ float contentsScale = std::max(transformScale.x(), transformScale.y());
+ CalculateContentsScale(layer, contentsScale, animating_transform_to_screen);
+}
+
+static inline void updateLayerContentsScale(Layer* layer, const gfx::Transform& combinedTransform, float deviceScaleFactor, float pageScaleFactor, bool animating_transform_to_screen)
+{
+ float rasterScale = layer->raster_scale();
+
+ if (layer->automatically_compute_raster_scale()) {
+ gfx::Vector2dF transformScale = MathUtil::ComputeTransform2dScaleComponents(combinedTransform, 0.f);
+ float combinedScale = std::max(transformScale.x(), transformScale.y());
+ float idealRasterScale = combinedScale / deviceScaleFactor;
+ if (!layer->bounds_contain_page_scale())
+ idealRasterScale /= pageScaleFactor;
+
+ bool needToSetRasterScale = !rasterScale;
+
+ // If we've previously saved a rasterScale but the ideal changes, things are unpredictable and we should just use 1.
+ if (rasterScale && rasterScale != 1.f && idealRasterScale != rasterScale) {
+ idealRasterScale = 1.f;
+ needToSetRasterScale = true;
+ }
+
+ if (needToSetRasterScale) {
+ bool useAndSaveIdealScale = idealRasterScale >= 1.f && !animating_transform_to_screen;
+ if (useAndSaveIdealScale) {
+ rasterScale = idealRasterScale;
+ layer->SetRasterScale(rasterScale);
+ }
+ }
+ }
+
+ if (!rasterScale)
+ rasterScale = 1.f;
+
+ float contentsScale = rasterScale * deviceScaleFactor;
+ if (!layer->bounds_contain_page_scale())
+ contentsScale *= pageScaleFactor;
+
+ CalculateContentsScale(layer, contentsScale, animating_transform_to_screen);
+}
+
+template<typename LayerType, typename LayerList>
+static inline void removeSurfaceForEarlyExit(LayerType* layerToRemove, LayerList& renderSurfaceLayerList)
+{
+ DCHECK(layerToRemove->render_surface());
+ // Technically, we know that the layer we want to remove should be
+ // at the back of the renderSurfaceLayerList. However, we have had
+ // bugs before that added unnecessary layers here
+ // (https://bugs.webkit.org/show_bug.cgi?id=74147), but that causes
+ // things to crash. So here we proactively remove any additional
+ // layers from the end of the list.
+ while (renderSurfaceLayerList.back() != layerToRemove) {
+ renderSurfaceLayerList.back()->ClearRenderSurface();
+ renderSurfaceLayerList.pop_back();
+ }
+ DCHECK(renderSurfaceLayerList.back() == layerToRemove);
+ renderSurfaceLayerList.pop_back();
+ layerToRemove->ClearRenderSurface();
+}
+
+// Recursively walks the layer tree to compute any information that is needed
+// before doing the main recursion.
+template<typename LayerType>
+static void preCalculateMetaInformation(LayerType* layer)
+{
+ if (layer->HasDelegatedContent()) {
+ // Layers with delegated content need to be treated as if they have as many children as the number
+ // of layers they own delegated quads for. Since we don't know this number right now, we choose
+ // one that acts like infinity for our purposes.
+ layer->draw_properties().num_descendants_that_draw_content = 1000;
+ layer->draw_properties().descendants_can_clip_selves = false;
+ return;
+ }
+
+ int numDescendantsThatDrawContent = 0;
+ bool descendantsCanClipSelves = true;
+ bool sublayerTransformPreventsClip = !layer->sublayer_transform().IsPositiveScaleOrTranslation();
+
+ for (size_t i = 0; i < layer->children().size(); ++i) {
+ LayerType* childLayer = layer->children()[i];
+ preCalculateMetaInformation<LayerType>(childLayer);
+
+ numDescendantsThatDrawContent += childLayer->DrawsContent() ? 1 : 0;
+ numDescendantsThatDrawContent += childLayer->draw_properties().num_descendants_that_draw_content;
+
+ if ((childLayer->DrawsContent() && !childLayer->CanClipSelf()) ||
+ !childLayer->draw_properties().descendants_can_clip_selves ||
+ sublayerTransformPreventsClip ||
+ !childLayer->transform().IsPositiveScaleOrTranslation())
+ descendantsCanClipSelves = false;
+ }
+
+ layer->draw_properties().num_descendants_that_draw_content = numDescendantsThatDrawContent;
+ layer->draw_properties().descendants_can_clip_selves = descendantsCanClipSelves;
+}
+
+static void roundTranslationComponents(gfx::Transform* transform)
+{
+ transform->matrix().setDouble(0, 3, MathUtil::Round(transform->matrix().getDouble(0, 3)));
+ transform->matrix().setDouble(1, 3, MathUtil::Round(transform->matrix().getDouble(1, 3)));
+}
+
+// Recursively walks the layer tree starting at the given node and computes all the
+// necessary transformations, clipRects, render surfaces, etc.
+template<typename LayerType, typename LayerList, typename RenderSurfaceType>
+static void calculateDrawPropertiesInternal(LayerType* layer, const gfx::Transform& parentMatrix,
+ const gfx::Transform& fullHierarchyMatrix, const gfx::Transform& currentScrollCompensationMatrix,
+ const gfx::Rect& clipRectFromAncestor, const gfx::Rect& clipRectFromAncestorInDescendantSpace, bool ancestorClipsSubtree,
+ RenderSurfaceType* nearestAncestorThatMovesPixels, LayerList& renderSurfaceLayerList, LayerList& layerList,
+ LayerSorter* layerSorter, int maxTextureSize, float deviceScaleFactor, float pageScaleFactor, bool subtreeCanUseLCDText,
+ gfx::Rect& drawableContentRectOfSubtree, bool updateTilePriorities)
+{
+ // This function computes the new matrix transformations recursively for this
+ // layer and all its descendants. It also computes the appropriate render surfaces.
+ // Some important points to remember:
+ //
+ // 0. Here, transforms are notated in Matrix x Vector order, and in words we describe what
+ // the transform does from left to right.
+ //
+ // 1. In our terminology, the "layer origin" refers to the top-left corner of a layer, and the
+ // positive Y-axis points downwards. This interpretation is valid because the orthographic
+ // projection applied at draw time flips the Y axis appropriately.
+ //
+ // 2. The anchor point, when given as a PointF object, is specified in "unit layer space",
+ // where the bounds of the layer map to [0, 1]. However, as a Transform object,
+ // the transform to the anchor point is specified in "layer space", where the bounds
+ // of the layer map to [bounds.width(), bounds.height()].
+ //
+ // 3. Definition of various transforms used:
+ // M[parent] is the parent matrix, with respect to the nearest render surface, passed down recursively.
+ // M[root] is the full hierarchy, with respect to the root, passed down recursively.
+ // Tr[origin] is the translation matrix from the parent's origin to this layer's origin.
+ // Tr[origin2anchor] is the translation from the layer's origin to its anchor point
+ // Tr[origin2center] is the translation from the layer's origin to its center
+ // M[layer] is the layer's matrix (applied at the anchor point)
+ // M[sublayer] is the layer's sublayer transform (also applied at the layer's anchor point)
+ // S[layer2content] is the ratio of a layer's ContentBounds() to its Bounds().
+ //
+ // Some composite transforms can help in understanding the sequence of transforms:
+ // compositeLayerTransform = Tr[origin2anchor] * M[layer] * Tr[origin2anchor].inverse()
+ // compositeSublayerTransform = Tr[origin2anchor] * M[sublayer] * Tr[origin2anchor].inverse()
+ //
+ // 4. When a layer (or render surface) is drawn, it is drawn into a "target render surface". Therefore the draw
+ // transform does not necessarily transform from screen space to local layer space. Instead, the draw transform
+ // is the transform between the "target render surface space" and local layer space. Note that render surfaces,
+ // except for the root, also draw themselves into a different target render surface, and so their draw
+ // transform and origin transforms are also described with respect to the target.
+ //
+ // Using these definitions, then:
+ //
+ // The draw transform for the layer is:
+ // M[draw] = M[parent] * Tr[origin] * compositeLayerTransform * S[layer2content]
+ // = M[parent] * Tr[layer->Position() + anchor] * M[layer] * Tr[anchor2origin] * S[layer2content]
+ //
+ // Interpreting the math left-to-right, this transforms from the layer's render surface to the origin of the layer in content space.
+ //
+ // The screen space transform is:
+ // M[screenspace] = M[root] * Tr[origin] * compositeLayerTransform * S[layer2content]
+ // = M[root] * Tr[layer->Position() + anchor] * M[layer] * Tr[anchor2origin] * S[layer2content]
+ //
+ // Interpreting the math left-to-right, this transforms from the root render surface's content space to the origin of the layer in content space.
+ //
+ // The transform hierarchy that is passed on to children (i.e. the child's parentMatrix) is:
+ // M[parent]_for_child = M[parent] * Tr[origin] * compositeLayerTransform * compositeSublayerTransform
+ // = M[parent] * Tr[layer->Position() + anchor] * M[layer] * Tr[anchor2origin] * compositeSublayerTransform
+ //
+ // and a similar matrix for the full hierarchy with respect to the root.
+ //
+ // Finally, note that the final matrix used by the shader for the layer is P * M[draw] * S . This final product
+ // is computed in drawTexturedQuad(), where:
+ // P is the projection matrix
+ // S is the scale adjustment (to scale up a canonical quad to the layer's size)
+ //
+ // When a render surface has a replica layer, that layer's transform is used to draw a second copy of the surface.
+ // gfx::Transforms named here are relative to the surface, unless they specify they are relative to the replica layer.
+ //
+ // We will denote a scale by device scale S[deviceScale]
+ //
+ // The render surface draw transform to its target surface origin is:
+ // M[surfaceDraw] = M[owningLayer->Draw]
+ //
+ // The render surface origin transform to its the root (screen space) origin is:
+ // M[surface2root] = M[owningLayer->screenspace] * S[deviceScale].inverse()
+ //
+ // The replica draw transform to its target surface origin is:
+ // M[replicaDraw] = S[deviceScale] * M[surfaceDraw] * Tr[replica->Position() + replica->anchor()] * Tr[replica] * Tr[origin2anchor].inverse() * S[contentsScale].inverse()
+ //
+ // The replica draw transform to the root (screen space) origin is:
+ // M[replica2root] = M[surface2root] * Tr[replica->Position()] * Tr[replica] * Tr[origin2anchor].inverse()
+ //
+
+ // If we early-exit anywhere in this function, the drawableContentRect of this subtree should be considered empty.
+ drawableContentRectOfSubtree = gfx::Rect();
+
+ // The root layer cannot skip calcDrawProperties.
+ if (!isRootLayer(layer) && subtreeShouldBeSkipped(layer))
+ return;
+
+ // As this function proceeds, these are the properties for the current
+ // layer that actually get computed. To avoid unnecessary copies
+ // (particularly for matrices), we do computations directly on these values
+ // when possible.
+ DrawProperties<LayerType, RenderSurfaceType>& layerDrawProperties = layer->draw_properties();
+
+ gfx::Rect clipRectForSubtree;
+ bool subtreeShouldBeClipped = false;
+
+ // This value is cached on the stack so that we don't have to inverse-project
+ // the surface's clipRect redundantly for every layer. This value is the
+ // same as the surface's clipRect, except that instead of being described
+ // in the target surface space (i.e. the ancestor surface space), it is
+ // described in the current surface space.
+ gfx::Rect clipRectForSubtreeInDescendantSpace;
+
+ float accumulatedDrawOpacity = layer->opacity();
+ bool animatingOpacityToTarget = layer->OpacityIsAnimating();
+ bool animatingOpacityToScreen = animatingOpacityToTarget;
+ if (layer->parent()) {
+ accumulatedDrawOpacity *= layer->parent()->draw_opacity();
+ animatingOpacityToTarget |= layer->parent()->draw_opacity_is_animating();
+ animatingOpacityToScreen |= layer->parent()->screen_space_opacity_is_animating();
+ }
+
+ bool animatingTransformToTarget = layer->TransformIsAnimating();
+ bool animating_transform_to_screen = animatingTransformToTarget;
+ if (layer->parent()) {
+ animatingTransformToTarget |= layer->parent()->draw_transform_is_animating();
+ animating_transform_to_screen |= layer->parent()->screen_space_transform_is_animating();
+ }
+
+ gfx::Size bounds = layer->bounds();
+ gfx::PointF anchorPoint = layer->anchor_point();
+ gfx::PointF position = layer->position() - layer->scroll_delta();
+
+ gfx::Transform combinedTransform = parentMatrix;
+ if (!layer->transform().IsIdentity()) {
+ // LT = Tr[origin] * Tr[origin2anchor]
+ combinedTransform.Translate3d(position.x() + anchorPoint.x() * bounds.width(), position.y() + anchorPoint.y() * bounds.height(), layer->anchor_point_z());
+ // LT = Tr[origin] * Tr[origin2anchor] * M[layer]
+ combinedTransform.PreconcatTransform(layer->transform());
+ // LT = Tr[origin] * Tr[origin2anchor] * M[layer] * Tr[anchor2origin]
+ combinedTransform.Translate3d(-anchorPoint.x() * bounds.width(), -anchorPoint.y() * bounds.height(), -layer->anchor_point_z());
+ } else {
+ combinedTransform.Translate(position.x(), position.y());
+ }
+
+ // The layer's contentsSize is determined from the combinedTransform, which then informs the
+ // layer's drawTransform.
+ updateLayerContentsScale(layer, combinedTransform, deviceScaleFactor, pageScaleFactor, animating_transform_to_screen);
+
+ // If there is a transformation from the impl thread then it should be at
+ // the start of the combinedTransform, but we don't want it to affect the
+ // computation of contentsScale above.
+ // Note carefully: this is Concat, not Preconcat (implTransform * combinedTransform).
+ combinedTransform.ConcatTransform(layer->impl_transform());
+
+ if (!animatingTransformToTarget && layer->scrollable() && combinedTransform.IsScaleOrTranslation()) {
+ // Align the scrollable layer's position to screen space pixels to avoid blurriness.
+ // To avoid side-effects, do this only if the transform is simple.
+ roundTranslationComponents(&combinedTransform);
+ }
+
+ if (layer->fixed_to_container_layer()) {
+ // Special case: this layer is a composited fixed-position layer; we need to
+ // explicitly compensate for all ancestors' nonzero scrollDeltas to keep this layer
+ // fixed correctly.
+ // Note carefully: this is Concat, not Preconcat (currentScrollCompensation * combinedTransform).
+ combinedTransform.ConcatTransform(currentScrollCompensationMatrix);
+ }
+
+ // The drawTransform that gets computed below is effectively the layer's drawTransform, unless
+ // the layer itself creates a renderSurface. In that case, the renderSurface re-parents the transforms.
+ layerDrawProperties.target_space_transform = combinedTransform;
+ // M[draw] = M[parent] * LT * S[layer2content]
+ layerDrawProperties.target_space_transform.Scale(1.0 / layer->contents_scale_x(), 1.0 / layer->contents_scale_y());
+
+ // layerScreenSpaceTransform represents the transform between root layer's "screen space" and local content space.
+ layerDrawProperties.screen_space_transform = fullHierarchyMatrix;
+ if (!layer->preserves_3d())
+ layerDrawProperties.screen_space_transform.FlattenTo2d();
+ layerDrawProperties.screen_space_transform.PreconcatTransform(layerDrawProperties.target_space_transform);
+
+ // Adjusting text AA method during animation may cause repaints, which in-turn causes jank.
+ bool adjustTextAA = !animatingOpacityToScreen && !animating_transform_to_screen;
+ // To avoid color fringing, LCD text should only be used on opaque layers with just integral translation.
+ bool layerCanUseLCDText = subtreeCanUseLCDText &&
+ (accumulatedDrawOpacity == 1.0) &&
+ layerDrawProperties.target_space_transform.IsIdentityOrIntegerTranslation();
+
+ gfx::RectF contentRect(gfx::PointF(), layer->content_bounds());
+
+ // fullHierarchyMatrix is the matrix that transforms objects between screen space (except projection matrix) and the most recent RenderSurfaceImpl's space.
+ // nextHierarchyMatrix will only change if this layer uses a new RenderSurfaceImpl, otherwise remains the same.
+ gfx::Transform nextHierarchyMatrix = fullHierarchyMatrix;
+ gfx::Transform sublayerMatrix;
+
+ gfx::Vector2dF renderSurfaceSublayerScale = MathUtil::ComputeTransform2dScaleComponents(combinedTransform, deviceScaleFactor * pageScaleFactor);
+
+ if (subtreeShouldRenderToSeparateSurface(layer, combinedTransform.IsScaleOrTranslation())) {
+ // Check back-face visibility before continuing with this surface and its subtree
+ if (!layer->double_sided() && transformToParentIsKnown(layer) && isSurfaceBackFaceVisible(layer, combinedTransform))
+ return;
+
+ if (!layer->render_surface())
+ layer->CreateRenderSurface();
+
+ RenderSurfaceType* renderSurface = layer->render_surface();
+ renderSurface->ClearLayerLists();
+
+ // The owning layer's draw transform has a scale from content to layer
+ // space which we do not want; so here we use the combinedTransform
+ // instead of the drawTransform. However, we do need to add a different
+ // scale factor that accounts for the surface's pixel dimensions.
+ combinedTransform.Scale(1 / renderSurfaceSublayerScale.x(), 1 / renderSurfaceSublayerScale.y());
+ renderSurface->SetDrawTransform(combinedTransform);
+
+ // The owning layer's transform was re-parented by the surface, so the layer's new drawTransform
+ // only needs to scale the layer to surface space.
+ layerDrawProperties.target_space_transform.MakeIdentity();
+ layerDrawProperties.target_space_transform.Scale(renderSurfaceSublayerScale.x() / layer->contents_scale_x(), renderSurfaceSublayerScale.y() / layer->contents_scale_y());
+
+ // Inside the surface's subtree, we scale everything to the owning layer's scale.
+ // The sublayer matrix transforms layer rects into target
+ // surface content space.
+ DCHECK(sublayerMatrix.IsIdentity());
+ sublayerMatrix.Scale(renderSurfaceSublayerScale.x(), renderSurfaceSublayerScale.y());
+
+ // The opacity value is moved from the layer to its surface, so that the entire subtree properly inherits opacity.
+ renderSurface->SetDrawOpacity(accumulatedDrawOpacity);
+ renderSurface->SetDrawOpacityIsAnimating(animatingOpacityToTarget);
+ animatingOpacityToTarget = false;
+ layerDrawProperties.opacity = 1;
+ layerDrawProperties.opacity_is_animating = animatingOpacityToTarget;
+ layerDrawProperties.screen_space_opacity_is_animating = animatingOpacityToScreen;
+
+ renderSurface->SetTargetSurfaceTransformsAreAnimating(animatingTransformToTarget);
+ renderSurface->SetScreenSpaceTransformsAreAnimating(animating_transform_to_screen);
+ animatingTransformToTarget = false;
+ layerDrawProperties.target_space_transform_is_animating = animatingTransformToTarget;
+ layerDrawProperties.screen_space_transform_is_animating = animating_transform_to_screen;
+
+ // Update the aggregate hierarchy matrix to include the transform of the
+ // newly created RenderSurfaceImpl.
+ nextHierarchyMatrix.PreconcatTransform(renderSurface->draw_transform());
+
+ // The new renderSurface here will correctly clip the entire subtree. So, we do
+ // not need to continue propagating the clipping state further down the tree. This
+ // way, we can avoid transforming clipRects from ancestor target surface space to
+ // current target surface space that could cause more w < 0 headaches.
+ subtreeShouldBeClipped = false;
+
+ if (layer->mask_layer()) {
+ DrawProperties<LayerType, RenderSurfaceType>& maskLayerDrawProperties = layer->mask_layer()->draw_properties();
+ maskLayerDrawProperties.render_target = layer;
+ maskLayerDrawProperties.visible_content_rect = gfx::Rect(gfx::Point(), layer->content_bounds());
+ }
+
+ if (layer->replica_layer() && layer->replica_layer()->mask_layer()) {
+ DrawProperties<LayerType, RenderSurfaceType>& replicaMaskDrawProperties = layer->replica_layer()->mask_layer()->draw_properties();
+ replicaMaskDrawProperties.render_target = layer;
+ replicaMaskDrawProperties.visible_content_rect = gfx::Rect(gfx::Point(), layer->content_bounds());
+ }
+
+ // FIXME: make this smarter for the SkImageFilter case (check for
+ // pixel-moving filters)
+ if (layer->filters().hasFilterThatMovesPixels() || layer->filter())
+ nearestAncestorThatMovesPixels = renderSurface;
+
+ // The render surface clipRect is expressed in the space where this surface draws, i.e. the same space as clipRectFromAncestor.
+ renderSurface->SetIsClipped(ancestorClipsSubtree);
+ if (ancestorClipsSubtree) {
+ renderSurface->SetClipRect(clipRectFromAncestor);
+
+ gfx::Transform inverseSurfaceDrawTransform(gfx::Transform::kSkipInitialization);
+ if (!renderSurface->draw_transform().GetInverse(&inverseSurfaceDrawTransform)) {
+ // TODO(shawnsingh): Either we need to handle uninvertible transforms
+ // here, or DCHECK that the transform is invertible.
+ }
+ clipRectForSubtreeInDescendantSpace = gfx::ToEnclosingRect(MathUtil::ProjectClippedRect(inverseSurfaceDrawTransform, renderSurface->clip_rect()));
+ } else {
+ renderSurface->SetClipRect(gfx::Rect());
+ clipRectForSubtreeInDescendantSpace = clipRectFromAncestorInDescendantSpace;
+ }
+
+ renderSurface->SetNearestAncestorThatMovesPixels(nearestAncestorThatMovesPixels);
+
+ // If the new render surface is drawn translucent or with a non-integral translation
+ // then the subtree that gets drawn on this render surface cannot use LCD text.
+ subtreeCanUseLCDText = layerCanUseLCDText;
+
+ renderSurfaceLayerList.push_back(layer);
+ } else {
+ DCHECK(layer->parent());
+
+ // Note: layerDrawProperties.target_space_transform is computed above,
+ // before this if-else statement.
+ layerDrawProperties.target_space_transform_is_animating = animatingTransformToTarget;
+ layerDrawProperties.screen_space_transform_is_animating = animating_transform_to_screen;
+ layerDrawProperties.opacity = accumulatedDrawOpacity;
+ layerDrawProperties.opacity_is_animating = animatingOpacityToTarget;
+ layerDrawProperties.screen_space_opacity_is_animating = animatingOpacityToScreen;
+ sublayerMatrix = combinedTransform;
+
+ layer->ClearRenderSurface();
+
+ // Layers without renderSurfaces directly inherit the ancestor's clip status.
+ subtreeShouldBeClipped = ancestorClipsSubtree;
+ if (ancestorClipsSubtree)
+ clipRectForSubtree = clipRectFromAncestor;
+
+ // The surface's cached clipRect value propagates regardless of what clipping goes on between layers here.
+ clipRectForSubtreeInDescendantSpace = clipRectFromAncestorInDescendantSpace;
+
+ // Layers that are not their own renderTarget will render into the target of their nearest ancestor.
+ layerDrawProperties.render_target = layer->parent()->render_target();
+ }
+
+ if (adjustTextAA)
+ layerDrawProperties.can_use_lcd_text = layerCanUseLCDText;
+
+ gfx::Rect rectInTargetSpace = ToEnclosingRect(MathUtil::MapClippedRect(layer->draw_transform(), contentRect));
+
+ if (layerClipsSubtree(layer)) {
+ subtreeShouldBeClipped = true;
+ if (ancestorClipsSubtree && !layer->render_surface()) {
+ clipRectForSubtree = clipRectFromAncestor;
+ clipRectForSubtree.Intersect(rectInTargetSpace);
+ } else
+ clipRectForSubtree = rectInTargetSpace;
+ }
+
+ // Flatten to 2D if the layer doesn't preserve 3D.
+ if (!layer->preserves_3d())
+ sublayerMatrix.FlattenTo2d();
+
+ // Apply the sublayer transform at the anchor point of the layer.
+ if (!layer->sublayer_transform().IsIdentity()) {
+ sublayerMatrix.Translate(layer->anchor_point().x() * bounds.width(), layer->anchor_point().y() * bounds.height());
+ sublayerMatrix.PreconcatTransform(layer->sublayer_transform());
+ sublayerMatrix.Translate(-layer->anchor_point().x() * bounds.width(), -layer->anchor_point().y() * bounds.height());
+ }
+
+ LayerList& descendants = (layer->render_surface() ? layer->render_surface()->layer_list() : layerList);
+
+ // Any layers that are appended after this point are in the layer's subtree and should be included in the sorting process.
+ unsigned sortingStartIndex = descendants.size();
+
+ if (!layerShouldBeSkipped(layer))
+ descendants.push_back(layer);
+
+ gfx::Transform nextScrollCompensationMatrix = computeScrollCompensationMatrixForChildren(layer, parentMatrix, currentScrollCompensationMatrix);;
+
+ gfx::Rect accumulatedDrawableContentRectOfChildren;
+ for (size_t i = 0; i < layer->children().size(); ++i) {
+ LayerType* child = LayerTreeHostCommon::getChildAsRawPtr(layer->children(), i);
+ gfx::Rect drawableContentRectOfChildSubtree;
+ calculateDrawPropertiesInternal<LayerType, LayerList, RenderSurfaceType>(child, sublayerMatrix, nextHierarchyMatrix, nextScrollCompensationMatrix,
+ clipRectForSubtree, clipRectForSubtreeInDescendantSpace, subtreeShouldBeClipped, nearestAncestorThatMovesPixels,
+ renderSurfaceLayerList, descendants, layerSorter, maxTextureSize, deviceScaleFactor, pageScaleFactor,
+ subtreeCanUseLCDText, drawableContentRectOfChildSubtree, updateTilePriorities);
+ if (!drawableContentRectOfChildSubtree.IsEmpty()) {
+ accumulatedDrawableContentRectOfChildren.Union(drawableContentRectOfChildSubtree);
+ if (child->render_surface())
+ descendants.push_back(child);
+ }
+ }
+
+ if (layer->render_surface() && !isRootLayer(layer) && !layer->render_surface()->layer_list().size()) {
+ removeSurfaceForEarlyExit(layer, renderSurfaceLayerList);
+ return;
+ }
+
+ // Compute the total drawableContentRect for this subtree (the rect is in targetSurface space)
+ gfx::Rect localDrawableContentRectOfSubtree = accumulatedDrawableContentRectOfChildren;
+ if (layer->DrawsContent())
+ localDrawableContentRectOfSubtree.Union(rectInTargetSpace);
+ if (subtreeShouldBeClipped)
+ localDrawableContentRectOfSubtree.Intersect(clipRectForSubtree);
+
+ // Compute the layer's drawable content rect (the rect is in targetSurface space)
+ layerDrawProperties.drawable_content_rect = rectInTargetSpace;
+ if (subtreeShouldBeClipped)
+ layerDrawProperties.drawable_content_rect.Intersect(clipRectForSubtree);
+
+ // Tell the layer the rect that is clipped by. In theory we could use a
+ // tighter clipRect here (drawableContentRect), but that actually does not
+ // reduce how much would be drawn, and instead it would create unnecessary
+ // changes to scissor state affecting GPU performance.
+ layerDrawProperties.is_clipped = subtreeShouldBeClipped;
+ if (subtreeShouldBeClipped)
+ layerDrawProperties.clip_rect = clipRectForSubtree;
+ else {
+ // Initialize the clipRect to a safe value that will not clip the
+ // layer, just in case clipping is still accidentally used.
+ layerDrawProperties.clip_rect = rectInTargetSpace;
+ }
+
+ // Compute the layer's visible content rect (the rect is in content space)
+ layerDrawProperties.visible_content_rect = calculateVisibleContentRect(layer, clipRectForSubtreeInDescendantSpace, rectInTargetSpace);
+
+ // Compute the remaining properties for the render surface, if the layer has one.
+ if (isRootLayer(layer)) {
+ // The root layer's surface's contentRect is always the entire viewport.
+ DCHECK(layer->render_surface());
+ layer->render_surface()->SetContentRect(clipRectFromAncestor);
+ } else if (layer->render_surface() && !isRootLayer(layer)) {
+ RenderSurfaceType* renderSurface = layer->render_surface();
+ gfx::Rect clippedContentRect = localDrawableContentRectOfSubtree;
+
+ // Don't clip if the layer is reflected as the reflection shouldn't be
+ // clipped. If the layer is animating, then the surface's transform to
+ // its target is not known on the main thread, and we should not use it
+ // to clip.
+ if (!layer->replica_layer() && transformToParentIsKnown(layer)) {
+ // Note, it is correct to use ancestorClipsSubtree here, because we are looking at this layer's renderSurface, not the layer itself.
+ if (ancestorClipsSubtree && !clippedContentRect.IsEmpty()) {
+ gfx::Rect surfaceClipRect = LayerTreeHostCommon::calculateVisibleRect(renderSurface->clip_rect(), clippedContentRect, renderSurface->draw_transform());
+ clippedContentRect.Intersect(surfaceClipRect);
+ }
+ }
+
+ // The RenderSurfaceImpl backing texture cannot exceed the maximum supported
+ // texture size.
+ clippedContentRect.set_width(std::min(clippedContentRect.width(), maxTextureSize));
+ clippedContentRect.set_height(std::min(clippedContentRect.height(), maxTextureSize));
+
+ if (clippedContentRect.IsEmpty()) {
+ renderSurface->ClearLayerLists();
+ removeSurfaceForEarlyExit(layer, renderSurfaceLayerList);
+ return;
+ }
+
+ renderSurface->SetContentRect(clippedContentRect);
+
+ // The owning layer's screenSpaceTransform has a scale from content to layer space which we need to undo and
+ // replace with a scale from the surface's subtree into layer space.
+ gfx::Transform screenSpaceTransform = layer->screen_space_transform();
+ screenSpaceTransform.Scale(layer->contents_scale_x() / renderSurfaceSublayerScale.x(), layer->contents_scale_y() / renderSurfaceSublayerScale.y());
+ renderSurface->SetScreenSpaceTransform(screenSpaceTransform);
+
+ if (layer->replica_layer()) {
+ gfx::Transform surfaceOriginToReplicaOriginTransform;
+ surfaceOriginToReplicaOriginTransform.Scale(renderSurfaceSublayerScale.x(), renderSurfaceSublayerScale.y());
+ surfaceOriginToReplicaOriginTransform.Translate(layer->replica_layer()->position().x() + layer->replica_layer()->anchor_point().x() * bounds.width(),
+ layer->replica_layer()->position().y() + layer->replica_layer()->anchor_point().y() * bounds.height());
+ surfaceOriginToReplicaOriginTransform.PreconcatTransform(layer->replica_layer()->transform());
+ surfaceOriginToReplicaOriginTransform.Translate(-layer->replica_layer()->anchor_point().x() * bounds.width(), -layer->replica_layer()->anchor_point().y() * bounds.height());
+ surfaceOriginToReplicaOriginTransform.Scale(1 / renderSurfaceSublayerScale.x(), 1 / renderSurfaceSublayerScale.y());
+
+ // Compute the replica's "originTransform" that maps from the replica's origin space to the target surface origin space.
+ gfx::Transform replicaOriginTransform = layer->render_surface()->draw_transform() * surfaceOriginToReplicaOriginTransform;
+ renderSurface->SetReplicaDrawTransform(replicaOriginTransform);
+
+ // Compute the replica's "screenSpaceTransform" that maps from the replica's origin space to the screen's origin space.
+ gfx::Transform replicaScreenSpaceTransform = layer->render_surface()->screen_space_transform() * surfaceOriginToReplicaOriginTransform;
+ renderSurface->SetReplicaScreenSpaceTransform(replicaScreenSpaceTransform);
+ }
+ }
+
+ if (updateTilePriorities)
+ updateTilePrioritiesForLayer(layer);
+
+ // If neither this layer nor any of its children were added, early out.
+ if (sortingStartIndex == descendants.size())
+ return;
+
+ // If preserves-3d then sort all the descendants in 3D so that they can be
+ // drawn from back to front. If the preserves-3d property is also set on the parent then
+ // skip the sorting as the parent will sort all the descendants anyway.
+ if (layerSorter && descendants.size() && layer->preserves_3d() && (!layer->parent() || !layer->parent()->preserves_3d()))
+ sortLayers(descendants.begin() + sortingStartIndex, descendants.end(), layerSorter);
+
+ if (layer->render_surface())
+ drawableContentRectOfSubtree = gfx::ToEnclosingRect(layer->render_surface()->DrawableContentRect());
+ else
+ drawableContentRectOfSubtree = localDrawableContentRectOfSubtree;
+
+ if (layer->HasContributingDelegatedRenderPasses())
+ layer->render_target()->render_surface()->AddContributingDelegatedRenderPassLayer(layer);
+}
+
+void LayerTreeHostCommon::calculateDrawProperties(Layer* rootLayer, const gfx::Size& deviceViewportSize, float deviceScaleFactor, float pageScaleFactor, int maxTextureSize, bool canUseLCDText, std::vector<scoped_refptr<Layer> >& renderSurfaceLayerList)
+{
+ gfx::Rect totalDrawableContentRect;
+ gfx::Transform identityMatrix;
+ gfx::Transform deviceScaleTransform;
+ deviceScaleTransform.Scale(deviceScaleFactor, deviceScaleFactor);
+ std::vector<scoped_refptr<Layer> > dummyLayerList;
+
+ // The root layer's renderSurface should receive the deviceViewport as the initial clipRect.
+ bool subtreeShouldBeClipped = true;
+ gfx::Rect deviceViewportRect(gfx::Point(), deviceViewportSize);
+ bool updateTilePriorities = false;
+
+ // This function should have received a root layer.
+ DCHECK(isRootLayer(rootLayer));
+
+ preCalculateMetaInformation<Layer>(rootLayer);
+ calculateDrawPropertiesInternal<Layer, std::vector<scoped_refptr<Layer> >, RenderSurface>(
+ rootLayer, deviceScaleTransform, identityMatrix, identityMatrix,
+ deviceViewportRect, deviceViewportRect, subtreeShouldBeClipped, 0, renderSurfaceLayerList,
+ dummyLayerList, 0, maxTextureSize,
+ deviceScaleFactor, pageScaleFactor, canUseLCDText, totalDrawableContentRect,
+ updateTilePriorities);
+
+ // The dummy layer list should not have been used.
+ DCHECK(dummyLayerList.size() == 0);
+ // A root layer renderSurface should always exist after calculateDrawProperties.
+ DCHECK(rootLayer->render_surface());
+}
+
+void LayerTreeHostCommon::calculateDrawProperties(LayerImpl* rootLayer, const gfx::Size& deviceViewportSize, float deviceScaleFactor, float pageScaleFactor, int maxTextureSize, bool canUseLCDText, std::vector<LayerImpl*>& renderSurfaceLayerList, bool updateTilePriorities)
+{
+ gfx::Rect totalDrawableContentRect;
+ gfx::Transform identityMatrix;
+ gfx::Transform deviceScaleTransform;
+ deviceScaleTransform.Scale(deviceScaleFactor, deviceScaleFactor);
+ std::vector<LayerImpl*> dummyLayerList;
+ LayerSorter layerSorter;
+
+ // The root layer's renderSurface should receive the deviceViewport as the initial clipRect.
+ bool subtreeShouldBeClipped = true;
+ gfx::Rect deviceViewportRect(gfx::Point(), deviceViewportSize);
+
+ // This function should have received a root layer.
+ DCHECK(isRootLayer(rootLayer));
+
+ preCalculateMetaInformation<LayerImpl>(rootLayer);
+ calculateDrawPropertiesInternal<LayerImpl, std::vector<LayerImpl*>, RenderSurfaceImpl>(
+ rootLayer, deviceScaleTransform, identityMatrix, identityMatrix,
+ deviceViewportRect, deviceViewportRect, subtreeShouldBeClipped, 0, renderSurfaceLayerList,
+ dummyLayerList, &layerSorter, maxTextureSize,
+ deviceScaleFactor, pageScaleFactor, canUseLCDText, totalDrawableContentRect,
+ updateTilePriorities);
+
+ // The dummy layer list should not have been used.
+ DCHECK(dummyLayerList.size() == 0);
+ // A root layer renderSurface should always exist after calculateDrawProperties.
+ DCHECK(rootLayer->render_surface());
+}
+
+static bool pointHitsRect(const gfx::PointF& screenSpacePoint, const gfx::Transform& localSpaceToScreenSpaceTransform, gfx::RectF localSpaceRect)
+{
+ // If the transform is not invertible, then assume that this point doesn't hit this rect.
+ gfx::Transform inverseLocalSpaceToScreenSpace(gfx::Transform::kSkipInitialization);
+ if (!localSpaceToScreenSpaceTransform.GetInverse(&inverseLocalSpaceToScreenSpace))
+ return false;
+
+ // Transform the hit test point from screen space to the local space of the given rect.
+ bool clipped = false;
+ gfx::PointF hitTestPointInLocalSpace = MathUtil::ProjectPoint(inverseLocalSpaceToScreenSpace, screenSpacePoint, &clipped);
+
+ // If projectPoint could not project to a valid value, then we assume that this point doesn't hit this rect.
+ if (clipped)
+ return false;
+
+ return localSpaceRect.Contains(hitTestPointInLocalSpace);
+}
+
+static bool pointHitsRegion(gfx::PointF screenSpacePoint, const gfx::Transform& screenSpaceTransform, const Region& layerSpaceRegion, float layerContentScaleX, float layerContentScaleY)
+{
+ // If the transform is not invertible, then assume that this point doesn't hit this region.
+ gfx::Transform inverseScreenSpaceTransform(gfx::Transform::kSkipInitialization);
+ if (!screenSpaceTransform.GetInverse(&inverseScreenSpaceTransform))
+ return false;
+
+ // Transform the hit test point from screen space to the local space of the given region.
+ bool clipped = false;
+ gfx::PointF hitTestPointInContentSpace = MathUtil::ProjectPoint(inverseScreenSpaceTransform, screenSpacePoint, &clipped);
+ gfx::PointF hitTestPointInLayerSpace = gfx::ScalePoint(hitTestPointInContentSpace, 1 / layerContentScaleX, 1 / layerContentScaleY);
+
+ // If projectPoint could not project to a valid value, then we assume that this point doesn't hit this region.
+ if (clipped)
+ return false;
+
+ return layerSpaceRegion.Contains(gfx::ToRoundedPoint(hitTestPointInLayerSpace));
+}
+
+static bool pointIsClippedBySurfaceOrClipRect(const gfx::PointF& screenSpacePoint, LayerImpl* layer)
+{
+ LayerImpl* currentLayer = layer;
+
+ // Walk up the layer tree and hit-test any renderSurfaces and any layer clipRects that are active.
+ while (currentLayer) {
+ if (currentLayer->render_surface() && !pointHitsRect(screenSpacePoint, currentLayer->render_surface()->screen_space_transform(), currentLayer->render_surface()->content_rect()))
+ return true;
+
+ // Note that drawableContentRects are actually in targetSurface space, so the transform we
+ // have to provide is the target surface's screenSpaceTransform.
+ LayerImpl* renderTarget = currentLayer->render_target();
+ if (layerClipsSubtree(currentLayer) && !pointHitsRect(screenSpacePoint, renderTarget->render_surface()->screen_space_transform(), currentLayer->drawable_content_rect()))
+ return true;
+
+ currentLayer = currentLayer->parent();
+ }
+
+ // If we have finished walking all ancestors without having already exited, then the point is not clipped by any ancestors.
+ return false;
+}
+
+LayerImpl* LayerTreeHostCommon::findLayerThatIsHitByPoint(const gfx::PointF& screenSpacePoint, const std::vector<LayerImpl*>& renderSurfaceLayerList)
+{
+ LayerImpl* foundLayer = 0;
+
+ typedef LayerIterator<LayerImpl, std::vector<LayerImpl*>, RenderSurfaceImpl, LayerIteratorActions::FrontToBack> LayerIteratorType;
+ LayerIteratorType end = LayerIteratorType::end(&renderSurfaceLayerList);
+
+ for (LayerIteratorType it = LayerIteratorType::begin(&renderSurfaceLayerList); it != end; ++it) {
+ // We don't want to consider renderSurfaces for hit testing.
+ if (!it.representsItself())
+ continue;
+
+ LayerImpl* currentLayer = (*it);
+
+ gfx::RectF contentRect(gfx::PointF(), currentLayer->content_bounds());
+ if (!pointHitsRect(screenSpacePoint, currentLayer->screen_space_transform(), contentRect))
+ continue;
+
+ // At this point, we think the point does hit the layer, but we need to walk up
+ // the parents to ensure that the layer was not clipped in such a way that the
+ // hit point actually should not hit the layer.
+ if (pointIsClippedBySurfaceOrClipRect(screenSpacePoint, currentLayer))
+ continue;
+
+ // Skip the HUD layer.
+ if (currentLayer == currentLayer->layer_tree_impl()->hud_layer())
+ continue;
+
+ foundLayer = currentLayer;
+ break;
+ }
+
+ // This can potentially return 0, which means the screenSpacePoint did not successfully hit test any layers, not even the root layer.
+ return foundLayer;
+}
+
+LayerImpl* LayerTreeHostCommon::findLayerThatIsHitByPointInTouchHandlerRegion(const gfx::PointF& screenSpacePoint, const std::vector<LayerImpl*>& renderSurfaceLayerList)
+{
+ LayerImpl* foundLayer = 0;
+
+ typedef LayerIterator<LayerImpl, std::vector<LayerImpl*>, RenderSurfaceImpl, LayerIteratorActions::FrontToBack> LayerIteratorType;
+ LayerIteratorType end = LayerIteratorType::end(&renderSurfaceLayerList);
+
+ for (LayerIteratorType it = LayerIteratorType::begin(&renderSurfaceLayerList); it != end; ++it) {
+ // We don't want to consider renderSurfaces for hit testing.
+ if (!it.representsItself())
+ continue;
+
+ LayerImpl* currentLayer = (*it);
+
+ if (!layerHasTouchEventHandlersAt(screenSpacePoint, currentLayer))
+ continue;
+
+ foundLayer = currentLayer;
+ break;
+ }
+
+ // This can potentially return 0, which means the screenSpacePoint did not successfully hit test any layers, not even the root layer.
+ return foundLayer;
+}
+
+bool LayerTreeHostCommon::layerHasTouchEventHandlersAt(const gfx::PointF& screenSpacePoint, LayerImpl* layerImpl) {
+ if (layerImpl->touch_event_handler_region().IsEmpty())
+ return false;
+
+ if (!pointHitsRegion(screenSpacePoint, layerImpl->screen_space_transform(), layerImpl->touch_event_handler_region(), layerImpl->contents_scale_x(), layerImpl->contents_scale_y()))
+ return false;;
+
+ // At this point, we think the point does hit the touch event handler region on the layer, but we need to walk up
+ // the parents to ensure that the layer was not clipped in such a way that the
+ // hit point actually should not hit the layer.
+ if (pointIsClippedBySurfaceOrClipRect(screenSpacePoint, layerImpl))
+ return false;
+
+ return true;
+}
+} // namespace cc