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-rw-r--r--ppapi/utility/graphics/paint_aggregator.cc279
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diff --git a/ppapi/utility/graphics/paint_aggregator.cc b/ppapi/utility/graphics/paint_aggregator.cc
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+++ b/ppapi/utility/graphics/paint_aggregator.cc
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+// Copyright (c) 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 "ppapi/utility/graphics/paint_aggregator.h"
+
+#include <algorithm>
+
+#include "ppapi/cpp/logging.h"
+
+// ----------------------------------------------------------------------------
+// ALGORITHM NOTES
+//
+// We attempt to maintain a scroll rect in the presence of invalidations that
+// are contained within the scroll rect. If an invalidation crosses a scroll
+// rect, then we just treat the scroll rect as an invalidation rect.
+//
+// For invalidations performed prior to scrolling and contained within the
+// scroll rect, we offset the invalidation rects to account for the fact that
+// the consumer will perform scrolling before painting.
+//
+// We only support scrolling along one axis at a time. A diagonal scroll will
+// therefore be treated as an invalidation.
+// ----------------------------------------------------------------------------
+
+namespace pp {
+
+PaintAggregator::PaintUpdate::PaintUpdate() : has_scroll(false) {}
+
+PaintAggregator::PaintUpdate::~PaintUpdate() {}
+
+PaintAggregator::InternalPaintUpdate::InternalPaintUpdate() {}
+
+PaintAggregator::InternalPaintUpdate::~InternalPaintUpdate() {}
+
+Rect PaintAggregator::InternalPaintUpdate::GetScrollDamage() const {
+ // Should only be scrolling in one direction at a time.
+ PP_DCHECK(!(scroll_delta.x() && scroll_delta.y()));
+
+ Rect damaged_rect;
+
+ // Compute the region we will expose by scrolling, and paint that into a
+ // shared memory section.
+ if (scroll_delta.x()) {
+ int32_t dx = scroll_delta.x();
+ damaged_rect.set_y(scroll_rect.y());
+ damaged_rect.set_height(scroll_rect.height());
+ if (dx > 0) {
+ damaged_rect.set_x(scroll_rect.x());
+ damaged_rect.set_width(dx);
+ } else {
+ damaged_rect.set_x(scroll_rect.right() + dx);
+ damaged_rect.set_width(-dx);
+ }
+ } else {
+ int32_t dy = scroll_delta.y();
+ damaged_rect.set_x(scroll_rect.x());
+ damaged_rect.set_width(scroll_rect.width());
+ if (dy > 0) {
+ damaged_rect.set_y(scroll_rect.y());
+ damaged_rect.set_height(dy);
+ } else {
+ damaged_rect.set_y(scroll_rect.bottom() + dy);
+ damaged_rect.set_height(-dy);
+ }
+ }
+
+ // In case the scroll offset exceeds the width/height of the scroll rect
+ return scroll_rect.Intersect(damaged_rect);
+}
+
+Rect PaintAggregator::InternalPaintUpdate::GetPaintBounds() const {
+ Rect bounds;
+ for (size_t i = 0; i < paint_rects.size(); ++i)
+ bounds = bounds.Union(paint_rects[i]);
+ return bounds;
+}
+
+PaintAggregator::PaintAggregator()
+ : max_redundant_paint_to_scroll_area_(0.8f),
+ max_paint_rects_(10) {
+}
+
+bool PaintAggregator::HasPendingUpdate() const {
+ return !update_.scroll_rect.IsEmpty() || !update_.paint_rects.empty();
+}
+
+void PaintAggregator::ClearPendingUpdate() {
+ update_ = InternalPaintUpdate();
+}
+
+PaintAggregator::PaintUpdate PaintAggregator::GetPendingUpdate() const {
+ // Convert the internal paint update to the external one, which includes a
+ // bit more precomputed info for the caller.
+ PaintUpdate ret;
+ ret.scroll_delta = update_.scroll_delta;
+ ret.scroll_rect = update_.scroll_rect;
+ ret.has_scroll = ret.scroll_delta.x() != 0 || ret.scroll_delta.y() != 0;
+
+ ret.paint_rects.reserve(update_.paint_rects.size() + 1);
+ for (size_t i = 0; i < update_.paint_rects.size(); i++)
+ ret.paint_rects.push_back(update_.paint_rects[i]);
+
+ ret.paint_bounds = update_.GetPaintBounds();
+
+ // Also include the scroll damage (if any) in the paint rects.
+ if (ret.has_scroll) {
+ PP_Rect scroll_damage = update_.GetScrollDamage();
+ ret.paint_rects.push_back(scroll_damage);
+ ret.paint_bounds = ret.paint_bounds.Union(scroll_damage);
+ }
+
+ return ret;
+}
+
+void PaintAggregator::InvalidateRect(const Rect& rect) {
+ // Combine overlapping paints using smallest bounding box.
+ for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
+ const Rect& existing_rect = update_.paint_rects[i];
+ if (existing_rect.Contains(rect)) // Optimize out redundancy.
+ return;
+ if (rect.Intersects(existing_rect) || rect.SharesEdgeWith(existing_rect)) {
+ // Re-invalidate in case the union intersects other paint rects.
+ Rect combined_rect = existing_rect.Union(rect);
+ update_.paint_rects.erase(update_.paint_rects.begin() + i);
+ InvalidateRect(combined_rect);
+ return;
+ }
+ }
+
+ // Add a non-overlapping paint.
+ update_.paint_rects.push_back(rect);
+
+ // If the new paint overlaps with a scroll, then it forces an invalidation of
+ // the scroll. If the new paint is contained by a scroll, then trim off the
+ // scroll damage to avoid redundant painting.
+ if (!update_.scroll_rect.IsEmpty()) {
+ if (ShouldInvalidateScrollRect(rect)) {
+ InvalidateScrollRect();
+ } else if (update_.scroll_rect.Contains(rect)) {
+ update_.paint_rects[update_.paint_rects.size() - 1] =
+ rect.Subtract(update_.GetScrollDamage());
+ if (update_.paint_rects[update_.paint_rects.size() - 1].IsEmpty())
+ update_.paint_rects.erase(update_.paint_rects.end() - 1);
+ }
+ }
+
+ if (update_.paint_rects.size() > max_paint_rects_)
+ CombinePaintRects();
+}
+
+void PaintAggregator::ScrollRect(const Rect& clip_rect, const Point& amount) {
+ // We only support scrolling along one axis at a time.
+ if (amount.x() != 0 && amount.y() != 0) {
+ InvalidateRect(clip_rect);
+ return;
+ }
+
+ // We can only scroll one rect at a time.
+ if (!update_.scroll_rect.IsEmpty() && update_.scroll_rect != clip_rect) {
+ InvalidateRect(clip_rect);
+ return;
+ }
+
+ // Again, we only support scrolling along one axis at a time. Make sure this
+ // update doesn't scroll on a different axis than any existing one.
+ if ((amount.x() && update_.scroll_delta.y()) ||
+ (amount.y() && update_.scroll_delta.x())) {
+ InvalidateRect(clip_rect);
+ return;
+ }
+
+ // The scroll rect is new or isn't changing (though the scroll amount may
+ // be changing).
+ update_.scroll_rect = clip_rect;
+ update_.scroll_delta += amount;
+
+ // We might have just wiped out a pre-existing scroll.
+ if (update_.scroll_delta == Point()) {
+ update_.scroll_rect = Rect();
+ return;
+ }
+
+ // Adjust any contained paint rects and check for any overlapping paints.
+ for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
+ if (update_.scroll_rect.Contains(update_.paint_rects[i])) {
+ update_.paint_rects[i] = ScrollPaintRect(update_.paint_rects[i], amount);
+ // The rect may have been scrolled out of view.
+ if (update_.paint_rects[i].IsEmpty()) {
+ update_.paint_rects.erase(update_.paint_rects.begin() + i);
+ i--;
+ }
+ } else if (update_.scroll_rect.Intersects(update_.paint_rects[i])) {
+ InvalidateScrollRect();
+ return;
+ }
+ }
+
+ // If the new scroll overlaps too much with contained paint rects, then force
+ // an invalidation of the scroll.
+ if (ShouldInvalidateScrollRect(Rect()))
+ InvalidateScrollRect();
+}
+
+Rect PaintAggregator::ScrollPaintRect(const Rect& paint_rect,
+ const Point& amount) const {
+ Rect result = paint_rect;
+
+ result.Offset(amount);
+ result = update_.scroll_rect.Intersect(result);
+
+ // Subtract out the scroll damage rect to avoid redundant painting.
+ return result.Subtract(update_.GetScrollDamage());
+}
+
+bool PaintAggregator::ShouldInvalidateScrollRect(const Rect& rect) const {
+ if (!rect.IsEmpty()) {
+ if (!update_.scroll_rect.Intersects(rect))
+ return false;
+
+ if (!update_.scroll_rect.Contains(rect))
+ return true;
+ }
+
+ // Check if the combined area of all contained paint rects plus this new
+ // rect comes too close to the area of the scroll_rect. If so, then we
+ // might as well invalidate the scroll rect.
+
+ int paint_area = rect.size().GetArea();
+ for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
+ const Rect& existing_rect = update_.paint_rects[i];
+ if (update_.scroll_rect.Contains(existing_rect))
+ paint_area += existing_rect.size().GetArea();
+ }
+ int scroll_area = update_.scroll_rect.size().GetArea();
+ if (float(paint_area) / float(scroll_area) > max_redundant_paint_to_scroll_area_)
+ return true;
+
+ return false;
+}
+
+void PaintAggregator::InvalidateScrollRect() {
+ Rect scroll_rect = update_.scroll_rect;
+ update_.scroll_rect = Rect();
+ update_.scroll_delta = Point();
+ InvalidateRect(scroll_rect);
+}
+
+void PaintAggregator::CombinePaintRects() {
+ // Combine paint rects down to at most two rects: one inside the scroll_rect
+ // and one outside the scroll_rect. If there is no scroll_rect, then just
+ // use the smallest bounding box for all paint rects.
+ //
+ // NOTE: This is a fairly simple algorithm. We could get fancier by only
+ // combining two rects to get us under the max_paint_rects limit, but if we
+ // reach this method then it means we're hitting a rare case, so there's no
+ // need to over-optimize it.
+ //
+ if (update_.scroll_rect.IsEmpty()) {
+ Rect bounds = update_.GetPaintBounds();
+ update_.paint_rects.clear();
+ update_.paint_rects.push_back(bounds);
+ } else {
+ Rect inner, outer;
+ for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
+ const Rect& existing_rect = update_.paint_rects[i];
+ if (update_.scroll_rect.Contains(existing_rect)) {
+ inner = inner.Union(existing_rect);
+ } else {
+ outer = outer.Union(existing_rect);
+ }
+ }
+ update_.paint_rects.clear();
+ update_.paint_rects.push_back(inner);
+ update_.paint_rects.push_back(outer);
+ }
+}
+
+} // namespace pp