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Diffstat (limited to 'ppapi/utility/graphics/paint_aggregator.cc')
-rw-r--r-- | ppapi/utility/graphics/paint_aggregator.cc | 279 |
1 files changed, 279 insertions, 0 deletions
diff --git a/ppapi/utility/graphics/paint_aggregator.cc b/ppapi/utility/graphics/paint_aggregator.cc new file mode 100644 index 0000000..d4fc721 --- /dev/null +++ b/ppapi/utility/graphics/paint_aggregator.cc @@ -0,0 +1,279 @@ +// 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 |