// 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/damage_tracker.h" #include "cc/layer_impl.h" #include "cc/layer_tree_host_common.h" #include "cc/math_util.h" #include "cc/render_surface_impl.h" #include "third_party/WebKit/Source/Platform/chromium/public/WebFilterOperations.h" namespace cc { scoped_ptr DamageTracker::create() { return make_scoped_ptr(new DamageTracker()); } DamageTracker::DamageTracker() : m_forceFullDamageNextUpdate(false), m_currentRectHistory(new RectMap), m_nextRectHistory(new RectMap) { } DamageTracker::~DamageTracker() { } static inline void expandRectWithFilters(gfx::RectF& rect, const WebKit::WebFilterOperations& filters) { int top, right, bottom, left; filters.getOutsets(top, right, bottom, left); rect.Inset(-left, -top, -right, -bottom); } static inline void expandDamageRectInsideRectWithFilters(gfx::RectF& damageRect, const gfx::RectF& preFilterRect, const WebKit::WebFilterOperations& filters) { gfx::RectF expandedDamageRect = damageRect; expandRectWithFilters(expandedDamageRect, filters); gfx::RectF filterRect = preFilterRect; expandRectWithFilters(filterRect, filters); expandedDamageRect.Intersect(filterRect); damageRect.Union(expandedDamageRect); } void DamageTracker::updateDamageTrackingState(const std::vector& layerList, int targetSurfaceLayerID, bool targetSurfacePropertyChangedOnlyFromDescendant, const gfx::Rect& targetSurfaceContentRect, LayerImpl* targetSurfaceMaskLayer, const WebKit::WebFilterOperations& filters, SkImageFilter* filter) { // // 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. gfx::RectF damageFromActiveLayers = trackDamageFromActiveLayers(layerList, targetSurfaceLayerID); gfx::RectF damageFromSurfaceMask = trackDamageFromSurfaceMask(targetSurfaceMaskLayer); gfx::RectF damageFromLeftoverRects = trackDamageFromLeftoverRects(); gfx::RectF 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.Union(damageFromSurfaceMask); damageRectForThisUpdate.Union(damageFromLeftoverRects); if (filters.hasFilterThatMovesPixels()) { expandRectWithFilters(damageRectForThisUpdate, filters); } else if (filter) { // TODO(senorblanco): Once SkImageFilter reports its outsets, use // those here to limit damage. damageRectForThisUpdate = targetSurfaceContentRect; } } // Damage accumulates until we are notified that we actually did draw on that frame. m_currentDamageRect.Union(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); } gfx::RectF DamageTracker::removeRectFromCurrentFrame(int layerID, bool& layerIsNew) { RectMap::iterator iter = m_currentRectHistory->find(layerID); layerIsNew = iter == m_currentRectHistory->end(); if (layerIsNew) return gfx::RectF(); gfx::RectF ret = iter->second; m_currentRectHistory->erase(iter); return ret; } void DamageTracker::saveRectForNextFrame(int layerID, const gfx::RectF& targetSpaceRect) { // This layer should not yet exist in next frame's history. DCHECK(layerID > 0); DCHECK(m_nextRectHistory->find(layerID) == m_nextRectHistory->end()); (*m_nextRectHistory)[layerID] = targetSpaceRect; } gfx::RectF DamageTracker::trackDamageFromActiveLayers(const std::vector& layerList, int targetSurfaceLayerID) { gfx::RectF damageRect = gfx::RectF(); for (unsigned layerIndex = 0; layerIndex < layerList.size(); ++layerIndex) { // Visit layers in back-to-front order. LayerImpl* layer = layerList[layerIndex]; if (LayerTreeHostCommon::renderSurfaceContributesToTarget(layer, targetSurfaceLayerID)) extendDamageForRenderSurface(layer, damageRect); else extendDamageForLayer(layer, damageRect); } return damageRect; } gfx::RectF DamageTracker::trackDamageFromSurfaceMask(LayerImpl* targetSurfaceMaskLayer) { gfx::RectF damageRect = gfx::RectF(); 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 = gfx::RectF(gfx::PointF(), targetSurfaceMaskLayer->bounds()); return damageRect; } gfx::RectF DamageTracker::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. gfx::RectF damageRect = gfx::RectF(); for (RectMap::iterator it = m_currentRectHistory->begin(); it != m_currentRectHistory->end(); ++it) damageRect.Union(it->second); m_currentRectHistory->clear(); return damageRect; } static bool layerNeedsToRedrawOntoItsTargetSurface(LayerImpl* 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 DamageTracker::extendDamageForLayer(LayerImpl* layer, gfx::RectF& 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; gfx::RectF oldRectInTargetSpace = removeRectFromCurrentFrame(layer->id(), layerIsNew); gfx::RectF rectInTargetSpace = MathUtil::mapClippedRect(layer->drawTransform(), gfx::RectF(gfx::PointF(), 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.Union(rectInTargetSpace); // The layer's old region is now exposed on the target surface, too. // Note oldRectInTargetSpace is already in target space. targetDamageRect.Union(oldRectInTargetSpace); } else if (!layer->updateRect().IsEmpty()) { // If the layer properties haven't changed, then the the target surface is only // affected by the layer's update area, which could be empty. gfx::RectF updateContentRect = layer->layerRectToContentRect(layer->updateRect()); gfx::RectF updateRectInTargetSpace = MathUtil::mapClippedRect(layer->drawTransform(), updateContentRect); targetDamageRect.Union(updateRectInTargetSpace); } } void DamageTracker::extendDamageForRenderSurface(LayerImpl* layer, gfx::RectF& 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. // RenderSurfaceImpl* renderSurface = layer->renderSurface(); bool surfaceIsNew = false; gfx::RectF oldSurfaceRect = removeRectFromCurrentFrame(layer->id(), surfaceIsNew); gfx::RectF surfaceRectInTargetSpace = renderSurface->drawableContentRect(); // already includes replica if it exists. saveRectForNextFrame(layer->id(), surfaceRectInTargetSpace); gfx::RectF 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.Union(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 gfx::Transform& drawTransform = renderSurface->drawTransform(); gfx::RectF damageRectInTargetSpace = MathUtil::mapClippedRect(drawTransform, damageRectInLocalSpace); targetDamageRect.Union(damageRectInTargetSpace); if (layer->replicaLayer()) { const gfx::Transform& replicaDrawTransform = renderSurface->replicaDrawTransform(); targetDamageRect.Union(MathUtil::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()) { LayerImpl* replicaMaskLayer = layer->replicaLayer()->maskLayer(); bool replicaIsNew = false; removeRectFromCurrentFrame(replicaMaskLayer->id(), replicaIsNew); const gfx::Transform& replicaDrawTransform = renderSurface->replicaDrawTransform(); gfx::RectF replicaMaskLayerRect = MathUtil::mapClippedRect(replicaDrawTransform, gfx::RectF(gfx::PointF(), replicaMaskLayer->bounds())); 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.Union(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