// 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/damage_tracker.h" #include #include #include "cc/base/math_util.h" #include "cc/layers/heads_up_display_layer_impl.h" #include "cc/layers/layer_impl.h" #include "cc/layers/render_surface_impl.h" #include "cc/output/filter_operations.h" #include "cc/trees/layer_tree_host_common.h" #include "cc/trees/layer_tree_impl.h" #include "ui/gfx/geometry/rect_conversions.h" namespace cc { scoped_ptr DamageTracker::Create() { return make_scoped_ptr(new DamageTracker()); } DamageTracker::DamageTracker() : mailboxId_(0) {} DamageTracker::~DamageTracker() {} static inline void ExpandRectWithFilters(gfx::Rect* rect, const FilterOperations& filters) { int top, right, bottom, left; filters.GetOutsets(&top, &right, &bottom, &left); rect->Inset(-left, -top, -right, -bottom); } static inline void ExpandDamageRectInsideRectWithFilters( gfx::Rect* damage_rect, const gfx::Rect& pre_filter_rect, const FilterOperations& filters) { gfx::Rect expanded_damage_rect = *damage_rect; ExpandRectWithFilters(&expanded_damage_rect, filters); gfx::Rect filter_rect = pre_filter_rect; ExpandRectWithFilters(&filter_rect, filters); expanded_damage_rect.Intersect(filter_rect); damage_rect->Union(expanded_damage_rect); } void DamageTracker::UpdateDamageTrackingState( const LayerImplList& layer_list, int target_surface_layer_id, bool target_surface_property_changed_only_from_descendant, const gfx::Rect& target_surface_content_rect, LayerImpl* target_surface_mask_layer, const FilterOperations& filters) { // // This function computes the "damage rect" of a target surface, and updates // the state that is used to correctly track damage across frames. The damage // rect is the region of the surface that may have changed and needs to be // redrawn. This can be used to scissor what is actually drawn, to save GPU // computation and bandwidth. // // The surface's damage rect is computed as the union of all possible changes // that have happened to the surface since the last frame was drawn. This // includes: // - any changes for existing layers/surfaces that contribute to the target // surface // - layers/surfaces that existed in the previous frame, but no longer exist // // The basic algorithm for computing the damage region is as follows: // // 1. compute damage caused by changes in active/new layers // for each layer in the layer_list: // if the layer is actually a render_surface: // 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, SortedRectMap is maintained: // // 1. All existing rects from the previous frame are marked as // not updated. // 2. The 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 updated in the map until only leftover layers // that no longer exist stay marked not updated. // // 3. After the damage rect is computed, the leftover not marked regions // in a map are used to compute are damaged by deleted layers and // erased from map. // PrepareRectHistoryForUpdate(); // 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::Rect damage_from_active_layers = TrackDamageFromActiveLayers(layer_list, target_surface_layer_id); gfx::Rect damage_from_surface_mask = TrackDamageFromSurfaceMask(target_surface_mask_layer); gfx::Rect damage_from_leftover_rects = TrackDamageFromLeftoverRects(); gfx::Rect damage_rect_for_this_update; if (target_surface_property_changed_only_from_descendant) { damage_rect_for_this_update = target_surface_content_rect; } else { // TODO(shawnsingh): can we clamp this damage to the surface's content rect? // (affects performance, but not correctness) damage_rect_for_this_update = damage_from_active_layers; damage_rect_for_this_update.Union(damage_from_surface_mask); damage_rect_for_this_update.Union(damage_from_leftover_rects); ExpandRectWithFilters(&damage_rect_for_this_update, filters); } // Damage accumulates until we are notified that we actually did draw on that // frame. current_damage_rect_.Union(damage_rect_for_this_update); } DamageTracker::RectMapData& DamageTracker::RectDataForLayer( int layer_id, bool* layer_is_new) { RectMapData data(layer_id); SortedRectMap::iterator it = std::lower_bound(rect_history_.begin(), rect_history_.end(), data); if (it == rect_history_.end() || it->layer_id_ != layer_id) { *layer_is_new = true; it = rect_history_.insert(it, data); } return *it; } gfx::Rect DamageTracker::TrackDamageFromActiveLayers( const LayerImplList& layer_list, int target_surface_layer_id) { gfx::Rect damage_rect; for (size_t layer_index = 0; layer_index < layer_list.size(); ++layer_index) { // Visit layers in back-to-front order. LayerImpl* layer = layer_list[layer_index]; // We skip damage from the HUD layer because (a) the HUD layer damages the // whole frame and (b) we don't want HUD layer damage to be shown by the // HUD damage rect visualization. if (layer == layer->layer_tree_impl()->hud_layer()) continue; if (LayerTreeHostCommon::RenderSurfaceContributesToTarget( layer, target_surface_layer_id)) ExtendDamageForRenderSurface(layer, &damage_rect); else ExtendDamageForLayer(layer, &damage_rect); } return damage_rect; } gfx::Rect DamageTracker::TrackDamageFromSurfaceMask( LayerImpl* target_surface_mask_layer) { gfx::Rect damage_rect; if (!target_surface_mask_layer) return damage_rect; // 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 (target_surface_mask_layer->LayerPropertyChanged() || !target_surface_mask_layer->update_rect().IsEmpty()) { damage_rect = gfx::Rect(target_surface_mask_layer->bounds()); } return damage_rect; } void DamageTracker::PrepareRectHistoryForUpdate() { mailboxId_++; } gfx::Rect 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::Rect damage_rect; SortedRectMap::iterator cur_pos = rect_history_.begin(); SortedRectMap::iterator copy_pos = cur_pos; // Loop below basically implements std::remove_if loop with and extra // processing (adding deleted rect to damage_rect) for deleted items. // cur_pos iterator runs through all elements of the vector, but copy_pos // always points to the element after the last not deleted element. If new // not deleted element found then it is copied to the *copy_pos and copy_pos // moved to the next position. // If there are no deleted elements then copy_pos iterator is in sync with // cur_pos and no copy happens. while (cur_pos < rect_history_.end()) { if (cur_pos->mailboxId_ == mailboxId_) { if (cur_pos != copy_pos) *copy_pos = *cur_pos; ++copy_pos; } else { damage_rect.Union(cur_pos->rect_); } ++cur_pos; } if (copy_pos != rect_history_.end()) rect_history_.erase(copy_pos, rect_history_.end()); // If the vector has excessive storage, shrink it if (rect_history_.capacity() > rect_history_.size() * 4) SortedRectMap(rect_history_).swap(rect_history_); return damage_rect; } void DamageTracker::ExtendDamageForLayer(LayerImpl* layer, gfx::Rect* target_damage_rect) { // 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 target RenderSurface, even if that layer owns the target RenderSurface // itself. To consider how a layer's target surface contributes to the // ancestor surface, ExtendDamageForRenderSurface() must be called instead. bool layer_is_new = false; RectMapData& data = RectDataForLayer(layer->id(), &layer_is_new); gfx::Rect old_rect_in_target_space = data.rect_; gfx::Rect rect_in_target_space = layer->GetEnclosingRectInTargetSpace(); data.Update(rect_in_target_space, mailboxId_); if (layer_is_new || layer->LayerPropertyChanged()) { // If a layer is new or has changed, then its entire layer rect affects the // target surface. target_damage_rect->Union(rect_in_target_space); // The layer's old region is now exposed on the target surface, too. // Note old_rect_in_target_space is already in target space. target_damage_rect->Union(old_rect_in_target_space); return; } // If the layer properties haven't changed, then the the target surface is // only affected by the layer's damaged area, which could be empty. gfx::Rect damage_rect = gfx::UnionRects(layer->update_rect(), layer->damage_rect()); damage_rect.Intersect(gfx::Rect(layer->bounds())); if (!damage_rect.IsEmpty()) { gfx::Rect damage_rect_in_target_space = MathUtil::MapEnclosingClippedRect(layer->DrawTransform(), damage_rect); target_damage_rect->Union(damage_rect_in_target_space); } } void DamageTracker::ExtendDamageForRenderSurface( LayerImpl* layer, gfx::Rect* target_damage_rect) { // 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 layer_list // as well, and that damage should propagate to the target surface. // RenderSurfaceImpl* render_surface = layer->render_surface(); bool surface_is_new = false; RectMapData& data = RectDataForLayer(layer->id(), &surface_is_new); gfx::Rect old_surface_rect = data.rect_; // The drawableContextRect() already includes the replica if it exists. gfx::Rect surface_rect_in_target_space = gfx::ToEnclosingRect(render_surface->DrawableContentRect()); data.Update(surface_rect_in_target_space, mailboxId_); gfx::Rect damage_rect_in_local_space; if (surface_is_new || render_surface->SurfacePropertyChanged()) { // The entire surface contributes damage. damage_rect_in_local_space = render_surface->content_rect(); // The surface's old region is now exposed on the target surface, too. target_damage_rect->Union(old_surface_rect); } else { // Only the surface's damage_rect will damage the target surface. damage_rect_in_local_space = render_surface->damage_tracker()->current_damage_rect(); } // If there was damage, transform it to target space, and possibly contribute // its reflection if needed. if (!damage_rect_in_local_space.IsEmpty()) { const gfx::Transform& draw_transform = render_surface->draw_transform(); gfx::Rect damage_rect_in_target_space = MathUtil::MapEnclosingClippedRect( draw_transform, damage_rect_in_local_space); target_damage_rect->Union(damage_rect_in_target_space); if (layer->replica_layer()) { const gfx::Transform& replica_draw_transform = render_surface->replica_draw_transform(); target_damage_rect->Union(MathUtil::MapEnclosingClippedRect( replica_draw_transform, damage_rect_in_local_space)); } } // If there was damage on the replica's mask, then the target surface receives // that damage as well. if (layer->replica_layer() && layer->replica_layer()->mask_layer()) { LayerImpl* replica_mask_layer = layer->replica_layer()->mask_layer(); bool replica_is_new = false; RectMapData& data = RectDataForLayer(replica_mask_layer->id(), &replica_is_new); const gfx::Transform& replica_draw_transform = render_surface->replica_draw_transform(); gfx::Rect replica_mask_layer_rect = MathUtil::MapEnclosingClippedRect( replica_draw_transform, gfx::Rect(replica_mask_layer->bounds())); data.Update(replica_mask_layer_rect, mailboxId_); // In the current implementation, a change in the replica mask damages the // entire replica region. if (replica_is_new || replica_mask_layer->LayerPropertyChanged() || !replica_mask_layer->update_rect().IsEmpty()) target_damage_rect->Union(replica_mask_layer_rect); } // 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->background_filters().HasFilterThatMovesPixels()) { ExpandDamageRectInsideRectWithFilters(target_damage_rect, surface_rect_in_target_space, layer->background_filters()); } } } // namespace cc