// Copyright (c) 2010 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 "pdf/paint_aggregator.h" #include #include #include #include "base/logging.h" namespace { bool IsNegative(int32_t num) { return num < 0; } } // namespace // ---------------------------------------------------------------------------- // 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. // ---------------------------------------------------------------------------- PaintAggregator::PaintUpdate::PaintUpdate() { } PaintAggregator::PaintUpdate::~PaintUpdate() { } PaintAggregator::InternalPaintUpdate::InternalPaintUpdate() : synthesized_scroll_damage_rect_(false) { } PaintAggregator::InternalPaintUpdate::~InternalPaintUpdate() { } pp::Rect PaintAggregator::InternalPaintUpdate::GetScrollDamage() const { // Should only be scrolling in one direction at a time. DCHECK(!(scroll_delta.x() && scroll_delta.y())); pp::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); } PaintAggregator::PaintAggregator() { } bool PaintAggregator::HasPendingUpdate() const { return !update_.scroll_rect.IsEmpty() || !update_.paint_rects.empty(); } void PaintAggregator::ClearPendingUpdate() { update_ = InternalPaintUpdate(); } PaintAggregator::PaintUpdate PaintAggregator::GetPendingUpdate() { // 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; // Include the scroll damage (if any) in the paint rects. // Code invalidates damaged rect here, it pick it up from the list of paint // rects in the next block. if (ret.has_scroll && !update_.synthesized_scroll_damage_rect_) { update_.synthesized_scroll_damage_rect_ = true; pp::Rect scroll_damage = update_.GetScrollDamage(); InvalidateRectInternal(scroll_damage, false); } ret.paint_rects.reserve(update_.paint_rects.size() + 1); ret.paint_rects.insert(ret.paint_rects.end(), update_.paint_rects.begin(), update_.paint_rects.end()); return ret; } void PaintAggregator::SetIntermediateResults( const std::vector& ready, const std::vector& pending) { update_.ready_rects.insert( update_.ready_rects.end(), ready.begin(), ready.end()); update_.paint_rects = pending; } std::vector PaintAggregator::GetReadyRects() const { return update_.ready_rects; } void PaintAggregator::InvalidateRect(const pp::Rect& rect) { InvalidateRectInternal(rect, true); } void PaintAggregator::ScrollRect(const pp::Rect& clip_rect, const pp::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; } // If we scroll in a reverse direction to the direction we originally scrolled // and there were invalidations that happened in-between we may end up // incorrectly clipping the invalidated rects (see crbug.com/488390). This bug // doesn't exist in the original implementation // (ppapi/utility/graphics/paint_aggregator.cc) which uses a different method // of handling invalidations that occur after a scroll. The problem is that // when we scroll the invalidated region, we clip it to the scroll rect. This // can cause us to lose information about what the invalidated region was if // it gets scrolled back into view. We either need to not do this clipping or // disallow combining scrolls that occur in different directions with // invalidations that happen in-between. This code really needs some tests... if (!update_.paint_rects.empty()) { if (IsNegative(amount.x()) != IsNegative(update_.scroll_delta.x()) || IsNegative(amount.y()) != IsNegative(update_.scroll_delta.y())) { 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 == pp::Point()) { update_.scroll_rect = pp::Rect(); return; } // Adjust any paint rects that intersect the scroll. For the portion of the // paint that is inside the scroll area, move it by the scroll amount and // replace the existing paint with it. For the portion (if any) that is // outside the scroll, just invalidate it. std::vector leftover_rects; for (size_t i = 0; i < update_.paint_rects.size(); ++i) { if (!update_.scroll_rect.Intersects(update_.paint_rects[i])) continue; pp::Rect intersection = update_.paint_rects[i].Intersect(update_.scroll_rect); pp::Rect rect = update_.paint_rects[i]; while (!rect.IsEmpty()) { pp::Rect leftover = rect.Subtract(intersection); if (leftover.IsEmpty()) break; // Don't want to call InvalidateRectInternal now since it'll modify // update_.paint_rects, so keep track of this and do it below. leftover_rects.push_back(leftover); rect = rect.Subtract(leftover); } update_.paint_rects[i] = ScrollPaintRect(intersection, 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--; } } for (const auto& leftover_rect : leftover_rects) InvalidateRectInternal(leftover_rect, false); for (auto& update_rect : update_.ready_rects) { if (update_.scroll_rect.Contains(update_rect.rect)) update_rect.rect = ScrollPaintRect(update_rect.rect, amount); } if (update_.synthesized_scroll_damage_rect_) { pp::Rect damage = update_.GetScrollDamage(); InvalidateRect(damage); } } pp::Rect PaintAggregator::ScrollPaintRect(const pp::Rect& paint_rect, const pp::Point& amount) const { pp::Rect result = paint_rect; result.Offset(amount); result = update_.scroll_rect.Intersect(result); return result; } void PaintAggregator::InvalidateScrollRect() { pp::Rect scroll_rect = update_.scroll_rect; update_.scroll_rect = pp::Rect(); update_.scroll_delta = pp::Point(); InvalidateRect(scroll_rect); } void PaintAggregator::InvalidateRectInternal(const pp::Rect& rect_old, bool check_scroll) { pp::Rect rect = rect_old; // Check if any rects that are ready to be painted overlap. for (size_t i = 0; i < update_.ready_rects.size(); ++i) { const pp::Rect& existing_rect = update_.ready_rects[i].rect; if (rect.Intersects(existing_rect)) { // Re-invalidate in case the union intersects other paint rects. rect = existing_rect.Union(rect); update_.ready_rects.erase(update_.ready_rects.begin() + i); break; } } bool add_paint = true; // Combine overlapping paints using smallest bounding box. for (size_t i = 0; i < update_.paint_rects.size(); ++i) { const pp::Rect& existing_rect = update_.paint_rects[i]; if (existing_rect.Contains(rect)) // Optimize out redundancy. add_paint = false; if (rect.Intersects(existing_rect) || rect.SharesEdgeWith(existing_rect)) { // Re-invalidate in case the union intersects other paint rects. pp::Rect combined_rect = existing_rect.Union(rect); update_.paint_rects.erase(update_.paint_rects.begin() + i); InvalidateRectInternal(combined_rect, check_scroll); add_paint = false; } } if (add_paint) { // Add a non-overlapping paint. update_.paint_rects.push_back(rect); } // If the new paint overlaps with a scroll, then also invalidate the rect in // its new position. if (check_scroll && !update_.scroll_rect.IsEmpty() && update_.scroll_rect.Intersects(rect)) { InvalidateRectInternal(ScrollPaintRect(rect, update_.scroll_delta), false); } }