// 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 "ppapi/cpp/paint_aggregator.h" #include #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() {} 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