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// 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 "config.h"
#include "cc/tiled_layer.h"
#include "CCLayerImpl.h"
#include "CCLayerTreeHost.h"
#include "CCOverdrawMetrics.h"
#include "CCTiledLayerImpl.h"
#include "Region.h"
#include "base/basictypes.h"
#include "third_party/khronos/GLES2/gl2.h"
using namespace std;
using WebKit::WebTransformationMatrix;
namespace cc {
class UpdatableTile : public LayerTilingData::Tile {
public:
static scoped_ptr<UpdatableTile> create(scoped_ptr<LayerTextureUpdater::Texture> texture)
{
return make_scoped_ptr(new UpdatableTile(texture.Pass()));
}
LayerTextureUpdater::Texture* texture() { return m_texture.get(); }
PrioritizedTexture* managedTexture() { return m_texture->texture(); }
bool isDirty() const { return !dirtyRect.isEmpty(); }
// Reset update state for the current frame. This should occur before painting
// for all layers. Since painting one layer can invalidate another layer
// after it has already painted, mark all non-dirty tiles as valid before painting
// such that invalidations during painting won't prevent them from being pushed.
void resetUpdateState()
{
updateRect = IntRect();
occluded = false;
partialUpdate = false;
validForFrame = !isDirty();
}
// This promises to update the tile and therefore also guarantees the tile
// will be valid for this frame. dirtyRect is copied into updateRect so
// we can continue to track re-entrant invalidations that occur during painting.
void markForUpdate()
{
validForFrame = true;
updateRect = dirtyRect;
dirtyRect = IntRect();
}
IntRect dirtyRect;
IntRect updateRect;
bool partialUpdate;
bool validForFrame;
bool occluded;
bool isInUseOnImpl;
private:
explicit UpdatableTile(scoped_ptr<LayerTextureUpdater::Texture> texture)
: partialUpdate(false)
, validForFrame(false)
, occluded(false)
, isInUseOnImpl(false)
, m_texture(texture.Pass())
{
}
scoped_ptr<LayerTextureUpdater::Texture> m_texture;
DISALLOW_COPY_AND_ASSIGN(UpdatableTile);
};
TiledLayer::TiledLayer()
: Layer()
, m_textureFormat(GL_INVALID_ENUM)
, m_skipsDraw(false)
, m_failedUpdate(false)
, m_sampledTexelFormat(LayerTextureUpdater::SampledTexelFormatInvalid)
, m_tilingOption(AutoTile)
{
m_tiler = LayerTilingData::create(IntSize(), LayerTilingData::HasBorderTexels);
}
TiledLayer::~TiledLayer()
{
}
scoped_ptr<LayerImpl> TiledLayer::createLayerImpl()
{
return TiledLayerImpl::create(id()).PassAs<LayerImpl>();
}
void TiledLayer::updateTileSizeAndTilingOption()
{
DCHECK(layerTreeHost());
const IntSize& defaultTileSize = layerTreeHost()->settings().defaultTileSize;
const IntSize& maxUntiledLayerSize = layerTreeHost()->settings().maxUntiledLayerSize;
int layerWidth = contentBounds().width();
int layerHeight = contentBounds().height();
const IntSize tileSize(min(defaultTileSize.width(), layerWidth), min(defaultTileSize.height(), layerHeight));
// Tile if both dimensions large, or any one dimension large and the other
// extends into a second tile but the total layer area isn't larger than that
// of the largest possible untiled layer. This heuristic allows for long skinny layers
// (e.g. scrollbars) that are Nx1 tiles to minimize wasted texture space but still avoids
// creating very large tiles.
const bool anyDimensionLarge = layerWidth > maxUntiledLayerSize.width() || layerHeight > maxUntiledLayerSize.height();
const bool anyDimensionOneTile = (layerWidth <= defaultTileSize.width() || layerHeight <= defaultTileSize.height())
&& (layerWidth * layerHeight) <= (maxUntiledLayerSize.width() * maxUntiledLayerSize.height());
const bool autoTiled = anyDimensionLarge && !anyDimensionOneTile;
bool isTiled;
if (m_tilingOption == AlwaysTile)
isTiled = true;
else if (m_tilingOption == NeverTile)
isTiled = false;
else
isTiled = autoTiled;
IntSize requestedSize = isTiled ? tileSize : contentBounds();
const int maxSize = layerTreeHost()->rendererCapabilities().maxTextureSize;
IntSize clampedSize = requestedSize.shrunkTo(IntSize(maxSize, maxSize));
setTileSize(clampedSize);
}
void TiledLayer::updateBounds()
{
IntSize oldBounds = m_tiler->bounds();
IntSize newBounds = contentBounds();
if (oldBounds == newBounds)
return;
m_tiler->setBounds(newBounds);
// Invalidate any areas that the new bounds exposes.
Region oldRegion(IntRect(IntPoint(), oldBounds));
Region newRegion(IntRect(IntPoint(), newBounds));
newRegion.subtract(oldRegion);
Vector<WebCore::IntRect> rects = newRegion.rects();
for (size_t i = 0; i < rects.size(); ++i)
invalidateContentRect(rects[i]);
}
void TiledLayer::setTileSize(const IntSize& size)
{
m_tiler->setTileSize(size);
}
void TiledLayer::setBorderTexelOption(LayerTilingData::BorderTexelOption borderTexelOption)
{
m_tiler->setBorderTexelOption(borderTexelOption);
}
bool TiledLayer::drawsContent() const
{
if (!Layer::drawsContent())
return false;
bool hasMoreThanOneTile = m_tiler->numTilesX() > 1 || m_tiler->numTilesY() > 1;
if (m_tilingOption == NeverTile && hasMoreThanOneTile)
return false;
return true;
}
bool TiledLayer::needsContentsScale() const
{
return true;
}
IntSize TiledLayer::contentBounds() const
{
return IntSize(lroundf(bounds().width() * contentsScale()), lroundf(bounds().height() * contentsScale()));
}
void TiledLayer::setTilingOption(TilingOption tilingOption)
{
m_tilingOption = tilingOption;
}
void TiledLayer::setIsMask(bool isMask)
{
setTilingOption(isMask ? NeverTile : AutoTile);
}
void TiledLayer::pushPropertiesTo(LayerImpl* layer)
{
Layer::pushPropertiesTo(layer);
TiledLayerImpl* tiledLayer = static_cast<TiledLayerImpl*>(layer);
tiledLayer->setSkipsDraw(m_skipsDraw);
tiledLayer->setContentsSwizzled(m_sampledTexelFormat != LayerTextureUpdater::SampledTexelFormatRGBA);
tiledLayer->setTilingData(*m_tiler);
Vector<UpdatableTile*> invalidTiles;
for (LayerTilingData::TileMap::const_iterator iter = m_tiler->tiles().begin(); iter != m_tiler->tiles().end(); ++iter) {
int i = iter->first.first;
int j = iter->first.second;
UpdatableTile* tile = static_cast<UpdatableTile*>(iter->second);
// FIXME: This should not ever be null.
if (!tile)
continue;
tile->isInUseOnImpl = false;
if (!tile->managedTexture()->haveBackingTexture()) {
// Evicted tiles get deleted from both layers
invalidTiles.append(tile);
continue;
}
if (!tile->validForFrame) {
// Invalidated tiles are set so they can get different debug colors.
tiledLayer->pushInvalidTile(i, j);
continue;
}
tiledLayer->pushTileProperties(i, j, tile->managedTexture()->resourceId(), tile->opaqueRect());
tile->isInUseOnImpl = true;
}
for (Vector<UpdatableTile*>::const_iterator iter = invalidTiles.begin(); iter != invalidTiles.end(); ++iter)
m_tiler->takeTile((*iter)->i(), (*iter)->j());
}
PrioritizedTextureManager* TiledLayer::textureManager() const
{
if (!layerTreeHost())
return 0;
return layerTreeHost()->contentsTextureManager();
}
void TiledLayer::setLayerTreeHost(LayerTreeHost* host)
{
if (host && host != layerTreeHost()) {
for (LayerTilingData::TileMap::const_iterator iter = m_tiler->tiles().begin(); iter != m_tiler->tiles().end(); ++iter) {
UpdatableTile* tile = static_cast<UpdatableTile*>(iter->second);
// FIXME: This should not ever be null.
if (!tile)
continue;
tile->managedTexture()->setTextureManager(host->contentsTextureManager());
}
}
Layer::setLayerTreeHost(host);
}
UpdatableTile* TiledLayer::tileAt(int i, int j) const
{
return static_cast<UpdatableTile*>(m_tiler->tileAt(i, j));
}
UpdatableTile* TiledLayer::createTile(int i, int j)
{
createTextureUpdaterIfNeeded();
scoped_ptr<UpdatableTile> tile(UpdatableTile::create(textureUpdater()->createTexture(textureManager())));
tile->managedTexture()->setDimensions(m_tiler->tileSize(), m_textureFormat);
UpdatableTile* addedTile = tile.get();
m_tiler->addTile(tile.PassAs<LayerTilingData::Tile>(), i, j);
addedTile->dirtyRect = m_tiler->tileRect(addedTile);
// Temporary diagnostic crash.
if (!addedTile)
CRASH();
if (!tileAt(i, j))
CRASH();
return addedTile;
}
void TiledLayer::setNeedsDisplayRect(const FloatRect& dirtyRect)
{
float contentsWidthScale = static_cast<float>(contentBounds().width()) / bounds().width();
float contentsHeightScale = static_cast<float>(contentBounds().height()) / bounds().height();
FloatRect scaledDirtyRect(dirtyRect);
scaledDirtyRect.scale(contentsWidthScale, contentsHeightScale);
IntRect dirty = enclosingIntRect(scaledDirtyRect);
invalidateContentRect(dirty);
Layer::setNeedsDisplayRect(dirtyRect);
}
void TiledLayer::setUseLCDText(bool useLCDText)
{
Layer::setUseLCDText(useLCDText);
LayerTilingData::BorderTexelOption borderTexelOption;
#if OS(ANDROID)
// Always want border texels and GL_LINEAR due to pinch zoom.
borderTexelOption = LayerTilingData::HasBorderTexels;
#else
borderTexelOption = useLCDText ? LayerTilingData::NoBorderTexels : LayerTilingData::HasBorderTexels;
#endif
setBorderTexelOption(borderTexelOption);
}
void TiledLayer::invalidateContentRect(const IntRect& contentRect)
{
updateBounds();
if (m_tiler->isEmpty() || contentRect.isEmpty() || m_skipsDraw)
return;
for (LayerTilingData::TileMap::const_iterator iter = m_tiler->tiles().begin(); iter != m_tiler->tiles().end(); ++iter) {
UpdatableTile* tile = static_cast<UpdatableTile*>(iter->second);
DCHECK(tile);
// FIXME: This should not ever be null.
if (!tile)
continue;
IntRect bound = m_tiler->tileRect(tile);
bound.intersect(contentRect);
tile->dirtyRect.unite(bound);
}
}
// Returns true if tile is dirty and only part of it needs to be updated.
bool TiledLayer::tileOnlyNeedsPartialUpdate(UpdatableTile* tile)
{
return !tile->dirtyRect.contains(m_tiler->tileRect(tile));
}
// Dirty tiles with valid textures needs buffered update to guarantee that
// we don't modify textures currently used for drawing by the impl thread.
bool TiledLayer::tileNeedsBufferedUpdate(UpdatableTile* tile)
{
if (!tile->managedTexture()->haveBackingTexture())
return false;
if (!tile->isDirty())
return false;
if (!tile->isInUseOnImpl)
return false;
return true;
}
bool TiledLayer::updateTiles(int left, int top, int right, int bottom, TextureUpdateQueue& queue, const OcclusionTracker* occlusion, RenderingStats& stats, bool& didPaint)
{
didPaint = false;
createTextureUpdaterIfNeeded();
bool ignoreOcclusions = !occlusion;
if (!haveTexturesForTiles(left, top, right, bottom, ignoreOcclusions)) {
m_failedUpdate = true;
return false;
}
IntRect paintRect = markTilesForUpdate(left, top, right, bottom, ignoreOcclusions);
if (occlusion)
occlusion->overdrawMetrics().didPaint(paintRect);
if (paintRect.isEmpty())
return true;
didPaint = true;
updateTileTextures(paintRect, left, top, right, bottom, queue, occlusion, stats);
return true;
}
void TiledLayer::markOcclusionsAndRequestTextures(int left, int top, int right, int bottom, const OcclusionTracker* occlusion)
{
// There is some difficult dependancies between occlusions, recording occlusion metrics
// and requesting memory so those are encapsulated in this function:
// - We only want to call requestLate on unoccluded textures (to preserve
// memory for other layers when near OOM).
// - We only want to record occlusion metrics if all memory requests succeed.
int occludedTileCount = 0;
bool succeeded = true;
for (int j = top; j <= bottom; ++j) {
for (int i = left; i <= right; ++i) {
UpdatableTile* tile = tileAt(i, j);
DCHECK(tile); // Did setTexturePriorities get skipped?
// FIXME: This should not ever be null.
if (!tile)
continue;
DCHECK(!tile->occluded); // Did resetUpdateState get skipped? Are we doing more than one occlusion pass?
IntRect visibleTileRect = intersection(m_tiler->tileBounds(i, j), visibleContentRect());
if (occlusion && occlusion->occluded(this, visibleTileRect)) {
tile->occluded = true;
occludedTileCount++;
} else {
succeeded &= tile->managedTexture()->requestLate();
}
}
}
if (!succeeded)
return;
// FIXME: Remove the loop and just pass the count!
for (int i = 0; i < occludedTileCount; i++)
occlusion->overdrawMetrics().didCullTileForUpload();
}
bool TiledLayer::haveTexturesForTiles(int left, int top, int right, int bottom, bool ignoreOcclusions)
{
for (int j = top; j <= bottom; ++j) {
for (int i = left; i <= right; ++i) {
UpdatableTile* tile = tileAt(i, j);
DCHECK(tile); // Did setTexturePriorites get skipped?
// FIXME: This should not ever be null.
if (!tile)
continue;
// Ensure the entire tile is dirty if we don't have the texture.
if (!tile->managedTexture()->haveBackingTexture())
tile->dirtyRect = m_tiler->tileRect(tile);
// If using occlusion and the visible region of the tile is occluded,
// don't reserve a texture or update the tile.
if (tile->occluded && !ignoreOcclusions)
continue;
if (!tile->managedTexture()->canAcquireBackingTexture())
return false;
}
}
return true;
}
IntRect TiledLayer::markTilesForUpdate(int left, int top, int right, int bottom, bool ignoreOcclusions)
{
IntRect paintRect;
for (int j = top; j <= bottom; ++j) {
for (int i = left; i <= right; ++i) {
UpdatableTile* tile = tileAt(i, j);
DCHECK(tile); // Did setTexturePriorites get skipped?
// FIXME: This should not ever be null.
if (!tile)
continue;
if (tile->occluded && !ignoreOcclusions)
continue;
paintRect.unite(tile->dirtyRect);
tile->markForUpdate();
}
}
return paintRect;
}
void TiledLayer::updateTileTextures(const IntRect& paintRect, int left, int top, int right, int bottom, TextureUpdateQueue& queue, const OcclusionTracker* occlusion, RenderingStats& stats)
{
// The updateRect should be in layer space. So we have to convert the paintRect from content space to layer space.
m_updateRect = FloatRect(paintRect);
float widthScale = bounds().width() / static_cast<float>(contentBounds().width());
float heightScale = bounds().height() / static_cast<float>(contentBounds().height());
m_updateRect.scale(widthScale, heightScale);
// Calling prepareToUpdate() calls into WebKit to paint, which may have the side
// effect of disabling compositing, which causes our reference to the texture updater to be deleted.
// However, we can't free the memory backing the SkCanvas until the paint finishes,
// so we grab a local reference here to hold the updater alive until the paint completes.
scoped_refptr<LayerTextureUpdater> protector(textureUpdater());
IntRect paintedOpaqueRect;
textureUpdater()->prepareToUpdate(paintRect, m_tiler->tileSize(), 1 / widthScale, 1 / heightScale, paintedOpaqueRect, stats);
for (int j = top; j <= bottom; ++j) {
for (int i = left; i <= right; ++i) {
UpdatableTile* tile = tileAt(i, j);
DCHECK(tile); // Did setTexturePriorites get skipped?
// FIXME: This should not ever be null.
if (!tile)
continue;
IntRect tileRect = m_tiler->tileBounds(i, j);
// Use updateRect as the above loop copied the dirty rect for this frame to updateRect.
const IntRect& dirtyRect = tile->updateRect;
if (dirtyRect.isEmpty())
continue;
// Save what was painted opaque in the tile. Keep the old area if the paint didn't touch it, and didn't paint some
// other part of the tile opaque.
IntRect tilePaintedRect = intersection(tileRect, paintRect);
IntRect tilePaintedOpaqueRect = intersection(tileRect, paintedOpaqueRect);
if (!tilePaintedRect.isEmpty()) {
IntRect paintInsideTileOpaqueRect = intersection(tile->opaqueRect(), tilePaintedRect);
bool paintInsideTileOpaqueRectIsNonOpaque = !tilePaintedOpaqueRect.contains(paintInsideTileOpaqueRect);
bool opaquePaintNotInsideTileOpaqueRect = !tilePaintedOpaqueRect.isEmpty() && !tile->opaqueRect().contains(tilePaintedOpaqueRect);
if (paintInsideTileOpaqueRectIsNonOpaque || opaquePaintNotInsideTileOpaqueRect)
tile->setOpaqueRect(tilePaintedOpaqueRect);
}
// sourceRect starts as a full-sized tile with border texels included.
IntRect sourceRect = m_tiler->tileRect(tile);
sourceRect.intersect(dirtyRect);
// Paint rect not guaranteed to line up on tile boundaries, so
// make sure that sourceRect doesn't extend outside of it.
sourceRect.intersect(paintRect);
tile->updateRect = sourceRect;
if (sourceRect.isEmpty())
continue;
const IntPoint anchor = m_tiler->tileRect(tile).location();
// Calculate tile-space rectangle to upload into.
IntSize destOffset(sourceRect.x() - anchor.x(), sourceRect.y() - anchor.y());
if (destOffset.width() < 0)
CRASH();
if (destOffset.height() < 0)
CRASH();
// Offset from paint rectangle to this tile's dirty rectangle.
IntPoint paintOffset(sourceRect.x() - paintRect.x(), sourceRect.y() - paintRect.y());
if (paintOffset.x() < 0)
CRASH();
if (paintOffset.y() < 0)
CRASH();
if (paintOffset.x() + sourceRect.width() > paintRect.width())
CRASH();
if (paintOffset.y() + sourceRect.height() > paintRect.height())
CRASH();
tile->texture()->update(queue, sourceRect, destOffset, tile->partialUpdate, stats);
if (occlusion)
occlusion->overdrawMetrics().didUpload(WebTransformationMatrix(), sourceRect, tile->opaqueRect());
}
}
}
namespace {
// This picks a small animated layer to be anything less than one viewport. This
// is specifically for page transitions which are viewport-sized layers. The extra
// 64 pixels is due to these layers being slightly larger than the viewport in some cases.
bool isSmallAnimatedLayer(TiledLayer* layer)
{
if (!layer->drawTransformIsAnimating() && !layer->screenSpaceTransformIsAnimating())
return false;
IntSize viewportSize = layer->layerTreeHost() ? layer->layerTreeHost()->deviceViewportSize() : IntSize();
IntRect contentRect(IntPoint::zero(), layer->contentBounds());
return contentRect.width() <= viewportSize.width() + 64
&& contentRect.height() <= viewportSize.height() + 64;
}
// FIXME: Remove this and make this based on distance once distance can be calculated
// for offscreen layers. For now, prioritize all small animated layers after 512
// pixels of pre-painting.
void setPriorityForTexture(const IntRect& visibleRect,
const IntRect& tileRect,
bool drawsToRoot,
bool isSmallAnimatedLayer,
PrioritizedTexture* texture)
{
int priority = PriorityCalculator::lowestPriority();
if (!visibleRect.isEmpty())
priority = PriorityCalculator::priorityFromDistance(visibleRect, tileRect, drawsToRoot);
if (isSmallAnimatedLayer)
priority = PriorityCalculator::maxPriority(priority, PriorityCalculator::smallAnimatedLayerMinPriority());
if (priority != PriorityCalculator::lowestPriority())
texture->setRequestPriority(priority);
}
}
void TiledLayer::setTexturePriorities(const PriorityCalculator& priorityCalc)
{
updateBounds();
resetUpdateState();
if (m_tiler->hasEmptyBounds())
return;
bool drawsToRoot = !renderTarget()->parent();
bool smallAnimatedLayer = isSmallAnimatedLayer(this);
// Minimally create the tiles in the desired pre-paint rect.
IntRect createTilesRect = idlePaintRect();
if (!createTilesRect.isEmpty()) {
int left, top, right, bottom;
m_tiler->contentRectToTileIndices(createTilesRect, left, top, right, bottom);
for (int j = top; j <= bottom; ++j) {
for (int i = left; i <= right; ++i) {
if (!tileAt(i, j))
createTile(i, j);
}
}
}
// Also, minimally create all tiles for small animated layers and also
// double-buffer them since we have limited their size to be reasonable.
IntRect doubleBufferedRect = visibleContentRect();
if (smallAnimatedLayer)
doubleBufferedRect = IntRect(IntPoint::zero(), contentBounds());
// Create additional textures for double-buffered updates when needed.
// These textures must stay alive while the updated textures are incrementally
// uploaded, swapped atomically via pushProperties, and finally deleted
// after the commit is complete, after which they can be recycled.
if (!doubleBufferedRect.isEmpty()) {
int left, top, right, bottom;
m_tiler->contentRectToTileIndices(doubleBufferedRect, left, top, right, bottom);
for (int j = top; j <= bottom; ++j) {
for (int i = left; i <= right; ++i) {
UpdatableTile* tile = tileAt(i, j);
if (!tile)
tile = createTile(i, j);
// We need an additional texture if the tile needs a buffered-update and it's not a partial update.
// FIXME: Decide if partial update should be allowed based on cost
// of update. https://bugs.webkit.org/show_bug.cgi?id=77376
if (!layerTreeHost() || !layerTreeHost()->bufferedUpdates() || !tileNeedsBufferedUpdate(tile))
continue;
if (tileOnlyNeedsPartialUpdate(tile) && layerTreeHost()->requestPartialTextureUpdate()) {
tile->partialUpdate = true;
continue;
}
IntRect tileRect = m_tiler->tileRect(tile);
tile->dirtyRect = tileRect;
LayerTextureUpdater::Texture* backBuffer = tile->texture();
setPriorityForTexture(visibleContentRect(), tile->dirtyRect, drawsToRoot, smallAnimatedLayer, backBuffer->texture());
scoped_ptr<PrioritizedTexture> frontBuffer = PrioritizedTexture::create(backBuffer->texture()->textureManager(),
backBuffer->texture()->size(),
backBuffer->texture()->format());
// Swap backBuffer into frontBuffer and add it to delete after commit queue.
backBuffer->swapTextureWith(frontBuffer);
layerTreeHost()->deleteTextureAfterCommit(frontBuffer.Pass());
}
}
}
// Now update priorities on all tiles we have in the layer, no matter where they are.
for (LayerTilingData::TileMap::const_iterator iter = m_tiler->tiles().begin(); iter != m_tiler->tiles().end(); ++iter) {
UpdatableTile* tile = static_cast<UpdatableTile*>(iter->second);
// FIXME: This should not ever be null.
if (!tile)
continue;
IntRect tileRect = m_tiler->tileRect(tile);
setPriorityForTexture(visibleContentRect(), tileRect, drawsToRoot, smallAnimatedLayer, tile->managedTexture());
}
}
Region TiledLayer::visibleContentOpaqueRegion() const
{
if (m_skipsDraw)
return Region();
if (contentsOpaque())
return visibleContentRect();
return m_tiler->opaqueRegionInContentRect(visibleContentRect());
}
void TiledLayer::resetUpdateState()
{
m_skipsDraw = false;
m_failedUpdate = false;
LayerTilingData::TileMap::const_iterator end = m_tiler->tiles().end();
for (LayerTilingData::TileMap::const_iterator iter = m_tiler->tiles().begin(); iter != end; ++iter) {
UpdatableTile* tile = static_cast<UpdatableTile*>(iter->second);
// FIXME: This should not ever be null.
if (!tile)
continue;
tile->resetUpdateState();
}
}
void TiledLayer::update(TextureUpdateQueue& queue, const OcclusionTracker* occlusion, RenderingStats& stats)
{
DCHECK(!m_skipsDraw && !m_failedUpdate); // Did resetUpdateState get skipped?
updateBounds();
if (m_tiler->hasEmptyBounds() || !drawsContent())
return;
bool didPaint = false;
// Animation pre-paint. If the layer is small, try to paint it all
// immediately whether or not it is occluded, to avoid paint/upload
// hiccups while it is animating.
if (isSmallAnimatedLayer(this)) {
int left, top, right, bottom;
m_tiler->contentRectToTileIndices(IntRect(IntPoint::zero(), contentBounds()), left, top, right, bottom);
updateTiles(left, top, right, bottom, queue, 0, stats, didPaint);
if (didPaint)
return;
// This was an attempt to paint the entire layer so if we fail it's okay,
// just fallback on painting visible etc. below.
m_failedUpdate = false;
}
if (visibleContentRect().isEmpty())
return;
// Visible painting. First occlude visible tiles and paint the non-occluded tiles.
int left, top, right, bottom;
m_tiler->contentRectToTileIndices(visibleContentRect(), left, top, right, bottom);
markOcclusionsAndRequestTextures(left, top, right, bottom, occlusion);
m_skipsDraw = !updateTiles(left, top, right, bottom, queue, occlusion, stats, didPaint);
if (m_skipsDraw)
m_tiler->reset();
if (m_skipsDraw || didPaint)
return;
// If we have already painting everything visible. Do some pre-painting while idle.
IntRect idlePaintContentRect = idlePaintRect();
if (idlePaintContentRect.isEmpty())
return;
// Prepaint anything that was occluded but inside the layer's visible region.
if (!updateTiles(left, top, right, bottom, queue, 0, stats, didPaint) || didPaint)
return;
int prepaintLeft, prepaintTop, prepaintRight, prepaintBottom;
m_tiler->contentRectToTileIndices(idlePaintContentRect, prepaintLeft, prepaintTop, prepaintRight, prepaintBottom);
// Then expand outwards from the visible area until we find a dirty row or column to update.
while (left > prepaintLeft || top > prepaintTop || right < prepaintRight || bottom < prepaintBottom) {
if (bottom < prepaintBottom) {
++bottom;
if (!updateTiles(left, bottom, right, bottom, queue, 0, stats, didPaint) || didPaint)
return;
}
if (top > prepaintTop) {
--top;
if (!updateTiles(left, top, right, top, queue, 0, stats, didPaint) || didPaint)
return;
}
if (left > prepaintLeft) {
--left;
if (!updateTiles(left, top, left, bottom, queue, 0, stats, didPaint) || didPaint)
return;
}
if (right < prepaintRight) {
++right;
if (!updateTiles(right, top, right, bottom, queue, 0, stats, didPaint) || didPaint)
return;
}
}
}
bool TiledLayer::needsIdlePaint()
{
// Don't trigger more paints if we failed (as we'll just fail again).
if (m_failedUpdate || visibleContentRect().isEmpty() || m_tiler->hasEmptyBounds() || !drawsContent())
return false;
IntRect idlePaintContentRect = idlePaintRect();
if (idlePaintContentRect.isEmpty())
return false;
int left, top, right, bottom;
m_tiler->contentRectToTileIndices(idlePaintContentRect, left, top, right, bottom);
for (int j = top; j <= bottom; ++j) {
for (int i = left; i <= right; ++i) {
UpdatableTile* tile = tileAt(i, j);
DCHECK(tile); // Did setTexturePriorities get skipped?
if (!tile)
continue;
bool updated = !tile->updateRect.isEmpty();
bool canAcquire = tile->managedTexture()->canAcquireBackingTexture();
bool dirty = tile->isDirty() || !tile->managedTexture()->haveBackingTexture();
if (!updated && canAcquire && dirty)
return true;
}
}
return false;
}
IntRect TiledLayer::idlePaintRect()
{
// Don't inflate an empty rect.
if (visibleContentRect().isEmpty())
return IntRect();
// FIXME: This can be made a lot larger now! We should increase
// this slowly while insuring it doesn't cause any perf issues.
IntRect prepaintRect = visibleContentRect();
prepaintRect.inflateX(m_tiler->tileSize().width());
prepaintRect.inflateY(m_tiler->tileSize().height() * 2);
IntRect contentRect(IntPoint::zero(), contentBounds());
prepaintRect.intersect(contentRect);
return prepaintRect;
}
}
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