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// Copyright (c) 2009 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 "chrome/renderer/paint_aggregator.h"
#include "base/histogram.h"
#include "base/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.
// ----------------------------------------------------------------------------
// If the combined area of paint rects contained within the scroll rect grows
// too large, then we might as well just treat the scroll rect as a paint rect.
// This constant sets the max ratio of paint rect area to scroll rect area that
// we will tolerate before downgrading the scroll into a repaint.
static const float kMaxRedundantPaintToScrollArea = 0.8f;
// The maximum number of paint rects. If we exceed this limit, then we'll
// start combining paint rects (see CombinePaintRects). This limiting is
// important since the WebKit code associated with deciding what to paint given
// a paint rect can be significant.
static const size_t kMaxPaintRects = 5;
gfx::Rect PaintAggregator::PendingUpdate::GetScrollDamage() const {
// Should only be scrolling in one direction at a time.
DCHECK(!(scroll_delta.x() && scroll_delta.y()));
gfx::Rect damaged_rect;
// Compute the region we will expose by scrolling, and paint that into a
// shared memory section.
if (scroll_delta.x()) {
int 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 {
int 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);
}
gfx::Rect PaintAggregator::PendingUpdate::GetPaintBounds() const {
gfx::Rect bounds;
for (size_t i = 0; i < paint_rects.size(); ++i)
bounds = bounds.Union(paint_rects[i]);
return bounds;
}
bool PaintAggregator::HasPendingUpdate() const {
return !update_.scroll_rect.IsEmpty() || !update_.paint_rects.empty();
}
void PaintAggregator::ClearPendingUpdate() {
update_ = PendingUpdate();
}
void PaintAggregator::InvalidateRect(const gfx::Rect& rect) {
// Combine overlapping paints using smallest bounding box.
for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
const gfx::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.
gfx::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() > kMaxPaintRects)
CombinePaintRects();
// Track how large the paint_rects vector grows during an invalidation
// sequence. Note: A subsequent invalidation may end up being combined
// with all existing paints, which means that tracking the size of
// paint_rects at the time when GetPendingUpdate() is called may mask
// certain performance problems.
HISTOGRAM_COUNTS_100("MPArch.RW_IntermediatePaintRectCount",
update_.paint_rects.size());
}
void PaintAggregator::ScrollRect(int dx, int dy, const gfx::Rect& clip_rect) {
// We only support scrolling along one axis at a time.
if (dx != 0 && dy != 0) {
InvalidateRect(clip_rect);
return;
}
// We can only scroll one rect at a time.
if (!update_.scroll_rect.IsEmpty() &&
!update_.scroll_rect.Equals(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 ((dx && update_.scroll_delta.y()) || (dy && 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.Offset(dx, dy);
// We might have just wiped out a pre-existing scroll.
if (update_.scroll_delta == gfx::Point()) {
update_.scroll_rect = gfx::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], dx, dy);
// 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(gfx::Rect()))
InvalidateScrollRect();
}
gfx::Rect PaintAggregator::ScrollPaintRect(const gfx::Rect& paint_rect,
int dx, int dy) const {
gfx::Rect result = paint_rect;
result.Offset(dx, dy);
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 gfx::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 gfx::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) > kMaxRedundantPaintToScrollArea)
return true;
return false;
}
void PaintAggregator::InvalidateScrollRect() {
gfx::Rect scroll_rect = update_.scroll_rect;
update_.scroll_rect = gfx::Rect();
update_.scroll_delta = gfx::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 kMaxPaintRects 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()) {
gfx::Rect bounds = update_.GetPaintBounds();
update_.paint_rects.clear();
update_.paint_rects.push_back(bounds);
} else {
gfx::Rect inner, outer;
for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
const gfx::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);
}
}
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