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// Copyright (c) 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 "ppapi/cpp/paint_aggregator.h"
#include <algorithm>
#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() : has_scroll(false) {}
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
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