blob: de11b47c1a9ed9140cd1f744d0c26179aa475cbd [file] [log] [blame]
// 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 "cc/trees/damage_tracker.h"
#include <algorithm>
#include "cc/base/math_util.h"
#include "cc/layers/heads_up_display_layer_impl.h"
#include "cc/layers/layer_impl.h"
#include "cc/layers/render_surface_impl.h"
#include "cc/output/filter_operations.h"
#include "cc/trees/layer_tree_host_common.h"
#include "cc/trees/layer_tree_impl.h"
#include "ui/gfx/geometry/rect_conversions.h"
namespace cc {
scoped_ptr<DamageTracker> DamageTracker::Create() {
return make_scoped_ptr(new DamageTracker());
}
DamageTracker::DamageTracker()
: mailboxId_(0) {}
DamageTracker::~DamageTracker() {}
static inline void ExpandRectWithFilters(gfx::Rect* rect,
const FilterOperations& filters) {
int top, right, bottom, left;
filters.GetOutsets(&top, &right, &bottom, &left);
rect->Inset(-left, -top, -right, -bottom);
}
static inline void ExpandDamageRectInsideRectWithFilters(
gfx::Rect* damage_rect,
const gfx::Rect& pre_filter_rect,
const FilterOperations& filters) {
gfx::Rect expanded_damage_rect = *damage_rect;
ExpandRectWithFilters(&expanded_damage_rect, filters);
gfx::Rect filter_rect = pre_filter_rect;
ExpandRectWithFilters(&filter_rect, filters);
expanded_damage_rect.Intersect(filter_rect);
damage_rect->Union(expanded_damage_rect);
}
void DamageTracker::UpdateDamageTrackingState(
const LayerImplList& layer_list,
int target_surface_layer_id,
bool target_surface_property_changed_only_from_descendant,
const gfx::Rect& target_surface_content_rect,
LayerImpl* target_surface_mask_layer,
const FilterOperations& filters) {
//
// This function computes the "damage rect" of a target surface, and updates
// the state that is used to correctly track damage across frames. The damage
// rect is the region of the surface that may have changed and needs to be
// redrawn. This can be used to scissor what is actually drawn, to save GPU
// computation and bandwidth.
//
// The surface's damage rect is computed as the union of all possible changes
// that have happened to the surface since the last frame was drawn. This
// includes:
// - any changes for existing layers/surfaces that contribute to the target
// surface
// - layers/surfaces that existed in the previous frame, but no longer exist
//
// The basic algorithm for computing the damage region is as follows:
//
// 1. compute damage caused by changes in active/new layers
// for each layer in the layer_list:
// if the layer is actually a render_surface:
// add the surface's damage to our target surface.
// else
// add the layer's damage to the target surface.
//
// 2. compute damage caused by the target surface's mask, if it exists.
//
// 3. compute damage caused by old layers/surfaces that no longer exist
// for each leftover layer:
// add the old layer/surface bounds to the target surface damage.
//
// 4. combine all partial damage rects to get the full damage rect.
//
// Additional important points:
//
// - This algorithm is implicitly recursive; it assumes that descendant
// surfaces have already computed their damage.
//
// - Changes to layers/surfaces indicate "damage" to the target surface; If a
// layer is not changed, it does NOT mean that the layer can skip drawing.
// All layers that overlap the damaged region still need to be drawn. For
// example, if a layer changed its opacity, then layers underneath must be
// re-drawn as well, even if they did not change.
//
// - If a layer/surface property changed, the old bounds and new bounds may
// overlap... i.e. some of the exposed region may not actually be exposing
// anything. But this does not artificially inflate the damage rect. If the
// layer changed, its entire old bounds would always need to be redrawn,
// regardless of how much it overlaps with the layer's new bounds, which
// also need to be entirely redrawn.
//
// - See comments in the rest of the code to see what exactly is considered a
// "change" in a layer/surface.
//
// - To correctly manage exposed rects, SortedRectMap is maintained:
//
// 1. All existing rects from the previous frame are marked as
// not updated.
// 2. The map contains all the layer bounds that contributed to
// the previous frame (even outside the previous damaged area). If a
// layer changes or does not exist anymore, those regions are then
// exposed and damage the target surface. As the algorithm progresses,
// entries are updated in the map until only leftover layers
// that no longer exist stay marked not updated.
//
// 3. After the damage rect is computed, the leftover not marked regions
// in a map are used to compute are damaged by deleted layers and
// erased from map.
//
PrepareRectHistoryForUpdate();
// These functions cannot be bypassed with early-exits, even if we know what
// the damage will be for this frame, because we need to update the damage
// tracker state to correctly track the next frame.
gfx::Rect damage_from_active_layers =
TrackDamageFromActiveLayers(layer_list, target_surface_layer_id);
gfx::Rect damage_from_surface_mask =
TrackDamageFromSurfaceMask(target_surface_mask_layer);
gfx::Rect damage_from_leftover_rects = TrackDamageFromLeftoverRects();
gfx::Rect damage_rect_for_this_update;
if (target_surface_property_changed_only_from_descendant) {
damage_rect_for_this_update = target_surface_content_rect;
} else {
// TODO(shawnsingh): can we clamp this damage to the surface's content rect?
// (affects performance, but not correctness)
damage_rect_for_this_update = damage_from_active_layers;
damage_rect_for_this_update.Union(damage_from_surface_mask);
damage_rect_for_this_update.Union(damage_from_leftover_rects);
if (filters.HasReferenceFilter()) {
// TODO(senorblanco): Once SkImageFilter reports its outsets, use
// those here to limit damage.
damage_rect_for_this_update = target_surface_content_rect;
} else if (filters.HasFilterThatMovesPixels()) {
ExpandRectWithFilters(&damage_rect_for_this_update, filters);
}
}
// Damage accumulates until we are notified that we actually did draw on that
// frame.
current_damage_rect_.Union(damage_rect_for_this_update);
}
DamageTracker::RectMapData& DamageTracker::RectDataForLayer(
int layer_id,
bool* layer_is_new) {
RectMapData data(layer_id);
SortedRectMap::iterator it = std::lower_bound(rect_history_.begin(),
rect_history_.end(), data);
if (it == rect_history_.end() || it->layer_id_ != layer_id) {
*layer_is_new = true;
it = rect_history_.insert(it, data);
}
return *it;
}
gfx::Rect DamageTracker::TrackDamageFromActiveLayers(
const LayerImplList& layer_list,
int target_surface_layer_id) {
gfx::Rect damage_rect;
for (size_t layer_index = 0; layer_index < layer_list.size(); ++layer_index) {
// Visit layers in back-to-front order.
LayerImpl* layer = layer_list[layer_index];
// We skip damage from the HUD layer because (a) the HUD layer damages the
// whole frame and (b) we don't want HUD layer damage to be shown by the
// HUD damage rect visualization.
if (layer == layer->layer_tree_impl()->hud_layer())
continue;
if (LayerTreeHostCommon::RenderSurfaceContributesToTarget<LayerImpl>(
layer, target_surface_layer_id))
ExtendDamageForRenderSurface(layer, &damage_rect);
else
ExtendDamageForLayer(layer, &damage_rect);
}
return damage_rect;
}
gfx::Rect DamageTracker::TrackDamageFromSurfaceMask(
LayerImpl* target_surface_mask_layer) {
gfx::Rect damage_rect;
if (!target_surface_mask_layer)
return damage_rect;
// Currently, if there is any change to the mask, we choose to damage the
// entire surface. This could potentially be optimized later, but it is not
// expected to be a common case.
if (target_surface_mask_layer->LayerPropertyChanged() ||
!target_surface_mask_layer->update_rect().IsEmpty()) {
damage_rect = gfx::Rect(target_surface_mask_layer->bounds());
}
return damage_rect;
}
void DamageTracker::PrepareRectHistoryForUpdate() {
mailboxId_++;
}
gfx::Rect DamageTracker::TrackDamageFromLeftoverRects() {
// After computing damage for all active layers, any leftover items in the
// current rect history correspond to layers/surfaces that no longer exist.
// So, these regions are now exposed on the target surface.
gfx::Rect damage_rect;
SortedRectMap::iterator cur_pos = rect_history_.begin();
SortedRectMap::iterator copy_pos = cur_pos;
// Loop below basically implements std::remove_if loop with and extra
// processing (adding deleted rect to damage_rect) for deleted items.
// cur_pos iterator runs through all elements of the vector, but copy_pos
// always points to the element after the last not deleted element. If new
// not deleted element found then it is copied to the *copy_pos and copy_pos
// moved to the next position.
// If there are no deleted elements then copy_pos iterator is in sync with
// cur_pos and no copy happens.
while (cur_pos < rect_history_.end()) {
if (cur_pos->mailboxId_ == mailboxId_) {
if (cur_pos != copy_pos)
*copy_pos = *cur_pos;
++copy_pos;
} else {
damage_rect.Union(cur_pos->rect_);
}
++cur_pos;
}
if (copy_pos != rect_history_.end())
rect_history_.erase(copy_pos, rect_history_.end());
// If the vector has excessive storage, shrink it
if (rect_history_.capacity() > rect_history_.size() * 4)
SortedRectMap(rect_history_).swap(rect_history_);
return damage_rect;
}
void DamageTracker::ExtendDamageForLayer(LayerImpl* layer,
gfx::Rect* target_damage_rect) {
// There are two ways that a layer can damage a region of the target surface:
// 1. Property change (e.g. opacity, position, transforms):
// - the entire region of the layer itself damages the surface.
// - the old layer region also damages the surface, because this region
// is now exposed.
// - note that in many cases the old and new layer rects may overlap,
// which is fine.
//
// 2. Repaint/update: If a region of the layer that was repainted/updated,
// that region damages the surface.
//
// Property changes take priority over update rects.
//
// This method is called when we want to consider how a layer contributes to
// its target RenderSurface, even if that layer owns the target RenderSurface
// itself. To consider how a layer's target surface contributes to the
// ancestor surface, ExtendDamageForRenderSurface() must be called instead.
bool layer_is_new = false;
RectMapData& data = RectDataForLayer(layer->id(), &layer_is_new);
gfx::Rect old_rect_in_target_space = data.rect_;
gfx::Rect rect_in_target_space = layer->GetEnclosingRectInTargetSpace();
data.Update(rect_in_target_space, mailboxId_);
gfx::RectF damage_rect =
gfx::UnionRects(layer->update_rect(), layer->damage_rect());
damage_rect.Intersect(gfx::RectF(layer->bounds()));
if (layer_is_new || layer->LayerPropertyChanged()) {
// If a layer is new or has changed, then its entire layer rect affects the
// target surface.
target_damage_rect->Union(rect_in_target_space);
// The layer's old region is now exposed on the target surface, too.
// Note old_rect_in_target_space is already in target space.
target_damage_rect->Union(old_rect_in_target_space);
} else if (!damage_rect.IsEmpty()) {
// If the layer properties haven't changed, then the the target surface is
// only affected by the layer's damaged area, which could be empty.
gfx::Rect damage_rect_in_target_space = gfx::ToEnclosingRect(
MathUtil::MapClippedRect(layer->draw_transform(), damage_rect));
target_damage_rect->Union(damage_rect_in_target_space);
}
}
void DamageTracker::ExtendDamageForRenderSurface(
LayerImpl* layer,
gfx::Rect* target_damage_rect) {
// There are two ways a "descendant surface" can damage regions of the "target
// surface":
// 1. Property change:
// - a surface's geometry can change because of
// - changes to descendants (i.e. the subtree) that affect the
// surface's content rect
// - changes to ancestor layers that propagate their property
// changes to their entire subtree.
// - just like layers, both the old surface rect and new surface rect
// will damage the target surface in this case.
//
// 2. Damage rect: This surface may have been damaged by its own layer_list
// as well, and that damage should propagate to the target surface.
//
RenderSurfaceImpl* render_surface = layer->render_surface();
bool surface_is_new = false;
RectMapData& data = RectDataForLayer(layer->id(), &surface_is_new);
gfx::Rect old_surface_rect = data.rect_;
// The drawableContextRect() already includes the replica if it exists.
gfx::Rect surface_rect_in_target_space =
gfx::ToEnclosingRect(render_surface->DrawableContentRect());
data.Update(surface_rect_in_target_space, mailboxId_);
gfx::Rect damage_rect_in_local_space;
if (surface_is_new || render_surface->SurfacePropertyChanged()) {
// The entire surface contributes damage.
damage_rect_in_local_space = render_surface->content_rect();
// The surface's old region is now exposed on the target surface, too.
target_damage_rect->Union(old_surface_rect);
} else {
// Only the surface's damage_rect will damage the target surface.
damage_rect_in_local_space =
render_surface->damage_tracker()->current_damage_rect();
}
// If there was damage, transform it to target space, and possibly contribute
// its reflection if needed.
if (!damage_rect_in_local_space.IsEmpty()) {
const gfx::Transform& draw_transform = render_surface->draw_transform();
gfx::Rect damage_rect_in_target_space = MathUtil::MapEnclosingClippedRect(
draw_transform, damage_rect_in_local_space);
target_damage_rect->Union(damage_rect_in_target_space);
if (layer->replica_layer()) {
const gfx::Transform& replica_draw_transform =
render_surface->replica_draw_transform();
target_damage_rect->Union(MathUtil::MapEnclosingClippedRect(
replica_draw_transform, damage_rect_in_local_space));
}
}
// If there was damage on the replica's mask, then the target surface receives
// that damage as well.
if (layer->replica_layer() && layer->replica_layer()->mask_layer()) {
LayerImpl* replica_mask_layer = layer->replica_layer()->mask_layer();
bool replica_is_new = false;
RectMapData& data =
RectDataForLayer(replica_mask_layer->id(), &replica_is_new);
const gfx::Transform& replica_draw_transform =
render_surface->replica_draw_transform();
gfx::Rect replica_mask_layer_rect = MathUtil::MapEnclosingClippedRect(
replica_draw_transform, gfx::Rect(replica_mask_layer->bounds()));
data.Update(replica_mask_layer_rect, mailboxId_);
// In the current implementation, a change in the replica mask damages the
// entire replica region.
if (replica_is_new ||
replica_mask_layer->LayerPropertyChanged() ||
!replica_mask_layer->update_rect().IsEmpty())
target_damage_rect->Union(replica_mask_layer_rect);
}
// If the layer has a background filter, this may cause pixels in our surface
// to be expanded, so we will need to expand any damage at or below this
// layer. We expand the damage from this layer too, as we need to readback
// those pixels from the surface with only the contents of layers below this
// one in them. This means we need to redraw any pixels in the surface being
// used for the blur in this layer this frame.
if (layer->background_filters().HasFilterThatMovesPixels()) {
ExpandDamageRectInsideRectWithFilters(target_damage_rect,
surface_rect_in_target_space,
layer->background_filters());
}
}
} // namespace cc