blob: 90605aa7eef4ed7b06883a98164ba7f3c20601c8 [file] [log] [blame]
// Copyright (c) 2012 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 <stddef.h>
#include <array>
#include <memory>
#include <string>
#include <vector>
#include "base/compiler_specific.h"
#include "base/macros.h"
#include "base/memory/ref_counted.h"
#include "base/memory/weak_ptr.h"
#include "base/observer_list.h"
#include "cc/base/region.h"
#include "cc/layers/content_layer_client.h"
#include "cc/layers/layer_client.h"
#include "cc/layers/surface_layer.h"
#include "cc/layers/texture_layer_client.h"
#include "components/viz/common/resources/transferable_resource.h"
#include "third_party/skia/include/core/SkColor.h"
#include "ui/compositor/compositor.h"
#include "ui/compositor/layer_animation_delegate.h"
#include "ui/compositor/layer_delegate.h"
#include "ui/compositor/layer_type.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/image/image_skia.h"
#include "ui/gfx/transform.h"
namespace cc {
class Layer;
class NinePatchLayer;
class SolidColorLayer;
class SurfaceLayer;
class TextureLayer;
namespace viz {
class CopyOutputRequest;
struct TransferableResource;
namespace ui {
class Compositor;
class LayerAnimator;
class LayerObserver;
class LayerOwner;
class LayerThreadedAnimationDelegate;
// Layer manages a texture, transform and a set of child Layers. Any View that
// has enabled layers ends up creating a Layer to manage the texture.
// A Layer can also be created without a texture, in which case it renders
// nothing and is simply used as a node in a hierarchy of layers.
// Coordinate system used in layers is DIP (Density Independent Pixel)
// coordinates unless explicitly mentioned as pixel coordinates.
// NOTE: Unlike Views, each Layer does *not* own its child Layers. If you
// delete a Layer and it has children, the parent of each child Layer is set to
// NULL, but the children are not deleted.
class COMPOSITOR_EXPORT Layer : public LayerAnimationDelegate,
public cc::ContentLayerClient,
public cc::TextureLayerClient,
public cc::LayerClient {
using ShapeRects = std::vector<gfx::Rect>;
explicit Layer(LayerType type);
~Layer() override;
// Note that only solid color and surface content is copied.
std::unique_ptr<Layer> Clone() const;
// Returns a new layer that mirrors this layer and is optionally synchronized
// with the bounds thereof. Note that children are not mirrored, and that the
// content is only mirrored if painted by a delegate or backed by a surface.
std::unique_ptr<Layer> Mirror();
void set_sync_bounds(bool sync_bounds) { sync_bounds_ = sync_bounds; }
// Retrieves the Layer's compositor. The Layer will walk up its parent chain
// to locate it. Returns NULL if the Layer is not attached to a compositor.
Compositor* GetCompositor() {
return const_cast<Compositor*>(
const_cast<const Layer*>(this)->GetCompositor());
const Compositor* GetCompositor() const;
// Called by the compositor when the Layer is set as its root Layer. This can
// only ever be called on the root layer.
void SetCompositor(Compositor* compositor,
scoped_refptr<cc::Layer> root_layer);
void ResetCompositor();
LayerDelegate* delegate() { return delegate_; }
void set_delegate(LayerDelegate* delegate) { delegate_ = delegate; }
LayerOwner* owner() { return owner_; }
void AddObserver(LayerObserver* observer);
void RemoveObserver(LayerObserver* observer);
// Adds a new Layer to this Layer.
void Add(Layer* child);
// Removes a Layer from this Layer.
void Remove(Layer* child);
// Stacks |child| above all other children.
void StackAtTop(Layer* child);
// Stacks |child| directly above |other|. Both must be children of this
// layer. Note that if |child| is initially stacked even higher, calling this
// method will result in |child| being lowered in the stacking order.
void StackAbove(Layer* child, Layer* other);
// Stacks |child| below all other children.
void StackAtBottom(Layer* child);
// Stacks |child| directly below |other|. Both must be children of this
// layer.
void StackBelow(Layer* child, Layer* other);
// Returns the child Layers.
const std::vector<Layer*>& children() const { return children_; }
// The parent.
const Layer* parent() const { return parent_; }
Layer* parent() { return parent_; }
LayerType type() const { return type_; }
// Returns true if this Layer contains |other| somewhere in its children.
bool Contains(const Layer* other) const;
// The layer's animator is responsible for causing automatic animations when
// properties are set. It also manages a queue of pending animations and
// handles blending of animations. The layer takes ownership of the animator.
void SetAnimator(LayerAnimator* animator);
// Returns the layer's animator. Creates a default animator of one has not
// been set. Will not return NULL.
LayerAnimator* GetAnimator();
// The transform, relative to the parent.
void SetTransform(const gfx::Transform& transform);
const gfx::Transform& transform() const { return cc_layer_->transform(); }
gfx::PointF position() const { return cc_layer_->position(); }
// Return the target transform if animator is running, or the current
// transform otherwise.
gfx::Transform GetTargetTransform() const;
// The bounds, relative to the parent.
void SetBounds(const gfx::Rect& bounds);
const gfx::Rect& bounds() const { return bounds_; }
const gfx::Size& size() const { return bounds_.size(); }
// The offset from our parent (stored in bounds.origin()) is an integer but we
// may need to be at a fractional pixel offset to align properly on screen.
void SetSubpixelPositionOffset(const gfx::Vector2dF& offset);
const gfx::Vector2dF& subpixel_position_offset() const {
return subpixel_position_offset_;
// Return the target bounds if animator is running, or the current bounds
// otherwise.
gfx::Rect GetTargetBounds() const;
// Sets/gets whether or not drawing of child layers, including drawing in
// this layer, should be clipped to the bounds of this layer.
void SetMasksToBounds(bool masks_to_bounds);
bool GetMasksToBounds() const;
// The opacity of the layer. The opacity is applied to each pixel of the
// texture (resulting alpha = opacity * alpha).
float opacity() const;
void SetOpacity(float opacity);
// Returns the actual opacity, which the opacity of this layer multipled by
// the combined opacity of the parent.
float GetCombinedOpacity() const;
// Returns the target color temperature if animator is running, or the current
// temperature otherwise.
float GetTargetTemperature() const;
// Blur pixels by 3 * this amount in anything below the layer and visible
// through the layer.
float background_blur() const { return background_blur_sigma_; }
void SetBackgroundBlur(float blur_sigma);
// Blur pixels of this layer by 3 * this amount.
float layer_blur() const { return layer_blur_sigma_; }
void SetLayerBlur(float blur_sigma);
// Saturate all pixels of this layer by this amount.
// This effect will get "combined" with the inverted,
// brightness and grayscale setting.
float layer_saturation() const { return layer_saturation_; }
void SetLayerSaturation(float saturation);
// Change the brightness of all pixels from this layer by this amount.
// This effect will get "combined" with the inverted, saturate
// and grayscale setting.
float layer_brightness() const { return layer_brightness_; }
void SetLayerBrightness(float brightness);
// Return the target brightness if animator is running, or the current
// brightness otherwise.
float GetTargetBrightness() const;
// Change the grayscale of all pixels from this layer by this amount.
// This effect will get "combined" with the inverted, saturate
// and brightness setting.
float layer_grayscale() const { return layer_grayscale_; }
void SetLayerGrayscale(float grayscale);
// Return the target grayscale if animator is running, or the current
// grayscale otherwise.
float GetTargetGrayscale() const;
// Zoom the background by a factor of |zoom|. The effect is blended along the
// edge across |inset| pixels.
void SetBackgroundZoom(float zoom, int inset);
// Set the shape of this layer.
const ShapeRects* alpha_shape() const { return alpha_shape_.get(); }
void SetAlphaShape(std::unique_ptr<ShapeRects> shape);
// Invert the layer.
bool layer_inverted() const { return layer_inverted_; }
void SetLayerInverted(bool inverted);
// Return the target opacity if animator is running, or the current opacity
// otherwise.
float GetTargetOpacity() const;
// Set a layer mask for a layer.
// Note the provided layer mask can neither have a layer mask itself nor can
// it have any children. The ownership of |layer_mask| will not be
// transferred with this call.
// Furthermore: A mask layer can only be set to one layer.
void SetMaskLayer(Layer* layer_mask);
Layer* layer_mask_layer() { return layer_mask_; }
// Sets the visibility of the Layer. A Layer may be visible but not drawn.
// This happens if any ancestor of a Layer is not visible.
// Any changes made to this in the source layer will override the visibility
// of its mirror layer.
void SetVisible(bool visible);
bool visible() const { return visible_; }
// Returns the target visibility if the animator is running. Otherwise, it
// returns the current visibility.
bool GetTargetVisibility() const;
// Returns true if this Layer is drawn. A Layer is drawn only if all ancestors
// are visible.
bool IsDrawn() const;
// Returns true if this layer can have a texture (has_texture_ is true)
// and is not completely obscured by a child.
bool ShouldDraw() const;
// If set to true, this layer can receive hit test events, this property does
// not affect the layer's descendants.
void SetAcceptEvents(bool accept_events);
bool accept_events() const { return accept_events_; }
// Sets a rounded corner clip radius on the layer. This will clip the layer to
// bounds. The ordering for the array is:
// top left, top right, bottom right, bottom left
void SetRoundedCornerRadius(const std::array<uint32_t, 4>& corner_radii);
const std::array<uint32_t, 4>& rounded_corner_radii() const {
return cc_layer_->corner_radii();
// If set to true, this layer would not trigger a render surface (if possible)
// due to having a rounded corner resulting in a better performance at the
// cost of maybe having some blending artifacts.
void SetIsFastRoundedCorner(bool enable);
bool is_fast_rounded_corner() const {
return cc_layer_->is_fast_rounded_corner();
// Converts a point from the coordinates of |source| to the coordinates of
// |target|. Necessarily, |source| and |target| must inhabit the same Layer
// tree.
static void ConvertPointToLayer(const Layer* source,
const Layer* target,
gfx::PointF* point);
// Converts a transform to be relative to the given |ancestor|. Returns
// whether success (that is, whether the given ancestor was really an
// ancestor of this layer).
bool GetTargetTransformRelativeTo(const Layer* ancestor,
gfx::Transform* transform) const;
// Note: Setting a layer non-opaque has significant performance impact,
// especially on low-end Chrome OS devices. Please ensure you are not
// adding unnecessary overdraw. When in doubt, talk to the graphics team.
void SetFillsBoundsOpaquely(bool fills_bounds_opaquely);
bool fills_bounds_opaquely() const { return fills_bounds_opaquely_; }
// Set to true if this layer always paints completely within its bounds. If so
// we can omit an unnecessary clear, even if the layer is transparent.
void SetFillsBoundsCompletely(bool fills_bounds_completely);
const std::string& name() const { return name_; }
void set_name(const std::string& name) { name_ = name; }
// Set new TransferableResource for this layer. This method only supports
// a gpu-backed |resource|.
void SetTransferableResource(
const viz::TransferableResource& resource,
std::unique_ptr<viz::SingleReleaseCallback> release_callback,
gfx::Size texture_size_in_dip);
void SetTextureSize(gfx::Size texture_size_in_dip);
void SetTextureFlipped(bool flipped);
bool TextureFlipped() const;
// TODO(fsamuel): Update this comment.
// Begins showing content from a surface with a particular ID.
void SetShowSurface(const viz::SurfaceId& surface_id,
const gfx::Size& frame_size_in_dip,
SkColor default_background_color,
const cc::DeadlinePolicy& deadline_policy,
bool stretch_content_to_fill_bounds);
// In the event that the primary surface is not yet available in the
// display compositor, the fallback surface will be used.
void SetOldestAcceptableFallback(const viz::SurfaceId& surface_id);
// Begins mirroring content from a reflected surface, e.g. a software mirrored
// display. |surface_id| should be the root surface for a display.
void SetShowReflectedSurface(const viz::SurfaceId& surface_id,
const gfx::Size& frame_size_in_pixels);
// Returns the primary SurfaceId set by SetShowSurface.
const viz::SurfaceId* GetSurfaceId() const;
// Returns the fallback SurfaceId set by SetOldestAcceptableFallback.
const viz::SurfaceId* GetOldestAcceptableFallback() const;
bool has_external_content() const {
return texture_layer_.get() || surface_layer_.get();
// Show a solid color instead of delegated or surface contents.
void SetShowSolidColorContent();
// Reorder the children to have all children inside |new_leading_children| to
// be at the front of the children vector, and the remaining children will
// stay in their relative order. |this| must be a parent of all the Layer*
// inside |new_leading_children|.
void StackChildrenAtBottom(const std::vector<Layer*>& new_leading_children);
// Sets the layer's fill color. May only be called for LAYER_SOLID_COLOR.
void SetColor(SkColor color);
SkColor GetTargetColor() const;
SkColor background_color() const;
// Updates the nine patch layer's image, aperture and border. May only be
// called for LAYER_NINE_PATCH.
void UpdateNinePatchLayerImage(const gfx::ImageSkia& image);
void UpdateNinePatchLayerAperture(const gfx::Rect& aperture_in_dip);
void UpdateNinePatchLayerBorder(const gfx::Rect& border);
// Updates the area completely occluded by another layer, this can be an
// empty rectangle if nothing is occluded.
void UpdateNinePatchOcclusion(const gfx::Rect& occlusion);
// Adds |invalid_rect| to the Layer's pending invalid rect and calls
// ScheduleDraw(). Returns false if the paint request is ignored.
bool SchedulePaint(const gfx::Rect& invalid_rect);
// Schedules a redraw of the layer tree at the compositor.
// Note that this _does not_ invalidate any region of this layer; use
// SchedulePaint() for that.
void ScheduleDraw();
// Uses damaged rectangles recorded in |damaged_region_| to invalidate the
// |cc_layer_|.
void SendDamagedRects();
const cc::Region& damaged_region() const { return damaged_region_; }
void CompleteAllAnimations();
// Suppresses painting the content by disconnecting |delegate_|.
void SuppressPaint();
// Notifies the layer that the device scale factor has changed.
void OnDeviceScaleFactorChanged(float device_scale_factor);
// Requets a copy of the layer's output as a texture or bitmap.
void RequestCopyOfOutput(std::unique_ptr<viz::CopyOutputRequest> request);
// Invoked when scrolling performed by the cc::InputHandler is committed. This
// will only occur if the Layer has set scroll container bounds.
void SetDidScrollCallback(
base::RepeatingCallback<void(const gfx::ScrollOffset&,
const cc::ElementId&)> callback);
cc::ElementId element_id() const { return cc_layer_->element_id(); }
// Marks this layer as scrollable inside the provided bounds. This size only
// affects scrolling so if clipping is desired, a separate clipping layer
// needs to be created.
void SetScrollable(const gfx::Size& container_bounds);
// Gets and sets the current scroll offset of the layer.
gfx::ScrollOffset CurrentScrollOffset() const;
void SetScrollOffset(const gfx::ScrollOffset& offset);
// ContentLayerClient implementation.
gfx::Rect PaintableRegion() override;
scoped_refptr<cc::DisplayItemList> PaintContentsToDisplayList(
ContentLayerClient::PaintingControlSetting painting_control) override;
bool FillsBoundsCompletely() const override;
size_t GetApproximateUnsharedMemoryUsage() const override;
cc::Layer* cc_layer_for_testing() { return cc_layer_; }
// TextureLayerClient implementation.
bool PrepareTransferableResource(
cc::SharedBitmapIdRegistrar* bitmap_registar,
viz::TransferableResource* resource,
std::unique_ptr<viz::SingleReleaseCallback>* release_callback) override;
float device_scale_factor() const { return device_scale_factor_; }
// LayerClient implementation.
std::unique_ptr<base::trace_event::TracedValue> TakeDebugInfo(
cc::Layer* layer) override;
void DidChangeScrollbarsHiddenIfOverlay(bool) override;
// Triggers a call to SwitchToLayer.
void SwitchCCLayerForTest();
const cc::Region& damaged_region_for_testing() const {
return damaged_region_;
const gfx::Size& frame_size_in_dip_for_testing() const {
return frame_size_in_dip_;
// Force use of and cache render surface. Note that this also disables
// occlusion culling in favor of efficient caching. This should
// only be used when paying the cost of creating a render
// surface even if layer is invisible is not a problem.
void AddCacheRenderSurfaceRequest();
void RemoveCacheRenderSurfaceRequest();
// Request deferring painting for layer.
void AddDeferredPaintRequest();
void RemoveDeferredPaintRequest();
// |quality| is used as a multiplier to scale the temporary surface
// that might be created by the compositor to apply the backdrop filters.
// The filter will be applied on a surface |quality|^2 times the area of the
// original background.
// |quality| lower than one will decrease memory usage and increase
// performance.
void SetBackdropFilterQuality(const float quality);
bool IsPaintDeferredForTesting() const { return deferred_paint_requests_; }
// Request trilinear filtering for layer.
void AddTrilinearFilteringRequest();
void RemoveTrilinearFilteringRequest();
// The back link from the mask layer to it's associated masked layer.
// We keep this reference for the case that if the mask layer gets deleted
// while attached to the main layer before the main layer is deleted.
const Layer* layer_mask_back_link() const { return layer_mask_back_link_; }
// If |surface_layer_| exists, return whether the contents should stretch to
// fill the bounds of |this|. Defaults to false.
bool StretchContentToFillBounds() const;
// If |surface_layer_| exists, update the size. The updated size is necessary
// for proper scaling if the embedder is resized and the |surface_layer_| is
// set to stretch to fill bounds.
void SetSurfaceSize(gfx::Size surface_size_in_dip);
bool ContainsMirrorForTest(Layer* mirror) const;
friend class LayerOwner;
class LayerMirror;
void CollectAnimators(std::vector<scoped_refptr<LayerAnimator> >* animators);
// Stacks |child| above or below |other|. Helper method for StackAbove() and
// StackBelow().
void StackRelativeTo(Layer* child, Layer* other, bool above);
bool ConvertPointForAncestor(const Layer* ancestor, gfx::PointF* point) const;
bool ConvertPointFromAncestor(const Layer* ancestor,
gfx::PointF* point) const;
// Implementation of LayerAnimatorDelegate
void SetBoundsFromAnimation(const gfx::Rect& bounds,
PropertyChangeReason reason) override;
void SetTransformFromAnimation(const gfx::Transform& transform,
PropertyChangeReason reason) override;
void SetOpacityFromAnimation(float opacity,
PropertyChangeReason reason) override;
void SetVisibilityFromAnimation(bool visibility,
PropertyChangeReason reason) override;
void SetBrightnessFromAnimation(float brightness,
PropertyChangeReason reason) override;
void SetGrayscaleFromAnimation(float grayscale,
PropertyChangeReason reason) override;
void SetColorFromAnimation(SkColor color,
PropertyChangeReason reason) override;
void ScheduleDrawForAnimation() override;
const gfx::Rect& GetBoundsForAnimation() const override;
gfx::Transform GetTransformForAnimation() const override;
float GetOpacityForAnimation() const override;
bool GetVisibilityForAnimation() const override;
float GetBrightnessForAnimation() const override;
float GetGrayscaleForAnimation() const override;
SkColor GetColorForAnimation() const override;
float GetDeviceScaleFactor() const override;
ui::Layer* GetLayer() override;
cc::Layer* GetCcLayer() const override;
LayerThreadedAnimationDelegate* GetThreadedAnimationDelegate() override;
LayerAnimatorCollection* GetLayerAnimatorCollection() override;
int GetFrameNumber() const override;
float GetRefreshRate() const override;
// Creates a corresponding composited layer for |type_|.
void CreateCcLayer();
// Recomputes and sets to |cc_layer_|.
void RecomputeDrawsContentAndUVRect();
void RecomputePosition();
// Set all filters which got applied to the layer.
void SetLayerFilters();
// Set all filters which got applied to the layer background.
void SetLayerBackgroundFilters();
// Cleanup |cc_layer_| and replaces it with |new_layer|.
void SwitchToLayer(scoped_refptr<cc::Layer> new_layer);
void SetCompositorForAnimatorsInTree(Compositor* compositor);
void ResetCompositorForAnimatorsInTree(Compositor* compositor);
void OnMirrorDestroyed(LayerMirror* mirror);
void CreateSurfaceLayerIfNecessary();
const LayerType type_;
Compositor* compositor_;
Layer* parent_;
// This layer's children, in bottom-to-top stacking order.
std::vector<Layer*> children_;
std::vector<std::unique_ptr<LayerMirror>> mirrors_;
// If true, changes to the bounds of this layer are propagated to mirrors.
bool sync_bounds_ = false;
gfx::Rect bounds_;
gfx::Vector2dF subpixel_position_offset_;
// Visibility of this layer. See SetVisible/IsDrawn for more details.
bool visible_;
// Whether or not the layer wants to receive hit testing events. When set to
// false, the layer will be ignored in hit testing even if it is visible. It
// does not affect the layer's descendants.
bool accept_events_ = true;
// See SetFillsBoundsOpaquely(). Defaults to true.
bool fills_bounds_opaquely_;
bool fills_bounds_completely_;
// Union of damaged rects, in layer space, that SetNeedsDisplayRect should
// be called on.
cc::Region damaged_region_;
// Union of damaged rects, in layer space, to be used when compositor is ready
// to paint the content.
cc::Region paint_region_;
float background_blur_sigma_;
// Several variables which will change the visible representation of
// the layer.
float layer_saturation_;
float layer_brightness_;
float layer_grayscale_;
bool layer_inverted_;
float layer_blur_sigma_;
// The associated mask layer with this layer.
Layer* layer_mask_;
// The back link from the mask layer to it's associated masked layer.
// We keep this reference for the case that if the mask layer gets deleted
// while attached to the main layer before the main layer is deleted.
Layer* layer_mask_back_link_;
// The zoom factor to scale the layer by. Zooming is disabled when this is
// set to 1.
float zoom_;
// Width of the border in pixels, where the scaling is blended.
int zoom_inset_;
// Shape of the window.
std::unique_ptr<ShapeRects> alpha_shape_;
std::string name_;
LayerDelegate* delegate_;
base::ObserverList<LayerObserver>::Unchecked observer_list_;
LayerOwner* owner_;
scoped_refptr<LayerAnimator> animator_;
// Ownership of the layer is held through one of the strongly typed layer
// pointers, depending on which sort of layer this is.
scoped_refptr<cc::PictureLayer> content_layer_;
scoped_refptr<cc::NinePatchLayer> nine_patch_layer_;
scoped_refptr<cc::TextureLayer> texture_layer_;
scoped_refptr<cc::SolidColorLayer> solid_color_layer_;
scoped_refptr<cc::SurfaceLayer> surface_layer_;
cc::Layer* cc_layer_;
// A cached copy of |Compositor::device_scale_factor()|.
float device_scale_factor_;
// A cached copy of the nine patch layer's image and aperture.
// These are required for device scale factor change.
gfx::ImageSkia nine_patch_layer_image_;
gfx::Rect nine_patch_layer_aperture_;
// The external resource used by texture_layer_.
viz::TransferableResource transfer_resource_;
// The callback to release the mailbox. This is only set after
// SetTransferableResource() is called, before we give it to the TextureLayer.
std::unique_ptr<viz::SingleReleaseCallback> transfer_release_callback_;
// The size of the frame or texture in DIP, set when SetShowDelegatedContent
// or SetTransferableResource() was called.
gfx::Size frame_size_in_dip_;
// The counter to maintain how many cache render surface requests we have. If
// the value > 0, means we need to cache the render surface. If the value
// == 0, means we should not cache the render surface.
unsigned cache_render_surface_requests_;
// The counter to maintain how many deferred paint requests we have. If the
// value > 0, means we need to defer painting the layer. If the value == 0,
// means we should paint the layer.
unsigned deferred_paint_requests_;
float backdrop_filter_quality_;
// The counter to maintain how many trilinear filtering requests we have. If
// the value > 0, means we need to perform trilinear filtering on the layer.
// If the value == 0, means we should not perform trilinear filtering on the
// layer.
unsigned trilinear_filtering_request_;
base::WeakPtrFactory<Layer> weak_ptr_factory_;
} // namespace ui