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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 "cc/damage_tracker.h"
#include "cc/layer_impl.h"
#include "cc/layer_tree_host_common.h"
#include "cc/math_util.h"
#include "cc/render_surface_impl.h"
#include <public/WebFilterOperations.h>
namespace cc {
scoped_ptr<DamageTracker> DamageTracker::create()
{
return make_scoped_ptr(new DamageTracker());
}
DamageTracker::DamageTracker()
: m_forceFullDamageNextUpdate(false),
m_currentRectHistory(new RectMap),
m_nextRectHistory(new RectMap)
{
}
DamageTracker::~DamageTracker()
{
}
static inline void expandRectWithFilters(gfx::RectF& rect, const WebKit::WebFilterOperations& filters)
{
int top, right, bottom, left;
filters.getOutsets(top, right, bottom, left);
rect.Inset(-left, -top, -right, -bottom);
}
static inline void expandDamageRectInsideRectWithFilters(gfx::RectF& damageRect, const gfx::RectF& preFilterRect, const WebKit::WebFilterOperations& filters)
{
gfx::RectF expandedDamageRect = damageRect;
expandRectWithFilters(expandedDamageRect, filters);
gfx::RectF filterRect = preFilterRect;
expandRectWithFilters(filterRect, filters);
expandedDamageRect.Intersect(filterRect);
damageRect.Union(expandedDamageRect);
}
void DamageTracker::updateDamageTrackingState(const std::vector<LayerImpl*>& layerList, int targetSurfaceLayerID, bool targetSurfacePropertyChangedOnlyFromDescendant, const gfx::Rect& targetSurfaceContentRect, LayerImpl* targetSurfaceMaskLayer, const WebKit::WebFilterOperations& filters, SkImageFilter* filter)
{
//
// 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 layerList:
// if the layer is actually a renderSurface:
// 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, two RectMaps are maintained:
//
// 1. The "current" 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 removed from the
// map until it has only leftover layers that no longer exist.
//
// 2. The "next" map starts out empty, and as the algorithm progresses, every
// layer/surface that contributes to the surface is added to the map.
//
// 3. After the damage rect is computed, the two maps are swapped, so that the
// damage tracker is ready for the next frame.
//
// 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::RectF damageFromActiveLayers = trackDamageFromActiveLayers(layerList, targetSurfaceLayerID);
gfx::RectF damageFromSurfaceMask = trackDamageFromSurfaceMask(targetSurfaceMaskLayer);
gfx::RectF damageFromLeftoverRects = trackDamageFromLeftoverRects();
gfx::RectF damageRectForThisUpdate;
if (m_forceFullDamageNextUpdate || targetSurfacePropertyChangedOnlyFromDescendant) {
damageRectForThisUpdate = targetSurfaceContentRect;
m_forceFullDamageNextUpdate = false;
} else {
// FIXME: can we clamp this damage to the surface's content rect? (affects performance, but not correctness)
damageRectForThisUpdate = damageFromActiveLayers;
damageRectForThisUpdate.Union(damageFromSurfaceMask);
damageRectForThisUpdate.Union(damageFromLeftoverRects);
if (filters.hasFilterThatMovesPixels()) {
expandRectWithFilters(damageRectForThisUpdate, filters);
} else if (filter) {
// TODO(senorblanco): Once SkImageFilter reports its outsets, use
// those here to limit damage.
damageRectForThisUpdate = targetSurfaceContentRect;
}
}
// Damage accumulates until we are notified that we actually did draw on that frame.
m_currentDamageRect.Union(damageRectForThisUpdate);
// The next history map becomes the current map for the next frame. Note this must
// happen every frame to correctly track changes, even if damage accumulates over
// multiple frames before actually being drawn.
swap(m_currentRectHistory, m_nextRectHistory);
}
gfx::RectF DamageTracker::removeRectFromCurrentFrame(int layerID, bool& layerIsNew)
{
RectMap::iterator iter = m_currentRectHistory->find(layerID);
layerIsNew = iter == m_currentRectHistory->end();
if (layerIsNew)
return gfx::RectF();
gfx::RectF ret = iter->second;
m_currentRectHistory->erase(iter);
return ret;
}
void DamageTracker::saveRectForNextFrame(int layerID, const gfx::RectF& targetSpaceRect)
{
// This layer should not yet exist in next frame's history.
DCHECK(layerID > 0);
DCHECK(m_nextRectHistory->find(layerID) == m_nextRectHistory->end());
(*m_nextRectHistory)[layerID] = targetSpaceRect;
}
gfx::RectF DamageTracker::trackDamageFromActiveLayers(const std::vector<LayerImpl*>& layerList, int targetSurfaceLayerID)
{
gfx::RectF damageRect = gfx::RectF();
for (unsigned layerIndex = 0; layerIndex < layerList.size(); ++layerIndex) {
// Visit layers in back-to-front order.
LayerImpl* layer = layerList[layerIndex];
if (LayerTreeHostCommon::renderSurfaceContributesToTarget<LayerImpl>(layer, targetSurfaceLayerID))
extendDamageForRenderSurface(layer, damageRect);
else
extendDamageForLayer(layer, damageRect);
}
return damageRect;
}
gfx::RectF DamageTracker::trackDamageFromSurfaceMask(LayerImpl* targetSurfaceMaskLayer)
{
gfx::RectF damageRect = gfx::RectF();
if (!targetSurfaceMaskLayer)
return damageRect;
// 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 (targetSurfaceMaskLayer->layerPropertyChanged() || !targetSurfaceMaskLayer->updateRect().IsEmpty())
damageRect = gfx::RectF(gfx::PointF(), targetSurfaceMaskLayer->bounds());
return damageRect;
}
gfx::RectF 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::RectF damageRect = gfx::RectF();
for (RectMap::iterator it = m_currentRectHistory->begin(); it != m_currentRectHistory->end(); ++it)
damageRect.Union(it->second);
m_currentRectHistory->clear();
return damageRect;
}
static bool layerNeedsToRedrawOntoItsTargetSurface(LayerImpl* layer)
{
// If the layer does NOT own a surface but has SurfacePropertyChanged,
// this means that its target surface is affected and needs to be redrawn.
// However, if the layer DOES own a surface, then the SurfacePropertyChanged
// flag should not be used here, because that flag represents whether the
// layer's surface has changed.
if (layer->renderSurface())
return layer->layerPropertyChanged();
return layer->layerPropertyChanged() || layer->layerSurfacePropertyChanged();
}
void DamageTracker::extendDamageForLayer(LayerImpl* layer, gfx::RectF& targetDamageRect)
{
// 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
// targetRenderSurface, even if that layer owns the targetRenderSurface itself.
// To consider how a layer's targetSurface contributes to the ancestorSurface,
// extendDamageForRenderSurface() must be called instead.
bool layerIsNew = false;
gfx::RectF oldRectInTargetSpace = removeRectFromCurrentFrame(layer->id(), layerIsNew);
gfx::RectF rectInTargetSpace = MathUtil::mapClippedRect(layer->drawTransform(), gfx::RectF(gfx::PointF(), layer->contentBounds()));
saveRectForNextFrame(layer->id(), rectInTargetSpace);
if (layerIsNew || layerNeedsToRedrawOntoItsTargetSurface(layer)) {
// If a layer is new or has changed, then its entire layer rect affects the target surface.
targetDamageRect.Union(rectInTargetSpace);
// The layer's old region is now exposed on the target surface, too.
// Note oldRectInTargetSpace is already in target space.
targetDamageRect.Union(oldRectInTargetSpace);
} else if (!layer->updateRect().IsEmpty()) {
// If the layer properties haven't changed, then the the target surface is only
// affected by the layer's update area, which could be empty.
gfx::RectF updateContentRect = layer->layerRectToContentRect(layer->updateRect());
gfx::RectF updateRectInTargetSpace = MathUtil::mapClippedRect(layer->drawTransform(), updateContentRect);
targetDamageRect.Union(updateRectInTargetSpace);
}
}
void DamageTracker::extendDamageForRenderSurface(LayerImpl* layer, gfx::RectF& targetDamageRect)
{
// 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 layerList as well, and that damage
// should propagate to the target surface.
//
RenderSurfaceImpl* renderSurface = layer->renderSurface();
bool surfaceIsNew = false;
gfx::RectF oldSurfaceRect = removeRectFromCurrentFrame(layer->id(), surfaceIsNew);
gfx::RectF surfaceRectInTargetSpace = renderSurface->drawableContentRect(); // already includes replica if it exists.
saveRectForNextFrame(layer->id(), surfaceRectInTargetSpace);
gfx::RectF damageRectInLocalSpace;
if (surfaceIsNew || renderSurface->surfacePropertyChanged() || layer->layerSurfacePropertyChanged()) {
// The entire surface contributes damage.
damageRectInLocalSpace = renderSurface->contentRect();
// The surface's old region is now exposed on the target surface, too.
targetDamageRect.Union(oldSurfaceRect);
} else {
// Only the surface's damageRect will damage the target surface.
damageRectInLocalSpace = renderSurface->damageTracker()->currentDamageRect();
}
// If there was damage, transform it to target space, and possibly contribute its reflection if needed.
if (!damageRectInLocalSpace.IsEmpty()) {
const gfx::Transform& drawTransform = renderSurface->drawTransform();
gfx::RectF damageRectInTargetSpace = MathUtil::mapClippedRect(drawTransform, damageRectInLocalSpace);
targetDamageRect.Union(damageRectInTargetSpace);
if (layer->replicaLayer()) {
const gfx::Transform& replicaDrawTransform = renderSurface->replicaDrawTransform();
targetDamageRect.Union(MathUtil::mapClippedRect(replicaDrawTransform, damageRectInLocalSpace));
}
}
// If there was damage on the replica's mask, then the target surface receives that damage as well.
if (layer->replicaLayer() && layer->replicaLayer()->maskLayer()) {
LayerImpl* replicaMaskLayer = layer->replicaLayer()->maskLayer();
bool replicaIsNew = false;
removeRectFromCurrentFrame(replicaMaskLayer->id(), replicaIsNew);
const gfx::Transform& replicaDrawTransform = renderSurface->replicaDrawTransform();
gfx::RectF replicaMaskLayerRect = MathUtil::mapClippedRect(replicaDrawTransform, gfx::RectF(gfx::PointF(), replicaMaskLayer->bounds()));
saveRectForNextFrame(replicaMaskLayer->id(), replicaMaskLayerRect);
// In the current implementation, a change in the replica mask damages the entire replica region.
if (replicaIsNew || replicaMaskLayer->layerPropertyChanged() || !replicaMaskLayer->updateRect().IsEmpty())
targetDamageRect.Union(replicaMaskLayerRect);
}
// 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->backgroundFilters().hasFilterThatMovesPixels())
expandDamageRectInsideRectWithFilters(targetDamageRect, surfaceRectInTargetSpace, layer->backgroundFilters());
}
} // namespace cc