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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.
#ifndef CC_LAYERS_LAYER_IMPL_H_
#define CC_LAYERS_LAYER_IMPL_H_
#include <stddef.h>
#include <stdint.h>
#include <map>
#include <memory>
#include <set>
#include <string>
#include <vector>
#include "base/check.h"
#include "base/memory/ptr_util.h"
#include "cc/base/region.h"
#include "cc/base/synced_property.h"
#include "cc/cc_export.h"
#include "cc/debug/layer_tree_debug_state.h"
#include "cc/input/input_handler.h"
#include "cc/layers/draw_mode.h"
#include "cc/layers/draw_properties.h"
#include "cc/layers/layer_collections.h"
#include "cc/layers/performance_properties.h"
#include "cc/layers/render_surface_impl.h"
#include "cc/layers/touch_action_region.h"
#include "cc/paint/element_id.h"
#include "cc/tiles/tile_priority.h"
#include "cc/trees/target_property.h"
#include "components/viz/common/quads/shared_quad_state.h"
#include "third_party/skia/include/core/SkColor.h"
#include "ui/gfx/display_color_spaces.h"
#include "ui/gfx/geometry/point3_f.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/geometry/rect_f.h"
#include "ui/gfx/geometry/scroll_offset.h"
#include "ui/gfx/transform.h"
namespace viz {
class ClientResourceProvider;
class CompositorRenderPass;
}
namespace cc {
class AppendQuadsData;
struct LayerDebugInfo;
class LayerTreeImpl;
class MicroBenchmarkImpl;
class PrioritizedTile;
class SimpleEnclosedRegion;
class Tile;
enum ViewportLayerType {
NOT_VIEWPORT_LAYER,
INNER_VIEWPORT_CONTAINER,
OUTER_VIEWPORT_CONTAINER,
INNER_VIEWPORT_SCROLL,
OUTER_VIEWPORT_SCROLL,
LAST_VIEWPORT_LAYER_TYPE = OUTER_VIEWPORT_SCROLL,
};
class CC_EXPORT LayerImpl {
public:
static std::unique_ptr<LayerImpl> Create(LayerTreeImpl* tree_impl, int id) {
return base::WrapUnique(new LayerImpl(tree_impl, id));
}
LayerImpl(const LayerImpl&) = delete;
virtual ~LayerImpl();
LayerImpl& operator=(const LayerImpl&) = delete;
int id() const { return layer_id_; }
// Whether this layer is on the active tree, return false if it's on the
// pending tree.
bool IsActive() const;
void SetHasTransformNode(bool val) { has_transform_node_ = val; }
bool has_transform_node() const { return has_transform_node_; }
void set_property_tree_sequence_number(int sequence_number) {}
void SetTransformTreeIndex(int index);
int transform_tree_index() const { return transform_tree_index_; }
void SetClipTreeIndex(int index);
int clip_tree_index() const { return clip_tree_index_; }
void SetEffectTreeIndex(int index);
int effect_tree_index() const { return effect_tree_index_; }
int render_target_effect_tree_index() const;
void SetScrollTreeIndex(int index);
int scroll_tree_index() const { return scroll_tree_index_; }
void SetOffsetToTransformParent(const gfx::Vector2dF& offset) {
offset_to_transform_parent_ = offset;
}
gfx::Vector2dF offset_to_transform_parent() const {
return offset_to_transform_parent_;
}
bool is_clipped() const { return draw_properties_.is_clipped; }
LayerTreeImpl* layer_tree_impl() const { return layer_tree_impl_; }
void PopulateSharedQuadState(viz::SharedQuadState* state,
bool contents_opaque) const;
// If using these two, you need to override GetEnclosingRectInTargetSpace() to
// use GetScaledEnclosingRectInTargetSpace(). To do otherwise may result in
// inconsistent values, and drawing/clipping problems.
void PopulateScaledSharedQuadState(viz::SharedQuadState* state,
float layer_to_content_scale,
bool contents_opaque) const;
void PopulateScaledSharedQuadStateWithContentRects(
viz::SharedQuadState* state,
float layer_to_content_scale,
const gfx::Rect& content_rect,
const gfx::Rect& content_visible_rect,
bool contents_opaque) const;
// WillDraw must be called before AppendQuads. If WillDraw returns false,
// AppendQuads and DidDraw will not be called. If WillDraw returns true,
// DidDraw is guaranteed to be called before another WillDraw or before
// the layer is destroyed.
virtual bool WillDraw(DrawMode draw_mode,
viz::ClientResourceProvider* resource_provider);
virtual void AppendQuads(viz::CompositorRenderPass* render_pass,
AppendQuadsData* append_quads_data) {}
virtual void DidDraw(viz::ClientResourceProvider* resource_provider);
// Verify that the resource ids in the quad are valid.
void ValidateQuadResources(viz::DrawQuad* quad) const {
#if DCHECK_IS_ON()
ValidateQuadResourcesInternal(quad);
#endif
}
virtual void GetContentsResourceId(viz::ResourceId* resource_id,
gfx::Size* resource_size,
gfx::SizeF* resource_uv_size) const;
virtual void NotifyTileStateChanged(const Tile* tile) {}
virtual bool IsScrollbarLayer() const;
bool IsScrollerOrScrollbar() const;
// Returns true if this layer has content to draw.
void SetDrawsContent(bool draws_content);
bool DrawsContent() const { return draws_content_; }
// Make the layer hit testable.
void SetHitTestable(bool should_hit_test);
bool HitTestable() const;
void SetBackgroundColor(SkColor background_color);
SkColor background_color() const { return background_color_; }
void SetSafeOpaqueBackgroundColor(SkColor background_color);
// If contents_opaque(), return an opaque color else return a
// non-opaque color. Tries to return background_color(), if possible.
SkColor SafeOpaqueBackgroundColor() const;
// See Layer::SetContentsOpaque() and SetContentsOpaqueForText() for the
// relationship between the two flags.
void SetContentsOpaque(bool opaque);
bool contents_opaque() const { return contents_opaque_; }
void SetContentsOpaqueForText(bool opaque);
bool contents_opaque_for_text() const { return contents_opaque_for_text_; }
float Opacity() const;
// Stable identifier for clients. See comment in cc/trees/element_id.h.
void SetElementId(ElementId element_id);
ElementId element_id() const { return element_id_; }
bool IsAffectedByPageScale() const;
bool Is3dSorted() const { return GetSortingContextId() != 0; }
void SetShouldCheckBackfaceVisibility(bool should_check_backface_visibility) {
should_check_backface_visibility_ = should_check_backface_visibility;
}
bool should_check_backface_visibility() const {
return should_check_backface_visibility_;
}
bool ShowDebugBorders(DebugBorderType type) const;
// The render surface which this layer draws into. This can be either owned by
// the same layer or an ancestor of this layer.
RenderSurfaceImpl* render_target();
const RenderSurfaceImpl* render_target() const;
DrawProperties& draw_properties() { return draw_properties_; }
const DrawProperties& draw_properties() const { return draw_properties_; }
gfx::Transform DrawTransform() const;
gfx::Transform ScreenSpaceTransform() const;
PerformanceProperties<LayerImpl>& performance_properties() {
return performance_properties_;
}
// Setter for draw_properties_.
void set_visible_layer_rect(const gfx::Rect& visible_rect) {
draw_properties_.visible_layer_rect = visible_rect;
}
void set_clip_rect(const gfx::Rect& clip_rect) {
draw_properties_.clip_rect = clip_rect;
}
// The following are shortcut accessors to get various information from
// draw_properties_
float draw_opacity() const { return draw_properties_.opacity; }
bool screen_space_transform_is_animating() const {
return draw_properties_.screen_space_transform_is_animating;
}
gfx::Rect clip_rect() const { return draw_properties_.clip_rect; }
gfx::Rect visible_drawable_content_rect() const {
return draw_properties_.visible_drawable_content_rect;
}
gfx::Rect visible_layer_rect() const {
return draw_properties_.visible_layer_rect;
}
// The client should be responsible for setting bounds, content bounds and
// contents scale to appropriate values. LayerImpl doesn't calculate any of
// them from the other values.
void SetBounds(const gfx::Size& bounds);
gfx::Size bounds() const;
void set_is_inner_viewport_scroll_layer() {
is_inner_viewport_scroll_layer_ = true;
}
void SetCurrentScrollOffset(const gfx::ScrollOffset& scroll_offset);
// Returns the delta of the scroll that was outside of the bounds of the
// initial scroll
gfx::Vector2dF ScrollBy(const gfx::Vector2dF& scroll);
// Called during a commit or activation, after the property trees are pushed.
// It detects changes of scrollable status and scroll container size in the
// scroll property, and invalidate scrollbar geometries etc. for the changes.
void UpdateScrollable();
void SetNonFastScrollableRegion(const Region& region) {
non_fast_scrollable_region_ = region;
}
const Region& non_fast_scrollable_region() const {
return non_fast_scrollable_region_;
}
void SetTouchActionRegion(TouchActionRegion);
const TouchActionRegion& touch_action_region() const {
return touch_action_region_;
}
const Region& GetAllTouchActionRegions() const;
bool has_touch_action_regions() const {
return !touch_action_region_.IsEmpty();
}
// Set or get the region that contains wheel event handler.
// The |wheel_event_handler_region| specify the area where wheel event handler
// could block impl scrolling.
void SetWheelEventHandlerRegion(const Region& wheel_event_handler_region) {
wheel_event_handler_region_ = wheel_event_handler_region;
}
const Region& wheel_event_handler_region() const {
return wheel_event_handler_region_;
}
// The main thread may commit multiple times before the impl thread actually
// draws, so we need to accumulate (i.e. union) any update changes that have
// occurred on the main thread until we draw.
// Note this rect is in layer space (not content space).
void UnionUpdateRect(const gfx::Rect& update_rect);
const gfx::Rect& update_rect() const { return update_rect_; }
// Denotes an area that is damaged and needs redraw. This is in the layer's
// space. By default returns empty rect, but can be overridden by subclasses
// as appropriate.
virtual gfx::Rect GetDamageRect() const;
// This includes |layer_property_changed_not_from_property_trees_| and
// property_trees changes.
bool LayerPropertyChanged() const;
bool LayerPropertyChangedFromPropertyTrees() const;
// Only checks |layer_property_changed_not_from_property_trees_|. Used in
// damage_tracker to determine if there is a contributing content damage not
// from property_trees changes in animaiton.
bool LayerPropertyChangedNotFromPropertyTrees() const;
virtual void ResetChangeTracking();
virtual SimpleEnclosedRegion VisibleOpaqueRegion() const;
virtual void DidBecomeActive() {}
virtual void DidBeginTracing();
// Release resources held by this layer. Called when the output surface
// that rendered this layer was lost.
virtual void ReleaseResources();
// Releases resources in response to memory pressure. The default
// implementation just calls ReleaseResources() and subclasses will override
// if that's not appropriate.
virtual void OnPurgeMemory();
// Release tile resources held by this layer. Called when a rendering mode
// switch has occurred and tiles are no longer valid.
virtual void ReleaseTileResources();
// Recreate tile resources held by this layer after they were released by a
// ReleaseTileResources call.
virtual void RecreateTileResources();
virtual std::unique_ptr<LayerImpl> CreateLayerImpl(LayerTreeImpl* tree_impl);
virtual void PushPropertiesTo(LayerImpl* layer);
// Internal to property tree construction (which only happens in tests on a
// LayerImpl tree. See Layer::IsSnappedToPixelGridInTarget() for explanation,
// as this mirrors that method.
virtual bool IsSnappedToPixelGridInTarget();
virtual void GetAllPrioritizedTilesForTracing(
std::vector<PrioritizedTile>* prioritized_tiles) const;
virtual void AsValueInto(base::trace_event::TracedValue* dict) const;
std::string ToString() const;
virtual size_t GPUMemoryUsageInBytes() const;
// Mark a layer on pending tree that needs to push its properties to the
// active tree. These properties should not be changed during pending tree
// lifetime, and only changed by being pushed from the main thread. There are
// two cases where this function needs to be called: when main thread layer
// has properties that need to be pushed, or when a new LayerImpl is created
// on pending tree when syncing layers from main thread.
void SetNeedsPushProperties();
virtual void RunMicroBenchmark(MicroBenchmarkImpl* benchmark);
void UpdateDebugInfo(LayerDebugInfo* debug_info);
void set_contributes_to_drawn_render_surface(bool is_member) {
contributes_to_drawn_render_surface_ = is_member;
}
bool contributes_to_drawn_render_surface() const {
return contributes_to_drawn_render_surface_;
}
void set_may_contain_video(bool yes) { may_contain_video_ = yes; }
bool may_contain_video() const { return may_contain_video_; }
// Layers that share a sorting context id will be sorted together in 3d
// space. 0 is a special value that means this layer will not be sorted and
// will be drawn in paint order.
int GetSortingContextId() const;
// Get the correct invalidation region instead of conservative Rect
// for layers that provide it.
virtual Region GetInvalidationRegionForDebugging();
// If you override this, and are making use of
// PopulateScaledSharedQuadState(), make sure you call
// GetScaledEnclosingRectInTargetSpace(). See comment for
// PopulateScaledSharedQuadState().
virtual gfx::Rect GetEnclosingRectInTargetSpace() const;
// Returns the bounds of this layer in target space when scaled by |scale|.
// This function scales in the same way as
// PopulateScaledSharedQuadStateQuadState(). See
// PopulateScaledSharedQuadStateQuadState() for more details.
gfx::Rect GetScaledEnclosingRectInTargetSpace(float scale) const;
float GetIdealContentsScale() const;
void NoteLayerPropertyChanged();
void NoteLayerPropertyChangedFromPropertyTrees();
ElementListType GetElementTypeForAnimation() const;
void set_needs_show_scrollbars(bool yes) { needs_show_scrollbars_ = yes; }
bool needs_show_scrollbars() { return needs_show_scrollbars_; }
void set_raster_even_if_not_drawn(bool yes) {
raster_even_if_not_drawn_ = yes;
}
bool raster_even_if_not_drawn() const { return raster_even_if_not_drawn_; }
void EnsureValidPropertyTreeIndices() const;
// TODO(sunxd): Remove this function and replace it with visitor pattern.
virtual bool is_surface_layer() const;
int CalculateJitter();
std::string DebugName() const;
virtual gfx::ContentColorUsage GetContentColorUsage() const;
protected:
// When |will_always_push_properties| is true, the layer will not itself set
// its SetNeedsPushProperties() state, as it expects to be always pushed to
// the active tree regardless.
LayerImpl(LayerTreeImpl* layer_impl,
int id,
bool will_always_push_properties = false);
// Get the color and size of the layer's debug border.
virtual void GetDebugBorderProperties(SkColor* color, float* width) const;
void AppendDebugBorderQuad(viz::CompositorRenderPass* render_pass,
const gfx::Rect& quad_rect,
const viz::SharedQuadState* shared_quad_state,
AppendQuadsData* append_quads_data) const;
void AppendDebugBorderQuad(viz::CompositorRenderPass* render_pass,
const gfx::Rect& quad_rect,
const viz::SharedQuadState* shared_quad_state,
AppendQuadsData* append_quads_data,
SkColor color,
float width) const;
static float GetPreferredRasterScale(
gfx::Vector2dF raster_space_scale_factor);
private:
void ValidateQuadResourcesInternal(viz::DrawQuad* quad) const;
virtual const char* LayerTypeAsString() const;
const int layer_id_;
LayerTreeImpl* const layer_tree_impl_;
const bool will_always_push_properties_ : 1;
// Properties synchronized from the associated Layer.
gfx::Size bounds_;
gfx::Vector2dF offset_to_transform_parent_;
// These fields are copies of |container_bounds|, |bounds| and |scrollable|
// fields in the associated ScrollNode, and are updated in UpdateScrollable().
// The copy is for change detection only.
// TODO(wangxianzhu): Actually we only need scroll_container_bounds_ in
// pre-CompositeAfterPaint where the scroll node is associated with the
// scrolling contents layer, and only need scroll_contents_bounds_ in
// CompositeAfterPaint where the scroll node is associated with the scroll
// container layer. Remove scroll_container_bounds_ when we launch CAP.
gfx::Size scroll_container_bounds_;
gfx::Size scroll_contents_bounds_;
bool scrollable_ : 1;
// Tracks if drawing-related properties have changed since last redraw.
// TODO(wutao): We want to distinquish the sources of change so that we can
// reuse the cache of render pass. For example, we can reuse the cache when
// transform and opacity changing on a surface during animation. Currently
// |layer_property_changed_from_property_trees_| does not mean the layer is
// damaged from animation. We need better mechanism to explicitly capture
// damage from animations. http://crbug.com/755828.
bool layer_property_changed_not_from_property_trees_ : 1;
bool layer_property_changed_from_property_trees_ : 1;
bool may_contain_video_ : 1;
bool contents_opaque_ : 1;
bool contents_opaque_for_text_ : 1;
bool should_check_backface_visibility_ : 1;
bool draws_content_ : 1;
bool contributes_to_drawn_render_surface_ : 1;
// Tracks if this layer should participate in hit testing.
bool hit_testable_ : 1;
bool is_inner_viewport_scroll_layer_ : 1;
Region non_fast_scrollable_region_;
TouchActionRegion touch_action_region_;
Region wheel_event_handler_region_;
SkColor background_color_;
SkColor safe_opaque_background_color_;
int transform_tree_index_;
int effect_tree_index_;
int clip_tree_index_;
int scroll_tree_index_;
protected:
friend class TreeSynchronizer;
DrawMode current_draw_mode_;
EffectTree& GetEffectTree() const;
PropertyTrees* GetPropertyTrees() const;
ClipTree& GetClipTree() const;
ScrollTree& GetScrollTree() const;
TransformTree& GetTransformTree() const;
private:
ElementId element_id_;
// Rect indicating what was repainted/updated during update.
// Note that plugin layers bypass this and leave it empty.
// This is in the layer's space.
gfx::Rect update_rect_;
// Group of properties that need to be computed based on the layer tree
// hierarchy before layers can be drawn.
DrawProperties draw_properties_;
PerformanceProperties<LayerImpl> performance_properties_;
std::unique_ptr<LayerDebugInfo> debug_info_;
// Cache of all regions represented by any touch action from
// |touch_action_region_|.
mutable std::unique_ptr<Region> all_touch_action_regions_;
bool needs_push_properties_ : 1;
bool scrollbars_hidden_ : 1;
// The needs_show_scrollbars_ bit tracks a pending request from Blink to show
// the overlay scrollbars. It's set on the scroll layer (not the scrollbar
// layers) and consumed by LayerTreeImpl::PushPropertiesTo during activation.
bool needs_show_scrollbars_ : 1;
// This is set for layers that have a property because of which they are not
// drawn (singular transforms), but they can become visible soon (the property
// is being animated). For this reason, while these layers are not drawn, they
// are still rasterized.
bool raster_even_if_not_drawn_ : 1;
bool has_transform_node_ : 1;
};
} // namespace cc
#endif // CC_LAYERS_LAYER_IMPL_H_