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// Copyright 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 "cc/layers/solid_color_layer_impl.h"
#include <algorithm>
#include "cc/layers/append_quads_data.h"
#include "cc/trees/effect_node.h"
#include "cc/trees/layer_tree_impl.h"
#include "cc/trees/occlusion.h"
#include "components/viz/common/quads/solid_color_draw_quad.h"
namespace cc {
SolidColorLayerImpl::SolidColorLayerImpl(LayerTreeImpl* tree_impl, int id)
: LayerImpl(tree_impl, id) {
SolidColorLayerImpl::~SolidColorLayerImpl() = default;
std::unique_ptr<LayerImpl> SolidColorLayerImpl::CreateLayerImpl(
LayerTreeImpl* tree_impl) {
return SolidColorLayerImpl::Create(tree_impl, id());
void SolidColorLayerImpl::AppendSolidQuads(
viz::RenderPass* render_pass,
const Occlusion& occlusion_in_layer_space,
viz::SharedQuadState* shared_quad_state,
const gfx::Rect& visible_layer_rect,
SkColor color,
bool force_anti_aliasing_off,
SkBlendMode effect_blend_mode,
AppendQuadsData* append_quads_data) {
// Transparent, solid quads can be omitted if the effect blend mode is
// kSrcOver. Note that |effect_blend_mode| may be different than
// |shared_quad_state->blend_mode|, if the blend is applied by a render
// surface. This is because a layer that induces an effect node emits
// two quads, one for the layer, and one for the render surface, and in
// this situation the blend mode is lifted up to the render surface.
// This will work for situations where there is only one layer under the
// mask, but will not work in complex blend mode situations. This bug is
// tracked in
if (effect_blend_mode == SkBlendMode::kSrcOver) {
float alpha =
(SkColorGetA(color) * (1.0f / 255.0f)) * shared_quad_state->opacity;
if (alpha < std::numeric_limits<float>::epsilon())
gfx::Rect visible_quad_rect =
auto* quad = render_pass->CreateAndAppendDrawQuad<viz::SolidColorDrawQuad>();
quad->SetNew(shared_quad_state, visible_layer_rect, visible_quad_rect, color,
void SolidColorLayerImpl::AppendQuads(viz::RenderPass* render_pass,
AppendQuadsData* append_quads_data) {
viz::SharedQuadState* shared_quad_state =
PopulateSharedQuadState(shared_quad_state, contents_opaque());
AppendDebugBorderQuad(render_pass, gfx::Rect(bounds()), shared_quad_state,
// TODO(hendrikw): We need to pass the visible content rect rather than
// |bounds()| here.
EffectNode* effect_node = GetEffectTree().Node(effect_tree_index());
AppendSolidQuads(render_pass, draw_properties().occlusion_in_content_space,
shared_quad_state, gfx::Rect(bounds()), background_color(),
effect_node->blend_mode, append_quads_data);
const char* SolidColorLayerImpl::LayerTypeAsString() const {
return "cc::SolidColorLayerImpl";
} // namespace cc