blob: 43ab6c4b0a59de6296376ed2dcf51d54d9bfdfcc [file] [log] [blame]
// 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/trees/occlusion_tracker.h"
#include <algorithm>
#include "cc/base/math_util.h"
#include "cc/base/region.h"
#include "cc/layers/layer.h"
#include "cc/layers/layer_impl.h"
#include "cc/layers/render_surface_impl.h"
#include "ui/gfx/geometry/quad_f.h"
#include "ui/gfx/geometry/rect_conversions.h"
namespace cc {
OcclusionTracker::OcclusionTracker(const gfx::Rect& screen_space_clip_rect)
: screen_space_clip_rect_(screen_space_clip_rect) {
}
OcclusionTracker::~OcclusionTracker() {
}
Occlusion OcclusionTracker::GetCurrentOcclusionForLayer(
const gfx::Transform& draw_transform) const {
DCHECK(!stack_.empty());
const StackObject& back = stack_.back();
return Occlusion(draw_transform,
back.occlusion_from_outside_target,
back.occlusion_from_inside_target);
}
Occlusion OcclusionTracker::GetCurrentOcclusionForContributingSurface(
const gfx::Transform& draw_transform) const {
DCHECK(!stack_.empty());
if (stack_.size() < 2)
return Occlusion();
// A contributing surface doesn't get occluded by things inside its own
// surface, so only things outside the surface can occlude it. That occlusion
// is found just below the top of the stack (if it exists).
const StackObject& second_last = stack_[stack_.size() - 2];
return Occlusion(draw_transform, second_last.occlusion_from_outside_target,
second_last.occlusion_from_inside_target);
}
void OcclusionTracker::EnterLayer(const LayerIteratorPosition& layer_iterator) {
LayerImpl* render_target = layer_iterator.target_render_surface_layer;
if (layer_iterator.represents_itself)
EnterRenderTarget(render_target);
else if (layer_iterator.represents_target_render_surface)
FinishedRenderTarget(render_target);
}
void OcclusionTracker::LeaveLayer(const LayerIteratorPosition& layer_iterator) {
LayerImpl* render_target = layer_iterator.target_render_surface_layer;
if (layer_iterator.represents_itself)
MarkOccludedBehindLayer(layer_iterator.current_layer);
// TODO(danakj): This should be done when entering the contributing surface,
// but in a way that the surface's own occlusion won't occlude itself.
else if (layer_iterator.represents_contributing_render_surface)
LeaveToRenderTarget(render_target);
}
static gfx::Rect ScreenSpaceClipRectInTargetSurface(
const RenderSurfaceImpl* target_surface,
const gfx::Rect& screen_space_clip_rect) {
gfx::Transform inverse_screen_space_transform(
gfx::Transform::kSkipInitialization);
if (!target_surface->screen_space_transform().GetInverse(
&inverse_screen_space_transform))
return target_surface->content_rect();
return MathUtil::ProjectEnclosingClippedRect(inverse_screen_space_transform,
screen_space_clip_rect);
}
static SimpleEnclosedRegion TransformSurfaceOpaqueRegion(
const SimpleEnclosedRegion& region,
bool have_clip_rect,
const gfx::Rect& clip_rect_in_new_target,
const gfx::Transform& transform) {
if (region.IsEmpty())
return region;
// Verify that rects within the |surface| will remain rects in its target
// surface after applying |transform|. If this is true, then apply |transform|
// to each rect within |region| in order to transform the entire Region.
// TODO(danakj): Find a rect interior to each transformed quad.
if (!transform.Preserves2dAxisAlignment())
return SimpleEnclosedRegion();
SimpleEnclosedRegion transformed_region;
for (size_t i = 0; i < region.GetRegionComplexity(); ++i) {
gfx::Rect transformed_rect =
MathUtil::MapEnclosedRectWith2dAxisAlignedTransform(transform,
region.GetRect(i));
if (have_clip_rect)
transformed_rect.Intersect(clip_rect_in_new_target);
transformed_region.Union(transformed_rect);
}
return transformed_region;
}
void OcclusionTracker::EnterRenderTarget(const LayerImpl* new_target) {
if (!stack_.empty() && stack_.back().target == new_target)
return;
const LayerImpl* old_target = NULL;
const RenderSurfaceImpl* old_occlusion_immune_ancestor = NULL;
if (!stack_.empty()) {
old_target = stack_.back().target;
old_occlusion_immune_ancestor =
old_target->render_surface()->nearest_occlusion_immune_ancestor();
}
const RenderSurfaceImpl* new_occlusion_immune_ancestor =
new_target->render_surface()->nearest_occlusion_immune_ancestor();
stack_.push_back(StackObject(new_target));
// We copy the screen occlusion into the new RenderSurfaceImpl subtree, but we
// never copy in the occlusion from inside the target, since we are looking
// at a new RenderSurfaceImpl target.
// If entering an unoccluded subtree, do not carry forward the outside
// occlusion calculated so far.
bool entering_unoccluded_subtree =
new_occlusion_immune_ancestor &&
new_occlusion_immune_ancestor != old_occlusion_immune_ancestor;
gfx::Transform inverse_new_target_screen_space_transform(
// Note carefully, not used if screen space transform is uninvertible.
gfx::Transform::kSkipInitialization);
bool have_transform_from_screen_to_new_target =
new_target->render_surface()->screen_space_transform().GetInverse(
&inverse_new_target_screen_space_transform);
bool entering_root_target = new_target->parent() == NULL;
bool copy_outside_occlusion_forward =
stack_.size() > 1 &&
!entering_unoccluded_subtree &&
have_transform_from_screen_to_new_target &&
!entering_root_target;
if (!copy_outside_occlusion_forward)
return;
size_t last_index = stack_.size() - 1;
gfx::Transform old_target_to_new_target_transform(
inverse_new_target_screen_space_transform,
old_target->render_surface()->screen_space_transform());
stack_[last_index].occlusion_from_outside_target =
TransformSurfaceOpaqueRegion(
stack_[last_index - 1].occlusion_from_outside_target, false,
gfx::Rect(), old_target_to_new_target_transform);
stack_[last_index].occlusion_from_outside_target.Union(
TransformSurfaceOpaqueRegion(
stack_[last_index - 1].occlusion_from_inside_target, false,
gfx::Rect(), old_target_to_new_target_transform));
}
static bool LayerIsHidden(const LayerImpl* layer) {
return layer->hide_layer_and_subtree() ||
(layer->parent() && LayerIsHidden(layer->parent()));
}
void OcclusionTracker::FinishedRenderTarget(const LayerImpl* finished_target) {
// Make sure we know about the target surface.
EnterRenderTarget(finished_target);
RenderSurfaceImpl* surface = finished_target->render_surface();
// Readbacks always happen on render targets so we only need to check
// for readbacks here.
bool target_is_only_for_copy_request =
finished_target->HasCopyRequest() && LayerIsHidden(finished_target);
// If the occlusion within the surface can not be applied to things outside of
// the surface's subtree, then clear the occlusion here so it won't be used.
if (finished_target->mask_layer() || surface->draw_opacity() < 1 ||
!finished_target->uses_default_blend_mode() ||
target_is_only_for_copy_request ||
finished_target->filters().HasFilterThatAffectsOpacity()) {
stack_.back().occlusion_from_outside_target.Clear();
stack_.back().occlusion_from_inside_target.Clear();
}
}
static void ReduceOcclusionBelowSurface(
const LayerImpl* contributing_layer,
const gfx::Rect& surface_rect,
const gfx::Transform& surface_transform,
const LayerImpl* render_target,
SimpleEnclosedRegion* occlusion_from_inside_target) {
if (surface_rect.IsEmpty())
return;
gfx::Rect affected_area_in_target =
MathUtil::MapEnclosingClippedRect(surface_transform, surface_rect);
if (contributing_layer->render_surface()->is_clipped()) {
affected_area_in_target.Intersect(
contributing_layer->render_surface()->clip_rect());
}
if (affected_area_in_target.IsEmpty())
return;
int outset_top, outset_right, outset_bottom, outset_left;
contributing_layer->background_filters().GetOutsets(
&outset_top, &outset_right, &outset_bottom, &outset_left);
// The filter can move pixels from outside of the clip, so allow affected_area
// to expand outside the clip.
affected_area_in_target.Inset(
-outset_left, -outset_top, -outset_right, -outset_bottom);
SimpleEnclosedRegion affected_occlusion = *occlusion_from_inside_target;
affected_occlusion.Intersect(affected_area_in_target);
occlusion_from_inside_target->Subtract(affected_area_in_target);
for (size_t i = 0; i < affected_occlusion.GetRegionComplexity(); ++i) {
gfx::Rect occlusion_rect = affected_occlusion.GetRect(i);
// Shrink the rect by expanding the non-opaque pixels outside the rect.
// The left outset of the filters moves pixels on the right side of
// the occlusion_rect into it, shrinking its right edge.
int shrink_left =
occlusion_rect.x() == affected_area_in_target.x() ? 0 : outset_right;
int shrink_top =
occlusion_rect.y() == affected_area_in_target.y() ? 0 : outset_bottom;
int shrink_right =
occlusion_rect.right() == affected_area_in_target.right() ?
0 : outset_left;
int shrink_bottom =
occlusion_rect.bottom() == affected_area_in_target.bottom() ?
0 : outset_top;
occlusion_rect.Inset(shrink_left, shrink_top, shrink_right, shrink_bottom);
occlusion_from_inside_target->Union(occlusion_rect);
}
}
void OcclusionTracker::LeaveToRenderTarget(const LayerImpl* new_target) {
DCHECK(!stack_.empty());
size_t last_index = stack_.size() - 1;
bool surface_will_be_at_top_after_pop =
stack_.size() > 1 && stack_[last_index - 1].target == new_target;
// We merge the screen occlusion from the current RenderSurfaceImpl subtree
// out to its parent target RenderSurfaceImpl. The target occlusion can be
// merged out as well but needs to be transformed to the new target.
const LayerImpl* old_target = stack_[last_index].target;
const RenderSurfaceImpl* old_surface = old_target->render_surface();
SimpleEnclosedRegion old_occlusion_from_inside_target_in_new_target =
TransformSurfaceOpaqueRegion(
stack_[last_index].occlusion_from_inside_target,
old_surface->is_clipped(), old_surface->clip_rect(),
old_surface->draw_transform());
if (old_target->has_replica() && !old_target->replica_has_mask()) {
old_occlusion_from_inside_target_in_new_target.Union(
TransformSurfaceOpaqueRegion(
stack_[last_index].occlusion_from_inside_target,
old_surface->is_clipped(), old_surface->clip_rect(),
old_surface->replica_draw_transform()));
}
SimpleEnclosedRegion old_occlusion_from_outside_target_in_new_target =
TransformSurfaceOpaqueRegion(
stack_[last_index].occlusion_from_outside_target, false, gfx::Rect(),
old_surface->draw_transform());
gfx::Rect unoccluded_surface_rect;
gfx::Rect unoccluded_replica_rect;
if (old_target->background_filters().HasFilterThatMovesPixels()) {
Occlusion surface_occlusion = GetCurrentOcclusionForContributingSurface(
old_surface->draw_transform());
unoccluded_surface_rect =
surface_occlusion.GetUnoccludedContentRect(old_surface->content_rect());
if (old_target->has_replica()) {
Occlusion replica_occlusion = GetCurrentOcclusionForContributingSurface(
old_surface->replica_draw_transform());
unoccluded_replica_rect = replica_occlusion.GetUnoccludedContentRect(
old_surface->content_rect());
}
}
if (surface_will_be_at_top_after_pop) {
// Merge the top of the stack down.
stack_[last_index - 1].occlusion_from_inside_target.Union(
old_occlusion_from_inside_target_in_new_target);
// TODO(danakj): Strictly this should subtract the inside target occlusion
// before union.
if (new_target->parent()) {
stack_[last_index - 1].occlusion_from_outside_target.Union(
old_occlusion_from_outside_target_in_new_target);
}
stack_.pop_back();
} else {
// Replace the top of the stack with the new pushed surface.
stack_.back().target = new_target;
stack_.back().occlusion_from_inside_target =
old_occlusion_from_inside_target_in_new_target;
if (new_target->parent()) {
stack_.back().occlusion_from_outside_target =
old_occlusion_from_outside_target_in_new_target;
} else {
stack_.back().occlusion_from_outside_target.Clear();
}
}
if (!old_target->background_filters().HasFilterThatMovesPixels())
return;
ReduceOcclusionBelowSurface(old_target,
unoccluded_surface_rect,
old_surface->draw_transform(),
new_target,
&stack_.back().occlusion_from_inside_target);
ReduceOcclusionBelowSurface(old_target,
unoccluded_surface_rect,
old_surface->draw_transform(),
new_target,
&stack_.back().occlusion_from_outside_target);
if (!old_target->has_replica())
return;
ReduceOcclusionBelowSurface(old_target,
unoccluded_replica_rect,
old_surface->replica_draw_transform(),
new_target,
&stack_.back().occlusion_from_inside_target);
ReduceOcclusionBelowSurface(old_target,
unoccluded_replica_rect,
old_surface->replica_draw_transform(),
new_target,
&stack_.back().occlusion_from_outside_target);
}
void OcclusionTracker::MarkOccludedBehindLayer(const LayerImpl* layer) {
DCHECK(!stack_.empty());
DCHECK_EQ(layer->render_target(), stack_.back().target);
if (layer->draw_opacity() < 1)
return;
if (!layer->uses_default_blend_mode())
return;
if (layer->Is3dSorted())
return;
SimpleEnclosedRegion opaque_layer_region = layer->VisibleOpaqueRegion();
if (opaque_layer_region.IsEmpty())
return;
DCHECK(layer->visible_layer_rect().Contains(opaque_layer_region.bounds()));
gfx::Transform draw_transform = layer->DrawTransform();
// TODO(danakj): Find a rect interior to each transformed quad.
if (!draw_transform.Preserves2dAxisAlignment())
return;
gfx::Rect clip_rect_in_target = ScreenSpaceClipRectInTargetSurface(
layer->render_target()->render_surface(), screen_space_clip_rect_);
if (layer->is_clipped()) {
clip_rect_in_target.Intersect(layer->clip_rect());
} else {
clip_rect_in_target.Intersect(
layer->render_target()->render_surface()->content_rect());
}
for (size_t i = 0; i < opaque_layer_region.GetRegionComplexity(); ++i) {
gfx::Rect transformed_rect =
MathUtil::MapEnclosedRectWith2dAxisAlignedTransform(
draw_transform, opaque_layer_region.GetRect(i));
transformed_rect.Intersect(clip_rect_in_target);
if (transformed_rect.width() < minimum_tracking_size_.width() &&
transformed_rect.height() < minimum_tracking_size_.height())
continue;
stack_.back().occlusion_from_inside_target.Union(transformed_rect);
}
}
Region OcclusionTracker::ComputeVisibleRegionInScreen() const {
DCHECK(!stack_.back().target->parent());
const SimpleEnclosedRegion& occluded =
stack_.back().occlusion_from_inside_target;
Region visible_region(screen_space_clip_rect_);
for (size_t i = 0; i < occluded.GetRegionComplexity(); ++i)
visible_region.Subtract(occluded.GetRect(i));
return visible_region;
}
} // namespace cc