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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/base/cc_export.h"
#include "cc/trees/layer_tree_host_common.h"
namespace cc {
// These classes provide means to iterate over the
// RenderSurface-Layer tree.
// Example code follows, for a tree of Layer/RenderSurface objects.
// See below for details.
// void DoStuffOnLayers(
// const RenderSurfaceLayerList& render_surface_layer_list) {
// typedef LayerIterator<Layer> LayerIteratorType;
// LayerIteratorType end =
// LayerIteratorType::End(&render_surface_layer_list);
// for (LayerIteratorType
// it = LayerIteratorType::Begin(&render_surface_layer_list);
// it != end;
// ++it) {
// // Only one of these will be true
// if (it.represents_target_render_surface())
// foo(*it); // *it is a layer representing a target RenderSurface
// if (it.represents_contributing_render_surface())
// bar(*it); // *it is a layer representing a RenderSurface that
// // contributes to the layer's target RenderSurface
// if (it.represents_itself())
// baz(*it); // *it is a layer representing itself,
// // as it contributes to its own target RenderSurface
// }
// }
// A RenderSurface R may be referred to in one of two different contexts.
// One RenderSurface is "current" at any time, for whatever operation
// is being performed. This current surface is referred to as a target surface.
// For example, when R is being painted it would be the target surface.
// Once R has been painted, its contents may be included into another
// surface S. While S is considered the target surface when it is being
// painted, R is called a contributing surface in this context as it
// contributes to the content of the target surface S.
// The iterator's current position in the tree always points to some layer.
// The state of the iterator indicates the role of the layer,
// and will be one of the following three states.
// A single layer L will appear in the iteration process in at least one,
// and possibly all, of these states.
// 1. Representing the target surface: The iterator in this state,
// pointing at layer L, indicates that the target RenderSurface
// is now the surface owned by L. This will occur exactly once for each
// RenderSurface in the tree.
// 2. Representing a contributing surface: The iterator in this state,
// pointing at layer L, refers to the RenderSurface owned
// by L as a contributing surface, without changing the current
// target RenderSurface.
// 3. Representing itself: The iterator in this state, pointing at layer L,
// refers to the layer itself, as a child of the
// current target RenderSurface.
// The FrontToBack iterator will iterate over children layers of a surface
// before the layer representing the surface as a target surface.
// To use the iterators:
// Create a stepping iterator and end iterator by calling
// LayerIterator::Begin() and LayerIterator::End() and passing in the
// list of layers owning target RenderSurfaces. Step through the tree
// by incrementing the stepping iterator while it is != to
// the end iterator. At each step the iterator knows what the layer
// is representing, and you can query the iterator to decide
// what actions to perform with the layer given what it represents.
// Non-templated constants
struct LayerIteratorValue {
static const int kInvalidTargetRenderSurfaceLayerIndex = -1;
// This must be -1 since the iterator action code assumes that this value can
// be reached by subtracting one from the position of the first layer in the
// current target surface's child layer list, which is 0.
static const int kLayerIndexRepresentingTargetRenderSurface = -1;
// The position of a layer iterator that is independent
// of its many template types.
template <typename LayerType> struct LayerIteratorPosition {
bool represents_target_render_surface;
bool represents_contributing_render_surface;
bool represents_itself;
LayerType* target_render_surface_layer;
LayerType* current_layer;
// An iterator class for walking over layers in the
// RenderSurface-Layer tree.
template <typename LayerType>
class LayerIterator {
typedef LayerIterator<LayerType> LayerIteratorType;
typedef typename LayerType::LayerListType LayerList;
typedef typename LayerType::RenderSurfaceListType RenderSurfaceLayerList;
typedef typename LayerType::RenderSurfaceType RenderSurfaceType;
LayerIterator() : render_surface_layer_list_(nullptr) {}
static LayerIteratorType Begin(
const RenderSurfaceLayerList* render_surface_layer_list) {
return LayerIteratorType(render_surface_layer_list, true);
static LayerIteratorType End(
const RenderSurfaceLayerList* render_surface_layer_list) {
return LayerIteratorType(render_surface_layer_list, false);
LayerIteratorType& operator++() {
return *this;
bool operator==(const LayerIterator& other) const {
return target_render_surface_layer_index_ ==
other.target_render_surface_layer_index_ &&
current_layer_index_ == other.current_layer_index_;
bool operator!=(const LayerIteratorType& other) const {
return !(*this == other);
LayerType* operator->() const { return current_layer(); }
LayerType* operator*() const { return current_layer(); }
bool represents_target_render_surface() const {
return current_layer_represents_target_render_surface();
bool represents_contributing_render_surface() const {
return !represents_target_render_surface() &&
bool represents_itself() const {
return !represents_target_render_surface() &&
LayerType* target_render_surface_layer() const {
return render_surface_layer_list_->at(target_render_surface_layer_index_);
operator const LayerIteratorPosition<LayerType>() const {
LayerIteratorPosition<LayerType> position;
position.represents_target_render_surface =
position.represents_contributing_render_surface =
position.represents_itself = represents_itself();
position.target_render_surface_layer = target_render_surface_layer();
position.current_layer = current_layer();
return position;
LayerIterator(const RenderSurfaceLayerList* render_surface_layer_list,
bool start)
: render_surface_layer_list_(render_surface_layer_list),
target_render_surface_layer_index_(0) {
for (size_t i = 0; i < render_surface_layer_list->size(); ++i) {
if (!render_surface_layer_list->at(i)->render_surface()) {
if (start && !render_surface_layer_list->empty())
void MoveToBegin() {
target_render_surface_layer_index_ = 0;
current_layer_index_ = target_render_surface_children().size() - 1;
void MoveToEnd() {
target_render_surface_layer_index_ =
current_layer_index_ = 0;
void MoveToNext() {
// Moves to the previous layer in the current RS layer list.
// Then we check if the new current layer has its own RS,
// in which case there are things in that RS layer list that are higher,
// so we find the highest layer in that subtree.
// If we move back past the front of the list,
// we jump up to the previous RS layer list, picking up again where we
// had previously recursed into the current RS layer list.
if (!current_layer_represents_target_render_surface()) {
// Subtracting one here will eventually cause the current layer
// to become that layer representing the target render surface.
} else {
while (current_layer_represents_target_render_surface()) {
if (!target_render_surface_layer_index_) {
// End of the list.
target_render_surface_layer_index_ =
current_layer_index_ = 0;
target_render_surface_layer_index_ =
current_layer_index_ =
void MoveToHighestInSubtree() {
if (current_layer_represents_target_render_surface())
while (current_layer_represents_contributing_render_surface()) {
// Save where we were in the current target surface, move to the next one,
// and save the target surface that we came from there
// so we can go back to it.
target_render_surface()->current_layer_index_history_ =
int previous_target_render_surface_layer =
for (LayerType* layer = current_layer();
target_render_surface_layer() != layer;
++target_render_surface_layer_index_) {
current_layer_index_ = target_render_surface_children().size() - 1;
target_render_surface()->target_render_surface_layer_index_history_ =
inline LayerType* current_layer() const {
return current_layer_represents_target_render_surface()
? target_render_surface_layer()
: LayerTreeHostCommon::get_layer_as_raw_ptr(
target_render_surface_children(), current_layer_index_);
inline bool current_layer_represents_contributing_render_surface() const {
return LayerTreeHostCommon::RenderSurfaceContributesToTarget<LayerType>(
current_layer(), target_render_surface_layer()->id());
inline bool current_layer_represents_target_render_surface() const {
return current_layer_index_ ==
inline RenderSurfaceType* target_render_surface() const {
return target_render_surface_layer()->render_surface();
inline const LayerList& target_render_surface_children() const {
return target_render_surface()->layer_list();
const RenderSurfaceLayerList* render_surface_layer_list_;
// The iterator's current position.
// A position in the render_surface_layer_list. This points to a layer which
// owns the current target surface. This is a value from 0 to n-1
// (n = size of render_surface_layer_list = number of surfaces).
// A value outside of this range
// (for example, LayerIteratorValue::kInvalidTargetRenderSurfaceLayerIndex)
// is used to indicate a position outside the bounds of the tree.
int target_render_surface_layer_index_;
// A position in the list of layers that are children of the
// current target surface. When pointing to one of these layers,
// this is a value from 0 to n-1 (n = number of children).
// Since the iterator must also stop at the layers representing
// the target surface, this is done by setting the current_layerIndex
// to a value of LayerIteratorValue::LayerRepresentingTargetRenderSurface.
int current_layer_index_;
} // namespace cc