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// Copyright (c) 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.
#ifndef UI_COMPOSITOR_LAYER_H_
#define UI_COMPOSITOR_LAYER_H_
#include <stddef.h>
#include <memory>
#include <string>
#include <vector>
#include "base/compiler_specific.h"
#include "base/macros.h"
#include "base/memory/ref_counted.h"
#include "base/message_loop/message_loop.h"
#include "base/observer_list.h"
#include "cc/base/region.h"
#include "cc/layers/content_layer_client.h"
#include "cc/layers/layer_client.h"
#include "cc/layers/surface_layer.h"
#include "cc/layers/texture_layer_client.h"
#include "components/viz/common/quads/texture_mailbox.h"
#include "components/viz/common/surfaces/sequence_surface_reference_factory.h"
#include "third_party/skia/include/core/SkColor.h"
#include "third_party/skia/include/core/SkRegion.h"
#include "ui/compositor/compositor.h"
#include "ui/compositor/layer_animation_delegate.h"
#include "ui/compositor/layer_delegate.h"
#include "ui/compositor/layer_type.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/image/image_skia.h"
#include "ui/gfx/transform.h"
namespace cc {
class Layer;
class NinePatchLayer;
class SolidColorLayer;
class SurfaceLayer;
class TextureLayer;
}
namespace viz {
class CopyOutputRequest;
}
namespace ui {
class Compositor;
class LayerAnimator;
class LayerObserver;
class LayerOwner;
class LayerThreadedAnimationDelegate;
// Layer manages a texture, transform and a set of child Layers. Any View that
// has enabled layers ends up creating a Layer to manage the texture.
// A Layer can also be created without a texture, in which case it renders
// nothing and is simply used as a node in a hierarchy of layers.
// Coordinate system used in layers is DIP (Density Independent Pixel)
// coordinates unless explicitly mentioned as pixel coordinates.
//
// NOTE: Unlike Views, each Layer does *not* own its child Layers. If you
// delete a Layer and it has children, the parent of each child Layer is set to
// NULL, but the children are not deleted.
class COMPOSITOR_EXPORT Layer
: public LayerAnimationDelegate,
NON_EXPORTED_BASE(public cc::ContentLayerClient),
NON_EXPORTED_BASE(public cc::TextureLayerClient),
NON_EXPORTED_BASE(public cc::LayerClient) {
public:
Layer();
explicit Layer(LayerType type);
~Layer() override;
// Note that only solid color and surface content is copied.
std::unique_ptr<Layer> Clone() const;
// Returns a new layer that mirrors this layer and is optionally synchronized
// with the bounds thereof. Note that children are not mirrored, and that the
// content is only mirrored if painted by a delegate or backed by a surface.
std::unique_ptr<Layer> Mirror();
void set_sync_bounds(bool sync_bounds) { sync_bounds_ = sync_bounds; }
// Retrieves the Layer's compositor. The Layer will walk up its parent chain
// to locate it. Returns NULL if the Layer is not attached to a compositor.
Compositor* GetCompositor() {
return const_cast<Compositor*>(
const_cast<const Layer*>(this)->GetCompositor());
}
const Compositor* GetCompositor() const;
// Called by the compositor when the Layer is set as its root Layer. This can
// only ever be called on the root layer.
void SetCompositor(Compositor* compositor,
scoped_refptr<cc::Layer> root_layer);
void ResetCompositor();
LayerDelegate* delegate() { return delegate_; }
void set_delegate(LayerDelegate* delegate) { delegate_ = delegate; }
LayerOwner* owner() { return owner_; }
void AddObserver(LayerObserver* observer);
void RemoveObserver(LayerObserver* observer);
// Adds a new Layer to this Layer.
void Add(Layer* child);
// Removes a Layer from this Layer.
void Remove(Layer* child);
// Stacks |child| above all other children.
void StackAtTop(Layer* child);
// Stacks |child| directly above |other|. Both must be children of this
// layer. Note that if |child| is initially stacked even higher, calling this
// method will result in |child| being lowered in the stacking order.
void StackAbove(Layer* child, Layer* other);
// Stacks |child| below all other children.
void StackAtBottom(Layer* child);
// Stacks |child| directly below |other|. Both must be children of this
// layer.
void StackBelow(Layer* child, Layer* other);
// Returns the child Layers.
const std::vector<Layer*>& children() const { return children_; }
// The parent.
const Layer* parent() const { return parent_; }
Layer* parent() { return parent_; }
LayerType type() const { return type_; }
// Returns true if this Layer contains |other| somewhere in its children.
bool Contains(const Layer* other) const;
// The layer's animator is responsible for causing automatic animations when
// properties are set. It also manages a queue of pending animations and
// handles blending of animations. The layer takes ownership of the animator.
void SetAnimator(LayerAnimator* animator);
// Returns the layer's animator. Creates a default animator of one has not
// been set. Will not return NULL.
LayerAnimator* GetAnimator();
// The transform, relative to the parent.
void SetTransform(const gfx::Transform& transform);
gfx::Transform transform() const;
gfx::PointF position() const { return cc_layer_->position(); }
// Return the target transform if animator is running, or the current
// transform otherwise.
gfx::Transform GetTargetTransform() const;
// The bounds, relative to the parent.
void SetBounds(const gfx::Rect& bounds);
const gfx::Rect& bounds() const { return bounds_; }
const gfx::Size& size() const { return bounds_.size(); }
// The offset from our parent (stored in bounds.origin()) is an integer but we
// may need to be at a fractional pixel offset to align properly on screen.
void SetSubpixelPositionOffset(const gfx::Vector2dF& offset);
const gfx::Vector2dF& subpixel_position_offset() const {
return subpixel_position_offset_;
}
// Return the target bounds if animator is running, or the current bounds
// otherwise.
gfx::Rect GetTargetBounds() const;
// Sets/gets whether or not drawing of child layers should be clipped to the
// bounds of this layer.
void SetMasksToBounds(bool masks_to_bounds);
bool GetMasksToBounds() const;
// The opacity of the layer. The opacity is applied to each pixel of the
// texture (resulting alpha = opacity * alpha).
float opacity() const;
void SetOpacity(float opacity);
// Returns the actual opacity, which the opacity of this layer multipled by
// the combined opacity of the parent.
float GetCombinedOpacity() const;
// The layer temperature value between 0.0f and 1.0f, where a value of 0.0f
// is least warm (which is the default), and a value of 1.0f is most warm.
float layer_temperature() const { return layer_temperature_; }
void SetLayerTemperature(float value);
// Returns the target color temperature if animator is running, or the current
// temperature otherwise.
float GetTargetTemperature() const;
// Blur pixels by 3 * this amount in anything below the layer and visible
// through the layer.
float background_blur() const { return background_blur_sigma_; }
void SetBackgroundBlur(float blur_sigma);
// Blur pixels of this layer by 3 * this amount.
float layer_blur() const { return layer_blur_sigma_; }
void SetLayerBlur(float blur_sigma);
// Saturate all pixels of this layer by this amount.
// This effect will get "combined" with the inverted,
// brightness and grayscale setting.
float layer_saturation() const { return layer_saturation_; }
void SetLayerSaturation(float saturation);
// Change the brightness of all pixels from this layer by this amount.
// This effect will get "combined" with the inverted, saturate
// and grayscale setting.
float layer_brightness() const { return layer_brightness_; }
void SetLayerBrightness(float brightness);
// Return the target brightness if animator is running, or the current
// brightness otherwise.
float GetTargetBrightness() const;
// Change the grayscale of all pixels from this layer by this amount.
// This effect will get "combined" with the inverted, saturate
// and brightness setting.
float layer_grayscale() const { return layer_grayscale_; }
void SetLayerGrayscale(float grayscale);
// Return the target grayscale if animator is running, or the current
// grayscale otherwise.
float GetTargetGrayscale() const;
// Zoom the background by a factor of |zoom|. The effect is blended along the
// edge across |inset| pixels.
void SetBackgroundZoom(float zoom, int inset);
// Set the shape of this layer.
SkRegion* alpha_shape() const { return alpha_shape_.get(); }
void SetAlphaShape(std::unique_ptr<SkRegion> region);
// Invert the layer.
bool layer_inverted() const { return layer_inverted_; }
void SetLayerInverted(bool inverted);
// Return the target opacity if animator is running, or the current opacity
// otherwise.
float GetTargetOpacity() const;
// Set a layer mask for a layer.
// Note the provided layer mask can neither have a layer mask itself nor can
// it have any children. The ownership of |layer_mask| will not be
// transferred with this call.
// Furthermore: A mask layer can only be set to one layer.
void SetMaskLayer(Layer* layer_mask);
Layer* layer_mask_layer() { return layer_mask_; }
// Sets the visibility of the Layer. A Layer may be visible but not
// drawn. This happens if any ancestor of a Layer is not visible.
void SetVisible(bool visible);
bool visible() const { return visible_; }
// Returns the target visibility if the animator is running. Otherwise, it
// returns the current visibility.
bool GetTargetVisibility() const;
// Returns true if this Layer is drawn. A Layer is drawn only if all ancestors
// are visible.
bool IsDrawn() const;
// Returns true if this layer can have a texture (has_texture_ is true)
// and is not completely obscured by a child.
bool ShouldDraw() const;
// Converts a point from the coordinates of |source| to the coordinates of
// |target|. Necessarily, |source| and |target| must inhabit the same Layer
// tree.
static void ConvertPointToLayer(const Layer* source,
const Layer* target,
gfx::Point* point);
// Converts a transform to be relative to the given |ancestor|. Returns
// whether success (that is, whether the given ancestor was really an
// ancestor of this layer).
bool GetTargetTransformRelativeTo(const Layer* ancestor,
gfx::Transform* transform) const;
// Note: Setting a layer non-opaque has significant performance impact,
// especially on low-end Chrome OS devices. Please ensure you are not
// adding unnecessary overdraw. When in doubt, talk to the graphics team.
void SetFillsBoundsOpaquely(bool fills_bounds_opaquely);
bool fills_bounds_opaquely() const { return fills_bounds_opaquely_; }
// Set to true if this layer always paints completely within its bounds. If so
// we can omit an unnecessary clear, even if the layer is transparent.
void SetFillsBoundsCompletely(bool fills_bounds_completely);
const std::string& name() const { return name_; }
void set_name(const std::string& name) { name_ = name; }
// Set new TextureMailbox for this layer. Note that |mailbox| may hold a
// shared memory resource or an actual mailbox for a texture.
void SetTextureMailbox(
const viz::TextureMailbox& mailbox,
std::unique_ptr<viz::SingleReleaseCallback> release_callback,
gfx::Size texture_size_in_dip);
void SetTextureSize(gfx::Size texture_size_in_dip);
void SetTextureFlipped(bool flipped);
bool TextureFlipped() const;
// Begins showing content from a surface with a particular ID.
void SetShowPrimarySurface(
const viz::SurfaceInfo& surface_info,
scoped_refptr<viz::SurfaceReferenceFactory> surface_ref);
// In the event that the primary surface is not yet available in the
// display compositor, the fallback surface will be used.
void SetFallbackSurface(const viz::SurfaceInfo& surface_info);
// Returns the fallback SurfaceInfo set by SetFallbackSurface.
const viz::SurfaceInfo* GetFallbackSurfaceInfo() const;
bool has_external_content() {
return texture_layer_.get() || surface_layer_.get();
}
// Show a solid color instead of delegated or surface contents.
void SetShowSolidColorContent();
// Sets the layer's fill color. May only be called for LAYER_SOLID_COLOR.
void SetColor(SkColor color);
SkColor GetTargetColor() const;
SkColor background_color() const;
// Updates the nine patch layer's image, aperture and border. May only be
// called for LAYER_NINE_PATCH.
void UpdateNinePatchLayerImage(const gfx::ImageSkia& image);
void UpdateNinePatchLayerAperture(const gfx::Rect& aperture_in_dip);
void UpdateNinePatchLayerBorder(const gfx::Rect& border);
// Updates the area completely occluded by another layer, this can be an
// empty rectangle if nothing is occluded.
void UpdateNinePatchOcclusion(const gfx::Rect& occlusion);
// Adds |invalid_rect| to the Layer's pending invalid rect and calls
// ScheduleDraw(). Returns false if the paint request is ignored.
bool SchedulePaint(const gfx::Rect& invalid_rect);
// Schedules a redraw of the layer tree at the compositor.
// Note that this _does not_ invalidate any region of this layer; use
// SchedulePaint() for that.
void ScheduleDraw();
// Uses damaged rectangles recorded in |damaged_region_| to invalidate the
// |cc_layer_|.
void SendDamagedRects();
const cc::Region& damaged_region() const { return damaged_region_; }
void CompleteAllAnimations();
// Suppresses painting the content by disconnecting |delegate_|.
void SuppressPaint();
// Notifies the layer that the device scale factor has changed.
void OnDeviceScaleFactorChanged(float device_scale_factor);
// Notifies the layer that one of its children has received a new
// delegated frame.
void OnDelegatedFrameDamage(const gfx::Rect& damage_rect_in_dip);
// Requets a copy of the layer's output as a texture or bitmap.
void RequestCopyOfOutput(std::unique_ptr<viz::CopyOutputRequest> request);
// Invoked when scrolling performed by the cc::InputHandler is committed. This
// will only occur if the Layer has set scroll container bounds.
void SetDidScrollCallback(
base::Callback<void(const gfx::ScrollOffset&)> callback);
// Marks this layer as scrollable inside the provided bounds. This size only
// affects scrolling so if clipping is desired, a separate clipping layer
// needs to be created.
void SetScrollable(const gfx::Size& container_bounds);
// Gets and sets the current scroll offset of the layer.
gfx::ScrollOffset CurrentScrollOffset() const;
void SetScrollOffset(const gfx::ScrollOffset& offset);
// ContentLayerClient
gfx::Rect PaintableRegion() override;
scoped_refptr<cc::DisplayItemList> PaintContentsToDisplayList(
ContentLayerClient::PaintingControlSetting painting_control) override;
bool FillsBoundsCompletely() const override;
size_t GetApproximateUnsharedMemoryUsage() const override;
cc::Layer* cc_layer_for_testing() { return cc_layer_; }
// TextureLayerClient
bool PrepareTextureMailbox(
viz::TextureMailbox* mailbox,
std::unique_ptr<viz::SingleReleaseCallback>* release_callback) override;
float device_scale_factor() const { return device_scale_factor_; }
// LayerClient
std::unique_ptr<base::trace_event::ConvertableToTraceFormat> TakeDebugInfo(
cc::Layer* layer) override;
void didUpdateMainThreadScrollingReasons() override;
void didChangeScrollbarsHidden(bool) override;
// Triggers a call to SwitchToLayer.
void SwitchCCLayerForTest();
const cc::Region& damaged_region_for_testing() const {
return damaged_region_;
}
const gfx::Size& frame_size_in_dip_for_testing() const {
return frame_size_in_dip_;
}
// Force use of and cache render surface. Note that this also disables
// occlusion culling in favor of efficient caching. This should
// only be used when paying the cost of creating a render
// surface even if layer is invisible is not a problem.
void SetCacheRenderSurface(bool cache_render_surface);
// The back link from the mask layer to it's associated masked layer.
// We keep this reference for the case that if the mask layer gets deleted
// while attached to the main layer before the main layer is deleted.
const Layer* layer_mask_back_link() const { return layer_mask_back_link_; }
private:
friend class LayerOwner;
class LayerMirror;
void CollectAnimators(std::vector<scoped_refptr<LayerAnimator> >* animators);
// Stacks |child| above or below |other|. Helper method for StackAbove() and
// StackBelow().
void StackRelativeTo(Layer* child, Layer* other, bool above);
bool ConvertPointForAncestor(const Layer* ancestor, gfx::Point* point) const;
bool ConvertPointFromAncestor(const Layer* ancestor, gfx::Point* point) const;
// Implementation of LayerAnimatorDelegate
void SetBoundsFromAnimation(const gfx::Rect& bounds) override;
void SetTransformFromAnimation(const gfx::Transform& transform) override;
void SetOpacityFromAnimation(float opacity) override;
void SetVisibilityFromAnimation(bool visibility) override;
void SetBrightnessFromAnimation(float brightness) override;
void SetGrayscaleFromAnimation(float grayscale) override;
void SetColorFromAnimation(SkColor color) override;
void SetTemperatureFromAnimation(float temperature) override;
void ScheduleDrawForAnimation() override;
const gfx::Rect& GetBoundsForAnimation() const override;
gfx::Transform GetTransformForAnimation() const override;
float GetOpacityForAnimation() const override;
bool GetVisibilityForAnimation() const override;
float GetBrightnessForAnimation() const override;
float GetGrayscaleForAnimation() const override;
SkColor GetColorForAnimation() const override;
float GetTemperatureFromAnimation() const override;
float GetDeviceScaleFactor() const override;
cc::Layer* GetCcLayer() const override;
LayerThreadedAnimationDelegate* GetThreadedAnimationDelegate() override;
LayerAnimatorCollection* GetLayerAnimatorCollection() override;
int GetFrameNumber() const override;
float GetRefreshRate() const override;
// Creates a corresponding composited layer for |type_|.
void CreateCcLayer();
// Recomputes and sets to |cc_layer_|.
void RecomputeDrawsContentAndUVRect();
void RecomputePosition();
// Set all filters which got applied to the layer.
void SetLayerFilters();
// Set all filters which got applied to the layer background.
void SetLayerBackgroundFilters();
// Cleanup |cc_layer_| and replaces it with |new_layer|.
void SwitchToLayer(scoped_refptr<cc::Layer> new_layer);
void SetCompositorForAnimatorsInTree(Compositor* compositor);
void ResetCompositorForAnimatorsInTree(Compositor* compositor);
void OnMirrorDestroyed(LayerMirror* mirror);
const LayerType type_;
Compositor* compositor_;
Layer* parent_;
// This layer's children, in bottom-to-top stacking order.
std::vector<Layer*> children_;
std::vector<std::unique_ptr<LayerMirror>> mirrors_;
// If true, changes to the bounds of this layer are propagated to mirrors.
bool sync_bounds_ = false;
gfx::Rect bounds_;
gfx::Vector2dF subpixel_position_offset_;
// Visibility of this layer. See SetVisible/IsDrawn for more details.
bool visible_;
// See SetFillsBoundsOpaquely(). Defaults to true.
bool fills_bounds_opaquely_;
bool fills_bounds_completely_;
// Union of damaged rects, in layer space, that SetNeedsDisplayRect should
// be called on.
cc::Region damaged_region_;
// Union of damaged rects, in layer space, to be used when compositor is ready
// to paint the content.
cc::Region paint_region_;
float background_blur_sigma_;
// Several variables which will change the visible representation of
// the layer.
float layer_saturation_;
float layer_brightness_;
float layer_grayscale_;
bool layer_inverted_;
float layer_blur_sigma_;
// The global color temperature value (0.0f ~ 1.0f). Used to calculate the
// layer blue and green colors scales. 0.0f is least warm (default), and 1.0f
// is most warm.
float layer_temperature_;
// The calculated layer blue and green color scales (0.0f ~ 1.0f).
float layer_blue_scale_;
float layer_green_scale_;
// The associated mask layer with this layer.
Layer* layer_mask_;
// The back link from the mask layer to it's associated masked layer.
// We keep this reference for the case that if the mask layer gets deleted
// while attached to the main layer before the main layer is deleted.
Layer* layer_mask_back_link_;
// The zoom factor to scale the layer by. Zooming is disabled when this is
// set to 1.
float zoom_;
// Width of the border in pixels, where the scaling is blended.
int zoom_inset_;
// Shape of the window.
std::unique_ptr<SkRegion> alpha_shape_;
std::string name_;
LayerDelegate* delegate_;
base::ObserverList<LayerObserver> observer_list_;
LayerOwner* owner_;
scoped_refptr<LayerAnimator> animator_;
// Ownership of the layer is held through one of the strongly typed layer
// pointers, depending on which sort of layer this is.
scoped_refptr<cc::Layer> content_layer_;
scoped_refptr<cc::NinePatchLayer> nine_patch_layer_;
scoped_refptr<cc::TextureLayer> texture_layer_;
scoped_refptr<cc::SolidColorLayer> solid_color_layer_;
scoped_refptr<cc::SurfaceLayer> surface_layer_;
cc::Layer* cc_layer_;
// A cached copy of |Compositor::device_scale_factor()|.
float device_scale_factor_;
// A cached copy of the nine patch layer's image and aperture.
// These are required for device scale factor change.
gfx::ImageSkia nine_patch_layer_image_;
gfx::Rect nine_patch_layer_aperture_;
// The mailbox used by texture_layer_.
viz::TextureMailbox mailbox_;
// The callback to release the mailbox. This is only set after
// SetTextureMailbox is called, before we give it to the TextureLayer.
std::unique_ptr<viz::SingleReleaseCallback> mailbox_release_callback_;
// The size of the frame or texture in DIP, set when SetShowDelegatedContent
// or SetTextureMailbox was called.
gfx::Size frame_size_in_dip_;
DISALLOW_COPY_AND_ASSIGN(Layer);
};
} // namespace ui
#endif // UI_COMPOSITOR_LAYER_H_