This directory contains the implementation of display lists and display list-based painting, except for code which requires knowledge of
core/ concepts, such as DOM elements and layout objects.
For information about how the display list and paint property trees are generated, see the core paint README file.
This code is owned by the rendering team.
The CompositeAfterPaint paint artifact consists of a list of display items in paint order (ideally mostly or all drawings), partitioned into paint chunks which define certain paint properties which affect how the content should be drawn or composited.
Paint properties define characteristics of how a paint chunk should be drawn, such as the transform it should be drawn with. To enable efficient updates, a chunk's paint properties are described hierarchically. For instance, each chunk is associated with a transform node, whose matrix should be multiplied by its ancestor transform nodes in order to compute the final transformation matrix to the screen.
ObjectPaintProperties for description of all paint properties that we create for a
Paint properties are represented by four paint property trees (transform, clip, effect and scroll) each of which contains corresponding type of paint property nodes. Each paint property node has a pointer to the parent node. The parent node pointers link the paint property nodes in a tree.
Each paint chunk is associated with a transform node, which defines the coordinate space in which the content should be painted.
Each transform node has:
Note that, even though CSS does not permit it in the DOM, the transform tree can have nodes whose children do not flatten their inherited transform and participate in no 3D rendering context. For example, not flattening is necessary to preserve the 3D character of the perspective transform, but this does not imply any 3D sorting.
Each paint chunk is associated with a clip node, which defines the raster region that will be applied on the canvas when the chunk is rastered.
Each clip node has:
The raster region defined by a node is the rounded rect and/or clip path transformed to the root space, intersects with the raster region defined by its parent clip node (if not root).
Each paint chunk is associated with an effect node, which defines the effect (opacity, transfer mode, filter, mask, etc.) that should be applied to the content before or as it is composited into the content below.
Each effect node has:
The hierarchy in the effect tree defines the dependencies between rasterization of different contents.
One can imagine each effect node as corresponding roughly to a bitmap that is drawn before being composited into another bitmap, though for implementation reasons this may not be how it is actually implemented.
Each paint chunk is associated with a scroll node which defines information about how a subtree scrolls so threads other than the main thread can perform scrolling. Scroll information includes:
To ensure geometry operations are simple and only deal with transforms, the scroll offset is stored as a 2d transform in the transform tree.
A display item is the smallest unit of a display list in Blink. Each display item is identified by an ID consisting of:
In practice, display item clients are generally subclasses of
LayoutObject, but can be other Blink objects which get painted, such as inline boxes and drag images.
Generally, clients of this code should use stack-allocated recorder classes to emit display items to a
PaintRecord which contains the paint operations required to draw some atom of content.
GraphicsLayers allocated by the pre-CompositeAfterPaint compositing logic. Each one of these may or may not ultimately produce a
cc::PictureLayer, depending on the layer squashing mechanism. This class becomes obsolete with CompositeAfterPaint.
Draws an atom of content, but using a
cc::Layer produced by some agent outside of the normal Blink paint system (for example, a plugin). Since they always map to a
cc::Layer, they are always the only display item in their paint chunk, and are ineligible for squashing with other layers.
Placeholder for creating a cc::Layer for scrolling in paint order. Hit testing in the compositor requires both property trees (scroll nodes) and a scrollable
cc::layer in paint order. This should be associated with the scroll translation paint property node as well as any overflow clip nodes.
GraphicsContext (via its drawing methods, and its
paintController() accessor) and scoped recorder classes, which emit items into a
PaintController is responsible for producing the paint artifact. It contains the current paint artifact, and new display items and paint chunks, which are added as content is painted.
Painters should call
PaintController::UseCachedSubsequenceIfPossible() and if the function returns
true, existing display items that are still valid in the current paint artifact will be reused and the painter should skip real painting of the item or subsequence.
When the new display items have been populated, clients call
commitNewDisplayItems, which replaces the previous artifact with the new data, producing a new paint artifact.
At this point, the paint artifact is ready to be drawn or composited.
PaintArtifactCompositor is responsible for consuming the
PaintArtifact produced by the
PaintController, and converting it into a form suitable for the compositor to consume.
PaintArtifactCompositor creates a cc layer tree, with one layer for each paint chunk. In the future, it is expected that we will use heuristics to combine paint chunks into a smaller number of layers.
The owner of the
WebView) can then attach its root layer to the overall layer hierarchy to be displayed to the user.
In the future we would like to explore moving to a single shared property tree representation across both cc and Blink. See Web Page Geometries for more.
This is to mark which parts of the composited layers need to be re-rasterized to reflect changes of painting, by comparing the current paint artifact against the previous paint artifact. It's the last step of painting.
It's done in two levels:
Paint chunk level
RasterInvalidator: matches each paint chunk in the current paint artifact against the corresponding paint chunk in the previous paint artifact, by matching their ids. There are following cases:
A new paint chunk doesn't match any old paint chunk (appearing): The bounds of the new paint chunk in the composited layer will be fully raster invalidated.
An old paint chunk doesn't match any new paint chunk (disappearing): The bounds of the old paint chunk in the composited layer will be fully raster invalidated.
A new paint chunk matches an old paint chunk:
The new paint chunk is moved backward (reordering): this may expose other chunks that was previously covered by it: Both of the old bounds and the new bounds will be fully raster invalidated.
Paint properties of the paint chunk changed:
If only clip changed, the difference between the old bounds and the new bounds will be raster invalidated (i.e. do incremental invalidation).
Otherwise, both of the old bounds and the new bounds will be fully raster invalidated.
Otherwise, check for changed display items within the paint chunk.
Display item level
DisplayItemRasterInvalidator: This is executed when a new chunk matches an old chunk in-order and paint properties didn't change. The algorithm checks changed display items within a paint chunk.
Similar to the paint chunk level, the visual rects (mapped to the space of the composited layer) of appearing, disappearing, reordering display items are fully raster invalidated.
If a new paint chunk in-order matches an old paint chunk, if the display item client has been paint invalidated, we will do full raster invalidation (which invalidates the old visual rect and the new visual rect in the composted layer) or incremental raster invalidation (which invalidates the difference between the old visual rect and the new visual rect) according to the paint invalidation reason.
The transformed rect of a display item in an ancestor
PropertyTreeState is that rect, multiplied by the transforms between the display item's
PropertyTreeState and the ancestors, then flattened into 2D.
The visual rect of a display item in an ancestor
PropertyTreeState is the intersection of all of the intermediate clips (transformed in to the ancestor state), with the display item's transformed rect.