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+// Copyright 2011 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/damage_tracker.h"
+
+#include <algorithm>
+
+#include "cc/base/math_util.h"
+#include "cc/layers/heads_up_display_layer_impl.h"
+#include "cc/layers/layer_impl.h"
+#include "cc/layers/render_surface_impl.h"
+#include "cc/output/filter_operations.h"
+#include "cc/trees/layer_tree_host_common.h"
+#include "cc/trees/layer_tree_impl.h"
+
+namespace cc {
+
+scoped_ptr<DamageTracker> DamageTracker::Create() {
+ return make_scoped_ptr(new DamageTracker());
+}
+
+DamageTracker::DamageTracker()
+ : current_rect_history_(new RectMap),
+ next_rect_history_(new RectMap) {}
+
+DamageTracker::~DamageTracker() {}
+
+static inline void ExpandRectWithFilters(
+ gfx::RectF* rect, const FilterOperations& filters) {
+ int top, right, bottom, left;
+ filters.GetOutsets(&top, &right, &bottom, &left);
+ rect->Inset(-left, -top, -right, -bottom);
+}
+
+static inline void ExpandDamageRectInsideRectWithFilters(
+ gfx::RectF* damage_rect,
+ const gfx::RectF& pre_filter_rect,
+ const FilterOperations& filters) {
+ gfx::RectF expanded_damage_rect = *damage_rect;
+ ExpandRectWithFilters(&expanded_damage_rect, filters);
+ gfx::RectF filter_rect = pre_filter_rect;
+ ExpandRectWithFilters(&filter_rect, filters);
+
+ expanded_damage_rect.Intersect(filter_rect);
+ damage_rect->Union(expanded_damage_rect);
+}
+
+void DamageTracker::UpdateDamageTrackingState(
+ const LayerImplList& layer_list,
+ int target_surface_layer_id,
+ bool target_surface_property_changed_only_from_descendant,
+ gfx::Rect target_surface_content_rect,
+ LayerImpl* target_surface_mask_layer,
+ const FilterOperations& filters,
+ SkImageFilter* filter) {
+ //
+ // This function computes the "damage rect" of a target surface, and updates
+ // the state that is used to correctly track damage across frames. The damage
+ // rect is the region of the surface that may have changed and needs to be
+ // redrawn. This can be used to scissor what is actually drawn, to save GPU
+ // computation and bandwidth.
+ //
+ // The surface's damage rect is computed as the union of all possible changes
+ // that have happened to the surface since the last frame was drawn. This
+ // includes:
+ // - any changes for existing layers/surfaces that contribute to the target
+ // surface
+ // - layers/surfaces that existed in the previous frame, but no longer exist
+ //
+ // The basic algorithm for computing the damage region is as follows:
+ //
+ // 1. compute damage caused by changes in active/new layers
+ // for each layer in the layer_list:
+ // if the layer is actually a render_surface:
+ // add the surface's damage to our target surface.
+ // else
+ // add the layer's damage to the target surface.
+ //
+ // 2. compute damage caused by the target surface's mask, if it exists.
+ //
+ // 3. compute damage caused by old layers/surfaces that no longer exist
+ // for each leftover layer:
+ // add the old layer/surface bounds to the target surface damage.
+ //
+ // 4. combine all partial damage rects to get the full damage rect.
+ //
+ // Additional important points:
+ //
+ // - This algorithm is implicitly recursive; it assumes that descendant
+ // surfaces have already computed their damage.
+ //
+ // - Changes to layers/surfaces indicate "damage" to the target surface; If a
+ // layer is not changed, it does NOT mean that the layer can skip drawing.
+ // All layers that overlap the damaged region still need to be drawn. For
+ // example, if a layer changed its opacity, then layers underneath must be
+ // re-drawn as well, even if they did not change.
+ //
+ // - If a layer/surface property changed, the old bounds and new bounds may
+ // overlap... i.e. some of the exposed region may not actually be exposing
+ // anything. But this does not artificially inflate the damage rect. If the
+ // layer changed, its entire old bounds would always need to be redrawn,
+ // regardless of how much it overlaps with the layer's new bounds, which
+ // also need to be entirely redrawn.
+ //
+ // - See comments in the rest of the code to see what exactly is considered a
+ // "change" in a layer/surface.
+ //
+ // - To correctly manage exposed rects, two RectMaps are maintained:
+ //
+ // 1. The "current" map contains all the layer bounds that contributed to
+ // the previous frame (even outside the previous damaged area). If a
+ // layer changes or does not exist anymore, those regions are then
+ // exposed and damage the target surface. As the algorithm progresses,
+ // entries are removed from the map until it has only leftover layers
+ // that no longer exist.
+ //
+ // 2. The "next" map starts out empty, and as the algorithm progresses,
+ // every layer/surface that contributes to the surface is added to the
+ // map.
+ //
+ // 3. After the damage rect is computed, the two maps are swapped, so
+ // that the damage tracker is ready for the next frame.
+ //
+
+ // These functions cannot be bypassed with early-exits, even if we know what
+ // the damage will be for this frame, because we need to update the damage
+ // tracker state to correctly track the next frame.
+ gfx::RectF damage_from_active_layers =
+ TrackDamageFromActiveLayers(layer_list, target_surface_layer_id);
+ gfx::RectF damage_from_surface_mask =
+ TrackDamageFromSurfaceMask(target_surface_mask_layer);
+ gfx::RectF damage_from_leftover_rects = TrackDamageFromLeftoverRects();
+
+ gfx::RectF damage_rect_for_this_update;
+
+ if (target_surface_property_changed_only_from_descendant) {
+ damage_rect_for_this_update = target_surface_content_rect;
+ } else {
+ // TODO(shawnsingh): can we clamp this damage to the surface's content rect?
+ // (affects performance, but not correctness)
+ damage_rect_for_this_update = damage_from_active_layers;
+ damage_rect_for_this_update.Union(damage_from_surface_mask);
+ damage_rect_for_this_update.Union(damage_from_leftover_rects);
+
+ if (filters.HasFilterThatMovesPixels()) {
+ ExpandRectWithFilters(&damage_rect_for_this_update, filters);
+ } else if (filter) {
+ // TODO(senorblanco): Once SkImageFilter reports its outsets, use
+ // those here to limit damage.
+ damage_rect_for_this_update = target_surface_content_rect;
+ }
+ }
+
+ // Damage accumulates until we are notified that we actually did draw on that
+ // frame.
+ current_damage_rect_.Union(damage_rect_for_this_update);
+
+ // The next history map becomes the current map for the next frame. Note this
+ // must happen every frame to correctly track changes, even if damage
+ // accumulates over multiple frames before actually being drawn.
+ swap(current_rect_history_, next_rect_history_);
+}
+
+gfx::RectF DamageTracker::RemoveRectFromCurrentFrame(int layer_id,
+ bool* layer_is_new) {
+ RectMap::iterator iter = current_rect_history_->find(layer_id);
+ *layer_is_new = iter == current_rect_history_->end();
+ if (*layer_is_new)
+ return gfx::RectF();
+
+ gfx::RectF ret = iter->second;
+ current_rect_history_->erase(iter);
+ return ret;
+}
+
+void DamageTracker::SaveRectForNextFrame(int layer_id,
+ const gfx::RectF& target_space_rect) {
+ // This layer should not yet exist in next frame's history.
+ DCHECK_GT(layer_id, 0);
+ DCHECK(next_rect_history_->find(layer_id) == next_rect_history_->end());
+ (*next_rect_history_)[layer_id] = target_space_rect;
+}
+
+gfx::RectF DamageTracker::TrackDamageFromActiveLayers(
+ const LayerImplList& layer_list,
+ int target_surface_layer_id) {
+ gfx::RectF damage_rect = gfx::RectF();
+
+ for (size_t layer_index = 0; layer_index < layer_list.size(); ++layer_index) {
+ // Visit layers in back-to-front order.
+ LayerImpl* layer = layer_list[layer_index];
+
+ // We skip damage from the HUD layer because (a) the HUD layer damages the
+ // whole frame and (b) we don't want HUD layer damage to be shown by the
+ // HUD damage rect visualization.
+ if (layer == layer->layer_tree_impl()->hud_layer())
+ continue;
+
+ if (LayerTreeHostCommon::RenderSurfaceContributesToTarget<LayerImpl>(
+ layer, target_surface_layer_id))
+ ExtendDamageForRenderSurface(layer, &damage_rect);
+ else
+ ExtendDamageForLayer(layer, &damage_rect);
+ }
+
+ return damage_rect;
+}
+
+gfx::RectF DamageTracker::TrackDamageFromSurfaceMask(
+ LayerImpl* target_surface_mask_layer) {
+ gfx::RectF damage_rect = gfx::RectF();
+
+ if (!target_surface_mask_layer)
+ return damage_rect;
+
+ // Currently, if there is any change to the mask, we choose to damage the
+ // entire surface. This could potentially be optimized later, but it is not
+ // expected to be a common case.
+ if (target_surface_mask_layer->LayerPropertyChanged() ||
+ !target_surface_mask_layer->update_rect().IsEmpty()) {
+ damage_rect = gfx::RectF(gfx::PointF(),
+ target_surface_mask_layer->bounds());
+ }
+
+ return damage_rect;
+}
+
+gfx::RectF DamageTracker::TrackDamageFromLeftoverRects() {
+ // After computing damage for all active layers, any leftover items in the
+ // current rect history correspond to layers/surfaces that no longer exist.
+ // So, these regions are now exposed on the target surface.
+
+ gfx::RectF damage_rect = gfx::RectF();
+
+ for (RectMap::iterator it = current_rect_history_->begin();
+ it != current_rect_history_->end();
+ ++it)
+ damage_rect.Union(it->second);
+
+ current_rect_history_->clear();
+
+ return damage_rect;
+}
+
+static bool LayerNeedsToRedrawOntoItsTargetSurface(LayerImpl* layer) {
+ // If the layer does NOT own a surface but has SurfacePropertyChanged,
+ // this means that its target surface is affected and needs to be redrawn.
+ // However, if the layer DOES own a surface, then the SurfacePropertyChanged
+ // flag should not be used here, because that flag represents whether the
+ // layer's surface has changed.
+ if (layer->render_surface())
+ return layer->LayerPropertyChanged();
+ return layer->LayerPropertyChanged() || layer->LayerSurfacePropertyChanged();
+}
+
+void DamageTracker::ExtendDamageForLayer(LayerImpl* layer,
+ gfx::RectF* target_damage_rect) {
+ // There are two ways that a layer can damage a region of the target surface:
+ // 1. Property change (e.g. opacity, position, transforms):
+ // - the entire region of the layer itself damages the surface.
+ // - the old layer region also damages the surface, because this region
+ // is now exposed.
+ // - note that in many cases the old and new layer rects may overlap,
+ // which is fine.
+ //
+ // 2. Repaint/update: If a region of the layer that was repainted/updated,
+ // that region damages the surface.
+ //
+ // Property changes take priority over update rects.
+ //
+ // This method is called when we want to consider how a layer contributes to
+ // its target RenderSurface, even if that layer owns the target RenderSurface
+ // itself. To consider how a layer's target surface contributes to the
+ // ancestor surface, ExtendDamageForRenderSurface() must be called instead.
+
+ bool layer_is_new = false;
+ gfx::RectF old_rect_in_target_space =
+ RemoveRectFromCurrentFrame(layer->id(), &layer_is_new);
+
+ gfx::RectF rect_in_target_space = MathUtil::MapClippedRect(
+ layer->draw_transform(),
+ gfx::RectF(gfx::PointF(), layer->content_bounds()));
+ SaveRectForNextFrame(layer->id(), rect_in_target_space);
+
+ if (layer_is_new || LayerNeedsToRedrawOntoItsTargetSurface(layer)) {
+ // If a layer is new or has changed, then its entire layer rect affects the
+ // target surface.
+ target_damage_rect->Union(rect_in_target_space);
+
+ // The layer's old region is now exposed on the target surface, too.
+ // Note old_rect_in_target_space is already in target space.
+ target_damage_rect->Union(old_rect_in_target_space);
+ } else if (!layer->update_rect().IsEmpty()) {
+ // If the layer properties haven't changed, then the the target surface is
+ // only affected by the layer's update area, which could be empty.
+ gfx::RectF update_content_rect =
+ layer->LayerRectToContentRect(layer->update_rect());
+ gfx::RectF update_rect_in_target_space =
+ MathUtil::MapClippedRect(layer->draw_transform(), update_content_rect);
+ target_damage_rect->Union(update_rect_in_target_space);
+ }
+}
+
+void DamageTracker::ExtendDamageForRenderSurface(
+ LayerImpl* layer, gfx::RectF* target_damage_rect) {
+ // There are two ways a "descendant surface" can damage regions of the "target
+ // surface":
+ // 1. Property change:
+ // - a surface's geometry can change because of
+ // - changes to descendants (i.e. the subtree) that affect the
+ // surface's content rect
+ // - changes to ancestor layers that propagate their property
+ // changes to their entire subtree.
+ // - just like layers, both the old surface rect and new surface rect
+ // will damage the target surface in this case.
+ //
+ // 2. Damage rect: This surface may have been damaged by its own layer_list
+ // as well, and that damage should propagate to the target surface.
+ //
+
+ RenderSurfaceImpl* render_surface = layer->render_surface();
+
+ bool surface_is_new = false;
+ gfx::RectF old_surface_rect = RemoveRectFromCurrentFrame(layer->id(),
+ &surface_is_new);
+
+ // The drawableContextRect() already includes the replica if it exists.
+ gfx::RectF surface_rect_in_target_space =
+ render_surface->DrawableContentRect();
+ SaveRectForNextFrame(layer->id(), surface_rect_in_target_space);
+
+ gfx::RectF damage_rect_in_local_space;
+ if (surface_is_new ||
+ render_surface->SurfacePropertyChanged() ||
+ layer->LayerSurfacePropertyChanged()) {
+ // The entire surface contributes damage.
+ damage_rect_in_local_space = render_surface->content_rect();
+
+ // The surface's old region is now exposed on the target surface, too.
+ target_damage_rect->Union(old_surface_rect);
+ } else {
+ // Only the surface's damage_rect will damage the target surface.
+ damage_rect_in_local_space =
+ render_surface->damage_tracker()->current_damage_rect();
+ }
+
+ // If there was damage, transform it to target space, and possibly contribute
+ // its reflection if needed.
+ if (!damage_rect_in_local_space.IsEmpty()) {
+ const gfx::Transform& draw_transform = render_surface->draw_transform();
+ gfx::RectF damage_rect_in_target_space =
+ MathUtil::MapClippedRect(draw_transform, damage_rect_in_local_space);
+ target_damage_rect->Union(damage_rect_in_target_space);
+
+ if (layer->replica_layer()) {
+ const gfx::Transform& replica_draw_transform =
+ render_surface->replica_draw_transform();
+ target_damage_rect->Union(MathUtil::MapClippedRect(
+ replica_draw_transform, damage_rect_in_local_space));
+ }
+ }
+
+ // If there was damage on the replica's mask, then the target surface receives
+ // that damage as well.
+ if (layer->replica_layer() && layer->replica_layer()->mask_layer()) {
+ LayerImpl* replica_mask_layer = layer->replica_layer()->mask_layer();
+
+ bool replica_is_new = false;
+ RemoveRectFromCurrentFrame(replica_mask_layer->id(), &replica_is_new);
+
+ const gfx::Transform& replica_draw_transform =
+ render_surface->replica_draw_transform();
+ gfx::RectF replica_mask_layer_rect = MathUtil::MapClippedRect(
+ replica_draw_transform,
+ gfx::RectF(gfx::PointF(), replica_mask_layer->bounds()));
+ SaveRectForNextFrame(replica_mask_layer->id(), replica_mask_layer_rect);
+
+ // In the current implementation, a change in the replica mask damages the
+ // entire replica region.
+ if (replica_is_new ||
+ replica_mask_layer->LayerPropertyChanged() ||
+ !replica_mask_layer->update_rect().IsEmpty())
+ target_damage_rect->Union(replica_mask_layer_rect);
+ }
+
+ // If the layer has a background filter, this may cause pixels in our surface
+ // to be expanded, so we will need to expand any damage at or below this
+ // layer. We expand the damage from this layer too, as we need to readback
+ // those pixels from the surface with only the contents of layers below this
+ // one in them. This means we need to redraw any pixels in the surface being
+ // used for the blur in this layer this frame.
+ if (layer->background_filters().HasFilterThatMovesPixels()) {
+ ExpandDamageRectInsideRectWithFilters(target_damage_rect,
+ surface_rect_in_target_space,
+ layer->background_filters());
+ }
+}
+
+} // namespace cc