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Diffstat (limited to 'chromium/cc/trees/damage_tracker.cc')
-rw-r--r-- | chromium/cc/trees/damage_tracker.cc | 400 |
1 files changed, 400 insertions, 0 deletions
diff --git a/chromium/cc/trees/damage_tracker.cc b/chromium/cc/trees/damage_tracker.cc new file mode 100644 index 00000000000..64b15867e07 --- /dev/null +++ b/chromium/cc/trees/damage_tracker.cc @@ -0,0 +1,400 @@ +// 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 |