// 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 #include #include "base/memory/ptr_util.h" #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/paint/filter_operations.h" #include "cc/trees/effect_node.h" #include "cc/trees/layer_tree_host_common.h" #include "cc/trees/layer_tree_impl.h" #include "ui/gfx/geometry/rect_conversions.h" namespace cc { std::unique_ptr DamageTracker::Create() { return base::WrapUnique(new DamageTracker()); } DamageTracker::DamageTracker() : mailboxId_(0) {} DamageTracker::~DamageTracker() = default; void DamageTracker::UpdateDamageTracking( LayerTreeImpl* layer_tree_impl, const RenderSurfaceList& render_surface_list) { // // This function computes the "damage rect" of each 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 contributing layers or surfaces // for each contributing layer or render surface: // add the layer's or surface'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 or render surface: // 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 requires that descendant surfaces compute their damage // before ancestor surfaces. Further, since contributing surfaces with // background filters can expand the damage caused by contributors // underneath them (that is, before them in draw order), the exact damage // caused by these contributors must be computed before computing the damage // caused by the contributing surface. This is implemented by visiting // layers in draw order, computing the damage caused by each one to their // target; during this walk, as soon as all of a surface's contributors have // been visited, the surface's own damage is computed and then added to its // target's accumulated 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, SortedRectMap is maintained: // // 1. All existing rects from the previous frame are marked as // not updated. // 2. The 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 updated in the map until only leftover layers // that no longer exist stay marked not updated. // // 3. After the damage rect is computed, the leftover not marked regions // in a map are used to compute are damaged by deleted layers and // erased from map. // for (RenderSurfaceImpl* render_surface : render_surface_list) { render_surface->damage_tracker()->PrepareForUpdate(); } EffectTree& effect_tree = layer_tree_impl->property_trees()->effect_tree; int current_target_effect_id = EffectTree::kContentsRootNodeId; DCHECK(effect_tree.GetRenderSurface(current_target_effect_id)); for (LayerImpl* layer : *layer_tree_impl) { if (!layer->contributes_to_drawn_render_surface()) continue; int next_target_effect_id = layer->render_target_effect_tree_index(); if (next_target_effect_id != current_target_effect_id) { int lowest_common_ancestor_id = effect_tree.LowestCommonAncestorWithRenderSurface( current_target_effect_id, next_target_effect_id); while (current_target_effect_id != lowest_common_ancestor_id) { // Moving to a non-descendant target surface. This implies that the // current target doesn't have any more contributors, since only // descendants can contribute to a target, and the each's target's // content (including content contributed by descendants) is contiguous // in draw order. RenderSurfaceImpl* current_target = effect_tree.GetRenderSurface(current_target_effect_id); current_target->damage_tracker()->ComputeSurfaceDamage(current_target); RenderSurfaceImpl* parent_target = current_target->render_target(); parent_target->damage_tracker()->AccumulateDamageFromRenderSurface( current_target); current_target_effect_id = effect_tree.Node(current_target_effect_id)->target_id; } current_target_effect_id = next_target_effect_id; } RenderSurfaceImpl* target_surface = layer->render_target(); // 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_tree_impl->hud_layer()) { target_surface->damage_tracker()->AccumulateDamageFromLayer(layer); } } DCHECK_GE(current_target_effect_id, EffectTree::kContentsRootNodeId); RenderSurfaceImpl* current_target = effect_tree.GetRenderSurface(current_target_effect_id); while (true) { current_target->damage_tracker()->ComputeSurfaceDamage(current_target); if (current_target->EffectTreeIndex() == EffectTree::kContentsRootNodeId) break; RenderSurfaceImpl* next_target = current_target->render_target(); next_target->damage_tracker()->AccumulateDamageFromRenderSurface( current_target); current_target = next_target; } } void DamageTracker::ComputeSurfaceDamage(RenderSurfaceImpl* render_surface) { // All damage from contributing layers and surfaces must already have been // added to damage_for_this_update_ through calls to AccumulateDamageFromLayer // and AccumulateDamageFromRenderSurface. // 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. DamageAccumulator damage_from_surface_mask = TrackDamageFromSurfaceMask(render_surface->MaskLayer()); DamageAccumulator damage_from_leftover_rects = TrackDamageFromLeftoverRects(); // True if any layer is removed. has_damage_from_contributing_content_ |= !damage_from_leftover_rects.IsEmpty(); if (render_surface->SurfacePropertyChangedOnlyFromDescendant()) { damage_for_this_update_ = DamageAccumulator(); damage_for_this_update_.Union(render_surface->content_rect()); // True if there is surface property change from descendant. has_damage_from_contributing_content_ |= !damage_for_this_update_.IsEmpty(); } else { // TODO(shawnsingh): can we clamp this damage to the surface's content rect? // (affects performance, but not correctness) damage_for_this_update_.Union(damage_from_surface_mask); damage_for_this_update_.Union(damage_from_leftover_rects); gfx::Rect damage_rect; bool is_rect_valid = damage_for_this_update_.GetAsRect(&damage_rect); if (is_rect_valid && !damage_rect.IsEmpty()) { damage_rect = render_surface->Filters().MapRect( damage_rect, render_surface->SurfaceScale().matrix()); damage_for_this_update_ = DamageAccumulator(); damage_for_this_update_.Union(damage_rect); } } // Damage accumulates until we are notified that we actually did draw on that // frame. current_damage_.Union(damage_for_this_update_); } bool DamageTracker::GetDamageRectIfValid(gfx::Rect* rect) { return current_damage_.GetAsRect(rect); } DamageTracker::LayerRectMapData& DamageTracker::RectDataForLayer( int layer_id, bool* layer_is_new) { LayerRectMapData data(layer_id); SortedRectMapForLayers::iterator it = std::lower_bound( rect_history_for_layers_.begin(), rect_history_for_layers_.end(), data); if (it == rect_history_for_layers_.end() || it->layer_id_ != layer_id) { *layer_is_new = true; it = rect_history_for_layers_.insert(it, data); } return *it; } DamageTracker::SurfaceRectMapData& DamageTracker::RectDataForSurface( uint64_t surface_id, bool* surface_is_new) { SurfaceRectMapData data(surface_id); SortedRectMapForSurfaces::iterator it = std::lower_bound(rect_history_for_surfaces_.begin(), rect_history_for_surfaces_.end(), data); if (it == rect_history_for_surfaces_.end() || it->surface_id_ != surface_id) { *surface_is_new = true; it = rect_history_for_surfaces_.insert(it, data); } return *it; } DamageTracker::DamageAccumulator DamageTracker::TrackDamageFromSurfaceMask( LayerImpl* target_surface_mask_layer) { DamageAccumulator damage; if (!target_surface_mask_layer) return damage; // 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.Union(gfx::Rect(target_surface_mask_layer->bounds())); } return damage; } void DamageTracker::PrepareForUpdate() { mailboxId_++; damage_for_this_update_ = DamageAccumulator(); has_damage_from_contributing_content_ = false; } DamageTracker::DamageAccumulator 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. DamageAccumulator damage; SortedRectMapForLayers::iterator layer_cur_pos = rect_history_for_layers_.begin(); SortedRectMapForLayers::iterator layer_copy_pos = layer_cur_pos; SortedRectMapForSurfaces::iterator surface_cur_pos = rect_history_for_surfaces_.begin(); SortedRectMapForSurfaces::iterator surface_copy_pos = surface_cur_pos; // Loop below basically implements std::remove_if loop with and extra // processing (adding deleted rect to damage) for deleted items. // cur_pos iterator runs through all elements of the vector, but copy_pos // always points to the element after the last not deleted element. If new // not deleted element found then it is copied to the *copy_pos and copy_pos // moved to the next position. // If there are no deleted elements then copy_pos iterator is in sync with // cur_pos and no copy happens. while (layer_cur_pos < rect_history_for_layers_.end()) { if (layer_cur_pos->mailboxId_ == mailboxId_) { if (layer_cur_pos != layer_copy_pos) *layer_copy_pos = *layer_cur_pos; ++layer_copy_pos; } else { damage.Union(layer_cur_pos->rect_); } ++layer_cur_pos; } while (surface_cur_pos < rect_history_for_surfaces_.end()) { if (surface_cur_pos->mailboxId_ == mailboxId_) { if (surface_cur_pos != surface_copy_pos) *surface_copy_pos = *surface_cur_pos; ++surface_copy_pos; } else { damage.Union(surface_cur_pos->rect_); } ++surface_cur_pos; } if (layer_copy_pos != rect_history_for_layers_.end()) rect_history_for_layers_.erase(layer_copy_pos, rect_history_for_layers_.end()); if (surface_copy_pos != rect_history_for_surfaces_.end()) rect_history_for_surfaces_.erase(surface_copy_pos, rect_history_for_surfaces_.end()); // If the vector has excessive storage, shrink it if (rect_history_for_layers_.capacity() > rect_history_for_layers_.size() * 4) SortedRectMapForLayers(rect_history_for_layers_) .swap(rect_history_for_layers_); if (rect_history_for_surfaces_.capacity() > rect_history_for_surfaces_.size() * 4) SortedRectMapForSurfaces(rect_history_for_surfaces_) .swap(rect_history_for_surfaces_); return damage; } void DamageTracker::ExpandDamageInsideRectWithFilters( const gfx::Rect& pre_filter_rect, const FilterOperations& filters) { gfx::Rect damage_rect; bool is_valid_rect = damage_for_this_update_.GetAsRect(&damage_rect); // If the damage accumulated so far isn't a valid rect or empty, then there is // no point in trying to make it bigger. if (!is_valid_rect || damage_rect.IsEmpty()) return; // Compute the pixels in the background of the surface that could be affected // by the damage in the content below. gfx::Rect expanded_damage_rect = filters.MapRect(damage_rect, SkMatrix::I()); // Restrict it to the rectangle in which the background filter is shown. expanded_damage_rect.Intersect(pre_filter_rect); damage_for_this_update_.Union(expanded_damage_rect); } void DamageTracker::AccumulateDamageFromLayer(LayerImpl* layer) { // 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; LayerRectMapData& data = RectDataForLayer(layer->id(), &layer_is_new); gfx::Rect old_rect_in_target_space = data.rect_; gfx::Rect rect_in_target_space = layer->GetEnclosingRectInTargetSpace(); data.Update(rect_in_target_space, mailboxId_); if (layer_is_new || layer->LayerPropertyChanged()) { // If a layer is new or has changed, then its entire layer rect affects the // target surface. damage_for_this_update_.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. damage_for_this_update_.Union(old_rect_in_target_space); } else { // If the layer properties haven't changed, then the the target surface is // only affected by the layer's damaged area, which could be empty. gfx::Rect damage_rect = gfx::UnionRects(layer->update_rect(), layer->damage_rect()); damage_rect.Intersect(gfx::Rect(layer->bounds())); if (!damage_rect.IsEmpty()) { gfx::Rect damage_rect_in_target_space = MathUtil::MapEnclosingClippedRect( layer->DrawTransform(), damage_rect); damage_for_this_update_.Union(damage_rect_in_target_space); } } // Property changes from animaiton will not be considered as damage from // contributing content. if (layer_is_new || layer->LayerPropertyChangedNotFromPropertyTrees() || !layer->update_rect().IsEmpty() || !layer->damage_rect().IsEmpty()) { has_damage_from_contributing_content_ |= !damage_for_this_update_.IsEmpty(); } } void DamageTracker::AccumulateDamageFromRenderSurface( RenderSurfaceImpl* render_surface) { // 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. // bool surface_is_new = false; SurfaceRectMapData& data = RectDataForSurface(render_surface->id(), &surface_is_new); gfx::Rect old_surface_rect = data.rect_; gfx::Rect surface_rect_in_target_space = gfx::ToEnclosingRect(render_surface->DrawableContentRect()); data.Update(surface_rect_in_target_space, mailboxId_); if (surface_is_new || render_surface->SurfacePropertyChanged()) { // The entire surface contributes damage. damage_for_this_update_.Union(surface_rect_in_target_space); // The surface's old region is now exposed on the target surface, too. damage_for_this_update_.Union(old_surface_rect); } else { // Only the surface's damage_rect will damage the target surface. gfx::Rect damage_rect_in_local_space; bool is_valid_rect = render_surface->damage_tracker()->GetDamageRectIfValid( &damage_rect_in_local_space); if (is_valid_rect && !damage_rect_in_local_space.IsEmpty()) { // If there was damage, transform it to target space, and possibly // contribute its reflection if needed. const gfx::Transform& draw_transform = render_surface->draw_transform(); gfx::Rect damage_rect_in_target_space = MathUtil::MapEnclosingClippedRect( draw_transform, damage_rect_in_local_space); damage_for_this_update_.Union(damage_rect_in_target_space); } else if (!is_valid_rect) { damage_for_this_update_.Union(surface_rect_in_target_space); } } // 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. const FilterOperations& background_filters = render_surface->BackgroundFilters(); if (background_filters.HasFilterThatMovesPixels()) { ExpandDamageInsideRectWithFilters(surface_rect_in_target_space, background_filters); } // True if any changes from contributing render surface. has_damage_from_contributing_content_ |= !damage_for_this_update_.IsEmpty(); } bool DamageTracker::DamageAccumulator::GetAsRect(gfx::Rect* rect) { if (!is_valid_rect_) return false; base::CheckedNumeric width = right_; width -= x_; base::CheckedNumeric height = bottom_; height -= y_; if (!width.IsValid() || !height.IsValid()) { is_valid_rect_ = false; return false; } rect->set_x(x_); rect->set_y(y_); rect->set_width(width.ValueOrDie()); rect->set_height(height.ValueOrDie()); return true; } } // namespace cc