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/*
* Copyright (C) 2009, 2010 Apple Inc. All rights reserved.
* Copyright (C) 2014 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "core/rendering/compositing/CompositingRequirementsUpdater.h"
#include "core/rendering/RenderLayerStackingNode.h"
#include "core/rendering/RenderLayerStackingNodeIterator.h"
#include "core/rendering/RenderView.h"
#include "core/rendering/compositing/RenderLayerCompositor.h"
#include "platform/TraceEvent.h"
namespace WebCore {
class OverlapMapContainer {
public:
void add(const IntRect& bounds)
{
m_layerRects.append(bounds);
m_boundingBox.unite(bounds);
}
bool overlapsLayers(const IntRect& bounds) const
{
// Checking with the bounding box will quickly reject cases when
// layers are created for lists of items going in one direction and
// never overlap with each other.
if (!bounds.intersects(m_boundingBox))
return false;
for (unsigned i = 0; i < m_layerRects.size(); i++) {
if (m_layerRects[i].intersects(bounds))
return true;
}
return false;
}
void unite(const OverlapMapContainer& otherContainer)
{
m_layerRects.appendVector(otherContainer.m_layerRects);
m_boundingBox.unite(otherContainer.m_boundingBox);
}
private:
Vector<IntRect, 64> m_layerRects;
IntRect m_boundingBox;
};
class CompositingRequirementsUpdater::OverlapMap {
WTF_MAKE_NONCOPYABLE(OverlapMap);
public:
OverlapMap()
{
// Begin by assuming the root layer will be composited so that there
// is something on the stack. The root layer should also never get a
// finishCurrentOverlapTestingContext() call.
beginNewOverlapTestingContext();
}
void add(RenderLayer* layer, const IntRect& bounds)
{
ASSERT(!layer->isRootLayer());
if (bounds.isEmpty())
return;
// Layers do not contribute to overlap immediately--instead, they will
// contribute to overlap as soon as they have been recursively processed
// and popped off the stack.
ASSERT(m_overlapStack.size() >= 2);
m_overlapStack[m_overlapStack.size() - 2].add(bounds);
}
bool overlapsLayers(const IntRect& bounds) const
{
return m_overlapStack.last().overlapsLayers(bounds);
}
void beginNewOverlapTestingContext()
{
// This effectively creates a new "clean slate" for overlap state.
// This is used when we know that a subtree or remaining set of
// siblings does not need to check overlap with things behind it.
m_overlapStack.append(OverlapMapContainer());
}
void finishCurrentOverlapTestingContext()
{
// The overlap information on the top of the stack is still necessary
// for checking overlap of any layers outside this context that may
// overlap things from inside this context. Therefore, we must merge
// the information from the top of the stack before popping the stack.
//
// FIXME: we may be able to avoid this deep copy by rearranging how
// overlapMap state is managed.
m_overlapStack[m_overlapStack.size() - 2].unite(m_overlapStack.last());
m_overlapStack.removeLast();
}
private:
Vector<OverlapMapContainer> m_overlapStack;
};
class CompositingRequirementsUpdater::RecursionData {
public:
RecursionData(RenderLayer* compAncestor, bool testOverlap)
: m_compositingAncestor(compAncestor)
, m_subtreeIsCompositing(false)
, m_hasUnisolatedCompositedBlendingDescendant(false)
, m_testingOverlap(testOverlap)
#ifndef NDEBUG
, m_depth(0)
#endif
{
}
RecursionData(const RecursionData& other)
: m_compositingAncestor(other.m_compositingAncestor)
, m_subtreeIsCompositing(other.m_subtreeIsCompositing)
, m_hasUnisolatedCompositedBlendingDescendant(other.m_hasUnisolatedCompositedBlendingDescendant)
, m_testingOverlap(other.m_testingOverlap)
#ifndef NDEBUG
, m_depth(other.m_depth + 1)
#endif
{
}
RenderLayer* m_compositingAncestor;
bool m_subtreeIsCompositing;
bool m_hasUnisolatedCompositedBlendingDescendant;
bool m_testingOverlap;
#ifndef NDEBUG
int m_depth;
#endif
};
static bool requiresCompositingOrSquashing(CompositingReasons reasons)
{
#ifndef NDEBUG
bool fastAnswer = reasons != CompositingReasonNone;
bool slowAnswer = requiresCompositing(reasons) || requiresSquashing(reasons);
ASSERT(fastAnswer == slowAnswer);
#endif
return reasons != CompositingReasonNone;
}
static CompositingReasons subtreeReasonsForCompositing(RenderObject* renderer, bool hasCompositedDescendants, bool has3DTransformedDescendants)
{
CompositingReasons subtreeReasons = CompositingReasonNone;
// FIXME: this seems to be a potentially different layer than the layer for which this was called. May not be an error, but is very confusing.
RenderLayer* layer = toRenderBoxModelObject(renderer)->layer();
// When a layer has composited descendants, some effects, like 2d transforms, filters, masks etc must be implemented
// via compositing so that they also apply to those composited descdendants.
if (hasCompositedDescendants) {
if (layer->transform())
subtreeReasons |= CompositingReasonTransformWithCompositedDescendants;
if (layer->shouldIsolateCompositedDescendants()) {
ASSERT(layer->stackingNode()->isStackingContext());
subtreeReasons |= CompositingReasonIsolateCompositedDescendants;
}
// If the implementation of createsGroup changes, we need to be aware of that in this part of code.
ASSERT((renderer->isTransparent() || renderer->hasMask() || renderer->hasFilter() || renderer->hasBlendMode()) == renderer->createsGroup());
if (renderer->isTransparent())
subtreeReasons |= CompositingReasonOpacityWithCompositedDescendants;
if (renderer->hasMask())
subtreeReasons |= CompositingReasonMaskWithCompositedDescendants;
if (renderer->hasFilter())
subtreeReasons |= CompositingReasonFilterWithCompositedDescendants;
if (renderer->hasBlendMode())
subtreeReasons |= CompositingReasonBlendingWithCompositedDescendants;
if (renderer->hasReflection())
subtreeReasons |= CompositingReasonReflectionWithCompositedDescendants;
if (renderer->hasClipOrOverflowClip())
subtreeReasons |= CompositingReasonClipsCompositingDescendants;
}
// A layer with preserve-3d or perspective only needs to be composited if there are descendant layers that
// will be affected by the preserve-3d or perspective.
if (has3DTransformedDescendants) {
if (renderer->style()->transformStyle3D() == TransformStyle3DPreserve3D)
subtreeReasons |= CompositingReasonPreserve3DWith3DDescendants;
if (renderer->style()->hasPerspective())
subtreeReasons |= CompositingReasonPerspectiveWith3DDescendants;
}
return subtreeReasons;
}
CompositingRequirementsUpdater::CompositingRequirementsUpdater(RenderView& renderView, CompositingReasonFinder& compositingReasonFinder)
: m_renderView(renderView)
, m_compositingReasonFinder(compositingReasonFinder)
{
}
CompositingRequirementsUpdater::~CompositingRequirementsUpdater()
{
}
void CompositingRequirementsUpdater::update(RenderLayer* root)
{
TRACE_EVENT0("blink_rendering", "CompositingRequirementsUpdater::updateRecursive");
// Go through the layers in presentation order, so that we can compute which RenderLayers need compositing layers.
// FIXME: we could maybe do this and the hierarchy udpate in one pass, but the parenting logic would be more complex.
RecursionData recursionData(root, true);
OverlapMap overlapTestRequestMap;
bool saw3DTransform = false;
// FIXME: Passing these unclippedDescendants down and keeping track
// of them dynamically, we are requiring a full tree walk. This
// should be removed as soon as proper overlap testing based on
// scrolling and animation bounds is implemented (crbug.com/252472).
Vector<RenderLayer*> unclippedDescendants;
IntRect absoluteDecendantBoundingBox;
updateRecursive(0, root, overlapTestRequestMap, recursionData, saw3DTransform, unclippedDescendants, absoluteDecendantBoundingBox);
}
void CompositingRequirementsUpdater::updateRecursive(RenderLayer* ancestorLayer, RenderLayer* layer, OverlapMap& overlapMap, RecursionData& currentRecursionData, bool& descendantHas3DTransform, Vector<RenderLayer*>& unclippedDescendants, IntRect& absoluteDecendantBoundingBox)
{
RenderLayerCompositor* compositor = m_renderView.compositor();
layer->stackingNode()->updateLayerListsIfNeeded();
CompositingReasons reasonsToComposite = CompositingReasonNone;
CompositingReasons directReasons = m_compositingReasonFinder.directReasons(layer);
// Video is special. It's the only RenderLayer type that can both have
// RenderLayer children and whose children can't use its backing to render
// into. These children (the controls) always need to be promoted into their
// own layers to draw on top of the accelerated video.
if (currentRecursionData.m_compositingAncestor && currentRecursionData.m_compositingAncestor->renderer()->isVideo())
directReasons |= CompositingReasonVideoOverlay;
if (compositor->canBeComposited(layer))
reasonsToComposite |= directReasons;
// Next, accumulate reasons related to overlap.
// If overlap testing is used, this reason will be overridden. If overlap testing is not
// used, we must assume we overlap if there is anything composited behind us in paint-order.
CompositingReasons overlapCompositingReason = currentRecursionData.m_subtreeIsCompositing ? CompositingReasonAssumedOverlap : CompositingReasonNone;
if (m_renderView.compositor()->acceleratedCompositingForOverflowScrollEnabled()) {
Vector<size_t> unclippedDescendantsToRemove;
for (size_t i = 0; i < unclippedDescendants.size(); i++) {
RenderLayer* unclippedDescendant = unclippedDescendants.at(i);
// If we've reached the containing block of one of the unclipped
// descendants, that element is no longer relevant to whether or not we
// should opt in. Unfortunately we can't easily remove from the list
// while we're iterating, so we have to store it for later removal.
if (unclippedDescendant->renderer()->containingBlock() == layer->renderer()) {
unclippedDescendantsToRemove.append(i);
continue;
}
if (layer->scrollsWithRespectTo(unclippedDescendant))
reasonsToComposite |= CompositingReasonAssumedOverlap;
}
// Remove irrelevant unclipped descendants in reverse order so our stored
// indices remain valid.
for (size_t i = 0; i < unclippedDescendantsToRemove.size(); i++)
unclippedDescendants.remove(unclippedDescendantsToRemove.at(unclippedDescendantsToRemove.size() - i - 1));
if (reasonsToComposite & CompositingReasonOutOfFlowClipping)
unclippedDescendants.append(layer);
}
const IntRect& absBounds = layer->compositingInputs().clippedAbsoluteBoundingBox;
absoluteDecendantBoundingBox = absBounds;
if (currentRecursionData.m_testingOverlap && !requiresCompositingOrSquashing(directReasons))
overlapCompositingReason = overlapMap.overlapsLayers(absBounds) ? CompositingReasonOverlap : CompositingReasonNone;
reasonsToComposite |= overlapCompositingReason;
// The children of this layer don't need to composite, unless there is
// a compositing layer among them, so start by inheriting the compositing
// ancestor with m_subtreeIsCompositing set to false.
RecursionData childRecursionData(currentRecursionData);
childRecursionData.m_subtreeIsCompositing = false;
bool willBeCompositedOrSquashed = compositor->canBeComposited(layer) && requiresCompositingOrSquashing(reasonsToComposite);
if (willBeCompositedOrSquashed) {
// Tell the parent it has compositing descendants.
currentRecursionData.m_subtreeIsCompositing = true;
// This layer now acts as the ancestor for kids.
childRecursionData.m_compositingAncestor = layer;
// Here we know that all children and the layer's own contents can blindly paint into
// this layer's backing, until a descendant is composited. So, we don't need to check
// for overlap with anything behind this layer.
overlapMap.beginNewOverlapTestingContext();
// This layer is going to be composited, so children can safely ignore the fact that there's an
// animation running behind this layer, meaning they can rely on the overlap map testing again.
childRecursionData.m_testingOverlap = true;
}
#if ASSERT_ENABLED
LayerListMutationDetector mutationChecker(layer->stackingNode());
#endif
bool anyDescendantHas3DTransform = false;
bool willHaveForegroundLayer = false;
if (layer->stackingNode()->isStackingContext()) {
RenderLayerStackingNodeIterator iterator(*layer->stackingNode(), NegativeZOrderChildren);
while (RenderLayerStackingNode* curNode = iterator.next()) {
IntRect absoluteChildDecendantBoundingBox;
updateRecursive(layer, curNode->layer(), overlapMap, childRecursionData, anyDescendantHas3DTransform, unclippedDescendants, absoluteChildDecendantBoundingBox);
absoluteDecendantBoundingBox.unite(absoluteChildDecendantBoundingBox);
// If we have to make a layer for this child, make one now so we can have a contents layer
// (since we need to ensure that the -ve z-order child renders underneath our contents).
if (childRecursionData.m_subtreeIsCompositing) {
reasonsToComposite |= CompositingReasonNegativeZIndexChildren;
if (!willBeCompositedOrSquashed) {
// make layer compositing
childRecursionData.m_compositingAncestor = layer;
overlapMap.beginNewOverlapTestingContext();
willBeCompositedOrSquashed = true;
willHaveForegroundLayer = true;
// FIXME: temporary solution for the first negative z-index composited child:
// re-compute the absBounds for the child so that we can add the
// negative z-index child's bounds to the new overlap context.
overlapMap.beginNewOverlapTestingContext();
overlapMap.add(curNode->layer(), curNode->layer()->compositingInputs().clippedAbsoluteBoundingBox);
overlapMap.finishCurrentOverlapTestingContext();
}
}
}
}
if (willHaveForegroundLayer) {
ASSERT(willBeCompositedOrSquashed);
// A foreground layer effectively is a new backing for all subsequent children, so
// we don't need to test for overlap with anything behind this. So, we can finish
// the previous context that was accumulating rects for the negative z-index
// children, and start with a fresh new empty context.
overlapMap.finishCurrentOverlapTestingContext();
overlapMap.beginNewOverlapTestingContext();
// This layer is going to be composited, so children can safely ignore the fact that there's an
// animation running behind this layer, meaning they can rely on the overlap map testing again
childRecursionData.m_testingOverlap = true;
}
RenderLayerStackingNodeIterator iterator(*layer->stackingNode(), NormalFlowChildren | PositiveZOrderChildren);
while (RenderLayerStackingNode* curNode = iterator.next()) {
IntRect absoluteChildDecendantBoundingBox;
updateRecursive(layer, curNode->layer(), overlapMap, childRecursionData, anyDescendantHas3DTransform, unclippedDescendants, absoluteChildDecendantBoundingBox);
absoluteDecendantBoundingBox.unite(absoluteChildDecendantBoundingBox);
}
// Now that the subtree has been traversed, we can check for compositing reasons that depended on the state of the subtree.
if (layer->stackingNode()->isStackingContext()) {
layer->setShouldIsolateCompositedDescendants(childRecursionData.m_hasUnisolatedCompositedBlendingDescendant);
} else {
layer->setShouldIsolateCompositedDescendants(false);
currentRecursionData.m_hasUnisolatedCompositedBlendingDescendant = childRecursionData.m_hasUnisolatedCompositedBlendingDescendant;
}
// Subsequent layers in the parent's stacking context may also need to composite.
if (childRecursionData.m_subtreeIsCompositing)
currentRecursionData.m_subtreeIsCompositing = true;
// Set the flag to say that this SC has compositing children.
layer->setHasCompositingDescendant(childRecursionData.m_subtreeIsCompositing);
if (layer->isRootLayer()) {
// The root layer needs to be composited if anything else in the tree is composited.
// Otherwise, we can disable compositing entirely.
if (childRecursionData.m_subtreeIsCompositing || requiresCompositingOrSquashing(reasonsToComposite) || compositor->rootShouldAlwaysComposite()) {
reasonsToComposite |= CompositingReasonRoot;
} else {
compositor->setCompositingModeEnabled(false);
reasonsToComposite = CompositingReasonNone;
}
} else {
// All layers (even ones that aren't being composited) need to get added to
// the overlap map. Layers that are not separately composited will paint into their
// compositing ancestor's backing, and so are still considered for overlap.
if (childRecursionData.m_compositingAncestor && !childRecursionData.m_compositingAncestor->isRootLayer())
overlapMap.add(layer, absBounds);
// Now check for reasons to become composited that depend on the state of descendant layers.
CompositingReasons subtreeCompositingReasons = subtreeReasonsForCompositing(layer->renderer(), childRecursionData.m_subtreeIsCompositing, anyDescendantHas3DTransform);
reasonsToComposite |= subtreeCompositingReasons;
if (!willBeCompositedOrSquashed && compositor->canBeComposited(layer) && requiresCompositingOrSquashing(subtreeCompositingReasons)) {
childRecursionData.m_compositingAncestor = layer;
// FIXME: this context push is effectively a no-op but needs to exist for
// now, because the code is designed to push overlap information to the
// second-from-top context of the stack.
overlapMap.beginNewOverlapTestingContext();
overlapMap.add(layer, absoluteDecendantBoundingBox);
willBeCompositedOrSquashed = true;
}
// If the original layer is composited, the reflection needs to be, too.
if (layer->reflectionInfo()) {
// FIXME: Shouldn't we call computeCompositingRequirements to handle a reflection overlapping with another renderer?
RenderLayer* reflectionLayer = layer->reflectionInfo()->reflectionLayer();
CompositingReasons reflectionCompositingReason = willBeCompositedOrSquashed ? CompositingReasonReflectionOfCompositedParent : CompositingReasonNone;
reflectionLayer->setCompositingReasons(reflectionLayer->compositingReasons() | reflectionCompositingReason);
}
if (willBeCompositedOrSquashed && layer->blendInfo().hasBlendMode())
currentRecursionData.m_hasUnisolatedCompositedBlendingDescendant = true;
// Turn overlap testing off for later layers if it's already off, or if we have an animating transform.
// Note that if the layer clips its descendants, there's no reason to propagate the child animation to the parent layers. That's because
// we know for sure the animation is contained inside the clipping rectangle, which is already added to the overlap map.
bool isCompositedClippingLayer = compositor->canBeComposited(layer) && (reasonsToComposite & CompositingReasonClipsCompositingDescendants);
if ((!childRecursionData.m_testingOverlap && !isCompositedClippingLayer) || isRunningAcceleratedTransformAnimation(layer->renderer()))
currentRecursionData.m_testingOverlap = false;
if (childRecursionData.m_compositingAncestor == layer)
overlapMap.finishCurrentOverlapTestingContext();
descendantHas3DTransform |= anyDescendantHas3DTransform || layer->has3DTransform();
}
// At this point we have finished collecting all reasons to composite this layer.
layer->setCompositingReasons(reasonsToComposite);
}
bool CompositingRequirementsUpdater::isRunningAcceleratedTransformAnimation(RenderObject* renderer) const
{
return renderer->style()->hasCurrentTransformAnimation();
}
} // namespace WebCore
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