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/*
* Copyright (C) 2006, 2007, 2008, 2009, 2010, 2011, 2012 Apple Inc. All rights
* reserved.
*
* Portions are Copyright (C) 1998 Netscape Communications Corporation.
*
* Other contributors:
* Robert O'Callahan <roc+@cs.cmu.edu>
* David Baron <dbaron@dbaron.org>
* Christian Biesinger <cbiesinger@web.de>
* Randall Jesup <rjesup@wgate.com>
* Roland Mainz <roland.mainz@informatik.med.uni-giessen.de>
* Josh Soref <timeless@mac.com>
* Boris Zbarsky <bzbarsky@mit.edu>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* Alternatively, the contents of this file may be used under the terms
* of either the Mozilla Public License Version 1.1, found at
* http://www.mozilla.org/MPL/ (the "MPL") or the GNU General Public
* License Version 2.0, found at http://www.fsf.org/copyleft/gpl.html
* (the "GPL"), in which case the provisions of the MPL or the GPL are
* applicable instead of those above. If you wish to allow use of your
* version of this file only under the terms of one of those two
* licenses (the MPL or the GPL) and not to allow others to use your
* version of this file under the LGPL, indicate your decision by
* deletingthe provisions above and replace them with the notice and
* other provisions required by the MPL or the GPL, as the case may be.
* If you do not delete the provisions above, a recipient may use your
* version of this file under any of the LGPL, the MPL or the GPL.
*/
#include "third_party/blink/renderer/core/paint/paint_layer.h"
#include <limits>
#include "base/containers/adapters.h"
#include "build/build_config.h"
#include "cc/input/scroll_snap_data.h"
#include "partition_alloc/partition_alloc.h"
#include "third_party/blink/public/platform/task_type.h"
#include "third_party/blink/renderer/core/animation/scroll_timeline.h"
#include "third_party/blink/renderer/core/css/css_property_names.h"
#include "third_party/blink/renderer/core/css/properties/longhands.h"
#include "third_party/blink/renderer/core/css/style_request.h"
#include "third_party/blink/renderer/core/dom/document.h"
#include "third_party/blink/renderer/core/dom/shadow_root.h"
#include "third_party/blink/renderer/core/execution_context/agent.h"
#include "third_party/blink/renderer/core/frame/local_frame.h"
#include "third_party/blink/renderer/core/frame/local_frame_view.h"
#include "third_party/blink/renderer/core/frame/settings.h"
#include "third_party/blink/renderer/core/frame/visual_viewport.h"
#include "third_party/blink/renderer/core/html/canvas/html_canvas_element.h"
#include "third_party/blink/renderer/core/html/html_element.h"
#include "third_party/blink/renderer/core/html_names.h"
#include "third_party/blink/renderer/core/layout/anchor_position_scroll_data.h"
#include "third_party/blink/renderer/core/layout/fragmentainer_iterator.h"
#include "third_party/blink/renderer/core/layout/fragmentation_utils.h"
#include "third_party/blink/renderer/core/layout/geometry/transform_state.h"
#include "third_party/blink/renderer/core/layout/hit_test_location.h"
#include "third_party/blink/renderer/core/layout/hit_test_request.h"
#include "third_party/blink/renderer/core/layout/hit_test_result.h"
#include "third_party/blink/renderer/core/layout/layout_embedded_content.h"
#include "third_party/blink/renderer/core/layout/layout_flow_thread.h"
#include "third_party/blink/renderer/core/layout/layout_html_canvas.h"
#include "third_party/blink/renderer/core/layout/layout_inline.h"
#include "third_party/blink/renderer/core/layout/layout_object.h"
#include "third_party/blink/renderer/core/layout/layout_tree_as_text.h"
#include "third_party/blink/renderer/core/layout/layout_view.h"
#include "third_party/blink/renderer/core/layout/svg/layout_svg_root.h"
#include "third_party/blink/renderer/core/page/page.h"
#include "third_party/blink/renderer/core/page/scrolling/sticky_position_scrolling_constraints.h"
#include "third_party/blink/renderer/core/paint/box_fragment_painter.h"
#include "third_party/blink/renderer/core/paint/box_reflection_utils.h"
#include "third_party/blink/renderer/core/paint/clip_path_clipper.h"
#include "third_party/blink/renderer/core/paint/compositing/compositing_reason_finder.h"
#include "third_party/blink/renderer/core/paint/contoured_border_geometry.h"
#include "third_party/blink/renderer/core/paint/cull_rect_updater.h"
#include "third_party/blink/renderer/core/paint/filter_effect_builder.h"
#include "third_party/blink/renderer/core/paint/fragment_data_iterator.h"
#include "third_party/blink/renderer/core/paint/hit_testing_transform_state.h"
#include "third_party/blink/renderer/core/paint/object_paint_invalidator.h"
#include "third_party/blink/renderer/core/paint/paint_info.h"
#include "third_party/blink/renderer/core/paint/paint_layer_paint_order_iterator.h"
#include "third_party/blink/renderer/core/paint/paint_layer_painter.h"
#include "third_party/blink/renderer/core/paint/paint_layer_scrollable_area.h"
#include "third_party/blink/renderer/core/paint/paint_property_tree_builder.h"
#include "third_party/blink/renderer/core/paint/transform_utils.h"
#include "third_party/blink/renderer/core/style/computed_style.h"
#include "third_party/blink/renderer/core/style/reference_clip_path_operation.h"
#include "third_party/blink/renderer/core/style/reference_offset_path_operation.h"
#include "third_party/blink/renderer/core/view_transition/view_transition.h"
#include "third_party/blink/renderer/core/view_transition/view_transition_utils.h"
#include "third_party/blink/renderer/platform/bindings/runtime_call_stats.h"
#include "third_party/blink/renderer/platform/geometry/contoured_rect.h"
#include "third_party/blink/renderer/platform/geometry/length_functions.h"
#include "third_party/blink/renderer/platform/graphics/compositor_filter_operations.h"
#include "third_party/blink/renderer/platform/graphics/filters/filter.h"
#include "third_party/blink/renderer/platform/graphics/paint/geometry_mapper.h"
#include "third_party/blink/renderer/platform/heap/collection_support/clear_collection_scope.h"
#include "third_party/blink/renderer/platform/heap/garbage_collected.h"
#include "third_party/blink/renderer/platform/instrumentation/histogram.h"
#include "third_party/blink/renderer/platform/instrumentation/tracing/trace_event.h"
#include "third_party/blink/renderer/platform/runtime_enabled_features.h"
#include "third_party/blink/renderer/platform/wtf/allocator/partitions.h"
#include "third_party/blink/renderer/platform/wtf/size_assertions.h"
#include "third_party/blink/renderer/platform/wtf/std_lib_extras.h"
#include "ui/gfx/geometry/point3_f.h"
#include "ui/gfx/geometry/rect_f.h"
#include "ui/gfx/geometry/transform.h"
namespace blink {
namespace {
#if BUILDFLAG(IS_LINUX) || BUILDFLAG(IS_CHROMEOS)
struct SameSizeAsPaintLayer : GarbageCollected<PaintLayer>, DisplayItemClient {
// The bit fields may fit into the machine word of DisplayItemClient which
// has only 8-bit data.
unsigned bit_fields1 : 24;
unsigned bit_fields2 : 24;
#if DCHECK_IS_ON()
bool is_destroyed;
#endif
Member<void*> members[9];
LayoutUnit layout_units[2];
std::unique_ptr<void*> pointer;
};
ASSERT_SIZE(PaintLayer, SameSizeAsPaintLayer);
#endif
inline PhysicalRect PhysicalVisualOverflowRectAllowingUnset(
const LayoutBoxModelObject& layout_object) {
#if DCHECK_IS_ON()
InkOverflow::ReadUnsetAsNoneScope read_unset_as_none;
#endif
return layout_object.VisualOverflowRect();
}
PaintLayer* SlowContainingLayer(LayoutObject& layout_object) {
// This is a universal approach to find the containing layer, but it is
// slower.
auto* container = layout_object.Container(nullptr);
while (container) {
if (container->HasLayer())
return To<LayoutBoxModelObject>(container)->Layer();
container = container->Container(nullptr);
}
return nullptr;
}
std::optional<gfx::SizeF> ComputeFilterViewport(const PaintLayer& layer) {
if (const auto* layout_inline =
DynamicTo<LayoutInline>(layer.GetLayoutObject())) {
return gfx::SizeF(layout_inline->PhysicalLinesBoundingBox().size);
}
const auto* box = layer.GetLayoutBox();
if (box->IsSVGForeignObject()) {
return std::nullopt;
}
return gfx::SizeF(box->Size());
}
} // namespace
PaintLayer::PaintLayer(LayoutBoxModelObject* layout_object)
: is_root_layer_(IsA<LayoutView>(layout_object)),
has_visible_content_(false),
needs_descendant_dependent_flags_update_(true),
needs_visual_overflow_recalc_(true),
has_visible_self_painting_descendant_(false),
needs_cull_rect_update_(false),
forces_children_cull_rect_update_(false),
descendant_needs_cull_rect_update_(false),
previous_paint_result_(kMayBeClippedByCullRect),
needs_paint_phase_descendant_outlines_(false),
needs_paint_phase_float_(false),
has_non_isolated_descendant_with_blend_mode_(false),
has_fixed_position_descendant_(false),
has_non_contained_absolute_position_descendant_(false),
has_stacked_descendant_in_current_stacking_context_(false),
filter_on_effect_node_dirty_(false),
backdrop_filter_on_effect_node_dirty_(false),
has_filter_that_moves_pixels_(false),
is_under_svg_hidden_container_(false),
has_self_painting_layer_descendant_(false),
has_backdrop_filter_descendant_(false),
needs_reorder_overlay_overflow_controls_(false),
static_inline_edge_(InlineEdge::kInlineStart),
static_block_edge_(BlockEdge::kBlockStart),
#if DCHECK_IS_ON()
layer_list_mutation_allowed_(true),
#endif
layout_object_(layout_object),
parent_(nullptr),
previous_(nullptr),
next_(nullptr),
first_(nullptr),
last_(nullptr),
static_inline_position_(0),
static_block_position_(0) {
is_self_painting_layer_ = ShouldBeSelfPaintingLayer();
UpdateScrollableArea();
}
PaintLayer::~PaintLayer() {
#if DCHECK_IS_ON()
DCHECK(is_destroyed_);
#endif
}
void PaintLayer::Destroy() {
#if DCHECK_IS_ON()
DCHECK(!is_destroyed_);
#endif
if (resource_info_) {
const ComputedStyle& style = GetLayoutObject().StyleRef();
if (style.HasFilter())
style.Filter().RemoveClient(*resource_info_);
if (style.HasBackdropFilter()) {
style.BackdropFilter().RemoveClient(*resource_info_);
}
if (auto* reference_clip =
DynamicTo<ReferenceClipPathOperation>(style.ClipPath()))
reference_clip->RemoveClient(*resource_info_);
if (auto* reference_offset =
DynamicTo<ReferenceOffsetPathOperation>(style.OffsetPath())) {
reference_offset->RemoveClient(*resource_info_);
}
resource_info_->ClearLayer();
}
// Reset this flag before disposing scrollable_area_ to prevent
// PaintLayerScrollableArea::WillRemoveScrollbar() from dirtying the z-order
// list of the stacking context. If this layer is removed from the parent,
// the z-order list should have been invalidated in RemoveChild().
needs_reorder_overlay_overflow_controls_ = false;
if (scrollable_area_)
scrollable_area_->Dispose();
#if DCHECK_IS_ON()
is_destroyed_ = true;
#endif
}
String PaintLayer::DebugName() const {
return GetLayoutObject().DebugName();
}
DOMNodeId PaintLayer::OwnerNodeId() const {
return static_cast<const DisplayItemClient&>(GetLayoutObject()).OwnerNodeId();
}
bool PaintLayer::PaintsWithFilters() const {
if (!GetLayoutObject().HasFilterInducingProperty())
return false;
return true;
}
const PaintLayer* PaintLayer::ContainingScrollContainerLayer(
bool* is_fixed_to_view) const {
bool is_fixed = GetLayoutObject().IsFixedPositioned();
for (const PaintLayer* container = ContainingLayer(); container;
container = container->ContainingLayer()) {
if (container->GetLayoutObject().IsScrollContainer()) {
if (is_fixed_to_view)
*is_fixed_to_view = is_fixed && container->IsRootLayer();
DCHECK(container->GetScrollableArea());
return container;
}
is_fixed = container->GetLayoutObject().IsFixedPositioned();
}
DCHECK(IsRootLayer());
if (is_fixed_to_view)
*is_fixed_to_view = true;
return nullptr;
}
void PaintLayer::UpdateTransform() {
if (gfx::Transform* transform = Transform()) {
const LayoutBox* box = GetLayoutBox();
DCHECK(box);
transform->MakeIdentity();
const PhysicalRect reference_box = ComputeReferenceBox(*box);
box->StyleRef().ApplyTransform(
*transform, box, reference_box,
ComputedStyle::kIncludeTransformOperations,
ComputedStyle::kIncludeTransformOrigin,
ComputedStyle::kIncludeMotionPath,
ComputedStyle::kIncludeIndependentTransformProperties);
}
}
void PaintLayer::UpdateTransformAfterStyleChange(
StyleDifference diff,
const ComputedStyle* old_style,
const ComputedStyle& new_style) {
// It's possible for the old and new style transform data to be equivalent
// while HasTransform() differs, as it checks a number of conditions aside
// from just the matrix, including but not limited to animation state.
bool had_transform = Transform();
bool has_transform = GetLayoutObject().HasTransform();
if (had_transform == has_transform && old_style &&
!diff.TransformDataChanged()) {
return;
}
bool had_3d_transform = Has3DTransform();
if (has_transform != had_transform) {
if (has_transform)
transform_ = std::make_unique<gfx::Transform>();
else
transform_.reset();
}
UpdateTransform();
if (had_3d_transform != Has3DTransform())
MarkAncestorChainForFlagsUpdate();
if (LocalFrameView* frame_view = GetLayoutObject().GetDocument().View())
frame_view->SetNeedsUpdateGeometries();
}
gfx::Transform PaintLayer::CurrentTransform() const {
if (gfx::Transform* transform = Transform())
return *transform;
return gfx::Transform();
}
void PaintLayer::DirtyVisibleContentStatus() {
MarkAncestorChainForFlagsUpdate();
// Non-self-painting layers paint into their ancestor layer, and count as part
// of the "visible contents" of the parent, so we need to dirty it.
if (!IsSelfPaintingLayer())
Parent()->DirtyVisibleContentStatus();
}
void PaintLayer::MarkAncestorChainForFlagsUpdate(
DescendantDependentFlagsUpdateFlag flag) {
#if DCHECK_IS_ON()
DCHECK(flag == kDoesNotNeedDescendantDependentUpdate ||
!layout_object_->GetDocument()
.View()
->IsUpdatingDescendantDependentFlags());
#endif
for (PaintLayer* layer = this; layer; layer = layer->Parent()) {
if (layer->needs_descendant_dependent_flags_update_ &&
layer->GetLayoutObject().NeedsPaintPropertyUpdate())
break;
if (flag == kNeedsDescendantDependentUpdate)
layer->needs_descendant_dependent_flags_update_ = true;
layer->GetLayoutObject().SetNeedsPaintPropertyUpdate();
}
}
void PaintLayer::SetNeedsDescendantDependentFlagsUpdate() {
for (PaintLayer* layer = this; layer; layer = layer->Parent()) {
if (layer->needs_descendant_dependent_flags_update_)
break;
layer->needs_descendant_dependent_flags_update_ = true;
}
}
void PaintLayer::UpdateDescendantDependentFlags() {
if (needs_descendant_dependent_flags_update_) {
bool old_has_non_isolated_descendant_with_blend_mode =
has_non_isolated_descendant_with_blend_mode_;
bool has_visible_self_painting_descendant = false;
has_non_isolated_descendant_with_blend_mode_ = false;
has_fixed_position_descendant_ = false;
has_non_contained_absolute_position_descendant_ = false;
has_stacked_descendant_in_current_stacking_context_ = false;
has_self_painting_layer_descendant_ = false;
descendant_needs_check_position_visibility_ = false;
has_backdrop_filter_descendant_ = false;
bool can_contain_abs =
GetLayoutObject().CanContainAbsolutePositionObjects();
auto* first_child = [this]() -> PaintLayer* {
if (GetLayoutObject().ChildPrePaintBlockedByDisplayLock()) {
GetLayoutObject()
.GetDisplayLockContext()
->NotifyCompositingDescendantDependentFlagUpdateWasBlocked();
return nullptr;
}
return FirstChild();
}();
for (PaintLayer* child = first_child; child; child = child->NextSibling()) {
const ComputedStyle& child_style = child->GetLayoutObject().StyleRef();
child->UpdateDescendantDependentFlags();
if ((child->HasVisibleContent() && child->IsSelfPaintingLayer()) ||
child->HasVisibleSelfPaintingDescendant()) {
has_visible_self_painting_descendant = true;
}
has_non_isolated_descendant_with_blend_mode_ |=
(!child->GetLayoutObject().IsStackingContext() &&
child->HasNonIsolatedDescendantWithBlendMode()) ||
child_style.HasBlendMode();
has_fixed_position_descendant_ |=
child->HasFixedPositionDescendant() ||
child_style.GetPosition() == EPosition::kFixed;
if (!can_contain_abs) {
has_non_contained_absolute_position_descendant_ |=
(child->HasNonContainedAbsolutePositionDescendant() ||
child_style.GetPosition() == EPosition::kAbsolute);
}
if (!has_stacked_descendant_in_current_stacking_context_) {
if (child->GetLayoutObject().IsStacked()) {
has_stacked_descendant_in_current_stacking_context_ = true;
} else if (!child->GetLayoutObject().IsStackingContext()) {
has_stacked_descendant_in_current_stacking_context_ =
child->has_stacked_descendant_in_current_stacking_context_;
}
}
has_self_painting_layer_descendant_ =
has_self_painting_layer_descendant_ ||
child->HasSelfPaintingLayerDescendant() ||
child->IsSelfPaintingLayer();
has_backdrop_filter_descendant_ =
has_backdrop_filter_descendant_ ||
child->HasBackdropFilterDescendant() ||
child->GetLayoutObject().StyleRef().HasNonInitialBackdropFilter();
}
// See SetInvisibleForPositionVisibility() for explanation for
// descendant_needs_check_position_visibility_.
if (InvisibleForPositionVisibility() &&
!GetLayoutObject().IsStackingContext() &&
has_self_painting_layer_descendant_) {
AncestorStackingContext()->descendant_needs_check_position_visibility_ =
true;
}
// Stacking node z-order lists depend on visibility (`HasVisibleContent()`
// and `HasVisibleSelfPaintingDescendant()`), so these must be updated prior
// to `UpdateStackingNode()`.
SetHasVisibleSelfPaintingDescendant(has_visible_self_painting_descendant);
if (RuntimeEnabledFeatures::PaintLayerUpdateOptimizationsEnabled()) {
UpdateHasVisibleContent();
}
UpdateStackingNode();
if (old_has_non_isolated_descendant_with_blend_mode !=
static_cast<bool>(has_non_isolated_descendant_with_blend_mode_)) {
// The LayoutView DisplayItemClient owns painting of the background
// of the HTML element. When blending isolation of the HTML element's
// descendants change, there will be an addition or removal of an
// isolation effect node for the HTML element to add (or remove)
// isolated blending, and that case we need to re-paint the LayoutView.
if (Parent() && Parent()->IsRootLayer())
GetLayoutObject().View()->SetBackgroundNeedsFullPaintInvalidation();
GetLayoutObject().SetNeedsPaintPropertyUpdate();
}
if (RuntimeEnabledFeatures::PaintLayerUpdateOptimizationsEnabled()) {
Update3DTransformedDescendantStatus();
}
needs_descendant_dependent_flags_update_ = false;
if (IsSelfPaintingLayer() && needs_visual_overflow_recalc_) {
PhysicalRect old_visual_rect =
PhysicalVisualOverflowRectAllowingUnset(GetLayoutObject());
GetLayoutObject().RecalcVisualOverflow();
if (old_visual_rect != GetLayoutObject().VisualOverflowRect()) {
MarkAncestorChainForFlagsUpdate(kDoesNotNeedDescendantDependentUpdate);
}
}
needs_visual_overflow_recalc_ = false;
}
if (!RuntimeEnabledFeatures::PaintLayerUpdateOptimizationsEnabled()) {
UpdateHasVisibleContent();
Update3DTransformedDescendantStatus();
}
}
void PaintLayer::UpdateHasVisibleContent() {
bool previously_has_visible_content = has_visible_content_;
const LayoutObject& object = GetLayoutObject();
if (object.StyleRef().Visibility() == EVisibility::kVisible) {
has_visible_content_ = true;
} else {
// layer may be hidden but still have some visible content, check for this
has_visible_content_ = false;
const LayoutObject* r = object.NextInPreOrder(&object);
while (r) {
if (r->HasLayer() &&
To<LayoutBoxModelObject>(r)->HasSelfPaintingLayer()) {
r = r->NextInPreOrderAfterChildren(&object);
continue;
}
if (r->StyleRef().Visibility() == EVisibility::kVisible) {
has_visible_content_ = true;
break;
}
r = r->NextInPreOrder(&object);
}
}
if (has_visible_content_ != previously_has_visible_content) {
// We need to tell layout_object_ to recheck its rect because we pretend
// that invisible LayoutObjects have 0x0 rects. Changing visibility
// therefore changes our rect and we need to visit this LayoutObject during
// the PrePaintTreeWalk.
layout_object_->SetShouldCheckForPaintInvalidation();
// If `IsZOrderListVisible()` changes, invalidate z-order lists.
if (RuntimeEnabledFeatures::PaintLayerUpdateOptimizationsEnabled()) {
if (auto* stacking_context = AncestorStackingContext()) {
if (stacking_context->StackingNode()) {
stacking_context->StackingNode()->DirtyZOrderLists();
}
}
}
}
}
void PaintLayer::SetHasVisibleSelfPaintingDescendant(bool has_visible) {
// If `IsZOrderListVisible()` changes, invalidate z-order lists.
if (RuntimeEnabledFeatures::PaintLayerUpdateOptimizationsEnabled()) {
if (has_visible != has_visible_self_painting_descendant_) {
if (auto* stacking_context = AncestorStackingContext()) {
if (stacking_context->StackingNode()) {
stacking_context->StackingNode()->DirtyZOrderLists();
}
}
}
}
has_visible_self_painting_descendant_ = has_visible;
}
bool PaintLayer::IsZOrderListVisible() const {
return !RuntimeEnabledFeatures::PaintLayerUpdateOptimizationsEnabled() ||
HasVisibleContent() || HasVisibleSelfPaintingDescendant() ||
HasViewTransitionName();
}
void PaintLayer::Update3DTransformedDescendantStatus() {
has_3d_transformed_descendant_ = false;
// Transformed or preserve-3d descendants can only be in the z-order lists,
// not in the normal flow list, so we only need to check those.
PaintLayerPaintOrderIterator iterator(this, kStackedChildren);
while (PaintLayer* child_layer = iterator.Next()) {
if (child_layer->Has3DTransform() ||
(child_layer->Preserves3D() &&
child_layer->Has3DTransformedDescendant())) {
has_3d_transformed_descendant_ = true;
break;
}
}
}
void PaintLayer::UpdateScrollingAfterLayout() {
if (RequiresScrollableArea()) {
DCHECK(scrollable_area_);
scrollable_area_->UpdateAfterLayout();
LayoutBox* layout_box = GetLayoutBox();
if (layout_box->ScrollableAreaSizeChanged()) {
scrollable_area_->VisibleSizeChanged();
layout_box->SetScrollableAreaSizeChanged(false);
}
}
}
PaintLayer* PaintLayer::ContainingLayer() const {
LayoutObject& layout_object = GetLayoutObject();
if (layout_object.IsOutOfFlowPositioned()) {
// The containing block chain goes directly from a column spanner to the
// multi-column container. Thus, for an OOF nested inside a spanner, we need
// to find its containing layer through its containing block to handle this
// case correctly. Therefore, we technically only need to take this path for
// OOFs inside a spanner. However, doing so for all OOF descendants of a
// multicol container is reasonable enough.
if (layout_object.IsInsideMulticol()) {
return SlowContainingLayer(layout_object);
}
auto can_contain_this_layer =
layout_object.IsFixedPositioned()
? &LayoutObject::CanContainFixedPositionObjects
: &LayoutObject::CanContainAbsolutePositionObjects;
PaintLayer* curr = Parent();
while (curr && !((&curr->GetLayoutObject())->*can_contain_this_layer)()) {
curr = curr->Parent();
}
return curr;
}
// Column span need to find the containing layer through its containing block.
if (layout_object.IsColumnSpanAll()) {
return SlowContainingLayer(layout_object);
}
return Parent();
}
PaintLayer::PaintingContainerType PaintLayer::GetPaintingContainerType() const {
DCHECK(RuntimeEnabledFeatures::FastClearNeedsRepaintEnabled());
// TODO(crbug.com/40208685): Remove this condition after we make IsStacked()
// correct (returning false) for IsReplacedNormalFlowStacking().
if (IsReplacedNormalFlowStacking()) {
return PaintingContainerType::kParent;
}
if (GetLayoutObject().IsStacked()) {
return PaintingContainerType::kStackingContext;
}
return PaintingContainerType::kParent;
}
PaintLayer* PaintLayer::PaintingContainer() const {
// We believe the two code paths are equivalent. See comments in
// crrev.com/c/6155416, but use the flag (as a killswitch) for safety.
if (RuntimeEnabledFeatures::FastClearNeedsRepaintEnabled()) {
return GetPaintingContainerType() == PaintingContainerType::kParent
? Parent()
: AncestorStackingContext();
}
if (IsReplacedNormalFlowStacking())
return Parent();
if (!GetLayoutObject().IsStacked()) {
if (IsSelfPaintingLayer() || GetLayoutObject().IsColumnSpanAll())
return Parent();
return ContainingLayer();
}
return AncestorStackingContext();
}
PaintLayer* PaintLayer::AncestorStackingContext() const {
for (PaintLayer* ancestor = Parent(); ancestor;
ancestor = ancestor->Parent()) {
if (ancestor->GetLayoutObject().IsStackingContext())
return ancestor;
}
return nullptr;
}
void PaintLayer::SetNeedsCompositingInputsUpdate() {
// TODO(chrishtr): These are a bit of a heavy hammer, because not all
// things which require compositing inputs update require a descendant-
// dependent flags update. Reduce call sites after CAP launch allows
/// removal of CompositingInputsUpdater.
MarkAncestorChainForFlagsUpdate();
}
void PaintLayer::ScrollContainerStatusChanged() {
SetNeedsCompositingInputsUpdate();
}
void PaintLayer::SetNeedsVisualOverflowRecalc() {
DCHECK(IsSelfPaintingLayer());
#if DCHECK_IS_ON()
GetLayoutObject().InvalidateVisualOverflowForDCheck();
#endif
needs_visual_overflow_recalc_ = true;
// |MarkAncestorChainForFlagsUpdate| will cause a paint property update which
// is only needed if visual overflow actually changes. To avoid this, only
// mark this as needing a descendant dependent flags update, which will
// cause a paint property update if needed (see:
// PaintLayer::UpdateDescendantDependentFlags).
SetNeedsDescendantDependentFlagsUpdate();
}
bool PaintLayer::HasNonIsolatedDescendantWithBlendMode() const {
DCHECK(!needs_descendant_dependent_flags_update_);
if (has_non_isolated_descendant_with_blend_mode_) {
return true;
}
if (GetLayoutObject().IsSVGRoot()) {
return To<LayoutSVGRoot>(GetLayoutObject())
.HasNonIsolatedBlendingDescendants();
}
return false;
}
void PaintLayer::AddChild(PaintLayer* child, PaintLayer* before_child) {
#if DCHECK_IS_ON()
DCHECK(layer_list_mutation_allowed_);
#endif
PaintLayer* prev_sibling =
before_child ? before_child->PreviousSibling() : LastChild();
if (prev_sibling) {
child->SetPreviousSibling(prev_sibling);
prev_sibling->SetNextSibling(child);
DCHECK_NE(prev_sibling, child);
} else {
SetFirstChild(child);
}
if (before_child) {
before_child->SetPreviousSibling(child);
child->SetNextSibling(before_child);
DCHECK_NE(before_child, child);
} else {
SetLastChild(child);
}
child->parent_ = this;
if (child->GetLayoutObject().IsStacked() || child->FirstChild()) {
// Dirty the z-order list in which we are contained. The
// ancestorStackingContextNode() can be null in the case where we're
// building up generated content layers. This is ok, since the lists will
// start off dirty in that case anyway.
child->DirtyStackingContextZOrderLists();
}
// Non-self-painting children paint into this layer, so the visible contents
// status of this layer is affected.
if (!child->IsSelfPaintingLayer())
DirtyVisibleContentStatus();
MarkAncestorChainForFlagsUpdate();
if (child->SelfNeedsRepaint()) {
MarkPaintingContainerChainForNeedsRepaint();
} else {
child->SetNeedsRepaint();
}
if (child->NeedsCullRectUpdate()) {
SetDescendantNeedsCullRectUpdate();
} else {
child->SetNeedsCullRectUpdate();
}
}
void PaintLayer::RemoveChild(PaintLayer* old_child) {
#if DCHECK_IS_ON()
DCHECK(layer_list_mutation_allowed_);
#endif
old_child->MarkPaintingContainerChainForNeedsRepaint();
if (old_child->PreviousSibling())
old_child->PreviousSibling()->SetNextSibling(old_child->NextSibling());
if (old_child->NextSibling())
old_child->NextSibling()->SetPreviousSibling(old_child->PreviousSibling());
if (first_ == old_child)
first_ = old_child->NextSibling();
if (last_ == old_child)
last_ = old_child->PreviousSibling();
if (!GetLayoutObject().DocumentBeingDestroyed()) {
// Dirty the z-order list in which we are contained.
old_child->DirtyStackingContextZOrderLists();
MarkAncestorChainForFlagsUpdate();
}
if (GetLayoutObject().StyleRef().Visibility() != EVisibility::kVisible) {
DirtyVisibleContentStatus();
}
old_child->SetPreviousSibling(nullptr);
old_child->SetNextSibling(nullptr);
old_child->parent_ = nullptr;
if (old_child->has_visible_content_ ||
old_child->has_visible_self_painting_descendant_)
MarkAncestorChainForFlagsUpdate();
}
void PaintLayer::RemoveOnlyThisLayerAfterStyleChange(
const ComputedStyle* old_style) {
if (!parent_)
return;
if (old_style) {
if (GetLayoutObject().IsStacked(*old_style))
DirtyStackingContextZOrderLists();
if (PaintLayerPainter::PaintedOutputInvisible(*old_style)) {
// PaintedOutputInvisible() was true because opacity was near zero, and
// this layer is to be removed because opacity becomes 1. Do the same as
// StyleDidChange() on change of PaintedOutputInvisible().
GetLayoutObject().SetSubtreeShouldDoFullPaintInvalidation();
}
}
if (IsSelfPaintingLayer()) {
if (PaintLayer* enclosing_self_painting_layer =
parent_->EnclosingSelfPaintingLayer())
enclosing_self_painting_layer->MergeNeedsPaintPhaseFlagsFrom(*this);
}
PaintLayer* next_sib = NextSibling();
// Now walk our kids and reattach them to our parent.
PaintLayer* current = first_;
while (current) {
PaintLayer* next = current->NextSibling();
RemoveChild(current);
parent_->AddChild(current, next_sib);
current = next;
}
// Remove us from the parent.
parent_->RemoveChild(this);
layout_object_->DestroyLayer();
}
void PaintLayer::InsertOnlyThisLayerAfterStyleChange() {
if (!parent_ && GetLayoutObject().Parent()) {
// We need to connect ourselves when our layoutObject() has a parent.
// Find our enclosingLayer and add ourselves.
PaintLayer* parent_layer = GetLayoutObject().Parent()->EnclosingLayer();
DCHECK(parent_layer);
PaintLayer* before_child = GetLayoutObject().Parent()->FindNextLayer(
parent_layer, &GetLayoutObject());
parent_layer->AddChild(this, before_child);
}
// Remove all descendant layers from the hierarchy and add them to the new
// position.
for (LayoutObject* curr = GetLayoutObject().SlowFirstChild(); curr;
curr = curr->NextSibling())
curr->MoveLayers(parent_, this);
if (IsSelfPaintingLayer() && parent_) {
if (PaintLayer* enclosing_self_painting_layer =
parent_->EnclosingSelfPaintingLayer())
MergeNeedsPaintPhaseFlagsFrom(*enclosing_self_painting_layer);
}
}
void PaintLayer::DidUpdateScrollsOverflow() {
UpdateSelfPaintingLayer();
}
void PaintLayer::UpdateStackingNode() {
#if DCHECK_IS_ON()
DCHECK(layer_list_mutation_allowed_);
#endif
bool needs_stacking_node =
has_stacked_descendant_in_current_stacking_context_ &&
GetLayoutObject().IsStackingContext();
if (needs_stacking_node != !!stacking_node_) {
if (needs_stacking_node) {
stacking_node_ = MakeGarbageCollected<PaintLayerStackingNode>(this);
} else {
stacking_node_.Clear();
}
}
if (stacking_node_)
stacking_node_->UpdateZOrderLists();
}
bool PaintLayer::RequiresScrollableArea() const {
if (!GetLayoutBox())
return false;
if (GetLayoutObject().IsScrollContainer())
return true;
// Iframes with the resize property can be resized. This requires
// scroll corner painting, which is implemented, in part, by
// PaintLayerScrollableArea.
if (GetLayoutBox()->CanResize())
return true;
return false;
}
void PaintLayer::UpdateScrollableArea() {
if (RequiresScrollableArea() == !!scrollable_area_)
return;
if (!scrollable_area_) {
scrollable_area_ = MakeGarbageCollected<PaintLayerScrollableArea>(*this);
const ComputedStyle& style = GetLayoutObject().StyleRef();
// A newly created snap container may need to be made aware of snap areas
// within it which are targeted or contain a targeted element. Such a
// container may also change the snap areas associated with snap containers
// higher in the DOM.
if (!style.GetScrollSnapType().is_none) {
if (Element* css_target = GetLayoutObject().GetDocument().CssTarget()) {
css_target->SetTargetedSnapAreaIdsForSnapContainers();
}
}
} else {
scrollable_area_->Dispose();
scrollable_area_.Clear();
}
GetLayoutObject().SetNeedsPaintPropertyUpdate();
// To clear z-ordering information of overlay overflow controls.
if (NeedsReorderOverlayOverflowControls())
DirtyStackingContextZOrderLists();
}
void PaintLayer::AppendSingleFragmentForHitTesting(
PaintLayerFragments& fragments,
const PaintLayerFragment* container_fragment,
ShouldRespectOverflowClipType respect_overflow_clip) const {
PaintLayerFragment fragment;
if (container_fragment) {
fragment = *container_fragment;
} else {
fragment.fragment_data = &GetLayoutObject().FirstFragment();
if (GetLayoutObject().CanTraversePhysicalFragments()) {
// Make sure that we actually traverse the fragment tree, by providing a
// physical fragment. Otherwise we'd fall back to LayoutObject traversal.
if (const auto* layout_box = GetLayoutBox())
fragment.physical_fragment = layout_box->GetPhysicalFragment(0);
}
fragment.fragment_idx = 0;
}
ClipRectsContext clip_rects_context(this, fragment.fragment_data,
kExcludeOverlayScrollbarSizeForHitTesting,
respect_overflow_clip);
Clipper().CalculateRects(clip_rects_context, *fragment.fragment_data,
fragment.layer_offset, fragment.background_rect,
fragment.foreground_rect);
fragments.push_back(fragment);
}
const LayoutBox* PaintLayer::GetLayoutBoxWithBlockFragments() const {
const LayoutBox* layout_box = GetLayoutBox();
if (!layout_box || !layout_box->CanTraversePhysicalFragments()) {
return nullptr;
}
DCHECK(!layout_box->IsFragmentLessBox());
return layout_box;
}
void PaintLayer::CollectFragments(
PaintLayerFragments& fragments,
const PaintLayer* root_layer,
ShouldRespectOverflowClipType respect_overflow_clip,
const FragmentData* root_fragment_arg) const {
PaintLayerFragment fragment;
const auto& first_root_fragment_data =
root_layer->GetLayoutObject().FirstFragment();
const LayoutBox* layout_box_with_fragments = GetLayoutBoxWithBlockFragments();
// The NG hit-testing code guards against painting multiple fragments for
// content that doesn't support it, but the legacy hit-testing code has no
// such guards.
// TODO(crbug.com/1229581): Remove this when everything is handled by NG.
bool multiple_fragments_allowed =
layout_box_with_fragments || CanPaintMultipleFragments(GetLayoutObject());
// The inherited offset_from_root does not include any pagination offsets.
// In the presence of fragmentation, we cannot use it.
wtf_size_t physical_fragment_idx = 0u;
for (FragmentDataIterator iterator(GetLayoutObject()); !iterator.IsDone();
++iterator, physical_fragment_idx++) {
const FragmentData* fragment_data = iterator.GetFragmentData();
const FragmentData* root_fragment_data = nullptr;
if (root_fragment_arg) {
DCHECK(this != root_layer);
if (!root_fragment_arg->ContentsProperties().Transform().IsAncestorOf(
fragment_data->LocalBorderBoxProperties().Transform())) {
// We only want to collect fragments that are descendants of
// |root_fragment_arg|.
continue;
}
root_fragment_data = root_fragment_arg;
} else if (root_layer == this) {
root_fragment_data = fragment_data;
} else {
root_fragment_data = &first_root_fragment_data;
}
ClipRectsContext clip_rects_context(
root_layer, root_fragment_data,
kExcludeOverlayScrollbarSizeForHitTesting, respect_overflow_clip,
PhysicalOffset());
Clipper().CalculateRects(clip_rects_context, *fragment_data,
fragment.layer_offset, fragment.background_rect,
fragment.foreground_rect);
fragment.fragment_data = fragment_data;
if (layout_box_with_fragments) {
fragment.physical_fragment =
layout_box_with_fragments->GetPhysicalFragment(physical_fragment_idx);
DCHECK(fragment.physical_fragment);
}
fragment.fragment_idx = physical_fragment_idx;
fragments.push_back(fragment);
if (!multiple_fragments_allowed)
break;
}
}
PaintLayer::HitTestRecursionData::HitTestRecursionData(
const PhysicalRect& rect_arg,
const HitTestLocation& location_arg,
const HitTestLocation& original_location_arg)
: rect(rect_arg),
location(location_arg),
original_location(original_location_arg),
intersects_location(location_arg.Intersects(rect_arg)) {}
bool PaintLayer::HitTest(const HitTestLocation& hit_test_location,
HitTestResult& result,
const PhysicalRect& hit_test_area) {
// The root PaintLayer of HitTest must contain all descendants.
DCHECK(GetLayoutObject().CanContainFixedPositionObjects());
DCHECK(GetLayoutObject().CanContainAbsolutePositionObjects());
// LayoutView should make sure to update layout before entering hit testing
DCHECK(!GetLayoutObject().GetFrame()->View()->LayoutPending());
DCHECK(!GetLayoutObject().GetDocument().GetLayoutView()->NeedsLayout());
const HitTestRequest& request = result.GetHitTestRequest();
HitTestRecursionData recursion_data(hit_test_area, hit_test_location,
hit_test_location);
PaintLayer* inside_layer = HitTestLayer(*this, /*container_fragment*/ nullptr,
result, recursion_data);
if (!inside_layer && IsRootLayer()) {
bool fallback = false;
// If we didn't hit any layers but are still inside the document
// bounds, then we should fallback to hitting the document.
// For rect-based hit test, we do the fallback only when the hit-rect
// is totally within the document bounds.
if (hit_test_area.Contains(hit_test_location.BoundingBox())) {
fallback = true;
// Mouse dragging outside the main document should also be
// delivered to the document.
// TODO(miletus): Capture behavior inconsistent with iframes
// crbug.com/522109.
// TODO(majidvp): This should apply more consistently across different
// event types and we should not use RequestType for it. Perhaps best for
// it to be done at a higher level. See http://crbug.com/505825
} else if ((request.Active() || request.Release()) &&
!request.IsChildFrameHitTest()) {
fallback = true;
}
if (fallback) {
GetLayoutObject().UpdateHitTestResult(result, hit_test_location.Point());
inside_layer = this;
// Don't cache this result since it really wasn't a true hit.
result.SetCacheable(false);
}
}
// Now determine if the result is inside an anchor - if the urlElement isn't
// already set.
Node* node = result.InnerNode();
if (node && !result.URLElement())
result.SetURLElement(node->EnclosingLinkEventParentOrSelf());
// Now return whether we were inside this layer (this will always be true for
// the root layer).
return inside_layer;
}
Node* PaintLayer::EnclosingNode() const {
for (LayoutObject* r = &GetLayoutObject(); r; r = r->Parent()) {
if (Node* e = r->GetNode())
return e;
}
NOTREACHED();
}
bool PaintLayer::IsInTopOrViewTransitionLayer() const {
return GetLayoutObject().IsInTopOrViewTransitionLayer();
}
// Compute the z-offset of the point in the transformState.
// This is effectively projecting a ray normal to the plane of ancestor, finding
// where that ray intersects target, and computing the z delta between those two
// points.
static double ComputeZOffset(const HitTestingTransformState& transform_state) {
// We got an affine transform, so no z-offset
if (transform_state.AccumulatedTransform().Is2dTransform())
return 0;
// Flatten the point into the target plane
gfx::PointF target_point = transform_state.MappedPoint();
// Now map the point back through the transform, which computes Z.
gfx::Point3F backmapped_point =
transform_state.AccumulatedTransform().MapPoint(
gfx::Point3F(target_point));
return backmapped_point.z();
}
HitTestingTransformState PaintLayer::CreateLocalTransformState(
const PaintLayer& transform_container,
const FragmentData& transform_container_fragment,
const FragmentData& local_fragment,
const HitTestRecursionData& recursion_data,
const HitTestingTransformState* container_transform_state) const {
// If we're already computing transform state, then it's relative to the
// container (which we know is non-null).
// If this is the first time we need to make transform state, then base it
// off of hitTestLocation, which is relative to rootLayer.
HitTestingTransformState transform_state =
container_transform_state
? *container_transform_state
: HitTestingTransformState(recursion_data.location.TransformedPoint(),
recursion_data.location.TransformedRect(),
recursion_data.rect);
if (&transform_container == this) {
DCHECK(!container_transform_state);
return transform_state;
}
if (container_transform_state &&
(!transform_container.Preserves3D() ||
&transform_container.GetLayoutObject() !=
GetLayoutObject().NearestAncestorForElement())) {
// The transform container layer doesn't preserve 3d, or its preserve-3d
// doesn't apply to this layer because our element is not a child of the
// transform container layer's element.
transform_state.Flatten();
}
DCHECK_NE(&transform_container_fragment, &local_fragment);
const auto* container_transform =
&transform_container_fragment.LocalBorderBoxProperties().Transform();
if (const auto* properties = transform_container_fragment.PaintProperties()) {
if (const auto* perspective = properties->Perspective()) {
transform_state.ApplyTransform(*perspective);
container_transform = perspective;
}
}
transform_state.Translate(
gfx::Vector2dF(-transform_container_fragment.PaintOffset()));
transform_state.ApplyTransform(GeometryMapper::SourceToDestinationProjection(
local_fragment.PreTransform(), *container_transform));
transform_state.Translate(gfx::Vector2dF(local_fragment.PaintOffset()));
if (const auto* properties = local_fragment.PaintProperties()) {
for (const TransformPaintPropertyNode* transform :
properties->AllCSSTransformPropertiesOutsideToInside()) {
if (transform)
transform_state.ApplyTransform(*transform);
}
}
return transform_state;
}
static bool IsHitCandidateForDepthOrder(
const PaintLayer* hit_layer,
bool can_depth_sort,
double* z_offset,
const HitTestingTransformState* transform_state) {
if (!hit_layer)
return false;
// The hit layer is depth-sorting with other layers, so just say that it was
// hit.
if (can_depth_sort)
return true;
// We need to look at z-depth to decide if this layer was hit.
//
// See comment in PaintLayer::HitTestLayer regarding SVG
// foreignObject; if it weren't for that case we could test z_offset
// and then DCHECK(transform_state) inside of it.
DCHECK(!z_offset || transform_state ||
hit_layer->GetLayoutObject().IsSVGForeignObject());
if (z_offset && transform_state) {
// This is actually computing our z, but that's OK because the hitLayer is
// coplanar with us.
double child_z_offset = ComputeZOffset(*transform_state);
if (child_z_offset > *z_offset) {
*z_offset = child_z_offset;
return true;
}
return false;
}
return true;
}
// Calling IsDescendantOf is sad (slow), but it's the only way to tell
// whether a hit test candidate is a descendant of the stop node.
static bool IsHitCandidateForStopNode(const LayoutObject& candidate,
const LayoutObject* stop_node) {
return !stop_node || (&candidate == stop_node) ||
!candidate.IsDescendantOf(stop_node);
}
// recursion_data.location and rect are relative to |transform_container|.
// A 'flattening' layer is one preserves3D() == false.
// transform_state.AccumulatedTransform() holds the transform from the
// containing flattening layer.
// transform_state.last_planar_point_ is the hit test location in the plane of
// the containing flattening layer.
// transform_state.last_planar_quad_ is the hit test rect as a quad in the
// plane of the containing flattening layer.
//
// If z_offset is non-null (which indicates that the caller wants z offset
// information), *z_offset on return is the z offset of the hit point relative
// to the containing flattening layer.
//
// If |container_fragment| is null, we'll hit test all fragments. Otherwise it
// points to a fragment of |transform_container|, and descendants should hit
// test their fragments that are descendants of |container_fragment|.
PaintLayer* PaintLayer::HitTestLayer(
const PaintLayer& transform_container,
const PaintLayerFragment* container_fragment,
HitTestResult& result,
const HitTestRecursionData& recursion_data,
bool applied_transform,
HitTestingTransformState* container_transform_state,
double* z_offset,
bool overflow_controls_only) {
const FragmentData* container_fragment_data =
container_fragment ? container_fragment->fragment_data : nullptr;
const auto& container_layout_object = transform_container.GetLayoutObject();
DCHECK(container_layout_object.CanContainFixedPositionObjects());
DCHECK(container_layout_object.CanContainAbsolutePositionObjects());
const LayoutObject& layout_object = GetLayoutObject();
DCHECK_GE(layout_object.GetDocument().Lifecycle().GetState(),
DocumentLifecycle::kPrePaintClean);
if (layout_object.NeedsLayout() &&
!layout_object.ChildLayoutBlockedByDisplayLock()) [[unlikely]] {
// Skip if we need layout. This should never happen. See crbug.com/1423308
// and crbug.com/330051489.
return nullptr;
}
if (layout_object.IsFragmentLessBox()) {
return nullptr;
}
if (!IsSelfPaintingLayer() && !HasSelfPaintingLayerDescendant())
return nullptr;
if ((result.GetHitTestRequest().GetType() &
HitTestRequest::kIgnoreZeroOpacityObjects) &&
!layout_object.HasNonZeroEffectiveOpacity()) {
return nullptr;
}
std::optional<CheckAncestorPositionVisibilityScope>
check_position_visibility_scope;
if (InvisibleForPositionVisibility() ||
HasAncestorInvisibleForPositionVisibility()) {
return nullptr;
}
if (GetLayoutObject().IsStackingContext()) {
check_position_visibility_scope.emplace(*this);
}
// TODO(vmpstr): We need to add a simple document flag which says whether
// there is an ongoing transition, since this may be too heavy of a check for
// each hit test.
if (auto* transition =
ViewTransitionUtils::GetTransition(layout_object.GetDocument())) {
// This means that the contents of the object are drawn elsewhere.
if (transition->IsRepresentedViaPseudoElements(layout_object))
return nullptr;
}
ShouldRespectOverflowClipType clip_behavior = kRespectOverflowClip;
if (result.GetHitTestRequest().IgnoreClipping())
clip_behavior = kIgnoreOverflowClip;
// For the global root scroller, hit test the layout viewport scrollbars
// first, as they are visually presented on top of the content.
if (layout_object.IsGlobalRootScroller()) {
// There are a number of early outs below that don't apply to the the
// global root scroller.
DCHECK(!Transform());
DCHECK(!Preserves3D());
DCHECK(!layout_object.HasClipPath());
if (scrollable_area_) {
gfx::Point point = scrollable_area_->ConvertFromRootFrameToVisualViewport(
ToRoundedPoint(recursion_data.location.Point()));
DCHECK(GetLayoutBox());
if (GetLayoutBox()->HitTestOverflowControl(result, HitTestLocation(point),
PhysicalOffset()))
return this;
}
}
// We can only reach an SVG foreign object's PaintLayer from
// LayoutSVGForeignObject::NodeAtFloatPoint (because
// IsReplacedNormalFlowStacking() true for LayoutSVGForeignObject),
// where the hit_test_rect has already been transformed to local coordinates.
bool use_transform = false;
if (!layout_object.IsSVGForeignObject() &&
// Only a layer that can contain all descendants can become a transform
// container. This excludes layout objects having transform nodes created
// for animating opacity etc. or for backface-visibility:hidden.
layout_object.CanContainFixedPositionObjects()) {
DCHECK(layout_object.CanContainAbsolutePositionObjects());
if (const auto* properties =
layout_object.FirstFragment().PaintProperties()) {
if (properties->HasCSSTransformPropertyNode() ||
properties->Perspective())
use_transform = true;
}
}
// Apply a transform if we have one.
if (use_transform && !applied_transform) {
return HitTestTransformedLayerInFragments(
transform_container, container_fragment, result, recursion_data,
container_transform_state, z_offset, overflow_controls_only,
clip_behavior);
}
// Don't hit test the clip-path area when checking for occlusion. This is
// necessary because SVG doesn't support rect-based hit testing, so
// HitTestClippedOutByClipPath may erroneously return true for a rect-based
// hit test).
bool is_occlusion_test = result.GetHitTestRequest().GetType() &
HitTestRequest::kHitTestVisualOverflow;
if (!is_occlusion_test && layout_object.HasClipPath() &&
HitTestClippedOutByClipPath(transform_container,
recursion_data.location)) {
return nullptr;
}
HitTestingTransformState* local_transform_state = nullptr;
STACK_UNINITIALIZED std::optional<HitTestingTransformState> storage;
if (applied_transform) {
// We computed the correct state in the caller (above code), so just
// reference it.
DCHECK(container_transform_state);
local_transform_state = container_transform_state;
} else if (container_transform_state || Has3DTransformedDescendant()) {
DCHECK(!Preserves3D());
// We need transform state for the first time, or to offset the container
// state, so create it here.
FragmentDataIterator iterator(layout_object);
const FragmentData* local_fragment_for_transform_state =
iterator.GetFragmentData();
const FragmentData* container_fragment_for_transform_state;
if (container_fragment_data) {
container_fragment_for_transform_state = container_fragment_data;
const auto& container_transform =
container_fragment_data->ContentsProperties().Transform();
while (!iterator.IsDone()) {
// Find the first local fragment that is a descendant of
// container_fragment.
if (container_transform.IsAncestorOf(
local_fragment_for_transform_state->LocalBorderBoxProperties()
.Transform())) {
break;
}
++iterator;
local_fragment_for_transform_state = iterator.GetFragmentData();
}
if (!local_fragment_for_transform_state)
return nullptr;
} else {
container_fragment_for_transform_state =
&container_layout_object.FirstFragment();
}
storage = CreateLocalTransformState(
transform_container, *container_fragment_for_transform_state,
*local_fragment_for_transform_state, recursion_data,
container_transform_state);
local_transform_state = &*storage;
}
// Check for hit test on backface if backface-visibility is 'hidden'
if (local_transform_state &&
layout_object.StyleRef().BackfaceVisibility() ==
EBackfaceVisibility::kHidden &&
local_transform_state->AccumulatedTransform().IsBackFaceVisible()) {
return nullptr;
}
// The following are used for keeping track of the z-depth of the hit point of
// 3d-transformed descendants.
double local_z_offset = -std::numeric_limits<double>::infinity();
double* z_offset_for_descendants_ptr = nullptr;
double* z_offset_for_contents_ptr = nullptr;
bool depth_sort_descendants = false;
if (Preserves3D()) {
depth_sort_descendants = true;
// Our layers can depth-test with our container, so share the z depth
// pointer with the container, if it passed one down.
z_offset_for_descendants_ptr = z_offset ? z_offset : &local_z_offset;
z_offset_for_contents_ptr = z_offset ? z_offset : &local_z_offset;
} else if (z_offset) {
z_offset_for_descendants_ptr = nullptr;
// Container needs us to give back a z offset for the hit layer.
z_offset_for_contents_ptr = z_offset;
}
// Collect the fragments. This will compute the clip rectangles for each
// layer fragment.
PaintLayerFragments layer_fragments;
ClearCollectionScope<PaintLayerFragments> scope(&layer_fragments);
if (recursion_data.intersects_location) {
if (applied_transform) {
DCHECK_EQ(&transform_container, this);
AppendSingleFragmentForHitTesting(layer_fragments, container_fragment,
clip_behavior);
} else {
CollectFragments(layer_fragments, &transform_container, clip_behavior,
container_fragment_data);
}
// See if the hit test pos is inside the overflow controls of current layer.
// This should be done before walking child layers to avoid that the
// overflow controls are obscured by the positive child layers.
if (scrollable_area_ &&
layer_fragments[0].background_rect.Intersects(
recursion_data.location) &&
GetLayoutBox()->HitTestOverflowControl(
result, recursion_data.location, layer_fragments[0].layer_offset)) {
return this;
}
}
if (overflow_controls_only)
return nullptr;
// This variable tracks which layer the mouse ends up being inside.
PaintLayer* candidate_layer = nullptr;
// Begin by walking our list of positive layers from highest z-index down to
// the lowest z-index.
PaintLayer* hit_layer = HitTestChildren(
kPositiveZOrderChildren, transform_container, container_fragment, result,
recursion_data, container_transform_state, z_offset_for_descendants_ptr,
z_offset, local_transform_state, depth_sort_descendants);
if (hit_layer) {
if (!depth_sort_descendants)
return hit_layer;
candidate_layer = hit_layer;
}
// Now check our overflow objects.
hit_layer = HitTestChildren(
kNormalFlowChildren, transform_container, container_fragment, result,
recursion_data, container_transform_state, z_offset_for_descendants_ptr,
z_offset, local_transform_state, depth_sort_descendants);
if (hit_layer) {
if (!depth_sort_descendants)
return hit_layer;
candidate_layer = hit_layer;
}
const LayoutObject* stop_node = result.GetHitTestRequest().GetStopNode();
if (recursion_data.intersects_location) {
// Next we want to see if the mouse pos is inside the child LayoutObjects of
// the layer. Check every fragment in reverse order.
if (IsSelfPaintingLayer() &&
!layout_object.ChildPaintBlockedByDisplayLock()) {
// Hit test with a temporary HitTestResult, because we only want to commit
// to 'result' if we know we're frontmost.
STACK_UNINITIALIZED HitTestResult temp_result(
result.GetHitTestRequest(), recursion_data.original_location);
bool inside_fragment_foreground_rect = false;
if (HitTestForegroundForFragments(layer_fragments, temp_result,
recursion_data.location,
inside_fragment_foreground_rect) &&
IsHitCandidateForDepthOrder(this, false, z_offset_for_contents_ptr,
local_transform_state) &&
IsHitCandidateForStopNode(GetLayoutObject(), stop_node)) {
if (result.GetHitTestRequest().ListBased())
result.Append(temp_result);
else
result = temp_result;
if (!depth_sort_descendants)
return this;
// Foreground can depth-sort with descendant layers, so keep this as a
// candidate.
candidate_layer = this;
} else if (inside_fragment_foreground_rect &&
result.GetHitTestRequest().ListBased() &&
IsHitCandidateForStopNode(GetLayoutObject(), stop_node)) {
result.Append(temp_result);
}
}
}
// Now check our negative z-index children.
hit_layer = HitTestChildren(
kNegativeZOrderChildren, transform_container, container_fragment, result,
recursion_data, container_transform_state, z_offset_for_descendants_ptr,
z_offset, local_transform_state, depth_sort_descendants);
if (hit_layer) {
if (!depth_sort_descendants)
return hit_layer;
candidate_layer = hit_layer;
}
// If we found a layer, return. Child layers, and foreground always render
// in front of background.
if (candidate_layer)
return candidate_layer;
if (recursion_data.intersects_location && IsSelfPaintingLayer()) {
STACK_UNINITIALIZED HitTestResult temp_result(
result.GetHitTestRequest(), recursion_data.original_location);
bool inside_fragment_background_rect = false;
if (HitTestFragmentsWithPhase(layer_fragments, temp_result,
recursion_data.location,
HitTestPhase::kSelfBlockBackground,
inside_fragment_background_rect) &&
IsHitCandidateForDepthOrder(this, false, z_offset_for_contents_ptr,
local_transform_state) &&
IsHitCandidateForStopNode(GetLayoutObject(), stop_node)) {
if (result.GetHitTestRequest().ListBased())
result.Append(temp_result);
else
result = temp_result;
return this;
}
if (inside_fragment_background_rect &&
result.GetHitTestRequest().ListBased() &&
IsHitCandidateForStopNode(GetLayoutObject(), stop_node)) {
result.Append(temp_result);
}
}
return nullptr;
}
bool PaintLayer::HitTestForegroundForFragments(
const PaintLayerFragments& layer_fragments,
HitTestResult& result,
const HitTestLocation& hit_test_location,
bool& inside_clip_rect) const {
if (HitTestFragmentsWithPhase(layer_fragments, result, hit_test_location,
HitTestPhase::kForeground, inside_clip_rect)) {
return true;
}
if (inside_clip_rect &&
HitTestFragmentsWithPhase(layer_fragments, result, hit_test_location,
HitTestPhase::kFloat, inside_clip_rect)) {
return true;
}
if (inside_clip_rect &&
HitTestFragmentsWithPhase(layer_fragments, result, hit_test_location,
HitTestPhase::kDescendantBlockBackgrounds,
inside_clip_rect)) {
return true;
}
return false;
}
bool PaintLayer::HitTestFragmentsWithPhase(
const PaintLayerFragments& layer_fragments,
HitTestResult& result,
const HitTestLocation& hit_test_location,
HitTestPhase phase,
bool& inside_clip_rect) const {
if (layer_fragments.empty())
return false;
for (int i = layer_fragments.size() - 1; i >= 0; --i) {
const PaintLayerFragment& fragment = layer_fragments.at(i);
const ClipRect& bounds = phase == HitTestPhase::kSelfBlockBackground
? fragment.background_rect
: fragment.foreground_rect;
if (!bounds.Intersects(hit_test_location))
continue;
inside_clip_rect = true;
if (GetLayoutObject().IsLayoutInline() &&
GetLayoutObject().CanTraversePhysicalFragments()) [[unlikely]] {
// When hit-testing an inline that has a layer, we'll search for it in
// each fragment of the containing block. Each fragment has its own
// offset, and we need to do one fragment at a time. If the inline uses a
// transform, though, we'll only have one PaintLayerFragment in the list
// at this point (we iterate over them further up on the stack, and pass a
// "list" of one fragment at a time from there instead).
DCHECK(fragment.fragment_idx != WTF::kNotFound);
HitTestLocation location_for_fragment(hit_test_location,
fragment.fragment_idx);
if (HitTestFragmentWithPhase(result, fragment.physical_fragment,
fragment.layer_offset, location_for_fragment,
phase))
return true;
} else if (HitTestFragmentWithPhase(result, fragment.physical_fragment,
fragment.layer_offset,
hit_test_location, phase)) {
return true;
}
}
return false;
}
PaintLayer* PaintLayer::HitTestTransformedLayerInFragments(
const PaintLayer& transform_container,
const PaintLayerFragment* container_fragment,
HitTestResult& result,
const HitTestRecursionData& recursion_data,
HitTestingTransformState* container_transform_state,
double* z_offset,
bool overflow_controls_only,
ShouldRespectOverflowClipType clip_behavior) {
const FragmentData* container_fragment_data =
container_fragment ? container_fragment->fragment_data : nullptr;
PaintLayerFragments fragments;
ClearCollectionScope<PaintLayerFragments> scope(&fragments);
CollectFragments(fragments, &transform_container, clip_behavior,
container_fragment_data);
for (const auto& fragment : fragments) {
// Apply any clips established by layers in between us and the root layer.
if (!fragment.background_rect.Intersects(recursion_data.location))
continue;
PaintLayer* hit_layer = HitTestLayerByApplyingTransform(
transform_container, container_fragment, fragment, result,
recursion_data, container_transform_state, z_offset,
overflow_controls_only);
if (hit_layer)
return hit_layer;
}
return nullptr;
}
PaintLayer* PaintLayer::HitTestLayerByApplyingTransform(
const PaintLayer& transform_container,
const PaintLayerFragment* container_fragment,
const PaintLayerFragment& local_fragment,
HitTestResult& result,
const HitTestRecursionData& recursion_data,
HitTestingTransformState* root_transform_state,
double* z_offset,
bool overflow_controls_only,
const PhysicalOffset& translation_offset) {
// Create a transform state to accumulate this transform.
HitTestingTransformState new_transform_state = CreateLocalTransformState(
transform_container,
container_fragment
? *container_fragment->fragment_data
: transform_container.GetLayoutObject().FirstFragment(),
*local_fragment.fragment_data, recursion_data, root_transform_state);
// If the transform can't be inverted, then don't hit test this layer at all.
if (!new_transform_state.AccumulatedTransform().IsInvertible())
return nullptr;
// Compute the point and the hit test rect in the coords of this layer by
// using the values from new_transform_state, which store the point and quad
// in the coords of the last flattened layer, and the accumulated transform
// which lets up map through preserve-3d layers.
//
// We can't just map HitTestLocation and HitTestRect because they may have
// been flattened (losing z) by our container.
gfx::PointF local_point = new_transform_state.MappedPoint();
PhysicalRect bounds_of_mapped_area = new_transform_state.BoundsOfMappedArea();
std::optional<HitTestLocation> new_location;
if (recursion_data.location.IsRectBasedTest())
new_location.emplace(local_point, new_transform_state.MappedQuad());
else
new_location.emplace(local_point, new_transform_state.BoundsOfMappedQuad());
HitTestRecursionData new_recursion_data(bounds_of_mapped_area, *new_location,
recursion_data.original_location);
// Now do a hit test with the transform container shifted to this layer.
// As an optimization, pass nullptr as the new container_fragment if this
// layer has only one fragment.
const auto* new_container_fragment =
GetLayoutObject().IsFragmented() ? &local_fragment : nullptr;
return HitTestLayer(*this, new_container_fragment, result, new_recursion_data,
/*applied_transform*/ true, &new_transform_state,
z_offset, overflow_controls_only);
}
bool PaintLayer::HitTestFragmentWithPhase(
HitTestResult& result,
const PhysicalBoxFragment* physical_fragment,
const PhysicalOffset& fragment_offset,
const HitTestLocation& hit_test_location,
HitTestPhase phase) const {
DCHECK(IsSelfPaintingLayer() || HasSelfPaintingLayerDescendant());
bool did_hit;
if (physical_fragment) {
if (!physical_fragment->MayIntersect(result, hit_test_location,
fragment_offset)) {
did_hit = false;
} else {
did_hit =
BoxFragmentPainter(*physical_fragment)
.NodeAtPoint(result, hit_test_location, fragment_offset, phase);
}
} else {
did_hit = GetLayoutObject().NodeAtPoint(result, hit_test_location,
fragment_offset, phase);
}
if (!did_hit) {
// It's wrong to set innerNode, but then claim that you didn't hit anything,
// unless it is a list-based test.
DCHECK(!result.InnerNode() || (result.GetHitTestRequest().ListBased() &&
result.ListBasedTestResult().size()));
return false;
}
if (!result.InnerNode()) {
// We hit something anonymous, and we didn't find a DOM node ancestor in
// this layer.
if (GetLayoutObject().IsLayoutFlowThread()) {
// For a flow thread it's safe to just say that we didn't hit anything.
// That means that we'll continue as normally, and eventually hit a column
// set sibling instead. Column sets are also anonymous, but, unlike flow
// threads, they don't establish layers, so we'll fall back and hit the
// multicol container parent (which should have a DOM node).
return false;
}
Node* e = EnclosingNode();
// FIXME: should be a call to result.setNodeAndPosition. What we would
// really want to do here is to return and look for the nearest
// non-anonymous ancestor, and ignore aunts and uncles on our way. It's bad
// to look for it manually like we do here, and give up on setting a local
// point in the result, because that has bad implications for text selection
// and caretRangeFromPoint(). See crbug.com/461791
// This code path only ever hits in fullscreen tests.
result.SetInnerNode(e);
}
return true;
}
bool PaintLayer::IsReplacedNormalFlowStacking() const {
return GetLayoutObject().IsSVGForeignObject();
}
PaintLayer* PaintLayer::HitTestChildren(
PaintLayerIteration children_to_visit,
const PaintLayer& transform_container,
const PaintLayerFragment* container_fragment,
HitTestResult& result,
const HitTestRecursionData& recursion_data,
HitTestingTransformState* container_transform_state,
double* z_offset_for_descendants,
double* z_offset,
HitTestingTransformState* local_transform_state,
bool depth_sort_descendants) {
if (!HasSelfPaintingLayerDescendant())
return nullptr;
if (GetLayoutObject().ChildPaintBlockedByDisplayLock())
return nullptr;
const LayoutObject* stop_node = result.GetHitTestRequest().GetStopNode();
PaintLayer* stop_layer = stop_node ? stop_node->PaintingLayer() : nullptr;
PaintLayer* result_layer = nullptr;
PaintLayerPaintOrderReverseIterator iterator(this, children_to_visit);
// Returns true if the caller should break the loop.
auto hit_test_child = [&](PaintLayer* child_layer,
bool overflow_controls_only) -> bool {
if (child_layer->IsReplacedNormalFlowStacking())
return false;
// Avoid the call to child_layer.HitTestLayer() if possible.
if (stop_layer == this &&
!IsHitCandidateForStopNode(child_layer->GetLayoutObject(), stop_node)) {
return false;
}
STACK_UNINITIALIZED HitTestResult temp_result(
result.GetHitTestRequest(), recursion_data.original_location);
PaintLayer* hit_layer = child_layer->HitTestLayer(
transform_container, container_fragment, temp_result, recursion_data,
/*applied_transform*/ false, container_transform_state,
z_offset_for_descendants, overflow_controls_only);
// If it is a list-based test, we can safely append the temporary result
// since it might had hit nodes but not necessarily had hit_layer set.
if (result.GetHitTestRequest().ListBased()) {
result.Append(temp_result);
}
if (IsHitCandidateForDepthOrder(hit_layer, depth_sort_descendants, z_offset,
local_transform_state)) {
result_layer = hit_layer;
if (!result.GetHitTestRequest().ListBased())
result = temp_result;
if (!depth_sort_descendants) {
return true;
}
}
return false;
};
while (PaintLayer* child_layer = iterator.Next()) {
if (stacking_node_) {
if (const auto* layers_painting_overlay_overflow_controls_after =
stacking_node_->LayersPaintingOverlayOverflowControlsAfter(
child_layer)) {
bool break_loop = false;
for (auto& reparent_overflow_controls_layer :
base::Reversed(*layers_painting_overlay_overflow_controls_after)) {
DCHECK(reparent_overflow_controls_layer
->NeedsReorderOverlayOverflowControls());
if (hit_test_child(reparent_overflow_controls_layer, true)) {
break_loop = true;
break;
}
}
if (break_loop) {
break;
}
}
}
if (hit_test_child(child_layer, false)) {
break;
}
}
return result_layer;
}
void PaintLayer::UpdateFilterReferenceBox() {
if (!HasFilterThatMovesPixels())
return;
gfx::RectF reference_box(LocalBoundingBoxIncludingSelfPaintingDescendants());
std::optional<gfx::SizeF> viewport(ComputeFilterViewport(*this));
if (!ResourceInfo() ||
ResourceInfo()->FilterReferenceBox() != reference_box ||
ResourceInfo()->FilterViewport() != viewport) {
if (GetLayoutObject().GetDocument().Lifecycle().GetState() ==
DocumentLifecycle::kInPrePaint) {
GetLayoutObject()
.GetMutableForPainting()
.SetOnlyThisNeedsPaintPropertyUpdate();
} else {
GetLayoutObject().SetNeedsPaintPropertyUpdate();
}
if (ResourceInfo() && ResourceInfo()->FilterViewport() != viewport) {
filter_on_effect_node_dirty_ = true;
}
}
auto& resource_info = EnsureResourceInfo();
resource_info.SetFilterReferenceBox(reference_box);
resource_info.SetFilterViewport(viewport);
}
gfx::RectF PaintLayer::FilterReferenceBox() const {
#if DCHECK_IS_ON()
DCHECK_GE(GetLayoutObject().GetDocument().Lifecycle().GetState(),
DocumentLifecycle::kInPrePaint);
#endif
if (ResourceInfo())
return ResourceInfo()->FilterReferenceBox();
return gfx::RectF();
}
std::optional<gfx::SizeF> PaintLayer::FilterViewport() const {
DCHECK_GE(GetLayoutObject().GetDocument().Lifecycle().GetState(),
DocumentLifecycle::kInPrePaint);
if (ResourceInfo()) {
return ResourceInfo()->FilterViewport();
}
return std::nullopt;
}
gfx::RectF PaintLayer::BackdropFilterReferenceBox() const {
if (const auto* layout_inline = DynamicTo<LayoutInline>(GetLayoutObject())) {
return gfx::RectF(
gfx::SizeF(layout_inline->PhysicalLinesBoundingBox().size));
}
return gfx::RectF(GetLayoutBox()->PhysicalBorderBoxRect());
}
SkPath PaintLayer::BackdropFilterBounds() const {
return ContouredBorderGeometry::PixelSnappedContouredBorder(
GetLayoutObject().StyleRef(),
PhysicalRect::EnclosingRect(BackdropFilterReferenceBox()))
.GetPath()
.GetSkPath();
}
bool PaintLayer::HitTestClippedOutByClipPath(
const PaintLayer& root_layer,
const HitTestLocation& hit_test_location) const {
// TODO(crbug.com/1270522): Support LayoutNGBlockFragmentation.
DCHECK(GetLayoutObject().HasClipPath());
DCHECK(IsSelfPaintingLayer());
PhysicalOffset origin = GetLayoutObject().LocalToAncestorPoint(
PhysicalOffset(), &root_layer.GetLayoutObject());
const HitTestLocation location_in_layer(hit_test_location, -origin);
return !ClipPathClipper::HitTest(GetLayoutObject(), location_in_layer);
}
PhysicalRect PaintLayer::LocalBoundingBox() const {
PhysicalRect rect = GetLayoutObject().VisualOverflowRect();
if (GetLayoutObject().IsEffectiveRootScroller() || IsRootLayer()) {
rect.Unite(
PhysicalRect(rect.offset, GetLayoutObject().View()->ViewRect().size));
}
return rect;
}
void PaintLayer::ExpandRectForSelfPaintingDescendants(
PhysicalRect& result) const {
// If we're locked, then the subtree does not contribute painted output.
// Furthermore, we might not have up-to-date sizing and position information
// in the subtree, so skip recursing into the subtree.
if (GetLayoutObject().ChildPaintBlockedByDisplayLock())
return;
DCHECK_EQ(result, LocalBoundingBox());
// The input |result| is based on LayoutObject::PhysicalVisualOverflowRect()
// which already includes bounds non-self-painting descendants.
if (!HasSelfPaintingLayerDescendant())
return;
// If the layer is known to clip the whole subtree, then we don't need to
// expand for children. The clip of the current layer is always applied.
if (KnownToClipSubtreeToPaddingBox())
return;
PaintLayerPaintOrderIterator iterator(this, kAllChildren);
while (PaintLayer* child_layer = iterator.Next()) {
if (!child_layer->IsSelfPaintingLayer())
continue;
PhysicalRect added_rect = child_layer->LocalBoundingBox();
child_layer->ExpandRectForSelfPaintingDescendants(added_rect);
// Only enlarge by the filter outsets if we know the filter is going to be
// rendered in software. Accelerated filters will handle their own outsets.
if (child_layer->PaintsWithFilters())
added_rect = child_layer->MapRectForFilter(added_rect);
if (child_layer->Transform()) {
added_rect = PhysicalRect::EnclosingRect(
child_layer->Transform()->MapRect(gfx::RectF(added_rect)));
}
PhysicalOffset delta = child_layer->GetLayoutObject().LocalToAncestorPoint(
PhysicalOffset(), &GetLayoutObject(), kIgnoreTransforms);
added_rect.Move(delta);
result.Unite(added_rect);
}
}
bool PaintLayer::KnownToClipSubtreeToPaddingBox() const {
if (const auto* box = GetLayoutBox()) {
if (!box->ShouldClipOverflowAlongBothAxis())
return false;
if (HasNonContainedAbsolutePositionDescendant())
return false;
if (HasFixedPositionDescendant() && !box->CanContainFixedPositionObjects())
return false;
if (box->StyleRef().OverflowClipMargin())
return false;
// The root frame's clip is special at least in Android WebView.
if (is_root_layer_ && box->GetFrame()->IsLocalRoot())
return false;
return true;
}
return false;
}
PhysicalRect PaintLayer::LocalBoundingBoxIncludingSelfPaintingDescendants()
const {
PhysicalRect result = LocalBoundingBox();
ExpandRectForSelfPaintingDescendants(result);
return result;
}
bool PaintLayer::SupportsSubsequenceCaching() const {
if (const LayoutBox* box = GetLayoutBox()) {
// TODO(crbug.com/1253797): Revisit this when implementing correct paint
// order of fragmented stacking contexts.
if (box->PhysicalFragmentCount() > 1)
return false;
// SVG root and SVG foreign object paint atomically.
if (box->IsSVGRoot() || box->IsSVGForeignObject()) {
return true;
}
// Don't create subsequence for the document element because the subsequence
// for LayoutView serves the same purpose. This can avoid unnecessary paint
// chunks that would otherwise be forced by the subsequence.
if (box->IsDocumentElement())
return false;
}
// Create subsequence for only stacked objects whose paintings are atomic.
return GetLayoutObject().IsStacked();
}
bool PaintLayer::ShouldBeSelfPaintingLayer() const {
return GetLayoutObject().LayerTypeRequired() == kNormalPaintLayer;
}
void PaintLayer::UpdateSelfPaintingLayer() {
bool is_self_painting_layer = ShouldBeSelfPaintingLayer();
if (IsSelfPaintingLayer() == is_self_painting_layer)
return;
// Invalidate the old subsequences which may no longer contain some
// descendants of this layer because of the self painting status change.
SetNeedsRepaint();
is_self_painting_layer_ = is_self_painting_layer;
// Self-painting change can change the painting container chain;
// invalidate the new chain in addition to the old one.
MarkPaintingContainerChainForNeedsRepaint();
if (is_self_painting_layer)
SetNeedsVisualOverflowRecalc();
if (PaintLayer* parent = Parent()) {
parent->MarkAncestorChainForFlagsUpdate();
if (PaintLayer* enclosing_self_painting_layer =
parent->EnclosingSelfPaintingLayer()) {
if (is_self_painting_layer)
MergeNeedsPaintPhaseFlagsFrom(*enclosing_self_painting_layer);
else
enclosing_self_painting_layer->MergeNeedsPaintPhaseFlagsFrom(*this);
}
}
}
PaintLayer* PaintLayer::EnclosingSelfPaintingLayer() {
PaintLayer* layer = this;
while (layer && !layer->IsSelfPaintingLayer())
layer = layer->Parent();
return layer;
}
void PaintLayer::UpdateFilters(StyleDifference diff,
const ComputedStyle* old_style,
const ComputedStyle& new_style) {
if (!filter_on_effect_node_dirty_) {
filter_on_effect_node_dirty_ = old_style
? diff.FilterChanged()
: new_style.HasFilterInducingProperty();
}
if (!new_style.HasFilterInducingProperty() &&
(!old_style || !old_style->HasFilterInducingProperty()))
return;
const bool had_resource_info = ResourceInfo();
if (new_style.HasFilterInducingProperty())
new_style.Filter().AddClient(EnsureResourceInfo());
if (had_resource_info && old_style)
old_style->Filter().RemoveClient(*ResourceInfo());
}
void PaintLayer::UpdateBackdropFilters(const ComputedStyle* old_style,
const ComputedStyle& new_style) {
if (!backdrop_filter_on_effect_node_dirty_) {
backdrop_filter_on_effect_node_dirty_ =
old_style ? old_style->BackdropFilter() != new_style.BackdropFilter()
: new_style.HasBackdropFilter();
}
if (!new_style.HasBackdropFilter() &&
(!old_style || !old_style->HasBackdropFilter())) {
return;
}
const bool had_resource_info = ResourceInfo();
if (new_style.HasBackdropFilter()) {
new_style.BackdropFilter().AddClient(EnsureResourceInfo());
}
if (had_resource_info && old_style) {
old_style->BackdropFilter().RemoveClient(*ResourceInfo());
}
}
void PaintLayer::UpdateClipPath(const ComputedStyle* old_style,
const ComputedStyle& new_style) {
ClipPathOperation* new_clip = new_style.ClipPath();
ClipPathOperation* old_clip = old_style ? old_style->ClipPath() : nullptr;
if (!new_clip && !old_clip)
return;
const bool had_resource_info = ResourceInfo();
if (auto* reference_clip = DynamicTo<ReferenceClipPathOperation>(new_clip))
reference_clip->AddClient(EnsureResourceInfo());
if (had_resource_info) {
if (auto* old_reference_clip =
DynamicTo<ReferenceClipPathOperation>(old_clip))
old_reference_clip->RemoveClient(*ResourceInfo());
}
}
void PaintLayer::UpdateOffsetPath(const ComputedStyle* old_style,
const ComputedStyle& new_style) {
OffsetPathOperation* new_offset = new_style.OffsetPath();
OffsetPathOperation* old_offset =
old_style ? old_style->OffsetPath() : nullptr;
if (!new_offset && !old_offset) {
return;
}
const bool had_resource_info = ResourceInfo();
if (auto* reference_offset =
DynamicTo<ReferenceOffsetPathOperation>(new_offset)) {
reference_offset->AddClient(EnsureResourceInfo());
}
if (had_resource_info) {
if (auto* old_reference_offset =
DynamicTo<ReferenceOffsetPathOperation>(old_offset)) {
old_reference_offset->RemoveClient(*ResourceInfo());
}
}
}
void PaintLayer::StyleDidChange(StyleDifference diff,
const ComputedStyle* old_style) {
UpdateScrollableArea();
bool had_filter_that_moves_pixels = has_filter_that_moves_pixels_;
has_filter_that_moves_pixels_ = ComputeHasFilterThatMovesPixels();
if (had_filter_that_moves_pixels != has_filter_that_moves_pixels_) {
// The compositor cannot easily track the filters applied within a layer
// (i.e. composited filters) and is unable to expand the damage rect.
// Force paint invalidation to update any potentially affected animations.
// See |CompositorMayHaveIncorrectDamageRect|.
GetLayoutObject().SetSubtreeShouldDoFullPaintInvalidation();
}
if (PaintLayerStackingNode::StyleDidChange(*this, old_style)) {
// The PaintingContainer may have changed so we need to ensure
// `descendant_needs_repaint_` is propagated up the new PaintingContainer
// chain.
if (SelfOrDescendantNeedsRepaint()) {
MarkPaintingContainerChainForNeedsRepaint();
}
MarkAncestorChainForFlagsUpdate();
}
if (RequiresScrollableArea()) {
DCHECK(scrollable_area_);
scrollable_area_->UpdateAfterStyleChange(old_style);
}
// Overlay scrollbars can make this layer self-painting so we need
// to recompute the bit once scrollbars have been updated.
UpdateSelfPaintingLayer();
// A scroller that changes background color might become opaque or not
// opaque, which in turn affects whether it can be composited on low-DPI
// screens.
if (GetScrollableArea() && GetScrollableArea()->ScrollsOverflow() &&
diff.HasDifference()) {
MarkAncestorChainForFlagsUpdate();
}
bool needs_full_transform_update = diff.TransformChanged();
if (needs_full_transform_update) {
// If only the transform property changed, without other related properties
// changing, try to schedule a deferred transform node update.
if (!diff.OtherTransformPropertyChanged() &&
PaintPropertyTreeBuilder::ScheduleDeferredTransformNodeUpdate(
GetLayoutObject())) {
needs_full_transform_update = false;
SetNeedsDescendantDependentFlagsUpdate();
}
}
bool needs_full_opacity_update = diff.OpacityChanged();
if (needs_full_opacity_update) {
if (PaintPropertyTreeBuilder::ScheduleDeferredOpacityNodeUpdate(
GetLayoutObject())) {
needs_full_opacity_update = false;
SetNeedsDescendantDependentFlagsUpdate();
}
}
// See also |LayoutObject::SetStyle| which handles these invalidations if a
// PaintLayer is not present.
if (needs_full_transform_update || needs_full_opacity_update ||
diff.ZIndexChanged() || diff.FilterChanged() || diff.CssClipChanged() ||
diff.BlendModeChanged() || diff.MaskChanged() ||
diff.CompositingReasonsChanged()) {
GetLayoutObject().SetNeedsPaintPropertyUpdate();
MarkAncestorChainForFlagsUpdate();
}
// HasNonContainedAbsolutePositionDescendant depends on position changes.
const ComputedStyle& new_style = GetLayoutObject().StyleRef();
if (!old_style || old_style->GetPosition() != new_style.GetPosition())
MarkAncestorChainForFlagsUpdate();
UpdateTransformAfterStyleChange(diff, old_style, new_style);
UpdateFilters(diff, old_style, new_style);
UpdateBackdropFilters(old_style, new_style);
UpdateClipPath(old_style, new_style);
UpdateOffsetPath(old_style, new_style);
bool had_view_transition_name = has_view_transition_name_;
has_view_transition_name_ = !!new_style.ViewTransitionName();
if (had_view_transition_name != has_view_transition_name_) {
// If `IsZOrderListVisible()` changes, invalidate z-order lists.
if (RuntimeEnabledFeatures::PaintLayerUpdateOptimizationsEnabled()) {
DirtyStackingContextZOrderLists();
}
}
if (diff.ZIndexChanged()) {
// We don't need to invalidate paint of objects when paint order
// changes. However, we do need to repaint the containing stacking
// context, in order to generate new paint chunks in the correct order.
// Raster invalidation will be issued if needed during paint.
if (auto* stacking_context = AncestorStackingContext())
stacking_context->SetNeedsRepaint();
}
if (old_style) {
bool new_painted_output_invisible =
PaintLayerPainter::PaintedOutputInvisible(new_style);
if (PaintLayerPainter::PaintedOutputInvisible(*old_style) !=
new_painted_output_invisible) {
// Force repaint of the subtree for two purposes:
// 1. To ensure FCP/LCP will be reported. See crbug.com/1184903.
// 2. To update effectively_invisible flags of PaintChunks.
// TODO(crbug.com/1104218): Optimize this.
GetLayoutObject().SetSubtreeShouldDoFullPaintInvalidation();
}
}
}
gfx::Vector2d PaintLayer::PixelSnappedScrolledContentOffset() const {
if (GetLayoutObject().IsScrollContainer())
return GetLayoutBox()->PixelSnappedScrolledContentOffset();
return gfx::Vector2d();
}
PaintLayerClipper PaintLayer::Clipper() const {
return PaintLayerClipper(this);
}
FilterOperations PaintLayer::FilterOperationsIncludingReflection() const {
const auto& style = GetLayoutObject().StyleRef();
FilterOperations filter_operations = style.Filter();
if (GetLayoutObject().HasReflection() && GetLayoutObject().IsBox()) {
BoxReflection reflection = BoxReflectionForPaintLayer(*this, style);
filter_operations.Operations().push_back(
MakeGarbageCollected<BoxReflectFilterOperation>(reflection));
}
return filter_operations;
}
void PaintLayer::UpdateCompositorFilterOperationsForFilter(
CompositorFilterOperations& operations) {
auto filter = FilterOperationsIncludingReflection();
gfx::RectF reference_box = FilterReferenceBox();
// CompositorFilter needs the reference box to be unzoomed.
const ComputedStyle& style = GetLayoutObject().StyleRef();
float zoom = style.EffectiveZoom();
if (zoom != 1)
reference_box.Scale(1 / zoom);
// Use the existing |operations| if there is no change.
if (!operations.IsEmpty() && !filter_on_effect_node_dirty_ &&
reference_box == operations.ReferenceBox())
return;
operations =
FilterEffectBuilder(reference_box, FilterViewport(), zoom,
style.VisitedDependentColor(GetCSSPropertyColor()),
style.UsedColorScheme())
.BuildFilterOperations(filter);
filter_on_effect_node_dirty_ = false;
}
void PaintLayer::UpdateCompositorFilterOperationsForBackdropFilter(
CompositorFilterOperations& operations,
SkPath& backdrop_filter_bounds) {
const auto& style = GetLayoutObject().StyleRef();
if (style.BackdropFilter().IsEmpty()) {
operations.Clear();
backdrop_filter_on_effect_node_dirty_ = false;
return;
}
gfx::RectF reference_box = BackdropFilterReferenceBox();
backdrop_filter_bounds = BackdropFilterBounds();
// CompositorFilter needs the reference box to be unzoomed.
float zoom = style.EffectiveZoom();
if (zoom != 1)
reference_box.Scale(1 / zoom);
// Use the existing |operations| if there is no change.
if (!operations.IsEmpty() && !backdrop_filter_on_effect_node_dirty_ &&
reference_box == operations.ReferenceBox())
return;
// Tack on regular filter values here - they need to be applied to the
// backdrop image as well, in addition to being applied to the painted content
// and children of the element. This is a bit of a hack - according to the
// spec, filters should apply to the entire render pass as a whole, including
// the backdrop-filtered content. However, because in the case that we have
// both filters and backdrop-filters on a single element, we create two effect
// nodes, and two render surfaces, and the backdrop-filter node comes first.
// To get around that, we add the "regular" filters to the backdrop filters to
// approximate.
FilterOperations filter_operations = style.BackdropFilter();
filter_operations.Operations().AppendVector(style.Filter().Operations());
// NOTE: Backdrop filters will have their input cropped to the their layer
// bounds with a mirror edge mode, but this is the responsibility of the
// compositor to apply, regardless of the actual filter operations added here.
operations =
FilterEffectBuilder(reference_box, FilterViewport(), zoom,
style.VisitedDependentColor(GetCSSPropertyColor()),
style.UsedColorScheme(), nullptr, nullptr)
.BuildFilterOperations(filter_operations);
// Note that |operations| may be empty here, if the |filter_operations| list
// contains only invalid filters (e.g. invalid reference filters). See
// https://crbug.com/983157 for details.
backdrop_filter_on_effect_node_dirty_ = false;
}
PaintLayerResourceInfo& PaintLayer::EnsureResourceInfo() {
if (!resource_info_) {
resource_info_ = MakeGarbageCollected<PaintLayerResourceInfo>(this);
}
return *resource_info_;
}
void PaintLayer::SetNeedsReorderOverlayOverflowControls(bool b) {
if (b != needs_reorder_overlay_overflow_controls_) {
SetNeedsRepaint();
needs_reorder_overlay_overflow_controls_ = b;
}
}
gfx::RectF PaintLayer::MapRectForFilter(const gfx::RectF& rect) const {
if (!HasFilterThatMovesPixels())
return rect;
return FilterOperationsIncludingReflection().MapRect(rect);
}
PhysicalRect PaintLayer::MapRectForFilter(const PhysicalRect& rect) const {
if (!HasFilterThatMovesPixels())
return rect;
return PhysicalRect::EnclosingRect(MapRectForFilter(gfx::RectF(rect)));
}
bool PaintLayer::ComputeHasFilterThatMovesPixels() const {
if (!HasFilterInducingProperty())
return false;
const ComputedStyle& style = GetLayoutObject().StyleRef();
if (style.HasFilter() && style.Filter().HasFilterThatMovesPixels())
return true;
if (GetLayoutObject().HasReflection())
return true;
return false;
}
void PaintLayer::SetNeedsRepaint() {
if (self_needs_repaint_)
return;
self_needs_repaint_ = true;
// Invalidate as a display item client.
static_cast<DisplayItemClient*>(this)->Invalidate();
MarkPaintingContainerChainForNeedsRepaint();
}
void PaintLayer::SetDescendantNeedsRepaint() {
if (descendant_needs_repaint_)
return;
descendant_needs_repaint_ = true;
MarkPaintingContainerChainForNeedsRepaint();
}
void PaintLayer::MarkPaintingContainerChainForNeedsRepaint() {
if (RuntimeEnabledFeatures::FastClearNeedsRepaintEnabled()) {
// Mark descendant_needs_repaint_ along the PaintingContainer() chain,
// and subtree_needs_clear_repaint_flags_ along the Parent() chain.
// Don't mark across frame boundary here. LocalFrameView::PaintTree() will
// propagate child frame NeedsRepaint flag into the owning frame.
PaintLayer* layer = this;
bool layer_is_container = false;
PaintingContainerType next_container_type = GetPaintingContainerType();
while (true) {
layer->subtree_needs_clear_repaint_flags_ = true;
PaintLayer* parent = layer->Parent();
// For a non-self-painting layer having self-painting descendant, the
// descendant will be painted through this layer's Parent() instead of
// this layer's PaintingContainer(), so in addition to the
// PaintingContainer() chain, we also need to mark NeedsRepaint for
// Parent().
if (parent && !layer->IsSelfPaintingLayer() &&
(layer == this || layer_is_container)) {
parent->SetNeedsRepaint();
}
if (layer_is_container) {
if (layer->descendant_needs_repaint_) {
break;
}
layer->descendant_needs_repaint_ = true;
next_container_type = layer->GetPaintingContainerType();
layer_is_container = false;
}
if (!parent) {
break;
}
// If the layer doesn't need painting itself (which means we're
// propagating a bit from its children) and it blocks child painting
// via display lock, then stop propagating the dirty bit.
if (!layer->SelfNeedsRepaint() &&
layer->GetLayoutObject().ChildPaintBlockedByDisplayLock()) {
break;
}
layer = parent;
if (next_container_type == PaintingContainerType::kParent ||
layer->GetLayoutObject().IsStackingContext()) {
layer_is_container = true;
}
}
return;
}
PaintLayer* layer = this;
while (true) {
// For a non-self-painting layer having self-painting descendant, the
// descendant will be painted through this layer's Parent() instead of
// this layer's PaintingContainer(), so in addition to the
// PaintingContainer() chain, we also need to mark NeedsRepaint for
// Parent().
if (layer->Parent() && !layer->IsSelfPaintingLayer())
layer->Parent()->SetNeedsRepaint();
// Don't mark across frame boundary here. LocalFrameView::PaintTree() will
// propagate child frame NeedsRepaint flag into the owning frame.
PaintLayer* container = layer->PaintingContainer();
if (!container || container->descendant_needs_repaint_)
break;
// If the layer doesn't need painting itself (which means we're propagating
// a bit from its children) and it blocks child painting via display lock,
// then stop propagating the dirty bit.
if (!layer->SelfNeedsRepaint() &&
layer->GetLayoutObject().ChildPaintBlockedByDisplayLock())
break;
container->descendant_needs_repaint_ = true;
layer = container;
}
}
void PaintLayer::ClearNeedsRepaintRecursively() {
#if DCHECK_IS_ON()
static bool check_no_dirty_flags = false;
std::optional<base::AutoReset<bool>> reset_check_no_dirty_flags;
#endif
if (RuntimeEnabledFeatures::FastClearNeedsRepaintEnabled()) {
#if DCHECK_IS_ON()
if (check_no_dirty_flags) {
DCHECK(!self_needs_repaint_);
if (!GetLayoutObject().ChildPaintBlockedByDisplayLock()) {
DCHECK(!descendant_needs_repaint_);
DCHECK(!subtree_needs_clear_repaint_flags_);
}
}
#endif
if (!subtree_needs_clear_repaint_flags_) {
CHECK(!self_needs_repaint_);
CHECK(!descendant_needs_repaint_);
#if DCHECK_IS_ON()
reset_check_no_dirty_flags.emplace(&check_no_dirty_flags, true);
#else
return;
#endif
}
}
self_needs_repaint_ = false;
// Don't clear dirty bits in a display-locked subtree.
if (GetLayoutObject().ChildPaintBlockedByDisplayLock())
return;
for (PaintLayer* child = FirstChild(); child; child = child->NextSibling())
child->ClearNeedsRepaintRecursively();
descendant_needs_repaint_ = false;
subtree_needs_clear_repaint_flags_ = false;
}
void PaintLayer::SetNeedsCullRectUpdate() {
if (needs_cull_rect_update_)
return;
needs_cull_rect_update_ = true;
if (Parent()) {
Parent()->SetDescendantNeedsCullRectUpdate();
}
}
void PaintLayer::SetForcesChildrenCullRectUpdate() {
if (forces_children_cull_rect_update_)
return;
forces_children_cull_rect_update_ = true;
descendant_needs_cull_rect_update_ = true;
if (Parent()) {
Parent()->SetDescendantNeedsCullRectUpdate();
}
}
void PaintLayer::SetDescendantNeedsCullRectUpdate() {
for (auto* layer = this; layer; layer = layer->Parent()) {
if (layer->descendant_needs_cull_rect_update_)
break;
layer->descendant_needs_cull_rect_update_ = true;
// Only propagate the dirty bit up to the display locked ancestor.
if (layer->GetLayoutObject().ChildPrePaintBlockedByDisplayLock())
break;
}
}
void PaintLayer::DirtyStackingContextZOrderLists() {
auto* stacking_context = AncestorStackingContext();
if (!stacking_context)
return;
if (stacking_context->StackingNode())
stacking_context->StackingNode()->DirtyZOrderLists();
MarkAncestorChainForFlagsUpdate();
}
void PaintLayer::SetPreviousPaintResult(PaintResult result) {
if (CullRectUpdater::IsOverridingCullRects())
return;
previous_paint_result_ = static_cast<unsigned>(result);
DCHECK(previous_paint_result_ == static_cast<unsigned>(result));
}
void PaintLayer::SetInvisibleForPositionVisibility(
LayerPositionVisibility visibility,
bool invisible) {
bool already_invisible = InvisibleForPositionVisibility();
if (invisible) {
invisible_for_position_visibility_ |= static_cast<int>(visibility);
// This will fail if subtree_invisible_for_position_visibility_ doesn't
// have enough bits.
CHECK(InvisibleForPositionVisibility());
} else {
invisible_for_position_visibility_ &= ~static_cast<int>(visibility);
}
if (InvisibleForPositionVisibility() != already_invisible) {
SetNeedsRepaint();
// If this layer is not a stacking context, during paint, self-painting
// descendants need to check their ancestor chain to know if they need to
// hide due to the position visibility hidden flag on this layer.
if (!already_invisible && !GetLayoutObject().IsStackingContext() &&
// If needs_descendant_dependent_flags_update_ is set, we can't call
// HasSelfPaintingLayerDescendants() now, but will update
// descendants_need_check_position_visibility_hidden_ during
// UpdateDescendantDependentFlags().
!needs_descendant_dependent_flags_update_ &&
HasSelfPaintingLayerDescendant()) {
// This flag is cleared during UpdateDescendantDependentFlags() only, so
// it may have false-positives which affects performance only in rare
// cases.
AncestorStackingContext()->descendant_needs_check_position_visibility_ =
true;
}
}
}
bool PaintLayer::HasAncestorInvisibleForPositionVisibility() const {
if (!CheckAncestorPositionVisibilityScope::ShouldCheck()) {
return false;
}
for (auto* layer = Parent();
layer && !layer->GetLayoutObject().IsStackingContext();
layer = layer->Parent()) {
if (layer->InvisibleForPositionVisibility()) {
return true;
}
}
return false;
}
void PaintLayer::Trace(Visitor* visitor) const {
visitor->Trace(layout_object_);
visitor->Trace(parent_);
visitor->Trace(previous_);
visitor->Trace(next_);
visitor->Trace(first_);
visitor->Trace(last_);
visitor->Trace(scrollable_area_);
visitor->Trace(stacking_node_);
visitor->Trace(resource_info_);
DisplayItemClient::Trace(visitor);
}
bool CheckAncestorPositionVisibilityScope::should_check_ = false;
} // namespace blink
#if DCHECK_IS_ON()
void ShowLayerTree(const blink::PaintLayer* layer) {
if (!layer) {
LOG(ERROR) << "Cannot showLayerTree. Root is (nil)";
return;
}
if (blink::LocalFrame* frame = layer->GetLayoutObject().GetFrame()) {
WTF::String output =
ExternalRepresentation(frame,
blink::kLayoutAsTextShowLayerNesting |
blink::kLayoutAsTextShowAddresses |
blink::kLayoutAsTextShowIDAndClass |
blink::kLayoutAsTextDontUpdateLayout |
blink::kLayoutAsTextShowLayoutState |
blink::kLayoutAsTextShowPaintProperties,
layer);
LOG(INFO) << output.Utf8();
}
}
void ShowLayerTree(const blink::LayoutObject* layoutObject) {
if (!layoutObject) {
LOG(ERROR) << "Cannot showLayerTree. Root is (nil)";
return;
}
ShowLayerTree(layoutObject->EnclosingLayer());
}
#endif
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