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// Copyright 2025 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_GL_OS_COMPOSITOR_TREE_BASE_H_
#define UI_GL_OS_COMPOSITOR_TREE_BASE_H_
#include <concepts>
#include <memory>
#include <optional>
#include "base/check_op.h"
#include "base/containers/flat_map.h"
#include "base/containers/flat_set.h"
#include "base/containers/span.h"
#include "base/logging.h"
#include "base/strings/stringprintf.h"
#include "base/trace_event/trace_event.h"
#include "ui/gfx/overlay_layer_id.h"
namespace gl {
// The overlay layer parameters outputted by Viz.
template <typename T>
concept HasParentLayerId = requires(T params) {
// Required to be unique in a frame and stable across frames. If it is not
// stable across frames, the incrementality of updates will suffer.
{ params.layer_id } -> std::convertible_to<gfx::OverlayLayerId>;
// Required to refer to a valid overlay layer in the frame, or the default
// constructed layer id (which represents the implicit root node).
{ params.parent_layer_id } -> std::convertible_to<gfx::OverlayLayerId>;
#if EXPENSIVE_DCHECKS_ARE_ON()
// For validation only
{ params.z_order } -> std::convertible_to<int>;
#endif
};
// An object that owns the OS compositor visual(s) and can incrementally update
// itself when called from `UpdateLayer`.
template <typename T>
concept OsCompositorVisualsWrapper = requires(T layer, const T* below_layer) {
requires std::default_initializable<T>;
requires std::destructible<T>;
requires !std::copyable<T>;
// Unsafely update the internal bookkeeping of `layer` so that it thinks it's
// above the OS compositor node `below_layer`.
layer.unsafe_set_below_layer(below_layer);
};
// A generic tree structure that represents a hierarchy of overlay layers. It
// takes in a topologically sorted list of overlay layers and incrementally
// updates an OS compositor tree (via platform-specific implementations of its
// interfaces).
//
// See:
// https://docs.google.com/document/d/18wX75CqPIdFAk0W4Je5q_4FZZzLHtbBJsdp6Y7o80xM/edit?usp=sharing
template <HasParentLayerId OverlayParams, OsCompositorVisualsWrapper Layer>
class OsCompositorTreeBase {
public:
enum class UpdateMode {
// Clear the tree at the start of the update and always rebuild it from
// scratch. This can potentially catching bugs in the incremental update
// optimizations.
kFromScratch,
// Incrementally update the tree.
kIncrementalNoPatchSiblingsOptimization,
// Incrementally update the tree with the "patch siblings" optimization.
// This optimization tracks sibling information, which allows us to be aware
// of implicit tree updates, e.g. if a overlay is placed directly above the
// overlay below us, then newly moved overlay implicitly becomes the one
// directly below us. In this case, we don't need to update the tree again.
kIncremental,
};
OsCompositorTreeBase() : OsCompositorTreeBase(UpdateMode::kIncremental) {}
explicit OsCompositorTreeBase(UpdateMode update_mode);
virtual ~OsCompositorTreeBase();
OsCompositorTreeBase(const OsCompositorTreeBase&) = delete;
OsCompositorTreeBase& operator=(const OsCompositorTreeBase&) = delete;
// Given overlays, builds or updates this overlay tree. `overlays` must be
// topologically sorted by hierarchy based on the `parent_layer_id` pointers
// and siblings must be sorted back-to-front in z-order.
//
// Returns true if commit succeeded.
bool UpdateTree(const base::span<const OverlayParams> overlays);
int num_layers_modified_last_frame_for_testing() const {
return num_layers_modified_last_frame_;
}
protected:
// Resolve the parameters into platform-specific types and update `layer`
// incrementally.
//
// - If `parent_layer` is present, `layer` should be placed as a child of
// `parent_layer`. If `parent_layer` is not present, then `layer`'s parent
// should be the implicit root node.
// - If `below_layer` is present, `layer` should be placed immediately in
// front of it (in terms of z-order). If `below_layer` is not present,
// then `layer` should be placed behind all of `parent_layer`'s children.
//
// Returns true if `layer` needed modification.
virtual bool UpdateLayer(const OverlayParams& overlay,
const Layer* parent_layer,
const Layer* below_layer,
Layer& layer) = 0;
// Detach `layer` from its parent and clean up any associated resources.
virtual void DestroyLayer(std::unique_ptr<Layer> layer) = 0;
// Finalize and commit a frame, showing its contents on the screen.
//
// Returns true on success.
virtual bool CommitTree() = 0;
private:
const UpdateMode update_mode_;
bool UsingPatchSiblingsOptimization() const {
return update_mode_ == UpdateMode::kIncremental;
}
// The set of overlays currently in the compositor tree.
base::flat_map<gfx::OverlayLayerId, std::unique_ptr<Layer>> layers_;
// Return the `Layer` for `overlay_id`, or `nullptr` if there is no overlay
// with that ID.
Layer* GetLayer(const std::optional<gfx::OverlayLayerId>& overlay_id) const;
// Used to speed up the lookup of sibling relationships.
struct Siblings {
Siblings();
~Siblings();
// The layer that this node is a child of.
gfx::OverlayLayerId parent;
// The layer that this node is immediately in front of, if null then
// indicates this layer is below all of its siblings.
std::optional<gfx::OverlayLayerId> below;
// The layer that this node is immediately behind, if null then indicates
// this layer is on top of all of its siblings.
std::optional<gfx::OverlayLayerId> above;
};
// Bookkeeping to help speed up lookup of a layer's position in the tree. This
// is updated incrementally as we walk the overlays passed to `UpdateTree`.
//
// Only used when `UsingPatchSiblingsOptimization()`.
base::flat_map<gfx::OverlayLayerId, Siblings> siblings_;
// Update `siblings_` such that `overlay_id` is being tracked as above
// `below_id`.
void PatchSiblingsTogether(
const std::optional<gfx::OverlayLayerId>& overlay_id,
const std::optional<gfx::OverlayLayerId>& below_id);
// Update `siblings_` to remove an overlay from its siblings, patching its
// immediate neighbors together
void RemoveSibling(const gfx::OverlayLayerId& overlay_id);
// Update `siblings_` so that the layer with `overlay_id` has the parent
// `new_parent_id` and is above `new_below_id`.
void MoveSibling(const gfx::OverlayLayerId& overlay_id,
const gfx::OverlayLayerId& new_parent_id,
const std::optional<gfx::OverlayLayerId>& new_below_id);
std::string PrintOverlayId(
const std::optional<gfx::OverlayLayerId>& overlay_id);
// Count of layers directly modified in the last frame. This does not count
// layers whose children were removed, but it does count children who are
// removed from parents.
int num_layers_modified_last_frame_ = 0;
};
template <HasParentLayerId OverlayParams, OsCompositorVisualsWrapper Layer>
OsCompositorTreeBase<OverlayParams, Layer>::OsCompositorTreeBase(
UpdateMode update_mode)
: update_mode_(update_mode) {}
template <HasParentLayerId OverlayParams, OsCompositorVisualsWrapper Layer>
OsCompositorTreeBase<OverlayParams, Layer>::~OsCompositorTreeBase() = default;
template <HasParentLayerId OverlayParams, OsCompositorVisualsWrapper Layer>
bool OsCompositorTreeBase<OverlayParams, Layer>::UpdateTree(
const base::span<const OverlayParams> overlays) {
TRACE_EVENT("gpu", "OsCompositorTreeBase::UpdateTree", "overlays",
overlays.size());
// DVLOG(2) has a lot of output, add a new line to help visually separate
// frames.
DVLOG(2) << "";
DVLOG(2) << __func__;
#if EXPENSIVE_DCHECKS_ARE_ON()
// For validation only!
// Pre-walk to collect sibling information to check after updating the frame.
base::flat_map<gfx::OverlayLayerId, Siblings> expected_siblings;
base::flat_set<gfx::OverlayLayerId> seen_layer_ids{gfx::OverlayLayerId()};
for (size_t i = 0u; i < overlays.size(); i++) {
const auto& overlay = overlays[i];
const auto overlay_id = overlay.layer_id;
if (UsingPatchSiblingsOptimization()) {
auto& siblings = expected_siblings[overlay_id];
siblings.parent = overlay.parent_layer_id;
for (int j = i - 1; j >= 0; j--) {
if (overlays[j].parent_layer_id == overlay.parent_layer_id) {
CHECK_LT(overlays[j].z_order, overlay.z_order)
<< "Siblings must be sorted. "
<< "overlays[j] = " << overlays[j].layer_id.ToString()
<< ", overlay = " << overlay.layer_id.ToString();
siblings.below = overlays[j].layer_id;
break;
}
}
for (size_t j = i + 1; j < overlays.size(); j++) {
if (overlays[j].parent_layer_id == overlay.parent_layer_id) {
CHECK_GT(overlays[j].z_order, overlay.z_order)
<< "Siblings must be sorted. "
<< "overlays[j] = " << overlays[j].layer_id.ToString()
<< ", overlay = " << overlay.layer_id.ToString();
siblings.above = overlays[j].layer_id;
break;
}
}
}
// The default layer ID is reserved for the implicit root node in the OS
// compositor tree.
CHECK_NE(overlay_id, gfx::OverlayLayerId())
<< "Overlay must have non-default layer ID.";
// Check the hierarchy is topologically sorted (i.e. we walk a parent layer
// before walking its children)
CHECK(seen_layer_ids.contains(overlay.parent_layer_id))
<< "Overlays must be topologically sorted. "
<< "overlay.parent_layer_id = " << overlay.parent_layer_id.ToString();
// Check the overlays have unique and valid layer IDs.
CHECK(!seen_layer_ids.contains(overlay_id))
<< "Overlay layer IDs must all be unique. "
<< "overlay_id = " << overlay_id.ToString();
seen_layer_ids.insert(overlay_id);
}
if (!UsingPatchSiblingsOptimization()) {
CHECK(siblings_.empty());
}
#endif
int num_layers_modified = 0;
if (update_mode_ == UpdateMode::kFromScratch) {
TRACE_EVENT("gpu", "Cleanup all layers");
for (auto& layer : layers_) {
DestroyLayer(std::move(layer.second));
}
layers_.clear();
} else {
// Cleanup overlays that are unused in this frame.
TRACE_EVENT("gpu", "Cleanup unused layers");
base::flat_set<gfx::OverlayLayerId> seen_in_frame;
seen_in_frame.reserve(overlays.size());
for (const auto& overlay : overlays) {
seen_in_frame.insert(overlay.layer_id);
}
auto it = layers_.begin();
while (it != layers_.end()) {
if (!seen_in_frame.contains(it->first)) {
const gfx::OverlayLayerId overlay_id = it->first;
DVLOG(2) << "> Cleanup unused overlay " << PrintOverlayId(overlay_id);
if (UsingPatchSiblingsOptimization()) {
TRACE_EVENT("gpu", "patch_siblings_optimization");
// Remove this overlay from the siblings list, patching its neighbors
// together to avoid a potential update when updating them.
RemoveSibling(overlay_id);
}
// Removing a tree counts as modifying its parent.
num_layers_modified++;
DestroyLayer(std::move(it->second));
it = layers_.erase(it);
} else {
it++;
}
}
}
for (size_t i = 0u; i < overlays.size(); i++) {
const auto& overlay = overlays[i];
const auto overlay_id = overlay.layer_id;
// All overlay layers must have a non-default ID. If we hit this, it
// indicates a bug in Viz, e.g. during overlay processing.
CHECK_NE(overlay_id, gfx::OverlayLayerId());
auto& layer = layers_[overlay_id];
if (!layer) {
layer = std::make_unique<Layer>();
}
std::optional<gfx::OverlayLayerId> below_id;
// Walk the overlays backwards to find the overlay that's "below" this. We
// need to walk everything since overlay with the same parent aren't
// necessarily contiguous.
for (int j = i - 1; j >= 0; j--) {
if (overlays[j].parent_layer_id == overlay.parent_layer_id) {
below_id = overlays[j].layer_id;
break;
}
}
TRACE_EVENT("gpu", "Update overlay layer");
const Layer* parent_layer = overlay.parent_layer_id != gfx::OverlayLayerId()
? layers_[overlay.parent_layer_id].get()
: nullptr;
const Layer* below_layer =
below_id ? layers_[below_id.value()].get() : nullptr;
if (UpdateLayer(overlay, parent_layer, below_layer, *layer)) {
num_layers_modified++;
DVLOG(2) << "> Updated layer: " << PrintOverlayId(overlay_id)
<< ", parent = " << PrintOverlayId(overlay.parent_layer_id)
<< ", below = " << PrintOverlayId(below_id);
if (UsingPatchSiblingsOptimization()) {
TRACE_EVENT("gpu", "patch_siblings_optimization");
MoveSibling(overlay_id, overlay.parent_layer_id, below_id);
}
} else {
DVLOG(2) << "| Skipped layer: " << PrintOverlayId(overlay_id)
<< ", parent = " << PrintOverlayId(overlay.parent_layer_id)
<< ", below = " << PrintOverlayId(below_id);
}
}
#if EXPENSIVE_DCHECKS_ARE_ON()
if (UsingPatchSiblingsOptimization()) {
for (const auto& [id, siblings] : expected_siblings) {
CHECK(siblings.parent == siblings_[id].parent ||
siblings.below == siblings_[id].below ||
siblings.above == siblings_[id].above)
<< "\nCalculated siblings don't match reality:" << "\n expected: "
<< base::StringPrintf("parent = %s, below = %s, above = %s",
PrintOverlayId(siblings.parent),
PrintOverlayId(siblings.below),
PrintOverlayId(siblings.above))
<< "\n actual: "
<< base::StringPrintf("parent = %s, below = %s, above = %s",
PrintOverlayId(siblings_[id].parent),
PrintOverlayId(siblings_[id].below),
PrintOverlayId(siblings_[id].above));
}
CHECK_EQ(expected_siblings.size(), siblings_.size());
}
#endif
DVLOG(1) << "layers: modified = " << num_layers_modified
<< " / total = " << layers_.size();
num_layers_modified_last_frame_ = num_layers_modified;
if (num_layers_modified > 0) {
TRACE_EVENT("gpu", "Commit overlay layers");
return CommitTree();
}
return true;
}
template <HasParentLayerId OverlayParams, OsCompositorVisualsWrapper Layer>
Layer* OsCompositorTreeBase<OverlayParams, Layer>::GetLayer(
const std::optional<gfx::OverlayLayerId>& overlay_id) const {
if (overlay_id) {
if (auto it = layers_.find(overlay_id.value()); it != layers_.end()) {
return it->second.get();
}
}
return nullptr;
}
template <HasParentLayerId OverlayParams, OsCompositorVisualsWrapper Layer>
OsCompositorTreeBase<OverlayParams, Layer>::Siblings::Siblings() = default;
template <HasParentLayerId OverlayParams, OsCompositorVisualsWrapper Layer>
OsCompositorTreeBase<OverlayParams, Layer>::Siblings::~Siblings() = default;
template <HasParentLayerId OverlayParams, OsCompositorVisualsWrapper Layer>
void OsCompositorTreeBase<OverlayParams, Layer>::PatchSiblingsTogether(
const std::optional<gfx::OverlayLayerId>& overlay_id,
const std::optional<gfx::OverlayLayerId>& below_id) {
if (below_id && overlay_id) {
// Ensure we're not setting a sibling as below itself.
CHECK_NE(below_id.value(), overlay_id.value());
}
if (overlay_id) {
siblings_[overlay_id.value()].below = below_id;
}
if (below_id) {
siblings_[below_id.value()].above = overlay_id;
}
// Log both operations on a single line, for easier reading.
if (overlay_id && below_id) {
DVLOG(3) << PrintOverlayId(overlay_id)
<< ".below = " << PrintOverlayId(below_id) << ", "
<< PrintOverlayId(below_id)
<< ".above = " << PrintOverlayId(overlay_id);
} else if (overlay_id && !below_id) {
DVLOG(3) << PrintOverlayId(overlay_id)
<< ".below = " << PrintOverlayId(std::nullopt);
} else if (!overlay_id && below_id) {
DVLOG(3) << PrintOverlayId(below_id)
<< ".above = " << PrintOverlayId(std::nullopt);
}
}
template <HasParentLayerId OverlayParams, OsCompositorVisualsWrapper Layer>
void OsCompositorTreeBase<OverlayParams, Layer>::RemoveSibling(
const gfx::OverlayLayerId& overlay_id) {
auto it = siblings_.find(overlay_id);
if (it != siblings_.end()) {
DVLOG(3) << "RemoveSibling(" << PrintOverlayId(overlay_id) << ")";
if (auto* above_layer = GetLayer(it->second.above)) {
above_layer->unsafe_set_below_layer(GetLayer(it->second.below));
DVLOG(3) << PrintOverlayId(it->second.above) << ".unsafe_set_below_layer("
<< PrintOverlayId(it->second.below) << ")";
}
PatchSiblingsTogether(it->second.above, it->second.below);
siblings_.erase(it);
} else {
// Not in frame, nothing to patch.
}
}
template <HasParentLayerId OverlayParams, OsCompositorVisualsWrapper Layer>
void OsCompositorTreeBase<OverlayParams, Layer>::MoveSibling(
const gfx::OverlayLayerId& overlay_id,
const gfx::OverlayLayerId& new_parent_id,
const std::optional<gfx::OverlayLayerId>& new_below_id) {
auto it = siblings_.find(overlay_id);
if (it != siblings_.end()) {
const Siblings& prev_siblings = it->second;
if (prev_siblings.parent == new_parent_id &&
prev_siblings.below == new_below_id) {
DVLOG(3) << "Skipping updating siblings for: "
<< PrintOverlayId(overlay_id)
<< " since parent and below stayed the same";
return;
}
}
// Remove ourselves from the source of our move, patching our above and
// below siblings together.
RemoveSibling(overlay_id);
DVLOG(3) << "InsertSibling(" << PrintOverlayId(overlay_id) << ", "
<< PrintOverlayId(new_parent_id) << ", "
<< PrintOverlayId(new_below_id) << ")";
// Update our "above" relationship: find the layer that was previously
// above what we're above now, and update our relationship to it.
auto above_it = std::ranges::find_if(
siblings_, [&parent_id = new_parent_id, &new_below_id](const auto& kv) {
// The parent needs to match, since multiple overlays can have
// their "below" point to nullopt, meaning they are below all
// their siblings.
return kv.second.parent == parent_id && kv.second.below == new_below_id;
});
if (above_it != siblings_.end()) {
const gfx::OverlayLayerId& new_above_id = above_it->first;
auto* above_layer = GetLayer(new_above_id);
CHECK(above_layer);
above_layer->unsafe_set_below_layer(GetLayer(overlay_id));
DVLOG(3) << PrintOverlayId(new_above_id) << ".unsafe_set_below_layer("
<< PrintOverlayId(overlay_id) << ")";
PatchSiblingsTogether(new_above_id, overlay_id);
} else {
// Already at the bottom of the layer, no need to update our "above"
// relationship.
}
// Update our "below" relationship. Our below layer should already be set.
PatchSiblingsTogether(overlay_id, new_below_id);
// Note our "parent" relationship even though the overlay IDs should be
// unique because the nullopt value can be used by multiple layers for
// their "below" and "above".
siblings_[overlay_id].parent = new_parent_id;
DVLOG(3) << PrintOverlayId(overlay_id)
<< ".parent = " << PrintOverlayId(new_parent_id);
}
template <HasParentLayerId OverlayParams, OsCompositorVisualsWrapper Layer>
std::string OsCompositorTreeBase<OverlayParams, Layer>::PrintOverlayId(
const std::optional<gfx::OverlayLayerId>& overlay_id) {
if (overlay_id) {
return base::StringPrintf("%s", overlay_id->ToString());
} else {
return "(null)";
}
}
} // namespace gl
#endif // UI_GL_OS_COMPOSITOR_TREE_BASE_H_
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