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/*
* Copyright (C) 2024 Igalia S.L. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#if ENABLE(DAMAGE_TRACKING)
#include "FloatRect.h"
#include "Region.h"
#include <wtf/ForbidHeapAllocation.h>
namespace WebCore {
class Damage {
WTF_FORBID_HEAP_ALLOCATION;
public:
using Rects = Vector<IntRect, 1>;
enum class Propagation : uint8_t {
None,
Region,
Unified,
};
Damage() = default;
Damage(Damage&&) = default;
Damage(const Damage&) = default;
Damage& operator=(const Damage&) = default;
Damage& operator=(Damage&&) = default;
static const Damage& invalid()
{
static const Damage invalidDamage(true);
return invalidDamage;
}
ALWAYS_INLINE const Region& region() const { return m_region; }
ALWAYS_INLINE IntRect bounds() const { return m_region.bounds(); }
ALWAYS_INLINE Rects rects() const { return m_region.rects(); }
ALWAYS_INLINE bool isEmpty() const { return !m_invalid && m_region.isEmpty(); }
ALWAYS_INLINE bool isInvalid() const { return m_invalid; }
void invalidate()
{
m_invalid = true;
m_region = Region();
}
ALWAYS_INLINE void add(const Region& region)
{
if (isInvalid())
return;
m_region.unite(region);
mergeIfNeeded();
}
ALWAYS_INLINE void add(const IntRect& rect)
{
if (isInvalid())
return;
m_region.unite(rect);
mergeIfNeeded();
}
ALWAYS_INLINE void add(const FloatRect& rect)
{
add(enclosingIntRect(rect));
}
ALWAYS_INLINE void add(const Damage& other)
{
m_invalid = other.isInvalid();
add(other.m_region);
}
private:
bool m_invalid { false };
Region m_region;
// From RenderView.cpp::repaintViewRectangle():
// Region will get slow if it gets too complex.
// Merge all rects so far to bounds if this happens.
static constexpr auto maximumGridSize = 16 * 16;
ALWAYS_INLINE void mergeIfNeeded()
{
if (UNLIKELY(m_region.gridSize() > maximumGridSize))
m_region = Region(m_region.bounds());
}
explicit Damage(bool invalid)
: m_invalid(invalid)
{
}
friend struct IPC::ArgumentCoder<Damage, void>;
friend bool operator==(const Damage&, const Damage&) = default;
};
static inline WTF::TextStream& operator<<(WTF::TextStream& ts, const Damage& damage)
{
if (damage.isInvalid())
return ts << "Damage[invalid]";
return ts << "Damage" << damage.rects();
}
};
#endif // ENABLE(DAMAGE_TRACKING)
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