1 // Copyright 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/trees/damage_tracker.h"
9 #include "cc/base/math_util.h"
10 #include "cc/layers/heads_up_display_layer_impl.h"
11 #include "cc/layers/layer_impl.h"
12 #include "cc/layers/render_surface_impl.h"
13 #include "cc/output/filter_operations.h"
14 #include "cc/trees/layer_tree_host_common.h"
15 #include "cc/trees/layer_tree_impl.h"
19 scoped_ptr
<DamageTracker
> DamageTracker::Create() {
20 return make_scoped_ptr(new DamageTracker());
23 DamageTracker::DamageTracker()
26 DamageTracker::~DamageTracker() {}
28 static inline void ExpandRectWithFilters(
29 gfx::RectF
* rect
, const FilterOperations
& filters
) {
30 int top
, right
, bottom
, left
;
31 filters
.GetOutsets(&top
, &right
, &bottom
, &left
);
32 rect
->Inset(-left
, -top
, -right
, -bottom
);
35 static inline void ExpandDamageRectInsideRectWithFilters(
36 gfx::RectF
* damage_rect
,
37 const gfx::RectF
& pre_filter_rect
,
38 const FilterOperations
& filters
) {
39 gfx::RectF expanded_damage_rect
= *damage_rect
;
40 ExpandRectWithFilters(&expanded_damage_rect
, filters
);
41 gfx::RectF filter_rect
= pre_filter_rect
;
42 ExpandRectWithFilters(&filter_rect
, filters
);
44 expanded_damage_rect
.Intersect(filter_rect
);
45 damage_rect
->Union(expanded_damage_rect
);
48 void DamageTracker::UpdateDamageTrackingState(
49 const LayerImplList
& layer_list
,
50 int target_surface_layer_id
,
51 bool target_surface_property_changed_only_from_descendant
,
52 const gfx::Rect
& target_surface_content_rect
,
53 LayerImpl
* target_surface_mask_layer
,
54 const FilterOperations
& filters
) {
56 // This function computes the "damage rect" of a target surface, and updates
57 // the state that is used to correctly track damage across frames. The damage
58 // rect is the region of the surface that may have changed and needs to be
59 // redrawn. This can be used to scissor what is actually drawn, to save GPU
60 // computation and bandwidth.
62 // The surface's damage rect is computed as the union of all possible changes
63 // that have happened to the surface since the last frame was drawn. This
65 // - any changes for existing layers/surfaces that contribute to the target
67 // - layers/surfaces that existed in the previous frame, but no longer exist
69 // The basic algorithm for computing the damage region is as follows:
71 // 1. compute damage caused by changes in active/new layers
72 // for each layer in the layer_list:
73 // if the layer is actually a render_surface:
74 // add the surface's damage to our target surface.
76 // add the layer's damage to the target surface.
78 // 2. compute damage caused by the target surface's mask, if it exists.
80 // 3. compute damage caused by old layers/surfaces that no longer exist
81 // for each leftover layer:
82 // add the old layer/surface bounds to the target surface damage.
84 // 4. combine all partial damage rects to get the full damage rect.
86 // Additional important points:
88 // - This algorithm is implicitly recursive; it assumes that descendant
89 // surfaces have already computed their damage.
91 // - Changes to layers/surfaces indicate "damage" to the target surface; If a
92 // layer is not changed, it does NOT mean that the layer can skip drawing.
93 // All layers that overlap the damaged region still need to be drawn. For
94 // example, if a layer changed its opacity, then layers underneath must be
95 // re-drawn as well, even if they did not change.
97 // - If a layer/surface property changed, the old bounds and new bounds may
98 // overlap... i.e. some of the exposed region may not actually be exposing
99 // anything. But this does not artificially inflate the damage rect. If the
100 // layer changed, its entire old bounds would always need to be redrawn,
101 // regardless of how much it overlaps with the layer's new bounds, which
102 // also need to be entirely redrawn.
104 // - See comments in the rest of the code to see what exactly is considered a
105 // "change" in a layer/surface.
107 // - To correctly manage exposed rects, SortedRectMap is maintained:
109 // 1. All existing rects from the previous frame are marked as
111 // 2. The map contains all the layer bounds that contributed to
112 // the previous frame (even outside the previous damaged area). If a
113 // layer changes or does not exist anymore, those regions are then
114 // exposed and damage the target surface. As the algorithm progresses,
115 // entries are updated in the map until only leftover layers
116 // that no longer exist stay marked not updated.
118 // 3. After the damage rect is computed, the leftover not marked regions
119 // in a map are used to compute are damaged by deleted layers and
123 PrepareRectHistoryForUpdate();
124 // These functions cannot be bypassed with early-exits, even if we know what
125 // the damage will be for this frame, because we need to update the damage
126 // tracker state to correctly track the next frame.
127 gfx::RectF damage_from_active_layers
=
128 TrackDamageFromActiveLayers(layer_list
, target_surface_layer_id
);
129 gfx::RectF damage_from_surface_mask
=
130 TrackDamageFromSurfaceMask(target_surface_mask_layer
);
131 gfx::RectF damage_from_leftover_rects
= TrackDamageFromLeftoverRects();
133 gfx::RectF damage_rect_for_this_update
;
135 if (target_surface_property_changed_only_from_descendant
) {
136 damage_rect_for_this_update
= target_surface_content_rect
;
138 // TODO(shawnsingh): can we clamp this damage to the surface's content rect?
139 // (affects performance, but not correctness)
140 damage_rect_for_this_update
= damage_from_active_layers
;
141 damage_rect_for_this_update
.Union(damage_from_surface_mask
);
142 damage_rect_for_this_update
.Union(damage_from_leftover_rects
);
144 if (filters
.HasReferenceFilter()) {
145 // TODO(senorblanco): Once SkImageFilter reports its outsets, use
146 // those here to limit damage.
147 damage_rect_for_this_update
= target_surface_content_rect
;
148 } else if (filters
.HasFilterThatMovesPixels()) {
149 ExpandRectWithFilters(&damage_rect_for_this_update
, filters
);
153 // Damage accumulates until we are notified that we actually did draw on that
155 current_damage_rect_
.Union(damage_rect_for_this_update
);
158 DamageTracker::RectMapData
& DamageTracker::RectDataForLayer(
160 bool* layer_is_new
) {
162 RectMapData
data(layer_id
);
164 SortedRectMap::iterator it
= std::lower_bound(rect_history_
.begin(),
165 rect_history_
.end(), data
);
167 if (it
== rect_history_
.end() || it
->layer_id_
!= layer_id
) {
168 *layer_is_new
= true;
169 it
= rect_history_
.insert(it
, data
);
175 gfx::RectF
DamageTracker::TrackDamageFromActiveLayers(
176 const LayerImplList
& layer_list
,
177 int target_surface_layer_id
) {
178 gfx::RectF damage_rect
= gfx::RectF();
180 for (size_t layer_index
= 0; layer_index
< layer_list
.size(); ++layer_index
) {
181 // Visit layers in back-to-front order.
182 LayerImpl
* layer
= layer_list
[layer_index
];
184 // We skip damage from the HUD layer because (a) the HUD layer damages the
185 // whole frame and (b) we don't want HUD layer damage to be shown by the
186 // HUD damage rect visualization.
187 if (layer
== layer
->layer_tree_impl()->hud_layer())
190 if (LayerTreeHostCommon::RenderSurfaceContributesToTarget
<LayerImpl
>(
191 layer
, target_surface_layer_id
))
192 ExtendDamageForRenderSurface(layer
, &damage_rect
);
194 ExtendDamageForLayer(layer
, &damage_rect
);
200 gfx::RectF
DamageTracker::TrackDamageFromSurfaceMask(
201 LayerImpl
* target_surface_mask_layer
) {
202 gfx::RectF damage_rect
= gfx::RectF();
204 if (!target_surface_mask_layer
)
207 // Currently, if there is any change to the mask, we choose to damage the
208 // entire surface. This could potentially be optimized later, but it is not
209 // expected to be a common case.
210 if (target_surface_mask_layer
->LayerPropertyChanged() ||
211 !target_surface_mask_layer
->update_rect().IsEmpty()) {
212 damage_rect
= gfx::RectF(gfx::PointF(),
213 target_surface_mask_layer
->bounds());
219 void DamageTracker::PrepareRectHistoryForUpdate() {
223 gfx::RectF
DamageTracker::TrackDamageFromLeftoverRects() {
224 // After computing damage for all active layers, any leftover items in the
225 // current rect history correspond to layers/surfaces that no longer exist.
226 // So, these regions are now exposed on the target surface.
228 gfx::RectF damage_rect
= gfx::RectF();
229 SortedRectMap::iterator cur_pos
= rect_history_
.begin();
230 SortedRectMap::iterator copy_pos
= cur_pos
;
232 // Loop below basically implements std::remove_if loop with and extra
233 // processing (adding deleted rect to damage_rect) for deleted items.
234 // cur_pos iterator runs through all elements of the vector, but copy_pos
235 // always points to the element after the last not deleted element. If new
236 // not deleted element found then it is copied to the *copy_pos and copy_pos
237 // moved to the next position.
238 // If there are no deleted elements then copy_pos iterator is in sync with
239 // cur_pos and no copy happens.
240 while (cur_pos
< rect_history_
.end()) {
241 if (cur_pos
->mailboxId_
== mailboxId_
) {
242 if (cur_pos
!= copy_pos
)
243 *copy_pos
= *cur_pos
;
247 damage_rect
.Union(cur_pos
->rect_
);
253 if (copy_pos
!= rect_history_
.end())
254 rect_history_
.erase(copy_pos
, rect_history_
.end());
256 // If the vector has excessive storage, shrink it
257 if (rect_history_
.capacity() > rect_history_
.size() * 4)
258 SortedRectMap(rect_history_
).swap(rect_history_
);
263 void DamageTracker::ExtendDamageForLayer(LayerImpl
* layer
,
264 gfx::RectF
* target_damage_rect
) {
265 // There are two ways that a layer can damage a region of the target surface:
266 // 1. Property change (e.g. opacity, position, transforms):
267 // - the entire region of the layer itself damages the surface.
268 // - the old layer region also damages the surface, because this region
270 // - note that in many cases the old and new layer rects may overlap,
273 // 2. Repaint/update: If a region of the layer that was repainted/updated,
274 // that region damages the surface.
276 // Property changes take priority over update rects.
278 // This method is called when we want to consider how a layer contributes to
279 // its target RenderSurface, even if that layer owns the target RenderSurface
280 // itself. To consider how a layer's target surface contributes to the
281 // ancestor surface, ExtendDamageForRenderSurface() must be called instead.
283 bool layer_is_new
= false;
284 RectMapData
& data
= RectDataForLayer(layer
->id(), &layer_is_new
);
285 gfx::RectF old_rect_in_target_space
= data
.rect_
;
287 gfx::RectF rect_in_target_space
= MathUtil::MapClippedRect(
288 layer
->draw_transform(),
289 gfx::RectF(gfx::PointF(), layer
->content_bounds()));
290 data
.Update(rect_in_target_space
, mailboxId_
);
292 if (layer_is_new
|| layer
->LayerPropertyChanged()) {
293 // If a layer is new or has changed, then its entire layer rect affects the
295 target_damage_rect
->Union(rect_in_target_space
);
297 // The layer's old region is now exposed on the target surface, too.
298 // Note old_rect_in_target_space is already in target space.
299 target_damage_rect
->Union(old_rect_in_target_space
);
300 } else if (!layer
->update_rect().IsEmpty()) {
301 // If the layer properties haven't changed, then the the target surface is
302 // only affected by the layer's update area, which could be empty.
303 gfx::RectF update_content_rect
=
304 layer
->LayerRectToContentRect(layer
->update_rect());
305 gfx::RectF update_rect_in_target_space
=
306 MathUtil::MapClippedRect(layer
->draw_transform(), update_content_rect
);
307 target_damage_rect
->Union(update_rect_in_target_space
);
311 void DamageTracker::ExtendDamageForRenderSurface(
312 LayerImpl
* layer
, gfx::RectF
* target_damage_rect
) {
313 // There are two ways a "descendant surface" can damage regions of the "target
315 // 1. Property change:
316 // - a surface's geometry can change because of
317 // - changes to descendants (i.e. the subtree) that affect the
318 // surface's content rect
319 // - changes to ancestor layers that propagate their property
320 // changes to their entire subtree.
321 // - just like layers, both the old surface rect and new surface rect
322 // will damage the target surface in this case.
324 // 2. Damage rect: This surface may have been damaged by its own layer_list
325 // as well, and that damage should propagate to the target surface.
328 RenderSurfaceImpl
* render_surface
= layer
->render_surface();
330 bool surface_is_new
= false;
331 RectMapData
& data
= RectDataForLayer(layer
->id(), &surface_is_new
);
332 gfx::RectF old_surface_rect
= data
.rect_
;
334 // The drawableContextRect() already includes the replica if it exists.
335 gfx::RectF surface_rect_in_target_space
=
336 render_surface
->DrawableContentRect();
337 data
.Update(surface_rect_in_target_space
, mailboxId_
);
339 gfx::RectF damage_rect_in_local_space
;
340 if (surface_is_new
|| render_surface
->SurfacePropertyChanged()) {
341 // The entire surface contributes damage.
342 damage_rect_in_local_space
= render_surface
->content_rect();
344 // The surface's old region is now exposed on the target surface, too.
345 target_damage_rect
->Union(old_surface_rect
);
347 // Only the surface's damage_rect will damage the target surface.
348 damage_rect_in_local_space
=
349 render_surface
->damage_tracker()->current_damage_rect();
352 // If there was damage, transform it to target space, and possibly contribute
353 // its reflection if needed.
354 if (!damage_rect_in_local_space
.IsEmpty()) {
355 const gfx::Transform
& draw_transform
= render_surface
->draw_transform();
356 gfx::RectF damage_rect_in_target_space
=
357 MathUtil::MapClippedRect(draw_transform
, damage_rect_in_local_space
);
358 target_damage_rect
->Union(damage_rect_in_target_space
);
360 if (layer
->replica_layer()) {
361 const gfx::Transform
& replica_draw_transform
=
362 render_surface
->replica_draw_transform();
363 target_damage_rect
->Union(MathUtil::MapClippedRect(
364 replica_draw_transform
, damage_rect_in_local_space
));
368 // If there was damage on the replica's mask, then the target surface receives
369 // that damage as well.
370 if (layer
->replica_layer() && layer
->replica_layer()->mask_layer()) {
371 LayerImpl
* replica_mask_layer
= layer
->replica_layer()->mask_layer();
373 bool replica_is_new
= false;
375 RectDataForLayer(replica_mask_layer
->id(), &replica_is_new
);
377 const gfx::Transform
& replica_draw_transform
=
378 render_surface
->replica_draw_transform();
379 gfx::RectF replica_mask_layer_rect
= MathUtil::MapClippedRect(
380 replica_draw_transform
,
381 gfx::RectF(gfx::PointF(), replica_mask_layer
->bounds()));
382 data
.Update(replica_mask_layer_rect
, mailboxId_
);
384 // In the current implementation, a change in the replica mask damages the
385 // entire replica region.
386 if (replica_is_new
||
387 replica_mask_layer
->LayerPropertyChanged() ||
388 !replica_mask_layer
->update_rect().IsEmpty())
389 target_damage_rect
->Union(replica_mask_layer_rect
);
392 // If the layer has a background filter, this may cause pixels in our surface
393 // to be expanded, so we will need to expand any damage at or below this
394 // layer. We expand the damage from this layer too, as we need to readback
395 // those pixels from the surface with only the contents of layers below this
396 // one in them. This means we need to redraw any pixels in the surface being
397 // used for the blur in this layer this frame.
398 if (layer
->background_filters().HasFilterThatMovesPixels()) {
399 ExpandDamageRectInsideRectWithFilters(target_damage_rect
,
400 surface_rect_in_target_space
,
401 layer
->background_filters());