Pass gfx::Rect and gfx::RectF by const ref.
[chromium-blink-merge.git] / cc / trees / damage_tracker.cc
blob4d0e9353eff098a12f39f88da672c6ded7052b76
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"
7 #include <algorithm>
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"
17 namespace cc {
19 scoped_ptr<DamageTracker> DamageTracker::Create() {
20 return make_scoped_ptr(new DamageTracker());
23 DamageTracker::DamageTracker()
24 : mailboxId_(0) {}
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
64 // includes:
65 // - any changes for existing layers/surfaces that contribute to the target
66 // surface
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.
75 // else
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
110 // not updated.
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
120 // erased from map.
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;
137 } else {
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
154 // frame.
155 current_damage_rect_.Union(damage_rect_for_this_update);
158 DamageTracker::RectMapData& DamageTracker::RectDataForLayer(
159 int layer_id,
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);
172 return *it;
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())
188 continue;
190 if (LayerTreeHostCommon::RenderSurfaceContributesToTarget<LayerImpl>(
191 layer, target_surface_layer_id))
192 ExtendDamageForRenderSurface(layer, &damage_rect);
193 else
194 ExtendDamageForLayer(layer, &damage_rect);
197 return 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)
205 return damage_rect;
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());
216 return damage_rect;
219 void DamageTracker::PrepareRectHistoryForUpdate() {
220 mailboxId_++;
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;
245 ++copy_pos;
246 } else {
247 damage_rect.Union(cur_pos->rect_);
250 ++cur_pos;
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_);
260 return damage_rect;
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
269 // is now exposed.
270 // - note that in many cases the old and new layer rects may overlap,
271 // which is fine.
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
294 // target surface.
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
314 // surface":
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);
346 } else {
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;
374 RectMapData& data =
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());
405 } // namespace cc