clang: Compiler tweaks to make android build for x64
[chromium-blink-merge.git] / ppapi / utility / graphics / paint_aggregator.cc
blobd4fc72165b9323450434dfe9b529c5c579f20106
1 // Copyright (c) 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 "ppapi/utility/graphics/paint_aggregator.h"
7 #include <algorithm>
9 #include "ppapi/cpp/logging.h"
11 // ----------------------------------------------------------------------------
12 // ALGORITHM NOTES
14 // We attempt to maintain a scroll rect in the presence of invalidations that
15 // are contained within the scroll rect. If an invalidation crosses a scroll
16 // rect, then we just treat the scroll rect as an invalidation rect.
18 // For invalidations performed prior to scrolling and contained within the
19 // scroll rect, we offset the invalidation rects to account for the fact that
20 // the consumer will perform scrolling before painting.
22 // We only support scrolling along one axis at a time. A diagonal scroll will
23 // therefore be treated as an invalidation.
24 // ----------------------------------------------------------------------------
26 namespace pp {
28 PaintAggregator::PaintUpdate::PaintUpdate() : has_scroll(false) {}
30 PaintAggregator::PaintUpdate::~PaintUpdate() {}
32 PaintAggregator::InternalPaintUpdate::InternalPaintUpdate() {}
34 PaintAggregator::InternalPaintUpdate::~InternalPaintUpdate() {}
36 Rect PaintAggregator::InternalPaintUpdate::GetScrollDamage() const {
37 // Should only be scrolling in one direction at a time.
38 PP_DCHECK(!(scroll_delta.x() && scroll_delta.y()));
40 Rect damaged_rect;
42 // Compute the region we will expose by scrolling, and paint that into a
43 // shared memory section.
44 if (scroll_delta.x()) {
45 int32_t dx = scroll_delta.x();
46 damaged_rect.set_y(scroll_rect.y());
47 damaged_rect.set_height(scroll_rect.height());
48 if (dx > 0) {
49 damaged_rect.set_x(scroll_rect.x());
50 damaged_rect.set_width(dx);
51 } else {
52 damaged_rect.set_x(scroll_rect.right() + dx);
53 damaged_rect.set_width(-dx);
55 } else {
56 int32_t dy = scroll_delta.y();
57 damaged_rect.set_x(scroll_rect.x());
58 damaged_rect.set_width(scroll_rect.width());
59 if (dy > 0) {
60 damaged_rect.set_y(scroll_rect.y());
61 damaged_rect.set_height(dy);
62 } else {
63 damaged_rect.set_y(scroll_rect.bottom() + dy);
64 damaged_rect.set_height(-dy);
68 // In case the scroll offset exceeds the width/height of the scroll rect
69 return scroll_rect.Intersect(damaged_rect);
72 Rect PaintAggregator::InternalPaintUpdate::GetPaintBounds() const {
73 Rect bounds;
74 for (size_t i = 0; i < paint_rects.size(); ++i)
75 bounds = bounds.Union(paint_rects[i]);
76 return bounds;
79 PaintAggregator::PaintAggregator()
80 : max_redundant_paint_to_scroll_area_(0.8f),
81 max_paint_rects_(10) {
84 bool PaintAggregator::HasPendingUpdate() const {
85 return !update_.scroll_rect.IsEmpty() || !update_.paint_rects.empty();
88 void PaintAggregator::ClearPendingUpdate() {
89 update_ = InternalPaintUpdate();
92 PaintAggregator::PaintUpdate PaintAggregator::GetPendingUpdate() const {
93 // Convert the internal paint update to the external one, which includes a
94 // bit more precomputed info for the caller.
95 PaintUpdate ret;
96 ret.scroll_delta = update_.scroll_delta;
97 ret.scroll_rect = update_.scroll_rect;
98 ret.has_scroll = ret.scroll_delta.x() != 0 || ret.scroll_delta.y() != 0;
100 ret.paint_rects.reserve(update_.paint_rects.size() + 1);
101 for (size_t i = 0; i < update_.paint_rects.size(); i++)
102 ret.paint_rects.push_back(update_.paint_rects[i]);
104 ret.paint_bounds = update_.GetPaintBounds();
106 // Also include the scroll damage (if any) in the paint rects.
107 if (ret.has_scroll) {
108 PP_Rect scroll_damage = update_.GetScrollDamage();
109 ret.paint_rects.push_back(scroll_damage);
110 ret.paint_bounds = ret.paint_bounds.Union(scroll_damage);
113 return ret;
116 void PaintAggregator::InvalidateRect(const Rect& rect) {
117 // Combine overlapping paints using smallest bounding box.
118 for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
119 const Rect& existing_rect = update_.paint_rects[i];
120 if (existing_rect.Contains(rect)) // Optimize out redundancy.
121 return;
122 if (rect.Intersects(existing_rect) || rect.SharesEdgeWith(existing_rect)) {
123 // Re-invalidate in case the union intersects other paint rects.
124 Rect combined_rect = existing_rect.Union(rect);
125 update_.paint_rects.erase(update_.paint_rects.begin() + i);
126 InvalidateRect(combined_rect);
127 return;
131 // Add a non-overlapping paint.
132 update_.paint_rects.push_back(rect);
134 // If the new paint overlaps with a scroll, then it forces an invalidation of
135 // the scroll. If the new paint is contained by a scroll, then trim off the
136 // scroll damage to avoid redundant painting.
137 if (!update_.scroll_rect.IsEmpty()) {
138 if (ShouldInvalidateScrollRect(rect)) {
139 InvalidateScrollRect();
140 } else if (update_.scroll_rect.Contains(rect)) {
141 update_.paint_rects[update_.paint_rects.size() - 1] =
142 rect.Subtract(update_.GetScrollDamage());
143 if (update_.paint_rects[update_.paint_rects.size() - 1].IsEmpty())
144 update_.paint_rects.erase(update_.paint_rects.end() - 1);
148 if (update_.paint_rects.size() > max_paint_rects_)
149 CombinePaintRects();
152 void PaintAggregator::ScrollRect(const Rect& clip_rect, const Point& amount) {
153 // We only support scrolling along one axis at a time.
154 if (amount.x() != 0 && amount.y() != 0) {
155 InvalidateRect(clip_rect);
156 return;
159 // We can only scroll one rect at a time.
160 if (!update_.scroll_rect.IsEmpty() && update_.scroll_rect != clip_rect) {
161 InvalidateRect(clip_rect);
162 return;
165 // Again, we only support scrolling along one axis at a time. Make sure this
166 // update doesn't scroll on a different axis than any existing one.
167 if ((amount.x() && update_.scroll_delta.y()) ||
168 (amount.y() && update_.scroll_delta.x())) {
169 InvalidateRect(clip_rect);
170 return;
173 // The scroll rect is new or isn't changing (though the scroll amount may
174 // be changing).
175 update_.scroll_rect = clip_rect;
176 update_.scroll_delta += amount;
178 // We might have just wiped out a pre-existing scroll.
179 if (update_.scroll_delta == Point()) {
180 update_.scroll_rect = Rect();
181 return;
184 // Adjust any contained paint rects and check for any overlapping paints.
185 for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
186 if (update_.scroll_rect.Contains(update_.paint_rects[i])) {
187 update_.paint_rects[i] = ScrollPaintRect(update_.paint_rects[i], amount);
188 // The rect may have been scrolled out of view.
189 if (update_.paint_rects[i].IsEmpty()) {
190 update_.paint_rects.erase(update_.paint_rects.begin() + i);
191 i--;
193 } else if (update_.scroll_rect.Intersects(update_.paint_rects[i])) {
194 InvalidateScrollRect();
195 return;
199 // If the new scroll overlaps too much with contained paint rects, then force
200 // an invalidation of the scroll.
201 if (ShouldInvalidateScrollRect(Rect()))
202 InvalidateScrollRect();
205 Rect PaintAggregator::ScrollPaintRect(const Rect& paint_rect,
206 const Point& amount) const {
207 Rect result = paint_rect;
209 result.Offset(amount);
210 result = update_.scroll_rect.Intersect(result);
212 // Subtract out the scroll damage rect to avoid redundant painting.
213 return result.Subtract(update_.GetScrollDamage());
216 bool PaintAggregator::ShouldInvalidateScrollRect(const Rect& rect) const {
217 if (!rect.IsEmpty()) {
218 if (!update_.scroll_rect.Intersects(rect))
219 return false;
221 if (!update_.scroll_rect.Contains(rect))
222 return true;
225 // Check if the combined area of all contained paint rects plus this new
226 // rect comes too close to the area of the scroll_rect. If so, then we
227 // might as well invalidate the scroll rect.
229 int paint_area = rect.size().GetArea();
230 for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
231 const Rect& existing_rect = update_.paint_rects[i];
232 if (update_.scroll_rect.Contains(existing_rect))
233 paint_area += existing_rect.size().GetArea();
235 int scroll_area = update_.scroll_rect.size().GetArea();
236 if (float(paint_area) / float(scroll_area) > max_redundant_paint_to_scroll_area_)
237 return true;
239 return false;
242 void PaintAggregator::InvalidateScrollRect() {
243 Rect scroll_rect = update_.scroll_rect;
244 update_.scroll_rect = Rect();
245 update_.scroll_delta = Point();
246 InvalidateRect(scroll_rect);
249 void PaintAggregator::CombinePaintRects() {
250 // Combine paint rects down to at most two rects: one inside the scroll_rect
251 // and one outside the scroll_rect. If there is no scroll_rect, then just
252 // use the smallest bounding box for all paint rects.
254 // NOTE: This is a fairly simple algorithm. We could get fancier by only
255 // combining two rects to get us under the max_paint_rects limit, but if we
256 // reach this method then it means we're hitting a rare case, so there's no
257 // need to over-optimize it.
259 if (update_.scroll_rect.IsEmpty()) {
260 Rect bounds = update_.GetPaintBounds();
261 update_.paint_rects.clear();
262 update_.paint_rects.push_back(bounds);
263 } else {
264 Rect inner, outer;
265 for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
266 const Rect& existing_rect = update_.paint_rects[i];
267 if (update_.scroll_rect.Contains(existing_rect)) {
268 inner = inner.Union(existing_rect);
269 } else {
270 outer = outer.Union(existing_rect);
273 update_.paint_rects.clear();
274 update_.paint_rects.push_back(inner);
275 update_.paint_rects.push_back(outer);
279 } // namespace pp