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"
16 #include "ui/gfx/geometry/rect_conversions.h"
20 scoped_ptr
<DamageTracker
> DamageTracker::Create() {
21 return make_scoped_ptr(new DamageTracker());
24 DamageTracker::DamageTracker()
27 DamageTracker::~DamageTracker() {}
29 static inline void ExpandRectWithFilters(gfx::Rect
* rect
,
30 const FilterOperations
& filters
) {
31 int top
, right
, bottom
, left
;
32 filters
.GetOutsets(&top
, &right
, &bottom
, &left
);
33 rect
->Inset(-left
, -top
, -right
, -bottom
);
36 static inline void ExpandDamageRectInsideRectWithFilters(
37 gfx::Rect
* damage_rect
,
38 const gfx::Rect
& pre_filter_rect
,
39 const FilterOperations
& filters
) {
40 gfx::Rect expanded_damage_rect
= *damage_rect
;
41 ExpandRectWithFilters(&expanded_damage_rect
, filters
);
42 gfx::Rect filter_rect
= pre_filter_rect
;
43 ExpandRectWithFilters(&filter_rect
, filters
);
45 expanded_damage_rect
.Intersect(filter_rect
);
46 damage_rect
->Union(expanded_damage_rect
);
49 void DamageTracker::UpdateDamageTrackingState(
50 const LayerImplList
& layer_list
,
51 int target_surface_layer_id
,
52 bool target_surface_property_changed_only_from_descendant
,
53 const gfx::Rect
& target_surface_content_rect
,
54 LayerImpl
* target_surface_mask_layer
,
55 const FilterOperations
& filters
) {
57 // This function computes the "damage rect" of a target surface, and updates
58 // the state that is used to correctly track damage across frames. The damage
59 // rect is the region of the surface that may have changed and needs to be
60 // redrawn. This can be used to scissor what is actually drawn, to save GPU
61 // computation and bandwidth.
63 // The surface's damage rect is computed as the union of all possible changes
64 // that have happened to the surface since the last frame was drawn. This
66 // - any changes for existing layers/surfaces that contribute to the target
68 // - layers/surfaces that existed in the previous frame, but no longer exist
70 // The basic algorithm for computing the damage region is as follows:
72 // 1. compute damage caused by changes in active/new layers
73 // for each layer in the layer_list:
74 // if the layer is actually a render_surface:
75 // add the surface's damage to our target surface.
77 // add the layer's damage to the target surface.
79 // 2. compute damage caused by the target surface's mask, if it exists.
81 // 3. compute damage caused by old layers/surfaces that no longer exist
82 // for each leftover layer:
83 // add the old layer/surface bounds to the target surface damage.
85 // 4. combine all partial damage rects to get the full damage rect.
87 // Additional important points:
89 // - This algorithm is implicitly recursive; it assumes that descendant
90 // surfaces have already computed their damage.
92 // - Changes to layers/surfaces indicate "damage" to the target surface; If a
93 // layer is not changed, it does NOT mean that the layer can skip drawing.
94 // All layers that overlap the damaged region still need to be drawn. For
95 // example, if a layer changed its opacity, then layers underneath must be
96 // re-drawn as well, even if they did not change.
98 // - If a layer/surface property changed, the old bounds and new bounds may
99 // overlap... i.e. some of the exposed region may not actually be exposing
100 // anything. But this does not artificially inflate the damage rect. If the
101 // layer changed, its entire old bounds would always need to be redrawn,
102 // regardless of how much it overlaps with the layer's new bounds, which
103 // also need to be entirely redrawn.
105 // - See comments in the rest of the code to see what exactly is considered a
106 // "change" in a layer/surface.
108 // - To correctly manage exposed rects, SortedRectMap is maintained:
110 // 1. All existing rects from the previous frame are marked as
112 // 2. The map contains all the layer bounds that contributed to
113 // the previous frame (even outside the previous damaged area). If a
114 // layer changes or does not exist anymore, those regions are then
115 // exposed and damage the target surface. As the algorithm progresses,
116 // entries are updated in the map until only leftover layers
117 // that no longer exist stay marked not updated.
119 // 3. After the damage rect is computed, the leftover not marked regions
120 // in a map are used to compute are damaged by deleted layers and
124 PrepareRectHistoryForUpdate();
125 // These functions cannot be bypassed with early-exits, even if we know what
126 // the damage will be for this frame, because we need to update the damage
127 // tracker state to correctly track the next frame.
128 gfx::Rect damage_from_active_layers
=
129 TrackDamageFromActiveLayers(layer_list
, target_surface_layer_id
);
130 gfx::Rect damage_from_surface_mask
=
131 TrackDamageFromSurfaceMask(target_surface_mask_layer
);
132 gfx::Rect damage_from_leftover_rects
= TrackDamageFromLeftoverRects();
134 gfx::Rect damage_rect_for_this_update
;
136 if (target_surface_property_changed_only_from_descendant
) {
137 damage_rect_for_this_update
= target_surface_content_rect
;
139 // TODO(shawnsingh): can we clamp this damage to the surface's content rect?
140 // (affects performance, but not correctness)
141 damage_rect_for_this_update
= damage_from_active_layers
;
142 damage_rect_for_this_update
.Union(damage_from_surface_mask
);
143 damage_rect_for_this_update
.Union(damage_from_leftover_rects
);
145 if (filters
.HasReferenceFilter()) {
146 // TODO(senorblanco): Once SkImageFilter reports its outsets, use
147 // those here to limit damage.
148 damage_rect_for_this_update
= target_surface_content_rect
;
149 } else if (filters
.HasFilterThatMovesPixels()) {
150 ExpandRectWithFilters(&damage_rect_for_this_update
, filters
);
154 // Damage accumulates until we are notified that we actually did draw on that
156 current_damage_rect_
.Union(damage_rect_for_this_update
);
159 DamageTracker::RectMapData
& DamageTracker::RectDataForLayer(
161 bool* layer_is_new
) {
163 RectMapData
data(layer_id
);
165 SortedRectMap::iterator it
= std::lower_bound(rect_history_
.begin(),
166 rect_history_
.end(), data
);
168 if (it
== rect_history_
.end() || it
->layer_id_
!= layer_id
) {
169 *layer_is_new
= true;
170 it
= rect_history_
.insert(it
, data
);
176 gfx::Rect
DamageTracker::TrackDamageFromActiveLayers(
177 const LayerImplList
& layer_list
,
178 int target_surface_layer_id
) {
179 gfx::Rect damage_rect
;
181 for (size_t layer_index
= 0; layer_index
< layer_list
.size(); ++layer_index
) {
182 // Visit layers in back-to-front order.
183 LayerImpl
* layer
= layer_list
[layer_index
];
185 // We skip damage from the HUD layer because (a) the HUD layer damages the
186 // whole frame and (b) we don't want HUD layer damage to be shown by the
187 // HUD damage rect visualization.
188 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::Rect
DamageTracker::TrackDamageFromSurfaceMask(
201 LayerImpl
* target_surface_mask_layer
) {
202 gfx::Rect damage_rect
;
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::Rect(target_surface_mask_layer
->bounds());
218 void DamageTracker::PrepareRectHistoryForUpdate() {
222 gfx::Rect
DamageTracker::TrackDamageFromLeftoverRects() {
223 // After computing damage for all active layers, any leftover items in the
224 // current rect history correspond to layers/surfaces that no longer exist.
225 // So, these regions are now exposed on the target surface.
227 gfx::Rect damage_rect
;
228 SortedRectMap::iterator cur_pos
= rect_history_
.begin();
229 SortedRectMap::iterator copy_pos
= cur_pos
;
231 // Loop below basically implements std::remove_if loop with and extra
232 // processing (adding deleted rect to damage_rect) for deleted items.
233 // cur_pos iterator runs through all elements of the vector, but copy_pos
234 // always points to the element after the last not deleted element. If new
235 // not deleted element found then it is copied to the *copy_pos and copy_pos
236 // moved to the next position.
237 // If there are no deleted elements then copy_pos iterator is in sync with
238 // cur_pos and no copy happens.
239 while (cur_pos
< rect_history_
.end()) {
240 if (cur_pos
->mailboxId_
== mailboxId_
) {
241 if (cur_pos
!= copy_pos
)
242 *copy_pos
= *cur_pos
;
246 damage_rect
.Union(cur_pos
->rect_
);
252 if (copy_pos
!= rect_history_
.end())
253 rect_history_
.erase(copy_pos
, rect_history_
.end());
255 // If the vector has excessive storage, shrink it
256 if (rect_history_
.capacity() > rect_history_
.size() * 4)
257 SortedRectMap(rect_history_
).swap(rect_history_
);
262 void DamageTracker::ExtendDamageForLayer(LayerImpl
* layer
,
263 gfx::Rect
* target_damage_rect
) {
264 // There are two ways that a layer can damage a region of the target surface:
265 // 1. Property change (e.g. opacity, position, transforms):
266 // - the entire region of the layer itself damages the surface.
267 // - the old layer region also damages the surface, because this region
269 // - note that in many cases the old and new layer rects may overlap,
272 // 2. Repaint/update: If a region of the layer that was repainted/updated,
273 // that region damages the surface.
275 // Property changes take priority over update rects.
277 // This method is called when we want to consider how a layer contributes to
278 // its target RenderSurface, even if that layer owns the target RenderSurface
279 // itself. To consider how a layer's target surface contributes to the
280 // ancestor surface, ExtendDamageForRenderSurface() must be called instead.
282 bool layer_is_new
= false;
283 RectMapData
& data
= RectDataForLayer(layer
->id(), &layer_is_new
);
284 gfx::Rect old_rect_in_target_space
= data
.rect_
;
286 gfx::Rect rect_in_target_space
= layer
->GetEnclosingRectInTargetSpace();
287 data
.Update(rect_in_target_space
, mailboxId_
);
289 gfx::RectF damage_rect
=
290 gfx::UnionRects(layer
->update_rect(), layer
->damage_rect());
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 (!damage_rect
.IsEmpty()) {
301 // If the layer properties haven't changed, then the the target surface is
302 // only affected by the layer's damaged area, which could be empty.
303 gfx::Rect damage_content_rect
= layer
->LayerRectToContentRect(damage_rect
);
304 gfx::Rect damage_rect_in_target_space
= MathUtil::MapEnclosingClippedRect(
305 layer
->draw_transform(), damage_content_rect
);
306 target_damage_rect
->Union(damage_rect_in_target_space
);
310 void DamageTracker::ExtendDamageForRenderSurface(
312 gfx::Rect
* 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::Rect old_surface_rect
= data
.rect_
;
334 // The drawableContextRect() already includes the replica if it exists.
335 gfx::Rect surface_rect_in_target_space
=
336 gfx::ToEnclosingRect(render_surface
->DrawableContentRect());
337 data
.Update(surface_rect_in_target_space
, mailboxId_
);
339 gfx::Rect 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::Rect damage_rect_in_target_space
= MathUtil::MapEnclosingClippedRect(
357 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::MapEnclosingClippedRect(
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::Rect replica_mask_layer_rect
= MathUtil::MapEnclosingClippedRect(
380 replica_draw_transform
, gfx::Rect(replica_mask_layer
->bounds()));
381 data
.Update(replica_mask_layer_rect
, mailboxId_
);
383 // In the current implementation, a change in the replica mask damages the
384 // entire replica region.
385 if (replica_is_new
||
386 replica_mask_layer
->LayerPropertyChanged() ||
387 !replica_mask_layer
->update_rect().IsEmpty())
388 target_damage_rect
->Union(replica_mask_layer_rect
);
391 // If the layer has a background filter, this may cause pixels in our surface
392 // to be expanded, so we will need to expand any damage at or below this
393 // layer. We expand the damage from this layer too, as we need to readback
394 // those pixels from the surface with only the contents of layers below this
395 // one in them. This means we need to redraw any pixels in the surface being
396 // used for the blur in this layer this frame.
397 if (layer
->background_filters().HasFilterThatMovesPixels()) {
398 ExpandDamageRectInsideRectWithFilters(target_damage_rect
,
399 surface_rect_in_target_space
,
400 layer
->background_filters());