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Diffstat (limited to 'WebCore/rendering/RenderLayerBacking.cpp')
-rw-r--r-- | WebCore/rendering/RenderLayerBacking.cpp | 1067 |
1 files changed, 1067 insertions, 0 deletions
diff --git a/WebCore/rendering/RenderLayerBacking.cpp b/WebCore/rendering/RenderLayerBacking.cpp new file mode 100644 index 0000000..40805b5 --- /dev/null +++ b/WebCore/rendering/RenderLayerBacking.cpp @@ -0,0 +1,1067 @@ +/* + * Copyright (C) 2009 Apple Inc. 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. ``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 COMPUTER, INC. OR + * 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. + */ + +#include "config.h" + +#if USE(ACCELERATED_COMPOSITING) + +#include "AnimationController.h" +#include "CSSPropertyNames.h" +#include "CSSStyleSelector.h" +#include "FrameView.h" +#include "GraphicsContext.h" +#include "GraphicsLayer.h" +#include "HTMLNames.h" +#include "RenderBox.h" +#include "RenderImage.h" +#include "RenderLayerCompositor.h" +#include "RenderVideo.h" +#include "RenderView.h" + +#include "RenderLayerBacking.h" + +using namespace std; + +namespace WebCore { + +RenderLayerBacking::RenderLayerBacking(RenderLayer* layer) + : m_owningLayer(layer) + , m_ancestorClippingLayer(0) + , m_graphicsLayer(0) + , m_contentsLayer(0) + , m_clippingLayer(0) + , m_isSimpleContainerCompositingLayer(false) + , m_simpleCompositingLayerStatusDirty(true) + , m_compositingContentOffsetDirty(true) +{ + createGraphicsLayer(); +} + +RenderLayerBacking::~RenderLayerBacking() +{ + updateClippingLayers(false, false); + updateContentsLayer(false); + destroyGraphicsLayer(); +} + +void RenderLayerBacking::createGraphicsLayer() +{ + m_graphicsLayer = GraphicsLayer::createGraphicsLayer(this); + +#ifndef NDEBUG + if (renderer()->node()->isDocumentNode()) + m_graphicsLayer->setName("Document Node"); + else { + if (renderer()->node()->isHTMLElement() && renderer()->node()->hasID()) + m_graphicsLayer->setName(renderer()->renderName() + String(" ") + static_cast<HTMLElement*>(renderer()->node())->id()); + else + m_graphicsLayer->setName(renderer()->renderName()); + } +#endif // NDEBUG + + updateLayerOpacity(); + updateLayerTransform(); +} + +void RenderLayerBacking::destroyGraphicsLayer() +{ + if (m_graphicsLayer) + m_graphicsLayer->removeFromParent(); + + delete m_graphicsLayer; + m_graphicsLayer = 0; + + delete m_contentsLayer; + m_contentsLayer = 0; + + delete m_clippingLayer; + m_clippingLayer = 0; +} + +void RenderLayerBacking::updateLayerOpacity() +{ + m_graphicsLayer->setOpacity(compositingOpacity(renderer()->opacity()), 0, 0); +} + +void RenderLayerBacking::updateLayerTransform() +{ + RenderStyle* style = renderer()->style(); + + // FIXME: This could use m_owningLayer->transform(), but that currently has transform-origin + // baked into it, and we don't want that. + TransformationMatrix t; + if (m_owningLayer->hasTransform()) { + style->applyTransform(t, toRenderBox(renderer())->borderBoxRect().size(), RenderStyle::ExcludeTransformOrigin); + makeMatrixRenderable(t); + } + + m_graphicsLayer->setTransform(t); +} + +void RenderLayerBacking::updateAfterLayout() +{ + invalidateDrawingOptimizations(); + detectDrawingOptimizations(); + + updateGraphicsLayerGeometry(); +} + +bool RenderLayerBacking::updateGraphicsLayers(bool needsContentsLayer, bool needsUpperClippingLayer, bool needsLowerClippingLayer, bool needsRepaint) +{ + bool layerConfigChanged = false; + if (updateContentsLayer(needsContentsLayer)) + layerConfigChanged = true; + + if (updateClippingLayers(needsUpperClippingLayer, needsLowerClippingLayer)) + layerConfigChanged = true; + + // See if we can now use any drawing optimizations. + bool didDrawContent = graphicsLayer()->drawsContent(); + invalidateDrawingOptimizations(); + detectDrawingOptimizations(); + if (!didDrawContent && graphicsLayer()->drawsContent()) + needsRepaint = true; + + // Set opacity, if it is not animating. + if (!renderer()->animation()->isAnimatingPropertyOnRenderer(renderer(), CSSPropertyOpacity)) + updateLayerOpacity(); + + RenderStyle* style = renderer()->style(); + m_graphicsLayer->setPreserves3D(style->transformStyle3D() == TransformStyle3DPreserve3D); + m_graphicsLayer->setBackfaceVisibility(style->backfaceVisibility() == BackfaceVisibilityVisible); + + updateGraphicsLayerGeometry(); + + m_graphicsLayer->updateContentsRect(); + + if (needsRepaint) { + m_graphicsLayer->setNeedsDisplay(); + if (m_contentsLayer) + m_contentsLayer->setNeedsDisplay(); + } + + return layerConfigChanged; +} + +void RenderLayerBacking::updateGraphicsLayerGeometry() +{ + // If we haven't built z-order lists yet, wait until later. + if (m_owningLayer->isStackingContext() && m_owningLayer->m_zOrderListsDirty) + return; + + // Set transform property, if it is not animating. We have to do this here because the transform + // is affected by the layer dimensions. + if (!renderer()->animation()->isAnimatingPropertyOnRenderer(renderer(), CSSPropertyWebkitTransform)) + updateLayerTransform(); + + m_compositingContentOffsetDirty = true; + + RenderLayer* compAncestor = m_owningLayer->ancestorCompositingLayer(); + + // We compute everything relative to the enclosing compositing layer. + IntRect ancestorCompositingBounds; + if (compAncestor) + ancestorCompositingBounds = compositor()->calculateCompositedBounds(compAncestor, compAncestor); + + IntRect localCompositingBounds = compositor()->calculateCompositedBounds(m_owningLayer, m_owningLayer); + + IntRect relativeCompositingBounds(localCompositingBounds); + int deltaX = 0, deltaY = 0; + m_owningLayer->convertToLayerCoords(compAncestor, deltaX, deltaY); + relativeCompositingBounds.move(deltaX, deltaY); + + IntPoint graphicsLayerParentLocation; + if (compAncestor && compAncestor->backing()->hasClippingLayer()) { + // If the compositing ancestor has a layer to clip children, we parent in that, and therefore + // position relative to it. + graphicsLayerParentLocation = toRenderBox(compAncestor->renderer())->overflowClipRect(0, 0).location(); + } else + graphicsLayerParentLocation = ancestorCompositingBounds.location(); + + if (compAncestor && m_ancestorClippingLayer) { + // Call calculateRects to get the backgroundRect which is what is used to clip the contents of this + // layer. Note that we call it with temporaryClipRects = true because normally when computing clip rects + // for a compositing layer, rootLayer is the layer itself. + ClipRects parentRects; + m_owningLayer->parentClipRects(compAncestor, parentRects, true); + IntRect parentClipRect = parentRects.overflowClipRect(); + + m_ancestorClippingLayer->setPosition(FloatPoint() + (parentClipRect.location() - graphicsLayerParentLocation)); + m_ancestorClippingLayer->setSize(parentClipRect.size()); + + // backgroundRect is relative to compAncestor, so subtract deltaX/deltaY to get back to local coords. + IntSize rendererOffset(parentClipRect.location().x() - deltaX, parentClipRect.location().y() - deltaY); + m_ancestorClippingLayer->setOffsetFromRenderer(rendererOffset); + + // The primary layer is then parented in, and positioned relative to this clipping layer. + graphicsLayerParentLocation = parentClipRect.location(); + } + + m_graphicsLayer->setPosition(FloatPoint() + (relativeCompositingBounds.location() - graphicsLayerParentLocation)); + m_graphicsLayer->setOffsetFromRenderer(localCompositingBounds.location() - IntPoint()); + + FloatSize oldSize = m_graphicsLayer->size(); + FloatSize newSize = relativeCompositingBounds.size(); + if (oldSize != newSize) { + m_graphicsLayer->setSize(newSize); + // A bounds change will almost always require redisplay. Usually that redisplay + // will happen because of a repaint elsewhere, but not always: + // e.g. see RenderView::setMaximalOutlineSize() + m_graphicsLayer->setNeedsDisplay(); + } + + // If we have a layer that clips children, position it. + if (m_clippingLayer) { + IntRect clippingBox = toRenderBox(renderer())->overflowClipRect(0, 0); + m_clippingLayer->setPosition(FloatPoint() + (clippingBox.location() - localCompositingBounds.location())); + m_clippingLayer->setSize(clippingBox.size()); + m_clippingLayer->setOffsetFromRenderer(clippingBox.location() - IntPoint()); + } + + if (m_owningLayer->hasTransform()) { + const IntRect borderBox = toRenderBox(renderer())->borderBoxRect(); + + IntRect layerBounds = IntRect(m_owningLayer->x(), m_owningLayer->y(), borderBox.width(), borderBox.height()); + // Convert to absolute coords to match bbox. + int x = 0, y = 0; + m_owningLayer->convertToLayerCoords(compAncestor, x, y); + layerBounds.move(x - m_owningLayer->x(), y - m_owningLayer->y()); + + // Update properties that depend on layer dimensions + FloatPoint3D transformOrigin = computeTransformOrigin(borderBox); + // Compute the anchor point, which is in the center of the renderer box unless transform-origin is set. + FloatPoint3D anchor(relativeCompositingBounds.width() != 0.0f ? ((layerBounds.x() - relativeCompositingBounds.x()) + transformOrigin.x()) / relativeCompositingBounds.width() : 0.5f, + relativeCompositingBounds.height() != 0.0f ? ((layerBounds.y() - relativeCompositingBounds.y()) + transformOrigin.y()) / relativeCompositingBounds.height() : 0.5f, + transformOrigin.z()); + m_graphicsLayer->setAnchorPoint(anchor); + + RenderStyle* style = renderer()->style(); + if (style->hasPerspective()) { + TransformationMatrix t = owningLayer()->perspectiveTransform(); + + if (m_clippingLayer) { + m_clippingLayer->setChildrenTransform(t); + m_graphicsLayer->setChildrenTransform(TransformationMatrix()); + } + else + m_graphicsLayer->setChildrenTransform(t); + } else { + if (m_clippingLayer) + m_clippingLayer->setChildrenTransform(TransformationMatrix()); + else + m_graphicsLayer->setChildrenTransform(TransformationMatrix()); + } + } else { + m_graphicsLayer->setAnchorPoint(FloatPoint3D(0.5f, 0.5f, 0)); + } + + if (m_contentsLayer) { + // The contents layer is always coincidental with the graphicsLayer for now. + m_contentsLayer->setPosition(IntPoint(0, 0)); + m_contentsLayer->setSize(newSize); + m_contentsLayer->setOffsetFromRenderer(m_graphicsLayer->offsetFromRenderer()); + } + + m_graphicsLayer->updateContentsRect(); +} + +void RenderLayerBacking::updateInternalHierarchy() +{ + // m_contentsLayer has to be inserted in the correct order with child layers, + // so it's not inserted here. + if (m_ancestorClippingLayer) { + m_ancestorClippingLayer->removeAllChildren(); + m_graphicsLayer->removeFromParent(); + m_ancestorClippingLayer->addChild(m_graphicsLayer); + } + + if (m_clippingLayer) { + m_clippingLayer->removeFromParent(); + m_graphicsLayer->addChild(m_clippingLayer); + } +} + +// Return true if the layers changed. +bool RenderLayerBacking::updateClippingLayers(bool needsAncestorClip, bool needsDescendantClip) +{ + bool layersChanged = false; + + if (needsAncestorClip) { + if (!m_ancestorClippingLayer) { + m_ancestorClippingLayer = GraphicsLayer::createGraphicsLayer(this); +#ifndef NDEBUG + m_ancestorClippingLayer->setName("Ancestor clipping Layer"); +#endif + m_ancestorClippingLayer->setMasksToBounds(true); + layersChanged = true; + } + } else if (m_ancestorClippingLayer) { + m_ancestorClippingLayer->removeFromParent(); + delete m_ancestorClippingLayer; + m_ancestorClippingLayer = 0; + layersChanged = true; + } + + if (needsDescendantClip) { + if (!m_clippingLayer) { + m_clippingLayer = GraphicsLayer::createGraphicsLayer(0); +#ifndef NDEBUG + m_clippingLayer->setName("Child clipping Layer"); +#endif + m_clippingLayer->setMasksToBounds(true); + layersChanged = true; + } + } else if (m_clippingLayer) { + m_clippingLayer->removeFromParent(); + delete m_clippingLayer; + m_clippingLayer = 0; + layersChanged = true; + } + + if (layersChanged) + updateInternalHierarchy(); + + return layersChanged; +} + +bool RenderLayerBacking::updateContentsLayer(bool needsContentsLayer) +{ + bool layerChanged = false; + if (needsContentsLayer) { + if (!m_contentsLayer) { + m_contentsLayer = GraphicsLayer::createGraphicsLayer(this); +#ifndef NDEBUG + m_contentsLayer->setName("Contents"); +#endif + m_contentsLayer->setDrawsContent(true); + m_contentsLayer->setDrawingPhase(GraphicsLayerPaintForegroundMask); + m_graphicsLayer->setDrawingPhase(GraphicsLayerPaintBackgroundMask); + layerChanged = true; + } + } else if (m_contentsLayer) { + m_contentsLayer->removeFromParent(); + delete m_contentsLayer; + m_contentsLayer = 0; + m_graphicsLayer->setDrawingPhase(GraphicsLayerPaintAllMask); + layerChanged = true; + } + return layerChanged; +} + +float RenderLayerBacking::compositingOpacity(float rendererOpacity) const +{ + float finalOpacity = rendererOpacity; + + for (RenderLayer* curr = m_owningLayer->parent(); curr; curr = curr->parent()) { + // We only care about parents that are stacking contexts. + // Recall that opacity creates stacking context. + if (!curr->isStackingContext()) + continue; + + // If we found a compositing layer, we want to compute opacity + // relative to it. So we can break here. + if (curr->isComposited()) + break; + + finalOpacity *= curr->renderer()->opacity(); + } + + return finalOpacity; +} + +static bool hasBorderOutlineOrShadow(const RenderStyle* style) +{ + return style->hasBorder() || style->hasBorderRadius() || style->hasOutline() || style->hasAppearance() || style->boxShadow(); +} + +static bool hasBoxDecorations(const RenderStyle* style) +{ + return hasBorderOutlineOrShadow(style) || style->hasBackground(); +} + +static bool hasBoxDecorationsWithBackgroundImage(const RenderStyle* style) +{ + return hasBorderOutlineOrShadow(style) || style->hasBackgroundImage(); +} + +bool RenderLayerBacking::rendererHasBackground() const +{ + // FIXME: share more code here + if (renderer()->node()->isDocumentNode()) { + RenderObject* htmlObject = renderer()->firstChild(); + if (!htmlObject) + return false; + + RenderStyle* style = htmlObject->style(); + if (style->hasBackground()) + return true; + + RenderObject* bodyObject = htmlObject->firstChild(); + if (!bodyObject) + return false; + + style = bodyObject->style(); + return style->hasBackground(); + } + + return renderer()->style()->hasBackground(); +} + +const Color& RenderLayerBacking::rendererBackgroundColor() const +{ + // FIXME: share more code here + if (renderer()->node()->isDocumentNode()) { + RenderObject* htmlObject = renderer()->firstChild(); + RenderStyle* style = htmlObject->style(); + if (style->hasBackground()) + return style->backgroundColor(); + + RenderObject* bodyObject = htmlObject->firstChild(); + style = bodyObject->style(); + return style->backgroundColor(); + } + + return renderer()->style()->backgroundColor(); +} + +bool RenderLayerBacking::canBeSimpleContainerCompositingLayer() const +{ + RenderObject* renderObject = renderer(); + if (renderObject->isReplaced() || // replaced objects are not containers + renderObject->hasMask()) // masks require special treatment + return false; + + RenderStyle* style = renderObject->style(); + + // Reject anything that has a border, a border-radius or outline, + // or any background (color or image). + // FIXME: we could optimize layers for simple backgrounds. + if (hasBoxDecorations(style)) + return false; + + // If we have got this far and the renderer has no children, then we're ok. + if (!renderObject->firstChild()) + return true; + + if (renderObject->node()->isDocumentNode()) { + // Look to see if the root object has a non-simple backgound + RenderObject* rootObject = renderObject->document()->documentElement()->renderer(); + if (!rootObject) + return false; + + style = rootObject->style(); + + // Reject anything that has a border, a border-radius or outline, + // or is not a simple background (no background, or solid color). + if (hasBoxDecorationsWithBackgroundImage(style)) + return false; + + // Now look at the body's renderer. + HTMLElement* body = renderObject->document()->body(); + RenderObject* bodyObject = (body && body->hasLocalName(HTMLNames::bodyTag)) ? body->renderer() : 0; + if (!bodyObject) + return false; + + style = bodyObject->style(); + + if (hasBoxDecorationsWithBackgroundImage(style)) + return false; + + // Ceck to see if all the body's children are compositing layers. + if (hasNonCompositingContent()) + return false; + + return true; + } + + // Check to see if all the renderer's children are compositing layers. + if (hasNonCompositingContent()) + return false; + + return true; +} + +bool RenderLayerBacking::hasNonCompositingContent() const +{ + // Conservative test for having no rendered children. + + // Some HTML can cause whitespace text nodes to have renderers, like: + // <div> + // <img src=...> + // </div> + // so test for 0x0 RenderTexts here + for (RenderObject* child = renderer()->firstChild(); child; child = child->nextSibling()) { + if (!child->hasLayer()) { + if (child->isRenderInline() || !child->isBox()) + return true; + + if (toRenderBox(child)->width() > 0 || toRenderBox(child)->height() > 0) + return true; + } + } + + // FIXME: test for overflow controls. + if (m_owningLayer->isStackingContext()) { + // Use the m_hasCompositingDescendant bit to optimize? + Vector<RenderLayer*>* negZOrderList = m_owningLayer->negZOrderList(); + if (negZOrderList && negZOrderList->size() > 0) { + for (Vector<RenderLayer*>::const_iterator it = negZOrderList->begin(); it != negZOrderList->end(); ++it) { + RenderLayer* curLayer = (*it); + if (!curLayer->isComposited()) + return true; + } + } + + Vector<RenderLayer*>* posZOrderList = m_owningLayer->posZOrderList(); + if (posZOrderList && posZOrderList->size() > 0) { + for (Vector<RenderLayer*>::const_iterator it = posZOrderList->begin(); it != posZOrderList->end(); ++it) { + RenderLayer* curLayer = (*it); + if (!curLayer->isComposited()) + return true; + } + } + } + + Vector<RenderLayer*>* normalFlowList = m_owningLayer->normalFlowList(); + if (normalFlowList && normalFlowList->size() > 0) { + for (Vector<RenderLayer*>::const_iterator it = normalFlowList->begin(); it != normalFlowList->end(); ++it) { + RenderLayer* curLayer = (*it); + if (!curLayer->isComposited()) + return true; + } + } + + return false; +} + +// A layer can use direct compositing if the render layer's object is a replaced object and has no children. +// This allows the GraphicsLayer to display the RenderLayer contents directly; it's used for images. +bool RenderLayerBacking::canUseDirectCompositing() const +{ + RenderObject* renderObject = renderer(); + + // Reject anything that isn't an image + if (!renderObject->isImage()) + return false; + + if (renderObject->hasMask() || renderObject->hasReflection()) + return false; + + // Reject anything that would require the image to be drawn via the GraphicsContext, + // like border, shadows etc. Solid background color is OK. + return !hasBoxDecorationsWithBackgroundImage(renderObject->style()); +} + +// A "simple container layer" is a RenderLayer which has no visible content to render. +// It may have no children, or all its children may be themselves composited. +// This is a useful optimization, because it allows us to avoid allocating backing store. +bool RenderLayerBacking::isSimpleContainerCompositingLayer() +{ + if (m_simpleCompositingLayerStatusDirty) { + m_isSimpleContainerCompositingLayer = canBeSimpleContainerCompositingLayer(); + m_simpleCompositingLayerStatusDirty = false; + } + + return m_isSimpleContainerCompositingLayer; +} + +void RenderLayerBacking::detectDrawingOptimizations() +{ + bool drawsContent = true; + + // Check if a replaced layer can be further simplified. + if (canUseDirectCompositing()) { + if (renderer()->isImage()) { + updateImageContents(); + drawsContent = false; + } + + if (rendererHasBackground()) + m_graphicsLayer->setBackgroundColor(rendererBackgroundColor()); + else + m_graphicsLayer->clearBackgroundColor(); + + } else { + m_graphicsLayer->clearBackgroundColor(); + m_graphicsLayer->clearContents(); + + if (isSimpleContainerCompositingLayer()) + drawsContent = false; + } + + if (paintingGoesToWindow()) + drawsContent = false; + + m_graphicsLayer->setDrawsContent(drawsContent); +} + +void RenderLayerBacking::invalidateDrawingOptimizations() +{ + m_simpleCompositingLayerStatusDirty = true; +} + +void RenderLayerBacking::rendererContentChanged() +{ + if (canUseDirectCompositing() && renderer()->isImage()) + updateImageContents(); +} + +void RenderLayerBacking::updateImageContents() +{ + ASSERT(renderer()->isImage()); + RenderImage* imageRenderer = static_cast<RenderImage*>(renderer()); + + CachedImage* cachedImage = imageRenderer->cachedImage(); + if (!cachedImage) + return; + + Image* image = cachedImage->image(); + if (!image) + return; + + // We have to wait until the image is fully loaded before setting it on the layer. + if (!cachedImage->isLoaded()) + return; + + // This is a no-op if the layer doesn't have an inner layer for the image. + m_graphicsLayer->setContentsToImage(image); + + // Image animation is "lazy", in that it automatically stops unless someone is drawing + // the image. So we have to kick the animation each time; this has the downside that the + // image will keep animating, even if its layer is not visible. + image->startAnimation(); +} + +FloatPoint3D RenderLayerBacking::computeTransformOrigin(const IntRect& borderBox) const +{ + RenderStyle* style = renderer()->style(); + + FloatPoint3D origin; + origin.setX(style->transformOriginX().calcFloatValue(borderBox.width())); + origin.setY(style->transformOriginY().calcFloatValue(borderBox.height())); + origin.setZ(style->transformOriginZ()); + + return origin; +} + +FloatPoint RenderLayerBacking::computePerspectiveOrigin(const IntRect& borderBox) const +{ + RenderStyle* style = renderer()->style(); + + float boxWidth = borderBox.width(); + float boxHeight = borderBox.height(); + + FloatPoint origin; + origin.setX(style->perspectiveOriginX().calcFloatValue(boxWidth)); + origin.setY(style->perspectiveOriginY().calcFloatValue(boxHeight)); + + return origin; +} + +// Return the offset from the top-left of this compositing layer at which the renderer's contents are painted. +IntSize RenderLayerBacking::contentOffsetInCompostingLayer() +{ + if (!m_compositingContentOffsetDirty) + return m_compositingContentOffset; + + IntRect relativeCompositingBounds = compositor()->calculateCompositedBounds(m_owningLayer, m_owningLayer); + m_compositingContentOffset = IntSize(-relativeCompositingBounds.x(), -relativeCompositingBounds.y()); + m_compositingContentOffsetDirty = false; + + return m_compositingContentOffset; +} + +IntRect RenderLayerBacking::contentsBox(const GraphicsLayer*) +{ + if (!renderer()->isBox()) + return IntRect(); + + IntRect contentsRect = toRenderBox(renderer())->contentBoxRect(); + IntSize contentOffset = contentOffsetInCompostingLayer(); + contentsRect.move(contentOffset); + return contentsRect; +} + +// Map the given point from coordinates in the GraphicsLayer to RenderLayer coordinates. +FloatPoint RenderLayerBacking::graphicsLayerToContentsCoordinates(const GraphicsLayer* graphicsLayer, const FloatPoint& point) +{ + return point + FloatSize(graphicsLayer->offsetFromRenderer()); +} + +// Map the given point from coordinates in the RenderLayer to GraphicsLayer coordinates. +FloatPoint RenderLayerBacking::contentsToGraphicsLayerCoordinates(const GraphicsLayer* graphicsLayer, const FloatPoint& point) +{ + return point - FloatSize(graphicsLayer->offsetFromRenderer()); +} + +bool RenderLayerBacking::paintingGoesToWindow() const +{ + return m_owningLayer->isRootLayer(); +} + +void RenderLayerBacking::setContentsNeedDisplay() +{ + if (m_graphicsLayer) + m_graphicsLayer->setNeedsDisplay(); + if (m_contentsLayer) + m_contentsLayer->setNeedsDisplay(); +} + +// r is in the coordinate space of the layer's render object +void RenderLayerBacking::setContentsNeedDisplayInRect(const IntRect& r) +{ + if (m_graphicsLayer) { + FloatPoint dirtyOrigin = contentsToGraphicsLayerCoordinates(m_graphicsLayer, FloatPoint(r.x(), r.y())); + FloatRect dirtyRect(dirtyOrigin, r.size()); + FloatRect bounds(FloatPoint(), m_graphicsLayer->size()); + if (bounds.intersects(dirtyRect)) + m_graphicsLayer->setNeedsDisplayInRect(dirtyRect); + } + + if (m_contentsLayer) { + // FIXME: do incremental repaint + m_contentsLayer->setNeedsDisplay(); + } +} + +static void setClip(GraphicsContext* p, const IntRect& paintDirtyRect, const IntRect& clipRect) +{ + if (paintDirtyRect == clipRect) + return; + p->save(); + p->clip(clipRect); +} + +static void restoreClip(GraphicsContext* p, const IntRect& paintDirtyRect, const IntRect& clipRect) +{ + if (paintDirtyRect == clipRect) + return; + p->restore(); +} + +// Share this with RenderLayer::paintLayer, which would have to be educated about GraphicsLayerPaintingPhase? +void RenderLayerBacking::paintIntoLayer(RenderLayer* rootLayer, GraphicsContext* context, + const IntRect& paintDirtyRect, // in the coords of rootLayer + bool haveTransparency, PaintRestriction paintRestriction, GraphicsLayerPaintingPhase paintingPhase, + RenderObject* paintingRoot) +{ + if (paintingGoesToWindow()) { + ASSERT_NOT_REACHED(); + return; + } + + m_owningLayer->updateLayerListsIfNeeded(); + + // Calculate the clip rects we should use. + IntRect layerBounds, damageRect, clipRectToApply, outlineRect; + m_owningLayer->calculateRects(rootLayer, paintDirtyRect, layerBounds, damageRect, clipRectToApply, outlineRect); + + int x = layerBounds.x(); // layerBounds is computed relative to rootLayer + int y = layerBounds.y(); + int tx = x - m_owningLayer->renderBoxX(); + int ty = y - m_owningLayer->renderBoxY(); + + // If this layer's renderer is a child of the paintingRoot, we render unconditionally, which + // is done by passing a nil paintingRoot down to our renderer (as if no paintingRoot was ever set). + // Else, our renderer tree may or may not contain the painting root, so we pass that root along + // so it will be tested against as we decend through the renderers. + RenderObject *paintingRootForRenderer = 0; + if (paintingRoot && !renderer()->isDescendantOf(paintingRoot)) + paintingRootForRenderer = paintingRoot; + + if (paintingPhase & GraphicsLayerPaintBackgroundMask) { + // If this is the root then we need to send in a bigger bounding box + // because we'll be painting the background as well (see RenderBox::paintRootBoxDecorations()). + IntRect paintBox = clipRectToApply; + + // FIXME: do we need this code? + if (renderer()->node()->isDocumentNode() && renderer()->document()->isHTMLDocument()) { + RenderBox* box = toRenderBox(renderer()); + int w = box->width(); + int h = box->height(); + + int rw; + int rh; + if (box->view()->frameView()) { + rw = box->view()->frameView()->contentsWidth(); + rh = box->view()->frameView()->contentsHeight(); + } else { + rw = box->view()->width(); + rh = box->view()->height(); + } + + int bx = tx - box->marginLeft(); + int by = ty - box->marginTop(); + int bw = max(w + box->marginLeft() + box->marginRight() + box->borderLeft() + box->borderRight(), rw); + int bh = max(h + box->marginTop() + box->marginBottom() + box->borderTop() + box->borderBottom(), rh); + paintBox = IntRect(bx, by, bw, bh); + } + + // Paint our background first, before painting any child layers. + // Establish the clip used to paint our background. + setClip(context, paintDirtyRect, damageRect); + + RenderObject::PaintInfo info(context, paintBox, PaintPhaseBlockBackground, false, paintingRootForRenderer, 0); + renderer()->paint(info, tx, ty); + + // Our scrollbar widgets paint exactly when we tell them to, so that they work properly with + // z-index. We paint after we painted the background/border, so that the scrollbars will + // sit above the background/border. + m_owningLayer->paintOverflowControls(context, x, y, damageRect); + + // Restore the clip. + restoreClip(context, paintDirtyRect, damageRect); + } + + if (paintingPhase & GraphicsLayerPaintForegroundMask) { + // Now walk the sorted list of children with negative z-indices. Only RenderLayers without compositing layers will paint. + // FIXME: should these be painted as background? + Vector<RenderLayer*>* negZOrderList = m_owningLayer->negZOrderList(); + if (negZOrderList) { + for (Vector<RenderLayer*>::iterator it = negZOrderList->begin(); it != negZOrderList->end(); ++it) + it[0]->paintLayer(rootLayer, context, paintDirtyRect, haveTransparency, paintRestriction, paintingRoot); + } + + bool forceBlackText = paintRestriction == PaintRestrictionSelectionOnlyBlackText; + bool selectionOnly = paintRestriction == PaintRestrictionSelectionOnly || paintRestriction == PaintRestrictionSelectionOnlyBlackText; + + // Set up the clip used when painting our children. + setClip(context, paintDirtyRect, clipRectToApply); + RenderObject::PaintInfo paintInfo(context, clipRectToApply, + selectionOnly ? PaintPhaseSelection : PaintPhaseChildBlockBackgrounds, + forceBlackText, paintingRootForRenderer, 0); + renderer()->paint(paintInfo, tx, ty); + + if (!selectionOnly) { + paintInfo.phase = PaintPhaseFloat; + renderer()->paint(paintInfo, tx, ty); + + paintInfo.phase = PaintPhaseForeground; + renderer()->paint(paintInfo, tx, ty); + + paintInfo.phase = PaintPhaseChildOutlines; + renderer()->paint(paintInfo, tx, ty); + } + + // Now restore our clip. + restoreClip(context, paintDirtyRect, clipRectToApply); + + if (!outlineRect.isEmpty()) { + // Paint our own outline + RenderObject::PaintInfo paintInfo(context, outlineRect, PaintPhaseSelfOutline, false, paintingRootForRenderer, 0); + setClip(context, paintDirtyRect, outlineRect); + renderer()->paint(paintInfo, tx, ty); + restoreClip(context, paintDirtyRect, outlineRect); + } + + // Paint any child layers that have overflow. + Vector<RenderLayer*>* normalFlowList = m_owningLayer->normalFlowList(); + if (normalFlowList) { + for (Vector<RenderLayer*>::iterator it = normalFlowList->begin(); it != normalFlowList->end(); ++it) + it[0]->paintLayer(rootLayer, context, paintDirtyRect, haveTransparency, paintRestriction, paintingRoot); + } + + // Now walk the sorted list of children with positive z-indices. + Vector<RenderLayer*>* posZOrderList = m_owningLayer->posZOrderList(); + if (posZOrderList) { + for (Vector<RenderLayer*>::iterator it = posZOrderList->begin(); it != posZOrderList->end(); ++it) + it[0]->paintLayer(rootLayer, context, paintDirtyRect, haveTransparency, paintRestriction, paintingRoot); + } + + if (renderer()->hasMask() && !selectionOnly && !damageRect.isEmpty()) { + setClip(context, paintDirtyRect, damageRect); + + // Paint the mask. + RenderObject::PaintInfo paintInfo(context, damageRect, PaintPhaseMask, false, paintingRootForRenderer, 0); + renderer()->paint(paintInfo, tx, ty); + + // Restore the clip. + restoreClip(context, paintDirtyRect, damageRect); + } + } + + ASSERT(!m_owningLayer->m_usedTransparency); +} + +// Up-call from compositing layer drawing callback. +void RenderLayerBacking::paintContents(const GraphicsLayer*, GraphicsContext& context, GraphicsLayerPaintingPhase drawingPhase, const IntRect& clip) +{ + // We have to use the same root as for hit testing, because both methods + // can compute and cache clipRects. + IntRect enclosingBBox = compositor()->calculateCompositedBounds(m_owningLayer, m_owningLayer); + + IntRect clipRect(clip); + + // Set up the coordinate space to be in the layer's rendering coordinates. + context.translate(-enclosingBBox.x(), -enclosingBBox.y()); + + // Offset the clip. + clipRect.move(enclosingBBox.x(), enclosingBBox.y()); + + // The dirtyRect is in the coords of the painting root. + IntRect dirtyRect = enclosingBBox; + dirtyRect.intersect(clipRect); + + paintIntoLayer(m_owningLayer, &context, dirtyRect, false, PaintRestrictionNone, drawingPhase, renderer()); +} + +bool RenderLayerBacking::startAnimation(double beginTime, const Animation* anim, const KeyframeList& keyframes) +{ + bool hasOpacity = keyframes.containsProperty(CSSPropertyOpacity); + bool hasTransform = keyframes.containsProperty(CSSPropertyWebkitTransform); + + if (!hasOpacity && !hasTransform) + return false; + + GraphicsLayer::TransformValueList transformVector; + GraphicsLayer::FloatValueList opacityVector; + + for (Vector<KeyframeValue>::const_iterator it = keyframes.beginKeyframes(); it != keyframes.endKeyframes(); ++it) { + const RenderStyle* keyframeStyle = it->style(); + float key = it->key(); + + if (!keyframeStyle) + continue; + + // get timing function + const TimingFunction* tf = keyframeStyle->hasAnimations() ? &((*keyframeStyle->animations()).animation(0)->timingFunction()) : 0; + + if (hasTransform) + transformVector.insert(key, &(keyframeStyle->transform()), tf); + + if (hasOpacity) + opacityVector.insert(key, keyframeStyle->opacity(), tf); + } + + bool didAnimateTransform = !hasTransform; + bool didAnimateOpacity = !hasOpacity; + + if (hasTransform && m_graphicsLayer->animateTransform(transformVector, toRenderBox(renderer())->borderBoxRect().size(), anim, beginTime, false)) + didAnimateTransform = true; + + if (hasOpacity && m_graphicsLayer->animateFloat(AnimatedPropertyOpacity, opacityVector, anim, beginTime)) + didAnimateOpacity = true; + + return didAnimateTransform && didAnimateOpacity; +} + +bool RenderLayerBacking::startTransition(double beginTime, int property, const RenderStyle* fromStyle, const RenderStyle* toStyle) +{ + bool didAnimate = false; + ASSERT(property != cAnimateAll); + + if (property == (int)CSSPropertyOpacity) { + const Animation* opacityAnim = toStyle->transitionForProperty(CSSPropertyOpacity); + if (opacityAnim && !opacityAnim->isEmptyOrZeroDuration()) { + // If beginTime is not 0, we are restarting this transition, so first set the from value + // in case it was smashed by a previous animation. + if (beginTime > 0) + m_graphicsLayer->setOpacity(compositingOpacity(fromStyle->opacity()), 0, 0); + + if (m_graphicsLayer->setOpacity(compositingOpacity(toStyle->opacity()), opacityAnim, beginTime)) + didAnimate = true; + } + } + + if (property == (int)CSSPropertyWebkitTransform && m_owningLayer->hasTransform()) { + // We get a TransformOperation, which is a linked list of primitive operations and their arguments. + // Arguments can be floats or Length values, which need to be converted to numbers using + // val.calcFloatValue(renderer()->width()) (or height()). + const Animation* transformAnim = toStyle->transitionForProperty(CSSPropertyWebkitTransform); + if (transformAnim && !transformAnim->isEmptyOrZeroDuration()) { + GraphicsLayer::TransformValueList transformVector; + transformVector.insert(0, &fromStyle->transform(), 0); + transformVector.insert(1, &toStyle->transform(), 0); + if (m_graphicsLayer->animateTransform(transformVector, toRenderBox(renderer())->borderBoxRect().size(), transformAnim, beginTime, true)) + didAnimate = true; + } + } + + return didAnimate; +} + +void RenderLayerBacking::notifyAnimationStarted(const GraphicsLayer*, double time) +{ + renderer()->animation()->notifyAnimationStarted(renderer(), time); +} + +void RenderLayerBacking::animationFinished(const String& name, int index, bool reset) +{ + m_graphicsLayer->removeFinishedAnimations(name, index, reset); +} + +void RenderLayerBacking::transitionFinished(int property) +{ + AnimatedPropertyID animatedProperty = cssToGraphicsLayerProperty(property); + if (animatedProperty != AnimatedPropertyInvalid) + m_graphicsLayer->removeFinishedTransitions(animatedProperty); +} + +void RenderLayerBacking::suspendAnimations() +{ + m_graphicsLayer->suspendAnimations(); +} + +void RenderLayerBacking::resumeAnimations() +{ + m_graphicsLayer->resumeAnimations(); +} + +int RenderLayerBacking::graphicsLayerToCSSProperty(AnimatedPropertyID property) +{ + int cssProperty = CSSPropertyInvalid; + switch (property) { + case AnimatedPropertyWebkitTransform: + cssProperty = CSSPropertyWebkitTransform; + break; + case AnimatedPropertyOpacity: + cssProperty = CSSPropertyOpacity; + break; + case AnimatedPropertyBackgroundColor: + cssProperty = CSSPropertyBackgroundColor; + break; + case AnimatedPropertyInvalid: + ASSERT_NOT_REACHED(); + } + return cssProperty; +} + +AnimatedPropertyID RenderLayerBacking::cssToGraphicsLayerProperty(int cssProperty) +{ + switch (cssProperty) { + case CSSPropertyWebkitTransform: + return AnimatedPropertyWebkitTransform; + case CSSPropertyOpacity: + return AnimatedPropertyOpacity; + case CSSPropertyBackgroundColor: + return AnimatedPropertyBackgroundColor; + // It's fine if we see other css properties here; they are just not accelerated. + } + return AnimatedPropertyInvalid; +} + +} // namespace WebCore + +#endif // USE(ACCELERATED_COMPOSITING) |