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+/*
+ * 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)