/* * 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. */ #ifndef RenderLayerBacking_h #define RenderLayerBacking_h #if USE(ACCELERATED_COMPOSITING) #include "FloatPoint.h" #include "FloatPoint3D.h" #include "GraphicsLayer.h" #include "GraphicsLayerClient.h" #include "RenderLayer.h" #include "TransformationMatrix.h" namespace WebCore { class KeyframeList; class RenderLayerCompositor; enum CompositingLayerType { NormalCompositingLayer, // non-tiled layer with backing store TiledCompositingLayer, // tiled layer (always has backing store) MediaCompositingLayer, // layer that contains an image, video, webGL or plugin ContainerCompositingLayer // layer with no backing store }; // RenderLayerBacking controls the compositing behavior for a single RenderLayer. // It holds the various GraphicsLayers, and makes decisions about intra-layer rendering // optimizations. // // There is one RenderLayerBacking for each RenderLayer that is composited. class RenderLayerBacking : public GraphicsLayerClient { WTF_MAKE_NONCOPYABLE(RenderLayerBacking); WTF_MAKE_FAST_ALLOCATED; public: RenderLayerBacking(RenderLayer*); ~RenderLayerBacking(); #if PLATFORM(ANDROID) virtual #endif RenderLayer* owningLayer() const { return m_owningLayer; } enum UpdateDepth { CompositingChildren, AllDescendants }; void updateAfterLayout(UpdateDepth, bool isUpdateRoot); // Returns true if layer configuration changed. bool updateGraphicsLayerConfiguration(); // Update graphics layer position and bounds. void updateGraphicsLayerGeometry(); // make private // Update contents and clipping structure. void updateDrawsContent(); GraphicsLayer* graphicsLayer() const { return m_graphicsLayer.get(); } // Layer to clip children bool hasClippingLayer() const { return m_clippingLayer != 0; } GraphicsLayer* clippingLayer() const { return m_clippingLayer.get(); } // Layer to get clipped by ancestor bool hasAncestorClippingLayer() const { return m_ancestorClippingLayer != 0; } GraphicsLayer* ancestorClippingLayer() const { return m_ancestorClippingLayer.get(); } bool hasContentsLayer() const { return m_foregroundLayer != 0; } GraphicsLayer* foregroundLayer() const { return m_foregroundLayer.get(); } bool hasMaskLayer() const { return m_maskLayer != 0; } GraphicsLayer* parentForSublayers() const { return m_clippingLayer ? m_clippingLayer.get() : m_graphicsLayer.get(); } GraphicsLayer* childForSuperlayers() const { return m_ancestorClippingLayer ? m_ancestorClippingLayer.get() : m_graphicsLayer.get(); } // RenderLayers with backing normally short-circuit paintLayer() because // their content is rendered via callbacks from GraphicsLayer. However, the document // layer is special, because it has a GraphicsLayer to act as a container for the GraphicsLayers // for descendants, but its contents usually render into the window (in which case this returns true). // This returns false for other layers, and when the document layer actually needs to paint into its backing store // for some reason. bool paintingGoesToWindow() const; void setContentsNeedDisplay(); // r is in the coordinate space of the layer's render object void setContentsNeedDisplayInRect(const IntRect& r); // Notification from the renderer that its content changed. void contentChanged(RenderLayer::ContentChangeType); // Interface to start, finish, suspend and resume animations and transitions bool startTransition(double timeOffset, int property, const RenderStyle* fromStyle, const RenderStyle* toStyle); void transitionPaused(double timeOffset, int property); void transitionFinished(int property); bool startAnimation(double timeOffset, const Animation* anim, const KeyframeList& keyframes); void animationPaused(double timeOffset, const String& name); void animationFinished(const String& name); void suspendAnimations(double time = 0); void resumeAnimations(); IntRect compositedBounds() const; void setCompositedBounds(const IntRect&); void updateCompositedBounds(); void updateAfterWidgetResize(); // GraphicsLayerClient interface virtual void notifyAnimationStarted(const GraphicsLayer*, double startTime); virtual void notifySyncRequired(const GraphicsLayer*); virtual void paintContents(const GraphicsLayer*, GraphicsContext&, GraphicsLayerPaintingPhase, const IntRect& clip); virtual bool showDebugBorders() const; virtual bool showRepaintCounter() const; IntRect contentsBox() const; // For informative purposes only. CompositingLayerType compositingLayerType() const; void updateContentsScale(float); GraphicsLayer* layerForHorizontalScrollbar() const { return m_layerForHorizontalScrollbar.get(); } GraphicsLayer* layerForVerticalScrollbar() const { return m_layerForVerticalScrollbar.get(); } GraphicsLayer* layerForScrollCorner() const { return m_layerForScrollCorner.get(); } private: void createGraphicsLayer(); void destroyGraphicsLayer(); RenderBoxModelObject* renderer() const { return m_owningLayer->renderer(); } RenderLayerCompositor* compositor() const { return m_owningLayer->compositor(); } void updateInternalHierarchy(); bool updateClippingLayers(bool needsAncestorClip, bool needsDescendantClip); bool updateOverflowControlsLayers(bool needsHorizontalScrollbarLayer, bool needsVerticalScrollbarLayer, bool needsScrollCornerLayer); bool updateForegroundLayer(bool needsForegroundLayer); bool updateMaskLayer(bool needsMaskLayer); bool requiresHorizontalScrollbarLayer() const; bool requiresVerticalScrollbarLayer() const; bool requiresScrollCornerLayer() const; GraphicsLayerPaintingPhase paintingPhaseForPrimaryLayer() const; IntSize contentOffsetInCompostingLayer() const; // Result is transform origin in pixels. FloatPoint3D computeTransformOrigin(const IntRect& borderBox) const; // Result is perspective origin in pixels. FloatPoint computePerspectiveOrigin(const IntRect& borderBox) const; void updateLayerOpacity(const RenderStyle*); void updateLayerTransform(const RenderStyle*); // Return the opacity value that this layer should use for compositing. float compositingOpacity(float rendererOpacity) const; // Returns true if this compositing layer has no visible content. bool isSimpleContainerCompositingLayer() const; // Returns true if this layer has content that needs to be rendered by painting into the backing store. bool containsPaintedContent() const; // Returns true if the RenderLayer just contains an image that we can composite directly. bool isDirectlyCompositedImage() const; void updateImageContents(); bool rendererHasBackground() const; const Color rendererBackgroundColor() const; bool hasNonCompositingDescendants() const; void paintIntoLayer(RenderLayer* rootLayer, GraphicsContext*, const IntRect& paintDirtyRect, PaintBehavior paintBehavior, GraphicsLayerPaintingPhase, RenderObject* paintingRoot); static int graphicsLayerToCSSProperty(AnimatedPropertyID); static AnimatedPropertyID cssToGraphicsLayerProperty(int); #ifndef NDEBUG String nameForLayer() const; #endif private: RenderLayer* m_owningLayer; OwnPtr m_ancestorClippingLayer; // only used if we are clipped by an ancestor which is not a stacking context OwnPtr m_graphicsLayer; OwnPtr m_foregroundLayer; // only used in cases where we need to draw the foreground separately OwnPtr m_clippingLayer; // only used if we have clipping on a stacking context, with compositing children OwnPtr m_maskLayer; // only used if we have a mask OwnPtr m_layerForHorizontalScrollbar; OwnPtr m_layerForVerticalScrollbar; OwnPtr m_layerForScrollCorner; IntRect m_compositedBounds; bool m_artificiallyInflatedBounds; // bounds had to be made non-zero to make transform-origin work }; } // namespace WebCore #endif // USE(ACCELERATED_COMPOSITING) #endif // RenderLayerBacking_h