/* * 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(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: //
// //
// 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* negZOrderList = m_owningLayer->negZOrderList(); if (negZOrderList && negZOrderList->size() > 0) { for (Vector::const_iterator it = negZOrderList->begin(); it != negZOrderList->end(); ++it) { RenderLayer* curLayer = (*it); if (!curLayer->isComposited()) return true; } } Vector* posZOrderList = m_owningLayer->posZOrderList(); if (posZOrderList && posZOrderList->size() > 0) { for (Vector::const_iterator it = posZOrderList->begin(); it != posZOrderList->end(); ++it) { RenderLayer* curLayer = (*it); if (!curLayer->isComposited()) return true; } } } Vector* normalFlowList = m_owningLayer->normalFlowList(); if (normalFlowList && normalFlowList->size() > 0) { for (Vector::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(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* negZOrderList = m_owningLayer->negZOrderList(); if (negZOrderList) { for (Vector::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* normalFlowList = m_owningLayer->normalFlowList(); if (normalFlowList) { for (Vector::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* posZOrderList = m_owningLayer->posZOrderList(); if (posZOrderList) { for (Vector::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::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)