/* * 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 "RenderLayerCompositor.h" #include "AnimationController.h" #include "ChromeClient.h" #include "CSSPropertyNames.h" #include "Frame.h" #include "FrameView.h" #include "GraphicsLayer.h" #include "HitTestRequest.h" #include "HitTestResult.h" #include "Page.h" #include "RenderLayerBacking.h" #include "RenderVideo.h" #include "RenderView.h" #include "Settings.h" #if PROFILE_LAYER_REBUILD #include #endif #ifndef NDEBUG #include "CString.h" #include "RenderTreeAsText.h" #endif #if ENABLE(3D_RENDERING) // This symbol is used to determine from a script whether 3D rendering is enabled (via 'nm'). bool WebCoreHas3DRendering = true; #endif namespace WebCore { struct CompositingState { CompositingState(RenderLayer* compAncestor) : m_compositingAncestor(compAncestor) , m_subtreeIsCompositing(false) #ifndef NDEBUG , m_depth(0) #endif { } RenderLayer* m_compositingAncestor; bool m_subtreeIsCompositing; #ifndef NDEBUG int m_depth; #endif }; RenderLayerCompositor::RenderLayerCompositor(RenderView* renderView) : m_renderView(renderView) , m_rootPlatformLayer(0) , m_hasAcceleratedCompositing(true) , m_compositingConsultsOverlap(true) , m_compositing(false) , m_rootLayerAttached(false) , m_compositingLayersNeedRebuild(false) #if PROFILE_LAYER_REBUILD , m_rootLayerUpdateCount(0) #endif // PROFILE_LAYER_REBUILD { } RenderLayerCompositor::~RenderLayerCompositor() { ASSERT(!m_rootLayerAttached); delete m_rootPlatformLayer; } void RenderLayerCompositor::enableCompositingMode(bool enable /* = true */) { if (enable != m_compositing) { m_compositing = enable; // We never go out of compositing mode for a given page, // but if all the layers disappear, we'll just be left with // the empty root layer, which has minimal overhead. if (m_compositing) ensureRootPlatformLayer(); else destroyRootPlatformLayer(); } } void RenderLayerCompositor::cacheAcceleratedCompositingEnabledFlag() { bool hasAcceleratedCompositing = false; if (Settings* settings = m_renderView->document()->settings()) hasAcceleratedCompositing = settings->acceleratedCompositingEnabled(); if (hasAcceleratedCompositing != m_hasAcceleratedCompositing) setCompositingLayersNeedRebuild(); m_hasAcceleratedCompositing = hasAcceleratedCompositing; } void RenderLayerCompositor::setCompositingLayersNeedRebuild(bool needRebuild) { if (inCompositingMode()) m_compositingLayersNeedRebuild = needRebuild; } void RenderLayerCompositor::scheduleSync() { Frame* frame = m_renderView->frameView()->frame(); Page* page = frame ? frame->page() : 0; if (!page) return; page->chrome()->client()->scheduleCompositingLayerSync(); } void RenderLayerCompositor::updateCompositingLayers(RenderLayer* updateRoot) { // When m_compositingConsultsOverlap is true, then layer positions affect compositing, // so we can only bail here when we're not looking at overlap. if (!m_compositingLayersNeedRebuild && !m_compositingConsultsOverlap) return; ASSERT(inCompositingMode()); bool needLayerRebuild = m_compositingLayersNeedRebuild; if (!updateRoot) { // Only clear the flag if we're updating the entire hierarchy. m_compositingLayersNeedRebuild = false; updateRoot = rootRenderLayer(); } #if PROFILE_LAYER_REBUILD ++m_rootLayerUpdateCount; double startTime = WTF::currentTime(); #endif // Go through the layers in presentation order, so that we can compute which // RLs need compositing layers. // FIXME: we could maybe do this in one pass, but the parenting logic would be more // complex. { CompositingState compState(updateRoot); bool layersChanged; if (m_compositingConsultsOverlap) { OverlapMap overlapTestRequestMap; computeCompositingRequirements(updateRoot, &overlapTestRequestMap, compState, layersChanged); } else computeCompositingRequirements(updateRoot, 0, compState, layersChanged); needLayerRebuild |= layersChanged; } // Now create and parent the compositing layers. { CompositingState compState(updateRoot); rebuildCompositingLayerTree(updateRoot, compState, needLayerRebuild); } #if PROFILE_LAYER_REBUILD double endTime = WTF::currentTime(); if (updateRoot == rootRenderLayer()) fprintf(stderr, "Update %d: computeCompositingRequirements for the world took %fms\n", m_rootLayerUpdateCount, 1000.0 * (endTime - startTime)); #endif ASSERT(updateRoot || !m_compositingLayersNeedRebuild); if (!hasAcceleratedCompositing()) enableCompositingMode(false); } bool RenderLayerCompositor::updateBacking(RenderLayer* layer, CompositingChangeRepaint shouldRepaint) { bool layerChanged = false; if (needsToBeComposited(layer)) { enableCompositingMode(); // 3D transforms turn off the testing of overlap. if (requiresCompositingForTransform(layer->renderer())) setCompositingConsultsOverlap(false); if (!layer->backing()) { // If we need to repaint, do so before making backing if (shouldRepaint == CompositingChangeRepaintNow) repaintOnCompositingChange(layer); layer->ensureBacking(); layerChanged = true; } } else { if (layer->backing()) { layer->clearBacking(); layerChanged = true; // The layer's cached repaints rects are relative to the repaint container, so change when // compositing changes; we need to update them here. layer->computeRepaintRects(); // If we need to repaint, do so now that we've removed the backing if (shouldRepaint == CompositingChangeRepaintNow) repaintOnCompositingChange(layer); } } #if ENABLE(VIDEO) if (layerChanged && layer->renderer()->isVideo()) { // If it's a video, give the media player a chance to hook up to the layer. RenderVideo* video = toRenderVideo(layer->renderer()); video->acceleratedRenderingStateChanged(); } #endif return layerChanged; } bool RenderLayerCompositor::updateLayerCompositingState(RenderLayer* layer, CompositingChangeRepaint shouldRepaint) { bool layerChanged = updateBacking(layer, shouldRepaint); // See if we need content or clipping layers. Methods called here should assume // that the compositing state of descendant layers has not been updated yet. if (layer->backing() && layer->backing()->updateGraphicsLayerConfiguration()) layerChanged = true; return layerChanged; } void RenderLayerCompositor::repaintOnCompositingChange(RenderLayer* layer) { // If the renderer is not attached yet, no need to repaint. if (!layer->renderer()->parent()) return; RenderBoxModelObject* repaintContainer = layer->renderer()->containerForRepaint(); if (!repaintContainer) repaintContainer = m_renderView; layer->repaintIncludingNonCompositingDescendants(repaintContainer); if (repaintContainer == m_renderView) { // The contents of this layer may be moving between the window // and a GraphicsLayer, so we need to make sure the window system // synchronizes those changes on the screen. m_renderView->frameView()->setNeedsOneShotDrawingSynchronization(); } } // The bounds of the GraphicsLayer created for a compositing layer is the union of the bounds of all the descendant // RenderLayers that are rendered by the composited RenderLayer. IntRect RenderLayerCompositor::calculateCompositedBounds(const RenderLayer* layer, const RenderLayer* ancestorLayer) { if (!layer->isSelfPaintingLayer()) return IntRect(); IntRect boundingBoxRect, unionBounds; boundingBoxRect = unionBounds = layer->localBoundingBox(); if (layer->renderer()->hasOverflowClip() || layer->renderer()->hasMask()) { int ancestorRelX = 0, ancestorRelY = 0; layer->convertToLayerCoords(ancestorLayer, ancestorRelX, ancestorRelY); boundingBoxRect.move(ancestorRelX, ancestorRelY); return boundingBoxRect; } ASSERT(layer->isStackingContext() || (!layer->m_posZOrderList || layer->m_posZOrderList->size() == 0)); if (Vector* negZOrderList = layer->negZOrderList()) { size_t listSize = negZOrderList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = negZOrderList->at(i); if (!curLayer->isComposited()) { IntRect childUnionBounds = calculateCompositedBounds(curLayer, layer); unionBounds.unite(childUnionBounds); } } } if (Vector* posZOrderList = layer->posZOrderList()) { size_t listSize = posZOrderList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = posZOrderList->at(i); if (!curLayer->isComposited()) { IntRect childUnionBounds = calculateCompositedBounds(curLayer, layer); unionBounds.unite(childUnionBounds); } } } if (Vector* normalFlowList = layer->normalFlowList()) { size_t listSize = normalFlowList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = normalFlowList->at(i); if (!curLayer->isComposited()) { IntRect curAbsBounds = calculateCompositedBounds(curLayer, layer); unionBounds.unite(curAbsBounds); } } } if (layer->paintsWithTransform()) { TransformationMatrix* affineTrans = layer->transform(); boundingBoxRect = affineTrans->mapRect(boundingBoxRect); unionBounds = affineTrans->mapRect(unionBounds); } int ancestorRelX = 0, ancestorRelY = 0; layer->convertToLayerCoords(ancestorLayer, ancestorRelX, ancestorRelY); unionBounds.move(ancestorRelX, ancestorRelY); return unionBounds; } void RenderLayerCompositor::layerWasAdded(RenderLayer* /*parent*/, RenderLayer* /*child*/) { setCompositingLayersNeedRebuild(); } void RenderLayerCompositor::layerWillBeRemoved(RenderLayer* parent, RenderLayer* child) { if (!child->isComposited() || parent->renderer()->documentBeingDestroyed()) return; setCompositingParent(child, 0); RenderLayer* compLayer = parent->enclosingCompositingLayer(); if (compLayer) { ASSERT(compLayer->backing()); IntRect compBounds = child->backing()->compositedBounds(); int offsetX = 0, offsetY = 0; child->convertToLayerCoords(compLayer, offsetX, offsetY); compBounds.move(offsetX, offsetY); compLayer->setBackingNeedsRepaintInRect(compBounds); // The contents of this layer may be moving from a GraphicsLayer to the window, // so we need to make sure the window system synchronizes those changes on the screen. m_renderView->frameView()->setNeedsOneShotDrawingSynchronization(); } setCompositingLayersNeedRebuild(); } RenderLayer* RenderLayerCompositor::enclosingNonStackingClippingLayer(const RenderLayer* layer) const { for (RenderLayer* curr = layer->parent(); curr != 0; curr = curr->parent()) { if (curr->isStackingContext()) return 0; if (curr->renderer()->hasOverflowClip()) return curr; } return 0; } void RenderLayerCompositor::addToOverlapMap(OverlapMap& overlapMap, RenderLayer* layer, IntRect& layerBounds, bool& boundsComputed) { if (layer->isRootLayer()) return; if (!boundsComputed) { layerBounds = layer->renderer()->localToAbsoluteQuad(FloatRect(layer->localBoundingBox())).enclosingBoundingBox(); boundsComputed = true; } overlapMap.add(layer, layerBounds); } bool RenderLayerCompositor::overlapsCompositedLayers(OverlapMap& overlapMap, const IntRect& layerBounds) { RenderLayerCompositor::OverlapMap::const_iterator end = overlapMap.end(); for (RenderLayerCompositor::OverlapMap::const_iterator it = overlapMap.begin(); it != end; ++it) { const IntRect& bounds = it->second; if (layerBounds.intersects(bounds)) return true; } return false; } // Recurse through the layers in z-index and overflow order (which is equivalent to painting order) // For the z-order children of a compositing layer: // If a child layers has a compositing layer, then all subsequent layers must // be compositing in order to render above that layer. // // If a child in the negative z-order list is compositing, then the layer itself // must be compositing so that its contents render over that child. // This implies that its positive z-index children must also be compositing. // void RenderLayerCompositor::computeCompositingRequirements(RenderLayer* layer, OverlapMap* overlapMap, struct CompositingState& compositingState, bool& layersChanged) { layer->updateLayerPosition(); layer->updateZOrderLists(); layer->updateNormalFlowList(); // Clear the flag layer->setHasCompositingDescendant(false); bool mustOverlapCompositedLayers = compositingState.m_subtreeIsCompositing; bool haveComputedBounds = false; IntRect absBounds; if (overlapMap && mustOverlapCompositedLayers) { // If we're testing for overlap, we only need to composite if we overlap something that is already composited. absBounds = layer->renderer()->localToAbsoluteQuad(FloatRect(layer->localBoundingBox())).enclosingBoundingBox(); haveComputedBounds = true; mustOverlapCompositedLayers &= overlapsCompositedLayers(*overlapMap, absBounds); } layer->setMustOverlapCompositedLayers(mustOverlapCompositedLayers); // The children of this layer don't need to composite, unless there is // a compositing layer among them, so start by inheriting the compositing // ancestor with m_subtreeIsCompositing set to false. CompositingState childState(compositingState.m_compositingAncestor); #ifndef NDEBUG ++childState.m_depth; #endif const bool willBeComposited = needsToBeComposited(layer); if (willBeComposited) { // Tell the parent it has compositing descendants. compositingState.m_subtreeIsCompositing = true; // This layer now acts as the ancestor for kids. childState.m_compositingAncestor = layer; if (overlapMap) addToOverlapMap(*overlapMap, layer, absBounds, haveComputedBounds); } #if ENABLE(VIDEO) // Video is special. It's a replaced element with a content layer, but has shadow content // for the controller that must render in front. Without this, the controls fail to show // when the video element is a stacking context (e.g. due to opacity or transform). if (willBeComposited && layer->renderer()->isVideo()) childState.m_subtreeIsCompositing = true; #endif if (layer->isStackingContext()) { ASSERT(!layer->m_zOrderListsDirty); if (Vector* negZOrderList = layer->negZOrderList()) { size_t listSize = negZOrderList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = negZOrderList->at(i); computeCompositingRequirements(curLayer, overlapMap, childState, layersChanged); // If we have to make a layer for this child, make one now so we can have a contents layer // (since we need to ensure that the -ve z-order child renders underneath our contents). if (childState.m_subtreeIsCompositing) { // make layer compositing layer->setMustOverlapCompositedLayers(true); childState.m_compositingAncestor = layer; if (overlapMap) addToOverlapMap(*overlapMap, layer, absBounds, haveComputedBounds); } } } } ASSERT(!layer->m_normalFlowListDirty); if (Vector* normalFlowList = layer->normalFlowList()) { size_t listSize = normalFlowList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = normalFlowList->at(i); computeCompositingRequirements(curLayer, overlapMap, childState, layersChanged); } } if (layer->isStackingContext()) { if (Vector* posZOrderList = layer->posZOrderList()) { size_t listSize = posZOrderList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = posZOrderList->at(i); computeCompositingRequirements(curLayer, overlapMap, childState, layersChanged); } } } // If we have a software transform, and we have layers under us, we need to also // be composited. Also, if we have opacity < 1, then we need to be a layer so that // the child layers are opaque, then rendered with opacity on this layer. if (childState.m_subtreeIsCompositing && (layer->renderer()->hasTransform() || layer->renderer()->style()->opacity() < 1)) { layer->setMustOverlapCompositedLayers(true); if (overlapMap) addToOverlapMap(*overlapMap, layer, absBounds, haveComputedBounds); } // Subsequent layers in the parent stacking context also need to composite. if (childState.m_subtreeIsCompositing) compositingState.m_subtreeIsCompositing = true; // If the layer is going into compositing mode, repaint its old location. if (!layer->isComposited() && needsToBeComposited(layer)) repaintOnCompositingChange(layer); // Set the flag to say that this SC has compositing children. // this can affect the answer to needsToBeComposited() when clipping, // but that's ok here. layer->setHasCompositingDescendant(childState.m_subtreeIsCompositing); // Update backing now, so that we can use isComposited() reliably during tree traversal in rebuildCompositingLayerTree(). if (updateBacking(layer, CompositingChangeRepaintNow)) layersChanged = true; } void RenderLayerCompositor::setCompositingParent(RenderLayer* childLayer, RenderLayer* parentLayer) { ASSERT(childLayer->isComposited()); // It's possible to be called with a parent that isn't yet composited when we're doing // partial updates as required by painting or hit testing. Just bail in that case; // we'll do a full layer update soon. if (!parentLayer || !parentLayer->isComposited()) return; if (parentLayer) { GraphicsLayer* hostingLayer = parentLayer->backing()->parentForSublayers(); GraphicsLayer* hostedLayer = childLayer->backing()->childForSuperlayers(); hostingLayer->addChild(hostedLayer); } else childLayer->backing()->childForSuperlayers()->removeFromParent(); } void RenderLayerCompositor::removeCompositedChildren(RenderLayer* layer) { ASSERT(layer->isComposited()); GraphicsLayer* hostingLayer = layer->backing()->parentForSublayers(); hostingLayer->removeAllChildren(); } void RenderLayerCompositor::parentInRootLayer(RenderLayer* layer) { ASSERT(layer->isComposited()); GraphicsLayer* layerAnchor = layer->backing()->childForSuperlayers(); if (layerAnchor->parent() != m_rootPlatformLayer) { layerAnchor->removeFromParent(); if (m_rootPlatformLayer) m_rootPlatformLayer->addChild(layerAnchor); } } #if ENABLE(VIDEO) bool RenderLayerCompositor::canAccelerateVideoRendering(RenderVideo* o) const { // FIXME: ideally we need to look at all ancestors for mask or video. But for now, // just bail on the obvious cases. if (o->hasMask() || o->hasReflection() || !m_hasAcceleratedCompositing) return false; return o->supportsAcceleratedRendering(); } #endif void RenderLayerCompositor::rebuildCompositingLayerTree(RenderLayer* layer, struct CompositingState& compositingState, bool updateHierarchy) { // Make the layer compositing if necessary, and set up clipping and content layers. // Note that we can only do work here that is independent of whether the descendant layers // have been processed. computeCompositingRequirements() will already have done the repaint if necessary. RenderLayerBacking* layerBacking = layer->backing(); if (layerBacking) { // The compositing state of all our children has been updated already, so now // we can compute and cache the composited bounds for this layer. layerBacking->setCompositedBounds(calculateCompositedBounds(layer, layer)); layerBacking->updateGraphicsLayerConfiguration(); layerBacking->updateGraphicsLayerGeometry(); if (!layer->parent()) updateRootLayerPosition(); // FIXME: make this more incremental if (updateHierarchy) layerBacking->parentForSublayers()->removeAllChildren(); } // host the document layer in the RenderView's root layer if (updateHierarchy && layer->isRootLayer() && layer->isComposited()) parentInRootLayer(layer); CompositingState childState = compositingState; if (layer->isComposited()) childState.m_compositingAncestor = layer; #ifndef NDEBUG ++childState.m_depth; #endif // The children of this stacking context don't need to composite, unless there is // a compositing layer among them, so start by assuming false. childState.m_subtreeIsCompositing = false; if (layer->isStackingContext()) { ASSERT(!layer->m_zOrderListsDirty); if (Vector* negZOrderList = layer->negZOrderList()) { size_t listSize = negZOrderList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = negZOrderList->at(i); rebuildCompositingLayerTree(curLayer, childState, updateHierarchy); if (updateHierarchy && curLayer->isComposited()) setCompositingParent(curLayer, childState.m_compositingAncestor); } } if (updateHierarchy && layerBacking && layerBacking->foregroundLayer()) { // we only have a contents layer if we have an m_layer layerBacking->foregroundLayer()->removeFromParent(); GraphicsLayer* hostingLayer = layerBacking->clippingLayer() ? layerBacking->clippingLayer() : layerBacking->graphicsLayer(); hostingLayer->addChild(layerBacking->foregroundLayer()); } } ASSERT(!layer->m_normalFlowListDirty); if (Vector* normalFlowList = layer->normalFlowList()) { size_t listSize = normalFlowList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = normalFlowList->at(i); rebuildCompositingLayerTree(curLayer, childState, updateHierarchy); if (updateHierarchy && curLayer->isComposited()) setCompositingParent(curLayer, childState.m_compositingAncestor); } } if (layer->isStackingContext()) { if (Vector* posZOrderList = layer->posZOrderList()) { size_t listSize = posZOrderList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = posZOrderList->at(i); rebuildCompositingLayerTree(curLayer, childState, updateHierarchy); if (updateHierarchy && curLayer->isComposited()) setCompositingParent(curLayer, childState.m_compositingAncestor); } } } } // Recurs down the RenderLayer tree until its finds the compositing descendants of compositingAncestor and updates their geometry. void RenderLayerCompositor::updateCompositingDescendantGeometry(RenderLayer* compositingAncestor, RenderLayer* layer, RenderLayerBacking::UpdateDepth updateDepth) { if (layer != compositingAncestor) { if (RenderLayerBacking* layerBacking = layer->backing()) { layerBacking->setCompositedBounds(calculateCompositedBounds(layer, layer)); layerBacking->updateGraphicsLayerGeometry(); if (updateDepth == RenderLayerBacking::CompositingChildren) return; } } if (!layer->hasCompositingDescendant()) return; if (layer->isStackingContext()) { if (Vector* negZOrderList = layer->negZOrderList()) { size_t listSize = negZOrderList->size(); for (size_t i = 0; i < listSize; ++i) updateCompositingDescendantGeometry(compositingAncestor, negZOrderList->at(i), updateDepth); } } if (Vector* normalFlowList = layer->normalFlowList()) { size_t listSize = normalFlowList->size(); for (size_t i = 0; i < listSize; ++i) updateCompositingDescendantGeometry(compositingAncestor, normalFlowList->at(i), updateDepth); } if (layer->isStackingContext()) { if (Vector* posZOrderList = layer->posZOrderList()) { size_t listSize = posZOrderList->size(); for (size_t i = 0; i < listSize; ++i) updateCompositingDescendantGeometry(compositingAncestor, posZOrderList->at(i), updateDepth); } } } void RenderLayerCompositor::repaintCompositedLayersAbsoluteRect(const IntRect& absRect) { recursiveRepaintLayerRect(rootRenderLayer(), absRect); } void RenderLayerCompositor::recursiveRepaintLayerRect(RenderLayer* layer, const IntRect& rect) { if (layer->isComposited()) layer->setBackingNeedsRepaintInRect(rect); if (layer->hasCompositingDescendant()) { if (Vector* negZOrderList = layer->negZOrderList()) { size_t listSize = negZOrderList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = negZOrderList->at(i); int x = 0, y = 0; curLayer->convertToLayerCoords(layer, x, y); IntRect childRect(rect); childRect.move(-x, -y); recursiveRepaintLayerRect(curLayer, childRect); } } if (Vector* posZOrderList = layer->posZOrderList()) { size_t listSize = posZOrderList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = posZOrderList->at(i); int x = 0, y = 0; curLayer->convertToLayerCoords(layer, x, y); IntRect childRect(rect); childRect.move(-x, -y); recursiveRepaintLayerRect(curLayer, childRect); } } } if (Vector* normalFlowList = layer->normalFlowList()) { size_t listSize = normalFlowList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = normalFlowList->at(i); int x = 0, y = 0; curLayer->convertToLayerCoords(layer, x, y); IntRect childRect(rect); childRect.move(-x, -y); recursiveRepaintLayerRect(curLayer, childRect); } } } RenderLayer* RenderLayerCompositor::rootRenderLayer() const { return m_renderView->layer(); } GraphicsLayer* RenderLayerCompositor::rootPlatformLayer() const { return m_rootPlatformLayer; } void RenderLayerCompositor::didMoveOnscreen() { if (!m_rootPlatformLayer) return; Frame* frame = m_renderView->frameView()->frame(); Page* page = frame ? frame->page() : 0; if (!page) return; page->chrome()->client()->attachRootGraphicsLayer(frame, m_rootPlatformLayer); m_rootLayerAttached = true; } void RenderLayerCompositor::willMoveOffscreen() { if (!m_rootPlatformLayer || !m_rootLayerAttached) return; Frame* frame = m_renderView->frameView()->frame(); Page* page = frame ? frame->page() : 0; if (!page) return; page->chrome()->client()->attachRootGraphicsLayer(frame, 0); m_rootLayerAttached = false; } void RenderLayerCompositor::updateRootLayerPosition() { if (m_rootPlatformLayer) m_rootPlatformLayer->setSize(FloatSize(m_renderView->overflowWidth(), m_renderView->overflowHeight())); } void RenderLayerCompositor::didStartAcceleratedAnimation() { // If an accelerated animation or transition runs, we have to turn off overlap checking because // we don't do layout for every frame, but we have to ensure that the layering is // correct between the animating object and other objects on the page. setCompositingConsultsOverlap(false); } bool RenderLayerCompositor::has3DContent() const { return layerHas3DContent(rootRenderLayer()); } bool RenderLayerCompositor::needsToBeComposited(const RenderLayer* layer) const { if (!m_hasAcceleratedCompositing || !layer->isSelfPaintingLayer()) return false; return requiresCompositingLayer(layer) || layer->mustOverlapCompositedLayers(); } // Note: this specifies whether the RL needs a compositing layer for intrinsic reasons. // Use needsToBeComposited() to determine if a RL actually needs a compositing layer. // static bool RenderLayerCompositor::requiresCompositingLayer(const RenderLayer* layer) const { // The root layer always has a compositing layer, but it may not have backing. return (inCompositingMode() && layer->isRootLayer()) || requiresCompositingForTransform(layer->renderer()) || requiresCompositingForVideo(layer->renderer()) || layer->renderer()->style()->backfaceVisibility() == BackfaceVisibilityHidden || clipsCompositingDescendants(layer) || requiresCompositingForAnimation(layer->renderer()); } // Return true if the given layer has some ancestor in the RenderLayer hierarchy that clips, // up to the enclosing compositing ancestor. This is required because compositing layers are parented // according to the z-order hierarchy, yet clipping goes down the renderer hierarchy. // Thus, a RenderLayer can be clipped by a RenderLayer that is an ancestor in the renderer hierarchy, // but a sibling in the z-order hierarchy. bool RenderLayerCompositor::clippedByAncestor(RenderLayer* layer) const { if (!layer->isComposited() || !layer->parent()) return false; RenderLayer* compositingAncestor = layer->ancestorCompositingLayer(); if (!compositingAncestor) return false; // If the compositingAncestor clips, that will be taken care of by clipsCompositingDescendants(), // so we only care about clipping between its first child that is our ancestor (the computeClipRoot), // and layer. RenderLayer* computeClipRoot = 0; RenderLayer* curr = layer; while (curr) { RenderLayer* next = curr->parent(); if (next == compositingAncestor) { computeClipRoot = curr; break; } curr = next; } if (!computeClipRoot || computeClipRoot == layer) return false; ClipRects parentRects; layer->parentClipRects(computeClipRoot, parentRects, true); return parentRects.overflowClipRect() != ClipRects::infiniteRect(); } // Return true if the given layer is a stacking context and has compositing child // layers that it needs to clip. In this case we insert a clipping GraphicsLayer // into the hierarchy between this layer and its children in the z-order hierarchy. bool RenderLayerCompositor::clipsCompositingDescendants(const RenderLayer* layer) const { // FIXME: need to look at hasClip() too eventually return layer->hasCompositingDescendant() && layer->renderer()->hasOverflowClip(); } bool RenderLayerCompositor::requiresCompositingForTransform(RenderObject* renderer) const { RenderStyle* style = renderer->style(); // Note that we ask the renderer if it has a transform, because the style may have transforms, // but the renderer may be an inline that doesn't suppport them. return renderer->hasTransform() && (style->transform().has3DOperation() || style->transformStyle3D() == TransformStyle3DPreserve3D || style->hasPerspective()); } bool RenderLayerCompositor::requiresCompositingForVideo(RenderObject* renderer) const { #if ENABLE(VIDEO) if (renderer->isVideo()) { RenderVideo* video = toRenderVideo(renderer); return canAccelerateVideoRendering(video); } #endif return false; } bool RenderLayerCompositor::requiresCompositingForAnimation(RenderObject* renderer) const { if (AnimationController* animController = renderer->animation()) { return (animController->isAnimatingPropertyOnRenderer(renderer, CSSPropertyOpacity) && inCompositingMode()) || animController->isAnimatingPropertyOnRenderer(renderer, CSSPropertyWebkitTransform); } return false; } // If an element has negative z-index children, those children render in front of the // layer background, so we need an extra 'contents' layer for the foreground of the layer // object. bool RenderLayerCompositor::needsContentsCompositingLayer(const RenderLayer* layer) const { return (layer->m_negZOrderList && layer->m_negZOrderList->size() > 0); } void RenderLayerCompositor::ensureRootPlatformLayer() { if (m_rootPlatformLayer) return; m_rootPlatformLayer = GraphicsLayer::createGraphicsLayer(0); m_rootPlatformLayer->setSize(FloatSize(m_renderView->overflowWidth(), m_renderView->overflowHeight())); m_rootPlatformLayer->setPosition(FloatPoint(0, 0)); // The root layer does flipping if we need it on this platform. m_rootPlatformLayer->setGeometryOrientation(GraphicsLayer::compositingCoordinatesOrientation()); // Need to clip to prevent transformed content showing outside this frame m_rootPlatformLayer->setMasksToBounds(true); didMoveOnscreen(); } void RenderLayerCompositor::destroyRootPlatformLayer() { if (!m_rootPlatformLayer) return; willMoveOffscreen(); delete m_rootPlatformLayer; m_rootPlatformLayer = 0; } bool RenderLayerCompositor::layerHas3DContent(const RenderLayer* layer) const { const RenderStyle* style = layer->renderer()->style(); if (style && (style->transformStyle3D() == TransformStyle3DPreserve3D || style->hasPerspective() || style->transform().has3DOperation())) return true; if (layer->isStackingContext()) { if (Vector* negZOrderList = layer->negZOrderList()) { size_t listSize = negZOrderList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = negZOrderList->at(i); if (layerHas3DContent(curLayer)) return true; } } if (Vector* posZOrderList = layer->posZOrderList()) { size_t listSize = posZOrderList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = posZOrderList->at(i); if (layerHas3DContent(curLayer)) return true; } } } if (Vector* normalFlowList = layer->normalFlowList()) { size_t listSize = normalFlowList->size(); for (size_t i = 0; i < listSize; ++i) { RenderLayer* curLayer = normalFlowList->at(i); if (layerHas3DContent(curLayer)) return true; } } return false; } } // namespace WebCore #endif // USE(ACCELERATED_COMPOSITING)