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diff --git a/src/3rdparty/webkit/WebCore/rendering/RenderLayerCompositor.cpp b/src/3rdparty/webkit/WebCore/rendering/RenderLayerCompositor.cpp
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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 "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 "RenderView.h"
+
+#if PROFILE_LAYER_REBUILD
+#include <wtf/CurrentTime.h>
+#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_subtreeIsCompositing(false)
+ , m_compositingAncestor(compAncestor)
+#ifndef NDEBUG
+ , m_depth(0)
+#endif
+ {
+ }
+
+ bool m_subtreeIsCompositing;
+ RenderLayer* m_compositingAncestor;
+#ifndef NDEBUG
+ int m_depth;
+#endif
+};
+
+static TransformationMatrix flipTransform()
+{
+ TransformationMatrix flipper;
+ flipper.flipY();
+ return flipper;
+}
+
+RenderLayerCompositor::RenderLayerCompositor(RenderView* renderView)
+ : m_renderView(renderView)
+ , m_rootPlatformLayer(0)
+ , m_compositing(false)
+ , m_rootLayerAttached(false)
+ , m_compositingLayersNeedUpdate(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();
+ }
+}
+
+void RenderLayerCompositor::setCompositingLayersNeedUpdate(bool needUpdate)
+{
+ if (inCompositingMode()) {
+ if (!m_compositingLayersNeedUpdate && needUpdate)
+ scheduleViewUpdate();
+
+ m_compositingLayersNeedUpdate = needUpdate;
+ }
+}
+
+void RenderLayerCompositor::scheduleViewUpdate()
+{
+ Frame* frame = m_renderView->frameView()->frame();
+ Page* page = frame ? frame->page() : 0;
+ if (!page)
+ return;
+
+ page->chrome()->client()->scheduleViewUpdate();
+}
+
+void RenderLayerCompositor::updateCompositingLayers(RenderLayer* updateRoot)
+{
+ if (!m_compositingLayersNeedUpdate)
+ return;
+
+ ASSERT(inCompositingMode());
+
+ if (!updateRoot) {
+ // Only clear the flag if we're updating the entire hierarchy
+ m_compositingLayersNeedUpdate = 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);
+ computeCompositingRequirements(updateRoot, compState);
+ }
+
+ // Now create and parent the compositing layers.
+ {
+ CompositingState compState(updateRoot);
+ rebuildCompositingLayerTree(updateRoot, compState);
+ }
+
+#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_compositingLayersNeedUpdate);
+}
+
+bool RenderLayerCompositor::updateLayerCompositingState(RenderLayer* layer, CompositingChangeRepaint shouldRepaint)
+{
+ bool needsLayer = needsToBeComposited(layer);
+ bool layerChanged = false;
+
+ if (needsLayer) {
+ enableCompositingMode();
+ 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;
+
+ // If we need to repaint, do so now that we've removed the backing
+ if (shouldRepaint == CompositingChangeRepaintNow)
+ repaintOnCompositingChange(layer);
+ }
+ }
+
+ // 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)
+{
+ 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, IntRect* layerBoundingBox)
+{
+ IntRect boundingBoxRect, unionBounds;
+ boundingBoxRect = unionBounds = layer->localBoundingBox();
+
+ ASSERT(layer->isStackingContext() || (!layer->m_posZOrderList || layer->m_posZOrderList->size() == 0));
+
+ Vector<RenderLayer*>* negZOrderList = layer->negZOrderList();
+ if (negZOrderList) {
+ for (Vector<RenderLayer*>::iterator it = negZOrderList->begin(); it != negZOrderList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ if (!curLayer->isComposited()) {
+ IntRect childUnionBounds = calculateCompositedBounds(curLayer, layer);
+ unionBounds.unite(childUnionBounds);
+ }
+ }
+ }
+
+ Vector<RenderLayer*>* posZOrderList = layer->posZOrderList();
+ if (posZOrderList) {
+ for (Vector<RenderLayer*>::iterator it = posZOrderList->begin(); it != posZOrderList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ if (!curLayer->isComposited()) {
+ IntRect childUnionBounds = calculateCompositedBounds(curLayer, layer);
+ unionBounds.unite(childUnionBounds);
+ }
+ }
+ }
+
+ Vector<RenderLayer*>* normalFlowList = layer->normalFlowList();
+ if (normalFlowList) {
+ for (Vector<RenderLayer*>::iterator it = normalFlowList->begin(); it != normalFlowList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ 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);
+
+ if (layerBoundingBox) {
+ boundingBoxRect.move(ancestorRelX, ancestorRelY);
+ *layerBoundingBox = boundingBoxRect;
+ }
+
+ return unionBounds;
+}
+
+void RenderLayerCompositor::layerWasAdded(RenderLayer* /*parent*/, RenderLayer* /*child*/)
+{
+ setCompositingLayersNeedUpdate();
+}
+
+void RenderLayerCompositor::layerWillBeRemoved(RenderLayer* parent, RenderLayer* child)
+{
+ if (child->isComposited())
+ setCompositingParent(child, 0);
+
+ // If the document is being torn down (document's renderer() is null), then there's
+ // no need to do any layer updating.
+ if (parent->renderer()->documentBeingDestroyed())
+ return;
+
+ RenderLayer* compLayer = parent->enclosingCompositingLayer();
+ if (compLayer) {
+ IntRect ancestorRect = calculateCompositedBounds(child, compLayer);
+ compLayer->setBackingNeedsRepaintInRect(ancestorRect);
+ // 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();
+ }
+
+ setCompositingLayersNeedUpdate();
+}
+
+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;
+}
+
+// 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, struct CompositingState& ioCompState)
+{
+ layer->updateLayerPosition();
+ layer->updateZOrderLists();
+ layer->updateNormalFlowList();
+
+ // Clear the flag
+ layer->setHasCompositingDescendant(false);
+ layer->setMustOverlayCompositedLayers(ioCompState.m_subtreeIsCompositing);
+
+ const bool willBeComposited = needsToBeComposited(layer);
+ // If we are going to become composited, repaint the old rendering destination
+ if (!layer->isComposited() && willBeComposited)
+ repaintOnCompositingChange(layer);
+
+ ioCompState.m_subtreeIsCompositing = willBeComposited;
+
+ CompositingState childState = ioCompState;
+ if (willBeComposited)
+ childState.m_compositingAncestor = layer;
+
+ // 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;
+
+#ifndef NDEBUG
+ ++childState.m_depth;
+#endif
+
+ if (layer->isStackingContext()) {
+ ASSERT(!layer->m_zOrderListsDirty);
+ Vector<RenderLayer*>* negZOrderList = layer->negZOrderList();
+ if (negZOrderList && negZOrderList->size() > 0) {
+ for (Vector<RenderLayer*>::const_iterator it = negZOrderList->begin(); it != negZOrderList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ computeCompositingRequirements(curLayer, childState);
+
+ // 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 |this| compositing
+ layer->setMustOverlayCompositedLayers(true);
+ childState.m_compositingAncestor = layer;
+ }
+ }
+ }
+ }
+
+ ASSERT(!layer->m_normalFlowListDirty);
+ Vector<RenderLayer*>* normalFlowList = layer->normalFlowList();
+ if (normalFlowList && normalFlowList->size() > 0) {
+ for (Vector<RenderLayer*>::const_iterator it = normalFlowList->begin(); it != normalFlowList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ computeCompositingRequirements(curLayer, childState);
+ }
+ }
+
+ if (layer->isStackingContext()) {
+ Vector<RenderLayer*>* posZOrderList = layer->posZOrderList();
+ if (posZOrderList && posZOrderList->size() > 0) {
+ for (Vector<RenderLayer*>::const_iterator it = posZOrderList->begin(); it != posZOrderList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ computeCompositingRequirements(curLayer, childState);
+ }
+ }
+ }
+
+ // 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->setMustOverlayCompositedLayers(true);
+
+ // Subsequent layers in the parent stacking context also need to composite.
+ if (childState.m_subtreeIsCompositing)
+ ioCompState.m_subtreeIsCompositing = true;
+
+ // 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);
+}
+
+void RenderLayerCompositor::setCompositingParent(RenderLayer* childLayer, RenderLayer* parentLayer)
+{
+ ASSERT(childLayer->isComposited());
+ ASSERT(!parentLayer || parentLayer->isComposited());
+
+ 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);
+ }
+}
+
+void RenderLayerCompositor::rebuildCompositingLayerTree(RenderLayer* layer, struct CompositingState& ioCompState)
+{
+ bool wasComposited = layer->isComposited();
+
+ // 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.
+ updateLayerCompositingState(layer, CompositingChangeWillRepaintLater);
+
+ // host the document layer in the RenderView's root layer
+ if (layer->isRootLayer())
+ parentInRootLayer(layer);
+
+ CompositingState childState = ioCompState;
+ if (layer->isComposited())
+ childState.m_compositingAncestor = layer;
+
+#ifndef NDEBUG
+ ++childState.m_depth;
+#endif
+
+ RenderLayerBacking* layerBacking = layer->backing();
+
+ // FIXME: make this more incremental
+ if (layerBacking) {
+ layerBacking->parentForSublayers()->removeAllChildren();
+ layerBacking->updateInternalHierarchy();
+ }
+
+ // 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);
+
+ Vector<RenderLayer*>* negZOrderList = layer->negZOrderList();
+ if (negZOrderList && negZOrderList->size() > 0) {
+ for (Vector<RenderLayer*>::const_iterator it = negZOrderList->begin(); it != negZOrderList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ rebuildCompositingLayerTree(curLayer, childState);
+ if (curLayer->isComposited())
+ setCompositingParent(curLayer, childState.m_compositingAncestor);
+ }
+ }
+
+ if (layerBacking && layerBacking->contentsLayer()) {
+ // we only have a contents layer if we have an m_layer
+ layerBacking->contentsLayer()->removeFromParent();
+
+ GraphicsLayer* hostingLayer = layerBacking->clippingLayer() ? layerBacking->clippingLayer() : layerBacking->graphicsLayer();
+ hostingLayer->addChild(layerBacking->contentsLayer());
+ }
+ }
+
+ ASSERT(!layer->m_normalFlowListDirty);
+ Vector<RenderLayer*>* normalFlowList = layer->normalFlowList();
+ if (normalFlowList && normalFlowList->size() > 0) {
+ for (Vector<RenderLayer*>::iterator it = normalFlowList->begin(); it != normalFlowList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ rebuildCompositingLayerTree(curLayer, childState);
+ if (curLayer->isComposited())
+ setCompositingParent(curLayer, childState.m_compositingAncestor);
+ }
+ }
+
+ if (layer->isStackingContext()) {
+ Vector<RenderLayer*>* posZOrderList = layer->posZOrderList();
+ if (posZOrderList && posZOrderList->size() > 0) {
+ for (Vector<RenderLayer*>::const_iterator it = posZOrderList->begin(); it != posZOrderList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ rebuildCompositingLayerTree(curLayer, childState);
+ if (curLayer->isComposited())
+ setCompositingParent(curLayer, childState.m_compositingAncestor);
+ }
+ }
+ }
+
+ if (layerBacking) {
+ // Do work here that requires that we've processed all of the descendant layers
+ layerBacking->updateGraphicsLayerGeometry();
+ } else if (wasComposited) {
+ // We stopped being a compositing layer. Now that our descendants have been udated, we can
+ // repaint our new rendering destination.
+ repaintOnCompositingChange(layer);
+ }
+}
+
+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()) {
+ Vector<RenderLayer*>* negZOrderList = layer->negZOrderList();
+ if (negZOrderList) {
+ for (Vector<RenderLayer*>::iterator it = negZOrderList->begin(); it != negZOrderList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ int x = 0, y = 0;
+ curLayer->convertToLayerCoords(layer, x, y);
+ IntRect childRect(rect);
+ childRect.move(-x, -y);
+ recursiveRepaintLayerRect(curLayer, childRect);
+ }
+ }
+
+ Vector<RenderLayer*>* posZOrderList = layer->posZOrderList();
+ if (posZOrderList) {
+ for (Vector<RenderLayer*>::iterator it = posZOrderList->begin(); it != posZOrderList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ int x = 0, y = 0;
+ curLayer->convertToLayerCoords(layer, x, y);
+ IntRect childRect(rect);
+ childRect.move(-x, -y);
+ recursiveRepaintLayerRect(curLayer, childRect);
+ }
+ }
+
+ Vector<RenderLayer*>* normalFlowList = layer->normalFlowList();
+ if (normalFlowList) {
+ for (Vector<RenderLayer*>::iterator it = normalFlowList->begin(); it != normalFlowList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ 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->docWidth(), m_renderView->docHeight()));
+}
+
+bool RenderLayerCompositor::has3DContent() const
+{
+ return layerHas3DContent(rootRenderLayer());
+}
+
+bool RenderLayerCompositor::needsToBeComposited(const RenderLayer* layer) const
+{
+ return requiresCompositingLayer(layer) || layer->mustOverlayCompositedLayers();
+}
+
+#define VERBOSE_COMPOSITINGLAYER 0
+
+// 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
+{
+ // FIXME: cache the result of these tests?
+#if VERBOSE_COMPOSITINGLAYER
+ bool gotReason = false;
+
+ if (!gotReason && inCompositingMode() && layer->isRootLayer()) {
+ fprintf(stderr, "RenderLayer %p requires compositing layer because: it's the document root\n", layer);
+ gotReason = true;
+ }
+
+ if (!gotReason && requiresCompositingForTransform(layer->renderer())) {
+ fprintf(stderr, "RenderLayer %p requires compositing layer because: it has 3d transform, perspective, backface, or animating transform\n", layer);
+ gotReason = true;
+ }
+
+ if (!gotReason && layer->renderer()->style()->backfaceVisibility() == BackfaceVisibilityHidden) {
+ fprintf(stderr, "RenderLayer %p requires compositing layer because: it has backface-visibility: hidden\n", layer);
+ gotReason = true;
+ }
+
+ if (!gotReason && clipsCompositingDescendants(layer)) {
+ fprintf(stderr, "RenderLayer %p requires compositing layer because: it has overflow clip\n", layer);
+ gotReason = true;
+ }
+
+ if (!gotReason && requiresCompositingForAnimation(layer->renderer())) {
+ fprintf(stderr, "RenderLayer %p requires compositing layer because: it has a running transition for opacity or transform\n", layer);
+ gotReason = true;
+ }
+
+ if (!gotReason)
+ fprintf(stderr, "RenderLayer %p does not require compositing layer\n", layer);
+#endif
+
+ // The root layer always has a compositing layer, but it may not have backing.
+ return (inCompositingMode() && layer->isRootLayer()) ||
+ requiresCompositingForTransform(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)
+{
+ 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::requiresCompositingForAnimation(RenderObject* renderer)
+{
+ AnimationController* animController = renderer->animation();
+ if (animController)
+ return animController->isAnimatingPropertyOnRenderer(renderer, CSSPropertyOpacity) ||
+ 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->docWidth(), m_renderView->docHeight()));
+ m_rootPlatformLayer->setPosition(FloatPoint(0, 0));
+
+ if (GraphicsLayer::compositingCoordinatesOrientation() == GraphicsLayer::CompositingCoordinatesBottomUp)
+ m_rootPlatformLayer->setChildrenTransform(flipTransform());
+
+ // Need to clip to prevent transformed content showing outside this frame
+ m_rootPlatformLayer->setMasksToBounds(true);
+
+ didMoveOnscreen();
+}
+
+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()) {
+ Vector<RenderLayer*>* negZOrderList = layer->negZOrderList();
+ if (negZOrderList) {
+ for (Vector<RenderLayer*>::iterator it = negZOrderList->begin(); it != negZOrderList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ if (layerHas3DContent(curLayer))
+ return true;
+ }
+ }
+
+ Vector<RenderLayer*>* posZOrderList = layer->posZOrderList();
+ if (posZOrderList) {
+ for (Vector<RenderLayer*>::iterator it = posZOrderList->begin(); it != posZOrderList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ if (layerHas3DContent(curLayer))
+ return true;
+ }
+ }
+ }
+
+ Vector<RenderLayer*>* normalFlowList = layer->normalFlowList();
+ if (normalFlowList) {
+ for (Vector<RenderLayer*>::iterator it = normalFlowList->begin(); it != normalFlowList->end(); ++it) {
+ RenderLayer* curLayer = (*it);
+ if (layerHas3DContent(curLayer))
+ return true;
+ }
+ }
+ return false;
+}
+
+} // namespace WebCore
+
+#endif // USE(ACCELERATED_COMPOSITING)
+