/* * Copyright (C) 2009 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef RenderLayerBacking_h #define RenderLayerBacking_h #if USE(ACCELERATED_COMPOSITING) #include "FloatPoint.h" #include "FloatPoint3D.h" #include "GraphicsLayer.h" #include "GraphicsLayerClient.h" #include "RenderLayer.h" #include "TransformationMatrix.h" namespace WebCore { class KeyframeList; class RenderLayerCompositor; // RenderLayerBacking controls the compositing behavior for a single RenderLayer. // It holds the various GraphicsLayers, and makes decisions about intra-layer rendering // optimizations. // // There is one RenderLayerBacking for each RenderLayer that is composited. class RenderLayerBacking : public GraphicsLayerClient { public: RenderLayerBacking(RenderLayer*); ~RenderLayerBacking(); RenderLayer* owningLayer() const { return m_owningLayer; } enum UpdateDepth { CompositingChildren, AllDescendants }; void updateAfterLayout(UpdateDepth); // Returns true if layer configuration changed. bool updateGraphicsLayerConfiguration(); // Update graphics layer position and bounds. void updateGraphicsLayerGeometry(); // make private // Update contents and clipping structure. void updateInternalHierarchy(); // make private GraphicsLayer* graphicsLayer() const { return m_graphicsLayer.get(); } // Layer to clip children bool hasClippingLayer() const { return m_clippingLayer != 0; } GraphicsLayer* clippingLayer() const { return m_clippingLayer.get(); } // Layer to get clipped by ancestor bool hasAncestorClippingLayer() const { return m_ancestorClippingLayer != 0; } GraphicsLayer* ancestorClippingLayer() const { return m_ancestorClippingLayer.get(); } bool hasContentsLayer() const { return m_foregroundLayer != 0; } GraphicsLayer* foregroundLayer() const { return m_foregroundLayer.get(); } bool hasMaskLayer() const { return m_maskLayer != 0; } GraphicsLayer* parentForSublayers() const { return m_clippingLayer ? m_clippingLayer.get() : m_graphicsLayer.get(); } GraphicsLayer* childForSuperlayers() const { return m_ancestorClippingLayer ? m_ancestorClippingLayer.get() : m_graphicsLayer.get(); } // RenderLayers with backing normally short-circuit paintLayer() because // their content is rendered via callbacks from GraphicsLayer. However, the document // layer is special, because it has a GraphicsLayer to act as a container for the GraphicsLayers // for descendants, but its contents usually render into the window (in which case this returns true). // This returns false for other layers, and when the document layer actually needs to paint into its backing store // for some reason. bool paintingGoesToWindow() const; void setContentsNeedDisplay(); // r is in the coordinate space of the layer's render object void setContentsNeedDisplayInRect(const IntRect& r); // Notification from the renderer that its content changed; used by RenderImage. void rendererContentChanged(); // Interface to start, finish, suspend and resume animations and transitions bool startAnimation(double beginTime, const Animation* anim, const KeyframeList& keyframes); bool startTransition(double beginTime, int property, const RenderStyle* fromStyle, const RenderStyle* toStyle); void animationFinished(const String& name); void animationPaused(const String& name); void transitionFinished(int property); void suspendAnimations(double time = 0); void resumeAnimations(); IntRect compositedBounds() const; void setCompositedBounds(const IntRect&); void updateCompositedBounds(); FloatPoint graphicsLayerToContentsCoordinates(const GraphicsLayer*, const FloatPoint&); FloatPoint contentsToGraphicsLayerCoordinates(const GraphicsLayer*, const FloatPoint&); // GraphicsLayerClient interface virtual void notifyAnimationStarted(const GraphicsLayer*, double startTime); virtual void notifySyncRequired(const GraphicsLayer*); virtual void paintContents(const GraphicsLayer*, GraphicsContext&, GraphicsLayerPaintingPhase, const IntRect& clip); IntRect contentsBox() const; private: void createGraphicsLayer(); void destroyGraphicsLayer(); RenderBoxModelObject* renderer() const { return m_owningLayer->renderer(); } RenderLayerCompositor* compositor() const { return m_owningLayer->compositor(); } bool updateClippingLayers(bool needsAncestorClip, bool needsDescendantClip); bool updateForegroundLayer(bool needsForegroundLayer); bool updateMaskLayer(bool needsMaskLayer); GraphicsLayerPaintingPhase paintingPhaseForPrimaryLayer() const; IntSize contentOffsetInCompostingLayer() const; // Result is transform origin in pixels. FloatPoint3D computeTransformOrigin(const IntRect& borderBox) const; // Result is perspective origin in pixels. FloatPoint computePerspectiveOrigin(const IntRect& borderBox) const; void updateLayerOpacity(); void updateLayerTransform(); // Return the opacity value that this layer should use for compositing. float compositingOpacity(float rendererOpacity) const; // Returns true if this RenderLayer only has content that can be rendered directly // by the compositing layer, without drawing (e.g. solid background color). bool isSimpleContainerCompositingLayer() const; // Returns true if we can optimize the RenderLayer to draw the replaced content // directly into a compositing buffer bool canUseDirectCompositing() const; void updateImageContents(); bool rendererHasBackground() const; const Color& rendererBackgroundColor() const; bool hasNonCompositingContent() const; void paintIntoLayer(RenderLayer* rootLayer, GraphicsContext*, const IntRect& paintDirtyRect, PaintRestriction paintRestriction, GraphicsLayerPaintingPhase, RenderObject* paintingRoot); static int graphicsLayerToCSSProperty(AnimatedPropertyID); static AnimatedPropertyID cssToGraphicsLayerProperty(int); private: RenderLayer* m_owningLayer; OwnPtr m_ancestorClippingLayer; // only used if we are clipped by an ancestor which is not a stacking context OwnPtr m_graphicsLayer; OwnPtr m_foregroundLayer; // only used in cases where we need to draw the foreground separately OwnPtr m_clippingLayer; // only used if we have clipping on a stacking context, with compositing children OwnPtr m_maskLayer; // only used if we have a mask IntRect m_compositedBounds; bool m_hasDirectlyCompositedContent; bool m_artificiallyInflatedBounds; // bounds had to be made non-zero to make transform-origin work }; } // namespace WebCore #endif // USE(ACCELERATED_COMPOSITING) #endif // RenderLayerBacking_h