// Copyright 2011 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "cc/trees/damage_tracker.h" #include #include "cc/base/math_util.h" #include "cc/layers/heads_up_display_layer_impl.h" #include "cc/layers/layer_impl.h" #include "cc/layers/render_surface_impl.h" #include "cc/output/filter_operations.h" #include "cc/trees/layer_tree_host_common.h" #include "cc/trees/layer_tree_impl.h" namespace cc { scoped_ptr DamageTracker::Create() { return make_scoped_ptr(new DamageTracker()); } DamageTracker::DamageTracker() : current_rect_history_(new RectMap), next_rect_history_(new RectMap) {} DamageTracker::~DamageTracker() {} static inline void ExpandRectWithFilters( gfx::RectF* rect, const FilterOperations& filters) { int top, right, bottom, left; filters.GetOutsets(&top, &right, &bottom, &left); rect->Inset(-left, -top, -right, -bottom); } static inline void ExpandDamageRectInsideRectWithFilters( gfx::RectF* damage_rect, const gfx::RectF& pre_filter_rect, const FilterOperations& filters) { gfx::RectF expanded_damage_rect = *damage_rect; ExpandRectWithFilters(&expanded_damage_rect, filters); gfx::RectF filter_rect = pre_filter_rect; ExpandRectWithFilters(&filter_rect, filters); expanded_damage_rect.Intersect(filter_rect); damage_rect->Union(expanded_damage_rect); } void DamageTracker::UpdateDamageTrackingState( const LayerImplList& layer_list, int target_surface_layer_id, bool target_surface_property_changed_only_from_descendant, gfx::Rect target_surface_content_rect, LayerImpl* target_surface_mask_layer, const FilterOperations& filters, SkImageFilter* filter) { // // This function computes the "damage rect" of a target surface, and updates // the state that is used to correctly track damage across frames. The damage // rect is the region of the surface that may have changed and needs to be // redrawn. This can be used to scissor what is actually drawn, to save GPU // computation and bandwidth. // // The surface's damage rect is computed as the union of all possible changes // that have happened to the surface since the last frame was drawn. This // includes: // - any changes for existing layers/surfaces that contribute to the target // surface // - layers/surfaces that existed in the previous frame, but no longer exist // // The basic algorithm for computing the damage region is as follows: // // 1. compute damage caused by changes in active/new layers // for each layer in the layer_list: // if the layer is actually a render_surface: // add the surface's damage to our target surface. // else // add the layer's damage to the target surface. // // 2. compute damage caused by the target surface's mask, if it exists. // // 3. compute damage caused by old layers/surfaces that no longer exist // for each leftover layer: // add the old layer/surface bounds to the target surface damage. // // 4. combine all partial damage rects to get the full damage rect. // // Additional important points: // // - This algorithm is implicitly recursive; it assumes that descendant // surfaces have already computed their damage. // // - Changes to layers/surfaces indicate "damage" to the target surface; If a // layer is not changed, it does NOT mean that the layer can skip drawing. // All layers that overlap the damaged region still need to be drawn. For // example, if a layer changed its opacity, then layers underneath must be // re-drawn as well, even if they did not change. // // - If a layer/surface property changed, the old bounds and new bounds may // overlap... i.e. some of the exposed region may not actually be exposing // anything. But this does not artificially inflate the damage rect. If the // layer changed, its entire old bounds would always need to be redrawn, // regardless of how much it overlaps with the layer's new bounds, which // also need to be entirely redrawn. // // - See comments in the rest of the code to see what exactly is considered a // "change" in a layer/surface. // // - To correctly manage exposed rects, two RectMaps are maintained: // // 1. The "current" map contains all the layer bounds that contributed to // the previous frame (even outside the previous damaged area). If a // layer changes or does not exist anymore, those regions are then // exposed and damage the target surface. As the algorithm progresses, // entries are removed from the map until it has only leftover layers // that no longer exist. // // 2. The "next" map starts out empty, and as the algorithm progresses, // every layer/surface that contributes to the surface is added to the // map. // // 3. After the damage rect is computed, the two maps are swapped, so // that the damage tracker is ready for the next frame. // // These functions cannot be bypassed with early-exits, even if we know what // the damage will be for this frame, because we need to update the damage // tracker state to correctly track the next frame. gfx::RectF damage_from_active_layers = TrackDamageFromActiveLayers(layer_list, target_surface_layer_id); gfx::RectF damage_from_surface_mask = TrackDamageFromSurfaceMask(target_surface_mask_layer); gfx::RectF damage_from_leftover_rects = TrackDamageFromLeftoverRects(); gfx::RectF damage_rect_for_this_update; if (target_surface_property_changed_only_from_descendant) { damage_rect_for_this_update = target_surface_content_rect; } else { // TODO(shawnsingh): can we clamp this damage to the surface's content rect? // (affects performance, but not correctness) damage_rect_for_this_update = damage_from_active_layers; damage_rect_for_this_update.Union(damage_from_surface_mask); damage_rect_for_this_update.Union(damage_from_leftover_rects); if (filters.HasFilterThatMovesPixels()) { ExpandRectWithFilters(&damage_rect_for_this_update, filters); } else if (filter) { // TODO(senorblanco): Once SkImageFilter reports its outsets, use // those here to limit damage. damage_rect_for_this_update = target_surface_content_rect; } } // Damage accumulates until we are notified that we actually did draw on that // frame. current_damage_rect_.Union(damage_rect_for_this_update); // The next history map becomes the current map for the next frame. Note this // must happen every frame to correctly track changes, even if damage // accumulates over multiple frames before actually being drawn. swap(current_rect_history_, next_rect_history_); } gfx::RectF DamageTracker::RemoveRectFromCurrentFrame(int layer_id, bool* layer_is_new) { RectMap::iterator iter = current_rect_history_->find(layer_id); *layer_is_new = iter == current_rect_history_->end(); if (*layer_is_new) return gfx::RectF(); gfx::RectF ret = iter->second; current_rect_history_->erase(iter); return ret; } void DamageTracker::SaveRectForNextFrame(int layer_id, const gfx::RectF& target_space_rect) { // This layer should not yet exist in next frame's history. DCHECK_GT(layer_id, 0); DCHECK(next_rect_history_->find(layer_id) == next_rect_history_->end()); (*next_rect_history_)[layer_id] = target_space_rect; } gfx::RectF DamageTracker::TrackDamageFromActiveLayers( const LayerImplList& layer_list, int target_surface_layer_id) { gfx::RectF damage_rect = gfx::RectF(); for (size_t layer_index = 0; layer_index < layer_list.size(); ++layer_index) { // Visit layers in back-to-front order. LayerImpl* layer = layer_list[layer_index]; // We skip damage from the HUD layer because (a) the HUD layer damages the // whole frame and (b) we don't want HUD layer damage to be shown by the // HUD damage rect visualization. if (layer == layer->layer_tree_impl()->hud_layer()) continue; if (LayerTreeHostCommon::RenderSurfaceContributesToTarget( layer, target_surface_layer_id)) ExtendDamageForRenderSurface(layer, &damage_rect); else ExtendDamageForLayer(layer, &damage_rect); } return damage_rect; } gfx::RectF DamageTracker::TrackDamageFromSurfaceMask( LayerImpl* target_surface_mask_layer) { gfx::RectF damage_rect = gfx::RectF(); if (!target_surface_mask_layer) return damage_rect; // Currently, if there is any change to the mask, we choose to damage the // entire surface. This could potentially be optimized later, but it is not // expected to be a common case. if (target_surface_mask_layer->LayerPropertyChanged() || !target_surface_mask_layer->update_rect().IsEmpty()) { damage_rect = gfx::RectF(gfx::PointF(), target_surface_mask_layer->bounds()); } return damage_rect; } gfx::RectF DamageTracker::TrackDamageFromLeftoverRects() { // After computing damage for all active layers, any leftover items in the // current rect history correspond to layers/surfaces that no longer exist. // So, these regions are now exposed on the target surface. gfx::RectF damage_rect = gfx::RectF(); for (RectMap::iterator it = current_rect_history_->begin(); it != current_rect_history_->end(); ++it) damage_rect.Union(it->second); current_rect_history_->clear(); return damage_rect; } static bool LayerNeedsToRedrawOntoItsTargetSurface(LayerImpl* layer) { // If the layer does NOT own a surface but has SurfacePropertyChanged, // this means that its target surface is affected and needs to be redrawn. // However, if the layer DOES own a surface, then the SurfacePropertyChanged // flag should not be used here, because that flag represents whether the // layer's surface has changed. if (layer->render_surface()) return layer->LayerPropertyChanged(); return layer->LayerPropertyChanged() || layer->LayerSurfacePropertyChanged(); } void DamageTracker::ExtendDamageForLayer(LayerImpl* layer, gfx::RectF* target_damage_rect) { // There are two ways that a layer can damage a region of the target surface: // 1. Property change (e.g. opacity, position, transforms): // - the entire region of the layer itself damages the surface. // - the old layer region also damages the surface, because this region // is now exposed. // - note that in many cases the old and new layer rects may overlap, // which is fine. // // 2. Repaint/update: If a region of the layer that was repainted/updated, // that region damages the surface. // // Property changes take priority over update rects. // // This method is called when we want to consider how a layer contributes to // its target RenderSurface, even if that layer owns the target RenderSurface // itself. To consider how a layer's target surface contributes to the // ancestor surface, ExtendDamageForRenderSurface() must be called instead. bool layer_is_new = false; gfx::RectF old_rect_in_target_space = RemoveRectFromCurrentFrame(layer->id(), &layer_is_new); gfx::RectF rect_in_target_space = MathUtil::MapClippedRect( layer->draw_transform(), gfx::RectF(gfx::PointF(), layer->content_bounds())); SaveRectForNextFrame(layer->id(), rect_in_target_space); if (layer_is_new || LayerNeedsToRedrawOntoItsTargetSurface(layer)) { // If a layer is new or has changed, then its entire layer rect affects the // target surface. target_damage_rect->Union(rect_in_target_space); // The layer's old region is now exposed on the target surface, too. // Note old_rect_in_target_space is already in target space. target_damage_rect->Union(old_rect_in_target_space); } else if (!layer->update_rect().IsEmpty()) { // If the layer properties haven't changed, then the the target surface is // only affected by the layer's update area, which could be empty. gfx::RectF update_content_rect = layer->LayerRectToContentRect(layer->update_rect()); gfx::RectF update_rect_in_target_space = MathUtil::MapClippedRect(layer->draw_transform(), update_content_rect); target_damage_rect->Union(update_rect_in_target_space); } } void DamageTracker::ExtendDamageForRenderSurface( LayerImpl* layer, gfx::RectF* target_damage_rect) { // There are two ways a "descendant surface" can damage regions of the "target // surface": // 1. Property change: // - a surface's geometry can change because of // - changes to descendants (i.e. the subtree) that affect the // surface's content rect // - changes to ancestor layers that propagate their property // changes to their entire subtree. // - just like layers, both the old surface rect and new surface rect // will damage the target surface in this case. // // 2. Damage rect: This surface may have been damaged by its own layer_list // as well, and that damage should propagate to the target surface. // RenderSurfaceImpl* render_surface = layer->render_surface(); bool surface_is_new = false; gfx::RectF old_surface_rect = RemoveRectFromCurrentFrame(layer->id(), &surface_is_new); // The drawableContextRect() already includes the replica if it exists. gfx::RectF surface_rect_in_target_space = render_surface->DrawableContentRect(); SaveRectForNextFrame(layer->id(), surface_rect_in_target_space); gfx::RectF damage_rect_in_local_space; if (surface_is_new || render_surface->SurfacePropertyChanged() || layer->LayerSurfacePropertyChanged()) { // The entire surface contributes damage. damage_rect_in_local_space = render_surface->content_rect(); // The surface's old region is now exposed on the target surface, too. target_damage_rect->Union(old_surface_rect); } else { // Only the surface's damage_rect will damage the target surface. damage_rect_in_local_space = render_surface->damage_tracker()->current_damage_rect(); } // If there was damage, transform it to target space, and possibly contribute // its reflection if needed. if (!damage_rect_in_local_space.IsEmpty()) { const gfx::Transform& draw_transform = render_surface->draw_transform(); gfx::RectF damage_rect_in_target_space = MathUtil::MapClippedRect(draw_transform, damage_rect_in_local_space); target_damage_rect->Union(damage_rect_in_target_space); if (layer->replica_layer()) { const gfx::Transform& replica_draw_transform = render_surface->replica_draw_transform(); target_damage_rect->Union(MathUtil::MapClippedRect( replica_draw_transform, damage_rect_in_local_space)); } } // If there was damage on the replica's mask, then the target surface receives // that damage as well. if (layer->replica_layer() && layer->replica_layer()->mask_layer()) { LayerImpl* replica_mask_layer = layer->replica_layer()->mask_layer(); bool replica_is_new = false; RemoveRectFromCurrentFrame(replica_mask_layer->id(), &replica_is_new); const gfx::Transform& replica_draw_transform = render_surface->replica_draw_transform(); gfx::RectF replica_mask_layer_rect = MathUtil::MapClippedRect( replica_draw_transform, gfx::RectF(gfx::PointF(), replica_mask_layer->bounds())); SaveRectForNextFrame(replica_mask_layer->id(), replica_mask_layer_rect); // In the current implementation, a change in the replica mask damages the // entire replica region. if (replica_is_new || replica_mask_layer->LayerPropertyChanged() || !replica_mask_layer->update_rect().IsEmpty()) target_damage_rect->Union(replica_mask_layer_rect); } // If the layer has a background filter, this may cause pixels in our surface // to be expanded, so we will need to expand any damage at or below this // layer. We expand the damage from this layer too, as we need to readback // those pixels from the surface with only the contents of layers below this // one in them. This means we need to redraw any pixels in the surface being // used for the blur in this layer this frame. if (layer->background_filters().HasFilterThatMovesPixels()) { ExpandDamageRectInsideRectWithFilters(target_damage_rect, surface_rect_in_target_space, layer->background_filters()); } } } // namespace cc