1 // Copyright 2011 The Chromium Authors. All rights reserved. 2 // Use of this source code is governed by a BSD-style license that can be 3 // found in the LICENSE file. 4 5 #include "cc/trees/damage_tracker.h" 6 7 #include <algorithm> 8 9 #include "cc/base/math_util.h" 10 #include "cc/layers/heads_up_display_layer_impl.h" 11 #include "cc/layers/layer_impl.h" 12 #include "cc/layers/render_surface_impl.h" 13 #include "cc/output/filter_operations.h" 14 #include "cc/trees/layer_tree_host_common.h" 15 #include "cc/trees/layer_tree_impl.h" 16 17 namespace cc { 18 19 scoped_ptr<DamageTracker> DamageTracker::Create() { 20 return make_scoped_ptr(new DamageTracker()); 21 } 22 23 DamageTracker::DamageTracker() 24 : current_rect_history_(new RectMap), 25 next_rect_history_(new RectMap) {} 26 27 DamageTracker::~DamageTracker() {} 28 29 static inline void ExpandRectWithFilters( 30 gfx::RectF* rect, const FilterOperations& filters) { 31 int top, right, bottom, left; 32 filters.GetOutsets(&top, &right, &bottom, &left); 33 rect->Inset(-left, -top, -right, -bottom); 34 } 35 36 static inline void ExpandDamageRectInsideRectWithFilters( 37 gfx::RectF* damage_rect, 38 const gfx::RectF& pre_filter_rect, 39 const FilterOperations& filters) { 40 gfx::RectF expanded_damage_rect = *damage_rect; 41 ExpandRectWithFilters(&expanded_damage_rect, filters); 42 gfx::RectF filter_rect = pre_filter_rect; 43 ExpandRectWithFilters(&filter_rect, filters); 44 45 expanded_damage_rect.Intersect(filter_rect); 46 damage_rect->Union(expanded_damage_rect); 47 } 48 49 void DamageTracker::UpdateDamageTrackingState( 50 const LayerImplList& layer_list, 51 int target_surface_layer_id, 52 bool target_surface_property_changed_only_from_descendant, 53 gfx::Rect target_surface_content_rect, 54 LayerImpl* target_surface_mask_layer, 55 const FilterOperations& filters, 56 SkImageFilter* filter) { 57 // 58 // This function computes the "damage rect" of a target surface, and updates 59 // the state that is used to correctly track damage across frames. The damage 60 // rect is the region of the surface that may have changed and needs to be 61 // redrawn. This can be used to scissor what is actually drawn, to save GPU 62 // computation and bandwidth. 63 // 64 // The surface's damage rect is computed as the union of all possible changes 65 // that have happened to the surface since the last frame was drawn. This 66 // includes: 67 // - any changes for existing layers/surfaces that contribute to the target 68 // surface 69 // - layers/surfaces that existed in the previous frame, but no longer exist 70 // 71 // The basic algorithm for computing the damage region is as follows: 72 // 73 // 1. compute damage caused by changes in active/new layers 74 // for each layer in the layer_list: 75 // if the layer is actually a render_surface: 76 // add the surface's damage to our target surface. 77 // else 78 // add the layer's damage to the target surface. 79 // 80 // 2. compute damage caused by the target surface's mask, if it exists. 81 // 82 // 3. compute damage caused by old layers/surfaces that no longer exist 83 // for each leftover layer: 84 // add the old layer/surface bounds to the target surface damage. 85 // 86 // 4. combine all partial damage rects to get the full damage rect. 87 // 88 // Additional important points: 89 // 90 // - This algorithm is implicitly recursive; it assumes that descendant 91 // surfaces have already computed their damage. 92 // 93 // - Changes to layers/surfaces indicate "damage" to the target surface; If a 94 // layer is not changed, it does NOT mean that the layer can skip drawing. 95 // All layers that overlap the damaged region still need to be drawn. For 96 // example, if a layer changed its opacity, then layers underneath must be 97 // re-drawn as well, even if they did not change. 98 // 99 // - If a layer/surface property changed, the old bounds and new bounds may 100 // overlap... i.e. some of the exposed region may not actually be exposing 101 // anything. But this does not artificially inflate the damage rect. If the 102 // layer changed, its entire old bounds would always need to be redrawn, 103 // regardless of how much it overlaps with the layer's new bounds, which 104 // also need to be entirely redrawn. 105 // 106 // - See comments in the rest of the code to see what exactly is considered a 107 // "change" in a layer/surface. 108 // 109 // - To correctly manage exposed rects, two RectMaps are maintained: 110 // 111 // 1. The "current" map contains all the layer bounds that contributed to 112 // the previous frame (even outside the previous damaged area). If a 113 // layer changes or does not exist anymore, those regions are then 114 // exposed and damage the target surface. As the algorithm progresses, 115 // entries are removed from the map until it has only leftover layers 116 // that no longer exist. 117 // 118 // 2. The "next" map starts out empty, and as the algorithm progresses, 119 // every layer/surface that contributes to the surface is added to the 120 // map. 121 // 122 // 3. After the damage rect is computed, the two maps are swapped, so 123 // that the damage tracker is ready for the next frame. 124 // 125 126 // These functions cannot be bypassed with early-exits, even if we know what 127 // the damage will be for this frame, because we need to update the damage 128 // tracker state to correctly track the next frame. 129 gfx::RectF damage_from_active_layers = 130 TrackDamageFromActiveLayers(layer_list, target_surface_layer_id); 131 gfx::RectF damage_from_surface_mask = 132 TrackDamageFromSurfaceMask(target_surface_mask_layer); 133 gfx::RectF damage_from_leftover_rects = TrackDamageFromLeftoverRects(); 134 135 gfx::RectF damage_rect_for_this_update; 136 137 if (target_surface_property_changed_only_from_descendant) { 138 damage_rect_for_this_update = target_surface_content_rect; 139 } else { 140 // TODO(shawnsingh): can we clamp this damage to the surface's content rect? 141 // (affects performance, but not correctness) 142 damage_rect_for_this_update = damage_from_active_layers; 143 damage_rect_for_this_update.Union(damage_from_surface_mask); 144 damage_rect_for_this_update.Union(damage_from_leftover_rects); 145 146 if (filters.HasFilterThatMovesPixels()) { 147 ExpandRectWithFilters(&damage_rect_for_this_update, filters); 148 } else if (filter) { 149 // TODO(senorblanco): Once SkImageFilter reports its outsets, use 150 // those here to limit damage. 151 damage_rect_for_this_update = target_surface_content_rect; 152 } 153 } 154 155 // Damage accumulates until we are notified that we actually did draw on that 156 // frame. 157 current_damage_rect_.Union(damage_rect_for_this_update); 158 159 // The next history map becomes the current map for the next frame. Note this 160 // must happen every frame to correctly track changes, even if damage 161 // accumulates over multiple frames before actually being drawn. 162 swap(current_rect_history_, next_rect_history_); 163 } 164 165 gfx::RectF DamageTracker::RemoveRectFromCurrentFrame(int layer_id, 166 bool* layer_is_new) { 167 RectMap::iterator iter = current_rect_history_->find(layer_id); 168 *layer_is_new = iter == current_rect_history_->end(); 169 if (*layer_is_new) 170 return gfx::RectF(); 171 172 gfx::RectF ret = iter->second; 173 current_rect_history_->erase(iter); 174 return ret; 175 } 176 177 void DamageTracker::SaveRectForNextFrame(int layer_id, 178 const gfx::RectF& target_space_rect) { 179 // This layer should not yet exist in next frame's history. 180 DCHECK_GT(layer_id, 0); 181 DCHECK(next_rect_history_->find(layer_id) == next_rect_history_->end()); 182 (*next_rect_history_)[layer_id] = target_space_rect; 183 } 184 185 gfx::RectF DamageTracker::TrackDamageFromActiveLayers( 186 const LayerImplList& layer_list, 187 int target_surface_layer_id) { 188 gfx::RectF damage_rect = gfx::RectF(); 189 190 for (size_t layer_index = 0; layer_index < layer_list.size(); ++layer_index) { 191 // Visit layers in back-to-front order. 192 LayerImpl* layer = layer_list[layer_index]; 193 194 // We skip damage from the HUD layer because (a) the HUD layer damages the 195 // whole frame and (b) we don't want HUD layer damage to be shown by the 196 // HUD damage rect visualization. 197 if (layer == layer->layer_tree_impl()->hud_layer()) 198 continue; 199 200 if (LayerTreeHostCommon::RenderSurfaceContributesToTarget<LayerImpl>( 201 layer, target_surface_layer_id)) 202 ExtendDamageForRenderSurface(layer, &damage_rect); 203 else 204 ExtendDamageForLayer(layer, &damage_rect); 205 } 206 207 return damage_rect; 208 } 209 210 gfx::RectF DamageTracker::TrackDamageFromSurfaceMask( 211 LayerImpl* target_surface_mask_layer) { 212 gfx::RectF damage_rect = gfx::RectF(); 213 214 if (!target_surface_mask_layer) 215 return damage_rect; 216 217 // Currently, if there is any change to the mask, we choose to damage the 218 // entire surface. This could potentially be optimized later, but it is not 219 // expected to be a common case. 220 if (target_surface_mask_layer->LayerPropertyChanged() || 221 !target_surface_mask_layer->update_rect().IsEmpty()) { 222 damage_rect = gfx::RectF(gfx::PointF(), 223 target_surface_mask_layer->bounds()); 224 } 225 226 return damage_rect; 227 } 228 229 gfx::RectF DamageTracker::TrackDamageFromLeftoverRects() { 230 // After computing damage for all active layers, any leftover items in the 231 // current rect history correspond to layers/surfaces that no longer exist. 232 // So, these regions are now exposed on the target surface. 233 234 gfx::RectF damage_rect = gfx::RectF(); 235 236 for (RectMap::iterator it = current_rect_history_->begin(); 237 it != current_rect_history_->end(); 238 ++it) 239 damage_rect.Union(it->second); 240 241 current_rect_history_->clear(); 242 243 return damage_rect; 244 } 245 246 static bool LayerNeedsToRedrawOntoItsTargetSurface(LayerImpl* layer) { 247 // If the layer does NOT own a surface but has SurfacePropertyChanged, 248 // this means that its target surface is affected and needs to be redrawn. 249 // However, if the layer DOES own a surface, then the SurfacePropertyChanged 250 // flag should not be used here, because that flag represents whether the 251 // layer's surface has changed. 252 if (layer->render_surface()) 253 return layer->LayerPropertyChanged(); 254 return layer->LayerPropertyChanged() || layer->LayerSurfacePropertyChanged(); 255 } 256 257 void DamageTracker::ExtendDamageForLayer(LayerImpl* layer, 258 gfx::RectF* target_damage_rect) { 259 // There are two ways that a layer can damage a region of the target surface: 260 // 1. Property change (e.g. opacity, position, transforms): 261 // - the entire region of the layer itself damages the surface. 262 // - the old layer region also damages the surface, because this region 263 // is now exposed. 264 // - note that in many cases the old and new layer rects may overlap, 265 // which is fine. 266 // 267 // 2. Repaint/update: If a region of the layer that was repainted/updated, 268 // that region damages the surface. 269 // 270 // Property changes take priority over update rects. 271 // 272 // This method is called when we want to consider how a layer contributes to 273 // its target RenderSurface, even if that layer owns the target RenderSurface 274 // itself. To consider how a layer's target surface contributes to the 275 // ancestor surface, ExtendDamageForRenderSurface() must be called instead. 276 277 bool layer_is_new = false; 278 gfx::RectF old_rect_in_target_space = 279 RemoveRectFromCurrentFrame(layer->id(), &layer_is_new); 280 281 gfx::RectF rect_in_target_space = MathUtil::MapClippedRect( 282 layer->draw_transform(), 283 gfx::RectF(gfx::PointF(), layer->content_bounds())); 284 SaveRectForNextFrame(layer->id(), rect_in_target_space); 285 286 if (layer_is_new || LayerNeedsToRedrawOntoItsTargetSurface(layer)) { 287 // If a layer is new or has changed, then its entire layer rect affects the 288 // target surface. 289 target_damage_rect->Union(rect_in_target_space); 290 291 // The layer's old region is now exposed on the target surface, too. 292 // Note old_rect_in_target_space is already in target space. 293 target_damage_rect->Union(old_rect_in_target_space); 294 } else if (!layer->update_rect().IsEmpty()) { 295 // If the layer properties haven't changed, then the the target surface is 296 // only affected by the layer's update area, which could be empty. 297 gfx::RectF update_content_rect = 298 layer->LayerRectToContentRect(layer->update_rect()); 299 gfx::RectF update_rect_in_target_space = 300 MathUtil::MapClippedRect(layer->draw_transform(), update_content_rect); 301 target_damage_rect->Union(update_rect_in_target_space); 302 } 303 } 304 305 void DamageTracker::ExtendDamageForRenderSurface( 306 LayerImpl* layer, gfx::RectF* target_damage_rect) { 307 // There are two ways a "descendant surface" can damage regions of the "target 308 // surface": 309 // 1. Property change: 310 // - a surface's geometry can change because of 311 // - changes to descendants (i.e. the subtree) that affect the 312 // surface's content rect 313 // - changes to ancestor layers that propagate their property 314 // changes to their entire subtree. 315 // - just like layers, both the old surface rect and new surface rect 316 // will damage the target surface in this case. 317 // 318 // 2. Damage rect: This surface may have been damaged by its own layer_list 319 // as well, and that damage should propagate to the target surface. 320 // 321 322 RenderSurfaceImpl* render_surface = layer->render_surface(); 323 324 bool surface_is_new = false; 325 gfx::RectF old_surface_rect = RemoveRectFromCurrentFrame(layer->id(), 326 &surface_is_new); 327 328 // The drawableContextRect() already includes the replica if it exists. 329 gfx::RectF surface_rect_in_target_space = 330 render_surface->DrawableContentRect(); 331 SaveRectForNextFrame(layer->id(), surface_rect_in_target_space); 332 333 gfx::RectF damage_rect_in_local_space; 334 if (surface_is_new || 335 render_surface->SurfacePropertyChanged() || 336 layer->LayerSurfacePropertyChanged()) { 337 // The entire surface contributes damage. 338 damage_rect_in_local_space = render_surface->content_rect(); 339 340 // The surface's old region is now exposed on the target surface, too. 341 target_damage_rect->Union(old_surface_rect); 342 } else { 343 // Only the surface's damage_rect will damage the target surface. 344 damage_rect_in_local_space = 345 render_surface->damage_tracker()->current_damage_rect(); 346 } 347 348 // If there was damage, transform it to target space, and possibly contribute 349 // its reflection if needed. 350 if (!damage_rect_in_local_space.IsEmpty()) { 351 const gfx::Transform& draw_transform = render_surface->draw_transform(); 352 gfx::RectF damage_rect_in_target_space = 353 MathUtil::MapClippedRect(draw_transform, damage_rect_in_local_space); 354 target_damage_rect->Union(damage_rect_in_target_space); 355 356 if (layer->replica_layer()) { 357 const gfx::Transform& replica_draw_transform = 358 render_surface->replica_draw_transform(); 359 target_damage_rect->Union(MathUtil::MapClippedRect( 360 replica_draw_transform, damage_rect_in_local_space)); 361 } 362 } 363 364 // If there was damage on the replica's mask, then the target surface receives 365 // that damage as well. 366 if (layer->replica_layer() && layer->replica_layer()->mask_layer()) { 367 LayerImpl* replica_mask_layer = layer->replica_layer()->mask_layer(); 368 369 bool replica_is_new = false; 370 RemoveRectFromCurrentFrame(replica_mask_layer->id(), &replica_is_new); 371 372 const gfx::Transform& replica_draw_transform = 373 render_surface->replica_draw_transform(); 374 gfx::RectF replica_mask_layer_rect = MathUtil::MapClippedRect( 375 replica_draw_transform, 376 gfx::RectF(gfx::PointF(), replica_mask_layer->bounds())); 377 SaveRectForNextFrame(replica_mask_layer->id(), replica_mask_layer_rect); 378 379 // In the current implementation, a change in the replica mask damages the 380 // entire replica region. 381 if (replica_is_new || 382 replica_mask_layer->LayerPropertyChanged() || 383 !replica_mask_layer->update_rect().IsEmpty()) 384 target_damage_rect->Union(replica_mask_layer_rect); 385 } 386 387 // If the layer has a background filter, this may cause pixels in our surface 388 // to be expanded, so we will need to expand any damage at or below this 389 // layer. We expand the damage from this layer too, as we need to readback 390 // those pixels from the surface with only the contents of layers below this 391 // one in them. This means we need to redraw any pixels in the surface being 392 // used for the blur in this layer this frame. 393 if (layer->background_filters().HasFilterThatMovesPixels()) { 394 ExpandDamageRectInsideRectWithFilters(target_damage_rect, 395 surface_rect_in_target_space, 396 layer->background_filters()); 397 } 398 } 399 400 } // namespace cc 401