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      1 // Copyright (c) 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 "ppapi/utility/graphics/paint_aggregator.h"
      6 
      7 #include <algorithm>
      8 
      9 #include "ppapi/cpp/logging.h"
     10 
     11 // ----------------------------------------------------------------------------
     12 // ALGORITHM NOTES
     13 //
     14 // We attempt to maintain a scroll rect in the presence of invalidations that
     15 // are contained within the scroll rect.  If an invalidation crosses a scroll
     16 // rect, then we just treat the scroll rect as an invalidation rect.
     17 //
     18 // For invalidations performed prior to scrolling and contained within the
     19 // scroll rect, we offset the invalidation rects to account for the fact that
     20 // the consumer will perform scrolling before painting.
     21 //
     22 // We only support scrolling along one axis at a time.  A diagonal scroll will
     23 // therefore be treated as an invalidation.
     24 // ----------------------------------------------------------------------------
     25 
     26 namespace pp {
     27 
     28 PaintAggregator::PaintUpdate::PaintUpdate() : has_scroll(false) {}
     29 
     30 PaintAggregator::PaintUpdate::~PaintUpdate() {}
     31 
     32 PaintAggregator::InternalPaintUpdate::InternalPaintUpdate() {}
     33 
     34 PaintAggregator::InternalPaintUpdate::~InternalPaintUpdate() {}
     35 
     36 Rect PaintAggregator::InternalPaintUpdate::GetScrollDamage() const {
     37   // Should only be scrolling in one direction at a time.
     38   PP_DCHECK(!(scroll_delta.x() && scroll_delta.y()));
     39 
     40   Rect damaged_rect;
     41 
     42   // Compute the region we will expose by scrolling, and paint that into a
     43   // shared memory section.
     44   if (scroll_delta.x()) {
     45     int32_t dx = scroll_delta.x();
     46     damaged_rect.set_y(scroll_rect.y());
     47     damaged_rect.set_height(scroll_rect.height());
     48     if (dx > 0) {
     49       damaged_rect.set_x(scroll_rect.x());
     50       damaged_rect.set_width(dx);
     51     } else {
     52       damaged_rect.set_x(scroll_rect.right() + dx);
     53       damaged_rect.set_width(-dx);
     54     }
     55   } else {
     56     int32_t dy = scroll_delta.y();
     57     damaged_rect.set_x(scroll_rect.x());
     58     damaged_rect.set_width(scroll_rect.width());
     59     if (dy > 0) {
     60       damaged_rect.set_y(scroll_rect.y());
     61       damaged_rect.set_height(dy);
     62     } else {
     63       damaged_rect.set_y(scroll_rect.bottom() + dy);
     64       damaged_rect.set_height(-dy);
     65     }
     66   }
     67 
     68   // In case the scroll offset exceeds the width/height of the scroll rect
     69   return scroll_rect.Intersect(damaged_rect);
     70 }
     71 
     72 Rect PaintAggregator::InternalPaintUpdate::GetPaintBounds() const {
     73   Rect bounds;
     74   for (size_t i = 0; i < paint_rects.size(); ++i)
     75     bounds = bounds.Union(paint_rects[i]);
     76   return bounds;
     77 }
     78 
     79 PaintAggregator::PaintAggregator()
     80     : max_redundant_paint_to_scroll_area_(0.8f),
     81       max_paint_rects_(10) {
     82 }
     83 
     84 bool PaintAggregator::HasPendingUpdate() const {
     85   return !update_.scroll_rect.IsEmpty() || !update_.paint_rects.empty();
     86 }
     87 
     88 void PaintAggregator::ClearPendingUpdate() {
     89   update_ = InternalPaintUpdate();
     90 }
     91 
     92 PaintAggregator::PaintUpdate PaintAggregator::GetPendingUpdate() const {
     93   // Convert the internal paint update to the external one, which includes a
     94   // bit more precomputed info for the caller.
     95   PaintUpdate ret;
     96   ret.scroll_delta = update_.scroll_delta;
     97   ret.scroll_rect = update_.scroll_rect;
     98   ret.has_scroll = ret.scroll_delta.x() != 0 || ret.scroll_delta.y() != 0;
     99 
    100   ret.paint_rects.reserve(update_.paint_rects.size() + 1);
    101   for (size_t i = 0; i < update_.paint_rects.size(); i++)
    102     ret.paint_rects.push_back(update_.paint_rects[i]);
    103 
    104   ret.paint_bounds = update_.GetPaintBounds();
    105 
    106   // Also include the scroll damage (if any) in the paint rects.
    107   if (ret.has_scroll) {
    108     PP_Rect scroll_damage = update_.GetScrollDamage();
    109     ret.paint_rects.push_back(scroll_damage);
    110     ret.paint_bounds = ret.paint_bounds.Union(scroll_damage);
    111   }
    112 
    113   return ret;
    114 }
    115 
    116 void PaintAggregator::InvalidateRect(const Rect& rect) {
    117   // Combine overlapping paints using smallest bounding box.
    118   for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
    119     const Rect& existing_rect = update_.paint_rects[i];
    120     if (existing_rect.Contains(rect))  // Optimize out redundancy.
    121       return;
    122     if (rect.Intersects(existing_rect) || rect.SharesEdgeWith(existing_rect)) {
    123       // Re-invalidate in case the union intersects other paint rects.
    124       Rect combined_rect = existing_rect.Union(rect);
    125       update_.paint_rects.erase(update_.paint_rects.begin() + i);
    126       InvalidateRect(combined_rect);
    127       return;
    128     }
    129   }
    130 
    131   // Add a non-overlapping paint.
    132   update_.paint_rects.push_back(rect);
    133 
    134   // If the new paint overlaps with a scroll, then it forces an invalidation of
    135   // the scroll.  If the new paint is contained by a scroll, then trim off the
    136   // scroll damage to avoid redundant painting.
    137   if (!update_.scroll_rect.IsEmpty()) {
    138     if (ShouldInvalidateScrollRect(rect)) {
    139       InvalidateScrollRect();
    140     } else if (update_.scroll_rect.Contains(rect)) {
    141       update_.paint_rects[update_.paint_rects.size() - 1] =
    142           rect.Subtract(update_.GetScrollDamage());
    143       if (update_.paint_rects[update_.paint_rects.size() - 1].IsEmpty())
    144         update_.paint_rects.erase(update_.paint_rects.end() - 1);
    145     }
    146   }
    147 
    148   if (update_.paint_rects.size() > max_paint_rects_)
    149     CombinePaintRects();
    150 }
    151 
    152 void PaintAggregator::ScrollRect(const Rect& clip_rect, const Point& amount) {
    153   // We only support scrolling along one axis at a time.
    154   if (amount.x() != 0 && amount.y() != 0) {
    155     InvalidateRect(clip_rect);
    156     return;
    157   }
    158 
    159   // We can only scroll one rect at a time.
    160   if (!update_.scroll_rect.IsEmpty() && update_.scroll_rect != clip_rect) {
    161     InvalidateRect(clip_rect);
    162     return;
    163   }
    164 
    165   // Again, we only support scrolling along one axis at a time.  Make sure this
    166   // update doesn't scroll on a different axis than any existing one.
    167   if ((amount.x() && update_.scroll_delta.y()) ||
    168       (amount.y() && update_.scroll_delta.x())) {
    169     InvalidateRect(clip_rect);
    170     return;
    171   }
    172 
    173   // The scroll rect is new or isn't changing (though the scroll amount may
    174   // be changing).
    175   update_.scroll_rect = clip_rect;
    176   update_.scroll_delta += amount;
    177 
    178   // We might have just wiped out a pre-existing scroll.
    179   if (update_.scroll_delta == Point()) {
    180     update_.scroll_rect = Rect();
    181     return;
    182   }
    183 
    184   // Adjust any contained paint rects and check for any overlapping paints.
    185   for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
    186     if (update_.scroll_rect.Contains(update_.paint_rects[i])) {
    187       update_.paint_rects[i] = ScrollPaintRect(update_.paint_rects[i], amount);
    188       // The rect may have been scrolled out of view.
    189       if (update_.paint_rects[i].IsEmpty()) {
    190         update_.paint_rects.erase(update_.paint_rects.begin() + i);
    191         i--;
    192       }
    193     } else if (update_.scroll_rect.Intersects(update_.paint_rects[i])) {
    194       InvalidateScrollRect();
    195       return;
    196     }
    197   }
    198 
    199   // If the new scroll overlaps too much with contained paint rects, then force
    200   // an invalidation of the scroll.
    201   if (ShouldInvalidateScrollRect(Rect()))
    202     InvalidateScrollRect();
    203 }
    204 
    205 Rect PaintAggregator::ScrollPaintRect(const Rect& paint_rect,
    206                                       const Point& amount) const {
    207   Rect result = paint_rect;
    208 
    209   result.Offset(amount);
    210   result = update_.scroll_rect.Intersect(result);
    211 
    212   // Subtract out the scroll damage rect to avoid redundant painting.
    213   return result.Subtract(update_.GetScrollDamage());
    214 }
    215 
    216 bool PaintAggregator::ShouldInvalidateScrollRect(const Rect& rect) const {
    217   if (!rect.IsEmpty()) {
    218     if (!update_.scroll_rect.Intersects(rect))
    219       return false;
    220 
    221     if (!update_.scroll_rect.Contains(rect))
    222       return true;
    223   }
    224 
    225   // Check if the combined area of all contained paint rects plus this new
    226   // rect comes too close to the area of the scroll_rect.  If so, then we
    227   // might as well invalidate the scroll rect.
    228 
    229   int paint_area = rect.size().GetArea();
    230   for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
    231     const Rect& existing_rect = update_.paint_rects[i];
    232     if (update_.scroll_rect.Contains(existing_rect))
    233       paint_area += existing_rect.size().GetArea();
    234   }
    235   int scroll_area = update_.scroll_rect.size().GetArea();
    236   if (float(paint_area) / float(scroll_area) > max_redundant_paint_to_scroll_area_)
    237     return true;
    238 
    239   return false;
    240 }
    241 
    242 void PaintAggregator::InvalidateScrollRect() {
    243   Rect scroll_rect = update_.scroll_rect;
    244   update_.scroll_rect = Rect();
    245   update_.scroll_delta = Point();
    246   InvalidateRect(scroll_rect);
    247 }
    248 
    249 void PaintAggregator::CombinePaintRects() {
    250   // Combine paint rects down to at most two rects: one inside the scroll_rect
    251   // and one outside the scroll_rect.  If there is no scroll_rect, then just
    252   // use the smallest bounding box for all paint rects.
    253   //
    254   // NOTE: This is a fairly simple algorithm.  We could get fancier by only
    255   // combining two rects to get us under the max_paint_rects limit, but if we
    256   // reach this method then it means we're hitting a rare case, so there's no
    257   // need to over-optimize it.
    258   //
    259   if (update_.scroll_rect.IsEmpty()) {
    260     Rect bounds = update_.GetPaintBounds();
    261     update_.paint_rects.clear();
    262     update_.paint_rects.push_back(bounds);
    263   } else {
    264     Rect inner, outer;
    265     for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
    266       const Rect& existing_rect = update_.paint_rects[i];
    267       if (update_.scroll_rect.Contains(existing_rect)) {
    268         inner = inner.Union(existing_rect);
    269       } else {
    270         outer = outer.Union(existing_rect);
    271       }
    272     }
    273     update_.paint_rects.clear();
    274     update_.paint_rects.push_back(inner);
    275     update_.paint_rects.push_back(outer);
    276   }
    277 }
    278 
    279 }  // namespace pp
    280