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 : mailboxId_(0) {} 25 26 DamageTracker::~DamageTracker() {} 27 28 static inline void ExpandRectWithFilters( 29 gfx::RectF* rect, const FilterOperations& filters) { 30 int top, right, bottom, left; 31 filters.GetOutsets(&top, &right, &bottom, &left); 32 rect->Inset(-left, -top, -right, -bottom); 33 } 34 35 static inline void ExpandDamageRectInsideRectWithFilters( 36 gfx::RectF* damage_rect, 37 const gfx::RectF& pre_filter_rect, 38 const FilterOperations& filters) { 39 gfx::RectF expanded_damage_rect = *damage_rect; 40 ExpandRectWithFilters(&expanded_damage_rect, filters); 41 gfx::RectF filter_rect = pre_filter_rect; 42 ExpandRectWithFilters(&filter_rect, filters); 43 44 expanded_damage_rect.Intersect(filter_rect); 45 damage_rect->Union(expanded_damage_rect); 46 } 47 48 void DamageTracker::UpdateDamageTrackingState( 49 const LayerImplList& layer_list, 50 int target_surface_layer_id, 51 bool target_surface_property_changed_only_from_descendant, 52 gfx::Rect target_surface_content_rect, 53 LayerImpl* target_surface_mask_layer, 54 const FilterOperations& filters) { 55 // 56 // This function computes the "damage rect" of a target surface, and updates 57 // the state that is used to correctly track damage across frames. The damage 58 // rect is the region of the surface that may have changed and needs to be 59 // redrawn. This can be used to scissor what is actually drawn, to save GPU 60 // computation and bandwidth. 61 // 62 // The surface's damage rect is computed as the union of all possible changes 63 // that have happened to the surface since the last frame was drawn. This 64 // includes: 65 // - any changes for existing layers/surfaces that contribute to the target 66 // surface 67 // - layers/surfaces that existed in the previous frame, but no longer exist 68 // 69 // The basic algorithm for computing the damage region is as follows: 70 // 71 // 1. compute damage caused by changes in active/new layers 72 // for each layer in the layer_list: 73 // if the layer is actually a render_surface: 74 // add the surface's damage to our target surface. 75 // else 76 // add the layer's damage to the target surface. 77 // 78 // 2. compute damage caused by the target surface's mask, if it exists. 79 // 80 // 3. compute damage caused by old layers/surfaces that no longer exist 81 // for each leftover layer: 82 // add the old layer/surface bounds to the target surface damage. 83 // 84 // 4. combine all partial damage rects to get the full damage rect. 85 // 86 // Additional important points: 87 // 88 // - This algorithm is implicitly recursive; it assumes that descendant 89 // surfaces have already computed their damage. 90 // 91 // - Changes to layers/surfaces indicate "damage" to the target surface; If a 92 // layer is not changed, it does NOT mean that the layer can skip drawing. 93 // All layers that overlap the damaged region still need to be drawn. For 94 // example, if a layer changed its opacity, then layers underneath must be 95 // re-drawn as well, even if they did not change. 96 // 97 // - If a layer/surface property changed, the old bounds and new bounds may 98 // overlap... i.e. some of the exposed region may not actually be exposing 99 // anything. But this does not artificially inflate the damage rect. If the 100 // layer changed, its entire old bounds would always need to be redrawn, 101 // regardless of how much it overlaps with the layer's new bounds, which 102 // also need to be entirely redrawn. 103 // 104 // - See comments in the rest of the code to see what exactly is considered a 105 // "change" in a layer/surface. 106 // 107 // - To correctly manage exposed rects, SortedRectMap is maintained: 108 // 109 // 1. All existing rects from the previous frame are marked as 110 // not updated. 111 // 2. The 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 updated in the map until only leftover layers 116 // that no longer exist stay marked not updated. 117 // 118 // 3. After the damage rect is computed, the leftover not marked regions 119 // in a map are used to compute are damaged by deleted layers and 120 // erased from map. 121 // 122 123 PrepareRectHistoryForUpdate(); 124 // These functions cannot be bypassed with early-exits, even if we know what 125 // the damage will be for this frame, because we need to update the damage 126 // tracker state to correctly track the next frame. 127 gfx::RectF damage_from_active_layers = 128 TrackDamageFromActiveLayers(layer_list, target_surface_layer_id); 129 gfx::RectF damage_from_surface_mask = 130 TrackDamageFromSurfaceMask(target_surface_mask_layer); 131 gfx::RectF damage_from_leftover_rects = TrackDamageFromLeftoverRects(); 132 133 gfx::RectF damage_rect_for_this_update; 134 135 if (target_surface_property_changed_only_from_descendant) { 136 damage_rect_for_this_update = target_surface_content_rect; 137 } else { 138 // TODO(shawnsingh): can we clamp this damage to the surface's content rect? 139 // (affects performance, but not correctness) 140 damage_rect_for_this_update = damage_from_active_layers; 141 damage_rect_for_this_update.Union(damage_from_surface_mask); 142 damage_rect_for_this_update.Union(damage_from_leftover_rects); 143 144 if (filters.HasReferenceFilter()) { 145 // TODO(senorblanco): Once SkImageFilter reports its outsets, use 146 // those here to limit damage. 147 damage_rect_for_this_update = target_surface_content_rect; 148 } else if (filters.HasFilterThatMovesPixels()) { 149 ExpandRectWithFilters(&damage_rect_for_this_update, filters); 150 } 151 } 152 153 // Damage accumulates until we are notified that we actually did draw on that 154 // frame. 155 current_damage_rect_.Union(damage_rect_for_this_update); 156 } 157 158 DamageTracker::RectMapData& DamageTracker::RectDataForLayer( 159 int layer_id, 160 bool* layer_is_new) { 161 162 RectMapData data(layer_id); 163 164 SortedRectMap::iterator it = std::lower_bound(rect_history_.begin(), 165 rect_history_.end(), data); 166 167 if (it == rect_history_.end() || it->layer_id_ != layer_id) { 168 *layer_is_new = true; 169 it = rect_history_.insert(it, data); 170 } 171 172 return *it; 173 } 174 175 gfx::RectF DamageTracker::TrackDamageFromActiveLayers( 176 const LayerImplList& layer_list, 177 int target_surface_layer_id) { 178 gfx::RectF damage_rect = gfx::RectF(); 179 180 for (size_t layer_index = 0; layer_index < layer_list.size(); ++layer_index) { 181 // Visit layers in back-to-front order. 182 LayerImpl* layer = layer_list[layer_index]; 183 184 // We skip damage from the HUD layer because (a) the HUD layer damages the 185 // whole frame and (b) we don't want HUD layer damage to be shown by the 186 // HUD damage rect visualization. 187 if (layer == layer->layer_tree_impl()->hud_layer()) 188 continue; 189 190 if (LayerTreeHostCommon::RenderSurfaceContributesToTarget<LayerImpl>( 191 layer, target_surface_layer_id)) 192 ExtendDamageForRenderSurface(layer, &damage_rect); 193 else 194 ExtendDamageForLayer(layer, &damage_rect); 195 } 196 197 return damage_rect; 198 } 199 200 gfx::RectF DamageTracker::TrackDamageFromSurfaceMask( 201 LayerImpl* target_surface_mask_layer) { 202 gfx::RectF damage_rect = gfx::RectF(); 203 204 if (!target_surface_mask_layer) 205 return damage_rect; 206 207 // Currently, if there is any change to the mask, we choose to damage the 208 // entire surface. This could potentially be optimized later, but it is not 209 // expected to be a common case. 210 if (target_surface_mask_layer->LayerPropertyChanged() || 211 !target_surface_mask_layer->update_rect().IsEmpty()) { 212 damage_rect = gfx::RectF(gfx::PointF(), 213 target_surface_mask_layer->bounds()); 214 } 215 216 return damage_rect; 217 } 218 219 void DamageTracker::PrepareRectHistoryForUpdate() { 220 mailboxId_++; 221 } 222 223 gfx::RectF DamageTracker::TrackDamageFromLeftoverRects() { 224 // After computing damage for all active layers, any leftover items in the 225 // current rect history correspond to layers/surfaces that no longer exist. 226 // So, these regions are now exposed on the target surface. 227 228 gfx::RectF damage_rect = gfx::RectF(); 229 SortedRectMap::iterator cur_pos = rect_history_.begin(); 230 SortedRectMap::iterator copy_pos = cur_pos; 231 232 // Loop below basically implements std::remove_if loop with and extra 233 // processing (adding deleted rect to damage_rect) for deleted items. 234 // cur_pos iterator runs through all elements of the vector, but copy_pos 235 // always points to the element after the last not deleted element. If new 236 // not deleted element found then it is copied to the *copy_pos and copy_pos 237 // moved to the next position. 238 // If there are no deleted elements then copy_pos iterator is in sync with 239 // cur_pos and no copy happens. 240 while (cur_pos < rect_history_.end()) { 241 if (cur_pos->mailboxId_ == mailboxId_) { 242 if (cur_pos != copy_pos) 243 *copy_pos = *cur_pos; 244 245 ++copy_pos; 246 } else { 247 damage_rect.Union(cur_pos->rect_); 248 } 249 250 ++cur_pos; 251 } 252 253 if (copy_pos != rect_history_.end()) 254 rect_history_.erase(copy_pos, rect_history_.end()); 255 256 // If the vector has excessive storage, shrink it 257 if (rect_history_.capacity() > rect_history_.size() * 4) 258 SortedRectMap(rect_history_).swap(rect_history_); 259 260 return damage_rect; 261 } 262 263 void DamageTracker::ExtendDamageForLayer(LayerImpl* layer, 264 gfx::RectF* target_damage_rect) { 265 // There are two ways that a layer can damage a region of the target surface: 266 // 1. Property change (e.g. opacity, position, transforms): 267 // - the entire region of the layer itself damages the surface. 268 // - the old layer region also damages the surface, because this region 269 // is now exposed. 270 // - note that in many cases the old and new layer rects may overlap, 271 // which is fine. 272 // 273 // 2. Repaint/update: If a region of the layer that was repainted/updated, 274 // that region damages the surface. 275 // 276 // Property changes take priority over update rects. 277 // 278 // This method is called when we want to consider how a layer contributes to 279 // its target RenderSurface, even if that layer owns the target RenderSurface 280 // itself. To consider how a layer's target surface contributes to the 281 // ancestor surface, ExtendDamageForRenderSurface() must be called instead. 282 283 bool layer_is_new = false; 284 RectMapData& data = RectDataForLayer(layer->id(), &layer_is_new); 285 gfx::RectF old_rect_in_target_space = data.rect_; 286 287 gfx::RectF rect_in_target_space = MathUtil::MapClippedRect( 288 layer->draw_transform(), 289 gfx::RectF(gfx::PointF(), layer->content_bounds())); 290 data.Update(rect_in_target_space, mailboxId_); 291 292 if (layer_is_new || layer->LayerPropertyChanged()) { 293 // If a layer is new or has changed, then its entire layer rect affects the 294 // target surface. 295 target_damage_rect->Union(rect_in_target_space); 296 297 // The layer's old region is now exposed on the target surface, too. 298 // Note old_rect_in_target_space is already in target space. 299 target_damage_rect->Union(old_rect_in_target_space); 300 } else if (!layer->update_rect().IsEmpty()) { 301 // If the layer properties haven't changed, then the the target surface is 302 // only affected by the layer's update area, which could be empty. 303 gfx::RectF update_content_rect = 304 layer->LayerRectToContentRect(layer->update_rect()); 305 gfx::RectF update_rect_in_target_space = 306 MathUtil::MapClippedRect(layer->draw_transform(), update_content_rect); 307 target_damage_rect->Union(update_rect_in_target_space); 308 } 309 } 310 311 void DamageTracker::ExtendDamageForRenderSurface( 312 LayerImpl* layer, gfx::RectF* target_damage_rect) { 313 // There are two ways a "descendant surface" can damage regions of the "target 314 // surface": 315 // 1. Property change: 316 // - a surface's geometry can change because of 317 // - changes to descendants (i.e. the subtree) that affect the 318 // surface's content rect 319 // - changes to ancestor layers that propagate their property 320 // changes to their entire subtree. 321 // - just like layers, both the old surface rect and new surface rect 322 // will damage the target surface in this case. 323 // 324 // 2. Damage rect: This surface may have been damaged by its own layer_list 325 // as well, and that damage should propagate to the target surface. 326 // 327 328 RenderSurfaceImpl* render_surface = layer->render_surface(); 329 330 bool surface_is_new = false; 331 RectMapData& data = RectDataForLayer(layer->id(), &surface_is_new); 332 gfx::RectF old_surface_rect = data.rect_; 333 334 // The drawableContextRect() already includes the replica if it exists. 335 gfx::RectF surface_rect_in_target_space = 336 render_surface->DrawableContentRect(); 337 data.Update(surface_rect_in_target_space, mailboxId_); 338 339 gfx::RectF damage_rect_in_local_space; 340 if (surface_is_new || render_surface->SurfacePropertyChanged()) { 341 // The entire surface contributes damage. 342 damage_rect_in_local_space = render_surface->content_rect(); 343 344 // The surface's old region is now exposed on the target surface, too. 345 target_damage_rect->Union(old_surface_rect); 346 } else { 347 // Only the surface's damage_rect will damage the target surface. 348 damage_rect_in_local_space = 349 render_surface->damage_tracker()->current_damage_rect(); 350 } 351 352 // If there was damage, transform it to target space, and possibly contribute 353 // its reflection if needed. 354 if (!damage_rect_in_local_space.IsEmpty()) { 355 const gfx::Transform& draw_transform = render_surface->draw_transform(); 356 gfx::RectF damage_rect_in_target_space = 357 MathUtil::MapClippedRect(draw_transform, damage_rect_in_local_space); 358 target_damage_rect->Union(damage_rect_in_target_space); 359 360 if (layer->replica_layer()) { 361 const gfx::Transform& replica_draw_transform = 362 render_surface->replica_draw_transform(); 363 target_damage_rect->Union(MathUtil::MapClippedRect( 364 replica_draw_transform, damage_rect_in_local_space)); 365 } 366 } 367 368 // If there was damage on the replica's mask, then the target surface receives 369 // that damage as well. 370 if (layer->replica_layer() && layer->replica_layer()->mask_layer()) { 371 LayerImpl* replica_mask_layer = layer->replica_layer()->mask_layer(); 372 373 bool replica_is_new = false; 374 RectMapData& data = 375 RectDataForLayer(replica_mask_layer->id(), &replica_is_new); 376 377 const gfx::Transform& replica_draw_transform = 378 render_surface->replica_draw_transform(); 379 gfx::RectF replica_mask_layer_rect = MathUtil::MapClippedRect( 380 replica_draw_transform, 381 gfx::RectF(gfx::PointF(), replica_mask_layer->bounds())); 382 data.Update(replica_mask_layer_rect, mailboxId_); 383 384 // In the current implementation, a change in the replica mask damages the 385 // entire replica region. 386 if (replica_is_new || 387 replica_mask_layer->LayerPropertyChanged() || 388 !replica_mask_layer->update_rect().IsEmpty()) 389 target_damage_rect->Union(replica_mask_layer_rect); 390 } 391 392 // If the layer has a background filter, this may cause pixels in our surface 393 // to be expanded, so we will need to expand any damage at or below this 394 // layer. We expand the damage from this layer too, as we need to readback 395 // those pixels from the surface with only the contents of layers below this 396 // one in them. This means we need to redraw any pixels in the surface being 397 // used for the blur in this layer this frame. 398 if (layer->background_filters().HasFilterThatMovesPixels()) { 399 ExpandDamageRectInsideRectWithFilters(target_damage_rect, 400 surface_rect_in_target_space, 401 layer->background_filters()); 402 } 403 } 404 405 } // namespace cc 406