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      1 // Copyright (c) 2010 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 "pdf/paint_aggregator.h"
      6 
      7 #include <algorithm>
      8 
      9 #include "base/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 PaintAggregator::PaintUpdate::PaintUpdate() {
     27 }
     28 
     29 PaintAggregator::PaintUpdate::~PaintUpdate() {
     30 }
     31 
     32 PaintAggregator::InternalPaintUpdate::InternalPaintUpdate() :
     33     synthesized_scroll_damage_rect_(false) {
     34 }
     35 
     36 PaintAggregator::InternalPaintUpdate::~InternalPaintUpdate() {
     37 }
     38 
     39 pp::Rect PaintAggregator::InternalPaintUpdate::GetScrollDamage() const {
     40   // Should only be scrolling in one direction at a time.
     41   DCHECK(!(scroll_delta.x() && scroll_delta.y()));
     42 
     43   pp::Rect damaged_rect;
     44 
     45   // Compute the region we will expose by scrolling, and paint that into a
     46   // shared memory section.
     47   if (scroll_delta.x()) {
     48     int32_t dx = scroll_delta.x();
     49     damaged_rect.set_y(scroll_rect.y());
     50     damaged_rect.set_height(scroll_rect.height());
     51     if (dx > 0) {
     52       damaged_rect.set_x(scroll_rect.x());
     53       damaged_rect.set_width(dx);
     54     } else {
     55       damaged_rect.set_x(scroll_rect.right() + dx);
     56       damaged_rect.set_width(-dx);
     57     }
     58   } else {
     59     int32_t dy = scroll_delta.y();
     60     damaged_rect.set_x(scroll_rect.x());
     61     damaged_rect.set_width(scroll_rect.width());
     62     if (dy > 0) {
     63       damaged_rect.set_y(scroll_rect.y());
     64       damaged_rect.set_height(dy);
     65     } else {
     66       damaged_rect.set_y(scroll_rect.bottom() + dy);
     67       damaged_rect.set_height(-dy);
     68     }
     69   }
     70 
     71   // In case the scroll offset exceeds the width/height of the scroll rect
     72   return scroll_rect.Intersect(damaged_rect);
     73 }
     74 
     75 PaintAggregator::PaintAggregator() {
     76 }
     77 
     78 bool PaintAggregator::HasPendingUpdate() const {
     79   return !update_.scroll_rect.IsEmpty() || !update_.paint_rects.empty();
     80 }
     81 
     82 void PaintAggregator::ClearPendingUpdate() {
     83   update_ = InternalPaintUpdate();
     84 }
     85 
     86 PaintAggregator::PaintUpdate PaintAggregator::GetPendingUpdate() {
     87   // Convert the internal paint update to the external one, which includes a
     88   // bit more precomputed info for the caller.
     89   PaintUpdate ret;
     90   ret.scroll_delta = update_.scroll_delta;
     91   ret.scroll_rect = update_.scroll_rect;
     92   ret.has_scroll = ret.scroll_delta.x() != 0 || ret.scroll_delta.y() != 0;
     93 
     94   // Include the scroll damage (if any) in the paint rects.
     95   // Code invalidates damaged rect here, it pick it up from the list of paint
     96   // rects in the next block.
     97   if (ret.has_scroll  && !update_.synthesized_scroll_damage_rect_) {
     98     update_.synthesized_scroll_damage_rect_ = true;
     99     pp::Rect scroll_damage = update_.GetScrollDamage();
    100     InvalidateRectInternal(scroll_damage, false);
    101   }
    102 
    103   ret.paint_rects.reserve(update_.paint_rects.size() + 1);
    104   for (size_t i = 0; i < update_.paint_rects.size(); i++)
    105     ret.paint_rects.push_back(update_.paint_rects[i]);
    106 
    107   return ret;
    108 }
    109 
    110 void PaintAggregator::SetIntermediateResults(
    111     const std::vector<ReadyRect>& ready,
    112     const std::vector<pp::Rect>& pending) {
    113   update_.ready_rects.insert(
    114       update_.ready_rects.end(), ready.begin(), ready.end());
    115   update_.paint_rects = pending;
    116 }
    117 
    118 std::vector<PaintAggregator::ReadyRect> PaintAggregator::GetReadyRects() const {
    119   return update_.ready_rects;
    120 }
    121 
    122 void PaintAggregator::InvalidateRect(const pp::Rect& rect) {
    123   InvalidateRectInternal(rect, true);
    124 }
    125 
    126 void PaintAggregator::ScrollRect(const pp::Rect& clip_rect,
    127                                  const pp::Point& amount) {
    128   // We only support scrolling along one axis at a time.
    129   if (amount.x() != 0 && amount.y() != 0) {
    130     InvalidateRect(clip_rect);
    131     return;
    132   }
    133 
    134   // We can only scroll one rect at a time.
    135   if (!update_.scroll_rect.IsEmpty() && update_.scroll_rect != clip_rect) {
    136     InvalidateRect(clip_rect);
    137     return;
    138   }
    139 
    140   // Again, we only support scrolling along one axis at a time.  Make sure this
    141   // update doesn't scroll on a different axis than any existing one.
    142   if ((amount.x() && update_.scroll_delta.y()) ||
    143       (amount.y() && update_.scroll_delta.x())) {
    144     InvalidateRect(clip_rect);
    145     return;
    146   }
    147 
    148   // The scroll rect is new or isn't changing (though the scroll amount may
    149   // be changing).
    150   update_.scroll_rect = clip_rect;
    151   update_.scroll_delta += amount;
    152 
    153   // We might have just wiped out a pre-existing scroll.
    154   if (update_.scroll_delta == pp::Point()) {
    155     update_.scroll_rect = pp::Rect();
    156     return;
    157   }
    158 
    159   // Adjust any paint rects that intersect the scroll. For the portion of the
    160   // paint that is inside the scroll area, move it by the scroll amount and
    161   // replace the existing paint with it. For the portion (if any) that is
    162   // outside the scroll, just invalidate it.
    163   std::vector<pp::Rect> leftover_rects;
    164   for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
    165     if (!update_.scroll_rect.Intersects(update_.paint_rects[i]))
    166       continue;
    167 
    168     pp::Rect intersection =
    169         update_.paint_rects[i].Intersect(update_.scroll_rect);
    170     pp::Rect rect = update_.paint_rects[i];
    171     while (!rect.IsEmpty()) {
    172       pp::Rect leftover = rect.Subtract(intersection);
    173       if (leftover.IsEmpty())
    174         break;
    175       // Don't want to call InvalidateRectInternal now since it'll modify
    176       // update_.paint_rects, so keep track of this and do it below.
    177       leftover_rects.push_back(leftover);
    178       rect = rect.Subtract(leftover);
    179     }
    180 
    181     update_.paint_rects[i] = ScrollPaintRect(intersection, amount);
    182 
    183     // The rect may have been scrolled out of view.
    184     if (update_.paint_rects[i].IsEmpty()) {
    185       update_.paint_rects.erase(update_.paint_rects.begin() + i);
    186       i--;
    187     }
    188   }
    189 
    190   for (size_t i = 0; i < leftover_rects.size(); ++i)
    191     InvalidateRectInternal(leftover_rects[i], false);
    192 
    193   for (size_t i = 0; i < update_.ready_rects.size(); ++i) {
    194     if (update_.scroll_rect.Contains(update_.ready_rects[i].rect)) {
    195       update_.ready_rects[i].rect =
    196           ScrollPaintRect(update_.ready_rects[i].rect, amount);
    197     }
    198   }
    199 
    200   if (update_.synthesized_scroll_damage_rect_) {
    201     pp::Rect damage = update_.GetScrollDamage();
    202     InvalidateRect(damage);
    203   }
    204 }
    205 
    206 pp::Rect PaintAggregator::ScrollPaintRect(const pp::Rect& paint_rect,
    207                                           const pp::Point& amount) const {
    208   pp::Rect result = paint_rect;
    209   result.Offset(amount);
    210   result = update_.scroll_rect.Intersect(result);
    211   return result;
    212 }
    213 
    214 void PaintAggregator::InvalidateScrollRect() {
    215   pp::Rect scroll_rect = update_.scroll_rect;
    216   update_.scroll_rect = pp::Rect();
    217   update_.scroll_delta = pp::Point();
    218   InvalidateRect(scroll_rect);
    219 }
    220 
    221 void PaintAggregator::InvalidateRectInternal(const pp::Rect& rect_old,
    222                                              bool check_scroll) {
    223   pp::Rect rect = rect_old;
    224   // Check if any rects that are ready to be painted overlap.
    225   for (size_t i = 0; i < update_.ready_rects.size(); ++i) {
    226     const pp::Rect& existing_rect = update_.ready_rects[i].rect;
    227     if (rect.Intersects(existing_rect)) {
    228       // Re-invalidate in case the union intersects other paint rects.
    229       rect = existing_rect.Union(rect);
    230       update_.ready_rects.erase(update_.ready_rects.begin() + i);
    231       break;
    232     }
    233   }
    234 
    235   bool add_paint = true;
    236 
    237   // Combine overlapping paints using smallest bounding box.
    238   for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
    239     const pp::Rect& existing_rect = update_.paint_rects[i];
    240     if (existing_rect.Contains(rect))  // Optimize out redundancy.
    241       add_paint = false;
    242     if (rect.Intersects(existing_rect) || rect.SharesEdgeWith(existing_rect)) {
    243       // Re-invalidate in case the union intersects other paint rects.
    244       pp::Rect combined_rect = existing_rect.Union(rect);
    245       update_.paint_rects.erase(update_.paint_rects.begin() + i);
    246       InvalidateRectInternal(combined_rect, check_scroll);
    247       add_paint = false;
    248     }
    249   }
    250 
    251   if (add_paint) {
    252     // Add a non-overlapping paint.
    253     update_.paint_rects.push_back(rect);
    254   }
    255 
    256   // If the new paint overlaps with a scroll, then also invalidate the rect in
    257   // its new position.
    258   if (check_scroll &&
    259       !update_.scroll_rect.IsEmpty() &&
    260       update_.scroll_rect.Intersects(rect)) {
    261     InvalidateRectInternal(ScrollPaintRect(rect, update_.scroll_delta), false);
    262   }
    263 }
    264