Home | History | Annotate | Download | only in trees
      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 #include "ui/gfx/geometry/rect_conversions.h"
     17 
     18 namespace cc {
     19 
     20 scoped_ptr<DamageTracker> DamageTracker::Create() {
     21   return make_scoped_ptr(new DamageTracker());
     22 }
     23 
     24 DamageTracker::DamageTracker()
     25   : mailboxId_(0) {}
     26 
     27 DamageTracker::~DamageTracker() {}
     28 
     29 static inline void ExpandRectWithFilters(gfx::Rect* rect,
     30                                          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::Rect* damage_rect,
     38     const gfx::Rect& pre_filter_rect,
     39     const FilterOperations& filters) {
     40   gfx::Rect expanded_damage_rect = *damage_rect;
     41   ExpandRectWithFilters(&expanded_damage_rect, filters);
     42   gfx::Rect 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     const gfx::Rect& target_surface_content_rect,
     54     LayerImpl* target_surface_mask_layer,
     55     const FilterOperations& filters) {
     56   //
     57   // This function computes the "damage rect" of a target surface, and updates
     58   // the state that is used to correctly track damage across frames. The damage
     59   // rect is the region of the surface that may have changed and needs to be
     60   // redrawn. This can be used to scissor what is actually drawn, to save GPU
     61   // computation and bandwidth.
     62   //
     63   // The surface's damage rect is computed as the union of all possible changes
     64   // that have happened to the surface since the last frame was drawn. This
     65   // includes:
     66   //   - any changes for existing layers/surfaces that contribute to the target
     67   //     surface
     68   //   - layers/surfaces that existed in the previous frame, but no longer exist
     69   //
     70   // The basic algorithm for computing the damage region is as follows:
     71   //
     72   //   1. compute damage caused by changes in active/new layers
     73   //       for each layer in the layer_list:
     74   //           if the layer is actually a render_surface:
     75   //               add the surface's damage to our target surface.
     76   //           else
     77   //               add the layer's damage to the target surface.
     78   //
     79   //   2. compute damage caused by the target surface's mask, if it exists.
     80   //
     81   //   3. compute damage caused by old layers/surfaces that no longer exist
     82   //       for each leftover layer:
     83   //           add the old layer/surface bounds to the target surface damage.
     84   //
     85   //   4. combine all partial damage rects to get the full damage rect.
     86   //
     87   // Additional important points:
     88   //
     89   // - This algorithm is implicitly recursive; it assumes that descendant
     90   //   surfaces have already computed their damage.
     91   //
     92   // - Changes to layers/surfaces indicate "damage" to the target surface; If a
     93   //   layer is not changed, it does NOT mean that the layer can skip drawing.
     94   //   All layers that overlap the damaged region still need to be drawn. For
     95   //   example, if a layer changed its opacity, then layers underneath must be
     96   //   re-drawn as well, even if they did not change.
     97   //
     98   // - If a layer/surface property changed, the old bounds and new bounds may
     99   //   overlap... i.e. some of the exposed region may not actually be exposing
    100   //   anything. But this does not artificially inflate the damage rect. If the
    101   //   layer changed, its entire old bounds would always need to be redrawn,
    102   //   regardless of how much it overlaps with the layer's new bounds, which
    103   //   also need to be entirely redrawn.
    104   //
    105   // - See comments in the rest of the code to see what exactly is considered a
    106   //   "change" in a layer/surface.
    107   //
    108   // - To correctly manage exposed rects, SortedRectMap is maintained:
    109   //
    110   //      1. All existing rects from the previous frame are marked as
    111   //         not updated.
    112   //      2. The map contains all the layer bounds that contributed to
    113   //         the previous frame (even outside the previous damaged area). If a
    114   //         layer changes or does not exist anymore, those regions are then
    115   //         exposed and damage the target surface. As the algorithm progresses,
    116   //         entries are updated in the map until only leftover layers
    117   //         that no longer exist stay marked not updated.
    118   //
    119   //      3. After the damage rect is computed, the leftover not marked regions
    120   //         in a map are used to compute are damaged by deleted layers and
    121   //         erased from map.
    122   //
    123 
    124   PrepareRectHistoryForUpdate();
    125   // These functions cannot be bypassed with early-exits, even if we know what
    126   // the damage will be for this frame, because we need to update the damage
    127   // tracker state to correctly track the next frame.
    128   gfx::Rect damage_from_active_layers =
    129       TrackDamageFromActiveLayers(layer_list, target_surface_layer_id);
    130   gfx::Rect damage_from_surface_mask =
    131       TrackDamageFromSurfaceMask(target_surface_mask_layer);
    132   gfx::Rect damage_from_leftover_rects = TrackDamageFromLeftoverRects();
    133 
    134   gfx::Rect damage_rect_for_this_update;
    135 
    136   if (target_surface_property_changed_only_from_descendant) {
    137     damage_rect_for_this_update = target_surface_content_rect;
    138   } else {
    139     // TODO(shawnsingh): can we clamp this damage to the surface's content rect?
    140     // (affects performance, but not correctness)
    141     damage_rect_for_this_update = damage_from_active_layers;
    142     damage_rect_for_this_update.Union(damage_from_surface_mask);
    143     damage_rect_for_this_update.Union(damage_from_leftover_rects);
    144 
    145     if (filters.HasReferenceFilter()) {
    146       // TODO(senorblanco):  Once SkImageFilter reports its outsets, use
    147       // those here to limit damage.
    148       damage_rect_for_this_update = target_surface_content_rect;
    149     } else if (filters.HasFilterThatMovesPixels()) {
    150       ExpandRectWithFilters(&damage_rect_for_this_update, filters);
    151     }
    152   }
    153 
    154   // Damage accumulates until we are notified that we actually did draw on that
    155   // frame.
    156   current_damage_rect_.Union(damage_rect_for_this_update);
    157 }
    158 
    159 DamageTracker::RectMapData& DamageTracker::RectDataForLayer(
    160     int layer_id,
    161     bool* layer_is_new) {
    162 
    163   RectMapData data(layer_id);
    164 
    165   SortedRectMap::iterator it = std::lower_bound(rect_history_.begin(),
    166     rect_history_.end(), data);
    167 
    168   if (it == rect_history_.end() || it->layer_id_ != layer_id) {
    169     *layer_is_new = true;
    170     it = rect_history_.insert(it, data);
    171   }
    172 
    173   return *it;
    174 }
    175 
    176 gfx::Rect DamageTracker::TrackDamageFromActiveLayers(
    177     const LayerImplList& layer_list,
    178     int target_surface_layer_id) {
    179   gfx::Rect damage_rect;
    180 
    181   for (size_t layer_index = 0; layer_index < layer_list.size(); ++layer_index) {
    182     // Visit layers in back-to-front order.
    183     LayerImpl* layer = layer_list[layer_index];
    184 
    185     // We skip damage from the HUD layer because (a) the HUD layer damages the
    186     // whole frame and (b) we don't want HUD layer damage to be shown by the
    187     // HUD damage rect visualization.
    188     if (layer == layer->layer_tree_impl()->hud_layer())
    189       continue;
    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::Rect DamageTracker::TrackDamageFromSurfaceMask(
    201     LayerImpl* target_surface_mask_layer) {
    202   gfx::Rect damage_rect;
    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::Rect(target_surface_mask_layer->bounds());
    213   }
    214 
    215   return damage_rect;
    216 }
    217 
    218 void DamageTracker::PrepareRectHistoryForUpdate() {
    219   mailboxId_++;
    220 }
    221 
    222 gfx::Rect DamageTracker::TrackDamageFromLeftoverRects() {
    223   // After computing damage for all active layers, any leftover items in the
    224   // current rect history correspond to layers/surfaces that no longer exist.
    225   // So, these regions are now exposed on the target surface.
    226 
    227   gfx::Rect damage_rect;
    228   SortedRectMap::iterator cur_pos = rect_history_.begin();
    229   SortedRectMap::iterator copy_pos = cur_pos;
    230 
    231   // Loop below basically implements std::remove_if loop with and extra
    232   // processing (adding deleted rect to damage_rect) for deleted items.
    233   // cur_pos iterator runs through all elements of the vector, but copy_pos
    234   // always points to the element after the last not deleted element. If new
    235   // not deleted element found then it is copied to the *copy_pos and copy_pos
    236   // moved to the next position.
    237   // If there are no deleted elements then copy_pos iterator is in sync with
    238   // cur_pos and no copy happens.
    239   while (cur_pos < rect_history_.end()) {
    240     if (cur_pos->mailboxId_ == mailboxId_) {
    241       if (cur_pos != copy_pos)
    242         *copy_pos = *cur_pos;
    243 
    244       ++copy_pos;
    245     } else {
    246       damage_rect.Union(cur_pos->rect_);
    247     }
    248 
    249     ++cur_pos;
    250   }
    251 
    252   if (copy_pos != rect_history_.end())
    253     rect_history_.erase(copy_pos, rect_history_.end());
    254 
    255   // If the vector has excessive storage, shrink it
    256   if (rect_history_.capacity() > rect_history_.size() * 4)
    257     SortedRectMap(rect_history_).swap(rect_history_);
    258 
    259   return damage_rect;
    260 }
    261 
    262 void DamageTracker::ExtendDamageForLayer(LayerImpl* layer,
    263                                          gfx::Rect* target_damage_rect) {
    264   // There are two ways that a layer can damage a region of the target surface:
    265   //   1. Property change (e.g. opacity, position, transforms):
    266   //        - the entire region of the layer itself damages the surface.
    267   //        - the old layer region also damages the surface, because this region
    268   //          is now exposed.
    269   //        - note that in many cases the old and new layer rects may overlap,
    270   //          which is fine.
    271   //
    272   //   2. Repaint/update: If a region of the layer that was repainted/updated,
    273   //      that region damages the surface.
    274   //
    275   // Property changes take priority over update rects.
    276   //
    277   // This method is called when we want to consider how a layer contributes to
    278   // its target RenderSurface, even if that layer owns the target RenderSurface
    279   // itself. To consider how a layer's target surface contributes to the
    280   // ancestor surface, ExtendDamageForRenderSurface() must be called instead.
    281 
    282   bool layer_is_new = false;
    283   RectMapData& data = RectDataForLayer(layer->id(), &layer_is_new);
    284   gfx::Rect old_rect_in_target_space = data.rect_;
    285 
    286   gfx::Rect rect_in_target_space = MathUtil::MapEnclosingClippedRect(
    287       layer->draw_transform(), gfx::Rect(layer->content_bounds()));
    288   data.Update(rect_in_target_space, mailboxId_);
    289 
    290   gfx::RectF damage_rect =
    291       gfx::UnionRects(layer->update_rect(), layer->damage_rect());
    292 
    293   if (layer_is_new || layer->LayerPropertyChanged()) {
    294     // If a layer is new or has changed, then its entire layer rect affects the
    295     // target surface.
    296     target_damage_rect->Union(rect_in_target_space);
    297 
    298     // The layer's old region is now exposed on the target surface, too.
    299     // Note old_rect_in_target_space is already in target space.
    300     target_damage_rect->Union(old_rect_in_target_space);
    301   } else if (!damage_rect.IsEmpty()) {
    302     // If the layer properties haven't changed, then the the target surface is
    303     // only affected by the layer's damaged area, which could be empty.
    304     gfx::Rect damage_content_rect = layer->LayerRectToContentRect(damage_rect);
    305     gfx::Rect damage_rect_in_target_space = MathUtil::MapEnclosingClippedRect(
    306         layer->draw_transform(), damage_content_rect);
    307     target_damage_rect->Union(damage_rect_in_target_space);
    308   }
    309 }
    310 
    311 void DamageTracker::ExtendDamageForRenderSurface(
    312     LayerImpl* layer,
    313     gfx::Rect* target_damage_rect) {
    314   // There are two ways a "descendant surface" can damage regions of the "target
    315   // surface":
    316   //   1. Property change:
    317   //        - a surface's geometry can change because of
    318   //            - changes to descendants (i.e. the subtree) that affect the
    319   //              surface's content rect
    320   //            - changes to ancestor layers that propagate their property
    321   //              changes to their entire subtree.
    322   //        - just like layers, both the old surface rect and new surface rect
    323   //          will damage the target surface in this case.
    324   //
    325   //   2. Damage rect: This surface may have been damaged by its own layer_list
    326   //      as well, and that damage should propagate to the target surface.
    327   //
    328 
    329   RenderSurfaceImpl* render_surface = layer->render_surface();
    330 
    331   bool surface_is_new = false;
    332   RectMapData& data = RectDataForLayer(layer->id(), &surface_is_new);
    333   gfx::Rect old_surface_rect = data.rect_;
    334 
    335   // The drawableContextRect() already includes the replica if it exists.
    336   gfx::Rect surface_rect_in_target_space =
    337       gfx::ToEnclosingRect(render_surface->DrawableContentRect());
    338   data.Update(surface_rect_in_target_space, mailboxId_);
    339 
    340   gfx::Rect damage_rect_in_local_space;
    341   if (surface_is_new || render_surface->SurfacePropertyChanged()) {
    342     // The entire surface contributes damage.
    343     damage_rect_in_local_space = render_surface->content_rect();
    344 
    345     // The surface's old region is now exposed on the target surface, too.
    346     target_damage_rect->Union(old_surface_rect);
    347   } else {
    348     // Only the surface's damage_rect will damage the target surface.
    349     damage_rect_in_local_space =
    350         render_surface->damage_tracker()->current_damage_rect();
    351   }
    352 
    353   // If there was damage, transform it to target space, and possibly contribute
    354   // its reflection if needed.
    355   if (!damage_rect_in_local_space.IsEmpty()) {
    356     const gfx::Transform& draw_transform = render_surface->draw_transform();
    357     gfx::Rect damage_rect_in_target_space = MathUtil::MapEnclosingClippedRect(
    358         draw_transform, damage_rect_in_local_space);
    359     target_damage_rect->Union(damage_rect_in_target_space);
    360 
    361     if (layer->replica_layer()) {
    362       const gfx::Transform& replica_draw_transform =
    363           render_surface->replica_draw_transform();
    364       target_damage_rect->Union(MathUtil::MapEnclosingClippedRect(
    365           replica_draw_transform, damage_rect_in_local_space));
    366     }
    367   }
    368 
    369   // If there was damage on the replica's mask, then the target surface receives
    370   // that damage as well.
    371   if (layer->replica_layer() && layer->replica_layer()->mask_layer()) {
    372     LayerImpl* replica_mask_layer = layer->replica_layer()->mask_layer();
    373 
    374     bool replica_is_new = false;
    375     RectMapData& data =
    376         RectDataForLayer(replica_mask_layer->id(), &replica_is_new);
    377 
    378     const gfx::Transform& replica_draw_transform =
    379         render_surface->replica_draw_transform();
    380     gfx::Rect replica_mask_layer_rect = MathUtil::MapEnclosingClippedRect(
    381         replica_draw_transform, gfx::Rect(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