/* * Copyright (C) 2003, 2009, 2012 Apple Inc. All rights reserved. * Copyright (C) 2013 Intel Corporation. All rights reserved. * * Portions are Copyright (C) 1998 Netscape Communications Corporation. * * Other contributors: * Robert O'Callahan * David Baron * Christian Biesinger * Randall Jesup * Roland Mainz * Josh Soref * Boris Zbarsky * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Alternatively, the contents of this file may be used under the terms * of either the Mozilla Public License Version 1.1, found at * http://www.mozilla.org/MPL/ (the "MPL") or the GNU General Public * License Version 2.0, found at http://www.fsf.org/copyleft/gpl.html * (the "GPL"), in which case the provisions of the MPL or the GPL are * applicable instead of those above. If you wish to allow use of your * version of this file only under the terms of one of those two * licenses (the MPL or the GPL) and not to allow others to use your * version of this file under the LGPL, indicate your decision by * deletingthe provisions above and replace them with the notice and * other provisions required by the MPL or the GPL, as the case may be. * If you do not delete the provisions above, a recipient may use your * version of this file under any of the LGPL, the MPL or the GPL. */ #ifndef SKY_ENGINE_CORE_RENDERING_RENDERLAYER_H_ #define SKY_ENGINE_CORE_RENDERING_RENDERLAYER_H_ #include "sky/engine/core/rendering/LayerPaintingInfo.h" #include "sky/engine/core/rendering/RenderBox.h" #include "sky/engine/core/rendering/RenderLayerClipper.h" #include "sky/engine/core/rendering/RenderLayerFilterInfo.h" #include "sky/engine/core/rendering/RenderLayerScrollableArea.h" #include "sky/engine/core/rendering/RenderLayerStackingNode.h" #include "sky/engine/core/rendering/RenderLayerStackingNodeIterator.h" #include "sky/engine/public/platform/WebBlendMode.h" #include "sky/engine/wtf/OwnPtr.h" namespace blink { class FilterEffectRenderer; class FilterOperations; class HitTestRequest; class HitTestResult; class HitTestingTransformState; class RenderStyle; class TransformationMatrix; enum BorderRadiusClippingRule { IncludeSelfForBorderRadius, DoNotIncludeSelfForBorderRadius }; enum IncludeSelfOrNot { IncludeSelf, ExcludeSelf }; class RenderLayer { WTF_MAKE_NONCOPYABLE(RenderLayer); public: RenderLayer(RenderLayerModelObject*, LayerType); ~RenderLayer(); String debugName() const; RenderLayerModelObject* renderer() const { return m_renderer; } RenderBox* renderBox() const { return m_renderer && m_renderer->isBox() ? toRenderBox(m_renderer) : 0; } RenderLayer* parent() const { return m_parent; } RenderLayer* previousSibling() const { return m_previous; } RenderLayer* nextSibling() const { return m_next; } RenderLayer* firstChild() const { return m_first; } RenderLayer* lastChild() const { return m_last; } const RenderLayer* compositingContainer() const; void addChild(RenderLayer* newChild, RenderLayer* beforeChild = 0); RenderLayer* removeChild(RenderLayer*); void removeOnlyThisLayer(); void insertOnlyThisLayer(); void styleChanged(StyleDifference, const RenderStyle* oldStyle); // FIXME: Many people call this function while it has out-of-date information. bool isSelfPaintingLayer() const { return m_isSelfPaintingLayer; } void setLayerType(LayerType layerType) { m_layerType = layerType; } bool isTransparent() const { return renderer()->isTransparent() || renderer()->hasMask(); } RenderLayer* transparentPaintingAncestor(); void beginTransparencyLayers(GraphicsContext*, const RenderLayer* rootLayer, const LayoutRect& paintDirtyRect, const LayoutSize& subPixelAccumulation); const RenderLayer* root() const { const RenderLayer* curr = this; while (curr->parent()) curr = curr->parent(); return curr; } LayoutPoint location() const; IntSize size() const; LayoutRect rect() const { return LayoutRect(location(), size()); } bool isRootLayer() const { return m_isRootLayer; } void updateLayerPositionsAfterLayout(); void updateTransformationMatrix(); RenderLayer* renderingContextRoot(); // Our current relative position offset. const LayoutSize offsetForInFlowPosition() const; RenderLayerStackingNode* stackingNode() { return m_stackingNode.get(); } const RenderLayerStackingNode* stackingNode() const { return m_stackingNode.get(); } bool hasBoxDecorationsOrBackground() const; bool hasVisibleBoxDecorations() const; // Returns true if this layer has visible content (ignoring any child layers). bool isVisuallyNonEmpty() const; // True if this layer container renderers that paint. bool hasNonEmptyChildRenderers() const; bool usedTransparency() const { return m_usedTransparency; } // Gets the nearest enclosing positioned ancestor layer (also includes // the layer and the root layer). RenderLayer* enclosingPositionedAncestor() const; RenderLayer* enclosingOverflowClipLayer(IncludeSelfOrNot = IncludeSelf) const; RenderLayer* enclosingFilterLayer(IncludeSelfOrNot = IncludeSelf) const; bool hasAncestorWithFilterOutsets() const; void convertToLayerCoords(const RenderLayer* ancestorLayer, LayoutPoint&) const; void convertToLayerCoords(const RenderLayer* ancestorLayer, LayoutRect&) const; // The two main functions that use the layer system. The paint method // paints the layers that intersect the damage rect from back to // front. The hitTest method looks for mouse events by walking // layers that intersect the point from front to back. // paint() assumes that the caller will clip to the bounds of damageRect if necessary. void paint(GraphicsContext*, const LayoutRect& damageRect, RenderObject* paintingRoot = 0); bool hitTest(const HitTestRequest&, HitTestResult&); bool hitTest(const HitTestRequest&, const HitTestLocation&, HitTestResult&); void paintOverlayScrollbars(GraphicsContext*, const LayoutRect& damageRect, RenderObject* paintingRoot = 0); // Pass offsetFromRoot if known. bool intersectsDamageRect(const LayoutRect& layerBounds, const LayoutRect& damageRect, const RenderLayer* rootLayer, const LayoutPoint* offsetFromRoot = 0) const; // Bounding box relative to some ancestor layer. Pass offsetFromRoot if known. LayoutRect physicalBoundingBox(const RenderLayer* ancestorLayer, const LayoutPoint* offsetFromRoot = 0) const; LayoutRect physicalBoundingBoxIncludingReflectionAndStackingChildren(const RenderLayer* ancestorLayer, const LayoutPoint& offsetFromRoot) const; // FIXME: This function is inconsistent as to whether the returned rect has been flipped for writing mode. LayoutRect boundingBoxForCompositingOverlapTest() const { return overlapBoundsIncludeChildren() ? boundingBoxForCompositing() : logicalBoundingBox(); } // If true, this layer's children are included in its bounds for overlap testing. // We can't rely on the children's positions if this layer has a filter that could have moved the children's pixels around. bool overlapBoundsIncludeChildren() const { return hasFilter() && renderer()->style()->filter().hasFilterThatMovesPixels(); } enum CalculateBoundsOptions { ApplyBoundsChickenEggHacks, DoNotApplyBoundsChickenEggHacks, }; LayoutRect boundingBoxForCompositing(const RenderLayer* ancestorLayer = 0, CalculateBoundsOptions = DoNotApplyBoundsChickenEggHacks) const; LayoutUnit staticInlinePosition() const { return m_staticInlinePosition; } LayoutUnit staticBlockPosition() const { return m_staticBlockPosition; } void setStaticInlinePosition(LayoutUnit position) { m_staticInlinePosition = position; } void setStaticBlockPosition(LayoutUnit position) { m_staticBlockPosition = position; } LayoutSize subpixelAccumulation() const; void setSubpixelAccumulation(const LayoutSize&); bool hasTransform() const { return renderer()->hasTransform(); } // Note that this transform has the transform-origin baked in. TransformationMatrix* transform() const { return m_transform.get(); } // currentTransform computes a transform which takes accelerated animations into account. The // resulting transform has transform-origin baked in. If the layer does not have a transform, // returns the identity matrix. TransformationMatrix currentTransform(RenderStyle::ApplyTransformOrigin = RenderStyle::IncludeTransformOrigin) const; TransformationMatrix renderableTransform() const; // Get the perspective transform, which is applied to transformed sublayers. // Returns true if the layer has a -webkit-perspective. // Note that this transform has the perspective-origin baked in. TransformationMatrix perspectiveTransform() const; FloatPoint perspectiveOrigin() const; bool preserves3D() const { return renderer()->style()->transformStyle3D() == TransformStyle3DPreserve3D; } bool has3DTransform() const { return m_transform && !m_transform->isAffine(); } // FIXME: reflections should force transform-style to be flat in the style: https://bugs.webkit.org/show_bug.cgi?id=106959 bool shouldPreserve3D() const { return renderer()->style()->transformStyle3D() == TransformStyle3DPreserve3D; } bool hasFilter() const { return renderer()->hasFilter(); } void* operator new(size_t); // Only safe to call from RenderLayerModelObject::destroyLayer() void operator delete(void*); bool needsCompositedScrolling() const { return m_scrollableArea && m_scrollableArea->needsCompositedScrolling(); } bool paintsWithTransform() const; bool containsDirtyOverlayScrollbars() const { return m_containsDirtyOverlayScrollbars; } void setContainsDirtyOverlayScrollbars(bool dirtyScrollbars) { m_containsDirtyOverlayScrollbars = dirtyScrollbars; } FilterOperations computeFilterOperations(const RenderStyle*); bool paintsWithFilters() const; bool requiresFullLayerImageForFilters() const; FilterEffectRenderer* filterRenderer() const { RenderLayerFilterInfo* filterInfo = this->filterInfo(); return filterInfo ? filterInfo->renderer() : 0; } RenderLayerFilterInfo* filterInfo() const { return hasFilterInfo() ? RenderLayerFilterInfo::filterInfoForRenderLayer(this) : 0; } RenderLayerFilterInfo* ensureFilterInfo() { return RenderLayerFilterInfo::createFilterInfoForRenderLayerIfNeeded(this); } void removeFilterInfoIfNeeded() { if (hasFilterInfo()) RenderLayerFilterInfo::removeFilterInfoForRenderLayer(this); } bool hasFilterInfo() const { return m_hasFilterInfo; } void setHasFilterInfo(bool hasFilterInfo) { m_hasFilterInfo = hasFilterInfo; } void updateFilters(const RenderStyle* oldStyle, const RenderStyle* newStyle); Node* enclosingElement() const; bool scrollsWithRespectTo(const RenderLayer*) const; // FIXME: This should probably return a ScrollableArea but a lot of internal methods are mistakenly exposed. RenderLayerScrollableArea* scrollableArea() const { return m_scrollableArea.get(); } RenderLayerClipper& clipper() { return m_clipper; } const RenderLayerClipper& clipper() const { return m_clipper; } inline bool isPositionedContainer() const { // FIXME: This is not in sync with containingBlock. RenderLayerModelObject* layerRenderer = renderer(); return isRootLayer() || layerRenderer->isPositioned() || hasTransform(); } bool scrollsOverflow() const; class AncestorDependentCompositingInputs { public: AncestorDependentCompositingInputs() : opacityAncestor(0) , transformAncestor(0) , filterAncestor(0) , clippingContainer(0) , ancestorScrollingLayer(0) , scrollParent(0) , clipParent(0) , isUnclippedDescendant(false) , hasAncestorWithClipPath(false) { } IntRect clippedAbsoluteBoundingBox; const RenderLayer* opacityAncestor; const RenderLayer* transformAncestor; const RenderLayer* filterAncestor; const RenderObject* clippingContainer; const RenderLayer* ancestorScrollingLayer; // A scroll parent is a compositor concept. It's only needed in blink // because we need to use it as a promotion trigger. A layer has a // scroll parent if neither its compositor scrolling ancestor, nor any // other layer scrolled by this ancestor, is a stacking ancestor of this // layer. Layers with scroll parents must be scrolled with the main // scrolling layer by the compositor. const RenderLayer* scrollParent; // A clip parent is another compositor concept that has leaked into // blink so that it may be used as a promotion trigger. Layers with clip // parents escape the clip of a stacking tree ancestor. The compositor // needs to know about clip parents in order to circumvent its normal // clipping logic. const RenderLayer* clipParent; // The "is unclipped descendant" concept is now only being used for one // purpose: when traversing the RenderLayers in stacking order, we check // if we scroll wrt to these unclipped descendants. We do this to // proactively promote in the same way that we do for animated layers. // Since we have no idea where scrolled content will scroll to, we just // assume that it can overlap the unclipped thing at some point, so we // promote. But this is unfortunate. We should be able to inflate the // bounds of scrolling content for overlap the same way we're doing for // animation and only promote what's necessary. Once we're doing that, // we won't need to use the "unclipped" concept for promotion any // longer. unsigned isUnclippedDescendant : 1; unsigned hasAncestorWithClipPath : 1; }; class DescendantDependentCompositingInputs { public: DescendantDependentCompositingInputs() : hasDescendantWithClipPath(false) { } unsigned hasDescendantWithClipPath : 1; }; bool childNeedsCompositingInputsUpdate() const { return m_childNeedsCompositingInputsUpdate; } bool needsCompositingInputsUpdate() const { // While we're updating the compositing inputs, these values may differ. // We should never be asking for this value when that is the case. ASSERT(m_needsDescendantDependentCompositingInputsUpdate == m_needsAncestorDependentCompositingInputsUpdate); return m_needsDescendantDependentCompositingInputsUpdate; } void updateAncestorDependentCompositingInputs(const AncestorDependentCompositingInputs&); void updateDescendantDependentCompositingInputs(const DescendantDependentCompositingInputs&); const AncestorDependentCompositingInputs& ancestorDependentCompositingInputs() const { ASSERT(!m_needsAncestorDependentCompositingInputsUpdate); return m_ancestorDependentCompositingInputs; } const DescendantDependentCompositingInputs& descendantDependentCompositingInputs() const { ASSERT(!m_needsDescendantDependentCompositingInputsUpdate); return m_descendantDependentCompositingInputs; } IntRect clippedAbsoluteBoundingBox() const { return ancestorDependentCompositingInputs().clippedAbsoluteBoundingBox; } const RenderLayer* opacityAncestor() const { return ancestorDependentCompositingInputs().opacityAncestor; } const RenderLayer* transformAncestor() const { return ancestorDependentCompositingInputs().transformAncestor; } const RenderLayer* filterAncestor() const { return ancestorDependentCompositingInputs().filterAncestor; } const RenderObject* clippingContainer() const { return ancestorDependentCompositingInputs().clippingContainer; } const RenderLayer* ancestorScrollingLayer() const { return ancestorDependentCompositingInputs().ancestorScrollingLayer; } RenderLayer* scrollParent() const { return const_cast(ancestorDependentCompositingInputs().scrollParent); } RenderLayer* clipParent() const { return const_cast(ancestorDependentCompositingInputs().clipParent); } bool isUnclippedDescendant() const { return ancestorDependentCompositingInputs().isUnclippedDescendant; } bool hasAncestorWithClipPath() const { return ancestorDependentCompositingInputs().hasAncestorWithClipPath; } bool hasDescendantWithClipPath() const { return descendantDependentCompositingInputs().hasDescendantWithClipPath; } bool lostGroupedMapping() const { return m_lostGroupedMapping; } void setLostGroupedMapping(bool b) { m_lostGroupedMapping = b; } bool hasCompositingDescendant() const { return m_hasCompositingDescendant; } void setHasCompositingDescendant(bool); void updateOrRemoveFilterEffectRenderer(); void updateSelfPaintingLayer(); RenderLayer* enclosingTransformedAncestor() const; LayoutPoint computeOffsetFromTransformedAncestor() const; void didUpdateNeedsCompositedScrolling(); private: // TODO(ojan): Get rid of this. These are basically layer-tree-only paint phases. enum PaintLayerFlags { PaintContent, PaintOverlayScrollbars, }; // Bounding box in the coordinates of this layer. LayoutRect logicalBoundingBox() const; bool hasOverflowControls() const; void setAncestorChainHasSelfPaintingLayerDescendant(); void dirtyAncestorChainHasSelfPaintingLayerDescendantStatus(); void clipToRect(const LayerPaintingInfo&, GraphicsContext*, const ClipRect&, BorderRadiusClippingRule = IncludeSelfForBorderRadius); void restoreClip(GraphicsContext*, const LayoutRect& paintDirtyRect, const ClipRect&); void setNextSibling(RenderLayer* next) { m_next = next; } void setPreviousSibling(RenderLayer* prev) { m_previous = prev; } void setFirstChild(RenderLayer* first) { m_first = first; } void setLastChild(RenderLayer* last) { m_last = last; } void updateHasSelfPaintingLayerDescendant() const; bool hasSelfPaintingLayerDescendant() const { if (m_hasSelfPaintingLayerDescendantDirty) updateHasSelfPaintingLayerDescendant(); ASSERT(!m_hasSelfPaintingLayerDescendantDirty); return m_hasSelfPaintingLayerDescendant; } LayoutPoint renderBoxLocation() const { return renderer()->isBox() ? toRenderBox(renderer())->location() : LayoutPoint(); } // paintLayer() assumes that the caller will clip to the bounds of the painting dirty if necessary. void paintLayer(GraphicsContext*, const LayerPaintingInfo&, PaintLayerFlags); // paintLayerContents() assumes that the caller will clip to the bounds of the painting dirty rect if necessary. void paintLayerContents(GraphicsContext*, const LayerPaintingInfo&, PaintLayerFlags); void paintLayerByApplyingTransform(GraphicsContext*, const LayerPaintingInfo&, PaintLayerFlags, const LayoutPoint& translationOffset = LayoutPoint()); void paintChildren(unsigned childrenToVisit, GraphicsContext*, const LayerPaintingInfo&, PaintLayerFlags); void paintBackground(GraphicsContext*, GraphicsContext* transparencyLayerContext, const LayoutRect& transparencyPaintDirtyRect, bool haveTransparency, const LayerPaintingInfo&, RenderObject* paintingRootForRenderer, LayoutPoint& layerLocation, ClipRect& layerBackgroundRect); void paintForeground(GraphicsContext*, GraphicsContext* transparencyLayerContext, const LayoutRect& transparencyPaintDirtyRect, bool haveTransparency, const LayerPaintingInfo&, RenderObject* paintingRootForRenderer, LayoutPoint& layerLocation, ClipRect& layerForegroundRect); void paintForegroundWithPhase(PaintPhase, GraphicsContext*, const LayerPaintingInfo&, RenderObject* paintingRootForRenderer, LayoutPoint& layerLocation, ClipRect& layerForegroundRect); void paintOutline(GraphicsContext*, const LayerPaintingInfo&, RenderObject* paintingRootForRenderer, LayoutPoint& layerLocation, ClipRect& layerOutlineRect); void paintOverflowControls(GraphicsContext*, const LayerPaintingInfo&, LayoutPoint& layerLocation, ClipRect& layerBackgroundRect); void paintMask(GraphicsContext*, const LayerPaintingInfo&, RenderObject* paintingRootForRenderer, LayoutPoint& layerLocation, ClipRect& layerBackgroundRect); RenderLayer* hitTestLayer(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest& request, HitTestResult& result, const LayoutRect& hitTestRect, const HitTestLocation&, bool appliedTransform, const HitTestingTransformState* transformState = 0, double* zOffset = 0); RenderLayer* hitTestLayerByApplyingTransform(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest&, HitTestResult&, const LayoutRect& hitTestRect, const HitTestLocation&, const HitTestingTransformState* = 0, double* zOffset = 0, const LayoutPoint& translationOffset = LayoutPoint()); RenderLayer* hitTestChildren(ChildrenIteration, RenderLayer* rootLayer, const HitTestRequest&, HitTestResult&, const LayoutRect& hitTestRect, const HitTestLocation&, const HitTestingTransformState* transformState, double* zOffsetForDescendants, double* zOffset, const HitTestingTransformState* unflattenedTransformState, bool depthSortDescendants); PassRefPtr createLocalTransformState(RenderLayer* rootLayer, RenderLayer* containerLayer, const LayoutRect& hitTestRect, const HitTestLocation&, const HitTestingTransformState* containerTransformState, const LayoutPoint& translationOffset = LayoutPoint()) const; bool hitTestContents(const HitTestRequest&, HitTestResult&, const LayoutRect& layerBounds, const HitTestLocation&, HitTestFilter) const; bool shouldBeSelfPaintingLayer() const; // FIXME: We should only create the stacking node if needed. bool requiresStackingNode() const { return true; } void updateStackingNode(); // FIXME: We could lazily allocate our ScrollableArea based on style properties ('overflow', ...) // but for now, we are always allocating it for RenderBox as it's safer. bool requiresScrollableArea() const { return renderBox(); } void updateScrollableArea(); void updateTransform(const RenderStyle* oldStyle, RenderStyle* newStyle); void dirty3DTransformedDescendantStatus(); // Both updates the status, and returns true if descendants of this have 3d. bool update3DTransformedDescendantStatus(); void updateOrRemoveFilterClients(); LayoutRect paintingExtent(const RenderLayer* rootLayer, const LayoutRect& paintDirtyRect, const LayoutSize& subPixelAccumulation); LayerType m_layerType; // Self-painting layer is an optimization where we avoid the heavy RenderLayer painting // machinery for a RenderLayer allocated only to handle the overflow clip case. // FIXME(crbug.com/332791): Self-painting layer should be merged into the overflow-only concept. unsigned m_isSelfPaintingLayer : 1; // If have no self-painting descendants, we don't have to walk our children during painting. This can lead to // significant savings, especially if the tree has lots of non-self-painting layers grouped together (e.g. table cells). mutable unsigned m_hasSelfPaintingLayerDescendant : 1; mutable unsigned m_hasSelfPaintingLayerDescendantDirty : 1; const unsigned m_isRootLayer : 1; unsigned m_usedTransparency : 1; // Tracks whether we need to close a transparent layer, i.e., whether // we ended up painting this layer or any descendants (and therefore need to // blend). unsigned m_3DTransformedDescendantStatusDirty : 1; // Set on a stacking context layer that has 3D descendants anywhere // in a preserves3D hierarchy. Hint to do 3D-aware hit testing. unsigned m_has3DTransformedDescendant : 1; unsigned m_containsDirtyOverlayScrollbars : 1; unsigned m_hasFilterInfo : 1; unsigned m_needsAncestorDependentCompositingInputsUpdate : 1; unsigned m_needsDescendantDependentCompositingInputsUpdate : 1; unsigned m_childNeedsCompositingInputsUpdate : 1; // Used only while determining what layers should be composited. Applies to the tree of z-order lists. unsigned m_hasCompositingDescendant : 1; // True if this render layer just lost its grouped mapping due to the CompositedLayerMapping being destroyed, // and we don't yet know to what graphics layer this RenderLayer will be assigned. unsigned m_lostGroupedMapping : 1; RenderLayerModelObject* m_renderer; RenderLayer* m_parent; RenderLayer* m_previous; RenderLayer* m_next; RenderLayer* m_first; RenderLayer* m_last; // Cached normal flow values for absolute positioned elements with static left/top values. LayoutUnit m_staticInlinePosition; LayoutUnit m_staticBlockPosition; OwnPtr m_transform; DescendantDependentCompositingInputs m_descendantDependentCompositingInputs; AncestorDependentCompositingInputs m_ancestorDependentCompositingInputs; OwnPtr m_scrollableArea; RenderLayerClipper m_clipper; // FIXME: Lazily allocate? OwnPtr m_stackingNode; LayoutSize m_subpixelAccumulation; // The accumulated subpixel offset of a composited layer's composited bounds compared to absolute coordinates. }; } // namespace blink #ifndef NDEBUG // Outside the WebCore namespace for ease of invocation from gdb. void showLayerTree(const blink::RenderLayer*); void showLayerTree(const blink::RenderObject*); #endif #endif // SKY_ENGINE_CORE_RENDERING_RENDERLAYER_H_