Ojan Vafai 5f718d3e63 Delete selection paint invalidation code.
There is a slight change in behavior in FrameSelection::revealSelection.
If you have a non-collapsed selection, then we'll center the start
of the selection instead of the whole selection in some cases. There's
a ton of callers of this code, so it's hard to be sure if any of this
actually changes behavior for sky. In manual testing, I couldn't find
any scenarios where there was a difference. Almost universally,
when we call revealSelection, we have a CaretSelection. The only
case I could think of where we have a RangeSelection is when
modifying an off-screen selection (e.g. shift+right), but in that case
we pass the RevealExtent option, so this patch doesn't change behavior
there.

Removing that caller makes all the rest of this rect computing
code into dead code.

R=abarth@chromium.org

Review URL: https://codereview.chromium.org/847303003
2015-01-14 13:25:16 -08:00

1983 lines
81 KiB
C++

/*
* Copyright (C) 2006, 2007, 2008, 2009, 2010, 2011, 2012 Apple Inc. All rights reserved.
*
* Portions are Copyright (C) 1998 Netscape Communications Corporation.
*
* Other contributors:
* Robert O'Callahan <roc+@cs.cmu.edu>
* David Baron <dbaron@fas.harvard.edu>
* Christian Biesinger <cbiesinger@web.de>
* Randall Jesup <rjesup@wgate.com>
* Roland Mainz <roland.mainz@informatik.med.uni-giessen.de>
* Josh Soref <timeless@mac.com>
* Boris Zbarsky <bzbarsky@mit.edu>
*
* 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.
*/
#include "sky/engine/config.h"
#include "sky/engine/core/rendering/RenderLayer.h"
#include "gen/sky/core/CSSPropertyNames.h"
#include "gen/sky/platform/RuntimeEnabledFeatures.h"
#include "sky/engine/core/dom/Document.h"
#include "sky/engine/core/dom/shadow/ShadowRoot.h"
#include "sky/engine/core/frame/FrameView.h"
#include "sky/engine/core/frame/LocalFrame.h"
#include "sky/engine/core/frame/Settings.h"
#include "sky/engine/core/page/Page.h"
#include "sky/engine/core/rendering/FilterEffectRenderer.h"
#include "sky/engine/core/rendering/HitTestRequest.h"
#include "sky/engine/core/rendering/HitTestResult.h"
#include "sky/engine/core/rendering/HitTestingTransformState.h"
#include "sky/engine/core/rendering/RenderGeometryMap.h"
#include "sky/engine/core/rendering/RenderInline.h"
#include "sky/engine/core/rendering/RenderTreeAsText.h"
#include "sky/engine/core/rendering/RenderView.h"
#include "sky/engine/platform/LengthFunctions.h"
#include "sky/engine/platform/Partitions.h"
#include "sky/engine/platform/TraceEvent.h"
#include "sky/engine/platform/geometry/FloatPoint3D.h"
#include "sky/engine/platform/geometry/FloatRect.h"
#include "sky/engine/platform/geometry/TransformState.h"
#include "sky/engine/platform/graphics/GraphicsContextStateSaver.h"
#include "sky/engine/platform/graphics/filters/ReferenceFilter.h"
#include "sky/engine/platform/graphics/filters/SourceGraphic.h"
#include "sky/engine/platform/transforms/ScaleTransformOperation.h"
#include "sky/engine/platform/transforms/TransformationMatrix.h"
#include "sky/engine/platform/transforms/TranslateTransformOperation.h"
#include "sky/engine/public/platform/Platform.h"
#include "sky/engine/wtf/StdLibExtras.h"
#include "sky/engine/wtf/text/CString.h"
namespace blink {
RenderLayer::RenderLayer(RenderLayerModelObject* renderer, LayerType type)
: m_layerType(type)
, m_hasSelfPaintingLayerDescendant(false)
, m_hasSelfPaintingLayerDescendantDirty(false)
, m_isRootLayer(renderer->isRenderView())
, m_usedTransparency(false)
, m_3DTransformedDescendantStatusDirty(true)
, m_has3DTransformedDescendant(false)
, m_containsDirtyOverlayScrollbars(false)
, m_hasFilterInfo(false)
, m_needsAncestorDependentCompositingInputsUpdate(true)
, m_needsDescendantDependentCompositingInputsUpdate(true)
, m_childNeedsCompositingInputsUpdate(true)
, m_hasCompositingDescendant(false)
, m_lostGroupedMapping(false)
, m_renderer(renderer)
, m_parent(0)
, m_previous(0)
, m_next(0)
, m_first(0)
, m_last(0)
, m_staticInlinePosition(0)
, m_staticBlockPosition(0)
, m_clipper(*renderer)
{
updateStackingNode();
m_isSelfPaintingLayer = shouldBeSelfPaintingLayer();
updateScrollableArea();
}
RenderLayer::~RenderLayer()
{
removeFilterInfoIfNeeded();
}
String RenderLayer::debugName() const
{
return renderer()->debugName();
}
bool RenderLayer::paintsWithFilters() const
{
// FIXME(sky): Remove
return renderer()->hasFilter();
}
bool RenderLayer::requiresFullLayerImageForFilters() const
{
if (!paintsWithFilters())
return false;
FilterEffectRenderer* filter = filterRenderer();
return filter ? filter->hasFilterThatMovesPixels() : false;
}
LayoutSize RenderLayer::subpixelAccumulation() const
{
return m_subpixelAccumulation;
}
void RenderLayer::setSubpixelAccumulation(const LayoutSize& size)
{
m_subpixelAccumulation = size;
}
void RenderLayer::updateLayerPositionsAfterLayout()
{
TRACE_EVENT0("blink", "RenderLayer::updateLayerPositionsAfterLayout");
m_clipper.clearClipRectsIncludingDescendants();
}
void RenderLayer::updateHasSelfPaintingLayerDescendant() const
{
ASSERT(m_hasSelfPaintingLayerDescendantDirty);
m_hasSelfPaintingLayerDescendant = false;
for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) {
if (child->isSelfPaintingLayer() || child->hasSelfPaintingLayerDescendant()) {
m_hasSelfPaintingLayerDescendant = true;
break;
}
}
m_hasSelfPaintingLayerDescendantDirty = false;
}
void RenderLayer::dirtyAncestorChainHasSelfPaintingLayerDescendantStatus()
{
for (RenderLayer* layer = this; layer; layer = layer->parent()) {
layer->m_hasSelfPaintingLayerDescendantDirty = true;
// If we have reached a self-painting layer, we know our parent should have a self-painting descendant
// in this case, there is no need to dirty our ancestors further.
if (layer->isSelfPaintingLayer()) {
ASSERT(!parent() || parent()->m_hasSelfPaintingLayerDescendantDirty || parent()->m_hasSelfPaintingLayerDescendant);
break;
}
}
}
bool RenderLayer::scrollsWithRespectTo(const RenderLayer* other) const
{
return ancestorScrollingLayer() != other->ancestorScrollingLayer();
}
void RenderLayer::updateTransformationMatrix()
{
if (m_transform) {
RenderBox* box = renderBox();
ASSERT(box);
m_transform->makeIdentity();
box->style()->applyTransform(*m_transform, box->pixelSnappedBorderBoxRect().size(), RenderStyle::IncludeTransformOrigin);
makeMatrixRenderable(*m_transform);
}
}
void RenderLayer::updateTransform(const RenderStyle* oldStyle, RenderStyle* newStyle)
{
if (oldStyle && newStyle->transformDataEquivalent(*oldStyle))
return;
// hasTransform() on the renderer is also true when there is transform-style: preserve-3d or perspective set,
// so check style too.
bool hasTransform = renderer()->hasTransform() && newStyle->hasTransform();
bool had3DTransform = has3DTransform();
bool hadTransform = m_transform;
if (hasTransform != hadTransform) {
if (hasTransform)
m_transform = adoptPtr(new TransformationMatrix);
else
m_transform.clear();
// Layers with transforms act as clip rects roots, so clear the cached clip rects here.
m_clipper.clearClipRectsIncludingDescendants();
} else if (hasTransform) {
m_clipper.clearClipRectsIncludingDescendants(AbsoluteClipRects);
}
updateTransformationMatrix();
if (had3DTransform != has3DTransform())
dirty3DTransformedDescendantStatus();
}
static RenderLayer* enclosingLayerForContainingBlock(RenderLayer* layer)
{
if (RenderObject* containingBlock = layer->renderer()->containingBlock())
return containingBlock->enclosingLayer();
return 0;
}
RenderLayer* RenderLayer::renderingContextRoot()
{
RenderLayer* renderingContext = 0;
if (shouldPreserve3D())
renderingContext = this;
for (RenderLayer* current = enclosingLayerForContainingBlock(this); current && current->shouldPreserve3D(); current = enclosingLayerForContainingBlock(current))
renderingContext = current;
return renderingContext;
}
TransformationMatrix RenderLayer::currentTransform(RenderStyle::ApplyTransformOrigin applyOrigin) const
{
if (!m_transform)
return TransformationMatrix();
// m_transform includes transform-origin, so we need to recompute the transform here.
if (applyOrigin == RenderStyle::ExcludeTransformOrigin) {
RenderBox* box = renderBox();
TransformationMatrix currTransform;
box->style()->applyTransform(currTransform, box->pixelSnappedBorderBoxRect().size(), RenderStyle::ExcludeTransformOrigin);
makeMatrixRenderable(currTransform);
return currTransform;
}
return *m_transform;
}
TransformationMatrix RenderLayer::renderableTransform() const
{
return m_transform ? *m_transform : TransformationMatrix();
}
RenderLayer* RenderLayer::enclosingOverflowClipLayer(IncludeSelfOrNot includeSelf) const
{
const RenderLayer* layer = (includeSelf == IncludeSelf) ? this : parent();
while (layer) {
if (layer->renderer()->hasOverflowClip())
return const_cast<RenderLayer*>(layer);
layer = layer->parent();
}
return 0;
}
LayoutPoint RenderLayer::positionFromPaintInvalidationContainer(const RenderObject* renderObject, const RenderLayerModelObject* paintInvalidationContainer, const PaintInvalidationState* paintInvalidationState)
{
// FIXME(sky): Remove
return renderObject->positionFromPaintInvalidationContainer(paintInvalidationContainer, paintInvalidationState);
}
void RenderLayer::dirty3DTransformedDescendantStatus()
{
RenderLayerStackingNode* stackingNode = m_stackingNode->ancestorStackingContextNode();
if (!stackingNode)
return;
stackingNode->layer()->m_3DTransformedDescendantStatusDirty = true;
// This propagates up through preserve-3d hierarchies to the enclosing flattening layer.
// Note that preserves3D() creates stacking context, so we can just run up the stacking containers.
while (stackingNode && stackingNode->layer()->preserves3D()) {
stackingNode->layer()->m_3DTransformedDescendantStatusDirty = true;
stackingNode = stackingNode->ancestorStackingContextNode();
}
}
// Return true if this layer or any preserve-3d descendants have 3d.
bool RenderLayer::update3DTransformedDescendantStatus()
{
if (m_3DTransformedDescendantStatusDirty) {
m_has3DTransformedDescendant = false;
m_stackingNode->updateZOrderLists();
// Transformed or preserve-3d descendants can only be in the z-order lists, not
// in the normal flow list, so we only need to check those.
RenderLayerStackingNodeIterator iterator(*m_stackingNode.get(), PositiveZOrderChildren | NegativeZOrderChildren);
while (RenderLayerStackingNode* node = iterator.next())
m_has3DTransformedDescendant |= node->layer()->update3DTransformedDescendantStatus();
m_3DTransformedDescendantStatusDirty = false;
}
// If we live in a 3d hierarchy, then the layer at the root of that hierarchy needs
// the m_has3DTransformedDescendant set.
if (preserves3D())
return has3DTransform() || m_has3DTransformedDescendant;
return has3DTransform();
}
IntSize RenderLayer::size() const
{
if (renderer()->isInline() && renderer()->isRenderInline())
return toRenderInline(renderer())->linesBoundingBox().size();
// FIXME: Is snapping the size really needed here?
if (RenderBox* box = renderBox())
return pixelSnappedIntSize(box->size(), box->location());
return IntSize();
}
LayoutPoint RenderLayer::location() const
{
LayoutPoint localPoint;
LayoutSize inlineBoundingBoxOffset; // We don't put this into the RenderLayer x/y for inlines, so we need to subtract it out when done.
if (renderer()->isInline() && renderer()->isRenderInline()) {
RenderInline* inlineFlow = toRenderInline(renderer());
IntRect lineBox = inlineFlow->linesBoundingBox();
inlineBoundingBoxOffset = toSize(lineBox.location());
localPoint += inlineBoundingBoxOffset;
} else if (RenderBox* box = renderBox()) {
localPoint += box->locationOffset();
}
if (!renderer()->isOutOfFlowPositioned() && renderer()->parent()) {
// We must adjust our position by walking up the render tree looking for the
// nearest enclosing object with a layer.
RenderObject* curr = renderer()->parent();
while (curr && !curr->hasLayer()) {
if (curr->isBox()) {
// Rows and cells share the same coordinate space (that of the section).
// Omit them when computing our xpos/ypos.
localPoint += toRenderBox(curr)->locationOffset();
}
curr = curr->parent();
}
}
// Subtract our parent's scroll offset.
if (renderer()->isOutOfFlowPositioned() && enclosingPositionedAncestor()) {
RenderLayer* positionedParent = enclosingPositionedAncestor();
// For positioned layers, we subtract out the enclosing positioned layer's scroll offset.
if (positionedParent->renderer()->hasOverflowClip()) {
LayoutSize offset = positionedParent->renderBox()->scrolledContentOffset();
localPoint -= offset;
}
if (positionedParent->renderer()->isRelPositioned() && positionedParent->renderer()->isRenderInline()) {
LayoutSize offset = toRenderInline(positionedParent->renderer())->offsetForInFlowPositionedInline(*toRenderBox(renderer()));
localPoint += offset;
}
} else if (parent()) {
if (parent()->renderer()->hasOverflowClip()) {
IntSize scrollOffset = parent()->renderBox()->scrolledContentOffset();
localPoint -= scrollOffset;
}
}
localPoint.move(offsetForInFlowPosition());
// FIXME: We'd really like to just get rid of the concept of a layer rectangle and rely on the renderers.
localPoint -= inlineBoundingBoxOffset;
return localPoint;
}
const LayoutSize RenderLayer::offsetForInFlowPosition() const
{
return renderer()->isRelPositioned() ? toRenderBoxModelObject(renderer())->offsetForInFlowPosition() : LayoutSize();
}
TransformationMatrix RenderLayer::perspectiveTransform() const
{
if (!renderer()->hasTransform())
return TransformationMatrix();
RenderStyle* style = renderer()->style();
if (!style->hasPerspective())
return TransformationMatrix();
// Maybe fetch the perspective from the backing?
const IntRect borderBox = toRenderBox(renderer())->pixelSnappedBorderBoxRect();
const float boxWidth = borderBox.width();
const float boxHeight = borderBox.height();
float perspectiveOriginX = floatValueForLength(style->perspectiveOriginX(), boxWidth);
float perspectiveOriginY = floatValueForLength(style->perspectiveOriginY(), boxHeight);
// A perspective origin of 0,0 makes the vanishing point in the center of the element.
// We want it to be in the top-left, so subtract half the height and width.
perspectiveOriginX -= boxWidth / 2.0f;
perspectiveOriginY -= boxHeight / 2.0f;
TransformationMatrix t;
t.translate(perspectiveOriginX, perspectiveOriginY);
t.applyPerspective(style->perspective());
t.translate(-perspectiveOriginX, -perspectiveOriginY);
return t;
}
FloatPoint RenderLayer::perspectiveOrigin() const
{
if (!renderer()->hasTransform())
return FloatPoint();
const LayoutRect borderBox = toRenderBox(renderer())->borderBoxRect();
RenderStyle* style = renderer()->style();
return FloatPoint(floatValueForLength(style->perspectiveOriginX(), borderBox.width().toFloat()), floatValueForLength(style->perspectiveOriginY(), borderBox.height().toFloat()));
}
RenderLayer* RenderLayer::enclosingPositionedAncestor() const
{
RenderLayer* curr = parent();
while (curr && !curr->isPositionedContainer())
curr = curr->parent();
return curr;
}
RenderLayer* RenderLayer::enclosingTransformedAncestor() const
{
RenderLayer* curr = parent();
while (curr && !curr->isRootLayer() && !curr->renderer()->hasTransform())
curr = curr->parent();
return curr;
}
LayoutPoint RenderLayer::computeOffsetFromTransformedAncestor() const
{
const AncestorDependentCompositingInputs& properties = ancestorDependentCompositingInputs();
TransformState transformState(TransformState::ApplyTransformDirection, FloatPoint());
// FIXME: add a test that checks flipped writing mode and ApplyContainerFlip are correct.
renderer()->mapLocalToContainer(properties.transformAncestor ? properties.transformAncestor->renderer() : 0, transformState, ApplyContainerFlip);
transformState.flatten();
return LayoutPoint(transformState.lastPlanarPoint());
}
const RenderLayer* RenderLayer::compositingContainer() const
{
if (stackingNode()->isNormalFlowOnly())
return parent();
if (RenderLayerStackingNode* ancestorStackingNode = stackingNode()->ancestorStackingContextNode())
return ancestorStackingNode->layer();
return 0;
}
RenderLayer* RenderLayer::enclosingFilterLayer(IncludeSelfOrNot includeSelf) const
{
const RenderLayer* curr = (includeSelf == IncludeSelf) ? this : parent();
for (; curr; curr = curr->parent()) {
if (curr->requiresFullLayerImageForFilters())
return const_cast<RenderLayer*>(curr);
}
return 0;
}
void RenderLayer::updateAncestorDependentCompositingInputs(const AncestorDependentCompositingInputs& compositingInputs)
{
m_ancestorDependentCompositingInputs = compositingInputs;
m_needsAncestorDependentCompositingInputsUpdate = false;
}
void RenderLayer::updateDescendantDependentCompositingInputs(const DescendantDependentCompositingInputs& compositingInputs)
{
m_descendantDependentCompositingInputs = compositingInputs;
m_needsDescendantDependentCompositingInputsUpdate = false;
}
void RenderLayer::setHasCompositingDescendant(bool hasCompositingDescendant)
{
// FIXME(sky): Remove
m_hasCompositingDescendant = hasCompositingDescendant;
}
bool RenderLayer::hasAncestorWithFilterOutsets() const
{
for (const RenderLayer* curr = this; curr; curr = curr->parent()) {
RenderLayerModelObject* renderer = curr->renderer();
if (renderer->style()->hasFilterOutsets())
return true;
}
return false;
}
RenderLayer* RenderLayer::transparentPaintingAncestor()
{
for (RenderLayer* curr = parent(); curr; curr = curr->parent()) {
if (curr->isTransparent())
return curr;
}
return 0;
}
enum TransparencyClipBoxBehavior {
PaintingTransparencyClipBox,
HitTestingTransparencyClipBox
};
enum TransparencyClipBoxMode {
DescendantsOfTransparencyClipBox,
RootOfTransparencyClipBox
};
static LayoutRect transparencyClipBox(const RenderLayer*, const RenderLayer* rootLayer, TransparencyClipBoxBehavior, TransparencyClipBoxMode, const LayoutSize& subPixelAccumulation);
static void expandClipRectForDescendantsAndReflection(LayoutRect& clipRect, const RenderLayer* layer, const RenderLayer* rootLayer,
TransparencyClipBoxBehavior transparencyBehavior, const LayoutSize& subPixelAccumulation)
{
// If we have a mask, then the clip is limited to the border box area (and there is
// no need to examine child layers).
if (!layer->renderer()->hasMask()) {
// Note: we don't have to walk z-order lists since transparent elements always establish
// a stacking container. This means we can just walk the layer tree directly.
for (RenderLayer* curr = layer->firstChild(); curr; curr = curr->nextSibling())
clipRect.unite(transparencyClipBox(curr, rootLayer, transparencyBehavior, DescendantsOfTransparencyClipBox, subPixelAccumulation));
}
}
static LayoutRect transparencyClipBox(const RenderLayer* layer, const RenderLayer* rootLayer, TransparencyClipBoxBehavior transparencyBehavior,
TransparencyClipBoxMode transparencyMode, const LayoutSize& subPixelAccumulation)
{
// FIXME: Although this function completely ignores CSS-imposed clipping, we did already intersect with the
// paintDirtyRect, and that should cut down on the amount we have to paint. Still it
// would be better to respect clips.
if (rootLayer != layer && ((transparencyBehavior == PaintingTransparencyClipBox && layer->paintsWithTransform())
|| (transparencyBehavior == HitTestingTransparencyClipBox && layer->hasTransform()))) {
// The best we can do here is to use enclosed bounding boxes to establish a "fuzzy" enough clip to encompass
// the transformed layer and all of its children.
const RenderLayer* rootLayerForTransform = rootLayer;
LayoutPoint delta;
layer->convertToLayerCoords(rootLayerForTransform, delta);
delta.move(subPixelAccumulation);
IntPoint pixelSnappedDelta = roundedIntPoint(delta);
TransformationMatrix transform;
transform.translate(pixelSnappedDelta.x(), pixelSnappedDelta.y());
transform = transform * *layer->transform();
// We don't use fragment boxes when collecting a transformed layer's bounding box, since it always
// paints unfragmented.
LayoutRect clipRect = layer->physicalBoundingBox(layer);
expandClipRectForDescendantsAndReflection(clipRect, layer, layer, transparencyBehavior, subPixelAccumulation);
layer->renderer()->style()->filterOutsets().expandRect(clipRect);
LayoutRect result = transform.mapRect(clipRect);
return result;
}
LayoutRect clipRect = layer->physicalBoundingBox(rootLayer);
expandClipRectForDescendantsAndReflection(clipRect, layer, rootLayer, transparencyBehavior, subPixelAccumulation);
layer->renderer()->style()->filterOutsets().expandRect(clipRect);
clipRect.move(subPixelAccumulation);
return clipRect;
}
LayoutRect RenderLayer::paintingExtent(const RenderLayer* rootLayer, const LayoutRect& paintDirtyRect, const LayoutSize& subPixelAccumulation)
{
return intersection(transparencyClipBox(this, rootLayer, PaintingTransparencyClipBox, RootOfTransparencyClipBox, subPixelAccumulation), paintDirtyRect);
}
void RenderLayer::beginTransparencyLayers(GraphicsContext* context, const RenderLayer* rootLayer, const LayoutRect& paintDirtyRect, const LayoutSize& subPixelAccumulation)
{
if (isTransparent() && m_usedTransparency)
return;
RenderLayer* ancestor = transparentPaintingAncestor();
if (ancestor)
ancestor->beginTransparencyLayers(context, rootLayer, paintDirtyRect, subPixelAccumulation);
if (isTransparent()) {
m_usedTransparency = true;
context->save();
LayoutRect clipRect = paintingExtent(rootLayer, paintDirtyRect, subPixelAccumulation);
context->clip(clipRect);
context->beginTransparencyLayer(renderer()->opacity());
#ifdef REVEAL_TRANSPARENCY_LAYERS
context->setFillColor(Color(0.0f, 0.0f, 0.5f, 0.2f));
context->fillRect(clipRect);
#endif
}
}
void* RenderLayer::operator new(size_t sz)
{
return partitionAlloc(Partitions::getRenderingPartition(), sz);
}
void RenderLayer::operator delete(void* ptr)
{
partitionFree(ptr);
}
void RenderLayer::addChild(RenderLayer* child, RenderLayer* beforeChild)
{
RenderLayer* prevSibling = beforeChild ? beforeChild->previousSibling() : lastChild();
if (prevSibling) {
child->setPreviousSibling(prevSibling);
prevSibling->setNextSibling(child);
ASSERT(prevSibling != child);
} else
setFirstChild(child);
if (beforeChild) {
beforeChild->setPreviousSibling(child);
child->setNextSibling(beforeChild);
ASSERT(beforeChild != child);
} else
setLastChild(child);
child->m_parent = this;
if (child->stackingNode()->isNormalFlowOnly())
m_stackingNode->dirtyNormalFlowList();
if (!child->stackingNode()->isNormalFlowOnly() || child->firstChild()) {
// Dirty the z-order list in which we are contained. The ancestorStackingContextNode() can be null in the
// case where we're building up generated content layers. This is ok, since the lists will start
// off dirty in that case anyway.
child->stackingNode()->dirtyStackingContextZOrderLists();
}
dirtyAncestorChainHasSelfPaintingLayerDescendantStatus();
}
RenderLayer* RenderLayer::removeChild(RenderLayer* oldChild)
{
if (oldChild->previousSibling())
oldChild->previousSibling()->setNextSibling(oldChild->nextSibling());
if (oldChild->nextSibling())
oldChild->nextSibling()->setPreviousSibling(oldChild->previousSibling());
if (m_first == oldChild)
m_first = oldChild->nextSibling();
if (m_last == oldChild)
m_last = oldChild->previousSibling();
if (oldChild->stackingNode()->isNormalFlowOnly())
m_stackingNode->dirtyNormalFlowList();
if (!oldChild->stackingNode()->isNormalFlowOnly() || oldChild->firstChild()) {
// Dirty the z-order list in which we are contained. When called via the
// reattachment process in removeOnlyThisLayer, the layer may already be disconnected
// from the main layer tree, so we need to null-check the
// |stackingContext| value.
oldChild->stackingNode()->dirtyStackingContextZOrderLists();
}
oldChild->setPreviousSibling(0);
oldChild->setNextSibling(0);
oldChild->m_parent = 0;
dirtyAncestorChainHasSelfPaintingLayerDescendantStatus();
return oldChild;
}
void RenderLayer::removeOnlyThisLayer()
{
if (!m_parent)
return;
m_clipper.clearClipRectsIncludingDescendants();
RenderLayer* nextSib = nextSibling();
// Now walk our kids and reattach them to our parent.
RenderLayer* current = m_first;
while (current) {
RenderLayer* next = current->nextSibling();
removeChild(current);
m_parent->addChild(current, nextSib);
// FIXME: We should call a specialized version of this function.
current->updateLayerPositionsAfterLayout();
current = next;
}
// Remove us from the parent.
m_parent->removeChild(this);
m_renderer->destroyLayer();
}
void RenderLayer::insertOnlyThisLayer()
{
if (!m_parent && renderer()->parent()) {
// We need to connect ourselves when our renderer() has a parent.
// Find our enclosingLayer and add ourselves.
RenderLayer* parentLayer = renderer()->parent()->enclosingLayer();
ASSERT(parentLayer);
RenderLayer* beforeChild = renderer()->parent()->findNextLayer(parentLayer, renderer());
parentLayer->addChild(this, beforeChild);
}
// Remove all descendant layers from the hierarchy and add them to the new position.
for (RenderObject* curr = renderer()->slowFirstChild(); curr; curr = curr->nextSibling())
curr->moveLayers(m_parent, this);
// Clear out all the clip rects.
m_clipper.clearClipRectsIncludingDescendants();
}
// Returns the layer reached on the walk up towards the ancestor.
static inline const RenderLayer* accumulateOffsetTowardsAncestor(const RenderLayer* layer, const RenderLayer* ancestorLayer, LayoutPoint& location)
{
ASSERT(ancestorLayer != layer);
const RenderLayerModelObject* renderer = layer->renderer();
EPosition position = renderer->style()->position();
RenderLayer* parentLayer;
if (position == AbsolutePosition) {
// Do what enclosingPositionedAncestor() does, but check for ancestorLayer along the way.
parentLayer = layer->parent();
bool foundAncestorFirst = false;
while (parentLayer) {
// RenderFlowThread is a positioned container, child of RenderView, positioned at (0,0).
// This implies that, for out-of-flow positioned elements inside a RenderFlowThread,
// we are bailing out before reaching root layer.
if (parentLayer->isPositionedContainer())
break;
if (parentLayer == ancestorLayer) {
foundAncestorFirst = true;
break;
}
parentLayer = parentLayer->parent();
}
if (foundAncestorFirst) {
// Found ancestorLayer before the abs. positioned container, so compute offset of both relative
// to enclosingPositionedAncestor and subtract.
RenderLayer* positionedAncestor = parentLayer->enclosingPositionedAncestor();
LayoutPoint thisCoords;
layer->convertToLayerCoords(positionedAncestor, thisCoords);
LayoutPoint ancestorCoords;
ancestorLayer->convertToLayerCoords(positionedAncestor, ancestorCoords);
location += (thisCoords - ancestorCoords);
return ancestorLayer;
}
} else
parentLayer = layer->parent();
if (!parentLayer)
return 0;
location += toSize(layer->location());
return parentLayer;
}
void RenderLayer::convertToLayerCoords(const RenderLayer* ancestorLayer, LayoutPoint& location) const
{
if (ancestorLayer == this)
return;
const RenderLayer* currLayer = this;
while (currLayer && currLayer != ancestorLayer)
currLayer = accumulateOffsetTowardsAncestor(currLayer, ancestorLayer, location);
}
void RenderLayer::convertToLayerCoords(const RenderLayer* ancestorLayer, LayoutRect& rect) const
{
LayoutPoint delta;
convertToLayerCoords(ancestorLayer, delta);
rect.move(-delta.x(), -delta.y());
}
void RenderLayer::didUpdateNeedsCompositedScrolling()
{
updateSelfPaintingLayer();
}
void RenderLayer::updateStackingNode()
{
if (requiresStackingNode())
m_stackingNode = adoptPtr(new RenderLayerStackingNode(this));
else
m_stackingNode = nullptr;
}
void RenderLayer::updateScrollableArea()
{
if (requiresScrollableArea())
m_scrollableArea = adoptPtr(new RenderLayerScrollableArea(*this));
else
m_scrollableArea = nullptr;
}
bool RenderLayer::hasOverflowControls() const
{
return m_scrollableArea && m_scrollableArea->hasScrollbar();
}
void RenderLayer::paint(GraphicsContext* context, const LayoutRect& damageRect, RenderObject* paintingRoot)
{
LayerPaintingInfo paintingInfo(this, enclosingIntRect(damageRect), LayoutSize(), paintingRoot);
paintLayer(context, paintingInfo, PaintContent);
}
void RenderLayer::paintOverlayScrollbars(GraphicsContext* context, const LayoutRect& damageRect, RenderObject* paintingRoot)
{
if (!m_containsDirtyOverlayScrollbars)
return;
LayerPaintingInfo paintingInfo(this, enclosingIntRect(damageRect), LayoutSize(), paintingRoot);
paintLayer(context, paintingInfo, PaintOverlayScrollbars);
m_containsDirtyOverlayScrollbars = false;
}
static bool inContainingBlockChain(RenderLayer* startLayer, RenderLayer* endLayer)
{
if (startLayer == endLayer)
return true;
RenderView* view = startLayer->renderer()->view();
for (RenderBlock* currentBlock = startLayer->renderer()->containingBlock(); currentBlock && currentBlock != view; currentBlock = currentBlock->containingBlock()) {
if (currentBlock->layer() == endLayer)
return true;
}
return false;
}
void RenderLayer::clipToRect(const LayerPaintingInfo& localPaintingInfo, GraphicsContext* context, const ClipRect& clipRect,
BorderRadiusClippingRule rule)
{
if (clipRect.rect() == localPaintingInfo.paintDirtyRect && !clipRect.hasRadius())
return;
context->save();
context->clip(pixelSnappedIntRect(clipRect.rect()));
if (!clipRect.hasRadius())
return;
// If the clip rect has been tainted by a border radius, then we have to walk up our layer chain applying the clips from
// any layers with overflow. The condition for being able to apply these clips is that the overflow object be in our
// containing block chain so we check that also.
for (RenderLayer* layer = rule == IncludeSelfForBorderRadius ? this : parent(); layer; layer = layer->parent()) {
// Composited scrolling layers handle border-radius clip in the compositor via a mask layer. We do not
// want to apply a border-radius clip to the layer contents itself, because that would require re-rastering
// every frame to update the clip. We only want to make sure that the mask layer is properly clipped so
// that it can in turn clip the scrolled contents in the compositor.
if (layer->needsCompositedScrolling())
break;
if (layer->renderer()->hasOverflowClip() && layer->renderer()->style()->hasBorderRadius() && inContainingBlockChain(this, layer)) {
LayoutPoint delta;
layer->convertToLayerCoords(localPaintingInfo.rootLayer, delta);
context->clipRoundedRect(layer->renderer()->style()->getRoundedInnerBorderFor(LayoutRect(delta, layer->size())));
}
if (layer == localPaintingInfo.rootLayer)
break;
}
}
void RenderLayer::restoreClip(GraphicsContext* context, const LayoutRect& paintDirtyRect, const ClipRect& clipRect)
{
if (clipRect.rect() == paintDirtyRect && !clipRect.hasRadius())
return;
context->restore();
}
void RenderLayer::paintLayer(GraphicsContext* context, const LayerPaintingInfo& paintingInfo, PaintLayerFlags paintFlags)
{
// Non self-painting leaf layers don't need to be painted as their renderer() should properly paint itself.
if (!isSelfPaintingLayer() && !hasSelfPaintingLayerDescendant())
return;
// If this layer is totally invisible then there is nothing to paint.
if (!renderer()->opacity())
return;
if (paintsWithTransform()) {
TransformationMatrix layerTransform = renderableTransform();
// If the transform can't be inverted, then don't paint anything.
if (!layerTransform.isInvertible())
return;
// If we have a transparency layer enclosing us and we are the root of a transform, then we need to establish the transparency
// layer from the parent now, assuming there is a parent
if (isTransparent()) {
if (parent())
parent()->beginTransparencyLayers(context, paintingInfo.rootLayer, paintingInfo.paintDirtyRect, paintingInfo.subPixelAccumulation);
else
beginTransparencyLayers(context, paintingInfo.rootLayer, paintingInfo.paintDirtyRect, paintingInfo.subPixelAccumulation);
}
// Make sure the parent's clip rects have been calculated.
ClipRect clipRect = paintingInfo.paintDirtyRect;
if (parent()) {
ClipRectsContext clipRectsContext(paintingInfo.rootLayer, PaintingClipRects);
clipRect = clipper().backgroundClipRect(clipRectsContext);
clipRect.intersect(paintingInfo.paintDirtyRect);
// Push the parent coordinate space's clip.
parent()->clipToRect(paintingInfo, context, clipRect);
}
paintLayerByApplyingTransform(context, paintingInfo, paintFlags);
// Restore the clip.
if (parent())
parent()->restoreClip(context, paintingInfo.paintDirtyRect, clipRect);
return;
}
paintLayerContents(context, paintingInfo, paintFlags);
}
void RenderLayer::paintLayerContents(GraphicsContext* context, const LayerPaintingInfo& paintingInfo, PaintLayerFlags paintFlags)
{
ASSERT(isSelfPaintingLayer() || hasSelfPaintingLayerDescendant());
float deviceScaleFactor = blink::deviceScaleFactor(renderer()->frame());
context->setDeviceScaleFactor(deviceScaleFactor);
GraphicsContext* transparencyLayerContext = context;
m_stackingNode->updateLayerListsIfNeeded();
LayoutPoint offsetFromRoot;
convertToLayerCoords(paintingInfo.rootLayer, offsetFromRoot);
LayoutRect rootRelativeBounds;
bool rootRelativeBoundsComputed = false;
// Apply clip-path to context.
GraphicsContextStateSaver clipStateSaver(*context, false);
RenderStyle* style = renderer()->style();
// Clip-path, like border radius, must not be applied to the contents of a composited-scrolling container.
// It must, however, still be applied to the mask layer, so that the compositor can properly mask the
// scrolling contents and scrollbars.
if (renderer()->hasClipPath() && style && !needsCompositedScrolling()) {
ASSERT(style->clipPath());
if (style->clipPath()->type() == ClipPathOperation::SHAPE) {
ShapeClipPathOperation* clipPath = toShapeClipPathOperation(style->clipPath());
if (clipPath->isValid()) {
clipStateSaver.save();
if (!rootRelativeBoundsComputed) {
rootRelativeBounds = physicalBoundingBoxIncludingReflectionAndStackingChildren(paintingInfo.rootLayer, offsetFromRoot);
rootRelativeBoundsComputed = true;
}
context->clipPath(clipPath->path(rootRelativeBounds), clipPath->windRule());
}
}
}
LayerPaintingInfo localPaintingInfo(paintingInfo);
bool deferredFiltersEnabled = renderer()->document().settings()->deferredFiltersEnabled();
FilterEffectRendererHelper filterPainter(filterRenderer() && paintsWithFilters());
LayoutRect layerBounds;
ClipRect backgroundRect, foregroundRect, outlineRect;
ClipRectsContext clipRectsContext(localPaintingInfo.rootLayer, PaintingClipRects, localPaintingInfo.subPixelAccumulation);
clipper().calculateRects(clipRectsContext, localPaintingInfo.paintDirtyRect,
layerBounds, backgroundRect, foregroundRect, outlineRect,
&offsetFromRoot);
bool isPaintingOverlayScrollbars = paintFlags == PaintOverlayScrollbars;
bool shouldPaintContent = isSelfPaintingLayer() && !isPaintingOverlayScrollbars
&& intersectsDamageRect(layerBounds, backgroundRect.rect(), localPaintingInfo.rootLayer, &offsetFromRoot);
bool haveTransparency = isTransparent();
if (filterPainter.haveFilterEffect()) {
ASSERT(this->filterInfo());
if (!rootRelativeBoundsComputed)
rootRelativeBounds = physicalBoundingBoxIncludingReflectionAndStackingChildren(paintingInfo.rootLayer, offsetFromRoot);
if (filterPainter.prepareFilterEffect(this, rootRelativeBounds, paintingInfo.paintDirtyRect)) {
// Rewire the old context to a memory buffer, so that we can capture the contents of the layer.
// NOTE: We saved the old context in the "transparencyLayerContext" local variable, to be able to start a transparency layer
// on the original context and avoid duplicating "beginFilterEffect" after each transparency layer call. Also, note that
// beginTransparencyLayers will only create a single lazy transparency layer, even though it is called twice in this method.
// With deferred filters, we don't need a separate context, but we do need to do transparency and clipping before starting
// filter processing.
// FIXME: when the legacy path is removed, remove the transparencyLayerContext as well.
if (deferredFiltersEnabled) {
if (haveTransparency) {
// If we have a filter and transparency, we have to eagerly start a transparency layer here, rather than risk a child layer lazily starts one after filter processing.
beginTransparencyLayers(context, localPaintingInfo.rootLayer, paintingInfo.paintDirtyRect, paintingInfo.subPixelAccumulation);
}
// We'll handle clipping to the dirty rect before filter rasterization.
// Filter processing will automatically expand the clip rect and the offscreen to accommodate any filter outsets.
// FIXME: It is incorrect to just clip to the damageRect here once multiple fragments are involved.
clipToRect(localPaintingInfo, context, backgroundRect);
// Subsequent code should not clip to the dirty rect, since we've already
// done it above, and doing it later will defeat the outsets.
localPaintingInfo.clipToDirtyRect = false;
}
context = filterPainter.beginFilterEffect(context);
// Check that we didn't fail to allocate the graphics context for the offscreen buffer.
if (filterPainter.hasStartedFilterEffect() && !deferredFiltersEnabled) {
localPaintingInfo.paintDirtyRect = filterPainter.paintInvalidationRect();
// If the filter needs the full source image, we need to avoid using the clip rectangles.
// Otherwise, if for example this layer has overflow:hidden, a drop shadow will not compute correctly.
// Note that we will still apply the clipping on the final rendering of the filter.
localPaintingInfo.clipToDirtyRect = !filterRenderer()->hasFilterThatMovesPixels();
}
}
}
if (filterPainter.hasStartedFilterEffect() && haveTransparency && !deferredFiltersEnabled) {
// If we have a filter and transparency, we have to eagerly start a transparency layer here, rather than risk a child layer lazily starts one with the wrong context.
beginTransparencyLayers(transparencyLayerContext, localPaintingInfo.rootLayer, paintingInfo.paintDirtyRect, paintingInfo.subPixelAccumulation);
}
// If this layer's renderer is a child of the paintingRoot, we render unconditionally, which
// is done by passing a nil paintingRoot down to our renderer (as if no paintingRoot was ever set).
// Else, our renderer tree may or may not contain the painting root, so we pass that root along
// so it will be tested against as we descend through the renderers.
RenderObject* paintingRootForRenderer = 0;
if (localPaintingInfo.paintingRoot && !renderer()->isDescendantOf(localPaintingInfo.paintingRoot))
paintingRootForRenderer = localPaintingInfo.paintingRoot;
LayoutPoint layerLocation = toPoint(layerBounds.location() - renderBoxLocation() + localPaintingInfo.subPixelAccumulation);
if (shouldPaintContent) {
paintBackground(context, transparencyLayerContext, paintingInfo.paintDirtyRect, haveTransparency,
localPaintingInfo, paintingRootForRenderer, layerLocation, backgroundRect);
}
paintChildren(NegativeZOrderChildren, context, paintingInfo, paintFlags);
if (shouldPaintContent) {
paintForeground(context, transparencyLayerContext, paintingInfo.paintDirtyRect, haveTransparency,
localPaintingInfo, paintingRootForRenderer, layerLocation, foregroundRect);
}
paintOutline(context, localPaintingInfo, paintingRootForRenderer, layerLocation, outlineRect);
paintChildren(NormalFlowChildren | PositiveZOrderChildren, context, paintingInfo, paintFlags);
if (isPaintingOverlayScrollbars)
paintOverflowControls(context, localPaintingInfo, layerLocation, backgroundRect);
if (filterPainter.hasStartedFilterEffect()) {
// Apply the correct clipping (ie. overflow: hidden).
// FIXME: It is incorrect to just clip to the damageRect here once multiple fragments are involved.
if (!deferredFiltersEnabled)
clipToRect(localPaintingInfo, transparencyLayerContext, backgroundRect);
context = filterPainter.applyFilterEffect();
restoreClip(transparencyLayerContext, localPaintingInfo.paintDirtyRect, backgroundRect);
}
// Make sure that we now use the original transparency context.
ASSERT(transparencyLayerContext == context);
if (shouldPaintContent && renderer()->hasMask())
paintMask(context, localPaintingInfo, paintingRootForRenderer, layerLocation, backgroundRect);
// End our transparency layer
if (haveTransparency && m_usedTransparency) {
context->endLayer();
context->restore();
m_usedTransparency = false;
}
}
void RenderLayer::paintLayerByApplyingTransform(GraphicsContext* context, const LayerPaintingInfo& paintingInfo, PaintLayerFlags paintFlags, const LayoutPoint& translationOffset)
{
// This involves subtracting out the position of the layer in our current coordinate space, but preserving
// the accumulated error for sub-pixel layout.
LayoutPoint delta;
convertToLayerCoords(paintingInfo.rootLayer, delta);
delta.moveBy(translationOffset);
TransformationMatrix transform(renderableTransform());
IntPoint roundedDelta = roundedIntPoint(delta);
transform.translateRight(roundedDelta.x(), roundedDelta.y());
LayoutSize adjustedSubPixelAccumulation = paintingInfo.subPixelAccumulation + (delta - roundedDelta);
// Apply the transform.
GraphicsContextStateSaver stateSaver(*context, false);
if (!transform.isIdentity()) {
stateSaver.save();
context->concatCTM(transform.toAffineTransform());
}
// Now do a paint with the root layer shifted to be us.
LayerPaintingInfo transformedPaintingInfo(this, enclosingIntRect(transform.inverse().mapRect(paintingInfo.paintDirtyRect)),
adjustedSubPixelAccumulation, paintingInfo.paintingRoot);
paintLayerContents(context, transformedPaintingInfo, paintFlags);
}
void RenderLayer::paintChildren(unsigned childrenToVisit, GraphicsContext* context, const LayerPaintingInfo& paintingInfo, PaintLayerFlags paintFlags)
{
if (!hasSelfPaintingLayerDescendant())
return;
#if ENABLE(ASSERT)
LayerListMutationDetector mutationChecker(m_stackingNode.get());
#endif
RenderLayerStackingNodeIterator iterator(*m_stackingNode, childrenToVisit);
while (RenderLayerStackingNode* child = iterator.next()) {
child->layer()->paintLayer(context, paintingInfo, paintFlags);
}
}
void RenderLayer::paintBackground(GraphicsContext* context, GraphicsContext* transparencyLayerContext,
const LayoutRect& transparencyPaintDirtyRect, bool haveTransparency, const LayerPaintingInfo& localPaintingInfo,
RenderObject* paintingRootForRenderer, LayoutPoint& layerLocation, ClipRect& layerBackgroundRect)
{
// Begin transparency layers lazily now that we know we have to paint something.
if (haveTransparency)
beginTransparencyLayers(transparencyLayerContext, localPaintingInfo.rootLayer, transparencyPaintDirtyRect, localPaintingInfo.subPixelAccumulation);
if (localPaintingInfo.clipToDirtyRect) {
// Paint our background first, before painting any child layers.
// Establish the clip used to paint our background.
clipToRect(localPaintingInfo, context, layerBackgroundRect, DoNotIncludeSelfForBorderRadius); // Background painting will handle clipping to self.
}
// Paint the background.
// FIXME: Eventually we will collect the region from the fragment itself instead of just from the paint info.
PaintInfo paintInfo(context, pixelSnappedIntRect(layerBackgroundRect.rect()), PaintPhaseBlockBackground, paintingRootForRenderer, 0, localPaintingInfo.rootLayer->renderer());
renderer()->paint(paintInfo, layerLocation);
if (localPaintingInfo.clipToDirtyRect)
restoreClip(context, localPaintingInfo.paintDirtyRect, layerBackgroundRect);
}
void RenderLayer::paintForeground(GraphicsContext* context, GraphicsContext* transparencyLayerContext,
const LayoutRect& transparencyPaintDirtyRect, bool haveTransparency, const LayerPaintingInfo& localPaintingInfo,
RenderObject* paintingRootForRenderer, LayoutPoint& layerLocation, ClipRect& layerForegroundRect)
{
bool foregroundRectIsEmpty = layerForegroundRect.isEmpty();
// Begin transparency if we have something to paint.
if (haveTransparency && !foregroundRectIsEmpty)
beginTransparencyLayers(transparencyLayerContext, localPaintingInfo.rootLayer, transparencyPaintDirtyRect, localPaintingInfo.subPixelAccumulation);
// Optimize clipping for the single fragment case.
bool shouldClip = localPaintingInfo.clipToDirtyRect && !foregroundRectIsEmpty;
if (shouldClip)
clipToRect(localPaintingInfo, context, layerForegroundRect);
if (!foregroundRectIsEmpty) {
// We have to loop through every fragment multiple times, since we have to issue paint invalidations in each specific phase in order for
// interleaving of the fragments to work properly.
// FIXME(sky): Do we still need this for anything now that we don't have fragments?
paintForegroundWithPhase(PaintPhaseChildBlockBackgrounds,
context, localPaintingInfo, paintingRootForRenderer,
layerLocation, layerForegroundRect);
paintForegroundWithPhase(PaintPhaseForeground,
context, localPaintingInfo, paintingRootForRenderer,
layerLocation, layerForegroundRect);
paintForegroundWithPhase(PaintPhaseChildOutlines,
context, localPaintingInfo, paintingRootForRenderer,
layerLocation, layerForegroundRect);
}
if (shouldClip)
restoreClip(context, localPaintingInfo.paintDirtyRect, layerForegroundRect);
}
void RenderLayer::paintForegroundWithPhase(PaintPhase phase, GraphicsContext* context,
const LayerPaintingInfo& localPaintingInfo, RenderObject* paintingRootForRenderer, LayoutPoint& layerLocation, ClipRect& layerForegroundRect)
{
PaintInfo paintInfo(context, pixelSnappedIntRect(layerForegroundRect.rect()), phase, paintingRootForRenderer, 0, localPaintingInfo.rootLayer->renderer());
renderer()->paint(paintInfo, layerLocation);
}
void RenderLayer::paintOutline(GraphicsContext* context, const LayerPaintingInfo& localPaintingInfo,
RenderObject* paintingRootForRenderer, LayoutPoint& layerLocation, ClipRect& layerOutlineRect)
{
if (layerOutlineRect.isEmpty())
return;
PaintInfo paintInfo(context, pixelSnappedIntRect(layerOutlineRect.rect()), PaintPhaseSelfOutline, paintingRootForRenderer, 0, localPaintingInfo.rootLayer->renderer());
clipToRect(localPaintingInfo, context, layerOutlineRect, DoNotIncludeSelfForBorderRadius);
renderer()->paint(paintInfo, layerLocation);
restoreClip(context, localPaintingInfo.paintDirtyRect, layerOutlineRect);
}
void RenderLayer::paintMask(GraphicsContext* context, const LayerPaintingInfo& localPaintingInfo,
RenderObject* paintingRootForRenderer, LayoutPoint& layerLocation, ClipRect& layerBackgroundRect)
{
if (localPaintingInfo.clipToDirtyRect)
clipToRect(localPaintingInfo, context, layerBackgroundRect, DoNotIncludeSelfForBorderRadius); // Mask painting will handle clipping to self.
// Paint the mask.
// FIXME: Eventually we will collect the region from the fragment itself instead of just from the paint info.
PaintInfo paintInfo(context, pixelSnappedIntRect(layerBackgroundRect.rect()), PaintPhaseMask, paintingRootForRenderer, 0, localPaintingInfo.rootLayer->renderer());
renderer()->paint(paintInfo, layerLocation);
if (localPaintingInfo.clipToDirtyRect)
restoreClip(context, localPaintingInfo.paintDirtyRect, layerBackgroundRect);
}
void RenderLayer::paintOverflowControls(GraphicsContext* context, const LayerPaintingInfo& localPaintingInfo, LayoutPoint& layerLocation, ClipRect& layerBackgroundRect)
{
clipToRect(localPaintingInfo, context, layerBackgroundRect);
if (RenderLayerScrollableArea* scrollableArea = this->scrollableArea())
scrollableArea->paintOverflowControls(context, roundedIntPoint(layerLocation), pixelSnappedIntRect(layerBackgroundRect.rect()), true);
restoreClip(context, localPaintingInfo.paintDirtyRect, layerBackgroundRect);
}
static inline LayoutRect frameVisibleRect(RenderObject* renderer)
{
FrameView* frameView = renderer->document().view();
if (!frameView)
return LayoutRect();
return frameView->visibleContentRect();
}
bool RenderLayer::hitTest(const HitTestRequest& request, HitTestResult& result)
{
return hitTest(request, result.hitTestLocation(), result);
}
bool RenderLayer::hitTest(const HitTestRequest& request, const HitTestLocation& hitTestLocation, HitTestResult& result)
{
ASSERT(isSelfPaintingLayer() || hasSelfPaintingLayerDescendant());
// RenderView should make sure to update layout before entering hit testing
ASSERT(!renderer()->frame()->view()->layoutPending());
ASSERT(!renderer()->document().renderView()->needsLayout());
LayoutRect hitTestArea = renderer()->view()->documentRect();
if (!request.ignoreClipping())
hitTestArea.intersect(frameVisibleRect(renderer()));
RenderLayer* insideLayer = hitTestLayer(this, 0, request, result, hitTestArea, hitTestLocation, false);
if (!insideLayer) {
// We didn't hit any layer. If we are the root layer and the mouse is -- or just was -- down,
// return ourselves. We do this so mouse events continue getting delivered after a drag has
// exited the WebView, and so hit testing over a scrollbar hits the content document.
if (!request.isChildFrameHitTest() && (request.active() || request.release()) && isRootLayer()) {
renderer()->updateHitTestResult(result, hitTestLocation.point());
insideLayer = this;
}
}
// Now determine if the result is inside an anchor - if the urlElement isn't already set.
Node* node = result.innerNode();
if (node && !result.URLElement())
result.setURLElement(node->enclosingLinkEventParentOrSelf());
// Now return whether we were inside this layer (this will always be true for the root
// layer).
return insideLayer;
}
Node* RenderLayer::enclosingElement() const
{
for (RenderObject* r = renderer(); r; r = r->parent()) {
if (Node* e = r->node())
return e;
}
ASSERT_NOT_REACHED();
return 0;
}
// Compute the z-offset of the point in the transformState.
// This is effectively projecting a ray normal to the plane of ancestor, finding where that
// ray intersects target, and computing the z delta between those two points.
static double computeZOffset(const HitTestingTransformState& transformState)
{
// We got an affine transform, so no z-offset
if (transformState.m_accumulatedTransform.isAffine())
return 0;
// Flatten the point into the target plane
FloatPoint targetPoint = transformState.mappedPoint();
// Now map the point back through the transform, which computes Z.
FloatPoint3D backmappedPoint = transformState.m_accumulatedTransform.mapPoint(FloatPoint3D(targetPoint));
return backmappedPoint.z();
}
PassRefPtr<HitTestingTransformState> RenderLayer::createLocalTransformState(RenderLayer* rootLayer, RenderLayer* containerLayer,
const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation,
const HitTestingTransformState* containerTransformState,
const LayoutPoint& translationOffset) const
{
RefPtr<HitTestingTransformState> transformState;
LayoutPoint offset;
if (containerTransformState) {
// If we're already computing transform state, then it's relative to the container (which we know is non-null).
transformState = HitTestingTransformState::create(*containerTransformState);
convertToLayerCoords(containerLayer, offset);
} else {
// If this is the first time we need to make transform state, then base it off of hitTestLocation,
// which is relative to rootLayer.
transformState = HitTestingTransformState::create(hitTestLocation.transformedPoint(), hitTestLocation.transformedRect(), FloatQuad(hitTestRect));
convertToLayerCoords(rootLayer, offset);
}
offset.moveBy(translationOffset);
RenderObject* containerRenderer = containerLayer ? containerLayer->renderer() : 0;
if (renderer()->shouldUseTransformFromContainer(containerRenderer)) {
TransformationMatrix containerTransform;
renderer()->getTransformFromContainer(containerRenderer, toLayoutSize(offset), containerTransform);
transformState->applyTransform(containerTransform, HitTestingTransformState::AccumulateTransform);
} else {
transformState->translate(offset.x(), offset.y(), HitTestingTransformState::AccumulateTransform);
}
return transformState;
}
static bool isHitCandidate(const RenderLayer* hitLayer, bool canDepthSort, double* zOffset, const HitTestingTransformState* transformState)
{
if (!hitLayer)
return false;
// The hit layer is depth-sorting with other layers, so just say that it was hit.
if (canDepthSort)
return true;
// We need to look at z-depth to decide if this layer was hit.
if (zOffset) {
ASSERT(transformState);
// This is actually computing our z, but that's OK because the hitLayer is coplanar with us.
double childZOffset = computeZOffset(*transformState);
if (childZOffset > *zOffset) {
*zOffset = childZOffset;
return true;
}
return false;
}
return true;
}
// hitTestLocation and hitTestRect are relative to rootLayer.
// A 'flattening' layer is one preserves3D() == false.
// transformState.m_accumulatedTransform holds the transform from the containing flattening layer.
// transformState.m_lastPlanarPoint is the hitTestLocation in the plane of the containing flattening layer.
// transformState.m_lastPlanarQuad is the hitTestRect as a quad in the plane of the containing flattening layer.
//
// If zOffset is non-null (which indicates that the caller wants z offset information),
// *zOffset on return is the z offset of the hit point relative to the containing flattening layer.
RenderLayer* RenderLayer::hitTestLayer(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest& request, HitTestResult& result,
const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation, bool appliedTransform,
const HitTestingTransformState* transformState, double* zOffset)
{
if (!isSelfPaintingLayer() && !hasSelfPaintingLayerDescendant())
return 0;
// The natural thing would be to keep HitTestingTransformState on the stack, but it's big, so we heap-allocate.
// Apply a transform if we have one.
if (transform() && !appliedTransform) {
// Make sure the parent's clip rects have been calculated.
if (parent()) {
ClipRect clipRect = clipper().backgroundClipRect(ClipRectsContext(rootLayer, RootRelativeClipRects));
// Go ahead and test the enclosing clip now.
if (!clipRect.intersects(hitTestLocation))
return 0;
}
return hitTestLayerByApplyingTransform(rootLayer, containerLayer, request, result, hitTestRect, hitTestLocation, transformState, zOffset);
}
// Ensure our lists and 3d status are up-to-date.
m_stackingNode->updateLayerListsIfNeeded();
update3DTransformedDescendantStatus();
RefPtr<HitTestingTransformState> localTransformState;
if (appliedTransform) {
// We computed the correct state in the caller (above code), so just reference it.
ASSERT(transformState);
localTransformState = const_cast<HitTestingTransformState*>(transformState);
} else if (transformState || m_has3DTransformedDescendant || preserves3D()) {
// We need transform state for the first time, or to offset the container state, so create it here.
localTransformState = createLocalTransformState(rootLayer, containerLayer, hitTestRect, hitTestLocation, transformState);
}
// Check for hit test on backface if backface-visibility is 'hidden'
if (localTransformState && renderer()->style()->backfaceVisibility() == BackfaceVisibilityHidden) {
TransformationMatrix invertedMatrix = localTransformState->m_accumulatedTransform.inverse();
// If the z-vector of the matrix is negative, the back is facing towards the viewer.
if (invertedMatrix.m33() < 0)
return 0;
}
RefPtr<HitTestingTransformState> unflattenedTransformState = localTransformState;
if (localTransformState && !preserves3D()) {
// Keep a copy of the pre-flattening state, for computing z-offsets for the container
unflattenedTransformState = HitTestingTransformState::create(*localTransformState);
// This layer is flattening, so flatten the state passed to descendants.
localTransformState->flatten();
}
// The following are used for keeping track of the z-depth of the hit point of 3d-transformed
// descendants.
double localZOffset = -std::numeric_limits<double>::infinity();
double* zOffsetForDescendantsPtr = 0;
double* zOffsetForContentsPtr = 0;
bool depthSortDescendants = false;
if (preserves3D()) {
depthSortDescendants = true;
// Our layers can depth-test with our container, so share the z depth pointer with the container, if it passed one down.
zOffsetForDescendantsPtr = zOffset ? zOffset : &localZOffset;
zOffsetForContentsPtr = zOffset ? zOffset : &localZOffset;
} else if (zOffset) {
zOffsetForDescendantsPtr = 0;
// Container needs us to give back a z offset for the hit layer.
zOffsetForContentsPtr = zOffset;
}
// This variable tracks which layer the mouse ends up being inside.
RenderLayer* candidateLayer = 0;
// Begin by walking our list of positive layers from highest z-index down to the lowest z-index.
RenderLayer* hitLayer = hitTestChildren(PositiveZOrderChildren, rootLayer, request, result, hitTestRect, hitTestLocation,
localTransformState.get(), zOffsetForDescendantsPtr, zOffset, unflattenedTransformState.get(), depthSortDescendants);
if (hitLayer) {
if (!depthSortDescendants)
return hitLayer;
candidateLayer = hitLayer;
}
// Now check our overflow objects.
hitLayer = hitTestChildren(NormalFlowChildren, rootLayer, request, result, hitTestRect, hitTestLocation,
localTransformState.get(), zOffsetForDescendantsPtr, zOffset, unflattenedTransformState.get(), depthSortDescendants);
if (hitLayer) {
if (!depthSortDescendants)
return hitLayer;
candidateLayer = hitLayer;
}
LayoutRect layerBounds;
ClipRect backgroundRect, foregroundRect, outlineRect;
ClipRectsContext clipRectsContext(rootLayer, RootRelativeClipRects);
clipper().calculateRects(clipRectsContext, hitTestRect, layerBounds, backgroundRect, foregroundRect, outlineRect);
// Next we want to see if the mouse pos is inside the child RenderObjects of the layer.
if (isSelfPaintingLayer() && foregroundRect.intersects(hitTestLocation)) {
// Hit test with a temporary HitTestResult, because we only want to commit to 'result' if we know we're frontmost.
HitTestResult tempResult(result.hitTestLocation());
if (hitTestContents(request, tempResult, layerBounds, hitTestLocation, HitTestDescendants)
&& isHitCandidate(this, false, zOffsetForContentsPtr, unflattenedTransformState.get())) {
if (result.isRectBasedTest())
result.append(tempResult);
else
result = tempResult;
if (!depthSortDescendants)
return this;
// Foreground can depth-sort with descendant layers, so keep this as a candidate.
candidateLayer = this;
} else if (result.isRectBasedTest()) {
result.append(tempResult);
}
}
// Now check our negative z-index children.
hitLayer = hitTestChildren(NegativeZOrderChildren, rootLayer, request, result, hitTestRect, hitTestLocation,
localTransformState.get(), zOffsetForDescendantsPtr, zOffset, unflattenedTransformState.get(), depthSortDescendants);
if (hitLayer) {
if (!depthSortDescendants)
return hitLayer;
candidateLayer = hitLayer;
}
// If we found a layer, return. Child layers, and foreground always render in front of background.
if (candidateLayer)
return candidateLayer;
if (isSelfPaintingLayer() && backgroundRect.intersects(hitTestLocation)) {
HitTestResult tempResult(result.hitTestLocation());
if (hitTestContents(request, tempResult, layerBounds, hitTestLocation, HitTestSelf)
&& isHitCandidate(this, false, zOffsetForContentsPtr, unflattenedTransformState.get())) {
if (result.isRectBasedTest())
result.append(tempResult);
else
result = tempResult;
return this;
}
if (result.isRectBasedTest())
result.append(tempResult);
}
return 0;
}
RenderLayer* RenderLayer::hitTestLayerByApplyingTransform(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest& request, HitTestResult& result,
const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation, const HitTestingTransformState* transformState, double* zOffset,
const LayoutPoint& translationOffset)
{
// Create a transform state to accumulate this transform.
RefPtr<HitTestingTransformState> newTransformState = createLocalTransformState(rootLayer, containerLayer, hitTestRect, hitTestLocation, transformState, translationOffset);
// If the transform can't be inverted, then don't hit test this layer at all.
if (!newTransformState->m_accumulatedTransform.isInvertible())
return 0;
// Compute the point and the hit test rect in the coords of this layer by using the values
// from the transformState, which store the point and quad in the coords of the last flattened
// layer, and the accumulated transform which lets up map through preserve-3d layers.
//
// We can't just map hitTestLocation and hitTestRect because they may have been flattened (losing z)
// by our container.
FloatPoint localPoint = newTransformState->mappedPoint();
FloatQuad localPointQuad = newTransformState->mappedQuad();
LayoutRect localHitTestRect = newTransformState->boundsOfMappedArea();
HitTestLocation newHitTestLocation;
if (hitTestLocation.isRectBasedTest())
newHitTestLocation = HitTestLocation(localPoint, localPointQuad);
else
newHitTestLocation = HitTestLocation(localPoint);
// Now do a hit test with the root layer shifted to be us.
return hitTestLayer(this, containerLayer, request, result, localHitTestRect, newHitTestLocation, true, newTransformState.get(), zOffset);
}
bool RenderLayer::hitTestContents(const HitTestRequest& request, HitTestResult& result, const LayoutRect& layerBounds, const HitTestLocation& hitTestLocation, HitTestFilter hitTestFilter) const
{
ASSERT(isSelfPaintingLayer() || hasSelfPaintingLayerDescendant());
if (!renderer()->hitTest(request, result, hitTestLocation, toLayoutPoint(layerBounds.location() - renderBoxLocation()), hitTestFilter)) {
// It's wrong to set innerNode, but then claim that you didn't hit anything, unless it is
// a rect-based test.
ASSERT(!result.innerNode() || (result.isRectBasedTest() && result.rectBasedTestResult().size()));
return false;
}
// For positioned generated content, we might still not have a
// node by the time we get to the layer level, since none of
// the content in the layer has an element. So just walk up
// the tree.
if (!result.innerNode() || !result.innerNonSharedNode()) {
Node* e = enclosingElement();
if (!result.innerNode())
result.setInnerNode(e);
if (!result.innerNonSharedNode())
result.setInnerNonSharedNode(e);
}
return true;
}
RenderLayer* RenderLayer::hitTestChildren(ChildrenIteration childrentoVisit, RenderLayer* rootLayer,
const HitTestRequest& request, HitTestResult& result,
const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation,
const HitTestingTransformState* transformState,
double* zOffsetForDescendants, double* zOffset,
const HitTestingTransformState* unflattenedTransformState,
bool depthSortDescendants)
{
if (!hasSelfPaintingLayerDescendant())
return 0;
RenderLayer* resultLayer = 0;
RenderLayerStackingNodeReverseIterator iterator(*m_stackingNode, childrentoVisit);
while (RenderLayerStackingNode* child = iterator.next()) {
RenderLayer* childLayer = child->layer();
RenderLayer* hitLayer = 0;
HitTestResult tempResult(result.hitTestLocation());
hitLayer = childLayer->hitTestLayer(rootLayer, this, request, tempResult, hitTestRect, hitTestLocation, false, transformState, zOffsetForDescendants);
// If it a rect-based test, we can safely append the temporary result since it might had hit
// nodes but not necesserily had hitLayer set.
if (result.isRectBasedTest())
result.append(tempResult);
if (isHitCandidate(hitLayer, depthSortDescendants, zOffset, unflattenedTransformState)) {
resultLayer = hitLayer;
if (!result.isRectBasedTest())
result = tempResult;
if (!depthSortDescendants)
break;
}
}
return resultLayer;
}
bool RenderLayer::intersectsDamageRect(const LayoutRect& layerBounds, const LayoutRect& damageRect, const RenderLayer* rootLayer, const LayoutPoint* offsetFromRoot) const
{
// Always examine the canvas and the root.
// FIXME: Could eliminate the isDocumentElement() check if we fix background painting so that the RenderView
// paints the root's background.
if (isRootLayer() || renderer()->isDocumentElement())
return true;
// If we aren't an inline flow, and our layer bounds do intersect the damage rect, then we
// can go ahead and return true.
RenderView* view = renderer()->view();
ASSERT(view);
if (view && !renderer()->isRenderInline()) {
if (layerBounds.intersects(damageRect))
return true;
}
// Otherwise we need to compute the bounding box of this single layer and see if it intersects
// the damage rect.
return physicalBoundingBox(rootLayer, offsetFromRoot).intersects(damageRect);
}
LayoutRect RenderLayer::logicalBoundingBox() const
{
// There are three special cases we need to consider.
// (1) Inline Flows. For inline flows we will create a bounding box that fully encompasses all of the lines occupied by the
// inline. In other words, if some <span> wraps to three lines, we'll create a bounding box that fully encloses the
// line boxes of all three lines (including overflow on those lines).
// (2) Left/Top Overflow. The width/height of layers already includes right/bottom overflow. However, in the case of left/top
// overflow, we have to create a bounding box that will extend to include this overflow.
// (3) Floats. When a layer has overhanging floats that it paints, we need to make sure to include these overhanging floats
// as part of our bounding box. We do this because we are the responsible layer for both hit testing and painting those
// floats.
LayoutRect result;
if (renderer()->isInline() && renderer()->isRenderInline()) {
result = toRenderInline(renderer())->linesVisualOverflowBoundingBox();
} else {
RenderBox* box = renderBox();
ASSERT(box);
result = box->borderBoxRect();
result.unite(box->visualOverflowRect());
}
ASSERT(renderer()->view());
return result;
}
LayoutRect RenderLayer::physicalBoundingBox(const RenderLayer* ancestorLayer, const LayoutPoint* offsetFromRoot) const
{
LayoutPoint delta;
if (offsetFromRoot)
delta = *offsetFromRoot;
else
convertToLayerCoords(ancestorLayer, delta);
LayoutRect result = logicalBoundingBox();
result.moveBy(delta);
return result;
}
static void expandRectForReflectionAndStackingChildren(const RenderLayer* ancestorLayer, RenderLayer::CalculateBoundsOptions options, LayoutRect& result)
{
ASSERT(ancestorLayer->stackingNode()->isStackingContext() || !ancestorLayer->stackingNode()->hasPositiveZOrderList());
#if ENABLE(ASSERT)
LayerListMutationDetector mutationChecker(const_cast<RenderLayer*>(ancestorLayer)->stackingNode());
#endif
RenderLayerStackingNodeIterator iterator(*ancestorLayer->stackingNode(), AllChildren);
while (RenderLayerStackingNode* node = iterator.next()) {
result.unite(node->layer()->boundingBoxForCompositing(ancestorLayer, options));
}
}
LayoutRect RenderLayer::physicalBoundingBoxIncludingReflectionAndStackingChildren(const RenderLayer* ancestorLayer, const LayoutPoint& offsetFromRoot) const
{
LayoutPoint origin;
LayoutRect result = physicalBoundingBox(ancestorLayer, &origin);
const_cast<RenderLayer*>(this)->stackingNode()->updateLayerListsIfNeeded();
expandRectForReflectionAndStackingChildren(this, DoNotApplyBoundsChickenEggHacks, result);
result.moveBy(offsetFromRoot);
return result;
}
LayoutRect RenderLayer::boundingBoxForCompositing(const RenderLayer* ancestorLayer, CalculateBoundsOptions options) const
{
if (!isSelfPaintingLayer())
return LayoutRect();
if (!ancestorLayer)
ancestorLayer = this;
// The root layer is always just the size of the document.
if (isRootLayer())
return m_renderer->view()->unscaledDocumentRect();
const bool shouldIncludeTransform = paintsWithTransform() || (options == ApplyBoundsChickenEggHacks && transform());
LayoutRect localClipRect = clipper().localClipRect();
if (localClipRect != PaintInfo::infiniteRect()) {
if (shouldIncludeTransform)
localClipRect = transform()->mapRect(localClipRect);
LayoutPoint delta;
convertToLayerCoords(ancestorLayer, delta);
localClipRect.moveBy(delta);
return localClipRect;
}
LayoutPoint origin;
LayoutRect result = physicalBoundingBox(ancestorLayer, &origin);
const_cast<RenderLayer*>(this)->stackingNode()->updateLayerListsIfNeeded();
expandRectForReflectionAndStackingChildren(this, options, result);
// FIXME: We can optimize the size of the composited layers, by not enlarging
// filtered areas with the outsets if we know that the filter is going to render in hardware.
// https://bugs.webkit.org/show_bug.cgi?id=81239
m_renderer->style()->filterOutsets().expandRect(result);
if (shouldIncludeTransform)
result = transform()->mapRect(result);
LayoutPoint delta;
convertToLayerCoords(ancestorLayer, delta);
result.moveBy(delta);
return result;
}
bool RenderLayer::paintsWithTransform() const
{
// FIXME(sky): Remove
return transform();
}
bool RenderLayer::backgroundIsKnownToBeOpaqueInRect(const LayoutRect& localRect) const
{
if (!isSelfPaintingLayer() && !hasSelfPaintingLayerDescendant())
return false;
if (isTransparent())
return false;
if (paintsWithFilters() && renderer()->style()->filter().hasFilterThatAffectsOpacity())
return false;
// FIXME: Handle simple transforms.
if (paintsWithTransform())
return false;
// FIXME: Remove this check.
// This function should not be called when layer-lists are dirty.
// It is somehow getting triggered during style update.
if (m_stackingNode->zOrderListsDirty() || m_stackingNode->normalFlowListDirty())
return false;
// FIXME: We currently only check the immediate renderer,
// which will miss many cases.
if (renderer()->backgroundIsKnownToBeOpaqueInRect(localRect))
return true;
// We can't consult child layers if we clip, since they might cover
// parts of the rect that are clipped out.
if (renderer()->hasOverflowClip())
return false;
return childBackgroundIsKnownToBeOpaqueInRect(localRect);
}
bool RenderLayer::childBackgroundIsKnownToBeOpaqueInRect(const LayoutRect& localRect) const
{
RenderLayerStackingNodeReverseIterator revertseIterator(*m_stackingNode, PositiveZOrderChildren | NormalFlowChildren | NegativeZOrderChildren);
while (RenderLayerStackingNode* child = revertseIterator.next()) {
const RenderLayer* childLayer = child->layer();
if (!childLayer->canUseConvertToLayerCoords())
continue;
LayoutPoint childOffset;
LayoutRect childLocalRect(localRect);
childLayer->convertToLayerCoords(this, childOffset);
childLocalRect.moveBy(-childOffset);
if (childLayer->backgroundIsKnownToBeOpaqueInRect(childLocalRect))
return true;
}
return false;
}
bool RenderLayer::shouldBeSelfPaintingLayer() const
{
return m_layerType == NormalLayer
|| (m_scrollableArea && m_scrollableArea->hasOverlayScrollbars())
|| needsCompositedScrolling();
}
void RenderLayer::updateSelfPaintingLayer()
{
bool isSelfPaintingLayer = shouldBeSelfPaintingLayer();
if (this->isSelfPaintingLayer() == isSelfPaintingLayer)
return;
m_isSelfPaintingLayer = isSelfPaintingLayer;
if (parent())
parent()->dirtyAncestorChainHasSelfPaintingLayerDescendantStatus();
}
bool RenderLayer::hasNonEmptyChildRenderers() const
{
// Some HTML can cause whitespace text nodes to have renderers, like:
// <div>
// <img src=...>
// </div>
// so test for 0x0 RenderTexts here
for (RenderObject* child = renderer()->slowFirstChild(); child; child = child->nextSibling()) {
if (!child->hasLayer()) {
if (child->isRenderInline() || !child->isBox())
return true;
if (toRenderBox(child)->width() > 0 || toRenderBox(child)->height() > 0)
return true;
}
}
return false;
}
bool RenderLayer::hasBoxDecorationsOrBackground() const
{
return renderer()->style()->hasBoxDecorations() || renderer()->style()->hasBackground();
}
bool RenderLayer::hasVisibleBoxDecorations() const
{
return hasBoxDecorationsOrBackground() || hasOverflowControls();
}
bool RenderLayer::isVisuallyNonEmpty() const
{
if (hasNonEmptyChildRenderers())
return true;
if (renderer()->isReplaced() || renderer()->hasMask())
return true;
if (hasVisibleBoxDecorations())
return true;
return false;
}
void RenderLayer::updateFilters(const RenderStyle* oldStyle, const RenderStyle* newStyle)
{
if (!newStyle->hasFilter() && (!oldStyle || !oldStyle->hasFilter()))
return;
updateOrRemoveFilterClients();
updateOrRemoveFilterEffectRenderer();
}
void RenderLayer::styleChanged(StyleDifference diff, const RenderStyle* oldStyle)
{
m_stackingNode->updateIsNormalFlowOnly();
m_stackingNode->updateStackingNodesAfterStyleChange(oldStyle);
if (m_scrollableArea)
m_scrollableArea->updateAfterStyleChange(oldStyle);
// Overlay scrollbars can make this layer self-painting so we need
// to recompute the bit once scrollbars have been updated.
updateSelfPaintingLayer();
updateTransform(oldStyle, renderer()->style());
updateFilters(oldStyle, renderer()->style());
}
bool RenderLayer::scrollsOverflow() const
{
if (RenderLayerScrollableArea* scrollableArea = this->scrollableArea())
return scrollableArea->scrollsOverflow();
return false;
}
FilterOperations RenderLayer::computeFilterOperations(const RenderStyle* style)
{
return style->filter();
}
void RenderLayer::updateOrRemoveFilterClients()
{
if (!hasFilter()) {
removeFilterInfoIfNeeded();
return;
}
if (renderer()->style()->filter().hasReferenceFilter())
ensureFilterInfo()->updateReferenceFilterClients(renderer()->style()->filter());
else if (hasFilterInfo())
filterInfo()->removeReferenceFilterClients();
}
void RenderLayer::updateOrRemoveFilterEffectRenderer()
{
// FilterEffectRenderer is only used to render the filters in software mode,
// so we always need to run updateOrRemoveFilterEffectRenderer after the composited
// mode might have changed for this layer.
if (!paintsWithFilters()) {
// Don't delete the whole filter info here, because we might use it
// for loading CSS shader files.
if (RenderLayerFilterInfo* filterInfo = this->filterInfo())
filterInfo->setRenderer(nullptr);
return;
}
RenderLayerFilterInfo* filterInfo = ensureFilterInfo();
if (!filterInfo->renderer()) {
RefPtr<FilterEffectRenderer> filterRenderer = FilterEffectRenderer::create();
filterInfo->setRenderer(filterRenderer.release());
// We can optimize away code paths in other places if we know that there are no software filters.
renderer()->document().view()->setHasSoftwareFilters(true);
}
// If the filter fails to build, remove it from the layer. It will still attempt to
// go through regular processing (e.g. compositing), but never apply anything.
if (!filterInfo->renderer()->build(renderer(), computeFilterOperations(renderer()->style())))
filterInfo->setRenderer(nullptr);
}
void RenderLayer::filterNeedsPaintInvalidation()
{
}
} // namespace blink
#ifndef NDEBUG
void showLayerTree(const blink::RenderLayer* layer)
{
if (!layer)
return;
if (blink::LocalFrame* frame = layer->renderer()->frame()) {
WTF::String output = externalRepresentation(frame, blink::RenderAsTextShowAllLayers | blink::RenderAsTextShowLayerNesting | blink::RenderAsTextShowCompositedLayers | blink::RenderAsTextShowAddresses | blink::RenderAsTextShowIDAndClass | blink::RenderAsTextDontUpdateLayout | blink::RenderAsTextShowLayoutState);
fprintf(stderr, "%s\n", output.utf8().data());
}
}
void showLayerTree(const blink::RenderObject* renderer)
{
if (!renderer)
return;
showLayerTree(renderer->enclosingLayer());
}
#endif