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This caused us to lose our gn check certification. :( Turns out gn check was just ignoring all the header paths it didn't understand and so gn check passing for sky wasn't meaning much. I tried to straighten out some of the mess in this CL, but its going to take several more rounds of massaging before gn check passes again. On the bright side (almost) all of our headers are absolute now. Turns out my script (attached to the bug) didn't notice ../ includes but I'll fix that in the next patch. R=abarth@chromium.org BUG=435361 Review URL: https://codereview.chromium.org/746023002
391 lines
19 KiB
C++
391 lines
19 KiB
C++
/*
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* Copyright (C) 2009, 2010 Apple Inc. All rights reserved.
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* Copyright (C) 2014 Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "sky/engine/config.h"
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#include "sky/engine/core/rendering/compositing/CompositingRequirementsUpdater.h"
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#include "sky/engine/core/rendering/RenderLayerStackingNode.h"
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#include "sky/engine/core/rendering/RenderLayerStackingNodeIterator.h"
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#include "sky/engine/core/rendering/RenderView.h"
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#include "sky/engine/core/rendering/compositing/RenderLayerCompositor.h"
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#include "sky/engine/platform/TraceEvent.h"
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namespace blink {
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class OverlapMapContainer {
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public:
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void add(const IntRect& bounds)
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{
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m_layerRects.append(bounds);
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m_boundingBox.unite(bounds);
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}
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bool overlapsLayers(const IntRect& bounds) const
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{
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// Checking with the bounding box will quickly reject cases when
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// layers are created for lists of items going in one direction and
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// never overlap with each other.
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if (!bounds.intersects(m_boundingBox))
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return false;
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for (unsigned i = 0; i < m_layerRects.size(); i++) {
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if (m_layerRects[i].intersects(bounds))
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return true;
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}
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return false;
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}
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void unite(const OverlapMapContainer& otherContainer)
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{
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m_layerRects.appendVector(otherContainer.m_layerRects);
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m_boundingBox.unite(otherContainer.m_boundingBox);
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}
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private:
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Vector<IntRect, 64> m_layerRects;
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IntRect m_boundingBox;
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};
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class CompositingRequirementsUpdater::OverlapMap {
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WTF_MAKE_NONCOPYABLE(OverlapMap);
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public:
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OverlapMap()
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{
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// Begin by assuming the root layer will be composited so that there
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// is something on the stack. The root layer should also never get a
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// finishCurrentOverlapTestingContext() call.
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beginNewOverlapTestingContext();
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}
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void add(RenderLayer* layer, const IntRect& bounds)
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{
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ASSERT(!layer->isRootLayer());
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if (bounds.isEmpty())
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return;
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// Layers do not contribute to overlap immediately--instead, they will
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// contribute to overlap as soon as they have been recursively processed
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// and popped off the stack.
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ASSERT(m_overlapStack.size() >= 2);
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m_overlapStack[m_overlapStack.size() - 2].add(bounds);
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}
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bool overlapsLayers(const IntRect& bounds) const
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{
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return m_overlapStack.last().overlapsLayers(bounds);
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}
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void beginNewOverlapTestingContext()
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{
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// This effectively creates a new "clean slate" for overlap state.
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// This is used when we know that a subtree or remaining set of
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// siblings does not need to check overlap with things behind it.
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m_overlapStack.append(OverlapMapContainer());
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}
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void finishCurrentOverlapTestingContext()
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{
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// The overlap information on the top of the stack is still necessary
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// for checking overlap of any layers outside this context that may
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// overlap things from inside this context. Therefore, we must merge
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// the information from the top of the stack before popping the stack.
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//
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// FIXME: we may be able to avoid this deep copy by rearranging how
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// overlapMap state is managed.
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m_overlapStack[m_overlapStack.size() - 2].unite(m_overlapStack.last());
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m_overlapStack.removeLast();
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}
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private:
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Vector<OverlapMapContainer> m_overlapStack;
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};
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class CompositingRequirementsUpdater::RecursionData {
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public:
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explicit RecursionData(RenderLayer* compositingAncestor)
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: m_compositingAncestor(compositingAncestor)
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, m_subtreeIsCompositing(false)
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, m_testingOverlap(true)
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{
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}
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RenderLayer* m_compositingAncestor;
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bool m_subtreeIsCompositing;
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bool m_testingOverlap;
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};
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static bool requiresCompositingOrSquashing(CompositingReasons reasons)
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{
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#if ENABLE(ASSERT)
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bool fastAnswer = reasons != CompositingReasonNone;
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bool slowAnswer = requiresCompositing(reasons) || requiresSquashing(reasons);
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ASSERT(fastAnswer == slowAnswer);
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#endif
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return reasons != CompositingReasonNone;
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}
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static CompositingReasons subtreeReasonsForCompositing(RenderLayer* layer, bool hasCompositedDescendants, bool has3DTransformedDescendants)
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{
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CompositingReasons subtreeReasons = CompositingReasonNone;
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// When a layer has composited descendants, some effects, like 2d transforms, filters, masks etc must be implemented
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// via compositing so that they also apply to those composited descdendants.
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if (hasCompositedDescendants) {
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subtreeReasons |= layer->potentialCompositingReasonsFromStyle() & CompositingReasonComboCompositedDescendants;
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// FIXME: This should move into CompositingReasonFinder::potentialCompositingReasonsFromStyle, but
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// theres a poor interaction with RenderTextControlSingleLine, which sets this hasOverflowClip directly.
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if (layer->renderer()->hasClipOrOverflowClip())
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subtreeReasons |= CompositingReasonClipsCompositingDescendants;
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}
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// A layer with preserve-3d or perspective only needs to be composited if there are descendant layers that
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// will be affected by the preserve-3d or perspective.
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if (has3DTransformedDescendants)
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subtreeReasons |= layer->potentialCompositingReasonsFromStyle() & CompositingReasonCombo3DDescendants;
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return subtreeReasons;
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}
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CompositingRequirementsUpdater::CompositingRequirementsUpdater(RenderView& renderView, CompositingReasonFinder& compositingReasonFinder)
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: m_renderView(renderView)
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, m_compositingReasonFinder(compositingReasonFinder)
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{
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}
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CompositingRequirementsUpdater::~CompositingRequirementsUpdater()
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{
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}
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void CompositingRequirementsUpdater::update(RenderLayer* root)
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{
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TRACE_EVENT0("blink", "CompositingRequirementsUpdater::updateRecursive");
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// Go through the layers in presentation order, so that we can compute which RenderLayers need compositing layers.
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// FIXME: we could maybe do this and the hierarchy udpate in one pass, but the parenting logic would be more complex.
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RecursionData recursionData(root);
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OverlapMap overlapTestRequestMap;
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bool saw3DTransform = false;
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// FIXME: Passing these unclippedDescendants down and keeping track
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// of them dynamically, we are requiring a full tree walk. This
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// should be removed as soon as proper overlap testing based on
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// scrolling and animation bounds is implemented (crbug.com/252472).
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Vector<RenderLayer*> unclippedDescendants;
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IntRect absoluteDecendantBoundingBox;
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updateRecursive(0, root, overlapTestRequestMap, recursionData, saw3DTransform, unclippedDescendants, absoluteDecendantBoundingBox);
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}
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void CompositingRequirementsUpdater::updateRecursive(RenderLayer* ancestorLayer, RenderLayer* layer, OverlapMap& overlapMap, RecursionData& currentRecursionData, bool& descendantHas3DTransform, Vector<RenderLayer*>& unclippedDescendants, IntRect& absoluteDecendantBoundingBox)
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{
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RenderLayerCompositor* compositor = m_renderView.compositor();
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layer->stackingNode()->updateLayerListsIfNeeded();
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CompositingReasons reasonsToComposite = CompositingReasonNone;
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CompositingReasons directReasons = m_compositingReasonFinder.directReasons(layer);
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if (compositor->canBeComposited(layer))
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reasonsToComposite |= directReasons;
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// Next, accumulate reasons related to overlap.
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// If overlap testing is used, this reason will be overridden. If overlap testing is not
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// used, we must assume we overlap if there is anything composited behind us in paint-order.
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CompositingReasons overlapCompositingReason = currentRecursionData.m_subtreeIsCompositing ? CompositingReasonAssumedOverlap : CompositingReasonNone;
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if (m_renderView.compositor()->preferCompositingToLCDTextEnabled()) {
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Vector<size_t> unclippedDescendantsToRemove;
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for (size_t i = 0; i < unclippedDescendants.size(); i++) {
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RenderLayer* unclippedDescendant = unclippedDescendants.at(i);
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// If we've reached the containing block of one of the unclipped
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// descendants, that element is no longer relevant to whether or not we
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// should opt in. Unfortunately we can't easily remove from the list
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// while we're iterating, so we have to store it for later removal.
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if (unclippedDescendant->renderer()->containingBlock() == layer->renderer()) {
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unclippedDescendantsToRemove.append(i);
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continue;
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}
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if (layer->scrollsWithRespectTo(unclippedDescendant))
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reasonsToComposite |= CompositingReasonAssumedOverlap;
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}
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// Remove irrelevant unclipped descendants in reverse order so our stored
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// indices remain valid.
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for (size_t i = 0; i < unclippedDescendantsToRemove.size(); i++)
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unclippedDescendants.remove(unclippedDescendantsToRemove.at(unclippedDescendantsToRemove.size() - i - 1));
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if (reasonsToComposite & CompositingReasonOutOfFlowClipping)
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unclippedDescendants.append(layer);
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}
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const IntRect& absBounds = layer->clippedAbsoluteBoundingBox();
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absoluteDecendantBoundingBox = absBounds;
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if (currentRecursionData.m_testingOverlap && !requiresCompositingOrSquashing(directReasons))
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overlapCompositingReason = overlapMap.overlapsLayers(absBounds) ? CompositingReasonOverlap : CompositingReasonNone;
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reasonsToComposite |= overlapCompositingReason;
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// The children of this layer don't need to composite, unless there is
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// a compositing layer among them, so start by inheriting the compositing
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// ancestor with m_subtreeIsCompositing set to false.
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RecursionData childRecursionData = currentRecursionData;
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childRecursionData.m_subtreeIsCompositing = false;
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bool willBeCompositedOrSquashed = compositor->canBeComposited(layer) && requiresCompositingOrSquashing(reasonsToComposite);
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if (willBeCompositedOrSquashed) {
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// Tell the parent it has compositing descendants.
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currentRecursionData.m_subtreeIsCompositing = true;
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// This layer now acts as the ancestor for kids.
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childRecursionData.m_compositingAncestor = layer;
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// Here we know that all children and the layer's own contents can blindly paint into
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// this layer's backing, until a descendant is composited. So, we don't need to check
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// for overlap with anything behind this layer.
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overlapMap.beginNewOverlapTestingContext();
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// This layer is going to be composited, so children can safely ignore the fact that there's an
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// animation running behind this layer, meaning they can rely on the overlap map testing again.
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childRecursionData.m_testingOverlap = true;
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}
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#if ENABLE(ASSERT)
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LayerListMutationDetector mutationChecker(layer->stackingNode());
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#endif
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bool anyDescendantHas3DTransform = false;
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bool willHaveForegroundLayer = false;
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if (layer->stackingNode()->isStackingContext()) {
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RenderLayerStackingNodeIterator iterator(*layer->stackingNode(), NegativeZOrderChildren);
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while (RenderLayerStackingNode* curNode = iterator.next()) {
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IntRect absoluteChildDecendantBoundingBox;
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updateRecursive(layer, curNode->layer(), overlapMap, childRecursionData, anyDescendantHas3DTransform, unclippedDescendants, absoluteChildDecendantBoundingBox);
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absoluteDecendantBoundingBox.unite(absoluteChildDecendantBoundingBox);
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// If we have to make a layer for this child, make one now so we can have a contents layer
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// (since we need to ensure that the -ve z-order child renders underneath our contents).
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if (childRecursionData.m_subtreeIsCompositing) {
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reasonsToComposite |= CompositingReasonNegativeZIndexChildren;
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if (!willBeCompositedOrSquashed) {
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// make layer compositing
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childRecursionData.m_compositingAncestor = layer;
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overlapMap.beginNewOverlapTestingContext();
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willBeCompositedOrSquashed = true;
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willHaveForegroundLayer = true;
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// FIXME: temporary solution for the first negative z-index composited child:
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// re-compute the absBounds for the child so that we can add the
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// negative z-index child's bounds to the new overlap context.
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overlapMap.beginNewOverlapTestingContext();
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overlapMap.add(curNode->layer(), curNode->layer()->clippedAbsoluteBoundingBox());
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overlapMap.finishCurrentOverlapTestingContext();
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}
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}
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}
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}
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if (willHaveForegroundLayer) {
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ASSERT(willBeCompositedOrSquashed);
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// A foreground layer effectively is a new backing for all subsequent children, so
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// we don't need to test for overlap with anything behind this. So, we can finish
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// the previous context that was accumulating rects for the negative z-index
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// children, and start with a fresh new empty context.
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overlapMap.finishCurrentOverlapTestingContext();
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overlapMap.beginNewOverlapTestingContext();
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// This layer is going to be composited, so children can safely ignore the fact that there's an
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// animation running behind this layer, meaning they can rely on the overlap map testing again
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childRecursionData.m_testingOverlap = true;
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}
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RenderLayerStackingNodeIterator iterator(*layer->stackingNode(), NormalFlowChildren | PositiveZOrderChildren);
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while (RenderLayerStackingNode* curNode = iterator.next()) {
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IntRect absoluteChildDecendantBoundingBox;
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updateRecursive(layer, curNode->layer(), overlapMap, childRecursionData, anyDescendantHas3DTransform, unclippedDescendants, absoluteChildDecendantBoundingBox);
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absoluteDecendantBoundingBox.unite(absoluteChildDecendantBoundingBox);
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}
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// Now that the subtree has been traversed, we can check for compositing reasons that depended on the state of the subtree.
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// Subsequent layers in the parent's stacking context may also need to composite.
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if (childRecursionData.m_subtreeIsCompositing)
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currentRecursionData.m_subtreeIsCompositing = true;
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// Set the flag to say that this SC has compositing children.
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layer->setHasCompositingDescendant(childRecursionData.m_subtreeIsCompositing);
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if (layer->isRootLayer()) {
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// The root layer needs to be composited if anything else in the tree is composited.
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// Otherwise, we can disable compositing entirely.
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if (childRecursionData.m_subtreeIsCompositing || requiresCompositingOrSquashing(reasonsToComposite) || compositor->rootShouldAlwaysComposite()) {
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reasonsToComposite |= CompositingReasonRoot;
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} else {
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compositor->setCompositingModeEnabled(false);
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reasonsToComposite = CompositingReasonNone;
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}
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} else {
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// All layers (even ones that aren't being composited) need to get added to
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// the overlap map. Layers that are not separately composited will paint into their
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// compositing ancestor's backing, and so are still considered for overlap.
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if (childRecursionData.m_compositingAncestor && !childRecursionData.m_compositingAncestor->isRootLayer())
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overlapMap.add(layer, absBounds);
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// Now check for reasons to become composited that depend on the state of descendant layers.
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CompositingReasons subtreeCompositingReasons = subtreeReasonsForCompositing(layer, childRecursionData.m_subtreeIsCompositing, anyDescendantHas3DTransform);
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reasonsToComposite |= subtreeCompositingReasons;
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if (!willBeCompositedOrSquashed && compositor->canBeComposited(layer) && requiresCompositingOrSquashing(subtreeCompositingReasons)) {
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childRecursionData.m_compositingAncestor = layer;
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// FIXME: this context push is effectively a no-op but needs to exist for
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// now, because the code is designed to push overlap information to the
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// second-from-top context of the stack.
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overlapMap.beginNewOverlapTestingContext();
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overlapMap.add(layer, absoluteDecendantBoundingBox);
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willBeCompositedOrSquashed = true;
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}
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if (willBeCompositedOrSquashed)
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reasonsToComposite |= layer->potentialCompositingReasonsFromStyle() & CompositingReasonInlineTransform;
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// Turn overlap testing off for later layers if it's already off, or if we have an animating transform.
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// Note that if the layer clips its descendants, there's no reason to propagate the child animation to the parent layers. That's because
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// we know for sure the animation is contained inside the clipping rectangle, which is already added to the overlap map.
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bool isCompositedClippingLayer = compositor->canBeComposited(layer) && (reasonsToComposite & CompositingReasonClipsCompositingDescendants);
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bool isCompositedWithInlineTransform = reasonsToComposite & CompositingReasonInlineTransform;
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if ((!childRecursionData.m_testingOverlap && !isCompositedClippingLayer) || layer->renderer()->style()->hasCurrentTransformAnimation() || isCompositedWithInlineTransform)
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currentRecursionData.m_testingOverlap = false;
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if (childRecursionData.m_compositingAncestor == layer)
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overlapMap.finishCurrentOverlapTestingContext();
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descendantHas3DTransform |= anyDescendantHas3DTransform || layer->has3DTransform();
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}
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// At this point we have finished collecting all reasons to composite this layer.
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layer->setCompositingReasons(reasonsToComposite);
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}
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} // namespace blink
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