1 /*
2 * Copyright (C) 2009 Apple Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
6 * are met:
7 * 1. Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * 2. Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 *
13 * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
14 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
17 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 */
25
26 #include "config.h"
27
28 #if USE(ACCELERATED_COMPOSITING)
29 #include "RenderLayerCompositor.h"
30
31 #include "AnimationController.h"
32 #include "ChromeClient.h"
33 #include "CSSPropertyNames.h"
34 #include "Frame.h"
35 #include "FrameView.h"
36 #include "GraphicsLayer.h"
37 #include "HitTestRequest.h"
38 #include "HitTestResult.h"
39 #include "Page.h"
40 #include "RenderLayerBacking.h"
41 #include "RenderVideo.h"
42 #include "RenderView.h"
43 #include "Settings.h"
44
45 #if PROFILE_LAYER_REBUILD
46 #include <wtf/CurrentTime.h>
47 #endif
48
49 #ifndef NDEBUG
50 #include "CString.h"
51 #include "RenderTreeAsText.h"
52 #endif
53
54 #if ENABLE(3D_RENDERING)
55 // This symbol is used to determine from a script whether 3D rendering is enabled (via 'nm').
56 bool WebCoreHas3DRendering = true;
57 #endif
58
59 namespace WebCore {
60
61 struct CompositingState {
CompositingStateWebCore::CompositingState62 CompositingState(RenderLayer* compAncestor)
63 : m_compositingAncestor(compAncestor)
64 , m_subtreeIsCompositing(false)
65 #ifndef NDEBUG
66 , m_depth(0)
67 #endif
68 {
69 }
70
71 RenderLayer* m_compositingAncestor;
72 bool m_subtreeIsCompositing;
73 #ifndef NDEBUG
74 int m_depth;
75 #endif
76 };
77
RenderLayerCompositor(RenderView * renderView)78 RenderLayerCompositor::RenderLayerCompositor(RenderView* renderView)
79 : m_renderView(renderView)
80 , m_rootPlatformLayer(0)
81 , m_hasAcceleratedCompositing(true)
82 , m_compositingConsultsOverlap(true)
83 , m_compositing(false)
84 , m_rootLayerAttached(false)
85 , m_compositingLayersNeedRebuild(false)
86 #if PROFILE_LAYER_REBUILD
87 , m_rootLayerUpdateCount(0)
88 #endif // PROFILE_LAYER_REBUILD
89 {
90 }
91
~RenderLayerCompositor()92 RenderLayerCompositor::~RenderLayerCompositor()
93 {
94 ASSERT(!m_rootLayerAttached);
95 delete m_rootPlatformLayer;
96 }
97
enableCompositingMode(bool enable)98 void RenderLayerCompositor::enableCompositingMode(bool enable /* = true */)
99 {
100 if (enable != m_compositing) {
101 m_compositing = enable;
102
103 // We never go out of compositing mode for a given page,
104 // but if all the layers disappear, we'll just be left with
105 // the empty root layer, which has minimal overhead.
106 if (m_compositing)
107 ensureRootPlatformLayer();
108 else
109 destroyRootPlatformLayer();
110 }
111 }
112
cacheAcceleratedCompositingEnabledFlag()113 void RenderLayerCompositor::cacheAcceleratedCompositingEnabledFlag()
114 {
115 bool hasAcceleratedCompositing = false;
116 if (Settings* settings = m_renderView->document()->settings())
117 hasAcceleratedCompositing = settings->acceleratedCompositingEnabled();
118
119 if (hasAcceleratedCompositing != m_hasAcceleratedCompositing)
120 setCompositingLayersNeedRebuild();
121
122 m_hasAcceleratedCompositing = hasAcceleratedCompositing;
123 }
124
setCompositingLayersNeedRebuild(bool needRebuild)125 void RenderLayerCompositor::setCompositingLayersNeedRebuild(bool needRebuild)
126 {
127 if (inCompositingMode())
128 m_compositingLayersNeedRebuild = needRebuild;
129 }
130
scheduleSync()131 void RenderLayerCompositor::scheduleSync()
132 {
133 Frame* frame = m_renderView->frameView()->frame();
134 Page* page = frame ? frame->page() : 0;
135 if (!page)
136 return;
137
138 page->chrome()->client()->scheduleCompositingLayerSync();
139 }
140
updateCompositingLayers(RenderLayer * updateRoot)141 void RenderLayerCompositor::updateCompositingLayers(RenderLayer* updateRoot)
142 {
143 // When m_compositingConsultsOverlap is true, then layer positions affect compositing,
144 // so we can only bail here when we're not looking at overlap.
145 if (!m_compositingLayersNeedRebuild && !m_compositingConsultsOverlap)
146 return;
147
148 ASSERT(inCompositingMode());
149
150 bool needLayerRebuild = m_compositingLayersNeedRebuild;
151 if (!updateRoot) {
152 // Only clear the flag if we're updating the entire hierarchy.
153 m_compositingLayersNeedRebuild = false;
154 updateRoot = rootRenderLayer();
155 }
156
157 #if PROFILE_LAYER_REBUILD
158 ++m_rootLayerUpdateCount;
159
160 double startTime = WTF::currentTime();
161 #endif
162
163 // Go through the layers in presentation order, so that we can compute which
164 // RLs need compositing layers.
165 // FIXME: we could maybe do this in one pass, but the parenting logic would be more
166 // complex.
167 {
168 CompositingState compState(updateRoot);
169 bool layersChanged;
170 if (m_compositingConsultsOverlap) {
171 OverlapMap overlapTestRequestMap;
172 computeCompositingRequirements(updateRoot, &overlapTestRequestMap, compState, layersChanged);
173 } else
174 computeCompositingRequirements(updateRoot, 0, compState, layersChanged);
175
176 needLayerRebuild |= layersChanged;
177 }
178
179 // Now create and parent the compositing layers.
180 {
181 CompositingState compState(updateRoot);
182 rebuildCompositingLayerTree(updateRoot, compState, needLayerRebuild);
183 }
184
185 #if PROFILE_LAYER_REBUILD
186 double endTime = WTF::currentTime();
187 if (updateRoot == rootRenderLayer())
188 fprintf(stderr, "Update %d: computeCompositingRequirements for the world took %fms\n",
189 m_rootLayerUpdateCount, 1000.0 * (endTime - startTime));
190 #endif
191 ASSERT(updateRoot || !m_compositingLayersNeedRebuild);
192
193 if (!hasAcceleratedCompositing())
194 enableCompositingMode(false);
195 }
196
updateBacking(RenderLayer * layer,CompositingChangeRepaint shouldRepaint)197 bool RenderLayerCompositor::updateBacking(RenderLayer* layer, CompositingChangeRepaint shouldRepaint)
198 {
199 bool layerChanged = false;
200
201 if (needsToBeComposited(layer)) {
202 enableCompositingMode();
203
204 // 3D transforms turn off the testing of overlap.
205 if (requiresCompositingForTransform(layer->renderer()))
206 setCompositingConsultsOverlap(false);
207
208 if (!layer->backing()) {
209
210 // If we need to repaint, do so before making backing
211 if (shouldRepaint == CompositingChangeRepaintNow)
212 repaintOnCompositingChange(layer);
213
214 layer->ensureBacking();
215 layerChanged = true;
216 }
217 } else {
218 if (layer->backing()) {
219 layer->clearBacking();
220 layerChanged = true;
221
222 // The layer's cached repaints rects are relative to the repaint container, so change when
223 // compositing changes; we need to update them here.
224 layer->computeRepaintRects();
225
226 // If we need to repaint, do so now that we've removed the backing
227 if (shouldRepaint == CompositingChangeRepaintNow)
228 repaintOnCompositingChange(layer);
229 }
230 }
231
232 #if ENABLE(VIDEO)
233 if (layerChanged && layer->renderer()->isVideo()) {
234 // If it's a video, give the media player a chance to hook up to the layer.
235 RenderVideo* video = toRenderVideo(layer->renderer());
236 video->acceleratedRenderingStateChanged();
237 }
238 #endif
239 return layerChanged;
240 }
241
updateLayerCompositingState(RenderLayer * layer,CompositingChangeRepaint shouldRepaint)242 bool RenderLayerCompositor::updateLayerCompositingState(RenderLayer* layer, CompositingChangeRepaint shouldRepaint)
243 {
244 bool layerChanged = updateBacking(layer, shouldRepaint);
245
246 // See if we need content or clipping layers. Methods called here should assume
247 // that the compositing state of descendant layers has not been updated yet.
248 if (layer->backing() && layer->backing()->updateGraphicsLayerConfiguration())
249 layerChanged = true;
250
251 return layerChanged;
252 }
253
repaintOnCompositingChange(RenderLayer * layer)254 void RenderLayerCompositor::repaintOnCompositingChange(RenderLayer* layer)
255 {
256 // If the renderer is not attached yet, no need to repaint.
257 if (!layer->renderer()->parent())
258 return;
259
260 RenderBoxModelObject* repaintContainer = layer->renderer()->containerForRepaint();
261 if (!repaintContainer)
262 repaintContainer = m_renderView;
263
264 layer->repaintIncludingNonCompositingDescendants(repaintContainer);
265 if (repaintContainer == m_renderView) {
266 // The contents of this layer may be moving between the window
267 // and a GraphicsLayer, so we need to make sure the window system
268 // synchronizes those changes on the screen.
269 m_renderView->frameView()->setNeedsOneShotDrawingSynchronization();
270 }
271 }
272
273 // The bounds of the GraphicsLayer created for a compositing layer is the union of the bounds of all the descendant
274 // RenderLayers that are rendered by the composited RenderLayer.
calculateCompositedBounds(const RenderLayer * layer,const RenderLayer * ancestorLayer)275 IntRect RenderLayerCompositor::calculateCompositedBounds(const RenderLayer* layer, const RenderLayer* ancestorLayer)
276 {
277 if (!layer->isSelfPaintingLayer())
278 return IntRect();
279
280 IntRect boundingBoxRect, unionBounds;
281 boundingBoxRect = unionBounds = layer->localBoundingBox();
282
283 if (layer->renderer()->hasOverflowClip() || layer->renderer()->hasMask()) {
284 int ancestorRelX = 0, ancestorRelY = 0;
285 layer->convertToLayerCoords(ancestorLayer, ancestorRelX, ancestorRelY);
286 boundingBoxRect.move(ancestorRelX, ancestorRelY);
287 return boundingBoxRect;
288 }
289
290 ASSERT(layer->isStackingContext() || (!layer->m_posZOrderList || layer->m_posZOrderList->size() == 0));
291
292 if (Vector<RenderLayer*>* negZOrderList = layer->negZOrderList()) {
293 size_t listSize = negZOrderList->size();
294 for (size_t i = 0; i < listSize; ++i) {
295 RenderLayer* curLayer = negZOrderList->at(i);
296 if (!curLayer->isComposited()) {
297 IntRect childUnionBounds = calculateCompositedBounds(curLayer, layer);
298 unionBounds.unite(childUnionBounds);
299 }
300 }
301 }
302
303 if (Vector<RenderLayer*>* posZOrderList = layer->posZOrderList()) {
304 size_t listSize = posZOrderList->size();
305 for (size_t i = 0; i < listSize; ++i) {
306 RenderLayer* curLayer = posZOrderList->at(i);
307 if (!curLayer->isComposited()) {
308 IntRect childUnionBounds = calculateCompositedBounds(curLayer, layer);
309 unionBounds.unite(childUnionBounds);
310 }
311 }
312 }
313
314 if (Vector<RenderLayer*>* normalFlowList = layer->normalFlowList()) {
315 size_t listSize = normalFlowList->size();
316 for (size_t i = 0; i < listSize; ++i) {
317 RenderLayer* curLayer = normalFlowList->at(i);
318 if (!curLayer->isComposited()) {
319 IntRect curAbsBounds = calculateCompositedBounds(curLayer, layer);
320 unionBounds.unite(curAbsBounds);
321 }
322 }
323 }
324
325 if (layer->paintsWithTransform()) {
326 TransformationMatrix* affineTrans = layer->transform();
327 boundingBoxRect = affineTrans->mapRect(boundingBoxRect);
328 unionBounds = affineTrans->mapRect(unionBounds);
329 }
330
331 int ancestorRelX = 0, ancestorRelY = 0;
332 layer->convertToLayerCoords(ancestorLayer, ancestorRelX, ancestorRelY);
333 unionBounds.move(ancestorRelX, ancestorRelY);
334
335 return unionBounds;
336 }
337
layerWasAdded(RenderLayer *,RenderLayer *)338 void RenderLayerCompositor::layerWasAdded(RenderLayer* /*parent*/, RenderLayer* /*child*/)
339 {
340 setCompositingLayersNeedRebuild();
341 }
342
layerWillBeRemoved(RenderLayer * parent,RenderLayer * child)343 void RenderLayerCompositor::layerWillBeRemoved(RenderLayer* parent, RenderLayer* child)
344 {
345 if (!child->isComposited() || parent->renderer()->documentBeingDestroyed())
346 return;
347
348 setCompositingParent(child, 0);
349
350 RenderLayer* compLayer = parent->enclosingCompositingLayer();
351 if (compLayer) {
352 ASSERT(compLayer->backing());
353 IntRect compBounds = child->backing()->compositedBounds();
354
355 int offsetX = 0, offsetY = 0;
356 child->convertToLayerCoords(compLayer, offsetX, offsetY);
357 compBounds.move(offsetX, offsetY);
358
359 compLayer->setBackingNeedsRepaintInRect(compBounds);
360
361 // The contents of this layer may be moving from a GraphicsLayer to the window,
362 // so we need to make sure the window system synchronizes those changes on the screen.
363 m_renderView->frameView()->setNeedsOneShotDrawingSynchronization();
364 }
365
366 setCompositingLayersNeedRebuild();
367 }
368
enclosingNonStackingClippingLayer(const RenderLayer * layer) const369 RenderLayer* RenderLayerCompositor::enclosingNonStackingClippingLayer(const RenderLayer* layer) const
370 {
371 for (RenderLayer* curr = layer->parent(); curr != 0; curr = curr->parent()) {
372 if (curr->isStackingContext())
373 return 0;
374
375 if (curr->renderer()->hasOverflowClip())
376 return curr;
377 }
378 return 0;
379 }
380
addToOverlapMap(OverlapMap & overlapMap,RenderLayer * layer,IntRect & layerBounds,bool & boundsComputed)381 void RenderLayerCompositor::addToOverlapMap(OverlapMap& overlapMap, RenderLayer* layer, IntRect& layerBounds, bool& boundsComputed)
382 {
383 if (layer->isRootLayer())
384 return;
385
386 if (!boundsComputed) {
387 layerBounds = layer->renderer()->localToAbsoluteQuad(FloatRect(layer->localBoundingBox())).enclosingBoundingBox();
388 boundsComputed = true;
389 }
390
391 overlapMap.add(layer, layerBounds);
392 }
393
overlapsCompositedLayers(OverlapMap & overlapMap,const IntRect & layerBounds)394 bool RenderLayerCompositor::overlapsCompositedLayers(OverlapMap& overlapMap, const IntRect& layerBounds)
395 {
396 RenderLayerCompositor::OverlapMap::const_iterator end = overlapMap.end();
397 for (RenderLayerCompositor::OverlapMap::const_iterator it = overlapMap.begin(); it != end; ++it) {
398 const IntRect& bounds = it->second;
399 if (layerBounds.intersects(bounds))
400 return true;
401 }
402
403 return false;
404 }
405
406 // Recurse through the layers in z-index and overflow order (which is equivalent to painting order)
407 // For the z-order children of a compositing layer:
408 // If a child layers has a compositing layer, then all subsequent layers must
409 // be compositing in order to render above that layer.
410 //
411 // If a child in the negative z-order list is compositing, then the layer itself
412 // must be compositing so that its contents render over that child.
413 // This implies that its positive z-index children must also be compositing.
414 //
computeCompositingRequirements(RenderLayer * layer,OverlapMap * overlapMap,struct CompositingState & compositingState,bool & layersChanged)415 void RenderLayerCompositor::computeCompositingRequirements(RenderLayer* layer, OverlapMap* overlapMap, struct CompositingState& compositingState, bool& layersChanged)
416 {
417 layer->updateLayerPosition();
418 layer->updateZOrderLists();
419 layer->updateNormalFlowList();
420
421 // Clear the flag
422 layer->setHasCompositingDescendant(false);
423
424 bool mustOverlapCompositedLayers = compositingState.m_subtreeIsCompositing;
425
426 bool haveComputedBounds = false;
427 IntRect absBounds;
428 if (overlapMap && mustOverlapCompositedLayers) {
429 // If we're testing for overlap, we only need to composite if we overlap something that is already composited.
430 absBounds = layer->renderer()->localToAbsoluteQuad(FloatRect(layer->localBoundingBox())).enclosingBoundingBox();
431 haveComputedBounds = true;
432 mustOverlapCompositedLayers &= overlapsCompositedLayers(*overlapMap, absBounds);
433 }
434
435 layer->setMustOverlapCompositedLayers(mustOverlapCompositedLayers);
436
437 // The children of this layer don't need to composite, unless there is
438 // a compositing layer among them, so start by inheriting the compositing
439 // ancestor with m_subtreeIsCompositing set to false.
440 CompositingState childState(compositingState.m_compositingAncestor);
441 #ifndef NDEBUG
442 ++childState.m_depth;
443 #endif
444
445 const bool willBeComposited = needsToBeComposited(layer);
446 if (willBeComposited) {
447 // Tell the parent it has compositing descendants.
448 compositingState.m_subtreeIsCompositing = true;
449 // This layer now acts as the ancestor for kids.
450 childState.m_compositingAncestor = layer;
451 if (overlapMap)
452 addToOverlapMap(*overlapMap, layer, absBounds, haveComputedBounds);
453 }
454
455 #if ENABLE(VIDEO)
456 // Video is special. It's a replaced element with a content layer, but has shadow content
457 // for the controller that must render in front. Without this, the controls fail to show
458 // when the video element is a stacking context (e.g. due to opacity or transform).
459 if (willBeComposited && layer->renderer()->isVideo())
460 childState.m_subtreeIsCompositing = true;
461 #endif
462
463 if (layer->isStackingContext()) {
464 ASSERT(!layer->m_zOrderListsDirty);
465 if (Vector<RenderLayer*>* negZOrderList = layer->negZOrderList()) {
466 size_t listSize = negZOrderList->size();
467 for (size_t i = 0; i < listSize; ++i) {
468 RenderLayer* curLayer = negZOrderList->at(i);
469 computeCompositingRequirements(curLayer, overlapMap, childState, layersChanged);
470
471 // If we have to make a layer for this child, make one now so we can have a contents layer
472 // (since we need to ensure that the -ve z-order child renders underneath our contents).
473 if (childState.m_subtreeIsCompositing) {
474 // make layer compositing
475 layer->setMustOverlapCompositedLayers(true);
476 childState.m_compositingAncestor = layer;
477 if (overlapMap)
478 addToOverlapMap(*overlapMap, layer, absBounds, haveComputedBounds);
479 }
480 }
481 }
482 }
483
484 ASSERT(!layer->m_normalFlowListDirty);
485 if (Vector<RenderLayer*>* normalFlowList = layer->normalFlowList()) {
486 size_t listSize = normalFlowList->size();
487 for (size_t i = 0; i < listSize; ++i) {
488 RenderLayer* curLayer = normalFlowList->at(i);
489 computeCompositingRequirements(curLayer, overlapMap, childState, layersChanged);
490 }
491 }
492
493 if (layer->isStackingContext()) {
494 if (Vector<RenderLayer*>* posZOrderList = layer->posZOrderList()) {
495 size_t listSize = posZOrderList->size();
496 for (size_t i = 0; i < listSize; ++i) {
497 RenderLayer* curLayer = posZOrderList->at(i);
498 computeCompositingRequirements(curLayer, overlapMap, childState, layersChanged);
499 }
500 }
501 }
502
503 // If we have a software transform, and we have layers under us, we need to also
504 // be composited. Also, if we have opacity < 1, then we need to be a layer so that
505 // the child layers are opaque, then rendered with opacity on this layer.
506 if (childState.m_subtreeIsCompositing &&
507 (layer->renderer()->hasTransform() || layer->renderer()->style()->opacity() < 1)) {
508 layer->setMustOverlapCompositedLayers(true);
509 if (overlapMap)
510 addToOverlapMap(*overlapMap, layer, absBounds, haveComputedBounds);
511 }
512
513 // Subsequent layers in the parent stacking context also need to composite.
514 if (childState.m_subtreeIsCompositing)
515 compositingState.m_subtreeIsCompositing = true;
516
517 // If the layer is going into compositing mode, repaint its old location.
518 if (!layer->isComposited() && needsToBeComposited(layer))
519 repaintOnCompositingChange(layer);
520
521 // Set the flag to say that this SC has compositing children.
522 // this can affect the answer to needsToBeComposited() when clipping,
523 // but that's ok here.
524 layer->setHasCompositingDescendant(childState.m_subtreeIsCompositing);
525
526 // Update backing now, so that we can use isComposited() reliably during tree traversal in rebuildCompositingLayerTree().
527 if (updateBacking(layer, CompositingChangeRepaintNow))
528 layersChanged = true;
529 }
530
setCompositingParent(RenderLayer * childLayer,RenderLayer * parentLayer)531 void RenderLayerCompositor::setCompositingParent(RenderLayer* childLayer, RenderLayer* parentLayer)
532 {
533 ASSERT(childLayer->isComposited());
534
535 // It's possible to be called with a parent that isn't yet composited when we're doing
536 // partial updates as required by painting or hit testing. Just bail in that case;
537 // we'll do a full layer update soon.
538 if (!parentLayer || !parentLayer->isComposited())
539 return;
540
541 if (parentLayer) {
542 GraphicsLayer* hostingLayer = parentLayer->backing()->parentForSublayers();
543 GraphicsLayer* hostedLayer = childLayer->backing()->childForSuperlayers();
544
545 hostingLayer->addChild(hostedLayer);
546 } else
547 childLayer->backing()->childForSuperlayers()->removeFromParent();
548 }
549
removeCompositedChildren(RenderLayer * layer)550 void RenderLayerCompositor::removeCompositedChildren(RenderLayer* layer)
551 {
552 ASSERT(layer->isComposited());
553
554 GraphicsLayer* hostingLayer = layer->backing()->parentForSublayers();
555 hostingLayer->removeAllChildren();
556 }
557
parentInRootLayer(RenderLayer * layer)558 void RenderLayerCompositor::parentInRootLayer(RenderLayer* layer)
559 {
560 ASSERT(layer->isComposited());
561
562 GraphicsLayer* layerAnchor = layer->backing()->childForSuperlayers();
563
564 if (layerAnchor->parent() != m_rootPlatformLayer) {
565 layerAnchor->removeFromParent();
566 if (m_rootPlatformLayer)
567 m_rootPlatformLayer->addChild(layerAnchor);
568 }
569 }
570
571 #if ENABLE(VIDEO)
canAccelerateVideoRendering(RenderVideo * o) const572 bool RenderLayerCompositor::canAccelerateVideoRendering(RenderVideo* o) const
573 {
574 // FIXME: ideally we need to look at all ancestors for mask or video. But for now,
575 // just bail on the obvious cases.
576 if (o->hasMask() || o->hasReflection() || !m_hasAcceleratedCompositing)
577 return false;
578
579 return o->supportsAcceleratedRendering();
580 }
581 #endif
582
rebuildCompositingLayerTree(RenderLayer * layer,struct CompositingState & compositingState,bool updateHierarchy)583 void RenderLayerCompositor::rebuildCompositingLayerTree(RenderLayer* layer, struct CompositingState& compositingState, bool updateHierarchy)
584 {
585 // Make the layer compositing if necessary, and set up clipping and content layers.
586 // Note that we can only do work here that is independent of whether the descendant layers
587 // have been processed. computeCompositingRequirements() will already have done the repaint if necessary.
588 RenderLayerBacking* layerBacking = layer->backing();
589 if (layerBacking) {
590 // The compositing state of all our children has been updated already, so now
591 // we can compute and cache the composited bounds for this layer.
592 layerBacking->setCompositedBounds(calculateCompositedBounds(layer, layer));
593
594 layerBacking->updateGraphicsLayerConfiguration();
595 layerBacking->updateGraphicsLayerGeometry();
596
597 if (!layer->parent())
598 updateRootLayerPosition();
599
600 // FIXME: make this more incremental
601 if (updateHierarchy)
602 layerBacking->parentForSublayers()->removeAllChildren();
603 }
604
605 // host the document layer in the RenderView's root layer
606 if (updateHierarchy && layer->isRootLayer() && layer->isComposited())
607 parentInRootLayer(layer);
608
609 CompositingState childState = compositingState;
610 if (layer->isComposited())
611 childState.m_compositingAncestor = layer;
612
613 #ifndef NDEBUG
614 ++childState.m_depth;
615 #endif
616
617 // The children of this stacking context don't need to composite, unless there is
618 // a compositing layer among them, so start by assuming false.
619 childState.m_subtreeIsCompositing = false;
620
621 if (layer->isStackingContext()) {
622 ASSERT(!layer->m_zOrderListsDirty);
623
624 if (Vector<RenderLayer*>* negZOrderList = layer->negZOrderList()) {
625 size_t listSize = negZOrderList->size();
626 for (size_t i = 0; i < listSize; ++i) {
627 RenderLayer* curLayer = negZOrderList->at(i);
628 rebuildCompositingLayerTree(curLayer, childState, updateHierarchy);
629 if (updateHierarchy && curLayer->isComposited())
630 setCompositingParent(curLayer, childState.m_compositingAncestor);
631 }
632 }
633
634 if (updateHierarchy && layerBacking && layerBacking->foregroundLayer()) {
635 // we only have a contents layer if we have an m_layer
636 layerBacking->foregroundLayer()->removeFromParent();
637
638 GraphicsLayer* hostingLayer = layerBacking->clippingLayer() ? layerBacking->clippingLayer() : layerBacking->graphicsLayer();
639 hostingLayer->addChild(layerBacking->foregroundLayer());
640 }
641 }
642
643 ASSERT(!layer->m_normalFlowListDirty);
644 if (Vector<RenderLayer*>* normalFlowList = layer->normalFlowList()) {
645 size_t listSize = normalFlowList->size();
646 for (size_t i = 0; i < listSize; ++i) {
647 RenderLayer* curLayer = normalFlowList->at(i);
648 rebuildCompositingLayerTree(curLayer, childState, updateHierarchy);
649 if (updateHierarchy && curLayer->isComposited())
650 setCompositingParent(curLayer, childState.m_compositingAncestor);
651 }
652 }
653
654 if (layer->isStackingContext()) {
655 if (Vector<RenderLayer*>* posZOrderList = layer->posZOrderList()) {
656 size_t listSize = posZOrderList->size();
657 for (size_t i = 0; i < listSize; ++i) {
658 RenderLayer* curLayer = posZOrderList->at(i);
659 rebuildCompositingLayerTree(curLayer, childState, updateHierarchy);
660 if (updateHierarchy && curLayer->isComposited())
661 setCompositingParent(curLayer, childState.m_compositingAncestor);
662 }
663 }
664 }
665 }
666
667
668 // Recurs down the RenderLayer tree until its finds the compositing descendants of compositingAncestor and updates their geometry.
updateCompositingDescendantGeometry(RenderLayer * compositingAncestor,RenderLayer * layer,RenderLayerBacking::UpdateDepth updateDepth)669 void RenderLayerCompositor::updateCompositingDescendantGeometry(RenderLayer* compositingAncestor, RenderLayer* layer, RenderLayerBacking::UpdateDepth updateDepth)
670 {
671 if (layer != compositingAncestor) {
672 if (RenderLayerBacking* layerBacking = layer->backing()) {
673 layerBacking->setCompositedBounds(calculateCompositedBounds(layer, layer));
674 layerBacking->updateGraphicsLayerGeometry();
675 if (updateDepth == RenderLayerBacking::CompositingChildren)
676 return;
677 }
678 }
679
680 if (!layer->hasCompositingDescendant())
681 return;
682
683 if (layer->isStackingContext()) {
684 if (Vector<RenderLayer*>* negZOrderList = layer->negZOrderList()) {
685 size_t listSize = negZOrderList->size();
686 for (size_t i = 0; i < listSize; ++i)
687 updateCompositingDescendantGeometry(compositingAncestor, negZOrderList->at(i), updateDepth);
688 }
689 }
690
691 if (Vector<RenderLayer*>* normalFlowList = layer->normalFlowList()) {
692 size_t listSize = normalFlowList->size();
693 for (size_t i = 0; i < listSize; ++i)
694 updateCompositingDescendantGeometry(compositingAncestor, normalFlowList->at(i), updateDepth);
695 }
696
697 if (layer->isStackingContext()) {
698 if (Vector<RenderLayer*>* posZOrderList = layer->posZOrderList()) {
699 size_t listSize = posZOrderList->size();
700 for (size_t i = 0; i < listSize; ++i)
701 updateCompositingDescendantGeometry(compositingAncestor, posZOrderList->at(i), updateDepth);
702 }
703 }
704 }
705
706
repaintCompositedLayersAbsoluteRect(const IntRect & absRect)707 void RenderLayerCompositor::repaintCompositedLayersAbsoluteRect(const IntRect& absRect)
708 {
709 recursiveRepaintLayerRect(rootRenderLayer(), absRect);
710 }
711
recursiveRepaintLayerRect(RenderLayer * layer,const IntRect & rect)712 void RenderLayerCompositor::recursiveRepaintLayerRect(RenderLayer* layer, const IntRect& rect)
713 {
714 if (layer->isComposited())
715 layer->setBackingNeedsRepaintInRect(rect);
716
717 if (layer->hasCompositingDescendant()) {
718 if (Vector<RenderLayer*>* negZOrderList = layer->negZOrderList()) {
719 size_t listSize = negZOrderList->size();
720 for (size_t i = 0; i < listSize; ++i) {
721 RenderLayer* curLayer = negZOrderList->at(i);
722 int x = 0, y = 0;
723 curLayer->convertToLayerCoords(layer, x, y);
724 IntRect childRect(rect);
725 childRect.move(-x, -y);
726 recursiveRepaintLayerRect(curLayer, childRect);
727 }
728 }
729
730 if (Vector<RenderLayer*>* posZOrderList = layer->posZOrderList()) {
731 size_t listSize = posZOrderList->size();
732 for (size_t i = 0; i < listSize; ++i) {
733 RenderLayer* curLayer = posZOrderList->at(i);
734 int x = 0, y = 0;
735 curLayer->convertToLayerCoords(layer, x, y);
736 IntRect childRect(rect);
737 childRect.move(-x, -y);
738 recursiveRepaintLayerRect(curLayer, childRect);
739 }
740 }
741 }
742 if (Vector<RenderLayer*>* normalFlowList = layer->normalFlowList()) {
743 size_t listSize = normalFlowList->size();
744 for (size_t i = 0; i < listSize; ++i) {
745 RenderLayer* curLayer = normalFlowList->at(i);
746 int x = 0, y = 0;
747 curLayer->convertToLayerCoords(layer, x, y);
748 IntRect childRect(rect);
749 childRect.move(-x, -y);
750 recursiveRepaintLayerRect(curLayer, childRect);
751 }
752 }
753 }
754
rootRenderLayer() const755 RenderLayer* RenderLayerCompositor::rootRenderLayer() const
756 {
757 return m_renderView->layer();
758 }
759
rootPlatformLayer() const760 GraphicsLayer* RenderLayerCompositor::rootPlatformLayer() const
761 {
762 return m_rootPlatformLayer;
763 }
764
didMoveOnscreen()765 void RenderLayerCompositor::didMoveOnscreen()
766 {
767 if (!m_rootPlatformLayer)
768 return;
769
770 Frame* frame = m_renderView->frameView()->frame();
771 Page* page = frame ? frame->page() : 0;
772 if (!page)
773 return;
774
775 page->chrome()->client()->attachRootGraphicsLayer(frame, m_rootPlatformLayer);
776 m_rootLayerAttached = true;
777 }
778
willMoveOffscreen()779 void RenderLayerCompositor::willMoveOffscreen()
780 {
781 if (!m_rootPlatformLayer || !m_rootLayerAttached)
782 return;
783
784 Frame* frame = m_renderView->frameView()->frame();
785 Page* page = frame ? frame->page() : 0;
786 if (!page)
787 return;
788
789 page->chrome()->client()->attachRootGraphicsLayer(frame, 0);
790 m_rootLayerAttached = false;
791 }
792
updateRootLayerPosition()793 void RenderLayerCompositor::updateRootLayerPosition()
794 {
795 if (m_rootPlatformLayer)
796 m_rootPlatformLayer->setSize(FloatSize(m_renderView->overflowWidth(), m_renderView->overflowHeight()));
797 }
798
didStartAcceleratedAnimation()799 void RenderLayerCompositor::didStartAcceleratedAnimation()
800 {
801 // If an accelerated animation or transition runs, we have to turn off overlap checking because
802 // we don't do layout for every frame, but we have to ensure that the layering is
803 // correct between the animating object and other objects on the page.
804 setCompositingConsultsOverlap(false);
805 }
806
has3DContent() const807 bool RenderLayerCompositor::has3DContent() const
808 {
809 return layerHas3DContent(rootRenderLayer());
810 }
811
needsToBeComposited(const RenderLayer * layer) const812 bool RenderLayerCompositor::needsToBeComposited(const RenderLayer* layer) const
813 {
814 if (!m_hasAcceleratedCompositing || !layer->isSelfPaintingLayer())
815 return false;
816
817 return requiresCompositingLayer(layer) || layer->mustOverlapCompositedLayers();
818 }
819
820 // Note: this specifies whether the RL needs a compositing layer for intrinsic reasons.
821 // Use needsToBeComposited() to determine if a RL actually needs a compositing layer.
822 // static
requiresCompositingLayer(const RenderLayer * layer) const823 bool RenderLayerCompositor::requiresCompositingLayer(const RenderLayer* layer) const
824 {
825 // The root layer always has a compositing layer, but it may not have backing.
826 return (inCompositingMode() && layer->isRootLayer()) ||
827 requiresCompositingForTransform(layer->renderer()) ||
828 requiresCompositingForVideo(layer->renderer()) ||
829 layer->renderer()->style()->backfaceVisibility() == BackfaceVisibilityHidden ||
830 clipsCompositingDescendants(layer) ||
831 requiresCompositingForAnimation(layer->renderer());
832 }
833
834 // Return true if the given layer has some ancestor in the RenderLayer hierarchy that clips,
835 // up to the enclosing compositing ancestor. This is required because compositing layers are parented
836 // according to the z-order hierarchy, yet clipping goes down the renderer hierarchy.
837 // Thus, a RenderLayer can be clipped by a RenderLayer that is an ancestor in the renderer hierarchy,
838 // but a sibling in the z-order hierarchy.
clippedByAncestor(RenderLayer * layer) const839 bool RenderLayerCompositor::clippedByAncestor(RenderLayer* layer) const
840 {
841 if (!layer->isComposited() || !layer->parent())
842 return false;
843
844 RenderLayer* compositingAncestor = layer->ancestorCompositingLayer();
845 if (!compositingAncestor)
846 return false;
847
848 // If the compositingAncestor clips, that will be taken care of by clipsCompositingDescendants(),
849 // so we only care about clipping between its first child that is our ancestor (the computeClipRoot),
850 // and layer.
851 RenderLayer* computeClipRoot = 0;
852 RenderLayer* curr = layer;
853 while (curr) {
854 RenderLayer* next = curr->parent();
855 if (next == compositingAncestor) {
856 computeClipRoot = curr;
857 break;
858 }
859 curr = next;
860 }
861
862 if (!computeClipRoot || computeClipRoot == layer)
863 return false;
864
865 ClipRects parentRects;
866 layer->parentClipRects(computeClipRoot, parentRects, true);
867
868 return parentRects.overflowClipRect() != ClipRects::infiniteRect();
869 }
870
871 // Return true if the given layer is a stacking context and has compositing child
872 // layers that it needs to clip. In this case we insert a clipping GraphicsLayer
873 // into the hierarchy between this layer and its children in the z-order hierarchy.
clipsCompositingDescendants(const RenderLayer * layer) const874 bool RenderLayerCompositor::clipsCompositingDescendants(const RenderLayer* layer) const
875 {
876 // FIXME: need to look at hasClip() too eventually
877 return layer->hasCompositingDescendant() &&
878 layer->renderer()->hasOverflowClip();
879 }
880
requiresCompositingForTransform(RenderObject * renderer) const881 bool RenderLayerCompositor::requiresCompositingForTransform(RenderObject* renderer) const
882 {
883 RenderStyle* style = renderer->style();
884 // Note that we ask the renderer if it has a transform, because the style may have transforms,
885 // but the renderer may be an inline that doesn't suppport them.
886 return renderer->hasTransform() && (style->transform().has3DOperation() || style->transformStyle3D() == TransformStyle3DPreserve3D || style->hasPerspective());
887 }
888
requiresCompositingForVideo(RenderObject * renderer) const889 bool RenderLayerCompositor::requiresCompositingForVideo(RenderObject* renderer) const
890 {
891 #if ENABLE(VIDEO)
892 if (renderer->isVideo()) {
893 RenderVideo* video = toRenderVideo(renderer);
894 return canAccelerateVideoRendering(video);
895 }
896 #endif
897 return false;
898 }
899
requiresCompositingForAnimation(RenderObject * renderer) const900 bool RenderLayerCompositor::requiresCompositingForAnimation(RenderObject* renderer) const
901 {
902 if (AnimationController* animController = renderer->animation()) {
903 return (animController->isAnimatingPropertyOnRenderer(renderer, CSSPropertyOpacity) && inCompositingMode())
904 || animController->isAnimatingPropertyOnRenderer(renderer, CSSPropertyWebkitTransform);
905 }
906 return false;
907 }
908
909 // If an element has negative z-index children, those children render in front of the
910 // layer background, so we need an extra 'contents' layer for the foreground of the layer
911 // object.
needsContentsCompositingLayer(const RenderLayer * layer) const912 bool RenderLayerCompositor::needsContentsCompositingLayer(const RenderLayer* layer) const
913 {
914 return (layer->m_negZOrderList && layer->m_negZOrderList->size() > 0);
915 }
916
ensureRootPlatformLayer()917 void RenderLayerCompositor::ensureRootPlatformLayer()
918 {
919 if (m_rootPlatformLayer)
920 return;
921
922 m_rootPlatformLayer = GraphicsLayer::createGraphicsLayer(0);
923 m_rootPlatformLayer->setSize(FloatSize(m_renderView->overflowWidth(), m_renderView->overflowHeight()));
924 m_rootPlatformLayer->setPosition(FloatPoint(0, 0));
925 // The root layer does flipping if we need it on this platform.
926 m_rootPlatformLayer->setGeometryOrientation(GraphicsLayer::compositingCoordinatesOrientation());
927
928 // Need to clip to prevent transformed content showing outside this frame
929 m_rootPlatformLayer->setMasksToBounds(true);
930
931 didMoveOnscreen();
932 }
933
destroyRootPlatformLayer()934 void RenderLayerCompositor::destroyRootPlatformLayer()
935 {
936 if (!m_rootPlatformLayer)
937 return;
938
939 willMoveOffscreen();
940 delete m_rootPlatformLayer;
941 m_rootPlatformLayer = 0;
942 }
943
layerHas3DContent(const RenderLayer * layer) const944 bool RenderLayerCompositor::layerHas3DContent(const RenderLayer* layer) const
945 {
946 const RenderStyle* style = layer->renderer()->style();
947
948 if (style &&
949 (style->transformStyle3D() == TransformStyle3DPreserve3D ||
950 style->hasPerspective() ||
951 style->transform().has3DOperation()))
952 return true;
953
954 if (layer->isStackingContext()) {
955 if (Vector<RenderLayer*>* negZOrderList = layer->negZOrderList()) {
956 size_t listSize = negZOrderList->size();
957 for (size_t i = 0; i < listSize; ++i) {
958 RenderLayer* curLayer = negZOrderList->at(i);
959 if (layerHas3DContent(curLayer))
960 return true;
961 }
962 }
963
964 if (Vector<RenderLayer*>* posZOrderList = layer->posZOrderList()) {
965 size_t listSize = posZOrderList->size();
966 for (size_t i = 0; i < listSize; ++i) {
967 RenderLayer* curLayer = posZOrderList->at(i);
968 if (layerHas3DContent(curLayer))
969 return true;
970 }
971 }
972 }
973
974 if (Vector<RenderLayer*>* normalFlowList = layer->normalFlowList()) {
975 size_t listSize = normalFlowList->size();
976 for (size_t i = 0; i < listSize; ++i) {
977 RenderLayer* curLayer = normalFlowList->at(i);
978 if (layerHas3DContent(curLayer))
979 return true;
980 }
981 }
982 return false;
983 }
984
985 } // namespace WebCore
986
987 #endif // USE(ACCELERATED_COMPOSITING)
988
989