• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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