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1 // Copyright 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 
5 #include "cc/trees/damage_tracker.h"
6 
7 #include <algorithm>
8 
9 #include "cc/base/math_util.h"
10 #include "cc/layers/heads_up_display_layer_impl.h"
11 #include "cc/layers/layer_impl.h"
12 #include "cc/layers/render_surface_impl.h"
13 #include "cc/output/filter_operations.h"
14 #include "cc/trees/layer_tree_host_common.h"
15 #include "cc/trees/layer_tree_impl.h"
16 
17 namespace cc {
18 
Create()19 scoped_ptr<DamageTracker> DamageTracker::Create() {
20   return make_scoped_ptr(new DamageTracker());
21 }
22 
DamageTracker()23 DamageTracker::DamageTracker()
24   : mailboxId_(0) {}
25 
~DamageTracker()26 DamageTracker::~DamageTracker() {}
27 
ExpandRectWithFilters(gfx::RectF * rect,const FilterOperations & filters)28 static inline void ExpandRectWithFilters(
29     gfx::RectF* rect, const FilterOperations& filters) {
30   int top, right, bottom, left;
31   filters.GetOutsets(&top, &right, &bottom, &left);
32   rect->Inset(-left, -top, -right, -bottom);
33 }
34 
ExpandDamageRectInsideRectWithFilters(gfx::RectF * damage_rect,const gfx::RectF & pre_filter_rect,const FilterOperations & filters)35 static inline void ExpandDamageRectInsideRectWithFilters(
36     gfx::RectF* damage_rect,
37     const gfx::RectF& pre_filter_rect,
38     const FilterOperations& filters) {
39   gfx::RectF expanded_damage_rect = *damage_rect;
40   ExpandRectWithFilters(&expanded_damage_rect, filters);
41   gfx::RectF filter_rect = pre_filter_rect;
42   ExpandRectWithFilters(&filter_rect, filters);
43 
44   expanded_damage_rect.Intersect(filter_rect);
45   damage_rect->Union(expanded_damage_rect);
46 }
47 
UpdateDamageTrackingState(const LayerImplList & layer_list,int target_surface_layer_id,bool target_surface_property_changed_only_from_descendant,gfx::Rect target_surface_content_rect,LayerImpl * target_surface_mask_layer,const FilterOperations & filters)48 void DamageTracker::UpdateDamageTrackingState(
49     const LayerImplList& layer_list,
50     int target_surface_layer_id,
51     bool target_surface_property_changed_only_from_descendant,
52     gfx::Rect target_surface_content_rect,
53     LayerImpl* target_surface_mask_layer,
54     const FilterOperations& filters) {
55   //
56   // This function computes the "damage rect" of a target surface, and updates
57   // the state that is used to correctly track damage across frames. The damage
58   // rect is the region of the surface that may have changed and needs to be
59   // redrawn. This can be used to scissor what is actually drawn, to save GPU
60   // computation and bandwidth.
61   //
62   // The surface's damage rect is computed as the union of all possible changes
63   // that have happened to the surface since the last frame was drawn. This
64   // includes:
65   //   - any changes for existing layers/surfaces that contribute to the target
66   //     surface
67   //   - layers/surfaces that existed in the previous frame, but no longer exist
68   //
69   // The basic algorithm for computing the damage region is as follows:
70   //
71   //   1. compute damage caused by changes in active/new layers
72   //       for each layer in the layer_list:
73   //           if the layer is actually a render_surface:
74   //               add the surface's damage to our target surface.
75   //           else
76   //               add the layer's damage to the target surface.
77   //
78   //   2. compute damage caused by the target surface's mask, if it exists.
79   //
80   //   3. compute damage caused by old layers/surfaces that no longer exist
81   //       for each leftover layer:
82   //           add the old layer/surface bounds to the target surface damage.
83   //
84   //   4. combine all partial damage rects to get the full damage rect.
85   //
86   // Additional important points:
87   //
88   // - This algorithm is implicitly recursive; it assumes that descendant
89   //   surfaces have already computed their damage.
90   //
91   // - Changes to layers/surfaces indicate "damage" to the target surface; If a
92   //   layer is not changed, it does NOT mean that the layer can skip drawing.
93   //   All layers that overlap the damaged region still need to be drawn. For
94   //   example, if a layer changed its opacity, then layers underneath must be
95   //   re-drawn as well, even if they did not change.
96   //
97   // - If a layer/surface property changed, the old bounds and new bounds may
98   //   overlap... i.e. some of the exposed region may not actually be exposing
99   //   anything. But this does not artificially inflate the damage rect. If the
100   //   layer changed, its entire old bounds would always need to be redrawn,
101   //   regardless of how much it overlaps with the layer's new bounds, which
102   //   also need to be entirely redrawn.
103   //
104   // - See comments in the rest of the code to see what exactly is considered a
105   //   "change" in a layer/surface.
106   //
107   // - To correctly manage exposed rects, SortedRectMap is maintained:
108   //
109   //      1. All existing rects from the previous frame are marked as
110   //         not updated.
111   //      2. The map contains all the layer bounds that contributed to
112   //         the previous frame (even outside the previous damaged area). If a
113   //         layer changes or does not exist anymore, those regions are then
114   //         exposed and damage the target surface. As the algorithm progresses,
115   //         entries are updated in the map until only leftover layers
116   //         that no longer exist stay marked not updated.
117   //
118   //      3. After the damage rect is computed, the leftover not marked regions
119   //         in a map are used to compute are damaged by deleted layers and
120   //         erased from map.
121   //
122 
123   PrepareRectHistoryForUpdate();
124   // These functions cannot be bypassed with early-exits, even if we know what
125   // the damage will be for this frame, because we need to update the damage
126   // tracker state to correctly track the next frame.
127   gfx::RectF damage_from_active_layers =
128       TrackDamageFromActiveLayers(layer_list, target_surface_layer_id);
129   gfx::RectF damage_from_surface_mask =
130       TrackDamageFromSurfaceMask(target_surface_mask_layer);
131   gfx::RectF damage_from_leftover_rects = TrackDamageFromLeftoverRects();
132 
133   gfx::RectF damage_rect_for_this_update;
134 
135   if (target_surface_property_changed_only_from_descendant) {
136     damage_rect_for_this_update = target_surface_content_rect;
137   } else {
138     // TODO(shawnsingh): can we clamp this damage to the surface's content rect?
139     // (affects performance, but not correctness)
140     damage_rect_for_this_update = damage_from_active_layers;
141     damage_rect_for_this_update.Union(damage_from_surface_mask);
142     damage_rect_for_this_update.Union(damage_from_leftover_rects);
143 
144     if (filters.HasReferenceFilter()) {
145       // TODO(senorblanco):  Once SkImageFilter reports its outsets, use
146       // those here to limit damage.
147       damage_rect_for_this_update = target_surface_content_rect;
148     } else if (filters.HasFilterThatMovesPixels()) {
149       ExpandRectWithFilters(&damage_rect_for_this_update, filters);
150     }
151   }
152 
153   // Damage accumulates until we are notified that we actually did draw on that
154   // frame.
155   current_damage_rect_.Union(damage_rect_for_this_update);
156 }
157 
RectDataForLayer(int layer_id,bool * layer_is_new)158 DamageTracker::RectMapData& DamageTracker::RectDataForLayer(
159     int layer_id,
160     bool* layer_is_new) {
161 
162   RectMapData data(layer_id);
163 
164   SortedRectMap::iterator it = std::lower_bound(rect_history_.begin(),
165     rect_history_.end(), data);
166 
167   if (it == rect_history_.end() || it->layer_id_ != layer_id) {
168     *layer_is_new = true;
169     it = rect_history_.insert(it, data);
170   }
171 
172   return *it;
173 }
174 
TrackDamageFromActiveLayers(const LayerImplList & layer_list,int target_surface_layer_id)175 gfx::RectF DamageTracker::TrackDamageFromActiveLayers(
176     const LayerImplList& layer_list,
177     int target_surface_layer_id) {
178   gfx::RectF damage_rect = gfx::RectF();
179 
180   for (size_t layer_index = 0; layer_index < layer_list.size(); ++layer_index) {
181     // Visit layers in back-to-front order.
182     LayerImpl* layer = layer_list[layer_index];
183 
184     // We skip damage from the HUD layer because (a) the HUD layer damages the
185     // whole frame and (b) we don't want HUD layer damage to be shown by the
186     // HUD damage rect visualization.
187     if (layer == layer->layer_tree_impl()->hud_layer())
188       continue;
189 
190     if (LayerTreeHostCommon::RenderSurfaceContributesToTarget<LayerImpl>(
191             layer, target_surface_layer_id))
192       ExtendDamageForRenderSurface(layer, &damage_rect);
193     else
194       ExtendDamageForLayer(layer, &damage_rect);
195   }
196 
197   return damage_rect;
198 }
199 
TrackDamageFromSurfaceMask(LayerImpl * target_surface_mask_layer)200 gfx::RectF DamageTracker::TrackDamageFromSurfaceMask(
201     LayerImpl* target_surface_mask_layer) {
202   gfx::RectF damage_rect = gfx::RectF();
203 
204   if (!target_surface_mask_layer)
205     return damage_rect;
206 
207   // Currently, if there is any change to the mask, we choose to damage the
208   // entire surface. This could potentially be optimized later, but it is not
209   // expected to be a common case.
210   if (target_surface_mask_layer->LayerPropertyChanged() ||
211       !target_surface_mask_layer->update_rect().IsEmpty()) {
212     damage_rect = gfx::RectF(gfx::PointF(),
213                              target_surface_mask_layer->bounds());
214   }
215 
216   return damage_rect;
217 }
218 
PrepareRectHistoryForUpdate()219 void DamageTracker::PrepareRectHistoryForUpdate() {
220   mailboxId_++;
221 }
222 
TrackDamageFromLeftoverRects()223 gfx::RectF DamageTracker::TrackDamageFromLeftoverRects() {
224   // After computing damage for all active layers, any leftover items in the
225   // current rect history correspond to layers/surfaces that no longer exist.
226   // So, these regions are now exposed on the target surface.
227 
228   gfx::RectF damage_rect = gfx::RectF();
229   SortedRectMap::iterator cur_pos = rect_history_.begin();
230   SortedRectMap::iterator copy_pos = cur_pos;
231 
232   // Loop below basically implements std::remove_if loop with and extra
233   // processing (adding deleted rect to damage_rect) for deleted items.
234   // cur_pos iterator runs through all elements of the vector, but copy_pos
235   // always points to the element after the last not deleted element. If new
236   // not deleted element found then it is copied to the *copy_pos and copy_pos
237   // moved to the next position.
238   // If there are no deleted elements then copy_pos iterator is in sync with
239   // cur_pos and no copy happens.
240   while (cur_pos < rect_history_.end()) {
241     if (cur_pos->mailboxId_ == mailboxId_) {
242       if (cur_pos != copy_pos)
243         *copy_pos = *cur_pos;
244 
245       ++copy_pos;
246     } else {
247       damage_rect.Union(cur_pos->rect_);
248     }
249 
250     ++cur_pos;
251   }
252 
253   if (copy_pos != rect_history_.end())
254     rect_history_.erase(copy_pos, rect_history_.end());
255 
256   // If the vector has excessive storage, shrink it
257   if (rect_history_.capacity() > rect_history_.size() * 4)
258     SortedRectMap(rect_history_).swap(rect_history_);
259 
260   return damage_rect;
261 }
262 
ExtendDamageForLayer(LayerImpl * layer,gfx::RectF * target_damage_rect)263 void DamageTracker::ExtendDamageForLayer(LayerImpl* layer,
264                                          gfx::RectF* target_damage_rect) {
265   // There are two ways that a layer can damage a region of the target surface:
266   //   1. Property change (e.g. opacity, position, transforms):
267   //        - the entire region of the layer itself damages the surface.
268   //        - the old layer region also damages the surface, because this region
269   //          is now exposed.
270   //        - note that in many cases the old and new layer rects may overlap,
271   //          which is fine.
272   //
273   //   2. Repaint/update: If a region of the layer that was repainted/updated,
274   //      that region damages the surface.
275   //
276   // Property changes take priority over update rects.
277   //
278   // This method is called when we want to consider how a layer contributes to
279   // its target RenderSurface, even if that layer owns the target RenderSurface
280   // itself. To consider how a layer's target surface contributes to the
281   // ancestor surface, ExtendDamageForRenderSurface() must be called instead.
282 
283   bool layer_is_new = false;
284   RectMapData& data = RectDataForLayer(layer->id(), &layer_is_new);
285   gfx::RectF old_rect_in_target_space = data.rect_;
286 
287   gfx::RectF rect_in_target_space = MathUtil::MapClippedRect(
288       layer->draw_transform(),
289       gfx::RectF(gfx::PointF(), layer->content_bounds()));
290   data.Update(rect_in_target_space, mailboxId_);
291 
292   if (layer_is_new || layer->LayerPropertyChanged()) {
293     // If a layer is new or has changed, then its entire layer rect affects the
294     // target surface.
295     target_damage_rect->Union(rect_in_target_space);
296 
297     // The layer's old region is now exposed on the target surface, too.
298     // Note old_rect_in_target_space is already in target space.
299     target_damage_rect->Union(old_rect_in_target_space);
300   } else if (!layer->update_rect().IsEmpty()) {
301     // If the layer properties haven't changed, then the the target surface is
302     // only affected by the layer's update area, which could be empty.
303     gfx::RectF update_content_rect =
304         layer->LayerRectToContentRect(layer->update_rect());
305     gfx::RectF update_rect_in_target_space =
306         MathUtil::MapClippedRect(layer->draw_transform(), update_content_rect);
307     target_damage_rect->Union(update_rect_in_target_space);
308   }
309 }
310 
ExtendDamageForRenderSurface(LayerImpl * layer,gfx::RectF * target_damage_rect)311 void DamageTracker::ExtendDamageForRenderSurface(
312     LayerImpl* layer, gfx::RectF* target_damage_rect) {
313   // There are two ways a "descendant surface" can damage regions of the "target
314   // surface":
315   //   1. Property change:
316   //        - a surface's geometry can change because of
317   //            - changes to descendants (i.e. the subtree) that affect the
318   //              surface's content rect
319   //            - changes to ancestor layers that propagate their property
320   //              changes to their entire subtree.
321   //        - just like layers, both the old surface rect and new surface rect
322   //          will damage the target surface in this case.
323   //
324   //   2. Damage rect: This surface may have been damaged by its own layer_list
325   //      as well, and that damage should propagate to the target surface.
326   //
327 
328   RenderSurfaceImpl* render_surface = layer->render_surface();
329 
330   bool surface_is_new = false;
331   RectMapData& data = RectDataForLayer(layer->id(), &surface_is_new);
332   gfx::RectF old_surface_rect = data.rect_;
333 
334   // The drawableContextRect() already includes the replica if it exists.
335   gfx::RectF surface_rect_in_target_space =
336       render_surface->DrawableContentRect();
337   data.Update(surface_rect_in_target_space, mailboxId_);
338 
339   gfx::RectF damage_rect_in_local_space;
340   if (surface_is_new || render_surface->SurfacePropertyChanged()) {
341     // The entire surface contributes damage.
342     damage_rect_in_local_space = render_surface->content_rect();
343 
344     // The surface's old region is now exposed on the target surface, too.
345     target_damage_rect->Union(old_surface_rect);
346   } else {
347     // Only the surface's damage_rect will damage the target surface.
348     damage_rect_in_local_space =
349         render_surface->damage_tracker()->current_damage_rect();
350   }
351 
352   // If there was damage, transform it to target space, and possibly contribute
353   // its reflection if needed.
354   if (!damage_rect_in_local_space.IsEmpty()) {
355     const gfx::Transform& draw_transform = render_surface->draw_transform();
356     gfx::RectF damage_rect_in_target_space =
357         MathUtil::MapClippedRect(draw_transform, damage_rect_in_local_space);
358     target_damage_rect->Union(damage_rect_in_target_space);
359 
360     if (layer->replica_layer()) {
361       const gfx::Transform& replica_draw_transform =
362           render_surface->replica_draw_transform();
363       target_damage_rect->Union(MathUtil::MapClippedRect(
364           replica_draw_transform, damage_rect_in_local_space));
365     }
366   }
367 
368   // If there was damage on the replica's mask, then the target surface receives
369   // that damage as well.
370   if (layer->replica_layer() && layer->replica_layer()->mask_layer()) {
371     LayerImpl* replica_mask_layer = layer->replica_layer()->mask_layer();
372 
373     bool replica_is_new = false;
374     RectMapData& data =
375         RectDataForLayer(replica_mask_layer->id(), &replica_is_new);
376 
377     const gfx::Transform& replica_draw_transform =
378         render_surface->replica_draw_transform();
379     gfx::RectF replica_mask_layer_rect = MathUtil::MapClippedRect(
380         replica_draw_transform,
381         gfx::RectF(gfx::PointF(), replica_mask_layer->bounds()));
382     data.Update(replica_mask_layer_rect, mailboxId_);
383 
384     // In the current implementation, a change in the replica mask damages the
385     // entire replica region.
386     if (replica_is_new ||
387         replica_mask_layer->LayerPropertyChanged() ||
388         !replica_mask_layer->update_rect().IsEmpty())
389       target_damage_rect->Union(replica_mask_layer_rect);
390   }
391 
392   // If the layer has a background filter, this may cause pixels in our surface
393   // to be expanded, so we will need to expand any damage at or below this
394   // layer. We expand the damage from this layer too, as we need to readback
395   // those pixels from the surface with only the contents of layers below this
396   // one in them. This means we need to redraw any pixels in the surface being
397   // used for the blur in this layer this frame.
398   if (layer->background_filters().HasFilterThatMovesPixels()) {
399     ExpandDamageRectInsideRectWithFilters(target_damage_rect,
400                                           surface_rect_in_target_space,
401                                           layer->background_filters());
402   }
403 }
404 
405 }  // namespace cc
406