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/*
* Copyright (C) 2009 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#if USE(ACCELERATED_COMPOSITING)
#include "RenderLayerCompositor.h"
#include "AnimationController.h"
#include "ChromeClient.h"
#include "CSSPropertyNames.h"
#include "FrameView.h"
#include "GraphicsLayer.h"
#include "HitTestRequest.h"
#include "HitTestResult.h"
#include "Page.h"
#include "RenderLayerBacking.h"
#include "RenderView.h"
#if PROFILE_LAYER_REBUILD
#include <wtf/CurrentTime.h>
#endif
#ifndef NDEBUG
#include "CString.h"
#include "RenderTreeAsText.h"
#endif
#if ENABLE(3D_TRANSFORMS)
// This symbol is used to determine from a script whether 3D transforms are enabled (via 'nm').
bool WebCoreHas3DTransforms = true;
#endif
namespace WebCore {
struct CompositingState {
CompositingState(RenderLayer* compAncestor)
: m_subtreeIsCompositing(false)
, m_compositingAncestor(compAncestor)
#ifndef NDEBUG
, m_depth(0)
#endif
{
}
bool m_subtreeIsCompositing;
RenderLayer* m_compositingAncestor;
#ifndef NDEBUG
int m_depth;
#endif
};
static TransformationMatrix flipTransform()
{
TransformationMatrix flipper;
flipper.flipY();
return flipper;
}
RenderLayerCompositor::RenderLayerCompositor(RenderView* renderView)
: m_renderView(renderView)
, m_rootPlatformLayer(0)
, m_compositing(false)
, m_rootLayerAttached(false)
, m_compositingLayersNeedUpdate(false)
#if PROFILE_LAYER_REBUILD
, m_rootLayerUpdateCount(0)
#endif // PROFILE_LAYER_REBUILD
{
}
RenderLayerCompositor::~RenderLayerCompositor()
{
ASSERT(!m_rootLayerAttached);
delete m_rootPlatformLayer;
}
void RenderLayerCompositor::enableCompositingMode(bool enable /* = true */)
{
if (enable != m_compositing) {
m_compositing = enable;
// We never go out of compositing mode for a given page,
// but if all the layers disappear, we'll just be left with
// the empty root layer, which has minimal overhead.
if (m_compositing)
ensureRootPlatformLayer();
}
}
void RenderLayerCompositor::setCompositingLayersNeedUpdate(bool needUpdate)
{
if (inCompositingMode())
m_compositingLayersNeedUpdate = needUpdate;
}
void RenderLayerCompositor::updateCompositingLayers(RenderLayer* updateRoot)
{
if (!m_compositingLayersNeedUpdate)
return;
ASSERT(inCompositingMode());
if (!updateRoot) {
// Only clear the flag if we're updating the entire hierarchy
m_compositingLayersNeedUpdate = false;
updateRoot = rootRenderLayer();
}
#if PROFILE_LAYER_REBUILD
++m_rootLayerUpdateCount;
double startTime = WTF::currentTime();
#endif
// Go through the layers in presentation order, so that we can compute which
// RLs need compositing layers.
// FIXME: we could maybe do this in one pass, but the parenting logic would be more
// complex.
{
CompositingState compState(updateRoot);
computeCompositingRequirements(updateRoot, compState);
}
// Now create and parent the compositing layers.
{
CompositingState compState(updateRoot);
rebuildCompositingLayerTree(updateRoot, compState);
}
#if PROFILE_LAYER_REBUILD
double endTime = WTF::currentTime();
if (!updateRoot)
fprintf(stderr, "Update %d: computeCompositingRequirements for the world took %fms\n"
m_rootLayerUpdateCount, 1000.0 * (endTime - startTime));
#endif
ASSERT(updateRoot || !m_compositingLayersNeedUpdate);
}
bool RenderLayerCompositor::updateLayerCompositingState(RenderLayer* layer, StyleDifference diff)
{
bool needsLayer = needsToBeComposited(layer);
bool layerChanged = false;
if (needsLayer) {
enableCompositingMode();
if (!layer->backing()) {
layer->ensureBacking();
layerChanged = true;
}
} else {
if (layer->backing()) {
layer->clearBacking();
layerChanged = true;
}
}
if (layerChanged) {
// Invalidate the parent in this region.
RenderLayer* compLayer = layer->ancestorCompositingLayer();
if (compLayer) {
// We can't reliably compute a dirty rect, because style may have changed already,
// so just dirty the whole parent layer
compLayer->setBackingNeedsRepaint();
// The contents of this layer may be moving between the window
// and a GraphicsLayer, so we need to make sure the window system
// synchronizes those changes on the screen.
m_renderView->frameView()->setNeedsOneShotDrawingSynchronization();
}
}
if (!needsLayer)
return layerChanged;
if (layer->backing()->updateGraphicsLayers(needsContentsCompositingLayer(layer),
clippedByAncestor(layer),
clipsCompositingDescendants(layer),
diff >= StyleDifferenceRepaint))
layerChanged = true;
return layerChanged;
}
// The bounds of the GraphicsLayer created for a compositing layer is the union of the bounds of all the descendant
// RenderLayers that are rendered by the composited RenderLayer.
IntRect RenderLayerCompositor::calculateCompositedBounds(const RenderLayer* layer, const RenderLayer* ancestorLayer, IntRect* layerBoundingBox)
{
IntRect boundingBoxRect, unionBounds;
boundingBoxRect = unionBounds = layer->localBoundingBox();
ASSERT(layer->isStackingContext() || (!layer->m_posZOrderList || layer->m_posZOrderList->size() == 0));
Vector<RenderLayer*>* negZOrderList = layer->negZOrderList();
if (negZOrderList) {
for (Vector<RenderLayer*>::iterator it = negZOrderList->begin(); it != negZOrderList->end(); ++it) {
RenderLayer* curLayer = (*it);
if (!curLayer->isComposited()) {
IntRect childUnionBounds = calculateCompositedBounds(curLayer, layer);
unionBounds.unite(childUnionBounds);
}
}
}
Vector<RenderLayer*>* posZOrderList = layer->posZOrderList();
if (posZOrderList) {
for (Vector<RenderLayer*>::iterator it = posZOrderList->begin(); it != posZOrderList->end(); ++it) {
RenderLayer* curLayer = (*it);
if (!curLayer->isComposited()) {
IntRect childUnionBounds = calculateCompositedBounds(curLayer, layer);
unionBounds.unite(childUnionBounds);
}
}
}
Vector<RenderLayer*>* overflowList = layer->overflowList();
if (overflowList) {
for (Vector<RenderLayer*>::iterator it = overflowList->begin(); it != overflowList->end(); ++it) {
RenderLayer* curLayer = (*it);
if (!curLayer->isComposited()) {
IntRect curAbsBounds = calculateCompositedBounds(curLayer, layer);
unionBounds.unite(curAbsBounds);
}
}
}
if (!layer->isComposited() && layer->transform()) {
TransformationMatrix* affineTrans = layer->transform();
boundingBoxRect = affineTrans->mapRect(boundingBoxRect);
unionBounds = affineTrans->mapRect(unionBounds);
}
int ancestorRelX = 0, ancestorRelY = 0;
layer->convertToLayerCoords(ancestorLayer, ancestorRelX, ancestorRelY);
unionBounds.move(ancestorRelX, ancestorRelY);
if (layerBoundingBox) {
boundingBoxRect.move(ancestorRelX, ancestorRelY);
*layerBoundingBox = boundingBoxRect;
}
return unionBounds;
}
void RenderLayerCompositor::layerWasAdded(RenderLayer* /*parent*/, RenderLayer* /*child*/)
{
setCompositingLayersNeedUpdate();
}
void RenderLayerCompositor::layerWillBeRemoved(RenderLayer* parent, RenderLayer* child)
{
if (child->isComposited())
setCompositingParent(child, 0);
// If the document is being torn down (document's renderer() is null), then there's
// no need to do any layer updating.
if (parent->renderer()->documentBeingDestroyed())
return;
RenderLayer* compLayer = parent->enclosingCompositingLayer();
if (compLayer) {
IntRect ancestorRect = calculateCompositedBounds(child, compLayer);
compLayer->setBackingNeedsRepaintInRect(ancestorRect);
// The contents of this layer may be moving from a GraphicsLayer to the window,
// so we need to make sure the window system synchronizes those changes on the screen.
m_renderView->frameView()->setNeedsOneShotDrawingSynchronization();
}
setCompositingLayersNeedUpdate();
}
RenderLayer* RenderLayerCompositor::enclosingNonStackingClippingLayer(const RenderLayer* layer) const
{
for (RenderLayer* curr = layer->parent(); curr != 0; curr = curr->parent()) {
if (curr->isStackingContext())
return 0;
if (curr->renderer()->hasOverflowClip())
return curr;
}
return 0;
}
// Recurse through the layers in z-index and overflow order (which is equivalent to painting order)
// For the z-order children of a compositing layer:
// If a child layers has a compositing layer, then all subsequent layers must
// be compositing in order to render above that layer.
//
// If a child in the negative z-order list is compositing, then the layer itself
// must be compositing so that its contents render over that child.
// This implies that its positive z-index children must also be compositing.
//
void RenderLayerCompositor::computeCompositingRequirements(RenderLayer* layer, struct CompositingState& ioCompState)
{
layer->updateLayerPosition();
layer->updateZOrderLists();
layer->updateOverflowList();
// Clear the flag
layer->setHasCompositingDescendant(false);
setForcedCompositingLayer(layer, ioCompState.m_subtreeIsCompositing);
const bool isCompositingLayer = needsToBeComposited(layer);
ioCompState.m_subtreeIsCompositing = isCompositingLayer;
CompositingState childState = ioCompState;
if (isCompositingLayer)
childState.m_compositingAncestor = layer;
// The children of this stacking context don't need to composite, unless there is
// a compositing layer among them, so start by assuming false.
childState.m_subtreeIsCompositing = false;
#ifndef NDEBUG
++childState.m_depth;
#endif
if (layer->isStackingContext()) {
ASSERT(!layer->m_zOrderListsDirty);
Vector<RenderLayer*>* negZOrderList = layer->negZOrderList();
if (negZOrderList && negZOrderList->size() > 0) {
for (Vector<RenderLayer*>::const_iterator it = negZOrderList->begin(); it != negZOrderList->end(); ++it) {
RenderLayer* curLayer = (*it);
computeCompositingRequirements(curLayer, childState);
// if we have to make a layer for this child, make one now so we can have a contents layer
// (since we need to ensure that the -ve z-order child renders underneath our contents)
if (childState.m_subtreeIsCompositing) {
// make |this| compositing
setForcedCompositingLayer(layer, true);
childState.m_compositingAncestor = layer;
}
}
}
}
ASSERT(!layer->m_overflowListDirty);
Vector<RenderLayer*>* overflowList = layer->overflowList();
if (overflowList && overflowList->size() > 0) {
for (Vector<RenderLayer*>::const_iterator it = overflowList->begin(); it != overflowList->end(); ++it) {
RenderLayer* curLayer = (*it);
computeCompositingRequirements(curLayer, childState);
}
}
if (layer->isStackingContext()) {
Vector<RenderLayer*>* posZOrderList = layer->posZOrderList();
if (posZOrderList && posZOrderList->size() > 0) {
for (Vector<RenderLayer*>::const_iterator it = posZOrderList->begin(); it != posZOrderList->end(); ++it) {
RenderLayer* curLayer = (*it);
computeCompositingRequirements(curLayer, childState);
}
}
}
// If we have a software transform, and we have layers under us, we need to also
// be composited. Also, if we have opacity < 1, then we need to be a layer so that
// the child layers are opaque, then rendered with opacity on this layer.
if (childState.m_subtreeIsCompositing &&
(layer->renderer()->hasTransform() || layer->renderer()->style()->opacity() < 1))
setForcedCompositingLayer(layer, true);
// Subsequent layers in the parent stacking context also need to composite.
if (childState.m_subtreeIsCompositing)
ioCompState.m_subtreeIsCompositing = true;
// Set the flag to say that this SC has compositing children.
// this can affect the answer to needsToBeComposited() when clipping,
// but that's ok here.
layer->setHasCompositingDescendant(childState.m_subtreeIsCompositing);
}
void RenderLayerCompositor::setForcedCompositingLayer(RenderLayer* layer, bool force)
{
if (force) {
layer->ensureBacking();
layer->backing()->forceCompositingLayer();
} else {
if (layer->backing())
layer->backing()->forceCompositingLayer(false);
}
}
void RenderLayerCompositor::setCompositingParent(RenderLayer* childLayer, RenderLayer* parentLayer)
{
ASSERT(childLayer->isComposited());
ASSERT(!parentLayer || parentLayer->isComposited());
if (parentLayer) {
GraphicsLayer* hostingLayer = parentLayer->backing()->parentForSublayers();
GraphicsLayer* hostedLayer = childLayer->backing()->childForSuperlayers();
hostingLayer->addChild(hostedLayer);
} else
childLayer->backing()->childForSuperlayers()->removeFromParent();
// FIXME: setCompositingParent() is only called at present by rebuildCompositingLayerTree(),
// which calls updateGraphicsLayerGeometry via updateLayerCompositingState(), so this should
// be optimized.
if (parentLayer)
childLayer->backing()->updateGraphicsLayerGeometry();
}
void RenderLayerCompositor::removeCompositedChildren(RenderLayer* layer)
{
ASSERT(layer->isComposited());
GraphicsLayer* hostingLayer = layer->backing()->parentForSublayers();
hostingLayer->removeAllChildren();
}
void RenderLayerCompositor::parentInRootLayer(RenderLayer* layer)
{
ASSERT(layer->isComposited());
GraphicsLayer* layerAnchor = layer->backing()->childForSuperlayers();
if (layerAnchor->parent() != m_rootPlatformLayer) {
layerAnchor->removeFromParent();
if (m_rootPlatformLayer)
m_rootPlatformLayer->addChild(layerAnchor);
}
}
void RenderLayerCompositor::rebuildCompositingLayerTree(RenderLayer* layer, struct CompositingState& ioCompState)
{
updateLayerCompositingState(layer, StyleDifferenceEqual);
// host the document layer in the RenderView's root layer
if (layer->isRootLayer())
parentInRootLayer(layer);
CompositingState childState = ioCompState;
if (layer->isComposited())
childState.m_compositingAncestor = layer;
#ifndef NDEBUG
++childState.m_depth;
#endif
RenderLayerBacking* layerBacking = layer->backing();
// FIXME: make this more incremental
if (layer->isComposited()) {
layerBacking->parentForSublayers()->removeAllChildren();
layerBacking->updateInternalHierarchy();
}
// The children of this stacking context don't need to composite, unless there is
// a compositing layer among them, so start by assuming false.
childState.m_subtreeIsCompositing = false;
if (layer->isStackingContext()) {
ASSERT(!layer->m_zOrderListsDirty);
Vector<RenderLayer*>* negZOrderList = layer->negZOrderList();
if (negZOrderList && negZOrderList->size() > 0) {
for (Vector<RenderLayer*>::const_iterator it = negZOrderList->begin(); it != negZOrderList->end(); ++it) {
RenderLayer* curLayer = (*it);
rebuildCompositingLayerTree(curLayer, childState);
if (curLayer->isComposited())
setCompositingParent(curLayer, childState.m_compositingAncestor);
}
}
if (layerBacking && layerBacking->contentsLayer()) {
// we only have a contents layer if we have an m_layer
layerBacking->contentsLayer()->removeFromParent();
GraphicsLayer* hostingLayer = layerBacking->clippingLayer() ? layerBacking->clippingLayer() : layerBacking->graphicsLayer();
hostingLayer->addChild(layerBacking->contentsLayer());
}
}
ASSERT(!layer->m_overflowListDirty);
Vector<RenderLayer*>* overflowList = layer->overflowList();
if (overflowList && overflowList->size() > 0) {
for (Vector<RenderLayer*>::iterator it = overflowList->begin(); it != overflowList->end(); ++it) {
RenderLayer* curLayer = (*it);
rebuildCompositingLayerTree(curLayer, childState);
if (curLayer->isComposited())
setCompositingParent(curLayer, childState.m_compositingAncestor);
}
}
if (layer->isStackingContext()) {
Vector<RenderLayer*>* posZOrderList = layer->posZOrderList();
if (posZOrderList && posZOrderList->size() > 0) {
for (Vector<RenderLayer*>::const_iterator it = posZOrderList->begin(); it != posZOrderList->end(); ++it) {
RenderLayer* curLayer = (*it);
rebuildCompositingLayerTree(curLayer, childState);
if (curLayer->isComposited())
setCompositingParent(curLayer, childState.m_compositingAncestor);
}
}
}
}
void RenderLayerCompositor::repaintCompositedLayersAbsoluteRect(const IntRect& absRect)
{
recursiveRepaintLayerRect(rootRenderLayer(), absRect);
}
void RenderLayerCompositor::recursiveRepaintLayerRect(RenderLayer* layer, const IntRect& rect)
{
if (layer->isComposited())
layer->setBackingNeedsRepaintInRect(rect);
if (layer->hasCompositingDescendant()) {
Vector<RenderLayer*>* negZOrderList = layer->negZOrderList();
if (negZOrderList) {
for (Vector<RenderLayer*>::iterator it = negZOrderList->begin(); it != negZOrderList->end(); ++it) {
RenderLayer* curLayer = (*it);
int x = 0, y = 0;
curLayer->convertToLayerCoords(layer, x, y);
IntRect childRect(rect);
childRect.move(-x, -y);
recursiveRepaintLayerRect(curLayer, childRect);
}
}
Vector<RenderLayer*>* posZOrderList = layer->posZOrderList();
if (posZOrderList) {
for (Vector<RenderLayer*>::iterator it = posZOrderList->begin(); it != posZOrderList->end(); ++it) {
RenderLayer* curLayer = (*it);
int x = 0, y = 0;
curLayer->convertToLayerCoords(layer, x, y);
IntRect childRect(rect);
childRect.move(-x, -y);
recursiveRepaintLayerRect(curLayer, childRect);
}
}
Vector<RenderLayer*>* overflowList = layer->overflowList();
if (overflowList) {
for (Vector<RenderLayer*>::iterator it = overflowList->begin(); it != overflowList->end(); ++it) {
RenderLayer* curLayer = (*it);
int x = 0, y = 0;
curLayer->convertToLayerCoords(layer, x, y);
IntRect childRect(rect);
childRect.move(-x, -y);
recursiveRepaintLayerRect(curLayer, childRect);
}
}
}
}
RenderLayer* RenderLayerCompositor::rootRenderLayer() const
{
return m_renderView->layer();
}
GraphicsLayer* RenderLayerCompositor::rootPlatformLayer() const
{
return m_rootPlatformLayer;
}
void RenderLayerCompositor::didMoveOnscreen()
{
if (!m_rootPlatformLayer)
return;
Frame* frame = m_renderView->frameView()->frame();
Page* page = frame ? frame->page() : 0;
if (!page)
return;
page->chrome()->client()->attachRootGraphicsLayer(frame, m_rootPlatformLayer);
m_rootLayerAttached = true;
}
void RenderLayerCompositor::willMoveOffscreen()
{
if (!m_rootPlatformLayer || !m_rootLayerAttached)
return;
Frame* frame = m_renderView->frameView()->frame();
Page* page = frame ? frame->page() : 0;
if (!page)
return;
page->chrome()->client()->attachRootGraphicsLayer(frame, 0);
m_rootLayerAttached = false;
}
void RenderLayerCompositor::updateRootLayerPosition()
{
if (m_rootPlatformLayer)
m_rootPlatformLayer->setSize(FloatSize(m_renderView->docWidth(), m_renderView->docHeight()));
}
bool RenderLayerCompositor::has3DContent() const
{
return layerHas3DContent(rootRenderLayer());
}
bool RenderLayerCompositor::needsToBeComposited(const RenderLayer* layer) const
{
return requiresCompositingLayer(layer) || (layer->backing() && layer->backing()->forcedCompositingLayer());
}
static bool requiresCompositingLayerForTransform(RenderObject* renderer)
{
RenderStyle* style = renderer->style();
// Note that we ask the renderer if it has a transform, because the style may have transforms,
// but the renderer may be an inline that doesn't suppport them.
return renderer->hasTransform() && (style->transform().has3DOperation() || style->transformStyle3D() == TransformStyle3DPreserve3D || style->perspective() > 0);
}
#define VERBOSE_COMPOSITINGLAYER 0
// Note: this specifies whether the RL needs a compositing layer for intrinsic reasons.
// Use needsToBeComposited() to determine if a RL actually needs a compositing layer.
// static
bool RenderLayerCompositor::requiresCompositingLayer(const RenderLayer* layer) const
{
// FIXME: cache the result of these tests?
#if VERBOSE_COMPOSITINGLAYER
bool gotReason = false;
if (!gotReason && inCompositingMode() && layer->isRootLayer()) {
fprintf(stderr, "RenderLayer %p requires compositing layer because: it's the document root\n", layer);
gotReason = true;
}
if (!gotReason && requiresCompositingLayerForTransform(layer->renderer())) {
fprintf(stderr, "RenderLayer %p requires compositing layer because: it has 3d transform, perspective, backface, or animating transform\n", layer);
gotReason = true;
}
if (!gotReason && layer->renderer()->style()->backfaceVisibility() == BackfaceVisibilityHidden) {
fprintf(stderr, "RenderLayer %p requires compositing layer because: it has backface-visibility: hidden\n", layer);
gotReason = true;
}
if (!gotReason && clipsCompositingDescendants(layer)) {
fprintf(stderr, "RenderLayer %p requires compositing layer because: it has overflow clip\n", layer);
gotReason = true;
}
if (!gotReason && requiresCompositingForAnimation(layer)) {
fprintf(stderr, "RenderLayer %p requires compositing layer because: it has a running transition for opacity or transform\n", layer);
gotReason = true;
}
if (!gotReason)
fprintf(stderr, "RenderLayer %p does not require compositing layer\n", layer);
#endif
// The root layer always has a compositing layer, but it may not have backing.
return (inCompositingMode() && layer->isRootLayer()) ||
requiresCompositingLayerForTransform(layer->renderer()) ||
layer->renderer()->style()->backfaceVisibility() == BackfaceVisibilityHidden ||
clipsCompositingDescendants(layer) ||
requiresCompositingForAnimation(layer);
}
// Return true if the given layer has some ancestor in the RenderLayer hierarchy that clips,
// up to the enclosing compositing ancestor. This is required because compositing layers are parented
// according to the z-order hierarchy, yet clipping goes down the renderer hierarchy.
// Thus, a RenderLayer can be clipped by a RenderLayer that is an ancestor in the renderer hierarchy,
// but a sibling in the z-order hierarchy.
bool RenderLayerCompositor::clippedByAncestor(RenderLayer* layer) const
{
if (!layer->isComposited() || !layer->parent())
return false;
RenderLayer* compositingAncestor = layer->ancestorCompositingLayer();
// We need ancestor clipping if something clips between this layer and its compositing, stacking context ancestor
for (RenderLayer* curLayer = layer->parent(); curLayer && curLayer != compositingAncestor; curLayer = curLayer->parent()) {
// FIXME: need to look at hasClip() too eventually
if (curLayer->renderer()->hasOverflowClip())
return true;
// Clip is reset for an absolutely positioned element.
// FIXME: many cases are broken. We need more of the logic in calculateClipRects() here
if (curLayer->renderer()->style()->position() == AbsolutePosition)
break;
}
return false;
}
// Return true if the given layer is a stacking context and has compositing child
// layers that it needs to clip. In this case we insert a clipping GraphicsLayer
// into the hierarchy between this layer and its children in the z-order hierarchy.
bool RenderLayerCompositor::clipsCompositingDescendants(const RenderLayer* layer) const
{
// FIXME: need to look at hasClip() too eventually
return layer->hasCompositingDescendant() &&
layer->isStackingContext() &&
layer->renderer()->hasOverflowClip();
}
bool RenderLayerCompositor::requiresCompositingForAnimation(const RenderLayer* layer) const
{
AnimationController* animController = layer->renderer()->animation();
if (animController)
return animController->isAnimatingPropertyOnRenderer(layer->renderer(), CSSPropertyOpacity) ||
animController->isAnimatingPropertyOnRenderer(layer->renderer(), CSSPropertyWebkitTransform);
return false;
}
// If an element has negative z-index children, those children render in front of the
// layer background, so we need an extra 'contents' layer for the foreground of the layer
// object.
bool RenderLayerCompositor::needsContentsCompositingLayer(const RenderLayer* layer) const
{
return (layer->m_negZOrderList && layer->m_negZOrderList->size() > 0);
}
void RenderLayerCompositor::ensureRootPlatformLayer()
{
if (m_rootPlatformLayer)
return;
m_rootPlatformLayer = GraphicsLayer::createGraphicsLayer(0);
m_rootPlatformLayer->setSize(FloatSize(m_renderView->docWidth(), m_renderView->docHeight()));
m_rootPlatformLayer->setPosition(FloatPoint(0, 0));
if (GraphicsLayer::graphicsContextsFlipped())
m_rootPlatformLayer->setChildrenTransform(flipTransform());
// Need to clip to prevent transformed content showing outside this frame
m_rootPlatformLayer->setMasksToBounds(true);
didMoveOnscreen();
}
bool RenderLayerCompositor::layerHas3DContent(const RenderLayer* layer) const
{
const RenderStyle* style = layer->renderer()->style();
if (style &&
(style->transformStyle3D() == TransformStyle3DPreserve3D ||
style->perspective() > 0 ||
style->transform().has3DOperation()))
return true;
if (layer->isStackingContext()) {
Vector<RenderLayer*>* negZOrderList = layer->negZOrderList();
if (negZOrderList) {
for (Vector<RenderLayer*>::iterator it = negZOrderList->begin(); it != negZOrderList->end(); ++it) {
RenderLayer* curLayer = (*it);
if (layerHas3DContent(curLayer))
return true;
}
}
Vector<RenderLayer*>* posZOrderList = layer->posZOrderList();
if (posZOrderList) {
for (Vector<RenderLayer*>::iterator it = posZOrderList->begin(); it != posZOrderList->end(); ++it) {
RenderLayer* curLayer = (*it);
if (layerHas3DContent(curLayer))
return true;
}
}
}
Vector<RenderLayer*>* overflowList = layer->overflowList();
if (overflowList) {
for (Vector<RenderLayer*>::iterator it = overflowList->begin(); it != overflowList->end(); ++it) {
RenderLayer* curLayer = (*it);
if (layerHas3DContent(curLayer))
return true;
}
}
return false;
}
} // namespace WebCore
#endif // USE(ACCELERATED_COMPOSITING)