blob: e7e3bc637e534789d553ec46fa17c3448a295078 [file] [log] [blame]
/*
* 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 "AnimationController.h"
#include "CSSPropertyNames.h"
#include "CSSStyleSelector.h"
#include "FrameView.h"
#include "GraphicsContext.h"
#include "GraphicsLayer.h"
#include "HTMLElement.h"
#include "HTMLNames.h"
#include "RenderBox.h"
#include "RenderImage.h"
#include "RenderLayerCompositor.h"
#include "RenderVideo.h"
#include "RenderView.h"
#include "RenderLayerBacking.h"
using namespace std;
namespace WebCore {
static bool hasBorderOutlineOrShadow(const RenderStyle*);
static bool hasBoxDecorations(const RenderStyle*);
static bool hasBoxDecorationsWithBackgroundImage(const RenderStyle*);
RenderLayerBacking::RenderLayerBacking(RenderLayer* layer)
: m_owningLayer(layer)
, m_ancestorClippingLayer(0)
, m_graphicsLayer(0)
, m_foregroundLayer(0)
, m_clippingLayer(0)
, m_hasDirectlyCompositedContent(false)
, m_artificiallyInflatedBounds(false)
{
createGraphicsLayer();
}
RenderLayerBacking::~RenderLayerBacking()
{
updateClippingLayers(false, false);
updateForegroundLayer(false);
destroyGraphicsLayer();
}
void RenderLayerBacking::createGraphicsLayer()
{
m_graphicsLayer = GraphicsLayer::createGraphicsLayer(this);
#ifndef NDEBUG
if (renderer()->node()) {
if (renderer()->node()->isDocumentNode())
m_graphicsLayer->setName("Document Node");
else {
if (renderer()->node()->isHTMLElement() && renderer()->node()->hasID())
m_graphicsLayer->setName(renderer()->renderName() + String(" ") + static_cast<HTMLElement*>(renderer()->node())->id());
else
m_graphicsLayer->setName(renderer()->renderName());
}
} else
m_graphicsLayer->setName("Anonymous Node");
#endif // NDEBUG
updateLayerOpacity();
updateLayerTransform();
}
void RenderLayerBacking::destroyGraphicsLayer()
{
if (m_graphicsLayer)
m_graphicsLayer->removeFromParent();
delete m_graphicsLayer;
m_graphicsLayer = 0;
delete m_foregroundLayer;
m_foregroundLayer = 0;
delete m_clippingLayer;
m_clippingLayer = 0;
}
void RenderLayerBacking::updateLayerOpacity()
{
m_graphicsLayer->setOpacity(compositingOpacity(renderer()->opacity()));
}
void RenderLayerBacking::updateLayerTransform()
{
RenderStyle* style = renderer()->style();
// FIXME: This could use m_owningLayer->transform(), but that currently has transform-origin
// baked into it, and we don't want that.
TransformationMatrix t;
if (m_owningLayer->hasTransform()) {
style->applyTransform(t, toRenderBox(renderer())->borderBoxRect().size(), RenderStyle::ExcludeTransformOrigin);
makeMatrixRenderable(t, compositor()->hasAcceleratedCompositing());
}
m_graphicsLayer->setTransform(t);
}
static bool hasNonZeroTransformOrigin(const RenderObject* renderer)
{
RenderStyle* style = renderer->style();
return (style->transformOriginX().type() == Fixed && style->transformOriginX().value())
|| (style->transformOriginY().type() == Fixed && style->transformOriginY().value());
}
void RenderLayerBacking::updateCompositedBounds()
{
IntRect layerBounds = compositor()->calculateCompositedBounds(m_owningLayer, m_owningLayer);
// If the element has a transform-origin that has fixed lengths, and the renderer has zero size,
// then we need to ensure that the compositing layer has non-zero size so that we can apply
// the transform-origin via the GraphicsLayer anchorPoint (which is expressed as a fractional value).
if (layerBounds.isEmpty() && hasNonZeroTransformOrigin(renderer())) {
layerBounds.setWidth(1);
layerBounds.setHeight(1);
m_artificiallyInflatedBounds = true;
} else
m_artificiallyInflatedBounds = false;
setCompositedBounds(layerBounds);
}
void RenderLayerBacking::updateAfterLayout(UpdateDepth updateDepth)
{
RenderLayerCompositor* layerCompositor = compositor();
if (!layerCompositor->compositingLayersNeedRebuild()) {
// Calling updateGraphicsLayerGeometry() here gives incorrect results, because the
// position of this layer's GraphicsLayer depends on the position of our compositing
// ancestor's GraphicsLayer. That cannot be determined until all the descendant
// RenderLayers of that ancestor have been processed via updateLayerPositions().
//
// The solution is to update compositing children of this layer here,
// via updateCompositingChildrenGeometry().
updateCompositedBounds();
layerCompositor->updateCompositingDescendantGeometry(m_owningLayer, m_owningLayer, updateDepth);
if (!m_owningLayer->parent()) {
updateGraphicsLayerGeometry();
layerCompositor->updateRootLayerPosition();
}
}
}
bool RenderLayerBacking::updateGraphicsLayerConfiguration()
{
RenderLayerCompositor* compositor = this->compositor();
bool layerConfigChanged = false;
if (updateForegroundLayer(compositor->needsContentsCompositingLayer(m_owningLayer)))
layerConfigChanged = true;
if (updateClippingLayers(compositor->clippedByAncestor(m_owningLayer), compositor->clipsCompositingDescendants(m_owningLayer)))
layerConfigChanged = true;
m_hasDirectlyCompositedContent = false;
if (canUseDirectCompositing()) {
if (renderer()->isImage()) {
updateImageContents();
m_hasDirectlyCompositedContent = true;
m_graphicsLayer->setDrawsContent(false);
}
if (rendererHasBackground())
m_graphicsLayer->setBackgroundColor(rendererBackgroundColor());
else
m_graphicsLayer->clearBackgroundColor();
}
return layerConfigChanged;
}
void RenderLayerBacking::updateGraphicsLayerGeometry()
{
// If we haven't built z-order lists yet, wait until later.
if (m_owningLayer->isStackingContext() && m_owningLayer->m_zOrderListsDirty)
return;
// Set transform property, if it is not animating. We have to do this here because the transform
// is affected by the layer dimensions.
if (!renderer()->animation()->isAnimatingPropertyOnRenderer(renderer(), CSSPropertyWebkitTransform))
updateLayerTransform();
// Set opacity, if it is not animating.
if (!renderer()->animation()->isAnimatingPropertyOnRenderer(renderer(), CSSPropertyOpacity))
updateLayerOpacity();
RenderStyle* style = renderer()->style();
m_graphicsLayer->setPreserves3D(style->transformStyle3D() == TransformStyle3DPreserve3D);
m_graphicsLayer->setBackfaceVisibility(style->backfaceVisibility() == BackfaceVisibilityVisible);
RenderLayer* compAncestor = m_owningLayer->ancestorCompositingLayer();
// We compute everything relative to the enclosing compositing layer.
IntRect ancestorCompositingBounds;
if (compAncestor) {
ASSERT(compAncestor->backing());
ancestorCompositingBounds = compAncestor->backing()->compositedBounds();
}
IntRect localCompositingBounds = compositedBounds();
IntRect relativeCompositingBounds(localCompositingBounds);
int deltaX = 0, deltaY = 0;
m_owningLayer->convertToLayerCoords(compAncestor, deltaX, deltaY);
relativeCompositingBounds.move(deltaX, deltaY);
IntPoint graphicsLayerParentLocation;
if (compAncestor && compAncestor->backing()->hasClippingLayer()) {
// If the compositing ancestor has a layer to clip children, we parent in that, and therefore
// position relative to it.
graphicsLayerParentLocation = toRenderBox(compAncestor->renderer())->overflowClipRect(0, 0).location();
} else
graphicsLayerParentLocation = ancestorCompositingBounds.location();
if (compAncestor && m_ancestorClippingLayer) {
// Call calculateRects to get the backgroundRect which is what is used to clip the contents of this
// layer. Note that we call it with temporaryClipRects = true because normally when computing clip rects
// for a compositing layer, rootLayer is the layer itself.
ClipRects parentRects;
m_owningLayer->parentClipRects(compAncestor, parentRects, true);
IntRect parentClipRect = parentRects.overflowClipRect();
m_ancestorClippingLayer->setPosition(FloatPoint() + (parentClipRect.location() - graphicsLayerParentLocation));
m_ancestorClippingLayer->setSize(parentClipRect.size());
// backgroundRect is relative to compAncestor, so subtract deltaX/deltaY to get back to local coords.
IntSize rendererOffset(parentClipRect.location().x() - deltaX, parentClipRect.location().y() - deltaY);
m_ancestorClippingLayer->setOffsetFromRenderer(rendererOffset);
// The primary layer is then parented in, and positioned relative to this clipping layer.
graphicsLayerParentLocation = parentClipRect.location();
}
m_graphicsLayer->setPosition(FloatPoint() + (relativeCompositingBounds.location() - graphicsLayerParentLocation));
m_graphicsLayer->setOffsetFromRenderer(localCompositingBounds.location() - IntPoint());
FloatSize oldSize = m_graphicsLayer->size();
FloatSize newSize = relativeCompositingBounds.size();
if (oldSize != newSize) {
m_graphicsLayer->setSize(newSize);
// A bounds change will almost always require redisplay. Usually that redisplay
// will happen because of a repaint elsewhere, but not always:
// e.g. see RenderView::setMaximalOutlineSize()
m_graphicsLayer->setNeedsDisplay();
}
// If we have a layer that clips children, position it.
if (m_clippingLayer) {
IntRect clippingBox = toRenderBox(renderer())->overflowClipRect(0, 0);
m_clippingLayer->setPosition(FloatPoint() + (clippingBox.location() - localCompositingBounds.location()));
m_clippingLayer->setSize(clippingBox.size());
m_clippingLayer->setOffsetFromRenderer(clippingBox.location() - IntPoint());
}
if (m_owningLayer->hasTransform()) {
const IntRect borderBox = toRenderBox(renderer())->borderBoxRect();
// Get layout bounds in the coords of compAncestor to match relativeCompositingBounds.
IntRect layerBounds = IntRect(deltaX, deltaY, borderBox.width(), borderBox.height());
// Update properties that depend on layer dimensions
FloatPoint3D transformOrigin = computeTransformOrigin(borderBox);
// Compute the anchor point, which is in the center of the renderer box unless transform-origin is set.
FloatPoint3D anchor(relativeCompositingBounds.width() != 0.0f ? ((layerBounds.x() - relativeCompositingBounds.x()) + transformOrigin.x()) / relativeCompositingBounds.width() : 0.5f,
relativeCompositingBounds.height() != 0.0f ? ((layerBounds.y() - relativeCompositingBounds.y()) + transformOrigin.y()) / relativeCompositingBounds.height() : 0.5f,
transformOrigin.z());
m_graphicsLayer->setAnchorPoint(anchor);
RenderStyle* style = renderer()->style();
if (style->hasPerspective()) {
TransformationMatrix t = owningLayer()->perspectiveTransform();
if (m_clippingLayer) {
m_clippingLayer->setChildrenTransform(t);
m_graphicsLayer->setChildrenTransform(TransformationMatrix());
}
else
m_graphicsLayer->setChildrenTransform(t);
} else {
if (m_clippingLayer)
m_clippingLayer->setChildrenTransform(TransformationMatrix());
else
m_graphicsLayer->setChildrenTransform(TransformationMatrix());
}
} else {
m_graphicsLayer->setAnchorPoint(FloatPoint3D(0.5f, 0.5f, 0));
}
if (m_foregroundLayer) {
// The contents layer is always coincidental with the graphicsLayer for now.
m_foregroundLayer->setPosition(IntPoint(0, 0));
m_foregroundLayer->setSize(newSize);
m_foregroundLayer->setOffsetFromRenderer(m_graphicsLayer->offsetFromRenderer());
}
m_graphicsLayer->setContentsRect(contentsBox());
if (!m_hasDirectlyCompositedContent)
m_graphicsLayer->setDrawsContent(!isSimpleContainerCompositingLayer() && !paintingGoesToWindow() && !m_artificiallyInflatedBounds);
}
void RenderLayerBacking::updateInternalHierarchy()
{
// m_foregroundLayer has to be inserted in the correct order with child layers,
// so it's not inserted here.
if (m_ancestorClippingLayer) {
m_ancestorClippingLayer->removeAllChildren();
m_graphicsLayer->removeFromParent();
m_ancestorClippingLayer->addChild(m_graphicsLayer);
}
if (m_clippingLayer) {
m_clippingLayer->removeFromParent();
m_graphicsLayer->addChild(m_clippingLayer);
}
}
// Return true if the layers changed.
bool RenderLayerBacking::updateClippingLayers(bool needsAncestorClip, bool needsDescendantClip)
{
bool layersChanged = false;
if (needsAncestorClip) {
if (!m_ancestorClippingLayer) {
m_ancestorClippingLayer = GraphicsLayer::createGraphicsLayer(this);
#ifndef NDEBUG
m_ancestorClippingLayer->setName("Ancestor clipping Layer");
#endif
m_ancestorClippingLayer->setMasksToBounds(true);
layersChanged = true;
}
} else if (m_ancestorClippingLayer) {
m_ancestorClippingLayer->removeFromParent();
delete m_ancestorClippingLayer;
m_ancestorClippingLayer = 0;
layersChanged = true;
}
if (needsDescendantClip) {
if (!m_clippingLayer) {
m_clippingLayer = GraphicsLayer::createGraphicsLayer(0);
#ifndef NDEBUG
m_clippingLayer->setName("Child clipping Layer");
#endif
m_clippingLayer->setMasksToBounds(true);
layersChanged = true;
}
} else if (m_clippingLayer) {
m_clippingLayer->removeFromParent();
delete m_clippingLayer;
m_clippingLayer = 0;
layersChanged = true;
}
if (layersChanged)
updateInternalHierarchy();
return layersChanged;
}
bool RenderLayerBacking::updateForegroundLayer(bool needsForegroundLayer)
{
bool layerChanged = false;
if (needsForegroundLayer) {
if (!m_foregroundLayer) {
m_foregroundLayer = GraphicsLayer::createGraphicsLayer(this);
#ifndef NDEBUG
m_foregroundLayer->setName("Contents");
#endif
m_foregroundLayer->setDrawsContent(true);
m_foregroundLayer->setDrawingPhase(GraphicsLayerPaintForegroundMask);
m_graphicsLayer->setDrawingPhase(GraphicsLayerPaintBackgroundMask);
layerChanged = true;
}
} else if (m_foregroundLayer) {
m_foregroundLayer->removeFromParent();
delete m_foregroundLayer;
m_foregroundLayer = 0;
m_graphicsLayer->setDrawingPhase(GraphicsLayerPaintAllMask);
layerChanged = true;
}
return layerChanged;
}
float RenderLayerBacking::compositingOpacity(float rendererOpacity) const
{
float finalOpacity = rendererOpacity;
for (RenderLayer* curr = m_owningLayer->parent(); curr; curr = curr->parent()) {
// We only care about parents that are stacking contexts.
// Recall that opacity creates stacking context.
if (!curr->isStackingContext())
continue;
// If we found a compositing layer, we want to compute opacity
// relative to it. So we can break here.
if (curr->isComposited())
break;
finalOpacity *= curr->renderer()->opacity();
}
return finalOpacity;
}
static bool hasBorderOutlineOrShadow(const RenderStyle* style)
{
return style->hasBorder() || style->hasBorderRadius() || style->hasOutline() || style->hasAppearance() || style->boxShadow();
}
static bool hasBoxDecorations(const RenderStyle* style)
{
return hasBorderOutlineOrShadow(style) || style->hasBackground();
}
static bool hasBoxDecorationsWithBackgroundImage(const RenderStyle* style)
{
return hasBorderOutlineOrShadow(style) || style->hasBackgroundImage();
}
bool RenderLayerBacking::rendererHasBackground() const
{
// FIXME: share more code here
if (renderer()->node() && renderer()->node()->isDocumentNode()) {
RenderObject* htmlObject = renderer()->firstChild();
if (!htmlObject)
return false;
RenderStyle* style = htmlObject->style();
if (style->hasBackground())
return true;
RenderObject* bodyObject = htmlObject->firstChild();
if (!bodyObject)
return false;
style = bodyObject->style();
return style->hasBackground();
}
return renderer()->style()->hasBackground();
}
const Color& RenderLayerBacking::rendererBackgroundColor() const
{
// FIXME: share more code here
if (renderer()->node() && renderer()->node()->isDocumentNode()) {
RenderObject* htmlObject = renderer()->firstChild();
RenderStyle* style = htmlObject->style();
if (style->hasBackground())
return style->backgroundColor();
RenderObject* bodyObject = htmlObject->firstChild();
style = bodyObject->style();
return style->backgroundColor();
}
return renderer()->style()->backgroundColor();
}
// A "simple container layer" is a RenderLayer which has no visible content to render.
// It may have no children, or all its children may be themselves composited.
// This is a useful optimization, because it allows us to avoid allocating backing store.
bool RenderLayerBacking::isSimpleContainerCompositingLayer() const
{
RenderObject* renderObject = renderer();
if (renderObject->isReplaced() || // replaced objects are not containers
renderObject->hasMask()) // masks require special treatment
return false;
RenderStyle* style = renderObject->style();
// Reject anything that has a border, a border-radius or outline,
// or any background (color or image).
// FIXME: we could optimize layers for simple backgrounds.
if (hasBoxDecorations(style))
return false;
// If we have got this far and the renderer has no children, then we're ok.
if (!renderObject->firstChild())
return true;
if (renderObject->node() && renderObject->node()->isDocumentNode()) {
// Look to see if the root object has a non-simple backgound
RenderObject* rootObject = renderObject->document()->documentElement()->renderer();
if (!rootObject)
return false;
style = rootObject->style();
// Reject anything that has a border, a border-radius or outline,
// or is not a simple background (no background, or solid color).
if (hasBoxDecorationsWithBackgroundImage(style))
return false;
// Now look at the body's renderer.
HTMLElement* body = renderObject->document()->body();
RenderObject* bodyObject = (body && body->hasLocalName(HTMLNames::bodyTag)) ? body->renderer() : 0;
if (!bodyObject)
return false;
style = bodyObject->style();
if (hasBoxDecorationsWithBackgroundImage(style))
return false;
// Ceck to see if all the body's children are compositing layers.
if (hasNonCompositingContent())
return false;
return true;
}
// Check to see if all the renderer's children are compositing layers.
if (hasNonCompositingContent())
return false;
return true;
}
bool RenderLayerBacking::hasNonCompositingContent() const
{
// Conservative test for having no rendered children.
// Some HTML can cause whitespace text nodes to have renderers, like:
// <div>
// <img src=...>
// </div>
// so test for 0x0 RenderTexts here
for (RenderObject* child = renderer()->firstChild(); child; child = child->nextSibling()) {
if (!child->hasLayer()) {
if (child->isRenderInline() || !child->isBox())
return true;
if (toRenderBox(child)->width() > 0 || toRenderBox(child)->height() > 0)
return true;
}
}
// FIXME: test for overflow controls.
if (m_owningLayer->isStackingContext()) {
// Use the m_hasCompositingDescendant bit to optimize?
if (Vector<RenderLayer*>* negZOrderList = m_owningLayer->negZOrderList()) {
size_t listSize = negZOrderList->size();
for (size_t i = 0; i < listSize; ++i) {
RenderLayer* curLayer = negZOrderList->at(i);
if (!curLayer->isComposited())
return true;
}
}
if (Vector<RenderLayer*>* posZOrderList = m_owningLayer->posZOrderList()) {
size_t listSize = posZOrderList->size();
for (size_t i = 0; i < listSize; ++i) {
RenderLayer* curLayer = posZOrderList->at(i);
if (!curLayer->isComposited())
return true;
}
}
}
if (Vector<RenderLayer*>* normalFlowList = m_owningLayer->normalFlowList()) {
size_t listSize = normalFlowList->size();
for (size_t i = 0; i < listSize; ++i) {
RenderLayer* curLayer = normalFlowList->at(i);
if (!curLayer->isComposited())
return true;
}
}
return false;
}
// A layer can use direct compositing if the render layer's object is a replaced object and has no children.
// This allows the GraphicsLayer to display the RenderLayer contents directly; it's used for images.
bool RenderLayerBacking::canUseDirectCompositing() const
{
RenderObject* renderObject = renderer();
// Reject anything that isn't an image
if (!renderObject->isImage() && !renderObject->isVideo())
return false;
if (renderObject->hasMask() || renderObject->hasReflection())
return false;
// Video can use an inner layer even if it has box decorations; we draw those into another layer.
if (renderObject->isVideo())
return true;
// Reject anything that would require the image to be drawn via the GraphicsContext,
// like border, shadows etc. Solid background color is OK.
return !hasBoxDecorationsWithBackgroundImage(renderObject->style());
}
void RenderLayerBacking::rendererContentChanged()
{
if (canUseDirectCompositing() && renderer()->isImage())
updateImageContents();
}
void RenderLayerBacking::updateImageContents()
{
ASSERT(renderer()->isImage());
RenderImage* imageRenderer = static_cast<RenderImage*>(renderer());
CachedImage* cachedImage = imageRenderer->cachedImage();
if (!cachedImage)
return;
Image* image = cachedImage->image();
if (!image)
return;
// We have to wait until the image is fully loaded before setting it on the layer.
if (!cachedImage->isLoaded())
return;
// This is a no-op if the layer doesn't have an inner layer for the image.
m_graphicsLayer->setContentsToImage(image);
// Image animation is "lazy", in that it automatically stops unless someone is drawing
// the image. So we have to kick the animation each time; this has the downside that the
// image will keep animating, even if its layer is not visible.
image->startAnimation();
}
FloatPoint3D RenderLayerBacking::computeTransformOrigin(const IntRect& borderBox) const
{
RenderStyle* style = renderer()->style();
FloatPoint3D origin;
origin.setX(style->transformOriginX().calcFloatValue(borderBox.width()));
origin.setY(style->transformOriginY().calcFloatValue(borderBox.height()));
origin.setZ(style->transformOriginZ());
return origin;
}
FloatPoint RenderLayerBacking::computePerspectiveOrigin(const IntRect& borderBox) const
{
RenderStyle* style = renderer()->style();
float boxWidth = borderBox.width();
float boxHeight = borderBox.height();
FloatPoint origin;
origin.setX(style->perspectiveOriginX().calcFloatValue(boxWidth));
origin.setY(style->perspectiveOriginY().calcFloatValue(boxHeight));
return origin;
}
// Return the offset from the top-left of this compositing layer at which the renderer's contents are painted.
IntSize RenderLayerBacking::contentOffsetInCompostingLayer() const
{
return IntSize(-m_compositedBounds.x(), -m_compositedBounds.y());
}
IntRect RenderLayerBacking::contentsBox() const
{
if (!renderer()->isBox())
return IntRect();
IntRect contentsRect;
#if ENABLE(VIDEO)
if (renderer()->isVideo()) {
RenderVideo* videoRenderer = static_cast<RenderVideo*>(renderer());
contentsRect = videoRenderer->videoBox();
} else
#endif
contentsRect = toRenderBox(renderer())->contentBoxRect();
IntSize contentOffset = contentOffsetInCompostingLayer();
contentsRect.move(contentOffset);
return contentsRect;
}
// Map the given point from coordinates in the GraphicsLayer to RenderLayer coordinates.
FloatPoint RenderLayerBacking::graphicsLayerToContentsCoordinates(const GraphicsLayer* graphicsLayer, const FloatPoint& point)
{
return point + FloatSize(graphicsLayer->offsetFromRenderer());
}
// Map the given point from coordinates in the RenderLayer to GraphicsLayer coordinates.
FloatPoint RenderLayerBacking::contentsToGraphicsLayerCoordinates(const GraphicsLayer* graphicsLayer, const FloatPoint& point)
{
return point - FloatSize(graphicsLayer->offsetFromRenderer());
}
bool RenderLayerBacking::paintingGoesToWindow() const
{
return m_owningLayer->isRootLayer();
}
void RenderLayerBacking::setContentsNeedDisplay()
{
if (m_graphicsLayer && m_graphicsLayer->drawsContent())
m_graphicsLayer->setNeedsDisplay();
if (m_foregroundLayer && m_foregroundLayer->drawsContent())
m_foregroundLayer->setNeedsDisplay();
}
// r is in the coordinate space of the layer's render object
void RenderLayerBacking::setContentsNeedDisplayInRect(const IntRect& r)
{
if (m_graphicsLayer && m_graphicsLayer->drawsContent()) {
FloatPoint dirtyOrigin = contentsToGraphicsLayerCoordinates(m_graphicsLayer, FloatPoint(r.x(), r.y()));
FloatRect dirtyRect(dirtyOrigin, r.size());
FloatRect bounds(FloatPoint(), m_graphicsLayer->size());
if (bounds.intersects(dirtyRect))
m_graphicsLayer->setNeedsDisplayInRect(dirtyRect);
}
if (m_foregroundLayer && m_foregroundLayer->drawsContent()) {
// FIXME: do incremental repaint
m_foregroundLayer->setNeedsDisplay();
}
}
static void setClip(GraphicsContext* p, const IntRect& paintDirtyRect, const IntRect& clipRect)
{
if (paintDirtyRect == clipRect)
return;
p->save();
p->clip(clipRect);
}
static void restoreClip(GraphicsContext* p, const IntRect& paintDirtyRect, const IntRect& clipRect)
{
if (paintDirtyRect == clipRect)
return;
p->restore();
}
// Share this with RenderLayer::paintLayer, which would have to be educated about GraphicsLayerPaintingPhase?
void RenderLayerBacking::paintIntoLayer(RenderLayer* rootLayer, GraphicsContext* context,
const IntRect& paintDirtyRect, // in the coords of rootLayer
PaintRestriction paintRestriction, GraphicsLayerPaintingPhase paintingPhase,
RenderObject* paintingRoot)
{
if (paintingGoesToWindow()) {
ASSERT_NOT_REACHED();
return;
}
m_owningLayer->updateLayerListsIfNeeded();
// Paint the reflection first if we have one.
if (m_owningLayer->hasReflection()) {
// Mark that we are now inside replica painting.
m_owningLayer->setPaintingInsideReflection(true);
m_owningLayer->reflectionLayer()->paintLayer(rootLayer, context, paintDirtyRect, paintRestriction, paintingRoot, 0, RenderLayer::PaintLayerPaintingReflection);
m_owningLayer->setPaintingInsideReflection(false);
}
// Calculate the clip rects we should use.
IntRect layerBounds, damageRect, clipRectToApply, outlineRect;
m_owningLayer->calculateRects(rootLayer, paintDirtyRect, layerBounds, damageRect, clipRectToApply, outlineRect);
int x = layerBounds.x(); // layerBounds is computed relative to rootLayer
int y = layerBounds.y();
int tx = x - m_owningLayer->renderBoxX();
int ty = y - m_owningLayer->renderBoxY();
// If this layer's renderer is a child of the paintingRoot, we render unconditionally, which
// is done by passing a nil paintingRoot down to our renderer (as if no paintingRoot was ever set).
// Else, our renderer tree may or may not contain the painting root, so we pass that root along
// so it will be tested against as we decend through the renderers.
RenderObject *paintingRootForRenderer = 0;
if (paintingRoot && !renderer()->isDescendantOf(paintingRoot))
paintingRootForRenderer = paintingRoot;
bool shouldPaint = m_owningLayer->hasVisibleContent() && m_owningLayer->isSelfPaintingLayer();
if (shouldPaint && (paintingPhase & GraphicsLayerPaintBackgroundMask)) {
// If this is the root then we need to send in a bigger bounding box
// because we'll be painting the background as well (see RenderBox::paintRootBoxDecorations()).
IntRect paintBox = clipRectToApply;
// FIXME: do we need this code?
if (renderer()->node() && renderer()->node()->isDocumentNode() && renderer()->document()->isHTMLDocument()) {
RenderBox* box = toRenderBox(renderer());
int w = box->width();
int h = box->height();
int rw;
int rh;
if (box->view()->frameView()) {
rw = box->view()->frameView()->contentsWidth();
rh = box->view()->frameView()->contentsHeight();
} else {
rw = box->view()->width();
rh = box->view()->height();
}
int bx = tx - box->marginLeft();
int by = ty - box->marginTop();
int bw = max(w + box->marginLeft() + box->marginRight() + box->borderLeft() + box->borderRight(), rw);
int bh = max(h + box->marginTop() + box->marginBottom() + box->borderTop() + box->borderBottom(), rh);
paintBox = IntRect(bx, by, bw, bh);
}
// Paint our background first, before painting any child layers.
// Establish the clip used to paint our background.
setClip(context, paintDirtyRect, damageRect);
RenderObject::PaintInfo info(context, paintBox, PaintPhaseBlockBackground, false, paintingRootForRenderer, 0);
renderer()->paint(info, tx, ty);
// Our scrollbar widgets paint exactly when we tell them to, so that they work properly with
// z-index. We paint after we painted the background/border, so that the scrollbars will
// sit above the background/border.
m_owningLayer->paintOverflowControls(context, x, y, damageRect);
// Restore the clip.
restoreClip(context, paintDirtyRect, damageRect);
}
if (shouldPaint && (paintingPhase & GraphicsLayerPaintForegroundMask)) {
// Now walk the sorted list of children with negative z-indices. Only RenderLayers without compositing layers will paint.
// FIXME: should these be painted as background?
Vector<RenderLayer*>* negZOrderList = m_owningLayer->negZOrderList();
if (negZOrderList) {
for (Vector<RenderLayer*>::iterator it = negZOrderList->begin(); it != negZOrderList->end(); ++it)
it[0]->paintLayer(rootLayer, context, paintDirtyRect, paintRestriction, paintingRoot);
}
bool forceBlackText = paintRestriction == PaintRestrictionSelectionOnlyBlackText;
bool selectionOnly = paintRestriction == PaintRestrictionSelectionOnly || paintRestriction == PaintRestrictionSelectionOnlyBlackText;
// Set up the clip used when painting our children.
setClip(context, paintDirtyRect, clipRectToApply);
RenderObject::PaintInfo paintInfo(context, clipRectToApply,
selectionOnly ? PaintPhaseSelection : PaintPhaseChildBlockBackgrounds,
forceBlackText, paintingRootForRenderer, 0);
renderer()->paint(paintInfo, tx, ty);
if (!selectionOnly) {
paintInfo.phase = PaintPhaseFloat;
renderer()->paint(paintInfo, tx, ty);
paintInfo.phase = PaintPhaseForeground;
renderer()->paint(paintInfo, tx, ty);
paintInfo.phase = PaintPhaseChildOutlines;
renderer()->paint(paintInfo, tx, ty);
}
// Now restore our clip.
restoreClip(context, paintDirtyRect, clipRectToApply);
if (!outlineRect.isEmpty()) {
// Paint our own outline
RenderObject::PaintInfo paintInfo(context, outlineRect, PaintPhaseSelfOutline, false, paintingRootForRenderer, 0);
setClip(context, paintDirtyRect, outlineRect);
renderer()->paint(paintInfo, tx, ty);
restoreClip(context, paintDirtyRect, outlineRect);
}
// Paint any child layers that have overflow.
Vector<RenderLayer*>* normalFlowList = m_owningLayer->normalFlowList();
if (normalFlowList) {
for (Vector<RenderLayer*>::iterator it = normalFlowList->begin(); it != normalFlowList->end(); ++it)
it[0]->paintLayer(rootLayer, context, paintDirtyRect, paintRestriction, paintingRoot);
}
// Now walk the sorted list of children with positive z-indices.
Vector<RenderLayer*>* posZOrderList = m_owningLayer->posZOrderList();
if (posZOrderList) {
for (Vector<RenderLayer*>::iterator it = posZOrderList->begin(); it != posZOrderList->end(); ++it)
it[0]->paintLayer(rootLayer, context, paintDirtyRect, paintRestriction, paintingRoot);
}
if (renderer()->hasMask() && !selectionOnly && !damageRect.isEmpty()) {
setClip(context, paintDirtyRect, damageRect);
// Paint the mask.
RenderObject::PaintInfo paintInfo(context, damageRect, PaintPhaseMask, false, paintingRootForRenderer, 0);
renderer()->paint(paintInfo, tx, ty);
// Restore the clip.
restoreClip(context, paintDirtyRect, damageRect);
}
}
ASSERT(!m_owningLayer->m_usedTransparency);
}
// Up-call from compositing layer drawing callback.
void RenderLayerBacking::paintContents(const GraphicsLayer*, GraphicsContext& context, GraphicsLayerPaintingPhase drawingPhase, const IntRect& clip)
{
// We have to use the same root as for hit testing, because both methods
// can compute and cache clipRects.
IntRect enclosingBBox = compositedBounds();
IntRect clipRect(clip);
// Set up the coordinate space to be in the layer's rendering coordinates.
context.translate(-enclosingBBox.x(), -enclosingBBox.y());
// Offset the clip.
clipRect.move(enclosingBBox.x(), enclosingBBox.y());
// The dirtyRect is in the coords of the painting root.
IntRect dirtyRect = enclosingBBox;
dirtyRect.intersect(clipRect);
paintIntoLayer(m_owningLayer, &context, dirtyRect, PaintRestrictionNone, drawingPhase, renderer());
}
bool RenderLayerBacking::startAnimation(double beginTime, const Animation* anim, const KeyframeList& keyframes)
{
bool hasOpacity = keyframes.containsProperty(CSSPropertyOpacity);
bool hasTransform = keyframes.containsProperty(CSSPropertyWebkitTransform);
if (!hasOpacity && !hasTransform)
return false;
KeyframeValueList transformVector(AnimatedPropertyWebkitTransform);
KeyframeValueList opacityVector(AnimatedPropertyOpacity);
for (Vector<KeyframeValue>::const_iterator it = keyframes.beginKeyframes(); it != keyframes.endKeyframes(); ++it) {
const RenderStyle* keyframeStyle = it->style();
float key = it->key();
if (!keyframeStyle)
continue;
// get timing function
const TimingFunction* tf = keyframeStyle->hasAnimations() ? &((*keyframeStyle->animations()).animation(0)->timingFunction()) : 0;
if (hasTransform)
transformVector.insert(new TransformAnimationValue(key, &(keyframeStyle->transform()), tf));
if (hasOpacity)
opacityVector.insert(new FloatAnimationValue(key, keyframeStyle->opacity(), tf));
}
bool didAnimateTransform = !hasTransform;
bool didAnimateOpacity = !hasOpacity;
if (hasTransform && m_graphicsLayer->addAnimation(transformVector, toRenderBox(renderer())->borderBoxRect().size(), anim, keyframes.animationName(), beginTime))
didAnimateTransform = true;
if (hasOpacity && m_graphicsLayer->addAnimation(opacityVector, IntSize(), anim, keyframes.animationName(), beginTime))
didAnimateOpacity = true;
bool runningAcceleratedAnimation = didAnimateTransform && didAnimateOpacity;
if (runningAcceleratedAnimation)
compositor()->didStartAcceleratedAnimation();
return runningAcceleratedAnimation;
}
bool RenderLayerBacking::startTransition(double beginTime, int property, const RenderStyle* fromStyle, const RenderStyle* toStyle)
{
bool didAnimate = false;
ASSERT(property != cAnimateAll);
if (property == (int)CSSPropertyOpacity) {
const Animation* opacityAnim = toStyle->transitionForProperty(CSSPropertyOpacity);
if (opacityAnim && !opacityAnim->isEmptyOrZeroDuration()) {
KeyframeValueList opacityVector(AnimatedPropertyOpacity);
opacityVector.insert(new FloatAnimationValue(0, compositingOpacity(fromStyle->opacity())));
opacityVector.insert(new FloatAnimationValue(1, compositingOpacity(toStyle->opacity())));
if (m_graphicsLayer->addAnimation(opacityVector, toRenderBox(renderer())->borderBoxRect().size(), opacityAnim, String(), beginTime))
didAnimate = true;
}
}
if (property == (int)CSSPropertyWebkitTransform && m_owningLayer->hasTransform()) {
const Animation* transformAnim = toStyle->transitionForProperty(CSSPropertyWebkitTransform);
if (transformAnim && !transformAnim->isEmptyOrZeroDuration()) {
KeyframeValueList transformVector(AnimatedPropertyWebkitTransform);
transformVector.insert(new TransformAnimationValue(0, &fromStyle->transform()));
transformVector.insert(new TransformAnimationValue(1, &toStyle->transform()));
if (m_graphicsLayer->addAnimation(transformVector, toRenderBox(renderer())->borderBoxRect().size(), transformAnim, String(), beginTime))
didAnimate = true;
}
}
if (didAnimate)
compositor()->didStartAcceleratedAnimation();
return didAnimate;
}
void RenderLayerBacking::notifyAnimationStarted(const GraphicsLayer*, double time)
{
renderer()->animation()->notifyAnimationStarted(renderer(), time);
}
void RenderLayerBacking::notifySyncRequired(const GraphicsLayer*)
{
if (!renderer()->documentBeingDestroyed())
compositor()->scheduleSync();
}
void RenderLayerBacking::animationFinished(const String& animationName)
{
m_graphicsLayer->removeAnimationsForKeyframes(animationName);
}
void RenderLayerBacking::animationPaused(const String& animationName)
{
m_graphicsLayer->pauseAnimation(animationName);
}
void RenderLayerBacking::transitionFinished(int property)
{
AnimatedPropertyID animatedProperty = cssToGraphicsLayerProperty(property);
if (animatedProperty != AnimatedPropertyInvalid)
m_graphicsLayer->removeAnimationsForProperty(animatedProperty);
}
void RenderLayerBacking::suspendAnimations()
{
m_graphicsLayer->suspendAnimations();
}
void RenderLayerBacking::resumeAnimations()
{
m_graphicsLayer->resumeAnimations();
}
IntRect RenderLayerBacking::compositedBounds() const
{
return m_compositedBounds;
}
void RenderLayerBacking::setCompositedBounds(const IntRect& bounds)
{
m_compositedBounds = bounds;
}
int RenderLayerBacking::graphicsLayerToCSSProperty(AnimatedPropertyID property)
{
int cssProperty = CSSPropertyInvalid;
switch (property) {
case AnimatedPropertyWebkitTransform:
cssProperty = CSSPropertyWebkitTransform;
break;
case AnimatedPropertyOpacity:
cssProperty = CSSPropertyOpacity;
break;
case AnimatedPropertyBackgroundColor:
cssProperty = CSSPropertyBackgroundColor;
break;
case AnimatedPropertyInvalid:
ASSERT_NOT_REACHED();
}
return cssProperty;
}
AnimatedPropertyID RenderLayerBacking::cssToGraphicsLayerProperty(int cssProperty)
{
switch (cssProperty) {
case CSSPropertyWebkitTransform:
return AnimatedPropertyWebkitTransform;
case CSSPropertyOpacity:
return AnimatedPropertyOpacity;
case CSSPropertyBackgroundColor:
return AnimatedPropertyBackgroundColor;
// It's fine if we see other css properties here; they are just not accelerated.
}
return AnimatedPropertyInvalid;
}
} // namespace WebCore
#endif // USE(ACCELERATED_COMPOSITING)