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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.
*/
#ifndef RenderLayerBacking_h
#define RenderLayerBacking_h
#if USE(ACCELERATED_COMPOSITING)
#include "FloatPoint.h"
#include "FloatPoint3D.h"
#include "GraphicsLayer.h"
#include "GraphicsLayerClient.h"
#include "RenderLayer.h"
#include "TransformationMatrix.h"
namespace WebCore {
class KeyframeList;
class RenderLayerCompositor;
// RenderLayerBacking controls the compositing behavior for a single RenderLayer.
// It holds the various GraphicsLayers, and makes decisions about intra-layer rendering
// optimizations.
//
// There is one RenderLayerBacking for each RenderLayer that is composited.
class RenderLayerBacking : public GraphicsLayerClient {
public:
RenderLayerBacking(RenderLayer*);
~RenderLayerBacking();
RenderLayer* owningLayer() const { return m_owningLayer; }
enum UpdateDepth { CompositingChildren, AllDescendants };
void updateAfterLayout(UpdateDepth);
// Returns true if layer configuration changed.
bool updateGraphicsLayerConfiguration();
// Update graphics layer position and bounds.
void updateGraphicsLayerGeometry(); // make private
// Update contents and clipping structure.
void updateInternalHierarchy(); // make private
GraphicsLayer* graphicsLayer() const { return m_graphicsLayer; }
// Layer to clip children
bool hasClippingLayer() const { return m_clippingLayer != 0; }
GraphicsLayer* clippingLayer() const { return m_clippingLayer; }
// Layer to get clipped by ancestor
bool hasAncestorClippingLayer() const { return m_ancestorClippingLayer != 0; }
GraphicsLayer* ancestorClippingLayer() const { return m_ancestorClippingLayer; }
bool hasContentsLayer() const { return m_foregroundLayer != 0; }
GraphicsLayer* foregroundLayer() const { return m_foregroundLayer; }
GraphicsLayer* parentForSublayers() const { return m_clippingLayer ? m_clippingLayer : m_graphicsLayer; }
GraphicsLayer* childForSuperlayers() const { return m_ancestorClippingLayer ? m_ancestorClippingLayer : m_graphicsLayer; }
// RenderLayers with backing normally short-circuit paintLayer() because
// their content is rendered via callbacks from GraphicsLayer. However, the document
// layer is special, because it has a GraphicsLayer to act as a container for the GraphicsLayers
// for descendants, but its contents usually render into the window (in which case this returns true).
// This returns false for other layers, and when the document layer actually needs to paint into its backing store
// for some reason.
bool paintingGoesToWindow() const;
void setContentsNeedDisplay();
// r is in the coordinate space of the layer's render object
void setContentsNeedDisplayInRect(const IntRect& r);
// Notification from the renderer that its content changed; used by RenderImage.
void rendererContentChanged();
// Interface to start, finish, suspend and resume animations and transitions
bool startAnimation(double beginTime, const Animation* anim, const KeyframeList& keyframes);
bool startTransition(double beginTime, int property, const RenderStyle* fromStyle, const RenderStyle* toStyle);
void animationFinished(const String& name);
void animationPaused(const String& name);
void transitionFinished(int property);
void suspendAnimations();
void resumeAnimations();
IntRect compositedBounds() const;
void setCompositedBounds(const IntRect&);
void updateCompositedBounds();
FloatPoint graphicsLayerToContentsCoordinates(const GraphicsLayer*, const FloatPoint&);
FloatPoint contentsToGraphicsLayerCoordinates(const GraphicsLayer*, const FloatPoint&);
// GraphicsLayerClient interface
virtual void notifyAnimationStarted(const GraphicsLayer*, double startTime);
virtual void notifySyncRequired(const GraphicsLayer*);
virtual void paintContents(const GraphicsLayer*, GraphicsContext&, GraphicsLayerPaintingPhase, const IntRect& clip);
IntRect contentsBox() const;
private:
void createGraphicsLayer();
void destroyGraphicsLayer();
RenderBoxModelObject* renderer() const { return m_owningLayer->renderer(); }
RenderLayerCompositor* compositor() const { return m_owningLayer->compositor(); }
bool updateClippingLayers(bool needsAncestorClip, bool needsDescendantClip);
bool updateForegroundLayer(bool needsForegroundLayer);
IntSize contentOffsetInCompostingLayer() const;
// Result is transform origin in pixels.
FloatPoint3D computeTransformOrigin(const IntRect& borderBox) const;
// Result is perspective origin in pixels.
FloatPoint computePerspectiveOrigin(const IntRect& borderBox) const;
void updateLayerOpacity();
void updateLayerTransform();
// Return the opacity value that this layer should use for compositing.
float compositingOpacity(float rendererOpacity) const;
// Returns true if this RenderLayer only has content that can be rendered directly
// by the compositing layer, without drawing (e.g. solid background color).
bool isSimpleContainerCompositingLayer() const;
// Returns true if we can optimize the RenderLayer to draw the replaced content
// directly into a compositing buffer
bool canUseDirectCompositing() const;
void updateImageContents();
bool rendererHasBackground() const;
const Color& rendererBackgroundColor() const;
bool hasNonCompositingContent() const;
void paintIntoLayer(RenderLayer* rootLayer, GraphicsContext*, const IntRect& paintDirtyRect,
PaintRestriction paintRestriction, GraphicsLayerPaintingPhase, RenderObject* paintingRoot);
static int graphicsLayerToCSSProperty(AnimatedPropertyID);
static AnimatedPropertyID cssToGraphicsLayerProperty(int);
private:
RenderLayer* m_owningLayer;
GraphicsLayer* m_ancestorClippingLayer; // only used if we are clipped by an ancestor which is not a stacking context
GraphicsLayer* m_graphicsLayer;
GraphicsLayer* m_foregroundLayer; // only used in cases where we need to draw the foreground separately
GraphicsLayer* m_clippingLayer; // only used if we have clipping on a stacking context, with compositing children
IntRect m_compositedBounds;
bool m_hasDirectlyCompositedContent;
bool m_artificiallyInflatedBounds; // bounds had to be made non-zero to make transform-origin work
};
} // namespace WebCore
#endif // USE(ACCELERATED_COMPOSITING)
#endif // RenderLayerBacking_h