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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 RenderLayerCompositor_h
#define RenderLayerCompositor_h
#include "ChromeClient.h"
#include "RenderLayer.h"
#include "RenderLayerBacking.h"
namespace WebCore {
#define PROFILE_LAYER_REBUILD 0
class GraphicsLayer;
class RenderEmbeddedObject;
class RenderPart;
#if ENABLE(VIDEO)
class RenderVideo;
#endif
enum CompositingUpdateType {
CompositingUpdateAfterLayoutOrStyleChange,
CompositingUpdateOnPaitingOrHitTest,
CompositingUpdateOnScroll
};
// RenderLayerCompositor manages the hierarchy of
// composited RenderLayers. It determines which RenderLayers
// become compositing, and creates and maintains a hierarchy of
// GraphicsLayers based on the RenderLayer painting order.
//
// There is one RenderLayerCompositor per RenderView.
class RenderLayerCompositor : public GraphicsLayerClient {
public:
RenderLayerCompositor(RenderView*);
~RenderLayerCompositor();
// Return true if this RenderView is in "compositing mode" (i.e. has one or more
// composited RenderLayers)
bool inCompositingMode() const { return m_compositing; }
// This will make a compositing layer at the root automatically, and hook up to
// the native view/window system.
void enableCompositingMode(bool enable = true);
// Returns true if the accelerated compositing is enabled
bool hasAcceleratedCompositing() const { return m_hasAcceleratedCompositing; }
bool canRender3DTransforms() const;
// Copy the accelerated compositing related flags from Settings
void cacheAcceleratedCompositingFlags();
// Called when the layer hierarchy needs to be updated (compositing layers have been
// created, destroyed or re-parented).
void setCompositingLayersNeedRebuild(bool needRebuild = true);
bool compositingLayersNeedRebuild() const { return m_compositingLayersNeedRebuild; }
// Controls whether or not to consult geometry when deciding which layers need
// to be composited. Defaults to true.
void setCompositingConsultsOverlap(bool b) { m_compositingConsultsOverlap = b; }
bool compositingConsultsOverlap() const { return m_compositingConsultsOverlap; }
// GraphicsLayers buffer state, which gets pushed to the underlying platform layers
// at specific times.
void scheduleLayerFlush();
void flushPendingLayerChanges();
bool isFlushingLayers() const { return m_flushingLayers; }
// flushPendingLayerChanges() flushes the entire GraphicsLayer tree, which can cross frame boundaries.
// This call returns the rootmost compositor that is being flushed (including self).
RenderLayerCompositor* enclosingCompositorFlushingLayers() const;
// Rebuild the tree of compositing layers
void updateCompositingLayers(CompositingUpdateType = CompositingUpdateAfterLayoutOrStyleChange, RenderLayer* updateRoot = 0);
// This is only used when state changes and we do not exepect a style update or layout to happen soon (e.g. when
// we discover that an iframe is overlapped during painting).
void scheduleCompositingLayerUpdate();
bool compositingLayerUpdatePending() const;
// Update the compositing state of the given layer. Returns true if that state changed.
enum CompositingChangeRepaint { CompositingChangeRepaintNow, CompositingChangeWillRepaintLater };
bool updateLayerCompositingState(RenderLayer*, CompositingChangeRepaint = CompositingChangeRepaintNow);
// Update the geometry for compositing children of compositingAncestor.
void updateCompositingDescendantGeometry(RenderLayer* compositingAncestor, RenderLayer* layer, RenderLayerBacking::UpdateDepth);
// Whether layer's backing needs a graphics layer to do clipping by an ancestor (non-stacking-context parent with overflow).
bool clippedByAncestor(RenderLayer*) const;
// Whether layer's backing needs a graphics layer to clip z-order children of the given layer.
bool clipsCompositingDescendants(const RenderLayer*) const;
// Whether the given layer needs an extra 'contents' layer.
bool needsContentsCompositingLayer(const RenderLayer*) const;
// Return the bounding box required for compositing layer and its childern, relative to ancestorLayer.
// If layerBoundingBox is not 0, on return it contains the bounding box of this layer only.
IntRect calculateCompositedBounds(const RenderLayer* layer, const RenderLayer* ancestorLayer);
// Repaint the appropriate layers when the given RenderLayer starts or stops being composited.
void repaintOnCompositingChange(RenderLayer*);
// Notify us that a layer has been added or removed
void layerWasAdded(RenderLayer* parent, RenderLayer* child);
void layerWillBeRemoved(RenderLayer* parent, RenderLayer* child);
// Get the nearest ancestor layer that has overflow or clip, but is not a stacking context
RenderLayer* enclosingNonStackingClippingLayer(const RenderLayer* layer) const;
// Repaint parts of all composited layers that intersect the given absolute rectangle.
void repaintCompositedLayersAbsoluteRect(const IntRect&);
RenderLayer* rootRenderLayer() const;
GraphicsLayer* rootPlatformLayer() const;
enum RootLayerAttachment {
RootLayerUnattached,
RootLayerAttachedViaChromeClient,
RootLayerAttachedViaEnclosingFrame
};
RootLayerAttachment rootLayerAttachment() const { return m_rootLayerAttachment; }
void updateRootLayerAttachment();
void updateRootLayerPosition();
void didMoveOnscreen();
void willMoveOffscreen();
void didStartAcceleratedAnimation(CSSPropertyID);
#if ENABLE(VIDEO)
// Use by RenderVideo to ask if it should try to use accelerated compositing.
bool canAccelerateVideoRendering(RenderVideo*) const;
#endif
// Walk the tree looking for layers with 3d transforms. Useful in case you need
// to know if there is non-affine content, e.g. for drawing into an image.
bool has3DContent() const;
// Most platforms connect compositing layer trees between iframes and their parent document.
// Some (currently just Mac) allow iframes to do their own compositing.
static bool allowsIndependentlyCompositedFrames(const FrameView*);
bool shouldPropagateCompositingToEnclosingFrame() const;
HTMLFrameOwnerElement* enclosingFrameElement() const;
static RenderLayerCompositor* frameContentsCompositor(RenderPart*);
// Return true if the layers changed.
static bool parentFrameContentLayers(RenderPart*);
// Update the geometry of the layers used for clipping and scrolling in frames.
void frameViewDidChangeLocation(const IntPoint& contentsOffset);
void frameViewDidChangeSize();
void frameViewDidScroll(const IntPoint& = IntPoint());
String layerTreeAsText(bool showDebugInfo = false);
// These are named to avoid conflicts with the functions in GraphicsLayerClient
// These return the actual internal variables.
bool compositorShowDebugBorders() const { return m_showDebugBorders; }
bool compositorShowRepaintCounter() const { return m_showRepaintCounter; }
void updateContentsScale(float, RenderLayer* = 0);
GraphicsLayer* layerForHorizontalScrollbar() const { return m_layerForHorizontalScrollbar.get(); }
GraphicsLayer* layerForVerticalScrollbar() const { return m_layerForVerticalScrollbar.get(); }
GraphicsLayer* layerForScrollCorner() const { return m_layerForScrollCorner.get(); }
private:
// GraphicsLayerClient Implementation
virtual void notifyAnimationStarted(const GraphicsLayer*, double) { }
virtual void notifySyncRequired(const GraphicsLayer*) { scheduleLayerFlush(); }
virtual void paintContents(const GraphicsLayer*, GraphicsContext&, GraphicsLayerPaintingPhase, const IntRect&);
// These calls return false always. They are saying that the layers associated with this client
// (the clipLayer and scrollLayer) should never show debugging info.
virtual bool showDebugBorders() const { return false; }
virtual bool showRepaintCounter() const { return false; }
// Whether the given RL needs a compositing layer.
bool needsToBeComposited(const RenderLayer*) const;
// Whether the layer has an intrinsic need for compositing layer.
bool requiresCompositingLayer(const RenderLayer*) const;
// Whether the layer could ever be composited.
bool canBeComposited(const RenderLayer*) const;
// Make or destroy the backing for this layer; returns true if backing changed.
bool updateBacking(RenderLayer*, CompositingChangeRepaint shouldRepaint);
// Repaint the given rect (which is layer's coords), and regions of child layers that intersect that rect.
void recursiveRepaintLayerRect(RenderLayer* layer, const IntRect& rect);
typedef HashMap<RenderLayer*, IntRect> OverlapMap;
static void addToOverlapMap(OverlapMap&, RenderLayer*, IntRect& layerBounds, bool& boundsComputed);
static bool overlapsCompositedLayers(OverlapMap&, const IntRect& layerBounds);
void updateCompositingLayersTimerFired(Timer<RenderLayerCompositor>*);
#if ENABLE(COMPOSITED_FIXED_ELEMENTS)
bool checkForPositionedElements(Vector<RenderLayer*>* list);
#endif
// Returns true if any layer's compositing changed
void computeCompositingRequirements(RenderLayer*, OverlapMap*, struct CompositingState&, bool& layersChanged);
// Recurses down the tree, parenting descendant compositing layers and collecting an array of child layers for the current compositing layer.
void rebuildCompositingLayerTree(RenderLayer* layer, const struct CompositingState&, Vector<GraphicsLayer*>& childGraphicsLayersOfEnclosingLayer);
// Recurses down the tree, updating layer geometry only.
void updateLayerTreeGeometry(RenderLayer*);
// Hook compositing layers together
void setCompositingParent(RenderLayer* childLayer, RenderLayer* parentLayer);
void removeCompositedChildren(RenderLayer*);
bool layerHas3DContent(const RenderLayer*) const;
void ensureRootPlatformLayer();
void destroyRootPlatformLayer();
void attachRootPlatformLayer(RootLayerAttachment);
void detachRootPlatformLayer();
void rootLayerAttachmentChanged();
void updateOverflowControlsLayers();
void scheduleNeedsStyleRecalc(Element*);
void notifyIFramesOfCompositingChange();
// Whether a running transition or animation enforces the need for a compositing layer.
bool requiresCompositingForAnimation(RenderObject*) const;
bool requiresCompositingForTransform(RenderObject*) const;
bool requiresCompositingForVideo(RenderObject*) const;
bool requiresCompositingForCanvas(RenderObject*) const;
bool requiresCompositingForPlugin(RenderObject*) const;
bool requiresCompositingForFrame(RenderObject*) const;
bool requiresCompositingWhenDescendantsAreCompositing(RenderObject*) const;
bool requiresCompositingForFullScreen(RenderObject*) const;
#if PLATFORM(ANDROID)
// Whether we are using layers for new android features (overflow support, fixed elements)
bool requiresCompositingForAndroidLayers(const RenderLayer* layer) const;
#endif
bool requiresScrollLayer(RootLayerAttachment) const;
bool requiresHorizontalScrollbarLayer() const;
bool requiresVerticalScrollbarLayer() const;
bool requiresScrollCornerLayer() const;
private:
RenderView* m_renderView;
OwnPtr<GraphicsLayer> m_rootPlatformLayer;
Timer<RenderLayerCompositor> m_updateCompositingLayersTimer;
bool m_hasAcceleratedCompositing;
ChromeClient::CompositingTriggerFlags m_compositingTriggers;
bool m_showDebugBorders;
bool m_showRepaintCounter;
bool m_compositingConsultsOverlap;
// When true, we have to wait until layout has happened before we can decide whether to enter compositing mode,
// because only then do we know the final size of plugins and iframes.
// FIXME: once set, this is never cleared.
mutable bool m_compositingDependsOnGeometry;
bool m_compositing;
bool m_compositingLayersNeedRebuild;
bool m_flushingLayers;
bool m_forceCompositingMode;
RootLayerAttachment m_rootLayerAttachment;
// Enclosing clipping layer for iframe content
OwnPtr<GraphicsLayer> m_clipLayer;
OwnPtr<GraphicsLayer> m_scrollLayer;
// Enclosing layer for overflow controls and the clipping layer
OwnPtr<GraphicsLayer> m_overflowControlsHostLayer;
// Layers for overflow controls
OwnPtr<GraphicsLayer> m_layerForHorizontalScrollbar;
OwnPtr<GraphicsLayer> m_layerForVerticalScrollbar;
OwnPtr<GraphicsLayer> m_layerForScrollCorner;
#if PROFILE_LAYER_REBUILD
int m_rootLayerUpdateCount;
#endif
};
} // namespace WebCore
#endif // RenderLayerCompositor_h