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