/*
* 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;
enum CompositingLayerType {
NormalCompositingLayer, // non-tiled layer with backing store
TiledCompositingLayer, // tiled layer (always has backing store)
MediaCompositingLayer, // layer that contains an image, video, webGL or plugin
ContainerCompositingLayer // layer with no backing store
};
// 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 {
WTF_MAKE_NONCOPYABLE(RenderLayerBacking); WTF_MAKE_FAST_ALLOCATED;
public:
RenderLayerBacking(RenderLayer*);
~RenderLayerBacking();
#if PLATFORM(ANDROID)
virtual
#endif
RenderLayer* owningLayer() const { return m_owningLayer; }
enum UpdateDepth { CompositingChildren, AllDescendants };
void updateAfterLayout(UpdateDepth, bool isUpdateRoot);
// Returns true if layer configuration changed.
bool updateGraphicsLayerConfiguration();
// Update graphics layer position and bounds.
void updateGraphicsLayerGeometry(); // make private
// Update contents and clipping structure.
void updateDrawsContent();
GraphicsLayer* graphicsLayer() const { return m_graphicsLayer.get(); }
// Layer to clip children
bool hasClippingLayer() const { return m_clippingLayer != 0; }
GraphicsLayer* clippingLayer() const { return m_clippingLayer.get(); }
// Layer to get clipped by ancestor
bool hasAncestorClippingLayer() const { return m_ancestorClippingLayer != 0; }
GraphicsLayer* ancestorClippingLayer() const { return m_ancestorClippingLayer.get(); }
bool hasContentsLayer() const { return m_foregroundLayer != 0; }
GraphicsLayer* foregroundLayer() const { return m_foregroundLayer.get(); }
bool hasMaskLayer() const { return m_maskLayer != 0; }
GraphicsLayer* parentForSublayers() const { return m_clippingLayer ? m_clippingLayer.get() : m_graphicsLayer.get(); }
GraphicsLayer* childForSuperlayers() const { return m_ancestorClippingLayer ? m_ancestorClippingLayer.get() : m_graphicsLayer.get(); }
// 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.
void contentChanged(RenderLayer::ContentChangeType);
// Interface to start, finish, suspend and resume animations and transitions
bool startTransition(double timeOffset, int property, const RenderStyle* fromStyle, const RenderStyle* toStyle);
void transitionPaused(double timeOffset, int property);
void transitionFinished(int property);
bool startAnimation(double timeOffset, const Animation* anim, const KeyframeList& keyframes);
void animationPaused(double timeOffset, const String& name);
void animationFinished(const String& name);
void suspendAnimations(double time = 0);
void resumeAnimations();
IntRect compositedBounds() const;
void setCompositedBounds(const IntRect&);
void updateCompositedBounds();
void updateAfterWidgetResize();
// GraphicsLayerClient interface
virtual void notifyAnimationStarted(const GraphicsLayer*, double startTime);
virtual void notifySyncRequired(const GraphicsLayer*);
virtual void paintContents(const GraphicsLayer*, GraphicsContext&, GraphicsLayerPaintingPhase, const IntRect& clip);
virtual bool showDebugBorders() const;
virtual bool showRepaintCounter() const;
IntRect contentsBox() const;
// For informative purposes only.
CompositingLayerType compositingLayerType() const;
void updateContentsScale(float);
GraphicsLayer* layerForHorizontalScrollbar() const { return m_layerForHorizontalScrollbar.get(); }
GraphicsLayer* layerForVerticalScrollbar() const { return m_layerForVerticalScrollbar.get(); }
GraphicsLayer* layerForScrollCorner() const { return m_layerForScrollCorner.get(); }
private:
void createGraphicsLayer();
void destroyGraphicsLayer();
RenderBoxModelObject* renderer() const { return m_owningLayer->renderer(); }
RenderLayerCompositor* compositor() const { return m_owningLayer->compositor(); }
void updateInternalHierarchy();
bool updateClippingLayers(bool needsAncestorClip, bool needsDescendantClip);
bool updateOverflowControlsLayers(bool needsHorizontalScrollbarLayer, bool needsVerticalScrollbarLayer, bool needsScrollCornerLayer);
bool updateForegroundLayer(bool needsForegroundLayer);
bool updateMaskLayer(bool needsMaskLayer);
bool requiresHorizontalScrollbarLayer() const;
bool requiresVerticalScrollbarLayer() const;
bool requiresScrollCornerLayer() const;
GraphicsLayerPaintingPhase paintingPhaseForPrimaryLayer() const;
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(const RenderStyle*);
void updateLayerTransform(const RenderStyle*);
// Return the opacity value that this layer should use for compositing.
float compositingOpacity(float rendererOpacity) const;
// Returns true if this compositing layer has no visible content.
bool isSimpleContainerCompositingLayer() const;
// Returns true if this layer has content that needs to be rendered by painting into the backing store.
bool containsPaintedContent() const;
// Returns true if the RenderLayer just contains an image that we can composite directly.
bool isDirectlyCompositedImage() const;
void updateImageContents();
bool rendererHasBackground() const;
const Color rendererBackgroundColor() const;
bool hasNonCompositingDescendants() const;
void paintIntoLayer(RenderLayer* rootLayer, GraphicsContext*, const IntRect& paintDirtyRect,
PaintBehavior paintBehavior, GraphicsLayerPaintingPhase, RenderObject* paintingRoot);
static int graphicsLayerToCSSProperty(AnimatedPropertyID);
static AnimatedPropertyID cssToGraphicsLayerProperty(int);
#ifndef NDEBUG
String nameForLayer() const;
#endif
private:
RenderLayer* m_owningLayer;
OwnPtr<GraphicsLayer> m_ancestorClippingLayer; // only used if we are clipped by an ancestor which is not a stacking context
OwnPtr<GraphicsLayer> m_graphicsLayer;
OwnPtr<GraphicsLayer> m_foregroundLayer; // only used in cases where we need to draw the foreground separately
OwnPtr<GraphicsLayer> m_clippingLayer; // only used if we have clipping on a stacking context, with compositing children
OwnPtr<GraphicsLayer> m_maskLayer; // only used if we have a mask
OwnPtr<GraphicsLayer> m_layerForHorizontalScrollbar;
OwnPtr<GraphicsLayer> m_layerForVerticalScrollbar;
OwnPtr<GraphicsLayer> m_layerForScrollCorner;
IntRect m_compositedBounds;
bool m_artificiallyInflatedBounds; // bounds had to be made non-zero to make transform-origin work
};
} // namespace WebCore
#endif // USE(ACCELERATED_COMPOSITING)
#endif // RenderLayerBacking_h