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/*
* Copyright (C) 2006, 2007, 2008, 2009, 2010, 2011, 2012 Apple Inc. All rights reserved.
*
* Portions are Copyright (C) 1998 Netscape Communications Corporation.
*
* Other contributors:
* Robert O'Callahan <roc+@cs.cmu.edu>
* David Baron <dbaron@fas.harvard.edu>
* Christian Biesinger <cbiesinger@web.de>
* Randall Jesup <rjesup@wgate.com>
* Roland Mainz <roland.mainz@informatik.med.uni-giessen.de>
* Josh Soref <timeless@mac.com>
* Boris Zbarsky <bzbarsky@mit.edu>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Alternatively, the contents of this file may be used under the terms
* of either the Mozilla Public License Version 1.1, found at
* http://www.mozilla.org/MPL/ (the "MPL") or the GNU General Public
* License Version 2.0, found at http://www.fsf.org/copyleft/gpl.html
* (the "GPL"), in which case the provisions of the MPL or the GPL are
* applicable instead of those above. If you wish to allow use of your
* version of this file only under the terms of one of those two
* licenses (the MPL or the GPL) and not to allow others to use your
* version of this file under the LGPL, indicate your decision by
* deletingthe provisions above and replace them with the notice and
* other provisions required by the MPL or the GPL, as the case may be.
* If you do not delete the provisions above, a recipient may use your
* version of this file under any of the LGPL, the MPL or the GPL.
*/
#include "config.h"
#include "core/rendering/RenderLayer.h"
#include "CSSPropertyNames.h"
#include "HTMLNames.h"
#include "RuntimeEnabledFeatures.h"
#include "SVGNames.h"
#include "core/animation/ActiveAnimations.h"
#include "core/css/PseudoStyleRequest.h"
#include "core/dom/Document.h"
#include "core/dom/shadow/ShadowRoot.h"
#include "core/html/HTMLFrameElement.h"
#include "core/frame/Frame.h"
#include "core/frame/FrameView.h"
#include "core/page/Page.h"
#include "core/frame/Settings.h"
#include "core/frame/animation/AnimationController.h"
#include "core/page/scrolling/ScrollingCoordinator.h"
#include "core/rendering/ColumnInfo.h"
#include "core/rendering/CompositedLayerMapping.h"
#include "core/rendering/FilterEffectRenderer.h"
#include "core/rendering/HitTestRequest.h"
#include "core/rendering/HitTestResult.h"
#include "core/rendering/HitTestingTransformState.h"
#include "core/rendering/RenderFlowThread.h"
#include "core/rendering/RenderGeometryMap.h"
#include "core/rendering/RenderInline.h"
#include "core/rendering/RenderLayerCompositor.h"
#include "core/rendering/RenderReplica.h"
#include "core/rendering/RenderScrollbar.h"
#include "core/rendering/RenderScrollbarPart.h"
#include "core/rendering/RenderTreeAsText.h"
#include "core/rendering/RenderView.h"
#include "core/rendering/svg/ReferenceFilterBuilder.h"
#include "core/rendering/svg/RenderSVGResourceClipper.h"
#include "platform/LengthFunctions.h"
#include "platform/Partitions.h"
#include "platform/TraceEvent.h"
#include "platform/geometry/FloatPoint3D.h"
#include "platform/geometry/FloatRect.h"
#include "platform/graphics/GraphicsContextStateSaver.h"
#include "platform/graphics/filters/ReferenceFilter.h"
#include "platform/graphics/filters/SourceGraphic.h"
#include "platform/graphics/filters/custom/CustomFilterGlobalContext.h"
#include "platform/graphics/filters/custom/CustomFilterOperation.h"
#include "platform/graphics/filters/custom/CustomFilterValidatedProgram.h"
#include "platform/graphics/filters/custom/ValidatedCustomFilterOperation.h"
#include "platform/transforms/ScaleTransformOperation.h"
#include "platform/transforms/TransformationMatrix.h"
#include "platform/transforms/TranslateTransformOperation.h"
#include "public/platform/Platform.h"
#include "wtf/StdLibExtras.h"
#include "wtf/text/CString.h"
using namespace std;
namespace WebCore {
using namespace HTMLNames;
RenderLayer::RenderLayer(RenderLayerModelObject* renderer)
: m_hasSelfPaintingLayerDescendant(false)
, m_hasSelfPaintingLayerDescendantDirty(false)
, m_hasOutOfFlowPositionedDescendant(false)
, m_hasOutOfFlowPositionedDescendantDirty(true)
, m_hasUnclippedDescendant(false)
, m_isUnclippedDescendant(false)
, m_isRootLayer(renderer->isRenderView())
, m_usedTransparency(false)
, m_childLayerHasBlendMode(false)
, m_childLayerHasBlendModeStatusDirty(false)
, m_visibleContentStatusDirty(true)
, m_hasVisibleContent(false)
, m_visibleDescendantStatusDirty(false)
, m_hasVisibleDescendant(false)
, m_hasVisibleNonLayerContent(false)
, m_isPaginated(false)
, m_3DTransformedDescendantStatusDirty(true)
, m_has3DTransformedDescendant(false)
, m_containsDirtyOverlayScrollbars(false)
, m_canSkipRepaintRectsUpdateOnScroll(renderer->isTableCell())
, m_hasFilterInfo(false)
, m_blendMode(blink::WebBlendModeNormal)
, m_renderer(renderer)
, m_parent(0)
, m_previous(0)
, m_next(0)
, m_first(0)
, m_last(0)
, m_staticInlinePosition(0)
, m_staticBlockPosition(0)
, m_enclosingPaginationLayer(0)
, m_groupedMapping(0)
, m_repainter(renderer)
, m_clipper(renderer)
{
updateStackingNode();
m_isSelfPaintingLayer = shouldBeSelfPaintingLayer();
if (!renderer->firstChild() && renderer->style()) {
m_visibleContentStatusDirty = false;
m_hasVisibleContent = renderer->style()->visibility() == VISIBLE;
}
updateScrollableArea();
}
RenderLayer::~RenderLayer()
{
if (!m_renderer->documentBeingDestroyed())
compositor()->removeOutOfFlowPositionedLayer(this);
if (renderer()->frame() && renderer()->frame()->page()) {
if (ScrollingCoordinator* scrollingCoordinator = renderer()->frame()->page()->scrollingCoordinator())
scrollingCoordinator->willDestroyRenderLayer(this);
}
removeFilterInfoIfNeeded();
// Child layers will be deleted by their corresponding render objects, so
// we don't need to delete them ourselves.
clearCompositedLayerMapping(true);
}
String RenderLayer::debugName() const
{
if (isReflection())
return m_reflectionInfo->debugName();
return renderer()->debugName();
}
RenderLayerCompositor* RenderLayer::compositor() const
{
if (!renderer()->view())
return 0;
return renderer()->view()->compositor();
}
void RenderLayer::contentChanged(ContentChangeType changeType)
{
// This can get called when video becomes accelerated, so the layers may change.
if ((changeType == CanvasChanged || changeType == VideoChanged || changeType == FullScreenChanged) && compositor()->updateLayerCompositingState(this))
compositor()->setCompositingLayersNeedRebuild();
if (m_compositedLayerMapping)
m_compositedLayerMapping->contentChanged(changeType);
}
bool RenderLayer::canRender3DTransforms() const
{
return compositor()->canRender3DTransforms();
}
bool RenderLayer::paintsWithFilters() const
{
if (!renderer()->hasFilter())
return false;
if (compositingState() != PaintsIntoOwnBacking)
return true;
if (!m_compositedLayerMapping || !m_compositedLayerMapping->canCompositeFilters())
return true;
return false;
}
bool RenderLayer::requiresFullLayerImageForFilters() const
{
if (!paintsWithFilters())
return false;
FilterEffectRenderer* filter = filterRenderer();
return filter ? filter->hasFilterThatMovesPixels() : false;
}
LayoutPoint RenderLayer::computeOffsetFromRoot(bool& hasLayerOffset) const
{
hasLayerOffset = true;
if (!parent())
return LayoutPoint();
// This is similar to root() but we check if an ancestor layer would
// prevent the optimization from working.
const RenderLayer* rootLayer = 0;
for (const RenderLayer* parentLayer = parent(); parentLayer; rootLayer = parentLayer, parentLayer = parentLayer->parent()) {
hasLayerOffset = parentLayer->canUseConvertToLayerCoords();
if (!hasLayerOffset)
return LayoutPoint();
}
ASSERT(rootLayer == root());
LayoutPoint offset;
parent()->convertToLayerCoords(rootLayer, offset);
return offset;
}
void RenderLayer::updateLayerPositionsAfterLayout(const RenderLayer* rootLayer, UpdateLayerPositionsFlags flags)
{
RenderGeometryMap geometryMap(UseTransforms);
if (this != rootLayer)
geometryMap.pushMappingsToAncestor(parent(), 0);
updateLayerPositions(&geometryMap, flags);
}
void RenderLayer::updateLayerPositions(RenderGeometryMap* geometryMap, UpdateLayerPositionsFlags flags)
{
updateLayerPosition(); // For relpositioned layers or non-positioned layers,
// we need to keep in sync, since we may have shifted relative
// to our parent layer.
if (geometryMap)
geometryMap->pushMappingsToAncestor(this, parent());
// Clear our cached clip rect information.
m_clipper.clearClipRects();
if (hasOverflowControls()) {
LayoutPoint offsetFromRoot;
if (geometryMap)
offsetFromRoot = LayoutPoint(geometryMap->absolutePoint(FloatPoint()));
else {
// FIXME: It looks suspicious to call convertToLayerCoords here
// as canUseConvertToLayerCoords may be true for an ancestor layer.
convertToLayerCoords(root(), offsetFromRoot);
}
scrollableArea()->positionOverflowControls(toIntSize(roundedIntPoint(offsetFromRoot)));
}
updateDescendantDependentFlags();
if (flags & UpdatePagination)
updatePagination();
else {
m_isPaginated = false;
m_enclosingPaginationLayer = 0;
}
repainter().repaintAfterLayout(geometryMap, flags & CheckForRepaint);
// Go ahead and update the reflection's position and size.
if (m_reflectionInfo)
m_reflectionInfo->reflection()->layout();
// Clear the IsCompositingUpdateRoot flag once we've found the first compositing layer in this update.
bool isUpdateRoot = (flags & IsCompositingUpdateRoot);
if (hasCompositedLayerMapping())
flags &= ~IsCompositingUpdateRoot;
if (useRegionBasedColumns() && renderer()->isInFlowRenderFlowThread()) {
updatePagination();
flags |= UpdatePagination;
}
if (renderer()->hasColumns())
flags |= UpdatePagination;
for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
child->updateLayerPositions(geometryMap, flags);
if ((flags & UpdateCompositingLayers) && hasCompositedLayerMapping()) {
CompositedLayerMapping::UpdateAfterLayoutFlags updateFlags = CompositedLayerMapping::CompositingChildrenOnly;
if (flags & NeedsFullRepaintInBacking)
updateFlags |= CompositedLayerMapping::NeedsFullRepaint;
if (isUpdateRoot)
updateFlags |= CompositedLayerMapping::IsUpdateRoot;
compositedLayerMapping()->updateAfterLayout(updateFlags);
}
if (geometryMap)
geometryMap->popMappingsToAncestor(parent());
}
void RenderLayer::setAncestorChainHasSelfPaintingLayerDescendant()
{
for (RenderLayer* layer = this; layer; layer = layer->parent()) {
if (!layer->m_hasSelfPaintingLayerDescendantDirty && layer->hasSelfPaintingLayerDescendant())
break;
layer->m_hasSelfPaintingLayerDescendantDirty = false;
layer->m_hasSelfPaintingLayerDescendant = true;
}
}
void RenderLayer::dirtyAncestorChainHasSelfPaintingLayerDescendantStatus()
{
for (RenderLayer* layer = this; layer; layer = layer->parent()) {
layer->m_hasSelfPaintingLayerDescendantDirty = true;
// If we have reached a self-painting layer, we know our parent should have a self-painting descendant
// in this case, there is no need to dirty our ancestors further.
if (layer->isSelfPaintingLayer()) {
ASSERT(!parent() || parent()->m_hasSelfPaintingLayerDescendantDirty || parent()->hasSelfPaintingLayerDescendant());
break;
}
}
}
void RenderLayer::setAncestorChainHasOutOfFlowPositionedDescendant()
{
for (RenderLayer* layer = this; layer; layer = layer->parent()) {
if (!layer->m_hasOutOfFlowPositionedDescendantDirty && layer->hasOutOfFlowPositionedDescendant())
break;
layer->setHasOutOfFlowPositionedDescendantDirty(false);
layer->setHasOutOfFlowPositionedDescendant(true);
}
}
void RenderLayer::dirtyAncestorChainHasOutOfFlowPositionedDescendantStatus()
{
for (RenderLayer* layer = this; layer; layer = layer->parent()) {
layer->setHasOutOfFlowPositionedDescendantDirty(true);
// We may or may not have an unclipped descendant. If we do, we'll reset
// this to true the next time composited scrolling state is updated.
layer->setHasUnclippedDescendant(false);
// If we have reached an out of flow positioned layer, we know our parent should have an out-of-flow positioned descendant.
// In this case, there is no need to dirty our ancestors further.
if (layer->renderer()->isOutOfFlowPositioned()) {
ASSERT(!parent() || parent()->m_hasOutOfFlowPositionedDescendantDirty || parent()->hasOutOfFlowPositionedDescendant());
break;
}
}
}
bool RenderLayer::acceleratedCompositingForOverflowScrollEnabled() const
{
const Settings* settings = renderer()->document().settings();
return settings && settings->acceleratedCompositingForOverflowScrollEnabled();
}
// FIXME: This is a temporary flag and should be removed once accelerated
// overflow scroll is ready (crbug.com/254111).
bool RenderLayer::compositorDrivenAcceleratedScrollingEnabled() const
{
if (!acceleratedCompositingForOverflowScrollEnabled())
return false;
const Settings* settings = renderer()->document().settings();
return settings && settings->compositorDrivenAcceleratedScrollingEnabled();
}
bool RenderLayer::scrollsWithRespectTo(const RenderLayer* other) const
{
const EPosition position = renderer()->style()->position();
const EPosition otherPosition = other->renderer()->style()->position();
const RenderObject* containingBlock = renderer()->containingBlock();
const RenderObject* otherContainingBlock = other->renderer()->containingBlock();
const RenderLayer* rootLayer = renderer()->view()->compositor()->rootRenderLayer();
// Fixed-position elements are a special case. They are static with respect
// to the viewport, which is not represented by any RenderObject, and their
// containingBlock() method returns the root HTML element (while its true
// containingBlock should really be the viewport). The real measure for a
// non-transformed fixed-position element is as follows: any fixed position
// element, A, scrolls with respect an element, B, if and only if B is not
// fixed position.
//
// Unfortunately, it gets a bit more complicated - a fixed-position element
// which has a transform acts exactly as an absolute-position element
// (including having a real, non-viewport containing block).
//
// Below, a "root" fixed position element is defined to be one whose
// containing block is the root. These root-fixed-position elements are
// the only ones that need this special case code - other fixed position
// elements, as well as all absolute, relative, and static elements use the
// logic below.
const bool isRootFixedPos = position == FixedPosition && containingBlock->enclosingLayer() == rootLayer;
const bool otherIsRootFixedPos = otherPosition == FixedPosition && otherContainingBlock->enclosingLayer() == rootLayer;
if (isRootFixedPos && otherIsRootFixedPos)
return false;
if (isRootFixedPos || otherIsRootFixedPos)
return true;
if (containingBlock == otherContainingBlock)
return false;
// Maintain a set of containing blocks between the first layer and its
// closest scrollable ancestor.
HashSet<const RenderObject*> containingBlocks;
while (containingBlock) {
if (containingBlock->enclosingLayer()->scrollsOverflow())
break;
containingBlocks.add(containingBlock);
containingBlock = containingBlock->containingBlock();
}
// Do the same for the 2nd layer, but if we find a common containing block,
// it means both layers are contained within a single non-scrolling subtree.
// Hence, they will not scroll with respect to each other.
while (otherContainingBlock) {
if (containingBlocks.contains(otherContainingBlock))
return false;
if (otherContainingBlock->enclosingLayer()->scrollsOverflow())
break;
otherContainingBlock = otherContainingBlock->containingBlock();
}
return true;
}
void RenderLayer::updateLayerPositionsAfterDocumentScroll()
{
ASSERT(this == renderer()->view()->layer());
RenderGeometryMap geometryMap(UseTransforms);
updateLayerPositionsAfterScroll(&geometryMap);
}
void RenderLayer::updateLayerPositionsAfterOverflowScroll()
{
RenderGeometryMap geometryMap(UseTransforms);
RenderView* view = renderer()->view();
if (this != view->layer())
geometryMap.pushMappingsToAncestor(parent(), 0);
// FIXME: why is it OK to not check the ancestors of this layer in order to
// initialize the HasSeenViewportConstrainedAncestor and HasSeenAncestorWithOverflowClip flags?
updateLayerPositionsAfterScroll(&geometryMap, IsOverflowScroll);
}
void RenderLayer::updateLayerPositionsAfterScroll(RenderGeometryMap* geometryMap, UpdateLayerPositionsAfterScrollFlags flags)
{
// FIXME: This shouldn't be needed, but there are some corner cases where
// these flags are still dirty. Update so that the check below is valid.
updateDescendantDependentFlags();
// If we have no visible content and no visible descendants, there is no point recomputing
// our rectangles as they will be empty. If our visibility changes, we are expected to
// recompute all our positions anyway.
if (subtreeIsInvisible())
return;
bool positionChanged = updateLayerPosition();
if (positionChanged)
flags |= HasChangedAncestor;
if (geometryMap)
geometryMap->pushMappingsToAncestor(this, parent());
if (flags & HasChangedAncestor || flags & HasSeenViewportConstrainedAncestor || flags & IsOverflowScroll)
m_clipper.clearClipRects();
if (renderer()->style()->hasViewportConstrainedPosition())
flags |= HasSeenViewportConstrainedAncestor;
if (renderer()->hasOverflowClip())
flags |= HasSeenAncestorWithOverflowClip;
if (flags & HasSeenViewportConstrainedAncestor
|| (flags & IsOverflowScroll && flags & HasSeenAncestorWithOverflowClip && !m_canSkipRepaintRectsUpdateOnScroll)) {
// FIXME: We could track the repaint container as we walk down the tree.
repainter().computeRepaintRects(renderer()->containerForRepaint(), geometryMap);
} else {
// Check that RenderLayerRepainter's cached rects are correct.
// FIXME: re-enable these assertions when the issue with table cells is resolved: https://bugs.webkit.org/show_bug.cgi?id=103432
// ASSERT(repainter().m_repaintRect == renderer()->clippedOverflowRectForRepaint(renderer()->containerForRepaint()));
// ASSERT(repainter().m_outlineBox == renderer()->outlineBoundsForRepaint(renderer()->containerForRepaint(), geometryMap));
}
for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
child->updateLayerPositionsAfterScroll(geometryMap, flags);
// We don't update our reflection as scrolling is a translation which does not change the size()
// of an object, thus RenderReplica will still repaint itself properly as the layer position was
// updated above.
if (geometryMap)
geometryMap->popMappingsToAncestor(parent());
}
bool RenderLayer::hasBlendMode() const
{
return RuntimeEnabledFeatures::cssCompositingEnabled() && renderer()->hasBlendMode();
}
void RenderLayer::updateBlendMode()
{
if (!RuntimeEnabledFeatures::cssCompositingEnabled())
return;
bool hadBlendMode = m_blendMode != blink::WebBlendModeNormal;
blink::WebBlendMode newBlendMode = renderer()->style()->blendMode();
if (newBlendMode != m_blendMode) {
m_blendMode = newBlendMode;
// Only update the flag if a blend mode is set or unset.
if (parent() && (!hadBlendMode || !hasBlendMode()))
parent()->dirtyAncestorChainBlendedDescendantStatus();
if (hasCompositedLayerMapping())
compositedLayerMapping()->setBlendMode(newBlendMode);
}
}
void RenderLayer::updateTransform()
{
// hasTransform() on the renderer is also true when there is transform-style: preserve-3d or perspective set,
// so check style too.
bool hasTransform = renderer()->hasTransform() && renderer()->style()->hasTransform();
bool had3DTransform = has3DTransform();
bool hadTransform = m_transform;
if (hasTransform != hadTransform) {
if (hasTransform)
m_transform = adoptPtr(new TransformationMatrix);
else
m_transform.clear();
// Layers with transforms act as clip rects roots, so clear the cached clip rects here.
m_clipper.clearClipRectsIncludingDescendants();
}
if (hasTransform) {
RenderBox* box = renderBox();
ASSERT(box);
m_transform->makeIdentity();
box->style()->applyTransform(*m_transform, box->pixelSnappedBorderBoxRect().size(), RenderStyle::IncludeTransformOrigin);
makeMatrixRenderable(*m_transform, canRender3DTransforms());
}
if (had3DTransform != has3DTransform())
dirty3DTransformedDescendantStatus();
}
TransformationMatrix RenderLayer::currentTransform(RenderStyle::ApplyTransformOrigin applyOrigin) const
{
if (!m_transform)
return TransformationMatrix();
// FIXME: handle this under web-animations
if (!RuntimeEnabledFeatures::webAnimationsCSSEnabled() && renderer()->style()->isRunningAcceleratedAnimation()) {
TransformationMatrix currTransform;
RefPtr<RenderStyle> style = renderer()->animation().getAnimatedStyleForRenderer(renderer());
style->applyTransform(currTransform, renderBox()->pixelSnappedBorderBoxRect().size(), applyOrigin);
makeMatrixRenderable(currTransform, canRender3DTransforms());
return currTransform;
}
// m_transform includes transform-origin, so we need to recompute the transform here.
if (applyOrigin == RenderStyle::ExcludeTransformOrigin) {
RenderBox* box = renderBox();
TransformationMatrix currTransform;
box->style()->applyTransform(currTransform, box->pixelSnappedBorderBoxRect().size(), RenderStyle::ExcludeTransformOrigin);
makeMatrixRenderable(currTransform, canRender3DTransforms());
return currTransform;
}
return *m_transform;
}
TransformationMatrix RenderLayer::renderableTransform(PaintBehavior paintBehavior) const
{
if (!m_transform)
return TransformationMatrix();
if (paintBehavior & PaintBehaviorFlattenCompositingLayers) {
TransformationMatrix matrix = *m_transform;
makeMatrixRenderable(matrix, false /* flatten 3d */);
return matrix;
}
return *m_transform;
}
static bool checkContainingBlockChainForPagination(RenderLayerModelObject* renderer, RenderBox* ancestorColumnsRenderer)
{
RenderView* view = renderer->view();
RenderLayerModelObject* prevBlock = renderer;
RenderBlock* containingBlock;
for (containingBlock = renderer->containingBlock();
containingBlock && containingBlock != view && containingBlock != ancestorColumnsRenderer;
containingBlock = containingBlock->containingBlock())
prevBlock = containingBlock;
// If the columns block wasn't in our containing block chain, then we aren't paginated by it.
if (containingBlock != ancestorColumnsRenderer)
return false;
// If the previous block is absolutely positioned, then we can't be paginated by the columns block.
if (prevBlock->isOutOfFlowPositioned())
return false;
// Otherwise we are paginated by the columns block.
return true;
}
bool RenderLayer::useRegionBasedColumns() const
{
const Settings* settings = renderer()->document().settings();
return settings && settings->regionBasedColumnsEnabled();
}
void RenderLayer::updatePagination()
{
m_isPaginated = false;
m_enclosingPaginationLayer = 0;
if (hasCompositedLayerMapping() || !parent())
return; // FIXME: We will have to deal with paginated compositing layers someday.
// FIXME: For now the RenderView can't be paginated. Eventually printing will move to a model where it is though.
// The main difference between the paginated booleans for the old column code and the new column code
// is that each paginated layer has to paint on its own with the new code. There is no
// recurring into child layers. This means that the m_isPaginated bits for the new column code can't just be set on
// "roots" that get split and paint all their descendants. Instead each layer has to be checked individually and
// genuinely know if it is going to have to split itself up when painting only its contents (and not any other descendant
// layers). We track an enclosingPaginationLayer instead of using a simple bit, since we want to be able to get back
// to that layer easily.
bool regionBasedColumnsUsed = useRegionBasedColumns();
if (regionBasedColumnsUsed && renderer()->isInFlowRenderFlowThread()) {
m_enclosingPaginationLayer = this;
return;
}
if (m_stackingNode->isNormalFlowOnly()) {
if (regionBasedColumnsUsed) {
// Content inside a transform is not considered to be paginated, since we simply
// paint the transform multiple times in each column, so we don't have to use
// fragments for the transformed content.
m_enclosingPaginationLayer = parent()->enclosingPaginationLayer();
if (m_enclosingPaginationLayer && m_enclosingPaginationLayer->hasTransform())
m_enclosingPaginationLayer = 0;
} else
m_isPaginated = parent()->renderer()->hasColumns();
return;
}
// For the new columns code, we want to walk up our containing block chain looking for an enclosing layer. Once
// we find one, then we just check its pagination status.
if (regionBasedColumnsUsed) {
RenderView* view = renderer()->view();
RenderBlock* containingBlock;
for (containingBlock = renderer()->containingBlock();
containingBlock && containingBlock != view;
containingBlock = containingBlock->containingBlock()) {
if (containingBlock->hasLayer()) {
// Content inside a transform is not considered to be paginated, since we simply
// paint the transform multiple times in each column, so we don't have to use
// fragments for the transformed content.
m_enclosingPaginationLayer = containingBlock->layer()->enclosingPaginationLayer();
if (m_enclosingPaginationLayer && m_enclosingPaginationLayer->hasTransform())
m_enclosingPaginationLayer = 0;
return;
}
}
return;
}
// If we're not normal flow, then we need to look for a multi-column object between us and our stacking container.
RenderLayerStackingNode* ancestorStackingContainerNode = m_stackingNode->ancestorStackingContainerNode();
for (RenderLayer* curr = parent(); curr; curr = curr->parent()) {
if (curr->renderer()->hasColumns()) {
m_isPaginated = checkContainingBlockChainForPagination(renderer(), curr->renderBox());
return;
}
if (curr->stackingNode() == ancestorStackingContainerNode)
return;
}
}
void RenderLayer::setHasVisibleContent()
{
if (m_hasVisibleContent && !m_visibleContentStatusDirty) {
ASSERT(!parent() || parent()->hasVisibleDescendant());
return;
}
m_visibleContentStatusDirty = false;
m_hasVisibleContent = true;
repainter().computeRepaintRects(renderer()->containerForRepaint());
if (!m_stackingNode->isNormalFlowOnly()) {
// We don't collect invisible layers in z-order lists if we are not in compositing mode.
// As we became visible, we need to dirty our stacking containers ancestors to be properly
// collected. FIXME: When compositing, we could skip this dirtying phase.
for (RenderLayerStackingNode* sc = m_stackingNode->ancestorStackingContainerNode(); sc; sc = sc->ancestorStackingContainerNode()) {
sc->dirtyZOrderLists();
if (sc->layer()->hasVisibleContent())
break;
}
}
if (parent())
parent()->setAncestorChainHasVisibleDescendant();
}
void RenderLayer::dirtyVisibleContentStatus()
{
m_visibleContentStatusDirty = true;
if (parent())
parent()->dirtyAncestorChainVisibleDescendantStatus();
}
void RenderLayer::dirtyAncestorChainVisibleDescendantStatus()
{
for (RenderLayer* layer = this; layer; layer = layer->parent()) {
if (layer->m_visibleDescendantStatusDirty)
break;
layer->m_visibleDescendantStatusDirty = true;
}
}
void RenderLayer::setAncestorChainHasVisibleDescendant()
{
for (RenderLayer* layer = this; layer; layer = layer->parent()) {
if (!layer->m_visibleDescendantStatusDirty && layer->hasVisibleDescendant())
break;
layer->m_hasVisibleDescendant = true;
layer->m_visibleDescendantStatusDirty = false;
}
}
void RenderLayer::dirtyAncestorChainBlendedDescendantStatus()
{
for (RenderLayer* layer = this; layer; layer = layer->parent()) {
if (layer->m_childLayerHasBlendModeStatusDirty)
break;
layer->m_childLayerHasBlendModeStatusDirty = true;
if (layer->stackingNode()->isStackingContext())
break;
}
}
void RenderLayer::setAncestorChainBlendedDescendant()
{
for (RenderLayer* layer = this; layer; layer = layer->parent()) {
if (!layer->m_childLayerHasBlendModeStatusDirty && layer->childLayerHasBlendMode())
break;
layer->m_childLayerHasBlendMode = true;
layer->m_childLayerHasBlendModeStatusDirty = false;
if (layer->stackingNode()->isStackingContext())
break;
}
}
void RenderLayer::updateHasUnclippedDescendant()
{
TRACE_EVENT0("blink_rendering", "RenderLayer::updateHasUnclippedDescendant");
ASSERT(renderer()->isOutOfFlowPositioned());
if (!m_hasVisibleContent && !m_hasVisibleDescendant)
return;
FrameView* frameView = renderer()->view()->frameView();
if (!frameView)
return;
const RenderObject* containingBlock = renderer()->containingBlock();
setIsUnclippedDescendant(false);
for (RenderLayer* ancestor = parent(); ancestor && ancestor->renderer() != containingBlock; ancestor = ancestor->parent()) {
// TODO(vollick): This isn't quite right. Whenever ancestor is composited and clips
// overflow, we're technically unclipped. However, this will currently cause a huge
// number of layers to report that they are unclipped. Eventually, when we've formally
// separated the clipping, transform, opacity, and stacking trees here and in the
// compositor, we will be able to relax this restriction without it being prohibitively
// expensive (currently, we have to do a lot of work in the compositor to honor a
// clip child/parent relationship).
if (ancestor->scrollsOverflow())
setIsUnclippedDescendant(true);
ancestor->setHasUnclippedDescendant(true);
}
}
// FIXME: this is quite brute-force. We could be more efficient if we were to
// track state and update it as appropriate as changes are made in the RenderObject tree.
void RenderLayer::updateHasVisibleNonLayerContent()
{
TRACE_EVENT0("blink_rendering", "RenderLayer::updateHasVisibleNonLayerContent");
m_hasVisibleNonLayerContent = false;
for (RenderObject* r = renderer()->firstChild(); r; r = r->nextSibling()) {
if (!r->hasLayer()) {
m_hasVisibleNonLayerContent = true;
break;
}
}
}
static bool subtreeContainsOutOfFlowPositionedLayer(const RenderLayer* subtreeRoot)
{
return (subtreeRoot->renderer() && subtreeRoot->renderer()->isOutOfFlowPositioned()) || subtreeRoot->hasOutOfFlowPositionedDescendant();
}
void RenderLayer::updateDescendantDependentFlags()
{
if (m_visibleDescendantStatusDirty || m_hasSelfPaintingLayerDescendantDirty || m_hasOutOfFlowPositionedDescendantDirty) {
m_hasVisibleDescendant = false;
m_hasSelfPaintingLayerDescendant = false;
m_hasOutOfFlowPositionedDescendant = false;
for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) {
child->updateDescendantDependentFlags();
bool hasVisibleDescendant = child->m_hasVisibleContent || child->m_hasVisibleDescendant;
bool hasSelfPaintingLayerDescendant = child->isSelfPaintingLayer() || child->hasSelfPaintingLayerDescendant();
bool hasOutOfFlowPositionedDescendant = subtreeContainsOutOfFlowPositionedLayer(child);
m_hasVisibleDescendant |= hasVisibleDescendant;
m_hasSelfPaintingLayerDescendant |= hasSelfPaintingLayerDescendant;
m_hasOutOfFlowPositionedDescendant |= hasOutOfFlowPositionedDescendant;
if (m_hasVisibleDescendant && m_hasSelfPaintingLayerDescendant && hasOutOfFlowPositionedDescendant)
break;
}
m_visibleDescendantStatusDirty = false;
m_hasSelfPaintingLayerDescendantDirty = false;
m_hasOutOfFlowPositionedDescendantDirty = false;
}
if (m_childLayerHasBlendModeStatusDirty) {
m_childLayerHasBlendMode = false;
for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) {
if (!child->stackingNode()->isStackingContext())
child->updateDescendantDependentFlags();
bool childLayerHasBlendMode = child->paintsWithBlendMode() || (child->m_childLayerHasBlendMode && !child->stackingNode()->isStackingContext());
m_childLayerHasBlendMode |= childLayerHasBlendMode;
if (m_childLayerHasBlendMode)
break;
}
m_childLayerHasBlendModeStatusDirty = false;
}
if (m_visibleContentStatusDirty) {
if (renderer()->style()->visibility() == VISIBLE)
m_hasVisibleContent = true;
else {
// layer may be hidden but still have some visible content, check for this
m_hasVisibleContent = false;
RenderObject* r = renderer()->firstChild();
while (r) {
if (r->style()->visibility() == VISIBLE && !r->hasLayer()) {
m_hasVisibleContent = true;
break;
}
if (r->firstChild() && !r->hasLayer())
r = r->firstChild();
else if (r->nextSibling())
r = r->nextSibling();
else {
do {
r = r->parent();
if (r == renderer())
r = 0;
} while (r && !r->nextSibling());
if (r)
r = r->nextSibling();
}
}
}
m_visibleContentStatusDirty = false;
}
}
void RenderLayer::dirty3DTransformedDescendantStatus()
{
RenderLayerStackingNode* stackingNode = m_stackingNode->ancestorStackingContainerNode();
if (!stackingNode)
return;
stackingNode->layer()->m_3DTransformedDescendantStatusDirty = true;
// This propagates up through preserve-3d hierarchies to the enclosing flattening layer.
// Note that preserves3D() creates stacking context, so we can just run up the stacking containers.
while (stackingNode && stackingNode->layer()->preserves3D()) {
stackingNode->layer()->m_3DTransformedDescendantStatusDirty = true;
stackingNode = stackingNode->ancestorStackingContainerNode();
}
}
// Return true if this layer or any preserve-3d descendants have 3d.
bool RenderLayer::update3DTransformedDescendantStatus()
{
if (m_3DTransformedDescendantStatusDirty) {
m_has3DTransformedDescendant = false;
m_stackingNode->updateZOrderLists();
// Transformed or preserve-3d descendants can only be in the z-order lists, not
// in the normal flow list, so we only need to check those.
RenderLayerStackingNodeIterator iterator(*m_stackingNode.get(), PositiveZOrderChildren | NegativeZOrderChildren);
while (RenderLayerStackingNode* node = iterator.next())
m_has3DTransformedDescendant |= node->layer()->update3DTransformedDescendantStatus();
m_3DTransformedDescendantStatusDirty = false;
}
// If we live in a 3d hierarchy, then the layer at the root of that hierarchy needs
// the m_has3DTransformedDescendant set.
if (preserves3D())
return has3DTransform() || m_has3DTransformedDescendant;
return has3DTransform();
}
bool RenderLayer::updateLayerPosition()
{
LayoutPoint localPoint;
LayoutSize inlineBoundingBoxOffset; // We don't put this into the RenderLayer x/y for inlines, so we need to subtract it out when done.
if (renderer()->isInline() && renderer()->isRenderInline()) {
RenderInline* inlineFlow = toRenderInline(renderer());
IntRect lineBox = inlineFlow->linesBoundingBox();
setSize(lineBox.size());
inlineBoundingBoxOffset = toSize(lineBox.location());
localPoint += inlineBoundingBoxOffset;
} else if (RenderBox* box = renderBox()) {
// FIXME: Is snapping the size really needed here for the RenderBox case?
setSize(pixelSnappedIntSize(box->size(), box->location()));
localPoint += box->topLeftLocationOffset();
}
if (!renderer()->isOutOfFlowPositioned() && renderer()->parent()) {
// We must adjust our position by walking up the render tree looking for the
// nearest enclosing object with a layer.
RenderObject* curr = renderer()->parent();
while (curr && !curr->hasLayer()) {
if (curr->isBox() && !curr->isTableRow()) {
// Rows and cells share the same coordinate space (that of the section).
// Omit them when computing our xpos/ypos.
localPoint += toRenderBox(curr)->topLeftLocationOffset();
}
curr = curr->parent();
}
if (curr->isBox() && curr->isTableRow()) {
// Put ourselves into the row coordinate space.
localPoint -= toRenderBox(curr)->topLeftLocationOffset();
}
}
// Subtract our parent's scroll offset.
if (renderer()->isOutOfFlowPositioned() && enclosingPositionedAncestor()) {
RenderLayer* positionedParent = enclosingPositionedAncestor();
// For positioned layers, we subtract out the enclosing positioned layer's scroll offset.
if (positionedParent->renderer()->hasOverflowClip()) {
LayoutSize offset = positionedParent->renderBox()->scrolledContentOffset();
localPoint -= offset;
}
if (renderer()->isOutOfFlowPositioned() && positionedParent->renderer()->isInFlowPositioned() && positionedParent->renderer()->isRenderInline()) {
LayoutSize offset = toRenderInline(positionedParent->renderer())->offsetForInFlowPositionedInline(toRenderBox(renderer()));
localPoint += offset;
}
} else if (parent()) {
if (hasCompositedLayerMapping()) {
// FIXME: Composited layers ignore pagination, so about the best we can do is make sure they're offset into the appropriate column.
// They won't split across columns properly.
LayoutSize columnOffset;
if (!parent()->renderer()->hasColumns() && parent()->renderer()->isRoot() && renderer()->view()->hasColumns())
renderer()->view()->adjustForColumns(columnOffset, localPoint);
else
parent()->renderer()->adjustForColumns(columnOffset, localPoint);
localPoint += columnOffset;
}
if (parent()->renderer()->hasOverflowClip()) {
IntSize scrollOffset = parent()->renderBox()->scrolledContentOffset();
localPoint -= scrollOffset;
}
}
bool positionOrOffsetChanged = false;
if (renderer()->isInFlowPositioned()) {
LayoutSize newOffset = toRenderBoxModelObject(renderer())->offsetForInFlowPosition();
positionOrOffsetChanged = newOffset != m_offsetForInFlowPosition;
m_offsetForInFlowPosition = newOffset;
localPoint.move(m_offsetForInFlowPosition);
} else {
m_offsetForInFlowPosition = LayoutSize();
}
// FIXME: We'd really like to just get rid of the concept of a layer rectangle and rely on the renderers.
localPoint -= inlineBoundingBoxOffset;
positionOrOffsetChanged |= location() != localPoint;
setLocation(localPoint);
return positionOrOffsetChanged;
}
TransformationMatrix RenderLayer::perspectiveTransform() const
{
if (!renderer()->hasTransform())
return TransformationMatrix();
RenderStyle* style = renderer()->style();
if (!style->hasPerspective())
return TransformationMatrix();
// Maybe fetch the perspective from the backing?
const IntRect borderBox = toRenderBox(renderer())->pixelSnappedBorderBoxRect();
const float boxWidth = borderBox.width();
const float boxHeight = borderBox.height();
float perspectiveOriginX = floatValueForLength(style->perspectiveOriginX(), boxWidth);
float perspectiveOriginY = floatValueForLength(style->perspectiveOriginY(), boxHeight);
// A perspective origin of 0,0 makes the vanishing point in the center of the element.
// We want it to be in the top-left, so subtract half the height and width.
perspectiveOriginX -= boxWidth / 2.0f;
perspectiveOriginY -= boxHeight / 2.0f;
TransformationMatrix t;
t.translate(perspectiveOriginX, perspectiveOriginY);
t.applyPerspective(style->perspective());
t.translate(-perspectiveOriginX, -perspectiveOriginY);
return t;
}
FloatPoint RenderLayer::perspectiveOrigin() const
{
if (!renderer()->hasTransform())
return FloatPoint();
const LayoutRect borderBox = toRenderBox(renderer())->borderBoxRect();
RenderStyle* style = renderer()->style();
return FloatPoint(floatValueForLength(style->perspectiveOriginX(), borderBox.width()),
floatValueForLength(style->perspectiveOriginY(), borderBox.height()));
}
static inline bool isFixedPositionedContainer(RenderLayer* layer)
{
return layer->isRootLayer() || layer->hasTransform();
}
RenderLayer* RenderLayer::enclosingPositionedAncestor() const
{
RenderLayer* curr = parent();
while (curr && !curr->isPositionedContainer())
curr = curr->parent();
return curr;
}
RenderLayer* RenderLayer::enclosingScrollableLayer() const
{
if (RenderBox* enclosingScrollableBox = renderer()->enclosingScrollableBox())
return enclosingScrollableBox->layer();
return 0;
}
RenderLayer* RenderLayer::enclosingTransformedAncestor() const
{
RenderLayer* curr = parent();
while (curr && !curr->isRootLayer() && !curr->transform())
curr = curr->parent();
return curr;
}
static inline const RenderLayer* compositingContainer(const RenderLayer* layer)
{
return layer->stackingNode()->isNormalFlowOnly() ? layer->parent() : (layer->stackingNode()->ancestorStackingContainerNode() ? layer->stackingNode()->ancestorStackingContainerNode()->layer() : 0);
}
// FIXME: having two different functions named enclosingCompositingLayer and enclosingCompositingLayerForRepaint
// is error-prone and misleading for reading code that uses these functions - especially compounded with
// the includeSelf option. It is very likely that we don't even want either of these functions; A layer
// should be told explicitly which GraphicsLayer is the repaintContainer for a RenderLayer, and
// any other use cases should probably have an API between the non-compositing and compositing sides of code.
RenderLayer* RenderLayer::enclosingCompositingLayer(bool includeSelf) const
{
if (includeSelf && compositingState() != NotComposited && compositingState() != PaintsIntoGroupedBacking)
return const_cast<RenderLayer*>(this);
for (const RenderLayer* curr = compositingContainer(this); curr; curr = compositingContainer(curr)) {
if (curr->compositingState() != NotComposited && curr->compositingState() != PaintsIntoGroupedBacking)
return const_cast<RenderLayer*>(curr);
}
return 0;
}
RenderLayer* RenderLayer::enclosingCompositingLayerForRepaint(bool includeSelf) const
{
if (includeSelf && (compositingState() == PaintsIntoOwnBacking || compositingState() == PaintsIntoGroupedBacking))
return const_cast<RenderLayer*>(this);
for (const RenderLayer* curr = compositingContainer(this); curr; curr = compositingContainer(curr)) {
if (curr->compositingState() == PaintsIntoOwnBacking || curr->compositingState() == PaintsIntoGroupedBacking)
return const_cast<RenderLayer*>(curr);
}
return 0;
}
RenderLayer* RenderLayer::ancestorCompositedScrollingLayer() const
{
if (!acceleratedCompositingForOverflowScrollEnabled())
return 0;
RenderObject* containingBlock = renderer()->containingBlock();
if (!containingBlock)
return 0;
for (RenderLayer* ancestorLayer = containingBlock->enclosingLayer(); ancestorLayer; ancestorLayer = ancestorLayer->parent()) {
if (ancestorLayer->needsCompositedScrolling())
return ancestorLayer;
}
return 0;
}
RenderLayer* RenderLayer::ancestorScrollingLayer() const
{
RenderObject* containingBlock = renderer()->containingBlock();
if (!containingBlock)
return 0;
for (RenderLayer* ancestorLayer = containingBlock->enclosingLayer(); ancestorLayer; ancestorLayer = ancestorLayer->parent()) {
if (ancestorLayer->scrollsOverflow())
return ancestorLayer;
}
return 0;
}
RenderLayer* RenderLayer::enclosingFilterLayer(bool includeSelf) const
{
const RenderLayer* curr = includeSelf ? this : parent();
for (; curr; curr = curr->parent()) {
if (curr->requiresFullLayerImageForFilters())
return const_cast<RenderLayer*>(curr);
}
return 0;
}
bool RenderLayer::hasAncestorWithFilterOutsets() const
{
for (const RenderLayer* curr = this; curr; curr = curr->parent()) {
RenderLayerModelObject* renderer = curr->renderer();
if (renderer->style()->hasFilterOutsets())
return true;
}
return false;
}
RenderLayer* RenderLayer::clippingRootForPainting() const
{
if (hasCompositedLayerMapping())
return const_cast<RenderLayer*>(this);
const RenderLayer* current = this;
while (current) {
if (current->isRootLayer())
return const_cast<RenderLayer*>(current);
current = compositingContainer(current);
ASSERT(current);
if (current->transform()
|| (current->compositingState() == PaintsIntoOwnBacking)
)
return const_cast<RenderLayer*>(current);
}
ASSERT_NOT_REACHED();
return 0;
}
bool RenderLayer::cannotBlitToWindow() const
{
if (isTransparent() || m_reflectionInfo || hasTransform())
return true;
if (!parent())
return false;
return parent()->cannotBlitToWindow();
}
bool RenderLayer::isTransparent() const
{
if (renderer()->node() && renderer()->node()->isSVGElement())
return false;
return renderer()->isTransparent() || renderer()->hasMask();
}
RenderLayer* RenderLayer::transparentPaintingAncestor()
{
if (hasCompositedLayerMapping())
return 0;
for (RenderLayer* curr = parent(); curr; curr = curr->parent()) {
if (curr->hasCompositedLayerMapping())
return 0;
if (curr->isTransparent())
return curr;
}
return 0;
}
enum TransparencyClipBoxBehavior {
PaintingTransparencyClipBox,
HitTestingTransparencyClipBox
};
enum TransparencyClipBoxMode {
DescendantsOfTransparencyClipBox,
RootOfTransparencyClipBox
};
static LayoutRect transparencyClipBox(const RenderLayer*, const RenderLayer* rootLayer, TransparencyClipBoxBehavior, TransparencyClipBoxMode, PaintBehavior = 0);
static void expandClipRectForDescendantsAndReflection(LayoutRect& clipRect, const RenderLayer* layer, const RenderLayer* rootLayer,
TransparencyClipBoxBehavior transparencyBehavior, PaintBehavior paintBehavior)
{
// If we have a mask, then the clip is limited to the border box area (and there is
// no need to examine child layers).
if (!layer->renderer()->hasMask()) {
// Note: we don't have to walk z-order lists since transparent elements always establish
// a stacking container. This means we can just walk the layer tree directly.
for (RenderLayer* curr = layer->firstChild(); curr; curr = curr->nextSibling()) {
if (!layer->reflectionInfo() || layer->reflectionInfo()->reflectionLayer() != curr)
clipRect.unite(transparencyClipBox(curr, rootLayer, transparencyBehavior, DescendantsOfTransparencyClipBox, paintBehavior));
}
}
// If we have a reflection, then we need to account for that when we push the clip. Reflect our entire
// current transparencyClipBox to catch all child layers.
// FIXME: Accelerated compositing will eventually want to do something smart here to avoid incorporating this
// size into the parent layer.
if (layer->renderer()->hasReflection()) {
LayoutPoint delta;
layer->convertToLayerCoords(rootLayer, delta);
clipRect.move(-delta.x(), -delta.y());
clipRect.unite(layer->renderBox()->reflectedRect(clipRect));
clipRect.moveBy(delta);
}
}
static LayoutRect transparencyClipBox(const RenderLayer* layer, const RenderLayer* rootLayer, TransparencyClipBoxBehavior transparencyBehavior,
TransparencyClipBoxMode transparencyMode, PaintBehavior paintBehavior)
{
// FIXME: Although this function completely ignores CSS-imposed clipping, we did already intersect with the
// paintDirtyRect, and that should cut down on the amount we have to paint. Still it
// would be better to respect clips.
if (rootLayer != layer && ((transparencyBehavior == PaintingTransparencyClipBox && layer->paintsWithTransform(paintBehavior))
|| (transparencyBehavior == HitTestingTransparencyClipBox && layer->hasTransform()))) {
// The best we can do here is to use enclosed bounding boxes to establish a "fuzzy" enough clip to encompass
// the transformed layer and all of its children.
const RenderLayer* paginationLayer = transparencyMode == DescendantsOfTransparencyClipBox ? layer->enclosingPaginationLayer() : 0;
const RenderLayer* rootLayerForTransform = paginationLayer ? paginationLayer : rootLayer;
LayoutPoint delta;
layer->convertToLayerCoords(rootLayerForTransform, delta);
TransformationMatrix transform;
transform.translate(delta.x(), delta.y());
transform = transform * *layer->transform();
// We don't use fragment boxes when collecting a transformed layer's bounding box, since it always
// paints unfragmented.
LayoutRect clipRect = layer->boundingBox(layer);
expandClipRectForDescendantsAndReflection(clipRect, layer, layer, transparencyBehavior, paintBehavior);
layer->renderer()->style()->filterOutsets().expandRect(clipRect);
LayoutRect result = transform.mapRect(clipRect);
if (!paginationLayer)
return result;
// We have to break up the transformed extent across our columns.
// Split our box up into the actual fragment boxes that render in the columns/pages and unite those together to
// get our true bounding box.
RenderFlowThread* enclosingFlowThread = toRenderFlowThread(paginationLayer->renderer());
result = enclosingFlowThread->fragmentsBoundingBox(result);
LayoutPoint rootLayerDelta;
paginationLayer->convertToLayerCoords(rootLayer, rootLayerDelta);
result.moveBy(rootLayerDelta);
return result;
}
LayoutRect clipRect = layer->boundingBox(rootLayer, RenderLayer::UseFragmentBoxes);
expandClipRectForDescendantsAndReflection(clipRect, layer, rootLayer, transparencyBehavior, paintBehavior);
layer->renderer()->style()->filterOutsets().expandRect(clipRect);
return clipRect;
}
LayoutRect RenderLayer::paintingExtent(const RenderLayer* rootLayer, const LayoutRect& paintDirtyRect, PaintBehavior paintBehavior)
{
return intersection(transparencyClipBox(this, rootLayer, PaintingTransparencyClipBox, RootOfTransparencyClipBox, paintBehavior), paintDirtyRect);
}
void RenderLayer::beginTransparencyLayers(GraphicsContext* context, const RenderLayer* rootLayer, const LayoutRect& paintDirtyRect, PaintBehavior paintBehavior)
{
bool createTransparencyLayerForBlendMode = m_stackingNode->isStackingContext() && m_childLayerHasBlendMode;
if (context->paintingDisabled() || ((paintsWithTransparency(paintBehavior) || paintsWithBlendMode() || createTransparencyLayerForBlendMode) && m_usedTransparency))
return;
RenderLayer* ancestor = transparentPaintingAncestor();
if (ancestor)
ancestor->beginTransparencyLayers(context, rootLayer, paintDirtyRect, paintBehavior);
if (paintsWithTransparency(paintBehavior) || paintsWithBlendMode() || createTransparencyLayerForBlendMode) {
m_usedTransparency = true;
context->save();
LayoutRect clipRect = paintingExtent(rootLayer, paintDirtyRect, paintBehavior);
context->clip(clipRect);
if (paintsWithBlendMode())
context->setCompositeOperation(context->compositeOperation(), m_blendMode);
context->beginTransparencyLayer(renderer()->opacity());
#ifdef REVEAL_TRANSPARENCY_LAYERS
context->setFillColor(Color(0.0f, 0.0f, 0.5f, 0.2f));
context->fillRect(clipRect);
#endif
}
}
void* RenderLayer::operator new(size_t sz)
{
return partitionAlloc(Partitions::getRenderingPartition(), sz);
}
void RenderLayer::operator delete(void* ptr)
{
partitionFree(ptr);
}
void RenderLayer::addChild(RenderLayer* child, RenderLayer* beforeChild)
{
RenderLayer* prevSibling = beforeChild ? beforeChild->previousSibling() : lastChild();
if (prevSibling) {
child->setPreviousSibling(prevSibling);
prevSibling->setNextSibling(child);
ASSERT(prevSibling != child);
} else
setFirstChild(child);
if (beforeChild) {
beforeChild->setPreviousSibling(child);
child->setNextSibling(beforeChild);
ASSERT(beforeChild != child);
} else
setLastChild(child);
child->setParent(this);
if (child->stackingNode()->isNormalFlowOnly())
m_stackingNode->dirtyNormalFlowList();
if (!child->stackingNode()->isNormalFlowOnly() || child->firstChild()) {
// Dirty the z-order list in which we are contained. The ancestorStackingContainerNode() can be null in the
// case where we're building up generated content layers. This is ok, since the lists will start
// off dirty in that case anyway.
child->stackingNode()->dirtyStackingContainerZOrderLists();
}
child->updateDescendantDependentFlags();
if (child->m_hasVisibleContent || child->m_hasVisibleDescendant)
setAncestorChainHasVisibleDescendant();
if (child->isSelfPaintingLayer() || child->hasSelfPaintingLayerDescendant())
setAncestorChainHasSelfPaintingLayerDescendant();
if (child->paintsWithBlendMode() || child->childLayerHasBlendMode())
setAncestorChainBlendedDescendant();
if (subtreeContainsOutOfFlowPositionedLayer(child)) {
// Now that the out of flow positioned descendant is in the tree, we
// need to tell the compositor to reevaluate the compositing
// requirements since we may be able to mark more layers as having
// an 'unclipped' descendant.
compositor()->setNeedsUpdateCompositingRequirementsState();
setAncestorChainHasOutOfFlowPositionedDescendant();
}
// When we first dirty a layer, we will also dirty all the siblings in that
// layer's stacking context. We need to manually do it here as well, in case
// we're adding this layer after the stacking context has already been
// updated.
child->stackingNode()->setDescendantsAreContiguousInStackingOrderDirty(true);
compositor()->layerWasAdded(this, child);
}
RenderLayer* RenderLayer::removeChild(RenderLayer* oldChild)
{
if (!renderer()->documentBeingDestroyed())
compositor()->layerWillBeRemoved(this, oldChild);
// remove the child
if (oldChild->previousSibling())
oldChild->previousSibling()->setNextSibling(oldChild->nextSibling());
if (oldChild->nextSibling())
oldChild->nextSibling()->setPreviousSibling(oldChild->previousSibling());
if (m_first == oldChild)
m_first = oldChild->nextSibling();
if (m_last == oldChild)
m_last = oldChild->previousSibling();
if (oldChild->stackingNode()->isNormalFlowOnly())
m_stackingNode->dirtyNormalFlowList();
if (!oldChild->stackingNode()->isNormalFlowOnly() || oldChild->firstChild()) {
// Dirty the z-order list in which we are contained. When called via the
// reattachment process in removeOnlyThisLayer, the layer may already be disconnected
// from the main layer tree, so we need to null-check the |stackingContainer| value.
oldChild->stackingNode()->dirtyStackingContainerZOrderLists();
}
oldChild->setPreviousSibling(0);
oldChild->setNextSibling(0);
oldChild->setParent(0);
oldChild->updateDescendantDependentFlags();
if (subtreeContainsOutOfFlowPositionedLayer(oldChild)) {
// It may now be the case that a layer no longer has an unclipped
// descendant. Let the compositor know that it needs to reevaluate
// its compositing requirements to check this.
compositor()->setNeedsUpdateCompositingRequirementsState();
dirtyAncestorChainHasOutOfFlowPositionedDescendantStatus();
}
if (oldChild->m_hasVisibleContent || oldChild->m_hasVisibleDescendant)
dirtyAncestorChainVisibleDescendantStatus();
if (oldChild->paintsWithBlendMode() || oldChild->childLayerHasBlendMode())
dirtyAncestorChainBlendedDescendantStatus();
if (oldChild->isSelfPaintingLayer() || oldChild->hasSelfPaintingLayerDescendant())
dirtyAncestorChainHasSelfPaintingLayerDescendantStatus();
return oldChild;
}
void RenderLayer::removeOnlyThisLayer()
{
if (!m_parent)
return;
compositor()->layerWillBeRemoved(m_parent, this);
// Dirty the clip rects.
m_clipper.clearClipRectsIncludingDescendants();
RenderLayer* nextSib = nextSibling();
// Remove the child reflection layer before moving other child layers.
// The reflection layer should not be moved to the parent.
if (m_reflectionInfo)
removeChild(m_reflectionInfo->reflectionLayer());
// Now walk our kids and reattach them to our parent.
RenderLayer* current = m_first;
while (current) {
RenderLayer* next = current->nextSibling();
removeChild(current);
m_parent->addChild(current, nextSib);
current->repainter().setRepaintStatus(NeedsFullRepaint);
current->updateLayerPositions(0); // FIXME: use geometry map.
current = next;
}
// Remove us from the parent.
m_parent->removeChild(this);
m_renderer->destroyLayer();
}
void RenderLayer::insertOnlyThisLayer()
{
if (!m_parent && renderer()->parent()) {
// We need to connect ourselves when our renderer() has a parent.
// Find our enclosingLayer and add ourselves.
RenderLayer* parentLayer = renderer()->parent()->enclosingLayer();
ASSERT(parentLayer);
RenderLayer* beforeChild = !parentLayer->reflectionInfo() || parentLayer->reflectionInfo()->reflectionLayer() != this ? renderer()->parent()->findNextLayer(parentLayer, renderer()) : 0;
parentLayer->addChild(this, beforeChild);
}
// Remove all descendant layers from the hierarchy and add them to the new position.
for (RenderObject* curr = renderer()->firstChild(); curr; curr = curr->nextSibling())
curr->moveLayers(m_parent, this);
// Clear out all the clip rects.
m_clipper.clearClipRectsIncludingDescendants();
}
void RenderLayer::convertToPixelSnappedLayerCoords(const RenderLayer* ancestorLayer, IntPoint& roundedLocation) const
{
LayoutPoint location = roundedLocation;
convertToLayerCoords(ancestorLayer, location);
roundedLocation = roundedIntPoint(location);
}
void RenderLayer::convertToPixelSnappedLayerCoords(const RenderLayer* ancestorLayer, IntRect& roundedRect) const
{
LayoutRect rect = roundedRect;
convertToLayerCoords(ancestorLayer, rect);
roundedRect = pixelSnappedIntRect(rect);
}
// Returns the layer reached on the walk up towards the ancestor.
static inline const RenderLayer* accumulateOffsetTowardsAncestor(const RenderLayer* layer, const RenderLayer* ancestorLayer, LayoutPoint& location)
{
ASSERT(ancestorLayer != layer);
const RenderLayerModelObject* renderer = layer->renderer();
EPosition position = renderer->style()->position();
// FIXME: Special casing RenderFlowThread so much for fixed positioning here is not great.
RenderFlowThread* fixedFlowThreadContainer = position == FixedPosition ? renderer->flowThreadContainingBlock() : 0;
if (fixedFlowThreadContainer && !fixedFlowThreadContainer->isOutOfFlowPositioned())
fixedFlowThreadContainer = 0;
// FIXME: Positioning of out-of-flow(fixed, absolute) elements collected in a RenderFlowThread
// may need to be revisited in a future patch.
// If the fixed renderer is inside a RenderFlowThread, we should not compute location using localToAbsolute,
// since localToAbsolute maps the coordinates from named flow to regions coordinates and regions can be
// positioned in a completely different place in the viewport (RenderView).
if (position == FixedPosition && !fixedFlowThreadContainer && (!ancestorLayer || ancestorLayer == renderer->view()->layer())) {
// If the fixed layer's container is the root, just add in the offset of the view. We can obtain this by calling
// localToAbsolute() on the RenderView.
FloatPoint absPos = renderer->localToAbsolute(FloatPoint(), IsFixed);
location += LayoutSize(absPos.x(), absPos.y());
return ancestorLayer;
}
// For the fixed positioned elements inside a render flow thread, we should also skip the code path below
// Otherwise, for the case of ancestorLayer == rootLayer and fixed positioned element child of a transformed
// element in render flow thread, we will hit the fixed positioned container before hitting the ancestor layer.
if (position == FixedPosition && !fixedFlowThreadContainer) {
// For a fixed layers, we need to walk up to the root to see if there's a fixed position container
// (e.g. a transformed layer). It's an error to call convertToLayerCoords() across a layer with a transform,
// so we should always find the ancestor at or before we find the fixed position container.
RenderLayer* fixedPositionContainerLayer = 0;
bool foundAncestor = false;
for (RenderLayer* currLayer = layer->parent(); currLayer; currLayer = currLayer->parent()) {
if (currLayer == ancestorLayer)
foundAncestor = true;
if (isFixedPositionedContainer(currLayer)) {
fixedPositionContainerLayer = currLayer;
ASSERT_UNUSED(foundAncestor, foundAncestor);
break;
}
}
ASSERT(fixedPositionContainerLayer); // We should have hit the RenderView's layer at least.
if (fixedPositionContainerLayer != ancestorLayer) {
LayoutPoint fixedContainerCoords;
layer->convertToLayerCoords(fixedPositionContainerLayer, fixedContainerCoords);
LayoutPoint ancestorCoords;
ancestorLayer->convertToLayerCoords(fixedPositionContainerLayer, ancestorCoords);
location += (fixedContainerCoords - ancestorCoords);
} else {
location += toSize(layer->location());
}
return ancestorLayer;
}
RenderLayer* parentLayer;
if (position == AbsolutePosition || position == FixedPosition) {
// Do what enclosingPositionedAncestor() does, but check for ancestorLayer along the way.
parentLayer = layer->parent();
bool foundAncestorFirst = false;
while (parentLayer) {
// RenderFlowThread is a positioned container, child of RenderView, positioned at (0,0).
// This implies that, for out-of-flow positioned elements inside a RenderFlowThread,
// we are bailing out before reaching root layer.
if (parentLayer->isPositionedContainer())
break;
if (parentLayer == ancestorLayer) {
foundAncestorFirst = true;
break;
}
parentLayer = parentLayer->parent();
}
// We should not reach RenderView layer past the RenderFlowThread layer for any
// children of the RenderFlowThread.
if (renderer->flowThreadContainingBlock() && !layer->isOutOfFlowRenderFlowThread())
ASSERT(parentLayer != renderer->view()->layer());
if (foundAncestorFirst) {
// Found ancestorLayer before the abs. positioned container, so compute offset of both relative
// to enclosingPositionedAncestor and subtract.
RenderLayer* positionedAncestor = parentLayer->enclosingPositionedAncestor();
LayoutPoint thisCoords;
layer->convertToLayerCoords(positionedAncestor, thisCoords);
LayoutPoint ancestorCoords;
ancestorLayer->convertToLayerCoords(positionedAncestor, ancestorCoords);
location += (thisCoords - ancestorCoords);
return ancestorLayer;
}
} else
parentLayer = layer->parent();
if (!parentLayer)
return 0;
location += toSize(layer->location());
return parentLayer;
}
void RenderLayer::convertToLayerCoords(const RenderLayer* ancestorLayer, LayoutPoint& location) const
{
if (ancestorLayer == this)
return;
const RenderLayer* currLayer = this;
while (currLayer && currLayer != ancestorLayer)
currLayer = accumulateOffsetTowardsAncestor(currLayer, ancestorLayer, location);
}
void RenderLayer::convertToLayerCoords(const RenderLayer* ancestorLayer, LayoutRect& rect) const
{
LayoutPoint delta;
convertToLayerCoords(ancestorLayer, delta);
rect.move(-delta.x(), -delta.y());
}
RenderLayer* RenderLayer::scrollParent() const
{
if (!compositorDrivenAcceleratedScrollingEnabled())
return 0;
// Normal flow elements will be parented under the main scrolling layer, so
// we don't need a scroll parent/child relationship to get them to scroll.
if (stackingNode()->isNormalFlowOnly())
return 0;
// A layer scrolls with its containing block. So to find the overflow scrolling layer
// that we scroll with respect to, we must ascend the layer tree until we reach the
// first overflow scrolling div at or above our containing block. I will refer to this
// layer as our 'scrolling ancestor'.
//
// Now, if we reside in a normal flow list, then we will naturally scroll with our scrolling
// ancestor, and we need not be composited. If, on the other hand, we reside in a z-order
// list, and on our walk upwards to our scrolling ancestor we find no layer that is a stacking
// context, then we know that in the stacking tree, we will not be in the subtree rooted at
// our scrolling ancestor, and we will therefore not scroll with it. In this case, we must
// be a composited layer since the compositor will need to take special measures to ensure
// that we scroll with our scrolling ancestor and it cannot do this if we do not promote.
RenderLayer* scrollParent = ancestorCompositedScrollingLayer();
if (!scrollParent || scrollParent->stackingNode()->isStackingContainer())
return 0;
// If we hit a stacking context on our way up to the ancestor scrolling layer, it will already
// be composited due to an overflow scrolling parent, so we don't need to.
for (RenderLayer* ancestor = parent(); ancestor && ancestor != scrollParent; ancestor = ancestor->parent()) {
if (ancestor->stackingNode()->isStackingContainer())
return 0;
}
return scrollParent;
}
RenderLayer* RenderLayer::clipParent() const
{
const bool needsAncestorClip = compositor()->clippedByAncestor(this);
RenderLayer* clipParent = 0;
if ((compositingReasons() & CompositingReasonOutOfFlowClipping) && !needsAncestorClip) {
if (RenderObject* containingBlock = renderer()->containingBlock())
clipParent = containingBlock->enclosingLayer()->enclosingCompositingLayer(true);
}
return clipParent;
}
void RenderLayer::didUpdateNeedsCompositedScrolling()
{
m_stackingNode->updateIsNormalFlowOnly();
updateSelfPaintingLayer();
if (m_stackingNode->isStackingContainer())
m_stackingNode->dirtyZOrderLists();
else
m_stackingNode->clearZOrderLists();
m_stackingNode->dirtyStackingContainerZOrderLists();
compositor()->setNeedsToRecomputeCompositingRequirements();
compositor()->setCompositingLayersNeedRebuild();
}
void RenderLayer::updateReflectionInfo(const RenderStyle* oldStyle)
{
if (renderer()->hasReflection()) {
if (!m_reflectionInfo)
m_reflectionInfo = adoptPtr(new RenderLayerReflectionInfo(toRenderBox(renderer())));
m_reflectionInfo->updateAfterStyleChange(oldStyle);
} else if (m_reflectionInfo) {
m_reflectionInfo = nullptr;
}
}
void RenderLayer::updateStackingNode()
{
if (requiresStackingNode())
m_stackingNode = adoptPtr(new RenderLayerStackingNode(this));
else
m_stackingNode = nullptr;
}
void RenderLayer::updateScrollableArea()
{
if (requiresScrollableArea())
m_scrollableArea = adoptPtr(new RenderLayerScrollableArea(renderBox()));
else
m_scrollableArea = nullptr;
}
PassOwnPtr<Vector<FloatRect> > RenderLayer::collectTrackedRepaintRects() const
{
if (hasCompositedLayerMapping())
return compositedLayerMapping()->collectTrackedRepaintRects();
return nullptr;
}
bool RenderLayer::hasOverflowControls() const
{
return m_scrollableArea && (m_scrollableArea->hasScrollbar() || m_scrollableArea->hasScrollCorner() || renderer()->style()->resize() != RESIZE_NONE);
}
void RenderLayer::paint(GraphicsContext* context, const LayoutRect& damageRect, PaintBehavior paintBehavior, RenderObject* paintingRoot, RenderRegion* region, PaintLayerFlags paintFlags)
{
OverlapTestRequestMap overlapTestRequests;
LayerPaintingInfo paintingInfo(this, enclosingIntRect(damageRect), paintBehavior, LayoutSize(), paintingRoot, region, &overlapTestRequests);
paintLayer(context, paintingInfo, paintFlags);
OverlapTestRequestMap::iterator end = overlapTestRequests.end();
for (OverlapTestRequestMap::iterator it = overlapTestRequests.begin(); it != end; ++it)
it->key->setIsOverlapped(false);
}
void RenderLayer::paintOverlayScrollbars(GraphicsContext* context, const LayoutRect& damageRect, PaintBehavior paintBehavior, RenderObject* paintingRoot)
{
if (!m_containsDirtyOverlayScrollbars)
return;
LayerPaintingInfo paintingInfo(this, enclosingIntRect(damageRect), paintBehavior, LayoutSize(), paintingRoot);
paintLayer(context, paintingInfo, PaintLayerPaintingOverlayScrollbars);
m_containsDirtyOverlayScrollbars = false;
}
static bool inContainingBlockChain(RenderLayer* startLayer, RenderLayer* endLayer)
{
if (startLayer == endLayer)
return true;
RenderView* view = startLayer->renderer()->view();
for (RenderBlock* currentBlock = startLayer->renderer()->containingBlock(); currentBlock && currentBlock != view; currentBlock = currentBlock->containingBlock()) {
if (currentBlock->layer() == endLayer)
return true;
}
return false;
}
void RenderLayer::clipToRect(RenderLayer* rootLayer, GraphicsContext* context, const LayoutRect& paintDirtyRect, const ClipRect& clipRect,
BorderRadiusClippingRule rule)
{
if (clipRect.rect() == paintDirtyRect && !clipRect.hasRadius())
return;
context->save();
context->clip(pixelSnappedIntRect(clipRect.rect()));
if (!clipRect.hasRadius())
return;
// If the clip rect has been tainted by a border radius, then we have to walk up our layer chain applying the clips from
// any layers with overflow. The condition for being able to apply these clips is that the overflow object be in our
// containing block chain so we check that also.
for (RenderLayer* layer = rule == IncludeSelfForBorderRadius ? this : parent(); layer; layer = layer->parent()) {
if (layer->renderer()->hasOverflowClip() && layer->renderer()->style()->hasBorderRadius() && inContainingBlockChain(this, layer)) {
LayoutPoint delta;
layer->convertToLayerCoords(rootLayer, delta);
context->clipRoundedRect(layer->renderer()->style()->getRoundedInnerBorderFor(LayoutRect(delta, layer->size())));
}
if (layer == rootLayer)
break;
}
}
void RenderLayer::restoreClip(GraphicsContext* context, const LayoutRect& paintDirtyRect, const ClipRect& clipRect)
{
if (clipRect.rect() == paintDirtyRect && !clipRect.hasRadius())
return;
context->restore();
}
static void performOverlapTests(OverlapTestRequestMap& overlapTestRequests, const RenderLayer* rootLayer, const RenderLayer* layer)
{
Vector<RenderWidget*> overlappedRequestClients;
OverlapTestRequestMap::iterator end = overlapTestRequests.end();
LayoutRect boundingBox = layer->boundingBox(rootLayer);
for (OverlapTestRequestMap::iterator it = overlapTestRequests.begin(); it != end; ++it) {
if (!boundingBox.intersects(it->value))
continue;
it->key->setIsOverlapped(true);
overlappedRequestClients.append(it->key);
}
for (size_t i = 0; i < overlappedRequestClients.size(); ++i)
overlapTestRequests.remove(overlappedRequestClients[i]);
}
static bool shouldDoSoftwarePaint(const RenderLayer* layer, bool paintingReflection)
{
return paintingReflection && !layer->has3DTransform();
}
static inline bool shouldSuppressPaintingLayer(RenderLayer* layer)
{
// Avoid painting descendants of the root layer when stylesheets haven't loaded. This eliminates FOUC.
// It's ok not to draw, because later on, when all the stylesheets do load, updateStyleSelector on the Document
// will do a full repaint().
if (layer->renderer()->document().didLayoutWithPendingStylesheets() && !layer->isRootLayer() && !layer->renderer()->isRoot())
return true;
return false;
}
static bool paintForFixedRootBackground(const RenderLayer* layer, PaintLayerFlags paintFlags)
{
return layer->renderer()->isRoot() && (paintFlags & PaintLayerPaintingRootBackgroundOnly);
}
void RenderLayer::paintLayer(GraphicsContext* context, const LayerPaintingInfo& paintingInfo, PaintLayerFlags paintFlags)
{
if (compositingState() != NotComposited && compositingState() != PaintsIntoGroupedBacking) {
// The updatingControlTints() painting pass goes through compositing layers,
// but we need to ensure that we don't cache clip rects computed with the wrong root in this case.
if (context->updatingControlTints() || (paintingInfo.paintBehavior & PaintBehaviorFlattenCompositingLayers)) {
paintFlags |= PaintLayerTemporaryClipRects;
} else if (!compositedLayerMapping()->paintsIntoCompositedAncestor()
&& !shouldDoSoftwarePaint(this, paintFlags & PaintLayerPaintingReflection)
&& !paintForFixedRootBackground(this, paintFlags)) {
// If this RenderLayer should paint into its own backing, that will be done via CompositedLayerMapping::paintIntoLayer().
return;
}
} else if (viewportConstrainedNotCompositedReason() == NotCompositedForBoundsOutOfView) {
// Don't paint out-of-view viewport constrained layers (when doing prepainting) because they will never be visible
// unless their position or viewport size is changed.
return;
}
// Non self-painting leaf layers don't need to be painted as their renderer() should properly paint itself.
if (!isSelfPaintingLayer() && !hasSelfPaintingLayerDescendant())
return;
if (shouldSuppressPaintingLayer(this))
return;
// If this layer is totally invisible then there is nothing to paint.
if (!renderer()->opacity())
return;
if (paintsWithTransparency(paintingInfo.paintBehavior))
paintFlags |= PaintLayerHaveTransparency;
// PaintLayerAppliedTransform is used in RenderReplica, to avoid applying the transform twice.
if (paintsWithTransform(paintingInfo.paintBehavior) && !(paintFlags & PaintLayerAppliedTransform)) {
TransformationMatrix layerTransform = renderableTransform(paintingInfo.paintBehavior);
// If the transform can't be inverted, then don't paint anything.
if (!layerTransform.isInvertible())
return;
// If we have a transparency layer enclosing us and we are the root of a transform, then we need to establish the transparency
// layer from the parent now, assuming there is a parent
if (paintFlags & PaintLayerHaveTransparency) {
if (parent())
parent()->beginTransparencyLayers(context, paintingInfo.rootLayer, paintingInfo.paintDirtyRect, paintingInfo.paintBehavior);
else
beginTransparencyLayers(context, paintingInfo.rootLayer, paintingInfo.paintDirtyRect, paintingInfo.paintBehavior);
}
if (enclosingPaginationLayer()) {
paintTransformedLayerIntoFragments(context, paintingInfo, paintFlags);
return;
}
// Make sure the parent's clip rects have been calculated.
ClipRect clipRect = paintingInfo.paintDirtyRect;
if (parent()) {
ClipRectsContext clipRectsContext(paintingInfo.rootLayer, paintingInfo.region, (paintFlags & PaintLayerTemporaryClipRects) ? TemporaryClipRects : PaintingClipRects,
IgnoreOverlayScrollbarSize, (paintFlags & PaintLayerPaintingOverflowContents) ? IgnoreOverflowClip : RespectOverflowClip);
clipRect = backgroundClipRect(clipRectsContext);
clipRect.intersect(paintingInfo.paintDirtyRect);
// Push the parent coordinate space's clip.
parent()->clipToRect(paintingInfo.rootLayer, context, paintingInfo.paintDirtyRect, clipRect);
}
paintLayerByApplyingTransform(context, paintingInfo, paintFlags);
// Restore the clip.
if (parent())
parent()->restoreClip(context, paintingInfo.paintDirtyRect, clipRect);
return;
}
paintLayerContentsAndReflection(context, paintingInfo, paintFlags);
}
void RenderLayer::paintLayerContentsAndReflection(GraphicsContext* context, const LayerPaintingInfo& paintingInfo, PaintLayerFlags paintFlags)
{
ASSERT(isSelfPaintingLayer() || hasSelfPaintingLayerDescendant());
PaintLayerFlags localPaintFlags = paintFlags & ~(PaintLayerAppliedTransform);
// Paint the reflection first if we have one.
if (m_reflectionInfo)
m_reflectionInfo->paint(context, paintingInfo, localPaintFlags | PaintLayerPaintingReflection);
localPaintFlags |= PaintLayerPaintingCompositingAllPhases;
paintLayerContents(context, paintingInfo, localPaintFlags);
}
void RenderLayer::paintLayerContents(GraphicsContext* context, const LayerPaintingInfo& paintingInfo, PaintLayerFlags paintFlags)
{
ASSERT(isSelfPaintingLayer() || hasSelfPaintingLayerDescendant());
ASSERT(!(paintFlags & PaintLayerAppliedTransform));
bool haveTransparency = paintFlags & PaintLayerHaveTransparency;
bool isSelfPaintingLayer = this->isSelfPaintingLayer();
bool isPaintingOverlayScrollbars = paintFlags & PaintLayerPaintingOverlayScrollbars;
bool isPaintingScrollingContent = paintFlags & PaintLayerPaintingCompositingScrollingPhase;
bool isPaintingCompositedForeground = paintFlags & PaintLayerPaintingCompositingForegroundPhase;
bool isPaintingCompositedBackground = paintFlags & PaintLayerPaintingCompositingBackgroundPhase;
bool isPaintingOverflowContents = paintFlags & PaintLayerPaintingOverflowContents;
// Outline always needs to be painted even if we have no visible content. Also,
// the outline is painted in the background phase during composited scrolling.
// If it were painted in the foreground phase, it would move with the scrolled
// content. When not composited scrolling, the outline is painted in the
// foreground phase. Since scrolled contents are moved by repainting in this
// case, the outline won't get 'dragged along'.
bool shouldPaintOutline = isSelfPaintingLayer && !isPaintingOverlayScrollbars
&& ((isPaintingScrollingContent && isPaintingCompositedBackground)
|| (!isPaintingScrollingContent && isPaintingCompositedForeground));
bool shouldPaintContent = m_hasVisibleContent && isSelfPaintingLayer && !isPaintingOverlayScrollbars;
float deviceScaleFactor = WebCore::deviceScaleFactor(renderer()->frame());
context->setUseHighResMarkers(deviceScaleFactor > 1.5f);
GraphicsContext* transparencyLayerContext = context;
if (paintFlags & PaintLayerPaintingRootBackgroundOnly && !renderer()->isRenderView() && !renderer()->isRoot())
return;
// Ensure our lists are up-to-date.
m_stackingNode->updateLayerListsIfNeeded();
LayoutPoint offsetFromRoot;
convertToLayerCoords(paintingInfo.rootLayer, offsetFromRoot);
IntRect rootRelativeBounds;
bool rootRelativeBoundsComputed = false;
// Apply clip-path to context.
bool hasClipPath = false;
RenderStyle* style = renderer()->style();
RenderSVGResourceClipper* resourceClipper = 0;
ClipperContext clipperContext;
if (renderer()->hasClipPath() && !context->paintingDisabled() && style) {
ASSERT(style->clipPath());
if (style->clipPath()->type() == ClipPathOperation::SHAPE) {
hasClipPath = true;
context->save();
ShapeClipPathOperation* clipPath = toShapeClipPathOperation(style->clipPath());
if (!rootRelativeBoundsComputed) {
rootRelativeBounds = calculateLayerBounds(paintingInfo.rootLayer, &offsetFromRoot, 0);
rootRelativeBoundsComputed = true;
}
context->clipPath(clipPath->path(rootRelativeBounds), clipPath->windRule());
} else if (style->clipPath()->type() == ClipPathOperation::REFERENCE) {
ReferenceClipPathOperation* referenceClipPathOperation = toReferenceClipPathOperation(style->clipPath());
Document& document = renderer()->document();
// FIXME: It doesn't work with forward or external SVG references (https://bugs.webkit.org/show_bug.cgi?id=90405)
Element* element = document.getElementById(referenceClipPathOperation->fragment());
if (element && element->hasTagName(SVGNames::clipPathTag) && element->renderer()) {
if (!rootRelativeBoundsComputed) {
rootRelativeBounds = calculateLayerBounds(paintingInfo.rootLayer, &offsetFromRoot, 0);
rootRelativeBoundsComputed = true;
}
resourceClipper = toRenderSVGResourceClipper(toRenderSVGResourceContainer(element->renderer()));
if (!resourceClipper->applyClippingToContext(renderer(), rootRelativeBounds,
paintingInfo.paintDirtyRect, context, clipperContext)) {
// No need to post-apply the clipper if this failed.
resourceClipper = 0;
}
}
}
}
// Blending operations must be performed only with the nearest ancestor stacking context.
// Note that there is no need to create a transparency layer if we're painting the root.
bool createTransparencyLayerForBlendMode = !renderer()->isRoot() && m_stackingNode->isStackingContext() && m_childLayerHasBlendMode;
if (createTransparencyLayerForBlendMode)
beginTransparencyLayers(context, paintingInfo.rootLayer, paintingInfo.paintDirtyRect, paintingInfo.paintBehavior);
LayerPaintingInfo localPaintingInfo(paintingInfo);
FilterEffectRendererHelper filterPainter(filterRenderer() && paintsWithFilters());
if (filterPainter.haveFilterEffect() && !context->paintingDisabled()) {
RenderLayerFilterInfo* filterInfo = this->filterInfo();
ASSERT(filterInfo);
LayoutRect filterRepaintRect = filterInfo->dirtySourceRect();
filterRepaintRect.move(offsetFromRoot.x(), offsetFromRoot.y());
if (!rootRelativeBoundsComputed) {
rootRelativeBounds = calculateLayerBounds(paintingInfo.rootLayer, &offsetFromRoot, 0);
rootRelativeBoundsComputed = true;
}
if (filterPainter.prepareFilterEffect(this, rootRelativeBounds, paintingInfo.paintDirtyRect, filterRepaintRect)) {
// Now we know for sure, that the source image will be updated, so we can revert our tracking repaint rect back to zero.
filterInfo->resetDirtySourceRect();
// Rewire the old context to a memory buffer, so that we can capture the contents of the layer.
// NOTE: We saved the old context in the "transparencyLayerContext" local variable, to be able to start a transparency layer
// on the original context and avoid duplicating "beginFilterEffect" after each transparency layer call. Also, note that
// beginTransparencyLayers will only create a single lazy transparency layer, even though it is called twice in this method.
context = filterPainter.beginFilterEffect(context);
// Check that we didn't fail to allocate the graphics context for the offscreen buffer.
if (filterPainter.hasStartedFilterEffect()) {
localPaintingInfo.paintDirtyRect = filterPainter.repaintRect();
// If the filter needs the full source image, we need to avoid using the clip rectangles.
// Otherwise, if for example this layer has overflow:hidden, a drop shadow will not compute correctly.
// Note that we will still apply the clipping on the final rendering of the filter.
localPaintingInfo.clipToDirtyRect = !filterRenderer()->hasFilterThatMovesPixels();
}
}
}
if (filterPainter.hasStartedFilterEffect() && haveTransparency) {
// If we have a filter and transparency, we have to eagerly start a transparency layer here, rather than risk a child layer lazily starts one with the wrong context.
beginTransparencyLayers(transparencyLayerContext, localPaintingInfo.rootLayer, paintingInfo.paintDirtyRect, localPaintingInfo.paintBehavior);
}
// 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 descend through the renderers.
RenderObject* paintingRootForRenderer = 0;
if (localPaintingInfo.paintingRoot && !renderer()->isDescendantOf(localPaintingInfo.paintingRoot))
paintingRootForRenderer = localPaintingInfo.paintingRoot;
if (localPaintingInfo.overlapTestRequests && isSelfPaintingLayer)
performOverlapTests(*localPaintingInfo.overlapTestRequests, localPaintingInfo.rootLayer, this);
bool forceBlackText = localPaintingInfo.paintBehavior & PaintBehaviorForceBlackText;
bool selectionOnly = localPaintingInfo.paintBehavior & PaintBehaviorSelectionOnly;
bool shouldPaintBackground = isPaintingCompositedBackground && shouldPaintContent && !selectionOnly;
bool shouldPaintNegZOrderList = (isPaintingScrollingContent && isPaintingOverflowContents) || (!isPaintingScrollingContent && isPaintingCompositedBackground);
bool shouldPaintOwnContents = isPaintingCompositedForeground && shouldPaintContent;
bool shouldPaintNormalFlowAndPosZOrderLists = isPaintingCompositedForeground;
bool shouldPaintOverlayScrollbars = isPaintingOverlayScrollbars;
bool shouldPaintMask = (paintFlags & PaintLayerPaintingCompositingMaskPhase) && shouldPaintContent && renderer()->hasMask() && !selectionOnly;
bool shouldPaintClippingMask = (paintFlags & PaintLayerPaintingChildClippingMaskPhase) && shouldPaintContent && !selectionOnly;
PaintBehavior paintBehavior = PaintBehaviorNormal;
if (paintFlags & PaintLayerPaintingSkipRootBackground)
paintBehavior |= PaintBehaviorSkipRootBackground;
else if (paintFlags & PaintLayerPaintingRootBackgroundOnly)
paintBehavior |= PaintBehaviorRootBackgroundOnly;
LayerFragments layerFragments;
if (shouldPaintContent || shouldPaintOutline || isPaintingOverlayScrollbars) {
// Collect the fragments. This will compute the clip rectangles and paint offsets for each layer fragment, as well as whether or not the content of each
// fragment should paint.
collectFragments(layerFragments, localPaintingInfo.rootLayer, localPaintingInfo.region, localPaintingInfo.paintDirtyRect,
(paintFlags & PaintLayerTemporaryClipRects) ? TemporaryClipRects : PaintingClipRects, IgnoreOverlayScrollbarSize,
(isPaintingOverflowContents) ? IgnoreOverflowClip : RespectOverflowClip, &offsetFromRoot);
updatePaintingInfoForFragments(layerFragments, localPaintingInfo, paintFlags, shouldPaintContent, &offsetFromRoot);
}
if (shouldPaintBackground)
paintBackgroundForFragments(layerFragments, context, transparencyLayerContext, paintingInfo.paintDirtyRect, haveTransparency,
localPaintingInfo, paintBehavior, paintingRootForRenderer);
if (shouldPaintNegZOrderList)
paintChildren(NegativeZOrderChildren, context, localPaintingInfo, paintFlags);
if (shouldPaintOwnContents)
paintForegroundForFragments(layerFragments, context, transparencyLayerContext, paintingInfo.paintDirtyRect, haveTransparency,
localPaintingInfo, paintBehavior, paintingRootForRenderer, selectionOnly, forceBlackText);
if (shouldPaintOutline)
paintOutlineForFragments(layerFragments, context, localPaintingInfo, paintBehavior, paintingRootForRenderer);
if (shouldPaintNormalFlowAndPosZOrderLists)
paintChildren(NormalFlowChildren | PositiveZOrderChildren, context, localPaintingInfo, paintFlags);
if (shouldPaintOverlayScrollbars)
paintOverflowControlsForFragments(layerFragments, context, localPaintingInfo);
if (filterPainter.hasStartedFilterEffect()) {
// Apply the correct clipping (ie. overflow: hidden).
// FIXME: It is incorrect to just clip to the damageRect here once multiple fragments are involved.
ClipRect backgroundRect = layerFragments.isEmpty() ? ClipRect() : layerFragments[0].backgroundRect;
clipToRect(localPaintingInfo.rootLayer, transparencyLayerContext, localPaintingInfo.paintDirtyRect, backgroundRect);
context = filterPainter.applyFilterEffect();
restoreClip(transparencyLayerContext, localPaintingInfo.paintDirtyRect, backgroundRect);
}
// Make sure that we now use the original transparency context.
ASSERT(transparencyLayerContext == context);
if (shouldPaintMask)
paintMaskForFragments(layerFragments, context, localPaintingInfo, paintingRootForRenderer);
if (shouldPaintClippingMask) {
// Paint the border radius mask for the fragments.
paintChildClippingMaskForFragments(layerFragments, context, localPaintingInfo, paintingRootForRenderer);
}
// End our transparency layer
if ((haveTransparency || paintsWithBlendMode() || createTransparencyLayerForBlendMode) && m_usedTransparency && !(m_reflectionInfo && m_reflectionInfo->isPaintingInsideReflection())) {
context->endLayer();
context->restore();
m_usedTransparency = false;
}
if (resourceClipper)
resourceClipper->postApplyStatefulResource(renderer(), context, clipperContext);
if (hasClipPath)
context->restore();
}
void RenderLayer::paintLayerByApplyingTransform(GraphicsContext* context, const LayerPaintingInfo& paintingInfo, PaintLayerFlags paintFlags, const LayoutPoint& translationOffset)
{
// This involves subtracting out the position of the layer in our current coordinate space, but preserving
// the accumulated error for sub-pixel layout.
LayoutPoint delta;
convertToLayerCoords(paintingInfo.rootLayer, delta);
delta.moveBy(translationOffset);
TransformationMatrix transform(renderableTransform(paintingInfo.paintBehavior));
IntPoint roundedDelta = roundedIntPoint(delta);
transform.translateRight(roundedDelta.x(), roundedDelta.y());
LayoutSize adjustedSubPixelAccumulation = paintingInfo.subPixelAccumulation + (delta - roundedDelta);
// Apply the transform.
GraphicsContextStateSaver stateSaver(*context);
context->concatCTM(transform.toAffineTransform());
// Now do a paint with the root layer shifted to be us.
LayerPaintingInfo transformedPaintingInfo(this, enclosingIntRect(transform.inverse().mapRect(paintingInfo.paintDirtyRect)), paintingInfo.paintBehavior,
adjustedSubPixelAccumulation, paintingInfo.paintingRoot, paintingInfo.region, paintingInfo.overlapTestRequests);
paintLayerContentsAndReflection(context, transformedPaintingInfo, paintFlags);
}
void RenderLayer::paintChildren(unsigned childrenToVisit, GraphicsContext* context, const LayerPaintingInfo& paintingInfo, PaintLayerFlags paintFlags)
{
if (!hasSelfPaintingLayerDescendant())
return;
#if !ASSERT_DISABLED
LayerListMutationDetector mutationChecker(m_stackingNode.get());
#endif
RenderLayerStackingNodeIterator iterator(*m_stackingNode, childrenToVisit);
while (RenderLayerStackingNode* child = iterator.next()) {
RenderLayer* childLayer = child->layer();
// Squashed RenderLayers should not paint into their ancestor.
if (childLayer->compositingState() == PaintsIntoGroupedBacking)
continue;
if (!childLayer->isPaginated())
childLayer->paintLayer(context, paintingInfo, paintFlags);
else
paintPaginatedChildLayer(childLayer, context, paintingInfo, paintFlags);
}
}
void RenderLayer::collectFragments(LayerFragments& fragments, const RenderLayer* rootLayer, RenderRegion* region, const LayoutRect& dirtyRect,
ClipRectsType clipRectsType, OverlayScrollbarSizeRelevancy inOverlayScrollbarSizeRelevancy, ShouldRespectOverflowClip respectOverflowClip, const LayoutPoint* offsetFromRoot,
const LayoutRect* layerBoundingBox)
{
if (!enclosingPaginationLayer() || hasTransform()) {
// For unpaginated layers, there is only one fragment.
LayerFragment fragment;
ClipRectsContext clipRectsContext(rootLayer, region, clipRectsType, inOverlayScrollbarSizeRelevancy, respectOverflowClip);
calculateRects(clipRectsContext, dirtyRect, fragment.layerBounds, fragment.backgroundRect, fragment.foregroundRect, fragment.outlineRect, offsetFromRoot);
fragments.append(fragment);
return;
}
// Compute our offset within the enclosing pagination layer.
LayoutPoint offsetWithinPaginatedLayer;
convertToLayerCoords(enclosingPaginationLayer(), offsetWithinPaginatedLayer);
// Calculate clip rects relative to the enclosingPaginationLayer. The purpose of this call is to determine our bounds clipped to intermediate
// layers between us and the pagination context. It's important to minimize the number of fragments we need to create and this helps with that.
ClipRectsContext paginationClipRectsContext(enclosingPaginationLayer(), region, clipRectsType, inOverlayScrollbarSizeRelevancy, respectOverflowClip);
LayoutRect layerBoundsInFlowThread;
ClipRect backgroundRectInFlowThread;
ClipRect foregroundRectInFlowThread;
ClipRect outlineRectInFlowThread;
calculateRects(paginationClipRectsContext, PaintInfo::infiniteRect(), layerBoundsInFlowThread, backgroundRectInFlowThread, foregroundRectInFlowThread,
outlineRectInFlowThread, &offsetWithinPaginatedLayer);
// Take our bounding box within the flow thread and clip it.
LayoutRect layerBoundingBoxInFlowThread = layerBoundingBox ? *layerBoundingBox : boundingBox(enclosingPaginationLayer(), 0, &offsetWithinPaginatedLayer);
layerBoundingBoxInFlowThread.intersect(backgroundRectInFlowThread.rect());
// Shift the dirty rect into flow thread coordinates.
LayoutPoint offsetOfPaginationLayerFromRoot;
enclosingPaginationLayer()->convertToLayerCoords(rootLayer, offsetOfPaginationLayerFromRoot);
LayoutRect dirtyRectInFlowThread(dirtyRect);
dirtyRectInFlowThread.moveBy(-offsetOfPaginationLayerFromRoot);
// Tell the flow thread to collect the fragments. We pass enough information to create a minimal number of fragments based off the pages/columns
// that intersect the actual dirtyRect as well as the pages/columns that intersect our layer's bounding box.
RenderFlowThread* enclosingFlowThread = toRenderFlowThread(enclosingPaginationLayer()->renderer());
enclosingFlowThread->collectLayerFragments(fragments, layerBoundingBoxInFlowThread, dirtyRectInFlowThread);
if (fragments.isEmpty())
return;
// Get the parent clip rects of the pagination layer, since we need to intersect with that when painting column contents.
ClipRect ancestorClipRect = dirtyRect;
if (enclosingPaginationLayer()->parent()) {
ClipRectsContext clipRectsContext(rootLayer, region, clipRectsType, inOverlayScrollbarSizeRelevancy, respectOverflowClip);
ancestorClipRect = enclosingPaginationLayer()->backgroundClipRect(clipRectsContext);
ancestorClipRect.intersect(dirtyRect);
}
for (size_t i = 0; i < fragments.size(); ++i) {
LayerFragment& fragment = fragments.at(i);
// Set our four rects with all clipping applied that was internal to the flow thread.
fragment.setRects(layerBoundsInFlowThread, backgroundRectInFlowThread, foregroundRectInFlowThread, outlineRectInFlowThread);
// Shift to the root-relative physical position used when painting the flow thread in this fragment.
fragment.moveBy(fragment.paginationOffset + offsetOfPaginationLayerFromRoot);
// Intersect the fragment with our ancestor's background clip so that e.g., columns in an overflow:hidden block are
// properly clipped by the overflow.
fragment.intersect(ancestorClipRect.rect());
// Now intersect with our pagination clip. This will typically mean we're just intersecting the dirty rect with the column
// clip, so the column clip ends up being all we apply.
fragment.intersect(fragment.paginationClip);
}
}
void RenderLayer::updatePaintingInfoForFragments(LayerFragments& fragments, const LayerPaintingInfo& localPaintingInfo, PaintLayerFlags localPaintFlags,
bool shouldPaintContent, const LayoutPoint* offsetFromRoot)
{
ASSERT(offsetFromRoot);
for (size_t i = 0; i < fragments.size(); ++i) {
LayerFragment& fragment = fragments.at(i);
fragment.shouldPaintContent = shouldPaintContent;
if (this != localPaintingInfo.rootLayer || !(localPaintFlags & PaintLayerPaintingOverflowContents)) {
LayoutPoint newOffsetFromRoot = *offsetFromRoot + fragment.paginationOffset;
fragment.shouldPaintContent &= intersectsDamageRect(fragment.layerBounds, fragment.backgroundRect.rect(), localPaintingInfo.rootLayer, &newOffsetFromRoot);
}
}
}
void RenderLayer::paintTransformedLayerIntoFragments(GraphicsContext* context, const LayerPaintingInfo& paintingInfo, PaintLayerFlags paintFlags)
{
LayerFragments enclosingPaginationFragments;
LayoutPoint offsetOfPaginationLayerFromRoot;
LayoutRect transformedExtent = transparencyClipBox(this, enclosingPaginationLayer(), PaintingTransparencyClipBox, RootOfTransparencyClipBox, paintingInfo.paintBehavior);
enclosingPaginationLayer()->collectFragments(enclosingPaginationFragments, paintingInfo.rootLayer, paintingInfo.region, paintingInfo.paintDirtyRect,
(paintFlags & PaintLayerTemporaryClipRects) ? TemporaryClipRects : PaintingClipRects, IgnoreOverlayScrollbarSize,
(paintFlags & PaintLayerPaintingOverflowContents) ? IgnoreOverflowClip : RespectOverflowClip, &offsetOfPaginationLayerFromRoot, &transformedExtent);
for (size_t i = 0; i < enclosingPaginationFragments.size(); ++i) {
const LayerFragment& fragment = enclosingPaginationFragments.at(i);
// Apply the page/column clip for this fragment, as well as any clips established by layers in between us and
// the enclosing pagination layer.
LayoutRect clipRect = fragment.backgroundRect.rect();
// Now compute the clips within a given fragment
if (parent() != enclosingPaginationLayer()) {
enclosingPaginationLayer()->convertToLayerCoords(paintingInfo.rootLayer, offsetOfPaginationLayerFromRoot);
ClipRectsContext clipRectsContext(enclosingPaginationLayer(), paintingInfo.region, (paintFlags & PaintLayerTemporaryClipRects) ? TemporaryClipRects : PaintingClipRects,
IgnoreOverlayScrollbarSize, (paintFlags & PaintLayerPaintingOverflowContents) ? IgnoreOverflowClip : RespectOverflowClip);
LayoutRect parentClipRect = backgroundClipRect(clipRectsContext).rect();
parentClipRect.moveBy(fragment.paginationOffset + offsetOfPaginationLayerFromRoot);
clipRect.intersect(parentClipRect);
}
parent()->clipToRect(paintingInfo.rootLayer, context, paintingInfo.paintDirtyRect, clipRect);
paintLayerByApplyingTransform(context, paintingInfo, paintFlags, fragment.paginationOffset);
parent()->restoreClip(context, paintingInfo.paintDirtyRect, clipRect);
}
}
void RenderLayer::paintBackgroundForFragments(const LayerFragments& layerFragments, GraphicsContext* context, GraphicsContext* transparencyLayerContext,
const LayoutRect& transparencyPaintDirtyRect, bool haveTransparency, const LayerPaintingInfo& localPaintingInfo, PaintBehavior paintBehavior,
RenderObject* paintingRootForRenderer)
{
for (size_t i = 0; i < layerFragments.size(); ++i) {
const LayerFragment& fragment = layerFragments.at(i);
if (!fragment.shouldPaintContent)
continue;
// Begin transparency layers lazily now that we know we have to paint something.
if (haveTransparency || paintsWithBlendMode())
beginTransparencyLayers(transparencyLayerContext, localPaintingInfo.rootLayer, transparencyPaintDirtyRect, localPaintingInfo.paintBehavior);
if (localPaintingInfo.clipToDirtyRect) {
// Paint our background first, before painting any child layers.
// Establish the clip used to paint our background.
clipToRect(localPaintingInfo.rootLayer, context, localPaintingInfo.paintDirtyRect, fragment.backgroundRect, DoNotIncludeSelfForBorderRadius); // Background painting will handle clipping to self.
}
// Paint the background.
// FIXME: Eventually we will collect the region from the fragment itself instead of just from the paint info.
PaintInfo paintInfo(context, pixelSnappedIntRect(fragment.backgroundRect.rect()), PaintPhaseBlockBackground, paintBehavior, paintingRootForRenderer, localPaintingInfo.region, 0, 0, localPaintingInfo.rootLayer->renderer());
renderer()->paint(paintInfo, toPoint(fragment.layerBounds.location() - renderBoxLocation() + localPaintingInfo.subPixelAccumulation));
if (localPaintingInfo.clipToDirtyRect)
restoreClip(context, localPaintingInfo.paintDirtyRect, fragment.backgroundRect);
}
}
void RenderLayer::paintForegroundForFragments(const LayerFragments& layerFragments, GraphicsContext* context, GraphicsContext* transparencyLayerContext,
const LayoutRect& transparencyPaintDirtyRect, bool haveTransparency, const LayerPaintingInfo& localPaintingInfo, PaintBehavior paintBehavior,
RenderObject* paintingRootForRenderer, bool selectionOnly, bool forceBlackText)
{
// Begin transparency if we have something to paint.
if (haveTransparency || paintsWithBlendMode()) {
for (size_t i = 0; i < layerFragments.size(); ++i) {
const LayerFragment& fragment = layerFragments.at(i);
if (fragment.shouldPaintContent && !fragment.foregroundRect.isEmpty()) {
beginTransparencyLayers(transparencyLayerContext, localPaintingInfo.rootLayer, transparencyPaintDirtyRect, localPaintingInfo.paintBehavior);
break;
}
}
}
PaintBehavior localPaintBehavior = forceBlackText ? (PaintBehavior)PaintBehaviorForceBlackText : paintBehavior;
// Optimize clipping for the single fragment case.
bool shouldClip = localPaintingInfo.clipToDirtyRect && layerFragments.size() == 1 && layerFragments[0].shouldPaintContent && !layerFragments[0].foregroundRect.isEmpty();
if (shouldClip)
clipToRect(localPaintingInfo.rootLayer, context, localPaintingInfo.paintDirtyRect, layerFragments[0].foregroundRect);
// We have to loop through every fragment multiple times, since we have to repaint in each specific phase in order for
// interleaving of the fragments to work properly.
paintForegroundForFragmentsWithPhase(selectionOnly ? PaintPhaseSelection : PaintPhaseChildBlockBackgrounds, layerFragments,
context, localPaintingInfo, localPaintBehavior, paintingRootForRenderer);
if (!selectionOnly) {
paintForegroundForFragmentsWithPhase(PaintPhaseFloat, layerFragments, context, localPaintingInfo, localPaintBehavior, paintingRootForRenderer);
paintForegroundForFragmentsWithPhase(PaintPhaseForeground, layerFragments, context, localPaintingInfo, localPaintBehavior, paintingRootForRenderer);
paintForegroundForFragmentsWithPhase(PaintPhaseChildOutlines, layerFragments, context, localPaintingInfo, localPaintBehavior, paintingRootForRenderer);
}
if (shouldClip)
restoreClip(context, localPaintingInfo.paintDirtyRect, layerFragments[0].foregroundRect);
}
void RenderLayer::paintForegroundForFragmentsWithPhase(PaintPhase phase, const LayerFragments& layerFragments, GraphicsContext* context,
const LayerPaintingInfo& localPaintingInfo, PaintBehavior paintBehavior, RenderObject* paintingRootForRenderer)
{
bool shouldClip = localPaintingInfo.clipToDirtyRect && layerFragments.size() > 1;
for (size_t i = 0; i < layerFragments.size(); ++i) {
const LayerFragment& fragment = layerFragments.at(i);
if (!fragment.shouldPaintContent || fragment.foregroundRect.isEmpty())
continue;
if (shouldClip)
clipToRect(localPaintingInfo.rootLayer, context, localPaintingInfo.paintDirtyRect, fragment.foregroundRect);
PaintInfo paintInfo(context, pixelSnappedIntRect(fragment.foregroundRect.rect()), phase, paintBehavior, paintingRootForRenderer, localPaintingInfo.region, 0, 0, localPaintingInfo.rootLayer->renderer());
if (phase == PaintPhaseForeground)
paintInfo.overlapTestRequests = localPaintingInfo.overlapTestRequests;
renderer()->paint(paintInfo, toPoint(fragment.layerBounds.location() - renderBoxLocation() + localPaintingInfo.subPixelAccumulation));
if (shouldClip)
restoreClip(context, localPaintingInfo.paintDirtyRect, fragment.foregroundRect);
}
}
void RenderLayer::paintOutlineForFragments(const LayerFragments& layerFragments, GraphicsContext* context, const LayerPaintingInfo& localPaintingInfo,
PaintBehavior paintBehavior, RenderObject* paintingRootForRenderer)
{
for (size_t i = 0; i < layerFragments.size(); ++i) {
const LayerFragment& fragment = layerFragments.at(i);
if (fragment.outlineRect.isEmpty())
continue;
// Paint our own outline
PaintInfo paintInfo(context, pixelSnappedIntRect(fragment.outlineRect.rect()), PaintPhaseSelfOutline, paintBehavior, paintingRootForRenderer, localPaintingInfo.region, 0, 0, localPaintingInfo.rootLayer->renderer());
clipToRect(localPaintingInfo.rootLayer, context, localPaintingInfo.paintDirtyRect, fragment.outlineRect, DoNotIncludeSelfForBorderRadius);
renderer()->paint(paintInfo, toPoint(fragment.layerBounds.location() - renderBoxLocation() + localPaintingInfo.subPixelAccumulation));
restoreClip(context, localPaintingInfo.paintDirtyRect, fragment.outlineRect);
}
}
void RenderLayer::paintMaskForFragments(const LayerFragments& layerFragments, GraphicsContext* context, const LayerPaintingInfo& localPaintingInfo,
RenderObject* paintingRootForRenderer)
{
for (size_t i = 0; i < layerFragments.size(); ++i) {
const LayerFragment& fragment = layerFragments.at(i);
if (!fragment.shouldPaintContent)
continue;
if (localPaintingInfo.clipToDirtyRect)
clipToRect(localPaintingInfo.rootLayer, context, localPaintingInfo.paintDirtyRect, fragment.backgroundRect, DoNotIncludeSelfForBorderRadius); // Mask painting will handle clipping to self.
// Paint the mask.
// FIXME: Eventually we will collect the region from the fragment itself instead of just from the paint info.
PaintInfo paintInfo(context, pixelSnappedIntRect(fragment.backgroundRect.rect()), PaintPhaseMask, PaintBehaviorNormal, paintingRootForRenderer, localPaintingInfo.region, 0, 0, localPaintingInfo.rootLayer->renderer());
renderer()->paint(paintInfo, toPoint(fragment.layerBounds.location() - renderBoxLocation() + localPaintingInfo.subPixelAccumulation));
if (localPaintingInfo.clipToDirtyRect)
restoreClip(context, localPaintingInfo.paintDirtyRect, fragment.backgroundRect);
}
}
void RenderLayer::paintChildClippingMaskForFragments(const LayerFragments& layerFragments, GraphicsContext* context, const LayerPaintingInfo& localPaintingInfo,
RenderObject* paintingRootForRenderer)
{
for (size_t i = 0; i < layerFragments.size(); ++i) {
const LayerFragment& fragment = layerFragments.at(i);
if (!fragment.shouldPaintContent)
continue;
if (localPaintingInfo.clipToDirtyRect)
clipToRect(localPaintingInfo.rootLayer, context, localPaintingInfo.paintDirtyRect, fragment.foregroundRect, IncludeSelfForBorderRadius); // Child clipping mask painting will handle clipping to self.
// Paint the the clipped mask.
PaintInfo paintInfo(context, pixelSnappedIntRect(fragment.backgroundRect.rect()), PaintPhaseClippingMask, PaintBehaviorNormal, paintingRootForRenderer, localPaintingInfo.region, 0, 0, localPaintingInfo.rootLayer->renderer());
renderer()->paint(paintInfo, toPoint(fragment.layerBounds.location() - renderBoxLocation() + localPaintingInfo.subPixelAccumulation));
if (localPaintingInfo.clipToDirtyRect)
restoreClip(context, localPaintingInfo.paintDirtyRect, fragment.foregroundRect);
}
}
void RenderLayer::paintOverflowControlsForFragments(const LayerFragments& layerFragments, GraphicsContext* context, const LayerPaintingInfo& localPaintingInfo)
{
for (size_t i = 0; i < layerFragments.size(); ++i) {
const LayerFragment& fragment = layerFragments.at(i);
clipToRect(localPaintingInfo.rootLayer, context, localPaintingInfo.paintDirtyRect, fragment.backgroundRect);
if (RenderLayerScrollableArea* scrollableArea = this->scrollableArea())
scrollableArea->paintOverflowControls(context, roundedIntPoint(toPoint(fragment.layerBounds.location() - renderBoxLocation() + localPaintingInfo.subPixelAccumulation)), pixelSnappedIntRect(fragment.backgroundRect.rect()), true);
restoreClip(context, localPaintingInfo.paintDirtyRect, fragment.backgroundRect);
}
}
void RenderLayer::paintPaginatedChildLayer(RenderLayer* childLayer, GraphicsContext* context, const LayerPaintingInfo& paintingInfo, PaintLayerFlags paintFlags)
{
// We need to do multiple passes, breaking up our child layer into strips.
Vector<RenderLayer*> columnLayers;
RenderLayerStackingNode* ancestorNode = m_stackingNode->isNormalFlowOnly() ? parent()->stackingNode() : m_stackingNode->ancestorStackingContainerNode();
for (RenderLayer* curr = childLayer->parent(); curr; curr = curr->parent()) {
if (curr->renderer()->hasColumns() && checkContainingBlockChainForPagination(childLayer->renderer(), curr->renderBox()))
columnLayers.append(curr);
if (curr->stackingNode() == ancestorNode)
break;
}
// It is possible for paintLayer() to be called after the child layer ceases to be paginated but before
// updateLayerPositions() is called and resets the isPaginated() flag, see <rdar://problem/10098679>.
// If this is the case, just bail out, since the upcoming call to updateLayerPositions() will repaint the layer.
if (!columnLayers.size())
return;
paintChildLayerIntoColumns(childLayer, context, paintingInfo, paintFlags, columnLayers, columnLayers.size() - 1);
}
void RenderLayer::paintChildLayerIntoColumns(RenderLayer* childLayer, GraphicsContext* context, const LayerPaintingInfo& paintingInfo,
PaintLayerFlags paintFlags, const Vector<RenderLayer*>& columnLayers, size_t colIndex)
{
RenderBlock* columnBlock = toRenderBlock(columnLayers[colIndex]->renderer());
ASSERT(columnBlock && columnBlock->hasColumns());
if (!columnBlock || !columnBlock->hasColumns())
return;
LayoutPoint layerOffset;
// FIXME: It looks suspicious to call convertToLayerCoords here
// as canUseConvertToLayerCoords is true for this layer.
columnBlock->layer()->convertToLayerCoords(paintingInfo.rootLayer, layerOffset);
bool isHorizontal = columnBlock->style()->isHorizontalWritingMode();
ColumnInfo* colInfo = columnBlock->columnInfo();
unsigned colCount = columnBlock->columnCount(colInfo);
LayoutUnit currLogicalTopOffset = 0;
for (unsigned i = 0; i < colCount; i++) {
// For each rect, we clip to the rect, and then we adjust our coords.
LayoutRect colRect = columnBlock->columnRectAt(colInfo, i);
columnBlock->flipForWritingMode(colRect);
LayoutUnit logicalLeftOffset = (isHorizontal ? colRect.x() : colRect.y()) - columnBlock->logicalLeftOffsetForContent();
LayoutSize offset;
if (isHorizontal) {
if (colInfo->progressionAxis() == ColumnInfo::InlineAxis)
offset = LayoutSize(logicalLeftOffset, currLogicalTopOffset);
else
offset = LayoutSize(0, colRect.y() + currLogicalTopOffset - columnBlock->borderTop() - columnBlock->paddingTop());
} else {
if (colInfo->progressionAxis() == ColumnInfo::InlineAxis)
offset = LayoutSize(currLogicalTopOffset, logicalLeftOffset);
else
offset = LayoutSize(colRect.x() + currLogicalTopOffset - columnBlock->borderLeft() - columnBlock->paddingLeft(), 0);
}
colRect.moveBy(layerOffset);
LayoutRect localDirtyRect(paintingInfo.paintDirtyRect);
localDirtyRect.intersect(colRect);
if (!localDirtyRect.isEmpty()) {
GraphicsContextStateSaver stateSaver(*context);
// Each strip pushes a clip, since column boxes are specified as being
// like overflow:hidden.
context->clip(pixelSnappedIntRect(colRect));
if (!colIndex) {
// Apply a translation transform to change where the layer paints.
TransformationMatrix oldTransform;
bool oldHasTransform = childLayer->transform();
if (oldHasTransform)
oldTransform = *childLayer->transform();
TransformationMatrix newTransform(oldTransform);
newTransform.translateRight(roundToInt(offset.width()), roundToInt(offset.height()));
childLayer->m_transform = adoptPtr(new TransformationMatrix(newTransform));
LayerPaintingInfo localPaintingInfo(paintingInfo);
localPaintingInfo.paintDirtyRect = localDirtyRect;
childLayer->paintLayer(context, localPaintingInfo, paintFlags);
if (oldHasTransform)
childLayer->m_transform = adoptPtr(new TransformationMatrix(oldTransform));
else
childLayer->m_transform.clear();
} else {
// Adjust the transform such that the renderer's upper left corner will paint at (0,0) in user space.
// This involves subtracting out the position of the layer in our current coordinate space.
LayoutPoint childOffset;
columnLayers[colIndex - 1]->convertToLayerCoords(paintingInfo.rootLayer, childOffset);
TransformationMatrix transform;
transform.translateRight(roundToInt(childOffset.x() + offset.width()), roundToInt(childOffset.y() + offset.height()));
// Apply the transform.
context->concatCTM(transform.toAffineTransform());
// Now do a paint with the root layer shifted to be the next multicol block.
LayerPaintingInfo columnPaintingInfo(paintingInfo);
columnPaintingInfo.rootLayer = columnLayers[colIndex - 1];
columnPaintingInfo.paintDirtyRect = transform.inverse().mapRect(localDirtyRect);
paintChildLayerIntoColumns(childLayer, context, columnPaintingInfo, paintFlags, columnLayers, colIndex - 1);
}
}
// Move to the next position.
LayoutUnit blockDelta = isHorizontal ? colRect.height() : colRect.width();
if (columnBlock->style()->isFlippedBlocksWritingMode())
currLogicalTopOffset += blockDelta;
else
currLogicalTopOffset -= blockDelta;
}
}
static inline LayoutRect frameVisibleRect(RenderObject* renderer)
{
FrameView* frameView = renderer->document().view();
if (!frameView)
return LayoutRect();
return frameView->visibleContentRect();
}
bool RenderLayer::hitTest(const HitTestRequest& request, HitTestResult& result)
{
return hitTest(request, result.hitTestLocation(), result);
}
bool RenderLayer::hitTest(const HitTestRequest& request, const HitTestLocation& hitTestLocation, HitTestResult& result)
{
ASSERT(isSelfPaintingLayer() || hasSelfPaintingLayerDescendant());
// RenderView should make sure to update layout before entering hit testing
ASSERT(!renderer()->frame()->view()->layoutPending());
ASSERT(!renderer()->document().renderer()->needsLayout());
LayoutRect hitTestArea = isOutOfFlowRenderFlowThread() ? toRenderFlowThread(renderer())->borderBoxRect() : renderer()->view()->documentRect();
if (!request.ignoreClipping())
hitTestArea.intersect(frameVisibleRect(renderer()));
RenderLayer* insideLayer = hitTestLayer(this, 0, request, result, hitTestArea, hitTestLocation, false);
if (!insideLayer) {
// We didn't hit any layer. If we are the root layer and the mouse is -- or just was -- down,
// return ourselves. We do this so mouse events continue getting delivered after a drag has
// exited the WebView, and so hit testing over a scrollbar hits the content document.
if (!request.isChildFrameHitTest() && (request.active() || request.release()) && isRootLayer()) {
renderer()->updateHitTestResult(result, toRenderView(renderer())->flipForWritingMode(hitTestLocation.point()));
insideLayer = this;
}
}
// Now determine if the result is inside an anchor - if the urlElement isn't already set.
Node* node = result.innerNode();
if (node && !result.URLElement())
result.setURLElement(toElement(node->enclosingLinkEventParentOrSelf()));
// Now return whether we were inside this layer (this will always be true for the root
// layer).
return insideLayer;
}
Node* RenderLayer::enclosingElement() const
{
for (RenderObject* r = renderer(); r; r = r->parent()) {
if (Node* e = r->node())
return e;
}
ASSERT_NOT_REACHED();
return 0;
}
bool RenderLayer::isInTopLayer() const
{
Node* node = renderer()->node();
return node && node->isElementNode() && toElement(node)->isInTopLayer();
}
bool RenderLayer::isInTopLayerSubtree() const
{
for (const RenderLayer* layer = this; layer; layer = layer->parent()) {
if (layer->isInTopLayer())
return true;
}
return false;
}
// Compute the z-offset of the point in the transformState.
// This is effectively projecting a ray normal to the plane of ancestor, finding where that
// ray intersects target, and computing the z delta between those two points.
static double computeZOffset(const HitTestingTransformState& transformState)
{
// We got an affine transform, so no z-offset
if (transformState.m_accumulatedTransform.isAffine())
return 0;
// Flatten the point into the target plane
FloatPoint targetPoint = transformState.mappedPoint();
// Now map the point back through the transform, which computes Z.
FloatPoint3D backmappedPoint = transformState.m_accumulatedTransform.mapPoint(FloatPoint3D(targetPoint));
return backmappedPoint.z();
}
PassRefPtr<HitTestingTransformState> RenderLayer::createLocalTransformState(RenderLayer* rootLayer, RenderLayer* containerLayer,
const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation,
const HitTestingTransformState* containerTransformState,
const LayoutPoint& translationOffset) const
{
RefPtr<HitTestingTransformState> transformState;
LayoutPoint offset;
if (containerTransformState) {
// If we're already computing transform state, then it's relative to the container (which we know is non-null).
transformState = HitTestingTransformState::create(*containerTransformState);
convertToLayerCoords(containerLayer, offset);
} else {
// If this is the first time we need to make transform state, then base it off of hitTestLocation,
// which is relative to rootLayer.
transformState = HitTestingTransformState::create(hitTestLocation.transformedPoint(), hitTestLocation.transformedRect(), FloatQuad(hitTestRect));
convertToLayerCoords(rootLayer, offset);
}
offset.moveBy(translationOffset);
RenderObject* containerRenderer = containerLayer ? containerLayer->renderer() : 0;
if (renderer()->shouldUseTransformFromContainer(containerRenderer)) {
TransformationMatrix containerTransform;
renderer()->getTransformFromContainer(containerRenderer, toLayoutSize(offset), containerTransform);
transformState->applyTransform(containerTransform, HitTestingTransformState::AccumulateTransform);
} else {
transformState->translate(offset.x(), offset.y(), HitTestingTransformState::AccumulateTransform);
}
return transformState;
}
static bool isHitCandidate(const RenderLayer* hitLayer, bool canDepthSort, double* zOffset, const HitTestingTransformState* transformState)
{
if (!hitLayer)
return false;
// The hit layer is depth-sorting with other layers, so just say that it was hit.
if (canDepthSort)
return true;
// We need to look at z-depth to decide if this layer was hit.
if (zOffset) {
ASSERT(transformState);
// This is actually computing our z, but that's OK because the hitLayer is coplanar with us.
double childZOffset = computeZOffset(*transformState);
if (childZOffset > *zOffset) {
*zOffset = childZOffset;
return true;
}
return false;
}
return true;
}
// hitTestLocation and hitTestRect are relative to rootLayer.
// A 'flattening' layer is one preserves3D() == false.
// transformState.m_accumulatedTransform holds the transform from the containing flattening layer.
// transformState.m_lastPlanarPoint is the hitTestLocation in the plane of the containing flattening layer.
// transformState.m_lastPlanarQuad is the hitTestRect as a quad in the plane of the containing flattening layer.
//
// If zOffset is non-null (which indicates that the caller wants z offset information),
// *zOffset on return is the z offset of the hit point relative to the containing flattening layer.
RenderLayer* RenderLayer::hitTestLayer(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest& request, HitTestResult& result,
const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation, bool appliedTransform,
const HitTestingTransformState* transformState, double* zOffset)
{
if (!isSelfPaintingLayer() && !hasSelfPaintingLayerDescendant())
return 0;
// The natural thing would be to keep HitTestingTransformState on the stack, but it's big, so we heap-allocate.
// Apply a transform if we have one.
if (transform() && !appliedTransform) {
if (enclosingPaginationLayer())
return hitTestTransformedLayerInFragments(rootLayer, containerLayer, request, result, hitTestRect, hitTestLocation, transformState, zOffset);
// Make sure the parent's clip rects have been calculated.
if (parent()) {
ClipRectsContext clipRectsContext(rootLayer, hitTestLocation.region(), RootRelativeClipRects, IncludeOverlayScrollbarSize);
ClipRect clipRect = backgroundClipRect(clipRectsContext);
// Go ahead and test the enclosing clip now.
if (!clipRect.intersects(hitTestLocation))
return 0;
}
return hitTestLayerByApplyingTransform(rootLayer, containerLayer, request, result, hitTestRect, hitTestLocation, transformState, zOffset);
}
// Ensure our lists and 3d status are up-to-date.
m_stackingNode->updateLayerListsIfNeeded();
update3DTransformedDescendantStatus();
RefPtr<HitTestingTransformState> localTransformState;
if (appliedTransform) {
// We computed the correct state in the caller (above code), so just reference it.
ASSERT(transformState);
localTransformState = const_cast<HitTestingTransformState*>(transformState);
} else if (transformState || m_has3DTransformedDescendant || preserves3D()) {
// We need transform state for the first time, or to offset the container state, so create it here.
localTransformState = createLocalTransformState(rootLayer, containerLayer, hitTestRect, hitTestLocation, transformState);
}
// Check for hit test on backface if backface-visibility is 'hidden'
if (localTransformState && renderer()->style()->backfaceVisibility() == BackfaceVisibilityHidden) {
TransformationMatrix invertedMatrix = localTransformState->m_accumulatedTransform.inverse();
// If the z-vector of the matrix is negative, the back is facing towards the viewer.
if (invertedMatrix.m33() < 0)
return 0;
}
RefPtr<HitTestingTransformState> unflattenedTransformState = localTransformState;
if (localTransformState && !preserves3D()) {
// Keep a copy of the pre-flattening state, for computing z-offsets for the container
unflattenedTransformState = HitTestingTransformState::create(*localTransformState);
// This layer is flattening, so flatten the state passed to descendants.
localTransformState->flatten();
}
// The following are used for keeping track of the z-depth of the hit point of 3d-transformed
// descendants.
double localZOffset = -numeric_limits<double>::infinity();
double* zOffsetForDescendantsPtr = 0;
double* zOffsetForContentsPtr = 0;
bool depthSortDescendants = false;
if (preserves3D()) {
depthSortDescendants = true;
// Our layers can depth-test with our container, so share the z depth pointer with the container, if it passed one down.
zOffsetForDescendantsPtr = zOffset ? zOffset : &localZOffset;
zOffsetForContentsPtr = zOffset ? zOffset : &localZOffset;
} else if (m_has3DTransformedDescendant) {
// Flattening layer with 3d children; use a local zOffset pointer to depth-test children and foreground.
depthSortDescendants = true;
zOffsetForDescendantsPtr = zOffset ? zOffset : &localZOffset;
zOffsetForContentsPtr = zOffset ? zOffset : &localZOffset;
} else if (zOffset) {
zOffsetForDescendantsPtr = 0;
// Container needs us to give back a z offset for the hit layer.
zOffsetForContentsPtr = zOffset;
}
// This variable tracks which layer the mouse ends up being inside.
RenderLayer* candidateLayer = 0;
// Begin by walking our list of positive layers from highest z-index down to the lowest z-index.
RenderLayer* hitLayer = hitTestChildren(PositiveZOrderChildren, rootLayer, request, result, hitTestRect, hitTestLocation,
localTransformState.get(), zOffsetForDescendantsPtr, zOffset, unflattenedTransformState.get(), depthSortDescendants);
if (hitLayer) {
if (!depthSortDescendants)
return hitLayer;
candidateLayer = hitLayer;
}
// Now check our overflow objects.
hitLayer = hitTestChildren(NormalFlowChildren, rootLayer, request, result, hitTestRect, hitTestLocation,
localTransformState.get(), zOffsetForDescendantsPtr, zOffset, unflattenedTransformState.get(), depthSortDescendants);
if (hitLayer) {
if (!depthSortDescendants)
return hitLayer;
candidateLayer = hitLayer;
}
// Collect the fragments. This will compute the clip rectangles for each layer fragment.
LayerFragments layerFragments;
collectFragments(layerFragments, rootLayer, hitTestLocation.region(), hitTestRect, RootRelativeClipRects, IncludeOverlayScrollbarSize);
if (m_scrollableArea && m_scrollableArea->hitTestResizerInFragments(layerFragments, hitTestLocation)) {
renderer()->updateHitTestResult(result, hitTestLocation.point());
return this;
}
// Next we want to see if the mouse pos is inside the child RenderObjects of the layer. Check
// every fragment in reverse order.
if (isSelfPaintingLayer()) {
// Hit test with a temporary HitTestResult, because we only want to commit to 'result' if we know we're frontmost.
HitTestResult tempResult(result.hitTestLocation());
bool insideFragmentForegroundRect = false;
if (hitTestContentsForFragments(layerFragments, request, tempResult, hitTestLocation, HitTestDescendants, insideFragmentForegroundRect)
&& isHitCandidate(this, false, zOffsetForContentsPtr, unflattenedTransformState.get())) {
if (result.isRectBasedTest())
result.append(tempResult);
else
result = tempResult;
if (!depthSortDescendants)
return this;
// Foreground can depth-sort with descendant layers, so keep this as a candidate.
candidateLayer = this;
} else if (insideFragmentForegroundRect && result.isRectBasedTest())
result.append(tempResult);
}
// Now check our negative z-index children.
hitLayer = hitTestChildren(NegativeZOrderChildren, rootLayer, request, result, hitTestRect, hitTestLocation,
localTransformState.get(), zOffsetForDescendantsPtr, zOffset, unflattenedTransformState.get(), depthSortDescendants);
if (hitLayer) {
if (!depthSortDescendants)
return hitLayer;
candidateLayer = hitLayer;
}
// If we found a layer, return. Child layers, and foreground always render in front of background.
if (candidateLayer)
return candidateLayer;
if (isSelfPaintingLayer()) {
HitTestResult tempResult(result.hitTestLocation());
bool insideFragmentBackgroundRect = false;
if (hitTestContentsForFragments(layerFragments, request, tempResult, hitTestLocation, HitTestSelf, insideFragmentBackgroundRect)
&& isHitCandidate(this, false, zOffsetForContentsPtr, unflattenedTransformState.get())) {
if (result.isRectBasedTest())
result.append(tempResult);
else
result = tempResult;
return this;
}
if (insideFragmentBackgroundRect && result.isRectBasedTest())
result.append(tempResult);
}
return 0;
}
bool RenderLayer::hitTestContentsForFragments(const LayerFragments& layerFragments, const HitTestRequest& request, HitTestResult& result,
const HitTestLocation& hitTestLocation, HitTestFilter hitTestFilter, bool& insideClipRect) const
{
if (layerFragments.isEmpty())
return false;
for (int i = layerFragments.size() - 1; i >= 0; --i) {
const LayerFragment& fragment = layerFragments.at(i);
if ((hitTestFilter == HitTestSelf && !fragment.backgroundRect.intersects(hitTestLocation))
|| (hitTestFilter == HitTestDescendants && !fragment.foregroundRect.intersects(hitTestLocation)))
continue;
insideClipRect = true;
if (hitTestContents(request, result, fragment.layerBounds, hitTestLocation, hitTestFilter))
return true;
}
return false;
}
RenderLayer* RenderLayer::hitTestTransformedLayerInFragments(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest& request, HitTestResult& result,
const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation, const HitTestingTransformState* transformState, double* zOffset)
{
LayerFragments enclosingPaginationFragments;
LayoutPoint offsetOfPaginationLayerFromRoot;
LayoutRect transformedExtent = transparencyClipBox(this, enclosingPaginationLayer(), HitTestingTransparencyClipBox, RootOfTransparencyClipBox);
enclosingPaginationLayer()->collectFragments(enclosingPaginationFragments, rootLayer, hitTestLocation.region(), hitTestRect,
RootRelativeClipRects, IncludeOverlayScrollbarSize, RespectOverflowClip, &offsetOfPaginationLayerFromRoot, &transformedExtent);
for (int i = enclosingPaginationFragments.size() - 1; i >= 0; --i) {
const LayerFragment& fragment = enclosingPaginationFragments.at(i);
// Apply the page/column clip for this fragment, as well as any clips established by layers in between us and
// the enclosing pagination layer.
LayoutRect clipRect = fragment.backgroundRect.rect();
// Now compute the clips within a given fragment
if (parent() != enclosingPaginationLayer()) {
enclosingPaginationLayer()->convertToLayerCoords(rootLayer, offsetOfPaginationLayerFromRoot);
ClipRectsContext clipRectsContext(enclosingPaginationLayer(), hitTestLocation.region(), RootRelativeClipRects, IncludeOverlayScrollbarSize);
LayoutRect parentClipRect = backgroundClipRect(clipRectsContext).rect();
parentClipRect.moveBy(fragment.paginationOffset + offsetOfPaginationLayerFromRoot);
clipRect.intersect(parentClipRect);
}
if (!hitTestLocation.intersects(clipRect))
continue;
RenderLayer* hitLayer = hitTestLayerByApplyingTransform(rootLayer, containerLayer, request, result, hitTestRect, hitTestLocation,
transformState, zOffset, fragment.paginationOffset);
if (hitLayer)
return hitLayer;
}
return 0;
}
RenderLayer* RenderLayer::hitTestLayerByApplyingTransform(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest& request, HitTestResult& result,
const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation, const HitTestingTransformState* transformState, double* zOffset,
const LayoutPoint& translationOffset)
{
// Create a transform state to accumulate this transform.
RefPtr<HitTestingTransformState> newTransformState = createLocalTransformState(rootLayer, containerLayer, hitTestRect, hitTestLocation, transformState, translationOffset);
// If the transform can't be inverted, then don't hit test this layer at all.
if (!newTransformState->m_accumulatedTransform.isInvertible())
return 0;
// Compute the point and the hit test rect in the coords of this layer by using the values
// from the transformState, which store the point and quad in the coords of the last flattened
// layer, and the accumulated transform which lets up map through preserve-3d layers.
//
// We can't just map hitTestLocation and hitTestRect because they may have been flattened (losing z)
// by our container.
FloatPoint localPoint = newTransformState->mappedPoint();
FloatQuad localPointQuad = newTransformState->mappedQuad();
LayoutRect localHitTestRect = newTransformState->boundsOfMappedArea();
HitTestLocation newHitTestLocation;
if (hitTestLocation.isRectBasedTest())
newHitTestLocation = HitTestLocation(localPoint, localPointQuad);
else
newHitTestLocation = HitTestLocation(localPoint);
// Now do a hit test with the root layer shifted to be us.
return hitTestLayer(this, containerLayer, request, result, localHitTestRect, newHitTestLocation, true, newTransformState.get(), zOffset);
}
bool RenderLayer::hitTestContents(const HitTestRequest& request, HitTestResult& result, const LayoutRect& layerBounds, const HitTestLocation& hitTestLocation, HitTestFilter hitTestFilter) const
{
ASSERT(isSelfPaintingLayer() || hasSelfPaintingLayerDescendant());
if (!renderer()->hitTest(request, result, hitTestLocation, toLayoutPoint(layerBounds.location() - renderBoxLocation()), hitTestFilter)) {
// It's wrong to set innerNode, but then claim that you didn't hit anything, unless it is
// a rect-based test.
ASSERT(!result.innerNode() || (result.isRectBasedTest() && result.rectBasedTestResult().size()));
return false;
}
// For positioned generated content, we might still not have a
// node by the time we get to the layer level, since none of
// the content in the layer has an element. So just walk up
// the tree.
if (!result.innerNode() || !result.innerNonSharedNode()) {
Node* e = enclosingElement();
if (!result.innerNode())
result.setInnerNode(e);
if (!result.innerNonSharedNode())
result.setInnerNonSharedNode(e);
}
return true;
}
RenderLayer* RenderLayer::hitTestChildren(ChildrenIteration childrentoVisit, RenderLayer* rootLayer,
const HitTestRequest& request, HitTestResult& result,
const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation,
const HitTestingTransformState* transformState,
double* zOffsetForDescendants, double* zOffset,
const HitTestingTransformState* unflattenedTransformState,
bool depthSortDescendants)
{
if (!hasSelfPaintingLayerDescendant())
return 0;
RenderLayer* resultLayer = 0;
RenderLayerStackingNodeReverseIterator iterator(*m_stackingNode, childrentoVisit);
while (RenderLayerStackingNode* child = iterator.next()) {
RenderLayer* childLayer = child->layer();
RenderLayer* hitLayer = 0;
HitTestResult tempResult(result.hitTestLocation());
if (childLayer->isPaginated())
hitLayer = hitTestPaginatedChildLayer(childLayer, rootLayer, request, tempResult, hitTestRect, hitTestLocation, transformState, zOffsetForDescendants);
else
hitLayer = childLayer->hitTestLayer(rootLayer, this, request, tempResult, hitTestRect, hitTestLocation, false, transformState, zOffsetForDescendants);
// If it a rect-based test, we can safely append the temporary result since it might had hit
// nodes but not necesserily had hitLayer set.
if (result.isRectBasedTest())
result.append(tempResult);
if (isHitCandidate(hitLayer, depthSortDescendants, zOffset, unflattenedTransformState)) {
resultLayer = hitLayer;
if (!result.isRectBasedTest())
result = tempResult;
if (!depthSortDescendants)
break;
}
}
return resultLayer;
}
RenderLayer* RenderLayer::hitTestPaginatedChildLayer(RenderLayer* childLayer, RenderLayer* rootLayer, const HitTestRequest& request, HitTestResult& result,
const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation, const HitTestingTransformState* transformState, double* zOffset)
{
Vector<RenderLayer*> columnLayers;
RenderLayerStackingNode* ancestorNode = m_stackingNode->isNormalFlowOnly() ? parent()->stackingNode() : m_stackingNode->ancestorStackingContainerNode();
for (RenderLayer* curr = childLayer->parent(); curr; curr = curr->parent()) {
if (curr->renderer()->hasColumns() && checkContainingBlockChainForPagination(childLayer->renderer(), curr->renderBox()))
columnLayers.append(curr);
if (curr->stackingNode() == ancestorNode)
break;
}
ASSERT(columnLayers.size());
return hitTestChildLayerColumns(childLayer, rootLayer, request, result, hitTestRect, hitTestLocation, transformState, zOffset,
columnLayers, columnLayers.size() - 1);
}
RenderLayer* RenderLayer::hitTestChildLayerColumns(RenderLayer* childLayer, RenderLayer* rootLayer, const HitTestRequest& request, HitTestResult& result,
const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation, const HitTestingTransformState* transformState, double* zOffset,
const Vector<RenderLayer*>& columnLayers, size_t columnIndex)
{
RenderBlock* columnBlock = toRenderBlock(columnLayers[columnIndex]->renderer());
ASSERT(columnBlock && columnBlock->hasColumns());
if (!columnBlock || !columnBlock->hasColumns())
return 0;
LayoutPoint layerOffset;
columnBlock->layer()->convertToLayerCoords(rootLayer, layerOffset);
ColumnInfo* colInfo = columnBlock->columnInfo();
int colCount = columnBlock->columnCount(colInfo);
// We have to go backwards from the last column to the first.
bool isHorizontal = columnBlock->style()->isHorizontalWritingMode();
LayoutUnit logicalLeft = columnBlock->logicalLeftOffsetForContent();
LayoutUnit currLogicalTopOffset = 0;
int i;
for (i = 0; i < colCount; i++) {
LayoutRect colRect = columnBlock->columnRectAt(colInfo, i);
LayoutUnit blockDelta = (isHorizontal ? colRect.height() : colRect.width());
if (columnBlock->style()->isFlippedBlocksWritingMode())
currLogicalTopOffset += blockDelta;
else
currLogicalTopOffset -= blockDelta;
}
for (i = colCount - 1; i >= 0; i--) {
// For each rect, we clip to the rect, and then we adjust our coords.
LayoutRect colRect = columnBlock->columnRectAt(colInfo, i);
columnBlock->flipForWritingMode(colRect);
LayoutUnit currLogicalLeftOffset = (isHorizontal ? colRect.x() : colRect.y()) - logicalLeft;
LayoutUnit blockDelta = (isHorizontal ? colRect.height() : colRect.width());
if (columnBlock->style()->isFlippedBlocksWritingMode())
currLogicalTopOffset -= blockDelta;
else
currLogicalTopOffset += blockDelta;
LayoutSize offset;
if (isHorizontal) {
if (colInfo->progressionAxis() == ColumnInfo::InlineAxis)
offset = LayoutSize(currLogicalLeftOffset, currLogicalTopOffset);
else
offset = LayoutSize(0, colRect.y() + currLogicalTopOffset - columnBlock->borderTop() - columnBlock->paddingTop());
} else {
if (colInfo->progressionAxis() == ColumnInfo::InlineAxis)
offset = LayoutSize(currLogicalTopOffset, currLogicalLeftOffset);
else
offset = LayoutSize(colRect.x() + currLogicalTopOffset - columnBlock->borderLeft() - columnBlock->paddingLeft(), 0);
}
colRect.moveBy(layerOffset);
LayoutRect localClipRect(hitTestRect);
localClipRect.intersect(colRect);
if (!localClipRect.isEmpty() && hitTestLocation.intersects(localClipRect)) {
RenderLayer* hitLayer = 0;
if (!columnIndex) {
// Apply a translation transform to change where the layer paints.
TransformationMatrix oldTransform;
bool oldHasTransform = childLayer->transform();
if (oldHasTransform)
oldTransform = *childLayer->transform();
TransformationMatrix newTransform(oldTransform);
newTransform.translateRight(offset.width(), offset.height());
childLayer->m_transform = adoptPtr(new TransformationMatrix(newTransform));
hitLayer = childLayer->hitTestLayer(rootLayer, columnLayers[0], request, result, localClipRect, hitTestLocation, false, transformState, zOffset);
if (oldHasTransform)
childLayer->m_transform = adoptPtr(new TransformationMatrix(oldTransform));
else
childLayer->m_transform.clear();
} else {
// Adjust the transform such that the renderer's upper left corner will be at (0,0) in user space.
// This involves subtracting out the position of the layer in our current coordinate space.
RenderLayer* nextLayer = columnLayers[columnIndex - 1];
RefPtr<HitTestingTransformState> newTransformState = nextLayer->createLocalTransformState(rootLayer, nextLayer, localClipRect, hitTestLocation, transformState);
newTransformState->translate(offset.width(), offset.height(), HitTestingTransformState::AccumulateTransform);
FloatPoint localPoint = newTransformState->mappedPoint();
FloatQuad localPointQuad = newTransformState->mappedQuad();
LayoutRect localHitTestRect = newTransformState->mappedArea().enclosingBoundingBox();
HitTestLocation newHitTestLocation;
if (hitTestLocation.isRectBasedTest())
newHitTestLocation = HitTestLocation(localPoint, localPointQuad);
else
newHitTestLocation = HitTestLocation(localPoint);
newTransformState->flatten();
hitLayer = hitTestChildLayerColumns(childLayer, columnLayers[columnIndex - 1], request, result, localHitTestRect, newHitTestLocation,
newTransformState.get(), zOffset, columnLayers, columnIndex - 1);
}
if (hitLayer)
return hitLayer;
}
}
return 0;
}
void RenderLayer::parentClipRects(const ClipRectsContext& clipRectsContext, ClipRects& clipRects) const
{
ASSERT(parent());
if (clipRectsContext.clipRectsType == TemporaryClipRects) {
parent()->clipper().calculateClipRects(clipRectsContext, clipRects);
return;
}
parent()->m_clipper.updateClipRects(clipRectsContext);
clipRects = *parent()->clipper().clipRects(clipRectsContext);
}
static inline ClipRect backgroundClipRectForPosition(const ClipRects& parentRects, EPosition position)
{
if (position == FixedPosition)
return parentRects.fixedClipRect();
if (position == AbsolutePosition)
return parentRects.posClipRect();
return parentRects.overflowClipRect();
}
ClipRect RenderLayer::backgroundClipRect(const ClipRectsContext& clipRectsContext) const
{
ASSERT(parent());
ClipRects parentRects;
// If we cross into a different pagination context, then we can't rely on the cache.
// Just switch over to using TemporaryClipRects.
if (clipRectsContext.clipRectsType != TemporaryClipRects && parent()->enclosingPaginationLayer() != enclosingPaginationLayer()) {
ClipRectsContext tempContext(clipRectsContext);
tempContext.clipRectsType = TemporaryClipRects;
parentClipRects(tempContext, parentRects);
} else
parentClipRects(clipRectsContext, parentRects);
ClipRect backgroundClipRect = backgroundClipRectForPosition(parentRects, renderer()->style()->position());
RenderView* view = renderer()->view();
ASSERT(view);
// Note: infinite clipRects should not be scrolled here, otherwise they will accidentally no longer be considered infinite.
if (parentRects.fixed() && clipRectsContext.rootLayer->renderer() == view && backgroundClipRect != PaintInfo::infiniteRect())
backgroundClipRect.move(view->frameView()->scrollOffsetForFixedPosition());
return backgroundClipRect;
}
void RenderLayer::calculateRects(const ClipRectsContext& clipRectsContext, const LayoutRect& paintDirtyRect, LayoutRect& layerBounds,
ClipRect& backgroundRect, ClipRect& foregroundRect, ClipRect& outlineRect, const LayoutPoint* offsetFromRoot) const
{
if (clipRectsContext.rootLayer != this && parent()) {
backgroundRect = backgroundClipRect(clipRectsContext);
backgroundRect.intersect(paintDirtyRect);
} else
backgroundRect = paintDirtyRect;
foregroundRect = backgroundRect;
outlineRect = backgroundRect;
LayoutPoint offset;
if (offsetFromRoot)
offset = *offsetFromRoot;
else
convertToLayerCoords(clipRectsContext.rootLayer, offset);
layerBounds = LayoutRect(offset, size());
// Update the clip rects that will be passed to child layers.
if (renderer()->hasOverflowClip()) {
// This layer establishes a clip of some kind.
if (this != clipRectsContext.rootLayer || clipRectsContext.respectOverflowClip == RespectOverflowClip) {
foregroundRect.intersect(toRenderBox(renderer())->overflowClipRect(offset, clipRectsContext.region, clipRectsContext.overlayScrollbarSizeRelevancy));
if (renderer()->style()->hasBorderRadius())
foregroundRect.setHasRadius(true);
}
// If we establish an overflow clip at all, then go ahead and make sure our background
// rect is intersected with our layer's bounds including our visual overflow,
// since any visual overflow like box-shadow or border-outset is not clipped by overflow:auto/hidden.
if (renderBox()->hasVisualOverflow()) {
// FIXME: Perhaps we should be propagating the borderbox as the clip rect for children, even though
// we may need to inflate our clip specifically for shadows or outsets.
// FIXME: Does not do the right thing with CSS regions yet, since we don't yet factor in the
// individual region boxes as overflow.
LayoutRect layerBoundsWithVisualOverflow = renderBox()->visualOverflowRect();
renderBox()->flipForWritingMode(layerBoundsWithVisualOverflow); // Layers are in physical coordinates, so the overflow has to be flipped.
layerBoundsWithVisualOverflow.moveBy(offset);
if (this != clipRectsContext.rootLayer || clipRectsContext.respectOverflowClip == RespectOverflowClip)
backgroundRect.intersect(layerBoundsWithVisualOverflow);
} else {
// Shift the bounds to be for our region only.
LayoutRect bounds = renderBox()->borderBoxRectInRegion(clipRectsContext.region);
bounds.moveBy(offset);
if (this != clipRectsContext.rootLayer || clipRectsContext.respectOverflowClip == RespectOverflowClip)
backgroundRect.intersect(bounds);
}
}
// CSS clip (different than clipping due to overflow) can clip to any box, even if it falls outside of the border box.
if (renderer()->hasClip()) {
// Clip applies to *us* as well, so go ahead and update the damageRect.
LayoutRect newPosClip = toRenderBox(renderer())->clipRect(offset, clipRectsContext.region);
backgroundRect.intersect(newPosClip);
foregroundRect.intersect(newPosClip);
outlineRect.intersect(newPosClip);
}
}
LayoutRect RenderLayer::childrenClipRect() const
{
// FIXME: border-radius not accounted for.
// FIXME: Regions not accounted for.
RenderView* renderView = renderer()->view();
RenderLayer* clippingRootLayer = clippingRootForPainting();
LayoutRect layerBounds;
ClipRect backgroundRect, foregroundRect, outlineRect;
ClipRectsContext clipRectsContext(clippingRootLayer, 0, TemporaryClipRects);
// Need to use temporary clip rects, because the value of 'dontClipToOverflow' may be different from the painting path (<rdar://problem/11844909>).
calculateRects(clipRectsContext, renderView->unscaledDocumentRect(), layerBounds, backgroundRect, foregroundRect, outlineRect);
return clippingRootLayer->renderer()->localToAbsoluteQuad(FloatQuad(foregroundRect.rect())).enclosingBoundingBox();
}
LayoutRect RenderLayer::selfClipRect() const
{
// FIXME: border-radius not accounted for.
// FIXME: Regions not accounted for.
RenderView* renderView = renderer()->view();
RenderLayer* clippingRootLayer = clippingRootForPainting();
LayoutRect layerBounds;
ClipRect backgroundRect, foregroundRect, outlineRect;
ClipRectsContext clipRectsContext(clippingRootLayer, 0, PaintingClipRects);
calculateRects(clipRectsContext, renderView->documentRect(), layerBounds, backgroundRect, foregroundRect, outlineRect);
return clippingRootLayer->renderer()->localToAbsoluteQuad(FloatQuad(backgroundRect.rect())).enclosingBoundingBox();
}
LayoutRect RenderLayer::localClipRect() const
{
// FIXME: border-radius not accounted for.
// FIXME: Regions not accounted for.
RenderLayer* clippingRootLayer = clippingRootForPainting();
LayoutRect layerBounds;
ClipRect backgroundRect, foregroundRect, outlineRect;
ClipRectsContext clipRectsContext(clippingRootLayer, 0, PaintingClipRects);
calculateRects(clipRectsContext, PaintInfo::infiniteRect(), layerBounds, backgroundRect, foregroundRect, outlineRect);
LayoutRect clipRect = backgroundRect.rect();
if (clipRect == PaintInfo::infiniteRect())
return clipRect;
LayoutPoint clippingRootOffset;
convertToLayerCoords(clippingRootLayer, clippingRootOffset);
clipRect.moveBy(-clippingRootOffset);
return clipRect;
}
void RenderLayer::addBlockSelectionGapsBounds(const LayoutRect& bounds)
{
m_blockSelectionGapsBounds.unite(enclosingIntRect(bounds));
}
void RenderLayer::clearBlockSelectionGapsBounds()
{
m_blockSelectionGapsBounds = IntRect();
for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
child->clearBlockSelectionGapsBounds();
}
void RenderLayer::repaintBlockSelectionGaps()
{
for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
child->repaintBlockSelectionGaps();
if (m_blockSelectionGapsBounds.isEmpty())
return;
LayoutRect rect = m_blockSelectionGapsBounds;
if (renderer()->hasOverflowClip()) {
RenderBox* box = renderBox();
rect.move(-box->scrolledContentOffset());
if (!scrollableArea()->usesCompositedScrolling())
rect.intersect(box->overflowClipRect(LayoutPoint(), 0)); // FIXME: Regions not accounted for.
}
if (renderer()->hasClip())
rect.intersect(toRenderBox(renderer())->clipRect(LayoutPoint(), 0)); // FIXME: Regions not accounted for.
if (!rect.isEmpty())
renderer()->repaintRectangle(rect);
}
bool RenderLayer::hasBlockSelectionGapBounds() const
{
return !m_blockSelectionGapsBounds.isEmpty();
}
bool RenderLayer::intersectsDamageRect(const LayoutRect& layerBounds, const LayoutRect& damageRect, const RenderLayer* rootLayer, const LayoutPoint* offsetFromRoot) const
{
// Always examine the canvas and the root.
// FIXME: Could eliminate the isRoot() check if we fix background painting so that the RenderView
// paints the root's background.
if (isRootLayer() || renderer()->isRoot())
return true;
// If we aren't an inline flow, and our layer bounds do intersect the damage rect, then we
// can go ahead and return true.
RenderView* view = renderer()->view();
ASSERT(view);
if (view && !renderer()->isRenderInline()) {
LayoutRect b = layerBounds;
b.inflate(view->maximalOutlineSize());
if (b.intersects(damageRect))
return true;
}
// Otherwise we need to compute the bounding box of this single layer and see if it intersects
// the damage rect.
return boundingBox(rootLayer, 0, offsetFromRoot).intersects(damageRect);
}
LayoutRect RenderLayer::localBoundingBox(CalculateLayerBoundsFlags flags) const
{
// There are three special cases we need to consider.
// (1) Inline Flows. For inline flows we will create a bounding box that fully encompasses all of the lines occupied by the
// inline. In other words, if some <span> wraps to three lines, we'll create a bounding box that fully encloses the
// line boxes of all three lines (including overflow on those lines).
// (2) Left/Top Overflow. The width/height of layers already includes right/bottom overflow. However, in the case of left/top
// overflow, we have to create a bounding box that will extend to include this overflow.
// (3) Floats. When a layer has overhanging floats that it paints, we need to make sure to include these overhanging floats
// as part of our bounding box. We do this because we are the responsible layer for both hit testing and painting those
// floats.
LayoutRect result;
if (renderer()->isInline() && renderer()->isRenderInline())
result = toRenderInline(renderer())->linesVisualOverflowBoundingBox();
else if (renderer()->isTableRow()) {
// Our bounding box is just the union of all of our cells' border/overflow rects.
for (RenderObject* child = renderer()->firstChild(); child; child = child->nextSibling()) {
if (child->isTableCell()) {
LayoutRect bbox = toRenderBox(child)->borderBoxRect();
result.unite(bbox);
LayoutRect overflowRect = renderBox()->visualOverflowRect();
if (bbox != overflowRect)
result.unite(overflowRect);
}
}
} else {
RenderBox* box = renderBox();
ASSERT(box);
if (!(flags & DontConstrainForMask) && box->hasMask()) {
result = box->maskClipRect();
box->flipForWritingMode(result); // The mask clip rect is in physical coordinates, so we have to flip, since localBoundingBox is not.
} else {
LayoutRect bbox = box->borderBoxRect();
result = bbox;
LayoutRect overflowRect = box->visualOverflowRect();
if (bbox != overflowRect)
result.unite(overflowRect);
}
}
RenderView* view = renderer()->view();
ASSERT(view);
if (view)
result.inflate(view->maximalOutlineSize()); // Used to apply a fudge factor to dirty-rect checks on blocks/tables.
return result;
}
LayoutRect RenderLayer::boundingBox(const RenderLayer* ancestorLayer, CalculateLayerBoundsFlags flags, const LayoutPoint* offsetFromRoot) const
{
LayoutRect result = localBoundingBox(flags);
if (renderer()->isBox())
renderBox()->flipForWritingMode(result);
else
renderer()->containingBlock()->flipForWritingMode(result);
if (enclosingPaginationLayer() && (flags & UseFragmentBoxes)) {
// Split our box up into the actual fragment boxes that render in the columns/pages and unite those together to
// get our true bounding box.
LayoutPoint offsetWithinPaginationLayer;
convertToLayerCoords(enclosingPaginationLayer(), offsetWithinPaginationLayer);
result.moveBy(offsetWithinPaginationLayer);
RenderFlowThread* enclosingFlowThread = toRenderFlowThread(enclosingPaginationLayer()->renderer());
result = enclosingFlowThread->fragmentsBoundingBox(result);
LayoutPoint delta;
if (offsetFromRoot)
delta = *offsetFromRoot;
else
enclosingPaginationLayer()->convertToLayerCoords(ancestorLayer, delta);
result.moveBy(delta);
return result;
}
LayoutPoint delta;
if (offsetFromRoot)
delta = *offsetFromRoot;
else
convertToLayerCoords(ancestorLayer, delta);
result.moveBy(delta);
return result;
}
IntRect RenderLayer::absoluteBoundingBox() const
{
return pixelSnappedIntRect(boundingBox(root()));
}
IntRect RenderLayer::calculateLayerBounds(const RenderLayer* ancestorLayer, const LayoutPoint* offsetFromRoot, CalculateLayerBoundsFlags flags) const
{
if (!isSelfPaintingLayer())
return IntRect();
// FIXME: This could be improved to do a check like hasVisibleNonCompositingDescendantLayers() (bug 92580).
if ((flags & ExcludeHiddenDescendants) && this != ancestorLayer && !hasVisibleContent() && !hasVisibleDescendant())
return IntRect();
RenderLayerModelObject* renderer = this->renderer();
if (isRootLayer()) {
// The root layer is always just the size of the document.
return renderer->view()->unscaledDocumentRect();
}
LayoutRect boundingBoxRect = localBoundingBox(flags);
if (renderer->isBox())
toRenderBox(renderer)->flipForWritingMode(boundingBoxRect);
else
renderer->containingBlock()->flipForWritingMode(boundingBoxRect);
if (renderer->isRoot()) {
// If the root layer becomes composited (e.g. because some descendant with negative z-index is composited),
// then it has to be big enough to cover the viewport in order to display the background. This is akin
// to the code in RenderBox::paintRootBoxFillLayers().
if (FrameView* frameView = renderer->view()->frameView()) {
LayoutUnit contentsWidth = frameView->contentsWidth();
LayoutUnit contentsHeight = frameView->contentsHeight();
boundingBoxRect.setWidth(max(boundingBoxRect.width(), contentsWidth - boundingBoxRect.x()));
boundingBoxRect.setHeight(max(boundingBoxRect.height(), contentsHeight - boundingBoxRect.y()));
}
}
LayoutRect unionBounds = boundingBoxRect;
bool shouldIncludeTransform = paintsWithTransform(PaintBehaviorNormal) || (transform() && flags & PretendLayerHasOwnBacking);
if (flags & UseLocalClipRectIfPossible) {
LayoutRect localClipRect = this->localClipRect();
if (localClipRect != PaintInfo::infiniteRect()) {
if ((flags & IncludeSelfTransform) && shouldIncludeTransform)
localClipRect = transform()->mapRect(localClipRect);
LayoutPoint ancestorRelOffset;
convertToLayerCoords(ancestorLayer, ancestorRelOffset);
localClipRect.moveBy(ancestorRelOffset);
return pixelSnappedIntRect(localClipRect);
}
}
// FIXME: should probably just pass 'flags' down to descendants.
CalculateLayerBoundsFlags descendantFlags = DefaultCalculateLayerBoundsFlags | (flags & ExcludeHiddenDescendants) | (flags & IncludeCompositedDescendants);
const_cast<RenderLayer*>(this)->stackingNode()->updateLayerListsIfNeeded();
if (m_reflectionInfo) {
RenderLayer* reflectionLayer = m_reflectionInfo->reflectionLayer();
if (!reflectionLayer->hasCompositedLayerMapping()) {
IntRect childUnionBounds = reflectionLayer->calculateLayerBounds(this, 0, descendantFlags);
unionBounds.unite(childUnionBounds);
}
}
ASSERT(m_stackingNode->isStackingContainer() || !m_stackingNode->hasPositiveZOrderList());
#if !ASSERT_DISABLED
LayerListMutationDetector mutationChecker(const_cast<RenderLayer*>(this)->stackingNode());
#endif
// FIXME: Descendants that are composited should not necessarily be skipped, if they don't paint into their own
// separate backing. Instead, they ought to contribute to the bounds of the layer we're trying to compute.
// This applies to all z-order lists below.
RenderLayerStackingNodeIterator iterator(*m_stackingNode.get(), AllChildren);
while (RenderLayerStackingNode* node = iterator.next()) {
// Node's compositing ancestor may have changed its draw content status
// prior to updating its bounds. The requires-own-backing-store-for-ancestor-reasons
// could be stale. Refresh them now.
if (node->layer()->hasCompositedLayerMapping()) {
RenderLayer* enclosingCompositingLayer = node->layer()->enclosingCompositingLayer(false);
node->layer()->compositedLayerMapping()->updateRequiresOwnBackingStoreForAncestorReasons(enclosingCompositingLayer);
}
if (flags & IncludeCompositedDescendants || !node->layer()->hasCompositedLayerMapping()) {
IntRect childUnionBounds = node->layer()->calculateLayerBounds(this, 0, descendantFlags);
unionBounds.unite(childUnionBounds);
}
}
// FIXME: We can optimize the size of the composited layers, by not enlarging
// filtered areas with the outsets if we know that the filter is going to render in hardware.
// https://bugs.webkit.org/show_bug.cgi?id=81239
if (flags & IncludeLayerFilterOutsets)
renderer->style()->filterOutsets().expandRect(unionBounds);
if ((flags & IncludeSelfTransform) && shouldIncludeTransform) {
TransformationMatrix* affineTrans = transform();
boundingBoxRect = affineTrans->mapRect(boundingBoxRect);
unionBounds = affineTrans->mapRect(unionBounds);
}
LayoutPoint ancestorRelOffset;
if (offsetFromRoot)
ancestorRelOffset = *offsetFromRoot;
else
convertToLayerCoords(ancestorLayer, ancestorRelOffset);
unionBounds.moveBy(ancestorRelOffset);
return pixelSnappedIntRect(unionBounds);
}
CompositingState RenderLayer::compositingState() const
{
// This is computed procedurally so there is no redundant state variable that
// can get out of sync from the real actual compositing state.
if (m_groupedMapping) {
ASSERT(compositor()->layerSquashingEnabled());
ASSERT(!m_compositedLayerMapping);
return PaintsIntoGroupedBacking;
}
if (!m_compositedLayerMapping)
return NotComposited;
if (m_compositedLayerMapping && compositedLayerMapping()->paintsIntoCompositedAncestor())
return HasOwnBackingButPaintsIntoAncestor;
ASSERT(m_compositedLayerMapping);
return PaintsIntoOwnBacking;
}
CompositedLayerMappingPtr RenderLayer::ensureCompositedLayerMapping()
{
if (!m_compositedLayerMapping) {
m_compositedLayerMapping = adoptPtr(new CompositedLayerMapping(this));
updateOrRemoveFilterEffectRenderer();
if (RuntimeEnabledFeatures::cssCompositingEnabled())
compositedLayerMapping()->setBlendMode(m_blendMode);
}
return m_compositedLayerMapping.get();
}
void RenderLayer::clearCompositedLayerMapping(bool layerBeingDestroyed)
{
m_compositedLayerMapping.clear();
if (!layerBeingDestroyed)
updateOrRemoveFilterEffectRenderer();
}
bool RenderLayer::hasCompositedMask() const
{
return m_compositedLayerMapping && m_compositedLayerMapping->hasMaskLayer();
}
bool RenderLayer::hasCompositedClippingMask() const
{
return m_compositedLayerMapping && m_compositedLayerMapping->hasChildClippingMaskLayer();
}
bool RenderLayer::clipsCompositingDescendantsWithBorderRadius() const
{
RenderStyle* style = renderer()->style();
if (!style)
return false;
return compositor()->clipsCompositingDescendants(this) && style->hasBorderRadius();
}
bool RenderLayer::paintsWithTransform(PaintBehavior paintBehavior) const
{
return transform() && ((paintBehavior & PaintBehaviorFlattenCompositingLayers) || compositingState() != PaintsIntoOwnBacking);
}
bool RenderLayer::backgroundIsKnownToBeOpaqueInRect(const LayoutRect& localRect) const
{
if (!isSelfPaintingLayer() && !hasSelfPaintingLayerDescendant())
return false;
if (paintsWithTransparency(PaintBehaviorNormal))
return false;
// We can't use hasVisibleContent(), because that will be true if our renderer is hidden, but some child
// is visible and that child doesn't cover the entire rect.
if (renderer()->style()->visibility() != VISIBLE)
return false;
if (paintsWithFilters() && renderer()->style()->filter().hasFilterThatAffectsOpacity())
return false;
// FIXME: Handle simple transforms.
if (paintsWithTransform(PaintBehaviorNormal))
return false;
// FIXME: Remove this check.
// This function should not be called when layer-lists are dirty.
// It is somehow getting triggered during style update.
if (m_stackingNode->zOrderListsDirty() || m_stackingNode->normalFlowListDirty())
return false;
// FIXME: We currently only check the immediate renderer,
// which will miss many cases.
if (renderer()->backgroundIsKnownToBeOpaqueInRect(localRect))
return true;
// We can't consult child layers if we clip, since they might cover
// parts of the rect that are clipped out.
if (renderer()->hasOverflowClip())
return false;
return childBackgroundIsKnownToBeOpaqueInRect(localRect);
}
bool RenderLayer::childBackgroundIsKnownToBeOpaqueInRect(const LayoutRect& localRect) const
{
RenderLayerStackingNodeReverseIterator revertseIterator(*m_stackingNode, PositiveZOrderChildren | NormalFlowChildren | NegativeZOrderChildren);
while (RenderLayerStackingNode* child = revertseIterator.next()) {
const RenderLayer* childLayer = child->layer();
if (childLayer->hasCompositedLayerMapping())
continue;
if (!childLayer->canUseConvertToLayerCoords())
continue;
LayoutPoint childOffset;
LayoutRect childLocalRect(localRect);
childLayer->convertToLayerCoords(this, childOffset);
childLocalRect.moveBy(-childOffset);
if (childLayer->backgroundIsKnownToBeOpaqueInRect(childLocalRect))
return true;
}
return false;
}
void RenderLayer::setParent(RenderLayer* parent)
{
if (parent == m_parent)
return;
if (m_parent && !renderer()->documentBeingDestroyed())
compositor()->layerWillBeRemoved(m_parent, this);
m_parent = parent;
if (m_parent && !renderer()->documentBeingDestroyed())
compositor()->layerWasAdded(m_parent, this);
}
bool RenderLayer::shouldBeSelfPaintingLayer() const
{
return !m_stackingNode->isNormalFlowOnly()
|| (m_scrollableArea && m_scrollableArea->hasOverlayScrollbars())
|| needsCompositedScrolling()
|| renderer()->hasReflection()
|| renderer()->hasMask()
|| renderer()->isTableRow()
|| renderer()->isCanvas()
|| renderer()->isVideo()
|| renderer()->isEmbeddedObject()
|| renderer()->isRenderIFrame();
}
void RenderLayer::updateSelfPaintingLayer()
{
bool isSelfPaintingLayer = this->shouldBeSelfPaintingLayer();
if (this->isSelfPaintingLayer() == isSelfPaintingLayer)
return;
m_isSelfPaintingLayer = isSelfPaintingLayer;
if (!parent())
return;
if (isSelfPaintingLayer)
parent()->setAncestorChainHasSelfPaintingLayerDescendant();
else
parent()->dirtyAncestorChainHasSelfPaintingLayerDescendantStatus();
}
bool RenderLayer::hasNonEmptyChildRenderers() const
{
// 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;
}
}
return false;
}
static bool hasBoxDecorations(const RenderStyle* style)
{
return style->hasBorder() || style->hasBorderRadius() || style->hasOutline() || style->hasAppearance() || style->boxShadow() || style->hasFilter();
}
bool RenderLayer::hasBoxDecorationsOrBackground() const
{
return hasBoxDecorations(renderer()->style()) || renderer()->hasBackground();
}
bool RenderLayer::hasVisibleBoxDecorations() const
{
if (!hasVisibleContent())
return false;
return hasBoxDecorationsOrBackground() || hasOverflowControls();
}
bool RenderLayer::isVisuallyNonEmpty() const
{
ASSERT(!m_visibleDescendantStatusDirty);
if (hasVisibleContent() && hasNonEmptyChildRenderers())
return true;
if (renderer()->isReplaced() || renderer()->hasMask())
return true;
if (hasVisibleBoxDecorations())
return true;
return false;
}
void RenderLayer::updateVisibilityAfterStyleChange(const RenderStyle* oldStyle)
{
if (!oldStyle || (oldStyle->visibility() != renderer()->style()->visibility()))
compositor()->setNeedsUpdateCompositingRequirementsState();
}
void RenderLayer::updateOutOfFlowPositioned(const RenderStyle* oldStyle)
{
if (oldStyle && (renderer()->style()->position() == oldStyle->position()))
return;
bool wasOutOfFlowPositioned = oldStyle && (oldStyle->position() == AbsolutePosition || oldStyle->position() == FixedPosition);
bool isOutOfFlowPositioned = renderer()->isOutOfFlowPositioned();
if (!wasOutOfFlowPositioned && !isOutOfFlowPositioned)
return;
// Even if the layer remains out-of-flow, a change to this property
// will likely change its containing block. We must clear these bits
// so that they can be set properly by the RenderLayerCompositor.
for (RenderLayer* ancestor = parent(); ancestor; ancestor = ancestor->parent())
ancestor->setHasUnclippedDescendant(false);
// Ensures that we reset the above bits correctly.
compositor()->setNeedsUpdateCompositingRequirementsState();
if (wasOutOfFlowPositioned && isOutOfFlowPositioned)
return;
if (isOutOfFlowPositioned) {
setAncestorChainHasOutOfFlowPositionedDescendant();
compositor()->addOutOfFlowPositionedLayer(this);
} else {
dirtyAncestorChainHasSelfPaintingLayerDescendantStatus();
compositor()->removeOutOfFlowPositionedLayer(this);
// We need to reset the isUnclippedDescendant bit here because normally
// the "unclipped-ness" property is only updated in
// RenderLayerCompositor::updateCompositingRequirementsState(). However,
// it is only updated for layers which are known to be out of flow.
// Since this is no longer out of flow, we have to explicitly ensure
// that it doesn't think it is unclipped.
setIsUnclippedDescendant(false);
}
}
static bool hasOrHadFilters(const RenderStyle* oldStyle, const RenderStyle* newStyle)
{
ASSERT(newStyle);
return (oldStyle && oldStyle->hasFilter()) || newStyle->hasFilter();
}
inline bool RenderLayer::needsCompositingLayersRebuiltForClip(const RenderStyle* oldStyle, const RenderStyle* newStyle) const
{
ASSERT(newStyle);
return oldStyle && (oldStyle->clip() != newStyle->clip() || oldStyle->hasClip() != newStyle->hasClip());
}
inline bool RenderLayer::needsCompositingLayersRebuiltForOverflow(const RenderStyle* oldStyle, const RenderStyle* newStyle) const
{
ASSERT(newStyle);
return !hasCompositedLayerMapping() && oldStyle && (oldStyle->overflowX() != newStyle->overflowX()) && m_stackingNode->ancestorStackingContainerNode()->layer()->hasCompositingDescendant();
}
inline bool RenderLayer::needsCompositingLayersRebuiltForFilters(const RenderStyle* oldStyle, const RenderStyle* newStyle, bool didPaintWithFilters) const
{
if (!hasOrHadFilters(oldStyle, newStyle))
return false;
if (RuntimeEnabledFeatures::webAnimationsCSSEnabled()
? hasActiveAnimationsOnCompositor(*renderer(), CSSPropertyWebkitFilter)
: renderer()->animation().isRunningAcceleratedAnimationOnRenderer(renderer(), CSSPropertyWebkitFilter)) {
// When the compositor is performing the filter animation, we shouldn't touch the compositing layers.
// All of the layers above us should have been promoted to compositing layers already.
return false;
}
FilterOutsets newOutsets = newStyle->filterOutsets();
if (oldStyle && (oldStyle->filterOutsets() != newOutsets)) {
// When filter outsets change, we need to:
// (1) Recompute the overlap map to promote the correct layers to composited layers.
// (2) Update the composited layer bounds (and child GraphicsLayer positions) on platforms
// whose compositors can't compute their own filter outsets.
return true;
}
#if HAVE(COMPOSITOR_FILTER_OUTSETS)
if ((didPaintWithFilters != paintsWithFilters()) && !newOutsets.isZero()) {
// When the layer used to paint filters in software and now paints filters in the
// compositor, the compositing layer bounds need to change from including filter outsets to
// excluding filter outsets, on platforms whose compositors compute their own outsets.
// Similarly for the reverse change from compositor-painted to software-painted filters.
return true;
}
#endif
return false;
}
inline bool RenderLayer::needsCompositingLayersRebuiltForBlending(const RenderStyle* oldStyle, const RenderStyle* newStyle) const
{
ASSERT(newStyle);
if (!hasCompositedLayerMapping())
return false;
return (shouldIsolateCompositedDescendants() && !stackingNode()->isStackingContext())
|| (oldStyle && (oldStyle->hasBlendMode() != newStyle->hasBlendMode()));
}
void RenderLayer::updateFilters(const RenderStyle* oldStyle, const RenderStyle* newStyle)
{
if (!hasOrHadFilters(oldStyle, newStyle))
return;
updateOrRemoveFilterClients();
// During an accelerated animation, both WebKit and the compositor animate properties.
// However, WebKit shouldn't ask the compositor to update its filters if the compositor is performing the animation.
if (hasCompositedLayerMapping() && (RuntimeEnabledFeatures::webAnimationsCSSEnabled()
? !hasActiveAnimationsOnCompositor(*renderer(), CSSPropertyWebkitFilter)
: !renderer()->animation().isRunningAcceleratedAnimationOnRenderer(renderer(), CSSPropertyWebkitFilter)))
compositedLayerMapping()->updateFilters(renderer()->style());
updateOrRemoveFilterEffectRenderer();
}
void RenderLayer::styleChanged(StyleDifference, const RenderStyle* oldStyle)
{
m_stackingNode->updateIsNormalFlowOnly();
if (m_scrollableArea)
m_scrollableArea->updateAfterStyleChange(oldStyle);
m_stackingNode->updateStackingNodesAfterStyleChange(oldStyle);
updateVisibilityAfterStyleChange(oldStyle);
// Overlay scrollbars can make this layer self-painting so we need
// to recompute the bit once scrollbars have been updated.
updateSelfPaintingLayer();
updateOutOfFlowPositioned(oldStyle);
updateReflectionInfo(oldStyle);
if (RuntimeEnabledFeatures::cssCompositingEnabled())
updateBlendMode();
updateDescendantDependentFlags();
updateTransform();
bool didPaintWithFilters = false;
if (paintsWithFilters())
didPaintWithFilters = true;
updateFilters(oldStyle, renderer()->style());
const RenderStyle* newStyle = renderer()->style();
if (compositor()->updateLayerCompositingState(this)
|| needsCompositingLayersRebuiltForClip(oldStyle, newStyle)
|| needsCompositingLayersRebuiltForOverflow(oldStyle, newStyle)
|| needsCompositingLayersRebuiltForFilters(oldStyle, newStyle, didPaintWithFilters)
|| needsCompositingLayersRebuiltForBlending(oldStyle, newStyle)) {
compositor()->setCompositingLayersNeedRebuild();
} else if (compositingState() == PaintsIntoOwnBacking || compositingState() == HasOwnBackingButPaintsIntoAncestor) {
ASSERT(hasCompositedLayerMapping());
compositedLayerMapping()->updateGraphicsLayerGeometry();
} else if (compositingState() == PaintsIntoGroupedBacking) {
ASSERT(compositor()->layerSquashingEnabled());
ASSERT(groupedMapping());
// updateGraphicsLayerGeometry() is called to update the squashingLayer in case its size/position has changed.
// FIXME: Make sure to create a layout test that covers this scenario.
// FIXME: It is not expected that any other layers on the compositedLayerMapping would change. we should
// be able to just update the squashing layer only and save a lot of computation.
groupedMapping()->updateGraphicsLayerGeometry();
}
}
bool RenderLayer::scrollsOverflow() const
{
if (RenderLayerScrollableArea* scrollableArea = this->scrollableArea())
return scrollableArea->scrollsOverflow();
return false;
}
bool RenderLayer::isCSSCustomFilterEnabled() const
{
// We only want to enable shaders if WebGL is also enabled on this platform.
const Settings* settings = renderer()->document().settings();
return settings && RuntimeEnabledFeatures::cssCustomFilterEnabled() && settings->webGLEnabled();
}
FilterOperations RenderLayer::computeFilterOperations(const RenderStyle* style)
{
const FilterOperations& filters = style->filter();
if (filters.hasReferenceFilter()) {
for (size_t i = 0; i < filters.size(); ++i) {
FilterOperation* filterOperation = filters.operations().at(i).get();
if (filterOperation->type() != FilterOperation::REFERENCE)
continue;
ReferenceFilterOperation* referenceOperation = toReferenceFilterOperation(filterOperation);
// FIXME: Cache the ReferenceFilter if it didn't change.
RefPtr<ReferenceFilter> referenceFilter = ReferenceFilter::create();
float zoom = style->effectiveZoom() * WebCore::deviceScaleFactor(renderer()->frame());
referenceFilter->setFilterResolution(FloatSize(zoom, zoom));
referenceFilter->setLastEffect(ReferenceFilterBuilder::build(referenceFilter.get(), renderer(), referenceFilter->sourceGraphic(),
referenceOperation));
referenceOperation->setFilter(referenceFilter.release());
}
}
if (!filters.hasCustomFilter())
return filters;
if (!isCSSCustomFilterEnabled()) {
// CSS Custom filters should not parse at all in this case, but there might be
// remaining styles that were parsed when the flag was enabled. Reproduces in DumpRenderTree
// because it resets the flag while the previous test is still loaded.
return FilterOperations();
}
FilterOperations outputFilters;
for (size_t i = 0; i < filters.size(); ++i) {
RefPtr<FilterOperation> filterOperation = filters.operations().at(i);
if (filterOperation->type() == FilterOperation::CUSTOM) {
// We have to wait until the program of CSS Shaders is loaded before setting it on the layer.
// Note that we will handle the loading of the shaders and repainting of the layer in updateOrRemoveFilterClients.
const CustomFilterOperation* customOperation = toCustomFilterOperation(filterOperation.get());
RefPtr<CustomFilterProgram> program = customOperation->program();
if (!program->isLoaded())
continue;
CustomFilterGlobalContext* globalContext = renderer()->view()->customFilterGlobalContext();
RefPtr<CustomFilterValidatedProgram> validatedProgram = globalContext->getValidatedProgram(program->programInfo());
if (!validatedProgram->isInitialized())
continue;
RefPtr<ValidatedCustomFilterOperation> validatedOperation = ValidatedCustomFilterOperation::create(validatedProgram.release(),
customOperation->parameters(), customOperation->meshRows(), customOperation->meshColumns(), customOperation->meshType());
outputFilters.operations().append(validatedOperation.release());
continue;
}
outputFilters.operations().append(filterOperation.release());
}
return outputFilters;
}
void RenderLayer::updateOrRemoveFilterClients()
{
if (!hasFilter()) {
removeFilterInfoIfNeeded();
return;
}
if (renderer()->style()->filter().hasCustomFilter())
ensureFilterInfo()->updateCustomFilterClients(renderer()->style()->filter());
else if (hasFilterInfo())
filterInfo()->removeCustomFilterClients();
if (renderer()->style()->filter().hasReferenceFilter())
ensureFilterInfo()->updateReferenceFilterClients(renderer()->style()->filter());
else if (hasFilterInfo())
filterInfo()->removeReferenceFilterClients();
}
void RenderLayer::updateOrRemoveFilterEffectRenderer()
{
// FilterEffectRenderer is only used to render the filters in software mode,
// so we always need to run updateOrRemoveFilterEffectRenderer after the composited
// mode might have changed for this layer.
if (!paintsWithFilters()) {
// Don't delete the whole filter info here, because we might use it
// for loading CSS shader files.
if (RenderLayerFilterInfo* filterInfo = this->filterInfo())
filterInfo->setRenderer(0);
return;
}
RenderLayerFilterInfo* filterInfo = ensureFilterInfo();
if (!filterInfo->renderer()) {
RefPtr<FilterEffectRenderer> filterRenderer = FilterEffectRenderer::create();
filterRenderer->setIsAccelerated(renderer()->frame()->settings()->acceleratedFiltersEnabled());
filterInfo->setRenderer(filterRenderer.release());
// We can optimize away code paths in other places if we know that there are no software filters.
renderer()->document().view()->setHasSoftwareFilters(true);
}
// If the filter fails to build, remove it from the layer. It will still attempt to
// go through regular processing (e.g. compositing), but never apply anything.
if (!filterInfo->renderer()->build(renderer(), computeFilterOperations(renderer()->style())))
filterInfo->setRenderer(0);
}
void RenderLayer::filterNeedsRepaint()
{
toElement(renderer()->node())->scheduleLayerUpdate();
if (renderer()->view())
renderer()->repaint();
}
void RenderLayer::addLayerHitTestRects(LayerHitTestRects& rects) const
{
if (!size().isEmpty()) {
Vector<LayoutRect> rect;
if (renderBox() && renderBox()->scrollsOverflow()) {
// For scrolling layers, rects are taken to be in the space of the contents.
// We need to include both the entire contents, and also the bounding box
// of the layer in the space of it's parent (eg. for border / scroll bars).
rect.append(m_scrollableArea->overflowRect());
rects.set(this, rect);
if (const RenderLayer* parentLayer = parent()) {
LayerHitTestRects::iterator iter = rects.find(parentLayer);
if (iter == rects.end())
iter = rects.add(parentLayer, Vector<LayoutRect>()).iterator;
iter->value.append(boundingBox(parentLayer));
}
} else {
rect.append(localBoundingBox());
rects.set(this, rect);
}
}
for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
child->addLayerHitTestRects(rects);
}
} // namespace WebCore
#ifndef NDEBUG
void showLayerTree(const WebCore::RenderLayer* layer)
{
if (!layer)
return;
if (WebCore::Frame* frame = layer->renderer()->frame()) {
WTF::String output = externalRepresentation(frame, WebCore::RenderAsTextShowAllLayers | WebCore::RenderAsTextShowLayerNesting | WebCore::RenderAsTextShowCompositedLayers | WebCore::RenderAsTextShowAddresses | WebCore::RenderAsTextShowIDAndClass | WebCore::RenderAsTextDontUpdateLayout | WebCore::RenderAsTextShowLayoutState);
fprintf(stderr, "%s\n", output.utf8().data());
}
}
void showLayerTree(const WebCore::RenderObject* renderer)
{
if (!renderer)
return;
showLayerTree(renderer->enclosingLayer());
}
#endif