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/*
* Copyright (C) 2009 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef RenderLayerCompositor_h
#define RenderLayerCompositor_h
#include "RenderLayer.h"
#include "RenderLayerBacking.h"
namespace WebCore {
#define PROFILE_LAYER_REBUILD 0
class GraphicsLayer;
#if ENABLE(VIDEO)
class RenderVideo;
#endif
// RenderLayerCompositor manages the hierarchy of
// composited RenderLayers. It determines which RenderLayers
// become compositing, and creates and maintains a hierarchy of
// GraphicsLayers based on the RenderLayer painting order.
//
// There is one RenderLayerCompositor per RenderView.
class RenderLayerCompositor {
public:
RenderLayerCompositor(RenderView*);
~RenderLayerCompositor();
// Return true if this RenderView is in "compositing mode" (i.e. has one or more
// composited RenderLayers)
bool inCompositingMode() const { return m_compositing; }
// This will make a compositing layer at the root automatically, and hook up to
// the native view/window system.
void enableCompositingMode(bool enable = true);
// Returns true if the accelerated compositing is enabled
bool hasAcceleratedCompositing() const { return m_hasAcceleratedCompositing; }
// Copy the acceleratedCompositingEnabledFlag from Settings
void cacheAcceleratedCompositingEnabledFlag();
// Called when the layer hierarchy needs to be updated (compositing layers have been
// created, destroyed or re-parented).
void setCompositingLayersNeedRebuild(bool needRebuild = true);
bool compositingLayersNeedRebuild() const { return m_compositingLayersNeedRebuild; }
// Controls whether or not to consult geometry when deciding which layers need
// to be composited. Defaults to true.
void setCompositingConsultsOverlap(bool b) { m_compositingConsultsOverlap = b; }
bool compositingConsultsOverlap() const { return m_compositingConsultsOverlap; }
void scheduleSync();
// Rebuild the tree of compositing layers
void updateCompositingLayers(RenderLayer* updateRoot = 0);
// Update the compositing state of the given layer. Returns true if that state changed.
enum CompositingChangeRepaint { CompositingChangeRepaintNow, CompositingChangeWillRepaintLater };
bool updateLayerCompositingState(RenderLayer*, CompositingChangeRepaint = CompositingChangeRepaintNow);
// Update the geometry for compositing children of compositingAncestor.
void updateCompositingDescendantGeometry(RenderLayer* compositingAncestor, RenderLayer* layer, RenderLayerBacking::UpdateDepth);
// Whether layer's backing needs a graphics layer to do clipping by an ancestor (non-stacking-context parent with overflow).
bool clippedByAncestor(RenderLayer*) const;
// Whether layer's backing needs a graphics layer to clip z-order children of the given layer.
bool clipsCompositingDescendants(const RenderLayer*) const;
// Whether the given layer needs an extra 'contents' layer.
bool needsContentsCompositingLayer(const RenderLayer*) const;
// Return the bounding box required for compositing layer and its childern, relative to ancestorLayer.
// If layerBoundingBox is not 0, on return it contains the bounding box of this layer only.
IntRect calculateCompositedBounds(const RenderLayer* layer, const RenderLayer* ancestorLayer);
// Repaint the appropriate layers when the given RenderLayer starts or stops being composited.
void repaintOnCompositingChange(RenderLayer*);
// Notify us that a layer has been added or removed
void layerWasAdded(RenderLayer* parent, RenderLayer* child);
void layerWillBeRemoved(RenderLayer* parent, RenderLayer* child);
// Get the nearest ancestor layer that has overflow or clip, but is not a stacking context
RenderLayer* enclosingNonStackingClippingLayer(const RenderLayer* layer) const;
// Repaint parts of all composited layers that intersect the given absolute rectangle.
void repaintCompositedLayersAbsoluteRect(const IntRect&);
RenderLayer* rootRenderLayer() const;
GraphicsLayer* rootPlatformLayer() const;
void didMoveOnscreen();
void willMoveOffscreen();
void updateRootLayerPosition();
void didStartAcceleratedAnimation();
#if ENABLE(VIDEO)
// Use by RenderVideo to ask if it should try to use accelerated compositing.
bool canAccelerateVideoRendering(RenderVideo*) const;
#endif
// Walk the tree looking for layers with 3d transforms. Useful in case you need
// to know if there is non-affine content, e.g. for drawing into an image.
bool has3DContent() const;
private:
// Whether the given RL needs a compositing layer.
bool needsToBeComposited(const RenderLayer*) const;
// Whether the layer has an intrinsic need for compositing layer.
bool requiresCompositingLayer(const RenderLayer*) const;
// Make or destroy the backing for this layer; returns true if backing changed.
bool updateBacking(RenderLayer*, CompositingChangeRepaint shouldRepaint);
// Repaint the given rect (which is layer's coords), and regions of child layers that intersect that rect.
void recursiveRepaintLayerRect(RenderLayer* layer, const IntRect& rect);
typedef HashMap<RenderLayer*, IntRect> OverlapMap;
static void addToOverlapMap(OverlapMap&, RenderLayer*, IntRect& layerBounds, bool& boundsComputed);
static bool overlapsCompositedLayers(OverlapMap&, const IntRect& layerBounds);
// Returns true if any layer's compositing changed
void computeCompositingRequirements(RenderLayer*, OverlapMap*, struct CompositingState&, bool& layersChanged);
void rebuildCompositingLayerTree(RenderLayer* layer, struct CompositingState&, bool updateHierarchy);
// Hook compositing layers together
void setCompositingParent(RenderLayer* childLayer, RenderLayer* parentLayer);
void removeCompositedChildren(RenderLayer*);
void parentInRootLayer(RenderLayer*);
bool layerHas3DContent(const RenderLayer*) const;
void ensureRootPlatformLayer();
void destroyRootPlatformLayer();
// Whether a running transition or animation enforces the need for a compositing layer.
bool requiresCompositingForAnimation(RenderObject*) const;
bool requiresCompositingForTransform(RenderObject*) const;
bool requiresCompositingForVideo(RenderObject*) const;
private:
RenderView* m_renderView;
GraphicsLayer* m_rootPlatformLayer;
bool m_hasAcceleratedCompositing;
bool m_compositingConsultsOverlap;
bool m_compositing;
bool m_rootLayerAttached;
bool m_compositingLayersNeedRebuild;
#if PROFILE_LAYER_REBUILD
int m_rootLayerUpdateCount;
#endif
};
} // namespace WebCore
#endif // RenderLayerCompositor_h