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Unified Diff: chrome/renderer/paint_aggregator.cc

Issue 6685072: Move a bunch more random files from chrome\renderer to content\renderer. (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: '' Created 9 years, 9 months ago
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Index: chrome/renderer/paint_aggregator.cc
===================================================================
--- chrome/renderer/paint_aggregator.cc (revision 78620)
+++ chrome/renderer/paint_aggregator.cc (working copy)
@@ -1,284 +0,0 @@
-// Copyright (c) 2009 The Chromium Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-
-#include "chrome/renderer/paint_aggregator.h"
-
-#include "base/logging.h"
-#include "base/metrics/histogram.h"
-
-// ----------------------------------------------------------------------------
-// ALGORITHM NOTES
-//
-// We attempt to maintain a scroll rect in the presence of invalidations that
-// are contained within the scroll rect. If an invalidation crosses a scroll
-// rect, then we just treat the scroll rect as an invalidation rect.
-//
-// For invalidations performed prior to scrolling and contained within the
-// scroll rect, we offset the invalidation rects to account for the fact that
-// the consumer will perform scrolling before painting.
-//
-// We only support scrolling along one axis at a time. A diagonal scroll will
-// therefore be treated as an invalidation.
-// ----------------------------------------------------------------------------
-
-// If the combined area of paint rects contained within the scroll rect grows
-// too large, then we might as well just treat the scroll rect as a paint rect.
-// This constant sets the max ratio of paint rect area to scroll rect area that
-// we will tolerate before dograding the scroll into a repaint.
-static const float kMaxRedundantPaintToScrollArea = 0.8f;
-
-// The maximum number of paint rects. If we exceed this limit, then we'll
-// start combining paint rects (see CombinePaintRects). This limiting is
-// important since the WebKit code associated with deciding what to paint given
-// a paint rect can be significant.
-static const size_t kMaxPaintRects = 5;
-
-// If the combined area of paint rects divided by the area of the union of all
-// paint rects exceeds this threshold, then we will combine the paint rects.
-static const float kMaxPaintRectsAreaRatio = 0.7f;
-
-PaintAggregator::PendingUpdate::PendingUpdate() {}
-
-PaintAggregator::PendingUpdate::~PendingUpdate() {}
-
-gfx::Rect PaintAggregator::PendingUpdate::GetScrollDamage() const {
- // Should only be scrolling in one direction at a time.
- DCHECK(!(scroll_delta.x() && scroll_delta.y()));
-
- gfx::Rect damaged_rect;
-
- // Compute the region we will expose by scrolling, and paint that into a
- // shared memory section.
- if (scroll_delta.x()) {
- int dx = scroll_delta.x();
- damaged_rect.set_y(scroll_rect.y());
- damaged_rect.set_height(scroll_rect.height());
- if (dx > 0) {
- damaged_rect.set_x(scroll_rect.x());
- damaged_rect.set_width(dx);
- } else {
- damaged_rect.set_x(scroll_rect.right() + dx);
- damaged_rect.set_width(-dx);
- }
- } else {
- int dy = scroll_delta.y();
- damaged_rect.set_x(scroll_rect.x());
- damaged_rect.set_width(scroll_rect.width());
- if (dy > 0) {
- damaged_rect.set_y(scroll_rect.y());
- damaged_rect.set_height(dy);
- } else {
- damaged_rect.set_y(scroll_rect.bottom() + dy);
- damaged_rect.set_height(-dy);
- }
- }
-
- // In case the scroll offset exceeds the width/height of the scroll rect
- return scroll_rect.Intersect(damaged_rect);
-}
-
-gfx::Rect PaintAggregator::PendingUpdate::GetPaintBounds() const {
- gfx::Rect bounds;
- for (size_t i = 0; i < paint_rects.size(); ++i)
- bounds = bounds.Union(paint_rects[i]);
- return bounds;
-}
-
-bool PaintAggregator::HasPendingUpdate() const {
- return !update_.scroll_rect.IsEmpty() || !update_.paint_rects.empty();
-}
-
-void PaintAggregator::ClearPendingUpdate() {
- update_ = PendingUpdate();
-}
-
-void PaintAggregator::PopPendingUpdate(PendingUpdate* update) {
- // Combine paint rects if their combined area is not sufficiently less than
- // the area of the union of all paint rects. We skip this if there is a
- // scroll rect since scrolling benefits from smaller paint rects.
- if (update_.scroll_rect.IsEmpty() && update_.paint_rects.size() > 1) {
- int paint_area = 0;
- gfx::Rect union_rect;
- for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
- paint_area += update_.paint_rects[i].size().GetArea();
- union_rect = union_rect.Union(update_.paint_rects[i]);
- }
- int union_area = union_rect.size().GetArea();
- if (float(paint_area) / float(union_area) > kMaxPaintRectsAreaRatio)
- CombinePaintRects();
- }
- *update = update_;
- ClearPendingUpdate();
-}
-
-void PaintAggregator::InvalidateRect(const gfx::Rect& rect) {
- // Combine overlapping paints using smallest bounding box.
- for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
- const gfx::Rect& existing_rect = update_.paint_rects[i];
- if (existing_rect.Contains(rect)) // Optimize out redundancy.
- return;
- if (rect.Intersects(existing_rect) || rect.SharesEdgeWith(existing_rect)) {
- // Re-invalidate in case the union intersects other paint rects.
- gfx::Rect combined_rect = existing_rect.Union(rect);
- update_.paint_rects.erase(update_.paint_rects.begin() + i);
- InvalidateRect(combined_rect);
- return;
- }
- }
-
- // Add a non-overlapping paint.
- update_.paint_rects.push_back(rect);
-
- // If the new paint overlaps with a scroll, then it forces an invalidation of
- // the scroll. If the new paint is contained by a scroll, then trim off the
- // scroll damage to avoid redundant painting.
- if (!update_.scroll_rect.IsEmpty()) {
- if (ShouldInvalidateScrollRect(rect)) {
- InvalidateScrollRect();
- } else if (update_.scroll_rect.Contains(rect)) {
- update_.paint_rects[update_.paint_rects.size() - 1] =
- rect.Subtract(update_.GetScrollDamage());
- if (update_.paint_rects[update_.paint_rects.size() - 1].IsEmpty())
- update_.paint_rects.erase(update_.paint_rects.end() - 1);
- }
- }
-
- if (update_.paint_rects.size() > kMaxPaintRects)
- CombinePaintRects();
-
- // Track how large the paint_rects vector grows during an invalidation
- // sequence. Note: A subsequent invalidation may end up being combined
- // with all existing paints, which means that tracking the size of
- // paint_rects at the time when PopPendingUpdate() is called may mask
- // certain performance problems.
- HISTOGRAM_COUNTS_100("MPArch.RW_IntermediatePaintRectCount",
- update_.paint_rects.size());
-}
-
-void PaintAggregator::ScrollRect(int dx, int dy, const gfx::Rect& clip_rect) {
- // We only support scrolling along one axis at a time.
- if (dx != 0 && dy != 0) {
- InvalidateRect(clip_rect);
- return;
- }
-
- // We can only scroll one rect at a time.
- if (!update_.scroll_rect.IsEmpty() &&
- !update_.scroll_rect.Equals(clip_rect)) {
- InvalidateRect(clip_rect);
- return;
- }
-
- // Again, we only support scrolling along one axis at a time. Make sure this
- // update doesn't scroll on a different axis than any existing one.
- if ((dx && update_.scroll_delta.y()) || (dy && update_.scroll_delta.x())) {
- InvalidateRect(clip_rect);
- return;
- }
-
- // The scroll rect is new or isn't changing (though the scroll amount may
- // be changing).
- update_.scroll_rect = clip_rect;
- update_.scroll_delta.Offset(dx, dy);
-
- // We might have just wiped out a pre-existing scroll.
- if (update_.scroll_delta == gfx::Point()) {
- update_.scroll_rect = gfx::Rect();
- return;
- }
-
- // Adjust any contained paint rects and check for any overlapping paints.
- for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
- if (update_.scroll_rect.Contains(update_.paint_rects[i])) {
- update_.paint_rects[i] = ScrollPaintRect(update_.paint_rects[i], dx, dy);
- // The rect may have been scrolled out of view.
- if (update_.paint_rects[i].IsEmpty()) {
- update_.paint_rects.erase(update_.paint_rects.begin() + i);
- i--;
- }
- } else if (update_.scroll_rect.Intersects(update_.paint_rects[i])) {
- InvalidateScrollRect();
- return;
- }
- }
-
- // If the new scroll overlaps too much with contained paint rects, then force
- // an invalidation of the scroll.
- if (ShouldInvalidateScrollRect(gfx::Rect()))
- InvalidateScrollRect();
-}
-
-gfx::Rect PaintAggregator::ScrollPaintRect(const gfx::Rect& paint_rect,
- int dx, int dy) const {
- gfx::Rect result = paint_rect;
-
- result.Offset(dx, dy);
- result = update_.scroll_rect.Intersect(result);
-
- // Subtract out the scroll damage rect to avoid redundant painting.
- return result.Subtract(update_.GetScrollDamage());
-}
-
-bool PaintAggregator::ShouldInvalidateScrollRect(const gfx::Rect& rect) const {
- if (!rect.IsEmpty()) {
- if (!update_.scroll_rect.Intersects(rect))
- return false;
-
- if (!update_.scroll_rect.Contains(rect))
- return true;
- }
-
- // Check if the combined area of all contained paint rects plus this new
- // rect comes too close to the area of the scroll_rect. If so, then we
- // might as well invalidate the scroll rect.
-
- int paint_area = rect.size().GetArea();
- for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
- const gfx::Rect& existing_rect = update_.paint_rects[i];
- if (update_.scroll_rect.Contains(existing_rect))
- paint_area += existing_rect.size().GetArea();
- }
- int scroll_area = update_.scroll_rect.size().GetArea();
- if (float(paint_area) / float(scroll_area) > kMaxRedundantPaintToScrollArea)
- return true;
-
- return false;
-}
-
-void PaintAggregator::InvalidateScrollRect() {
- gfx::Rect scroll_rect = update_.scroll_rect;
- update_.scroll_rect = gfx::Rect();
- update_.scroll_delta = gfx::Point();
- InvalidateRect(scroll_rect);
-}
-
-void PaintAggregator::CombinePaintRects() {
- // Combine paint rects do to at most two rects: one inside the scroll_rect
- // and one outside the scroll_rect. If there is no scroll_rect, then just
- // use the smallest bounding box for all paint rects.
- //
- // NOTE: This is a fairly simple algorithm. We could get fancier by only
- // combining two rects to get us under the kMaxPaintRects limit, but if we
- // reach this method then it means we're hitting a rare case, so there's no
- // need to over-optimize it.
- //
- if (update_.scroll_rect.IsEmpty()) {
- gfx::Rect bounds = update_.GetPaintBounds();
- update_.paint_rects.clear();
- update_.paint_rects.push_back(bounds);
- } else {
- gfx::Rect inner, outer;
- for (size_t i = 0; i < update_.paint_rects.size(); ++i) {
- const gfx::Rect& existing_rect = update_.paint_rects[i];
- if (update_.scroll_rect.Contains(existing_rect)) {
- inner = inner.Union(existing_rect);
- } else {
- outer = outer.Union(existing_rect);
- }
- }
- update_.paint_rects.clear();
- update_.paint_rects.push_back(inner);
- update_.paint_rects.push_back(outer);
- }
-}
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