Chromium Code Reviews| Index: ui/gfx/compositor/layer.cc |
| diff --git a/ui/gfx/compositor/layer.cc b/ui/gfx/compositor/layer.cc |
| index bf63c3529dcb28000488afa62801794e7b2d2c4d..fa8eabf9eb445a47d9c4e0a6c3af942b5bcfaa55 100644 |
| --- a/ui/gfx/compositor/layer.cc |
| +++ b/ui/gfx/compositor/layer.cc |
| @@ -314,53 +314,76 @@ void Layer::UpdateLayerCanvas() { |
| SetCanvas(*canvas->GetSkCanvas(), draw_rect.origin()); |
| } |
| -void Layer::RecomputeHole() { |
| - if (type_ == LAYER_HAS_NO_TEXTURE) |
| - return; |
| - |
| - // Reset to default. |
| +void Layer::ClearHoleRects() { |
| hole_rect_ = gfx::Rect(); |
| - // Find the largest hole |
| - for (size_t i = 0; i < children_.size(); ++i) { |
| - // Ignore non-opaque and hidden children. |
| - if (!children_[i]->IsCompletelyOpaque() || !children_[i]->visible_) |
| - continue; |
| - |
| - // Ignore children that aren't rotated by multiples of 90 degrees. |
| - float degrees; |
| - if (!InterpolatedTransform::FactorTRS(children_[i]->transform(), |
| - NULL, °rees, NULL) || |
| - !IsApproximateMultilpleOf(degrees, 90.0f)) |
| - continue; |
| - |
| - // The reason why we don't just take the bounds and apply the transform is |
| - // that the bounds encodes a position, too, so the effective transformation |
| - // matrix is actually different that the one reported. As well, the bounds |
| - // will not necessarily be at the origin. |
| - gfx::Rect candidate_hole(children_[i]->bounds_.size()); |
| - ui::Transform transform = children_[i]->transform(); |
| - transform.ConcatTranslate(static_cast<float>(children_[i]->bounds_.x()), |
| - static_cast<float>(children_[i]->bounds_.y())); |
| - transform.TransformRect(&candidate_hole); |
| - |
| - // This layer might not contain the child (e.g., a portion of the child may |
| - // be offscreen). Only the portion of the child that overlaps this layer is |
| - // of any importance, so take the intersection. |
| - candidate_hole = gfx::Rect(bounds().size()).Intersect(candidate_hole); |
| - |
| - // Ensure we have the largest hole. |
| - if (candidate_hole.size().GetArea() > hole_rect_.size().GetArea()) |
| - hole_rect_ = candidate_hole; |
| - } |
| + for (size_t i = 0; i < children_.size(); i++) |
| + children_[i]->ClearHoleRects(); |
| +} |
| - // Free up texture memory if the hole fills bounds of layer. |
| - if (!ShouldDraw() && !layer_updated_externally_) |
| - texture_ = NULL; |
| +void Layer::GeneratePreorderTraversal( |
| + std::vector<ui::Layer*>* layer_traversal) { |
| + if (!visible_) |
| + return; |
| + |
| + if (fills_bounds_opaquely_ && type_ == LAYER_HAS_TEXTURE) |
| + layer_traversal->push_back(this); |
| + |
| + for (size_t i = 0; i < children_.size(); i++) |
| + children_[i]->GeneratePreorderTraversal(layer_traversal); |
| } |
| -bool Layer::IsCompletelyOpaque() const { |
| - return fills_bounds_opaquely() && GetCombinedOpacity() == 1.0f; |
| +void Layer::RecomputeHole() { |
|
sky
2011/10/24 15:44:52
I don't like all the tree walking we do on any int
|
| + Layer* root_layer = this; |
| + while (root_layer->parent_) { |
| + root_layer = root_layer->parent_; |
| + } |
| + |
| + std::vector<ui::Layer*> layer_traversal; |
| + root_layer->ClearHoleRects(); |
| + root_layer->GeneratePreorderTraversal(&layer_traversal); |
| + |
| + for (size_t i = 0; i < layer_traversal.size(); i++) { |
| + Layer* layer = layer_traversal[i]; |
| + gfx::Rect bounds = gfx::Rect(layer->bounds().size()); |
| + ui::Transform layer_transform; |
| + layer->GetTransformRelativeTo(root_layer, &layer_transform); |
| + |
| + // Iterate through layers which are after layer_traversal[i] in draw order |
| + // and find the largest candidate hole. |
| + for (size_t j = i + 1; j < layer_traversal.size(); j++) { |
| + gfx::Rect candidate_hole = gfx::Rect(layer_traversal[j]->bounds().size()); |
| + |
| + // Compute transform to go from bounds of layer |j| to local bounds of layer |i|. |
|
sky
2011/10/24 15:44:52
This line is > 80 chars
|
| + ui::Transform candidate_hole_transform; |
| + layer_traversal[j]->GetTransformRelativeTo(root_layer, |
|
sky
2011/10/24 15:44:52
This is a lot of transform building. Rather than h
|
| + &candidate_hole_transform); |
| + if (!layer_transform.Invert()) |
| + continue; |
| + candidate_hole_transform.ConcatTransform(layer_transform); |
| + |
| + // cannot punch a hole if the relative transform between the two layers |
| + // is not multiple of 90. |
| + float degrees; |
| + if (!InterpolatedTransform::FactorTRS(candidate_hole_transform, NULL, |
| + °rees, NULL) || !IsApproximateMultilpleOf(degrees, 90.0f)) |
| + continue; |
| + |
| + // can only punch a hole if the two layers have the same opacity. |
| + if (layer->GetCombinedOpacity() != |
| + layer_traversal[j]->GetCombinedOpacity()) |
|
Ian Vollick
2011/10/22 01:06:03
Shouldn't we punch a hole only if layer_traversal[
|
| + continue; |
| + |
| + candidate_hole_transform.TransformRect(&candidate_hole); |
| + candidate_hole = candidate_hole.Intersect(bounds); |
| + |
| + if (candidate_hole.size().GetArea() > layer->hole_rect().size().GetArea()) |
| + layer->set_hole_rect(candidate_hole); |
| + } |
| + // Free up texture memory if the hole fills bounds of layer. |
| + if (!layer->ShouldDraw() && !layer_updated_externally()) |
| + layer->DropTexture(); |
| + } |
| } |
| // static |
| @@ -399,6 +422,11 @@ void Layer::PunchHole(const gfx::Rect& rect, |
| rect.bottom() - trimmed_rect.bottom())); |
| } |
| +void Layer::DropTexture() { |
| + if (!layer_updated_externally_) |
| + texture_ = NULL; |
| +} |
| + |
| void Layer::DropTextures() { |
| if (!layer_updated_externally_) |
| texture_ = NULL; |
| @@ -476,25 +504,9 @@ void Layer::SetTransformImmediately(const ui::Transform& transform) { |
| } |
| void Layer::SetOpacityImmediately(float opacity) { |
| - bool was_opaque = GetCombinedOpacity() == 1.0f; |
| opacity_ = opacity; |
| - bool is_opaque = GetCombinedOpacity() == 1.0f; |
| - |
| - // If our opacity has changed we need to recompute our hole, our parent's hole |
| - // and the holes of all our descendants. |
| - if (was_opaque != is_opaque) { |
| - if (parent_) |
| - parent_->RecomputeHole(); |
| - std::queue<Layer*> to_process; |
| - to_process.push(this); |
| - while (!to_process.empty()) { |
| - Layer* current = to_process.front(); |
| - to_process.pop(); |
| - current->RecomputeHole(); |
| - for (size_t i = 0; i < current->children_.size(); ++i) |
| - to_process.push(current->children_.at(i)); |
| - } |
| - } |
| + if (parent_) |
| + parent_->RecomputeHole(); |
| } |
| void Layer::SetBoundsFromAnimator(const gfx::Rect& bounds) { |