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Unified Diff: ui/gfx/compositor/layer.cc

Issue 8368013: Improve Aura overdraw by changing hole calculation (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Nicer diff Created 9 years, 2 months ago
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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, &degrees, 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,
+ &degrees, 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) {

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