Index: ppapi/cpp/paint_aggregator.cc |
=================================================================== |
--- ppapi/cpp/paint_aggregator.cc (revision 116706) |
+++ ppapi/cpp/paint_aggregator.cc (working copy) |
@@ -1,279 +0,0 @@ |
-// Copyright (c) 2011 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 "ppapi/cpp/paint_aggregator.h" |
- |
-#include <algorithm> |
- |
-#include "ppapi/cpp/logging.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. |
-// ---------------------------------------------------------------------------- |
- |
-namespace pp { |
- |
-PaintAggregator::PaintUpdate::PaintUpdate() : has_scroll(false) {} |
- |
-PaintAggregator::PaintUpdate::~PaintUpdate() {} |
- |
-PaintAggregator::InternalPaintUpdate::InternalPaintUpdate() {} |
- |
-PaintAggregator::InternalPaintUpdate::~InternalPaintUpdate() {} |
- |
-Rect PaintAggregator::InternalPaintUpdate::GetScrollDamage() const { |
- // Should only be scrolling in one direction at a time. |
- PP_DCHECK(!(scroll_delta.x() && scroll_delta.y())); |
- |
- Rect damaged_rect; |
- |
- // Compute the region we will expose by scrolling, and paint that into a |
- // shared memory section. |
- if (scroll_delta.x()) { |
- int32_t 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 { |
- int32_t 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); |
-} |
- |
-Rect PaintAggregator::InternalPaintUpdate::GetPaintBounds() const { |
- Rect bounds; |
- for (size_t i = 0; i < paint_rects.size(); ++i) |
- bounds = bounds.Union(paint_rects[i]); |
- return bounds; |
-} |
- |
-PaintAggregator::PaintAggregator() |
- : max_redundant_paint_to_scroll_area_(0.8f), |
- max_paint_rects_(10) { |
-} |
- |
-bool PaintAggregator::HasPendingUpdate() const { |
- return !update_.scroll_rect.IsEmpty() || !update_.paint_rects.empty(); |
-} |
- |
-void PaintAggregator::ClearPendingUpdate() { |
- update_ = InternalPaintUpdate(); |
-} |
- |
-PaintAggregator::PaintUpdate PaintAggregator::GetPendingUpdate() const { |
- // Convert the internal paint update to the external one, which includes a |
- // bit more precomputed info for the caller. |
- PaintUpdate ret; |
- ret.scroll_delta = update_.scroll_delta; |
- ret.scroll_rect = update_.scroll_rect; |
- ret.has_scroll = ret.scroll_delta.x() != 0 || ret.scroll_delta.y() != 0; |
- |
- ret.paint_rects.reserve(update_.paint_rects.size() + 1); |
- for (size_t i = 0; i < update_.paint_rects.size(); i++) |
- ret.paint_rects.push_back(update_.paint_rects[i]); |
- |
- ret.paint_bounds = update_.GetPaintBounds(); |
- |
- // Also include the scroll damage (if any) in the paint rects. |
- if (ret.has_scroll) { |
- PP_Rect scroll_damage = update_.GetScrollDamage(); |
- ret.paint_rects.push_back(scroll_damage); |
- ret.paint_bounds = ret.paint_bounds.Union(scroll_damage); |
- } |
- |
- return ret; |
-} |
- |
-void PaintAggregator::InvalidateRect(const Rect& rect) { |
- // Combine overlapping paints using smallest bounding box. |
- for (size_t i = 0; i < update_.paint_rects.size(); ++i) { |
- const 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. |
- 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() > max_paint_rects_) |
- CombinePaintRects(); |
-} |
- |
-void PaintAggregator::ScrollRect(const Rect& clip_rect, const Point& amount) { |
- // We only support scrolling along one axis at a time. |
- if (amount.x() != 0 && amount.y() != 0) { |
- InvalidateRect(clip_rect); |
- return; |
- } |
- |
- // We can only scroll one rect at a time. |
- if (!update_.scroll_rect.IsEmpty() && update_.scroll_rect != 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 ((amount.x() && update_.scroll_delta.y()) || |
- (amount.y() && 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 += amount; |
- |
- // We might have just wiped out a pre-existing scroll. |
- if (update_.scroll_delta == Point()) { |
- update_.scroll_rect = 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], amount); |
- // 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(Rect())) |
- InvalidateScrollRect(); |
-} |
- |
-Rect PaintAggregator::ScrollPaintRect(const Rect& paint_rect, |
- const Point& amount) const { |
- Rect result = paint_rect; |
- |
- result.Offset(amount); |
- 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 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 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) > max_redundant_paint_to_scroll_area_) |
- return true; |
- |
- return false; |
-} |
- |
-void PaintAggregator::InvalidateScrollRect() { |
- Rect scroll_rect = update_.scroll_rect; |
- update_.scroll_rect = Rect(); |
- update_.scroll_delta = Point(); |
- InvalidateRect(scroll_rect); |
-} |
- |
-void PaintAggregator::CombinePaintRects() { |
- // Combine paint rects down 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 max_paint_rects 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()) { |
- Rect bounds = update_.GetPaintBounds(); |
- update_.paint_rects.clear(); |
- update_.paint_rects.push_back(bounds); |
- } else { |
- Rect inner, outer; |
- for (size_t i = 0; i < update_.paint_rects.size(); ++i) { |
- const 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); |
- } |
-} |
- |
-} // namespace pp |