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| 1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2011 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
| 4 | 4 |
| 5 #include "cc/damage_tracker.h" | 5 #include "cc/damage_tracker.h" |
| 6 | 6 |
| 7 #include "cc/layer_impl.h" | 7 #include "cc/layer_impl.h" |
| 8 #include "cc/layer_tree_host_common.h" | 8 #include "cc/layer_tree_host_common.h" |
| 9 #include "cc/math_util.h" | 9 #include "cc/math_util.h" |
| 10 #include "cc/render_surface_impl.h" | 10 #include "cc/render_surface_impl.h" |
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| 41 { | 41 { |
| 42 gfx::RectF expandedDamageRect = damageRect; | 42 gfx::RectF expandedDamageRect = damageRect; |
| 43 expandRectWithFilters(expandedDamageRect, filters); | 43 expandRectWithFilters(expandedDamageRect, filters); |
| 44 gfx::RectF filterRect = preFilterRect; | 44 gfx::RectF filterRect = preFilterRect; |
| 45 expandRectWithFilters(filterRect, filters); | 45 expandRectWithFilters(filterRect, filters); |
| 46 | 46 |
| 47 expandedDamageRect.Intersect(filterRect); | 47 expandedDamageRect.Intersect(filterRect); |
| 48 damageRect.Union(expandedDamageRect); | 48 damageRect.Union(expandedDamageRect); |
| 49 } | 49 } |
| 50 | 50 |
| 51 void DamageTracker::updateDamageTrackingState(const std::vector<LayerImpl*>& lay
erList, int targetSurfaceLayerID, bool targetSurfacePropertyChangedOnlyFromDesce
ndant, const gfx::Rect& targetSurfaceContentRect, LayerImpl* targetSurfaceMaskLa
yer, const WebKit::WebFilterOperations& filters, SkImageFilter* filter) | 51 void DamageTracker::updateDamageTrackingState(const std::vector<LayerImpl*>& lay
erList, int targetSurfaceLayerID, bool targetSurfacePropertyChangedOnlyFromDesce
ndant, const gfx::Rect& targetSurfaceContentRect, LayerImpl* targetSurfaceMaskLa
yer, const WebKit::WebFilterOperations& filters, const SkRefPtr<SkImageFilter>&
filter) |
| 52 { | 52 { |
| 53 // | 53 // |
| 54 // This function computes the "damage rect" of a target surface, and updates
the state | 54 // This function computes the "damage rect" of a target surface, and updates
the state |
| 55 // that is used to correctly track damage across frames. The damage rect is
the region | 55 // that is used to correctly track damage across frames. The damage rect is
the region |
| 56 // of the surface that may have changed and needs to be redrawn. This can be
used to | 56 // of the surface that may have changed and needs to be redrawn. This can be
used to |
| 57 // scissor what is actually drawn, to save GPU computation and bandwidth. | 57 // scissor what is actually drawn, to save GPU computation and bandwidth. |
| 58 // | 58 // |
| 59 // The surface's damage rect is computed as the union of all possible change
s that | 59 // The surface's damage rect is computed as the union of all possible change
s that |
| 60 // have happened to the surface since the last frame was drawn. This include
s: | 60 // have happened to the surface since the last frame was drawn. This include
s: |
| 61 // - any changes for existing layers/surfaces that contribute to the targe
t surface | 61 // - any changes for existing layers/surfaces that contribute to the targe
t surface |
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| 334 | 334 |
| 335 // If the layer has a background filter, this may cause pixels in our surfac
e to be expanded, so we will need to expand any damage | 335 // If the layer has a background filter, this may cause pixels in our surfac
e to be expanded, so we will need to expand any damage |
| 336 // at or below this layer. We expand the damage from this layer too, as we n
eed to readback those pixels from the surface with only | 336 // at or below this layer. We expand the damage from this layer too, as we n
eed to readback those pixels from the surface with only |
| 337 // the contents of layers below this one in them. This means we need to redr
aw any pixels in the surface being used for the blur in | 337 // the contents of layers below this one in them. This means we need to redr
aw any pixels in the surface being used for the blur in |
| 338 // this layer this frame. | 338 // this layer this frame. |
| 339 if (layer->backgroundFilters().hasFilterThatMovesPixels()) | 339 if (layer->backgroundFilters().hasFilterThatMovesPixels()) |
| 340 expandDamageRectInsideRectWithFilters(targetDamageRect, surfaceRectInTar
getSpace, layer->backgroundFilters()); | 340 expandDamageRectInsideRectWithFilters(targetDamageRect, surfaceRectInTar
getSpace, layer->backgroundFilters()); |
| 341 } | 341 } |
| 342 | 342 |
| 343 } // namespace cc | 343 } // namespace cc |
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