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Side by Side Diff: Source/core/rendering/compositing/RenderLayerCompositor.cpp

Issue 178313004: Remove the HashMap in RenderLayerCompositor's overlap map (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Now with out param Created 6 years, 9 months ago
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1 /* 1 /*
2 * Copyright (C) 2009, 2010 Apple Inc. All rights reserved. 2 * Copyright (C) 2009, 2010 Apple Inc. All rights reserved.
3 * 3 *
4 * Redistribution and use in source and binary forms, with or without 4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions 5 * modification, are permitted provided that the following conditions
6 * are met: 6 * are met:
7 * 1. Redistributions of source code must retain the above copyright 7 * 1. Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * 2. Redistributions in binary form must reproduce the above copyright 9 * 2. Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
(...skipping 101 matching lines...) Expand 10 before | Expand all | Expand 10 after
112 public: 112 public:
113 OverlapMap() 113 OverlapMap()
114 : m_geometryMap(UseTransforms) 114 : m_geometryMap(UseTransforms)
115 { 115 {
116 // Begin by assuming the root layer will be composited so that there 116 // Begin by assuming the root layer will be composited so that there
117 // is something on the stack. The root layer should also never get a 117 // is something on the stack. The root layer should also never get a
118 // finishCurrentOverlapTestingContext() call. 118 // finishCurrentOverlapTestingContext() call.
119 beginNewOverlapTestingContext(); 119 beginNewOverlapTestingContext();
120 } 120 }
121 121
122 void add(const RenderLayer* layer, const IntRect& bounds) 122 void add(const IntRect& bounds)
123 { 123 {
124 // Layers do not contribute to overlap immediately--instead, they will 124 // Layers do not contribute to overlap immediately--instead, they will
125 // contribute to overlap as soon as they have been recursively processed 125 // contribute to overlap as soon as they have been recursively processed
126 // and popped off the stack. 126 // and popped off the stack.
127 ASSERT(m_overlapStack.size() >= 2); 127 ASSERT(m_overlapStack.size() >= 2);
128 m_overlapStack[m_overlapStack.size() - 2].add(bounds); 128 m_overlapStack[m_overlapStack.size() - 2].add(bounds);
129 m_layers.add(layer);
130 }
131
132 bool contains(const RenderLayer* layer)
133 {
134 return m_layers.contains(layer);
135 } 129 }
136 130
137 bool overlapsLayers(const IntRect& bounds) const 131 bool overlapsLayers(const IntRect& bounds) const
138 { 132 {
139 return m_overlapStack.last().overlapsLayers(bounds); 133 return m_overlapStack.last().overlapsLayers(bounds);
140 } 134 }
141 135
142 bool isEmpty()
143 {
144 return m_layers.isEmpty();
145 }
146
147 void beginNewOverlapTestingContext() 136 void beginNewOverlapTestingContext()
148 { 137 {
149 // This effectively creates a new "clean slate" for overlap state. 138 // This effectively creates a new "clean slate" for overlap state.
150 // This is used when we know that a subtree or remaining set of 139 // This is used when we know that a subtree or remaining set of
151 // siblings does not need to check overlap with things behind it. 140 // siblings does not need to check overlap with things behind it.
152 m_overlapStack.append(OverlapMapContainer()); 141 m_overlapStack.append(OverlapMapContainer());
153 } 142 }
154 143
155 void finishCurrentOverlapTestingContext() 144 void finishCurrentOverlapTestingContext()
156 { 145 {
157 // The overlap information on the top of the stack is still necessary 146 // The overlap information on the top of the stack is still necessary
158 // for checking overlap of any layers outside this context that may 147 // for checking overlap of any layers outside this context that may
159 // overlap things from inside this context. Therefore, we must merge 148 // overlap things from inside this context. Therefore, we must merge
160 // the information from the top of the stack before popping the stack. 149 // the information from the top of the stack before popping the stack.
161 // 150 //
162 // FIXME: we may be able to avoid this deep copy by rearranging how 151 // FIXME: we may be able to avoid this deep copy by rearranging how
163 // overlapMap state is managed. 152 // overlapMap state is managed.
164 m_overlapStack[m_overlapStack.size() - 2].unite(m_overlapStack.last()); 153 m_overlapStack[m_overlapStack.size() - 2].unite(m_overlapStack.last());
165 m_overlapStack.removeLast(); 154 m_overlapStack.removeLast();
166 } 155 }
167 156
168 RenderGeometryMap& geometryMap() { return m_geometryMap; } 157 RenderGeometryMap& geometryMap() { return m_geometryMap; }
169 158
170 private: 159 private:
171 Vector<OverlapMapContainer> m_overlapStack; 160 Vector<OverlapMapContainer> m_overlapStack;
172 HashSet<const RenderLayer*> m_layers;
173 RenderGeometryMap m_geometryMap; 161 RenderGeometryMap m_geometryMap;
174 }; 162 };
175 163
176 struct CompositingRecursionData { 164 struct CompositingRecursionData {
177 CompositingRecursionData(RenderLayer* compAncestor, RenderLayer* mostRecentC ompositedLayer, bool testOverlap) 165 CompositingRecursionData(RenderLayer* compAncestor, RenderLayer* mostRecentC ompositedLayer, bool testOverlap)
178 : m_compositingAncestor(compAncestor) 166 : m_compositingAncestor(compAncestor)
179 , m_mostRecentCompositedLayer(mostRecentCompositedLayer) 167 , m_mostRecentCompositedLayer(mostRecentCompositedLayer)
180 , m_subtreeIsCompositing(false) 168 , m_subtreeIsCompositing(false)
181 , m_hasUnisolatedCompositedBlendingDescendant(false) 169 , m_hasUnisolatedCompositedBlendingDescendant(false)
182 , m_testingOverlap(testOverlap) 170 , m_testingOverlap(testOverlap)
(...skipping 265 matching lines...) Expand 10 before | Expand all | Expand 10 after
448 // Turn off the overlap map test if bleeding edge features are on. 436 // Turn off the overlap map test if bleeding edge features are on.
449 OverlapMap* overlapMap = 0; 437 OverlapMap* overlapMap = 0;
450 if (!RuntimeEnabledFeatures::bleedingEdgeFastPathsEnabled()) 438 if (!RuntimeEnabledFeatures::bleedingEdgeFastPathsEnabled())
451 overlapMap = &overlapTestRequestMap; 439 overlapMap = &overlapTestRequestMap;
452 440
453 // FIXME: Passing these unclippedDescendants down and keeping track 441 // FIXME: Passing these unclippedDescendants down and keeping track
454 // of them dynamically, we are requiring a full tree walk. This 442 // of them dynamically, we are requiring a full tree walk. This
455 // should be removed as soon as proper overlap testing based on 443 // should be removed as soon as proper overlap testing based on
456 // scrolling and animation bounds is implemented (crbug.com/252472). 444 // scrolling and animation bounds is implemented (crbug.com/252472).
457 Vector<RenderLayer*> unclippedDescendants; 445 Vector<RenderLayer*> unclippedDescendants;
458 computeCompositingRequirements(0, updateRoot, overlapMap, recursionD ata, saw3DTransform, unclippedDescendants); 446 IntRect absoluteDecendantBoundingBox;
447 computeCompositingRequirements(0, updateRoot, overlapMap, recursionD ata, saw3DTransform, unclippedDescendants, absoluteDecendantBoundingBox);
459 } 448 }
460 449
461 { 450 {
462 TRACE_EVENT0("blink_rendering", "RenderLayerCompositor::assignLayers ToBackings"); 451 TRACE_EVENT0("blink_rendering", "RenderLayerCompositor::assignLayers ToBackings");
463 assignLayersToBackings(updateRoot, layersChanged); 452 assignLayersToBackings(updateRoot, layersChanged);
464 } 453 }
465 454
466 { 455 {
467 TRACE_EVENT0("blink_rendering", "RenderLayerCompositor::updateHasVis ibleNonLayerContentLoop"); 456 TRACE_EVENT0("blink_rendering", "RenderLayerCompositor::updateHasVis ibleNonLayerContentLoop");
468 const FrameView::ScrollableAreaSet* scrollableAreas = m_renderView-> frameView()->scrollableAreas(); 457 const FrameView::ScrollableAreaSet* scrollableAreas = m_renderView-> frameView()->scrollableAreas();
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859 for (RenderLayer* curr = layer->parent(); curr != 0; curr = curr->parent()) { 848 for (RenderLayer* curr = layer->parent(); curr != 0; curr = curr->parent()) {
860 if (curr->stackingNode()->isStackingContainer()) 849 if (curr->stackingNode()->isStackingContainer())
861 return 0; 850 return 0;
862 851
863 if (curr->renderer()->hasClipOrOverflowClip()) 852 if (curr->renderer()->hasClipOrOverflowClip())
864 return curr; 853 return curr;
865 } 854 }
866 return 0; 855 return 0;
867 } 856 }
868 857
869 void RenderLayerCompositor::addToOverlapMap(OverlapMap& overlapMap, RenderLayer* layer, IntRect& layerBounds, bool& boundsComputed) 858 void RenderLayerCompositor::addToOverlapMap(OverlapMap& overlapMap, RenderLayer* layer, IntRect& layerBounds)
870 { 859 {
871 if (layer->isRootLayer()) 860 if (layer->isRootLayer())
872 return; 861 return;
873 862
874 if (!boundsComputed) {
875 // FIXME: If this layer's overlap bounds include its children, we don't need to add its
876 // children's bounds to the overlap map.
877 layerBounds = enclosingIntRect(overlapMap.geometryMap().absoluteRect(lay er->overlapBounds()));
878 // Empty rects never intersect, but we need them to for the purposes of overlap testing.
879 if (layerBounds.isEmpty())
880 layerBounds.setSize(IntSize(1, 1));
881 boundsComputed = true;
882 }
883
884 IntRect clipRect = pixelSnappedIntRect(layer->clipper().backgroundClipRect(C lipRectsContext(rootRenderLayer(), AbsoluteClipRects)).rect()); 863 IntRect clipRect = pixelSnappedIntRect(layer->clipper().backgroundClipRect(C lipRectsContext(rootRenderLayer(), AbsoluteClipRects)).rect());
885 clipRect.intersect(layerBounds); 864 clipRect.intersect(layerBounds);
886 overlapMap.add(layer, clipRect); 865 overlapMap.add(clipRect);
887 }
888
889 void RenderLayerCompositor::addToOverlapMapRecursive(OverlapMap& overlapMap, Ren derLayer* layer, RenderLayer* ancestorLayer)
890 {
891 if (!canBeComposited(layer) || overlapMap.contains(layer))
892 return;
893
894 // A null ancestorLayer is an indication that 'layer' has already been pushe d.
895 if (ancestorLayer)
896 overlapMap.geometryMap().pushMappingsToAncestor(layer, ancestorLayer);
897
898 IntRect bounds;
899 bool haveComputedBounds = false;
900 addToOverlapMap(overlapMap, layer, bounds, haveComputedBounds);
901
902 #if !ASSERT_DISABLED
903 LayerListMutationDetector mutationChecker(layer->stackingNode());
904 #endif
905
906 RenderLayerStackingNodeIterator iterator(*layer->stackingNode(), AllChildren );
907 while (RenderLayerStackingNode* curNode = iterator.next())
908 addToOverlapMapRecursive(overlapMap, curNode->layer(), layer);
909
910 if (ancestorLayer)
911 overlapMap.geometryMap().popMappingsToAncestor(ancestorLayer);
912 } 866 }
913 867
914 // Recurse through the layers in z-index and overflow order (which is equivalen t to painting order) 868 // Recurse through the layers in z-index and overflow order (which is equivalen t to painting order)
915 // For the z-order children of a compositing layer: 869 // For the z-order children of a compositing layer:
916 // If a child layers has a compositing layer, then all subsequent layers mu st 870 // If a child layers has a compositing layer, then all subsequent layers mu st
917 // be compositing in order to render above that layer. 871 // be compositing in order to render above that layer.
918 // 872 //
919 // If a child in the negative z-order list is compositing, then the layer i tself 873 // If a child in the negative z-order list is compositing, then the layer i tself
920 // must be compositing so that its contents render over that child. 874 // must be compositing so that its contents render over that child.
921 // This implies that its positive z-index children must also be compositing . 875 // This implies that its positive z-index children must also be compositing .
922 // 876 //
923 void RenderLayerCompositor::computeCompositingRequirements(RenderLayer* ancestor Layer, RenderLayer* layer, OverlapMap* overlapMap, CompositingRecursionData& cur rentRecursionData, bool& descendantHas3DTransform, Vector<RenderLayer*>& unclipp edDescendants) 877 void RenderLayerCompositor::computeCompositingRequirements(RenderLayer* ancestor Layer, RenderLayer* layer, OverlapMap* overlapMap, CompositingRecursionData& cur rentRecursionData, bool& descendantHas3DTransform, Vector<RenderLayer*>& unclipp edDescendants, IntRect& absoluteDecendantBoundingBox)
924 { 878 {
925 layer->stackingNode()->updateLayerListsIfNeeded(); 879 layer->stackingNode()->updateLayerListsIfNeeded();
926 880
927 if (overlapMap) 881 if (overlapMap)
928 overlapMap->geometryMap().pushMappingsToAncestor(layer, ancestorLayer); 882 overlapMap->geometryMap().pushMappingsToAncestor(layer, ancestorLayer);
929 883
930 // Clear the flag 884 // Clear the flag
931 layer->setHasCompositingDescendant(false); 885 layer->setHasCompositingDescendant(false);
932 layer->setHasNonCompositedChild(false); 886 layer->setHasNonCompositedChild(false);
933 887
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970 924
971 // Remove irrelevant unclipped descendants in reverse order so our store d 925 // Remove irrelevant unclipped descendants in reverse order so our store d
972 // indices remain valid. 926 // indices remain valid.
973 for (size_t i = 0; i < unclippedDescendantsToRemove.size(); i++) 927 for (size_t i = 0; i < unclippedDescendantsToRemove.size(); i++)
974 unclippedDescendants.remove(unclippedDescendantsToRemove.at(unclippe dDescendantsToRemove.size() - i - 1)); 928 unclippedDescendants.remove(unclippedDescendantsToRemove.at(unclippe dDescendantsToRemove.size() - i - 1));
975 929
976 if (reasonsToComposite & CompositingReasonOutOfFlowClipping) 930 if (reasonsToComposite & CompositingReasonOutOfFlowClipping)
977 unclippedDescendants.append(layer); 931 unclippedDescendants.append(layer);
978 } 932 }
979 933
980 bool haveComputedBounds = false;
981 IntRect absBounds; 934 IntRect absBounds;
982 // If we know for sure the layer is going to be composited, don't bother loo king it up in the overlap map. 935 if (overlapMap && !layer->isRootLayer()) {
983 if (overlapMap && !overlapMap->isEmpty() && currentRecursionData.m_testingOv erlap && !requiresCompositingOrSquashing(directReasons)) {
984 // If we're testing for overlap, we only need to composite if we overlap something that is already composited.
985 absBounds = enclosingIntRect(overlapMap->geometryMap().absoluteRect(laye r->overlapBounds())); 936 absBounds = enclosingIntRect(overlapMap->geometryMap().absoluteRect(laye r->overlapBounds()));
986 937 // Setting the absBounds to 1x1 instead of 0x0 makes very little sense,
987 // Empty rects never intersect, but we need them to for the purposes of overlap testing. 938 // but removing this code will make JSGameBench sad.
939 // See https://codereview.chromium.org/13912020/
988 if (absBounds.isEmpty()) 940 if (absBounds.isEmpty())
989 absBounds.setSize(IntSize(1, 1)); 941 absBounds.setSize(IntSize(1, 1));
990 haveComputedBounds = true; 942 }
943 absoluteDecendantBoundingBox = absBounds;
944
945 if (overlapMap && currentRecursionData.m_testingOverlap && !requiresComposit ingOrSquashing(directReasons))
991 overlapCompositingReason = overlapMap->overlapsLayers(absBounds) ? Compo sitingReasonOverlap : CompositingReasonNone; 946 overlapCompositingReason = overlapMap->overlapsLayers(absBounds) ? Compo sitingReasonOverlap : CompositingReasonNone;
992 }
993 947
994 reasonsToComposite |= overlapCompositingReason; 948 reasonsToComposite |= overlapCompositingReason;
995 949
996 // If the layer is squashable, but would scroll differently than the 950 // If the layer is squashable, but would scroll differently than the
997 // most recent backing that it would squash onto, then don't squash it. 951 // most recent backing that it would squash onto, then don't squash it.
998 // Note that this happens before we know all possible compositing reasons 952 // Note that this happens before we know all possible compositing reasons
999 // for this layer, but it's OK because we're just forcing the layer conserva tively 953 // for this layer, but it's OK because we're just forcing the layer conserva tively
1000 // to be separately composited rather than squashed, anyway. 954 // to be separately composited rather than squashed, anyway.
1001 if (currentRecursionData.m_mostRecentCompositedLayer && requiresSquashing(re asonsToComposite) 955 if (currentRecursionData.m_mostRecentCompositedLayer && requiresSquashing(re asonsToComposite)
1002 && layer->scrollsWithRespectTo(currentRecursionData.m_mostRecentComposit edLayer)) 956 && layer->scrollsWithRespectTo(currentRecursionData.m_mostRecentComposit edLayer))
(...skipping 25 matching lines...) Expand all
1028 #if !ASSERT_DISABLED 982 #if !ASSERT_DISABLED
1029 LayerListMutationDetector mutationChecker(layer->stackingNode()); 983 LayerListMutationDetector mutationChecker(layer->stackingNode());
1030 #endif 984 #endif
1031 985
1032 bool anyDescendantHas3DTransform = false; 986 bool anyDescendantHas3DTransform = false;
1033 bool willHaveForegroundLayer = false; 987 bool willHaveForegroundLayer = false;
1034 988
1035 if (layer->stackingNode()->isStackingContainer()) { 989 if (layer->stackingNode()->isStackingContainer()) {
1036 RenderLayerStackingNodeIterator iterator(*layer->stackingNode(), Negativ eZOrderChildren); 990 RenderLayerStackingNodeIterator iterator(*layer->stackingNode(), Negativ eZOrderChildren);
1037 while (RenderLayerStackingNode* curNode = iterator.next()) { 991 while (RenderLayerStackingNode* curNode = iterator.next()) {
1038 computeCompositingRequirements(layer, curNode->layer(), overlapMap, childRecursionData, anyDescendantHas3DTransform, unclippedDescendants); 992 IntRect absoluteChildDecendantBoundingBox;
993 computeCompositingRequirements(layer, curNode->layer(), overlapMap, childRecursionData, anyDescendantHas3DTransform, unclippedDescendants, absoluteC hildDecendantBoundingBox);
994 absoluteDecendantBoundingBox.unite(absoluteChildDecendantBoundingBox );
1039 995
1040 // If we have to make a layer for this child, make one now so we can have a contents layer 996 // If we have to make a layer for this child, make one now so we can have a contents layer
1041 // (since we need to ensure that the -ve z-order child renders under neath our contents). 997 // (since we need to ensure that the -ve z-order child renders under neath our contents).
1042 if (childRecursionData.m_subtreeIsCompositing) { 998 if (childRecursionData.m_subtreeIsCompositing) {
1043 reasonsToComposite |= CompositingReasonNegativeZIndexChildren; 999 reasonsToComposite |= CompositingReasonNegativeZIndexChildren;
1044 1000
1045 if (!willBeCompositedOrSquashed) { 1001 if (!willBeCompositedOrSquashed) {
1046 // make layer compositing 1002 // make layer compositing
1047 childRecursionData.m_compositingAncestor = layer; 1003 childRecursionData.m_compositingAncestor = layer;
1048 if (overlapMap) 1004 if (overlapMap)
1049 overlapMap->beginNewOverlapTestingContext(); 1005 overlapMap->beginNewOverlapTestingContext();
1050 willBeCompositedOrSquashed = true; 1006 willBeCompositedOrSquashed = true;
1051 willHaveForegroundLayer = true; 1007 willHaveForegroundLayer = true;
1052 1008
1053 // FIXME: temporary solution for the first negative z-index composited child: 1009 // FIXME: temporary solution for the first negative z-index composited child:
1054 // re-compute the absBounds for the child so that we can add the 1010 // re-compute the absBounds for the child so that we can add the
1055 // negative z-index child's bounds to the new overlap context. 1011 // negative z-index child's bounds to the new overlap context.
1056 if (overlapMap) { 1012 if (overlapMap) {
1057 overlapMap->geometryMap().pushMappingsToAncestor(curNode ->layer(), layer); 1013 overlapMap->geometryMap().pushMappingsToAncestor(curNode ->layer(), layer);
1058 IntRect childAbsBounds = enclosingIntRect(overlapMap->ge ometryMap().absoluteRect(curNode->layer()->overlapBounds())); 1014 IntRect childAbsBounds = enclosingIntRect(overlapMap->ge ometryMap().absoluteRect(curNode->layer()->overlapBounds()));
1059 bool boundsComputed = true;
1060 overlapMap->beginNewOverlapTestingContext(); 1015 overlapMap->beginNewOverlapTestingContext();
1061 addToOverlapMap(*overlapMap, curNode->layer(), childAbsB ounds, boundsComputed); 1016 addToOverlapMap(*overlapMap, curNode->layer(), childAbsB ounds);
1062 overlapMap->finishCurrentOverlapTestingContext(); 1017 overlapMap->finishCurrentOverlapTestingContext();
1063 overlapMap->geometryMap().popMappingsToAncestor(layer); 1018 overlapMap->geometryMap().popMappingsToAncestor(layer);
1064 } 1019 }
1065 } 1020 }
1066 } 1021 }
1067 } 1022 }
1068 } 1023 }
1069 1024
1070 if (overlapMap && willHaveForegroundLayer) { 1025 if (overlapMap && willHaveForegroundLayer) {
1071 ASSERT(willBeCompositedOrSquashed); 1026 ASSERT(willBeCompositedOrSquashed);
1072 // A foreground layer effectively is a new backing for all subsequent ch ildren, so 1027 // A foreground layer effectively is a new backing for all subsequent ch ildren, so
1073 // we don't need to test for overlap with anything behind this. So, we c an finish 1028 // we don't need to test for overlap with anything behind this. So, we c an finish
1074 // the previous context that was accumulating rects for the negative z-i ndex 1029 // the previous context that was accumulating rects for the negative z-i ndex
1075 // children, and start with a fresh new empty context. 1030 // children, and start with a fresh new empty context.
1076 overlapMap->finishCurrentOverlapTestingContext(); 1031 overlapMap->finishCurrentOverlapTestingContext();
1077 overlapMap->beginNewOverlapTestingContext(); 1032 overlapMap->beginNewOverlapTestingContext();
1078 // This layer is going to be composited, so children can safely ignore t he fact that there's an 1033 // This layer is going to be composited, so children can safely ignore t he fact that there's an
1079 // animation running behind this layer, meaning they can rely on the ove rlap map testing again 1034 // animation running behind this layer, meaning they can rely on the ove rlap map testing again
1080 childRecursionData.m_testingOverlap = true; 1035 childRecursionData.m_testingOverlap = true;
1081 } 1036 }
1082 1037
1083 if (requiresCompositing(reasonsToComposite)) { 1038 if (requiresCompositing(reasonsToComposite)) {
1084 currentRecursionData.m_mostRecentCompositedLayer = layer; 1039 currentRecursionData.m_mostRecentCompositedLayer = layer;
1085 childRecursionData.m_mostRecentCompositedLayer = layer; 1040 childRecursionData.m_mostRecentCompositedLayer = layer;
1086 } 1041 }
1087 1042
1088 RenderLayerStackingNodeIterator iterator(*layer->stackingNode(), NormalFlowC hildren | PositiveZOrderChildren); 1043 RenderLayerStackingNodeIterator iterator(*layer->stackingNode(), NormalFlowC hildren | PositiveZOrderChildren);
1089 while (RenderLayerStackingNode* curNode = iterator.next()) 1044 while (RenderLayerStackingNode* curNode = iterator.next()) {
1090 computeCompositingRequirements(layer, curNode->layer(), overlapMap, chil dRecursionData, anyDescendantHas3DTransform, unclippedDescendants); 1045 IntRect absoluteChildDecendantBoundingBox;
1046 computeCompositingRequirements(layer, curNode->layer(), overlapMap, chil dRecursionData, anyDescendantHas3DTransform, unclippedDescendants, absoluteChild DecendantBoundingBox);
1047 absoluteDecendantBoundingBox.unite(absoluteChildDecendantBoundingBox);
1048 }
1091 1049
1092 currentRecursionData.m_mostRecentCompositedLayer = childRecursionData.m_most RecentCompositedLayer; 1050 currentRecursionData.m_mostRecentCompositedLayer = childRecursionData.m_most RecentCompositedLayer;
1093 1051
1094 // Now that the subtree has been traversed, we can check for compositing rea sons that depended on the state of the subtree. 1052 // Now that the subtree has been traversed, we can check for compositing rea sons that depended on the state of the subtree.
1095 1053
1096 // If we entered compositing mode during the recursion, the root will also n eed to be composited (as long as accelerated compositing is enabled). 1054 // If we entered compositing mode during the recursion, the root will also n eed to be composited (as long as accelerated compositing is enabled).
1097 if (layer->isRootLayer()) { 1055 if (layer->isRootLayer()) {
1098 if (inCompositingMode() && m_hasAcceleratedCompositing) 1056 if (inCompositingMode() && m_hasAcceleratedCompositing)
1099 willBeCompositedOrSquashed = true; 1057 willBeCompositedOrSquashed = true;
1100 } 1058 }
1101 1059
1102 // All layers (even ones that aren't being composited) need to get added to 1060 // All layers (even ones that aren't being composited) need to get added to
1103 // the overlap map. Layers that are not separately composited will paint int o their 1061 // the overlap map. Layers that are not separately composited will paint int o their
1104 // compositing ancestor's backing, and so are still considered for overlap. 1062 // compositing ancestor's backing, and so are still considered for overlap.
1105 if (overlapMap && childRecursionData.m_compositingAncestor && !childRecursio nData.m_compositingAncestor->isRootLayer()) 1063 if (overlapMap && childRecursionData.m_compositingAncestor && !childRecursio nData.m_compositingAncestor->isRootLayer())
1106 addToOverlapMap(*overlapMap, layer, absBounds, haveComputedBounds); 1064 addToOverlapMap(*overlapMap, layer, absBounds);
1107 1065
1108 if (layer->stackingNode()->isStackingContext()) { 1066 if (layer->stackingNode()->isStackingContext()) {
1109 layer->setShouldIsolateCompositedDescendants(childRecursionData.m_hasUni solatedCompositedBlendingDescendant); 1067 layer->setShouldIsolateCompositedDescendants(childRecursionData.m_hasUni solatedCompositedBlendingDescendant);
1110 } else { 1068 } else {
1111 layer->setShouldIsolateCompositedDescendants(false); 1069 layer->setShouldIsolateCompositedDescendants(false);
1112 currentRecursionData.m_hasUnisolatedCompositedBlendingDescendant = child RecursionData.m_hasUnisolatedCompositedBlendingDescendant; 1070 currentRecursionData.m_hasUnisolatedCompositedBlendingDescendant = child RecursionData.m_hasUnisolatedCompositedBlendingDescendant;
1113 } 1071 }
1114 1072
1115 // Now check for reasons to become composited that depend on the state of de scendant layers. 1073 // Now check for reasons to become composited that depend on the state of de scendant layers.
1116 CompositingReasons subtreeCompositingReasons = subtreeReasonsForCompositing( layer->renderer(), childRecursionData.m_subtreeIsCompositing, anyDescendantHas3D Transform); 1074 CompositingReasons subtreeCompositingReasons = subtreeReasonsForCompositing( layer->renderer(), childRecursionData.m_subtreeIsCompositing, anyDescendantHas3D Transform);
1117 reasonsToComposite |= subtreeCompositingReasons; 1075 reasonsToComposite |= subtreeCompositingReasons;
1118 if (!willBeCompositedOrSquashed && canBeComposited(layer) && requiresComposi tingOrSquashing(subtreeCompositingReasons)) { 1076 if (!willBeCompositedOrSquashed && canBeComposited(layer) && requiresComposi tingOrSquashing(subtreeCompositingReasons)) {
1119 childRecursionData.m_compositingAncestor = layer; 1077 childRecursionData.m_compositingAncestor = layer;
1120 if (overlapMap) { 1078 if (overlapMap) {
1121 // FIXME: this context push is effectively a no-op but needs to exis t for 1079 // FIXME: this context push is effectively a no-op but needs to exis t for
1122 // now, because the code is designed to push overlap information to the 1080 // now, because the code is designed to push overlap information to the
1123 // second-from-top context of the stack. 1081 // second-from-top context of the stack.
1124 overlapMap->beginNewOverlapTestingContext(); 1082 overlapMap->beginNewOverlapTestingContext();
1125 addToOverlapMapRecursive(*overlapMap, layer); 1083 addToOverlapMap(*overlapMap, layer, absoluteDecendantBoundingBox);
1126 } 1084 }
1127 willBeCompositedOrSquashed = true; 1085 willBeCompositedOrSquashed = true;
1128 } 1086 }
1129 1087
1130 // If the original layer is composited, the reflection needs to be, too. 1088 // If the original layer is composited, the reflection needs to be, too.
1131 if (layer->reflectionInfo()) { 1089 if (layer->reflectionInfo()) {
1132 // FIXME: Shouldn't we call computeCompositingRequirements to handle a r eflection overlapping with another renderer? 1090 // FIXME: Shouldn't we call computeCompositingRequirements to handle a r eflection overlapping with another renderer?
1133 CompositingReasons reflectionCompositingReason = willBeCompositedOrSquas hed ? CompositingReasonReflectionOfCompositedParent : CompositingReasonNone; 1091 CompositingReasons reflectionCompositingReason = willBeCompositedOrSquas hed ? CompositingReasonReflectionOfCompositedParent : CompositingReasonNone;
1134 layer->reflectionInfo()->reflectionLayer()->setCompositingReasons(layer- >reflectionInfo()->reflectionLayer()->compositingReasons() | reflectionCompositi ngReason); 1092 layer->reflectionInfo()->reflectionLayer()->setCompositingReasons(layer- >reflectionInfo()->reflectionLayer()->compositingReasons() | reflectionCompositi ngReason);
1135 } 1093 }
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2405 } else if (graphicsLayer == m_scrollLayer.get()) { 2363 } else if (graphicsLayer == m_scrollLayer.get()) {
2406 name = "LocalFrame Scrolling Layer"; 2364 name = "LocalFrame Scrolling Layer";
2407 } else { 2365 } else {
2408 ASSERT_NOT_REACHED(); 2366 ASSERT_NOT_REACHED();
2409 } 2367 }
2410 2368
2411 return name; 2369 return name;
2412 } 2370 }
2413 2371
2414 } // namespace WebCore 2372 } // namespace WebCore
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