| Index: Source/core/rendering/compositing/CompositingRequirementsUpdater.cpp
|
| diff --git a/Source/core/rendering/compositing/CompositingRequirementsUpdater.cpp b/Source/core/rendering/compositing/CompositingRequirementsUpdater.cpp
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..36ceb395013141983941ee1da92acbaf143f581d
|
| --- /dev/null
|
| +++ b/Source/core/rendering/compositing/CompositingRequirementsUpdater.cpp
|
| @@ -0,0 +1,525 @@
|
| +/*
|
| + * Copyright (C) 2009, 2010 Apple Inc. All rights reserved.
|
| + * Copyright (C) 2014 Google Inc. All rights reserved.
|
| + *
|
| + * Redistribution and use in source and binary forms, with or without
|
| + * modification, are permitted provided that the following conditions
|
| + * are met:
|
| + * 1. Redistributions of source code must retain the above copyright
|
| + * notice, this list of conditions and the following disclaimer.
|
| + * 2. Redistributions in binary form must reproduce the above copyright
|
| + * notice, this list of conditions and the following disclaimer in the
|
| + * documentation and/or other materials provided with the distribution.
|
| + *
|
| + * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
|
| + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
| + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
| + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
|
| + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
| + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
| + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
| + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
| + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
| + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
| + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
| + */
|
| +
|
| +#include "config.h"
|
| +#include "core/rendering/compositing/CompositingRequirementsUpdater.h"
|
| +
|
| +#include "CSSPropertyNames.h"
|
| +#include "HTMLNames.h"
|
| +#include "RuntimeEnabledFeatures.h"
|
| +#include "core/animation/ActiveAnimations.h"
|
| +#include "core/animation/DocumentAnimations.h"
|
| +#include "core/dom/FullscreenElementStack.h"
|
| +#include "core/dom/NodeList.h"
|
| +#include "core/frame/DeprecatedScheduleStyleRecalcDuringCompositingUpdate.h"
|
| +#include "core/frame/FrameView.h"
|
| +#include "core/frame/LocalFrame.h"
|
| +#include "core/frame/Settings.h"
|
| +#include "core/html/HTMLCanvasElement.h"
|
| +#include "core/html/HTMLIFrameElement.h"
|
| +#include "core/html/HTMLMediaElement.h"
|
| +#include "core/html/canvas/CanvasRenderingContext.h"
|
| +#include "core/inspector/InspectorInstrumentation.h"
|
| +#include "core/page/Chrome.h"
|
| +#include "core/page/Page.h"
|
| +#include "core/page/scrolling/ScrollingConstraints.h"
|
| +#include "core/page/scrolling/ScrollingCoordinator.h"
|
| +#include "core/rendering/HitTestResult.h"
|
| +#include "core/rendering/RenderApplet.h"
|
| +#include "core/rendering/RenderEmbeddedObject.h"
|
| +#include "core/rendering/RenderFullScreen.h"
|
| +#include "core/rendering/RenderIFrame.h"
|
| +#include "core/rendering/RenderLayerStackingNode.h"
|
| +#include "core/rendering/RenderLayerStackingNodeIterator.h"
|
| +#include "core/rendering/RenderReplica.h"
|
| +#include "core/rendering/RenderVideo.h"
|
| +#include "core/rendering/RenderView.h"
|
| +#include "core/rendering/compositing/CompositedLayerMapping.h"
|
| +#include "core/rendering/compositing/GraphicsLayerUpdater.h"
|
| +#include "core/rendering/compositing/RenderLayerCompositor.h"
|
| +#include "platform/OverscrollTheme.h"
|
| +#include "platform/TraceEvent.h"
|
| +#include "platform/geometry/TransformState.h"
|
| +#include "platform/graphics/GraphicsLayer.h"
|
| +#include "platform/scroll/ScrollbarTheme.h"
|
| +#include "public/platform/Platform.h"
|
| +#include "wtf/TemporaryChange.h"
|
| +
|
| +namespace WebCore {
|
| +
|
| +class OverlapMapContainer {
|
| +public:
|
| + void add(const IntRect& bounds)
|
| + {
|
| + m_layerRects.append(bounds);
|
| + m_boundingBox.unite(bounds);
|
| + }
|
| +
|
| + bool overlapsLayers(const IntRect& bounds) const
|
| + {
|
| + // Checking with the bounding box will quickly reject cases when
|
| + // layers are created for lists of items going in one direction and
|
| + // never overlap with each other.
|
| + if (!bounds.intersects(m_boundingBox))
|
| + return false;
|
| + for (unsigned i = 0; i < m_layerRects.size(); i++) {
|
| + if (m_layerRects[i].intersects(bounds))
|
| + return true;
|
| + }
|
| + return false;
|
| + }
|
| +
|
| + void unite(const OverlapMapContainer& otherContainer)
|
| + {
|
| + m_layerRects.appendVector(otherContainer.m_layerRects);
|
| + m_boundingBox.unite(otherContainer.m_boundingBox);
|
| + }
|
| +private:
|
| + Vector<IntRect, 64> m_layerRects;
|
| + IntRect m_boundingBox;
|
| +};
|
| +
|
| +class CompositingRequirementsUpdater::OverlapMap {
|
| + WTF_MAKE_NONCOPYABLE(OverlapMap);
|
| +public:
|
| + OverlapMap()
|
| + {
|
| + // Begin by assuming the root layer will be composited so that there
|
| + // is something on the stack. The root layer should also never get a
|
| + // finishCurrentOverlapTestingContext() call.
|
| + beginNewOverlapTestingContext();
|
| + }
|
| +
|
| + void add(RenderLayer* layer, const IntRect& bounds)
|
| + {
|
| + if (layer->isRootLayer() || bounds.isEmpty())
|
| + return;
|
| +
|
| + // Layers do not contribute to overlap immediately--instead, they will
|
| + // contribute to overlap as soon as they have been recursively processed
|
| + // and popped off the stack.
|
| + ASSERT(m_overlapStack.size() >= 2);
|
| + m_overlapStack[m_overlapStack.size() - 2].add(bounds);
|
| + }
|
| +
|
| + bool overlapsLayers(const IntRect& bounds) const
|
| + {
|
| + return m_overlapStack.last().overlapsLayers(bounds);
|
| + }
|
| +
|
| + void beginNewOverlapTestingContext()
|
| + {
|
| + // This effectively creates a new "clean slate" for overlap state.
|
| + // This is used when we know that a subtree or remaining set of
|
| + // siblings does not need to check overlap with things behind it.
|
| + m_overlapStack.append(OverlapMapContainer());
|
| + }
|
| +
|
| + void finishCurrentOverlapTestingContext()
|
| + {
|
| + // The overlap information on the top of the stack is still necessary
|
| + // for checking overlap of any layers outside this context that may
|
| + // overlap things from inside this context. Therefore, we must merge
|
| + // the information from the top of the stack before popping the stack.
|
| + //
|
| + // FIXME: we may be able to avoid this deep copy by rearranging how
|
| + // overlapMap state is managed.
|
| + m_overlapStack[m_overlapStack.size() - 2].unite(m_overlapStack.last());
|
| + m_overlapStack.removeLast();
|
| + }
|
| +
|
| +private:
|
| + Vector<OverlapMapContainer> m_overlapStack;
|
| +};
|
| +
|
| +class CompositingRequirementsUpdater::RecursionData {
|
| +public:
|
| + RecursionData(RenderLayer* compAncestor, RenderLayer* mostRecentCompositedLayer, bool testOverlap)
|
| + : m_compositingAncestor(compAncestor)
|
| + , m_mostRecentCompositedLayer(mostRecentCompositedLayer)
|
| + , m_subtreeIsCompositing(false)
|
| + , m_hasUnisolatedCompositedBlendingDescendant(false)
|
| + , m_testingOverlap(testOverlap)
|
| +#ifndef NDEBUG
|
| + , m_depth(0)
|
| +#endif
|
| + {
|
| + }
|
| +
|
| + RecursionData(const RecursionData& other)
|
| + : m_compositingAncestor(other.m_compositingAncestor)
|
| + , m_mostRecentCompositedLayer(other.m_mostRecentCompositedLayer)
|
| + , m_subtreeIsCompositing(other.m_subtreeIsCompositing)
|
| + , m_hasUnisolatedCompositedBlendingDescendant(other.m_hasUnisolatedCompositedBlendingDescendant)
|
| + , m_testingOverlap(other.m_testingOverlap)
|
| +#ifndef NDEBUG
|
| + , m_depth(other.m_depth + 1)
|
| +#endif
|
| + {
|
| + }
|
| +
|
| + RenderLayer* m_compositingAncestor;
|
| + RenderLayer* m_mostRecentCompositedLayer; // in paint order regardless of hierarchy.
|
| + bool m_subtreeIsCompositing;
|
| + bool m_hasUnisolatedCompositedBlendingDescendant;
|
| + bool m_testingOverlap;
|
| +#ifndef NDEBUG
|
| + int m_depth;
|
| +#endif
|
| +};
|
| +
|
| +static bool requiresCompositingOrSquashing(CompositingReasons reasons)
|
| +{
|
| +#ifndef NDEBUG
|
| + bool fastAnswer = reasons != CompositingReasonNone;
|
| + bool slowAnswer = requiresCompositing(reasons) || requiresSquashing(reasons);
|
| + ASSERT(fastAnswer == slowAnswer);
|
| +#endif
|
| + return reasons != CompositingReasonNone;
|
| +}
|
| +
|
| +static CompositingReasons subtreeReasonsForCompositing(RenderObject* renderer, bool hasCompositedDescendants, bool has3DTransformedDescendants)
|
| +{
|
| + CompositingReasons subtreeReasons = CompositingReasonNone;
|
| +
|
| + // FIXME: this seems to be a potentially different layer than the layer for which this was called. May not be an error, but is very confusing.
|
| + RenderLayer* layer = toRenderBoxModelObject(renderer)->layer();
|
| +
|
| + // When a layer has composited descendants, some effects, like 2d transforms, filters, masks etc must be implemented
|
| + // via compositing so that they also apply to those composited descdendants.
|
| + if (hasCompositedDescendants) {
|
| + if (layer->transform())
|
| + subtreeReasons |= CompositingReasonTransformWithCompositedDescendants;
|
| +
|
| + if (layer->shouldIsolateCompositedDescendants()) {
|
| + ASSERT(layer->stackingNode()->isStackingContext());
|
| + subtreeReasons |= CompositingReasonIsolateCompositedDescendants;
|
| + }
|
| +
|
| + // If the implementation of createsGroup changes, we need to be aware of that in this part of code.
|
| + ASSERT((renderer->isTransparent() || renderer->hasMask() || renderer->hasFilter() || renderer->hasBlendMode()) == renderer->createsGroup());
|
| + if (renderer->isTransparent())
|
| + subtreeReasons |= CompositingReasonOpacityWithCompositedDescendants;
|
| + if (renderer->hasMask())
|
| + subtreeReasons |= CompositingReasonMaskWithCompositedDescendants;
|
| + if (renderer->hasFilter())
|
| + subtreeReasons |= CompositingReasonFilterWithCompositedDescendants;
|
| + if (renderer->hasBlendMode())
|
| + subtreeReasons |= CompositingReasonBlendingWithCompositedDescendants;
|
| +
|
| + if (renderer->hasReflection())
|
| + subtreeReasons |= CompositingReasonReflectionWithCompositedDescendants;
|
| +
|
| + if (renderer->hasClipOrOverflowClip())
|
| + subtreeReasons |= CompositingReasonClipsCompositingDescendants;
|
| + }
|
| +
|
| +
|
| + // A layer with preserve-3d or perspective only needs to be composited if there are descendant layers that
|
| + // will be affected by the preserve-3d or perspective.
|
| + if (has3DTransformedDescendants) {
|
| + if (renderer->style()->transformStyle3D() == TransformStyle3DPreserve3D)
|
| + subtreeReasons |= CompositingReasonPreserve3DWith3DDescendants;
|
| +
|
| + if (renderer->style()->hasPerspective())
|
| + subtreeReasons |= CompositingReasonPerspectiveWith3DDescendants;
|
| + }
|
| +
|
| + return subtreeReasons;
|
| +}
|
| +
|
| +CompositingRequirementsUpdater::CompositingRequirementsUpdater(RenderView& renderView, CompositingReasonFinder& compositingReasonFinder, bool* needsToRecomputeCompositingRequirements)
|
| + : m_renderView(renderView)
|
| + , m_compositingReasonFinder(compositingReasonFinder)
|
| + , m_needsToRecomputeCompositingRequirements(needsToRecomputeCompositingRequirements)
|
| +{
|
| +}
|
| +
|
| +CompositingRequirementsUpdater::~CompositingRequirementsUpdater()
|
| +{
|
| +}
|
| +
|
| +void CompositingRequirementsUpdater::update(RenderLayer* root)
|
| +{
|
| + TRACE_EVENT0("blink_rendering", "CompositingRequirementsUpdater::updateRecursive");
|
| +
|
| + // Go through the layers in presentation order, so that we can compute which RenderLayers need compositing layers.
|
| + // FIXME: we could maybe do this and the hierarchy udpate in one pass, but the parenting logic would be more complex.
|
| + RecursionData recursionData(root, 0, true);
|
| + OverlapMap overlapTestRequestMap;
|
| + bool saw3DTransform = false;
|
| +
|
| + // FIXME: Passing these unclippedDescendants down and keeping track
|
| + // of them dynamically, we are requiring a full tree walk. This
|
| + // should be removed as soon as proper overlap testing based on
|
| + // scrolling and animation bounds is implemented (crbug.com/252472).
|
| + Vector<RenderLayer*> unclippedDescendants;
|
| + IntRect absoluteDecendantBoundingBox;
|
| + updateRecursive(0, root, overlapTestRequestMap, recursionData, saw3DTransform, unclippedDescendants, absoluteDecendantBoundingBox);
|
| +}
|
| +
|
| +void CompositingRequirementsUpdater::updateRecursive(RenderLayer* ancestorLayer, RenderLayer* layer, OverlapMap& overlapMap, RecursionData& currentRecursionData, bool& descendantHas3DTransform, Vector<RenderLayer*>& unclippedDescendants, IntRect& absoluteDecendantBoundingBox)
|
| +{
|
| + RenderLayerCompositor* compositor = m_renderView.compositor();
|
| +
|
| + layer->stackingNode()->updateLayerListsIfNeeded();
|
| +
|
| + // Clear the flag
|
| + layer->setHasCompositingDescendant(false);
|
| +
|
| + // Start by assuming this layer will not need to composite.
|
| + CompositingReasons reasonsToComposite = CompositingReasonNone;
|
| +
|
| + // First accumulate the straightforward compositing reasons.
|
| + CompositingReasons directReasons = m_compositingReasonFinder.directReasons(layer, m_needsToRecomputeCompositingRequirements);
|
| +
|
| + // Video is special. It's the only RenderLayer type that can both have
|
| + // RenderLayer children and whose children can't use its backing to render
|
| + // into. These children (the controls) always need to be promoted into their
|
| + // own layers to draw on top of the accelerated video.
|
| + if (currentRecursionData.m_compositingAncestor && currentRecursionData.m_compositingAncestor->renderer()->isVideo())
|
| + directReasons |= CompositingReasonVideoOverlay;
|
| +
|
| + if (compositor->canBeComposited(layer))
|
| + reasonsToComposite |= directReasons;
|
| +
|
| + // Next, accumulate reasons related to overlap.
|
| + // If overlap testing is used, this reason will be overridden. If overlap testing is not
|
| + // used, we must assume we overlap if there is anything composited behind us in paint-order.
|
| + CompositingReasons overlapCompositingReason = currentRecursionData.m_subtreeIsCompositing ? CompositingReasonAssumedOverlap : CompositingReasonNone;
|
| +
|
| + if (m_renderView.compositorDrivenAcceleratedScrollingEnabled()) {
|
| + Vector<size_t> unclippedDescendantsToRemove;
|
| + for (size_t i = 0; i < unclippedDescendants.size(); i++) {
|
| + RenderLayer* unclippedDescendant = unclippedDescendants.at(i);
|
| + // If we've reached the containing block of one of the unclipped
|
| + // descendants, that element is no longer relevant to whether or not we
|
| + // should opt in. Unfortunately we can't easily remove from the list
|
| + // while we're iterating, so we have to store it for later removal.
|
| + if (unclippedDescendant->renderer()->containingBlock() == layer->renderer()) {
|
| + unclippedDescendantsToRemove.append(i);
|
| + continue;
|
| + }
|
| + if (layer->scrollsWithRespectTo(unclippedDescendant))
|
| + reasonsToComposite |= CompositingReasonAssumedOverlap;
|
| + }
|
| +
|
| + // Remove irrelevant unclipped descendants in reverse order so our stored
|
| + // indices remain valid.
|
| + for (size_t i = 0; i < unclippedDescendantsToRemove.size(); i++)
|
| + unclippedDescendants.remove(unclippedDescendantsToRemove.at(unclippedDescendantsToRemove.size() - i - 1));
|
| +
|
| + if (reasonsToComposite & CompositingReasonOutOfFlowClipping)
|
| + unclippedDescendants.append(layer);
|
| + }
|
| +
|
| + const IntRect& absBounds = layer->ancestorDependentProperties().clippedAbsoluteBoundingBox;
|
| + absoluteDecendantBoundingBox = absBounds;
|
| +
|
| + if (currentRecursionData.m_testingOverlap && !requiresCompositingOrSquashing(directReasons))
|
| + overlapCompositingReason = overlapMap.overlapsLayers(absBounds) ? CompositingReasonOverlap : CompositingReasonNone;
|
| +
|
| + reasonsToComposite |= overlapCompositingReason;
|
| +
|
| + // The children of this layer don't need to composite, unless there is
|
| + // a compositing layer among them, so start by inheriting the compositing
|
| + // ancestor with m_subtreeIsCompositing set to false.
|
| + RecursionData childRecursionData(currentRecursionData);
|
| + childRecursionData.m_subtreeIsCompositing = false;
|
| +
|
| + bool willBeCompositedOrSquashed = compositor->canBeComposited(layer) && requiresCompositingOrSquashing(reasonsToComposite);
|
| + if (willBeCompositedOrSquashed) {
|
| + // Tell the parent it has compositing descendants.
|
| + currentRecursionData.m_subtreeIsCompositing = true;
|
| + // This layer now acts as the ancestor for kids.
|
| + childRecursionData.m_compositingAncestor = layer;
|
| +
|
| + // Here we know that all children and the layer's own contents can blindly paint into
|
| + // this layer's backing, until a descendant is composited. So, we don't need to check
|
| + // for overlap with anything behind this layer.
|
| + overlapMap.beginNewOverlapTestingContext();
|
| + // This layer is going to be composited, so children can safely ignore the fact that there's an
|
| + // animation running behind this layer, meaning they can rely on the overlap map testing again.
|
| + childRecursionData.m_testingOverlap = true;
|
| + }
|
| +
|
| +#if !ASSERT_DISABLED
|
| + LayerListMutationDetector mutationChecker(layer->stackingNode());
|
| +#endif
|
| +
|
| + bool anyDescendantHas3DTransform = false;
|
| + bool willHaveForegroundLayer = false;
|
| +
|
| + if (layer->stackingNode()->isStackingContainer()) {
|
| + RenderLayerStackingNodeIterator iterator(*layer->stackingNode(), NegativeZOrderChildren);
|
| + while (RenderLayerStackingNode* curNode = iterator.next()) {
|
| + IntRect absoluteChildDecendantBoundingBox;
|
| + updateRecursive(layer, curNode->layer(), overlapMap, childRecursionData, anyDescendantHas3DTransform, unclippedDescendants, absoluteChildDecendantBoundingBox);
|
| + absoluteDecendantBoundingBox.unite(absoluteChildDecendantBoundingBox);
|
| +
|
| + // If we have to make a layer for this child, make one now so we can have a contents layer
|
| + // (since we need to ensure that the -ve z-order child renders underneath our contents).
|
| + if (childRecursionData.m_subtreeIsCompositing) {
|
| + reasonsToComposite |= CompositingReasonNegativeZIndexChildren;
|
| +
|
| + if (!willBeCompositedOrSquashed) {
|
| + // make layer compositing
|
| + childRecursionData.m_compositingAncestor = layer;
|
| + overlapMap.beginNewOverlapTestingContext();
|
| + willBeCompositedOrSquashed = true;
|
| + willHaveForegroundLayer = true;
|
| +
|
| + // FIXME: temporary solution for the first negative z-index composited child:
|
| + // re-compute the absBounds for the child so that we can add the
|
| + // negative z-index child's bounds to the new overlap context.
|
| + overlapMap.beginNewOverlapTestingContext();
|
| + overlapMap.add(curNode->layer(), curNode->layer()->ancestorDependentProperties().clippedAbsoluteBoundingBox);
|
| + overlapMap.finishCurrentOverlapTestingContext();
|
| + }
|
| + }
|
| + }
|
| + }
|
| +
|
| + if (willHaveForegroundLayer) {
|
| + ASSERT(willBeCompositedOrSquashed);
|
| + // A foreground layer effectively is a new backing for all subsequent children, so
|
| + // we don't need to test for overlap with anything behind this. So, we can finish
|
| + // the previous context that was accumulating rects for the negative z-index
|
| + // children, and start with a fresh new empty context.
|
| + overlapMap.finishCurrentOverlapTestingContext();
|
| + overlapMap.beginNewOverlapTestingContext();
|
| + // This layer is going to be composited, so children can safely ignore the fact that there's an
|
| + // animation running behind this layer, meaning they can rely on the overlap map testing again
|
| + childRecursionData.m_testingOverlap = true;
|
| + }
|
| +
|
| + if (requiresCompositing(reasonsToComposite)) {
|
| + currentRecursionData.m_mostRecentCompositedLayer = layer;
|
| + childRecursionData.m_mostRecentCompositedLayer = layer;
|
| + }
|
| +
|
| + RenderLayerStackingNodeIterator iterator(*layer->stackingNode(), NormalFlowChildren | PositiveZOrderChildren);
|
| + while (RenderLayerStackingNode* curNode = iterator.next()) {
|
| + IntRect absoluteChildDecendantBoundingBox;
|
| + updateRecursive(layer, curNode->layer(), overlapMap, childRecursionData, anyDescendantHas3DTransform, unclippedDescendants, absoluteChildDecendantBoundingBox);
|
| + absoluteDecendantBoundingBox.unite(absoluteChildDecendantBoundingBox);
|
| + }
|
| +
|
| + currentRecursionData.m_mostRecentCompositedLayer = childRecursionData.m_mostRecentCompositedLayer;
|
| +
|
| + // Now that the subtree has been traversed, we can check for compositing reasons that depended on the state of the subtree.
|
| +
|
| + // If we entered compositing mode during the recursion, the root will also need to be composited (as long as accelerated compositing is enabled).
|
| + if (layer->isRootLayer()) {
|
| + // FIXME: How can we be in compositing mode but not have accelerated compositing?
|
| + if (compositor->inCompositingMode() && compositor->hasAcceleratedCompositing())
|
| + willBeCompositedOrSquashed = true;
|
| + }
|
| +
|
| + // All layers (even ones that aren't being composited) need to get added to
|
| + // the overlap map. Layers that are not separately composited will paint into their
|
| + // compositing ancestor's backing, and so are still considered for overlap.
|
| + if (childRecursionData.m_compositingAncestor && !childRecursionData.m_compositingAncestor->isRootLayer())
|
| + overlapMap.add(layer, absBounds);
|
| +
|
| + if (layer->stackingNode()->isStackingContext()) {
|
| + layer->setShouldIsolateCompositedDescendants(childRecursionData.m_hasUnisolatedCompositedBlendingDescendant);
|
| + } else {
|
| + layer->setShouldIsolateCompositedDescendants(false);
|
| + currentRecursionData.m_hasUnisolatedCompositedBlendingDescendant = childRecursionData.m_hasUnisolatedCompositedBlendingDescendant;
|
| + }
|
| +
|
| + // Now check for reasons to become composited that depend on the state of descendant layers.
|
| + CompositingReasons subtreeCompositingReasons = subtreeReasonsForCompositing(layer->renderer(), childRecursionData.m_subtreeIsCompositing, anyDescendantHas3DTransform);
|
| + reasonsToComposite |= subtreeCompositingReasons;
|
| + if (!willBeCompositedOrSquashed && compositor->canBeComposited(layer) && requiresCompositingOrSquashing(subtreeCompositingReasons)) {
|
| + childRecursionData.m_compositingAncestor = layer;
|
| + // FIXME: this context push is effectively a no-op but needs to exist for
|
| + // now, because the code is designed to push overlap information to the
|
| + // second-from-top context of the stack.
|
| + overlapMap.beginNewOverlapTestingContext();
|
| + overlapMap.add(layer, absoluteDecendantBoundingBox);
|
| + willBeCompositedOrSquashed = true;
|
| + }
|
| +
|
| + // If the original layer is composited, the reflection needs to be, too.
|
| + if (layer->reflectionInfo()) {
|
| + // FIXME: Shouldn't we call computeCompositingRequirements to handle a reflection overlapping with another renderer?
|
| + RenderLayer* reflectionLayer = layer->reflectionInfo()->reflectionLayer();
|
| + CompositingReasons reflectionCompositingReason = willBeCompositedOrSquashed ? CompositingReasonReflectionOfCompositedParent : CompositingReasonNone;
|
| + reflectionLayer->setCompositingReasons(reflectionLayer->compositingReasons() | reflectionCompositingReason);
|
| + }
|
| +
|
| + // Subsequent layers in the parent's stacking context may also need to composite.
|
| + if (childRecursionData.m_subtreeIsCompositing)
|
| + currentRecursionData.m_subtreeIsCompositing = true;
|
| +
|
| + if (willBeCompositedOrSquashed && layer->blendInfo().hasBlendMode())
|
| + currentRecursionData.m_hasUnisolatedCompositedBlendingDescendant = true;
|
| +
|
| + // Set the flag to say that this SC has compositing children.
|
| + layer->setHasCompositingDescendant(childRecursionData.m_subtreeIsCompositing);
|
| +
|
| + // Turn overlap testing off for later layers if it's already off, or if we have an animating transform.
|
| + // Note that if the layer clips its descendants, there's no reason to propagate the child animation to the parent layers. That's because
|
| + // we know for sure the animation is contained inside the clipping rectangle, which is already added to the overlap map.
|
| + bool isCompositedClippingLayer = compositor->canBeComposited(layer) && (reasonsToComposite & CompositingReasonClipsCompositingDescendants);
|
| + if ((!childRecursionData.m_testingOverlap && !isCompositedClippingLayer) || isRunningAcceleratedTransformAnimation(layer->renderer()))
|
| + currentRecursionData.m_testingOverlap = false;
|
| +
|
| + if (childRecursionData.m_compositingAncestor == layer && !layer->isRootLayer())
|
| + overlapMap.finishCurrentOverlapTestingContext();
|
| +
|
| + if (layer->isRootLayer()) {
|
| + // The root layer needs to be composited if anything else in the tree is composited.
|
| + // Otherwise, we can disable compositing entirely.
|
| + if (childRecursionData.m_subtreeIsCompositing || requiresCompositingOrSquashing(reasonsToComposite) || compositor->inForcedCompositingMode()) {
|
| + willBeCompositedOrSquashed = true;
|
| + reasonsToComposite |= CompositingReasonRoot;
|
| + } else {
|
| + compositor->enableCompositingMode(false);
|
| + willBeCompositedOrSquashed = false;
|
| + reasonsToComposite = CompositingReasonNone;
|
| + }
|
| + }
|
| +
|
| + if (requiresCompositing(reasonsToComposite))
|
| + currentRecursionData.m_mostRecentCompositedLayer = layer;
|
| +
|
| + // At this point we have finished collecting all reasons to composite this layer.
|
| + layer->setCompositingReasons(reasonsToComposite);
|
| +
|
| + descendantHas3DTransform |= anyDescendantHas3DTransform || layer->has3DTransform();
|
| +}
|
| +
|
| +bool CompositingRequirementsUpdater::isRunningAcceleratedTransformAnimation(RenderObject* renderer) const
|
| +{
|
| + if (!m_compositingReasonFinder.hasAnimationTrigger())
|
| + return false;
|
| + return renderer->style()->hasCurrentTransformAnimation();
|
| +}
|
| +
|
| +} // namespace WebCore
|
|
|