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Unified Diff: Source/core/rendering/compositing/CompositingRequirementsUpdater.cpp

Issue 215063006: Separate the geometry update from rebuilding the GraphicsLayer tree (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: rebase Created 6 years, 8 months ago
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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

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