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Unified Diff: Source/core/rendering/RenderLayerCompositor.cpp

Issue 26110004: Defer the real work in updateCompositingLayers until it's really needed. (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: patch for landing Created 7 years, 2 months ago
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Index: Source/core/rendering/RenderLayerCompositor.cpp
diff --git a/Source/core/rendering/RenderLayerCompositor.cpp b/Source/core/rendering/RenderLayerCompositor.cpp
index bed704606c600fc356083d2a7b2a4b214d94ab83..557342281bd62b04f6abbdf7c34425ffe09fda0d 100644
--- a/Source/core/rendering/RenderLayerCompositor.cpp
+++ b/Source/core/rendering/RenderLayerCompositor.cpp
@@ -224,7 +224,8 @@ RenderLayerCompositor::RenderLayerCompositor(RenderView* renderView)
, m_compositingTriggers(static_cast<ChromeClient::CompositingTriggerFlags>(ChromeClient::AllTriggers))
, m_compositedLayerCount(0)
, m_showRepaintCounter(false)
- , m_reevaluateCompositingAfterLayout(false)
+ , m_needsToRecomputeCompositingRequirements(false)
+ , m_needsToUpdateLayerTreeGeometry(false)
, m_compositing(false)
, m_compositingLayersNeedRebuild(false)
, m_forceCompositingMode(false)
@@ -366,51 +367,78 @@ static RenderVideo* findFullscreenVideoRenderer(Document* document)
return toRenderVideo(renderer);
}
+void RenderLayerCompositor::finishCompositingUpdateForFrameTree(Frame* frame)
+{
+ for (Frame* child = frame->tree()->firstChild(); child; child = child->tree()->nextSibling())
+ finishCompositingUpdateForFrameTree(child);
+
+ // Update compositing for current frame after all descendant frames are updated.
+ if (frame && frame->contentRenderer()) {
+ RenderLayerCompositor* frameCompositor = frame->contentRenderer()->compositor();
+ if (frameCompositor && !frameCompositor->isMainFrame())
+ frame->contentRenderer()->compositor()->updateCompositingLayers(CompositingUpdateFinishAllDeferredWork);
+ }
+}
+
void RenderLayerCompositor::updateCompositingLayers(CompositingUpdateType updateType, RenderLayer* updateRoot)
{
// Avoid updating the layers with old values. Compositing layers will be updated after the layout is finished.
if (m_renderView->needsLayout())
return;
+ if (updateType == CompositingUpdateFinishAllDeferredWork && isMainFrame() && m_renderView->frameView())
+ finishCompositingUpdateForFrameTree(&m_renderView->frameView()->frame());
+
if (m_forceCompositingMode && !m_compositing)
enableCompositingMode(true);
- if (!m_reevaluateCompositingAfterLayout && !m_compositing)
+ if (!m_needsToRecomputeCompositingRequirements && !m_compositing)
return;
AnimationUpdateBlock animationUpdateBlock(m_renderView->frameView()->frame().animation());
TemporaryChange<bool> postLayoutChange(m_inPostLayoutUpdate, true);
- bool checkForHierarchyUpdate = m_reevaluateCompositingAfterLayout;
+ bool needCompositingRequirementsUpdate = false;
+ bool needHierarchyAndGeometryUpdate = false;
bool needGeometryUpdate = false;
+ // CompositingUpdateFinishAllDeferredWork is the only updateType that will actually do any work in this
+ // function. All other updateTypes will simply mark that something needed updating, and defer the actual
+ // update. This way we only need to compute all compositing state once for every frame drawn (if needed).
switch (updateType) {
case CompositingUpdateAfterStyleChange:
case CompositingUpdateAfterLayout:
- checkForHierarchyUpdate = true;
+ m_needsToRecomputeCompositingRequirements = true;
break;
case CompositingUpdateOnScroll:
- checkForHierarchyUpdate = true; // Overlap can change with scrolling, so need to check for hierarchy updates.
- needGeometryUpdate = true;
+ m_needsToRecomputeCompositingRequirements = true; // Overlap can change with scrolling, so need to check for hierarchy updates.
+ m_needsToUpdateLayerTreeGeometry = true;
break;
case CompositingUpdateOnCompositedScroll:
- needGeometryUpdate = true;
+ m_needsToUpdateLayerTreeGeometry = true;
+ break;
+ case CompositingUpdateFinishAllDeferredWork:
+ needCompositingRequirementsUpdate = m_needsToRecomputeCompositingRequirements;
+ needHierarchyAndGeometryUpdate = m_compositingLayersNeedRebuild;
+ needGeometryUpdate = m_needsToUpdateLayerTreeGeometry;
break;
}
- if (!checkForHierarchyUpdate && !needGeometryUpdate)
+ if (!needCompositingRequirementsUpdate && !needHierarchyAndGeometryUpdate && !needGeometryUpdate)
return;
- bool needHierarchyUpdate = m_compositingLayersNeedRebuild;
+ ASSERT(updateType == CompositingUpdateFinishAllDeferredWork);
+
bool isFullUpdate = !updateRoot;
- // Only clear the flag if we're updating the entire hierarchy.
+ // Only clear the flags if we're updating the entire hierarchy.
m_compositingLayersNeedRebuild = false;
+ m_needsToUpdateLayerTreeGeometry = false;
updateRoot = rootRenderLayer();
- if (isFullUpdate && updateType == CompositingUpdateAfterLayout)
- m_reevaluateCompositingAfterLayout = false;
+ if (isFullUpdate)
+ m_needsToRecomputeCompositingRequirements = false;
#if !LOG_DISABLED
double startTime = 0;
@@ -420,7 +448,7 @@ void RenderLayerCompositor::updateCompositingLayers(CompositingUpdateType update
}
#endif
- if (checkForHierarchyUpdate) {
+ if (needCompositingRequirementsUpdate) {
// 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.
CompositingRecursionData recursionData(updateRoot, true);
@@ -437,11 +465,11 @@ void RenderLayerCompositor::updateCompositingLayers(CompositingUpdateType update
Vector<RenderLayer*> unclippedDescendants;
computeCompositingRequirements(0, updateRoot, &overlapTestRequestMap, recursionData, layersChanged, saw3DTransform, unclippedDescendants);
}
- needHierarchyUpdate |= layersChanged;
+ needHierarchyAndGeometryUpdate |= layersChanged;
}
#if !LOG_DISABLED
- if (compositingLogEnabled() && isFullUpdate && (needHierarchyUpdate || needGeometryUpdate)) {
+ if (compositingLogEnabled() && isFullUpdate && (needHierarchyAndGeometryUpdate || needGeometryUpdate)) {
m_obligateCompositedLayerCount = 0;
m_secondaryCompositedLayerCount = 0;
m_obligatoryBackingStoreBytes = 0;
@@ -452,7 +480,7 @@ void RenderLayerCompositor::updateCompositingLayers(CompositingUpdateType update
}
#endif
- if (needHierarchyUpdate) {
+ if (needHierarchyAndGeometryUpdate) {
// Update the hierarchy of the compositing layers.
Vector<GraphicsLayer*> childList;
{
@@ -486,7 +514,7 @@ void RenderLayerCompositor::updateCompositingLayers(CompositingUpdateType update
}
#if !LOG_DISABLED
- if (compositingLogEnabled() && isFullUpdate && (needHierarchyUpdate || needGeometryUpdate)) {
+ if (compositingLogEnabled() && isFullUpdate && (needHierarchyAndGeometryUpdate || needGeometryUpdate)) {
double endTime = currentTime();
LOG(Compositing, "Total layers primary secondary obligatory backing (KB) secondary backing(KB) total backing (KB) update time (ms)\n");
@@ -1128,7 +1156,7 @@ void RenderLayerCompositor::rebuildCompositingLayerTree(RenderLayer* layer, Vect
UNUSED_PARAM(depth);
#endif
if (currentCompositedLayerMapping->hasUnpositionedOverflowControlsLayers())
- layer->positionNewlyCreatedOverflowControls();
+ layer->positionOverflowControls();
pixelsWithoutPromotingAllTransitions += layer->size().height() * layer->size().width();
} else {
@@ -1324,7 +1352,8 @@ bool RenderLayerCompositor::scrollingLayerDidChange(RenderLayer* layer)
String RenderLayerCompositor::layerTreeAsText(LayerTreeFlags flags)
{
- updateCompositingLayers(CompositingUpdateAfterLayout);
+ // Before dumping the layer tree, finish any pending compositing update.
+ updateCompositingLayers(CompositingUpdateFinishAllDeferredWork);
if (!m_rootContentLayer)
return String();
@@ -1922,7 +1951,8 @@ bool RenderLayerCompositor::requiresCompositingForPlugin(RenderObject* renderer)
if (!composite)
return false;
- m_reevaluateCompositingAfterLayout = true;
+ // FIXME: this seems bogus. If we don't know the layout position/size of the plugin yet, would't that be handled elsewhere?
+ m_needsToRecomputeCompositingRequirements = true;
RenderWidget* pluginRenderer = toRenderWidget(renderer);
// If we can't reliably know the size of the plugin yet, don't change compositing state.
@@ -1944,7 +1974,8 @@ bool RenderLayerCompositor::requiresCompositingForFrame(RenderObject* renderer)
if (!frameRenderer->requiresAcceleratedCompositing())
return false;
- m_reevaluateCompositingAfterLayout = true;
+ // FIXME: this seems bogus. If we don't know the layout position/size of the frame yet, wouldn't that be handled elsehwere?
+ m_needsToRecomputeCompositingRequirements = true;
RenderLayerCompositor* innerCompositor = frameContentsCompositor(frameRenderer);
if (!innerCompositor)
@@ -2081,7 +2112,7 @@ bool RenderLayerCompositor::requiresCompositingForPosition(RenderObject* rendere
RenderObject* container = renderer->container();
// If the renderer is not hooked up yet then we have to wait until it is.
if (!container) {
- m_reevaluateCompositingAfterLayout = true;
+ m_needsToRecomputeCompositingRequirements = true;
return false;
}
@@ -2121,7 +2152,7 @@ bool RenderLayerCompositor::requiresCompositingForPosition(RenderObject* rendere
// Subsequent tests depend on layout. If we can't tell now, just keep things the way they are until layout is done.
if (!m_inPostLayoutUpdate) {
- m_reevaluateCompositingAfterLayout = true;
+ m_needsToRecomputeCompositingRequirements = true;
return layer->compositedLayerMapping();
}
@@ -2140,7 +2171,7 @@ bool RenderLayerCompositor::requiresCompositingForPosition(RenderObject* rendere
if (!viewBounds.intersects(enclosingIntRect(layerBounds))) {
if (viewportConstrainedNotCompositedReason) {
*viewportConstrainedNotCompositedReason = RenderLayer::NotCompositedForBoundsOutOfView;
- m_reevaluateCompositingAfterLayout = true;
+ m_needsToRecomputeCompositingRequirements = true;
}
return false;
}
@@ -2267,6 +2298,7 @@ void RenderLayerCompositor::resetTrackedRepaintRects()
void RenderLayerCompositor::setTracksRepaints(bool tracksRepaints)
{
+ updateCompositingLayers(CompositingUpdateFinishAllDeferredWork);
m_isTrackingRepaints = tracksRepaints;
}
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