void RenderLayerStackingNode::rebuildZOrderLists(OwnPtr<Vector<RenderLayerStackingNode*> >& posZOrderList,
    OwnPtr<Vector<RenderLayerStackingNode*> >& negZOrderList, const RenderLayerStackingNode* nodeToForceAsStackingContainer,
    CollectLayersBehavior collectLayersBehavior)
{
    for (RenderLayer* child = layer()->firstChild(); child; child = child->nextSibling()) {
        if (!layer()->reflectionInfo() || layer()->reflectionInfo()->reflectionLayer() != child)
            child->stackingNode()->collectLayers(posZOrderList, negZOrderList, nodeToForceAsStackingContainer, collectLayersBehavior);
    }

    // Sort the two lists.
    if (posZOrderList)
        std::stable_sort(posZOrderList->begin(), posZOrderList->end(), compareZIndex);

    if (negZOrderList)
        std::stable_sort(negZOrderList->begin(), negZOrderList->end(), compareZIndex);

    // Append layers for top layer elements after normal layer collection, to ensure they are on top regardless of z-indexes.
    // The renderers of top layer elements are children of the view, sorted in top layer stacking order.
    if (layer()->isRootLayer()) {
        RenderObject* view = renderer()->view();
        for (RenderObject* child = view->firstChild(); child; child = child->nextSibling()) {
            Element* childElement = (child->node() && child->node()->isElementNode()) ? toElement(child->node()) : 0;
            if (childElement && childElement->isInTopLayer()) {
                RenderLayer* layer = toRenderLayerModelObject(child)->layer();
                // Create the buffer if it doesn't exist yet.
                if (!posZOrderList)
                    posZOrderList = adoptPtr(new Vector<RenderLayerStackingNode*>);
                posZOrderList->append(layer->stackingNode());
            }
        }
    }
}
void RenderSVGResourceContainer::addClientRenderLayer(Node* node)
{
    ASSERT(node);
    if (!node->renderer() || !node->renderer()->hasLayer())
        return;
    m_clientLayers.add(toRenderLayerModelObject(node->renderer())->layer());
}
Beispiel #3
0
void InspectorLayerTreeAgent::gatherLayersUsingRenderObjectHierarchy(ErrorString* errorString, RenderObject* renderer, RefPtr<TypeBuilder::Array<TypeBuilder::LayerTree::Layer> >& layers)
{
    if (renderer->hasLayer()) {
        gatherLayersUsingRenderLayerHierarchy(errorString, toRenderLayerModelObject(renderer)->layer(), layers);
        return;
    }

    for (renderer = renderer->firstChildSlow(); renderer; renderer = renderer->nextSibling())
        gatherLayersUsingRenderObjectHierarchy(errorString, renderer, layers);
}
void InspectorLayerTreeAgent::didPaint(RenderObject* renderer, GraphicsContext*, const LayoutRect& rect)
{
    RenderLayer* renderLayer = toRenderLayerModelObject(renderer)->layer();
    CompositedLayerMapping* compositedLayerMapping = renderLayer->compositedLayerMapping();
    // Should only happen for FrameView paints when compositing is off. Consider different instrumentation method for that.
    if (!compositedLayerMapping)
        return;
    GraphicsLayer* graphicsLayer = compositedLayerMapping->mainGraphicsLayer();
    RefPtr<TypeBuilder::DOM::Rect> domRect = TypeBuilder::DOM::Rect::create()
        .setX(rect.x())
        .setY(rect.y())
        .setWidth(rect.width())
        .setHeight(rect.height());
    m_frontend->layerPainted(idForLayer(graphicsLayer), domRect.release());
}
Beispiel #5
0
RenderLayer* LinkHighlight::computeEnclosingCompositingLayer()
{
    if (!m_node || !m_node->renderer())
        return 0;

    // Find the nearest enclosing composited layer and attach to it. We may need to cross frame boundaries
    // to find a suitable layer.
    RenderLayerModelObject* renderer = toRenderLayerModelObject(m_node->renderer());
    RenderLayerModelObject* repaintContainer;
    do {
        repaintContainer = renderer->containerForRepaint();
        if (!repaintContainer) {
            renderer = renderer->frame()->ownerRenderer();
            if (!renderer)
                return 0;
        }
    } while (!repaintContainer);
    RenderLayer* renderLayer = repaintContainer->layer();

    if (!renderLayer || !renderLayer->isComposited())
        return 0;

    GraphicsLayer* newGraphicsLayer = renderLayer->backing()->graphicsLayer();
    m_clipLayer->setSublayerTransform(SkMatrix44());

    if (!newGraphicsLayer->drawsContent()) {
        if (renderLayer->usesCompositedScrolling()) {
            ASSERT(renderLayer->backing() && renderLayer->backing()->scrollingContentsLayer());
            newGraphicsLayer = renderLayer->backing()->scrollingContentsLayer();
        } else
            ASSERT_NOT_REACHED();
    }

    if (m_currentGraphicsLayer != newGraphicsLayer) {
        if (m_currentGraphicsLayer)
            clearGraphicsLayerLinkHighlightPointer();

        m_currentGraphicsLayer = newGraphicsLayer;
        m_currentGraphicsLayer->setLinkHighlight(this);
    }

    return renderLayer;
}
Beispiel #6
0
RenderLayer* LinkHighlight::computeEnclosingCompositingLayer()
{
    if (!m_node || !m_node->renderer())
        return 0;

    // Find the nearest enclosing composited layer and attach to it. We may need to cross frame boundaries
    // to find a suitable layer.
    RenderLayerModelObject* renderer = toRenderLayerModelObject(m_node->renderer());
    RenderLayerModelObject* repaintContainer;
    do {
        repaintContainer = renderer->containerForRepaint();
        if (!repaintContainer) {
            renderer = renderer->frame()->ownerRenderer();
            if (!renderer)
                return 0;
        }
    } while (!repaintContainer);
    RenderLayer* renderLayer = repaintContainer->layer();

    if (!renderLayer || !renderLayer->isComposited())
        return 0;

    GraphicsLayerChromium* newGraphicsLayer = static_cast<GraphicsLayerChromium*>(renderLayer->backing()->graphicsLayer());
    m_clipLayer->setSublayerTransform(SkMatrix44());
    m_usingNonCompositedContentHost = !newGraphicsLayer->drawsContent();
    if (m_usingNonCompositedContentHost ) {
        m_clipLayer->setSublayerTransform(newGraphicsLayer->platformLayer()->transform());
        newGraphicsLayer = static_cast<GraphicsLayerChromium*>(m_owningWebViewImpl->nonCompositedContentHost()->topLevelRootLayer());
    }

    if (m_currentGraphicsLayer != newGraphicsLayer) {
        if (m_currentGraphicsLayer)
            clearGraphicsLayerLinkHighlightPointer();

        m_currentGraphicsLayer = newGraphicsLayer;
        m_currentGraphicsLayer->setLinkHighlight(this);
    }

    return renderLayer;
}
void RenderLayerStackingNode::rebuildZOrderLists()
{
    ASSERT(m_layerListMutationAllowed);
    ASSERT(isDirtyStackingContext());

    for (RenderLayer* child = layer()->firstChild(); child; child = child->nextSibling()) {
        if (!layer()->reflectionInfo() || layer()->reflectionInfo()->reflectionLayer() != child)
            child->stackingNode()->collectLayers(m_posZOrderList, m_negZOrderList);
    }

    // Sort the two lists.
    if (m_posZOrderList)
        std::stable_sort(m_posZOrderList->begin(), m_posZOrderList->end(), compareZIndex);

    if (m_negZOrderList)
        std::stable_sort(m_negZOrderList->begin(), m_negZOrderList->end(), compareZIndex);

    // Append layers for top layer elements after normal layer collection, to ensure they are on top regardless of z-indexes.
    // The renderers of top layer elements are children of the view, sorted in top layer stacking order.
    if (layer()->isRootLayer()) {
        RenderView* view = renderer()->view();
        for (RenderObject* child = view->firstChild(); child; child = child->nextSibling()) {
            Element* childElement = (child->node() && child->node()->isElementNode()) ? toElement(child->node()) : 0;
            if (childElement && childElement->isInTopLayer()) {
                RenderLayer* layer = toRenderLayerModelObject(child)->layer();
                // Create the buffer if it doesn't exist yet.
                if (!m_posZOrderList)
                    m_posZOrderList = adoptPtr(new Vector<RenderLayerStackingNode*>);
                m_posZOrderList->append(layer->stackingNode());
            }
        }
    }

#if ASSERT_ENABLED
    updateStackingParentForZOrderLists(this);
#endif

    m_zOrderListsDirty = false;
}
Beispiel #8
0
static inline bool isComposited(RenderObject* object)
{
    return object->hasLayer() && toRenderLayerModelObject(object)->layer()->isComposited();
}