static inline Region computeOcclusionBehindLayer(const LayerType* layer, const TransformationMatrix& transform, const IntRect& scissorRect, bool usePaintTracking)
{
    Region opaqueRegion;

    bool clipped;
    FloatQuad unoccludedQuad = CCMathUtil::mapQuad(transform, FloatQuad(layer->visibleLayerRect()), clipped);
    bool isPaintedAxisAligned = unoccludedQuad.isRectilinear();
    // FIXME: Find a rect interior to each transformed quad.
    if (clipped || !isPaintedAxisAligned)
        return opaqueRegion;

    if (layer->opaque())
        opaqueRegion = enclosedIntRect(unoccludedQuad.boundingBox());
    else if (usePaintTracking && transform.isIdentity())
        opaqueRegion = layer->visibleContentOpaqueRegion();
    else if (usePaintTracking) {
        Region contentRegion = layer->visibleContentOpaqueRegion();
        Vector<IntRect> contentRects = contentRegion.rects();
        // We verify that the possible bounds of this region are not clipped above, so we can use mapRect() safely here.
        for (size_t i = 0; i < contentRects.size(); ++i)
            opaqueRegion.unite(enclosedIntRect(transform.mapRect(FloatRect(contentRects[i]))));
    }
    opaqueRegion.intersect(scissorRect);
    return opaqueRegion;
}
void CCOcclusionTrackerBase<LayerType, RenderSurfaceType>::markOccludedBehindLayer(const LayerType* layer)
{
    ASSERT(!m_stack.isEmpty());
    ASSERT(layer->targetRenderSurface() == m_stack.last().surface);
    if (m_stack.isEmpty())
        return;

    if (!layerOpacityKnown(layer) || layer->drawOpacity() < 1)
        return;

    IntRect scissorInTarget = layerScissorRectInTargetSurface(layer);
    if (layerTransformsToTargetKnown(layer))
        m_stack.last().occlusionInTarget.unite(computeOcclusionBehindLayer<LayerType>(layer, contentToTargetSurfaceTransform<LayerType>(layer), scissorInTarget, m_usePaintTracking));

    // We must clip the occlusion within the layer's scissorInTarget within screen space as well. If the scissor rect can't be moved to screen space and
    // remain rectilinear, then we don't add any occlusion in screen space.

    if (layerTransformsToScreenKnown(layer)) {
        TransformationMatrix targetToScreenTransform = m_stack.last().surface->screenSpaceTransform();
        FloatQuad scissorInScreenQuad = targetToScreenTransform.mapQuad(FloatQuad(FloatRect(scissorInTarget)));
        if (!scissorInScreenQuad.isRectilinear())
            return;
        IntRect scissorInScreenRect = intersection(m_scissorRectInScreenSpace, enclosedIntRect(CCMathUtil::mapClippedRect(targetToScreenTransform, FloatRect(scissorInTarget))));
        m_stack.last().occlusionInScreen.unite(computeOcclusionBehindLayer<LayerType>(layer, contentToScreenSpaceTransform<LayerType>(layer), scissorInScreenRect, m_usePaintTracking));
    }
}
void PainterOpenVG::intersectClipRect(const FloatRect& rect)
{
    ASSERT(m_state);
    m_surface->makeCurrent();

    if (m_state->surfaceTransformationMatrix.isIdentity()) {
        // No transformation required, skip all the complex stuff.
        intersectScissorRect(rect);
        return;
    }

    // Check if the actual destination rectangle is still rectilinear (can be
    // represented as FloatRect) so we could apply scissoring instead of
    // (potentially more expensive) path clipping. Note that scissoring is not
    // subject to transformations, so we need to do the transformation to
    // surface coordinates by ourselves.
    FloatQuad effectiveScissorQuad =
        m_state->surfaceTransformationMatrix.mapQuad(FloatQuad(rect));

    if (effectiveScissorQuad.isRectilinear())
        intersectScissorRect(effectiveScissorQuad.boundingBox());
    else {
        // The transformed scissorRect cannot be represented as FloatRect
        // anymore, so we need to perform masking instead. Not yet implemented.
        notImplemented();
    }
}
HitTestLocation::HitTestLocation(const FloatPoint& point, const FloatQuad& quad)
    : m_transformedPoint(point)
    , m_transformedRect(quad)
    , m_isRectBased(true)
{
    m_point = flooredLayoutPoint(point);
    m_boundingBox = enclosingIntRect(quad.boundingBox());
    m_isRectilinear = quad.isRectilinear();
}
bool LinkHighlight::computeHighlightLayerPathAndPosition(const LayoutBoxModelObject* paintInvalidationContainer)
{
    if (!m_node || !m_node->layoutObject() || !m_currentGraphicsLayer)
        return false;
    ASSERT(paintInvalidationContainer);

    // FIXME: This is defensive code to avoid crashes such as those described in
    // crbug.com/440887. This should be cleaned up once we fix the root cause of
    // of the paint invalidation container not being composited.
    if (!paintInvalidationContainer->layer()->compositedDeprecatedPaintLayerMapping() && !paintInvalidationContainer->layer()->groupedMapping())
        return false;

    // Get quads for node in absolute coordinates.
    Vector<FloatQuad> quads;
    computeQuads(*m_node, quads);
    ASSERT(quads.size());
    Path newPath;

    FloatPoint positionAdjustForCompositedScrolling = IntPoint(m_currentGraphicsLayer->offsetFromRenderer());

    for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) {
        FloatQuad absoluteQuad = quads[quadIndex];

        // FIXME: this hack should not be necessary. It's a consequence of the fact that composited layers for scrolling are represented
        // differently in Blink than other composited layers.
        if (paintInvalidationContainer->layer()->needsCompositedScrolling() && m_node->layoutObject() != paintInvalidationContainer)
            absoluteQuad.move(-positionAdjustForCompositedScrolling.x(), -positionAdjustForCompositedScrolling.y());

        // Transform node quads in target absolute coords to local coordinates in the compositor layer.
        FloatQuad transformedQuad;
        convertTargetSpaceQuadToCompositedLayer(absoluteQuad, m_node->layoutObject(), paintInvalidationContainer, transformedQuad);

        // FIXME: for now, we'll only use rounded paths if we have a single node quad. The reason for this is that
        // we may sometimes get a chain of adjacent boxes (e.g. for text nodes) which end up looking like sausage
        // links: these should ideally be merged into a single rect before creating the path, but that's
        // another CL.
        if (quads.size() == 1 && transformedQuad.isRectilinear()
            && !m_owningWebViewImpl->settingsImpl()->mockGestureTapHighlightsEnabled()) {
            FloatSize rectRoundingRadii(3, 3);
            newPath.addRoundedRect(transformedQuad.boundingBox(), rectRoundingRadii);
        } else
            addQuadToPath(transformedQuad, newPath);
    }

    FloatRect boundingRect = newPath.boundingRect();
    newPath.translate(-toFloatSize(boundingRect.location()));

    bool pathHasChanged = !(newPath == m_path);
    if (pathHasChanged) {
        m_path = newPath;
        m_contentLayer->layer()->setBounds(enclosingIntRect(boundingRect).size());
    }

    m_contentLayer->layer()->setPosition(boundingRect.location());

    return pathHasChanged;
}
bool LinkHighlightImpl::computeHighlightLayerPathAndPosition(const LayoutBoxModelObject& paintInvalidationContainer)
{
    if (!m_node || !m_node->layoutObject() || !m_currentGraphicsLayer)
        return false;

    // FIXME: This is defensive code to avoid crashes such as those described in
    // crbug.com/440887. This should be cleaned up once we fix the root cause of
    // of the paint invalidation container not being composited.
    if (!paintInvalidationContainer.layer()->compositedLayerMapping() && !paintInvalidationContainer.layer()->groupedMapping())
        return false;

    // Get quads for node in absolute coordinates.
    Vector<FloatQuad> quads;
    computeQuads(*m_node, quads);
    DCHECK(quads.size());
    Path newPath;

    for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) {
        FloatQuad absoluteQuad = quads[quadIndex];

        // Scrolling content layers have the same offset from layout object as the non-scrolling layers. Thus we need
        // to adjust for their scroll offset.
        if (m_isScrollingGraphicsLayer) {
            DoubleSize adjustedScrollOffset = paintInvalidationContainer.layer()->getScrollableArea()->adjustedScrollOffset();
            absoluteQuad.move(adjustedScrollOffset.width(), adjustedScrollOffset.height());
        }

        // Transform node quads in target absolute coords to local coordinates in the compositor layer.
        FloatQuad transformedQuad;
        convertTargetSpaceQuadToCompositedLayer(absoluteQuad, m_node->layoutObject(), paintInvalidationContainer, transformedQuad);

        // FIXME: for now, we'll only use rounded paths if we have a single node quad. The reason for this is that
        // we may sometimes get a chain of adjacent boxes (e.g. for text nodes) which end up looking like sausage
        // links: these should ideally be merged into a single rect before creating the path, but that's
        // another CL.
        if (quads.size() == 1 && transformedQuad.isRectilinear()
                && !m_owningWebViewImpl->settingsImpl()->mockGestureTapHighlightsEnabled()) {
            FloatSize rectRoundingRadii(3, 3);
            newPath.addRoundedRect(transformedQuad.boundingBox(), rectRoundingRadii);
        } else {
            addQuadToPath(transformedQuad, newPath);
        }
    }

    FloatRect boundingRect = newPath.boundingRect();
    newPath.translate(-toFloatSize(boundingRect.location()));

    bool pathHasChanged = !(newPath == m_path);
    if (pathHasChanged) {
        m_path = newPath;
        m_contentLayer->layer()->setBounds(enclosingIntRect(boundingRect).size());
    }

    m_contentLayer->layer()->setPosition(boundingRect.location());

    return pathHasChanged;
}
Exemple #7
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void CCRenderSurface::drawLayer(LayerRendererChromium* layerRenderer, CCLayerImpl* maskLayer, const TransformationMatrix& drawTransform, int contentsTextureId)
{
    TransformationMatrix deviceMatrix = computeDeviceTransform(layerRenderer, drawTransform);

    // Can only draw surface if device matrix is invertible.
    if (!deviceMatrix.isInvertible())
        return;

    // Draw the background texture if there is one.
    if (m_backgroundTexture && m_backgroundTexture->isReserved())
        copyTextureToFramebuffer(layerRenderer, m_backgroundTexture->textureId(), m_contentRect.size(), drawTransform);

    FloatQuad quad = deviceMatrix.mapQuad(layerRenderer->sharedGeometryQuad());
    CCLayerQuad deviceRect = CCLayerQuad(FloatQuad(quad.boundingBox()));
    CCLayerQuad layerQuad = CCLayerQuad(quad);

    // Use anti-aliasing programs only when necessary.
    bool useAA = (!quad.isRectilinear() || !quad.boundingBox().isExpressibleAsIntRect());

    if (useAA) {
        deviceRect.inflateAntiAliasingDistance();
        layerQuad.inflateAntiAliasingDistance();
    }

    bool useMask = false;
    if (maskLayer && maskLayer->drawsContent())
        if (!maskLayer->bounds().isEmpty())
            useMask = true;

    // FIXME: pass in backgroundTextureId and blend the background in with this draw instead of having a separate drawBackground() pass.

    if (useMask) {
        if (useAA) {
            const LayerRendererChromium::RenderSurfaceMaskProgramAA* program = layerRenderer->renderSurfaceMaskProgramAA();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, deviceRect, layerQuad, contentsTextureId, program, program->fragmentShader().maskSamplerLocation(), program->vertexShader().pointLocation(), program->fragmentShader().edgeLocation());
        } else {
            const LayerRendererChromium::RenderSurfaceMaskProgram* program = layerRenderer->renderSurfaceMaskProgram();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, deviceRect, layerQuad, contentsTextureId, program, program->fragmentShader().maskSamplerLocation(), -1, -1);
        }
    } else {
        if (useAA) {
            const LayerRendererChromium::RenderSurfaceProgramAA* program = layerRenderer->renderSurfaceProgramAA();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, deviceRect, layerQuad, contentsTextureId, program, -1, program->vertexShader().pointLocation(), program->fragmentShader().edgeLocation());
        } else {
            const LayerRendererChromium::RenderSurfaceProgram* program = layerRenderer->renderSurfaceProgram();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, deviceRect, layerQuad, contentsTextureId, program, -1, -1, -1);
        }
    }
}
Exemple #8
0
void CCRenderSurface::drawLayer(LayerRendererChromium* layerRenderer, CCLayerImpl* maskLayer, const TransformationMatrix& drawTransform)
{
    TransformationMatrix renderMatrix = drawTransform;
    // Apply a scaling factor to size the quad from 1x1 to its intended size.
    renderMatrix.scale3d(m_contentRect.width(), m_contentRect.height(), 1);

    TransformationMatrix deviceMatrix = TransformationMatrix(layerRenderer->windowMatrix() * layerRenderer->projectionMatrix() * renderMatrix).to2dTransform();

    // Can only draw surface if device matrix is invertible.
    if (!deviceMatrix.isInvertible())
        return;

    FloatQuad quad = deviceMatrix.mapQuad(layerRenderer->sharedGeometryQuad());
    CCLayerQuad layerQuad = CCLayerQuad(quad);

#if defined(OS_CHROMEOS)
    // FIXME: Disable anti-aliasing to workaround broken driver.
    bool useAA = false;
#else
    // Use anti-aliasing programs only when necessary.
    bool useAA = (!quad.isRectilinear() || !quad.boundingBox().isExpressibleAsIntRect());
#endif

    if (useAA)
        layerQuad.inflateAntiAliasingDistance();

    bool useMask = false;
    if (maskLayer && maskLayer->drawsContent())
        if (!maskLayer->bounds().isEmpty())
            useMask = true;

    if (useMask) {
        if (useAA) {
            const MaskProgramAA* program = layerRenderer->renderSurfaceMaskProgramAA();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, layerQuad, program, program->fragmentShader().maskSamplerLocation(), program->vertexShader().pointLocation(), program->fragmentShader().edgeLocation());
        } else {
            const MaskProgram* program = layerRenderer->renderSurfaceMaskProgram();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, layerQuad, program, program->fragmentShader().maskSamplerLocation(), -1, -1);
        }
    } else {
        if (useAA) {
            const ProgramAA* program = layerRenderer->renderSurfaceProgramAA();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, layerQuad, program, -1, program->vertexShader().pointLocation(), program->fragmentShader().edgeLocation());
        } else {
            const Program* program = layerRenderer->renderSurfaceProgram();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, layerQuad, program, -1, -1, -1);
        }
    }
}
Exemple #9
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bool LinkHighlight::computeHighlightLayerPathAndPosition(RenderLayer* compositingLayer)
{
    if (!m_node || !m_node->renderer() || !m_currentGraphicsLayer)
        return false;

    ASSERT(compositingLayer);

    // Get quads for node in absolute coordinates.
    Vector<FloatQuad> quads;
    computeQuads(m_node.get(), quads);
    ASSERT(quads.size());

    // Adjust for offset between target graphics layer and the node's renderer.
    FloatPoint positionAdjust = IntPoint(m_currentGraphicsLayer->offsetFromRenderer());

    Path newPath;
    for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) {
        FloatQuad absoluteQuad = quads[quadIndex];
        absoluteQuad.move(-positionAdjust.x(), -positionAdjust.y());

        // Transform node quads in target absolute coords to local coordinates in the compositor layer.
        FloatQuad transformedQuad;
        convertTargetSpaceQuadToCompositedLayer(absoluteQuad, m_node->renderer(), compositingLayer->renderer(), transformedQuad);

        // FIXME: for now, we'll only use rounded paths if we have a single node quad. The reason for this is that
        // we may sometimes get a chain of adjacent boxes (e.g. for text nodes) which end up looking like sausage
        // links: these should ideally be merged into a single rect before creating the path, but that's
        // another CL.
        if (quads.size() == 1 && transformedQuad.isRectilinear()) {
            FloatSize rectRoundingRadii(3, 3);
            newPath.addRoundedRect(transformedQuad.boundingBox(), rectRoundingRadii);
        } else
            addQuadToPath(transformedQuad, newPath);
    }

    FloatRect boundingRect = newPath.boundingRect();
    newPath.translate(-toFloatSize(boundingRect.location()));

    bool pathHasChanged = !(newPath == m_path);
    if (pathHasChanged) {
        m_path = newPath;
        m_contentLayer->layer()->setBounds(enclosingIntRect(boundingRect).size());
    }

    m_contentLayer->layer()->setPosition(boundingRect.location());

    return pathHasChanged;
}
Exemple #10
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bool snapTo(const SubtargetGeometry& geom, const IntPoint& touchPoint, const IntRect& touchArea, IntPoint& adjustedPoint)
{
    FrameView* view = geom.node()->document()->view();
    FloatQuad quad = geom.quad();

    if (quad.isRectilinear()) {
        IntRect contentBounds = geom.boundingBox();
        // Convert from frame coordinates to window coordinates.
        IntRect bounds = view->contentsToWindow(contentBounds);
        if (bounds.contains(touchPoint)) {
            adjustedPoint = touchPoint;
            return true;
        }
        if (bounds.intersects(touchArea)) {
            bounds.intersect(touchArea);
            adjustedPoint = bounds.center();
            return true;
        }
        return false;
    }

    // The following code tries to adjust the point to place inside a both the touchArea and the non-rectilinear quad.
    // FIXME: This will return the point inside the touch area that is the closest to the quad center, but does not
    // guarantee that the point will be inside the quad. Corner-cases exist where the quad will intersect but this
    // will fail to adjust the point to somewhere in the intersection.

    // Convert quad from content to window coordinates.
    FloatPoint p1 = contentsToWindow(view, quad.p1());
    FloatPoint p2 = contentsToWindow(view, quad.p2());
    FloatPoint p3 = contentsToWindow(view, quad.p3());
    FloatPoint p4 = contentsToWindow(view, quad.p4());
    quad = FloatQuad(p1, p2, p3, p4);

    if (quad.containsPoint(touchPoint)) {
        adjustedPoint = touchPoint;
        return true;
    }

    // Pull point towards the center of the element.
    FloatPoint center = quad.center();

    adjustPointToRect(center, touchArea);
    adjustedPoint = roundedIntPoint(center);

    return quad.containsPoint(adjustedPoint);
}
static inline Region transformSurfaceOpaqueRegion(const RenderSurfaceType* surface, const Region& region, const TransformationMatrix& transform)
{
    // Verify that rects within the |surface| will remain rects in its target surface after applying |transform|. If this is true, then
    // apply |transform| to each rect within |region| in order to transform the entire Region.

    bool clipped;
    FloatQuad transformedBoundsQuad = CCMathUtil::mapQuad(transform, FloatQuad(region.bounds()), clipped);
    // FIXME: Find a rect interior to each transformed quad.
    if (clipped || !transformedBoundsQuad.isRectilinear())
        return Region();

    Region transformedRegion;

    Vector<IntRect> rects = region.rects();
    // Clipping has been verified above, so mapRect will give correct results.
    for (size_t i = 0; i < rects.size(); ++i)
        transformedRegion.unite(enclosedIntRect(transform.mapRect(FloatRect(rects[i]))));
    return transformedRegion;
}
Exemple #12
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static inline Region computeOcclusionBehindLayer(const LayerType* layer, const TransformationMatrix& transform, bool usePaintTracking)
{
    Region opaqueRegion;

    FloatQuad unoccludedQuad = transform.mapQuad(FloatQuad(layer->visibleLayerRect()));
    bool isPaintedAxisAligned = unoccludedQuad.isRectilinear();
    if (!isPaintedAxisAligned)
        return opaqueRegion;

    if (layer->opaque())
        opaqueRegion = enclosedIntRect(unoccludedQuad.boundingBox());
    else if (usePaintTracking && transform.isIdentity())
        opaqueRegion = layer->opaqueContentsRegion();
    else if (usePaintTracking) {
        Region contentRegion = layer->opaqueContentsRegion();
        Vector<IntRect> contentRects = contentRegion.rects();
        for (size_t i = 0; i < contentRects.size(); ++i)
            opaqueRegion.unite(enclosedIntRect(transform.mapRect(FloatRect(contentRects[i]))));
    }
    return opaqueRegion;
}
Exemple #13
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static inline Region transformSurfaceOpaqueRegion(const RenderSurfaceType* surface, const Region& region, const TransformationMatrix& transform)
{
    // Verify that rects within the |surface| will remain rects in its target surface after applying |transform|. If this is true, then
    // apply |transform| to each rect within |region| in order to transform the entire Region.

    IntRect bounds = region.bounds();
    FloatRect centeredBounds(-bounds.width() / 2.0, -bounds.height() / 2.0, bounds.width(), bounds.height());
    FloatQuad transformedBoundsQuad = transform.mapQuad(FloatQuad(centeredBounds));
    if (!transformedBoundsQuad.isRectilinear())
        return Region();

    Region transformedRegion;

    IntRect surfaceBounds = surface->contentRect();
    Vector<IntRect> rects = region.rects();
    Vector<IntRect>::const_iterator end = rects.end();
    for (Vector<IntRect>::const_iterator i = rects.begin(); i != end; ++i) {
        FloatRect centeredOriginRect(-i->width() / 2.0 + i->x() - surfaceBounds.x(), -i->height() / 2.0 + i->y() - surfaceBounds.y(), i->width(), i->height());
        FloatRect transformedRect = transform.mapRect(FloatRect(centeredOriginRect));
        transformedRegion.unite(enclosedIntRect(transformedRect));
    }
    return transformedRegion;
}
Exemple #14
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void CCTiledLayerImpl::appendQuads(CCQuadSink& quadSink, CCAppendQuadsData& appendQuadsData)
{
    const IntRect& contentRect = visibleContentRect();

    if (!m_tiler || m_tiler->hasEmptyBounds() || contentRect.isEmpty())
        return;

    CCSharedQuadState* sharedQuadState = quadSink.useSharedQuadState(createSharedQuadState());
    appendDebugBorderQuad(quadSink, sharedQuadState, appendQuadsData);

    int left, top, right, bottom;
    m_tiler->contentRectToTileIndices(contentRect, left, top, right, bottom);

    if (hasDebugBorders()) {
        for (int j = top; j <= bottom; ++j) {
            for (int i = left; i <= right; ++i) {
                DrawableTile* tile = tileAt(i, j);
                IntRect tileRect = m_tiler->tileBounds(i, j);
                SkColor borderColor;

                if (m_skipsDraw || !tile || !tile->resourceId())
                    borderColor = SkColorSetARGB(debugTileBorderAlpha, debugTileBorderMissingTileColorRed, debugTileBorderMissingTileColorGreen, debugTileBorderMissingTileColorBlue);
                else
                    borderColor = SkColorSetARGB(debugTileBorderAlpha, debugTileBorderColorRed, debugTileBorderColorGreen, debugTileBorderColorBlue);
                quadSink.append(CCDebugBorderDrawQuad::create(sharedQuadState, tileRect, borderColor, debugTileBorderWidth).PassAs<CCDrawQuad>(), appendQuadsData);
            }
        }
    }

    if (m_skipsDraw)
        return;

    for (int j = top; j <= bottom; ++j) {
        for (int i = left; i <= right; ++i) {
            DrawableTile* tile = tileAt(i, j);
            IntRect tileRect = m_tiler->tileBounds(i, j);
            IntRect displayRect = tileRect;
            tileRect.intersect(contentRect);

            // Skip empty tiles.
            if (tileRect.isEmpty())
                continue;

            if (!tile || !tile->resourceId()) {
                if (drawCheckerboardForMissingTiles()) {
                    SkColor defaultColor = SkColorSetRGB(defaultCheckerboardColorRed, defaultCheckerboardColorGreen, defaultCheckerboardColorBlue);
                    SkColor evictedColor = SkColorSetRGB(debugTileEvictedCheckerboardColorRed, debugTileEvictedCheckerboardColorGreen, debugTileEvictedCheckerboardColorBlue);
                    SkColor invalidatedColor = SkColorSetRGB(debugTileInvalidatedCheckerboardColorRed, debugTileEvictedCheckerboardColorGreen, debugTileEvictedCheckerboardColorBlue);

                    SkColor checkerColor;
                    if (hasDebugBorders())
                        checkerColor = tile ? invalidatedColor : evictedColor;
                    else
                        checkerColor = defaultColor;

                    appendQuadsData.hadMissingTiles |= quadSink.append(CCCheckerboardDrawQuad::create(sharedQuadState, tileRect, checkerColor).PassAs<CCDrawQuad>(), appendQuadsData);
                } else
                    appendQuadsData.hadMissingTiles |= quadSink.append(CCSolidColorDrawQuad::create(sharedQuadState, tileRect, backgroundColor()).PassAs<CCDrawQuad>(), appendQuadsData);
                continue;
            }

            IntRect tileOpaqueRect = tile->opaqueRect();
            tileOpaqueRect.intersect(contentRect);

            // Keep track of how the top left has moved, so the texture can be
            // offset the same amount.
            IntSize displayOffset = tileRect.minXMinYCorner() - displayRect.minXMinYCorner();
            IntPoint textureOffset = m_tiler->textureOffset(i, j) + displayOffset;
            float tileWidth = static_cast<float>(m_tiler->tileSize().width());
            float tileHeight = static_cast<float>(m_tiler->tileSize().height());
            IntSize textureSize(tileWidth, tileHeight);

            bool clipped = false;
            FloatQuad visibleContentInTargetQuad = CCMathUtil::mapQuad(drawTransform(), FloatQuad(visibleContentRect()), clipped);
            bool isAxisAlignedInTarget = !clipped && visibleContentInTargetQuad.isRectilinear();
            bool useAA = m_tiler->hasBorderTexels() && !isAxisAlignedInTarget;

            bool leftEdgeAA = !i && useAA;
            bool topEdgeAA = !j && useAA;
            bool rightEdgeAA = i == m_tiler->numTilesX() - 1 && useAA;
            bool bottomEdgeAA = j == m_tiler->numTilesY() - 1 && useAA;

            const GC3Dint textureFilter = m_tiler->hasBorderTexels() ? GraphicsContext3D::LINEAR : GraphicsContext3D::NEAREST;
            quadSink.append(CCTileDrawQuad::create(sharedQuadState, tileRect, tileOpaqueRect, tile->resourceId(), textureOffset, textureSize, textureFilter, contentsSwizzled(), leftEdgeAA, topEdgeAA, rightEdgeAA, bottomEdgeAA).PassAs<CCDrawQuad>(), appendQuadsData);
        }
    }
}
Exemple #15
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bool LinkHighlight::computeHighlightLayerPathAndPosition(RenderLayer* compositingLayer)
{
    if (!m_node || !m_node->renderer())
        return false;

    ASSERT(compositingLayer);

    // Get quads for node in absolute coordinates.
    Vector<FloatQuad> quads;
    m_node->renderer()->absoluteQuads(quads);
    ASSERT(quads.size());

    FloatRect positionAdjust;
    if (!m_usingNonCompositedContentHost) {
        const RenderStyle* style = m_node->renderer()->style();
        // If we have a box shadow, and are non-relative, then must manually adjust
        // for its size.
        if (const ShadowData* shadow = style->boxShadow()) {
            int outlineSize = m_node->renderer()->outlineStyleForRepaint()->outlineSize();
            shadow->adjustRectForShadow(positionAdjust, outlineSize);
        }

        // If absolute or fixed, need to subtract out our fixed positioning.
        // FIXME: should we use RenderLayer::staticBlockPosition() here instead?
        // Perhaps consider this if out-of-flow elements cause further problems.
        if (m_node->renderer()->isOutOfFlowPositioned()) {
            FloatPoint delta(style->left().getFloatValue(), style->top().getFloatValue());
            positionAdjust.moveBy(delta);
        }
    }

    Path newPath;
    for (unsigned quadIndex = 0; quadIndex < quads.size(); ++quadIndex) {

        FloatQuad localQuad = m_node->renderer()->absoluteToLocalQuad(quads[quadIndex], UseTransforms);
        localQuad.move(-positionAdjust.location().x(), -positionAdjust.location().y());
        FloatQuad absoluteQuad = m_node->renderer()->localToAbsoluteQuad(localQuad, UseTransforms);

        // Transform node quads in target absolute coords to local coordinates in the compositor layer.
        FloatQuad transformedQuad;
        convertTargetSpaceQuadToCompositedLayer(absoluteQuad, m_node->renderer(), compositingLayer->renderer(), transformedQuad);

        // FIXME: for now, we'll only use rounded paths if we have a single node quad. The reason for this is that
        // we may sometimes get a chain of adjacent boxes (e.g. for text nodes) which end up looking like sausage
        // links: these should ideally be merged into a single rect before creating the path, but that's
        // another CL.
        if (quads.size() == 1 && transformedQuad.isRectilinear()) {
            FloatSize rectRoundingRadii(3, 3);
            newPath.addRoundedRect(transformedQuad.boundingBox(), rectRoundingRadii);
        } else
            addQuadToPath(transformedQuad, newPath);
    }

    FloatRect boundingRect = newPath.boundingRect();
    newPath.translate(-toFloatSize(boundingRect.location()));

    bool pathHasChanged = !(newPath == m_path);
    if (pathHasChanged) {
        m_path = newPath;
        m_contentLayer->layer()->setBounds(enclosingIntRect(boundingRect).size());
    }

    m_contentLayer->layer()->setPosition(boundingRect.location());

    return pathHasChanged;
}