void CCRenderPass::appendQuadsForRenderSurfaceLayer(CCLayerImpl* layer) { // FIXME: render surface layers should be a CCLayerImpl-derived class and // not be handled specially here. CCRenderSurface* surface = layer->renderSurface(); bool isOpaque = false; OwnPtr<CCSharedQuadState> sharedQuadState = CCSharedQuadState::create(surface->drawTransform(), surface->drawTransform(), surface->contentRect(), surface->clipRect(), surface->drawOpacity(), isOpaque); m_quadList.append(CCRenderSurfaceDrawQuad::create(sharedQuadState.get(), surface->contentRect(), layer, surfaceDamageRect())); m_sharedQuadStateList.append(sharedQuadState.release()); }
void CCLayerSorter::createGraphNodes(LayerList::iterator first, LayerList::iterator last) { #if !defined( NDEBUG ) LOG(CCLayerSorter, "Creating graph nodes:\n"); #endif float minZ = FLT_MAX; float maxZ = -FLT_MAX; for (LayerList::const_iterator it = first; it < last; it++) { m_nodes.append(GraphNode(it->get())); GraphNode& node = m_nodes.at(m_nodes.size() - 1); CCRenderSurface* renderSurface = node.layer->renderSurface(); if (!node.layer->drawsContent() && !renderSurface) continue; #if !defined( NDEBUG ) LOG(CCLayerSorter, "Layer %d (%d x %d)\n", node.layer->debugID(), node.layer->bounds().width(), node.layer->bounds().height()); #endif TransformationMatrix drawTransform; float layerWidth, layerHeight; if (renderSurface) { drawTransform = renderSurface->drawTransform(); layerWidth = 0.5 * renderSurface->contentRect().width(); layerHeight = 0.5 * renderSurface->contentRect().height(); } else { drawTransform = node.layer->drawTransform(); layerWidth = 0.5 * node.layer->bounds().width(); layerHeight = 0.5 * node.layer->bounds().height(); } FloatPoint3D c1 = drawTransform.mapPoint(FloatPoint3D(-layerWidth, layerHeight, 0)); FloatPoint3D c2 = drawTransform.mapPoint(FloatPoint3D(layerWidth, layerHeight, 0)); FloatPoint3D c3 = drawTransform.mapPoint(FloatPoint3D(layerWidth, -layerHeight, 0)); FloatPoint3D c4 = drawTransform.mapPoint(FloatPoint3D(-layerWidth, -layerHeight, 0)); node.normal = (c2 - c1).cross(c3 - c1); node.c1 = FloatPoint(c1.x(), c1.y()); node.c2 = FloatPoint(c2.x(), c2.y()); node.c3 = FloatPoint(c3.x(), c3.y()); node.c4 = FloatPoint(c4.x(), c4.y()); node.origin = c1; node.boundingBox.fitToPoints(node.c1, node.c2, node.c3, node.c4); maxZ = max(c4.z(), max(c3.z(), max(c2.z(), max(maxZ, c1.z())))); minZ = min(c4.z(), min(c3.z(), min(c2.z(), min(minZ, c1.z())))); } if (last - first) m_zRange = fabsf(maxZ - minZ); }
void CCLayerSorter::createGraphNodes(LayerList::iterator first, LayerList::iterator last) { #if !defined( NDEBUG ) LOG(CCLayerSorter, "Creating graph nodes:\n"); #endif float minZ = FLT_MAX; float maxZ = -FLT_MAX; for (LayerList::const_iterator it = first; it < last; it++) { m_nodes.append(GraphNode(*it)); GraphNode& node = m_nodes.at(m_nodes.size() - 1); CCRenderSurface* renderSurface = node.layer->renderSurface(); if (!node.layer->drawsContent() && !renderSurface) continue; #if !defined( NDEBUG ) LOG(CCLayerSorter, "Layer %d (%d x %d)\n", node.layer->debugID(), node.layer->bounds().width(), node.layer->bounds().height()); #endif TransformationMatrix drawTransform; float layerWidth, layerHeight; if (renderSurface) { drawTransform = renderSurface->drawTransform(); layerWidth = renderSurface->contentRect().width(); layerHeight = renderSurface->contentRect().height(); } else { drawTransform = node.layer->drawTransform(); layerWidth = node.layer->bounds().width(); layerHeight = node.layer->bounds().height(); } node.shape = LayerShape(layerWidth, layerHeight, drawTransform); maxZ = max(maxZ, node.shape.transformOrigin.z()); minZ = min(minZ, node.shape.transformOrigin.z()); } m_zRange = fabsf(maxZ - minZ); }
void CCDamageTracker::extendDamageForRenderSurface(CCLayerImpl* layer, FloatRect& targetDamageRect) { // There are two ways a "descendant surface" can damage regions of the "target surface": // 1. Property change: // - a surface's geometry can change because of // - changes to descendants (i.e. the subtree) that affect the surface's content rect // - changes to ancestor layers that propagate their property changes to their entire subtree. // - just like layers, both the old surface rect and new surface rect will // damage the target surface in this case. // // 2. Damage rect: This surface may have been damaged by its own layerList as well, and that damage // should propagate to the target surface. // CCRenderSurface* renderSurface = layer->renderSurface(); bool surfaceIsNew = false; FloatRect oldSurfaceRect = removeRectFromCurrentFrame(layer->id(), surfaceIsNew); FloatRect surfaceRectInTargetSpace = renderSurface->drawableContentRect(); // already includes replica if it exists. saveRectForNextFrame(layer->id(), surfaceRectInTargetSpace); FloatRect damageRectInLocalSpace; if (surfaceIsNew || renderSurface->surfacePropertyChanged() || layer->layerSurfacePropertyChanged()) { // The entire surface contributes damage. damageRectInLocalSpace = renderSurface->contentRect(); // The surface's old region is now exposed on the target surface, too. targetDamageRect.uniteIfNonZero(oldSurfaceRect); } else { // Only the surface's damageRect will damage the target surface. damageRectInLocalSpace = renderSurface->damageTracker()->currentDamageRect(); } // If there was damage, transform it to target space, and possibly contribute its reflection if needed. if (!damageRectInLocalSpace.isEmpty()) { const WebTransformationMatrix& drawTransform = renderSurface->drawTransform(); FloatRect damageRectInTargetSpace = CCMathUtil::mapClippedRect(drawTransform, damageRectInLocalSpace); targetDamageRect.uniteIfNonZero(damageRectInTargetSpace); if (layer->replicaLayer()) { const WebTransformationMatrix& replicaDrawTransform = renderSurface->replicaDrawTransform(); targetDamageRect.uniteIfNonZero(CCMathUtil::mapClippedRect(replicaDrawTransform, damageRectInLocalSpace)); } } // If there was damage on the replica's mask, then the target surface receives that damage as well. if (layer->replicaLayer() && layer->replicaLayer()->maskLayer()) { CCLayerImpl* replicaMaskLayer = layer->replicaLayer()->maskLayer(); bool replicaIsNew = false; removeRectFromCurrentFrame(replicaMaskLayer->id(), replicaIsNew); const WebTransformationMatrix& replicaDrawTransform = renderSurface->replicaDrawTransform(); FloatRect replicaMaskLayerRect = CCMathUtil::mapClippedRect(replicaDrawTransform, FloatRect(FloatPoint::zero(), FloatSize(replicaMaskLayer->bounds().width(), replicaMaskLayer->bounds().height()))); saveRectForNextFrame(replicaMaskLayer->id(), replicaMaskLayerRect); // In the current implementation, a change in the replica mask damages the entire replica region. if (replicaIsNew || replicaMaskLayer->layerPropertyChanged() || !replicaMaskLayer->updateRect().isEmpty()) targetDamageRect.uniteIfNonZero(replicaMaskLayerRect); } // If the layer has a background filter, this may cause pixels in our surface to be expanded, so we will need to expand any damage // at or below this layer. We expand the damage from this layer too, as we need to readback those pixels from the surface with only // the contents of layers below this one in them. This means we need to redraw any pixels in the surface being used for the blur in // this layer this frame. if (layer->backgroundFilters().hasFilterThatMovesPixels()) expandDamageRectInsideRectWithFilters(targetDamageRect, surfaceRectInTargetSpace, layer->backgroundFilters()); }