WebCore/rendering/RenderLayerBacking.h
author Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
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/*
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 * Copyright (C) 2009 Apple Inc. All rights reserved.
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 *
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 * Redistribution and use in source and binary forms, with or without
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 * modification, are permitted provided that the following conditions
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 * are met:
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 * 1. Redistributions of source code must retain the above copyright
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 *    notice, this list of conditions and the following disclaimer.
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 * 2. Redistributions in binary form must reproduce the above copyright
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 *    notice, this list of conditions and the following disclaimer in the
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 *    documentation and/or other materials provided with the distribution.
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 *
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 * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
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 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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 * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
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 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
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 */
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#ifndef RenderLayerBacking_h
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#define RenderLayerBacking_h
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#if USE(ACCELERATED_COMPOSITING)
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#include "FloatPoint.h"
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#include "FloatPoint3D.h"
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#include "GraphicsLayer.h"
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#include "GraphicsLayerClient.h"
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#include "RenderLayer.h"
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#include "TransformationMatrix.h"
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namespace WebCore {
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class KeyframeList;
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class RenderLayerCompositor;
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enum CompositingLayerType {
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    NormalCompositingLayer, // non-tiled layer with backing store
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    TiledCompositingLayer, // tiled layer (always has backing store)
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    MediaCompositingLayer, // layer that contains an image, video, webGL or plugin
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    ContainerCompositingLayer // layer with no backing store
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};
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// RenderLayerBacking controls the compositing behavior for a single RenderLayer.
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// It holds the various GraphicsLayers, and makes decisions about intra-layer rendering
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// optimizations.
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// 
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// There is one RenderLayerBacking for each RenderLayer that is composited.
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class RenderLayerBacking : public GraphicsLayerClient, public Noncopyable {
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public:
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    RenderLayerBacking(RenderLayer*);
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    ~RenderLayerBacking();
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    RenderLayer* owningLayer() const { return m_owningLayer; }
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    enum UpdateDepth { CompositingChildren, AllDescendants };
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    void updateAfterLayout(UpdateDepth, bool isUpdateRoot);
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    // Returns true if layer configuration changed.
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    bool updateGraphicsLayerConfiguration();
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    // Update graphics layer position and bounds.
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    void updateGraphicsLayerGeometry(); // make private
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    // Update contents and clipping structure.
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    void updateInternalHierarchy(); // make private
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    void updateDrawsContent();
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    GraphicsLayer* graphicsLayer() const { return m_graphicsLayer.get(); }
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    // Layer to clip children
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    bool hasClippingLayer() const { return m_clippingLayer != 0; }
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    GraphicsLayer* clippingLayer() const { return m_clippingLayer.get(); }
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    // Layer to get clipped by ancestor
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    bool hasAncestorClippingLayer() const { return m_ancestorClippingLayer != 0; }
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    GraphicsLayer* ancestorClippingLayer() const { return m_ancestorClippingLayer.get(); }
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    bool hasContentsLayer() const { return m_foregroundLayer != 0; }
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    GraphicsLayer* foregroundLayer() const { return m_foregroundLayer.get(); }
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    bool hasMaskLayer() const { return m_maskLayer != 0; }
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    GraphicsLayer* parentForSublayers() const { return m_clippingLayer ? m_clippingLayer.get() : m_graphicsLayer.get(); }
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    GraphicsLayer* childForSuperlayers() const { return m_ancestorClippingLayer ? m_ancestorClippingLayer.get() : m_graphicsLayer.get(); }
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    // RenderLayers with backing normally short-circuit paintLayer() because
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    // their content is rendered via callbacks from GraphicsLayer. However, the document
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    // layer is special, because it has a GraphicsLayer to act as a container for the GraphicsLayers
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    // for descendants, but its contents usually render into the window (in which case this returns true).
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    // This returns false for other layers, and when the document layer actually needs to paint into its backing store
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    // for some reason.
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    bool paintingGoesToWindow() const;
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    void setContentsNeedDisplay();
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    // r is in the coordinate space of the layer's render object
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    void setContentsNeedDisplayInRect(const IntRect& r);
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    // Notification from the renderer that its content changed; used by RenderImage.
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    void rendererContentChanged();
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    // Interface to start, finish, suspend and resume animations and transitions
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    bool startAnimation(double timeOffset, const Animation* anim, const KeyframeList& keyframes);
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    bool startTransition(double timeOffset, int property, const RenderStyle* fromStyle, const RenderStyle* toStyle);
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    void animationFinished(const String& name);
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    void animationPaused(double timeOffset, const String& name);
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    void transitionFinished(int property);
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    void suspendAnimations(double time = 0);
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    void resumeAnimations();
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    IntRect compositedBounds() const;
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    void setCompositedBounds(const IntRect&);
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    void updateCompositedBounds();
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    void updateAfterWidgetResize();
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    FloatPoint graphicsLayerToContentsCoordinates(const GraphicsLayer*, const FloatPoint&);
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    FloatPoint contentsToGraphicsLayerCoordinates(const GraphicsLayer*, const FloatPoint&);
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    // GraphicsLayerClient interface
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    virtual void notifyAnimationStarted(const GraphicsLayer*, double startTime);
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    virtual void notifySyncRequired(const GraphicsLayer*);
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    virtual void paintContents(const GraphicsLayer*, GraphicsContext&, GraphicsLayerPaintingPhase, const IntRect& clip);
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    virtual bool showDebugBorders() const;
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    virtual bool showRepaintCounter() const;
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    IntRect contentsBox() const;
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    // For informative purposes only.
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    CompositingLayerType compositingLayerType() const;
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private:
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    void createGraphicsLayer();
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    void destroyGraphicsLayer();
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    RenderBoxModelObject* renderer() const { return m_owningLayer->renderer(); }
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    RenderLayerCompositor* compositor() const { return m_owningLayer->compositor(); }
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    bool updateClippingLayers(bool needsAncestorClip, bool needsDescendantClip);
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    bool updateForegroundLayer(bool needsForegroundLayer);
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    bool updateMaskLayer(bool needsMaskLayer);
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    GraphicsLayerPaintingPhase paintingPhaseForPrimaryLayer() const;
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    IntSize contentOffsetInCompostingLayer() const;
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    // Result is transform origin in pixels.
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    FloatPoint3D computeTransformOrigin(const IntRect& borderBox) const;
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    // Result is perspective origin in pixels.
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    FloatPoint computePerspectiveOrigin(const IntRect& borderBox) const;
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    void updateLayerOpacity(const RenderStyle*);
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    void updateLayerTransform(const RenderStyle*);
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    // Return the opacity value that this layer should use for compositing.
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    float compositingOpacity(float rendererOpacity) const;
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    // Returns true if this compositing layer has no visible content.
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    bool isSimpleContainerCompositingLayer() const;
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    // Returns true if this layer has content that needs to be rendered by painting into the backing store.
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    bool containsPaintedContent() const;
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    // Returns true if the RenderLayer just contains an image that we can composite directly.
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    bool isDirectlyCompositedImage() const;
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    void updateImageContents();
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    bool rendererHasBackground() const;
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    const Color rendererBackgroundColor() const;
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    bool hasNonCompositingContent() const;
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    void paintIntoLayer(RenderLayer* rootLayer, GraphicsContext*, const IntRect& paintDirtyRect,
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                    PaintBehavior paintBehavior, GraphicsLayerPaintingPhase, RenderObject* paintingRoot);
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    static int graphicsLayerToCSSProperty(AnimatedPropertyID);
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    static AnimatedPropertyID cssToGraphicsLayerProperty(int);
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#ifndef NDEBUG
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    String nameForLayer() const;
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#endif
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private:
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    RenderLayer* m_owningLayer;
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    OwnPtr<GraphicsLayer> m_ancestorClippingLayer; // only used if we are clipped by an ancestor which is not a stacking context
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    OwnPtr<GraphicsLayer> m_graphicsLayer;
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    OwnPtr<GraphicsLayer> m_foregroundLayer;       // only used in cases where we need to draw the foreground separately
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    OwnPtr<GraphicsLayer> m_clippingLayer;         // only used if we have clipping on a stacking context, with compositing children
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    OwnPtr<GraphicsLayer> m_maskLayer;             // only used if we have a mask
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    IntRect m_compositedBounds;
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    bool m_artificiallyInflatedBounds;      // bounds had to be made non-zero to make transform-origin work
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};
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} // namespace WebCore
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#endif // USE(ACCELERATED_COMPOSITING)
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#endif // RenderLayerBacking_h