1 // Copyright 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/layers/tiled_layer.h"
10 #include "base/auto_reset.h"
11 #include "base/basictypes.h"
12 #include "build/build_config.h"
13 #include "cc/base/simple_enclosed_region.h"
14 #include "cc/layers/layer_impl.h"
15 #include "cc/layers/tiled_layer_impl.h"
16 #include "cc/resources/layer_updater.h"
17 #include "cc/resources/prioritized_resource.h"
18 #include "cc/resources/priority_calculator.h"
19 #include "cc/trees/layer_tree_host.h"
20 #include "cc/trees/occlusion_tracker.h"
21 #include "third_party/khronos/GLES2/gl2.h"
22 #include "ui/gfx/rect_conversions.h"
26 // Maximum predictive expansion of the visible area.
27 static const int kMaxPredictiveTilesCount
= 2;
29 // Number of rows/columns of tiles to pre-paint.
30 // We should increase these further as all textures are
31 // prioritized and we insure performance doesn't suffer.
32 static const int kPrepaintRows
= 4;
33 static const int kPrepaintColumns
= 2;
35 class UpdatableTile
: public LayerTilingData::Tile
{
37 static scoped_ptr
<UpdatableTile
> Create(
38 scoped_ptr
<LayerUpdater::Resource
> updater_resource
) {
39 return make_scoped_ptr(new UpdatableTile(updater_resource
.Pass()));
42 LayerUpdater::Resource
* updater_resource() { return updater_resource_
.get(); }
43 PrioritizedResource
* managed_resource() {
44 return updater_resource_
->texture();
47 bool is_dirty() const { return !dirty_rect
.IsEmpty(); }
49 // Reset update state for the current frame. This should occur before painting
50 // for all layers. Since painting one layer can invalidate another layer after
51 // it has already painted, mark all non-dirty tiles as valid before painting
52 // such that invalidations during painting won't prevent them from being
54 void ResetUpdateState() {
55 update_rect
= gfx::Rect();
57 partial_update
= false;
58 valid_for_frame
= !is_dirty();
61 // This promises to update the tile and therefore also guarantees the tile
62 // will be valid for this frame. dirty_rect is copied into update_rect so we
63 // can continue to track re-entrant invalidations that occur during painting.
64 void MarkForUpdate() {
65 valid_for_frame
= true;
66 update_rect
= dirty_rect
;
67 dirty_rect
= gfx::Rect();
71 gfx::Rect update_rect
;
77 explicit UpdatableTile(scoped_ptr
<LayerUpdater::Resource
> updater_resource
)
78 : partial_update(false),
79 valid_for_frame(false),
81 updater_resource_(updater_resource
.Pass()) {}
83 scoped_ptr
<LayerUpdater::Resource
> updater_resource_
;
85 DISALLOW_COPY_AND_ASSIGN(UpdatableTile
);
88 TiledLayer::TiledLayer()
89 : ContentsScalingLayer(),
90 texture_format_(RGBA_8888
),
92 failed_update_(false),
93 tiling_option_(AUTO_TILE
) {
95 LayerTilingData::Create(gfx::Size(), LayerTilingData::HAS_BORDER_TEXELS
);
98 TiledLayer::~TiledLayer() {}
100 scoped_ptr
<LayerImpl
> TiledLayer::CreateLayerImpl(LayerTreeImpl
* tree_impl
) {
101 return TiledLayerImpl::Create(tree_impl
, id());
104 void TiledLayer::UpdateTileSizeAndTilingOption() {
105 DCHECK(layer_tree_host());
107 gfx::Size default_tile_size
= layer_tree_host()->settings().default_tile_size
;
108 gfx::Size max_untiled_layer_size
=
109 layer_tree_host()->settings().max_untiled_layer_size
;
110 int layer_width
= content_bounds().width();
111 int layer_height
= content_bounds().height();
113 gfx::Size
tile_size(std::min(default_tile_size
.width(), layer_width
),
114 std::min(default_tile_size
.height(), layer_height
));
116 // Tile if both dimensions large, or any one dimension large and the other
117 // extends into a second tile but the total layer area isn't larger than that
118 // of the largest possible untiled layer. This heuristic allows for long
119 // skinny layers (e.g. scrollbars) that are Nx1 tiles to minimize wasted
120 // texture space but still avoids creating very large tiles.
121 bool any_dimension_large
= layer_width
> max_untiled_layer_size
.width() ||
122 layer_height
> max_untiled_layer_size
.height();
123 bool any_dimension_one_tile
=
124 (layer_width
<= default_tile_size
.width() ||
125 layer_height
<= default_tile_size
.height()) &&
126 (layer_width
* layer_height
) <= (max_untiled_layer_size
.width() *
127 max_untiled_layer_size
.height());
128 bool auto_tiled
= any_dimension_large
&& !any_dimension_one_tile
;
131 if (tiling_option_
== ALWAYS_TILE
)
133 else if (tiling_option_
== NEVER_TILE
)
136 is_tiled
= auto_tiled
;
138 gfx::Size requested_size
= is_tiled
? tile_size
: content_bounds();
140 layer_tree_host()->GetRendererCapabilities().max_texture_size
;
141 requested_size
.SetToMin(gfx::Size(max_size
, max_size
));
142 SetTileSize(requested_size
);
145 void TiledLayer::UpdateBounds() {
146 gfx::Size old_tiling_size
= tiler_
->tiling_size();
147 gfx::Size new_tiling_size
= content_bounds();
148 if (old_tiling_size
== new_tiling_size
)
150 tiler_
->SetTilingSize(new_tiling_size
);
152 // Invalidate any areas that the new bounds exposes.
154 SubtractRegions(gfx::Rect(new_tiling_size
), gfx::Rect(old_tiling_size
));
155 for (Region::Iterator
new_rects(new_region
); new_rects
.has_rect();
157 InvalidateContentRect(new_rects
.rect());
158 UpdateDrawsContent(HasDrawableContent());
161 void TiledLayer::SetTileSize(const gfx::Size
& size
) {
162 tiler_
->SetTileSize(size
);
163 UpdateDrawsContent(HasDrawableContent());
166 void TiledLayer::SetBorderTexelOption(
167 LayerTilingData::BorderTexelOption border_texel_option
) {
168 tiler_
->SetBorderTexelOption(border_texel_option
);
169 UpdateDrawsContent(HasDrawableContent());
172 bool TiledLayer::HasDrawableContent() const {
173 bool has_more_than_one_tile
=
174 (tiler_
->num_tiles_x() > 1) || (tiler_
->num_tiles_y() > 1);
176 return !(tiling_option_
== NEVER_TILE
&& has_more_than_one_tile
) &&
177 ContentsScalingLayer::HasDrawableContent();
180 void TiledLayer::ReduceMemoryUsage() {
182 Updater()->ReduceMemoryUsage();
185 void TiledLayer::SetIsMask(bool is_mask
) {
186 set_tiling_option(is_mask
? NEVER_TILE
: AUTO_TILE
);
189 void TiledLayer::PushPropertiesTo(LayerImpl
* layer
) {
190 ContentsScalingLayer::PushPropertiesTo(layer
);
192 TiledLayerImpl
* tiled_layer
= static_cast<TiledLayerImpl
*>(layer
);
194 tiled_layer
->set_skips_draw(skips_draw_
);
195 tiled_layer
->SetTilingData(*tiler_
);
196 std::vector
<UpdatableTile
*> invalid_tiles
;
198 for (LayerTilingData::TileMap::const_iterator iter
= tiler_
->tiles().begin();
199 iter
!= tiler_
->tiles().end();
201 int i
= iter
->first
.first
;
202 int j
= iter
->first
.second
;
203 UpdatableTile
* tile
= static_cast<UpdatableTile
*>(iter
->second
);
204 // TODO(enne): This should not ever be null.
208 if (!tile
->managed_resource()->have_backing_texture()) {
209 // Evicted tiles get deleted from both layers
210 invalid_tiles
.push_back(tile
);
214 if (!tile
->valid_for_frame
) {
215 // Invalidated tiles are set so they can get different debug colors.
216 tiled_layer
->PushInvalidTile(i
, j
);
220 tiled_layer
->PushTileProperties(
223 tile
->managed_resource()->resource_id(),
224 tile
->managed_resource()->contents_swizzled());
226 for (std::vector
<UpdatableTile
*>::const_iterator iter
= invalid_tiles
.begin();
227 iter
!= invalid_tiles
.end();
229 tiler_
->TakeTile((*iter
)->i(), (*iter
)->j());
231 // TiledLayer must push properties every frame, since viewport state and
232 // occlusion from anywhere in the tree can change what the layer decides to
233 // push to the impl tree.
234 needs_push_properties_
= true;
237 PrioritizedResourceManager
* TiledLayer::ResourceManager() {
238 if (!layer_tree_host())
240 return layer_tree_host()->contents_texture_manager();
243 const PrioritizedResource
* TiledLayer::ResourceAtForTesting(int i
,
245 UpdatableTile
* tile
= TileAt(i
, j
);
248 return tile
->managed_resource();
251 void TiledLayer::SetLayerTreeHost(LayerTreeHost
* host
) {
252 if (host
&& host
!= layer_tree_host()) {
253 for (LayerTilingData::TileMap::const_iterator
254 iter
= tiler_
->tiles().begin();
255 iter
!= tiler_
->tiles().end();
257 UpdatableTile
* tile
= static_cast<UpdatableTile
*>(iter
->second
);
258 // TODO(enne): This should not ever be null.
261 tile
->managed_resource()->SetTextureManager(
262 host
->contents_texture_manager());
265 ContentsScalingLayer::SetLayerTreeHost(host
);
268 UpdatableTile
* TiledLayer::TileAt(int i
, int j
) const {
269 return static_cast<UpdatableTile
*>(tiler_
->TileAt(i
, j
));
272 UpdatableTile
* TiledLayer::CreateTile(int i
, int j
) {
273 CreateUpdaterIfNeeded();
275 scoped_ptr
<UpdatableTile
> tile(
276 UpdatableTile::Create(Updater()->CreateResource(ResourceManager())));
277 tile
->managed_resource()->SetDimensions(tiler_
->tile_size(), texture_format_
);
279 UpdatableTile
* added_tile
= tile
.get();
280 tiler_
->AddTile(tile
.Pass(), i
, j
);
282 added_tile
->dirty_rect
= tiler_
->TileRect(added_tile
);
284 // Temporary diagnostic crash.
291 void TiledLayer::SetNeedsDisplayRect(const gfx::Rect
& dirty_rect
) {
292 InvalidateContentRect(LayerRectToContentRect(dirty_rect
));
293 ContentsScalingLayer::SetNeedsDisplayRect(dirty_rect
);
296 void TiledLayer::InvalidateContentRect(const gfx::Rect
& content_rect
) {
298 if (tiler_
->is_empty() || content_rect
.IsEmpty() || skips_draw_
)
301 for (LayerTilingData::TileMap::const_iterator iter
= tiler_
->tiles().begin();
302 iter
!= tiler_
->tiles().end();
304 UpdatableTile
* tile
= static_cast<UpdatableTile
*>(iter
->second
);
306 // TODO(enne): This should not ever be null.
309 gfx::Rect bound
= tiler_
->TileRect(tile
);
310 bound
.Intersect(content_rect
);
311 tile
->dirty_rect
.Union(bound
);
315 // Returns true if tile is dirty and only part of it needs to be updated.
316 bool TiledLayer::TileOnlyNeedsPartialUpdate(UpdatableTile
* tile
) {
317 return !tile
->dirty_rect
.Contains(tiler_
->TileRect(tile
)) &&
318 tile
->managed_resource()->have_backing_texture();
321 bool TiledLayer::UpdateTiles(int left
,
325 ResourceUpdateQueue
* queue
,
326 const OcclusionTracker
<Layer
>* occlusion
,
328 CreateUpdaterIfNeeded();
330 bool ignore_occlusions
= !occlusion
;
331 if (!HaveTexturesForTiles(left
, top
, right
, bottom
, ignore_occlusions
)) {
332 failed_update_
= true;
336 gfx::Rect update_rect
;
337 gfx::Rect paint_rect
;
339 &update_rect
, &paint_rect
, left
, top
, right
, bottom
, ignore_occlusions
);
341 if (paint_rect
.IsEmpty())
346 update_rect
, paint_rect
, left
, top
, right
, bottom
, queue
, occlusion
);
350 void TiledLayer::MarkOcclusionsAndRequestTextures(
355 const OcclusionTracker
<Layer
>* occlusion
) {
356 int occluded_tile_count
= 0;
357 bool succeeded
= true;
358 for (int j
= top
; j
<= bottom
; ++j
) {
359 for (int i
= left
; i
<= right
; ++i
) {
360 UpdatableTile
* tile
= TileAt(i
, j
);
361 DCHECK(tile
); // Did SetTexturePriorities get skipped?
362 // TODO(enne): This should not ever be null.
365 // Did ResetUpdateState get skipped? Are we doing more than one occlusion
367 DCHECK(!tile
->occluded
);
368 gfx::Rect visible_tile_rect
= gfx::IntersectRects(
369 tiler_
->tile_bounds(i
, j
), visible_content_rect());
370 if (!draw_transform_is_animating() && occlusion
&&
371 occlusion
->GetCurrentOcclusionForLayer(draw_transform())
372 .IsOccluded(visible_tile_rect
)) {
373 tile
->occluded
= true;
374 occluded_tile_count
++;
376 succeeded
&= tile
->managed_resource()->RequestLate();
382 bool TiledLayer::HaveTexturesForTiles(int left
,
386 bool ignore_occlusions
) {
387 for (int j
= top
; j
<= bottom
; ++j
) {
388 for (int i
= left
; i
<= right
; ++i
) {
389 UpdatableTile
* tile
= TileAt(i
, j
);
390 DCHECK(tile
); // Did SetTexturePriorites get skipped?
391 // TODO(enne): This should not ever be null.
395 // Ensure the entire tile is dirty if we don't have the texture.
396 if (!tile
->managed_resource()->have_backing_texture())
397 tile
->dirty_rect
= tiler_
->TileRect(tile
);
399 // If using occlusion and the visible region of the tile is occluded,
400 // don't reserve a texture or update the tile.
401 if (tile
->occluded
&& !ignore_occlusions
)
404 if (!tile
->managed_resource()->can_acquire_backing_texture())
411 void TiledLayer::MarkTilesForUpdate(gfx::Rect
* update_rect
,
412 gfx::Rect
* paint_rect
,
417 bool ignore_occlusions
) {
418 for (int j
= top
; j
<= bottom
; ++j
) {
419 for (int i
= left
; i
<= right
; ++i
) {
420 UpdatableTile
* tile
= TileAt(i
, j
);
421 DCHECK(tile
); // Did SetTexturePriorites get skipped?
422 // TODO(enne): This should not ever be null.
425 if (tile
->occluded
&& !ignore_occlusions
)
428 // Prepare update rect from original dirty rects.
429 update_rect
->Union(tile
->dirty_rect
);
431 // TODO(reveman): Decide if partial update should be allowed based on cost
432 // of update. https://bugs.webkit.org/show_bug.cgi?id=77376
433 if (tile
->is_dirty() &&
434 !layer_tree_host()->AlwaysUsePartialTextureUpdates()) {
435 // If we get a partial update, we use the same texture, otherwise return
436 // the current texture backing, so we don't update visible textures
437 // non-atomically. If the current backing is in-use, it won't be
438 // deleted until after the commit as the texture manager will not allow
439 // deletion or recycling of in-use textures.
440 if (TileOnlyNeedsPartialUpdate(tile
) &&
441 layer_tree_host()->RequestPartialTextureUpdate()) {
442 tile
->partial_update
= true;
444 tile
->dirty_rect
= tiler_
->TileRect(tile
);
445 tile
->managed_resource()->ReturnBackingTexture();
449 paint_rect
->Union(tile
->dirty_rect
);
450 tile
->MarkForUpdate();
455 void TiledLayer::UpdateTileTextures(const gfx::Rect
& update_rect
,
456 const gfx::Rect
& paint_rect
,
461 ResourceUpdateQueue
* queue
,
462 const OcclusionTracker
<Layer
>* occlusion
) {
463 // The update_rect should be in layer space. So we have to convert the
464 // paint_rect from content space to layer space.
465 float width_scale
= 1 / draw_properties().contents_scale_x
;
466 float height_scale
= 1 / draw_properties().contents_scale_y
;
468 gfx::ScaleToEnclosingRect(update_rect
, width_scale
, height_scale
);
470 // Calling PrepareToUpdate() calls into WebKit to paint, which may have the
471 // side effect of disabling compositing, which causes our reference to the
472 // texture updater to be deleted. However, we can't free the memory backing
473 // the SkCanvas until the paint finishes, so we grab a local reference here to
474 // hold the updater alive until the paint completes.
475 scoped_refptr
<LayerUpdater
> protector(Updater());
476 Updater()->PrepareToUpdate(content_bounds(),
482 for (int j
= top
; j
<= bottom
; ++j
) {
483 for (int i
= left
; i
<= right
; ++i
) {
484 UpdatableTile
* tile
= TileAt(i
, j
);
485 DCHECK(tile
); // Did SetTexturePriorites get skipped?
486 // TODO(enne): This should not ever be null.
490 gfx::Rect tile_rect
= tiler_
->tile_bounds(i
, j
);
492 // Use update_rect as the above loop copied the dirty rect for this frame
494 gfx::Rect dirty_rect
= tile
->update_rect
;
495 if (dirty_rect
.IsEmpty())
498 // source_rect starts as a full-sized tile with border texels included.
499 gfx::Rect source_rect
= tiler_
->TileRect(tile
);
500 source_rect
.Intersect(dirty_rect
);
501 // Paint rect not guaranteed to line up on tile boundaries, so
502 // make sure that source_rect doesn't extend outside of it.
503 source_rect
.Intersect(paint_rect
);
505 tile
->update_rect
= source_rect
;
507 if (source_rect
.IsEmpty())
510 const gfx::Point anchor
= tiler_
->TileRect(tile
).origin();
512 // Calculate tile-space rectangle to upload into.
513 gfx::Vector2d dest_offset
= source_rect
.origin() - anchor
;
514 CHECK_GE(dest_offset
.x(), 0);
515 CHECK_GE(dest_offset
.y(), 0);
517 // Offset from paint rectangle to this tile's dirty rectangle.
518 gfx::Vector2d paint_offset
= source_rect
.origin() - paint_rect
.origin();
519 CHECK_GE(paint_offset
.x(), 0);
520 CHECK_GE(paint_offset
.y(), 0);
521 CHECK_LE(paint_offset
.x() + source_rect
.width(), paint_rect
.width());
522 CHECK_LE(paint_offset
.y() + source_rect
.height(), paint_rect
.height());
524 tile
->updater_resource()->Update(
525 queue
, source_rect
, dest_offset
, tile
->partial_update
);
530 // This picks a small animated layer to be anything less than one viewport. This
531 // is specifically for page transitions which are viewport-sized layers. The
532 // extra tile of padding is due to these layers being slightly larger than the
533 // viewport in some cases.
534 bool TiledLayer::IsSmallAnimatedLayer() const {
535 if (!draw_transform_is_animating() && !screen_space_transform_is_animating())
537 gfx::Size viewport_size
=
538 layer_tree_host() ? layer_tree_host()->device_viewport_size()
540 gfx::Rect
content_rect(content_bounds());
541 return content_rect
.width() <=
542 viewport_size
.width() + tiler_
->tile_size().width() &&
543 content_rect
.height() <=
544 viewport_size
.height() + tiler_
->tile_size().height();
548 // TODO(epenner): Remove this and make this based on distance once distance can
549 // be calculated for offscreen layers. For now, prioritize all small animated
550 // layers after 512 pixels of pre-painting.
551 void SetPriorityForTexture(const gfx::Rect
& visible_rect
,
552 const gfx::Rect
& tile_rect
,
554 bool is_small_animated_layer
,
555 PrioritizedResource
* texture
) {
556 int priority
= PriorityCalculator::LowestPriority();
557 if (!visible_rect
.IsEmpty()) {
558 priority
= PriorityCalculator::PriorityFromDistance(
559 visible_rect
, tile_rect
, draws_to_root
);
562 if (is_small_animated_layer
) {
563 priority
= PriorityCalculator::max_priority(
564 priority
, PriorityCalculator::SmallAnimatedLayerMinPriority());
567 if (priority
!= PriorityCalculator::LowestPriority())
568 texture
->set_request_priority(priority
);
572 void TiledLayer::SetTexturePriorities(const PriorityCalculator
& priority_calc
) {
575 UpdateScrollPrediction();
577 if (tiler_
->has_empty_bounds())
580 bool draws_to_root
= !render_target()->parent();
581 bool small_animated_layer
= IsSmallAnimatedLayer();
583 // Minimally create the tiles in the desired pre-paint rect.
584 gfx::Rect create_tiles_rect
= IdlePaintRect();
585 if (small_animated_layer
)
586 create_tiles_rect
= gfx::Rect(content_bounds());
587 if (!create_tiles_rect
.IsEmpty()) {
588 int left
, top
, right
, bottom
;
589 tiler_
->ContentRectToTileIndices(
590 create_tiles_rect
, &left
, &top
, &right
, &bottom
);
591 for (int j
= top
; j
<= bottom
; ++j
) {
592 for (int i
= left
; i
<= right
; ++i
) {
599 // Now update priorities on all tiles we have in the layer, no matter where
601 for (LayerTilingData::TileMap::const_iterator iter
= tiler_
->tiles().begin();
602 iter
!= tiler_
->tiles().end();
604 UpdatableTile
* tile
= static_cast<UpdatableTile
*>(iter
->second
);
605 // TODO(enne): This should not ever be null.
608 gfx::Rect tile_rect
= tiler_
->TileRect(tile
);
609 SetPriorityForTexture(predicted_visible_rect_
,
612 small_animated_layer
,
613 tile
->managed_resource());
617 SimpleEnclosedRegion
TiledLayer::VisibleContentOpaqueRegion() const {
619 return SimpleEnclosedRegion();
620 return Layer::VisibleContentOpaqueRegion();
623 void TiledLayer::ResetUpdateState() {
625 failed_update_
= false;
627 LayerTilingData::TileMap::const_iterator end
= tiler_
->tiles().end();
628 for (LayerTilingData::TileMap::const_iterator iter
= tiler_
->tiles().begin();
631 UpdatableTile
* tile
= static_cast<UpdatableTile
*>(iter
->second
);
632 // TODO(enne): This should not ever be null.
635 tile
->ResetUpdateState();
640 gfx::Rect
ExpandRectByDelta(const gfx::Rect
& rect
, const gfx::Vector2d
& delta
) {
641 int width
= rect
.width() + std::abs(delta
.x());
642 int height
= rect
.height() + std::abs(delta
.y());
643 int x
= rect
.x() + ((delta
.x() < 0) ? delta
.x() : 0);
644 int y
= rect
.y() + ((delta
.y() < 0) ? delta
.y() : 0);
645 return gfx::Rect(x
, y
, width
, height
);
649 void TiledLayer::UpdateScrollPrediction() {
650 // This scroll prediction is very primitive and should be replaced by a
651 // a recursive calculation on all layers which uses actual scroll/animation
652 // velocities. To insure this doesn't miss-predict, we only use it to predict
653 // the visible_rect if:
654 // - content_bounds() hasn't changed.
655 // - visible_rect.size() hasn't changed.
656 // These two conditions prevent rotations, scales, pinch-zooms etc. where
657 // the prediction would be incorrect.
658 gfx::Vector2d delta
= visible_content_rect().CenterPoint() -
659 previous_visible_rect_
.CenterPoint();
660 predicted_scroll_
= -delta
;
661 predicted_visible_rect_
= visible_content_rect();
662 if (previous_content_bounds_
== content_bounds() &&
663 previous_visible_rect_
.size() == visible_content_rect().size()) {
664 // Only expand the visible rect in the major scroll direction, to prevent
665 // massive paints due to diagonal scrolls.
666 gfx::Vector2d major_scroll_delta
=
667 (std::abs(delta
.x()) > std::abs(delta
.y())) ?
668 gfx::Vector2d(delta
.x(), 0) :
669 gfx::Vector2d(0, delta
.y());
670 predicted_visible_rect_
=
671 ExpandRectByDelta(visible_content_rect(), major_scroll_delta
);
673 // Bound the prediction to prevent unbounded paints, and clamp to content
675 gfx::Rect bound
= visible_content_rect();
676 bound
.Inset(-tiler_
->tile_size().width() * kMaxPredictiveTilesCount
,
677 -tiler_
->tile_size().height() * kMaxPredictiveTilesCount
);
678 bound
.Intersect(gfx::Rect(content_bounds()));
679 predicted_visible_rect_
.Intersect(bound
);
681 previous_content_bounds_
= content_bounds();
682 previous_visible_rect_
= visible_content_rect();
685 bool TiledLayer::Update(ResourceUpdateQueue
* queue
,
686 const OcclusionTracker
<Layer
>* occlusion
) {
687 DCHECK(!skips_draw_
&& !failed_update_
); // Did ResetUpdateState get skipped?
689 // Tiled layer always causes commits to wait for activation, as it does
690 // not support pending trees.
691 SetNextCommitWaitsForActivation();
693 bool updated
= false;
696 base::AutoReset
<bool> ignore_set_needs_commit(&ignore_set_needs_commit_
,
699 updated
|= ContentsScalingLayer::Update(queue
, occlusion
);
703 if (tiler_
->has_empty_bounds() || !DrawsContent())
706 // Animation pre-paint. If the layer is small, try to paint it all
707 // immediately whether or not it is occluded, to avoid paint/upload
708 // hiccups while it is animating.
709 if (IsSmallAnimatedLayer()) {
710 int left
, top
, right
, bottom
;
711 tiler_
->ContentRectToTileIndices(gfx::Rect(content_bounds()),
716 UpdateTiles(left
, top
, right
, bottom
, queue
, nullptr, &updated
);
719 // This was an attempt to paint the entire layer so if we fail it's okay,
720 // just fallback on painting visible etc. below.
721 failed_update_
= false;
724 if (predicted_visible_rect_
.IsEmpty())
727 // Visible painting. First occlude visible tiles and paint the non-occluded
729 int left
, top
, right
, bottom
;
730 tiler_
->ContentRectToTileIndices(
731 predicted_visible_rect_
, &left
, &top
, &right
, &bottom
);
732 MarkOcclusionsAndRequestTextures(left
, top
, right
, bottom
, occlusion
);
733 skips_draw_
= !UpdateTiles(
734 left
, top
, right
, bottom
, queue
, occlusion
, &updated
);
737 if (skips_draw_
|| updated
)
740 // If we have already painting everything visible. Do some pre-painting while
742 gfx::Rect idle_paint_content_rect
= IdlePaintRect();
743 if (idle_paint_content_rect
.IsEmpty())
746 // Prepaint anything that was occluded but inside the layer's visible region.
747 if (!UpdateTiles(left
, top
, right
, bottom
, queue
, nullptr, &updated
) ||
751 int prepaint_left
, prepaint_top
, prepaint_right
, prepaint_bottom
;
752 tiler_
->ContentRectToTileIndices(idle_paint_content_rect
,
758 // Then expand outwards one row/column at a time until we find a dirty
759 // row/column to update. Increment along the major and minor scroll directions
761 gfx::Vector2d delta
= -predicted_scroll_
;
762 delta
= gfx::Vector2d(delta
.x() == 0 ? 1 : delta
.x(),
763 delta
.y() == 0 ? 1 : delta
.y());
764 gfx::Vector2d major_delta
=
765 (std::abs(delta
.x()) > std::abs(delta
.y())) ? gfx::Vector2d(delta
.x(), 0)
766 : gfx::Vector2d(0, delta
.y());
767 gfx::Vector2d minor_delta
=
768 (std::abs(delta
.x()) <= std::abs(delta
.y())) ? gfx::Vector2d(delta
.x(), 0)
769 : gfx::Vector2d(0, delta
.y());
770 gfx::Vector2d deltas
[4] = { major_delta
, minor_delta
, -major_delta
,
772 for (int i
= 0; i
< 4; i
++) {
773 if (deltas
[i
].y() > 0) {
774 while (bottom
< prepaint_bottom
) {
777 left
, bottom
, right
, bottom
, queue
, nullptr, &updated
) ||
782 if (deltas
[i
].y() < 0) {
783 while (top
> prepaint_top
) {
785 if (!UpdateTiles(left
, top
, right
, top
, queue
, nullptr, &updated
) ||
790 if (deltas
[i
].x() < 0) {
791 while (left
> prepaint_left
) {
793 if (!UpdateTiles(left
, top
, left
, bottom
, queue
, nullptr, &updated
) ||
798 if (deltas
[i
].x() > 0) {
799 while (right
< prepaint_right
) {
801 if (!UpdateTiles(right
, top
, right
, bottom
, queue
, nullptr, &updated
) ||
810 void TiledLayer::OnOutputSurfaceCreated() {
811 // Ensure that all textures are of the right format.
812 for (LayerTilingData::TileMap::const_iterator iter
= tiler_
->tiles().begin();
813 iter
!= tiler_
->tiles().end();
815 UpdatableTile
* tile
= static_cast<UpdatableTile
*>(iter
->second
);
818 PrioritizedResource
* resource
= tile
->managed_resource();
819 resource
->SetDimensions(resource
->size(), texture_format_
);
823 bool TiledLayer::NeedsIdlePaint() {
824 // Don't trigger more paints if we failed (as we'll just fail again).
825 if (failed_update_
|| visible_content_rect().IsEmpty() ||
826 tiler_
->has_empty_bounds() || !DrawsContent())
829 gfx::Rect idle_paint_content_rect
= IdlePaintRect();
830 if (idle_paint_content_rect
.IsEmpty())
833 int left
, top
, right
, bottom
;
834 tiler_
->ContentRectToTileIndices(
835 idle_paint_content_rect
, &left
, &top
, &right
, &bottom
);
837 for (int j
= top
; j
<= bottom
; ++j
) {
838 for (int i
= left
; i
<= right
; ++i
) {
839 UpdatableTile
* tile
= TileAt(i
, j
);
840 DCHECK(tile
); // Did SetTexturePriorities get skipped?
844 bool updated
= !tile
->update_rect
.IsEmpty();
846 tile
->managed_resource()->can_acquire_backing_texture();
848 tile
->is_dirty() || !tile
->managed_resource()->have_backing_texture();
849 if (!updated
&& can_acquire
&& dirty
)
856 gfx::Rect
TiledLayer::IdlePaintRect() {
857 // Don't inflate an empty rect.
858 if (visible_content_rect().IsEmpty())
861 gfx::Rect prepaint_rect
= visible_content_rect();
862 prepaint_rect
.Inset(-tiler_
->tile_size().width() * kPrepaintColumns
,
863 -tiler_
->tile_size().height() * kPrepaintRows
);
864 gfx::Rect
content_rect(content_bounds());
865 prepaint_rect
.Intersect(content_rect
);
867 return prepaint_rect
;