blob: 6e037146a5990f99d96209e525457b384c3f84a1 [file] [log] [blame]
/*
* Copyright (C) 2003, 2009, 2012 Apple Inc. All rights reserved.
* Copyright (C) 2013 Intel Corporation. All rights reserved.
*
* Portions are Copyright (C) 1998 Netscape Communications Corporation.
*
* Other contributors:
* Robert O'Callahan <roc+@cs.cmu.edu>
* David Baron <dbaron@fas.harvard.edu>
* Christian Biesinger <cbiesinger@web.de>
* Randall Jesup <rjesup@wgate.com>
* Roland Mainz <roland.mainz@informatik.med.uni-giessen.de>
* Josh Soref <timeless@mac.com>
* Boris Zbarsky <bzbarsky@mit.edu>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Alternatively, the contents of this file may be used under the terms
* of either the Mozilla Public License Version 1.1, found at
* http://www.mozilla.org/MPL/ (the "MPL") or the GNU General Public
* License Version 2.0, found at http://www.fsf.org/copyleft/gpl.html
* (the "GPL"), in which case the provisions of the MPL or the GPL are
* applicable instead of those above. If you wish to allow use of your
* version of this file only under the terms of one of those two
* licenses (the MPL or the GPL) and not to allow others to use your
* version of this file under the LGPL, indicate your decision by
* deletingthe provisions above and replace them with the notice and
* other provisions required by the MPL or the GPL, as the case may be.
* If you do not delete the provisions above, a recipient may use your
* version of this file under any of the LGPL, the MPL or the GPL.
*/
#ifndef SKY_ENGINE_CORE_RENDERING_RENDERLAYER_H_
#define SKY_ENGINE_CORE_RENDERING_RENDERLAYER_H_
#include "sky/engine/core/rendering/LayerPaintingInfo.h"
#include "sky/engine/core/rendering/RenderBox.h"
#include "sky/engine/core/rendering/RenderLayerClipper.h"
#include "sky/engine/core/rendering/RenderLayerFilterInfo.h"
#include "sky/engine/core/rendering/RenderLayerStackingNode.h"
#include "sky/engine/core/rendering/RenderLayerStackingNodeIterator.h"
#include "sky/engine/public/platform/WebBlendMode.h"
#include "sky/engine/wtf/OwnPtr.h"
namespace blink {
class FilterEffectRenderer;
class FilterOperations;
class HitTestRequest;
class HitTestResult;
class HitTestingTransformState;
class RenderStyle;
class TransformationMatrix;
enum BorderRadiusClippingRule { IncludeSelfForBorderRadius, DoNotIncludeSelfForBorderRadius };
enum IncludeSelfOrNot { IncludeSelf, ExcludeSelf };
class RenderLayer {
WTF_MAKE_NONCOPYABLE(RenderLayer);
public:
RenderLayer(RenderLayerModelObject*, LayerType);
~RenderLayer();
String debugName() const;
RenderLayerModelObject* renderer() const { return m_renderer; }
RenderBox* renderBox() const { return m_renderer && m_renderer->isBox() ? toRenderBox(m_renderer) : 0; }
RenderLayer* parent() const { return m_parent; }
RenderLayer* previousSibling() const { return m_previous; }
RenderLayer* nextSibling() const { return m_next; }
RenderLayer* firstChild() const { return m_first; }
RenderLayer* lastChild() const { return m_last; }
void addChild(RenderLayer* newChild, RenderLayer* beforeChild = 0);
RenderLayer* removeChild(RenderLayer*);
void removeOnlyThisLayer();
void insertOnlyThisLayer();
void styleChanged(StyleDifference, const RenderStyle* oldStyle);
// FIXME: Many people call this function while it has out-of-date information.
bool isSelfPaintingLayer() const { return m_isSelfPaintingLayer; }
void setLayerType(LayerType layerType) { m_layerType = layerType; }
bool isTransparent() const { return renderer()->isTransparent(); }
RenderLayer* transparentPaintingAncestor();
void beginTransparencyLayers(GraphicsContext*, const RenderLayer* rootLayer, const LayoutRect& paintDirtyRect, const LayoutSize& subPixelAccumulation);
const RenderLayer* root() const
{
const RenderLayer* curr = this;
while (curr->parent())
curr = curr->parent();
return curr;
}
LayoutPoint location() const;
IntSize size() const;
LayoutRect rect() const { return LayoutRect(location(), size()); }
bool isRootLayer() const { return m_isRootLayer; }
void updateLayerPositionsAfterLayout();
void updateTransformationMatrix();
RenderLayer* renderingContextRoot();
// Our current relative position offset.
const LayoutSize offsetForInFlowPosition() const;
RenderLayerStackingNode* stackingNode() { return m_stackingNode.get(); }
const RenderLayerStackingNode* stackingNode() const { return m_stackingNode.get(); }
bool hasBoxDecorationsOrBackground() const;
bool hasVisibleBoxDecorations() const;
// Returns true if this layer has visible content (ignoring any child layers).
bool isVisuallyNonEmpty() const;
// True if this layer container renderers that paint.
bool hasNonEmptyChildRenderers() const;
bool usedTransparency() const { return m_usedTransparency; }
void clearUsedTransparency() { m_usedTransparency = false; }
// Gets the nearest enclosing positioned ancestor layer (also includes
// the <html> layer and the root layer).
RenderLayer* enclosingPositionedAncestor() const;
RenderLayer* enclosingOverflowClipLayer(IncludeSelfOrNot = IncludeSelf) const;
const RenderLayer* compositingContainer() const;
RenderLayer* enclosingFilterLayer(IncludeSelfOrNot = IncludeSelf) const;
bool hasAncestorWithFilterOutsets() const;
void convertToLayerCoords(const RenderLayer* ancestorLayer, LayoutPoint&) const;
void convertToLayerCoords(const RenderLayer* ancestorLayer, LayoutRect&) const;
// The hitTest method looks for mouse events by walking
// layers that intersect the point from front to back.
bool hitTest(const HitTestRequest&, const HitTestLocation&, HitTestResult&);
// Pass offsetFromRoot if known.
bool intersectsDamageRect(const LayoutRect& layerBounds, const LayoutRect& damageRect, const RenderLayer* rootLayer, const LayoutPoint* offsetFromRoot = 0) const;
// Bounding box relative to some ancestor layer. Pass offsetFromRoot if known.
LayoutRect physicalBoundingBox(const RenderLayer* ancestorLayer, const LayoutPoint* offsetFromRoot = 0) const;
LayoutRect physicalBoundingBoxIncludingReflectionAndStackingChildren(const RenderLayer* ancestorLayer, const LayoutPoint& offsetFromRoot) const;
// If true, this layer's children are included in its bounds for overlap testing.
// We can't rely on the children's positions if this layer has a filter that could have moved the children's pixels around.
bool overlapBoundsIncludeChildren() const { return hasFilter() && renderer()->style()->filter().hasFilterThatMovesPixels(); }
LayoutRect boundingBoxForCompositing(const RenderLayer* ancestorLayer = 0) const;
LayoutUnit staticInlinePosition() const { return m_staticInlinePosition; }
LayoutUnit staticBlockPosition() const { return m_staticBlockPosition; }
void setStaticInlinePosition(LayoutUnit position) { m_staticInlinePosition = position; }
void setStaticBlockPosition(LayoutUnit position) { m_staticBlockPosition = position; }
LayoutSize subpixelAccumulation() const;
void setSubpixelAccumulation(const LayoutSize&);
bool hasTransform() const { return renderer()->hasTransform(); }
// Note that this transform has the transform-origin baked in.
TransformationMatrix* transform() const { return m_transform.get(); }
// currentTransform computes a transform which takes accelerated animations into account. The
// resulting transform has transform-origin baked in. If the layer does not have a transform,
// returns the identity matrix.
TransformationMatrix currentTransform(RenderStyle::ApplyTransformOrigin = RenderStyle::IncludeTransformOrigin) const;
TransformationMatrix renderableTransform() const;
// Get the perspective transform, which is applied to transformed sublayers.
// Returns true if the layer has a -webkit-perspective.
// Note that this transform has the perspective-origin baked in.
TransformationMatrix perspectiveTransform() const;
FloatPoint perspectiveOrigin() const;
bool preserves3D() const { return renderer()->style()->transformStyle3D() == TransformStyle3DPreserve3D; }
bool has3DTransform() const { return m_transform && !m_transform->isAffine(); }
// FIXME: reflections should force transform-style to be flat in the style: https://bugs.webkit.org/show_bug.cgi?id=106959
bool shouldPreserve3D() const { return renderer()->style()->transformStyle3D() == TransformStyle3DPreserve3D; }
bool hasFilter() const { return renderer()->hasFilter(); }
void* operator new(size_t);
// Only safe to call from RenderLayerModelObject::destroyLayer()
void operator delete(void*);
bool paintsWithTransform() const;
FilterOperations computeFilterOperations(const RenderStyle*);
bool paintsWithFilters() const;
bool requiresFullLayerImageForFilters() const;
FilterEffectRenderer* filterRenderer() const
{
RenderLayerFilterInfo* filterInfo = this->filterInfo();
return filterInfo ? filterInfo->renderer() : 0;
}
RenderLayerFilterInfo* filterInfo() const { return hasFilterInfo() ? RenderLayerFilterInfo::filterInfoForRenderLayer(this) : 0; }
RenderLayerFilterInfo* ensureFilterInfo() { return RenderLayerFilterInfo::createFilterInfoForRenderLayerIfNeeded(this); }
void removeFilterInfoIfNeeded()
{
if (hasFilterInfo())
RenderLayerFilterInfo::removeFilterInfoForRenderLayer(this);
}
bool hasFilterInfo() const { return m_hasFilterInfo; }
void setHasFilterInfo(bool hasFilterInfo) { m_hasFilterInfo = hasFilterInfo; }
void updateFilters(const RenderStyle* oldStyle, const RenderStyle* newStyle);
Node* enclosingElement() const;
RenderLayerClipper& clipper() { return m_clipper; }
const RenderLayerClipper& clipper() const { return m_clipper; }
inline bool isPositionedContainer() const
{
// FIXME: This is not in sync with containingBlock.
RenderLayerModelObject* layerRenderer = renderer();
return isRootLayer() || layerRenderer->isPositioned() || hasTransform();
}
void updateOrRemoveFilterEffectRenderer();
void updateSelfPaintingLayer();
void clipToRect(const LayerPaintingInfo&, GraphicsContext*, const ClipRect&, BorderRadiusClippingRule = IncludeSelfForBorderRadius);
void restoreClip(GraphicsContext*, const LayoutRect& paintDirtyRect, const ClipRect&);
private:
// TODO(ojan): Get rid of this. These are basically layer-tree-only paint phases.
enum PaintLayerFlags {
PaintContent,
};
// Bounding box in the coordinates of this layer.
LayoutRect logicalBoundingBox() const;
void setAncestorChainHasSelfPaintingLayerDescendant();
void dirtyAncestorChainHasSelfPaintingLayerDescendantStatus();
void setNextSibling(RenderLayer* next) { m_next = next; }
void setPreviousSibling(RenderLayer* prev) { m_previous = prev; }
void setFirstChild(RenderLayer* first) { m_first = first; }
void setLastChild(RenderLayer* last) { m_last = last; }
void updateHasSelfPaintingLayerDescendant() const;
bool hasSelfPaintingLayerDescendant() const
{
if (m_hasSelfPaintingLayerDescendantDirty)
updateHasSelfPaintingLayerDescendant();
ASSERT(!m_hasSelfPaintingLayerDescendantDirty);
return m_hasSelfPaintingLayerDescendant;
}
LayoutPoint renderBoxLocation() const { return renderer()->isBox() ? toRenderBox(renderer())->location() : LayoutPoint(); }
RenderLayer* hitTestLayer(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest& request, HitTestResult& result,
const LayoutRect& hitTestRect, const HitTestLocation&, bool appliedTransform,
const HitTestingTransformState* transformState = 0, double* zOffset = 0);
RenderLayer* hitTestLayerByApplyingTransform(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest&, HitTestResult&,
const LayoutRect& hitTestRect, const HitTestLocation&, const HitTestingTransformState* = 0, double* zOffset = 0,
const LayoutPoint& translationOffset = LayoutPoint());
RenderLayer* hitTestChildren(ChildrenIteration, RenderLayer* rootLayer, const HitTestRequest&, HitTestResult&,
const LayoutRect& hitTestRect, const HitTestLocation&,
const HitTestingTransformState* transformState, double* zOffsetForDescendants, double* zOffset,
const HitTestingTransformState* unflattenedTransformState, bool depthSortDescendants);
PassRefPtr<HitTestingTransformState> createLocalTransformState(RenderLayer* rootLayer, RenderLayer* containerLayer,
const LayoutRect& hitTestRect, const HitTestLocation&,
const HitTestingTransformState* containerTransformState,
const LayoutPoint& translationOffset = LayoutPoint()) const;
bool hitTestContents(const HitTestRequest&, HitTestResult&, const LayoutRect& layerBounds, const HitTestLocation&) const;
bool shouldBeSelfPaintingLayer() const;
// FIXME: We should only create the stacking node if needed.
bool requiresStackingNode() const { return true; }
void updateStackingNode();
void updateTransform(const RenderStyle* oldStyle, RenderStyle* newStyle);
void dirty3DTransformedDescendantStatus();
// Both updates the status, and returns true if descendants of this have 3d.
bool update3DTransformedDescendantStatus();
void updateOrRemoveFilterClients();
LayoutRect paintingExtent(const RenderLayer* rootLayer, const LayoutRect& paintDirtyRect, const LayoutSize& subPixelAccumulation);
LayerType m_layerType;
// Self-painting layer is an optimization where we avoid the heavy RenderLayer painting
// machinery for a RenderLayer allocated only to handle the overflow clip case.
// FIXME(crbug.com/332791): Self-painting layer should be merged into the overflow-only concept.
unsigned m_isSelfPaintingLayer : 1;
// If have no self-painting descendants, we don't have to walk our children during painting. This can lead to
// significant savings, especially if the tree has lots of non-self-painting layers grouped together (e.g. table cells).
mutable unsigned m_hasSelfPaintingLayerDescendant : 1;
mutable unsigned m_hasSelfPaintingLayerDescendantDirty : 1;
const unsigned m_isRootLayer : 1;
unsigned m_usedTransparency : 1; // Tracks whether we need to close a transparent layer, i.e., whether
// we ended up painting this layer or any descendants (and therefore need to
// blend).
unsigned m_3DTransformedDescendantStatusDirty : 1;
// Set on a stacking context layer that has 3D descendants anywhere
// in a preserves3D hierarchy. Hint to do 3D-aware hit testing.
unsigned m_has3DTransformedDescendant : 1;
unsigned m_hasFilterInfo : 1;
RenderLayerModelObject* m_renderer;
RenderLayer* m_parent;
RenderLayer* m_previous;
RenderLayer* m_next;
RenderLayer* m_first;
RenderLayer* m_last;
// Cached normal flow values for absolute positioned elements with static left/top values.
LayoutUnit m_staticInlinePosition;
LayoutUnit m_staticBlockPosition;
OwnPtr<TransformationMatrix> m_transform;
RenderLayerClipper m_clipper; // FIXME: Lazily allocate?
OwnPtr<RenderLayerStackingNode> m_stackingNode;
LayoutSize m_subpixelAccumulation; // The accumulated subpixel offset of a composited layer's composited bounds compared to absolute coordinates.
};
} // namespace blink
#ifndef NDEBUG
// Outside the WebCore namespace for ease of invocation from gdb.
void showLayerTree(const blink::RenderLayer*);
void showLayerTree(const blink::RenderObject*);
#endif
#endif // SKY_ENGINE_CORE_RENDERING_RENDERLAYER_H_