// Copyright 2010 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef CC_LAYERS_LAYER_H_ #define CC_LAYERS_LAYER_H_ #include #include #include #include #include #include #include #include "base/callback.h" #include "base/memory/ref_counted.h" #include "base/observer_list.h" #include "cc/base/region.h" #include "cc/benchmarks/micro_benchmark.h" #include "cc/cc_export.h" #include "cc/input/input_handler.h" #include "cc/input/scroll_snap_data.h" #include "cc/layers/layer_collections.h" #include "cc/layers/touch_action_region.h" #include "cc/paint/element_id.h" #include "cc/paint/filter_operations.h" #include "cc/paint/paint_record.h" #include "cc/trees/effect_node.h" #include "cc/trees/property_tree.h" #include "cc/trees/target_property.h" #include "third_party/skia/include/core/SkColor.h" #include "ui/gfx/geometry/point3_f.h" #include "ui/gfx/geometry/rect.h" #include "ui/gfx/geometry/rounded_corners_f.h" #include "ui/gfx/geometry/scroll_offset.h" #include "ui/gfx/rrect_f.h" #include "ui/gfx/transform.h" namespace base { namespace trace_event { class TracedValue; } } namespace viz { class CopyOutputRequest; } namespace cc { class LayerClient; class LayerImpl; class LayerTreeHost; class LayerTreeHostCommon; class LayerTreeImpl; class PictureLayer; // Base class for composited layers. Special layer types are derived from // this class. Each layer is an independent unit in the compositor, be that // for transforming or for content. If a layer has content it can be // transformed efficiently without requiring the content to be recreated. // Layers form a tree, with each layer having 0 or more children, and a single // parent (or none at the root). Layers within the tree, other than the root // layer, are kept alive by that tree relationship, with refpointer ownership // from parents to children. class CC_EXPORT Layer : public base::RefCounted { public: // An invalid layer id, as all layer ids are positive. enum LayerIdLabels { INVALID_ID = -1, }; // A layer can be attached to another layer as a mask for it. These // describe how the mask would be generated as a texture in that case. enum LayerMaskType { NOT_MASK = 0, SINGLE_TEXTURE_MASK, }; // Factory to create a new Layer, with a unique id. static scoped_refptr Create(); Layer(const Layer&) = delete; Layer& operator=(const Layer&) = delete; // Sets an optional client on this layer, that will be called when relevant // events happen. The client is a WeakPtr so it can be destroyed without // unsetting itself as the client. void SetLayerClient(base::WeakPtr client); LayerClient* GetLayerClientForTesting() const { return inputs_.client.get(); } // A unique and stable id for the Layer. Ids are always positive. int id() const { return inputs_.layer_id; } // Returns a pointer to the highest ancestor of this layer, or itself. Layer* RootLayer(); // Returns a pointer to the direct ancestor of this layer if it exists, // or null. Layer* parent() { return parent_; } const Layer* parent() const { return parent_; } // Appends |child| to the list of children of this layer, and maintains // ownership of a reference to that |child|. void AddChild(scoped_refptr child); // Inserts |child| into the list of children of this layer, before position // |index| (0 based) and maintains ownership of a reference to that |child|. void InsertChild(scoped_refptr child, size_t index); // Removes an existing child |reference| from this layer's list of children, // and inserts |new_layer| it its place in the list. This layer maintains // ownership of a reference to the |new_layer|. The |new_layer| may be null, // in which case |reference| is simply removed from the list of children, // which ends this layers ownership of the child. void ReplaceChild(Layer* reference, scoped_refptr new_layer); // Removes this layer from the list of children in its parent, removing the // parent's ownership of this layer. void RemoveFromParent(); // Removes all children from this layer's list of children, removing ownership // of those children. void RemoveAllChildren(); // Sets the children while minimizing changes to layers that are already // children of this layer. void SetChildLayerList(LayerList children); // Returns true if |ancestor| is this layer's parent or higher ancestor. bool HasAncestor(const Layer* ancestor) const; // The list of children of this layer. const LayerList& children() const { return inputs_.children; } // Gets the LayerTreeHost that this layer is attached to, or null if not. // A layer is attached to a LayerTreeHost if it or an ancestor layer is set as // the root layer of a LayerTreeHost (while noting only a layer without a // parent may be set as the root layer). LayerTreeHost* layer_tree_host() const { return layer_tree_host_; } // This requests the layer and its subtree be rendered and given to the // callback. If the copy is unable to be produced (the layer is destroyed // first), then the callback is called with a nullptr/empty result. If the // request's source property is set, any prior uncommitted requests having the // same source will be aborted. void RequestCopyOfOutput(std::unique_ptr request); // True if a copy request has been inserted on this layer and a commit has not // occured yet. bool HasCopyRequest() const { return !inputs_.copy_requests.empty(); } // Set and get the background color for the layer. This color is not used by // basic Layers, but subclasses may make use of it. virtual void SetBackgroundColor(SkColor background_color); SkColor background_color() const { return inputs_.background_color; } // Internal to property tree generation. Sets an opaque background color for // the layer, to be used in place of the background_color() if the layer says // contents_opaque() is true. void SetSafeOpaqueBackgroundColor(SkColor background_color); // Returns a background color with opaque-ness equal to the value of // contents_opaque(). // If the layer says contents_opaque() is true, this returns the value set by // SetSafeOpaqueBackgroundColor() which should be an opaque color. Otherwise, // it returns something non-opaque. It prefers to return the // background_color(), but if the background_color() is opaque (and this layer // claims to not be), then SK_ColorTRANSPARENT is returned. SkColor SafeOpaqueBackgroundColor() const; // For testing, return the actual stored value. SkColor ActualSafeOpaqueBackgroundColorForTesting() const { return safe_opaque_background_color_; } // Set and get the position of this layer, relative to its parent. This is // specified in layer space, which excludes device scale and page scale // factors, and ignoring transforms for this layer or ancestor layers. The // root layer's position is not used as it always appears at the origin of // the viewport. When property trees are built by cc (when IsUsingLayerLists // is false), position is used to update |offset_to_transform_parent|. void SetPosition(const gfx::PointF& position); const gfx::PointF& position() const { return inputs_.position; } // Reorder the entirety of the children() vector to follow new_children_order. // All elements inside new_children_order must be inside children(), and vice // versa. Will empty the |new_children_order| LayerList passed into this // method. void ReorderChildren(LayerList* new_children_order); // Set and get the layers bounds. This is specified in layer space, which // excludes device scale and page scale factors, and ignoring transforms for // this layer or ancestor layers. // // The root layer in the tree has bounds in viewport space, which includes // the device scale factor. void SetBounds(const gfx::Size& bounds); const gfx::Size& bounds() const { return inputs_.bounds; } // Set and get the snapping behaviour for compositor-thread scrolling of // this layer. The default value of null means there is no snapping for the // layer. // TODO(crbug.com/836884) With blink-gen-property-trees this is stored on the // ScrollNode and can be removed here. void SetSnapContainerData(base::Optional data); const base::Optional& snap_container_data() const { return inputs_.snap_container_data; } // Set or get that this layer clips its subtree to within its bounds. Content // of children will be intersected with the bounds of this layer when true. void SetMasksToBounds(bool masks_to_bounds); bool masks_to_bounds() const { return inputs_.masks_to_bounds; } // Set or get the clip rect for this layer. |clip_rect| is relative to |this| // layer. If you are trying to clip the subtree to the bounds of this layer, // SetMasksToBounds() would be a better alternative. void SetClipRect(const gfx::Rect& clip_rect); const gfx::Rect& clip_rect() const { return inputs_.clip_rect; } // Returns the bounds which is clipped by the clip rect. gfx::RectF EffectiveClipRect(); // Set or get a layer that will mask the contents of this layer. The alpha // channel of the mask layer's content is used as an alpha mask of this // layer's content. IOW the mask's alpha is multiplied by this layer's alpha // for each matching pixel. void SetMaskLayer(scoped_refptr mask_layer); PictureLayer* mask_layer() { return inputs_.mask_layer.get(); } // Marks the |dirty_rect| as being changed, which will cause a commit and // the compositor to submit a new frame with a damage rect that includes the // layer's dirty area. This rect is in layer space, the same as bounds(). virtual void SetNeedsDisplayRect(const gfx::Rect& dirty_rect); // Marks the entire layer's bounds as being changed, which will cause a commit // and the compositor to submit a new frame with a damage rect that includes // the entire layer. Note that if the layer resizes afterward, but before // commit, the dirty rect would not cover the layer, however then the layer // bounds change would implicitly damage the full layer. void SetNeedsDisplay() { SetNeedsDisplayRect(gfx::Rect(bounds())); } // Returns the union of previous calls to SetNeedsDisplayRect() and // SetNeedsDisplay() that have not been committed to the compositor thread. const gfx::Rect& update_rect() const { return inputs_.update_rect; } // Set or get the rounded corner radii which is applied to the layer and its // subtree (as if they are together as a single composited entity) when // blitting into their target. Setting this makes the layer masked to bounds. // If the layer has a clip of its own, the rounded corner will be applied // along the layer's clip rect corners. void SetRoundedCorner(const gfx::RoundedCornersF& corner_radii); const gfx::RoundedCornersF& corner_radii() const { return inputs_.corner_radii; } // Returns true if any of the corner has a non-zero radius set. bool HasRoundedCorner() const { return !corner_radii().IsEmpty(); } // Set or get the flag that disables the requirement of a render surface for // this layer due to it having rounded corners. This improves performance at // the cost of maybe having some blending artifacts. Not having a render // surface is not guaranteed however. void SetIsFastRoundedCorner(bool enable); bool is_fast_rounded_corner() const { return inputs_.is_fast_rounded_corner; } // Set or get the opacity which should be applied to the contents of the layer // and its subtree (together as a single composited entity) when blending them // into their target. Note that this does not speak to the contents of this // layer, which may be opaque or not (see contents_opaque()). Note that the // opacity is cumulative since it applies to the layer's subtree. virtual void SetOpacity(float opacity); float opacity() const { return inputs_.opacity; } // Gets the true opacity that will be used for blending the contents of this // layer and its subtree into its target during composite. This value is the // same as the user-specified opacity() unless the layer should not be visible // at all for other reasons, in which case the opacity here becomes 0. float EffectiveOpacity() const; // Set or get the blend mode to be applied when blending the contents of the // layer and its subtree (together as a single composited entity) when // blending them into their target. void SetBlendMode(SkBlendMode blend_mode); SkBlendMode blend_mode() const { return inputs_.blend_mode; } // A layer is root for an isolated group when it and all its descendants are // drawn over a black and fully transparent background, creating an isolated // group. It should be used along with SetBlendMode(), in order to restrict // layers within the group to blend with layers outside this group. void SetIsRootForIsolatedGroup(bool root); bool is_root_for_isolated_group() const { return inputs_.is_root_for_isolated_group; } // Set or get the list of filter effects to be applied to the contents of the // layer and its subtree (together as a single composited entity) when // drawing them into their target. void SetFilters(const FilterOperations& filters); const FilterOperations& filters() const { return inputs_.filters; } // Set or get the origin to be used when applying the filters given to // SetFilters(). By default the origin is at the origin of this layer, but // may be moved positively or negatively relative to that. The origin effects // any filters which do not apply uniformly to the entire layer and its // subtree. void SetFiltersOrigin(const gfx::PointF& origin); gfx::PointF filters_origin() const { return inputs_.filters_origin; } // Set or get the list of filters that should be applied to the content this // layer and its subtree will be drawn into. The effect is clipped by // backdrop_filter_bounds. void SetBackdropFilters(const FilterOperations& filters); const FilterOperations& backdrop_filters() const { return inputs_.backdrop_filters; } void SetBackdropFilterBounds(const gfx::RRectF& backdrop_filter_bounds); void ClearBackdropFilterBounds(); const base::Optional& backdrop_filter_bounds() const { return inputs_.backdrop_filter_bounds; } const ElementId backdrop_mask_element_id() const { return inputs_.backdrop_mask_element_id; } void SetBackdropFilterQuality(const float quality); float backdrop_filter_quality() const { return inputs_.backdrop_filter_quality; } // Set or get an optimization hint that the contents of this layer are fully // opaque or not. If true, every pixel of content inside the layer's bounds // must be opaque or visual errors can occur. This applies only to this layer // and not to children, and does not imply the layer should be composited // opaquely, as effects may be applied such as opacity() or filters(). void SetContentsOpaque(bool opaque); bool contents_opaque() const { return inputs_.contents_opaque; } // Set or get whether this layer should be a hit test target void SetHitTestable(bool should_hit_test); virtual bool HitTestable() const; // Set or get the transform to be used when compositing this layer into its // target. The transform is inherited by this layers children. void SetTransform(const gfx::Transform& transform); const gfx::Transform& transform() const { return inputs_.transform; } // Gets the transform, including transform origin and position, of this layer // and its ancestors, device scale and page scale factors, into the device // viewport. gfx::Transform ScreenSpaceTransform() const; // Set or get the origin to be used when applying the transform. The value is // a position in layer space, relative to the top left corner of this layer. // For instance, if set to the center of the layer, with a transform to rotate // 180deg around the X axis, it would flip the layer vertically around the // center of the layer, leaving it occupying the same space. Whereas set to // the top left of the layer, the rotation wouldoccur around the top of the // layer, moving it vertically while flipping it. void SetTransformOrigin(const gfx::Point3F&); const gfx::Point3F& transform_origin() const { return inputs_.transform_origin; } // Set or get the scroll offset of the layer. The content of the layer, and // position of its subtree, as well as other layers for which this layer is // their scroll parent, and their subtrees) is moved up by the amount of // offset specified here. void SetScrollOffset(const gfx::ScrollOffset& scroll_offset); // Accessor named to match LayerImpl for templated code. const gfx::ScrollOffset& CurrentScrollOffset() const { return inputs_.scroll_offset; } // Called internally during commit to update the layer with state from the // compositor thread. Not to be called externally by users of this class. void SetScrollOffsetFromImplSide(const gfx::ScrollOffset& scroll_offset); // Marks this layer as being scrollable and needing an associated scroll node, // and specifies the total size of the content to be scrolled (ie the max // scroll offsets. The size should be a union of the layer and its subtree, as // well as any layers for whom this layer is their scroll parent, and their // subtrees, when they are transformed into this layer's space. Thus // transforms of children affect the size of the |scroll_container_bounds|. // Once scrollable, a Layer cannot become un-scrollable. void SetScrollable(const gfx::Size& scroll_container_bounds); bool scrollable() const { return inputs_.scrollable; } const gfx::Size& scroll_container_bounds() const { return inputs_.scroll_container_bounds; } void SetIsScrollbar(bool is_scrollbar); bool is_scrollbar() const { return inputs_.is_scrollbar; } // Set or get if this layer is able to be scrolled along each axis. These are // independent of the scrollable state, or size of the scrollable area // specified in SetScrollable(), as these may be enabled or disabled // dynamically, while SetScrollable() defines what would be possible if these // are enabled. // When disabled, overscroll elasticity will not be used if the scroll offset // ends up past the maximum range. And when enabled, with overlay scrollbars, // the scrollbars will be shown when the scroll offset changes if these are // set to true. void SetUserScrollable(bool horizontal, bool vertical); bool GetUserScrollableHorizontal() const; bool GetUserScrollableVertical() const; // Set or get if this layer is able to be scrolled on the compositor thread. // This only applies for layers that are marked as scrollable, not for layers // that are moved by a scroll parent. When any reason is present, the layer // will not be scrolled on the compositor thread. The reasons are a set of // bitflags from MainThreadScrollingReason, used to track the reason for // debugging and reporting. // AddMainThreadScrollingReasons() is used to add flags to the current set, // and ClearMainThreadScrollingReasons() removes flags from the current set. void AddMainThreadScrollingReasons(uint32_t main_thread_scrolling_reasons); void ClearMainThreadScrollingReasons( uint32_t main_thread_scrolling_reasons_to_clear); uint32_t GetMainThreadScrollingReasons() const; // Set or get an area of this layer within which initiating a scroll can not // be done from the compositor thread. Within this area, if the user attempts // to start a scroll, the events must be sent to the main thread and processed // there. void SetNonFastScrollableRegion(const Region& non_fast_scrollable_region); const Region& non_fast_scrollable_region() const { return inputs_.non_fast_scrollable_region; } // Set or get the set of touch actions allowed across each point of this // layer. The |touch_action_region| can specify, for any number of areas, // which touch actions are allowed in each area. The result is the // intersection of overlapping areas. These allowed actions control if // a touch event can initiate a scroll or zoom on the compositor thread. void SetTouchActionRegion(TouchActionRegion touch_action_region); const TouchActionRegion& touch_action_region() const { return inputs_.touch_action_region; } // Sets a RepeatingCallback that is run during a main frame, before layers are // asked to prepare content with Update(), if the scroll offset for the layer // was changed by the InputHandlerClient, on the compositor thread (or on the // main thread in single-thread mode). It may be set to a null callback, in // which case nothing is called. void set_did_scroll_callback( base::RepeatingCallback callback) { inputs_.did_scroll_callback = std::move(callback); } // Set or get if the layer and its subtree should be cached as a texture in // the display compositor. This is used as an optimization when it is known // that the layer will be animated without changing its content, or any of its // subtree. // // Note that this also disables occlusion culling, as the entire texture will // be drawn so that it is not left with incomplete areas. This should only be // used when paying the cost of creating an intermediate texture is worth it, // even when the layer's subtree may be occluded, or not visible in the final // output. void SetCacheRenderSurface(bool cache_render_surface); bool cache_render_surface() const { return cache_render_surface_; } // If the layer induces a render surface, this returns the cause for the // render surface. If the layer does not induce a render surface, this returns // kNone. RenderSurfaceReason GetRenderSurfaceReason() const; // Set or get if the layer and its subtree will be drawn through an // intermediate texture, called a RenderSurface. This mimics the need // for a RenderSurface that is caused by compositing effects such as masks // without needing to set up such effects. void SetForceRenderSurfaceForTesting(bool force_render_surface); bool force_render_surface_for_testing() const { return force_render_surface_for_testing_; } // Set or get if this layer should continue to be visible when rotated such // that its back face is facing toward the camera. If false, the layer will // disappear when its back face is visible, but if true, the mirror image of // its front face will be shown. For instance, with a 180deg rotation around // the middle of the layer on the Y axis, if this is false then nothing is // visible. But if true, the layer is seen with its contents flipped along the // Y axis. Being single-sided applies transitively to the subtree of this // layer. If it is hidden because of its back face being visible, then its // subtree will be too (even if a subtree layer's front face would have been // visible). // // Note that should_check_backface_visibility() is the final computed value // for back face visibility, which is only for internal use. void SetDoubleSided(bool double_sided); bool double_sided() const { return inputs_.double_sided; } // Set or get if SetDoubleSided() for this layer should be ignored and // inherited directly from this layer's parent instead. Used to attach this // layer's backface visibility to the value of its parent. // // Note that should_check_backface_visibility() is the final computed value // for back face visibility, which is only for internal use. void SetUseParentBackfaceVisibility(bool use); bool use_parent_backface_visibility() const { return inputs_.use_parent_backface_visibility; } // Set or get if the subtree of this layer is composited in 3d-space, or if // the layers are flattened into the plane of this layer. This supports the // transform-style CSS property. void SetShouldFlattenTransform(bool flatten); bool should_flatten_transform() const { return inputs_.should_flatten_transform; } // Set or get a 3d sorting context for this layer, where adjacent layers (in a // pre-order traversal) with the same id are sorted as a group and may occlude // each other based on their z-position, including intersecting each other and // each occluding the other layer partially. Layers in different sorting // contexts will be composited and occlude in tree order (children occlude // ancestors and earlier siblings in the children list). If the |id| is 0, // then the layer is not part of any sorting context, and is always composited // in tree order. void Set3dSortingContextId(int id); int sorting_context_id() const { return inputs_.sorting_context_id; } // When true the layer may contribute to the compositor's output. When false, // it does not. This property does not apply to children of the layer, they // may contribute while this layer does not. The layer itself will determine // if it has content to contribute, but when false, this prevents it from // doing so. void SetIsDrawable(bool is_drawable); // Is true if the layer will contribute content to the compositor's output. // Will be false if SetIsDrawable(false) is called. But will also be false if // the layer itself has no content to contribute, even though the layer was // given SetIsDrawable(true). bool DrawsContent() const; // Returns the number of layers in this layers subtree (excluding itself) for // which DrawsContent() is true. int NumDescendantsThatDrawContent() const; // Set or get if this layer and its subtree should be part of the compositor's // output to the screen. When set to true, the layer's subtree does not appear // to the user, but still remains part of the tree with all its normal drawing // properties. This can be used to execute a CopyOutputRequest on this layer // or another in its subtree, since the layers are still able to be drawn by // the compositor, while not being composed into the result shown to the user. void SetHideLayerAndSubtree(bool hide); bool hide_layer_and_subtree() const { return inputs_.hide_layer_and_subtree; } // The index of this layer's node in the various property trees. These are // only valid after a main frame, when Update() is called on the layer, and // remain valid and in in the same state until the next main frame, or until // the layer is removed from its LayerTreeHost. Otherwise kInvalidNodeId is // returned. int transform_tree_index() const; int clip_tree_index() const; int effect_tree_index() const; int scroll_tree_index() const; // While all layers have an index into the transform tree, this value // indicates whether the transform tree node was created for this layer. void SetHasTransformNode(bool val) { has_transform_node_ = val; } bool has_transform_node() const { return has_transform_node_; } // This value indicates whether a clip node was created for |this| layer. void SetHasClipNode(bool val) { has_clip_node_ = val; } // Sets that the content shown in this layer may be a video. This may be used // by the system compositor to distinguish between animations updating the // screen and video, which the user would be watching. This allows // optimizations like turning off the display when video is not playing, // without interfering with video playback. void SetMayContainVideo(bool yes); // Stable identifier for clients. See comment in cc/trees/element_id.h. void SetElementId(ElementId id); ElementId element_id() const { return inputs_.element_id; } // Sets or gets a hint that the transform on this layer (including its // position) may be changed often in the future. The layer may change its // strategy for generating content as a result. PictureLayers will not attempt // to raster crisply as the transform changes, allowing the client to trade // off crisp content at each scale for a smoother visual and cheaper // animation. void SetHasWillChangeTransformHint(bool has_will_change); bool has_will_change_transform_hint() const { return inputs_.has_will_change_transform_hint; } // Sets or gets if trilinear filtering should be used to scaling the contents // of this layer and its subtree. When set the layer and its subtree will be // composited together as a single unit, mip maps will be generated of the // subtree together, and trilinear filtering applied when supported, if // scaling during composite of the content from this layer and its subtree // into the target. void SetTrilinearFiltering(bool trilinear_filtering); bool trilinear_filtering() const { return inputs_.trilinear_filtering; } // Increments/decrements/gets number of layers mirroring this layer. void IncrementMirrorCount(); void DecrementMirrorCount(); int mirror_count() const { return inputs_.mirror_count; } // Called on the scroll layer to trigger showing the overlay scrollbars. void ShowScrollbars() { needs_show_scrollbars_ = true; } // Captures text content within the given |rect| and returns the associated // NodeId in |content|. virtual void CaptureContent(const gfx::Rect& rect, std::vector* content); // For tracing. Gets a recorded rasterization of this layer's contents that // can be displayed inside representations of this layer. May return null, in // which case the layer won't be shown with any content in the tracing // display. virtual sk_sp GetPicture() const; // For tracing. Calls out to the LayerClient to get tracing data that will // be attached to this layer's tracing outputs under the 'debug_info' key. void UpdateDebugInfo(); // For telemetry testing. Runs a given test behaviour implemented in // |benchmark| for this layer. The base class does nothing as benchmarks // only exist for subclass layer types. For each subclass that the // MicroBenchmark supports, the class should override this method and run the // |benchmark| against this layer. virtual void RunMicroBenchmark(MicroBenchmark* benchmark); // Internal method to create the compositor thread type for this Layer. // Subclasses should override this method if they want to return their own // subclass of LayerImpl instead. virtual std::unique_ptr CreateLayerImpl(LayerTreeImpl* tree_impl); // Internal method to copy all state from this Layer to the compositor thread. // Should be overridden by any subclass that has additional state, to copy // that state as well. The |layer| passed in will be of the type created by // CreateLayerImpl(), so can be safely down-casted if the subclass uses a // different type for the compositor thread. virtual void PushPropertiesTo(LayerImpl* layer); // Internal method to be overridden by Layer subclasses that need to do work // during a main frame. The method should compute any state that will need to // propogated to the compositor thread for the next commit, and return true // if there is anything new to commit. If all layers return false, the commit // may be aborted. virtual bool Update(); // Internal method to be overriden by Layer subclasses that override Update() // and require rasterization. After Update() is called, this is immediately // called, and should return whether the layer will require rasterization of // paths that will be difficult/slow to raster. Only layers that do // rasterization via TileManager need to override this, other layers that have // content generated in other ways may leave it as the default. virtual bool HasSlowPaths() const; // Internal method to be overriden by Layer subclasses that override Update() // and require rasterization. After Update() is called, this is immediately // called, and should return whether the layer will require rasterization of a // drawing operation that must not be anti-aliased. In this case using MSAA to // antialias the entire layer's content would produce an incorrect result. // This result is considered sticky, once a layer returns true, so false // positives should be avoided. Only layers that do rasterization via // TileManager need to override this, other layers that have content generated // in other ways may leave it as the default. virtual bool HasNonAAPaint() const; // Internal to property tree construction. This allows a layer to request that // its transform should be snapped such that the layer aligns with the pixel // grid in its rendering target. This ensures that the layer is not fuzzy // (unless it is being scaled). Layers may override this to return true, by // default layers are not snapped. virtual bool IsSnappedToPixelGridInTarget(); // Internal method that is called when a Layer is attached to a LayerTreeHost. // This would happen when // a) the Layer is added to an existing Layer tree that is attached to a // LayerTreeHost. // b) the Layer is made the root layer of a LayerTreeHost. // c) the Layer is part of a Layer tree, and an ancestor is attached to a // LayerTreeHost via a) or b). // The |host| is the new LayerTreeHost which the Layer is now attached to. // Subclasses may override this if they have data or resources which are // specific to a LayerTreeHost that should be updated or reset. After this // returns the Layer will hold a pointer to the new LayerTreeHost. virtual void SetLayerTreeHost(LayerTreeHost* host); // Internal method to mark this layer as needing to push its state to the // compositor thread during the next commit. The PushPropertiesTo() method // will be called for this layer during the next commit only if this method // was called before it. void SetNeedsPushProperties(); // Internal method to call the LayerClient, if there is one, to inform it when // overlay scrollbars have been completely hidden (due to lack of scrolling by // the user). void SetScrollbarsHiddenFromImplSide(bool hidden); // Internal to property tree construction. A generation number for the // property trees, to verify the layer's indices are pointers into the trees // currently held by the LayerTreeHost. The number is updated when property // trees are built from the Layer tree. void set_property_tree_sequence_number(int sequence_number) { property_tree_sequence_number_ = sequence_number; } int property_tree_sequence_number() const { return property_tree_sequence_number_; } // Internal to property tree construction. Sets the index for this Layer's // node in each property tree. void SetTransformTreeIndex(int index); void SetClipTreeIndex(int index); void SetEffectTreeIndex(int index); void SetScrollTreeIndex(int index); // The position of this layer after transforming by the layer's transform // node. When property trees are built by cc (when IsUsingLayerLists is false) // this is set by property_tree_builder.cc. void SetOffsetToTransformParent(gfx::Vector2dF offset); gfx::Vector2dF offset_to_transform_parent() const { return offset_to_transform_parent_; } // Internal to property tree construction. Indicates that a property changed // on this layer that may affect the position or content of all layers in this // layer's subtree, including itself. This causes the layer's subtree to be // considered damaged and re-displayed to the user. void SetSubtreePropertyChanged(); void ClearSubtreePropertyChangedForTesting() { subtree_property_changed_ = false; } bool subtree_property_changed() const { return subtree_property_changed_; } // Internal to property tree construction. Returns ElementListType::ACTIVE // as main thread layers do not have a pending/active tree split, and // animations should run normally on the main thread layer tree. ElementListType GetElementTypeForAnimation() const; // Internal to property tree construction. Whether this layer may animate its // opacity on the compositor thread. Layer subclasses may override this to // report true. If true, assumptions about opacity can not be made on the main // thread. virtual bool OpacityCanAnimateOnImplThread() const; // Internal to property tree construction. Set to true if this layer or any // layer below it in the tree has a CopyOutputRequest pending commit. void SetSubtreeHasCopyRequest(bool subtree_has_copy_request); // Internal to property tree construction. Returns true if this layer or any // layer below it in the tree has a CopyOutputRequest pending commit. bool SubtreeHasCopyRequest() const; // Internal to property tree construction. Removes all CopyOutputRequests from // this layer, moving them into |requests|. void TakeCopyRequests( std::vector>* requests); // Internal to property tree construction. Set if the layer should not be // shown when its back face is visible to the user. This is a derived value // from SetDoubleSided() and SetUseParentBackfaceVisibility(). void SetShouldCheckBackfaceVisibility(bool should_check_backface_visibility); bool should_check_backface_visibility() const { return should_check_backface_visibility_; } // Internal to property tree construction. The value here derives from // should_flatten_transform() along with other state, and is for internal use // in order to flatten the layer's ScreenSpaceTransform() in cases where the // property tree did not handle it. void SetShouldFlattenScreenSpaceTransformFromPropertyTree(bool should); bool should_flatten_screen_space_transform_from_property_tree() const { return should_flatten_screen_space_transform_from_property_tree_; } #if DCHECK_IS_ON() // For debugging, containing information about the associated DOM, etc. std::string DebugName() const; #endif std::string ToString() const; // Called when a property has been modified in a way that the layer knows // immediately that a commit is required. This implies SetNeedsPushProperties // to push that property. // This is public, so that it can be called directly when needed, for example // in PropertyTreeManager when handling scroll offsets. void SetNeedsCommit(); // The following data are for profiling and debugging. They will be displayed // e.g. in the Layers panel of DevTools. // The compositing reasons of the layer. The values are defined in // third_party/blink/renderer/platform/graphics/compositing_reasons.h. void set_compositing_reasons(uint64_t compositing_reasons) { compositing_reasons_ = compositing_reasons; } uint64_t compositing_reasons() const { return compositing_reasons_; } // The id of the DOM node that owns this layer. void set_owner_node_id(int node_id) { owner_node_id_ = node_id; } int owner_node_id() const { return owner_node_id_; } // How many times this layer has been repainted. int paint_count() const { return paint_count_; } // End of data for profiling and debugging. protected: friend class LayerImpl; friend class TreeSynchronizer; Layer(); virtual ~Layer(); // These SetNeeds functions are in order of severity of update: // See SetNeedsCommit() above - it belongs here in the order of severity. // Called when there's been a change in layer structure. Implies // SetNeedsCommit and property tree rebuld, but not SetNeedsPushProperties // (the full tree is synced over). void SetNeedsFullTreeSync(); // Called when the next commit should wait until the pending tree is activated // before finishing the commit and unblocking the main thread. Used to ensure // unused resources on the impl thread are returned before commit completes. void SetNextCommitWaitsForActivation(); // Will recalculate whether the layer draws content and set draws_content_ // appropriately. void UpdateDrawsContent(bool has_drawable_content); // May be overridden by subclasses if they have optional content, to return // false if there is no content to be displayed. If they do have content, then // they should return the value from this base class method. virtual bool HasDrawableContent() const; // Called when the layer's number of drawable descendants changes. void AddDrawableDescendants(int num); // For debugging. Returns false if the LayerTreeHost this layer is attached to // is in the process of updating layers for a BeginMainFrame. Layer properties // should be changed by the client before the BeginMainFrame, and should not // be changed while the frame is being generated for commit. bool IsPropertyChangeAllowed() const; // When true, the layer is about to perform an update. Any commit requests // will be handled implicitly after the update completes. bool ignore_set_needs_commit_; int paint_count_; private: friend class base::RefCounted; friend class LayerTreeHostCommon; friend class LayerTreeHost; // Interactions with attached animations. void OnFilterAnimated(const FilterOperations& filters); void OnBackdropFilterAnimated(const FilterOperations& backdrop_filters); void OnOpacityAnimated(float opacity); void OnTransformAnimated(const gfx::Transform& transform); void AddClipChild(Layer* child); void RemoveClipChild(Layer* child); void SetParent(Layer* layer); // This should only be called from RemoveFromParent(). void RemoveChildOrDependent(Layer* child); // When we detach or attach layer to new LayerTreeHost, all property trees' // indices becomes invalid. void InvalidatePropertyTreesIndices(); // This is set whenever a property changed on layer that affects whether this // layer should own a property tree node or not. void SetPropertyTreesNeedRebuild(); // Fast-path for |SetScrollOffset| and |SetScrollOffsetFromImplSide| to // directly update scroll offset values in the property tree without needing a // full property tree update. If property trees do not exist yet, ensures // they are marked as needing to be rebuilt. void UpdateScrollOffset(const gfx::ScrollOffset&); void SetMirrorCount(int mirror_count); // Encapsulates all data, callbacks or interfaces received from the embedder. struct Inputs { explicit Inputs(int layer_id); ~Inputs(); int layer_id; LayerList children; gfx::Rect update_rect; gfx::Size bounds; bool masks_to_bounds; gfx::Rect clip_rect; scoped_refptr mask_layer; float opacity; SkBlendMode blend_mode; bool is_root_for_isolated_group : 1; // Hit testing depends on this bit. bool hit_testable : 1; bool contents_opaque : 1; gfx::PointF position; gfx::Transform transform; gfx::Point3F transform_origin; bool is_drawable : 1; bool double_sided : 1; bool should_flatten_transform : 1; // Layers that share a sorting context id will be sorted together in 3d // space. 0 is a special value that means this layer will not be sorted // and will be drawn in paint order. int sorting_context_id; bool use_parent_backface_visibility : 1; SkColor background_color; FilterOperations filters; FilterOperations backdrop_filters; base::Optional backdrop_filter_bounds; ElementId backdrop_mask_element_id; gfx::PointF filters_origin; float backdrop_filter_quality; // Corner clip radius for the 4 corners of the layer in the following order: // top left, top right, bottom right, bottom left gfx::RoundedCornersF corner_radii; // If set, disables this layer's rounded corner from triggering a render // surface on itself if possible. bool is_fast_rounded_corner : 1; gfx::ScrollOffset scroll_offset; // Size of the scroll container that this layer scrolls in. gfx::Size scroll_container_bounds; // Indicates that this layer will need a scroll property node and that this // layer's bounds correspond to the scroll node's bounds (both |bounds| and // |scroll_container_bounds|). bool scrollable : 1; // Indicates that this layer is a scrollbar. bool is_scrollbar : 1; bool user_scrollable_horizontal : 1; bool user_scrollable_vertical : 1; uint32_t main_thread_scrolling_reasons; Region non_fast_scrollable_region; TouchActionRegion touch_action_region; ElementId element_id; bool has_will_change_transform_hint : 1; bool trilinear_filtering : 1; bool hide_layer_and_subtree : 1; // The following elements can not and are not serialized. base::WeakPtr client; std::unique_ptr debug_info; base::RepeatingCallback did_scroll_callback; std::vector> copy_requests; base::Optional snap_container_data; int mirror_count; }; Layer* parent_; // Layer instances have a weak pointer to their LayerTreeHost. // This pointer value is nil when a Layer is not in a tree and is // updated via SetLayerTreeHost() if a layer moves between trees. LayerTreeHost* layer_tree_host_; Inputs inputs_; int num_descendants_that_draw_content_; int transform_tree_index_; int effect_tree_index_; int clip_tree_index_; int scroll_tree_index_; int property_tree_sequence_number_; gfx::Vector2dF offset_to_transform_parent_; bool should_flatten_screen_space_transform_from_property_tree_ : 1; bool draws_content_ : 1; bool should_check_backface_visibility_ : 1; // Force use of and cache render surface. bool cache_render_surface_ : 1; bool force_render_surface_for_testing_ : 1; bool subtree_property_changed_ : 1; bool may_contain_video_ : 1; bool needs_show_scrollbars_ : 1; bool has_transform_node_ : 1; bool has_clip_node_ : 1; // This value is valid only when LayerTreeHost::has_copy_request() is true bool subtree_has_copy_request_ : 1; SkColor safe_opaque_background_color_; uint64_t compositing_reasons_; int owner_node_id_; }; } // namespace cc #endif // CC_LAYERS_LAYER_H_