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// Copyright 2011 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.
#include "cc/trees/layer_tree_host_impl.h"
#include <stddef.h>
#include <stdint.h>
#include <algorithm>
#include <limits>
#include <map>
#include <set>
#include <unordered_map>
#include <utility>
#include "base/auto_reset.h"
#include "base/bind.h"
#include "base/containers/small_map.h"
#include "base/json/json_writer.h"
#include "base/memory/ptr_util.h"
#include "base/metrics/histogram.h"
#include "base/numerics/safe_conversions.h"
#include "base/stl_util.h"
#include "base/strings/stringprintf.h"
#include "base/trace_event/trace_event_argument.h"
#include "cc/animation/animation_events.h"
#include "cc/animation/animation_host.h"
#include "cc/base/histograms.h"
#include "cc/base/math_util.h"
#include "cc/debug/benchmark_instrumentation.h"
#include "cc/debug/debug_rect_history.h"
#include "cc/debug/devtools_instrumentation.h"
#include "cc/debug/frame_rate_counter.h"
#include "cc/debug/frame_viewer_instrumentation.h"
#include "cc/debug/rendering_stats_instrumentation.h"
#include "cc/debug/traced_value.h"
#include "cc/input/main_thread_scrolling_reason.h"
#include "cc/input/page_scale_animation.h"
#include "cc/input/scroll_elasticity_helper.h"
#include "cc/input/scroll_state.h"
#include "cc/input/scrollbar_animation_controller.h"
#include "cc/input/top_controls_manager.h"
#include "cc/layers/append_quads_data.h"
#include "cc/layers/heads_up_display_layer_impl.h"
#include "cc/layers/layer_impl.h"
#include "cc/layers/layer_iterator.h"
#include "cc/layers/painted_scrollbar_layer_impl.h"
#include "cc/layers/render_surface_impl.h"
#include "cc/layers/scrollbar_layer_impl_base.h"
#include "cc/layers/surface_layer_impl.h"
#include "cc/layers/viewport.h"
#include "cc/output/compositor_frame.h"
#include "cc/output/compositor_frame_metadata.h"
#include "cc/output/compositor_frame_sink.h"
#include "cc/output/copy_output_request.h"
#include "cc/quads/render_pass_draw_quad.h"
#include "cc/quads/shared_quad_state.h"
#include "cc/quads/solid_color_draw_quad.h"
#include "cc/quads/texture_draw_quad.h"
#include "cc/raster/bitmap_raster_buffer_provider.h"
#include "cc/raster/gpu_raster_buffer_provider.h"
#include "cc/raster/one_copy_raster_buffer_provider.h"
#include "cc/raster/raster_buffer_provider.h"
#include "cc/raster/synchronous_task_graph_runner.h"
#include "cc/raster/zero_copy_raster_buffer_provider.h"
#include "cc/resources/memory_history.h"
#include "cc/resources/resource_pool.h"
#include "cc/resources/ui_resource_bitmap.h"
#include "cc/scheduler/delay_based_time_source.h"
#include "cc/tiles/eviction_tile_priority_queue.h"
#include "cc/tiles/gpu_image_decode_controller.h"
#include "cc/tiles/picture_layer_tiling.h"
#include "cc/tiles/raster_tile_priority_queue.h"
#include "cc/tiles/software_image_decode_controller.h"
#include "cc/tiles/tile_task_manager.h"
#include "cc/trees/damage_tracker.h"
#include "cc/trees/draw_property_utils.h"
#include "cc/trees/latency_info_swap_promise_monitor.h"
#include "cc/trees/layer_tree_host_common.h"
#include "cc/trees/layer_tree_impl.h"
#include "cc/trees/scroll_node.h"
#include "cc/trees/single_thread_proxy.h"
#include "cc/trees/tree_synchronizer.h"
#include "gpu/GLES2/gl2extchromium.h"
#include "gpu/command_buffer/client/context_support.h"
#include "gpu/command_buffer/client/gles2_interface.h"
#include "ui/gfx/geometry/point_conversions.h"
#include "ui/gfx/geometry/rect_conversions.h"
#include "ui/gfx/geometry/scroll_offset.h"
#include "ui/gfx/geometry/size_conversions.h"
#include "ui/gfx/geometry/vector2d_conversions.h"
namespace cc {
namespace {
// Small helper class that saves the current viewport location as the user sees
// it and resets to the same location.
class ViewportAnchor {
public:
ViewportAnchor(LayerImpl* inner_scroll, LayerImpl* outer_scroll)
: inner_(inner_scroll), outer_(outer_scroll) {
viewport_in_content_coordinates_ = inner_->CurrentScrollOffset();
if (outer_)
viewport_in_content_coordinates_ += outer_->CurrentScrollOffset();
}
void ResetViewportToAnchoredPosition() {
DCHECK(outer_);
inner_->ClampScrollToMaxScrollOffset();
outer_->ClampScrollToMaxScrollOffset();
gfx::ScrollOffset viewport_location =
inner_->CurrentScrollOffset() + outer_->CurrentScrollOffset();
gfx::Vector2dF delta =
viewport_in_content_coordinates_.DeltaFrom(viewport_location);
delta = inner_->ScrollBy(delta);
outer_->ScrollBy(delta);
}
private:
LayerImpl* inner_;
LayerImpl* outer_;
gfx::ScrollOffset viewport_in_content_coordinates_;
};
void DidVisibilityChange(LayerTreeHostImpl* id, bool visible) {
if (visible) {
TRACE_EVENT_ASYNC_BEGIN1("cc", "LayerTreeHostImpl::SetVisible", id,
"LayerTreeHostImpl", id);
return;
}
TRACE_EVENT_ASYNC_END0("cc", "LayerTreeHostImpl::SetVisible", id);
}
bool IsWheelBasedScroll(InputHandler::ScrollInputType type) {
return type == InputHandler::WHEEL;
}
enum ScrollThread { MAIN_THREAD, CC_THREAD };
void RecordCompositorSlowScrollMetric(InputHandler::ScrollInputType type,
ScrollThread scroll_thread) {
bool scroll_on_main_thread = (scroll_thread == MAIN_THREAD);
if (IsWheelBasedScroll(type)) {
UMA_HISTOGRAM_BOOLEAN("Renderer4.CompositorWheelScrollUpdateThread",
scroll_on_main_thread);
} else {
UMA_HISTOGRAM_BOOLEAN("Renderer4.CompositorTouchScrollUpdateThread",
scroll_on_main_thread);
}
}
} // namespace
DEFINE_SCOPED_UMA_HISTOGRAM_TIMER(PendingTreeDurationHistogramTimer,
"Scheduling.%s.PendingTreeDuration");
LayerTreeHostImpl::FrameData::FrameData()
: render_surface_layer_list(nullptr),
has_no_damage(false),
may_contain_video(false) {}
LayerTreeHostImpl::FrameData::~FrameData() {}
std::unique_ptr<LayerTreeHostImpl> LayerTreeHostImpl::Create(
const LayerTreeSettings& settings,
LayerTreeHostImplClient* client,
TaskRunnerProvider* task_runner_provider,
RenderingStatsInstrumentation* rendering_stats_instrumentation,
SharedBitmapManager* shared_bitmap_manager,
gpu::GpuMemoryBufferManager* gpu_memory_buffer_manager,
TaskGraphRunner* task_graph_runner,
std::unique_ptr<AnimationHost> animation_host,
int id) {
return base::WrapUnique(new LayerTreeHostImpl(
settings, client, task_runner_provider, rendering_stats_instrumentation,
shared_bitmap_manager, gpu_memory_buffer_manager, task_graph_runner,
std::move(animation_host), id));
}
LayerTreeHostImpl::LayerTreeHostImpl(
const LayerTreeSettings& settings,
LayerTreeHostImplClient* client,
TaskRunnerProvider* task_runner_provider,
RenderingStatsInstrumentation* rendering_stats_instrumentation,
SharedBitmapManager* shared_bitmap_manager,
gpu::GpuMemoryBufferManager* gpu_memory_buffer_manager,
TaskGraphRunner* task_graph_runner,
std::unique_ptr<AnimationHost> animation_host,
int id)
: client_(client),
task_runner_provider_(task_runner_provider),
current_begin_frame_tracker_(BEGINFRAMETRACKER_FROM_HERE),
compositor_frame_sink_(nullptr),
need_update_gpu_rasterization_status_(false),
content_is_suitable_for_gpu_rasterization_(true),
has_gpu_rasterization_trigger_(false),
use_gpu_rasterization_(false),
use_msaa_(false),
gpu_rasterization_status_(GpuRasterizationStatus::OFF_DEVICE),
input_handler_client_(NULL),
did_lock_scrolling_layer_(false),
wheel_scrolling_(false),
scroll_affects_scroll_handler_(false),
scroll_layer_id_when_mouse_over_scrollbar_(Layer::INVALID_ID),
captured_scrollbar_layer_id_(Layer::INVALID_ID),
tile_priorities_dirty_(false),
settings_(settings),
visible_(false),
cached_managed_memory_policy_(settings.gpu_memory_policy),
is_synchronous_single_threaded_(!task_runner_provider->HasImplThread() &&
!settings.single_thread_proxy_scheduler),
// Must be initialized after is_synchronous_single_threaded_ and
// task_runner_provider_.
tile_manager_(this,
GetTaskRunner(),
is_synchronous_single_threaded_
? std::numeric_limits<size_t>::max()
: settings.scheduled_raster_task_limit,
settings.use_partial_raster),
pinch_gesture_active_(false),
pinch_gesture_end_should_clear_scrolling_layer_(false),
fps_counter_(
FrameRateCounter::Create(task_runner_provider_->HasImplThread())),
memory_history_(MemoryHistory::Create()),
debug_rect_history_(DebugRectHistory::Create()),
max_memory_needed_bytes_(0),
resourceless_software_draw_(false),
animation_host_(std::move(animation_host)),
rendering_stats_instrumentation_(rendering_stats_instrumentation),
micro_benchmark_controller_(this),
shared_bitmap_manager_(shared_bitmap_manager),
gpu_memory_buffer_manager_(gpu_memory_buffer_manager),
task_graph_runner_(task_graph_runner),
id_(id),
requires_high_res_to_draw_(false),
is_likely_to_require_a_draw_(false),
has_valid_compositor_frame_sink_(false),
mutator_(nullptr) {
DCHECK(animation_host_);
animation_host_->SetMutatorHostClient(this);
DCHECK(task_runner_provider_->IsImplThread());
DidVisibilityChange(this, visible_);
SetDebugState(settings.initial_debug_state);
// LTHI always has an active tree.
active_tree_ = base::MakeUnique<LayerTreeImpl>(
this, new SyncedProperty<ScaleGroup>, new SyncedTopControls,
new SyncedElasticOverscroll);
active_tree_->property_trees()->is_active = true;
viewport_ = Viewport::Create(this);
TRACE_EVENT_OBJECT_CREATED_WITH_ID(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
"cc::LayerTreeHostImpl", id_);
top_controls_manager_ =
TopControlsManager::Create(this, settings.top_controls_show_threshold,
settings.top_controls_hide_threshold);
}
LayerTreeHostImpl::~LayerTreeHostImpl() {
DCHECK(task_runner_provider_->IsImplThread());
TRACE_EVENT0("cc", "LayerTreeHostImpl::~LayerTreeHostImpl()");
TRACE_EVENT_OBJECT_DELETED_WITH_ID(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
"cc::LayerTreeHostImpl", id_);
// It is released before shutdown.
DCHECK(!compositor_frame_sink_);
DCHECK(!resource_provider_);
DCHECK(!resource_pool_);
DCHECK(!tile_task_manager_);
DCHECK(!single_thread_synchronous_task_graph_runner_);
DCHECK(!image_decode_controller_);
if (input_handler_client_) {
input_handler_client_->WillShutdown();
input_handler_client_ = NULL;
}
if (scroll_elasticity_helper_)
scroll_elasticity_helper_.reset();
// The layer trees must be destroyed before the layer tree host. We've
// made a contract with our animation controllers that the animation_host
// will outlive them, and we must make good.
if (recycle_tree_)
recycle_tree_->Shutdown();
if (pending_tree_)
pending_tree_->Shutdown();
active_tree_->Shutdown();
recycle_tree_ = nullptr;
pending_tree_ = nullptr;
active_tree_ = nullptr;
animation_host_->ClearTimelines();
animation_host_->SetMutatorHostClient(nullptr);
}
void LayerTreeHostImpl::BeginMainFrameAborted(
CommitEarlyOutReason reason,
std::vector<std::unique_ptr<SwapPromise>> swap_promises) {
// If the begin frame data was handled, then scroll and scale set was applied
// by the main thread, so the active tree needs to be updated as if these sent
// values were applied and committed.
if (CommitEarlyOutHandledCommit(reason)) {
active_tree_->ApplySentScrollAndScaleDeltasFromAbortedCommit();
if (pending_tree_) {
pending_tree_->AppendSwapPromises(std::move(swap_promises));
} else {
for (const auto& swap_promise : swap_promises)
swap_promise->DidNotSwap(SwapPromise::COMMIT_NO_UPDATE);
}
}
}
void LayerTreeHostImpl::BeginCommit() {
TRACE_EVENT0("cc", "LayerTreeHostImpl::BeginCommit");
// Ensure all textures are returned so partial texture updates can happen
// during the commit.
// TODO(ericrk): We should not need to ForceReclaimResources when using
// Impl-side-painting as it doesn't upload during commits. However,
// Display::Draw currently relies on resource being reclaimed to block drawing
// between BeginCommit / Swap. See crbug.com/489515.
if (compositor_frame_sink_)
compositor_frame_sink_->ForceReclaimResources();
if (!CommitToActiveTree())
CreatePendingTree();
}
void LayerTreeHostImpl::CommitComplete() {
TRACE_EVENT0("cc", "LayerTreeHostImpl::CommitComplete");
if (CommitToActiveTree()) {
// We have to activate animations here or "IsActive()" is true on the layers
// but the animations aren't activated yet so they get ignored by
// UpdateDrawProperties.
ActivateAnimations();
}
// Start animations before UpdateDrawProperties and PrepareTiles, as they can
// change the results. When doing commit to the active tree, this must happen
// after ActivateAnimations() in order for this ticking to be propogated to
// layers on the active tree.
if (CommitToActiveTree())
Animate();
else
AnimatePendingTreeAfterCommit();
// LayerTreeHost may have changed the GPU rasterization flags state, which
// may require an update of the tree resources.
UpdateTreeResourcesForGpuRasterizationIfNeeded();
sync_tree()->set_needs_update_draw_properties();
// We need an update immediately post-commit to have the opportunity to create
// tilings. Because invalidations may be coming from the main thread, it's
// safe to do an update for lcd text at this point and see if lcd text needs
// to be disabled on any layers.
bool update_lcd_text = true;
sync_tree()->UpdateDrawProperties(update_lcd_text);
// Start working on newly created tiles immediately if needed.
// TODO(vmpstr): Investigate always having PrepareTiles issue
// NotifyReadyToActivate, instead of handling it here.
bool did_prepare_tiles = PrepareTiles();
if (!did_prepare_tiles) {
NotifyReadyToActivate();
// Ensure we get ReadyToDraw signal even when PrepareTiles not run. This
// is important for SingleThreadProxy and impl-side painting case. For
// STP, we commit to active tree and RequiresHighResToDraw, and set
// Scheduler to wait for ReadyToDraw signal to avoid Checkerboard.
if (CommitToActiveTree())
NotifyReadyToDraw();
}
micro_benchmark_controller_.DidCompleteCommit();
}
bool LayerTreeHostImpl::CanDraw() const {
// Note: If you are changing this function or any other function that might
// affect the result of CanDraw, make sure to call
// client_->OnCanDrawStateChanged in the proper places and update the
// NotifyIfCanDrawChanged test.
if (!compositor_frame_sink_) {
TRACE_EVENT_INSTANT0("cc",
"LayerTreeHostImpl::CanDraw no CompositorFrameSink",
TRACE_EVENT_SCOPE_THREAD);
return false;
}
// TODO(boliu): Make draws without layers work and move this below
// |resourceless_software_draw_| check. Tracked in crbug.com/264967.
if (active_tree_->LayerListIsEmpty()) {
TRACE_EVENT_INSTANT0("cc", "LayerTreeHostImpl::CanDraw no root layer",
TRACE_EVENT_SCOPE_THREAD);
return false;
}
if (resourceless_software_draw_)
return true;
if (DrawViewportSize().IsEmpty()) {
TRACE_EVENT_INSTANT0("cc", "LayerTreeHostImpl::CanDraw empty viewport",
TRACE_EVENT_SCOPE_THREAD);
return false;
}
if (active_tree_->ViewportSizeInvalid()) {
TRACE_EVENT_INSTANT0(
"cc", "LayerTreeHostImpl::CanDraw viewport size recently changed",
TRACE_EVENT_SCOPE_THREAD);
return false;
}
if (EvictedUIResourcesExist()) {
TRACE_EVENT_INSTANT0(
"cc", "LayerTreeHostImpl::CanDraw UI resources evicted not recreated",
TRACE_EVENT_SCOPE_THREAD);
return false;
}
return true;
}
void LayerTreeHostImpl::AnimatePendingTreeAfterCommit() {
AnimateInternal(false);
}
void LayerTreeHostImpl::Animate() {
AnimateInternal(true);
}
void LayerTreeHostImpl::AnimateInternal(bool active_tree) {
DCHECK(task_runner_provider_->IsImplThread());
base::TimeTicks monotonic_time = CurrentBeginFrameArgs().frame_time;
// mithro(TODO): Enable these checks.
// DCHECK(!current_begin_frame_tracker_.HasFinished());
// DCHECK(monotonic_time == current_begin_frame_tracker_.Current().frame_time)
// << "Called animate with unknown frame time!?";
bool did_animate = false;
if (input_handler_client_) {
// This animates fling scrolls. But on Android WebView root flings are
// controlled by the application, so the compositor does not animate them.
bool ignore_fling =
settings_.ignore_root_layer_flings && IsCurrentlyScrollingViewport();
if (!ignore_fling) {
// This does not set did_animate, because if the InputHandlerClient
// changes anything it will be through the InputHandler interface which
// does SetNeedsRedraw.
input_handler_client_->Animate(monotonic_time);
}
}
did_animate |= AnimatePageScale(monotonic_time);
did_animate |= AnimateLayers(monotonic_time);
did_animate |= AnimateScrollbars(monotonic_time);
did_animate |= AnimateTopControls(monotonic_time);
if (active_tree) {
did_animate |= Mutate(monotonic_time);
// Animating stuff can change the root scroll offset, so inform the
// synchronous input handler.
UpdateRootLayerStateForSynchronousInputHandler();
if (did_animate) {
// If the tree changed, then we want to draw at the end of the current
// frame.
SetNeedsRedraw();
}
}
}
bool LayerTreeHostImpl::Mutate(base::TimeTicks monotonic_time) {
if (!mutator_)
return false;
TRACE_EVENT0("compositor-worker", "LayerTreeHostImpl::Mutate");
if (mutator_->Mutate(monotonic_time, active_tree()))
client_->SetNeedsOneBeginImplFrameOnImplThread();
return true;
}
void LayerTreeHostImpl::SetNeedsMutate() {
TRACE_EVENT0("compositor-worker", "LayerTreeHostImpl::SetNeedsMutate");
client_->SetNeedsOneBeginImplFrameOnImplThread();
}
bool LayerTreeHostImpl::PrepareTiles() {
if (!tile_priorities_dirty_)
return false;
client_->WillPrepareTiles();
bool did_prepare_tiles = tile_manager_.PrepareTiles(global_tile_state_);
if (did_prepare_tiles)
tile_priorities_dirty_ = false;
client_->DidPrepareTiles();
return did_prepare_tiles;
}
void LayerTreeHostImpl::StartPageScaleAnimation(
const gfx::Vector2d& target_offset,
bool anchor_point,
float page_scale,
base::TimeDelta duration) {
if (!InnerViewportScrollLayer())
return;
gfx::ScrollOffset scroll_total = active_tree_->TotalScrollOffset();
gfx::SizeF scaled_scrollable_size = active_tree_->ScrollableSize();
gfx::SizeF viewport_size =
gfx::SizeF(active_tree_->InnerViewportContainerLayer()->bounds());
// TODO(miletus) : Pass in ScrollOffset.
page_scale_animation_ =
PageScaleAnimation::Create(ScrollOffsetToVector2dF(scroll_total),
active_tree_->current_page_scale_factor(),
viewport_size, scaled_scrollable_size);
if (anchor_point) {
gfx::Vector2dF anchor(target_offset);
page_scale_animation_->ZoomWithAnchor(anchor, page_scale,
duration.InSecondsF());
} else {
gfx::Vector2dF scaled_target_offset = target_offset;
page_scale_animation_->ZoomTo(scaled_target_offset, page_scale,
duration.InSecondsF());
}
SetNeedsOneBeginImplFrame();
client_->SetNeedsCommitOnImplThread();
client_->RenewTreePriority();
}
void LayerTreeHostImpl::SetNeedsAnimateInput() {
DCHECK(!IsCurrentlyScrollingViewport() ||
!settings_.ignore_root_layer_flings);
SetNeedsOneBeginImplFrame();
}
bool LayerTreeHostImpl::IsCurrentlyScrollingViewport() const {
LayerImpl* scrolling_layer = CurrentlyScrollingLayer();
if (!scrolling_layer)
return false;
DCHECK(viewport());
return scrolling_layer == viewport()->MainScrollLayer();
}
bool LayerTreeHostImpl::IsCurrentlyScrollingLayerAt(
const gfx::Point& viewport_point,
InputHandler::ScrollInputType type) const {
LayerImpl* scrolling_layer_impl = CurrentlyScrollingLayer();
if (!scrolling_layer_impl)
return false;
gfx::PointF device_viewport_point = gfx::ScalePoint(
gfx::PointF(viewport_point), active_tree_->device_scale_factor());
LayerImpl* layer_impl =
active_tree_->FindLayerThatIsHitByPoint(device_viewport_point);
bool scroll_on_main_thread = false;
uint32_t main_thread_scrolling_reasons;
LayerImpl* test_layer_impl = FindScrollLayerForDeviceViewportPoint(
device_viewport_point, type, layer_impl, &scroll_on_main_thread,
&main_thread_scrolling_reasons);
if (!test_layer_impl)
return false;
if (scrolling_layer_impl == test_layer_impl)
return true;
// For active scrolling state treat the inner/outer viewports interchangeably.
if (scrolling_layer_impl == InnerViewportScrollLayer() ||
scrolling_layer_impl == OuterViewportScrollLayer()) {
return test_layer_impl == viewport()->MainScrollLayer();
}
return false;
}
EventListenerProperties LayerTreeHostImpl::GetEventListenerProperties(
EventListenerClass event_class) const {
return active_tree_->event_listener_properties(event_class);
}
bool LayerTreeHostImpl::DoTouchEventsBlockScrollAt(
const gfx::Point& viewport_point) {
gfx::PointF device_viewport_point = gfx::ScalePoint(
gfx::PointF(viewport_point), active_tree_->device_scale_factor());
// Now determine if there are actually any handlers at that point.
// TODO(rbyers): Consider also honoring touch-action (crbug.com/347272).
LayerImpl* layer_impl =
active_tree_->FindLayerThatIsHitByPointInTouchHandlerRegion(
device_viewport_point);
return layer_impl != NULL;
}
std::unique_ptr<SwapPromiseMonitor>
LayerTreeHostImpl::CreateLatencyInfoSwapPromiseMonitor(
ui::LatencyInfo* latency) {
return base::WrapUnique(
new LatencyInfoSwapPromiseMonitor(latency, NULL, this));
}
ScrollElasticityHelper* LayerTreeHostImpl::CreateScrollElasticityHelper() {
DCHECK(!scroll_elasticity_helper_);
if (settings_.enable_elastic_overscroll) {
scroll_elasticity_helper_.reset(
ScrollElasticityHelper::CreateForLayerTreeHostImpl(this));
}
return scroll_elasticity_helper_.get();
}
bool LayerTreeHostImpl::GetScrollOffsetForLayer(int layer_id,
gfx::ScrollOffset* offset) {
LayerImpl* layer = active_tree()->FindActiveTreeLayerById(layer_id);
if (!layer)
return false;
*offset = layer->CurrentScrollOffset();
return true;
}
bool LayerTreeHostImpl::ScrollLayerTo(int layer_id,
const gfx::ScrollOffset& offset) {
LayerImpl* layer = active_tree()->FindActiveTreeLayerById(layer_id);
if (!layer)
return false;
layer->ScrollBy(
ScrollOffsetToVector2dF(offset - layer->CurrentScrollOffset()));
return true;
}
void LayerTreeHostImpl::QueueSwapPromiseForMainThreadScrollUpdate(
std::unique_ptr<SwapPromise> swap_promise) {
swap_promises_for_main_thread_scroll_update_.push_back(
std::move(swap_promise));
}
void LayerTreeHostImpl::TrackDamageForAllSurfaces(
const LayerImplList& render_surface_layer_list) {
// For now, we use damage tracking to compute a global scissor. To do this, we
// must compute all damage tracking before drawing anything, so that we know
// the root damage rect. The root damage rect is then used to scissor each
// surface.
size_t render_surface_layer_list_size = render_surface_layer_list.size();
for (size_t i = 0; i < render_surface_layer_list_size; ++i) {
size_t surface_index = render_surface_layer_list_size - 1 - i;
LayerImpl* render_surface_layer = render_surface_layer_list[surface_index];
RenderSurfaceImpl* render_surface = render_surface_layer->render_surface();
DCHECK(render_surface);
render_surface->damage_tracker()->UpdateDamageTrackingState(
render_surface->layer_list(), render_surface,
render_surface->SurfacePropertyChangedOnlyFromDescendant(),
render_surface->content_rect(), render_surface->MaskLayer(),
render_surface->Filters());
}
}
void LayerTreeHostImpl::FrameData::AsValueInto(
base::trace_event::TracedValue* value) const {
value->SetBoolean("has_no_damage", has_no_damage);
// Quad data can be quite large, so only dump render passes if we select
// cc.debug.quads.
bool quads_enabled;
TRACE_EVENT_CATEGORY_GROUP_ENABLED(
TRACE_DISABLED_BY_DEFAULT("cc.debug.quads"), &quads_enabled);
if (quads_enabled) {
value->BeginArray("render_passes");
for (size_t i = 0; i < render_passes.size(); ++i) {
value->BeginDictionary();
render_passes[i]->AsValueInto(value);
value->EndDictionary();
}
value->EndArray();
}
}
void LayerTreeHostImpl::FrameData::AppendRenderPass(
std::unique_ptr<RenderPass> render_pass) {
render_passes.push_back(std::move(render_pass));
}
DrawMode LayerTreeHostImpl::GetDrawMode() const {
if (resourceless_software_draw_) {
return DRAW_MODE_RESOURCELESS_SOFTWARE;
} else if (compositor_frame_sink_->context_provider()) {
return DRAW_MODE_HARDWARE;
} else {
return DRAW_MODE_SOFTWARE;
}
}
static void AppendQuadsForRenderSurfaceLayer(
RenderPass* target_render_pass,
LayerImpl* layer,
const RenderPass* contributing_render_pass,
AppendQuadsData* append_quads_data) {
RenderSurfaceImpl* surface = layer->render_surface();
const gfx::Transform& draw_transform = surface->draw_transform();
const Occlusion& occlusion = surface->occlusion_in_content_space();
SkColor debug_border_color = surface->GetDebugBorderColor();
float debug_border_width = surface->GetDebugBorderWidth();
LayerImpl* mask_layer = surface->MaskLayer();
surface->AppendQuads(target_render_pass, draw_transform, occlusion,
debug_border_color, debug_border_width, mask_layer,
append_quads_data, contributing_render_pass->id);
}
static void AppendQuadsToFillScreen(const gfx::Rect& root_scroll_layer_rect,
RenderPass* target_render_pass,
RenderSurfaceImpl* root_render_surface,
SkColor screen_background_color,
const Region& fill_region) {
if (!root_render_surface || !SkColorGetA(screen_background_color))
return;
if (fill_region.IsEmpty())
return;
// Manually create the quad state for the gutter quads, as the root layer
// doesn't have any bounds and so can't generate this itself.
// TODO(danakj): Make the gutter quads generated by the solid color layer
// (make it smarter about generating quads to fill unoccluded areas).
gfx::Rect root_target_rect = root_render_surface->content_rect();
float opacity = 1.f;
int sorting_context_id = 0;
SharedQuadState* shared_quad_state =
target_render_pass->CreateAndAppendSharedQuadState();
shared_quad_state->SetAll(gfx::Transform(), root_target_rect.size(),
root_target_rect, root_target_rect, false, opacity,
SkXfermode::kSrcOver_Mode, sorting_context_id);
for (Region::Iterator fill_rects(fill_region); fill_rects.has_rect();
fill_rects.next()) {
gfx::Rect screen_space_rect = fill_rects.rect();
gfx::Rect visible_screen_space_rect = screen_space_rect;
// Skip the quad culler and just append the quads directly to avoid
// occlusion checks.
SolidColorDrawQuad* quad =
target_render_pass->CreateAndAppendDrawQuad<SolidColorDrawQuad>();
quad->SetNew(shared_quad_state, screen_space_rect,
visible_screen_space_rect, screen_background_color, false);
}
}
static RenderPass* FindRenderPassById(const RenderPassList& list,
RenderPassId id) {
auto it = std::find_if(
list.begin(), list.end(),
[id](const std::unique_ptr<RenderPass>& p) { return p->id == id; });
return it == list.end() ? nullptr : it->get();
}
DrawResult LayerTreeHostImpl::CalculateRenderPasses(FrameData* frame) {
DCHECK(frame->render_passes.empty());
DCHECK(CanDraw());
DCHECK(!active_tree_->LayerListIsEmpty());
TrackDamageForAllSurfaces(*frame->render_surface_layer_list);
// If the root render surface has no visible damage, then don't generate a
// frame at all.
RenderSurfaceImpl* root_surface = active_tree_->RootRenderSurface();
bool root_surface_has_no_visible_damage =
!root_surface->damage_tracker()->current_damage_rect().Intersects(
root_surface->content_rect());
bool root_surface_has_contributing_layers =
!root_surface->layer_list().empty();
bool hud_wants_to_draw_ = active_tree_->hud_layer() &&
active_tree_->hud_layer()->IsAnimatingHUDContents();
bool resources_must_be_resent =
compositor_frame_sink_->capabilities().can_force_reclaim_resources;
if (root_surface_has_contributing_layers &&
root_surface_has_no_visible_damage &&
!active_tree_->property_trees()->effect_tree.HasCopyRequests() &&
!resources_must_be_resent && !hud_wants_to_draw_) {
TRACE_EVENT0("cc",
"LayerTreeHostImpl::CalculateRenderPasses::EmptyDamageRect");
frame->has_no_damage = true;
DCHECK(!resourceless_software_draw_);
return DRAW_SUCCESS;
}
TRACE_EVENT_BEGIN2(
"cc", "LayerTreeHostImpl::CalculateRenderPasses",
"render_surface_layer_list.size()",
static_cast<uint64_t>(frame->render_surface_layer_list->size()),
"RequiresHighResToDraw", RequiresHighResToDraw());
// Create the render passes in dependency order.
size_t render_surface_layer_list_size =
frame->render_surface_layer_list->size();
for (size_t i = 0; i < render_surface_layer_list_size; ++i) {
size_t surface_index = render_surface_layer_list_size - 1 - i;
LayerImpl* render_surface_layer =
(*frame->render_surface_layer_list)[surface_index];
RenderSurfaceImpl* render_surface = render_surface_layer->render_surface();
bool should_draw_into_render_pass =
active_tree_->IsRootLayer(render_surface_layer) ||
render_surface->contributes_to_drawn_surface() ||
render_surface->HasCopyRequest();
if (should_draw_into_render_pass)
render_surface->AppendRenderPasses(frame);
}
// Damage rects for non-root passes aren't meaningful, so set them to be
// equal to the output rect.
for (size_t i = 0; i + 1 < frame->render_passes.size(); ++i) {
RenderPass* pass = frame->render_passes[i].get();
pass->damage_rect = pass->output_rect;
}
// When we are displaying the HUD, change the root damage rect to cover the
// entire root surface. This will disable partial-swap/scissor optimizations
// that would prevent the HUD from updating, since the HUD does not cause
// damage itself, to prevent it from messing with damage visualizations. Since
// damage visualizations are done off the LayerImpls and RenderSurfaceImpls,
// changing the RenderPass does not affect them.
if (active_tree_->hud_layer()) {
RenderPass* root_pass = frame->render_passes.back().get();
root_pass->damage_rect = root_pass->output_rect;
}
// Grab this region here before iterating layers. Taking copy requests from
// the layers while constructing the render passes will dirty the render
// surface layer list and this unoccluded region, flipping the dirty bit to
// true, and making us able to query for it without doing
// UpdateDrawProperties again. The value inside the Region is not actually
// changed until UpdateDrawProperties happens, so a reference to it is safe.
const Region& unoccluded_screen_space_region =
active_tree_->UnoccludedScreenSpaceRegion();
// Typically when we are missing a texture and use a checkerboard quad, we
// still draw the frame. However when the layer being checkerboarded is moving
// due to an impl-animation, we drop the frame to avoid flashing due to the
// texture suddenly appearing in the future.
DrawResult draw_result = DRAW_SUCCESS;
int layers_drawn = 0;
const DrawMode draw_mode = GetDrawMode();
int num_missing_tiles = 0;
int num_incomplete_tiles = 0;
int64_t checkerboarded_no_recording_content_area = 0;
int64_t checkerboarded_needs_raster_content_area = 0;
bool have_copy_request =
active_tree()->property_trees()->effect_tree.HasCopyRequests();
bool have_missing_animated_tiles = false;
LayerIterator end = LayerIterator::End(frame->render_surface_layer_list);
for (LayerIterator it =
LayerIterator::Begin(frame->render_surface_layer_list);
it != end; ++it) {
RenderPassId target_render_pass_id =
it.target_render_surface_layer()->render_surface()->GetRenderPassId();
RenderPass* target_render_pass =
FindRenderPassById(frame->render_passes, target_render_pass_id);
AppendQuadsData append_quads_data;
if (it.represents_target_render_surface()) {
if (it->render_surface()->HasCopyRequest()) {
active_tree()
->property_trees()
->effect_tree.TakeCopyRequestsAndTransformToSurface(
it->render_surface()->EffectTreeIndex(),
&target_render_pass->copy_requests);
}
} else if (it.represents_contributing_render_surface() &&
it->render_surface()->contributes_to_drawn_surface()) {
RenderPassId contributing_render_pass_id =
it->render_surface()->GetRenderPassId();
RenderPass* contributing_render_pass =
FindRenderPassById(frame->render_passes, contributing_render_pass_id);
AppendQuadsForRenderSurfaceLayer(target_render_pass, *it,
contributing_render_pass,
&append_quads_data);
} else if (it.represents_itself() && !it->visible_layer_rect().IsEmpty()) {
bool occluded =
it->draw_properties().occlusion_in_content_space.IsOccluded(
it->visible_layer_rect());
if (!occluded && it->WillDraw(draw_mode, resource_provider_.get())) {
DCHECK_EQ(active_tree_.get(), it->layer_tree_impl());
frame->will_draw_layers.push_back(*it);
if (it->may_contain_video())
frame->may_contain_video = true;
it->AppendQuads(target_render_pass, &append_quads_data);
}
++layers_drawn;
}
rendering_stats_instrumentation_->AddVisibleContentArea(
append_quads_data.visible_layer_area);
rendering_stats_instrumentation_->AddApproximatedVisibleContentArea(
append_quads_data.approximated_visible_content_area);
rendering_stats_instrumentation_->AddCheckerboardedVisibleContentArea(
append_quads_data.checkerboarded_visible_content_area);
rendering_stats_instrumentation_->AddCheckerboardedNoRecordingContentArea(
append_quads_data.checkerboarded_no_recording_content_area);
rendering_stats_instrumentation_->AddCheckerboardedNeedsRasterContentArea(
append_quads_data.checkerboarded_needs_raster_content_area);
num_missing_tiles += append_quads_data.num_missing_tiles;
num_incomplete_tiles += append_quads_data.num_incomplete_tiles;
checkerboarded_no_recording_content_area +=
append_quads_data.checkerboarded_no_recording_content_area;
checkerboarded_needs_raster_content_area +=
append_quads_data.checkerboarded_needs_raster_content_area;
if (append_quads_data.num_missing_tiles > 0) {
have_missing_animated_tiles |=
!it->was_ever_ready_since_last_transform_animation() ||
it->screen_space_transform_is_animating();
} else {
it->set_was_ever_ready_since_last_transform_animation(true);
}
}
// If CommitToActiveTree() is true, then we wait to draw until
// NotifyReadyToDraw. That means we're in as good shape as is possible now,
// so there's no reason to stop the draw now (and this is not supported by
// SingleThreadProxy).
if (have_missing_animated_tiles && !CommitToActiveTree())
draw_result = DRAW_ABORTED_CHECKERBOARD_ANIMATIONS;
// When we require high res to draw, abort the draw (almost) always. This does
// not cause the scheduler to do a main frame, instead it will continue to try
// drawing until we finally complete, so the copy request will not be lost.
// TODO(weiliangc): Remove RequiresHighResToDraw. crbug.com/469175
if (num_incomplete_tiles || num_missing_tiles) {
if (RequiresHighResToDraw())
draw_result = DRAW_ABORTED_MISSING_HIGH_RES_CONTENT;
}
// When doing a resourceless software draw, we don't have control over the
// surface the compositor draws to, so even though the frame may not be
// complete, the previous frame has already been potentially lost, so an
// incomplete frame is better than nothing, so this takes highest precidence.
if (resourceless_software_draw_)
draw_result = DRAW_SUCCESS;
#if DCHECK_IS_ON()
for (const auto& render_pass : frame->render_passes) {
for (auto* quad : render_pass->quad_list)
DCHECK(quad->shared_quad_state);
}
DCHECK(frame->render_passes.back()->output_rect.origin().IsOrigin());
#endif
if (!active_tree_->has_transparent_background()) {
frame->render_passes.back()->has_transparent_background = false;
AppendQuadsToFillScreen(
active_tree_->RootScrollLayerDeviceViewportBounds(),
frame->render_passes.back().get(), active_tree_->RootRenderSurface(),
active_tree_->background_color(), unoccluded_screen_space_region);
}
RemoveRenderPasses(frame);
// If we're making a frame to draw, it better have at least one render pass.
DCHECK(!frame->render_passes.empty());
if (have_copy_request) {
// Any copy requests left in the tree are not going to get serviced, and
// should be aborted.
active_tree()->property_trees()->effect_tree.ClearCopyRequests();
// Draw properties depend on copy requests.
active_tree()->set_needs_update_draw_properties();
}
if (active_tree_->has_ever_been_drawn()) {
UMA_HISTOGRAM_COUNTS_100(
"Compositing.RenderPass.AppendQuadData.NumMissingTiles",
num_missing_tiles);
UMA_HISTOGRAM_COUNTS_100(
"Compositing.RenderPass.AppendQuadData.NumIncompleteTiles",
num_incomplete_tiles);
UMA_HISTOGRAM_COUNTS(
"Compositing.RenderPass.AppendQuadData."
"CheckerboardedNoRecordingContentArea",
checkerboarded_no_recording_content_area);
UMA_HISTOGRAM_COUNTS(
"Compositing.RenderPass.AppendQuadData."
"CheckerboardedNeedRasterContentArea",
checkerboarded_needs_raster_content_area);
}
// Should only have one render pass in resourceless software mode.
DCHECK(draw_mode != DRAW_MODE_RESOURCELESS_SOFTWARE ||
frame->render_passes.size() == 1u)
<< frame->render_passes.size();
TRACE_EVENT_END2("cc", "LayerTreeHostImpl::CalculateRenderPasses",
"draw_result", draw_result, "missing tiles",
num_missing_tiles);
// Draw has to be successful to not drop the copy request layer.
// When we have a copy request for a layer, we need to draw even if there
// would be animating checkerboards, because failing under those conditions
// triggers a new main frame, which may cause the copy request layer to be
// destroyed.
// TODO(weiliangc): Test copy request w/ CompositorFrameSink recreation. Would
// trigger this DCHECK.
DCHECK(!have_copy_request || draw_result == DRAW_SUCCESS);
// TODO(crbug.com/564832): This workaround to prevent creating unnecessarily
// persistent render passes. When a copy request is made, it may force a
// separate render pass for the layer, which will persist until a new commit
// removes it. Force a commit after copy requests, to remove extra render
// passes.
if (have_copy_request)
client_->SetNeedsCommitOnImplThread();
return draw_result;
}
void LayerTreeHostImpl::MainThreadHasStoppedFlinging() {
top_controls_manager_->MainThreadHasStoppedFlinging();
if (input_handler_client_)
input_handler_client_->MainThreadHasStoppedFlinging();
}
void LayerTreeHostImpl::DidAnimateScrollOffset() {
client_->SetNeedsCommitOnImplThread();
client_->RenewTreePriority();
}
void LayerTreeHostImpl::SetViewportDamage(const gfx::Rect& damage_rect) {
viewport_damage_rect_.Union(damage_rect);
}
DrawResult LayerTreeHostImpl::PrepareToDraw(FrameData* frame) {
TRACE_EVENT1("cc", "LayerTreeHostImpl::PrepareToDraw", "SourceFrameNumber",
active_tree_->source_frame_number());
if (input_handler_client_)
input_handler_client_->ReconcileElasticOverscrollAndRootScroll();
if (const char* client_name = GetClientNameForMetrics()) {
size_t total_picture_memory = 0;
for (const PictureLayerImpl* layer : active_tree()->picture_layers())
total_picture_memory += layer->GetRasterSource()->GetPictureMemoryUsage();
if (total_picture_memory != 0) {
// GetClientNameForMetrics only returns one non-null value over the
// lifetime of the process, so this histogram name is runtime constant.
UMA_HISTOGRAM_COUNTS(
base::StringPrintf("Compositing.%s.PictureMemoryUsageKb",
client_name),
base::saturated_cast<int>(total_picture_memory / 1024));
}
// GetClientNameForMetrics only returns one non-null value over the lifetime
// of the process, so this histogram name is runtime constant.
UMA_HISTOGRAM_CUSTOM_COUNTS(
base::StringPrintf("Compositing.%s.NumActiveLayers", client_name),
base::saturated_cast<int>(active_tree_->NumLayers()), 1, 400, 20);
}
bool update_lcd_text = false;
bool ok = active_tree_->UpdateDrawProperties(update_lcd_text);
DCHECK(ok) << "UpdateDrawProperties failed during draw";
// This will cause NotifyTileStateChanged() to be called for any tiles that
// completed, which will add damage for visible tiles to the frame for them so
// they appear as part of the current frame being drawn.
tile_manager_.Flush();
frame->render_surface_layer_list = &active_tree_->RenderSurfaceLayerList();
frame->render_passes.clear();
frame->will_draw_layers.clear();
frame->has_no_damage = false;
frame->may_contain_video = false;
if (active_tree_->RootRenderSurface()) {
gfx::Rect device_viewport_damage_rect = viewport_damage_rect_;
viewport_damage_rect_ = gfx::Rect();
active_tree_->RootRenderSurface()->damage_tracker()->AddDamageNextUpdate(
device_viewport_damage_rect);
}
DrawResult draw_result = CalculateRenderPasses(frame);
if (draw_result != DRAW_SUCCESS) {
DCHECK(!resourceless_software_draw_);
return draw_result;
}
// If we return DRAW_SUCCESS, then we expect DrawLayers() to be called before
// this function is called again.
return draw_result;
}
void LayerTreeHostImpl::RemoveRenderPasses(FrameData* frame) {
// There is always at least a root RenderPass.
DCHECK_GE(frame->render_passes.size(), 1u);
// A set of RenderPasses that we have seen.
std::set<RenderPassId> pass_exists;
// A set of RenderPassDrawQuads that we have seen (stored by the RenderPasses
// they refer to).
base::SmallMap<std::unordered_map<RenderPassId, int, RenderPassIdHash>>
pass_references;
// Iterate RenderPasses in draw order, removing empty render passes (except
// the root RenderPass).
for (size_t i = 0; i < frame->render_passes.size(); ++i) {
RenderPass* pass = frame->render_passes[i].get();
// Remove orphan RenderPassDrawQuads.
for (auto it = pass->quad_list.begin(); it != pass->quad_list.end();) {
if (it->material != DrawQuad::RENDER_PASS) {
++it;
continue;
}
const RenderPassDrawQuad* quad = RenderPassDrawQuad::MaterialCast(*it);
// If the RenderPass doesn't exist, we can remove the quad.
if (pass_exists.count(quad->render_pass_id)) {
// Otherwise, save a reference to the RenderPass so we know there's a
// quad using it.
pass_references[quad->render_pass_id]++;
++it;
} else {
it = pass->quad_list.EraseAndInvalidateAllPointers(it);
}
}
if (i == frame->render_passes.size() - 1) {
// Don't remove the root RenderPass.
break;
}
if (pass->quad_list.empty() && pass->copy_requests.empty()) {
// Remove the pass and decrement |i| to counter the for loop's increment,
// so we don't skip the next pass in the loop.
frame->render_passes.erase(frame->render_passes.begin() + i);
--i;
continue;
}
pass_exists.insert(pass->id);
}
// Remove RenderPasses that are not referenced by any draw quads or copy
// requests (except the root RenderPass).
for (size_t i = 0; i < frame->render_passes.size() - 1; ++i) {
// Iterating from the back of the list to the front, skipping over the
// back-most (root) pass, in order to remove each qualified RenderPass, and
// drop references to earlier RenderPasses allowing them to be removed to.
RenderPass* pass =
frame->render_passes[frame->render_passes.size() - 2 - i].get();
if (!pass->copy_requests.empty())
continue;
if (pass_references[pass->id])
continue;
for (auto it = pass->quad_list.begin(); it != pass->quad_list.end(); ++it) {
if (it->material != DrawQuad::RENDER_PASS)
continue;
const RenderPassDrawQuad* quad = RenderPassDrawQuad::MaterialCast(*it);
pass_references[quad->render_pass_id]--;
}
frame->render_passes.erase(frame->render_passes.end() - 2 - i);
--i;
}
}
void LayerTreeHostImpl::EvictTexturesForTesting() {
UpdateTileManagerMemoryPolicy(ManagedMemoryPolicy(0));
}
void LayerTreeHostImpl::BlockNotifyReadyToActivateForTesting(bool block) {
NOTREACHED();
}
void LayerTreeHostImpl::ResetTreesForTesting() {
if (active_tree_)
active_tree_->DetachLayers();
active_tree_ =
base::MakeUnique<LayerTreeImpl>(this, active_tree()->page_scale_factor(),
active_tree()->top_controls_shown_ratio(),
active_tree()->elastic_overscroll());
active_tree_->property_trees()->is_active = true;
if (pending_tree_)
pending_tree_->DetachLayers();
pending_tree_ = nullptr;
pending_tree_duration_timer_ = nullptr;
if (recycle_tree_)
recycle_tree_->DetachLayers();
recycle_tree_ = nullptr;
}
size_t LayerTreeHostImpl::SourceAnimationFrameNumberForTesting() const {
return fps_counter_->current_frame_number();
}
void LayerTreeHostImpl::UpdateTileManagerMemoryPolicy(
const ManagedMemoryPolicy& policy) {
if (!resource_pool_)
return;
global_tile_state_.hard_memory_limit_in_bytes = 0;
global_tile_state_.soft_memory_limit_in_bytes = 0;
if (visible_ && policy.bytes_limit_when_visible > 0) {
global_tile_state_.hard_memory_limit_in_bytes =
policy.bytes_limit_when_visible;
global_tile_state_.soft_memory_limit_in_bytes =
(static_cast<int64_t>(global_tile_state_.hard_memory_limit_in_bytes) *
settings_.max_memory_for_prepaint_percentage) /
100;
}
global_tile_state_.memory_limit_policy =
ManagedMemoryPolicy::PriorityCutoffToTileMemoryLimitPolicy(
visible_ ? policy.priority_cutoff_when_visible
: gpu::MemoryAllocation::CUTOFF_ALLOW_NOTHING);
global_tile_state_.num_resources_limit = policy.num_resources_limit;
if (global_tile_state_.hard_memory_limit_in_bytes > 0) {
// If |global_tile_state_.hard_memory_limit_in_bytes| is greater than 0, we
// are visible. Notify the worker context here. We handle becoming
// invisible in NotifyAllTileTasksComplete to avoid interrupting running
// work.
SetWorkerContextVisibility(true);
// If |global_tile_state_.hard_memory_limit_in_bytes| is greater than 0, we
// allow the image decode controller to retain resources. We handle the
// equal to 0 case in NotifyAllTileTasksComplete to avoid interrupting
// running work.
if (image_decode_controller_)
image_decode_controller_->SetShouldAggressivelyFreeResources(false);
}
DCHECK(resource_pool_);
resource_pool_->CheckBusyResources();
// Soft limit is used for resource pool such that memory returns to soft
// limit after going over.
resource_pool_->SetResourceUsageLimits(
global_tile_state_.soft_memory_limit_in_bytes,
global_tile_state_.num_resources_limit);
DidModifyTilePriorities();
}
void LayerTreeHostImpl::DidModifyTilePriorities() {
// Mark priorities as dirty and schedule a PrepareTiles().
tile_priorities_dirty_ = true;
client_->SetNeedsPrepareTilesOnImplThread();
}
std::unique_ptr<RasterTilePriorityQueue> LayerTreeHostImpl::BuildRasterQueue(
TreePriority tree_priority,
RasterTilePriorityQueue::Type type) {
TRACE_EVENT0(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
"LayerTreeHostImpl::BuildRasterQueue");
return RasterTilePriorityQueue::Create(active_tree_->picture_layers(),
pending_tree_
? pending_tree_->picture_layers()
: std::vector<PictureLayerImpl*>(),
tree_priority, type);
}
std::unique_ptr<EvictionTilePriorityQueue>
LayerTreeHostImpl::BuildEvictionQueue(TreePriority tree_priority) {
TRACE_EVENT0(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
"LayerTreeHostImpl::BuildEvictionQueue");
std::unique_ptr<EvictionTilePriorityQueue> queue(
new EvictionTilePriorityQueue);
queue->Build(active_tree_->picture_layers(),
pending_tree_ ? pending_tree_->picture_layers()
: std::vector<PictureLayerImpl*>(),
tree_priority);
return queue;
}
void LayerTreeHostImpl::SetIsLikelyToRequireADraw(
bool is_likely_to_require_a_draw) {
// Proactively tell the scheduler that we expect to draw within each vsync
// until we get all the tiles ready to draw. If we happen to miss a required
// for draw tile here, then we will miss telling the scheduler each frame that
// we intend to draw so it may make worse scheduling decisions.
is_likely_to_require_a_draw_ = is_likely_to_require_a_draw;
}
gfx::ColorSpace LayerTreeHostImpl::GetTileColorSpace() const {
if (!sync_tree())
return gfx::ColorSpace();
return sync_tree()->device_color_space();
}
void LayerTreeHostImpl::NotifyReadyToActivate() {
client_->NotifyReadyToActivate();
}
void LayerTreeHostImpl::NotifyReadyToDraw() {
// Tiles that are ready will cause NotifyTileStateChanged() to be called so we
// don't need to schedule a draw here. Just stop WillBeginImplFrame() from
// causing optimistic requests to draw a frame.
is_likely_to_require_a_draw_ = false;
client_->NotifyReadyToDraw();
}
void LayerTreeHostImpl::NotifyAllTileTasksCompleted() {
// The tile tasks started by the most recent call to PrepareTiles have
// completed. Now is a good time to free resources if necessary.
if (global_tile_state_.hard_memory_limit_in_bytes == 0) {
// Free image decode controller resources before notifying the worker
// context of visibility change. This ensures that the imaged decode
// controller has released all Skia refs at the time Skia's cleanup
// executes (within worker context's cleanup).
if (image_decode_controller_)
image_decode_controller_->SetShouldAggressivelyFreeResources(true);
SetWorkerContextVisibility(false);
}
}
void LayerTreeHostImpl::NotifyTileStateChanged(const Tile* tile) {
TRACE_EVENT0("cc", "LayerTreeHostImpl::NotifyTileStateChanged");
if (active_tree_) {
LayerImpl* layer_impl =
active_tree_->FindActiveTreeLayerById(tile->layer_id());
if (layer_impl)
layer_impl->NotifyTileStateChanged(tile);
}
if (pending_tree_) {
LayerImpl* layer_impl =
pending_tree_->FindPendingTreeLayerById(tile->layer_id());
if (layer_impl)
layer_impl->NotifyTileStateChanged(tile);
}
// Check for a non-null active tree to avoid doing this during shutdown.
if (active_tree_ && !client_->IsInsideDraw() && tile->required_for_draw()) {
// The LayerImpl::NotifyTileStateChanged() should damage the layer, so this
// redraw will make those tiles be displayed.
SetNeedsRedraw();
}
}
void LayerTreeHostImpl::SetMemoryPolicy(const ManagedMemoryPolicy& policy) {
DCHECK(task_runner_provider_->IsImplThread());
SetManagedMemoryPolicy(policy);
// This is short term solution to synchronously drop tile resources when
// using synchronous compositing to avoid memory usage regression.
// TODO(boliu): crbug.com/499004 to track removing this.
if (!policy.bytes_limit_when_visible && resource_pool_ &&
settings_.using_synchronous_renderer_compositor) {
ReleaseTreeResources();
CleanUpTileManagerAndUIResources();
// Force a call to NotifyAllTileTasks completed - otherwise this logic may
// be skipped if no work was enqueued at the time the tile manager was
// destroyed.
NotifyAllTileTasksCompleted();
CreateTileManagerResources();
RecreateTreeResources();
}
}
void LayerTreeHostImpl::SetTreeActivationCallback(
const base::Closure& callback) {
DCHECK(task_runner_provider_->IsImplThread());
tree_activation_callback_ = callback;
}
void LayerTreeHostImpl::SetManagedMemoryPolicy(
const ManagedMemoryPolicy& policy) {
if (cached_managed_memory_policy_ == policy)
return;
ManagedMemoryPolicy old_policy = ActualManagedMemoryPolicy();
cached_managed_memory_policy_ = policy;
ManagedMemoryPolicy actual_policy = ActualManagedMemoryPolicy();
if (old_policy == actual_policy)
return;
UpdateTileManagerMemoryPolicy(actual_policy);
// If there is already enough memory to draw everything imaginable and the
// new memory limit does not change this, then do not re-commit. Don't bother
// skipping commits if this is not visible (commits don't happen when not
// visible, there will almost always be a commit when this becomes visible).
bool needs_commit = true;
if (visible() &&
actual_policy.bytes_limit_when_visible >= max_memory_needed_bytes_ &&
old_policy.bytes_limit_when_visible >= max_memory_needed_bytes_ &&
actual_policy.priority_cutoff_when_visible ==
old_policy.priority_cutoff_when_visible) {
needs_commit = false;
}
if (needs_commit)
client_->SetNeedsCommitOnImplThread();
}
void LayerTreeHostImpl::SetExternalTilePriorityConstraints(
const gfx::Rect& viewport_rect,
const gfx::Transform& transform) {
gfx::Rect viewport_rect_for_tile_priority_in_view_space;
gfx::Transform screen_to_view(gfx::Transform::kSkipInitialization);
if (transform.GetInverse(&screen_to_view)) {
// Convert from screen space to view space.
viewport_rect_for_tile_priority_in_view_space =
MathUtil::ProjectEnclosingClippedRect(screen_to_view, viewport_rect);
}
const bool tile_priority_params_changed =
viewport_rect_for_tile_priority_ !=
viewport_rect_for_tile_priority_in_view_space;
viewport_rect_for_tile_priority_ =
viewport_rect_for_tile_priority_in_view_space;
if (tile_priority_params_changed) {
active_tree_->set_needs_update_draw_properties();
if (pending_tree_)
pending_tree_->set_needs_update_draw_properties();
// Compositor, not CompositorFrameSink, is responsible for setting damage
// and triggering redraw for constraint changes.
SetFullViewportDamage();
SetNeedsRedraw();
}
}
void LayerTreeHostImpl::DidSwapBuffersComplete() {
client_->DidSwapBuffersCompleteOnImplThread();
}
void LayerTreeHostImpl::ReclaimResources(
const ReturnedResourceArray& resources) {
// TODO(piman): We may need to do some validation on this ack before
// processing it.
if (resource_provider_)
resource_provider_->ReceiveReturnsFromParent(resources);
// In OOM, we now might be able to release more resources that were held
// because they were exported.
if (resource_pool_) {
if (resource_pool_->memory_usage_bytes()) {
const size_t kMegabyte = 1024 * 1024;
// This is a good time to log memory usage. A chunk of work has just
// completed but none of the memory used for that work has likely been
// freed.
UMA_HISTOGRAM_MEMORY_MB(
"Renderer4.ResourcePoolMemoryUsage",
static_cast<int>(resource_pool_->memory_usage_bytes() / kMegabyte));
}
resource_pool_->CheckBusyResources();
resource_pool_->ReduceResourceUsage();
}
// If we're not visible, we likely released resources, so we want to
// aggressively flush here to make sure those DeleteTextures make it to the
// GPU process to free up the memory.
if (compositor_frame_sink_->context_provider() && !visible_) {
compositor_frame_sink_->context_provider()
->ContextGL()
->ShallowFlushCHROMIUM();
}
}
void LayerTreeHostImpl::OnDraw(const gfx::Transform& transform,
const gfx::Rect& viewport,
bool resourceless_software_draw) {
DCHECK(!resourceless_software_draw_);
const bool transform_changed = external_transform_ != transform;
const bool viewport_changed = external_viewport_ != viewport;
external_transform_ = transform;
external_viewport_ = viewport;
{
base::AutoReset<bool> resourceless_software_draw_reset(
&resourceless_software_draw_, resourceless_software_draw);
// For resourceless software draw, always set full damage to ensure they
// always swap. Otherwise, need to set redraw for any changes to draw
// parameters.
if (transform_changed || viewport_changed || resourceless_software_draw_) {
SetFullViewportDamage();
SetNeedsRedraw();
active_tree_->set_needs_update_draw_properties();
}
if (resourceless_software_draw) {
client_->OnCanDrawStateChanged(CanDraw());
}
client_->OnDrawForCompositorFrameSink(resourceless_software_draw_);
}
if (resourceless_software_draw) {
active_tree_->set_needs_update_draw_properties();
client_->OnCanDrawStateChanged(CanDraw());
// This draw may have reset all damage, which would lead to subsequent
// incorrect hardware draw, so explicitly set damage for next hardware
// draw as well.
SetFullViewportDamage();
}
}
void LayerTreeHostImpl::OnCanDrawStateChangedForTree() {
client_->OnCanDrawStateChanged(CanDraw());
}
CompositorFrameMetadata LayerTreeHostImpl::MakeCompositorFrameMetadata() const {
CompositorFrameMetadata metadata;
metadata.device_scale_factor = active_tree_->painted_device_scale_factor() *
active_tree_->device_scale_factor();
metadata.page_scale_factor = active_tree_->current_page_scale_factor();
metadata.scrollable_viewport_size = active_tree_->ScrollableViewportSize();
metadata.root_layer_size = active_tree_->ScrollableSize();
metadata.min_page_scale_factor = active_tree_->min_page_scale_factor();
metadata.max_page_scale_factor = active_tree_->max_page_scale_factor();
metadata.top_controls_height = top_controls_manager_->TopControlsHeight();
metadata.top_controls_shown_ratio =
top_controls_manager_->TopControlsShownRatio();
metadata.bottom_controls_height =
top_controls_manager_->BottomControlsHeight();
metadata.bottom_controls_shown_ratio =
top_controls_manager_->BottomControlsShownRatio();
metadata.root_background_color = active_tree_->background_color();
active_tree_->GetViewportSelection(&metadata.selection);
if (OuterViewportScrollLayer()) {
metadata.root_overflow_x_hidden =
!OuterViewportScrollLayer()->user_scrollable_horizontal();
metadata.root_overflow_y_hidden =
!OuterViewportScrollLayer()->user_scrollable_vertical();
}
if (GetDrawMode() == DRAW_MODE_RESOURCELESS_SOFTWARE) {
metadata.is_resourceless_software_draw_with_scroll_or_animation =
IsActivelyScrolling() || animation_host_->NeedsAnimateLayers();
}
for (LayerImpl* surface_layer : active_tree_->SurfaceLayers()) {
metadata.referenced_surfaces.push_back(
static_cast<SurfaceLayerImpl*>(surface_layer)->surface_id());
}
if (!InnerViewportScrollLayer())
return metadata;
metadata.root_overflow_x_hidden |=
!InnerViewportScrollLayer()->user_scrollable_horizontal();
metadata.root_overflow_y_hidden |=
!InnerViewportScrollLayer()->user_scrollable_vertical();
// TODO(miletus) : Change the metadata to hold ScrollOffset.
metadata.root_scroll_offset =
gfx::ScrollOffsetToVector2dF(active_tree_->TotalScrollOffset());
return metadata;
}
bool LayerTreeHostImpl::DrawLayers(FrameData* frame) {
DCHECK(CanDraw());
DCHECK_EQ(frame->has_no_damage, frame->render_passes.empty());
TRACE_EVENT0("cc", "LayerTreeHostImpl::DrawLayers");
ResetRequiresHighResToDraw();
if (frame->has_no_damage) {
DCHECK(!resourceless_software_draw_);
TRACE_EVENT_INSTANT0("cc", "EarlyOut_NoDamage", TRACE_EVENT_SCOPE_THREAD);
active_tree()->BreakSwapPromises(SwapPromise::SWAP_FAILS);
return false;
}
fps_counter_->SaveTimeStamp(CurrentBeginFrameArgs().frame_time,
!compositor_frame_sink_->context_provider());
rendering_stats_instrumentation_->IncrementFrameCount(1);
memory_history_->SaveEntry(tile_manager_.memory_stats_from_last_assign());
if (debug_state_.ShowHudRects()) {
debug_rect_history_->SaveDebugRectsForCurrentFrame(
active_tree(), active_tree_->hud_layer(),
*frame->render_surface_layer_list, debug_state_);
}
bool is_new_trace;
TRACE_EVENT_IS_NEW_TRACE(&is_new_trace);
if (is_new_trace) {
if (pending_tree_) {
LayerTreeHostCommon::CallFunctionForEveryLayer(
pending_tree(), [](LayerImpl* layer) { layer->DidBeginTracing(); });
}
LayerTreeHostCommon::CallFunctionForEveryLayer(
active_tree(), [](LayerImpl* layer) { layer->DidBeginTracing(); });
}
{
TRACE_EVENT0("cc", "DrawLayers.FrameViewerTracing");
TRACE_EVENT_OBJECT_SNAPSHOT_WITH_ID(
frame_viewer_instrumentation::kCategoryLayerTree,
"cc::LayerTreeHostImpl", id_, AsValueWithFrame(frame));
}
const DrawMode draw_mode = GetDrawMode();
// Because the contents of the HUD depend on everything else in the frame, the
// contents of its texture are updated as the last thing before the frame is
// drawn.
if (active_tree_->hud_layer()) {
TRACE_EVENT0("cc", "DrawLayers.UpdateHudTexture");
active_tree_->hud_layer()->UpdateHudTexture(draw_mode,
resource_provider_.get());
}
CompositorFrameMetadata metadata = MakeCompositorFrameMetadata();
metadata.may_contain_video = frame->may_contain_video;
active_tree()->FinishSwapPromises(&metadata);
for (auto& latency : metadata.latency_info) {
TRACE_EVENT_WITH_FLOW1("input,benchmark", "LatencyInfo.Flow",
TRACE_ID_DONT_MANGLE(latency.trace_id()),
TRACE_EVENT_FLAG_FLOW_IN | TRACE_EVENT_FLAG_FLOW_OUT,
"step", "SwapBuffers");
// Only add the latency component once for renderer swap, not the browser
// swap.
if (!latency.FindLatency(ui::INPUT_EVENT_LATENCY_RENDERER_SWAP_COMPONENT, 0,
nullptr)) {
latency.AddLatencyNumber(ui::INPUT_EVENT_LATENCY_RENDERER_SWAP_COMPONENT,
0, 0);
}
}
// Collect all resource ids in the render passes into a single array.
ResourceProvider::ResourceIdArray resources;
for (const auto& render_pass : frame->render_passes) {
for (auto* quad : render_pass->quad_list) {
for (ResourceId resource_id : quad->resources)
resources.push_back(resource_id);
}
}
auto data = base::MakeUnique<DelegatedFrameData>();
resource_provider_->PrepareSendToParent(resources, &data->resource_list);
data->render_pass_list = std::move(frame->render_passes);
CompositorFrame compositor_frame;
compositor_frame.metadata = std::move(metadata);
compositor_frame.delegated_frame_data = std::move(data);
compositor_frame_sink_->SwapBuffers(std::move(compositor_frame));
// The next frame should start by assuming nothing has changed, and changes
// are noted as they occur.
// TODO(boliu): If we did a temporary software renderer frame, propogate the
// damage forward to the next frame.
for (size_t i = 0; i < frame->render_surface_layer_list->size(); i++) {
auto* surface = (*frame->render_surface_layer_list)[i]->render_surface();
surface->damage_tracker()->DidDrawDamagedArea();
}
active_tree_->ResetAllChangeTracking();
active_tree_->set_has_ever_been_drawn(true);
devtools_instrumentation::DidDrawFrame(id_);
benchmark_instrumentation::IssueImplThreadRenderingStatsEvent(
rendering_stats_instrumentation_->impl_thread_rendering_stats());
rendering_stats_instrumentation_->AccumulateAndClearImplThreadStats();
return true;
}
void LayerTreeHostImpl::DidDrawAllLayers(const FrameData& frame) {
for (size_t i = 0; i < frame.will_draw_layers.size(); ++i)
frame.will_draw_layers[i]->DidDraw(resource_provider_.get());
for (auto* it : video_frame_controllers_)
it->DidDrawFrame();
}
int LayerTreeHostImpl::RequestedMSAASampleCount() const {
if (settings_.gpu_rasterization_msaa_sample_count == -1) {
// Use the most up-to-date version of device_scale_factor that we have.
float device_scale_factor = pending_tree_
? pending_tree_->device_scale_factor()
: active_tree_->device_scale_factor();
return device_scale_factor >= 2.0f ? 4 : 8;
}
return settings_.gpu_rasterization_msaa_sample_count;
}
void LayerTreeHostImpl::SetHasGpuRasterizationTrigger(bool flag) {
if (has_gpu_rasterization_trigger_ != flag) {
has_gpu_rasterization_trigger_ = flag;
need_update_gpu_rasterization_status_ = true;
}
}
void LayerTreeHostImpl::SetContentIsSuitableForGpuRasterization(bool flag) {
if (content_is_suitable_for_gpu_rasterization_ != flag) {
content_is_suitable_for_gpu_rasterization_ = flag;
need_update_gpu_rasterization_status_ = true;
}
}
bool LayerTreeHostImpl::CanUseGpuRasterization() {
if (!(compositor_frame_sink_ && compositor_frame_sink_->context_provider() &&
compositor_frame_sink_->worker_context_provider()))
return false;
ContextProvider* context_provider =
compositor_frame_sink_->worker_context_provider();
ContextProvider::ScopedContextLock scoped_context(context_provider);
if (!context_provider->GrContext())
return false;
return true;
}
bool LayerTreeHostImpl::UpdateGpuRasterizationStatus() {
// TODO(danakj): Can we avoid having this run when there's no
// CompositorFrameSink?
// For now just early out and leave things unchanged, we'll come back here
// when we get an CompositorFrameSink.
if (!compositor_frame_sink_)
return false;
int requested_msaa_samples = RequestedMSAASampleCount();
int max_msaa_samples = 0;
ContextProvider* compositor_context_provider =
compositor_frame_sink_->context_provider();
if (compositor_context_provider) {
const auto& caps = compositor_context_provider->ContextCapabilities();
if (!caps.msaa_is_slow)
max_msaa_samples = caps.max_samples;
}
bool use_gpu = false;
bool use_msaa = false;
bool using_msaa_for_complex_content =
requested_msaa_samples > 0 && max_msaa_samples >= requested_msaa_samples;
if (settings_.gpu_rasterization_forced) {
use_gpu = true;
gpu_rasterization_status_ = GpuRasterizationStatus::ON_FORCED;
use_msaa = !content_is_suitable_for_gpu_rasterization_ &&
using_msaa_for_complex_content;
if (use_msaa) {
gpu_rasterization_status_ = GpuRasterizationStatus::MSAA_CONTENT;
}
} else if (!settings_.gpu_rasterization_enabled) {
gpu_rasterization_status_ = GpuRasterizationStatus::OFF_DEVICE;
} else if (!has_gpu_rasterization_trigger_) {
gpu_rasterization_status_ = GpuRasterizationStatus::OFF_VIEWPORT;
} else if (content_is_suitable_for_gpu_rasterization_) {
use_gpu = true;
gpu_rasterization_status_ = GpuRasterizationStatus::ON;
} else if (using_msaa_for_complex_content) {
use_gpu = use_msaa = true;
gpu_rasterization_status_ = GpuRasterizationStatus::MSAA_CONTENT;
} else {
gpu_rasterization_status_ = GpuRasterizationStatus::OFF_CONTENT;
}
if (use_gpu && !use_gpu_rasterization_) {
if (!CanUseGpuRasterization()) {
// If GPU rasterization is unusable, e.g. if GlContext could not
// be created due to losing the GL context, force use of software
// raster.
use_gpu = false;
use_msaa = false;
gpu_rasterization_status_ = GpuRasterizationStatus::OFF_DEVICE;
}
}
if (use_gpu == use_gpu_rasterization_ && use_msaa == use_msaa_)
return false;
// Note that this must happen first, in case the rest of the calls want to
// query the new state of |use_gpu_rasterization_|.
use_gpu_rasterization_ = use_gpu;
use_msaa_ = use_msaa;
return true;
}
void LayerTreeHostImpl::UpdateTreeResourcesForGpuRasterizationIfNeeded() {
if (!need_update_gpu_rasterization_status_)
return;
if (!UpdateGpuRasterizationStatus())
return;
// Clean up and replace existing tile manager with another one that uses
// appropriate rasterizer. Only do this however if we already have a
// resource pool, since otherwise we might not be able to create a new
// one.
ReleaseTreeResources();
if (resource_pool_) {
CleanUpTileManagerAndUIResources();
CreateTileManagerResources();
}
RecreateTreeResources();
// We have released tilings for both active and pending tree.
// We would not have any content to draw until the pending tree is activated.
// Prevent the active tree from drawing until activation.
// TODO(crbug.com/469175): Replace with RequiresHighResToDraw.
SetRequiresHighResToDraw();
}
void LayerTreeHostImpl::WillBeginImplFrame(const BeginFrameArgs& args) {
current_begin_frame_tracker_.Start(args);
if (is_likely_to_require_a_draw_) {
// Optimistically schedule a draw. This will let us expect the tile manager
// to complete its work so that we can draw new tiles within the impl frame
// we are beginning now.
SetNeedsRedraw();
}
Animate();
for (auto* it : video_frame_controllers_)
it->OnBeginFrame(args);
}
void LayerTreeHostImpl::DidFinishImplFrame() {
current_begin_frame_tracker_.Finish();
}
void LayerTreeHostImpl::UpdateViewportContainerSizes() {
LayerImpl* inner_container = active_tree_->InnerViewportContainerLayer();
LayerImpl* outer_container = active_tree_->OuterViewportContainerLayer();
if (!inner_container)
return;
ViewportAnchor anchor(InnerViewportScrollLayer(), OuterViewportScrollLayer());
float top_controls_layout_height =
active_tree_->top_controls_shrink_blink_size()
? active_tree_->top_controls_height()
: 0.f;
float delta_from_top_controls =
top_controls_layout_height - top_controls_manager_->ContentTopOffset();
float bottom_controls_layout_height =
active_tree_->top_controls_shrink_blink_size()
? active_tree_->bottom_controls_height()
: 0.f;
delta_from_top_controls += bottom_controls_layout_height -
top_controls_manager_->ContentBottomOffset();
// Adjust the viewport layers by shrinking/expanding the container to account
// for changes in the size (e.g. top controls) since the last resize from
// Blink.
gfx::Vector2dF amount_to_expand(0.f, delta_from_top_controls);
inner_container->SetBoundsDelta(amount_to_expand);
if (outer_container && !outer_container->BoundsForScrolling().IsEmpty()) {
// Adjust the outer viewport container as well, since adjusting only the
// inner may cause its bounds to exceed those of the outer, causing scroll
// clamping.
gfx::Vector2dF amount_to_expand_scaled = gfx::ScaleVector2d(
amount_to_expand, 1.f / active_tree_->min_page_scale_factor());
outer_container->SetBoundsDelta(amount_to_expand_scaled);
active_tree_->InnerViewportScrollLayer()->SetBoundsDelta(
amount_to_expand_scaled);
anchor.ResetViewportToAnchoredPosition();
}
}
void LayerTreeHostImpl::SynchronouslyInitializeAllTiles() {
// Only valid for the single-threaded non-scheduled/synchronous case
// using the zero copy raster worker pool.
single_thread_synchronous_task_graph_runner_->RunUntilIdle();
}
void LayerTreeHostImpl::DidLoseCompositorFrameSink() {
if (resource_provider_)
resource_provider_->DidLoseContextProvider();
has_valid_compositor_frame_sink_ = false;
client_->DidLoseCompositorFrameSinkOnImplThread();
}
bool LayerTreeHostImpl::HaveRootScrollLayer() const {
return !!InnerViewportScrollLayer();
}
LayerImpl* LayerTreeHostImpl::InnerViewportScrollLayer() const {
return active_tree_->InnerViewportScrollLayer();
}
LayerImpl* LayerTreeHostImpl::OuterViewportScrollLayer() const {
return active_tree_->OuterViewportScrollLayer();
}
LayerImpl* LayerTreeHostImpl::CurrentlyScrollingLayer() const {
return active_tree_->CurrentlyScrollingLayer();
}
bool LayerTreeHostImpl::IsActivelyScrolling() const {
if (!CurrentlyScrollingLayer())
return false;
// On Android WebView root flings are controlled by the application,
// so the compositor does not animate them and can't tell if they
// are actually animating. So assume there are none.
if (settings_.ignore_root_layer_flings && IsCurrentlyScrollingViewport())
return false;
return did_lock_scrolling_layer_;
}
void LayerTreeHostImpl::CreatePendingTree() {
CHECK(!pending_tree_);
if (recycle_tree_) {
recycle_tree_.swap(pending_tree_);
} else {
pending_tree_ = base::MakeUnique<LayerTreeImpl>(
this, active_tree()->page_scale_factor(),
active_tree()->top_controls_shown_ratio(),
active_tree()->elastic_overscroll());
}
client_->OnCanDrawStateChanged(CanDraw());
TRACE_EVENT_ASYNC_BEGIN0("cc", "PendingTree:waiting", pending_tree_.get());
DCHECK(!pending_tree_duration_timer_);
pending_tree_duration_timer_.reset(new PendingTreeDurationHistogramTimer());
}
void LayerTreeHostImpl::ActivateSyncTree() {
if (pending_tree_) {
TRACE_EVENT_ASYNC_END0("cc", "PendingTree:waiting", pending_tree_.get());
DCHECK(pending_tree_duration_timer_);
// Reset will call the destructor and log the timer histogram.
pending_tree_duration_timer_.reset();
// Process any requests in the UI resource queue. The request queue is
// given in LayerTreeHost::FinishCommitOnImplThread. This must take place
// before the swap.
pending_tree_->ProcessUIResourceRequestQueue();
if (pending_tree_->needs_full_tree_sync()) {
TreeSynchronizer::SynchronizeTrees(pending_tree_.get(),
active_tree_.get());
}
// Property trees may store damage status. We preserve the active tree
// damage status by pushing the damage status from active tree property
// trees to pending tree property trees or by moving it onto the layers.
if (active_tree_->property_trees()->changed) {
if (pending_tree_->property_trees()->sequence_number ==
active_tree_->property_trees()->sequence_number)
active_tree_->property_trees()->PushChangeTrackingTo(
pending_tree_->property_trees());
else
active_tree_->MoveChangeTrackingToLayers();
}
active_tree_->property_trees()->PushOpacityIfNeeded(
pending_tree_->property_trees());
TreeSynchronizer::PushLayerProperties(pending_tree(), active_tree());
pending_tree_->PushPropertiesTo(active_tree_.get());
if (!pending_tree_->LayerListIsEmpty())
pending_tree_->property_trees()->ResetAllChangeTracking();
// Now that we've synced everything from the pending tree to the active
// tree, rename the pending tree the recycle tree so we can reuse it on the
// next sync.
DCHECK(!recycle_tree_);
pending_tree_.swap(recycle_tree_);
// If we commit to the active tree directly, this is already done during
// commit.
ActivateAnimations();
// Compositor worker operates on the active tree so we have to run again
// after activation.
Mutate(CurrentBeginFrameArgs().frame_time);
} else {
active_tree_->ProcessUIResourceRequestQueue();
}
UpdateViewportContainerSizes();
active_tree_->DidBecomeActive();
client_->RenewTreePriority();
// If we have any picture layers, then by activating we also modified tile
// priorities.
if (!active_tree_->picture_layers().empty())
DidModifyTilePriorities();
client_->OnCanDrawStateChanged(CanDraw());
client_->DidActivateSyncTree();
if (!tree_activation_callback_.is_null())
tree_activation_callback_.Run();
std::unique_ptr<PendingPageScaleAnimation> pending_page_scale_animation =
active_tree_->TakePendingPageScaleAnimation();
if (pending_page_scale_animation) {
StartPageScaleAnimation(pending_page_scale_animation->target_offset,
pending_page_scale_animation->use_anchor,
pending_page_scale_animation->scale,
pending_page_scale_animation->duration);
}
// Activation can change the root scroll offset, so inform the synchronous
// input handler.
UpdateRootLayerStateForSynchronousInputHandler();
}
void LayerTreeHostImpl::SetVisible(bool visible) {
DCHECK(task_runner_provider_->IsImplThread());
if (visible_ == visible)
return;
visible_ = visible;
DidVisibilityChange(this, visible_);
UpdateTileManagerMemoryPolicy(ActualManagedMemoryPolicy());
// If we just became visible, we have to ensure that we draw high res tiles,
// to prevent checkerboard/low res flashes.
if (visible_) {
// TODO(crbug.com/469175): Replace with RequiresHighResToDraw.
SetRequiresHighResToDraw();
} else {
EvictAllUIResources();
// Call PrepareTiles to evict tiles when we become invisible.
PrepareTiles();
}
// Update visibility for the compositor context provider.
SetCompositorContextVisibility(visible);
}
void LayerTreeHostImpl::SetNeedsOneBeginImplFrame() {
// TODO(miletus): This is just the compositor-thread-side call to the
// SwapPromiseMonitor to say something happened that may cause a swap in the
// future. The name should not refer to SetNeedsRedraw but it does for now.
NotifySwapPromiseMonitorsOfSetNeedsRedraw();
client_->SetNeedsOneBeginImplFrameOnImplThread();
}
void LayerTreeHostImpl::SetNeedsRedraw() {
NotifySwapPromiseMonitorsOfSetNeedsRedraw();
client_->SetNeedsRedrawOnImplThread();
}
ManagedMemoryPolicy LayerTreeHostImpl::ActualManagedMemoryPolicy() const {
ManagedMemoryPolicy actual = cached_managed_memory_policy_;
if (debug_state_.rasterize_only_visible_content) {
actual.priority_cutoff_when_visible =
gpu::MemoryAllocation::CUTOFF_ALLOW_REQUIRED_ONLY;
} else if (use_gpu_rasterization()) {
actual.priority_cutoff_when_visible =
gpu::MemoryAllocation::CUTOFF_ALLOW_NICE_TO_HAVE;
}
return actual;
}
void LayerTreeHostImpl::ReleaseTreeResources() {
active_tree_->ReleaseResources();
if (pending_tree_)
pending_tree_->ReleaseResources();
if (recycle_tree_)
recycle_tree_->ReleaseResources();
EvictAllUIResources();
}
void LayerTreeHostImpl::RecreateTreeResources() {
active_tree_->RecreateResources();
if (pending_tree_)
pending_tree_->RecreateResources();
if (recycle_tree_)
recycle_tree_->RecreateResources();
}
void LayerTreeHostImpl::CreateTileManagerResources() {
CreateResourceAndRasterBufferProvider(&raster_buffer_provider_,
&resource_pool_);
if (use_gpu_rasterization_) {
image_decode_controller_ = base::MakeUnique<GpuImageDecodeController>(
compositor_frame_sink_->worker_context_provider(),
settings_.renderer_settings.preferred_tile_format,
settings_.gpu_decoded_image_budget_bytes);
} else {
image_decode_controller_ = base::MakeUnique<SoftwareImageDecodeController>(
settings_.renderer_settings.preferred_tile_format,
settings_.software_decoded_image_budget_bytes);
}
// Pass the single-threaded synchronous task graph runner to the worker pool
// if we're in synchronous single-threaded mode.
TaskGraphRunner* task_graph_runner = task_graph_runner_;
if (is_synchronous_single_threaded_) {
DCHECK(!single_thread_synchronous_task_graph_runner_);
single_thread_synchronous_task_graph_runner_.reset(
new SynchronousTaskGraphRunner);
task_graph_runner = single_thread_synchronous_task_graph_runner_.get();
}
tile_task_manager_ = TileTaskManagerImpl::Create(task_graph_runner);
// TODO(vmpstr): Initialize tile task limit at ctor time.
tile_manager_.SetResources(
resource_pool_.get(), image_decode_controller_.get(),
tile_task_manager_.get(), raster_buffer_provider_.get(),
is_synchronous_single_threaded_ ? std::numeric_limits<size_t>::max()
: settings_.scheduled_raster_task_limit,
use_gpu_rasterization_);
UpdateTileManagerMemoryPolicy(ActualManagedMemoryPolicy());
}
void LayerTreeHostImpl::CreateResourceAndRasterBufferProvider(
std::unique_ptr<RasterBufferProvider>* raster_buffer_provider,
std::unique_ptr<ResourcePool>* resource_pool) {
DCHECK(GetTaskRunner());
// TODO(vmpstr): Make this a DCHECK (or remove) when crbug.com/419086 is
// resolved.
CHECK(resource_provider_);
ContextProvider* compositor_context_provider =
compositor_frame_sink_->context_provider();
if (!compositor_context_provider) {
*resource_pool =
ResourcePool::Create(resource_provider_.get(), GetTaskRunner(),
ResourcePool::kDefaultExpirationDelay);
*raster_buffer_provider =
BitmapRasterBufferProvider::Create(resource_provider_.get());
return;
}
ContextProvider* worker_context_provider =
compositor_frame_sink_->worker_context_provider();
if (use_gpu_rasterization_) {
DCHECK(worker_context_provider);
*resource_pool =
ResourcePool::Create(resource_provider_.get(), GetTaskRunner(),
ResourcePool::kDefaultExpirationDelay);
int msaa_sample_count = use_msaa_ ? RequestedMSAASampleCount() : 0;
*raster_buffer_provider = base::MakeUnique<GpuRasterBufferProvider>(
compositor_context_provider, worker_context_provider,
resource_provider_.get(), settings_.use_distance_field_text,
msaa_sample_count, settings_.async_worker_context_enabled);
return;
}
bool use_zero_copy = settings_.use_zero_copy;
// TODO(reveman): Remove this when mojo supports worker contexts.
// crbug.com/522440
if (!use_zero_copy && !worker_context_provider) {
LOG(ERROR)
<< "Forcing zero-copy tile initialization as worker context is missing";
use_zero_copy = true;
}
if (use_zero_copy) {
*resource_pool = ResourcePool::CreateForGpuMemoryBufferResources(
resource_provider_.get(), GetTaskRunner(),
gfx::BufferUsage::GPU_READ_CPU_READ_WRITE,
ResourcePool::kDefaultExpirationDelay);
*raster_buffer_provider = ZeroCopyRasterBufferProvider::Create(
resource_provider_.get(),
settings_.renderer_settings.preferred_tile_format);
return;
}
*resource_pool =
ResourcePool::Create(resource_provider_.get(), GetTaskRunner(),
ResourcePool::kDefaultExpirationDelay);
const int max_copy_texture_chromium_size =
compositor_context_provider->ContextCapabilities()
.max_copy_texture_chromium_size;
*raster_buffer_provider = base::MakeUnique<OneCopyRasterBufferProvider>(
GetTaskRunner(), compositor_context_provider, worker_context_provider,
resource_provider_.get(), max_copy_texture_chromium_size,
settings_.use_partial_raster, settings_.max_staging_buffer_usage_in_bytes,
settings_.renderer_settings.preferred_tile_format,
settings_.async_worker_context_enabled);
}
void LayerTreeHostImpl::SetLayerTreeMutator(
std::unique_ptr<LayerTreeMutator> mutator) {
if (mutator == mutator_)
return;
TRACE_EVENT0(TRACE_DISABLED_BY_DEFAULT("compositor-worker"),
"LayerTreeHostImpl::SetLayerTreeMutator");
mutator_ = std::move(mutator);
mutator_->SetClient(this);
}
void LayerTreeHostImpl::CleanUpTileManagerAndUIResources() {
ClearUIResources();
tile_manager_.FinishTasksAndCleanUp();
resource_pool_ = nullptr;
tile_task_manager_ = nullptr;
single_thread_synchronous_task_graph_runner_ = nullptr;
image_decode_controller_ = nullptr;
// We've potentially just freed a large number of resources on our various
// contexts. Flushing now helps ensure these are cleaned up quickly
// preventing driver cache growth. See crbug.com/643251
if (compositor_frame_sink_) {
if (auto* compositor_context = compositor_frame_sink_->context_provider())
compositor_context->ContextGL()->ShallowFlushCHROMIUM();
if (auto* worker_context =
compositor_frame_sink_->worker_context_provider()) {
ContextProvider::ScopedContextLock hold(worker_context);
worker_context->ContextGL()->ShallowFlushCHROMIUM();
}
}
}
void LayerTreeHostImpl::ReleaseCompositorFrameSink() {
TRACE_EVENT0("cc", "LayerTreeHostImpl::ReleaseCompositorFrameSink");
if (!compositor_frame_sink_) {
DCHECK(!has_valid_compositor_frame_sink_);
return;
}
has_valid_compositor_frame_sink_ = false;
// Since we will create a new resource provider, we cannot continue to use
// the old resources (i.e. render_surfaces and texture IDs). Clear them
// before we destroy the old resource provider.
ReleaseTreeResources();
// Note: ui resource cleanup uses the |resource_provider_|.
CleanUpTileManagerAndUIResources();
resource_provider_ = nullptr;
// Release any context visibility before we destroy the CompositorFrameSink.
if (visible_)
SetCompositorContextVisibility(false);
// Worker context visibility is based on both LTHI visibility as well as
// memory policy, so we directly check |worker_context_visibility_| here,
// rather than just relying on |visibility_|.
if (worker_context_visibility_)
SetWorkerContextVisibility(false);
// Detach from the old CompositorFrameSink and reset |compositor_frame_sink_|
// pointer as this surface is going to be destroyed independent of if binding
// the new CompositorFrameSink succeeds or not.
compositor_frame_sink_->DetachFromClient();
compositor_frame_sink_ = nullptr;
// We don't know if the next CompositorFrameSink will support GPU
// rasterization. Make sure to clear the flag so that we force a
// re-computation.
use_gpu_rasterization_ = false;
}
bool LayerTreeHostImpl::InitializeRenderer(
CompositorFrameSink* compositor_frame_sink) {
TRACE_EVENT0("cc", "LayerTreeHostImpl::InitializeRenderer");
ReleaseCompositorFrameSink();
if (!compositor_frame_sink->BindToClient(this)) {
// Avoid recreating tree resources because we might not have enough
// information to do this yet (eg. we don't have a TileManager at this
// point).
return false;
}
// When using software compositing, change to the limits specified for it.
// Since this is a one way trip, we don't need to worry about going back to
// GPU compositing.
if (!compositor_frame_sink->context_provider())
SetMemoryPolicy(settings_.software_memory_policy);
compositor_frame_sink_ = compositor_frame_sink;
has_valid_compositor_frame_sink_ = true;
resource_provider_ = base::MakeUnique<ResourceProvider>(
compositor_frame_sink_->context_provider(), shared_bitmap_manager_,
gpu_memory_buffer_manager_,
task_runner_provider_->blocking_main_thread_task_runner(),
settings_.renderer_settings.highp_threshold_min,
settings_.renderer_settings.texture_id_allocation_chunk_size,
compositor_frame_sink_->capabilities().delegated_sync_points_required,
settings_.renderer_settings.use_gpu_memory_buffer_resources,
settings_.enable_color_correct_rendering,
settings_.renderer_settings.buffer_to_texture_target_map);
// Make sure the main context visibility is restored. Worker context
// visibility will be set via the memory policy update in
// CreateTileManagerResources below.
if (visible_)
SetCompositorContextVisibility(true);
// Since the new context may be capable of MSAA, update status here. We don't
// need to check the return value since we are recreating all resources
// already.
UpdateGpuRasterizationStatus();
// See note in LayerTreeImpl::UpdateDrawProperties, new CompositorFrameSink
// means a new max texture size which affects draw properties. Also, if the
// draw properties were up to date, layers still lost resources and we need to
// UpdateDrawProperties() after calling RecreateTreeResources().
active_tree_->set_needs_update_draw_properties();
if (pending_tree_)
pending_tree_->set_needs_update_draw_properties();
CreateTileManagerResources();
RecreateTreeResources();
client_->OnCanDrawStateChanged(CanDraw());
SetFullViewportDamage();
// There will not be anything to draw here, so set high res
// to avoid checkerboards, typically when we are recovering
// from lost context.
// TODO(crbug.com/469175): Replace with RequiresHighResToDraw.
SetRequiresHighResToDraw();
return true;
}
void LayerTreeHostImpl::SetBeginFrameSource(BeginFrameSource* source) {
client_->SetBeginFrameSource(source);
}
void LayerTreeHostImpl::SetViewportSize(const gfx::Size& device_viewport_size) {
if (device_viewport_size == device_viewport_size_)
return;
TRACE_EVENT_INSTANT2("cc", "LayerTreeHostImpl::SetViewportSize",
TRACE_EVENT_SCOPE_THREAD, "width",
device_viewport_size.width(), "height",
device_viewport_size.height());
if (pending_tree_)
active_tree_->SetViewportSizeInvalid();
device_viewport_size_ = device_viewport_size;
UpdateViewportContainerSizes();
client_->OnCanDrawStateChanged(CanDraw());
SetFullViewportDamage();
active_tree_->set_needs_update_draw_properties();
}
const gfx::Rect LayerTreeHostImpl::ViewportRectForTilePriority() const {
if (viewport_rect_for_tile_priority_.IsEmpty())
return DeviceViewport();
return viewport_rect_for_tile_priority_;
}
gfx::Size LayerTreeHostImpl::DrawViewportSize() const {
return DeviceViewport().size();
}
gfx::Rect LayerTreeHostImpl::DeviceViewport() const {
if (external_viewport_.IsEmpty())
return gfx::Rect(device_viewport_size_);
return external_viewport_;
}
const gfx::Transform& LayerTreeHostImpl::DrawTransform() const {
return external_transform_;
}
void LayerTreeHostImpl::DidChangeTopControlsPosition() {
UpdateViewportContainerSizes();
SetNeedsRedraw();
SetNeedsOneBeginImplFrame();
active_tree_->set_needs_update_draw_properties();
SetFullViewportDamage();
}
float LayerTreeHostImpl::TopControlsHeight() const {
return active_tree_->top_controls_height();
}
float LayerTreeHostImpl::BottomControlsHeight() const {
return active_tree_->bottom_controls_height();
}
void LayerTreeHostImpl::SetCurrentTopControlsShownRatio(float ratio) {
if (active_tree_->SetCurrentTopControlsShownRatio(ratio))
DidChangeTopControlsPosition();
}
float LayerTreeHostImpl::CurrentTopControlsShownRatio() const {
return active_tree_->CurrentTopControlsShownRatio();
}
void LayerTreeHostImpl::BindToClient(InputHandlerClient* client) {
DCHECK(input_handler_client_ == NULL);
input_handler_client_ = client;
}
InputHandler::ScrollStatus LayerTreeHostImpl::TryScroll(
const gfx::PointF& screen_space_point,
InputHandler::ScrollInputType type,
const ScrollTree& scroll_tree,
ScrollNode* scroll_node) const {
InputHandler::ScrollStatus scroll_status;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollingOnMain;
if (!!scroll_node->main_thread_scrolling_reasons) {
TRACE_EVENT0("cc", "LayerImpl::TryScroll: Failed ShouldScrollOnMainThread");
scroll_status.thread = InputHandler::SCROLL_ON_MAIN_THREAD;
scroll_status.main_thread_scrolling_reasons =
scroll_node->main_thread_scrolling_reasons;
return scroll_status;
}
gfx::Transform screen_space_transform =
scroll_tree.ScreenSpaceTransform(scroll_node->id);
if (!screen_space_transform.IsInvertible()) {
TRACE_EVENT0("cc", "LayerImpl::TryScroll: Ignored NonInvertibleTransform");
scroll_status.thread = InputHandler::SCROLL_IGNORED;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNonInvertibleTransform;
return scroll_status;
}
if (scroll_node->contains_non_fast_scrollable_region) {
bool clipped = false;
gfx::Transform inverse_screen_space_transform(
gfx::Transform::kSkipInitialization);
if (!screen_space_transform.GetInverse(&inverse_screen_space_transform)) {
// TODO(shawnsingh): We shouldn't be applying a projection if screen space
// transform is uninvertible here. Perhaps we should be returning
// SCROLL_ON_MAIN_THREAD in this case?
}
gfx::PointF hit_test_point_in_layer_space = MathUtil::ProjectPoint(
inverse_screen_space_transform, screen_space_point, &clipped);
if (!clipped &&
active_tree()
->LayerById(scroll_node->owner_id)
->non_fast_scrollable_region()
.Contains(gfx::ToRoundedPoint(hit_test_point_in_layer_space))) {
TRACE_EVENT0("cc",
"LayerImpl::tryScroll: Failed NonFastScrollableRegion");
scroll_status.thread = InputHandler::SCROLL_ON_MAIN_THREAD;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNonFastScrollableRegion;
return scroll_status;
}
}
if (!scroll_node->scrollable) {
TRACE_EVENT0("cc", "LayerImpl::tryScroll: Ignored not scrollable");
scroll_status.thread = InputHandler::SCROLL_IGNORED;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollable;
return scroll_status;
}
gfx::ScrollOffset max_scroll_offset =
scroll_tree.MaxScrollOffset(scroll_node->id);
if (max_scroll_offset.x() <= 0 && max_scroll_offset.y() <= 0) {
TRACE_EVENT0("cc",
"LayerImpl::tryScroll: Ignored. Technically scrollable,"
" but has no affordance in either direction.");
scroll_status.thread = InputHandler::SCROLL_IGNORED;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollable;
return scroll_status;
}
scroll_status.thread = InputHandler::SCROLL_ON_IMPL_THREAD;
return scroll_status;
}
static bool IsMainThreadScrolling(const InputHandler::ScrollStatus& status,
const ScrollNode* scroll_node) {
if (status.thread == InputHandler::SCROLL_ON_MAIN_THREAD) {
if (!!scroll_node->main_thread_scrolling_reasons) {
DCHECK(MainThreadScrollingReason::MainThreadCanSetScrollReasons(
status.main_thread_scrolling_reasons));
} else {
DCHECK(MainThreadScrollingReason::CompositorCanSetScrollReasons(
status.main_thread_scrolling_reasons));
}
return true;
}
return false;
}
LayerImpl* LayerTreeHostImpl::FindScrollLayerForDeviceViewportPoint(
const gfx::PointF& device_viewport_point,
InputHandler::ScrollInputType type,
LayerImpl* layer_impl,
bool* scroll_on_main_thread,
uint32_t* main_thread_scrolling_reasons) const {
DCHECK(scroll_on_main_thread);
DCHECK(main_thread_scrolling_reasons);
*main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollingOnMain;
// Walk up the hierarchy and look for a scrollable layer.
ScrollTree& scroll_tree = active_tree_->property_trees()->scroll_tree;
LayerImpl* potentially_scrolling_layer_impl = NULL;
if (layer_impl) {
ScrollNode* scroll_node = scroll_tree.Node(layer_impl->scroll_tree_index());
for (; scroll_tree.parent(scroll_node);
scroll_node = scroll_tree.parent(scroll_node)) {
// The content layer can also block attempts to scroll outside the main
// thread.
ScrollStatus status =
TryScroll(device_viewport_point, type, scroll_tree, scroll_node);
if (IsMainThreadScrolling(status, scroll_node)) {
*scroll_on_main_thread = true;
*main_thread_scrolling_reasons = status.main_thread_scrolling_reasons;
return NULL;
}
if (status.thread == InputHandler::SCROLL_ON_IMPL_THREAD &&
!potentially_scrolling_layer_impl) {
potentially_scrolling_layer_impl =
active_tree_->LayerById(scroll_node->owner_id);
}
}
}
// Falling back to the viewport layer ensures generation of root overscroll
// notifications. We use the viewport's main scroll layer to represent the
// viewport in scrolling code.
if (!potentially_scrolling_layer_impl ||
potentially_scrolling_layer_impl == OuterViewportScrollLayer() ||
potentially_scrolling_layer_impl == InnerViewportScrollLayer()) {
potentially_scrolling_layer_impl = viewport()->MainScrollLayer();
}
if (potentially_scrolling_layer_impl) {
// Ensure that final layer scrolls on impl thread (crbug.com/625100)
ScrollNode* scroll_node =
scroll_tree.Node(potentially_scrolling_layer_impl->scroll_tree_index());
ScrollStatus status =
TryScroll(device_viewport_point, type, scroll_tree, scroll_node);
if (IsMainThreadScrolling(status, scroll_node)) {
*scroll_on_main_thread = true;
*main_thread_scrolling_reasons = status.main_thread_scrolling_reasons;
return NULL;
}
}
return potentially_scrolling_layer_impl;
}
// Similar to LayerImpl::HasAncestor, but walks up the scroll parents.
static bool HasScrollAncestor(LayerImpl* child, LayerImpl* scroll_ancestor) {
DCHECK(scroll_ancestor);
if (!child)
return false;
ScrollTree& scroll_tree =
child->layer_tree_impl()->property_trees()->scroll_tree;
ScrollNode* scroll_node = scroll_tree.Node(child->scroll_tree_index());
for (; scroll_tree.parent(scroll_node);
scroll_node = scroll_tree.parent(scroll_node)) {
if (scroll_node->scrollable)
return scroll_node->owner_id == scroll_ancestor->id();
}
return false;
}
InputHandler::ScrollStatus LayerTreeHostImpl::ScrollBeginImpl(
ScrollState* scroll_state,
LayerImpl* scrolling_layer_impl,
InputHandler::ScrollInputType type) {
DCHECK(scroll_state);
DCHECK(scroll_state->delta_x() == 0 && scroll_state->delta_y() == 0);
InputHandler::ScrollStatus scroll_status;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollingOnMain;
if (!scrolling_layer_impl) {
scroll_status.thread = SCROLL_IGNORED;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNoScrollingLayer;
return scroll_status;
}
scroll_status.thread = SCROLL_ON_IMPL_THREAD;
ScrollAnimationAbort(scrolling_layer_impl);
top_controls_manager_->ScrollBegin();
active_tree_->SetCurrentlyScrollingLayer(scrolling_layer_impl);
// TODO(majidvp): get rid of wheel_scrolling_ and set is_direct_manipulation
// in input_handler_proxy instead.
wheel_scrolling_ = IsWheelBasedScroll(type);
scroll_state->set_is_direct_manipulation(!wheel_scrolling_);
// Invoke |DistributeScrollDelta| even with zero delta and velocity to ensure
// scroll customization callbacks are invoked.
DistributeScrollDelta(scroll_state);
client_->RenewTreePriority();
RecordCompositorSlowScrollMetric(type, CC_THREAD);
return scroll_status;
}
InputHandler::ScrollStatus LayerTreeHostImpl::RootScrollBegin(
ScrollState* scroll_state,
InputHandler::ScrollInputType type) {
TRACE_EVENT0("cc", "LayerTreeHostImpl::RootScrollBegin");
ClearCurrentlyScrollingLayer();
DCHECK(viewport());
return ScrollBeginImpl(scroll_state, viewport()->MainScrollLayer(), type);
}
InputHandler::ScrollStatus LayerTreeHostImpl::ScrollBegin(
ScrollState* scroll_state,
InputHandler::ScrollInputType type) {
ScrollStatus scroll_status;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollingOnMain;
TRACE_EVENT0("cc", "LayerTreeHostImpl::ScrollBegin");
// On Mac a scroll begin with |inertial_phase| = true happens to handle a
// fling.
if (scroll_state->is_in_inertial_phase())
return FlingScrollBegin();
ClearCurrentlyScrollingLayer();
gfx::Point viewport_point(scroll_state->position_x(),
scroll_state->position_y());
gfx::PointF device_viewport_point = gfx::ScalePoint(
gfx::PointF(viewport_point), active_tree_->device_scale_factor());
LayerImpl* layer_impl =
active_tree_->FindLayerThatIsHitByPoint(device_viewport_point);
if (layer_impl) {
LayerImpl* scroll_layer_impl =
active_tree_->FindFirstScrollingLayerOrScrollbarLayerThatIsHitByPoint(
device_viewport_point);
if (scroll_layer_impl &&
!HasScrollAncestor(layer_impl, scroll_layer_impl)) {
scroll_status.thread = SCROLL_UNKNOWN;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kFailedHitTest;
return scroll_status;
}
}
bool scroll_on_main_thread = false;
LayerImpl* scrolling_layer_impl = FindScrollLayerForDeviceViewportPoint(
device_viewport_point, type, layer_impl, &scroll_on_main_thread,
&scroll_status.main_thread_scrolling_reasons);
if (scrolling_layer_impl)
scroll_affects_scroll_handler_ =
scrolling_layer_impl->layer_tree_impl()->have_scroll_event_handlers();
if (scroll_on_main_thread) {
RecordCompositorSlowScrollMetric(type, MAIN_THREAD);
scroll_status.thread = SCROLL_ON_MAIN_THREAD;
return scroll_status;
}
return ScrollBeginImpl(scroll_state, scrolling_layer_impl, type);
}
InputHandler::ScrollStatus LayerTreeHostImpl::ScrollAnimatedBegin(
const gfx::Point& viewport_point) {
InputHandler::ScrollStatus scroll_status;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollingOnMain;
ScrollTree& scroll_tree = active_tree_->property_trees()->scroll_tree;
ScrollNode* scroll_node = scroll_tree.CurrentlyScrollingNode();
if (scroll_node) {
gfx::Vector2dF delta;
if (ScrollAnimationUpdateTarget(scroll_node, delta, base::TimeDelta())) {
scroll_status.thread = SCROLL_ON_IMPL_THREAD;
} else {
scroll_status.thread = SCROLL_IGNORED;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollable;
}
return scroll_status;
}
ScrollStateData scroll_state_data;
scroll_state_data.position_x = viewport_point.x();
scroll_state_data.position_y = viewport_point.y();
ScrollState scroll_state(scroll_state_data);
// ScrollAnimated is used for animated wheel scrolls. We find the first layer
// that can scroll and set up an animation of its scroll offset. Note that
// this does not currently go through the scroll customization machinery
// that ScrollBy uses for non-animated wheel scrolls.
scroll_status = ScrollBegin(&scroll_state, WHEEL);
scroll_node = scroll_tree.CurrentlyScrollingNode();
if (scroll_status.thread == SCROLL_ON_IMPL_THREAD) {
ScrollStateData scroll_state_end_data;
scroll_state_end_data.is_ending = true;
ScrollState scroll_state_end(scroll_state_end_data);
// TODO(Sahel): Once the touchpad scroll latching for Non-mac devices is
// implemented, the current scrolling layer should not get cleared after
// each animation (crbug.com/526463).
ScrollEnd(&scroll_state_end);
ClearCurrentlyScrollingLayer();
}
return scroll_status;
}
gfx::Vector2dF LayerTreeHostImpl::ComputeScrollDelta(
ScrollNode* scroll_node,
const gfx::Vector2dF& delta) {
ScrollTree& scroll_tree = active_tree()->property_trees()->scroll_tree;
float scale_factor = active_tree()->current_page_scale_factor();
gfx::Vector2dF adjusted_scroll(delta);
adjusted_scroll.Scale(1.f / scale_factor);
if (!scroll_node->user_scrollable_horizontal)
adjusted_scroll.set_x(0);
if (!scroll_node->user_scrollable_vertical)
adjusted_scroll.set_y(0);
gfx::ScrollOffset old_offset =
scroll_tree.current_scroll_offset(scroll_node->owner_id);
gfx::ScrollOffset new_offset = scroll_tree.ClampScrollOffsetToLimits(
old_offset + gfx::ScrollOffset(adjusted_scroll), scroll_node);
gfx::ScrollOffset scrolled = new_offset - old_offset;
return gfx::Vector2dF(scrolled.x(), scrolled.y());
}
bool LayerTreeHostImpl::ScrollAnimationCreate(ScrollNode* scroll_node,
const gfx::Vector2dF& delta,
base::TimeDelta delayed_by) {
ScrollTree& scroll_tree = active_tree_->property_trees()->scroll_tree;
const float kEpsilon = 0.1f;
bool scroll_animated =
(std::abs(delta.x()) > kEpsilon || std::abs(delta.y()) > kEpsilon);
if (!scroll_animated) {
scroll_tree.ScrollBy(scroll_node, delta, active_tree());
return false;
}
scroll_tree.set_currently_scrolling_node(scroll_node->id);
gfx::ScrollOffset current_offset =
scroll_tree.current_scroll_offset(scroll_node->owner_id);
gfx::ScrollOffset target_offset = scroll_tree.ClampScrollOffsetToLimits(
current_offset + gfx::ScrollOffset(delta), scroll_node);
DCHECK_EQ(
ElementId(active_tree()->LayerById(scroll_node->owner_id)->element_id()),
scroll_node->element_id);
animation_host_->ImplOnlyScrollAnimationCreate(
scroll_node->element_id, target_offset, current_offset, delayed_by);
SetNeedsOneBeginImplFrame();
return true;
}
InputHandler::ScrollStatus LayerTreeHostImpl::ScrollAnimated(
const gfx::Point& viewport_point,
const gfx::Vector2dF& scroll_delta,
base::TimeDelta delayed_by) {
InputHandler::ScrollStatus scroll_status;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollingOnMain;
ScrollTree& scroll_tree = active_tree_->property_trees()->scroll_tree;
ScrollNode* scroll_node = scroll_tree.CurrentlyScrollingNode();
if (scroll_node) {
gfx::Vector2dF delta = scroll_delta;
if (!scroll_node->user_scrollable_horizontal)
delta.set_x(0);
if (!scroll_node->user_scrollable_vertical)
delta.set_y(0);
if (ScrollAnimationUpdateTarget(scroll_node, delta, delayed_by)) {
scroll_status.thread = SCROLL_ON_IMPL_THREAD;
} else {
scroll_status.thread = SCROLL_IGNORED;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollable;
}
return scroll_status;
}
ScrollStateData scroll_state_data;
scroll_state_data.position_x = viewport_point.x();
scroll_state_data.position_y = viewport_point.y();
ScrollState scroll_state(scroll_state_data);
// ScrollAnimated is used for animated wheel scrolls. We find the first layer
// that can scroll and set up an animation of its scroll offset. Note that
// this does not currently go through the scroll customization machinery
// that ScrollBy uses for non-animated wheel scrolls.
scroll_status = ScrollBegin(&scroll_state, WHEEL);
scroll_node = scroll_tree.CurrentlyScrollingNode();
if (scroll_status.thread == SCROLL_ON_IMPL_THREAD) {
gfx::Vector2dF pending_delta = scroll_delta;
if (scroll_node) {
for (; scroll_tree.parent(scroll_node);
scroll_node = scroll_tree.parent(scroll_node)) {
if (!scroll_node->scrollable ||
scroll_node->is_outer_viewport_scroll_layer)
continue;
if (scroll_node->is_inner_viewport_scroll_layer) {
gfx::Vector2dF scrolled =
viewport()->ScrollAnimated(pending_delta, delayed_by);
// Viewport::ScrollAnimated returns pending_delta as long as it
// starts an animation.
if (scrolled == pending_delta)
return scroll_status;
pending_delta -= scrolled;
continue;
}
gfx::Vector2dF scroll_delta =
ComputeScrollDelta(scroll_node, pending_delta);
if (ScrollAnimationCreate(scroll_node, scroll_delta, delayed_by))
return scroll_status;
pending_delta -= scroll_delta;
}
}
}
scroll_state.set_is_ending(true);
// TODO(Sahel): Once the touchpad scroll latching for Non-mac devices is
// implemented, the current scrolling layer should not get cleared after
// each animation (crbug.com/526463).
ScrollEnd(&scroll_state);
ClearCurrentlyScrollingLayer();
return scroll_status;
}
gfx::Vector2dF LayerTreeHostImpl::ScrollNodeWithViewportSpaceDelta(
ScrollNode* scroll_node,
const gfx::PointF& viewport_point,
const gfx::Vector2dF& viewport_delta,
ScrollTree* scroll_tree) {
// Layers with non-invertible screen space transforms should not have passed
// the scroll hit test in the first place.
const gfx::Transform screen_space_transform =
scroll_tree->ScreenSpaceTransform(scroll_node->id);
DCHECK(screen_space_transform.IsInvertible());
gfx::Transform inverse_screen_space_transform(
gfx::Transform::kSkipInitialization);
bool did_invert =
screen_space_transform.GetInverse(&inverse_screen_space_transform);
// TODO(shawnsingh): With the advent of impl-side scrolling for non-root
// layers, we may need to explicitly handle uninvertible transforms here.
DCHECK(did_invert);
float scale_from_viewport_to_screen_space =
active_tree_->device_scale_factor();
gfx::PointF screen_space_point =
gfx::ScalePoint(viewport_point, scale_from_viewport_to_screen_space);
gfx::Vector2dF screen_space_delta = viewport_delta;
screen_space_delta.Scale(scale_from_viewport_to_screen_space);
// First project the scroll start and end points to local layer space to find
// the scroll delta in layer coordinates.
bool start_clipped, end_clipped;
gfx::PointF screen_space_end_point = screen_space_point + screen_space_delta;
gfx::PointF local_start_point = MathUtil::ProjectPoint(
inverse_screen_space_transform, screen_space_point, &start_clipped);
gfx::PointF local_end_point = MathUtil::ProjectPoint(
inverse_screen_space_transform, screen_space_end_point, &end_clipped);
// In general scroll point coordinates should not get clipped.
DCHECK(!start_clipped);
DCHECK(!end_clipped);
if (start_clipped || end_clipped)
return gfx::Vector2dF();
// Apply the scroll delta.
gfx::ScrollOffset previous_offset =
scroll_tree->current_scroll_offset(scroll_node->owner_id);
scroll_tree->ScrollBy(scroll_node, local_end_point - local_start_point,
active_tree());
gfx::ScrollOffset scrolled =
scroll_tree->current_scroll_offset(scroll_node->owner_id) -
previous_offset;
// Get the end point in the layer's content space so we can apply its
// ScreenSpaceTransform.
gfx::PointF actual_local_end_point =
local_start_point + gfx::Vector2dF(scrolled.x(), scrolled.y());
// Calculate the applied scroll delta in viewport space coordinates.
gfx::PointF actual_screen_space_end_point = MathUtil::MapPoint(
screen_space_transform, actual_local_end_point, &end_clipped);
DCHECK(!end_clipped);
if (end_clipped)
return gfx::Vector2dF();
gfx::PointF actual_viewport_end_point = gfx::ScalePoint(
actual_screen_space_end_point, 1.f / scale_from_viewport_to_screen_space);
return actual_viewport_end_point - viewport_point;
}
static gfx::Vector2dF ScrollNodeWithLocalDelta(
ScrollNode* scroll_node,
const gfx::Vector2dF& local_delta,
float page_scale_factor,
LayerTreeImpl* layer_tree_impl) {
ScrollTree& scroll_tree = layer_tree_impl->property_trees()->scroll_tree;
gfx::ScrollOffset previous_offset =
scroll_tree.current_scroll_offset(scroll_node->owner_id);
gfx::Vector2dF delta = local_delta;
delta.Scale(1.f / page_scale_factor);
scroll_tree.ScrollBy(scroll_node, delta, layer_tree_impl);
gfx::ScrollOffset scrolled =
scroll_tree.current_scroll_offset(scroll_node->owner_id) -
previous_offset;
gfx::Vector2dF consumed_scroll(scrolled.x(), scrolled.y());
consumed_scroll.Scale(page_scale_factor);
return consumed_scroll;
}
// TODO(danakj): Make this into two functions, one with delta, one with
// viewport_point, no bool required.
gfx::Vector2dF LayerTreeHostImpl::ScrollSingleNode(
ScrollNode* scroll_node,
const gfx::Vector2dF& delta,
const gfx::Point& viewport_point,
bool is_direct_manipulation,
ScrollTree* scroll_tree) {
// Events representing direct manipulation of the screen (such as gesture
// events) need to be transformed from viewport coordinates to local layer
// coordinates so that the scrolling contents exactly follow the user's
// finger. In contrast, events not representing direct manipulation of the
// screen (such as wheel events) represent a fixed amount of scrolling so we
// can just apply them directly, but the page scale factor is applied to the
// scroll delta.
if (is_direct_manipulation) {
return ScrollNodeWithViewportSpaceDelta(
scroll_node, gfx::PointF(viewport_point), delta, scroll_tree);
}
float scale_factor = active_tree()->current_page_scale_factor();
return ScrollNodeWithLocalDelta(scroll_node, delta, scale_factor,
active_tree());
}
void LayerTreeHostImpl::ApplyScroll(ScrollNode* scroll_node,
ScrollState* scroll_state) {
DCHECK(scroll_state);
gfx::Point viewport_point(scroll_state->position_x(),
scroll_state->position_y());
const gfx::Vector2dF delta(scroll_state->delta_x(), scroll_state->delta_y());
gfx::Vector2dF applied_delta;
// TODO(tdresser): Use a more rational epsilon. See crbug.com/510550 for
// details.
const float kEpsilon = 0.1f;
bool is_viewport_scroll_layer =
viewport()->MainScrollLayer() &&
scroll_node->owner_id == viewport()->MainScrollLayer()->id();
if (is_viewport_scroll_layer) {
bool affect_top_controls = !wheel_scrolling_;
Viewport::ScrollResult result = viewport()->ScrollBy(
delta, viewport_point, scroll_state->is_direct_manipulation(),
affect_top_controls);
applied_delta = result.consumed_delta;
scroll_state->set_caused_scroll(
std::abs(result.content_scrolled_delta.x()) > kEpsilon,
std::abs(result.content_scrolled_delta.y()) > kEpsilon);
scroll_state->ConsumeDelta(applied_delta.x(), applied_delta.y());
} else {
applied_delta = ScrollSingleNode(
scroll_node, delta, viewport_point,
scroll_state->is_direct_manipulation(),
&scroll_state->layer_tree_impl()->property_trees()->scroll_tree);
}
// If the layer wasn't able to move, try the next one in the hierarchy.
bool scrolled = std::abs(applied_delta.x()) > kEpsilon;
scrolled = scrolled || std::abs(applied_delta.y()) > kEpsilon;
if (scrolled && !is_viewport_scroll_layer) {
// If the applied delta is within 45 degrees of the input
// delta, bail out to make it easier to scroll just one layer
// in one direction without affecting any of its parents.
float angle_threshold = 45;
if (MathUtil::SmallestAngleBetweenVectors(applied_delta, delta) <
angle_threshold) {
applied_delta = delta;
} else {
// Allow further movement only on an axis perpendicular to the direction
// in which the layer moved.
applied_delta = MathUtil::ProjectVector(delta, applied_delta);
}
scroll_state->set_caused_scroll(std::abs(applied_delta.x()) > kEpsilon,
std::abs(applied_delta.y()) > kEpsilon);
scroll_state->ConsumeDelta(applied_delta.x(), applied_delta.y());
}
if (!scrolled)
return;
scroll_state->set_current_native_scrolling_node(scroll_node);
}
void LayerTreeHostImpl::DistributeScrollDelta(ScrollState* scroll_state) {
// TODO(majidvp): in Blink we compute scroll chain only at scroll begin which
// is not the case here. We eventually want to have the same behaviour on both
// sides but it may become a non issue if we get rid of scroll chaining (see
// crbug.com/526462)
std::list<const ScrollNode*> current_scroll_chain;
ScrollTree& scroll_tree = active_tree_->property_trees()->scroll_tree;
ScrollNode* scroll_node = scroll_tree.CurrentlyScrollingNode();
if (scroll_node) {
for (; scroll_tree.parent(scroll_node);
scroll_node = scroll_tree.parent(scroll_node)) {
if (scroll_node->is_outer_viewport_scroll_layer) {
// TODO(bokan): This should use Viewport::MainScrollLayer once that
// returns the outer viewport scroll layer.
// Don't chain scrolls past the outer viewport scroll layer. Once we
// reach that, we should scroll the viewport which is represented by the
// main viewport scroll layer.
DCHECK(viewport()->MainScrollLayer());
ScrollNode* viewport_scroll_node = scroll_tree.Node(
viewport()->MainScrollLayer()->scroll_tree_index());
DCHECK(viewport_scroll_node);
current_scroll_chain.push_front(viewport_scroll_node);
break;
}
if (!scroll_node->scrollable)
continue;
current_scroll_chain.push_front(scroll_node);
}
}
scroll_state->set_scroll_chain_and_layer_tree(current_scroll_chain,
active_tree());
scroll_state->DistributeToScrollChainDescendant();
}
InputHandlerScrollResult LayerTreeHostImpl::ScrollBy(
ScrollState* scroll_state) {
DCHECK(scroll_state);
TRACE_EVENT0("cc", "LayerTreeHostImpl::ScrollBy");
if (!CurrentlyScrollingLayer())
return InputHandlerScrollResult();
float initial_top_controls_offset =
top_controls_manager_->ControlsTopOffset();
scroll_state->set_delta_consumed_for_scroll_sequence(
did_lock_scrolling_layer_);
scroll_state->set_is_direct_manipulation(!wheel_scrolling_);
scroll_state->set_current_native_scrolling_node(
active_tree()->property_trees()->scroll_tree.CurrentlyScrollingNode());
DistributeScrollDelta(scroll_state);
active_tree_->SetCurrentlyScrollingLayer(active_tree_->LayerById(
scroll_state->current_native_scrolling_node()->owner_id));
did_lock_scrolling_layer_ =
scroll_state->delta_consumed_for_scroll_sequence();
bool did_scroll_x = scroll_state->caused_scroll_x();
bool did_scroll_y = scroll_state->caused_scroll_y();
bool did_scroll_content = did_scroll_x || did_scroll_y;
if (did_scroll_content) {
// If we are scrolling with an active scroll handler, forward latency
// tracking information to the main thread so the delay introduced by the
// handler is accounted for.
if (scroll_affects_scroll_handler())
NotifySwapPromiseMonitorsOfForwardingToMainThread();
client_->SetNeedsCommitOnImplThread();
SetNeedsRedraw();
client_->RenewTreePriority();
}
// Scrolling along an axis resets accumulated root overscroll for that axis.
if (did_scroll_x)
accumulated_root_overscroll_.set_x(0);
if (did_scroll_y)
accumulated_root_overscroll_.set_y(0);
gfx::Vector2dF unused_root_delta(scroll_state->delta_x(),
scroll_state->delta_y());
// When inner viewport is unscrollable, disable overscrolls.
if (InnerViewportScrollLayer()) {
if (!InnerViewportScrollLayer()->user_scrollable_horizontal())
unused_root_delta.set_x(0);
if (!InnerViewportScrollLayer()->user_scrollable_vertical())
unused_root_delta.set_y(0);
}
accumulated_root_overscroll_ += unused_root_delta;
bool did_scroll_top_controls =
initial_top_controls_offset != top_controls_manager_->ControlsTopOffset();
InputHandlerScrollResult scroll_result;
scroll_result.did_scroll = did_scroll_content || did_scroll_top_controls;
scroll_result.did_overscroll_root = !unused_root_delta.IsZero();
scroll_result.accumulated_root_overscroll = accumulated_root_overscroll_;
scroll_result.unused_scroll_delta = unused_root_delta;
if (scroll_result.did_scroll) {
// Scrolling can change the root scroll offset, so inform the synchronous
// input handler.
UpdateRootLayerStateForSynchronousInputHandler();
}
// Update compositor worker mutations which may respond to scrolling.
Mutate(CurrentBeginFrameArgs().frame_time);
return scroll_result;
}
void LayerTreeHostImpl::RequestUpdateForSynchronousInputHandler() {
UpdateRootLayerStateForSynchronousInputHandler();
}
void LayerTreeHostImpl::SetSynchronousInputHandlerRootScrollOffset(
const gfx::ScrollOffset& root_offset) {
bool changed = active_tree_->DistributeRootScrollOffset(root_offset);
if (!changed)
return;
client_->SetNeedsCommitOnImplThread();
// After applying the synchronous input handler's scroll offset, tell it what
// we ended up with.
UpdateRootLayerStateForSynchronousInputHandler();
SetFullViewportDamage();
SetNeedsRedraw();
}
void LayerTreeHostImpl::ClearCurrentlyScrollingLayer() {
active_tree_->ClearCurrentlyScrollingLayer();
did_lock_scrolling_layer_ = false;
scroll_affects_scroll_handler_ = false;
accumulated_root_overscroll_ = gfx::Vector2dF();
}
void LayerTreeHostImpl::ScrollEnd(ScrollState* scroll_state) {
DCHECK(scroll_state);
DCHECK(scroll_state->delta_x() == 0 && scroll_state->delta_y() == 0);
DistributeScrollDelta(scroll_state);
top_controls_manager_->ScrollEnd();
if (scroll_state->is_in_inertial_phase()) {
// Only clear the currently scrolling layer if we know the scroll is done.
// A non-inertial scroll end could be followed by an inertial scroll.
ClearCurrentlyScrollingLayer();
}
}
InputHandler::ScrollStatus LayerTreeHostImpl::FlingScrollBegin() {
InputHandler::ScrollStatus scroll_status;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollingOnMain;
if (!CurrentlyScrollingLayer()) {
scroll_status.thread = SCROLL_IGNORED;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNoScrollingLayer;
} else {
scroll_status.thread = SCROLL_ON_IMPL_THREAD;
}
return scroll_status;
}
float LayerTreeHostImpl::DeviceSpaceDistanceToLayer(
const gfx::PointF& device_viewport_point,
LayerImpl* layer_impl) {
if (!layer_impl)
return std::numeric_limits<float>::max();
gfx::Rect layer_impl_bounds(layer_impl->bounds());
gfx::RectF device_viewport_layer_impl_bounds = MathUtil::MapClippedRect(
layer_impl->ScreenSpaceTransform(), gfx::RectF(layer_impl_bounds));
return device_viewport_layer_impl_bounds.ManhattanDistanceToPoint(
device_viewport_point);
}
void LayerTreeHostImpl::MouseDown() {
if (scroll_layer_id_when_mouse_over_scrollbar_ == Layer::INVALID_ID)
return;
captured_scrollbar_layer_id_ = scroll_layer_id_when_mouse_over_scrollbar_;
ScrollbarAnimationController* animation_controller =
ScrollbarAnimationControllerForId(captured_scrollbar_layer_id_);
if (animation_controller)
animation_controller->DidCaptureScrollbarBegin();
}
void LayerTreeHostImpl::MouseUp() {
if (captured_scrollbar_layer_id_ == Layer::INVALID_ID)
return;
ScrollbarAnimationController* animation_controller =
ScrollbarAnimationControllerForId(captured_scrollbar_layer_id_);
if (animation_controller)
animation_controller->DidCaptureScrollbarEnd();
captured_scrollbar_layer_id_ = Layer::INVALID_ID;
}
void LayerTreeHostImpl::MouseMoveAt(const gfx::Point& viewport_point) {
gfx::PointF device_viewport_point = gfx::ScalePoint(
gfx::PointF(viewport_point), active_tree_->device_scale_factor());
LayerImpl* layer_impl =
active_tree_->FindLayerThatIsHitByPoint(device_viewport_point);
HandleMouseOverScrollbar(layer_impl);
if (scroll_layer_id_when_mouse_over_scrollbar_ != Layer::INVALID_ID)
return;
bool scroll_on_main_thread = false;
uint32_t main_thread_scrolling_reasons;
LayerImpl* scroll_layer_impl = FindScrollLayerForDeviceViewportPoint(
device_viewport_point, InputHandler::TOUCHSCREEN, layer_impl,
&scroll_on_main_thread, &main_thread_scrolling_reasons);
// Scrollbars for the viewport are registered with the outer viewport layer.
if (scroll_layer_impl == InnerViewportScrollLayer())
scroll_layer_impl = OuterViewportScrollLayer();
if (scroll_on_main_thread || !scroll_layer_impl)
return;
ScrollbarAnimationController* animation_controller =
ScrollbarAnimationControllerForId(scroll_layer_impl->id());
if (!animation_controller)
return;
float distance_to_scrollbar = std::numeric_limits<float>::max();
for (ScrollbarLayerImplBase* scrollbar :
ScrollbarsFor(scroll_layer_impl->id()))
distance_to_scrollbar =
std::min(distance_to_scrollbar,
DeviceSpaceDistanceToLayer(device_viewport_point, scrollbar));
animation_controller->DidMouseMoveNear(distance_to_scrollbar /
active_tree_->device_scale_factor());
}
void LayerTreeHostImpl::HandleMouseOverScrollbar(LayerImpl* layer_impl) {
int new_id = Layer::INVALID_ID;
if (layer_impl && layer_impl->ToScrollbarLayer())
new_id = layer_impl->ToScrollbarLayer()->ScrollLayerId();
if (new_id == scroll_layer_id_when_mouse_over_scrollbar_)
return;
ScrollbarAnimationController* old_animation_controller =
ScrollbarAnimationControllerForId(
scroll_layer_id_when_mouse_over_scrollbar_);
if (old_animation_controller)
old_animation_controller->DidMouseMoveOffScrollbar();
scroll_layer_id_when_mouse_over_scrollbar_ = new_id;
ScrollbarAnimationController* new_animation_controller =
ScrollbarAnimationControllerForId(
scroll_layer_id_when_mouse_over_scrollbar_);
if (new_animation_controller)
new_animation_controller->DidMouseMoveNear(0);
}
void LayerTreeHostImpl::PinchGestureBegin() {
pinch_gesture_active_ = true;
client_->RenewTreePriority();
pinch_gesture_end_should_clear_scrolling_layer_ = !CurrentlyScrollingLayer();
active_tree_->SetCurrentlyScrollingLayer(viewport()->MainScrollLayer());
top_controls_manager_->PinchBegin();
}
void LayerTreeHostImpl::PinchGestureUpdate(float magnify_delta,
const gfx::Point& anchor) {
TRACE_EVENT0("cc", "LayerTreeHostImpl::PinchGestureUpdate");
if (!InnerViewportScrollLayer())
return;
viewport()->PinchUpdate(magnify_delta, anchor);
client_->SetNeedsCommitOnImplThread();
SetNeedsRedraw();
client_->RenewTreePriority();
// Pinching can change the root scroll offset, so inform the synchronous input
// handler.
UpdateRootLayerStateForSynchronousInputHandler();
}
void LayerTreeHostImpl::PinchGestureEnd() {
pinch_gesture_active_ = false;
if (pinch_gesture_end_should_clear_scrolling_layer_) {
pinch_gesture_end_should_clear_scrolling_layer_ = false;
ClearCurrentlyScrollingLayer();
}
viewport()->PinchEnd();
top_controls_manager_->PinchEnd();
client_->SetNeedsCommitOnImplThread();
// When a pinch ends, we may be displaying content cached at incorrect scales,
// so updating draw properties and drawing will ensure we are using the right
// scales that we want when we're not inside a pinch.
active_tree_->set_needs_update_draw_properties();
SetNeedsRedraw();
}
std::unique_ptr<BeginFrameCallbackList>
LayerTreeHostImpl::ProcessLayerTreeMutations() {
std::unique_ptr<BeginFrameCallbackList> callbacks(new BeginFrameCallbackList);
if (mutator_) {
const base::Closure& callback = mutator_->TakeMutations();
if (!callback.is_null())
callbacks->push_back(callback);
}
return callbacks;
}
static void CollectScrollDeltas(ScrollAndScaleSet* scroll_info,
LayerTreeImpl* tree_impl) {
if (tree_impl->LayerListIsEmpty())
return;
int inner_viewport_layer_id =
tree_impl->InnerViewportScrollLayer()
? tree_impl->InnerViewportScrollLayer()->id()
: Layer::INVALID_ID;
return tree_impl->property_trees()->scroll_tree.CollectScrollDeltas(
scroll_info, inner_viewport_layer_id);
}
std::unique_ptr<ScrollAndScaleSet> LayerTreeHostImpl::ProcessScrollDeltas() {
std::unique_ptr<ScrollAndScaleSet> scroll_info(new ScrollAndScaleSet());
CollectScrollDeltas(scroll_info.get(), active_tree_.get());
scroll_info->page_scale_delta =
active_tree_->page_scale_factor()->PullDeltaForMainThread();
scroll_info->top_controls_delta =
active_tree()->top_controls_shown_ratio()->PullDeltaForMainThread();
scroll_info->elastic_overscroll_delta =
active_tree_->elastic_overscroll()->PullDeltaForMainThread();
scroll_info->swap_promises.swap(swap_promises_for_main_thread_scroll_update_);
return scroll_info;
}
void LayerTreeHostImpl::SetFullViewportDamage() {
SetViewportDamage(gfx::Rect(DrawViewportSize()));
}
bool LayerTreeHostImpl::AnimatePageScale(base::TimeTicks monotonic_time) {
if (!page_scale_animation_)
return false;
gfx::ScrollOffset scroll_total = active_tree_->TotalScrollOffset();
if (!page_scale_animation_->IsAnimationStarted())
page_scale_animation_->StartAnimation(monotonic_time);
active_tree_->SetPageScaleOnActiveTree(
page_scale_animation_->PageScaleFactorAtTime(monotonic_time));
gfx::ScrollOffset next_scroll = gfx::ScrollOffset(
page_scale_animation_->ScrollOffsetAtTime(monotonic_time));
DCHECK(viewport());
viewport()->ScrollByInnerFirst(next_scroll.DeltaFrom(scroll_total));
if (page_scale_animation_->IsAnimationCompleteAtTime(monotonic_time)) {
page_scale_animation_ = nullptr;
client_->SetNeedsCommitOnImplThread();
client_->RenewTreePriority();
client_->DidCompletePageScaleAnimationOnImplThread();
} else {
SetNeedsOneBeginImplFrame();
}
return true;
}
bool LayerTreeHostImpl::AnimateTopControls(base::TimeTicks time) {
if (!top_controls_manager_->has_animation())
return false;
gfx::Vector2dF scroll = top_controls_manager_->Animate(time);
if (top_controls_manager_->has_animation())
SetNeedsOneBeginImplFrame();
if (active_tree_->TotalScrollOffset().y() == 0.f)
return false;
if (scroll.IsZero())
return false;
DCHECK(viewport());
viewport()->ScrollBy(scroll, gfx::Point(), false, false);
client_->SetNeedsCommitOnImplThread();
client_->RenewTreePriority();
return true;
}
bool LayerTreeHostImpl::AnimateScrollbars(base::TimeTicks monotonic_time) {
bool animated = false;
for (auto& pair : scrollbar_animation_controllers_)
animated |= pair.second->Animate(monotonic_time);
return animated;
}
bool LayerTreeHostImpl::AnimateLayers(base::TimeTicks monotonic_time) {
const bool animated = animation_host_->AnimateLayers(monotonic_time);
// TODO(crbug.com/551134): Only do this if the animations are on the active
// tree, or if they are on the pending tree waiting for some future time to
// start.
// TODO(crbug.com/551138): We currently have a single signal from the
// animation_host, so on the last frame of an animation we will
// still request an extra SetNeedsAnimate here.
if (animated)
SetNeedsOneBeginImplFrame();
// TODO(crbug.com/551138): We could return true only if the animations are on
// the active tree. There's no need to cause a draw to take place from
// animations starting/ticking on the pending tree.
return animated;
}
void LayerTreeHostImpl::UpdateAnimationState(bool start_ready_animations) {
std::unique_ptr<AnimationEvents> events = animation_host_->CreateEvents();
const bool has_active_animations = animation_host_->UpdateAnimationState(
start_ready_animations, events.get());
if (!events->events_.empty())
client_->PostAnimationEventsToMainThreadOnImplThread(std::move(events));
if (has_active_animations)
SetNeedsOneBeginImplFrame();
}
void LayerTreeHostImpl::ActivateAnimations() {
const bool activated = animation_host_->ActivateAnimations();
if (activated) {
// Activating an animation changes layer draw properties, such as
// screen_space_transform_is_animating. So when we see a new animation get
// activated, we need to update the draw properties on the active tree.
active_tree()->set_needs_update_draw_properties();
// Request another frame to run the next tick of the animation.
SetNeedsOneBeginImplFrame();
}
}
std::string LayerTreeHostImpl::LayerTreeAsJson() const {
std::string str;
if (active_tree_->root_layer_for_testing()) {
std::unique_ptr<base::Value> json(
active_tree_->root_layer_for_testing()->LayerTreeAsJson());
base::JSONWriter::WriteWithOptions(
*json, base::JSONWriter::OPTIONS_PRETTY_PRINT, &str);
}
return str;
}
void LayerTreeHostImpl::RegisterScrollbarAnimationController(
int scroll_layer_id) {
if (settings().scrollbar_animator == LayerTreeSettings::NO_ANIMATOR)
return;
if (ScrollbarAnimationControllerForId(scroll_layer_id))
return;
scrollbar_animation_controllers_[scroll_layer_id] =
active_tree_->CreateScrollbarAnimationController(scroll_layer_id);
}
void LayerTreeHostImpl::UnregisterScrollbarAnimationController(
int scroll_layer_id) {
scrollbar_animation_controllers_.erase(scroll_layer_id);
}
ScrollbarAnimationController*
LayerTreeHostImpl::ScrollbarAnimationControllerForId(
int scroll_layer_id) const {
// The viewport layers have only one set of scrollbars and their controller
// is registered with the outer viewport.
if (InnerViewportScrollLayer() && OuterViewportScrollLayer() &&
scroll_layer_id == InnerViewportScrollLayer()->id())
scroll_layer_id = OuterViewportScrollLayer()->id();
auto i = scrollbar_animation_controllers_.find(scroll_layer_id);
if (i == scrollbar_animation_controllers_.end())
return nullptr;
return i->second.get();
}
void LayerTreeHostImpl::PostDelayedScrollbarAnimationTask(
const base::Closure& task,
base::TimeDelta delay) {
client_->PostDelayedAnimationTaskOnImplThread(task, delay);
}
// TODO(danakj): Make this a return value from the Animate() call instead of an
// interface on LTHI. (Also, crbug.com/551138.)
void LayerTreeHostImpl::SetNeedsAnimateForScrollbarAnimation() {
TRACE_EVENT0("cc", "LayerTreeHostImpl::SetNeedsAnimateForScrollbarAnimation");
SetNeedsOneBeginImplFrame();
}
// TODO(danakj): Make this a return value from the Animate() call instead of an
// interface on LTHI. (Also, crbug.com/551138.)
void LayerTreeHostImpl::SetNeedsRedrawForScrollbarAnimation() {
SetNeedsRedraw();
}
ScrollbarSet LayerTreeHostImpl::ScrollbarsFor(int scroll_layer_id) const {
return active_tree_->ScrollbarsFor(scroll_layer_id);
}
void LayerTreeHostImpl::AddVideoFrameController(
VideoFrameController* controller) {
bool was_empty = video_frame_controllers_.empty();
video_frame_controllers_.insert(controller);
if (current_begin_frame_tracker_.DangerousMethodHasStarted() &&
!current_begin_frame_tracker_.DangerousMethodHasFinished())
controller->OnBeginFrame(current_begin_frame_tracker_.Current());
if (was_empty)
client_->SetVideoNeedsBeginFrames(true);
}
void LayerTreeHostImpl::RemoveVideoFrameController(
VideoFrameController* controller) {
video_frame_controllers_.erase(controller);
if (video_frame_controllers_.empty())
client_->SetVideoNeedsBeginFrames(false);
}
void LayerTreeHostImpl::SetTreePriority(TreePriority priority) {
if (global_tile_state_.tree_priority == priority)
return;
global_tile_state_.tree_priority = priority;
DidModifyTilePriorities();
}
TreePriority LayerTreeHostImpl::GetTreePriority() const {
return global_tile_state_.tree_priority;
}
BeginFrameArgs LayerTreeHostImpl::CurrentBeginFrameArgs() const {
// TODO(mithro): Replace call with current_begin_frame_tracker_.Current()
// once all calls which happens outside impl frames are fixed.
return current_begin_frame_tracker_.DangerousMethodCurrentOrLast();
}
base::TimeDelta LayerTreeHostImpl::CurrentBeginFrameInterval() const {
return current_begin_frame_tracker_.Interval();
}
std::unique_ptr<base::trace_event::ConvertableToTraceFormat>
LayerTreeHostImpl::AsValueWithFrame(FrameData* frame) const {
std::unique_ptr<base::trace_event::TracedValue> state(
new base::trace_event::TracedValue());
AsValueWithFrameInto(frame, state.get());
return std::move(state);
}
void LayerTreeHostImpl::AsValueWithFrameInto(
FrameData* frame,
base::trace_event::TracedValue* state) const {
if (this->pending_tree_) {
state->BeginDictionary("activation_state");
ActivationStateAsValueInto(state);
state->EndDictionary();
}
MathUtil::AddToTracedValue("device_viewport_size", device_viewport_size_,
state);
std::vector<PrioritizedTile> prioritized_tiles;
active_tree_->GetAllPrioritizedTilesForTracing(&prioritized_tiles);
if (pending_tree_)
pending_tree_->GetAllPrioritizedTilesForTracing(&prioritized_tiles);
state->BeginArray("active_tiles");
for (const auto& prioritized_tile : prioritized_tiles) {
state->BeginDictionary();
prioritized_tile.AsValueInto(state);
state->EndDictionary();
}
state->EndArray();
state->BeginDictionary("tile_manager_basic_state");
tile_manager_.BasicStateAsValueInto(state);
state->EndDictionary();
state->BeginDictionary("active_tree");
active_tree_->AsValueInto(state);
state->EndDictionary();
if (pending_tree_) {
state->BeginDictionary("pending_tree");
pending_tree_->AsValueInto(state);
state->EndDictionary();
}
if (frame) {
state->BeginDictionary("frame");
frame->AsValueInto(state);
state->EndDictionary();
}
}
void LayerTreeHostImpl::ActivationStateAsValueInto(
base::trace_event::TracedValue* state) const {
TracedValue::SetIDRef(this, state, "lthi");
state->BeginDictionary("tile_manager");
tile_manager_.BasicStateAsValueInto(state);
state->EndDictionary();
}
void LayerTreeHostImpl::SetDebugState(
const LayerTreeDebugState& new_debug_state) {
if (LayerTreeDebugState::Equal(debug_state_, new_debug_state))
return;
debug_state_ = new_debug_state;
UpdateTileManagerMemoryPolicy(ActualManagedMemoryPolicy());
SetFullViewportDamage();
}
void LayerTreeHostImpl::CreateUIResource(UIResourceId uid,
const UIResourceBitmap& bitmap) {
DCHECK_GT(uid, 0);
// Allow for multiple creation requests with the same UIResourceId. The
// previous resource is simply deleted.
ResourceId id = ResourceIdForUIResource(uid);
if (id)
DeleteUIResource(uid);
if (!has_valid_compositor_frame_sink_) {
evicted_ui_resources_.insert(uid);
return;
}
ResourceFormat format = resource_provider_->best_texture_format();
switch (bitmap.GetFormat()) {
case UIResourceBitmap::RGBA8:
break;
case UIResourceBitmap::ALPHA_8:
format = ALPHA_8;
break;
case UIResourceBitmap::ETC1:
format = ETC1;
break;
}
const gfx::Size source_size = bitmap.GetSize();
gfx::Size upload_size = bitmap.GetSize();
bool scaled = false;
int max_texture_size = resource_provider_->max_texture_size();
if (source_size.width() > max_texture_size ||
source_size.height() > max_texture_size) {
// Must resize the bitmap to fit within the max texture size.
scaled = true;
int edge = std::max(source_size.width(), source_size.height());
float scale = static_cast<float>(max_texture_size - 1) / edge;
DCHECK_LT(scale, 1.f);
upload_size = gfx::ScaleToCeiledSize(source_size, scale, scale);
}
id = resource_provider_->CreateResource(
upload_size, ResourceProvider::TEXTURE_HINT_IMMUTABLE, format,
gfx::ColorSpace());
if (!scaled) {
AutoLockUIResourceBitmap bitmap_lock(bitmap);
auto* pixels = bitmap_lock.GetPixels();
resource_provider_->CopyToResource(id, pixels, source_size);
} else {
// Only support auto-resizing for N32 textures (since this is primarily for
// scrollbars). Users of other types need to ensure they are not too big.
DCHECK_EQ(bitmap.GetFormat(), UIResourceBitmap::RGBA8);
float canvas_scale_x =
upload_size.width() / static_cast<float>(source_size.width());
float canvas_scale_y =
upload_size.height() / static_cast<float>(source_size.height());
// Uses kPremul_SkAlphaType since that is what SkBitmap's allocN32Pixels
// makes, and we only support the RGBA8 format here.
SkImageInfo info = SkImageInfo::MakeN32(
source_size.width(), source_size.height(), kPremul_SkAlphaType);
int row_bytes = source_size.width() * 4;
AutoLockUIResourceBitmap bitmap_lock(bitmap);
SkBitmap source_bitmap;
source_bitmap.setInfo(info, row_bytes);
source_bitmap.setPixels(const_cast<uint8_t*>(bitmap_lock.GetPixels()));
// This applies the scale to draw the |bitmap| into |scaled_bitmap|.
SkBitmap scaled_bitmap;
scaled_bitmap.allocN32Pixels(upload_size.width(), upload_size.height());
SkCanvas scaled_canvas(scaled_bitmap);
scaled_canvas.scale(canvas_scale_x, canvas_scale_y);
// The |canvas_scale_x| and |canvas_scale_y| may have some floating point
// error for large enough values, causing pixels on the edge to be not
// fully filled by drawBitmap(), so we ensure they start empty. (See
// crbug.com/642011 for an example.)
scaled_canvas.clear(SK_ColorTRANSPARENT);
scaled_canvas.drawBitmap(source_bitmap, 0, 0);
SkAutoLockPixels scaled_bitmap_lock(scaled_bitmap);
auto* pixels = static_cast<uint8_t*>(scaled_bitmap.getPixels());
resource_provider_->CopyToResource(id, pixels, upload_size);
}
UIResourceData data;
data.resource_id = id;
data.opaque = bitmap.GetOpaque();
ui_resource_map_[uid] = data;
resource_provider_->GenerateSyncTokenForResource(id);
MarkUIResourceNotEvicted(uid);
}
void LayerTreeHostImpl::DeleteUIResource(UIResourceId uid) {
ResourceId id = ResourceIdForUIResource(uid);
if (id) {
if (has_valid_compositor_frame_sink_)
resource_provider_->DeleteResource(id);
ui_resource_map_.erase(uid);
}
MarkUIResourceNotEvicted(uid);
}
void LayerTreeHostImpl::ClearUIResources() {
for (UIResourceMap::const_iterator iter = ui_resource_map_.begin();
iter != ui_resource_map_.end(); ++iter) {
evicted_ui_resources_.insert(iter->first);
resource_provider_->DeleteResource(iter->second.resource_id);
}
ui_resource_map_.clear();
}
void LayerTreeHostImpl::EvictAllUIResources() {
if (ui_resource_map_.empty())
return;
ClearUIResources();
client_->SetNeedsCommitOnImplThread();
client_->OnCanDrawStateChanged(CanDraw());
client_->RenewTreePriority();
}
ResourceId LayerTreeHostImpl::ResourceIdForUIResource(UIResourceId uid) const {
UIResourceMap::const_iterator iter = ui_resource_map_.find(uid);
if (iter != ui_resource_map_.end())
return iter->second.resource_id;
return 0;
}
bool LayerTreeHostImpl::IsUIResourceOpaque(UIResourceId uid) const {
UIResourceMap::const_iterator iter = ui_resource_map_.find(uid);
DCHECK(iter != ui_resource_map_.end());
return iter->second.opaque;
}
bool LayerTreeHostImpl::EvictedUIResourcesExist() const {
return !evicted_ui_resources_.empty();
}
void LayerTreeHostImpl::MarkUIResourceNotEvicted(UIResourceId uid) {
std::set<UIResourceId>::iterator found_in_evicted =
evicted_ui_resources_.find(uid);
if (found_in_evicted == evicted_ui_resources_.end())
return;
evicted_ui_resources_.erase(found_in_evicted);
if (evicted_ui_resources_.empty())
client_->OnCanDrawStateChanged(CanDraw());
}
void LayerTreeHostImpl::ScheduleMicroBenchmark(
std::unique_ptr<MicroBenchmarkImpl> benchmark) {
micro_benchmark_controller_.ScheduleRun(std::move(benchmark));
}
void LayerTreeHostImpl::InsertSwapPromiseMonitor(SwapPromiseMonitor* monitor) {
swap_promise_monitor_.insert(monitor);
}
void LayerTreeHostImpl::RemoveSwapPromiseMonitor(SwapPromiseMonitor* monitor) {
swap_promise_monitor_.erase(monitor);
}
void LayerTreeHostImpl::NotifySwapPromiseMonitorsOfSetNeedsRedraw() {
std::set<SwapPromiseMonitor*>::iterator it = swap_promise_monitor_.begin();
for (; it != swap_promise_monitor_.end(); it++)
(*it)->OnSetNeedsRedrawOnImpl();
}
void LayerTreeHostImpl::NotifySwapPromiseMonitorsOfForwardingToMainThread() {
std::set<SwapPromiseMonitor*>::iterator it = swap_promise_monitor_.begin();
for (; it != swap_promise_monitor_.end(); it++)
(*it)->OnForwardScrollUpdateToMainThreadOnImpl();
}
void LayerTreeHostImpl::UpdateRootLayerStateForSynchronousInputHandler() {
if (!input_handler_client_)
return;
input_handler_client_->UpdateRootLayerStateForSynchronousInputHandler(
active_tree_->TotalScrollOffset(), active_tree_->TotalMaxScrollOffset(),
active_tree_->ScrollableSize(), active_tree_->current_page_scale_factor(),
active_tree_->min_page_scale_factor(),
active_tree_->max_page_scale_factor());
}
void LayerTreeHostImpl::ScrollAnimationAbort(LayerImpl* layer_impl) {
return animation_host_->ScrollAnimationAbort(false /* needs_completion */);
}
bool LayerTreeHostImpl::ScrollAnimationUpdateTarget(
ScrollNode* scroll_node,
const gfx::Vector2dF& scroll_delta,
base::TimeDelta delayed_by) {
DCHECK_EQ(
ElementId(active_tree()->LayerById(scroll_node->owner_id)->element_id()),
scroll_node->element_id);
return animation_host_->ImplOnlyScrollAnimationUpdateTarget(
scroll_node->element_id, scroll_delta,
active_tree_->property_trees()->scroll_tree.MaxScrollOffset(
scroll_node->id),
CurrentBeginFrameArgs().frame_time, delayed_by);
}
bool LayerTreeHostImpl::IsElementInList(ElementId element_id,
ElementListType list_type) const {
if (list_type == ElementListType::ACTIVE) {
return active_tree()
? active_tree()->LayerByElementId(element_id) != nullptr
: false;
} else {
if (pending_tree() && pending_tree()->LayerByElementId(element_id))
return true;
if (recycle_tree() && recycle_tree()->LayerByElementId(element_id))
return true;
return false;
}
}
void LayerTreeHostImpl::SetMutatorsNeedCommit() {}
void LayerTreeHostImpl::SetMutatorsNeedRebuildPropertyTrees() {}
void LayerTreeHostImpl::SetTreeLayerFilterMutated(
ElementId element_id,
LayerTreeImpl* tree,
const FilterOperations& filters) {
if (!tree)
return;
const int layer_id = tree->LayerIdByElementId(element_id);
DCHECK(tree->property_trees()->IsInIdToIndexMap(
PropertyTrees::TreeType::EFFECT, layer_id));
const int effect_id =
tree->property_trees()->effect_id_to_index_map[layer_id];
if (effect_id != EffectTree::kInvalidNodeId)
tree->property_trees()->effect_tree.OnFilterAnimated(filters, effect_id,
tree);
}
void LayerTreeHostImpl::SetTreeLayerOpacityMutated(ElementId element_id,
LayerTreeImpl* tree,
float opacity) {
if (!tree)
return;
const int layer_id = tree->LayerIdByElementId(element_id);
DCHECK(tree->property_trees()->IsInIdToIndexMap(
PropertyTrees::TreeType::EFFECT, layer_id));
const int effect_id =
tree->property_trees()->effect_id_to_index_map[layer_id];
if (effect_id != EffectTree::kInvalidNodeId)
tree->property_trees()->effect_tree.OnOpacityAnimated(opacity, effect_id,
tree);
}
void LayerTreeHostImpl::SetTreeLayerTransformMutated(
ElementId element_id,
LayerTreeImpl* tree,
const gfx::Transform& transform) {
if (!tree)
return;
const int layer_id = tree->LayerIdByElementId(element_id);
DCHECK(tree->property_trees()->IsInIdToIndexMap(
PropertyTrees::TreeType::TRANSFORM, layer_id));
const int transform_id =
tree->property_trees()->transform_id_to_index_map[layer_id];
if (transform_id != TransformTree::kInvalidNodeId)
tree->property_trees()->transform_tree.OnTransformAnimated(
transform, transform_id, tree);
LayerImpl* layer = tree->LayerById(layer_id);
if (layer)
layer->set_was_ever_ready_since_last_transform_animation(false);
}
void LayerTreeHostImpl::SetTreeLayerScrollOffsetMutated(
ElementId element_id,
LayerTreeImpl* tree,
const gfx::ScrollOffset& scroll_offset) {
if (!tree)
return;
const int layer_id = tree->LayerIdByElementId(element_id);
DCHECK(tree->property_trees()->IsInIdToIndexMap(
PropertyTrees::TreeType::TRANSFORM, layer_id));
DCHECK(tree->property_trees()->IsInIdToIndexMap(
PropertyTrees::TreeType::SCROLL, layer_id));
const int transform_id =
tree->property_trees()->transform_id_to_index_map[layer_id];
const int scroll_id =
tree->property_trees()->scroll_id_to_index_map[layer_id];
if (transform_id != TransformTree::kInvalidNodeId &&
scroll_id != ScrollTree::kInvalidNodeId) {
tree->property_trees()->scroll_tree.OnScrollOffsetAnimated(
layer_id, transform_id, scroll_id, scroll_offset, tree);
// Run mutation callbacks to respond to updated scroll offset.
Mutate(CurrentBeginFrameArgs().frame_time);
}
}
bool LayerTreeHostImpl::AnimationsPreserveAxisAlignment(
const LayerImpl* layer) const {
return animation_host_->AnimationsPreserveAxisAlignment(layer->element_id());
}
void LayerTreeHostImpl::SetElementFilterMutated(
ElementId element_id,
ElementListType list_type,
const FilterOperations& filters) {
if (list_type == ElementListType::ACTIVE) {
SetTreeLayerFilterMutated(element_id, active_tree(), filters);
} else {
SetTreeLayerFilterMutated(element_id, pending_tree(), filters);
SetTreeLayerFilterMutated(element_id, recycle_tree(), filters);
}
}
void LayerTreeHostImpl::SetElementOpacityMutated(ElementId element_id,
ElementListType list_type,
float opacity) {
if (list_type == ElementListType::ACTIVE) {
SetTreeLayerOpacityMutated(element_id, active_tree(), opacity);
} else {
SetTreeLayerOpacityMutated(element_id, pending_tree(), opacity);
SetTreeLayerOpacityMutated(element_id, recycle_tree(), opacity);
}
}
void LayerTreeHostImpl::SetElementTransformMutated(
ElementId element_id,
ElementListType list_type,
const gfx::Transform& transform) {
if (list_type == ElementListType::ACTIVE) {
SetTreeLayerTransformMutated(element_id, active_tree(), transform);
} else {
SetTreeLayerTransformMutated(element_id, pending_tree(), transform);
SetTreeLayerTransformMutated(element_id, recycle_tree(), transform);
}
}
void LayerTreeHostImpl::SetElementScrollOffsetMutated(
ElementId element_id,
ElementListType list_type,
const gfx::ScrollOffset& scroll_offset) {
if (list_type == ElementListType::ACTIVE) {
SetTreeLayerScrollOffsetMutated(element_id, active_tree(), scroll_offset);
} else {
SetTreeLayerScrollOffsetMutated(element_id, pending_tree(), scroll_offset);
SetTreeLayerScrollOffsetMutated(element_id, recycle_tree(), scroll_offset);
}
}
void LayerTreeHostImpl::ElementIsAnimatingChanged(
ElementId element_id,
ElementListType list_type,
const PropertyAnimationState& mask,
const PropertyAnimationState& state) {
LayerTreeImpl* tree =
list_type == ElementListType::ACTIVE ? active_tree() : pending_tree();
if (!tree)
return;
LayerImpl* layer = tree->LayerByElementId(element_id);
if (layer)
layer->OnIsAnimatingChanged(mask, state);
}
void LayerTreeHostImpl::ScrollOffsetAnimationFinished() {
// TODO(majidvp): We should pass in the original starting scroll position here
ScrollStateData scroll_state_data;
ScrollState scroll_state(scroll_state_data);
// TODO(Sahel): Once the touchpad scroll latching for Non-mac devices is
// implemented, the current scrolling layer should not get cleared after
// each animation (crbug.com/526463).
ScrollEnd(&scroll_state);
ClearCurrentlyScrollingLayer();
}
gfx::ScrollOffset LayerTreeHostImpl::GetScrollOffsetForAnimation(
ElementId element_id) const {
if (active_tree()) {
LayerImpl* layer = active_tree()->LayerByElementId(element_id);
if (layer)
return layer->ScrollOffsetForAnimation();
}
return gfx::ScrollOffset();
}
bool LayerTreeHostImpl::SupportsImplScrolling() const {
// Supported in threaded mode.
return task_runner_provider_->HasImplThread();
}
bool LayerTreeHostImpl::CommitToActiveTree() const {
// In single threaded mode we skip the pending tree and commit directly to the
// active tree.
return !task_runner_provider_->HasImplThread();
}
void LayerTreeHostImpl::SetCompositorContextVisibility(bool is_visible) {
if (!compositor_frame_sink_)
return;
auto* compositor_context = compositor_frame_sink_->context_provider();
if (!compositor_context)
return;
DCHECK_NE(is_visible, !!compositor_context_visibility_);
if (is_visible) {
compositor_context_visibility_ =
compositor_context->CacheController()->ClientBecameVisible();
} else {
compositor_context->CacheController()->ClientBecameNotVisible(
std::move(compositor_context_visibility_));
}
}
void LayerTreeHostImpl::SetWorkerContextVisibility(bool is_visible) {
if (!compositor_frame_sink_)
return;
auto* worker_context = compositor_frame_sink_->worker_context_provider();
if (!worker_context)
return;
// TODO(ericrk): This check is here because worker context visibility is a
// bit less controlled, being settable both by memory policy changes as well
// as direct visibility changes. We should simplify this. crbug.com/642154
if (is_visible == !!worker_context_visibility_)
return;
ContextProvider::ScopedContextLock hold(worker_context);
if (is_visible) {
worker_context_visibility_ =
worker_context->CacheController()->ClientBecameVisible();
} else {
worker_context->CacheController()->ClientBecameNotVisible(
std::move(worker_context_visibility_));
}
}
} // namespace cc