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cc / layers / layer.h [blame]
// Copyright 2010 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CC_LAYERS_LAYER_H_
#define CC_LAYERS_LAYER_H_
#include <stddef.h>
#include <stdint.h>
#include <array>
#include <memory>
#include <set>
#include <string>
#include <vector>
#include "base/auto_reset.h"
#include "base/functional/callback.h"
#include "base/memory/raw_ptr.h"
#include "base/memory/ref_counted.h"
#include "cc/base/protected_sequence_synchronizer.h"
#include "cc/base/region.h"
#include "cc/benchmarks/micro_benchmark.h"
#include "cc/cc_export.h"
#include "cc/input/hit_test_opaqueness.h"
#include "cc/input/scroll_snap_data.h"
#include "cc/layers/layer_collections.h"
#include "cc/layers/scroll_hit_test_rect.h"
#include "cc/layers/touch_action_region.h"
#include "cc/paint/element_id.h"
#include "cc/paint/filter_operations.h"
#include "cc/paint/node_id.h"
#include "cc/paint/paint_record.h"
#include "cc/trees/effect_node.h"
#include "cc/trees/property_tree.h"
#include "cc/trees/target_property.h"
#include "components/viz/common/surfaces/region_capture_bounds.h"
#include "components/viz/common/surfaces/subtree_capture_id.h"
#include "components/viz/common/view_transition_element_resource_id.h"
#include "third_party/skia/include/core/SkColor.h"
#include "ui/gfx/geometry/linear_gradient.h"
#include "ui/gfx/geometry/point3_f.h"
#include "ui/gfx/geometry/point_f.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/geometry/rounded_corners_f.h"
namespace viz {
class CopyOutputRequest;
}
namespace cc {
class LayerImpl;
class LayerTreeHost;
class LayerTreeHostCommon;
class LayerTreeImpl;
class PictureLayer;
struct CommitState;
struct ThreadUnsafeCommitState;
// For tracing and debugging. The info will be attached to this layer's tracing
// output.
struct CC_EXPORT LayerDebugInfo {
LayerDebugInfo();
LayerDebugInfo(const LayerDebugInfo&);
~LayerDebugInfo();
std::string name;
NodeId owner_node_id = kInvalidNodeId;
int paint_count = 0;
std::vector<const char*> compositing_reasons;
std::vector<const char*> compositing_reason_ids;
struct Invalidation {
gfx::Rect rect;
const char* reason;
std::string client;
};
std::vector<Invalidation> invalidations;
};
// Base class for composited layers. Special layer types are derived from
// this class. Each layer is an independent unit in the compositor, be that
// for transforming or for content. If a layer has content it can be
// transformed efficiently without requiring the content to be recreated.
// Layers form a tree, with each layer having 0 or more children, and a single
// parent (or none at the root). Layers within the tree, other than the root
// layer, are kept alive by that tree relationship, with refpointer ownership
// from parents to children.
class CC_EXPORT Layer : public base::RefCounted<Layer>,
public ProtectedSequenceSynchronizer {
public:
// An invalid layer id, as all layer ids are positive.
enum LayerIdLabels {
INVALID_ID = -1,
};
// Get a unique layer id.
static int GetNextLayerId();
// Factory to create a new Layer, with a unique id.
static scoped_refptr<Layer> Create();
Layer(const Layer&) = delete;
Layer& operator=(const Layer&) = delete;
// ProtectedSequenceSynchronizer implementation
bool IsOwnerThread() const override;
bool InProtectedSequence() const override;
void WaitForProtectedSequenceCompletion() const override;
// A unique and stable id for the Layer. Ids are always positive.
int id() const { return layer_id_; }
// Returns a pointer to the highest ancestor of this layer, or itself.
Layer* RootLayer();
// Returns a pointer to the direct ancestor of this layer if it exists,
// or null.
Layer* mutable_parent() { return parent_.Write(*this); }
const Layer* parent() const { return parent_.Read(*this); }
// Appends |child| to the list of children of this layer, and maintains
// ownership of a reference to that |child|.
void AddChild(scoped_refptr<Layer> child);
// Inserts |child| into the list of children of this layer, before position
// |index| (0 based) and maintains ownership of a reference to that |child|.
void InsertChild(scoped_refptr<Layer> child, size_t index);
// Removes an existing child |reference| from this layer's list of children,
// and inserts |new_layer| it its place in the list. This layer maintains
// ownership of a reference to the |new_layer|. The |new_layer| may be null,
// in which case |reference| is simply removed from the list of children,
// which ends this layers ownership of the child.
void ReplaceChild(Layer* reference, scoped_refptr<Layer> new_layer);
// Removes this layer from the list of children in its parent, removing the
// parent's ownership of this layer.
void RemoveFromParent();
// Removes all children from this layer's list of children, removing ownership
// of those children.
void RemoveAllChildren();
// Sets the children while minimizing changes to layers that are already
// children of this layer.
void SetChildLayerList(LayerList children);
// Returns true if |ancestor| is this layer's parent or higher ancestor.
bool HasAncestor(const Layer* ancestor) const;
// The list of children of this layer.
const LayerList& children() const { return inputs_.Read(*this).children; }
// These methods provide information from layer_tree_host_ in a way that is
// safe to query from either the main or impl thread.
bool IsAttached() const { return layer_tree_host_; }
bool IsMainThread() const;
bool IsUsingLayerLists() const;
// Gets the LayerTreeHost that this layer is attached to, or null if not.
// A layer is attached to a LayerTreeHost if it or an ancestor layer is set as
// the root layer of a LayerTreeHost (while noting only a layer without a
// parent may be set as the root layer).
LayerTreeHost* layer_tree_host() {
DCHECK(!IsAttached() || IsMainThread());
return layer_tree_host_.get();
}
const LayerTreeHost* layer_tree_host() const {
DCHECK(!IsAttached() || IsMainThread());
return layer_tree_host_.get();
}
// This requests the layer and its subtree be rendered and given to the
// callback. If the copy is unable to be produced (the layer is destroyed
// first), then the callback is called with a nullptr/empty result. If the
// request's source property is set, any prior uncommitted requests having the
// same source will be aborted.
void RequestCopyOfOutput(std::unique_ptr<viz::CopyOutputRequest> request);
// True if a copy request has been inserted on this layer and a commit has not
// occurred yet.
bool HasCopyRequest() const {
return layer_tree_inputs() && !layer_tree_inputs()->copy_requests.empty();
}
// Set and get the background color for the layer. This color is used to
// calculate the safe opaque background color. Subclasses may also use the
// color for other purposes.
virtual void SetBackgroundColor(SkColor4f background_color);
SkColor4f background_color() const {
return inputs_.Read(*this).background_color;
}
// For layer tree mode only. In layer list mode, client doesn't need to set
// it. Sets an opaque background color for the layer, to be used in place of
// the background_color() if the layer says contents_opaque() is true.
void SetSafeOpaqueBackgroundColor(SkColor4f background_color);
// Returns a background color with opaqueness equal to the value of
// contents_opaque().
// If the layer says contents_opaque() is true, in layer tree mode, this
// returns the value set by SetSafeOpaqueBackgroundColor() which should be an
// opaque color, and in layer list mode, returns background_color() which
// should be opaque (otherwise SetBackgroundColor() should have set
// contents_opaque to false).
// Otherwise, it returns something non-opaque. It prefers to return the
// background_color(), but if the background_color() is opaque (and this layer
// claims to not be), then SkColors::kTransparent is returned to avoid
// intrusive checkerboard where the layer is not covered by the
// background_color().
SkColor4f SafeOpaqueBackgroundColor() const;
// For layer tree mode only.
// Set and get the position of this layer, relative to its parent. This is
// specified in layer space, which excludes device scale and page scale
// factors, and ignoring transforms for this layer or ancestor layers. The
// root layer's position is not used as it always appears at the origin of
// the viewport.
void SetPosition(const gfx::PointF& position);
const gfx::PointF position() const {
return layer_tree_inputs() ? layer_tree_inputs()->position : gfx::PointF();
}
// Reorder the entirety of the children() vector to follow new_children_order.
// All elements inside new_children_order must be inside children(), and vice
// versa. Will empty the |new_children_order| LayerList passed into this
// method.
void ReorderChildren(LayerList* new_children_order);
// Set and get the layers bounds. This is specified in layer space, which
// excludes device scale and page scale factors, and ignoring transforms for
// this layer or ancestor layers.
//
// The root layer in the tree has bounds in viewport space, which includes
// the device scale factor.
void SetBounds(const gfx::Size& bounds);
const gfx::Size& bounds() const { return inputs_.Read(*this).bounds; }
// For layer tree mode only.
// Set or get that this layer clips its subtree to within its bounds. Content
// of children will be intersected with the bounds of this layer when true.
void SetMasksToBounds(bool masks_to_bounds);
bool masks_to_bounds() const {
return layer_tree_inputs() && layer_tree_inputs()->masks_to_bounds;
}
// For layer tree mode only.
// Set or get the clip rect for this layer. |clip_rect| is relative to |this|
// layer. If you are trying to clip the subtree to the bounds of this layer,
// SetMasksToBounds() would be a better alternative.
void SetClipRect(const gfx::Rect& clip_rect);
gfx::Rect clip_rect() const {
return layer_tree_inputs() ? layer_tree_inputs()->clip_rect : gfx::Rect();
}
// Returns the bounds which is clipped by the clip rect.
gfx::RectF EffectiveClipRect() const;
// For layer tree mode only.
// Set or get a layer that will mask the contents of this layer. The alpha
// channel of the mask layer's content is used as an alpha mask of this
// layer's content. IOW the mask's alpha is multiplied by this layer's alpha
// for each matching pixel.
void SetMaskLayer(scoped_refptr<PictureLayer> mask_layer);
const PictureLayer* mask_layer() const {
return layer_tree_inputs() ? layer_tree_inputs()->mask_layer.get()
: nullptr;
}
PictureLayer* mask_layer() {
return layer_tree_inputs() ? layer_tree_inputs()->mask_layer.get()
: nullptr;
}
// Marks the |dirty_rect| as being changed, which will cause a commit and
// the compositor to submit a new frame with a damage rect that includes the
// layer's dirty area. This rect is in layer space, the same as bounds().
virtual void SetNeedsDisplayRect(const gfx::Rect& dirty_rect);
// Marks the entire layer's bounds as being changed, which will cause a commit
// and the compositor to submit a new frame with a damage rect that includes
// the entire layer. Note that if the layer resizes afterward, but before
// commit, the dirty rect would not cover the layer, however then the layer
// bounds change would implicitly damage the full layer.
void SetNeedsDisplay() { SetNeedsDisplayRect(gfx::Rect(bounds())); }
// Returns the union of previous calls to SetNeedsDisplayRect() and
// SetNeedsDisplay() that have not been committed to the compositor thread.
const gfx::Rect& update_rect() const { return update_rect_.Read(*this); }
// If this returns true, then `SetNeedsDisplay` will be called in response to
// the HDR headroom of the display that the content is rendering to changing.
virtual bool RequiresSetNeedsDisplayOnHdrHeadroomChange() const;
void ResetUpdateRectForTesting() { update_rect_.Write(*this) = gfx::Rect(); }
// For layer tree mode only.
// Set or get the rounded corner radii which is applied to the layer and its
// subtree (as if they are together as a single composited entity) when
// blitting into their target. Setting this makes the layer masked to bounds.
// If the layer has a clip of its own, the rounded corner will be applied
// along the layer's clip rect corners. TODO(sashamcintosh): Apply rounded
// corner when the layer has a transform that is not 2d axis aligned.
// Currently the rounded corner is ignored in this case.
void SetRoundedCorner(const gfx::RoundedCornersF& corner_radii);
const gfx::RoundedCornersF& corner_radii() const {
return layer_tree_inputs() ? layer_tree_inputs()->corner_radii
: kNoRoundedCornersF;
}
// Returns true if any of the corner has a non-zero radius set.
bool HasRoundedCorner() const { return !corner_radii().IsEmpty(); }
// For layer tree mode only.
// Set or get the flag that disables the requirement of a render surface for
// this layer due to it having rounded corners. This improves performance at
// the cost of maybe having some blending artifacts. Not having a render
// surface is not guaranteed however.
void SetIsFastRoundedCorner(bool enable);
bool is_fast_rounded_corner() const {
return layer_tree_inputs() && layer_tree_inputs()->is_fast_rounded_corner;
}
// For layer tree mode only.
// Set or get the gradient mask which is applied to the layer and its
// subtree (as if they are together as a single composited entity) when
// blitting into their target. Setting applies a linear gradient to the layer
// bounds and optionally the rounded corner defined by SetRoundedCorner.
// TODO(sashamcintosh): Apply gradient mask when the layer has a transform
// that is not 2d axis aligned. Currently the gradient mask is ignored in this
// case.
void SetGradientMask(const gfx::LinearGradient& gradient_mask);
const gfx::LinearGradient& gradient_mask() const {
return layer_tree_inputs() ? layer_tree_inputs()->gradient_mask
: gfx::LinearGradient::GetEmpty();
}
bool HasGradientMask() const { return !gradient_mask().IsEmpty(); }
bool HasMaskFilter() const { return HasRoundedCorner() || HasGradientMask(); }
// For layer tree mode only.
// Set or get the opacity which should be applied to the contents of the layer
// and its subtree (together as a single composited entity) when blending them
// into their target. Note that this does not speak to the contents of this
// layer, which may be opaque or not (see contents_opaque()). Note that the
// opacity is cumulative since it applies to the layer's subtree.
virtual void SetOpacity(float opacity);
float opacity() const {
return layer_tree_inputs() ? layer_tree_inputs()->opacity : 1.0f;
}
// Gets the true opacity that will be used for blending the contents of this
// layer and its subtree into its target during composite. This value is the
// same as the user-specified opacity() unless the layer should not be visible
// at all for other reasons, in which case the opacity here becomes 0.
float EffectiveOpacity() const;
// For layer tree mode only.
// Set or get the blend mode to be applied when blending the contents of the
// layer and its subtree (together as a single composited entity) when
// blending them into their target.
void SetBlendMode(SkBlendMode blend_mode);
SkBlendMode blend_mode() const {
return layer_tree_inputs() ? layer_tree_inputs()->blend_mode
: SkBlendMode::kSrcOver;
}
// For layer tree mode only.
// Set or get the list of filter effects to be applied to the contents of the
// layer and its subtree (together as a single composited entity) when
// drawing them into their target.
void SetFilters(const FilterOperations& filters);
FilterOperations filters() const {
return layer_tree_inputs() ? layer_tree_inputs()->filters
: FilterOperations();
}
// For layer tree mode only.
// Set or get the list of filters that should be applied to the content this
// layer and its subtree will be drawn into. The effect is clipped by
// backdrop_filter_bounds.
void SetBackdropFilters(const FilterOperations& filters);
FilterOperations backdrop_filters() const {
return layer_tree_inputs() ? layer_tree_inputs()->backdrop_filters
: FilterOperations();
}
// For layer tree mode only.
void SetBackdropFilterBounds(const gfx::RRectF& backdrop_filter_bounds);
void ClearBackdropFilterBounds();
std::optional<gfx::RRectF> backdrop_filter_bounds() const {
return layer_tree_inputs() ? layer_tree_inputs()->backdrop_filter_bounds
: std::nullopt;
}
// For layer tree mode only.
void SetBackdropFilterQuality(const float quality);
float backdrop_filter_quality() const {
return layer_tree_inputs() ? layer_tree_inputs()->backdrop_filter_quality
: 1.0f;
}
// Set or get an optimization hint that the contents of this layer are fully
// opaque or not. If true, every pixel of content inside the layer's bounds
// must be opaque or visual errors can occur. This applies only to this layer
// and not to children, and does not imply the layer should be composited
// opaquely, as effects may be applied such as opacity() or filters().
// Note that this also calls SetContentsOpaqueForText(opaque) internally.
// To override a different contents_opaque_for_text, the client should call
// SetContentsOpaqueForText() after SetContentsOpaque().
void SetContentsOpaque(bool opaque);
bool contents_opaque() const { return inputs_.Read(*this).contents_opaque; }
// Whether the contents area containing text is known to be opaque.
// For example, blink will SetContentsOpaque(false) but
// SetContentsOpaqueForText(true) for the following case:
// <div style="overflow: hidden; border-radius: 10px; background: white">
// TEXT
// </div>
// See also the note for SetContentsOpaque().
void SetContentsOpaqueForText(bool opaque);
bool contents_opaque_for_text() const {
return inputs_.Read(*this).contents_opaque_for_text;
}
void SetHitTestOpaqueness(HitTestOpaqueness opaqueness);
// For callers that don't know the HitTestOpaqueness::kOpaque concept.
void SetHitTestable(bool hit_testable);
HitTestOpaqueness hit_test_opaqueness() const {
return inputs_.Read(*this).hit_test_opaqueness;
}
// For layer tree mode only.
// Set or get the transform to be used when compositing this layer into its
// target. The transform is inherited by this layers children.
void SetTransform(const gfx::Transform& transform);
const gfx::Transform& transform() const {
return layer_tree_inputs() ? layer_tree_inputs()->transform
: kIdentityTransform;
}
// Gets the transform, including transform origin and position, of this layer
// and its ancestors, device scale and page scale factors, into the device
// viewport.
gfx::Transform ScreenSpaceTransform() const;
// For layer tree mode only.
// Set or get the origin to be used when applying the transform. The value is
// a position in layer space, relative to the top left corner of this layer.
// For instance, if set to the center of the layer, with a transform to rotate
// 180deg around the X axis, it would flip the layer vertically around the
// center of the layer, leaving it occupying the same space. Whereas set to
// the top left of the layer, the rotation wouldoccur around the top of the
// layer, moving it vertically while flipping it.
void SetTransformOrigin(const gfx::Point3F&);
gfx::Point3F transform_origin() const {
return layer_tree_inputs() ? layer_tree_inputs()->transform_origin
: gfx::Point3F();
}
// For layer tree mode only.
// Set or get the scroll offset of the layer. The content of the layer, and
// position of its subtree, as well as other layers for which this layer is
// their scroll parent, and their subtrees) is moved up by the amount of
// offset specified here.
void SetScrollOffset(const gfx::PointF& scroll_offset);
gfx::PointF scroll_offset() const {
return layer_tree_inputs() ? layer_tree_inputs()->scroll_offset
: gfx::PointF();
}
// For layer tree mode only.
// Called internally during commit to update the layer with state from the
// compositor thread. Not to be called externally by users of this class.
void SetScrollOffsetFromImplSide(const gfx::PointF& scroll_offset);
// For layer tree mode only.
// Marks this layer as being scrollable and needing an associated scroll node,
// and specifies the size of the container in which the scrolling contents are
// visible. (Use SetBounds to set the size of the content to be scrolled.)
// Once scrollable, a Layer cannot become un-scrollable.
void SetScrollable(const gfx::Size& scroll_container_bounds);
bool scrollable() const {
return layer_tree_inputs() && layer_tree_inputs()->scrollable;
}
gfx::Size scroll_container_bounds() const {
return layer_tree_inputs() ? layer_tree_inputs()->scroll_container_bounds
: gfx::Size();
}
virtual bool IsScrollbarLayerForTesting() const;
// For layer list mode only.
// Set or get an area of this layer within which a scroll hit-test can not be
// done from the compositor thread. Within this area, if the user attempts to
// start a scroll, the events must be sent to the main thread and processed
// there.
void SetMainThreadScrollHitTestRegion(
const Region& main_thread_scroll_hit_test_region);
const Region& main_thread_scroll_hit_test_region() const {
if (const auto& rare_inputs = inputs_.Read(*this).rare_inputs)
return rare_inputs->main_thread_scroll_hit_test_region;
return Region::Empty();
}
// For layer list mode only.
// A scroll in any of the rects but not in non_fast_scrollable_region can
// start on the compositor thread. The scroll node is determined by checking
// non_composited_scroll_hit_test_rects in reversed order.
void SetNonCompositedScrollHitTestRects(std::vector<ScrollHitTestRect> rects);
const std::vector<ScrollHitTestRect>* non_composited_scroll_hit_test_rects()
const {
if (const auto& rare_inputs = inputs_.Read(*this).rare_inputs) {
return &rare_inputs->non_composited_scroll_hit_test_rects;
}
return nullptr;
}
// Set or get the set of touch actions allowed across each point of this
// layer. The |touch_action_region| can specify, for any number of areas,
// which touch actions are allowed in each area. The result is the
// intersection of overlapping areas. These allowed actions control if
// a touch event can initiate a scroll or zoom on the compositor thread.
void SetTouchActionRegion(TouchActionRegion touch_action_region);
const TouchActionRegion& touch_action_region() const {
return inputs_.Read(*this).touch_action_region;
}
// Set or get the region that should be used for capture.
void SetCaptureBounds(viz::RegionCaptureBounds bounds);
const viz::RegionCaptureBounds& capture_bounds() const {
if (const auto& rare_inputs = inputs_.Read(*this).rare_inputs)
return rare_inputs->capture_bounds;
return viz::RegionCaptureBounds::Empty();
}
// Set or get the set of blocking wheel rects of this layer. The
// |wheel_event_region| is the set of rects for which there is a non-passive
// wheel event listener that paints into this layer. Mouse wheel messages
// that intersect these rects must execute their relevant JS handler before we
// can start scrolling.
void SetWheelEventRegion(Region wheel_event_region);
const Region& wheel_event_region() const {
if (const auto& rare_inputs = inputs_.Read(*this).rare_inputs)
return rare_inputs->wheel_event_region;
return Region::Empty();
}
// For layer tree mode only.
// In layer list mode, use ScrollTree::SetScrollCallbacks() instead.
// Sets a RepeatingCallback that is run during a main frame, before layers are
// asked to prepare content with Update(), if the scroll offset for the layer
// was changed by the InputHandlerClient, on the compositor thread (or on the
// main thread in single-thread mode). It may be set to a null callback, in
// which case nothing is called. This is for layer tree mode only. Should use
// ScrollTree::SetScrollCallbacks() in layer list mode.
void SetDidScrollCallback(
base::RepeatingCallback<void(const gfx::PointF&, const ElementId&)>);
// For layer tree mode only.
// Sets the given |subtree_id| on this layer, so that the layer subtree rooted
// at this layer can be uniquely identified by a FrameSinkVideoCapturer.
// The existence of a valid SubtreeCaptureId on this layer will force it to be
// drawn into a separate CompositorRenderPass.
// Setting a non-valid (i.e. default-constructed SubtreeCaptureId) will clear
// this property.
// It is not allowed to change this ID from a valid ID to another valid ID,
// since a client might already using the existing valid ID to make this layer
// subtree identifiable by a capturer.
//
// Note that this is useful when it's desired to video record a layer subtree
// of a non-root layer using a FrameSinkVideoCapturer, since non-root layers
// are usually not drawn into their own CompositorRenderPass.
void SetSubtreeCaptureId(viz::SubtreeCaptureId subtree_id);
viz::SubtreeCaptureId subtree_capture_id() const {
if (layer_tree_inputs())
return layer_tree_inputs()->subtree_capture_id;
return viz::SubtreeCaptureId();
}
// Set or get if the layer and its subtree should be cached as a texture in
// the display compositor. This is used as an optimization when it is known
// that the layer will be animated without changing its content, or any of its
// subtree.
//
// Note that this also disables occlusion culling, as the entire texture will
// be drawn so that it is not left with incomplete areas. This should only be
// used when paying the cost of creating an intermediate texture is worth it,
// even when the layer's subtree may be occluded, or not visible in the final
// output.
void SetCacheRenderSurface(bool value) {
DCHECK(IsPropertyChangeAllowed());
SetBitFlag(value, kCacheRenderSurfaceFlagMask, /*invalidate=*/true);
}
bool cache_render_surface() const {
return GetBitFlag(kCacheRenderSurfaceFlagMask);
}
// If the layer induces a render surface, this returns the cause for the
// render surface. If the layer does not induce a render surface, this returns
// kNone.
RenderSurfaceReason GetRenderSurfaceReason() const;
// Set or get if the layer and its subtree will be drawn through an
// intermediate texture, called a RenderSurface. This mimics the need
// for a RenderSurface that is caused by compositing effects such as masks
// without needing to set up such effects.
void SetForceRenderSurfaceForTesting(bool value) {
DCHECK(IsPropertyChangeAllowed());
SetBitFlag(value, kForceRenderSurfaceForTestingFlagMask,
/*invalidate=*/true);
}
bool force_render_surface_for_testing() const {
return GetBitFlag(kForceRenderSurfaceForTestingFlagMask);
}
// When true the layer may contribute to the compositor's output. When false,
// it does not. This property does not apply to children of the layer, they
// may contribute while this layer does not. The layer itself will determine
// if it has content to contribute, but when false, this prevents it from
// doing so.
void SetIsDrawable(bool is_drawable);
// Is true if the layer will contribute content to the compositor's output.
// Will be false if SetIsDrawable(false) is called. But will also be false if
// the layer itself has no content to contribute, even though the layer was
// given SetIsDrawable(true).
bool draws_content() const { return GetBitFlag(kDrawsContentFlagMask); }
// Returns the number of layers in this layers subtree (excluding itself) for
// which DrawsContent() is true.
int NumDescendantsThatDrawContent() const;
// For layer tree mode only.
// Set or get if this layer and its subtree should be part of the compositor's
// output to the screen. When set to true, the layer's subtree does not appear
// to the user, but still remains part of the tree with all its normal drawing
// properties. This can be used to execute a CopyOutputRequest on this layer
// or another in its subtree, since the layers are still able to be drawn by
// the compositor, while not being composed into the result shown to the user.
void SetHideLayerAndSubtree(bool hide);
bool hide_layer_and_subtree() const {
return layer_tree_inputs() && layer_tree_inputs()->hide_layer_and_subtree;
}
// The index of this layer's node in the various property trees. These are
// only valid after a main frame, when Update() is called on the layer, and
// remain valid and in in the same state until the next main frame, or until
// the layer is removed from its LayerTreeHost. Otherwise kInvalidNodeId is
// returned.
int transform_tree_index() const;
int clip_tree_index() const;
int effect_tree_index() const;
int scroll_tree_index() const;
bool transform_tree_index_is_valid(const PropertyTrees&) const;
bool clip_tree_index_is_valid(const PropertyTrees&) const;
bool effect_tree_index_is_valid(const PropertyTrees&) const;
bool scroll_tree_index_is_valid(const PropertyTrees&) const;
// While all layers have an index into the transform tree, this value
// indicates whether the transform tree node was created for this layer.
void SetHasTransformNode(bool value) {
SetBitFlag(value, kHasTransformNodeFlagMask);
}
bool has_transform_node() const {
return GetBitFlag(kHasTransformNodeFlagMask);
}
// This value indicates whether a clip node was created for |this| layer.
void SetHasClipNode(bool val) { SetBitFlag(val, kHasClipNodeFlagMask); }
bool has_clip_node() const { return GetBitFlag(kHasClipNodeFlagMask); }
// Sets that the content shown in this layer may be a video. This may be used
// by the system compositor to distinguish between animations updating the
// screen and video, which the user would be watching. This allows
// optimizations like turning off the display when video is not playing,
// without interfering with video playback.
void SetMayContainVideo(bool value) {
SetBitFlag(value, kMayContainVideoFlagMask, /*invalidate=*/false,
/*needs_push=*/true);
}
bool may_contain_video() const {
return GetBitFlag(kMayContainVideoFlagMask);
}
// Stable identifier for clients. See comment in cc/paint/element_id.h.
void SetElementId(ElementId id);
ElementId element_id() const { return inputs_.Read(*this).element_id; }
// For layer tree mode only.
// Sets or gets if trilinear filtering should be used to scaling the contents
// of this layer and its subtree. When set the layer and its subtree will be
// composited together as a single unit, mip maps will be generated of the
// subtree together, and trilinear filtering applied when supported, if
// scaling during composite of the content from this layer and its subtree
// into the target.
void SetTrilinearFiltering(bool trilinear_filtering);
bool trilinear_filtering() const {
return layer_tree_inputs() && layer_tree_inputs()->trilinear_filtering;
}
// For layer tree mode only.
// Increments/decrements/gets number of layers mirroring this layer.
void IncrementMirrorCount();
void DecrementMirrorCount();
int mirror_count() const {
return layer_tree_inputs() ? layer_tree_inputs()->mirror_count : 0;
}
// Captures text content within the given |rect| and returns the associated
// NodeInfo in |content|.
virtual void CaptureContent(const gfx::Rect& rect,
std::vector<NodeInfo>* content) const;
// For tracing. Gets a recorded rasterization of this layer's contents that
// can be displayed inside representations of this layer. May return null, in
// which case the layer won't be shown with any content in the tracing
// display.
virtual sk_sp<const SkPicture> GetPicture() const;
virtual bool IsSolidColorLayerForTesting() const;
const LayerDebugInfo* debug_info() const { return debug_info_.Read(*this); }
LayerDebugInfo& EnsureDebugInfo();
void ClearDebugInfo();
// For telemetry testing. Runs a given test behaviour implemented in
// |benchmark| for this layer. The base class does nothing as benchmarks
// only exist for subclass layer types. For each subclass that the
// MicroBenchmark supports, the class should override this method and run the
// |benchmark| against this layer.
virtual void RunMicroBenchmark(MicroBenchmark* benchmark);
// Internal method to create the compositor thread type for this Layer.
// Subclasses should override this method if they want to return their own
// subclass of LayerImpl instead.
virtual std::unique_ptr<LayerImpl> CreateLayerImpl(
LayerTreeImpl* tree_impl) const;
// Internal method to copy all state from this Layer to the compositor thread.
// Should be overridden by any subclass that has additional state, to copy
// that state as well. The |layer| passed in will be of the type created by
// CreateLayerImpl(), so can be safely down-casted if the subclass uses a
// different type for the compositor thread.
void PushPropertiesTo(LayerImpl* layer,
const CommitState& commit_state,
const ThreadUnsafeCommitState& unsafe_state);
// Internal method to be overridden by Layer subclasses that need to do work
// during a main frame. The method should compute any state that will need to
// propagated to the compositor thread for the next commit, and return true
// if there is anything new to commit. If all layers return false, the commit
// may be aborted.
virtual bool Update();
// Internal to property tree construction. This allows a layer to request that
// its transform should be snapped such that the layer aligns with the pixel
// grid in its rendering target. This ensures that the layer is not fuzzy
// (unless it is being scaled). Layers may override this to return true, by
// default layers are not snapped.
virtual bool IsSnappedToPixelGridInTarget() const;
// Internal method that is called when a Layer is attached to a LayerTreeHost.
// This would happen when
// a) the Layer is added to an existing Layer tree that is attached to a
// LayerTreeHost.
// b) the Layer is made the root layer of a LayerTreeHost.
// c) the Layer is part of a Layer tree, and an ancestor is attached to a
// LayerTreeHost via a) or b).
// The |host| is the new LayerTreeHost which the Layer is now attached to.
// Subclasses may override this if they have data or resources which are
// specific to a LayerTreeHost that should be updated or reset. After this
// returns the Layer will hold a pointer to the new LayerTreeHost.
virtual void SetLayerTreeHost(LayerTreeHost* host);
// Internal method to mark this layer as needing to push its state to the
// compositor thread during the next commit. The PushPropertiesTo() method
// will be called for this layer during the next commit only if this method
// was called before it.
void SetNeedsPushProperties(uint8_t changed_props = kChangedGeneralProperty);
// Clear cached properties
void ClearChangedPushPropertiesForTesting() {
changed_properties_.Write(*this) = 0u;
}
// Internal to property tree construction. A generation number for the
// property trees, to verify the layer's indices are pointers into the trees
// currently held by the LayerTreeHost. The number is updated when property
// trees are built from the Layer tree.
void set_property_tree_sequence_number(int sequence_number) {
property_tree_sequence_number_.Write(*this) = sequence_number;
}
int property_tree_sequence_number() const {
return property_tree_sequence_number_.Read(*this);
}
// Internal to property tree construction. Sets the index for this Layer's
// node in each property tree.
void SetTransformTreeIndex(int index);
void SetClipTreeIndex(int index);
void SetEffectTreeIndex(int index);
void SetScrollTreeIndex(int index);
// The position of this layer after transforming by the layer's transform
// node. When property trees are built by cc (when IsUsingLayerLists is false)
// this is set by property_tree_builder.cc.
void SetOffsetToTransformParent(gfx::Vector2dF offset);
gfx::Vector2dF offset_to_transform_parent() const {
return offset_to_transform_parent_.Read(*this);
}
// Internal to property tree construction. Indicates that a property changed
// on this layer that may affect the position or content of all layers in this
// layer's subtree, including itself. This causes the layer's subtree to be
// considered damaged and re-displayed to the user.
void SetSubtreePropertyChanged();
void ClearSubtreePropertyChangedForTesting() {
subtree_property_changed_.Write(*this) = false;
}
bool subtree_property_changed() const {
return subtree_property_changed_.Read(*this);
}
// Internal to property tree construction. Returns ElementListType::ACTIVE
// as main thread layers do not have a pending/active tree split, and
// animations should run normally on the main thread layer tree.
ElementListType GetElementTypeForAnimation() const;
// Internal to property tree construction. Whether this layer may animate its
// opacity on the compositor thread. Layer subclasses may override this to
// report true. If true, assumptions about opacity can not be made on the main
// thread.
virtual bool OpacityCanAnimateOnImplThread() const;
// For layer tree mode only.
// Internal to property tree construction. Set to true if this layer or any
// layer below it in the tree has a CopyOutputRequest pending commit.
// This flag is valid only when LayerTreeHost::has_copy_request() is true
void SetSubtreeHasCopyRequest(bool value) {
SetBitFlag(value, kSubtreeHasCopyRequestFlagMask);
}
bool subtree_has_copy_request() const {
return GetBitFlag(kSubtreeHasCopyRequestFlagMask);
}
// Internal to property tree construction. Removes all CopyOutputRequests from
// this layer, moving them into |requests|.
void TakeCopyRequests(
std::vector<std::unique_ptr<viz::CopyOutputRequest>>* requests);
// Internal to property tree construction. Set if the layer should not be
// shown when its back face is visible to the user. This is a derived value
// from SetDoubleSided().
void SetShouldCheckBackfaceVisibility(bool value) {
SetBitFlag(value, kShouldCheckBackfaceVisibilityFlagMask,
/*invalidate=*/false, /*needs_push=*/true);
}
bool should_check_backface_visibility() const {
return GetBitFlag(kShouldCheckBackfaceVisibilityFlagMask);
}
// Sets the filter quality to use when rendering ImageBitmaps, canvases, or
// videos. Defaults to PaintFlags::FilterQuality::kLow.
void SetFilterQuality(PaintFlags::FilterQuality filter_quality);
// Set the limitation for brightness of HDR content. Defaults to "high",
// which imposes no limit.
void SetDynamicRangeLimit(
PaintFlags::DynamicRangeLimitMixture dynamic_range_limit);
// For debugging, containing information about the associated DOM, etc.
std::string DebugName() const;
std::string ToString() const;
// Called when a property has been modified in a way that the layer knows
// immediately that a commit is required. This implies SetNeedsPushProperties
// to push that property.
// This is public, so that it can be called directly when needed, for example
// in PropertyTreeManager when handling scroll offsets.
void SetNeedsCommit();
void SetDebugName(const std::string& name);
// If the content of this layer is provided by a cached or live render
// surface, returns the ID of that resource.
virtual viz::ViewTransitionElementResourceId ViewTransitionResourceId() const;
protected:
friend class LayerImpl;
friend class TreeSynchronizer;
Layer();
~Layer() override;
// This is implementation helper for PushPropertiesTo().
virtual void PushDirtyPropertiesTo(
LayerImpl* layer,
uint8_t dirty_flag,
const CommitState& commit_state,
const ThreadUnsafeCommitState& unsafe_state);
// These SetNeeds functions are in order of severity of update:
// See SetNeedsCommit() above - it belongs here in the order of severity.
// Called when there's been a change in layer structure. Implies
// SetNeedsCommit and property tree rebuld, but not SetNeedsPushProperties
// (the full tree is synced over).
void SetNeedsFullTreeSync();
// May be overridden by subclasses if they have optional content, to return
// false if there is no content to be displayed. If they do have content, then
// they should return the value from this base class method.
virtual bool HasDrawableContent() const;
// Updates draws_content() according to the current HasDrawableContent().
// This should be called when HasDrawableContent() changes.
void UpdateDrawsContent();
// Called when the layer's number of drawable descendants changes.
void AddDrawableDescendants(int num);
// For debugging. Returns false if the LayerTreeHost this layer is attached to
// is in the process of updating layers or performing commit for a
// BeginMainFrame. Layer properties should be changed by the client before the
// BeginMainFrame, and should not be changed while the frame is being
// generated or committed.
bool IsPropertyChangeAllowed() const;
void IncreasePaintCount() {
if (debug_info_.Read(*this))
++debug_info_.Write(*this)->paint_count;
}
base::AutoReset<bool> IgnoreSetNeedsCommitForTest() {
return base::AutoReset<bool>(
&ignore_set_needs_commit_for_test_.Write(*this), true);
}
enum : uint8_t {
kChangedPropertyTreeIndex = 1 << 0,
kChangedGeneralProperty = 1 << 1,
kChangedAllProperties = kChangedPropertyTreeIndex | kChangedGeneralProperty,
};
private:
friend class base::RefCounted<Layer>;
friend class LayerTreeHostCommon;
friend class LayerTreeHost;
// For layer tree mode only.
struct LayerTreeInputs;
LayerTreeInputs& EnsureLayerTreeInputs();
#if DCHECK_IS_ON()
const LayerTreeInputs* layer_tree_inputs() const;
#else
const LayerTreeInputs* layer_tree_inputs() const {
return layer_tree_inputs_.Read(*this);
}
#endif
// Interactions with attached animations.
void OnFilterAnimated(const FilterOperations& filters);
void OnBackdropFilterAnimated(const FilterOperations& backdrop_filters);
void OnOpacityAnimated(float opacity);
void OnTransformAnimated(const gfx::Transform& transform);
void AddClipChild(Layer* child);
void RemoveClipChild(Layer* child);
// For functions that do or (as SetParent) might remove a child layer,
// passing kForReadd causes the removal to *not* call SetLayerTreeHost.
// This variation assumes that the caller will re-add the layer (probably to
// the same layer tree host) and then call SetLayerTreeHost.
enum class RemovalReason {
kNormal,
kForReadd,
};
void SetParent(Layer* layer, RemovalReason reason);
// This should only be called from RemoveFromParent().
void RemoveChild(Layer* child, RemovalReason reason);
// Variant (for internal use) of RemoveFromParent (which is a widely-used
// public API) as though it were passed RemovalReason::kForReadd.
void RemoveFromParentForReadd();
bool GetBitFlag(uint8_t mask) const;
// invalidate: if true and the flag's value changes, the host is marked as
// needing a property tree update and commit.
// needs_push: if true and the flag's value changes, the layer is marked as
// needing to push its properties to its corresponding LayerImpl, but
// without marking the host as needing a property update or commit.
// return value: 'true' if the flag's value changes.
bool SetBitFlag(bool new_value,
uint8_t mask,
bool invalidate = false,
bool needs_push = false);
// When we detach or attach layer to new LayerTreeHost, all property trees'
// indices becomes invalid.
void InvalidatePropertyTreesIndices();
// This is set whenever a property changed on layer that affects whether this
// layer should own a property tree node or not.
void SetPropertyTreesNeedRebuild();
// For layer tree mode only.
// Fast-path for |SetScrollOffset| and |SetScrollOffsetFromImplSide| to
// directly update scroll offset values in the property tree without needing a
// full property tree update. If property trees do not exist yet, ensures
// they are marked as needing to be rebuilt.
void UpdatePropertyTreeScrollOffset();
void SetMirrorCount(int mirror_count);
int transform_tree_index(const PropertyTrees&) const;
int clip_tree_index(const PropertyTrees&) const;
int effect_tree_index(const PropertyTrees&) const;
int scroll_tree_index(const PropertyTrees&) const;
// Contains a set of input properties that are infrequently set on layers,
// generally speaking in <10% of use cases. When adding new values to this
// struct, consider the memory implications versus simply adding to Inputs.
struct RareInputs {
RareInputs();
~RareInputs();
viz::RegionCaptureBounds capture_bounds;
Region main_thread_scroll_hit_test_region;
std::vector<ScrollHitTestRect> non_composited_scroll_hit_test_rects;
Region wheel_event_region;
PaintFlags::FilterQuality filter_quality = PaintFlags::FilterQuality::kLow;
PaintFlags::DynamicRangeLimitMixture dynamic_range_limit{
PaintFlags::DynamicRangeLimit::kHigh};
};
RareInputs& EnsureRareInputs() {
auto& rare_inputs = inputs_.Write(*this).rare_inputs;
if (!rare_inputs)
rare_inputs = std::make_unique<RareInputs>();
return *rare_inputs;
}
// Encapsulates all data, callbacks or interfaces received from the embedder.
struct Inputs {
Inputs();
~Inputs();
// In layer list mode, only the root layer can have children.
// TODO(wangxianzhu): Move this field into LayerTreeHost when we remove
// layer tree mode.
LayerList children;
gfx::Size bounds;
HitTestOpaqueness hit_test_opaqueness = HitTestOpaqueness::kTransparent;
bool contents_opaque : 1 = false;
bool contents_opaque_for_text : 1 = false;
bool is_drawable : 1 = false;
bool double_sided : 1 = true;
SkColor4f background_color = SkColors::kTransparent;
TouchActionRegion touch_action_region;
ElementId element_id;
std::unique_ptr<RareInputs> rare_inputs;
};
// These inputs are used in layer tree mode (ui compositor) only. Most of them
// are inputs of PropertyTreeBuilder for this layer. A few of them are for
// ui-compositor-specific features (i.e. mirror and copy request) which will
// be still used after the ui compositor switch to layer tree mode, but for
// now they work in layer tree mode only.
struct LayerTreeInputs {
LayerTreeInputs();
~LayerTreeInputs();
gfx::Rect clip_rect;
// If not null, points to one of child layers which is set as mask layer
// by SetMaskLayer().
raw_ptr<PictureLayer> mask_layer = nullptr;
float opacity = 1.0f;
SkBlendMode blend_mode = SkBlendMode::kSrcOver;
bool masks_to_bounds : 1 = false;
// If set, disables this layer's rounded corner from triggering a render
// surface on itself if possible.
bool is_fast_rounded_corner : 1 = false;
bool trilinear_filtering : 1 = false;
bool hide_layer_and_subtree : 1 = false;
// Indicates that this layer will need a scroll property node and that this
// layer's bounds correspond to the scroll node's bounds (both |bounds| and
// |scroll_container_bounds|).
bool scrollable : 1 = false;
gfx::PointF position;
gfx::Transform transform;
gfx::Point3F transform_origin;
// A unique ID that identifies the layer subtree rooted at this layer, so
// that it can be independently captured by the FrameSinkVideoCapturer. If
// this ID is set (i.e. valid), it would force this subtree into a render
// surface that darws in a render pass.
viz::SubtreeCaptureId subtree_capture_id;
SkColor4f safe_opaque_background_color = SkColors::kTransparent;
FilterOperations filters;
FilterOperations backdrop_filters;
std::optional<gfx::RRectF> backdrop_filter_bounds;
float backdrop_filter_quality = 1.0f;
int mirror_count = 0;
gfx::PointF scroll_offset;
// Size of the scroll container that this layer scrolls in.
gfx::Size scroll_container_bounds;
// Corner clip radius for the 4 corners of the layer in the following order:
// top left, top right, bottom right, bottom left
gfx::RoundedCornersF corner_radii;
// Linear gradient mask applied to the layer's clip bounds and optionally
// the rounded corner given by |corner_radii|.
gfx::LinearGradient gradient_mask;
base::RepeatingCallback<void(const gfx::PointF&, const ElementId&)>
did_scroll_callback;
std::vector<std::unique_ptr<viz::CopyOutputRequest>> copy_requests;
};
// Set either one or both components of the mask filter info which is then
// applied to the layer and its
// subtree (as if they are together as a single composited entity) when
// blitting into their target.
void UpdateMaskFilterInfo(const gfx::RoundedCornersF* corner_radii,
const gfx::LinearGradient* gradient_mask);
ProtectedSequenceReadable<raw_ptr<Layer>> parent_;
// Layer instances have a weak pointer to their LayerTreeHost.
// This pointer value is nil when a Layer is not in a tree and is
// updated via SetLayerTreeHost() if a layer moves between trees.
//
// Note about const-ness: layer_tree_host_ cannot be
// ProtectedSequence(Readable|Writable), because that would create a circular
// reference in WaitForProtectedSequenceCompletion(). However, it's definitely
// *not* OK to modify layer_tree_host_ while in a protected sequence. To make
// it hard to do the wrong thing, layer_tree_host_ is const, and
// SetLayerTreeHost() uses a custom protected sequence check, and then uses
// const_cast to do the assignment.
const raw_ptr<LayerTreeHost> layer_tree_host_;
ProtectedSequenceReadable<std::unique_ptr<LayerTreeInputs>>
layer_tree_inputs_;
// Keep pointers together to reduce alignment padding on 64bit
ProtectedSequenceWritable<std::unique_ptr<LayerDebugInfo>> debug_info_;
ProtectedSequenceReadable<Inputs> inputs_;
ProtectedSequenceWritable<gfx::Rect> update_rect_;
const int layer_id_;
ProtectedSequenceReadable<int> num_descendants_that_draw_content_;
ProtectedSequenceReadable<int> transform_tree_index_;
ProtectedSequenceReadable<int> effect_tree_index_;
ProtectedSequenceReadable<int> clip_tree_index_;
ProtectedSequenceReadable<int> scroll_tree_index_;
ProtectedSequenceReadable<int> property_tree_sequence_number_;
ProtectedSequenceReadable<gfx::Vector2dF> offset_to_transform_parent_;
// When true, the layer is about to perform an update. Any commit requests
// will be handled implicitly after the update completes. Not a bitfield
// because it's used in base::AutoReset.
ProtectedSequenceReadable<bool> ignore_set_needs_commit_for_test_;
ProtectedSequenceWritable<bool> subtree_property_changed_;
#if DCHECK_IS_ON()
bool allow_remove_for_readd_ = false;
#endif
enum : uint8_t {
kDrawsContentFlagMask = 1 << 0,
kShouldCheckBackfaceVisibilityFlagMask = 1 << 1,
kCacheRenderSurfaceFlagMask = 1 << 2,
kForceRenderSurfaceForTestingFlagMask = 1 << 3,
kMayContainVideoFlagMask = 1 << 4,
kHasTransformNodeFlagMask = 1 << 5,
kHasClipNodeFlagMask = 1 << 6,
kSubtreeHasCopyRequestFlagMask = 1 << 7
};
ProtectedSequenceReadable<uint8_t> bitflags_;
ProtectedSequenceWritable<uint8_t> changed_properties_;
#if DCHECK_IS_ON()
class AllowRemoveForReadd {
public:
explicit AllowRemoveForReadd(Layer* layer) : layer_(layer) {
// Assume these will never be nested. If this DCHECK() fails due to
// nesting, we could convert to using base::AutoReset.
DCHECK(!layer_->allow_remove_for_readd_);
layer_->allow_remove_for_readd_ = true;
}
~AllowRemoveForReadd() {
// Check that the layer has actually been re-added.
DCHECK(layer_->parent());
// Assume these will never be nested. If this DCHECK() fails due to
// nesting, we could convert to using base::AutoReset.
DCHECK(layer_->allow_remove_for_readd_);
layer_->allow_remove_for_readd_ = false;
}
AllowRemoveForReadd(const AllowRemoveForReadd&) = delete;
AllowRemoveForReadd& operator=(const AllowRemoveForReadd&) = delete;
private:
raw_ptr<Layer> layer_;
};
#else
class AllowRemoveForReadd {
public:
explicit AllowRemoveForReadd(Layer* layer) {}
AllowRemoveForReadd(const AllowRemoveForReadd&) = delete;
AllowRemoveForReadd& operator=(const AllowRemoveForReadd&) = delete;
};
#endif
static constexpr gfx::Transform kIdentityTransform{};
static constexpr gfx::RoundedCornersF kNoRoundedCornersF{};
};
} // namespace cc
#endif // CC_LAYERS_LAYER_H_