1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
cc / trees / occlusion_tracker.cc [blame]
// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/trees/occlusion_tracker.h"
#include <stddef.h>
#include <algorithm>
#include "cc/base/math_util.h"
#include "cc/base/region.h"
#include "cc/layers/layer.h"
#include "cc/layers/layer_impl.h"
#include "cc/layers/render_surface_impl.h"
#include "cc/trees/layer_tree_impl.h"
#include "ui/gfx/geometry/quad_f.h"
#include "ui/gfx/geometry/rect_conversions.h"
namespace cc {
OcclusionTracker::OcclusionTracker(const gfx::Rect& screen_space_clip_rect)
: screen_space_clip_rect_(screen_space_clip_rect) {}
OcclusionTracker::~OcclusionTracker() = default;
Occlusion OcclusionTracker::GetCurrentOcclusionForLayer(
const gfx::Transform& draw_transform) const {
DCHECK(!stack_.empty());
const StackObject& back = stack_.back();
return Occlusion(draw_transform, back.occlusion_from_outside_target,
back.occlusion_from_inside_target);
}
Occlusion OcclusionTracker::GetCurrentOcclusionForContributingSurface(
const gfx::Transform& draw_transform) const {
DCHECK(!stack_.empty());
if (stack_.size() < 2 || stack_.back().ignores_parent_occlusion)
return Occlusion();
// A contributing surface doesn't get occluded by things inside its own
// surface, so only things outside the surface can occlude it. That occlusion
// is found just below the top of the stack (if it exists).
const StackObject& second_last = stack_[stack_.size() - 2];
return Occlusion(draw_transform, second_last.occlusion_from_outside_target,
second_last.occlusion_from_inside_target);
}
const RenderSurfaceImpl*
OcclusionTracker::OcclusionSurfaceForContributingSurface() const {
if (stack_.size() < 2 || stack_.back().ignores_parent_occlusion)
return nullptr;
// A contributing surface doesn't get occluded by things inside its own
// surface, so only things outside the surface can occlude it. That occlusion
// is found just below the top of the stack (if it exists).
return stack_[stack_.size() - 2].target;
}
void OcclusionTracker::EnterLayer(
const EffectTreeLayerListIterator::Position& iterator) {
RenderSurfaceImpl* render_target = iterator.target_render_surface;
if (iterator.state == EffectTreeLayerListIterator::State::kLayer) {
EnterRenderTarget(render_target);
} else if (iterator.state ==
EffectTreeLayerListIterator::State::kTargetSurface) {
FinishedRenderTarget(render_target);
}
}
void OcclusionTracker::LeaveLayer(
const EffectTreeLayerListIterator::Position& iterator) {
RenderSurfaceImpl* render_target = iterator.target_render_surface;
if (iterator.state == EffectTreeLayerListIterator::State::kLayer) {
MarkOccludedBehindLayer(iterator.current_layer);
}
// TODO(danakj): This should be done when entering the contributing surface,
// but in a way that the surface's own occlusion won't occlude itself.
else if (iterator.state ==
EffectTreeLayerListIterator::State::kContributingSurface) {
LeaveToRenderTarget(render_target);
}
}
static gfx::Rect ScreenSpaceClipRectInTargetSurface(
const RenderSurfaceImpl* target_surface,
const gfx::Rect& screen_space_clip_rect) {
gfx::Transform inverse_screen_space_transform;
if (!target_surface->screen_space_transform().GetInverse(
&inverse_screen_space_transform))
return target_surface->content_rect();
return MathUtil::ProjectEnclosingClippedRect(inverse_screen_space_transform,
screen_space_clip_rect);
}
static SimpleEnclosedRegion TransformSurfaceOpaqueRegion(
const SimpleEnclosedRegion& region,
bool have_clip_rect,
const gfx::Rect& clip_rect_in_new_target,
const gfx::Transform& transform) {
if (region.IsEmpty())
return region;
// Verify that rects within the |surface| will remain rects in its target
// surface after applying |transform|. If this is true, then apply |transform|
// to each rect within |region| in order to transform the entire Region.
// TODO(danakj): Find a rect interior to each transformed quad.
if (!transform.NonDegeneratePreserves2dAxisAlignment())
return SimpleEnclosedRegion();
SimpleEnclosedRegion transformed_region;
for (size_t i = 0; i < region.GetRegionComplexity(); ++i) {
gfx::Rect transformed_rect =
MathUtil::MapEnclosedRectWith2dAxisAlignedTransform(transform,
region.GetRect(i));
if (have_clip_rect)
transformed_rect.Intersect(clip_rect_in_new_target);
transformed_region.Union(transformed_rect);
}
return transformed_region;
}
void OcclusionTracker::EnterRenderTarget(
const RenderSurfaceImpl* new_target_surface) {
DCHECK(new_target_surface);
if (!stack_.empty() && stack_.back().target == new_target_surface)
return;
const RenderSurfaceImpl* old_target_surface = nullptr;
const RenderSurfaceImpl* old_occlusion_immune_ancestor = nullptr;
if (!stack_.empty()) {
old_target_surface = stack_.back().target;
old_occlusion_immune_ancestor =
old_target_surface->nearest_occlusion_immune_ancestor();
}
const RenderSurfaceImpl* new_occlusion_immune_ancestor =
new_target_surface->nearest_occlusion_immune_ancestor();
stack_.emplace_back(new_target_surface);
// We copy the screen occlusion into the new RenderSurfaceImpl subtree, but we
// never copy in the occlusion from inside the target, since we are looking
// at a new RenderSurfaceImpl target.
// If entering an unoccluded subtree, do not carry forward the outside
// occlusion calculated so far.
bool entering_unoccluded_subtree =
new_occlusion_immune_ancestor &&
new_occlusion_immune_ancestor != old_occlusion_immune_ancestor;
gfx::Transform inverse_new_target_screen_space_transform;
bool have_transform_from_screen_to_new_target =
new_target_surface->screen_space_transform().GetInverse(
&inverse_new_target_screen_space_transform);
bool entering_root_target =
new_target_surface->render_target() == new_target_surface;
bool copy_outside_occlusion_forward =
stack_.size() > 1 && !entering_unoccluded_subtree &&
have_transform_from_screen_to_new_target && !entering_root_target;
if (!copy_outside_occlusion_forward) {
stack_.back().ignores_parent_occlusion = true;
return;
}
size_t last_index = stack_.size() - 1;
gfx::Transform old_target_to_new_target_transform =
inverse_new_target_screen_space_transform *
old_target_surface->screen_space_transform();
stack_[last_index].occlusion_from_outside_target =
TransformSurfaceOpaqueRegion(
stack_[last_index - 1].occlusion_from_outside_target, false,
gfx::Rect(), old_target_to_new_target_transform);
stack_[last_index].occlusion_from_outside_target.Union(
TransformSurfaceOpaqueRegion(
stack_[last_index - 1].occlusion_from_inside_target, false,
gfx::Rect(), old_target_to_new_target_transform));
}
// A blend mode is occluding if a fully opaque source can fully occlude the
// destination and the result is also fully opaque.
static bool IsOccludingBlendMode(SkBlendMode blend_mode) {
return blend_mode == SkBlendMode::kSrc || blend_mode == SkBlendMode::kSrcOver;
}
void OcclusionTracker::FinishedRenderTarget(
const RenderSurfaceImpl* finished_target_surface) {
// Make sure we know about the target surface.
EnterRenderTarget(finished_target_surface);
bool is_hidden =
finished_target_surface->OwningEffectNode()->screen_space_opacity == 0.f;
// Readbacks always happen on render targets so we only need to check
// for readbacks here.
bool target_is_only_for_copy_request_or_force_render_surface =
is_hidden && finished_target_surface->CopyOfOutputRequired();
// If the occlusion within the surface can not be applied to things outside of
// the surface's subtree, then clear the occlusion here so it won't be used.
if (finished_target_surface->HasMaskingContributingSurface() ||
finished_target_surface->draw_opacity() < 1 ||
!IsOccludingBlendMode(finished_target_surface->BlendMode()) ||
target_is_only_for_copy_request_or_force_render_surface ||
finished_target_surface->Filters().HasFilterThatAffectsOpacity() ||
finished_target_surface->OwningEffectNode()
->view_transition_element_resource_id.IsValid()) {
stack_.back().occlusion_from_outside_target.Clear();
stack_.back().occlusion_from_inside_target.Clear();
}
}
static void ReduceOcclusionBelowSurface(
const RenderSurfaceImpl* contributing_surface,
const gfx::Rect& surface_rect,
const gfx::Transform& surface_transform,
SimpleEnclosedRegion* occlusion_from_inside_target) {
if (surface_rect.IsEmpty())
return;
gfx::Rect target_rect =
MathUtil::MapEnclosingClippedRect(surface_transform, surface_rect);
if (contributing_surface->is_clipped()) {
target_rect.Intersect(contributing_surface->clip_rect());
}
if (target_rect.IsEmpty())
return;
gfx::Rect affected_area_in_target =
contributing_surface->BackdropFilters().MapRectReverse(target_rect,
SkMatrix::I());
// Unite target_rect because we only care about positive outsets.
affected_area_in_target.Union(target_rect);
SimpleEnclosedRegion affected_occlusion = *occlusion_from_inside_target;
affected_occlusion.Intersect(affected_area_in_target);
occlusion_from_inside_target->Subtract(affected_area_in_target);
for (size_t i = 0; i < affected_occlusion.GetRegionComplexity(); ++i) {
gfx::Rect occlusion_rect = affected_occlusion.GetRect(i);
// Shrink the rect by expanding the non-opaque pixels outside the rect.
// The left outset of the filters moves pixels on the right side of
// the occlusion_rect into it, shrinking its right edge.
int shrink_left =
occlusion_rect.x() == affected_area_in_target.x()
? 0
: affected_area_in_target.right() - target_rect.right();
int shrink_top =
occlusion_rect.y() == affected_area_in_target.y()
? 0
: affected_area_in_target.bottom() - target_rect.bottom();
int shrink_right = occlusion_rect.right() == affected_area_in_target.right()
? 0
: target_rect.x() - affected_area_in_target.x();
int shrink_bottom =
occlusion_rect.bottom() == affected_area_in_target.bottom()
? 0
: target_rect.y() - affected_area_in_target.y();
occlusion_rect.Inset(gfx::Insets::TLBR(shrink_top, shrink_left,
shrink_bottom, shrink_right));
occlusion_from_inside_target->Union(occlusion_rect);
}
}
void OcclusionTracker::LeaveToRenderTarget(
const RenderSurfaceImpl* new_target_surface) {
DCHECK(!stack_.empty());
size_t last_index = stack_.size() - 1;
DCHECK(new_target_surface);
bool surface_will_be_at_top_after_pop =
stack_.size() > 1 && stack_[last_index - 1].target == new_target_surface;
// We merge the screen occlusion from the current RenderSurfaceImpl subtree
// out to its parent target RenderSurfaceImpl. The target occlusion can be
// merged out as well but needs to be transformed to the new target.
const RenderSurfaceImpl* old_surface = stack_[last_index].target;
SimpleEnclosedRegion old_occlusion_from_inside_target_in_new_target =
TransformSurfaceOpaqueRegion(
stack_[last_index].occlusion_from_inside_target,
old_surface->is_clipped(), old_surface->clip_rect(),
old_surface->draw_transform());
SimpleEnclosedRegion old_occlusion_from_outside_target_in_new_target =
TransformSurfaceOpaqueRegion(
stack_[last_index].occlusion_from_outside_target, false, gfx::Rect(),
old_surface->draw_transform());
gfx::Rect unoccluded_surface_rect;
if (old_surface->BackdropFilters().HasFilterThatMovesPixels()) {
Occlusion surface_occlusion = GetCurrentOcclusionForContributingSurface(
old_surface->draw_transform());
unoccluded_surface_rect =
surface_occlusion.GetUnoccludedContentRect(old_surface->content_rect());
}
bool is_root = new_target_surface->render_target() == new_target_surface;
if (surface_will_be_at_top_after_pop) {
// Merge the top of the stack down.
stack_[last_index - 1].occlusion_from_inside_target.Union(
old_occlusion_from_inside_target_in_new_target);
// TODO(danakj): Strictly this should subtract the inside target occlusion
// before union.
if (!is_root) {
stack_[last_index - 1].occlusion_from_outside_target.Union(
old_occlusion_from_outside_target_in_new_target);
}
stack_.pop_back();
} else {
// Replace the top of the stack with the new pushed surface.
stack_.back().target = new_target_surface;
stack_.back().occlusion_from_inside_target =
old_occlusion_from_inside_target_in_new_target;
if (!is_root) {
stack_.back().occlusion_from_outside_target =
old_occlusion_from_outside_target_in_new_target;
} else {
stack_.back().occlusion_from_outside_target.Clear();
}
}
if (!old_surface->BackdropFilters().HasFilterThatMovesPixels())
return;
ReduceOcclusionBelowSurface(old_surface, unoccluded_surface_rect,
old_surface->draw_transform(),
&stack_.back().occlusion_from_inside_target);
ReduceOcclusionBelowSurface(old_surface, unoccluded_surface_rect,
old_surface->draw_transform(),
&stack_.back().occlusion_from_outside_target);
}
void OcclusionTracker::MarkOccludedBehindLayer(const LayerImpl* layer) {
DCHECK(!stack_.empty());
DCHECK_EQ(layer->render_target(), stack_.back().target);
if (layer->draw_opacity() < 1)
return;
if (layer->Is3dSorted())
return;
if (!layer->draw_properties().mask_filter_info.IsEmpty())
return;
SimpleEnclosedRegion opaque_layer_region = layer->VisibleOpaqueRegion();
if (opaque_layer_region.IsEmpty())
return;
// If the blend mode is not occluding and the effect doesn't have a render
// surface, then the layer should not occlude. An example of this would
// otherwise be wrong is that this layer is a non-render-surface mask layer
// with kDstIn blend mode.
const auto* effect_node =
layer->layer_tree_impl()->property_trees()->effect_tree().Node(
layer->effect_tree_index());
if (!effect_node->HasRenderSurface() &&
!IsOccludingBlendMode(effect_node->blend_mode))
return;
DCHECK(layer->visible_layer_rect().Contains(opaque_layer_region.bounds()));
gfx::Transform draw_transform = layer->DrawTransform();
// TODO(danakj): Find a rect interior to each transformed quad.
if (!draw_transform.NonDegeneratePreserves2dAxisAlignment())
return;
gfx::Rect clip_rect_in_target = ScreenSpaceClipRectInTargetSurface(
layer->render_target(), screen_space_clip_rect_);
if (layer->is_clipped()) {
clip_rect_in_target.Intersect(layer->clip_rect());
} else {
clip_rect_in_target.Intersect(layer->render_target()->content_rect());
}
for (size_t i = 0; i < opaque_layer_region.GetRegionComplexity(); ++i) {
gfx::Rect transformed_rect =
MathUtil::MapEnclosedRectWith2dAxisAlignedTransform(
draw_transform, opaque_layer_region.GetRect(i));
transformed_rect.Intersect(clip_rect_in_target);
if (transformed_rect.width() < minimum_tracking_size_.width() &&
transformed_rect.height() < minimum_tracking_size_.height())
continue;
stack_.back().occlusion_from_inside_target.Union(transformed_rect);
}
}
Region OcclusionTracker::ComputeVisibleRegionInScreen(
const LayerTreeImpl* layer_tree) const {
DCHECK(layer_tree->RootRenderSurface() == stack_.back().target);
const SimpleEnclosedRegion& occluded =
stack_.back().occlusion_from_inside_target;
Region visible_region(screen_space_clip_rect_);
for (size_t i = 0; i < occluded.GetRegionComplexity(); ++i)
visible_region.Subtract(occluded.GetRect(i));
return visible_region;
}
} // namespace cc