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cc / trees / occlusion_tracker.h [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.
#ifndef CC_TREES_OCCLUSION_TRACKER_H_
#define CC_TREES_OCCLUSION_TRACKER_H_
#include <vector>
#include "base/memory/raw_ptr_exclusion.h"
#include "cc/base/simple_enclosed_region.h"
#include "cc/cc_export.h"
#include "cc/layers/effect_tree_layer_list_iterator.h"
#include "cc/trees/occlusion.h"
#include "ui/gfx/geometry/rect.h"
namespace cc {
class LayerImpl;
class Region;
class RenderSurfaceImpl;
// This class is used to track occlusion of layers while traversing them in a
// front-to-back order. As each layer is visited, one of the methods in this
// class is called to notify it about the current target surface. Then,
// occlusion in the content space of the current layer may be queried, via
// Occlusion from GetCurrentOcclusionForLayer(). If the current layer owns a
// RenderSurfaceImpl, then occlusion on that RenderSurfaceImpl may also be
// queried via surfaceOccluded() and surfaceUnoccludedContentRect(). Finally,
// once finished with the layer, occlusion behind the layer should be marked by
// calling MarkOccludedBehindLayer().
class CC_EXPORT OcclusionTracker {
public:
explicit OcclusionTracker(const gfx::Rect& screen_space_clip_rect);
OcclusionTracker(const OcclusionTracker&) = delete;
~OcclusionTracker();
OcclusionTracker& operator=(const OcclusionTracker&) = delete;
// Return an occlusion that retains the current state of the tracker
// and can be used outside of a layer walk to check occlusion.
Occlusion GetCurrentOcclusionForLayer(
const gfx::Transform& draw_transform) const;
Occlusion GetCurrentOcclusionForContributingSurface(
const gfx::Transform& draw_transform) const;
const RenderSurfaceImpl* OcclusionSurfaceForContributingSurface() const;
// Called at the beginning of each step in EffectTreeLayerListIterator's
// front-to-back traversal.
void EnterLayer(const EffectTreeLayerListIterator::Position& iterator);
// Called at the end of each step in EffectTreeLayerListIterator's
// front-to-back traversal.
void LeaveLayer(const EffectTreeLayerListIterator::Position& iterator);
// Gives the region of the screen that is not occluded by something opaque.
Region ComputeVisibleRegionInScreen(const LayerTreeImpl* layer_tree) const;
void set_minimum_tracking_size(const gfx::Size& size) {
minimum_tracking_size_ = size;
}
protected:
struct StackObject {
StackObject() : target(nullptr) {}
explicit StackObject(const RenderSurfaceImpl* target) : target(target) {}
// RAW_PTR_EXCLUSION: Performance reasons: on-stack (temporary) vector +
// based on analysis of sampling profiler data
// (LayerTreeImpl::UpdateDrawProperties -> OcclusionTracker::EnterLayer ->
// OcclusionTracker::EnterRenderTarget -> emplaces StackObject in a vector;
// ... -> OcclusionTracker::LeaveLayer ->
// OcclusionTracker::LeaveToRenderTarget -> pops StackObject from a vector).
RAW_PTR_EXCLUSION const RenderSurfaceImpl* target;
SimpleEnclosedRegion occlusion_from_outside_target;
SimpleEnclosedRegion occlusion_from_inside_target;
bool ignores_parent_occlusion = false;
};
// The stack holds occluded regions for subtrees in the
// RenderSurfaceImpl-Layer tree, so that when we leave a subtree we may apply
// a mask to it, but not to the parts outside the subtree.
// - The first time we see a new subtree under a target, we add that target to
// the top of the stack. This can happen as a layer representing itself, or as
// a target surface.
// - When we visit a target surface, we apply its mask to its subtree, which
// is at the top of the stack.
// - When we visit a layer representing itself, we add its occlusion to the
// current subtree, which is at the top of the stack.
// - When we visit a layer representing a contributing surface, the current
// target will never be the top of the stack since we just came from the
// contributing surface.
// We merge the occlusion at the top of the stack with the new current
// subtree. This new target is pushed onto the stack if not already there.
std::vector<StackObject> stack_;
private:
// Called when visiting a layer. If the target was not already current, then
// this indicates we have entered a new surface subtree.
void EnterRenderTarget(const RenderSurfaceImpl* new_target_surface);
// Called when visiting a target surface. This indicates we have visited all
// the layers within the surface, and we may perform any surface-wide
// operations.
void FinishedRenderTarget(const RenderSurfaceImpl* finished_target_surface);
// Called when visiting a contributing surface. This indicates that we are
// leaving our current surface, and entering the new one. We then perform any
// operations required for merging results from the child subtree into its
// parent.
void LeaveToRenderTarget(const RenderSurfaceImpl* new_target_surface);
// Add the layer's occlusion to the tracked state.
void MarkOccludedBehindLayer(const LayerImpl* layer);
gfx::Rect screen_space_clip_rect_;
gfx::Size minimum_tracking_size_;
};
} // namespace cc
#endif // CC_TREES_OCCLUSION_TRACKER_H_