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
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
|
/*
* Copyright (C) 2009, 2014 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef GraphicsLayer_h
#define GraphicsLayer_h
#include "Animation.h"
#include "Color.h"
#include "FilterOperations.h"
#include "FloatPoint.h"
#include "FloatPoint3D.h"
#include "FloatRoundedRect.h"
#include "FloatSize.h"
#include "GraphicsLayerClient.h"
#include "Path.h"
#include "PlatformLayer.h"
#include "TransformOperations.h"
#include "WindRule.h"
#include <wtf/TypeCasts.h>
#if ENABLE(CSS_COMPOSITING)
#include "GraphicsTypes.h"
#endif
namespace WebCore {
class GraphicsContext;
class GraphicsLayerFactory;
class Image;
class TextStream;
class TiledBacking;
class TimingFunction;
class TransformationMatrix;
namespace DisplayList {
typedef unsigned AsTextFlags;
}
// Base class for animation values (also used for transitions). Here to
// represent values for properties being animated via the GraphicsLayer,
// without pulling in style-related data from outside of the platform directory.
// FIXME: Should be moved to its own header file.
class AnimationValue {
WTF_MAKE_FAST_ALLOCATED;
public:
virtual ~AnimationValue() { }
double keyTime() const { return m_keyTime; }
const TimingFunction* timingFunction() const { return m_timingFunction.get(); }
virtual std::unique_ptr<AnimationValue> clone() const = 0;
protected:
AnimationValue(double keyTime, TimingFunction* timingFunction = nullptr)
: m_keyTime(keyTime)
, m_timingFunction(timingFunction)
{
}
AnimationValue(const AnimationValue& other)
: m_keyTime(other.m_keyTime)
, m_timingFunction(other.m_timingFunction ? other.m_timingFunction->clone() : nullptr)
{
}
private:
double m_keyTime;
RefPtr<TimingFunction> m_timingFunction;
};
// Used to store one float value of an animation.
// FIXME: Should be moved to its own header file.
class FloatAnimationValue : public AnimationValue {
public:
FloatAnimationValue(double keyTime, float value, TimingFunction* timingFunction = nullptr)
: AnimationValue(keyTime, timingFunction)
, m_value(value)
{
}
virtual std::unique_ptr<AnimationValue> clone() const override
{
return std::make_unique<FloatAnimationValue>(*this);
}
FloatAnimationValue(const FloatAnimationValue& other)
: AnimationValue(other)
, m_value(other.m_value)
{
}
float value() const { return m_value; }
private:
float m_value;
};
// Used to store one transform value in a keyframe list.
// FIXME: Should be moved to its own header file.
class TransformAnimationValue : public AnimationValue {
public:
TransformAnimationValue(double keyTime, const TransformOperations& value, TimingFunction* timingFunction = nullptr)
: AnimationValue(keyTime, timingFunction)
, m_value(value)
{
}
virtual std::unique_ptr<AnimationValue> clone() const override
{
return std::make_unique<TransformAnimationValue>(*this);
}
TransformAnimationValue(const TransformAnimationValue& other)
: AnimationValue(other)
{
for (size_t i = 0; i < other.m_value.operations().size(); ++i)
m_value.operations().append(other.m_value.operations()[i]->clone());
}
const TransformOperations& value() const { return m_value; }
private:
TransformOperations m_value;
};
// Used to store one filter value in a keyframe list.
// FIXME: Should be moved to its own header file.
class FilterAnimationValue : public AnimationValue {
public:
FilterAnimationValue(double keyTime, const FilterOperations& value, TimingFunction* timingFunction = nullptr)
: AnimationValue(keyTime, timingFunction)
, m_value(value)
{
}
virtual std::unique_ptr<AnimationValue> clone() const override
{
return std::make_unique<FilterAnimationValue>(*this);
}
FilterAnimationValue(const FilterAnimationValue& other)
: AnimationValue(other)
{
for (size_t i = 0; i < other.m_value.operations().size(); ++i)
m_value.operations().append(other.m_value.operations()[i]->clone());
}
const FilterOperations& value() const { return m_value; }
private:
FilterOperations m_value;
};
// Used to store a series of values in a keyframe list.
// Values will all be of the same type, which can be inferred from the property.
// FIXME: Should be moved to its own header file.
class KeyframeValueList {
public:
explicit KeyframeValueList(AnimatedPropertyID property)
: m_property(property)
{
}
KeyframeValueList(const KeyframeValueList& other)
: m_property(other.property())
{
for (size_t i = 0; i < other.m_values.size(); ++i)
m_values.append(other.m_values[i]->clone());
}
~KeyframeValueList()
{
}
KeyframeValueList& operator=(const KeyframeValueList& other)
{
KeyframeValueList copy(other);
swap(copy);
return *this;
}
void swap(KeyframeValueList& other)
{
std::swap(m_property, other.m_property);
m_values.swap(other.m_values);
}
AnimatedPropertyID property() const { return m_property; }
size_t size() const { return m_values.size(); }
const AnimationValue& at(size_t i) const { return *m_values.at(i); }
// Insert, sorted by keyTime.
WEBCORE_EXPORT void insert(std::unique_ptr<const AnimationValue>);
protected:
Vector<std::unique_ptr<const AnimationValue>> m_values;
AnimatedPropertyID m_property;
};
// GraphicsLayer is an abstraction for a rendering surface with backing store,
// which may have associated transformation and animations.
class GraphicsLayer {
WTF_MAKE_NONCOPYABLE(GraphicsLayer); WTF_MAKE_FAST_ALLOCATED;
public:
enum class Type {
Normal,
PageTiledBacking,
Scrolling,
Shape
};
WEBCORE_EXPORT static std::unique_ptr<GraphicsLayer> create(GraphicsLayerFactory*, GraphicsLayerClient&, Type = Type::Normal);
WEBCORE_EXPORT virtual ~GraphicsLayer();
Type type() const { return m_type; }
virtual void initialize(Type) { }
typedef uint64_t PlatformLayerID;
virtual PlatformLayerID primaryLayerID() const { return 0; }
GraphicsLayerClient& client() const { return m_client; }
// Layer name. Only used to identify layers in debug output
const String& name() const { return m_name; }
virtual void setName(const String& name) { m_name = name; }
GraphicsLayer* parent() const { return m_parent; };
void setParent(GraphicsLayer*); // Internal use only.
// Returns true if the layer has the given layer as an ancestor (excluding self).
bool hasAncestor(GraphicsLayer*) const;
const Vector<GraphicsLayer*>& children() const { return m_children; }
// Returns true if the child list changed.
WEBCORE_EXPORT virtual bool setChildren(const Vector<GraphicsLayer*>&);
enum ContentsLayerPurpose {
NoContentsLayer = 0,
ContentsLayerForImage,
ContentsLayerForMedia,
ContentsLayerForCanvas,
ContentsLayerForBackgroundColor,
ContentsLayerForPlugin
};
// Add child layers. If the child is already parented, it will be removed from its old parent.
WEBCORE_EXPORT virtual void addChild(GraphicsLayer*);
WEBCORE_EXPORT virtual void addChildAtIndex(GraphicsLayer*, int index);
WEBCORE_EXPORT virtual void addChildAbove(GraphicsLayer*, GraphicsLayer* sibling);
WEBCORE_EXPORT virtual void addChildBelow(GraphicsLayer*, GraphicsLayer* sibling);
WEBCORE_EXPORT virtual bool replaceChild(GraphicsLayer* oldChild, GraphicsLayer* newChild);
WEBCORE_EXPORT void removeAllChildren();
WEBCORE_EXPORT virtual void removeFromParent();
// The parent() of a maskLayer is set to the layer being masked.
GraphicsLayer* maskLayer() const { return m_maskLayer; }
virtual void setMaskLayer(GraphicsLayer*);
void setIsMaskLayer(bool isMask) { m_isMaskLayer = isMask; }
bool isMaskLayer() const { return m_isMaskLayer; }
// The given layer will replicate this layer and its children; the replica renders behind this layer.
WEBCORE_EXPORT virtual void setReplicatedByLayer(GraphicsLayer*);
// Whether this layer is being replicated by another layer.
bool isReplicated() const { return m_replicaLayer; }
// The layer that replicates this layer (if any).
GraphicsLayer* replicaLayer() const { return m_replicaLayer; }
const FloatPoint& replicatedLayerPosition() const { return m_replicatedLayerPosition; }
void setReplicatedLayerPosition(const FloatPoint& p) { m_replicatedLayerPosition = p; }
enum ShouldSetNeedsDisplay {
DontSetNeedsDisplay,
SetNeedsDisplay
};
// Offset is origin of the renderer minus origin of the graphics layer.
FloatSize offsetFromRenderer() const { return m_offsetFromRenderer; }
void setOffsetFromRenderer(const FloatSize&, ShouldSetNeedsDisplay = SetNeedsDisplay);
// The position of the layer (the location of its top-left corner in its parent)
const FloatPoint& position() const { return m_position; }
virtual void setPosition(const FloatPoint& p) { m_position = p; }
// For platforms that move underlying platform layers on a different thread for scrolling; just update the GraphicsLayer state.
virtual void syncPosition(const FloatPoint& p) { m_position = p; }
// Anchor point: (0, 0) is top left, (1, 1) is bottom right. The anchor point
// affects the origin of the transforms.
const FloatPoint3D& anchorPoint() const { return m_anchorPoint; }
virtual void setAnchorPoint(const FloatPoint3D& p) { m_anchorPoint = p; }
// The size of the layer.
const FloatSize& size() const { return m_size; }
WEBCORE_EXPORT virtual void setSize(const FloatSize&);
// The boundOrigin affects the offset at which content is rendered, and sublayers are positioned.
const FloatPoint& boundsOrigin() const { return m_boundsOrigin; }
virtual void setBoundsOrigin(const FloatPoint& origin) { m_boundsOrigin = origin; }
// For platforms that move underlying platform layers on a different thread for scrolling; just update the GraphicsLayer state.
virtual void syncBoundsOrigin(const FloatPoint& origin) { m_boundsOrigin = origin; }
const TransformationMatrix& transform() const { return m_transform; }
virtual void setTransform(const TransformationMatrix& t) { m_transform = t; }
const TransformationMatrix& childrenTransform() const { return m_childrenTransform; }
virtual void setChildrenTransform(const TransformationMatrix& t) { m_childrenTransform = t; }
bool preserves3D() const { return m_preserves3D; }
virtual void setPreserves3D(bool b) { m_preserves3D = b; }
bool masksToBounds() const { return m_masksToBounds; }
virtual void setMasksToBounds(bool b) { m_masksToBounds = b; }
bool drawsContent() const { return m_drawsContent; }
virtual void setDrawsContent(bool b) { m_drawsContent = b; }
bool contentsAreVisible() const { return m_contentsVisible; }
virtual void setContentsVisible(bool b) { m_contentsVisible = b; }
bool acceleratesDrawing() const { return m_acceleratesDrawing; }
virtual void setAcceleratesDrawing(bool b) { m_acceleratesDrawing = b; }
bool usesDisplayListDrawing() const { return m_usesDisplayListDrawing; }
virtual void setUsesDisplayListDrawing(bool b) { m_usesDisplayListDrawing = b; }
bool needsBackdrop() const { return !m_backdropFilters.isEmpty(); }
// The color used to paint the layer background. Pass an invalid color to remove it.
// Note that this covers the entire layer. Use setContentsToSolidColor() if the color should
// only cover the contentsRect.
const Color& backgroundColor() const { return m_backgroundColor; }
WEBCORE_EXPORT virtual void setBackgroundColor(const Color&);
// opaque means that we know the layer contents have no alpha
bool contentsOpaque() const { return m_contentsOpaque; }
virtual void setContentsOpaque(bool b) { m_contentsOpaque = b; }
bool backfaceVisibility() const { return m_backfaceVisibility; }
virtual void setBackfaceVisibility(bool b) { m_backfaceVisibility = b; }
float opacity() const { return m_opacity; }
virtual void setOpacity(float opacity) { m_opacity = opacity; }
const FilterOperations& filters() const { return m_filters; }
// Returns true if filter can be rendered by the compositor.
virtual bool setFilters(const FilterOperations& filters) { m_filters = filters; return true; }
const FilterOperations& backdropFilters() const { return m_backdropFilters; }
virtual bool setBackdropFilters(const FilterOperations& filters) { m_backdropFilters = filters; return true; }
virtual void setBackdropFiltersRect(const FloatRect& backdropFiltersRect) { m_backdropFiltersRect = backdropFiltersRect; }
FloatRect backdropFiltersRect() const { return m_backdropFiltersRect; }
#if ENABLE(CSS_COMPOSITING)
BlendMode blendMode() const { return m_blendMode; }
virtual void setBlendMode(BlendMode blendMode) { m_blendMode = blendMode; }
#endif
// Some GraphicsLayers paint only the foreground or the background content
GraphicsLayerPaintingPhase paintingPhase() const { return m_paintingPhase; }
void setPaintingPhase(GraphicsLayerPaintingPhase phase) { m_paintingPhase = phase; }
enum ShouldClipToLayer {
DoNotClipToLayer,
ClipToLayer
};
virtual void setNeedsDisplay() = 0;
// mark the given rect (in layer coords) as needing dispay. Never goes deep.
virtual void setNeedsDisplayInRect(const FloatRect&, ShouldClipToLayer = ClipToLayer) = 0;
virtual void setContentsNeedsDisplay() { };
// The tile phase is relative to the GraphicsLayer bounds.
virtual void setContentsTilePhase(const FloatSize& p) { m_contentsTilePhase = p; }
FloatSize contentsTilePhase() const { return m_contentsTilePhase; }
virtual void setContentsTileSize(const FloatSize& s) { m_contentsTileSize = s; }
FloatSize contentsTileSize() const { return m_contentsTileSize; }
bool hasContentsTiling() const { return !m_contentsTileSize.isEmpty(); }
// Set that the position/size of the contents (image or video).
FloatRect contentsRect() const { return m_contentsRect; }
virtual void setContentsRect(const FloatRect& r) { m_contentsRect = r; }
// Set a rounded rect that will be used to clip the layer contents.
FloatRoundedRect contentsClippingRect() const { return m_contentsClippingRect; }
virtual void setContentsClippingRect(const FloatRoundedRect& roundedRect) { m_contentsClippingRect = roundedRect; }
// Set a rounded rect that is used to clip this layer and its descendants (implies setting masksToBounds).
// Returns false if the platform can't support this rounded clip, and we should fall back to painting a mask.
FloatRoundedRect maskToBoundsRect() const { return m_masksToBoundsRect; };
virtual bool setMasksToBoundsRect(const FloatRoundedRect& roundedRect) { m_masksToBoundsRect = roundedRect; return false; }
Path shapeLayerPath() const;
virtual void setShapeLayerPath(const Path&);
WindRule shapeLayerWindRule() const;
virtual void setShapeLayerWindRule(WindRule);
// Transitions are identified by a special animation name that cannot clash with a keyframe identifier.
static String animationNameForTransition(AnimatedPropertyID);
// Return true if the animation is handled by the compositing system. If this returns
// false, the animation will be run by AnimationController.
// These methods handle both transitions and keyframe animations.
virtual bool addAnimation(const KeyframeValueList&, const FloatSize& /*boxSize*/, const Animation*, const String& /*animationName*/, double /*timeOffset*/) { return false; }
virtual void pauseAnimation(const String& /*animationName*/, double /*timeOffset*/) { }
virtual void removeAnimation(const String& /*animationName*/) { }
WEBCORE_EXPORT virtual void suspendAnimations(double time);
WEBCORE_EXPORT virtual void resumeAnimations();
// Layer contents
virtual void setContentsToImage(Image*) { }
virtual bool shouldDirectlyCompositeImage(Image*) const { return true; }
#if PLATFORM(IOS)
virtual PlatformLayer* contentsLayerForMedia() const { return 0; }
#endif
// Pass an invalid color to remove the contents layer.
virtual void setContentsToSolidColor(const Color&) { }
virtual void setContentsToPlatformLayer(PlatformLayer*, ContentsLayerPurpose) { }
virtual bool usesContentsLayer() const { return false; }
// Callback from the underlying graphics system to draw layer contents.
void paintGraphicsLayerContents(GraphicsContext&, const FloatRect& clip);
// For hosting this GraphicsLayer in a native layer hierarchy.
virtual PlatformLayer* platformLayer() const { return 0; }
enum CompositingCoordinatesOrientation { CompositingCoordinatesTopDown, CompositingCoordinatesBottomUp };
// Flippedness of the contents of this layer. Does not affect sublayer geometry.
virtual void setContentsOrientation(CompositingCoordinatesOrientation orientation) { m_contentsOrientation = orientation; }
CompositingCoordinatesOrientation contentsOrientation() const { return m_contentsOrientation; }
void dumpLayer(TextStream&, int indent = 0, LayerTreeAsTextBehavior = LayerTreeAsTextBehaviorNormal) const;
virtual void setShowDebugBorder(bool show) { m_showDebugBorder = show; }
bool isShowingDebugBorder() const { return m_showDebugBorder; }
virtual void setShowRepaintCounter(bool show) { m_showRepaintCounter = show; }
bool isShowingRepaintCounter() const { return m_showRepaintCounter; }
// FIXME: this is really a paint count.
int repaintCount() const { return m_repaintCount; }
int incrementRepaintCount() { return ++m_repaintCount; }
virtual void setDebugBackgroundColor(const Color&) { }
virtual void setDebugBorder(const Color&, float /*borderWidth*/) { }
enum CustomAppearance { NoCustomAppearance, ScrollingOverhang, ScrollingShadow, LightBackdropAppearance, DarkBackdropAppearance };
virtual void setCustomAppearance(CustomAppearance customAppearance) { m_customAppearance = customAppearance; }
CustomAppearance customAppearance() const { return m_customAppearance; }
// z-position is the z-equivalent of position(). It's only used for debugging purposes.
virtual float zPosition() const { return m_zPosition; }
WEBCORE_EXPORT virtual void setZPosition(float);
WEBCORE_EXPORT virtual void distributeOpacity(float);
WEBCORE_EXPORT virtual float accumulatedOpacity() const;
#if PLATFORM(IOS)
bool hasFlattenedPerspectiveTransform() const { return !preserves3D() && m_childrenTransform.hasPerspective(); }
#endif
virtual FloatSize pixelAlignmentOffset() const { return FloatSize(); }
virtual void setAppliesPageScale(bool appliesScale = true) { m_appliesPageScale = appliesScale; }
virtual bool appliesPageScale() const { return m_appliesPageScale; }
float pageScaleFactor() const { return m_client.pageScaleFactor(); }
float deviceScaleFactor() const { return m_client.deviceScaleFactor(); }
// Whether this layer is viewport constrained, implying that it's moved around externally from GraphicsLayer (e.g. by the scrolling tree).
virtual void setIsViewportConstrained(bool) { }
virtual bool isViewportConstrained() const { return false; }
virtual void deviceOrPageScaleFactorChanged() { }
WEBCORE_EXPORT void noteDeviceOrPageScaleFactorChangedIncludingDescendants();
// Some compositing systems may do internal batching to synchronize compositing updates
// with updates drawn into the window. These methods flush internal batched state on this layer
// and descendant layers, and this layer only.
virtual void flushCompositingState(const FloatRect& /* clipRect */, bool /* viewportIsStable */) { }
virtual void flushCompositingStateForThisLayerOnly(bool /* viewportIsStable */) { }
// If the exposed rect of this layer changes, returns true if this or descendant layers need a flush,
// for example to allocate new tiles.
virtual bool visibleRectChangeRequiresFlush(const FloatRect& /* clipRect */) const { return false; }
// Return a string with a human readable form of the layer tree, If debug is true
// pointers for the layers and timing data will be included in the returned string.
WEBCORE_EXPORT String layerTreeAsText(LayerTreeAsTextBehavior = LayerTreeAsTextBehaviorNormal) const;
// For testing.
WEBCORE_EXPORT virtual String displayListAsText(DisplayList::AsTextFlags) const { return String(); }
WEBCORE_EXPORT virtual void setIsTrackingDisplayListReplay(bool isTracking) { m_isTrackingDisplayListReplay = isTracking; }
WEBCORE_EXPORT virtual bool isTrackingDisplayListReplay() const { return m_isTrackingDisplayListReplay; }
WEBCORE_EXPORT virtual String replayDisplayListAsText(DisplayList::AsTextFlags) const { return String(); }
// Return an estimate of the backing store memory cost (in bytes). May be incorrect for tiled layers.
WEBCORE_EXPORT virtual double backingStoreMemoryEstimate() const;
bool usingTiledBacking() const { return m_usingTiledBacking; }
virtual TiledBacking* tiledBacking() const { return 0; }
void resetTrackedRepaints();
void addRepaintRect(const FloatRect&);
static bool supportsBackgroundColorContent();
static bool supportsLayerType(Type);
static bool supportsContentsTiling();
void updateDebugIndicators();
virtual bool canThrottleLayerFlush() const { return false; }
virtual bool isGraphicsLayerCA() const { return false; }
virtual bool isGraphicsLayerCARemote() const { return false; }
virtual bool isGraphicsLayerTextureMapper() const { return false; }
protected:
WEBCORE_EXPORT explicit GraphicsLayer(Type, GraphicsLayerClient&);
// Should be called from derived class destructors. Should call willBeDestroyed() on super.
WEBCORE_EXPORT virtual void willBeDestroyed();
// This method is used by platform GraphicsLayer classes to clear the filters
// when compositing is not done in hardware. It is not virtual, so the caller
// needs to notifiy the change to the platform layer as needed.
void clearFilters() { m_filters.clear(); }
void clearBackdropFilters() { m_backdropFilters.clear(); }
// Given a KeyframeValueList containing filterOperations, return true if the operations are valid.
static int validateFilterOperations(const KeyframeValueList&);
// Given a list of TransformAnimationValues, see if all the operations for each keyframe match. If so
// return the index of the KeyframeValueList entry that has that list of operations (it may not be
// the first entry because some keyframes might have an empty transform and those match any list).
// If the lists don't match return -1. On return, if hasBigRotation is true, functions contain
// rotations of >= 180 degrees
static int validateTransformOperations(const KeyframeValueList&, bool& hasBigRotation);
virtual bool shouldRepaintOnSizeChange() const { return drawsContent(); }
virtual void setOpacityInternal(float) { }
// The layer being replicated.
GraphicsLayer* replicatedLayer() const { return m_replicatedLayer; }
virtual void setReplicatedLayer(GraphicsLayer* layer) { m_replicatedLayer = layer; }
void dumpProperties(TextStream&, int indent, LayerTreeAsTextBehavior) const;
virtual void dumpAdditionalProperties(TextStream&, int /*indent*/, LayerTreeAsTextBehavior) const { }
WEBCORE_EXPORT virtual void getDebugBorderInfo(Color&, float& width) const;
GraphicsLayerClient& m_client;
String m_name;
// Offset from the owning renderer
FloatSize m_offsetFromRenderer;
// Position is relative to the parent GraphicsLayer
FloatPoint m_position;
FloatPoint3D m_anchorPoint;
FloatSize m_size;
FloatPoint m_boundsOrigin;
TransformationMatrix m_transform;
TransformationMatrix m_childrenTransform;
Color m_backgroundColor;
float m_opacity;
float m_zPosition;
FilterOperations m_filters;
FilterOperations m_backdropFilters;
#if ENABLE(CSS_COMPOSITING)
BlendMode m_blendMode;
#endif
const Type m_type;
bool m_contentsOpaque : 1;
bool m_preserves3D: 1;
bool m_backfaceVisibility : 1;
bool m_usingTiledBacking : 1;
bool m_masksToBounds : 1;
bool m_drawsContent : 1;
bool m_contentsVisible : 1;
bool m_acceleratesDrawing : 1;
bool m_usesDisplayListDrawing : 1;
bool m_appliesPageScale : 1; // Set for the layer which has the page scale applied to it.
bool m_showDebugBorder : 1;
bool m_showRepaintCounter : 1;
bool m_isMaskLayer : 1;
bool m_isTrackingDisplayListReplay : 1;
GraphicsLayerPaintingPhase m_paintingPhase;
CompositingCoordinatesOrientation m_contentsOrientation; // affects orientation of layer contents
Vector<GraphicsLayer*> m_children;
GraphicsLayer* m_parent;
GraphicsLayer* m_maskLayer; // Reference to mask layer. We don't own this.
GraphicsLayer* m_replicaLayer; // A layer that replicates this layer. We only allow one, for now.
// The replica is not parented; this is the primary reference to it.
GraphicsLayer* m_replicatedLayer; // For a replica layer, a reference to the original layer.
FloatPoint m_replicatedLayerPosition; // For a replica layer, the position of the replica.
FloatRect m_contentsRect;
FloatRoundedRect m_contentsClippingRect;
FloatRoundedRect m_masksToBoundsRect;
FloatSize m_contentsTilePhase;
FloatSize m_contentsTileSize;
FloatRect m_backdropFiltersRect;
int m_repaintCount;
CustomAppearance m_customAppearance;
#if USE(CA)
Path m_shapeLayerPath;
WindRule m_shapeLayerWindRule { RULE_NONZERO };
#endif
};
WEBCORE_EXPORT TextStream& operator<<(TextStream&, const Vector<GraphicsLayer::PlatformLayerID>&);
WEBCORE_EXPORT TextStream& operator<<(TextStream&, const GraphicsLayer::CustomAppearance&);
} // namespace WebCore
#define SPECIALIZE_TYPE_TRAITS_GRAPHICSLAYER(ToValueTypeName, predicate) \
SPECIALIZE_TYPE_TRAITS_BEGIN(ToValueTypeName) \
static bool isType(const WebCore::GraphicsLayer& layer) { return layer.predicate; } \
SPECIALIZE_TYPE_TRAITS_END()
#ifndef NDEBUG
// Outside the WebCore namespace for ease of invocation from gdb.
void showGraphicsLayerTree(const WebCore::GraphicsLayer* layer);
#endif
#endif // GraphicsLayer_h
|