blob: 65499101c12fa9004e35fcfe7e5a3f414b35f2e5 [file] [log] [blame]
// Copyright 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "config.h"
#if USE(ACCELERATED_COMPOSITING)
#include "CCLayerIterator.h"
#include "CCLayerImpl.h"
#include "CCRenderSurface.h"
#include "LayerChromium.h"
#include "RenderSurfaceChromium.h"
namespace cc {
template <typename LayerType, typename LayerList, typename RenderSurfaceType, typename ActionType>
void CCLayerIteratorActions::BackToFront::begin(CCLayerIterator<LayerType, LayerList, RenderSurfaceType, ActionType>& it)
{
it.m_targetRenderSurfaceLayerIndex = 0;
it.m_currentLayerIndex = CCLayerIteratorValue::LayerIndexRepresentingTargetRenderSurface;
m_highestTargetRenderSurfaceLayer = 0;
}
template <typename LayerType, typename LayerList, typename RenderSurfaceType, typename ActionType>
void CCLayerIteratorActions::BackToFront::end(CCLayerIterator<LayerType, LayerList, RenderSurfaceType, ActionType>& it)
{
it.m_targetRenderSurfaceLayerIndex = CCLayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex;
it.m_currentLayerIndex = 0;
}
template <typename LayerType, typename LayerList, typename RenderSurfaceType, typename ActionType>
void CCLayerIteratorActions::BackToFront::next(CCLayerIterator<LayerType, LayerList, RenderSurfaceType, ActionType>& it)
{
// If the current layer has a RS, move to its layer list. Otherwise, visit the next layer in the current RS layer list.
if (it.currentLayerRepresentsContributingRenderSurface()) {
// Save our position in the childLayer list for the RenderSurface, then jump to the next RenderSurface. Save where we
// came from in the next RenderSurface so we can get back to it.
it.targetRenderSurface()->m_currentLayerIndexHistory = it.m_currentLayerIndex;
int previousTargetRenderSurfaceLayer = it.m_targetRenderSurfaceLayerIndex;
it.m_targetRenderSurfaceLayerIndex = ++m_highestTargetRenderSurfaceLayer;
it.m_currentLayerIndex = CCLayerIteratorValue::LayerIndexRepresentingTargetRenderSurface;
it.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory = previousTargetRenderSurfaceLayer;
} else {
++it.m_currentLayerIndex;
int targetRenderSurfaceNumChildren = it.targetRenderSurfaceChildren().size();
while (it.m_currentLayerIndex == targetRenderSurfaceNumChildren) {
// Jump back to the previous RenderSurface, and get back the position where we were in that list, and move to the next position there.
if (!it.m_targetRenderSurfaceLayerIndex) {
// End of the list
it.m_targetRenderSurfaceLayerIndex = CCLayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex;
it.m_currentLayerIndex = 0;
return;
}
it.m_targetRenderSurfaceLayerIndex = it.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory;
it.m_currentLayerIndex = it.targetRenderSurface()->m_currentLayerIndexHistory + 1;
targetRenderSurfaceNumChildren = it.targetRenderSurfaceChildren().size();
}
}
}
template <typename LayerType, typename LayerList, typename RenderSurfaceType, typename ActionType>
void CCLayerIteratorActions::FrontToBack::begin(CCLayerIterator<LayerType, LayerList, RenderSurfaceType, ActionType>& it)
{
it.m_targetRenderSurfaceLayerIndex = 0;
it.m_currentLayerIndex = it.targetRenderSurfaceChildren().size() - 1;
goToHighestInSubtree(it);
}
template <typename LayerType, typename LayerList, typename RenderSurfaceType, typename ActionType>
void CCLayerIteratorActions::FrontToBack::end(CCLayerIterator<LayerType, LayerList, RenderSurfaceType, ActionType>& it)
{
it.m_targetRenderSurfaceLayerIndex = CCLayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex;
it.m_currentLayerIndex = 0;
}
template <typename LayerType, typename LayerList, typename RenderSurfaceType, typename ActionType>
void CCLayerIteratorActions::FrontToBack::next(CCLayerIterator<LayerType, LayerList, RenderSurfaceType, ActionType>& it)
{
// Moves to the previous layer in the current RS layer list. Then we check if the
// new current layer has its own RS, in which case there are things in that RS layer list that are higher, so
// we find the highest layer in that subtree.
// If we move back past the front of the list, we jump up to the previous RS layer list, picking up again where we
// had previously recursed into the current RS layer list.
if (!it.currentLayerRepresentsTargetRenderSurface()) {
// Subtracting one here will eventually cause the current layer to become that layer
// representing the target render surface.
--it.m_currentLayerIndex;
goToHighestInSubtree(it);
} else {
while (it.currentLayerRepresentsTargetRenderSurface()) {
if (!it.m_targetRenderSurfaceLayerIndex) {
// End of the list
it.m_targetRenderSurfaceLayerIndex = CCLayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex;
it.m_currentLayerIndex = 0;
return;
}
it.m_targetRenderSurfaceLayerIndex = it.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory;
it.m_currentLayerIndex = it.targetRenderSurface()->m_currentLayerIndexHistory;
}
}
}
template <typename LayerType, typename LayerList, typename RenderSurfaceType, typename ActionType>
void CCLayerIteratorActions::FrontToBack::goToHighestInSubtree(CCLayerIterator<LayerType, LayerList, RenderSurfaceType, ActionType>& it)
{
if (it.currentLayerRepresentsTargetRenderSurface())
return;
while (it.currentLayerRepresentsContributingRenderSurface()) {
// Save where we were in the current target surface, move to the next one, and save the target surface that we
// came from there so we can go back to it.
it.targetRenderSurface()->m_currentLayerIndexHistory = it.m_currentLayerIndex;
int previousTargetRenderSurfaceLayer = it.m_targetRenderSurfaceLayerIndex;
for (LayerType* layer = it.currentLayer(); it.targetRenderSurfaceLayer() != layer; ++it.m_targetRenderSurfaceLayerIndex) { }
it.m_currentLayerIndex = it.targetRenderSurfaceChildren().size() - 1;
it.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory = previousTargetRenderSurfaceLayer;
}
}
// Declare each of the above functions for LayerChromium and CCLayerImpl classes so that they are linked.
template void CCLayerIteratorActions::BackToFront::begin(CCLayerIterator<LayerChromium, Vector<RefPtr<LayerChromium> >, RenderSurfaceChromium, BackToFront> &);
template void CCLayerIteratorActions::BackToFront::end(CCLayerIterator<LayerChromium, Vector<RefPtr<LayerChromium> >, RenderSurfaceChromium, BackToFront>&);
template void CCLayerIteratorActions::BackToFront::next(CCLayerIterator<LayerChromium, Vector<RefPtr<LayerChromium> >, RenderSurfaceChromium, BackToFront>&);
template void CCLayerIteratorActions::BackToFront::begin(CCLayerIterator<CCLayerImpl, Vector<CCLayerImpl*>, CCRenderSurface, BackToFront>&);
template void CCLayerIteratorActions::BackToFront::end(CCLayerIterator<CCLayerImpl, Vector<CCLayerImpl*>, CCRenderSurface, BackToFront>&);
template void CCLayerIteratorActions::BackToFront::next(CCLayerIterator<CCLayerImpl, Vector<CCLayerImpl*>, CCRenderSurface, BackToFront>&);
template void CCLayerIteratorActions::FrontToBack::next(CCLayerIterator<LayerChromium, Vector<RefPtr<LayerChromium> >, RenderSurfaceChromium, FrontToBack>&);
template void CCLayerIteratorActions::FrontToBack::end(CCLayerIterator<LayerChromium, Vector<RefPtr<LayerChromium> >, RenderSurfaceChromium, FrontToBack>&);
template void CCLayerIteratorActions::FrontToBack::begin(CCLayerIterator<LayerChromium, Vector<RefPtr<LayerChromium> >, RenderSurfaceChromium, FrontToBack>&);
template void CCLayerIteratorActions::FrontToBack::goToHighestInSubtree(CCLayerIterator<LayerChromium, Vector<RefPtr<LayerChromium> >, RenderSurfaceChromium, FrontToBack>&);
template void CCLayerIteratorActions::FrontToBack::next(CCLayerIterator<CCLayerImpl, Vector<CCLayerImpl*>, CCRenderSurface, FrontToBack>&);
template void CCLayerIteratorActions::FrontToBack::end(CCLayerIterator<CCLayerImpl, Vector<CCLayerImpl*>, CCRenderSurface, FrontToBack>&);
template void CCLayerIteratorActions::FrontToBack::begin(CCLayerIterator<CCLayerImpl, Vector<CCLayerImpl*>, CCRenderSurface, FrontToBack>&);
template void CCLayerIteratorActions::FrontToBack::goToHighestInSubtree(CCLayerIterator<CCLayerImpl, Vector<CCLayerImpl*>, CCRenderSurface, FrontToBack>&);
} // namespace cc
#endif // USE(ACCELERATED_COMPOSITING)