root/cc/layers/tiled_layer.cc

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DEFINITIONS

This source file includes following definitions.
  1. Create
  2. updater_resource
  3. managed_resource
  4. is_dirty
  5. ResetUpdateState
  6. MarkForUpdate
  7. updater_resource_
  8. tiling_option_
  9. CreateLayerImpl
  10. UpdateTileSizeAndTilingOption
  11. UpdateBounds
  12. SetTileSize
  13. SetBorderTexelOption
  14. DrawsContent
  15. ReduceMemoryUsage
  16. SetIsMask
  17. PushPropertiesTo
  18. ResourceAtForTesting
  19. SetLayerTreeHost
  20. TileAt
  21. CreateTile
  22. SetNeedsDisplayRect
  23. InvalidateContentRect
  24. TileOnlyNeedsPartialUpdate
  25. UpdateTiles
  26. MarkOcclusionsAndRequestTextures
  27. HaveTexturesForTiles
  28. MarkTilesForUpdate
  29. UpdateTileTextures
  30. IsSmallAnimatedLayer
  31. SetPriorityForTexture
  32. SetTexturePriorities
  33. VisibleContentOpaqueRegion
  34. ResetUpdateState
  35. ExpandRectByDelta
  36. UpdateScrollPrediction
  37. Update
  38. OnOutputSurfaceCreated
  39. NeedsIdlePaint
  40. IdlePaintRect

// Copyright 2011 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 "cc/layers/tiled_layer.h"

#include <algorithm>
#include <vector>

#include "base/auto_reset.h"
#include "base/basictypes.h"
#include "build/build_config.h"
#include "cc/layers/layer_impl.h"
#include "cc/layers/tiled_layer_impl.h"
#include "cc/resources/layer_updater.h"
#include "cc/resources/prioritized_resource.h"
#include "cc/resources/priority_calculator.h"
#include "cc/trees/layer_tree_host.h"
#include "cc/trees/occlusion_tracker.h"
#include "third_party/khronos/GLES2/gl2.h"
#include "ui/gfx/rect_conversions.h"

namespace cc {

// Maximum predictive expansion of the visible area.
static const int kMaxPredictiveTilesCount = 2;

// Number of rows/columns of tiles to pre-paint.
// We should increase these further as all textures are
// prioritized and we insure performance doesn't suffer.
static const int kPrepaintRows = 4;
static const int kPrepaintColumns = 2;

class UpdatableTile : public LayerTilingData::Tile {
 public:
  static scoped_ptr<UpdatableTile> Create(
      scoped_ptr<LayerUpdater::Resource> updater_resource) {
    return make_scoped_ptr(new UpdatableTile(updater_resource.Pass()));
  }

  LayerUpdater::Resource* updater_resource() { return updater_resource_.get(); }
  PrioritizedResource* managed_resource() {
    return updater_resource_->texture();
  }

  bool is_dirty() const { return !dirty_rect.IsEmpty(); }

  // Reset update state for the current frame. This should occur before painting
  // for all layers. Since painting one layer can invalidate another layer after
  // it has already painted, mark all non-dirty tiles as valid before painting
  // such that invalidations during painting won't prevent them from being
  // pushed.
  void ResetUpdateState() {
    update_rect = gfx::Rect();
    occluded = false;
    partial_update = false;
    valid_for_frame = !is_dirty();
  }

  // This promises to update the tile and therefore also guarantees the tile
  // will be valid for this frame. dirty_rect is copied into update_rect so we
  // can continue to track re-entrant invalidations that occur during painting.
  void MarkForUpdate() {
    valid_for_frame = true;
    update_rect = dirty_rect;
    dirty_rect = gfx::Rect();
  }

  gfx::Rect dirty_rect;
  gfx::Rect update_rect;
  bool partial_update;
  bool valid_for_frame;
  bool occluded;

 private:
  explicit UpdatableTile(scoped_ptr<LayerUpdater::Resource> updater_resource)
      : partial_update(false),
        valid_for_frame(false),
        occluded(false),
        updater_resource_(updater_resource.Pass()) {}

  scoped_ptr<LayerUpdater::Resource> updater_resource_;

  DISALLOW_COPY_AND_ASSIGN(UpdatableTile);
};

TiledLayer::TiledLayer()
    : ContentsScalingLayer(),
      texture_format_(RGBA_8888),
      skips_draw_(false),
      failed_update_(false),
      tiling_option_(AUTO_TILE) {
  tiler_ =
      LayerTilingData::Create(gfx::Size(), LayerTilingData::HAS_BORDER_TEXELS);
}

TiledLayer::~TiledLayer() {}

scoped_ptr<LayerImpl> TiledLayer::CreateLayerImpl(LayerTreeImpl* tree_impl) {
  return TiledLayerImpl::Create(tree_impl, id()).PassAs<LayerImpl>();
}

void TiledLayer::UpdateTileSizeAndTilingOption() {
  DCHECK(layer_tree_host());

  gfx::Size default_tile_size = layer_tree_host()->settings().default_tile_size;
  gfx::Size max_untiled_layer_size =
      layer_tree_host()->settings().max_untiled_layer_size;
  int layer_width = content_bounds().width();
  int layer_height = content_bounds().height();

  gfx::Size tile_size(std::min(default_tile_size.width(), layer_width),
                      std::min(default_tile_size.height(), layer_height));

  // Tile if both dimensions large, or any one dimension large and the other
  // extends into a second tile but the total layer area isn't larger than that
  // of the largest possible untiled layer. This heuristic allows for long
  // skinny layers (e.g. scrollbars) that are Nx1 tiles to minimize wasted
  // texture space but still avoids creating very large tiles.
  bool any_dimension_large = layer_width > max_untiled_layer_size.width() ||
                             layer_height > max_untiled_layer_size.height();
  bool any_dimension_one_tile =
      (layer_width <= default_tile_size.width() ||
       layer_height <= default_tile_size.height()) &&
      (layer_width * layer_height) <= (max_untiled_layer_size.width() *
                                       max_untiled_layer_size.height());
  bool auto_tiled = any_dimension_large && !any_dimension_one_tile;

  bool is_tiled;
  if (tiling_option_ == ALWAYS_TILE)
    is_tiled = true;
  else if (tiling_option_ == NEVER_TILE)
    is_tiled = false;
  else
    is_tiled = auto_tiled;

  gfx::Size requested_size = is_tiled ? tile_size : content_bounds();
  const int max_size =
      layer_tree_host()->GetRendererCapabilities().max_texture_size;
  requested_size.SetToMin(gfx::Size(max_size, max_size));
  SetTileSize(requested_size);
}

void TiledLayer::UpdateBounds() {
  gfx::Size old_bounds = tiler_->bounds();
  gfx::Size new_bounds = content_bounds();
  if (old_bounds == new_bounds)
    return;
  tiler_->SetBounds(new_bounds);

  // Invalidate any areas that the new bounds exposes.
  Region old_region = gfx::Rect(old_bounds);
  Region new_region = gfx::Rect(new_bounds);
  new_region.Subtract(old_region);
  for (Region::Iterator new_rects(new_region);
       new_rects.has_rect();
       new_rects.next())
    InvalidateContentRect(new_rects.rect());
}

void TiledLayer::SetTileSize(const gfx::Size& size) {
  tiler_->SetTileSize(size);
}

void TiledLayer::SetBorderTexelOption(
    LayerTilingData::BorderTexelOption border_texel_option) {
  tiler_->SetBorderTexelOption(border_texel_option);
}

bool TiledLayer::DrawsContent() const {
  if (!ContentsScalingLayer::DrawsContent())
    return false;

  bool has_more_than_one_tile =
      tiler_->num_tiles_x() > 1 || tiler_->num_tiles_y() > 1;
  if (tiling_option_ == NEVER_TILE && has_more_than_one_tile)
    return false;

  return true;
}

void TiledLayer::ReduceMemoryUsage() {
  if (Updater())
    Updater()->ReduceMemoryUsage();
}

void TiledLayer::SetIsMask(bool is_mask) {
  set_tiling_option(is_mask ? NEVER_TILE : AUTO_TILE);
}

void TiledLayer::PushPropertiesTo(LayerImpl* layer) {
  ContentsScalingLayer::PushPropertiesTo(layer);

  TiledLayerImpl* tiled_layer = static_cast<TiledLayerImpl*>(layer);

  tiled_layer->set_skips_draw(skips_draw_);
  tiled_layer->SetTilingData(*tiler_);
  std::vector<UpdatableTile*> invalid_tiles;

  for (LayerTilingData::TileMap::const_iterator iter = tiler_->tiles().begin();
       iter != tiler_->tiles().end();
       ++iter) {
    int i = iter->first.first;
    int j = iter->first.second;
    UpdatableTile* tile = static_cast<UpdatableTile*>(iter->second);
    // TODO(enne): This should not ever be null.
    if (!tile)
      continue;

    if (!tile->managed_resource()->have_backing_texture()) {
      // Evicted tiles get deleted from both layers
      invalid_tiles.push_back(tile);
      continue;
    }

    if (!tile->valid_for_frame) {
      // Invalidated tiles are set so they can get different debug colors.
      tiled_layer->PushInvalidTile(i, j);
      continue;
    }

    tiled_layer->PushTileProperties(
        i,
        j,
        tile->managed_resource()->resource_id(),
        tile->opaque_rect(),
        tile->managed_resource()->contents_swizzled());
  }
  for (std::vector<UpdatableTile*>::const_iterator iter = invalid_tiles.begin();
       iter != invalid_tiles.end();
       ++iter)
    tiler_->TakeTile((*iter)->i(), (*iter)->j());

  // TiledLayer must push properties every frame, since viewport state and
  // occlusion from anywhere in the tree can change what the layer decides to
  // push to the impl tree.
  needs_push_properties_ = true;
}

PrioritizedResourceManager* TiledLayer::ResourceManager() {
  if (!layer_tree_host())
    return NULL;
  return layer_tree_host()->contents_texture_manager();
}

const PrioritizedResource* TiledLayer::ResourceAtForTesting(int i,
                                                            int j) const {
  UpdatableTile* tile = TileAt(i, j);
  if (!tile)
    return NULL;
  return tile->managed_resource();
}

void TiledLayer::SetLayerTreeHost(LayerTreeHost* host) {
  if (host && host != layer_tree_host()) {
    for (LayerTilingData::TileMap::const_iterator
             iter = tiler_->tiles().begin();
         iter != tiler_->tiles().end();
         ++iter) {
      UpdatableTile* tile = static_cast<UpdatableTile*>(iter->second);
      // TODO(enne): This should not ever be null.
      if (!tile)
        continue;
      tile->managed_resource()->SetTextureManager(
          host->contents_texture_manager());
    }
  }
  ContentsScalingLayer::SetLayerTreeHost(host);
}

UpdatableTile* TiledLayer::TileAt(int i, int j) const {
  return static_cast<UpdatableTile*>(tiler_->TileAt(i, j));
}

UpdatableTile* TiledLayer::CreateTile(int i, int j) {
  CreateUpdaterIfNeeded();

  scoped_ptr<UpdatableTile> tile(
      UpdatableTile::Create(Updater()->CreateResource(ResourceManager())));
  tile->managed_resource()->SetDimensions(tiler_->tile_size(), texture_format_);

  UpdatableTile* added_tile = tile.get();
  tiler_->AddTile(tile.PassAs<LayerTilingData::Tile>(), i, j);

  added_tile->dirty_rect = tiler_->TileRect(added_tile);

  // Temporary diagnostic crash.
  CHECK(added_tile);
  CHECK(TileAt(i, j));

  return added_tile;
}

void TiledLayer::SetNeedsDisplayRect(const gfx::RectF& dirty_rect) {
  InvalidateContentRect(LayerRectToContentRect(dirty_rect));
  ContentsScalingLayer::SetNeedsDisplayRect(dirty_rect);
}

void TiledLayer::InvalidateContentRect(const gfx::Rect& content_rect) {
  UpdateBounds();
  if (tiler_->is_empty() || content_rect.IsEmpty() || skips_draw_)
    return;

  for (LayerTilingData::TileMap::const_iterator iter = tiler_->tiles().begin();
       iter != tiler_->tiles().end();
       ++iter) {
    UpdatableTile* tile = static_cast<UpdatableTile*>(iter->second);
    DCHECK(tile);
    // TODO(enne): This should not ever be null.
    if (!tile)
      continue;
    gfx::Rect bound = tiler_->TileRect(tile);
    bound.Intersect(content_rect);
    tile->dirty_rect.Union(bound);
  }
}

// Returns true if tile is dirty and only part of it needs to be updated.
bool TiledLayer::TileOnlyNeedsPartialUpdate(UpdatableTile* tile) {
  return !tile->dirty_rect.Contains(tiler_->TileRect(tile)) &&
         tile->managed_resource()->have_backing_texture();
}

bool TiledLayer::UpdateTiles(int left,
                             int top,
                             int right,
                             int bottom,
                             ResourceUpdateQueue* queue,
                             const OcclusionTracker<Layer>* occlusion,
                             bool* updated) {
  CreateUpdaterIfNeeded();

  bool ignore_occlusions = !occlusion;
  if (!HaveTexturesForTiles(left, top, right, bottom, ignore_occlusions)) {
    failed_update_ = true;
    return false;
  }

  gfx::Rect update_rect;
  gfx::Rect paint_rect;
  MarkTilesForUpdate(
    &update_rect, &paint_rect, left, top, right, bottom, ignore_occlusions);

  if (paint_rect.IsEmpty())
    return true;

  *updated = true;
  UpdateTileTextures(
      update_rect, paint_rect, left, top, right, bottom, queue, occlusion);
  return true;
}

void TiledLayer::MarkOcclusionsAndRequestTextures(
    int left,
    int top,
    int right,
    int bottom,
    const OcclusionTracker<Layer>* occlusion) {
  int occluded_tile_count = 0;
  bool succeeded = true;
  for (int j = top; j <= bottom; ++j) {
    for (int i = left; i <= right; ++i) {
      UpdatableTile* tile = TileAt(i, j);
      DCHECK(tile);  // Did SetTexturePriorities get skipped?
      // TODO(enne): This should not ever be null.
      if (!tile)
        continue;
      // Did ResetUpdateState get skipped? Are we doing more than one occlusion
      // pass?
      DCHECK(!tile->occluded);
      gfx::Rect visible_tile_rect = gfx::IntersectRects(
          tiler_->tile_bounds(i, j), visible_content_rect());
      if (!draw_transform_is_animating() && occlusion &&
          occlusion->Occluded(
              render_target(), visible_tile_rect, draw_transform())) {
        tile->occluded = true;
        occluded_tile_count++;
      } else {
        succeeded &= tile->managed_resource()->RequestLate();
      }
    }
  }
}

bool TiledLayer::HaveTexturesForTiles(int left,
                                      int top,
                                      int right,
                                      int bottom,
                                      bool ignore_occlusions) {
  for (int j = top; j <= bottom; ++j) {
    for (int i = left; i <= right; ++i) {
      UpdatableTile* tile = TileAt(i, j);
      DCHECK(tile);  // Did SetTexturePriorites get skipped?
                     // TODO(enne): This should not ever be null.
      if (!tile)
        continue;

      // Ensure the entire tile is dirty if we don't have the texture.
      if (!tile->managed_resource()->have_backing_texture())
        tile->dirty_rect = tiler_->TileRect(tile);

      // If using occlusion and the visible region of the tile is occluded,
      // don't reserve a texture or update the tile.
      if (tile->occluded && !ignore_occlusions)
        continue;

      if (!tile->managed_resource()->can_acquire_backing_texture())
        return false;
    }
  }
  return true;
}

void TiledLayer::MarkTilesForUpdate(gfx::Rect* update_rect,
                                    gfx::Rect* paint_rect,
                                    int left,
                                    int top,
                                    int right,
                                    int bottom,
                                    bool ignore_occlusions) {
  for (int j = top; j <= bottom; ++j) {
    for (int i = left; i <= right; ++i) {
      UpdatableTile* tile = TileAt(i, j);
      DCHECK(tile);  // Did SetTexturePriorites get skipped?
                     // TODO(enne): This should not ever be null.
      if (!tile)
        continue;
      if (tile->occluded && !ignore_occlusions)
        continue;

      // Prepare update rect from original dirty rects.
      update_rect->Union(tile->dirty_rect);

      // TODO(reveman): Decide if partial update should be allowed based on cost
      // of update. https://bugs.webkit.org/show_bug.cgi?id=77376
      if (tile->is_dirty() &&
          !layer_tree_host()->AlwaysUsePartialTextureUpdates()) {
        // If we get a partial update, we use the same texture, otherwise return
        // the current texture backing, so we don't update visible textures
        // non-atomically.  If the current backing is in-use, it won't be
        // deleted until after the commit as the texture manager will not allow
        // deletion or recycling of in-use textures.
        if (TileOnlyNeedsPartialUpdate(tile) &&
            layer_tree_host()->RequestPartialTextureUpdate()) {
          tile->partial_update = true;
        } else {
          tile->dirty_rect = tiler_->TileRect(tile);
          tile->managed_resource()->ReturnBackingTexture();
        }
      }

      paint_rect->Union(tile->dirty_rect);
      tile->MarkForUpdate();
    }
  }
}

void TiledLayer::UpdateTileTextures(const gfx::Rect& update_rect,
                                    const gfx::Rect& paint_rect,
                                    int left,
                                    int top,
                                    int right,
                                    int bottom,
                                    ResourceUpdateQueue* queue,
                                    const OcclusionTracker<Layer>* occlusion) {
  // The update_rect should be in layer space. So we have to convert the
  // paint_rect from content space to layer space.
  float width_scale =
      paint_properties().bounds.width() /
      static_cast<float>(content_bounds().width());
  float height_scale =
      paint_properties().bounds.height() /
      static_cast<float>(content_bounds().height());
  update_rect_ = gfx::ScaleRect(update_rect, width_scale, height_scale);

  // Calling PrepareToUpdate() calls into WebKit to paint, which may have the
  // side effect of disabling compositing, which causes our reference to the
  // texture updater to be deleted.  However, we can't free the memory backing
  // the SkCanvas until the paint finishes, so we grab a local reference here to
  // hold the updater alive until the paint completes.
  scoped_refptr<LayerUpdater> protector(Updater());
  gfx::Rect painted_opaque_rect;
  Updater()->PrepareToUpdate(paint_rect,
                             tiler_->tile_size(),
                             1.f / width_scale,
                             1.f / height_scale,
                             &painted_opaque_rect);

  for (int j = top; j <= bottom; ++j) {
    for (int i = left; i <= right; ++i) {
      UpdatableTile* tile = TileAt(i, j);
      DCHECK(tile);  // Did SetTexturePriorites get skipped?
                     // TODO(enne): This should not ever be null.
      if (!tile)
        continue;

      gfx::Rect tile_rect = tiler_->tile_bounds(i, j);

      // Use update_rect as the above loop copied the dirty rect for this frame
      // to update_rect.
      gfx::Rect dirty_rect = tile->update_rect;
      if (dirty_rect.IsEmpty())
        continue;

      // Save what was painted opaque in the tile. Keep the old area if the
      // paint didn't touch it, and didn't paint some other part of the tile
      // opaque.
      gfx::Rect tile_painted_rect = gfx::IntersectRects(tile_rect, paint_rect);
      gfx::Rect tile_painted_opaque_rect =
          gfx::IntersectRects(tile_rect, painted_opaque_rect);
      if (!tile_painted_rect.IsEmpty()) {
        gfx::Rect paint_inside_tile_opaque_rect =
            gfx::IntersectRects(tile->opaque_rect(), tile_painted_rect);
        bool paint_inside_tile_opaque_rect_is_non_opaque =
            !paint_inside_tile_opaque_rect.IsEmpty() &&
            !tile_painted_opaque_rect.Contains(paint_inside_tile_opaque_rect);
        bool opaque_paint_not_inside_tile_opaque_rect =
            !tile_painted_opaque_rect.IsEmpty() &&
            !tile->opaque_rect().Contains(tile_painted_opaque_rect);

        if (paint_inside_tile_opaque_rect_is_non_opaque ||
            opaque_paint_not_inside_tile_opaque_rect)
          tile->set_opaque_rect(tile_painted_opaque_rect);
      }

      // source_rect starts as a full-sized tile with border texels included.
      gfx::Rect source_rect = tiler_->TileRect(tile);
      source_rect.Intersect(dirty_rect);
      // Paint rect not guaranteed to line up on tile boundaries, so
      // make sure that source_rect doesn't extend outside of it.
      source_rect.Intersect(paint_rect);

      tile->update_rect = source_rect;

      if (source_rect.IsEmpty())
        continue;

      const gfx::Point anchor = tiler_->TileRect(tile).origin();

      // Calculate tile-space rectangle to upload into.
      gfx::Vector2d dest_offset = source_rect.origin() - anchor;
      CHECK_GE(dest_offset.x(), 0);
      CHECK_GE(dest_offset.y(), 0);

      // Offset from paint rectangle to this tile's dirty rectangle.
      gfx::Vector2d paint_offset = source_rect.origin() - paint_rect.origin();
      CHECK_GE(paint_offset.x(), 0);
      CHECK_GE(paint_offset.y(), 0);
      CHECK_LE(paint_offset.x() + source_rect.width(), paint_rect.width());
      CHECK_LE(paint_offset.y() + source_rect.height(), paint_rect.height());

      tile->updater_resource()->Update(
          queue, source_rect, dest_offset, tile->partial_update);
    }
  }
}

// This picks a small animated layer to be anything less than one viewport. This
// is specifically for page transitions which are viewport-sized layers. The
// extra tile of padding is due to these layers being slightly larger than the
// viewport in some cases.
bool TiledLayer::IsSmallAnimatedLayer() const {
  if (!draw_transform_is_animating() && !screen_space_transform_is_animating())
    return false;
  gfx::Size viewport_size =
      layer_tree_host() ? layer_tree_host()->device_viewport_size()
                        : gfx::Size();
  gfx::Rect content_rect(content_bounds());
  return content_rect.width() <=
         viewport_size.width() + tiler_->tile_size().width() &&
         content_rect.height() <=
         viewport_size.height() + tiler_->tile_size().height();
}

namespace {
// TODO(epenner): Remove this and make this based on distance once distance can
// be calculated for offscreen layers. For now, prioritize all small animated
// layers after 512 pixels of pre-painting.
void SetPriorityForTexture(const gfx::Rect& visible_rect,
                           const gfx::Rect& tile_rect,
                           bool draws_to_root,
                           bool is_small_animated_layer,
                           PrioritizedResource* texture) {
  int priority = PriorityCalculator::LowestPriority();
  if (!visible_rect.IsEmpty()) {
    priority = PriorityCalculator::PriorityFromDistance(
        visible_rect, tile_rect, draws_to_root);
  }

  if (is_small_animated_layer) {
    priority = PriorityCalculator::max_priority(
        priority, PriorityCalculator::SmallAnimatedLayerMinPriority());
  }

  if (priority != PriorityCalculator::LowestPriority())
    texture->set_request_priority(priority);
}
}  // namespace

void TiledLayer::SetTexturePriorities(const PriorityCalculator& priority_calc) {
  UpdateBounds();
  ResetUpdateState();
  UpdateScrollPrediction();

  if (tiler_->has_empty_bounds())
    return;

  bool draws_to_root = !render_target()->parent();
  bool small_animated_layer = IsSmallAnimatedLayer();

  // Minimally create the tiles in the desired pre-paint rect.
  gfx::Rect create_tiles_rect = IdlePaintRect();
  if (small_animated_layer)
    create_tiles_rect = gfx::Rect(content_bounds());
  if (!create_tiles_rect.IsEmpty()) {
    int left, top, right, bottom;
    tiler_->ContentRectToTileIndices(
        create_tiles_rect, &left, &top, &right, &bottom);
    for (int j = top; j <= bottom; ++j) {
      for (int i = left; i <= right; ++i) {
        if (!TileAt(i, j))
          CreateTile(i, j);
      }
    }
  }

  // Now update priorities on all tiles we have in the layer, no matter where
  // they are.
  for (LayerTilingData::TileMap::const_iterator iter = tiler_->tiles().begin();
       iter != tiler_->tiles().end();
       ++iter) {
    UpdatableTile* tile = static_cast<UpdatableTile*>(iter->second);
    // TODO(enne): This should not ever be null.
    if (!tile)
      continue;
    gfx::Rect tile_rect = tiler_->TileRect(tile);
    SetPriorityForTexture(predicted_visible_rect_,
                          tile_rect,
                          draws_to_root,
                          small_animated_layer,
                          tile->managed_resource());
  }
}

Region TiledLayer::VisibleContentOpaqueRegion() const {
  if (skips_draw_)
    return Region();
  if (contents_opaque())
    return visible_content_rect();
  return tiler_->OpaqueRegionInContentRect(visible_content_rect());
}

void TiledLayer::ResetUpdateState() {
  skips_draw_ = false;
  failed_update_ = false;

  LayerTilingData::TileMap::const_iterator end = tiler_->tiles().end();
  for (LayerTilingData::TileMap::const_iterator iter = tiler_->tiles().begin();
       iter != end;
       ++iter) {
    UpdatableTile* tile = static_cast<UpdatableTile*>(iter->second);
    // TODO(enne): This should not ever be null.
    if (!tile)
      continue;
    tile->ResetUpdateState();
  }
}

namespace {
gfx::Rect ExpandRectByDelta(const gfx::Rect& rect, const gfx::Vector2d& delta) {
  int width = rect.width() + std::abs(delta.x());
  int height = rect.height() + std::abs(delta.y());
  int x = rect.x() + ((delta.x() < 0) ? delta.x() : 0);
  int y = rect.y() + ((delta.y() < 0) ? delta.y() : 0);
  return gfx::Rect(x, y, width, height);
}
}

void TiledLayer::UpdateScrollPrediction() {
  // This scroll prediction is very primitive and should be replaced by a
  // a recursive calculation on all layers which uses actual scroll/animation
  // velocities. To insure this doesn't miss-predict, we only use it to predict
  // the visible_rect if:
  // - content_bounds() hasn't changed.
  // - visible_rect.size() hasn't changed.
  // These two conditions prevent rotations, scales, pinch-zooms etc. where
  // the prediction would be incorrect.
  gfx::Vector2d delta = visible_content_rect().CenterPoint() -
                        previous_visible_rect_.CenterPoint();
  predicted_scroll_ = -delta;
  predicted_visible_rect_ = visible_content_rect();
  if (previous_content_bounds_ == content_bounds() &&
      previous_visible_rect_.size() == visible_content_rect().size()) {
    // Only expand the visible rect in the major scroll direction, to prevent
    // massive paints due to diagonal scrolls.
    gfx::Vector2d major_scroll_delta =
        (std::abs(delta.x()) > std::abs(delta.y())) ?
        gfx::Vector2d(delta.x(), 0) :
        gfx::Vector2d(0, delta.y());
    predicted_visible_rect_ =
        ExpandRectByDelta(visible_content_rect(), major_scroll_delta);

    // Bound the prediction to prevent unbounded paints, and clamp to content
    // bounds.
    gfx::Rect bound = visible_content_rect();
    bound.Inset(-tiler_->tile_size().width() * kMaxPredictiveTilesCount,
                -tiler_->tile_size().height() * kMaxPredictiveTilesCount);
    bound.Intersect(gfx::Rect(content_bounds()));
    predicted_visible_rect_.Intersect(bound);
  }
  previous_content_bounds_ = content_bounds();
  previous_visible_rect_ = visible_content_rect();
}

bool TiledLayer::Update(ResourceUpdateQueue* queue,
                        const OcclusionTracker<Layer>* occlusion) {
  DCHECK(!skips_draw_ && !failed_update_);  // Did ResetUpdateState get skipped?

  // Tiled layer always causes commits to wait for activation, as it does
  // not support pending trees.
  SetNextCommitWaitsForActivation();

  bool updated = false;

  {
    base::AutoReset<bool> ignore_set_needs_commit(&ignore_set_needs_commit_,
                                                  true);

    updated |= ContentsScalingLayer::Update(queue, occlusion);
    UpdateBounds();
  }

  if (tiler_->has_empty_bounds() || !DrawsContent())
    return false;

  // Animation pre-paint. If the layer is small, try to paint it all
  // immediately whether or not it is occluded, to avoid paint/upload
  // hiccups while it is animating.
  if (IsSmallAnimatedLayer()) {
    int left, top, right, bottom;
    tiler_->ContentRectToTileIndices(gfx::Rect(content_bounds()),
                                     &left,
                                     &top,
                                     &right,
                                     &bottom);
    UpdateTiles(left, top, right, bottom, queue, NULL, &updated);
    if (updated)
      return updated;
    // This was an attempt to paint the entire layer so if we fail it's okay,
    // just fallback on painting visible etc. below.
    failed_update_ = false;
  }

  if (predicted_visible_rect_.IsEmpty())
    return updated;

  // Visible painting. First occlude visible tiles and paint the non-occluded
  // tiles.
  int left, top, right, bottom;
  tiler_->ContentRectToTileIndices(
      predicted_visible_rect_, &left, &top, &right, &bottom);
  MarkOcclusionsAndRequestTextures(left, top, right, bottom, occlusion);
  skips_draw_ = !UpdateTiles(
      left, top, right, bottom, queue, occlusion, &updated);
  if (skips_draw_)
    tiler_->reset();
  if (skips_draw_ || updated)
    return true;

  // If we have already painting everything visible. Do some pre-painting while
  // idle.
  gfx::Rect idle_paint_content_rect = IdlePaintRect();
  if (idle_paint_content_rect.IsEmpty())
    return updated;

  // Prepaint anything that was occluded but inside the layer's visible region.
  if (!UpdateTiles(left, top, right, bottom, queue, NULL, &updated) ||
      updated)
    return updated;

  int prepaint_left, prepaint_top, prepaint_right, prepaint_bottom;
  tiler_->ContentRectToTileIndices(idle_paint_content_rect,
                                   &prepaint_left,
                                   &prepaint_top,
                                   &prepaint_right,
                                   &prepaint_bottom);

  // Then expand outwards one row/column at a time until we find a dirty
  // row/column to update. Increment along the major and minor scroll directions
  // first.
  gfx::Vector2d delta = -predicted_scroll_;
  delta = gfx::Vector2d(delta.x() == 0 ? 1 : delta.x(),
                        delta.y() == 0 ? 1 : delta.y());
  gfx::Vector2d major_delta =
      (std::abs(delta.x()) > std::abs(delta.y())) ? gfx::Vector2d(delta.x(), 0)
                                        : gfx::Vector2d(0, delta.y());
  gfx::Vector2d minor_delta =
      (std::abs(delta.x()) <= std::abs(delta.y())) ? gfx::Vector2d(delta.x(), 0)
                                         : gfx::Vector2d(0, delta.y());
  gfx::Vector2d deltas[4] = { major_delta, minor_delta, -major_delta,
                              -minor_delta };
  for (int i = 0; i < 4; i++) {
    if (deltas[i].y() > 0) {
      while (bottom < prepaint_bottom) {
        ++bottom;
        if (!UpdateTiles(
                left, bottom, right, bottom, queue, NULL, &updated) ||
            updated)
          return updated;
      }
    }
    if (deltas[i].y() < 0) {
      while (top > prepaint_top) {
        --top;
        if (!UpdateTiles(
                left, top, right, top, queue, NULL, &updated) ||
            updated)
          return updated;
      }
    }
    if (deltas[i].x() < 0) {
      while (left > prepaint_left) {
        --left;
        if (!UpdateTiles(
                left, top, left, bottom, queue, NULL, &updated) ||
            updated)
          return updated;
      }
    }
    if (deltas[i].x() > 0) {
      while (right < prepaint_right) {
        ++right;
        if (!UpdateTiles(
                right, top, right, bottom, queue, NULL, &updated) ||
            updated)
          return updated;
      }
    }
  }
  return updated;
}

void TiledLayer::OnOutputSurfaceCreated() {
  // Ensure that all textures are of the right format.
  for (LayerTilingData::TileMap::const_iterator iter = tiler_->tiles().begin();
       iter != tiler_->tiles().end();
       ++iter) {
    UpdatableTile* tile = static_cast<UpdatableTile*>(iter->second);
    if (!tile)
      continue;
    PrioritizedResource* resource = tile->managed_resource();
    resource->SetDimensions(resource->size(), texture_format_);
  }
}

bool TiledLayer::NeedsIdlePaint() {
  // Don't trigger more paints if we failed (as we'll just fail again).
  if (failed_update_ || visible_content_rect().IsEmpty() ||
      tiler_->has_empty_bounds() || !DrawsContent())
    return false;

  gfx::Rect idle_paint_content_rect = IdlePaintRect();
  if (idle_paint_content_rect.IsEmpty())
    return false;

  int left, top, right, bottom;
  tiler_->ContentRectToTileIndices(
      idle_paint_content_rect, &left, &top, &right, &bottom);

  for (int j = top; j <= bottom; ++j) {
    for (int i = left; i <= right; ++i) {
      UpdatableTile* tile = TileAt(i, j);
      DCHECK(tile);  // Did SetTexturePriorities get skipped?
      if (!tile)
        continue;

      bool updated = !tile->update_rect.IsEmpty();
      bool can_acquire =
          tile->managed_resource()->can_acquire_backing_texture();
      bool dirty =
          tile->is_dirty() || !tile->managed_resource()->have_backing_texture();
      if (!updated && can_acquire && dirty)
        return true;
    }
  }
  return false;
}

gfx::Rect TiledLayer::IdlePaintRect() {
  // Don't inflate an empty rect.
  if (visible_content_rect().IsEmpty())
    return gfx::Rect();

  gfx::Rect prepaint_rect = visible_content_rect();
  prepaint_rect.Inset(-tiler_->tile_size().width() * kPrepaintColumns,
                      -tiler_->tile_size().height() * kPrepaintRows);
  gfx::Rect content_rect(content_bounds());
  prepaint_rect.Intersect(content_rect);

  return prepaint_rect;
}

}  // namespace cc

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