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Issue 11362024: added fix that deals with precision in layer sorter (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Fixed comments and formatting as requested by reviewers Created 8 years, 1 month ago
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1 // Copyright 2011 The Chromium Authors. All rights reserved. 1 // Copyright 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "config.h" 5 #include "config.h"
6 6
7 #include "cc/layer_sorter.h" 7 #include "cc/layer_sorter.h"
8 8
9 #include <deque> 9 #include <deque>
10 #include <limits> 10 #include <limits>
11 #include <vector> 11 #include <vector>
12 12
13 #include "base/logging.h" 13 #include "base/logging.h"
14 #include "cc/math_util.h" 14 #include "cc/math_util.h"
15 #include "cc/render_surface_impl.h" 15 #include "cc/render_surface_impl.h"
16 #include <public/WebTransformationMatrix.h> 16 #include <public/WebTransformationMatrix.h>
17 17
18 using namespace std; 18 using namespace std;
19 using WebKit::WebTransformationMatrix; 19 using WebKit::WebTransformationMatrix;
20 20
21 namespace cc { 21 namespace cc {
22 22
23 // This epsilon is used to determine if two layers are too close to each other
24 // to be able to tell which is in front of the other. It's a relative epsilon
25 // so it is robust to changes in scene scale. This value was chosen by picking
26 // a value near machine epsilon and then increasing it until the flickering on
27 // the test scene went away.
28 const float LAYER_EPSILON = 1e-4f;
29
23 inline static float perpProduct(const FloatSize& u, const FloatSize& v) 30 inline static float perpProduct(const FloatSize& u, const FloatSize& v)
24 { 31 {
25 return u.width() * v.height() - u.height() * v.width(); 32 return u.width() * v.height() - u.height() * v.width();
26 } 33 }
27 34
28 // Tests if two edges defined by their endpoints (a,b) and (c,d) intersect. Retu rns true and the 35 // Tests if two edges defined by their endpoints (a,b) and (c,d) intersect. Retu rns true and the
29 // point of intersection if they do and false otherwise. 36 // point of intersection if they do and false otherwise.
30 static bool edgeEdgeTest(const FloatPoint& a, const FloatPoint& b, const FloatPo int& c, const FloatPoint& d, FloatPoint& r) 37 static bool edgeEdgeTest(const FloatPoint& a, const FloatPoint& b, const FloatPo int& c, const FloatPoint& d, FloatPoint& r)
31 { 38 {
32 FloatSize u = b - a; 39 FloatSize u = b - a;
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107 r)) 114 r))
108 overlapPoints.push_back(r); 115 overlapPoints.push_back(r);
109 116
110 if (overlapPoints.empty()) 117 if (overlapPoints.empty())
111 return None; 118 return None;
112 119
113 // Check the corresponding layer depth value for all overlap points to deter mine 120 // Check the corresponding layer depth value for all overlap points to deter mine
114 // which layer is in front. 121 // which layer is in front.
115 float maxPositive = 0; 122 float maxPositive = 0;
116 float maxNegative = 0; 123 float maxNegative = 0;
124
125 // This flag tracks the existance of a numerically accurate seperation
126 // between two layers. If there is no accurate seperation, the layers
127 // cannot be effectively sorted.
128 bool accurate = false;
129
117 for (unsigned o = 0; o < overlapPoints.size(); o++) { 130 for (unsigned o = 0; o < overlapPoints.size(); o++) {
118 float za = a->layerZFromProjectedPoint(overlapPoints[o]); 131 float za = a->layerZFromProjectedPoint(overlapPoints[o]);
119 float zb = b->layerZFromProjectedPoint(overlapPoints[o]); 132 float zb = b->layerZFromProjectedPoint(overlapPoints[o]);
120 133
134 // Here we attempt to avoid numeric issues with layers that are too
135 // close together. If we have 2-sided quads that are very close
136 // together then we will draw them in document order to avoid
137 // flickering. The correct solution is for the content maker to turn
138 // on back-face culling or move the quads apart (if they're not two
139 // sides of one object).
140 float absDif = fabsf(zb - za);
141 float absMax = fmax(fabs(zb), fabs(za));
142 // Check to see if we've got a result with a reasonable amount of error.
143 if (absDif > LAYER_EPSILON * absMax)
144 accurate = true;
145
121 float diff = za - zb; 146 float diff = za - zb;
122 if (diff > maxPositive) 147 if (diff > maxPositive)
123 maxPositive = diff; 148 maxPositive = diff;
124 if (diff < maxNegative) 149 if (diff < maxNegative)
125 maxNegative = diff; 150 maxNegative = diff;
126 } 151 }
127 152
153 // If we can't tell which should come first, we use document order.
154 if (!accurate)
155 return ABeforeB;
156
128 float maxDiff = (fabsf(maxPositive) > fabsf(maxNegative) ? maxPositive : max Negative); 157 float maxDiff = (fabsf(maxPositive) > fabsf(maxNegative) ? maxPositive : max Negative);
129 158
130 // If the results are inconsistent (and the z difference substantial to rule out 159 // If the results are inconsistent (and the z difference substantial to rule out
131 // numerical errors) then the layers are intersecting. We will still return an 160 // numerical errors) then the layers are intersecting. We will still return an
132 // order based on the maximum depth difference but with an edge weight of ze ro 161 // order based on the maximum depth difference but with an edge weight of ze ro
133 // these layers will get priority if a graph cycle is present and needs to b e broken. 162 // these layers will get priority if a graph cycle is present and needs to b e broken.
134 if (maxPositive > zThreshold && maxNegative < -zThreshold) 163 if (maxPositive > zThreshold && maxNegative < -zThreshold)
135 weight = 0; 164 weight = 0;
136 else 165 else
137 weight = fabsf(maxDiff); 166 weight = fabsf(maxDiff);
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403 *it = sortedList[count++]->layer; 432 *it = sortedList[count++]->layer;
404 433
405 DVLOG(2) << "Sorting end ----"; 434 DVLOG(2) << "Sorting end ----";
406 435
407 m_nodes.clear(); 436 m_nodes.clear();
408 m_edges.clear(); 437 m_edges.clear();
409 m_activeEdges.clear(); 438 m_activeEdges.clear();
410 } 439 }
411 440
412 } 441 }
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