| Index: cc/layer_sorter.cc
|
| diff --git a/cc/layer_sorter.cc b/cc/layer_sorter.cc
|
| index 88bd983f033b33b60216757c553c5021e74d6423..97aa47cd3f01b2a19b51c5371339340deb98e7d2 100644
|
| --- a/cc/layer_sorter.cc
|
| +++ b/cc/layer_sorter.cc
|
| @@ -16,6 +16,13 @@
|
|
|
| namespace cc {
|
|
|
| +// This epsilon is used to determine if two layers are too close to each other
|
| +// to be able to tell which is in front of the other. It's a relative epsilon
|
| +// so it is robust to changes in scene scale. This value was chosen by picking
|
| +// a value near machine epsilon and then increasing it until the flickering on
|
| +// the test scene went away.
|
| +const float kLayerEpsilon = 1e-4f;
|
| +
|
| inline static float perpProduct(const gfx::Vector2dF& u, const gfx::Vector2dF& v)
|
| {
|
| return u.x() * v.y() - u.y() * v.x();
|
| @@ -69,6 +76,14 @@ LayerSorter::~LayerSorter()
|
| {
|
| }
|
|
|
| +static float const checkFloatingPointNumericAccuracy(float a, float b)
|
| +{
|
| + float absDif = std::abs(b - a);
|
| + float absMax = std::max(std::abs(b), std::abs(a));
|
| + // Check to see if we've got a result with a reasonable amount of error.
|
| + return absDif / absMax;
|
| +}
|
| +
|
| // Checks whether layer "a" draws on top of layer "b". The weight value returned is an indication of
|
| // the maximum z-depth difference between the layers or zero if the layers are found to be intesecting
|
| // (some features are in front and some are behind).
|
| @@ -110,10 +125,25 @@ LayerSorter::ABCompareResult LayerSorter::checkOverlap(LayerShape* a, LayerShape
|
| // which layer is in front.
|
| float maxPositive = 0;
|
| float maxNegative = 0;
|
| +
|
| + // This flag tracks the existance of a numerically accurate seperation
|
| + // between two layers. If there is no accurate seperation, the layers
|
| + // cannot be effectively sorted.
|
| + bool accurate = false;
|
| +
|
| for (unsigned o = 0; o < overlapPoints.size(); o++) {
|
| float za = a->layerZFromProjectedPoint(overlapPoints[o]);
|
| float zb = b->layerZFromProjectedPoint(overlapPoints[o]);
|
|
|
| + // Here we attempt to avoid numeric issues with layers that are too
|
| + // close together. If we have 2-sided quads that are very close
|
| + // together then we will draw them in document order to avoid
|
| + // flickering. The correct solution is for the content maker to turn
|
| + // on back-face culling or move the quads apart (if they're not two
|
| + // sides of one object).
|
| + if (checkFloatingPointNumericAccuracy(za, zb) > kLayerEpsilon)
|
| + accurate = true;
|
| +
|
| float diff = za - zb;
|
| if (diff > maxPositive)
|
| maxPositive = diff;
|
| @@ -121,6 +151,10 @@ LayerSorter::ABCompareResult LayerSorter::checkOverlap(LayerShape* a, LayerShape
|
| maxNegative = diff;
|
| }
|
|
|
| + // If we can't tell which should come first, we use document order.
|
| + if (!accurate)
|
| + return ABeforeB;
|
| +
|
| float maxDiff = (fabsf(maxPositive) > fabsf(maxNegative) ? maxPositive : maxNegative);
|
|
|
| // If the results are inconsistent (and the z difference substantial to rule out
|
|
|