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Unified Diff: cc/trees/layer_sorter.cc

Issue 1001833005: Update from https://crrev.com/320343 (Closed) Base URL: git@github.com:domokit/mojo.git@master
Patch Set: Supress Created 5 years, 9 months ago
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Index: cc/trees/layer_sorter.cc
diff --git a/cc/trees/layer_sorter.cc b/cc/trees/layer_sorter.cc
deleted file mode 100644
index bde49201f4e717c74e01808b677c37b005cafc4c..0000000000000000000000000000000000000000
--- a/cc/trees/layer_sorter.cc
+++ /dev/null
@@ -1,470 +0,0 @@
-// 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/trees/layer_sorter.h"
-
-#include <algorithm>
-#include <deque>
-#include <limits>
-#include <vector>
-
-#include "base/logging.h"
-#include "cc/base/math_util.h"
-#include "cc/layers/render_surface_impl.h"
-#include "ui/gfx/transform.h"
-
-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 k_layer_epsilon = 1e-4f;
-
-inline static float PerpProduct(const gfx::Vector2dF& u,
- const gfx::Vector2dF& v) {
- return u.x() * v.y() - u.y() * v.x();
-}
-
-// Tests if two edges defined by their endpoints (a,b) and (c,d) intersect.
-// Returns true and the point of intersection if they do and false otherwise.
-static bool EdgeEdgeTest(const gfx::PointF& a,
- const gfx::PointF& b,
- const gfx::PointF& c,
- const gfx::PointF& d,
- gfx::PointF* r) {
- gfx::Vector2dF u = b - a;
- gfx::Vector2dF v = d - c;
- gfx::Vector2dF w = a - c;
-
- float denom = PerpProduct(u, v);
-
- // If denom == 0 then the edges are parallel. While they could be overlapping
- // we don't bother to check here as the we'll find their intersections from
- // the corner to quad tests.
- if (!denom)
- return false;
-
- float s = PerpProduct(v, w) / denom;
- if (s < 0.f || s > 1.f)
- return false;
-
- float t = PerpProduct(u, w) / denom;
- if (t < 0.f || t > 1.f)
- return false;
-
- u.Scale(s);
- *r = a + u;
- return true;
-}
-
-GraphNode::GraphNode(LayerImpl* layer_impl)
- : layer(layer_impl),
- incoming_edge_weight(0.f) {}
-
-GraphNode::~GraphNode() {}
-
-LayerSorter::LayerSorter()
- : z_range_(0.f) {}
-
-LayerSorter::~LayerSorter() {}
-
-static float CheckFloatingPointNumericAccuracy(float a, float b) {
- float abs_dif = std::abs(b - a);
- float abs_max = std::max(std::abs(b), std::abs(a));
- // Check to see if we've got a result with a reasonable amount of error.
- return abs_dif / abs_max;
-}
-
-// 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).
-LayerSorter::ABCompareResult LayerSorter::CheckOverlap(LayerShape* a,
- LayerShape* b,
- float z_threshold,
- float* weight) {
- *weight = 0.f;
-
- // Early out if the projected bounds don't overlap.
- if (!a->projected_bounds.Intersects(b->projected_bounds))
- return NONE;
-
- gfx::PointF aPoints[4] = { a->projected_quad.p1(),
- a->projected_quad.p2(),
- a->projected_quad.p3(),
- a->projected_quad.p4() };
- gfx::PointF bPoints[4] = { b->projected_quad.p1(),
- b->projected_quad.p2(),
- b->projected_quad.p3(),
- b->projected_quad.p4() };
-
- // Make a list of points that inside both layer quad projections.
- std::vector<gfx::PointF> overlap_points;
-
- // Check all four corners of one layer against the other layer's quad.
- for (int i = 0; i < 4; ++i) {
- if (a->projected_quad.Contains(bPoints[i]))
- overlap_points.push_back(bPoints[i]);
- if (b->projected_quad.Contains(aPoints[i]))
- overlap_points.push_back(aPoints[i]);
- }
-
- // Check all the edges of one layer for intersection with the other layer's
- // edges.
- gfx::PointF r;
- for (int ea = 0; ea < 4; ++ea)
- for (int eb = 0; eb < 4; ++eb)
- if (EdgeEdgeTest(aPoints[ea], aPoints[(ea + 1) % 4],
- bPoints[eb], bPoints[(eb + 1) % 4],
- &r))
- overlap_points.push_back(r);
-
- if (overlap_points.empty())
- return NONE;
-
- // Check the corresponding layer depth value for all overlap points to
- // determine which layer is in front.
- float max_positive = 0.f;
- float max_negative = 0.f;
-
- // 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 (size_t o = 0; o < overlap_points.size(); o++) {
- float za = a->LayerZFromProjectedPoint(overlap_points[o]);
- float zb = b->LayerZFromProjectedPoint(overlap_points[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) > k_layer_epsilon)
- accurate = true;
-
- float diff = za - zb;
- if (diff > max_positive)
- max_positive = diff;
- if (diff < max_negative)
- max_negative = diff;
- }
-
- // If we can't tell which should come first, we use document order.
- if (!accurate)
- return A_BEFORE_B;
-
- float max_diff =
- std::abs(max_positive) > std::abs(max_negative) ?
- max_positive : max_negative;
-
- // If the results are inconsistent (and the z difference substantial to rule
- // out numerical errors) then the layers are intersecting. We will still
- // return an order based on the maximum depth difference but with an edge
- // weight of zero these layers will get priority if a graph cycle is present
- // and needs to be broken.
- if (max_positive > z_threshold && max_negative < -z_threshold)
- *weight = 0.f;
- else
- *weight = std::abs(max_diff);
-
- // Maintain relative order if the layers have the same depth at all
- // intersection points.
- if (max_diff <= 0.f)
- return A_BEFORE_B;
-
- return B_BEFORE_A;
-}
-
-LayerShape::LayerShape() {}
-
-LayerShape::LayerShape(float width,
- float height,
- const gfx::Transform& draw_transform) {
- gfx::QuadF layer_quad(gfx::RectF(0.f, 0.f, width, height));
-
- // Compute the projection of the layer quad onto the z = 0 plane.
-
- gfx::PointF clipped_quad[8];
- int num_vertices_in_clipped_quad;
- MathUtil::MapClippedQuad(draw_transform,
- layer_quad,
- clipped_quad,
- &num_vertices_in_clipped_quad);
-
- if (num_vertices_in_clipped_quad < 3) {
- projected_bounds = gfx::RectF();
- return;
- }
-
- projected_bounds =
- MathUtil::ComputeEnclosingRectOfVertices(clipped_quad,
- num_vertices_in_clipped_quad);
-
- // NOTE: it will require very significant refactoring and overhead to deal
- // with generalized polygons or multiple quads per layer here. For the sake of
- // layer sorting it is equally correct to take a subsection of the polygon
- // that can be made into a quad. This will only be incorrect in the case of
- // intersecting layers, which are not supported yet anyway.
- projected_quad.set_p1(clipped_quad[0]);
- projected_quad.set_p2(clipped_quad[1]);
- projected_quad.set_p3(clipped_quad[2]);
- if (num_vertices_in_clipped_quad >= 4) {
- projected_quad.set_p4(clipped_quad[3]);
- } else {
- // This will be a degenerate quad that is actually a triangle.
- projected_quad.set_p4(clipped_quad[2]);
- }
-
- // Compute the normal of the layer's plane.
- bool clipped = false;
- gfx::Point3F c1 =
- MathUtil::MapPoint(draw_transform, gfx::Point3F(0.f, 0.f, 0.f), &clipped);
- gfx::Point3F c2 =
- MathUtil::MapPoint(draw_transform, gfx::Point3F(0.f, 1.f, 0.f), &clipped);
- gfx::Point3F c3 =
- MathUtil::MapPoint(draw_transform, gfx::Point3F(1.f, 0.f, 0.f), &clipped);
- // TODO(shawnsingh): Deal with clipping.
- gfx::Vector3dF c12 = c2 - c1;
- gfx::Vector3dF c13 = c3 - c1;
- layer_normal = gfx::CrossProduct(c13, c12);
-
- transform_origin = c1;
-}
-
-LayerShape::~LayerShape() {}
-
-// Returns the Z coordinate of a point on the layer that projects
-// to point p which lies on the z = 0 plane. It does it by computing the
-// intersection of a line starting from p along the Z axis and the plane
-// of the layer.
-float LayerShape::LayerZFromProjectedPoint(const gfx::PointF& p) const {
- gfx::Vector3dF z_axis(0.f, 0.f, 1.f);
- gfx::Vector3dF w = gfx::Point3F(p) - transform_origin;
-
- float d = gfx::DotProduct(layer_normal, z_axis);
- float n = -gfx::DotProduct(layer_normal, w);
-
- // Check if layer is parallel to the z = 0 axis which will make it
- // invisible and hence returning zero is fine.
- if (!d)
- return 0.f;
-
- // The intersection point would be given by:
- // p + (n / d) * u but since we are only interested in the
- // z coordinate and p's z coord is zero, all we need is the value of n/d.
- return n / d;
-}
-
-void LayerSorter::CreateGraphNodes(LayerImplList::iterator first,
- LayerImplList::iterator last) {
- DVLOG(2) << "Creating graph nodes:";
- float min_z = FLT_MAX;
- float max_z = -FLT_MAX;
- for (LayerImplList::const_iterator it = first; it < last; it++) {
- nodes_.push_back(GraphNode(*it));
- GraphNode& node = nodes_.at(nodes_.size() - 1);
- RenderSurfaceImpl* render_surface = node.layer->render_surface();
- if (!node.layer->DrawsContent() && !render_surface)
- continue;
-
- DVLOG(2) << "Layer " << node.layer->id() <<
- " (" << node.layer->bounds().width() <<
- " x " << node.layer->bounds().height() << ")";
-
- gfx::Transform draw_transform;
- float layer_width, layer_height;
- if (render_surface) {
- draw_transform = render_surface->draw_transform();
- layer_width = render_surface->content_rect().width();
- layer_height = render_surface->content_rect().height();
- } else {
- draw_transform = node.layer->draw_transform();
- layer_width = node.layer->content_bounds().width();
- layer_height = node.layer->content_bounds().height();
- }
-
- node.shape = LayerShape(layer_width, layer_height, draw_transform);
-
- max_z = std::max(max_z, node.shape.transform_origin.z());
- min_z = std::min(min_z, node.shape.transform_origin.z());
- }
-
- z_range_ = std::abs(max_z - min_z);
-}
-
-void LayerSorter::CreateGraphEdges() {
- DVLOG(2) << "Edges:";
- // Fraction of the total z_range below which z differences
- // are not considered reliable.
- const float z_threshold_factor = 0.01f;
- float z_threshold = z_range_ * z_threshold_factor;
-
- for (size_t na = 0; na < nodes_.size(); na++) {
- GraphNode& node_a = nodes_[na];
- if (!node_a.layer->DrawsContent() && !node_a.layer->render_surface())
- continue;
- for (size_t nb = na + 1; nb < nodes_.size(); nb++) {
- GraphNode& node_b = nodes_[nb];
- if (!node_b.layer->DrawsContent() && !node_b.layer->render_surface())
- continue;
- float weight = 0.f;
- ABCompareResult overlap_result = CheckOverlap(&node_a.shape,
- &node_b.shape,
- z_threshold,
- &weight);
- GraphNode* start_node = NULL;
- GraphNode* end_node = NULL;
- if (overlap_result == A_BEFORE_B) {
- start_node = &node_a;
- end_node = &node_b;
- } else if (overlap_result == B_BEFORE_A) {
- start_node = &node_b;
- end_node = &node_a;
- }
-
- if (start_node) {
- DVLOG(2) << start_node->layer->id() << " -> " << end_node->layer->id();
- edges_.push_back(GraphEdge(start_node, end_node, weight));
- }
- }
- }
-
- for (size_t i = 0; i < edges_.size(); i++) {
- GraphEdge& edge = edges_[i];
- active_edges_[&edge] = &edge;
- edge.from->outgoing.push_back(&edge);
- edge.to->incoming.push_back(&edge);
- edge.to->incoming_edge_weight += edge.weight;
- }
-}
-
-// Finds and removes an edge from the list by doing a swap with the
-// last element of the list.
-void LayerSorter::RemoveEdgeFromList(GraphEdge* edge,
- std::vector<GraphEdge*>* list) {
- std::vector<GraphEdge*>::iterator iter =
- std::find(list->begin(), list->end(), edge);
- DCHECK(iter != list->end());
- list->erase(iter);
-}
-
-// Sorts the given list of layers such that they can be painted in a
-// back-to-front order. Sorting produces correct results for non-intersecting
-// layers that don't have cyclical order dependencies. Cycles and intersections
-// are broken (somewhat) aribtrarily. Sorting of layers is done via a
-// topological sort of a directed graph whose nodes are the layers themselves.
-// An edge from node A to node B signifies that layer A needs to be drawn before
-// layer B. If A and B have no dependency between each other, then we preserve
-// the ordering of those layers as they were in the original list.
-//
-// The draw order between two layers is determined by projecting the two
-// triangles making up each layer quad to the Z = 0 plane, finding points of
-// intersection between the triangles and backprojecting those points to the
-// plane of the layer to determine the corresponding Z coordinate. The layer
-// with the lower Z coordinate (farther from the eye) needs to be rendered
-// first.
-//
-// If the layer projections don't intersect, then no edges (dependencies) are
-// created between them in the graph. HOWEVER, in this case we still need to
-// preserve the ordering of the original list of layers, since that list should
-// already have proper z-index ordering of layers.
-//
-void LayerSorter::Sort(LayerImplList::iterator first,
- LayerImplList::iterator last) {
- DVLOG(2) << "Sorting start ----";
- CreateGraphNodes(first, last);
-
- CreateGraphEdges();
-
- std::vector<GraphNode*> sorted_list;
- std::deque<GraphNode*> no_incoming_edge_node_list;
-
- // Find all the nodes that don't have incoming edges.
- for (NodeList::iterator la = nodes_.begin(); la < nodes_.end(); la++) {
- if (!la->incoming.size())
- no_incoming_edge_node_list.push_back(&(*la));
- }
-
- DVLOG(2) << "Sorted list: ";
- while (active_edges_.size() || no_incoming_edge_node_list.size()) {
- while (no_incoming_edge_node_list.size()) {
- // It is necessary to preserve the existing ordering of layers, when there
- // are no explicit dependencies (because this existing ordering has
- // correct z-index/layout ordering). To preserve this ordering, we process
- // Nodes in the same order that they were added to the list.
- GraphNode* from_node = no_incoming_edge_node_list.front();
- no_incoming_edge_node_list.pop_front();
-
- // Add it to the final list.
- sorted_list.push_back(from_node);
-
- DVLOG(2) << from_node->layer->id() << ", ";
-
- // Remove all its outgoing edges from the graph.
- for (size_t i = 0; i < from_node->outgoing.size(); i++) {
- GraphEdge* outgoing_edge = from_node->outgoing[i];
-
- active_edges_.erase(outgoing_edge);
- RemoveEdgeFromList(outgoing_edge, &outgoing_edge->to->incoming);
- outgoing_edge->to->incoming_edge_weight -= outgoing_edge->weight;
-
- if (!outgoing_edge->to->incoming.size())
- no_incoming_edge_node_list.push_back(outgoing_edge->to);
- }
- from_node->outgoing.clear();
- }
-
- if (!active_edges_.size())
- break;
-
- // If there are still active edges but the list of nodes without incoming
- // edges is empty then we have run into a cycle. Break the cycle by finding
- // the node with the smallest overall incoming edge weight and use it. This
- // will favor nodes that have zero-weight incoming edges i.e. layers that
- // are being occluded by a layer that intersects them.
- float min_incoming_edge_weight = FLT_MAX;
- GraphNode* next_node = NULL;
- for (size_t i = 0; i < nodes_.size(); i++) {
- if (nodes_[i].incoming.size() &&
- nodes_[i].incoming_edge_weight < min_incoming_edge_weight) {
- min_incoming_edge_weight = nodes_[i].incoming_edge_weight;
- next_node = &nodes_[i];
- }
- }
- DCHECK(next_node);
- // Remove all its incoming edges.
- for (size_t e = 0; e < next_node->incoming.size(); e++) {
- GraphEdge* incoming_edge = next_node->incoming[e];
-
- active_edges_.erase(incoming_edge);
- RemoveEdgeFromList(incoming_edge, &incoming_edge->from->outgoing);
- }
- next_node->incoming.clear();
- next_node->incoming_edge_weight = 0.f;
- no_incoming_edge_node_list.push_back(next_node);
- DVLOG(2) << "Breaking cycle by cleaning up incoming edges from " <<
- next_node->layer->id() <<
- " (weight = " << min_incoming_edge_weight << ")";
- }
-
- // Note: The original elements of the list are in no danger of having their
- // ref count go to zero here as they are all nodes of the layer hierarchy and
- // are kept alive by their parent nodes.
- int count = 0;
- for (LayerImplList::iterator it = first; it < last; it++)
- *it = sorted_list[count++]->layer;
-
- DVLOG(2) << "Sorting end ----";
-
- nodes_.clear();
- edges_.clear();
- active_edges_.clear();
-}
-
-} // namespace cc
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