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Unified Diff: cc/CCLayerSorter.cpp

Issue 11122003: [cc] Rename all cc/ filenames to Chromium style (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 8 years, 2 months ago
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Index: cc/CCLayerSorter.cpp
diff --git a/cc/CCLayerSorter.cpp b/cc/CCLayerSorter.cpp
deleted file mode 100644
index cf8577797211258877e2df9c020e41952027e814..0000000000000000000000000000000000000000
--- a/cc/CCLayerSorter.cpp
+++ /dev/null
@@ -1,445 +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 "config.h"
-
-#include "CCLayerSorter.h"
-
-#include "CCMathUtil.h"
-#include "CCRenderSurface.h"
-#include <limits.h>
-#include <public/WebTransformationMatrix.h>
-#include <wtf/Deque.h>
-
-using namespace std;
-using WebKit::WebTransformationMatrix;
-
-#define LOG_CHANNEL_PREFIX Log
-#define SHOW_DEBUG_LOG 0
-
-#if !defined( NDEBUG )
-#if SHOW_DEBUG_LOG
-static WTFLogChannel LogCCLayerSorter = { 0x00000000, "", WTFLogChannelOn };
-#else
-static WTFLogChannel LogCCLayerSorter = { 0x00000000, "", WTFLogChannelOff };
-#endif
-#endif
-
-namespace cc {
-
-inline static float perpProduct(const FloatSize& u, const FloatSize& v)
-{
- return u.width() * v.height() - u.height() * v.width();
-}
-
-// 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 FloatPoint& a, const FloatPoint& b, const FloatPoint& c, const FloatPoint& d, FloatPoint& r)
-{
- FloatSize u = b - a;
- FloatSize v = d - c;
- FloatSize 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 || s > 1)
- return false;
-
- float t = perpProduct(u, w) / denom;
- if (t < 0 || t > 1)
- return false;
-
- u.scale(s);
- r = a + u;
- return true;
-}
-
-CCLayerSorter::GraphNode::GraphNode(CCLayerImpl* cclayer)
- : layer(cclayer)
- , incomingEdgeWeight(0)
-{
-}
-
-CCLayerSorter::GraphNode::~GraphNode()
-{
-}
-
-CCLayerSorter::CCLayerSorter()
- : m_zRange(0)
-{
-}
-
-CCLayerSorter::~CCLayerSorter()
-{
-}
-
-// 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).
-CCLayerSorter::ABCompareResult CCLayerSorter::checkOverlap(LayerShape* a, LayerShape* b, float zThreshold, float& weight)
-{
- weight = 0;
-
- // Early out if the projected bounds don't overlap.
- if (!a->projectedBounds.intersects(b->projectedBounds))
- return None;
-
- FloatPoint aPoints[4] = {a->projectedQuad.p1(), a->projectedQuad.p2(), a->projectedQuad.p3(), a->projectedQuad.p4() };
- FloatPoint bPoints[4] = {b->projectedQuad.p1(), b->projectedQuad.p2(), b->projectedQuad.p3(), b->projectedQuad.p4() };
-
- // Make a list of points that inside both layer quad projections.
- Vector<FloatPoint> overlapPoints;
-
- // Check all four corners of one layer against the other layer's quad.
- for (int i = 0; i < 4; ++i) {
- if (a->projectedQuad.containsPoint(bPoints[i]))
- overlapPoints.append(bPoints[i]);
- if (b->projectedQuad.containsPoint(aPoints[i]))
- overlapPoints.append(aPoints[i]);
- }
-
- // Check all the edges of one layer for intersection with the other layer's edges.
- FloatPoint 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))
- overlapPoints.append(r);
-
- if (!overlapPoints.size())
- return None;
-
- // Check the corresponding layer depth value for all overlap points to determine
- // which layer is in front.
- float maxPositive = 0;
- float maxNegative = 0;
- for (unsigned o = 0; o < overlapPoints.size(); o++) {
- float za = a->layerZFromProjectedPoint(overlapPoints[o]);
- float zb = b->layerZFromProjectedPoint(overlapPoints[o]);
-
- float diff = za - zb;
- if (diff > maxPositive)
- maxPositive = diff;
- if (diff < maxNegative)
- maxNegative = diff;
- }
-
- float maxDiff = (fabsf(maxPositive) > fabsf(maxNegative) ? maxPositive : maxNegative);
-
- // 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 (maxPositive > zThreshold && maxNegative < -zThreshold)
- weight = 0;
- else
- weight = fabsf(maxDiff);
-
- // Maintain relative order if the layers have the same depth at all intersection points.
- if (maxDiff <= 0)
- return ABeforeB;
-
- return BBeforeA;
-}
-
-CCLayerSorter::LayerShape::LayerShape()
-{
-}
-
-CCLayerSorter::LayerShape::LayerShape(float width, float height, const WebTransformationMatrix& drawTransform)
-{
- FloatQuad layerQuad(FloatRect(0, 0, width, height));
-
- // Compute the projection of the layer quad onto the z = 0 plane.
-
- FloatPoint clippedQuad[8];
- int numVerticesInClippedQuad;
- CCMathUtil::mapClippedQuad(drawTransform, layerQuad, clippedQuad, numVerticesInClippedQuad);
-
- if (numVerticesInClippedQuad < 3) {
- projectedBounds = FloatRect();
- return;
- }
-
- projectedBounds = CCMathUtil::computeEnclosingRectOfVertices(clippedQuad, numVerticesInClippedQuad);
-
- // 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.
- projectedQuad.setP1(clippedQuad[0]);
- projectedQuad.setP2(clippedQuad[1]);
- projectedQuad.setP3(clippedQuad[2]);
- if (numVerticesInClippedQuad >= 4)
- projectedQuad.setP4(clippedQuad[3]);
- else
- projectedQuad.setP4(clippedQuad[2]); // this will be a degenerate quad that is actually a triangle.
-
- // Compute the normal of the layer's plane.
- bool clipped = false;
- FloatPoint3D c1 = CCMathUtil::mapPoint(drawTransform, FloatPoint3D(0, 0, 0), clipped);
- FloatPoint3D c2 = CCMathUtil::mapPoint(drawTransform, FloatPoint3D(0, 1, 0), clipped);
- FloatPoint3D c3 = CCMathUtil::mapPoint(drawTransform, FloatPoint3D(1, 0, 0), clipped);
- // FIXME: Deal with clipping.
- FloatPoint3D c12 = c2 - c1;
- FloatPoint3D c13 = c3 - c1;
- layerNormal = c13.cross(c12);
-
- transformOrigin = c1;
-}
-
-// 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 CCLayerSorter::LayerShape::layerZFromProjectedPoint(const FloatPoint& p) const
-{
- const FloatPoint3D zAxis(0, 0, 1);
- FloatPoint3D w = FloatPoint3D(p) - transformOrigin;
-
- float d = layerNormal.dot(zAxis);
- float n = -layerNormal.dot(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;
-
- // 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 CCLayerSorter::createGraphNodes(LayerList::iterator first, LayerList::iterator last)
-{
-#if !defined( NDEBUG )
- LOG(CCLayerSorter, "Creating graph nodes:\n");
-#endif
- float minZ = FLT_MAX;
- float maxZ = -FLT_MAX;
- for (LayerList::const_iterator it = first; it < last; it++) {
- m_nodes.append(GraphNode(*it));
- GraphNode& node = m_nodes.at(m_nodes.size() - 1);
- CCRenderSurface* renderSurface = node.layer->renderSurface();
- if (!node.layer->drawsContent() && !renderSurface)
- continue;
-
-#if !defined( NDEBUG )
- LOG(CCLayerSorter, "Layer %d (%d x %d)\n", node.layer->id(), node.layer->bounds().width(), node.layer->bounds().height());
-#endif
-
- WebTransformationMatrix drawTransform;
- float layerWidth, layerHeight;
- if (renderSurface) {
- drawTransform = renderSurface->drawTransform();
- layerWidth = renderSurface->contentRect().width();
- layerHeight = renderSurface->contentRect().height();
- } else {
- drawTransform = node.layer->drawTransform();
- layerWidth = node.layer->contentBounds().width();
- layerHeight = node.layer->contentBounds().height();
- }
-
- node.shape = LayerShape(layerWidth, layerHeight, drawTransform);
-
- maxZ = max(maxZ, node.shape.transformOrigin.z());
- minZ = min(minZ, node.shape.transformOrigin.z());
- }
-
- m_zRange = fabsf(maxZ - minZ);
-}
-
-void CCLayerSorter::createGraphEdges()
-{
-#if !defined( NDEBUG )
- LOG(CCLayerSorter, "Edges:\n");
-#endif
- // Fraction of the total zRange below which z differences
- // are not considered reliable.
- const float zThresholdFactor = 0.01f;
- float zThreshold = m_zRange * zThresholdFactor;
-
- for (unsigned na = 0; na < m_nodes.size(); na++) {
- GraphNode& nodeA = m_nodes[na];
- if (!nodeA.layer->drawsContent() && !nodeA.layer->renderSurface())
- continue;
- for (unsigned nb = na + 1; nb < m_nodes.size(); nb++) {
- GraphNode& nodeB = m_nodes[nb];
- if (!nodeB.layer->drawsContent() && !nodeB.layer->renderSurface())
- continue;
- float weight = 0;
- ABCompareResult overlapResult = checkOverlap(&nodeA.shape, &nodeB.shape, zThreshold, weight);
- GraphNode* startNode = 0;
- GraphNode* endNode = 0;
- if (overlapResult == ABeforeB) {
- startNode = &nodeA;
- endNode = &nodeB;
- } else if (overlapResult == BBeforeA) {
- startNode = &nodeB;
- endNode = &nodeA;
- }
-
- if (startNode) {
-#if !defined( NDEBUG )
- LOG(CCLayerSorter, "%d -> %d\n", startNode->layer->id(), endNode->layer->id());
-#endif
- m_edges.append(GraphEdge(startNode, endNode, weight));
- }
- }
- }
-
- for (unsigned i = 0; i < m_edges.size(); i++) {
- GraphEdge& edge = m_edges[i];
- m_activeEdges.add(&edge, &edge);
- edge.from->outgoing.append(&edge);
- edge.to->incoming.append(&edge);
- edge.to->incomingEdgeWeight += edge.weight;
- }
-}
-
-// Finds and removes an edge from the list by doing a swap with the
-// last element of the list.
-void CCLayerSorter::removeEdgeFromList(GraphEdge* edge, Vector<GraphEdge*>& list)
-{
- size_t edgeIndex = list.find(edge);
- ASSERT(edgeIndex != notFound);
- if (list.size() == 1) {
- ASSERT(!edgeIndex);
- list.clear();
- return;
- }
- if (edgeIndex != list.size() - 1)
- list[edgeIndex] = list[list.size() - 1];
-
- list.removeLast();
-}
-
-// 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 CCLayerSorter::sort(LayerList::iterator first, LayerList::iterator last)
-{
-#if !defined( NDEBUG )
- LOG(CCLayerSorter, "Sorting start ----\n");
-#endif
- createGraphNodes(first, last);
-
- createGraphEdges();
-
- Vector<GraphNode*> sortedList;
- Deque<GraphNode*> noIncomingEdgeNodeList;
-
- // Find all the nodes that don't have incoming edges.
- for (NodeList::iterator la = m_nodes.begin(); la < m_nodes.end(); la++) {
- if (!la->incoming.size())
- noIncomingEdgeNodeList.append(la);
- }
-
-#if !defined( NDEBUG )
- LOG(CCLayerSorter, "Sorted list: ");
-#endif
- while (m_activeEdges.size() || noIncomingEdgeNodeList.size()) {
- while (noIncomingEdgeNodeList.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* fromNode = noIncomingEdgeNodeList.takeFirst();
-
- // Add it to the final list.
- sortedList.append(fromNode);
-
-#if !defined( NDEBUG )
- LOG(CCLayerSorter, "%d, ", fromNode->layer->id());
-#endif
-
- // Remove all its outgoing edges from the graph.
- for (unsigned i = 0; i < fromNode->outgoing.size(); i++) {
- GraphEdge* outgoingEdge = fromNode->outgoing[i];
-
- m_activeEdges.remove(outgoingEdge);
- removeEdgeFromList(outgoingEdge, outgoingEdge->to->incoming);
- outgoingEdge->to->incomingEdgeWeight -= outgoingEdge->weight;
-
- if (!outgoingEdge->to->incoming.size())
- noIncomingEdgeNodeList.append(outgoingEdge->to);
- }
- fromNode->outgoing.clear();
- }
-
- if (!m_activeEdges.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 minIncomingEdgeWeight = FLT_MAX;
- GraphNode* nextNode = 0;
- for (unsigned i = 0; i < m_nodes.size(); i++) {
- if (m_nodes[i].incoming.size() && m_nodes[i].incomingEdgeWeight < minIncomingEdgeWeight) {
- minIncomingEdgeWeight = m_nodes[i].incomingEdgeWeight;
- nextNode = &m_nodes[i];
- }
- }
- ASSERT(nextNode);
- // Remove all its incoming edges.
- for (unsigned e = 0; e < nextNode->incoming.size(); e++) {
- GraphEdge* incomingEdge = nextNode->incoming[e];
-
- m_activeEdges.remove(incomingEdge);
- removeEdgeFromList(incomingEdge, incomingEdge->from->outgoing);
- }
- nextNode->incoming.clear();
- nextNode->incomingEdgeWeight = 0;
- noIncomingEdgeNodeList.append(nextNode);
-#if !defined( NDEBUG )
- LOG(CCLayerSorter, "Breaking cycle by cleaning up incoming edges from %d (weight = %f)\n", nextNode->layer->id(), minIncomingEdgeWeight);
-#endif
- }
-
- // 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 (LayerList::iterator it = first; it < last; it++)
- *it = sortedList[count++]->layer;
-
-#if !defined( NDEBUG )
- LOG(CCLayerSorter, "Sorting end ----\n");
-#endif
-
- m_nodes.clear();
- m_edges.clear();
- m_activeEdges.clear();
-}
-
-}
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