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Unified Diff: src/core/SkRTree.h

Issue 734723002: Prune SkRTree (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: nits Created 6 years, 1 month ago
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Index: src/core/SkRTree.h
diff --git a/src/core/SkRTree.h b/src/core/SkRTree.h
index 00c6c8941da9e64d366bae18912183204c60b6cf..440411d9b0b96f9d035f5840f065f4f3aa038d07 100644
--- a/src/core/SkRTree.h
+++ b/src/core/SkRTree.h
@@ -9,163 +9,83 @@
#ifndef SkRTree_DEFINED
#define SkRTree_DEFINED
+#include "SkBBoxHierarchy.h"
#include "SkRect.h"
#include "SkTDArray.h"
-#include "SkChunkAlloc.h"
-#include "SkBBoxHierarchy.h"
/**
* An R-Tree implementation. In short, it is a balanced n-ary tree containing a hierarchy of
* bounding rectangles.
*
- * Much like a B-Tree it maintains balance by enforcing minimum and maximum child counts, and
- * splitting nodes when they become overfull. Unlike B-trees, however, we're using spatial data; so
- * there isn't a canonical ordering to use when choosing insertion locations and splitting
- * distributions. A variety of heuristics have been proposed for these problems; here, we're using
- * something resembling an R*-tree, which attempts to minimize area and overlap during insertion,
- * and aims to minimize a combination of margin, overlap, and area when splitting.
+ * It only supports bulk-loading, i.e. creation from a batch of bounding rectangles.
+ * This performs a bottom-up bulk load using the STR (sort-tile-recursive) algorithm.
*
- * One detail that is thus far unimplemented that may improve tree quality is attempting to remove
- * and reinsert nodes when they become full, instead of immediately splitting (nodes that may have
- * been placed well early on may hurt the tree later when more nodes have been added; removing
- * and reinserting nodes generally helps reduce overlap and make a better tree). Deletion of nodes
- * is also unimplemented.
+ * TODO: Experiment with other bulk-load algorithms (in particular the Hilbert pack variant,
+ * which groups rects by position on the Hilbert curve, is probably worth a look). There also
+ * exist top-down bulk load variants (VAMSplit, TopDownGreedy, etc).
*
* For more details see:
*
* Beckmann, N.; Kriegel, H. P.; Schneider, R.; Seeger, B. (1990). "The R*-tree:
* an efficient and robust access method for points and rectangles"
- *
- * It also supports bulk-loading from a batch of bounds and values; if you don't require the tree
- * to be usable in its intermediate states while it is being constructed, this is significantly
- * quicker than individual insertions and produces more consistent trees.
*/
class SkRTree : public SkBBoxHierarchy {
public:
SK_DECLARE_INST_COUNT(SkRTree)
/**
- * Create a new R-Tree with specified min/max child counts.
- * The child counts are valid iff:
- * - (max + 1) / 2 >= min (splitting an overfull node must be enough to populate 2 nodes)
- * - min < max
- * - min > 0
- * - max < SK_MaxU16
* If you have some prior information about the distribution of bounds you're expecting, you
- * can provide an optional aspect ratio parameter. This allows the bulk-load algorithm to create
- * better proportioned tiles of rectangles.
+ * can provide an optional aspect ratio parameter. This allows the bulk-load algorithm to
+ * create better proportioned tiles of rectangles.
*/
- static SkRTree* Create(int minChildren, int maxChildren, SkScalar aspectRatio = 1,
- bool orderWhenBulkLoading = true);
- virtual ~SkRTree();
+ explicit SkRTree(SkScalar aspectRatio = 1);
+ virtual ~SkRTree() {}
virtual void insert(SkAutoTMalloc<SkRect>* boundsArray, int N) SK_OVERRIDE;
virtual void search(const SkRect& query, SkTDArray<unsigned>* results) const SK_OVERRIDE;
- void clear();
+ // Methods and constants below here are only public for tests.
+
// Return the depth of the tree structure.
- int getDepth() const { return this->isEmpty() ? 0 : fRoot.fChild.subtree->fLevel + 1; }
+ int getDepth() const { return fCount ? fRoot.fSubtree->fLevel + 1 : 0; }
// Insertion count (not overall node count, which may be greater).
int getCount() const { return fCount; }
+ // These values were empirically determined to produce reasonable performance in most cases.
+ static const int kMinChildren = 6,
+ kMaxChildren = 11;
private:
- bool isEmpty() const { return 0 == this->getCount(); }
-
struct Node;
- /**
- * A branch of the tree, this may contain a pointer to another interior node, or a data value
- */
struct Branch {
union {
- Node* subtree;
- unsigned opIndex;
- } fChild;
- SkIRect fBounds;
+ Node* fSubtree;
+ unsigned fOpIndex;
+ };
+ SkRect fBounds;
};
- /**
- * A node in the tree, has between fMinChildren and fMaxChildren (the root is a special case)
- */
struct Node {
uint16_t fNumChildren;
robertphillips 2014/11/18 17:26:43 Can we do with out fLevel now ?
mtklein 2014/11/18 17:34:00 Yes, I think I can get rid of that. Didn't bother
uint16_t fLevel;
- bool isLeaf() { return 0 == fLevel; }
- // Since we want to be able to pick min/max child counts at runtime, we assume the creator
- // has allocated sufficient space directly after us in memory, and index into that space
- Branch* child(size_t index) {
- return reinterpret_cast<Branch*>(this + 1) + index;
- }
- };
-
- typedef int32_t SkIRect::*SortSide;
-
- // Helper for sorting our children arrays by sides of their rects
- struct RectLessThan {
- RectLessThan(SkRTree::SortSide side) : fSide(side) { }
- bool operator()(const SkRTree::Branch lhs, const SkRTree::Branch rhs) const {
- return lhs.fBounds.*fSide < rhs.fBounds.*fSide;
- }
- private:
- const SkRTree::SortSide fSide;
- };
-
- struct RectLessX {
- bool operator()(const SkRTree::Branch lhs, const SkRTree::Branch rhs) {
- return ((lhs.fBounds.fRight - lhs.fBounds.fLeft) >> 1) <
- ((rhs.fBounds.fRight - lhs.fBounds.fLeft) >> 1);
- }
- };
-
- struct RectLessY {
- bool operator()(const SkRTree::Branch lhs, const SkRTree::Branch rhs) {
- return ((lhs.fBounds.fBottom - lhs.fBounds.fTop) >> 1) <
- ((rhs.fBounds.fBottom - lhs.fBounds.fTop) >> 1);
- }
+ Branch fChildren[kMaxChildren];
};
- SkRTree(int minChildren, int maxChildren, SkScalar aspectRatio, bool orderWhenBulkLoading);
-
- /**
- * Recursively descend the tree to find an insertion position for 'branch', updates
- * bounding boxes on the way up.
- */
- Branch* insert(Node* root, Branch* branch, uint16_t level = 0);
-
- int chooseSubtree(Node* root, Branch* branch);
- SkIRect computeBounds(Node* n);
- int distributeChildren(Branch* children);
- void search(Node* root, const SkIRect query, SkTDArray<unsigned>* results) const;
+ void search(Node* root, const SkRect& query, SkTDArray<unsigned>* results) const;
- /**
- * This performs a bottom-up bulk load using the STR (sort-tile-recursive) algorithm, this
- * seems to generally produce better, more consistent trees at significantly lower cost than
- * repeated insertions.
- *
- * This consumes the input array.
- *
- * TODO: Experiment with other bulk-load algorithms (in particular the Hilbert pack variant,
- * which groups rects by position on the Hilbert curve, is probably worth a look). There also
- * exist top-down bulk load variants (VAMSplit, TopDownGreedy, etc).
- */
+ // Consumes the input array.
Branch bulkLoad(SkTDArray<Branch>* branches, int level = 0);
- void validate() const;
- int validateSubtree(Node* root, SkIRect bounds, bool isRoot = false) const;
+ // How many times will bulkLoad() call allocateNodeAtLevel()?
+ static int CountNodes(int branches, SkScalar aspectRatio);
- const int fMinChildren;
- const int fMaxChildren;
- const size_t fNodeSize;
+ Node* allocateNodeAtLevel(uint16_t level);
// This is the count of data elements (rather than total nodes in the tree)
int fCount;
-
- Branch fRoot;
- SkChunkAlloc fNodes;
SkScalar fAspectRatio;
- bool fSortWhenBulkLoading;
-
- Node* allocateNode(uint16_t level);
+ Branch fRoot;
+ SkTDArray<Node> fNodes;
typedef SkBBoxHierarchy INHERITED;
};
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