| Index: cc/trees/layer_sorter.cc
|
| diff --git a/cc/trees/layer_sorter.cc b/cc/trees/layer_sorter.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..bde49201f4e717c74e01808b677c37b005cafc4c
|
| --- /dev/null
|
| +++ b/cc/trees/layer_sorter.cc
|
| @@ -0,0 +1,470 @@
|
| +// 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(),
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| + 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
|
|
|