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(), |
+ 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 |