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Diffstat (limited to 'cc/CCLayerSorter.cpp')
-rw-r--r-- | cc/CCLayerSorter.cpp | 422 |
1 files changed, 422 insertions, 0 deletions
diff --git a/cc/CCLayerSorter.cpp b/cc/CCLayerSorter.cpp new file mode 100644 index 0000000..bf2818b --- /dev/null +++ b/cc/CCLayerSorter.cpp @@ -0,0 +1,422 @@ +// 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 WebCore { + +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; +} + +// 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(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 = 0.01; + 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(); +} + +} |