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diff --git a/cc/CCLayerSorter.cpp b/cc/CCLayerSorter.cpp
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+// 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();
+}
+
+}