// 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/layer_sorter.h" #include #include #include #include #include "base/logging.h" #include "cc/math_util.h" #include "cc/render_surface_impl.h" #include "ui/gfx/transform.h" using namespace std; namespace cc { 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 || 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; } GraphNode::GraphNode(LayerImpl* layerImpl) : layer(layerImpl) , incomingEdgeWeight(0) { } GraphNode::~GraphNode() { } LayerSorter::LayerSorter() : m_zRange(0) { } LayerSorter::~LayerSorter() { } // 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 zThreshold, float& weight) { weight = 0; // Early out if the projected bounds don't overlap. if (!a->projectedBounds.Intersects(b->projectedBounds)) return None; gfx::PointF aPoints[4] = {a->projectedQuad.p1(), a->projectedQuad.p2(), a->projectedQuad.p3(), a->projectedQuad.p4() }; gfx::PointF 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. std::vector overlapPoints; // Check all four corners of one layer against the other layer's quad. for (int i = 0; i < 4; ++i) { if (a->projectedQuad.Contains(bPoints[i])) overlapPoints.push_back(bPoints[i]); if (b->projectedQuad.Contains(aPoints[i])) overlapPoints.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)) overlapPoints.push_back(r); if (overlapPoints.empty()) 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; } LayerShape::LayerShape() { } LayerShape::LayerShape(float width, float height, const gfx::Transform& drawTransform) { gfx::QuadF layerQuad(gfx::RectF(0, 0, width, height)); // Compute the projection of the layer quad onto the z = 0 plane. gfx::PointF clippedQuad[8]; int numVerticesInClippedQuad; MathUtil::mapClippedQuad(drawTransform, layerQuad, clippedQuad, numVerticesInClippedQuad); if (numVerticesInClippedQuad < 3) { projectedBounds = gfx::RectF(); return; } projectedBounds = MathUtil::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.set_p1(clippedQuad[0]); projectedQuad.set_p2(clippedQuad[1]); projectedQuad.set_p3(clippedQuad[2]); if (numVerticesInClippedQuad >= 4) projectedQuad.set_p4(clippedQuad[3]); else projectedQuad.set_p4(clippedQuad[2]); // this will be a degenerate quad that is actually a triangle. // Compute the normal of the layer's plane. bool clipped = false; gfx::Point3F c1 = MathUtil::mapPoint(drawTransform, gfx::Point3F(0, 0, 0), clipped); gfx::Point3F c2 = MathUtil::mapPoint(drawTransform, gfx::Point3F(0, 1, 0), clipped); gfx::Point3F c3 = MathUtil::mapPoint(drawTransform, gfx::Point3F(1, 0, 0), clipped); // FIXME: Deal with clipping. gfx::Vector3dF c12 = c2 - c1; gfx::Vector3dF c13 = c3 - c1; layerNormal = gfx::CrossProduct(c13, c12); transformOrigin = 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 zAxis(0, 0, 1); gfx::Vector3dF w = gfx::Point3F(p) - transformOrigin; float d = gfx::DotProduct(layerNormal, zAxis); float n = -gfx::DotProduct(layerNormal, 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 LayerSorter::createGraphNodes(LayerList::iterator first, LayerList::iterator last) { DVLOG(2) << "Creating graph nodes:"; float minZ = FLT_MAX; float maxZ = -FLT_MAX; for (LayerList::const_iterator it = first; it < last; it++) { m_nodes.push_back(GraphNode(*it)); GraphNode& node = m_nodes.at(m_nodes.size() - 1); RenderSurfaceImpl* renderSurface = node.layer->renderSurface(); if (!node.layer->drawsContent() && !renderSurface) continue; DVLOG(2) << "Layer " << node.layer->id() << " (" << node.layer->bounds().width() << " x " << node.layer->bounds().height() << ")"; gfx::Transform 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 LayerSorter::createGraphEdges() { DVLOG(2) << "Edges:"; // Fraction of the total zRange below which z differences // are not considered reliable. const float zThresholdFactor = 0.01f; 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) { DVLOG(2) << startNode->layer->id() << " -> " << endNode->layer->id(); m_edges.push_back(GraphEdge(startNode, endNode, weight)); } } } for (unsigned i = 0; i < m_edges.size(); i++) { GraphEdge& edge = m_edges[i]; m_activeEdges[&edge] = &edge; edge.from->outgoing.push_back(&edge); edge.to->incoming.push_back(&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 LayerSorter::removeEdgeFromList(GraphEdge* edge, std::vector& list) { std::vector::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(LayerList::iterator first, LayerList::iterator last) { DVLOG(2) << "Sorting start ----"; createGraphNodes(first, last); createGraphEdges(); std::vector sortedList; std::deque 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.push_back(&(*la)); } DVLOG(2) << "Sorted list: "; 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.front(); noIncomingEdgeNodeList.pop_front(); // Add it to the final list. sortedList.push_back(fromNode); DVLOG(2) << fromNode->layer->id() << ", "; // Remove all its outgoing edges from the graph. for (unsigned i = 0; i < fromNode->outgoing.size(); i++) { GraphEdge* outgoingEdge = fromNode->outgoing[i]; m_activeEdges.erase(outgoingEdge); removeEdgeFromList(outgoingEdge, outgoingEdge->to->incoming); outgoingEdge->to->incomingEdgeWeight -= outgoingEdge->weight; if (!outgoingEdge->to->incoming.size()) noIncomingEdgeNodeList.push_back(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]; } } DCHECK(nextNode); // Remove all its incoming edges. for (unsigned e = 0; e < nextNode->incoming.size(); e++) { GraphEdge* incomingEdge = nextNode->incoming[e]; m_activeEdges.erase(incomingEdge); removeEdgeFromList(incomingEdge, incomingEdge->from->outgoing); } nextNode->incoming.clear(); nextNode->incomingEdgeWeight = 0; noIncomingEdgeNodeList.push_back(nextNode); DVLOG(2) << "Breaking cycle by cleaning up incoming edges from " << nextNode->layer->id() << " (weight = " << minIncomingEdgeWeight << ")"; } // 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; DVLOG(2) << "Sorting end ----"; m_nodes.clear(); m_edges.clear(); m_activeEdges.clear(); } } // namespace cc