// 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 #include #include #include #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 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 ABeforeB; 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 ABeforeB; return BBeforeA; } 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 == ABeforeB) { start_node = &node_a; end_node = &node_b; } else if (overlap_result == BBeforeA) { 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* 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(LayerImplList::iterator first, LayerImplList::iterator last) { DVLOG(2) << "Sorting start ----"; CreateGraphNodes(first, last); CreateGraphEdges(); std::vector sorted_list; std::deque 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