Index: ui/cc/cc/CCLayerSorter.cpp |
diff --git a/ui/cc/cc/CCLayerSorter.cpp b/ui/cc/cc/CCLayerSorter.cpp |
new file mode 100644 |
index 0000000000000000000000000000000000000000..fdf3c7bb275c167133fa108d11a30d1f832ae0f3 |
--- /dev/null |
+++ b/ui/cc/cc/CCLayerSorter.cpp |
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+/* |
+ * Copyright (C) 2011 Google Inc. All rights reserved. |
+ * |
+ * Redistribution and use in source and binary forms, with or without |
+ * modification, are permitted provided that the following conditions |
+ * are met: |
+ * 1. Redistributions of source code must retain the above copyright |
+ * notice, this list of conditions and the following disclaimer. |
+ * 2. Redistributions in binary form must reproduce the above copyright |
+ * notice, this list of conditions and the following disclaimer in the |
+ * documentation and/or other materials provided with the distribution. |
+ * |
+ * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY |
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
+ * DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY |
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON |
+ * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
+ */ |
+ |
+#include "config.h" |
+ |
+#include "cc/CCLayerSorter.h" |
+ |
+#include "cc/CCMathUtil.h" |
+#include "cc/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(FloatPoint(-width * 0.5, height * 0.5), |
+ FloatPoint(width * 0.5, height * 0.5), |
+ FloatPoint(width * 0.5, -height * 0.5), |
+ FloatPoint(-width * 0.5, -height * 0.5)); |
+ |
+ // 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. |
+ FloatPoint3D c1 = drawTransform.mapPoint(FloatPoint3D(0, 0, 0)); |
+ FloatPoint3D c2 = drawTransform.mapPoint(FloatPoint3D(0, 1, 0)); |
+ FloatPoint3D c3 = drawTransform.mapPoint(FloatPoint3D(1, 0, 0)); |
+ 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->bounds().width(); |
+ layerHeight = node.layer->bounds().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(); |
+} |
+ |
+} |