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Unified Diff: cc/layer_sorter.cc

Issue 11362024: added fix that deals with precision in layer sorter (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: merging with tip of tree Created 7 years, 11 months ago
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Index: cc/layer_sorter.cc
diff --git a/cc/layer_sorter.cc b/cc/layer_sorter.cc
index 88bd983f033b33b60216757c553c5021e74d6423..97aa47cd3f01b2a19b51c5371339340deb98e7d2 100644
--- a/cc/layer_sorter.cc
+++ b/cc/layer_sorter.cc
@@ -16,6 +16,13 @@
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 kLayerEpsilon = 1e-4f;
+
inline static float perpProduct(const gfx::Vector2dF& u, const gfx::Vector2dF& v)
{
return u.x() * v.y() - u.y() * v.x();
@@ -69,6 +76,14 @@ LayerSorter::~LayerSorter()
{
}
+static float const checkFloatingPointNumericAccuracy(float a, float b)
+{
+ float absDif = std::abs(b - a);
+ float absMax = std::max(std::abs(b), std::abs(a));
+ // Check to see if we've got a result with a reasonable amount of error.
+ return absDif / absMax;
+}
+
// 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).
@@ -110,10 +125,25 @@ LayerSorter::ABCompareResult LayerSorter::checkOverlap(LayerShape* a, LayerShape
// which layer is in front.
float maxPositive = 0;
float maxNegative = 0;
+
+ // 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 (unsigned o = 0; o < overlapPoints.size(); o++) {
float za = a->layerZFromProjectedPoint(overlapPoints[o]);
float zb = b->layerZFromProjectedPoint(overlapPoints[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) > kLayerEpsilon)
+ accurate = true;
+
float diff = za - zb;
if (diff > maxPositive)
maxPositive = diff;
@@ -121,6 +151,10 @@ LayerSorter::ABCompareResult LayerSorter::checkOverlap(LayerShape* a, LayerShape
maxNegative = diff;
}
+ // If we can't tell which should come first, we use document order.
+ if (!accurate)
+ return ABeforeB;
+
float maxDiff = (fabsf(maxPositive) > fabsf(maxNegative) ? maxPositive : maxNegative);
// If the results are inconsistent (and the z difference substantial to rule out
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