| // 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 <algorithm> |
| #include <deque> |
| #include <limits> |
| #include <vector> |
| |
| #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<gfx::PointF> 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<GraphEdge*>& list) |
| { |
| std::vector<GraphEdge*>::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<GraphNode*> sortedList; |
| std::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.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 |