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// 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