| // 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 "config.h" |
| |
| #include "CCLayerSorter.h" |
| |
| #include "CCMathUtil.h" |
| #include "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 cc { |
| |
| 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; |
| } |
| |
| CCLayerSorter::GraphNode::GraphNode(CCLayerImpl* cclayer) |
| : layer(cclayer) |
| , incomingEdgeWeight(0) |
| { |
| } |
| |
| CCLayerSorter::GraphNode::~GraphNode() |
| { |
| } |
| |
| CCLayerSorter::CCLayerSorter() |
| : m_zRange(0) |
| { |
| } |
| |
| CCLayerSorter::~CCLayerSorter() |
| { |
| } |
| |
| // 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() |
| { |
| } |
| |
| CCLayerSorter::LayerShape::LayerShape(float width, float height, const WebTransformationMatrix& drawTransform) |
| { |
| FloatQuad layerQuad(FloatRect(0, 0, width, height)); |
| |
| // 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. |
| bool clipped = false; |
| FloatPoint3D c1 = CCMathUtil::mapPoint(drawTransform, FloatPoint3D(0, 0, 0), clipped); |
| FloatPoint3D c2 = CCMathUtil::mapPoint(drawTransform, FloatPoint3D(0, 1, 0), clipped); |
| FloatPoint3D c3 = CCMathUtil::mapPoint(drawTransform, FloatPoint3D(1, 0, 0), clipped); |
| // FIXME: Deal with clipping. |
| 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->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 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 = 0.01f; |
| 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) { |
| #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(); |
| } |
| |
| } |