/* * 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 "CCLayerSorter.h" #include "CCMathUtil.h" #include "CCRenderSurface.h" #include #include #include 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 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(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 = 0.01; 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& 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 sortedList; Deque 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(); } }