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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/layers/LayerSorter.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/layers/LayerSorter.cpp')
-rw-r--r--gfx/layers/LayerSorter.cpp361
1 files changed, 361 insertions, 0 deletions
diff --git a/gfx/layers/LayerSorter.cpp b/gfx/layers/LayerSorter.cpp
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+/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#include "LayerSorter.h"
+#include <math.h> // for fabs
+#include <stdint.h> // for uint32_t
+#include <stdio.h> // for fprintf, stderr, FILE
+#include <stdlib.h> // for getenv
+#include "DirectedGraph.h" // for DirectedGraph
+#include "Layers.h" // for Layer
+#include "gfxEnv.h" // for gfxEnv
+#include "gfxLineSegment.h" // for gfxLineSegment
+#include "gfxPoint.h" // for gfxPoint
+#include "gfxQuad.h" // for gfxQuad
+#include "gfxRect.h" // for gfxRect
+#include "gfxTypes.h" // for gfxFloat
+#include "mozilla/gfx/BasePoint3D.h" // for BasePoint3D
+#include "mozilla/Sprintf.h" // for SprintfLiteral
+#include "nsRegion.h" // for nsIntRegion
+#include "nsTArray.h" // for nsTArray, etc
+#include "limits.h"
+#include "mozilla/Assertions.h"
+
+namespace mozilla {
+namespace layers {
+
+using namespace mozilla::gfx;
+
+enum LayerSortOrder {
+ Undefined,
+ ABeforeB,
+ BBeforeA,
+};
+
+/**
+ * Recover the z component from a 2d transformed point by finding the intersection
+ * of a line through the point in the z direction and the transformed plane.
+ *
+ * We want to solve:
+ *
+ * point = normal . (p0 - l0) / normal . l
+ */
+static gfxFloat RecoverZDepth(const Matrix4x4& aTransform, const gfxPoint& aPoint)
+{
+ const Point3D l(0, 0, 1);
+ Point3D l0 = Point3D(aPoint.x, aPoint.y, 0);
+ Point3D p0 = aTransform.TransformPoint(Point3D(0, 0, 0));
+ Point3D normal = aTransform.GetNormalVector();
+
+ gfxFloat n = normal.DotProduct(p0 - l0);
+ gfxFloat d = normal.DotProduct(l);
+
+ if (!d) {
+ return 0;
+ }
+
+ return n/d;
+}
+
+/**
+ * Determine if this transform layer should be drawn before another when they
+ * are both preserve-3d children.
+ *
+ * We want to find the relative z depths of the 2 layers at points where they
+ * intersect when projected onto the 2d screen plane. Intersections are defined
+ * as corners that are positioned within the other quad, as well as intersections
+ * of the lines.
+ *
+ * We then choose the intersection point with the greatest difference in Z
+ * depths and use this point to determine an ordering for the two layers.
+ * For layers that are intersecting in 3d space, this essentially guesses an
+ * order. In a lot of cases we only intersect right at the edge point (3d cubes
+ * in particular) and this generates the 'correct' looking ordering. For planes
+ * that truely intersect, then there is no correct ordering and this remains
+ * unsolved without changing our rendering code.
+ */
+static LayerSortOrder CompareDepth(Layer* aOne, Layer* aTwo) {
+ gfxRect ourRect = ThebesRect(aOne->GetLocalVisibleRegion().ToUnknownRegion().GetBounds());
+ gfxRect otherRect = ThebesRect(aTwo->GetLocalVisibleRegion().ToUnknownRegion().GetBounds());
+
+ MOZ_ASSERT(aOne->GetParent() && aOne->GetParent()->Extend3DContext() &&
+ aTwo->GetParent() && aTwo->GetParent()->Extend3DContext());
+ // Effective transform of leaves may had been projected to 2D.
+ Matrix4x4 ourTransform =
+ aOne->GetLocalTransform() * aOne->GetParent()->GetEffectiveTransform();
+ Matrix4x4 otherTransform =
+ aTwo->GetLocalTransform() * aTwo->GetParent()->GetEffectiveTransform();
+
+ // Transform both rectangles and project into 2d space.
+ gfxQuad ourTransformedRect = ourRect.TransformToQuad(ourTransform);
+ gfxQuad otherTransformedRect = otherRect.TransformToQuad(otherTransform);
+
+ gfxRect ourBounds = ourTransformedRect.GetBounds();
+ gfxRect otherBounds = otherTransformedRect.GetBounds();
+
+ if (!ourBounds.Intersects(otherBounds)) {
+ return Undefined;
+ }
+
+ // Make a list of all points that are within the other rect.
+ // Could we just check Contains() on the bounds rects. ie, is it possible
+ // for layers to overlap without intersections (in 2d space) and yet still
+ // have their bounds rects not completely enclose each other?
+ nsTArray<gfxPoint> points;
+ for (uint32_t i = 0; i < 4; i++) {
+ if (ourTransformedRect.Contains(otherTransformedRect.mPoints[i])) {
+ points.AppendElement(otherTransformedRect.mPoints[i]);
+ }
+ if (otherTransformedRect.Contains(ourTransformedRect.mPoints[i])) {
+ points.AppendElement(ourTransformedRect.mPoints[i]);
+ }
+ }
+
+ // Look for intersections between lines (in 2d space) and use these as
+ // depth testing points.
+ for (uint32_t i = 0; i < 4; i++) {
+ for (uint32_t j = 0; j < 4; j++) {
+ gfxPoint intersection;
+ gfxLineSegment one(ourTransformedRect.mPoints[i],
+ ourTransformedRect.mPoints[(i + 1) % 4]);
+ gfxLineSegment two(otherTransformedRect.mPoints[j],
+ otherTransformedRect.mPoints[(j + 1) % 4]);
+ if (one.Intersects(two, intersection)) {
+ points.AppendElement(intersection);
+ }
+ }
+ }
+
+ // No intersections, no defined order between these layers.
+ if (points.IsEmpty()) {
+ return Undefined;
+ }
+
+ // Find the relative Z depths of each intersection point and check that the layers are in the same order.
+ gfxFloat highest = 0;
+ for (uint32_t i = 0; i < points.Length(); i++) {
+ gfxFloat ourDepth = RecoverZDepth(ourTransform, points.ElementAt(i));
+ gfxFloat otherDepth = RecoverZDepth(otherTransform, points.ElementAt(i));
+
+ gfxFloat difference = otherDepth - ourDepth;
+
+ if (fabs(difference) > fabs(highest)) {
+ highest = difference;
+ }
+ }
+ // If layers have the same depth keep the original order
+ if (fabs(highest) < 0.1 || highest >= 0) {
+ return ABeforeB;
+ } else {
+ return BBeforeA;
+ }
+}
+
+#ifdef DEBUG
+// #define USE_XTERM_COLORING
+#ifdef USE_XTERM_COLORING
+// List of color values, which can be added to the xterm foreground offset or
+// background offset to generate a xterm color code.
+// NOTE: The colors that we don't explicitly use (by name) are commented out,
+// to avoid triggering Wunused-const-variable build warnings.
+static const int XTERM_FOREGROUND_COLOR_OFFSET = 30;
+static const int XTERM_BACKGROUND_COLOR_OFFSET = 40;
+static const int BLACK = 0;
+//static const int RED = 1;
+static const int GREEN = 2;
+//static const int YELLOW = 3;
+//static const int BLUE = 4;
+//static const int MAGENTA = 5;
+//static const int CYAN = 6;
+//static const int WHITE = 7;
+
+static const int RESET = 0;
+// static const int BRIGHT = 1;
+// static const int DIM = 2;
+// static const int UNDERLINE = 3;
+// static const int BLINK = 4;
+// static const int REVERSE = 7;
+// static const int HIDDEN = 8;
+
+static void SetTextColor(uint32_t aColor)
+{
+ char command[13];
+
+ /* Command is the control command to the terminal */
+ SprintfLiteral(command, "%c[%d;%d;%dm", 0x1B, RESET,
+ aColor + XTERM_FOREGROUND_COLOR_OFFSET,
+ BLACK + XTERM_BACKGROUND_COLOR_OFFSET);
+ printf("%s", command);
+}
+
+static void print_layer_internal(FILE* aFile, Layer* aLayer, uint32_t aColor)
+{
+ SetTextColor(aColor);
+ fprintf(aFile, "%p", aLayer);
+ SetTextColor(GREEN);
+}
+#else
+
+const char *colors[] = { "Black", "Red", "Green", "Yellow", "Blue", "Magenta", "Cyan", "White" };
+
+static void print_layer_internal(FILE* aFile, Layer* aLayer, uint32_t aColor)
+{
+ fprintf(aFile, "%p(%s)", aLayer, colors[aColor]);
+}
+#endif
+
+static void print_layer(FILE* aFile, Layer* aLayer)
+{
+ print_layer_internal(aFile, aLayer, aLayer->GetDebugColorIndex());
+}
+
+static void DumpLayerList(nsTArray<Layer*>& aLayers)
+{
+ for (uint32_t i = 0; i < aLayers.Length(); i++) {
+ print_layer(stderr, aLayers.ElementAt(i));
+ fprintf(stderr, " ");
+ }
+ fprintf(stderr, "\n");
+}
+
+static void DumpEdgeList(DirectedGraph<Layer*>& aGraph)
+{
+ const nsTArray<DirectedGraph<Layer*>::Edge>& edges = aGraph.GetEdgeList();
+
+ for (uint32_t i = 0; i < edges.Length(); i++) {
+ fprintf(stderr, "From: ");
+ print_layer(stderr, edges.ElementAt(i).mFrom);
+ fprintf(stderr, ", To: ");
+ print_layer(stderr, edges.ElementAt(i).mTo);
+ fprintf(stderr, "\n");
+ }
+}
+#endif
+
+// The maximum number of layers that we will attempt to sort. Anything
+// greater than this will be left unsorted. We should consider enabling
+// depth buffering for the scene in this case.
+#define MAX_SORTABLE_LAYERS 100
+
+
+uint32_t gColorIndex = 1;
+
+void SortLayersBy3DZOrder(nsTArray<Layer*>& aLayers)
+{
+ uint32_t nodeCount = aLayers.Length();
+ if (nodeCount > MAX_SORTABLE_LAYERS) {
+ return;
+ }
+ DirectedGraph<Layer*> graph;
+
+#ifdef DEBUG
+ if (gfxEnv::DumpLayerSortList()) {
+ for (uint32_t i = 0; i < nodeCount; i++) {
+ if (aLayers.ElementAt(i)->GetDebugColorIndex() == 0) {
+ aLayers.ElementAt(i)->SetDebugColorIndex(gColorIndex++);
+ if (gColorIndex > 7) {
+ gColorIndex = 1;
+ }
+ }
+ }
+ fprintf(stderr, " --- Layers before sorting: --- \n");
+ DumpLayerList(aLayers);
+ }
+#endif
+
+ // Iterate layers and determine edges.
+ for (uint32_t i = 0; i < nodeCount; i++) {
+ for (uint32_t j = i + 1; j < nodeCount; j++) {
+ Layer* a = aLayers.ElementAt(i);
+ Layer* b = aLayers.ElementAt(j);
+ LayerSortOrder order = CompareDepth(a, b);
+ if (order == ABeforeB) {
+ graph.AddEdge(a, b);
+ } else if (order == BBeforeA) {
+ graph.AddEdge(b, a);
+ }
+ }
+ }
+
+#ifdef DEBUG
+ if (gfxEnv::DumpLayerSortList()) {
+ fprintf(stderr, " --- Edge List: --- \n");
+ DumpEdgeList(graph);
+ }
+#endif
+
+ // Build a new array using the graph.
+ nsTArray<Layer*> noIncoming;
+ nsTArray<Layer*> sortedList;
+
+ // Make a list of all layers with no incoming edges.
+ noIncoming.AppendElements(aLayers);
+ const nsTArray<DirectedGraph<Layer*>::Edge>& edges = graph.GetEdgeList();
+ for (uint32_t i = 0; i < edges.Length(); i++) {
+ noIncoming.RemoveElement(edges.ElementAt(i).mTo);
+ }
+
+ // Move each item without incoming edges into the sorted list,
+ // and remove edges from it.
+ do {
+ if (!noIncoming.IsEmpty()) {
+ uint32_t last = noIncoming.Length() - 1;
+
+ Layer* layer = noIncoming.ElementAt(last);
+ MOZ_ASSERT(layer); // don't let null layer pointers sneak into sortedList
+
+ noIncoming.RemoveElementAt(last);
+ sortedList.AppendElement(layer);
+
+ nsTArray<DirectedGraph<Layer*>::Edge> outgoing;
+ graph.GetEdgesFrom(layer, outgoing);
+ for (uint32_t i = 0; i < outgoing.Length(); i++) {
+ DirectedGraph<Layer*>::Edge edge = outgoing.ElementAt(i);
+ graph.RemoveEdge(edge);
+ if (!graph.NumEdgesTo(edge.mTo)) {
+ // If this node also has no edges now, add it to the list
+ noIncoming.AppendElement(edge.mTo);
+ }
+ }
+ }
+
+ // If there are no nodes without incoming edges, but there
+ // are still edges, then we have a cycle.
+ if (noIncoming.IsEmpty() && graph.GetEdgeCount()) {
+ // Find the node with the least incoming edges.
+ uint32_t minEdges = UINT_MAX;
+ Layer* minNode = nullptr;
+ for (uint32_t i = 0; i < aLayers.Length(); i++) {
+ uint32_t edgeCount = graph.NumEdgesTo(aLayers.ElementAt(i));
+ if (edgeCount && edgeCount < minEdges) {
+ minEdges = edgeCount;
+ minNode = aLayers.ElementAt(i);
+ if (minEdges == 1) {
+ break;
+ }
+ }
+ }
+
+ if (minNode) {
+ // Remove all of them!
+ graph.RemoveEdgesTo(minNode);
+ noIncoming.AppendElement(minNode);
+ }
+ }
+ } while (!noIncoming.IsEmpty());
+ NS_ASSERTION(!graph.GetEdgeCount(), "Cycles detected!");
+#ifdef DEBUG
+ if (gfxEnv::DumpLayerSortList()) {
+ fprintf(stderr, " --- Layers after sorting: --- \n");
+ DumpLayerList(sortedList);
+ }
+#endif
+
+ aLayers.Clear();
+ aLayers.AppendElements(sortedList);
+}
+
+} // namespace layers
+} // namespace mozilla