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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:22:09 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:22:09 +0000 |
commit | 43a97878ce14b72f0981164f87f2e35e14151312 (patch) | |
tree | 620249daf56c0258faa40cbdcf9cfba06de2a846 /gfx/wr/webrender/src/rectangle_occlusion.rs | |
parent | Initial commit. (diff) | |
download | firefox-upstream.tar.xz firefox-upstream.zip |
Adding upstream version 110.0.1.upstream/110.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r-- | gfx/wr/webrender/src/rectangle_occlusion.rs | 208 |
1 files changed, 208 insertions, 0 deletions
diff --git a/gfx/wr/webrender/src/rectangle_occlusion.rs b/gfx/wr/webrender/src/rectangle_occlusion.rs new file mode 100644 index 0000000000..a79e4ba026 --- /dev/null +++ b/gfx/wr/webrender/src/rectangle_occlusion.rs @@ -0,0 +1,208 @@ +/* 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/. */ + +//! A simple occlusion culling algorithm for axis-aligned rectangles. +//! +//! ## Output +//! +//! Occlusion culling results in two lists of rectangles: +//! +//! - The opaque list should be rendered first. None of its rectangles overlap so order doesn't matter +//! within the opaque pass. +//! - The non-opaque list (or alpha list) which should be rendered in back-to-front order after the opaque pass. +//! +//! The output has minimal overdraw (no overdraw at all for opaque items and as little as possible for alpha ones). +//! +//! ## Algorithm overview +//! +//! The occlusion culling algorithm works in front-to-back order, accumulating rectangle in opaque and non-opaque lists. +//! Each time a rectangle is added, it is first tested against existing opaque rectangles and potentially split into visible +//! sub-rectangles, or even discarded completely. The front-to-back order ensures that once a rectangle is added it does not +//! have to be modified again, making the underlying data structure trivial (append-only). +//! +//! ## splitting +//! +//! Partially visible rectangles are split into up to 4 visible sub-rectangles by each intersecting occluder. +//! +//! ```ascii +//! +----------------------+ +----------------------+ +//! | rectangle | | | +//! | | | | +//! | +-----------+ | +--+-----------+-------+ +//! | |occluder | | --> | |\\\\\\\\\\\| | +//! | +-----------+ | +--+-----------+-------+ +//! | | | | +//! +----------------------+ +----------------------+ +//! ``` +//! +//! In the example above the rectangle is split into 4 visible parts with the central occluded part left out. +//! +//! This implementation favors longer horizontal bands instead creating nine-patches to deal with the corners. +//! The advantage is that it produces less rectangles which is good for the performance of the algorithm and +//! for SWGL which likes long horizontal spans, however it would cause artifacts if the resulting rectangles +//! were to be drawn with a non-axis-aligned transformation. +//! +//! ## Performance +//! +//! The cost of the algorithm grows with the number of opaque rectangle as each new rectangle is tested against +//! all previously added opaque rectangles. +//! +//! Note that opaque rectangles can either be added as opaque or non-opaque. This means a trade-off between +//! overdraw and number of rectangles can be explored to adjust performance: Small opaque rectangles, especially +//! towards the front of the scene, could be added as non-opaque to avoid causing many splits while adding only +//! a small amount of overdraw. +//! +//! This implementation is intended to be used with a small number of (opaque) items. A similar implementation +//! could use a spatial acceleration structure for opaque rectangles to perform better with a large amount of +//! occluders. +//! + +use euclid::point2; +use smallvec::SmallVec; +use api::units::*; + +/// A visible part of a rectangle after occlusion culling. +#[derive(Debug, PartialEq)] +pub struct Item { + pub rectangle: DeviceBox2D, + pub key: usize, +} + +/// A builder that applies occlusion culling with rectangles provided in front-to-back order. +pub struct FrontToBackBuilder { + opaque_items: Vec<Item>, + alpha_items: Vec<Item>, +} + +impl FrontToBackBuilder { + + /// Pre-allocating constructor. + pub fn with_capacity(opaque: usize, alpha: usize) -> Self { + FrontToBackBuilder { + opaque_items: Vec::with_capacity(opaque), + alpha_items: Vec::with_capacity(alpha), + } + } + + /// Add a rectangle, potentially splitting it and discarding the occluded parts if any. + /// + /// Returns true the rectangle is at least partially visible. + pub fn add(&mut self, rect: &DeviceBox2D, is_opaque: bool, key: usize) -> bool { + let mut fragments: SmallVec<[DeviceBox2D; 16]> = SmallVec::new(); + fragments.push(*rect); + + for item in &self.opaque_items { + if fragments.is_empty() { + break; + } + if item.rectangle.intersects(rect) { + apply_occluder(&item.rectangle, &mut fragments); + } + } + + let list = if is_opaque { + &mut self.opaque_items + } else { + &mut self.alpha_items + }; + + for rect in &fragments { + list.push(Item { + rectangle: *rect, + key, + }); + } + + !fragments.is_empty() + } + + /// Returns true if the provided rect is at least partially visible, without adding it. + pub fn test(&self, rect: &DeviceBox2D) -> bool { + let mut fragments: SmallVec<[DeviceBox2D; 16]> = SmallVec::new(); + fragments.push(*rect); + + for item in &self.opaque_items { + if item.rectangle.intersects(rect) { + apply_occluder(&item.rectangle, &mut fragments); + } + } + + !fragments.is_empty() + } + + /// The visible opaque rectangles (front-to-back order). + pub fn opaque_items(&self) -> &[Item] { + &self.opaque_items + } + + /// The visible non-opaque rectangles (front-to-back order). + pub fn alpha_items(&self) -> &[Item] { + &self.alpha_items + } +} + + +// Split out the parts of the rects in the provided vector +fn apply_occluder(occluder: &DeviceBox2D, rects: &mut SmallVec<[DeviceBox2D; 16]>) { + // Iterate in reverse order so that we can push new rects at the back without + // visiting them; + let mut i = rects.len() - 1; + loop { + let r = rects[i]; + + if r.intersects(occluder) { + let top = r.min.y < occluder.min.y; + let bottom = r.max.y > occluder.max.y; + let left = r.min.x < occluder.min.x; + let right = r.max.x > occluder.max.x; + + if top { + rects.push(DeviceBox2D { + min: r.min, + max: point2(r.max.x, occluder.min.y), + }); + } + + if bottom { + rects.push(DeviceBox2D { + min: point2(r.min.x, occluder.max.y), + max: r.max, + }); + } + + if left { + let min_y = r.min.y.max(occluder.min.y); + let max_y = r.max.y.min(occluder.max.y); + rects.push(DeviceBox2D { + min: point2(r.min.x, min_y), + max: point2(occluder.min.x, max_y), + }); + } + + if right { + let min_y = r.min.y.max(occluder.min.y); + let max_y = r.max.y.min(occluder.max.y); + rects.push(DeviceBox2D { + min: point2(occluder.max.x, min_y), + max: point2(r.max.x, max_y), + }); + } + + // Remove the original rectangle, replacing it with + // one of the new ones we just added, or popping it + // if it is the last item. + if i == rects.len() { + rects.pop(); + } else { + rects.swap_remove(i); + } + } + + if i == 0 { + break; + } + + i -= 1; + } +} |