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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 09:22:09 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 09:22:09 +0000
commit43a97878ce14b72f0981164f87f2e35e14151312 (patch)
tree620249daf56c0258faa40cbdcf9cfba06de2a846 /gfx/wr/webrender/src/rectangle_occlusion.rs
parentInitial commit. (diff)
downloadfirefox-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>
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+/* 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;
+ }
+}