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+/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*-
+ * 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/. */
+
+package org.mozilla.gecko.gfx;
+
+import android.graphics.PointF;
+import android.graphics.RectF;
+import android.util.Log;
+
+import org.json.JSONArray;
+import org.libreoffice.LOKitShell;
+import org.libreoffice.LibreOfficeMainActivity;
+import org.mozilla.gecko.util.FloatUtils;
+
+import java.util.Map;
+
+final class DisplayPortCalculator {
+ private static final String LOGTAG = DisplayPortCalculator.class.getSimpleName();
+ private static final PointF ZERO_VELOCITY = new PointF(0, 0);
+
+ // Keep this in sync with the TILEDLAYERBUFFER_TILE_SIZE defined in gfx/layers/TiledLayerBuffer.h
+ private static final int TILE_SIZE = 256;
+
+ private static final String PREF_DISPLAYPORT_STRATEGY = "gfx.displayport.strategy";
+ private static final String PREF_DISPLAYPORT_FM_MULTIPLIER = "gfx.displayport.strategy_fm.multiplier";
+ private static final String PREF_DISPLAYPORT_FM_DANGER_X = "gfx.displayport.strategy_fm.danger_x";
+ private static final String PREF_DISPLAYPORT_FM_DANGER_Y = "gfx.displayport.strategy_fm.danger_y";
+ private static final String PREF_DISPLAYPORT_VB_MULTIPLIER = "gfx.displayport.strategy_vb.multiplier";
+ private static final String PREF_DISPLAYPORT_VB_VELOCITY_THRESHOLD = "gfx.displayport.strategy_vb.threshold";
+ private static final String PREF_DISPLAYPORT_VB_REVERSE_BUFFER = "gfx.displayport.strategy_vb.reverse_buffer";
+ private static final String PREF_DISPLAYPORT_VB_DANGER_X_BASE = "gfx.displayport.strategy_vb.danger_x_base";
+ private static final String PREF_DISPLAYPORT_VB_DANGER_Y_BASE = "gfx.displayport.strategy_vb.danger_y_base";
+ private static final String PREF_DISPLAYPORT_VB_DANGER_X_INCR = "gfx.displayport.strategy_vb.danger_x_incr";
+ private static final String PREF_DISPLAYPORT_VB_DANGER_Y_INCR = "gfx.displayport.strategy_vb.danger_y_incr";
+ private static final String PREF_DISPLAYPORT_PB_VELOCITY_THRESHOLD = "gfx.displayport.strategy_pb.threshold";
+
+ private DisplayPortStrategy sStrategy;
+ private final LibreOfficeMainActivity mMainActivity;
+
+ DisplayPortCalculator(LibreOfficeMainActivity context) {
+ this.mMainActivity = context;
+ sStrategy = new VelocityBiasStrategy(mMainActivity, null);
+ }
+
+ DisplayPortMetrics calculate(ImmutableViewportMetrics metrics, PointF velocity) {
+ return sStrategy.calculate(metrics, (velocity == null ? ZERO_VELOCITY : velocity));
+ }
+
+ boolean aboutToCheckerboard(ImmutableViewportMetrics metrics, PointF velocity, DisplayPortMetrics displayPort) {
+ if (displayPort == null) {
+ return true;
+ }
+ return sStrategy.aboutToCheckerboard(metrics, (velocity == null ? ZERO_VELOCITY : velocity), displayPort);
+ }
+
+ boolean drawTimeUpdate(long millis, int pixels) {
+ return sStrategy.drawTimeUpdate(millis, pixels);
+ }
+
+ void resetPageState() {
+ sStrategy.resetPageState();
+ }
+
+ static void addPrefNames(JSONArray prefs) {
+ prefs.put(PREF_DISPLAYPORT_STRATEGY);
+ prefs.put(PREF_DISPLAYPORT_FM_MULTIPLIER);
+ prefs.put(PREF_DISPLAYPORT_FM_DANGER_X);
+ prefs.put(PREF_DISPLAYPORT_FM_DANGER_Y);
+ prefs.put(PREF_DISPLAYPORT_VB_MULTIPLIER);
+ prefs.put(PREF_DISPLAYPORT_VB_VELOCITY_THRESHOLD);
+ prefs.put(PREF_DISPLAYPORT_VB_REVERSE_BUFFER);
+ prefs.put(PREF_DISPLAYPORT_VB_DANGER_X_BASE);
+ prefs.put(PREF_DISPLAYPORT_VB_DANGER_Y_BASE);
+ prefs.put(PREF_DISPLAYPORT_VB_DANGER_X_INCR);
+ prefs.put(PREF_DISPLAYPORT_VB_DANGER_Y_INCR);
+ prefs.put(PREF_DISPLAYPORT_PB_VELOCITY_THRESHOLD);
+ }
+
+ /**
+ * Set the active strategy to use.
+ * See the gfx.displayport.strategy pref in mobile/android/app/mobile.js to see the
+ * mapping between ints and strategies.
+ */
+ boolean setStrategy(Map<String, Integer> prefs) {
+ Integer strategy = prefs.get(PREF_DISPLAYPORT_STRATEGY);
+ if (strategy == null) {
+ return false;
+ }
+
+ switch (strategy) {
+ case 0:
+ sStrategy = new FixedMarginStrategy(prefs);
+ break;
+ case 1:
+ sStrategy = new VelocityBiasStrategy(mMainActivity, prefs);
+ break;
+ case 2:
+ sStrategy = new DynamicResolutionStrategy(mMainActivity, prefs);
+ break;
+ case 3:
+ sStrategy = new NoMarginStrategy(prefs);
+ break;
+ case 4:
+ sStrategy = new PredictionBiasStrategy(mMainActivity, prefs);
+ break;
+ default:
+ Log.e(LOGTAG, "Invalid strategy index specified");
+ return false;
+ }
+ Log.i(LOGTAG, "Set strategy " + sStrategy.toString());
+ return true;
+ }
+
+ private static float getFloatPref(Map<String, Integer> prefs, String prefName, int defaultValue) {
+ Integer value = (prefs == null ? null : prefs.get(prefName));
+ return (float)(value == null || value < 0 ? defaultValue : value) / 1000f;
+ }
+
+ private static abstract class DisplayPortStrategy {
+ /** Calculates a displayport given a viewport and panning velocity. */
+ public abstract DisplayPortMetrics calculate(ImmutableViewportMetrics metrics, PointF velocity);
+ /** Returns true if a checkerboard is about to be visible and we should not throttle drawing. */
+ public abstract boolean aboutToCheckerboard(ImmutableViewportMetrics metrics, PointF velocity, DisplayPortMetrics displayPort);
+ /** Notify the strategy of a new recorded draw time. Return false to turn off draw time recording. */
+ public boolean drawTimeUpdate(long millis, int pixels) { return false; }
+ /** Reset any page-specific state stored, as the page being displayed has changed. */
+ public void resetPageState() {}
+ }
+
+ /**
+ * Return the dimensions for a rect that has area (width*height) that does not exceed the page size in the
+ * given metrics object. The area in the returned FloatSize may be less than width*height if the page is
+ * small, but it will never be larger than width*height.
+ * Note that this process may change the relative aspect ratio of the given dimensions.
+ */
+ private static FloatSize reshapeForPage(float width, float height, ImmutableViewportMetrics metrics) {
+ // figure out how much of the desired buffer amount we can actually use on the horizontal axis
+ float usableWidth = Math.min(width, metrics.getPageWidth());
+ // if we reduced the buffer amount on the horizontal axis, we should take that saved memory and
+ // use it on the vertical axis
+ float extraUsableHeight = (float)Math.floor(((width - usableWidth) * height) / usableWidth);
+ float usableHeight = Math.min(height + extraUsableHeight, metrics.getPageHeight());
+ if (usableHeight < height && usableWidth == width) {
+ // and the reverse - if we shrunk the buffer on the vertical axis we can add it to the horizontal
+ float extraUsableWidth = (float)Math.floor(((height - usableHeight) * width) / usableHeight);
+ usableWidth = Math.min(width + extraUsableWidth, metrics.getPageWidth());
+ }
+ return new FloatSize(usableWidth, usableHeight);
+ }
+
+ /**
+ * Expand the given rect in all directions by a "danger zone". The size of the danger zone on an axis
+ * is the size of the view on that axis multiplied by the given multiplier. The expanded rect is then
+ * clamped to page bounds and returned.
+ */
+ private static RectF expandByDangerZone(RectF rect, float dangerZoneXMultiplier, float dangerZoneYMultiplier, ImmutableViewportMetrics metrics) {
+ // calculate the danger zone amounts in pixels
+ float dangerZoneX = metrics.getWidth() * dangerZoneXMultiplier;
+ float dangerZoneY = metrics.getHeight() * dangerZoneYMultiplier;
+ rect = RectUtils.expand(rect, dangerZoneX, dangerZoneY);
+ // clamp to page bounds
+ return clampToPageBounds(rect, metrics);
+ }
+
+ /**
+ * Expand the given margins such that when they are applied on the viewport, the resulting rect
+ * does not have any partial tiles, except when it is clipped by the page bounds. This assumes
+ * the tiles are TILE_SIZE by TILE_SIZE and start at the origin, such that there will always be
+ * a tile at (0,0)-(TILE_SIZE,TILE_SIZE)).
+ */
+ private static DisplayPortMetrics getTileAlignedDisplayPortMetrics(RectF margins, float zoom, ImmutableViewportMetrics metrics) {
+ float left = metrics.viewportRectLeft - margins.left;
+ float top = metrics.viewportRectTop - margins.top;
+ float right = metrics.viewportRectRight + margins.right;
+ float bottom = metrics.viewportRectBottom + margins.bottom;
+ left = (float) Math.max(metrics.pageRectLeft, TILE_SIZE * Math.floor(left / TILE_SIZE));
+ top = (float) Math.max(metrics.pageRectTop, TILE_SIZE * Math.floor(top / TILE_SIZE));
+ right = (float) Math.min(metrics.pageRectRight, TILE_SIZE * Math.ceil(right / TILE_SIZE));
+ bottom = (float) Math.min(metrics.pageRectBottom, TILE_SIZE * Math.ceil(bottom / TILE_SIZE));
+ return new DisplayPortMetrics(left, top, right, bottom, zoom);
+ }
+
+ /**
+ * Adjust the given margins so if they are applied on the viewport in the metrics, the resulting rect
+ * does not exceed the page bounds. This code will maintain the total margin amount for a given axis;
+ * it assumes that margins.left + metrics.getWidth() + margins.right is less than or equal to
+ * metrics.getPageWidth(); and the same for the y axis.
+ */
+ private static RectF shiftMarginsForPageBounds(RectF margins, ImmutableViewportMetrics metrics) {
+ // check how much we're overflowing in each direction. note that at most one of leftOverflow
+ // and rightOverflow can be greater than zero, and at most one of topOverflow and bottomOverflow
+ // can be greater than zero, because of the assumption described in the method javadoc.
+ float leftOverflow = metrics.pageRectLeft - (metrics.viewportRectLeft - margins.left);
+ float rightOverflow = (metrics.viewportRectRight + margins.right) - metrics.pageRectRight;
+ float topOverflow = metrics.pageRectTop - (metrics.viewportRectTop - margins.top);
+ float bottomOverflow = (metrics.viewportRectBottom + margins.bottom) - metrics.pageRectBottom;
+
+ // if the margins overflow the page bounds, shift them to other side on the same axis
+ if (leftOverflow > 0) {
+ margins.left -= leftOverflow;
+ margins.right += leftOverflow;
+ } else if (rightOverflow > 0) {
+ margins.right -= rightOverflow;
+ margins.left += rightOverflow;
+ }
+ if (topOverflow > 0) {
+ margins.top -= topOverflow;
+ margins.bottom += topOverflow;
+ } else if (bottomOverflow > 0) {
+ margins.bottom -= bottomOverflow;
+ margins.top += bottomOverflow;
+ }
+ return margins;
+ }
+
+ /**
+ * Clamp the given rect to the page bounds and return it.
+ */
+ private static RectF clampToPageBounds(RectF rect, ImmutableViewportMetrics metrics) {
+ if (rect.top < metrics.pageRectTop) rect.top = metrics.pageRectTop;
+ if (rect.left < metrics.pageRectLeft) rect.left = metrics.pageRectLeft;
+ if (rect.right > metrics.pageRectRight) rect.right = metrics.pageRectRight;
+ if (rect.bottom > metrics.pageRectBottom) rect.bottom = metrics.pageRectBottom;
+ return rect;
+ }
+
+ /**
+ * This class implements the variation where we basically don't bother with a display port.
+ */
+ private static class NoMarginStrategy extends DisplayPortStrategy {
+ NoMarginStrategy(Map<String, Integer> prefs) {
+ // no prefs in this strategy
+ }
+
+ public DisplayPortMetrics calculate(ImmutableViewportMetrics metrics, PointF velocity) {
+ return new DisplayPortMetrics(metrics.viewportRectLeft,
+ metrics.viewportRectTop,
+ metrics.viewportRectRight,
+ metrics.viewportRectBottom,
+ metrics.zoomFactor);
+ }
+
+ public boolean aboutToCheckerboard(ImmutableViewportMetrics metrics, PointF velocity, DisplayPortMetrics displayPort) {
+ return true;
+ }
+
+ @Override
+ public String toString() {
+ return "NoMarginStrategy";
+ }
+ }
+
+ /**
+ * This class implements the variation where we use a fixed-size margin on the display port.
+ * The margin is always 300 pixels in all directions, except when we are (a) approaching a page
+ * boundary, and/or (b) if we are limited by the page size. In these cases we try to maintain
+ * the area of the display port by (a) shifting the buffer to the other side on the same axis,
+ * and/or (b) increasing the buffer on the other axis to compensate for the reduced buffer on
+ * one axis.
+ */
+ private static class FixedMarginStrategy extends DisplayPortStrategy {
+ // The length of each axis of the display port will be the corresponding view length
+ // multiplied by this factor.
+ private final float SIZE_MULTIPLIER;
+
+ // If the visible rect is within the danger zone (measured as a fraction of the view size
+ // from the edge of the displayport) we start redrawing to minimize checkerboarding.
+ private final float DANGER_ZONE_X_MULTIPLIER;
+ private final float DANGER_ZONE_Y_MULTIPLIER;
+
+ FixedMarginStrategy(Map<String, Integer> prefs) {
+ SIZE_MULTIPLIER = getFloatPref(prefs, PREF_DISPLAYPORT_FM_MULTIPLIER, 2000);
+ DANGER_ZONE_X_MULTIPLIER = getFloatPref(prefs, PREF_DISPLAYPORT_FM_DANGER_X, 100);
+ DANGER_ZONE_Y_MULTIPLIER = getFloatPref(prefs, PREF_DISPLAYPORT_FM_DANGER_Y, 200);
+ }
+
+ public DisplayPortMetrics calculate(ImmutableViewportMetrics metrics, PointF velocity) {
+ float displayPortWidth = metrics.getWidth() * SIZE_MULTIPLIER;
+ float displayPortHeight = metrics.getHeight() * SIZE_MULTIPLIER;
+
+ // we need to avoid having a display port that is larger than the page, or we will end up
+ // painting things outside the page bounds (bug 729169). we simultaneously need to make
+ // the display port as large as possible so that we redraw less. reshape the display
+ // port dimensions to accomplish this.
+ FloatSize usableSize = reshapeForPage(displayPortWidth, displayPortHeight, metrics);
+ float horizontalBuffer = usableSize.width - metrics.getWidth();
+ float verticalBuffer = usableSize.height - metrics.getHeight();
+
+ // and now calculate the display port margins based on how much buffer we've decided to use and
+ // the page bounds, ensuring we use all of the available buffer amounts on one side or the other
+ // on any given axis. (i.e. if we're scrolled to the top of the page, the vertical buffer is
+ // entirely below the visible viewport, but if we're halfway down the page, the vertical buffer
+ // is split).
+ RectF margins = new RectF();
+ margins.left = horizontalBuffer / 2.0f;
+ margins.right = horizontalBuffer - margins.left;
+ margins.top = verticalBuffer / 2.0f;
+ margins.bottom = verticalBuffer - margins.top;
+ margins = shiftMarginsForPageBounds(margins, metrics);
+
+ return getTileAlignedDisplayPortMetrics(margins, metrics.zoomFactor, metrics);
+ }
+
+ public boolean aboutToCheckerboard(ImmutableViewportMetrics metrics, PointF velocity, DisplayPortMetrics displayPort) {
+ // Increase the size of the viewport based on the danger zone multiplier (and clamp to page
+ // boundaries), and intersect it with the current displayport to determine whether we're
+ // close to checkerboarding.
+ RectF adjustedViewport = expandByDangerZone(metrics.getViewport(), DANGER_ZONE_X_MULTIPLIER, DANGER_ZONE_Y_MULTIPLIER, metrics);
+ return !displayPort.contains(adjustedViewport);
+ }
+
+ @Override
+ public String toString() {
+ return "FixedMarginStrategy mult=" + SIZE_MULTIPLIER + ", dangerX=" + DANGER_ZONE_X_MULTIPLIER + ", dangerY=" + DANGER_ZONE_Y_MULTIPLIER;
+ }
+ }
+
+ /**
+ * This class implements the variation with a small fixed-size margin with velocity bias.
+ * In this variation, the default margins are pretty small relative to the view size, but
+ * they are affected by the panning velocity. Specifically, if we are panning on one axis,
+ * we remove the margins on the other axis because we are likely axis-locked. Also once
+ * we are panning in one direction above a certain threshold velocity, we shift the buffer
+ * so that it is almost entirely in the direction of the pan, with a little bit in the
+ * reverse direction.
+ */
+ private static class VelocityBiasStrategy extends DisplayPortStrategy {
+ // The length of each axis of the display port will be the corresponding view length
+ // multiplied by this factor.
+ private final float SIZE_MULTIPLIER;
+ // The velocity above which we apply the velocity bias
+ private final float VELOCITY_THRESHOLD;
+ // How much of the buffer to keep in the reverse direction of the velocity
+ private final float REVERSE_BUFFER;
+ // If the visible rect is within the danger zone we start redrawing to minimize
+ // checkerboarding. the danger zone amount is a linear function of the form:
+ // viewportsize * (base + velocity * incr)
+ // where base and incr are configurable values.
+ private final float DANGER_ZONE_BASE_X_MULTIPLIER;
+ private final float DANGER_ZONE_BASE_Y_MULTIPLIER;
+ private final float DANGER_ZONE_INCR_X_MULTIPLIER;
+ private final float DANGER_ZONE_INCR_Y_MULTIPLIER;
+
+ VelocityBiasStrategy(LibreOfficeMainActivity context, Map<String, Integer> prefs) {
+ SIZE_MULTIPLIER = getFloatPref(prefs, PREF_DISPLAYPORT_VB_MULTIPLIER, 2000);
+ VELOCITY_THRESHOLD = LOKitShell.getDpi(context) * getFloatPref(prefs, PREF_DISPLAYPORT_VB_VELOCITY_THRESHOLD, 32);
+ REVERSE_BUFFER = getFloatPref(prefs, PREF_DISPLAYPORT_VB_REVERSE_BUFFER, 200);
+ DANGER_ZONE_BASE_X_MULTIPLIER = getFloatPref(prefs, PREF_DISPLAYPORT_VB_DANGER_X_BASE, 1000);
+ DANGER_ZONE_BASE_Y_MULTIPLIER = getFloatPref(prefs, PREF_DISPLAYPORT_VB_DANGER_Y_BASE, 1000);
+ DANGER_ZONE_INCR_X_MULTIPLIER = getFloatPref(prefs, PREF_DISPLAYPORT_VB_DANGER_X_INCR, 0);
+ DANGER_ZONE_INCR_Y_MULTIPLIER = getFloatPref(prefs, PREF_DISPLAYPORT_VB_DANGER_Y_INCR, 0);
+ }
+
+ /**
+ * Split the given amounts into margins based on the VELOCITY_THRESHOLD and REVERSE_BUFFER values.
+ * If the velocity is above the VELOCITY_THRESHOLD on an axis, split the amount into REVERSE_BUFFER
+ * and 1.0 - REVERSE_BUFFER fractions. The REVERSE_BUFFER fraction is set as the margin in the
+ * direction opposite to the velocity, and the remaining fraction is set as the margin in the direction
+ * of the velocity. If the velocity is lower than VELOCITY_THRESHOLD, split the amount evenly into the
+ * two margins on that axis.
+ */
+ private RectF velocityBiasedMargins(float xAmount, float yAmount, PointF velocity) {
+ RectF margins = new RectF();
+
+ if (velocity.x > VELOCITY_THRESHOLD) {
+ margins.left = xAmount * REVERSE_BUFFER;
+ } else if (velocity.x < -VELOCITY_THRESHOLD) {
+ margins.left = xAmount * (1.0f - REVERSE_BUFFER);
+ } else {
+ margins.left = xAmount / 2.0f;
+ }
+ margins.right = xAmount - margins.left;
+
+ if (velocity.y > VELOCITY_THRESHOLD) {
+ margins.top = yAmount * REVERSE_BUFFER;
+ } else if (velocity.y < -VELOCITY_THRESHOLD) {
+ margins.top = yAmount * (1.0f - REVERSE_BUFFER);
+ } else {
+ margins.top = yAmount / 2.0f;
+ }
+ margins.bottom = yAmount - margins.top;
+
+ return margins;
+ }
+
+ public DisplayPortMetrics calculate(ImmutableViewportMetrics metrics, PointF velocity) {
+ float displayPortWidth = metrics.getWidth() * SIZE_MULTIPLIER;
+ float displayPortHeight = metrics.getHeight() * SIZE_MULTIPLIER;
+
+ // but if we're panning on one axis, set the margins for the other axis to zero since we are likely
+ // axis locked and won't be displaying that extra area.
+ if (Math.abs(velocity.x) > VELOCITY_THRESHOLD && FloatUtils.fuzzyEquals(velocity.y, 0)) {
+ displayPortHeight = metrics.getHeight();
+ } else if (Math.abs(velocity.y) > VELOCITY_THRESHOLD && FloatUtils.fuzzyEquals(velocity.x, 0)) {
+ displayPortWidth = metrics.getWidth();
+ }
+
+ // we need to avoid having a display port that is larger than the page, or we will end up
+ // painting things outside the page bounds (bug 729169).
+ displayPortWidth = Math.min(displayPortWidth, metrics.getPageWidth());
+ displayPortHeight = Math.min(displayPortHeight, metrics.getPageHeight());
+ float horizontalBuffer = displayPortWidth - metrics.getWidth();
+ float verticalBuffer = displayPortHeight - metrics.getHeight();
+
+ // split the buffer amounts into margins based on velocity, and shift it to
+ // take into account the page bounds
+ RectF margins = velocityBiasedMargins(horizontalBuffer, verticalBuffer, velocity);
+ margins = shiftMarginsForPageBounds(margins, metrics);
+
+ return getTileAlignedDisplayPortMetrics(margins, metrics.zoomFactor, metrics);
+ }
+
+ public boolean aboutToCheckerboard(ImmutableViewportMetrics metrics, PointF velocity, DisplayPortMetrics displayPort) {
+ // calculate the danger zone amounts based on the prefs
+ float dangerZoneX = metrics.getWidth() * (DANGER_ZONE_BASE_X_MULTIPLIER + (velocity.x * DANGER_ZONE_INCR_X_MULTIPLIER));
+ float dangerZoneY = metrics.getHeight() * (DANGER_ZONE_BASE_Y_MULTIPLIER + (velocity.y * DANGER_ZONE_INCR_Y_MULTIPLIER));
+ // clamp it such that when added to the viewport, they don't exceed page size.
+ // this is a prerequisite to calling shiftMarginsForPageBounds as we do below.
+ dangerZoneX = Math.min(dangerZoneX, metrics.getPageWidth() - metrics.getWidth());
+ dangerZoneY = Math.min(dangerZoneY, metrics.getPageHeight() - metrics.getHeight());
+
+ // split the danger zone into margins based on velocity, and ensure it doesn't exceed
+ // page bounds.
+ RectF dangerMargins = velocityBiasedMargins(dangerZoneX, dangerZoneY, velocity);
+ dangerMargins = shiftMarginsForPageBounds(dangerMargins, metrics);
+
+ // we're about to checkerboard if the current viewport area + the danger zone margins
+ // fall out of the current displayport anywhere.
+ RectF adjustedViewport = new RectF(
+ metrics.viewportRectLeft - dangerMargins.left,
+ metrics.viewportRectTop - dangerMargins.top,
+ metrics.viewportRectRight + dangerMargins.right,
+ metrics.viewportRectBottom + dangerMargins.bottom);
+ return !displayPort.contains(adjustedViewport);
+ }
+
+ @Override
+ public String toString() {
+ return "VelocityBiasStrategy mult=" + SIZE_MULTIPLIER + ", threshold=" + VELOCITY_THRESHOLD + ", reverse=" + REVERSE_BUFFER
+ + ", dangerBaseX=" + DANGER_ZONE_BASE_X_MULTIPLIER + ", dangerBaseY=" + DANGER_ZONE_BASE_Y_MULTIPLIER
+ + ", dangerIncrX=" + DANGER_ZONE_INCR_Y_MULTIPLIER + ", dangerIncrY=" + DANGER_ZONE_INCR_Y_MULTIPLIER;
+ }
+ }
+
+ /**
+ * This class implements the variation where we draw more of the page at low resolution while panning.
+ * In this variation, as we pan faster, we increase the page area we are drawing, but reduce the draw
+ * resolution to compensate. This results in the same device-pixel area drawn; the compositor then
+ * scales this up to the viewport zoom level. This results in a large area of the page drawn but it
+ * looks blurry. The assumption is that drawing extra that we never display is better than checkerboarding,
+ * where we draw less but never even show it on the screen.
+ */
+ private static class DynamicResolutionStrategy extends DisplayPortStrategy {
+
+ // The velocity above which we start zooming out the display port to keep up
+ // with the panning.
+ private final float VELOCITY_EXPANSION_THRESHOLD;
+
+
+ DynamicResolutionStrategy(LibreOfficeMainActivity context, Map<String, Integer> prefs) {
+ // ignore prefs for now
+ VELOCITY_EXPANSION_THRESHOLD = LOKitShell.getDpi(context) / 16f;
+ VELOCITY_FAST_THRESHOLD = VELOCITY_EXPANSION_THRESHOLD * 2.0f;
+ }
+
+ // The length of each axis of the display port will be the corresponding view length
+ // multiplied by this factor.
+ private static final float SIZE_MULTIPLIER = 1.5f;
+
+ // How much we increase the display port based on velocity. Assuming no friction and
+ // splitting (see below), this should be the number of frames (@60fps) between us
+ // calculating the display port and the draw of the *next* display port getting composited
+ // and displayed on the screen. This is because the timeline looks like this:
+ // Java: pan pan pan pan pan pan ! pan pan pan pan pan pan !
+ // Gecko: \-> draw -> composite / \-> draw -> composite /
+ // The display port calculated on the first "pan" gets composited to the screen at the
+ // first exclamation mark, and remains on the screen until the second exclamation mark.
+ // In order to avoid checkerboarding, that display port must be able to contain all of
+ // the panning until the second exclamation mark, which encompasses two entire draw/composite
+ // cycles.
+ // If we take into account friction, our velocity multiplier should be reduced as the
+ // amount of pan will decrease each time. If we take into account display port splitting,
+ // it should be increased as the splitting means some of the display port will be used to
+ // draw in the opposite direction of the velocity. For now I'm assuming these two cancel
+ // each other out.
+ private static final float VELOCITY_MULTIPLIER = 60.0f;
+
+ // The following constants adjust how biased the display port is in the direction of panning.
+ // When panning fast (above the FAST_THRESHOLD) we use the fast split factor to split the
+ // display port "buffer" area, otherwise we use the slow split factor. This is based on the
+ // assumption that if the user is panning fast, they are less likely to reverse directions
+ // and go backwards, so we should spend more of our display port buffer in the direction of
+ // panning.
+ private final float VELOCITY_FAST_THRESHOLD;
+ private static final float FAST_SPLIT_FACTOR = 0.95f;
+ private static final float SLOW_SPLIT_FACTOR = 0.8f;
+
+ // The following constants are used for viewport prediction; we use them to estimate where
+ // the viewport will be soon and whether or not we should trigger a draw right now. "soon"
+ // in the previous sentence really refers to the amount of time it would take to draw and
+ // composite from the point at which we do the calculation, and that is not really a known
+ // quantity. The velocity multiplier is how much we multiply the velocity by; it has the
+ // same caveats as the VELOCITY_MULTIPLIER above except that it only needs to take into account
+ // one draw/composite cycle instead of two. The danger zone multiplier is a multiplier of the
+ // viewport size that we use as an extra "danger zone" around the viewport; if this danger
+ // zone falls outside the display port then we are approaching the point at which we will
+ // checkerboard, and hence should start drawing. Note that if DANGER_ZONE_MULTIPLIER is
+ // greater than (SIZE_MULTIPLIER - 1.0f), then at zero velocity we will always be in the
+ // danger zone, and thus will be constantly drawing.
+ private static final float PREDICTION_VELOCITY_MULTIPLIER = 30.0f;
+ private static final float DANGER_ZONE_MULTIPLIER = 0.20f; // must be less than (SIZE_MULTIPLIER - 1.0f)
+
+ public DisplayPortMetrics calculate(ImmutableViewportMetrics metrics, PointF velocity) {
+ float displayPortWidth = metrics.getWidth() * SIZE_MULTIPLIER;
+ float displayPortHeight = metrics.getHeight() * SIZE_MULTIPLIER;
+
+ // for resolution calculation purposes, we need to know what the adjusted display port dimensions
+ // would be if we had zero velocity, so calculate that here before we increase the display port
+ // based on velocity.
+ FloatSize reshapedSize = reshapeForPage(displayPortWidth, displayPortHeight, metrics);
+
+ // increase displayPortWidth and displayPortHeight based on the velocity, but maintaining their
+ // relative aspect ratio.
+ if (velocity.length() > VELOCITY_EXPANSION_THRESHOLD) {
+ float velocityFactor = Math.max(Math.abs(velocity.x) / displayPortWidth,
+ Math.abs(velocity.y) / displayPortHeight);
+ velocityFactor *= VELOCITY_MULTIPLIER;
+
+ displayPortWidth += (displayPortWidth * velocityFactor);
+ displayPortHeight += (displayPortHeight * velocityFactor);
+ }
+
+ // at this point, displayPortWidth and displayPortHeight are how much of the page (in device pixels)
+ // we want to be rendered by Gecko. Note here "device pixels" is equivalent to CSS pixels multiplied
+ // by metrics.zoomFactor
+
+ // we need to avoid having a display port that is larger than the page, or we will end up
+ // painting things outside the page bounds (bug 729169). we simultaneously need to make
+ // the display port as large as possible so that we redraw less. reshape the display
+ // port dimensions to accomplish this. this may change the aspect ratio of the display port,
+ // but we are assuming that this is desirable because the advantages from pre-drawing will
+ // outweigh the disadvantages from any buffer reallocations that might occur.
+ FloatSize usableSize = reshapeForPage(displayPortWidth, displayPortHeight, metrics);
+ float horizontalBuffer = usableSize.width - metrics.getWidth();
+ float verticalBuffer = usableSize.height - metrics.getHeight();
+
+ // at this point, horizontalBuffer and verticalBuffer are the dimensions of the buffer area we have.
+ // the buffer area is the off-screen area that is part of the display port and will be pre-drawn in case
+ // the user scrolls there. we now need to split the buffer area on each axis so that we know
+ // what the exact margins on each side will be. first we split the buffer amount based on the direction
+ // we're moving, so that we have a larger buffer in the direction of travel.
+ RectF margins = new RectF();
+ margins.left = splitBufferByVelocity(horizontalBuffer, velocity.x);
+ margins.right = horizontalBuffer - margins.left;
+ margins.top = splitBufferByVelocity(verticalBuffer, velocity.y);
+ margins.bottom = verticalBuffer - margins.top;
+
+ // then, we account for running into the page bounds - so that if we hit the top of the page, we need
+ // to drop the top margin and move that amount to the bottom margin.
+ margins = shiftMarginsForPageBounds(margins, metrics);
+
+ // finally, we calculate the resolution we want to render the display port area at. We do this
+ // so that as we expand the display port area (because of velocity), we reduce the resolution of
+ // the painted area so as to maintain the size of the buffer Gecko is painting into. we calculate
+ // the reduction in resolution by comparing the display port size with and without the velocity
+ // changes applied.
+ // this effectively means that as we pan faster and faster, the display port grows, but we paint
+ // at lower resolutions. this paints more area to reduce checkerboard at the cost of increasing
+ // compositor-scaling and blurriness. Once we stop panning, the blurriness must be entirely gone.
+ // Note that usable* could be less than base* if we are pinch-zoomed out into overscroll, so we
+ // clamp it to make sure this doesn't increase our display resolution past metrics.zoomFactor.
+ float scaleFactor = Math.min(reshapedSize.width / usableSize.width, reshapedSize.height / usableSize.height);
+ float displayResolution = metrics.zoomFactor * Math.min(1.0f, scaleFactor);
+
+ return new DisplayPortMetrics(
+ metrics.viewportRectLeft - margins.left,
+ metrics.viewportRectTop - margins.top,
+ metrics.viewportRectRight + margins.right,
+ metrics.viewportRectBottom + margins.bottom,
+ displayResolution);
+ }
+
+ /**
+ * Split the given buffer amount into two based on the velocity.
+ * Given an amount of total usable buffer on an axis, this will
+ * return the amount that should be used on the left/top side of
+ * the axis (the side which a negative velocity vector corresponds
+ * to).
+ */
+ private float splitBufferByVelocity(float amount, float velocity) {
+ // if no velocity, so split evenly
+ if (FloatUtils.fuzzyEquals(velocity, 0)) {
+ return amount / 2.0f;
+ }
+ // if we're moving quickly, assign more of the amount in that direction
+ // since is less likely that we will reverse direction immediately
+ if (velocity < -VELOCITY_FAST_THRESHOLD) {
+ return amount * FAST_SPLIT_FACTOR;
+ }
+ if (velocity > VELOCITY_FAST_THRESHOLD) {
+ return amount * (1.0f - FAST_SPLIT_FACTOR);
+ }
+ // if we're moving slowly, then assign less of the amount in that direction
+ if (velocity < 0) {
+ return amount * SLOW_SPLIT_FACTOR;
+ } else {
+ return amount * (1.0f - SLOW_SPLIT_FACTOR);
+ }
+ }
+
+ public boolean aboutToCheckerboard(ImmutableViewportMetrics metrics, PointF velocity, DisplayPortMetrics displayPort) {
+ // Expand the viewport based on our velocity (and clamp it to page boundaries).
+ // Then intersect it with the last-requested displayport to determine whether we're
+ // close to checkerboarding.
+
+ RectF predictedViewport = metrics.getViewport();
+
+ // first we expand the viewport in the direction we're moving based on some
+ // multiple of the current velocity.
+ if (velocity.length() > 0) {
+ if (velocity.x < 0) {
+ predictedViewport.left += velocity.x * PREDICTION_VELOCITY_MULTIPLIER;
+ } else if (velocity.x > 0) {
+ predictedViewport.right += velocity.x * PREDICTION_VELOCITY_MULTIPLIER;
+ }
+
+ if (velocity.y < 0) {
+ predictedViewport.top += velocity.y * PREDICTION_VELOCITY_MULTIPLIER;
+ } else if (velocity.y > 0) {
+ predictedViewport.bottom += velocity.y * PREDICTION_VELOCITY_MULTIPLIER;
+ }
+ }
+
+ // then we expand the viewport evenly in all directions just to have an extra
+ // safety zone. this also clamps it to page bounds.
+ predictedViewport = expandByDangerZone(predictedViewport, DANGER_ZONE_MULTIPLIER, DANGER_ZONE_MULTIPLIER, metrics);
+ return !displayPort.contains(predictedViewport);
+ }
+
+ @Override
+ public String toString() {
+ return "DynamicResolutionStrategy";
+ }
+ }
+
+ /**
+ * This class implements the variation where we use the draw time to predict where we will be when
+ * a draw completes, and draw that instead of where we are now. In this variation, when our panning
+ * speed drops below a certain threshold, we draw 9 viewports' worth of content so that the user can
+ * pan in any direction without encountering checkerboarding.
+ * Once the user is panning, we modify the displayport to encompass an area range of where we think
+ * the user will be when the draw completes. This heuristic relies on both the estimated draw time
+ * the panning velocity; unexpected changes in either of these values will cause the heuristic to
+ * fail and show checkerboard.
+ */
+ private static class PredictionBiasStrategy extends DisplayPortStrategy {
+ private static float VELOCITY_THRESHOLD;
+
+ private int mPixelArea; // area of the viewport, used in draw time calculations
+ private int mMinFramesToDraw; // minimum number of frames we take to draw
+ private int mMaxFramesToDraw; // maximum number of frames we take to draw
+
+ PredictionBiasStrategy(LibreOfficeMainActivity context, Map<String, Integer> prefs) {
+ VELOCITY_THRESHOLD = LOKitShell.getDpi(context) * getFloatPref(prefs, PREF_DISPLAYPORT_PB_VELOCITY_THRESHOLD, 16);
+ resetPageState();
+ }
+
+ public DisplayPortMetrics calculate(ImmutableViewportMetrics metrics, PointF velocity) {
+ float width = metrics.getWidth();
+ float height = metrics.getHeight();
+ mPixelArea = (int)(width * height);
+
+ if (velocity.length() < VELOCITY_THRESHOLD) {
+ // if we're going slow, expand the displayport to 9x viewport size
+ RectF margins = new RectF(width, height, width, height);
+ return getTileAlignedDisplayPortMetrics(margins, metrics.zoomFactor, metrics);
+ }
+
+ // figure out how far we expect to be
+ float minDx = velocity.x * mMinFramesToDraw;
+ float minDy = velocity.y * mMinFramesToDraw;
+ float maxDx = velocity.x * mMaxFramesToDraw;
+ float maxDy = velocity.y * mMaxFramesToDraw;
+
+ // figure out how many pixels we will be drawing when we draw the above-calculated range.
+ // this will be larger than the viewport area.
+ float pixelsToDraw = (width + Math.abs(maxDx - minDx)) * (height + Math.abs(maxDy - minDy));
+ // adjust how far we will get because of the time spent drawing all these extra pixels. this
+ // will again increase the number of pixels drawn so really we could keep iterating this over
+ // and over, but once seems enough for now.
+ maxDx = maxDx * pixelsToDraw / mPixelArea;
+ maxDy = maxDy * pixelsToDraw / mPixelArea;
+
+ // and finally generate the displayport. the min/max stuff takes care of
+ // negative velocities as well as positive.
+ RectF margins = new RectF(
+ -Math.min(minDx, maxDx),
+ -Math.min(minDy, maxDy),
+ Math.max(minDx, maxDx),
+ Math.max(minDy, maxDy));
+ return getTileAlignedDisplayPortMetrics(margins, metrics.zoomFactor, metrics);
+ }
+
+ public boolean aboutToCheckerboard(ImmutableViewportMetrics metrics, PointF velocity, DisplayPortMetrics displayPort) {
+ // the code below is the same as in calculate() but is awkward to refactor since it has multiple outputs.
+ // refer to the comments in calculate() to understand what this is doing.
+ float minDx = velocity.x * mMinFramesToDraw;
+ float minDy = velocity.y * mMinFramesToDraw;
+ float maxDx = velocity.x * mMaxFramesToDraw;
+ float maxDy = velocity.y * mMaxFramesToDraw;
+ float pixelsToDraw = (metrics.getWidth() + Math.abs(maxDx - minDx)) * (metrics.getHeight() + Math.abs(maxDy - minDy));
+ maxDx = maxDx * pixelsToDraw / mPixelArea;
+ maxDy = maxDy * pixelsToDraw / mPixelArea;
+
+ // now that we have an idea of how far we will be when the draw completes, take the farthest
+ // end of that range and see if it falls outside the displayport bounds. if it does, allow
+ // the draw to go through
+ RectF predictedViewport = metrics.getViewport();
+ predictedViewport.left += maxDx;
+ predictedViewport.top += maxDy;
+ predictedViewport.right += maxDx;
+ predictedViewport.bottom += maxDy;
+
+ predictedViewport = clampToPageBounds(predictedViewport, metrics);
+ return !displayPort.contains(predictedViewport);
+ }
+
+ @Override
+ public boolean drawTimeUpdate(long millis, int pixels) {
+ // calculate the number of frames it took to draw a viewport-sized area
+ float normalizedTime = (float)mPixelArea * (float)millis / (float)pixels;
+ int normalizedFrames = (int)Math.ceil(normalizedTime * 60f / 1000f);
+ // broaden our range on how long it takes to draw if the draw falls outside
+ // the range. this allows it to grow gradually. this heuristic may need to
+ // be tweaked into more of a floating window average or something.
+ if (normalizedFrames <= mMinFramesToDraw) {
+ mMinFramesToDraw--;
+ } else if (normalizedFrames > mMaxFramesToDraw) {
+ mMaxFramesToDraw++;
+ } else {
+ return true;
+ }
+ Log.d(LOGTAG, "Widened draw range to [" + mMinFramesToDraw + ", " + mMaxFramesToDraw + "]");
+ return true;
+ }
+
+ @Override
+ public void resetPageState() {
+ mMinFramesToDraw = 0;
+ mMaxFramesToDraw = 2;
+ }
+
+ @Override
+ public String toString() {
+ return "PredictionBiasStrategy threshold=" + VELOCITY_THRESHOLD;
+ }
+ }
+}