xref: /aosp_15_r20/external/skia/src/gpu/graphite/geom/IntersectionTree.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2021 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/geom/IntersectionTree.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTPin.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkVx.h"
13*c8dee2aaSAndroid Build Coastguard Worker 
14*c8dee2aaSAndroid Build Coastguard Worker #include <algorithm>
15*c8dee2aaSAndroid Build Coastguard Worker #include <limits>
16*c8dee2aaSAndroid Build Coastguard Worker 
17*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
18*c8dee2aaSAndroid Build Coastguard Worker 
19*c8dee2aaSAndroid Build Coastguard Worker // BSP node. Space is partitioned by an either vertical or horizontal line. Note that if a rect
20*c8dee2aaSAndroid Build Coastguard Worker // straddles the partition line, it will need to go on both sides of the tree.
21*c8dee2aaSAndroid Build Coastguard Worker template<IntersectionTree::SplitType kSplitType>
22*c8dee2aaSAndroid Build Coastguard Worker class IntersectionTree::TreeNode final : public Node {
23*c8dee2aaSAndroid Build Coastguard Worker public:
TreeNode(float splitCoord,Node * lo,Node * hi)24*c8dee2aaSAndroid Build Coastguard Worker     TreeNode(float splitCoord, Node* lo, Node* hi)
25*c8dee2aaSAndroid Build Coastguard Worker             : fSplitCoord(splitCoord), fLo(lo), fHi(hi) {
26*c8dee2aaSAndroid Build Coastguard Worker     }
27*c8dee2aaSAndroid Build Coastguard Worker 
intersects(Rect rect)28*c8dee2aaSAndroid Build Coastguard Worker     bool intersects(Rect rect) override {
29*c8dee2aaSAndroid Build Coastguard Worker         if (GetLoVal(rect) < fSplitCoord && fLo->intersects(rect)) {
30*c8dee2aaSAndroid Build Coastguard Worker             return true;
31*c8dee2aaSAndroid Build Coastguard Worker         }
32*c8dee2aaSAndroid Build Coastguard Worker         if (GetHiVal(rect) > fSplitCoord && fHi->intersects(rect)) {
33*c8dee2aaSAndroid Build Coastguard Worker             return true;
34*c8dee2aaSAndroid Build Coastguard Worker         }
35*c8dee2aaSAndroid Build Coastguard Worker         return false;
36*c8dee2aaSAndroid Build Coastguard Worker     }
37*c8dee2aaSAndroid Build Coastguard Worker 
addNonIntersecting(Rect rect,SkArenaAlloc * arena)38*c8dee2aaSAndroid Build Coastguard Worker     Node* addNonIntersecting(Rect rect, SkArenaAlloc* arena) override {
39*c8dee2aaSAndroid Build Coastguard Worker         if (GetLoVal(rect) < fSplitCoord) {
40*c8dee2aaSAndroid Build Coastguard Worker             fLo = fLo->addNonIntersecting(rect, arena);
41*c8dee2aaSAndroid Build Coastguard Worker         }
42*c8dee2aaSAndroid Build Coastguard Worker         if (GetHiVal(rect) > fSplitCoord) {
43*c8dee2aaSAndroid Build Coastguard Worker             fHi = fHi->addNonIntersecting(rect, arena);
44*c8dee2aaSAndroid Build Coastguard Worker         }
45*c8dee2aaSAndroid Build Coastguard Worker         return this;
46*c8dee2aaSAndroid Build Coastguard Worker     }
47*c8dee2aaSAndroid Build Coastguard Worker 
48*c8dee2aaSAndroid Build Coastguard Worker private:
GetLoVal(const Rect & rect)49*c8dee2aaSAndroid Build Coastguard Worker     SK_ALWAYS_INLINE static float GetLoVal(const Rect& rect) {
50*c8dee2aaSAndroid Build Coastguard Worker         return (kSplitType == SplitType::kX) ? rect.left() : rect.top();
51*c8dee2aaSAndroid Build Coastguard Worker     }
GetHiVal(const Rect & rect)52*c8dee2aaSAndroid Build Coastguard Worker     SK_ALWAYS_INLINE static float GetHiVal(const Rect& rect) {
53*c8dee2aaSAndroid Build Coastguard Worker         return (kSplitType == SplitType::kX) ? rect.right() : rect.bot();
54*c8dee2aaSAndroid Build Coastguard Worker     }
55*c8dee2aaSAndroid Build Coastguard Worker 
56*c8dee2aaSAndroid Build Coastguard Worker     float fSplitCoord;
57*c8dee2aaSAndroid Build Coastguard Worker     Node* fLo;
58*c8dee2aaSAndroid Build Coastguard Worker     Node* fHi;
59*c8dee2aaSAndroid Build Coastguard Worker };
60*c8dee2aaSAndroid Build Coastguard Worker 
61*c8dee2aaSAndroid Build Coastguard Worker // Leaf node. Rects are kept in a simple list and intersection testing is performed by brute force.
62*c8dee2aaSAndroid Build Coastguard Worker class IntersectionTree::LeafNode final : public Node {
63*c8dee2aaSAndroid Build Coastguard Worker public:
64*c8dee2aaSAndroid Build Coastguard Worker     // Max number of rects to store in this node before splitting. With SSE/NEON optimizations, ~64
65*c8dee2aaSAndroid Build Coastguard Worker     // brute force rect comparisons seems to be the optimal number.
66*c8dee2aaSAndroid Build Coastguard Worker     constexpr static int kMaxRectsInList = 64;
67*c8dee2aaSAndroid Build Coastguard Worker 
LeafNode()68*c8dee2aaSAndroid Build Coastguard Worker     LeafNode() {
69*c8dee2aaSAndroid Build Coastguard Worker         this->popAll();
70*c8dee2aaSAndroid Build Coastguard Worker         // Initialize our arrays with maximally negative rects. These have the advantage of always
71*c8dee2aaSAndroid Build Coastguard Worker         // failing intersection tests, thus allowing us to test for intersection beyond fNumRects
72*c8dee2aaSAndroid Build Coastguard Worker         // without failing.
73*c8dee2aaSAndroid Build Coastguard Worker         constexpr static float infinity = std::numeric_limits<float>::infinity();
74*c8dee2aaSAndroid Build Coastguard Worker         std::fill_n(fLefts, kMaxRectsInList, infinity);
75*c8dee2aaSAndroid Build Coastguard Worker         std::fill_n(fTops, kMaxRectsInList, infinity);
76*c8dee2aaSAndroid Build Coastguard Worker         std::fill_n(fNegRights, kMaxRectsInList, infinity);
77*c8dee2aaSAndroid Build Coastguard Worker         std::fill_n(fNegBots, kMaxRectsInList, infinity);
78*c8dee2aaSAndroid Build Coastguard Worker     }
79*c8dee2aaSAndroid Build Coastguard Worker 
popAll()80*c8dee2aaSAndroid Build Coastguard Worker     void popAll() {
81*c8dee2aaSAndroid Build Coastguard Worker         fNumRects = 0;
82*c8dee2aaSAndroid Build Coastguard Worker         fSplittableBounds = -std::numeric_limits<float>::infinity();
83*c8dee2aaSAndroid Build Coastguard Worker         fRectValsSum = 0;
84*c8dee2aaSAndroid Build Coastguard Worker         // Leave the rect arrays untouched. Since we know they are either already valid in the tree,
85*c8dee2aaSAndroid Build Coastguard Worker         // or else maximally negative, this allows the future list to check for intersection beyond
86*c8dee2aaSAndroid Build Coastguard Worker         // fNumRects without failing.
87*c8dee2aaSAndroid Build Coastguard Worker     }
88*c8dee2aaSAndroid Build Coastguard Worker 
intersects(Rect rect)89*c8dee2aaSAndroid Build Coastguard Worker     bool intersects(Rect rect) override {
90*c8dee2aaSAndroid Build Coastguard Worker         // Test for intersection in sets of 4. Since all the data in our rect arrays is either
91*c8dee2aaSAndroid Build Coastguard Worker         // maximally negative, or valid from somewhere else in the tree, we can test beyond
92*c8dee2aaSAndroid Build Coastguard Worker         // fNumRects without failing.
93*c8dee2aaSAndroid Build Coastguard Worker         static_assert(kMaxRectsInList % 4 == 0);
94*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(fNumRects <= kMaxRectsInList);
95*c8dee2aaSAndroid Build Coastguard Worker         auto comp = Rect::ComplementRect(rect).fVals;
96*c8dee2aaSAndroid Build Coastguard Worker         for (int i = 0; i < fNumRects; i += 4) {
97*c8dee2aaSAndroid Build Coastguard Worker             auto l = skvx::float4::Load(fLefts + i);
98*c8dee2aaSAndroid Build Coastguard Worker             auto t = skvx::float4::Load(fTops + i);
99*c8dee2aaSAndroid Build Coastguard Worker             auto nr = skvx::float4::Load(fNegRights + i);
100*c8dee2aaSAndroid Build Coastguard Worker             auto nb = skvx::float4::Load(fNegBots + i);
101*c8dee2aaSAndroid Build Coastguard Worker             if (any((l < comp[0]) &
102*c8dee2aaSAndroid Build Coastguard Worker                     (t < comp[1]) &
103*c8dee2aaSAndroid Build Coastguard Worker                     (nr < comp[2]) &
104*c8dee2aaSAndroid Build Coastguard Worker                     (nb < comp[3]))) {
105*c8dee2aaSAndroid Build Coastguard Worker                 return true;
106*c8dee2aaSAndroid Build Coastguard Worker             }
107*c8dee2aaSAndroid Build Coastguard Worker         }
108*c8dee2aaSAndroid Build Coastguard Worker         return false;
109*c8dee2aaSAndroid Build Coastguard Worker     }
110*c8dee2aaSAndroid Build Coastguard Worker 
addNonIntersecting(Rect rect,SkArenaAlloc * arena)111*c8dee2aaSAndroid Build Coastguard Worker     Node* addNonIntersecting(Rect rect, SkArenaAlloc* arena) override {
112*c8dee2aaSAndroid Build Coastguard Worker         if (fNumRects == kMaxRectsInList) {
113*c8dee2aaSAndroid Build Coastguard Worker             // The new rect doesn't fit. Split our rect list first and then add.
114*c8dee2aaSAndroid Build Coastguard Worker             return this->split(arena)->addNonIntersecting(rect, arena);
115*c8dee2aaSAndroid Build Coastguard Worker         }
116*c8dee2aaSAndroid Build Coastguard Worker         this->appendToList(rect);
117*c8dee2aaSAndroid Build Coastguard Worker         return this;
118*c8dee2aaSAndroid Build Coastguard Worker     }
119*c8dee2aaSAndroid Build Coastguard Worker 
120*c8dee2aaSAndroid Build Coastguard Worker private:
appendToList(Rect rect)121*c8dee2aaSAndroid Build Coastguard Worker     void appendToList(Rect rect) {
122*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(fNumRects < kMaxRectsInList);
123*c8dee2aaSAndroid Build Coastguard Worker         int i = fNumRects++;
124*c8dee2aaSAndroid Build Coastguard Worker         // [maxLeft, maxTop, -minRight, -minBot]
125*c8dee2aaSAndroid Build Coastguard Worker         fSplittableBounds = max(fSplittableBounds, rect.vals());
126*c8dee2aaSAndroid Build Coastguard Worker         fRectValsSum += rect.vals();  // [sum(left), sum(top), -sum(right), -sum(bot)]
127*c8dee2aaSAndroid Build Coastguard Worker         fLefts[i] = rect.vals()[0];
128*c8dee2aaSAndroid Build Coastguard Worker         fTops[i] = rect.vals()[1];
129*c8dee2aaSAndroid Build Coastguard Worker         fNegRights[i] = rect.vals()[2];
130*c8dee2aaSAndroid Build Coastguard Worker         fNegBots[i] = rect.vals()[3];
131*c8dee2aaSAndroid Build Coastguard Worker     }
132*c8dee2aaSAndroid Build Coastguard Worker 
loadRect(int i) const133*c8dee2aaSAndroid Build Coastguard Worker     Rect loadRect(int i) const {
134*c8dee2aaSAndroid Build Coastguard Worker         return Rect::FromVals({fLefts[i], fTops[i], fNegRights[i], fNegBots[i]});
135*c8dee2aaSAndroid Build Coastguard Worker     }
136*c8dee2aaSAndroid Build Coastguard Worker 
137*c8dee2aaSAndroid Build Coastguard Worker     // Splits this node with a new LeafNode, then returns a TreeNode that reuses our "this" pointer
138*c8dee2aaSAndroid Build Coastguard Worker     // along with the new node.
split(SkArenaAlloc * arena)139*c8dee2aaSAndroid Build Coastguard Worker     IntersectionTree::Node* split(SkArenaAlloc* arena) {
140*c8dee2aaSAndroid Build Coastguard Worker         // This should only get called when our list is full.
141*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(fNumRects == kMaxRectsInList);
142*c8dee2aaSAndroid Build Coastguard Worker 
143*c8dee2aaSAndroid Build Coastguard Worker         // Since rects cannot overlap, there will always be a split that places at least one pairing
144*c8dee2aaSAndroid Build Coastguard Worker         // of rects on opposite sides. The region:
145*c8dee2aaSAndroid Build Coastguard Worker         //
146*c8dee2aaSAndroid Build Coastguard Worker         //     fSplittableBounds == [maxLeft, maxTop, -minRight, -minBot] == [r, b, -l, -t]
147*c8dee2aaSAndroid Build Coastguard Worker         //
148*c8dee2aaSAndroid Build Coastguard Worker         // Represents the region of splits that guarantee a strict subdivision of our rect list.
149*c8dee2aaSAndroid Build Coastguard Worker         auto splittableSize = fSplittableBounds.xy() + fSplittableBounds.zw();  // == [r-l, b-t]
150*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(max(splittableSize) >= 0);
151*c8dee2aaSAndroid Build Coastguard Worker         SplitType splitType = (splittableSize.x() > splittableSize.y()) ? SplitType::kX
152*c8dee2aaSAndroid Build Coastguard Worker                                                                         : SplitType::kY;
153*c8dee2aaSAndroid Build Coastguard Worker 
154*c8dee2aaSAndroid Build Coastguard Worker         float splitCoord;
155*c8dee2aaSAndroid Build Coastguard Worker         const float *loVals, *negHiVals;
156*c8dee2aaSAndroid Build Coastguard Worker         if (splitType == SplitType::kX) {
157*c8dee2aaSAndroid Build Coastguard Worker             // Split horizontally, at the geometric midpoint if it falls within the splittable
158*c8dee2aaSAndroid Build Coastguard Worker             // bounds.
159*c8dee2aaSAndroid Build Coastguard Worker             splitCoord = (fRectValsSum.x() - fRectValsSum.z()) * (.5f/kMaxRectsInList);
160*c8dee2aaSAndroid Build Coastguard Worker             splitCoord = SkTPin(splitCoord, -fSplittableBounds.z(), fSplittableBounds.x());
161*c8dee2aaSAndroid Build Coastguard Worker             loVals = fLefts;
162*c8dee2aaSAndroid Build Coastguard Worker             negHiVals = fNegRights;
163*c8dee2aaSAndroid Build Coastguard Worker         } else {
164*c8dee2aaSAndroid Build Coastguard Worker             // Split vertically, at the geometric midpoint if it falls within the splittable bounds.
165*c8dee2aaSAndroid Build Coastguard Worker             splitCoord = (fRectValsSum.y() - fRectValsSum.w()) * (.5f/kMaxRectsInList);
166*c8dee2aaSAndroid Build Coastguard Worker             splitCoord = SkTPin(splitCoord, -fSplittableBounds.w(), fSplittableBounds.y());
167*c8dee2aaSAndroid Build Coastguard Worker             loVals = fTops;
168*c8dee2aaSAndroid Build Coastguard Worker             negHiVals = fNegBots;
169*c8dee2aaSAndroid Build Coastguard Worker         }
170*c8dee2aaSAndroid Build Coastguard Worker 
171*c8dee2aaSAndroid Build Coastguard Worker         // Split "this", leaving all rects below "splitCoord" in this, and placing all rects above
172*c8dee2aaSAndroid Build Coastguard Worker         // splitCoord in "hiNode". There may be some reduncancy between lists, but we made sure to
173*c8dee2aaSAndroid Build Coastguard Worker         // select a split that would leave both lists strictly smaller than the original.
174*c8dee2aaSAndroid Build Coastguard Worker         LeafNode* hiNode = arena->make<LeafNode>();
175*c8dee2aaSAndroid Build Coastguard Worker         int numCombinedRects = fNumRects;
176*c8dee2aaSAndroid Build Coastguard Worker         float negSplitCoord = -splitCoord;
177*c8dee2aaSAndroid Build Coastguard Worker         this->popAll();
178*c8dee2aaSAndroid Build Coastguard Worker         for (int i = 0; i < numCombinedRects; ++i) {
179*c8dee2aaSAndroid Build Coastguard Worker             Rect rect = this->loadRect(i);
180*c8dee2aaSAndroid Build Coastguard Worker             if (loVals[i] < splitCoord) {
181*c8dee2aaSAndroid Build Coastguard Worker                 this->appendToList(rect);
182*c8dee2aaSAndroid Build Coastguard Worker             }
183*c8dee2aaSAndroid Build Coastguard Worker             if (negHiVals[i] < negSplitCoord) {
184*c8dee2aaSAndroid Build Coastguard Worker                 hiNode->appendToList(rect);
185*c8dee2aaSAndroid Build Coastguard Worker             }
186*c8dee2aaSAndroid Build Coastguard Worker         }
187*c8dee2aaSAndroid Build Coastguard Worker 
188*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(0 < fNumRects && fNumRects < numCombinedRects);
189*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(0 < hiNode->fNumRects && hiNode->fNumRects < numCombinedRects);
190*c8dee2aaSAndroid Build Coastguard Worker 
191*c8dee2aaSAndroid Build Coastguard Worker         return (splitType == SplitType::kX)
192*c8dee2aaSAndroid Build Coastguard Worker                 ? (Node*)arena->make<TreeNode<SplitType::kX>>(splitCoord, this, hiNode)
193*c8dee2aaSAndroid Build Coastguard Worker                 : (Node*)arena->make<TreeNode<SplitType::kY>>(splitCoord, this, hiNode);
194*c8dee2aaSAndroid Build Coastguard Worker     }
195*c8dee2aaSAndroid Build Coastguard Worker 
196*c8dee2aaSAndroid Build Coastguard Worker     int fNumRects;
197*c8dee2aaSAndroid Build Coastguard Worker     skvx::float4 fSplittableBounds;  // [maxLeft, maxTop, -minRight, -minBot]
198*c8dee2aaSAndroid Build Coastguard Worker     skvx::float4 fRectValsSum;  // [sum(left), sum(top), -sum(right), -sum(bot)]
199*c8dee2aaSAndroid Build Coastguard Worker     alignas(Rect) float fLefts[kMaxRectsInList];
200*c8dee2aaSAndroid Build Coastguard Worker     alignas(Rect) float fTops[kMaxRectsInList];
201*c8dee2aaSAndroid Build Coastguard Worker     alignas(Rect) float fNegRights[kMaxRectsInList];
202*c8dee2aaSAndroid Build Coastguard Worker     alignas(Rect) float fNegBots[kMaxRectsInList];
203*c8dee2aaSAndroid Build Coastguard Worker     static_assert((kMaxRectsInList * sizeof(float)) % sizeof(Rect) == 0);
204*c8dee2aaSAndroid Build Coastguard Worker };
205*c8dee2aaSAndroid Build Coastguard Worker 
IntersectionTree()206*c8dee2aaSAndroid Build Coastguard Worker IntersectionTree::IntersectionTree()
207*c8dee2aaSAndroid Build Coastguard Worker         : fRoot(fArena.make<LeafNode>()) {
208*c8dee2aaSAndroid Build Coastguard Worker     static_assert(kTreeNodeSize == sizeof(TreeNode<SplitType::kX>));
209*c8dee2aaSAndroid Build Coastguard Worker     static_assert(kTreeNodeSize == sizeof(TreeNode<SplitType::kY>));
210*c8dee2aaSAndroid Build Coastguard Worker     static_assert(kLeafNodeSize == sizeof(LeafNode));
211*c8dee2aaSAndroid Build Coastguard Worker }
212*c8dee2aaSAndroid Build Coastguard Worker 
213*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
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