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WindowServer: Avoid overdraw by shattering dirty rects into unique shards.
The algorithm I came up with is O(n^2) but given the small numbers of rects we're typically working with, it doesn't really matter. May need to revisit this in the future if we find ourselves with a huge number of rects.
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commit
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7 changed files with 127 additions and 21 deletions
46
SharedGraphics/DisjointRectSet.cpp
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46
SharedGraphics/DisjointRectSet.cpp
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@ -0,0 +1,46 @@
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#include <SharedGraphics/DisjointRectSet.h>
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void DisjointRectSet::add(const Rect& new_rect)
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{
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for (auto& rect : m_rects) {
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if (rect.contains(new_rect))
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return;
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}
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m_rects.append(new_rect);
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if (m_rects.size() > 1)
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shatter();
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}
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void DisjointRectSet::shatter()
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{
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Vector<Rect> output;
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bool pass_had_intersections = false;
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do {
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pass_had_intersections = false;
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output.clear_with_capacity();
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for (size_t i = 0; i < m_rects.size(); ++i) {
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auto& r1 = m_rects[i];
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bool r1_had_intersections = false;
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for (size_t j = 0; j < m_rects.size(); ++j) {
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if (i == j)
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continue;
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auto& r2 = m_rects[j];
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if (!r1.intersects(r2))
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continue;
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pass_had_intersections = true;
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auto pieces = r1.shatter(r2);
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for (auto& piece : pieces)
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output.append(piece);
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m_rects.remove(i);
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for (; i < m_rects.size(); ++i)
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output.append(m_rects[i]);
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goto next_pass;
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}
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if (!r1_had_intersections)
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output.append(r1);
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}
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next_pass:
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swap(output, m_rects);
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} while(pass_had_intersections);
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}
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23
SharedGraphics/DisjointRectSet.h
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23
SharedGraphics/DisjointRectSet.h
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@ -0,0 +1,23 @@
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#pragma once
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#include <AK/Vector.h>
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#include <SharedGraphics/Rect.h>
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class DisjointRectSet {
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public:
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DisjointRectSet() { }
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~DisjointRectSet() { }
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DisjointRectSet(DisjointRectSet&& other) : m_rects(move(other.m_rects)) { }
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void add(const Rect&);
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void clear() { m_rects.clear(); }
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void clear_with_capacity() { m_rects.clear_with_capacity(); }
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const Vector<Rect>& rects() const { return m_rects; }
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private:
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void shatter();
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Vector<Rect> m_rects;
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};
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@ -33,3 +33,47 @@ Rect Rect::united(const Rect& other) const
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rect.set_bottom(max(bottom(), other.bottom()));
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return rect;
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}
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Vector<Rect> Rect::shatter(const Rect& hammer) const
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{
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Vector<Rect> pieces;
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if (!intersects(hammer)) {
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pieces.append(*this);
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pieces.append(hammer);
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return pieces;
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}
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Rect top_shard {
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x(),
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y(),
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width(),
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hammer.y() - y()
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};
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Rect bottom_shard {
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x(),
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hammer.y() + hammer.height(),
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width(),
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(y() + height()) - (hammer.y() + hammer.height())
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};
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Rect left_shard {
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x(),
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max(hammer.y(), y()),
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hammer.x() - x(),
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min((hammer.y() + hammer.height()), (y() + height())) - max(hammer.y(), y())
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};
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Rect right_shard {
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hammer.x() + hammer.width(),
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max(hammer.y(), y()),
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(x() + width() - 1) - (hammer.x() + hammer.width() - 1),
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min((hammer.y() + hammer.height()), (y() + height())) - max(hammer.y(), y())
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};
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if (intersects(top_shard))
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pieces.append(top_shard);
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if (intersects(bottom_shard))
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pieces.append(bottom_shard);
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if (intersects(left_shard))
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pieces.append(left_shard);
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if (intersects(right_shard))
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pieces.append(right_shard);
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return pieces;
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}
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@ -170,6 +170,8 @@ public:
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Point location() const { return m_location; }
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Size size() const { return m_size; }
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Vector<Rect> shatter(const Rect& hammer) const;
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operator WSAPI_Rect() const;
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bool operator==(const Rect& other) const
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