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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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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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#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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