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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.
This commit is contained in:
Andreas Kling 2019-02-19 14:49:23 +01:00
parent 420b7bd55f
commit 98784ad3cb
7 changed files with 127 additions and 21 deletions

View file

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#include <SharedGraphics/DisjointRectSet.h>
void DisjointRectSet::add(const Rect& new_rect)
{
for (auto& rect : m_rects) {
if (rect.contains(new_rect))
return;
}
m_rects.append(new_rect);
if (m_rects.size() > 1)
shatter();
}
void DisjointRectSet::shatter()
{
Vector<Rect> output;
bool pass_had_intersections = false;
do {
pass_had_intersections = false;
output.clear_with_capacity();
for (size_t i = 0; i < m_rects.size(); ++i) {
auto& r1 = m_rects[i];
bool r1_had_intersections = false;
for (size_t j = 0; j < m_rects.size(); ++j) {
if (i == j)
continue;
auto& r2 = m_rects[j];
if (!r1.intersects(r2))
continue;
pass_had_intersections = true;
auto pieces = r1.shatter(r2);
for (auto& piece : pieces)
output.append(piece);
m_rects.remove(i);
for (; i < m_rects.size(); ++i)
output.append(m_rects[i]);
goto next_pass;
}
if (!r1_had_intersections)
output.append(r1);
}
next_pass:
swap(output, m_rects);
} while(pass_had_intersections);
}