GPU workaround to simulate Out of Memory errors with large textures
[chromium-blink-merge.git] / cc / output / bsp_tree.cc
blob4eb87cb95d28fa65f003302a7535887da7747be9
1 // Copyright 2014 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/output/bsp_tree.h"
7 #include <vector>
9 #include "base/memory/scoped_ptr.h"
10 #include "cc/base/scoped_ptr_deque.h"
11 #include "cc/base/scoped_ptr_vector.h"
12 #include "cc/output/bsp_compare_result.h"
13 #include "cc/quads/draw_polygon.h"
15 namespace cc {
17 BspNode::BspNode(scoped_ptr<DrawPolygon> data) : node_data(data.Pass()) {
20 BspNode::~BspNode() {
23 BspTree::BspTree(ScopedPtrDeque<DrawPolygon>* list) {
24 if (list->size() == 0)
25 return;
27 root_ = make_scoped_ptr(new BspNode(list->take_front()));
28 BuildTree(root_.get(), list);
31 // The idea behind using a deque for BuildTree's input is that we want to be
32 // able to place polygons that we've decided aren't splitting plane candidates
33 // at the back of the queue while moving the candidate splitting planes to the
34 // front when the heuristic decides that they're a better choice. This way we
35 // can always simply just take from the front of the deque for our node's
36 // data.
37 void BspTree::BuildTree(BspNode* node,
38 ScopedPtrDeque<DrawPolygon>* polygon_list) {
39 ScopedPtrDeque<DrawPolygon> front_list;
40 ScopedPtrDeque<DrawPolygon> back_list;
42 // We take in a list of polygons at this level of the tree, and have to
43 // find a splitting plane, then classify polygons as either in front of
44 // or behind that splitting plane.
45 while (polygon_list->size() > 0) {
46 // Is this particular polygon in front of or behind our splitting polygon.
47 BspCompareResult comparer_result =
48 GetNodePositionRelative(*polygon_list->front(), *(node->node_data));
50 // If it's clearly behind or in front of the splitting plane, we use the
51 // heuristic to decide whether or not we should put it at the back
52 // or front of the list.
53 switch (comparer_result) {
54 case BSP_FRONT:
55 front_list.push_back(polygon_list->take_front().Pass());
56 break;
57 case BSP_BACK:
58 back_list.push_back(polygon_list->take_front().Pass());
59 break;
60 case BSP_SPLIT:
62 scoped_ptr<DrawPolygon> polygon;
63 scoped_ptr<DrawPolygon> new_front;
64 scoped_ptr<DrawPolygon> new_back;
65 // Time to split this geometry, *it needs to be split by node_data.
66 polygon = polygon_list->take_front();
67 bool split_result =
68 polygon->Split(*(node->node_data), &new_front, &new_back);
69 DCHECK(split_result);
70 if (!split_result) {
71 break;
73 front_list.push_back(new_front.Pass());
74 back_list.push_back(new_back.Pass());
75 break;
77 case BSP_COPLANAR_FRONT:
78 node->coplanars_front.push_back(polygon_list->take_front());
79 break;
80 case BSP_COPLANAR_BACK:
81 node->coplanars_back.push_back(polygon_list->take_front());
82 break;
83 default:
84 NOTREACHED();
85 break;
89 // Build the back subtree using the front of the back_list as our splitter.
90 if (back_list.size() > 0) {
91 node->back_child = make_scoped_ptr(new BspNode(back_list.take_front()));
92 BuildTree(node->back_child.get(), &back_list);
95 // Build the front subtree using the front of the front_list as our splitter.
96 if (front_list.size() > 0) {
97 node->front_child =
98 scoped_ptr<BspNode>(new BspNode(front_list.take_front()));
99 BuildTree(node->front_child.get(), &front_list);
103 BspCompareResult BspTree::GetNodePositionRelative(const DrawPolygon& node_a,
104 const DrawPolygon& node_b) {
105 return DrawPolygon::SideCompare(node_a, node_b);
108 // The base comparer with 0,0,0 as camera position facing forward
109 BspCompareResult BspTree::GetCameraPositionRelative(const DrawPolygon& node) {
110 if (node.normal().z() > 0.0f) {
111 return BSP_FRONT;
113 return BSP_BACK;
116 BspTree::~BspTree() {
119 } // namespace cc