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Improve hit test performance by optimizing Y axis #177

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Jan 19, 2024
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Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
<key>com.apple.XCTPerformanceMetric_WallClockTime</key>
<dict>
<key>baselineAverage</key>
<real>48.792810</real>
<real>17.200000</real>
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This brings the run time to almost (1 / scale factor), so in this case around a 65% improvement for a 3x device over the original implementation in #119.

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Increasing the maxPermissibleMissedRegionHeight to larger values continues to improve the run time, but you get diminishing returns.

2 => 10.259 sec
4 => 8.317 sec

<key>baselineIntegrationDisplayName</key>
<string>Local Baseline</string>
</dict>
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Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ public enum HitTargetSnapshotUtility {
var viewToColorMap: [UIView: UIColor] = [:]
let pixelWidth: CGFloat = 1 / UIScreen.main.scale

func drawScanLine(
func drawScanLineSegment(
for hitView: UIView?,
startingAtX: CGFloat,
endingAtX: CGFloat,
Expand Down Expand Up @@ -95,27 +95,23 @@ public enum HitTargetSnapshotUtility {

let touchOffset = pixelWidth / 2

// Step through every pixel along the Y axis.
for y in stride(from: bounds.minY, to: bounds.maxY, by: pixelWidth) {
typealias ScanLine = [(xRange: ClosedRange<CGFloat>, view: UIView?)]

func scanLine(y: CGFloat) -> ScanLine {
var scanLine: ScanLine = []
var lastHit: (CGFloat, UIView?)? = nil

// Step through every pixel along the X axis.
for x in stride(from: bounds.minX, to: bounds.maxX, by: pixelWidth) {
let hitView = view.hitTest(CGPoint(x: x + touchOffset, y: y + touchOffset), with: nil)
let hitView = view.hitTest(CGPoint(x: x + touchOffset, y: y), with: nil)

if let lastHit = lastHit, hitView == lastHit.1 {
// We're still hitting the same view. Keep scanning.
continue

} else if let previousHit = lastHit {
// We've moved on to a new view, so draw the scan line for the previous view.
drawScanLine(
for: previousHit.1,
startingAtX: previousHit.0,
endingAtX: x,
y: y,
lineHeight: pixelWidth
)
scanLine.append(((previousHit.0...x), previousHit.1))
lastHit = (x, hitView)

} else {
Expand All @@ -126,15 +122,65 @@ public enum HitTargetSnapshotUtility {

// Finish the scan line if necessary.
if let lastHit = lastHit, let lastHitView = lastHit.1 {
drawScanLine(
for: lastHitView,
startingAtX: lastHit.0,
endingAtX: bounds.maxX,
scanLine.append(((lastHit.0...bounds.maxX), lastHitView))
}

return scanLine
}

func drawScanLine(_ scanLine: ScanLine, y: CGFloat, lineHeight: CGFloat) {
for segment in scanLine {
drawScanLineSegment(
for: segment.view,
startingAtX: segment.xRange.lowerBound,
endingAtX: segment.xRange.upperBound,
y: y,
lineHeight: pixelWidth
lineHeight: lineHeight
)
}
}

func scanLinesEqual(_ a: ScanLine, _ b: ScanLine) -> Bool {
return a.count == b.count
&& zip(a, b).allSatisfy { aSegment, bSegment in
aSegment.xRange == bSegment.xRange && aSegment.view === bSegment.view
}
}

// In some cases striding by 1/3 can result in the `to` value being included due to a floating point rouding
// error, in particular when dealing with bounds with a negative y origin. By striding to a value slightly
// less than the desired stop (small enough to be less than the density of any screen in the foreseeable
// future), we can avoid this rounding problem.
let stopEpsilon: CGFloat = 0.0001
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If we ever see screens with density high enough that this is an issue, I will eat my futuristic hat

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Maybe by the iPhone C


// Step through every full point along the Y axis and check if it's equal to the above line. If so, draw the
// line at a full point width. If not, step through the pixel lines and draw each individually.
var previousScanLine: (y: CGFloat, scanLine: ScanLine)? = nil
for y in stride(from: bounds.minY, to: bounds.maxY, by: 1) {
let fullScanLine = scanLine(y: y + touchOffset)

if let previousScanLine = previousScanLine, scanLinesEqual(fullScanLine, previousScanLine.scanLine) {
drawScanLine(previousScanLine.scanLine, y: previousScanLine.y, lineHeight: 1)
} else if let previousScanLine = previousScanLine {
drawScanLine(previousScanLine.scanLine, y: previousScanLine.y, lineHeight: pixelWidth)
for lineY in stride(from: previousScanLine.y + pixelWidth, to: y - stopEpsilon, by: pixelWidth) {
drawScanLine(scanLine(y: lineY + touchOffset), y: lineY, lineHeight: pixelWidth)
}
} else {
// No-op. We'll draw this on the next iteration.
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nice

}

previousScanLine = (y, fullScanLine)
}

// Draw the final full scan line and any trailing pixel lines (if the bounds.height isn't divisible by 1).
if let previousScanLine = previousScanLine {
drawScanLine(previousScanLine.scanLine, y: previousScanLine.y, lineHeight: pixelWidth)

for lineY in stride(from: previousScanLine.y + pixelWidth, to: bounds.maxY, by: pixelWidth) {
drawScanLine(scanLine(y: lineY + touchOffset), y: lineY, lineHeight: pixelWidth)
}
}
}
}

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