Patch.cpp revision fb13abd800cd610c7f46815848545feff83e5748
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <cmath> 20 21#include <utils/Log.h> 22 23#include "Patch.h" 24#include "Caches.h" 25#include "Properties.h" 26 27namespace android { 28namespace uirenderer { 29 30/////////////////////////////////////////////////////////////////////////////// 31// Constructors/destructor 32/////////////////////////////////////////////////////////////////////////////// 33 34Patch::Patch(const uint32_t xCount, const uint32_t yCount, const int8_t emptyQuads): 35 mXCount(xCount), mYCount(yCount), mEmptyQuads(emptyQuads) { 36 // Initialized with the maximum number of vertices we will need 37 // 2 triangles per patch, 3 vertices per triangle 38 uint32_t maxVertices = ((xCount + 1) * (yCount + 1) - emptyQuads) * 2 * 3; 39 mVertices = new TextureVertex[maxVertices]; 40 mUploaded = false; 41 42 verticesCount = 0; 43 hasEmptyQuads = emptyQuads > 0; 44 45 mColorKey = 0; 46 mXDivs = new int32_t[mXCount]; 47 mYDivs = new int32_t[mYCount]; 48 49 PATCH_LOGD(" patch: xCount = %d, yCount = %d, emptyQuads = %d, max vertices = %d", 50 xCount, yCount, emptyQuads, maxVertices); 51 52 glGenBuffers(1, &meshBuffer); 53} 54 55Patch::~Patch() { 56 delete[] mVertices; 57 delete[] mXDivs; 58 delete[] mYDivs; 59 glDeleteBuffers(1, &meshBuffer); 60} 61 62/////////////////////////////////////////////////////////////////////////////// 63// Patch management 64/////////////////////////////////////////////////////////////////////////////// 65 66void Patch::copy(const int32_t* xDivs, const int32_t* yDivs) { 67 memcpy(mXDivs, xDivs, mXCount * sizeof(int32_t)); 68 memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t)); 69} 70 71void Patch::copy(const int32_t* yDivs) { 72 memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t)); 73} 74 75void Patch::updateColorKey(const uint32_t colorKey) { 76 mColorKey = colorKey; 77} 78 79bool Patch::matches(const int32_t* xDivs, const int32_t* yDivs, const uint32_t colorKey) { 80 if (mColorKey != colorKey) { 81 updateColorKey(colorKey); 82 copy(xDivs, yDivs); 83 return false; 84 } 85 86 for (uint32_t i = 0; i < mXCount; i++) { 87 if (mXDivs[i] != xDivs[i]) { 88 // The Y divs may or may not match, copy everything 89 copy(xDivs, yDivs); 90 return false; 91 } 92 } 93 94 for (uint32_t i = 0; i < mYCount; i++) { 95 if (mYDivs[i] != yDivs[i]) { 96 // We know all the X divs match, copy only Y divs 97 copy(yDivs); 98 return false; 99 } 100 } 101 102 return true; 103} 104 105/////////////////////////////////////////////////////////////////////////////// 106// Vertices management 107/////////////////////////////////////////////////////////////////////////////// 108 109void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight, 110 float left, float top, float right, float bottom) { 111#if RENDER_LAYERS_AS_REGIONS 112 if (hasEmptyQuads) quads.clear(); 113#endif 114 115 // Reset the vertices count here, we will count exactly how many 116 // vertices we actually need when generating the quads 117 verticesCount = 0; 118 119 const uint32_t xStretchCount = (mXCount + 1) >> 1; 120 const uint32_t yStretchCount = (mYCount + 1) >> 1; 121 122 float stretchX = 0.0f; 123 float stretchY = 0.0; 124 125 const float meshWidth = right - left; 126 127 if (xStretchCount > 0) { 128 uint32_t stretchSize = 0; 129 for (uint32_t i = 1; i < mXCount; i += 2) { 130 stretchSize += mXDivs[i] - mXDivs[i - 1]; 131 } 132 const float xStretchTex = stretchSize; 133 const float fixed = bitmapWidth - stretchSize; 134 const float xStretch = right - left - fixed; 135 stretchX = xStretch / xStretchTex; 136 } 137 138 if (yStretchCount > 0) { 139 uint32_t stretchSize = 0; 140 for (uint32_t i = 1; i < mYCount; i += 2) { 141 stretchSize += mYDivs[i] - mYDivs[i - 1]; 142 } 143 const float yStretchTex = stretchSize; 144 const float fixed = bitmapHeight - stretchSize; 145 const float yStretch = bottom - top - fixed; 146 stretchY = yStretch / yStretchTex; 147 } 148 149 TextureVertex* vertex = mVertices; 150 uint32_t quadCount = 0; 151 152 float previousStepY = 0.0f; 153 154 float y1 = 0.0f; 155 float v1 = 0.0f; 156 157 for (uint32_t i = 0; i < mYCount; i++) { 158 float stepY = mYDivs[i]; 159 160 float y2 = 0.0f; 161 if (i & 1) { 162 const float segment = stepY - previousStepY; 163 y2 = y1 + floorf(segment * stretchY + 0.5f); 164 } else { 165 y2 = y1 + stepY - previousStepY; 166 } 167 float v2 = fmax(0.0f, stepY - 0.5f) / bitmapHeight; 168 169 generateRow(vertex, y1, y2, v1, v2, stretchX, right - left, bitmapWidth, quadCount); 170 171 y1 = y2; 172 v1 = (stepY + 0.5f) / bitmapHeight; 173 174 previousStepY = stepY; 175 } 176 177 generateRow(vertex, y1, bottom - top, v1, 1.0f, stretchX, right - left, 178 bitmapWidth, quadCount); 179 180 if (verticesCount > 0) { 181 Caches::getInstance().bindMeshBuffer(meshBuffer); 182 if (!mUploaded) { 183 glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount, 184 mVertices, GL_DYNAMIC_DRAW); 185 mUploaded = true; 186 } else { 187 glBufferSubData(GL_ARRAY_BUFFER, 0, 188 sizeof(TextureVertex) * verticesCount, mVertices); 189 } 190 } 191 192 PATCH_LOGD(" patch: new vertices count = %d", verticesCount); 193} 194 195void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2, 196 float stretchX, float width, float bitmapWidth, uint32_t& quadCount) { 197 float previousStepX = 0.0f; 198 199 float x1 = 0.0f; 200 float u1 = 0.0f; 201 202 // Generate the row quad by quad 203 for (uint32_t i = 0; i < mXCount; i++) { 204 float stepX = mXDivs[i]; 205 206 float x2 = 0.0f; 207 if (i & 1) { 208 const float segment = stepX - previousStepX; 209 x2 = x1 + floorf(segment * stretchX + 0.5f); 210 } else { 211 x2 = x1 + stepX - previousStepX; 212 } 213 float u2 = fmax(0.0f, stepX - 0.5f) / bitmapWidth; 214 215 bool valid = generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount); 216 217 x1 = x2; 218 u1 = (stepX + 0.5f) / bitmapWidth; 219 220 previousStepX = stepX; 221 } 222 223 generateQuad(vertex, x1, y1, width, y2, u1, v1, 1.0f, v2, quadCount); 224} 225 226bool Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, 227 float u1, float v1, float u2, float v2, uint32_t& quadCount) { 228 const uint32_t oldQuadCount = quadCount; 229 const bool valid = x2 >= x1 && y2 >= y1; 230 if (valid) { 231 quadCount++; 232 } 233 234 // Skip degenerate and transparent (empty) quads 235 if (!valid || ((mColorKey >> oldQuadCount) & 0x1) == 1) { 236#if DEBUG_PATCHES_EMPTY_VERTICES 237 PATCH_LOGD(" quad %d (empty)", oldQuadCount); 238 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.2f, %.2f", x1, y1, u1, v1); 239 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.2f, %.2f", x2, y2, u2, v2); 240#endif 241 return false; 242 } 243 244#if RENDER_LAYERS_AS_REGIONS 245 // Record all non empty quads 246 if (hasEmptyQuads) { 247 Rect bounds(x1, y1, x2, y2); 248 quads.add(bounds); 249 } 250#endif 251 252 // Left triangle 253 TextureVertex::set(vertex++, x1, y1, u1, v1); 254 TextureVertex::set(vertex++, x2, y1, u2, v1); 255 TextureVertex::set(vertex++, x1, y2, u1, v2); 256 257 // Right triangle 258 TextureVertex::set(vertex++, x1, y2, u1, v2); 259 TextureVertex::set(vertex++, x2, y1, u2, v1); 260 TextureVertex::set(vertex++, x2, y2, u2, v2); 261 262 // A quad is made of 2 triangles, 6 vertices 263 verticesCount += 6; 264 265#if DEBUG_PATCHES_VERTICES 266 PATCH_LOGD(" quad %d", oldQuadCount); 267 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.2f, %.2f", x1, y1, u1, v1); 268 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.2f, %.2f", x2, y2, u2, v2); 269#endif 270 271 return true; 272} 273 274}; // namespace uirenderer 275}; // namespace android 276