History log of /frameworks/base/libs/hwui/PathTessellator.h
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
9db58c031f8ffa102a6d585cb585bed3bdb911a9 20-Aug-2015 Chris Craik <ccraik@google.com> Remove MathUtils::min/max

bug:22202895

Change-Id: Ia115d86871314e3819f684ea7307356aed13a28e
/frameworks/base/libs/hwui/PathTessellator.h
272a685f17cc4828257e521a6f62b7b17870f75e 30-Jul-2015 John Reck <jreck@google.com> Replace most usages of utils/Vector.h

Change-Id: I540d1b3523244d6c71fc52d6fb30555271c25644
/frameworks/base/libs/hwui/PathTessellator.h
21ef8205a1c741ab4021c2d99c568bed39fc136e 29-May-2015 ztenghui <ztenghui@google.com> Tweak the threshold for conic path quads computation.

We still want it to be related to the threshold for bezier generation.

b/19903239

Change-Id: Ifdce32f1c28ecea9eac98d02c73afa948341fc7d
/frameworks/base/libs/hwui/PathTessellator.h
fca52b7583d1e5f5ff8ed06554875d2a30ef56fa 28-Apr-2015 Chris Craik <ccraik@google.com> Use path intersection instead of saveLayer+mesh to mask projected ripples

bug:14297149

SaveLayer's performance cost is high, and proportional to the surface
being projected onto. Since ripples (even unbounded ones) are now
always projected to the arbitrary background content behind them, this
cost is especially important to avoid.

This removes the last semi-secret, saveLayer from the projected
ripple implementation.

Also fixes the HW test app to correctly demonstrate this projection
masking behavior.

Additionaly, alters PathTessellator to gracefully handle
counter-clockwise paths, and simplifies the work done by
ShadowTessellator to ensure all of its paths are counterclockwise.

Change-Id: Ibe9e12812bd10a774e20b1d444a140c368cbba8c
/frameworks/base/libs/hwui/PathTessellator.h
9c3dd62d0fbec40ea15b0a56a01bcfefa3ceabdd 12-Jun-2014 Chris Craik <ccraik@google.com> Limit path approximation recursion depth

bug:15369119
Change-Id: I6f009f5e8790129e1aa8a51e1fc6cdd1415dd617
/frameworks/base/libs/hwui/PathTessellator.h
05f3d6e5111fd08df5cd9aae2c3d28399dc0e7f5 03-Jun-2014 Chris Craik <ccraik@google.com> Tessellate on worker threads

Tessellate and cache (where possible) shadow and round rect
tessellation tasks.

Change-Id: I2cfda8e11d83d51ea74af871235cf26e8f831d40
/frameworks/base/libs/hwui/PathTessellator.h
15a07a21eb33e8ca1c7444944fe0541a53380c0c 26-Jan-2014 Chris Craik <ccraik@google.com> Use path outlines to define shadow shapes

Fixes the simplifying assumption that shadow casters were always
rectangular.

Java side APIs + plumbing to pass down correct shapes still need to be added.

Change-Id: Ic4fee90af15679951a44bb5cc6ae454b98c4c194
/frameworks/base/libs/hwui/PathTessellator.h
d218a92c0afb8c0d98135b20b52ac87236e1c935 03-Jan-2014 Chris Craik <ccraik@google.com> Use const where possible for drawing parameters

They should never be modified by a Renderer, only read and copied.

Change-Id: I9d8d55dca19115ee9dfeb2bb3f092ba2fb327cd4
/frameworks/base/libs/hwui/PathTessellator.h
d6b65f67717025b1162f86f04e2caa5723566cac 01-Jan-2014 Chris Craik <ccraik@google.com> Use const access to snapshot from OpenGLRenderer

Additionally, move clipping methods to StatefulBaseRenderer

Change-Id: Iff232bf16fc1ad3b7d89493da6d8915db7bc5e4f
/frameworks/base/libs/hwui/PathTessellator.h
55bfb4e728fe1db619af5d2c287f4abe711b3343 03-Dec-2013 ztenghui <ztenghui@google.com> Calculate and show Ambient shadow.

Basically we compute the shadow as a strip of triangles, whose alpha value
is the strength of the shadow.
We use the normal to extend the geometry.
And we use static function and try to avoid new/malloc in the computation.

Change-Id: I382286f1cad351bd5ff983f76f446c075819dcaf
/frameworks/base/libs/hwui/PathTessellator.h
f0a590781b2c3e34132b2011d3956135add73ae0 20-Nov-2013 Chris Craik <ccraik@google.com> Clean up quick rejection, especially surrounding points + lines.

bug:4351353

quickReject and quickRejectNoScissor have been renamed and refactored:
- to make the scissor side effect clear and explicit
- dangerous methods no longer public
- to make the simple quick reject check logic const
- simple quick reject is now conservative

This CL also fixes several issues with line and point quickRejection -
sub-pixel and hairline lines are much less likely to be incorrectly
rejected, especially at small canvas scale.

Additionally, alpha modulation for AA points < 1px in size is now
correct, dumplicating SW behavior (similar to lines and stroked
shapes work).

Change-Id: Ibb0710c721b9fb415d05acf54dd3d2b4d602156a
/frameworks/base/libs/hwui/PathTessellator.h
6d29c8d5218cac0fb35f3b7c253f2bdebd44f15a 09-May-2013 Chris Craik <ccraik@google.com> Add tessellation path for points

bug:4351353
bug:8185479

Point tessellation is similar to line special case, except that we
only tessellate one point (as a circle or rect) and duplicate it
across other instances.

Additionally:

Fixes square caps for AA=false lines

Cleanup in CanvasCompare, disabling interpolation on zoomed-in
comparison view

Change-Id: I0756fcc4b20f77878fed0d8057297c80e82ed9dc
/frameworks/base/libs/hwui/PathTessellator.h
65cd612face362d054a85d0f7e5881c59cd523be 11-Dec-2012 Chris Craik <ccraik@google.com> Add cap tessellation support

bug:7117155
bug:8114304

Currently used for lines (with and without AA) and arcs with useCenter=false

Also removes 0.375, 0.375 offset for AA lines

Change-Id: Ic8ace418739344db1e2814edf65253fe7448b0b0
/frameworks/base/libs/hwui/PathTessellator.h