a3dc55f83a
Bug #7253839 1. Make sure we don't make GL calls while recording display lists 2. Disable an early and trivial clip optimization in font renderer when a perspective transformation is used on the Canvas Change-Id: I3f1052164239329346854f72d0a0d401fbfecf06
389 lines
11 KiB
C++
389 lines
11 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "OpenGLRenderer"
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include <utils/Log.h>
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#include <SkMatrix.h>
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#include "utils/Compare.h"
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#include "Matrix.h"
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namespace android {
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namespace uirenderer {
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void Matrix4::loadIdentity() {
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data[kScaleX] = 1.0f;
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data[kSkewY] = 0.0f;
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data[2] = 0.0f;
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data[kPerspective0] = 0.0f;
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data[kSkewX] = 0.0f;
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data[kScaleY] = 1.0f;
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data[6] = 0.0f;
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data[kPerspective1] = 0.0f;
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data[8] = 0.0f;
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data[9] = 0.0f;
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data[kScaleZ] = 1.0f;
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data[11] = 0.0f;
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data[kTranslateX] = 0.0f;
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data[kTranslateY] = 0.0f;
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data[kTranslateZ] = 0.0f;
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data[kPerspective2] = 1.0f;
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mIsIdentity = true;
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mSimpleMatrix = true;
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}
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bool Matrix4::changesBounds() const {
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return !(data[0] == 1.0f && data[1] == 0.0f && data[2] == 0.0f && data[4] == 0.0f &&
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data[5] == 1.0f && data[6] == 0.0f && data[8] == 0.0f && data[9] == 0.0f &&
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data[10] == 1.0f);
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}
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bool Matrix4::isPureTranslate() const {
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return mSimpleMatrix && data[kScaleX] == 1.0f && data[kScaleY] == 1.0f;
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}
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bool Matrix4::isSimple() const {
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return mSimpleMatrix;
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}
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bool Matrix4::isIdentity() const {
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return mIsIdentity;
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}
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bool Matrix4::isPerspective() const {
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return data[kPerspective0] != 0.0f || data[kPerspective1] != 0.0f ||
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data[kPerspective2] != 1.0f;
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}
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void Matrix4::load(const float* v) {
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memcpy(data, v, sizeof(data));
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// TODO: Do something smarter here
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mSimpleMatrix = false;
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mIsIdentity = false;
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}
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void Matrix4::load(const Matrix4& v) {
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memcpy(data, v.data, sizeof(data));
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mSimpleMatrix = v.mSimpleMatrix;
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mIsIdentity = v.mIsIdentity;
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}
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void Matrix4::load(const SkMatrix& v) {
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memset(data, 0, sizeof(data));
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data[kScaleX] = v[SkMatrix::kMScaleX];
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data[kSkewX] = v[SkMatrix::kMSkewX];
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data[kTranslateX] = v[SkMatrix::kMTransX];
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data[kSkewY] = v[SkMatrix::kMSkewY];
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data[kScaleY] = v[SkMatrix::kMScaleY];
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data[kTranslateY] = v[SkMatrix::kMTransY];
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data[kPerspective0] = v[SkMatrix::kMPersp0];
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data[kPerspective1] = v[SkMatrix::kMPersp1];
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data[kPerspective2] = v[SkMatrix::kMPersp2];
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data[kScaleZ] = 1.0f;
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mSimpleMatrix = (v.getType() <= (SkMatrix::kScale_Mask | SkMatrix::kTranslate_Mask));
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mIsIdentity = v.isIdentity();
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}
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void Matrix4::copyTo(SkMatrix& v) const {
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v.reset();
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v.set(SkMatrix::kMScaleX, data[kScaleX]);
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v.set(SkMatrix::kMSkewX, data[kSkewX]);
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v.set(SkMatrix::kMTransX, data[kTranslateX]);
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v.set(SkMatrix::kMSkewY, data[kSkewY]);
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v.set(SkMatrix::kMScaleY, data[kScaleY]);
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v.set(SkMatrix::kMTransY, data[kTranslateY]);
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v.set(SkMatrix::kMPersp0, data[kPerspective0]);
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v.set(SkMatrix::kMPersp1, data[kPerspective1]);
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v.set(SkMatrix::kMPersp2, data[kPerspective2]);
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}
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void Matrix4::loadInverse(const Matrix4& v) {
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double scale = 1.0 /
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(v.data[kScaleX] * ((double) v.data[kScaleY] * v.data[kPerspective2] -
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(double) v.data[kTranslateY] * v.data[kPerspective1]) +
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v.data[kSkewX] * ((double) v.data[kTranslateY] * v.data[kPerspective0] -
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(double) v.data[kSkewY] * v.data[kPerspective2]) +
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v.data[kTranslateX] * ((double) v.data[kSkewY] * v.data[kPerspective1] -
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(double) v.data[kScaleY] * v.data[kPerspective0]));
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data[kScaleX] = (v.data[kScaleY] * v.data[kPerspective2] -
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v.data[kTranslateY] * v.data[kPerspective1]) * scale;
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data[kSkewX] = (v.data[kTranslateX] * v.data[kPerspective1] -
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v.data[kSkewX] * v.data[kPerspective2]) * scale;
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data[kTranslateX] = (v.data[kSkewX] * v.data[kTranslateY] -
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v.data[kTranslateX] * v.data[kScaleY]) * scale;
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data[kSkewY] = (v.data[kTranslateY] * v.data[kPerspective0] -
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v.data[kSkewY] * v.data[kPerspective2]) * scale;
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data[kScaleY] = (v.data[kScaleX] * v.data[kPerspective2] -
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v.data[kTranslateX] * v.data[kPerspective0]) * scale;
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data[kTranslateY] = (v.data[kTranslateX] * v.data[kSkewY] -
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v.data[kScaleX] * v.data[kTranslateY]) * scale;
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data[kPerspective0] = (v.data[kSkewY] * v.data[kPerspective1] -
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v.data[kScaleY] * v.data[kPerspective0]) * scale;
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data[kPerspective1] = (v.data[kSkewX] * v.data[kPerspective0] -
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v.data[kScaleX] * v.data[kPerspective1]) * scale;
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data[kPerspective2] = (v.data[kScaleX] * v.data[kScaleY] -
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v.data[kSkewX] * v.data[kSkewY]) * scale;
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mSimpleMatrix = v.mSimpleMatrix;
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mIsIdentity = v.mIsIdentity;
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}
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void Matrix4::copyTo(float* v) const {
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memcpy(v, data, sizeof(data));
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}
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float Matrix4::getTranslateX() {
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return data[kTranslateX];
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}
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float Matrix4::getTranslateY() {
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return data[kTranslateY];
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}
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void Matrix4::multiply(float v) {
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for (int i = 0; i < 16; i++) {
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data[i] *= v;
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}
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mIsIdentity = false;
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}
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void Matrix4::loadTranslate(float x, float y, float z) {
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loadIdentity();
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data[kTranslateX] = x;
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data[kTranslateY] = y;
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data[kTranslateZ] = z;
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mIsIdentity = false;
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}
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void Matrix4::loadScale(float sx, float sy, float sz) {
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loadIdentity();
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data[kScaleX] = sx;
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data[kScaleY] = sy;
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data[kScaleZ] = sz;
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mIsIdentity = false;
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}
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void Matrix4::loadSkew(float sx, float sy) {
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loadIdentity();
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data[kScaleX] = 1.0f;
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data[kSkewX] = sx;
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data[kTranslateX] = 0.0f;
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data[kSkewY] = sy;
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data[kScaleY] = 1.0f;
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data[kTranslateY] = 0.0f;
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data[kPerspective0] = 0.0f;
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data[kPerspective1] = 0.0f;
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data[kPerspective2] = 1.0f;
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mSimpleMatrix = false;
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mIsIdentity = false;
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}
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void Matrix4::loadRotate(float angle, float x, float y, float z) {
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data[kPerspective0] = 0.0f;
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data[kPerspective1] = 0.0f;
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data[11] = 0.0f;
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data[kTranslateX] = 0.0f;
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data[kTranslateY] = 0.0f;
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data[kTranslateZ] = 0.0f;
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data[kPerspective2] = 1.0f;
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angle *= float(M_PI / 180.0f);
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float c = cosf(angle);
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float s = sinf(angle);
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const float length = sqrtf(x * x + y * y + z * z);
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float recipLen = 1.0f / length;
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x *= recipLen;
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y *= recipLen;
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z *= recipLen;
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const float nc = 1.0f - c;
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const float xy = x * y;
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const float yz = y * z;
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const float zx = z * x;
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const float xs = x * s;
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const float ys = y * s;
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const float zs = z * s;
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data[kScaleX] = x * x * nc + c;
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data[kSkewX] = xy * nc - zs;
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data[8] = zx * nc + ys;
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data[kSkewY] = xy * nc + zs;
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data[kScaleY] = y * y * nc + c;
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data[9] = yz * nc - xs;
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data[2] = zx * nc - ys;
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data[6] = yz * nc + xs;
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data[kScaleZ] = z * z * nc + c;
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mSimpleMatrix = false;
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mIsIdentity = false;
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}
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void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
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for (int i = 0 ; i < 4 ; i++) {
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float x = 0;
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float y = 0;
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float z = 0;
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float w = 0;
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for (int j = 0 ; j < 4 ; j++) {
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const float e = v.get(i, j);
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x += u.get(j, 0) * e;
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y += u.get(j, 1) * e;
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z += u.get(j, 2) * e;
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w += u.get(j, 3) * e;
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}
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set(i, 0, x);
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set(i, 1, y);
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set(i, 2, z);
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set(i, 3, w);
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}
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mSimpleMatrix = u.mSimpleMatrix && v.mSimpleMatrix;
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mIsIdentity = false;
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}
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void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
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loadIdentity();
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data[kScaleX] = 2.0f / (right - left);
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data[kScaleY] = 2.0f / (top - bottom);
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data[kScaleZ] = -2.0f / (far - near);
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data[kTranslateX] = -(right + left) / (right - left);
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data[kTranslateY] = -(top + bottom) / (top - bottom);
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data[kTranslateZ] = -(far + near) / (far - near);
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mIsIdentity = false;
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}
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#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c)
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void Matrix4::mapPoint(float& x, float& y) const {
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if (mSimpleMatrix) {
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MUL_ADD_STORE(x, data[kScaleX], data[kTranslateX]);
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MUL_ADD_STORE(y, data[kScaleY], data[kTranslateY]);
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return;
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}
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float dx = x * data[kScaleX] + y * data[kSkewX] + data[kTranslateX];
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float dy = x * data[kSkewY] + y * data[kScaleY] + data[kTranslateY];
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float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2];
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if (dz) dz = 1.0f / dz;
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x = dx * dz;
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y = dy * dz;
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}
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void Matrix4::mapRect(Rect& r) const {
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if (mSimpleMatrix) {
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MUL_ADD_STORE(r.left, data[kScaleX], data[kTranslateX]);
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MUL_ADD_STORE(r.right, data[kScaleX], data[kTranslateX]);
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MUL_ADD_STORE(r.top, data[kScaleY], data[kTranslateY]);
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MUL_ADD_STORE(r.bottom, data[kScaleY], data[kTranslateY]);
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if (r.left > r.right) {
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float x = r.left;
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r.left = r.right;
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r.right = x;
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}
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if (r.top > r.bottom) {
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float y = r.top;
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r.top = r.bottom;
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r.bottom = y;
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}
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return;
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}
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float vertices[] = {
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r.left, r.top,
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r.right, r.top,
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r.right, r.bottom,
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r.left, r.bottom
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};
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float x, y, z;
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for (int i = 0; i < 8; i+= 2) {
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float px = vertices[i];
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float py = vertices[i + 1];
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x = px * data[kScaleX] + py * data[kSkewX] + data[kTranslateX];
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y = px * data[kSkewY] + py * data[kScaleY] + data[kTranslateY];
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z = px * data[kPerspective0] + py * data[kPerspective1] + data[kPerspective2];
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if (z) z = 1.0f / z;
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vertices[i] = x * z;
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vertices[i + 1] = y * z;
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}
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r.left = r.right = vertices[0];
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r.top = r.bottom = vertices[1];
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for (int i = 2; i < 8; i += 2) {
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x = vertices[i];
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y = vertices[i + 1];
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if (x < r.left) r.left = x;
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else if (x > r.right) r.right = x;
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if (y < r.top) r.top = y;
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else if (y > r.bottom) r.bottom = y;
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}
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}
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void Matrix4::dump() const {
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ALOGD("Matrix4[simple=%d", mSimpleMatrix);
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ALOGD(" %f %f %f %f", data[kScaleX], data[kSkewX], data[8], data[kTranslateX]);
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ALOGD(" %f %f %f %f", data[kSkewY], data[kScaleY], data[9], data[kTranslateY]);
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ALOGD(" %f %f %f %f", data[2], data[6], data[kScaleZ], data[kTranslateZ]);
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ALOGD(" %f %f %f %f", data[kPerspective0], data[kPerspective1], data[11], data[kPerspective2]);
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ALOGD("]");
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}
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}; // namespace uirenderer
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}; // namespace android
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