Romain Guy 5b3b35296e Optimize FBO drawing with regions.
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.

Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
2010-11-02 16:17:23 -07:00

337 lines
10 KiB
C++

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