Chris Craik fca52b7583 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
2015-05-26 17:53:16 -07:00

260 lines
7.9 KiB
C++

/*
* Copyright (C) 2014 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.
*/
#include <SkCanvas.h>
#include "CanvasState.h"
#include "utils/MathUtils.h"
namespace android {
namespace uirenderer {
CanvasState::CanvasState(CanvasStateClient& renderer)
: mDirtyClip(false)
, mWidth(-1)
, mHeight(-1)
, mSaveCount(1)
, mFirstSnapshot(new Snapshot)
, mCanvas(renderer)
, mSnapshot(mFirstSnapshot) {
}
CanvasState::~CanvasState() {
}
void CanvasState::initializeSaveStack(float clipLeft, float clipTop,
float clipRight, float clipBottom, const Vector3& lightCenter) {
mSnapshot = new Snapshot(mFirstSnapshot,
SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
mSnapshot->setClip(clipLeft, clipTop, clipRight, clipBottom);
mSnapshot->fbo = mCanvas.getTargetFbo();
mSnapshot->setRelativeLightCenter(lightCenter);
mSaveCount = 1;
}
void CanvasState::setViewport(int width, int height) {
mWidth = width;
mHeight = height;
mFirstSnapshot->initializeViewport(width, height);
mCanvas.onViewportInitialized();
// create a temporary 1st snapshot, so old snapshots are released,
// and viewport can be queried safely.
// TODO: remove, combine viewport + save stack initialization
mSnapshot = new Snapshot(mFirstSnapshot,
SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
mSaveCount = 1;
}
///////////////////////////////////////////////////////////////////////////////
// Save (layer)
///////////////////////////////////////////////////////////////////////////////
/**
* Guaranteed to save without side-effects
*
* This approach, here and in restoreSnapshot(), allows subclasses to directly manipulate the save
* stack, and ensures restoreToCount() doesn't call back into subclass overrides.
*/
int CanvasState::saveSnapshot(int flags) {
mSnapshot = new Snapshot(mSnapshot, flags);
return mSaveCount++;
}
int CanvasState::save(int flags) {
return saveSnapshot(flags);
}
/**
* Guaranteed to restore without side-effects.
*/
void CanvasState::restoreSnapshot() {
sp<Snapshot> toRemove = mSnapshot;
sp<Snapshot> toRestore = mSnapshot->previous;
mSaveCount--;
mSnapshot = toRestore;
// subclass handles restore implementation
mCanvas.onSnapshotRestored(*toRemove, *toRestore);
}
void CanvasState::restore() {
if (mSaveCount > 1) {
restoreSnapshot();
}
}
void CanvasState::restoreToCount(int saveCount) {
if (saveCount < 1) saveCount = 1;
while (mSaveCount > saveCount) {
restoreSnapshot();
}
}
///////////////////////////////////////////////////////////////////////////////
// Matrix
///////////////////////////////////////////////////////////////////////////////
void CanvasState::getMatrix(SkMatrix* matrix) const {
mSnapshot->transform->copyTo(*matrix);
}
void CanvasState::translate(float dx, float dy, float dz) {
mSnapshot->transform->translate(dx, dy, dz);
}
void CanvasState::rotate(float degrees) {
mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
}
void CanvasState::scale(float sx, float sy) {
mSnapshot->transform->scale(sx, sy, 1.0f);
}
void CanvasState::skew(float sx, float sy) {
mSnapshot->transform->skew(sx, sy);
}
void CanvasState::setMatrix(const SkMatrix& matrix) {
mSnapshot->transform->load(matrix);
}
void CanvasState::setMatrix(const Matrix4& matrix) {
mSnapshot->transform->load(matrix);
}
void CanvasState::concatMatrix(const SkMatrix& matrix) {
mat4 transform(matrix);
mSnapshot->transform->multiply(transform);
}
void CanvasState::concatMatrix(const Matrix4& matrix) {
mSnapshot->transform->multiply(matrix);
}
///////////////////////////////////////////////////////////////////////////////
// Clip
///////////////////////////////////////////////////////////////////////////////
bool CanvasState::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
mDirtyClip |= mSnapshot->clip(left, top, right, bottom, op);
return !mSnapshot->clipIsEmpty();
}
bool CanvasState::clipPath(const SkPath* path, SkRegion::Op op) {
mDirtyClip |= mSnapshot->clipPath(*path, op);
return !mSnapshot->clipIsEmpty();
}
bool CanvasState::clipRegion(const SkRegion* region, SkRegion::Op op) {
mDirtyClip |= mSnapshot->clipRegionTransformed(*region, op);
return !mSnapshot->clipIsEmpty();
}
void CanvasState::setClippingOutline(LinearAllocator& allocator, const Outline* outline) {
Rect bounds;
float radius;
if (!outline->getAsRoundRect(&bounds, &radius)) return; // only RR supported
bool outlineIsRounded = MathUtils::isPositive(radius);
if (!outlineIsRounded || currentTransform()->isSimple()) {
// TODO: consider storing this rect separately, so that this can't be replaced with clip ops
clipRect(bounds.left, bounds.top, bounds.right, bounds.bottom, SkRegion::kIntersect_Op);
}
if (outlineIsRounded) {
setClippingRoundRect(allocator, bounds, radius, false);
}
}
void CanvasState::setClippingRoundRect(LinearAllocator& allocator,
const Rect& rect, float radius, bool highPriority) {
mSnapshot->setClippingRoundRect(allocator, rect, radius, highPriority);
}
void CanvasState::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) {
mSnapshot->setProjectionPathMask(allocator, path);
}
///////////////////////////////////////////////////////////////////////////////
// Quick Rejection
///////////////////////////////////////////////////////////////////////////////
/**
* Calculates whether content drawn within the passed bounds would be outside of, or intersect with
* the clipRect. Does not modify the scissor.
*
* @param clipRequired if not null, will be set to true if element intersects clip
* (and wasn't rejected)
*
* @param snapOut if set, the geometry will be treated as having an AA ramp.
* See Rect::snapGeometryToPixelBoundaries()
*/
bool CanvasState::calculateQuickRejectForScissor(float left, float top,
float right, float bottom,
bool* clipRequired, bool* roundRectClipRequired,
bool snapOut) const {
if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
return true;
}
Rect r(left, top, right, bottom);
currentTransform()->mapRect(r);
r.snapGeometryToPixelBoundaries(snapOut);
Rect clipRect(currentClipRect());
clipRect.snapToPixelBoundaries();
if (!clipRect.intersects(r)) return true;
// clip is required if geometry intersects clip rect
if (clipRequired) {
*clipRequired = !clipRect.contains(r);
}
// round rect clip is required if RR clip exists, and geometry intersects its corners
if (roundRectClipRequired) {
*roundRectClipRequired = mSnapshot->roundRectClipState != nullptr
&& mSnapshot->roundRectClipState->areaRequiresRoundRectClip(r);
}
return false;
}
bool CanvasState::quickRejectConservative(float left, float top,
float right, float bottom) const {
if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
return true;
}
Rect r(left, top, right, bottom);
currentTransform()->mapRect(r);
r.roundOut(); // rounded out to be conservative
Rect clipRect(currentClipRect());
clipRect.snapToPixelBoundaries();
if (!clipRect.intersects(r)) return true;
return false;
}
} // namespace uirenderer
} // namespace android