32f05e343c
bug:10761696 Avoids a case where a rect with top coordinate of (e.g.) 0.51f is assumed to not draw in the first row of pixels, which leads to it not being clipped. Since rounding can cause it to render in this first pixel anyway, we very slightly expand geometry bounds. Now, in ambiguous cases, the geometry bounds are expanded so clipping is more likely to happen. Change-Id: I119b7c7720de07bac1634549724ffb63935567fc
243 lines
7.0 KiB
C++
243 lines
7.0 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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#ifndef ANDROID_HWUI_RECT_H
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#define ANDROID_HWUI_RECT_H
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#include <cmath>
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#include <utils/Log.h>
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#include "Vertex.h"
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namespace android {
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namespace uirenderer {
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#define RECT_STRING "%7.2f %7.2f %7.2f %7.2f"
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#define RECT_ARGS(r) \
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(r).left, (r).top, (r).right, (r).bottom
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///////////////////////////////////////////////////////////////////////////////
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// Structs
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///////////////////////////////////////////////////////////////////////////////
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class Rect {
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public:
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float left;
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float top;
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float right;
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float bottom;
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// Used by Region
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typedef float value_type;
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// we don't provide copy-ctor and operator= on purpose
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// because we want the compiler generated versions
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inline Rect():
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left(0),
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top(0),
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right(0),
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bottom(0) {
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}
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inline Rect(float left, float top, float right, float bottom):
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left(left),
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top(top),
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right(right),
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bottom(bottom) {
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}
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inline Rect(float width, float height):
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left(0.0f),
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top(0.0f),
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right(width),
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bottom(height) {
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}
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friend int operator==(const Rect& a, const Rect& b) {
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return !memcmp(&a, &b, sizeof(a));
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}
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friend int operator!=(const Rect& a, const Rect& b) {
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return memcmp(&a, &b, sizeof(a));
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}
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inline void clear() {
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left = top = right = bottom = 0.0f;
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}
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inline bool isEmpty() const {
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// this is written in such way this it'll handle NANs to return
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// true (empty)
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return !((left < right) && (top < bottom));
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}
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inline void setEmpty() {
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left = top = right = bottom = 0.0f;
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}
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inline void set(float left, float top, float right, float bottom) {
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this->left = left;
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this->right = right;
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this->top = top;
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this->bottom = bottom;
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}
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inline void set(const Rect& r) {
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set(r.left, r.top, r.right, r.bottom);
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}
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inline float getWidth() const {
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return right - left;
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}
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inline float getHeight() const {
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return bottom - top;
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}
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bool intersects(float l, float t, float r, float b) const {
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return !intersectWith(l, t, r, b).isEmpty();
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}
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bool intersects(const Rect& r) const {
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return intersects(r.left, r.top, r.right, r.bottom);
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}
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bool intersect(float l, float t, float r, float b) {
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Rect tmp(l, t, r, b);
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intersectWith(tmp);
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if (!tmp.isEmpty()) {
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set(tmp);
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return true;
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}
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return false;
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}
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bool intersect(const Rect& r) {
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return intersect(r.left, r.top, r.right, r.bottom);
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}
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inline bool contains(float l, float t, float r, float b) const {
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return l >= left && t >= top && r <= right && b <= bottom;
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}
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inline bool contains(const Rect& r) const {
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return contains(r.left, r.top, r.right, r.bottom);
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}
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bool unionWith(const Rect& r) {
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if (r.left < r.right && r.top < r.bottom) {
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if (left < right && top < bottom) {
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if (left > r.left) left = r.left;
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if (top > r.top) top = r.top;
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if (right < r.right) right = r.right;
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if (bottom < r.bottom) bottom = r.bottom;
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return true;
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} else {
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left = r.left;
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top = r.top;
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right = r.right;
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bottom = r.bottom;
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return true;
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}
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}
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return false;
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}
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void translate(float dx, float dy) {
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left += dx;
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right += dx;
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top += dy;
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bottom += dy;
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}
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void outset(float delta) {
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left -= delta;
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top -= delta;
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right += delta;
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bottom += delta;
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}
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/**
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* Similar to snapToPixelBoundaries, but estimates bounds conservatively to handle GL rounding
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* errors.
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*
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* This function should be used whenever estimating the damage rect of geometry already mapped
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* into layer space.
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*/
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void snapGeometryToPixelBoundaries(bool snapOut) {
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if (snapOut) {
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/* For AA geometry with a ramp perimeter, don't snap by rounding - AA geometry will have
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* a 0.5 pixel perimeter not accounted for in its bounds. Instead, snap by
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* conservatively rounding out the bounds with floor/ceil.
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*
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* In order to avoid changing integer bounds with floor/ceil due to rounding errors
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* inset the bounds first by the fudge factor. Very small fraction-of-a-pixel errors
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* from this inset will only incur similarly small errors in output, due to transparency
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* in extreme outside of the geometry.
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*/
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left = floorf(left + Vertex::gGeometryFudgeFactor);
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top = floorf(top + Vertex::gGeometryFudgeFactor);
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right = ceilf(right - Vertex::gGeometryFudgeFactor);
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bottom = ceilf(bottom - Vertex::gGeometryFudgeFactor);
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} else {
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/* For other geometry, we do the regular rounding in order to snap, but also outset the
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* bounds by a fudge factor. This ensures that ambiguous geometry (e.g. a non-AA Rect
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* with top left at (0.5, 0.5)) will err on the side of a larger damage rect.
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*/
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left = floorf(left + 0.5f - Vertex::gGeometryFudgeFactor);
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top = floorf(top + 0.5f - Vertex::gGeometryFudgeFactor);
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right = floorf(right + 0.5f + Vertex::gGeometryFudgeFactor);
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bottom = floorf(bottom + 0.5f + Vertex::gGeometryFudgeFactor);
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}
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}
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void snapToPixelBoundaries() {
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left = floorf(left + 0.5f);
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top = floorf(top + 0.5f);
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right = floorf(right + 0.5f);
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bottom = floorf(bottom + 0.5f);
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}
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void dump() const {
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ALOGD("Rect[l=%f t=%f r=%f b=%f]", left, top, right, bottom);
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}
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private:
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void intersectWith(Rect& tmp) const {
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tmp.left = fmaxf(left, tmp.left);
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tmp.top = fmaxf(top, tmp.top);
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tmp.right = fminf(right, tmp.right);
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tmp.bottom = fminf(bottom, tmp.bottom);
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}
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Rect intersectWith(float l, float t, float r, float b) const {
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Rect tmp;
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tmp.left = fmaxf(left, l);
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tmp.top = fmaxf(top, t);
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tmp.right = fminf(right, r);
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tmp.bottom = fminf(bottom, b);
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return tmp;
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}
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}; // class Rect
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_RECT_H
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