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
119 lines
3.5 KiB
C++
119 lines
3.5 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_VERTEX_H
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#define ANDROID_HWUI_VERTEX_H
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#include "Vector.h"
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namespace android {
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namespace uirenderer {
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/**
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* Simple structure to describe a vertex with a position and a texture.
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*/
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struct Vertex {
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/**
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* Fudge-factor used to disambiguate geometry pixel positioning.
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*
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* Used to offset lines and points to avoid ambiguous intersection with pixel centers (see
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* Program::set()), and used to make geometry damage rect calculation conservative (see
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* Rect::snapGeometryToPixelBoundaries())
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*/
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static const float gGeometryFudgeFactor = 0.0656f;
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float position[2];
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static inline void set(Vertex* vertex, float x, float y) {
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vertex[0].position[0] = x;
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vertex[0].position[1] = y;
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}
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static inline void set(Vertex* vertex, vec2 val) {
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set(vertex, val.x, val.y);
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}
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static inline void copyWithOffset(Vertex* vertex, const Vertex& src, float x, float y) {
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set(vertex, src.position[0] + x, src.position[1] + y);
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}
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}; // struct Vertex
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/**
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* Simple structure to describe a vertex with a position and texture UV.
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*/
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struct TextureVertex {
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float position[2];
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float texture[2];
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static inline void set(TextureVertex* vertex, float x, float y, float u, float v) {
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vertex[0].position[0] = x;
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vertex[0].position[1] = y;
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vertex[0].texture[0] = u;
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vertex[0].texture[1] = v;
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}
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static inline void setUV(TextureVertex* vertex, float u, float v) {
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vertex[0].texture[0] = u;
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vertex[0].texture[1] = v;
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}
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}; // struct TextureVertex
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/**
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* Simple structure to describe a vertex with a position, texture UV and ARGB color.
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*/
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struct ColorTextureVertex : TextureVertex {
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float color[4];
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static inline void set(ColorTextureVertex* vertex, float x, float y,
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float u, float v, int color) {
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TextureVertex::set(vertex, x, y, u, v);
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const float a = ((color >> 24) & 0xff) / 255.0f;
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vertex[0].color[0] = a * ((color >> 16) & 0xff) / 255.0f;
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vertex[0].color[1] = a * ((color >> 8) & 0xff) / 255.0f;
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vertex[0].color[2] = a * ((color ) & 0xff) / 255.0f;
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vertex[0].color[3] = a;
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}
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}; // struct ColorTextureVertex
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/**
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* Simple structure to describe a vertex with a position and an alpha value.
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*/
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struct AlphaVertex : Vertex {
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float alpha;
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static inline void set(AlphaVertex* vertex, float x, float y, float alpha) {
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Vertex::set(vertex, x, y);
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vertex[0].alpha = alpha;
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}
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static inline void copyWithOffset(AlphaVertex* vertex, const AlphaVertex& src,
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float x, float y) {
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Vertex::set(vertex, src.position[0] + x, src.position[1] + y);
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vertex[0].alpha = src.alpha;
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}
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static inline void setColor(AlphaVertex* vertex, float alpha) {
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vertex[0].alpha = alpha;
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}
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}; // struct AlphaVertex
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_VERTEX_H
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