android_frameworks_base/libs/hwui/DisplayListRenderer.h
Chris Craik 41541825bc Use individual glyph positions to determine text bounds.
bug:8766924

Previously text bounds were calculated to be from 0 to totalAdvance in
the X, and from the font's top to bottom. These are incorrect,
especially in light of the font fallback mechanism.

Now, we calculate the bounds of the text as we layout each glyph.
Since these are much tighter bounds in the common case, this
significantly reduces the amount of clipping required (which in turn
enables more aggressive text merging).

Change-Id: I172e5466bf5975bf837af894a9964c41db538746
2013-05-21 23:04:05 +00:00

360 lines
12 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.
*/
#ifndef ANDROID_HWUI_DISPLAY_LIST_RENDERER_H
#define ANDROID_HWUI_DISPLAY_LIST_RENDERER_H
#include <SkMatrix.h>
#include <SkPaint.h>
#include <SkPath.h>
#include <cutils/compiler.h>
#include "DisplayList.h"
#include "DisplayListLogBuffer.h"
#include "OpenGLRenderer.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define MIN_WRITER_SIZE 4096
#define OP_MAY_BE_SKIPPED_MASK 0xff000000
// Debug
#if DEBUG_DISPLAY_LIST
#define DISPLAY_LIST_LOGD(...) ALOGD(__VA_ARGS__)
#else
#define DISPLAY_LIST_LOGD(...)
#endif
///////////////////////////////////////////////////////////////////////////////
// Display list
///////////////////////////////////////////////////////////////////////////////
class DeferredDisplayList;
class DisplayListRenderer;
class DisplayListOp;
class DrawOp;
class StateOp;
/**
* Records drawing commands in a display list for latter playback.
*/
class DisplayListRenderer: public OpenGLRenderer {
public:
ANDROID_API DisplayListRenderer();
virtual ~DisplayListRenderer();
ANDROID_API DisplayList* getDisplayList(DisplayList* displayList);
virtual bool isDeferred();
virtual void setViewport(int width, int height);
virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
virtual void finish();
virtual status_t callDrawGLFunction(Functor *functor, Rect& dirty);
virtual void interrupt();
virtual void resume();
virtual int save(int flags);
virtual void restore();
virtual void restoreToCount(int saveCount);
virtual int saveLayer(float left, float top, float right, float bottom,
int alpha, SkXfermode::Mode mode, int flags);
virtual void translate(float dx, float dy);
virtual void rotate(float degrees);
virtual void scale(float sx, float sy);
virtual void skew(float sx, float sy);
virtual void setMatrix(SkMatrix* matrix);
virtual void concatMatrix(SkMatrix* matrix);
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
virtual bool clipPath(SkPath* path, SkRegion::Op op);
virtual bool clipRegion(SkRegion* region, SkRegion::Op op);
virtual status_t drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t flags);
virtual status_t drawLayer(Layer* layer, float x, float y);
virtual status_t drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual status_t drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
virtual status_t drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, SkPaint* paint);
virtual status_t drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual status_t drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
float* vertices, int* colors, SkPaint* paint);
virtual status_t drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawColor(int color, SkXfermode::Mode mode);
virtual status_t drawRect(float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, SkPaint* paint);
virtual status_t drawCircle(float x, float y, float radius, SkPaint* paint);
virtual status_t drawOval(float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, SkPaint* paint);
virtual status_t drawPath(SkPath* path, SkPaint* paint);
virtual status_t drawLines(float* points, int count, SkPaint* paint);
virtual status_t drawPoints(float* points, int count, SkPaint* paint);
virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
float hOffset, float vOffset, SkPaint* paint);
virtual status_t drawPosText(const char* text, int bytesCount, int count,
const float* positions, SkPaint* paint);
virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
DrawOpMode drawOpMode);
virtual status_t drawRects(const float* rects, int count, SkPaint* paint);
virtual void resetShader();
virtual void setupShader(SkiaShader* shader);
virtual void resetColorFilter();
virtual void setupColorFilter(SkiaColorFilter* filter);
virtual void resetShadow();
virtual void setupShadow(float radius, float dx, float dy, int color);
virtual void resetPaintFilter();
virtual void setupPaintFilter(int clearBits, int setBits);
ANDROID_API void reset();
sp<DisplayListData> getDisplayListData() const {
return mDisplayListData;
}
const Vector<SkBitmap*>& getBitmapResources() const {
return mBitmapResources;
}
const Vector<SkBitmap*>& getOwnedBitmapResources() const {
return mOwnedBitmapResources;
}
const Vector<SkiaColorFilter*>& getFilterResources() const {
return mFilterResources;
}
const Vector<SkiaShader*>& getShaders() const {
return mShaders;
}
const Vector<SkPaint*>& getPaints() const {
return mPaints;
}
const Vector<SkPath*>& getPaths() const {
return mPaths;
}
const SortedVector<SkPath*>& getSourcePaths() const {
return mSourcePaths;
}
const Vector<SkRegion*>& getRegions() const {
return mRegions;
}
const Vector<Layer*>& getLayers() const {
return mLayers;
}
const Vector<SkMatrix*>& getMatrices() const {
return mMatrices;
}
uint32_t getFunctorCount() const {
return mFunctorCount;
}
private:
void insertRestoreToCount();
void insertTranslate();
LinearAllocator& alloc() { return mDisplayListData->allocator; }
void addStateOp(StateOp* op);
void addDrawOp(DrawOp* op);
void addOpInternal(DisplayListOp* op) {
insertRestoreToCount();
insertTranslate();
mDisplayListData->displayListOps.add(op);
}
template<class T>
inline T* refBuffer(const T* srcBuffer, int32_t count) {
if (srcBuffer == NULL) return NULL;
T* dstBuffer = (T*) mDisplayListData->allocator.alloc(count * sizeof(T));
memcpy(dstBuffer, srcBuffer, count * sizeof(T));
return dstBuffer;
}
inline char* refText(const char* text, size_t byteLength) {
return (char*) refBuffer<uint8_t>((uint8_t*)text, byteLength);
}
inline SkPath* refPath(SkPath* path) {
if (!path) return NULL;
SkPath* pathCopy = mPathMap.valueFor(path);
if (pathCopy == NULL || pathCopy->getGenerationID() != path->getGenerationID()) {
pathCopy = new SkPath(*path);
pathCopy->setSourcePath(path);
// replaceValueFor() performs an add if the entry doesn't exist
mPathMap.replaceValueFor(path, pathCopy);
mPaths.add(pathCopy);
}
if (mSourcePaths.indexOf(path) < 0) {
mCaches.resourceCache.incrementRefcount(path);
mSourcePaths.add(path);
}
return pathCopy;
}
inline SkPaint* refPaint(SkPaint* paint) {
if (!paint) {
return paint;
}
SkPaint* paintCopy = mPaintMap.valueFor(paint);
if (paintCopy == NULL || paintCopy->getGenerationID() != paint->getGenerationID()) {
paintCopy = new SkPaint(*paint);
// replaceValueFor() performs an add if the entry doesn't exist
mPaintMap.replaceValueFor(paint, paintCopy);
mPaints.add(paintCopy);
}
return paintCopy;
}
inline SkRegion* refRegion(SkRegion* region) {
if (!region) {
return region;
}
SkRegion* regionCopy = mRegionMap.valueFor(region);
// TODO: Add generation ID to SkRegion
if (regionCopy == NULL) {
regionCopy = new SkRegion(*region);
// replaceValueFor() performs an add if the entry doesn't exist
mRegionMap.replaceValueFor(region, regionCopy);
mRegions.add(regionCopy);
}
return regionCopy;
}
inline SkMatrix* refMatrix(SkMatrix* matrix) {
// Copying the matrix is cheap and prevents against the user changing the original
// matrix before the operation that uses it
SkMatrix* copy = new SkMatrix(*matrix);
mMatrices.add(copy);
return copy;
}
inline Layer* refLayer(Layer* layer) {
mLayers.add(layer);
mCaches.resourceCache.incrementRefcount(layer);
return layer;
}
inline SkBitmap* refBitmap(SkBitmap* bitmap) {
// Note that this assumes the bitmap is immutable. There are cases this won't handle
// correctly, such as creating the bitmap from scratch, drawing with it, changing its
// contents, and drawing again. The only fix would be to always copy it the first time,
// which doesn't seem worth the extra cycles for this unlikely case.
mBitmapResources.add(bitmap);
mCaches.resourceCache.incrementRefcount(bitmap);
return bitmap;
}
inline SkBitmap* refBitmapData(SkBitmap* bitmap) {
mOwnedBitmapResources.add(bitmap);
mCaches.resourceCache.incrementRefcount(bitmap);
return bitmap;
}
inline SkiaShader* refShader(SkiaShader* shader) {
if (!shader) return NULL;
SkiaShader* shaderCopy = mShaderMap.valueFor(shader);
// TODO: We also need to handle generation ID changes in compose shaders
if (shaderCopy == NULL || shaderCopy->getGenerationId() != shader->getGenerationId()) {
shaderCopy = shader->copy();
// replaceValueFor() performs an add if the entry doesn't exist
mShaderMap.replaceValueFor(shader, shaderCopy);
mShaders.add(shaderCopy);
mCaches.resourceCache.incrementRefcount(shaderCopy);
}
return shaderCopy;
}
inline SkiaColorFilter* refColorFilter(SkiaColorFilter* colorFilter) {
mFilterResources.add(colorFilter);
mCaches.resourceCache.incrementRefcount(colorFilter);
return colorFilter;
}
Vector<SkBitmap*> mBitmapResources;
Vector<SkBitmap*> mOwnedBitmapResources;
Vector<SkiaColorFilter*> mFilterResources;
Vector<SkPaint*> mPaints;
DefaultKeyedVector<SkPaint*, SkPaint*> mPaintMap;
Vector<SkPath*> mPaths;
DefaultKeyedVector<SkPath*, SkPath*> mPathMap;
SortedVector<SkPath*> mSourcePaths;
Vector<SkRegion*> mRegions;
DefaultKeyedVector<SkRegion*, SkRegion*> mRegionMap;
Vector<SkiaShader*> mShaders;
DefaultKeyedVector<SkiaShader*, SkiaShader*> mShaderMap;
Vector<SkMatrix*> mMatrices;
Vector<Layer*> mLayers;
int mRestoreSaveCount;
Caches& mCaches;
sp<DisplayListData> mDisplayListData;
float mTranslateX;
float mTranslateY;
bool mHasTranslate;
bool mHasDrawOps;
uint32_t mFunctorCount;
friend class DisplayList;
}; // class DisplayListRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_DISPLAY_LIST_RENDERER_H