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

257 lines
8.6 KiB
C++

/*
* Copyright (C) 2012 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 "Snapshot.h"
#include <SkCanvas.h>
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Constructors
///////////////////////////////////////////////////////////////////////////////
Snapshot::Snapshot()
: flags(0)
, previous(nullptr)
, layer(nullptr)
, fbo(0)
, invisible(false)
, empty(false)
, alpha(1.0f)
, roundRectClipState(nullptr)
, projectionPathMask(nullptr)
, mClipArea(&mClipAreaRoot) {
transform = &mTransformRoot;
region = nullptr;
}
/**
* Copies the specified snapshot/ The specified snapshot is stored as
* the previous snapshot.
*/
Snapshot::Snapshot(const sp<Snapshot>& s, int saveFlags)
: flags(0)
, previous(s)
, layer(s->layer)
, fbo(s->fbo)
, invisible(s->invisible)
, empty(false)
, alpha(s->alpha)
, roundRectClipState(s->roundRectClipState)
, projectionPathMask(s->projectionPathMask)
, mClipArea(nullptr)
, mViewportData(s->mViewportData)
, mRelativeLightCenter(s->mRelativeLightCenter) {
if (saveFlags & SkCanvas::kMatrix_SaveFlag) {
mTransformRoot.load(*s->transform);
transform = &mTransformRoot;
} else {
transform = s->transform;
}
if (saveFlags & SkCanvas::kClip_SaveFlag) {
mClipAreaRoot = s->getClipArea();
mClipArea = &mClipAreaRoot;
} else {
mClipArea = s->mClipArea;
}
if (s->flags & Snapshot::kFlagFboTarget) {
flags |= Snapshot::kFlagFboTarget;
region = s->region;
} else {
region = nullptr;
}
}
///////////////////////////////////////////////////////////////////////////////
// Clipping
///////////////////////////////////////////////////////////////////////////////
bool Snapshot::clipRegionTransformed(const SkRegion& region, SkRegion::Op op) {
flags |= Snapshot::kFlagClipSet;
return mClipArea->clipRegion(region, op);
}
bool Snapshot::clip(float left, float top, float right, float bottom, SkRegion::Op op) {
flags |= Snapshot::kFlagClipSet;
return mClipArea->clipRectWithTransform(left, top, right, bottom, transform, op);
}
bool Snapshot::clipPath(const SkPath& path, SkRegion::Op op) {
flags |= Snapshot::kFlagClipSet;
return mClipArea->clipPathWithTransform(path, transform, op);
}
void Snapshot::setClip(float left, float top, float right, float bottom) {
mClipArea->setClip(left, top, right, bottom);
flags |= Snapshot::kFlagClipSet;
}
bool Snapshot::hasPerspectiveTransform() const {
return transform->isPerspective();
}
const Rect& Snapshot::getLocalClip() {
mat4 inverse;
inverse.loadInverse(*transform);
mLocalClip.set(mClipArea->getClipRect());
inverse.mapRect(mLocalClip);
return mLocalClip;
}
void Snapshot::resetClip(float left, float top, float right, float bottom) {
// TODO: This is incorrect, when we start rendering into a new layer,
// we may have to modify the previous snapshot's clip rect and clip
// region if the previous restore() call did not restore the clip
mClipArea = &mClipAreaRoot;
setClip(left, top, right, bottom);
}
///////////////////////////////////////////////////////////////////////////////
// Transforms
///////////////////////////////////////////////////////////////////////////////
void Snapshot::resetTransform(float x, float y, float z) {
// before resetting, map current light pos with inverse of current transform
Vector3 center = mRelativeLightCenter;
mat4 inverse;
inverse.loadInverse(*transform);
inverse.mapPoint3d(center);
mRelativeLightCenter = center;
transform = &mTransformRoot;
transform->loadTranslate(x, y, z);
}
void Snapshot::buildScreenSpaceTransform(Matrix4* outTransform) const {
// build (reverse ordered) list of the stack of snapshots, terminated with a NULL
Vector<const Snapshot*> snapshotList;
snapshotList.push(nullptr);
const Snapshot* current = this;
do {
snapshotList.push(current);
current = current->previous.get();
} while (current);
// traverse the list, adding in each transform that contributes to the total transform
outTransform->loadIdentity();
for (size_t i = snapshotList.size() - 1; i > 0; i--) {
// iterate down the stack
const Snapshot* current = snapshotList[i];
const Snapshot* next = snapshotList[i - 1];
if (current->flags & kFlagIsFboLayer) {
// if we've hit a layer, translate by the layer's draw offset
outTransform->translate(current->layer->layer.left, current->layer->layer.top);
}
if (!next || (next->flags & kFlagIsFboLayer)) {
// if this snapshot is last, or if this snapshot is last before an
// FBO layer (which reset the transform), apply it
outTransform->multiply(*(current->transform));
}
}
}
///////////////////////////////////////////////////////////////////////////////
// Clipping round rect
///////////////////////////////////////////////////////////////////////////////
void Snapshot::setClippingRoundRect(LinearAllocator& allocator, const Rect& bounds,
float radius, bool highPriority) {
if (bounds.isEmpty()) {
mClipArea->setEmpty();
return;
}
if (roundRectClipState && roundRectClipState->highPriority) {
// ignore, don't replace, already have a high priority clip
return;
}
RoundRectClipState* state = new (allocator) RoundRectClipState;
state->highPriority = highPriority;
// store the inverse drawing matrix
Matrix4 roundRectDrawingMatrix;
roundRectDrawingMatrix.load(getOrthoMatrix());
roundRectDrawingMatrix.multiply(*transform);
state->matrix.loadInverse(roundRectDrawingMatrix);
// compute area under rounded corners - only draws overlapping these rects need to be clipped
for (int i = 0 ; i < 4; i++) {
state->dangerRects[i] = bounds;
}
state->dangerRects[0].bottom = state->dangerRects[1].bottom = bounds.top + radius;
state->dangerRects[0].right = state->dangerRects[2].right = bounds.left + radius;
state->dangerRects[1].left = state->dangerRects[3].left = bounds.right - radius;
state->dangerRects[2].top = state->dangerRects[3].top = bounds.bottom - radius;
for (int i = 0; i < 4; i++) {
transform->mapRect(state->dangerRects[i]);
// round danger rects out as though they are AA geometry (since they essentially are)
state->dangerRects[i].snapGeometryToPixelBoundaries(true);
}
// store RR area
state->innerRect = bounds;
state->innerRect.inset(radius);
state->radius = radius;
// store as immutable so, for this frame, pointer uniquely identifies this bundle of shader info
roundRectClipState = state;
}
void Snapshot::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) {
if (path) {
ProjectionPathMask* mask = new (allocator) ProjectionPathMask;
mask->projectionMask = path;
buildScreenSpaceTransform(&(mask->projectionMaskTransform));
projectionPathMask = mask;
} else {
projectionPathMask = nullptr;
}
}
///////////////////////////////////////////////////////////////////////////////
// Queries
///////////////////////////////////////////////////////////////////////////////
bool Snapshot::isIgnored() const {
return invisible || empty;
}
void Snapshot::dump() const {
ALOGD("Snapshot %p, flags %x, prev %p, height %d, ignored %d, hasComplexClip %d",
this, flags, previous.get(), getViewportHeight(), isIgnored(), !mClipArea->isSimple());
const Rect& clipRect(mClipArea->getClipRect());
ALOGD(" ClipRect %.1f %.1f %.1f %.1f, clip simple %d",
clipRect.left, clipRect.top, clipRect.right, clipRect.bottom, mClipArea->isSimple());
ALOGD(" Transform (at %p):", transform);
transform->dump();
}
}; // namespace uirenderer
}; // namespace android