Romain Guy 5b3b35296e Optimize FBO drawing with regions.
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.

Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
2010-11-02 16:17:23 -07:00

180 lines
5.5 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.
*/
#define LOG_TAG "OpenGLRenderer"
#include <cmath>
#include <utils/Log.h>
#include "Patch.h"
#include "Caches.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
Patch::Patch(const uint32_t xCount, const uint32_t yCount, const int8_t emptyQuads) {
// 2 triangles per patch, 3 vertices per triangle
verticesCount = ((xCount + 1) * (yCount + 1) - emptyQuads) * 2 * 3;
mVertices = new TextureVertex[verticesCount];
hasEmptyQuads = emptyQuads > 0;
glGenBuffers(1, &meshBuffer);
}
Patch::~Patch() {
delete[] mVertices;
glDeleteBuffers(1, &meshBuffer);
}
///////////////////////////////////////////////////////////////////////////////
// Vertices management
///////////////////////////////////////////////////////////////////////////////
void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight,
float left, float top, float right, float bottom,
const int32_t* xDivs, const int32_t* yDivs,
const uint32_t width, const uint32_t height, const uint32_t colorKey) {
if (hasEmptyQuads) quads.clear();
const uint32_t xStretchCount = (width + 1) >> 1;
const uint32_t yStretchCount = (height + 1) >> 1;
float stretchX = 0.0f;
float stretchY = 0.0;
const float meshWidth = right - left;
if (xStretchCount > 0) {
uint32_t stretchSize = 0;
for (uint32_t i = 1; i < width; i += 2) {
stretchSize += xDivs[i] - xDivs[i - 1];
}
const float xStretchTex = stretchSize;
const float fixed = bitmapWidth - stretchSize;
const float xStretch = right - left - fixed;
stretchX = xStretch / xStretchTex;
}
if (yStretchCount > 0) {
uint32_t stretchSize = 0;
for (uint32_t i = 1; i < height; i += 2) {
stretchSize += yDivs[i] - yDivs[i - 1];
}
const float yStretchTex = stretchSize;
const float fixed = bitmapHeight - stretchSize;
const float yStretch = bottom - top - fixed;
stretchY = yStretch / yStretchTex;
}
TextureVertex* vertex = mVertices;
uint32_t quadCount = 0;
float previousStepY = 0.0f;
float y1 = 0.0f;
float v1 = 0.0f;
for (uint32_t i = 0; i < height; i++) {
float stepY = yDivs[i];
float y2 = 0.0f;
if (i & 1) {
const float segment = stepY - previousStepY;
y2 = y1 + segment * stretchY;
} else {
y2 = y1 + stepY - previousStepY;
}
float v2 = fmax(0.0f, stepY - 0.5f) / bitmapHeight;
generateRow(vertex, y1, y2, v1, v2, xDivs, width, stretchX,
right - left, bitmapWidth, quadCount, colorKey);
y1 = y2;
v1 = (stepY + 0.5f) / bitmapHeight;
previousStepY = stepY;
}
generateRow(vertex, y1, bottom - top, v1, 1.0f, xDivs, width, stretchX,
right - left, bitmapWidth, quadCount, colorKey);
Caches::getInstance().bindMeshBuffer(meshBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount,
mVertices, GL_STATIC_DRAW);
}
void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2,
const int32_t xDivs[], uint32_t xCount, float stretchX, float width, float bitmapWidth,
uint32_t& quadCount, const uint32_t colorKey) {
float previousStepX = 0.0f;
float x1 = 0.0f;
float u1 = 0.0f;
// Generate the row quad by quad
for (uint32_t i = 0; i < xCount; i++) {
float stepX = xDivs[i];
float x2 = 0.0f;
if (i & 1) {
const float segment = stepX - previousStepX;
x2 = x1 + segment * stretchX;
} else {
x2 = x1 + stepX - previousStepX;
}
float u2 = fmax(0.0f, stepX - 0.5f) / bitmapWidth;
generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount, colorKey);
x1 = x2;
u1 = (stepX + 0.5f) / bitmapWidth;
previousStepX = stepX;
}
generateQuad(vertex, x1, y1, width, y2, u1, v1, 1.0f, v2, quadCount, colorKey);
}
void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
float u1, float v1, float u2, float v2, uint32_t& quadCount, const uint32_t colorKey) {
if (((colorKey >> quadCount++) & 0x1) == 1) {
return;
}
if (hasEmptyQuads) {
Rect bounds(x1, y1, x2, y2);
quads.add(bounds);
}
// Left triangle
TextureVertex::set(vertex++, x1, y1, u1, v1);
TextureVertex::set(vertex++, x2, y1, u2, v1);
TextureVertex::set(vertex++, x1, y2, u1, v2);
// Right triangle
TextureVertex::set(vertex++, x1, y2, u1, v2);
TextureVertex::set(vertex++, x2, y1, u2, v1);
TextureVertex::set(vertex++, x2, y2, u2, v2);
}
}; // namespace uirenderer
}; // namespace android