Bug #7146141 When non-rectangular clipping occurs in a layer the render buffer used as the stencil buffer is not cached. If this happens on a View's hardware layer the render buffer will live for as long as the layer is bound to the view. When a stencil buffer is required because of a call to Canvas.saveLayer() it will be allocated on every frame. A future change will address this problem. If "show GPU overdraw" is enabled, non-rectangular clips are not supported anymore and we fall back to rectangular clips instead. This is a limitation imposed by OpenGL ES that cannot be worked around at this time. This change also improves the Matrix4 implementation to easily detect when a rect remains a rect after transform. Change-Id: I0e69fb901792d38bc0c4ca1bf9fdb02d7db415b9
180 lines
4.1 KiB
C++
180 lines
4.1 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_MATRIX_H
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#define ANDROID_HWUI_MATRIX_H
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#include <SkMatrix.h>
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#include <cutils/compiler.h>
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#include "Rect.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Classes
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///////////////////////////////////////////////////////////////////////////////
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class ANDROID_API Matrix4 {
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public:
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float data[16];
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enum Entry {
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kScaleX = 0,
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kSkewY = 1,
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kPerspective0 = 3,
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kSkewX = 4,
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kScaleY = 5,
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kPerspective1 = 7,
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kScaleZ = 10,
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kTranslateX = 12,
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kTranslateY = 13,
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kTranslateZ = 14,
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kPerspective2 = 15
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};
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// NOTE: The flags from kTypeIdentity to kTypePerspective
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// must be kept in sync with the type flags found
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// in SkMatrix
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enum Type {
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kTypeIdentity = 0,
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kTypeTranslate = 0x1,
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kTypeScale = 0x2,
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kTypeAffine = 0x4,
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kTypePerspective = 0x8,
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kTypeRectToRect = 0x10,
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kTypeUnknown = 0x20,
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};
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static const int sGeometryMask = 0xf;
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Matrix4() {
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loadIdentity();
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}
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Matrix4(const float* v) {
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load(v);
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}
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Matrix4(const Matrix4& v) {
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load(v);
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}
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Matrix4(const SkMatrix& v) {
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load(v);
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}
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void loadIdentity();
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void load(const float* v);
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void load(const Matrix4& v);
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void load(const SkMatrix& v);
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void loadInverse(const Matrix4& v);
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void loadTranslate(float x, float y, float z);
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void loadScale(float sx, float sy, float sz);
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void loadSkew(float sx, float sy);
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void loadRotate(float angle);
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void loadRotate(float angle, float x, float y, float z);
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void loadMultiply(const Matrix4& u, const Matrix4& v);
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void loadOrtho(float left, float right, float bottom, float top, float near, float far);
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uint32_t getType() const;
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void multiply(const Matrix4& v) {
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Matrix4 u;
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u.loadMultiply(*this, v);
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load(u);
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}
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void multiply(float v);
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void translate(float x, float y, float z) {
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Matrix4 u;
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u.loadTranslate(x, y, z);
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multiply(u);
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}
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void scale(float sx, float sy, float sz) {
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Matrix4 u;
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u.loadScale(sx, sy, sz);
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multiply(u);
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}
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void skew(float sx, float sy) {
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Matrix4 u;
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u.loadSkew(sx, sy);
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multiply(u);
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}
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void rotate(float angle, float x, float y, float z) {
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Matrix4 u;
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u.loadRotate(angle, x, y, z);
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multiply(u);
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}
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/**
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* If the matrix is identity or translate and/or scale.
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*/
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bool isSimple() const;
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bool isPureTranslate() const;
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bool isIdentity() const;
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bool isPerspective() const;
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bool rectToRect() const;
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bool changesBounds() const;
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void copyTo(float* v) const;
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void copyTo(SkMatrix& v) const;
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void mapRect(Rect& r) const;
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void mapPoint(float& x, float& y) const;
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float getTranslateX();
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float getTranslateY();
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void dump() const;
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private:
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mutable uint32_t mType;
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inline float get(int i, int j) const {
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return data[i * 4 + j];
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}
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inline void set(int i, int j, float v) {
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data[i * 4 + j] = v;
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}
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uint32_t getGeometryType() const;
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}; // class Matrix4
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///////////////////////////////////////////////////////////////////////////////
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// Types
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///////////////////////////////////////////////////////////////////////////////
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typedef Matrix4 mat4;
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_MATRIX_H
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