Romain Guy 586cae3ac6 Improve rendering speed by disabling scissor tests
This change improves execution of display lists, particularly on
tiled renderers. The goal is to disable the scissor test as
often as possible. Drawing commands are rarely clipped by View
bounds so most of them can be drawn without doing a scissor test.

The speed improvements scale with the number of views and drawing
commands.

Change-Id: Ibd9b5e051a3e4300562463805acc4fd744ba6266
2012-07-13 15:28:31 -07:00

199 lines
5.1 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_RECT_H
#define ANDROID_HWUI_RECT_H
#include <cmath>
#include <utils/Log.h>
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Structs
///////////////////////////////////////////////////////////////////////////////
class Rect {
public:
float left;
float top;
float right;
float bottom;
// Used by Region
typedef float value_type;
// we don't provide copy-ctor and operator= on purpose
// because we want the compiler generated versions
inline Rect():
left(0),
top(0),
right(0),
bottom(0) {
}
inline Rect(float left, float top, float right, float bottom):
left(left),
top(top),
right(right),
bottom(bottom) {
}
inline Rect(float width, float height):
left(0.0f),
top(0.0f),
right(width),
bottom(height) {
}
friend int operator==(const Rect& a, const Rect& b) {
return !memcmp(&a, &b, sizeof(a));
}
friend int operator!=(const Rect& a, const Rect& b) {
return memcmp(&a, &b, sizeof(a));
}
inline void clear() {
left = top = right = bottom = 0.0f;
}
inline bool isEmpty() const {
// this is written in such way this it'll handle NANs to return
// true (empty)
return !((left < right) && (top < bottom));
}
inline void setEmpty() {
left = top = right = bottom = 0.0f;
}
inline void set(float left, float top, float right, float bottom) {
this->left = left;
this->right = right;
this->top = top;
this->bottom = bottom;
}
inline void set(const Rect& r) {
set(r.left, r.top, r.right, r.bottom);
}
inline float getWidth() const {
return right - left;
}
inline float getHeight() const {
return bottom - top;
}
bool intersects(float l, float t, float r, float b) const {
return !intersectWith(l, t, r, b).isEmpty();
}
bool intersects(const Rect& r) const {
return intersects(r.left, r.top, r.right, r.bottom);
}
bool intersect(float l, float t, float r, float b) {
Rect tmp(l, t, r, b);
intersectWith(tmp);
if (!tmp.isEmpty()) {
set(tmp);
return true;
}
return false;
}
bool intersect(const Rect& r) {
return intersect(r.left, r.top, r.right, r.bottom);
}
inline bool contains(float l, float t, float r, float b) {
return l >= left && t >= top && r <= right && b <= bottom;
}
inline bool contains(const Rect& r) {
return contains(r.left, r.top, r.right, r.bottom);
}
bool unionWith(const Rect& r) {
if (r.left < r.right && r.top < r.bottom) {
if (left < right && top < bottom) {
if (left > r.left) left = r.left;
if (top > r.top) top = r.top;
if (right < r.right) right = r.right;
if (bottom < r.bottom) bottom = r.bottom;
return true;
} else {
left = r.left;
top = r.top;
right = r.right;
bottom = r.bottom;
return true;
}
}
return false;
}
void translate(float dx, float dy) {
left += dx;
right += dx;
top += dy;
bottom += dy;
}
void snapToPixelBoundaries() {
left = floorf(left + 0.5f);
top = floorf(top + 0.5f);
right = floorf(right + 0.5f);
bottom = floorf(bottom + 0.5f);
}
void dump() const {
ALOGD("Rect[l=%f t=%f r=%f b=%f]", left, top, right, bottom);
}
private:
static inline float min(float a, float b) { return (a < b) ? a : b; }
static inline float max(float a, float b) { return (a > b) ? a : b; }
void intersectWith(Rect& tmp) const {
tmp.left = max(left, tmp.left);
tmp.top = max(top, tmp.top);
tmp.right = min(right, tmp.right);
tmp.bottom = min(bottom, tmp.bottom);
}
Rect intersectWith(float l, float t, float r, float b) const {
Rect tmp;
tmp.left = max(left, l);
tmp.top = max(top, t);
tmp.right = min(right, r);
tmp.bottom = min(bottom, b);
return tmp;
}
}; // class Rect
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_RECT_H