android_frameworks_base/libs/hwui/PathTessellator.h
Chris Craik f0a590781b Clean up quick rejection, especially surrounding points + lines.
bug:4351353

quickReject and quickRejectNoScissor have been renamed and refactored:
- to make the scissor side effect clear and explicit
- dangerous methods no longer public
- to make the simple quick reject check logic const
- simple quick reject is now conservative

This CL also fixes several issues with line and point quickRejection -
sub-pixel and hairline lines are much less likely to be incorrectly
rejected, especially at small canvas scale.

Additionally, alpha modulation for AA points < 1px in size is now
correct, dumplicating SW behavior (similar to lines and stroked
shapes work).

Change-Id: Ibb0710c721b9fb415d05acf54dd3d2b4d602156a
2013-11-22 11:36:12 -08:00

148 lines
4.6 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.
*/
#ifndef ANDROID_HWUI_PATH_TESSELLATOR_H
#define ANDROID_HWUI_PATH_TESSELLATOR_H
#include <utils/Vector.h>
#include "Matrix.h"
#include "Rect.h"
#include "Vertex.h"
namespace android {
namespace uirenderer {
class VertexBuffer {
public:
VertexBuffer():
mBuffer(0),
mVertexCount(0),
mCleanupMethod(NULL)
{}
~VertexBuffer() {
if (mCleanupMethod) mCleanupMethod(mBuffer);
}
/**
This should be the only method used by the PathTessellator. Subsequent calls to alloc will
allocate space within the first allocation (useful if you want to eventually allocate
multiple regions within a single VertexBuffer, such as with PathTessellator::tesselateLines()
*/
template <class TYPE>
TYPE* alloc(int vertexCount) {
if (mVertexCount) {
TYPE* reallocBuffer = (TYPE*)mReallocBuffer;
// already have allocated the buffer, re-allocate space within
if (mReallocBuffer != mBuffer) {
// not first re-allocation, leave space for degenerate triangles to separate strips
reallocBuffer += 2;
}
mReallocBuffer = reallocBuffer + vertexCount;
return reallocBuffer;
}
mVertexCount = vertexCount;
mReallocBuffer = mBuffer = (void*)new TYPE[vertexCount];
mCleanupMethod = &(cleanup<TYPE>);
return (TYPE*)mBuffer;
}
template <class TYPE>
void copyInto(const VertexBuffer& srcBuffer, float xOffset, float yOffset) {
int verticesToCopy = srcBuffer.getVertexCount();
TYPE* dst = alloc<TYPE>(verticesToCopy);
TYPE* src = (TYPE*)srcBuffer.getBuffer();
for (int i = 0; i < verticesToCopy; i++) {
TYPE::copyWithOffset(&dst[i], src[i], xOffset, yOffset);
}
}
void* getBuffer() const { return mBuffer; } // shouldn't be const, since not a const ptr?
unsigned int getVertexCount() const { return mVertexCount; }
template <class TYPE>
void createDegenerateSeparators(int allocSize) {
TYPE* end = (TYPE*)mBuffer + mVertexCount;
for (TYPE* degen = (TYPE*)mBuffer + allocSize; degen < end; degen += 2 + allocSize) {
memcpy(degen, degen - 1, sizeof(TYPE));
memcpy(degen + 1, degen + 2, sizeof(TYPE));
}
}
private:
template <class TYPE>
static void cleanup(void* buffer) {
delete[] (TYPE*)buffer;
}
void* mBuffer;
unsigned int mVertexCount;
void* mReallocBuffer; // used for multi-allocation
void (*mCleanupMethod)(void*);
};
class PathTessellator {
public:
static void expandBoundsForStroke(SkRect& bounds, const SkPaint* paint);
static void tessellatePath(const SkPath& path, const SkPaint* paint,
const mat4 *transform, VertexBuffer& vertexBuffer);
static void tessellatePoints(const float* points, int count, SkPaint* paint,
const mat4* transform, SkRect& bounds, VertexBuffer& vertexBuffer);
static void tessellateLines(const float* points, int count, SkPaint* paint,
const mat4* transform, SkRect& bounds, VertexBuffer& vertexBuffer);
private:
static bool approximatePathOutlineVertices(const SkPath &path, bool forceClose,
float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex> &outputVertices);
/*
endpoints a & b,
control c
*/
static void recursiveQuadraticBezierVertices(
float ax, float ay,
float bx, float by,
float cx, float cy,
float sqrInvScaleX, float sqrInvScaleY,
Vector<Vertex> &outputVertices);
/*
endpoints p1, p2
control c1, c2
*/
static void recursiveCubicBezierVertices(
float p1x, float p1y,
float c1x, float c1y,
float p2x, float p2y,
float c2x, float c2y,
float sqrInvScaleX, float sqrInvScaleY,
Vector<Vertex> &outputVertices);
};
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_PATH_TESSELLATOR_H