Chris Craik 8ecf41c61a Add temporary layer alpha fallback to OpReorderer
Also adds logic to clip temporary layers to viewport both for
efficiency and to allow large ones (such as the fallback case) to fit
in max texture size.

Change-Id: Iee51495220f5ca1dc7e6f5fd3615db2e896efd74
2015-11-17 14:50:49 -08:00

287 lines
8.4 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 <algorithm>
#include <SkRect.h>
#include <utils/Log.h>
#include "Vertex.h"
namespace android {
namespace uirenderer {
#define RECT_STRING "%5.2f %5.2f %5.2f %5.2f"
#define RECT_ARGS(r) \
(r).left, (r).top, (r).right, (r).bottom
#define SK_RECT_ARGS(r) \
(r).left(), (r).top(), (r).right(), (r).bottom()
///////////////////////////////////////////////////////////////////////////////
// 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) {
}
inline Rect(const SkRect& rect):
left(rect.fLeft),
top(rect.fTop),
right(rect.fRight),
bottom(rect.fBottom) {
}
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 void set(const SkIRect& 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 {
float tempLeft = std::max(left, l);
float tempTop = std::max(top, t);
float tempRight = std::min(right, r);
float tempBottom = std::min(bottom, b);
return ((tempLeft < tempRight) && (tempTop < tempBottom)); // !isEmpty
}
bool intersects(const Rect& r) const {
return intersects(r.left, r.top, r.right, r.bottom);
}
/**
* This method is named 'doIntersect' instead of 'intersect' so as not to be confused with
* SkRect::intersect / android.graphics.Rect#intersect behavior, which do not modify the object
* if the intersection of the rects would be empty.
*/
void doIntersect(float l, float t, float r, float b) {
left = std::max(left, l);
top = std::max(top, t);
right = std::min(right, r);
bottom = std::min(bottom, b);
}
void doIntersect(const Rect& r) {
doIntersect(r.left, r.top, r.right, r.bottom);
}
inline bool contains(float l, float t, float r, float b) const {
return l >= left && t >= top && r <= right && b <= bottom;
}
inline bool contains(const Rect& r) const {
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 inset(float delta) {
outset(-delta);
}
void outset(float delta) {
left -= delta;
top -= delta;
right += delta;
bottom += delta;
}
void outset(float xdelta, float ydelta) {
left -= xdelta;
top -= ydelta;
right += xdelta;
bottom += ydelta;
}
/**
* Similar to snapToPixelBoundaries, but estimates bounds conservatively to handle GL rounding
* errors.
*
* This function should be used whenever estimating the damage rect of geometry already mapped
* into layer space.
*/
void snapGeometryToPixelBoundaries(bool snapOut) {
if (snapOut) {
/* For AA geometry with a ramp perimeter, don't snap by rounding - AA geometry will have
* a 0.5 pixel perimeter not accounted for in its bounds. Instead, snap by
* conservatively rounding out the bounds with floor/ceil.
*
* In order to avoid changing integer bounds with floor/ceil due to rounding errors
* inset the bounds first by the fudge factor. Very small fraction-of-a-pixel errors
* from this inset will only incur similarly small errors in output, due to transparency
* in extreme outside of the geometry.
*/
left = floorf(left + Vertex::GeometryFudgeFactor());
top = floorf(top + Vertex::GeometryFudgeFactor());
right = ceilf(right - Vertex::GeometryFudgeFactor());
bottom = ceilf(bottom - Vertex::GeometryFudgeFactor());
} else {
/* For other geometry, we do the regular rounding in order to snap, but also outset the
* bounds by a fudge factor. This ensures that ambiguous geometry (e.g. a non-AA Rect
* with top left at (0.5, 0.5)) will err on the side of a larger damage rect.
*/
left = floorf(left + 0.5f - Vertex::GeometryFudgeFactor());
top = floorf(top + 0.5f - Vertex::GeometryFudgeFactor());
right = floorf(right + 0.5f + Vertex::GeometryFudgeFactor());
bottom = floorf(bottom + 0.5f + Vertex::GeometryFudgeFactor());
}
}
void snapToPixelBoundaries() {
left = floorf(left + 0.5f);
top = floorf(top + 0.5f);
right = floorf(right + 0.5f);
bottom = floorf(bottom + 0.5f);
}
void roundOut() {
left = floorf(left);
top = floorf(top);
right = ceilf(right);
bottom = ceilf(bottom);
}
void expandToCoverVertex(float x, float y) {
left = std::min(left, x);
top = std::min(top, y);
right = std::max(right, x);
bottom = std::max(bottom, y);
}
void expandToCoverRect(float otherLeft, float otherTop, float otherRight, float otherBottom) {
left = std::min(left, otherLeft);
top = std::min(top, otherTop);
right = std::max(right, otherRight);
bottom = std::max(bottom, otherBottom);
}
SkRect toSkRect() const {
return SkRect::MakeLTRB(left, top, right, bottom);
}
SkIRect toSkIRect() const {
return SkIRect::MakeLTRB(left, top, right, bottom);
}
void dump(const char* label = nullptr) const {
ALOGD("%s[l=%.2f t=%.2f r=%.2f b=%.2f]", label ? label : "Rect", left, top, right, bottom);
}
}; // class Rect
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_RECT_H