1 /*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17 #define LOG_TAG "OpenGLRenderer"
18
19 #include <cmath>
20
21 #include <utils/Log.h>
22
23 #include "Patch.h"
24 #include "Caches.h"
25 #include "Properties.h"
26
27 namespace android {
28 namespace uirenderer {
29
30 ///////////////////////////////////////////////////////////////////////////////
31 // Constructors/destructor
32 ///////////////////////////////////////////////////////////////////////////////
33
Patch(const uint32_t xCount,const uint32_t yCount,const int8_t emptyQuads)34 Patch::Patch(const uint32_t xCount, const uint32_t yCount, const int8_t emptyQuads):
35 mXCount(xCount), mYCount(yCount), mEmptyQuads(emptyQuads) {
36 // Initialized with the maximum number of vertices we will need
37 // 2 triangles per patch, 3 vertices per triangle
38 uint32_t maxVertices = ((xCount + 1) * (yCount + 1) - emptyQuads) * 2 * 3;
39 mVertices = new TextureVertex[maxVertices];
40 mUploaded = false;
41
42 verticesCount = 0;
43 hasEmptyQuads = emptyQuads > 0;
44
45 mColorKey = 0;
46 mXDivs = new int32_t[mXCount];
47 mYDivs = new int32_t[mYCount];
48
49 PATCH_LOGD(" patch: xCount = %d, yCount = %d, emptyQuads = %d, max vertices = %d",
50 xCount, yCount, emptyQuads, maxVertices);
51
52 glGenBuffers(1, &meshBuffer);
53 }
54
~Patch()55 Patch::~Patch() {
56 delete[] mVertices;
57 delete[] mXDivs;
58 delete[] mYDivs;
59 glDeleteBuffers(1, &meshBuffer);
60 }
61
62 ///////////////////////////////////////////////////////////////////////////////
63 // Patch management
64 ///////////////////////////////////////////////////////////////////////////////
65
copy(const int32_t * xDivs,const int32_t * yDivs)66 void Patch::copy(const int32_t* xDivs, const int32_t* yDivs) {
67 memcpy(mXDivs, xDivs, mXCount * sizeof(int32_t));
68 memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t));
69 }
70
copy(const int32_t * yDivs)71 void Patch::copy(const int32_t* yDivs) {
72 memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t));
73 }
74
updateColorKey(const uint32_t colorKey)75 void Patch::updateColorKey(const uint32_t colorKey) {
76 mColorKey = colorKey;
77 }
78
matches(const int32_t * xDivs,const int32_t * yDivs,const uint32_t colorKey)79 bool Patch::matches(const int32_t* xDivs, const int32_t* yDivs, const uint32_t colorKey) {
80 if (mColorKey != colorKey) {
81 updateColorKey(colorKey);
82 copy(xDivs, yDivs);
83 return false;
84 }
85
86 for (uint32_t i = 0; i < mXCount; i++) {
87 if (mXDivs[i] != xDivs[i]) {
88 // The Y divs may or may not match, copy everything
89 copy(xDivs, yDivs);
90 return false;
91 }
92 }
93
94 for (uint32_t i = 0; i < mYCount; i++) {
95 if (mYDivs[i] != yDivs[i]) {
96 // We know all the X divs match, copy only Y divs
97 copy(yDivs);
98 return false;
99 }
100 }
101
102 return true;
103 }
104
105 ///////////////////////////////////////////////////////////////////////////////
106 // Vertices management
107 ///////////////////////////////////////////////////////////////////////////////
108
updateVertices(const float bitmapWidth,const float bitmapHeight,float left,float top,float right,float bottom)109 void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight,
110 float left, float top, float right, float bottom) {
111 #if RENDER_LAYERS_AS_REGIONS
112 if (hasEmptyQuads) quads.clear();
113 #endif
114
115 // Reset the vertices count here, we will count exactly how many
116 // vertices we actually need when generating the quads
117 verticesCount = 0;
118
119 const uint32_t xStretchCount = (mXCount + 1) >> 1;
120 const uint32_t yStretchCount = (mYCount + 1) >> 1;
121
122 float stretchX = 0.0f;
123 float stretchY = 0.0;
124
125 const float meshWidth = right - left;
126
127 if (xStretchCount > 0) {
128 uint32_t stretchSize = 0;
129 for (uint32_t i = 1; i < mXCount; i += 2) {
130 stretchSize += mXDivs[i] - mXDivs[i - 1];
131 }
132 const float xStretchTex = stretchSize;
133 const float fixed = bitmapWidth - stretchSize;
134 const float xStretch = right - left - fixed;
135 stretchX = xStretch / xStretchTex;
136 }
137
138 if (yStretchCount > 0) {
139 uint32_t stretchSize = 0;
140 for (uint32_t i = 1; i < mYCount; i += 2) {
141 stretchSize += mYDivs[i] - mYDivs[i - 1];
142 }
143 const float yStretchTex = stretchSize;
144 const float fixed = bitmapHeight - stretchSize;
145 const float yStretch = bottom - top - fixed;
146 stretchY = yStretch / yStretchTex;
147 }
148
149 TextureVertex* vertex = mVertices;
150 uint32_t quadCount = 0;
151
152 float previousStepY = 0.0f;
153
154 float y1 = 0.0f;
155 float y2 = 0.0f;
156 float v1 = 0.0f;
157
158 for (uint32_t i = 0; i < mYCount; i++) {
159 float stepY = mYDivs[i];
160
161 if (i & 1) {
162 const float segment = stepY - previousStepY;
163 y2 = y1 + floorf(segment * stretchY + 0.5f);
164 } else {
165 y2 = y1 + stepY - previousStepY;
166 }
167 float v2 = fmax(0.0f, stepY - 0.5f) / bitmapHeight;
168
169 if (stepY > 0.0f) {
170 #if DEBUG_EXPLODE_PATCHES
171 y1 += i * EXPLODE_GAP;
172 y2 += i * EXPLODE_GAP;
173 #endif
174 generateRow(vertex, y1, y2, v1, v2, stretchX, right - left,
175 bitmapWidth, quadCount);
176 #if DEBUG_EXPLODE_PATCHES
177 y2 -= i * EXPLODE_GAP;
178 #endif
179 }
180
181 y1 = y2;
182 v1 = (stepY + 0.5f) / bitmapHeight;
183
184 previousStepY = stepY;
185 }
186
187 if (previousStepY != bitmapHeight) {
188 y2 = bottom - top;
189 #if DEBUG_EXPLODE_PATCHES
190 y1 += mYCount * EXPLODE_GAP;
191 y2 += mYCount * EXPLODE_GAP;
192 #endif
193 generateRow(vertex, y1, y2, v1, 1.0f, stretchX, right - left,
194 bitmapWidth, quadCount);
195 }
196
197 if (verticesCount > 0) {
198 Caches::getInstance().bindMeshBuffer(meshBuffer);
199 if (!mUploaded) {
200 glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount,
201 mVertices, GL_DYNAMIC_DRAW);
202 mUploaded = true;
203 } else {
204 glBufferSubData(GL_ARRAY_BUFFER, 0,
205 sizeof(TextureVertex) * verticesCount, mVertices);
206 }
207 }
208
209 PATCH_LOGD(" patch: new vertices count = %d", verticesCount);
210 }
211
generateRow(TextureVertex * & vertex,float y1,float y2,float v1,float v2,float stretchX,float width,float bitmapWidth,uint32_t & quadCount)212 void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2,
213 float stretchX, float width, float bitmapWidth, uint32_t& quadCount) {
214 float previousStepX = 0.0f;
215
216 float x1 = 0.0f;
217 float x2 = 0.0f;
218 float u1 = 0.0f;
219
220 // Generate the row quad by quad
221 for (uint32_t i = 0; i < mXCount; i++) {
222 float stepX = mXDivs[i];
223
224 if (i & 1) {
225 const float segment = stepX - previousStepX;
226 x2 = x1 + floorf(segment * stretchX + 0.5f);
227 } else {
228 x2 = x1 + stepX - previousStepX;
229 }
230 float u2 = fmax(0.0f, stepX - 0.5f) / bitmapWidth;
231
232 if (stepX > 0.0f) {
233 #if DEBUG_EXPLODE_PATCHES
234 x1 += i * EXPLODE_GAP;
235 x2 += i * EXPLODE_GAP;
236 #endif
237 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
238 #if DEBUG_EXPLODE_PATCHES
239 x2 -= i * EXPLODE_GAP;
240 #endif
241 }
242
243 x1 = x2;
244 u1 = (stepX + 0.5f) / bitmapWidth;
245
246 previousStepX = stepX;
247 }
248
249 if (previousStepX != bitmapWidth) {
250 x2 = width;
251 #if DEBUG_EXPLODE_PATCHES
252 x1 += mXCount * EXPLODE_GAP;
253 x2 += mXCount * EXPLODE_GAP;
254 #endif
255 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount);
256 }
257 }
258
generateQuad(TextureVertex * & vertex,float x1,float y1,float x2,float y2,float u1,float v1,float u2,float v2,uint32_t & quadCount)259 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
260 float u1, float v1, float u2, float v2, uint32_t& quadCount) {
261 const uint32_t oldQuadCount = quadCount;
262 quadCount++;
263
264 // Skip degenerate and transparent (empty) quads
265 if ((mColorKey >> oldQuadCount) & 0x1) {
266 #if DEBUG_PATCHES_EMPTY_VERTICES
267 PATCH_LOGD(" quad %d (empty)", oldQuadCount);
268 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.2f, %.2f", x1, y1, u1, v1);
269 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.2f, %.2f", x2, y2, u2, v2);
270 #endif
271 return;
272 }
273
274 #if RENDER_LAYERS_AS_REGIONS
275 // Record all non empty quads
276 if (hasEmptyQuads) {
277 Rect bounds(x1, y1, x2, y2);
278 quads.add(bounds);
279 }
280 #endif
281
282 // Left triangle
283 TextureVertex::set(vertex++, x1, y1, u1, v1);
284 TextureVertex::set(vertex++, x2, y1, u2, v1);
285 TextureVertex::set(vertex++, x1, y2, u1, v2);
286
287 // Right triangle
288 TextureVertex::set(vertex++, x1, y2, u1, v2);
289 TextureVertex::set(vertex++, x2, y1, u2, v1);
290 TextureVertex::set(vertex++, x2, y2, u2, v2);
291
292 // A quad is made of 2 triangles, 6 vertices
293 verticesCount += 6;
294
295 #if DEBUG_PATCHES_VERTICES
296 PATCH_LOGD(" quad %d", oldQuadCount);
297 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.2f, %.2f", x1, y1, u1, v1);
298 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.2f, %.2f", x2, y2, u2, v2);
299 #endif
300 }
301
302 }; // namespace uirenderer
303 }; // namespace android
304