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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