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authorChris Craik <ccraik@google.com>2012-12-10 17:56:27 -0800
committerChris Craik <ccraik@google.com>2013-02-06 15:35:12 -0800
commit65cd612face362d054a85d0f7e5881c59cd523be (patch)
tree8d71fb22d3a6dd515456a44b0d1010c906abb774
parentc93c6aa5553203f05df871804517885fcc071cfd (diff)
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Add cap tessellation support
bug:7117155 bug:8114304 Currently used for lines (with and without AA) and arcs with useCenter=false Also removes 0.375, 0.375 offset for AA lines Change-Id: Ic8ace418739344db1e2814edf65253fe7448b0b0
-rw-r--r--libs/hwui/Android.mk2
-rw-r--r--libs/hwui/Caches.h1
-rw-r--r--libs/hwui/OpenGLRenderer.cpp401
-rw-r--r--libs/hwui/OpenGLRenderer.h17
-rw-r--r--libs/hwui/PathRenderer.cpp720
-rw-r--r--libs/hwui/PathTessellator.cpp970
-rw-r--r--libs/hwui/PathTessellator.h (renamed from libs/hwui/PathRenderer.h)60
-rw-r--r--libs/hwui/Program.h7
-rw-r--r--libs/hwui/ProgramCache.cpp51
-rw-r--r--libs/hwui/Vertex.h19
-rw-r--r--tests/CanvasCompare/src/com/android/test/hwuicompare/DisplayModifier.java6
11 files changed, 1095 insertions, 1159 deletions
diff --git a/libs/hwui/Android.mk b/libs/hwui/Android.mk
index 549edd2..4a7f318 100644
--- a/libs/hwui/Android.mk
+++ b/libs/hwui/Android.mk
@@ -21,10 +21,10 @@ ifeq ($(USE_OPENGL_RENDERER),true)
LayerRenderer.cpp \
Matrix.cpp \
OpenGLRenderer.cpp \
- PathRenderer.cpp \
Patch.cpp \
PatchCache.cpp \
PathCache.cpp \
+ PathTessellator.cpp \
Program.cpp \
ProgramCache.cpp \
ResourceCache.cpp \
diff --git a/libs/hwui/Caches.h b/libs/hwui/Caches.h
index ae188be..5cea495 100644
--- a/libs/hwui/Caches.h
+++ b/libs/hwui/Caches.h
@@ -66,7 +66,6 @@ static const TextureVertex gMeshVertices[] = {
static const GLsizei gMeshStride = sizeof(TextureVertex);
static const GLsizei gVertexStride = sizeof(Vertex);
static const GLsizei gAlphaVertexStride = sizeof(AlphaVertex);
-static const GLsizei gAAVertexStride = sizeof(AAVertex);
static const GLsizei gMeshTextureOffset = 2 * sizeof(float);
static const GLsizei gVertexAlphaOffset = 2 * sizeof(float);
static const GLsizei gVertexAAWidthOffset = 2 * sizeof(float);
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 7772f3a..06d1784 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -33,7 +33,7 @@
#include "OpenGLRenderer.h"
#include "DisplayListRenderer.h"
-#include "PathRenderer.h"
+#include "PathTessellator.h"
#include "Properties.h"
#include "Vector.h"
@@ -1469,10 +1469,6 @@ void OpenGLRenderer::setupDrawAA() {
mDescription.isAA = true;
}
-void OpenGLRenderer::setupDrawVertexShape() {
- mDescription.isVertexShape = true;
-}
-
void OpenGLRenderer::setupDrawPoint(float pointSize) {
mDescription.isPoint = true;
mDescription.pointSize = pointSize;
@@ -1688,41 +1684,6 @@ void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
mCaches.unbindIndicesBuffer();
}
-/**
- * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
- * outer boundary that fades out to 0. The variables set in the shader define the proportion of
- * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
- * attributes (one per vertex) are values from zero to one that tells the fragment
- * shader where the fragment is in relation to the line width/length overall; these values are
- * then used to compute the proper color, based on whether the fragment lies in the fading AA
- * region of the line.
- * Note that we only pass down the width values in this setup function. The length coordinates
- * are set up for each individual segment.
- */
-void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
- GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
- bool force = mCaches.unbindMeshBuffer();
- mCaches.bindPositionVertexPointer(force, vertices, gAAVertexStride);
- mCaches.resetTexCoordsVertexPointer();
- mCaches.unbindIndicesBuffer();
-
- widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
- glEnableVertexAttribArray(widthSlot);
- glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
-
- lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
- glEnableVertexAttribArray(lengthSlot);
- glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
-
- int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
- glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
-}
-
-void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
- glDisableVertexAttribArray(widthSlot);
- glDisableVertexAttribArray(lengthSlot);
-}
-
void OpenGLRenderer::finishDrawTexture() {
}
@@ -2083,39 +2044,26 @@ status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const
return DrawGlInfo::kStatusDrew;
}
-/**
- * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
- * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in
- * screen space in all directions. However, instead of using a fragment shader to compute the
- * translucency of the color from its position, we simply use a varying parameter to define how far
- * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
- *
- * Doesn't yet support joins, caps, or path effects.
- */
-void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
- int color = paint->getColor();
- SkXfermode::Mode mode = getXfermode(paint->getXfermode());
- bool isAA = paint->isAntiAlias();
-
- VertexBuffer vertexBuffer;
- // TODO: try clipping large paths to viewport
- PathRenderer::convexPathVertices(path, paint, mSnapshot->transform, vertexBuffer);
-
+status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
+ bool useOffset) {
if (!vertexBuffer.getSize()) {
// no vertices to draw
- return;
+ return DrawGlInfo::kStatusDone;
}
+ int color = paint->getColor();
+ SkXfermode::Mode mode = getXfermode(paint->getXfermode());
+ bool isAA = paint->isAntiAlias();
+
setupDraw();
setupDrawNoTexture();
if (isAA) setupDrawAA();
- setupDrawVertexShape();
setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
setupDrawColorFilter();
setupDrawShader();
setupDrawBlending(isAA, mode);
setupDrawProgram();
- setupDrawModelViewIdentity();
+ setupDrawModelViewIdentity(useOffset);
setupDrawColorUniforms();
setupDrawColorFilterUniforms();
setupDrawShaderIdentityUniforms();
@@ -2136,286 +2084,59 @@ void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
}
- SkRect bounds = PathRenderer::computePathBounds(path, paint);
- dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
-
glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
if (isAA) {
glDisableVertexAttribArray(alphaSlot);
}
+
+ return DrawGlInfo::kStatusDrew;
}
/**
- * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
- * rules for those lines produces some unexpected results, and may vary between hardware devices.
- * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
- * corners of the quads on either side of each line endpoint, separated by the strokeWidth
- * of the line. Hairlines are more involved because we need to account for transform scaling
- * to end up with a one-pixel-wide line in screen space..
- * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
- * in combination with values that we calculate and pass down in this method. The basic approach
- * is that the quad we create contains both the core line area plus a bounding area in which
- * the translucent/AA pixels are drawn. The values we calculate tell the shader what
- * proportion of the width and the length of a given segment is represented by the boundary
- * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
- * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
- * on the inside). This ends up giving the result we want, with pixels that are completely
- * 'inside' the line area being filled opaquely and the other pixels being filled according to
- * how far into the boundary region they are, which is determined by shader interpolation.
+ * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
+ * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in
+ * screen space in all directions. However, instead of using a fragment shader to compute the
+ * translucency of the color from its position, we simply use a varying parameter to define how far
+ * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
+ *
+ * Doesn't yet support joins, caps, or path effects.
*/
-status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
- if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
-
- const bool isAA = paint->isAntiAlias();
- // We use half the stroke width here because we're going to position the quad
- // corner vertices half of the width away from the line endpoints
- float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
- // A stroke width of 0 has a special meaning in Skia:
- // it draws a line 1 px wide regardless of current transform
- bool isHairLine = paint->getStrokeWidth() == 0.0f;
-
- float inverseScaleX = 1.0f;
- float inverseScaleY = 1.0f;
- bool scaled = false;
-
- int alpha;
- SkXfermode::Mode mode;
-
- int generatedVerticesCount = 0;
- int verticesCount = count;
- if (count > 4) {
- // Polyline: account for extra vertices needed for continuous tri-strip
- verticesCount += (count - 4);
- }
-
- if (isHairLine || isAA) {
- // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
- // the line on the screen should always be one pixel wide regardless of scale. For
- // AA lines, we only want one pixel of translucent boundary around the quad.
- if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
- Matrix4 *mat = mSnapshot->transform;
- float m00 = mat->data[Matrix4::kScaleX];
- float m01 = mat->data[Matrix4::kSkewY];
- float m10 = mat->data[Matrix4::kSkewX];
- float m11 = mat->data[Matrix4::kScaleY];
-
- float scaleX = sqrtf(m00 * m00 + m01 * m01);
- float scaleY = sqrtf(m10 * m10 + m11 * m11);
-
- inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
- inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
-
- if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
- scaled = true;
- }
- }
- }
-
- getAlphaAndMode(paint, &alpha, &mode);
-
- mCaches.enableScissor();
-
- setupDraw();
- setupDrawNoTexture();
- if (isAA) {
- setupDrawAA();
- }
- setupDrawColor(paint->getColor(), alpha);
- setupDrawColorFilter();
- setupDrawShader();
- setupDrawBlending(isAA, mode);
- setupDrawProgram();
- setupDrawModelViewIdentity(true);
- setupDrawColorUniforms();
- setupDrawColorFilterUniforms();
- setupDrawShaderIdentityUniforms();
-
- if (isHairLine) {
- // Set a real stroke width to be used in quad construction
- halfStrokeWidth = isAA? 1 : .5;
- } else if (isAA && !scaled) {
- // Expand boundary to enable AA calculations on the quad border
- halfStrokeWidth += .5f;
- }
-
- int widthSlot;
- int lengthSlot;
-
- Vertex lines[verticesCount];
- Vertex* vertices = &lines[0];
-
- AAVertex wLines[verticesCount];
- AAVertex* aaVertices = &wLines[0];
-
- if (CC_UNLIKELY(!isAA)) {
- setupDrawVertices(vertices);
- } else {
- void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
- void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
- // innerProportion is the ratio of the inner (non-AA) part of the line to the total
- // AA stroke width (the base stroke width expanded by a half pixel on either side).
- // This value is used in the fragment shader to determine how to fill fragments.
- // We will need to calculate the actual width proportion on each segment for
- // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
- float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth);
- setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
- boundaryWidthProportion, widthSlot, lengthSlot);
- }
-
- AAVertex* prevAAVertex = NULL;
- Vertex* prevVertex = NULL;
-
- int boundaryLengthSlot = -1;
- int boundaryWidthSlot = -1;
-
- for (int i = 0; i < count; i += 4) {
- // a = start point, b = end point
- vec2 a(points[i], points[i + 1]);
- vec2 b(points[i + 2], points[i + 3]);
-
- float length = 0;
- float boundaryLengthProportion = 0;
- float boundaryWidthProportion = 0;
-
- // Find the normal to the line
- vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
- float x = n.x;
- n.x = -n.y;
- n.y = x;
-
- if (isHairLine) {
- if (isAA) {
- float wideningFactor;
- if (fabs(n.x) >= fabs(n.y)) {
- wideningFactor = fabs(1.0f / n.x);
- } else {
- wideningFactor = fabs(1.0f / n.y);
- }
- n *= wideningFactor;
- }
-
- if (scaled) {
- n.x *= inverseScaleX;
- n.y *= inverseScaleY;
- }
- } else if (scaled) {
- // Extend n by .5 pixel on each side, post-transform
- vec2 extendedN = n.copyNormalized();
- extendedN /= 2;
- extendedN.x *= inverseScaleX;
- extendedN.y *= inverseScaleY;
-
- float extendedNLength = extendedN.length();
- // We need to set this value on the shader prior to drawing
- boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength);
- n += extendedN;
- }
-
- // aa lines expand the endpoint vertices to encompass the AA boundary
- if (isAA) {
- vec2 abVector = (b - a);
- length = abVector.length();
- abVector.normalize();
-
- if (scaled) {
- abVector.x *= inverseScaleX;
- abVector.y *= inverseScaleY;
- float abLength = abVector.length();
- boundaryLengthProportion = .5 - abLength / (length + abLength);
- } else {
- boundaryLengthProportion = .5 - .5 / (length + 1);
- }
-
- abVector /= 2;
- a -= abVector;
- b += abVector;
- }
-
- // Four corners of the rectangle defining a thick line
- vec2 p1 = a - n;
- vec2 p2 = a + n;
- vec2 p3 = b + n;
- vec2 p4 = b - n;
-
-
- const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
- const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
- const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
- const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
-
- if (!quickRejectNoScissor(left, top, right, bottom)) {
- if (!isAA) {
- if (prevVertex != NULL) {
- // Issue two repeat vertices to create degenerate triangles to bridge
- // between the previous line and the new one. This is necessary because
- // we are creating a single triangle_strip which will contain
- // potentially discontinuous line segments.
- Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
- Vertex::set(vertices++, p1.x, p1.y);
- generatedVerticesCount += 2;
- }
-
- Vertex::set(vertices++, p1.x, p1.y);
- Vertex::set(vertices++, p2.x, p2.y);
- Vertex::set(vertices++, p4.x, p4.y);
- Vertex::set(vertices++, p3.x, p3.y);
-
- prevVertex = vertices - 1;
- generatedVerticesCount += 4;
- } else {
- if (!isHairLine && scaled) {
- // Must set width proportions per-segment for scaled non-hairlines to use the
- // correct AA boundary dimensions
- if (boundaryWidthSlot < 0) {
- boundaryWidthSlot =
- mCaches.currentProgram->getUniform("boundaryWidth");
- }
-
- glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
- }
-
- if (boundaryLengthSlot < 0) {
- boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
- }
-
- glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
-
- if (prevAAVertex != NULL) {
- // Issue two repeat vertices to create degenerate triangles to bridge
- // between the previous line and the new one. This is necessary because
- // we are creating a single triangle_strip which will contain
- // potentially discontinuous line segments.
- AAVertex::set(aaVertices++,prevAAVertex->position[0],
- prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
- AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
- generatedVerticesCount += 2;
- }
+status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
+ VertexBuffer vertexBuffer;
+ // TODO: try clipping large paths to viewport
+ PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
- AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
- AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
- AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
- AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
+ SkRect bounds = path.getBounds();
+ PathTessellator::expandBoundsForStroke(bounds, paint, false);
+ dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
- prevAAVertex = aaVertices - 1;
- generatedVerticesCount += 4;
- }
+ return drawVertexBuffer(vertexBuffer, paint);
+}
- dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
- a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
- *mSnapshot->transform);
- }
- }
+/**
+ * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
+ * and additional geometry for defining an alpha slope perimeter.
+ *
+ * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
+ * unexpected results, and may vary between hardware devices. Previously we used a varying-base
+ * in-shader alpha region, but found it to be taxing on some GPUs.
+ *
+ * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
+ * memory transfer by removing need for degenerate vertices.
+ */
+status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
+ if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
- if (generatedVerticesCount > 0) {
- glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
- }
+ count &= ~0x3; // round down to nearest four
- if (isAA) {
- finishDrawAALine(widthSlot, lengthSlot);
- }
+ VertexBuffer buffer;
+ SkRect bounds;
+ PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
+ dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
- return DrawGlInfo::kStatusDrew;
+ bool useOffset = !paint->isAntiAlias();
+ return drawVertexBuffer(buffer, paint, useOffset);
}
status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
@@ -2526,9 +2247,7 @@ status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float
ry += outset;
}
path.addRoundRect(rect, rx, ry);
- drawConvexPath(path, p);
-
- return DrawGlInfo::kStatusDrew;
+ return drawConvexPath(path, p);
}
status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
@@ -2548,9 +2267,7 @@ status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p)
} else {
path.addCircle(x, y, radius);
}
- drawConvexPath(path, p);
-
- return DrawGlInfo::kStatusDrew;
+ return drawConvexPath(path, p);
}
status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
@@ -2571,9 +2288,7 @@ status_t OpenGLRenderer::drawOval(float left, float top, float right, float bott
rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
}
path.addOval(rect);
- drawConvexPath(path, p);
-
- return DrawGlInfo::kStatusDrew;
+ return drawConvexPath(path, p);
}
status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
@@ -2587,8 +2302,7 @@ status_t OpenGLRenderer::drawArc(float left, float top, float right, float botto
}
// TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
- if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 ||
- p->getStrokeCap() != SkPaint::kButt_Cap || useCenter) {
+ if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
mCaches.activeTexture(0);
const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
startAngle, sweepAngle, useCenter, p);
@@ -2608,9 +2322,7 @@ status_t OpenGLRenderer::drawArc(float left, float top, float right, float botto
if (useCenter) {
path.close();
}
- drawConvexPath(path, p);
-
- return DrawGlInfo::kStatusDrew;
+ return drawConvexPath(path, p);
}
// See SkPaintDefaults.h
@@ -2637,20 +2349,17 @@ status_t OpenGLRenderer::drawRect(float left, float top, float right, float bott
rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
}
path.addRect(rect);
- drawConvexPath(path, p);
-
- return DrawGlInfo::kStatusDrew;
+ return drawConvexPath(path, p);
}
if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
SkPath path;
path.addRect(left, top, right, bottom);
- drawConvexPath(path, p);
+ return drawConvexPath(path, p);
} else {
drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
+ return DrawGlInfo::kStatusDrew;
}
-
- return DrawGlInfo::kStatusDrew;
}
void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index 594580e..22dc718 100644
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -53,6 +53,7 @@ namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
class DisplayList;
+class VertexBuffer;
/**
* OpenGL renderer used to draw accelerated 2D graphics. The API is a
@@ -582,12 +583,22 @@ private:
void drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint);
/**
+ * Renders a strip of polygons with the specified paint, used for tessellated geometry.
+ *
+ * @param vertexBuffer The VertexBuffer to be drawn
+ * @param paint The paint to render with
+ * @param useOffset Offset the vertexBuffer (used in drawing non-AA lines)
+ */
+ status_t drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
+ bool useOffset = false);
+
+ /**
* Renders the convex hull defined by the specified path as a strip of polygons.
*
* @param path The hull of the path to draw
* @param paint The paint to render with
*/
- void drawConvexPath(const SkPath& path, SkPaint* paint);
+ status_t drawConvexPath(const SkPath& path, SkPaint* paint);
/**
* Draws a textured rectangle with the specified texture. The specified coordinates
@@ -754,7 +765,6 @@ private:
void setupDrawWithExternalTexture();
void setupDrawNoTexture();
void setupDrawAA();
- void setupDrawVertexShape();
void setupDrawPoint(float pointSize);
void setupDrawColor(int color, int alpha);
void setupDrawColor(float r, float g, float b, float a);
@@ -788,9 +798,6 @@ private:
void setupDrawMesh(GLvoid* vertices, GLvoid* texCoords = NULL, GLuint vbo = 0);
void setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords);
void setupDrawVertices(GLvoid* vertices);
- void setupDrawAALine(GLvoid* vertices, GLvoid* distanceCoords, GLvoid* lengthCoords,
- float strokeWidth, int& widthSlot, int& lengthSlot);
- void finishDrawAALine(const int widthSlot, const int lengthSlot);
void finishDrawTexture();
void accountForClear(SkXfermode::Mode mode);
diff --git a/libs/hwui/PathRenderer.cpp b/libs/hwui/PathRenderer.cpp
deleted file mode 100644
index d59e36f..0000000
--- a/libs/hwui/PathRenderer.cpp
+++ /dev/null
@@ -1,720 +0,0 @@
-/*
- * 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.
- */
-
-#define LOG_TAG "PathRenderer"
-#define LOG_NDEBUG 1
-#define ATRACE_TAG ATRACE_TAG_GRAPHICS
-
-#define VERTEX_DEBUG 0
-
-#include <SkPath.h>
-#include <SkPaint.h>
-
-#include <stdlib.h>
-#include <stdint.h>
-#include <sys/types.h>
-
-#include <utils/Log.h>
-#include <utils/Trace.h>
-
-#include "PathRenderer.h"
-#include "Matrix.h"
-#include "Vector.h"
-#include "Vertex.h"
-
-namespace android {
-namespace uirenderer {
-
-#define THRESHOLD 0.5f
-
-SkRect PathRenderer::computePathBounds(const SkPath& path, const SkPaint* paint) {
- SkRect bounds = path.getBounds();
- if (paint->getStyle() != SkPaint::kFill_Style) {
- float outset = paint->getStrokeWidth() * 0.5f;
- bounds.outset(outset, outset);
- }
- return bounds;
-}
-
-void computeInverseScales(const mat4 *transform, float &inverseScaleX, float& inverseScaleY) {
- if (CC_UNLIKELY(!transform->isPureTranslate())) {
- float m00 = transform->data[Matrix4::kScaleX];
- float m01 = transform->data[Matrix4::kSkewY];
- float m10 = transform->data[Matrix4::kSkewX];
- float m11 = transform->data[Matrix4::kScaleY];
- float scaleX = sqrt(m00 * m00 + m01 * m01);
- float scaleY = sqrt(m10 * m10 + m11 * m11);
- inverseScaleX = (scaleX != 0) ? (1.0f / scaleX) : 1.0f;
- inverseScaleY = (scaleY != 0) ? (1.0f / scaleY) : 1.0f;
- } else {
- inverseScaleX = 1.0f;
- inverseScaleY = 1.0f;
- }
-}
-
-inline void copyVertex(Vertex* destPtr, const Vertex* srcPtr) {
- Vertex::set(destPtr, srcPtr->position[0], srcPtr->position[1]);
-}
-
-inline void copyAlphaVertex(AlphaVertex* destPtr, const AlphaVertex* srcPtr) {
- AlphaVertex::set(destPtr, srcPtr->position[0], srcPtr->position[1], srcPtr->alpha);
-}
-
-/**
- * Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset
- * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices
- * will be offset by 1.0
- *
- * Note that we can't add and normalize the two vectors, that would result in a rectangle having an
- * offset of (sqrt(2)/2, sqrt(2)/2) at each corner, instead of (1, 1)
- *
- * NOTE: assumes angles between normals 90 degrees or less
- */
-inline vec2 totalOffsetFromNormals(const vec2& normalA, const vec2& normalB) {
- return (normalA + normalB) / (1 + fabs(normalA.dot(normalB)));
-}
-
-inline void scaleOffsetForStrokeWidth(vec2& offset, float halfStrokeWidth,
- float inverseScaleX, float inverseScaleY) {
- if (halfStrokeWidth == 0.0f) {
- // hairline - compensate for scale
- offset.x *= 0.5f * inverseScaleX;
- offset.y *= 0.5f * inverseScaleY;
- } else {
- offset *= halfStrokeWidth;
- }
-}
-
-void getFillVerticesFromPerimeter(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) {
- Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size());
-
- int currentIndex = 0;
- // zig zag between all previous points on the inside of the hull to create a
- // triangle strip that fills the hull
- int srcAindex = 0;
- int srcBindex = perimeter.size() - 1;
- while (srcAindex <= srcBindex) {
- copyVertex(&buffer[currentIndex++], &perimeter[srcAindex]);
- if (srcAindex == srcBindex) break;
- copyVertex(&buffer[currentIndex++], &perimeter[srcBindex]);
- srcAindex++;
- srcBindex--;
- }
-}
-
-void getStrokeVerticesFromPerimeter(const Vector<Vertex>& perimeter, float halfStrokeWidth,
- VertexBuffer& vertexBuffer, float inverseScaleX, float inverseScaleY) {
- Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size() * 2 + 2);
-
- int currentIndex = 0;
- const Vertex* last = &(perimeter[perimeter.size() - 1]);
- const Vertex* current = &(perimeter[0]);
- vec2 lastNormal(current->position[1] - last->position[1],
- last->position[0] - current->position[0]);
- lastNormal.normalize();
- for (unsigned int i = 0; i < perimeter.size(); i++) {
- const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
- vec2 nextNormal(next->position[1] - current->position[1],
- current->position[0] - next->position[0]);
- nextNormal.normalize();
-
- vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
- scaleOffsetForStrokeWidth(totalOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
-
- Vertex::set(&buffer[currentIndex++],
- current->position[0] + totalOffset.x,
- current->position[1] + totalOffset.y);
-
- Vertex::set(&buffer[currentIndex++],
- current->position[0] - totalOffset.x,
- current->position[1] - totalOffset.y);
-
- last = current;
- current = next;
- lastNormal = nextNormal;
- }
-
- // wrap around to beginning
- copyVertex(&buffer[currentIndex++], &buffer[0]);
- copyVertex(&buffer[currentIndex++], &buffer[1]);
-}
-
-void getStrokeVerticesFromUnclosedVertices(const Vector<Vertex>& vertices, float halfStrokeWidth,
- VertexBuffer& vertexBuffer, float inverseScaleX, float inverseScaleY) {
- Vertex* buffer = vertexBuffer.alloc<Vertex>(vertices.size() * 2);
-
- int currentIndex = 0;
- const Vertex* current = &(vertices[0]);
- vec2 lastNormal;
- for (unsigned int i = 0; i < vertices.size() - 1; i++) {
- const Vertex* next = &(vertices[i + 1]);
- vec2 nextNormal(next->position[1] - current->position[1],
- current->position[0] - next->position[0]);
- nextNormal.normalize();
-
- vec2 totalOffset;
- if (i == 0) {
- totalOffset = nextNormal;
- } else {
- totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
- }
- scaleOffsetForStrokeWidth(totalOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
-
- Vertex::set(&buffer[currentIndex++],
- current->position[0] + totalOffset.x,
- current->position[1] + totalOffset.y);
-
- Vertex::set(&buffer[currentIndex++],
- current->position[0] - totalOffset.x,
- current->position[1] - totalOffset.y);
-
- current = next;
- lastNormal = nextNormal;
- }
-
- vec2 totalOffset = lastNormal;
- scaleOffsetForStrokeWidth(totalOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
-
- Vertex::set(&buffer[currentIndex++],
- current->position[0] + totalOffset.x,
- current->position[1] + totalOffset.y);
- Vertex::set(&buffer[currentIndex++],
- current->position[0] - totalOffset.x,
- current->position[1] - totalOffset.y);
-#if VERTEX_DEBUG
- for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) {
- ALOGD("point at %f %f", buffer[i].position[0], buffer[i].position[1]);
- }
-#endif
-}
-
-void getFillVerticesFromPerimeterAA(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer,
- float inverseScaleX, float inverseScaleY) {
- AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(perimeter.size() * 3 + 2);
-
- // generate alpha points - fill Alpha vertex gaps in between each point with
- // alpha 0 vertex, offset by a scaled normal.
- int currentIndex = 0;
- const Vertex* last = &(perimeter[perimeter.size() - 1]);
- const Vertex* current = &(perimeter[0]);
- vec2 lastNormal(current->position[1] - last->position[1],
- last->position[0] - current->position[0]);
- lastNormal.normalize();
- for (unsigned int i = 0; i < perimeter.size(); i++) {
- const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
- vec2 nextNormal(next->position[1] - current->position[1],
- current->position[0] - next->position[0]);
- nextNormal.normalize();
-
- // AA point offset from original point is that point's normal, such that each side is offset
- // by .5 pixels
- vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
- totalOffset.x *= 0.5f * inverseScaleX;
- totalOffset.y *= 0.5f * inverseScaleY;
-
- AlphaVertex::set(&buffer[currentIndex++],
- current->position[0] + totalOffset.x,
- current->position[1] + totalOffset.y,
- 0.0f);
- AlphaVertex::set(&buffer[currentIndex++],
- current->position[0] - totalOffset.x,
- current->position[1] - totalOffset.y,
- 1.0f);
-
- last = current;
- current = next;
- lastNormal = nextNormal;
- }
-
- // wrap around to beginning
- copyAlphaVertex(&buffer[currentIndex++], &buffer[0]);
- copyAlphaVertex(&buffer[currentIndex++], &buffer[1]);
-
- // zig zag between all previous points on the inside of the hull to create a
- // triangle strip that fills the hull, repeating the first inner point to
- // create degenerate tris to start inside path
- int srcAindex = 0;
- int srcBindex = perimeter.size() - 1;
- while (srcAindex <= srcBindex) {
- copyAlphaVertex(&buffer[currentIndex++], &buffer[srcAindex * 2 + 1]);
- if (srcAindex == srcBindex) break;
- copyAlphaVertex(&buffer[currentIndex++], &buffer[srcBindex * 2 + 1]);
- srcAindex++;
- srcBindex--;
- }
-
-#if VERTEX_DEBUG
- for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) {
- ALOGD("point at %f %f, alpha %f", buffer[i].position[0], buffer[i].position[1], buffer[i].alpha);
- }
-#endif
-}
-
-
-void getStrokeVerticesFromUnclosedVerticesAA(const Vector<Vertex>& vertices, float halfStrokeWidth,
- VertexBuffer& vertexBuffer, float inverseScaleX, float inverseScaleY) {
- AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(6 * vertices.size() + 2);
-
- // avoid lines smaller than hairline since they break triangle based sampling. instead reducing
- // alpha value (TODO: support different X/Y scale)
- float maxAlpha = 1.0f;
- if (halfStrokeWidth != 0 && inverseScaleX == inverseScaleY &&
- halfStrokeWidth * inverseScaleX < 0.5f) {
- maxAlpha *= (2 * halfStrokeWidth) / inverseScaleX;
- halfStrokeWidth = 0.0f;
- }
-
- // there is no outer/inner here, using them for consistency with below approach
- int offset = 2 * (vertices.size() - 2);
- int currentAAOuterIndex = 2;
- int currentAAInnerIndex = 2 * offset + 5; // reversed
- int currentStrokeIndex = currentAAInnerIndex + 7;
-
- const Vertex* last = &(vertices[0]);
- const Vertex* current = &(vertices[1]);
- vec2 lastNormal(current->position[1] - last->position[1],
- last->position[0] - current->position[0]);
- lastNormal.normalize();
-
- {
- // start cap
- vec2 totalOffset = lastNormal;
- vec2 AAOffset = totalOffset;
- AAOffset.x *= 0.5f * inverseScaleX;
- AAOffset.y *= 0.5f * inverseScaleY;
-
- vec2 innerOffset = totalOffset;
- scaleOffsetForStrokeWidth(innerOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
- vec2 outerOffset = innerOffset + AAOffset;
- innerOffset -= AAOffset;
-
- // TODO: support square cap by changing this offset to incorporate halfStrokeWidth
- vec2 capAAOffset(AAOffset.y, -AAOffset.x);
- AlphaVertex::set(&buffer[0],
- last->position[0] + outerOffset.x + capAAOffset.x,
- last->position[1] + outerOffset.y + capAAOffset.y,
- 0.0f);
- AlphaVertex::set(&buffer[1],
- last->position[0] + innerOffset.x - capAAOffset.x,
- last->position[1] + innerOffset.y - capAAOffset.y,
- maxAlpha);
-
- AlphaVertex::set(&buffer[2 * offset + 6],
- last->position[0] - outerOffset.x + capAAOffset.x,
- last->position[1] - outerOffset.y + capAAOffset.y,
- 0.0f);
- AlphaVertex::set(&buffer[2 * offset + 7],
- last->position[0] - innerOffset.x - capAAOffset.x,
- last->position[1] - innerOffset.y - capAAOffset.y,
- maxAlpha);
- copyAlphaVertex(&buffer[2 * offset + 8], &buffer[0]);
- copyAlphaVertex(&buffer[2 * offset + 9], &buffer[1]);
- copyAlphaVertex(&buffer[2 * offset + 10], &buffer[1]); // degenerate tris (the only two!)
- copyAlphaVertex(&buffer[2 * offset + 11], &buffer[2 * offset + 7]);
- }
-
- for (unsigned int i = 1; i < vertices.size() - 1; i++) {
- const Vertex* next = &(vertices[i + 1]);
- vec2 nextNormal(next->position[1] - current->position[1],
- current->position[0] - next->position[0]);
- nextNormal.normalize();
-
- vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
- vec2 AAOffset = totalOffset;
- AAOffset.x *= 0.5f * inverseScaleX;
- AAOffset.y *= 0.5f * inverseScaleY;
-
- vec2 innerOffset = totalOffset;
- scaleOffsetForStrokeWidth(innerOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
- vec2 outerOffset = innerOffset + AAOffset;
- innerOffset -= AAOffset;
-
- AlphaVertex::set(&buffer[currentAAOuterIndex++],
- current->position[0] + outerOffset.x,
- current->position[1] + outerOffset.y,
- 0.0f);
- AlphaVertex::set(&buffer[currentAAOuterIndex++],
- current->position[0] + innerOffset.x,
- current->position[1] + innerOffset.y,
- maxAlpha);
-
- AlphaVertex::set(&buffer[currentStrokeIndex++],
- current->position[0] + innerOffset.x,
- current->position[1] + innerOffset.y,
- maxAlpha);
- AlphaVertex::set(&buffer[currentStrokeIndex++],
- current->position[0] - innerOffset.x,
- current->position[1] - innerOffset.y,
- maxAlpha);
-
- AlphaVertex::set(&buffer[currentAAInnerIndex--],
- current->position[0] - innerOffset.x,
- current->position[1] - innerOffset.y,
- maxAlpha);
- AlphaVertex::set(&buffer[currentAAInnerIndex--],
- current->position[0] - outerOffset.x,
- current->position[1] - outerOffset.y,
- 0.0f);
-
- last = current;
- current = next;
- lastNormal = nextNormal;
- }
-
- {
- // end cap
- vec2 totalOffset = lastNormal;
- vec2 AAOffset = totalOffset;
- AAOffset.x *= 0.5f * inverseScaleX;
- AAOffset.y *= 0.5f * inverseScaleY;
-
- vec2 innerOffset = totalOffset;
- scaleOffsetForStrokeWidth(innerOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
- vec2 outerOffset = innerOffset + AAOffset;
- innerOffset -= AAOffset;
-
- // TODO: support square cap by changing this offset to incorporate halfStrokeWidth
- vec2 capAAOffset(-AAOffset.y, AAOffset.x);
-
- AlphaVertex::set(&buffer[offset + 2],
- current->position[0] + outerOffset.x + capAAOffset.x,
- current->position[1] + outerOffset.y + capAAOffset.y,
- 0.0f);
- AlphaVertex::set(&buffer[offset + 3],
- current->position[0] + innerOffset.x - capAAOffset.x,
- current->position[1] + innerOffset.y - capAAOffset.y,
- maxAlpha);
-
- AlphaVertex::set(&buffer[offset + 4],
- current->position[0] - outerOffset.x + capAAOffset.x,
- current->position[1] - outerOffset.y + capAAOffset.y,
- 0.0f);
- AlphaVertex::set(&buffer[offset + 5],
- current->position[0] - innerOffset.x - capAAOffset.x,
- current->position[1] - innerOffset.y - capAAOffset.y,
- maxAlpha);
-
- copyAlphaVertex(&buffer[vertexBuffer.getSize() - 2], &buffer[offset + 3]);
- copyAlphaVertex(&buffer[vertexBuffer.getSize() - 1], &buffer[offset + 5]);
- }
-
-#if VERTEX_DEBUG
- for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) {
- ALOGD("point at %f %f, alpha %f", buffer[i].position[0], buffer[i].position[1], buffer[i].alpha);
- }
-#endif
-}
-
-
-void getStrokeVerticesFromPerimeterAA(const Vector<Vertex>& perimeter, float halfStrokeWidth,
- VertexBuffer& vertexBuffer, float inverseScaleX, float inverseScaleY) {
- AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(6 * perimeter.size() + 8);
-
- // avoid lines smaller than hairline since they break triangle based sampling. instead reducing
- // alpha value (TODO: support different X/Y scale)
- float maxAlpha = 1.0f;
- if (halfStrokeWidth != 0 && inverseScaleX == inverseScaleY &&
- halfStrokeWidth * inverseScaleX < 0.5f) {
- maxAlpha *= (2 * halfStrokeWidth) / inverseScaleX;
- halfStrokeWidth = 0.0f;
- }
-
- int offset = 2 * perimeter.size() + 3;
- int currentAAOuterIndex = 0;
- int currentStrokeIndex = offset;
- int currentAAInnerIndex = offset * 2;
-
- const Vertex* last = &(perimeter[perimeter.size() - 1]);
- const Vertex* current = &(perimeter[0]);
- vec2 lastNormal(current->position[1] - last->position[1],
- last->position[0] - current->position[0]);
- lastNormal.normalize();
- for (unsigned int i = 0; i < perimeter.size(); i++) {
- const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
- vec2 nextNormal(next->position[1] - current->position[1],
- current->position[0] - next->position[0]);
- nextNormal.normalize();
-
- vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
- vec2 AAOffset = totalOffset;
- AAOffset.x *= 0.5f * inverseScaleX;
- AAOffset.y *= 0.5f * inverseScaleY;
-
- vec2 innerOffset = totalOffset;
- scaleOffsetForStrokeWidth(innerOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
- vec2 outerOffset = innerOffset + AAOffset;
- innerOffset -= AAOffset;
-
- AlphaVertex::set(&buffer[currentAAOuterIndex++],
- current->position[0] + outerOffset.x,
- current->position[1] + outerOffset.y,
- 0.0f);
- AlphaVertex::set(&buffer[currentAAOuterIndex++],
- current->position[0] + innerOffset.x,
- current->position[1] + innerOffset.y,
- maxAlpha);
-
- AlphaVertex::set(&buffer[currentStrokeIndex++],
- current->position[0] + innerOffset.x,
- current->position[1] + innerOffset.y,
- maxAlpha);
- AlphaVertex::set(&buffer[currentStrokeIndex++],
- current->position[0] - innerOffset.x,
- current->position[1] - innerOffset.y,
- maxAlpha);
-
- AlphaVertex::set(&buffer[currentAAInnerIndex++],
- current->position[0] - innerOffset.x,
- current->position[1] - innerOffset.y,
- maxAlpha);
- AlphaVertex::set(&buffer[currentAAInnerIndex++],
- current->position[0] - outerOffset.x,
- current->position[1] - outerOffset.y,
- 0.0f);
-
- last = current;
- current = next;
- lastNormal = nextNormal;
- }
-
- // wrap each strip around to beginning, creating degenerate tris to bridge strips
- copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[0]);
- copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[1]);
- copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[1]);
-
- copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset]);
- copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset + 1]);
- copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset + 1]);
-
- copyAlphaVertex(&buffer[currentAAInnerIndex++], &buffer[2 * offset]);
- copyAlphaVertex(&buffer[currentAAInnerIndex++], &buffer[2 * offset + 1]);
- // don't need to create last degenerate tri
-
-#if VERTEX_DEBUG
- for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) {
- ALOGD("point at %f %f, alpha %f", buffer[i].position[0], buffer[i].position[1], buffer[i].alpha);
- }
-#endif
-}
-
-void PathRenderer::convexPathVertices(const SkPath &path, const SkPaint* paint,
- const mat4 *transform, VertexBuffer& vertexBuffer) {
- ATRACE_CALL();
-
- SkPaint::Style style = paint->getStyle();
- bool isAA = paint->isAntiAlias();
-
- float inverseScaleX, inverseScaleY;
- computeInverseScales(transform, inverseScaleX, inverseScaleY);
-
- Vector<Vertex> tempVertices;
- float threshInvScaleX = inverseScaleX;
- float threshInvScaleY = inverseScaleY;
- if (style == SkPaint::kStroke_Style) {
- // alter the bezier recursion threshold values we calculate in order to compensate for
- // expansion done after the path vertices are found
- SkRect bounds = path.getBounds();
- if (!bounds.isEmpty()) {
- threshInvScaleX *= bounds.width() / (bounds.width() + paint->getStrokeWidth());
- threshInvScaleY *= bounds.height() / (bounds.height() + paint->getStrokeWidth());
- }
- }
-
- // force close if we're filling the path, since fill path expects closed perimeter.
- bool forceClose = style != SkPaint::kStroke_Style;
- bool wasClosed = convexPathPerimeterVertices(path, forceClose, threshInvScaleX * threshInvScaleX,
- threshInvScaleY * threshInvScaleY, tempVertices);
-
- if (!tempVertices.size()) {
- // path was empty, return without allocating vertex buffer
- return;
- }
-
-#if VERTEX_DEBUG
- for (unsigned int i = 0; i < tempVertices.size(); i++) {
- ALOGD("orig path: point at %f %f", tempVertices[i].position[0], tempVertices[i].position[1]);
- }
-#endif
-
- if (style == SkPaint::kStroke_Style) {
- float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
- if (!isAA) {
- if (wasClosed) {
- getStrokeVerticesFromPerimeter(tempVertices, halfStrokeWidth, vertexBuffer,
- inverseScaleX, inverseScaleY);
- } else {
- getStrokeVerticesFromUnclosedVertices(tempVertices, halfStrokeWidth, vertexBuffer,
- inverseScaleX, inverseScaleY);
- }
-
- } else {
- if (wasClosed) {
- getStrokeVerticesFromPerimeterAA(tempVertices, halfStrokeWidth, vertexBuffer,
- inverseScaleX, inverseScaleY);
- } else {
- getStrokeVerticesFromUnclosedVerticesAA(tempVertices, halfStrokeWidth, vertexBuffer,
- inverseScaleX, inverseScaleY);
- }
- }
- } else {
- // For kStrokeAndFill style, the path should be adjusted externally, as it will be treated as a fill here.
- if (!isAA) {
- getFillVerticesFromPerimeter(tempVertices, vertexBuffer);
- } else {
- getFillVerticesFromPerimeterAA(tempVertices, vertexBuffer, inverseScaleX, inverseScaleY);
- }
- }
-}
-
-
-void pushToVector(Vector<Vertex>& vertices, float x, float y) {
- // TODO: make this not yuck
- vertices.push();
- Vertex* newVertex = &(vertices.editArray()[vertices.size() - 1]);
- Vertex::set(newVertex, x, y);
-}
-
-bool PathRenderer::convexPathPerimeterVertices(const SkPath& path, bool forceClose,
- float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
- ATRACE_CALL();
-
- // TODO: to support joins other than sharp miter, join vertices should be labelled in the
- // perimeter, or resolved into more vertices. Reconsider forceClose-ing in that case.
- SkPath::Iter iter(path, forceClose);
- SkPoint pts[4];
- SkPath::Verb v;
- while (SkPath::kDone_Verb != (v = iter.next(pts))) {
- switch (v) {
- case SkPath::kMove_Verb:
- pushToVector(outputVertices, pts[0].x(), pts[0].y());
- ALOGV("Move to pos %f %f", pts[0].x(), pts[0].y());
- break;
- case SkPath::kClose_Verb:
- ALOGV("Close at pos %f %f", pts[0].x(), pts[0].y());
- break;
- case SkPath::kLine_Verb:
- ALOGV("kLine_Verb %f %f -> %f %f",
- pts[0].x(), pts[0].y(),
- pts[1].x(), pts[1].y());
-
- pushToVector(outputVertices, pts[1].x(), pts[1].y());
- break;
- case SkPath::kQuad_Verb:
- ALOGV("kQuad_Verb");
- recursiveQuadraticBezierVertices(
- pts[0].x(), pts[0].y(),
- pts[2].x(), pts[2].y(),
- pts[1].x(), pts[1].y(),
- sqrInvScaleX, sqrInvScaleY, outputVertices);
- break;
- case SkPath::kCubic_Verb:
- ALOGV("kCubic_Verb");
- recursiveCubicBezierVertices(
- pts[0].x(), pts[0].y(),
- pts[1].x(), pts[1].y(),
- pts[3].x(), pts[3].y(),
- pts[2].x(), pts[2].y(),
- sqrInvScaleX, sqrInvScaleY, outputVertices);
- break;
- default:
- break;
- }
- }
-
- int size = outputVertices.size();
- if (size >= 2 && outputVertices[0].position[0] == outputVertices[size - 1].position[0] &&
- outputVertices[0].position[1] == outputVertices[size - 1].position[1]) {
- outputVertices.pop();
- return true;
- }
- return false;
-}
-
-void PathRenderer::recursiveCubicBezierVertices(
- float p1x, float p1y, float c1x, float c1y,
- float p2x, float p2y, float c2x, float c2y,
- float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
- float dx = p2x - p1x;
- float dy = p2y - p1y;
- float d1 = fabs((c1x - p2x) * dy - (c1y - p2y) * dx);
- float d2 = fabs((c2x - p2x) * dy - (c2y - p2y) * dx);
- float d = d1 + d2;
-
- // multiplying by sqrInvScaleY/X equivalent to multiplying in dimensional scale factors
-
- if (d * d < THRESHOLD * THRESHOLD * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
- // below thresh, draw line by adding endpoint
- pushToVector(outputVertices, p2x, p2y);
- } else {
- float p1c1x = (p1x + c1x) * 0.5f;
- float p1c1y = (p1y + c1y) * 0.5f;
- float p2c2x = (p2x + c2x) * 0.5f;
- float p2c2y = (p2y + c2y) * 0.5f;
-
- float c1c2x = (c1x + c2x) * 0.5f;
- float c1c2y = (c1y + c2y) * 0.5f;
-
- float p1c1c2x = (p1c1x + c1c2x) * 0.5f;
- float p1c1c2y = (p1c1y + c1c2y) * 0.5f;
-
- float p2c1c2x = (p2c2x + c1c2x) * 0.5f;
- float p2c1c2y = (p2c2y + c1c2y) * 0.5f;
-
- float mx = (p1c1c2x + p2c1c2x) * 0.5f;
- float my = (p1c1c2y + p2c1c2y) * 0.5f;
-
- recursiveCubicBezierVertices(
- p1x, p1y, p1c1x, p1c1y,
- mx, my, p1c1c2x, p1c1c2y,
- sqrInvScaleX, sqrInvScaleY, outputVertices);
- recursiveCubicBezierVertices(
- mx, my, p2c1c2x, p2c1c2y,
- p2x, p2y, p2c2x, p2c2y,
- sqrInvScaleX, sqrInvScaleY, outputVertices);
- }
-}
-
-void PathRenderer::recursiveQuadraticBezierVertices(
- float ax, float ay,
- float bx, float by,
- float cx, float cy,
- float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
- float dx = bx - ax;
- float dy = by - ay;
- float d = (cx - bx) * dy - (cy - by) * dx;
-
- if (d * d < THRESHOLD * THRESHOLD * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
- // below thresh, draw line by adding endpoint
- pushToVector(outputVertices, bx, by);
- } else {
- float acx = (ax + cx) * 0.5f;
- float bcx = (bx + cx) * 0.5f;
- float acy = (ay + cy) * 0.5f;
- float bcy = (by + cy) * 0.5f;
-
- // midpoint
- float mx = (acx + bcx) * 0.5f;
- float my = (acy + bcy) * 0.5f;
-
- recursiveQuadraticBezierVertices(ax, ay, mx, my, acx, acy,
- sqrInvScaleX, sqrInvScaleY, outputVertices);
- recursiveQuadraticBezierVertices(mx, my, bx, by, bcx, bcy,
- sqrInvScaleX, sqrInvScaleY, outputVertices);
- }
-}
-
-}; // namespace uirenderer
-}; // namespace android
diff --git a/libs/hwui/PathTessellator.cpp b/libs/hwui/PathTessellator.cpp
new file mode 100644
index 0000000..69ccdfa
--- /dev/null
+++ b/libs/hwui/PathTessellator.cpp
@@ -0,0 +1,970 @@
+/*
+ * 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.
+ */
+
+#define LOG_TAG "PathTessellator"
+#define LOG_NDEBUG 1
+#define ATRACE_TAG ATRACE_TAG_GRAPHICS
+
+#define VERTEX_DEBUG 0
+
+#if VERTEX_DEBUG
+#define DEBUG_DUMP_ALPHA_BUFFER() \
+ for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) { \
+ ALOGD("point %d at %f %f, alpha %f", \
+ i, buffer[i].position[0], buffer[i].position[1], buffer[i].alpha); \
+ }
+#define DEBUG_DUMP_BUFFER() \
+ for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) { \
+ ALOGD("point %d at %f %f", i, buffer[i].position[0], buffer[i].position[1]); \
+ }
+#else
+#define DEBUG_DUMP_ALPHA_BUFFER()
+#define DEBUG_DUMP_BUFFER()
+#endif
+
+#include <SkPath.h>
+#include <SkPaint.h>
+
+#include <stdlib.h>
+#include <stdint.h>
+#include <sys/types.h>
+
+#include <utils/Log.h>
+#include <utils/Trace.h>
+
+#include "PathTessellator.h"
+#include "Matrix.h"
+#include "Vector.h"
+#include "Vertex.h"
+
+namespace android {
+namespace uirenderer {
+
+#define THRESHOLD 0.5f
+#define ROUND_CAP_THRESH 0.25f
+#define PI 3.1415926535897932f
+
+void PathTessellator::expandBoundsForStroke(SkRect& bounds, const SkPaint* paint,
+ bool forceExpand) {
+ if (forceExpand || paint->getStyle() != SkPaint::kFill_Style) {
+ float outset = paint->getStrokeWidth() * 0.5f;
+ bounds.outset(outset, outset);
+ }
+}
+
+inline void copyVertex(Vertex* destPtr, const Vertex* srcPtr) {
+ Vertex::set(destPtr, srcPtr->position[0], srcPtr->position[1]);
+}
+
+inline void copyAlphaVertex(AlphaVertex* destPtr, const AlphaVertex* srcPtr) {
+ AlphaVertex::set(destPtr, srcPtr->position[0], srcPtr->position[1], srcPtr->alpha);
+}
+
+/**
+ * Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset
+ * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices
+ * will be offset by 1.0
+ *
+ * Note that we can't add and normalize the two vectors, that would result in a rectangle having an
+ * offset of (sqrt(2)/2, sqrt(2)/2) at each corner, instead of (1, 1)
+ *
+ * NOTE: assumes angles between normals 90 degrees or less
+ */
+inline vec2 totalOffsetFromNormals(const vec2& normalA, const vec2& normalB) {
+ return (normalA + normalB) / (1 + fabs(normalA.dot(normalB)));
+}
+
+/**
+ * Structure used for storing useful information about the SkPaint and scale used for tessellating
+ */
+struct PaintInfo {
+public:
+ PaintInfo(const SkPaint* paint, const mat4 *transform) :
+ style(paint->getStyle()), cap(paint->getStrokeCap()), isAA(paint->isAntiAlias()),
+ inverseScaleX(1.0f), inverseScaleY(1.0f),
+ halfStrokeWidth(paint->getStrokeWidth() * 0.5f), maxAlpha(1.0f) {
+ // compute inverse scales
+ if (CC_UNLIKELY(!transform->isPureTranslate())) {
+ float m00 = transform->data[Matrix4::kScaleX];
+ float m01 = transform->data[Matrix4::kSkewY];
+ float m10 = transform->data[Matrix4::kSkewX];
+ float m11 = transform->data[Matrix4::kScaleY];
+ float scaleX = sqrt(m00 * m00 + m01 * m01);
+ float scaleY = sqrt(m10 * m10 + m11 * m11);
+ inverseScaleX = (scaleX != 0) ? (1.0f / scaleX) : 1.0f;
+ inverseScaleY = (scaleY != 0) ? (1.0f / scaleY) : 1.0f;
+ }
+
+ if (isAA && halfStrokeWidth != 0 && inverseScaleX == inverseScaleY &&
+ halfStrokeWidth * inverseScaleX < 0.5f) {
+ maxAlpha *= (2 * halfStrokeWidth) / inverseScaleX;
+ halfStrokeWidth = 0.0f;
+ }
+ }
+
+ SkPaint::Style style;
+ SkPaint::Cap cap;
+ bool isAA;
+ float inverseScaleX;
+ float inverseScaleY;
+ float halfStrokeWidth;
+ float maxAlpha;
+
+ inline void scaleOffsetForStrokeWidth(vec2& offset) const {
+ if (halfStrokeWidth == 0.0f) {
+ // hairline - compensate for scale
+ offset.x *= 0.5f * inverseScaleX;
+ offset.y *= 0.5f * inverseScaleY;
+ } else {
+ offset *= halfStrokeWidth;
+ }
+ }
+
+ /**
+ * NOTE: the input will not always be a normal, especially for sharp edges - it should be the
+ * result of totalOffsetFromNormals (see documentation there)
+ */
+ inline vec2 deriveAAOffset(const vec2& offset) const {
+ return vec2(offset.x * 0.5f * inverseScaleX,
+ offset.y * 0.5f * inverseScaleY);
+ }
+
+ /**
+ * Returns the number of cap divisions beyond the minimum 2 (kButt_Cap/kSquareCap will return 0)
+ * Should only be used when stroking and drawing caps
+ */
+ inline int capExtraDivisions() const {
+ if (cap == SkPaint::kRound_Cap) {
+ if (halfStrokeWidth == 0.0f) return 2;
+
+ // ROUND_CAP_THRESH is the maximum error for polygonal approximation of the round cap
+ const float errConst = (-ROUND_CAP_THRESH / halfStrokeWidth + 1);
+ const float targetCosVal = 2 * errConst * errConst - 1;
+ int neededDivisions = (int)(ceilf(PI / acos(targetCosVal)/2)) * 2;
+ return neededDivisions;
+ }
+ return 0;
+ }
+};
+
+void getFillVerticesFromPerimeter(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) {
+ Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size());
+
+ int currentIndex = 0;
+ // zig zag between all previous points on the inside of the hull to create a
+ // triangle strip that fills the hull
+ int srcAindex = 0;
+ int srcBindex = perimeter.size() - 1;
+ while (srcAindex <= srcBindex) {
+ copyVertex(&buffer[currentIndex++], &perimeter[srcAindex]);
+ if (srcAindex == srcBindex) break;
+ copyVertex(&buffer[currentIndex++], &perimeter[srcBindex]);
+ srcAindex++;
+ srcBindex--;
+ }
+}
+
+/*
+ * Fills a vertexBuffer with non-alpha vertices, zig-zagging at each perimeter point to create a
+ * tri-strip as wide as the stroke.
+ *
+ * Uses an additional 2 vertices at the end to wrap around, closing the tri-strip
+ * (for a total of perimeter.size() * 2 + 2 vertices)
+ */
+void getStrokeVerticesFromPerimeter(const PaintInfo& paintInfo, const Vector<Vertex>& perimeter,
+ VertexBuffer& vertexBuffer) {
+ Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size() * 2 + 2);
+
+ int currentIndex = 0;
+ const Vertex* last = &(perimeter[perimeter.size() - 1]);
+ const Vertex* current = &(perimeter[0]);
+ vec2 lastNormal(current->position[1] - last->position[1],
+ last->position[0] - current->position[0]);
+ lastNormal.normalize();
+ for (unsigned int i = 0; i < perimeter.size(); i++) {
+ const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
+ vec2 nextNormal(next->position[1] - current->position[1],
+ current->position[0] - next->position[0]);
+ nextNormal.normalize();
+
+ vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
+ paintInfo.scaleOffsetForStrokeWidth(totalOffset);
+
+ Vertex::set(&buffer[currentIndex++],
+ current->position[0] + totalOffset.x,
+ current->position[1] + totalOffset.y);
+
+ Vertex::set(&buffer[currentIndex++],
+ current->position[0] - totalOffset.x,
+ current->position[1] - totalOffset.y);
+
+ last = current;
+ current = next;
+ lastNormal = nextNormal;
+ }
+
+ // wrap around to beginning
+ copyVertex(&buffer[currentIndex++], &buffer[0]);
+ copyVertex(&buffer[currentIndex++], &buffer[1]);
+
+ DEBUG_DUMP_BUFFER();
+}
+
+/**
+ * Fills a vertexBuffer with non-alpha vertices similar to getStrokeVerticesFromPerimeter, except:
+ *
+ * 1 - Doesn't need to wrap around, since the input vertices are unclosed
+ *
+ * 2 - can zig-zag across 'extra' vertices at either end, to create round caps
+ */
+void getStrokeVerticesFromUnclosedVertices(const PaintInfo& paintInfo,
+ const Vector<Vertex>& vertices, VertexBuffer& vertexBuffer) {
+ const int extra = paintInfo.capExtraDivisions();
+ const int allocSize = (vertices.size() + extra) * 2;
+
+ Vertex* buffer = vertexBuffer.alloc<Vertex>(allocSize);
+
+ if (extra > 0) {
+ // tessellate both round caps
+ const int last = vertices.size() - 1;
+ float beginTheta = atan2(
+ - (vertices[0].position[0] - vertices[1].position[0]),
+ vertices[0].position[1] - vertices[1].position[1]);
+ float endTheta = atan2(
+ - (vertices[last].position[0] - vertices[last - 1].position[0]),
+ vertices[last].position[1] - vertices[last - 1].position[1]);
+
+ const float dTheta = PI / (extra + 1);
+ const float radialScale = 2.0f / (1 + cos(dTheta));
+
+ int capOffset;
+ for (int i = 0; i < extra; i++) {
+ if (i < extra / 2) {
+ capOffset = extra - 2 * i - 1;
+ } else {
+ capOffset = 2 * i - extra;
+ }
+
+ beginTheta += dTheta;
+ vec2 beginRadialOffset(cos(beginTheta), sin(beginTheta));
+ paintInfo.scaleOffsetForStrokeWidth(beginRadialOffset);
+ Vertex::set(&buffer[capOffset],
+ vertices[0].position[0] + beginRadialOffset.x,
+ vertices[0].position[1] + beginRadialOffset.y);
+
+ endTheta += dTheta;
+ vec2 endRadialOffset(cos(endTheta), sin(endTheta));
+ paintInfo.scaleOffsetForStrokeWidth(endRadialOffset);
+ Vertex::set(&buffer[allocSize - 1 - capOffset],
+ vertices[last].position[0] + endRadialOffset.x,
+ vertices[last].position[1] + endRadialOffset.y);
+ }
+ }
+
+ int currentIndex = extra;
+ const Vertex* current = &(vertices[0]);
+ vec2 lastNormal;
+ for (unsigned int i = 0; i < vertices.size() - 1; i++) {
+ const Vertex* next = &(vertices[i + 1]);
+ vec2 nextNormal(next->position[1] - current->position[1],
+ current->position[0] - next->position[0]);
+ nextNormal.normalize();
+
+ vec2 totalOffset;
+ if (i == 0) {
+ totalOffset = nextNormal;
+ } else {
+ totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
+ }
+ paintInfo.scaleOffsetForStrokeWidth(totalOffset);
+
+ Vertex::set(&buffer[currentIndex++],
+ current->position[0] + totalOffset.x,
+ current->position[1] + totalOffset.y);
+
+ Vertex::set(&buffer[currentIndex++],
+ current->position[0] - totalOffset.x,
+ current->position[1] - totalOffset.y);
+
+ current = next;
+ lastNormal = nextNormal;
+ }
+
+ vec2 totalOffset = lastNormal;
+ paintInfo.scaleOffsetForStrokeWidth(totalOffset);
+
+ Vertex::set(&buffer[currentIndex++],
+ current->position[0] + totalOffset.x,
+ current->position[1] + totalOffset.y);
+ Vertex::set(&buffer[currentIndex++],
+ current->position[0] - totalOffset.x,
+ current->position[1] - totalOffset.y);
+
+ DEBUG_DUMP_BUFFER();
+}
+
+/**
+ * Populates a vertexBuffer with AlphaVertices to create an anti-aliased fill shape tessellation
+ *
+ * 1 - create the AA perimeter of unit width, by zig-zagging at each point around the perimeter of
+ * the shape (using 2 * perimeter.size() vertices)
+ *
+ * 2 - wrap around to the beginning to complete the perimeter (2 vertices)
+ *
+ * 3 - zig zag back and forth inside the shape to fill it (using perimeter.size() vertices)
+ */
+void getFillVerticesFromPerimeterAA(const PaintInfo& paintInfo, const Vector<Vertex>& perimeter,
+ VertexBuffer& vertexBuffer) {
+ AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(perimeter.size() * 3 + 2);
+
+ // generate alpha points - fill Alpha vertex gaps in between each point with
+ // alpha 0 vertex, offset by a scaled normal.
+ int currentIndex = 0;
+ const Vertex* last = &(perimeter[perimeter.size() - 1]);
+ const Vertex* current = &(perimeter[0]);
+ vec2 lastNormal(current->position[1] - last->position[1],
+ last->position[0] - current->position[0]);
+ lastNormal.normalize();
+ for (unsigned int i = 0; i < perimeter.size(); i++) {
+ const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
+ vec2 nextNormal(next->position[1] - current->position[1],
+ current->position[0] - next->position[0]);
+ nextNormal.normalize();
+
+ // AA point offset from original point is that point's normal, such that each side is offset
+ // by .5 pixels
+ vec2 totalOffset = paintInfo.deriveAAOffset(totalOffsetFromNormals(lastNormal, nextNormal));
+
+ AlphaVertex::set(&buffer[currentIndex++],
+ current->position[0] + totalOffset.x,
+ current->position[1] + totalOffset.y,
+ 0.0f);
+ AlphaVertex::set(&buffer[currentIndex++],
+ current->position[0] - totalOffset.x,
+ current->position[1] - totalOffset.y,
+ 1.0f);
+
+ last = current;
+ current = next;
+ lastNormal = nextNormal;
+ }
+
+ // wrap around to beginning
+ copyAlphaVertex(&buffer[currentIndex++], &buffer[0]);
+ copyAlphaVertex(&buffer[currentIndex++], &buffer[1]);
+
+ // zig zag between all previous points on the inside of the hull to create a
+ // triangle strip that fills the hull, repeating the first inner point to
+ // create degenerate tris to start inside path
+ int srcAindex = 0;
+ int srcBindex = perimeter.size() - 1;
+ while (srcAindex <= srcBindex) {
+ copyAlphaVertex(&buffer[currentIndex++], &buffer[srcAindex * 2 + 1]);
+ if (srcAindex == srcBindex) break;
+ copyAlphaVertex(&buffer[currentIndex++], &buffer[srcBindex * 2 + 1]);
+ srcAindex++;
+ srcBindex--;
+ }
+
+ DEBUG_DUMP_BUFFER();
+}
+
+/**
+ * Stores geometry for a single, AA-perimeter (potentially rounded) cap
+ *
+ * For explanation of constants and general methodoloyg, see comments for
+ * getStrokeVerticesFromUnclosedVerticesAA() below.
+ */
+inline void storeCapAA(const PaintInfo& paintInfo, const Vector<Vertex>& vertices,
+ AlphaVertex* buffer, bool isFirst, vec2 normal, int offset) {
+ const int extra = paintInfo.capExtraDivisions();
+ const int extraOffset = (extra + 1) / 2;
+ const int capIndex = isFirst
+ ? 2 * offset + 6 + 2 * (extra + extraOffset)
+ : offset + 2 + 2 * extraOffset;
+ if (isFirst) normal *= -1;
+
+ // TODO: this normal should be scaled by radialScale if extra != 0, see totalOffsetFromNormals()
+ vec2 AAOffset = paintInfo.deriveAAOffset(normal);
+
+ vec2 strokeOffset = normal;
+ paintInfo.scaleOffsetForStrokeWidth(strokeOffset);
+ vec2 outerOffset = strokeOffset + AAOffset;
+ vec2 innerOffset = strokeOffset - AAOffset;
+
+ vec2 capAAOffset;
+ if (paintInfo.cap != SkPaint::kRound_Cap) {
+ // if the cap is square or butt, the inside primary cap vertices will be inset in two
+ // directions - both normal to the stroke, and parallel to it.
+ capAAOffset = vec2(-AAOffset.y, AAOffset.x);
+ }
+
+ // determine referencePoint, the center point for the 4 primary cap vertices
+ const Vertex* point = isFirst ? vertices.begin() : (vertices.end() - 1);
+ vec2 referencePoint(point->position[0], point->position[1]);
+ if (paintInfo.cap == SkPaint::kSquare_Cap) {
+ // To account for square cap, move the primary cap vertices (that create the AA edge) by the
+ // stroke offset vector (rotated to be parallel to the stroke)
+ referencePoint += vec2(-strokeOffset.y, strokeOffset.x);
+ }
+
+ AlphaVertex::set(&buffer[capIndex + 0],
+ referencePoint.x + outerOffset.x + capAAOffset.x,
+ referencePoint.y + outerOffset.y + capAAOffset.y,
+ 0.0f);
+ AlphaVertex::set(&buffer[capIndex + 1],
+ referencePoint.x + innerOffset.x - capAAOffset.x,
+ referencePoint.y + innerOffset.y - capAAOffset.y,
+ paintInfo.maxAlpha);
+
+ bool isRound = paintInfo.cap == SkPaint::kRound_Cap;
+
+ const int postCapIndex = (isRound && isFirst) ? (2 * extraOffset - 2) : capIndex + (2 * extra);
+ AlphaVertex::set(&buffer[postCapIndex + 2],
+ referencePoint.x - outerOffset.x + capAAOffset.x,
+ referencePoint.y - outerOffset.y + capAAOffset.y,
+ 0.0f);
+ AlphaVertex::set(&buffer[postCapIndex + 3],
+ referencePoint.x - innerOffset.x - capAAOffset.x,
+ referencePoint.y - innerOffset.y - capAAOffset.y,
+ paintInfo.maxAlpha);
+
+ if (isRound) {
+ const float dTheta = PI / (extra + 1);
+ const float radialScale = 2.0f / (1 + cos(dTheta));
+ float theta = atan2(normal.y, normal.x);
+ int capPerimIndex = capIndex + 2;
+
+ for (int i = 0; i < extra; i++) {
+ theta += dTheta;
+
+ vec2 radialOffset(cos(theta), sin(theta));
+
+ // scale to compensate for pinching at sharp angles, see totalOffsetFromNormals()
+ radialOffset *= radialScale;
+
+ AAOffset = paintInfo.deriveAAOffset(radialOffset);
+ paintInfo.scaleOffsetForStrokeWidth(radialOffset);
+ AlphaVertex::set(&buffer[capPerimIndex++],
+ referencePoint.x + radialOffset.x + AAOffset.x,
+ referencePoint.y + radialOffset.y + AAOffset.y,
+ 0.0f);
+ AlphaVertex::set(&buffer[capPerimIndex++],
+ referencePoint.x + radialOffset.x - AAOffset.x,
+ referencePoint.y + radialOffset.y - AAOffset.y,
+ paintInfo.maxAlpha);
+
+ if (isFirst && i == extra - extraOffset) {
+ //copy most recent two points to first two points
+ copyAlphaVertex(&buffer[0], &buffer[capPerimIndex - 2]);
+ copyAlphaVertex(&buffer[1], &buffer[capPerimIndex - 1]);
+
+ capPerimIndex = 2; // start writing the rest of the round cap at index 2
+ }
+ }
+
+ if (isFirst) {
+ const int startCapFillIndex = capIndex + 2 * (extra - extraOffset) + 4;
+ int capFillIndex = startCapFillIndex;
+ for (int i = 0; i < extra + 2; i += 2) {
+ copyAlphaVertex(&buffer[capFillIndex++], &buffer[1 + i]);
+ // TODO: to support odd numbers of divisions, break here on the last iteration
+ copyAlphaVertex(&buffer[capFillIndex++], &buffer[startCapFillIndex - 3 - i]);
+ }
+ } else {
+ int capFillIndex = 6 * vertices.size() + 2 + 6 * extra - (extra + 2);
+ for (int i = 0; i < extra + 2; i += 2) {
+ copyAlphaVertex(&buffer[capFillIndex++], &buffer[capIndex + 1 + i]);
+ // TODO: to support odd numbers of divisions, break here on the last iteration
+ copyAlphaVertex(&buffer[capFillIndex++], &buffer[capIndex + 3 + 2 * extra - i]);
+ }
+ }
+ return;
+ }
+ if (isFirst) {
+ copyAlphaVertex(&buffer[0], &buffer[postCapIndex + 2]);
+ copyAlphaVertex(&buffer[1], &buffer[postCapIndex + 3]);
+ copyAlphaVertex(&buffer[postCapIndex + 4], &buffer[1]); // degenerate tris (the only two!)
+ copyAlphaVertex(&buffer[postCapIndex + 5], &buffer[postCapIndex + 1]);
+ } else {
+ copyAlphaVertex(&buffer[6 * vertices.size()], &buffer[postCapIndex + 1]);
+ copyAlphaVertex(&buffer[6 * vertices.size() + 1], &buffer[postCapIndex + 3]);
+ }
+}
+
+/*
+the geometry for an aa, capped stroke consists of the following:
+
+ # vertices | function
+----------------------------------------------------------------------
+a) 2 | Start AA perimeter
+b) 2, 2 * roundDivOff | First half of begin cap's perimeter
+ |
+ 2 * middlePts | 'Outer' or 'Top' AA perimeter half (between caps)
+ |
+a) 4 | End cap's
+b) 2, 2 * roundDivs, 2 | AA perimeter
+ |
+ 2 * middlePts | 'Inner' or 'bottom' AA perimeter half
+ |
+a) 6 | Begin cap's perimeter
+b) 2, 2*(rD - rDO + 1), | Last half of begin cap's perimeter
+ roundDivs, 2 |
+ |
+ 2 * middlePts | Stroke's full opacity center strip
+ |
+a) 2 | end stroke
+b) 2, roundDivs | (and end cap fill, for round)
+
+Notes:
+* rows starting with 'a)' denote the Butt or Square cap vertex use, 'b)' denote Round
+
+* 'middlePts' is (number of points in the unclosed input vertex list, minus 2) times two
+
+* 'roundDivs' or 'rD' is the number of extra vertices (beyond the minimum of 2) that define the
+ round cap's shape, and is at least two. This will increase with cap size to sufficiently
+ define the cap's level of tessellation.
+
+* 'roundDivOffset' or 'rDO' is the point about halfway along the start cap's round perimeter, where
+ the stream of vertices for the AA perimeter starts. By starting and ending the perimeter at
+ this offset, the fill of the stroke is drawn from this point with minimal extra vertices.
+
+This means the outer perimeter starts at:
+ outerIndex = (2) OR (2 + 2 * roundDivOff)
+the inner perimeter (since it is filled in reverse) starts at:
+ innerIndex = outerIndex + (4 * middlePts) + ((4) OR (4 + 2 * roundDivs)) - 1
+the stroke starts at:
+ strokeIndex = innerIndex + 1 + ((6) OR (6 + 3 * roundDivs - 2 * roundDivOffset))
+
+The total needed allocated space is either:
+ 2 + 4 + 6 + 2 + 3 * (2 * middlePts) = 14 + 6 * middlePts = 2 + 6 * pts
+or, for rounded caps:
+ (2 + 2 * rDO) + (4 + 2 * rD) + (2 * (rD - rDO + 1)
+ + roundDivs + 4) + (2 + roundDivs) + 3 * (2 * middlePts)
+ = 14 + 6 * middlePts + 6 * roundDivs
+ = 2 + 6 * pts + 6 * roundDivs
+ */
+void getStrokeVerticesFromUnclosedVerticesAA(const PaintInfo& paintInfo,
+ const Vector<Vertex>& vertices, VertexBuffer& vertexBuffer) {
+
+ const int extra = paintInfo.capExtraDivisions();
+ const int allocSize = 6 * vertices.size() + 2 + 6 * extra;
+
+ AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(allocSize);
+
+ const int extraOffset = (extra + 1) / 2;
+ int offset = 2 * (vertices.size() - 2);
+ // there is no outer/inner here, using them for consistency with below approach
+ int currentAAOuterIndex = 2 + 2 * extraOffset;
+ int currentAAInnerIndex = currentAAOuterIndex + (2 * offset) + 3 + (2 * extra);
+ int currentStrokeIndex = currentAAInnerIndex + 7 + (3 * extra - 2 * extraOffset);
+
+ const Vertex* last = &(vertices[0]);
+ const Vertex* current = &(vertices[1]);
+ vec2 lastNormal(current->position[1] - last->position[1],
+ last->position[0] - current->position[0]);
+ lastNormal.normalize();
+
+ // TODO: use normal from bezier traversal for cap, instead of from vertices
+ storeCapAA(paintInfo, vertices, buffer, true, lastNormal, offset);
+
+ for (unsigned int i = 1; i < vertices.size() - 1; i++) {
+ const Vertex* next = &(vertices[i + 1]);
+ vec2 nextNormal(next->position[1] - current->position[1],
+ current->position[0] - next->position[0]);
+ nextNormal.normalize();
+
+ vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
+ vec2 AAOffset = paintInfo.deriveAAOffset(totalOffset);
+
+ vec2 innerOffset = totalOffset;
+ paintInfo.scaleOffsetForStrokeWidth(innerOffset);
+ vec2 outerOffset = innerOffset + AAOffset;
+ innerOffset -= AAOffset;
+
+ AlphaVertex::set(&buffer[currentAAOuterIndex++],
+ current->position[0] + outerOffset.x,
+ current->position[1] + outerOffset.y,
+ 0.0f);
+ AlphaVertex::set(&buffer[currentAAOuterIndex++],
+ current->position[0] + innerOffset.x,
+ current->position[1] + innerOffset.y,
+ paintInfo.maxAlpha);
+
+ AlphaVertex::set(&buffer[currentStrokeIndex++],
+ current->position[0] + innerOffset.x,
+ current->position[1] + innerOffset.y,
+ paintInfo.maxAlpha);
+ AlphaVertex::set(&buffer[currentStrokeIndex++],
+ current->position[0] - innerOffset.x,
+ current->position[1] - innerOffset.y,
+ paintInfo.maxAlpha);
+
+ AlphaVertex::set(&buffer[currentAAInnerIndex--],
+ current->position[0] - innerOffset.x,
+ current->position[1] - innerOffset.y,
+ paintInfo.maxAlpha);
+ AlphaVertex::set(&buffer[currentAAInnerIndex--],
+ current->position[0] - outerOffset.x,
+ current->position[1] - outerOffset.y,
+ 0.0f);
+
+ current = next;
+ lastNormal = nextNormal;
+ }
+
+ // TODO: use normal from bezier traversal for cap, instead of from vertices
+ storeCapAA(paintInfo, vertices, buffer, false, lastNormal, offset);
+
+ DEBUG_DUMP_ALPHA_BUFFER();
+}
+
+
+void getStrokeVerticesFromPerimeterAA(const PaintInfo& paintInfo, const Vector<Vertex>& perimeter,
+ VertexBuffer& vertexBuffer) {
+ AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(6 * perimeter.size() + 8);
+
+ int offset = 2 * perimeter.size() + 3;
+ int currentAAOuterIndex = 0;
+ int currentStrokeIndex = offset;
+ int currentAAInnerIndex = offset * 2;
+
+ const Vertex* last = &(perimeter[perimeter.size() - 1]);
+ const Vertex* current = &(perimeter[0]);
+ vec2 lastNormal(current->position[1] - last->position[1],
+ last->position[0] - current->position[0]);
+ lastNormal.normalize();
+ for (unsigned int i = 0; i < perimeter.size(); i++) {
+ const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
+ vec2 nextNormal(next->position[1] - current->position[1],
+ current->position[0] - next->position[0]);
+ nextNormal.normalize();
+
+ vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
+ vec2 AAOffset = paintInfo.deriveAAOffset(totalOffset);
+
+ vec2 innerOffset = totalOffset;
+ paintInfo.scaleOffsetForStrokeWidth(innerOffset);
+ vec2 outerOffset = innerOffset + AAOffset;
+ innerOffset -= AAOffset;
+
+ AlphaVertex::set(&buffer[currentAAOuterIndex++],
+ current->position[0] + outerOffset.x,
+ current->position[1] + outerOffset.y,
+ 0.0f);
+ AlphaVertex::set(&buffer[currentAAOuterIndex++],
+ current->position[0] + innerOffset.x,
+ current->position[1] + innerOffset.y,
+ paintInfo.maxAlpha);
+
+ AlphaVertex::set(&buffer[currentStrokeIndex++],
+ current->position[0] + innerOffset.x,
+ current->position[1] + innerOffset.y,
+ paintInfo.maxAlpha);
+ AlphaVertex::set(&buffer[currentStrokeIndex++],
+ current->position[0] - innerOffset.x,
+ current->position[1] - innerOffset.y,
+ paintInfo.maxAlpha);
+
+ AlphaVertex::set(&buffer[currentAAInnerIndex++],
+ current->position[0] - innerOffset.x,
+ current->position[1] - innerOffset.y,
+ paintInfo.maxAlpha);
+ AlphaVertex::set(&buffer[currentAAInnerIndex++],
+ current->position[0] - outerOffset.x,
+ current->position[1] - outerOffset.y,
+ 0.0f);
+
+ last = current;
+ current = next;
+ lastNormal = nextNormal;
+ }
+
+ // wrap each strip around to beginning, creating degenerate tris to bridge strips
+ copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[0]);
+ copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[1]);
+ copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[1]);
+
+ copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset]);
+ copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset + 1]);
+ copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset + 1]);
+
+ copyAlphaVertex(&buffer[currentAAInnerIndex++], &buffer[2 * offset]);
+ copyAlphaVertex(&buffer[currentAAInnerIndex++], &buffer[2 * offset + 1]);
+ // don't need to create last degenerate tri
+
+ DEBUG_DUMP_ALPHA_BUFFER();
+}
+
+void PathTessellator::tessellatePath(const SkPath &path, const SkPaint* paint,
+ const mat4 *transform, VertexBuffer& vertexBuffer) {
+ ATRACE_CALL();
+
+ const PaintInfo paintInfo(paint, transform);
+
+ Vector<Vertex> tempVertices;
+ float threshInvScaleX = paintInfo.inverseScaleX;
+ float threshInvScaleY = paintInfo.inverseScaleY;
+ if (paintInfo.style == SkPaint::kStroke_Style) {
+ // alter the bezier recursion threshold values we calculate in order to compensate for
+ // expansion done after the path vertices are found
+ SkRect bounds = path.getBounds();
+ if (!bounds.isEmpty()) {
+ threshInvScaleX *= bounds.width() / (bounds.width() + paint->getStrokeWidth());
+ threshInvScaleY *= bounds.height() / (bounds.height() + paint->getStrokeWidth());
+ }
+ }
+
+ // force close if we're filling the path, since fill path expects closed perimeter.
+ bool forceClose = paintInfo.style != SkPaint::kStroke_Style;
+ bool wasClosed = approximatePathOutlineVertices(path, forceClose,
+ threshInvScaleX * threshInvScaleX, threshInvScaleY * threshInvScaleY, tempVertices);
+
+ if (!tempVertices.size()) {
+ // path was empty, return without allocating vertex buffer
+ return;
+ }
+
+#if VERTEX_DEBUG
+ for (unsigned int i = 0; i < tempVertices.size(); i++) {
+ ALOGD("orig path: point at %f %f",
+ tempVertices[i].position[0], tempVertices[i].position[1]);
+ }
+#endif
+
+ if (paintInfo.style == SkPaint::kStroke_Style) {
+ if (!paintInfo.isAA) {
+ if (wasClosed) {
+ getStrokeVerticesFromPerimeter(paintInfo, tempVertices, vertexBuffer);
+ } else {
+ getStrokeVerticesFromUnclosedVertices(paintInfo, tempVertices, vertexBuffer);
+ }
+
+ } else {
+ if (wasClosed) {
+ getStrokeVerticesFromPerimeterAA(paintInfo, tempVertices, vertexBuffer);
+ } else {
+ getStrokeVerticesFromUnclosedVerticesAA(paintInfo, tempVertices, vertexBuffer);
+ }
+ }
+ } else {
+ // For kStrokeAndFill style, the path should be adjusted externally.
+ // It will be treated as a fill here.
+ if (!paintInfo.isAA) {
+ getFillVerticesFromPerimeter(tempVertices, vertexBuffer);
+ } else {
+ getFillVerticesFromPerimeterAA(paintInfo, tempVertices, vertexBuffer);
+ }
+ }
+}
+
+static void expandRectToCoverVertex(SkRect& rect, const Vertex& vertex) {
+ rect.fLeft = fminf(rect.fLeft, vertex.position[0]);
+ rect.fTop = fminf(rect.fTop, vertex.position[1]);
+ rect.fRight = fmaxf(rect.fRight, vertex.position[0]);
+ rect.fBottom = fmaxf(rect.fBottom, vertex.position[1]);
+}
+
+void PathTessellator::tessellateLines(const float* points, int count, SkPaint* paint,
+ const mat4* transform, SkRect& bounds, VertexBuffer& vertexBuffer) {
+ ATRACE_CALL();
+ const PaintInfo paintInfo(paint, transform);
+
+ const int extra = paintInfo.capExtraDivisions();
+ int numLines = count / 4;
+ int lineAllocSize;
+ // pre-allocate space for lines in the buffer, and degenerate tris in between
+ if (paintInfo.isAA) {
+ lineAllocSize = 6 * (2) + 2 + 6 * extra;
+ vertexBuffer.alloc<AlphaVertex>(numLines * lineAllocSize + (numLines - 1) * 2);
+ } else {
+ lineAllocSize = 2 * ((2) + extra);
+ vertexBuffer.alloc<Vertex>(numLines * lineAllocSize + (numLines - 1) * 2);
+ }
+
+ Vector<Vertex> tempVertices;
+ tempVertices.push();
+ tempVertices.push();
+ Vertex* tempVerticesData = tempVertices.editArray();
+ bounds.set(points[0], points[1], points[0], points[1]);
+ for (int i = 0; i < count; i += 4) {
+ Vertex::set(&(tempVerticesData[0]), points[i + 0], points[i + 1]);
+ Vertex::set(&(tempVerticesData[1]), points[i + 2], points[i + 3]);
+
+ if (paintInfo.isAA) {
+ getStrokeVerticesFromUnclosedVerticesAA(paintInfo, tempVertices, vertexBuffer);
+ } else {
+ getStrokeVerticesFromUnclosedVertices(paintInfo, tempVertices, vertexBuffer);
+ }
+
+ // calculate bounds
+ expandRectToCoverVertex(bounds, tempVerticesData[0]);
+ expandRectToCoverVertex(bounds, tempVerticesData[1]);
+ }
+
+ expandBoundsForStroke(bounds, paint, true); // force-expand bounds to incorporate stroke
+
+ // since multiple objects tessellated into buffer, separate them with degen tris
+ if (paintInfo.isAA) {
+ vertexBuffer.createDegenerateSeparators<AlphaVertex>(lineAllocSize);
+ } else {
+ vertexBuffer.createDegenerateSeparators<Vertex>(lineAllocSize);
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Simple path line approximation
+///////////////////////////////////////////////////////////////////////////////
+
+void pushToVector(Vector<Vertex>& vertices, float x, float y) {
+ // TODO: make this not yuck
+ vertices.push();
+ Vertex* newVertex = &(vertices.editArray()[vertices.size() - 1]);
+ Vertex::set(newVertex, x, y);
+}
+
+bool PathTessellator::approximatePathOutlineVertices(const SkPath& path, bool forceClose,
+ float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
+ ATRACE_CALL();
+
+ // TODO: to support joins other than sharp miter, join vertices should be labelled in the
+ // perimeter, or resolved into more vertices. Reconsider forceClose-ing in that case.
+ SkPath::Iter iter(path, forceClose);
+ SkPoint pts[4];
+ SkPath::Verb v;
+ while (SkPath::kDone_Verb != (v = iter.next(pts))) {
+ switch (v) {
+ case SkPath::kMove_Verb:
+ pushToVector(outputVertices, pts[0].x(), pts[0].y());
+ ALOGV("Move to pos %f %f", pts[0].x(), pts[0].y());
+ break;
+ case SkPath::kClose_Verb:
+ ALOGV("Close at pos %f %f", pts[0].x(), pts[0].y());
+ break;
+ case SkPath::kLine_Verb:
+ ALOGV("kLine_Verb %f %f -> %f %f", pts[0].x(), pts[0].y(), pts[1].x(), pts[1].y());
+ pushToVector(outputVertices, pts[1].x(), pts[1].y());
+ break;
+ case SkPath::kQuad_Verb:
+ ALOGV("kQuad_Verb");
+ recursiveQuadraticBezierVertices(
+ pts[0].x(), pts[0].y(),
+ pts[2].x(), pts[2].y(),
+ pts[1].x(), pts[1].y(),
+ sqrInvScaleX, sqrInvScaleY, outputVertices);
+ break;
+ case SkPath::kCubic_Verb:
+ ALOGV("kCubic_Verb");
+ recursiveCubicBezierVertices(
+ pts[0].x(), pts[0].y(),
+ pts[1].x(), pts[1].y(),
+ pts[3].x(), pts[3].y(),
+ pts[2].x(), pts[2].y(),
+ sqrInvScaleX, sqrInvScaleY, outputVertices);
+ break;
+ default:
+ break;
+ }
+ }
+
+ int size = outputVertices.size();
+ if (size >= 2 && outputVertices[0].position[0] == outputVertices[size - 1].position[0] &&
+ outputVertices[0].position[1] == outputVertices[size - 1].position[1]) {
+ outputVertices.pop();
+ return true;
+ }
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Bezier approximation
+///////////////////////////////////////////////////////////////////////////////
+
+void PathTessellator::recursiveCubicBezierVertices(
+ float p1x, float p1y, float c1x, float c1y,
+ float p2x, float p2y, float c2x, float c2y,
+ float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
+ float dx = p2x - p1x;
+ float dy = p2y - p1y;
+ float d1 = fabs((c1x - p2x) * dy - (c1y - p2y) * dx);
+ float d2 = fabs((c2x - p2x) * dy - (c2y - p2y) * dx);
+ float d = d1 + d2;
+
+ // multiplying by sqrInvScaleY/X equivalent to multiplying in dimensional scale factors
+
+ if (d * d < THRESHOLD * THRESHOLD * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
+ // below thresh, draw line by adding endpoint
+ pushToVector(outputVertices, p2x, p2y);
+ } else {
+ float p1c1x = (p1x + c1x) * 0.5f;
+ float p1c1y = (p1y + c1y) * 0.5f;
+ float p2c2x = (p2x + c2x) * 0.5f;
+ float p2c2y = (p2y + c2y) * 0.5f;
+
+ float c1c2x = (c1x + c2x) * 0.5f;
+ float c1c2y = (c1y + c2y) * 0.5f;
+
+ float p1c1c2x = (p1c1x + c1c2x) * 0.5f;
+ float p1c1c2y = (p1c1y + c1c2y) * 0.5f;
+
+ float p2c1c2x = (p2c2x + c1c2x) * 0.5f;
+ float p2c1c2y = (p2c2y + c1c2y) * 0.5f;
+
+ float mx = (p1c1c2x + p2c1c2x) * 0.5f;
+ float my = (p1c1c2y + p2c1c2y) * 0.5f;
+
+ recursiveCubicBezierVertices(
+ p1x, p1y, p1c1x, p1c1y,
+ mx, my, p1c1c2x, p1c1c2y,
+ sqrInvScaleX, sqrInvScaleY, outputVertices);
+ recursiveCubicBezierVertices(
+ mx, my, p2c1c2x, p2c1c2y,
+ p2x, p2y, p2c2x, p2c2y,
+ sqrInvScaleX, sqrInvScaleY, outputVertices);
+ }
+}
+
+void PathTessellator::recursiveQuadraticBezierVertices(
+ float ax, float ay,
+ float bx, float by,
+ float cx, float cy,
+ float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
+ float dx = bx - ax;
+ float dy = by - ay;
+ float d = (cx - bx) * dy - (cy - by) * dx;
+
+ if (d * d < THRESHOLD * THRESHOLD * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
+ // below thresh, draw line by adding endpoint
+ pushToVector(outputVertices, bx, by);
+ } else {
+ float acx = (ax + cx) * 0.5f;
+ float bcx = (bx + cx) * 0.5f;
+ float acy = (ay + cy) * 0.5f;
+ float bcy = (by + cy) * 0.5f;
+
+ // midpoint
+ float mx = (acx + bcx) * 0.5f;
+ float my = (acy + bcy) * 0.5f;
+
+ recursiveQuadraticBezierVertices(ax, ay, mx, my, acx, acy,
+ sqrInvScaleX, sqrInvScaleY, outputVertices);
+ recursiveQuadraticBezierVertices(mx, my, bx, by, bcx, bcy,
+ sqrInvScaleX, sqrInvScaleY, outputVertices);
+ }
+}
+
+}; // namespace uirenderer
+}; // namespace android
diff --git a/libs/hwui/PathRenderer.h b/libs/hwui/PathTessellator.h
index e9f347b..596d49d 100644
--- a/libs/hwui/PathRenderer.h
+++ b/libs/hwui/PathTessellator.h
@@ -14,43 +14,65 @@
* limitations under the License.
*/
-#ifndef ANDROID_HWUI_PATH_RENDERER_H
-#define ANDROID_HWUI_PATH_RENDERER_H
+#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 Matrix4;
-typedef Matrix4 mat4;
-
class VertexBuffer {
public:
VertexBuffer():
mBuffer(0),
mSize(0),
- mCleanupMethod(0)
+ mCleanupMethod(NULL)
{}
~VertexBuffer() {
- if (mCleanupMethod)
- mCleanupMethod(mBuffer);
+ 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 size) {
+ if (mSize) {
+ 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 + size;
+ return reallocBuffer;
+ }
mSize = size;
- mBuffer = (void*)new TYPE[size];
+ mReallocBuffer = mBuffer = (void*)new TYPE[size];
mCleanupMethod = &(cleanup<TYPE>);
return (TYPE*)mBuffer;
}
- void* getBuffer() { return mBuffer; }
- unsigned int getSize() { return mSize; }
+ void* getBuffer() const { return mBuffer; }
+ unsigned int getSize() const { return mSize; }
+
+ template <class TYPE>
+ void createDegenerateSeparators(int allocSize) {
+ TYPE* end = (TYPE*)mBuffer + mSize;
+ 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>
@@ -60,18 +82,24 @@ private:
void* mBuffer;
unsigned int mSize;
+
+ void* mReallocBuffer; // used for multi-allocation
+
void (*mCleanupMethod)(void*);
};
-class PathRenderer {
+class PathTessellator {
public:
- static SkRect computePathBounds(const SkPath& path, const SkPaint* paint);
+ static void expandBoundsForStroke(SkRect& bounds, const SkPaint* paint, bool forceExpand);
- static void convexPathVertices(const SkPath& path, const SkPaint* paint,
+ static void tessellatePath(const SkPath& path, const SkPaint* paint,
const mat4 *transform, VertexBuffer& vertexBuffer);
+ static void tessellateLines(const float* points, int count, SkPaint* paint,
+ const mat4* transform, SkRect& bounds, VertexBuffer& vertexBuffer);
+
private:
- static bool convexPathPerimeterVertices(const SkPath &path, bool forceClose,
+ static bool approximatePathOutlineVertices(const SkPath &path, bool forceClose,
float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex> &outputVertices);
/*
@@ -101,4 +129,4 @@ private:
}; // namespace uirenderer
}; // namespace android
-#endif // ANDROID_HWUI_PATH_RENDERER_H
+#endif // ANDROID_HWUI_PATH_TESSELLATOR_H
diff --git a/libs/hwui/Program.h b/libs/hwui/Program.h
index 7e3aacf..b1df980 100644
--- a/libs/hwui/Program.h
+++ b/libs/hwui/Program.h
@@ -81,8 +81,6 @@ namespace uirenderer {
#define PROGRAM_IS_SIMPLE_GRADIENT 41
-#define PROGRAM_IS_VERTEX_SHAPE_SHIFT 42
-
///////////////////////////////////////////////////////////////////////////////
// Types
///////////////////////////////////////////////////////////////////////////////
@@ -129,8 +127,7 @@ struct ProgramDescription {
bool hasBitmap;
bool isBitmapNpot;
- bool isAA;
- bool isVertexShape;
+ bool isAA; // drawing with a per-vertex alpha
bool hasGradient;
Gradient gradientType;
@@ -168,7 +165,6 @@ struct ProgramDescription {
hasTextureTransform = false;
isAA = false;
- isVertexShape = false;
modulate = false;
@@ -263,7 +259,6 @@ struct ProgramDescription {
if (hasTextureTransform) key |= programid(0x1) << PROGRAM_HAS_TEXTURE_TRANSFORM_SHIFT;
if (hasGammaCorrection) key |= programid(0x1) << PROGRAM_HAS_GAMMA_CORRECTION;
if (isSimpleGradient) key |= programid(0x1) << PROGRAM_IS_SIMPLE_GRADIENT;
- if (isVertexShape) key |= programid(0x1) << PROGRAM_IS_VERTEX_SHAPE_SHIFT;
return key;
}
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
index f536ade..fb00335 100644
--- a/libs/hwui/ProgramCache.cpp
+++ b/libs/hwui/ProgramCache.cpp
@@ -40,9 +40,6 @@ const char* gVS_Header_Attributes =
"attribute vec4 position;\n";
const char* gVS_Header_Attributes_TexCoords =
"attribute vec2 texCoords;\n";
-const char* gVS_Header_Attributes_AALineParameters =
- "attribute float vtxWidth;\n"
- "attribute float vtxLength;\n";
const char* gVS_Header_Attributes_AAVertexShapeParameters =
"attribute float vtxAlpha;\n";
const char* gVS_Header_Uniforms_TextureTransform =
@@ -68,9 +65,6 @@ const char* gVS_Header_Uniforms_HasBitmap =
"uniform mediump vec2 textureDimension;\n";
const char* gVS_Header_Varyings_HasTexture =
"varying vec2 outTexCoords;\n";
-const char* gVS_Header_Varyings_IsAALine =
- "varying float widthProportion;\n"
- "varying float lengthProportion;\n";
const char* gVS_Header_Varyings_IsAAVertexShape =
"varying float alpha;\n";
const char* gVS_Header_Varyings_HasBitmap =
@@ -129,9 +123,6 @@ const char* gVS_Main_Position =
" gl_Position = projection * transform * position;\n";
const char* gVS_Main_PointSize =
" gl_PointSize = pointSize;\n";
-const char* gVS_Main_AALine =
- " widthProportion = vtxWidth;\n"
- " lengthProportion = vtxLength;\n";
const char* gVS_Main_AAVertexShape =
" alpha = vtxAlpha;\n";
const char* gVS_Footer =
@@ -149,9 +140,6 @@ const char* gFS_Header =
"precision mediump float;\n\n";
const char* gFS_Uniforms_Color =
"uniform vec4 color;\n";
-const char* gFS_Uniforms_AALine =
- "uniform float boundaryWidth;\n"
- "uniform float boundaryLength;\n";
const char* gFS_Header_Uniforms_PointHasBitmap =
"uniform vec2 textureDimension;\n"
"uniform float pointSize;\n";
@@ -259,9 +247,6 @@ const char* gFS_Main_FetchColor =
" fragColor = color;\n";
const char* gFS_Main_ModulateColor =
" fragColor *= color.a;\n";
-const char* gFS_Main_AccountForAALine =
- " fragColor *= (1.0 - smoothstep(boundaryWidth, 0.5, abs(0.5 - widthProportion)))\n"
- " * (1.0 - smoothstep(boundaryLength, 0.5, abs(0.5 - lengthProportion)));\n";
const char* gFS_Main_AccountForAAVertexShape =
" fragColor *= alpha;\n";
@@ -472,11 +457,7 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
shader.append(gVS_Header_Attributes_TexCoords);
}
if (description.isAA) {
- if (description.isVertexShape) {
- shader.append(gVS_Header_Attributes_AAVertexShapeParameters);
- } else {
- shader.append(gVS_Header_Attributes_AALineParameters);
- }
+ shader.append(gVS_Header_Attributes_AAVertexShapeParameters);
}
// Uniforms
shader.append(gVS_Header_Uniforms);
@@ -497,11 +478,7 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
shader.append(gVS_Header_Varyings_HasTexture);
}
if (description.isAA) {
- if (description.isVertexShape) {
- shader.append(gVS_Header_Varyings_IsAAVertexShape);
- } else {
- shader.append(gVS_Header_Varyings_IsAALine);
- }
+ shader.append(gVS_Header_Varyings_IsAAVertexShape);
}
if (description.hasGradient) {
shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
@@ -520,11 +497,7 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
shader.append(gVS_Main_OutTexCoords);
}
if (description.isAA) {
- if (description.isVertexShape) {
- shader.append(gVS_Main_AAVertexShape);
- } else {
- shader.append(gVS_Main_AALine);
- }
+ shader.append(gVS_Main_AAVertexShape);
}
if (description.hasBitmap) {
shader.append(description.isPoint ?
@@ -574,11 +547,7 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
shader.append(gVS_Header_Varyings_HasTexture);
}
if (description.isAA) {
- if (description.isVertexShape) {
- shader.append(gVS_Header_Varyings_IsAAVertexShape);
- } else {
- shader.append(gVS_Header_Varyings_IsAALine);
- }
+ shader.append(gVS_Header_Varyings_IsAAVertexShape);
}
if (description.hasGradient) {
shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
@@ -603,9 +572,6 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
} else if (description.hasExternalTexture) {
shader.append(gFS_Uniforms_ExternalTextureSampler);
}
- if (description.isAA && !description.isVertexShape) {
- shader.append(gFS_Uniforms_AALine);
- }
if (description.hasGradient) {
shader.append(gFS_Uniforms_GradientSampler[gradientIndex(description)]);
}
@@ -618,8 +584,7 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
// Optimization for common cases
if (!description.isAA && !blendFramebuffer &&
- description.colorOp == ProgramDescription::kColorNone &&
- !description.isPoint && !description.isVertexShape) {
+ description.colorOp == ProgramDescription::kColorNone && !description.isPoint) {
bool fast = false;
const bool noShader = !description.hasGradient && !description.hasBitmap;
@@ -754,11 +719,7 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
if (description.isAA) {
- if (description.isVertexShape) {
- shader.append(gFS_Main_AccountForAAVertexShape);
- } else {
- shader.append(gFS_Main_AccountForAALine);
- }
+ shader.append(gFS_Main_AccountForAAVertexShape);
}
// Output the fragment
diff --git a/libs/hwui/Vertex.h b/libs/hwui/Vertex.h
index 38455dc..c120428 100644
--- a/libs/hwui/Vertex.h
+++ b/libs/hwui/Vertex.h
@@ -68,25 +68,6 @@ struct AlphaVertex : Vertex {
}
}; // struct AlphaVertex
-/**
- * Simple structure to describe a vertex with a position and an alpha value.
- */
-struct AAVertex : Vertex {
- float width;
- float length;
-
- static inline void set(AAVertex* vertex, float x, float y, float width, float length) {
- Vertex::set(vertex, x, y);
- vertex[0].width = width;
- vertex[0].length = length;
- }
-
- static inline void setColor(AAVertex* vertex, float width, float length) {
- vertex[0].width = width;
- vertex[0].length = length;
- }
-}; // struct AlphaVertex
-
}; // namespace uirenderer
}; // namespace android
diff --git a/tests/CanvasCompare/src/com/android/test/hwuicompare/DisplayModifier.java b/tests/CanvasCompare/src/com/android/test/hwuicompare/DisplayModifier.java
index 6022141..fb818d4 100644
--- a/tests/CanvasCompare/src/com/android/test/hwuicompare/DisplayModifier.java
+++ b/tests/CanvasCompare/src/com/android/test/hwuicompare/DisplayModifier.java
@@ -122,6 +122,12 @@ public abstract class DisplayModifier {
paint.setStrokeWidth(5);
}
});
+ put("30", new DisplayModifier() {
+ @Override
+ public void modifyDrawing(Paint paint, Canvas canvas) {
+ paint.setStrokeWidth(30);
+ }
+ });
}
});
put("strokeCap", new LinkedHashMap<String, DisplayModifier>() {