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      1 /*
      2  * Copyright (C) 2010 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 #include "Patch.h"
     18 
     19 #include "Caches.h"
     20 #include "Properties.h"
     21 #include "UvMapper.h"
     22 #include "utils/MathUtils.h"
     23 
     24 #include <utils/Log.h>
     25 #include <algorithm>
     26 
     27 namespace android {
     28 namespace uirenderer {
     29 
     30 ///////////////////////////////////////////////////////////////////////////////
     31 // Vertices management
     32 ///////////////////////////////////////////////////////////////////////////////
     33 
     34 uint32_t Patch::getSize() const {
     35     return verticesCount * sizeof(TextureVertex);
     36 }
     37 
     38 Patch::Patch(const float bitmapWidth, const float bitmapHeight, float width, float height,
     39              const UvMapper& mapper, const Res_png_9patch* patch)
     40         : mColors(patch->getColors()) {
     41     int8_t emptyQuads = 0;
     42     const int8_t numColors = patch->numColors;
     43     if (uint8_t(numColors) < sizeof(uint32_t) * 4) {
     44         for (int8_t i = 0; i < numColors; i++) {
     45             if (mColors[i] == 0x0) {
     46                 emptyQuads++;
     47             }
     48         }
     49     }
     50 
     51     hasEmptyQuads = emptyQuads > 0;
     52 
     53     uint32_t xCount = patch->numXDivs;
     54     uint32_t yCount = patch->numYDivs;
     55 
     56     uint32_t maxVertices = ((xCount + 1) * (yCount + 1) - emptyQuads) * 4;
     57     if (maxVertices == 0) return;
     58 
     59     vertices.reset(new TextureVertex[maxVertices]);
     60     TextureVertex* vertex = vertices.get();
     61 
     62     const int32_t* xDivs = patch->getXDivs();
     63     const int32_t* yDivs = patch->getYDivs();
     64 
     65     const uint32_t xStretchCount = (xCount + 1) >> 1;
     66     const uint32_t yStretchCount = (yCount + 1) >> 1;
     67 
     68     float stretchX = 0.0f;
     69     float stretchY = 0.0f;
     70 
     71     float rescaleX = 1.0f;
     72     float rescaleY = 1.0f;
     73 
     74     if (xStretchCount > 0) {
     75         uint32_t stretchSize = 0;
     76         for (uint32_t i = 1; i < xCount; i += 2) {
     77             stretchSize += xDivs[i] - xDivs[i - 1];
     78         }
     79         const float xStretchTex = stretchSize;
     80         const float fixed = bitmapWidth - stretchSize;
     81         const float xStretch = std::max(width - fixed, 0.0f);
     82         stretchX = xStretch / xStretchTex;
     83         rescaleX = fixed == 0.0f ? 0.0f : std::min(std::max(width, 0.0f) / fixed, 1.0f);
     84     }
     85 
     86     if (yStretchCount > 0) {
     87         uint32_t stretchSize = 0;
     88         for (uint32_t i = 1; i < yCount; i += 2) {
     89             stretchSize += yDivs[i] - yDivs[i - 1];
     90         }
     91         const float yStretchTex = stretchSize;
     92         const float fixed = bitmapHeight - stretchSize;
     93         const float yStretch = std::max(height - fixed, 0.0f);
     94         stretchY = yStretch / yStretchTex;
     95         rescaleY = fixed == 0.0f ? 0.0f : std::min(std::max(height, 0.0f) / fixed, 1.0f);
     96     }
     97 
     98     uint32_t quadCount = 0;
     99 
    100     float previousStepY = 0.0f;
    101 
    102     float y1 = 0.0f;
    103     float y2 = 0.0f;
    104     float v1 = 0.0f;
    105 
    106     mUvMapper = mapper;
    107 
    108     for (uint32_t i = 0; i < yCount; i++) {
    109         float stepY = yDivs[i];
    110         const float segment = stepY - previousStepY;
    111 
    112         if (i & 1) {
    113             y2 = y1 + floorf(segment * stretchY + 0.5f);
    114         } else {
    115             y2 = y1 + segment * rescaleY;
    116         }
    117 
    118         float vOffset = y1 == y2 ? 0.0f : 0.5 - (0.5 * segment / (y2 - y1));
    119         float v2 = std::max(0.0f, stepY - vOffset) / bitmapHeight;
    120         v1 += vOffset / bitmapHeight;
    121 
    122         if (stepY > 0.0f) {
    123             generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX, width,
    124                         bitmapWidth, quadCount);
    125         }
    126 
    127         y1 = y2;
    128         v1 = stepY / bitmapHeight;
    129 
    130         previousStepY = stepY;
    131     }
    132 
    133     if (previousStepY != bitmapHeight) {
    134         y2 = height;
    135         generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX, width, bitmapWidth,
    136                     quadCount);
    137     }
    138 
    139     if (verticesCount != maxVertices) {
    140         std::unique_ptr<TextureVertex[]> reducedVertices(new TextureVertex[verticesCount]);
    141         memcpy(reducedVertices.get(), vertices.get(), verticesCount * sizeof(TextureVertex));
    142         vertices = std::move(reducedVertices);
    143     }
    144 }
    145 
    146 void Patch::generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex, float y1,
    147                         float y2, float v1, float v2, float stretchX, float rescaleX, float width,
    148                         float bitmapWidth, uint32_t& quadCount) {
    149     float previousStepX = 0.0f;
    150 
    151     float x1 = 0.0f;
    152     float x2 = 0.0f;
    153     float u1 = 0.0f;
    154 
    155     // Generate the row quad by quad
    156     for (uint32_t i = 0; i < xCount; i++) {
    157         float stepX = xDivs[i];
    158         const float segment = stepX - previousStepX;
    159 
    160         if (i & 1) {
    161             x2 = x1 + floorf(segment * stretchX + 0.5f);
    162         } else {
    163             x2 = x1 + segment * rescaleX;
    164         }
    165 
    166         float uOffset = x1 == x2 ? 0.0f : 0.5 - (0.5 * segment / (x2 - x1));
    167         float u2 = std::max(0.0f, stepX - uOffset) / bitmapWidth;
    168         u1 += uOffset / bitmapWidth;
    169 
    170         if (stepX > 0.0f) {
    171             generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
    172         }
    173 
    174         x1 = x2;
    175         u1 = stepX / bitmapWidth;
    176 
    177         previousStepX = stepX;
    178     }
    179 
    180     if (previousStepX != bitmapWidth) {
    181         x2 = width;
    182         generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount);
    183     }
    184 }
    185 
    186 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, float u1,
    187                          float v1, float u2, float v2, uint32_t& quadCount) {
    188     const uint32_t oldQuadCount = quadCount;
    189     quadCount++;
    190 
    191     x1 = std::max(x1, 0.0f);
    192     x2 = std::max(x2, 0.0f);
    193     y1 = std::max(y1, 0.0f);
    194     y2 = std::max(y2, 0.0f);
    195 
    196     // Skip degenerate and transparent (empty) quads
    197     if ((mColors[oldQuadCount] == 0) || x1 >= x2 || y1 >= y2) {
    198 #if DEBUG_PATCHES_EMPTY_VERTICES
    199         PATCH_LOGD("    quad %d (empty)", oldQuadCount);
    200         PATCH_LOGD("        left,  top    = %.2f, %.2f\t\tu1, v1 = %.8f, %.8f", x1, y1, u1, v1);
    201         PATCH_LOGD("        right, bottom = %.2f, %.2f\t\tu2, v2 = %.8f, %.8f", x2, y2, u2, v2);
    202 #endif
    203         return;
    204     }
    205 
    206     // Record all non empty quads
    207     if (hasEmptyQuads) {
    208         quads.emplace_back(x1, y1, x2, y2);
    209     }
    210 
    211     mUvMapper.map(u1, v1, u2, v2);
    212 
    213     TextureVertex::set(vertex++, x1, y1, u1, v1);
    214     TextureVertex::set(vertex++, x2, y1, u2, v1);
    215     TextureVertex::set(vertex++, x1, y2, u1, v2);
    216     TextureVertex::set(vertex++, x2, y2, u2, v2);
    217 
    218     verticesCount += 4;
    219     indexCount += 6;
    220 
    221 #if DEBUG_PATCHES_VERTICES
    222     PATCH_LOGD("    quad %d", oldQuadCount);
    223     PATCH_LOGD("        left,  top    = %.2f, %.2f\t\tu1, v1 = %.8f, %.8f", x1, y1, u1, v1);
    224     PATCH_LOGD("        right, bottom = %.2f, %.2f\t\tu2, v2 = %.8f, %.8f", x2, y2, u2, v2);
    225 #endif
    226 }
    227 
    228 };  // namespace uirenderer
    229 };  // namespace android
    230