Implement quickReject() and drawRect().
The OpenGL ES 2.0 renderer can now draw colored rectangles. At least there's
something on screen now.
Change-Id: I80a13ccc1dd56784edf74f2670a364f30700234a
diff --git a/libs/hwui/Matrix.cpp b/libs/hwui/Matrix.cpp
index c097d7f..59b7fef 100644
--- a/libs/hwui/Matrix.cpp
+++ b/libs/hwui/Matrix.cpp
@@ -30,95 +30,95 @@
namespace uirenderer {
void Matrix4::loadIdentity() {
- mMat[0] = 1.0f;
- mMat[1] = 0.0f;
- mMat[2] = 0.0f;
- mMat[3] = 0.0f;
+ data[0] = 1.0f;
+ data[1] = 0.0f;
+ data[2] = 0.0f;
+ data[3] = 0.0f;
- mMat[4] = 0.0f;
- mMat[5] = 1.0f;
- mMat[6] = 0.0f;
- mMat[7] = 0.0f;
+ data[4] = 0.0f;
+ data[5] = 1.0f;
+ data[6] = 0.0f;
+ data[7] = 0.0f;
- mMat[8] = 0.0f;
- mMat[9] = 0.0f;
- mMat[10] = 1.0f;
- mMat[11] = 0.0f;
+ data[8] = 0.0f;
+ data[9] = 0.0f;
+ data[10] = 1.0f;
+ data[11] = 0.0f;
- mMat[12] = 0.0f;
- mMat[13] = 0.0f;
- mMat[14] = 0.0f;
- mMat[15] = 1.0f;
+ data[12] = 0.0f;
+ data[13] = 0.0f;
+ data[14] = 0.0f;
+ data[15] = 1.0f;
}
void Matrix4::load(const float* v) {
- memcpy(mMat, v, sizeof(mMat));
+ memcpy(data, v, sizeof(data));
}
void Matrix4::load(const Matrix4& v) {
- memcpy(mMat, v.mMat, sizeof(mMat));
+ memcpy(data, v.data, sizeof(data));
}
void Matrix4::load(const SkMatrix& v) {
- memset(mMat, 0, sizeof(mMat));
+ memset(data, 0, sizeof(data));
- mMat[0] = v[SkMatrix::kMScaleX];
- mMat[4] = v[SkMatrix::kMSkewX];
- mMat[12] = v[SkMatrix::kMTransX];
+ data[0] = v[SkMatrix::kMScaleX];
+ data[4] = v[SkMatrix::kMSkewX];
+ data[12] = v[SkMatrix::kMTransX];
- mMat[1] = v[SkMatrix::kMSkewY];
- mMat[5] = v[SkMatrix::kMScaleY];
- mMat[13] = v[SkMatrix::kMTransY];
+ data[1] = v[SkMatrix::kMSkewY];
+ data[5] = v[SkMatrix::kMScaleY];
+ data[13] = v[SkMatrix::kMTransY];
- mMat[3] = v[SkMatrix::kMPersp0];
- mMat[7] = v[SkMatrix::kMPersp1];
- mMat[15] = v[SkMatrix::kMPersp2];
+ data[3] = v[SkMatrix::kMPersp0];
+ data[7] = v[SkMatrix::kMPersp1];
+ data[15] = v[SkMatrix::kMPersp2];
- mMat[10] = 1.0f;
+ data[10] = 1.0f;
}
void Matrix4::copyTo(SkMatrix& v) const {
v.reset();
- v.set(SkMatrix::kMScaleX, mMat[0]);
- v.set(SkMatrix::kMSkewX, mMat[4]);
- v.set(SkMatrix::kMTransX, mMat[12]);
+ v.set(SkMatrix::kMScaleX, data[0]);
+ v.set(SkMatrix::kMSkewX, data[4]);
+ v.set(SkMatrix::kMTransX, data[12]);
- v.set(SkMatrix::kMSkewY, mMat[1]);
- v.set(SkMatrix::kMScaleY, mMat[5]);
- v.set(SkMatrix::kMTransY, mMat[13]);
+ v.set(SkMatrix::kMSkewY, data[1]);
+ v.set(SkMatrix::kMScaleY, data[5]);
+ v.set(SkMatrix::kMTransY, data[13]);
- v.set(SkMatrix::kMPersp0, mMat[3]);
- v.set(SkMatrix::kMPersp1, mMat[7]);
- v.set(SkMatrix::kMPersp2, mMat[15]);
+ v.set(SkMatrix::kMPersp0, data[3]);
+ v.set(SkMatrix::kMPersp1, data[7]);
+ v.set(SkMatrix::kMPersp2, data[15]);
}
void Matrix4::copyTo(float* v) const {
- memcpy(v, mMat, sizeof(mMat));
+ memcpy(v, data, sizeof(data));
}
void Matrix4::loadTranslate(float x, float y, float z) {
loadIdentity();
- mMat[12] = x;
- mMat[13] = y;
- mMat[14] = z;
+ data[12] = x;
+ data[13] = y;
+ data[14] = z;
}
void Matrix4::loadScale(float sx, float sy, float sz) {
loadIdentity();
- mMat[0] = sx;
- mMat[5] = sy;
- mMat[10] = sz;
+ data[0] = sx;
+ data[5] = sy;
+ data[10] = sz;
}
void Matrix4::loadRotate(float angle, float x, float y, float z) {
- mMat[3] = 0.0f;
- mMat[7] = 0.0f;
- mMat[11] = 0.0f;
- mMat[12] = 0.0f;
- mMat[13] = 0.0f;
- mMat[14] = 0.0f;
- mMat[15] = 1.0f;
+ data[3] = 0.0f;
+ data[7] = 0.0f;
+ data[11] = 0.0f;
+ data[12] = 0.0f;
+ data[13] = 0.0f;
+ data[14] = 0.0f;
+ data[15] = 1.0f;
angle *= float(M_PI / 180.0f);
float c = cosf(angle);
@@ -133,15 +133,15 @@
const float ys = y * s;
const float zs = z * s;
- mMat[0] = x * x * nc + c;
- mMat[4] = xy * nc - zs;
- mMat[8] = zx * nc + ys;
- mMat[1] = xy * nc + zs;
- mMat[5] = y * y * nc + c;
- mMat[9] = yz * nc - xs;
- mMat[2] = zx * nc - ys;
- mMat[6] = yz * nc + xs;
- mMat[10] = z * z * nc + c;
+ data[0] = x * x * nc + c;
+ data[4] = xy * nc - zs;
+ data[8] = zx * nc + ys;
+ data[1] = xy * nc + zs;
+ data[5] = y * y * nc + c;
+ data[9] = yz * nc - xs;
+ data[2] = zx * nc - ys;
+ data[6] = yz * nc + xs;
+ data[10] = z * z * nc + c;
}
void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
@@ -152,7 +152,7 @@
float w = 0;
for (int j = 0 ; j < 4 ; j++) {
- const float e = v.get(i,j);
+ const float e = v.get(i, j);
x += u.get(j, 0) * e;
y += u.get(j, 1) * e;
z += u.get(j, 2) * e;
@@ -168,22 +168,22 @@
void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
loadIdentity();
- mMat[0] = 2.0f / (right - left);
- mMat[5] = 2.0f / (top - bottom);
- mMat[10] = -2.0f / (far - near);
- mMat[12] = -(right + left) / (right - left);
- mMat[13] = -(top + bottom) / (top - bottom);
- mMat[14] = -(far + near) / (far - near);
+ data[0] = 2.0f / (right - left);
+ data[5] = 2.0f / (top - bottom);
+ data[10] = -2.0f / (far - near);
+ data[12] = -(right + left) / (right - left);
+ data[13] = -(top + bottom) / (top - bottom);
+ data[14] = -(far + near) / (far - near);
}
#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c)
void Matrix4::mapRect(Rect& r) const {
- const float sx = mMat[0];
- const float sy = mMat[5];
+ const float sx = data[0];
+ const float sy = data[5];
- const float tx = mMat[12];
- const float ty = mMat[13];
+ const float tx = data[12];
+ const float ty = data[13];
MUL_ADD_STORE(r.left, sx, tx);
MUL_ADD_STORE(r.right, sx, tx);
@@ -193,10 +193,10 @@
void Matrix4::dump() const {
LOGD("Matrix4[");
- LOGD(" %f %f %f %f", mMat[0], mMat[4], mMat[ 8], mMat[12]);
- LOGD(" %f %f %f %f", mMat[1], mMat[5], mMat[ 9], mMat[13]);
- LOGD(" %f %f %f %f", mMat[2], mMat[6], mMat[10], mMat[14]);
- LOGD(" %f %f %f %f", mMat[3], mMat[7], mMat[11], mMat[15]);
+ LOGD(" %f %f %f %f", data[0], data[4], data[ 8], data[12]);
+ LOGD(" %f %f %f %f", data[1], data[5], data[ 9], data[13]);
+ LOGD(" %f %f %f %f", data[2], data[6], data[10], data[14]);
+ LOGD(" %f %f %f %f", data[3], data[7], data[11], data[15]);
LOGD("]");
}