Refactoring to move vertex computing to the Patch class.

This change is mostly cleanup to keep less code in OpenGLRenderer.

Change-Id: I954375143b2943829457ab470423729b60b844f5
diff --git a/libs/hwui/Patch.cpp b/libs/hwui/Patch.cpp
new file mode 100644
index 0000000..4b6bb37
--- /dev/null
+++ b/libs/hwui/Patch.cpp
@@ -0,0 +1,188 @@
+/*
+ * Copyright (C) 2010 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 "OpenGLRenderer"
+
+#include <cstring>
+
+#include <utils/Log.h>
+
+#include "Patch.h"
+
+namespace android {
+namespace uirenderer {
+
+///////////////////////////////////////////////////////////////////////////////
+// Constructors/destructor
+///////////////////////////////////////////////////////////////////////////////
+
+Patch::Patch(const uint32_t xCount, const uint32_t yCount):
+        xCount(xCount + 2), yCount(yCount + 2) {
+    verticesCount = (xCount + 2) * (yCount + 2);
+    vertices = new TextureVertex[verticesCount];
+
+    // 2 triangles per patch, 3 vertices per triangle
+    indicesCount = (xCount + 1) * (yCount + 1) * 2 * 3;
+    indices = new uint16_t[indicesCount];
+
+    const uint32_t xNum = xCount + 1;
+    const uint32_t yNum = yCount + 1;
+
+    uint16_t* startIndices = indices;
+    uint32_t n = 0;
+    for (uint32_t y = 0; y < yNum; y++) {
+        for (uint32_t x = 0; x < xNum; x++) {
+            *startIndices++ = n;
+            *startIndices++ = n + 1;
+            *startIndices++ = n + xNum + 2;
+
+            *startIndices++ = n;
+            *startIndices++ = n + xNum + 2;
+            *startIndices++ = n + xNum + 1;
+
+            n += 1;
+        }
+        n += 1;
+    }
+}
+
+Patch::~Patch() {
+    delete indices;
+    delete vertices;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Vertices management
+///////////////////////////////////////////////////////////////////////////////
+
+void Patch::updateVertices(const SkBitmap* bitmap, float left, float top, float right,
+        float bottom, const int32_t* xDivs,  const int32_t* yDivs, const uint32_t width,
+        const uint32_t height) {
+    const uint32_t xStretchCount = (width + 1) >> 1;
+    const uint32_t yStretchCount = (height + 1) >> 1;
+
+    float xStretch = 0;
+    float yStretch = 0;
+    float xStretchTex = 0;
+    float yStretchTex = 0;
+
+    const float meshWidth = right - left;
+
+    const float bitmapWidth = float(bitmap->width());
+    const float bitmapHeight = float(bitmap->height());
+
+    if (xStretchCount > 0) {
+        uint32_t stretchSize = 0;
+        for (uint32_t i = 1; i < width; i += 2) {
+            stretchSize += xDivs[i] - xDivs[i - 1];
+        }
+        xStretchTex = (stretchSize / bitmapWidth) / xStretchCount;
+        const float fixed = bitmapWidth - stretchSize;
+        xStretch = (right - left - fixed) / xStretchCount;
+    }
+
+    if (yStretchCount > 0) {
+        uint32_t stretchSize = 0;
+        for (uint32_t i = 1; i < height; i += 2) {
+            stretchSize += yDivs[i] - yDivs[i - 1];
+        }
+        yStretchTex = (stretchSize / bitmapHeight) / yStretchCount;
+        const float fixed = bitmapHeight - stretchSize;
+        yStretch = (bottom - top - fixed) / yStretchCount;
+    }
+
+    float vy = 0.0f;
+    float ty = 0.0f;
+    TextureVertex* vertex = vertices;
+
+    generateVertices(vertex, 0.0f, 0.0f, xDivs, width, xStretch, xStretchTex,
+            meshWidth, bitmapWidth);
+    vertex += width + 2;
+
+    for (uint32_t y = 0; y < height; y++) {
+        if (y & 1) {
+            vy += yStretch;
+            ty += yStretchTex;
+        } else {
+            const float step = float(yDivs[y]);
+            vy += step;
+            ty += step / bitmapHeight;
+        }
+        generateVertices(vertex, vy, ty, xDivs, width, xStretch, xStretchTex,
+                meshWidth, bitmapWidth);
+        vertex += width + 2;
+    }
+
+    generateVertices(vertex, bottom - top, 1.0f, xDivs, width, xStretch, xStretchTex,
+            meshWidth, bitmapWidth);
+}
+
+inline void Patch::generateVertices(TextureVertex* vertex, float y, float v,
+        const int32_t xDivs[], uint32_t xCount, float xStretch, float xStretchTex,
+        float width, float widthTex) {
+    float vx = 0.0f;
+    float tx = 0.0f;
+
+    TextureVertex::set(vertex, vx, y, tx, v);
+    vertex++;
+
+    for (uint32_t x = 0; x < xCount; x++) {
+        if (x & 1) {
+            vx += xStretch;
+            tx += xStretchTex;
+        } else {
+            const float step = float(xDivs[x]);
+            vx += step;
+            tx += step / widthTex;
+        }
+
+        TextureVertex::set(vertex, vx, y, tx, v);
+        vertex++;
+    }
+
+    TextureVertex::set(vertex, width, y, 1.0f, v);
+    vertex++;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Debug tools
+///////////////////////////////////////////////////////////////////////////////
+
+void Patch::dump() {
+    LOGD("Vertices [");
+    for (uint32_t y = 0; y < yCount; y++) {
+        char buffer[512];
+        buffer[0] = '\0';
+        uint32_t offset = 0;
+        for (uint32_t x = 0; x < xCount; x++) {
+            TextureVertex* v = &vertices[y * xCount + x];
+            offset += sprintf(&buffer[offset], " (%.4f,%.4f)-(%.4f,%.4f)",
+                    v->position[0], v->position[1], v->texture[0], v->texture[1]);
+        }
+        LOGD("  [%s ]", buffer);
+    }
+    LOGD("]\nIndices [ ");
+    char buffer[4096];
+    buffer[0] = '\0';
+    uint32_t offset = 0;
+    for (uint32_t i = 0; i < indicesCount; i++) {
+        offset += sprintf(&buffer[offset], "%d ", indices[i]);
+    }
+    LOGD("  %s\n]", buffer);
+}
+
+}; // namespace uirenderer
+}; // namespace android