Add the original path renderer files and some support files from Android.
Renamed PathRenderer.{cpp,h} to AndroidPathRenderer.{cpp,h} to avoid name
collisions.

http://codereview.appspot.com/6938050/



git-svn-id: http://skia.googlecode.com/svn/trunk@6789 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/experimental/AndroidPathRenderer/AndroidPathRenderer.cpp b/experimental/AndroidPathRenderer/AndroidPathRenderer.cpp
new file mode 100644
index 0000000..e762eb2
--- /dev/null
+++ b/experimental/AndroidPathRenderer/AndroidPathRenderer.cpp
@@ -0,0 +1,712 @@
+/*
+ * Copyright 2012 The Android Open Source Project
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#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;
+    Vertex* newVertex = 0;
+    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/experimental/AndroidPathRenderer/AndroidPathRenderer.h b/experimental/AndroidPathRenderer/AndroidPathRenderer.h
new file mode 100644
index 0000000..a17ce9b
--- /dev/null
+++ b/experimental/AndroidPathRenderer/AndroidPathRenderer.h
@@ -0,0 +1,95 @@
+/*
+ * Copyright 2012 The Android Open Source Project
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef ANDROID_HWUI_PATH_RENDERER_H
+#define ANDROID_HWUI_PATH_RENDERER_H
+
+#include <utils/Vector.h>
+
+#include "Vertex.h"
+
+namespace android {
+namespace uirenderer {
+
+class Matrix4;
+typedef Matrix4 mat4;
+
+class VertexBuffer {
+public:
+    VertexBuffer():
+        mBuffer(0),
+        mSize(0),
+        mCleanupMethod(0)
+    {}
+
+    ~VertexBuffer() {
+        if (mCleanupMethod)
+            mCleanupMethod(mBuffer);
+    }
+
+    template <class TYPE>
+    TYPE* alloc(int size) {
+        mSize = size;
+        mBuffer = (void*)new TYPE[size];
+        mCleanupMethod = &(cleanup<TYPE>);
+
+        return (TYPE*)mBuffer;
+    }
+
+    void* getBuffer() { return mBuffer; }
+    unsigned int getSize() { return mSize; }
+
+private:
+    template <class TYPE>
+    static void cleanup(void* buffer) {
+        delete[] (TYPE*)buffer;
+    }
+
+    void* mBuffer;
+    unsigned int mSize;
+    void (*mCleanupMethod)(void*);
+};
+
+class PathRenderer {
+public:
+    static SkRect computePathBounds(const SkPath& path, const SkPaint* paint);
+
+    static void convexPathVertices(const SkPath& path, const SkPaint* paint,
+            const mat4 *transform, VertexBuffer& vertexBuffer);
+
+private:
+    static bool convexPathPerimeterVertices(const SkPath &path, bool forceClose,
+        float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex> &outputVertices);
+
+/*
+  endpoints a & b,
+  control c
+ */
+    static void recursiveQuadraticBezierVertices(
+            float ax, float ay,
+            float bx, float by,
+            float cx, float cy,
+            float sqrInvScaleX, float sqrInvScaleY,
+            Vector<Vertex> &outputVertices);
+
+/*
+  endpoints p1, p2
+  control c1, c2
+ */
+    static void recursiveCubicBezierVertices(
+            float p1x, float p1y,
+            float c1x, float c1y,
+            float p2x, float p2y,
+            float c2x, float c2y,
+            float sqrInvScaleX, float sqrInvScaleY,
+            Vector<Vertex> &outputVertices);
+};
+
+}; // namespace uirenderer
+}; // namespace android
+
+#endif // ANDROID_HWUI_PATH_RENDERER_H
diff --git a/experimental/AndroidPathRenderer/Vertex.h b/experimental/AndroidPathRenderer/Vertex.h
new file mode 100644
index 0000000..c8e0ba7
--- /dev/null
+++ b/experimental/AndroidPathRenderer/Vertex.h
@@ -0,0 +1,84 @@
+/*
+ * Copyright 2012 The Android Open Source Project
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef ANDROID_HWUI_VERTEX_H
+#define ANDROID_HWUI_VERTEX_H
+
+namespace android {
+namespace uirenderer {
+
+/**
+ * Simple structure to describe a vertex with a position and a texture.
+ */
+struct Vertex {
+    float position[2];
+
+    static inline void set(Vertex* vertex, float x, float y) {
+        vertex[0].position[0] = x;
+        vertex[0].position[1] = y;
+    }
+}; // struct Vertex
+
+/**
+ * Simple structure to describe a vertex with a position and a texture.
+ */
+/*struct TextureVertex {
+    float position[2];
+    float texture[2];
+
+    static inline void set(TextureVertex* vertex, float x, float y, float u, float v) {
+        vertex[0].position[0] = x;
+        vertex[0].position[1] = y;
+        vertex[0].texture[0] = u;
+        vertex[0].texture[1] = v;
+    }
+
+    static inline void setUV(TextureVertex* vertex, float u, float v) {
+        vertex[0].texture[0] = u;
+        vertex[0].texture[1] = v;
+    }
+};*/ // struct TextureVertex
+
+/**
+ * Simple structure to describe a vertex with a position and an alpha value.
+ */
+struct AlphaVertex : Vertex {
+    float alpha;
+
+    static inline void set(AlphaVertex* vertex, float x, float y, float alpha) {
+        Vertex::set(vertex, x, y);
+        vertex[0].alpha = alpha;
+    }
+
+    static inline void setColor(AlphaVertex* vertex, float alpha) {
+        vertex[0].alpha = alpha;
+    }
+}; // 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
+
+#endif // ANDROID_HWUI_VERTEX_H
diff --git a/experimental/AndroidPathRenderer/cutils/compiler.h b/experimental/AndroidPathRenderer/cutils/compiler.h
new file mode 100644
index 0000000..56c623c
--- /dev/null
+++ b/experimental/AndroidPathRenderer/cutils/compiler.h
@@ -0,0 +1,35 @@
+/*
+ * Copyright 2012 The Android Open Source Project
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef ANDROID_CUTILS_COMPILER_H
+#define ANDROID_CUTILS_COMPILER_H
+
+/*
+ * helps the compiler's optimizer predicting branches
+ */
+
+#ifdef __cplusplus
+#   define CC_LIKELY( exp )    (__builtin_expect( !!(exp), true ))
+#   define CC_UNLIKELY( exp )  (__builtin_expect( !!(exp), false ))
+#else
+#   define CC_LIKELY( exp )    (__builtin_expect( !!(exp), 1 ))
+#   define CC_UNLIKELY( exp )  (__builtin_expect( !!(exp), 0 ))
+#endif
+
+/**
+ * exports marked symbols
+ *
+ * if used on a C++ class declaration, this macro must be inserted
+ * after the "class" keyword. For instance:
+ *
+ * template <typename TYPE>
+ * class ANDROID_API Singleton { }
+ */
+
+#define ANDROID_API __attribute__((visibility("default")))
+
+#endif // ANDROID_CUTILS_COMPILER_H