Add an API to set the transform on a TextureView's surface texture.
Bug #5156689
Change-Id: I635a625885c9b832a60d44ece0de7613ceb84109
diff --git a/libs/hwui/Matrix.cpp b/libs/hwui/Matrix.cpp
index 9fc5131..769c99c 100644
--- a/libs/hwui/Matrix.cpp
+++ b/libs/hwui/Matrix.cpp
@@ -51,6 +51,7 @@
data[kTranslateZ] = 0.0f;
data[kPerspective2] = 1.0f;
+ mIsIdentity = true;
mSimpleMatrix = true;
}
@@ -71,14 +72,21 @@
return mSimpleMatrix;
}
+bool Matrix4::isIdentity() {
+ return mIsIdentity;
+}
+
void Matrix4::load(const float* v) {
memcpy(data, v, sizeof(data));
+ // TODO: Do something smarter here
mSimpleMatrix = false;
+ mIsIdentity = false;
}
void Matrix4::load(const Matrix4& v) {
memcpy(data, v.data, sizeof(data));
mSimpleMatrix = v.mSimpleMatrix;
+ mIsIdentity = v.mIsIdentity;
}
void Matrix4::load(const SkMatrix& v) {
@@ -99,6 +107,7 @@
data[kScaleZ] = 1.0f;
mSimpleMatrix = (v.getType() <= (SkMatrix::kScale_Mask | SkMatrix::kTranslate_Mask));
+ mIsIdentity = v.isIdentity();
}
void Matrix4::copyTo(SkMatrix& v) const {
@@ -148,6 +157,7 @@
v.data[kSkewX] * v.data[kSkewY]) * scale;
mSimpleMatrix = v.mSimpleMatrix;
+ mIsIdentity = v.mIsIdentity;
}
void Matrix4::copyTo(float* v) const {
@@ -166,20 +176,27 @@
for (int i = 0; i < 16; i++) {
data[i] *= v;
}
+ mIsIdentity = false;
}
void Matrix4::loadTranslate(float x, float y, float z) {
loadIdentity();
+
data[kTranslateX] = x;
data[kTranslateY] = y;
data[kTranslateZ] = z;
+
+ mIsIdentity = false;
}
void Matrix4::loadScale(float sx, float sy, float sz) {
loadIdentity();
+
data[kScaleX] = sx;
data[kScaleY] = sy;
data[kScaleZ] = sz;
+
+ mIsIdentity = false;
}
void Matrix4::loadSkew(float sx, float sy) {
@@ -198,6 +215,7 @@
data[kPerspective2] = 1.0f;
mSimpleMatrix = false;
+ mIsIdentity = false;
}
void Matrix4::loadRotate(float angle, float x, float y, float z) {
@@ -238,6 +256,7 @@
data[kScaleZ] = z * z * nc + c;
mSimpleMatrix = false;
+ mIsIdentity = false;
}
void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
@@ -262,16 +281,20 @@
}
mSimpleMatrix = u.mSimpleMatrix && v.mSimpleMatrix;
+ mIsIdentity = false;
}
void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
loadIdentity();
+
data[kScaleX] = 2.0f / (right - left);
data[kScaleY] = 2.0f / (top - bottom);
data[kScaleZ] = -2.0f / (far - near);
data[kTranslateX] = -(right + left) / (right - left);
data[kTranslateY] = -(top + bottom) / (top - bottom);
data[kTranslateZ] = -(far + near) / (far - near);
+
+ mIsIdentity = false;
}
#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c)