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/*
* Copyright (C) 2012 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.
*/
#include "Snapshot.h"
#include <SkCanvas.h>
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Constructors
///////////////////////////////////////////////////////////////////////////////
Snapshot::Snapshot()
: flags(0)
, previous(nullptr)
, layer(nullptr)
, fbo(0)
, invisible(false)
, empty(false)
, alpha(1.0f)
, roundRectClipState(nullptr)
, projectionPathMask(nullptr)
, mClipArea(&mClipAreaRoot) {
transform = &mTransformRoot;
region = nullptr;
}
/**
* Copies the specified snapshot/ The specified snapshot is stored as
* the previous snapshot.
*/
Snapshot::Snapshot(const sp<Snapshot>& s, int saveFlags)
: flags(0)
, previous(s)
, layer(s->layer)
, fbo(s->fbo)
, invisible(s->invisible)
, empty(false)
, alpha(s->alpha)
, roundRectClipState(s->roundRectClipState)
, projectionPathMask(s->projectionPathMask)
, mClipArea(nullptr)
, mViewportData(s->mViewportData)
, mRelativeLightCenter(s->mRelativeLightCenter) {
if (saveFlags & SkCanvas::kMatrix_SaveFlag) {
mTransformRoot = *s->transform;
transform = &mTransformRoot;
} else {
transform = s->transform;
}
if (saveFlags & SkCanvas::kClip_SaveFlag) {
mClipAreaRoot = s->getClipArea();
mClipArea = &mClipAreaRoot;
} else {
mClipArea = s->mClipArea;
}
if (s->flags & Snapshot::kFlagFboTarget) {
flags |= Snapshot::kFlagFboTarget;
region = s->region;
} else {
region = nullptr;
}
}
///////////////////////////////////////////////////////////////////////////////
// Clipping
///////////////////////////////////////////////////////////////////////////////
bool Snapshot::clipRegionTransformed(const SkRegion& region, SkRegion::Op op) {
flags |= Snapshot::kFlagClipSet;
return mClipArea->clipRegion(region, op);
}
bool Snapshot::clip(float left, float top, float right, float bottom, SkRegion::Op op) {
flags |= Snapshot::kFlagClipSet;
return mClipArea->clipRectWithTransform(left, top, right, bottom, transform, op);
}
bool Snapshot::clipPath(const SkPath& path, SkRegion::Op op) {
flags |= Snapshot::kFlagClipSet;
return mClipArea->clipPathWithTransform(path, transform, op);
}
void Snapshot::setClip(float left, float top, float right, float bottom) {
mClipArea->setClip(left, top, right, bottom);
flags |= Snapshot::kFlagClipSet;
}
bool Snapshot::hasPerspectiveTransform() const {
return transform->isPerspective();
}
const Rect& Snapshot::getLocalClip() {
mat4 inverse;
inverse.loadInverse(*transform);
mLocalClip.set(mClipArea->getClipRect());
inverse.mapRect(mLocalClip);
return mLocalClip;
}
void Snapshot::resetClip(float left, float top, float right, float bottom) {
// TODO: This is incorrect, when we start rendering into a new layer,
// we may have to modify the previous snapshot's clip rect and clip
// region if the previous restore() call did not restore the clip
mClipArea = &mClipAreaRoot;
setClip(left, top, right, bottom);
}
///////////////////////////////////////////////////////////////////////////////
// Transforms
///////////////////////////////////////////////////////////////////////////////
void Snapshot::resetTransform(float x, float y, float z) {
// before resetting, map current light pos with inverse of current transform
Vector3 center = mRelativeLightCenter;
mat4 inverse;
inverse.loadInverse(*transform);
inverse.mapPoint3d(center);
mRelativeLightCenter = center;
transform = &mTransformRoot;
transform->loadTranslate(x, y, z);
}
void Snapshot::buildScreenSpaceTransform(Matrix4* outTransform) const {
// build (reverse ordered) list of the stack of snapshots, terminated with a NULL
Vector<const Snapshot*> snapshotList;
snapshotList.push(nullptr);
const Snapshot* current = this;
do {
snapshotList.push(current);
current = current->previous.get();
} while (current);
// traverse the list, adding in each transform that contributes to the total transform
outTransform->loadIdentity();
for (size_t i = snapshotList.size() - 1; i > 0; i--) {
// iterate down the stack
const Snapshot* current = snapshotList[i];
const Snapshot* next = snapshotList[i - 1];
if (current->flags & kFlagIsFboLayer) {
// if we've hit a layer, translate by the layer's draw offset
outTransform->translate(current->layer->layer.left, current->layer->layer.top);
}
if (!next || (next->flags & kFlagIsFboLayer)) {
// if this snapshot is last, or if this snapshot is last before an
// FBO layer (which reset the transform), apply it
outTransform->multiply(*(current->transform));
}
}
}
///////////////////////////////////////////////////////////////////////////////
// Clipping round rect
///////////////////////////////////////////////////////////////////////////////
void Snapshot::setClippingRoundRect(LinearAllocator& allocator, const Rect& bounds,
float radius, bool highPriority) {
if (bounds.isEmpty()) {
mClipArea->setEmpty();
return;
}
if (roundRectClipState && roundRectClipState->highPriority) {
// ignore, don't replace, already have a high priority clip
return;
}
RoundRectClipState* state = new (allocator) RoundRectClipState;
state->highPriority = highPriority;
// store the inverse drawing matrix
Matrix4 roundRectDrawingMatrix = getOrthoMatrix();
roundRectDrawingMatrix.multiply(*transform);
state->matrix.loadInverse(roundRectDrawingMatrix);
// compute area under rounded corners - only draws overlapping these rects need to be clipped
for (int i = 0 ; i < 4; i++) {
state->dangerRects[i] = bounds;
}
state->dangerRects[0].bottom = state->dangerRects[1].bottom = bounds.top + radius;
state->dangerRects[0].right = state->dangerRects[2].right = bounds.left + radius;
state->dangerRects[1].left = state->dangerRects[3].left = bounds.right - radius;
state->dangerRects[2].top = state->dangerRects[3].top = bounds.bottom - radius;
for (int i = 0; i < 4; i++) {
transform->mapRect(state->dangerRects[i]);
// round danger rects out as though they are AA geometry (since they essentially are)
state->dangerRects[i].snapGeometryToPixelBoundaries(true);
}
// store RR area
state->innerRect = bounds;
state->innerRect.inset(radius);
state->radius = radius;
// store as immutable so, for this frame, pointer uniquely identifies this bundle of shader info
roundRectClipState = state;
}
void Snapshot::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) {
if (path) {
ProjectionPathMask* mask = new (allocator) ProjectionPathMask;
mask->projectionMask = path;
buildScreenSpaceTransform(&(mask->projectionMaskTransform));
projectionPathMask = mask;
} else {
projectionPathMask = nullptr;
}
}
///////////////////////////////////////////////////////////////////////////////
// Queries
///////////////////////////////////////////////////////////////////////////////
bool Snapshot::isIgnored() const {
return invisible || empty;
}
void Snapshot::dump() const {
ALOGD("Snapshot %p, flags %x, prev %p, height %d, ignored %d, hasComplexClip %d",
this, flags, previous.get(), getViewportHeight(), isIgnored(), !mClipArea->isSimple());
const Rect& clipRect(mClipArea->getClipRect());
ALOGD(" ClipRect %.1f %.1f %.1f %.1f, clip simple %d",
clipRect.left, clipRect.top, clipRect.right, clipRect.bottom, mClipArea->isSimple());
ALOGD(" Transform (at %p):", transform);
transform->dump();
}
}; // namespace uirenderer
}; // namespace android