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Commit 2c290392 authored by Romain Guy's avatar Romain Guy Committed by Android (Google) Code Review
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Merge "Batch 9-patches in a single mesh whenever possible"

parents ede7eb77 03c00b5a
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+102 −13
Original line number Diff line number Diff line
@@ -751,12 +751,18 @@ public:
    TextureVertex::set(ptr++, posRect.xDim - offsetRect.left, posRect.yDim - offsetRect.top, \
            texCoordsRect.xDim, texCoordsRect.yDim)

    /**
     * This multi-draw operation builds a mesh on the stack by generating a quad
     * for each bitmap in the batch. This method is also responsible for dirtying
     * the current layer, if any.
     */
    virtual status_t multiDraw(OpenGLRenderer& renderer, Rect& dirty,
            const Vector<DrawOp*>& ops, const Rect& bounds) {
        renderer.restoreDisplayState(state, true); // restore all but the clip
        TextureVertex vertices[6 * ops.size()];
        TextureVertex* vertex = &vertices[0];

        const bool hasLayer = renderer.hasLayer();
        bool transformed = false;

        // TODO: manually handle rect clip for bitmaps by adjusting texCoords per op,
@@ -778,6 +784,11 @@ public:
            SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, bottom);
            SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, top);
            SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, bottom);

            if (hasLayer) {
                const Rect& dirty = ops[i]->state.mBounds;
                renderer.dirtyLayer(dirty.left, dirty.top, dirty.right, dirty.bottom);
            }
        }

        return renderer.drawBitmaps(mBitmap, ops.size(), &vertices[0],
@@ -921,25 +932,104 @@ private:
class DrawPatchOp : public DrawBoundedOp {
public:
    DrawPatchOp(SkBitmap* bitmap, Res_png_9patch* patch,
            float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode)
            : DrawBoundedOp(left, top, right, bottom, 0),
            mBitmap(bitmap), mPatch(patch), mAlpha(alpha), mMode(mode),
            mGenerationId(0), mMesh(NULL) {
            float left, float top, float right, float bottom, SkPaint* paint)
            : DrawBoundedOp(left, top, right, bottom, paint),
            mBitmap(bitmap), mPatch(patch), mGenerationId(0), mMesh(NULL) {
        mEntry = Caches::getInstance().assetAtlas.getEntry(bitmap);
    };

    virtual status_t applyDraw(OpenGLRenderer& renderer, Rect& dirty) {
    const Patch* getMesh(OpenGLRenderer& renderer) {
        if (!mMesh || renderer.getCaches().patchCache.getGenerationId() != mGenerationId) {
            PatchCache& cache = renderer.getCaches().patchCache;
            mMesh = cache.get(mEntry, mBitmap->width(), mBitmap->height(),
                    mLocalBounds.right - mLocalBounds.left, mLocalBounds.bottom - mLocalBounds.top,
                    mPatch);
                    mLocalBounds.getWidth(), mLocalBounds.getHeight(), mPatch);
            mGenerationId = cache.getGenerationId();
        }
        return mMesh;
    }

    /**
     * This multi-draw operation builds an indexed mesh on the stack by copying
     * and transforming the vertices of each 9-patch in the batch. This method
     * is also responsible for dirtying the current layer, if any.
     */
    virtual status_t multiDraw(OpenGLRenderer& renderer, Rect& dirty,
            const Vector<DrawOp*>& ops, const Rect& bounds) {
        renderer.restoreDisplayState(state, true);

        // Batches will usually contain a small number of items so it's
        // worth performing a first iteration to count the exact number
        // of vertices we need in the new mesh
        uint32_t totalVertices = 0;
        for (unsigned int i = 0; i < ops.size(); i++) {
            totalVertices += ((DrawPatchOp*) ops[i])->getMesh(renderer)->verticesCount;
        }

        const bool hasLayer = renderer.hasLayer();

        uint32_t indexCount = 0;

        TextureVertex vertices[totalVertices];
        TextureVertex* vertex = &vertices[0];

        // Create a mesh that contains the transformed vertices for all the
        // 9-patch objects that are part of the batch. Note that onDefer()
        // enforces ops drawn by this function to have a pure translate or
        // identity matrix
        for (unsigned int i = 0; i < ops.size(); i++) {
            DrawPatchOp* patchOp = (DrawPatchOp*) ops[i];
            const Patch* opMesh = patchOp->getMesh(renderer);
            uint32_t vertexCount = opMesh->verticesCount;
            if (vertexCount == 0) continue;

            // We use the bounds to know where to translate our vertices
            // Using patchOp->state.mBounds wouldn't work because these
            // bounds are clipped
            const float tx = (int) floorf(patchOp->state.mMatrix.getTranslateX() +
                    patchOp->mLocalBounds.left + 0.5f);
            const float ty = (int) floorf(patchOp->state.mMatrix.getTranslateY() +
                    patchOp->mLocalBounds.top + 0.5f);

            // Copy & transform all the vertices for the current operation
            TextureVertex* opVertices = opMesh->vertices;
            for (uint32_t j = 0; j < vertexCount; j++, opVertices++) {
                TextureVertex::set(vertex++,
                        opVertices->position[0] + tx, opVertices->position[1] + ty,
                        opVertices->texture[0], opVertices->texture[1]);
            }

            // Dirty the current layer if possible. When the 9-patch does not
            // contain empty quads we can take a shortcut and simply set the
            // dirty rect to the object's bounds.
            if (hasLayer) {
                if (!opMesh->hasEmptyQuads) {
                    renderer.dirtyLayer(tx, ty,
                            tx + patchOp->mLocalBounds.getWidth(),
                            ty + patchOp->mLocalBounds.getHeight());
                } else {
                    const size_t count = opMesh->quads.size();
                    for (size_t i = 0; i < count; i++) {
                        const Rect& quadBounds = opMesh->quads[i];
                        const float x = tx + quadBounds.left;
                        const float y = ty + quadBounds.top;
                        renderer.dirtyLayer(x, y,
                                x + quadBounds.getWidth(), y + quadBounds.getHeight());
                    }
                }
            }

            indexCount += opMesh->indexCount;
        }

        return renderer.drawPatches(mBitmap, mEntry, &vertices[0], indexCount, getPaint(renderer));
    }

    virtual status_t applyDraw(OpenGLRenderer& renderer, Rect& dirty) {
        // We're not calling the public variant of drawPatch() here
        // This method won't perform the quickReject() since we've already done it at this point
        return renderer.drawPatch(mBitmap, mMesh, mEntry, mLocalBounds.left, mLocalBounds.top,
                mLocalBounds.right, mLocalBounds.bottom, mAlpha, mMode);
        return renderer.drawPatch(mBitmap, getMesh(renderer), mEntry,
                mLocalBounds.left, mLocalBounds.top, mLocalBounds.right, mLocalBounds.bottom,
                getPaint(renderer));
    }

    virtual void output(int level, uint32_t logFlags) const {
@@ -951,7 +1041,8 @@ public:
    virtual void onDefer(OpenGLRenderer& renderer, DeferInfo& deferInfo) {
        deferInfo.batchId = DeferredDisplayList::kOpBatch_Patch;
        deferInfo.mergeId = mEntry ? (mergeid_t) &mEntry->atlas : (mergeid_t) mBitmap;
        deferInfo.mergeable = true;
        deferInfo.mergeable = state.mMatrix.isPureTranslate() &&
                OpenGLRenderer::getXfermodeDirect(mPaint) == SkXfermode::kSrcOver_Mode;
        deferInfo.opaqueOverBounds = isOpaqueOverBounds() && mBitmap->isOpaque();
    }

@@ -959,11 +1050,9 @@ private:
    SkBitmap* mBitmap;
    Res_png_9patch* mPatch;

    int mAlpha;
    SkXfermode::Mode mMode;

    uint32_t mGenerationId;
    const Patch* mMesh;

    AssetAtlas::Entry* mEntry;
};

+1 −5
Original line number Diff line number Diff line
@@ -317,13 +317,9 @@ status_t DisplayListRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, in

status_t DisplayListRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
        float left, float top, float right, float bottom, SkPaint* paint) {
    int alpha;
    SkXfermode::Mode mode;
    OpenGLRenderer::getAlphaAndModeDirect(paint, &alpha, &mode);

    bitmap = refBitmap(bitmap);

    addDrawOp(new (alloc()) DrawPatchOp(bitmap, patch, left, top, right, bottom, alpha, mode));
    addDrawOp(new (alloc()) DrawPatchOp(bitmap, patch, left, top, right, bottom, paint));
    return DrawGlInfo::kStatusDone;
}

+41 −14
Original line number Diff line number Diff line
@@ -1191,7 +1191,7 @@ void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
        // after we setup drawing in case we need to mess with the
        // stencil buffer in setupDraw()
        TextureVertex* mesh = mCaches.getRegionMesh();
        GLsizei numQuads = 0;
        uint32_t numQuads = 0;

        setupDrawWithTexture();
        setupDrawColor(alpha, alpha, alpha, alpha);
@@ -2049,6 +2049,11 @@ void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, Sk
            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
}

/**
 * Important note: this method is intended to draw batches of bitmaps and
 * will not set the scissor enable or dirty the current layer, if any.
 * The caller is responsible for properly dirtying the current layer.
 */
status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices,
        bool transformed, const Rect& bounds, SkPaint* paint) {
    mCaches.activeTexture(0);
@@ -2071,12 +2076,12 @@ status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureV
        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
                texture->id, paint != NULL, color, alpha, mode,
                &vertices[0].position[0], &vertices[0].texture[0],
                GL_TRIANGLES, bitmapCount * 6, true, true);
                GL_TRIANGLES, bitmapCount * 6, true, true, false);
    } else {
        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
                texture->id, alpha / 255.0f, mode, texture->blend,
                &vertices[0].position[0], &vertices[0].texture[0],
                GL_TRIANGLES, bitmapCount * 6, false, true, 0, true);
                GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false);
    }

    return DrawGlInfo::kStatusDrew;
@@ -2367,10 +2372,6 @@ status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,

status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
        float left, float top, float right, float bottom, SkPaint* paint) {
    int alpha;
    SkXfermode::Mode mode;
    getAlphaAndMode(paint, &alpha, &mode);

    if (quickReject(left, top, right, bottom)) {
        return DrawGlInfo::kStatusDone;
    }
@@ -2379,13 +2380,11 @@ status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
            right - left, bottom - top, patch);

    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, alpha, mode);
    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
}

status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh,
        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
        int alpha, SkXfermode::Mode mode) {

status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
        float left, float top, float right, float bottom, SkPaint* paint) {
    if (quickReject(left, top, right, bottom)) {
        return DrawGlInfo::kStatusDone;
    }
@@ -2399,6 +2398,10 @@ status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh,
        texture->setWrap(GL_CLAMP_TO_EDGE, true);
        texture->setFilter(GL_LINEAR, true);

        int alpha;
        SkXfermode::Mode mode;
        getAlphaAndMode(paint, &alpha, &mode);

        const bool pureTranslate = currentTransform().isPureTranslate();
        // Mark the current layer dirty where we are going to draw the patch
        if (hasLayer() && mesh->hasEmptyQuads) {
@@ -2418,8 +2421,6 @@ status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh,
            }
        }

        alpha *= mSnapshot->alpha;

        if (CC_LIKELY(pureTranslate)) {
            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
@@ -2441,6 +2442,32 @@ status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh,
    return DrawGlInfo::kStatusDrew;
}

/**
 * Important note: this method is intended to draw batches of 9-patch objects and
 * will not set the scissor enable or dirty the current layer, if any.
 * The caller is responsible for properly dirtying the current layer.
 */
status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
        TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
    mCaches.activeTexture(0);
    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
    if (!texture) return DrawGlInfo::kStatusDone;
    const AutoTexture autoCleanup(texture);

    texture->setWrap(GL_CLAMP_TO_EDGE, true);
    texture->setFilter(GL_LINEAR, true);

    int alpha;
    SkXfermode::Mode mode;
    getAlphaAndMode(paint, &alpha, &mode);

    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
            mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0],
            GL_TRIANGLES, indexCount, false, true, 0, true, false);

    return DrawGlInfo::kStatusDrew;
}

status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
        bool useOffset) {
    if (!vertexBuffer.getVertexCount()) {
+5 −1
Original line number Diff line number Diff line
@@ -297,10 +297,12 @@ public:
    virtual status_t drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint);
    virtual status_t drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
            float* vertices, int* colors, SkPaint* paint);
    status_t drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
            TextureVertex* vertices, uint32_t indexCount, SkPaint* paint);
    virtual status_t drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
            float left, float top, float right, float bottom, SkPaint* paint);
    status_t drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
            float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode);
            float left, float top, float right, float bottom, SkPaint* paint);
    virtual status_t drawColor(int color, SkXfermode::Mode mode);
    virtual status_t drawRect(float left, float top, float right, float bottom, SkPaint* paint);
    virtual status_t drawRoundRect(float left, float top, float right, float bottom,
@@ -1115,6 +1117,8 @@ private:
    friend class DisplayListRenderer;
    friend class Layer;
    friend class TextSetupFunctor;
    friend class DrawBitmapOp;
    friend class DrawPatchOp;

}; // class OpenGLRenderer

+13 −13
Original line number Diff line number Diff line
@@ -32,7 +32,7 @@ namespace uirenderer {
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////

Patch::Patch(): verticesCount(0), indexCount(0), hasEmptyQuads(false) {
Patch::Patch(): vertices(NULL), verticesCount(0), indexCount(0), hasEmptyQuads(false) {
}

Patch::~Patch() {
@@ -47,14 +47,14 @@ uint32_t Patch::getSize() const {
}

TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeight,
        float left, float top, float right, float bottom, const Res_png_9patch* patch) {
        float width, float height, const Res_png_9patch* patch) {
    UvMapper mapper;
    return createMesh(bitmapWidth, bitmapHeight, left, top, right, bottom, mapper, patch);
    return createMesh(bitmapWidth, bitmapHeight, width, height, mapper, patch);
}

TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeight,
        float left, float top, float right, float bottom,
        const UvMapper& mapper, const Res_png_9patch* patch) {
        float width, float height, const UvMapper& mapper, const Res_png_9patch* patch) {
    if (vertices) return vertices;

    const uint32_t* colors = &patch->colors[0];
    const int8_t numColors = patch->numColors;
@@ -79,7 +79,7 @@ TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeig
    uint32_t maxVertices = ((xCount + 1) * (yCount + 1) - emptyQuads) * 4;
    if (maxVertices == 0) return NULL;

    TextureVertex* vertices = new TextureVertex[maxVertices];
    vertices = new TextureVertex[maxVertices];
    TextureVertex* vertex = vertices;

    const int32_t* xDivs = patch->xDivs;
@@ -101,9 +101,9 @@ TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeig
        }
        const float xStretchTex = stretchSize;
        const float fixed = bitmapWidth - stretchSize;
        const float xStretch = fmaxf(right - left - fixed, 0.0f);
        const float xStretch = fmaxf(width - fixed, 0.0f);
        stretchX = xStretch / xStretchTex;
        rescaleX = fixed == 0.0f ? 0.0f : fminf(fmaxf(right - left, 0.0f) / fixed, 1.0f);
        rescaleX = fixed == 0.0f ? 0.0f : fminf(fmaxf(width, 0.0f) / fixed, 1.0f);
    }

    if (yStretchCount > 0) {
@@ -113,9 +113,9 @@ TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeig
        }
        const float yStretchTex = stretchSize;
        const float fixed = bitmapHeight - stretchSize;
        const float yStretch = fmaxf(bottom - top - fixed, 0.0f);
        const float yStretch = fmaxf(height - fixed, 0.0f);
        stretchY = yStretch / yStretchTex;
        rescaleY = fixed == 0.0f ? 0.0f : fminf(fmaxf(bottom - top, 0.0f) / fixed, 1.0f);
        rescaleY = fixed == 0.0f ? 0.0f : fminf(fmaxf(height, 0.0f) / fixed, 1.0f);
    }

    uint32_t quadCount = 0;
@@ -144,7 +144,7 @@ TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeig

        if (stepY > 0.0f) {
            generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX,
                    right - left, bitmapWidth, quadCount);
                    width, bitmapWidth, quadCount);
        }

        y1 = y2;
@@ -154,9 +154,9 @@ TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeig
    }

    if (previousStepY != bitmapHeight) {
        y2 = bottom - top;
        y2 = height;
        generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX,
                right - left, bitmapWidth, quadCount);
                width, bitmapWidth, quadCount);
    }

    return vertices;
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