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Commit 32f05e34 authored by Chris Craik's avatar Chris Craik
Browse files

Conservatively estimate geometry bounds

bug:10761696

Avoids a case where a rect with top coordinate of (e.g.) 0.51f is
assumed to not draw in the first row of pixels, which leads to it not
being clipped. Since rounding can cause it to render in this first
pixel anyway, we very slightly expand geometry bounds.

Now, in ambiguous cases, the geometry bounds are expanded so clipping
is more likely to happen.

Change-Id: I119b7c7720de07bac1634549724ffb63935567fc
parent 0f3e1487
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+1 −8
Original line number Diff line number Diff line
@@ -1628,14 +1628,7 @@ bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, fl

    Rect r(left, top, right, bottom);
    currentTransform().mapRect(r);

    if (snapOut) {
        // snapOut is generally used to account for 1 pixel ramp (in window coordinates)
        // outside of the provided rect boundaries in tessellated AA geometry
        r.snapOutToPixelBoundaries();
    } else {
        r.snapToPixelBoundaries();
    }
    r.snapGeometryToPixelBoundaries(snapOut);

    Rect clipRect(*mSnapshot->clipRect);
    clipRect.snapToPixelBoundaries();
+2 −1
Original line number Diff line number Diff line
@@ -20,6 +20,7 @@
#include <utils/Trace.h>

#include "Program.h"
#include "Vertex.h"

namespace android {
namespace uirenderer {
@@ -172,7 +173,7 @@ void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
            // up and to the left.
            // This offset value is based on an assumption that some hardware may use as
            // little as 12.4 precision, so we offset by slightly more than 1/16.
            p.translate(.065, .065);
            p.translate(Vertex::gGeometryFudgeFactor, Vertex::gGeometryFudgeFactor);
            glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]);
        }
        mProjection = projectionMatrix;
+31 −9
Original line number Diff line number Diff line
@@ -21,6 +21,8 @@

#include <utils/Log.h>

#include "Vertex.h"

namespace android {
namespace uirenderer {

@@ -171,17 +173,37 @@ public:
    }

    /**
     * Similar to snapToPixelBoundaries, but used for AA geometry with a ramp perimeter.
     * Similar to snapToPixelBoundaries, but estimates bounds conservatively to handle GL rounding
     * errors.
     *
     * This function should be used whenever estimating the damage rect of geometry already mapped
     * into layer space.
     */
    void snapGeometryToPixelBoundaries(bool snapOut) {
        if (snapOut) {
            /* For AA geometry with a ramp perimeter, don't snap by rounding - AA geometry will have
             * a 0.5 pixel perimeter not accounted for in its bounds. Instead, snap by
             * conservatively rounding out the bounds with floor/ceil.
             *
     * We inset the data by a fudge factor of slightly over 1/16 (similar to when drawing non-AA
     * lines) before rounding out so that insignificant amounts of ramp geometry (esp. from rounding
     * errors) are ignored.
             * In order to avoid changing integer bounds with floor/ceil due to rounding errors
             * inset the bounds first by the fudge factor. Very small fraction-of-a-pixel errors
             * from this inset will only incur similarly small errors in output, due to transparency
             * in extreme outside of the geometry.
             */
    void snapOutToPixelBoundaries() {
        left = floorf(left + 0.065f);
        top = floorf(top + 0.065f);
        right = ceilf(right - 0.065f);
        bottom = ceilf(bottom - 0.065f);
            left = floorf(left + Vertex::gGeometryFudgeFactor);
            top = floorf(top + Vertex::gGeometryFudgeFactor);
            right = ceilf(right - Vertex::gGeometryFudgeFactor);
            bottom = ceilf(bottom - Vertex::gGeometryFudgeFactor);
        } else {
            /* For other geometry, we do the regular rounding in order to snap, but also outset the
             * bounds by a fudge factor. This ensures that ambiguous geometry (e.g. a non-AA Rect
             * with top left at (0.5, 0.5)) will err on the side of a larger damage rect.
             */
            left = floorf(left + 0.5f - Vertex::gGeometryFudgeFactor);
            top = floorf(top + 0.5f - Vertex::gGeometryFudgeFactor);
            right = floorf(right + 0.5f + Vertex::gGeometryFudgeFactor);
            bottom = floorf(bottom + 0.5f + Vertex::gGeometryFudgeFactor);
        }
    }

    void snapToPixelBoundaries() {
+9 −0
Original line number Diff line number Diff line
@@ -26,6 +26,15 @@ namespace uirenderer {
 * Simple structure to describe a vertex with a position and a texture.
 */
struct Vertex {
    /**
     * Fudge-factor used to disambiguate geometry pixel positioning.
     *
     * Used to offset lines and points to avoid ambiguous intersection with pixel centers (see
     * Program::set()), and used to make geometry damage rect calculation conservative (see
     * Rect::snapGeometryToPixelBoundaries())
     */
    static const float gGeometryFudgeFactor = 0.0656f;

    float position[2];

    static inline void set(Vertex* vertex, float x, float y) {