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Commit 7444da51 authored by Romain Guy's avatar Romain Guy
Browse files

Yet another fix for 9patch rendering.

Bug #3362133

Change-Id: Ia6521d31a8c208a2ad2506a23b6a01e5e442ad86
parent fb13abd8
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+14 −13
Original line number Diff line number Diff line
@@ -154,7 +154,8 @@ void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight,
    float y1 = 0.0f;
    float v1 = 0.0f;

    for (uint32_t i = 0; i < mYCount; i++) {
    uint32_t i = 0;
    for ( ; i < mYCount; i++) {
        float stepY = mYDivs[i];

        float y2 = 0.0f;
@@ -166,7 +167,8 @@ void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight,
        }
        float v2 = fmax(0.0f, stepY - 0.5f) / bitmapHeight;

        generateRow(vertex, y1, y2, v1, v2, stretchX, right - left, bitmapWidth, quadCount);
        generateRow(vertex, y1, y2, v1, v2, stretchX, right - left,
                bitmapWidth, quadCount, i & 1);

        y1 = y2;
        v1 = (stepY + 0.5f) / bitmapHeight;
@@ -175,7 +177,7 @@ void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight,
    }

    generateRow(vertex, y1, bottom - top, v1, 1.0f, stretchX, right - left,
            bitmapWidth, quadCount);
            bitmapWidth, quadCount, i & 1);

    if (verticesCount > 0) {
        Caches::getInstance().bindMeshBuffer(meshBuffer);
@@ -193,14 +195,15 @@ void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight,
}

void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2,
        float stretchX, float width, float bitmapWidth, uint32_t& quadCount) {
        float stretchX, float width, float bitmapWidth, uint32_t& quadCount, bool isStretch) {
    float previousStepX = 0.0f;

    float x1 = 0.0f;
    float u1 = 0.0f;

    // Generate the row quad by quad
    for (uint32_t i = 0; i < mXCount; i++) {
    uint32_t i = 0;
    for ( ; i < mXCount; i++) {
        float stepX = mXDivs[i];

        float x2 = 0.0f;
@@ -212,7 +215,7 @@ void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, fl
        }
        float u2 = fmax(0.0f, stepX - 0.5f) / bitmapWidth;

        bool valid = generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
        generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount, isStretch || (i & 1));

        x1 = x2;
        u1 = (stepX + 0.5f) / bitmapWidth;
@@ -220,13 +223,13 @@ void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, fl
        previousStepX = stepX;
    }

    generateQuad(vertex, x1, y1, width, y2, u1, v1, 1.0f, v2, quadCount);
    generateQuad(vertex, x1, y1, width, y2, u1, v1, 1.0f, v2, quadCount, isStretch || (i & 1));
}

bool Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
            float u1, float v1, float u2, float v2, uint32_t& quadCount) {
void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
            float u1, float v1, float u2, float v2, uint32_t& quadCount, bool isStretch) {
    const uint32_t oldQuadCount = quadCount;
    const bool valid = x2 >= x1 && y2 >= y1;
    const bool valid = isStretch || (x2 - x1 > 0.9999f && y2 - y1 > 0.9999f);
    if (valid) {
        quadCount++;
    }
@@ -238,7 +241,7 @@ bool Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, f
        PATCH_LOGD("        left,  top    = %.2f, %.2f\t\tu1, v1 = %.2f, %.2f", x1, y1, u1, v1);
        PATCH_LOGD("        right, bottom = %.2f, %.2f\t\tu2, v2 = %.2f, %.2f", x2, y2, u2, v2);
#endif
        return false;
        return;
    }

#if RENDER_LAYERS_AS_REGIONS
@@ -267,8 +270,6 @@ bool Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, f
    PATCH_LOGD("        left,  top    = %.2f, %.2f\t\tu1, v1 = %.2f, %.2f", x1, y1, u1, v1);
    PATCH_LOGD("        right, bottom = %.2f, %.2f\t\tu2, v2 = %.2f, %.2f", x2, y2, u2, v2);
#endif

    return true;
}

}; // namespace uirenderer
+3 −3
Original line number Diff line number Diff line
@@ -70,11 +70,11 @@ private:

    void generateRow(TextureVertex*& vertex, float y1, float y2,
            float v1, float v2, float stretchX, float width, float bitmapWidth,
            uint32_t& quadCount);
    bool generateQuad(TextureVertex*& vertex,
            uint32_t& quadCount, bool isStretch);
    void generateQuad(TextureVertex*& vertex,
            float x1, float y1, float x2, float y2,
            float u1, float v1, float u2, float v2,
            uint32_t& quadCount);
            uint32_t& quadCount, bool isStretch);
}; // struct Patch

}; // namespace uirenderer