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authorGravatar jvanverth@google.com <jvanverth@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81>2012-12-13 19:53:18 +0000
committerGravatar jvanverth@google.com <jvanverth@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81>2012-12-13 19:53:18 +0000
commit8ffb7046cb789ade4dde1ad588fb8ae995fd3f9a (patch)
treee99b4a19649b3718d1f6c097d52790e7817deafa /experimental
parente7bd5f4041701cbab87f6e779eb18fbb9fe74216 (diff)
Add the original path renderer files and some support files from Android.
Renamed PathRenderer.{cpp,h} to AndroidPathRenderer.{cpp,h} to avoid name collisions. http://codereview.appspot.com/6938050/ git-svn-id: http://skia.googlecode.com/svn/trunk@6789 2bbb7eff-a529-9590-31e7-b0007b416f81
Diffstat (limited to 'experimental')
-rw-r--r--experimental/AndroidPathRenderer/AndroidPathRenderer.cpp712
-rw-r--r--experimental/AndroidPathRenderer/AndroidPathRenderer.h95
-rw-r--r--experimental/AndroidPathRenderer/Vertex.h84
-rw-r--r--experimental/AndroidPathRenderer/cutils/compiler.h35
4 files changed, 926 insertions, 0 deletions
diff --git a/experimental/AndroidPathRenderer/AndroidPathRenderer.cpp b/experimental/AndroidPathRenderer/AndroidPathRenderer.cpp
new file mode 100644
index 0000000000..e762eb2859
--- /dev/null
+++ b/experimental/AndroidPathRenderer/AndroidPathRenderer.cpp
@@ -0,0 +1,712 @@
+/*
+ * Copyright 2012 The Android Open Source Project
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#define LOG_TAG "PathRenderer"
+#define LOG_NDEBUG 1
+#define ATRACE_TAG ATRACE_TAG_GRAPHICS
+
+#define VERTEX_DEBUG 0
+
+#include <SkPath.h>
+#include <SkPaint.h>
+
+#include <stdlib.h>
+#include <stdint.h>
+#include <sys/types.h>
+
+#include <utils/Log.h>
+#include <utils/Trace.h>
+
+#include "PathRenderer.h"
+#include "Matrix.h"
+#include "Vector.h"
+#include "Vertex.h"
+
+namespace android {
+namespace uirenderer {
+
+#define THRESHOLD 0.5f
+
+SkRect PathRenderer::computePathBounds(const SkPath& path, const SkPaint* paint) {
+ SkRect bounds = path.getBounds();
+ if (paint->getStyle() != SkPaint::kFill_Style) {
+ float outset = paint->getStrokeWidth() * 0.5f;
+ bounds.outset(outset, outset);
+ }
+ return bounds;
+}
+
+void computeInverseScales(const mat4 *transform, float &inverseScaleX, float& inverseScaleY) {
+ if (CC_UNLIKELY(!transform->isPureTranslate())) {
+ float m00 = transform->data[Matrix4::kScaleX];
+ float m01 = transform->data[Matrix4::kSkewY];
+ float m10 = transform->data[Matrix4::kSkewX];
+ float m11 = transform->data[Matrix4::kScaleY];
+ float scaleX = sqrt(m00 * m00 + m01 * m01);
+ float scaleY = sqrt(m10 * m10 + m11 * m11);
+ inverseScaleX = (scaleX != 0) ? (1.0f / scaleX) : 1.0f;
+ inverseScaleY = (scaleY != 0) ? (1.0f / scaleY) : 1.0f;
+ } else {
+ inverseScaleX = 1.0f;
+ inverseScaleY = 1.0f;
+ }
+}
+
+inline void copyVertex(Vertex* destPtr, const Vertex* srcPtr) {
+ Vertex::set(destPtr, srcPtr->position[0], srcPtr->position[1]);
+}
+
+inline void copyAlphaVertex(AlphaVertex* destPtr, const AlphaVertex* srcPtr) {
+ AlphaVertex::set(destPtr, srcPtr->position[0], srcPtr->position[1], srcPtr->alpha);
+}
+
+/**
+ * Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset
+ * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices
+ * will be offset by 1.0
+ *
+ * Note that we can't add and normalize the two vectors, that would result in a rectangle having an
+ * offset of (sqrt(2)/2, sqrt(2)/2) at each corner, instead of (1, 1)
+ *
+ * NOTE: assumes angles between normals 90 degrees or less
+ */
+inline vec2 totalOffsetFromNormals(const vec2& normalA, const vec2& normalB) {
+ return (normalA + normalB) / (1 + fabs(normalA.dot(normalB)));
+}
+
+inline void scaleOffsetForStrokeWidth(vec2& offset, float halfStrokeWidth,
+ float inverseScaleX, float inverseScaleY) {
+ if (halfStrokeWidth == 0.0f) {
+ // hairline - compensate for scale
+ offset.x *= 0.5f * inverseScaleX;
+ offset.y *= 0.5f * inverseScaleY;
+ } else {
+ offset *= halfStrokeWidth;
+ }
+}
+
+void getFillVerticesFromPerimeter(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) {
+ Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size());
+
+ int currentIndex = 0;
+ // zig zag between all previous points on the inside of the hull to create a
+ // triangle strip that fills the hull
+ int srcAindex = 0;
+ int srcBindex = perimeter.size() - 1;
+ while (srcAindex <= srcBindex) {
+ copyVertex(&buffer[currentIndex++], &perimeter[srcAindex]);
+ if (srcAindex == srcBindex) break;
+ copyVertex(&buffer[currentIndex++], &perimeter[srcBindex]);
+ srcAindex++;
+ srcBindex--;
+ }
+}
+
+void getStrokeVerticesFromPerimeter(const Vector<Vertex>& perimeter, float halfStrokeWidth,
+ VertexBuffer& vertexBuffer, float inverseScaleX, float inverseScaleY) {
+ Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size() * 2 + 2);
+
+ int currentIndex = 0;
+ const Vertex* last = &(perimeter[perimeter.size() - 1]);
+ const Vertex* current = &(perimeter[0]);
+ vec2 lastNormal(current->position[1] - last->position[1],
+ last->position[0] - current->position[0]);
+ lastNormal.normalize();
+ for (unsigned int i = 0; i < perimeter.size(); i++) {
+ const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
+ vec2 nextNormal(next->position[1] - current->position[1],
+ current->position[0] - next->position[0]);
+ nextNormal.normalize();
+
+ vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
+ scaleOffsetForStrokeWidth(totalOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
+
+ Vertex::set(&buffer[currentIndex++],
+ current->position[0] + totalOffset.x,
+ current->position[1] + totalOffset.y);
+
+ Vertex::set(&buffer[currentIndex++],
+ current->position[0] - totalOffset.x,
+ current->position[1] - totalOffset.y);
+
+ last = current;
+ current = next;
+ lastNormal = nextNormal;
+ }
+
+ // wrap around to beginning
+ copyVertex(&buffer[currentIndex++], &buffer[0]);
+ copyVertex(&buffer[currentIndex++], &buffer[1]);
+}
+
+void getStrokeVerticesFromUnclosedVertices(const Vector<Vertex>& vertices, float halfStrokeWidth,
+ VertexBuffer& vertexBuffer, float inverseScaleX, float inverseScaleY) {
+ Vertex* buffer = vertexBuffer.alloc<Vertex>(vertices.size() * 2);
+
+ int currentIndex = 0;
+ const Vertex* current = &(vertices[0]);
+ vec2 lastNormal;
+ for (unsigned int i = 0; i < vertices.size() - 1; i++) {
+ const Vertex* next = &(vertices[i + 1]);
+ vec2 nextNormal(next->position[1] - current->position[1],
+ current->position[0] - next->position[0]);
+ nextNormal.normalize();
+
+ vec2 totalOffset;
+ if (i == 0) {
+ totalOffset = nextNormal;
+ } else {
+ totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
+ }
+ scaleOffsetForStrokeWidth(totalOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
+
+ Vertex::set(&buffer[currentIndex++],
+ current->position[0] + totalOffset.x,
+ current->position[1] + totalOffset.y);
+
+ Vertex::set(&buffer[currentIndex++],
+ current->position[0] - totalOffset.x,
+ current->position[1] - totalOffset.y);
+
+ current = next;
+ lastNormal = nextNormal;
+ }
+
+ vec2 totalOffset = lastNormal;
+ scaleOffsetForStrokeWidth(totalOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
+
+ Vertex::set(&buffer[currentIndex++],
+ current->position[0] + totalOffset.x,
+ current->position[1] + totalOffset.y);
+ Vertex::set(&buffer[currentIndex++],
+ current->position[0] - totalOffset.x,
+ current->position[1] - totalOffset.y);
+#if VERTEX_DEBUG
+ for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) {
+ ALOGD("point at %f %f", buffer[i].position[0], buffer[i].position[1]);
+ }
+#endif
+}
+
+void getFillVerticesFromPerimeterAA(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer,
+ float inverseScaleX, float inverseScaleY) {
+ AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(perimeter.size() * 3 + 2);
+
+ // generate alpha points - fill Alpha vertex gaps in between each point with
+ // alpha 0 vertex, offset by a scaled normal.
+ int currentIndex = 0;
+ const Vertex* last = &(perimeter[perimeter.size() - 1]);
+ const Vertex* current = &(perimeter[0]);
+ vec2 lastNormal(current->position[1] - last->position[1],
+ last->position[0] - current->position[0]);
+ lastNormal.normalize();
+ for (unsigned int i = 0; i < perimeter.size(); i++) {
+ const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
+ vec2 nextNormal(next->position[1] - current->position[1],
+ current->position[0] - next->position[0]);
+ nextNormal.normalize();
+
+ // AA point offset from original point is that point's normal, such that each side is offset
+ // by .5 pixels
+ vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
+ totalOffset.x *= 0.5f * inverseScaleX;
+ totalOffset.y *= 0.5f * inverseScaleY;
+
+ AlphaVertex::set(&buffer[currentIndex++],
+ current->position[0] + totalOffset.x,
+ current->position[1] + totalOffset.y,
+ 0.0f);
+ AlphaVertex::set(&buffer[currentIndex++],
+ current->position[0] - totalOffset.x,
+ current->position[1] - totalOffset.y,
+ 1.0f);
+
+ last = current;
+ current = next;
+ lastNormal = nextNormal;
+ }
+
+ // wrap around to beginning
+ copyAlphaVertex(&buffer[currentIndex++], &buffer[0]);
+ copyAlphaVertex(&buffer[currentIndex++], &buffer[1]);
+
+ // zig zag between all previous points on the inside of the hull to create a
+ // triangle strip that fills the hull, repeating the first inner point to
+ // create degenerate tris to start inside path
+ int srcAindex = 0;
+ int srcBindex = perimeter.size() - 1;
+ while (srcAindex <= srcBindex) {
+ copyAlphaVertex(&buffer[currentIndex++], &buffer[srcAindex * 2 + 1]);
+ if (srcAindex == srcBindex) break;
+ copyAlphaVertex(&buffer[currentIndex++], &buffer[srcBindex * 2 + 1]);
+ srcAindex++;
+ srcBindex--;
+ }
+
+#if VERTEX_DEBUG
+ for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) {
+ ALOGD("point at %f %f, alpha %f", buffer[i].position[0], buffer[i].position[1], buffer[i].alpha);
+ }
+#endif
+}
+
+
+void getStrokeVerticesFromUnclosedVerticesAA(const Vector<Vertex>& vertices, float halfStrokeWidth,
+ VertexBuffer& vertexBuffer, float inverseScaleX, float inverseScaleY) {
+ AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(6 * vertices.size() + 2);
+
+ // avoid lines smaller than hairline since they break triangle based sampling. instead reducing
+ // alpha value (TODO: support different X/Y scale)
+ float maxAlpha = 1.0f;
+ if (halfStrokeWidth != 0 && inverseScaleX == inverseScaleY &&
+ halfStrokeWidth * inverseScaleX < 0.5f) {
+ maxAlpha *= (2 * halfStrokeWidth) / inverseScaleX;
+ halfStrokeWidth = 0.0f;
+ }
+
+ // there is no outer/inner here, using them for consistency with below approach
+ int offset = 2 * (vertices.size() - 2);
+ int currentAAOuterIndex = 2;
+ int currentAAInnerIndex = 2 * offset + 5; // reversed
+ int currentStrokeIndex = currentAAInnerIndex + 7;
+
+ const Vertex* last = &(vertices[0]);
+ const Vertex* current = &(vertices[1]);
+ vec2 lastNormal(current->position[1] - last->position[1],
+ last->position[0] - current->position[0]);
+ lastNormal.normalize();
+
+ {
+ // start cap
+ vec2 totalOffset = lastNormal;
+ vec2 AAOffset = totalOffset;
+ AAOffset.x *= 0.5f * inverseScaleX;
+ AAOffset.y *= 0.5f * inverseScaleY;
+
+ vec2 innerOffset = totalOffset;
+ scaleOffsetForStrokeWidth(innerOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
+ vec2 outerOffset = innerOffset + AAOffset;
+ innerOffset -= AAOffset;
+
+ // TODO: support square cap by changing this offset to incorporate halfStrokeWidth
+ vec2 capAAOffset(AAOffset.y, -AAOffset.x);
+ AlphaVertex::set(&buffer[0],
+ last->position[0] + outerOffset.x + capAAOffset.x,
+ last->position[1] + outerOffset.y + capAAOffset.y,
+ 0.0f);
+ AlphaVertex::set(&buffer[1],
+ last->position[0] + innerOffset.x - capAAOffset.x,
+ last->position[1] + innerOffset.y - capAAOffset.y,
+ maxAlpha);
+
+ AlphaVertex::set(&buffer[2 * offset + 6],
+ last->position[0] - outerOffset.x + capAAOffset.x,
+ last->position[1] - outerOffset.y + capAAOffset.y,
+ 0.0f);
+ AlphaVertex::set(&buffer[2 * offset + 7],
+ last->position[0] - innerOffset.x - capAAOffset.x,
+ last->position[1] - innerOffset.y - capAAOffset.y,
+ maxAlpha);
+ copyAlphaVertex(&buffer[2 * offset + 8], &buffer[0]);
+ copyAlphaVertex(&buffer[2 * offset + 9], &buffer[1]);
+ copyAlphaVertex(&buffer[2 * offset + 10], &buffer[1]); // degenerate tris (the only two!)
+ copyAlphaVertex(&buffer[2 * offset + 11], &buffer[2 * offset + 7]);
+ }
+
+ for (unsigned int i = 1; i < vertices.size() - 1; i++) {
+ const Vertex* next = &(vertices[i + 1]);
+ vec2 nextNormal(next->position[1] - current->position[1],
+ current->position[0] - next->position[0]);
+ nextNormal.normalize();
+
+ vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
+ vec2 AAOffset = totalOffset;
+ AAOffset.x *= 0.5f * inverseScaleX;
+ AAOffset.y *= 0.5f * inverseScaleY;
+
+ vec2 innerOffset = totalOffset;
+ scaleOffsetForStrokeWidth(innerOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
+ vec2 outerOffset = innerOffset + AAOffset;
+ innerOffset -= AAOffset;
+
+ AlphaVertex::set(&buffer[currentAAOuterIndex++],
+ current->position[0] + outerOffset.x,
+ current->position[1] + outerOffset.y,
+ 0.0f);
+ AlphaVertex::set(&buffer[currentAAOuterIndex++],
+ current->position[0] + innerOffset.x,
+ current->position[1] + innerOffset.y,
+ maxAlpha);
+
+ AlphaVertex::set(&buffer[currentStrokeIndex++],
+ current->position[0] + innerOffset.x,
+ current->position[1] + innerOffset.y,
+ maxAlpha);
+ AlphaVertex::set(&buffer[currentStrokeIndex++],
+ current->position[0] - innerOffset.x,
+ current->position[1] - innerOffset.y,
+ maxAlpha);
+
+ AlphaVertex::set(&buffer[currentAAInnerIndex--],
+ current->position[0] - innerOffset.x,
+ current->position[1] - innerOffset.y,
+ maxAlpha);
+ AlphaVertex::set(&buffer[currentAAInnerIndex--],
+ current->position[0] - outerOffset.x,
+ current->position[1] - outerOffset.y,
+ 0.0f);
+
+ last = current;
+ current = next;
+ lastNormal = nextNormal;
+ }
+
+ {
+ // end cap
+ vec2 totalOffset = lastNormal;
+ vec2 AAOffset = totalOffset;
+ AAOffset.x *= 0.5f * inverseScaleX;
+ AAOffset.y *= 0.5f * inverseScaleY;
+
+ vec2 innerOffset = totalOffset;
+ scaleOffsetForStrokeWidth(innerOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
+ vec2 outerOffset = innerOffset + AAOffset;
+ innerOffset -= AAOffset;
+
+ // TODO: support square cap by changing this offset to incorporate halfStrokeWidth
+ vec2 capAAOffset(-AAOffset.y, AAOffset.x);
+
+ AlphaVertex::set(&buffer[offset + 2],
+ current->position[0] + outerOffset.x + capAAOffset.x,
+ current->position[1] + outerOffset.y + capAAOffset.y,
+ 0.0f);
+ AlphaVertex::set(&buffer[offset + 3],
+ current->position[0] + innerOffset.x - capAAOffset.x,
+ current->position[1] + innerOffset.y - capAAOffset.y,
+ maxAlpha);
+
+ AlphaVertex::set(&buffer[offset + 4],
+ current->position[0] - outerOffset.x + capAAOffset.x,
+ current->position[1] - outerOffset.y + capAAOffset.y,
+ 0.0f);
+ AlphaVertex::set(&buffer[offset + 5],
+ current->position[0] - innerOffset.x - capAAOffset.x,
+ current->position[1] - innerOffset.y - capAAOffset.y,
+ maxAlpha);
+
+ copyAlphaVertex(&buffer[vertexBuffer.getSize() - 2], &buffer[offset + 3]);
+ copyAlphaVertex(&buffer[vertexBuffer.getSize() - 1], &buffer[offset + 5]);
+ }
+
+#if VERTEX_DEBUG
+ for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) {
+ ALOGD("point at %f %f, alpha %f", buffer[i].position[0], buffer[i].position[1], buffer[i].alpha);
+ }
+#endif
+}
+
+
+void getStrokeVerticesFromPerimeterAA(const Vector<Vertex>& perimeter, float halfStrokeWidth,
+ VertexBuffer& vertexBuffer, float inverseScaleX, float inverseScaleY) {
+ AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(6 * perimeter.size() + 8);
+
+ // avoid lines smaller than hairline since they break triangle based sampling. instead reducing
+ // alpha value (TODO: support different X/Y scale)
+ float maxAlpha = 1.0f;
+ if (halfStrokeWidth != 0 && inverseScaleX == inverseScaleY &&
+ halfStrokeWidth * inverseScaleX < 0.5f) {
+ maxAlpha *= (2 * halfStrokeWidth) / inverseScaleX;
+ halfStrokeWidth = 0.0f;
+ }
+
+ int offset = 2 * perimeter.size() + 3;
+ int currentAAOuterIndex = 0;
+ int currentStrokeIndex = offset;
+ int currentAAInnerIndex = offset * 2;
+
+ const Vertex* last = &(perimeter[perimeter.size() - 1]);
+ const Vertex* current = &(perimeter[0]);
+ vec2 lastNormal(current->position[1] - last->position[1],
+ last->position[0] - current->position[0]);
+ lastNormal.normalize();
+ for (unsigned int i = 0; i < perimeter.size(); i++) {
+ const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
+ vec2 nextNormal(next->position[1] - current->position[1],
+ current->position[0] - next->position[0]);
+ nextNormal.normalize();
+
+ vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
+ vec2 AAOffset = totalOffset;
+ AAOffset.x *= 0.5f * inverseScaleX;
+ AAOffset.y *= 0.5f * inverseScaleY;
+
+ vec2 innerOffset = totalOffset;
+ scaleOffsetForStrokeWidth(innerOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
+ vec2 outerOffset = innerOffset + AAOffset;
+ innerOffset -= AAOffset;
+
+ AlphaVertex::set(&buffer[currentAAOuterIndex++],
+ current->position[0] + outerOffset.x,
+ current->position[1] + outerOffset.y,
+ 0.0f);
+ AlphaVertex::set(&buffer[currentAAOuterIndex++],
+ current->position[0] + innerOffset.x,
+ current->position[1] + innerOffset.y,
+ maxAlpha);
+
+ AlphaVertex::set(&buffer[currentStrokeIndex++],
+ current->position[0] + innerOffset.x,
+ current->position[1] + innerOffset.y,
+ maxAlpha);
+ AlphaVertex::set(&buffer[currentStrokeIndex++],
+ current->position[0] - innerOffset.x,
+ current->position[1] - innerOffset.y,
+ maxAlpha);
+
+ AlphaVertex::set(&buffer[currentAAInnerIndex++],
+ current->position[0] - innerOffset.x,
+ current->position[1] - innerOffset.y,
+ maxAlpha);
+ AlphaVertex::set(&buffer[currentAAInnerIndex++],
+ current->position[0] - outerOffset.x,
+ current->position[1] - outerOffset.y,
+ 0.0f);
+
+ last = current;
+ current = next;
+ lastNormal = nextNormal;
+ }
+
+ // wrap each strip around to beginning, creating degenerate tris to bridge strips
+ copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[0]);
+ copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[1]);
+ copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[1]);
+
+ copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset]);
+ copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset + 1]);
+ copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset + 1]);
+
+ copyAlphaVertex(&buffer[currentAAInnerIndex++], &buffer[2 * offset]);
+ copyAlphaVertex(&buffer[currentAAInnerIndex++], &buffer[2 * offset + 1]);
+ // don't need to create last degenerate tri
+
+#if VERTEX_DEBUG
+ for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) {
+ ALOGD("point at %f %f, alpha %f", buffer[i].position[0], buffer[i].position[1], buffer[i].alpha);
+ }
+#endif
+}
+
+void PathRenderer::convexPathVertices(const SkPath &path, const SkPaint* paint,
+ const mat4 *transform, VertexBuffer& vertexBuffer) {
+ ATRACE_CALL();
+
+ SkPaint::Style style = paint->getStyle();
+ bool isAA = paint->isAntiAlias();
+
+ float inverseScaleX, inverseScaleY;
+ computeInverseScales(transform, inverseScaleX, inverseScaleY);
+
+ Vector<Vertex> tempVertices;
+ float threshInvScaleX = inverseScaleX;
+ float threshInvScaleY = inverseScaleY;
+ if (style == SkPaint::kStroke_Style) {
+ // alter the bezier recursion threshold values we calculate in order to compensate for
+ // expansion done after the path vertices are found
+ SkRect bounds = path.getBounds();
+ if (!bounds.isEmpty()) {
+ threshInvScaleX *= bounds.width() / (bounds.width() + paint->getStrokeWidth());
+ threshInvScaleY *= bounds.height() / (bounds.height() + paint->getStrokeWidth());
+ }
+ }
+
+ // force close if we're filling the path, since fill path expects closed perimeter.
+ bool forceClose = style != SkPaint::kStroke_Style;
+ bool wasClosed = convexPathPerimeterVertices(path, forceClose, threshInvScaleX * threshInvScaleX,
+ threshInvScaleY * threshInvScaleY, tempVertices);
+
+ if (!tempVertices.size()) {
+ // path was empty, return without allocating vertex buffer
+ return;
+ }
+
+#if VERTEX_DEBUG
+ for (unsigned int i = 0; i < tempVertices.size(); i++) {
+ ALOGD("orig path: point at %f %f", tempVertices[i].position[0], tempVertices[i].position[1]);
+ }
+#endif
+
+ if (style == SkPaint::kStroke_Style) {
+ float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
+ if (!isAA) {
+ if (wasClosed) {
+ getStrokeVerticesFromPerimeter(tempVertices, halfStrokeWidth, vertexBuffer,
+ inverseScaleX, inverseScaleY);
+ } else {
+ getStrokeVerticesFromUnclosedVertices(tempVertices, halfStrokeWidth, vertexBuffer,
+ inverseScaleX, inverseScaleY);
+ }
+
+ } else {
+ if (wasClosed) {
+ getStrokeVerticesFromPerimeterAA(tempVertices, halfStrokeWidth, vertexBuffer,
+ inverseScaleX, inverseScaleY);
+ } else {
+ getStrokeVerticesFromUnclosedVerticesAA(tempVertices, halfStrokeWidth, vertexBuffer,
+ inverseScaleX, inverseScaleY);
+ }
+ }
+ } else {
+ // For kStrokeAndFill style, the path should be adjusted externally, as it will be treated as a fill here.
+ if (!isAA) {
+ getFillVerticesFromPerimeter(tempVertices, vertexBuffer);
+ } else {
+ getFillVerticesFromPerimeterAA(tempVertices, vertexBuffer, inverseScaleX, inverseScaleY);
+ }
+ }
+}
+
+
+void pushToVector(Vector<Vertex>& vertices, float x, float y) {
+ // TODO: make this not yuck
+ vertices.push();
+ Vertex* newVertex = &(vertices.editArray()[vertices.size() - 1]);
+ Vertex::set(newVertex, x, y);
+}
+
+bool PathRenderer::convexPathPerimeterVertices(const SkPath& path, bool forceClose,
+ float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
+ ATRACE_CALL();
+
+ // TODO: to support joins other than sharp miter, join vertices should be labelled in the
+ // perimeter, or resolved into more vertices. Reconsider forceClose-ing in that case.
+ SkPath::Iter iter(path, forceClose);
+ SkPoint pts[4];
+ SkPath::Verb v;
+ Vertex* newVertex = 0;
+ while (SkPath::kDone_Verb != (v = iter.next(pts))) {
+ switch (v) {
+ case SkPath::kMove_Verb:
+ pushToVector(outputVertices, pts[0].x(), pts[0].y());
+ ALOGV("Move to pos %f %f", pts[0].x(), pts[0].y());
+ break;
+ case SkPath::kClose_Verb:
+ ALOGV("Close at pos %f %f", pts[0].x(), pts[0].y());
+ break;
+ case SkPath::kLine_Verb:
+ ALOGV("kLine_Verb %f %f -> %f %f",
+ pts[0].x(), pts[0].y(),
+ pts[1].x(), pts[1].y());
+
+ pushToVector(outputVertices, pts[1].x(), pts[1].y());
+ break;
+ case SkPath::kQuad_Verb:
+ ALOGV("kQuad_Verb");
+ recursiveQuadraticBezierVertices(
+ pts[0].x(), pts[0].y(),
+ pts[2].x(), pts[2].y(),
+ pts[1].x(), pts[1].y(),
+ sqrInvScaleX, sqrInvScaleY, outputVertices);
+ break;
+ case SkPath::kCubic_Verb:
+ ALOGV("kCubic_Verb");
+ recursiveCubicBezierVertices(
+ pts[0].x(), pts[0].y(),
+ pts[1].x(), pts[1].y(),
+ pts[3].x(), pts[3].y(),
+ pts[2].x(), pts[2].y(),
+ sqrInvScaleX, sqrInvScaleY, outputVertices);
+ break;
+ default:
+ break;
+ }
+ }
+
+ int size = outputVertices.size();
+ if (size >= 2 && outputVertices[0].position[0] == outputVertices[size - 1].position[0] &&
+ outputVertices[0].position[1] == outputVertices[size - 1].position[1]) {
+ outputVertices.pop();
+ return true;
+ }
+ return false;
+}
+
+void PathRenderer::recursiveCubicBezierVertices(
+ float p1x, float p1y, float c1x, float c1y,
+ float p2x, float p2y, float c2x, float c2y,
+ float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
+ float dx = p2x - p1x;
+ float dy = p2y - p1y;
+ float d1 = fabs((c1x - p2x) * dy - (c1y - p2y) * dx);
+ float d2 = fabs((c2x - p2x) * dy - (c2y - p2y) * dx);
+ float d = d1 + d2;
+
+ // multiplying by sqrInvScaleY/X equivalent to multiplying in dimensional scale factors
+
+ if (d * d < THRESHOLD * THRESHOLD * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
+ // below thresh, draw line by adding endpoint
+ pushToVector(outputVertices, p2x, p2y);
+ } else {
+ float p1c1x = (p1x + c1x) * 0.5f;
+ float p1c1y = (p1y + c1y) * 0.5f;
+ float p2c2x = (p2x + c2x) * 0.5f;
+ float p2c2y = (p2y + c2y) * 0.5f;
+
+ float c1c2x = (c1x + c2x) * 0.5f;
+ float c1c2y = (c1y + c2y) * 0.5f;
+
+ float p1c1c2x = (p1c1x + c1c2x) * 0.5f;
+ float p1c1c2y = (p1c1y + c1c2y) * 0.5f;
+
+ float p2c1c2x = (p2c2x + c1c2x) * 0.5f;
+ float p2c1c2y = (p2c2y + c1c2y) * 0.5f;
+
+ float mx = (p1c1c2x + p2c1c2x) * 0.5f;
+ float my = (p1c1c2y + p2c1c2y) * 0.5f;
+
+ recursiveCubicBezierVertices(
+ p1x, p1y, p1c1x, p1c1y,
+ mx, my, p1c1c2x, p1c1c2y,
+ sqrInvScaleX, sqrInvScaleY, outputVertices);
+ recursiveCubicBezierVertices(
+ mx, my, p2c1c2x, p2c1c2y,
+ p2x, p2y, p2c2x, p2c2y,
+ sqrInvScaleX, sqrInvScaleY, outputVertices);
+ }
+}
+
+void PathRenderer::recursiveQuadraticBezierVertices(
+ float ax, float ay,
+ float bx, float by,
+ float cx, float cy,
+ float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
+ float dx = bx - ax;
+ float dy = by - ay;
+ float d = (cx - bx) * dy - (cy - by) * dx;
+
+ if (d * d < THRESHOLD * THRESHOLD * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
+ // below thresh, draw line by adding endpoint
+ pushToVector(outputVertices, bx, by);
+ } else {
+ float acx = (ax + cx) * 0.5f;
+ float bcx = (bx + cx) * 0.5f;
+ float acy = (ay + cy) * 0.5f;
+ float bcy = (by + cy) * 0.5f;
+
+ // midpoint
+ float mx = (acx + bcx) * 0.5f;
+ float my = (acy + bcy) * 0.5f;
+
+ recursiveQuadraticBezierVertices(ax, ay, mx, my, acx, acy,
+ sqrInvScaleX, sqrInvScaleY, outputVertices);
+ recursiveQuadraticBezierVertices(mx, my, bx, by, bcx, bcy,
+ sqrInvScaleX, sqrInvScaleY, outputVertices);
+ }
+}
+
+}; // namespace uirenderer
+}; // namespace android
diff --git a/experimental/AndroidPathRenderer/AndroidPathRenderer.h b/experimental/AndroidPathRenderer/AndroidPathRenderer.h
new file mode 100644
index 0000000000..a17ce9b6e3
--- /dev/null
+++ b/experimental/AndroidPathRenderer/AndroidPathRenderer.h
@@ -0,0 +1,95 @@
+/*
+ * Copyright 2012 The Android Open Source Project
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef ANDROID_HWUI_PATH_RENDERER_H
+#define ANDROID_HWUI_PATH_RENDERER_H
+
+#include <utils/Vector.h>
+
+#include "Vertex.h"
+
+namespace android {
+namespace uirenderer {
+
+class Matrix4;
+typedef Matrix4 mat4;
+
+class VertexBuffer {
+public:
+ VertexBuffer():
+ mBuffer(0),
+ mSize(0),
+ mCleanupMethod(0)
+ {}
+
+ ~VertexBuffer() {
+ if (mCleanupMethod)
+ mCleanupMethod(mBuffer);
+ }
+
+ template <class TYPE>
+ TYPE* alloc(int size) {
+ mSize = size;
+ mBuffer = (void*)new TYPE[size];
+ mCleanupMethod = &(cleanup<TYPE>);
+
+ return (TYPE*)mBuffer;
+ }
+
+ void* getBuffer() { return mBuffer; }
+ unsigned int getSize() { return mSize; }
+
+private:
+ template <class TYPE>
+ static void cleanup(void* buffer) {
+ delete[] (TYPE*)buffer;
+ }
+
+ void* mBuffer;
+ unsigned int mSize;
+ void (*mCleanupMethod)(void*);
+};
+
+class PathRenderer {
+public:
+ static SkRect computePathBounds(const SkPath& path, const SkPaint* paint);
+
+ static void convexPathVertices(const SkPath& path, const SkPaint* paint,
+ const mat4 *transform, VertexBuffer& vertexBuffer);
+
+private:
+ static bool convexPathPerimeterVertices(const SkPath &path, bool forceClose,
+ float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex> &outputVertices);
+
+/*
+ endpoints a & b,
+ control c
+ */
+ static void recursiveQuadraticBezierVertices(
+ float ax, float ay,
+ float bx, float by,
+ float cx, float cy,
+ float sqrInvScaleX, float sqrInvScaleY,
+ Vector<Vertex> &outputVertices);
+
+/*
+ endpoints p1, p2
+ control c1, c2
+ */
+ static void recursiveCubicBezierVertices(
+ float p1x, float p1y,
+ float c1x, float c1y,
+ float p2x, float p2y,
+ float c2x, float c2y,
+ float sqrInvScaleX, float sqrInvScaleY,
+ Vector<Vertex> &outputVertices);
+};
+
+}; // namespace uirenderer
+}; // namespace android
+
+#endif // ANDROID_HWUI_PATH_RENDERER_H
diff --git a/experimental/AndroidPathRenderer/Vertex.h b/experimental/AndroidPathRenderer/Vertex.h
new file mode 100644
index 0000000000..c8e0ba7ea1
--- /dev/null
+++ b/experimental/AndroidPathRenderer/Vertex.h
@@ -0,0 +1,84 @@
+/*
+ * Copyright 2012 The Android Open Source Project
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef ANDROID_HWUI_VERTEX_H
+#define ANDROID_HWUI_VERTEX_H
+
+namespace android {
+namespace uirenderer {
+
+/**
+ * Simple structure to describe a vertex with a position and a texture.
+ */
+struct Vertex {
+ float position[2];
+
+ static inline void set(Vertex* vertex, float x, float y) {
+ vertex[0].position[0] = x;
+ vertex[0].position[1] = y;
+ }
+}; // struct Vertex
+
+/**
+ * Simple structure to describe a vertex with a position and a texture.
+ */
+/*struct TextureVertex {
+ float position[2];
+ float texture[2];
+
+ static inline void set(TextureVertex* vertex, float x, float y, float u, float v) {
+ vertex[0].position[0] = x;
+ vertex[0].position[1] = y;
+ vertex[0].texture[0] = u;
+ vertex[0].texture[1] = v;
+ }
+
+ static inline void setUV(TextureVertex* vertex, float u, float v) {
+ vertex[0].texture[0] = u;
+ vertex[0].texture[1] = v;
+ }
+};*/ // struct TextureVertex
+
+/**
+ * Simple structure to describe a vertex with a position and an alpha value.
+ */
+struct AlphaVertex : Vertex {
+ float alpha;
+
+ static inline void set(AlphaVertex* vertex, float x, float y, float alpha) {
+ Vertex::set(vertex, x, y);
+ vertex[0].alpha = alpha;
+ }
+
+ static inline void setColor(AlphaVertex* vertex, float alpha) {
+ vertex[0].alpha = alpha;
+ }
+}; // struct AlphaVertex
+
+/**
+ * Simple structure to describe a vertex with a position and an alpha value.
+ */
+/*struct AAVertex : Vertex {
+ float width;
+ float length;
+
+ static inline void set(AAVertex* vertex, float x, float y, float width, float length) {
+ Vertex::set(vertex, x, y);
+ vertex[0].width = width;
+ vertex[0].length = length;
+ }
+
+ static inline void setColor(AAVertex* vertex, float width, float length) {
+ vertex[0].width = width;
+ vertex[0].length = length;
+ }
+};*/ // struct AlphaVertex
+
+}; // namespace uirenderer
+}; // namespace android
+
+#endif // ANDROID_HWUI_VERTEX_H
diff --git a/experimental/AndroidPathRenderer/cutils/compiler.h b/experimental/AndroidPathRenderer/cutils/compiler.h
new file mode 100644
index 0000000000..56c623c42b
--- /dev/null
+++ b/experimental/AndroidPathRenderer/cutils/compiler.h
@@ -0,0 +1,35 @@
+/*
+ * Copyright 2012 The Android Open Source Project
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef ANDROID_CUTILS_COMPILER_H
+#define ANDROID_CUTILS_COMPILER_H
+
+/*
+ * helps the compiler's optimizer predicting branches
+ */
+
+#ifdef __cplusplus
+# define CC_LIKELY( exp ) (__builtin_expect( !!(exp), true ))
+# define CC_UNLIKELY( exp ) (__builtin_expect( !!(exp), false ))
+#else
+# define CC_LIKELY( exp ) (__builtin_expect( !!(exp), 1 ))
+# define CC_UNLIKELY( exp ) (__builtin_expect( !!(exp), 0 ))
+#endif
+
+/**
+ * exports marked symbols
+ *
+ * if used on a C++ class declaration, this macro must be inserted
+ * after the "class" keyword. For instance:
+ *
+ * template <typename TYPE>
+ * class ANDROID_API Singleton { }
+ */
+
+#define ANDROID_API __attribute__((visibility("default")))
+
+#endif // ANDROID_CUTILS_COMPILER_H