Batch 9-patches in a single mesh whenever possible

This change also fixes the way batched bitmaps were handled
inside a layer. The layer is now correctly dirtied to minimize
the amount of pixels to blend.

Fix alpha, mode and opaque computations for DrawPatchOp.

Change-Id: I1b6cd581c0f0db66c1002bb4fb1a9811e55bfa78
This commit is contained in:
Romain Guy
2013-06-20 18:30:28 -07:00
parent d485ef27c7
commit 03c00b5a13
8 changed files with 171 additions and 55 deletions

View File

@@ -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) {
@@ -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;
};

View File

@@ -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;
}

View File

@@ -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()) {

View File

@@ -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

View File

@@ -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;

View File

@@ -45,6 +45,7 @@ struct Patch {
*/
uint32_t getSize() const;
TextureVertex* vertices;
uint32_t verticesCount;
uint32_t indexCount;
bool hasEmptyQuads;
@@ -54,11 +55,9 @@ struct Patch {
GLintptr textureOffset;
TextureVertex* 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);
TextureVertex* 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);
private:
void generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex,

View File

@@ -118,10 +118,10 @@ const Patch* PatchCache::get(const AssetAtlas::Entry* entry,
if (entry) {
vertices = newMesh->createMesh(bitmapWidth, bitmapHeight,
0.0f, 0.0f, pixelWidth, pixelHeight, entry->uvMapper, patch);
pixelWidth, pixelHeight, entry->uvMapper, patch);
} else {
vertices = newMesh->createMesh(bitmapWidth, bitmapHeight,
0.0f, 0.0f, pixelWidth, pixelHeight, patch);
pixelWidth, pixelHeight, patch);
}
if (vertices) {
@@ -141,8 +141,6 @@ const Patch* PatchCache::get(const AssetAtlas::Entry* entry,
mSize += size;
glBufferSubData(GL_ARRAY_BUFFER, newMesh->offset, size, vertices);
delete[] vertices;
}
mCache.put(description, newMesh);

View File

@@ -132,7 +132,10 @@ void GpuPixelBuffer::unmap() {
if (mAccessMode != kAccessMode_None) {
if (mMappedPointer) {
mCaches.bindPixelBuffer(mBuffer);
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
GLboolean status = glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
if (status == GL_FALSE) {
ALOGE("Corrupted GPU pixel buffer");
}
}
mAccessMode = kAccessMode_None;
mMappedPointer = NULL;