am ce9ee16d: Merge "Conservatively estimate geometry bounds" into klp-dev

* commit 'ce9ee16d654a42f31d211c60708d7b23f17c1d8e':
  Conservatively estimate geometry bounds
This commit is contained in:
Chris Craik
2013-09-17 18:53:14 -07:00
committed by Android Git Automerger
4 changed files with 43 additions and 18 deletions

View File

@@ -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();

View File

@@ -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;

View File

@@ -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.
*
* 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.
* This function should be used whenever estimating the damage rect of geometry already mapped
* into layer space.
*/
void snapOutToPixelBoundaries() {
left = floorf(left + 0.065f);
top = floorf(top + 0.065f);
right = ceilf(right - 0.065f);
bottom = ceilf(bottom - 0.065f);
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.
*
* 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.
*/
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() {

View File

@@ -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) {