1 /* 2 * Copyright (C) 2021 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 #pragma once 18 19 #include "Properties.h" 20 #include "utils/MathUtils.h" 21 22 #include <SkImage.h> 23 #include <SkImageFilter.h> 24 #include <SkMatrix.h> 25 #include <SkPoint.h> 26 #include <SkRect.h> 27 #include <SkRuntimeEffect.h> 28 29 namespace android::uirenderer { 30 31 class StretchEffect { 32 public: 33 StretchEffect(const SkVector & direction,float maxStretchAmountX,float maxStretchAmountY)34 StretchEffect(const SkVector& direction, 35 float maxStretchAmountX, 36 float maxStretchAmountY) 37 : maxStretchAmountX(maxStretchAmountX) 38 , maxStretchAmountY(maxStretchAmountY) 39 , mStretchDirection(direction) { } 40 StretchEffect()41 StretchEffect() {} 42 isEmpty()43 bool isEmpty() const { return isZero(mStretchDirection.x()) && isZero(mStretchDirection.y()); } 44 setEmpty()45 void setEmpty() { 46 *this = StretchEffect{}; 47 } 48 49 StretchEffect& operator=(const StretchEffect& other) { 50 this->mStretchDirection = other.mStretchDirection; 51 this->maxStretchAmountX = other.maxStretchAmountX; 52 this->maxStretchAmountY = other.maxStretchAmountY; 53 return *this; 54 } 55 56 bool operator==(const StretchEffect& other) const { 57 return mStretchDirection == other.mStretchDirection && 58 maxStretchAmountX == other.maxStretchAmountX && 59 maxStretchAmountY == other.maxStretchAmountY; 60 } 61 mergeWith(const StretchEffect & other)62 void mergeWith(const StretchEffect& other) { 63 if (other.isEmpty()) { 64 return; 65 } 66 if (isEmpty()) { 67 *this = other; 68 return; 69 } 70 mStretchDirection += other.mStretchDirection; 71 if (isEmpty()) { 72 return setEmpty(); 73 } 74 maxStretchAmountX = std::max(maxStretchAmountX, other.maxStretchAmountX); 75 maxStretchAmountY = std::max(maxStretchAmountY, other.maxStretchAmountY); 76 } 77 78 /** 79 * Return the stretched x position given the normalized x position with 80 * the current horizontal stretch direction 81 * @param normalizedX x position on the input texture from 0 to 1 82 * @return x position when the horizontal stretch direction applied 83 */ 84 float computeStretchedPositionX(float normalizedX) const; 85 86 /** 87 * Return the stretched y position given the normalized y position with 88 * the current horizontal stretch direction 89 * @param normalizedX y position on the input texture from 0 to 1 90 * @return y position when the horizontal stretch direction applied 91 */ 92 float computeStretchedPositionY(float normalizedY) const; 93 94 sk_sp<SkShader> getShader(float width, float height, const sk_sp<SkImage>& snapshotImage, 95 const SkMatrix* matrix) const; 96 97 float maxStretchAmountX = 0; 98 float maxStretchAmountY = 0; 99 getStretchDirection()100 const SkVector getStretchDirection() const { return mStretchDirection; } 101 makeLinearStretch(float width,float height)102 SkMatrix makeLinearStretch(float width, float height) const { 103 SkMatrix matrix; 104 auto [sX, sY] = getStretchDirection(); 105 matrix.setScale(1 + std::abs(sX), 1 + std::abs(sY), sX > 0 ? 0 : width, 106 sY > 0 ? 0 : height); 107 return matrix; 108 } 109 requiresLayer()110 bool requiresLayer() const { 111 return !isEmpty(); 112 } 113 clear()114 void clear() { 115 mBuilder = nullptr; 116 } 117 118 private: 119 // The epsilon for StretchEffect is less than in MathUtils because 120 // the range is 0-1 for an entire screen and should be significantly 121 // less than 1 pixel for a smooth stretch animation. isZero(float value)122 inline static bool isZero(float value) { 123 // Using fabsf is more performant as ARM computes 124 // fabsf in a single instruction. 125 return fabsf(value) <= NON_ZERO_EPSILON; 126 } 127 // This should be good for 1/25,000 of a screen and should be good for 128 // screens with less than ~8000 pixels in one dimension with only 1/4 pixel 129 // cut-off. 130 static constexpr float NON_ZERO_EPSILON = 0.00004f; 131 static sk_sp<SkRuntimeEffect> getStretchEffect(); 132 mutable SkVector mStretchDirection{0, 0}; 133 mutable std::unique_ptr<SkRuntimeShaderBuilder> mBuilder; 134 }; 135 136 } // namespace android::uirenderer 137