Kaydet (Commit) a5506803 authored tarafından Tomaž Vajngerl's avatar Tomaž Vajngerl

android: SingleTileLayer - less var. trashing (Fennec update)

Change-Id: I8c32f6a43cad6dd3790a3e7dd0b990516a35ebca
üst 7afb0e24
......@@ -23,14 +23,40 @@ public class SingleTileLayer extends TileLayer {
private Rect mMask;
public SingleTileLayer(CairoImage image) { this(false, image); }
// To avoid excessive GC, declare some objects here that would otherwise
// be created and destroyed frequently during draw().
private final RectF mBounds;
private final RectF mTextureBounds;
private final RectF mViewport;
private final Rect mIntBounds;
private final Rect mSubRect;
private final RectF mSubRectF;
private final Region mMaskedBounds;
private final Rect mCropRect;
private final RectF mObjRectF;
private final float[] mCoords;
public SingleTileLayer(CairoImage image) {
this(false, image);
}
public SingleTileLayer(boolean repeat, CairoImage image) {
super(image, repeat ? PaintMode.REPEAT : PaintMode.NORMAL);
this(image, repeat ? TileLayer.PaintMode.REPEAT : TileLayer.PaintMode.NORMAL);
}
public SingleTileLayer(CairoImage image, TileLayer.PaintMode paintMode) {
super(image, paintMode);
mBounds = new RectF();
mTextureBounds = new RectF();
mViewport = new RectF();
mIntBounds = new Rect();
mSubRect = new Rect();
mSubRectF = new RectF();
mMaskedBounds = new Region();
mCropRect = new Rect();
mObjRectF = new RectF();
mCoords = new float[20];
}
/**
......@@ -47,83 +73,69 @@ public class SingleTileLayer extends TileLayer {
if (!initialized())
return;
RectF bounds;
RectF textureBounds;
RectF viewport = context.viewport;
mViewport.set(context.viewport);
if (repeats()) {
// If we're repeating, we want to adjust the texture bounds so that
// the texture repeats the correct number of times when drawn at
// the size of the viewport.
bounds = getBounds(context);
textureBounds = new RectF(0.0f, 0.0f, bounds.width(), bounds.height());
bounds = new RectF(0.0f, 0.0f, viewport.width(), viewport.height());
mBounds.set(getBounds(context));
mTextureBounds.set(0.0f, 0.0f, mBounds.width(), mBounds.height());
mBounds.set(0.0f, 0.0f, mViewport.width(), mViewport.height());
} else if (stretches()) {
// If we're stretching, we just want the bounds and texture bounds
// to fit to the page.
bounds = new RectF(context.pageRect);
textureBounds = bounds;
mBounds.set(context.pageRect);
mTextureBounds.set(mBounds);
} else {
bounds = getBounds(context);
textureBounds = bounds;
mBounds.set(getBounds(context));
mTextureBounds.set(mBounds);
}
Rect intBounds = new Rect();
bounds.roundOut(intBounds);
Region maskedBounds = new Region(intBounds);
mBounds.roundOut(mIntBounds);
mMaskedBounds.set(mIntBounds);
if (mMask != null) {
maskedBounds.op(mMask, Region.Op.DIFFERENCE);
if (maskedBounds.isEmpty())
mMaskedBounds.op(mMask, Region.Op.DIFFERENCE);
if (mMaskedBounds.isEmpty())
return;
}
// XXX Possible optimisation here, form this array so we can draw it in
// a single call.
RegionIterator i = new RegionIterator(maskedBounds);
for (Rect subRect = new Rect(); i.next(subRect);) {
RegionIterator i = new RegionIterator(mMaskedBounds);
while (i.next(mSubRect)) {
// Compensate for rounding errors at the edge of the tile caused by
// the roundOut above
RectF subRectF = new RectF(Math.max(bounds.left, (float)subRect.left),
Math.max(bounds.top, (float)subRect.top),
Math.min(bounds.right, (float)subRect.right),
Math.min(bounds.bottom, (float)subRect.bottom));
mSubRectF.set(Math.max(mBounds.left, (float)mSubRect.left),
Math.max(mBounds.top, (float)mSubRect.top),
Math.min(mBounds.right, (float)mSubRect.right),
Math.min(mBounds.bottom, (float)mSubRect.bottom));
// This is the left/top/right/bottom of the rect, relative to the
// bottom-left of the layer, to use for texture coordinates.
int[] cropRect = new int[] { Math.round(subRectF.left - bounds.left),
Math.round(bounds.bottom - subRectF.top),
Math.round(subRectF.right - bounds.left),
Math.round(bounds.bottom - subRectF.bottom) };
float left = subRectF.left - viewport.left;
float top = viewport.bottom - subRectF.bottom;
float right = left + subRectF.width();
float bottom = top + subRectF.height();
float[] coords = {
//x, y, z, texture_x, texture_y
left/viewport.width(), bottom/viewport.height(), 0,
cropRect[0]/textureBounds.width(), cropRect[1]/textureBounds.height(),
left/viewport.width(), top/viewport.height(), 0,
cropRect[0]/textureBounds.width(), cropRect[3]/textureBounds.height(),
mCropRect.set(Math.round(mSubRectF.left - mBounds.left),
Math.round(mBounds.bottom - mSubRectF.top),
Math.round(mSubRectF.right - mBounds.left),
Math.round(mBounds.bottom - mSubRectF.bottom));
right/viewport.width(), bottom/viewport.height(), 0,
cropRect[2]/textureBounds.width(), cropRect[1]/textureBounds.height(),
mObjRectF.set(mSubRectF.left - mViewport.left,
mViewport.bottom - mSubRectF.bottom,
mSubRectF.right - mViewport.left,
mViewport.bottom - mSubRectF.top);
right/viewport.width(), top/viewport.height(), 0,
cropRect[2]/textureBounds.width(), cropRect[3]/textureBounds.height()
};
fillRectCoordBuffer(mCoords, mObjRectF, mViewport.width(), mViewport.height(),
mCropRect, mTextureBounds.width(), mTextureBounds.height());
FloatBuffer coordBuffer = context.coordBuffer;
int positionHandle = context.positionHandle;
int textureHandle = context.textureHandle;
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
// Make sure we are at position zero in the buffer
coordBuffer.position(0);
coordBuffer.put(coords);
coordBuffer.put(mCoords);
// Unbind any the current array buffer so we can use client side buffers
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
......
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