OLD | NEW |
1 /* | 1 /* |
2 * Copyright 2012 Google Inc. | 2 * Copyright 2012 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "SkTileGrid.h" | 8 #include "SkTileGrid.h" |
9 | 9 |
10 SkTileGrid::SkTileGrid(int xTiles, int yTiles, const SkTileGridFactory::TileGrid
Info& info) | 10 SkTileGrid::SkTileGrid(int xTiles, int yTiles, const SkTileGridFactory::TileGrid
Info& info) |
(...skipping 66 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
77 | 77 |
78 // TODO(mtklein): can we assert this instead to save an intersection in Rele
ase mode, | 78 // TODO(mtklein): can we assert this instead to save an intersection in Rele
ase mode, |
79 // or just allow out-of-bound insertions to insert anyway (clamped to neares
t tile)? | 79 // or just allow out-of-bound insertions to insert anyway (clamped to neares
t tile)? |
80 if (!SkRect::Intersects(bounds, fGridBounds)) { | 80 if (!SkRect::Intersects(bounds, fGridBounds)) { |
81 return; | 81 return; |
82 } | 82 } |
83 | 83 |
84 SkIRect grid; | 84 SkIRect grid; |
85 this->userToGrid(bounds, &grid); | 85 this->userToGrid(bounds, &grid); |
86 | 86 |
87 for (int y = grid.fTop; y <= grid.fBottom; y++) { | 87 // This is just a loop over y then x. This compiles to a slightly faster an
d |
88 for (int x = grid.fLeft; x <= grid.fRight; x++) { | 88 // more compact loop than if we just did fTiles[y * fXTiles + x].push(opInde
x). |
89 fTiles[y * fXTiles + x].push(opIndex); | 89 SkTDArray<unsigned>* row = &fTiles[grid.fTop * fXTiles + grid.fLeft]; |
| 90 for (int y = 0; y <= grid.fBottom - grid.fTop; y++) { |
| 91 SkTDArray<unsigned>* tile = row; |
| 92 for (int x = 0; x <= grid.fRight - grid.fLeft; x++) { |
| 93 (tile++)->push(opIndex); |
90 } | 94 } |
| 95 row += fXTiles; |
91 } | 96 } |
92 } | 97 } |
93 | 98 |
94 // Number of tiles for which data is allocated on the stack in | 99 // Number of tiles for which data is allocated on the stack in |
95 // SkTileGrid::search. If malloc becomes a bottleneck, we may consider | 100 // SkTileGrid::search. If malloc becomes a bottleneck, we may consider |
96 // increasing this number. Typical large web page, say 2k x 16k, would | 101 // increasing this number. Typical large web page, say 2k x 16k, would |
97 // require 512 tiles of size 256 x 256 pixels. | 102 // require 512 tiles of size 256 x 256 pixels. |
98 static const int kStackAllocationTileCount = 1024; | 103 static const int kStackAllocationTileCount = 1024; |
99 | 104 |
100 void SkTileGrid::search(const SkRect& originalQuery, SkTDArray<unsigned>* result
s) const { | 105 void SkTileGrid::search(const SkRect& originalQuery, SkTDArray<unsigned>* result
s) const { |
(...skipping 57 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
158 // We did find an earliest op. Output it, and step forward every tile th
at contains it. | 163 // We did find an earliest op. Output it, and step forward every tile th
at contains it. |
159 results->push(earliest); | 164 results->push(earliest); |
160 for (int i = 0; i < starts.count(); i++) { | 165 for (int i = 0; i < starts.count(); i++) { |
161 if (starts[i] < ends[i] && *starts[i] == earliest) { | 166 if (starts[i] < ends[i] && *starts[i] == earliest) { |
162 starts[i]++; | 167 starts[i]++; |
163 } | 168 } |
164 } | 169 } |
165 } | 170 } |
166 } | 171 } |
167 | 172 |
OLD | NEW |