remove unnecessary condition.
implementation won't be included multiple times not like headers.
Thus this condition is unnecessary.
Change-Id: Id37e675c40ce7213a06c950da8e5ca17ff7245c9
Now, stabilizing is pretty enough.
Remove assert code so that we never abort process in any cases.
This also reduce the binary size.
Change-Id: Ia7d2d5c5a0757b12481eaebad7a86aade6a89c1e
We can use RGBA colorspace rather ARGB for pixel data.
This would be better for many rendering system,
since it's more widely preferred than ARGB including opengl.
Change-Id: Ibbfe6a511d77bf0ef30ce261995467c11164d306
we can't control any threads count that could drop the performance.
remove async() and will come back with fine-tuned threading-pool.
Change-Id: I17c39792234acfce6db334abc0ce12da23978a9a
if the transform scale factor for x/y is not identical,
it keeps its both xy scale factor then apply them
for stroking calculation.
Change-Id: I519dfce3ce7b4a12c13da1801d6a00e139e7400f
Basically, stroke width size is linear,
engine couldn't apply scale factor from the matrix which contains 2 dimensional values.
Thus, we can apply it if the scale factor of x/y is identical.
Otherwise, we should transform every stroke points in the stroking process.
That scenario can be improved with another patch.
Change-Id: I070dcf29d2e42f21e182bdf4239781464158ef73
sw_engine simulates floating point by integer bit shifting,
it loses the accuracy while converting the number data.
This occurs the inacculated curve points result if it scales up very large size.
So we transform points before converting data in order to avoid losing the numbers less decimal point.
Change-Id: I0172e83f06b1a19143a2f65f667dc193e9a4396a
we don't need to apply anti-aliasing if stroke is there.
here turns off anti-alias if stroke width is more than 2.
magic number 2 is experimentally confirmed.
Change-Id: I09031dc2a0a84f31c5904651ed1e62004645ba9a
if the rectangle is not transformed, we don't need to use rle method.
we can directly raster pixels onto the bounding box.
Change-Id: I4e8b57149c0bcd78124d09388bf5115093a43bee
this matrix data is volatile since it's coming from stack memory.
thus engine should record its own memory space for keeping it.
Change-Id: I664dd56412f4d236ad04c312220c67da226274e5
this bounding box max indicates absolute positions,
not width/height size.
because of this, shape couldn't rendered properly,
when it's clipped out.
Change-Id: I0afb0d6e63d1b511b83716c55f55e3fd5370fdb8
this interface is designed for user-defined arbitrary affine-transform paints.
required by svg loader.
Change-Id: I7f08023605d224e36cef3770098d3757aee81848
Each scene could conserve its own transformation,
the origin could be the parent Paint (if they were beloned to)
Thus, you can compose the multi-tranformed scene group which
simultenoulsly working in own spaces.
See testTransform and testSceneTransform, how they work.
Change-Id: I51deb4d66f8fcd024f8dc7a1e1af57c398a9d7fe
Paint supports translate, rotate, scale functions for transformation
The origin of these transformation is center of the paint,
thus you have to consider the center-aligned vertices if you'd like to use
these transformation functions.
This policy has been considered for scene transformation.
Change-Id: I78b63d7965faec0ec5b9a98a7776993744534b54
Come to think of it, this optimized method is not so useful,
it could just bring the user misunderstanding and
not to efficient as I expected in the most cases.
So, changed policy for transformation behaviors.
it keeps the properties as others but leaves it to the backend implementation.
Plus, this change contains the correct RenderUpdateFlag.
You can refer the flag in the backend to figure out which kinds of properites has been updated
Change-Id: Ibe0494712598a8161950b9ae2e22ac45bed1c47b
PaintNode -> Paint
ShapeNode -> Shape
SceneNode -> Scene
We can keep clean and neat shorter names.
Change-Id: Ic8521d456d947985e5fbe1ba2bde06faa1f52469