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If ClipPath is a singular rectangle, we don't need to apply this to all children nodes to adjust rle span regions. Rather than its regular sequence, we can adjust render region as merging viewport that is introduced internally, All in all, If a Paint has a single ClipPath that is Rectangle, it sets viewport with Rectangle area that viewport is applied to raster engine to cut off the rendering boundary. In the normal case it brings trivial effects. but when use SVGs which has a viewbox, it could increase the performance up to 10% (profiled with 200 svgs rendering at the same time) Note that, this won't be applied if the Paint has affine or rotation transform. @Issues: 294
74 lines
3 KiB
C++
74 lines
3 KiB
C++
/*
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* Copyright (c) 2020-2021 Samsung Electronics Co., Ltd. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef _TVG_SW_RENDERER_H_
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#define _TVG_SW_RENDERER_H_
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#include "tvgRender.h"
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struct SwSurface;
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struct SwTask;
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struct SwCompositor;
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namespace tvg
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{
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class SwRenderer : public RenderMethod
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{
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public:
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RenderData prepare(const Shape& shape, RenderData data, const RenderTransform* transform, uint32_t opacity, Array<RenderData>& clips, RenderUpdateFlag flags) override;
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RenderData prepare(const Picture& picture, RenderData data, const RenderTransform* transform, uint32_t opacity, Array<RenderData>& clips, RenderUpdateFlag flags) override;
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bool preRender() override;
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bool renderShape(RenderData data) override;
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bool renderImage(RenderData data) override;
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bool postRender() override;
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bool dispose(RenderData data) override;
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RenderRegion region(RenderData data) override;
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RenderRegion viewport() override;
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bool viewport(const RenderRegion& vp) override;
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bool clear() override;
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bool sync() override;
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bool target(uint32_t* buffer, uint32_t stride, uint32_t w, uint32_t h, uint32_t cs);
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Compositor* target(const RenderRegion& region) override;
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bool beginComposite(Compositor* cmp, CompositeMethod method, uint32_t opacity) override;
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bool endComposite(Compositor* cmp) override;
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static SwRenderer* gen();
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static bool init(uint32_t threads);
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static bool term();
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private:
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SwSurface* surface = nullptr; //active surface
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Array<SwTask*> tasks; //async task list
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Array<SwSurface*> compositors; //render targets cache list
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RenderRegion vport; //viewport
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SwRenderer(){};
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~SwRenderer();
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RenderData prepareCommon(SwTask* task, const RenderTransform* transform, uint32_t opacity, const Array<RenderData>& clips, RenderUpdateFlag flags);
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};
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}
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#endif /* _TVG_SW_RENDERER_H_ */
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