2 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
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
8 * http://www.apache.org/licenses/LICENSE-2.0
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.
19 #include <dali/internal/render/common/render-item.h>
22 #include <dali/internal/common/math.h>
23 #include <dali/internal/common/memory-pool-object-allocator.h>
24 #include <dali/internal/render/renderers/render-renderer.h>
28 //Memory pool used to allocate new RenderItems. Memory used by this pool will be released when shutting down DALi
29 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::RenderItem>& GetRenderItemPool()
31 static Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::RenderItem> gRenderItemPool;
32 return gRenderItemPool;
42 RenderItem* RenderItem::New()
44 return new(GetRenderItemPool().AllocateRaw()) RenderItem();
47 RenderItemKey RenderItem::NewKey()
49 void* ptr = GetRenderItemPool().AllocateRaw();
50 auto key = GetRenderItemPool().GetKeyFromPtr(static_cast<RenderItem*>(ptr));
51 new(ptr) RenderItem();
52 return RenderItemKey(key);
55 RenderItem::RenderItem()
56 : mModelMatrix(false),
57 mModelViewMatrix(false),
69 RenderItem::~RenderItem() = default;
71 RenderItem* RenderItem::Get(RenderItemKey::KeyType key)
73 return GetRenderItemPool().GetPtrFromKey(key);
76 RenderItemKey RenderItem::GetKey(const RenderItem& renderItem)
78 return RenderItemKey(GetRenderItemPool().GetKeyFromPtr(const_cast<RenderItem*>(&renderItem)));
81 RenderItemKey RenderItem::GetKey(RenderItem* renderItem)
83 return RenderItemKey(GetRenderItemPool().GetKeyFromPtr(renderItem));
86 ClippingBox RenderItem::CalculateTransformSpaceAABB(const Matrix& transformMatrix, const Vector3& position, const Vector3& size)
88 // Calculate extent vector of the AABB:
89 const float halfActorX = size.x * 0.5f;
90 const float halfActorY = size.y * 0.5f;
92 // To transform the actor bounds to the transformed space, We do a fast, 2D version of a matrix multiply optimized for 2D quads.
93 // This reduces float multiplications from 64 (16 * 4) to 12 (4 * 3).
94 // We create an array of 4 corners and directly initialize the first 3 with the matrix multiplication result of the respective corner.
95 // This causes the construction of the vector arrays contents in-place for optimization.
96 // We place the coords into the array in clockwise order, so we know opposite corners are always i + 2 from corner i.
97 // We skip the 4th corner here as we can calculate that from the other 3, bypassing matrix multiplication.
98 // Note: The below transform methods use a fast (2D) matrix multiply (only 4 multiplications are done).
99 Vector2 corners[4]{Transform2D(transformMatrix, -halfActorX + position.x, -halfActorY + position.y),
100 Transform2D(transformMatrix, halfActorX + position.x, -halfActorY + position.y),
101 Transform2D(transformMatrix, halfActorX + position.x, halfActorY + position.y)};
103 // As we are dealing with a rectangle, we can do a fast calculation to get the 4th corner from knowing the other 3 (even if rotated).
104 corners[3] = Vector2(corners[0] + (corners[2] - corners[1]));
106 // Calculate the AABB:
107 // We use knowledge that opposite corners will be the max/min of each other. Doing this reduces the normal 12 branching comparisons to 3.
108 // The standard equivalent min/max code of the below would be:
109 // Vector2 AABBmax( std::max( corners[0].x, std::max( corners[1].x, std::max( corners[3].x, corners[2].x ) ) ),
110 // std::max( corners[0].y, std::max( corners[1].y, std::max( corners[3].y, corners[2].y ) ) ) );
111 // Vector2 AABBmin( std::min( corners[0].x, std::min( corners[1].x, std::min( corners[3].x, corners[2].x ) ) ),
112 // std::min( corners[0].y, std::min( corners[1].y, std::min( corners[3].y, corners[2].y ) ) ) );
113 unsigned int smallestX = 0u;
114 // Loop 3 times to find the index of the smallest X value.
115 // Note: We deliberately do NOT unroll the code here as this hampers the compilers output.
116 for(unsigned int i = 1u; i < 4u; ++i)
118 if(corners[i].x < corners[smallestX].x)
124 // As we are dealing with a rectangle, we can assume opposite corners are the largest.
125 // So without doing min/max branching, we can fetch the min/max values of all the remaining X/Y coords from this one index.
126 Vector4 aabb(corners[smallestX].x, corners[(smallestX + 3u) % 4].y, corners[(smallestX + 2u) % 4].x, corners[(smallestX + 1u) % 4].y);
128 // Round outwards from center
129 int x = static_cast<int>(floor(aabb.x));
130 int y = static_cast<int>(floor(aabb.y));
131 int z = static_cast<int>(ceilf(aabb.z));
132 int w = static_cast<int>(ceilf(aabb.w));
134 return ClippingBox(x, y, z - x, fabsf(w - y));
137 ClippingBox RenderItem::CalculateViewportSpaceAABB(const Matrix& modelViewMatrix, const Vector3& position, const Vector3& size, const int viewportWidth, const int viewportHeight)
139 // Calculate extent vector of the AABB:
140 const float halfActorX = size.x * 0.5f;
141 const float halfActorY = size.y * 0.5f;
143 // To transform the actor bounds to screen-space, We do a fast, 2D version of a matrix multiply optimized for 2D quads.
144 // This reduces float multiplications from 64 (16 * 4) to 12 (4 * 3).
145 // We create an array of 4 corners and directly initialize the first 3 with the matrix multiplication result of the respective corner.
146 // This causes the construction of the vector arrays contents in-place for optimization.
147 // We place the coords into the array in clockwise order, so we know opposite corners are always i + 2 from corner i.
148 // We skip the 4th corner here as we can calculate that from the other 3, bypassing matrix multiplication.
149 // Note: The below transform methods use a fast (2D) matrix multiply (only 4 multiplications are done).
150 Vector2 corners[4]{Transform2D(modelViewMatrix, -halfActorX + position.x, -halfActorY + position.y),
151 Transform2D(modelViewMatrix, halfActorX + position.x, -halfActorY + position.y),
152 Transform2D(modelViewMatrix, halfActorX + position.x, halfActorY + position.y)};
154 // As we are dealing with a rectangle, we can do a fast calculation to get the 4th corner from knowing the other 3 (even if rotated).
155 corners[3] = Vector2(corners[0] + (corners[2] - corners[1]));
157 // Calculate the AABB:
158 // We use knowledge that opposite corners will be the max/min of each other. Doing this reduces the normal 12 branching comparisons to 3.
159 // The standard equivalent min/max code of the below would be:
160 // Vector2 AABBmax( std::max( corners[0].x, std::max( corners[1].x, std::max( corners[3].x, corners[2].x ) ) ),
161 // std::max( corners[0].y, std::max( corners[1].y, std::max( corners[3].y, corners[2].y ) ) ) );
162 // Vector2 AABBmin( std::min( corners[0].x, std::min( corners[1].x, std::min( corners[3].x, corners[2].x ) ) ),
163 // std::min( corners[0].y, std::min( corners[1].y, std::min( corners[3].y, corners[2].y ) ) ) );
164 unsigned int smallestX = 0u;
165 // Loop 3 times to find the index of the smallest X value.
166 // Note: We deliberately do NOT unroll the code here as this hampers the compilers output.
167 for(unsigned int i = 1u; i < 4u; ++i)
169 if(corners[i].x < corners[smallestX].x)
175 // As we are dealing with a rectangle, we can assume opposite corners are the largest.
176 // So without doing min/max branching, we can fetch the min/max values of all the remaining X/Y coords from this one index.
177 Vector4 aabb(corners[smallestX].x, corners[(smallestX + 3u) % 4].y, corners[(smallestX + 2u) % 4].x, corners[(smallestX + 1u) % 4].y);
179 // Return the AABB in screen-space pixels (x, y, width, height).
180 // Note: This is a algebraic simplification of: ( viewport.x - aabb.width ) / 2 - ( ( aabb.width / 2 ) + aabb.x ) per axis.
181 Vector4 aabbInScreen(static_cast<float>(viewportWidth) * 0.5f - aabb.z,
182 static_cast<float>(viewportHeight) * 0.5f - aabb.w,
183 static_cast<float>(viewportWidth) * 0.5f - aabb.x,
184 static_cast<float>(viewportHeight) * 0.5f - aabb.y);
186 int x = static_cast<int>(floor(aabbInScreen.x));
187 int y = static_cast<int>(floor(aabbInScreen.y));
188 int z = static_cast<int>(roundf(aabbInScreen.z));
189 int w = static_cast<int>(roundf(aabbInScreen.w));
191 return ClippingBox(x, y, z - x, w - y);
194 void RenderItem::operator delete(void* ptr)
196 GetRenderItemPool().Free(static_cast<RenderItem*>(ptr));
199 uint32_t RenderItem::GetMemoryPoolCapacity()
201 return GetRenderItemPool().GetCapacity();
204 } // namespace SceneGraph
206 } // namespace Internal