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6ae6f36)
discard of some fragments so we can clip rounded corner when ClippingMode::CLIP_CHILDREN.
Note : This patch doesn't decrease performance.
Below table show average FPS of perf-scroll.example + corner radius
| Ubuntu | NikeM2 | TM1 | Meson |
before | 44.241 | 54.549 | 27.113 | 48.442 |
after | 44.414 | 54.953 | 27.207 | 48.315 |
Change-Id: I01f18f9d7025c629ee46f57e02361d24eaf76280
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
#define DALI_TOOLKIT_DEVEL_API_VISUALS_VISUAL_PROPERTIES_DEVEL_H
/*
#define DALI_TOOLKIT_DEVEL_API_VISUALS_VISUAL_PROPERTIES_DEVEL_H
/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* @details Name "cornerRadius", type Property::FLOAT or Prooperty::VECTOR4, animatable
* @note By default, it is Vector::ZERO.
* @note Only Property::Vector4 can be animated.
* @details Name "cornerRadius", type Property::FLOAT or Prooperty::VECTOR4, animatable
* @note By default, it is Vector::ZERO.
* @note Only Property::Vector4 can be animated.
+ * @note Each radius will clamp internally to the half of smaller of the visual width and visual height.
+ * @note Their may exist some alias when you use it as ClippingMode::CLIP_CHILDREN
* @note Radius value are used in clockwise order from top-left-corner to bottom-left-corner.
* When radius is Vector4(x, y, z, w)
* x y
* @note Radius value are used in clockwise order from top-left-corner to bottom-left-corner.
* When radius is Vector4(x, y, z, w)
* x y
* @brief The offset from the visual borderline (recommend [-1.0f to 1.0f]).
* @details Name "borderlineOffset", type Property::FLOAT, animatable
* @note Default value is 0.0f.
* @brief The offset from the visual borderline (recommend [-1.0f to 1.0f]).
* @details Name "borderlineOffset", type Property::FLOAT, animatable
* @note Default value is 0.0f.
- * @note This value will be clipped by [-1.0f to 1.0f].
+ * @note This value will clamp internally to [-1.0f to 1.0f].
*/
BORDERLINE_OFFSET = OPACITY + 6,
};
*/
BORDERLINE_OFFSET = OPACITY + 6,
};
// calculate borderline opacity by potential
if(potential > gMaxOutlinePotential)
{
// calculate borderline opacity by potential
if(potential > gMaxOutlinePotential)
{
- // potential is out of borderline range
- opacity = 0.0;
+ // potential is out of borderline range. just discard here
+ discard;
}
else if(potential > gMinOutlinePotential)
{
}
else if(potential > gMinOutlinePotential)
{
// calculate borderline opacity by potential
if(potential > gMaxOutlinePotential)
{
// calculate borderline opacity by potential
if(potential > gMaxOutlinePotential)
{
- // potential is out of borderline range
- opacity = 0.0;
+ // potential is out of borderline range. just discard here
+ discard;
}
else if(potential > gMinOutlinePotential)
{
}
else if(potential > gMinOutlinePotential)
{
// calculate borderline opacity by potential
if(potential > gMaxOutlinePotential)
{
// calculate borderline opacity by potential
if(potential > gMaxOutlinePotential)
{
- // potential is out of borderline range
- opacity = 0.0;
+ // potential is out of borderline range. just discard here
+ discard;
}
else if(potential > gMinOutlinePotential)
{
}
else if(potential > gMinOutlinePotential)
{