blob: 58c32a12121e3c782aaa86729140c316c5fafa9d (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
|
/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#include "DirtyRegionSolvers.h"
#include "windowing/GraphicContext.h"
#include <stdio.h>
void CUnionDirtyRegionSolver::Solve(const CDirtyRegionList &input, CDirtyRegionList &output)
{
CDirtyRegion unifiedRegion;
for (unsigned int i = 0; i < input.size(); i++)
unifiedRegion.Union(input[i]);
if (!unifiedRegion.IsEmpty())
output.push_back(unifiedRegion);
}
void CFillViewportAlwaysRegionSolver::Solve(const CDirtyRegionList &input, CDirtyRegionList &output)
{
CDirtyRegion unifiedRegion(CServiceBroker::GetWinSystem()->GetGfxContext().GetViewWindow());
output.push_back(unifiedRegion);
}
void CFillViewportOnChangeRegionSolver::Solve(const CDirtyRegionList &input, CDirtyRegionList &output)
{
if (!input.empty())
output.assign(1,CDirtyRegion(CServiceBroker::GetWinSystem()->GetGfxContext().GetViewWindow()));
}
CGreedyDirtyRegionSolver::CGreedyDirtyRegionSolver()
{
m_costNewRegion = 10.0f;
m_costPerArea = 0.01f;
}
void CGreedyDirtyRegionSolver::Solve(const CDirtyRegionList &input, CDirtyRegionList &output)
{
for (unsigned int i = 0; i < input.size(); i++)
{
CDirtyRegion possibleUnionRegion;
int possibleUnionNbr = -1;
float possibleUnionCost = 100000.0f;
CDirtyRegion currentRegion = input[i];
for (unsigned int j = 0; j < output.size(); j++)
{
CDirtyRegion temporaryUnion = output[j];
temporaryUnion.Union(currentRegion);
float temporaryCost = m_costPerArea * (temporaryUnion.Area() - output[j].Area());
if (temporaryCost < possibleUnionCost)
{
//! @todo if the temporaryCost is 0 then we could skip checking the other regions since there exist no better solution
possibleUnionRegion = temporaryUnion;
possibleUnionNbr = j;
possibleUnionCost = temporaryCost;
}
}
float newRegionTotalCost = m_costPerArea * currentRegion.Area() + m_costNewRegion;
if (possibleUnionNbr >= 0 && possibleUnionCost < newRegionTotalCost)
output[possibleUnionNbr] = possibleUnionRegion;
else
output.push_back(currentRegion);
}
}
|