diff options
author | 2015-04-28 11:45:59 -0700 | |
---|---|---|
committer | 2015-05-26 17:53:16 -0700 | |
commit | fca52b7583d1e5f5ff8ed06554875d2a30ef56fa (patch) | |
tree | e383a2db169421a722fa9c559dd01904e83fa504 /libs/hwui/OpenGLRenderer.cpp | |
parent | aa1cd25db72297f13539928e8aa45ba992f2f230 (diff) |
Use path intersection instead of saveLayer+mesh to mask projected ripples
bug:14297149
SaveLayer's performance cost is high, and proportional to the surface
being projected onto. Since ripples (even unbounded ones) are now
always projected to the arbitrary background content behind them, this
cost is especially important to avoid.
This removes the last semi-secret, saveLayer from the projected
ripple implementation.
Also fixes the HW test app to correctly demonstrate this projection
masking behavior.
Additionaly, alters PathTessellator to gracefully handle
counter-clockwise paths, and simplifies the work done by
ShadowTessellator to ensure all of its paths are counterclockwise.
Change-Id: Ibe9e12812bd10a774e20b1d444a140c368cbba8c
Diffstat (limited to 'libs/hwui/OpenGLRenderer.cpp')
-rw-r--r-- | libs/hwui/OpenGLRenderer.cpp | 46 |
1 files changed, 38 insertions, 8 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp index 54bcd7e43d1d..d87a3e63ceac 100644 --- a/libs/hwui/OpenGLRenderer.cpp +++ b/libs/hwui/OpenGLRenderer.cpp @@ -40,6 +40,7 @@ #include <SkCanvas.h> #include <SkColor.h> +#include <SkPathOps.h> #include <SkShader.h> #include <SkTypeface.h> @@ -1193,8 +1194,9 @@ bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDef state.mMatrix.load(*currentMatrix); state.mAlpha = currentSnapshot()->alpha; - // always store/restore, since it's just a pointer + // always store/restore, since these are just pointers state.mRoundRectClipState = currentSnapshot()->roundRectClipState; + state.mProjectionPathMask = currentSnapshot()->projectionPathMask; return false; } @@ -1202,6 +1204,7 @@ void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool setMatrix(state.mMatrix); writableSnapshot()->alpha = state.mAlpha; writableSnapshot()->roundRectClipState = state.mRoundRectClipState; + writableSnapshot()->projectionPathMask = state.mProjectionPathMask; if (state.mClipValid && !skipClipRestore) { writableSnapshot()->setClip(state.mClip.left, state.mClip.top, @@ -1755,6 +1758,7 @@ void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { VertexBuffer vertexBuffer; // TODO: try clipping large paths to viewport + PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); drawVertexBuffer(vertexBuffer, paint); } @@ -1861,19 +1865,41 @@ void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p || PaintUtils::paintWillNotDraw(*p)) { return; } + if (p->getPathEffect() != nullptr) { mCaches.textureState().activateTexture(0); PathTexture* texture = mCaches.pathCache.getCircle(radius, p); drawShape(x - radius, y - radius, texture, p); + return; + } + + SkPath path; + if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { + path.addCircle(x, y, radius + p->getStrokeWidth() / 2); } else { - SkPath path; - if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { - path.addCircle(x, y, radius + p->getStrokeWidth() / 2); - } else { - path.addCircle(x, y, radius); - } - drawConvexPath(path, p); + path.addCircle(x, y, radius); + } + + if (CC_UNLIKELY(currentSnapshot()->projectionPathMask != nullptr)) { + // mask ripples with projection mask + SkPath maskPath = *(currentSnapshot()->projectionPathMask->projectionMask); + + Matrix4 screenSpaceTransform; + currentSnapshot()->buildScreenSpaceTransform(&screenSpaceTransform); + + Matrix4 totalTransform; + totalTransform.loadInverse(screenSpaceTransform); + totalTransform.multiply(currentSnapshot()->projectionPathMask->projectionMaskTransform); + + SkMatrix skTotalTransform; + totalTransform.copyTo(skTotalTransform); + maskPath.transform(skTotalTransform); + + // Mask the ripple path by the projection mask, now that it's + // in local space. Note that this can create CCW paths. + Op(path, maskPath, kIntersect_PathOp, &path); } + drawConvexPath(path, p); } void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, @@ -2146,6 +2172,10 @@ void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, mState.setClippingRoundRect(allocator, rect, radius, highPriority); } +void OpenGLRenderer::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) { + mState.setProjectionPathMask(allocator, path); +} + void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, DrawOpMode drawOpMode) { |