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Diffstat (limited to 'libs/hwui/OpenGLRenderer.cpp')
-rw-r--r--libs/hwui/OpenGLRenderer.cpp104
1 files changed, 54 insertions, 50 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 61241e025951..99bb6f01031a 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -604,43 +604,23 @@ void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
size_t count;
const android::Rect* rects = layer->region.getArray(&count);
- setupDraw();
-
- ProgramDescription description;
- description.hasTexture = true;
-
const float alpha = layer->alpha / 255.0f;
- const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
- chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false);
-
- useProgram(mCaches.programCache.get(description));
-
- // Texture
- bindTexture(layer->texture);
- glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
-
- // Always premultiplied
- if (setColor) {
- mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
- }
-
- // Mesh
- int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
- glEnableVertexAttribArray(texCoordsSlot);
-
- mModelView.loadIdentity();
- mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
-
const float texX = 1.0f / float(layer->width);
const float texY = 1.0f / float(layer->height);
TextureVertex* mesh = mCaches.getRegionMesh();
GLsizei numQuads = 0;
- glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
- gMeshStride, &mesh[0].position[0]);
- glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
- gMeshStride, &mesh[0].texture[0]);
+ setupDraw();
+ setupDrawWithTexture();
+ setupDrawColor(alpha, alpha, alpha, alpha);
+ setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
+ setupDrawProgram();
+ setupDrawDirtyRegionsDisabled();
+ setupDrawPureColorUniforms();
+ setupDrawTexture(layer->texture);
+ setupDrawModelViewIdentity();
+ setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]);
for (size_t i = 0; i < count; i++) {
const android::Rect* r = &rects[i];
@@ -670,7 +650,7 @@ void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- glDisableVertexAttribArray(texCoordsSlot);
+ finishDrawTexture();
#if DEBUG_LAYERS_AS_REGIONS
uint32_t colors[] = {
@@ -1186,7 +1166,6 @@ void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int
}
void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
- // TODO: Should do quickReject for each line
if (mSnapshot->isIgnored()) return;
const bool isAA = paint->isAntiAlias();
@@ -1200,6 +1179,7 @@ void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
getAlphaAndMode(paint, &alpha, &mode);
int verticesCount = count >> 2;
+ int generatedVerticesCount = 0;
if (!isHairLine) {
// TODO: AA needs more vertices
verticesCount *= 6;
@@ -1246,31 +1226,55 @@ void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
vec2 p3 = b + n;
vec2 p4 = b - n;
- // Draw the line as 2 triangles, could be optimized
- // by using only 4 vertices and the correct indices
- // Also we should probably used non textured vertices
- // when line AA is disabled to save on bandwidth
- TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f);
- TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f);
- TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f);
- TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f);
- TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f);
- TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f);
-
- // TODO: Mark the dirty regions when RENDER_LAYERS_AS_REGIONS is set
+ const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
+ const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
+ const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
+ const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
+
+ if (!quickReject(left, top, right, bottom)) {
+ // Draw the line as 2 triangles, could be optimized
+ // by using only 4 vertices and the correct indices
+ // Also we should probably used non textured vertices
+ // when line AA is disabled to save on bandwidth
+ TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f);
+ TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f);
+ TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f);
+ TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f);
+ TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f);
+ TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f);
+
+ generatedVerticesCount += 6;
+
+ dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
+ }
}
- // GL_LINE does not give the result we want to match Skia
- glDrawArrays(GL_TRIANGLES, 0, verticesCount);
+ if (generatedVerticesCount > 0) {
+ // GL_LINE does not give the result we want to match Skia
+ glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount);
+ }
} else {
// TODO: Handle the AA case
for (int i = 0; i < count; i += 4) {
- TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
- TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f);
+ const float left = fmin(points[i], points[i + 1]);
+ const float right = fmax(points[i], points[i + 1]);
+ const float top = fmin(points[i + 2], points[i + 3]);
+ const float bottom = fmax(points[i + 2], points[i + 3]);
+
+ if (!quickReject(left, top, right, bottom)) {
+ TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
+ TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f);
+
+ generatedVerticesCount += 2;
+
+ dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
+ }
}
- glLineWidth(1.0f);
- glDrawArrays(GL_LINES, 0, verticesCount);
+ if (generatedVerticesCount > 0) {
+ glLineWidth(1.0f);
+ glDrawArrays(GL_LINES, 0, generatedVerticesCount);
+ }
}
}