android_frameworks_base/libs/hwui/OpenGLDebugRenderer.h

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/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_OPENGL_DEBUG_RENDERER_H
#define ANDROID_HWUI_OPENGL_DEBUG_RENDERER_H
#include "OpenGLRenderer.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
class OpenGLDebugRenderer: public OpenGLRenderer {
public:
OpenGLDebugRenderer(): mPrimitivesCount(0) {
}
~OpenGLDebugRenderer() {
}
void prepareDirty(float left, float top, float right, float bottom, bool opaque);
void finish();
int saveLayer(float left, float top, float right, float bottom,
SkPaint* p, int flags);
Use optimized display lists for all hwaccelerated rendering Previously, display lists were used only if hardware acceleration was enabled for an application (hardwareAccelerated=true) *and* if setDrawingCacheEnabled(true) was called. This change makes the framework use display lists for all views in an application if hardware acceleration is enabled. In addition, display list renderering has been optimized so that any view's recreation of its own display list (which is necessary whenever the visuals of that view change) will not cause any other display list in its parent hierarchy to change. Instead, when there are any visual changes in the hierarchy, only those views which need to have new display list content will recreate their display lists. This optimization works by caching display list references in each parent display list (so the container of some child will refer to its child's display list by a reference to the child's display list). Then when a view needs to recreate its display list, it will do so inside the same display list object. This will cause the content to get refreshed, but not the reference to that content. Then when the view hierarchy is redrawn, it will automatically pick up the new content from the old reference. This optimization will not necessarily improve performance when applications need to update the entire view hierarchy or redraw the entire screen, but it does show significant improvements when redrawing only a portion of the screen, especially when the regions that are not refreshed are complex and time- consuming to redraw. Change-Id: I68d21cac6a224a05703070ec85253220cb001eb4
2011-01-10 14:10:36 -08:00
bool drawDisplayList(DisplayList* displayList, uint32_t level = 0);
void drawLayer(Layer* layer, float x, float y, SkPaint* paint);
void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, SkPaint* paint);
void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
float left, float top, float right, float bottom, SkPaint* paint);
void drawColor(int color, SkXfermode::Mode mode);
void drawRect(float left, float top, float right, float bottom, SkPaint* paint);
void drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, SkPaint* paint);
void drawCircle(float x, float y, float radius, SkPaint* paint);
void drawOval(float left, float top, float right, float bottom, SkPaint* paint);
void drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, SkPaint* paint);
void drawPath(SkPath* path, SkPaint* paint);
void drawLines(float* points, int count, SkPaint* paint);
void drawText(const char* text, int bytesCount, int count, float x, float y,
SkPaint* paint);
protected:
void composeLayer(sp<Snapshot> current, sp<Snapshot> previous);
private:
uint32_t mPrimitivesCount;
}; // class OpenGLDebugRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_OPENGL_DEBUG_RENDERER_H