Merge "First OpenGL ES 3.0 based optimization" into jb-mr2-dev
This commit is contained in:
@ -31,6 +31,7 @@
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#include "Caches.h"
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#include "Debug.h"
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#include "Extensions.h"
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#include "FontRenderer.h"
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#include "Rect.h"
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@ -375,34 +376,60 @@ void FontRenderer::checkTextureUpdate() {
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Caches& caches = Caches::getInstance();
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GLuint lastTextureId = 0;
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// OpenGL ES 3.0+ lets us specify the row length for unpack operations such
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// as glTexSubImage2D(). This allows us to upload a sub-rectangle of a texture.
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// With OpenGL ES 2.0 we have to upload entire stripes instead.
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const bool hasUnpackRowLength = Extensions::getInstance().getMajorGlVersion() >= 3;
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// Iterate over all the cache textures and see which ones need to be updated
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for (uint32_t i = 0; i < mCacheTextures.size(); i++) {
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CacheTexture* cacheTexture = mCacheTextures[i];
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if (cacheTexture->isDirty() && cacheTexture->getTexture()) {
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// Can't copy inner rect; glTexSubimage expects pointer to deal with entire buffer
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// of data. So expand the dirty rect to the encompassing horizontal stripe.
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const Rect* dirtyRect = cacheTexture->getDirtyRect();
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uint32_t x = 0;
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uint32_t x = hasUnpackRowLength ? dirtyRect->left : 0;
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uint32_t y = dirtyRect->top;
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uint32_t width = cacheTexture->getWidth();
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uint32_t height = dirtyRect->getHeight();
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void* textureData = cacheTexture->getTexture() + y * width;
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void* textureData = cacheTexture->getTexture() + y * width + x;
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if (cacheTexture->getTextureId() != lastTextureId) {
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lastTextureId = cacheTexture->getTextureId();
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caches.activeTexture(0);
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glBindTexture(GL_TEXTURE_2D, lastTextureId);
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// The unpack row length only needs to be specified when a new
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// texture is bound
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if (hasUnpackRowLength) {
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glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
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}
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}
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// If we can upload a sub-rectangle, use the dirty rect width
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// instead of the width of the entire texture
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if (hasUnpackRowLength) {
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width = dirtyRect->getWidth();
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}
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#if DEBUG_FONT_RENDERER
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ALOGD("glTexSubimage for cacheTexture %d: x, y, width height = %d, %d, %d, %d",
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i, x, y, width, height);
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#endif
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height,
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GL_ALPHA, GL_UNSIGNED_BYTE, textureData);
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cacheTexture->setDirty(false);
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}
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}
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// Reset to default unpack row length to avoid affecting texture
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// uploads in other parts of the renderer
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if (hasUnpackRowLength) {
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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}
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mUploadTexture = false;
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}
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@ -90,7 +90,7 @@ bool Layer::resize(const uint32_t width, const uint32_t height) {
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if (fbo) {
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Caches::getInstance().activeTexture(0);
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bindTexture();
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allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
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allocateTexture();
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if (glGetError() != GL_NO_ERROR) {
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setSize(oldWidth, oldHeight);
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@ -255,13 +255,14 @@ struct Layer {
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texture.id = 0;
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}
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inline void allocateTexture(GLenum format, GLenum storage) {
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inline void allocateTexture() {
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#if DEBUG_LAYERS
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ALOGD(" Allocate layer: %dx%d", getWidth(), getHeight());
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#endif
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if (texture.id) {
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glTexImage2D(renderTarget, 0, format, getWidth(), getHeight(), 0,
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format, storage, NULL);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glTexImage2D(renderTarget, 0, GL_RGBA, getWidth(), getHeight(), 0,
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GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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}
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}
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@ -256,7 +256,7 @@ Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque
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// Initialize the texture if needed
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if (layer->isEmpty()) {
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layer->setEmpty(false);
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layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
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layer->allocateTexture();
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// This should only happen if we run out of memory
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if (glGetError() != GL_NO_ERROR) {
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@ -922,7 +922,7 @@ bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLui
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// Initialize the texture if needed
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if (layer->isEmpty()) {
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layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
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layer->allocateTexture();
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layer->setEmpty(false);
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}
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@ -15,10 +15,9 @@
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*/
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#include <SkGlyph.h>
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#include <utils/Log.h>
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#include "Debug.h"
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#include "CacheTexture.h"
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#include "../Debug.h"
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namespace android {
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namespace uirenderer {
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@ -17,7 +17,7 @@
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#ifndef ANDROID_HWUI_CACHE_TEXTURE_H
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#define ANDROID_HWUI_CACHE_TEXTURE_H
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#include <GLES2/gl2.h>
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#include <GLES3/gl3.h>
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#include <SkScalerContext.h>
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