1. more closely mirror Skia API by using const ref instead of ptrs
2. store SkMatrix in the drawOp instead of the linear allocation heap
Change-Id: I4b9f6f76b9f7d19325e29303d27b793679fd4823
Instead of duplicating internal info about SkShader, inspect the
SkShader installed on the SkPaint.
core/java/android/view/GLES20Canvas.java:
Remove setupModifiers, nResetModifiers, and nSetupShader.
core/jni/android/graphics/Shader.cpp:
Remove calls to create/destroy the (previously) attached SkiaShader.
core/jni/android_view_GLES20Canvas.cpp:
Remove native code for setupShader and resetModifiers.
graphics/java/android/graphics/BitmapShader.java:
graphics/java/android/graphics/ComposeShader.java:
graphics/java/android/graphics/LinearGradient.java:
graphics/java/android/graphics/RadialGradient.java:
graphics/java/android/graphics/Shader.java:
graphics/java/android/graphics/SweepGradient.java:
Remove code keeping track of native SkiaShader.
libs/hwui/Caches.h:
Include Extensions.h.
libs/hwui/DeferredDisplayList.cpp:
Compare shaders on the paint, instead of on DrawModifiers.
libs/hwui/DisplayList.cpp:
libs/hwui/DisplayList.h:
Remove vector of SkiaShaders.
libs/hwui/DisplayListOp.h:
Access the SkShader on mPaint.
Remove SetupShaderOp and ResetShaderOp.
libs/hwui/DisplayListRenderer.cpp:
libs/hwui/DisplayListRenderer.h:
Remove resetShader, setupShader, refShader, and mShaderMap.
libs/hwui/FontRenderer.cpp:
Pass SkShader to setupDrawShader and setupDrawShaderUniforms.
libs/hwui/OpenGLRenderer.cpp:
libs/hwui/OpenGLRenderer.h:
Add LayerShader, a class inheriting from SkShader, to mimic the
behavior of SkiaLayerShader. Unlike SkiaLayerShader, it can be set on
the SkPaint so it can be inspected later.
Set a LayerShader instead of a SkiaLayerShader.
setupDrawShader and setupDrawShaderUniforms now inspect an SkShader
passed in.
Inspect SkShader instead of mDrawModifiers.mShader.
Remove resetShader and setupShader.
setupDrawColorUniforms now takes a boolean indicating whether there is
a shader.
Add an inline function for accessing the SkShader on an SkPaint.
In setupDrawBlending(Layer*, bool), do not check the shader (which will
never be set), but do check whether the color filter may change the
alpha (newly fixed behavior).
In setupDrawBlending(SkPaint, ...), check the SkShader and whether the
color filter affects alpha (the latter is new behavior).
libs/hwui/Renderer.h:
Remove pure virtual functions setupShader and resetShader.
libs/hwui/ResourceCache.cpp:
libs/hwui/ResourceCache.h:
Remove functions for refing/unrefing shaders.
libs/hwui/SkiaShader.cpp:
libs/hwui/SkiaShader.h:
Much of this code was redundant and has been removed.
Convert structs into class with nothing but static functions for
calling describe/setupProgram.
libs/hwui/TextureCache.cpp:
libs/hwui/TextureCache.h:
Use the SkPixelRef as the key to the bitmap Lru cache, since shader
inspection will provide a different SkBitmap pointer (though it will
hold the correct SkPixelRef with the correct generation ID).
tests/CanvasCompare/src/com/android/test/hwuicompare/DisplayModifier.java:
tests/CanvasCompare/src/com/android/test/hwuicompare/ResourceModifiers.java:
Update manual test to have more shaders: radial, sweep, compose,
invalid compose.
BUG:10650594
Change-Id: Iaa7189178bda1c55f96da044d2a9fa602ba36034
Projected RenderNodes are now wrapped with a ClipRect or masked
SaveLayer, so that they are clipped to the outline of the projection
receiver surface.
Change-Id: I1d4afc1bb5d638d650bc0b1dac51a498f216773e
Separate matrix passed to shadow system into two parts, one for
transforming the polygon XY points (using the actual draw matrix) and
a separate one which respects correct 4x4 3d rotations and
translations for determining Z values.
Change-Id: I7e30a84774a8709df6b2241e8f51fc5583648fe8
This will allow us to inspect the paint for thing other than
color and xfermode, such as SkColorFilters and SkShaders.
bug: 10650594
Change-Id: I2c3ddd07a3966e1e77af34136307e2b59b2898c1
Move the projection surface to be a property of a DisplayList,
set to true for every background drawable.
Additionally, handle a projecting view background such that it doesn't
try to project onto itself (which is undesirable).
Change-Id: Ic70b17474bd87340e80767f8518f73b233419c7a
Somewhat unifies the ortho/perspecive paths - the property matrix
(translate/scale/rotate) is now always a Matrix4.
Change-Id: I36e4fe83d1150ee6e4be5f64f34d0fc8d6525cc6
IsContainedVolume -> hasIsolatedZVolume conveys that this affects Z
ordering of views
ProjectToContainedBackground -> ProjectBackwards, since it ended up
using its own projection target, separate from the 3d volume bit
Change-Id: Ia2cde838cc4da134366fe6ff623290fbd65e50c3
bug:12581401
Adds temporary logging which should log/crash earlier on incorrectly
reordering hierarchies.
Change-Id: Iee00940718c3cc868161e754aff93cd3b2747094
The ortho projection can't handle 3d translation, so skip that step if
perspective projection isn't enabled.
Change-Id: I231e6bcecc82e876b697e098e034f0fd3b06efde
For now, ancestor views signal the acceptance of projections with a
save(0x20)/restore pair.
During the order traversal, each view with the save(0x20) code will
collect descendent views with mProjectToContainedVolume (which still
needs to be renamed) so that they can be drawn out of order later.
- *Temporary* sample code added to HwAccelerationTest.
- Note that a projected displaylist must not be clipped.
Change-Id: I45c493e845961535b958d59c53e8aff3f8891d9f
This will eventually serve as a base class to allow
DisplayListRenderer to split off from OpenGLRenderer, and could
eventually support other rendering approaches, such as an
SkCanvas/SkPicture.
This will also be the main source of (implementation-independent)
documentation of the canvas/renderer methods.
Change-Id: I52047f338f5cf86a3b0b3002af7154bff5c3c227
True 3d transformations are now supported by DisplayLists and the
renderer, initially with the translationZ property on view.
Renderer operations used directly by DisplayList (formerly,
clip/save/restore/saveLayer) are now more simply managed by allocating
them temporarily on the handler's allocator, which exists for a single
frame. This is much simpler than continuing to expand the pool of
pre-allocated DisplayListOps now that more operations are called
directly by DisplayList, especially with z ordered drawing.
Still TODO:
-APIs for camera positioning, shadows
-Make Z apis public, and expose through XML
-Make invalidation / input 3d aware
Change-Id: I95fe6fa03f9b6ddd34a7e0c6ec8dd9fe47c6c6eb
bug:4351353
quickReject and quickRejectNoScissor have been renamed and refactored:
- to make the scissor side effect clear and explicit
- dangerous methods no longer public
- to make the simple quick reject check logic const
- simple quick reject is now conservative
This CL also fixes several issues with line and point quickRejection -
sub-pixel and hairline lines are much less likely to be incorrectly
rejected, especially at small canvas scale.
Additionally, alpha modulation for AA points < 1px in size is now
correct, dumplicating SW behavior (similar to lines and stroked
shapes work).
Change-Id: Ibb0710c721b9fb415d05acf54dd3d2b4d602156a