281 Commits

Author SHA1 Message Date
Chet Haase
a23eed808a Fix layer blending bug
Cached layers were sometimes retaining an obsolete blending
value, causing artifacts where translucent objects were disappearing
completely. Also, added extra tracing info for DisplayLists.

Issue #6303668 Flickering views during SwipeHelper drag

Change-Id: I66ce158652c4a3ed316040585b40b1744e1fad0c
2012-04-12 15:20:16 -07:00
Romain Guy
fda531c9e4 Merge "Disable AA lines vertex attrib arrays after rendering" 2012-04-04 11:53:28 -07:00
Romain Guy
7b63142d2f Disable AA lines vertex attrib arrays after rendering
Change-Id: I2f035e9d87f4f97bc1e37355c84570fd58df0374
2012-04-04 11:38:54 -07:00
Chet Haase
db8c9a6a4d Optimization of alpha with DisplayList properties
Some views (such as ImageView and TextView) handle non-opaque alpha
values directly. This was originally an optimization, but we can handle it faster
in many cases without this optimization when DisplayList properties are enabled.
Basically, if a view has non-overlapping rendering, we set the alpha value directly
on the renderer (the equivalent of setting it on the Paint object) and draw each
primitive with that alpha value. Doing it this way avoids re-creating DisplayLists
while getting the same speedup that onSetAlpha() used to get pre-DisplayList properties.

Change-Id: I0f7827f075d3b35093a882d4adbb300a1063c288
2012-04-03 14:02:17 -07:00
Romain Guy
8f3b8e3299 Allow fine-grained control over functors execution
Adds non-drawing execution mode

Change-Id: I82f92cf1b9a3b9ff2ca6d7427c4e02b73e04e6bf
2012-04-02 15:15:07 -07:00
Romain Guy
6554943a1d Use a status_t return type for GL functors
WebView needs more fine-grained control over the behavior of the
framework upon execution of the display lists. The new status_t
allows WebView to requests its functor to be re-executed directly
without causing a redraw of the entire hierarchy.

Change-Id: I97a8141dc5c6eeb6805b6024cc1e76fce07d24cc
2012-03-26 16:45:05 -07:00
Romain Guy
325740fb44 Add hooks to implement Canvas.drawTextOnPath() in GL
Change-Id: I165c9e05facf5365aa6850605688e538640c7fcc
2012-02-24 16:48:34 -08:00
Romain Guy
33f6beb10f Record possible clip rejects when recording display lists
This optimization allows us to quickly skip operations that lie
entirely outside of the known bounds of a display list. Because
of ViewGroup.setClipChildren, we must keep the operations recorded
in the display list. setClipChildren(false) is however a very
uncommon operation and we will therefore often benefit from this
new optimization.

Change-Id: I0942c864e55298e6dccd9977d15adefbce3ba3ad
2012-02-17 13:10:00 -08:00
Romain Guy
13631f3da8 Add debug markers to OpenGLRenderer
These markers will be used to group the GL commands by View in the
OpenGL ES debugging tool. This will help correlate individual GL
calls to higher level components like Views.

Change-Id: I73607ba2e7224a80ac32527968261ee008f049c6
2012-01-30 17:41:55 -08:00
Romain Guy
530041d319 Add stencil buffer to the EGL config
Change-Id: If76c0cd6127534d90f9526b75c0f8e56259c6722
2012-01-30 12:04:17 -08:00
Romain Guy
5ff9df6582 Add full support for Canvas.setDrawFilter()
Change-Id: I0ad35d0603c4eeda469014803be14c1dcdde918c
2012-01-23 17:09:05 -08:00
Romain Guy
eb9a5367e8 First pass at implementing Canvas.drawPosText() in GL
Change-Id: Ia3ac347e95d57eb86c63045156c8dbc0572b03cb
2012-01-17 17:39:26 -08:00
Romain Guy
15bc6437f8 Reduce the number of GL commands generated by the UI
This optimization along with the previous one lets us render an
application like Gmail using only 30% of the number of GL commands
previously required

Change-Id: Ifee63edaf495e04490b5abd5433bb9a07bc327a8
2011-12-13 13:11:32 -08:00
Romain Guy
cac5fd3e09 Faster text clipping
Change-Id: I03a00c4261d81a416b1ad7b86ce2d432c71908b4
2011-12-01 20:08:50 -08:00
Romain Guy
7953745dd5 Reduce the size of libhwui by 50%
This change removes unnessary symbols. All symbols are hidden by
default, public APIs with exported symbols are explicitly marked
with ANDROID_API.

Change-Id: I692fde432a86c12108de1cfd1f6504919a7d5f3f
2011-10-12 13:48:51 -07:00
Romain Guy
9d865512f1 Remove unnecessary private API
Change-Id: I2ecb367528ec0691c07153a3d163b82a6ca33fdf
2011-08-11 17:37:02 -07:00
Romain Guy
e3c26851dc Improve rendering performance on some GPUs
This change sets textures filtering to GL_NEAREST by default. GL_LINEAR
filtering is only used when textures are transformed with a scale or
a rotation. This helps save a couple of fps on some GPUs.

Change-Id: I1efaa452c2c79905f00238e54d886a37203a2ac1
2011-07-25 16:36:01 -07:00
Romain Guy
77a811610f Add TextureView.getBitmap()
This API can be used to get a Bitmap copy of the content of a
TextureView.

Change-Id: I07522216c353720fba5cab333174f58f484eb911
2011-06-14 17:06:53 -07:00
Romain Guy
54be1cdf3d Batch glCopyTexImage() calls to get about 15 fps back on SGX.
Change-Id: I04079e070739c1e46df3e90fc388c335e2a7d2b9
2011-06-13 19:04:27 -07:00
Romain Guy
726aeba80f Add support to OpenGLRendere to draw BiDi text.
Bug #4350336

Change-Id: I1cf31693f7ca9653fa3a41b5b91c27ef288d680f
2011-06-01 14:55:42 -07:00
Romain Guy
f09ef51889 Fix issue with drawColor(color, Mode.Clear)
Change-Id: I486b24a5b609c6f8adb0276037ddb24af2b888b2
2011-05-27 11:43:46 -07:00
Fabrice Di Meglio
9dec462c1f Merge "Prepare OpenGLRenderer to use glyphs from TextLayoutCache" 2011-05-13 11:09:19 -07:00
Fabrice Di Meglio
2ea7588014 Prepare OpenGLRenderer to use glyphs from TextLayoutCache
- add OpenGLRenderer.drawGlyph()
- refactor glypth logging code

Change-Id: I797e6f1304d3f3f8f6ed31e7f9965d336233d2a4
2011-05-13 11:07:38 -07:00
Chet Haase
858aa93ddb Antialiasing for rectangles
Change-Id: I7ca6931606541ddd504bd5db7f8dc04b9cde8cd9
2011-05-12 14:55:29 -07:00
Chet Haase
ed30fd8e9a Add ability for hierarchyviewer to output displaylist info
Clicking on a node in hierarchyviewer1 and hierarchyviewer2 and then
clicking the new "Dump DisplayList" button will cause the display
list for the selected node (including its children) to be output into
logcat.

Change-Id: Iad05f5f6cca0f8b465dccd962b501dc18fe6e053
2011-05-05 07:35:40 -07:00
Chet Haase
a17de9b493 Revert "Add ability for hierarchyviewer to output displaylist info"
This reverts commit b2a4b52e8d5e499d33e2765e8c47851bf0266299.
2011-05-04 18:23:12 -07:00
Chet Haase
b2a4b52e8d Add ability for hierarchyviewer to output displaylist info
Clicking on a node in hierarchyviewer1 and hierarchyviewer2 and then
clicking the new "Dump DisplayList" button will cause the display
list for the selected node (including its children) to be output into
logcat.

Change-Id: Id32f62569ad1ab4d533bc62987f3a7390c1bb4e6
2011-05-04 17:18:27 -07:00
Romain Guy
df0a7fbdcf Merge "Allows to render with an OpenGL context inside a TextureView." 2011-05-02 18:33:26 -07:00
Romain Guy
8f0095cd33 Allows to render with an OpenGL context inside a TextureView.
Change-Id: I59453f7fc3997f0502a1c5d325d37fed376fabc7
2011-05-02 18:32:29 -07:00
Chet Haase
99585adeb4 Line endcaps for AA lines are now antialiased.
Also fixed other minor issues with AA and line rendering.

Change-Id: Icd4638d27c70e2ee0f28b5d9a2b97d8b29e8ac4d
2011-05-02 15:08:38 -07:00
Romain Guy
ad44445c77 Merge "New widget: TextureView Bug #4343984" 2011-04-28 18:47:01 -07:00
Romain Guy
aa6c24c21c New widget: TextureView
Bug #4343984

TextureView can be used to render media content (video, OpenGL,
RenderScript) inside a View.

The key difference with SurfaceView is that TextureView does
not create a new Surface. This gives the ability to seamlessly
transform, animate, fade, etc. a TextureView, which was hard
if not impossible to do with a SurfaceView.
A TextureView also interacts perfectly with ScrollView,
ListView, etc. It allows application to embed media content
in a much more flexible way than before.

For instance, to render the camera preview at 50% opacity,
all you need to do is the following:

mTextureView.setAlpha(0.5f);
Camera c = Camera.open();
c.setPreviewTexture(mTextureView.getSurfaceTexture());
c.startPreview();

TextureView uses a SurfaceTexture to get the job done. More
APIs are required to make it easy to create OpenGL contexts
for a TextureView. It can currently be done with a bit of
JNI code.

Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
2011-04-28 18:46:19 -07:00
Chet Haase
8a5cc92a15 Fix various hw-accelerated line/point bugs
All accelerated lines are now rendered as quads. Hairlines used to
be rendered as GL_LINES, but these lines don't render the same as our
non-accelerated lines, so we're using quads for everything. Also, fixed
a bug in the way that we were offsetting quads (and not offseting points)
to ensure that our lines/points actuall start on the same pixels as
Skia's.

Change-Id: I51b923cc08a9858444c430ba07bc8aa0c83cbe6a
2011-04-27 14:23:29 -07:00
Chet Haase
5b0200bd47 Enable anti-aliasing for hw-accelerated lines
Draw anti-aliased lines with OpenGL by constructing a quad with
a border that fades out (to mimic fragment coverage).

Change-Id: Ib81a3e62d663acdf1b46b401ac4aa7ee9855cc7e
2011-04-21 11:47:05 -07:00
Romain Guy
ed6fcb034b Add support for drawPoint() and drawPoints().
Change-Id: I01bef50c08ec3160f8d40dc060b2cf6c2e4d7639
2011-03-21 13:11:49 -07:00
Romain Guy
a168d73721 Correctly apply filters to Alpha8 bitmaps.
This change also removes unnecessary operations from display lists.

Change-Id: I627f85861982731f0ee7705b48b36d9c56f22f39
2011-03-18 16:50:13 -07:00
Romain Guy
7b5b6abf85 Fix rendering artifact in edge fades.
Bug #4092053

The problem always existed but was made visible by partial invalidation.
When saving a layer, the renderer would try to postpone glClear()
operations until the next drawing command. This however does not work
since the clip might have changed. The fix is rather simple and
simply gets rid of this "optimization" (that turned out to be
usless anyway given how View issues saveLayer() calls.)

This change also fixes an issue with gradients (color stops where
not properly computed when using a null stops array) and optimizes
display lists rendering (quickly rejects larger portions of the
tree to avoid executing unnecessary code.)

Change-Id: I0f5b5f6e1220d41a09cc2fa84c212b0b4afd9c46
2011-03-14 18:05:08 -07:00
Romain Guy
cabfcc1364 Add support for partial invalidates in WebView
Bug #3461349

This change also fixes two bugs that prevented partial invalidates
from working with other views. Both bugs were in our EGL implementation:
they were preventing the caller from comparing the current context/surface
with another context/surface. This was causing HardwareRenderer to always
redraw the entire screen.

Change-Id: I33e096b304d4a0b7e6c8f92930f71d2ece9bebf5
2011-03-07 18:09:03 -08:00
Romain Guy
3a3133d876 Update layers based on the dirty region.
Bug #3413433

This helps Launcher when a widget updates during a scroll, or when interacting
with widgets on the workspace if layers are still turned on.

Change-Id: Ic7a42eb34f74f4ae988039754f815e2efd1d1e4f
2011-02-01 23:01:43 -08:00
Romain Guy
2b1847ea60 Remove unused API
Change-Id: I1714fd82a64b752f0350ef4ef9179ce19e089c6a
2011-01-26 13:43:01 -08:00
Romain Guy
7d7b5490a0 Enable partial invalidates when rendering with OpenGL.
Change-Id: Ie8be06c4776b815e8737753eb8003b4fd8936130
2011-01-24 18:39:56 -08:00
Chet Haase
daf98e941e 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
2011-01-24 08:43:20 -08:00
Romain Guy
8b2f5267f1 Add support for arcs.
Change-Id: I96c057ff4eb1b464b03f132da0b85333777bee4f
2011-01-23 16:15:02 -08:00
Romain Guy
c1cd9ba335 Add support for ovals and stroked rectangles.
Change-Id: I1292e241386763c82e6622c8f7ed90b0f5b7bd4f
2011-01-23 14:18:41 -08:00
Romain Guy
5a7b466a2b Add support for drawBitmapMesh().
Change-Id: Ic77f9c534bb90dc7b9458299544bd50b8b6ae6a5
2011-01-20 19:09:30 -08:00
Romain Guy
01d58e43ed Add rounded rects and circles support to OpenGLRenderer.
Change-Id: I6cedf2b495d58de7c0437096809fa9e4518a1b8c
2011-01-19 21:55:10 -08:00
Romain Guy
42f3a4b7c3 Make embedded hardware layers work.
Bug #3369474

Change-Id: Ib6d7fb44eedda9dc2933b5e1b176f307968af91d
2011-01-19 13:42:26 -08:00
Romain Guy
807daf7df6 Add support for skew()
Change-Id: Ia3a9a867f74fd78b61f75179e3788fdc2f0cacd0
2011-01-18 11:19:19 -08:00
Romain Guy
f219da5e32 Don't blend transparent pixels when rendering layers.
With this change, the rendere keeps track of what regions are rendered into
and generates a mesh that matches these regions exactly. The mesh is used
to composite the layer on screen.

Change-Id: I1f342576b9134fb29caff7fb8f4c1da179fe956d
2011-01-16 12:54:25 -08:00
Romain Guy
1bd1bad0b4 Preapre region tracking in layers
Change-Id: Ied1fa0d36c99ef4e33cb8fde7e3106a793db3a4c
2011-01-14 20:07:20 -08:00