For positioning of glyphs within a bitmap, roundf(int + float) is used,
where the float is the glyph position and the int is the text position.
When the text position is varied, this may lead to the sum being rounded
in different directions, due to floating point rounding, caused by that
floating point numbers have different precision in different ranges.
This may therefore lead to slightly different positioning for glyphs and
therefore slightly different widths and heights for text strings,
depending on the position they are rendered at.
The solution in this patch is to use int + (int) roundf(float), which
has consistent rounding, and also enables us to use the full range of
ints.
Change-Id: Id1143cdfcbdfa9915ced878ae04df589a3e03cee
mBitmap and mTexture is not initialized to NULL which causes
illegal address access when it fails to be created from
oversized bitmap.
Change-Id: Iea54bec8788bc5f3a10040fdb43f416c0d41a14c
Fixes: This patch makes sure that the layer's alpha value is
up-to-date and does not reflect the previous view's alpha value.
it fixes the square block on marquee fading edge when text view
is applied transparency.
Change-Id: I110649db72a75fecc02ba56c201a05773f80328c
bug:10863163
This fixes two issues
The check for pure translation was incorrect. It was fixed and renamed
for clarity.
Certain matrix paths weren't setting kTypePositiveScale. For
simplicity (and because positive scale is simple to check) removed
flag in favor of dynamic checking.
Change-Id: Ic5ce235653ef49a68b8b242bd89fc2e95874ecc9
I guess we don't want to overwrite the last line in every RGBA glyph
with our one-line texture atlas spacer?
Bug: 10841207
Change-Id: Ief85ca58650c731e9d21dbf90942b7b44670abcc
bug:10761696
Avoids a case where a rect with top coordinate of (e.g.) 0.51f is
assumed to not draw in the first row of pixels, which leads to it not
being clipped. Since rounding can cause it to render in this first
pixel anyway, we very slightly expand geometry bounds.
Now, in ambiguous cases, the geometry bounds are expanded so clipping
is more likely to happen.
Change-Id: I119b7c7720de07bac1634549724ffb63935567fc
bug:9969358
Instead of storing DeferredDisplayState within an op (thus forcing ops
to be tied to a single state instance), associate each op with a new
state at DeferredDisplayList insertion time.
Now, DisplayLists (and the ops within) can be reused in a single
DeferredDisplayList draw call, as ops will use different state
instances at different points in the frame.
Change-Id: I525ab2abe0c3883679f2fa00b219b293e9ec53d9
Bug: 10677765
enableScissor() must precede setScissorFromClip() as
otherwise setScissorFromClip() doesn't do anything.
Also make sure to call setScissorFromClip() if
enableScissor() returns true as enableScissor() calls
resetScissor() if the scissor state has changed.
Change-Id: I9226b20bb256c92066aae344e4e6407540b6eae9
Bug #10347089
If an app clears its path cache before stopping background tasks, it could
get into an infinite loop in PathCache::trim().
Change-Id: Ieb865b762e7b00aebaba0c023769c2db286a94f5
Oops! kBW_Format was omitted from a couple of switch statements,
resulting in glyphs in that format being invisible.
Bug: 10206452
Change-Id: Ib2aa52250aeeecc0de1b1b78e3d0f568f368c73e
Also remove dead code from OpenGLRenderer.cpp
Change-Id: I7eb54ca19e77ee3c32f1fe9513a031e6b2e115cf
(cherry picked from commit 5c7d5ab878b26f855175a3305a14ac12fcacf25e)
Bug #10185769
The assets atlas contains assets that need to be blended and assets
that do not need to be blended. With a single merge id, currently
set to be the pointer to the atlas itself, draw ops merging could
generate batches of commands containing both opaque and translucent
assets. The blend state was chosen from only one of the assets in
the batch, leading either to inefficiencies (blending large opaque
assets) or incorrect behaviors (not blending translucent assets.)
This change introduces two new merge ids in the atlas: an opaque
key and a blend key. These keys are simple booleans set to false
and true respectively (the values do not matter really.) Their
memory addresses are used as the merge ids when createing draw ops
batches, allowing all opaque ops to be batched together and all
translucent ops to be batched together.
Change-Id: I114dba0533c44987e53864b471ccb28c811f2025
By having quickReject round out the window-space geometry bounds, we
prevent the AA perimeter (which falls outside the local bounds passed
in) from drawing outside the clip.
Change-Id: I8ee36be9039a9c47906815ee2f0dbaa5eb910b82
Quite a few things going on in this commit:
- Enable bitmap strikes by default in Paint objects.
The SkPaint parameter that enables bitmap strikes was not previously
included in DEFAULT_PAINT_FLAGS. This effectively disabled bitmap
fonts. Oops! It's for the best, though, as additional work was needed
in Skia to make bitmap fonts work anyway.
- Complain if TEXTURE_BORDER_SIZE is not 1.
Our glyph cache code does not currently handle any value other than 1
here, including zero. I've added a little C preprocessor check to
prevent future engineers (including especially future-me) from
thinking that they can change this value without updating the related
code.
- Add GL_RGBA support to hwui's FontRenderer and friends
This also happened to involve some refactoring for convenience and
cleanliness.
Bug: 9577689
Change-Id: I0abd1e5a0d6623106247fb6421787e2c2f2ea19c
The 9patch format allows to define more empty quads than this, remove
the use of a single int to index empty quads and replace it with a
lookup in the 9patch resource data structure.
Change-Id: I148ee5d9e0c96822b534a344e15c9d88078db7c2
An array of indices local to a layer would only be necessary if
we changed the way we resolve T-junctions. Since we only ever
draw quads, let's just use the indices we use everywhere else.
This change also uses the global indices array to render list
of colored rectangles to save on the number of vertices generated
CPU-side.
Change-Id: Ia6d1970b0e9247805af5a114ca2a84b5d0b7c282
setMatrix() was crashing in native code, only with hw acceleration on.
concat() would throw a NullPointerException. It now ignores null matrices.
Change-Id: Iebd8b410a957d2ba501570c6fbb3f680ff4a1a23
bug:9621717
Because we're no longer holding onto Bitmaps Java side during
DisplayList lifetime, use global refs to keep the backing byte arrays
around.
Adds back bitmap buffer passing + native ref management removed by
3b748a44c6bd2ea05fe16839caf73dbe50bd7ae9
Adds back globalRef-ing removed by
f890fab5a6715548e520a6f010a3bfe7607ce56e
Change-Id: Ia59ba42f05bea6165aec2b800619221a8083d580
Bug #9425270
A better solution would be to use glCopyTexImage2D whenever possible but
this change would be a little more dangerous.
Change-Id: Ib1aaceda39d838716285ef97f356721416822dbb