Bug #6597730
Text would sometimes not appear when rendered with textured content
(BitmapShader, LinearGradientShader, etc.) This was due to a misuse
of OpenGL texture unit in FontRenderer. Textured text normally uses
two texture units:
- texture unit 0 for the font cache
- texture unit 1 for the textured content (gradient, etc.)
Recent changes to the font renderer allow it to bind new textures
while processing the text's geometry (this happens when caches get
full or when switching font size for instance.) The bindings were
done without ensuring the texture unit was the correct one
(unit 0), thus replacing the content of another texture unit
(unit 1).
This lead to text being drawn using the font cache itself as the
content texture, making the text invisible.
Change-Id: I392b4c884f09223305f6cbc6253e2ef9a98944c9
Bug #6408362
FontRenderer allocates large font textures when more room is needed
to store all the glyphs used by an application. Thse large textures
are the first to be freed when memory needs to be reclaimed by the
system. When freeing a texture, the renderer would however not set
the texture name to an invalid name, leading future allocations to
be performed on the same texture name. That name could have by then
be recycled by the driver and returned by a call to glGenTexture
and used to create an entirely different texture. This would cause
the font renderer to point to the wrong texture, thus leading to
the "corruptions."
Change-Id: I8a1e80e5b79e8f21d1baf5320c090df4f2066cd4
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
Bug #6196903
Whenever a memory flush happens, the GL renderer discards some or all of its
font caches. Each font cache holds an array of vertex indices that was
initially designed to have the same life cycle as the process. This changed
when memory flushes were introduced but this array was never taken care of
in the destructor.
Change-Id: Ief124f609ea55b671c0a9b43637d9e013629ebaa
Currently, font renderers eliminate some texture caches when
memory is trimmed. This change makes it go further by eliminating the
large-glyph caches for all font renderers. These caches are
only allocated as needed, but continue to consume large amounts of
memory (CPU and GPU) after that allocation. De-allocating this memory
on a trim operation should prevent background apps from holding onto
this memory in the possible case that they have allocated it by drawing
large glyphs.
Change-Id: Id7a3ab49b244e036b442d87252fb40aeca8fdb26
There were 2 issues remaining after a recent change to support
glyph caching from multiple textures:
- memory in the GPU for all textures was being allocated automatically.
This is now lazy, being allocated only when those textures are first
needed.
- filtering (applied when a rendered object is transformed) was ignoring
the new multiple-texture structure. Filtering should be applied correctly
whenever we change textures.
Change-Id: I5c8eb8d46c73cd01782a353fc79b11cacc2146ab
Some GPU architectures could not handle the previous implementation
of our glyph cache. Frequent uploads would cause memory problems in the GPU
and eventually a crash due to these memory issues. The solution is to move to
a system of several, smaller caches instead of one monolythic cache for all
glyphs.
Change-Id: I0fc7a323360940d16d5a33eeb33abfab194c5920
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
Bug #5659476
The FontRenderer was not cleaning up its temporary state, leading
to crashes when invoking renderDropShadow.
Change-Id: I43b24820dd5625af8c080bbe11b64de2f74164b2
Glyphs drawn with paints that had different textScaleX values were not
being recognized as different, so the glyph cache was being used regardless
of different scaleX values. This change adds the scaleX attribute to the native
Font object to allow the cache to distinguish between this difference and cache
accordingly.
Change-Id: I5d8fc26d47460b27dc8e373a473d46b2f1b8dc30
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.
Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
Now that text is renderer using bilinear filtering, each character is surrounded by
a 1 pixel border. This border needs to be initialized to a transparent value.
Change-Id: I26d3195db4bd576ac1f2da4c8f8e4dd18768bf12
When an app tries to render a bitmap or path larger than the GPU's maximum
texture size, the drawing command is ignored and a warning is logged. This
change also makes texture drawing more robust by catching potential errors
during texture creation.
This change also fixes a crash in the FontRenderer. The destructor would
sometimes try to free an uninitialized array.
Change-Id: I95ae0939c52192d97b340aa02417bf6d0c962c57
This changes binds all textures to GL_TEXTURE0, this will have
to be changed when combining shader capabilities.
Change-Id: I02df4f5ba41e9b01ffa52fd7c26b41477c7ed18f
The generator supports features that are not yet implement in the
renderer: color matrix, lighting, porterduff color blending and
composite shaders.
This change also adds support for repeated/mirrored non-power of 2
bitmap shaders.
Change-Id: I903a11a070c0eb9cc8850a60ef305751e5b47234