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
Doing so prevents us from double-locking the glyph cache, thereby
effectively locking ourselves out of reusing work that we'd just done.
Bug: 11968757
Change-Id: I5c552f2d0bbe30af2ce9054ba684e7da756a0d89
The following functions were problematic:
const SkGlyph& getUnicharMetrics(SkUnichar, const SkMatrix*);
const SkGlyph& getGlyphMetrics(uint16_t, const SkMatrix*);
const void* findImage(const SkGlyph&, const SkMatrix*);
Replacing them with calls through SkGlyphCache solved a nasty crash
bug, so they have all been deprecated.
Bug: 11968757
Change-Id: Id746315d41aec5b211b78b172a883c2061130f08
Oops! kBW_Format was omitted from a couple of switch statements,
resulting in glyphs in that format being invisible.
Bug: 10206452
Change-Id: Ib2aa52250aeeecc0de1b1b78e3d0f568f368c73e
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
This reduces state changes when we draw 9patches and text together,
which happens *a lot*. Also disable the NV profiling extension by
default since it doesn't play nice with display lists deferrals.
To enable it set debug.hwui.nv_profiling to true.
Change-Id: I518b44b7d294e5def10c78911ceb9f01ae401609
Bug #9316260
The GL specification indicates that deleting a bound texture has
the side effect of binding the default texture (name=0). This change
replaces all calls to glDeleteTextures() by Caches::deleteTexture()
to properly keep track of texture bindings.
Change-Id: Ifbc60ef433e0f9776a668dd5bd5f0adbc65a77a0
PBOs (Pixel Buffer Objects) can be used on OpenGL ES 3.0 to perform
asynchronous texture uploads to free up the CPU. This change does not
enable the use of PBOs unless a specific property is set (Adreno drivers
have issues with PBOs at the moment, Mali drivers work just fine.)
This change also cleans up Font/FontRenderer a little bit and improves
performance of drop shadows generations by using memcpy() instead of
a manual byte-by-byte copy.
On GL ES 2.0 devices, or when PBOs are disabled, a PixelBuffer instance
behaves like a simple byte array. The extra APIs introduced for PBOs
(map/unmap and bind/unbind) are pretty much no-ops for CPU pixel
buffers and won't introduce any significant overhead.
This change also fixes a bug with text drop shadows: if the drop
shadow is larger than the max texture size, the renderer would leave
the GL context in a bad state and generate 0x501 errors. This change
simply skips drop shadows if they are too large.
Change-Id: I2700aadb0c6093431dc5dee3d587d689190c4e23
This change uses a new OpenGL ES 3.0 feature to upload less data when
the font cache needs to be update. This can result in significant
performance improvements on device with large textures or with locales
that use a lot of glyphs (CJK for instance.)
This change also fixes various unpack alignment issues. The unpack
alignment, as well as the unpack row length, is not texture specific
but a global state that affect all glTex/SubImage2D calls. Some of
them were missing the appropriate glPixelStorei() call. This could
result in corrupted textures.
Change-Id: Iefb429d4d0d0b4e0faeadf27daafee6d30a21d85
This change moves the mesh buffer from FontRenderer to CacheTexture
to help reduce the number of texture binds and glDraw calls when
drawing text that spans across multiple textures.
Change-Id: I7de574d88313ca3672879ca878c253ff5f131fc1
When several CacheTextures are used to draw text, sort the
draw batches by texture ID to minimize state changes in the
driver.
This change also tweaks the font cache size and renames
a property that was too long to be set using setprop.
Change-Id: I0a36dfffe58c9e75dd7384592d3343c192d042b1
The renderer used to pre-cache glyphs at record time. This then changed
to pre-caching at the beginning of every frame. This unfortunately entails
a lot of duplicate work on every frame, which amounts to 0.5 to 1ms in
some stock applications.
This change is somewhere in the middle: pre-caching happens the first
time a DrawTextOp is deferred or every time the screen-space transform
is different from the last pre-caching operation.
Change-Id: Id6d9e2599d90a5b75010b0f0a28746befbf3c205
This change extracts the scale parameters of the current transform
to pass then to the font renderer. Rotation and perspective are
applied to the generated mesh inside the vertex shader. This limits
the number of glyphs we have to create in the font cache and thus
reduces memory churn.
Change-Id: Ic5b3bae2b2b0e0250a8ee723b071a1709725c749
The deferred display lists model now allows us to precache glyphs
at their exact size on screen.
This change also removes debug markers when the renderer defers
and reorders display lists. It also adds a flush event marker.
Change-Id: I66ec5216dc12b93ecfdad52a7146b1cfb31fbeb4
If a perspective transform is set on the Canvas, drawText() should
not attempt to rasterize glyphs in screen space. This change uses
the old behavior instead (i.e. rasterize the glyphs at the native
font size and apply the transform on the resulting mesh.)
This change also adds an optimization: empty glyphs (spaces) do
not generate vertices anymore. This saves a lot of vertices in text
heavy applications such as Gmail.
Change-Id: Ib531384163f5165b5785501612a7b1474f3ff599
This change does not apply to drawPosText() and drawTextOnPath() yet.
Prior to this change, glyphs were always rasterized based on the
font size specified in the paint. All transforms were then applied
on the resulting texture. This creates rather ugly results when
text is scaled and/or rotated.
With this change, the font renderer will apply the current transform
matrix to the glyph before they are rasterized. This generates much
better looking results.
Change-Id: I0141b6ff18db35e1213e7a3ab9db1ecaf03d7a9c
Bug #8177690
Clear the layers before we setup the stencil to avoid dereferencing
the recently deleted rects.
Change-Id: I5dce5f965672f276f9490636d85b6018d3ab9422
Fonts are now described by a transform matrix. This lead to switching
from a vector to a hashmap. This change therefore adds new comparators
and hash computations to Font.
Change-Id: I2daffa7d6287c18554c606b8bfa06640d28b4530
Bug #7253839
1. Make sure we don't make GL calls while recording display lists
2. Disable an early and trivial clip optimization in font renderer
when a perspective transformation is used on the Canvas
Change-Id: I3f1052164239329346854f72d0a0d401fbfecf06
Only upload the changed area of the glyph cache, not the entire
bitmap. Note that we can't do the full-on optimization here of copying a sub-rect
of the bitmap because of GL ES 2 limitations, but we can at least copy the
horizontal stripe containing the dirty rect, which can still be a big
savings over uploading the entire bitmap.
Issue #7158326 Bad framerates on MR1 (Mako, Manta, Prime)
Change-Id: Iab38d53202650f757ead4658cf4287bdad2b3cb9
FontRenderer::flushLargeCaches identifies the large textures used to
cache glyphs and visits all the known fonts to mark their glyphs
invalid if they belong to one of these large textures.
Unfortunately, Font::invalidateTextureCache had a logic error
which would make it mark *all glyphs* as invalid, not matter
what texture they belong to. This means that any large cache
flush would cause all glyphs to be invalidate, thus forcing
the rendering system to recreate them on the next draw.
Font::invalidateTextureCache is supposed to behave this way:
- If the specified cacheTexture is NULL (default value), mark
all glyphs as invalid (see FontRenderer::flushAllAndInvalidate())
- If cacheTexture is *not* NULL, invalidate only the glyphs for
which glyph.cacheTexture == cacheTexture.
The previous condition read:
if (cacheTexture || glyph.cacheTexture == cacheTexture)
This test *always* passes.
Change-Id: I418886cb594c81c6178d0f9e9953d975e991cf22
FontRenderer.h defined several classes and structures that now live
in the font/ folder. This will make the code easier to read and
maintain.
Change-Id: I3dc044e9bde1d6515f8704f5c72462877d279fe2