Bug: 5062011
Previously, each GLES20DisplayList would hold onto an instance of
GLES20RecordingCanvas. In turn, each GLES20RecordingCanvas
held onto an SkWriter with a 16Kb buffer along with several other
objects. With one display list per view and hundreds of views,
the overhead could add up to a few megabytes.
Ensured that the GLES20RecordingCanvas is reset as soon as
the display list has been constructed, thereby promptly freeing
the 16Kb buffer.
Changed GLES20DisplayList so that it acquires a GLES20RecordingCanvas
from a pool as needed and recycles it when done.
Removed some dead code and cruft related to the construction of
GLES20Canvas objects in general. Some code was written with the
assumption that the underlying renderer object could change
behind the scenes or might be lazily constructed, but that isn't
actually the case so we can simplify things.
Removed an unnecessary weak reference from GLES20DisplayList
to the View. It isn't actually used anywhere.
Fixed a bug in GLES20DisplayList where isValid() would return
true while the display list was being recorded. This is incorrect
because the native display list might not actually exist. Worse,
even if the native display list does exist, it is stale and
potentially refers to old Bitmaps that have been GC'd (because the
mBitmaps list was cleared when recording started).
Change-Id: Ib12d5483688cb253478edeb0156d34c476c2566b
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
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
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
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
A recent change to optimize path rendering didn't account for
the destruction of native objects by the VM finalizer. We may be
done with the Java level version before we're done with the native
structure that's used by the display list. For example, a drawing
method on a View that creates a temporary path to render into the
canvas will implicitly create a native structure that is put onto
the GL display list. That temporary path may go away, but the native
version should stick around as long as the display list does.
The fix is to refcount the original native version of the path
and only delete it when the refcoutn reaches zero (which means that
it is no longer needed by any display list). This is a similar mechanism
used for bitmaps and shaders.
Change-Id: I4de1047415066d425d1c689aa60827f97729b470
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
The new implementation relies on OpenGLRenderer's existing layer
code instead of duplicating it. The new code is much cleaner, with
simpler and better APIs and allows tracking of drawn regions inside
layers. Region tracking is not yet enabled but this will be done
in a future CL.
Change-Id: Ie826121a2227de8252c77b992a61218defea5143
With this new backend, a hardware layer is only recreated when
its associated view is udpated. This offers fast composition
in GL and fast update of the layer in GL as well.
Change-Id: I97c43a612f5955c6bf1c192c8ca4af10fdf1d076
Bug #3179882
Resources were freed following garbage collections on a worker thread.
This worker thread had no EGL context, which would cause the renderer
to incorrectly assume that the memory was liberated.
Change-Id: Ifdb51f94ddf42641e8654522787bfac532976c7c
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
We now use a copy of SkPaint objects to avoid having it changed from under us.
We reuse copies that have not changed. We also copy the SkMatrix every time to
avoid the same problem.
Change-Id: If3fd80698f2d43ea16d23302063e0fd8d0549027
This change detects empty quads in 9patches and removes them from
the mesh to avoid unnecessary blending.
Change-Id: I4500566fb4cb6845d64dcb59b522c0be7a0ec704