143 Commits

Author SHA1 Message Date
Romain Guy
a07105b7d2 Better logging of out of memory errors in OpenGLRenderer.
Change-Id: I6b72a084340d8d4b6e0b0a100ed4314d09d441ef
2011-01-10 21:14:18 -08:00
Romain Guy
171c592f0b New layers API for Views.
This API can be used to back a view and its children with either a
software layer (bitmap) or hardware layer (FBO). Layers have
various usages, including color filtering and performance
improvements during animations.

Change-Id: Ifc3bea847918042730fc5a8c2d4206dd6c9420a3
2011-01-06 18:34:30 -08:00
Romain Guy
b146b1214e Fix text shadow rendering issue.
Change-Id: Ic9eb0d38ad684d2f2c95a4f586f865db911cb872
2010-12-15 17:28:30 -08:00
Romain Guy
8d0d4783a0 Cleanup OpenGLRenderer::drawLines()
Change-Id: I3545a616e964335897c6e4148c431a07a2ce2a8b
2010-12-14 20:13:35 -08:00
Romain Guy
86568198f2 Continue cleanup refactoring in OpenGLRenderer.
Methods that still need refactoring:
    - drawLines
    - composeLayerRegion

Change-Id: If546641adf598d49c330988803667264fda50ac2
2010-12-14 16:04:12 -08:00
Romain Guy
fa7952dbb8 Colors are in the [0..1] range, not [0..255]
This fixes rendering in YouTube and other applications.

Change-Id: Ib5f3df632cde97374113ed42f895f136b2796373
2010-12-14 13:45:54 -08:00
Romain Guy
5536841e54 OpenGLRenderer would not render colors < ALPHA_THRESHOLD
Bug #3282805

This bug was introduced with a previous refactoring. This also fixes
issues with setting the alpha when drawing bitmaps.

Change-Id: Id47641d26a4536c7e540041f92243bf6db9fc96d
2010-12-14 10:59:41 -08:00
Romain Guy
70ca14e08a Refactor OpenGLRenderer to simplify OpenGL drawing code.
This is the first step of the refactoring:
- drawColorRect
- drawTextureMesh

Remaining methods to refactor:
- setupTextureAlpha8
- drawPath
- setupShadow
- drawText
- drawLines
- composeLayerRegion

Change-Id: I0fced6a05b6b6eee10ee7cef0c3fbdaa6cefab20
2010-12-13 18:24:33 -08:00
Romain Guy
32963c393a Ignore empty layers.
Change-Id: Ib2f99cdab654881fe079306e27d87c5ef9535700
2010-12-10 14:43:41 -08:00
Romain Guy
af636ebf5f Don't set the invisible flag when saving an empty layer.
Bug #3270371

Change-Id: I65e85671c2fb70d74553c91213e5e759e0ac64ee
2010-12-09 17:47:21 -08:00
Romain Guy
a957eea785 New, better line drawing implementation.
Bug #3207544
Bug #3225875

Change-Id: Ibdd1dfc64e01625d5c441f39eb0aa3ee647f6ff5
2010-12-08 19:06:58 -08:00
Romain Guy
8ab4079ca2 Fix 9patch rendering
Bug #3253396

Some quads were incorrectly assumed to be degenerate.

Change-Id: I9155699edc3424afe9d5a131886bb9966d46b109
2010-12-07 13:30:10 -08:00
Romain Guy
3a3fa1be9a Draw text decorations correctly.
Change-Id: I237c0ca8bfe9f233e62476e80f72bcea4359398e
2010-12-06 18:47:50 -08:00
Romain Guy
6620c6d413 Correctly render text when coordinates are not integers.
Bug #3225632

Change-Id: If09759e6e95eb2885362ab3ba088cf5aae64c7bf
2010-12-06 18:07:02 -08:00
Romain Guy
a5ef39a216 Don't render degenerate triangles in 9patches.
Bug #3251983

Change-Id: Ib0b38a7b8111542372f4c4c106b6321c26fe4ad4
2010-12-03 16:48:20 -08:00
Romain Guy
6f72bebe92 Update 9patch structure when rendering with different divs/colors.
Bug #3221488

Change-Id: Ifc9e42a991d630feadc9e8032322f37504d09d6d
2010-11-30 12:06:39 -08:00
Romain Guy
fe48f65922 Free resources only from the GL context thread.
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
2010-11-11 15:36:56 -08:00
Romain Guy
01d0657957 Reduce number of GL calls when drawing with shaders.
Change-Id: I27aca9f6d381d5c7e363d90a93225d185f2ff4e3
2010-11-11 12:06:27 -08:00
Romain Guy
e190aa6975 Add new runtime debug flags.
Change-Id: I07955de166a89b5053c6c13f250bb3e2936ca86e
2010-11-10 19:01:29 -08:00
Romain Guy
c15008e72e Move all debug flags in a single place.
This change also adds a new memory usage flag. When turned on, the
following is printed after every frame:

D/OpenGLRenderer( 3723): Current memory usage / total memory usage (bytes):
D/OpenGLRenderer( 3723):   TextureCache          3766680 / 20971520
D/OpenGLRenderer( 3723):   LayerCache            3538944 /  8388608
D/OpenGLRenderer( 3723):   GradientCache          135168 /   524288
D/OpenGLRenderer( 3723):   PathCache               41180 /  4194304
D/OpenGLRenderer( 3723):   TextDropShadowCache         0 /  2097152
D/OpenGLRenderer( 3723):   FontRenderer 0         262144 /   262144
D/OpenGLRenderer( 3723):   FontRenderer 1         262144 /   262144
D/OpenGLRenderer( 3723):   FontRenderer 2         262144 /   262144
D/OpenGLRenderer( 3723): Other:
D/OpenGLRenderer( 3723):   FboCache                    2 /       12
D/OpenGLRenderer( 3723):   PatchCache                 31 /      512
D/OpenGLRenderer( 3723): Total memory usage:
D/OpenGLRenderer( 3723):   8268404 bytes, 7.89 MB

This should help tracking possibe memory issues.

Change-Id: I83f483ca1d2dbef904829bce368e33fe5503e8d6
2010-11-10 11:59:15 -08:00
Chet Haase
0d200833fd Fix GL rendering of translucent surfaces
GL renderer was not initializing scissor correctly for translucent
surfaces, resulting in invisible window backgrounds in some cases
like fading popup windows

Change-Id: I87a964986e1ba2c4f59708c8892c5fa71903e6fc
2010-11-09 06:38:56 -08:00
Romain Guy
0fe478ea04 Support nested display lists.
Change-Id: I3815a2832fc0f722c668ba8f51c5f177edb77c94
2010-11-08 12:15:28 -08:00
Romain Guy
7f78b0c3ae Lines would not set the scissor before drawing.
Lines were not drawing in Calendar because they were getting clipped
by the previous clip rectangle. This change simply updates the scissor
as needed. This change also reduces the number of state changes in GL.

Change-Id: I41ab13dca3a33cfa6d1a44371c48852ab418b04e
2010-11-04 14:36:26 -07:00
Romain Guy
e45362cad9 Fix rendering bug with saveLayerAlpha/drawColor.
drawColor() was not calling quickReject because it fills the clip region
and thus always passes the test. However, quickReject also checks whether
the current layer is invisible. drawColor() now performs the same check
and avoid drawing inside an invisible layer.

Change-Id: I63d0e9a8a9c0fba774f0f5c3870d58e6ed96fbd1
2010-11-03 19:58:32 -07:00
Romain Guy
5ec9924d24 Fix rendering issue with layers.
Change-Id: I1d511ab2707000762a942d32c300a9944ab38603
2010-11-03 16:19:08 -07:00
Romain Guy
5b3b35296e Optimize FBO drawing with regions.
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
2010-11-02 16:17:23 -07:00
Romain Guy
746b7401ce Remove unnecessary GL calls.
This change batches calls to glScissor() and removes extra GL
queries and glActiveTexture() calls.

Change-Id: I1cd079d314f87cd9c088f95c8d4909c2f860f6aa
2010-10-26 16:27:31 -07:00
Romain Guy
3e3ba155fc Don't change texture unit when not needed.
Change-Id: Ifa84426d234f2122402cb13533cb5964f1ce95ec
2010-10-25 18:33:16 -07:00
Romain Guy
8164c2d338 Don't change textures wrap modes on every draw.
Change-Id: If6d3f313778cc7f3e803a063338539c8b3e165e3
2010-10-25 18:03:28 -07:00
Romain Guy
ae88e5e8e9 Fix rendering issue with layers.
A change was made earlier in the renderer to not snap the current clip rect
on every clip operation. The clip rect must not be snapped to pixel boundaries
before being used for pixel precision operations. Some operations were doing
this correctly, others were not. For instance, a layer was always created by
rounding to the correct pixels, but composing a layer was done with a non
rounded clip, thus resulting in slightly odd behaviors.

Change-Id: I31c2cf0a343450470bcd449c3f13fe37648b9c7c
2010-10-22 17:49:18 -07:00
Romain Guy
58ae6db4ff Don't use two different variables to refer to mSnapshot.
Change-Id: Ie4a0616d2fe0b040ac14b734a9ddf77bf1f35b0c
2010-10-22 11:16:37 -07:00
Romain Guy
ae517591d9 Don't perform glCopyTextImage with coordinates outside the buffer.
Bug #3122179

Change-Id: I91ed397e9e553a8eeb69d82d0c5b1e49a3cdd5ff
2010-10-22 10:40:27 -07:00
Chet Haase
5c13d89c13 Optimizing display lists by referencing pointers to resources instead of copying them
Change-Id: I81ad3551d74aa1e5bb64d69e33d2eb29a6c1eb6a
2010-10-21 12:02:42 -07:00
Romain Guy
50c0f093d9 Solve rendering issue with embedded WebViews.
Bug #3094017

The blending mode was not appropriately set after WebView released the
context.

Change-Id: Ib36d48e82c12f6d131dd5a0bcde9106925b8da63
2010-10-19 11:42:22 -07:00
Romain Guy
03750a067e Use VBOs to render most geometries.
Change-Id: I4360dc4fe5693ab425450c107282b2c22db4dca7
2010-10-18 14:49:19 -07:00
Romain Guy
054dc18409 Don't draw entirely transparent 9patch meshes.
Change-Id: If3e62e18b8e0dbde8a22f8ede2889b86500a4dc2
2010-10-15 17:55:25 -07:00
Romain Guy
9d13fe25f4 Fix text rendering artifact.
Change-Id: I50f47207846e4208d363dde4e8f5f1a0f23d2d75
2010-10-15 16:06:03 -07:00
Romain Guy
e5ebcb0107 Fix clipping issue in StackView.
Change-Id: I7ec28f25c3993a2bd7ef6399ba1923839d239905
2010-10-15 13:57:28 -07:00
Romain Guy
d2a1ff003b Fix text rendering issue.
The local clip rect could be off by one pixel when a 3D transform
was applied to a text primitive. This would cause small rendering
glitches in Launcher in particular.

Change-Id: I1254f6a5838c26810cbe969b096679d40b8dd504
2010-10-14 14:49:34 -07:00
Romain Guy
93d2361c6d Fix layer rendering glitch.
Change-Id: If2f987fe5526fc88743ca3e91edde4f8232ff658
2010-10-13 18:26:36 -07:00
Romain Guy
909cbaf8f9 Don't draw TextView's alpha layers when not needed.
Change-Id: Iedf42cbc62d727f18500c78fcccf2d081a761fec
2010-10-13 18:19:48 -07:00
Romain Guy
99bcdc52dc Return identity matrix when rendering in an FBO.
Change-Id: I57438e745b30c8cfe16c269f3cafcd719049d705
2010-10-13 17:24:41 -07:00
Romain Guy
41030da168 Add a getNativeMatrix() API.
This API can be used by WebView to apply the appropriate transform
on its rendering.

Change-Id: I79aa39a29805f462fb08226370328815e74bdc52
2010-10-13 13:40:37 -07:00
Romain Guy
eb07af6873 Optimize layer clears.
Don't clear the entire texture when we use textures that are bigger
than the layer itself. This will save time during the glClear() calls.

Change-Id: I06f3259ba62affb3708ba69ea41418832c7e1a65
2010-10-12 18:40:36 -07:00
Romain Guy
e91080581f Tweak layers caching for better performance in Launcher.
Change-Id: Ia6e67699d98f69c8a93385b3ecbdd814c7b16921
2010-10-12 18:15:42 -07:00
Romain Guy
4bb942083a Optimize 9patch rendering.
This change detects empty quads in 9patches and removes them from
the mesh to avoid unnecessary blending.

Change-Id: I4500566fb4cb6845d64dcb59b522c0be7a0ec704
2010-10-12 15:59:26 -07:00
Romain Guy
c00972bb16 Don't recreate a new texture every time we draw a layer.
Change-Id: I3c28aff5acffc7c6f1ac74805869725426c62d28
2010-10-12 11:31:07 -07:00
Romain Guy
dbc26d2ba1 Don't draw fully transparent views/primitives.
Change-Id: Icd7d8ef1f57b51a24faf32f7004125e6300d4fdc
2010-10-11 17:58:29 -07:00
Romain Guy
707b2f78cc Optimize GLSL shaders.
Change-Id: I9a5e01bced63d8da0c61330a543a2b805388a59d
2010-10-11 16:34:59 -07:00
Romain Guy
2728f96161 Don't update 9patches on every frame.
Change-Id: I7ffb2365f83e0453e7d0a0cdcb3fc9308b305238
2010-10-08 18:36:57 -07:00