21 Commits

Author SHA1 Message Date
Romain Guy
2bf68f063b Deferred layer updates
Change-Id: I83d9e564fe274db658dcee9e0cc5bbf9223ebb49
2012-03-02 13:37:47 -08:00
Romain Guy
d21b6e1fe3 Optimize away unnecessary state changes
Change-Id: I0f6816f9f6234853575ecee5033186ad19e76380
2011-11-30 20:21:23 -08:00
Romain Guy
302a9df1d5 Add an API to set the transform on a TextureView's surface texture.
Bug #5156689

Change-Id: I635a625885c9b832a60d44ece0de7613ceb84109
2011-08-16 13:55:02 -07:00
Romain Guy
912a7b32d0 Make sure we have a current EGL context when invoking EGL
Bug #5081795

Change-Id: Iee3382d362a71c1e6c5c498b319bf7f7bcf5a2f0
2011-07-26 18:57:28 -07:00
Romain Guy
e3c26851dc Improve rendering performance on some GPUs
This change sets textures filtering to GL_NEAREST by default. GL_LINEAR
filtering is only used when textures are transformed with a scale or
a rotation. This helps save a couple of fps on some GPUs.

Change-Id: I1efaa452c2c79905f00238e54d886a37203a2ac1
2011-07-25 16:36:01 -07:00
Romain Guy
9ace8f5e79 Use NEAREST filtering for layers whenever possible.
Change-Id: Id5bee1bd4a322cf93e8000b08e18f1e1b058648e
2011-07-07 20:50:11 -07:00
Romain Guy
8f0095cd33 Allows to render with an OpenGL context inside a TextureView.
Change-Id: I59453f7fc3997f0502a1c5d325d37fed376fabc7
2011-05-02 18:32:29 -07:00
Romain Guy
aa6c24c21c New widget: TextureView
Bug #4343984

TextureView can be used to render media content (video, OpenGL,
RenderScript) inside a View.

The key difference with SurfaceView is that TextureView does
not create a new Surface. This gives the ability to seamlessly
transform, animate, fade, etc. a TextureView, which was hard
if not impossible to do with a SurfaceView.
A TextureView also interacts perfectly with ScrollView,
ListView, etc. It allows application to embed media content
in a much more flexible way than before.

For instance, to render the camera preview at 50% opacity,
all you need to do is the following:

mTextureView.setAlpha(0.5f);
Camera c = Camera.open();
c.setPreviewTexture(mTextureView.getSurfaceTexture());
c.startPreview();

TextureView uses a SurfaceTexture to get the job done. More
APIs are required to make it easy to create OpenGL contexts
for a TextureView. It can currently be done with a bit of
JNI code.

Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
2011-04-28 18:46:19 -07:00
Romain Guy
9fc27819d7 Correctly compute tex coords for rect layers.
Bug #4192695

This change also fixes Javadoc links in the framework.

Change-Id: Ia548bcb18baba5d6fe6a4a04a2278e3a3bd465b2
2011-04-27 14:21:41 -07:00
Romain Guy
40667676e5 Optimize rect-shaped layers.
This brings back an optimization disabled in HC-MR1. This time the
correct geometry is generated to avoid unnecessary blending.

Change-Id: Id56404dc46bb84c75facc25c18488a690741b592
2011-03-18 14:36:44 -07:00
Romain Guy
f219da5e32 Don't blend transparent pixels when rendering layers.
With this change, the rendere keeps track of what regions are rendered into
and generates a mesh that matches these regions exactly. The mesh is used
to composite the layer on screen.

Change-Id: I1f342576b9134fb29caff7fb8f4c1da179fe956d
2011-01-16 12:54:25 -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
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
8550c4c7b5 Better cache for layers, reduce memory usage and increase framerate.
Change-Id: I5ff864a361db4791bd5ff6be716f7ce692ef572d
2010-10-08 15:49:53 -07:00
Romain Guy
eb99356a05 Optimize saveLayer() when the clip flag is set.
This speeds up applications, especially Launcher.
2010-10-05 18:14:38 -07:00
Romain Guy
0bb5667b4e Fix INVALID_OPERATION error with layers rendering.
This change is a workaround for a driver bug that causes an INVALID_OPERATION
to be thrown on every glCopyTexSubImage() call. This change also adds a new
test for gradients local matrices.

Change-Id: I41b7437481026702d0a3a9677f099b4557c0a84e
2010-10-01 00:25:02 -07:00
Romain Guy
38c85b907a Correctly initialize/refresh layers.
Change-Id: Id8cdcf587b13098460f7d4aa1bd17708784d89bb
2010-09-22 22:51:12 -07:00
Romain Guy
f607bdc167 Correct implementation of saveLayer().
Change-Id: I5375126636913e0a84f2d6bbd0ebe40d2e4f2763
2010-09-12 12:24:12 -07:00
Romain Guy
f7f93556c8 Draw n-patches using OpenGL.
Currently only tested with title bars and buttons.

Change-Id: I8263a9281898dc0e943b1b8412827fe55639b9d6
2010-07-08 19:19:07 -07:00
Romain Guy
6c81893c62 Simpler way to deal with the FBO multi-cache.
This change removes the need for the SortedList and instead just
add a generated id to each FBO stored in the cache. This is an
artificial way to store several FBOs with the same dimensions.

Change-Id: I9638364e9bdc0f2391261937a0c86096f20505bf
2010-07-07 15:15:32 -07:00
Romain Guy
dda570201a Add a layer (FBO) cache.
The cache is used to draw layers so that a new
texture does not have to be recreated every time
a call to saveLayer() happens.

The FBO cache used a KeyedVector, which is a bad
idea. The cache should be able to store several
FBOs of the same size (this happens a lot during
scrolling with fading edges for instance.) This
will be changed in a future CL.

Change-Id: Ic316189e625f0dbcf0d273a71cc981a433d48726
2010-07-06 12:00:33 -07:00