27 Commits

Author SHA1 Message Date
Romain Guy
448455fe78 Use global indices array to draw layers
An array of indices local to a layer would only be necessary if
we changed the way we resolve T-junctions. Since we only ever
draw quads, let's just use the indices we use everywhere else.

This change also uses the global indices array to render list
of colored rectangles to save on the number of vertices generated
CPU-side.

Change-Id: Ia6d1970b0e9247805af5a114ca2a84b5d0b7c282
2013-07-22 14:37:21 -07:00
Romain Guy
fb5c905097 Merge "Cancel layer update when a layer is about to be destroyed Bug #9310706" 2013-06-17 20:39:45 +00:00
Romain Guy
e93482f5ea Cancel layer update when a layer is about to be destroyed
Bug #9310706

Change-Id: I73eea6314c326f15a979617e3a05b525935f0d3f
2013-06-17 13:35:03 -07:00
Chris Craik
8c6e17c2a9 Check for layer renderer in flush
bug:9310706

In some cases flush will occur after a layer is destroyed. Avoid
trying to draw after putting the layer in the layer cache.

Change-Id: I55d66f420e7354fe552c82eb3145a7d91b4441e3
2013-06-17 13:04:45 -07:00
Chris Craik
28ce94a4ff Overdraw avoidance and merging of clipped ops
bug:8951267

If an opaque op, or group of opaque ops covers the invalidate region,
skip draw operations that precede it.

Clipped operations may now be merged, but only if they share a
clipRect - this is a very case for e.g. ListView, where all background
elements may now be a part of the same MergingDrawBatch.

It is this more aggressive merging that groups together clipped
background elements in the ListView case, enabling the overdraw
avoidance skipping the window background.

Change-Id: Ib0961977e272c5ac37f59e4c67d828467422d259
2013-06-12 14:46:52 -07:00
Romain Guy
be1b127c7b Assume a texture is unbound after deleting it
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
2013-06-06 16:26:51 -07:00
Romain Guy
8aa195d708 Introduce Caches::bindTexture() to reduce glBindTexture calls
Change-Id: Ic345422567c020c0a9035ff51dcf2ae2a1fc59f4
2013-06-04 18:58:36 -07:00
Chris Craik
34416eaa1c Make layer double drawing visible in overdraw debug mode
A clipped saveLayer will cause two draws - first to an onscreen
buffer, then again back to the framebuffer. This change - when in
overdraw debug - reissues draws associated with a clipped saveLayer,
but only to the stencil buffer. Operations within a saveLayer are
shown correctly to be twice drawn, and View.setAlpha() without an
associated hardware layer, or hasOverlappingRendering() are made more
visible.

Hardware layers, on any frame that they are updated, similarly draw
twice, and will also be counted against the stencil buffer doubly.

Note: greater depths of layers - e.g. a saveLayer within a saveLayer -
are not respected, as that would require additional region tracking.

Change-Id: I61fb0e61038fe66013d59914c20bb47a550dea7d
2013-04-16 15:05:49 -07:00
Romain Guy
a151ef8c66 Merge "First OpenGL ES 3.0 based optimization" into jb-mr2-dev 2013-04-04 22:51:38 +00:00
Chris Craik
1206b9bba9 Traverse layers in update order
bug:8540150

Layers now require traversal in update order, as it will be child
first, then parent for layer-in-layer

Fixes issue with deferred layer playback not flushing in order, and
thus child not painting before parent

Also fixes DisplayList to only be cleared after flush in deferred list

Change-Id: I2f284d00079cdb20798aeef6a1c94e823940db40
2013-04-04 14:55:43 -07:00
Romain Guy
0908764b2b First OpenGL ES 3.0 based optimization
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
2013-04-04 12:27:54 -07:00
Romain Guy
02b49b70ed Prevent crash when a single layer is enqueued several times for updates
Bug #8504687

Change-Id: I9b01bbc4e3f37af23dfe5e68d3d03ad3d238b94a
2013-03-29 12:37:16 -07:00
Romain Guy
696dcf84a3 Update layers to clear them
Bug #8489505

A layer should be updated even with an empty deferred display list. It is
possible for a layer to request an update just to execute a clear which
will be handled by LayerRenderer::prepareDirty().

Change-Id: Iffb98bd71d6caa8d4a701df98197676f9423c0c2
2013-03-28 13:06:58 -07:00
Romain Guy
ce4a7dfc51 Don't crash when making a layer larger than supported dimensions
Bug #8437401

A misplaced ref count decrement was causing a crash when attempting to
resize a layer to dimensions larger than the max texture size supported
by the GPU.

This change fixes the crash and clarifies the warnings to make it more
obvious what's happening.

Change-Id: I632dc1b90aaa2605969e10523491a81c4922d3dc
2013-03-28 11:32:33 -07:00
Romain Guy
96885eb480 Avoid multiple font cache texture uploads
Bug #8378964

This change defers drawing into layers until after the renderer for FBO0
is ready to draw. At that point, all the precaching is done which means
all glyphs can be uploaded at once in the font caches.

Change-Id: Ie1f7a7ff30f76f06fb3dbc72c7d05e66207d1ecb
2013-03-26 15:25:07 -07:00
Romain Guy
8d4aeb7111 Add a render buffer cache to reuse stencil buffers
Bug #7146141

This new cache is used in a similar way to LayerCache. It helps
reuse already allocated stencil buffers and thus avoid churning
memory on every frame.

Change-Id: I19551d72da52c40039e65904563600e492c8b193
2013-02-13 11:27:05 -08:00
Romain Guy
3bbacf27c0 Add a RenderBuffer object to store stencil buffers.
Bug #7146141

This change is needed to add a render buffer cache to avoid
creating and destroying stencil buffers on every frame.

This change also allows the renderer to use a 1 bit or 4 bit
stencil buffer whenever possible.

Finally this change fixes a bug introduced by a previous CL
which causes the stencil buffer to not be updated in certain
conditions. The fix relies on a new optional parameter in
drawColorRects() that can be used to avoid performing a
quickReject on rectangles generated by the clip region.

Change-Id: I2f55a8e807009887b276a83cde9f53fd5c01199f
2013-02-07 12:11:22 -08:00
Romain Guy
2055abaa0a Allow layers with a stencil buffer to be resized on the fly
Bug #7146141

This change moves the resizeLayer() from LayerCache (where it should
never have been anyway) to Layer. This makes a little more sense.

Change-Id: I8b2f9c19c558e738405a58b9e71ec5799fc6be88
2013-01-18 16:42:51 -08:00
Romain Guy
8ce00301a0 Implement clipRect with a transform, clipRegion & clipPath
Bug #7146141

When non-rectangular clipping occurs in a layer the render buffer
used as the stencil buffer is not cached. If this happens on a
View's hardware layer the render buffer will live for as long
as the layer is bound to the view. When a stencil buffer is
required because of a call to Canvas.saveLayer() it will be allocated
on every frame. A future change will address this problem.

If "show GPU overdraw" is enabled, non-rectangular clips are not
supported anymore and we fall back to rectangular clips instead.
This is a limitation imposed by OpenGL ES that cannot be worked
around at this time.

This change also improves the Matrix4 implementation to easily
detect when a rect remains a rect after transform.

Change-Id: I0e69fb901792d38bc0c4ca1bf9fdb02d7db415b9
2013-01-17 15:39:31 -08:00
Romain Guy
5bb3c730f5 Apply dev. settings at runtime
Bug #7434649

Change-Id: I16f00eaa8a5eefd9f9849e196cf2cb1659215390
2012-11-30 16:29:33 -08:00
Romain Guy
7c25aab491 Defer layer rendering to avoid stalls
Bug #7326824

When a layer is taken out of the cache and initialized it gets cleared
to prepare it for future rendering. This triggers the following sequence
of operations:

glBindFramebuffer(layer.fbo)
attach texture storage to FBO
glClear()
glBindFramebuffer(defaultFbo)

The clear forces a resolve on tilers which stalls the CPU for a little
while, thus producing jank during animations. This change moves the
clear to the next frame when we know we will have to execute a resolve
anyway.

Change-Id: Ic1939c25df20ed65a4c48dc81ee549b2cd8b6ec3
2012-10-18 15:05:02 -07:00
Chet Haase
98d3a64ffa Assign default texture id of 0
Some logic depends on a default value of 0, which was not being
assigned.

Issue #7195815 chrome url bar is corrupted
Issue #7190656 Textures corrupted on mr1

Change-Id: I346b7b76e885bf8f04740e711fd88f917a5418c7
2012-09-26 11:01:42 -07:00
Dave Burke
56257aff8a Revert "Deleting objects on the wrong thread is a silly idea Bug #7195815"
This reverts commit 8a1374946a928fcba7495c87ff6adda327fdfb9f

Change-Id: I53564a6c531d334afcc1fce0bea1e57ae266aa78
2012-09-25 20:30:09 -07:00
Romain Guy
8a1374946a Deleting objects on the wrong thread is a silly idea
Bug #7195815

Turns out that multi-threading is hard.

Change-Id: Ib0b4bd6dc3caea27f7ced22cbb363bb955fe58ab
2012-09-25 15:49:03 -07:00
Romain Guy
97dc9172b0 Avoid deadlock when deleting layers
Bug #7217459

Change-Id: I12bfa6c30c5030bd1b23ea6a3ce64240ab1dfba3
2012-09-23 17:49:24 -07:00
Chet Haase
603f6de35f Fix occasional crash bug with layers
Launcher occasionally crashes with a stack trace indicating that the memory
of a Layer object is corrupt. It is possible for us to delete a Layer
structure and then, briefly, use it to draw a DisplayList again before
that DisplayList gets recreated (without the layer that got deleted).

When this happens, if the memory got corrupted, it's possible to crash.

The fix is to add Layer to the other objects which we currently refcount
(bitmaps, shaders, etc.). Then instead of deleting a Layer, we decrement the
refcount. We increment when creating it, then increment it again when it's
referenced from a DisplayList. Then we decrement the refcount instead of
deleting it, and decrement when we clear a DisplayList that refers to it.
Then when the refcount reaches 0, we delete it.

Issue #6994632 Native crash in launcher when trying to launch all apps screen

Change-Id: I0627be8d49bb2f9ba8d158a84b764bb4e7df934c
2012-09-17 11:21:34 -07:00
Chet Haase
d15ebf25c5 Enable changing properties of layer paint
Previously, to draw a layered view with a changed Paint object for the
drawLayer operation, you'd have to invalidate the parent view, to get the
native DisplayList to pick up the new Paint properties. This change adds
API and functionality so that the developer can call setLayerPaint(), which
does the proper invalidation (lightweight, doesn't cause redrawing the view).

Issue #6923810 Make it easy to efficiently animate a layer's Paint

Change-Id: I7fea79788d50f6d9c86dd5e5b2a4490cb95142bb
2012-09-07 13:27:02 -07:00