42 Commits

Author SHA1 Message Date
Romain Guy
e4998e1ea9 Fast loadInverse() implementation for the common case
Most matrices used by the UI toolkit are translation matrices, whose
inverses can be quickly computed by using the negated translation
vector.

Change-Id: I54a28a634a586085779bfc26f3a4160cd5ab2b22
2015-01-15 16:49:18 -08:00
John Reck
a447d29c65 Fix DA bugs
* Now aware of transform of DrawDisplayListOp
 * Supports projection

 Bug: 15539677
 Bug: 15506680

Change-Id: Ic16f482cd48c3add12e49eca529281be12b93491
2014-06-12 09:13:45 -07:00
Chris Craik
e4aa95e362 Add logging utility methods
Change-Id: I0f316830dcc0bbf438292a6d0fbe9f8154368500
2014-05-08 13:57:05 -07:00
Chris Craik
b79a3e301a Fix orthographic shadows projection, simplify shadow reordering
Separate matrix passed to shadow system into two parts, one for
transforming the polygon XY points (using the actual draw matrix) and
a separate one which respects correct 4x4 3d rotations and
translations for determining Z values.

Change-Id: I7e30a84774a8709df6b2241e8f51fc5583648fe8
2014-03-12 09:44:41 -07:00
Chris Craik
e361ad7ab1 Remove experimental perspective projection
Change-Id: Iad688c8395ccd4673cc129973802b5f01dfb45ba
2014-03-11 15:41:40 -07:00
Chris Craik
f57776b2d1 3d view system!
True 3d transformations are now supported by DisplayLists and the
renderer, initially with the translationZ property on view.

Renderer operations used directly by DisplayList (formerly,
clip/save/restore/saveLayer) are now more simply managed by allocating
them temporarily on the handler's allocator, which exists for a single
frame. This is much simpler than continuing to expand the pool of
pre-allocated DisplayListOps now that more operations are called
directly by DisplayList, especially with z ordered drawing.

Still TODO:
-APIs for camera positioning, shadows
-Make Z apis public, and expose through XML
-Make invalidation / input 3d aware

Change-Id: I95fe6fa03f9b6ddd34a7e0c6ec8dd9fe47c6c6eb
2013-12-12 10:18:23 -08:00
Chris Craik
996fe65634 Correct bitmap merging logic
bug:10863163

This fixes two issues

The check for pure translation was incorrect. It was fixed and renamed
for clarity.

Certain matrix paths weren't setting kTypePositiveScale. For
simplicity (and because positive scale is simple to check) removed
flag in favor of dynamic checking.

Change-Id: Ic5ce235653ef49a68b8b242bd89fc2e95874ecc9
2013-09-20 17:25:31 -07:00
Chris Craik
d965bc5823 Disallow negative scale matrices in merged Bitmap drawing
bug:10622962

Change-Id: I55ac18ad56b53dc9e6e6ea14cd3ec4bdafa98ac3
2013-09-16 18:19:55 -07:00
Romain Guy
f6bed4f12a An identity matrix should be considered a pure translate matrix
Change-Id: I75e91797e8270f902f67bdd7bb526cccc23adc6b
2013-06-20 17:52:07 -07:00
Romain Guy
624234f69b Take only the scale params into account to rasterize text
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
2013-03-05 18:12:35 -08:00
Romain Guy
3b753829ae Fix colored rects clipping and code cleanup
The drawColorRects() method was clipping individual rectangles
using the wrong parameters left, top, right and bottom instead
of l, r, t and b. It also checked for count == 0 after the loop
when it should have checked for vertexCount == 0. The quickReject
is now not part of the loop since it's a bit overkill to perform
so many matrix multiplications. What we really care about is the
final quickReject performed on the max bounds of the entire set
of rectangles.

This change also replaces all instances of mSnapshot->transform
by currentTransform() to make the code slightly more readable.

Change-Id: I6485280414499716852f7dbfba186774eb6763d4
2013-03-05 10:27:35 -08:00
Romain Guy
c74f45a334 Properly scale text
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
2013-02-27 15:49:57 -08:00
Romain Guy
13ba005484 Remove obsolete header file
We now use the same mechanism to compare keys everywhere in libhwui.

Change-Id: I8b3cb25b13f4f38eb6f12aed0356f796a773617c
2013-02-15 12:47:26 -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
a3dc55f83a Fix a couple of rendering issues
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
2012-09-28 13:55:44 -07:00
Chris Craik
710f46d9d6 Polygonal rendering of simple fill shapes
bug:4419017

Change-Id: If0428e1732139786cba15f54b285d880e4a56b89
2012-09-20 13:08:20 -07:00
Chet Haase
d3efd6920e Fix issue where scale-animating text would jump temporarily a few pixels
Some logic in the native matrix code would determine that a matrix was
'pureTranslate' based on the scale values of a matrix being close-enough to 1,
which was within a very small epsilon. This works in general, because screen space
coordinates make that epsilon value irrelevant, so close-enough really is close-enough.

However, TextView, when centering text, works in a coordinate system that is quite
huge, with left/right values about 500,000. These numbers multiplied times that small
epsilon value would give a result that was significant, and would cause a miscalculation
of up to 4-5 pixels, causing the snap that we'd see for a couple of frames as the
scale got "close enough" to 1.

The fix is to remove the optimization of "close enough". What we really need the matrix to
do is to identify itself as being translate-only when no scale as been set (which is the
default). For the purposes of that check, it is good enough to simply check the values against
1 directly. Similarly, the bounds-check logic needs to check against 0 and 1 directly.

Issue #6452687: Glitch when changing scale of a view containing text

Change-Id: I167fb45d02201fb879deea0e5a7ca95e38128e17
2012-05-07 12:18:19 -07:00
Steve Block
5baa3a62a9 Rename (IF_)LOGD(_IF) to (IF_)ALOGD(_IF) DO NOT MERGE
See https://android-git.corp.google.com/g/156016

Bug: 5449033
Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
2012-01-03 22:38:27 +00:00
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
181d0a6cce Don't apply AA to rects with no rotation/perspective.
Change-Id: I21138d4d0589cc28f1dcffb8b675cd81a9900e24
2011-06-09 18:52:38 -07:00
Romain Guy
807daf7df6 Add support for skew()
Change-Id: Ia3a9a867f74fd78b61f75179e3788fdc2f0cacd0
2011-01-18 11:19:19 -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
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
03750a067e Use VBOs to render most geometries.
Change-Id: I4360dc4fe5693ab425450c107282b2c22db4dca7
2010-10-18 14:49:19 -07:00
Romain Guy
e5ebcb0107 Fix clipping issue in StackView.
Change-Id: I7ec28f25c3993a2bd7ef6399ba1923839d239905
2010-10-15 13:57:28 -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
e8cb9c1430 Apply bilinear filtering on text only when necessary.
Change-Id: Ic903f4b5d30e9c92528c6291941896efe4729ee3
2010-10-04 14:14:11 -07:00
Romain Guy
ddb80bebb0 Add support for circular gradients to the GL renderer.
This change also adds full support for local transformation matrices on
sweep and radial gradients.

Change-Id: Id8773bc0766575190e3f3d51984fc5e57b266c3f
2010-09-21 16:48:50 -07:00
Romain Guy
1d83e1981c Correctly set the viewport in layers.
Bug #2919295

Change-Id: I16ce79ab0d5747cb01c6c1abe531da3dfd93fb54
2010-08-17 11:37:00 -07:00
Romain Guy
0ba681bce1 Fix GC issue, fix local shader transformations.
Change-Id: I208bdf89815dcd18dcadd43df932a77362918435
2010-08-12 15:37:00 -07:00
Romain Guy
af28b51496 Better support for rotation and perspective matrices.
Change-Id: I56b5ae3321735ba5ee42aafc9bc0eb399b9e75b5
2010-08-12 14:34:44 -07:00
Romain Guy
889f8d1403 Moved all the rendering code to the new shader generator.
The generator supports features that are not yet implement in the
renderer: color matrix, lighting, porterduff color blending and
composite shaders.

This change also adds support for repeated/mirrored non-power of 2
bitmap shaders.

Change-Id: I903a11a070c0eb9cc8850a60ef305751e5b47234
2010-07-29 14:37:42 -07:00
Romain Guy
079ba2c85b Improve clip support (add intersect, union and replace.)
This change also modifies the way the clip is stored. The clip is now
always stored in screen-space coordinates.

Change-Id: I96375784d82dfe975bc6477a159e6866e7052487
2010-07-16 14:12:24 -07:00
Romain Guy
5cbbce5357 Reduced the complexity of layers composition.
This change also refactors the code base a bit by moving classes out of
OpenGLRenderer into separate headers/implementations. This makes the code
more manageable.

This change also adds documentation for implementation methods. The
undocumented methods are simply Skia's Canvas methods.

Change-Id: I54c68b443580a0129251dddc1a7ac95813d5289e
2010-06-27 22:59:20 -07:00
Romain Guy
bd6b79b402 Add implementations for saveLayerAlpha() and textured rects.
Even though there's an implementation for textured rects, drawBitmap() is not
hooked up yet as it will require a good texture cache.

This method is implemented using FBOs. There's currently an issue either in the
driver or in the Canvas renderer that forces the FBO to be fullscreen, which is
extremely expensive and yields terrible performance.

Change-Id: I148419195e12d45653c60186938aa78c23a68e2c
2010-06-26 00:13:53 -07:00
Romain Guy
7ae7ac48aa Convert tabs to spaces.
Change-Id: I5d3ae48af79b19b6d293deff0521e4bb57d5114b
2010-06-25 13:46:18 -07:00
Romain Guy
c7d53494f1 Implement quickReject() and drawRect().
The OpenGL ES 2.0 renderer can now draw colored rectangles. At least there's
something on screen now.

Change-Id: I80a13ccc1dd56784edf74f2670a364f30700234a
2010-06-25 13:41:57 -07:00
Romain Guy
9d5316e3f5 Add colored rectangles implementation in OpenGLRenderer.
Drawing two rectangles one after the other discards the second one because of
Z buffering issues. This will be fixed in another changelist.

Change-Id: Ida1b3cde8a78e60cacc07e477abc44def527ff67
2010-06-24 19:30:36 -07:00
Romain Guy
f6a11b8a9e Add support for transformations.
This change adds partial support for the following transforms:
- scale()
- translate()
- rotate()
- setMatrix()
- getMatrix()

The transform is stored in a snapshot and saved/restored as needed.
The transform is currently not applied to the clip rect and is not
mapped to the vertex shader.

Change-Id: Id48993453311200804149917d0c126a4d0471226
2010-06-23 17:47:49 -07:00
Romain Guy
bb9524b6bd Add implementations for clipRect(), save() and restore().
The current implementation of clipRect() does not apply local transformations
before setting the new clip.

Change-Id: I5997871bb638dfcd1a8ef96354846af52427e445
2010-06-23 12:36:03 -07:00
Romain Guy
3e168335b3 Fix simulator build again.
Change-Id: Ifd204d64eaa4c356422e3363ec0a6e6aa61c52dc
2010-06-22 13:29:14 -07:00
Romain Guy
85bf02fc16 Fix the simulator build.
Change-Id: Ie404f7c2c308f0657f273af19a56e8c039b61898
2010-06-22 13:11:24 -07:00