All the computations are estimated using bounding box.
TODO: Spot shadow could have more accurate but also more expensive methods, we need
more experiments to decide.
Change-Id: I9c10c419576cee55daf0f9f278b0db78cb847447
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
bug:11748993
TextureView should always be drawn with linear filtering if drawing a
buffer sized differently from the layer.
This fixes a bug where TextureViews that were sized differently from
their contents wouldn't be drawn with texture filtering, causing
visible scaling artifacts.
Change-Id: I8a5d27452fe7269ec53896992f37cff51e3ce15a
This will allow us to inspect the paint for thing other than
color and xfermode, such as SkColorFilters and SkShaders.
bug: 10650594
Change-Id: I2c3ddd07a3966e1e77af34136307e2b59b2898c1
Fixes the simplifying assumption that shadow casters were always
rectangular.
Java side APIs + plumbing to pass down correct shapes still need to be added.
Change-Id: Ic4fee90af15679951a44bb5cc6ae454b98c4c194
bug:12581401
Adds temporary logging which should log/crash earlier on incorrectly
reordering hierarchies.
Change-Id: Iee00940718c3cc868161e754aff93cd3b2747094
The eventual goal is for the StatefulBaseRenderer to serve as the
common base class between the DisplayListRenderer and OpenGLRenderer.
This will separate DisplayList recording, Snapshot stack management,
and the GL in OpenGLRenderer.
Additionally, avoid sp<> parameters, and use const parameters in
several places, with the intent of greatly reducing the surface area
where renderer subclasses can modify snapshot stack.
Next steps:
-move bulk of clipping logic into StatefulBaseRenderer
-disable direct snapshot access
Change-Id: Ibc3c6747134ec7daf8ea535866239fa73b874390
This will eventually serve as a base class to allow
DisplayListRenderer to split off from OpenGLRenderer, and could
eventually support other rendering approaches, such as an
SkCanvas/SkPicture.
This will also be the main source of (implementation-independent)
documentation of the canvas/renderer methods.
Change-Id: I52047f338f5cf86a3b0b3002af7154bff5c3c227
Basically we compute the shadow as a strip of triangles, whose alpha value
is the strength of the shadow.
We use the normal to extend the geometry.
And we use static function and try to avoid new/malloc in the computation.
Change-Id: I382286f1cad351bd5ff983f76f446c075819dcaf
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
bug:4351353
quickReject and quickRejectNoScissor have been renamed and refactored:
- to make the scissor side effect clear and explicit
- dangerous methods no longer public
- to make the simple quick reject check logic const
- simple quick reject is now conservative
This CL also fixes several issues with line and point quickRejection -
sub-pixel and hairline lines are much less likely to be incorrectly
rejected, especially at small canvas scale.
Additionally, alpha modulation for AA points < 1px in size is now
correct, dumplicating SW behavior (similar to lines and stroked
shapes work).
Change-Id: Ibb0710c721b9fb415d05acf54dd3d2b4d602156a
Fixes: This patch makes sure that the layer's alpha value is
up-to-date and does not reflect the previous view's alpha value.
it fixes the square block on marquee fading edge when text view
is applied transparency.
Change-Id: I110649db72a75fecc02ba56c201a05773f80328c
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
bug:10761696
Avoids a case where a rect with top coordinate of (e.g.) 0.51f is
assumed to not draw in the first row of pixels, which leads to it not
being clipped. Since rounding can cause it to render in this first
pixel anyway, we very slightly expand geometry bounds.
Now, in ambiguous cases, the geometry bounds are expanded so clipping
is more likely to happen.
Change-Id: I119b7c7720de07bac1634549724ffb63935567fc
Bug: 10677765
enableScissor() must precede setScissorFromClip() as
otherwise setScissorFromClip() doesn't do anything.
Also make sure to call setScissorFromClip() if
enableScissor() returns true as enableScissor() calls
resetScissor() if the scissor state has changed.
Change-Id: I9226b20bb256c92066aae344e4e6407540b6eae9