3D rotations can undo scale/skew transforms; since FreeType only accepts
2x2 matrices we can end up generating very large glyphs that are drawn
at a 1:1 scale on screen. For instance, if the current transform has a
scale of 2000 set on both X and Y axis and a perspective Z factor set to
Z, the actual scale factor on screen ends up being 1. We would however
generate glyphs with a scale factor of 2000 causing the font renderer
to blow up.
Change-Id: Ia5c3618d36644e817825cb9c89e2f53aece2074e
The deferred display lists model now allows us to precache glyphs
at their exact size on screen.
This change also removes debug markers when the renderer defers
and reorders display lists. It also adds a flush event marker.
Change-Id: I66ec5216dc12b93ecfdad52a7146b1cfb31fbeb4
If a perspective transform is set on the Canvas, drawText() should
not attempt to rasterize glyphs in screen space. This change uses
the old behavior instead (i.e. rasterize the glyphs at the native
font size and apply the transform on the resulting mesh.)
This change also adds an optimization: empty glyphs (spaces) do
not generate vertices anymore. This saves a lot of vertices in text
heavy applications such as Gmail.
Change-Id: Ib531384163f5165b5785501612a7b1474f3ff599
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
bug:4128442
Currently we fix T-junctions for hardware layers, and for
Canvas.saveLayer if the transform isn't rectAsRect. Ideally, hardware
layers should lazily re-generate T-junction free geometry if the
transform becomes non-rectAsRect
Depends on frameworks/native change:
https://googleplex-android-review.googlesource.com/#/c/277668/
which adds Region::createTJunctionFreeRegion()
Change-Id: Ice75b4a1a4459ff835059ea81d70f7d1563fd96d
When the renderer draws a bitmap as part of a display list with an
alpha < 1.0f, the paint is temporarily modified to alter the opacity
of the bitmap. This has the side effect of increasing the paint's
generation ID counter which can break paint caching.
Change-Id: I5055d059ad1639829fa50af3d946e296c4dab877
This change adds a new property called "debug.hwui.show_stencil_clip"
that accepts the following values:
- "highlight", colorizes in green any drawing command that's tested
against a non-rectangular clip region
- "region", shows the non-rectangular clip region in blue every time
it is used
- "hide", default value, nothing is shown
Change-Id: I83c8602310edc4aaeb8b905371cdd185b17d32b5
bug:8235699
Ensure rectangle clipping operations disable deferring when necessary
(i.e., when the op might create a non-rect region), including in
DisplayList::setViewProperties
Additionally, makes clipping with a kUnion always use a region, for
consistency with software rendering
Change-Id: I6730f1a80250bcf3f91cd4afde646d470a12dbc2
bug:8037003
-Merges replay methods
-Bounds checking for DrawBitmapMesh, DrawRects and DrawDisplayList
-Use clip as bounds for otherwise unbounded draw operations
Clip-as-bounds is correct for drawColor and functor, but other draw
operations (pos text, text on path, and layers) still need true bounds
calculation
Change-Id: I5d5149d2c624f01e3fe46628bf156e835e69b9d5
The exposed APIs are slightly simpler than the full APIs used internally.
Only APIs useful to applications are exposed.
Change-Id: Ie03014628d40ad5ef63dedbc52ce3def84429d54
bug:8037003
The reordering enables similar operations to draw together, minimizing the
OpenGL state change operations that go inbetween draws. Eventually, multiple
complete canvas draw operations will be merged (into a single glDrawArrays call,
for example)
Reorders DisplayList draw operations when:
-They can move backwards in the command stream to be after similar
operations without violating draw ordering
-The OpenGLRenderer is in a simple, replayable state (no complex clip,
or filter/shadow etc)
Also adds two system properties to control the deferral/reordering:
"debug.hwui.disable_draw_defer"
"debug.hwui.disable_draw_reorder"
which can be set to "true" to control the display list manipulation
Change-Id: I5e89f3cb0ea2d2afd3e15c64d7f32b8406777a32
# Via Android (Google) Code Review (1) and Romain Guy (1)
* commit '10c0aa246d9b2633c6cb4e5b714abb0031a4f4cd':
Implement support for drawBitmapMesh's colors array
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
This reverts commit 6c0307dd0aefe9a08794b155fc03ee60ebd14f25, reversing
changes made to a2cd828b749c444d55c2c41c7dbb85088ff94b9f.
Conflicts:
packages/SystemUI/res/values-sv/strings.xml
Change-Id: Ia178efe8b14751583d47b2826bfe3d3d5463dd2e
Bug #8177690
Clear the layers before we setup the stencil to avoid dereferencing
the recently deleted rects.
Change-Id: I5dce5f965672f276f9490636d85b6018d3ab9422
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
bug:7117155
bug:8114304
Currently used for lines (with and without AA) and arcs with useCenter=false
Also removes 0.375, 0.375 offset for AA lines
Change-Id: Ic8ace418739344db1e2814edf65253fe7448b0b0
Bug #8131254
This method is used as an optimization for paths containing only
non-overlapping rectangles. The implementation was correctly
rejecting rectangles invidually but not the bounds of the array
of rectangles. If quickReject() is not called, setupDraw() won't
be able to properly set the scissor.
Change-Id: I50aa11a4bd8b525b267d36a3039fe7a6fba50518
Rename Caches::startTiling parameter from opaque to discard to
make it clearer what its role is. Tweak calls to startTiling
to preserve the buffer when needed and discard it when possible.
Change-Id: If7f8ff19003f79f36885a0a7207cc61901f637d2
glDiscardFramebufferEXT uses different constants depending on whether
the default FBO is bound or not. The code was choosing the proper value
for the color buffer but not for the stencil buffer.
Change-Id: I55cfcbdf663582119cb1a6289317016440d9e361
Bug #7146141
The GL_QCOM_tiled_rendering extension requires careful use of
start/endTiling when attaching a renderbuffer dynamically.
Change-Id: I20036683ed3909ffaf40cc3d57a25257e35b6fa2
bug:8037003
Changes the DisplayList from using stream read/write commands to use an array of
objects manually allocated on a linear buffer.
Depends on frameworks/native change https://googleplex-android-review.googlesource.com/#/c/257695/ which adds LinearAllocator
Also changes drawRects to use float count instead of rect count, to be more like drawLines/drawPoints
Change-Id: Ia2e4a11acd8f0a757042a05cbc9e7563cb73ee47
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
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
Region clipping, using Canvas.clipPath or Canvas.clipRegion, requires
a stencil buffer to be always present. In addition, extra wiring is
required in JNI and display lists.
This change only adds the necessary JNI/C++ APIs and some extra
plumbing to start the real work on properly supporting region
clipping.
A new debug define called DEBUG_CLIP_REGIONS can be used to draw
the current clip region. It is off by default, as is region
clipping.
The default implementation of clipPath() and clipRegion(), now
in native, mimics the previous Dalvik implementation to prevent
regressions.
Change-Id: I7903e7cfd7412b9b9b622566d4dbfce7bdcec00c
Fonts are now described by a transform matrix. This lead to switching
from a vector to a hashmap. This change therefore adds new comparators
and hash computations to Font.
Change-Id: I2daffa7d6287c18554c606b8bfa06640d28b4530
When profiling is enabled with debug.hwui.profile set to true,
setting debug.hwui.profile_visualizer to true will display the
profiling data directly on screen.
Change-Id: I3d5fe3f0347090815087b1cbfce66b8e76d9347b