497 Commits

Author SHA1 Message Date
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
740bf2bb2e Apply shaders/filters to text drop shadows.
Bug #4318323

This change also fixes the fact that shaders were not modulated
by the paint's color when drawing paths.

Change-Id: Id88804143aea06c895d4cbcdbe106d660230aa5a
2011-04-26 15:33:10 -07:00
Chet Haase
6cfdf45380 Fix bitfield bug with vertex shader selection
Change-Id: I8bd3005f363afb52e6624806efb3e04c4a56ee18
2011-04-22 16:42:10 -07:00
Chet Haase
5b0200bd47 Enable anti-aliasing for hw-accelerated lines
Draw anti-aliased lines with OpenGL by constructing a quad with
a border that fades out (to mimic fragment coverage).

Change-Id: Ib81a3e62d663acdf1b46b401ac4aa7ee9855cc7e
2011-04-21 11:47:05 -07:00
Chet Haase
8a40f6a632 Merge "Fix bug with accelerated translucent rendering" 2011-03-24 16:04:22 -07:00
Chet Haase
f147340bd1 Fix bug with accelerated translucent rendering
There was a bug in the dirty region optimizations when
using alpha layers. This prevented translucent objects from
being drawn at all in many situations.

Change-Id: I23e9bce3595fbd6fe2bda15e8753a0f35baffb82
2011-03-24 15:55:05 -07:00
Romain Guy
5b7a3150a6 Don't crash when omitting paint to drawBitmap() with A8 configs.
Change-Id: I3d630554ad82fa846385274d12d0434e890ef45d
2011-03-23 17:18:44 -07:00
Romain Guy
ed6fcb034b Add support for drawPoint() and drawPoints().
Change-Id: I01bef50c08ec3160f8d40dc060b2cf6c2e4d7639
2011-03-21 13:11:49 -07:00
Romain Guy
67ac217a81 Fix hairline rendering.
Change-Id: Ib6129b446b53678b1b955d8516418370cbae4f10
2011-03-18 17:14:27 -07:00
Romain Guy
a168d73721 Correctly apply filters to Alpha8 bitmaps.
This change also removes unnecessary operations from display lists.

Change-Id: I627f85861982731f0ee7705b48b36d9c56f22f39
2011-03-18 16:50:13 -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
08aa2cbd5e Send WebView the current transform and whether we're drawing a layer.
Bug #3275491

These can be used by WebView to correctly apply alpha and geometric
transforms.

Change-Id: I2ecd4376d68df886dead3c9240317de33f56828f
2011-03-17 12:04:04 -07:00
Romain Guy
80911b8517 Modify the GL renderer's functor to pass the clip to WebView
Change-Id: If5efe399ca58f3000b2883e24e9f3736a2025184
2011-03-16 15:31:33 -07:00
Romain Guy
6217a71cd2 Fix performance issue in Launcher
Bug #3515248

The problem is caused by the fast path when compositing layers on screen.
The fast path draws a single quad using glDrawArrays() whereas the general
path draws an arbitrary mesh using glDrawElements(). It looks like there's
an issue in the driver since glDrawArrays() is significantly slower than
glDrawElements() for a quad (6 vertices!)

This change just gets rid of the fast path.

Change-Id: Ib2361253ec67f44a988270f76c183422f12ce537
2011-03-15 16:32:28 -07:00
Romain Guy
ad37cd3b5d Fix disappearing edges in lists/scrollviews/etc.
Bug #4093871

This bug was introduced by a change that modified the way fade areas
are cleared. The previous change relied on Rect::intersect() to empty
the intersected rect when the two rects don't intersect. Unfortunately
this is not what intersect() does. The fix is rather simple and
sets the layer's bounds to empty when they don't intersect with the
clip or the viewport. This has the side effect of ignoring the layer
which is the expected result.

Change-Id: Icf0038b9a476c53f8eff7084136aba3033d093e6
2011-03-15 11:12:25 -07:00
Romain Guy
7b5b6abf85 Fix rendering artifact in edge fades.
Bug #4092053

The problem always existed but was made visible by partial invalidation.
When saving a layer, the renderer would try to postpone glClear()
operations until the next drawing command. This however does not work
since the clip might have changed. The fix is rather simple and
simply gets rid of this "optimization" (that turned out to be
usless anyway given how View issues saveLayer() calls.)

This change also fixes an issue with gradients (color stops where
not properly computed when using a null stops array) and optimizes
display lists rendering (quickly rejects larger portions of the
tree to avoid executing unnecessary code.)

Change-Id: I0f5b5f6e1220d41a09cc2fa84c212b0b4afd9c46
2011-03-14 18:05:08 -07:00
Romain Guy
cabfcc1364 Add support for partial invalidates in WebView
Bug #3461349

This change also fixes two bugs that prevented partial invalidates
from working with other views. Both bugs were in our EGL implementation:
they were preventing the caller from comparing the current context/surface
with another context/surface. This was causing HardwareRenderer to always
redraw the entire screen.

Change-Id: I33e096b304d4a0b7e6c8f92930f71d2ece9bebf5
2011-03-07 18:09:03 -08:00
Romain Guy
84962f2fe6 We need to go deeper.
Bug #3431907

When drawing layers inside a layer, the wrong target FBO would be used.
This would happen for instance with app widgets using a ViewFlipper
in Launcher. The ViewFlipper uses a fade animation that triggers a
call to saveLayerAlpha(), which in turns creates an FBO. If this happened
during a scroll, the ViewFlipper's FBO would be composited back directly
inside FBO 0, i.e. the screen. This properly initializes the snapshots
of hardware layers to use the layer's FBO as the default compositing
target instead of using 0.

This problem did not happen when drawing hardware layers inside
hardware layers because LayerRenderer already takes care of figuring
out the FBO it needs to composite into. The bug would occur only
with layers generated with saveLayer() and its saveLayerAlpha()
variation.

Layers inside hardware layers insider layers inside hardware layers
now work properly.

Change-Id: Ibe852301087f3d414ad8a18436eebc81f8ac66f5
2011-03-02 15:43:44 -08:00
Romain Guy
d643bb56fd Correctly mark layers dirty when drawing WebView.
Change-Id: I7ae0c3cfa0916d8fbeaf01e8da127c621a06a0f4
2011-03-01 14:55:21 -08:00
David Li
4368c449d7 Merge "Fix mTexCoordsSlot > 0 check to mTexCoordsSlot >= 0" 2011-02-25 12:59:14 -08:00
David Li
cf28957c89 Fix mTexCoordsSlot > 0 check to mTexCoordsSlot >= 0
0 Is a valid attribute location.

Change-Id: Ib24335f48efd6cc59e2ab877569d7d0c95f8490a
Signed-off-by: David Li <davidxli@google.com>
2011-02-25 12:05:44 -08:00
Romain Guy
b37cbec6d0 Correctly blend translucent GIF bitmaps.
Change-Id: Ifeb2c1d97a4c6dfeb1a7b5b26f1a3153e9f8da7f
2011-02-24 17:21:29 -08:00
Derek Sollenberger
6062c5912d Skia Merge (revision 808)
This is a companion CL to the one found in /external/skia

Change-Id: If81748545435cab20a5d8479329ab333cb973e16
2011-02-22 16:07:36 -05:00
Alex Sakhartchouk
894df17eee Fixing font renderer attribute slot locations.
Change-Id: I6377bb641df7d8372d873c00790189f9a190afd6
2011-02-17 16:45:37 -08:00
Romain Guy
b18d2d0079 Dirty layers in the area covered by a drawBitmapMesh() call
Bug #3410827

Change-Id: Ic8b4f6201af94497bba86c75819588c78debddc2
2011-02-10 15:52:54 -08:00
Romain Guy
c78b5d50f9 Properly handle dirty rectangles generated from 9-patches
Bug #3409580

This bug affects anything that draws a 9patch inside a layer, this includes
launcher's workspace, all of the fade animations, etc.

Change-Id: Icbe8ecd158e3d5f44d07516462de68c5d1fb0a8f
2011-02-04 14:00:42 -08:00
Romain Guy
3a3133d876 Update layers based on the dirty region.
Bug #3413433

This helps Launcher when a widget updates during a scroll, or when interacting
with widgets on the workspace if layers are still turned on.

Change-Id: Ic7a42eb34f74f4ae988039754f815e2efd1d1e4f
2011-02-01 23:01:43 -08:00
Romain Guy
4f09f5417b Don't draw the same triangles several times.
Bug #3388197

Change-Id: Ief1dfd9447f144e9992340a173d2893e5e049129
2011-01-26 22:45:16 -08:00
Romain Guy
2b1847ea60 Remove unused API
Change-Id: I1714fd82a64b752f0350ef4ef9179ce19e089c6a
2011-01-26 13:43:01 -08:00
Romain Guy
f90f8171e6 Make sure the opaque bitmap is opaque. GL doesn't like being lied to.
Bug #3382992

The result still looks wrong but it works as designed, unfortunately.

Change-Id: I6108e199fa336cb01faaabf6c75faa3b71c2339b
2011-01-25 22:53:24 -08:00
Romain Guy
8d2959ddff Remove debugging log left by mistake.
Change-Id: I7d5165b4b682714940cea9886abeedd3f4858057
2011-01-25 11:03:00 -08:00
Romain Guy
8168396d1a Fix rendering issues with animated layers.
Bug #3385247

- The layer's alpha was interpreted in the wrong range 0..255 instead of 0..1
- 9-patches would not correctly dirty the layer region, the generated mesh
  was incorrect

Change-Id: I4916249bedcdb0794929f3796bd17854971efc88
2011-01-24 20:40:18 -08:00
Romain Guy
7d7b5490a0 Enable partial invalidates when rendering with OpenGL.
Change-Id: Ie8be06c4776b815e8737753eb8003b4fd8936130
2011-01-24 18:39:56 -08:00
Chet Haase
daf98e941e Use optimized display lists for all hwaccelerated rendering
Previously, display lists were used only if hardware acceleration
was enabled for an application (hardwareAccelerated=true) *and* if
setDrawingCacheEnabled(true) was called. This change makes the framework
use display lists for all views in an application if hardware acceleration
is enabled.

In addition, display list renderering has been optimized so that
any view's recreation of its own display list (which is necessary whenever
the visuals of that view change) will not cause any other display list
in its parent hierarchy to change. Instead, when there are any visual
changes in the hierarchy, only those views which need to have new
display list content will recreate their display lists.

This optimization works by caching display list references in each
parent display list (so the container of some child will refer to its
child's display list by a reference to the child's display list). Then when
a view needs to recreate its display list, it will do so inside the same
display list object. This will cause the content to get refreshed, but not
the reference to that content. Then when the view hierarchy is redrawn,
it will automatically pick up the new content from the old reference.

This optimization will not necessarily improve performance when applications
need to update the entire view hierarchy or redraw the entire screen, but it does
show significant improvements when redrawing only a portion of the screen,
especially when the regions that are not refreshed are complex and time-
consuming to redraw.

Change-Id: I68d21cac6a224a05703070ec85253220cb001eb4
2011-01-24 08:43:20 -08:00
Romain Guy
a566b7c3aa Fix bitmap meshes to work in display lists.
Change-Id: Ie226d049840942d9ad9cf58e0c19132f49d62a75
2011-01-23 16:36:11 -08:00
Romain Guy
8b2f5267f1 Add support for arcs.
Change-Id: I96c057ff4eb1b464b03f132da0b85333777bee4f
2011-01-23 16:15:02 -08:00
Romain Guy
c1cd9ba335 Add support for ovals and stroked rectangles.
Change-Id: I1292e241386763c82e6622c8f7ed90b0f5b7bd4f
2011-01-23 14:18:41 -08:00
Romain Guy
f6834478b3 Always render text underline extra.
Bug #3381287

Change-Id: Ibfbc9c51c8dccef216daccc37d835e5dbf143a6a
2011-01-23 13:32:12 -08:00
Romain Guy
c88e357d1e Fix regression with hardware layers.
The renderer was checking whether the layer's region is a rect to
draw it with a simple quad. This test was done against the layer's
region structure, which was cleared after generating the mesh.
Unfortunately Region::isRect() returns true when the region is
empty, which was causing the renderer to always use a quad to
draw a mesh on screen.

Change-Id: If4b874579ee0cedcb67367c9efa5c0c98ca55231
2011-01-22 00:35:23 -08:00
Romain Guy
5a7b466a2b Add support for drawBitmapMesh().
Change-Id: Ic77f9c534bb90dc7b9458299544bd50b8b6ae6a5
2011-01-20 19:09:30 -08:00
Romain Guy
ed8f8dd8cf Merge "Add rounded rects and circles support to OpenGLRenderer." into honeycomb 2011-01-19 21:52:49 -08:00
Romain Guy
01d58e43ed Add rounded rects and circles support to OpenGLRenderer.
Change-Id: I6cedf2b495d58de7c0437096809fa9e4518a1b8c
2011-01-19 21:55:10 -08:00
Romain Guy
514fb18827 Don't attempt to create empty layers.
Bug #3369888

Change-Id: Ic17bbd1c04bbf760cb17d0eb9e6767fd6479948c
2011-01-19 14:38:29 -08:00
Romain Guy
42f3a4b7c3 Make embedded hardware layers work.
Bug #3369474

Change-Id: Ib6d7fb44eedda9dc2933b5e1b176f307968af91d
2011-01-19 13:42:26 -08:00
Romain Guy
807daf7df6 Add support for skew()
Change-Id: Ia3a9a867f74fd78b61f75179e3788fdc2f0cacd0
2011-01-18 11:19:19 -08:00
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
1bd1bad0b4 Preapre region tracking in layers
Change-Id: Ied1fa0d36c99ef4e33cb8fde7e3106a793db3a4c
2011-01-14 20:07:20 -08:00
Romain Guy
f5106847fc Don't add clipped rects to layer regions.
Bug #3350208

Change-Id: I9266862f1d4d57b4598852e8dfa202b5f5099cce
2011-01-14 11:27:12 -08:00
Romain Guy
1e3a431d07 Remove debug code
Change-Id: Idbc54d16adb4d86185d7196ea0297b5019d14ae4
2011-01-13 17:47:15 -08:00
Romain Guy
ffac7fc504 Add debug logs for display lists.
Change-Id: I7bae8fd96e9eccb51f29f73e4069b4d3e6bdbdd7
2011-01-13 17:22:58 -08:00