7 Commits

Author SHA1 Message Date
Chris Craik
527a3aace1 Draw Operation merging
Merge simple bitmap draw operations and text operations to avoid
issuing individual gl draws for each operation. Merging other ops to
be done eventually.

The methods are different - the bitmap merging generates a single
mesh for reused, unclipped images (esp. repeated images in a listview)

The text approach queries just defers the normal font rendering until
the last drawText in the sequence that can share the same shader.

Patches are sorted and merged, but don't yet have a multiDraw
implementation. For now, the pretending-to-merge gives better sorting
behavior by keeping similar patches together.

Change-Id: Ic300cdab0a53814cf7b09c58bf54b1bf0f58ccd6
2013-04-15 13:53:02 -07:00
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
Chris Craik
7273daace9 Fix issues related to saveLayer/restore deferral
bug:8464795

Changes drawModifiers and alpha to be restored for all operations,
since saveLayer/restore use these values, not just draw operations

Also forces a renderer state restoration before a deferred restore op
is played back, in case it is associated with a saveLayer that
doesn't have the save_clip flag set

Change-Id: I9da5d44fefbfffdee164c98f4f139843dacf85df
2013-03-28 11:33:13 -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
Chris Craik
d90144db52 Update snapshot upon saveLayer deferral
bug:8409891

In order to defer fbo-targetting saveLayer operations, it's necessary
to update the snapshot at defer time so that deferred display state
(namely, clip and transform) are fbo relative.

Re-enables deferring, as the issues with saveLayer are fixed.

Change-Id: I74b0779bc732675c747208f0757c3ea85f6dfbed
2013-03-20 16:32:53 -07:00
Chris Craik
ff78583d8a Fully deferred displaylist replay
bug:8037003

A recursive drawDisplayList call is now entirely deferred before
playing back to the screen and issuing GL commands. This way, the
entire stream can be inspected, optimized, and batch work (such as
uploading textures) before issuing commands.

Additionally, this fixes an issue where operations draw could move
across restores corresponding to saveLayer(alpha). Those and other
similar cases (such as complex clipping, requiring the stencil) are
now treated as batching barriers, with the operations that change
renderer state in a way that's difficult to defer are just re-issued
at flush time.

Change-Id: Ie7348166662a5ad89fb9b1e87558334fb826b01e
2013-03-15 14:48:18 -07:00
Chris Craik
c3566d0642 DisplayList draw operation reordering
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
2013-02-15 13:30:09 -08:00