72 Commits

Author SHA1 Message Date
Chris Craik
cb4d600957 Add stroke support to polygonal shape rendering
bug:4419017
bug:7230005

- Adds support for stroke/strokeAndFill for shapes without joins
- Fixes path-polygonization threshold calculation
- Fixes rendering offset (now only used for points)
- Several formatting fixes

Change-Id: If72473dc881e45752e2ec212d0dcd1e3f97979ea
2012-09-26 14:38:11 -07:00
Chet Haase
b92d8f7979 Optimize glyph cache texture uploads
Only upload the changed area of the glyph cache, not the entire
bitmap. Note that we can't do the full-on optimization here of copying a sub-rect
of the bitmap because of GL ES 2 limitations, but we can at least copy the
horizontal stripe containing the dirty rect, which can still be a big
savings over uploading the entire bitmap.

Issue #7158326 Bad framerates on MR1 (Mako, Manta, Prime)

Change-Id: Iab38d53202650f757ead4658cf4287bdad2b3cb9
2012-09-23 12:16:02 -07:00
Romain Guy
8087246d99 Code cleanup in FontRenderer
Change-Id: Ic788721c224a77f0a76f4cd6d9817b62e390a5a7
2012-09-04 16:44:17 -07:00
Romain Guy
9b1204baf4 Small code cleanup in FontRenderer
Change-Id: I09c00debe9b0b4f45b232cae402ed19bdaeabfe4
2012-09-04 15:25:30 -07:00
Romain Guy
9f5dab3fc2 Refactor FontRenderer.cpp
FontRenderer.h defined several classes and structures that now live
in the font/ folder. This will make the code easier to read and
maintain.

Change-Id: I3dc044e9bde1d6515f8704f5c72462877d279fe2
2012-09-04 12:55:44 -07:00
Chet Haase
eb32a49919 Paramaterize and adjust the glyph cache sizes
Add new parameters for the texture size used for the larger, fallback caches.
Bump up the defaults in some situations.

Issue #7045164 Adjust cache sizes for manta

Change-Id: I562118ce785d7f8b6e445178878672e9709d25f2
2012-08-31 14:18:46 -07:00
Chet Haase
f942cf10e0 Avoid thrashing the glyph cache during the precache phase
It is unlikely, but possible, to draw so many glyphs in a frame
(especially of the glyphs are quite large) that the cache starts flushing
itself to fit the later glyphs in. This causes unnecessary thrashing, because
when we actually draw the frame, we will again need to flush to fit the
earlier glyphs in, and then flush again to fit the later ones in.

It is better to avoid thrashing the cache at the precache phase, and wait
until we actually draw the glyphs that do not fit to do any eviction of
the earlier glyphs.

This change simply notes when we are in the preaching phase, and avoids flushing
the cache when a glyph does not fit.

Issue #7081725 avoid thrashing cache during DisplayList recording

Change-Id: I230410ab5b478091b1032fa99dc1752acf868bbe
2012-08-30 09:14:44 -07:00
Chet Haase
5a3ec7113c Fix glyph cropping bug
Glyphs were being stored in the glyph cache incorrectly.
The second row of glyphs in any column were being positioned exactly
one pixel too high, causing the preceding glyph in that column to be
cropped, resulting in the reported truncation in some glyphs.

Issue #7003215 Minor UI truncation while reading the mails

Change-Id: I47ce376f78a04d4e07e8b7ed1b3f0b58864c5498
2012-08-17 16:03:27 -07:00
Chet Haase
378e919ccb Remove CacheTextureLine structure from FontRenderer
CacheTextureLine was useful before we were packing the glyph
textures; it allowed simple packing of any particular texture according to
how many lines there were in a texture, and how tall those lines were.
Now that we are packing more efficiently (both horizontally and vertically
in any given texture line), it is more efficient to have
open space in every texture, removing the need for CacheTextureLine (which
now gets in the way since it limits how much can be stored in each line).

This change removes CacheTextureLine and just uses CacheTexture directly,
allowing caching of glyphs anywhere in the open space of each texture. As before,
the packing of these glyphs is determined by the CacheBlock structure, which
is a linked list of open spaces in each CacheTexture.

Change-Id: Id6f628170df0f676f8743ac7de76f2377fc6a012
2012-08-16 09:11:49 -07:00
Chet Haase
2efd5c5886 Glyph cache optimization
Precaching at startup was not working. One-liner fix to init the caches
so that precaching would kick in earlier, saving time at startup by avoiding
the multiple-upload issue of caching at render time.

Issue #6893691 long app launch time on manta for some apps comparing to nakasi/stingray

Change-Id: Ie5c7f0536ec8ea371c7892e5e09c1db14795531c
2012-08-15 14:19:20 -07:00
Chet Haase
e816baea65 Optimize interactions with glyph cache
There are two fixes here:
- precaching: instead of caching-then-drawing whenever there is a new
glyph, we cache at DisplayList record time. Then when we finally draw that
DisplayList, we just upload the affected texture(s) once, instead of once
per change. This is a huge savings in upload time, especially when there are
larger glyphs being used by the app.
- packing: Previously, glyphs would line up horizontally on each cache line, leaving
potentially tons of space vertically, especially when smaller glyphs got put into cache
lines intended for large glyphs (which can happen when an app uses lots of unique
glyphs, a common case with, for example, chinese/japanese/korean languages). The new
approach packs glyphs vertically as well as horizontally to use the space more efficiently
and provide space for more glyphs in these situations.

Change-Id: I84338aa25db208c7bf13f3f92b4d05ed40c33527
2012-08-14 10:33:30 -07:00
Jean-Baptiste Queru
b6039811fa am 05e97e81: am 0be33f2d: Merge "Add shortcut to avoid potential divide by zero in some case"
* commit '05e97e81a5fa2c9cab4cdda15aa2d036243a0c0e':
  Add shortcut to avoid potential divide by zero in some case
2012-08-08 14:08:35 -07:00
Romain Guy
33fa1f774c Draw an empty border around glyphs to avoid sampling issues
Bug #6942209

The font renderer was preserving a 1 px border around each glyph to ensure
bilinear filtering would work nicely. Unfortunately, this border was not
set to 0 when glyphs were added in the cache to replace old evicted glyphs.

Change-Id: Ib85afca7ebad5cb63f960dc0e87ae162333dbfe8
2012-08-07 19:09:57 -07:00
Chen YANG
0412cfcbcd Add shortcut to avoid potential divide by zero in some case
Change-Id: If4b34c95402daf8ebcc28736edfb2012553aa57c
2012-07-25 14:19:29 +08:00
Raph Levien
00755fed35 Merge "Add drop shadow for drawPosText in hwui renderer." 2012-07-20 14:24:20 -07:00
Raph Levien
416a847633 Add drop shadow for drawPosText in hwui renderer.
This patch adds support for drop shadows (setShadowLayer) for
drawPosText in the hwui renderer. In and of itself, it's not very
important, but it's on the critical path for correct mark positioning,
tracked as bug 5443796.

The change itself is fairly straightforward - it basically just adds an
extra "positions" argument to all draw and measure methods on the code
path for drawing drop shadowed text, as well as to the cache key for
cached shadow textures.

Change-Id: Ic1cb63299ba61ccbef31779459ecb82aa4a5e672
2012-07-20 12:55:30 -07:00
Romain Guy
0aa87bbfc4 Fix crash with new LookupGammaFontRenderer
Bug #6853934

Change-Id: I15e6ca73bfe00eff1a37c4b9d2f7f709ee018eb6
2012-07-20 11:14:32 -07:00
Romain Guy
b1d0a4ed21 Refactor GammaFontRenderer
This change is the first step to a shader-based text antialias
gamma correction.

Change-Id: I9eb02d4c56cb95d05219f712290c865b46141954
2012-07-13 18:25:35 -07:00
Romain Guy
16c8808525 Textured text calls could be invisible
Bug #6597730

Text would sometimes not appear when rendered with textured content
(BitmapShader, LinearGradientShader, etc.) This was due to a misuse
of OpenGL texture unit in FontRenderer. Textured text normally uses
two texture units:
- texture unit 0 for the font cache
- texture unit 1 for the textured content (gradient, etc.)

Recent changes to the font renderer allow it to bind new textures
while processing the text's geometry (this happens when caches get
full or when switching font size for instance.) The bindings were
done without ensuring the texture unit was the correct one
(unit 0), thus replacing the content of another texture unit
(unit 1).

This lead to text being drawn using the font cache itself as the
content texture, making the text invisible.

Change-Id: I392b4c884f09223305f6cbc6253e2ef9a98944c9
2012-06-11 16:11:56 -07:00
Romain Guy
99a6ddd4cd Forget the name of a texture after freeing
Bug #6408362

FontRenderer allocates large font textures when more room is needed
to store all the glyphs used by an application. Thse large textures
are the first to be freed when memory needs to be reclaimed by the
system. When freeing a texture, the renderer would however not set
the texture name to an invalid name, leading future allocations to
be performed on the same texture name. That name could have by then
be recycled by the driver and returned by a call to glGenTexture
and used to create an entirely different texture. This would cause
the font renderer to point to the wrong texture, thus leading to
the "corruptions."

Change-Id: I8a1e80e5b79e8f21d1baf5320c090df4f2066cd4
2012-05-14 15:32:18 -07:00
Romain Guy
9d9758ae30 Fix two memory leaks
Bug #6408362

Change-Id: I58543938e7b64d83504e11e97b0dd21ef8ebf3b6
2012-05-14 15:19:58 -07:00
Romain Guy
ae91c4cbc7 Properly pre-cache latin glyphs
Bug #6408362

Change-Id: Ie11644c5a9e2d87d3b851b7e619e5f04b60a7e02
2012-05-14 14:06:02 -07:00
Romain Guy
6554943a1d Use a status_t return type for GL functors
WebView needs more fine-grained control over the behavior of the
framework upon execution of the display lists. The new status_t
allows WebView to requests its functor to be re-executed directly
without causing a redraw of the entire hierarchy.

Change-Id: I97a8141dc5c6eeb6805b6024cc1e76fce07d24cc
2012-03-26 16:45:05 -07:00
Romain Guy
a9dd820184 Prevent random crashes on SGX architecture
Bug #6219894

Change-Id: If77f29da03e557a50e53bae505e1c638a1dbe2cc
2012-03-26 14:52:00 -07:00
Romain Guy
b0317984d3 Plug memory leak.
Bug #6196903

Whenever a memory flush happens, the GL renderer discards some or all of its
font caches. Each font cache holds an array of vertex indices that was
initially designed to have the same life cycle as the process. This changed
when memory flushes were introduced but this array was never taken care of
in the destructor.

Change-Id: Ief124f609ea55b671c0a9b43637d9e013629ebaa
2012-03-21 11:52:52 -07:00
Romain Guy
dd7c8e4c68 Small tweak to Canvas.drawPath() GL implementation
Change-Id: I1d668a912996e1267bcf2127058888e489a2d9b3
2012-03-01 12:08:38 -08:00
Romain Guy
9777173eb6 Full implementation of Canvas.drawPath()
Change-Id: I23223b89770a0cd2b4762365bead9bfddb094290
2012-02-29 19:14:37 -08:00
Romain Guy
b629490ffb Disable debugging code in the font renderer
Change-Id: I92463057ff4ae712bb25789db1667ff1ecfd389f
2012-02-02 15:13:18 -08:00
Romain Guy
671d6cf460 Full support for Canvas.drawPosText
This also introduces a small optimization when rendering text.

Change-Id: Iff620ac97bf878eaac406bccc6daa07052c93890
2012-01-18 18:00:12 -08:00
Steve Block
3762c31172 Rename (IF_)LOGE(_IF) to (IF_)ALOGE(_IF) DO NOT MERGE
See https://android-git.corp.google.com/g/#/c/157220

Bug: 5449033
Change-Id: Ic9c19d30693bd56755f55906127cd6bd7126096c
2012-01-08 13:19:13 +00:00
Chet Haase
9a8245629d De-allocate caches for large glyphs when trimming memory
Currently, font renderers eliminate some texture caches when
memory is trimmed. This change makes it go further by eliminating the
large-glyph caches for all font renderers. These caches are
only allocated as needed, but continue to consume large amounts of
memory (CPU and GPU) after that allocation. De-allocating this memory
on a trim operation should prevent background apps from holding onto
this memory in the possible case that they have allocated it by drawing
large glyphs.

Change-Id: Id7a3ab49b244e036b442d87252fb40aeca8fdb26
2011-12-16 15:44:59 -08:00
Chet Haase
2a47c14e2a Fix issues from recent glyph caching change
There were 2 issues remaining after a recent change to support
glyph caching from multiple textures:
- memory in the GPU for all textures was being allocated automatically.
This is now lazy, being allocated only when those textures are first
needed.
- filtering (applied when a rendered object is transformed) was ignoring
the new multiple-texture structure. Filtering should be applied correctly
whenever we change textures.

Change-Id: I5c8eb8d46c73cd01782a353fc79b11cacc2146ab
2011-12-15 15:43:02 -08:00
Romain Guy
2d4fd36484 Reduce the number of active texture changes
Change-Id: I94046bdfe20740c26c8183822e3002d692fde7c4
2011-12-13 22:00:19 -08:00
Chet Haase
e829bc0f03 Merge "Make glyph cache more flexible" 2011-12-13 14:03:43 -08:00
Chet Haase
7de0cb12d0 Make glyph cache more flexible
Some GPU architectures could not handle the previous implementation
of our glyph cache. Frequent uploads would cause memory problems in the GPU
and eventually a crash due to these memory issues. The solution is to move to
a system of several, smaller caches instead of one monolythic cache for all
glyphs.

Change-Id: I0fc7a323360940d16d5a33eeb33abfab194c5920
2011-12-13 13:41:58 -08:00
Romain Guy
15bc6437f8 Reduce the number of GL commands generated by the UI
This optimization along with the previous one lets us render an
application like Gmail using only 30% of the number of GL commands
previously required

Change-Id: Ifee63edaf495e04490b5abd5433bb9a07bc327a8
2011-12-13 13:11:32 -08:00
Romain Guy
f3a910b423 Optimize state changes
Change-Id: Iae59bc8dfd6427d0967472462cc1994987092827
2011-12-12 20:35:21 -08:00
Romain Guy
d71dd367af Minimize the amount of data uploaded to draw text
Change-Id: I6313ac039291c9cd93aadafe3566ad9d60cab42d
2011-12-12 19:03:35 -08:00
Romain Guy
ff98fa5a84 Fix crash in existing applications
Bug #5659476

The FontRenderer was not cleaning up its temporary state, leading
to crashes when invoking renderDropShadow.

Change-Id: I43b24820dd5625af8c080bbe11b64de2f74164b2
2011-11-28 14:55:56 -08:00
Romain Guy
5a6d3a4c03 Stupid fixed point math.
Bug #5423215

Change-Id: I39379e1f8fb4d59de4ede6e4fe7cf7a2c7cc625a
2011-10-07 15:03:24 -07:00
Romain Guy
799833a8b4 Text would disappear when the font size is 75px.
Bug #5230196

Yes, 75px. Any other font size would work. Don't ask.

Change-Id: I96c7db9926a97f65128d60c8238c3640ee2444ba
2011-08-30 14:41:48 -07:00
Romain Guy
bd496bc3d4 Paint style and stroke width affect text rendering.
Bug #5112207

Change-Id: Ic34037ace21a5058ba23dd15e51aae58c998454d
2011-08-02 17:32:41 -07:00
Romain Guy
726aeba80f Add support to OpenGLRendere to draw BiDi text.
Bug #4350336

Change-Id: I1cf31693f7ca9653fa3a41b5b91c27ef288d680f
2011-06-01 14:55:42 -07:00
Chet Haase
44984ea0cb Enable large font rendering with GPU acceleration
Change-Id: I7b022100fb0762613f9cf7753dbb0217e1e75f8d
2011-05-19 16:39:37 -07:00
Chet Haase
8668f8a633 Fix problem with glyph cache and textScaleX property
Glyphs drawn with paints that had different textScaleX values were not
being recognized as different, so the glyph cache was being used regardless
of different scaleX values. This change adds the scaleX attribute to the native
Font object to allow the cache to distinguish between this difference and cache
accordingly.

Change-Id: I5d8fc26d47460b27dc8e373a473d46b2f1b8dc30
2011-03-02 14:02:19 -08:00
Alex Sakhartchouk
894df17eee Fixing font renderer attribute slot locations.
Change-Id: I6377bb641df7d8372d873c00790189f9a190afd6
2011-02-17 16:45:37 -08:00
Romain Guy
c9855a53ed Log only 1 line per process when using OpenGLRenderer.
Change-Id: Idbdd6b84f31301e58ed53e0d50fd61fece192dfa
2011-01-21 21:14:15 -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
2577db1ec1 Add support for Paint::setTextSkewX in OpenGLRenderer.
Bug #3360888

Change-Id: I42e81a1f10bf7b9ae1c63ca8add1878fd59a1e8a
2011-01-18 13:02:38 -08:00
Romain Guy
325a0f969c The font cache should respect the fake bold flag.
Change-Id: Ie4edc9ba46610edde831b55e769944e9a19bdcb5
2011-01-05 15:33:37 -08:00