4 Commits

Author SHA1 Message Date
Romain Guy
03c00b5a13 Batch 9-patches in a single mesh whenever possible
This change also fixes the way batched bitmaps were handled
inside a layer. The layer is now correctly dirtied to minimize
the amount of pixels to blend.

Fix alpha, mode and opaque computations for DrawPatchOp.

Change-Id: I1b6cd581c0f0db66c1002bb4fb1a9811e55bfa78
2013-06-21 10:13:58 -07:00
Romain Guy
9e6f3ac109 Add debugging logs for GPU pixel buffers
Change-Id: I7edb04dd30ee6fd823099e72788169cc185e70f2
2013-06-20 16:31:35 -07:00
Romain Guy
f9f0016b1f Enable GPU pixel buffers on OpenGL ES 3.0 devices
Change-Id: I164d72ccd7a9bf6ae0e3f79dfef50083558937ba
2013-06-04 11:57:58 -07:00
Romain Guy
cf51a41998 Introduce PixelBuffer API to enable PBOs
PBOs (Pixel Buffer Objects) can be used on OpenGL ES 3.0 to perform
asynchronous texture uploads to free up the CPU. This change does not
enable the use of PBOs unless a specific property is set (Adreno drivers
have issues with PBOs at the moment, Mali drivers work just fine.)

This change also cleans up Font/FontRenderer a little bit and improves
performance of drop shadows generations by using memcpy() instead of
a manual byte-by-byte copy.

On GL ES 2.0 devices, or when PBOs are disabled, a PixelBuffer instance
behaves like a simple byte array. The extra APIs introduced for PBOs
(map/unmap and bind/unbind) are pretty much no-ops for CPU pixel
buffers and won't introduce any significant overhead.

This change also fixes a bug with text drop shadows: if the drop
shadow is larger than the max texture size, the renderer would leave
the GL context in a bad state and generate 0x501 errors. This change
simply skips drop shadows if they are too large.

Change-Id: I2700aadb0c6093431dc5dee3d587d689190c4e23
2013-04-11 14:07:34 -07:00