A previous fix made it necessary for a frame to render something to GL in order to cause a call to eglSwapBuffers(). Besides the calls being tracked as part of issuing a DisplayList, there is also a potential call to clear the canvas (via glClear()) on non-opaque surfaces. This call is also good to track, since a surface that gets cleared without any other drawing operations is worth flipping to the screen (to erase old contents on that surface). This fix tracks the status of the pre-draw operations to find out whether glClear() was called and then sets the drawing status appropriately. Issue #6606422 QuickContact dismissal is janky again (Tracking) Change-Id: I5fcaccfdc9293dd46b83f2fc279730a5d2740ebf
77 lines
2.4 KiB
C++
77 lines
2.4 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_HWUI_LAYER_RENDERER_H
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#define ANDROID_HWUI_LAYER_RENDERER_H
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#include <cutils/compiler.h>
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#include "OpenGLRenderer.h"
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#include "Layer.h"
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#include <SkBitmap.h>
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Defines
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///////////////////////////////////////////////////////////////////////////////
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// Debug
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#if DEBUG_LAYER_RENDERER
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#define LAYER_RENDERER_LOGD(...) ALOGD(__VA_ARGS__)
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#else
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#define LAYER_RENDERER_LOGD(...)
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#endif
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///////////////////////////////////////////////////////////////////////////////
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// Renderer
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///////////////////////////////////////////////////////////////////////////////
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class LayerRenderer: public OpenGLRenderer {
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public:
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ANDROID_API LayerRenderer(Layer* layer);
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virtual ~LayerRenderer();
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virtual int prepareDirty(float left, float top, float right, float bottom, bool opaque);
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virtual void finish();
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virtual bool hasLayer();
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virtual Region* getRegion();
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virtual GLint getTargetFbo();
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ANDROID_API static Layer* createTextureLayer(bool isOpaque);
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ANDROID_API static Layer* createLayer(uint32_t width, uint32_t height, bool isOpaque = false);
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ANDROID_API static bool resizeLayer(Layer* layer, uint32_t width, uint32_t height);
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ANDROID_API static void updateTextureLayer(Layer* layer, uint32_t width, uint32_t height,
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bool isOpaque, GLenum renderTarget, float* transform);
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ANDROID_API static void destroyLayer(Layer* layer);
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ANDROID_API static void destroyLayerDeferred(Layer* layer);
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ANDROID_API static void flushLayer(Layer* layer);
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ANDROID_API static bool copyLayer(Layer* layer, SkBitmap* bitmap);
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private:
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void generateMesh();
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Layer* mLayer;
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}; // class LayerRenderer
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_LAYER_RENDERER_H
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