Romain Guy 8ce00301a0 Implement clipRect with a transform, clipRegion & clipPath
Bug #7146141

When non-rectangular clipping occurs in a layer the render buffer
used as the stencil buffer is not cached. If this happens on a
View's hardware layer the render buffer will live for as long
as the layer is bound to the view. When a stencil buffer is
required because of a call to Canvas.saveLayer() it will be allocated
on every frame. A future change will address this problem.

If "show GPU overdraw" is enabled, non-rectangular clips are not
supported anymore and we fall back to rectangular clips instead.
This is a limitation imposed by OpenGL ES that cannot be worked
around at this time.

This change also improves the Matrix4 implementation to easily
detect when a rect remains a rect after transform.

Change-Id: I0e69fb901792d38bc0c4ca1bf9fdb02d7db415b9
2013-01-17 15:39:31 -08:00

94 lines
2.7 KiB
C++

/*
* Copyright (C) 2012 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define LOG_TAG "OpenGLRenderer"
#include <utils/Log.h>
#include "Layer.h"
#include "LayerRenderer.h"
#include "OpenGLRenderer.h"
#include "Caches.h"
namespace android {
namespace uirenderer {
Layer::Layer(const uint32_t layerWidth, const uint32_t layerHeight) {
mesh = NULL;
meshIndices = NULL;
meshElementCount = 0;
cacheable = true;
dirty = false;
textureLayer = false;
renderTarget = GL_TEXTURE_2D;
texture.width = layerWidth;
texture.height = layerHeight;
colorFilter = NULL;
deferredUpdateScheduled = false;
renderer = NULL;
displayList = NULL;
fbo = 0;
stencil = 0;
debugDrawUpdate = false;
Caches::getInstance().resourceCache.incrementRefcount(this);
}
Layer::~Layer() {
if (mesh) delete mesh;
if (meshIndices) delete meshIndices;
if (colorFilter) Caches::getInstance().resourceCache.decrementRefcount(colorFilter);
removeFbo();
deleteTexture();
}
void Layer::removeFbo(bool flush) {
if (stencil) {
// TODO: recycle & cache instead of simply deleting
GLuint previousFbo;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
if (fbo != previousFbo) glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
if (fbo != previousFbo) glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
glDeleteRenderbuffers(1, &stencil);
stencil = 0;
}
if (fbo) {
if (flush) LayerRenderer::flushLayer(this);
// If put fails the cache will delete the FBO
Caches::getInstance().fboCache.put(fbo);
fbo = 0;
}
}
void Layer::setPaint(SkPaint* paint) {
OpenGLRenderer::getAlphaAndModeDirect(paint, &alpha, &mode);
}
void Layer::setColorFilter(SkiaColorFilter* filter) {
if (colorFilter) {
Caches::getInstance().resourceCache.decrementRefcount(colorFilter);
}
colorFilter = filter;
if (colorFilter) {
Caches::getInstance().resourceCache.incrementRefcount(colorFilter);
}
}
}; // namespace uirenderer
}; // namespace android