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
94 lines
2.7 KiB
C++
94 lines
2.7 KiB
C++
/*
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* Copyright (C) 2012 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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#define LOG_TAG "OpenGLRenderer"
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#include <utils/Log.h>
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#include "Layer.h"
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#include "LayerRenderer.h"
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#include "OpenGLRenderer.h"
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#include "Caches.h"
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namespace android {
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namespace uirenderer {
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Layer::Layer(const uint32_t layerWidth, const uint32_t layerHeight) {
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mesh = NULL;
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meshIndices = NULL;
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meshElementCount = 0;
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cacheable = true;
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dirty = false;
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textureLayer = false;
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renderTarget = GL_TEXTURE_2D;
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texture.width = layerWidth;
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texture.height = layerHeight;
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colorFilter = NULL;
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deferredUpdateScheduled = false;
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renderer = NULL;
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displayList = NULL;
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fbo = 0;
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stencil = 0;
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debugDrawUpdate = false;
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Caches::getInstance().resourceCache.incrementRefcount(this);
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}
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Layer::~Layer() {
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if (mesh) delete mesh;
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if (meshIndices) delete meshIndices;
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if (colorFilter) Caches::getInstance().resourceCache.decrementRefcount(colorFilter);
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removeFbo();
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deleteTexture();
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}
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void Layer::removeFbo(bool flush) {
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if (stencil) {
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// TODO: recycle & cache instead of simply deleting
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GLuint previousFbo;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
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if (fbo != previousFbo) glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
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if (fbo != previousFbo) glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
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glDeleteRenderbuffers(1, &stencil);
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stencil = 0;
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}
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if (fbo) {
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if (flush) LayerRenderer::flushLayer(this);
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// If put fails the cache will delete the FBO
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Caches::getInstance().fboCache.put(fbo);
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fbo = 0;
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}
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}
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void Layer::setPaint(SkPaint* paint) {
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OpenGLRenderer::getAlphaAndModeDirect(paint, &alpha, &mode);
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}
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void Layer::setColorFilter(SkiaColorFilter* filter) {
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if (colorFilter) {
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Caches::getInstance().resourceCache.decrementRefcount(colorFilter);
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}
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colorFilter = filter;
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if (colorFilter) {
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Caches::getInstance().resourceCache.incrementRefcount(colorFilter);
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}
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}
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}; // namespace uirenderer
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}; // namespace android
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