The new implementation relies on OpenGLRenderer's existing layer code instead of duplicating it. The new code is much cleaner, with simpler and better APIs and allows tracking of drawn regions inside layers. Region tracking is not yet enabled but this will be done in a future CL. Change-Id: Ie826121a2227de8252c77b992a61218defea5143
129 lines
4.2 KiB
C++
129 lines
4.2 KiB
C++
/*
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* Copyright (C) 2010 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/StopWatch.h>
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#include "OpenGLDebugRenderer.h"
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namespace android {
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namespace uirenderer {
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void OpenGLDebugRenderer::prepare(bool opaque) {
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mPrimitivesCount = 0;
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LOGD("========= Frame start =========");
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OpenGLRenderer::prepare(opaque);
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}
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void OpenGLDebugRenderer::finish() {
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LOGD("========= Frame end =========");
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LOGD("Primitives draw count = %d", mPrimitivesCount);
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OpenGLRenderer::finish();
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}
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void OpenGLDebugRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
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mPrimitivesCount++;
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StopWatch w("composeLayer");
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return OpenGLRenderer::composeLayer(current, previous);
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}
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int OpenGLDebugRenderer::saveLayer(float left, float top, float right, float bottom,
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SkPaint* p, int flags) {
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mPrimitivesCount++;
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StopWatch w("saveLayer");
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return OpenGLRenderer::saveLayer(left, top, right, bottom, p, flags);
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}
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void OpenGLDebugRenderer::drawDisplayList(DisplayList* displayList) {
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mPrimitivesCount++;
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StopWatch w("drawDisplayList");
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OpenGLRenderer::drawDisplayList(displayList);
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}
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void OpenGLDebugRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
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mPrimitivesCount++;
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StopWatch w("drawLayer");
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OpenGLRenderer::drawLayer(layer, x, y, paint);
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}
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void OpenGLDebugRenderer::drawBitmap(SkBitmap* bitmap, float left, float top,
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SkPaint* paint) {
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mPrimitivesCount++;
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StopWatch w("drawBitmap");
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OpenGLRenderer::drawBitmap(bitmap, left, top, paint);
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}
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void OpenGLDebugRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix,
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SkPaint* paint) {
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mPrimitivesCount++;
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StopWatch w("drawBitmapMatrix");
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OpenGLRenderer::drawBitmap(bitmap, matrix, paint);
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}
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void OpenGLDebugRenderer::drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
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float srcRight, float srcBottom, float dstLeft, float dstTop,
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float dstRight, float dstBottom, SkPaint* paint) {
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mPrimitivesCount++;
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StopWatch w("drawBitmapRect");
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OpenGLRenderer::drawBitmap(bitmap, srcLeft, srcTop, srcRight, srcBottom,
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dstLeft, dstTop, dstRight, dstBottom, paint);
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}
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void OpenGLDebugRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
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const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
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float left, float top, float right, float bottom, SkPaint* paint) {
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mPrimitivesCount++;
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StopWatch w("drawPatch");
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OpenGLRenderer::drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
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left, top, right, bottom, paint);
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}
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void OpenGLDebugRenderer::drawColor(int color, SkXfermode::Mode mode) {
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mPrimitivesCount++;
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StopWatch w("drawColor");
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OpenGLRenderer::drawColor(color, mode);
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}
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void OpenGLDebugRenderer::drawRect(float left, float top, float right, float bottom,
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SkPaint* paint) {
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mPrimitivesCount++;
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StopWatch w("drawRect");
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OpenGLRenderer::drawRect(left, top, right, bottom, paint);
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}
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void OpenGLDebugRenderer::drawPath(SkPath* path, SkPaint* paint) {
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mPrimitivesCount++;
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StopWatch w("drawPath");
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OpenGLRenderer::drawPath(path, paint);
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}
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void OpenGLDebugRenderer::drawLines(float* points, int count, SkPaint* paint) {
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mPrimitivesCount++;
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StopWatch w("drawLines");
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OpenGLRenderer::drawLines(points, count, paint);
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}
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void OpenGLDebugRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
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SkPaint* paint) {
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mPrimitivesCount++;
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StopWatch w("drawText");
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OpenGLRenderer::drawText(text, bytesCount, count, x, y, paint);
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}
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}; // namespace uirenderer
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}; // namespace android
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