24fc901e5f
Instead of allocating a separate renderTarget and switching between them on each draw the new implementation follows the same pattern that the old HWUI renderer used. The area of the layer is now copied to a buffer on the GPU, the area is then cleared, rendered as normal, and finally the texture is redrawn using dst_over blending. This results in no render target switches and is considerably faster on some hardware. Test: CtsGraphicsTestCases, CtsUiRenderingTestCases Bug: 119222339 Change-Id: I716aac1fc31e4c7a171373d37dee82034c01cf18
54 lines
1.1 KiB
Plaintext
54 lines
1.1 KiB
Plaintext
/*
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* Copyright (C) 2018 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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X(Flush)
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X(Save)
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X(Restore)
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X(SaveLayer)
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X(SaveBehind)
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X(Concat)
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X(SetMatrix)
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X(Translate)
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X(ClipPath)
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X(ClipRect)
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X(ClipRRect)
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X(ClipRegion)
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X(DrawPaint)
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X(DrawPath)
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X(DrawRect)
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X(DrawRegion)
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X(DrawOval)
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X(DrawArc)
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X(DrawRRect)
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X(DrawDRRect)
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X(DrawAnnotation)
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X(DrawDrawable)
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X(DrawPicture)
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X(DrawImage)
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X(DrawImageNine)
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X(DrawImageRect)
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X(DrawImageLattice)
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X(DrawText)
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X(DrawPosText)
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X(DrawPosTextH)
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X(DrawTextRSXform)
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X(DrawTextBlob)
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X(DrawPatch)
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X(DrawPoints)
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X(DrawVertices)
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X(DrawAtlas)
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X(DrawShadowRec)
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X(DrawVectorDrawable) |