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

83 lines
2.7 KiB
C++

/*
* Copyright (C) 2011 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.
*/
#ifndef ANDROID_HWUI_LAYER_RENDERER_H
#define ANDROID_HWUI_LAYER_RENDERER_H
#include <cutils/compiler.h>
#include "OpenGLRenderer.h"
#include "Layer.h"
#include <SkBitmap.h>
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
// Debug
#if DEBUG_LAYER_RENDERER
#define LAYER_RENDERER_LOGD(...) ALOGD(__VA_ARGS__)
#else
#define LAYER_RENDERER_LOGD(...)
#endif
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
class LayerRenderer: public OpenGLRenderer {
public:
ANDROID_API LayerRenderer(Layer* layer);
virtual ~LayerRenderer();
virtual void setViewport(int width, int height);
virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
virtual status_t clear(float left, float top, float right, float bottom, bool opaque);
virtual void finish();
ANDROID_API static Layer* createTextureLayer(bool isOpaque);
ANDROID_API static Layer* createLayer(uint32_t width, uint32_t height, bool isOpaque = false);
ANDROID_API static bool resizeLayer(Layer* layer, uint32_t width, uint32_t height);
ANDROID_API static void updateTextureLayer(Layer* layer, uint32_t width, uint32_t height,
bool isOpaque, GLenum renderTarget, float* transform);
ANDROID_API static void destroyLayer(Layer* layer);
ANDROID_API static void destroyLayerDeferred(Layer* layer);
ANDROID_API static bool copyLayer(Layer* layer, SkBitmap* bitmap);
static void flushLayer(Layer* layer);
protected:
virtual void ensureStencilBuffer();
virtual bool hasLayer();
virtual Region* getRegion();
virtual GLint getTargetFbo();
virtual bool suppressErrorChecks();
private:
void generateMesh();
Layer* mLayer;
}; // class LayerRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_LAYER_RENDERER_H