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

93 lines
2.4 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.
*/
#include <GLES2/gl2.h>
#include "Properties.h"
#include "Stencil.h"
namespace android {
namespace uirenderer {
Stencil::Stencil(): mState(kDisabled) {
}
uint32_t Stencil::getStencilSize() {
return STENCIL_BUFFER_SIZE;
}
void Stencil::clear() {
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
}
void Stencil::enableTest() {
if (mState != kTest) {
enable();
glStencilFunc(GL_EQUAL, 0xff, 0xff);
// We only want to test, let's keep everything
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
mState = kTest;
}
}
void Stencil::enableWrite() {
if (mState != kWrite) {
enable();
glStencilFunc(GL_ALWAYS, 0xff, 0xff);
// The test always passes so the first two values are meaningless
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
mState = kWrite;
}
}
void Stencil::enableDebugTest(GLint value, bool greater) {
enable();
glStencilFunc(greater ? GL_LESS : GL_EQUAL, value, 0xffffffff);
// We only want to test, let's keep everything
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
mState = kTest;
}
void Stencil::enableDebugWrite() {
if (mState != kWrite) {
enable();
glStencilFunc(GL_ALWAYS, 0x1, 0xffffffff);
// The test always passes so the first two values are meaningless
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
mState = kWrite;
}
}
void Stencil::enable() {
if (mState == kDisabled) {
glEnable(GL_STENCIL_TEST);
}
}
void Stencil::disable() {
if (mState != kDisabled) {
glDisable(GL_STENCIL_TEST);
mState = kDisabled;
}
}
}; // namespace uirenderer
}; // namespace android