Add a RenderBuffer object to store stencil buffers.
Bug #7146141
This change is needed to add a render buffer cache to avoid
creating and destroying stencil buffers on every frame.
This change also allows the renderer to use a 1 bit or 4 bit
stencil buffer whenever possible.
Finally this change fixes a bug introduced by a previous CL
which causes the stencil buffer to not be updated in certain
conditions. The fix relies on a new optional parameter in
drawColorRects() that can be used to avoid performing a
quickReject on rectangles generated by the clip region.
Change-Id: I2f55a8e807009887b276a83cde9f53fd5c01199f
diff --git a/libs/hwui/Layer.h b/libs/hwui/Layer.h
index e8a85fd..664b2f8 100644
--- a/libs/hwui/Layer.h
+++ b/libs/hwui/Layer.h
@@ -26,6 +26,7 @@
#include <SkXfermode.h>
#include "Rect.h"
+#include "RenderBuffer.h"
#include "SkiaColorFilter.h"
#include "Texture.h"
#include "Vertex.h"
@@ -86,11 +87,11 @@
deferredUpdateScheduled = true;
}
- inline uint32_t getWidth() {
+ inline uint32_t getWidth() const {
return texture.width;
}
- inline uint32_t getHeight() {
+ inline uint32_t getHeight() const {
return texture.height;
}
@@ -116,7 +117,7 @@
texture.blend = blend;
}
- inline bool isBlend() {
+ inline bool isBlend() const {
return texture.blend;
}
@@ -129,11 +130,11 @@
this->mode = mode;
}
- inline int getAlpha() {
+ inline int getAlpha() const {
return alpha;
}
- inline SkXfermode::Mode getMode() {
+ inline SkXfermode::Mode getMode() const {
return mode;
}
@@ -141,7 +142,7 @@
this->empty = empty;
}
- inline bool isEmpty() {
+ inline bool isEmpty() const {
return empty;
}
@@ -149,23 +150,29 @@
this->fbo = fbo;
}
- inline GLuint getFbo() {
+ inline GLuint getFbo() const {
return fbo;
}
- inline void setStencilRenderBuffer(GLuint renderBuffer) {
- this->stencil = renderBuffer;
+ inline void setStencilRenderBuffer(RenderBuffer* renderBuffer) {
+ if (RenderBuffer::isStencilBuffer(renderBuffer->getFormat())) {
+ this->stencil = renderBuffer;
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, stencil->getName());
+ } else {
+ ALOGE("The specified render buffer is not a stencil buffer");
+ }
}
- inline GLuint getStencilRenderBuffer() {
+ inline RenderBuffer* getStencilRenderBuffer() const {
return stencil;
}
- inline GLuint getTexture() {
+ inline GLuint getTexture() const {
return texture.id;
}
- inline GLenum getRenderTarget() {
+ inline GLenum getRenderTarget() const {
return renderTarget;
}
@@ -181,7 +188,7 @@
texture.setFilter(filter, bindTexture, force, renderTarget);
}
- inline bool isCacheable() {
+ inline bool isCacheable() const {
return cacheable;
}
@@ -189,7 +196,7 @@
this->cacheable = cacheable;
}
- inline bool isDirty() {
+ inline bool isDirty() const {
return dirty;
}
@@ -197,7 +204,7 @@
this->dirty = dirty;
}
- inline bool isTextureLayer() {
+ inline bool isTextureLayer() const {
return textureLayer;
}
@@ -205,21 +212,21 @@
this->textureLayer = textureLayer;
}
- inline SkiaColorFilter* getColorFilter() {
+ inline SkiaColorFilter* getColorFilter() const {
return colorFilter;
}
ANDROID_API void setColorFilter(SkiaColorFilter* filter);
- inline void bindTexture() {
+ inline void bindTexture() const {
if (texture.id) {
glBindTexture(renderTarget, texture.id);
}
}
- inline void bindStencilRenderBuffer() {
+ inline void bindStencilRenderBuffer() const {
if (stencil) {
- glBindRenderbuffer(GL_RENDERBUFFER, stencil);
+ stencil->bind();
}
}
@@ -255,12 +262,6 @@
}
}
- inline void allocateStencilRenderBuffer() {
- if (stencil) {
- glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWidth(), getHeight());
- }
- }
-
inline mat4& getTexTransform() {
return texTransform;
}
@@ -317,10 +318,9 @@
GLuint fbo;
/**
- * Name of the render buffer used as the stencil buffer. If the
- * name is 0, this layer does not have a stencil buffer.
+ * The render buffer used as the stencil buffer.
*/
- GLuint stencil;
+ RenderBuffer* stencil;
/**
* Indicates whether this layer has been used already.