Correctly support pre-multiplied alpha, optimizations, more stuff.
Add support for the following drawing functions:
- drawBitmap(int[]...)
- drawPaint()
Optimizes shader state changes by enabling/disabling attribute arrays
only when needed.
Adds quick rejects when drawing trivial shapes to avoid unnecessary
OpenGL operations.
Change-Id: Ic2c6c2ed1523d08a63a8c95601a1ec40b6c7fbc9
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 117fccd..f7b4455 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -128,6 +128,7 @@
mTextureCache.clear();
mLayerCache.clear();
+ mPatchCache.clear();
}
///////////////////////////////////////////////////////////////////////////////
@@ -242,7 +243,7 @@
const Rect& rect = layer->layer;
drawTextureRect(rect.left, rect.top, rect.right, rect.bottom,
- layer->texture, layer->alpha, layer->mode, layer->blend);
+ layer->texture, layer->alpha, layer->mode, layer->blend, true);
LayerSize size(rect.getWidth(), rect.getHeight());
// Failing to add the layer to the cache should happen only if the
@@ -418,8 +419,15 @@
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
+ const float right = left + bitmap->width();
+ const float bottom = top + bitmap->height();
+
+ if (quickReject(left, top, right, bottom)) {
+ return;
+ }
+
const Texture* texture = mTextureCache.get(bitmap);
- drawTextureRect(left, top, left + texture->width, top + texture->height, texture, paint);
+ drawTextureRect(left, top, right, bottom, texture, paint);
}
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
@@ -427,6 +435,10 @@
const mat4 transform(*matrix);
transform.mapRect(r);
+ if (quickReject(r.left, r.top, r.right, r.bottom)) {
+ return;
+ }
+
const Texture* texture = mTextureCache.get(bitmap);
drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
}
@@ -435,6 +447,10 @@
float srcLeft, float srcTop, float srcRight, float srcBottom,
float dstLeft, float dstTop, float dstRight, float dstBottom,
const SkPaint* paint) {
+ if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
+ return;
+ }
+
const Texture* texture = mTextureCache.get(bitmap);
const float width = texture->width;
@@ -454,6 +470,10 @@
void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
float left, float top, float right, float bottom, const SkPaint* paint) {
+ if (quickReject(left, top, right, bottom)) {
+ return;
+ }
+
const Texture* texture = mTextureCache.get(bitmap);
int alpha;
@@ -477,6 +497,10 @@
}
void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
+ if (quickReject(left, top, right, bottom)) {
+ return;
+ }
+
SkXfermode::Mode mode;
const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
@@ -495,6 +519,10 @@
drawColorRect(left, top, right, bottom, color, mode);
}
+///////////////////////////////////////////////////////////////////////////////
+// Drawing implementation
+///////////////////////////////////////////////////////////////////////////////
+
void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode) {
const int alpha = (color >> 24) & 0xFF;
@@ -503,24 +531,24 @@
const GLfloat g = ((color >> 8) & 0xFF) / 255.0f;
const GLfloat b = ((color ) & 0xFF) / 255.0f;
+ // Pre-multiplication happens when setting the shader color
chooseBlending(alpha < 255, mode, true);
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
- useShader(mDrawColorShader);
+ const bool inUse = useShader(mDrawColorShader);
mDrawColorShader->set(mOrthoMatrix, mModelView, mSnapshot->transform);
- const GLvoid* p = &gDrawColorVertices[0].position[0];
-
- glEnableVertexAttribArray(mDrawColorShader->position);
- glVertexAttribPointer(mDrawColorShader->position, 2, GL_FLOAT, GL_FALSE,
- gDrawColorVertexStride, p);
- glUniform4f(mDrawColorShader->color, r, g, b, a);
+ if (!inUse) {
+ const GLvoid* p = &gDrawColorVertices[0].position[0];
+ glVertexAttribPointer(mDrawColorShader->position, 2, GL_FLOAT, GL_FALSE,
+ gDrawColorVertexStride, p);
+ }
+ // Render using pre-multiplied alpha
+ glUniform4f(mDrawColorShader->color, r * a, g * a, b * a, a);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawColorVertexCount);
-
- glDisableVertexAttribArray(mDrawColorShader->position);
}
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
@@ -529,8 +557,8 @@
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
- drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, texture->blend,
- isPremultiplied, &mDrawTextureVertices[0].position[0],
+ drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
+ texture->blend, texture->blend, &mDrawTextureVertices[0].position[0],
&mDrawTextureVertices[0].texture[0], NULL);
}
@@ -555,27 +583,24 @@
// TODO handle tiling and filtering here
- glActiveTexture(GL_TEXTURE0);
- glUniform1i(mDrawTextureShader->sampler, 0);
- glUniform4f(mDrawTextureShader->color, 1.0f, 1.0f, 1.0f, alpha);
+ if (isPremultiplied) {
+ glUniform4f(mDrawTextureShader->color, alpha, alpha, alpha, alpha);
+ } else {
+ glUniform4f(mDrawTextureShader->color, 1.0f, 1.0f, 1.0f, alpha);
+ }
- glEnableVertexAttribArray(mDrawTextureShader->position);
glVertexAttribPointer(mDrawTextureShader->position, 2, GL_FLOAT, GL_FALSE,
gDrawTextureVertexStride, vertices);
-
- glEnableVertexAttribArray(mDrawTextureShader->texCoords);
glVertexAttribPointer(mDrawTextureShader->texCoords, 2, GL_FLOAT, GL_FALSE,
gDrawTextureVertexStride, texCoords);
if (!indices) {
glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawTextureVertexCount);
} else {
+ // TODO: Use triangle strip instead
glDrawElements(GL_TRIANGLES, elementsCount, GL_UNSIGNED_SHORT, indices);
}
- glDisableVertexAttribArray(mDrawTextureShader->position);
- glDisableVertexAttribArray(mDrawTextureShader->texCoords);
-
glBindTexture(GL_TEXTURE_2D, 0);
}
@@ -605,12 +630,14 @@
mBlend = blend;
}
-void OpenGLRenderer::useShader(const sp<Program>& shader) {
+bool OpenGLRenderer::useShader(const sp<Program>& shader) {
if (!shader->isInUse()) {
mCurrentShader->remove();
shader->use();
mCurrentShader = shader;
+ return false;
}
+ return true;
}
void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {