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
diff --git a/libs/hwui/Layer.cpp b/libs/hwui/Layer.cpp
index ee1d391..1d85b70 100644
--- a/libs/hwui/Layer.cpp
+++ b/libs/hwui/Layer.cpp
@@ -41,6 +41,7 @@
renderer = NULL;
displayList = NULL;
fbo = 0;
+ stencil = 0;
debugDrawUpdate = false;
Caches::getInstance().resourceCache.incrementRefcount(this);
}
@@ -53,9 +54,22 @@
deleteTexture();
}
-void Layer::removeFbo() {
+void Layer::removeFbo(bool flush) {
+ if (stencil) {
+ // TODO: recycle & cache instead of simply deleting
+ GLuint previousFbo;
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
+ if (fbo != previousFbo) glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
+ if (fbo != previousFbo) glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
+
+ glDeleteRenderbuffers(1, &stencil);
+ stencil = 0;
+ }
+
if (fbo) {
- LayerRenderer::flushLayer(this);
+ if (flush) LayerRenderer::flushLayer(this);
+ // If put fails the cache will delete the FBO
Caches::getInstance().fboCache.put(fbo);
fbo = 0;
}
@@ -75,7 +89,5 @@
}
}
-
-
}; // namespace uirenderer
}; // namespace android