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authorChris Craik <ccraik@google.com>2015-04-28 11:45:59 -0700
committerChris Craik <ccraik@google.com>2015-05-26 17:53:16 -0700
commitfca52b7583d1e5f5ff8ed06554875d2a30ef56fa (patch)
treee383a2db169421a722fa9c559dd01904e83fa504 /libs/hwui/CanvasState.h
parentaa1cd25db72297f13539928e8aa45ba992f2f230 (diff)
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Use path intersection instead of saveLayer+mesh to mask projected ripples
bug:14297149 SaveLayer's performance cost is high, and proportional to the surface being projected onto. Since ripples (even unbounded ones) are now always projected to the arbitrary background content behind them, this cost is especially important to avoid. This removes the last semi-secret, saveLayer from the projected ripple implementation. Also fixes the HW test app to correctly demonstrate this projection masking behavior. Additionaly, alters PathTessellator to gracefully handle counter-clockwise paths, and simplifies the work done by ShadowTessellator to ensure all of its paths are counterclockwise. Change-Id: Ibe9e12812bd10a774e20b1d444a140c368cbba8c
Diffstat (limited to 'libs/hwui/CanvasState.h')
-rw-r--r--libs/hwui/CanvasState.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/libs/hwui/CanvasState.h b/libs/hwui/CanvasState.h
index 8e4a4d3..9354e94 100644
--- a/libs/hwui/CanvasState.h
+++ b/libs/hwui/CanvasState.h
@@ -130,6 +130,7 @@ public:
void setClippingOutline(LinearAllocator& allocator, const Outline* outline);
void setClippingRoundRect(LinearAllocator& allocator,
const Rect& rect, float radius, bool highPriority = true);
+ void setProjectionPathMask(LinearAllocator& allocator, const SkPath* path);
/**
* Returns true if drawing in the rectangle (left, top, right, bottom)