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authorChris Craik <ccraik@google.com>2012-09-06 10:52:13 -0700
committerAndroid (Google) Code Review <android-gerrit@google.com>2012-09-06 10:52:14 -0700
commit378d131e65348d199db36c21ba7156542bbf0045 (patch)
treeb2e41ab4962973acea7fe8a3b9b3f97581ead2be /libs/hwui/OpenGLRenderer.cpp
parent369bb97d02209fa800081fc3b4e8675ea7e75d34 (diff)
parent6ebdc114e0d72137394f02bc8ffe9d7a782a65c4 (diff)
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Merge "Varying-based AA rect drawing" into jb-mr1-dev
Diffstat (limited to 'libs/hwui/OpenGLRenderer.cpp')
-rw-r--r--libs/hwui/OpenGLRenderer.cpp87
1 files changed, 55 insertions, 32 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 7abcc63..a1bb6a2 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1141,6 +1141,10 @@ void OpenGLRenderer::setupDrawAALine() {
mDescription.isAA = true;
}
+void OpenGLRenderer::setupDrawAARect() {
+ mDescription.isAARect = true;
+}
+
void OpenGLRenderer::setupDrawPoint(float pointSize) {
mDescription.isPoint = true;
mDescription.pointSize = pointSize;
@@ -1741,9 +1745,9 @@ status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const
/**
* This function uses a similar approach to that of AA lines in the drawLines() function.
- * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
- * shader to compute the translucency of the color, determined by whether a given pixel is
- * within that boundary region and how far into the region it is.
+ * We expand the rectangle by a half pixel in screen space on all sides. However, instead of using
+ * a fragment shader to compute the translucency of the color from its position, we simply use a
+ * varying parameter to define how far a given pixel is into the region.
*/
void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode) {
@@ -1755,10 +1759,8 @@ void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom
Matrix4 *mat = mSnapshot->transform;
float m00 = mat->data[Matrix4::kScaleX];
float m01 = mat->data[Matrix4::kSkewY];
- float m02 = mat->data[2];
float m10 = mat->data[Matrix4::kSkewX];
float m11 = mat->data[Matrix4::kScaleX];
- float m12 = mat->data[6];
float scaleX = sqrt(m00 * m00 + m01 * m01);
float scaleY = sqrt(m10 * m10 + m11 * m11);
inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
@@ -1768,6 +1770,11 @@ void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom
float boundarySizeX = .5 * inverseScaleX;
float boundarySizeY = .5 * inverseScaleY;
+ float innerLeft = left + boundarySizeX;
+ float innerRight = right - boundarySizeX;
+ float innerTop = top + boundarySizeY;
+ float innerBottom = bottom - boundarySizeY;
+
// Adjust the rect by the AA boundary padding
left -= boundarySizeX;
right += boundarySizeX;
@@ -1777,7 +1784,7 @@ void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom
if (!quickReject(left, top, right, bottom)) {
setupDraw();
setupDrawNoTexture();
- setupDrawAALine();
+ setupDrawAARect();
setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
setupDrawColorFilter();
setupDrawShader();
@@ -1788,34 +1795,52 @@ void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom
setupDrawColorFilterUniforms();
setupDrawShaderIdentityUniforms();
- AAVertex rects[4];
- AAVertex* aaVertices = &rects[0];
- void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
- void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
-
- int widthSlot;
- int lengthSlot;
+ AlphaVertex rects[14];
+ AlphaVertex* aVertices = &rects[0];
+ void* alphaCoords = ((GLbyte*) aVertices) + gVertexAlphaOffset;
+
+ bool force = mCaches.unbindMeshBuffer();
+ mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
+ aVertices, gAlphaVertexStride);
+ mCaches.resetTexCoordsVertexPointer();
+ mCaches.unbindIndicesBuffer();
+
+ int alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
+ glEnableVertexAttribArray(alphaSlot);
+ glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
+
+ // draw left
+ AlphaVertex::set(aVertices++, left, bottom, 0);
+ AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1);
+ AlphaVertex::set(aVertices++, left, top, 0);
+ AlphaVertex::set(aVertices++, innerLeft, innerTop, 1);
+
+ // draw top
+ AlphaVertex::set(aVertices++, right, top, 0);
+ AlphaVertex::set(aVertices++, innerRight, innerTop, 1);
+
+ // draw right
+ AlphaVertex::set(aVertices++, right, bottom, 0);
+ AlphaVertex::set(aVertices++, innerRight, innerBottom, 1);
+
+ // draw bottom
+ AlphaVertex::set(aVertices++, left, bottom, 0);
+ AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1);
+
+ // draw inner rect (repeating last vertex to create degenerate bridge triangles)
+ // TODO: also consider drawing the inner rect without the blending-forced shader, if
+ // blending is expensive. Note: can't use drawColorRect() since it doesn't use vertex
+ // buffers like below, resulting in slightly different transformed coordinates.
+ AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1);
+ AlphaVertex::set(aVertices++, innerLeft, innerTop, 1);
+ AlphaVertex::set(aVertices++, innerRight, innerBottom, 1);
+ AlphaVertex::set(aVertices++, innerRight, innerTop, 1);
- float width = right - left;
- float height = bottom - top;
-
- float boundaryWidthProportion = .5 - ((width != 0) ? (2 * boundarySizeX) / width : 0);
- float boundaryHeightProportion = .5 - ((height != 0) ? (2 * boundarySizeY) / height : 0);
- setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
- boundaryWidthProportion, widthSlot, lengthSlot);
-
- int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
- glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
-
- AAVertex::set(aaVertices++, left, bottom, 1, 1);
- AAVertex::set(aaVertices++, left, top, 1, 0);
- AAVertex::set(aaVertices++, right, bottom, 0, 1);
- AAVertex::set(aaVertices++, right, top, 0, 0);
dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 14);
- finishDrawAALine(widthSlot, lengthSlot);
+ glDisableVertexAttribArray(alphaSlot);
}
}
@@ -1870,10 +1895,8 @@ status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
Matrix4 *mat = mSnapshot->transform;
float m00 = mat->data[Matrix4::kScaleX];
float m01 = mat->data[Matrix4::kSkewY];
- float m02 = mat->data[2];
float m10 = mat->data[Matrix4::kSkewX];
float m11 = mat->data[Matrix4::kScaleX];
- float m12 = mat->data[6];
float scaleX = sqrtf(m00 * m00 + m01 * m01);
float scaleY = sqrtf(m10 * m10 + m11 * m11);