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author | Romain Guy <romainguy@google.com> | 2011-03-15 16:32:28 -0700 |
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committer | Romain Guy <romainguy@google.com> | 2011-03-15 16:32:28 -0700 |
commit | 6217a71cd281003a376d998269d577d26a61c206 (patch) | |
tree | 3fbaaf391a24d8d4f3c009accb4b9c911a939709 /libs/hwui | |
parent | ad37cd3b5d3de9dd0858af04fbccd102e8ff4b0e (diff) | |
download | frameworks_base-6217a71cd281003a376d998269d577d26a61c206.zip frameworks_base-6217a71cd281003a376d998269d577d26a61c206.tar.gz frameworks_base-6217a71cd281003a376d998269d577d26a61c206.tar.bz2 |
Fix performance issue in Launcher
Bug #3515248
The problem is caused by the fast path when compositing layers on screen.
The fast path draws a single quad using glDrawArrays() whereas the general
path draws an arbitrary mesh using glDrawElements(). It looks like there's
an issue in the driver since glDrawArrays() is significantly slower than
glDrawElements() for a quad (6 vertices!)
This change just gets rid of the fast path.
Change-Id: Ib2361253ec67f44a988270f76c183422f12ce537
Diffstat (limited to 'libs/hwui')
-rw-r--r-- | libs/hwui/LayerRenderer.cpp | 4 | ||||
-rw-r--r-- | libs/hwui/OpenGLRenderer.cpp | 6 | ||||
-rw-r--r-- | libs/hwui/Properties.h | 2 |
3 files changed, 12 insertions, 0 deletions
diff --git a/libs/hwui/LayerRenderer.cpp b/libs/hwui/LayerRenderer.cpp index b1eb164..f92e20b 100644 --- a/libs/hwui/LayerRenderer.cpp +++ b/libs/hwui/LayerRenderer.cpp @@ -92,7 +92,11 @@ Region* LayerRenderer::getRegion() { void LayerRenderer::generateMesh() { #if RENDER_LAYERS_AS_REGIONS +#if RENDER_LAYERS_RECT_AS_RECT if (mLayer->region.isRect() || mLayer->region.isEmpty()) { +#else + if (mLayer->region.isEmpty()) { +#endif if (mLayer->mesh) { delete mLayer->mesh; delete mLayer->meshIndices; diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp index b8bd7d6..e01e072 100644 --- a/libs/hwui/OpenGLRenderer.cpp +++ b/libs/hwui/OpenGLRenderer.cpp @@ -636,11 +636,13 @@ void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { #if RENDER_LAYERS_AS_REGIONS +#if RENDER_LAYERS_RECT_AS_RECT if (layer->region.isRect()) { composeLayerRect(layer, rect); layer->region.clear(); return; } +#endif if (!layer->region.isEmpty()) { size_t count; @@ -1646,10 +1648,14 @@ void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { #if RENDER_LAYERS_AS_REGIONS if (!layer->region.isEmpty()) { +#if RENDER_LAYERS_RECT_AS_RECT if (layer->region.isRect()) { const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); composeLayerRect(layer, r); } else if (layer->mesh) { +#else + if (layer->mesh) { +#endif const float a = alpha / 255.0f; const Rect& rect = layer->layer; diff --git a/libs/hwui/Properties.h b/libs/hwui/Properties.h index 2d8b6f3..1aef99b 100644 --- a/libs/hwui/Properties.h +++ b/libs/hwui/Properties.h @@ -27,6 +27,8 @@ // If turned on, layers drawn inside FBOs are optimized with regions #define RENDER_LAYERS_AS_REGIONS 1 +// If turned on, layers that map to a single rect are drawn as a rect +#define RENDER_LAYERS_RECT_AS_RECT 0 /** * Debug level for app developers. |