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author | Romain Guy <romainguy@google.com> | 2013-03-04 11:14:26 -0800 |
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committer | Romain Guy <romainguy@google.com> | 2013-03-04 13:48:43 -0800 |
commit | 19d4dd8599cb870923ab349d2ab96cacffd9c6f5 (patch) | |
tree | 86b0575167b2c27642a1e7a7296be2de2877474a /libs | |
parent | cdac497289fd2c39a352f6167dae3f77cc608cb8 (diff) | |
download | frameworks_base-19d4dd8599cb870923ab349d2ab96cacffd9c6f5.zip frameworks_base-19d4dd8599cb870923ab349d2ab96cacffd9c6f5.tar.gz frameworks_base-19d4dd8599cb870923ab349d2ab96cacffd9c6f5.tar.bz2 |
Take text scale/skew into account only when rendering into a layer
3D rotations can undo scale/skew transforms; since FreeType only accepts
2x2 matrices we can end up generating very large glyphs that are drawn
at a 1:1 scale on screen. For instance, if the current transform has a
scale of 2000 set on both X and Y axis and a perspective Z factor set to
Z, the actual scale factor on screen ends up being 1. We would however
generate glyphs with a scale factor of 2000 causing the font renderer
to blow up.
Change-Id: Ia5c3618d36644e817825cb9c89e2f53aece2074e
Diffstat (limited to 'libs')
-rw-r--r-- | libs/hwui/OpenGLRenderer.cpp | 23 |
1 files changed, 20 insertions, 3 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp index ff6f332..c81bf7a 100644 --- a/libs/hwui/OpenGLRenderer.cpp +++ b/libs/hwui/OpenGLRenderer.cpp @@ -2673,7 +2673,26 @@ status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, alpha, mode, oldX, oldY); } - fontRenderer.setFont(paint, pureTranslate ? mat4::identity() : *mSnapshot->transform); + const bool hasActiveLayer = hasLayer(); + + const mat4* fontTransform; + if (CC_LIKELY(pureTranslate)) { + fontTransform = &mat4::identity(); + } else { + if (CC_UNLIKELY(isPerspective)) { + // When the below condition is true, we are rendering text with a + // perspective transform inside a layer (either an inline layer + // created by Canvas.saveLayer() or a hardware layer.) + if (hasActiveLayer || getTargetFbo() != 0) { + fontTransform = mSnapshot->transform; + } else { + fontTransform = &mat4::identity(); + } + } else { + fontTransform = mSnapshot->transform; + } + } + fontRenderer.setFont(paint, *fontTransform); // Pick the appropriate texture filtering bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; @@ -2701,8 +2720,6 @@ status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, const Rect* clip = isPerspective ? NULL : mSnapshot->clipRect; Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); - const bool hasActiveLayer = hasLayer(); - bool status; if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { SkPaint paintCopy(*paint); |