diff options
| -rw-r--r-- | core/java/android/view/View.java | 4 | ||||
| -rw-r--r-- | libs/hwui/LayerRenderer.cpp | 22 | ||||
| -rw-r--r-- | libs/hwui/OpenGLRenderer.cpp | 4 |
3 files changed, 18 insertions, 12 deletions
diff --git a/core/java/android/view/View.java b/core/java/android/view/View.java index 2e6664b..0898045 100644 --- a/core/java/android/view/View.java +++ b/core/java/android/view/View.java @@ -8125,11 +8125,11 @@ public class View implements Drawable.Callback, KeyEvent.Callback, Accessibility // TODO: We should pass the dirty rect canvas.onPreDraw(null); + final int restoreCount = canvas.save(); + computeScroll(); canvas.translate(-mScrollX, -mScrollY); - final int restoreCount = canvas.save(); - mPrivateFlags |= DRAWN | DRAWING_CACHE_VALID; // Fast path for layouts with no backgrounds diff --git a/libs/hwui/LayerRenderer.cpp b/libs/hwui/LayerRenderer.cpp index 36709dc..2dd4dca 100644 --- a/libs/hwui/LayerRenderer.cpp +++ b/libs/hwui/LayerRenderer.cpp @@ -99,11 +99,13 @@ void LayerRenderer::generateMesh() { mLayer->meshIndices = NULL; } + bool rebuildIndices = false; if (!mLayer->mesh) { mLayer->mesh = new TextureVertex[count * 4]; mLayer->meshIndices = new uint16_t[elementCount]; - mLayer->meshElementCount = elementCount; + rebuildIndices = true; } + mLayer->meshElementCount = elementCount; const float texX = 1.0f / float(mLayer->width); const float texY = 1.0f / float(mLayer->height); @@ -125,14 +127,16 @@ void LayerRenderer::generateMesh() { TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); - uint16_t quad = i * 4; - int index = i * 6; - indices[index ] = quad; // top-left - indices[index + 1] = quad + 1; // top-right - indices[index + 2] = quad + 2; // bottom-left - indices[index + 3] = quad + 2; // bottom-left - indices[index + 4] = quad + 1; // top-right - indices[index + 5] = quad + 3; // bottom-right + if (rebuildIndices) { + uint16_t quad = i * 4; + int index = i * 6; + indices[index ] = quad; // top-left + indices[index + 1] = quad + 1; // top-right + indices[index + 2] = quad + 2; // bottom-left + indices[index + 3] = quad + 2; // bottom-left + indices[index + 4] = quad + 1; // top-right + indices[index + 5] = quad + 3; // bottom-right + } } #endif } diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp index 81c3407..2960395 100644 --- a/libs/hwui/OpenGLRenderer.cpp +++ b/libs/hwui/OpenGLRenderer.cpp @@ -1613,10 +1613,12 @@ void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { setupDrawColorFilter(); setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); setupDrawProgram(); - setupDrawDirtyRegionsDisabled(); setupDrawPureColorUniforms(); setupDrawColorFilterUniforms(); setupDrawTexture(layer->texture); + // TODO: The current layer, if any, will be dirtied with the bounding box + // of the layer we are drawing. Since the layer we are drawing has + // a mesh, we know the dirty region, we should use it instead setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); |
