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-rw-r--r--libs/hwui/OpenGLRenderer.cpp66
1 files changed, 57 insertions, 9 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 6c9c0eb..5343a05 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -476,13 +476,8 @@ bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
}
- // Clear the framebuffer where the layer will draw
- glScissor(bounds.left, mSnapshot->height - bounds.bottom,
- bounds.getWidth(), bounds.getHeight());
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glClear(GL_COLOR_BUFFER_BIT);
-
- dirtyClip();
+ // Enqueue the buffer coordinates to clear the corresponding region later
+ mLayers.push(new Rect(bounds));
}
}
@@ -817,6 +812,58 @@ void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
#endif
}
+void OpenGLRenderer::clearLayerRegions() {
+ const size_t count = mLayers.size();
+ if (count == 0) return;
+
+ if (!mSnapshot->isIgnored()) {
+ // Doing several glScissor/glClear here can negatively impact
+ // GPUs with a tiler architecture, instead we draw quads with
+ // the Clear blending mode
+
+ // The list contains bounds that have already been clipped
+ // against their initial clip rect, and the current clip
+ // is likely different so we need to disable clipping here
+ glDisable(GL_SCISSOR_TEST);
+
+ Vertex mesh[count * 6];
+ Vertex* vertex = mesh;
+
+ for (uint32_t i = 0; i < count; i++) {
+ Rect* bounds = mLayers.itemAt(i);
+
+ Vertex::set(vertex++, bounds->left, bounds->bottom);
+ Vertex::set(vertex++, bounds->left, bounds->top);
+ Vertex::set(vertex++, bounds->right, bounds->top);
+ Vertex::set(vertex++, bounds->left, bounds->bottom);
+ Vertex::set(vertex++, bounds->right, bounds->top);
+ Vertex::set(vertex++, bounds->right, bounds->bottom);
+
+ delete bounds;
+ }
+
+ setupDraw(false);
+ setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
+ setupDrawBlending(true, SkXfermode::kClear_Mode);
+ setupDrawProgram();
+ setupDrawPureColorUniforms();
+ setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
+
+ mCaches.unbindMeshBuffer();
+ glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
+ gVertexStride, &mesh[0].position[0]);
+ glDrawArrays(GL_TRIANGLES, 0, count * 6);
+
+ glEnable(GL_SCISSOR_TEST);
+ } else {
+ for (uint32_t i = 0; i < count; i++) {
+ delete mLayers.itemAt(i);
+ }
+ }
+
+ mLayers.clear();
+}
+
///////////////////////////////////////////////////////////////////////////////
// Transforms
///////////////////////////////////////////////////////////////////////////////
@@ -901,7 +948,8 @@ bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom,
// Drawing commands
///////////////////////////////////////////////////////////////////////////////
-void OpenGLRenderer::setupDraw() {
+void OpenGLRenderer::setupDraw(bool clear) {
+ if (clear) clearLayerRegions();
if (mDirtyClip) {
setScissorFromClip();
}
@@ -994,7 +1042,7 @@ void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
if (mColorSet && mode == SkXfermode::kClear_Mode) {
mColorA = 1.0f;
mColorR = mColorG = mColorB = 0.0f;
- mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
+ mSetShaderColor = mDescription.modulate = true;
}
}