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-rw-r--r--libs/hwui/OpenGLRenderer.cpp131
1 files changed, 121 insertions, 10 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 027ed79..34da572 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -40,6 +40,7 @@ namespace uirenderer {
#define DEFAULT_TEXTURE_CACHE_SIZE 20
#define DEFAULT_LAYER_CACHE_SIZE 10
+#define DEFAULT_PATCH_CACHE_SIZE 100
// Converts a number of mega-bytes into bytes
#define MB(s) s * 1024 * 1024
@@ -95,7 +96,8 @@ static const Blender gBlends[] = {
OpenGLRenderer::OpenGLRenderer():
mTextureCache(MB(DEFAULT_TEXTURE_CACHE_SIZE)),
- mLayerCache(MB(DEFAULT_LAYER_CACHE_SIZE)) {
+ mLayerCache(MB(DEFAULT_LAYER_CACHE_SIZE)),
+ mPatchCache(DEFAULT_PATCH_CACHE_SIZE) {
LOGD("Create OpenGLRenderer");
char property[PROPERTY_VALUE_MAX];
@@ -298,7 +300,6 @@ bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
GLuint previousFbo = snapshot->previous.get() ? snapshot->previous->fbo : 0;
LayerSize size(right - left, bottom - top);
- // TODO VERY IMPORTANT: Fix TextView to not call saveLayer() all the time
Layer* layer = mLayerCache.get(size, previousFbo);
if (!layer) {
return false;
@@ -472,8 +473,110 @@ void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
float left, float top, float right, float bottom, const SkPaint* paint) {
- // TODO: Implement
- LOGD("Draw 9patch, paddingLeft=%d", patch->paddingLeft);
+ const Texture* texture = mTextureCache.get(bitmap);
+
+ int alpha;
+ SkXfermode::Mode mode;
+ getAlphaAndMode(paint, &alpha, &mode);
+
+ const uint32_t width = patch->numXDivs;
+ const uint32_t height = patch->numYDivs;
+
+ Patch* mesh = mPatchCache.get(patch);
+
+ const uint32_t xStretchCount = (width + 1) >> 1;
+ const uint32_t yStretchCount = (height + 1) >> 1;
+
+ const int32_t* xDivs = &patch->xDivs[0];
+ const int32_t* yDivs = &patch->yDivs[0];
+
+ float xStretch = 0;
+ float yStretch = 0;
+ float xStretchTex = 0;
+ float yStretchTex = 0;
+
+ const float meshWidth = right - left;
+
+ const float bitmapWidth = float(bitmap->width());
+ const float bitmapHeight = float(bitmap->height());
+
+ if (xStretchCount > 0) {
+ uint32_t stretchSize = 0;
+ for (uint32_t i = 1; i < width; i += 2) {
+ stretchSize += xDivs[i] - xDivs[i - 1];
+ }
+ xStretchTex = (stretchSize / bitmapWidth) / xStretchCount;
+ const float fixed = bitmapWidth - stretchSize;
+ xStretch = (right - left - fixed) / xStretchCount;
+ }
+
+ if (yStretchCount > 0) {
+ uint32_t stretchSize = 0;
+ for (uint32_t i = 1; i < height; i += 2) {
+ stretchSize += yDivs[i] - yDivs[i - 1];
+ }
+ yStretchTex = (stretchSize / bitmapHeight) / yStretchCount;
+ const float fixed = bitmapHeight - stretchSize;
+ yStretch = (bottom - top - fixed) / yStretchCount;
+ }
+
+ float vy = 0.0f;
+ float ty = 0.0f;
+ TextureVertex* vertex = mesh->vertices;
+
+ generateVertices(vertex, 0.0f, 0.0f, xDivs, width, xStretch, xStretchTex,
+ meshWidth, bitmapWidth);
+ vertex += width + 2;
+
+ for (uint32_t y = 0; y < height; y++) {
+ if (y & 1) {
+ vy += yStretch;
+ ty += yStretchTex;
+ } else {
+ const float step = float(yDivs[y]);
+ vy += step;
+ ty += step / bitmapHeight;
+ }
+ generateVertices(vertex, vy, ty, xDivs, width, xStretch, xStretchTex,
+ meshWidth, bitmapWidth);
+ vertex += width + 2;
+ }
+
+ generateVertices(vertex, bottom - top, 1.0f, xDivs, width, xStretch, xStretchTex,
+ meshWidth, bitmapWidth);
+
+ // Specify right and bottom as +1.0f from left/top to prevent scaling since the
+ // patch mesh already defines the final size
+ drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha, mode, texture->blend,
+ true, &mesh->vertices[0].position[0], &mesh->vertices[0].texture[0], mesh->indices,
+ mesh->indicesCount);
+}
+
+void OpenGLRenderer::generateVertices(TextureVertex* vertex, float y, float v,
+ const int32_t xDivs[], uint32_t xCount, float xStretch, float xStretchTex,
+ float width, float widthTex) {
+ float vx = 0.0f;
+ float tx = 0.0f;
+
+ TextureVertex::set(vertex, vx, y, tx, v);
+ vertex++;
+
+ for (uint32_t x = 0; x < xCount; x++) {
+ if (x & 1) {
+ vx += xStretch;
+ tx += xStretchTex;
+ } else {
+ const float step = float(xDivs[x]);
+ vx += step;
+ tx += step / widthTex;
+ }
+
+ TextureVertex::set(vertex, vx, y, tx, v);
+ vertex++;
+ }
+
+ TextureVertex::set(vertex, width, y, 1.0f, v);
+ vertex++;
}
void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
@@ -538,6 +641,13 @@ void OpenGLRenderer::drawColorRect(float left, float top, float right, float bot
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, bool isPremultiplied) {
+ drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, isPremultiplied,
+ &mDrawTextureVertices[0].position[0], &mDrawTextureVertices[0].texture[0], NULL);
+}
+
+void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
+ GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, bool isPremultiplied,
+ GLvoid* vertices, GLvoid* texCoords, GLvoid* indices, GLsizei elementsCount) {
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
@@ -560,20 +670,21 @@ void OpenGLRenderer::drawTextureRect(float left, float top, float right, float b
glActiveTexture(GL_TEXTURE0);
glUniform1i(mDrawTextureShader->sampler, 0);
- const GLvoid* p = &mDrawTextureVertices[0].position[0];
- const GLvoid* t = &mDrawTextureVertices[0].texture[0];
-
glEnableVertexAttribArray(mDrawTextureShader->position);
glVertexAttribPointer(mDrawTextureShader->position, 2, GL_FLOAT, GL_FALSE,
- gDrawTextureVertexStride, p);
+ gDrawTextureVertexStride, vertices);
glEnableVertexAttribArray(mDrawTextureShader->texCoords);
glVertexAttribPointer(mDrawTextureShader->texCoords, 2, GL_FLOAT, GL_FALSE,
- gDrawTextureVertexStride, t);
+ gDrawTextureVertexStride, texCoords);
glVertexAttrib4f(mDrawTextureShader->color, 1.0f, 1.0f, 1.0f, alpha);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawTextureVertexCount);
+ if (!indices) {
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawTextureVertexCount);
+ } else {
+ glDrawElements(GL_TRIANGLES, elementsCount, GL_UNSIGNED_SHORT, indices);
+ }
glDisableVertexAttribArray(mDrawTextureShader->position);
glDisableVertexAttribArray(mDrawTextureShader->texCoords);