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* Glop ColorFilter & VertexBuffer support, initial enableChris Craik2015-02-061-6/+5
| | | | | | | Enables Glop rendering for supported Rects and VertexBuffers Also removes unused Query object Change-Id: Ibe227bc362685a153159f75077664f0947764e06
* Take SkBitmap's stride into account when uploading texturesRomain Guy2013-09-251-1/+1
| | | | | Bug #10151807 Change-Id: I7ba4804fa3619088fea70eb55f10519fff0bf5f0
* Add new Query class for debuggingRomain Guy2013-06-131-0/+4
| | | | | | | This class can be used to perform occlusion queries. An occlusion query can be used to test whether an object is entirely hidden or not. Change-Id: Ida456df81dbe008a64d3ff4cb7879340785c6abf
* Add PerfHUD ES profiling capabilitiesRomain Guy2013-05-231-9/+11
| | | | | | | | | | | | | | The eglGetSystemTimeNV extension can be used to enable profiling in PerfHUD ES. When the delta of two calls to eglGetSystemTimeNV equals 0, we now cancels display lists updates. This allows the tool to redraw the same frame several times in a row to run its analysis. For better results profiling should only be attempted after setting viewroot.profile_rendering to true using adb shell setprop. Change-Id: I02e3c237418004cff8d6cb0b9a37126efae44c90
* Pack preloaded framework assets in a texture atlasRomain Guy2013-05-021-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | When the Android runtime starts, the system preloads a series of assets in the Zygote process. These assets are shared across all processes. Unfortunately, each one of these assets is later uploaded in its own OpenGL texture, once per process. This wastes memory and generates unnecessary OpenGL state changes. This CL introduces an asset server that provides an atlas to all processes. Note: bitmaps used by skia shaders are *not* sampled from the atlas. It's an uncommon use case and would require extra texture transforms in the GL shaders. WHAT IS THE ASSETS ATLAS The "assets atlas" is a single, shareable graphic buffer that contains all the system's preloaded bitmap drawables (this includes 9-patches.) The atlas is made of two distinct objects: the graphic buffer that contains the actual pixels and the map which indicates where each preloaded bitmap can be found in the atlas (essentially a pair of x and y coordinates.) HOW IS THE ASSETS ATLAS GENERATED Because we need to support a wide variety of devices and because it is easy to change the list of preloaded drawables, the atlas is generated at runtime, during the startup phase of the system process. There are several steps that lead to the atlas generation: 1. If the device is booting for the first time, or if the device was updated, we need to find the best atlas configuration. To do so, the atlas service tries a number of width, height and algorithm variations that allows us to pack as many assets as possible while using as little memory as possible. Once a best configuration is found, it gets written to disk in /data/system/framework_atlas 2. Given a best configuration (algorithm variant, dimensions and number of bitmaps that can be packed in the atlas), the atlas service packs all the preloaded bitmaps into a single graphic buffer object. 3. The packing is done using Skia in a temporary native bitmap. The Skia bitmap is then copied into the graphic buffer using OpenGL ES to benefit from texture swizzling. HOW PROCESSES USE THE ATLAS Whenever a process' hardware renderer initializes its EGL context, it queries the atlas service for the graphic buffer and the map. It is important to remember that both the context and the map will be valid for the lifetime of the hardware renderer (if the system process goes down, all apps get killed as well.) Every time the hardware renderer needs to render a bitmap, it first checks whether the bitmap can be found in the assets atlas. When the bitmap is part of the atlas, texture coordinates are remapped appropriately before rendering. Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
* Add internal API to query GL version numberRomain Guy2013-04-041-0/+7
| | | | Change-Id: Idc02efc237b8e97445a9bab05c291bf193c7f279
* Add a RenderBuffer object to store stencil buffers.Romain Guy2013-02-071-49/+12
| | | | | | | | | | | | | | | | | | Bug #7146141 This change is needed to add a render buffer cache to avoid creating and destroying stencil buffers on every frame. This change also allows the renderer to use a 1 bit or 4 bit stencil buffer whenever possible. Finally this change fixes a bug introduced by a previous CL which causes the stencil buffer to not be updated in certain conditions. The fix relies on a new optional parameter in drawColorRects() that can be used to avoid performing a quickReject on rectangles generated by the clip region. Change-Id: I2f55a8e807009887b276a83cde9f53fd5c01199f
* Foundation for tiling optimizationRomain Guy2012-09-131-5/+9
| | | | Change-Id: I4db32a4749f196472ba0dde7e102439d2ba4a3a7
* Remove vendor specific precision qualifierRomain Guy2012-07-181-9/+0
| | | | Change-Id: I0a56ca7a5a399ec94993d3cea0c4aff6c0f86e39
* Add call sites for OpenGL's debug label extensionRomain Guy2012-05-121-1/+3
| | | | Change-Id: I9c689127e8166cbef92c935f8aa07217ab806dda
* Add debug markers to OpenGLRendererRomain Guy2012-01-301-0/+3
| | | | | | | | These markers will be used to group the GL commands by View in the OpenGL ES debugging tool. This will help correlate individual GL calls to higher level components like Views. Change-Id: I73607ba2e7224a80ac32527968261ee008f049c6
* Rename (IF_)LOGD(_IF) to (IF_)ALOGD(_IF) DO NOT MERGESteve Block2012-01-031-2/+2
| | | | | | | See https://android-git.corp.google.com/g/156016 Bug: 5449033 Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
* Discard framebuffer rendering queues when discarding layersRomain Guy2011-12-061-0/+3
| | | | | | Bug #5581817 Change-Id: Ie30700a29059d2ea60eb7bd3f8bd20ac48a149ab
* Revert "Discard framebuffer rendering queues when discarding layers"Dave Burke2011-11-141-3/+0
| | | | This reverts commit da96f8ac2c1c35a54f3f36e6d776cb386a251d03.
* Discard framebuffer rendering queues when discarding layersRomain Guy2011-11-101-0/+3
| | | | | | Bug #5581817 Change-Id: If612846ec5f7793710fc4df152791fb32c506551
* Use high precision iterators on specific GPUsRomain Guy2011-08-011-9/+19
| | | | | | Bug #5098359 Change-Id: I52ee8c7b4c9e8d4c7bedb684eaf7bef6c44c74b9
* Optimize FBO drawing with regions.Romain Guy2010-11-021-3/+3
| | | | | | | | | This optimization is currently disabled until Launcher is modified to take advantage of it. The optimization can be enabled by turning on RENDER_LAYERS_AS_REGIONS in the OpenGLRenderer.h file. Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
* Add support for advanced blend modes with the framebuffer.Romain Guy2010-09-091-0/+19
| | | | | | | This adds the ability to blend with the framebuffer using Darken, Lighten, Add, Multiply, Overlay and Screen. Change-Id: Iae01a53797d4ad39c373cba6ff2a42293129da1a
* Add support for ColorFilters.Romain Guy2010-08-021-2/+0
| | | | | | Color filters are fully supported and can be used with shaders. Change-Id: Id90ccf1c81cb462f2431f366f3f8f710d7971e04
* Cleanup, added properties for the FontRenderer.Romain Guy2010-07-231-0/+14
| | | | Change-Id: I909c74815d3ac394438ad8071d17fef5401dbeed
* Add a way to query GL extensions.Romain Guy2010-07-221-0/+65
Change-Id: Ic27dbf72289dacf641b640a749fbd40c12cd474f