| Commit message (Collapse) | Author | Age | Files | Lines |
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Change-Id: I08da422c5350503e1f4f27b9890f15a813d0c6c7
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Add support for the following drawing functions:
- drawBitmap(int[]...)
- drawPaint()
Optimizes shader state changes by enabling/disabling attribute arrays
only when needed.
Adds quick rejects when drawing trivial shapes to avoid unnecessary
OpenGL operations.
Change-Id: Ic2c6c2ed1523d08a63a8c95601a1ec40b6c7fbc9
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This change also cleans up the internal API a little bit by using mat4
everywhere instead of float[16] (for the ortho matrix for instance.)
Change-Id: I35924c7dc17bad17f30307118d5ed437c2ed37e0
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This change is mostly cleanup to keep less code in OpenGLRenderer.
Change-Id: I954375143b2943829457ab470423729b60b844f5
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Change-Id: I7c22a8aecccb8b5abfcf7243f049a4ef3cf3979a
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Currently only tested with title bars and buttons.
Change-Id: I8263a9281898dc0e943b1b8412827fe55639b9d6
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This change only adds the necessary API and stubs. The implementation
will be added in another change.
Change-Id: Ie50b8aff5868e78796cee331df15bdbf990d2ea1
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The cache is used to draw layers so that a new
texture does not have to be recreated every time
a call to saveLayer() happens.
The FBO cache used a KeyedVector, which is a bad
idea. The cache should be able to store several
FBOs of the same size (this happens a lot during
scrolling with fading edges for instance.) This
will be changed in a future CL.
Change-Id: Ic316189e625f0dbcf0d273a71cc981a433d48726
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The next step will be to add an FBO cache to avoid churning memory on every
frame we draw. This change also adds support for drawBitmap(Bitmap, Matrix, Paint).
Change-Id: I7825cdcf0cad9bffe6219e05d8328a53d4a6e583
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Change-Id: I10904d2325a5431d15801aebcec1048715678e8c
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Change-Id: Iada9325f3c5642b61c2e0c4cd80bcfbc92cb491e
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Change-Id: I58e962c3a8b2bc75c2605fe369ad3002579d86e0
Add texture cache.
Change-Id: I1c0e5581d228869e114438258a1014e33e024ad7
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saveLayer() is affected by the paint's alpha and xfermode.
Change-Id: I28693a9337052643adccdb4889a8f228d4e17903
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The blending modes are currently hooked up only when drawing filled rects but the
code is reusable for other primitives. This will allow implementation of saveLayer().
This method is required to support the fade effects used throughout the standard
Android UI.
Change-Id: I396023d123436f16cdafc606e358e4eb80c9df2c
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This change also refactors the code base a bit by moving classes out of
OpenGLRenderer into separate headers/implementations. This makes the code
more manageable.
This change also adds documentation for implementation methods. The
undocumented methods are simply Skia's Canvas methods.
Change-Id: I54c68b443580a0129251dddc1a7ac95813d5289e
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Even though there's an implementation for textured rects, drawBitmap() is not
hooked up yet as it will require a good texture cache.
This method is implemented using FBOs. There's currently an issue either in the
driver or in the Canvas renderer that forces the FBO to be fullscreen, which is
extremely expensive and yields terrible performance.
Change-Id: I148419195e12d45653c60186938aa78c23a68e2c
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Change-Id: I5d3ae48af79b19b6d293deff0521e4bb57d5114b
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The OpenGL ES 2.0 renderer can now draw colored rectangles. At least there's
something on screen now.
Change-Id: I80a13ccc1dd56784edf74f2670a364f30700234a
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Drawing two rectangles one after the other discards the second one because of
Z buffering issues. This will be fixed in another changelist.
Change-Id: Ida1b3cde8a78e60cacc07e477abc44def527ff67
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This change adds partial support for the following transforms:
- scale()
- translate()
- rotate()
- setMatrix()
- getMatrix()
The transform is stored in a snapshot and saved/restored as needed.
The transform is currently not applied to the clip rect and is not
mapped to the vertex shader.
Change-Id: Id48993453311200804149917d0c126a4d0471226
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The current implementation of clipRect() does not apply local transformations
before setting the new clip.
Change-Id: I5997871bb638dfcd1a8ef96354846af52427e445
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Change-Id: Ie404f7c2c308f0657f273af19a56e8c039b61898
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