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* Fix 9patches' limitation of 32 empty quadsRomain Guy2013-07-241-11/+8
| | | | | | | | The 9patch format allows to define more empty quads than this, remove the use of a single int to index empty quads and replace it with a lookup in the 9patch resource data structure. Change-Id: I148ee5d9e0c96822b534a344e15c9d88078db7c2
* (Small) 9patch drawing improvementsRomain Guy2013-06-241-2/+10
| | | | | | | Save a bit of memory in meshs generated from native code Avoid an extra if/else when drawing with hardware accelration on Change-Id: I31a4550bde4d2c27961710ebcc92b66cd71153cc
* Batch 9-patches in a single mesh whenever possibleRomain Guy2013-06-211-13/+13
| | | | | | | | | | This change also fixes the way batched bitmaps were handled inside a layer. The layer is now correctly dirtied to minimize the amount of pixels to blend. Fix alpha, mode and opaque computations for DrawPatchOp. Change-Id: I1b6cd581c0f0db66c1002bb4fb1a9811e55bfa78
* Pack preloaded framework assets in a texture atlasRomain Guy2013-05-021-123/+58
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Object-based DisplayList recordingChris Craik2013-01-221-2/+0
| | | | | | | | | | | | | bug:8037003 Changes the DisplayList from using stream read/write commands to use an array of objects manually allocated on a linear buffer. Depends on frameworks/native change https://googleplex-android-review.googlesource.com/#/c/257695/ which adds LinearAllocator Also changes drawRects to use float count instead of rect count, to be more like drawLines/drawPoints Change-Id: Ia2e4a11acd8f0a757042a05cbc9e7563cb73ee47
* Cleanup 9patch mesh matching codeRomain Guy2013-01-091-23/+22
| | | | | | | | | Bug #7970966 The bug described in #7970966 should normally never happen but just in case, change the detection code to be more robust. Change-Id: I7040a6087590e34abe8803cb8f83f051d77f3944
* Prevent possible divide by 0Romain Guy2012-10-101-2/+2
| | | | | | | | Bug #7307304 Should never happen, but eh :)) Change-Id: Ic7a09fd5c7a3622e6b4963f9ee6920e232018e2e
* Allow 9patches to shrinkRomain Guy2012-10-101-9/+15
| | | | | | Bug #7307304 Change-Id: I1fabf6df99c18c86ab1ec0e1e398a3d6d4098496
* Prevent degenerate 9-patches from drawing out of boundsRomain Guy2012-09-101-0/+5
| | | | | | Bug #7137292 Change-Id: I371e94899445d2f3c6794d5c0aee8faa514d3c2c
* Add new debug tool to track hardware layers updatesRomain Guy2012-08-061-4/+0
| | | | | | | | You can setprop debug.hwui.show_layers_updates true to flash hw layers in green when they update. This is also a setting in the Dev. section of the settings app. Change-Id: Ibe1d63a4f81567dc1d590c9b088d2e7505df8abf
* Optimize state changesRomain Guy2011-12-121-1/+3
| | | | Change-Id: Iae59bc8dfd6427d0967472462cc1994987092827
* Make sure 9patches are not filtered when not necessaryRomain Guy2011-10-201-14/+19
| | | | | | Bug #5383406 Change-Id: I061c8069a4d9f4eaf45671283710b564639eeb32
* Correctly implement the CLEAR xfermode.Romain Guy2011-05-261-4/+28
| | | | | | | | | The previous implementation was using glBlendFunc with the parameters GL_ZERO/GL_ZERO which doesn't work for text, paths and other alpha sources (anti-aliasing.) The correct implementation is GL_ZERO/ GL_ONE_MINUS_SRC_ALPHA. Change-Id: I4cca65e57b6a37bbf5a41d382cb0648ee8e11e79
* Fix the fix for 9patches.Romain Guy2011-01-191-8/+0
| | | | Change-Id: I66dca835d9d0e9766d887746c3265e4b13ae688b
* Fix 9patches in LauncherRomain Guy2011-01-191-3/+15
| | | | Change-Id: Ieedf36ccaab253909b44ed8c222d523867f095be
* Fix 9patches, again...Romain Guy2011-01-181-16/+15
| | | | | | Bug #3365243 Change-Id: Id45a1f1fd5e099b1d691e6064401d3de1b0c5c20
* Yet another fix for 9patch rendering.Romain Guy2011-01-171-13/+14
| | | | | | Bug #3362133 Change-Id: Ia6521d31a8c208a2ad2506a23b6a01e5e442ad86
* Fix 9patch rendering in ExpandableListView.Romain Guy2011-01-161-4/+11
| | | | Change-Id: I60843d61a40b0cb7dd09923cb4489a5a76f20486
* Fix 9patch renderingRomain Guy2010-12-071-4/+4
| | | | | | | | Bug #3253396 Some quads were incorrectly assumed to be degenerate. Change-Id: I9155699edc3424afe9d5a131886bb9966d46b109
* Don't render degenerate triangles in 9patches.Romain Guy2010-12-031-20/+45
| | | | | | Bug #3251983 Change-Id: Ib0b38a7b8111542372f4c4c106b6321c26fe4ad4
* Correctly index transparent quads when generating 9patch meshes.Romain Guy2010-12-021-1/+12
| | | | | | Bug #3250026 Change-Id: Id7e051e9ed81f6b4e7748756503d8055ac7d531a
* Update 9patch structure when rendering with different divs/colors.Romain Guy2010-11-301-26/+79
| | | | | | Bug #3221488 Change-Id: Ifc9e42a991d630feadc9e8032322f37504d09d6d
* Optimize FBO drawing with regions.Romain Guy2010-11-021-2/+10
| | | | | | | | | 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
* Small cleanup.Romain Guy2010-10-251-2/+0
| | | | | | | Removes unnecessary forward class declaration, make Caches::currentBuffer private instead of public. Change-Id: Idba6325c8c602d89239e667cb8ec87e7943f8e75
* Small cleanup.Romain Guy2010-10-181-1/+0
| | | | Change-Id: I0e5b9154a2d93af793d62f462d68cb7c6c3f6d75
* Use VBOs to render most geometries.Romain Guy2010-10-181-3/+14
| | | | Change-Id: I4360dc4fe5693ab425450c107282b2c22db4dca7
* Optimize 9patch rendering.Romain Guy2010-10-121-9/+18
| | | | | | | This change detects empty quads in 9patches and removes them from the mesh to avoid unnecessary blending. Change-Id: I4500566fb4cb6845d64dcb59b522c0be7a0ec704
* Correctly free memory.Romain Guy2010-09-171-1/+1
| | | | Change-Id: I08fcbfa7d27ae413e0a8e8ca6ea305c8530a72c1
* Add support for drawLines(), with anti-aliasingRomain Guy2010-09-161-10/+3
| | | | Change-Id: I16c0593c5671490909dec13a85df601e1428a1a6
* Fix 9patch rendering.Romain Guy2010-09-151-97/+70
| | | | Change-Id: Ic4c18ff483cca95fbabcb10843f7714efe488adb
* Refactoring to move vertex computing to the Patch class.Romain Guy2010-07-091-0/+188
This change is mostly cleanup to keep less code in OpenGLRenderer. Change-Id: I954375143b2943829457ab470423729b60b844f5