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path: root/libs/hwui/ProgramCache.h
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* Glop ColorFilter & VertexBuffer support, initial enableChris Craik2015-02-061-1/+1
| | | | | | | Enables Glop rendering for supported Rects and VertexBuffers Also removes unused Query object Change-Id: Ibe227bc362685a153159f75077664f0947764e06
* Cleanup various clang warnings, use unique_ptrs in several placesChris Craik2014-12-231-1/+2
| | | | Change-Id: I347904b25e51fcc7de14b1e72f1acd0f6ba26f3f
* Clean up physical couplingTom Hudson2014-10-151-1/+0
| | | | | | | | Narrow the use of #include directives in hwui, replacing with forward declarations where straightforward. Speeds compiles; doesn't do any restructuring of code. Change-Id: Icac2baffb5896f55d8c6718e9bd9d4bfa02d3ca0
* Use float textures to render gradients when possibleRomain Guy2013-04-051-0/+2
| | | | | | | | | | | Float textures offer better precision for dithering. In addition this change removes two uniforms from gradient shaders. These uniforms were used to dither gradients but their value is a build time constant. Instead we hardcode the value directly in the shader source at compile time. Change-Id: I05e9fd3eef93771843bbd91b453274452dfaefee
* Add shader program selection shortcutChris Craik2013-03-011-11/+0
| | | | | | | | | | | Add a key manipulation that makes black text/paths use the standard simple bitmap/patch shader, since they are the same. Previously we'd create a separate shader for each because the keys differed, even though the shaders were functionally equivalent. Also fixes some issues around setting DEBUG_PROGRAM Change-Id: I0c77c684d58da03501ee9ab8239c7d4a70fd6b5c
* Rename (IF_)LOGD(_IF) to (IF_)ALOGD(_IF) DO NOT MERGESteve Block2012-01-031-1/+1
| | | | | | | See https://android-git.corp.google.com/g/156016 Bug: 5449033 Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
* Optimize state changesRomain Guy2011-12-121-232/+0
| | | | Change-Id: Iae59bc8dfd6427d0967472462cc1994987092827
* Code cleanupRomain Guy2011-12-091-2/+1
| | | | Change-Id: If92e3addfc4d8546a60edcdea60a1fc89c27b680
* Merge "Allows to render with an OpenGL context inside a TextureView."Romain Guy2011-05-021-0/+4
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| * Allows to render with an OpenGL context inside a TextureView.Romain Guy2011-05-021-0/+4
| | | | | | | | Change-Id: I59453f7fc3997f0502a1c5d325d37fed376fabc7
* | Line endcaps for AA lines are now antialiased.Chet Haase2011-05-021-4/+4
|/ | | | | | Also fixed other minor issues with AA and line rendering. Change-Id: Icd4638d27c70e2ee0f28b5d9a2b97d8b29e8ac4d
* New widget: TextureViewRomain Guy2011-04-281-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Bug #4343984 TextureView can be used to render media content (video, OpenGL, RenderScript) inside a View. The key difference with SurfaceView is that TextureView does not create a new Surface. This gives the ability to seamlessly transform, animate, fade, etc. a TextureView, which was hard if not impossible to do with a SurfaceView. A TextureView also interacts perfectly with ScrollView, ListView, etc. It allows application to embed media content in a much more flexible way than before. For instance, to render the camera preview at 50% opacity, all you need to do is the following: mTextureView.setAlpha(0.5f); Camera c = Camera.open(); c.setPreviewTexture(mTextureView.getSurfaceTexture()); c.startPreview(); TextureView uses a SurfaceTexture to get the job done. More APIs are required to make it easy to create OpenGL contexts for a TextureView. It can currently be done with a bit of JNI code. Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
* Minor cleanup in GLrenderer codeChet Haase2011-04-251-2/+3
| | | | | | | Changed the way we use bitcodes for one of the rendering options to make the code cleaner. Change-Id: Ifaa965f228dbdad297a40da93bfbe63373986e35
* Fix bitfield bug with vertex shader selectionChet Haase2011-04-221-1/+1
| | | | Change-Id: I8bd3005f363afb52e6624806efb3e04c4a56ee18
* Enable anti-aliasing for hw-accelerated linesChet Haase2011-04-211-0/+6
| | | | | | | Draw anti-aliased lines with OpenGL by constructing a quad with a border that fades out (to mimic fragment coverage). Change-Id: Ib81a3e62d663acdf1b46b401ac4aa7ee9855cc7e
* Add support for drawPoint() and drawPoints().Romain Guy2011-03-211-2/+11
| | | | Change-Id: I01bef50c08ec3160f8d40dc060b2cf6c2e4d7639
* Fix rendering artifact in edge fades.Romain Guy2011-03-141-0/+2
| | | | | | | | | | | | | | | | | | Bug #4092053 The problem always existed but was made visible by partial invalidation. When saving a layer, the renderer would try to postpone glClear() operations until the next drawing command. This however does not work since the clip might have changed. The fix is rather simple and simply gets rid of this "optimization" (that turned out to be usless anyway given how View issues saveLayer() calls.) This change also fixes an issue with gradients (color stops where not properly computed when using a null stops array) and optimizes display lists rendering (quickly rejects larger portions of the tree to avoid executing unnecessary code.) Change-Id: I0f5b5f6e1220d41a09cc2fa84c212b0b4afd9c46
* Refactor OpenGLRenderer to simplify OpenGL drawing code.Romain Guy2010-12-131-8/+31
| | | | | | | | | | | | | | | | This is the first step of the refactoring: - drawColorRect - drawTextureMesh Remaining methods to refactor: - setupTextureAlpha8 - drawPath - setupShadow - drawText - drawLines - composeLayerRegion Change-Id: I0fced6a05b6b6eee10ee7cef0c3fbdaa6cefab20
* Move all debug flags in a single place.Romain Guy2010-11-101-4/+2
| | | | | | | | | | | | | | | | | | | | | | | | This change also adds a new memory usage flag. When turned on, the following is printed after every frame: D/OpenGLRenderer( 3723): Current memory usage / total memory usage (bytes): D/OpenGLRenderer( 3723): TextureCache 3766680 / 20971520 D/OpenGLRenderer( 3723): LayerCache 3538944 / 8388608 D/OpenGLRenderer( 3723): GradientCache 135168 / 524288 D/OpenGLRenderer( 3723): PathCache 41180 / 4194304 D/OpenGLRenderer( 3723): TextDropShadowCache 0 / 2097152 D/OpenGLRenderer( 3723): FontRenderer 0 262144 / 262144 D/OpenGLRenderer( 3723): FontRenderer 1 262144 / 262144 D/OpenGLRenderer( 3723): FontRenderer 2 262144 / 262144 D/OpenGLRenderer( 3723): Other: D/OpenGLRenderer( 3723): FboCache 2 / 12 D/OpenGLRenderer( 3723): PatchCache 31 / 512 D/OpenGLRenderer( 3723): Total memory usage: D/OpenGLRenderer( 3723): 8268404 bytes, 7.89 MB This should help tracking possibe memory issues. Change-Id: I83f483ca1d2dbef904829bce368e33fe5503e8d6
* 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
* Color filters were ignored by the program cache fast path.Romain Guy2010-10-131-1/+1
| | | | Change-Id: I08f2f02d356234a674be778d088e0558fd49c849
* Don't draw fully transparent views/primitives.Romain Guy2010-10-111-1/+1
| | | | Change-Id: Icd7d8ef1f57b51a24faf32f7004125e6300d4fdc
* Optimize GLSL shaders.Romain Guy2010-10-111-11/+51
| | | | Change-Id: I9a5e01bced63d8da0c61330a543a2b805388a59d
* Add support for SweepGradient in the GL renderer.Romain Guy2010-09-201-8/+22
| | | | Change-Id: I7aa397ed4e34655ead9ba1f5b4ce087665e0f022
* Correct implementation of saveLayer().Romain Guy2010-09-121-2/+11
| | | | Change-Id: I5375126636913e0a84f2d6bbd0ebe40d2e4f2763
* Add support for advanced blend modes with the framebuffer.Romain Guy2010-09-091-2/+9
| | | | | | | This adds the ability to blend with the framebuffer using Darken, Lighten, Add, Multiply, Overlay and Screen. Change-Id: Iae01a53797d4ad39c373cba6ff2a42293129da1a
* Use only one GL context per process, share chaches.Romain Guy2010-08-241-1/+0
| | | | Change-Id: Ieabaa25338d2f4b8d4fd90e7401ad6e7452eae11
* Delete shaders after a compile error. Also disable extra logging.Romain Guy2010-08-111-1/+1
| | | | Change-Id: I9b1558b0feac3d9b2cca926feeaf73921664cc73
* Add extra blending modes.Romain Guy2010-08-101-5/+5
| | | | | | | | | | | | This change adds the following blending modes for shaders and color filters: Add Multiply Screen Overlay Darken Lighten Change-Id: Iff22f5ce6041b43c71b1857d73013f5010ab3413
* Add support for ColorFilters.Romain Guy2010-08-021-1/+3
| | | | | | Color filters are fully supported and can be used with shaders. Change-Id: Id90ccf1c81cb462f2431f366f3f8f710d7971e04
* Refactor Skia shaders handling.Romain Guy2010-07-301-0/+1
| | | | | | | | With this change, Skia shaders can easily be applied to any mesh. This change also supports ComposeShader. For instance, this can be used to blend a gradient and a bitmap togehter and paint a string of text with the result. Change-Id: I701c2f9cf7f89b2ff58005e8a1d0d80ccf4a4aea
* Moved all the rendering code to the new shader generator.Romain Guy2010-07-291-3/+37
| | | | | | | | | | | The generator supports features that are not yet implement in the renderer: color matrix, lighting, porterduff color blending and composite shaders. This change also adds support for repeated/mirrored non-power of 2 bitmap shaders. Change-Id: I903a11a070c0eb9cc8850a60ef305751e5b47234
* Generate shaders to cover all possible cases.Romain Guy2010-07-271-0/+155
With this change, all the vertex and fragment shaders used by the GL renderer are now generated based on a program description supplied by the caller. This allows the renderer to generate a large number of shaders without having to write all the possible combinations by hand. The generated shaders are stored in a program cache. Change-Id: If54d286e77ae021c724d42090da476df12a18ebb