From 7c25aab491707f7324f9941b8cfa9bd2b4b97e76 Mon Sep 17 00:00:00 2001 From: Romain Guy Date: Thu, 18 Oct 2012 15:05:02 -0700 Subject: Defer layer rendering to avoid stalls Bug #7326824 When a layer is taken out of the cache and initialized it gets cleared to prepare it for future rendering. This triggers the following sequence of operations: glBindFramebuffer(layer.fbo) attach texture storage to FBO glClear() glBindFramebuffer(defaultFbo) The clear forces a resolve on tilers which stalls the CPU for a little while, thus producing jank during animations. This change moves the clear to the next frame when we know we will have to execute a resolve anyway. Change-Id: Ic1939c25df20ed65a4c48dc81ee549b2cd8b6ec3 --- libs/hwui/LayerRenderer.cpp | 23 +++++++++++++++++++---- 1 file changed, 19 insertions(+), 4 deletions(-) (limited to 'libs/hwui/LayerRenderer.cpp') diff --git a/libs/hwui/LayerRenderer.cpp b/libs/hwui/LayerRenderer.cpp index f2e7f66..3484d41 100644 --- a/libs/hwui/LayerRenderer.cpp +++ b/libs/hwui/LayerRenderer.cpp @@ -18,6 +18,8 @@ #include +#include + #include "LayerCache.h" #include "LayerRenderer.h" #include "Matrix.h" @@ -41,7 +43,8 @@ void LayerRenderer::setViewport(int width, int height) { initViewport(width, height); } -int LayerRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { +status_t LayerRenderer::prepareDirty(float left, float top, float right, float bottom, + bool opaque) { LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->getFbo()); glBindFramebuffer(GL_FRAMEBUFFER, mLayer->getFbo()); @@ -63,6 +66,20 @@ int LayerRenderer::prepareDirty(float left, float top, float right, float bottom return OpenGLRenderer::prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, opaque); } +status_t LayerRenderer::clear(float left, float top, float right, float bottom, bool opaque) { + if (mLayer->isDirty()) { + getCaches().disableScissor(); + glClear(GL_COLOR_BUFFER_BIT); + + getCaches().resetScissor(); + mLayer->setDirty(false); + + return DrawGlInfo::kStatusDone; + } + + return OpenGLRenderer::clear(left, top, right, bottom, opaque); +} + void LayerRenderer::finish() { OpenGLRenderer::finish(); @@ -201,6 +218,7 @@ Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque layer->setAlpha(255, SkXfermode::kSrcOver_Mode); layer->setBlend(!isOpaque); layer->setColorFilter(NULL); + layer->setDirty(true); layer->region.clear(); GLuint previousFbo; @@ -229,9 +247,6 @@ Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, layer->getTexture(), 0); - caches.disableScissor(); - glClear(GL_COLOR_BUFFER_BIT); - glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); return layer; -- cgit v1.1