Batch 9-patches in a single mesh whenever possible
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
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 1dcf21a..d6d7b7f 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1191,7 +1191,7 @@
// after we setup drawing in case we need to mess with the
// stencil buffer in setupDraw()
TextureVertex* mesh = mCaches.getRegionMesh();
- GLsizei numQuads = 0;
+ uint32_t numQuads = 0;
setupDrawWithTexture();
setupDrawColor(alpha, alpha, alpha, alpha);
@@ -2049,6 +2049,11 @@
GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
}
+/**
+ * Important note: this method is intended to draw batches of bitmaps and
+ * will not set the scissor enable or dirty the current layer, if any.
+ * The caller is responsible for properly dirtying the current layer.
+ */
status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices,
bool transformed, const Rect& bounds, SkPaint* paint) {
mCaches.activeTexture(0);
@@ -2071,12 +2076,12 @@
drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
texture->id, paint != NULL, color, alpha, mode,
&vertices[0].position[0], &vertices[0].texture[0],
- GL_TRIANGLES, bitmapCount * 6, true, true);
+ GL_TRIANGLES, bitmapCount * 6, true, true, false);
} else {
drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
texture->id, alpha / 255.0f, mode, texture->blend,
&vertices[0].position[0], &vertices[0].texture[0],
- GL_TRIANGLES, bitmapCount * 6, false, true, 0, true);
+ GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false);
}
return DrawGlInfo::kStatusDrew;
@@ -2367,10 +2372,6 @@
status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
float left, float top, float right, float bottom, SkPaint* paint) {
- int alpha;
- SkXfermode::Mode mode;
- getAlphaAndMode(paint, &alpha, &mode);
-
if (quickReject(left, top, right, bottom)) {
return DrawGlInfo::kStatusDone;
}
@@ -2379,13 +2380,11 @@
const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
right - left, bottom - top, patch);
- return drawPatch(bitmap, mesh, entry, left, top, right, bottom, alpha, mode);
+ return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
}
-status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh,
- AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
- int alpha, SkXfermode::Mode mode) {
-
+status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
+ float left, float top, float right, float bottom, SkPaint* paint) {
if (quickReject(left, top, right, bottom)) {
return DrawGlInfo::kStatusDone;
}
@@ -2399,6 +2398,10 @@
texture->setWrap(GL_CLAMP_TO_EDGE, true);
texture->setFilter(GL_LINEAR, true);
+ int alpha;
+ SkXfermode::Mode mode;
+ getAlphaAndMode(paint, &alpha, &mode);
+
const bool pureTranslate = currentTransform().isPureTranslate();
// Mark the current layer dirty where we are going to draw the patch
if (hasLayer() && mesh->hasEmptyQuads) {
@@ -2418,8 +2421,6 @@
}
}
- alpha *= mSnapshot->alpha;
-
if (CC_LIKELY(pureTranslate)) {
const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
@@ -2441,6 +2442,32 @@
return DrawGlInfo::kStatusDrew;
}
+/**
+ * Important note: this method is intended to draw batches of 9-patch objects and
+ * will not set the scissor enable or dirty the current layer, if any.
+ * The caller is responsible for properly dirtying the current layer.
+ */
+status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
+ TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
+ mCaches.activeTexture(0);
+ Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
+ if (!texture) return DrawGlInfo::kStatusDone;
+ const AutoTexture autoCleanup(texture);
+
+ texture->setWrap(GL_CLAMP_TO_EDGE, true);
+ texture->setFilter(GL_LINEAR, true);
+
+ int alpha;
+ SkXfermode::Mode mode;
+ getAlphaAndMode(paint, &alpha, &mode);
+
+ drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
+ mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0],
+ GL_TRIANGLES, indexCount, false, true, 0, true, false);
+
+ return DrawGlInfo::kStatusDrew;
+}
+
status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
bool useOffset) {
if (!vertexBuffer.getVertexCount()) {