Add drop shadows.
Change-Id: Ic6a72409d4785968d1fbdff229f17ee5c00b240b
diff --git a/libs/hwui/TextDropShadowCache.cpp b/libs/hwui/TextDropShadowCache.cpp
new file mode 100644
index 0000000..aab5bd4
--- /dev/null
+++ b/libs/hwui/TextDropShadowCache.cpp
@@ -0,0 +1,134 @@
+/*
+ * Copyright (C) 2010 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#define LOG_TAG "OpenGLRenderer"
+
+#include "TextDropShadowCache.h"
+
+namespace android {
+namespace uirenderer {
+
+///////////////////////////////////////////////////////////////////////////////
+// Constructors/destructor
+///////////////////////////////////////////////////////////////////////////////
+
+TextDropShadowCache::TextDropShadowCache(uint32_t maxByteSize):
+ mCache(GenerationCache<ShadowText, ShadowTexture*>::kUnlimitedCapacity),
+ mSize(0), mMaxSize(maxByteSize) {
+ mCache.setOnEntryRemovedListener(this);
+}
+
+TextDropShadowCache::~TextDropShadowCache() {
+ mCache.clear();
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Size management
+///////////////////////////////////////////////////////////////////////////////
+
+uint32_t TextDropShadowCache::getSize() {
+ return mSize;
+}
+
+uint32_t TextDropShadowCache::getMaxSize() {
+ return mMaxSize;
+}
+
+void TextDropShadowCache::setMaxSize(uint32_t maxSize) {
+ mMaxSize = maxSize;
+ while (mSize > mMaxSize) {
+ mCache.removeOldest();
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Callbacks
+///////////////////////////////////////////////////////////////////////////////
+
+void TextDropShadowCache::operator()(ShadowText& text, ShadowTexture*& texture) {
+ const uint32_t size = texture->width * texture->height;
+ mSize -= size;
+
+ if (texture) {
+ glDeleteTextures(1, &texture->id);
+ delete texture;
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Caching
+///////////////////////////////////////////////////////////////////////////////
+
+void TextDropShadowCache::clear() {
+ mCache.clear();
+}
+
+ShadowTexture* TextDropShadowCache::get(SkPaint* paint, const char* text, uint32_t len,
+ int numGlyphs, uint32_t radius) {
+ ShadowText entry(paint, radius, len, text);
+ ShadowTexture* texture = mCache.get(entry);
+
+ if (!texture) {
+ FontRenderer::DropShadow shadow = mRenderer->renderDropShadow(paint, text, 0,
+ len, numGlyphs, radius);
+
+ texture = new ShadowTexture;
+ texture->left = shadow.penX;
+ texture->top = shadow.penY;
+ texture->width = shadow.width;
+ texture->height = shadow.height;
+ texture->generation = 0;
+ texture->blend = true;
+
+ const uint32_t size = shadow.width * shadow.height;
+ // Don't even try to cache a bitmap that's bigger than the cache
+ if (size < mMaxSize) {
+ while (mSize + size > mMaxSize) {
+ mCache.removeOldest();
+ }
+ }
+
+ glGenTextures(1, &texture->id);
+
+ glBindTexture(GL_TEXTURE_2D, texture->id);
+ // Textures are Alpha8
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, texture->width, texture->height, 0,
+ GL_ALPHA, GL_UNSIGNED_BYTE, shadow.image);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ if (size < mMaxSize) {
+ mSize += size;
+ mCache.put(entry, texture);
+ } else {
+ texture->cleanup = true;
+ }
+
+ // Cleanup shadow
+ delete[] shadow.image;
+ }
+
+ return texture;
+}
+
+}; // namespace uirenderer
+}; // namespace android