Glop support for indexed quads
bug:19014311
Change-Id: If35a873421b41cc4508b0d8ac1b4d900c9bb3717
diff --git a/libs/hwui/renderstate/RenderState.cpp b/libs/hwui/renderstate/RenderState.cpp
index ba49833..6394dc1 100644
--- a/libs/hwui/renderstate/RenderState.cpp
+++ b/libs/hwui/renderstate/RenderState.cpp
@@ -204,12 +204,7 @@
*
* Textures + coordinates
* SkiaShader
- * ColorFilter
- *
- // TODO: texture coord
- // TODO: texture support
- // TODO: skiashader support
- // TODO: color filter support
+ * RoundRect clipping
*/
void RenderState::render(const Glop& glop) {
@@ -251,18 +246,18 @@
// indices
meshState().bindIndicesBufferInternal(mesh.indexBufferObject);
- if (glop.mesh.vertexFlags & kTextureCoord_Attrib) {
+ if (mesh.vertexFlags & kTextureCoord_Attrib) {
// TODO: support textures
LOG_ALWAYS_FATAL("textures not yet supported");
} else {
meshState().disableTexCoordsVertexArray();
}
- if (glop.mesh.vertexFlags & kColor_Attrib) {
+ if (mesh.vertexFlags & kColor_Attrib) {
LOG_ALWAYS_FATAL("color vertex attribute not yet supported");
// TODO: enable color, disable when done
}
int alphaSlot = -1;
- if (glop.mesh.vertexFlags & kAlpha_Attrib) {
+ if (mesh.vertexFlags & kAlpha_Attrib) {
const void* alphaCoords = ((const GLbyte*) glop.mesh.vertices) + kVertexAlphaOffset;
alphaSlot = shader.program->getAttrib("vtxAlpha");
glEnableVertexAttribArray(alphaSlot);
@@ -275,15 +270,31 @@
blend().setFactors(glop.blend.src, glop.blend.dst);
// ------------------------------------
- // ---------- GL state setup ----------
+ // ---------- Actual drawing ----------
// ------------------------------------
- if (mesh.indexBufferObject || mesh.indices) {
- glDrawElements(glop.mesh.primitiveMode, glop.mesh.vertexCount,
- GL_UNSIGNED_SHORT, mesh.indices);
+ if (mesh.indexBufferObject == meshState().getQuadListIBO()) {
+ // Since the indexed quad list is of limited length, we loop over
+ // the glDrawXXX method while updating the vertex pointer
+ GLsizei elementsCount = mesh.vertexCount;
+ const GLbyte* vertices = static_cast<const GLbyte*>(mesh.vertices);
+ while (elementsCount > 0) {
+ GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
+
+ // TODO: this double binds on first pass
+ meshState().bindPositionVertexPointer(true, vertices, mesh.stride);
+ glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
+ elementsCount -= drawCount;
+ vertices += (drawCount / 6) * 4 * mesh.stride;
+ }
+ } else if (mesh.indexBufferObject || mesh.indices) {
+ glDrawElements(mesh.primitiveMode, mesh.vertexCount, GL_UNSIGNED_SHORT, mesh.indices);
} else {
- glDrawArrays(glop.mesh.primitiveMode, 0, glop.mesh.vertexCount);
+ glDrawArrays(mesh.primitiveMode, 0, mesh.vertexCount);
}
+ // -----------------------------------
+ // ---------- Mesh teardown ----------
+ // -----------------------------------
if (glop.mesh.vertexFlags & kAlpha_Attrib) {
glDisableVertexAttribArray(alphaSlot);
}