Implement clipRect with a transform, clipRegion & clipPath
Bug #7146141
When non-rectangular clipping occurs in a layer the render buffer
used as the stencil buffer is not cached. If this happens on a
View's hardware layer the render buffer will live for as long
as the layer is bound to the view. When a stencil buffer is
required because of a call to Canvas.saveLayer() it will be allocated
on every frame. A future change will address this problem.
If "show GPU overdraw" is enabled, non-rectangular clips are not
supported anymore and we fall back to rectangular clips instead.
This is a limitation imposed by OpenGL ES that cannot be worked
around at this time.
This change also improves the Matrix4 implementation to easily
detect when a rect remains a rect after transform.
Change-Id: I0e69fb901792d38bc0c4ca1bf9fdb02d7db415b9
diff --git a/libs/hwui/Stencil.cpp b/libs/hwui/Stencil.cpp
index 84df82b..4fcd51d 100644
--- a/libs/hwui/Stencil.cpp
+++ b/libs/hwui/Stencil.cpp
@@ -37,7 +37,7 @@
void Stencil::enableTest() {
if (mState != kTest) {
enable();
- glStencilFunc(GL_EQUAL, 0x1, 0x1);
+ glStencilFunc(GL_EQUAL, 0xff, 0xff);
// We only want to test, let's keep everything
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
@@ -48,7 +48,7 @@
void Stencil::enableWrite() {
if (mState != kWrite) {
enable();
- glStencilFunc(GL_ALWAYS, 0x1, 0x1);
+ glStencilFunc(GL_ALWAYS, 0xff, 0xff);
// The test always passes so the first two values are meaningless
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);