Avoid caching shadow properties in Java & HWUI.
bug: 10650594
Change-Id: I6f57df002710bb0567ed7e53fc0bfe96cfd504b8
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index b49d1e1..e8e9885 100644
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -29,6 +29,7 @@
#include <SkShader.h>
#include <SkXfermode.h>
+#include <utils/Blur.h>
#include <utils/Functor.h>
#include <utils/RefBase.h>
#include <utils/SortedVector.h>
@@ -71,13 +72,6 @@
SkiaShader* mShader;
float mOverrideLayerAlpha;
- // Drop shadow
- bool mHasShadow;
- float mShadowRadius;
- float mShadowDx;
- float mShadowDy;
- int mShadowColor;
-
// Draw filters
bool mHasDrawFilter;
int mPaintFilterClearBits;
@@ -222,9 +216,6 @@
virtual void resetShader();
virtual void setupShader(SkiaShader* shader);
- virtual void resetShadow();
- virtual void setupShadow(float radius, float dx, float dy, int color);
-
virtual void resetPaintFilter();
virtual void setupPaintFilter(int clearBits, int setBits);
@@ -312,6 +303,31 @@
return paint->getAlpha();
}
+ struct TextShadow {
+ SkScalar radius;
+ float dx;
+ float dy;
+ SkColor color;
+ };
+
+ static inline bool getTextShadow(const SkPaint* paint, TextShadow* textShadow) {
+ SkDrawLooper::BlurShadowRec blur;
+ if (paint && paint->getLooper() && paint->getLooper()->asABlurShadow(&blur)) {
+ if (textShadow) {
+ textShadow->radius = Blur::convertSigmaToRadius(blur.fSigma);
+ textShadow->dx = blur.fOffset.fX;
+ textShadow->dy = blur.fOffset.fY;
+ textShadow->color = blur.fColor;
+ }
+ return true;
+ }
+ return false;
+ }
+
+ static inline bool hasTextShadow(const SkPaint* paint) {
+ return getTextShadow(paint, NULL);
+ }
+
/**
* Return the best transform to use to rasterize text given a full
* transform matrix.