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-rw-r--r--libs/hwui/OpenGLRenderer.cpp49
1 files changed, 25 insertions, 24 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 2b50091..89cefe0 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1730,35 +1730,22 @@ status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top,
status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
float* vertices, int* colors, SkPaint* paint) {
- // TODO: Do a quickReject
if (!vertices || mSnapshot->isIgnored()) {
return DrawGlInfo::kStatusDone;
}
- mCaches.activeTexture(0);
- Texture* texture = mCaches.textureCache.get(bitmap);
- if (!texture) return DrawGlInfo::kStatusDone;
- const AutoTexture autoCleanup(texture);
-
- texture->setWrap(GL_CLAMP_TO_EDGE, true);
- texture->setFilter(FILTER(paint), true);
-
- int alpha;
- SkXfermode::Mode mode;
- getAlphaAndMode(paint, &alpha, &mode);
-
- const uint32_t count = meshWidth * meshHeight * 6;
-
+ // TODO: We should compute the bounding box when recording the display list
float left = FLT_MAX;
float top = FLT_MAX;
float right = FLT_MIN;
float bottom = FLT_MIN;
- const bool hasActiveLayer = hasLayer();
+ const uint32_t count = meshWidth * meshHeight * 6;
// TODO: Support the colors array
TextureVertex mesh[count];
TextureVertex* vertex = mesh;
+
for (int32_t y = 0; y < meshHeight; y++) {
for (int32_t x = 0; x < meshWidth; x++) {
uint32_t i = (y * (meshWidth + 1) + x) * 2;
@@ -1785,17 +1772,31 @@ status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int mes
TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
- if (hasActiveLayer) {
- // TODO: This could be optimized to avoid unnecessary ops
- left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
- top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
- right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
- bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
- }
+ // TODO: This could be optimized to avoid unnecessary ops
+ left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
+ top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
+ right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
+ bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
}
}
- if (hasActiveLayer) {
+ if (quickReject(left, top, right, bottom)) {
+ return DrawGlInfo::kStatusDone;
+ }
+
+ mCaches.activeTexture(0);
+ Texture* texture = mCaches.textureCache.get(bitmap);
+ if (!texture) return DrawGlInfo::kStatusDone;
+ const AutoTexture autoCleanup(texture);
+
+ texture->setWrap(GL_CLAMP_TO_EDGE, true);
+ texture->setFilter(FILTER(paint), true);
+
+ int alpha;
+ SkXfermode::Mode mode;
+ getAlphaAndMode(paint, &alpha, &mode);
+
+ if (hasLayer()) {
dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
}