don't attempt to clip layers anymore using glScissor

this seems to hurt performance on some GPU. this change
might negatively affect performance on other GPUs though, but
probably in less time-sensitive cases. If this becomes a
problem it might become necessary to pre-clip the geometry
(so that we don't have to use glScissor).

This improves the rotation animation quite a bit.

Change-Id: I5dbe1286f7ad858ef2c1e1ad9a07ee3f26c0b1f3
This commit is contained in:
Mathias Agopian 2012-04-16 03:14:05 -07:00
parent a2f4e56fec
commit f74e8e0602
5 changed files with 44 additions and 106 deletions

View File

@ -231,7 +231,9 @@ void LayerBase::validateVisibility(const Transform& planeTransform)
const uint32_t hw_h = hw.getHeight();
uint32_t w = s.w;
uint32_t h = s.h;
uint32_t h = s.h;
mNumVertices = 4;
tr.transform(mVertices[0], 0, 0);
tr.transform(mVertices[1], 0, h);
tr.transform(mVertices[2], w, h);
@ -268,27 +270,6 @@ void LayerBase::unlockPageFlip(
const Transform& planeTransform, Region& outDirtyRegion) {
}
void LayerBase::drawRegion(const Region& reg) const
{
Region::const_iterator it = reg.begin();
Region::const_iterator const end = reg.end();
if (it != end) {
Rect r;
const DisplayHardware& hw(graphicPlane(0).displayHardware());
const int32_t fbWidth = hw.getWidth();
const int32_t fbHeight = hw.getHeight();
const GLshort vertices[][2] = { { 0, 0 }, { fbWidth, 0 },
{ fbWidth, fbHeight }, { 0, fbHeight } };
glVertexPointer(2, GL_SHORT, 0, vertices);
while (it != end) {
const Rect& r = *it++;
const GLint sy = fbHeight - (r.top + r.height());
glScissor(r.left, sy, r.width(), r.height());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
}
}
void LayerBase::setGeometry(hwc_layer_t* hwcl)
{
hwcl->compositionType = HWC_FRAMEBUFFER;
@ -345,9 +326,6 @@ bool LayerBase::getFiltering() const
void LayerBase::draw(const Region& clip) const
{
// reset GL state
glEnable(GL_SCISSOR_TEST);
onDraw(clip);
}
@ -371,16 +349,8 @@ void LayerBase::clearWithOpenGL(const Region& clip, GLclampf red,
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
Region::const_iterator it = clip.begin();
Region::const_iterator const end = clip.end();
glEnable(GL_SCISSOR_TEST);
glVertexPointer(2, GL_FLOAT, 0, mVertices);
while (it != end) {
const Rect& r = *it++;
const GLint sy = fbHeight - (r.top + r.height());
glScissor(r.left, sy, r.width(), r.height());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
glDrawArrays(GL_TRIANGLE_FAN, 0, mNumVertices);
}
void LayerBase::clearWithOpenGL(const Region& clip) const
@ -434,15 +404,8 @@ void LayerBase::drawWithOpenGL(const Region& clip) const
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, mVertices);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glDrawArrays(GL_TRIANGLE_FAN, 0, mNumVertices);
Region::const_iterator it = clip.begin();
Region::const_iterator const end = clip.end();
while (it != end) {
const Rect& r = *it++;
const GLint sy = fbHeight - (r.top + r.height());
glScissor(r.left, sy, r.width(), r.height());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_BLEND);
}

View File

@ -100,7 +100,6 @@ public:
uint32_t setTransactionFlags(uint32_t flags);
Rect visibleBounds() const;
void drawRegion(const Region& reg) const;
virtual sp<LayerBaseClient> getLayerBaseClient() const { return 0; }
virtual sp<Layer> getLayer() const { return 0; }
@ -260,6 +259,7 @@ protected:
int32_t mPlaneOrientation;
Transform mTransform;
GLfloat mVertices[4][2];
size_t mNumVertices;
Rect mTransformedBounds;
// these are protected by an external lock

View File

@ -43,9 +43,7 @@ LayerDim::~LayerDim()
void LayerDim::onDraw(const Region& clip) const
{
const State& s(drawingState());
Region::const_iterator it = clip.begin();
Region::const_iterator const end = clip.end();
if (s.alpha>0 && (it != end)) {
if (s.alpha>0) {
const DisplayHardware& hw(graphicPlane(0).displayHardware());
const GLfloat alpha = s.alpha/255.0f;
const uint32_t fbHeight = hw.getHeight();
@ -62,13 +60,8 @@ void LayerDim::onDraw(const Region& clip) const
glColor4f(0, 0, 0, alpha);
glVertexPointer(2, GL_FLOAT, 0, mVertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
while (it != end) {
const Rect& r = *it++;
const GLint sy = fbHeight - (r.top + r.height());
glScissor(r.left, sy, r.width(), r.height());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
glDisable(GL_BLEND);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}

View File

@ -109,9 +109,7 @@ uint32_t LayerScreenshot::doTransaction(uint32_t flags)
void LayerScreenshot::onDraw(const Region& clip) const
{
const State& s(drawingState());
Region::const_iterator it = clip.begin();
Region::const_iterator const end = clip.end();
if (s.alpha>0 && (it != end)) {
if (s.alpha>0) {
const DisplayHardware& hw(graphicPlane(0).displayHardware());
const GLfloat alpha = s.alpha/255.0f;
const uint32_t fbHeight = hw.getHeight();
@ -137,13 +135,7 @@ void LayerScreenshot::onDraw(const Region& clip) const
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, mTexCoords);
glVertexPointer(2, GL_FLOAT, 0, mVertices);
while (it != end) {
const Rect& r = *it++;
const GLint sy = fbHeight - (r.top + r.height());
glScissor(r.left, sy, r.width(), r.height());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
glDrawArrays(GL_TRIANGLE_FAN, 0, mNumVertices);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);

View File

@ -265,7 +265,6 @@ status_t SurfaceFlinger::readyToRun()
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glEnableClientState(GL_VERTEX_ARRAY);
glEnable(GL_SCISSOR_TEST);
glShadeModel(GL_FLAT);
glDisable(GL_DITHER);
glDisable(GL_CULL_FACE);
@ -980,8 +979,6 @@ void SurfaceFlinger::debugFlashRegions()
if (mDebugRegion > 1)
usleep(mDebugRegion * 1000);
glEnable(GL_SCISSOR_TEST);
}
void SurfaceFlinger::drawWormhole() const
@ -990,52 +987,48 @@ void SurfaceFlinger::drawWormhole() const
if (region.isEmpty())
return;
const DisplayHardware& hw(graphicPlane(0).displayHardware());
const int32_t width = hw.getWidth();
const int32_t height = hw.getHeight();
glDisable(GL_TEXTURE_EXTERNAL_OES);
glDisable(GL_BLEND);
if (CC_LIKELY(!mDebugBackground)) {
glClearColor(0,0,0,0);
Region::const_iterator it = region.begin();
Region::const_iterator const end = region.end();
while (it != end) {
const Rect& r = *it++;
const GLint sy = height - (r.top + r.height());
glScissor(r.left, sy, r.width(), r.height());
glClear(GL_COLOR_BUFFER_BIT);
}
glDisable(GL_TEXTURE_2D);
glColor4f(0,0,0,0);
} else {
const GLshort vertices[][2] = { { 0, 0 }, { width, 0 },
{ width, height }, { 0, height } };
const GLshort tcoords[][2] = { { 0, 0 }, { 1, 0 }, { 1, 1 }, { 0, 1 } };
glVertexPointer(2, GL_SHORT, 0, vertices);
glTexCoordPointer(2, GL_SHORT, 0, tcoords);
const DisplayHardware& hw(graphicPlane(0).displayHardware());
const int32_t width = hw.getWidth();
const int32_t height = hw.getHeight();
const GLfloat tcoords[][2] = { { 0, 0 }, { 1, 0 }, { 1, 1 }, { 0, 1 } };
glTexCoordPointer(2, GL_FLOAT, 0, tcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_EXTERNAL_OES);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mWormholeTexName);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glDisable(GL_BLEND);
glScalef(width*(1.0f/32.0f), height*(1.0f/32.0f), 1);
Region::const_iterator it = region.begin();
Region::const_iterator const end = region.end();
while (it != end) {
const Rect& r = *it++;
const GLint sy = height - (r.top + r.height());
glScissor(r.left, sy, r.width(), r.height());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
GLfloat vertices[4][2];
glVertexPointer(2, GL_FLOAT, 0, vertices);
Region::const_iterator it = region.begin();
Region::const_iterator const end = region.end();
while (it != end) {
const Rect& r = *it++;
vertices[0][0] = r.left;
vertices[0][1] = r.top;
vertices[1][0] = r.right;
vertices[1][1] = r.top;
vertices[2][0] = r.right;
vertices[2][1] = r.bottom;
vertices[3][0] = r.left;
vertices[3][1] = r.bottom;
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
status_t SurfaceFlinger::addLayer(const sp<LayerBase>& layer)
@ -1841,7 +1834,6 @@ status_t SurfaceFlinger::renderScreenToTextureLocked(DisplayID dpy,
glDisable(GL_SCISSOR_TEST);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
const Vector< sp<LayerBase> >& layers(mVisibleLayersSortedByZ);
@ -2026,11 +2018,11 @@ status_t SurfaceFlinger::electronBeamOffAnimationImplLocked()
}
glColorMask(1,1,1,1);
glEnable(GL_SCISSOR_TEST);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDeleteTextures(1, &tname);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
return NO_ERROR;
}
@ -2169,11 +2161,11 @@ status_t SurfaceFlinger::electronBeamOnAnimationImplLocked()
}
glColorMask(1,1,1,1);
glEnable(GL_SCISSOR_TEST);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDeleteTextures(1, &tname);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
return NO_ERROR;
}
@ -2203,7 +2195,6 @@ status_t SurfaceFlinger::turnElectronBeamOffImplLocked(int32_t mode)
glClearColor(0,0,0,1);
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
hw.flip( Region(hw.bounds()) );
return NO_ERROR;
@ -2341,7 +2332,6 @@ status_t SurfaceFlinger::captureScreenImplLocked(DisplayID dpy,
// invert everything, b/c glReadPixel() below will invert the FB
glViewport(0, 0, sw, sh);
glScissor(0, 0, sw, sh);
glEnable(GL_SCISSOR_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
@ -2394,7 +2384,7 @@ status_t SurfaceFlinger::captureScreenImplLocked(DisplayID dpy,
result = NO_MEMORY;
}
}
glEnable(GL_SCISSOR_TEST);
glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, hw_w, hw_h);
glMatrixMode(GL_PROJECTION);
glPopMatrix();