f74e8e0602
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
73 lines
2.0 KiB
C++
73 lines
2.0 KiB
C++
/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <stdlib.h>
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#include <stdint.h>
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#include <sys/types.h>
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#include <utils/Errors.h>
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#include <utils/Log.h>
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#include <ui/GraphicBuffer.h>
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#include "LayerDim.h"
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#include "SurfaceFlinger.h"
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#include "DisplayHardware/DisplayHardware.h"
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namespace android {
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// ---------------------------------------------------------------------------
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LayerDim::LayerDim(SurfaceFlinger* flinger, DisplayID display,
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const sp<Client>& client)
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: LayerBaseClient(flinger, display, client)
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{
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}
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LayerDim::~LayerDim()
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{
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}
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void LayerDim::onDraw(const Region& clip) const
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{
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const State& s(drawingState());
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if (s.alpha>0) {
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const DisplayHardware& hw(graphicPlane(0).displayHardware());
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const GLfloat alpha = s.alpha/255.0f;
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const uint32_t fbHeight = hw.getHeight();
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glDisable(GL_TEXTURE_EXTERNAL_OES);
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glDisable(GL_TEXTURE_2D);
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if (s.alpha == 0xFF) {
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glDisable(GL_BLEND);
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} else {
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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glColor4f(0, 0, 0, alpha);
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glVertexPointer(2, GL_FLOAT, 0, mVertices);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisable(GL_BLEND);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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}
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// ---------------------------------------------------------------------------
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}; // namespace android
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