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synced 2024-09-13 09:24:08 -07:00
Bug 732013 - Fix overdraw in LayerRenderer. r=kats
Add an optional rectangular mask to SingleTileLayer so that we can reduce the amount of overdraw when drawing the background and checkerboard layers.
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@ -574,6 +574,7 @@ public class LayerRenderer implements GLSurfaceView.Renderer {
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/** This function is invoked via JNI; be careful when modifying signature. */
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public void drawBackground() {
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/* Draw the background. */
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mBackgroundLayer.setMask(getPageRect());
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mBackgroundLayer.draw(mScreenContext);
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/* Draw the drop shadow, if we need to. */
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@ -583,8 +584,19 @@ public class LayerRenderer implements GLSurfaceView.Renderer {
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if (!untransformedPageRect.contains(mView.getController().getViewport()))
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mShadowLayer.draw(mPageContext);
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/* Find the area the root layer will render into, to mask the scissor rect */
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Rect rootMask = null;
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Layer rootLayer = mView.getController().getRoot();
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if (rootLayer != null) {
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RectF rootBounds = rootLayer.getBounds(mPageContext);
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rootBounds.offset(-mPageContext.viewport.left, -mPageContext.viewport.top);
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rootMask = new Rect();
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rootBounds.roundOut(rootMask);
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}
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/* Draw the checkerboard. */
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setScissorRect();
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mCheckerboardLayer.setMask(rootMask);
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mCheckerboardLayer.draw(mScreenContext);
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GLES20.glDisable(GLES20.GL_SCISSOR_TEST);
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}
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@ -596,9 +608,7 @@ public class LayerRenderer implements GLSurfaceView.Renderer {
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return;
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}
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setScissorRect();
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rootLayer.draw(mPageContext);
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GLES20.glDisable(GLES20.GL_SCISSOR_TEST);
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}
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/** This function is invoked via JNI; be careful when modifying signature. */
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@ -45,6 +45,8 @@ import org.mozilla.gecko.gfx.LayerController;
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import org.mozilla.gecko.gfx.TileLayer;
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import android.graphics.Rect;
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import android.graphics.RectF;
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import android.graphics.Region;
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import android.graphics.RegionIterator;
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import android.opengl.GLES20;
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import android.util.Log;
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import java.nio.FloatBuffer;
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@ -56,12 +58,23 @@ import javax.microedition.khronos.opengles.GL10;
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* TODO: Repeating textures really should be their own type of layer.
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*/
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public class SingleTileLayer extends TileLayer {
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private static final String LOGTAG = "GeckoSingleTileLayer";
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private Rect mMask;
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public SingleTileLayer(CairoImage image) { this(false, image); }
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public SingleTileLayer(boolean repeat, CairoImage image) {
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super(repeat, image);
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}
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/**
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* Set an area to mask out when rendering.
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*/
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public void setMask(Rect aMaskRect) {
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mMask = aMaskRect;
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}
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@Override
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public void draw(RenderContext context) {
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// mTextureIDs may be null here during startup if Layer.java's draw method
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@ -69,8 +82,6 @@ public class SingleTileLayer extends TileLayer {
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if (!initialized())
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return;
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
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RectF bounds;
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int[] cropRect;
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Rect position = getPosition();
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@ -86,42 +97,64 @@ public class SingleTileLayer extends TileLayer {
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cropRect = new int[] { 0, 0, position.width(), position.height() };
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}
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float height = bounds.height();
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float left = bounds.left - viewport.left;
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float top = viewport.height() - (bounds.top + height - viewport.top);
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Rect intBounds = new Rect();
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bounds.roundOut(intBounds);
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Region maskedBounds = new Region(intBounds);
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if (mMask != null) {
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maskedBounds.op(mMask, Region.Op.DIFFERENCE);
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if (maskedBounds.isEmpty())
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return;
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}
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float[] coords = {
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//x, y, z, texture_x, texture_y
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left/viewport.width(), top/viewport.height(), 0,
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cropRect[0]/(float)position.width(), cropRect[1]/(float)position.height(),
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// XXX Possible optimisation here, form this array so we can draw it in
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// a single call.
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RegionIterator i = new RegionIterator(maskedBounds);
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for (Rect subRect = new Rect(); i.next(subRect);) {
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// Compensate for rounding errors at the edge of the tile caused by
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// the roundOut above
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RectF subRectF = new RectF(Math.max(bounds.left, (float)subRect.left),
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Math.max(bounds.top, (float)subRect.top),
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Math.min(bounds.right, (float)subRect.right),
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Math.min(bounds.bottom, (float)subRect.bottom));
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left/viewport.width(), (top+height)/viewport.height(), 0,
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cropRect[0]/(float)position.width(), cropRect[3]/(float)position.height(),
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float height = subRectF.height();
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float left = subRectF.left - viewport.left;
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float top = viewport.height() - (subRectF.top + height - viewport.top);
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(left+bounds.width())/viewport.width(), top/viewport.height(), 0,
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cropRect[2]/(float)position.width(), cropRect[1]/(float)position.height(),
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float[] coords = {
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//x, y, z, texture_x, texture_y
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left/viewport.width(), top/viewport.height(), 0,
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cropRect[0]/(float)position.width(), cropRect[1]/(float)position.height(),
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(left+bounds.width())/viewport.width(), (top+height)/viewport.height(), 0,
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cropRect[2]/(float)position.width(), cropRect[3]/(float)position.height()
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};
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left/viewport.width(), (top+height)/viewport.height(), 0,
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cropRect[0]/(float)position.width(), cropRect[3]/(float)position.height(),
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FloatBuffer coordBuffer = context.coordBuffer;
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int positionHandle = context.positionHandle;
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int textureHandle = context.textureHandle;
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(left+subRectF.width())/viewport.width(), top/viewport.height(), 0,
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cropRect[2]/(float)position.width(), cropRect[1]/(float)position.height(),
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// Make sure we are at position zero in the buffer in case other draw methods did not clean
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// up after themselves
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coordBuffer.position(0);
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coordBuffer.put(coords);
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(left+subRectF.width())/viewport.width(), (top+height)/viewport.height(), 0,
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cropRect[2]/(float)position.width(), cropRect[3]/(float)position.height()
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};
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// Vertex coordinates are x,y,z starting at position 0 into the buffer.
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coordBuffer.position(0);
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GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20, coordBuffer);
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FloatBuffer coordBuffer = context.coordBuffer;
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int positionHandle = context.positionHandle;
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int textureHandle = context.textureHandle;
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// Texture coordinates are texture_x, texture_y starting at position 3 into the buffer.
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coordBuffer.position(3);
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GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20, coordBuffer);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
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// Make sure we are at position zero in the buffer
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coordBuffer.position(0);
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coordBuffer.put(coords);
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// Vertex coordinates are x,y,z starting at position 0 into the buffer.
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coordBuffer.position(0);
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GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20, coordBuffer);
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// Texture coordinates are texture_x, texture_y starting at position 3 into the buffer.
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coordBuffer.position(3);
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GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20, coordBuffer);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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}
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