Improve performance of unclipped save layers.
Instead of allocating a separate renderTarget and switching between them on each draw the new implementation follows the same pattern that the old HWUI renderer used. The area of the layer is now copied to a buffer on the GPU, the area is then cleared, rendered as normal, and finally the texture is redrawn using dst_over blending. This results in no render target switches and is considerably faster on some hardware. Test: CtsGraphicsTestCases, CtsUiRenderingTestCases Bug: 119222339 Change-Id: I716aac1fc31e4c7a171373d37dee82034c01cf18
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@@ -556,7 +556,7 @@ public class Canvas extends BaseCanvas {
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* @hide
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*/
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public int saveUnclippedLayer(int left, int top, int right, int bottom) {
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return nSaveLayer(mNativeCanvasWrapper, left, top, right, bottom, 0, 0);
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return nSaveUnclippedLayer(mNativeCanvasWrapper, left, top, right, bottom);
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}
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/**
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@@ -1395,6 +1395,8 @@ public class Canvas extends BaseCanvas {
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private static native int nSaveLayerAlpha(long nativeCanvas, float l, float t, float r, float b,
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int alpha, int layerFlags);
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@CriticalNative
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private static native int nSaveUnclippedLayer(long nativeCanvas, int l, int t, int r, int b);
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@CriticalNative
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private static native boolean nRestore(long canvasHandle);
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@CriticalNative
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private static native void nRestoreToCount(long canvasHandle, int saveCount);
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