Improve rendering speed by disabling scissor tests

This change improves execution of display lists, particularly on
tiled renderers. The goal is to disable the scissor test as
often as possible. Drawing commands are rarely clipped by View
bounds so most of them can be drawn without doing a scissor test.

The speed improvements scale with the number of views and drawing
commands.

Change-Id: Ibd9b5e051a3e4300562463805acc4fd744ba6266
This commit is contained in:
Romain Guy
2012-07-13 15:28:31 -07:00
parent 9c0b188e42
commit 586cae3ac6
5 changed files with 45 additions and 14 deletions

View File

@@ -74,6 +74,7 @@ void Caches::init() {
mTexCoordsArrayEnabled = false;
scissorEnabled = false;
mScissorX = mScissorY = mScissorWidth = mScissorHeight = 0;
glActiveTexture(gTextureUnits[0]);
@@ -352,7 +353,9 @@ void Caches::activeTexture(GLuint textureUnit) {
}
void Caches::setScissor(GLint x, GLint y, GLint width, GLint height) {
if (x != mScissorX || y != mScissorY || width != mScissorWidth || height != mScissorHeight) {
if (scissorEnabled && (x != mScissorX || y != mScissorY ||
width != mScissorWidth || height != mScissorHeight)) {
glScissor(x, y, width, height);
mScissorX = x;
@@ -362,6 +365,28 @@ void Caches::setScissor(GLint x, GLint y, GLint width, GLint height) {
}
}
void Caches::enableScissor() {
if (!scissorEnabled) {
glEnable(GL_SCISSOR_TEST);
scissorEnabled = true;
}
}
void Caches::disableScissor() {
if (scissorEnabled) {
glDisable(GL_SCISSOR_TEST);
scissorEnabled = false;
}
}
void Caches::setScissorEnabled(bool enabled) {
if (scissorEnabled != enabled) {
if (enabled) glEnable(GL_SCISSOR_TEST);
else glDisable(GL_SCISSOR_TEST);
scissorEnabled = enabled;
}
}
void Caches::resetScissor() {
mScissorX = mScissorY = mScissorWidth = mScissorHeight = 0;
}

View File

@@ -204,6 +204,10 @@ public:
*/
void resetScissor();
void enableScissor();
void disableScissor();
void setScissorEnabled(bool enabled);
/**
* Returns the mesh used to draw regions. Calling this method will
* bind a VBO of type GL_ELEMENT_ARRAY_BUFFER that contains the
@@ -221,6 +225,7 @@ public:
GLenum lastSrcMode;
GLenum lastDstMode;
Program* currentProgram;
bool scissorEnabled;
// VBO to draw with
GLuint meshBuffer;

View File

@@ -233,9 +233,8 @@ Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
layer->getTexture(), 0);
glDisable(GL_SCISSOR_TEST);
caches.disableScissor();
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
@@ -431,7 +430,7 @@ bool LayerRenderer::copyLayer(Layer* layer, SkBitmap* bitmap) {
renderer.OpenGLRenderer::prepareDirty(0.0f, 0.0f,
bitmap->width(), bitmap->height(), !layer->isBlend());
glDisable(GL_SCISSOR_TEST);
caches.disableScissor();
renderer.translate(0.0f, bitmap->height());
renderer.scale(1.0f, -1.0f);
@@ -460,8 +459,6 @@ bool LayerRenderer::copyLayer(Layer* layer, SkBitmap* bitmap) {
}
error:
glEnable(GL_SCISSOR_TEST);
#if DEBUG_OPENGL
if (error != GL_NO_ERROR) {
ALOGD("GL error while copying layer into bitmap = 0x%x", error);

View File

@@ -157,7 +157,6 @@ void OpenGLRenderer::setViewport(int width, int height) {
mFirstSnapshot->viewport.set(0, 0, width, height);
glDisable(GL_DITHER);
glEnable(GL_SCISSOR_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnableVertexAttribArray(Program::kBindingPosition);
@@ -181,6 +180,7 @@ int OpenGLRenderer::prepareDirty(float left, float top, float right, float botto
syncState();
if (!opaque) {
mCaches.enableScissor();
mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
glClear(GL_COLOR_BUFFER_BIT);
return DrawGlInfo::kStatusDrew;
@@ -250,7 +250,7 @@ void OpenGLRenderer::resume() {
glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnable(GL_SCISSOR_TEST);
mCaches.enableScissor();
mCaches.resetScissor();
dirtyClip();
@@ -651,6 +651,7 @@ bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> sna
#endif
// Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
mCaches.enableScissor();
mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
glClear(GL_COLOR_BUFFER_BIT);
@@ -981,7 +982,7 @@ void OpenGLRenderer::clearLayerRegions() {
// The list contains bounds that have already been clipped
// against their initial clip rect, and the current clip
// is likely different so we need to disable clipping here
glDisable(GL_SCISSOR_TEST);
mCaches.disableScissor();
Vertex mesh[count * 6];
Vertex* vertex = mesh;
@@ -1008,8 +1009,6 @@ void OpenGLRenderer::clearLayerRegions() {
setupDrawVertices(&mesh[0].position[0]);
glDrawArrays(GL_TRIANGLES, 0, count * 6);
glEnable(GL_SCISSOR_TEST);
} else {
for (uint32_t i = 0; i < count; i++) {
delete mLayers.itemAt(i);
@@ -1088,7 +1087,12 @@ bool OpenGLRenderer::quickReject(float left, float top, float right, float botto
Rect clipRect(*mSnapshot->clipRect);
clipRect.snapToPixelBoundaries();
return !clipRect.intersects(r);
bool rejected = !clipRect.intersects(r);
if (!isDeferred() && !rejected) {
mCaches.setScissorEnabled(!clipRect.contains(r));
}
return rejected;
}
bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {

View File

@@ -125,11 +125,11 @@ public:
return intersect(r.left, r.top, r.right, r.bottom);
}
bool contains(float l, float t, float r, float b) {
inline bool contains(float l, float t, float r, float b) {
return l >= left && t >= top && r <= right && b <= bottom;
}
bool contains(const Rect& r) {
inline bool contains(const Rect& r) {
return contains(r.left, r.top, r.right, r.bottom);
}