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Commit e8cb9c14 authored by Romain Guy's avatar Romain Guy
Browse files

Apply bilinear filtering on text only when necessary.

Change-Id: Ic903f4b5d30e9c92528c6291941896efe4729ee3
parent 95930e13
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+3 −2
Original line number Diff line number Diff line
@@ -437,8 +437,9 @@ void FontRenderer::initTextTexture() {
    glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, mCacheWidth, mCacheHeight, 0,
            GL_ALPHA, GL_UNSIGNED_BYTE, 0);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    mLinearFiltering = false;
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+11 −1
Original line number Diff line number Diff line
@@ -156,8 +156,16 @@ public:
    DropShadow renderDropShadow(SkPaint* paint, const char *text, uint32_t startIndex,
            uint32_t len, int numGlyphs, uint32_t radius);

    GLuint getTexture() {
    GLuint getTexture(bool linearFiltering = false) {
        checkInit();
        if (linearFiltering != mLinearFiltering) {
            mLinearFiltering = linearFiltering;
            const GLenum filtering = linearFiltering ? GL_LINEAR : GL_NEAREST;

            glBindTexture(GL_TEXTURE_2D, mTextureId);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
        }
        return mTextureId;
    }

@@ -252,6 +260,8 @@ protected:

    bool mInitialized;

    bool mLinearFiltering;

    void computeGaussianWeights(float* weights, int32_t radius);
    void horizontalBlur(float* weights, int32_t radius, const uint8_t *source, uint8_t *dest,
            int32_t width, int32_t height);
+9 −0
Original line number Diff line number Diff line
@@ -53,6 +53,15 @@ void Matrix4::loadIdentity() {
    mSimpleMatrix = true;
}

#define EPSILON 0.00001f
#define almost(u, v) (fabs((u) - (v)) < EPSILON)

bool Matrix4::changesBounds() {
    return !(almost(data[0], 1.0f) && almost(data[1], 0.0f) && almost(data[2], 0.0f) &&
             almost(data[4], 0.0f) && almost(data[5], 1.0f) && almost(data[6], 0.0f) &&
             almost(data[8], 0.0f) && almost(data[9], 0.0f) && almost(data[10], 1.0f));
}

void Matrix4::load(const float* v) {
    memcpy(data, v, sizeof(data));
    mSimpleMatrix = false;
+2 −0
Original line number Diff line number Diff line
@@ -103,6 +103,8 @@ public:
        multiply(u);
    }

    bool changesBounds();

    void copyTo(float* v) const;
    void copyTo(SkMatrix& v) const;

+4 −2
Original line number Diff line number Diff line
@@ -767,8 +767,10 @@ void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
    GLuint textureUnit = 0;
    glActiveTexture(gTextureUnits[textureUnit]);

    setupTextureAlpha8(fontRenderer.getTexture(), 0, 0, textureUnit, x, y, r, g, b, a,
            mode, false, true);
    // Assume that the modelView matrix does not force scales, rotates, etc.
    const bool linearFilter = mSnapshot->transform->changesBounds();
    setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
            x, y, r, g, b, a, mode, false, true);

    const Rect& clip = mSnapshot->getLocalClip();
    clearLayerRegions();