History log of /frameworks/base/libs/hwui/FontRenderer.h
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
e8c3c813b0e3ac98304b17a751ce6e436e252bd9 06-Feb-2016 Chris Craik <ccraik@google.com> Fix TextDropShadowCacheTests and glyph_t everywhere

Change-Id: I943eae4e9408c77bdfba6304ba7ee3e862351a41
e4db79de127cfe961195f52907af8451026eaa20 23-Dec-2015 Chris Craik <ccraik@google.com> Stencil support in new recorder/reorderer


Adds complex (non-rectangular) clipping support, and overdraw
visualization. Doesn't support stencil clipping in layers.

Change-Id: I8d10c7f1d2769ab5756774ca672344cc09901f87
15c3f19a445b8df575911a16e8a6dba755a084b5 03-Dec-2015 Chris Craik <ccraik@google.com> Merged op dispatch in OpReorderer


Also switches std::functions to function pointers on OpReorderer, and
switches AssetAtlas' entry getter methods to using pixelRef pointers,
so it's clear they're the keys.

Change-Id: I3040ce5ff4e178a8364e0fd7ab0876ada7d4de05
a1717271caac5e8ea3808c331d4141ac01a42134 19-Nov-2015 Chris Craik <ccraik@google.com> Initial text support in new reorderer/renderer

Removes obsolete drawPosText codepath, and unifies text decoration behavior.

Change-Id: I9c563249ab688a3394445a0e7fe1b9d0661f6f7c
0fe8ea20962249c257762c81896758a9f7ecf659 03-Oct-2015 Stephen Hines <srhines@google.com> am 697e3dd6: am ee144b1e: resolved conflicts for bd57dac5 to stage-aosp-master

* commit '697e3dd6b9a8be4451e19ab7c03ced310602b92a':
Don't unregister Fonts from renderer at destruction
ee144b1e60a88e8f097113e046813f0b61c38b9b 03-Oct-2015 Stephen Hines <srhines@google.com> resolved conflicts for bd57dac5 to stage-aosp-master

Change-Id: I5107af13712d7cc908d8699e5c15a002f0a3ec85
148c78f825496b75a812d61e7d9222d897870a6c 02-Oct-2015 Chris Craik <ccraik@google.com> Don't unregister Fonts from renderer at destruction


Fonts are only destroyed when the renderer is destroyed, this prevents
modifying the FontRenderer's LruCache while it's being iterated through
in FontRenderer::~FontRenderer.

Change-Id: I0e2c9f87981bfa50454ec8689df05851839e288e
c08820f587ad94698691a6657e87712de07e484c 22-Sep-2015 Chris Craik <ccraik@google.com> Remove lookup3 gamma code

Also clean up gamma / glyph cache properties

Change-Id: I75b1ac0cb55638bf787ffd3cf457483ae314f03b
272a685f17cc4828257e521a6f62b7b17870f75e 30-Jul-2015 John Reck <jreck@google.com> Replace most usages of utils/Vector.h

Change-Id: I540d1b3523244d6c71fc52d6fb30555271c25644
828407356dd5c34a3e441604aaf895cbec7c7e66 03-Apr-2015 Chris Craik <ccraik@google.com> Delete pre-glop path


Change-Id: I06376b6f625455892d8eafe2727b78025a64c4bf
e2bb380bc26749782c873e5488cfdf4e42b27346 13-Mar-2015 Chris Craik <ccraik@google.com> Use glops for text rendering

Change-Id: I5e155c8baf3149f0ff231ec3c89dbff6bb8eae92
96a5c4c7bab6718524de7253da8309143ab48bef 28-Jan-2015 Chris Craik <ccraik@google.com> Move more GL state management to RenderState and its directory

Change-Id: Ic68584e1c08dc64be2ad43450cb6caa1de834fdc
e84a208317e0ed388fcdad1e6743c7849acb51b0 22-Dec-2014 Chris Craik <ccraik@google.com> Add overrides and switch to nullptr keyword

Changes generated with clang-modernize.

Additionally, fixed some struct-vs-class usage to make clang happy.

Change-Id: Ic6ef2427401ff1e794d26f21f7b44868fc75fb72
2dc236b2bae13b9a0ed9b3f7320502aecd7983b3 15-Oct-2014 Tom Hudson <tomhudson@google.com> Clean up physical coupling

Narrow the use of #include directives in hwui, replacing with forward
declarations where straightforward. Speeds compiles; doesn't do any
restructuring of code.

Change-Id: Icac2baffb5896f55d8c6718e9bd9d4bfa02d3ca0
59744b79ec302000802cd56d30a1bf70f0183c80 02-Jul-2014 Chris Craik <ccraik@google.com> Add hack for custom re-rasterization buckets


Moves all of the font transform management into
OpenGLRenderer::findBestFontTransform(), and now simply passes down
final rasterization transforms into the FontRenderer.

Change-Id: Ie02752e6af863347b142367c7d628db5f9fc2998
e392c81f6b8f9ace0c0a48c9d4df117fda31fd13 21-May-2014 Derek Sollenberger <djsollen@google.com> Pass the radius as a float deeper into HWUI allowing RS to generate more accurate blurs.

Also, when converting radius to an integer value snap to the appropriate integer boundaries.

bug: 10650594
Change-Id: Icca4bc17d88162bbcbc6035d4f81bd1d98a4de2d
d218a92c0afb8c0d98135b20b52ac87236e1c935 03-Jan-2014 Chris Craik <ccraik@google.com> Use const where possible for drawing parameters

They should never be modified by a Renderer, only read and copied.

Change-Id: I9d8d55dca19115ee9dfeb2bb3f092ba2fb327cd4
14e513058ed4168c94e015638d16f5f87fd8063a 31-Dec-2013 Chris Craik <ccraik@google.com> Move Snapshot management to intermediate StatefulBaseRenderer class

The eventual goal is for the StatefulBaseRenderer to serve as the
common base class between the DisplayListRenderer and OpenGLRenderer.

This will separate DisplayList recording, Snapshot stack management,
and the GL in OpenGLRenderer.

Additionally, avoid sp<> parameters, and use const parameters in
several places, with the intent of greatly reducing the surface area
where renderer subclasses can modify snapshot stack.

Next steps:
-move bulk of clipping logic into StatefulBaseRenderer
-disable direct snapshot access

Change-Id: Ibc3c6747134ec7daf8ea535866239fa73b874390
250b1cfc831fd2a271c09cab547efcc5e3d5f828 01-Aug-2013 Tim Murray <timmurray@google.com> Handle updates to RS C++ API.

Change-Id: I73127fc7369643b94d4a49f31a516b50c74b54ac
1e546815bbb736c50679a8aefc25f48561026fc5 25-Jun-2013 Victoria Lease <violets@google.com> Support RGBA fonts and bitmap fonts (and RGBA bitmap fonts)

Quite a few things going on in this commit:

- Enable bitmap strikes by default in Paint objects.

The SkPaint parameter that enables bitmap strikes was not previously
included in DEFAULT_PAINT_FLAGS. This effectively disabled bitmap
fonts. Oops! It's for the best, though, as additional work was needed
in Skia to make bitmap fonts work anyway.

- Complain if TEXTURE_BORDER_SIZE is not 1.

Our glyph cache code does not currently handle any value other than 1
here, including zero. I've added a little C preprocessor check to
prevent future engineers (including especially future-me) from
thinking that they can change this value without updating the related

- Add GL_RGBA support to hwui's FontRenderer and friends

This also happened to involve some refactoring for convenience and

Bug: 9577689
Change-Id: I0abd1e5a0d6623106247fb6421787e2c2f2ea19c
31e08e953fe7bdb1b1cbc247156cb6a19917a2f1 19-Jun-2013 Romain Guy <romainguy@google.com> Share Caches' index buffer with FontRenderer

This reduces state changes when we draw 9patches and text together,
which happens *a lot*. Also disable the NV profiling extension by
default since it doesn't play nice with display lists deferrals.
To enable it set debug.hwui.nv_profiling to true.

Change-Id: I518b44b7d294e5def10c78911ceb9f01ae401609
1f5762e646bed2290934280464832782766ee68e 07-May-2013 Mathias Agopian <mathias@google.com> libutils clean-up

Change-Id: I11ee943da23a66828455a9770fc3c5ceb4bbcaa9
55709fc1c7b2741ba3cf7f160d7d8644c112bb99 15-Apr-2013 Chris Craik <ccraik@google.com> am 55b883b0: am 30c990c3: Merge "Draw Operation merging" into jb-mr2-dev

* commit '55b883b0a960b37aa453253f3ccb614dd95c221c':
Draw Operation merging
527a3aace1dd72432c2e0472a570e030ad04bf16 04-Mar-2013 Chris Craik <ccraik@google.com> Draw Operation merging

Merge simple bitmap draw operations and text operations to avoid
issuing individual gl draws for each operation. Merging other ops to
be done eventually.

The methods are different - the bitmap merging generates a single
mesh for reused, unclipped images (esp. repeated images in a listview)

The text approach queries just defers the normal font rendering until
the last drawText in the sequence that can share the same shader.

Patches are sorted and merged, but don't yet have a multiDraw
implementation. For now, the pretending-to-merge gives better sorting
behavior by keeping similar patches together.

Change-Id: Ic300cdab0a53814cf7b09c58bf54b1bf0f58ccd6
e48da96ab5837f305ef55d5ea9d3215930884f83 12-Apr-2013 Romain Guy <romainguy@google.com> resolved conflicts for merge of 886e1204 to master

Change-Id: Id002d2ae799c6946672335f122ecbfa07d9c0bc1
cf51a4199835e9604aa4c8b3854306f8fbabbf33 09-Apr-2013 Romain Guy <romainguy@google.com> Introduce PixelBuffer API to enable PBOs

PBOs (Pixel Buffer Objects) can be used on OpenGL ES 3.0 to perform
asynchronous texture uploads to free up the CPU. This change does not
enable the use of PBOs unless a specific property is set (Adreno drivers
have issues with PBOs at the moment, Mali drivers work just fine.)

This change also cleans up Font/FontRenderer a little bit and improves
performance of drop shadows generations by using memcpy() instead of
a manual byte-by-byte copy.

On GL ES 2.0 devices, or when PBOs are disabled, a PixelBuffer instance
behaves like a simple byte array. The extra APIs introduced for PBOs
(map/unmap and bind/unbind) are pretty much no-ops for CPU pixel
buffers and won't introduce any significant overhead.

This change also fixes a bug with text drop shadows: if the drop
shadow is larger than the max texture size, the renderer would leave
the GL context in a bad state and generate 0x501 errors. This change
simply skips drop shadows if they are too large.

Change-Id: I2700aadb0c6093431dc5dee3d587d689190c4e23
e4d9a01bfc7451afff1ed399a5801c7aa2af2831 29-Mar-2013 Dan Morrill <morrildl@google.com> Phase 1 of refactoring SystemServer.

SystemServer is currently a monolithic class that brings up key system
services. This change is the first phase of refactoring it to be more
configurable. Specifically, it adds a set of on/off switches used to control
startup of individual services. Future plans include finer grained controls
and a more explicit and consistent startup sequence for these services.

Change-Id: I7299f5ce7d7b74a34eb56dffb788366fbc058532
257ae3502cfad43df681b1783528d645bdabc63f 21-Mar-2013 Romain Guy <romainguy@google.com> Optimize text GL setup

Only performs the GL setup steps when at least one glyph is drawn.
This change also skips various draw operations when the specified
paint draws with alpha = 0.

Change-Id: I9eda148b0503acffc552ee19196f5d52e958a1a2
661a87ec28a49458f1faf533783abf2ab9927cab 19-Mar-2013 Romain Guy <romainguy@google.com> Reduce number of glDraw calls when drawing text

This change moves the mesh buffer from FontRenderer to CacheTexture
to help reduce the number of texture binds and glDraw calls when
drawing text that spans across multiple textures.

Change-Id: I7de574d88313ca3672879ca878c253ff5f131fc1
115096f50a560e64a7f95d37686d4861042c7aeb 19-Mar-2013 Romain Guy <romainguy@google.com> Minimize texture binds when drawing text

When several CacheTextures are used to draw text, sort the
draw batches by texture ID to minimize state changes in the

This change also tweaks the font cache size and renames
a property that was too long to be set using setprop.

Change-Id: I0a36dfffe58c9e75dd7384592d3343c192d042b1
f2d8ccc15d7272b3416f73605c1f31d1d346bd40 14-Feb-2013 Chris Craik <ccraik@google.com> Revert "Revert "Use RenderScript for large text blurs""

This reverts commit bf5703e52e3304246cbf0e73f6976f7d7312d238.

Change-Id: Ic6f991277dec9e80a6fed93db91499726b30ab2a
bf5703e52e3304246cbf0e73f6976f7d7312d238 13-Feb-2013 Chris Craik <ccraik@google.com> Revert "Use RenderScript for large text blurs"

This reverts commit 3f76e65d251ead65fe8ff98e3bd4c7623fbaac07

Change-Id: Ia81cd485e5ca696bb284c419dc8a1d2f3247100e
3f76e65d251ead65fe8ff98e3bd4c7623fbaac07 15-Nov-2012 Chris Craik <ccraik@google.com> Use RenderScript for large text blurs

Still fall back to simple path for small tasks

Change-Id: I492f1b3f7d6fec1738f3e45cbfb15864bd23a392
e3a9b24b5e3f9b2058486814a6d27729e51ad466 08-Jan-2013 Romain Guy <romainguy@google.com> Add plumbing for better text scaling

Fonts are now described by a transform matrix. This lead to switching
from a vector to a hashmap. This change therefore adds new comparators
and hash computations to Font.

Change-Id: I2daffa7d6287c18554c606b8bfa06640d28b4530
7bb3cfe1cca4016ce95d3ef059761f4bb2d668bb 15-Nov-2012 Sangkyu Lee <geteuid@gmail.com> Another optimization of glyph cache uploads

Previously, cache textures were updated whenever mCurrentCacheTexuture was changed.
Since updating cache textures needs glTexSubImage2D call, frequent changing
of mCurrentCacheTexture (which can easily happen when an app uses lots of unique glyphs
even with precaching) caused many glTexSubImage2D calls and bad framerates.
This patch optimized isssueDrawCommand function. Consequently, changing mCurrentCacheTexture doesn't
cause glTexSubImage2D call any more and it will improve font rendering performance.

Change-Id: Id19d959fa0e69eeb2a39f83a57e311d7394586b2
Signed-off-by: Sangkyu Lee <geteuid@gmail.com>
8087246d9964b11de8ce116bc63b156faa4197e0 05-Sep-2012 Romain Guy <romainguy@google.com> Code cleanup in FontRenderer

Change-Id: Ic788721c224a77f0a76f4cd6d9817b62e390a5a7
9b1204baf4740b4d443e72157dea98571cf84e1f 05-Sep-2012 Romain Guy <romainguy@google.com> Small code cleanup in FontRenderer

Change-Id: I09c00debe9b0b4f45b232cae402ed19bdaeabfe4
9f5dab3fc228fa11c32b483e6101ec086895a32b 04-Sep-2012 Romain Guy <romainguy@google.com> Refactor FontRenderer.cpp

FontRenderer.h defined several classes and structures that now live
in the font/ folder. This will make the code easier to read and

Change-Id: I3dc044e9bde1d6515f8704f5c72462877d279fe2
eb32a499194119b3783b86c925172df02e5d2685 31-Aug-2012 Chet Haase <chet@google.com> Paramaterize and adjust the glyph cache sizes

Add new parameters for the texture size used for the larger, fallback caches.
Bump up the defaults in some situations.

Issue #7045164 Adjust cache sizes for manta

Change-Id: I562118ce785d7f8b6e445178878672e9709d25f2
f942cf10e04567f6b9456f6258e29c803b8bfb41 30-Aug-2012 Chet Haase <chet@google.com> Avoid thrashing the glyph cache during the precache phase

It is unlikely, but possible, to draw so many glyphs in a frame
(especially of the glyphs are quite large) that the cache starts flushing
itself to fit the later glyphs in. This causes unnecessary thrashing, because
when we actually draw the frame, we will again need to flush to fit the
earlier glyphs in, and then flush again to fit the later ones in.

It is better to avoid thrashing the cache at the precache phase, and wait
until we actually draw the glyphs that do not fit to do any eviction of
the earlier glyphs.

This change simply notes when we are in the preaching phase, and avoids flushing
the cache when a glyph does not fit.

Issue #7081725 avoid thrashing cache during DisplayList recording

Change-Id: I230410ab5b478091b1032fa99dc1752acf868bbe
378e919ccb75efe24d5a5aa75ac2c6ef255dcb48 16-Aug-2012 Chet Haase <chet@google.com> Remove CacheTextureLine structure from FontRenderer

CacheTextureLine was useful before we were packing the glyph
textures; it allowed simple packing of any particular texture according to
how many lines there were in a texture, and how tall those lines were.
Now that we are packing more efficiently (both horizontally and vertically
in any given texture line), it is more efficient to have
open space in every texture, removing the need for CacheTextureLine (which
now gets in the way since it limits how much can be stored in each line).

This change removes CacheTextureLine and just uses CacheTexture directly,
allowing caching of glyphs anywhere in the open space of each texture. As before,
the packing of these glyphs is determined by the CacheBlock structure, which
is a linked list of open spaces in each CacheTexture.

Change-Id: Id6f628170df0f676f8743ac7de76f2377fc6a012
e816baea651476aca4407200d4a5e629b9ab8dfa 09-Aug-2012 Chet Haase <chet@google.com> Optimize interactions with glyph cache

There are two fixes here:
- precaching: instead of caching-then-drawing whenever there is a new
glyph, we cache at DisplayList record time. Then when we finally draw that
DisplayList, we just upload the affected texture(s) once, instead of once
per change. This is a huge savings in upload time, especially when there are
larger glyphs being used by the app.
- packing: Previously, glyphs would line up horizontally on each cache line, leaving
potentially tons of space vertically, especially when smaller glyphs got put into cache
lines intended for large glyphs (which can happen when an app uses lots of unique
glyphs, a common case with, for example, chinese/japanese/korean languages). The new
approach packs glyphs vertically as well as horizontally to use the space more efficiently
and provide space for more glyphs in these situations.

Change-Id: I84338aa25db208c7bf13f3f92b4d05ed40c33527
00755fed35e4a91291c42a8a47bed8b957e9f8e1 20-Jul-2012 Raph Levien <raph@google.com> Merge "Add drop shadow for drawPosText in hwui renderer."
416a847633680d94efb926837efdc18726d54918 20-Jul-2012 Raph Levien <raph@google.com> Add drop shadow for drawPosText in hwui renderer.

This patch adds support for drop shadows (setShadowLayer) for
drawPosText in the hwui renderer. In and of itself, it's not very
important, but it's on the critical path for correct mark positioning,
tracked as bug 5443796.

The change itself is fairly straightforward - it basically just adds an
extra "positions" argument to all draw and measure methods on the code
path for drawing drop shadowed text, as well as to the cache key for
cached shadow textures.

Change-Id: Ic1cb63299ba61ccbef31779459ecb82aa4a5e672
0aa87bbfc41e8b5f52de701ac17b4e66a7a7b609 20-Jul-2012 Romain Guy <romainguy@google.com> Fix crash with new LookupGammaFontRenderer
Bug #6853934

Change-Id: I15e6ca73bfe00eff1a37c4b9d2f7f709ee018eb6
99a6ddd4cd8762654a575eb4ac3d0e5431d919b8 15-May-2012 Romain Guy <romainguy@google.com> Forget the name of a texture after freeing
Bug #6408362

FontRenderer allocates large font textures when more room is needed
to store all the glyphs used by an application. Thse large textures
are the first to be freed when memory needs to be reclaimed by the
system. When freeing a texture, the renderer would however not set
the texture name to an invalid name, leading future allocations to
be performed on the same texture name. That name could have by then
be recycled by the driver and returned by a call to glGenTexture
and used to create an entirely different texture. This would cause
the font renderer to point to the wrong texture, thus leading to
the "corruptions."

Change-Id: I8a1e80e5b79e8f21d1baf5320c090df4f2066cd4
9d9758ae30a59dcf594e0d26ba5d4ee153a3e44a 15-May-2012 Romain Guy <romainguy@google.com> Fix two memory leaks
Bug #6408362

Change-Id: I58543938e7b64d83504e11e97b0dd21ef8ebf3b6
ae91c4cbc79ea910753be65e2f1d7899abcb4da2 14-May-2012 Romain Guy <romainguy@google.com> Properly pre-cache latin glyphs
Bug #6408362

Change-Id: Ie11644c5a9e2d87d3b851b7e619e5f04b60a7e02
9777173eb6c9eb97c7921c8288ebc65e3ab3ce6f 29-Feb-2012 Romain Guy <romainguy@google.com> Full implementation of Canvas.drawPath()

Change-Id: I23223b89770a0cd2b4762365bead9bfddb094290
671d6cf460531825a321edb200523d0faa7792c9 18-Jan-2012 Romain Guy <romainguy@google.com> Full support for Canvas.drawPosText

This also introduces a small optimization when rendering text.

Change-Id: Iff620ac97bf878eaac406bccc6daa07052c93890
9a8245629d69d81e0b62e52970feaf9c02580e75 17-Dec-2011 Chet Haase <chet@google.com> De-allocate caches for large glyphs when trimming memory

Currently, font renderers eliminate some texture caches when
memory is trimmed. This change makes it go further by eliminating the
large-glyph caches for all font renderers. These caches are
only allocated as needed, but continue to consume large amounts of
memory (CPU and GPU) after that allocation. De-allocating this memory
on a trim operation should prevent background apps from holding onto
this memory in the possible case that they have allocated it by drawing
large glyphs.

Change-Id: Id7a3ab49b244e036b442d87252fb40aeca8fdb26
2a47c14e2a6f152496b43104bc785c488583fd59 15-Dec-2011 Chet Haase <chet@google.com> Fix issues from recent glyph caching change

There were 2 issues remaining after a recent change to support
glyph caching from multiple textures:
- memory in the GPU for all textures was being allocated automatically.
This is now lazy, being allocated only when those textures are first
- filtering (applied when a rendered object is transformed) was ignoring
the new multiple-texture structure. Filtering should be applied correctly
whenever we change textures.

Change-Id: I5c8eb8d46c73cd01782a353fc79b11cacc2146ab
e829bc0f0364e942bed01536d115a5c08d25d776 13-Dec-2011 Chet Haase <chet@google.com> Merge "Make glyph cache more flexible"
7de0cb12d0e5fd64811da0b5d1ae0c0d58b86f86 06-Dec-2011 Chet Haase <chet@google.com> Make glyph cache more flexible

Some GPU architectures could not handle the previous implementation
of our glyph cache. Frequent uploads would cause memory problems in the GPU
and eventually a crash due to these memory issues. The solution is to move to
a system of several, smaller caches instead of one monolythic cache for all

Change-Id: I0fc7a323360940d16d5a33eeb33abfab194c5920
15bc6437f8b4cf10dba55c7638d349e7b9563f4f 13-Dec-2011 Romain Guy <romainguy@google.com> Reduce the number of GL commands generated by the UI

This optimization along with the previous one lets us render an
application like Gmail using only 30% of the number of GL commands
previously required

Change-Id: Ifee63edaf495e04490b5abd5433bb9a07bc327a8
f3a910b423db7ad79cf61518bdd9278c048ad0d8 13-Dec-2011 Romain Guy <romainguy@google.com> Optimize state changes

Change-Id: Iae59bc8dfd6427d0967472462cc1994987092827
d71dd367af604571c7d00ca473184a1b9240eca2 13-Dec-2011 Romain Guy <romainguy@google.com> Minimize the amount of data uploaded to draw text

Change-Id: I6313ac039291c9cd93aadafe3566ad9d60cab42d
bd496bc3d481f9cfc39007d22372d3a1a8809f96 03-Aug-2011 Romain Guy <romainguy@google.com> Paint style and stroke width affect text rendering.
Bug #5112207

Change-Id: Ic34037ace21a5058ba23dd15e51aae58c998454d
726aeba80ffc6778a9bc3e0ee957b8d644183505 01-Jun-2011 Romain Guy <romainguy@google.com> Add support to OpenGLRendere to draw BiDi text.
Bug #4350336

Change-Id: I1cf31693f7ca9653fa3a41b5b91c27ef288d680f
44984ea0cb3702384d023b5f211deda3c4b0b656 19-May-2011 Chet Haase <chet@google.com> Enable large font rendering with GPU acceleration

Change-Id: I7b022100fb0762613f9cf7753dbb0217e1e75f8d
c7b25be64f679e78dfa79080b44be18c9974004c 23-Mar-2011 Romain Guy <romainguy@google.com> Take fake bold font property into account.
Bug #4159731

For real this time!

Change-Id: I9cb6d70e68d2b57eb9a6d9a6bca8176967192421
8668f8a633d9299091556c3b2e5ae07be8dce360 02-Mar-2011 Chet Haase <chet@google.com> Fix problem with glyph cache and textScaleX property

Glyphs drawn with paints that had different textScaleX values were not
being recognized as different, so the glyph cache was being used regardless
of different scaleX values. This change adds the scaleX attribute to the native
Font object to allow the cache to distinguish between this difference and cache

Change-Id: I5d8fc26d47460b27dc8e373a473d46b2f1b8dc30
894df17eee708688c8a6e67941add2017239c790 18-Feb-2011 Alex Sakhartchouk <alexst@google.com> Fixing font renderer attribute slot locations.

Change-Id: I6377bb641df7d8372d873c00790189f9a190afd6
2577db1ec135a1470a2c42139772ec97a6c30e78 18-Jan-2011 Romain Guy <romainguy@google.com> Add support for Paint::setTextSkewX in OpenGLRenderer.
Bug #3360888

Change-Id: I42e81a1f10bf7b9ae1c63ca8add1878fd59a1e8a
325a0f969c1d803d7e39a9caee8cc3d400350659 06-Jan-2011 Romain Guy <romainguy@google.com> The font cache should respect the fake bold flag.

Change-Id: Ie4edc9ba46610edde831b55e769944e9a19bdcb5
c15008e72ec00ca20a271c3006dac649fd07533b 10-Nov-2010 Romain Guy <romainguy@google.com> Move all debug flags in a single place.

This change also adds a new memory usage flag. When turned on, the
following is printed after every frame:

D/OpenGLRenderer( 3723): Current memory usage / total memory usage (bytes):
D/OpenGLRenderer( 3723): TextureCache 3766680 / 20971520
D/OpenGLRenderer( 3723): LayerCache 3538944 / 8388608
D/OpenGLRenderer( 3723): GradientCache 135168 / 524288
D/OpenGLRenderer( 3723): PathCache 41180 / 4194304
D/OpenGLRenderer( 3723): TextDropShadowCache 0 / 2097152
D/OpenGLRenderer( 3723): FontRenderer 0 262144 / 262144
D/OpenGLRenderer( 3723): FontRenderer 1 262144 / 262144
D/OpenGLRenderer( 3723): FontRenderer 2 262144 / 262144
D/OpenGLRenderer( 3723): Other:
D/OpenGLRenderer( 3723): FboCache 2 / 12
D/OpenGLRenderer( 3723): PatchCache 31 / 512
D/OpenGLRenderer( 3723): Total memory usage:
D/OpenGLRenderer( 3723): 8268404 bytes, 7.89 MB

This should help tracking possibe memory issues.

Change-Id: I83f483ca1d2dbef904829bce368e33fe5503e8d6
5b3b35296e8b2c8d3f07d32bb645d5414db41a1d 28-Oct-2010 Romain Guy <romainguy@google.com> Optimize FBO drawing with regions.
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.

Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
e8cb9c14309b0f01c0159efdf9a7198f44a62642 04-Oct-2010 Romain Guy <romainguy@google.com> Apply bilinear filtering on text only when necessary.

Change-Id: Ic903f4b5d30e9c92528c6291941896efe4729ee3
7975fb6d12cb1eb96b75e3a563627cd4c4081bd6 02-Oct-2010 Romain Guy <romainguy@google.com> Apply bilinear filtering to text.

Change-Id: I2c81ad657ee2a11a2139e0b11ae3749db54c0749
2bffd268f135df8308c9e67af110525a5c463424 13-Sep-2010 Romain Guy <romainguy@google.com> Fix text rendering issue with text scaling.

Change-Id: I1f3ae40025697e8f8ca0616ee6550fe215cadcc8
b45c0c9774bd19a9dbe77d149abae4e124b08bf6 27-Aug-2010 Romain Guy <romainguy@google.com> Apply gamma correction to font rendering.

Change-Id: I1b05f40e356221b2a5eb9400e67d77ecd98ed6c4
1e45aae5de003657e5d18f74d34998f5de5db5b7 14-Aug-2010 Romain Guy <romainguy@google.com> Add drop shadows.

Change-Id: Ic6a72409d4785968d1fbdff229f17ee5c00b240b
f18136cb3c881a9d16c1a4f0f341732c276936bf 06-Aug-2010 Alex Sakhartchouk <alexst@google.com> Added drop shadow renderer to the font class.

Change-Id: Id243abfbbb58e54f6a05f592a302984b5321e608
89a524ac2d4a36739e51b01b336c0bade77e2ee0 03-Aug-2010 Alex Sakhartchouk <alexst@google.com> Adding drop shadow support

Change-Id: I9b1b9568d6cebc0761d96ab678b018571f705ae1
65ef909776c03417d8b597738da54ca211e37e4f 26-Jul-2010 Alex Sakhartchouk <alexst@google.com> When font cache still has empty space,
precache some commonly used characters to reduce studder.

Change-Id: I1f66f57482c4a025672dfd1d8ecaf2b9736cd9a0
9b9902ddbb01548f4a0199087b7035e7c10b2ae7 23-Jul-2010 Alex Sakhartchouk <alexst@google.com> Updating parts of font cache as needed instead of the entire map.

Change-Id: If9a37e10197255122acdb5b10a0c356edd942d67
51769a68a5cb34e9564740c6a854fcb93018789d 23-Jul-2010 Romain Guy <romainguy@android.com> Cleanup, added properties for the FontRenderer.

Change-Id: I909c74815d3ac394438ad8071d17fef5401dbeed
bd0e6aa0ff0bd8b376772c3e23513a6021bdda87 23-Jul-2010 Romain Guy <romainguy@google.com> Add a way to query GL extensions.

Change-Id: Ic27dbf72289dacf641b640a749fbd40c12cd474f
09147fbdc8206a0cac78bfe9083e7e15b3c5689c 22-Jul-2010 Romain Guy <romainguy@google.com> Add support for text culling.

Change-Id: Ibf0adacdc5c64d40a8000b21d7cb0797d63efe29
694b519ac647fe998fd396fe0784cc8e179aadc4 22-Jul-2010 Romain Guy <romainguy@google.com> Add text rendering.

Change-Id: Ibe5a9fa844d531b31b55e43de403a98d49f659b9