1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "Vector.h" 37 38namespace android { 39namespace uirenderer { 40 41/////////////////////////////////////////////////////////////////////////////// 42// Defines 43/////////////////////////////////////////////////////////////////////////////// 44 45#define RAD_TO_DEG (180.0f / 3.14159265f) 46#define MIN_ANGLE 0.001f 47 48// TODO: This should be set in properties 49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 50 51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 52 53/////////////////////////////////////////////////////////////////////////////// 54// Globals 55/////////////////////////////////////////////////////////////////////////////// 56 57/** 58 * Structure mapping Skia xfermodes to OpenGL blending factors. 59 */ 60struct Blender { 61 SkXfermode::Mode mode; 62 GLenum src; 63 GLenum dst; 64}; // struct Blender 65 66// In this array, the index of each Blender equals the value of the first 67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 68static const Blender gBlends[] = { 69 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 71 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 72 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 74 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 75 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 76 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 80 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 82 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 83 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 84}; 85 86// This array contains the swapped version of each SkXfermode. For instance 87// this array's SrcOver blending mode is actually DstOver. You can refer to 88// createLayer() for more information on the purpose of this array. 89static const Blender gBlendsSwap[] = { 90 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 92 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 93 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 94 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 96 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 97 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 98 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 100 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 103 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 104 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 105}; 106 107/////////////////////////////////////////////////////////////////////////////// 108// Constructors/destructor 109/////////////////////////////////////////////////////////////////////////////// 110 111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 112 mShader = NULL; 113 mColorFilter = NULL; 114 mHasShadow = false; 115 mHasDrawFilter = false; 116 117 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 118 119 mFirstSnapshot = new Snapshot; 120} 121 122OpenGLRenderer::~OpenGLRenderer() { 123 // The context has already been destroyed at this point, do not call 124 // GL APIs. All GL state should be kept in Caches.h 125} 126 127/////////////////////////////////////////////////////////////////////////////// 128// Debug 129/////////////////////////////////////////////////////////////////////////////// 130 131void OpenGLRenderer::startMark(const char* name) const { 132 mCaches.startMark(0, name); 133} 134 135void OpenGLRenderer::endMark() const { 136 mCaches.endMark(); 137} 138 139/////////////////////////////////////////////////////////////////////////////// 140// Setup 141/////////////////////////////////////////////////////////////////////////////// 142 143uint32_t OpenGLRenderer::getStencilSize() { 144 return STENCIL_BUFFER_SIZE; 145} 146 147bool OpenGLRenderer::isDeferred() { 148 return false; 149} 150 151void OpenGLRenderer::setViewport(int width, int height) { 152 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 153 154 mWidth = width; 155 mHeight = height; 156 157 mFirstSnapshot->height = height; 158 mFirstSnapshot->viewport.set(0, 0, width, height); 159 160 glDisable(GL_DITHER); 161 glEnable(GL_SCISSOR_TEST); 162 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 163 164 glEnableVertexAttribArray(Program::kBindingPosition); 165} 166 167int OpenGLRenderer::prepare(bool opaque) { 168 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 169} 170 171int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 172 mCaches.clearGarbage(); 173 174 mSnapshot = new Snapshot(mFirstSnapshot, 175 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 176 mSnapshot->fbo = getTargetFbo(); 177 mSaveCount = 1; 178 179 mSnapshot->setClip(left, top, right, bottom); 180 mDirtyClip = opaque; 181 182 syncState(); 183 184 if (!opaque) { 185 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 186 glClear(GL_COLOR_BUFFER_BIT); 187 return DrawGlInfo::kStatusDrew; 188 } else { 189 mCaches.resetScissor(); 190 } 191 192 return DrawGlInfo::kStatusDone; 193} 194 195void OpenGLRenderer::syncState() { 196 glViewport(0, 0, mWidth, mHeight); 197 198 if (mCaches.blend) { 199 glEnable(GL_BLEND); 200 } else { 201 glDisable(GL_BLEND); 202 } 203} 204 205void OpenGLRenderer::finish() { 206#if DEBUG_OPENGL 207 GLenum status = GL_NO_ERROR; 208 while ((status = glGetError()) != GL_NO_ERROR) { 209 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 210 switch (status) { 211 case GL_INVALID_ENUM: 212 ALOGE(" GL_INVALID_ENUM"); 213 break; 214 case GL_INVALID_VALUE: 215 ALOGE(" GL_INVALID_VALUE"); 216 break; 217 case GL_INVALID_OPERATION: 218 ALOGE(" GL_INVALID_OPERATION"); 219 break; 220 case GL_OUT_OF_MEMORY: 221 ALOGE(" Out of memory!"); 222 break; 223 } 224 } 225#endif 226#if DEBUG_MEMORY_USAGE 227 mCaches.dumpMemoryUsage(); 228#else 229 if (mCaches.getDebugLevel() & kDebugMemory) { 230 mCaches.dumpMemoryUsage(); 231 } 232#endif 233} 234 235void OpenGLRenderer::interrupt() { 236 if (mCaches.currentProgram) { 237 if (mCaches.currentProgram->isInUse()) { 238 mCaches.currentProgram->remove(); 239 mCaches.currentProgram = NULL; 240 } 241 } 242 mCaches.unbindMeshBuffer(); 243 mCaches.unbindIndicesBuffer(); 244 mCaches.resetVertexPointers(); 245 mCaches.disbaleTexCoordsVertexArray(); 246} 247 248void OpenGLRenderer::resume() { 249 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 250 251 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 252 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 253 254 glEnable(GL_SCISSOR_TEST); 255 mCaches.resetScissor(); 256 dirtyClip(); 257 258 mCaches.activeTexture(0); 259 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 260 261 mCaches.blend = true; 262 glEnable(GL_BLEND); 263 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 264 glBlendEquation(GL_FUNC_ADD); 265} 266 267void OpenGLRenderer::detachFunctor(Functor* functor) { 268 mFunctors.remove(functor); 269} 270 271void OpenGLRenderer::attachFunctor(Functor* functor) { 272 mFunctors.add(functor); 273} 274 275status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 276 status_t result = DrawGlInfo::kStatusDone; 277 size_t count = mFunctors.size(); 278 279 if (count > 0) { 280 SortedVector<Functor*> functors(mFunctors); 281 mFunctors.clear(); 282 283 DrawGlInfo info; 284 info.clipLeft = 0; 285 info.clipTop = 0; 286 info.clipRight = 0; 287 info.clipBottom = 0; 288 info.isLayer = false; 289 info.width = 0; 290 info.height = 0; 291 memset(info.transform, 0, sizeof(float) * 16); 292 293 for (size_t i = 0; i < count; i++) { 294 Functor* f = functors.itemAt(i); 295 result |= (*f)(DrawGlInfo::kModeProcess, &info); 296 297 if (result & DrawGlInfo::kStatusDraw) { 298 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 299 dirty.unionWith(localDirty); 300 } 301 302 if (result & DrawGlInfo::kStatusInvoke) { 303 mFunctors.add(f); 304 } 305 } 306 } 307 308 mCaches.activeTexture(0); 309 310 return result; 311} 312 313status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 314 interrupt(); 315 detachFunctor(functor); 316 317 if (mDirtyClip) { 318 setScissorFromClip(); 319 } 320 321 Rect clip(*mSnapshot->clipRect); 322 clip.snapToPixelBoundaries(); 323 324#if RENDER_LAYERS_AS_REGIONS 325 // Since we don't know what the functor will draw, let's dirty 326 // tne entire clip region 327 if (hasLayer()) { 328 dirtyLayerUnchecked(clip, getRegion()); 329 } 330#endif 331 332 DrawGlInfo info; 333 info.clipLeft = clip.left; 334 info.clipTop = clip.top; 335 info.clipRight = clip.right; 336 info.clipBottom = clip.bottom; 337 info.isLayer = hasLayer(); 338 info.width = getSnapshot()->viewport.getWidth(); 339 info.height = getSnapshot()->height; 340 getSnapshot()->transform->copyTo(&info.transform[0]); 341 342 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 343 344 if (result != DrawGlInfo::kStatusDone) { 345 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 346 dirty.unionWith(localDirty); 347 348 if (result & DrawGlInfo::kStatusInvoke) { 349 mFunctors.add(functor); 350 } 351 } 352 353 resume(); 354 return result; 355} 356 357/////////////////////////////////////////////////////////////////////////////// 358// State management 359/////////////////////////////////////////////////////////////////////////////// 360 361int OpenGLRenderer::getSaveCount() const { 362 return mSaveCount; 363} 364 365int OpenGLRenderer::save(int flags) { 366 return saveSnapshot(flags); 367} 368 369void OpenGLRenderer::restore() { 370 if (mSaveCount > 1) { 371 restoreSnapshot(); 372 } 373} 374 375void OpenGLRenderer::restoreToCount(int saveCount) { 376 if (saveCount < 1) saveCount = 1; 377 378 while (mSaveCount > saveCount) { 379 restoreSnapshot(); 380 } 381} 382 383int OpenGLRenderer::saveSnapshot(int flags) { 384 mSnapshot = new Snapshot(mSnapshot, flags); 385 return mSaveCount++; 386} 387 388bool OpenGLRenderer::restoreSnapshot() { 389 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 390 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 391 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 392 393 sp<Snapshot> current = mSnapshot; 394 sp<Snapshot> previous = mSnapshot->previous; 395 396 if (restoreOrtho) { 397 Rect& r = previous->viewport; 398 glViewport(r.left, r.top, r.right, r.bottom); 399 mOrthoMatrix.load(current->orthoMatrix); 400 } 401 402 mSaveCount--; 403 mSnapshot = previous; 404 405 if (restoreClip) { 406 dirtyClip(); 407 } 408 409 if (restoreLayer) { 410 composeLayer(current, previous); 411 } 412 413 return restoreClip; 414} 415 416/////////////////////////////////////////////////////////////////////////////// 417// Layers 418/////////////////////////////////////////////////////////////////////////////// 419 420int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 421 SkPaint* p, int flags) { 422 const GLuint previousFbo = mSnapshot->fbo; 423 const int count = saveSnapshot(flags); 424 425 if (!mSnapshot->isIgnored()) { 426 int alpha = 255; 427 SkXfermode::Mode mode; 428 429 if (p) { 430 alpha = p->getAlpha(); 431 if (!mCaches.extensions.hasFramebufferFetch()) { 432 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 433 if (!isMode) { 434 // Assume SRC_OVER 435 mode = SkXfermode::kSrcOver_Mode; 436 } 437 } else { 438 mode = getXfermode(p->getXfermode()); 439 } 440 } else { 441 mode = SkXfermode::kSrcOver_Mode; 442 } 443 444 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 445 } 446 447 return count; 448} 449 450int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 451 int alpha, int flags) { 452 if (alpha >= 255 - ALPHA_THRESHOLD) { 453 return saveLayer(left, top, right, bottom, NULL, flags); 454 } else { 455 SkPaint paint; 456 paint.setAlpha(alpha); 457 return saveLayer(left, top, right, bottom, &paint, flags); 458 } 459} 460 461/** 462 * Layers are viewed by Skia are slightly different than layers in image editing 463 * programs (for instance.) When a layer is created, previously created layers 464 * and the frame buffer still receive every drawing command. For instance, if a 465 * layer is created and a shape intersecting the bounds of the layers and the 466 * framebuffer is draw, the shape will be drawn on both (unless the layer was 467 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 468 * 469 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 470 * texture. Unfortunately, this is inefficient as it requires every primitive to 471 * be drawn n + 1 times, where n is the number of active layers. In practice this 472 * means, for every primitive: 473 * - Switch active frame buffer 474 * - Change viewport, clip and projection matrix 475 * - Issue the drawing 476 * 477 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 478 * To avoid this, layers are implemented in a different way here, at least in the 479 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 480 * is set. When this flag is set we can redirect all drawing operations into a 481 * single FBO. 482 * 483 * This implementation relies on the frame buffer being at least RGBA 8888. When 484 * a layer is created, only a texture is created, not an FBO. The content of the 485 * frame buffer contained within the layer's bounds is copied into this texture 486 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 487 * buffer and drawing continues as normal. This technique therefore treats the 488 * frame buffer as a scratch buffer for the layers. 489 * 490 * To compose the layers back onto the frame buffer, each layer texture 491 * (containing the original frame buffer data) is drawn as a simple quad over 492 * the frame buffer. The trick is that the quad is set as the composition 493 * destination in the blending equation, and the frame buffer becomes the source 494 * of the composition. 495 * 496 * Drawing layers with an alpha value requires an extra step before composition. 497 * An empty quad is drawn over the layer's region in the frame buffer. This quad 498 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 499 * quad is used to multiply the colors in the frame buffer. This is achieved by 500 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 501 * GL_ZERO, GL_SRC_ALPHA. 502 * 503 * Because glCopyTexImage2D() can be slow, an alternative implementation might 504 * be use to draw a single clipped layer. The implementation described above 505 * is correct in every case. 506 * 507 * (1) The frame buffer is actually not cleared right away. To allow the GPU 508 * to potentially optimize series of calls to glCopyTexImage2D, the frame 509 * buffer is left untouched until the first drawing operation. Only when 510 * something actually gets drawn are the layers regions cleared. 511 */ 512bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 513 float right, float bottom, int alpha, SkXfermode::Mode mode, 514 int flags, GLuint previousFbo) { 515 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 516 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 517 518 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 519 520 // Window coordinates of the layer 521 Rect bounds(left, top, right, bottom); 522 if (!fboLayer) { 523 mSnapshot->transform->mapRect(bounds); 524 525 // Layers only make sense if they are in the framebuffer's bounds 526 if (bounds.intersect(*snapshot->clipRect)) { 527 // We cannot work with sub-pixels in this case 528 bounds.snapToPixelBoundaries(); 529 530 // When the layer is not an FBO, we may use glCopyTexImage so we 531 // need to make sure the layer does not extend outside the bounds 532 // of the framebuffer 533 if (!bounds.intersect(snapshot->previous->viewport)) { 534 bounds.setEmpty(); 535 } 536 } else { 537 bounds.setEmpty(); 538 } 539 } 540 541 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 542 bounds.getHeight() > mCaches.maxTextureSize) { 543 snapshot->empty = fboLayer; 544 } else { 545 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 546 } 547 548 // Bail out if we won't draw in this snapshot 549 if (snapshot->invisible || snapshot->empty) { 550 return false; 551 } 552 553 mCaches.activeTexture(0); 554 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 555 if (!layer) { 556 return false; 557 } 558 559 layer->setAlpha(alpha, mode); 560 layer->layer.set(bounds); 561 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 562 bounds.getWidth() / float(layer->getWidth()), 0.0f); 563 layer->setColorFilter(mColorFilter); 564 layer->setBlend(true); 565 566 // Save the layer in the snapshot 567 snapshot->flags |= Snapshot::kFlagIsLayer; 568 snapshot->layer = layer; 569 570 if (fboLayer) { 571 return createFboLayer(layer, bounds, snapshot, previousFbo); 572 } else { 573 // Copy the framebuffer into the layer 574 layer->bindTexture(); 575 if (!bounds.isEmpty()) { 576 if (layer->isEmpty()) { 577 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 578 bounds.left, snapshot->height - bounds.bottom, 579 layer->getWidth(), layer->getHeight(), 0); 580 layer->setEmpty(false); 581 } else { 582 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 583 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 584 } 585 586 // Enqueue the buffer coordinates to clear the corresponding region later 587 mLayers.push(new Rect(bounds)); 588 } 589 } 590 591 return true; 592} 593 594bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 595 GLuint previousFbo) { 596 layer->setFbo(mCaches.fboCache.get()); 597 598#if RENDER_LAYERS_AS_REGIONS 599 snapshot->region = &snapshot->layer->region; 600 snapshot->flags |= Snapshot::kFlagFboTarget; 601#endif 602 603 Rect clip(bounds); 604 snapshot->transform->mapRect(clip); 605 clip.intersect(*snapshot->clipRect); 606 clip.snapToPixelBoundaries(); 607 clip.intersect(snapshot->previous->viewport); 608 609 mat4 inverse; 610 inverse.loadInverse(*mSnapshot->transform); 611 612 inverse.mapRect(clip); 613 clip.snapToPixelBoundaries(); 614 clip.intersect(bounds); 615 clip.translate(-bounds.left, -bounds.top); 616 617 snapshot->flags |= Snapshot::kFlagIsFboLayer; 618 snapshot->fbo = layer->getFbo(); 619 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 620 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 621 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 622 snapshot->height = bounds.getHeight(); 623 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 624 snapshot->orthoMatrix.load(mOrthoMatrix); 625 626 // Bind texture to FBO 627 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 628 layer->bindTexture(); 629 630 // Initialize the texture if needed 631 if (layer->isEmpty()) { 632 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 633 layer->setEmpty(false); 634 } 635 636 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 637 layer->getTexture(), 0); 638 639#if DEBUG_LAYERS_AS_REGIONS 640 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 641 if (status != GL_FRAMEBUFFER_COMPLETE) { 642 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 643 644 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 645 layer->deleteTexture(); 646 mCaches.fboCache.put(layer->getFbo()); 647 648 delete layer; 649 650 return false; 651 } 652#endif 653 654 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 655 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 656 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 657 glClear(GL_COLOR_BUFFER_BIT); 658 659 dirtyClip(); 660 661 // Change the ortho projection 662 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 663 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 664 665 return true; 666} 667 668/** 669 * Read the documentation of createLayer() before doing anything in this method. 670 */ 671void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 672 if (!current->layer) { 673 ALOGE("Attempting to compose a layer that does not exist"); 674 return; 675 } 676 677 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 678 679 if (fboLayer) { 680 // Detach the texture from the FBO 681 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 682 683 // Unbind current FBO and restore previous one 684 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 685 } 686 687 Layer* layer = current->layer; 688 const Rect& rect = layer->layer; 689 690 if (!fboLayer && layer->getAlpha() < 255) { 691 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 692 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 693 // Required below, composeLayerRect() will divide by 255 694 layer->setAlpha(255); 695 } 696 697 mCaches.unbindMeshBuffer(); 698 699 mCaches.activeTexture(0); 700 701 // When the layer is stored in an FBO, we can save a bit of fillrate by 702 // drawing only the dirty region 703 if (fboLayer) { 704 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 705 if (layer->getColorFilter()) { 706 setupColorFilter(layer->getColorFilter()); 707 } 708 composeLayerRegion(layer, rect); 709 if (layer->getColorFilter()) { 710 resetColorFilter(); 711 } 712 } else if (!rect.isEmpty()) { 713 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 714 composeLayerRect(layer, rect, true); 715 } 716 717 if (fboLayer) { 718 // Note: No need to use glDiscardFramebufferEXT() since we never 719 // create/compose layers that are not on screen with this 720 // code path 721 // See LayerRenderer::destroyLayer(Layer*) 722 723 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 724 mCaches.fboCache.put(current->fbo); 725 layer->setFbo(0); 726 } 727 728 dirtyClip(); 729 730 // Failing to add the layer to the cache should happen only if the layer is too large 731 if (!mCaches.layerCache.put(layer)) { 732 LAYER_LOGD("Deleting layer"); 733 layer->deleteTexture(); 734 delete layer; 735 } 736} 737 738void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 739 float alpha = layer->getAlpha() / 255.0f; 740 741 mat4& transform = layer->getTransform(); 742 if (!transform.isIdentity()) { 743 save(0); 744 mSnapshot->transform->multiply(transform); 745 } 746 747 setupDraw(); 748 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 749 setupDrawWithTexture(); 750 } else { 751 setupDrawWithExternalTexture(); 752 } 753 setupDrawTextureTransform(); 754 setupDrawColor(alpha, alpha, alpha, alpha); 755 setupDrawColorFilter(); 756 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 757 setupDrawProgram(); 758 setupDrawPureColorUniforms(); 759 setupDrawColorFilterUniforms(); 760 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 761 setupDrawTexture(layer->getTexture()); 762 } else { 763 setupDrawExternalTexture(layer->getTexture()); 764 } 765 if (mSnapshot->transform->isPureTranslate() && 766 layer->getWidth() == (uint32_t) rect.getWidth() && 767 layer->getHeight() == (uint32_t) rect.getHeight()) { 768 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 769 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 770 771 layer->setFilter(GL_NEAREST); 772 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 773 } else { 774 layer->setFilter(GL_LINEAR); 775 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 776 } 777 setupDrawTextureTransformUniforms(layer->getTexTransform()); 778 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 779 780 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 781 782 finishDrawTexture(); 783 784 if (!transform.isIdentity()) { 785 restore(); 786 } 787} 788 789void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 790 if (!layer->isTextureLayer()) { 791 const Rect& texCoords = layer->texCoords; 792 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 793 texCoords.right, texCoords.bottom); 794 795 float x = rect.left; 796 float y = rect.top; 797 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 798 layer->getWidth() == (uint32_t) rect.getWidth() && 799 layer->getHeight() == (uint32_t) rect.getHeight(); 800 801 if (simpleTransform) { 802 // When we're swapping, the layer is already in screen coordinates 803 if (!swap) { 804 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 805 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 806 } 807 808 layer->setFilter(GL_NEAREST, true); 809 } else { 810 layer->setFilter(GL_LINEAR, true); 811 } 812 813 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 814 layer->getTexture(), layer->getAlpha() / 255.0f, 815 layer->getMode(), layer->isBlend(), 816 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 817 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 818 819 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 820 } else { 821 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 822 drawTextureLayer(layer, rect); 823 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 824 } 825} 826 827void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 828#if RENDER_LAYERS_AS_REGIONS 829 if (layer->region.isRect()) { 830 layer->setRegionAsRect(); 831 832 composeLayerRect(layer, layer->regionRect); 833 834 layer->region.clear(); 835 return; 836 } 837 838 // TODO: See LayerRenderer.cpp::generateMesh() for important 839 // information about this implementation 840 if (CC_LIKELY(!layer->region.isEmpty())) { 841 size_t count; 842 const android::Rect* rects = layer->region.getArray(&count); 843 844 const float alpha = layer->getAlpha() / 255.0f; 845 const float texX = 1.0f / float(layer->getWidth()); 846 const float texY = 1.0f / float(layer->getHeight()); 847 const float height = rect.getHeight(); 848 849 TextureVertex* mesh = mCaches.getRegionMesh(); 850 GLsizei numQuads = 0; 851 852 setupDraw(); 853 setupDrawWithTexture(); 854 setupDrawColor(alpha, alpha, alpha, alpha); 855 setupDrawColorFilter(); 856 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 857 setupDrawProgram(); 858 setupDrawDirtyRegionsDisabled(); 859 setupDrawPureColorUniforms(); 860 setupDrawColorFilterUniforms(); 861 setupDrawTexture(layer->getTexture()); 862 if (mSnapshot->transform->isPureTranslate()) { 863 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 864 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 865 866 layer->setFilter(GL_NEAREST); 867 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 868 } else { 869 layer->setFilter(GL_LINEAR); 870 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 871 } 872 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 873 874 for (size_t i = 0; i < count; i++) { 875 const android::Rect* r = &rects[i]; 876 877 const float u1 = r->left * texX; 878 const float v1 = (height - r->top) * texY; 879 const float u2 = r->right * texX; 880 const float v2 = (height - r->bottom) * texY; 881 882 // TODO: Reject quads outside of the clip 883 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 884 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 885 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 886 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 887 888 numQuads++; 889 890 if (numQuads >= REGION_MESH_QUAD_COUNT) { 891 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 892 numQuads = 0; 893 mesh = mCaches.getRegionMesh(); 894 } 895 } 896 897 if (numQuads > 0) { 898 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 899 } 900 901 finishDrawTexture(); 902 903#if DEBUG_LAYERS_AS_REGIONS 904 drawRegionRects(layer->region); 905#endif 906 907 layer->region.clear(); 908 } 909#else 910 composeLayerRect(layer, rect); 911#endif 912} 913 914void OpenGLRenderer::drawRegionRects(const Region& region) { 915#if DEBUG_LAYERS_AS_REGIONS 916 size_t count; 917 const android::Rect* rects = region.getArray(&count); 918 919 uint32_t colors[] = { 920 0x7fff0000, 0x7f00ff00, 921 0x7f0000ff, 0x7fff00ff, 922 }; 923 924 int offset = 0; 925 int32_t top = rects[0].top; 926 927 for (size_t i = 0; i < count; i++) { 928 if (top != rects[i].top) { 929 offset ^= 0x2; 930 top = rects[i].top; 931 } 932 933 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 934 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 935 SkXfermode::kSrcOver_Mode); 936 } 937#endif 938} 939 940void OpenGLRenderer::dirtyLayer(const float left, const float top, 941 const float right, const float bottom, const mat4 transform) { 942#if RENDER_LAYERS_AS_REGIONS 943 if (hasLayer()) { 944 Rect bounds(left, top, right, bottom); 945 transform.mapRect(bounds); 946 dirtyLayerUnchecked(bounds, getRegion()); 947 } 948#endif 949} 950 951void OpenGLRenderer::dirtyLayer(const float left, const float top, 952 const float right, const float bottom) { 953#if RENDER_LAYERS_AS_REGIONS 954 if (hasLayer()) { 955 Rect bounds(left, top, right, bottom); 956 dirtyLayerUnchecked(bounds, getRegion()); 957 } 958#endif 959} 960 961void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 962#if RENDER_LAYERS_AS_REGIONS 963 if (bounds.intersect(*mSnapshot->clipRect)) { 964 bounds.snapToPixelBoundaries(); 965 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 966 if (!dirty.isEmpty()) { 967 region->orSelf(dirty); 968 } 969 } 970#endif 971} 972 973void OpenGLRenderer::clearLayerRegions() { 974 const size_t count = mLayers.size(); 975 if (count == 0) return; 976 977 if (!mSnapshot->isIgnored()) { 978 // Doing several glScissor/glClear here can negatively impact 979 // GPUs with a tiler architecture, instead we draw quads with 980 // the Clear blending mode 981 982 // The list contains bounds that have already been clipped 983 // against their initial clip rect, and the current clip 984 // is likely different so we need to disable clipping here 985 glDisable(GL_SCISSOR_TEST); 986 987 Vertex mesh[count * 6]; 988 Vertex* vertex = mesh; 989 990 for (uint32_t i = 0; i < count; i++) { 991 Rect* bounds = mLayers.itemAt(i); 992 993 Vertex::set(vertex++, bounds->left, bounds->bottom); 994 Vertex::set(vertex++, bounds->left, bounds->top); 995 Vertex::set(vertex++, bounds->right, bounds->top); 996 Vertex::set(vertex++, bounds->left, bounds->bottom); 997 Vertex::set(vertex++, bounds->right, bounds->top); 998 Vertex::set(vertex++, bounds->right, bounds->bottom); 999 1000 delete bounds; 1001 } 1002 1003 setupDraw(false); 1004 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1005 setupDrawBlending(true, SkXfermode::kClear_Mode); 1006 setupDrawProgram(); 1007 setupDrawPureColorUniforms(); 1008 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1009 setupDrawVertices(&mesh[0].position[0]); 1010 1011 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1012 1013 glEnable(GL_SCISSOR_TEST); 1014 } else { 1015 for (uint32_t i = 0; i < count; i++) { 1016 delete mLayers.itemAt(i); 1017 } 1018 } 1019 1020 mLayers.clear(); 1021} 1022 1023/////////////////////////////////////////////////////////////////////////////// 1024// Transforms 1025/////////////////////////////////////////////////////////////////////////////// 1026 1027void OpenGLRenderer::translate(float dx, float dy) { 1028 mSnapshot->transform->translate(dx, dy, 0.0f); 1029} 1030 1031void OpenGLRenderer::rotate(float degrees) { 1032 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1033} 1034 1035void OpenGLRenderer::scale(float sx, float sy) { 1036 mSnapshot->transform->scale(sx, sy, 1.0f); 1037} 1038 1039void OpenGLRenderer::skew(float sx, float sy) { 1040 mSnapshot->transform->skew(sx, sy); 1041} 1042 1043void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1044 if (matrix) { 1045 mSnapshot->transform->load(*matrix); 1046 } else { 1047 mSnapshot->transform->loadIdentity(); 1048 } 1049} 1050 1051void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1052 mSnapshot->transform->copyTo(*matrix); 1053} 1054 1055void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1056 SkMatrix transform; 1057 mSnapshot->transform->copyTo(transform); 1058 transform.preConcat(*matrix); 1059 mSnapshot->transform->load(transform); 1060} 1061 1062/////////////////////////////////////////////////////////////////////////////// 1063// Clipping 1064/////////////////////////////////////////////////////////////////////////////// 1065 1066void OpenGLRenderer::setScissorFromClip() { 1067 Rect clip(*mSnapshot->clipRect); 1068 clip.snapToPixelBoundaries(); 1069 1070 mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1071 clip.getWidth(), clip.getHeight()); 1072 1073 mDirtyClip = false; 1074} 1075 1076const Rect& OpenGLRenderer::getClipBounds() { 1077 return mSnapshot->getLocalClip(); 1078} 1079 1080bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1081 if (mSnapshot->isIgnored()) { 1082 return true; 1083 } 1084 1085 Rect r(left, top, right, bottom); 1086 mSnapshot->transform->mapRect(r); 1087 r.snapToPixelBoundaries(); 1088 1089 Rect clipRect(*mSnapshot->clipRect); 1090 clipRect.snapToPixelBoundaries(); 1091 1092 return !clipRect.intersects(r); 1093} 1094 1095bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1096 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1097 if (clipped) { 1098 dirtyClip(); 1099 } 1100 return !mSnapshot->clipRect->isEmpty(); 1101} 1102 1103Rect* OpenGLRenderer::getClipRect() { 1104 return mSnapshot->clipRect; 1105} 1106 1107/////////////////////////////////////////////////////////////////////////////// 1108// Drawing commands 1109/////////////////////////////////////////////////////////////////////////////// 1110 1111void OpenGLRenderer::setupDraw(bool clear) { 1112 if (clear) clearLayerRegions(); 1113 if (mDirtyClip) { 1114 setScissorFromClip(); 1115 } 1116 mDescription.reset(); 1117 mSetShaderColor = false; 1118 mColorSet = false; 1119 mColorA = mColorR = mColorG = mColorB = 0.0f; 1120 mTextureUnit = 0; 1121 mTrackDirtyRegions = true; 1122} 1123 1124void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1125 mDescription.hasTexture = true; 1126 mDescription.hasAlpha8Texture = isAlpha8; 1127} 1128 1129void OpenGLRenderer::setupDrawWithExternalTexture() { 1130 mDescription.hasExternalTexture = true; 1131} 1132 1133void OpenGLRenderer::setupDrawNoTexture() { 1134 mCaches.disbaleTexCoordsVertexArray(); 1135} 1136 1137void OpenGLRenderer::setupDrawAALine() { 1138 mDescription.isAA = true; 1139} 1140 1141void OpenGLRenderer::setupDrawPoint(float pointSize) { 1142 mDescription.isPoint = true; 1143 mDescription.pointSize = pointSize; 1144} 1145 1146void OpenGLRenderer::setupDrawColor(int color) { 1147 setupDrawColor(color, (color >> 24) & 0xFF); 1148} 1149 1150void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1151 mColorA = alpha / 255.0f; 1152 mColorA *= mSnapshot->alpha; 1153 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1154 // the rgb values by a instead of also dividing by 255 1155 const float a = mColorA / 255.0f; 1156 mColorR = a * ((color >> 16) & 0xFF); 1157 mColorG = a * ((color >> 8) & 0xFF); 1158 mColorB = a * ((color ) & 0xFF); 1159 mColorSet = true; 1160 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1161} 1162 1163void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1164 mColorA = alpha / 255.0f; 1165 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1166 // the rgb values by a instead of also dividing by 255 1167 const float a = mColorA / 255.0f; 1168 mColorR = a * ((color >> 16) & 0xFF); 1169 mColorG = a * ((color >> 8) & 0xFF); 1170 mColorB = a * ((color ) & 0xFF); 1171 mColorSet = true; 1172 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1173} 1174 1175void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1176 mColorA = a; 1177 mColorR = r; 1178 mColorG = g; 1179 mColorB = b; 1180 mColorSet = true; 1181 mSetShaderColor = mDescription.setColor(r, g, b, a); 1182} 1183 1184void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1185 mColorA = a; 1186 mColorR = r; 1187 mColorG = g; 1188 mColorB = b; 1189 mColorSet = true; 1190 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1191} 1192 1193void OpenGLRenderer::setupDrawShader() { 1194 if (mShader) { 1195 mShader->describe(mDescription, mCaches.extensions); 1196 } 1197} 1198 1199void OpenGLRenderer::setupDrawColorFilter() { 1200 if (mColorFilter) { 1201 mColorFilter->describe(mDescription, mCaches.extensions); 1202 } 1203} 1204 1205void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1206 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1207 mColorA = 1.0f; 1208 mColorR = mColorG = mColorB = 0.0f; 1209 mSetShaderColor = mDescription.modulate = true; 1210 } 1211} 1212 1213void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1214 // When the blending mode is kClear_Mode, we need to use a modulate color 1215 // argb=1,0,0,0 1216 accountForClear(mode); 1217 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1218 mDescription, swapSrcDst); 1219} 1220 1221void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1222 // When the blending mode is kClear_Mode, we need to use a modulate color 1223 // argb=1,0,0,0 1224 accountForClear(mode); 1225 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1226 mDescription, swapSrcDst); 1227} 1228 1229void OpenGLRenderer::setupDrawProgram() { 1230 useProgram(mCaches.programCache.get(mDescription)); 1231} 1232 1233void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1234 mTrackDirtyRegions = false; 1235} 1236 1237void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1238 bool ignoreTransform) { 1239 mModelView.loadTranslate(left, top, 0.0f); 1240 if (!ignoreTransform) { 1241 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1242 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1243 } else { 1244 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1245 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1246 } 1247} 1248 1249void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1250 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1251} 1252 1253void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1254 bool ignoreTransform, bool ignoreModelView) { 1255 if (!ignoreModelView) { 1256 mModelView.loadTranslate(left, top, 0.0f); 1257 mModelView.scale(right - left, bottom - top, 1.0f); 1258 } else { 1259 mModelView.loadIdentity(); 1260 } 1261 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1262 if (!ignoreTransform) { 1263 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1264 if (mTrackDirtyRegions && dirty) { 1265 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1266 } 1267 } else { 1268 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1269 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1270 } 1271} 1272 1273void OpenGLRenderer::setupDrawPointUniforms() { 1274 int slot = mCaches.currentProgram->getUniform("pointSize"); 1275 glUniform1f(slot, mDescription.pointSize); 1276} 1277 1278void OpenGLRenderer::setupDrawColorUniforms() { 1279 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1280 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1281 } 1282} 1283 1284void OpenGLRenderer::setupDrawPureColorUniforms() { 1285 if (mSetShaderColor) { 1286 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1287 } 1288} 1289 1290void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1291 if (mShader) { 1292 if (ignoreTransform) { 1293 mModelView.loadInverse(*mSnapshot->transform); 1294 } 1295 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1296 } 1297} 1298 1299void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1300 if (mShader) { 1301 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1302 } 1303} 1304 1305void OpenGLRenderer::setupDrawColorFilterUniforms() { 1306 if (mColorFilter) { 1307 mColorFilter->setupProgram(mCaches.currentProgram); 1308 } 1309} 1310 1311void OpenGLRenderer::setupDrawSimpleMesh() { 1312 bool force = mCaches.bindMeshBuffer(); 1313 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1314 mCaches.unbindIndicesBuffer(); 1315} 1316 1317void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1318 bindTexture(texture); 1319 mTextureUnit++; 1320 mCaches.enableTexCoordsVertexArray(); 1321} 1322 1323void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1324 bindExternalTexture(texture); 1325 mTextureUnit++; 1326 mCaches.enableTexCoordsVertexArray(); 1327} 1328 1329void OpenGLRenderer::setupDrawTextureTransform() { 1330 mDescription.hasTextureTransform = true; 1331} 1332 1333void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1334 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1335 GL_FALSE, &transform.data[0]); 1336} 1337 1338void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1339 bool force = false; 1340 if (!vertices) { 1341 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1342 } else { 1343 force = mCaches.unbindMeshBuffer(); 1344 } 1345 1346 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1347 if (mCaches.currentProgram->texCoords >= 0) { 1348 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1349 } 1350 1351 mCaches.unbindIndicesBuffer(); 1352} 1353 1354void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1355 bool force = mCaches.unbindMeshBuffer(); 1356 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1357 if (mCaches.currentProgram->texCoords >= 0) { 1358 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1359 } 1360} 1361 1362void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1363 bool force = mCaches.unbindMeshBuffer(); 1364 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1365 vertices, gVertexStride); 1366 mCaches.unbindIndicesBuffer(); 1367} 1368 1369/** 1370 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1371 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1372 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1373 * attributes (one per vertex) are values from zero to one that tells the fragment 1374 * shader where the fragment is in relation to the line width/length overall; these values are 1375 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1376 * region of the line. 1377 * Note that we only pass down the width values in this setup function. The length coordinates 1378 * are set up for each individual segment. 1379 */ 1380void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1381 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1382 bool force = mCaches.unbindMeshBuffer(); 1383 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1384 vertices, gAAVertexStride); 1385 mCaches.resetTexCoordsVertexPointer(); 1386 mCaches.unbindIndicesBuffer(); 1387 1388 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1389 glEnableVertexAttribArray(widthSlot); 1390 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1391 1392 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1393 glEnableVertexAttribArray(lengthSlot); 1394 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1395 1396 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1397 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1398 1399 // Setting the inverse value saves computations per-fragment in the shader 1400 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1401 glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion); 1402} 1403 1404void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1405 glDisableVertexAttribArray(widthSlot); 1406 glDisableVertexAttribArray(lengthSlot); 1407} 1408 1409void OpenGLRenderer::finishDrawTexture() { 1410} 1411 1412/////////////////////////////////////////////////////////////////////////////// 1413// Drawing 1414/////////////////////////////////////////////////////////////////////////////// 1415 1416status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1417 Rect& dirty, int32_t flags, uint32_t level) { 1418 1419 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1420 // will be performed by the display list itself 1421 if (displayList && displayList->isRenderable()) { 1422 return displayList->replay(*this, dirty, flags, level); 1423 } 1424 1425 return DrawGlInfo::kStatusDone; 1426} 1427 1428void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1429 if (displayList) { 1430 displayList->output(*this, level); 1431 } 1432} 1433 1434void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1435 int alpha; 1436 SkXfermode::Mode mode; 1437 getAlphaAndMode(paint, &alpha, &mode); 1438 1439 float x = left; 1440 float y = top; 1441 1442 GLenum filter = GL_LINEAR; 1443 bool ignoreTransform = false; 1444 if (mSnapshot->transform->isPureTranslate()) { 1445 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1446 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1447 ignoreTransform = true; 1448 filter = GL_NEAREST; 1449 } else { 1450 filter = FILTER(paint); 1451 } 1452 1453 setupDraw(); 1454 setupDrawWithTexture(true); 1455 if (paint) { 1456 setupDrawAlpha8Color(paint->getColor(), alpha); 1457 } 1458 setupDrawColorFilter(); 1459 setupDrawShader(); 1460 setupDrawBlending(true, mode); 1461 setupDrawProgram(); 1462 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1463 1464 setupDrawTexture(texture->id); 1465 texture->setWrap(GL_CLAMP_TO_EDGE); 1466 texture->setFilter(filter); 1467 1468 setupDrawPureColorUniforms(); 1469 setupDrawColorFilterUniforms(); 1470 setupDrawShaderUniforms(); 1471 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1472 1473 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1474 1475 finishDrawTexture(); 1476} 1477 1478status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1479 const float right = left + bitmap->width(); 1480 const float bottom = top + bitmap->height(); 1481 1482 if (quickReject(left, top, right, bottom)) { 1483 return DrawGlInfo::kStatusDone; 1484 } 1485 1486 mCaches.activeTexture(0); 1487 Texture* texture = mCaches.textureCache.get(bitmap); 1488 if (!texture) return DrawGlInfo::kStatusDone; 1489 const AutoTexture autoCleanup(texture); 1490 1491 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1492 drawAlphaBitmap(texture, left, top, paint); 1493 } else { 1494 drawTextureRect(left, top, right, bottom, texture, paint); 1495 } 1496 1497 return DrawGlInfo::kStatusDrew; 1498} 1499 1500status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1501 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1502 const mat4 transform(*matrix); 1503 transform.mapRect(r); 1504 1505 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1506 return DrawGlInfo::kStatusDone; 1507 } 1508 1509 mCaches.activeTexture(0); 1510 Texture* texture = mCaches.textureCache.get(bitmap); 1511 if (!texture) return DrawGlInfo::kStatusDone; 1512 const AutoTexture autoCleanup(texture); 1513 1514 // This could be done in a cheaper way, all we need is pass the matrix 1515 // to the vertex shader. The save/restore is a bit overkill. 1516 save(SkCanvas::kMatrix_SaveFlag); 1517 concatMatrix(matrix); 1518 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1519 restore(); 1520 1521 return DrawGlInfo::kStatusDrew; 1522} 1523 1524status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1525 const float right = left + bitmap->width(); 1526 const float bottom = top + bitmap->height(); 1527 1528 if (quickReject(left, top, right, bottom)) { 1529 return DrawGlInfo::kStatusDone; 1530 } 1531 1532 mCaches.activeTexture(0); 1533 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1534 const AutoTexture autoCleanup(texture); 1535 1536 drawTextureRect(left, top, right, bottom, texture, paint); 1537 1538 return DrawGlInfo::kStatusDrew; 1539} 1540 1541status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1542 float* vertices, int* colors, SkPaint* paint) { 1543 // TODO: Do a quickReject 1544 if (!vertices || mSnapshot->isIgnored()) { 1545 return DrawGlInfo::kStatusDone; 1546 } 1547 1548 mCaches.activeTexture(0); 1549 Texture* texture = mCaches.textureCache.get(bitmap); 1550 if (!texture) return DrawGlInfo::kStatusDone; 1551 const AutoTexture autoCleanup(texture); 1552 1553 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1554 texture->setFilter(FILTER(paint), true); 1555 1556 int alpha; 1557 SkXfermode::Mode mode; 1558 getAlphaAndMode(paint, &alpha, &mode); 1559 1560 const uint32_t count = meshWidth * meshHeight * 6; 1561 1562 float left = FLT_MAX; 1563 float top = FLT_MAX; 1564 float right = FLT_MIN; 1565 float bottom = FLT_MIN; 1566 1567#if RENDER_LAYERS_AS_REGIONS 1568 const bool hasActiveLayer = hasLayer(); 1569#else 1570 const bool hasActiveLayer = false; 1571#endif 1572 1573 // TODO: Support the colors array 1574 TextureVertex mesh[count]; 1575 TextureVertex* vertex = mesh; 1576 for (int32_t y = 0; y < meshHeight; y++) { 1577 for (int32_t x = 0; x < meshWidth; x++) { 1578 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1579 1580 float u1 = float(x) / meshWidth; 1581 float u2 = float(x + 1) / meshWidth; 1582 float v1 = float(y) / meshHeight; 1583 float v2 = float(y + 1) / meshHeight; 1584 1585 int ax = i + (meshWidth + 1) * 2; 1586 int ay = ax + 1; 1587 int bx = i; 1588 int by = bx + 1; 1589 int cx = i + 2; 1590 int cy = cx + 1; 1591 int dx = i + (meshWidth + 1) * 2 + 2; 1592 int dy = dx + 1; 1593 1594 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1595 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1596 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1597 1598 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1599 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1600 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1601 1602#if RENDER_LAYERS_AS_REGIONS 1603 if (hasActiveLayer) { 1604 // TODO: This could be optimized to avoid unnecessary ops 1605 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1606 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1607 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1608 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1609 } 1610#endif 1611 } 1612 } 1613 1614#if RENDER_LAYERS_AS_REGIONS 1615 if (hasActiveLayer) { 1616 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1617 } 1618#endif 1619 1620 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1621 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1622 GL_TRIANGLES, count, false, false, 0, false, false); 1623 1624 return DrawGlInfo::kStatusDrew; 1625} 1626 1627status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1628 float srcLeft, float srcTop, float srcRight, float srcBottom, 1629 float dstLeft, float dstTop, float dstRight, float dstBottom, 1630 SkPaint* paint) { 1631 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1632 return DrawGlInfo::kStatusDone; 1633 } 1634 1635 mCaches.activeTexture(0); 1636 Texture* texture = mCaches.textureCache.get(bitmap); 1637 if (!texture) return DrawGlInfo::kStatusDone; 1638 const AutoTexture autoCleanup(texture); 1639 1640 const float width = texture->width; 1641 const float height = texture->height; 1642 1643 const float u1 = fmax(0.0f, srcLeft / width); 1644 const float v1 = fmax(0.0f, srcTop / height); 1645 const float u2 = fmin(1.0f, srcRight / width); 1646 const float v2 = fmin(1.0f, srcBottom / height); 1647 1648 mCaches.unbindMeshBuffer(); 1649 resetDrawTextureTexCoords(u1, v1, u2, v2); 1650 1651 int alpha; 1652 SkXfermode::Mode mode; 1653 getAlphaAndMode(paint, &alpha, &mode); 1654 1655 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1656 1657 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1658 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1659 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1660 1661 GLenum filter = GL_NEAREST; 1662 // Enable linear filtering if the source rectangle is scaled 1663 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1664 filter = FILTER(paint); 1665 } 1666 1667 texture->setFilter(filter, true); 1668 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1669 texture->id, alpha / 255.0f, mode, texture->blend, 1670 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1671 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1672 } else { 1673 texture->setFilter(FILTER(paint), true); 1674 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1675 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1676 GL_TRIANGLE_STRIP, gMeshCount); 1677 } 1678 1679 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1680 1681 return DrawGlInfo::kStatusDrew; 1682} 1683 1684status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1685 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1686 float left, float top, float right, float bottom, SkPaint* paint) { 1687 if (quickReject(left, top, right, bottom)) { 1688 return DrawGlInfo::kStatusDone; 1689 } 1690 1691 mCaches.activeTexture(0); 1692 Texture* texture = mCaches.textureCache.get(bitmap); 1693 if (!texture) return DrawGlInfo::kStatusDone; 1694 const AutoTexture autoCleanup(texture); 1695 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1696 texture->setFilter(GL_LINEAR, true); 1697 1698 int alpha; 1699 SkXfermode::Mode mode; 1700 getAlphaAndMode(paint, &alpha, &mode); 1701 1702 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1703 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1704 1705 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1706 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1707#if RENDER_LAYERS_AS_REGIONS 1708 // Mark the current layer dirty where we are going to draw the patch 1709 if (hasLayer() && mesh->hasEmptyQuads) { 1710 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1711 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1712 const size_t count = mesh->quads.size(); 1713 for (size_t i = 0; i < count; i++) { 1714 const Rect& bounds = mesh->quads.itemAt(i); 1715 if (CC_LIKELY(pureTranslate)) { 1716 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1717 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1718 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1719 } else { 1720 dirtyLayer(left + bounds.left, top + bounds.top, 1721 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1722 } 1723 } 1724 } 1725#endif 1726 1727 if (CC_LIKELY(pureTranslate)) { 1728 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1729 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1730 1731 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1732 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1733 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1734 true, !mesh->hasEmptyQuads); 1735 } else { 1736 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1737 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1738 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1739 true, !mesh->hasEmptyQuads); 1740 } 1741 } 1742 1743 return DrawGlInfo::kStatusDrew; 1744} 1745 1746/** 1747 * This function uses a similar approach to that of AA lines in the drawLines() function. 1748 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1749 * shader to compute the translucency of the color, determined by whether a given pixel is 1750 * within that boundary region and how far into the region it is. 1751 */ 1752void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1753 int color, SkXfermode::Mode mode) { 1754 float inverseScaleX = 1.0f; 1755 float inverseScaleY = 1.0f; 1756 // The quad that we use needs to account for scaling. 1757 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1758 Matrix4 *mat = mSnapshot->transform; 1759 float m00 = mat->data[Matrix4::kScaleX]; 1760 float m01 = mat->data[Matrix4::kSkewY]; 1761 float m02 = mat->data[2]; 1762 float m10 = mat->data[Matrix4::kSkewX]; 1763 float m11 = mat->data[Matrix4::kScaleX]; 1764 float m12 = mat->data[6]; 1765 float scaleX = sqrt(m00 * m00 + m01 * m01); 1766 float scaleY = sqrt(m10 * m10 + m11 * m11); 1767 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1768 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1769 } 1770 1771 setupDraw(); 1772 setupDrawNoTexture(); 1773 setupDrawAALine(); 1774 setupDrawColor(color); 1775 setupDrawColorFilter(); 1776 setupDrawShader(); 1777 setupDrawBlending(true, mode); 1778 setupDrawProgram(); 1779 setupDrawModelViewIdentity(true); 1780 setupDrawColorUniforms(); 1781 setupDrawColorFilterUniforms(); 1782 setupDrawShaderIdentityUniforms(); 1783 1784 AAVertex rects[4]; 1785 AAVertex* aaVertices = &rects[0]; 1786 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1787 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1788 1789 float boundarySizeX = .5 * inverseScaleX; 1790 float boundarySizeY = .5 * inverseScaleY; 1791 1792 // Adjust the rect by the AA boundary padding 1793 left -= boundarySizeX; 1794 right += boundarySizeX; 1795 top -= boundarySizeY; 1796 bottom += boundarySizeY; 1797 1798 float width = right - left; 1799 float height = bottom - top; 1800 1801 int widthSlot; 1802 int lengthSlot; 1803 1804 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1805 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1806 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1807 boundaryWidthProportion, widthSlot, lengthSlot); 1808 1809 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1810 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1811 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1812 glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion)); 1813 1814 if (!quickReject(left, top, right, bottom)) { 1815 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1816 AAVertex::set(aaVertices++, left, top, 1, 0); 1817 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1818 AAVertex::set(aaVertices++, right, top, 0, 0); 1819 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1820 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1821 } 1822 1823 finishDrawAALine(widthSlot, lengthSlot); 1824} 1825 1826/** 1827 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1828 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1829 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1830 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1831 * of the line. Hairlines are more involved because we need to account for transform scaling 1832 * to end up with a one-pixel-wide line in screen space.. 1833 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1834 * in combination with values that we calculate and pass down in this method. The basic approach 1835 * is that the quad we create contains both the core line area plus a bounding area in which 1836 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1837 * proportion of the width and the length of a given segment is represented by the boundary 1838 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1839 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1840 * on the inside). This ends up giving the result we want, with pixels that are completely 1841 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1842 * how far into the boundary region they are, which is determined by shader interpolation. 1843 */ 1844status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1845 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 1846 1847 const bool isAA = paint->isAntiAlias(); 1848 // We use half the stroke width here because we're going to position the quad 1849 // corner vertices half of the width away from the line endpoints 1850 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1851 // A stroke width of 0 has a special meaning in Skia: 1852 // it draws a line 1 px wide regardless of current transform 1853 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1854 1855 float inverseScaleX = 1.0f; 1856 float inverseScaleY = 1.0f; 1857 bool scaled = false; 1858 1859 int alpha; 1860 SkXfermode::Mode mode; 1861 1862 int generatedVerticesCount = 0; 1863 int verticesCount = count; 1864 if (count > 4) { 1865 // Polyline: account for extra vertices needed for continuous tri-strip 1866 verticesCount += (count - 4); 1867 } 1868 1869 if (isHairLine || isAA) { 1870 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1871 // the line on the screen should always be one pixel wide regardless of scale. For 1872 // AA lines, we only want one pixel of translucent boundary around the quad. 1873 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1874 Matrix4 *mat = mSnapshot->transform; 1875 float m00 = mat->data[Matrix4::kScaleX]; 1876 float m01 = mat->data[Matrix4::kSkewY]; 1877 float m02 = mat->data[2]; 1878 float m10 = mat->data[Matrix4::kSkewX]; 1879 float m11 = mat->data[Matrix4::kScaleX]; 1880 float m12 = mat->data[6]; 1881 1882 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1883 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1884 1885 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1886 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1887 1888 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1889 scaled = true; 1890 } 1891 } 1892 } 1893 1894 getAlphaAndMode(paint, &alpha, &mode); 1895 setupDraw(); 1896 setupDrawNoTexture(); 1897 if (isAA) { 1898 setupDrawAALine(); 1899 } 1900 setupDrawColor(paint->getColor(), alpha); 1901 setupDrawColorFilter(); 1902 setupDrawShader(); 1903 setupDrawBlending(isAA, mode); 1904 setupDrawProgram(); 1905 setupDrawModelViewIdentity(true); 1906 setupDrawColorUniforms(); 1907 setupDrawColorFilterUniforms(); 1908 setupDrawShaderIdentityUniforms(); 1909 1910 if (isHairLine) { 1911 // Set a real stroke width to be used in quad construction 1912 halfStrokeWidth = isAA? 1 : .5; 1913 } else if (isAA && !scaled) { 1914 // Expand boundary to enable AA calculations on the quad border 1915 halfStrokeWidth += .5f; 1916 } 1917 1918 int widthSlot; 1919 int lengthSlot; 1920 1921 Vertex lines[verticesCount]; 1922 Vertex* vertices = &lines[0]; 1923 1924 AAVertex wLines[verticesCount]; 1925 AAVertex* aaVertices = &wLines[0]; 1926 1927 if (CC_UNLIKELY(!isAA)) { 1928 setupDrawVertices(vertices); 1929 } else { 1930 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1931 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1932 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1933 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1934 // This value is used in the fragment shader to determine how to fill fragments. 1935 // We will need to calculate the actual width proportion on each segment for 1936 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1937 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1938 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1939 boundaryWidthProportion, widthSlot, lengthSlot); 1940 } 1941 1942 AAVertex* prevAAVertex = NULL; 1943 Vertex* prevVertex = NULL; 1944 1945 int boundaryLengthSlot = -1; 1946 int inverseBoundaryLengthSlot = -1; 1947 int boundaryWidthSlot = -1; 1948 int inverseBoundaryWidthSlot = -1; 1949 1950 for (int i = 0; i < count; i += 4) { 1951 // a = start point, b = end point 1952 vec2 a(points[i], points[i + 1]); 1953 vec2 b(points[i + 2], points[i + 3]); 1954 1955 float length = 0; 1956 float boundaryLengthProportion = 0; 1957 float boundaryWidthProportion = 0; 1958 1959 // Find the normal to the line 1960 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1961 if (isHairLine) { 1962 if (isAA) { 1963 float wideningFactor; 1964 if (fabs(n.x) >= fabs(n.y)) { 1965 wideningFactor = fabs(1.0f / n.x); 1966 } else { 1967 wideningFactor = fabs(1.0f / n.y); 1968 } 1969 n *= wideningFactor; 1970 } 1971 1972 if (scaled) { 1973 n.x *= inverseScaleX; 1974 n.y *= inverseScaleY; 1975 } 1976 } else if (scaled) { 1977 // Extend n by .5 pixel on each side, post-transform 1978 vec2 extendedN = n.copyNormalized(); 1979 extendedN /= 2; 1980 extendedN.x *= inverseScaleX; 1981 extendedN.y *= inverseScaleY; 1982 1983 float extendedNLength = extendedN.length(); 1984 // We need to set this value on the shader prior to drawing 1985 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1986 n += extendedN; 1987 } 1988 1989 float x = n.x; 1990 n.x = -n.y; 1991 n.y = x; 1992 1993 // aa lines expand the endpoint vertices to encompass the AA boundary 1994 if (isAA) { 1995 vec2 abVector = (b - a); 1996 length = abVector.length(); 1997 abVector.normalize(); 1998 1999 if (scaled) { 2000 abVector.x *= inverseScaleX; 2001 abVector.y *= inverseScaleY; 2002 float abLength = abVector.length(); 2003 boundaryLengthProportion = abLength / (length + abLength); 2004 } else { 2005 boundaryLengthProportion = .5 / (length + 1); 2006 } 2007 2008 abVector /= 2; 2009 a -= abVector; 2010 b += abVector; 2011 } 2012 2013 // Four corners of the rectangle defining a thick line 2014 vec2 p1 = a - n; 2015 vec2 p2 = a + n; 2016 vec2 p3 = b + n; 2017 vec2 p4 = b - n; 2018 2019 2020 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2021 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2022 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2023 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2024 2025 if (!quickReject(left, top, right, bottom)) { 2026 if (!isAA) { 2027 if (prevVertex != NULL) { 2028 // Issue two repeat vertices to create degenerate triangles to bridge 2029 // between the previous line and the new one. This is necessary because 2030 // we are creating a single triangle_strip which will contain 2031 // potentially discontinuous line segments. 2032 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2033 Vertex::set(vertices++, p1.x, p1.y); 2034 generatedVerticesCount += 2; 2035 } 2036 2037 Vertex::set(vertices++, p1.x, p1.y); 2038 Vertex::set(vertices++, p2.x, p2.y); 2039 Vertex::set(vertices++, p4.x, p4.y); 2040 Vertex::set(vertices++, p3.x, p3.y); 2041 2042 prevVertex = vertices - 1; 2043 generatedVerticesCount += 4; 2044 } else { 2045 if (!isHairLine && scaled) { 2046 // Must set width proportions per-segment for scaled non-hairlines to use the 2047 // correct AA boundary dimensions 2048 if (boundaryWidthSlot < 0) { 2049 boundaryWidthSlot = 2050 mCaches.currentProgram->getUniform("boundaryWidth"); 2051 inverseBoundaryWidthSlot = 2052 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 2053 } 2054 2055 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2056 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 2057 } 2058 2059 if (boundaryLengthSlot < 0) { 2060 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2061 inverseBoundaryLengthSlot = 2062 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 2063 } 2064 2065 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2066 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 2067 2068 if (prevAAVertex != NULL) { 2069 // Issue two repeat vertices to create degenerate triangles to bridge 2070 // between the previous line and the new one. This is necessary because 2071 // we are creating a single triangle_strip which will contain 2072 // potentially discontinuous line segments. 2073 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2074 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2075 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2076 generatedVerticesCount += 2; 2077 } 2078 2079 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2080 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2081 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2082 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2083 2084 prevAAVertex = aaVertices - 1; 2085 generatedVerticesCount += 4; 2086 } 2087 2088 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2089 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2090 *mSnapshot->transform); 2091 } 2092 } 2093 2094 if (generatedVerticesCount > 0) { 2095 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2096 } 2097 2098 if (isAA) { 2099 finishDrawAALine(widthSlot, lengthSlot); 2100 } 2101 2102 return DrawGlInfo::kStatusDrew; 2103} 2104 2105status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2106 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2107 2108 // TODO: The paint's cap style defines whether the points are square or circular 2109 // TODO: Handle AA for round points 2110 2111 // A stroke width of 0 has a special meaning in Skia: 2112 // it draws an unscaled 1px point 2113 float strokeWidth = paint->getStrokeWidth(); 2114 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2115 if (isHairLine) { 2116 // Now that we know it's hairline, we can set the effective width, to be used later 2117 strokeWidth = 1.0f; 2118 } 2119 const float halfWidth = strokeWidth / 2; 2120 int alpha; 2121 SkXfermode::Mode mode; 2122 getAlphaAndMode(paint, &alpha, &mode); 2123 2124 int verticesCount = count >> 1; 2125 int generatedVerticesCount = 0; 2126 2127 TextureVertex pointsData[verticesCount]; 2128 TextureVertex* vertex = &pointsData[0]; 2129 2130 setupDraw(); 2131 setupDrawNoTexture(); 2132 setupDrawPoint(strokeWidth); 2133 setupDrawColor(paint->getColor(), alpha); 2134 setupDrawColorFilter(); 2135 setupDrawShader(); 2136 setupDrawBlending(mode); 2137 setupDrawProgram(); 2138 setupDrawModelViewIdentity(true); 2139 setupDrawColorUniforms(); 2140 setupDrawColorFilterUniforms(); 2141 setupDrawPointUniforms(); 2142 setupDrawShaderIdentityUniforms(); 2143 setupDrawMesh(vertex); 2144 2145 for (int i = 0; i < count; i += 2) { 2146 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2147 generatedVerticesCount++; 2148 2149 float left = points[i] - halfWidth; 2150 float right = points[i] + halfWidth; 2151 float top = points[i + 1] - halfWidth; 2152 float bottom = points [i + 1] + halfWidth; 2153 2154 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2155 } 2156 2157 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2158 2159 return DrawGlInfo::kStatusDrew; 2160} 2161 2162status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2163 // No need to check against the clip, we fill the clip region 2164 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2165 2166 Rect& clip(*mSnapshot->clipRect); 2167 clip.snapToPixelBoundaries(); 2168 2169 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2170 2171 return DrawGlInfo::kStatusDrew; 2172} 2173 2174status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2175 SkPaint* paint) { 2176 if (!texture) return DrawGlInfo::kStatusDone; 2177 const AutoTexture autoCleanup(texture); 2178 2179 const float x = left + texture->left - texture->offset; 2180 const float y = top + texture->top - texture->offset; 2181 2182 drawPathTexture(texture, x, y, paint); 2183 2184 return DrawGlInfo::kStatusDrew; 2185} 2186 2187status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2188 float rx, float ry, SkPaint* paint) { 2189 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2190 2191 mCaches.activeTexture(0); 2192 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2193 right - left, bottom - top, rx, ry, paint); 2194 return drawShape(left, top, texture, paint); 2195} 2196 2197status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2198 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2199 2200 mCaches.activeTexture(0); 2201 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2202 return drawShape(x - radius, y - radius, texture, paint); 2203} 2204 2205status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2206 SkPaint* paint) { 2207 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2208 2209 mCaches.activeTexture(0); 2210 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2211 return drawShape(left, top, texture, paint); 2212} 2213 2214status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2215 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2216 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2217 2218 if (fabs(sweepAngle) >= 360.0f) { 2219 return drawOval(left, top, right, bottom, paint); 2220 } 2221 2222 mCaches.activeTexture(0); 2223 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2224 startAngle, sweepAngle, useCenter, paint); 2225 return drawShape(left, top, texture, paint); 2226} 2227 2228status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2229 SkPaint* paint) { 2230 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2231 2232 mCaches.activeTexture(0); 2233 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2234 return drawShape(left, top, texture, paint); 2235} 2236 2237status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2238 if (p->getStyle() != SkPaint::kFill_Style) { 2239 return drawRectAsShape(left, top, right, bottom, p); 2240 } 2241 2242 if (quickReject(left, top, right, bottom)) { 2243 return DrawGlInfo::kStatusDone; 2244 } 2245 2246 SkXfermode::Mode mode; 2247 if (!mCaches.extensions.hasFramebufferFetch()) { 2248 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2249 if (!isMode) { 2250 // Assume SRC_OVER 2251 mode = SkXfermode::kSrcOver_Mode; 2252 } 2253 } else { 2254 mode = getXfermode(p->getXfermode()); 2255 } 2256 2257 int color = p->getColor(); 2258 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2259 drawAARect(left, top, right, bottom, color, mode); 2260 } else { 2261 drawColorRect(left, top, right, bottom, color, mode); 2262 } 2263 2264 return DrawGlInfo::kStatusDrew; 2265} 2266 2267status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2268 const float* positions, SkPaint* paint) { 2269 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2270 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2271 return DrawGlInfo::kStatusDone; 2272 } 2273 2274 // NOTE: Skia does not support perspective transform on drawPosText yet 2275 if (!mSnapshot->transform->isSimple()) { 2276 return DrawGlInfo::kStatusDone; 2277 } 2278 2279 float x = 0.0f; 2280 float y = 0.0f; 2281 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2282 if (pureTranslate) { 2283 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2284 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2285 } 2286 2287 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2288 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2289 paint->getTextSize()); 2290 2291 int alpha; 2292 SkXfermode::Mode mode; 2293 getAlphaAndMode(paint, &alpha, &mode); 2294 2295 // Pick the appropriate texture filtering 2296 bool linearFilter = mSnapshot->transform->changesBounds(); 2297 if (pureTranslate && !linearFilter) { 2298 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2299 } 2300 2301 mCaches.activeTexture(0); 2302 setupDraw(); 2303 setupDrawDirtyRegionsDisabled(); 2304 setupDrawWithTexture(true); 2305 setupDrawAlpha8Color(paint->getColor(), alpha); 2306 setupDrawColorFilter(); 2307 setupDrawShader(); 2308 setupDrawBlending(true, mode); 2309 setupDrawProgram(); 2310 setupDrawModelView(x, y, x, y, pureTranslate, true); 2311 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2312 setupDrawPureColorUniforms(); 2313 setupDrawColorFilterUniforms(); 2314 setupDrawShaderUniforms(pureTranslate); 2315 2316 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2317 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2318 2319#if RENDER_LAYERS_AS_REGIONS 2320 const bool hasActiveLayer = hasLayer(); 2321#else 2322 const bool hasActiveLayer = false; 2323#endif 2324 2325 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2326 positions, hasActiveLayer ? &bounds : NULL)) { 2327#if RENDER_LAYERS_AS_REGIONS 2328 if (hasActiveLayer) { 2329 if (!pureTranslate) { 2330 mSnapshot->transform->mapRect(bounds); 2331 } 2332 dirtyLayerUnchecked(bounds, getRegion()); 2333 } 2334#endif 2335 } 2336 2337 return DrawGlInfo::kStatusDrew; 2338} 2339 2340status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2341 float x, float y, SkPaint* paint, float length) { 2342 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2343 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2344 return DrawGlInfo::kStatusDone; 2345 } 2346 2347 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2348 switch (paint->getTextAlign()) { 2349 case SkPaint::kCenter_Align: 2350 x -= length / 2.0f; 2351 break; 2352 case SkPaint::kRight_Align: 2353 x -= length; 2354 break; 2355 default: 2356 break; 2357 } 2358 2359 SkPaint::FontMetrics metrics; 2360 paint->getFontMetrics(&metrics, 0.0f); 2361 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2362 return DrawGlInfo::kStatusDone; 2363 } 2364 2365 const float oldX = x; 2366 const float oldY = y; 2367 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2368 if (CC_LIKELY(pureTranslate)) { 2369 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2370 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2371 } 2372 2373#if DEBUG_GLYPHS 2374 ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2375#endif 2376 2377 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2378 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2379 paint->getTextSize()); 2380 2381 int alpha; 2382 SkXfermode::Mode mode; 2383 getAlphaAndMode(paint, &alpha, &mode); 2384 2385 if (CC_UNLIKELY(mHasShadow)) { 2386 mCaches.activeTexture(0); 2387 2388 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2389 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2390 paint, text, bytesCount, count, mShadowRadius); 2391 const AutoTexture autoCleanup(shadow); 2392 2393 const float sx = oldX - shadow->left + mShadowDx; 2394 const float sy = oldY - shadow->top + mShadowDy; 2395 2396 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2397 int shadowColor = mShadowColor; 2398 if (mShader) { 2399 shadowColor = 0xffffffff; 2400 } 2401 2402 setupDraw(); 2403 setupDrawWithTexture(true); 2404 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2405 setupDrawColorFilter(); 2406 setupDrawShader(); 2407 setupDrawBlending(true, mode); 2408 setupDrawProgram(); 2409 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2410 setupDrawTexture(shadow->id); 2411 setupDrawPureColorUniforms(); 2412 setupDrawColorFilterUniforms(); 2413 setupDrawShaderUniforms(); 2414 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2415 2416 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2417 } 2418 2419 // Pick the appropriate texture filtering 2420 bool linearFilter = mSnapshot->transform->changesBounds(); 2421 if (pureTranslate && !linearFilter) { 2422 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2423 } 2424 2425 // The font renderer will always use texture unit 0 2426 mCaches.activeTexture(0); 2427 setupDraw(); 2428 setupDrawDirtyRegionsDisabled(); 2429 setupDrawWithTexture(true); 2430 setupDrawAlpha8Color(paint->getColor(), alpha); 2431 setupDrawColorFilter(); 2432 setupDrawShader(); 2433 setupDrawBlending(true, mode); 2434 setupDrawProgram(); 2435 setupDrawModelView(x, y, x, y, pureTranslate, true); 2436 // See comment above; the font renderer must use texture unit 0 2437 // assert(mTextureUnit == 0) 2438 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2439 setupDrawPureColorUniforms(); 2440 setupDrawColorFilterUniforms(); 2441 setupDrawShaderUniforms(pureTranslate); 2442 2443 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2444 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2445 2446#if RENDER_LAYERS_AS_REGIONS 2447 const bool hasActiveLayer = hasLayer(); 2448#else 2449 const bool hasActiveLayer = false; 2450#endif 2451 2452 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2453 hasActiveLayer ? &bounds : NULL)) { 2454#if RENDER_LAYERS_AS_REGIONS 2455 if (hasActiveLayer) { 2456 if (!pureTranslate) { 2457 mSnapshot->transform->mapRect(bounds); 2458 } 2459 dirtyLayerUnchecked(bounds, getRegion()); 2460 } 2461#endif 2462 } 2463 2464 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2465 2466 return DrawGlInfo::kStatusDrew; 2467} 2468 2469status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2470 float hOffset, float vOffset, SkPaint* paint) { 2471 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2472 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2473 return DrawGlInfo::kStatusDone; 2474 } 2475 2476 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2477 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2478 paint->getTextSize()); 2479 2480 int alpha; 2481 SkXfermode::Mode mode; 2482 getAlphaAndMode(paint, &alpha, &mode); 2483 2484 mCaches.activeTexture(0); 2485 setupDraw(); 2486 setupDrawDirtyRegionsDisabled(); 2487 setupDrawWithTexture(true); 2488 setupDrawAlpha8Color(paint->getColor(), alpha); 2489 setupDrawColorFilter(); 2490 setupDrawShader(); 2491 setupDrawBlending(true, mode); 2492 setupDrawProgram(); 2493 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2494 setupDrawTexture(fontRenderer.getTexture(true)); 2495 setupDrawPureColorUniforms(); 2496 setupDrawColorFilterUniforms(); 2497 setupDrawShaderUniforms(false); 2498 2499 const Rect* clip = &mSnapshot->getLocalClip(); 2500 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2501 2502#if RENDER_LAYERS_AS_REGIONS 2503 const bool hasActiveLayer = hasLayer(); 2504#else 2505 const bool hasActiveLayer = false; 2506#endif 2507 2508 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2509 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2510#if RENDER_LAYERS_AS_REGIONS 2511 if (hasActiveLayer) { 2512 mSnapshot->transform->mapRect(bounds); 2513 dirtyLayerUnchecked(bounds, getRegion()); 2514 } 2515#endif 2516 } 2517 2518 return DrawGlInfo::kStatusDrew; 2519} 2520 2521status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2522 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2523 2524 mCaches.activeTexture(0); 2525 2526 // TODO: Perform early clip test before we rasterize the path 2527 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2528 if (!texture) return DrawGlInfo::kStatusDone; 2529 const AutoTexture autoCleanup(texture); 2530 2531 const float x = texture->left - texture->offset; 2532 const float y = texture->top - texture->offset; 2533 2534 drawPathTexture(texture, x, y, paint); 2535 2536 return DrawGlInfo::kStatusDrew; 2537} 2538 2539status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2540 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2541 return DrawGlInfo::kStatusDone; 2542 } 2543 2544 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2545 OpenGLRenderer* renderer = layer->renderer; 2546 Rect& dirty = layer->dirtyRect; 2547 2548 interrupt(); 2549 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2550 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2551 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 2552 renderer->finish(); 2553 resume(); 2554 2555 dirty.setEmpty(); 2556 layer->deferredUpdateScheduled = false; 2557 layer->renderer = NULL; 2558 layer->displayList = NULL; 2559 } 2560 2561 mCaches.activeTexture(0); 2562 2563 int alpha; 2564 SkXfermode::Mode mode; 2565 getAlphaAndMode(paint, &alpha, &mode); 2566 2567 layer->setAlpha(alpha, mode); 2568 2569#if RENDER_LAYERS_AS_REGIONS 2570 if (CC_LIKELY(!layer->region.isEmpty())) { 2571 if (layer->region.isRect()) { 2572 composeLayerRect(layer, layer->regionRect); 2573 } else if (layer->mesh) { 2574 const float a = alpha / 255.0f; 2575 const Rect& rect = layer->layer; 2576 2577 setupDraw(); 2578 setupDrawWithTexture(); 2579 setupDrawColor(a, a, a, a); 2580 setupDrawColorFilter(); 2581 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2582 setupDrawProgram(); 2583 setupDrawPureColorUniforms(); 2584 setupDrawColorFilterUniforms(); 2585 setupDrawTexture(layer->getTexture()); 2586 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2587 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2588 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2589 2590 layer->setFilter(GL_NEAREST); 2591 setupDrawModelViewTranslate(x, y, 2592 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2593 } else { 2594 layer->setFilter(GL_LINEAR); 2595 setupDrawModelViewTranslate(x, y, 2596 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2597 } 2598 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2599 2600 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2601 GL_UNSIGNED_SHORT, layer->meshIndices); 2602 2603 finishDrawTexture(); 2604 2605#if DEBUG_LAYERS_AS_REGIONS 2606 drawRegionRects(layer->region); 2607#endif 2608 } 2609 } 2610#else 2611 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2612 composeLayerRect(layer, r); 2613#endif 2614 2615 return DrawGlInfo::kStatusDrew; 2616} 2617 2618/////////////////////////////////////////////////////////////////////////////// 2619// Shaders 2620/////////////////////////////////////////////////////////////////////////////// 2621 2622void OpenGLRenderer::resetShader() { 2623 mShader = NULL; 2624} 2625 2626void OpenGLRenderer::setupShader(SkiaShader* shader) { 2627 mShader = shader; 2628 if (mShader) { 2629 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2630 } 2631} 2632 2633/////////////////////////////////////////////////////////////////////////////// 2634// Color filters 2635/////////////////////////////////////////////////////////////////////////////// 2636 2637void OpenGLRenderer::resetColorFilter() { 2638 mColorFilter = NULL; 2639} 2640 2641void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2642 mColorFilter = filter; 2643} 2644 2645/////////////////////////////////////////////////////////////////////////////// 2646// Drop shadow 2647/////////////////////////////////////////////////////////////////////////////// 2648 2649void OpenGLRenderer::resetShadow() { 2650 mHasShadow = false; 2651} 2652 2653void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2654 mHasShadow = true; 2655 mShadowRadius = radius; 2656 mShadowDx = dx; 2657 mShadowDy = dy; 2658 mShadowColor = color; 2659} 2660 2661/////////////////////////////////////////////////////////////////////////////// 2662// Draw filters 2663/////////////////////////////////////////////////////////////////////////////// 2664 2665void OpenGLRenderer::resetPaintFilter() { 2666 mHasDrawFilter = false; 2667} 2668 2669void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2670 mHasDrawFilter = true; 2671 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2672 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2673} 2674 2675SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2676 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2677 2678 uint32_t flags = paint->getFlags(); 2679 2680 mFilteredPaint = *paint; 2681 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2682 2683 return &mFilteredPaint; 2684} 2685 2686/////////////////////////////////////////////////////////////////////////////// 2687// Drawing implementation 2688/////////////////////////////////////////////////////////////////////////////// 2689 2690void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2691 float x, float y, SkPaint* paint) { 2692 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2693 return; 2694 } 2695 2696 int alpha; 2697 SkXfermode::Mode mode; 2698 getAlphaAndMode(paint, &alpha, &mode); 2699 2700 setupDraw(); 2701 setupDrawWithTexture(true); 2702 setupDrawAlpha8Color(paint->getColor(), alpha); 2703 setupDrawColorFilter(); 2704 setupDrawShader(); 2705 setupDrawBlending(true, mode); 2706 setupDrawProgram(); 2707 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2708 setupDrawTexture(texture->id); 2709 setupDrawPureColorUniforms(); 2710 setupDrawColorFilterUniforms(); 2711 setupDrawShaderUniforms(); 2712 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2713 2714 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2715 2716 finishDrawTexture(); 2717} 2718 2719// Same values used by Skia 2720#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2721#define kStdUnderline_Offset (1.0f / 9.0f) 2722#define kStdUnderline_Thickness (1.0f / 18.0f) 2723 2724void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2725 float x, float y, SkPaint* paint) { 2726 // Handle underline and strike-through 2727 uint32_t flags = paint->getFlags(); 2728 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2729 SkPaint paintCopy(*paint); 2730 float underlineWidth = length; 2731 // If length is > 0.0f, we already measured the text for the text alignment 2732 if (length <= 0.0f) { 2733 underlineWidth = paintCopy.measureText(text, bytesCount); 2734 } 2735 2736 float offsetX = 0; 2737 switch (paintCopy.getTextAlign()) { 2738 case SkPaint::kCenter_Align: 2739 offsetX = underlineWidth * 0.5f; 2740 break; 2741 case SkPaint::kRight_Align: 2742 offsetX = underlineWidth; 2743 break; 2744 default: 2745 break; 2746 } 2747 2748 if (CC_LIKELY(underlineWidth > 0.0f)) { 2749 const float textSize = paintCopy.getTextSize(); 2750 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2751 2752 const float left = x - offsetX; 2753 float top = 0.0f; 2754 2755 int linesCount = 0; 2756 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2757 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2758 2759 const int pointsCount = 4 * linesCount; 2760 float points[pointsCount]; 2761 int currentPoint = 0; 2762 2763 if (flags & SkPaint::kUnderlineText_Flag) { 2764 top = y + textSize * kStdUnderline_Offset; 2765 points[currentPoint++] = left; 2766 points[currentPoint++] = top; 2767 points[currentPoint++] = left + underlineWidth; 2768 points[currentPoint++] = top; 2769 } 2770 2771 if (flags & SkPaint::kStrikeThruText_Flag) { 2772 top = y + textSize * kStdStrikeThru_Offset; 2773 points[currentPoint++] = left; 2774 points[currentPoint++] = top; 2775 points[currentPoint++] = left + underlineWidth; 2776 points[currentPoint++] = top; 2777 } 2778 2779 paintCopy.setStrokeWidth(strokeWidth); 2780 2781 drawLines(&points[0], pointsCount, &paintCopy); 2782 } 2783 } 2784} 2785 2786void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2787 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2788 // If a shader is set, preserve only the alpha 2789 if (mShader) { 2790 color |= 0x00ffffff; 2791 } 2792 2793 setupDraw(); 2794 setupDrawNoTexture(); 2795 setupDrawColor(color); 2796 setupDrawShader(); 2797 setupDrawColorFilter(); 2798 setupDrawBlending(mode); 2799 setupDrawProgram(); 2800 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2801 setupDrawColorUniforms(); 2802 setupDrawShaderUniforms(ignoreTransform); 2803 setupDrawColorFilterUniforms(); 2804 setupDrawSimpleMesh(); 2805 2806 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2807} 2808 2809void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2810 Texture* texture, SkPaint* paint) { 2811 int alpha; 2812 SkXfermode::Mode mode; 2813 getAlphaAndMode(paint, &alpha, &mode); 2814 2815 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2816 2817 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2818 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2819 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2820 2821 texture->setFilter(GL_NEAREST, true); 2822 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2823 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2824 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2825 } else { 2826 texture->setFilter(FILTER(paint), true); 2827 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2828 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2829 GL_TRIANGLE_STRIP, gMeshCount); 2830 } 2831} 2832 2833void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2834 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2835 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2836 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2837} 2838 2839void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2840 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2841 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2842 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2843 2844 setupDraw(); 2845 setupDrawWithTexture(); 2846 setupDrawColor(alpha, alpha, alpha, alpha); 2847 setupDrawColorFilter(); 2848 setupDrawBlending(blend, mode, swapSrcDst); 2849 setupDrawProgram(); 2850 if (!dirty) { 2851 setupDrawDirtyRegionsDisabled(); 2852 } 2853 if (!ignoreScale) { 2854 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2855 } else { 2856 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2857 } 2858 setupDrawPureColorUniforms(); 2859 setupDrawColorFilterUniforms(); 2860 setupDrawTexture(texture); 2861 setupDrawMesh(vertices, texCoords, vbo); 2862 2863 glDrawArrays(drawMode, 0, elementsCount); 2864 2865 finishDrawTexture(); 2866} 2867 2868void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2869 ProgramDescription& description, bool swapSrcDst) { 2870 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2871 2872 if (blend) { 2873 // These blend modes are not supported by OpenGL directly and have 2874 // to be implemented using shaders. Since the shader will perform 2875 // the blending, turn blending off here 2876 // If the blend mode cannot be implemented using shaders, fall 2877 // back to the default SrcOver blend mode instead 2878 if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) { 2879 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2880 description.framebufferMode = mode; 2881 description.swapSrcDst = swapSrcDst; 2882 2883 if (mCaches.blend) { 2884 glDisable(GL_BLEND); 2885 mCaches.blend = false; 2886 } 2887 2888 return; 2889 } else { 2890 mode = SkXfermode::kSrcOver_Mode; 2891 } 2892 } 2893 2894 if (!mCaches.blend) { 2895 glEnable(GL_BLEND); 2896 } 2897 2898 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2899 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2900 2901 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2902 glBlendFunc(sourceMode, destMode); 2903 mCaches.lastSrcMode = sourceMode; 2904 mCaches.lastDstMode = destMode; 2905 } 2906 } else if (mCaches.blend) { 2907 glDisable(GL_BLEND); 2908 } 2909 mCaches.blend = blend; 2910} 2911 2912bool OpenGLRenderer::useProgram(Program* program) { 2913 if (!program->isInUse()) { 2914 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2915 program->use(); 2916 mCaches.currentProgram = program; 2917 return false; 2918 } 2919 return true; 2920} 2921 2922void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2923 TextureVertex* v = &mMeshVertices[0]; 2924 TextureVertex::setUV(v++, u1, v1); 2925 TextureVertex::setUV(v++, u2, v1); 2926 TextureVertex::setUV(v++, u1, v2); 2927 TextureVertex::setUV(v++, u2, v2); 2928} 2929 2930void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2931 if (paint) { 2932 *mode = getXfermode(paint->getXfermode()); 2933 2934 // Skia draws using the color's alpha channel if < 255 2935 // Otherwise, it uses the paint's alpha 2936 int color = paint->getColor(); 2937 *alpha = (color >> 24) & 0xFF; 2938 if (*alpha == 255) { 2939 *alpha = paint->getAlpha(); 2940 } 2941 } else { 2942 *mode = SkXfermode::kSrcOver_Mode; 2943 *alpha = 255; 2944 } 2945 *alpha *= mSnapshot->alpha; 2946} 2947 2948SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2949 SkXfermode::Mode resultMode; 2950 if (!SkXfermode::AsMode(mode, &resultMode)) { 2951 resultMode = SkXfermode::kSrcOver_Mode; 2952 } 2953 return resultMode; 2954} 2955 2956}; // namespace uirenderer 2957}; // namespace android 2958