OpenGLRenderer.cpp revision 49c5fc0b9e850497233e189ff9dcc71a78ebe6e7
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 167void OpenGLRenderer::prepare(bool opaque) { 168 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 169} 170 171void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 172 mCaches.clearGarbage(); 173 mFunctors.clear(); 174 175 mSnapshot = new Snapshot(mFirstSnapshot, 176 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 177 mSnapshot->fbo = getTargetFbo(); 178 mSaveCount = 1; 179 180 glViewport(0, 0, mWidth, mHeight); 181 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 182 183 mSnapshot->setClip(left, top, right, bottom); 184 mDirtyClip = false; 185 186 if (!opaque) { 187 glClear(GL_COLOR_BUFFER_BIT); 188 } 189} 190 191void OpenGLRenderer::finish() { 192#if DEBUG_OPENGL 193 GLenum status = GL_NO_ERROR; 194 while ((status = glGetError()) != GL_NO_ERROR) { 195 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 196 switch (status) { 197 case GL_INVALID_ENUM: 198 ALOGE(" GL_INVALID_ENUM"); 199 break; 200 case GL_INVALID_VALUE: 201 ALOGE(" GL_INVALID_VALUE"); 202 break; 203 case GL_INVALID_OPERATION: 204 ALOGE(" GL_INVALID_OPERATION"); 205 break; 206 case GL_OUT_OF_MEMORY: 207 ALOGE(" Out of memory!"); 208 break; 209 } 210 } 211#endif 212#if DEBUG_MEMORY_USAGE 213 mCaches.dumpMemoryUsage(); 214#else 215 if (mCaches.getDebugLevel() & kDebugMemory) { 216 mCaches.dumpMemoryUsage(); 217 } 218#endif 219} 220 221void OpenGLRenderer::interrupt() { 222 if (mCaches.currentProgram) { 223 if (mCaches.currentProgram->isInUse()) { 224 mCaches.currentProgram->remove(); 225 mCaches.currentProgram = NULL; 226 } 227 } 228 mCaches.unbindMeshBuffer(); 229 mCaches.unbindIndicesBuffer(); 230 mCaches.resetVertexPointers(); 231 mCaches.disbaleTexCoordsVertexArray(); 232} 233 234void OpenGLRenderer::resume() { 235 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 236 237 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 238 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 239 240 glEnable(GL_SCISSOR_TEST); 241 mCaches.resetScissor(); 242 dirtyClip(); 243 244 mCaches.activeTexture(0); 245 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 246 247 mCaches.blend = true; 248 glEnable(GL_BLEND); 249 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 250 glBlendEquation(GL_FUNC_ADD); 251} 252 253void OpenGLRenderer::detachFunctor(Functor* functor) { 254 mFunctors.remove(functor); 255} 256 257void OpenGLRenderer::attachFunctor(Functor* functor) { 258 mFunctors.add(functor); 259} 260 261status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 262 status_t result = DrawGlInfo::kStatusDone; 263 size_t count = mFunctors.size(); 264 265 if (count > 0) { 266 SortedVector<Functor*> functors(mFunctors); 267 mFunctors.clear(); 268 269 DrawGlInfo info; 270 info.clipLeft = 0; 271 info.clipTop = 0; 272 info.clipRight = 0; 273 info.clipBottom = 0; 274 info.isLayer = false; 275 info.width = 0; 276 info.height = 0; 277 memset(info.transform, 0, sizeof(float) * 16); 278 279 for (size_t i = 0; i < count; i++) { 280 Functor* f = functors.itemAt(i); 281 result |= (*f)(DrawGlInfo::kModeProcess, &info); 282 283 if (result & DrawGlInfo::kStatusDraw) { 284 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 285 dirty.unionWith(localDirty); 286 } 287 288 if (result & DrawGlInfo::kStatusInvoke) { 289 mFunctors.add(f); 290 } 291 } 292 } 293 294 // Restore state possibly changed by the functors in process mode 295 GLboolean value; 296 glGetBooleanv(GL_BLEND, &value); 297 mCaches.blend = value; 298 299 mCaches.activeTexture(0); 300 301 return result; 302} 303 304status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 305 interrupt(); 306 if (mDirtyClip) { 307 setScissorFromClip(); 308 } 309 310 Rect clip(*mSnapshot->clipRect); 311 clip.snapToPixelBoundaries(); 312 313#if RENDER_LAYERS_AS_REGIONS 314 // Since we don't know what the functor will draw, let's dirty 315 // tne entire clip region 316 if (hasLayer()) { 317 dirtyLayerUnchecked(clip, getRegion()); 318 } 319#endif 320 321 DrawGlInfo info; 322 info.clipLeft = clip.left; 323 info.clipTop = clip.top; 324 info.clipRight = clip.right; 325 info.clipBottom = clip.bottom; 326 info.isLayer = hasLayer(); 327 info.width = getSnapshot()->viewport.getWidth(); 328 info.height = getSnapshot()->height; 329 getSnapshot()->transform->copyTo(&info.transform[0]); 330 331 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 332 333 if (result != DrawGlInfo::kStatusDone) { 334 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 335 dirty.unionWith(localDirty); 336 337 if (result & DrawGlInfo::kStatusInvoke) { 338 mFunctors.add(functor); 339 } 340 } 341 342 resume(); 343 return result; 344} 345 346/////////////////////////////////////////////////////////////////////////////// 347// State management 348/////////////////////////////////////////////////////////////////////////////// 349 350int OpenGLRenderer::getSaveCount() const { 351 return mSaveCount; 352} 353 354int OpenGLRenderer::save(int flags) { 355 return saveSnapshot(flags); 356} 357 358void OpenGLRenderer::restore() { 359 if (mSaveCount > 1) { 360 restoreSnapshot(); 361 } 362} 363 364void OpenGLRenderer::restoreToCount(int saveCount) { 365 if (saveCount < 1) saveCount = 1; 366 367 while (mSaveCount > saveCount) { 368 restoreSnapshot(); 369 } 370} 371 372int OpenGLRenderer::saveSnapshot(int flags) { 373 mSnapshot = new Snapshot(mSnapshot, flags); 374 return mSaveCount++; 375} 376 377bool OpenGLRenderer::restoreSnapshot() { 378 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 379 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 380 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 381 382 sp<Snapshot> current = mSnapshot; 383 sp<Snapshot> previous = mSnapshot->previous; 384 385 if (restoreOrtho) { 386 Rect& r = previous->viewport; 387 glViewport(r.left, r.top, r.right, r.bottom); 388 mOrthoMatrix.load(current->orthoMatrix); 389 } 390 391 mSaveCount--; 392 mSnapshot = previous; 393 394 if (restoreClip) { 395 dirtyClip(); 396 } 397 398 if (restoreLayer) { 399 composeLayer(current, previous); 400 } 401 402 return restoreClip; 403} 404 405/////////////////////////////////////////////////////////////////////////////// 406// Layers 407/////////////////////////////////////////////////////////////////////////////// 408 409int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 410 SkPaint* p, int flags) { 411 const GLuint previousFbo = mSnapshot->fbo; 412 const int count = saveSnapshot(flags); 413 414 if (!mSnapshot->isIgnored()) { 415 int alpha = 255; 416 SkXfermode::Mode mode; 417 418 if (p) { 419 alpha = p->getAlpha(); 420 if (!mCaches.extensions.hasFramebufferFetch()) { 421 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 422 if (!isMode) { 423 // Assume SRC_OVER 424 mode = SkXfermode::kSrcOver_Mode; 425 } 426 } else { 427 mode = getXfermode(p->getXfermode()); 428 } 429 } else { 430 mode = SkXfermode::kSrcOver_Mode; 431 } 432 433 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 434 } 435 436 return count; 437} 438 439int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 440 int alpha, int flags) { 441 if (alpha >= 255 - ALPHA_THRESHOLD) { 442 return saveLayer(left, top, right, bottom, NULL, flags); 443 } else { 444 SkPaint paint; 445 paint.setAlpha(alpha); 446 return saveLayer(left, top, right, bottom, &paint, flags); 447 } 448} 449 450/** 451 * Layers are viewed by Skia are slightly different than layers in image editing 452 * programs (for instance.) When a layer is created, previously created layers 453 * and the frame buffer still receive every drawing command. For instance, if a 454 * layer is created and a shape intersecting the bounds of the layers and the 455 * framebuffer is draw, the shape will be drawn on both (unless the layer was 456 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 457 * 458 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 459 * texture. Unfortunately, this is inefficient as it requires every primitive to 460 * be drawn n + 1 times, where n is the number of active layers. In practice this 461 * means, for every primitive: 462 * - Switch active frame buffer 463 * - Change viewport, clip and projection matrix 464 * - Issue the drawing 465 * 466 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 467 * To avoid this, layers are implemented in a different way here, at least in the 468 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 469 * is set. When this flag is set we can redirect all drawing operations into a 470 * single FBO. 471 * 472 * This implementation relies on the frame buffer being at least RGBA 8888. When 473 * a layer is created, only a texture is created, not an FBO. The content of the 474 * frame buffer contained within the layer's bounds is copied into this texture 475 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 476 * buffer and drawing continues as normal. This technique therefore treats the 477 * frame buffer as a scratch buffer for the layers. 478 * 479 * To compose the layers back onto the frame buffer, each layer texture 480 * (containing the original frame buffer data) is drawn as a simple quad over 481 * the frame buffer. The trick is that the quad is set as the composition 482 * destination in the blending equation, and the frame buffer becomes the source 483 * of the composition. 484 * 485 * Drawing layers with an alpha value requires an extra step before composition. 486 * An empty quad is drawn over the layer's region in the frame buffer. This quad 487 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 488 * quad is used to multiply the colors in the frame buffer. This is achieved by 489 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 490 * GL_ZERO, GL_SRC_ALPHA. 491 * 492 * Because glCopyTexImage2D() can be slow, an alternative implementation might 493 * be use to draw a single clipped layer. The implementation described above 494 * is correct in every case. 495 * 496 * (1) The frame buffer is actually not cleared right away. To allow the GPU 497 * to potentially optimize series of calls to glCopyTexImage2D, the frame 498 * buffer is left untouched until the first drawing operation. Only when 499 * something actually gets drawn are the layers regions cleared. 500 */ 501bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 502 float right, float bottom, int alpha, SkXfermode::Mode mode, 503 int flags, GLuint previousFbo) { 504 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 505 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 506 507 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 508 509 // Window coordinates of the layer 510 Rect bounds(left, top, right, bottom); 511 if (!fboLayer) { 512 mSnapshot->transform->mapRect(bounds); 513 514 // Layers only make sense if they are in the framebuffer's bounds 515 if (bounds.intersect(*snapshot->clipRect)) { 516 // We cannot work with sub-pixels in this case 517 bounds.snapToPixelBoundaries(); 518 519 // When the layer is not an FBO, we may use glCopyTexImage so we 520 // need to make sure the layer does not extend outside the bounds 521 // of the framebuffer 522 if (!bounds.intersect(snapshot->previous->viewport)) { 523 bounds.setEmpty(); 524 } 525 } else { 526 bounds.setEmpty(); 527 } 528 } 529 530 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 531 bounds.getHeight() > mCaches.maxTextureSize) { 532 snapshot->empty = fboLayer; 533 } else { 534 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 535 } 536 537 // Bail out if we won't draw in this snapshot 538 if (snapshot->invisible || snapshot->empty) { 539 return false; 540 } 541 542 mCaches.activeTexture(0); 543 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 544 if (!layer) { 545 return false; 546 } 547 548 layer->setAlpha(alpha, mode); 549 layer->layer.set(bounds); 550 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 551 bounds.getWidth() / float(layer->getWidth()), 0.0f); 552 layer->setColorFilter(mColorFilter); 553 layer->setBlend(true); 554 555 // Save the layer in the snapshot 556 snapshot->flags |= Snapshot::kFlagIsLayer; 557 snapshot->layer = layer; 558 559 if (fboLayer) { 560 return createFboLayer(layer, bounds, snapshot, previousFbo); 561 } else { 562 // Copy the framebuffer into the layer 563 layer->bindTexture(); 564 if (!bounds.isEmpty()) { 565 if (layer->isEmpty()) { 566 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 567 bounds.left, snapshot->height - bounds.bottom, 568 layer->getWidth(), layer->getHeight(), 0); 569 layer->setEmpty(false); 570 } else { 571 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 572 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 573 } 574 575 // Enqueue the buffer coordinates to clear the corresponding region later 576 mLayers.push(new Rect(bounds)); 577 } 578 } 579 580 return true; 581} 582 583bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 584 GLuint previousFbo) { 585 layer->setFbo(mCaches.fboCache.get()); 586 587#if RENDER_LAYERS_AS_REGIONS 588 snapshot->region = &snapshot->layer->region; 589 snapshot->flags |= Snapshot::kFlagFboTarget; 590#endif 591 592 Rect clip(bounds); 593 snapshot->transform->mapRect(clip); 594 clip.intersect(*snapshot->clipRect); 595 clip.snapToPixelBoundaries(); 596 clip.intersect(snapshot->previous->viewport); 597 598 mat4 inverse; 599 inverse.loadInverse(*mSnapshot->transform); 600 601 inverse.mapRect(clip); 602 clip.snapToPixelBoundaries(); 603 clip.intersect(bounds); 604 clip.translate(-bounds.left, -bounds.top); 605 606 snapshot->flags |= Snapshot::kFlagIsFboLayer; 607 snapshot->fbo = layer->getFbo(); 608 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 609 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 610 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 611 snapshot->height = bounds.getHeight(); 612 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 613 snapshot->orthoMatrix.load(mOrthoMatrix); 614 615 // Bind texture to FBO 616 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 617 layer->bindTexture(); 618 619 // Initialize the texture if needed 620 if (layer->isEmpty()) { 621 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 622 layer->setEmpty(false); 623 } 624 625 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 626 layer->getTexture(), 0); 627 628#if DEBUG_LAYERS_AS_REGIONS 629 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 630 if (status != GL_FRAMEBUFFER_COMPLETE) { 631 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 632 633 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 634 layer->deleteTexture(); 635 mCaches.fboCache.put(layer->getFbo()); 636 637 delete layer; 638 639 return false; 640 } 641#endif 642 643 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 644 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 645 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 646 glClear(GL_COLOR_BUFFER_BIT); 647 648 dirtyClip(); 649 650 // Change the ortho projection 651 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 652 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 653 654 return true; 655} 656 657/** 658 * Read the documentation of createLayer() before doing anything in this method. 659 */ 660void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 661 if (!current->layer) { 662 ALOGE("Attempting to compose a layer that does not exist"); 663 return; 664 } 665 666 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 667 668 if (fboLayer) { 669 // Detach the texture from the FBO 670 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 671 672 // Unbind current FBO and restore previous one 673 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 674 } 675 676 Layer* layer = current->layer; 677 const Rect& rect = layer->layer; 678 679 if (!fboLayer && layer->getAlpha() < 255) { 680 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 681 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 682 // Required below, composeLayerRect() will divide by 255 683 layer->setAlpha(255); 684 } 685 686 mCaches.unbindMeshBuffer(); 687 688 mCaches.activeTexture(0); 689 690 // When the layer is stored in an FBO, we can save a bit of fillrate by 691 // drawing only the dirty region 692 if (fboLayer) { 693 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 694 if (layer->getColorFilter()) { 695 setupColorFilter(layer->getColorFilter()); 696 } 697 composeLayerRegion(layer, rect); 698 if (layer->getColorFilter()) { 699 resetColorFilter(); 700 } 701 } else if (!rect.isEmpty()) { 702 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 703 composeLayerRect(layer, rect, true); 704 } 705 706 if (fboLayer) { 707 // Note: No need to use glDiscardFramebufferEXT() since we never 708 // create/compose layers that are not on screen with this 709 // code path 710 // See LayerRenderer::destroyLayer(Layer*) 711 712 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 713 mCaches.fboCache.put(current->fbo); 714 layer->setFbo(0); 715 } 716 717 dirtyClip(); 718 719 // Failing to add the layer to the cache should happen only if the layer is too large 720 if (!mCaches.layerCache.put(layer)) { 721 LAYER_LOGD("Deleting layer"); 722 layer->deleteTexture(); 723 delete layer; 724 } 725} 726 727void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 728 float alpha = layer->getAlpha() / 255.0f; 729 730 mat4& transform = layer->getTransform(); 731 if (!transform.isIdentity()) { 732 save(0); 733 mSnapshot->transform->multiply(transform); 734 } 735 736 setupDraw(); 737 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 738 setupDrawWithTexture(); 739 } else { 740 setupDrawWithExternalTexture(); 741 } 742 setupDrawTextureTransform(); 743 setupDrawColor(alpha, alpha, alpha, alpha); 744 setupDrawColorFilter(); 745 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 746 setupDrawProgram(); 747 setupDrawPureColorUniforms(); 748 setupDrawColorFilterUniforms(); 749 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 750 setupDrawTexture(layer->getTexture()); 751 } else { 752 setupDrawExternalTexture(layer->getTexture()); 753 } 754 if (mSnapshot->transform->isPureTranslate() && 755 layer->getWidth() == (uint32_t) rect.getWidth() && 756 layer->getHeight() == (uint32_t) rect.getHeight()) { 757 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 758 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 759 760 layer->setFilter(GL_NEAREST); 761 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 762 } else { 763 layer->setFilter(GL_LINEAR); 764 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 765 } 766 setupDrawTextureTransformUniforms(layer->getTexTransform()); 767 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 768 769 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 770 771 finishDrawTexture(); 772 773 if (!transform.isIdentity()) { 774 restore(); 775 } 776} 777 778void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 779 if (!layer->isTextureLayer()) { 780 const Rect& texCoords = layer->texCoords; 781 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 782 texCoords.right, texCoords.bottom); 783 784 float x = rect.left; 785 float y = rect.top; 786 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 787 layer->getWidth() == (uint32_t) rect.getWidth() && 788 layer->getHeight() == (uint32_t) rect.getHeight(); 789 790 if (simpleTransform) { 791 // When we're swapping, the layer is already in screen coordinates 792 if (!swap) { 793 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 794 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 795 } 796 797 layer->setFilter(GL_NEAREST, true); 798 } else { 799 layer->setFilter(GL_LINEAR, true); 800 } 801 802 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 803 layer->getTexture(), layer->getAlpha() / 255.0f, 804 layer->getMode(), layer->isBlend(), 805 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 806 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 807 808 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 809 } else { 810 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 811 drawTextureLayer(layer, rect); 812 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 813 } 814} 815 816void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 817#if RENDER_LAYERS_AS_REGIONS 818 if (layer->region.isRect()) { 819 layer->setRegionAsRect(); 820 821 composeLayerRect(layer, layer->regionRect); 822 823 layer->region.clear(); 824 return; 825 } 826 827 // TODO: See LayerRenderer.cpp::generateMesh() for important 828 // information about this implementation 829 if (CC_LIKELY(!layer->region.isEmpty())) { 830 size_t count; 831 const android::Rect* rects = layer->region.getArray(&count); 832 833 const float alpha = layer->getAlpha() / 255.0f; 834 const float texX = 1.0f / float(layer->getWidth()); 835 const float texY = 1.0f / float(layer->getHeight()); 836 const float height = rect.getHeight(); 837 838 TextureVertex* mesh = mCaches.getRegionMesh(); 839 GLsizei numQuads = 0; 840 841 setupDraw(); 842 setupDrawWithTexture(); 843 setupDrawColor(alpha, alpha, alpha, alpha); 844 setupDrawColorFilter(); 845 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 846 setupDrawProgram(); 847 setupDrawDirtyRegionsDisabled(); 848 setupDrawPureColorUniforms(); 849 setupDrawColorFilterUniforms(); 850 setupDrawTexture(layer->getTexture()); 851 if (mSnapshot->transform->isPureTranslate()) { 852 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 853 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 854 855 layer->setFilter(GL_NEAREST); 856 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 857 } else { 858 layer->setFilter(GL_LINEAR); 859 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 860 } 861 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 862 863 for (size_t i = 0; i < count; i++) { 864 const android::Rect* r = &rects[i]; 865 866 const float u1 = r->left * texX; 867 const float v1 = (height - r->top) * texY; 868 const float u2 = r->right * texX; 869 const float v2 = (height - r->bottom) * texY; 870 871 // TODO: Reject quads outside of the clip 872 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 873 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 874 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 875 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 876 877 numQuads++; 878 879 if (numQuads >= REGION_MESH_QUAD_COUNT) { 880 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 881 numQuads = 0; 882 mesh = mCaches.getRegionMesh(); 883 } 884 } 885 886 if (numQuads > 0) { 887 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 888 } 889 890 finishDrawTexture(); 891 892#if DEBUG_LAYERS_AS_REGIONS 893 drawRegionRects(layer->region); 894#endif 895 896 layer->region.clear(); 897 } 898#else 899 composeLayerRect(layer, rect); 900#endif 901} 902 903void OpenGLRenderer::drawRegionRects(const Region& region) { 904#if DEBUG_LAYERS_AS_REGIONS 905 size_t count; 906 const android::Rect* rects = region.getArray(&count); 907 908 uint32_t colors[] = { 909 0x7fff0000, 0x7f00ff00, 910 0x7f0000ff, 0x7fff00ff, 911 }; 912 913 int offset = 0; 914 int32_t top = rects[0].top; 915 916 for (size_t i = 0; i < count; i++) { 917 if (top != rects[i].top) { 918 offset ^= 0x2; 919 top = rects[i].top; 920 } 921 922 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 923 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 924 SkXfermode::kSrcOver_Mode); 925 } 926#endif 927} 928 929void OpenGLRenderer::dirtyLayer(const float left, const float top, 930 const float right, const float bottom, const mat4 transform) { 931#if RENDER_LAYERS_AS_REGIONS 932 if (hasLayer()) { 933 Rect bounds(left, top, right, bottom); 934 transform.mapRect(bounds); 935 dirtyLayerUnchecked(bounds, getRegion()); 936 } 937#endif 938} 939 940void OpenGLRenderer::dirtyLayer(const float left, const float top, 941 const float right, const float bottom) { 942#if RENDER_LAYERS_AS_REGIONS 943 if (hasLayer()) { 944 Rect bounds(left, top, right, bottom); 945 dirtyLayerUnchecked(bounds, getRegion()); 946 } 947#endif 948} 949 950void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 951#if RENDER_LAYERS_AS_REGIONS 952 if (bounds.intersect(*mSnapshot->clipRect)) { 953 bounds.snapToPixelBoundaries(); 954 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 955 if (!dirty.isEmpty()) { 956 region->orSelf(dirty); 957 } 958 } 959#endif 960} 961 962void OpenGLRenderer::clearLayerRegions() { 963 const size_t count = mLayers.size(); 964 if (count == 0) return; 965 966 if (!mSnapshot->isIgnored()) { 967 // Doing several glScissor/glClear here can negatively impact 968 // GPUs with a tiler architecture, instead we draw quads with 969 // the Clear blending mode 970 971 // The list contains bounds that have already been clipped 972 // against their initial clip rect, and the current clip 973 // is likely different so we need to disable clipping here 974 glDisable(GL_SCISSOR_TEST); 975 976 Vertex mesh[count * 6]; 977 Vertex* vertex = mesh; 978 979 for (uint32_t i = 0; i < count; i++) { 980 Rect* bounds = mLayers.itemAt(i); 981 982 Vertex::set(vertex++, bounds->left, bounds->bottom); 983 Vertex::set(vertex++, bounds->left, bounds->top); 984 Vertex::set(vertex++, bounds->right, bounds->top); 985 Vertex::set(vertex++, bounds->left, bounds->bottom); 986 Vertex::set(vertex++, bounds->right, bounds->top); 987 Vertex::set(vertex++, bounds->right, bounds->bottom); 988 989 delete bounds; 990 } 991 992 setupDraw(false); 993 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 994 setupDrawBlending(true, SkXfermode::kClear_Mode); 995 setupDrawProgram(); 996 setupDrawPureColorUniforms(); 997 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 998 setupDrawVertices(&mesh[0].position[0]); 999 1000 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1001 1002 glEnable(GL_SCISSOR_TEST); 1003 } else { 1004 for (uint32_t i = 0; i < count; i++) { 1005 delete mLayers.itemAt(i); 1006 } 1007 } 1008 1009 mLayers.clear(); 1010} 1011 1012/////////////////////////////////////////////////////////////////////////////// 1013// Transforms 1014/////////////////////////////////////////////////////////////////////////////// 1015 1016void OpenGLRenderer::translate(float dx, float dy) { 1017 mSnapshot->transform->translate(dx, dy, 0.0f); 1018} 1019 1020void OpenGLRenderer::rotate(float degrees) { 1021 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1022} 1023 1024void OpenGLRenderer::scale(float sx, float sy) { 1025 mSnapshot->transform->scale(sx, sy, 1.0f); 1026} 1027 1028void OpenGLRenderer::skew(float sx, float sy) { 1029 mSnapshot->transform->skew(sx, sy); 1030} 1031 1032void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1033 if (matrix) { 1034 mSnapshot->transform->load(*matrix); 1035 } else { 1036 mSnapshot->transform->loadIdentity(); 1037 } 1038} 1039 1040void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1041 mSnapshot->transform->copyTo(*matrix); 1042} 1043 1044void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1045 SkMatrix transform; 1046 mSnapshot->transform->copyTo(transform); 1047 transform.preConcat(*matrix); 1048 mSnapshot->transform->load(transform); 1049} 1050 1051/////////////////////////////////////////////////////////////////////////////// 1052// Clipping 1053/////////////////////////////////////////////////////////////////////////////// 1054 1055void OpenGLRenderer::setScissorFromClip() { 1056 Rect clip(*mSnapshot->clipRect); 1057 clip.snapToPixelBoundaries(); 1058 1059 mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1060 clip.getWidth(), clip.getHeight()); 1061 1062 mDirtyClip = false; 1063} 1064 1065const Rect& OpenGLRenderer::getClipBounds() { 1066 return mSnapshot->getLocalClip(); 1067} 1068 1069bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1070 if (mSnapshot->isIgnored()) { 1071 return true; 1072 } 1073 1074 Rect r(left, top, right, bottom); 1075 mSnapshot->transform->mapRect(r); 1076 r.snapToPixelBoundaries(); 1077 1078 Rect clipRect(*mSnapshot->clipRect); 1079 clipRect.snapToPixelBoundaries(); 1080 1081 return !clipRect.intersects(r); 1082} 1083 1084bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1085 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1086 if (clipped) { 1087 dirtyClip(); 1088 } 1089 return !mSnapshot->clipRect->isEmpty(); 1090} 1091 1092Rect* OpenGLRenderer::getClipRect() { 1093 return mSnapshot->clipRect; 1094} 1095 1096/////////////////////////////////////////////////////////////////////////////// 1097// Drawing commands 1098/////////////////////////////////////////////////////////////////////////////// 1099 1100void OpenGLRenderer::setupDraw(bool clear) { 1101 if (clear) clearLayerRegions(); 1102 if (mDirtyClip) { 1103 setScissorFromClip(); 1104 } 1105 mDescription.reset(); 1106 mSetShaderColor = false; 1107 mColorSet = false; 1108 mColorA = mColorR = mColorG = mColorB = 0.0f; 1109 mTextureUnit = 0; 1110 mTrackDirtyRegions = true; 1111} 1112 1113void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1114 mDescription.hasTexture = true; 1115 mDescription.hasAlpha8Texture = isAlpha8; 1116} 1117 1118void OpenGLRenderer::setupDrawWithExternalTexture() { 1119 mDescription.hasExternalTexture = true; 1120} 1121 1122void OpenGLRenderer::setupDrawNoTexture() { 1123 mCaches.disbaleTexCoordsVertexArray(); 1124} 1125 1126void OpenGLRenderer::setupDrawAALine() { 1127 mDescription.isAA = true; 1128} 1129 1130void OpenGLRenderer::setupDrawPoint(float pointSize) { 1131 mDescription.isPoint = true; 1132 mDescription.pointSize = pointSize; 1133} 1134 1135void OpenGLRenderer::setupDrawColor(int color) { 1136 setupDrawColor(color, (color >> 24) & 0xFF); 1137} 1138 1139void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1140 mColorA = alpha / 255.0f; 1141 mColorA *= mSnapshot->alpha; 1142 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1143 // the rgb values by a instead of also dividing by 255 1144 const float a = mColorA / 255.0f; 1145 mColorR = a * ((color >> 16) & 0xFF); 1146 mColorG = a * ((color >> 8) & 0xFF); 1147 mColorB = a * ((color ) & 0xFF); 1148 mColorSet = true; 1149 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1150} 1151 1152void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1153 mColorA = alpha / 255.0f; 1154 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1155 // the rgb values by a instead of also dividing by 255 1156 const float a = mColorA / 255.0f; 1157 mColorR = a * ((color >> 16) & 0xFF); 1158 mColorG = a * ((color >> 8) & 0xFF); 1159 mColorB = a * ((color ) & 0xFF); 1160 mColorSet = true; 1161 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1162} 1163 1164void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1165 mColorA = a; 1166 mColorR = r; 1167 mColorG = g; 1168 mColorB = b; 1169 mColorSet = true; 1170 mSetShaderColor = mDescription.setColor(r, g, b, a); 1171} 1172 1173void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1174 mColorA = a; 1175 mColorR = r; 1176 mColorG = g; 1177 mColorB = b; 1178 mColorSet = true; 1179 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1180} 1181 1182void OpenGLRenderer::setupDrawShader() { 1183 if (mShader) { 1184 mShader->describe(mDescription, mCaches.extensions); 1185 } 1186} 1187 1188void OpenGLRenderer::setupDrawColorFilter() { 1189 if (mColorFilter) { 1190 mColorFilter->describe(mDescription, mCaches.extensions); 1191 } 1192} 1193 1194void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1195 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1196 mColorA = 1.0f; 1197 mColorR = mColorG = mColorB = 0.0f; 1198 mSetShaderColor = mDescription.modulate = true; 1199 } 1200} 1201 1202void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1203 // When the blending mode is kClear_Mode, we need to use a modulate color 1204 // argb=1,0,0,0 1205 accountForClear(mode); 1206 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1207 mDescription, swapSrcDst); 1208} 1209 1210void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1211 // When the blending mode is kClear_Mode, we need to use a modulate color 1212 // argb=1,0,0,0 1213 accountForClear(mode); 1214 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1215 mDescription, swapSrcDst); 1216} 1217 1218void OpenGLRenderer::setupDrawProgram() { 1219 useProgram(mCaches.programCache.get(mDescription)); 1220} 1221 1222void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1223 mTrackDirtyRegions = false; 1224} 1225 1226void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1227 bool ignoreTransform) { 1228 mModelView.loadTranslate(left, top, 0.0f); 1229 if (!ignoreTransform) { 1230 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1231 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1232 } else { 1233 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1234 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1235 } 1236} 1237 1238void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1239 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1240} 1241 1242void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1243 bool ignoreTransform, bool ignoreModelView) { 1244 if (!ignoreModelView) { 1245 mModelView.loadTranslate(left, top, 0.0f); 1246 mModelView.scale(right - left, bottom - top, 1.0f); 1247 } else { 1248 mModelView.loadIdentity(); 1249 } 1250 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1251 if (!ignoreTransform) { 1252 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1253 if (mTrackDirtyRegions && dirty) { 1254 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1255 } 1256 } else { 1257 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1258 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1259 } 1260} 1261 1262void OpenGLRenderer::setupDrawPointUniforms() { 1263 int slot = mCaches.currentProgram->getUniform("pointSize"); 1264 glUniform1f(slot, mDescription.pointSize); 1265} 1266 1267void OpenGLRenderer::setupDrawColorUniforms() { 1268 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1269 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1270 } 1271} 1272 1273void OpenGLRenderer::setupDrawPureColorUniforms() { 1274 if (mSetShaderColor) { 1275 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1276 } 1277} 1278 1279void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1280 if (mShader) { 1281 if (ignoreTransform) { 1282 mModelView.loadInverse(*mSnapshot->transform); 1283 } 1284 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1285 } 1286} 1287 1288void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1289 if (mShader) { 1290 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1291 } 1292} 1293 1294void OpenGLRenderer::setupDrawColorFilterUniforms() { 1295 if (mColorFilter) { 1296 mColorFilter->setupProgram(mCaches.currentProgram); 1297 } 1298} 1299 1300void OpenGLRenderer::setupDrawSimpleMesh() { 1301 bool force = mCaches.bindMeshBuffer(); 1302 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1303 mCaches.unbindIndicesBuffer(); 1304} 1305 1306void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1307 bindTexture(texture); 1308 mTextureUnit++; 1309 mCaches.enableTexCoordsVertexArray(); 1310} 1311 1312void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1313 bindExternalTexture(texture); 1314 mTextureUnit++; 1315 mCaches.enableTexCoordsVertexArray(); 1316} 1317 1318void OpenGLRenderer::setupDrawTextureTransform() { 1319 mDescription.hasTextureTransform = true; 1320} 1321 1322void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1323 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1324 GL_FALSE, &transform.data[0]); 1325} 1326 1327void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1328 bool force = false; 1329 if (!vertices) { 1330 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1331 } else { 1332 force = mCaches.unbindMeshBuffer(); 1333 } 1334 1335 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1336 if (mCaches.currentProgram->texCoords >= 0) { 1337 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1338 } 1339 1340 mCaches.unbindIndicesBuffer(); 1341} 1342 1343void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1344 bool force = mCaches.unbindMeshBuffer(); 1345 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1346 if (mCaches.currentProgram->texCoords >= 0) { 1347 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1348 } 1349} 1350 1351void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1352 bool force = mCaches.unbindMeshBuffer(); 1353 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1354 vertices, gVertexStride); 1355 mCaches.unbindIndicesBuffer(); 1356} 1357 1358/** 1359 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1360 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1361 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1362 * attributes (one per vertex) are values from zero to one that tells the fragment 1363 * shader where the fragment is in relation to the line width/length overall; these values are 1364 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1365 * region of the line. 1366 * Note that we only pass down the width values in this setup function. The length coordinates 1367 * are set up for each individual segment. 1368 */ 1369void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1370 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1371 bool force = mCaches.unbindMeshBuffer(); 1372 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1373 vertices, gAAVertexStride); 1374 mCaches.resetTexCoordsVertexPointer(); 1375 mCaches.unbindIndicesBuffer(); 1376 1377 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1378 glEnableVertexAttribArray(widthSlot); 1379 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1380 1381 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1382 glEnableVertexAttribArray(lengthSlot); 1383 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1384 1385 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1386 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1387 1388 // Setting the inverse value saves computations per-fragment in the shader 1389 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1390 glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion); 1391} 1392 1393void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1394 glDisableVertexAttribArray(widthSlot); 1395 glDisableVertexAttribArray(lengthSlot); 1396} 1397 1398void OpenGLRenderer::finishDrawTexture() { 1399} 1400 1401/////////////////////////////////////////////////////////////////////////////// 1402// Drawing 1403/////////////////////////////////////////////////////////////////////////////// 1404 1405status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1406 Rect& dirty, int32_t flags, uint32_t level) { 1407 1408 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1409 // will be performed by the display list itself 1410 if (displayList && displayList->isRenderable()) { 1411 return displayList->replay(*this, dirty, flags, level); 1412 } 1413 1414 return DrawGlInfo::kStatusDone; 1415} 1416 1417void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1418 if (displayList) { 1419 displayList->output(*this, level); 1420 } 1421} 1422 1423void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1424 int alpha; 1425 SkXfermode::Mode mode; 1426 getAlphaAndMode(paint, &alpha, &mode); 1427 1428 float x = left; 1429 float y = top; 1430 1431 GLenum filter = GL_LINEAR; 1432 bool ignoreTransform = false; 1433 if (mSnapshot->transform->isPureTranslate()) { 1434 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1435 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1436 ignoreTransform = true; 1437 filter = GL_NEAREST; 1438 } else { 1439 filter = FILTER(paint); 1440 } 1441 1442 setupDraw(); 1443 setupDrawWithTexture(true); 1444 if (paint) { 1445 setupDrawAlpha8Color(paint->getColor(), alpha); 1446 } 1447 setupDrawColorFilter(); 1448 setupDrawShader(); 1449 setupDrawBlending(true, mode); 1450 setupDrawProgram(); 1451 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1452 1453 setupDrawTexture(texture->id); 1454 texture->setWrap(GL_CLAMP_TO_EDGE); 1455 texture->setFilter(filter); 1456 1457 setupDrawPureColorUniforms(); 1458 setupDrawColorFilterUniforms(); 1459 setupDrawShaderUniforms(); 1460 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1461 1462 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1463 1464 finishDrawTexture(); 1465} 1466 1467void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1468 const float right = left + bitmap->width(); 1469 const float bottom = top + bitmap->height(); 1470 1471 if (quickReject(left, top, right, bottom)) { 1472 return; 1473 } 1474 1475 mCaches.activeTexture(0); 1476 Texture* texture = mCaches.textureCache.get(bitmap); 1477 if (!texture) return; 1478 const AutoTexture autoCleanup(texture); 1479 1480 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1481 drawAlphaBitmap(texture, left, top, paint); 1482 } else { 1483 drawTextureRect(left, top, right, bottom, texture, paint); 1484 } 1485} 1486 1487void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1488 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1489 const mat4 transform(*matrix); 1490 transform.mapRect(r); 1491 1492 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1493 return; 1494 } 1495 1496 mCaches.activeTexture(0); 1497 Texture* texture = mCaches.textureCache.get(bitmap); 1498 if (!texture) return; 1499 const AutoTexture autoCleanup(texture); 1500 1501 // This could be done in a cheaper way, all we need is pass the matrix 1502 // to the vertex shader. The save/restore is a bit overkill. 1503 save(SkCanvas::kMatrix_SaveFlag); 1504 concatMatrix(matrix); 1505 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1506 restore(); 1507} 1508 1509void OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1510 const float right = left + bitmap->width(); 1511 const float bottom = top + bitmap->height(); 1512 1513 if (quickReject(left, top, right, bottom)) { 1514 return; 1515 } 1516 1517 mCaches.activeTexture(0); 1518 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1519 const AutoTexture autoCleanup(texture); 1520 1521 drawTextureRect(left, top, right, bottom, texture, paint); 1522} 1523 1524void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1525 float* vertices, int* colors, SkPaint* paint) { 1526 // TODO: Do a quickReject 1527 if (!vertices || mSnapshot->isIgnored()) { 1528 return; 1529 } 1530 1531 mCaches.activeTexture(0); 1532 Texture* texture = mCaches.textureCache.get(bitmap); 1533 if (!texture) return; 1534 const AutoTexture autoCleanup(texture); 1535 1536 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1537 texture->setFilter(FILTER(paint), true); 1538 1539 int alpha; 1540 SkXfermode::Mode mode; 1541 getAlphaAndMode(paint, &alpha, &mode); 1542 1543 const uint32_t count = meshWidth * meshHeight * 6; 1544 1545 float left = FLT_MAX; 1546 float top = FLT_MAX; 1547 float right = FLT_MIN; 1548 float bottom = FLT_MIN; 1549 1550#if RENDER_LAYERS_AS_REGIONS 1551 const bool hasActiveLayer = hasLayer(); 1552#else 1553 const bool hasActiveLayer = false; 1554#endif 1555 1556 // TODO: Support the colors array 1557 TextureVertex mesh[count]; 1558 TextureVertex* vertex = mesh; 1559 for (int32_t y = 0; y < meshHeight; y++) { 1560 for (int32_t x = 0; x < meshWidth; x++) { 1561 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1562 1563 float u1 = float(x) / meshWidth; 1564 float u2 = float(x + 1) / meshWidth; 1565 float v1 = float(y) / meshHeight; 1566 float v2 = float(y + 1) / meshHeight; 1567 1568 int ax = i + (meshWidth + 1) * 2; 1569 int ay = ax + 1; 1570 int bx = i; 1571 int by = bx + 1; 1572 int cx = i + 2; 1573 int cy = cx + 1; 1574 int dx = i + (meshWidth + 1) * 2 + 2; 1575 int dy = dx + 1; 1576 1577 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1578 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1579 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1580 1581 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1582 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1583 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1584 1585#if RENDER_LAYERS_AS_REGIONS 1586 if (hasActiveLayer) { 1587 // TODO: This could be optimized to avoid unnecessary ops 1588 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1589 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1590 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1591 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1592 } 1593#endif 1594 } 1595 } 1596 1597#if RENDER_LAYERS_AS_REGIONS 1598 if (hasActiveLayer) { 1599 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1600 } 1601#endif 1602 1603 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1604 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1605 GL_TRIANGLES, count, false, false, 0, false, false); 1606} 1607 1608void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1609 float srcLeft, float srcTop, float srcRight, float srcBottom, 1610 float dstLeft, float dstTop, float dstRight, float dstBottom, 1611 SkPaint* paint) { 1612 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1613 return; 1614 } 1615 1616 mCaches.activeTexture(0); 1617 Texture* texture = mCaches.textureCache.get(bitmap); 1618 if (!texture) return; 1619 const AutoTexture autoCleanup(texture); 1620 1621 const float width = texture->width; 1622 const float height = texture->height; 1623 1624 const float u1 = fmax(0.0f, srcLeft / width); 1625 const float v1 = fmax(0.0f, srcTop / height); 1626 const float u2 = fmin(1.0f, srcRight / width); 1627 const float v2 = fmin(1.0f, srcBottom / height); 1628 1629 mCaches.unbindMeshBuffer(); 1630 resetDrawTextureTexCoords(u1, v1, u2, v2); 1631 1632 int alpha; 1633 SkXfermode::Mode mode; 1634 getAlphaAndMode(paint, &alpha, &mode); 1635 1636 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1637 1638 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1639 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1640 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1641 1642 GLenum filter = GL_NEAREST; 1643 // Enable linear filtering if the source rectangle is scaled 1644 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1645 filter = FILTER(paint); 1646 } 1647 1648 texture->setFilter(filter, true); 1649 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1650 texture->id, alpha / 255.0f, mode, texture->blend, 1651 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1652 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1653 } else { 1654 texture->setFilter(FILTER(paint), true); 1655 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1656 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1657 GL_TRIANGLE_STRIP, gMeshCount); 1658 } 1659 1660 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1661} 1662 1663void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1664 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1665 float left, float top, float right, float bottom, SkPaint* paint) { 1666 if (quickReject(left, top, right, bottom)) { 1667 return; 1668 } 1669 1670 mCaches.activeTexture(0); 1671 Texture* texture = mCaches.textureCache.get(bitmap); 1672 if (!texture) return; 1673 const AutoTexture autoCleanup(texture); 1674 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1675 texture->setFilter(GL_LINEAR, true); 1676 1677 int alpha; 1678 SkXfermode::Mode mode; 1679 getAlphaAndMode(paint, &alpha, &mode); 1680 1681 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1682 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1683 1684 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1685 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1686#if RENDER_LAYERS_AS_REGIONS 1687 // Mark the current layer dirty where we are going to draw the patch 1688 if (hasLayer() && mesh->hasEmptyQuads) { 1689 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1690 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1691 const size_t count = mesh->quads.size(); 1692 for (size_t i = 0; i < count; i++) { 1693 const Rect& bounds = mesh->quads.itemAt(i); 1694 if (CC_LIKELY(pureTranslate)) { 1695 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1696 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1697 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1698 } else { 1699 dirtyLayer(left + bounds.left, top + bounds.top, 1700 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1701 } 1702 } 1703 } 1704#endif 1705 1706 if (CC_LIKELY(pureTranslate)) { 1707 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1708 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1709 1710 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1711 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1712 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1713 true, !mesh->hasEmptyQuads); 1714 } else { 1715 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1716 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1717 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1718 true, !mesh->hasEmptyQuads); 1719 } 1720 } 1721} 1722 1723/** 1724 * This function uses a similar approach to that of AA lines in the drawLines() function. 1725 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1726 * shader to compute the translucency of the color, determined by whether a given pixel is 1727 * within that boundary region and how far into the region it is. 1728 */ 1729void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1730 int color, SkXfermode::Mode mode) { 1731 float inverseScaleX = 1.0f; 1732 float inverseScaleY = 1.0f; 1733 // The quad that we use needs to account for scaling. 1734 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1735 Matrix4 *mat = mSnapshot->transform; 1736 float m00 = mat->data[Matrix4::kScaleX]; 1737 float m01 = mat->data[Matrix4::kSkewY]; 1738 float m02 = mat->data[2]; 1739 float m10 = mat->data[Matrix4::kSkewX]; 1740 float m11 = mat->data[Matrix4::kScaleX]; 1741 float m12 = mat->data[6]; 1742 float scaleX = sqrt(m00 * m00 + m01 * m01); 1743 float scaleY = sqrt(m10 * m10 + m11 * m11); 1744 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1745 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1746 } 1747 1748 setupDraw(); 1749 setupDrawNoTexture(); 1750 setupDrawAALine(); 1751 setupDrawColor(color); 1752 setupDrawColorFilter(); 1753 setupDrawShader(); 1754 setupDrawBlending(true, mode); 1755 setupDrawProgram(); 1756 setupDrawModelViewIdentity(true); 1757 setupDrawColorUniforms(); 1758 setupDrawColorFilterUniforms(); 1759 setupDrawShaderIdentityUniforms(); 1760 1761 AAVertex rects[4]; 1762 AAVertex* aaVertices = &rects[0]; 1763 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1764 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1765 1766 float boundarySizeX = .5 * inverseScaleX; 1767 float boundarySizeY = .5 * inverseScaleY; 1768 1769 // Adjust the rect by the AA boundary padding 1770 left -= boundarySizeX; 1771 right += boundarySizeX; 1772 top -= boundarySizeY; 1773 bottom += boundarySizeY; 1774 1775 float width = right - left; 1776 float height = bottom - top; 1777 1778 int widthSlot; 1779 int lengthSlot; 1780 1781 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1782 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1783 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1784 boundaryWidthProportion, widthSlot, lengthSlot); 1785 1786 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1787 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1788 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1789 glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion)); 1790 1791 if (!quickReject(left, top, right, bottom)) { 1792 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1793 AAVertex::set(aaVertices++, left, top, 1, 0); 1794 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1795 AAVertex::set(aaVertices++, right, top, 0, 0); 1796 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1797 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1798 } 1799 1800 finishDrawAALine(widthSlot, lengthSlot); 1801} 1802 1803/** 1804 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1805 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1806 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1807 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1808 * of the line. Hairlines are more involved because we need to account for transform scaling 1809 * to end up with a one-pixel-wide line in screen space.. 1810 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1811 * in combination with values that we calculate and pass down in this method. The basic approach 1812 * is that the quad we create contains both the core line area plus a bounding area in which 1813 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1814 * proportion of the width and the length of a given segment is represented by the boundary 1815 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1816 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1817 * on the inside). This ends up giving the result we want, with pixels that are completely 1818 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1819 * how far into the boundary region they are, which is determined by shader interpolation. 1820 */ 1821void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1822 if (mSnapshot->isIgnored()) return; 1823 1824 const bool isAA = paint->isAntiAlias(); 1825 // We use half the stroke width here because we're going to position the quad 1826 // corner vertices half of the width away from the line endpoints 1827 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1828 // A stroke width of 0 has a special meaning in Skia: 1829 // it draws a line 1 px wide regardless of current transform 1830 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1831 1832 float inverseScaleX = 1.0f; 1833 float inverseScaleY = 1.0f; 1834 bool scaled = false; 1835 1836 int alpha; 1837 SkXfermode::Mode mode; 1838 1839 int generatedVerticesCount = 0; 1840 int verticesCount = count; 1841 if (count > 4) { 1842 // Polyline: account for extra vertices needed for continuous tri-strip 1843 verticesCount += (count - 4); 1844 } 1845 1846 if (isHairLine || isAA) { 1847 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1848 // the line on the screen should always be one pixel wide regardless of scale. For 1849 // AA lines, we only want one pixel of translucent boundary around the quad. 1850 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1851 Matrix4 *mat = mSnapshot->transform; 1852 float m00 = mat->data[Matrix4::kScaleX]; 1853 float m01 = mat->data[Matrix4::kSkewY]; 1854 float m02 = mat->data[2]; 1855 float m10 = mat->data[Matrix4::kSkewX]; 1856 float m11 = mat->data[Matrix4::kScaleX]; 1857 float m12 = mat->data[6]; 1858 1859 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1860 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1861 1862 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1863 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1864 1865 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1866 scaled = true; 1867 } 1868 } 1869 } 1870 1871 getAlphaAndMode(paint, &alpha, &mode); 1872 setupDraw(); 1873 setupDrawNoTexture(); 1874 if (isAA) { 1875 setupDrawAALine(); 1876 } 1877 setupDrawColor(paint->getColor(), alpha); 1878 setupDrawColorFilter(); 1879 setupDrawShader(); 1880 setupDrawBlending(isAA, mode); 1881 setupDrawProgram(); 1882 setupDrawModelViewIdentity(true); 1883 setupDrawColorUniforms(); 1884 setupDrawColorFilterUniforms(); 1885 setupDrawShaderIdentityUniforms(); 1886 1887 if (isHairLine) { 1888 // Set a real stroke width to be used in quad construction 1889 halfStrokeWidth = isAA? 1 : .5; 1890 } else if (isAA && !scaled) { 1891 // Expand boundary to enable AA calculations on the quad border 1892 halfStrokeWidth += .5f; 1893 } 1894 1895 int widthSlot; 1896 int lengthSlot; 1897 1898 Vertex lines[verticesCount]; 1899 Vertex* vertices = &lines[0]; 1900 1901 AAVertex wLines[verticesCount]; 1902 AAVertex* aaVertices = &wLines[0]; 1903 1904 if (CC_UNLIKELY(!isAA)) { 1905 setupDrawVertices(vertices); 1906 } else { 1907 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1908 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1909 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1910 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1911 // This value is used in the fragment shader to determine how to fill fragments. 1912 // We will need to calculate the actual width proportion on each segment for 1913 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1914 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1915 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1916 boundaryWidthProportion, widthSlot, lengthSlot); 1917 } 1918 1919 AAVertex* prevAAVertex = NULL; 1920 Vertex* prevVertex = NULL; 1921 1922 int boundaryLengthSlot = -1; 1923 int inverseBoundaryLengthSlot = -1; 1924 int boundaryWidthSlot = -1; 1925 int inverseBoundaryWidthSlot = -1; 1926 1927 for (int i = 0; i < count; i += 4) { 1928 // a = start point, b = end point 1929 vec2 a(points[i], points[i + 1]); 1930 vec2 b(points[i + 2], points[i + 3]); 1931 1932 float length = 0; 1933 float boundaryLengthProportion = 0; 1934 float boundaryWidthProportion = 0; 1935 1936 // Find the normal to the line 1937 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1938 if (isHairLine) { 1939 if (isAA) { 1940 float wideningFactor; 1941 if (fabs(n.x) >= fabs(n.y)) { 1942 wideningFactor = fabs(1.0f / n.x); 1943 } else { 1944 wideningFactor = fabs(1.0f / n.y); 1945 } 1946 n *= wideningFactor; 1947 } 1948 1949 if (scaled) { 1950 n.x *= inverseScaleX; 1951 n.y *= inverseScaleY; 1952 } 1953 } else if (scaled) { 1954 // Extend n by .5 pixel on each side, post-transform 1955 vec2 extendedN = n.copyNormalized(); 1956 extendedN /= 2; 1957 extendedN.x *= inverseScaleX; 1958 extendedN.y *= inverseScaleY; 1959 1960 float extendedNLength = extendedN.length(); 1961 // We need to set this value on the shader prior to drawing 1962 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1963 n += extendedN; 1964 } 1965 1966 float x = n.x; 1967 n.x = -n.y; 1968 n.y = x; 1969 1970 // aa lines expand the endpoint vertices to encompass the AA boundary 1971 if (isAA) { 1972 vec2 abVector = (b - a); 1973 length = abVector.length(); 1974 abVector.normalize(); 1975 1976 if (scaled) { 1977 abVector.x *= inverseScaleX; 1978 abVector.y *= inverseScaleY; 1979 float abLength = abVector.length(); 1980 boundaryLengthProportion = abLength / (length + abLength); 1981 } else { 1982 boundaryLengthProportion = .5 / (length + 1); 1983 } 1984 1985 abVector /= 2; 1986 a -= abVector; 1987 b += abVector; 1988 } 1989 1990 // Four corners of the rectangle defining a thick line 1991 vec2 p1 = a - n; 1992 vec2 p2 = a + n; 1993 vec2 p3 = b + n; 1994 vec2 p4 = b - n; 1995 1996 1997 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1998 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1999 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2000 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2001 2002 if (!quickReject(left, top, right, bottom)) { 2003 if (!isAA) { 2004 if (prevVertex != NULL) { 2005 // Issue two repeat vertices to create degenerate triangles to bridge 2006 // between the previous line and the new one. This is necessary because 2007 // we are creating a single triangle_strip which will contain 2008 // potentially discontinuous line segments. 2009 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2010 Vertex::set(vertices++, p1.x, p1.y); 2011 generatedVerticesCount += 2; 2012 } 2013 2014 Vertex::set(vertices++, p1.x, p1.y); 2015 Vertex::set(vertices++, p2.x, p2.y); 2016 Vertex::set(vertices++, p4.x, p4.y); 2017 Vertex::set(vertices++, p3.x, p3.y); 2018 2019 prevVertex = vertices - 1; 2020 generatedVerticesCount += 4; 2021 } else { 2022 if (!isHairLine && scaled) { 2023 // Must set width proportions per-segment for scaled non-hairlines to use the 2024 // correct AA boundary dimensions 2025 if (boundaryWidthSlot < 0) { 2026 boundaryWidthSlot = 2027 mCaches.currentProgram->getUniform("boundaryWidth"); 2028 inverseBoundaryWidthSlot = 2029 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 2030 } 2031 2032 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2033 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 2034 } 2035 2036 if (boundaryLengthSlot < 0) { 2037 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2038 inverseBoundaryLengthSlot = 2039 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 2040 } 2041 2042 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2043 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 2044 2045 if (prevAAVertex != NULL) { 2046 // Issue two repeat vertices to create degenerate triangles to bridge 2047 // between the previous line and the new one. This is necessary because 2048 // we are creating a single triangle_strip which will contain 2049 // potentially discontinuous line segments. 2050 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2051 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2052 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2053 generatedVerticesCount += 2; 2054 } 2055 2056 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2057 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2058 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2059 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2060 2061 prevAAVertex = aaVertices - 1; 2062 generatedVerticesCount += 4; 2063 } 2064 2065 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2066 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2067 *mSnapshot->transform); 2068 } 2069 } 2070 2071 if (generatedVerticesCount > 0) { 2072 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2073 } 2074 2075 if (isAA) { 2076 finishDrawAALine(widthSlot, lengthSlot); 2077 } 2078} 2079 2080void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2081 if (mSnapshot->isIgnored()) return; 2082 2083 // TODO: The paint's cap style defines whether the points are square or circular 2084 // TODO: Handle AA for round points 2085 2086 // A stroke width of 0 has a special meaning in Skia: 2087 // it draws an unscaled 1px point 2088 float strokeWidth = paint->getStrokeWidth(); 2089 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2090 if (isHairLine) { 2091 // Now that we know it's hairline, we can set the effective width, to be used later 2092 strokeWidth = 1.0f; 2093 } 2094 const float halfWidth = strokeWidth / 2; 2095 int alpha; 2096 SkXfermode::Mode mode; 2097 getAlphaAndMode(paint, &alpha, &mode); 2098 2099 int verticesCount = count >> 1; 2100 int generatedVerticesCount = 0; 2101 2102 TextureVertex pointsData[verticesCount]; 2103 TextureVertex* vertex = &pointsData[0]; 2104 2105 setupDraw(); 2106 setupDrawNoTexture(); 2107 setupDrawPoint(strokeWidth); 2108 setupDrawColor(paint->getColor(), alpha); 2109 setupDrawColorFilter(); 2110 setupDrawShader(); 2111 setupDrawBlending(mode); 2112 setupDrawProgram(); 2113 setupDrawModelViewIdentity(true); 2114 setupDrawColorUniforms(); 2115 setupDrawColorFilterUniforms(); 2116 setupDrawPointUniforms(); 2117 setupDrawShaderIdentityUniforms(); 2118 setupDrawMesh(vertex); 2119 2120 for (int i = 0; i < count; i += 2) { 2121 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2122 generatedVerticesCount++; 2123 2124 float left = points[i] - halfWidth; 2125 float right = points[i] + halfWidth; 2126 float top = points[i + 1] - halfWidth; 2127 float bottom = points [i + 1] + halfWidth; 2128 2129 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2130 } 2131 2132 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2133} 2134 2135void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2136 // No need to check against the clip, we fill the clip region 2137 if (mSnapshot->isIgnored()) return; 2138 2139 Rect& clip(*mSnapshot->clipRect); 2140 clip.snapToPixelBoundaries(); 2141 2142 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2143} 2144 2145void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 2146 if (!texture) return; 2147 const AutoTexture autoCleanup(texture); 2148 2149 const float x = left + texture->left - texture->offset; 2150 const float y = top + texture->top - texture->offset; 2151 2152 drawPathTexture(texture, x, y, paint); 2153} 2154 2155void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2156 float rx, float ry, SkPaint* paint) { 2157 if (mSnapshot->isIgnored()) return; 2158 2159 mCaches.activeTexture(0); 2160 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2161 right - left, bottom - top, rx, ry, paint); 2162 drawShape(left, top, texture, paint); 2163} 2164 2165void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2166 if (mSnapshot->isIgnored()) return; 2167 2168 mCaches.activeTexture(0); 2169 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2170 drawShape(x - radius, y - radius, texture, paint); 2171} 2172 2173void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2174 if (mSnapshot->isIgnored()) return; 2175 2176 mCaches.activeTexture(0); 2177 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2178 drawShape(left, top, texture, paint); 2179} 2180 2181void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2182 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2183 if (mSnapshot->isIgnored()) return; 2184 2185 if (fabs(sweepAngle) >= 360.0f) { 2186 drawOval(left, top, right, bottom, paint); 2187 return; 2188 } 2189 2190 mCaches.activeTexture(0); 2191 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2192 startAngle, sweepAngle, useCenter, paint); 2193 drawShape(left, top, texture, paint); 2194} 2195 2196void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2197 SkPaint* paint) { 2198 if (mSnapshot->isIgnored()) return; 2199 2200 mCaches.activeTexture(0); 2201 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2202 drawShape(left, top, texture, paint); 2203} 2204 2205void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2206 if (p->getStyle() != SkPaint::kFill_Style) { 2207 drawRectAsShape(left, top, right, bottom, p); 2208 return; 2209 } 2210 2211 if (quickReject(left, top, right, bottom)) { 2212 return; 2213 } 2214 2215 SkXfermode::Mode mode; 2216 if (!mCaches.extensions.hasFramebufferFetch()) { 2217 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2218 if (!isMode) { 2219 // Assume SRC_OVER 2220 mode = SkXfermode::kSrcOver_Mode; 2221 } 2222 } else { 2223 mode = getXfermode(p->getXfermode()); 2224 } 2225 2226 int color = p->getColor(); 2227 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2228 drawAARect(left, top, right, bottom, color, mode); 2229 } else { 2230 drawColorRect(left, top, right, bottom, color, mode); 2231 } 2232} 2233 2234void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2235 const float* positions, SkPaint* paint) { 2236 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2237 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2238 return; 2239 } 2240 2241 // NOTE: Skia does not support perspective transform on drawPosText yet 2242 if (!mSnapshot->transform->isSimple()) { 2243 return; 2244 } 2245 2246 float x = 0.0f; 2247 float y = 0.0f; 2248 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2249 if (pureTranslate) { 2250 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2251 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2252 } 2253 2254 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2255 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2256 paint->getTextSize()); 2257 2258 int alpha; 2259 SkXfermode::Mode mode; 2260 getAlphaAndMode(paint, &alpha, &mode); 2261 2262 // Pick the appropriate texture filtering 2263 bool linearFilter = mSnapshot->transform->changesBounds(); 2264 if (pureTranslate && !linearFilter) { 2265 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2266 } 2267 2268 mCaches.activeTexture(0); 2269 setupDraw(); 2270 setupDrawDirtyRegionsDisabled(); 2271 setupDrawWithTexture(true); 2272 setupDrawAlpha8Color(paint->getColor(), alpha); 2273 setupDrawColorFilter(); 2274 setupDrawShader(); 2275 setupDrawBlending(true, mode); 2276 setupDrawProgram(); 2277 setupDrawModelView(x, y, x, y, pureTranslate, true); 2278 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2279 setupDrawPureColorUniforms(); 2280 setupDrawColorFilterUniforms(); 2281 setupDrawShaderUniforms(pureTranslate); 2282 2283 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2284 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2285 2286#if RENDER_LAYERS_AS_REGIONS 2287 const bool hasActiveLayer = hasLayer(); 2288#else 2289 const bool hasActiveLayer = false; 2290#endif 2291 2292 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2293 positions, hasActiveLayer ? &bounds : NULL)) { 2294#if RENDER_LAYERS_AS_REGIONS 2295 if (hasActiveLayer) { 2296 if (!pureTranslate) { 2297 mSnapshot->transform->mapRect(bounds); 2298 } 2299 dirtyLayerUnchecked(bounds, getRegion()); 2300 } 2301#endif 2302 } 2303} 2304 2305void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2306 float x, float y, SkPaint* paint, float length) { 2307 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2308 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2309 return; 2310 } 2311 2312 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2313 switch (paint->getTextAlign()) { 2314 case SkPaint::kCenter_Align: 2315 x -= length / 2.0f; 2316 break; 2317 case SkPaint::kRight_Align: 2318 x -= length; 2319 break; 2320 default: 2321 break; 2322 } 2323 2324 SkPaint::FontMetrics metrics; 2325 paint->getFontMetrics(&metrics, 0.0f); 2326 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2327 return; 2328 } 2329 2330 const float oldX = x; 2331 const float oldY = y; 2332 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2333 if (CC_LIKELY(pureTranslate)) { 2334 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2335 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2336 } 2337 2338#if DEBUG_GLYPHS 2339 ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2340#endif 2341 2342 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2343 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2344 paint->getTextSize()); 2345 2346 int alpha; 2347 SkXfermode::Mode mode; 2348 getAlphaAndMode(paint, &alpha, &mode); 2349 2350 if (CC_UNLIKELY(mHasShadow)) { 2351 mCaches.activeTexture(0); 2352 2353 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2354 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2355 paint, text, bytesCount, count, mShadowRadius); 2356 const AutoTexture autoCleanup(shadow); 2357 2358 const float sx = oldX - shadow->left + mShadowDx; 2359 const float sy = oldY - shadow->top + mShadowDy; 2360 2361 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2362 int shadowColor = mShadowColor; 2363 if (mShader) { 2364 shadowColor = 0xffffffff; 2365 } 2366 2367 setupDraw(); 2368 setupDrawWithTexture(true); 2369 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2370 setupDrawColorFilter(); 2371 setupDrawShader(); 2372 setupDrawBlending(true, mode); 2373 setupDrawProgram(); 2374 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2375 setupDrawTexture(shadow->id); 2376 setupDrawPureColorUniforms(); 2377 setupDrawColorFilterUniforms(); 2378 setupDrawShaderUniforms(); 2379 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2380 2381 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2382 } 2383 2384 // Pick the appropriate texture filtering 2385 bool linearFilter = mSnapshot->transform->changesBounds(); 2386 if (pureTranslate && !linearFilter) { 2387 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2388 } 2389 2390 mCaches.activeTexture(0); 2391 setupDraw(); 2392 setupDrawDirtyRegionsDisabled(); 2393 setupDrawWithTexture(true); 2394 setupDrawAlpha8Color(paint->getColor(), alpha); 2395 setupDrawColorFilter(); 2396 setupDrawShader(); 2397 setupDrawBlending(true, mode); 2398 setupDrawProgram(); 2399 setupDrawModelView(x, y, x, y, pureTranslate, true); 2400 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2401 setupDrawPureColorUniforms(); 2402 setupDrawColorFilterUniforms(); 2403 setupDrawShaderUniforms(pureTranslate); 2404 2405 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2406 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2407 2408#if RENDER_LAYERS_AS_REGIONS 2409 const bool hasActiveLayer = hasLayer(); 2410#else 2411 const bool hasActiveLayer = false; 2412#endif 2413 2414 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2415 hasActiveLayer ? &bounds : NULL)) { 2416#if RENDER_LAYERS_AS_REGIONS 2417 if (hasActiveLayer) { 2418 if (!pureTranslate) { 2419 mSnapshot->transform->mapRect(bounds); 2420 } 2421 dirtyLayerUnchecked(bounds, getRegion()); 2422 } 2423#endif 2424 } 2425 2426 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2427} 2428 2429void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2430 float hOffset, float vOffset, SkPaint* paint) { 2431 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2432 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2433 return; 2434 } 2435 2436 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2437 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2438 paint->getTextSize()); 2439 2440 int alpha; 2441 SkXfermode::Mode mode; 2442 getAlphaAndMode(paint, &alpha, &mode); 2443 2444 mCaches.activeTexture(0); 2445 setupDraw(); 2446 setupDrawDirtyRegionsDisabled(); 2447 setupDrawWithTexture(true); 2448 setupDrawAlpha8Color(paint->getColor(), alpha); 2449 setupDrawColorFilter(); 2450 setupDrawShader(); 2451 setupDrawBlending(true, mode); 2452 setupDrawProgram(); 2453 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2454 setupDrawTexture(fontRenderer.getTexture(true)); 2455 setupDrawPureColorUniforms(); 2456 setupDrawColorFilterUniforms(); 2457 setupDrawShaderUniforms(false); 2458 2459 const Rect* clip = &mSnapshot->getLocalClip(); 2460 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2461 2462#if RENDER_LAYERS_AS_REGIONS 2463 const bool hasActiveLayer = hasLayer(); 2464#else 2465 const bool hasActiveLayer = false; 2466#endif 2467 2468 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2469 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2470#if RENDER_LAYERS_AS_REGIONS 2471 if (hasActiveLayer) { 2472 mSnapshot->transform->mapRect(bounds); 2473 dirtyLayerUnchecked(bounds, getRegion()); 2474 } 2475#endif 2476 } 2477} 2478 2479void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2480 if (mSnapshot->isIgnored()) return; 2481 2482 mCaches.activeTexture(0); 2483 2484 // TODO: Perform early clip test before we rasterize the path 2485 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2486 if (!texture) return; 2487 const AutoTexture autoCleanup(texture); 2488 2489 const float x = texture->left - texture->offset; 2490 const float y = texture->top - texture->offset; 2491 2492 drawPathTexture(texture, x, y, paint); 2493} 2494 2495void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2496 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2497 return; 2498 } 2499 2500 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2501 OpenGLRenderer* renderer = layer->renderer; 2502 Rect& dirty = layer->dirtyRect; 2503 2504 interrupt(); 2505 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2506 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2507 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 2508 renderer->finish(); 2509 resume(); 2510 2511 dirty.setEmpty(); 2512 layer->deferredUpdateScheduled = false; 2513 layer->renderer = NULL; 2514 layer->displayList = NULL; 2515 } 2516 2517 mCaches.activeTexture(0); 2518 2519 int alpha; 2520 SkXfermode::Mode mode; 2521 getAlphaAndMode(paint, &alpha, &mode); 2522 2523 layer->setAlpha(alpha, mode); 2524 2525#if RENDER_LAYERS_AS_REGIONS 2526 if (CC_LIKELY(!layer->region.isEmpty())) { 2527 if (layer->region.isRect()) { 2528 composeLayerRect(layer, layer->regionRect); 2529 } else if (layer->mesh) { 2530 const float a = alpha / 255.0f; 2531 const Rect& rect = layer->layer; 2532 2533 setupDraw(); 2534 setupDrawWithTexture(); 2535 setupDrawColor(a, a, a, a); 2536 setupDrawColorFilter(); 2537 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2538 setupDrawProgram(); 2539 setupDrawPureColorUniforms(); 2540 setupDrawColorFilterUniforms(); 2541 setupDrawTexture(layer->getTexture()); 2542 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2543 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2544 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2545 2546 layer->setFilter(GL_NEAREST); 2547 setupDrawModelViewTranslate(x, y, 2548 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2549 } else { 2550 layer->setFilter(GL_LINEAR); 2551 setupDrawModelViewTranslate(x, y, 2552 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2553 } 2554 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2555 2556 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2557 GL_UNSIGNED_SHORT, layer->meshIndices); 2558 2559 finishDrawTexture(); 2560 2561#if DEBUG_LAYERS_AS_REGIONS 2562 drawRegionRects(layer->region); 2563#endif 2564 } 2565 } 2566#else 2567 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2568 composeLayerRect(layer, r); 2569#endif 2570} 2571 2572/////////////////////////////////////////////////////////////////////////////// 2573// Shaders 2574/////////////////////////////////////////////////////////////////////////////// 2575 2576void OpenGLRenderer::resetShader() { 2577 mShader = NULL; 2578} 2579 2580void OpenGLRenderer::setupShader(SkiaShader* shader) { 2581 mShader = shader; 2582 if (mShader) { 2583 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2584 } 2585} 2586 2587/////////////////////////////////////////////////////////////////////////////// 2588// Color filters 2589/////////////////////////////////////////////////////////////////////////////// 2590 2591void OpenGLRenderer::resetColorFilter() { 2592 mColorFilter = NULL; 2593} 2594 2595void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2596 mColorFilter = filter; 2597} 2598 2599/////////////////////////////////////////////////////////////////////////////// 2600// Drop shadow 2601/////////////////////////////////////////////////////////////////////////////// 2602 2603void OpenGLRenderer::resetShadow() { 2604 mHasShadow = false; 2605} 2606 2607void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2608 mHasShadow = true; 2609 mShadowRadius = radius; 2610 mShadowDx = dx; 2611 mShadowDy = dy; 2612 mShadowColor = color; 2613} 2614 2615/////////////////////////////////////////////////////////////////////////////// 2616// Draw filters 2617/////////////////////////////////////////////////////////////////////////////// 2618 2619void OpenGLRenderer::resetPaintFilter() { 2620 mHasDrawFilter = false; 2621} 2622 2623void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2624 mHasDrawFilter = true; 2625 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2626 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2627} 2628 2629SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2630 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2631 2632 uint32_t flags = paint->getFlags(); 2633 2634 mFilteredPaint = *paint; 2635 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2636 2637 return &mFilteredPaint; 2638} 2639 2640/////////////////////////////////////////////////////////////////////////////// 2641// Drawing implementation 2642/////////////////////////////////////////////////////////////////////////////// 2643 2644void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2645 float x, float y, SkPaint* paint) { 2646 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2647 return; 2648 } 2649 2650 int alpha; 2651 SkXfermode::Mode mode; 2652 getAlphaAndMode(paint, &alpha, &mode); 2653 2654 setupDraw(); 2655 setupDrawWithTexture(true); 2656 setupDrawAlpha8Color(paint->getColor(), alpha); 2657 setupDrawColorFilter(); 2658 setupDrawShader(); 2659 setupDrawBlending(true, mode); 2660 setupDrawProgram(); 2661 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2662 setupDrawTexture(texture->id); 2663 setupDrawPureColorUniforms(); 2664 setupDrawColorFilterUniforms(); 2665 setupDrawShaderUniforms(); 2666 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2667 2668 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2669 2670 finishDrawTexture(); 2671} 2672 2673// Same values used by Skia 2674#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2675#define kStdUnderline_Offset (1.0f / 9.0f) 2676#define kStdUnderline_Thickness (1.0f / 18.0f) 2677 2678void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2679 float x, float y, SkPaint* paint) { 2680 // Handle underline and strike-through 2681 uint32_t flags = paint->getFlags(); 2682 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2683 SkPaint paintCopy(*paint); 2684 float underlineWidth = length; 2685 // If length is > 0.0f, we already measured the text for the text alignment 2686 if (length <= 0.0f) { 2687 underlineWidth = paintCopy.measureText(text, bytesCount); 2688 } 2689 2690 float offsetX = 0; 2691 switch (paintCopy.getTextAlign()) { 2692 case SkPaint::kCenter_Align: 2693 offsetX = underlineWidth * 0.5f; 2694 break; 2695 case SkPaint::kRight_Align: 2696 offsetX = underlineWidth; 2697 break; 2698 default: 2699 break; 2700 } 2701 2702 if (CC_LIKELY(underlineWidth > 0.0f)) { 2703 const float textSize = paintCopy.getTextSize(); 2704 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2705 2706 const float left = x - offsetX; 2707 float top = 0.0f; 2708 2709 int linesCount = 0; 2710 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2711 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2712 2713 const int pointsCount = 4 * linesCount; 2714 float points[pointsCount]; 2715 int currentPoint = 0; 2716 2717 if (flags & SkPaint::kUnderlineText_Flag) { 2718 top = y + textSize * kStdUnderline_Offset; 2719 points[currentPoint++] = left; 2720 points[currentPoint++] = top; 2721 points[currentPoint++] = left + underlineWidth; 2722 points[currentPoint++] = top; 2723 } 2724 2725 if (flags & SkPaint::kStrikeThruText_Flag) { 2726 top = y + textSize * kStdStrikeThru_Offset; 2727 points[currentPoint++] = left; 2728 points[currentPoint++] = top; 2729 points[currentPoint++] = left + underlineWidth; 2730 points[currentPoint++] = top; 2731 } 2732 2733 paintCopy.setStrokeWidth(strokeWidth); 2734 2735 drawLines(&points[0], pointsCount, &paintCopy); 2736 } 2737 } 2738} 2739 2740void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2741 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2742 // If a shader is set, preserve only the alpha 2743 if (mShader) { 2744 color |= 0x00ffffff; 2745 } 2746 2747 setupDraw(); 2748 setupDrawNoTexture(); 2749 setupDrawColor(color); 2750 setupDrawShader(); 2751 setupDrawColorFilter(); 2752 setupDrawBlending(mode); 2753 setupDrawProgram(); 2754 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2755 setupDrawColorUniforms(); 2756 setupDrawShaderUniforms(ignoreTransform); 2757 setupDrawColorFilterUniforms(); 2758 setupDrawSimpleMesh(); 2759 2760 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2761} 2762 2763void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2764 Texture* texture, SkPaint* paint) { 2765 int alpha; 2766 SkXfermode::Mode mode; 2767 getAlphaAndMode(paint, &alpha, &mode); 2768 2769 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2770 2771 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2772 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2773 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2774 2775 texture->setFilter(GL_NEAREST, true); 2776 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2777 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2778 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2779 } else { 2780 texture->setFilter(FILTER(paint), true); 2781 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2782 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2783 GL_TRIANGLE_STRIP, gMeshCount); 2784 } 2785} 2786 2787void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2788 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2789 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2790 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2791} 2792 2793void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2794 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2795 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2796 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2797 2798 setupDraw(); 2799 setupDrawWithTexture(); 2800 setupDrawColor(alpha, alpha, alpha, alpha); 2801 setupDrawColorFilter(); 2802 setupDrawBlending(blend, mode, swapSrcDst); 2803 setupDrawProgram(); 2804 if (!dirty) { 2805 setupDrawDirtyRegionsDisabled(); 2806 } 2807 if (!ignoreScale) { 2808 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2809 } else { 2810 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2811 } 2812 setupDrawPureColorUniforms(); 2813 setupDrawColorFilterUniforms(); 2814 setupDrawTexture(texture); 2815 setupDrawMesh(vertices, texCoords, vbo); 2816 2817 glDrawArrays(drawMode, 0, elementsCount); 2818 2819 finishDrawTexture(); 2820} 2821 2822void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2823 ProgramDescription& description, bool swapSrcDst) { 2824 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2825 2826 if (blend) { 2827 // These blend modes are not supported by OpenGL directly and have 2828 // to be implemented using shaders. Since the shader will perform 2829 // the blending, turn blending off here 2830 // If the blend mode cannot be implemented using shaders, fall 2831 // back to the default SrcOver blend mode instead 2832 if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) { 2833 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2834 description.framebufferMode = mode; 2835 description.swapSrcDst = swapSrcDst; 2836 2837 if (mCaches.blend) { 2838 glDisable(GL_BLEND); 2839 mCaches.blend = false; 2840 } 2841 2842 return; 2843 } else { 2844 mode = SkXfermode::kSrcOver_Mode; 2845 } 2846 } 2847 2848 if (!mCaches.blend) { 2849 glEnable(GL_BLEND); 2850 } 2851 2852 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2853 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2854 2855 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2856 glBlendFunc(sourceMode, destMode); 2857 mCaches.lastSrcMode = sourceMode; 2858 mCaches.lastDstMode = destMode; 2859 } 2860 } else if (mCaches.blend) { 2861 glDisable(GL_BLEND); 2862 } 2863 mCaches.blend = blend; 2864} 2865 2866bool OpenGLRenderer::useProgram(Program* program) { 2867 if (!program->isInUse()) { 2868 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2869 program->use(); 2870 mCaches.currentProgram = program; 2871 return false; 2872 } 2873 return true; 2874} 2875 2876void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2877 TextureVertex* v = &mMeshVertices[0]; 2878 TextureVertex::setUV(v++, u1, v1); 2879 TextureVertex::setUV(v++, u2, v1); 2880 TextureVertex::setUV(v++, u1, v2); 2881 TextureVertex::setUV(v++, u2, v2); 2882} 2883 2884void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2885 if (paint) { 2886 *mode = getXfermode(paint->getXfermode()); 2887 2888 // Skia draws using the color's alpha channel if < 255 2889 // Otherwise, it uses the paint's alpha 2890 int color = paint->getColor(); 2891 *alpha = (color >> 24) & 0xFF; 2892 if (*alpha == 255) { 2893 *alpha = paint->getAlpha(); 2894 } 2895 } else { 2896 *mode = SkXfermode::kSrcOver_Mode; 2897 *alpha = 255; 2898 } 2899 *alpha *= mSnapshot->alpha; 2900} 2901 2902SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2903 SkXfermode::Mode resultMode; 2904 if (!SkXfermode::AsMode(mode, &resultMode)) { 2905 resultMode = SkXfermode::kSrcOver_Mode; 2906 } 2907 return resultMode; 2908} 2909 2910}; // namespace uirenderer 2911}; // namespace android 2912