OpenGLRenderer.cpp revision 54be1cdf3d63095512120fa7ced5c16e462abffa
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 <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50/////////////////////////////////////////////////////////////////////////////// 51// Globals 52/////////////////////////////////////////////////////////////////////////////// 53 54/** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61}; // struct Blender 62 63// In this array, the index of each Blender equals the value of the first 64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 78}; 79 80// This array contains the swapped version of each SkXfermode. For instance 81// this array's SrcOver blending mode is actually DstOver. You can refer to 82// createLayer() for more information on the purpose of this array. 83static const Blender gBlendsSwap[] = { 84 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 85 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 86 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 88 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 90 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 96}; 97 98static const GLenum gTextureUnits[] = { 99 GL_TEXTURE0, 100 GL_TEXTURE1, 101 GL_TEXTURE2 102}; 103 104/////////////////////////////////////////////////////////////////////////////// 105// Constructors/destructor 106/////////////////////////////////////////////////////////////////////////////// 107 108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 109 mShader = NULL; 110 mColorFilter = NULL; 111 mHasShadow = false; 112 113 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 114 115 mFirstSnapshot = new Snapshot; 116} 117 118OpenGLRenderer::~OpenGLRenderer() { 119 // The context has already been destroyed at this point, do not call 120 // GL APIs. All GL state should be kept in Caches.h 121} 122 123/////////////////////////////////////////////////////////////////////////////// 124// Setup 125/////////////////////////////////////////////////////////////////////////////// 126 127void OpenGLRenderer::setViewport(int width, int height) { 128 glViewport(0, 0, width, height); 129 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 130 131 mWidth = width; 132 mHeight = height; 133 134 mFirstSnapshot->height = height; 135 mFirstSnapshot->viewport.set(0, 0, width, height); 136 137 mDirtyClip = false; 138} 139 140void OpenGLRenderer::prepare(bool opaque) { 141 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 142} 143 144void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 145 mCaches.clearGarbage(); 146 147 mSnapshot = new Snapshot(mFirstSnapshot, 148 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 149 mSnapshot->fbo = getTargetFbo(); 150 151 mSaveCount = 1; 152 153 glViewport(0, 0, mWidth, mHeight); 154 155 glDisable(GL_DITHER); 156 157 glEnable(GL_SCISSOR_TEST); 158 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 159 mSnapshot->setClip(left, top, right, bottom); 160 161 if (!opaque) { 162 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 163 glClear(GL_COLOR_BUFFER_BIT); 164 } 165} 166 167void OpenGLRenderer::finish() { 168#if DEBUG_OPENGL 169 GLenum status = GL_NO_ERROR; 170 while ((status = glGetError()) != GL_NO_ERROR) { 171 LOGD("GL error from OpenGLRenderer: 0x%x", status); 172 switch (status) { 173 case GL_OUT_OF_MEMORY: 174 LOGE(" OpenGLRenderer is out of memory!"); 175 break; 176 } 177 } 178#endif 179#if DEBUG_MEMORY_USAGE 180 mCaches.dumpMemoryUsage(); 181#else 182 if (mCaches.getDebugLevel() & kDebugMemory) { 183 mCaches.dumpMemoryUsage(); 184 } 185#endif 186} 187 188void OpenGLRenderer::interrupt() { 189 if (mCaches.currentProgram) { 190 if (mCaches.currentProgram->isInUse()) { 191 mCaches.currentProgram->remove(); 192 mCaches.currentProgram = NULL; 193 } 194 } 195 mCaches.unbindMeshBuffer(); 196} 197 198void OpenGLRenderer::resume() { 199 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 200 201 glEnable(GL_SCISSOR_TEST); 202 dirtyClip(); 203 204 glDisable(GL_DITHER); 205 206 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 207 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 208 209 mCaches.blend = true; 210 glEnable(GL_BLEND); 211 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 212 glBlendEquation(GL_FUNC_ADD); 213} 214 215bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 216 interrupt(); 217 if (mDirtyClip) { 218 setScissorFromClip(); 219 } 220 221 Rect clip(*mSnapshot->clipRect); 222 clip.snapToPixelBoundaries(); 223 224#if RENDER_LAYERS_AS_REGIONS 225 // Since we don't know what the functor will draw, let's dirty 226 // tne entire clip region 227 if (hasLayer()) { 228 dirtyLayerUnchecked(clip, getRegion()); 229 } 230#endif 231 232 DrawGlInfo info; 233 info.clipLeft = clip.left; 234 info.clipTop = clip.top; 235 info.clipRight = clip.right; 236 info.clipBottom = clip.bottom; 237 info.isLayer = hasLayer(); 238 getSnapshot()->transform->copyTo(&info.transform[0]); 239 240 status_t result = (*functor)(0, &info); 241 242 if (result != 0) { 243 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 244 dirty.unionWith(localDirty); 245 } 246 247 resume(); 248 return result != 0; 249} 250 251/////////////////////////////////////////////////////////////////////////////// 252// State management 253/////////////////////////////////////////////////////////////////////////////// 254 255int OpenGLRenderer::getSaveCount() const { 256 return mSaveCount; 257} 258 259int OpenGLRenderer::save(int flags) { 260 return saveSnapshot(flags); 261} 262 263void OpenGLRenderer::restore() { 264 if (mSaveCount > 1) { 265 restoreSnapshot(); 266 } 267} 268 269void OpenGLRenderer::restoreToCount(int saveCount) { 270 if (saveCount < 1) saveCount = 1; 271 272 while (mSaveCount > saveCount) { 273 restoreSnapshot(); 274 } 275} 276 277int OpenGLRenderer::saveSnapshot(int flags) { 278 mSnapshot = new Snapshot(mSnapshot, flags); 279 return mSaveCount++; 280} 281 282bool OpenGLRenderer::restoreSnapshot() { 283 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 284 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 285 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 286 287 sp<Snapshot> current = mSnapshot; 288 sp<Snapshot> previous = mSnapshot->previous; 289 290 if (restoreOrtho) { 291 Rect& r = previous->viewport; 292 glViewport(r.left, r.top, r.right, r.bottom); 293 mOrthoMatrix.load(current->orthoMatrix); 294 } 295 296 mSaveCount--; 297 mSnapshot = previous; 298 299 if (restoreClip) { 300 dirtyClip(); 301 } 302 303 if (restoreLayer) { 304 composeLayer(current, previous); 305 } 306 307 return restoreClip; 308} 309 310/////////////////////////////////////////////////////////////////////////////// 311// Layers 312/////////////////////////////////////////////////////////////////////////////// 313 314int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 315 SkPaint* p, int flags) { 316 const GLuint previousFbo = mSnapshot->fbo; 317 const int count = saveSnapshot(flags); 318 319 if (!mSnapshot->isIgnored()) { 320 int alpha = 255; 321 SkXfermode::Mode mode; 322 323 if (p) { 324 alpha = p->getAlpha(); 325 if (!mCaches.extensions.hasFramebufferFetch()) { 326 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 327 if (!isMode) { 328 // Assume SRC_OVER 329 mode = SkXfermode::kSrcOver_Mode; 330 } 331 } else { 332 mode = getXfermode(p->getXfermode()); 333 } 334 } else { 335 mode = SkXfermode::kSrcOver_Mode; 336 } 337 338 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 339 } 340 341 return count; 342} 343 344int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 345 int alpha, int flags) { 346 if (alpha >= 255 - ALPHA_THRESHOLD) { 347 return saveLayer(left, top, right, bottom, NULL, flags); 348 } else { 349 SkPaint paint; 350 paint.setAlpha(alpha); 351 return saveLayer(left, top, right, bottom, &paint, flags); 352 } 353} 354 355/** 356 * Layers are viewed by Skia are slightly different than layers in image editing 357 * programs (for instance.) When a layer is created, previously created layers 358 * and the frame buffer still receive every drawing command. For instance, if a 359 * layer is created and a shape intersecting the bounds of the layers and the 360 * framebuffer is draw, the shape will be drawn on both (unless the layer was 361 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 362 * 363 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 364 * texture. Unfortunately, this is inefficient as it requires every primitive to 365 * be drawn n + 1 times, where n is the number of active layers. In practice this 366 * means, for every primitive: 367 * - Switch active frame buffer 368 * - Change viewport, clip and projection matrix 369 * - Issue the drawing 370 * 371 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 372 * To avoid this, layers are implemented in a different way here, at least in the 373 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 374 * is set. When this flag is set we can redirect all drawing operations into a 375 * single FBO. 376 * 377 * This implementation relies on the frame buffer being at least RGBA 8888. When 378 * a layer is created, only a texture is created, not an FBO. The content of the 379 * frame buffer contained within the layer's bounds is copied into this texture 380 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 381 * buffer and drawing continues as normal. This technique therefore treats the 382 * frame buffer as a scratch buffer for the layers. 383 * 384 * To compose the layers back onto the frame buffer, each layer texture 385 * (containing the original frame buffer data) is drawn as a simple quad over 386 * the frame buffer. The trick is that the quad is set as the composition 387 * destination in the blending equation, and the frame buffer becomes the source 388 * of the composition. 389 * 390 * Drawing layers with an alpha value requires an extra step before composition. 391 * An empty quad is drawn over the layer's region in the frame buffer. This quad 392 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 393 * quad is used to multiply the colors in the frame buffer. This is achieved by 394 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 395 * GL_ZERO, GL_SRC_ALPHA. 396 * 397 * Because glCopyTexImage2D() can be slow, an alternative implementation might 398 * be use to draw a single clipped layer. The implementation described above 399 * is correct in every case. 400 * 401 * (1) The frame buffer is actually not cleared right away. To allow the GPU 402 * to potentially optimize series of calls to glCopyTexImage2D, the frame 403 * buffer is left untouched until the first drawing operation. Only when 404 * something actually gets drawn are the layers regions cleared. 405 */ 406bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 407 float right, float bottom, int alpha, SkXfermode::Mode mode, 408 int flags, GLuint previousFbo) { 409 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 410 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 411 412 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 413 414 // Window coordinates of the layer 415 Rect bounds(left, top, right, bottom); 416 if (!fboLayer) { 417 mSnapshot->transform->mapRect(bounds); 418 419 // Layers only make sense if they are in the framebuffer's bounds 420 if (bounds.intersect(*snapshot->clipRect)) { 421 // We cannot work with sub-pixels in this case 422 bounds.snapToPixelBoundaries(); 423 424 // When the layer is not an FBO, we may use glCopyTexImage so we 425 // need to make sure the layer does not extend outside the bounds 426 // of the framebuffer 427 if (!bounds.intersect(snapshot->previous->viewport)) { 428 bounds.setEmpty(); 429 } 430 } else { 431 bounds.setEmpty(); 432 } 433 } 434 435 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 436 bounds.getHeight() > mCaches.maxTextureSize) { 437 snapshot->empty = fboLayer; 438 } else { 439 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 440 } 441 442 // Bail out if we won't draw in this snapshot 443 if (snapshot->invisible || snapshot->empty) { 444 return false; 445 } 446 447 glActiveTexture(gTextureUnits[0]); 448 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 449 if (!layer) { 450 return false; 451 } 452 453 layer->mode = mode; 454 layer->alpha = alpha; 455 layer->layer.set(bounds); 456 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 457 bounds.getWidth() / float(layer->width), 0.0f); 458 layer->colorFilter = mColorFilter; 459 460 // Save the layer in the snapshot 461 snapshot->flags |= Snapshot::kFlagIsLayer; 462 snapshot->layer = layer; 463 464 if (fboLayer) { 465 return createFboLayer(layer, bounds, snapshot, previousFbo); 466 } else { 467 // Copy the framebuffer into the layer 468 glBindTexture(GL_TEXTURE_2D, layer->texture); 469 if (!bounds.isEmpty()) { 470 if (layer->empty) { 471 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 472 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 473 layer->empty = false; 474 } else { 475 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 476 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 477 } 478 479 // Enqueue the buffer coordinates to clear the corresponding region later 480 mLayers.push(new Rect(bounds)); 481 } 482 } 483 484 return true; 485} 486 487bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 488 GLuint previousFbo) { 489 layer->fbo = mCaches.fboCache.get(); 490 491#if RENDER_LAYERS_AS_REGIONS 492 snapshot->region = &snapshot->layer->region; 493 snapshot->flags |= Snapshot::kFlagFboTarget; 494#endif 495 496 Rect clip(bounds); 497 snapshot->transform->mapRect(clip); 498 clip.intersect(*snapshot->clipRect); 499 clip.snapToPixelBoundaries(); 500 clip.intersect(snapshot->previous->viewport); 501 502 mat4 inverse; 503 inverse.loadInverse(*mSnapshot->transform); 504 505 inverse.mapRect(clip); 506 clip.snapToPixelBoundaries(); 507 clip.intersect(bounds); 508 clip.translate(-bounds.left, -bounds.top); 509 510 snapshot->flags |= Snapshot::kFlagIsFboLayer; 511 snapshot->fbo = layer->fbo; 512 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 513 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 514 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 515 snapshot->height = bounds.getHeight(); 516 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 517 snapshot->orthoMatrix.load(mOrthoMatrix); 518 519 // Bind texture to FBO 520 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 521 glBindTexture(GL_TEXTURE_2D, layer->texture); 522 523 // Initialize the texture if needed 524 if (layer->empty) { 525 layer->empty = false; 526 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 527 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 528 } 529 530 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 531 layer->texture, 0); 532 533#if DEBUG_LAYERS_AS_REGIONS 534 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 535 if (status != GL_FRAMEBUFFER_COMPLETE) { 536 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 537 538 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 539 glDeleteTextures(1, &layer->texture); 540 mCaches.fboCache.put(layer->fbo); 541 542 delete layer; 543 544 return false; 545 } 546#endif 547 548 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 549 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 550 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 551 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 552 glClear(GL_COLOR_BUFFER_BIT); 553 554 dirtyClip(); 555 556 // Change the ortho projection 557 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 558 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 559 560 return true; 561} 562 563/** 564 * Read the documentation of createLayer() before doing anything in this method. 565 */ 566void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 567 if (!current->layer) { 568 LOGE("Attempting to compose a layer that does not exist"); 569 return; 570 } 571 572 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 573 574 if (fboLayer) { 575 // Unbind current FBO and restore previous one 576 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 577 } 578 579 Layer* layer = current->layer; 580 const Rect& rect = layer->layer; 581 582 if (!fboLayer && layer->alpha < 255) { 583 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 584 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 585 // Required below, composeLayerRect() will divide by 255 586 layer->alpha = 255; 587 } 588 589 mCaches.unbindMeshBuffer(); 590 591 glActiveTexture(gTextureUnits[0]); 592 593 // When the layer is stored in an FBO, we can save a bit of fillrate by 594 // drawing only the dirty region 595 if (fboLayer) { 596 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 597 if (layer->colorFilter) { 598 setupColorFilter(layer->colorFilter); 599 } 600 composeLayerRegion(layer, rect); 601 if (layer->colorFilter) { 602 resetColorFilter(); 603 } 604 } else { 605 if (!rect.isEmpty()) { 606 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 607 composeLayerRect(layer, rect, true); 608 } 609 } 610 611 if (fboLayer) { 612 // Detach the texture from the FBO 613 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 614 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 615 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 616 617 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 618 mCaches.fboCache.put(current->fbo); 619 } 620 621 dirtyClip(); 622 623 // Failing to add the layer to the cache should happen only if the layer is too large 624 if (!mCaches.layerCache.put(layer)) { 625 LAYER_LOGD("Deleting layer"); 626 glDeleteTextures(1, &layer->texture); 627 delete layer; 628 } 629} 630 631void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 632 float alpha = layer->alpha / 255.0f; 633 634 setupDraw(); 635 if (layer->renderTarget == GL_TEXTURE_2D) { 636 setupDrawWithTexture(); 637 } else { 638 setupDrawWithExternalTexture(); 639 } 640 setupDrawTextureTransform(); 641 setupDrawColor(alpha, alpha, alpha, alpha); 642 setupDrawColorFilter(); 643 setupDrawBlending(layer->blend, layer->mode); 644 setupDrawProgram(); 645 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 646 setupDrawPureColorUniforms(); 647 setupDrawColorFilterUniforms(); 648 if (layer->renderTarget == GL_TEXTURE_2D) { 649 setupDrawTexture(layer->texture); 650 } else { 651 setupDrawExternalTexture(layer->texture); 652 } 653 setupDrawTextureTransformUniforms(layer->texTransform); 654 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 655 656 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 657 658 finishDrawTexture(); 659} 660 661void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 662 if (!layer->isTextureLayer) { 663 const Rect& texCoords = layer->texCoords; 664 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 665 texCoords.right, texCoords.bottom); 666 667 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 668 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 669 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 670 671 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 672 } else { 673 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 674 drawTextureLayer(layer, rect); 675 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 676 } 677} 678 679void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 680#if RENDER_LAYERS_AS_REGIONS 681 if (layer->region.isRect()) { 682 layer->setRegionAsRect(); 683 684 composeLayerRect(layer, layer->regionRect); 685 686 layer->region.clear(); 687 return; 688 } 689 690 if (!layer->region.isEmpty()) { 691 size_t count; 692 const android::Rect* rects = layer->region.getArray(&count); 693 694 const float alpha = layer->alpha / 255.0f; 695 const float texX = 1.0f / float(layer->width); 696 const float texY = 1.0f / float(layer->height); 697 const float height = rect.getHeight(); 698 699 TextureVertex* mesh = mCaches.getRegionMesh(); 700 GLsizei numQuads = 0; 701 702 setupDraw(); 703 setupDrawWithTexture(); 704 setupDrawColor(alpha, alpha, alpha, alpha); 705 setupDrawColorFilter(); 706 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 707 setupDrawProgram(); 708 setupDrawDirtyRegionsDisabled(); 709 setupDrawPureColorUniforms(); 710 setupDrawColorFilterUniforms(); 711 setupDrawTexture(layer->texture); 712 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 713 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 714 715 for (size_t i = 0; i < count; i++) { 716 const android::Rect* r = &rects[i]; 717 718 const float u1 = r->left * texX; 719 const float v1 = (height - r->top) * texY; 720 const float u2 = r->right * texX; 721 const float v2 = (height - r->bottom) * texY; 722 723 // TODO: Reject quads outside of the clip 724 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 725 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 726 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 727 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 728 729 numQuads++; 730 731 if (numQuads >= REGION_MESH_QUAD_COUNT) { 732 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 733 numQuads = 0; 734 mesh = mCaches.getRegionMesh(); 735 } 736 } 737 738 if (numQuads > 0) { 739 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 740 } 741 742 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 743 finishDrawTexture(); 744 745#if DEBUG_LAYERS_AS_REGIONS 746 drawRegionRects(layer->region); 747#endif 748 749 layer->region.clear(); 750 } 751#else 752 composeLayerRect(layer, rect); 753#endif 754} 755 756void OpenGLRenderer::drawRegionRects(const Region& region) { 757#if DEBUG_LAYERS_AS_REGIONS 758 size_t count; 759 const android::Rect* rects = region.getArray(&count); 760 761 uint32_t colors[] = { 762 0x7fff0000, 0x7f00ff00, 763 0x7f0000ff, 0x7fff00ff, 764 }; 765 766 int offset = 0; 767 int32_t top = rects[0].top; 768 769 for (size_t i = 0; i < count; i++) { 770 if (top != rects[i].top) { 771 offset ^= 0x2; 772 top = rects[i].top; 773 } 774 775 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 776 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 777 SkXfermode::kSrcOver_Mode); 778 } 779#endif 780} 781 782void OpenGLRenderer::dirtyLayer(const float left, const float top, 783 const float right, const float bottom, const mat4 transform) { 784#if RENDER_LAYERS_AS_REGIONS 785 if (hasLayer()) { 786 Rect bounds(left, top, right, bottom); 787 transform.mapRect(bounds); 788 dirtyLayerUnchecked(bounds, getRegion()); 789 } 790#endif 791} 792 793void OpenGLRenderer::dirtyLayer(const float left, const float top, 794 const float right, const float bottom) { 795#if RENDER_LAYERS_AS_REGIONS 796 if (hasLayer()) { 797 Rect bounds(left, top, right, bottom); 798 dirtyLayerUnchecked(bounds, getRegion()); 799 } 800#endif 801} 802 803void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 804#if RENDER_LAYERS_AS_REGIONS 805 if (bounds.intersect(*mSnapshot->clipRect)) { 806 bounds.snapToPixelBoundaries(); 807 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 808 if (!dirty.isEmpty()) { 809 region->orSelf(dirty); 810 } 811 } 812#endif 813} 814 815void OpenGLRenderer::clearLayerRegions() { 816 const size_t count = mLayers.size(); 817 if (count == 0) return; 818 819 if (!mSnapshot->isIgnored()) { 820 // Doing several glScissor/glClear here can negatively impact 821 // GPUs with a tiler architecture, instead we draw quads with 822 // the Clear blending mode 823 824 // The list contains bounds that have already been clipped 825 // against their initial clip rect, and the current clip 826 // is likely different so we need to disable clipping here 827 glDisable(GL_SCISSOR_TEST); 828 829 Vertex mesh[count * 6]; 830 Vertex* vertex = mesh; 831 832 for (uint32_t i = 0; i < count; i++) { 833 Rect* bounds = mLayers.itemAt(i); 834 835 Vertex::set(vertex++, bounds->left, bounds->bottom); 836 Vertex::set(vertex++, bounds->left, bounds->top); 837 Vertex::set(vertex++, bounds->right, bounds->top); 838 Vertex::set(vertex++, bounds->left, bounds->bottom); 839 Vertex::set(vertex++, bounds->right, bounds->top); 840 Vertex::set(vertex++, bounds->right, bounds->bottom); 841 842 delete bounds; 843 } 844 845 setupDraw(false); 846 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 847 setupDrawBlending(true, SkXfermode::kClear_Mode); 848 setupDrawProgram(); 849 setupDrawPureColorUniforms(); 850 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 851 852 mCaches.unbindMeshBuffer(); 853 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 854 gVertexStride, &mesh[0].position[0]); 855 glDrawArrays(GL_TRIANGLES, 0, count * 6); 856 857 glEnable(GL_SCISSOR_TEST); 858 } else { 859 for (uint32_t i = 0; i < count; i++) { 860 delete mLayers.itemAt(i); 861 } 862 } 863 864 mLayers.clear(); 865} 866 867/////////////////////////////////////////////////////////////////////////////// 868// Transforms 869/////////////////////////////////////////////////////////////////////////////// 870 871void OpenGLRenderer::translate(float dx, float dy) { 872 mSnapshot->transform->translate(dx, dy, 0.0f); 873} 874 875void OpenGLRenderer::rotate(float degrees) { 876 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 877} 878 879void OpenGLRenderer::scale(float sx, float sy) { 880 mSnapshot->transform->scale(sx, sy, 1.0f); 881} 882 883void OpenGLRenderer::skew(float sx, float sy) { 884 mSnapshot->transform->skew(sx, sy); 885} 886 887void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 888 mSnapshot->transform->load(*matrix); 889} 890 891const float* OpenGLRenderer::getMatrix() const { 892 if (mSnapshot->fbo != 0) { 893 return &mSnapshot->transform->data[0]; 894 } 895 return &mIdentity.data[0]; 896} 897 898void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 899 mSnapshot->transform->copyTo(*matrix); 900} 901 902void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 903 SkMatrix transform; 904 mSnapshot->transform->copyTo(transform); 905 transform.preConcat(*matrix); 906 mSnapshot->transform->load(transform); 907} 908 909/////////////////////////////////////////////////////////////////////////////// 910// Clipping 911/////////////////////////////////////////////////////////////////////////////// 912 913void OpenGLRenderer::setScissorFromClip() { 914 Rect clip(*mSnapshot->clipRect); 915 clip.snapToPixelBoundaries(); 916 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 917 mDirtyClip = false; 918} 919 920const Rect& OpenGLRenderer::getClipBounds() { 921 return mSnapshot->getLocalClip(); 922} 923 924bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 925 if (mSnapshot->isIgnored()) { 926 return true; 927 } 928 929 Rect r(left, top, right, bottom); 930 mSnapshot->transform->mapRect(r); 931 r.snapToPixelBoundaries(); 932 933 Rect clipRect(*mSnapshot->clipRect); 934 clipRect.snapToPixelBoundaries(); 935 936 return !clipRect.intersects(r); 937} 938 939bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 940 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 941 if (clipped) { 942 dirtyClip(); 943 } 944 return !mSnapshot->clipRect->isEmpty(); 945} 946 947/////////////////////////////////////////////////////////////////////////////// 948// Drawing commands 949/////////////////////////////////////////////////////////////////////////////// 950 951void OpenGLRenderer::setupDraw(bool clear) { 952 if (clear) clearLayerRegions(); 953 if (mDirtyClip) { 954 setScissorFromClip(); 955 } 956 mDescription.reset(); 957 mSetShaderColor = false; 958 mColorSet = false; 959 mColorA = mColorR = mColorG = mColorB = 0.0f; 960 mTextureUnit = 0; 961 mTrackDirtyRegions = true; 962 mTexCoordsSlot = -1; 963} 964 965void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 966 mDescription.hasTexture = true; 967 mDescription.hasAlpha8Texture = isAlpha8; 968} 969 970void OpenGLRenderer::setupDrawWithExternalTexture() { 971 mDescription.hasExternalTexture = true; 972} 973 974void OpenGLRenderer::setupDrawAALine() { 975 mDescription.isAA = true; 976} 977 978void OpenGLRenderer::setupDrawPoint(float pointSize) { 979 mDescription.isPoint = true; 980 mDescription.pointSize = pointSize; 981} 982 983void OpenGLRenderer::setupDrawColor(int color) { 984 setupDrawColor(color, (color >> 24) & 0xFF); 985} 986 987void OpenGLRenderer::setupDrawColor(int color, int alpha) { 988 mColorA = alpha / 255.0f; 989 // Second divide of a by 255 is an optimization, allowing us to simply multiply 990 // the rgb values by a instead of also dividing by 255 991 const float a = mColorA / 255.0f; 992 mColorR = a * ((color >> 16) & 0xFF); 993 mColorG = a * ((color >> 8) & 0xFF); 994 mColorB = a * ((color ) & 0xFF); 995 mColorSet = true; 996 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 997} 998 999void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1000 mColorA = alpha / 255.0f; 1001 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1002 // the rgb values by a instead of also dividing by 255 1003 const float a = mColorA / 255.0f; 1004 mColorR = a * ((color >> 16) & 0xFF); 1005 mColorG = a * ((color >> 8) & 0xFF); 1006 mColorB = a * ((color ) & 0xFF); 1007 mColorSet = true; 1008 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1009} 1010 1011void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1012 mColorA = a; 1013 mColorR = r; 1014 mColorG = g; 1015 mColorB = b; 1016 mColorSet = true; 1017 mSetShaderColor = mDescription.setColor(r, g, b, a); 1018} 1019 1020void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1021 mColorA = a; 1022 mColorR = r; 1023 mColorG = g; 1024 mColorB = b; 1025 mColorSet = true; 1026 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1027} 1028 1029void OpenGLRenderer::setupDrawShader() { 1030 if (mShader) { 1031 mShader->describe(mDescription, mCaches.extensions); 1032 } 1033} 1034 1035void OpenGLRenderer::setupDrawColorFilter() { 1036 if (mColorFilter) { 1037 mColorFilter->describe(mDescription, mCaches.extensions); 1038 } 1039} 1040 1041void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1042 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1043 mColorA = 1.0f; 1044 mColorR = mColorG = mColorB = 0.0f; 1045 mSetShaderColor = mDescription.modulate = true; 1046 } 1047} 1048 1049void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1050 // When the blending mode is kClear_Mode, we need to use a modulate color 1051 // argb=1,0,0,0 1052 accountForClear(mode); 1053 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1054 mDescription, swapSrcDst); 1055} 1056 1057void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1058 // When the blending mode is kClear_Mode, we need to use a modulate color 1059 // argb=1,0,0,0 1060 accountForClear(mode); 1061 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1062 mDescription, swapSrcDst); 1063} 1064 1065void OpenGLRenderer::setupDrawProgram() { 1066 useProgram(mCaches.programCache.get(mDescription)); 1067} 1068 1069void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1070 mTrackDirtyRegions = false; 1071} 1072 1073void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1074 bool ignoreTransform) { 1075 mModelView.loadTranslate(left, top, 0.0f); 1076 if (!ignoreTransform) { 1077 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1078 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1079 } else { 1080 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1081 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1082 } 1083} 1084 1085void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1086 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1087} 1088 1089void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1090 bool ignoreTransform, bool ignoreModelView) { 1091 if (!ignoreModelView) { 1092 mModelView.loadTranslate(left, top, 0.0f); 1093 mModelView.scale(right - left, bottom - top, 1.0f); 1094 } else { 1095 mModelView.loadIdentity(); 1096 } 1097 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1098 if (!ignoreTransform) { 1099 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1100 if (mTrackDirtyRegions && dirty) { 1101 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1102 } 1103 } else { 1104 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1105 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1106 } 1107} 1108 1109void OpenGLRenderer::setupDrawPointUniforms() { 1110 int slot = mCaches.currentProgram->getUniform("pointSize"); 1111 glUniform1f(slot, mDescription.pointSize); 1112} 1113 1114void OpenGLRenderer::setupDrawColorUniforms() { 1115 if (mColorSet || (mShader && mSetShaderColor)) { 1116 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1117 } 1118} 1119 1120void OpenGLRenderer::setupDrawPureColorUniforms() { 1121 if (mSetShaderColor) { 1122 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1123 } 1124} 1125 1126void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1127 if (mShader) { 1128 if (ignoreTransform) { 1129 mModelView.loadInverse(*mSnapshot->transform); 1130 } 1131 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1132 } 1133} 1134 1135void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1136 if (mShader) { 1137 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1138 } 1139} 1140 1141void OpenGLRenderer::setupDrawColorFilterUniforms() { 1142 if (mColorFilter) { 1143 mColorFilter->setupProgram(mCaches.currentProgram); 1144 } 1145} 1146 1147void OpenGLRenderer::setupDrawSimpleMesh() { 1148 mCaches.bindMeshBuffer(); 1149 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1150 gMeshStride, 0); 1151} 1152 1153void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1154 bindTexture(texture); 1155 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1156 1157 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1158 glEnableVertexAttribArray(mTexCoordsSlot); 1159} 1160 1161void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1162 bindExternalTexture(texture); 1163 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1164 1165 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1166 glEnableVertexAttribArray(mTexCoordsSlot); 1167} 1168 1169void OpenGLRenderer::setupDrawTextureTransform() { 1170 mDescription.hasTextureTransform = true; 1171} 1172 1173void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1174 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1175 GL_FALSE, &transform.data[0]); 1176} 1177 1178void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1179 if (!vertices) { 1180 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1181 } else { 1182 mCaches.unbindMeshBuffer(); 1183 } 1184 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1185 gMeshStride, vertices); 1186 if (mTexCoordsSlot >= 0) { 1187 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1188 } 1189} 1190 1191void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1192 mCaches.unbindMeshBuffer(); 1193 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1194 gVertexStride, vertices); 1195} 1196 1197/** 1198 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1199 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1200 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1201 * attributes (one per vertex) are values from zero to one that tells the fragment 1202 * shader where the fragment is in relation to the line width/length overall; these values are 1203 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1204 * region of the line. 1205 * Note that we only pass down the width values in this setup function. The length coordinates 1206 * are set up for each individual segment. 1207 */ 1208void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1209 GLvoid* lengthCoords, float boundaryWidthProportion) { 1210 mCaches.unbindMeshBuffer(); 1211 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1212 gAAVertexStride, vertices); 1213 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1214 glEnableVertexAttribArray(widthSlot); 1215 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1216 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1217 glEnableVertexAttribArray(lengthSlot); 1218 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1219 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1220 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1221 // Setting the inverse value saves computations per-fragment in the shader 1222 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1223 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1224} 1225 1226void OpenGLRenderer::finishDrawTexture() { 1227 glDisableVertexAttribArray(mTexCoordsSlot); 1228} 1229 1230/////////////////////////////////////////////////////////////////////////////// 1231// Drawing 1232/////////////////////////////////////////////////////////////////////////////// 1233 1234bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1235 Rect& dirty, uint32_t level) { 1236 if (quickReject(0.0f, 0.0f, width, height)) { 1237 return false; 1238 } 1239 1240 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1241 // will be performed by the display list itself 1242 if (displayList) { 1243 return displayList->replay(*this, dirty, level); 1244 } 1245 1246 return false; 1247} 1248 1249void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1250 if (displayList) { 1251 displayList->output(*this, level); 1252 } 1253} 1254 1255void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1256 int alpha; 1257 SkXfermode::Mode mode; 1258 getAlphaAndMode(paint, &alpha, &mode); 1259 1260 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1261 1262 float x = left; 1263 float y = top; 1264 1265 bool ignoreTransform = false; 1266 if (mSnapshot->transform->isPureTranslate()) { 1267 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1268 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1269 ignoreTransform = true; 1270 } 1271 1272 setupDraw(); 1273 setupDrawWithTexture(true); 1274 if (paint) { 1275 setupDrawAlpha8Color(paint->getColor(), alpha); 1276 } 1277 setupDrawColorFilter(); 1278 setupDrawShader(); 1279 setupDrawBlending(true, mode); 1280 setupDrawProgram(); 1281 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1282 setupDrawTexture(texture->id); 1283 setupDrawPureColorUniforms(); 1284 setupDrawColorFilterUniforms(); 1285 setupDrawShaderUniforms(); 1286 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1287 1288 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1289 1290 finishDrawTexture(); 1291} 1292 1293void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1294 const float right = left + bitmap->width(); 1295 const float bottom = top + bitmap->height(); 1296 1297 if (quickReject(left, top, right, bottom)) { 1298 return; 1299 } 1300 1301 glActiveTexture(gTextureUnits[0]); 1302 Texture* texture = mCaches.textureCache.get(bitmap); 1303 if (!texture) return; 1304 const AutoTexture autoCleanup(texture); 1305 1306 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1307 drawAlphaBitmap(texture, left, top, paint); 1308 } else { 1309 drawTextureRect(left, top, right, bottom, texture, paint); 1310 } 1311} 1312 1313void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1314 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1315 const mat4 transform(*matrix); 1316 transform.mapRect(r); 1317 1318 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1319 return; 1320 } 1321 1322 glActiveTexture(gTextureUnits[0]); 1323 Texture* texture = mCaches.textureCache.get(bitmap); 1324 if (!texture) return; 1325 const AutoTexture autoCleanup(texture); 1326 1327 // This could be done in a cheaper way, all we need is pass the matrix 1328 // to the vertex shader. The save/restore is a bit overkill. 1329 save(SkCanvas::kMatrix_SaveFlag); 1330 concatMatrix(matrix); 1331 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1332 restore(); 1333} 1334 1335void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1336 float* vertices, int* colors, SkPaint* paint) { 1337 // TODO: Do a quickReject 1338 if (!vertices || mSnapshot->isIgnored()) { 1339 return; 1340 } 1341 1342 glActiveTexture(gTextureUnits[0]); 1343 Texture* texture = mCaches.textureCache.get(bitmap); 1344 if (!texture) return; 1345 const AutoTexture autoCleanup(texture); 1346 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1347 1348 int alpha; 1349 SkXfermode::Mode mode; 1350 getAlphaAndMode(paint, &alpha, &mode); 1351 1352 const uint32_t count = meshWidth * meshHeight * 6; 1353 1354 float left = FLT_MAX; 1355 float top = FLT_MAX; 1356 float right = FLT_MIN; 1357 float bottom = FLT_MIN; 1358 1359#if RENDER_LAYERS_AS_REGIONS 1360 bool hasActiveLayer = hasLayer(); 1361#else 1362 bool hasActiveLayer = false; 1363#endif 1364 1365 // TODO: Support the colors array 1366 TextureVertex mesh[count]; 1367 TextureVertex* vertex = mesh; 1368 for (int32_t y = 0; y < meshHeight; y++) { 1369 for (int32_t x = 0; x < meshWidth; x++) { 1370 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1371 1372 float u1 = float(x) / meshWidth; 1373 float u2 = float(x + 1) / meshWidth; 1374 float v1 = float(y) / meshHeight; 1375 float v2 = float(y + 1) / meshHeight; 1376 1377 int ax = i + (meshWidth + 1) * 2; 1378 int ay = ax + 1; 1379 int bx = i; 1380 int by = bx + 1; 1381 int cx = i + 2; 1382 int cy = cx + 1; 1383 int dx = i + (meshWidth + 1) * 2 + 2; 1384 int dy = dx + 1; 1385 1386 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1387 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1388 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1389 1390 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1391 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1392 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1393 1394#if RENDER_LAYERS_AS_REGIONS 1395 if (hasActiveLayer) { 1396 // TODO: This could be optimized to avoid unnecessary ops 1397 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1398 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1399 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1400 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1401 } 1402#endif 1403 } 1404 } 1405 1406#if RENDER_LAYERS_AS_REGIONS 1407 if (hasActiveLayer) { 1408 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1409 } 1410#endif 1411 1412 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1413 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1414 GL_TRIANGLES, count, false, false, 0, false, false); 1415} 1416 1417void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1418 float srcLeft, float srcTop, float srcRight, float srcBottom, 1419 float dstLeft, float dstTop, float dstRight, float dstBottom, 1420 SkPaint* paint) { 1421 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1422 return; 1423 } 1424 1425 glActiveTexture(gTextureUnits[0]); 1426 Texture* texture = mCaches.textureCache.get(bitmap); 1427 if (!texture) return; 1428 const AutoTexture autoCleanup(texture); 1429 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1430 1431 const float width = texture->width; 1432 const float height = texture->height; 1433 1434 const float u1 = (srcLeft + 0.5f) / width; 1435 const float v1 = (srcTop + 0.5f) / height; 1436 const float u2 = (srcRight - 0.5f) / width; 1437 const float v2 = (srcBottom - 0.5f) / height; 1438 1439 mCaches.unbindMeshBuffer(); 1440 resetDrawTextureTexCoords(u1, v1, u2, v2); 1441 1442 int alpha; 1443 SkXfermode::Mode mode; 1444 getAlphaAndMode(paint, &alpha, &mode); 1445 1446 if (mSnapshot->transform->isPureTranslate()) { 1447 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1448 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1449 1450 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1451 texture->id, alpha / 255.0f, mode, texture->blend, 1452 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1453 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1454 } else { 1455 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1456 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1457 GL_TRIANGLE_STRIP, gMeshCount); 1458 } 1459 1460 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1461} 1462 1463void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1464 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1465 float left, float top, float right, float bottom, SkPaint* paint) { 1466 if (quickReject(left, top, right, bottom)) { 1467 return; 1468 } 1469 1470 glActiveTexture(gTextureUnits[0]); 1471 Texture* texture = mCaches.textureCache.get(bitmap); 1472 if (!texture) return; 1473 const AutoTexture autoCleanup(texture); 1474 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1475 1476 int alpha; 1477 SkXfermode::Mode mode; 1478 getAlphaAndMode(paint, &alpha, &mode); 1479 1480 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1481 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1482 1483 if (mesh && mesh->verticesCount > 0) { 1484 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1485#if RENDER_LAYERS_AS_REGIONS 1486 // Mark the current layer dirty where we are going to draw the patch 1487 if (hasLayer() && mesh->hasEmptyQuads) { 1488 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1489 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1490 const size_t count = mesh->quads.size(); 1491 for (size_t i = 0; i < count; i++) { 1492 const Rect& bounds = mesh->quads.itemAt(i); 1493 if (pureTranslate) { 1494 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1495 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1496 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1497 } else { 1498 dirtyLayer(left + bounds.left, top + bounds.top, 1499 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1500 } 1501 } 1502 } 1503#endif 1504 1505 if (pureTranslate) { 1506 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1507 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1508 1509 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1510 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1511 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1512 true, !mesh->hasEmptyQuads); 1513 } else { 1514 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1515 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1516 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1517 true, !mesh->hasEmptyQuads); 1518 } 1519 } 1520} 1521 1522/** 1523 * This function uses a similar approach to that of AA lines in the drawLines() function. 1524 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1525 * shader to compute the translucency of the color, determined by whether a given pixel is 1526 * within that boundary region and how far into the region it is. 1527 */ 1528void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1529 int color, SkXfermode::Mode mode) { 1530 float inverseScaleX = 1.0f; 1531 float inverseScaleY = 1.0f; 1532 // The quad that we use needs to account for scaling. 1533 if (!mSnapshot->transform->isPureTranslate()) { 1534 Matrix4 *mat = mSnapshot->transform; 1535 float m00 = mat->data[Matrix4::kScaleX]; 1536 float m01 = mat->data[Matrix4::kSkewY]; 1537 float m02 = mat->data[2]; 1538 float m10 = mat->data[Matrix4::kSkewX]; 1539 float m11 = mat->data[Matrix4::kScaleX]; 1540 float m12 = mat->data[6]; 1541 float scaleX = sqrt(m00 * m00 + m01 * m01); 1542 float scaleY = sqrt(m10 * m10 + m11 * m11); 1543 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1544 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1545 } 1546 1547 setupDraw(); 1548 setupDrawAALine(); 1549 setupDrawColor(color); 1550 setupDrawColorFilter(); 1551 setupDrawShader(); 1552 setupDrawBlending(true, mode); 1553 setupDrawProgram(); 1554 setupDrawModelViewIdentity(true); 1555 setupDrawColorUniforms(); 1556 setupDrawColorFilterUniforms(); 1557 setupDrawShaderIdentityUniforms(); 1558 1559 AAVertex rects[4]; 1560 AAVertex* aaVertices = &rects[0]; 1561 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1562 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1563 1564 float boundarySizeX = .5 * inverseScaleX; 1565 float boundarySizeY = .5 * inverseScaleY; 1566 1567 // Adjust the rect by the AA boundary padding 1568 left -= boundarySizeX; 1569 right += boundarySizeX; 1570 top -= boundarySizeY; 1571 bottom += boundarySizeY; 1572 1573 float width = right - left; 1574 float height = bottom - top; 1575 1576 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1577 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1578 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1579 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1580 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1581 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1582 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1583 1584 if (!quickReject(left, top, right, bottom)) { 1585 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1586 AAVertex::set(aaVertices++, left, top, 1, 0); 1587 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1588 AAVertex::set(aaVertices++, right, top, 0, 0); 1589 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1590 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1591 } 1592} 1593 1594/** 1595 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1596 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1597 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1598 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1599 * of the line. Hairlines are more involved because we need to account for transform scaling 1600 * to end up with a one-pixel-wide line in screen space.. 1601 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1602 * in combination with values that we calculate and pass down in this method. The basic approach 1603 * is that the quad we create contains both the core line area plus a bounding area in which 1604 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1605 * proportion of the width and the length of a given segment is represented by the boundary 1606 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1607 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1608 * on the inside). This ends up giving the result we want, with pixels that are completely 1609 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1610 * how far into the boundary region they are, which is determined by shader interpolation. 1611 */ 1612void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1613 if (mSnapshot->isIgnored()) return; 1614 1615 const bool isAA = paint->isAntiAlias(); 1616 // We use half the stroke width here because we're going to position the quad 1617 // corner vertices half of the width away from the line endpoints 1618 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1619 // A stroke width of 0 has a special meaning in Skia: 1620 // it draws a line 1 px wide regardless of current transform 1621 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1622 float inverseScaleX = 1.0f; 1623 float inverseScaleY = 1.0f; 1624 bool scaled = false; 1625 int alpha; 1626 SkXfermode::Mode mode; 1627 int generatedVerticesCount = 0; 1628 int verticesCount = count; 1629 if (count > 4) { 1630 // Polyline: account for extra vertices needed for continuous tri-strip 1631 verticesCount += (count - 4); 1632 } 1633 1634 if (isHairLine || isAA) { 1635 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1636 // the line on the screen should always be one pixel wide regardless of scale. For 1637 // AA lines, we only want one pixel of translucent boundary around the quad. 1638 if (!mSnapshot->transform->isPureTranslate()) { 1639 Matrix4 *mat = mSnapshot->transform; 1640 float m00 = mat->data[Matrix4::kScaleX]; 1641 float m01 = mat->data[Matrix4::kSkewY]; 1642 float m02 = mat->data[2]; 1643 float m10 = mat->data[Matrix4::kSkewX]; 1644 float m11 = mat->data[Matrix4::kScaleX]; 1645 float m12 = mat->data[6]; 1646 float scaleX = sqrt(m00*m00 + m01*m01); 1647 float scaleY = sqrt(m10*m10 + m11*m11); 1648 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1649 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1650 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1651 scaled = true; 1652 } 1653 } 1654 } 1655 1656 getAlphaAndMode(paint, &alpha, &mode); 1657 setupDraw(); 1658 if (isAA) { 1659 setupDrawAALine(); 1660 } 1661 setupDrawColor(paint->getColor(), alpha); 1662 setupDrawColorFilter(); 1663 setupDrawShader(); 1664 if (isAA) { 1665 setupDrawBlending(true, mode); 1666 } else { 1667 setupDrawBlending(mode); 1668 } 1669 setupDrawProgram(); 1670 setupDrawModelViewIdentity(true); 1671 setupDrawColorUniforms(); 1672 setupDrawColorFilterUniforms(); 1673 setupDrawShaderIdentityUniforms(); 1674 1675 if (isHairLine) { 1676 // Set a real stroke width to be used in quad construction 1677 halfStrokeWidth = isAA? 1 : .5; 1678 } else if (isAA && !scaled) { 1679 // Expand boundary to enable AA calculations on the quad border 1680 halfStrokeWidth += .5f; 1681 } 1682 Vertex lines[verticesCount]; 1683 Vertex* vertices = &lines[0]; 1684 AAVertex wLines[verticesCount]; 1685 AAVertex* aaVertices = &wLines[0]; 1686 if (!isAA) { 1687 setupDrawVertices(vertices); 1688 } else { 1689 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1690 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1691 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1692 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1693 // This value is used in the fragment shader to determine how to fill fragments. 1694 // We will need to calculate the actual width proportion on each segment for 1695 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1696 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1697 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1698 } 1699 1700 AAVertex* prevAAVertex = NULL; 1701 Vertex* prevVertex = NULL; 1702 1703 int boundaryLengthSlot = -1; 1704 int inverseBoundaryLengthSlot = -1; 1705 int boundaryWidthSlot = -1; 1706 int inverseBoundaryWidthSlot = -1; 1707 for (int i = 0; i < count; i += 4) { 1708 // a = start point, b = end point 1709 vec2 a(points[i], points[i + 1]); 1710 vec2 b(points[i + 2], points[i + 3]); 1711 float length = 0; 1712 float boundaryLengthProportion = 0; 1713 float boundaryWidthProportion = 0; 1714 1715 // Find the normal to the line 1716 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1717 if (isHairLine) { 1718 if (isAA) { 1719 float wideningFactor; 1720 if (fabs(n.x) >= fabs(n.y)) { 1721 wideningFactor = fabs(1.0f / n.x); 1722 } else { 1723 wideningFactor = fabs(1.0f / n.y); 1724 } 1725 n *= wideningFactor; 1726 } 1727 if (scaled) { 1728 n.x *= inverseScaleX; 1729 n.y *= inverseScaleY; 1730 } 1731 } else if (scaled) { 1732 // Extend n by .5 pixel on each side, post-transform 1733 vec2 extendedN = n.copyNormalized(); 1734 extendedN /= 2; 1735 extendedN.x *= inverseScaleX; 1736 extendedN.y *= inverseScaleY; 1737 float extendedNLength = extendedN.length(); 1738 // We need to set this value on the shader prior to drawing 1739 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1740 n += extendedN; 1741 } 1742 float x = n.x; 1743 n.x = -n.y; 1744 n.y = x; 1745 1746 // aa lines expand the endpoint vertices to encompass the AA boundary 1747 if (isAA) { 1748 vec2 abVector = (b - a); 1749 length = abVector.length(); 1750 abVector.normalize(); 1751 if (scaled) { 1752 abVector.x *= inverseScaleX; 1753 abVector.y *= inverseScaleY; 1754 float abLength = abVector.length(); 1755 boundaryLengthProportion = abLength / (length + abLength); 1756 } else { 1757 boundaryLengthProportion = .5 / (length + 1); 1758 } 1759 abVector /= 2; 1760 a -= abVector; 1761 b += abVector; 1762 } 1763 1764 // Four corners of the rectangle defining a thick line 1765 vec2 p1 = a - n; 1766 vec2 p2 = a + n; 1767 vec2 p3 = b + n; 1768 vec2 p4 = b - n; 1769 1770 1771 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1772 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1773 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1774 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1775 1776 if (!quickReject(left, top, right, bottom)) { 1777 if (!isAA) { 1778 if (prevVertex != NULL) { 1779 // Issue two repeat vertices to create degenerate triangles to bridge 1780 // between the previous line and the new one. This is necessary because 1781 // we are creating a single triangle_strip which will contain 1782 // potentially discontinuous line segments. 1783 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1784 Vertex::set(vertices++, p1.x, p1.y); 1785 generatedVerticesCount += 2; 1786 } 1787 Vertex::set(vertices++, p1.x, p1.y); 1788 Vertex::set(vertices++, p2.x, p2.y); 1789 Vertex::set(vertices++, p4.x, p4.y); 1790 Vertex::set(vertices++, p3.x, p3.y); 1791 prevVertex = vertices - 1; 1792 generatedVerticesCount += 4; 1793 } else { 1794 if (!isHairLine && scaled) { 1795 // Must set width proportions per-segment for scaled non-hairlines to use the 1796 // correct AA boundary dimensions 1797 if (boundaryWidthSlot < 0) { 1798 boundaryWidthSlot = 1799 mCaches.currentProgram->getUniform("boundaryWidth"); 1800 inverseBoundaryWidthSlot = 1801 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1802 } 1803 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1804 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1805 } 1806 if (boundaryLengthSlot < 0) { 1807 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1808 inverseBoundaryLengthSlot = 1809 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1810 } 1811 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1812 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1813 1814 if (prevAAVertex != NULL) { 1815 // Issue two repeat vertices to create degenerate triangles to bridge 1816 // between the previous line and the new one. This is necessary because 1817 // we are creating a single triangle_strip which will contain 1818 // potentially discontinuous line segments. 1819 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1820 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1821 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1822 generatedVerticesCount += 2; 1823 } 1824 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1825 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1826 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1827 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1828 prevAAVertex = aaVertices - 1; 1829 generatedVerticesCount += 4; 1830 } 1831 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1832 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1833 *mSnapshot->transform); 1834 } 1835 } 1836 if (generatedVerticesCount > 0) { 1837 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1838 } 1839} 1840 1841void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1842 if (mSnapshot->isIgnored()) return; 1843 1844 // TODO: The paint's cap style defines whether the points are square or circular 1845 // TODO: Handle AA for round points 1846 1847 // A stroke width of 0 has a special meaning in Skia: 1848 // it draws an unscaled 1px point 1849 float strokeWidth = paint->getStrokeWidth(); 1850 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1851 if (isHairLine) { 1852 // Now that we know it's hairline, we can set the effective width, to be used later 1853 strokeWidth = 1.0f; 1854 } 1855 const float halfWidth = strokeWidth / 2; 1856 int alpha; 1857 SkXfermode::Mode mode; 1858 getAlphaAndMode(paint, &alpha, &mode); 1859 1860 int verticesCount = count >> 1; 1861 int generatedVerticesCount = 0; 1862 1863 TextureVertex pointsData[verticesCount]; 1864 TextureVertex* vertex = &pointsData[0]; 1865 1866 setupDraw(); 1867 setupDrawPoint(strokeWidth); 1868 setupDrawColor(paint->getColor(), alpha); 1869 setupDrawColorFilter(); 1870 setupDrawShader(); 1871 setupDrawBlending(mode); 1872 setupDrawProgram(); 1873 setupDrawModelViewIdentity(true); 1874 setupDrawColorUniforms(); 1875 setupDrawColorFilterUniforms(); 1876 setupDrawPointUniforms(); 1877 setupDrawShaderIdentityUniforms(); 1878 setupDrawMesh(vertex); 1879 1880 for (int i = 0; i < count; i += 2) { 1881 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1882 generatedVerticesCount++; 1883 float left = points[i] - halfWidth; 1884 float right = points[i] + halfWidth; 1885 float top = points[i + 1] - halfWidth; 1886 float bottom = points [i + 1] + halfWidth; 1887 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1888 } 1889 1890 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1891} 1892 1893void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1894 // No need to check against the clip, we fill the clip region 1895 if (mSnapshot->isIgnored()) return; 1896 1897 Rect& clip(*mSnapshot->clipRect); 1898 clip.snapToPixelBoundaries(); 1899 1900 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1901} 1902 1903void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1904 if (!texture) return; 1905 const AutoTexture autoCleanup(texture); 1906 1907 const float x = left + texture->left - texture->offset; 1908 const float y = top + texture->top - texture->offset; 1909 1910 drawPathTexture(texture, x, y, paint); 1911} 1912 1913void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1914 float rx, float ry, SkPaint* paint) { 1915 if (mSnapshot->isIgnored()) return; 1916 1917 glActiveTexture(gTextureUnits[0]); 1918 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1919 right - left, bottom - top, rx, ry, paint); 1920 drawShape(left, top, texture, paint); 1921} 1922 1923void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1924 if (mSnapshot->isIgnored()) return; 1925 1926 glActiveTexture(gTextureUnits[0]); 1927 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1928 drawShape(x - radius, y - radius, texture, paint); 1929} 1930 1931void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1932 if (mSnapshot->isIgnored()) return; 1933 1934 glActiveTexture(gTextureUnits[0]); 1935 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1936 drawShape(left, top, texture, paint); 1937} 1938 1939void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1940 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1941 if (mSnapshot->isIgnored()) return; 1942 1943 if (fabs(sweepAngle) >= 360.0f) { 1944 drawOval(left, top, right, bottom, paint); 1945 return; 1946 } 1947 1948 glActiveTexture(gTextureUnits[0]); 1949 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1950 startAngle, sweepAngle, useCenter, paint); 1951 drawShape(left, top, texture, paint); 1952} 1953 1954void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 1955 SkPaint* paint) { 1956 if (mSnapshot->isIgnored()) return; 1957 1958 glActiveTexture(gTextureUnits[0]); 1959 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 1960 drawShape(left, top, texture, paint); 1961} 1962 1963void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1964 if (p->getStyle() != SkPaint::kFill_Style) { 1965 drawRectAsShape(left, top, right, bottom, p); 1966 return; 1967 } 1968 1969 if (quickReject(left, top, right, bottom)) { 1970 return; 1971 } 1972 1973 SkXfermode::Mode mode; 1974 if (!mCaches.extensions.hasFramebufferFetch()) { 1975 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1976 if (!isMode) { 1977 // Assume SRC_OVER 1978 mode = SkXfermode::kSrcOver_Mode; 1979 } 1980 } else { 1981 mode = getXfermode(p->getXfermode()); 1982 } 1983 1984 int color = p->getColor(); 1985 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 1986 drawAARect(left, top, right, bottom, color, mode); 1987 } else { 1988 drawColorRect(left, top, right, bottom, color, mode); 1989 } 1990} 1991 1992void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1993 float x, float y, SkPaint* paint) { 1994 if (text == NULL || count == 0) { 1995 return; 1996 } 1997 if (mSnapshot->isIgnored()) return; 1998 1999 // TODO: We should probably make a copy of the paint instead of modifying 2000 // it; modifying the paint will change its generationID the first 2001 // time, which might impact caches. More investigation needed to 2002 // see if it matters. 2003 // If we make a copy, then drawTextDecorations() should *not* make 2004 // its own copy as it does right now. 2005 paint->setAntiAlias(true); 2006#if RENDER_TEXT_AS_GLYPHS 2007 paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding); 2008#endif 2009 2010 float length = -1.0f; 2011 switch (paint->getTextAlign()) { 2012 case SkPaint::kCenter_Align: 2013 length = paint->measureText(text, bytesCount); 2014 x -= length / 2.0f; 2015 break; 2016 case SkPaint::kRight_Align: 2017 length = paint->measureText(text, bytesCount); 2018 x -= length; 2019 break; 2020 default: 2021 break; 2022 } 2023 2024 const float oldX = x; 2025 const float oldY = y; 2026 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2027 if (pureTranslate) { 2028 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2029 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2030 } 2031 2032 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2033 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2034 paint->getTextSize()); 2035 2036 int alpha; 2037 SkXfermode::Mode mode; 2038 getAlphaAndMode(paint, &alpha, &mode); 2039 2040 if (mHasShadow) { 2041 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2042 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2043 paint, text, bytesCount, count, mShadowRadius); 2044 const AutoTexture autoCleanup(shadow); 2045 2046 const float sx = oldX - shadow->left + mShadowDx; 2047 const float sy = oldY - shadow->top + mShadowDy; 2048 2049 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2050 int shadowColor = mShadowColor; 2051 if (mShader) { 2052 shadowColor = 0xffffffff; 2053 } 2054 2055 glActiveTexture(gTextureUnits[0]); 2056 setupDraw(); 2057 setupDrawWithTexture(true); 2058 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2059 setupDrawColorFilter(); 2060 setupDrawShader(); 2061 setupDrawBlending(true, mode); 2062 setupDrawProgram(); 2063 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2064 setupDrawTexture(shadow->id); 2065 setupDrawPureColorUniforms(); 2066 setupDrawColorFilterUniforms(); 2067 setupDrawShaderUniforms(); 2068 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2069 2070 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2071 2072 finishDrawTexture(); 2073 } 2074 2075 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 2076 return; 2077 } 2078 2079 // Pick the appropriate texture filtering 2080 bool linearFilter = mSnapshot->transform->changesBounds(); 2081 if (pureTranslate && !linearFilter) { 2082 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2083 } 2084 2085 glActiveTexture(gTextureUnits[0]); 2086 setupDraw(); 2087 setupDrawDirtyRegionsDisabled(); 2088 setupDrawWithTexture(true); 2089 setupDrawAlpha8Color(paint->getColor(), alpha); 2090 setupDrawColorFilter(); 2091 setupDrawShader(); 2092 setupDrawBlending(true, mode); 2093 setupDrawProgram(); 2094 setupDrawModelView(x, y, x, y, pureTranslate, true); 2095 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2096 setupDrawPureColorUniforms(); 2097 setupDrawColorFilterUniforms(); 2098 setupDrawShaderUniforms(pureTranslate); 2099 2100 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2101 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2102 2103#if RENDER_LAYERS_AS_REGIONS 2104 bool hasActiveLayer = hasLayer(); 2105#else 2106 bool hasActiveLayer = false; 2107#endif 2108 mCaches.unbindMeshBuffer(); 2109 2110 // Tell font renderer the locations of position and texture coord 2111 // attributes so it can bind its data properly 2112 int positionSlot = mCaches.currentProgram->position; 2113 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 2114 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2115 hasActiveLayer ? &bounds : NULL)) { 2116#if RENDER_LAYERS_AS_REGIONS 2117 if (hasActiveLayer) { 2118 if (!pureTranslate) { 2119 mSnapshot->transform->mapRect(bounds); 2120 } 2121 dirtyLayerUnchecked(bounds, getRegion()); 2122 } 2123#endif 2124 } 2125 2126 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 2127 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 2128 2129 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2130} 2131 2132void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2133 if (mSnapshot->isIgnored()) return; 2134 2135 glActiveTexture(gTextureUnits[0]); 2136 2137 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2138 if (!texture) return; 2139 const AutoTexture autoCleanup(texture); 2140 2141 const float x = texture->left - texture->offset; 2142 const float y = texture->top - texture->offset; 2143 2144 drawPathTexture(texture, x, y, paint); 2145} 2146 2147void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2148 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2149 return; 2150 } 2151 2152 glActiveTexture(gTextureUnits[0]); 2153 2154 int alpha; 2155 SkXfermode::Mode mode; 2156 getAlphaAndMode(paint, &alpha, &mode); 2157 2158 layer->alpha = alpha; 2159 layer->mode = mode; 2160 2161#if RENDER_LAYERS_AS_REGIONS 2162 if (!layer->region.isEmpty()) { 2163 if (layer->region.isRect()) { 2164 composeLayerRect(layer, layer->regionRect); 2165 } else if (layer->mesh) { 2166 const float a = alpha / 255.0f; 2167 const Rect& rect = layer->layer; 2168 2169 setupDraw(); 2170 setupDrawWithTexture(); 2171 setupDrawColor(a, a, a, a); 2172 setupDrawColorFilter(); 2173 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 2174 setupDrawProgram(); 2175 setupDrawModelViewTranslate(x, y, 2176 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2177 setupDrawPureColorUniforms(); 2178 setupDrawColorFilterUniforms(); 2179 setupDrawTexture(layer->texture); 2180 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2181 2182 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2183 GL_UNSIGNED_SHORT, layer->meshIndices); 2184 2185 finishDrawTexture(); 2186 2187#if DEBUG_LAYERS_AS_REGIONS 2188 drawRegionRects(layer->region); 2189#endif 2190 } 2191 } 2192#else 2193 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2194 composeLayerRect(layer, r); 2195#endif 2196} 2197 2198/////////////////////////////////////////////////////////////////////////////// 2199// Shaders 2200/////////////////////////////////////////////////////////////////////////////// 2201 2202void OpenGLRenderer::resetShader() { 2203 mShader = NULL; 2204} 2205 2206void OpenGLRenderer::setupShader(SkiaShader* shader) { 2207 mShader = shader; 2208 if (mShader) { 2209 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2210 } 2211} 2212 2213/////////////////////////////////////////////////////////////////////////////// 2214// Color filters 2215/////////////////////////////////////////////////////////////////////////////// 2216 2217void OpenGLRenderer::resetColorFilter() { 2218 mColorFilter = NULL; 2219} 2220 2221void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2222 mColorFilter = filter; 2223} 2224 2225/////////////////////////////////////////////////////////////////////////////// 2226// Drop shadow 2227/////////////////////////////////////////////////////////////////////////////// 2228 2229void OpenGLRenderer::resetShadow() { 2230 mHasShadow = false; 2231} 2232 2233void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2234 mHasShadow = true; 2235 mShadowRadius = radius; 2236 mShadowDx = dx; 2237 mShadowDy = dy; 2238 mShadowColor = color; 2239} 2240 2241/////////////////////////////////////////////////////////////////////////////// 2242// Drawing implementation 2243/////////////////////////////////////////////////////////////////////////////// 2244 2245void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2246 float x, float y, SkPaint* paint) { 2247 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2248 return; 2249 } 2250 2251 int alpha; 2252 SkXfermode::Mode mode; 2253 getAlphaAndMode(paint, &alpha, &mode); 2254 2255 setupDraw(); 2256 setupDrawWithTexture(true); 2257 setupDrawAlpha8Color(paint->getColor(), alpha); 2258 setupDrawColorFilter(); 2259 setupDrawShader(); 2260 setupDrawBlending(true, mode); 2261 setupDrawProgram(); 2262 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2263 setupDrawTexture(texture->id); 2264 setupDrawPureColorUniforms(); 2265 setupDrawColorFilterUniforms(); 2266 setupDrawShaderUniforms(); 2267 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2268 2269 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2270 2271 finishDrawTexture(); 2272} 2273 2274// Same values used by Skia 2275#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2276#define kStdUnderline_Offset (1.0f / 9.0f) 2277#define kStdUnderline_Thickness (1.0f / 18.0f) 2278 2279void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2280 float x, float y, SkPaint* paint) { 2281 // Handle underline and strike-through 2282 uint32_t flags = paint->getFlags(); 2283 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2284 SkPaint paintCopy(*paint); 2285 float underlineWidth = length; 2286 // If length is > 0.0f, we already measured the text for the text alignment 2287 if (length <= 0.0f) { 2288 underlineWidth = paintCopy.measureText(text, bytesCount); 2289 } 2290 2291 float offsetX = 0; 2292 switch (paintCopy.getTextAlign()) { 2293 case SkPaint::kCenter_Align: 2294 offsetX = underlineWidth * 0.5f; 2295 break; 2296 case SkPaint::kRight_Align: 2297 offsetX = underlineWidth; 2298 break; 2299 default: 2300 break; 2301 } 2302 2303 if (underlineWidth > 0.0f) { 2304 const float textSize = paintCopy.getTextSize(); 2305 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2306 2307 const float left = x - offsetX; 2308 float top = 0.0f; 2309 2310 int linesCount = 0; 2311 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2312 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2313 2314 const int pointsCount = 4 * linesCount; 2315 float points[pointsCount]; 2316 int currentPoint = 0; 2317 2318 if (flags & SkPaint::kUnderlineText_Flag) { 2319 top = y + textSize * kStdUnderline_Offset; 2320 points[currentPoint++] = left; 2321 points[currentPoint++] = top; 2322 points[currentPoint++] = left + underlineWidth; 2323 points[currentPoint++] = top; 2324 } 2325 2326 if (flags & SkPaint::kStrikeThruText_Flag) { 2327 top = y + textSize * kStdStrikeThru_Offset; 2328 points[currentPoint++] = left; 2329 points[currentPoint++] = top; 2330 points[currentPoint++] = left + underlineWidth; 2331 points[currentPoint++] = top; 2332 } 2333 2334 paintCopy.setStrokeWidth(strokeWidth); 2335 2336 drawLines(&points[0], pointsCount, &paintCopy); 2337 } 2338 } 2339} 2340 2341void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2342 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2343 // If a shader is set, preserve only the alpha 2344 if (mShader) { 2345 color |= 0x00ffffff; 2346 } 2347 2348 setupDraw(); 2349 setupDrawColor(color); 2350 setupDrawShader(); 2351 setupDrawColorFilter(); 2352 setupDrawBlending(mode); 2353 setupDrawProgram(); 2354 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2355 setupDrawColorUniforms(); 2356 setupDrawShaderUniforms(ignoreTransform); 2357 setupDrawColorFilterUniforms(); 2358 setupDrawSimpleMesh(); 2359 2360 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2361} 2362 2363void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2364 Texture* texture, SkPaint* paint) { 2365 int alpha; 2366 SkXfermode::Mode mode; 2367 getAlphaAndMode(paint, &alpha, &mode); 2368 2369 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 2370 2371 if (mSnapshot->transform->isPureTranslate()) { 2372 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2373 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2374 2375 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2376 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2377 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2378 } else { 2379 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2380 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2381 GL_TRIANGLE_STRIP, gMeshCount); 2382 } 2383} 2384 2385void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2386 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2387 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2388 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2389} 2390 2391void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2392 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2393 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2394 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2395 2396 setupDraw(); 2397 setupDrawWithTexture(); 2398 setupDrawColor(alpha, alpha, alpha, alpha); 2399 setupDrawColorFilter(); 2400 setupDrawBlending(blend, mode, swapSrcDst); 2401 setupDrawProgram(); 2402 if (!dirty) { 2403 setupDrawDirtyRegionsDisabled(); 2404 } 2405 if (!ignoreScale) { 2406 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2407 } else { 2408 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2409 } 2410 setupDrawPureColorUniforms(); 2411 setupDrawColorFilterUniforms(); 2412 setupDrawTexture(texture); 2413 setupDrawMesh(vertices, texCoords, vbo); 2414 2415 glDrawArrays(drawMode, 0, elementsCount); 2416 2417 finishDrawTexture(); 2418} 2419 2420void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2421 ProgramDescription& description, bool swapSrcDst) { 2422 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2423 if (blend) { 2424 if (mode < SkXfermode::kPlus_Mode) { 2425 if (!mCaches.blend) { 2426 glEnable(GL_BLEND); 2427 } 2428 2429 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2430 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2431 2432 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2433 glBlendFunc(sourceMode, destMode); 2434 mCaches.lastSrcMode = sourceMode; 2435 mCaches.lastDstMode = destMode; 2436 } 2437 } else { 2438 // These blend modes are not supported by OpenGL directly and have 2439 // to be implemented using shaders. Since the shader will perform 2440 // the blending, turn blending off here 2441 if (mCaches.extensions.hasFramebufferFetch()) { 2442 description.framebufferMode = mode; 2443 description.swapSrcDst = swapSrcDst; 2444 } 2445 2446 if (mCaches.blend) { 2447 glDisable(GL_BLEND); 2448 } 2449 blend = false; 2450 } 2451 } else if (mCaches.blend) { 2452 glDisable(GL_BLEND); 2453 } 2454 mCaches.blend = blend; 2455} 2456 2457bool OpenGLRenderer::useProgram(Program* program) { 2458 if (!program->isInUse()) { 2459 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2460 program->use(); 2461 mCaches.currentProgram = program; 2462 return false; 2463 } 2464 return true; 2465} 2466 2467void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2468 TextureVertex* v = &mMeshVertices[0]; 2469 TextureVertex::setUV(v++, u1, v1); 2470 TextureVertex::setUV(v++, u2, v1); 2471 TextureVertex::setUV(v++, u1, v2); 2472 TextureVertex::setUV(v++, u2, v2); 2473} 2474 2475void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2476 if (paint) { 2477 if (!mCaches.extensions.hasFramebufferFetch()) { 2478 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 2479 if (!isMode) { 2480 // Assume SRC_OVER 2481 *mode = SkXfermode::kSrcOver_Mode; 2482 } 2483 } else { 2484 *mode = getXfermode(paint->getXfermode()); 2485 } 2486 2487 // Skia draws using the color's alpha channel if < 255 2488 // Otherwise, it uses the paint's alpha 2489 int color = paint->getColor(); 2490 *alpha = (color >> 24) & 0xFF; 2491 if (*alpha == 255) { 2492 *alpha = paint->getAlpha(); 2493 } 2494 } else { 2495 *mode = SkXfermode::kSrcOver_Mode; 2496 *alpha = 255; 2497 } 2498} 2499 2500SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2501 SkXfermode::Mode resultMode; 2502 if (!SkXfermode::AsMode(mode, &resultMode)) { 2503 resultMode = SkXfermode::kSrcOver_Mode; 2504 } 2505 return resultMode; 2506} 2507 2508void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 2509 bool bound = false; 2510 if (wrapS != texture->wrapS) { 2511 glBindTexture(GL_TEXTURE_2D, texture->id); 2512 bound = true; 2513 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 2514 texture->wrapS = wrapS; 2515 } 2516 if (wrapT != texture->wrapT) { 2517 if (!bound) { 2518 glBindTexture(GL_TEXTURE_2D, texture->id); 2519 } 2520 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 2521 texture->wrapT = wrapT; 2522 } 2523} 2524 2525}; // namespace uirenderer 2526}; // namespace android 2527